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1.
A survey administered to reality TV viewers revealed that the most salient motives for watching reality TV were habitual pass time and reality entertainment. Additional analysis indicated that those who enjoyed reality TV the most for its entertainment and relaxing value also tended to perceive the meticulously edited and frequently preplanned content of reality interaction as realistic. Concurrently those externally controlled, with low mobility and low levels of interpersonal interaction, were more likely to watch reality TV programming to fulfill voyeuristic and companionship needs. Functional alternative uses of reality TV and the appeal of realistic programming were documented.  相似文献   

2.
The emergence of reality TV and the use of live-shot material in documentary programs are salient features of contemporary television, raising a variety of challenges for critical analysis. We present here a number of pieces that reflect on “liveness” in different genres (reality TV, news, and documentary) from diverse theoretical perspectives. In the first paper, Peter Lunt introduces the papers and sets the scene by developing key themes in the analysis of liveness. The papers by Nick Couldry and Jane Roscoe discuss reality TV. John Corner analyzes the use of live-shot material in documentaries. Finally, Thornborrow and Fitzgerald unravel the deployment of devices for representing reports of live events in news.  相似文献   

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This research examines the dimensions underlying reality-based TV programs as a first step towards uncovering the reality programming subgroups that might exist in viewers' minds and the themes that might distinguish them. Two samples—one of students and one of city residents—engaged in a sorting task of 33 reality-based programs. Multidimensional scaling (MDS) indicated two underlying dimensions along which audiences think about reality TV (romance and competitiveness), which were supported by subsequent analyses. These findings both help frame future theoretically driven research on reality-based programming and offer insight into how research interested in the effects of programming themes might proceed.  相似文献   

5.
ABSTRACT

Research indicates that reality TV viewing frequency and involvement with reality TV are linked. However, previous studies employed cross-sectional designs and were carried out among college students and general adult population, but not among the most frequent consumers of reality TV: adolescents. To better understand the causal link between this demographic segment’s reality TV viewing and involvement, we conducted a longitudinal study among 392 adolescents (ages 15 to 17). Frequency of reality TV viewing increased narrative engagement, parasocial interaction, emotional empathy, merging with the characters, wishful identification, perceived realism, and enjoyment of reality TV six months later. No reverse effects on viewing existed.  相似文献   

6.
作为一种崭新的电视节目形态,电视真人秀日渐兴起。本文就电视真人秀产生的文化背景进行分析,提出消费文化的勃兴是其生长土壤,体验经济时代的来临是其发展契机,数字化时代真实与虚拟界限的模糊是其生存情境。  相似文献   

7.
In recent years, libraries have made efforts to create games, often for the purpose of information literacy instruction. Games can provide an interactive alternative to traditional instruction by introducing research tools and resources while also teaching problem solving skills within a collaborative learning environment. Despite the benefits, the limited resources of most libraries make it difficult to build games that appeal to a generation of students accustomed to games like World of Warcraft. It is a challenge to find a balance between the right format and the available skills and assets. The desire to create an engaging game within the confines of existing resources led the University of Alabama Libraries to create the Web-based alternate reality game Project Velius. Serving the research needs of faculty and more than 30,000 students, the University Libraries are a vital part of Alabama's oldest public university. University of Alabama librarians leveraged popular social media sites and applications, including Facebook and YouTube, along with the story-driven alternate reality game format, to build a game that would engage undergraduate students. The game's two main goals were to provide informal information literacy instruction and highlight important library resources, balanced with the desire to provide a fun and interesting game experience. In the creation and execution of Project Velius, the librarians-turned-game developers learned much about this new medium, including the complexity of writing a compelling story, the importance of precisely tracking player progress, and the need for an easily re-playable game. Looking forward, the successes and shortcomings of this initial project will guide the plans and, through this article, hopefully help colleagues understand some of the challenges and rewards.  相似文献   

8.
周毅 《新闻界》2007,14(6):128-129
本文运用了费孝通先生的文化自觉理论,分析了中国电视真人秀节目存在的问题,并提出了解决这一问题的对策建议.  相似文献   

9.
This article investigates the effects of patriotism and Asian regionalism on game attendance and television viewers by using World Baseball Classic match data. The micro data of TV ratings provides comprehensive insights into the behavior of TV viewers. The results imply that attendance and TV viewers are affected by patriotism and Asian regionalism. Patriotism and regionalism have a significant positive effect on TV ratings. Although total points scored and game uncertainty are not significantly related to attendance and TV ratings in the game-level analysis, total points scored are significantly positively related to TV ratings in the inning-level analysis. Coefficients of inning-level uncertainty are partially negatively related to Videoland Sport's TV rating. The evidence weakly supports the hypothesis of game uncertainty.  相似文献   

10.
Critiques of reality television assume that audiences enjoy watching participants’ humiliation or adopt the reforming injunctions of the shows. This audience research project investigates how people who watch personal makeover shows (The Biggest Loser, Queer Eye for the Straight Guy, Starting Over, and What Not to Wear) use these texts in meaningful ways. Data from 1,800 survey respondents and 130 interviewees demonstrate that audiences use the shows to be self reflexive, while they also are highly reflexive about media production processes. Furthermore, they are reflexive about their participation in research about a disparaged television genre. Audiences’ perception of surveillance and shame in the shows suggest how reflexivity can provide a critical distance from the programs but is not necessarily ideologically freeing.  相似文献   

11.
Augmented reality is a technology that overlays digital information on objects or places in the real world for the purpose of enhancing the user experience. It is not virtual reality, that is, the technology that creates a totally digital or computer created environment. Augmented reality, with its ability to combine reality and digital information, is being studied and implemented in medicine, marketing, museums, fashion, and numerous other areas. This article presents an overview of augmented reality, discussing what it is, how it works, its current implementations, and its potential impact on libraries.  相似文献   

12.
Singing competition reality shows have gradually come to dominate the mainland Chinese TV program market. This study explores the gratifications that Chinese audiences seek from watching such shows. An analysis first reveals that the most salient gratifications sought are ambition, suspense, social interaction, and high production quality. Second, narcissism significantly enhances the gratifications that audiences seek in viewing such shows. Third, individuals’ preferences in terms of their ambitions and quality of productions are significantly associated with their choice of media platforms. Finally, social interaction gratification sought and a preference for high-production quality were found to be highly related to Chinese audiences’ viewing and postviewing activities. We found support for these propositions in data collected from a probability sample of 559 respondents. The implications of the findings are discussed.  相似文献   

13.
This article adopts a comprehensive 2-step approach to dissolve recent confusion regarding the role of game outcome uncertainty in the TV demand for international team sports. Analyzing the German TV demand for 457 international football games broadcasted during 6 Fédération Internationale de Football Association World Cups and 5 Union des Associations Européennes de Football European Championships and 287 international games played by the Germany national football team, this study reveals that solely the demand for friendly games is affected by increasing uncertainty regarding the expected game outcomes.  相似文献   

14.
Augmented, virtual, and mixed reality applications all aim to enhance a user’s current experience or reality. While variations of this technology are not new, within the last few years there has been a significant increase in the number of artificial reality devices or applications available to the general public. This column will explain the difference between augmented, virtual, and mixed reality and how each application might be useful in libraries. It will also provide an overview of the concerns surrounding these different reality applications and describe how and where they are currently being used.  相似文献   

15.
Given that reality television is not a cohesive genre, a better understanding of the frequently noted voyeuristic appeal of reality programs would require an analysis of content features that may contribute to their voyeuristic appeal. A survey administered to television viewers and a content analysis of reality programs support hypotheses regarding the voyeuristic appeal of reality programs in general, and suggest that scenes which adopt a “fly on the wall perspective,” take place in private settings, contain nudity, and/or include gossip, contribute to the voyeuristic appeal of reality programs.  相似文献   

16.
Virtual and Augmented Realities are advancing technologies that are becoming more popular in gaming and programming communities. However, virtual reality has been in development for decades. As libraries are often at the forefront of offering new and advancing technologies to their communities, virtual and augmented reality programs have become new additions to library services. While gaming is the prominent use of these technologies, virtual and augmented reality affords many educational opportunities. Mississippi State University Libraries have recently added a virtual/augmented reality lab as part of its library program.  相似文献   

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近年来,数字电视技术迅猛发展,它不仅是一种收看方式,更是一种全新的生活方式的平台。数字电视技术作为数字图书馆拓展服务的新手段,将推动数字图书馆服务的全面发展。数字电视的发展趋势,说明了数字电视的传输网络的高带宽和服务互动性的优势,基于双向HFC数字电视网络的数字图书馆服务系统框架,可以实现数字资源阅读点播服务和远程教育讲座等功能,这些服务具有直观、易于接受和互动的特点。  相似文献   

19.
This content analysis examines verbal aggression, race, and gender presented in a composite week of popular reality TV programming on cable and broadcast television. Results show that African Americans were found to be overrepresented and depicted disproportionately as more verbally aggressive and more likely to be victims of verbal aggression than other races/ethnicities. African American women were more likely than men to be involved in verbal aggression, both as aggressor and victim. The results are discussed in terms of the potential effects of exposure to verbal aggression and the accompanying contextual factors found in reality TV programming.  相似文献   

20.
In 2015, two librarians at the Hardin Library for the Health Sciences at the University of Iowa turned their dreams into a reality and secured funding to build a zombie-themed evidence-based medicine game. The game features a “choose your own adventure” style that takes students through a scenario where a disease outbreak is taking place and a resident is asked to use evidence-based medicine skills to select a screening and diagnostic tool to use on potentially infected patients. Feedback on the game has been positive, and future plans include building additional modules on therapy, harm, and prognosis.  相似文献   

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