Essays about: "Thesis about the Internet social"

Showing result 1 - 5 of 99 essays containing the words Thesis about the Internet social.

  1. 1. FACEBOOK IS NOW META. Meta's corporate sociotechnical imaginary and the discursive construction of the Metaverse as the social platform of the future

    University essay from Institutionen för tillämpad informationsteknologi

    Author : Marc Castell; [2023-11-22]
    Keywords : corporate sociotechnical imaginary; corporate communication; future narratives; Metaverse; platform capitalism; strategic narratives; Sociology of Knowledge Approach to Discourse;

    Abstract : The interpretive discourse-analytic framework of the Sociology of Knowledge Approach to Discourse is used to analyze how Meta's senior executives discursively frame the use of augmented reality and virtual reality in order to position the Metaverse as the next social platform during Connect 2021. The findings suggest five interpretive schemas that characterize the Metaverse as a social platform of the future: (a) the Metaverse as the next version of the Internet; (b) the Metaverse as a facilitator of presence and a connector of people; (c) the Metaverse as a marketplace in the Metaverse economy; (d) the Metaverse as a ubiquitous place in our daily lives; and (e) the Metaverse as a space designed in a responsible manner. READ MORE

  2. 2. How Venture Capital Could Use Large Language Models to Screen Sustainability Impact Startups

    University essay from Lunds universitet/Miljö- och energisystem

    Author : Måns Vilhelm Tivenius; Karl-Gustav Elf; [2023]
    Keywords : Large Language Models; Venture Capital; Impact Investing; Prompt Engineering; GPT-4; ChatGPT; Impact; Sustainability; Artificial Intelligence; Startup success; Impact startup; Impact measurement; Screening; AI for good; Technology and Engineering;

    Abstract : This study investigates the potential of large language models (LLMs), such as ChatGPT, to aid venture capitalists in the screening of startups that maximize sustainability impact. To determine the scope that maximizes impact for venture capitalists' and to identify effective screening criteria, the study utilized theoretical research and interviews. READ MORE

  3. 3. Workplace Incivility in Digital Meetings: An Investigation of the Behavior and How it is Associated with Work Motivation

    University essay from Lunds universitet/Institutionen för psykologi

    Author : Filippa Eriksson; [2023]
    Keywords : Workplace Incivility; Work Motivation; Digital Meetings; Workplace Incivility Scale; The Multidimensional Work Motivation Scale; Social Sciences;

    Abstract : Workplace incivility has been shown to affect the individual and organization negatively. Studies have also indicated that workplace incivility is a relatively common phenomenon in Sweden. In connection with the pandemic, working life has become increasingly digital, which has normalized video meetings. READ MORE

  4. 4. Information, news, and politics gathering through social media by Generation Z : A semi-structured interview study

    University essay from Karlstads universitet/Handelshögskolan (from 2013)

    Author : Emil Magnusson; [2023]
    Keywords : Social media; generation Z; information; news; politics; personalization; misinformation.;

    Abstract : Social media is replacing many of traditional media’s purposes, information gathering is one of them. In the digital culture today we use our phones, the internet, and social media in our daily lives, especially younger generations, and those generations could be relying their information gathering on social media. READ MORE

  5. 5. 'It was never about the games' : A Critical Discourse Analysis of the Construction of "Video Game Addiction" in Swedish News 1991-2017

    University essay from Uppsala universitet/Institutionen för speldesign

    Author : Ulf Benjaminsson; Danielle Unéus; [2023]
    Keywords : discourse analysis; video game addiction; moral panic; moral entrepreneurs; Owe Sandberg; Patrik Wincent; youth culture; juvenism; forced treatment; Sweden;

    Abstract : This theoretical thesis employs critical discourse analysis to scrutinise the construction of video game addiction in Swedish press from 1991 to 2017, and examines its potential contribution to a moral panic. Our research is based on the assumption that media discourse influences societal norms, which in turn, can profoundly affect individuals and groups. READ MORE