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Book part
Publication date: 2 February 2023

Ginger G. Collins and Stephanie F. Reid

This chapter details how engaging students in digital comics creation might support adolescents in strengthening their narrative writing capabilities. This chapter first provides…

Abstract

This chapter details how engaging students in digital comics creation might support adolescents in strengthening their narrative writing capabilities. This chapter first provides a more detailed explanation of the micro and macrostructural elements involved in narrative production. Second, the chapter provides an introduction to comics and important design features. The authors also illuminate the complexity of multimodal texts (texts that combine images and words) and link visual narrative pedagogy and curriculum to classroom equity and accessibility. Across these opening sections, academic standards are referenced to show how the comics medium aligns with national visions of what robust English Language Arts education entails. The chapter concludes with descriptions of specific pedagogical strategies and digital comic-making tools that teachers and interventionists might explore with students within various classroom contexts. Examples of digital comics designed using various web tools are also shared.

Details

Using Technology to Enhance Special Education
Type: Book
ISBN: 978-1-80262-651-3

Keywords

Article
Publication date: 9 August 2023

Rusty Stough and Christian Graham

Access to media is more available now than ever before, both physically and digitally. This study was used to investigate the underlying personality traits that influence the…

Abstract

Purpose

Access to media is more available now than ever before, both physically and digitally. This study was used to investigate the underlying personality traits that influence the decision to purchase either physical or digital books, and extend theory on access to art and provide a unique lens through which marketers can sell digital media.

Design/methodology/approach

Study 1 is a field study in which data were collected from several comic book readers and collectors to look at the role that psychological ownership plays in influencing the likelihood of buying physical or digital comics. Specifically, study 1 includes consumers' need for uniqueness and tech savviness as potential influencers. Study 2 extends the findings of study into a new context and manipulates, rather than measures, the identity of the participants. Study 2 looks at the effects of turning a digital object into a non-fungible token (NFT).

Findings

This paper demonstrates that consumers who have a high consumer need for uniqueness (CNFU) are more likely to prefer physical media to digital media. Further, it is shown that preference for physical media leads, on average, to more purchases and that the consumer's psychological ownership mediates the effects of CNFU. In addition, this paper shows that higher degrees of tech savviness led to a preference for digital media. Finally, this paper shows that when consumers identify with a collector identity, turning a digital item into an NFT increases their preference for that object.

Originality/value

This work builds off recent research into physical and digital media and is one of the first to examine the specific personality types that prefer each.

Details

Journal of Research in Interactive Marketing, vol. 18 no. 3
Type: Research Article
ISSN: 2040-7122

Keywords

Open Access
Article
Publication date: 20 June 2024

Felix Estrella

This paper aims to identify the effectiveness, student perceptions and impacts of integrating comics into the English as a foreign language (EFL) writing curriculum for…

Abstract

Purpose

This paper aims to identify the effectiveness, student perceptions and impacts of integrating comics into the English as a foreign language (EFL) writing curriculum for undergraduate Ecuadorian polytechnic students.

Design/methodology/approach

This research followed a mixed method design to obtain quantitative information through a researcher-made survey and paired T-test, which would be corroborated by the qualitative data obtained from semistructured interviews.

Findings

From the descriptive and T-test results and the interview answers, it is concluded that students have a favorable view of the effectiveness of using comics to improve their writing skills. They also expressed their engagement and motivation to work with comics.

Research limitations/implications

First, the research sample, comprised of 109 students, may restrict the generalizability of the findings beyond the specific context of this study. This constraint suggests caution in extrapolating these findings to broader student cohorts, emphasizing the need for larger-scale studies to validate the robustness and applicability of the outcomes. Second, the study’s focus solely on students from a polytechnic state university introduces a potential limitation concerning the diversity and representativeness of the participant pool. Consequently, the findings might be limited in their applicability and may not fully encompass students’ varied responses and attitudes from other educational backgrounds.

Practical implications

The scaffolding afforded by comics aligns with genre-based literacy perspectives, valuing instruction in textual genres and social purposes. From a practical pedagogical point of view, this paper’s results suggest the potential of comic narratives and storyboarding. Comics writing could be added to classroom activities to vibrantly aboard brainstorming, drafting and peer reviewing before dealing with higher-stakes assignments. Legitimizing alternative mediums like comics for academic writing tasks has social implications for promoting literacies in a multimedia world.

Social implications

Writing comics nurtures multiliteracies aligned with participatory digital cultures by expanding traditional linguistic-centric norms. This multimodal composing can potentially increase access and representation and amplify voices across identities and cultures.

Originality/value

Although the paper addresses a topic that is not entirely novel in research, its originality lies in its focus on data originating from Ecuador, where specific cultural nuances and educational contexts may influence the effectiveness of using comics to enhance EFL writing skills. Thus, it fills a gap in the existing literature on this subject.

Details

Quality Education for All, vol. 1 no. 1
Type: Research Article
ISSN: 2976-9310

Keywords

Article
Publication date: 24 February 2020

Alexander Buoye, Arne De Keyser, Zeyang Gong and Natalie Lao

The purpose of this paper is to look into the topic of IP category extensions in an entertainment setting. The main goal of the study is to explore the reciprocal spillover effect…

1506

Abstract

Purpose

The purpose of this paper is to look into the topic of IP category extensions in an entertainment setting. The main goal of the study is to explore the reciprocal spillover effect of customer experience (CX) ratings with an intellectual property (IP) in one medium (i.e. film) on the sales of the same IP in other media (i.e. comic books).

Design/methodology/approach

The study is based on 21-years of monthly top 300 comic book direct market sales data linked to the release schedule and domestic box office gross figures for films featuring Marvel and DC comic book IP appearing in the weekly top 50 films over the same time period. The analysis is based on a hierarchical linear (i.e. mixed) model to account for the nested structure of the data.

Findings

The analysis reveals that CX ratings of weekly top 50 films featuring comic book IP have a quadratic relationship with comic book sales by the two major publishers. Films receiving very good but not excellent ratings are associated with the highest levels of incremental comic book sales.

Research limitations/implications

The model is based on sales of periodical comic books in the direct market only (i.e. specialty shops) and does not account for sales of digital comics or collected editions through other channels. The analysis is also limited to IP for the two major publishers (Marvel and DC comics).

Originality/value

This study expands current knowledge on CX spillover effects between different media, contributing to entertainment and CX-literature alike.

Details

Journal of Services Marketing, vol. 34 no. 2
Type: Research Article
ISSN: 0887-6045

Keywords

Book part
Publication date: 11 September 2023

Veronica Moretti

Abstract

Details

Understanding Comics-Based Research: A Practical Guide for Social Scientists
Type: Book
ISBN: 978-1-83753-462-3

Article
Publication date: 21 May 2019

Sarah McNicol

The purpose of this paper is to explore the potential of participant-created comics as a research method through a project to investigate the life stories of British–Bangladeshi…

Abstract

Purpose

The purpose of this paper is to explore the potential of participant-created comics as a research method through a project to investigate the life stories of British–Bangladeshi women.

Design/methodology/approach

The author worked with a group of ten women through a series of workshops exploring their personal and community histories. Each of the women produced a digital comic that represented her story using text in any languages, photographs and drawings.

Findings

The experiences of the Graphic Lives project suggest there is considerable unexplored potential for the use of comics creation as a research method when working with community groups that may be considered “hard-to-reach”. A crucial difference between the comics created for the Graphic Lives project when compared to many other visual methods is that they do not seek or attempt to represent a verifiable truth. The project acknowledged and accepted the presence of fictional elements of autobiography and the difficulty in drawing boundaries between fiction and non-fiction. Indeed, this was seen as a strength of the stories as the use of imaginary elements offered participants a way to express emotional truths that they may otherwise have found difficult to convey.

Research limitations/implications

Whilst interviewing participants could be one way to analyse participant-created comics in certain circumstances, this should not simply be the default. In the Graphic Lives project, it was important to accept that participants had already voiced their story in a certain way – using words and images – during the creative process. The project needed to accept and respect their voices as they had chosen to present them and not expect the participants to transform this into something that was more aligned with what the researcher might want to hear. A limitation of this method is the time and resourcing required to undertake such a programme of in-depth work, in addition to the need for close collaboration with community partners.

Practical implications

The paper questions the appropriateness of research interviews when working with many “marginalised” groups. It suggests that alternative methods, such as the comics creation method described, may be a more effective way to engage “hard-to-reach” groups in research.

Social implications

This research has implications for the involvement of groups who, for a variety of reasons, are often excluded from research. It outlines a method that may be more socially acceptable than more established methods such as interviewing for some groups.

Originality/value

To date, exploration of the potential of comics as method of participatory knowledge construction has been limited. In addition, the use of comics to engage communities in research, especially adult groups who may be more reluctant to participate via traditional research methods, has received relatively little attention. This paper addresses these issues through a discussion of the use of comics creation as the research method adopted in a project working with a group of British–Bangladeshi women in the UK.

Details

Qualitative Research Journal, vol. 19 no. 3
Type: Research Article
ISSN: 1443-9883

Keywords

Case study
Publication date: 19 August 2022

Idhar Resmadi

At the end of this study, students should analyze the re-orientation of innovation music business model strategy to create a new market using the Blue Ocean Strategy of Sun-Eater…

Abstract

Learning outcomes

At the end of this study, students should analyze the re-orientation of innovation music business model strategy to create a new market using the Blue Ocean Strategy of Sun-Eater Records Company. Furthermore, they should be able to implement the business model transformation in the music industry in this digital media era based on data and technological capability. Students should analyze the digital content strategy that is relatable and relevant to music customers/users through content creation. Finally, they need to create the content strategy applicable to promotion and marketing innovatively in the music business.

Case overview/synopsis

This study analyzes how a Jakarta-based independent music company, Sun Eater Records, changed its strategy in response to the Covid-19 pandemic. The adverse effect of the pandemic on this company included a massive drop in sales of products and revenues from tours, festivals and outdoor music performances. Music industry stakeholders were confused and frustrated because of the restriction and the implementation of the social distancing policy, as most of their business models depended on live music showcases and selling records. The protagonist of this study, Kukuh Rizal Arfianto, is the director and co-founder of Sun Eater Records. Kukuh’s experience during the pandemic is used to capture the dilemma faced by the music industry players in Indonesia. This agile businessman transformed this music company by embracing digitalization. Inspired by the business models of Disney and 88 Rising (Music Management), Sun Eater Records developed various derivatives digital products. The company did not only sell music through digital content, it also developed several complementary products with music as their main theme. These innovative creations include mini-documentary, virtual concerts, compilation albums serial, digital comics, and Covid-19 Campaigns. The company is quite active in leveraging digitalization to survive in this business compared to other industry players. This study provides communication and design students opportunities to analyze how to draft an effective content strategy in the industry, in this case, the music industry.

Complexity academic level

This case is designed mainly for Management, Innovation, and Digital Communication course at the Bachelor's level program.

Supplementary materials

Teaching notes are available for educators only.

Subject code

CSS 11: Strategy.

Details

Emerald Emerging Markets Case Studies, vol. 12 no. 3
Type: Case Study
ISSN: 2045-0621

Keywords

Content available
Book part
Publication date: 2 February 2023

Abstract

Details

Using Technology to Enhance Special Education
Type: Book
ISBN: 978-1-80262-651-3

Content available
Article
Publication date: 29 June 2012

316

Abstract

Details

Library Hi Tech News, vol. 29 no. 5
Type: Research Article
ISSN: 0741-9058

Article
Publication date: 19 October 2012

Hye‐Kyung Lee

The purpose of this paper is to understand participatory consumers who are involved in translating and distributing overseas cultural commodities, without the permission of…

2956

Abstract

Purpose

The purpose of this paper is to understand participatory consumers who are involved in translating and distributing overseas cultural commodities, without the permission of copyright holders. It intends to conceptualize them as a new breed of cultural intermediaries and discuss implications of their activities for the cultural industries.

Design/methodology/approach

The paper conducts a case study of “manga scanlators” who voluntarily translate manga (Japanese comics) to English and share translated manga online with other fans, without authorization from copyright holders. In addition to literature review and analysis of the text of selected scanlation web sites, the author interviewed ten manga scanlators and eight manga industry practitioners and experts in the UK, the USA and Japan.

Findings

It is found that participatory consumers, as new cultural intermediaries, challenge the cultural industries by transferring a substantial part of the industries’ intermediary work to the realm of cultural fandom and by developing their own logics of organizing the intermediation process and distributing fan‐translated products.

Originality/value

Considering the lack of research on fan‐translation and dissemination of cultural products, this paper's findings will be a valuable addition to the existing account of participatory cultural consumption. The copyright infringement aspect in manga scanlation is seen as part of the bigger picture of the gradual decoupling of intermediation activities, which are required to bring cultural products to overseas markets, from the market economy of translated manga production and distribution.

Details

Arts Marketing: An International Journal, vol. 2 no. 2
Type: Research Article
ISSN: 2044-2084

Keywords

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