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Although the social network site (SNS) Facebook achieved great success around the world, in China, it was over taken by the local website Kaixin001. Using comparative analysis and interviews, this thesis compared the architecture of the two websites and Chinese users' attitude towards them. From one side, the result indicates

Although the social network site (SNS) Facebook achieved great success around the world, in China, it was over taken by the local website Kaixin001. Using comparative analysis and interviews, this thesis compared the architecture of the two websites and Chinese users' attitude towards them. From one side, the result indicates that they are almost the same, but not quite. Kaixin001 is a copycat which adapts to local cultures and political regulations. From the other side, the research also highlights that people associate Kaixin001 with a game platform rather than a social tool. It suggests that there are two layers of digital divide: access and utilization. Chinese users can not get equal access because of the Great Firewall. At the same time, unlike western users, they are fond of playing games, listening music and other functions, rather than creating original content or building social capital. Therefore, the SNS utilization is not equal. Because of regulations and self-surveillance, their SNS use is enjoying the apolitical does not challenge the Chinese state. At the end of the thesis, the author points out the limitations of this research. As Internet-mediated qualitative research, this study lacks extended time and samples to explore the SNSs in global context. Further research is needed to collect extended samples. Moreover, the users' dependence on social network websites may be addressed to seek more comprehensive and deeper understanding of SNS.
ContributorsQin, Yuchun (Author) / Wise, Greg (Thesis advisor) / Kassing, Jeffrey (Committee member) / Waldron, Vincent (Committee member) / Mean, Lindsey (Committee member) / Arizona State University (Publisher)
Created2011
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Description
The original mediums were not texts or technologies; they were ritual actors performing acts of mediumship. Mediating between determined norms (the status quo) and emergent trends (change), they invoked divine authority to conjure meanings that proved adaptive, nonadaptive and/or maladaptive. With the advent of the written word, ritual became

The original mediums were not texts or technologies; they were ritual actors performing acts of mediumship. Mediating between determined norms (the status quo) and emergent trends (change), they invoked divine authority to conjure meanings that proved adaptive, nonadaptive and/or maladaptive. With the advent of the written word, ritual became formalized and codified. The medium became a communication device, something abstract and external to the human condition. It then became possible to speak of "media effects" imposing influence in a logical deterministic manner. Yet with the advent of new media, we are witnessing a return to modes of cultural discourse that are spontaneous, interactive, communal and unscripted, all hallmarks of ritual action. This "ritual return" centers on the emergence of the "prosumer" (producer/consumer), a figure actively engaged in mediating practices. While resembling the original archaic "medium" in some respects, the prosumer is a "literate ritualist" allied with a multiplicity of cultural tribes. Thus the "new media" has given rise to "the new medium." The pages that follow focus on acts of contemporary mediumship, examining related concepts such as "ecology," "niche," "role," "affordance," and "trope." Each section considers how specific mediating practices afford and constrain modes of ritualized behavior. I call this practice-oriented approach to media studies "praxism."
ContributorsGyori, Bradford (Author) / Goggin, Maureen (Thesis advisor) / Baker, Aaron (Committee member) / Hjorleifur Jonsson (Committee member) / Arizona State University (Publisher)
Created2011
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Description
This study frames research on board games within a body of anthropological theory and method to examine the long-term social changes that effect play and mechanisms through which play may influence societal change. Drawing from ethnographic literature focusing on the performative nature of games and their effectiveness at providing a

This study frames research on board games within a body of anthropological theory and method to examine the long-term social changes that effect play and mechanisms through which play may influence societal change. Drawing from ethnographic literature focusing on the performative nature of games and their effectiveness at providing a method for strengthening social bonds through grounding, I examine changes in the places in which people engaged in play over the course of the Bronze Age on Cyprus (circa 2500¬–1050 BCE), a period of increasing social complexity. The purpose of this research is to examine how the changes in social boundaries concomitant with emergent complexity were counteracted or strengthened through the use of games as tools of interaction.

Bronze Age sites on Cyprus have produced the largest dataset of game boards belonging to any ancient culture. Weight and morphological data were gathered from these artifacts to determine the likelihood of their portability and to identify what type of game was present. The presence of fixed and likely immobile games, as well as the presence of clusters of portable games, was used to identify spaces in which games were played. Counts of other types of artifacts found in the same spaces as games were tabulated, and Correspondence Analysis (CA) was performed in order to determine differences in the types of activities present in the same spaces as play.

The results of the CA showed that during the Prehistoric Bronze Age, which has fewer indicators of social complexity, gaming spaces were associated with artifacts related to consumption or specialty, heirloom and imported ceramics, and rarely played in public spaces. During the Protohistoric Bronze Age, when Cyprus was more socially complex, games were more commonly played in public spaces and associated with

artifacts related to consumption. These changes suggest a changing emphasis through time, where the initiation and strengthening of social bonds through the grounding process afforded by play is more highly valued in small-scale society, whereas the social mobility that is enabled by performance during play is exploited more commonly during periods of complexity.
ContributorsCrist, Walter (Author) / Hjorleifur Jonsson (Thesis advisor) / Serwint, Nancy (Thesis advisor) / Michelaki, Konstantina-Eleni (Committee member) / de Voogt, Alex (Committee member) / Arizona State University (Publisher)
Created2016