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Dissertations / Theses on the topic 'Online communication'

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1

Len-Ríos, Maria Elizabeth. "Communication rules and corporate online communication /." free to MU campus, to others for purchase, 2002. http://wwwlib.umi.com/cr/mo/fullcit?p3052191.

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Yang, Yin-Wei. "Online multimedia communication system." CSUSB ScholarWorks, 2005. https://scholarworks.lib.csusb.edu/etd-project/2661.

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Online Multimedia Communication System is a project aimed at providing people the ability to store and share their multimedia files. The users and administrator can modify and view the files and database information from a normal web browser. Furthermore, this site offers a secure environment to keep all the users' information private.
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Jansson, K. (Kaisu). "Online recruitment and Millennials:recruitment communication and online assessment." Master's thesis, University of Oulu, 2017. http://urn.fi/URN:NBN:fi:oulu-201701121062.

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Recruitment has shifted from traditional channels and practices to processes taking place online and recruitment research has subsequently started to investigate online recruitment processes. While there have been conflicting perceptions amongst recruitment researchers about whether the organizational or the applicant perspective has been neglected in recruitment research most of the present literature focuses on the first phase of the recruitment process, attracting applicants. This thesis takes the perspective of the applicant, and in this case the Millennial generation, and investigates the later phases of the recruitment process, recruitment communication and online assessment. The aim is to find out what kind of preferences Millennial applicants have towards recruitment communication’s timing, content and media and different online assessment methods such as online tests, digital interviews and gamification. This thesis is conducted as a qualitative research with a factist perspective. After extensive review of recruitment and Millennial research a theoretical framework is developed. Empirical data is gathered trough semi-structured thematic interviews and analyzed with content analysis. The research findings are then applied to the theoretical framework and the framework is adjusted to depict the preferences of the Millennial applicant towards recruitment communication and online assessment methods. The research findings suggest the Millennial applicant has several expectations towards both recruitment communication and different online assessment methods. Recruitment communication is expected to happen in a continuous manner to avoid uncertainty and show the hiring organization’s respect and valuation towards the applicant. Recruitment communication should also be efficient and convenient for the applicant, and email is found to be the preferred communication medium. The Millennial applicant also expects feedback on his or her performance as well as reasoning for selection decisions. Concerning different online assessment methods, the Millennial applicant prefers assessment methods that make them feel they have influence over recruitment outcomes. In addition, perceptions of validity and relevance as well as efficiency and convenience affect Millennials’ preferences concerning different online assessment methods. The research findings have several managerial implications. Designing recruitment processes in which millennial preferences are taken into consideration can produce better applicant experience and have a positive effect on the company image. Although measures have been taken to ensure research reliability, the number of research participants and the same field of study of the research participants limit the generalizability of the research results.
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Plotkina, Daria. "Deceptive communication : fake online reviews." Thesis, Strasbourg, 2016. http://www.theses.fr/2016STRAB002.

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La thèse sur papiers analyse les impacts des faux avis en ligne sur les relations sur le marché. Une séquence structurée des études qualitatives et quantitatives explore les perceptions des consommateurs et leur comportement relativement aux faux avis et étudie les solutions possibles pour détecter la communication trompeuse. La recherche confirme l'importance du phénomène des faux avis en ligne pour le marché et la nécessité de mesures opportunes anti-tromperie; des solutions pratiques et un agenda de recherche sont suggérés
The paper-based thesis analyses the impacts of fake online reviews on marketplace relationships. A structured sequence of qualitative and quantitative studies explores customer perceptions and behavior with regard to fake reviews and investigates possible solutions to detect deceptive communication. The research supports the importance of the phenomenon of fake online reviews for the market and the necessity of timely anti-deception measures; both practical solutions and research agenda are suggested
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Van, de Zande Georgia D. "Online communication among student design teams." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/115649.

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Thesis: S.M., Massachusetts Institute of Technology, Department of Mechanical Engineering, 2018.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 79-82).
New technological developments are quickly changing the ways the product design community communicates in the workplace and in the classroom. Slack, an online communication software with some project management features, has become a popular communication tool among many workers and students. This thesis examines the Slack conversation conducted by 16 student product development teams in a course at MIT, 2.009: Product Engineering Processes. Following a typical product development process, teams of 17-20 students each used the online communication tool in addition to face-to-face meetings to design new products in one semester. The resulting conversations were analyzed for message count over the course of the semester, message count by day of the week and hour of the day, message count breakdown by user, and communication organization. From these results, it was observed that teams tended to increase their communication right before a deadline and decrease it right after. When viewing teams' communication patterns by day of the week and the hour of the day, it was seen that many teams increased their communication in a short period after team meetings. In both of these graphs, successful teams tended to have more consistent communication. There was a positive correlation (granted, with low a R-squared value) between the amount teams report working on the class and their Slack activity by day. When looking at a team's total amount of communication, it may indicate team members are working well, but it may also indicate they are struggling. Teams with higher levels of success tended to have a more organized communication structure than teams with lower levels of success, as assessed by instructors. In addition to the data collected in this thesis, further research is still needed to understand with more certainty how online communication patterns correlate to teams' levels of success or team behaviors.
by Georgia D. Van de Zande.
S.M.
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Desjardins, Julie. "An Investigation of Online Communication and Shyness." Thesis, Université d'Ottawa / University of Ottawa, 2011. http://hdl.handle.net/10393/20199.

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Shy children often have difficulty communicating; however, it is not clear whether these difficulties stem from a skills deficit or from an anxiety-driven performance deficit. Therefore, the present study examined how shy children’s communication skills differed from those of average, non-shy children, using the Internet as a medium for social communication. It was hypothesized that shy children may be more reticent than average children to initiate conversation in a novel situation. However, over time shy children were expected to become more comfortable in discussions with their on-line partner and to become less anxious as they acknowledge the anonymity of chat groups. This study also investigated potential changes in negative effects associated with shyness over time. Fifteen shy children (Mean shyness score=72.3; SD=6.43) and 15 average children (Mean shyness score=53.7; SD=5.6) participated in the 10 MSN conversation groups. Children were also given a series of questionnaires prior to and after the 10 sessions. Results from this study suggest that shy children communicate in a similar manner to their average partners when online. Results also suggest that shy children had higher levels of social anxiety than average children before beginning an online conversation with an unknown partner. However, by the end of the 10 sessions, their anxiety had been significantly reduced. No other changes or differences in psychological functioning were noted between shy and average children.
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Wardell, Erika A. "Gender composition of online technical communication collaborations." Master's thesis, University of Central Florida, 2011. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4719.

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Online collaborations are more prevalent in society due to electronic communication allowing students and professionals to communicate with each other, without needing to spend time or money traveling. The lack of visual cues in electronic communication means writing styles primarily set the tone of a message. A group member's gender can affect his or her writing style and what he or she assumes about the message. The differing writing styles and potential gender bias can cause misunderstandings, which delay projects and sometimes lead to ostracizing a group member. The gender composition of an online collaboration, therefore, can have a positive or negative effect on a project. This study helps technical communicators understand how to manage online collaborations effectively to produce a successful project. The study explains how the effects of gender composition on a project are influenced by electronic communication, gender roles, and online collaborations. Society-imposed gender roles include differing writing styles for each gender causing gender bias in both writing and reading electronic messages. Group members, monitors, and project managers must take care in managing online collaborations due to the differences in each gender's communication style, and differences in gender roles and expectations for multinational online collaborations. The study shows mixed-gender collaborations have increased chances of misunderstandings because of the differing communication styles of each gender compared to same-gender collaborations. However, the advantages of mixed-gender collaborations outweigh the disadvantages due to the variety of ideas, motivations, and expectations. Technical communicators understanding how all the major topics relate together to influence a collaboration are better able to manage an online collaboration and reduce the chances of misunderstandings to create a successful project.
ID: 030646270; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Thesis (M.A.)--University of Central Florida, 2011.; Includes bibliographical references (p. 85-92).
M.A.
Masters
English
Arts and Humanities
English; Technical Communications Track
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Coopamootoo, P. L. "Effective online privacy mechanisms with persuasive communication." Thesis, Cranfield University, 2016. http://dspace.lib.cranfield.ac.uk/handle/1826/10265.

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This thesis contributes to research by taking a social psychological perspective to managing privacy online. The thesis proposes to support the effort to form a mental model that is required to evaluate a context with regards to privacy attitudes or to ease the effort by biasing activation of privacy attitudes. Privacy being a behavioural concept, the human-computer interaction design plays a major role in supporting and contributing to end users’ ability to manage their privacy online. However, unless privacy attitudes are activated or made accessible, end users’ behaviour would not necessarily match their attitudes. This perspective contributes to explaining why online privacy mechanisms have long been found to be in-effective. Privacy academics and practitioners are queried for their opinions on aspects of usable privacy designs. Evaluation of existing privacy mechanisms (social network service, internet browsers privacy tabs and E-Commerce websites) for privacy experts’ requirements reveals that the privacy mechanisms do not provide for the social psychological processes of privacy management. This is determined through communication breakdowns within the interaction design and the lack of privacy disclosure dialectical tension, lack of disclosure context and visibility of privacy means. The thesis taps into established research in social psychology related to the attitude behaviour relationship. It proposes persuasive communication to support the privacy management process that is to enable end user control of their privacy while ensuring typical usability criteria such as minimum effort and ease of use. An experimental user study within an E-Commerce context provides evidence that in the presence of persuasive triggers that support the disclosure and privacy dialectic within a context of disclosure; end users can engage in privacy behaviour that match their privacy concerns. Reminders for privacy actions with a message that is personally relevant or has a privacy argument result in significantly more privacy behaviour than a simple reminder. However, reminders with an attractive source that is not linked with privacy can distract end users from privacy behaviour such that the observed response is similar to the simple reminder. This finding is significant for the research space since it supports the use of persuasive communication within human-computer interaction of privacy designs as a powerful tool in enabling attitude activation and accessibility such that cognitive evaluation of an attitude object can be unleashed and end users can have a higher likelihood of responding with privacy behaviour. It also supports the view that privacy designs that do not consider their interaction with privacy attitudes or their influence on behaviour can turn out to be in-effective although found to support the typical usability criteria. More research into the social-psychological aspects of online privacy management would be beneficial to the research space. Further research could determine the strength of activated or accessed privacy attitude caused by particular persuasive triggers and the extent of privacy behaviour. Longitudinal studies could also be useful to better understand online privacy behaviour and help designs of more effective and usable online privacy.
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Langášová, Markéta. "Online marketing communication of leadership development company." Master's thesis, Vysoká škola ekonomická v Praze, 2016. http://www.nusl.cz/ntk/nusl-264355.

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The main goal of this masters thesis is to analyze current marketing communication of a specific leadership development company active and the Czech market and its effectiveness. Based on the results recommend measures for improvement using appropriate channels. In the first part theoretical background of online communication, strategic framework and measurement of performance is introduced. Statistics, expert surveys and insight from opinion leaders from the field are included to provide more practical and comprehensive understanding of approach to individual channels, current trends and potential future development. Second part is dedicated to analysis of online communication strategy of chosen leadership development company. Analysis are based on interviews with relevant target group, comparison of online activities of competition and clickstream analysis of data from Google Analytics of various communication channels.
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Moore, Michele Schmidt. "Written communication in an online learning environment." Fairfax, VA : George Mason University, 2009. http://hdl.handle.net/1920/4581.

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Thesis (Ph.D.)--George Mason University, 2009.
Vita: p. 203. Thesis director: Priscilla Norton. Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Education. Title from PDF t.p. (viewed Oct. 11, 2009). Includes bibliographical references (p. 198-202). Also issued in print.
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Bulu, Saniye Tugba. "Communication Behaviors And Trust In Collaborative Online Teams." Master's thesis, METU, 2003. http://etd.lib.metu.edu.tr/upload/1099548/index.pdf.

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Building and maintaining trust is a necessary condition for group cohesion. In order to successful collaborative group process in online learning environment, development of trust must be understood in online teams. Difference communication behaviors in the online teams with different trust levels were investigated in this research. Participants were 61 students in an undergraduate level who enrolled in the online course. In this research, online teams&
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collaborative communication behaviors were analyzed using both qualitative and quantitative methods to understand the factors that facilitate and deepen trust. Data were obtained from questionnaires and online class discussion archives. One of the findings of the study was that trust is built and maintained in online teams. Another finding was that online trust can be fragile and certain communication behaviors should be presented by members to deepen and maintain the trust level. The results of the study showed that there must be social interaction, enthusiasm, task oriented interaction, equal and predictable communication, and feedback among the member of online teams to built and maintain trust.
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Kaplan, Galyna. "The European Union Online : An Analysis of the European Commission's Online Political Communication." Thesis, Örebro universitet, Institutionen för humaniora, utbildnings- och samhällsvetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-35130.

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Usera, Daniel Alexander. "Online dating interactions : a discursive look." Diss., University of Iowa, 2014. https://ir.uiowa.edu/etd/4778.

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The most important aspect of online dating is the messaging. Resting upon that argument, this project discursively analyzes naturally-occurring interactions between users on two online dating sites. Current facework, relationship initiation, and online dating research lacks a systematic understanding of the conversational processes involved in establishing a relationship online. This thesis addresses that deficit of understanding. Results show that there is a sequence and a set of resources that online dating users draw upon to get acquainted; suggesting a new typology of opening gambits based on technological affordances. Results also show that users openly negotiate the process of relationship initiation, discussing both the interaction situation and their performances. Overall, this investigation provides insights that give researchers and online dating users a deeper and more complete understanding of the work that is done on a turn-by-turn, conversational level in the online dance of courtship.
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Lewis, Amber N. "Exploring Communication Identity Management on Facebook." University of Cincinnati / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1407406548.

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Bahramshahry, Armin. "MCCA : a communication architecture for online multiplayer games." Thesis, University of British Columbia, 2009. http://hdl.handle.net/2429/12537.

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Over the last decade the ability of the Internet infrastructure to carry traffic has not improved at the same rate as the desktop technology. This imbalance has increased the perceived difference in the quality of service (QoS) offered by online multiplayer games compared to single player games. This thesis introduces MCCA, a communication architecture for online multiplayer games to improve the observed QoS and to lower the development complexity. MCCA takes advantage of online game’s relaxed state consistency and predictable workload. MCCA enables a game to label its traffic as belonging to different classes, each with different priorities and requirements. Such labelling, in turn, enables differentiated traffic management, efficient use of available network resources, and ultimately, improved perceived QoS. In addition, MCCA enables a game to adapt to network conditions, through distributed quality aggregation, for each of the game’s generated network traffic. Consequently, MCCA supports a set of generic group communication and quality estimation techniques, and yet it enables a game to define customized methods. This thesis presents the MCCA architecture and its simulation-based evaluation using Quake III, Voice-Over-IP (VoIP), and file transfers. Experiments demonstrate that workload classification, prioritization, and class targeted QoS improve user experience and lower the generated network traffic, while quality aggregation and reporting enable game adaptation to network conditions.
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Powers, Megan C. "Communication at Tradeshows?Face-to-Face versus Online." Thesis, Gonzaga University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=1558792.

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The question is regularly posed within communication academia as to whether computer mediated communication (CMC) is a "richer" form of communication than face-to-face (FtF). Similarly, the necessity of meeting FtF with regard to business has been repeatedly called into question since the downturn of the economy in 2008-2009. One reason professionals gather FtF is for tradeshows.

This thesis looks at the quality of the communication that takes place at FtF tradeshows, and reveals attitudes and opinions with regard to the importance of the relationship-building and commerce that occurs in person and/or online. The results inform what we can and cannot accomplish in these different environments.

331 professionals who have worked in tradeshows as a planner, an exhibitor, an attendee, or an executive took an online survey designed to reveal how they felt about the relationship-building and commerce that occurs in the tradeshow environment. The questions were focused on whether FtF, CMC, or a combination of the two is the solution, exploring the value and necessity of tradeshows. Additionally, an autoethnography highlights some personal experiences, having served within each of the professional roles with regard to tradeshows.

The results showed the respondents felt that CMC is not a replacement for the FtF communication that occurs at tradeshows, but it is a useful supplement to the FtF experience. The autoethnography echoed these sentiments, in addition to echoing the short answers of many of the respondents.

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Velasquez, Araque Daniel. "Inclusive online social play through non-verbal communication." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22492.

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This research focuses on the connection between voice-based interactions and harassment in online games, from the point of interaction design. It points out severe faults in privacy afforded by voice-based communication and explores beyond this medium to design a communication system that relies only on non-verbal communication (NVC). Such system was co-created with the players supporting the idea that inclusion starts even in the early design stages. Through the playtesting of the NVC system the research shows the many ways in which the type of communication impacts the game and how players experience cooperation, cohabitation, and inclusion in online games. However, to achieve this, this research had to create a framework and mapping methods that focus on the players and their communicative intention. Hence, the “levels of multiplayer communication” is proposed as a tool to analyze and a method to design for communication in games, and it stands as a knowledge contribution along with the information acquired through its use.
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Vaara, Linnea, and Sabina Zahiraldinni. "Online Communication and Brand Attitudes : A Millennial Perspective." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74185.

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This study’s purpose was to provide a deeper understanding regarding how millennials’ attitudes towards brands are influenced by online communication. With the aim of fulfilling the purpose of the study, two research questions of descriptive and explorative kind were stated; “How can the factors that influence millennials’ use of electronic word-of-mouth be described?” as well as “How does electronic word-of-mouth influence millennials’ brand attitude?”. In order to generate potential answers to the stated research questions, a conceptual framework was conducted by reviewing scholarly literature. The conceptual framework then provided the study with a theoretical foundation of which was utilized during both the data collection and the data analysis. Methodologically, this was a case study analyzing qualitative data that was collected through eleven semi-structured and in-depth interviews with both male and female millennials. The findings and conclusions of this study implied that electronic word-of-mouth has a meaningful impact on both the formation of and influence on attitudes towards brands amongst the millennials. Moreover, this was heavily dependent on the one disseminated it. However, with regard to the ever-evolving area of social network sites, other noteworthy factors such as millennials’ need for affiliation, aesthetically appealing firm-generated content and intense exposure to digital advertising were emphasized as components of which too formed their attitudes towards brands. Furthermore, the results suggested that adopting personalization- and social interaction strategies will encourage the spreading of positive electronic word-of-mouth. Lastly, positive electronic word-of-mouth was then for its part related to brand loyalty, which was reckoned to promote the persistency of positive brand attitudes.
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Šimíčková, Klára. "Online komunikační strategie fakulty." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2017. http://www.nusl.cz/ntk/nusl-316939.

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This diploma thesis is focused on an analysis of the current state of online communication of faculty and formulation of the measures which are needed for strengthening of strategical use of online communication channels within the university.
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Izquierdo, Pastor Adrià. "Online Personalized Communication : A quantitative study on promotional strategies to increase customer satisfaction." Thesis, Karlstads universitet, Avdelningen för företagsekonomi, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-32756.

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Nowadays when users navigate in internet they find lots of types of communication scattered across diverse sites. Due to the lack of users’ interests in advertisements, primarily caused by not matching their preferences, today’s advertisements have a low rate of success. Recently, owing to semantic web generation, some companies started to use personalized marketing in communication as a way to turn the conversions around and thus increase customer retention and loyalty. As a matter of fact, the retention and loyalty stages on the internet are, on average, the least crafted of the whole cycle. The customers’ conception of one-to-one marketing is quite ambiguous as they conceive that they need to be more efficient while shopping online but at the same time they feel stalked due to privacy concerns, and oversaturated with non-valuable information. The purpose of this paper is to explore from a holistic view online personalized communication strategies and how they can be implemented in order to increase customer satisfaction thus retaining customers and, in the long-term, gaining their loyalty. The main communication areas the study treats ranges from onsite the online store, where the company wants to sell the product, to offsite advertisements in websites, social media platforms and via email. In the empirical section, the study carried out a quantitative online survey to investigate customers’ perception and complete it with the literature. To answer the research questions, the study identified 19 hypotheses comprising of all primary aspects that define the exploration. The result could be gold dust for e-shop managers to help them maximize the marketing communication factor using personalization. The authors identified potential improvements to motivate customers to register in the online shop, whether communication channels are suited to implementing the strategy or not, and possible aspects to adapt in order to obtain maximal benefits. There were some limitations in terms of an analysis of the companies’ point of view and the necessity to analyze every communication channel more in depth as the study is an initial step.
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Monrean, Philip. "Message Modality and Elaboration on Online Advertisements." Youngstown State University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=ysu1485524245611484.

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Hallier, Willi Christine. "Corporate impression formation in online communities : determinants and consequences of online community corporate impressions." Thesis, Brunel University, 2013. http://bura.brunel.ac.uk/handle/2438/7729.

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The purpose of this study is to gain in-depth knowledge of how the members of online communities form impressions of organisations that use online communities in their communication activities. Online impression formation has its peculiarities and in order to succeed companies need to better understand this phenomenon. In order to appreciate and evaluate an interaction, those involved in it must know their own identity. Hence, individuals as well as companies engage in identity production by trying to project a favourable impression. The process of identity production can take place in both the offline and the online world. This study focuses on the online world, more specifically on online communities, by investigating how online community members form impressions of companies that produce their identities in online communities. Technology has changed customer behaviours dramatically. People have embraced the Internet to meet and interact with one another. This behaviour is in line with the postmodern assumption that there is a movement towards re-socialisation. Online communication platforms connect people globally and give them the possibility to interact and form online social networks. These platforms are interactive, and thus change the traditional way of communication. Companies therefore have to embrace those interactive ways of communication. In the online world consumers are quick to react to communication weaknesses. Inappropriate corporate communication activities can affect the image they have formed of the company in question.
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Koehle, Joseph E. Jr. "Intergroup communication in online communities: an analysis of americanwx.com." Thesis, Kansas State University, 2011. http://hdl.handle.net/2097/12010.

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Master of Arts
Department of Communication Studies, Theatre and Dance
Timothy R. Steffensmeier
Social Identity Theory has long held that group affiliation plays a predominant role in how we interact with others and the types of communication strategies that we deploy. Traditional scholarship on Computer Mediated Communication maintains an excessively interpersonal focus, detracting from its ability to theorize intergroup communication and conflict. This research study, conducted at the Internet bulletin board Americanwx.com, investigates the role that group identity plays in the everyday discourse of online message boards. In an ethnographic study spanning the course of 8 months and thousands of exchanges, research found that the structure of message boards themselves is implicated in the formation and maintenance of groups, and that once formed, groups tend to act in a manner that is consistent with Social Identity Theory.
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Budiman, Adrian M. "Virtual Online Communities: A Study of Internet Based Community Interactions." Ohio : Ohio University, 2008. http://www.ohiolink.edu/etd/view.cgi?ohiou1215559506.

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Alsulami, Abdulwahab M. "Examining Online Communication Attitude and its Antecedent Factors on Relational Closeness among Purely Online Friendships in Saudi Society." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1554175691616345.

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Horton, Matthew Richard. "The communicative practices of an online business." Thesis, Queensland University of Technology, 1997.

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The Communicative Practices of an Online Business provides a detailed account of how Global Web Builders (GWB), an entrepreneurial web development business, is able to use the internet to make money, and furthermore, how its communicative practices contribute towards its success. GWB is a business operating within a constantly restructuring economic environment. To characterise this new economic environment, reference is made to post-Fordist forms of workplace organisation, the consumer-driven customisation of products, and communications infrastructure supporting computer networks that distribute ideas and symbolic information throughout the world. The objective of this study, then, is to document attitudes and practices, as they are mediated through information technology and language, that emerge as an enterprise conducts entrepreneurial activity within these new times.
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Kale, Ugur. "Online communication patterns in a teacher professional development program." [Bloomington, Ind.] : Indiana University, 2007. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3277966.

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Thesis (Ph.D.)--Indiana University, Dept. of Instructional Technology, 2007.
Source: Dissertation Abstracts International, Volume: 68-09, Section: A, page: 3813. Adviser: Thomas Brush. Title from dissertation home page (viewed Apr. 30, 2008).
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Menfors, Martina, and Felicia Fernstedt. "Consumer trust in online reviews : a communication model perspective." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-948.

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Konsumenter använder och förlitar sig i allt större utsträckning på andras åsikter som lagtsupp på recensionssidor på nätet. Nyligen har dock skandaler uppmärksammat förekomsten avmanipulation av recensioner vilket lett till att recensionssajters trovärdighet kan ifrågasättas.Tidigare forskning har också gett tvetydiga svar på huruvida folk litar på recensioner ellerinte.Att utforska det här ämnet är viktigt eftersom marknadsförare måste förstå sig påkonsumenters förtroende för onlinerecensioner då dessa kan användas som ett kraftfulltmarknadsföringsverktyg och som ett nytt element i marknadsföringsmixen. Den här studiensyftar till att utforska konsumenters förtroende för onlinerecensioner genom att undersökavarför man litar på recensioner och vad som gör en onlinerecension pålitlig. Genomanvändandet av en modifierad version av Shannon och Weavers kommunikationsmodell, kanen recension struktureras kring elementen meddelande, sändare, mottagare, kanal ochåterkoppling. Den här studien implementerar en kvalitativ metod där semistruktureradeintervjuer använts för att få en djupare förståelse för intervjuobjektens känslor och tankar.Studiens resultat indikerar att konsumenter inte litar på individuella recensioner, utan snararepå systemet med onlinerecensioner i sin helhet; antalet recensioner nämndes som den mestinflytelserika faktorn för att skapa tillit. Studien visar också att den som läser recensionerframförallt använder meddelandet för att avgöra om en recension är pålitlig eller inte. Pågrund av avsaknaden av information om personen som skriver recensionen är meddelandetdet enda läsaren verkligen kan utvärdera.
Increasingly, consumers are using and relying on the opinions of others posted on onlinereview sites. However, recent scandals has brought attention to the existence of reviewmanipulation and questioned the credibility of online review sites. Furthermore, previousresearch has shown conflicting findings on whether or not consumers trust online reviews.Exploring these matters becomes important since marketers need to be able to understandconsumer trust in online reviews as it then can be used as a powerful marketing tool and as anew element of the marketing communication mix. The aim of this study is to exploreconsumer trust in online reviews by investigating why people trust online reviews, and whatmakes an online review trustworthy. This is accomplished using a modified version of theShannon and Weaver communication model which is structured around the elementsmessage, sender, receiver, channel and feedback. The study employs a qualitative methodusing semi-structured interviews in order to gain a deeper understanding of the thoughts andfeelings of the interviewees. The findings indicate that consumers do not put their trust inindividual reviews, but in the online review system as a whole; the number of reviews postedwas mentioned as the most influential factor for creating trust. The study shows that readersof reviews primarily use the message to determine whether a review is trustworthy or not.Because of the lack of information about the person writing the online review, it is the onlything the reader can truly evaluate.
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Lyon, Vicky Anne. "Developing online teacher communities to support communication and collaboration." Thesis, Open University, 2014. http://oro.open.ac.uk/49058/.

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Glow, the Scottish arm of the National Grid for Learning (NGfL), was created to connect each of Scotland's 32 local authorities, schools, teachers and pupils, as well as key stakeholders through a secure intranet. Since the official launch of Glow in 2007 it has received a mixed reception amongst the teaching profession and engagement has been variable. This study set out to investigate Glow's use. The initial online survey of teachers' perceptions of Glow, in 2009, indicated that respondents were making little use of Glow. This led to a refocusing ofthe research to investigate a group of teachers who had a history of communicating online, with a view to understanding how teacher communities evolve online. A case study approach was adopted using a variety of methods including e-participant observations of their asynchronous discussion forums, questionnaires and interviews. The research builds on previous work on member Life-Cycle models and online community models in order to describe and analyse this onlineteacher community. Key findings emerged related to the adequacy of existing models of online communities and the evolution of new modes of online interaction. Specifically, member Life-Cycle models designed for open online communities do not fully describe the roles adopted in a closed teacher community. Furthermore, such models are inadequate to fully understand community development where members communicate offline as well as online. For this existing teacher community synchronous discussions appear to be increasing in relevance and popularity in comparison with asynchronous discussions. The implications of this for the next generation of Glow and online teacher communities are particularly relevant suggesting that focused synchronous discussion groups are an area for future research. Keywords: Glow, NGfL, online communication, online collaboration, online communities, teacher communities.
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Satar, Hatice Muge. "Social presence in online multimodal communication : A framework to analyse online interactions between language learners." Thesis, Open University, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.533112.

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New technologies permeate every aspect of life, not least human communication. Collaboration and social interaction have become buzz words in online communication and education mediated by Web 2.0 technologies and inspired by socio-constructivist theories of learning. Social presence theory explores this mediation through which individuals project themselves socially and emotionally into the community (Rourke, Anderson, Garrison, & Archer, 1999). Understanding the experience of social presence is crucial for its strategic use in online learning, while the pivotal role of communication makes social presence an indispensable component of language teaching. Although social presence theory has evolved from a media richness view as a quality of the media (Short, Williams, & Christie, 1976) to a relational view as a quality of relational aspects of communication (Kehrwald, 2008), the multimodal nature of new technologies has not previously been explored. Social presence research has also largely ignored the role of language (verbal or nonverbal, native or foreign) on the mediation process. This exploratory case study investigates social presence in dyadic online foreign language interaction via desktop videoconferencing (DVC) between trainee language teachers. Multiple data sources (OVC recordings, interviews, questionnaires) are qualitatively analysed, drawing on principles of thematic analysis, interactional linguistics and social semiotics. The findings highlight the need for workable methods, tools and theories to research and analyse multimodal online communication. Social presence theory is revised to accommodate multi modal foreign-language interactions, and to incorporate potential differences between the ways individuals intend to project themselves and the ways this projection might be perceived by others in the community. An original approach to analysing and classifying language-learner interactions is demonstrated. Pedagogical implications stress the skills required to support rewarding educational experiences for both learners and teachers. Despite the specific features of the case study; the findings--can be extrapolated to virtually all areas of online communication.
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Chan, Sze Man Gabrielle. "Communication strategies used in online complaint communication : effects on customer satisfaction, corporate image and word of mouth communication." HKBU Institutional Repository, 2002. http://repository.hkbu.edu.hk/etd_ra/447.

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Heath-Bourne, Maggie. "Communicating Universal Healthcare to a Partisan Audience: A Frame Analysis of the Commonwealth Fund’s Strategic Online Communication." University of Cincinnati / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1584015858701365.

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Van, der Horst Timothy W. "Thor : the hybrid online repository /." Diss., CLICK HERE for online access, 2005. http://contentdm.lib.byu.edu/ETD/image/etd696.pdf.

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Kemshal-Bell, Guy Jonathon, and guykb@bigpond net au. "Interactive media - a tool to enhance human communication." RMIT University. Creative Media, 2007. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20080102.100544.

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This exegesis investigates the use of interactive online media to support the development of communication and problem solving skills amongst learners in a Vocational Education and Training (VET) context. It describes the development of the Maelstrom website as a response to the identified need for a collaborative, interactive online space where learners can explore and experiment within the safe and anonymous environment provided. The user interaction within the Maelstrom and user responses to their experiences are discussed and analysed to not only inform the role of the Maelstrom within the broader context on interactive online communication and collaboration, but also to guide future research.
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Valovoi, Vadym. "Transformations in cross-cultural communication." Thesis, Молодь у глобалізованому світі: академічні аспекти англомовних фахових досліджень (англ. мовою) / Укл., ред. А.І.Раду: збірник мат. конф. - Львів: ПП "Марусич", 2011. - 147 с, 2011. http://er.nau.edu.ua/handle/NAU/20865.

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36

Newman, Ken. "An Investigation of Narrative and Role-Playing Activities in Online Communication Environments." Thesis, Griffith University, 2007. http://hdl.handle.net/10072/365968.

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This study investigates particular aspects of role-playing and narrative activities in online communication environments, looking particularly at individual predispositions, different communication environments, and responses. It fits broadly into the engagement agenda, and in particular encompasses narrative and game-like activity which are of interest to many areas of the telecommunications and computer games industries. The study arises from field work (The ComeRideWithMe Project 2002) with narrative engagement and online community and begins by describing the questions arising from this field work and how these helped to inform and shape the formal study of this thesis. A substantial body of literature in human cognition suggests that while humans have a species-wide tendency to have fun finding and creating narrative structure, the individual levels of this tendency might vary considerably. This leads to the proposal of the Fun Unification Model, a broad-based measure of Fun which breaks the experience of Fun into three dimensions; Individual Predisposition (Immersive and Narrative tendencies), Activity in Environment (the role-playing, game-like or narrative activity), and Individual Response (Temporal Dissociation, Focused Immersion, Heightened Enjoyment and Narrative Engagement). With the Fun Unification Model articulated and sub-constructs defined, the research question is broken down into two subsidiary questions; 1. To what extent does individual predisposition influence an individual’s experience of role-playing and narrative in online communication and hence fun? 2. To what extent does the communication environment influence an individual’s experience of role-playing and narrative in online communication and hence fun? From a review of the literature of rich media theory, certain expectations arise as to how the communication environment might best support role-play and the extent to which the environment allows for imaginative participation by the users. The experiments that form the bulk of this study are designed to facilitate a comparison between different communication environments using the Fun Unification Model. The study sets up three experiments where subjects spend a session communicating one to one in real time with a fictitious character (Albert the teddy-bear) using one of three different communication environments. Three environments are selected to represent a broad range of different real-time communication features – they are; a text-based environment, an avatar-based environment, and a video-based environment. In each of these environments the subjects are surveyed regarding their Immersive and Narrative Predispositions and Responses to the activity, allowing correlations to be mapped to the various constructs of the Fun Unification Model. A number of findings emerge from these experiments, most significantly: 1. The Predisposition values in each experiment had significant correlations with Responses which suggests the model is to some degree predictive and 2. The Fun levels are surprisingly consistent across all three experiments suggesting that the differences in communication environments was not a major contributing factor to the overall levels of Fun. While the Fun Model did not find differences in overall Fun levels, there were a number of different behaviors which emerged in the different communication environments – some of which were consistent with known previous studies and some of which were unexpected. The study concludes that predisposition is a significant factor in the experience of role-playing and narrative activities and that although the communication environment has little effect on overall Fun levels, although it was found that certain types of play behaviour tended to be associated with particular types of environment. The suggestion that the Fun-value of an environment is not related to the level of sophistication of the environment challenges established assumptions of the telecommunications and computer games industries. The study reports interest from the games industry and games research representatives in adapting the methodology presented in this study for user testing of games and communication environments. The study concludes by suggesting directions for further studies involving FUN in the fields of game design (such as adapting the FUN model for user testing), informal learning (such as learning about Viking History) and clinical contexts (such as designing role-play activities for sufferers of Social Anxiety Disorders).
Thesis (PhD Doctorate)
Doctor of Philosophy (PhD)
School of Information and Communication Technology
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Mäkinen, Nordquist Gustaf. "Communication in an online learning environment : A social perspective on developing learner to learner communication." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-10435.

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The current learning management systems do not enable the students to communicate both course related and social information in a satisfactory manner. This might put the students at risk of feeling isolated, but there is also a risk it might decrease the students results. This research aims to examine why students are unsatisfied with the communication in LMSs and to provide knowledge and a suggestion of a system design that enables the students to interact satisfactory. The participants in the study were found to be unsatisfied with the separation of synchronous and asynchronous communication functions. Both functions has benefits, but they should be incorporated in one function. Neither did the LMS notify the students about other students participation in discussion, nor tasks performed in the system. Moreover, this research follows a design science process that combines the soft systems methodology and the unified process to develop new knowledge and artefacts that are used as suggestion for action to improve the situation. A system design is proposed that combines asynchronous and synchronous communication while also include a mechanism for notify the students of each others activities in the system.
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Long, Bridget L. "Scripts for Online Dating: A Model and Theory of Online Romantic Relationship Initiation." Bowling Green, Ohio : Bowling Green State University, 2010. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=bgsu1268852623.

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Watson, Brendan R. "Speaking up in the 21st century the effects of communication apprehension and internet self-efficacy on use of social networking websites /." Diss., Columbia, Mo. : University of Missouri-Columbia, 2007. http://hdl.handle.net/10355/4951.

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Thesis (M.A.)--University of Missouri-Columbia, 2007.
The entire dissertation/thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file (which also appears in the research.pdf); a non-technical general description, or public abstract, appears in the public.pdf file. Title from title screen of research.pdf file (viewed on April 7, 2008) Includes bibliographical references.
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Gulliksson, Peder, and Jonathan Riis. "A case study of IoT companies active in the Swedish market; online marketingstrategies and online communication." Thesis, Högskolan i Halmstad, Akademin för ekonomi, teknik och naturvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-34959.

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Oredsson, Lindsey. "Communicating Responsibility : Audience reception of CSR communication on social media." Thesis, Stockholms universitet, Institutionen för mediestudier, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-104697.

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This study offers insight into international audience reception of Corporate Social Responsibility (CSR) communication. Swedish companies are currently reaching international audiences through a variety of social media channels and this study analyzes how audiences in Sweden and the U.S. respond to specific messages.   Qualitative interviews with professionals offer background information on how CSR is currently communicated while audience responses to CSR communication are gathered through a web-based survey and focus groups consisting of American and Swedish citizens.   Results indicate that the two countries have more similarities than differences. Americans have a slightly more positive outlook on the communication and they are more likely to look up information about CSR initiatives after hearing a corporate message. This might indicate a more profound interest. Cultural and social differences are given as a possible explanation for the key differences.
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Hinchman, Brandon. "THE EFFECTIVENESS OF POST-SECONDARY WEB BASED COMMUNICATION IN THE UNIVERSITY OF CENTRAL FLORIDA'S ONLINE EDUCATIONAL SETTIN." Master's thesis, University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3679.

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While technology continues to advance, so do methods of learning. In post-secondary education during the twentieth century, the traditional classroom setting was geared toward auditory instruction and face-to-face peer interaction. Not only was this the most efficient means of instruction for the time period but the only means. Along with the advent of communication technology came the concept of Web courses. Web courses have expanded the means by which students can experience course lectures and have beckoned the use of updated media by which such lectures can take place. Such media include threaded discussions, chat rooms and e-mail. At the University of Central Florida, the gradual change from WebCT to Webcourses offered students more direct contact with updated threaded discussions and more centralized communication on the whole. The quality of such communication measures has been in question, though, and the effectiveness of such online communication methods is the focus of my research.
M.A.
Department of Liberal and Interdisciplinary Studies
Graduate Studies;
Interdisciplinary Studies MA
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43

Norton, Aaron Michael. "Technology mediated communication in intimate relationships." Diss., Kansas State University, 2014. http://hdl.handle.net/2097/18126.

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Doctor of Philosophy
Department of Family Studies and Human Services
Joyce Baptist
Very little research has been conducted to understand how the technology revolution has changed and impacted couple relationships. The proposed study examined the impact of technology on couples in committed relationships through the lens of the couple and technology framework. Specifically, this study used data from 2,826 European couples to examine associations between online boundary crossing, online intrusion, relationship satisfaction, and partner responsiveness. The results suggest that when participants’ reported that their partner checked up on their online activities more frequently that this was linked with lower scores on relationship satisfaction and partner responsiveness. Also, decreased scores for relationship satisfaction and partner responsiveness were associated with increased acceptance for their partner using the Internet to talk with someone attractive about everyday life or pop culture, personal information, and relationship troubles or concerns. Lastly, the results suggest that men, but not women, who reported greater acceptability for online boundary crossing were more likely to have partners who reported lower relationship satisfaction in their relationships. Implications for clinicians, relationship educators, and researchers are discussed.
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Thorbecke, Lysa, and thomas Britos. "Online communications in tour operators marketing strategies : A case study on how and why do tour operators integrate online communication in their marketing strategies." Thesis, Högskolan i Halmstad, Akademin för ekonomi, teknik och naturvetenskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-29412.

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The purpose of this thesis is to explore the different Internet tools in a marketing strategy, which can be used within a tour operator in Sweden. The question is why did they choose these specifics Internet tools and how do they use it. Further, this project aims to contribute to the development of new knowledge regarding the online marketing strategies in the outbound tourism market.
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Lowe, Corrina. "Developing and Maintaining Online Romantic Relationships." ScholarWorks, 2017. https://scholarworks.waldenu.edu/dissertations/4155.

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The Internet has become the one of the most used ways for individuals of both sexes to meet potential mates. The purpose of the grounded theory study was to gain an understanding of the stages of development of an online romantic relationship and the motivations that impact the progression and the maintenance of relationships through asking individuals who have experienced the phenomenon about their experiences. Social penetration model, social learning theory, and the stimulus- role-value theory guided the study. Four samples of convenience were used to obtain the 20 participants, including the Walden University participant pool, 2 local universities, Match.com and Facebook. Through reviewed literature, the researcher designed the survey and interview questions. The first area explored was how online romantic relationships developed including consideration of motives, perceptions, mate selection, language, and self-expression. The other area explored how online romantic relationships were maintained, including an exploration about gender differences, differences between face-to-face and Internet relationships, and difficulties encountered. Data was placed into the NIVIVO computer software and was analyzed by the researcher. Three themes were discovered from the data including finding potential partners, communication, and maintenance. This study benefits the scientific community in providing information to further develop theories in the literature about how the internet has impacted romantic relationships. It also benefits both the individuals who use the internet to find partners and individuals who want to create new Internet dating tools that are better designed for the needs of the users. This could potentially improve the quality of life for those who are seeking life partners.
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Jagad, Lakshmi Ms. "Online Gaming and Teamwork." Digital Archive @ GSU, 2011. http://digitalarchive.gsu.edu/communication_theses/83.

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This thesis aims to find out the relationship, if any, between playing multi-player online games and developing teamwork qualities. Online multi-player games involve thousands of players who play in teams (or solo, as the preference may be) in sophisticated gaming environments. As gamers team together to complete missions within the game, teamwork concepts such as communication skills, leadership, coordination, negotiation and other similar qualities come to the fore. The research component of this thesis consists of a survey where respondents answered questions about their online gaming behavior. They also answered questions about their experience working in teams in the offline environment. A total of 202 responses were collected and analyzed. There was a significant negative association found between autocratic leadership ability and hours spent per week playing online games in teams/groups. Team communication skills and leadership communication skills were significantly related to the degree of involvement in the gaming community, but only for individuals with low leadership-work experience. A significant relationship was also seen between democratic leadership skills and the degree of involvement in the gaming community. In addition, a significant negative relationship was found between autocratic leadership ability and degree of involvement in the gaming community.
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Vonderlind, Chris J. "Twitch TV Uncovered – Interactivity and Community in Video Game Live Streams." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1566367310448623.

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48

Hardaker, Claire. "Trolling in computer-mediated communication : impoliteness, desception and manipulation online." Thesis, Lancaster University, 2012. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.661132.

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Computer-mediated communication (CMC), or the communication that humans engage in via networked devices such as computers (December 1997; Ferris 1997; Herring 2003: 612), provides a rich area for the study of im/politeness and face -threat. Whilst CMC has many benefits, such as allowing quick and easy communication by those spatially and temporally separated (Herring, Job-Sluder, Scheckler & Barab 2002: 371), it is also predisposed towards higher levels of aggression than forms of interaction such as face-to-face communication (FtF). CMC can offer a degree of anonymity that may encourage deception, aggression, and manipulation due to a sense of impunity and a loss of empathy with the non-present recipient-an effect known as deindividuation (Kiesler, Siegel & McGuire 1984; Siegel, Dubrovsky, Kiesler & McGuire 1986; Sproull & Kiesler 1986). Using two WS_e_Q:e_t corpora with a combined wordcount of 86,412,727 words, I primarily investigate a negatively marked online behaviour (NMOB) known as trolling, which involves deliberately attempting to provoke online conflict. I secondarily investigate related NMOBs such as flaming (a reaction or over-reaction to perceived provocation), cyberbullying, cyberharassment, and cyberstalking. The analysis establishes that academia and legislation use these terms in vague, contradictory, or widely overlapping ways. This thesis aims to answer three research questions. The first (what is trolling?) formulates a definition of trolling, including its interrelationships with other NMOB, using a quantitative and qualitative corpus linguistic approach. The second (how is trolling carried out?) outlines the major trolling strategies found in the dataset, along with the user responses to those strategies, and the troller defences to those user responses. The third (how is trolling co-constructed?), which is closely related to the second, qualitatively investigates one extended example of trolling to see how this NMOB is co-constructed by the group via impoliteness, identity construction, and deception. Wordcount excluding front- and back-matter: 89,823
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Winegarden, Claudia Rebola. "Visualizing Communication Structures of Nonverbal Information for Online Learning Environments." NCSU, 2005. http://www.lib.ncsu.edu/theses/available/etd-12012005-172840/.

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This doctoral level study aims to advance research in the visualization of Spontaneous Interactive Gestures produced by students in online learning environments, and how they can best be used as interfaces in compute-mediated communications. Visual channels, both gestural and graphical (Visual Co-Activations), will be evaluated in the performance of demonstrating participation and facilitating feedback (interaction) for online synchronous communication, more specifically multi-videoconferencing. The goal is to give a more naturalistic, integrative and interactive means of synchronous computer-mediated communication for use in future applications of distance education, based on the role of Visual Co-Activations of Spontaneous Interactive Gestures with the use of vision-based interfaces. A multidisciplinary approach within design, social and computer sciences is used in order to widen implications of the importance of design research for education and human development within computer technologies. This study employs multiple data collection procedures, a two-phase developmental design, in which qualitative and quantitative methods are employed sequentially to understand and determine the role of gestures in distance education application methods. Data suggests that joining both gestural and graphical nonverbal information is better visualized in group communication at a distance, but also demonstrates participation and facilitates interaction in online learning environments.
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Opoku, Robert Ankomah. "Communication of brand personality by some top business schools online /." Luleå, 2005. http://epubl.luth.se/1402-1757/2005/53.

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