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Queer media in the age of streaming video 流媒体时代的同性恋媒体
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-06-24 DOI: 10.1177/13548565241264155
Whitney Monaghan
This article contributes to an emerging field of research on the classification and organisation of film and television on streaming video platforms. While scholarship has begun to grapple with the complexities of the streaming video landscape, critical frameworks have yet to be established for examining issues of LGBTIQA+ inclusion in this context. This article explores questions about what queer media is in the streaming video era and how is this shaped by the information practices of streaming video services. Classification and organisation of titles is a significant factor in the discoverability of content on streaming video platforms. In the context of queer media, classification practices also impact the visibility of marginalised LGBTIQA+ identities, communities, and cultures. Beyond this, the categorisation practices of streaming video providers play a significant role in shaping and communicating cultural values about queer media. From an Australian vantage point, this article maps the contours of queer media in the streaming video environment, focusing on Subscription Video on Demand (SVOD) and Broadcast Video on Demand (BVOD) services. By investigating the categories that streaming video providers use to organise and highlight LGBTIQA+ film and television, this article identifies how queer media is defined as a cultural category through use of labels such as ‘pride’, the categories and subcategories that approach queer media as a constellation of niche interests, and an underlying emphasis on ‘good’ characters and positive LGBTIQA+ narratives.
本文是对流媒体视频平台上电影和电视的分类和组织这一新兴研究领域的贡献。虽然学术界已开始探讨流媒体视频的复杂性,但在此背景下研究 LGBTIQA+ 的包容性问题的关键框架尚未建立。本文探讨了流媒体时代的同性恋媒体是什么,以及流媒体视频服务的信息实践是如何塑造同性恋媒体的。标题的分类和组织是流媒体视频平台内容可发现性的一个重要因素。在同性恋媒体中,分类实践也影响着边缘化的 LGBTIQA+ 身份、社区和文化的可见度。除此之外,流媒体视频提供商的分类做法在塑造和传播有关同性恋媒体的文化价值观方面也发挥着重要作用。本文从澳大利亚的视角出发,以订阅视频点播(SVOD)和广播视频点播(BVOD)服务为重点,描绘了流媒体环境中同性恋媒体的轮廓。通过调查流媒体视频提供商用来组织和突出 LGBTIQA+ 电影和电视的类别,本文确定了如何通过使用 "骄傲 "等标签将同性恋媒体定义为一种文化类别、将同性恋媒体作为一种小众兴趣的类别和子类别,以及对 "好 "角色和积极的 LGBTIQA+ 叙事的潜在强调。
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引用次数: 0
Repairing what’s not broken – Algorithm repair manual as reflexivity device 修复未损坏的东西--作为反身性工具的算法修复手册
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-06-20 DOI: 10.1177/13548565241261978
Ana Pop Stefanija, Jo Pierson
In this article, we outline an innovative participatory method for reflexive engagement with algorithmic systems and the underlying processes of datafication that accompany them. Faced with the challenges of thinking critically and reflexively about algorithmic systems, both as non-expert individuals and expert researchers, we develop and elaborate on an approach for engaging participants in thinking with, – through and – about algorithmic artifacts. In developing our approach, we start from the premise that algorithms are always broken, and we devise Repair Manuals as productive reflexivity devices that will enable for reflective and reflexive encounters with algorithmic artifacts. Borrowing from the approaches developed by Shannon Mattern and Joseph Dumit, we take algorithmic data artifacts as entry points to embark on an investigative, self-learning and sense-making journey of the inevitable entanglement between the individuals and the all-encompassing algorithmic systems. The results from our study show that this approach offers valuable opportunities and insights both for educators and for researchers, and can be used equally for empowerment and educational goals.
在这篇文章中,我们概述了一种创新的参与式方法,用于反思算法系统及其伴随的数据化的基本过程。作为非专业人士和专业研究人员,我们都面临着对算法系统进行批判性和反思性思考的挑战,因此我们开发并阐述了一种方法,让参与者参与到对算法人工制品的思考中,并通过算法人工制品对其进行思考。在制定方法的过程中,我们的前提是算法总是坏的,因此我们设计了《修复手册》,将其作为富有成效的反身性工具,使人们能够与算法人工制品进行反思和反身性接触。借鉴香农-马特恩(Shannon Mattern)和约瑟夫-杜米特(Joseph Dumit)开发的方法,我们以算法数据人工制品为切入点,对个人与无所不包的算法系统之间不可避免的纠葛展开调查、自学和感知之旅。我们的研究结果表明,这种方法为教育工作者和研究人员提供了宝贵的机会和见解,同样可以用于增强能力和实现教育目标。
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引用次数: 0
From subculture to mainstream: Nostalgia, criticism and negotiation in a fan community 从亚文化到主流文化:粉丝社区中的怀旧、批评和协商
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-05-30 DOI: 10.1177/13548565241256563
Leticia-Tian Zhang
Extensive research has been conducted on social media and fandom, particularly on how digital platforms facilitate community formation and cultural production among fans. However, there remains a gap in understanding how these communities react to and interpret changes such as commercialization or mainstreaming of their platforms. This study addresses this gap by focusing on Bilibili’s danmu culture, a vibrant fan community that is transitioning from a subculture to a mainstream entity. The platform culture lies in danmu, a commentary system that allows for video-superimposed moving texts on the screen. Existing research on danmu mainly focuses on the mediated playful and creative audience participation. However, little is understood about the perception and critical evaluation of danmu commenting within its participatory community. This study investigates the vernacular criticism of danmu amongst users on Bilibili by analyzing user discussions around a remix video called ‘This is danmu culture!’. Findings reveal three overarching themes: nostalgia for past danmu creations, criticism of present danmu practices, and negotiation of danmu culture. Central to these themes is the commenters’ identification as part of an elite fan community that is gradually fading. Bilibili, once a sanctuary for anime, comic, and game enthusiasts, now finds itself caught in the tension between subculture and mainstream audiences, resulting in increasing polarization.
关于社交媒体和粉丝,特别是关于数字平台如何促进粉丝群体的形成和文化生产,已经开展了广泛的研究。然而,在了解这些社区如何应对和解释其平台的商业化或主流化等变化方面仍存在差距。本研究通过关注 Bilibili 的 danmu 文化来填补这一空白,danmu 是一个充满活力的粉丝社区,正在从亚文化向主流实体过渡。平台文化在于 danmu,这是一种可以在屏幕上叠加视频动态文本的评论系统。现有的关于 danmu 的研究主要集中在以游戏为媒介的创造性观众参与方面。然而,人们对其参与社区内对旦木解说的看法和批判性评价却知之甚少。本研究通过分析用户围绕一个名为 "这就是端木文化!"的混音视频的讨论,调查了 Bilibili 上用户对端木的方言批评。研究结果揭示了三大主题:怀念过去的 danmu 创作、批评现在的 danmu 实践以及协商 danmu 文化。这些主题的核心是评论者对逐渐消失的精英粉丝群体的认同。Bilibili 曾经是动漫、漫画和游戏爱好者的避难所,如今却陷入了亚文化与主流受众之间的矛盾之中,导致两极分化日益严重。
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引用次数: 0
Service withdrawal: The uncertain future of the games-as-a-service model 服务退出:游戏即服务模式前途未卜
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-05-28 DOI: 10.1177/13548565241256888
Louis-Etienne Dubois, Alex Chalk
The last decade has seen a rapid growth of service-based offerings – also known as Game-as-a-Service or GaaS – in the video game industry, among which are some of the most popular franchises, such as Fortnite or League of Legends. Yet, even though these games are designed to be played and supported for an indefinite period of time, many studios have recently chosen to curtail services after introducing them, making for unclear outlooks on the future of this business model. Hence, based on secondary sources – including company documents, industry press and dedicated player forums – this multiple case study sets out to investigate the reasons behind studios’ decision to discontinue parts of five popular GaaS. Three main motives for withdrawing services emerge from the cases. Namely, rather than supporting services, studios decide to (1) attend to the company, to (2) attend to players and (3) to attend to the core product itself. The results contribute to the nascent GaaS literature, in particular with respect to business models and product-life cycle considerations. Implications for studios are offered in closing.
过去十年间,基于服务的产品(也称为 "游戏即服务 "或 "GaaS")在视频游戏行业迅速发展,其中包括一些最受欢迎的特许经营游戏,如《堡垒之夜》或《英雄联盟》。然而,尽管这些游戏被设计为可以无限期地玩耍和支持,但最近许多工作室在推出这些游戏后却选择了减少服务,这使得这种商业模式的未来前景并不明朗。因此,基于二手资料(包括公司文件、行业媒体和专门的玩家论坛),本多重案例研究旨在调查工作室决定终止五款流行的 GaaS 部分服务背后的原因。从这些案例中可以看出,撤销服务的动机主要有三个。即,工作室决定(1)关注公司,(2)关注玩家,(3)关注核心产品本身,而不是支持服务。研究结果为新兴的 GaaS 文献做出了贡献,尤其是在商业模式和产品生命周期方面。最后提出了对工作室的启示。
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引用次数: 0
Combating contamination and contagion: Embodied and environmental metaphors of misinformation 消除污染和传染:错误信息的体现和环境隐喻
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-05-25 DOI: 10.1177/13548565241255347
Yvonne M Eadon, Stacy E Wood
In recent years, government agencies, information institutions, educators and researchers have paid increasing attention to issues of misinformation, disinformation and conspiracy theorizing. This has prompted a seemingly endless supply of guides, frameworks and approaches to ‘combating’ the problem. In studies of mis- and disinformation, a constellation of analogous concepts are defined in multiple ways across multidisciplinary literatures and institutional contexts. Misinformation, disinformation and conspiracy theory are often conflated, lacking specific, portable definitions across fields of study. Linguistic metaphors are often leveraged in place of this definitional work. The larger conceptual metaphors that they connote contain normative assumptions that often impose values and moral imperatives, imply deficiencies, assume intent, and foreground individual agency or lack thereof. Metaphors are as restrictive as they are illuminating; once used, a metaphor also applies constraints to the way in which a phenomenon can be understood. Metaphors not only shape the ways in which science is communicated to the public, but also the kinds of questions that are asked, the theories and methods used, and the parameters of the research design. By analyzing instances of linguistic metaphor, this exploratory study identifies and develops two conceptual metaphors that are frequently evoked to discuss mis- and disinformation: embodied health metaphors and environmental health metaphors. The former includes linguistic metaphors like viral/virality, infodemic, infobesity, information hygiene, information dysfunction, and information pathology. The latter includes linguistic metaphors like information pollution, infollution, and digital wildfires. Uncritically invoking such metaphors adopts tacit arguments deriving from the original field of study (e.g., public health’s tendency to equate individual embodied health with virtue), or the image of the metaphor itself ( digital wildfires implies quick spread and immediate danger), or both. Widespread and uncritical use of such metaphors, we argue, rewards speed and epistemic homogeneity in mis- and disinformation research – ultimately discouraging in-depth inquiry.
近年来,政府机构、信息机构、教育工作者和研究人员越来越关注错误信息、虚假信息和阴谋论问题。这促使人们为 "应对 "这一问题提供了似乎无穷无尽的指南、框架和方法。在对误导信息和虚假信息的研究中,一组类似的概念在多学科文献和机构背景中以多种方式被定义。错误信息、虚假信息和阴谋论常常被混为一谈,缺乏跨研究领域的具体、可移植的定义。语言学隐喻常常被用来代替这种定义工作。它们所蕴含的更大的概念隐喻包含规范性假设,往往强加价值观和道德要求,暗示缺陷,假定意图,并强调个人能动性或缺乏能动性。隐喻既有限制性,也有启发性;一旦使用,隐喻也会对理解现象的方式施加限制。隐喻不仅决定了向公众传播科学的方式,还决定了提出问题的类型、使用的理论和方法以及研究设计的参数。通过分析语言隐喻的实例,本探索性研究确定并发展了两种在讨论错误信息和虚假信息时经常使用的概念隐喻:体现健康隐喻和环境健康隐喻。前者包括病毒/病毒性、信息流行病、信息肥胖症、信息卫生、信息功能障碍和信息病理学等语言隐喻。后者包括信息污染、信息污染和数字野火等语言隐喻。不加批判地引用这些隐喻,采用的是源自原有研究领域的隐性论据(例如,公共卫生倾向于将个人的身体健康等同于美德),或隐喻本身的形象(数字野火意味着迅速蔓延和直接危险),或两者兼而有之。我们认为,广泛而不加批判地使用这些隐喻,会使错误信息和虚假信息研究的速度和认识上的同一性得到提升,最终阻碍深入探究。
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引用次数: 0
Joe Rogan v. Spotify: Platformization and worlds colliding 乔-罗根对 Spotify:平台化与世界的碰撞
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-05-13 DOI: 10.1177/13548565241253909
Terje Colbjørnsen
In May 2020, the music streaming service Spotify acquired exclusive rights to The Joe Rogan Experience, one of the world’s most popular podcasts. While the music streamer had started its foray into the podcasting world with acquisitions in 2019 of podcasting networks and production companies, the investment on Rogan was widely seen as a strong commitment. Rogan’s podcast is known to be humorous, crass, and often controversial. As the show dealt with highly contentious issues surrounding the COVID-19 pandemic, criticism emerged, both from medical professionals, from artists and from within Spotify. The most widely published pushback came from artist Neil Young in January 2022, as he posed an ultimatum: ‘They can have Rogan or Young. Not both’. The Joe Rogan v. Spotify case can be seen as indicative of how the platformization of podcasting creates tensions and conflicts: Worlds collide as the logics of music publishing and news publishing crash with Rogan’s free reign podcasting world. As a result, Spotify, as a podcasting platform and publisher, finds itself in unfamiliar terrain. This paper connects the details of the case with theories of platformization, looking specifically at the role of Spotify as a comparatively new distributor of podcasts and a driving force to connect various audio formats. Drawing on media industry studies and scholarship on media policy and regulation, the paper ends with a discussion on how to understand the complexity of Spotify’s role as a publisher and a platform and Rogan’s role as a platform creator.
2020 年 5 月,音乐流媒体服务 Spotify 获得了全球最受欢迎的播客之一《乔-罗根体验》(The Joe Rogan Experience)的独家版权。尽管这家音乐流媒体公司在2019年收购了播客网络和制作公司,开始进军播客领域,但对罗根的投资被广泛视为一项强有力的承诺。众所周知,罗根的播客幽默、粗鲁,而且经常引起争议。由于该节目涉及到围绕 COVID-19 大流行的极具争议性的问题,因此出现了来自医学专家、艺术家和 Spotify 内部的批评。2022 年 1 月,艺术家尼尔-杨提出了最后通牒:"他们可以选择罗根,也可以选择杨。不能两个都要"。乔-罗根诉 Spotify 一案可以被视为播客平台化如何造成紧张和冲突的例证:音乐出版和新闻出版的逻辑与罗根的自由播客世界发生了碰撞。因此,作为播客平台和出版商的 Spotify 发现自己处于一个陌生的领域。本文将该案例的细节与平台化理论联系起来,特别探讨了 Spotify 作为播客相对较新的发行商和连接各种音频格式的推动力所扮演的角色。本文借鉴了媒体行业研究以及媒体政策和监管方面的学术成果,最后讨论了如何理解 Spotify 作为出版商和平台的复杂角色,以及 Rogan 作为平台创建者的角色。
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引用次数: 0
The emergence of virtual production – a research agenda 虚拟生产的出现--研究议程
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-05-10 DOI: 10.1177/13548565241253903
Jon Swords, Nina Willment
Virtual production is increasingly seen as a way to make film and television more efficiently by harnessing the power of game engines to create unique locations and sets, offer directors more flexibility, and to cut carbon emissions. But while the technologies at the centre of virtual production are not new, their combination into filmmaking pipelines is in its infancy and the field is evolving fast. Indeed, so rapid is its evolution that pinning down what virtual production is, or might become, is a challenge in itself. What is clear, however, is that the approach is seen as an important element of filmmaking that is here to stay. In this article, we outline the emergence of virtual production and constituent technologies to pin down its current form. We also examine the emergent orthodoxies about what virtual production can do, what it can’t do and what it might allow filmmakers to do in the future. We finish the article by outlining a research agenda for further work on virtual production for scholars interested in its technologies, impact on working practices, how it might impact equality, diversity and equality agendas, and its implications for existing and emerging skills gaps across the film and TV industry.
虚拟制作被越来越多地视为一种更有效地制作电影和电视的方法,它利用游戏引擎的强大功能来创建独特的地点和场景,为导演提供更大的灵活性,并减少碳排放。但是,虽然虚拟制作的核心技术并不新鲜,但将其与电影制作流水线相结合还处于起步阶段,而且这一领域发展迅速。事实上,虚拟制作的发展如此迅速,以至于确定虚拟制作是什么或可能成为什么本身就是一项挑战。但显而易见的是,虚拟制作被视为电影制作的一个重要元素,并将继续存在下去。在本文中,我们将概述虚拟制作的出现及其组成技术,以确定其当前的形式。我们还探讨了虚拟制作能做什么、不能做什么以及未来可能允许电影制作人做什么等新出现的正统观点。文章最后,我们为对虚拟制作的技术、对工作实践的影响、对平等、多样性和平等议程的影响以及对整个影视业现有和新出现的技能差距的影响感兴趣的学者们概述了进一步开展虚拟制作工作的研究议程。
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引用次数: 0
Platform policy and online abuse: Understanding differential protections for public figures 平台政策与网络侵权:了解对公众人物的不同保护
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-05-08 DOI: 10.1177/13548565241253907
Rob Cover, Nicola Henry, Thuc Bao Huynh, Joscelyn Gleave, Viktor Grechyn, Sharon Greenfield
Public figures are subject to high rates of online abuse than everyday users. This article presents findings from a study on digital platforms’ higher threshold for protecting public figures in contrast to everyday users. Presenting a summary of extant literature on the experience, impact and harms of online abuse of public figures, we analyse 31 platform terms of service and related policies to understand the extent to which platforms openly differentiate between public figures and other users. We focus on platforms’ use of ‘newsworthiness’ and ‘public interest’ to justify the differential threshold. Using a cultural-informed approach, we analyse platforms’ reliance on ‘newsworthiness’ and ‘public interest’ justifications to argue that these justifications are utilised without regard for the histories, risk assessment, ethics and labour-intensive processes in which the concepts of newsworthiness and public interest became familiar among more traditional media forms such as news organisations.
与普通用户相比,公众人物遭受网络侵权的比例较高。本文介绍了一项关于数字平台对公众人物的保护门槛高于普通用户的研究结果。我们总结了有关公众人物遭受网络侵权的经历、影响和危害的现有文献,分析了 31 个平台的服务条款和相关政策,以了解平台在多大程度上公开区分公众人物和其他用户。我们关注平台利用 "新闻价值 "和 "公共利益 "来证明区别门槛的合理性。我们采用文化信息方法分析了平台对 "新闻价值 "和 "公共利益 "理由的依赖,认为这些理由的使用没有考虑到新闻价值和公共利益的概念在新闻机构等传统媒体形式中为人熟知的历史、风险评估、伦理和劳动密集型过程。
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引用次数: 0
Playing with persona: Highlighting older adults’ lived experience with the digital media 玩转角色:突出老年人在数字媒体中的生活体验
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-05-08 DOI: 10.1177/13548565241247415
Larissa Hjorth, Jacob Sheahan, Bernardo Figueiredo, Diane Martin, Mike Reid, Torgeir Aleti, Buschgens Mark
During the COVID-19 pandemic lockdowns (2020-2021), almost all facets of life were rendered digital – health, work, schooling, and logistics. In this phenomenon, not only did digital access become synonymous with social inclusion but inequalities were also amplified – particularly in the case of older adults (65 years and over). Contemporary older adults represent one of the most diverse spectrums of digital media users – spanning from technologically savvy to non-users. As the first generation of older adults to age in and through data in a data-saturated world, their understandings and experiences can teach us much about the possibilities and limitations of new media. Understanding these practices through cultural probes – like drawing, photos and writing prompts – can enable playful behaviours that not only elicit new thoughts and actions but also allow insight into some of the tacit lived experience that can support opportunities for technological use. In this paper, we ask: How can we playfully co-design through personas to enhance understandings of older adults’ lived experience of digital media? In this paper, we focus on the six co-design workshops in which we deployed personas as representations of digital experience to challenge, explore, provoke and help build nuanced tools for implementation. Through personas, speculative fiction and lived experience collide, offering some fascinating ways to rethink the digital-social dimension for older adults now and into the future.
在 COVID-19 大流行封锁期间(2020-2021 年),几乎生活的所有方面都实现了数字化--医疗、工作、教育和后勤。在这一现象中,不仅数字接入成为社会包容的代名词,而且不平等现象也被放大--尤其是老年人(65 岁及以上)。当代老年人是数字媒体用户中最多样化的群体之一--从精通技术到不使用数字媒体。作为第一代在数据饱和的世界中通过数据变老的老年人,他们的理解和经验可以让我们了解新媒体的可能性和局限性。通过文化探究--如绘画、照片和写作提示--来了解这些做法,可以使游戏行为不仅能引发新的想法和行动,还能洞察一些隐性的生活经验,从而支持技术使用的机会。在本文中,我们要问:我们怎样才能通过 "角色 "来进行游戏性的共同设计,从而加深对老年人数字媒体生活经验的理解?在本文中,我们重点讨论了六个共同设计工作坊,在这六个工作坊中,我们运用了角色作为数字体验的代表,来挑战、探索、激发和帮助建立细微的实施工具。通过 "角色",推理小说和生活经验发生了碰撞,为重新思考老年人现在和未来的数字社会维度提供了一些有趣的方法。
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引用次数: 0
Navigating the information environment about the Ukraine war 驾驭乌克兰战争的信息环境
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-04-17 DOI: 10.1177/13548565241247412
Nicoleta Corbu, Georgiana Udrea, Raluca Buturoiu, Elena Negrea-Busuioc
The concern about misinformation in the public space has become more worrisome during the COVID-19 pandemic and the war in Ukraine. In this context, we investigate what make people correctly recognize accurate information and detect misinformation about the war at the beginning of the conflict in Romania, a bordering country. By means of a national survey ( N = 1006) conducted in April-May 2022, we looked for predictors of people’s capacity of navigating the information environment about the conflict. Data was gathered via an online panel conducted by Kantar as part of a cross-country project implemented in 19 countries. Findings show that people are relatively good at discerning between correct and misleading statements about the war. Prior negative attitudes about the Ukraine invasion, the level of concern about the war, not having a conspiracy mindset, self-perceived media literacy, and the extent to which people believe fact-checks to be effective in fighting misinformation are all predictors of the accuracy of misinformation detection of the respondents. These results offer insights into how ideologically based/motivated misinformation could be countered in a war crisis context, in a country bordering the conflict.
在 COVID-19 大流行和乌克兰战争期间,人们对公共空间中的错误信息更加担忧。在此背景下,我们调查了是什么使人们能够正确识别准确的信息,并在冲突之初发现与战争接壤的罗马尼亚的错误信息。通过 2022 年 4 月至 5 月进行的一项全国调查(N = 1006),我们寻找了人们驾驭冲突信息环境能力的预测因素。数据是通过 Kantar 的在线小组收集的,该小组是在 19 个国家实施的跨国项目的一部分。调查结果表明,人们在辨别有关战争的正确言论和误导性言论方面相对较强。受访者之前对乌克兰入侵的负面态度、对战争的关注程度、没有阴谋论思想、自我感觉的媒体素养以及人们认为事实核查在打击误导方面的有效程度都是预测受访者识别误导准确性的因素。这些结果为在战争危机背景下,在一个与冲突接壤的国家如何应对基于意识形态/出于意识形态动机的错误信息提供了启示。
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引用次数: 0
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Convergence-The International Journal of Research Into New Media Technologies
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