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Full-Text Articles in Other Film and Media Studies

My Physical-Digital Self: Exploring The Detrimental Effects Of The Metaverse On Relationship & Identity Development, Sophia De Castro Jan 2023

My Physical-Digital Self: Exploring The Detrimental Effects Of The Metaverse On Relationship & Identity Development, Sophia De Castro

CMC Senior Theses

The metaverse, which is the next iteration of the internet--an immersive, virtual world--poses a threat to the essential human need for healthy relationship and identity development. Coming out of the COVID-19 pandemic, the effects of isolation and virtual socialization led many to prefer physical experiences, despite society’s overall dependency on and connectedness to the internet and technological devices. Framed by Maslow’s hierarchy of human psychological needs, Turkle’s analysis of the human relationship to earlier forms of virtual reality, and Foucault’s principles of caring for and knowing the self, this paper argues that the metaverse will be detrimental towards developing participant’s …


Playing To Win: The Effects Of Implementing Gamification Strategies In Product Marketing, Sabrina Stone Jan 2023

Playing To Win: The Effects Of Implementing Gamification Strategies In Product Marketing, Sabrina Stone

CMC Senior Theses

Let’s play a game. What effect do you think video games have on twenty-first-century marketing? In this age defined by its nature of digitality, capturing the attention of consumers is an arduous competition. Through market segmentation, research, and the observable variables of consumer behavior, product marketing has turned to video games as a solution to appeal to younger demographics. Gamification is an increasingly applied product marketing strategy employed to increase favorable metrics. Of those key performance indicators (KPIs), boosted measures such as click-through rates, impressions, and engagement rates suggest that gamification is a strategic opportunity to persuade consumers to take …


Greenpeace In Germany And The U.S.: A Case Study In Non-Profit Web Design, Maximilian J. Weirauch Jan 2022

Greenpeace In Germany And The U.S.: A Case Study In Non-Profit Web Design, Maximilian J. Weirauch

CMC Senior Theses

This thesis draws on Geert Hofstede’s cultural dimensions model, connects it to basic principles of web design, and applies it to a website analysis of the global non-profit organization Greenpeace. This case study of cultural dimensions in web design utilizes Hofstede’s framework from 1974 throughout all its chapters and focuses on the cultural differences between Germany and the U.S. My hypothesis that successful marketing materials such as websites must communicate differently with their U.S.-American and German audiences is partially borne out. But it is important to note that Hofstede’s cultural dimensions model cannot fully account for certain intercultural dimensions of …


Technological Disruption In Entertainment: Navigating The Film Industry's Dynamic Relationship To The Consumer, Samantha Mea Simon Jan 2017

Technological Disruption In Entertainment: Navigating The Film Industry's Dynamic Relationship To The Consumer, Samantha Mea Simon

Scripps Senior Theses

The following thesis acts as a critical cultural progression report surrounding the current technological disruption in the entertainment industry and its impact on consumers. This begins with a study of the history starting in 1910 and covers the urbanization of America during the Industrial Revolution, the developing fan experience, a history of consumer demands in relation to oligopolistic principles and the blockbuster method, the invention and influence of the television, and the current effect of technological advancement in the entertainment industry. Following this historical overview, four chapters will study different methods of analysis covering the intricacies of the current technological …