Essays about: "Storyline"

Showing result 26 - 30 of 33 essays containing the word Storyline.

  1. 26. Filmpresentation för landskapsarkitekter : att förmedla gestaltningsförslag i rörliga bilder

    University essay from SLU/Dept. of Urban and Rural Development

    Author : Tim Andreaheim; [2014]
    Keywords : film; visuell kommunikation; presentationsteknik; landskapsarkitektur;

    Abstract : Film är ett medium som har stor potential att presentera gestaltningsförslag på ett intresseväckande sätt. Fysisk utformning, bakomliggande förutsättningar och konceptuella idéer är bara några få exempel på aspekter som filmmediet lämpar sig väl att lyfta fram. READ MORE

  2. 27. Social Investment Policies in Urban Planning: An Argumentative Discourse Analysis of the Regeneration Dialogue in Lindängen, Malmö

    University essay from Lunds universitet/Institutionen för kulturgeografi och ekonomisk geografi

    Author : Joakim Müllern Skanby; [2014]
    Keywords : Social investment perspective; Social mobilisation; Argumentative Discourse Analysis; Neighbourhood regeneration; Investment fund; Urban Planning; Malmö; Social Sciences;

    Abstract : This thesis presents an argumentative discourse analysis of the municipal-led urban regeneration initiative the Regeneration Dialogue in Lindängen, Malmö, Sweden. As suggested by the so-called Malmö Commission, the Regeneration Dialogue attempts to establish extensive regeneration of a socioeconomically disadvantaged neighbourhood without producing negative outcomes of current residents. READ MORE

  3. 28. Sadomasochism and compliance in the Twilight Saga : Female Submission and the Romance of Being Loved to Death

    University essay from Sektionen för humaniora (HUM)

    Author : Emma Agnell; [2013]
    Keywords : Twilight; feminism; psychoanalytic criticism; literature studies; sadomasochism; postfeminism; post-feminism;

    Abstract : This essay examines the sadomasochistic relationship between the main characters of the Twilight Saga from a psychoanalytic perspective, and looks at the family and gender roles in the Saga from a post-feministic view. Aspects also considered are the portrayal of female sexuality as something dangerous and negative, recreational sex as something perverted, and the pro-marriage and anti-abortion propaganda in the last two novels. READ MORE

  4. 29. Non-conscious Attitudes - a study of young people’s attitudes towards product placement

    University essay from Göteborgs universitet/Institutionen för journalistik, medier och kommunikation

    Author : Sissel Hedqvist; [2012-09-17]
    Keywords : product placement; attitudes; media; consumption; television; series; film; brands; culture; non-conscious consumption;

    Abstract : Title: Non-conscious Attitudes - a study of young people’s attitudes towards product placement Author: Sissel Hedqvist Course: Term Paper in Media- and Communications Studies Term: Spring Term 2012 Supervisor: Marie Grusell Word count: 23 334 Objective: to find out young people in Sweden’s attitudes towards product placement in film and television series Method: Qualitative in-depth interviews Main result: The research shows that product placement is not a subject that is in the forefront of the respondents’ mind. They are aware of its existence but do not give it much thought, nor is it a subject that they discuss at length with anybody. READ MORE

  5. 30. Identifying and testing success factors for brand extensions in the Video Game Industry : The differences between segments of players and a model for predicting success in the Tomb Raider Series

    University essay from IHH, Företagsekonomi

    Author : Jeronimo Ruiz Victoria; Arne Samuel Löffler; [2012]
    Keywords : brand extension; video games; tomb raider; marketing;

    Abstract : Background Brand managers often use brand extension as a “lower” risk alternative when introducing new products. A lot of research has been conducted about brand extensions but mostly focusing on fast moving consumer goods, therefore ignoring the impact that this strategy carries on experience goods and more precisely, the video game industry. READ MORE