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Når Jonas blir Støre : En retorisk analyse av Jonas Gahr Støres rolle i den TVsendte partilederdebatten 14. august 2017
Masteroppgave samfunnskommunikasjon KOM500 - Universitetet i Agder 2018 ; This thesis project is a rhetorical analysis of Jonas Gahr Støre, leader of the Norwegian Labour Party, in the televised party leader debate on 08.14.2017. Støre had been accused of being unclear in his communication style for a long time, but was named the winner of this debate in several major Media. With a hermeneutic approach, the task examines the rhetorical devices Støre used in the debate. By using theoretical perspectives from political communication and mediation, the project also explores why Støre appeared the way he did. The analysis shows that Støre assumed an active role in the debate, especially when the debate was dealing with matters where the party is seeking issue ownership. He repeatedly attacks the government and the prime minister, framing issues to stress the need for a change of government.
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Pokémon Go, augmented reality (AR) and player engagement : was it all a hype? : a systematic review ; Pokemon Go, utvidet virkelighet (AR) og spillerengasjement : en systematisk oversikt
The aim of this study was to reveal if there is literature about who's still playing Pokémon Go two years after game launch, and whether players report the AR-aspect as part of the reason they're still engaging in the game. Investigating the phenomenon covered widely by news and social media from this angle could be of interest of public health workers with the ambition to replicate the success. We ran a systematic search resulting in 22 articles included, published between 2016-2018. The results revealed that the main part of the included studies were conducted just around game launch (July 2016) and within the first six months Pokémon Go was out "in the wild". AR was in general not questioned about, and there exists different and vague understandings of what augmented reality actually is. We were not able to identify the typical long-term player engaging with the game, and to what extent AR was a part of the prolonged success. The search also revealed a lack of longitudinal studies (with larger, more representative participant groups) about general social and mental health implications of playing the game. The studies imply a successful combination of several game aspects - whether playing for the adventure and discovering new places, family bonding, general game flexibility, "to pass time", a bit of nostalgia – or just for fun. Further studies are needed to understand of which importance it is to implement an AR- or location-based-feature, the importance of branding, what app/game mechanics appeal to the general and how deeply immersive experiences through a mobile screen are able to affect us, dragging us into an augmented world – and keeping us there. ; M-FOL
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