109 research outputs found

    Mixed Reality Game Using Bluetooth Beacons for Exhibitions

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    A comparative analysis of European press coverage of children and the internet

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    This article reports a content analysis of press coverage of children and the internet in order to examine cross-cultural similarities and differences in the news values framing accounts of the benefits from and risks facing children online. By comparing media reporting in 14 European countries, the study found greater coverage of online risks than opportunities across Europe, which appears to be due to the high position of crime stories on the news agenda.. Thus readers, including parents, are exposed to media representations that often show the online world as being risky for children, which may affect perceptions of the prevalence of risk. However, there is national variation in terms of which risks receive more press attention, meaning that parents in different countries are potentially sensitised to different risks

    Production studies, transformations in children’s television and the global turn

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    Moving away from the dominant discourse of US experience, this article looks at how the production of local content for children remains a central issue in many parts of the world, in spite of the growth of transnational media and the apparent abundance of content for children worldwide. Drawing on a pre-summit workshop on Children’s Content at the Core of Public Service Media, held at the 2014 World Summit on Media for Children, it considers the lack of academic perspectives on production, before exploring with workshop participants the regulatory and funding frameworks for quality children’s content, and the conditions for their successful implementation. There is a continuing problem about producing sustainable children’s content, and western models are not always the most appropriate at providing solutions, which need to be nuanced and tailored to different national, regional and local contexts

    Negative emotions set in motion : the continued relevance of #GamerGate

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    This chapter aims at making sense of the #GamerGate (#GG) online harassment campaign that was particularly active in 2014–2015 but to this day continues to produce hateful speech against certain ideologies and minorities in gaming culture. The campaign was especially successful at building online visibility through harassment, and the affective resonances of the issues it raised have since translated into general online campaigning how-to’s, financial earnings, and even political action outside of the gaming sphere. Although the primary breeding ground for this movement was 4chan (and later, 8chan), it only reached public awareness and visibility – hence, effectiveness – through Twitter and, to a lesser extent, through YouTube. In order to understand the emotional charge and political relevance of this campaign, we rely on both quantitative and qualitative activity analyses of the Twitter users that use the hashtag #GamerGate between 2014 and 2019. In addition to analyzing who were the most active tweeters and what kind of resonance their tweets elicited, we looked into the emotional qualities of their communication. The communication strategies of #GG tweeters took advantage of the language and cultural references of the target demographic to drive a set of topics into public discourse and, further, to political activism. This discourse utilized a combination of affective modes, based mainly on resentment and schadenfreude, that we see echoing in many places on the internet. In the end, we argue that while #GG may have been only one instance of a campaign with harassment elements, the sentiments it cultivated and amplified as well as its operational logics have since been successfully employed in many similar online movements, including the current political campaigning associated with the so-called alt-right.fi=vertaisarvioitu|en=peerReviewed
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