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In: Estudios histórico-políticos del mundo transatlántico 2
Migration and media: discourses about identities in crisis
In: Discourse approaches to politics, society and culture (DAPSAC) Volume 81
Preface / Ruth Wodak -- Introduction: Migration and crisis identity / Andreas Musolff and Lorella Viola -- 1. A comparative analysis of the keyword multicultural(ism) in French, British, German and Italian migration discourse / Melani Schröter, Marie Veniard, Charlotte Taylor and Andreas Blätte -- 2. Polentone vs terrone: A discourse-historical analysis of media representation of Italian internal migration / Lorella Viola -- 3. Featuring immigrants and citizens: A comparison between Spanish and English primary legislation and administration information texts (2007-2011) / Purificación Sánchez, Pilar Aguado and Pascual Pérez-Paredes -- 4. A humanitarian disaster or invasion of Europe? 2015 migrant crisis in the British press / Zeynep Cihan Koca-Helvaci -- 5. Aspects of threat construction in the Polish anti-immigration discourse / Piotr Cap -- 6. Gender, metaphor and migration in media representations: Discursive manipulations of the Other / Liudmila Arcimaviciene -- 7. Practical reasoning and metaphor in TV discussions on immigration in Greece: Exchanges and changes / Eleni Butulussi -- 8. The Great Wall of Europe: Verbal and multimodal potrayals of Europe's migrant crisis in Serbian media discourse / Nadežda Silaški and Tatjana Đurović -- 9. Representations of the 2015/2016 'migrant crisis' on the online portals of Croatian and Serbian public broadcasters / Ljiljana Šarić and Tatjana R. Felberg -- 10. Representation of unaccompanied migrant children from Central America in the United States: Media vs. migrant perspectives / Theresa Catalano and Jessica Mitchell-McCollough -- 11. Displaced Ukrainians: Russo-Ukrainian discussions of victims from the conflict zone in Eastern Ukraine / Ludmilla A'Beckett -- 12. Preaching from a distant pulpit: The European migrant crisis seen through a New York Times editorial and reader comments / Michael S. Boyd -- 13. Discourses of immigration and integration in German newspaper comments / Janet M. Fuller -- 14. 'They have lived in our street for six years now and still don't speak a work [!] of English': Scenarios of alleged linguistic underperformance as part of anti-immigrant discourses / Andreas Musolff -- Notes on contributors -- Indexk
Alþýðumenning á Íslandi: 1830 - 1930 ; ritað mál, menntun og félagshreyfingar
In: Sagnfræðirannsóknir 18
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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