The World Seen Through the Eyes of Gen Z Generations of young people exert their communication and control skills through the ubiquitous screen (computer, TV, mobile, consoles, portables) and ...interact, simulate, and direct in ways unheard of before. The imagination of these generations has been trained differently and traditional media and methods do not provide the expected answers. For these generations, innovation is no longer a risk, it becomes a necessity. We offer an exploration of their visual universe through the works of our current students.
News organisations are struggling with technology transitions and fearful for their future. Yet some organisations are succeeding. Why are organisations such as Vice and BuzzFeed investing in ...journalism and why are pedigree journalists joining them? Why are news organisations making journalists redundant but recruiting technologists? Why does everyone seem to be embracing native advertising? Why are some news organisations more innovative than others? Drawing on extensive first-hand research this book explains how different international media organisations approach digital news and pinpoints the common organisational factors that help build their success.
•New media use during the outbreak was associated with negative psychological outcomes.•Traditional media use was not associated with psychological outcomes.•Viewing stressful content was associated ...with more negative affect and depression.•Viewing heroic acts, speeches from experts, and knowledge of the disease and prevention were associated with more positive affect and less depressive symptoms.•Media engagement was associated with more negative affect, anxiety, and stress.
The COVID-19 outbreak in China led to an extraordinary threat to public health and wellbeing. This study examined the psychological impact of media use among people indirectly exposed to the disease during the initial phase of the outbreak. We conducted an internet-based survey on January 28, 2020 (one week after the official declaration of person-to-person transmission of the coronavirus). Media use (media forms, content of media exposure, and media engagement) related to the outbreak and psychological outcomes (positive and negative affect, anxiety, depression, and stress) of 917 Chinese adults was assessed. A series of multivariable regressions were conducted. The results showed that use of new media, rather than traditional media, was significantly associated with more negative affect, depression, anxiety, and stress. Viewing stressful content (i.e., severity of the outbreak, reports from hospital) was associated with more negative affect and depression. Media engagement was also associated with more negative affect, anxiety, and stress. However, viewing heroic acts, speeches from experts, and knowledge of the disease and prevention were associated with more positive affect and less depression. The study suggested new media use and more media engagement was associated with negative psychological outcomes, while certain media content was associated with positive psychological impact. The present study highlights the need for timely public health communication from official sources and suggests that reduced exposure to new media may be beneficial.
Snapchat is a social media platform that allows users to send images, videos, and text with a specified amount of time for the receiver(s) to view the content before it becomes permanently ...inaccessible to the receiver. Using focus group methodology and in-depth interviews, the current study sought to understand young adult (18–23 years old; n = 34) perceptions of how Snapchat behaviors influenced their interpersonal relationships (family, friends, and romantic). Young adults indicated that Snapchat served as a double-edged sword—a communication modality that could lead to relational challenges, but also facilitate more congruent communication within young adult interpersonal relationships.
•Young adults report perceived influence of Snapchat on relationships.•Snapchat perceived to facilitate both positive and negative relational interactions.•Snapchat use reserved for closest relationships, not strangers.
Understanding the impact and mechanisms between new media environment, environmental regulation and corporate green technology innovation are crucial to achieve environmentally inclusive growth of ...sustainable development goals. Based on the sample of Chinese A-share listed companies in the heavily polluting industries for the period 2010–2020, this paper investigates the impact of the new media environment and environmental regulation on corporate green technology innovation. The empirical results indicate that (i) the new media environment can motivate heavily polluting enterprises to meet stakeholder demands and significantly improve their corporate green technology innovation; (ii) heterogeneous environmental regulatory instruments (pollution charges and environmental protection subsidies) can jointly improve the green technology innovation of corporations through pushback and compensation effects; and (iii) effective environmental regulation tools can strengthen the stakeholder relationship between the government and enterprises, enhance the resource preparation and dynamic capabilities of heavily polluting enterprises to respond to public opinion crises, and thereby positively moderate the promotion of new media environments on corporate green technological innovation. Our findings help identify new drivers of corporate green technology innovation and confirm the combined effects of the new media environment and environmental regulation in stimulating corporate green behavior, which can facilitate the construction of ecological civilization.
•New media environment can motivate heavily polluting enterprises to improve their corporate green technology innovation.•Environmental regulation can improve the green technology innovation of corporations.•Effective environmental regulation tools can moderate the promotion of new media environments on corporate green technological innovation.
We purchase video games to play them, not to save them. What happens to video games when they are out of date, broken, nonfunctional, or obsolete? Should a game be considered an "ex-game" if it ...exists only as emulation, as an artifact in museum displays, in an archival box, or at the bottom of a landfill? In Game After, Raiford Guins focuses on video games not as hermetically sealed within time capsules of the past but on their material remains: how and where video games persist in the present. Guins meticulously investigates the complex life cycles of video games, to show how their meanings, uses, and values shift in an afterlife of disposal, ruins and remains, museums, archives, and private collections.Guins looks closely at video games as museum objects, discussing the recontextualization of the Pong and Brown Box prototypes and engaging with curatorial and archival practices across a range of cultural institutions; aging coin-op arcade cabinets; the documentation role of game cartridge artwork and packaging; the journey of a game from flawed product to trash to memorialized relic, as seen in the history of Atari's infamousE.T. The Extra-Terrestrial; and conservation, restoration, and re-creation stories told by experts including Van Burnham, Gene Lewin, and Peter Takacs. The afterlife of video games -- whether behind glass in display cases or recreated as an iPad app -- offers a new way to explore the diverse topography of game history.
ObjectiveTo investigate the current situation of health communication carried out by medical institutions in Shanghai through new media platforms such as WeChat, Weibo, Toutiao, Douyin, Kuaishou, ...Bilibili and WeChat Videos, and to propose targeted measures.MethodsBased on the systematic collection of new media accounts of medical institutions in Shanghai, and through the combination of keyword screening and manual audit, health communication data of medical institutions on new media platforms were determined.ResultsData from 1 117 new media accounts of 162 medical institutions in Shanghai were collected, including 610 WeChat official accounts, 105 WeChat video accounts, 89 Weibo accounts, 18 Bilibili accounts, 198 Douyin accounts, 37 Toutiao accounts, and 60 Kuaishou accounts, totaling 111 853 posts. After keyword sorting and manual screening, a total of 66 761 health science posts were collected, with WeChat Official Accounts, Douyin, and Weibo having the top three highest number of posts. Video-based new me
The current of cyberfeminism has been active for 30 years now, also referred to as the “third wave” of feminism. Despite being an ambiguous and multifaceted movement involving multiple instances, ...cyberfeminism is represented in the imagination by women with strong knowledge of media and digital technologies. The purpose of this article is to analyze the socially and culturally constructed value that the media assume in this movement. The very concept of identity is undergoing a phenomenon of control whereby it is redefined by “control grids” (D. Haraway) that prevent free access to participation in life on the web. The utopian theories of feminists actually alternate with fundamental gender analyses within cyberspace that determine the amount of access to resources. The last phase of this phenomenon is instead characterized by the intent to break down gender inequalities through a series of digital products that produce changes in common perceptions: online magazines, YouTube channels, webinars, and entrepreneurship actions on the web. New media and, more generally, access to information are fundamental to social and political participation, in which the phenomenon of exclusion or production of inequalities is more visible. Gender divisions on the web also reinforce sociocultural barriers and sometimes create regressive and destructive forms of social bonds. Globalization also affects these dynamics and accentuates exaggerated forms of individualism and cognitive stiffening, which further accentuate the distinctive traits of gender inequalities in cyberspace.
Attention Economics; Conspiracy Theory; Philosophy; Democracy; Information; Digital Authority; Digitial Slavery; Donald Trump; Information Age; Misinformation; Politics; Populism; Social Media