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EN
  In this essay I intend to tell a story of media studies and mass communication research as a field, based on the work of the late Denis McQuail – and that of editing the new edition of his seminal handbook McQuail’s Media and Mass Communication Theory (McQuail & Deuze, 2020). Using McQuail’s historical storytelling method, I specifically look at the challenge for the field in the context of a global pandemic alongside an infodemic, at a time when the whole world faces the consequences of recurrent lockdowns, social distancing measures, and institutional pressures to stay at home. Media studies and (mass) communication research, while having a distinct narrative, as a field has only just begun to articulate its relevance to society – we have only just started to tell our story. Using developments in understanding the self as a research tool, the implementation of integrative research designs, and calls for engaged and public scholarship, the paper outlines challenges and opportunities for what we can do with our field.
EN
The article focuses on the description of a new phenomenon in the world of video games: popcorn gaming. The main problem that runs through the work is the question of why gamers choose to watch video games. The theory of mass communication by Denis McQuail is to help answer the question. The type of the player named “popcorn gamer” is, in short, a person who prefers watching games to playing them. The phenomenon itself is very much related to the development of platforms offering a streaming function, such as Twitch and YouTube, which for some time have been contributing to a slow change in the players’ attitude toward the use of games.
PL
Artykuł skupia się na opisie nowego zjawiska w świecie gier wideo: popcorn gamingu. Poszukuje odpowiedzi na pytanie, dlaczego gracze decydują się na oglądanie gier wideo. Tekst odwołuje się do teorii komunikowania masowego Denisa McQuaila. Typ gracza nazywanego popcorn gamerem to w skrócie osoba, która woli oglądać gry niż w nie grać. Zjawisko popcorn gamingu ma zasadniczy związek z rozwojem platform oferujących funkcję streamingu – jak Twitch i YouTube – które przyczyniają się do powolnej zmiany nastawienia graczy do korzystania z gier.
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