Matching Items (5)

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Contentment Magazine: The Making of a Digital Startup

Description

Mainstream women's magazines today pride themselves on promoting women and female empowerment but continue to show majority thin, attractive, and usually wealthy, white women in the pages and on the

Mainstream women's magazines today pride themselves on promoting women and female empowerment but continue to show majority thin, attractive, and usually wealthy, white women in the pages and on the covers. This narrow view of what it looks like to be a woman puts minority groups on the peripheral. Women of color, low-income women, homosexual or transgender women are also women, but they have these "of color" and "low-income" title add-ons because when one thinks "woman," they are not what comes to mind. This begs the question: are these magazines pro all women, or only pro some women? This paper documents the process of starting an inclusive women's media startup, with the digital magazine being its first and primary channel to reaching consumers. It seeks to develop a niche, loyal audience who cares to think in-depth about the many issues facing all women today. Contentment Magazine's subject matter focuses on starting conversations about what it means to live a fulfilled and content life, and it prioritizes diversity in its pages because it recognizes how the intersection of gender, race, class, sexuality, and more might affect one's ability to be content. The first section of this report focuses on research and demonstrating the need for a publication like Contentment and how Contentment plans to fill the voids; the second portion dives into the trials, tribulations and successes of putting together the first prototype issue; and the last section deals with converting the startup into a viable business.

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Created

Date Created
  • 2016-12

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Give It To Me Straight: A Newsgame About the LGBT Community and the Media

Description

The purpose of this thesis was to undertake the creation of a newsgame to create a new teaching tool for journalism schools to better prepare journalism and mass communication majors

The purpose of this thesis was to undertake the creation of a newsgame to create a new teaching tool for journalism schools to better prepare journalism and mass communication majors for covering minority communities. Give It To Me Straight is a drag-and-drop puzzle newsgame that tasks players with completing real headlines from the past about the LGBT community. The written portion of this thesis analyzes the history of news coverage of gays and lesbians illustrating how the journalism industry readily discriminated against or ignored sexual minorities in the United States. The analysis also includes original research about how Cronkite School students view their role in covering minorities. The results revealed shortfalls in the Cronkite Schools curriculum and raised concerns if the school meets the Accrediting Council on Education in Journalism and Mass Communication's standards.

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Created

Date Created
  • 2016-05

Vida Sin Agua: Vanishing Water in the Valley of the Sun

Description

The Colorado River is the lifeblood for seven Basin States including Colorado, Utah, Wyoming, New Mexico, Arizona, California and Nevada. This water source aided westward expansion and allowed the arid

The Colorado River is the lifeblood for seven Basin States including Colorado, Utah, Wyoming, New Mexico, Arizona, California and Nevada. This water source aided westward expansion and allowed the arid Southwest to grow. Today, the river is over-allocated resulting in reduced flows. This could lead to water challenges in Arizona and the other Basin states. This river is the single largest entity from which Arizona receives water. Despite this, Arizona is still better situated for water cutbacks than other states like California. Arizona has more than nine million acre-feet of banked underground water and access to other water sources including the Salt and Verde rivers. Government officials are making decisions now that will affect water usage in Arizona for decades and generations to come. Digital media, such as iPad magazines are a good way to reach this technologically savvy generation and engage them concerning important issues. Designing for digital platforms presents unique opportunities. This platform requires solid content and visually appealing design to attract a Millennial audience born between the years 1981 and 1996, according to Pew Research Center. Digital magazines currently present a small segment of the media market, however this segment is growing exponentially. A study by Pew Research Center reports that this slice of the population is interested in consuming the news and emerging technologies such as digital magazines. These are good ways to reach and interest a digitally engaged readership. Reaching this age group is important because the Millennial generation will need to determine the future of the Colorado River and water use in Arizona. To ensure the future of water in the West, this generation needs to "learn about the reality of our water supply, what our real water challenges are and then get engaged and have a voice in what we do about our water planning for the future" (Porter, 2015). DISCLAIMER: The digital magazine was created in InDesign with interactive PDFs, which are best viewed on tablets. Screenshots of the magazine are included to demonstrate the magazine.

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Created

Date Created
  • 2016-05

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Paid to Play: Games as mass communication tools

Description

The 2010s have seen video games rise to prominence as platforms for game developers, entertainers and advertisers to broadcast their ideas. This paper looks at the major steps in gaming

The 2010s have seen video games rise to prominence as platforms for game developers, entertainers and advertisers to broadcast their ideas. This paper looks at the major steps in gaming history that led to games as a global mass communication tool, the way the Internet has created an industry built around broadcasting games and the potential future ramifications competitive gaming, emerging technology and intellectual property law hold on the world of video games.

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Created

Date Created
  • 2016-05

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Ugh, Hungry

Description

Ugh, Hungry is a multimedia business that hopes to counter typical college eating habits by being a resource for creating fast, affordable and healthful eating. The founder drew on her

Ugh, Hungry is a multimedia business that hopes to counter typical college eating habits by being a resource for creating fast, affordable and healthful eating. The founder drew on her experience as a student in both the Walter Cronkite School of Journalism and Mass Communication and the Arizona State University School of Nutrition for a foundation for this project. The business was created within two semesters allotted for thesis study as directed by Barrett, the Honors College. Research of competitors, audience, and business creation was conducted in order to begin an entrepreneurial start-up. The corresponding website, ughhungry.com, is a collection of recipes directed toward healthy eating for a financially limited, or college lifestyle. Each recipe article contains an opening article, either a video or photographs, and a recipe. Business, journalism, and nutrition are combined to create a fully engaging experience that can expand and has potential to profit in the future. The thesis project that follows examines the steps, research, and process of creating a journalism-based online business. Strengths, weaknesses, opportunities and threats of the Ugh, Hungry model are analyzed. Nutrition research was used to examine the problem of college weight gain. Data analytics were deployed to research the site's potential audience. The paper closely analyzes key competitors, including BuzzFeed, The Dorm Room Diet, Spoon University, and Tastemade. Finally, a business proposal for future investors in Ugh, Hungry outlines the potential future of the business.

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Created

Date Created
  • 2016-12