Dissertations / Theses on the topic 'Social network, online-network, virtual platform'
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Staar, Henning, Marvin Ostrop, Gabrielle Joo, Jennifer Kurzke, and Monique Janneck. "Gut vernetzt ist halb gewonnen? – Eine Analyse der Zusammenhänge zwischen Facebook-Nutzung und sozialem sowie akademischem Erfolg von Studierenden." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-154032.
Full textÅsberg, Samira. "Social Networks in Education: A Facebook-Based Educational Platform." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-93649.
Full textLundin, Emma. "Designing Sharing Platforms : A study of the Hoffice coworking network." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-189337.
Full textDelande ekonomin, eller gemensam konsumtion, hänvisar till peer-to-peer-delning av varor och tjänster som samordnas genom en kommersialiserad eller samhällsbaserad online-plattform. Plattformar för gemensam konsumtion används för delning av våra underutnyttjade tillgångar, t.ex. våra hem, verktyg och fordon, och kan skapa sociala gemenskaper. Genom att dela använder vi våra resurser mer effektivt och bidrar till en mer hållbar livsstil. Hoffice startades 2013 i Stockholm och främjar gratis arbetsplatser i hemmen, och har fått stor uppmärksamhet runt om i världen. Detta ideella nätverk hjälper människor anordna hemmakontor, där värdar delar deras bostad med människor, som genom Facebook kan reservera en plats för dagen. Syftet är att skapa gratis arbetsytor, med möjligheter för sociala, strukturella och disciplinerade miljöer, samtidigt som individer drar nytta av stöd och intelligens från andra. Denna forsknings syfte är att studera värdarna i Hoffice nätverket, för att hitta sätt att förklara de viktigaste drivkrafterna, liksom hinder, och tillämpa det på en skräddarsydd plattform för att motivera fler människor att vara värd. Den centrala frågeställningen är dessutom, Hur kan välanpassade sociala plattformar öka motivationen för människor att engagera sig i kollaborativ konsumtion som exemplifieras av Hoffice? Sex semistrukturerade intervjuer med tidigare värdar från år 2014-2015 genomfördes för att få kvalitativa svar om hur en plattform online kan utvecklas för att motivera Hoffice medlemmar att bli värdar. Frågorna delades in i tre olika sektioner; Bakgrund, Om Hoffice, och Online-plattform. Observationer utfördes med ett syfte att förstå strukturen hos en Hoffice-arbetsdag, och för att få en bättre förståelse av användarnas behov och beteenden. Efter att en första version av en prototyp tagits fram utfördes utvärderingar och användartester. Resultaten visar att kommunikation, både offline och online, är viktigt när människor engagerar sig i kollaborativ konsumtion, och Facebook har en stor inverkan på människor vid kommunikation och spridning av information. Facebook har dock vissa brister när det gäller att planera och bjuda in folk till evenemang på grund av sina begränsningar och funktioner. När man använder Facebook för en delningstjänst tvingas användarna även ha ett Facebook-konto för att delta. Alla tjänster som innebär att dela bör överväga och stödja geografiska platsfunktioner. Dessutom, att visa uppskattning är viktig. Folk motiveras av känslan från uppskattning, och vill känna att deras bidrag gör en positiv inverkan på andra människors liv eller situation. Slutligen är det viktigt att ha tydliga regler och riktlinjer för övervakning av medlemmars beteenden, annars kommer osäkerhet och missnöje att inträffa.
Rebs, Rebeca da Cunha Recuero. "Identidade em social network games: a construção da identidade virtual do jogador do FarmVille e do SongPop." Universidade do Vale do Rio dos Sinos, 2014. http://www.repositorio.jesuita.org.br/handle/UNISINOS/3368.
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A presente tese parte do reconhecimento de que os social network games oferecem espaços para que os seus participantes exercitem a reflexão de suas identidades. Neles, sujeitos identificam-se e moldam seus perfis para serem reconhecidos e interagirem com os demais jogadores. O objetivo centra-se em compreender como são configuradas estas identidades do gamer nos seus jogos. A discussão teórica incluiu a problematização dos conceitos-chaves de identidade e de jogos online, questões relacionadas à visualização das identidades no Ciberespaço e a forma adquirida nos jogos online e mediações culturais, midiáticas, competências tecnológicas e relacionadas aos jogos. Os social network games foram contextualizados a partir de aspectos históricos, situação atual, ambientes suportes, possibilidades e dinâmicas sociais. A pesquisa empírica parte de uma construção de tipos de games em termos das possibilidades para a construção identitária, que inclui os jogos de Construção de Mundos, que estimulam a personalização do ambiente e os de Participação em Mundos, que estimulam a competição com atores da rede social. Optou-se pela realização da metodologia netnográfica desenvolvida em um jogo dentro de cada uma destas categorias: o Farmville e o SongPop (respectivamente), além de entrevistas com uma amostra de jogadores. Os resultados apontam a existência de elementos no jogo capazes de oferecerem lugares para o desenvolvimento de apropriações sociais (avatar, bens virtuais, interações sociais e território virtual), indicadoras de facetas identitárias destes sujeitos. Por meio deles, percebeu-se a existência de matrizes identitárias nos social network games (aleatórias, competitivas, representativas e valorativas) capazes de direcionar o modo de construção individual e coletivo destes indivíduos antes mesmo de terem contato com estes lugares de apropriação nos jogos. As implicações deste estudo revelam a existência de uma dupla via de afetação oriunda não apenas da estrutura dos jogos, mas, principalmente, dos espaços criativos que os sujeitos encontram para manifestarem suas identidades. Por meio deles, os social gamers não apenas revelam traços de si, como também parecem incorporar novas facetas identitárias oriundas destas construções no game ao seu self, o que sugere um importante papel destes ambientes lúdicos e virtuais na constituição identitária do sujeito atual.
This thesis begins with the recognition that social network games offer spaces for participants to reflect on their identities. In them, users identify themselves and shape their profiles to be recognized and to interact with other players. Our objective focuses on understanding how these identities are configured and how they reflect the gamer in their own games. The theoretical discussion includes key concepts such as identity and online games, the visualisation of identities in cyberspace, the forms online games and cultural mediations take and the technical skills related to these games. The social network games were contextualized from their social and historical aspects, present situation, media environments and dynamic possibilities. Our empirical research is grounded on a construction of types of games based on terms of possibilities for identity construction, which includes "World Construction" games that stimulate the customization of environments and "World Participation" games, which encourage competition with actors of the social network. We chose to use a netnography methodology, developed in games within each category: Farmville and SongPop (respectively), as well as interviews with a sample of players. The results show the existence of elements in the game that are able to offer places to the development of social appropriation (avatars, virtual goods, social interactions and virtual territory), indicators of identity facets of these subjects. Through them, we realized the existence of identity matrices in social network games (random, competitive, descriptive and evaluative) capable of directing the way individual and collective construct these subjects even before they have contact with these appropriation places in the games. The implications of this study reveal the existence of two ways of affecting users that arises not only from the structure of the games, but mainly from creative spaces where subjects manifest their identities. Through them, the social gamers not only reveal traces of themselves, but also seem to incorporate new identity facets of these constructs derived in the game to their self, which suggests an important role of these ludic and virtual environments in the identity constitution of the subject.
Luccioni, Carlo. "Online to Onsite - Seeding public collaborative services in Rome's library network context." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23192.
Full textKim, Dae Wook. "Data-Driven Network-Centric Threat Assessment." Wright State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=wright1495191891086814.
Full textYelne, Samir. "Measures of User Interactions, Conversations, and Attacks in a Crowdsourced Platform Offering Emotional Support." Wright State University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=wright1482330888961028.
Full textKubíková, Alena. "Motivace uživatelů online uměleckých komunit." Master's thesis, Vysoká škola ekonomická v Praze, 2013. http://www.nusl.cz/ntk/nusl-198244.
Full textLopes, Pedro Henrique de Mendonça. "Do virtual platforms impact user behavior? An experimental comparison between messages on the company's website and Facebook page." reponame:Repositório Institucional do FGV, 2014. http://hdl.handle.net/10438/13088.
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Companies have looked for many new ways to communicate with their customers. In the current scenario, Facebook has proven to be an efficient communication tool between consumers and businesses. This study aims to understand the differences in the complaint messages sent to companies, through an experiment that measured the emotional tone and the lack of formality in each message received by the website and the Facebook page of the company. As expected, people are more informal on Facebook. However, contrary to our intuition, participants tended to display more emotions on the company website. The social norms theory and the impression management contributed to explain the phenomena found.
As empresas têm procurado encontrar diversas novas maneiras de se comunicar com seus clientes. No atual cenário, o Facebook tem se mostrado uma eficiente forma de comunicação entre consumidores e empresas. Este estudo busca entender as diferenças nas reclamação enviadas para empresas, através de um experimento que mede o nível de emoção e comprometimento com a formalidade em mensagens recebidas através do website e a página do Facebook da empresa. Como esperado, as pessoas são mais informais no Facebook. Porém, contrariando nossa intuição, tendem a demonstrar mais emoções no website da empresa. A teoria de normas sociais e de gestão de auto-imagem ajudaram a explicar os fenômenos encontrados.
Koh-Herlong, Lisa. "High School Graduates' Perspectives on the Creation of Online Identities." ScholarWorks, 2015. https://scholarworks.waldenu.edu/dissertations/1624.
Full textCarvalho, Jaciara de Sá. "Redes e comunidades virtuais de aprendizagem: elementos para uma distinção." Universidade de São Paulo, 2009. http://www.teses.usp.br/teses/disponiveis/48/48134/tde-12072009-185318/.
Full textElaborated from co-operated work by groups of people, the cyberspace expresses the vocation to shelter countless groupings, several and different as the human nature. Some of these groupings have been receiving the name of online learning networks and virtual learning communities. Once the learning is intrinsic to the man, in several times, places and situations, all groupings of the cyberspace can provide learning. But the fact that there are aspects in common in the diversity would not remove the need to establish differences among the groupings because it should not confuse multiplicity with indistinct. In that sense, this investigation looked for to identify elements that can distinguish the online learning networks and the virtual learning communities of the other groupings of the cyberspace. Starting from the understanding that the words are ideological signs and that its use formats the reality (BAKHTIN, 1981), we verified that there is also distinction between online learning networks and virtual learning communities. The reflection provided mapping of indicators of virtual communities\' formation in learning situation. To survey the mentioned elements, we accomplished bibliographical revision and examined three groupings of the cyberspace, pointed in this work as a social network, an online learning network and a virtual learning community. More than to present a suggestion for the use of those expressions, this dissertation sews a series of reflections on net and educational intentionality, convinced that net is the most fundamental metaphor for the Education of the XXI century.
Řehoř, Pavel. "Podnikatelský plán online platformy propojující ekonomické komerční subjekty na českém trhu." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2021. http://www.nusl.cz/ntk/nusl-442911.
Full textRichter, Alexander, Jens-Hendrik Söldner, Angelika Bullinger, Michael Koch, and Bennet Pflaum. "Ein Ordnungsrahmen für Social Networking Services." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-141434.
Full textRichter, Alexander, Jens-Hendrik Söldner, Angelika Bullinger, Michael Koch, and Bennet Pflaum. "Ein Ordnungsrahmen für Social Networking Services." Technische Universität Dresden, 2009. https://tud.qucosa.de/id/qucosa%3A27960.
Full textAljerbi, Asad Nahla. "Analyse des échanges en ligne dans un groupe de pratique du français sur Facebook." Thesis, Université Grenoble Alpes (ComUE), 2018. http://www.theses.fr/2018GREAL004/document.
Full textThis study focuses on French as a Foreign Language (FFL) and Computer Assisted Language Learning (CALL). It investigates the natural exchanges of Libyan learners practicing French in a Facebook group. The situation that we are exploring is informal because the group was created by the participants themselves without any intervention neither from teachers nor from ourselves. Computer-mediated communication (CMC) has already been well studied in formal contexts but very little in informal contexts, which is why we think a descriptive study aimed at gaining an understanding of particular experience is suitable. Our data is on-line exchanges corpora covering five months with 947 posts and 3408 comments, as well as 11 interviews conducted with some of the participants in the observed group. The research is based on an ecological analysis to study exchanges in a wider environment where several factors interact (linguistic, social, cultural, political factors). In order to examine what happens in this informal space dedicated to the practice of French, we first provideda broad description of learners’ discursive practices in order to get a general sense of their activities. The languages used, the functions of the language used by the messages, the way in which the messages and comments respond (or do not respond) to each other and finally the semio-linguistic characteristics of the exchanges were examined. We then explored how these practices contribute to the establishment of social ties, whether a virtual community emerges and what kind of community it is. Finally, we looked at the value that participants attach to their exchanges and experience as members of this group
Silva, Jarbele Cássia da. "Uma análise das interações discentes em fóruns de discussão online de ambientes virtuais de aprendizagem através da análise de redes sociais." Universidade Federal da Paraíba, 2015. http://tede.biblioteca.ufpb.br:8080/handle/tede/7859.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
The development of studies on education distance learning courses or e-learning, have become common in the current academic-scientific assumption, as the increasing number of courses in this category of education and the possibilities of collaboration between participants brought by the Environment Virtual Learning (AVA). Online discussions established make students engaged in the sharing of information and knowledge, in order to establish prospects for interaction with other students. In this sense, this work aims to investigate the potential generated by the use of Social Network Analysis techniques (ARS) applied to the analysis of the interactions between students of a distance learning course that establish communication in online discussion forums, to ascertain patterns of interaction that may have influence on student learning. The results show that by applying the degree of centrality metrics, centrality intermediation and closeness centrality related to student achievement express a linear correlation between such variables, showing a trend in the performance of the same throughout the course in order to provide teachers information to support the development of strategies for monitoring and management of student learning in distance learning courses.
O desenvolvimento de estudos referentes a cursos de educação à distância, ou E-Learning, têm se tornado frequentes no cenário acadêmico-científico atual, visto o número crescente de cursos ministrados nessa categoria de ensino e as possibilidades de colaboração entre os participantes interposto pelos Ambientes Virtuais de Aprendizagem (AVA). As discussões online estabelecidas tornam os alunos engajados na partilha da informação e do conhecimento, de modo a estabelecer perspectivas de interação com outros alunos. Neste sentido, esta dissertação visa investigar o potencial gerado pelo uso de técnicas de Análise de Redes Sociais (ARS) aplicado à análise das interações entre alunos de um curso à distância que estabelecem comunicação em fóruns de discussão online, a fim de conhecer padrões de interação que podem ter influência na aprendizagem do aluno. Os resultados obtidos evidenciam que através da aplicação das métricas de centralidade de grau, centralidade de intermediação e centralidade de proximidade relacionadas com o desempenho do aluno é obtida uma correlação linear entre tais variáveis, demonstrando uma tendência no desempenho do aluno ao longo do curso, de forma a propiciar aos professores informações de apoio ao desenvolvimento de estratégias para monitoramento e gerenciamento da aprendizagem de alunos em cursos a distância.
Huang, Chen-Shao, and 黃辰少. "Building an Interactive Virtual-Physical Social Network Platform." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/53050517601252048119.
Full text國立交通大學
網路工程研究所
99
Web-based social networks have attracted a lot of attention. While more physical information can be captured by wireless sensor networks, this paper incorporates remote body sensor networks (BSNs) into such web-based social networks to provide more physical interaction between users than conventional social networks. An innovative interactive virtual-physical social network platform is proposed in this work. In our platform, we design a set of BSN-based APIs to help developers design more interesting BSN-based services on social networks. By adopting these APIs, some applications are designed in our platform. Since various BSN-based applications will be built on our platform, conventional data collection protocols can not provide high-resolution sensing data in a limited bandwidth BSN. We then design a data collection protocol for BSNs in our platform, where the weights (i.e., importance) of sensor nodes are assigned dynamically based on the distribution of sensing data and BSNs do not need to know what applications will be provided in the upper-layer social networks. Finally, we implement our platform on Facebook and show experimental results to investigate the performance of our data collection protocols.
Chen, Hsuan-wei 1980. "Essays on network dynamics and informational value of virtual communities." 2008. http://hdl.handle.net/2152/17796.
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Wang, Tzu-Ping, and 王姿萍. "Social Network Analysis on Facebook Fan Pages of Taiwan Online Shopping Platform." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/2tz8f7.
Full text國立彰化師範大學
企業管理學系
105
The popular Internet provides a lot of shopping convenience, making consumers no longer tend to the physical store but the online store to shop. A high degree of Internet dependency and the rise of social media in recent years, people often search for relevant shopping information as a reference in the personal community before buying. Especially the world's most registered Facebook is also loved by the people of Taiwan, and each e-commerce industry also set up Facebook fan pages to implement community marketing for more benefits. China Double Eleven Shopping Festival since 2009 to attract consumers from mainland China, Taiwan, and Hong Kong to participate in this event every year, creats more than 100 billion Taiwan dollars for profits. Taiwan's e-commerce industry taking the business opportunity has joined the market, and has to offer promotions to attract consumers. The purpose of this study is as follows: (1) analysis and comparison performance of Facebook fan pages of Taiwan online shopping platform, (2) Social Network Analysis on Facebook fan pages of Taiwan online shopping platform, (3) Social Network Analysis on the people who interact with Facebook fan pages of Taiwan online shopping platform. According to EZprice, the Taiwan's largest and first integrated commodity information of Taiwan's shopping website, its annual report uses the quantity of commodities and the price of the whole store to analyze Taiwan's B2C shopping platform in August and October 2016. I combined the top five of these two rankings as the sample of this study, used the Fanpage Karma website, NodeXL analysis software and Social Network Analysis to analyze the Facebook fan pages of Taiwan online shopping platform. The results of the study show that the overall index of the fan page, the individual indicators of the followers, the group indicators, which can be used to understand the followers who play the role of bridge or associated with a higher degree in the social network , the grouping of the followers, and the degree of interaction between groups. The operator of fan page can regard the results of this study as a reference for operation and community marketing. Either the follower who has higher centrality or the group which has more members, it can be used as a medium to improve the interaction with the followers, the exposure of fan page, the discussion of posts, etc., thereby increasing the profitability of online shopping platform.
Lee, Bin-Hsuan, and 李秉軒. "A study of virtual community:The integrated perspective of social presence and online social network." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/42805963150247853931.
Full text淡江大學
企業管理學系碩士班
98
Virtual community has rapidly develop in recent years under Web 2.0 . According to market research company survey, Virtual community is very popular in Taiwan, and the using time is getting more and more increasing. The internet is one of the mostly influence media in Taiwan now. Overall, we believe that virtual community will be a priority in the marketing. Most research in virtual community focuse on knowledge sharing and the trust between members. Moreover, the research also suggests that social presence is benefit virtual community, so we want to integrate social presence and online social network to survey virtual community . In pretest, Data collected from Yahoo, Facebook, ptt by online survey in order to confirm factor structure first, and data collected from Gamebase in formal study. In total, there are 507 samples in research, All data were used in structure equation modeling(SEM)and make multiple teams comparison. The results show the most virtual community member in Taiwan is 19 to 20 years old, the factors of Using motive include finding information and interpersonal interconnectivity, the factors of Online social network include interpersonal trust and reciprocity, and the factors of Social presence include effective communication and establish relationship. Moreover, The research find that the different Using motive factor is influence different Social presence factor, the reciprocity is the base of establish relationship, and establish relationship can positive influence Member loyalty, multiple teams comparison and suggestion on following research of my study are discussed.
SU, YI-YUN, and 蘇宜芸. "Online Bidding Behavior Using Social Network Analysis - A Case of Basketball Shoes Bidding in Virtual Community." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/7ej72x.
Full text國立屏東大學
資訊管理學系碩士班
105
In recent years, auctions or biddings in the virtual community grow rapidly. In this study, 600 pieces of shoes bid sample are collected from a virtual community Facebook "shoes trading" community so as to explore the bidding behavior by observing social network relationships. The method is social network analysis which explores the network structures of biddings at the prior three hours and post three hours. The network relationship of bidding at prior three hours between the author and the bidder is classified into sequential bidding structure, mutual bidding structure, simple cluster structure and complex cluster structure. And the bidding relationship at post three hours is classified into the winning structure of the sequential, the winning structure of the intervention bidding and the winning structure of the mutual bidding structure. Furthermore, the mean index will be changed by different cluster. And the centrality will be decline slower when bidders increase.
Inskip-Lavoie, Ashley. "Navigating Surveillance Discourse: Virtual Space, Childhood, and Contrasting Representations of Online Safety." Thesis, 2014. http://hdl.handle.net/1807/43992.
Full textMedová, Kamila. "Síťová analýza sebeprezentace uživatelů na sociální platformě Facebook.com." Master's thesis, 2019. http://www.nusl.cz/ntk/nusl-398317.
Full textBakalářová, Jana. "Imigrace do facebookové virtuální komunity a její vliv na pražské mezilidské vztahy." Master's thesis, 2016. http://www.nusl.cz/ntk/nusl-346971.
Full textFerraz, José Rodrigo Fonseca Santos Silva. "As guildas, socialização, interação e liderança numa comunidade de jogadores." Master's thesis, 2017. http://hdl.handle.net/1822/49611.
Full textGraças aos MMORPG (Massive Multiplayer Online Role-Playing Games) simplesmente conhecidos como MMO – o social gaming cresceu tremendamente quando comparando o cenário de hoje com o de 2004 Uma das principais razões para a mudança de cenário e da forma como olhamos os videojogos é o jogo World of Warcraft (Blizzard Entertainment 2004), que introduziu mecânicas sociais fortes e imersivas na sua jogabilidade. Apesar do género MMO já existir muito antes, com jogos como o Everquest (989 Studios, 1999) que foi pioneiro na exploração das mecânicas sociais como as guildas, o World of Warcraft foi o jogo que ajudou a popularizar o género MMO, ao redefinir o que já existia antes. Antes da emergência dos videojogos online, o multiplayer era chamar à nossa casa amigos ou família para jogar jogos numa consola ou um tradicional jogo de tabuleiro. Com a criação dos MMO a noção de social gaming (jogar socialmente) mudou drasticamente. O surgimento de mecânicas como as guildas - e no caso dos online FPS (First Person Shooters) como o Counter-Strike, os clãs – mudou totalmente a maneira como os jogadores interagiam e se organizavam. Com estas guildas, começaram a ser estabelecidas sociedades e comunidades virtuais, em que cada jogador, tal como um cidadão, tem de seguir uma série de regras e está sujeito a um conjunto de direitos e deveres, tendo em conta essas regras. O nosso objetivo neste estudo é entranhar nestas sociedades e compreender as razões que levam os jogadores a serem fiéis ao jogo. Para estas guildas funcionarem, cada jogador tem um papel que tem de cumprir e as relações interpessoais entre os jogadores nestas guildas são vigiadas pelo Guild Master, a sua autoridade e os vários modelos de liderança que utiliza.
Thanks to MMORPGs (Massive Multiplayer Online Role-Playing Games) – simply known as MMOs – social gaming has grown tremendously when we compare the landscape today to what it was back in 2004. One of the main wheels behind this changing of the landscape and the way we see videogames, is a videogame called World of Warcraft (Blizzard Entertainment 2004), which brought strong and immersive social mechanics into gaming. Even though the MMO genre was already around with games such as Everquest (989 Studios, 1999) which pioneered and started exploring social mechanics like guilds, World of Warcraft was the game that helped popularize and expand the MMO genre by refining what had already been created. Before the emergence of online videogames, multiplayer gaming was mostly considered something like calling over friends or family to play games on a console or in more traditional table top format. With the creation of MMOs, the notion of social gaming (playing games with other people) drastically changed. The appearance of mechanics like guilds - and in the case of online FPS (First Person Shooters) such as Counter-Strike, clans – totally changed the way players interacted and organized each other. With these guilds starting to pop-up, veritable societies and online communities begun establishing themselves where each player, like a citizen, would have to follow a set of rules and be given rights and obligations according to those rules. Our objective here is to delve into these societies and see how they help players stick with the game. For these guilds to work as intended, every player has a role he must follow within it and the interpersonal relationships between players in these guilds are all overseen by a Guild Master, his authority and the various leadership models they adhere to.
Guerreiro, Eduardo Filipe Lourenço. "Representações e práticas nas redes sociais online: análise ao futuro profissional dos alunos universitários em Portugal." Master's thesis, 2016. http://hdl.handle.net/10071/12396.
Full textIt is common in everyday approach we assume that the Online Social Networks are used by a large number of people and institutions. However, we incur a fallacy to assume that the use to which these tools is the most appropriate. This notion is related to the genesis of each Online Social Networks that we use, but also with our own claim to use them. The dissertation presented here develops a reflection on the behavior of university students in Portugal and aims to understand the concern of these towards their professional future. It is a reflection of this approach the starting question: "To what extent the representations and practices, the Portuguese university students in Online Social Networks, reflect its concerns about the professional future?" Hypotheses surrounding this work have to do with the fact that, as mentioned above, the Online Social Networks are a present reality in the life of "all" young people, but also, and equally importantly, the day to day business and institutions, integrating now a fundamental component of procurement procedures by the Human Resources department. By applying a questionnaire and then a quantitative analysis, the aim is to understand what the uses to which these students give to Online Social Networks, among those which are the most used and to what extent there is a sense of concern for the future professional.
Penaforte, Pandora Gonçalves de Porto Guimarães. "Opiniões "sem rosto": o comentário anónimo e construção da opinião pública." Master's thesis, 2017. http://hdl.handle.net/10071/14848.
Full textNewspaper comment boxes are changing. New technologies bring promises, sometimes utopian, that foster the illusion of a virtual, democratic and globally accessible public space. But Europe has been concerned about the levels of media literacy that affect the way people relate to the media and participate in debates. You can verify that multiple users of digital platforms make use of anonymity or fictitious identities (eg. pseudonyms) to express their opinion. But being an opinion hidden behind the mask of anonymity, who says what? And to whom? Will anonymous comments contribute to the building of public opinion, or will they only be a product resulting from the use of online spaces for personal outreach? There is, on a global scale, a tendency of newspapers to make it increasingly difficult or even to prohibit anonymous comments. This paper proposes to analyze in a quantitative and qualitative way the debate produced in the comment boxes of four portuguese newspapers with different publication standards, as well as the dynamics produced between users, trying to understand if there are differences between identified and anonymous commentators. For that purpose, a newspaper report was selected - Trump's victory in the US presidential election.
Пермяков, И. А., and I. A. Permiakov. "Развитие бизнеса в социальных сетях : магистерская диссертация." Master's thesis, 2019. http://hdl.handle.net/10995/78026.
Full textThe article is devoted to the issues of network marketing – Social Media Marketing (SMM). We Сonsider the statistics of the promotion of goods and services through the work in social networks. The subject of the analysis is the SMM toolkit and its system application. The results of the study can be applied in the organization of SMM-support business processes and prepare students in the field of online marketing.