Mídias Digitais

PROPOSTA DE FRAMEWORK PARA VALIDAÇÃO DE PERSONAS: UM ESTUDO DE CASO COM BASE EM ANÁLISE DE CLUSTERS FRAMEWORK PROPOSAL TO VALIDATE PERSONAS: A CASE STUDY BASED ON CLUSTER ANALYSIS

User Experience (UX) / Data Analysis / Personas / Mídias Digitais / Digital Marketing / Human-centered Design, UX/UI / Marketing Digital / Big Data Analytics / UX Research / UI/UX Design / Human-centered Design, UX/UI / Marketing Digital / Big Data Analytics / UX Research / UI/UX Design

[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

REVISTA \" NA CUIA \" : EXPERIÊNCIAS E CONSTRUÇÕES INDEPENDENTES E ALTERNATIVAS DO JORNALISMO CULTURAL

Comunicação Social / Mídias Digitais / Jornalismo Cultural / Jornalismo Alternativo / contrainformação

ESTEREÓTIPOS DA COMUNIDADE GAY ENQUANTO SER VIRTUAL

Marketing / Gay And Lesbian Studies / Identity (Culture) / Mídias Digitais / Aplicativos Para Dispositivos Móveis

Violência gratuita: relações entre a questão da violência e o gameplay

Video Games / Videogames / Games / Mídias Digitais / Videojuegos / Violencia / Violência / Jogos Digitais / Jogos eletrônicos / Violencia / Violência / Jogos Digitais / Jogos eletrônicos

Jogo Sujo: violência verbal e liberdade de expressão nos games

Video Games / Videogames / Mídias Digitais / Videojuegos / Censura / Violência / Jogos Digitais / Jogos eletrônicos / Liberdade De Expressão / Mídia e Sociedade / Lenguaje Políticamente Correcto / Violencia Verbal Y Psicológica / Politicamente Correto / classificação indicativa / Violência / Jogos Digitais / Jogos eletrônicos / Liberdade De Expressão / Mídia e Sociedade / Lenguaje Políticamente Correcto / Violencia Verbal Y Psicológica / Politicamente Correto / classificação indicativa

Religião e Novas Territorialidades - A Igreja na Rede

Sociology of Religion / Comunicacion Social / Mídias Digitais / Midia / Medios de Comunicación / Religião / Medios de comunicación y poder / Religião / Medios de comunicación y poder

[Dissertação] NÃO EXISTE AMOR EM APP? Pistas sobre o processo de subjetivação entre homens por meio de aplicativos voltados ao público gay

GPS Applications / Web Applications / Masculinities / Mídias Digitais / Mídias Sociais / Homoerotismo / Masculinidades / Grindr / Homoerotismo / Masculinidades / Grindr
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