Sökning: "uses and gratifications"

Visar resultat 16 - 20 av 199 uppsatser innehållade orden uses and gratifications.

  1. 16. Det är så mycket lättillgängligare med TV-serier, typ: Ungdomars lustläsning i relation till digitala medier

    Master-uppsats, Lunds universitet/Avdelningen för ABM, digitala kulturer samt förlags- och bokmarknadskunskap

    Författare :Jonna Fredin; Martin Segerbäck; [2023]
    Nyckelord :Recreational reading; pleasure reading; leisure reading; digital media; social media; literature; books; young adult; youth; teen reading; TikTok; BookTok; social reading; film; TV-series; Grounded Theory; Uses and Gratifications Theory; Cultural Sciences;

    Sammanfattning : Leisure reading among young people today is often considered to be under threat from digital activities, especially social media. In the scientific community, this position is disputed with no clear consensus. LÄS MER

  2. 17. 'This Game Changed my Life' : Online Stories of ‘Emersion’ about Playing Video Games during Difficult Times in Life

    Magister-uppsats, Malmö universitet/Institutionen för konst, kultur och kommunikation (K3)

    Författare :Sergio J. Abuin; [2023]
    Nyckelord :video games; videogames; personal crises; difficult times; immersion; netnography; stories; posts; online; offline; uses and gratifications; Reddit; Persona 5; videojocs; video jocs; temps dificils; immersió; historia; videojuegos; video juegos; crisis; tiempos difíciles; inmersión; netnografia; historias;

    Sammanfattning : This thesis aims to explore the video game medium in depth, to relate it to the stories foundon Internet communities about users’ gameplay experiences during burdensome moments inlife. To achieve that, the phenomena is explored through the lenses of Uses & Gratificationstheory by means of a netnography on the ‘/Persona 5’ official subReddit; interpreting, codingand analyzing all narratives that fit the criteria with the help of a proposed ‘USE’ system. LÄS MER

  3. 18. Flödets Arkitekt : Hur medie- och informationskunnighet formar unga kvinnors upplevelser av skönhetsindustrin på Instagram

    Kandidat-uppsats, Linnéuniversitetet/Institutionen för kulturvetenskaper (KV)

    Författare :Nadie Vainio Ali; Elin Torndal; [2023]
    Nyckelord :Unga vuxna; ungdomar; kvinnor; tjejer; digitalisering; sociala medier; Instagram; medie- och informationskunnighet MIK ; media literacy; media and information literacy; källkritik; reklam; informationsbeteende; informationspraktik; självbild; ideal;

    Sammanfattning : The aim of the study is to investigate how media and information literacy (MIL) among young women affect their views on beauty-related advertisements and posts on Instagram, in accordance with infrastructure knowledge, mental health and purchase behavior. This is conducted through semi-structured interviews with 6 young Swedish women in the age range of 20-25 years old, through which an analysis of the retrieved answers is made. LÄS MER

  4. 19. ”Take a Knife and Drain Your Life” : A Netnographic Analysis of Drain Gang’s Fandom, Subcultural Activity and Community Cultivation Online

    Magister-uppsats, Malmö universitet/Institutionen för konst, kultur och kommunikation (K3)

    Författare :Rasmus Schmidt; [2023]
    Nyckelord :Drain Gang; Drainer; Fandom; Online Fan Community; Subculture; Netnography; Community Cultivation; Prosumption; TikTok.;

    Sammanfattning : The thesis examines the subcultural activities and online fan community of Drainers (fans of the music collective Drain Gang) through TikTok. A netnographic analysis of fans’ engagement and community cultivation through prosumption is done through participation observation. LÄS MER

  5. 20. Twitch och tittares motivationer : Vilka motivationer Twitch användare har till att konsumera livesänt innehåll

    Kandidat-uppsats, Linnéuniversitetet/Institutionen för medier och journalistik (MJ)

    Författare :David Odhner; [2023]
    Nyckelord :Twitch; livestreaming; streamer; community; social interaction; relation; gratifications; content;

    Sammanfattning : The purpose of this study is to research how users of the platform Twitch get affected by the consumption of the live produced content combined with interactive functions that the platform offers. Twitch offers the unique selling point compared to regular media where the consumers; the viewers have the possibility to interact with the livestreamer and get direct feedback as response as a viewer. LÄS MER