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1.
People are increasingly viewing, providing, and recommending video content through the Internet. Applying the uses and gratifications framework, along with contextual age and generational theory, this study identifies and compares motivations for, and their influence on, traditional TV viewing and online user-shared video use among a U.S. sample of adult Internet users. Further, this study explores the form and role of audience activity through online user-shared video recommendations (type, channel, and social relation). Overall, the basic U&G motivations also apply to the new online media world, but differ in levels and influence.  相似文献   

2.
This study investigates media uses and preferences across two generations and across television and video games. Path analyses using data from 335 families show that the number of hours of television viewed by the first generation (parents at age 30) positively predicts the amount of television use by their offspring in the second generation 18 years later, as well as their own amount of television viewing at that time. The analyses also show that the amount of video game playing among offspring is significantly related to their own as well as their parents' concurrent TV use. While there is no similar longitudinal correlation between a preference for violent television by parents at age 30 and that of their offspring 18 years later, parents' violent television preferences at age 48 are positively correlated with their offspring's concurrent preference for violent television content. Additionally, the violent television preferences of offspring are positively correlated with their own preferences for violent video games. These effects were found while controlling for SES, intellectual achievement, and offspring gender. These results suggest that the amount of time devoted to media use and preferences for violent media generalize across media modalities and are transmitted across generations.  相似文献   

3.
Streaming is an increasingly popular delivery method for audiovisual content in higher education and has been embraced by many libraries, sometimes without sufficient communication with faculty. The authors developed a survey with the primary purpose of determining whether faculty on their campus were aware of the library's streaming video services and what barriers might be preventing wider use. The study sought to gather contextual information on faculty preferences, interests, and awareness regarding library media collections, audiovisual delivery formats, and the use of streaming video for instruction. This information will inform actions and decisions about collections and outreach.  相似文献   

4.
In response to the increased use and study of video games in academic work, academic libraries have started building or have expanded their video game collections. Collection development practices, however, have focused on collecting video games based on their format and not on their subject and disciplinary content. The authors of this article suggest that video games, while “read” differently than monographs, can communicate knowledge in unambiguous and discipline specific ways. Using the discipline of history as an example, the authors examined four World War II commercial video games to see how well these games communicated discipline-specific knowledge. Although none of the four video games evaluated would be identified as scholarly, two of the video games could be considered as sources of historical knowledge. As scholars begin to explore the creation and use of video games as secondary or tertiary sources in addition to primary sources or objects of study, academic libraries should include video games in their collections based on the video games' disciplinary content and the scholarly arguments that they present. The authors recommend a process for evaluating video games that could be used for most academic disciplines.  相似文献   

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对科技期刊新媒体中的视频(以短视频为主)进行总结分类,分析科技期刊和视频结合的现状,以《测绘科学》等期刊为例,探索其发展的规律及实践过程中遇到的问题,并对视频学术传播的未来做展望和思考。在学习当前期刊短视频相关的部分文章和总结实践的基础上,对科技期刊新媒体的视频内容做些探讨。从具体实践中将常用的学术视频分为7个类型,并举实例进行分析。视频,尤其是短视频可以在某种程度上实现学术成果传播的最大化,同时扩大期刊影响力,是科技期刊宣传的一种良好途径。建议科技期刊在条件允许的情况下,尝试视频方式拓宽宣传渠道,拓宽文章的传播途径,提升期刊品牌影响力。  相似文献   

7.
数字技术条件下的媒介现象,是当前人文学术的重要议题。视频博客作为依托现代数字技术的新兴媒介,赋予了大众话语表达的权力。在不断的内容创作中,视频博客发挥着自身隐形的权力,在个人影响力的不断提升之下,又重构了社会影响力,展现了技术条件下媒介话语生产的力量。本文将探讨视频博客在时代、主体和权力范畴内所能产生的新认识,以及各种认识相互作用的结果。  相似文献   

8.
The present research combines in-depth interviews and in-home observations to explore usage patterns and perceptions of television viewers in digital video recorder (DVR) households. Innovativeness, Use Diffusion, and Continuity-Discontinuity are employed to characterize DVR use and conceptualize DVR viewing in the home. Findings indicate that the DVR is an important, interactive technology that can help transform the way television is used by some consumers in their movement to proactive media decision makers.  相似文献   

9.
The origins of third-person perceptions remain uncertain, with most research focusing on psychological mechanisms. We investigate whether media content might also play a role, using a 2 × 2 experiment presenting a single story describing video games as harmful or harmless and using either research and statistics or a specific anecdotal exemplar to illustrate this claim. Results show perceived effects on others are influenced by the use of an exemplar but do not show an effect for explicitly describing games as harmful. The findings suggest that media may influence third-person perceptions and subsequent support for censorship in previously unexplored ways.  相似文献   

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Although a substantial majority of academic libraries now provide streaming video, the literature contains few studies which focus on how such resources are used. This article presents the results of a qualitative research study consisting of in-depth interviews with 18 instructors who use of one category of streaming video resources, educational videos, which are important because they are sold a higher price than most individuals can afford, and thus are typically only available to instructors through the library. The study's main findings are that instructors think educational streaming video resources compare favorably to commercial and non-streaming alternatives in most respects and use them whenever possible, that the primary benefit of these resources is to facilitate better use of limited class time by enabling instructors to assign videos as outside-of-class viewing, and that the library is not the primary means instructors use to discover new educational streaming video resources. Additional insights are provided into factors that academic libraries should consider when deciding which resources to invest in, which acquisition models to pursue, and what marketing strategies to employ to ensure maximum usage.  相似文献   

12.
The 2008 Beijing Olympics was the most watched television event in U.S. television history, and represented a broad expansion and emphasis on online sports content. This study examined audience's multiplatform experience with the 2008 Beijing Games, particularly the interactions between and among gender groups, viewing the Olympics, and use of new media. Results indicate that although men and women were significantly different in sports viewing and media use in general, they shared similarities in seeking Olympic content on various media platforms.  相似文献   

13.
To meet the rapid evolution of visual media and changing patron expectations, Brigham Young University's Harold B. Lee Library created Byugle, a device to stream videos to their users. This article describes the new challenges streaming video creates for librarians and the cooperative efforts of subject librarians, technical services, and the Information Technology Department as they work together to meet these challenges to provide streaming media for their patrons.  相似文献   

14.
短视频行业的迅速崛起,全面而深刻地影响了广大受众的认知,短视频IP也因此成为内容产业的新宠。电视节目《向往的生活》和短视频李子柒系列虽都以"归园田居"为主题,但后者却取得了更多维度的成功。通过比较分析两个IP元素的构成、可复制性及其蕴藏的理念,可以发现在审美层面参与构建普通人日常生活的意义是短视频IP拥有更高影响力的关键。而电视未来的媒体转型和内容创新既要学习新媒体的创作思路,也要基于自身的媒介特性。  相似文献   

15.
The use of second screens to dual-view television and social media is exponentially increasing. As a result, television producers are increasingly augmenting television content with social media comments from viewers, which may serve as a type of real-time public opinion indicator. The current research effort utilizes two experimental studies to explore the effects of this new media production practice on viewer's attitudes and opinions. In these studies, a Twitter feed was integrated in to entertainment (Study 1) and political (Study 2) television broadcasts and manipulated to convey either positive or negative opinions of the content. Participants' opinions were found to conform to the majority opinion presented in the manipulated Twitter feed in nearly all of the analyses. Implications for dual viewing and second screen use are discussed in light of findings.  相似文献   

16.
Using in-depth interviews, this research investigates family members' processes for renting and watching commercially prerecorded video electronic media. The study finds that renting prerecorded video material is a negotiated process that begins in advance of viewing, and concludes that the social aspects of viewing are of paramount importance and concern to most family-oriented renters. In short, the viewers consider the time spent watching a rented video, or videotime, as family social time that is structured around this communal act. This study extends previous research in this area by explicating how families make decisions and negotiate the structuring of videotime.  相似文献   

17.
Seventy undergraduates from 2 U.S. regions, the first generation raised in a media environment expanded by cable and VCRs, recalled childhood and adolescent media viewing in autobiographical essays. These recollections, considered from a symbolic interactionist perspective, reflect the media's contribution to individuals' self-development. Respondents recalled the socializing influences of mediated content that provided characters for imitative preschool play, role models, and topics for adolescent peer interaction. These recollections of childhood and adolescent experiences expressed as autobiography provide clear evidence of the media's long-term influence on development of the self.  相似文献   

18.
This study proposed and tested a theoretical model of video game consumption that integrated Bandura's (1991) social cognitive theory of self-regulation and Csikszentmihalyi's (1975) theory of flow experience. By investigating the linkage between flow experience and self-regulation in decision-making processes in media usage, this study sought to explicate socio-cognitive mechanisms of video game consumption behavior. Significant impacts of flow experience on self-reactive outcome expectations, deficient self-regulation, and habit strength in video game play were found among 388 college undergraduate students. However, no direct impact of flow experience on playing video games was evident.  相似文献   

19.
结合当前流行的流媒体技术,深入分析了流媒体技术及其文件格式,讨论了如何实现流媒体高质量的视频内容.在此基础上,本文实现了一个基于流媒体的高质量视频内容的设计.  相似文献   

20.
Campus safety is becoming an increasing concern for academic institutions due to numerous recent tragedies. To prepare students, staff, and faculty for these events, schools are beginning to use active shooter response training videos such as Run, Hide, Fight—a 5-minute video created by the U.S. Department of Homeland Security. Framed in protection motivation theory, this study employs a 3 x 2 factorial design to test the influence of message medium (email, text, or tweet) and frame (direct or fear-based message) on students' completion of the safety training video. The findings suggest that the combination of message frame and message medium influence training completion. Additionally, the video itself led to a significant increase in participants’ self-efficacy, safety knowledge, and campus safety salience.  相似文献   

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