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2022 ◽  
Vol 3 (1) ◽  
pp. 81-98
Author(s):  
Dorien Luyckx ◽  
Steve Paulussen

This qualitative paper contends that as news media are faced with growing commercial pressures and changing news consumption habits, they need to rethink their relationship with two of their main stakeholders: readers and advertisers. Multi-stakeholder marketing provides a useful conceptual framework for such an exercise, since it invites media practitioners to reconcile the conflicting interests of different stakeholders. This study aims to understand journalists’ levels of multi-stakeholder thinking regarding advertisers and readers. To explore how contemporary journalists see their role with regard to distinct stakeholders in the news ecosystem, we interviewed 14 Belgian journalists working for legacy and digital native news media. The goal of this exploratory study is to examine (1) how journalists perceive and rethink their dependence on readers and advertisers in the digital news ecosystem and (2) how their perception of the digital news ecosystem influences their attitudes towards these stakeholders. Findings indicate that journalists tend to see the value of readers in monetary terms and believe increasing reader revenue will help journalism survive. Other types of reader value (feedback, expertise, and content) are peripheral. This focus on subscribers also seems to coincide with a devaluation of other stakeholders like advertisers and non-paying readers.


2022 ◽  
pp. 1-18
Author(s):  
Daniel Ruzza ◽  
Gabriele Bernasconi ◽  
Pietro De Giovanni

This chapter analyses the blockchain implemented by Genuino in the collectibles industry. Since collectibles are subject to high risk of counterfeiting and fake replications, blockchain technology can help substantially to ensure transparency, originality, ownership, and data security and protection. Two methods to use blockchain in the industry seem to be the most widespread today: creating digital native collectibles on blockchain and transposing physical objects into the blockchain by creating digital twins. By using blockchain, new consumer clusters emerge, highlighting the need to modernize both the traditional economies and the current business models.


Author(s):  
Sukma Ari Ragil Putri
Keyword(s):  

<strong>Penelitian ini dilakukan guna meneliti dan menganalisa pengalaman komunikasi seseorang dalam interaksi dengan kelompok sosial mereka yaitu komunitas hijrah di kota besar. Penelitian ini menggunakan desain kualitatif dengan pendekatan fenomenologi. Konsep Komunikasi Kelompok dan Interaksionisme Simbolik digunakan dalam membahas fenomena-fenomena yang muncul sebagai hasil dari pengalaman informan. Hasil penelitian ini menunjukkan bahwa dalam proses komunikasi hijrahnya, informan mendapat tanggapan positif dari lingkungan sekitar, meskipun pada proses interaksi dengan komunitas hijrah mereka mengarah pada <em>groupthink</em>, namun tarafnya masih moderat. Selain itu pengadopsian hijrah sebagai gaya hidup juga dialami oleh informan dengan cara menunjukkan secara simbolis dalam bentuk pakaian, bahasa, dan pilihan hidup</strong>


2021 ◽  
pp. 59-74
Author(s):  
Xosé López-García ◽  
João Canavilhas ◽  
María-Cruz Negreira-Rey ◽  
Jorge Vázquez-Herrero

2021 ◽  
pp. 311-333
Author(s):  
Silvia Hueso Fibla

Este artículo aborda la importancia de la gamificación como forma de innovación docente en contextos universitarios, concretamente en la docencia de lengua y literatura francesas, para nuestro alumnado nativo digital. La creación de serious games pueden incentivarlo, generando una participación activa en la materia y mejores resultados académicos. Concretamente, la creación de ficciones interactivas basadas en hipertextos a través de una herramienta bastante novedosa llamada Twine, nos ha llevado a realizar talleres en clase de TICE en el Grado de LML de la UV con asombrosos resultados. Vamos a analizarlos y a ofrecer ejemplos didácticos para implementar esta herramienta en el aula en contextos académicos. This article focuses on the importance of gamification as a form of innovative teaching method in French Philology for our digital native students. The creation of serious games can encourage them, generating active participation and better academic results. In the context of TICE class in the UV LML Degree, we did workshops during the last two years for the creation of interactive fictions based on hypertexts with a tool called Twine. We are going to analyze the amazing results and give some didactic examples to implement this tool in the university classroom. Cet article porte sur l'importance de la gamification en tant que méthode d'enseignement innovante en philologie française pour nos étudiants natifs du numérique. La création de serious games peut les encourager, générer une participation active et de meilleurs résultats scolaires. Dans le cadre de la classe TICE de LML à l’UV, nous avons réalisé des ateliers au cours des deux dernières années pour la création de fictions interactives basées sur des hypertextes avec un outil appelé Twine. Nous allons analyser les étonnants résultats obtenus et donner quelques exemples didactiques pour implémenter cet outil dans la formation universitaire.


2021 ◽  
pp. 1-16
Author(s):  
José Sixto-García ◽  
Ana Isabel Rodríguez-Vázquez ◽  
Xosé López-García

2021 ◽  
Vol 13 (20) ◽  
pp. 11328
Author(s):  
Alfonso Vara-Miguel ◽  
Cristina Sánchez-Blanco ◽  
Charo Sádaba Sádaba Chalezquer ◽  
Samuel Negredo

Digital news publishers strive to balance revenue streams in their business models: as standard advertising declines, alternatives for sustaining digital journalism arise in the forms of sponsored content, user donations and payments—one-off purchases, subscriptions or memberships, public or private grants, electronic commerce, events and consulting. An exhaustive study found 2874 active online news publications in Spain, and it observed the adoption of such models in early 2021. Advertising remains the most popular source of income for digital news operations (85.8%) and most sites rely on just one or two revenue streams (74.5%). We compare the cases in our census by their origin (digital-native or non-native), geography (local/regional or national/global) and topic scope (generalist or specialized). We find that traditional, national and specialized online media have a broader and more innovative revenue mix than digital-native, regional or local and general-interest news outlets. The comprehensiveness of this pioneering study sheds light for the first time on the risk that the lack of diversification and innovation in funding sources may imperil the financial sustainability of some online news operations in Spain, mostly those with a smaller scope and no backing from a traditional business, according to the results we present here.


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