scholarly journals Censorship and Chinese slash fans

2021 ◽  
Vol 36 ◽  
Author(s):  
Yudan Pang

After the Archive of Our Own (AO3), which housed many Chinese fan works, was blocked in China in February 2020, Chinese slash fans had to decide what to do. Uses and gratification theory helps explain why Chinese slashers chose quite different paths after AO3 was blocked, with three main tendencies observed: creating culture islands on foreign platforms, creating in a foreign language, and staying on domestic platforms but self-censoring to stay within the rules. Each option provides a different balance of affordances, depending on what trade-offs readers and writers are willing to make.

2019 ◽  
Vol IV (I) ◽  
pp. 95-107
Author(s):  
Sajjad Ali ◽  
Muhammad Saqib Ilmas ◽  
Shajee Hassan

This study analyzes the impact of watching television sports channels on the promotion of sports activities among the students of the University of Sargodha. The aim of the study is to explore the impact of sports channels on students. Previous researches are used to set up the concepts of the present study. In this research, a survey technique is used to collect the data. The population of the study consists of male and female students of the University of Sargodha. In this research, the Stratified and Purposive sampling technique is used, through which specification characteristics of the respondent's demographics. The study explores the impact of sports channels in the view of Uses and Gratification Theory. The data for this study is collected through the use of a well-designed questionnaire. Chi-square test and other statistical tests like ANOVA and t-Test are applied to test the hypothesis. The finding shows that more the exposure to TV sports channels more the information level of students of the University of Sargodha.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Naresh Kumar Agarwal ◽  
Wenqing Lu

Purpose The purpose of this paper is to study smartphone use and its positive and negative effects and to provide recommendations for balanced use. Design/methodology/approach To study phone use, this paper applies the uses and gratification theory and gathered interview data from 24 participants on the participants’ frequency of use, mode of communication, people contacted and the reasons for using their phones. This paper analyzes the pros and cons of using smartphones using the Yin-Yang worldview. Findings This paper finds that people use their smartphones for communication, entertainment and other specific functions. Ease of communication and multitasking are the key benefits, and overuse and disconnect from the real world are the detriments in smartphone use. Research limitations/implications The findings can enable future researchers and practitioners to view smartphones and their effects more holistically, rather than seeing it only from the negative or the positive lens. Practical implications The proposed framework can help the reader to consider their daily use of smartphones and their ways of balancing their presence in the virtual and the real worlds. Originality/value This paper proposes the Yin-Yang framework of smartphone use and provides recommendations for effective usage.


Author(s):  
Rodrigo Assaf ◽  
Sahra Kunz ◽  
Luís Teixeira

Despite all the technological advances in the field of computer graphics, the uncanny valley effect is still an observed phenomenon affecting not only how animated digital characters are developed but also the audience's reaction during a film session. With the emergence of computer-generated images being used in films, this chapter aims at presenting a multidisciplinary approach concerning the uncanny valley topic. This phenomenon is mainly explained by several psychological theories based on human perception; however, this chapter contributes to the discussion presenting a communication perspective based on the uses and gratification theory connected to the genre theory proposed by Daniel Chandler. In addition, the authors discuss how the technological evolution in rendering is helping out artists to cross the valley, which ends up being unveiled only by motion. As a result of this technical evolution, it is proposed a new animation art style category defined as quasi-real.


2018 ◽  
Vol 11 (4) ◽  
pp. 503-528
Author(s):  
Joseph H. Moore

Much research has been conducted relating to uses-and-gratification theory and how audiences select their news medium and message. Research has examined how newspapers, television stations, and social media outlets such at Twitter present news. However, no research has examined from which medium the audience retains the most information. Through the lens of uses-and-gratification theory, this exploratory study used a 4 × 1 experimental design to fill this gap. A convenience sample of 285 students at a large Midwestern university was invited to participate. A total of 122 responded to the invitation (N = 122). While most reported getting the majority of their sports news via television, participants who were presented news in print scored significantly higher on a retention test than did their counterparts who consumed news via television or Twitter. Avid sports fans retained more information, and the presence of links and images in Twitter did have an impact on how much news was retained. Implications for further research are also discussed.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Ashfaq Hussain ◽  
Taimoor-Ul-Hassan ◽  
Ghulam Shabir

Purpose This study aims to examine how information professionals select a social media channel for information discovery and delivery. This analysis was focused to provide usage based ranking of social media channels for information discovery and delivery. This study has also measured the preference of social media as compared with other information and communication channels such as radio, TV, newspapers, etc., for information discovery and delivery. This study compared the global social media rank with the study rank to record the variances in the light of uses and gratification theory. Design/methodology/approach For this quantitative research study a self-administered survey questionnaire was used to collect data from the participants of the study. Sample of this study was 700 information professionals necessarily user of social media. Findings Findings of this reveals that social media is the most preferred channel for information discovery and delivery among information professionals and study validates the assumption of uses and gratification theory with a view that information professionals are independent and active users of social media and global rank of social media is significantly different from the rank developed in this study. Research limitations/implications The present study is limited to information professionals only and considers social media (only top 20 sites) as an information and communication channel among information professionals. Practical implications This study has determined the preference of social media as an information and communication channel as compared with other information and communication channels and present a ranking based on usage among information professional, which is significantly different from the existing global user based ranking. Social implications Social media provides versatility of information in different forms and large numbers of information professionals are the users of social media around globe. This study shall help information professional to select appropriate channels for information discovery and delivery. Usage based ranking provided in this study shall stream line the social media practices at large. Originality/value This study has developed a usage based rank of top social media. This study elaborated the preference of social media as an information and communication channel.


2020 ◽  
Vol 48 (2) ◽  
pp. 79-90
Author(s):  
Ashfaq Hussain ◽  
Ghulam Shabir ◽  
Taimoor-Ul-Hassan

Purpose The purpose of this study is to compare the gratification sought and gratification obtained for cognitive needs from social media among information professionals in the limelight of uses and gratification theory. Cognitive needs are related to knowledge, acquiring information, comprehension etc., and gratification sought and gratification obtained are two distinct components of the uses and gratification theory. Design/methodology/approach For this quantitative research study, a self-administered survey questionnaire was used to collect data from the participants of the study. Sample of this study was 700 information professionals who are necessarily users of social media. Findings Finding of this study depicted that gratification obtained and gratification sought from social media for cognitive needs are different from each other, and information professionals need to revisit their social media use for cognitive needs. Research limitations/implications The present study is limited to gratification sought and gratification obtained for cognitive needs among information professionals. Practical implications This study has determined that information professionals need to revisit their social media use for cognitive needs, as the obtained gratifications are different from gratification sought from social media. Social implications Social media provides versatility of information in different forms and large numbers of information professionals are the users of social media around globe. Perceived use of social media for cognitive needs has been resulted into destructed gratifications. This study has brought the actual outcome of the use of social media to the audience so that they may rectify their social media use. Originality/value This study is a significant contribution for information professionals to review the gratifications sought and obtained from social media for cognitive needs. It has been established in this study that gratifications sought are significantly different from gratifications obtained from social media among information professionals.


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