Search results for " MEDIA"
showing 10 items of 4032 documents
Homing blogs as ambivalent spaces for feminine agency
2017
This article discusses a form of lifestyle blogging where women blog about their homes and everyday lives. In these homing blogs, selfrepresentations are characteristically spatially demarcated within the private sphere of the home. As these repeated representations of women in their homes take place in the public space of the internet, homing blogs work towards naturalizing the home as a women’s sphere. Written and commented on mostly by other women, homing blogs represent a feminine form of self-expression and communication that functions as a discursive expression of ongoing social, economic, and cultural changes in affluent Western societies. In this article, Finnish versions of these h…
Reconsidering passivity and activity in children’s digital play
2016
The discussion around children’s digital game culture has resulted in two contradictory images of children: the passive, antisocial children uncritically and mechanically consuming digital game content and the active, social children creatively using and interacting with digital game content. Our aim is to examine how these seemingly contradictory ideas of “active” and “passive” children could be considered. By means of empirical examples of children playing digital dress-up and makeover games, we will point out that for the successful use of these concepts, they need to be thoroughly contextualized. By discussing the context and referent of activity and passivity, it is possible to overcom…
Behavior change types with Pokémon GO
2017
Digital games1 are one of the most popular entertainment media in the world. Teir allure and widespread popularity makes them an interesting and highly potential platform for behavior change atempts. In this paper, we investigate what types of behavior changes Pokémon GO has promoted or induced among its players. Te study is based on an online survey sample of 262 Pokémon GO players, collected using the critical incident technique and analyzed using qualitative methods. Te analysis shows that the behavior changes induced by Pokémon GO are not just restricted to increased physical activity or social behavior but are actually much more multifaceted: players were more social, found their routi…
Digital Islamophobia: The Swedish woman as a figure of pure and dangerous whiteness
2016
This article addresses the digital culture of Islamophobic bloggers, focusing on the online circulation of a forensic photograph of a Swedish woman who was assaulted. The analysis shows how through appropriating this image, the bloggers created a unifying, imagined whiteness in the transnational Islamophobic network. The empirical analysis clarifies how this one image migrated and transformed in the blogosphere and legitimated the recurrent discursive trope of “Muslim rape.” This image became a subcultural “memory freeze frame” crystallizing the contemporary Islamophobic ideologies articulated in connection to race, ethnicity, nation, gender, and sexuality. The viral circulation of this im…
Visibility without voice: Media witnessing irregular migrants in BBC online news journalism
2016
In the analysis of journalistic representation of irregular migration to Europe, rather little attention is given to the variation of modes and genres of journalism. Most studies focus on text in ‘old media’ and the news genre. This article analyses affordances of different modalities and genres of online journalism in framing irregular migrants. Media framing in BBC online news coverage of a mediatised conflict in Spain, defined as a ‘migration crisis’, is analysed with multimodal social semiotics. While mediation makes global audiences witness tragedies at Europe's borders and online journalism affords more voice and deliberation for migrant sources, the frames of threat and victim domina…
Transnational Mediated Commemoration of Migrant Deaths at the Borders of Europe
2019
Digital generations, but not as we know them
2019
The aim of this article is to see whether or not adolescents were the real leaders of the digital ‘revolution’ in the 1990s and whether they have sustained or even improved their position in the 2000s. The analysis is based on two surveys carried out in Italy, France, the United Kingdom, Germany, and Spain in 1996 ( N = 6609) and in 2009 ( N = 7255). The results show that the adolescents belonging to the first digital generation in 1996 were the most equipped with new technologies, although not the most intensive users. In 2009, the adolescents lost their position as the leading adopters and lagged behind youth and young adults regarding the use of new technologies and computer skills.
International artists-in-residence 1990-2010 : mobility, technology and identity in everyday art practices
2016
Considering the exponential growth of artistic residencies between 1990 and 2010 at an international level, artists working in associated mobility programmes have been challenged by unsettled transnational working practices and competition. This, in turn, provides them with the opportunity to develop their creative processes. It is shown that artists’-in-residence openness and willingness to travel internationally is, on the one hand, related to the development of information technology, and on the other, supported by travelling facilities, which have impact on lifelong learning and cultural maintenance. Whereas change of geographical environment is often associated to psychological and phy…