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EN
The purpose of this article is to provide a broader characterisation of the media convergence strategy applied by producers of the Polish commercial television station (TVN) series 39 and a half (39 i pół). In order to examine the convergence strategies of production, distribution, promotion and media usage, this paper analyzes metaphors of landscape, terrain, map and simulacrum. Moreover the concept of convergent (inter)text is proposed. In the case study of 39 and a half the author examines three main strategies implemented by the creators: the promotional virtualisation of reality, making virtual reality more real, and multiplied fiction. Transmedial and synergetic brands illustrate the hybridisation of the convergent and integrated media landscape.
EN
The mediatization by afflicatization. Mobile hybridization, multitasking and sharingThe aim of the article is to answer the question about the nature of the mediatization of everyday life which occurs through mobile media: smartphones and tablets and dedicated applications. Many spheres of peoples lives is subject to mobile mediatization and its regimes. Handheld devices accompany the increasingly wider spectrum of our activity. At the same time different activities intersect, overlap, and therefore hybridizes. It leads to a situation in which it is difficult to separate them from each other. Crossing applications (e.g. through their functionality or content) support this situation. The mediatization takes place through applicatization of everyday life. It can be analyzed using the concepts of textures and regimes of mediatization formulated by André Jansson. Selected areas of everyday human activity was tested using this tool. At the same time three textures of applicatized mobile communication, corresponding to different regimes: hybridization, multi-tasking and sharing were isolated and analyzed. The context of commercialization was included and a critical picture of the phenomena was highlighted.
PL
The purpose of this article is to present the status of the social browser-based games users in the face of the algorithmization, personalization and customization of new media. The answer to the question posed in the title has been granted on the basis of the conclusions of the empirical research conducted in the Polish company producing games. This article presents a brief history of the user participation in games production, from modding to providing data for media products and services development. The profile of the working player and characterization of playbour is delivered and the quasi-intervention in the media product is described. The article also depicts the nature of the broader phenomena of the culture of work through consumption. Quasi-interventionist nature of the user activity is part of a problem of new media users ignorance, in terms of their engagement in creation of the offered goods. Ethical questions regarding restrictions that affect a growing group of users are emerging from the analysis also.
PL
Celem artykułu jest prezentacja głównych paradygmatów i problemów metodologicznych w badaniach nad mediatyzacją życia codziennego oraz określenie luki metodologicznej dotyczącej badań nad demediatyzacją, szczególnie tej sfery życia. Artykuł rozpoczyna się od zdefiniowania mediatyzacji i przedstawienia głównych paradygmatów badawczych. Następnie lokuje omawiane zagadnienia w obszarze badań nad mediatyzacją życia codziennego. W dalszej części odnosi się do demediatyzacji jako realnego zjawiska i zaniedbanego badawczo obszaru. Artykuł wieńczy omówienie kluczowych wyzwań dotyczących omawianych badań nad życiem codziennym.
EN
The purpose of the paper is to present the main methodological paradigms and problems in research into mediatization of everyday life, as well as determining the methodological niche concerning the studies on demediatization, especially of this sphere of life. The paper begins with defining mediatization and presenting the main research paradigms. The following part concentrates on locating the discussed issues in the sphere of studies on mediatization of everyday life. The next part focuses on demedatization as a real phenomenon and an under-researched field. The final section of the paper contains the analysis of the main challenges related to the discussed studies on everyday life.
5
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Typologie innowacji medialnych

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PL
Typologies of media innovationThe contemporary processes of media changes are occurring extremely fast. New technologies, business models, cultural patterns, social processes, regulatory changes necessitate modifications in the management of the media. Media innovation management is a key issue emerging particularly in the case of new media. The aim of the article is to present a typology of media innovations and to identify examples of each type. The analysis leads to the conclusion that innovation is now the biggest challenge to media producers and managers of media organizations. The study includes both old and new media, in particular the converging media. The article initiates the application of the innovation theory to media studies.
6
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Spory o przemysły kreatywne

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EN
In the context of the growing importance of the creative industries in the economy and emerging questions about a place of public, cultural, social, economic and innovative policy, an important question appears: what is an essence of the concept of the creative industries? The idea of integration, support and building an identity of the institutions, which activities are based on talented and creative work, has its origins in the United Kingdom and Australia. It is now entering Polish market and arouses interest in policy-makers, academics and practitioners. Still, for many people, the term seems to be vague and arouses a lot of controversy. The article shows the discourse on the creative industries, especially the ongoing debate between: European (mainly British), Australian and American scholars. Furthermore, arguments of critics and defenders of the concept are also presented. The arguments derived from the tradition of the criticism of mass culture which represent the current research on economization of culture are compared in this text. There are three main grounds of the dispute: the definition of the concept, the essence of the concept of a new sector and application in practice. Furthermore, two main phases in the discourse and the pragmatics of the creative industries are also presented: the transition from cultural industries to creative industries and emphasizing the importance of innovation and networking. The study used a critical analysis of the content of not only Polish but also foreign public documents, industry reports and scientific papers. The methodological conclusions drawn from the emergence of a new interdisciplinary research area are also presented. These findings specifically relate to Poland which is entering a crucial phase of policy development in the field of the creative industries. The need for an action is systematized: definitional, classificational and critical analysis of achievements and mistakes of the countries implementing policies to support the sector, as well as the need to adopt it to the local conditions. In the context of relatively limited academic reflection on the issues in Poland, the need of interdisciplinary analysis is also emphasized.
EN
Along with the development of and widespread access to mobile technologies - smartphones, tablets, notebooks, GPS, Wi-Fi, RFID technologies as well as the growing number and diversity of media located in the city, such as urban screens and facades, interactive billboards and installations, media users' relationships with urban spaces has become morę sophisticated. Converging media spaces emerge from the complex relations between devices, content, as well as business and users' daily activities in urban spaces. These spaces conceptualized as processes or rather events based on users' experiences allow us to indicate the emerging multipliedplaces. Con-verging media spaces emerge in multilaterally mediatized cities and mobile media urbanization - of which interactive maps are the best example. Ali of these processes take place in the context of blurring boundaries and the merging of daily activities. The analysis presented below was based on materials gathered in New York City in November 2010 by the researcher as a foreign observer and were supplemented by materials from dif-ferent internet sources collected after the visit (articles, films, photos). The analysis includes the characteristics of physical (materiał) and virtual (digital) spaces. Furthermore, it pays attention to the meaning of emerging in-betweens. The cultural implications of widgets, switching and overlaying are also introduced.
EN
The article aims at defining the specificity of Arduino technology from the perspective of the culture in which it has been developing, i.e. on the border of the culture of prosumption and participation. Arduino’s development environment has been researched on the basis of existing data and source literature by analyzing the relationship between a user, an object and technology based on processes such as openness, adaptability, standardization, personalization, self-customization, democratization of technology, and peer cooperation.
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