Essays about: "media case studies"

Showing result 11 - 15 of 344 essays containing the words media case studies.

  1. 11. The Game Of Nudity on Instagram: Four case studies about art and censorship

    University essay from Uppsala universitet/Konstvetenskapliga institutionen

    Author : Sabine Svensson; [2023]
    Keywords : Agency; actor-network theory; art history; censorship; feminist studies; Instagram; the male gaze; nudity; pornography; Agens; aktör-nätverksteori; konstvetenskap; censur; feministiska studier; Instagram; den manliga blicken; nakenhet; pornografi;

    Abstract : The aim for this essay is, along with the four included case studies, is to examine the social media platform, Instagram's strict guidelines when it comes to showing nudity.  On the platform there is a certain double standard, artists as well as art institutions are censored, that is, they get pictures removed or their accounts blocked when they try to show works that have nudity depicted, but at the same time nudity exists on the platform, this essay wants to highlight the double standard by setting the example that images from accounts of celebrities, which show as much nudity as a work of art, if not more, are allowed to be available on the social platform. READ MORE

  2. 12. Media, Bullet, Media : Investigating the coverage of the 2022 conflict in Ukraine by leading Farsi-language news media in connection to peace/war journalism

    University essay from Södertörns högskola/Journalistik

    Author : Alireza Asgari; [2023]
    Keywords : Peace journalism; War journalism; Semi-war journalism; Ukraine; Conflict; Farsi; Media.;

    Abstract : This empirical study examines the conflict coverage of two leading Farsi-language news media, Iran International and BBC Persian, regarding peace journalism (PJ) and war journalism (WJ) and the 2022 conflict in Ukraine. Drawing upon available scholarly work in the field of PJ and WJ (studies) and within a normative debate, this research argues that the existing model of PJ/WJ is dualistic and binary. READ MORE

  3. 13. The Race to Success: Navigating the Roadblocks to Formula E's Popularity

    University essay from Lunds universitet/Företagsekonomiska institutionen

    Author : Rebecca Aharon; Fu Jill Dakota van der Horst; Guillaume Berge; [2023]
    Keywords : Keywords: Brand loyalty; Corporate Brand Identity; Sustainable Messaging; Media Influence; Business and Economics;

    Abstract : Purpose: Formula E, the electric counterpart to Formula 1, has not achieved the same level of popularity among consumers. The purpose of this paper is to understand why Formula E has not been as successful as Formula 1 and the barriers to consumer adoption of Formula E. READ MORE

  4. 14. "Life is better when you girlboss together" : Building a Safe Space Within the Digital Sphere, a Case Study

    University essay from Malmö universitet/Institutionen för konst, kultur och kommunikation (K3)

    Author : Maylis Aledo; [2023]
    Keywords : Girlhood; Girl Culture; Girl Bloggin; Discord; Social Media; Lana Del Rey; Popular Culture;

    Abstract : The study is located in feminist studies through the lens of cultural theory, more specifically in the area of "Girlhood studies", developed in the 1990s. The development of the field correlates with the rise of cultural goods targeted at girls: movies, music, and magazines as well as the development of teenagehood as an identity of its own right. READ MORE

  5. 15. Censorship in video games : a comparative case study of EarthBound and Mother 2

    University essay from Högskolan Dalarna/Institutionen för språk, litteratur och lärande

    Author : Santeri Lehtinen; [2023]
    Keywords : censorship; Japanese-English translation; Nintendo; Nintendo of America’s Video Game Content Guidelines; video game localization;

    Abstract : This study examines the censorship guidelines and translation techniques used in the localization of Mother 2 (1994) (English title: EarthBound), a video game developed originally by Nintendo of Japan and released in North America in 1995 by Nintendo of America. Having extracted 50 dialogue lines which are considered to include topics subject to censorship, the study analyses the prevalence of censorship and translation techniques, as well as the consistency of the localization with Nintendo of America's guidelines. READ MORE