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A Morpho-syntactic Analysis  of Human-moderated Hate Speech Samples from Wykop.pl WebService

A Morpho-syntactic Analysis of Human-moderated Hate Speech Samples from Wykop.pl WebService

Author(s): Inez Okulska,Anna Kołos / Language(s): English Issue: 2/2023

The dynamic increase in user-generated content on the web presents significant challenges in protecting Internet users from exposure to offensive material, such as cyberbullying and hate speech, while also minimizing the spread of wrongful conduct. However, designing automated detection models for such offensive content remains complex, particularly in languages with limited publicly available data. To address this issue, our research collaborates with the Wykop.pl web service to fine-tune a model using genuinecontent that has been banned by professional moderators. In this paper, we focus on the Polish language and discuss the notion of datasets and annotation frameworks, presenting our stylometric analysis of Wykop.pl content to identify morpho-syntactic structures that are commonly applied incyberbullying and hate speech. By doing so, we contribute to the ongoing discussion on offensive language and hate speech in sociolinguistic studies, emphasizing the need to consider user-generated online content.

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The role of language in the formation of value models of cultures

The role of language in the formation of value models of cultures

Author(s): Oksana Leontieva,Marina Teplenko / Language(s): English Issue: 2/2023

The extent to which the value systems of different cultures influence each other is one of the most important issues in intercultural communication today, as it is closely related to the understanding and acceptance of the Other. Each of the existing cultures has its own value model created by it. The core of this model is formed by the most ancient layers of language, its root basis. Any value that emerged on the philosophical-religious stratum of culture is encoded with linguistic meanings. These codes form the value core of culture. The paper deals with the extent to which the value codes of one culture influence the codes of another culture. Different value models of cultures are proposed and considered and the role of language in creating their value core is shown.

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Translation of Scientific Texts into English as Intercultural Mediation

Translation of Scientific Texts into English as Intercultural Mediation

Author(s): Katarzyna Aleksiejuk / Language(s): English Issue: 2/2023

With English functioning as a lingua franca in the academic world, many non-Anglophone scholars wish to publish their articles in English-medium international journals and seek professional assistance with translating them into English. Translators facing this task may encounter several issues stemming from cross-cultural differences in the style and structure of academic texts. While linguistic errors alone rarely result in rejections, deviations from Anglo–American conventions in scientific writing may even lead to the reviewers questioning the author’s competence as a scientist. For example, there are significant differences between two intellectual traditions: Teutonic, which has influenced the Polish style of academic communication, and Saxonic, which has shaped Anglo–American standards. As a result,introductions written by Polish scholars often do not meet the requirements of English-medium international journals. This may inadvertently place Polish authors in a disadvantaged position.It is therefore important that translators should know how to approach these differences when they encounter them. Drawing on existing literature, this paper calls for an inquiry into the role of the translator in these circumstances, including the scope of their responsibilities and strategies for dealing with potential problems.

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Zili dzeltenā Rīga

Zili dzeltenā Rīga

Author(s): Rita Grīnvalde / Language(s): Latvian Issue: 54/2024

Russia’s invasion of Ukraine on 24 February 2022 immediately drew condemnation from democracies worldwide, prompting calls for action at both official and societal levels. In the early days of the war, Riga’s public urban landscape, particularly the historic city centre, underwent noticeable changes, as it became increasingly adorned with the blue and yellow colours of the Ukrainian flag. This symbolic display of support for Ukraine, expressed through visual mediums such as flags, protest artworks, clothing, and accessories, reveals the civic solidarity and wartime activism of Latvian society. The article is part of a broader study encompassing visual ethnography and urban studies, focusing specifically on the 2022 online survey titled Ukrainian Flags in Latvia. Through thematic analysis, the article aims to address the research question: How do individuals manifest and justify the use of the Ukrainian flag and its colour symbolism on a personal level? Insights from the responses of 93 participants shed light on their individual experiences, motivating factors, and personal reasons for displaying Ukrainian flags and colours in Riga and other locations across Latvia. Furthermore, engagement with the ongoing war in Ukraine and interaction with war refugees have contributed to a deeper understanding of Ukrainian culture among respondents. The survey responses also offer reflections on the challenges of living in geopolitically uncertain conditions and evidence of conflicts arising from clashes of values and beliefs.

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ESTETIKA I IDEOLOGIJA KLASIČNOG HOLIVUDSKOG VESTERNA (1940-1970)

ESTETIKA I IDEOLOGIJA KLASIČNOG HOLIVUDSKOG VESTERNA (1940-1970)

Author(s): Nikola Božilović / Language(s): Serbian Issue: 2/2021

This paper deals with the analysis of aesthetic and social factors that were crucial in the communication process between the Classical Hollywood Western and the audience. The focus of the paper is on the Western films made between 1940 and 1970, when the genre of Classical Western was extremely popular worldwide. The reasons for this are manifold, since they encompass the aesthetic, sociological and psychological sphere. Firstly, as a relatively new art, film was beloved by spectators, and the aesthetic structure of the Western (themes, manners of interpretation, directing, acting and other) suggestively attracted the attention of millions. The paper also identifies ideological (sociological) components of communication. Particular emphasis is placed on the change in the relationship of film auteurs towards Indians, who were at first represented as savages only for that image to become much more objective and closer to the truth. Explication and exemplification of the hypotheses are conducted using the examples of typical and characteristic films that belong to the category of Classical Westerns. Furthermore, the paper contains a comparative analysis of the most prominent authors of this popular genre, including John Ford, Howard Hawks and Budd Boetticher

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Rashrvaćeno međumrežje, I.

Rashrvaćeno međumrežje, I.

Author(s): Tihomir Živić / Language(s): Croatian Issue: 1/2024

The paper inventories and describes redundant borrowings from the English language, that is, such loanwords in the texts written in the functional journalistic style, observing with disapproval an increasingly noticeable de‐Croatianization of a part of the Internet as a component of the Croatian public space. Despite this, however, the original studied texts from the selected Croatian media websites, especially those owned by the newspapers, were used exclusively as a material for exemplifying such unnecessary borrowings, not for the purpose of describing the features of functional journalistic style, since it is believed, with detachment in relation to the presentation of a way of writing for the newspapers, that Anglicisms in the press have been significantly co‐shaping our language education for a long time, precisely because of the readership rating, mass expansion, and those papers’ enormous influence. Simultaneously, in this paper, the occurrences of this mixed Croato‐English language and its media Newspeak are satirically called “Cronglish”. In order to detect the percentage of redundant Cronglish entries in the examined texts written by the ten Croatian media that have their Web portals headquartered in Zagreb and a nationwide reach, the texts were subjected to a one‐month observation (from December 1 to 31, 2023), notation, and processing of tokens using the Sketch Engine computer software. It is concluded that Cronglish represents a danger for the entirety of the Croatian language, with a possibility to lead to its incomplete connection, especially with regard to the older generations, who are less familiar with the English language, and this analysis also opposes to the notion that certain concepts are allegedly inappropriately expressible in Croatian, emphasizing a rich lexicographic thesaurus of the Croatian language and its ability to create neologisms. Therefore, the preservation of education in Croatian as a mother tongue is essential in order to maintain cultural diversity, promote educational and cognitive development, improve social cohesion, and protect past knowledge and heritage, and this is a responsibility we bear not only toward ourselves and our ancestors but also toward future generations and global community; namely, by respecting and preserving our linguistic heritage, we pay homage to a rich fabric of human culture and guarantee that many of its subtleties are not lost due to the unifying forces of globalization.

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Političko komuniciranje predsjednika Republike Srbije Aleksandra Vučića uslijed masovnih ubojstava 2023. godine

Političko komuniciranje predsjednika Republike Srbije Aleksandra Vučića uslijed masovnih ubojstava 2023. godine

Author(s): Ana Mlinarić,Nikolina Borčić / Language(s): Croatian Issue: 14/2023

The analysis of political communication in crisis situations is focused on the strategies and methods leaders apply to confront challenges and effectively manage the situation, thereby strengthening public trust. The aim of this research is to analyze and illustrate the communication approach of the President of Serbia, Aleksandar Vučić, during the series of mass murders in 2023. This event represents a national tragedy that has raised questions about social conditions and contributed to a political crisis. The research sample consists of three televised addresses and three interviews given by President Aleksandar Vučić in response to the tragedy. An inductive qualitative text analysis was applied to identify the main themes and sub-themes in Vučić’s statements, and a qualitative content analysis was used to analyze communication strategies and tactics. The research results indicate crisis communication that is distinguished by persuasion tactics, and the choice of themes, sub-themes, and perspectives of speech reflects the interplay between rhetorical text formation, responses to the mass murders, and the context of a protest-political framework.

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Dezinformácie ako bezpečnostná hrozba šírená na internete

Dezinformácie ako bezpečnostná hrozba šírená na internete

Author(s): Radoslav Ivančík / Language(s): Slovak Issue: 1/2024

In today's modern information society, the online environment is a natural, ubiquitous and often irreplaceable part of working, social and private life. The Internet has spread globally in recent years and is now accessible to the vast majority of the human population, developing constantly, dynamically, and affecting, to a greater or lesser extent, all areas, spheres or sectors of human society and human life in general, including communication. On the one hand, it offers many positives to mankind, but on the other hand, it also brings many negatives in the form of its potential misuse and dissemination of false, misleading, distorted, incomplete, and/or fabricated information - misinformation. For this reason, the author of the present article uses relevant scientific methods and approaches, and as part of the interdisciplinary research, deals with disinformation as a security threat spreading on the Internet, since it enables influencing individuals, social groups, and a large part of the public, shaping their attitudes, behaviour, and perception of reality.

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Zdroje informácií alebo dezinformácií?

Zdroje informácií alebo dezinformácií?

Author(s): Tatiana Hajdúková / Language(s): Slovak Issue: 1/2024

Nowadays, the Internet provides such a wide range of information that it is necessary to address issues of the quality and credibility of the information, as well as the ability of an individual to assess and evaluate its content. Deliberate publication of misleading, out-of-context, or outright false information is becoming an increasingly pressing problem in society. Disinformation present among the population represents an obstacle to implementing constructive solutions to existing problems. The aim of this paper is to create an estimate of the current state, to highlight the importance of the influence of the Internet and social networks on a selected sample of the population, specifically Internet users who claim that the Internet and social networks are their main source of information. The findings in this paper are based on a questionnaire survey carried out in 2023 at the Academy of the Police Force in Bratislava, on a sample of 298 respondents, mostly members of police or security forces.

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Dezinformácie ako hrozba pre spoločnosť a snahy o ich elimináciu

Dezinformácie ako hrozba pre spoločnosť a snahy o ich elimináciu

Author(s): Magda Ružbacká / Language(s): Slovak Issue: 1/2024

With the development of a wide range of modern technologies, the rapid spread and wide availability of the Internet, as well as the extensive use of various information and communication tools and devices, a new range of possibilities have emerged for people, such as information retrieval, processing, and dissemination. However, at the same time, a new range of opportunities has emerged for the spread of misleading, deceptive and false information – disinformation –spread by state and non-state actors with the aim of influencing the functioning of democratic society and people's behaviour. The spread of disinformation thus currently represents an extremely dangerous threat that can have very negative consequences for individuals, organisations, and the entire society. For this reason, as part of the conducted security research, the author of this paper, deals with the issue of disinformation, points out the danger of its spread, defines the concept of disinformation and at the same time, discusses the possibilities of eliminating the consequences of the spread of disinformation.

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SOME NOTES ABOUT THE NATURE OF RUSSIAN INFLUENCE ACTIVITIES AND STRATEGIC NARRATIVES IN THE CONTEXT OF THE RUSSIAN MILITARY INVASION OF UKRAINE 2022–2023

SOME NOTES ABOUT THE NATURE OF RUSSIAN INFLUENCE ACTIVITIES AND STRATEGIC NARRATIVES IN THE CONTEXT OF THE RUSSIAN MILITARY INVASION OF UKRAINE 2022–2023

Author(s): Vladimir Sazonov,Jaanus Sägi / Language(s): English Issue: 23/2023

In this article the authors look at Russia’s information influence activities in the context of the first two years of the Russian military invasion in Ukraine (2022– 2023). The specific focus of this study is on analysing some examples of Russian strategic narratives created and disseminated by the Russian Federation, pro-¬Russian media outlets and social media channels (e.g. Telegram) in 2022–2023, targeting Western audiences, including examples of Russian influence activities targeting Estonian, Ukrainian and more generally Western audiences.

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We Write in Other People’s Blood: Troubling the Body
Politics and Disability Representation of Yakuza O

We Write in Other People’s Blood: Troubling the Body Politics and Disability Representation of Yakuza O

Author(s): Adeline Loh / Language(s): English Issue: 1/2024

This paper takes Yakuza 0, a retrospective prequel and standalone entry to the Yakuza digital game franchise from Japan, as a case study for disabled feminine bodies vis-à-vis their male counterparts in game narratives. Of note is Makimura Makoto, a downtrodden Chinese-Japanese woman experiencing post-traumatic psychogenic blindness, who serves as the unwitting kingpin of the yakuza’s schemes. This paper posits that a reading of the game’s narrative (as supplemented by its gameplay mechanics) through the critical lens of disability studies offers a more affective and recuperative understanding of the game’s treatment of its marginalised characters. This paper first seeks to intervene in the game’s embodied and gendered power dynamics by attending to the body politics of its fictitious criminal underworld. Correspondingly, this paper troubles the game’s presentation of disability as a gendered performance, wherein feminine bodies disproportionately experience the material consequences and trauma of their disabilities, framed as pivotal narrative movements that spur the game’s male protagonists forward. Ultimately, this paper works towards a more empathetic reading of Yakuza 0 as a roadmap for how the franchise and digital games at large can address disability as a compounding, ever-evolving relational condition in addition to its physical and/ormental dimensions.

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The Phenomenon of Trophies in Digital Games

The Phenomenon of Trophies in Digital Games

Author(s): Dinko Jukić / Language(s): English Issue: 1/2024

The study research phenomenon of trophies in digital games. It starts from the analysis of the trophy hunter and trophy community constructs. The phenomenon of collecting trophies in digital games and its impact on gamers, but also on the gaming experience, is researched. The trophy concept is a paradox because it simultaneously creates gamers who choose games according to the difficulty of the trophy, and play games they do not like because of the easiness of the trophy. The aim of the paper is to investigate, present and analyse the phenomenon of trophies in digital games from cultural, anthropological, and marketing aspects. Collecting trophies was observed in the context of the phenomenon of narcissistic culture according to Lasch’s theory. Also, the study draws a parallel between the phenomenon of trophies as a reward for gamers, but also the development of niche marketing. Trophy hunters represent a more detailed segmentation of consumers who we understand as brand ambassadors for digital games. Also, trophy hunters encourage each other to collect trophies and thus shape gamers. To obtain a precise insight into the phenomenon of trophies and trophy subculture, the method of virtual ethnography was used.

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Pokémon TCG Live: A Game without Monetization and Its
Place in the Gaming Industry

Pokémon TCG Live: A Game without Monetization and Its Place in the Gaming Industry

Author(s): Miroslav Macák / Language(s): English Issue: 1/2024

Over recent decades, digital games have been trying to find new ways to monetize their player base. The games have evolved from purely premium titles sold as a product, to repeatedly monetized free-to-play games as a service that allow players to spend limitless amount on various microtransactions. However, there are still some oddities present on the gaming market. The case study analyses the digital game Pokémon TCG Live, which does not have any form of direct monetization. The study points out how it corresponds to both the overarching Pokémon franchise, as well as the digital games industry. Its main goal is to identify its core mechanics that are traditionally connected with monetization practices, and find its position on the market in relation to other digital trading card games. Another point of interest for our study is the high level of interconnection between the printed and digital versions of the Pokémon Trading Card Game and how it impacts the online client.

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A Cultural History of the Greek Digital Games Origins: From Clones to Originality

A Cultural History of the Greek Digital Games Origins: From Clones to Originality

Author(s): Maximos S. Theodoropoulos / Language(s): English Issue: 1/2024

Literature on the digital games industry and gaming history has for the most part focused on the global production centres of North America, Western Europe, Japan, and, lately, China. However, in recent years, a call to research the diverse and less dominant national contexts within which digital games are produced has been addressed. In this article, we shed light on early digital game development in Greece, covering the years between 1982 and 2002. This particular region has been highly neglected by both domestic and international researchers. We approach Greek digital game development from both historical and cultural perspectives, through an investigation of how local game developers interact with a wide range of contextual facets in a complex interrelation between global and national conditions. This article argues that, in order to highlight the characteristics of early national game production cultures and digital games design, one must examine them as well under the broader cultural production ecosystem, along with the economic and institutional contexts and transformations within which digital game production takes shape.

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Escape with a Purpose

Escape with a Purpose

Author(s): Daniela De Angeli / Language(s): English Issue: 1/2024

Escape rooms are increasingly popular all around the world. Due to their popularity, we are also seeing more variations in concept, form, and aim. For example, nowadays we can engage with physical, digital or mixed escape rooms. Escape rooms are also developed for a range of purposes beyond entertainment, including to broadcast a message, train, and/or exchange data. However, past research on escape rooms has focused mostly on analysing physical versions or on investigating if and how escape rooms can educate players. This paper aims to overcome these gaps by exploring how escape rooms (digital, physical or mixed) can be designed for a variety of purposes beyond entertainment. Hence, this paper offers two main contributions: a definition of escape rooms with a purpose and a framework that can be used to both design and analyse escape rooms with a purpose. The framework is initially implemented based on a literature review in the fields of serious games, escape rooms and puzzle design. Its efficacy is then tested through the analysis of three escape rooms with a purpose. Following this analysis, the framework is finalised to include the following key design elements: concept/idea; stakeholders (target players and others); purpose; goal/winning condition; equipment; theme; narrative (puzzle organisation and storytelling methods); puzzle design; and evaluation.

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Understanding Auditory Space in Digital Games for Visually Impaired People

Understanding Auditory Space in Digital Games for Visually Impaired People

Author(s): Tomáš Farkaš / Language(s): English Issue: 1/2024

The article seeks to establish a foundational framework for comprehending crucial definitions and concepts related to auditory space in digital gaming, particularly focusing on audio games designed for visually impaired individuals (VI), often devoid of graphical interfaces. While existing studies often emphasize players’ interactions with interfaces and the acquisition of real-life skills, this text explores audio games through the lens of entertainment and immersion. Numerous studies indicate a demand among visually impaired players for more intricate and challenging games, incorporating elements usually used in standard digital gaming experiences. By combining definitions from both audio and traditional digital games, this article broadens the scope of sound design considerations, encompassing various aspects and classifications. It presents several auditory dimensions, consolidating them into a comprehensive dimension called attenuation, putting their roles within a game’s context. The author is a sound designer currently working on an audio game; therefore, many of the presented definitions are also a guide that will represent some of his own considerations while working on this game. These include not only the use of binaural or ambisonic sound but also understanding the ways and means of how to work with (3D) space in the context of audio and its possible functions.

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Suicide squad: kill the justice league

Suicide squad: kill the justice league

Author(s): Zdenko Mago / Language(s): English Issue: 1/2024

Review of: Rocksteady Studios. (2024). Suicide Squad: Kill the Justice League (Deluxe Edition, PS5 version) [Digital game]. WarnerBros. Games.

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Are You Living in a Computer (Game)?

Are You Living in a Computer (Game)?

Author(s): Walter Barta / Language(s): English Issue: 1/2024

First, we can reconstruct the simulation argument from Bostrom’s “Are you living in a computer simulation?” (2003, p. 243), more recently and lengthily defended by Chalmers (2022). As the argument goes, at least one of the following must be true:• S1. 100% of civilizations go extinct before making computer simulations.• S2. 100% of civilizations will never make computer simulations of ancestors.• S3. We are probably living in such an ancestor simulation.

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Prosvjetiteljske tendencije u ogledalu regionalnih medija: Äufklärungsdiskurse in der deutschsprachigen Regionalpresse Zentraleuropas 1800-1920

Prosvjetiteljske tendencije u ogledalu regionalnih medija: Äufklärungsdiskurse in der deutschsprachigen Regionalpresse Zentraleuropas 1800-1920

Author(s): Stephanie Jug / Language(s): Croatian Issue: 2/2023

Review of: Äufklärungsdiskurse in der deutschsprachigen Regionalpresse Zentraleuropas 1800-1920. Thomas Nicklas, Matjaž Birk (ur.). Épure – Éditions et presses universitares de Reims, 2022., 242 str.

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