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Publisher: Redfame Publishing   (Total: 7 journals)   [Sort by number of followers]

Showing 1 - 7 of 7 Journals sorted alphabetically
Applied Economics and Finance     Open Access   (Followers: 10)
Applied Finance and Accounting     Open Access   (Followers: 5)
Business and Management Studies     Open Access   (Followers: 11)
Intl. J. of Social Science Studies     Open Access   (Followers: 16)
J. of Education and Training Studies     Open Access   (Followers: 2)
Studies in Engineering and Technology     Open Access  
Studies in Media and Communication     Open Access   (Followers: 12, SJR: 0.401, CiteScore: 1)
Journal Cover
Studies in Media and Communication
Journal Prestige (SJR): 0.401
Citation Impact (citeScore): 1
Number of Followers: 12  

  This is an Open Access Journal Open Access journal
ISSN (Print) 2325-8071
Published by Redfame Publishing Homepage  [7 journals]
  • You Could Have Just Asked: The Perception of Motivations to Play Violent
           Video Games

    • Authors: Julia Kneer, Ruud Jacobs, Christopher J Ferguson
      Pages: 1 - 11
      Abstract: Recent research has found that age and playing experience moderates people’s opinions regarding video games’ negative effects while the perception of the cause of game play – game play motivation – was not considered so far. This study investigated how age and playing expertise influence perceived game play motivations. A survey was performed on a sample of mixed age (N = 374). Categories found for perceived playing motivations for violent video games were: virtual aggression, fun/challenge, catharsis, boredom, and social. Fun/challenge was found to be the main motivations for both, non-players and players. However, age positively and playing experience negatively predicted the importance of the perceived motivation virtual aggression while the opposite pattern was found for fun/challenge. The discussion focuses on: 1.) How we should deal with such in- and out-group perceptions in game studies, 2.) how beliefs about player motivations influence further perceptions, and 3.) the necessity of understanding how society’s perception of games can influence game science itself.
      PubDate: 2018-07-17
      DOI: 10.11114/smc.v6i2.3389
      Issue No: Vol. 6, No. 2 (2018)
  • The Dynamics of Circuit of Culture Model in Promoting Angelina
           Jolie’s Humanitarian Activities

    • Authors: Oluwadamilola Ayeni
      Pages: 12 - 19
      Abstract: This paper addresses the dynamics of Circuit of Culture model in relation to a celebrity’s publicity efforts at promoting humanitarian activities. This analysis presents the publicity activities of Angelina Jolie using theoretical frameworks of the circuit of culture model which are; dynamics of representation, construction, consumption, identity and regulation. This paper presents several modes and points through which this model applies to her personality and humanitarian activities. This provides a description of how publicity works, thereby validating the importance of the model in the planning publicity activities for both individuals and organisations. The author conducts a case study using the method of content analysis and explores several academic literatures, texts, videos and media tools that demonstrates publicity activities by this celebrity.This case study reveals that actions and activities embarked upon by Angelina Jolie depicts a clearer picture of how the circuit of culture model works. Each point on the model linking to one another and acting as tools to supporting the other.
      PubDate: 2018-07-29
      DOI: 10.11114/smc.v6i2.3493
      Issue No: Vol. 6, No. 2 (2018)
School of Mathematical and Computer Sciences
Heriot-Watt University
Edinburgh, EH14 4AS, UK
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Fax: +00 44 (0)131 4513327
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