Results 91 to 100 of about 117,941 (266)

Media Ecologies [PDF]

open access: yes, 2010
In this chapter, we frame the media ecologies that contextualize the youth practices we describe in later chapters. By drawing from case studies that are delimited by locality, institutions, networked sites, and interest groups (see appendices), we have ...
Herr-Stephenson, Becky   +2 more
core   +1 more source

Interest in anime and manga: relationship with (mental) health, social disconnectedness, social joy and subjective well-being

open access: yesJournal of public health
Our aim was to examine the association between interest in anime and manga and their relationship with (mental) health (in terms of depressive symptoms, anxiety symptoms, health-related quality of life, symptoms of hikikomori), social ...
A. Hajek, Hans-Helmut König
semanticscholar   +1 more source

Not All Games Play the Same: Specifying How Components of Video Games May be Associated With Creativity

open access: yesThe Journal of Creative Behavior, Volume 59, Issue 3, September 2025.
ABSTRACT Understanding the impacts of digital media such as video games is critical for scholarship during the digital transformation. While the literature on the effects of video games continues to grow, there is little work on positive effects, including creativity, either as an outcome from or process within games.
Darian Stapleton, Thalia R. Goldstein
wiley   +1 more source

Realistic real-time processing of anime portraits based on generative adversarial networks

open access: yesJournal of Real-Time Image Processing
Nowadays, more and more brands use interesting anime characters to promote and increase brand awareness. However, real-time and interesting promotional materials are also one of the key factors to attract people, so real-time processing of anime ...
Gaofeng Zhu   +4 more
semanticscholar   +1 more source

Gag Gifting: The Joke and the Poke

open access: yesPsychology &Marketing, Volume 42, Issue 8, Page 2186-2206, August 2025.
ABSTRACT Gag gifting is a ritual involving a gift along with a joke at the expense of the recipient (i.e., a “poke”). This study shows that gag gifting occurs frequently, at various occasions. Findings from a qualitative study illustrate the way gag gifts are purchased or handmade into unique or personalized items.
Robert M. Schindler   +2 more
wiley   +1 more source

Patriotic rabbits or toxic men? Media ideology, entextualization, and enregisterment on Chinese interfaces

open access: yesJournal of Linguistic Anthropology, Volume 35, Issue 2, August 2025.
Abstract This article argues that social actors' media ideologies about digital interfaces are key to the enregisterment of online activities. Focusing on an online register emergent from user activities around Year, Hare, Affair (YHA)—a state‐aligned Chinese animation—I explore how different metadiscourses evaluate this register by entextualizing ...
Jiarui Sun
wiley   +1 more source

JAMS@AX24 Conference Report

open access: yesJournal of Anime and Manga Studies
The JAMS@AX Academic Symposium, an academic conference inside of Anime Expo 2024, brought together scholars, librarians, educators, and enthusiasts from around the world to explore the academic study of anime, manga, and Japanese culture. The Journal of
Emilie Waggoner, Jaclyn Koshofer
doaj   +1 more source

Access Magazine, November 2013 [PDF]

open access: yes, 2013
https://scholarworks.sjsu.edu/accessmagazine/1010/thumbnail ...
San Jose State University, School of Journalism and Mass Communications
core   +1 more source

Screen Tourism: Worlds Within the Screen, Moving the Economy

open access: yesInternational Journal of Tourism Research, Volume 27, Issue 4, July/August 2025.
ABSTRACT The number of tourists traveling to attractions and destinations they had seen on screen continues to increase. Screen tourism is a marketing tool that encourages tourism demand as well as promotes economic development, with governments and destination marketing organizations attracting tourists through conventional and digital media. However,
Yunkyoung Jo   +3 more
wiley   +1 more source

LoGAN: Generating Logos with a Generative Adversarial Neural Network Conditioned on color [PDF]

open access: yes, 2018
Designing a logo is a long, complicated, and expensive process for any designer. However, recent advancements in generative algorithms provide models that could offer a possible solution.
Mino, Ajkel, Spanakis, Gerasimos
core   +4 more sources

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