Academic literature on the topic 'Adult audience'

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Journal articles on the topic "Adult audience"

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Deterding, Sebastian. "Alibis for Adult Play." Games and Culture 13, no. 3 (July 25, 2017): 260–79. http://dx.doi.org/10.1177/1555412017721086.

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The social meanings of play sit at odds with norms of responsible and productive adult conduct. To be “caught” playing as an adult therefore risks embarrassment. Still, many designers want to create enjoyable, nonembarrassing play experiences for adults. To address this need, this article reads instances of spontaneous adult play through the lens of Erving Goffman’s theory of the interaction order to unpack conditions and strategies for nonembarrassing adult play. It identifies established frames, segregated audiences, scripts supporting smooth performance, managing audience awareness, role distancing, and, particularly, alibis for play: Adults routinely provide alternative, adult-appropriate motives to account for their play, such as child care, professional duties, creative expression, or health. Once legitimized, the norms and rules of play themselves then provide an alibi for behavior that would risk being embarrassing outside play.
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Johnson, Linda. "Young Adult Drama: Characters, Actors, Audience." English Journal 76, no. 5 (September 1987): 61. http://dx.doi.org/10.2307/818786.

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Shryock, S. K., and S. Meeks. "SOCIAL RELATIONSHIPS AMONG ADULT THEATER AUDIENCE MEMBERS." Innovation in Aging 1, suppl_1 (June 30, 2017): 1179–80. http://dx.doi.org/10.1093/geroni/igx004.4298.

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Bannerman, Marian White. "TYA in Canada: Navigating the Paradoxes." Canadian Theatre Review 133 (March 2008): 53–61. http://dx.doi.org/10.3138/ctr.133.008.

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In Donald Barthelme’s hilarious and provocative short story, “Me and Miss Mandible,” a thirty-five-year-old man who has “misread” important cultural signs as an adult finds himself back in grade six, for re-education. This time around, it is clear, he must learn to read the subtext, the messages implied, as opposed to those overtly stated, by his culture. Remembering a surreal but formative experience, the protagonist takes an important first step in this complex decoding: “I kept wondering why. Then something happened that proposed a new question…. I wondered: Who decides?” (60). In many ways, these two questions — Why? Who decides? — are key to understanding the unique culture of Theatre for Young Audiences (TYA) in Canada. Young theatre audiences, in turn, may be key to an accurate picture of the country itself. As Leslee Silverman, artistic director of Manitoba Theatre for Young People, points out, young audiences have replaced adult audiences as the true cross-section of Canada (Personal interview). Because it tours to all parts of the country, plays to young people and their caregivers and is primarily performed in and for schools whose students are drawn from a wide range of economic, social, geographic, linguistic, religious, ethnic, intellectual, physical and family backgrounds, TYA boasts not only one of the largest but also the most diverse and representative audience in the country. This audience is important. But why is theatre important for this audience?
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Hunt, Caroline C. "Counterparts: Identity Exchange and the Young Adult Audience." Children's Literature Association Quarterly 11, no. 3 (1986): 109–13. http://dx.doi.org/10.1353/chq.0.0320.

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Arksey, Marieka, Marcia Peterson, and Greg Pierce. "Targeting Your Audience." Advances in Archaeological Practice 8, no. 4 (September 24, 2020): 409–19. http://dx.doi.org/10.1017/aap.2020.34.

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ABSTRACTThe Office of the Wyoming State Archaeologist has as one of its main objectives to actively engage the population of Wyoming in archaeological stewardship. To achieve this goal, in the past five years, we have launched the youth-oriented Summer Ventures program and the adult-oriented Wyoming Avocational Archaeology Training Program. Both programs were inspired by existing programs in other parts of the country and were launched following research and target audience surveys on how to best adapt them to Wyoming. Despite this preliminary research, our in-field experiences over the past few years have shown some patterns that are causing us to rethink both programs. This article discusses these initial in-field testing years, the issues we have encountered, and the ways we are redesigning both programs to better target the appropriate audiences in light of the different lifestyles of populations, particularly those of youths, in a rural state.
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Kļaviņa, Ilze. "Dramaturģijas komunikatīvie aspekti jaunākajās izrādēs bērnu auditorijai Latvijas un Baltijas teātru festivālos." Aktuālās problēmas literatūras un kultūras pētniecībā rakstu krājums, no. 28 (March 24, 2023): 41–48. http://dx.doi.org/10.37384/aplkp.2023.28.041.

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The question of the meaning of text and acting is becoming increasingly important in modern theatre practice when the expressive possibilities of stage works seem to have no limits. The processes show that the number of performances staging the texts of previously written pieces is decreasing, instead co-creation, improvisation, or performance is becoming the organising principle of the stage. The principles of a playwright’s work change, and the emphasis on the functions of the drama changes. One of the points of reference is the viewer and the interaction between the stage and the audience. The article uses a method developed by a group of Norwegian researchers to characterise different levels of interaction. Performances for young audiences were analysed, where the communication element is of particular importance, since the perceptions and cultural experiences of adult professionals and child audiences differ significantly. The typology of openness – the proximity of dramaturgy allows to describe the specifics of the actors’/performers’ activities and the level of audience participation. From a semiotic point of view, the accent shifts from the sender to the receiver, from the professional adult to the childlike viewer. From a performative point of view, open dramaturgy emphasises communication with the audience and the temporal dimension of the event, bringing the performance closer to the concept of a cultural event.
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Gwóźdź-Szewczenko, Ilona. "Powieść o formowaniu czy formująca? „Bildungsroman” w gorsecie czechosłowackiej normalizacji." Slavica Wratislaviensia 176 (September 1, 2022): 53–64. http://dx.doi.org/10.19195/0137-1150.176.4.

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The article discusses the variety of Bildungsroman novels for children and young adults in the context of Czech literature in the period of normalisation in the 1970s and 1980s. At the genesis of literature for an adult audience (understood as an autotelic creation) are the audience’s expectations, motives and attitudes. The construction of the literary character also corresponds to this. In the case of works for the non-adult audience, the social functions of literature are somewhat reversed. From its inception, literature for children and young people has been closely connected to its educational function — it has therefore fulfilled utilitarian functions. The author aims to show how the Bildungsroman, by its character, i.e., as a novel about the formation of a character, was quickly adopted by writers of this type of prose. Based on its schema, a variant of the late Socialist Realist Bildungsroman developed, not so much showing the formation of the main character as (on the basis of the protagonist) normalising some ideals for the young viewer. The normalising Bildungsroman also brought about a new type of character, whom — in his (now forgotten) article — Jaroslav Voráček called “the sanitary character.”
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Swartz, Larry. "Quality Theatre for Young Audiences, Featuring an Interview with Playwright David Craig." Canadian Theatre Review 133 (March 2008): 47–52. http://dx.doi.org/10.3138/ctr.133.007.

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Theatre for Young Audiences (TYA) is a special art form, different from adult theatre, with its own dynamic and rewards. Unlike books, television, DVDs and CDs, which help shape the cultural development of young people, theatre-going is a special event mainly because it is a live, “in the moment” experience. Since it is adults, for the most part, who are responsible for bringing theatre and child together, this responsibility challenges grown-ups to consider the quality of the play they are inviting the young people in their lives to experience. Our chance to invite children to enjoy the art form, and the art form’s ability to affect children, are limited and so we need to make careful choices. This is not to suggest that a quality production ensures a quality experience for the full range of audience members, both children and adults. Quality for an adult may be different than quality for children. So what plays will we select?
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Zlatnar Moe, Marija, and Tanja Žigon. "When the audience changes." Translation and Interpreting Studies 15, no. 2 (April 8, 2020): 242–60. http://dx.doi.org/10.1075/tis.20015.zla.

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Abstract Much is expected to change when a work of fiction is translated from one language and culture to another, but the intended reader is not. This paper deals with the issue of the change of the intended reader from adult to child/adolescent in translations of fiction from English into Slovene. The intended reader is most likely to change in translations of comics/cartoons, fantasy, and realistic fiction with child or animal protagonists. The reasons for the change can be both textual and extra-textual: on the one hand, books are categorized as children’s books by libraries, award boards and marketers, as well as by the publisher’s choice of translator, while, on the other hand, individual translation decisions on the microlevel can help move a book from one category to another.
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Dissertations / Theses on the topic "Adult audience"

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Lee, Hye Jin. "All kids out of the pool!: brand identity, television animations, and adult audience of Cartoon Network's Adult Swim." Diss., University of Iowa, 2013. https://ir.uiowa.edu/etd/2565.

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This dissertation examines Adult Swim, Cartoon Network's late-night programming block, which has developed into one of the most popular entertainment brands for adults. Expressing and shaping adult sensibilities of the time Adult Swim has been able to become the most popular cable network for (male) adults 18 to 34 years old. Launched in 2001, Adult Swim emerged at a moment in the U.S. when technological developments were changing the television landscape and the meaning of adulthood was fervently being discussed in the media as assumptions and realities of adult life continued to be in conflict. The goal of this dissertation is to understand the contemporary society and media culture as well as the defining characteristics and tensions of contemporary adulthood, adult taste, and adult culture by investigating Adult Swim's rise to a popular entertainment brand among young adults. Through a contextualized critical analysis of selected Adult Swim television texts, representation of Adult Swim in the mainstream press, and Adult Swim fans' online discussions in Adult Swim's official message boards this dissertation interrogates what branding/programming strategies it uses to appeal to its "adult" viewers, how it constructs and understands its "adult" viewers, and how it establishes its brand identity. With its low-budget, Do-It-Yourself (DIY) style of cartoon and live comedy series that are full of ironic, pop culture references and absurd, surreal humor, Adult Swim has established a unique sensibility that resonates with many young adults and built itself as a "different" and "creative" network brand. However, this dissertation demonstrates that Adult Swim's "unconventional," "edgy" brand identity relies on its male-centric programming strategies that either render women invisible or make use of blatantly sexist jokes for its "adult" appeal. In addition, this dissertation explains that despite featuring many queer characters Adult Swim appropriates queer identity and politics to advance itself as a "subversive," "non-mainstream" and "different" network (a brand identity that greatly appeals to young adults) rather than to subvert heteronormativity and promote LGBT rights. Furthermore, this dissertation interrogates how Adult Swim uses interactive media to invite its viewers to participate in shaping and maintaining its brand identity as a network that "listens to" its viewers and to form sensibility and feelings of conand to construct o form an affective relationship with the Adult Swim brand and to establish itself as a brand that "listens to" and understands the sensibility, affect, and feelings of contemporary young adults who comprise the Adult Swim audience.
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Rodriguez, Lisa Ann. "A Q-methodology study of adult English language learners' perceptions of audience response systems (clickers) as communication aides." ScholarWorks, 2010. https://scholarworks.waldenu.edu/dissertations/808.

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This study explored the perceptions of adult English language learners about the use of audience response systems (clickers) to facilitate communication in a classroom environment. In the early stages of second language acquisition, learners' receptive capabilities surpass expressive capabilities, often rendering them silent in their second language. Educational strategies and tools may be available to help English language learners communicate more effectively by enabling them to demonstrate their knowledge and express their opinions nonverbally. Many studies have been conducted with clickers, but none were found pertaining to adult English language learners. Second language acquisition theory provided the theoretical base for this research. In this Q-methodological study, adult English language learners enrolled in a computer skills course ranked statements about using clickers according to how closely they align with their personal perceptions. Factor analysis was performed to identify commonalities and patterns in perceptions. The findings support the view that second language acquisition theory influences how technology tools are perceived by English language learners. Adults with lower English language proficiency levels perceived the anonymity provided by clickers to be beneficial. Participants with beginning to intermediate levels of English proficiency perceived the clickers to be more valuable for communication than did those with lower levels of English proficiency. Results of this study may affect positive social change by leading to more effective instructional and assessment practices for adult English language learners and by fostering research into the viability of educational technology communication tools with all English language learners.
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Casey, Joan Ellen. "Adults "making meaning" at Colonial Williamsburg: A descriptive study of planners' intentions and audience members' constructions of the 1996 History Forum." W&M ScholarWorks, 1998. https://scholarworks.wm.edu/etd/1539618400.

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Forecasts reveal an increase in the percentage of mid to older adults in the U. S. and the need of educational programs for lifelong learners. In recognition of changing demographics, the American Association of Museums urged its member institutions to place a high priority on adult programs and research into learning. While museums have experienced changes in adapting to environmental conditions and more explicit educative mission, professionals have noticed the emergence of a meaning-making, constructivist paradigm.;Previously, no study dealt with the mental constructions adults have or form as they interface with a multi-faceted museum program such as the History Forum at Colonial Williamsburg. Using a conceptual framework based on Mezirow's (1991) work, this study explored, described, documented, analyzed, and interpreted the meanings intended by program planners and constructed by audience members. Furthermore, it interpreted changes in meaning audience interviewees reported. The study was phenomenological in orientation and employed various qualitative methods, such as a questionnaire, multiple interviews, and an evaluation form.;Findings indicated that the planners wanted to provide diverse opinions so that the audience could increase their perspectives, form their own opinions, and become more intelligent contributors in dealing with modern-day problems. The audience interviewees spoke of similar program aims, but they also variously addressed finding little diversity of opinion, difficulty in expressing their opinions, and no way to take further action in their everyday lives based on what they had learned.;Whereas the content of the forum provoked participants' thoughts about the program's topic and an eighteenth-century way of thinking, it also raised concerns about race and gender and political and religious issues. Throughout the interviewees' almost paradoxical statements about similarities and differences between now and then, a strong theme emerged--namely, that there has been very little change in the last 200 years. The findings also revealed some audience interviewees' uncritical attitudes, the importance of visual materials, and the power of interpretive drama. Although inferences should not be made about other audiences, this study may be enlightening to all educators concerned with andragogical strategies and who wonder what meanings adults form from a particular program.
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Akers, Chelsie Lynn. "The Rise of Humor: Hollywood Increases Adult Centered Humor in Animated Children's Films." BYU ScholarsArchive, 2013. https://scholarsarchive.byu.edu/etd/3724.

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Children's animated films have held a lasting influence on their audiences since the rise of their popularity in the 1980s. As adults co-view such films with their children Hollywood has had to rewrite the formula for a successful animated children's film. This thesis argues that a main factor in audience expansion is adult humor. The results show that children's animated films from 2002-2013 are riddled with many instances of adult humor while earlier films from 1982-1993 use adult humor sparingly. It is clear that over the years the number of adult humor occurrences has consistently increased. Furthermore, this research shows that adult male roles consistently deliver the adult humor.
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Becker, Eric. "Do You Read What I Read? A Case Study in the Translation of Dual-Readership Fiction." Thesis, Université d'Ottawa / University of Ottawa, 2012. http://hdl.handle.net/10393/20509.

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This thesis explores the components that are involved in the translation of a text that are interpretable by two distinct readerships. It examines: - theory that provides an understanding of dual-readership texts for children and adults; - examples of dual-readership texts, their translations, and analyses of these; - Bled by Daniel Danis and my English translation as a test case of a contemporary dual-readership source text and translation. The ultimate goal of this thesis is to shed light on what could be a new sub-domain of translation studies, namely, research on dual-readership translation. My translation of Bled provides insight into my own interpretation of dual-readership translation, namely, focusing on what is desirable and what is achievable in the translation of this type of text.
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Willers, Annika. "Snacking on different views : The potential of tagesschau.de in offering multiple perspectives in news overview elements to a young adult audience." Thesis, Stockholms universitet, Institutionen för mediestudier, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-77623.

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In this paper a news site’s potential of meeting conflicting needs is considered. Snacking - hencereading news in a quick selective style - is one trend among young readers which seems to be inconflict with assessing the credibility of news, which in turn depends on receiving multipleperspectives or viewpoints among the issues read. As young audiences neither want to beforced to put more effort into news reading, nor want to receive news in a single-layered way,satisfaction with the news is hampered. Therefore, the aim of this study is to investigate acurrent news site’s potential in complying with both needs: snacking on the one hand andreceiving multiple perspectives on the other. As research case, the German public service newssite tagesschau.de is investigated in two methodological approaches. In a content analysis thepotential of the news site is assessed by analyzing ways of presenting perspectives in snacknews element. In a reception study this potential is reassessed by a young audience sample. Itwas found that perspectives indeed are presented in snack news elements in direct or indirectforms, often represented by different sources than the journalist’s. However, it shows that thesepresentations of perspectives not always reach the audience. Members of the audience leaveout many elements that could be snacked on, and stick to headlines for the main part. Thisimplies that they miss multiple perspectives offered in elements suitable for snacking, such ashyperlinks. In order to offer multiple perspectives to snacking news readers, more controversyshould be indicated in headlines, comparisons of perspectives should be made easier and linksshould be more relevant by leaving out aspects perceived as unnecessary and by representingsources in a better balance.
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Garrett, Robin Eileen. "A Study of the Impacts of Navigational Links, Task Complexity, and Experience with the Older User on Website Usability in a Community College Domain." NSUWorks, 2014. http://nsuworks.nova.edu/gscis_etd/159.

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Community colleges serve a diverse population of learners including many older students counting on the community college for enhanced skills or personal enrichment. Many of these colleges target this population with programs designed specifically to meet the needs and goals of the older adult but may not consider this population when designing a website. Older users of a community college website have similar needs to the traditional student; however, little was known about the impact of the typical navigational links on the successful completion of tasks and obtaining information for this type of user. It is essential for educational institution website designers to understand which navigational links will provide the best usability for older adults with differing levels of experience. Previous research has found that usage-oriented links and pages that offer both usage and subject-oriented links yield statistically higher performance than subject-oriented links. Other research has found that presenting navigational links in the form of an action enhances usability. For this study, three websites were created utilizing navigational links in the form of usage-oriented links, subject-oriented navigational links, and then a combination of both to conduct a usability study to expand on previous work. This study was designed to determine the impact of such navigation on obtaining the correct answer, time on task, and the user's perception of the navigation. The research question, Does website usability and the user's perception of usability vary for older users based on navigational links, task type, and audience type? was addressed through two hypotheses and data which were obtained during the study. The first hypothesis: Website navigation, task type, and audience type significantly affect usability, was based on performance, and was measured on the two components, correct answer ratio (CAR) and navigation time (NT). The results indicated that the older user's ability to complete tasks faster and more accurately depended on the user's experience level, the difficulty of the task, and the types of navigational links presented, with usage-based navigation being the more effective solution. The second hypothesis: Website navigation, task type, and audience type significantly affect perceptions of usability, was based on perception questions presented after task completion and was measured by a four question post-test questionnaire, which used a 7-point Likert scale. This study found the older user's perception of usability varied based on the navigational links presented, but the experience level of the participant or the task type did not have a significant effect on the perception of usability. Therefore, it is recommended that designers of educational sites present navigational links in a goal-oriented, action-based format to support the end users of all ages and to enhance usability of the institution's website. This research found that if developers emphasize accuracy and the need to navigate quickly as a goal of an educational website for the older user, the website should be designed using a usage-based navigation structure. This research provides the detail to support a better understanding of which navigation type results in higher usability for the older user and enhances the guidelines of website design for this population.
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Betts, Stephen Thomas. ""General Conference talk": Style Variation and the Styling of Identity in Latter-day Saint General Conference Oratory." BYU ScholarsArchive, 2019. https://scholarsarchive.byu.edu/etd/7519.

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Despite its exceptional importance as a cultural performance event in the Church of Jesus Christ of Latter-day Saints, General Conference has received little attention in Mormon studies, to say nothing of sociolinguistics. Situated within the larger question of how the public language of Mormon authorities has changed over time, this thesis seeks to discover style features of what impressionistically appears to be a unitary General Conference style since 1960 (the era of church "Correlation"). Statistical analysis is then used to determine which of five sociolinguistic factors and three pairwise interactions between four of the five sociolinguistic factors most saliently conditions the use of these style features in General Conference. Findings indicate that older male speakers are more likely to perform the majority of these style features, which opens the possibility that a new style may be emerging. Finally, this study attempts to give a theoretical account of style in General Conference by appealing to Alan Bell's (1984; 2001) "audience design" framework, and Nikolas Coupland's (2007) refinement of Bauman's cultural performance theory. The unique conditions of General Conference are best described as a "high performance event" in which speakers converge stylistically on an uncharacteristically present "in-group referee," namely the General Authorities of the church present in the LDS Conference Center during the live broadcast of General Conference.
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Murray, Caitlin. "Do You Fit the Alloy Mold? The Homogenization of Structure and Audience in the Television Adaptations of 'Gossip Girl,' 'Pretty Little Liars,' and 'The Vampire Diaries'." VCU Scholars Compass, 2013. http://scholarscompass.vcu.edu/etd/3064.

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This thesis explores the ways in which the television adaptations of Gossip Girl, Pretty Little Liars, and The Vampire Diaries become more homogenized during the adaptation process, thus contributing to an implied exclusivity from which Alloy, Inc.—the media and marketing company that owns these products—might benefit. This paper points out the ways in which the three products become structurally similar to one another during the adaptation process through the implementation of soap opera conventions. An exploration of consumption and class in each of the three works reveals an emphasis on class-based exclusivity in the adaptation process. Finally, a focus on portrayals of race within the source texts and their respective adaptations reveals the ways in which African American characters are presented as invisible, outsiders, or antagonists, thus creating products that become more exclusive on a race basis.
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SADDY, BRUNA SPINOLA. "GOT IT OR DO YOU WANT ME TO DRAW A PICTURE FOR YOU?: A STUDY OF THE READER S PERCEPTION ABOUT ILUSTRATED FICTION PROSE BOOKS TARGETED AT THE ADULT AUDIENCE." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2016. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=27688@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
PROGRAMA DE SUPORTE À PÓS-GRADUAÇÃO DE INSTS. DE ENSINO
Esta pesquisa pretende investigar, compreender e descrever as percepções atuais dos leitores adultos sobre a participação da ilustração em livros de ficção em prosa dirigidos ao público adulto e a oferta do mercado. Partindo do pressuposto de que questões relativas à valoração e hierarquização entre conteúdo verbal/conteúdo visual sustentam o paradigma de ausência de ilustrações no livro de ficção em prosa dirigido ao público adulto em decorrência das pressões e expectativas culturais sofridas pelos leitores, o presente trabalho abrange em seu percurso metodológico: uma retrospectiva sobre a história do livro ilustrado no ocidente, com base nos estudos de Fischer (2006), Powers (2011) e Chartier (1998); uma discussão sobre as pressões sociais que agem sobre o leitor adulto reunindo conceitos presentes nas obras de Rancière (2009), Bourdieu (1998) e Nikilajeva e Scott (2011); uma pesquisa quantitativa em livraria sobre a incidência de ilustrações na oferta atual do mercado editorial, baseada na metodologia proposta por Gil (2002) – na qual é constatada a majoritária ausência de ilustrações no miolo dos livros de ficção em prosa dirigidos ao público adulto – e um questionário com mais de 400 leitores adultos, seguindo os preceitos de Bardin (2002), no qual se constata uma possível demanda de mercado para obras ilustradas para adultos, assim como uma grande aceitação dos respondentes do leitor adulto de obras ilustradas, embora sejam efetivamente encontrados traços de valoração negativa e hierarquização. Por fim, é proposta uma discussão sobre o papel do designer, enquanto pessoa influenciada e agente de influências, seguindo a linha de pensamento de Farbiarz (2008) e Findeli (1994), e o livro e a sua fruição como um wicked problem, com base nas ideias de Cardoso (2012), Rittel e Webber (1973).
This dissertation s research aims to investigate, comprehend and describe adult readers current perceptions about the participation of illustration in fiction prose books aimed at a adult audience and the market s supply. Based on the assumption that issues related to attribution of values and hierarchization between the written content and the image content maintain the current paradigm of absence of illustration in fiction prose books aimed at adult audiences, this dissertation s methodology covers: a retrospective of the history of illustrated books based on the studies of Fischer (2006), Powers (2011) and Chartier (1998); a discussion about the social pressures that act upon the adult reader gathering concepts of the works of Rancière (2009), Bourdieu (1998) and Nikilajeva and Scott (2011); a quantitative research done in a book store about the incidence of illustrations in the current market supply, based on Gil (2002) – in which is found that the majority of fiction prose books aimed at adults do not have illustrations – and a questionnaire with more than 400 adult readers, based on the Bardin s methodology (2002), in with is found that there is a possible demand or niche for adult illustrated fiction books, as well great social acceptance of the adults who like illustrated books, thought there races of attribution of values and hierarchization were found. Ultimately, it proposes a discussion about the designer s role, as an influenced person and as an influence himself, based on the thoughts of Farbiarz (2008) and Findeli (1994), and about the book and its fruition as a wicked problem, based in the ideas of Cardoso (2012), Rittel and Webber (1973).
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Books on the topic "Adult audience"

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Brilliant workshops: How to deliver effective workshops to any audience. Harlow, England: Pearson, 2012.

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1953-, Beckett Sandra L., ed. Transcending boundaries: Writing for a dual audience of children and adults. New York: Garland, 1999.

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Alsaid, Adi. Brief Chronicle of Another Stupid Heartbreak. Toronto, Ontario, Canada: Inkyard Press, 2019.

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Bardugo, Leigh. Six of Crows: 2. La Cité corrompue. Toulouse: Editions Milan, 2017.

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Bardugo, Leigh. Crooked Kingdom. New York: Square Fish, 2018.

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Bardugo, Leigh. Crooked Kingdom. New York: Henry Holt and Co., 2016.

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Bardugo, Leigh. Crooked Kingdom. New York: Henry Holt and Company, 2016.

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Bush, Max. Plays for young audiences: Featuring The emerald circle and other plays. Colorado Springs: Meriwether Pub., 1995.

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Ellis, Roger, 1943 May 18-, ed. New international plays for young audiences: Plays of cultural conflict. Colorado Springs, Colo: Meriwether Pub., 2002.

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Bush, Max. Plays for young audiences: Featuring The emerald circle and other plays. 2nd ed. Colorado Springs, CO: Meriwether Pub., 2006.

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Book chapters on the topic "Adult audience"

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Mavini, Christina. "Engaging New Museum Audience Through Art Workshops: The Case of “Adult Art” at Macedonian Museum of Contemporary Art." In Strategic Innovative Marketing and Tourism, 327–35. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-12453-3_37.

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Bacon, Victoria L., Kristen E. Anderson, and Maureen F. Boiros. "Potential Audiences, Challenges, and Special Considerations." In Conducting Wellness Groups for Veterans and Older Adults, 84–90. New York: Routledge, 2022. http://dx.doi.org/10.4324/9781003298168-10.

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Mathijssen, Jolanda, Sandra Kuiper, and Meriam Janssen. "Young Adults and Alcohol: An Explorative Audience Segmentation Analysis." In Segmentation in Social Marketing, 161–77. Singapore: Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-10-1835-0_11.

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Austin, Sarah. "The Symbolic Child and Children in Performance for Adult Audiences." In Working with Children in Contemporary Performance, 67–88. London: Routledge, 2024. http://dx.doi.org/10.4324/9781003379430-6.

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Mills, Brett. "‘Shoved Online’: BBC Three, British Television and the Marginalisation of Young Adult Audiences." In Media, Margins and Popular Culture, 219–31. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137512819_15.

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Miller, Timothy S. "Between Children’s Literature and “Adult Fantasy”: The Antecedents and Audiences of A Wizard of Earthsea." In Ursula K. Le Guin’s "A Wizard of Earthsea", 17–31. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-24640-1_2.

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Augusto Bordini, Rogério, and Oliver Korn. "Gamification and Mobile Apps: Allies in Reducing Loneliness Among Young Adults." In Mental Health | Atmospheres | Video Games, 87–102. Bielefeld, Germany: transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839462645-009.

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The isolation measures adopted during the COVID-19 pandemic brought light to discussions related to the importance of meaningful social relationships as a basic need to human well-being. But even before the pandemic outbreak in the years 2020 and 2021, organizations and scholars were already drawing attention to the growing numbers related to lonely people in the world (World Economic Forum, 2019). Loneliness is an emotional distress caused by the lack of meaningful social connections, which affects people worldwide across all age groups, mainly young adults (Rook, 1984). The use of digital technologies has gained prominence as a means of alleviating the distress. As an example, studies have shown the benefits of using digital games both to stimulate social interactions (Steinfield, Ellison & Lampe, 2008) and to enhance the effects of digital interventions for mental health treatments, through gamification (Fleming et al., 2017). It is with these aspects in mind that the gamified app Noneliness was designed with the intention of reducing loneliness rates among young students at a German university. In addition to sharing the related works that supported the application development, this chapter also presents the aspects considered for the resource's design, its main functionalities, and the preliminary results related to the reduction of loneliness in the target audience.
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Jarke, Juliane. "Introduction." In Public Administration and Information Technology, 1–4. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-52873-7_1.

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Abstract Increasingly public services are provided in digital form; their uptake however remains well below expectations. In particular, amongst older adults the need for public services is high while at the same time the uptake of their digital counterparts is low. One of the reasons is that many digital public services (or e-services) do not respond well to the life worlds, use contexts and use practices of its target audiences. An increasingly popular approach to design more user-centric services is co-creation with future users. It has been noted however, that in particular older adults lack the willingness (and often ability) to co-create e-services. Hence, there is an articulated need to engage older citizens in design practice, but a lack of evidence concerning successful participation approaches. This book addresses this gap by providing evidence from three co-creation projects with older adults. In order to understand the challenges and opportunities of co-creation, the book attends to the following three aspects when analysing, evaluating and comparing the three projects: (1) Governing co-creation and sharing control: What are the implications of different modes of governing and managing co-creation? How do (and can) specific methods facilitate the sharing of control? (2) Sharing expertise: How can a variety of stakeholders be engaged in meaningful ways? What are specific challenges and opportunities for sharing (lived) experiences? (3) Enabling change: What types of public services are most suited for co-creation and to what extend do they enable individual and/or social change?
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Kutscher, Nadia. "Positionings, Challenges, and Ambivalences in Children’s and Parents’ Perspectives in Digitalized Familial Contexts." In Families and New Media, 59–72. Wiesbaden: Springer Fachmedien Wiesbaden, 2023. http://dx.doi.org/10.1007/978-3-658-39664-0_3.

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AbstractDigital media use has long been part of families’ everyday lives. Various studies show that digital media is not only a component of the everyday lives of children and parents, but also raises new questions—or, rather, old questions in a new context. Everyday practices in families combine with digital practices with media, sometimes changing their form and reach and interlocking with other contexts and effects. In parent blogs, Instagram posts, and YouTube channels, families document their everyday lives in a plethora of ways. In the process, a great deal of information about children, young people, and adults, as well as pictures and videos of them, are published and shared with others via social networks or apps such as Facebook, WhatsApp, Instagram, YouTube, and Snapchat. Many parents post pictures to let relatives and friends participate in their family life or in their child(ren)’s development. Some make a living from this and reach a large public audience.
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Meeusen, Meghann. "Audience and Aetonormativity in Picturebook to Film Adaptations." In Children's Books on the Big Screen, 87–112. University Press of Mississippi, 2020. http://dx.doi.org/10.14325/mississippi/9781496828644.003.0004.

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Chapter four suggests that the polarization of adult/child binaries in picturebook adaptations consistently highlights adult roles and presence within the story more than in the source, often foregrounding adult characters and featuring adults learning lessons from children. The chapter uses The Lorax and Jumanji to reveal how dual audience works differently in picturebooks and film, highlighting how these films seem to overturn adult/child binaries, placing children in increased power positions for a time, but eventually reestablish aetonormative power structures. The chapter ends by examining Spike Jonze’s controversial adaptation of Maurice Sendak’s Where the Wild Things Are, a film that emphasizes a common ideology that results from binary polarization in picturebook adaptation, wherein adults are portrayed as feeling powerless despite their seeming position of power.
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Conference papers on the topic "Adult audience"

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Mariz, Fabiana Nunes de Carvalho, Luiza de Lima Pereir, Pâmela Araújo da Silva, Izabela Junqueira Magalhães, Cristhiane Campos Marques de Oliveira, Marihá Thaís Trombetta, Daniel Martins Borges, Alvaro Macedo de Carvalho, and Carla Nunes de Araújo. "Priority populations on Brazilian HIV/AIDS prevention campaigns." In XIII Congresso da Sociedade Brasileira de DST - IX Congresso Brasileiro de AIDS - IV Congresso Latino Americano de IST/HIV/AIDS. Zeppelini Editorial e Comunicação, 2021. http://dx.doi.org/10.5327/dst-2177-8264-202133p125.

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Introduction: According to the Brazilian Ministry of Health, priority populations are composed of adolescents and young adults, people of color, homeless people, and indigenous communities and fragile groups that are more vulnerable to HIV/AIDS. Contrary to the global downward trend in the number of new HIV cases, the Brazilian priority groups show increasing rates. Therefore, the importance of HIV/AIDS prevention and informational campaigns focused on these groups is important. Objective: This study aims to perform a documental research on the national HIV/AIDS prevention campaigns to determine which ones focused on priority populations. Methods: This analysis was based on data from publicity pieces of HIV/AIDS prevention campaigns from 1998 to 2020. The search and examination of these campaigns were conducted on the Brazilian Department of Chronic Conditions Diseases and Sexually Transmitted Infections of the Ministry of Health website. Results: From a total of 85 promoted campaigns in the period, only 9 had the adolescent and young adult population as the target audience, despite the increase in AIDS detection rate in these groups. Furthermore, none of them focused on the other priority groups nor presented information about combination HIV prevention. Conclusion: The data evidence the need for elaborating more HIV/ AIDS prevention campaigns to reach priority populations. Actions aiming to inform and protect these groups, as well as making prevention and treatment methods easily accessible, are key for fighting HIV/AIDS spread and ensuring a healthy future.
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Udroiu, Adriana meda. "IMPLEMENTING THE CYBERSECURITY AWARENESS PROGRAM USING ELEARNING PLATFORM." In eLSE 2018. Carol I National Defence University Publishing House, 2018. http://dx.doi.org/10.12753/2066-026x-18-229.

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A cybersecurity program must be implemented at all organizational levels: infrastructure, hardware, software, policies, information. But the most important resource to implement this program is human resource. The employees who use IT&C infrastructure and information of organization have to train in cybersecurity program. A cybersecurity program cannot be implemented without implementing an employee awareness and training program to address policy, procedures, and tools. Learning consists of three key elements - Awareness, which is used to stimulate, motivate, and remind the audience what is expected of them; Training, which is used to teach a skill of a required tool and Education - in-depth schooling required to support the tools or as a career development process. Elearning platform is most important tool to obtain the above three elements. It can support all the demands necessary to develop a strategy about cybersecurity program. But, most important, for all employees is awareness program. In this context, this program uses elearning platform to inform about common mistakes in using computers, Internet and other smart devices in organization. Also, the elearning platform must be user-friendly and awareness program must be an attractive and bidder program. Elearning platform uses all techniques specialized in adult training and communication. The methods are intended that all employees to realize the importance of cybersecurity restrictions. The aim of this paper is to show all methods and techniques used by experts (in communication, IT&C and elearning) to develop and implement the cybersecurity awareness program based on the main characteristics of human resource in organization.
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Da Valle, Silvia, and Susi Osti. "“Statistica enigmistica”: An ISTAT puzzle magazine to introduce non-specialists to statistics through a ludic approach." In Promoting Understanding of Statistics about Society. International Association for Statistical Education, 2016. http://dx.doi.org/10.52041/srap.16201.

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Spreading the culture of data as a means of understanding and evaluating reality, and of making informed decisions, is one of the missions of Istat, the Italian National Institute of Statistics. Istat promotes statistical literacy also for non-professional audiences. Therefore, researchers’ efforts are aimed at finding appealing proposals to emphasize the importance of having statistical skills in every-day life. Recently, Istat created “Statistica enigmistica”: a puzzle magazine designed to play with concepts, definitions and data, and to encourage the use of the cognitive tools of Statistics when observing and comprehending society. The games have been designed to involve a wide audience, ranging from children to adults. The topics have been selected to offer an overview of the main statistical data regarding Italian society, and to give useful references for further insights.
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Savrova, Alexandra Lvovna. "FEATURES OF THE CULTURAL EVENT PROJECTS ORGANIZATION FOR OLDER ADULTS IN MOSCOW." In Themed collection of papers from II Foreign International Scientific Conference «Science in the Era of Challenges and Global Changes» by HNRI «National development» in cooperation with AFP (Puerto Cabezas, Nicaragua). December 2023. – San Cristóbal (Venezuela). Crossref, 2024. http://dx.doi.org/10.37539/231221.2023.71.51.019.

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The specifics of cultural event projects organizing for older adults in Moscow are highlighted. The organization technologies and functions of events for the elderly are considered. Attention to the age characteristics specifics of the target audience is paid. An assessment of the effectiveness and prospects for the organizational work development is given.
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Hajian, George. "Hard Working Covers." In LINK 2021. Tuwhera Open Access, 2021. http://dx.doi.org/10.24135/link2021.v2i1.87.

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“… A good archaeological report not only informs us about the strata from which findings originate, but also gives an account of the strata which first had to be broken through.” (Walter Benjamin. Excavation and Memory, ca. 1932. Analog materials are fundamental to my research. As part of my art practice, I tear, cut, rip, fold, and glue together printed images of the masculine performance and the male body to un-masc and reveal its fragility. During the making process what’s usually left behind is a jumble of non-representational refuse—mainly text, backgrounds, and devices used on a page, in a magazine or a book. During the first New Zealand COVID lockdown in 2020, I had limited access to new collage material, apart from a few books left behind in the car. As a result, my attention shifted to the leftovers which otherwise ended up in the recycle bin. These discarded bits illustrated a gendered language, because the material I use was intended for a male audience. It endorsed muscle, size, competing, violence, and whatever else you might expect from the fiction, advertisement, and revealing pages that promote so-called ‘maleness’, like film annuals, muscle magazines, sports, and printed adult magazines among others. Some of these books were donated, many reclaimed from opportunity and recycle shops as they were withdrawn from personal, public, and university libraries. Almost all the book covers used in the project had their own stories imprinted on both sides. These “marks” revealed their origins, recounted their lives, and relayed the strain they had to endure from countless readers, and of course myself! By incorporating printed words from a visual discourse, these new collages demand a reconsideration of text and meaning— they hint, but at the same time complicate the textual decoding process. Sourced from the refuse of a printed culture, these works attempt to reconstruct material and visual culture— a culture consumed by attention seeking and power. They focus on their own materiality, and at the same time, attempt to disrupt order, and reveal their embedded meaning. They reconfigure meaning to recount and re-present themselves. Resurrected, these assembled works are aching to go back to the library shelf and re-enter circulation in a new format. –– “Hard Working Covers” is an ongoing project which brings together 90 one-off handmade analog collages on hardbound book covers and compile them in 300 limited edition concertina books. The foldout format of the publication will reveal not only the front of the works, but also their back(sides).
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Esposito, Daniel V. "Estimating solar energy requirements to meet U.S. energy needs: an outreach event." In NCSL International Workshop & Symposium. NCSL International, 2014. http://dx.doi.org/10.51843/wsproceedings.2014.22.

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This paper describes an educational outreach activity based on the following question: How large of an area must be covered with solar photovoltaic panels in order to meet U.S. energy demand? This activity is organized around a flexible structure that can be modified for the target audience (ranging from middle school students to adults) and contains ample opportunities for hands-on participation. After providing an overview of the activity and objectives, we describe the supplies needed to carry out this activity and guidelines for selecting and using them. Materials/supply costs for this activity are around $100-$250 but can be as low as $30. A detailed description of a baseline lesson plan is provided, and optional, add-on activities are described. The activity can be completed in as little as 15 minutes and extended to as long as several hours. Key learning objectives are to introduce the audience to the basic operating principles of solar cells, measure the performance of solar cells, and apply the metric system and order-of-magnitude reasoning skills to the above-stated question.
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Ortiz, Júlia Dos Santos Bathke, and Roberto Pereira. "Computational Thinking for Youth and Adults Education: Towards a Socially Aware Model." In Workshops do Congresso Brasileiro de Informática na Educação. Sociedade Brasileira de Computação, 2020. http://dx.doi.org/10.5753/cbie.wcbie.2020.52.

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Research on Computational Thinking has been growing over the last years, mainly focusing on Elementary and High School students. Challenging audiences, such as Youth and Adults Education, are rarely addressed or even cited in current literature. This Master's research investigates Computational Thinking as a way to promote digital inclusion and proposes a model to design and conduct initiatives for Youth and Adults Education taking into account the characteristics and particularities of this public. The model, with a set of principles and practices, was applied and analyzed in an exploratory case study inside a public school. Results suggest the model is promising to inspire practices to develop Computational Thinking for inclusion. As additional contributions, activities applied in a real setting and lessons learned from their application are presented to support and inform further initiatives.
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Vorkule, Marija. "Impact of the Type of a Post on the Engagement Rate of It." In International scientific conference of the University of Latvia. University of Latvia Press, 2023. http://dx.doi.org/10.22364/ms22.15.

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Within the last six years, influencer marketing market has grown by 700%, and within the last two years sales have doubled. Absolute majority of marketing professionals consider it effective. The main target audience of marketers using influencer marketing in Europe is youth, since 90% of them are actively using social networks. A steady growth can also be observed among those who use it as a news outlet and source to find out more about products and services. At the same time, not many digital content creators are honest with their audience, openly labelling collaboration. There are still the ones hiding it. The situation with influencers mainly followed by adolescents is especially dangerous, as the level of advertising literacy is not yet sufficiently advanced, and they are more easily impressed than adults. One of the possible reasons for hiding the fact that the content is actually an advertisement, is the fact that influencers are afraid that their engagement rate will decrease, which is detrimental, since the engagement rate is one of the criteria demonstrating the success of cooperation. The purpose of this study is to analyse whether advertorial posts really cause fewer reactions than regular posts. For this purpose, Latvian influencers who had more than 1500 followers and whose followers at the time of the performance of study were mostly adolescents (11–18 years old) from Latvia were selected. During 2021, the posts on the social media platform Instagram mentioning brands and/or having the relevant labelling regarding cooperation with the brand were selected. The engagement rate for 654 posts was compared with the engagement rate for regular posts. As a result, it was found that the difference varies from 1% to 2%. Since the difference is considered insignificant, we can conclude that there is no reason to hide paid collaboration from the audience.
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Echauri Galván, Bruno, and Andrea Ruiz García. "Cuentos para todo el mundo: Una experiencia educativa en torno a la reescritura, la traducción y la mediación." In IN-RED 2021: VII Congreso de Innovación Educativa y Docencia en Red. Valencia: Universitat Politècnica de València, 2021. http://dx.doi.org/10.4995/inred2021.2021.13669.

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Este artículo presenta una experiencia educativa enmarcada en la unidad teórica relacionada con las corrientes funcionalistas de la traducción de la asignatura de Introducción a la Traducción en la Universidad de Alcalá. Los objetivos de esta acción docente, que se vertebra en torno al enfoque por tareas, están encaminados a presentar y consolidar la diferencia entre traducción y reescritura, desarrollar la competencia mediadora, fomentar el uso del pensamiento crítico y de la creatividad, reforzar conceptos teóricos presentados durante las lecciones magistrales y utilizar estrategias apropiadas para traducir distintos tipos de textos, trazando equivalencias adecuadas dependiendo del texto y el propósito de la traducción. Para ello, tras la introducción de los aspectos teóricos pertinentes, se le asignó a cada pareja de estudiantes un cuento de los hermanos Grimm. A continuación, se presentaron dos encargos: una traducción interlingüística dirigida a una audiencia contemporánea y adulta; y, por otro lado, una reescritura para una audiencia infantil actual. Los resultados de esta actividad, así como el éxito en la consecución de los objetivos y la buena acogida entre el alumnado, demostrarán que esta tarea es un mecanismo eficaz para consolidar aspectos teóricos y prácticos de la traducción al tiempo que se potencian otras competencias.
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Codreanu, Aura, Cezar Vasilescu, and Maria brandusa Popa. "CHALLENGES OF INTEGRATING LEARNING GAMES INTO E-LEARNING ENVIRONMENTS." In eLSE 2013. Carol I National Defence University Publishing House, 2013. http://dx.doi.org/10.12753/2066-026x-13-126.

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In traditional educational and training environments learning games play a major role in experiential learning, regardless of their target audience: children, teenagers or adults. However, given the current trends in education and training initiatives world-wide (e.g. blended learning, distributed learning), as well as the requirements of those seeking training and education, words like cost-effectiveness, time-efficiency, outcome oriented actions have become the cornerstone for any provider of educational and training programs. Consequently, to adapt to this new world is to be able to merge the useful with the inciting in one or several virtual/e- package. Consequently, this article will start by identifying the role of learning games in traditional environments. Next, by focusing on the features of e-learning environments, it will attempt to short-list these roles in accordance with the purposes served by these environments. Worth reminding in this respect is that the design and use of learning games may prove a cumbersome task for trainers and educators. Thus, if in the case of young learners flashy cards, posters, rhymes and chants, etc. can be easily integrated into e-learning environments, with adults finding the right tools for transferring knowledge into a meaningful, easy funny and yet not simplistic manner may prove a conundrum. To do that, several key roles and responsibilities of the people involved in educational programs (i.e. teachers, trainers, educators, etc.) need revisiting. In this respect, another goal of this article is to discuss the way these roles change and what the new prerequisites for fulfilling them are. Last but not the least, the article will also discuss the characteristics of the disciplines that have actually allowed integrating learning games into e-learning environments. In the end, based on the findings, the authors will overview the lessons learned in the field and make suggestions as to how to best entice e-learners through learning games depending on the discipline, level and age.
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Reports on the topic "Adult audience"

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Rogers, Amanda. Creative Expression and Contemporary Arts Making Among Young Cambodians. Swansea University, May 2021. http://dx.doi.org/10.23889/sureport.56822.

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This project analysed the creative practices and concerns of young adult artists (18-35 years old) in contemporary Cambodia. It examined the extent to which the arts are being used to open up new ways of enacting Cambodian identity that encompass, but also move beyond, a preoccupation with the Khmer Rouge (1975-1979). Existing research has focused on how the recuperation and revival of traditional performance is linked to the post-genocidal reconstruction of the nation. In contrast, this research examines if, and how, young artists are moving beyond the revival process to create works that speak to a young Cambodian population.The research used NGO Cambodian Living Arts’ 2020 Cultural Season of performances, workshops, and talks as a case study through which to examine key concerns of young Cambodian artists, trace how these affected their creative process, and analyse how the resulting works were received among audiences. It was funded through the AHRC GCRF Network Plus Grant ‘Changing the Story’ which uses arts and humanities approaches to ‘build inclusive societies with, and for, young people in post-conflict settings.
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