Matching Items (406)
ContributorsWard, Geoffrey Harris (Performer) / ASU Library. Music Library (Publisher)
Created2018-03-18
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Attack of the Fake Geek Girls: Challenging Gendered Harassment and Marginalization in Online Spaces applies feminist, gender, and rhetorical theories and methods, along with critical discourse analysis, to case studies of the popular online social media platforms of Jezebel, Pinterest, and Facebook. This project makes visible the structural inequities that

Attack of the Fake Geek Girls: Challenging Gendered Harassment and Marginalization in Online Spaces applies feminist, gender, and rhetorical theories and methods, along with critical discourse analysis, to case studies of the popular online social media platforms of Jezebel, Pinterest, and Facebook. This project makes visible the structural inequities that underpin the design and development of internet technologies, as well as commonplace assumptions about who is an online user, who is an active maker of internet technologies, and who is a passive consumer of internet technologies. Applying these critical lenses to these inequities and assumptions enables a re-seeing of commonplace understandings of the relationship between gender performativity and digital cultures and practices. Together, these lenses provide a useful set of tools for methodically resisting the mystique of technologies that are, simultaneously, represented as so highly technical as to be opaque to scrutiny, and as ubiquitous to everyday life as to be beneath critical examination.

Through a close reading of the discourses surrounding these popular social media platforms and a rhetorical analysis of their technological affordances, I documented the transference of gender-biased assumptions about women's roles, interests, and competencies, which have historically been found in face-to-face contexts, to these digital spaces. For example, cultural assumptions about the frivolity of women's interests, endeavors, issues, and labors make their way into digital discourse that situates the online practices of women as those of passive consumers who use the internet only to shop and socialize, rather than to go about the serious, masculine business of making original digital content.

This project expands on existing digital identity and performativity research, while applying a sorely needed feminist critique to online discourses and discursive practices that assume maleness and masculinity as the default positionality. These methods are one approach to addressing the pressing problems of online harassment, the gender gap in the technology sector, and the gender gap in digital literacies that have pedagogical, political, and structural implications for the classroom, workplace, economic markets, and civic sphere.
ContributorsTekobbe, Cindy (Author) / Miller, Keith D. (Thesis advisor) / Rose, Shirley K. (Committee member) / Boyd, Patricia (Committee member) / Arizona State University (Publisher)
Created2015
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Among researchers, educators, and other stakeholders in literacy education, there has been a growing emphasis on developing literacy pedagogies that are more responsive to the ways young people experience literacy in their everyday lives, which often make use of digital media and other technologies for exchanging meaning. This dissertation project

Among researchers, educators, and other stakeholders in literacy education, there has been a growing emphasis on developing literacy pedagogies that are more responsive to the ways young people experience literacy in their everyday lives, which often make use of digital media and other technologies for exchanging meaning. This dissertation project sought to explore the nature of these digital-age literacies in the context of children learning through and about new technologies. Conducting a year-long, multimethod observational study of an out-of-school library-based program designed to engage students in self-directed learning around the domain of computer programming, this project was framed around an analysis of digital-age literacies in design, discourse, and practice. To address each of these areas, the project developed a methodology grounded in interpretive, naturalistic, and participant-observation methodologies in collaboration with a local library Code Club in a metropolitan area of the Southwestern U.S between September 2016 and December 2017. Participants in the project included a total of 47 students aged 8-14, 3 librarians, and 3 parents. Data sources for the project included (1) artifactual data, such as the designed interfaces of the online platforms students regularly engaged with, (2) observational data such as protocol-based field notes taken during and after each Code Club meeting, and (3) interview data, collected during qualitative interviews with students, parents, and library facilitators outside the program. These data sources were analyzed through a multi-method interpretive framework, including the multimodal analysis of digital artifacts, qualitative coding, and discourse analysis. The findings of the project illustrate the multidimensional nature of digital-age literacy experiences as they are rendered “on the screen” at the content level, “behind the screen” at the procedural level, and “beyond the screen” at the contextual level. The project contributes to the literature on literacy education by taking an multi-method, interdisciplinary approach to expand analytical perspectives on digital media and literacy in a digital age, while also providing an empirical account of this approach in a community-embedded context of implementation.
ContributorsAguilera, Earl (Author) / Gee, Elisabeth R (Thesis advisor) / Gee, James P (Committee member) / Serafini, Frank (Committee member) / Arizona State University (Publisher)
Created2018
ContributorsBolari, John (Performer) / ASU Library. Music Library (Publisher)
Created2018-10-04
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The purpose of this essay is to explain how celebrities manage their brand, as an image and commodity, using social media. Merriam-Webster defines "celebrity" as the "state of being celebrated." This essay will continue to explain how this state of celebration is a manufactured idea by the individual and the

The purpose of this essay is to explain how celebrities manage their brand, as an image and commodity, using social media. Merriam-Webster defines "celebrity" as the "state of being celebrated." This essay will continue to explain how this state of celebration is a manufactured idea by the individual and the media's portrayal. Celebrities are "well-known for their well-knowness" (Boorstin, 1961, p. 58). Boorstin (1961) explains celebrities achieve fame not for their achievements, but by creating a unique personality (as cited in Turner, 2004). Crowd culture, networks, and audience knowledge are tools celebrities must use to navigate digital nuances. They must manage performance of self, adhere to internet social norms, and the obsessive fame culture. Celebrities are often referred to have "star power" and have a certain "charisma." This cultural identity is "negotiated and formed" contrived by a team through promotion, publicity, and advertising (Turner, 2004). Celebrities market themselves through branded content, media used to promote a product, on their social media pages while targeting crowd cultures. Networks truly define how celebrities must brand themselves on social media. This person-to-person contact establishes fan and consumer connections that build the celebrity's base and following. Despite campaigning in a digital world, it goes back to people connecting with people, not accounts linking to accounts. Celebrities manufacture all of these strategies and tactics as they market themselves as a commodity to target crowd culture audiences. This is why targeting crowd cultures is vitally important for celebrities. This essay explores the techniques of select celebrities as they succeed and fail navigating digital nuances.
ContributorsPierce, Ellen (Author) / Jacoby, Jim (Thesis director) / Himberg, Julia (Committee member) / Department of English (Contributor) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Nonprofits often struggle in fully implementing a successful social media strategy. These organizations neglect to create and maintain relationships with stakeholders, engage their audience, and build brand awareness in an online setting. As social media has essentially become one of the largest sources of information dissemination and one of the

Nonprofits often struggle in fully implementing a successful social media strategy. These organizations neglect to create and maintain relationships with stakeholders, engage their audience, and build brand awareness in an online setting. As social media has essentially become one of the largest sources of information dissemination and one of the most populated platforms in the online world, a nonprofit's online presence has become increasingly important. Through a 22-day content analysis and 43-question survey that was distributed to the general public on Twitter and Facebook, this paper looks comprehensively into the elements and tactics used by Make-A-Wish, Halo and ALS Association. Based off of the research findings from this study, important aspects of these nonprofits' online strategy will be identified and analyzed.
ContributorsJoseph, Teresa Marie (Author) / Wu, Xu (Thesis director) / Thornton, Leslie (Committee member) / Department of Marketing (Contributor) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
Cyber threats are growing in number and sophistication making it important to continually study and improve all dimensions of digital forensics. Teamwork in forensic analysis has been overlooked in systems even though forensics relies on collaboration. Forensic analysis lacks a system that is flexible and available on different electronic devices

Cyber threats are growing in number and sophistication making it important to continually study and improve all dimensions of digital forensics. Teamwork in forensic analysis has been overlooked in systems even though forensics relies on collaboration. Forensic analysis lacks a system that is flexible and available on different electronic devices which are being used and incorporated into everyday life. For instance, cellphones or tablets that are easy to bring on-the-go to sites where the first steps of forensic analysis is done. Due to the present day conversion to online accessibility, most electronic devices connect to the internet. Squeegee is a proof of concept that forensic analysis can be done on the web. The forensic analysis expansion to the web opens many doors to collaboration and accessibility.
ContributorsJuntiff, Samantha Maria (Author) / Ahn, Gail-Joon (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2015-05
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This century has brought about incredible advancements in technology and academia, changing the workforce and the future leaders that will drive it: students. However, the integration of digital literacy and digital tools in many United States K\u201412 schools is often overlooked. Through "Exploring the Digital World," students, parents, and teachers

This century has brought about incredible advancements in technology and academia, changing the workforce and the future leaders that will drive it: students. However, the integration of digital literacy and digital tools in many United States K\u201412 schools is often overlooked. Through "Exploring the Digital World," students, parents, and teachers can follow the creatures of this story-driven program as they learn the importance of digital literacy in the 21st century.
ContributorsRaiton, Joseph Michael (Author) / Fehler, Michelle (Thesis director) / Heywood, William (Committee member) / Barrett, The Honors College (Contributor) / The Design School (Contributor)
Created2015-05
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The purpose of this thesis is to examine the effects of digital on the fashion industry. In order to accomplish this, we must first examine the fashion industry, as well as the emerging digital space, and how these two industries are rapidly colliding. Fashion, an industry that has been around

The purpose of this thesis is to examine the effects of digital on the fashion industry. In order to accomplish this, we must first examine the fashion industry, as well as the emerging digital space, and how these two industries are rapidly colliding. Fashion, an industry that has been around since the early 1800s in the United States (Fashion History: The American System for Fashion, 2009), is being forced to pivot, and change its traditional practices, in order to remain relevant in a world heavily influenced by the Internet and consumer preferences. The largest changes taking place within fashion include the power of various industry influencers, including designers, magazines, retailers and lifestyle bloggers, and the rise of blogging as a fashion news source. Although designers, magazines and retailers still have significant clout within the industry, bloggers are becoming a force to be reckoned with, adding a new variable to the industry.

Meanwhile, digital is still being defined, as countless people work to determine best practices and reconcile the unending amount of information available into something that can be used. Trends in digital include the concept of new media, blogging, social media and new channels of media. Overall, we are seeing a shift to user-­‐ generated content, available all the time, and a proliferation of content being created and published on the Web.

Some of the ways these two industries are colliding include the rise of lifestyle bloggers, developments and usage of technology, an abundance of new e-­‐commerce models, and finally, a shift in the ways consumers curate and discover products online.

Predictions for the future include a more streamlined and user-­‐friendly process for search and product discovery online, increase in social commerce and personalization of products, and finally, a return to brick and mortar shopping, but with an improved, experiential model. These trends will affect industry stakeholders dramatically, and so necessary actions for these stakeholders are also discussed, such as allocating more resources to content generation and e-­‐commerce, giving consumers the ability to personalize, and improving their physical shopping experiences to provide something valuable and entertaining.
ContributorsLose', Jenna Elizabeth (Author) / Ostrom, Amy (Thesis director) / Giles, Bret (Committee member) / Boonlorn, Jennifer (Committee member) / Barrett, The Honors College (Contributor) / Department of Marketing (Contributor)
Created2013-05
ContributorsOftedahl, Paul (Performer) / ASU Library. Music Library (Publisher)
Created2018-09-29