881 resultados para Entertainment
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For any dancer, whether a student or professional, the five minute call is the final prompt to say ‘Get ready, you’re about to go on!’ It can be a time of cool confidence or a last minute rehearsal of steps; joking with colleagues to take your mind off the performance, or a period of overwhelming anxiety about everything that could possibly go wrong.
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This report presents the top-line findings of the Australian Screen Producer survey conducted in December 2011. The report was prepared by Bergent Research and commissioned by the ARC Centre of Excellence for Creative Industries and Innovation (CCI), Queensland University of Technology, with assistance from the Centre for Screen Business, Australian Film Television and Radio School (AFTRS). The 2011 producer survey was a national study of the demographics, motivations, sentiments and activities of screen producers across four industry segments: Film, Television, Commercial and Digital Media. This survey is the second Australian Screen Producer survey and builds upon research undertaken in the Australian Screen Content Producer Survey conducted in 2009. The 2011 study is referred to in this report as Wave 2 and the 2009 study is referred to as Wave 1.
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This modest study is a snapshot of Australian donor motivations and donor barriers to crowdfunding, and provides some tentative recommendations to Artsupport Australia on ways crowdfunding uptake in Australia might increase. Limited qualitative data was gathered from 17 participants who have used crowdfunding in Australia such as: creative producers seeking funds; financial crowdfunding donors; Artsupport Australia mentors of artists who are using crowdfunding; and crowdfunding site stakeholders. These recommendations contribute ideas for development and implementation that align with the Australia Council for the Arts priorities, particularly to ‘build programs that support artists through all stages of their careers and to increase support for the arts from the business and general community through cultural philanthropy’ (Artsupport Australia website).
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A review of the 6th APT focusing on the work and performance of Rohan Wealleans
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As one of the longest running franchises in cinema history, and with its well-established use of product placements, the James Bond film series provides an ideal framework within which to measure and catalogue the number and types of products used within a particular timeframe. This case study will draw upon extensive content analysis of the James Bond film series in order to chart the evolution of product placement across the franchise's 50 year history.
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Twitter is an important and influential social media platform, but much research into its uses remains centred around isolated cases – e.g. of events in political communication, crisis communication, or popular culture, often coordinated by shared hashtags (brief keywords, prefixed with the symbol ‘#’). In particular, a lack of standard metrics for comparing communicative patterns across cases prevents researchers from developing a more comprehensive perspective on the diverse, sometimes crucial roles which hashtags play in Twitter-based communication. We address this problem by outlining a catalogue of widely applicable, standardised metrics for analysing Twitter-based communication, with particular focus on hashtagged exchanges. We also point to potential uses for such metrics, presenting an indication of what broader comparisons of diverse cases can achieve.
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Abstract: Since 2004 China has set up over 700 Confucius Institutes and Confucius Classrooms around the world to promote its language and culture and thereby to shape its image. Despite this impressive number Confucius Institutes are surprisingly understudied, especially in terms of their actual structure, operation mode and activities. This paper uses German Confucius Institutes as a case study to bridge this gap. It first discusses the concepts of public and cultural diplomacy and culture institutes as a conceptual tool to analyze Confucius Institutes. It then turns to the case study to provide empirical data to better understand this instrument of China’s image shaping efforts. It argues that Confucius Institutes are connected to the rise of China and a unique member of the family of national culture institutes.
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The GameFlow model strives to be a general model of player enjoyment, applicable to all game genres and platforms. Derived from a general set of heuristics for creating enjoyable player experiences, the GameFlow model has been widely used in evaluating many types of games, as well as non-game applications. However, we recognize that more specific, low-level, and implementable criteria are potentially more useful for designing and evaluating video games. Consequently, the research reported in this paper aims to provide detailed heuristics for designing and evaluating one specific game genre, real-time strategy games. In order to develop these heuristics, we conducted a grounded theoretical analysis on a set of professional game reviews and structured the resulting heuristics using the GameFlow model. The resulting 165 heuristics for designing and evaluating real-time strategy games are presented and discussed in this paper.
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In a critical but sympathetic reading of Habermas’s work (1984, 1987a, 1987b, 2003), Luke Goode (2005) recently sought to rework his theory of deliberative democracy in an age of mediated and increasingly digital public spheres. Taking a different approach, Alan McKee (2005) challenged the culture- and class-bound strictures of Habermasian rationalism, instead pursuing a more radically pluralist account of postmodern public spheres. The editors of this special section of Media, Culture & Society invited us to discuss our differing approaches to the public sphere. Goode holds that the institutional bases of contemporary public spheres (political parties, educational institutions or public media) remain of critical importance, albeit in the context of a kaleidoscopic array of unofficial and informal micro-publics, both localized and de-territorialized. In contrast, McKee sustains a ‘hermeneutics of suspicion’ toward the official, hegemonic institutions of the public sphere since they tend to exclude and delegitimize discourses and practices that challenge their polite middle-class norms. McKee’s recent research has focused on sexual cultures, particularly among youth (McKee, 2011). Goode’s recent work has examined new social media spaces, particularly in relation to news and public debate (e.g. Goode, 2009; Goode et al., 2011). Consequently, our discussion turned to a domain which links our interests: after Goode discussed some of his recent research on (in)civility on YouTube as a new media public sphere, McKee challenged him to consider the case of pornographic websites modelled on social media sites.1 He identifies a greater degree of ‘civility’ in these pornographic sibling sites than on YouTube, requiring careful consideration of what constitutes a ‘public sphere’ in contemporary digital culture. Such sites represent an environment that shatters the opposition of public and private interest, affording public engagement on matters of the body, of intimacy, of gender politics, of pleasure and desire – said by many critics to be ruled out of court in Habermasian theory. Such environments also trouble traditional binaries between the cognitive and the affective, and between the performative and the deliberative. In what follows we explore the differences between our approaches in the form of a dialogue. As is often the case, our approaches seemed less at odds after engaging in conversation than may have initially appeared. But important differences of emphasis remain.
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Substantial growth has occurred in the telecommunication sector in Papua New Guinea (PNG) since 2007. Mobile telephony has spread to rural and remote localities, following decades of inadequate telephone services. This paper examines the introduction of mobile telephones into a rural village in PNG, and focuses on information access during emergency situations. It considers three tsunami alerts: one immediately prior to the introduction of mobile phone services in the area, and two which occurred after mobile phone reception became available. The research shows that for people with limited access to information, responses to threats such as tsunamis can be inappropriate and driven by fear and panic. By contrast, when there is reliable, timely information available, measured responses can be adopted. This research demonstrates how the use of newly-introduced communication technologies for handling emergencies may work in practice, benefitting people in poorer, rural communities.
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Could mobile telephony be harnessed for development in Papua New Guinea (PNG)? Could mobile phones be utilised to enhance the security and prosperity of rural communities? Could mobile phones be a useful tool in the achievement of the PNG 2050 Vision targets? This paper is based on literature review around use of mobile phones in development in Asia, Africa, and the Caribbean. It also draws on discussions with key players in PNG, such as NGOs, UN agencies, donor partners, telecommunication companies and the government of PNG. Anticipated benefits of mobile phone availability have not been fully realised in rural areas of PNG to date due to pricing, difficulties with recharging handset batteries in communities which do not have mains electricity supply, and also concerns about negative social changes related to mobile telephony, for example parental stress over youth forming unsuitable relationships. Nonetheless, there are manifest possible ways for mobile phone technology to change user communication patterns positively regarding economic output. In sectors as diverse as health, education and law and justice, discussions are currently underway to establish how mobile phones could be used to increase service delivery, particularly to rural and marginal communities.
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This paper conducts an historical and conceptual review of the idea of ‘cultural intermediaries’ and sets up a contrast between the cultural and creative industries. It draws on theorizations of ‘economic imaginaries’ and reconstructs the respective imaginaries of cultural and creative industries. It suggests that the former was organized around the culturalization of the economy and the second around the economization of culture. Nevertheless, there are complicities between them, not least in the contention that a new set of economic developments would redeem the traditional promises of culture.