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Content cultures: transformations of user generated content in public service broadcasting London I. Participations: Dialogues on the participatory promise of contemporary culture and politics — part 1: Creativity Banet-Weiser, S. Participations: Dialogues on the participatory promise of contemporary culture and politics — part 1: Creativity.

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International Journal of Communication. Remote living: exploring online and offline experiences of young people living in rural areas Awan, F.

Help yourself: the world wide web as a self-help agora - LSE Research Online

Remote living: exploring online and offline experiences of young people living in rural areas. European Journal of Cultural Studies. Locative media in the city: drawing maps and telling stories. The mobile story: narrative practices with locative technologies New York Routledge. Cultures of creativity Gauntlett, D. Cultures of creativity. Foreword Gauntlett, D. New noise: a cultural sociology of digital disruption New York Peter Lang. Creativity and digital innovation Gauntlett, D.

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Creativity and digital innovation. Digital world: connectivity, creativity and rights Abingdon Routledge. A tale of two books: an experiment in cutting out the middlepeople with Kindle self-publishing Gauntlett, D.

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A tale of two books: an experiment in cutting out the middlepeople with Kindle self-publishing. Digital transformations means open access… and a whole new way of doing things Gauntlett, D. Digital transformations means open access… and a whole new way of doing things. Digital Transformations. Building platforms for creativity: eight principles Gauntlett, D. Building platforms for creativity: eight principles. Social media optimism vs pessimism Gauntlett, D. Social media optimism vs pessimism.

The future of learning Gauntlett, D. The future of learning. Action-based visual and creative methods in social research Gauntlett, D. Action-based visual and creative methods in social research. The handbook of visual culture Oxford Berg. The future of play Gauntlett, D.

The future of play. Six principles for media education Gauntlett, D. Six principles for media education. A Manifesto for Media Education. Media studies 2. Cambridge Polity Press. Good and bad times for making and thinking Gauntlett, D. Good and bad times for making and thinking.

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Creative and visual methods in audience research Awan, F. Creative and visual methods in audience research. The handbook of media audiences Oxford Wiley. Defining systematic creativity in the digital realm Gauntlett, D. Defining systematic creativity in the digital realm. Social creativity is the heart of a strong and happy society Gauntlett, D. Social creativity is the heart of a strong and happy society. Hand made: portraits of emergent new community culture London Blurb.

Children in virtual worlds: Adventure Rock users and producers study Jackson, L. Children in virtual worlds: Adventure Rock users and producers study.

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Such a shorter game time, fit the timetable for modern people, they can make use of their fragmentation time like work gap, after dinner, waiting for a bus. Their online social behavior is nothing more than commenting, giving likes and sharing experiences, the emotional involvement is far less than when they play a game together. In these short few minutes, several friends need to talk with each other to set and change their strategy according to the situation. During their cooperation, the honor and satisfaction of being a group meet not only their social need but also their self-actualization need.

Self-actualization need is an important theory of Maslow [8] , the concept of self-realization has two meanings: one is as self-realization of personality, the other is as the basic needs or motivation of self-realization. When playing the game is no longer just a search for entertainment, stimulating emotions, but can be used for social interaction as an auxiliary tool, then its meaning for people changes. About Chuyun Zhang.

The primary school students were playing the game during their way home In addition, the game gives a new social choice to QQ and WeChat users. Whatever, we should finish our game first. Tags: Arena of Valor , interpersonal communication , social network games. Related Posts.

This blog is protected by Dave 's Spam Karma 2 : Spams eaten and counting Get my own profile Cited by View all All Since Citations h-index 21 17 iindex 36 Verified email at ryerson. Digital media Social media Everyday creativity Web 2. Articles Cited by. Approaches to audiences: A reader. London: Arnold, , Moving experiences: understanding television's influences and effects. Teoksessa David Gauntlett toim.


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