Digital Culture

Animais fofinhos, Inês Brasil e Resposta do Público Frente a Novas Narrativas Publicitárias

Social Networks / Internet Studies / Narrative / Digital Media / Humor / Propaganda / Advertising / Participatory Culture / Digital Culture / Social Media / Viral internet marketing / Consumer Culture / Internet memes / Publicidade / Consumer Research / Entertainment / Humor Studies / Cybercultures / Online Advertising / Cibercultura / Memes / Consumer / Advertainment / Viral Marketing / Redes Sociais / Digital Marketing / Publicidade E Propaganda / Marketing Digital / Analise de Redes Sociais / Consumo / Internet Humor / Advertising and Marketing Communications / Advertising and Branding / Meme studies / Propaganda / Advertising / Participatory Culture / Digital Culture / Social Media / Viral internet marketing / Consumer Culture / Internet memes / Publicidade / Consumer Research / Entertainment / Humor Studies / Cybercultures / Online Advertising / Cibercultura / Memes / Consumer / Advertainment / Viral Marketing / Redes Sociais / Digital Marketing / Publicidade E Propaganda / Marketing Digital / Analise de Redes Sociais / Consumo / Internet Humor / Advertising and Marketing Communications / Advertising and Branding / Meme studies

GIFs meméticos, cultura pop e reapropriação da imagem: uma análise dos memes no Tumblr “Como Eu Me Sinto Quando”

Aesthetics / Literacy / Social Networks / Animation / Internet Studies / Dialectology / Digital Literacy / Popular Culture / Digital Media / Humor / Subcultures / Participatory Culture / Digital Culture / Pop Culture / Facebook / Internet memes / Youth Subcultures / Entertainment / Humor Studies / Cybercultures / Cibercultura / Memes / Facebook Studies / Redes Sociais / Analise de Redes Sociais / Dialética / Tumblr / Internet Humor / GIFs / Meme studies / Dialectology / Digital Literacy / Popular Culture / Digital Media / Humor / Subcultures / Participatory Culture / Digital Culture / Pop Culture / Facebook / Internet memes / Youth Subcultures / Entertainment / Humor Studies / Cybercultures / Cibercultura / Memes / Facebook Studies / Redes Sociais / Analise de Redes Sociais / Dialética / Tumblr / Internet Humor / GIFs / Meme studies

[Best Event Paper Award and Best Paper Award - Culture Track - SBGames 2016] A rede de negociações na arquitetura da cultura participativa de League of Legends // The network of negotiations at the architecture of participatory culture in League of Legends

Game Theory / Communication / Game studies / Media Studies / New Media / Media and Cultural Studies / Political Participation / Science Communication / Popular Culture / Digital Media / Community Engagement & Participation / Computer Games Technology / Video Games / Use of story-telling in games / Digital Culture / Culture / Fan Studies / Multiplayer Online Games / Resistance (Social) / Media Activism / Participation / Social Activism / Social Media / Video Game Theory / Cyberculture / Media / Fan Cultures / Digital Games / Convergence / Fandom / Online Fandom / Fan Theory and Culture / Community Participation / Media Convergence / Cybercultures / Youth Political Participation / Cultural power and resistance / Digital Theory and Culture / Activism / New Media Studies / Community-Based Participatory Research / Youth activism / Cibercultura / Games / Convergence Culture / Paratexts / New Media and Digital Culture / Mídias Digitais / Fanzines / Digital Activism / Citizen participation / Cultura Popular / Resistance / New Media and Political Activism / Online activism / Cultural Activism / Fanfiction / Fan Communities / Protest and resistance / Gamers / Digital Cultures / Cultura da Convergência / New Media and Political Communication / Online Fandom Culture / Activismo / Digital Culture, Cyberculture, New Media Studies / Community participation and engagement / Games and Culture / Mídia / Culturas Populares / Communications and New Media / Fandom Studies / League of Legends / Jenkins Henry / Cyberculture Studies / Cultures of Participation / Media and Cultural Studies / Political Participation / Science Communication / Popular Culture / Digital Media / Community Engagement & Participation / Computer Games Technology / Video Games / Use of story-telling in games / Digital Culture / Culture / Fan Studies / Multiplayer Online Games / Resistance (Social) / Media Activism / Participation / Social Activism / Social Media / Video Game Theory / Cyberculture / Media / Fan Cultures / Digital Games / Convergence / Fandom / Online Fandom / Fan Theory and Culture / Community Participation / Media Convergence / Cybercultures / Youth Political Participation / Cultural power and resistance / Digital Theory and Culture / Activism / New Media Studies / Community-Based Participatory Research / Youth activism / Cibercultura / Games / Convergence Culture / Paratexts / New Media and Digital Culture / Mídias Digitais / Fanzines / Digital Activism / Citizen participation / Cultura Popular / Resistance / New Media and Political Activism / Online activism / Cultural Activism / Fanfiction / Fan Communities / Protest and resistance / Gamers / Digital Cultures / Cultura da Convergência / New Media and Political Communication / Online Fandom Culture / Activismo / Digital Culture, Cyberculture, New Media Studies / Community participation and engagement / Games and Culture / Mídia / Culturas Populares / Communications and New Media / Fandom Studies / League of Legends / Jenkins Henry / Cyberculture Studies / Cultures of Participation

PNEUMAtic circUS: A Mail Art Project POWERED by OCTO / transmediale festival

Digital Media / Digital Culture / Social Media / Mail Art / Networked Arts

A periferia é o centro: juventudes, políticas públicas e cultura digital em São Paulo (págs 37-58)

Youth Studies / Digital Culture / Políticas Públicas / Juventude / Periferia

How to Decolonize the Digital Humanities: Or a Practical Guide

Media Studies / New Media / Media and Cultural Studies / Digital Humanities / Postcolonial Studies / Media History / Digital Culture / Media History / Digital Culture

Mais do que apenas dedos rápidos: narrativas e experiências de performances em League of Legends

High Performance Computing / Mechanics / Game Theory / Game studies / Performance Studies / Popular Culture / Digital Media / Game Design / Video Games and Learning / Computer Games Technology / Entertainment Computing / Video Games / Video Game Design / Video Game Development and Production / Gameplay (Video Game Design) / Digital Culture / Entertainment Theory / Multiplayer Online Games / Decision And Game Theory / Digital Media & Learning / Pop Culture / Performance / Video Game / Video Game Theory / Cyberculture / Sports Performance / Digital Games / Entertainment / Cybercultures / Videogames / Games / Etnography / Gameplay Experience / Media and Entertainment / Etnografía / Video game addiction / Entertainment Industry / Gamers / Jogos Digitais / Etnografia / High performance / Digital Culture, Cyberculture, New Media Studies / Media and Entertainment Management / League of Legends / Cyberculture Studies / Metagame / Popular Culture / Digital Media / Game Design / Video Games and Learning / Computer Games Technology / Entertainment Computing / Video Games / Video Game Design / Video Game Development and Production / Gameplay (Video Game Design) / Digital Culture / Entertainment Theory / Multiplayer Online Games / Decision And Game Theory / Digital Media & Learning / Pop Culture / Performance / Video Game / Video Game Theory / Cyberculture / Sports Performance / Digital Games / Entertainment / Cybercultures / Videogames / Games / Etnography / Gameplay Experience / Media and Entertainment / Etnografía / Video game addiction / Entertainment Industry / Gamers / Jogos Digitais / Etnografia / High performance / Digital Culture, Cyberculture, New Media Studies / Media and Entertainment Management / League of Legends / Cyberculture Studies / Metagame
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