Results 81 to 90 of about 43,027,055 (296)

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

A Review of the "Digital Turn" in the New Literacy Studies [PDF]

open access: yes, 2010
Digital communication has transformed literacy practices and assumed great importance in the functioning of workplace, recreational, and community contexts.
Alexiadis, D.S.   +11 more
core   +3 more sources

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

Review. Northrop Davis, Manga & Anime go to Hollywood. The Amazing Rapidly Evolving Relationship between Hollywood and Japanese Animation, Manga, Television, and Film. [PDF]

open access: yes, 2018
Review. Northrop Davis, Manga & Anime go to Hollywood. The Amazing Rapidly Evolving Relationship between Hollywood and Japanese Animation, Manga, Television, and ...

core   +1 more source

The adventures of Miranda in the brave new world: learning in a Web 2.0 millennium [PDF]

open access: yes, 2007
This paper looks at the implications of Web 2.0 technologies for university teaching and learning. The latest generation of undergraduates already live in a Web 2.0 world.
Barnes, Cameron, Tynan, Belinda
core   +2 more sources

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

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

Embedded Niche Overlap: A Media Industry History of Yaoi Anime’s American Distribution from 1996 to 2009

open access: yesJournal of Anime and Manga Studies, 2020
This article offers an industrial history of yaoi anime’s distribution in the United States by companies that acquired official distribution licenses. During the course of this history, the term “yaoi” was not always dominant in American anime vernacular;
Finley Freibert
doaj   +1 more source

The Cowl - v.60 - n.17 - Mar 6, 1996 [PDF]

open access: yes, 1996
The Cowl - student newspaper of Providence College. Volume 60, Number 17 - March 6, 1996.

core   +1 more source

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