Open Access. Powered by Scholars. Published by Universities.®

Digital Commons Network

Open Access. Powered by Scholars. Published by Universities.®

Articles 1 - 2 of 2

Full-Text Articles in Entire DC Network

Porting Transmedia Storytelling To Journalism, Kevin Timothy Moloney Jan 2011

Porting Transmedia Storytelling To Journalism, Kevin Timothy Moloney

Electronic Theses and Dissertations

This thesis examines how the methods of transmedia storytelling emerging in the entertainment industry might be used in a journalism context. Journalism is facing many crises, not the least of which is a loss of readership and perceived relevance to its public. Presented with an ever-expanding array of media with which to interact, the public is more difficult to attract to a socially relevant issue or a politically important story. Faced with similar issues, the entertainment industry has developed a means to engage with fans in a way that draws them across multiple media platforms, better captures their imagination and …


The Millennial Rumor: Understanding Millennial College Students' Characteristics, Digital Media Technology Usage, And Assumptions At The University Of Denver, Christina M. Murray Jan 2011

The Millennial Rumor: Understanding Millennial College Students' Characteristics, Digital Media Technology Usage, And Assumptions At The University Of Denver, Christina M. Murray

Electronic Theses and Dissertations

This quantitative study investigated student and faculty attitudes toward use of Digital Media Technology (DMT) at the University of Denver. The purpose was to understand how and why students and faculty used DMT on campus. Uses and gratifications theory (Katz, Blumler, & Gurevitch, 1974) was used as the theoretical model to interpret and understand Millennial college students' DMT use, Langer and Knefelcamp's (2008) College student technology arc was used as a conceptual model. Two survey instruments were designed: one for faculty and one for students to collect data on DMT use and attitudes toward use, satisfaction, skill, and learning at …