Dissertations / Theses on the topic 'Online Labor'

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1

Chandler, Dana Ph D. Massachusetts Institute of Technology. "Essays in online labor markets." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/90119.

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Thesis: Ph. D., Massachusetts Institute of Technology, Department of Economics, 2014.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 111-114).
This thesis explores the economics of online labor markets. The first paper evaluates a market intervention that sought to improve efficiency within the world's largest online labor market. The second paper provides an illustration of how online labor markets can serve as a platform for helping researchers study economic questions using natural field experiments. The third paper examines the role of supervision within a firm using detailed productivity data. In the first paper, we report the results of an experiment that increased job application costs in an online labor market. More specifically, we made it costlier to apply to jobs by adding required questions to job applications that were designed to elicit high-bandwidth information about workers. Our experimental design allows us to separate the effect of a costly ordeal vs. the role of information by randomizing whether employers see workers' answers. We find that our ordeal reduced the number of applicants by as much as 29% and reduced hires by as much as 3.6%. Overall, the applicant pool that underwent the ordeal had higher earnings and hourly wages, but not better past job performance. The ordeal also discouraged non-North American workers. We find no evidence that employers spent more when vacancies were filled, but some evidence that employer satisfaction improved. These improvements were the result of information provision rather than selection. Finally, we did not find any heterogeneity in outcomes across job category, contract types, or employer experience. In the second paper, we conduct the first natural field experiment to explore the relationship between the "meaningfulness" of a task and worker effort. We employed over 2,500 workers from Amazon's Mechanical Turk (MTurk), an online labor market, to label medical images. Although given an identical task, we experimentally manipulated how the task was framed. Subjects in the meaningful treatment were told that they were labeling tumor cells in order to assist medical researchers, subjects in the zero-context condition (the control group) were not told the purpose of the task, and, in stark contrast, subjects in the shredded treatment were not given context and were additionally told that their work would be discarded. We found that when a task was framed more meaningfully, workers were more likely to participate. We also found that the meaningful treatment increased the quantity of output (with an insignificant change in quality) while the shredded treatment decreased the quality of output (with no change in quantity). We believe these results will generalize to other short-term labor markets. Our study also discusses MTurk as an exciting platform for running natural field experiments in economics. In the third paper, we investigate whether greater supervision translates into higher quality work. We analyze data from a firm that supplies answers for one of the most popular question-and- answer ("Q&A') websites in the world. As a result of the firm's staffing process, the assignment of supervisors to workers is as good as random, and workers are exposed to supervisors who put forth varying degrees of "effort" (a measure based on a supervisor's propensity to correct work). Using this exogenous variation, we estimate the net effect of greater supervision and find that a one-standard-deviation increase in supervisor effort reduces the number of bad answers by between four and six percent. By decomposing the total effect into the separate effects on corrected and uncorrected answers, we conclude that supervisor effort tends to lower the number of good answers among uncorrected answers. Interestingly, observable worker behaviors (i.e., answer length and time to answer a question) seemed unaffected by supervision. None of the results vary with worker experience.
by Dana Chandler.
Ph. D.
2

Hong, Yili. "THREE ESSAYS ON ONLINE LABOR MARKETS FOR IT SERVICES." Diss., Temple University Libraries, 2014. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/264441.

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Business Administration/Management Information Systems
Ph.D.
Ubiquitous access to the Internet and supporting technologies gave birth to online labor markets (Malone and Laubacher 1998). Online labor markets enable employers (employers) to contract with professionals (service providers) from anywhere in the world. Firms now are able to greatly expand their workforce and bring a large arsenal of labor to bear on IT jobs, such as software or web development using Internet-enabled procurement platforms such as Freelancer. These markets serve as intermediaries for IT services (outsourcers post Call for Bids (CFBs) for services and providers offer bids for IT services) that help match employers with service providers across the globe. In my dissertation, I try to comprehensively study this Internet-enabled phenomenon from the perspectives of these three entities on global online markets with three separate yet related essays. The first essay focuses on the "global" nature of the market, and assess the effect of global frictions and global labor arbitrage on both provider bidding and employer selection. The second essay focuses on the effect of auction mechanism - sealed versus open bid auction - on providers' bidding dynamics, and the market performance. The third essay focuses on estimating true consumer (employer) surplus of online labor markets with a quality-adjusted measure. I also test its robustness by comparing its effects on consumers' subsequent transactions. I also find that market immaturity, consumers' lack of experience in the market, and consumers' lack of familiarity with IT service providers lead to the difference between the traditional measure and the quality-adjusted consumer surplus.
Temple University--Theses
3

Gehler, Judy King. "An analysis of online training for seasonal employees." Menomonie, WI : University of Wisconsin--Stout, 2006. http://www.uwstout.edu/lib/thesis/2006/2006gehlerj.pdf.

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4

Jeffery, Grant. "Supporting school career education with an online community." Thesis, Edinburgh Napier University, 2006. http://researchrepository.napier.ac.uk/Output/3671.

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This thesisi s an analysisi f a participatory action researchp roject, involving several interventions with school students in a series of iterative stages, exploring ways to take school student career education out of the confines of the schools themselvesa nd into the wider community; to introducep ersonc enterednesas s a core value in careere ducation;a nd to explore the effectivenesso f using online social and community networks to support career education generally. A software probe was developed consisting of a series of career education web pages linked to asynchronous online discussion. In the final data gathering trial, 40 people (including 30 school students from two Edinburgh schools and 10 adult `community' participants) contributed to a six week career education programme involving. cycles of face to face classroom work followed by pseudonymous, asynchronous, online discussion between the school students and the community participants. The data analysis shows that despite the open and relatively unconstrained format of the discussion, topics normally covered in mainstream career education classes were covered spontaneously by the participants. In addition, however, discussion ranged more widely, taking a more holistic perspective in some cases and following the personal interests and issues of concern of the participants (such as balancing occupational and family concerns). The participants went further, problematisingm any of the discourseso f conventionalc areere ducationa nd explicitly challenging received wisdom about the value of early occupational choice and the rational decision making process. The conventional career education curriculum was both extended and contested. There is analysis of the benefits of pseudonymity, the role of the adult contributors, the online forum, and the experience of the student participants. Ultimately the thesis raises questions about the humanist values underpinning careere ducation( such as person-centredneshs,o lism and emancipation)a rguing iv that Career Education and Guidance can be about value creation as much as transmission of dominant values.
5

Moody, Kyle Andrew. "Modders : changing the game through user-generated content and online communities." Diss., University of Iowa, 2014. https://ir.uiowa.edu/etd/4701.

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The influx of new digital media technologies and platforms have made it possible for consumers of media products to more easily create and distribute their own works, which breaks away from the traditional production of culture of media by established, professional creators. Consequently, there has been a rise in the immaterial labor of digital media creators, as well as a formation of online communities of disparately connected users through commonly held interests. Within the medium of video games, this convergence between user and producer of content, the tension between control and innovation of media content and form, online communities and immaterial labor is most clearly seen in the practice of modding, here defined as using legally authorized software to modify video game content. Modding for computer games has been occurring since the early 1990s, and has grown considerably due to the expansion of the internet's capabilities for connecting people and distributing large bands of data. In 2012, Skyrim developers Bethesda Softworks released a free software development tool called the Creation Kit. The Creation Kit allowed computer users to modify the game content, at which point the user could publically release their mods through the authorized Steam Workshop Channel. The Creation Kit was distributed via Steam, an electronic digital games store operated by Valve Corporation, Inc. Because Bethesda required users to play Skyrim through Steam, the Steam Workshop Channel was intended to be the primary distribution and gathering location of the modding community for Skyrim. However, most existing modders already had many previously established third-party modding databases and websites for distribution, which meant that the Steam Workshop Channel was a new and forced entry into the modding community. Using a combination of ethnographic methods (participant observation and interviews) and textual analysis of message board data, and in research gathered between September 2013 and January 2014, this dissertation explores the community dynamics of the modders on the Steam Workshop Channel for Skyrim to help locate the identity politics of the community, as well as navigating the tension between innovation and control within the community. It also explores how a digital media producer attempts to control a space of fan-made production, and what that means for the existing community. I participated and observed conversations on modding community dynamics in specific forums on the Steam Community Workshop for Skyrim. There, I gathered textual data from a diverse sample of conversations located on discussion boards and a diverse set of mods ranging in user-defined ratings (high-rated to low-rated) to highlight the conversational dynamics and implicit and explicit structuring of the community. I gathered materials from over 403 relevant conversation threads on the Steam Community Workshop for Skyrim. I also conducted telephone, web and email interviews with a purposive sample group of 15 modders based on their ranking in the community in order to gather their personal motivations for participating in the group and perceptions of norms, rituals and values in the group. Results indicate that modding communities are hierarchized by historically locating the user within the practice, as well as through extensive technical knowledge and frequency of communication. Heavy users and mod creators separate themselves from "non-modders" or mod users through these practices, defining their identities through discourse and the values of creation. The Steam Workshop Channel was a collision between mod creators and non-modder users, sometimes with clashing ideologies that dissuaded heavier users from fully embracing the Steam Workshop. This study illustrates how Bethesda and Valve were perceived by existing modders, and suggests that companies need to pay attention to how historically located communities of users respond to the actions, policies, membership, and moderation of professional media consumers.
6

Hergueux, Jérôme. "Online cooperation and peer production." Thesis, Strasbourg, 2014. http://www.theses.fr/2014STRAB003/document.

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Des logiciels Open Source à Wikipédia, la production par les pairs mobilise des centaines de milliers de contributeurs de par le monde. C’est une source importante de création de valeur dans les secteurs très compétitifs de l’information et de la technologie, ainsi qu’une source majeure d’innovation. Au-delà même de son importance économique, l’émergence de la production par les pairs représente une opportunité d’éclairer un certain nombre de questions anciennes et particulièrement ardues dans la littérature d’un jour nouveau. Compte-tenu de la nature souvent non conventionnelle des incitations au travail dans les environnements de production par les pairs, ceux-ci sont particulièrement adaptés à l’étude de l’impact des préférences économiques non standard sur la production de biens publics, à l’analyse de leur rôle en tant que motivations au travail, ainsi qu’à l’évaluation de leurs conséquences en termes d’économie organisationnelle.Ce travail de thèse s'appuie sur un outil d’expérimentation en ligne original (développé et évalué dans le chapitre 1) pour combiner expériences en ligne à large échelle et méthodes computationnelles (i.e. l’extraction systématique de données sur le comportement de terrain des sujets) afin de (i) mener le tout premier test de terrain exhaustif de la théorie de la production privée de biens publics, (ii) étudier l’importance des préférences sociales en tant que motivations au travail au sein d’organisations productives réelles et (iii) procéder aux premiers tests de terrain documentant des comportements endogènes d’appariement des agents économiques au sein d’équipes productives en fonction de leur type coopératif
From Open Source Software to Wikipedia, peer production involves hundreds of thousands of contributors worldwide. It is an important source of value creation in the most competitive sectors of information and technology, as well as a major source of innovation. Beyond its economic significance, the emergence of peer production also represents an opportunity to shed new lights on a number of longstanding but notably difficult questions in the literature. Given the unconventional nature of many of the work incentives at play in peer production environments, those are particularly well suited for researching the impact of non standard economic preferences on public goods provision, studying their role as work incentives, and assessing their consequences in terms of organizational economics.This Ph.D. work leverages a novel online experimentation tool (developed and assessed in Chapter 1) to combine large-scale online experiments and computational methods (i.e. the systematic extraction of data on subjects’ field behavior) to respectively (i) provide the first comprehensive field test of the theory of the private provision of public goods, (ii) study the importance of social preferences as work motives within real-world productive organizations and(iii) report the first field evidence of endogenous sorting behavior of economic agents within productive teams based on their cooperative types
7

Jiang, Ru Lian. "Femininity, aesthetic labor, and the myth of transformation :engaging the post-feminist discourse of beauty vlogging in China." Thesis, University of Macau, 2018. http://umaclib3.umac.mo/record=b3952611.

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8

Yartey, Franklin Nii Amankwah. "Digitizing Third World Bodies: Communicating Race, Identity, and Gender through Online Microfinance/A Visual Analysis." Bowling Green State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1329782791.

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9

Kilgore, Clinton Travis. "Familiar Places in Global Spaces: Networking and Place-making of American English Teachers in Sanlitun, Beijing." Ohio University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1308074052.

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10

Ponte, Felipe TeÃfilo. "Restructuring temporality labour in the experience of teachers tutors of online education." Universidade Federal do CearÃ, 2015. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=15919.

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This study was conducted between 2013 and 2015, with the search field the scope of the Distance Learning online and type as the subjects participating Letters Course tutors (Portuguese-English-Spanish) of an institution of public higher education. The objective of this study was to investigate how online education teachers experience resizing the labor temporality. Through qualitative approach, focusing on speeches by professionals in question, spoke about the relationship between the categories of time and effort in order to critically analyze the changes in the working structure and the repercussions that these changes produced in the constitutions subjective workers. By applying semi-structured interviews and methodological resource of hermeneutics social discourse analysis, analyzed how these professionals build and reproduce the temporal system in their work activities. The speeches of the participants highlighted a labor configuration demarcated by a temporal variability and the absence of a time of rigid and inflexible work. In addition, there was a work temporality that is diluted to other social times past, in most cases, to interfere in the daily lives of these professionals. Signs of insecurity emerged in the speeches of tutors such as: accumulation of tasks, fast-paced and intense speed of work, demand for versatility, versatility and flexibility, work devaluation, not professionalization, stretching labor hours. As a result of this study, it was found, then the professor of online education a social agent that explicit in your reality the imperatives of the flexible mechanisms of production.
Este estudo foi realizado entre os anos de 2013 e 2015, tendo como campo de pesquisa o Ãmbito da EducaÃÃo a DistÃncia do tipo on-line e como sujeitos participantes os professores tutores do Curso de Letras (PortuguÃs-InglÃs-Espanhol) de uma InstituiÃÃo de Ensino Superior PÃblica. O objetivo deste estudo foi investigar como os professores da educaÃÃo on-line vivenciam o redimensionamento da temporalidade laboral. Por meio da abordagem qualitativa, com enfoque nos discursos dos profissionais em questÃo, discorreu-se sobre a articulaÃÃo entre as categorias tempo e trabalho, a fim de analisar criticamente as mudanÃas na estrutura de trabalho, bem como as repercussÃes que essas transformaÃÃes produziram nas constituiÃÃes subjetivas dos trabalhadores. Mediante a aplicaÃÃo de entrevista semiestruturada e do recurso metodolÃgico da anÃlise sociohermenÃutica do discurso, analisou-se como esses profissionais constroem e reproduzem o sistema temporal em suas atividades laborais. As falas dos participantes ressaltam uma configuraÃÃo laboral demarcada por uma variabilidade temporal e pela ausÃncia de um tempo de trabalho rÃgido e inflexÃvel. AlÃm disso, observou-se uma temporalidade de trabalho que se dilui para outros tempos sociais passando, na maioria das vezes, a interferir no cotidiano desses sujeitos. IndÃcios de precarizaÃÃo e precariedade emergiram nos discursos dos professores tutores, tais como: acumulaÃÃo de tarefas, ritmo acelerado e intensa velocidade de trabalho, exigÃncia de polivalÃncia, versatilidade e flexibilidade, desqualficaÃÃo do trabalho, desprofissionalizaÃÃo, alongamento das jornadas laborais. Como fruto deste estudo, encontrou-se, entÃo, no professor da educaÃÃo on-line um agente social que explicita em sua realidade os imperativos dos mecanismos flexÃveis de produÃÃo.
11

Belletti, Chiara. "Empirical essays on information asymmetries on digital platforms." Electronic Thesis or Diss., Institut polytechnique de Paris, 2024. http://www.theses.fr/2024IPPAT017.

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Cette thèse étudie les problèmes liés à l’asymétrie d’information dans les marchés numériques. Elle vise à comprendre le comportement des agents économiques lorsque les outils de réputation standard, tels que les évaluations des consommateurs, peuvent être insuffisants. Le premier chapitre examine l’impact des préoccupations de "fin de jeu” sur l’efficacité des systèmes de réputation dans les marchés numériques. En utilisant des données d’Airbnb, le chapitre analyse les d´décisions d’effort des hôtes anticipant leur départ en raison de la non-conformité à une réglementation de location à court terme dans la ville de Los Angeles. Avec une approche de Différence-en-Différences et une Etude d’Evènement, nous comparons comment les notes liées à l’effort d’un hôte ont changé, par rapport aux notes sur l’emplacement de son logement, après l’annonce de la réglementation et pendant sa mise en œuvre. Les résultats révèlent une diminution statistiquement significative des notes liées à l’effort, soulignant les limites des systèmes de réputation pour aborder l’aléa moral dans un jeu fini. Les deuxième et troisième chapitres de cette thèse étudient le comportement des entreprises et des travailleurs sur une plateforme commerciale de travail à la tâche caractérisée par l’anonymat et des interactions limitées entre employeurs et employés. Le deuxième chapitre fournit des aperçus descriptifs sur la manière dont les plateformes de travail à la tâche sont utilisées pour externaliser des tâches liées à l’IA. L’étude commence par fournir du contexte sur la plateforme étudiée et dévoile une demande croissante pour des micro-tâches liées au travail de données. Le chapitre examine également comment les entreprises assurent la qualité d’exécution des tâches grâce à la sélection des travailleurs, à la fixation des salaires et à la surveillance.Un cadre de régression permet d’identifier les facteurs spécifiques qui distinguent la demande de travail de données des autres tâches. Le plus grand ciblage de la demande vers des groupes prédéfinis de contributeurs basés sur l’expérience ou la localisation géographique, ainsi qu’une probabilité de rejet plus élevée pour les t ˆaches d’annotation de données, soulignent l’importance de la qualité d’exécution pour les entreprises externalisant dans ce domaine. Le dernier chapitre explore un problème Principal-Agent, affectant la qualité d’exécution des tâches d’annotation de données sur les plateformes de micro-tâches.Ce problème ne peut pas être adéquatement traité avec une approche de forme réduite. Il découle de la surveillance peu fréquente de la qualité du travail par les entreprises, favorisant l’aléa moral chez les travailleurs. Un modèle structurel évalue l’ équilibre de l’offre et de la demande d’effort, révélant que les métriques reposant sur l’observation du rejet des tâches sous-estiment la qualité. L’ étude propose une correction plus précise basée sur le taux de surveillance propre à l’entreprise et simule des régimes d’incitations contrefactuels. Les exercices de simulation révèlent qu’une pénalité salariale pour les travailleurs ayant des tâches rejetées pourrait induire un effort plus élevé et nécessiter moins de surveillance.Une approche alternative, bien que plus coûteuse pour la plateforme, pour encourager l’effort, implique de fournir des subventions pour les efforts de surveillance des entreprises
This thesis studies issues related to information asymmetry in digital markets. It aims at understanding the behavior of economic agents when standard reputation tools, such as ratings and reviews, may fall short.The first chapter investigates the impact of end-of-game concerns on the effectiveness of reputation systems as monitoring tools in digital markets. Using data from Airbnb, the chapter examines the effort decisions of hosts anticipating their exit due to non-compliance with a short-term rental regulation in the City of Los Angeles. With a Difference-in-Differences and Event Study approach, we compare how listing's effort-related ratings changed, compared to ratings on location, after the regulation announcement and during its implementation. The findings reveal a statistically significant decrease in effort-related ratings during the hosts' final periods, highlighting the limitations of reputation systems in addressing moral hazard within a finite game.The second and third chapters of this thesis study firm and worker behavior on a commercial crowd-working platform characterized by anonymity and limited employer-employee interactions.The second chapter provides descriptive insights into how crowd-working platforms are used for outsourcing AI-related tasks, particularly focusing on data training. The study begins by providing context on the platform under study and unveiling a recent growing demand for crowd-sourced data work. The chapter also examines how firms ensure tasks' execution quality through worker selection, wage setting, and monitoring. A regression framework allows for the identification of specific factors that distinguish demand for data work from other tasks. The higher targeting of demand towards predefined groups of contributors based on experience or geographic location, along with a larger rejection probability for data annotation tasks, underscores the importance of quality execution for firms outsourcing in this domain.The final chapter explores a Principal-Agent problem arising from monetary incentives, affecting the quality of the execution of data annotation tasks on crowd-sourced platforms. This problem cannot be adequately addressed with a reduced form approach. It stems from firms infrequently monitoring the quality of work, fostering moral hazard by the workers. A structural model assesses the equilibrium demand and supply of effort, revealing that metrics relying on observed task rejection underestimate quality. The study suggests a more accurate back-of-the-envelope correction based on a firm's own monitoring rate and simulates counterfactual incentive schemes. The simulation exercises reveal that a wage penalty for workers with rejected tasks could induce higher effort, increase platform revenue, require less monitoring, and enhance the potential of the platform. An alternative approach, although more costly for the platform, to encourage effort and reduce the likelihood of overlooking poor quality, implies providing subsidies for firms' monitoring efforts
12

Černý, Vítězslav. "Internetový trh práce (v České republice)." Master's thesis, Vysoká škola ekonomická v Praze, 2015. http://www.nusl.cz/ntk/nusl-201822.

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The subject of this thesis is internet labour market in the Czech Republic. The aim of this thesis is to analyse and evaluate the online job market and the tools used by university degree applicants in search for jobs and tools used in online recruitment and selection of employees including future trends outlines. The theoretical part explains the terms such as labour market, online technology and social networks phenomenon and their expected future trends with the help of professional literature. The practical part is based on qualitative research analysing behaviour of the sample of the respondents on the job market and a recruiter work processes in a large media company. The information obtained from the respondents should serve as a recommendation for employers recruiting and selecting employees. The conclusion summarizes the main points resulting from the analysis including the possible online job market trends.
13

Ratti, Stéphanie. "Scanlators As Produsers : Fan Participatory Practices Online: Free And Affective Manga Produsage And Distribution." Thesis, Uppsala universitet, Institutionen för informatik och media, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-200973.

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Web 2.0 and the new decentralized, many-to-many technosocial tolls empower consumers and users to reproduce, and distribute content on their own and without permission, shifting the boundaries of participation. Alternative collaborative communities that produce and distribute information, knowledge and culture without seeking profit or operating hierarchically challenge and/or correct commercial entities. This thesis deals with such a variety of collaborative community: the scanlation community. It explores, describes and explains what differences there are in the practices and understandings of scanlators, with a special focus on their attitudes towards legal ownership and profit motives.  The main research question is: How do scanlators understand their cultural production, reproduction and distribution practices; with a special focus on which meanings do they ascribe to copyright infringement and the anti-profit motive? In particular, the study provides answers to the following questions: How do some become scanlators? What are the motives of the scanlators? How is scanlation organized? How is it managed? Which beliefs underpin it? Further impacts on and implications for the cultural industry of manga and the society at the level of politics, economy, and culture are taken into account and disccussed. Bruns' produsage based model of collaborative content production and usage is taken here as the main theoretical tool to analyze the participants, processes and principles of the scanlation community. Other concepts derived from fans studies and the political economy of media and communication complement the theoretical framework. Twenty qualitative interviews with individuals contributors to the collaborative process of content creation in a variety of groups were conducted.  The analysis of the results of the research suggests that scanlators collaborate in competition and cooperation with their open, free, ad hoc and heterarchical alternative model of (unauthorized) manga tranlation, reproduction and distribution to correct the many shortcomings of the traditional model: it is free, faster and universally accessible; whereas the latter is expensive, slow, and geo-locked. Moreover, scanlators recognize author's moral rights and do not a priori disregard copyrights, but criticize licensing and rights handling mechanisms together with economic and political censorship. Finally, although they do not want to be paid for their free affective labour, they are not adverse to commercial approaches to their produsage, if these take place on their own terms. This thesis serves as a contribution for the better understanding of communal produsage practices, by the produsers themselves.
14

Holts, Kaire. "Management of the self in virtual work : self-organisation and control among professional online poker players." Thesis, University of Hertfordshire, 2018. http://hdl.handle.net/2299/20194.

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This study is set in the broad context of the changing world of work that is characterised by the dissolution of full-time stable employment and the emergence of precarious, insecure forms of work (see e.g. Gorz, 1999, Hardt and Negri, 2005, Huws, 2016, Lorey, 2015, Ross, 2003, Ross, 2009, Smith, 2001, Standing, 2011). As a response to these labour market uncertainties a growing number of individuals are managing multiple areas of the self as part of their work or occupation. This trend has been termed 'the new worker-subjectivity' or 'the entrepreneurial self' that is formed through practices of self-management (Bührmann, 2005, Lorey, 2009). Despite increasing awareness of the emergence of the entrepreneurial worker-subjectivity, research into practices of self-management has only focused on occupational groups in formal work. Knowledge about the trend in the context of virtual workers who operate outside of conventional working relations and have no publicly recognised work identity is largely missing. In order to address this gap, this study explores how entrepreneurial worker-subjectivities manifest in professional online poker players as an emerging online occupation. It investigates how these workers manage themselves in the absence of formal organisational control and socially recognised occupational norms, and asks what are the effects of this self-management on the quality of their working lives? The study is based on 39 in-depth interviews with people involved in online poker or other similar activities such as online gaming or trading. The interviews were conducted either face-to-face in Estonia, Bulgaria, Romania and UK or over Skype between December 2012 and May 2014. The study develops an analytical framework for researching entrepreneurial worker-subjectivities in the context of an emerging occupation and a three-stage-model of the trajectory that provides a basis for exploring the career paths of professional online poker players. Using these framework, the study finds that professional online poker players manage various areas of the self by following informal occupational rules and that their sense of professionalism is largely derived from various practices of self-management that help them distinguish from recreational players. The study also discovers conflicting relations of autonomy and control among the workers and a range of negative effects that self-management practices have on professional online poker players. It concludes that professional online poker is not a sustainable long-term career option. These findings contribute to a better understanding of virtual work, the emergence of online poker playing as a form of work and the development of the entrepreneurial worker-subjectivity.
15

Humphreys, Alison Mary. "Massively Multiplayer Online Games Productive Players and their Disruptions to Conventional Media Practices." Thesis, Queensland University of Technology, 2005. https://eprints.qut.edu.au/16119/1/Alison_Humphreys_Thesis.pdf.

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This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new media form, disrupt practices associated with more conventional media. These intensely social games exploit the interactivity and networks afforded by new media technologies in ways that generate new challenges for the organisation, control and regulation of media. The involvement of players in constituting these games - through their production of game-play, derivative works and strong social networks that drive the profitability of the games - disrupts some of the key foundations that underlie other publication media. MMOGs represent a new and hybrid form of media - part publication and part service. As such they sit within a number of sometimes contradictory organising and regulatory regimes. This thesis examines the negotiations and struggles for control between players, developers and publishers as issues of ownership, governance and access arise out of the new configurations. Using an ethnographic approach to gather information and insights into the practices of players, developers and publishers, this project identifies the characteristics of the distributed production network in this experiential medium. It explores structural components of successful interactive applications and analyses how the advent of player agency and the shift in authorship has meant a shift in control of the text and the relations that surround it. The integration of social networks into the textual environment, and into the business model of the media publishers has meant commerce has become entwined with affect in a new way in this medium. Publishers have moved into the role of both property managers, of the intellectual property associated with the game content, and community managers. Intellectual property management is usually associated with the reproduction and distribution of finished media products, and this sits uneasily with the performative and mutable form of this medium. Service provision consists of maintaining the game world environment, community management, providing access for players to other players and to the content generated both by the developers and the other players. Content in an MMOG is identified in this project as both the 'tangible' assets of code and artwork, rules and text, and the 'intangible' or immaterial assets of affective networks. Players are no longer just consumers of media, or even just active interpreters of media. They are co-producing the media as it is developed. This thesis frames that productiveness as unpaid labour, in an attempt to denaturalise the dominant discourse which casts players as consumers. The regulation of this medium is contentious. Conventional forms of media regulation - such as copyright, or content regulation regimes are inadequate for regulating the hybrid service/publication medium. This thesis explores how the use of contracts as the mechanism which constitutes the formal relations between players, publishers and developers creates challenges to some of the regimes of juridical and political rights held by citizens more generally. This thesis examines the productive practices of players and how the discourses of intellectual property and the discourses of the consumer are mobilised to erase the significance of those productive contributions. It also shows, using a Foucauldian analysis of the power negotiations, that players employ many counter-strategies to circumvent the more formal legal structures of the publishers. The dialogic relationship between players, developers and publishers is shown to mobilise various discursive constructions of the role of each. The outcome of these ongoing negotiations may well shape future interactive applications and the extent to which their innovative capacities will be available for all stakeholders to develop.
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Humphreys, Alison Mary. "Massively Multiplayer Online Games Productive Players and their Disruptions to Conventional Media Practices." Queensland University of Technology, 2005. http://eprints.qut.edu.au/16119/.

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Abstract:
This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new media form, disrupt practices associated with more conventional media. These intensely social games exploit the interactivity and networks afforded by new media technologies in ways that generate new challenges for the organisation, control and regulation of media. The involvement of players in constituting these games - through their production of game-play, derivative works and strong social networks that drive the profitability of the games - disrupts some of the key foundations that underlie other publication media. MMOGs represent a new and hybrid form of media - part publication and part service. As such they sit within a number of sometimes contradictory organising and regulatory regimes. This thesis examines the negotiations and struggles for control between players, developers and publishers as issues of ownership, governance and access arise out of the new configurations. Using an ethnographic approach to gather information and insights into the practices of players, developers and publishers, this project identifies the characteristics of the distributed production network in this experiential medium. It explores structural components of successful interactive applications and analyses how the advent of player agency and the shift in authorship has meant a shift in control of the text and the relations that surround it. The integration of social networks into the textual environment, and into the business model of the media publishers has meant commerce has become entwined with affect in a new way in this medium. Publishers have moved into the role of both property managers, of the intellectual property associated with the game content, and community managers. Intellectual property management is usually associated with the reproduction and distribution of finished media products, and this sits uneasily with the performative and mutable form of this medium. Service provision consists of maintaining the game world environment, community management, providing access for players to other players and to the content generated both by the developers and the other players. Content in an MMOG is identified in this project as both the 'tangible' assets of code and artwork, rules and text, and the 'intangible' or immaterial assets of affective networks. Players are no longer just consumers of media, or even just active interpreters of media. They are co-producing the media as it is developed. This thesis frames that productiveness as unpaid labour, in an attempt to denaturalise the dominant discourse which casts players as consumers. The regulation of this medium is contentious. Conventional forms of media regulation - such as copyright, or content regulation regimes are inadequate for regulating the hybrid service/publication medium. This thesis explores how the use of contracts as the mechanism which constitutes the formal relations between players, publishers and developers creates challenges to some of the regimes of juridical and political rights held by citizens more generally. This thesis examines the productive practices of players and how the discourses of intellectual property and the discourses of the consumer are mobilised to erase the significance of those productive contributions. It also shows, using a Foucauldian analysis of the power negotiations, that players employ many counter-strategies to circumvent the more formal legal structures of the publishers. The dialogic relationship between players, developers and publishers is shown to mobilise various discursive constructions of the role of each. The outcome of these ongoing negotiations may well shape future interactive applications and the extent to which their innovative capacities will be available for all stakeholders to develop.
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Merkes, Monika, and monika@melbpc org au. "A longer working life for Australian women of the baby boom generation? � Women�s voices and the social policy implications of an ageing female workforce." La Trobe University. School of Public Health, 2003. http://www.lib.latrobe.edu.au./thesis/public/adt-LTU20051103.104704.

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With an increasing proportion of older people in the Australian population and increasing health and longevity, paid work after the age of 65 years may become an option or a necessity in the future. The focus of this research is on Australian women of the baby boom generation, their working futures, and the work-retirement decision. This is explored both from the viewpoint of women and from a social policy perspective. The research draws on Considine�s model of public policy, futures studies, and Beck�s concept of risk society. The research comprises three studies. Using focus group research, Study 1 explored the views of Australian women of the baby boom generation on work after the age of 65 years. Study 2 aimed to explore current thinking on the research topic in Australia and overseas. Computer-mediated communication involving an Internet website and four scenarios for the year 2020 were used for this study. Study 3 consists of the analysis of quantitative data from the Healthy Retirement Project, focusing on attitudes towards retirement, retirement plans, and the preferred and expected age of retirement. The importance of choice and a work � life balance emerged throughout the research. Women in high-status occupations were found to be more likely to be open to the option of continuing paid work beyond age 65 than women in low-status jobs. However, the women were equally likely to embrace future volunteering. The research findings suggest that policies for an ageing female workforce should be based on the values of inclusiveness, fairness, self-determination, and social justice, and address issues of workplace flexibility, equality in the workplace, recognition for unpaid community and caring work, opportunities for life-long learning, complexity and inequities of the superannuation system, and planning for retirement. Further, providing a guaranteed minimum income for all Australians should be explored as a viable alternative to the current social security system.
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Humphreys, Alison M. (Sal). "Massively Multiplayer Online Games. Productive players and their disruptions to conventional media practices." Thesis, QUT, 2005.

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Abstract:
Summary This thesis explores how massively multiplayer online games (MMOGs), as an exemplary new media form, disrupt practices associated with more conventional media. These intensely social games exploit the interactivity and networks afforded by new media technologies in ways that generate new challenges for the organisation, control and regulation of media. The involvement of players in constituting these games – through their production of game-play, derivative works and strong social networks that drive the profitability of the games – disrupts some of the key foundations that underlie other publication media. MMOGs represent a new and hybrid form of media – part publication and part service. As such they sit within a number of sometimes contradictory organising and regulatory regimes. This thesis examines the negotiations and struggles for control between players, developers and publishers as issues of ownership, governance and access arise out of the new configurations. Using an ethnographic approach to gather information and insights into the practices of players, developers and publishers, this project identifies the characteristics of the distributed production network in this experiential medium. It explores structural components of successful interactive applications and analyses how the advent of player agency and the shift in authorship has meant a shift in control of the text and the relations that surround it. The integration of social networks into the textual environment, and into the business model of the media publishers has meant commerce has become entwined with affect in a new way in this medium. Publishers have moved into the role of both property managers, of the intellectual property associated with the game content, and community managers. Intellectual property management is usually associated with the reproduction and distribution of finished media products, and this sits uneasily with the performative and mutable form of this medium. Service provision consists of maintaining the game world environment, community management, providing access for players to other players and to the content generated both by the developers and the other players. Content in an MMOG is identified in this project as both the ‘tangible’ assets of code and artwork, rules and text, and the ‘intangible’ or immaterial assets of affective networks. Players are no longer just consumers of media, or even just active interpreters of media. They are co-producing the media as it is developed. This thesis frames that productiveness as unpaid labour, in an attempt to denaturalise the dominant discourse which casts players as consumers. The regulation of this medium is contentious. Conventional forms of media regulation – such as copyright, or content regulation regimes are inadequate for regulating the hybrid service/publication medium. This thesis explores how the use of contracts as the mechanism which constitutes the formal relations between players, publishers and developers creates challenges to some of the regimes of juridical and political rights held by citizens more generally. This thesis examines the productive practices of players and how the discourses of intellectual property and the discourses of the consumer are mobilised to erase the significance of those productive contributions. It also shows, using a Foucauldian analysis of the power negotiations, that players employ many counter-strategies to circumvent the more formal legal structures of the publishers. The dialogic relationship between players, developers and publishers is shown to mobilise various discursive constructions of the role of each. The outcome of these ongoing negotiations may well shape future interactive applications and the extent to which their innovative capacities will be available for all stakeholders to develop.
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Drews, Paul. "Veränderungen in der Arbeitsteilung und Gewinnverteilung durch Open Innovation und Crowdsourcing." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-141819.

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20

Drews, Paul. "Veränderungen in der Arbeitsteilung und Gewinnverteilung durch Open Innovation und Crowdsourcing." Technische Universität Dresden, 2009. https://tud.qucosa.de/id/qucosa%3A27988.

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21

Olesen, Terry. "Individual adaptation to discontinuous employment for Australian workers : a longitudinal mixed method study." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2012. https://ro.ecu.edu.au/theses/522.

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This thesis research has had two aims: first, to determine how discontinuous (or “casual”) employment impacts on quality of life, mental health, and coping for a population of Australian job seekers; second, to determine how different groups of workers differ in coping style, quality of life, and mental health when dealing with discontinuous (casual, short-term) work. To address these aims a national survey was conducted of white collar, business and technical/scientific workers (N=229 at Time 1). Workers were sampled three times over the study period of nine months. The mixed method design consisted of two phases in order to capture the richness of the phenomena in question. The quantitative phase (QN) was initiated first with a tri-monthly national survey running from July 2006-until February 2007. The survey yielded information on workers’ employment conditions, job permanency, sense of resilience, and distress levels. Phase QN yielded an “overall snapshot” of worker issues and life facet coping patterns. The qualitative phase (QL) was initiated two weeks after the start of Phase QN. In this phase the investigator conducted semi-structured interviews from a subset of nine workers taken at three- month intervals. Phase QL yielded narratives of nine-month “slices of life” for these respondents, illustrating their most current work/life conflicts and the strategies and attitudes they employed to manage such conflicts. Phase QL also allowed for the uncovering of personal meanings for work-life transitions role conflicts, perceived time shortages and respondents’ personal work-life goals. Narratives, goals and personal meanings were eventually uncovered and were integrated into nine-month case trajectories. Phase QL trajectory results were then compared and integrated with the QN quantitative survey results via a process of audit trailing, data reconfiguring, member checking, and comparing of data sets. Main Findings: for the QN analysis/methods, Distress was predicted by only three Life Facet variables: number of children, permanency (security) of one’s job, and the time of year (season). The outcome variable Resilience/Coherence was predicted by only two of the variables of interest: permanency (job security) and time of year. Overall the weak QN findings could only hint at but not substantiate the patency of the Life Facets Model in explaining discontinuous work. However the Phase QL results showed the Life Facets Model to better fit the coping narratives than other models (of staged grief, active agency, drive reduction, and stress-appraisal-coping). Though some mismatches occurred across the two (QL and QN) methods, most were resolved through mixed method techniques of auditing, cross referencing and integration. Implications of the findings for future research, social welfare, and public policy were suggested.
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Hjorth, Isis Amelie. "Networked cultural production : filmmaking in the Wreckamovie community." Thesis, University of Oxford, 2014. http://ora.ox.ac.uk/objects/uuid:c5baae87-6667-463a-bef2-b22d25c75896.

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This thesis challenges core assumptions associated with the peer production of culture using the web-based collaborative film production platform Wreckamovie to understand how peer production works in practice. Active cultural participation is a growing political priority for many governments and cultural bodies, but these priorities are often implemented without a basis in empirical evidence, making it necessary for rigorous scholarship to tackle emerging networked cultural production. Existing work portrays peer production efforts as unrealistically distinct from proprietary, market-based production, incorrectly suggesting that peer production allows distributed, non-monetarily motivated, collaboration between self-selected individuals in hierarchy-free communities. In overcoming these assumptions, this thesis contributes to the development of a consolidated theoretical framework encompassing the complicated and multifaceted nature of networked cultural production. This theoretical framing extends Bourdieu’s theory of cultural production and reconciles it with Becker’s Art Worlds framework, and further embeds and draws on Benkler’s notion of commons-based peer production. Concretely, this research tackles the emergence of new collaborative production models enabled by networked technologies, and theorizes the tensions and challenges characterizing such production forms. Secondly, this thesis redefines cultural participation and considers the divisions of labour in online filmmaking materializing from the interactions between professional and non-professional filmmakers. Finally, this study considers the social economies surrounding networked cultural production, including crowdfunding, and characterizes associated conversions of capital, such as the conversion of symbolic capital into financial capital. Methodologically, this thesis employs an embedded case study strategy. It examines four feature film productions facilitated by the online platform Wreckamovie, as well as the online community within which these productions are embedded. The four production cases have completed all production stages, and have resulted in completed cultural goods during the course of data collection. This study’s findings were derived from two and half years of participant observations, interviews with 29 Wreckamovie community and production members, and the examination of archived production-related discourses (2006-2013). Ultimately, this study makes concrete proposals towards a theory of networked cultural production with clear policy implications.
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Hong, Ming Chen, and 洪銘成. "Player as Labor: Commodification, Structuration, and Online game Player." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/40836695760749806846.

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碩士
淡江大學
大眾傳播學系碩士班
96
Online game has developed into a prosperous entertainment industry, and also caused many considerable social issues. Online game players are widely regarded as indulging in playing game, however, their real experiences are much more complicated. Indeed, players can have pleasures in playing online game while at the same time, they are also constrained by the structure of online game. Taking critical political economy of communication as research approach, the thesis aims to explore the relationship between online game and players. Firstly, by applying the theoretical framework of ‘commodification’ as start point, the operational structure of online game and how the players are constrained. Secondly, as the players are also social actors that having their own agency, the dialectical relationship between the online game industrial structure and the players is examined by referring to the concept of ‘structuration’. For completing these inquiries, the most popular and largest online game in the global market, ‘World of Warcraft’ (WoW), is selected as the case being studied. The thesis concludes that the players are transformed into labors who produce the commodities and surplus values for the online game capitals. On the one hand, the players are voluntary to participate in the production processes, but on the other hand, they are ‘stuck’ on the processes by the mutual sanction among players. The players are willing to labor but also are constrained and exploited. There is a dialectic, contradictory and cooperative relationship between the player and the capital.
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Wu, Tzu-Yi, and 吳姿誼. "Online with Korea: The Cultural Labor of Korean Fashion Sellers in The Era of Social Media." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/7u629v.

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LIN, CHIAN-JU, and 林倩如. "Sharing Economy, is it “Sharing” or ”Economic”? The Daily Sticker Illustrators’ Labor Analysis in Online Community." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/5c4efs.

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碩士
國立中正大學
傳播學系電訊傳播研究所
107
This study adopts economy sharing theory to analysis the labor process of the daily sticker illustrators in online community, through interviews and observations to find out why the daily sticker illustrators are willing to sharing their creative work works for free every month. The study found that the illustrators are willing to share their creative works for free is on purpose, on the one hand, they want their ability can be earn recognition, on the other hand, they want to attract more consumers to buy their own goods, and to accumulate the capital of reputation and popularity to gain more business cooperation opportunities. The illustrator’s economic background will effects his motivation of free sharing. The illustrator’s motivation is not just for sharing or for economic, but both have, and will be changed with time and economic factors. Even if the illustrators sharing their daily sticker for free, they still care their copyrights, In order to gain more resources and opportunities for business cooperation, some illustrators willing to give up their rights and Signing an unfair contract with the publisher. The illustrators are not unaware be exploited, but they want to through the concessions of rights in exchange for more economic opportunities.
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Ferreira, Andrea. "The effect of online social networking on employee productivity within a tertiary education institution." Thesis, 2010. http://hdl.handle.net/10210/3021.

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M Phil
Since the establishment of the Internet, innovative technologies have evolved rapidly and 'social networking' technologies specifically have gained value from the recent surge in popularity and increased use of these networked technologies. The exposure and growth that social networking technologies have experienced in recent history has created a phenomenal following by individuals from diverse walks of life. However, the negative press that currently surrounds online social networks is ardent and in some cases valid, overshadowing the opportunities that Online Social Networking may present to organisations. The focus of this study fell on the possible effect of employee participation in Online Social Networking on productivity. In current workplaces that rely on intellectual capital to be successful in business, employees are a key source of knowledge and mainly responsible for intellectual capital growth. It was therefore argued in this study that organisations should critically investigate the relevance of collaborative technology such as online social networking in order to support employees in the processes required for knowledge creation. This study provided an overview of the literature review findings as well as the relevant empirical research findings with regard to what Online Social Networking entails; what the possible consequences could be if employees were allowed access to online social networks without restriction; and how online social networks could contribute to the productivity of an organisation. This study aimed to serve as a foundation on which the University of Johannesburg could build a strategy that aspired to incorporate online social networking within this institution, in order to promote a knowledge sharing culture.
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Chen, I.-Chun, and 陳怡君. "Stage or Prison?A Study of Online Self-presentation and Offline Labor Process of YouTube Amateur Performers." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/91668496790470705595.

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碩士
國立中山大學
傳播管理研究所
100
Accroading to the rapid development of broadband network technology, the Internet video sharing platform YouTube has a number of amateur performers sharing their own shot creative video in order to attract the attention of the audience and the mass media. The study based on famous online amateur performers the spectacle / performance paradigm behavior to discuss the relationship in panopticon surroundings. Also the perspective of Attention Economy explain the amateur performers how to attract user’s attention and maintain the relationship and the labor relationship between manufactures when they have opportunity with them. The study use Virtual Ethnography to watch and participate YouTube of amateurs and depth interviews to understand the motivation of amateurs. Accroading to the result of study, the amateur desire been watching from others, the relationship on the Internet reverse the power. At the beginning, the amateur create video by their self-awareness and enjoy others watching. When they become famous , the user’s watching and beloved restrict creative of the amateur. Based on the continued, the culture of the labor process with manufactures was different form the traditional, the users opinion is more important than manufactures.
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Hsin-Lin, Yen, and 林彥行. "On Flexibility of Labor Control in the Post-industrial Society: A Case Study of the Online Game Production in Taiwan." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/54020567371318354066.

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碩士
國立中正大學
電訊傳播研究所
93
Knowledge and flexibility are two main characteristics of the post-industrial society. By changing labors’ time and space, capitalists take full advantage of using flexible controlling, which makes flexibility as a kind of control strategy. Thus, I will by focus the real condition on game Industry's in Taiwan. This research use retrospective secondary data analyze and In-depth interviewing method arranging data than with the political economy attitude to analyze the change of game Industry's labor control under the context of post-industrial society in Taiwan. We realized that in order to smooth labor process, they use subject-oriented and the flat framework adapting to the new conditions. Besides, in order to control the efficiency, they not only adapt the concept of responsibility to train employee’s voluntary servitude, but use many flexible strategies, including occupational training、subvention、flexible time and space to make employees endlessly contribute their creativity for capitalist. In the end, flexibility does not bring more satisfied working environment to game Industry labors, but more pressure and more work thy have.
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Tseng, Chun-Hao, and 曾俊豪. "Study of the relationship between emotional labor and emotional exhaustion in service employees: the moderating effect of online social support." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/j23vfw.

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碩士
世新大學
觀光學研究所(含碩專班)
104
In a very competitive business, service industry is usually required to provide an excellent service quality and recovery strategies for service failure. It also faces the challenge of meeting some customers’ extraordinary requirements. However, in the process of service delivery, not only customers but also employees who provide service have their own emotions. Their emotions can affect service quality itself, and further affect service experience of customers. In order to comply with some service specifications, the employees may develop negative physiological or psychological effects when they try to make their best efforts. With the increasing network technology, online community gradually changes the interpersonal communication mode. It brings the interactive space from the real world to the virtual world. Traditionally, the social support of friends, family, and coworkers from the real society can reduce negative emotions of an individual in work. This research tends to discuss whether the social support on the internet can also reduce the negative emotions on work as the social support in the real society does. The effects of emotional labors (containing surface acting and deep acting) on emotional exhaustion were studied. In addition, the effects of online social support as a moderator for the relationships between emotional labors and emotional exhaustion were studied. Correlation coefficient and hierarchical regression analysis were used for the study. It is expected that the results of the research can make further contribution in theory and give related suggestions in practice to service providers and front-line employees, thereby improving working quality of service industry. The results indicated that emotional exhaustion was positively correlated with the surface acting but not with deep acting. Online social support can moderate and weaken the positive relationship between surface acting and emotional exhaustion, but online social support cannot affect the relationship between deep acting and emotional exhaustion.
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HUANG, YU-RU, and 黃郁茹. "A Study of Process Reengineering for the e-Government-Case Study of Inspected-Labor Development Agency Foreign Workers Online Application System." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/ndyw4t.

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碩士
靜宜大學
資訊管理學系
107
With the rapid development of information technology, many enterprise processes are gradually developing in the direction of informationization and electronicization. By electronically transforming enterprise processes, the performance of enterprises can be greatly improved. Therefore, a government with a more complex organizational structure than a company should be committed to reengineering government processes and joining the ranks of electronic and informationalization, so that administrative efficiency can be greatly improved and information can be more easily and quickly circulated among various departments. In order to provide people with faster and more efficient services, we can keep up with the world's trends and enhance the country's competitiveness. This study focuses on the experience of the development of government process electronic systems, and explores the process of electronic the foreign worker application process.
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Pereira, Mafalda de Almeida. "A rede PERSONA: a plataforma online de recursos humanos criativos." Master's thesis, 2013. http://hdl.handle.net/10071/7763.

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Este projeto explora o evoluir de um conceito de negócio que pretende corresponder às necessidades reais de um mercado profissional pouco estruturado, o das indústrias criativas e culturais, recorrendo às novas tecnologias e a novas dinâmicas socioprofissionais. A rede social online PERSONA é um projeto que se molda no aprofundar do seu estudo sob o ponto de vista sociológico, na sua estratégia de comunicação e marketing para uma fiel execução face às reais necessidades dos trabalhadores criativos. Porquê uma rede social online como projeto? Para responder às dificuldades e às necessidades atuais dos criativos, aproveitando a atual expansão tecnológica. Para que esta rede possa ser um fenómeno socioprofissional de sucesso, a sua rampa de lançamento e a sua estruturação projetual e teórica serão cuidadosamente avaliadas através deste trabalho de projeto de mestrado. "Connecting Creative Characters" o slogan de um redesign do mundo do trabalho temporário através das ferramentas das redes sociais online, abraçando as reais dificuldades do panorama nacional, consciente de muitas das entraves burocráticas e das ansiedades dos nossos criativos, detentores de uma riqueza imprescindível ao país: a Cultura e a Criatividade!
This project explores the evolution of a business concept that pursues the correspondence to the needs of a labor market with little structure, then one of the creative and cultural industries, using inspiration from new technologies and new social and professional dynamics. PERSONA , the online social network is a project that uses a sociological point of view in its strategy of marketing and communication to form a reliable accomplishment facing the real needs of creative workers. Why make an online social network as a project? So that new answers are found to respond to the real issues and needs of creative individuals, while following the current technological growth. So that this network can become a social and professional project of success, its launching platform and its projecting and theoretical structure will be carefully analyzed through this degree's final project. "Connecting Creative Characters" the slogan to name a redesign of a labor world starting with virtual tools, while embracing the real issues of the national situation, and conscious of all the bureaucratic barriers and the anxieties of our creative individuals, owners of an indispensable value to this country: Culture and Creativity!
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Maravalhas, Maria Inês Pinto. "Gestão de impressões online: O exemplo do LinkedIn." Master's thesis, 2021. http://hdl.handle.net/10071/24843.

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A evolução dos recursos humanos nos últimos anos foi pautada pelo aparecimento das redes sociais, nomeadamente do LinkedIn. Esta rede veio facilitar o contacto entre potenciais candidatos e organizações. No entanto, também trouxe a possibilidade de os candidatos gerirem de forma mais ponderada a imagem que retratam nas suas redes e assim influenciar o processo de recrutamento. A gestão de impressões é um tema profundamente estudado no âmbito de contextos presenciais de recrutamento e seleção, no entanto, o estudo deste ainda é escasso no novo mundo digital. Com este estudo pretendemos conhecer a influência das estratégias de gestão de impressões online na possibilidade de ser contactado para uma entrevista e na avaliação geral do individuo. Para tal desenvolvemos dois estudos. Dado a novidade do conceito começámos com um estudo exploratório para analisar as estratégias de gestão de impressões online que os potenciais candidatos utilizam na rede social LinkedIn. Para o segundo estudo, realizámos um questionário baseado num cenário de recrutamento para um programa de trainees, este pretendia avaliar dois perfis de LinkedIn. Questionámos potenciais candidatos e recrutadores para poder comparar opiniões e obter um conhecimento mais abrangente.
The evolution of human resources in recent years was marked by the emergence of social networks, namely LinkedIn. This network facilitated contact between potential candidates and organizations. However, it also brought the possibility for candidates to carefully manage the image they portray on their networks and influence the recruitment process. Impression management is a topic deeply studied in the context of on-site recruitment and selection contexts; however, this study is still scarce in the new digital world. With this study we intend to know the influence of online impression management strategies on the possibility of being contacted for an interview and on the individual's general assessment. To this end, we developed two studies. Given the novelty of the concept, we started with an exploratory study to analyze the online impression management strategies that potential candidates use on the social network LinkedIn. For the second study, we carried out a questionnaire based on a recruitment scenario for a trainee program, which aimed to evaluate two LinkedIn profiles. We questioned potential candidates and recruiters in order to compare opinions and gain a broader understanding of the subject.
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Rodrigues, Joana Filipa Gomes. "Das potencialidades dos meios de resolução alternativa e online de conflitos no contexto nacional e europeu em matéria laboral." Master's thesis, 2017. http://hdl.handle.net/1822/50281.

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Dissertação de mestrado em Direito e Informática
Quem pensa Justiça sabe que, apesar de todos os seus problemas, o sistema comum de Justiça é, e continuará a ser, a espinha dorsal dos Sistemas de Justiça1. Por outro lado, quem pensa Justiça também sabe que isso só não chega. É preciso mais! A evolução da sociedade, a globalização pede mais! E é neste sentido que, no século XX, brotam os sistemas extra-judiciais de Justiça – os meios de Resolução Alternativa de Litígios –, sem os formalismos e os ritualismos do judicial, tendo como base essencial a chamada proximidade2. Tudo isto sem esquecer que, para entender o conflito e tudo o que o envolve, é necessário ter em atenção a parte humana que o rodeia, já que é ela que nos leva a esta dita proximidade. Sem isso, não há proximidade e, sem proximidade, não há Justiça restaurativa de paz. Já dizia Platão que, quem tivesse um conflito, deveria procurar a solução junto de vizinhos, de amigos, de quem conhecesse os factos, antes de ir a Tribunal34. Entretanto, e a par disto, no século XXI o grande desenvolvimento das tecnologias da informação e comunicação (TIC), com particular projeção na Internet, impulsionaram e desafiaram a RAL, a converterem-se a estes meios, originando ao que hoje designamos por resolução de litígios em linha (RLL). A presente dissertação perpassa por estes temas, designadamente pela resolução alternativa de litígios e resolução de litígios em linha na área laboral. Aqui, o pretendido é abordar estes temas, conhecer o seu funcionamento em Portugal e noutros países da União Europeia, numa tentativa de expandir horizontes e publicitar estes meios como uma forma rápida e eficaz face à via contenciosa dita tradicional.
Who thinks Justice knows that, despite all of its problems, the common system of Justice is and will continue to be the spinal cord of the Justice Systems. On the other hand, who thinks justice also knows that’s not enough. It takes more! The society’s evolution, the globalization requests more. And it’s in this sense that in the twentieth century the extra-judicial systems of Justice sprout – the RAL means -, without the formalisms and the ritualisms of the judicial, having as an essential base the so called proximity. All this without forgetting that to understand the conflict and all that surrounds it is necessary to take into account the human part, since it is what brings us to this so-called proximity. Without it, there is no proximity and restorative justice. Platão already claimed that who had a conflict should seek a solution with neighbors, friends, who ever knew the facts, before going into court. Meanwhile and alongside this, in the twenty first century the Great technology of information and communication (TIC) development, with particular projection on the internet, boosted and challenged the RAL into converting to these means, originating what we call today as resolution of disputes in line (RDL). The present dissertation runs through these themes, namely the alternative resolution of disputes and the online dispute resolution in the laboral area. Here the intended is to broach these themes, know their work in Portugal and in other countries of the EU, in an attempt of expanding horizons and advertise these means as a fast and effective way in view of the contentious route called traditional.
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Lima, Joana Seabra de Azevedo. "Portuguese recruiters perceptions of online contents during screening and the impact on their hiring decisions." Master's thesis, 2020. http://hdl.handle.net/10071/21955.

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Although verifying information and running backgrounds checks are common practices in most companies, the inclusion of practices such as social media screen or cibervetting, in the recruiting process, is still an unexplored theme, especially in Portugal. Therefore, this study aims to uncover if screening is a current practice in Portugal and which were the Social Media contents dimensions (Behaviours, Connections, Personal information, Textual and Visual information, Professional information and SNS presence), and characteristics of the applicants, which impacts the most, recruiters perceptions. Additionally, the hypothesis was tested with age, level of education and size of the company. We resorted to a quantitative method to gather the data and to IBM - SPSS, to analyse it. The results were obtained resorting to Spearman's correlation coefficient, which showed that online contents dimensions, has different influences on recruiter's perceptions. On the overall, the dimension "Behaviours" proved to negatively influence perceptions, while "Connections", "Personal information", "Textual and Visual information" and "SNS presence" displayed, on the majority, neither positively or negatively influence decisions, while "Professional information" was proved to positively influence recruiter’s perceptions. When analysing the impact of the characteristics of the judge, "Age" showed statistically significant correlations with several dimensions of applicant's online contents ( Behaviours and Textual and Visual information) and characteristics (Race, Nationality and Marital Status), while recruiter's "Level of education" showed a correlation with applicants' online content dimensions (Connections, Textual and Visual information, Professional information and SNS presence), and applicant’s characteristics (religion) and lastly, a correlation between recruiter's "Company size", and applicants' online content dimensions (Connections, Personal information, Textual and visual information and SNS presence) and characteristics (Gender). In sum, Recruiter's perceptions of Candidates during the screening process can be influenced by their online content, their characteristics and by the specific characteristics of the recruiters. This research is significant to understand the perceptions and discrimination existing in companies who make hiring decisions based only on perceptions regarding applicants and to aware reader of the importance of managing their digital footprint online image.
Embora verificar os antecedentes e a informação dada pelos candidatos sejam práticas comuns na maioria das empresas durante o processo de recrutamento, a inclusão de práticas como o "screening" das redes sociais, ainda é um tema inexplorado, principalmente em Portugal. Dado isto, este estudo pretende desvendar se o "screening" é uma prática corrente em Portugal e quais são as dimensões dos conteúdos "online" presentes nas redes sociais, (Comportamentos, Conexões, Informações pessoais, Informações Visuais e Textuais, Informações profissionais e Presença nas redes sociais), e as características dos candidatos, que maior influência têm nas perceções dos recrutadores. Adicionalmente, testámos as hipóteses com as caraterísticas do recrutador (idade, nível de educação e tamanho da empresa). Recorremos a métodos quantitativos para recolher os dados, posteriormente analisados no IBM-SPSS, e que analisámos através do coeficiente de "Spearman". Os resultados provaram que as diversas dimensões de conteúdos "online provocam "perceções" diferentes nos recrutadores. No geral a dimensão "Comportamentos" provou influenciar negativamente as perceções, enquanto as "Conexões", "Informações pessoais", "Informações Textuais e Visuais" e a "Presença nas redes sociais", na sua maioria, não demonstraram alterar positivamente ou negativamente as perceções, no entanto, as "Informações profissionais" demonstraram influenciar positivamente as perceções dos recrutadores. Ao analisar o impacto das caraterísticas do "juiz", a "idade" demonstrou correlações estatisticamente significativas com várias dimensões dos conteúdos "online" dos candidatos ("Comportamentos" e "Informações Textuais e Visuais), e com a ("Raça", "Nacionalidade" e "Estado civil") dos candidatos, enquanto o "Nível de educação", mostrou correlações com as dimensões ("Conexões", "Informações profissionais" e "Presença nas redes sociais") e a "Religião" dos candidatos, e por último, o "tamanho da empresa" onde o recrutador trabalha provou estar relacionado com as dimensões ("Conexões", "Informações Pessoais", "Informações Textuais e visuais" e "Presença nas redes sociais") e a suas caraterísticas (género). Em suma, as perceções do recrutador sobre os candidatos, durante o processo de seleção, podem ser influencias pelos seus conteúdos online, as caraterísticas dos candidatos e as caraterísticas do recrutador. Esta pesquisa é significativa para entender a perceção que os recrutadores obtêm, dos conteúdos "online" das redes sociais dos candidatos e da discriminação existente nesta prática. Adicionalmente também para conscientizar o leitor sobre a importância de gerir a sua pegada digital.
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Valenza, Ilaria. "How to have an effective online teamwork training, engaging employees through a supportive environment, in times of Covid-19." Master's thesis, 2021. http://hdl.handle.net/10071/24342.

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Nowadays online training is becoming crucial in employee’slife, this phenomenon already started in the last decade, however due to the current pandemic situation, companies had to improve and to update their tools to provide efficient training even during lockdown. This cross-sectional study (N=200) aims to identify the elements that, in online training settings, can be applied to implement the effectiveness of the training. We hypothesized that interactivity, as a characteristic of training, was positively related to the effectiveness of online teamwork training. Therefore, we supposed that a supportive working environment was positively connected to the efficacy of the training process. A regression analysis between those variables demonstrated the existence of these relations. Moreover, we hypothesized that the variable engagement was working as a mediator between interactivity and the effectiveness of training, but also between the variable supporting working environment and the training efficacy. The mediation model supported these hypotheses though with some limitations. Further, we discuss the practical implications of these findings and suggest directions for future research.
Atualmente a formação por via digital está a tornar-se crucial na vida dos empregados, este fenómeno já começou na última década, contudo, devido à atual situação pandêmica, as empresas tiveram de melhorar e atualizar as suas ferramentas a fim de proporcionar uma formação eficiente mesmo durante o período de confinamento. Este estudo transversal (N=200) visa identificar os elementos que, em cenários de formação por via digital ou telemática, podem ser aplicados para implementar a eficácia da formação. Levantamos a hipótese de que a interatividade, como característica da formação, estava positivamente relacionada com a eficácia da formação on line relativa a trabalho em equipa. Portanto, equacionámos que um ambiente de trabalho de apoio estava positivamente relacionado com a eficácia do processo de formação. Uma análise de regressão entre estas variáveis demonstrou a existência destasrelações. Além disso, colocamos a hipótese de que a variável compromisso estava a funcionar como mediador entre a interatividade e a eficácia da formação, mas também entre a variável de apoio no ambiente de trabalho e a eficácia da formação. O modelo de mediação apoiou estas hipóteses, embora com algumas limitações. Além disso, discutimos as implicações práticas destes resultados e sugerimos orientações para futuras investigações.
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Calhau, João Afonso Godinho. "COVID-19: A new meaning of telework: Based on an online survey of the employee’s perceptions." Master's thesis, 2021. http://hdl.handle.net/10071/24226.

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The Covid-19 pandemic forced organizations to adopt telework as the only solution to maintain activity in a scenario of mandatory confinement. The pandemic has created room for research of individual and organizational options. Our study explores the level of satisfaction of teleworkers on several dimensions. Additionally, it compares two types of teleworkers, those who were already working in this regime and those who joined remote work during the pandemic. This exploratory research is based on an online survey, applied in 2021, which allowed the collection of data on 156 teleworkers. The empirical results show a very positive perception regarding individual productivity, flexibility and autonomy in scheduling work tasks, work-life balance, due to the flexibility that teleworking allows. These are considered the main advantages of teleworking that have become mandatory. On the other hand, isolation emerges as a negative aspect within the domains studied. In addition, the boundaries between work and family responsibilities have become blurred, which can cause conflict between these two roles. Regarding the organization, respondents admit that managers played a more difficult role in managing their teams remotely during the pandemic. Teleworkers consider, however, that there was reliable support, even remotely. Regarding the future, the workers who participated in the study consider the experience positive and intend to continue teleworking in a post-pandemic future, but in a hybrid mode.
A pandemia de Covid-19 obrigou as organizações a adotar o teletrabalho como a única solução para manter a atividade num cenário de confinamento obrigatório. Ao nível académico abriu espaço novo para investigação ao nível individual e organizacional. O nosso estudo explora o nível satisfação dos teletrabalhadores num conjunto de dimensões do teletrabalho. Além disso, compara dois tipos de teletrabalhadores, os que já exerciam a sua atividade neste regime e os que aderiram ao trabalho remoto durante a pandemia. Esta pesquisa de natureza exploratória baseia-se num inquérito online, aplicado em 2021, que permitiu a recolha de dados sobre 156 teletrabalhadores. Os resultados empíricos mostram uma perceção muito positiva relativamente à produtividade individual, à flexibilidade e autonomia na programação das tarefas de trabalho, e ao equilíbrio trabalho-vida pessoal, devido à flexibilidade que o teletrabalho permite. Estas são consideradas as principais vantagens do teletrabalho que se tornou obrigatório. Do seu lado, o isolamento surge como um aspeto negativo, dentro dos domínios estudados. Acresce ainda que as fronteiras entre o trabalho e responsabilidades familiares se tornaram mais confusas, devido á pandemia, o que pode provocar conflito entre estes dois papéis. Relativamente à organização, os inquiridos admitem que os gestores desempenharam um papel mais difícil na gestão remota das suas equipas, durante a pandemia. No entanto os teletrabalhadores consideram, todavia, que houve acompanhamento, mesmo remotamente. Relativamente ao futuro, os trabalhadores que participaram no estudo consideram a experiência positiva e pretendem continuar em teletrabalho num futuro pós-pandémico, mas num modo híbrido.
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Vallam, Rohith Dwarakanath. "Game-Theoretic Analysis of Strategic Behaviour in Networks, Crowds and Classrooms." Thesis, 2014. http://etd.iisc.ac.in/handle/2005/2955.

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Over the past decade, the explosive growth of the Internet has led to a surge of interest to understand and predict aggregate behavior of large number of people or agents, particularly when they are connected through an underlying network structure. Numerous Internet-based applications have emerged that are as diverse as getting micro-tasks executed through online labor markets (also known as crowd sourcing) to acquiring new skills through massively open online courses (also known as MOOCs). However, there has been a major inadequacy in existing studies with respect to evaluating the impact of strategic behavior of the agents participating in such networks, crowds, and classrooms. The primary focus of this doctoral work is to understand the equilibrium behaviour emerging from these real-world, strategic environments by blending ideas from the areas of game theory, graph theory, and optimization, to derive novel solutions to these new-age economic models. In particular, we investigate the following three research challenges: (1) How do strategic agents form connections with one another? Will it ever happen that strategically stable networks are social welfare maximizing as well? (2) How do we design mechanisms for eliciting truthful feedback about an object (perhaps a new product or service or person) from a crowd of strategic raters? What can we tell about these mechanisms when the raters are connected through a social network? (3) How do we incentivize better participation of instructors and students in online edu-cation forums? Can we recommend optimal strategies to students and instructors to get the best out of these forums?
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Vallam, Rohith Dwarakanath. "Game-Theoretic Analysis of Strategic Behaviour in Networks, Crowds and Classrooms." Thesis, 2014. http://hdl.handle.net/2005/2955.

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Over the past decade, the explosive growth of the Internet has led to a surge of interest to understand and predict aggregate behavior of large number of people or agents, particularly when they are connected through an underlying network structure. Numerous Internet-based applications have emerged that are as diverse as getting micro-tasks executed through online labor markets (also known as crowd sourcing) to acquiring new skills through massively open online courses (also known as MOOCs). However, there has been a major inadequacy in existing studies with respect to evaluating the impact of strategic behavior of the agents participating in such networks, crowds, and classrooms. The primary focus of this doctoral work is to understand the equilibrium behaviour emerging from these real-world, strategic environments by blending ideas from the areas of game theory, graph theory, and optimization, to derive novel solutions to these new-age economic models. In particular, we investigate the following three research challenges: (1) How do strategic agents form connections with one another? Will it ever happen that strategically stable networks are social welfare maximizing as well? (2) How do we design mechanisms for eliciting truthful feedback about an object (perhaps a new product or service or person) from a crowd of strategic raters? What can we tell about these mechanisms when the raters are connected through a social network? (3) How do we incentivize better participation of instructors and students in online edu-cation forums? Can we recommend optimal strategies to students and instructors to get the best out of these forums?
39

Shepherd, Tamara. "Persona Rights in Young People’s Labour of Online Cultural Production: Implications for New Media Policy." Thesis, 2012. http://spectrum.library.concordia.ca/973722/1/Shepherd_PhD_S2012.pdf.

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This thesis rests on the argument that the social internet as a commercial space is basically subtended by the appropriation of user labour, in the form of what has come to be called “user-generated content” or UGC. Especially it seems for younger people engaged in the labour of UGC, online content creation also inculcates them into an economy of creative labour. As a kind of apprenticeship for more formal creative industry careers, UGC creates value for both online platforms and for the users’ development of a branded online identity. Identity work – which in this investigation mainly entails negotiating dimensions of age and gender (and to a lesser extent, class, race and ability) – constitutes an integral part of the value of UGC for individual careers as well as for commercial platforms, but also for the broader civic reverberations of online cultural production. Networked production and sociality are becoming more and more central to conceptions of contemporary citizenship alongside those of economic agency. To this end, the commercial imperatives of the social internet that tend to determine persona rights online, namely rights around privacy and intellectual property, demand re-evaluation in light of UGC as a labour practice. Legislative protections for Canadians’ persona rights are currently under debate, but internet regulation faces a number of challenges and thus should be accompanied by other strategies for bolstering people’s persona rights online. Ultimately, this thesis seeks to enumerate recommendations for policymaking around privacy and intellectual property in UGC environments, but also to suggest ways for young people to retain their persona rights while engaging in the UGC labour of online cultural production. The research questions guiding this thesis follow from its central goal of re-evaluating internet regulation from the point of view of UGC as apprenticeship labour. As such, the overarching research question asks, how might new media policy approach the issue of user labour in online cultural production to protect persona rights? This question invites an answer in the form of recommendations for policymakers, but the structural constraints of policy as a top-down protective mechanism requires alternative modes of addressing persona rights issues from the bottom-up, for instance in media and policy literacy initiatives as well as in participatory technology design. These conclusions stem from the project’s overview of policy research and scholarly work, but also from its analysis of four case studies that illustrate some of the activities and experiences of users in their early-20s, who are deeply engaged in the labour of UGC.
40

Gomes, Rita Miguel Casmarrinha Branquinho. "Os direitos laborais na economia de plataforma." Master's thesis, 2020. http://hdl.handle.net/10071/20781.

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A economia de plataforma é um fenómeno que surgiu acompanhado de modelos de negócio revolucionários, que visam aproximar a oferta e a procura. Todavia, além das soluções que promovem a qualidade de vida e a inclusão, esta nova realidade trouxe consigo múltiplos desafios ao mercado de trabalho. É precisamente, neste contexto, que a presente dissertação visa dar o seu contributo, sendo efetuada uma primeira abordagem global ao surgimento das plataformas em linha e, consequente, aparecimento da economia de plataforma, esclarecendo algumas questões relevantes a nível conceptual, e ponderando os impactos práticos sentidos. Neste seguimento, foram reunidas as condições por fim de realizar uma análise jurídica sobre o tema, focada no Direito do Trabalho. Esta análise tem como tema central a diferença entre o contrato de trabalho e de prestação de serviços e as relações atípicas de emprego. Contudo, é inevitável concluir que o quadro jurídico atual não dá resposta a todos os problemas ao longo da dissertação analisados. Assim, procedemos à investigação de diversas sugestões, que podem constituir respostas ao desafio digital, que atualmente vivemos. A inevitável escolha política na regulamentação do trabalho prestado através de plataformas em linha terá um incalculável impacto social e económico, arriscando-se a contribuir para o fim destes recentes modelos de negócio, ou para a implementação de modelos melhorados, que permitam que uma imensurável força de trabalho, tenha a possibilidade de obter rendimentos, ou aumentar os já auferidos, gozando, simultaneamente, de condições de trabalho, acesso à proteção social e negociação coletiva.
The platform economy is a phenomenon that has emerged accompanied by revolutionary business models, which aim to bring supply and demand closer together. However, besides the solutions that promote quality of life and inclusion, this new reality has brought multiple challenges to the job market. It is precisely in this context that this dissertation aims to make its contribution, with a first global approach being made to the emergence of online platforms and, consequently, the emergence of the gig economy, clarifying some relevant issues at a conceptual level, and considering practical impacts. In this follow-up, the conditions were met in order to carry out a legal analysis on the topic, focused on Labor Law. This analysis has, as its central theme, the difference between the employment and service contract and the atypical employment relationships. However, it is inevitable to conclude that the current legal framework does not respond to all the problems analyzed throughout the present dissertation. Thus, we proceeded to the investigation of several suggestions, which may constitute responses to the digital challenge, that we currently live. The inevitable political choice in the regulation of work, provided through online platforms, will have an incalculable social and economic impact, risking to contribute to the end of these recent business models, or to the implementation of improved models, that allow an immeasurable workforce, to have the possibility of obtaining income, or increase the income already earned, while enjoying working conditions, access to social protection and collective bargaining.
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Almeida, Inês Sofia Arrábida. "As plataformas online de mediação de serviços criativos em Portugal: caso de estudo do ProKubo." Master's thesis, 2016. http://hdl.handle.net/10071/12807.

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O crescimento exponencial dos novos media tem alterado o quotidiano dos indivíduos. Também o espetro laboral tem sofrido alterações significativas, sendo que nas indústrias culturais e criativas a internet emerge como uma forma alternativa de mediação das relações laborais e fomento da visibilidade. Nesse sentido, nas últimas décadas têm surgindo plataformas online que permitem que os criativos exponham os seus trabalhos de forma rápida e simples, e consigam uma maior aproximação com os seus potenciais clientes. A presente dissertação foca-se essencialmente na perceção dos criativos portugueses sobre o sucesso das plataformas online. Deste modo, e de forma a conseguir obter resultados significativos, a plataforma portuguesa ProKubo foi selecionada como objeto empírico de estudo. Tendo como pergunta de partida: “Qual a satisfação geral dos membros do ProKubo?”, a dissertação tem como objetivo principal compreender a eficácia da plataforma na diminuição da precariedade e fomento da meritocracia. Através dos dados obtidos por inquérito online percebemos que, dentro da amostra, a taxa de profissionais que ainda não obteve qualquer proposta de trabalho é de 75% dos inquiridos. Deste modo, após um ano de existência do ProKubo, com base numa escala de 1 a 10, a satisfação geral dos seus utilizadores situa-se numa média de 4,5, sendo notória a necessidade de desenvolvimento de estratégias que visem solucionar as questões relacionadas com a experiência dos criativos, nomeadamente no que concerne ao desenvolvimento de projetos redução da precariedade. O presente estudo permitiu ainda perceber o perfil dos profissionais criativos portugueses e as suas condições de trabalho.
The exponential growth of new media has changed the daily lives of individuals. The labour spectrum has also undergone significant changes, and in the cultural and creative industries the internet rises as an alternative way to mediate labour relations and to promote visibility. On the last decades online platforms have emerged to allow creatives to expose their work and to achieve a closer relationship with their clients. The master dissertation focuses mainly on the perception of the Portuguese creatives on the success of online platforms. In order to achieve significant results, the Portuguese platform ProKubo was selected as empirical object of study. The dissertation aims to understand the platform's effectiveness in reducing precariousness and promotion of meritocracy, with the starting question: "What is the overall satisfaction of the members of ProKubo". Through the data we understand that the rate of professionals who answered the inquiry and still have not yet made a project is around 75% of the respondents. Thus, after a year of the ProKubo, the overall satisfaction of its users is 4, 5 on a scale from 1 to 10, which makes clear the need to develop strategies to address the issues related to the creative experience, particularly with regard to development projects and reducing precariousness. This study also allowed us to perceive the profile of the Portuguese creatives and their working conditions.
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Šindlauerová, Marta. "Hudební online žurnalismus: weby iReport a Musicserver a uplatňování teoretických konceptů žurnalistiky." Master's thesis, 2019. http://www.nusl.cz/ntk/nusl-392973.

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The diploma thesis describes the application of theoretical concepts of journalism into the environemnt of two most popular music websites Musicserver and iREPORT. In the theoretical basis for the topic are featured the basic characteristics of online journalism and the problematic nature of the term "ideal critic". Furthermore, there are at first theoretically established and afterwards analyzed the concepts of agenda-setting, gatekeeping, objectivity and bias, participative journalism, user generatec content, professionalism, hypertextuality and intertextuality, the usage of social networks, tabloidization and the analysis will also touch upon the issue of name transformation to fit the Czech language. There is also a semiotic and visual analysis of chosen samples performed. On the basis of concepts, the paper intends to explain the functioning of the websites, the aspects that are influencing their content, the factors that have an effect on the selection of the content, the means of working with the audience, the problems in terms of objectivity in the art criticism, the requirements laid upon the editorial staff members and the level of influence upon the readers. Keywords online journalism, theoretical concepts, Musicserver, iREPORT, music, agenda-setting, gatekeeping, objectivity,...

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