Academic literature on the topic 'Game phenomenon'

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Journal articles on the topic "Game phenomenon"

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Chen, Yi-Chun, and Siyang Xiong. "The e-mail game phenomenon." Games and Economic Behavior 80 (July 2013): 147–56. http://dx.doi.org/10.1016/j.geb.2013.02.010.

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Meng, Wei. "Evolutionary Game Simulation of “Wave Phenomenon”." Advanced Materials Research 940 (June 2014): 429–32. http://dx.doi.org/10.4028/www.scientific.net/amr.940.429.

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According to the complex system multi-Agent modeling and simulation overall method, using the replication dynamic mechanism of biological evolution, under the condition of unknown number "participants", to establish a simple example of capacity and capacity in advance before production implementation after introducing oligopolistic competition among the enterprises in both cases the capacity of decision-making game simulation of evolutionary game model is set up, discuss the investment enterprises “blindly enter-into” in “the wave phenomenon”. Through distinguishing the cause of excess capacit
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Moskalchuk, H. "Phenomenon of “language game” in contemporary Ukrainian Studies." Studia Philologica 1, no. 14 (2020): 68–74. http://dx.doi.org/10.28925/2311-2425.2020.1410.

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The article is devoted to the study of the concept of “game” and the phenomenon of the language game in the modern scientific interpretation. The interpretation of the concept of “language game” is reviewed and averaged. Scientific views on the game phenomenon in different spheres of human knowledge are presented. The author has made an attempt to study the nature of the language game and its main characteristics, to analyse its features. On the one hand, language game is seen as the intentional departure from the norm with the purpose of creating a humorous effect, on the other, it is perceiv
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Anisimova, A. T. "Phenomenon of computer game in translation discourse." Scientific bulletin of the Southern Institute of Management, no. 2 (August 2, 2018): 82–86. http://dx.doi.org/10.31775/2305-3100-2018-2-82-86.

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The article introduces a phenomenon of computer game as an emerging field in translation studies. The development and expanding of the world industry of interactive entertainment demands a proficient video games translation of high quality as the international market of video products is dominated by American and Japanese producers. The author discusses the issues of videogames translation in the concept field of localization as a videogames is not only an audiovisual product but a software product. The concept of translation and translator’s competence is about to leave the traditional equiva
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SAADANBEKOVA, Cholpon. "Game as a Phenomenon in Kyrgyz Family Traditions." WISDOM 18, no. 2 (2021): 85–95. http://dx.doi.org/10.24234/wisdom.v18i2.474.

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The relevance of the philosophical understanding of the concept of “game” is caused by the great interest in this phenomenon from the humanities and mathematical sciences (game theory). The subject of research is the socio-philosophical aspects of the game in the Kyrgyz family traditions. The purpose of the study is to conduct a historical and philosophical analysis of the game component within the framework of the specifics of the Kyrgyz ethnos. In the course of our research, we identified such properties of a game as non-utilitarianism, irrationality, the presence of rules, aesthetics, and t
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Nikitin, Grigory M. "Gaming as a sociocultural phenomenon in modern pedagogical science." Pedagogy: history, prospects 3, no. 5 (2020): 42–55. http://dx.doi.org/10.17748/2686-9969-2020-3-5-42-55.

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. Gaming is a peculiar phenomenon of the information age, which combines the inherent human desire for competition, rivalry, play with the modern capabilities of in-formation technology. Gamers are not only game participants, they become part of vir-tual reality through identity with their avatars, game images, representing one of the "products" of electronic culture, by which we mean the totality of the results of creativi-ty and communication of people in the context of the introduction of IT innovations, characterized by the creation of a single information space, virtual form of expression
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FUJIHARA, Masahito. "Exploratory Research on the Game Play Phenomenon." Journal of Digital Games Research 11 (2018): 1–13. http://dx.doi.org/10.9762/digraj.11.0_1.

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Litvinova, Svetlana. "Phenomenon of present-day preschoolers’ game subculture." St. Tikhons' University Review. Series IV. Pedagogy. Psychology 56 (March 31, 2020): 106–16. http://dx.doi.org/10.15382/sturiv202056.106-116.

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Nash, Dustin, Hae-Rhi Lee, Christopher Janson, Chalese Richardson-Olivier, and Maully J. Shah. "Video game ventricular tachycardia: The “Fortnite” phenomenon." HeartRhythm Case Reports 6, no. 6 (2020): 313–17. http://dx.doi.org/10.1016/j.hrcr.2020.02.007.

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Kneer, Julia, Sanne Franken, and Sabine Reich. "Not Only for the (Tom) boys: Gender Variables as Predictors for Playing Motivations, Passion, and Addiction for MMORPGs." Simulation & Gaming 50, no. 1 (2019): 44–61. http://dx.doi.org/10.1177/1046878118823033.

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Background. Research on playing motivation and passion for MMORPGs and gender has so far mainly focused on biological sex and neglected variables related to social gender such as masculinity and femininity. As some playing motivations and obsessive passion are assumed to be related to problematic game play, problematic game play is still considered a male phenomenon, often based on mainly male samples and disregarding underlying causes in problematic tendencies that could explain or extent findings on biological sex difference. Method. This survey based quantitative study investigated the impa
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Dissertations / Theses on the topic "Game phenomenon"

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Gustafsson, Viktor, and Gustav Höglund. "The cooperative future of game development : A phenomenon of collaboration between producers and consumers in the video game industry." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-188581.

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Independent developers and large-scale development studios - commonly seen as the Davids and Goliaths of the video game industry - are moving closer together. Powerful software frameworks, traditionally reserved for professional developers and only available through expensive licenses, are becoming free to use for consumers. By sharing their tools instead of keeping them for themselves, companies can utilize the combined talent of whole communities and monetize on that talent through royalties and other indirect fees. This paper describes how the video game industry has developed in recent yea
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Drazdauskas, Laurynas. "Virtual Reality as a Phenomenon of Art." Thesis, Linköping University, Department of Philosophy, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-7645.

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<p>In this essay results are developed on two different levels. First, it is shown in demonstration that a phenomenological analysis on the lines of Roman’s Ingarden’s study of works in literature can be applied to Virtual Reality works, such as professional-simulators and video-games. In particular it can then be pointed out that: i) sound is separable from the scene, but using sound VR becomes enriched; ii) the main role in literature is left for the imagination, while in VR we find richness in concretization.</p><p>Second, it is argued in discussion that works in VR can be qualified as work
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Sörenson, Karl. "In Search of Lost Deterrence – Two essays on deterrence and the models employed to study the phenomenon." Licentiate thesis, KTH, Filosofi och historia, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-240090.

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To deter is central for strategic thinking. Some of the more astute observations regarding the dynamics of deterrence were made during the Cold War by game theorists. This set the stage for how deterrence has come to be studied. A strong methodological element like the research on deterrence’s reliance on game theory requires examination in order to understand what sort of knowledge it actually yields. What sort of knowledge does one acquire when deterrence is viewed through game theoretic models? How do they inform us about the phenomenon of deterrence? To understand the nature of a phenomeno
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Ortiz, de Gortari A. B. "Exploring 'Game Transfer Phenomena' : a multimodal research approach for investigating video games' effects." Thesis, Nottingham Trent University, 2015. http://irep.ntu.ac.uk/id/eprint/27888/.

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Video games are evolving and are becoming ever more immersive. Consequently, it is necessary to understand their effects on gamers’ psychological wellbeing. The impact on cognition, affect and behaviour has mostly been investigated separately and sometimes from narrow approaches that limit the understanding of the video games’ effects. This thesis investigates the effects of playing video games from a novel, multimodal and broad research approach that is termed "Game Transfer Phenomena" (GTP). The Game Transfer Phenomena framework examines the influence of video games on gamers’ sensorial perc
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Franklin, Adam Christopher. "Headshot! An exploration of the phenomenon of violent video games /." Bowling Green, Ohio : Bowling Green State University, 2007. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=bgsu1182264608.

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Franklin, Adam C. "Headshot!: An Exploration of the Phenomenon of Violent Video Games." Bowling Green State University / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1182264608.

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Chan, Hok-Hin Vincent. "Study on the cooperative phenomena of the hypothesis testing Minority Game." Click to view the E-thesis via HKUTO, 2008. http://sunzi.lib.hku.hk/hkuto/record/B40040343.

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Chan, Hok-Hin Vincent, and 陳學謙. "Study on the cooperative phenomena of the hypothesis testing Minority Game." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2008. http://hub.hku.hk/bib/B40040343.

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Neto, Pedro Ribeiro de Andrade. "Game theory and agent-based modelling for the simulation of spatial phenomena." Instituto Nacional de Pesquisas Espaciais, 2010. http://urlib.net/sid.inpe.br/mtc-m19/2010/11.21.17.15.

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A modelagem baseada em agentes (\TEXTIT{Agent-Based Modelling} - ABM) fornece uma metodologia \textit{bottom-up} para a construção sistemas complexos. Ela tem obtido uma crescente aceitação em vários campos da ciência, tais como economia, sociologia e antropologia, por causa de sua capacidade de expressar como ações coletivas podem emergir a partir de um comportamento social individual. Um dos desafios importantes na modelagem baseada em agentes diz respeito a como representar as ações humanas em um ambiente espacialmente explícito. Agentes têm de ser conectados a uma representação do mundo, q
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Kanary, Nikolova Jennifer. "Labyrinth psychotica : simulating psychotic phenomena." Thesis, University of Plymouth, 2016. http://hdl.handle.net/10026.1/5509.

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This thesis forms a valuable tool of analysis, as well as an important reference guide to anyone interested in communicating, expressing, representing, simulating and or imagining what it is like to experience psychotic phenomena. Understanding what it is like to experience psychotic phenomena is difficult. Those who have experience with it find it hard to describe, and those who do not have that experience find it hard to envision. Yet, the ability to understand is crucial to the interaction with a person struggling with psychotic experiences, and for this help is needed. In recent years, the
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Books on the topic "Game phenomenon"

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Love game: A history of tennis, from Victorian pastime to global phenomenon. Serpent's Tail, 2014.

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Ed, Tittel, ed. Phenomenal PC games. Prima Pub., 1991.

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Jahn-Sudmann, Andreas, and Ralf Stockmann, eds. Computer Games as a Sociocultural Phenomenon. Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230583306.

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Coupland, Douglas. Lara's Book: Lara Croft and the Tomb Raider Phenomenon. Prima Publishing, 1998.

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Polick. Phenomenal foam flyer book: With aero-facts, techno-tips, and high-flyin' games. Innovative Kids, 2001.

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Galam, Serge. Sociophysics: A Physicist's Modeling of Psycho-political Phenomena. Springer US, 2012.

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Christie, Ian, and Annie Oever, eds. Stories. Amsterdam University Press, 2018. http://dx.doi.org/10.5117/9789462985841.

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Stories are perceived as central to modern life. Not only in narrative entertainment media, such as television, cinema, theater, but also in social media. Telling/having "a story" is widely deemed essential, in business as well as in social life. Does this mark an intensification of what has always been part of human cultures; or has the realm of "story" expanded to dominate twenty-first century discourse? Addressing stories is an obvious priority for the Key Debates series, and Volume 7, edited by Ian Christie and Annie van den Oever, identifies new phenomena in this field — complex narration
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1933-, Simopoulos Artemis P., and Pavlou Konstantinos N, eds. Nutrition and fitness for athletes. Karger, 1993.

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Love game: A history of tennis, from Victorian pastime to global phenomenon. University Of Chicago Press, 2016.

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McAlpine, Kenneth B. The Game Boy. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190496098.003.0008.

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This chapter examines the cultural phenomenon that was Nintendo’s Game Boy and suggests that its portability and low cost was pivotal in taking chiptune from primarily a desktop activity to something that could be taken onstage and gigged. Crucial to the Game Boy’s success was Tetris, the machine’s ‘killer app’. It was such a hit that its music made the transition from silicon to vinyl, demonstrating that video game music could be popular music in its own right. After the release of Nanoloop and Little Sound DJ in the late 1990s, musicians realized that the Game Boy was more than just a handhe
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Book chapters on the topic "Game phenomenon"

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Jenkins, Henry, and Kurt Squire. "‘Applied Game Theory’: Innovation, Diversity, Experimentation in Contemporary Game Design." In Computer Games as a Sociocultural Phenomenon. Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230583306_4.

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Dubey, Pradeep, and Abraham Neyman. "An Axiomatic Approach to the Equivalence Phenomenon." In Game-Theoretic Methods in General Equilibrium Analysis. Springer Netherlands, 1994. http://dx.doi.org/10.1007/978-94-017-1656-7_13.

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Lockwood, Dean, and Tony Richards. "Presence-Play: The Hauntology of the Computer Game." In Computer Games as a Sociocultural Phenomenon. Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230583306_17.

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Berger, Peter. "There and Back Again: Reuse, Signifiers and Consistency in Created Game Spaces." In Computer Games as a Sociocultural Phenomenon. Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230583306_5.

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Mohd Rani, Nurdalilah, Ida Hartni Zainol, and Muhamad Fairus Kamaruzaman. "Empirical Study on Game-Based Learning Phenomenon Through Mobile Design Technology." In International Colloquium of Art and Design Education Research (i-CADER 2014). Springer Singapore, 2015. http://dx.doi.org/10.1007/978-981-287-332-3_20.

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Feng, Anran. "The Implementation of Acoustic in the Game Design - Insight from the Recently Popular “Onmyoji” Phenomenon in China." In Advances in Human Factors in Wearable Technologies and Game Design. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-60639-2_22.

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Wait, Eldon C. "The Phenomenon of The Gaze." In Memory in the Ontopoesis of Life. Springer Netherlands, 2009. http://dx.doi.org/10.1007/978-90-481-2501-2_8.

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Ortiz de Gortari, Angelica B. "Characteristics of Game Transfer Phenomena in Location-Based Augmented Reality Games." In Augmented Reality Games I. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15616-9_2.

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Meschik, Markus. "Continue? Excessive Gaming Behavior and Handling Related Phenomena in Education." In Perspektiven der Game Studies. Springer Fachmedien Wiesbaden, 2019. http://dx.doi.org/10.1007/978-3-658-27395-8_20.

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Kelley, David F., Haohua Tu, and Xiang-Bai Chen. "Intraband Spectroscopy of GaSe Nanoparticles and InSe/GaSe Nanoparticle Heterojunctions." In Ultrafast Phenomena XV. Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-68781-8_215.

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Conference papers on the topic "Game phenomenon"

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Li, Qingjun, and Xiaoxia Guo. "Evolutionary Game Analysis of Fog and Haze Phenomenon." In 6th International Conference on Electronic, Mechanical, Information and Management Society. Atlantis Press, 2016. http://dx.doi.org/10.2991/emim-16.2016.326.

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Iermachkova, Olga, and Katarína Chválová. "LANGUAGE GAMES IN TEACHING RUSSIAN AS A FOREIGN LANGUAGE." In Aktuální problémy výuky ruského jazyka XIV. Masaryk University Press, 2020. http://dx.doi.org/10.5817/cz.muni.p210-9781-2020-3.

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The paper is devoted to the language game in teaching Russian as a foreign language. The research aims to examine the phenomenon of the language game in journalistic text and show its effective implementation in the study processes. Language games are considered at different language levels (word-formation, graphics, paremiology and etc.). The article analyzes the definitions of the examined phenomenon and its main functions in journalistic text.
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Silva, Gabriel, Rodrigo Lins Rodrigues, Amadeu Sá Campos Filho, and Américo Amorim. "Discovery of Research Gaps in Game Learning Analytics Applications on Learning Processes." In Simpósio Brasileiro de Informática na Educação. Sociedade Brasileira de Computação, 2020. http://dx.doi.org/10.5753/cbie.sbie.2020.1203.

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The benefits of game applications in the field of education have been increasingly evident due to the use of Game Learning Analytics, which is the collection, analysis and extraction of information from data obtained through Serious Games. In this article, this article aims to carry out a systematic mapping in order to identify research gaps in studies that use Game Learning Analytics to analyze an educational process, analyzing the observed educational phenomenon, the algorithms or techniques used and the characteristics and number of participants. We understand that even though the Game Lear
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Fangyuan Lu and Min Lu. "Evolutionary Game Analysis on the Phenomenon of National Student Loan Default." In 2008 International Seminar on Business and Information Management (ISBIM 2008). IEEE, 2008. http://dx.doi.org/10.1109/isbim.2008.176.

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Arlitt, Ryan, Friederich Berthelsdorf, Sebastian Immel, and Robert Stone. "Using Human Computation to Assist Biologically Inspired Design: Evaluating a Game-With-a-Purpose." In ASME 2014 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/detc2014-34796.

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Locating relevant biological analogies is a challenge that lies at the heart of practicing biologically inspired design. One promising solution involves computationally providing relevant inspiration to the designer. This paper presents a novel human computation game for collecting computable descriptions of biological strategies, an assessment of the quality of these descriptions gathered from experimental data, and an evaluation of the game’s user experience. This human computation approach to collecting and organizing biological phenomena improves upon the breadth of curated database approa
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Liu, De-hai, and Wei-guo Wang. "An Explanation of Evolutionary Game Theory for the Circulative Flowed Phenomenon in Chinese Rural Labor Transfer." In 2008 Second International Conference on Genetic and Evolutionary Computing (WGEC). IEEE, 2008. http://dx.doi.org/10.1109/wgec.2008.54.

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"The Game Playing and Development Trend of Cross-boundary Vocal Performance Phenomenon and Traditional Vocal Music." In 2018 International Conference on Culture, Literature, Arts & Humanities. Francis Academic Press, 2018. http://dx.doi.org/10.25236/icclah.18.025.

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Iermachkova, Olga. "Языковая игра с именами собственными в газетном заголовке". У Пражская Русистика 2020 – Prague Russian Studies 2020. Charles University, Faculty of Education, 2020. http://dx.doi.org/10.14712/9788076032088.1.

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The article is devoted to the phenomenon of language game in journalistic title. Particular attention is paid to proper names (anthroponyms, toponyms, etc.), which have become the material for the formation of game titles in the print media. The purpose of the article is to determine the most productive class of proper nouns, as well as the most popular method for creating a game headline in the Russian printed edition “Kommersant” for 2019-2020.
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Li, Shilong, and Siyu Liu. "Restraining the Illegal Sublease Phenomenon of Public Rental Housing in China: Based on Dynamic Evolutionary Game Theory." In International Conference on Construction and Real Estate Management 2019. American Society of Civil Engineers, 2019. http://dx.doi.org/10.1061/9780784482308.105.

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Kuzmina, Luiza, and Elena Remchukova. "RUSSIAN CLASSICAL LITERATURE TEXT AS A PRECEDENT PHENOMENON OF THE MODERN MEDIA SPACE." In NORDSCI International Conference. SAIMA Consult Ltd, 2020. http://dx.doi.org/10.32008/nordsci2020/b1/v3/18.

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The article is devoted to the functioning features of precedent texts in modern media discourse. Texts by F.M. Dostoevsky, namely, fiction, journalism and epistolary heritage, served as the research material. The relevance of the study is explained by the intertextual nature of the modern media space. The article shows that along with the use of Dostoevsky's precedent texts as signs of high culture, the modern media space also actively manifests the features of the postmodern cultural paradigm. The specifics of the latter include metatextuality, irony, various kinds of transformation, e.g., in
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Reports on the topic "Game phenomenon"

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Slotiuk, Tetiana. CONCEPT OF SOLUTIONS JOURNALISM MODEL: CONNOTION, FUNCTIONS, FEATURES OF FUNCTIONING. Ivan Franko National University of Lviv, 2021. http://dx.doi.org/10.30970/vjo.2021.50.11097.

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The article examines the main features, general characteristics and essence of the concept of solutions journalism. The basic principles of functioning of this model of journalism in the western press and in Ukraine are given. The list and features of activity of the organizations, institutes and editorial offices supporting development of journalism of solutions journalism. The purpose of the publication is to describe the Solutions Journalism model: its features, characteristics and features of functioning, to find out the difference in the understanding of the concept of «solutions journali
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