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1

Riedlinger, Michelle, Luisa Massarani, Marina Joubert, Ayelet Baram-Tsabari, Marta Entradas, and Jennifer Metcalfe. "Telling stories in science communication: case studies of scholar-practitioner collaboration." Journal of Science Communication 18, no. 05 (October 14, 2019): N01. http://dx.doi.org/10.22323/2.18050801.

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Reflecting on the practice of storytelling, this practice insight explores how collaborations between scholars and practitioners can improve storytelling for science communication outcomes with publics. The case studies presented demonstrate the benefits of collaborative storytelling for inspiring publics, promoting understanding of science, and engaging publics more deliberatively in science. The projects show how collaboration between scholars and practitioners [in storytelling] can happen across a continuum of scholarship from evaluation and action research to more critical thinking perspectives. They also show how stories of possible futures and community efficacy can support greater engagement of publics in evidence-informed policymaking. Storytelling in collaborations between scholars and practitioners involves many activities: combining cultural and scientific understandings; making publics central to storytelling; equipping scientists to tell their own stories directly to publics; co-creating stories; and retelling collaborative success stories. Collaborative storytelling, as demonstrated in these case studies, may improve the efficacy of science communication practice as well as its scholarship.
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Karzen, Mirna, and Damir Demonja. "Importance of Storytelling." Nova prisutnost XVIII, no. 3 (November 21, 2020): 653–68. http://dx.doi.org/10.31192/np.18.3.15.

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A well-told story has always been the cornerstone of good marketing and business, that is, »sales« and products and destinations. Faced with increasing competitiveness and increasingly demanding visitors seeking active nature tourism and integrated facilities, tourism stakeholders face the challenges of designing innovative tourism content that will, above all, »tell the story« and create a full, multisensory experience. Main ingredient of this holistic approach to destination development reflects primarily in the fact that the community is involved into all facets of development. The location turns into a destination once a location is harmonized with the needs of the tourists. Involving visitors in the life of the destination decreases the negative impact tourism might have and creates sustainability. How does this process work in the case of natural disasters or pandemic crises? How can storytelling become an important vehicle for connecting people and creating a disaster resilient cultural heritage? What are the tools in disaster risk management especially when we talk about cultural heritage? The underlying question is also: how do/may social innovation/participatory governance contribute to a more resilient and inclusive, cultural heritage and how can such approaches be improved and applied across Europe? This paper will explain the importance of storytelling in the context of pandemic crises as COVID-19 is, but also other natural disasters such as earthquakes or floods that are due to climate change and manmade influence more frequent than ever. Based on the results of research and examples of good practice (Croatian and European), this paper will identify basic steps and tools that can help both private and public stakeholders create quality product and content. By using examples of case studies, it will also argue that innovative approaches and participatory governance could contribute to a more resilient and inclusive cultural heritage and ultimately desired tourist destinations.
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Bricker, Andrew Benjamin. "Is Narrative Essential to the Law?: Precedent, Case Law and Judicial Emplotment." Law, Culture and the Humanities 15, no. 2 (January 21, 2016): 319–31. http://dx.doi.org/10.1177/1743872115627413.

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Storytelling pervades almost every aspect of the law. Many narrativistic legal elements, however, have in fact been little more than historically transitory. Given the precarious status of narrative at law, I argue we should focus instead on one of the most historically consistent acts of legal storytelling: the judicial opinion. Here I examine in particular the invocation of precedent in legal opinions, what I call “judicial emplotment,” as an almost archetypal act of formalized storytelling. As I go on to argue, the courts justify legal outcomes by invoking precedent, thereby placing decisions within a specific and heavily formalized legal-narrative structure.
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Clarke, Robert, and Andrea Adam. "Digital storytelling in Australia." Arts and Humanities in Higher Education 11, no. 1-2 (June 20, 2011): 157–76. http://dx.doi.org/10.1177/1474022210374223.

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This project explored the experiences of a small sample ( N = 6) of Australian academics with the use of digital storytelling as a pedagogical tool in higher education contexts. This article describes two case studies of academic uses of digital storytelling, along with interpretive analysis of six semi-structured interviews of academics working within media and communication studies and their reflections on the potential of digital storytelling to enhance student learning and the student experience. Three consistent themes emerged, based around issues of definition, the need for ‘constructive alignment’, and resource and planning requirements. Academics regarded digital storytelling as a complement to, not a substitute for, conventional methods of learning and assessment such as the critical research essay. Overall, reservations exist regarding the promise of digital storytelling as a pedagogical tool that some academics have recently claimed for it.
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Wilson, Kimberley, and Cheryl Desha. "Engaging in design activism and communicating cultural significance through contemporary heritage storytelling." Journal of Cultural Heritage Management and Sustainable Development 6, no. 3 (November 21, 2016): 271–86. http://dx.doi.org/10.1108/jchmsd-10-2015-0039.

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Purpose The purpose of this paper is to discuss the role of contemporary storytelling in preserving built heritage, as a mechanism for extending the useful life of buildings. Design/methodology/approach The authors adopted a qualitative action research approach to consider the role of storytelling. A creative, multi-method approach (i.e. a “Brisbane Art Deco” publication and associated marketing campaign) was used as a case study to explore the contours of such an approach and its efficacy in engaging the community. Findings This paper highlights the potential of contemporary approaches to heritage storytelling, including utilising digital technologies, to engage a diverse range of people that may not have otherwise participated. The authors propose the value of taking a creative and whole-of-society approach – such as that used in this case study – to heritage storytelling. Research limitations/implications The case study discussed provides a phenomenological insight into one version of “contemporary heritage storytelling”. The findings have immediate implications for prioritising research into storytelling for the preservation of built heritage. Practical implications The case study demonstrates opportunities for community engagement through storytelling and highlights potential strategies to effectively contribute to a greater societal value of cultural heritage. Originality/value This research contributes to theory and practice around the management of cultural heritage, and highlights the usefulness of employing such a strategy to reach and engage a broader audience.
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Jones, Raya A. "Storytelling scholars and the mythic child: Rhetorical aesthetics in two case studies." Culture & Psychology 17, no. 3 (September 2011): 339–58. http://dx.doi.org/10.1177/1354067x11408135.

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7

Hartley, John, Kelly McWilliam, Jean Burgess, and John Banks. "The Uses of Multimedia: Three Digital Literacy Case Studies." Media International Australia 128, no. 1 (August 2008): 59–72. http://dx.doi.org/10.1177/1329878x0812800108.

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We identify some tensions between formal education and informal learning in the uses of popular literacy since the nineteenth century, in order to argue for a ‘demand-led’ model of education in digital literacy. We go on to analyse three case studies — digital storytelling, the Flickr photosharing site and the MMOG (massively multiplayer online game) Fury — to discuss issues arising from demand-led learning, which requires a procedural (not propositional) model of knowledge, a vernacular and informal model of creativity, and a ‘navigator’ and entrepreneurial model of consumer agency. In light of these examples, the article raises the question of how digital literacy can and should be taught.
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Turner, Rosalind. "Bondi Cinderellas: Storytelling and Gatekeeping in the Press." Media International Australia 97, no. 1 (November 2000): 105–21. http://dx.doi.org/10.1177/1329878x0009700113.

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The engagement of Kate Fischer, actress, and Jamie Packer, media executive and son of Australia's richest man, ended in October 1998. In the week following the split, Packer signed over in entirety the Bondi apartment he had shared with Fischer. He was also sighted dining with another model, Jodie Meares (whom he later married). Also that week, Fischer left Australia for Hollywood. Sydney press coverage of these events continued for over a month. This paper is a case study of news stories about the break-up. Storytelling in the news is the initial focus, including consideration of ways in which Cinderella themes were embedded in several accounts. Conventional distinctions between soft news and hard news are also considered, because many accounts were located in sections of newspapers conventionally devoted to hard news. Placement and timing of the stories are also considered in terms of the gatekeeper metaphor. The concept of scandal is also briefly investigated.
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Selting, Margret. "Affectivity in conversational storytelling." Pragmatics. Quarterly Publication of the International Pragmatics Association (IPrA) 20, no. 2 (June 1, 2010): 229–77. http://dx.doi.org/10.1075/prag.20.2.06sel.

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This paper reports on some recent work on affectivity, or emotive involvement, in conversational storytelling. After presenting the approach, some case studies of the display and management of affectivity in storytelling in telephone and face-to-face conversations are presented. The analysis reconstructs the display and handling of affectivity by both storyteller and story recipient. In particular, I describe the following kinds of resources: - the verbal and segmental display: Rhetorical, lexico-semantic, syntactic, phonetic-phonological resources; - the prosodic and suprasegmental vocal display: Resources from the realms of prosody and voice quality; - visual or "multimodal" resources from the realms of body posture and its changes, head movements, gaze, and hand movements and gestures. It is shown that the display of affectivity is organized in orderly ways in sequences of storytelling in conversation. I reconstruct (a) how verbal, vocal and visual cues are deployed in co-occurrence in order to make affectivity in general and specific affects in particular interpretable for the recipient and (b) how in turn the recipient responds and takes up the displayed affect. As a result, affectivity is shown to be managed by teller and recipient in storytelling sequences in conversation, involving both the reporting of affects from the story world as well as the negotiation of in-situ affects in the here-and-now of the storytelling situation.
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Ladeira, Ilda, Nicola J. Bidwell, and Xolile Sigaji. "DIGITAL STORYTELLING DESIGN LEARNING FROM NON-DIGITAL NARRATIVES: TWO CASE STUDIES IN SOUTH AFRICA." Oral History Journal of South Africa 2, no. 1 (September 22, 2016): 41–55. http://dx.doi.org/10.25159/2309-5792/1582.

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Digital tools for User Generated Content (UGC) aim to enable people to interact with media in conversational and creative ways that are independent of technology producers or media organisations. In this article we describe two case studies in South Africa that show that UGC is not simply something tied to technology or the internet but emerges in non-digital storytelling. At the District Six Museum in Cape Town, District Six ex-residents are central collaborators in the narratives presented. Ex-residents tell stories in the museum and can write onto inscriptive exhibits, such as a floor map showing where they used to live, and visitors can write messages on ‘memory clothes’, which are later preserved through hand embroidery. Such explicit infrastructures to access and protect cultural records are less available to rural inhabitants of the former Transkei. To address this gap local traditional leaders and villagers collaborated with a National Archives Outreach Programme by co-generating a workshop that linked various local priorities, such as representation to government, land rights and ecotourism to natural and cultural heritage. Both studies start to reveal opportunities to design technologies that increase participation in recording and sharing personal and cultural stories. They also show the need to respect values embedded in place-based oral customs, such as the importance of enabling transparency and supporting alternative views on historical events.
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Bessant, Judith. "Stories of Disenchantment: Supervised Chroming, the Press and Policy-Making." Media International Australia 108, no. 1 (August 2003): 50–66. http://dx.doi.org/10.1177/1329878x0310800108.

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This article examines how we can best understand the role of media activity in the policy-making process. The idea of policy-making as a rational, logical and objectively informed procedure is challenged, and attention is given to the mythic-narrative techniques used in the media to constitute social problems. This is done by way of a case study of Melbourne press reports on the ‘supervised chroming of children’ in early 2002. Based on the assumption that journalism functions first and foremost as a form of storytelling, I focus on two specific rhetorical techniques employed by media workers. I first draw on Cerulo's (1998) classifications of victim/perpetrator sequences before turning to the mythic elements of storytelling.
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Tatli, Zeynep, Nursel Uğur, and Ünal Çakiroğlu. "Peer assessment through digital storytelling: experiences of pre-service IT teachers." International Journal of Information and Learning Technology 35, no. 3 (June 4, 2018): 217–28. http://dx.doi.org/10.1108/ijilt-10-2017-0105.

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Purpose The purpose of this paper is to reveal the contribution of the digital storytelling to the peer assessments experiences of pre-service teachers within the teaching practices. Design/methodology/approach The study is carried out as a special case study. Both qualitative and quantitative data gathering tools were used together to investigate a special case in depth (Yıldırım and Şimşek, 2011; Çepni, 2007). In this study, the case investigated was the process whereby the senior year pre-service teachers enrolled in the faculty of education provided assessments of themselves and their peers through the teaching practice course, using digital storytelling. The contributions of the assessment method employed, in the experiences and personal development of the pre-service teachers, were investigated through interviews with pre-service teachers involved. Findings The results suggested that pre-service teachers’ perspectives were quite positive toward the use of digital storytelling for peer assessment in their teaching practices. The prominent contributions were: they caused easily tolerate personally as they did not take a direct form, and that they considered peer assessment through digital storytelling as an alternative means of assessment to effectively reflect the process. Receiving more detailed feedback about their classroom experiences and their teaching skills was helpful for pre-service IT teachers. Suggestions due to the findings were also included. Originality/value In the study, peer assessment digital stories in the teaching practice courses offers the benefits of confidence with, different perspectives, satisfaction, and objectivity. These benefits can help pre-service teachers to focus on shortcomings regarding their teaching experiences, and take care for the correction. Further studies can be provided about the digital storytelling processes in various assessment processes of the instructions to reveal the potential of digital narratives in other domains as well.
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Haitch, Russell, and Donald Miller. "Storytelling as a Means of Peacemaking: A Case Study of Christian Education in Africa." Religious Education 101, no. 3 (September 2006): 390–401. http://dx.doi.org/10.1080/00344080600788597.

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Cheng, Eric C. K., S. W. Wu, and Jim Hu. "Knowledge management implementation in the school context: case studies on knowledge leadership, storytelling, and taxonomy." Educational Research for Policy and Practice 16, no. 2 (November 4, 2016): 177–88. http://dx.doi.org/10.1007/s10671-016-9200-0.

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15

Saepudin, Encang, Ninis Agustini Damayani, and Tine Silvana Rachmawati. "Mendongeng sebagai strategi pembelajaran karakter di TBM Nusa Bentang Saung Budaya Tatarkarang Cipatujah Tasikmalaya." Jurnal Kajian Informasi & Perpustakaan 7, no. 2 (December 28, 2019): 131. http://dx.doi.org/10.24198/jkip.v7i2.19510.

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Character education implementation must be integrated with various life activities. Storytelling activities can be a medium for character education, both at school and outside school. This is in line with the benefits of storytelling, namely to sharpen the imagination and thought, instill values and ethics, and improve vocabulary. This study aimed to find out the steps of storytelling as a character learning strategy. The research method used was a qualitative case study approach. The collecting data process was through interviews, discussions, observations, and literature studies. Validity and reliability tests were through the process of data triangulation and source triangulation. Consideration of choosing this method was the research data nature, which could maintain the object integrity. This means that data relating to research was comprehended as an integrated whole. Descriptive data analysis was through the stages of data reduction, data presentation, and concluding. Data sources in the study amounted to 7 people, consisting of community and religious leaders (3 people), manager of the ‘Saung Budaya Tatarkarang’ community reading park (2 people), and the education office (2 people). The results showed that storytelling activities at ‘Saung Budaya Tatarkarang’ were able to build children's character at the stages of socialization and internalization. This occurred due to the implementation of storytelling activities through the stages of setting goals and theme of the story, the form of storytelling, materials and tools, the design steps of storytelling activities, and the design of storytelling activities assessment. These five steps are carried out in stages in each event.
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Dawson, Paul. "Hashtag narrative: Emergent storytelling and affective publics in the digital age." International Journal of Cultural Studies 23, no. 6 (May 14, 2020): 968–83. http://dx.doi.org/10.1177/1367877920921417.

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This article investigates the role that narrative plays in the emergence of cultural movements from the networked interactions of users with the algorithmic structures of social media platforms. It identifies and anatomizes a new narrative phenomenon created by the technological affordances of Twitter, a phenomenon dubbed ‘emergent storytelling’. In doing so, it seeks to explain: (a) the multiple concepts of narrative that operate at different levels of hashtag movements emerging from the dynamic forces that circulate in and through Twitter; (b) the interplay of narrative cognition with stochastic viral activity and the invisible design of social media algorithms; and (c) the varying rhetorical purposes that narrative is put to in public discourse about viral movements. Using #MeToo as a case study in the generation and reception of ‘affective publics’, it clarifies how iterative appeals to the experiential truth of individual stories manifest as narratable social movements in the networked public sphere.
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Wei, Huaxin, Jim Bizzocchi, and Tom Calvert. "Time and Space in Digital Game Storytelling." International Journal of Computer Games Technology 2010 (2010): 1–23. http://dx.doi.org/10.1155/2010/897217.

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The design and representation of time and space are important in any narrative form. Not surprisingly there is an extensive literature on specific considerations of space or time in game design. However, there is less attention to more systematic analyses that examine both of these key factors—including their dynamic interrelationship within game storytelling. This paper adapts critical frameworks of narrative space and narrative time drawn from other media and demonstrates their application in the understanding of game narratives. In order to do this we incorporate fundamental concepts from the field of game studies to build a game-specific framework for analyzing the design of narrative time and narrative space. The paper applies this framework against a case analysis in order to demonstrate its operation and utility. This process grounds the understanding of game narrative space and narrative time in broader traditions of narrative discourse and analysis.
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Dowling, David O. "Documentary games for social change: Recasting violence in the latest generation of i-docs." Catalan Journal of Communication & Cultural Studies 12, no. 2 (October 1, 2020): 287–99. http://dx.doi.org/10.1386/cjcs_00033_1.

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The evolutionary trajectory of digital journalism has been fuelled by the convergence of visual storytelling unique to documentary filmmaking with the graphics and procedural rhetoric of digital games. The reciprocal influences between gaming and documentary forms coalesce in this new highly engaging interactive journalism. This research demonstrates how game mechanics, design and logics combine with cinematic storytelling conventions in documentary games published since 2014. As forms of civic engagement more intimate and immersive than traditional print and broadcast journalism, documentary games leverage alternative depictions of violence for social critique. Case studies examine products of independent developers including the documentary games We Are Chicago by Culture Shock Games and iNK Stories’ 1979 Revolution: Black Friday along with its related vérité virtual reality experience, Blindfold. These cases represent major advances in the activist depiction of oppressed populations in narrative documentary journalism. All these projects feature atypical video game protagonists anathema to those of mainstream games.
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Garvey, Brenda. "Storytelling and Play in a Pular Village." Nottingham French Studies 52, no. 1 (March 2013): 44–58. http://dx.doi.org/10.3366/nfs.2013.0039.

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In Pular society in southern Senegal, women work in communal groups within the family compound, sharing tasks such as food cultivation and preparation and the supervision of children. The working day is long and the labour can be tedious but, within these groups, the women find time to perform and entertain, telling stories and singing songs that reflect and critique the society in which they live. Storytelling practices outside the griot tradition have been underrepresented in critical literature partly because of the domestic spaces in which they occur but these informal, improvised performances allow storytellers to create and communicate images of themselves that are unseen elsewhere. Taking the Pular village of Temento Samba as a case study, this article examines how women use play to express individual and communal concerns and to suggest actions for potential change.
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Bordahl, Vibeke. "Professional Storytelling in Modern China: A Case Study of the "Yangzhou Pinghua" Tradition." Asian Folklore Studies 56, no. 1 (1997): 7. http://dx.doi.org/10.2307/1178786.

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Richter, Anett, Andrea Sieber, Julia Siebert, Victoria Miczajka-Rußmann, Jörg Zabel, David Ziegler, Susanne Hecker, and Didone Frigerio. "Storytelling for narrative approaches in citizen science: towards a generalized model." Journal of Science Communication 18, no. 06 (November 12, 2019): A02. http://dx.doi.org/10.22323/2.18060202.

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Storytelling essentials are stories that direct attention, trigger emotions, and prompt understanding. Citizen science has recently promoted the narrative approach of storytelling as a means of engagement of people of all ages and backgrounds in scientific research processes. We seek understanding about the typology of storytelling in citizen science projects and explore to what extent the tool of storytelling can be conceptualized in the approach of citizen science. In a first step, we investigated the use and integration of storytelling in citizen science projects in the three European German-speaking countries. We conducted a low threshold content analysis of 209 projects listed on the German-speaking online platforms for citizen science projects “Bürger schaffen Wissen”, “Österreich forscht”, and “Schweiz forscht”. Two expert workshops with citizen science practitioners were held to validate and discuss the identified role of stories in the practice of citizen science. Our analysis revealed three major categories mirroring how stories are being integrated and applied in citizen science. The first category refers to projects, in which stories are the core research objective. The second category is characterized by the application of stories in different phases of the research project. The third category encompasses stories as agents being part of the communication and organization of the project. We illustrate the practical application of these categories by three representative case studies. By combining the functionality of the categories and abstracting the linkages between storytelling and citizen science, we derived a generalized model accounting for those linkages. In conclusion, we suggest that storytelling should be a prerequisite to enhance the competencies of the actors involved and to exchange knowledge at the interfaces of science and policy as well as science and society.
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Perla, Armando. "Democratizing Museum Practice Through Oral History, Digital Storytelling, and Collaborative Ethical Work." Santander Art and Culture Law Review, no. 2 (6) (2020): 199–222. http://dx.doi.org/10.4467/2450050xsnr.20.016.13019.

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The museum as an institution can trace its origins to the colonization process. Many are still undemocratic and exclusionary institutions by nature. This article explores how digital collections, digital storytelling, and ethical guidelines for museum professionals working with historically marginalized communities can contribute to democratize museum practice and theory. Making use of two case studies: 1) the creation of the Canadian Museum for Human Rights’ (CMHR) oral history collection; and 2) the planning of the Swedish Museum of Movements’ (MoM) ethical guidelines – this piece proposes a shift from theory to practice in human rights museology to help institutions be more attuned and responsive to the communities they intend to serve. Both case studies demonstrate that implementing human rights museology in national museums is not an easy task and still faces multiple challenges. Yet, they also indicate that this concept can be more productively informed through practices developed by the marginalized groups which have been historically excluded from taking part in the decision-making processes in museums.
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Veel, Kristin. "Make data sing: The automation of storytelling." Big Data & Society 5, no. 1 (January 2018): 205395171875668. http://dx.doi.org/10.1177/2053951718756686.

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With slogans such as ‘Tell the stories hidden in your data’ ( www.narrativescience.com ) and ‘From data to clear, insightful content – Wordsmith automatically generates narratives on a massive scale that sound like a person crafted each one’ ( www.automatedinsights.com ), a series of companies currently market themselves on the ability to turn data into stories through Natural Language Generation (NLG) techniques. The data interpretation and knowledge production process is here automated, while at the same time hailing narrativity as a fundamental human ability of meaning-making. Reading both the marketing rhetoric and the functionality of the automated narrative services through narrative theory allows for a contextualization of the rhetoric flourishing in Big Data discourse. Building upon case material obtained from companies such as Arria NLG, Automated Insights, Narrativa, Narrative Science, and Yseop, this article argues that what might be seen as a ‘re-turn’ of narrative as a form of knowledge production that can make sense of large data sets inscribes itself in – but also rearticulates – an ongoing debate about what narrative entails. Methodological considerations are thus raised on the one hand about the insights to be gained for critical data studies by turning to literary theory, and on the other hand about how automated technologies may inform our understanding of narrative as a faculty of human meaning-making.
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Kania, Dominik. "Sport a storytelling. Dlaczego marki sięgają po wątki sportowe?" Zeszyty Prasoznawcze 64, no. 1 (245) (March 1, 2021): 63–78. http://dx.doi.org/10.4467/22996362pz.21.005.13033.

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Wiele marek wykorzystuje w swoich kampaniach storytellingowych tematykę sportową. Nie zawsze jest ona związana z działalnością brandu lub jego ofertą. Mimo to sport wydaje się atrakcyjnym wątkiem, na podstawie którego firmy komunikują się z otoczeniem. Celem niniejszej pracy jest wyjaśnienie tej popularności sportowych tematów w storytellingu marek. Posłuży do tego analiza relacji branży sportowej i szeroko pojętego biznesu, a także udziału sportu w zachodzących procesach społecznych. Przez ukazanie wpływu, jaki rywalizacja sportowa wywiera na przeciętną jednostkę, zostaną wytłumaczone pobudki marek budujących swoje opowieści wokół zdarzeń lub postaci związanych ze sportem. Refleksji dotyczącej przyczyn popularności wątków sportowych w komunikacji brandów posłużyła analiza dotychczasowego stanu badań, szukająca wyjaśnienia związków pomiędzy sportem a życiem społeczeństwa, a także obserwacja studium przypadku Procter&Gamble – podmiotu, który wokół sportu zbudował swoją platformę komunikacyjną. Materiałem badawczym były więc nie tylko tezy naukowe szukające pomostu między sportem a filozofią, socjologią, psychologią czy biznesem, ale również praktyczne działania marki. Wyniki obserwacji nasuwają wnioski tłumaczące znaczenie sportu i aktywności fizycznej dla społeczeństw i ich jednostek, wskazują procesy przyczyniające się do popularyzacji tematyki w działaniach storytellingowych oraz klarownie podkreślają korzyści płynące z dialogu marek z odbiorcami, opartym na sportowych akcentach. Ponadto potwierdzają i uzasadniają tezę, że skuteczny storytelling implementujący w swoje treści sport wcale nie musi pochodzić od brandu bezpośrednio związanego z branżą sportową. Sport in storytelling. Why do brands adopt sport into narratives? Many brands adopt sports into their storytelling campaigns. This trend can be noticed even if a brand’s operations or its products are not related to sport. Nevertheless, it seems to be an attractive platform to communicate with the audience and present specific values. The purpose of this paper is to explain the popularity of sport themes in brand’s storytelling. To unveil this notion, the relationship between sport industry, global business and the influence of sport on social processes is analysed. By examining the impact of sport rivalry on an individual, brands’ motives and the phenomenon of building stories based on sport events or athletes’ lives are explained. This study seeks to describe mechanisms that are used by brands, which strive to mark their presence in people’s lives through storytelling. The methodological approach taken in this paper is a mixed methodology based on critical analysis of existing studies in philosophy, economy, sociology, psychology, and examination of Procter&Gamble’s communication case study. The first part investigates the theoretical reasons for adopting sport into narratives to influence society and individuals. The next section proceeds to an example of the brand which based its storytelling communication on sport event and themes. The results of this study show multidimensional motives and benefits of adopting sport into storytelling. These are connected to different areas of human life and remain critical for brands’ strategies. This examination also confirms high popularity of sport motives in communication of brands that do not belong directly to sport industry and whose offer is not associated with sport at all.
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Hirt, Sonia A. "Privileging the private home: a case of persuasive storytelling in early twentieth-century professional discourses." Journal of Urbanism: International Research on Placemaking and Urban Sustainability 11, no. 3 (February 2018): 277–302. http://dx.doi.org/10.1080/17549175.2017.1422533.

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Ramnarine, Tina. "Musical performance as storytelling: Memory, European integration, and the Baltic youth philharmonic оrchestra?" Muzikologija, no. 16 (2014): 83–103. http://dx.doi.org/10.2298/muz1416083r.

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Storytelling has been theorized as a performative, narrative practice, but it has not been employed often as a trope in studies of musical performance. This article outlines a theoretical context for exploring the possibilities of such a conceptual move within musicology by referring to the anthropological and performance studies approaches of Turner and Schechner. Benjamin?s reflection on the storyteller as a narrator of memory and history frames the presentation of a case-study on the Baltic Youth Philharmonic Orchestra.
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Sáez, Alejandra. "La actuación del derecho." Acta Poética 42, no. 2 (June 22, 2021): 47–76. http://dx.doi.org/10.19130/iifl.ap.2021.2.18123.

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Law, in its structure and from its first conformation, shares the same matrix with theater. Elements such as representation, spectacle, storytelling and actions are constitutive of both subjects, which makes law an eminently fictitious practice. This becomes evident in the case of Jorge Mateluna, former member of the patriotic front Manuel Rodriguez, who was arrested and sentenced to 16 years in prison for a crime he did not commit, a case denounced in the play Mateluna by Chilean playwright Guillermo Calderon, staging that, when compared to the legal case, reveals the theatrical and fictitious nature of law.
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Datta, Ranjan. "Traditional storytelling: an effective Indigenous research methodology and its implications for environmental research." AlterNative: An International Journal of Indigenous Peoples 14, no. 1 (November 9, 2017): 35–44. http://dx.doi.org/10.1177/1177180117741351.

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Using traditional Western research methods to explore Indigenous perspectives has often been felt by the Indigenous people themselves to be inappropriate and ineffective in gathering information and promoting discussion. On the contrary, using traditional storytelling as a research method links Indigenous worldviews, shaping the approach of the research; the theoretical and conceptual frameworks; and the epistemology, methodology, and ethics. The aims of this article are to (a) explore the essential elements and the value of traditional storytelling for culturally appropriate Indigenous research; (b) develop a model of a collaborative community and university research alliance, looking at how to address community concerns and gather data that will inform decision-making and help the community prepare for the future; (c) build up and strengthen research capacity among Indigenous communities in collaboration with Indigenous Elders and Knowledge-holders; and (d) discuss how to more fully engage Indigenous people in the research process. In two case studies with Indigenous and immigrant communities in Canada and Bangladesh that are grounded in the relational ways of participatory action research, the author found that traditional storytelling as a research method could lead to culturally appropriate research, build trust between participants and researcher, build a bridge between Western and Indigenous research, and deconstruct meanings of research. The article ends with a discussion of the implications of using traditional storytelling in empowering both research participants and researcher.
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Dinkler, Michal Beth. "The Politics of Stephen’s Storytelling: Narrative Rhetoric and Reflexivity in Acts 7:2–53." Zeitschrift für die neutestamentliche Wissenschaft 111, no. 1 (April 1, 2020): 33–64. http://dx.doi.org/10.1515/znw-2020-0002.

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AbstractTaking Stephen’s lengthy speech in Acts 7:2–53 as its case study, this paper considers the complex ways that narratives function politically, and especially how the author of Acts constructs the act of storytelling as a purposive persuasive strategy within the complex political landscape of the first-century Mediterranean world. Although some have interpreted Stephen’s speech in light of ancient rhetorical conventions, I contend that Stephen is not portrayed primarily as an elite classical orator; he is, fundamentally, a storyteller. This paper considers previous approaches to Stephen’s speech, and then analyzes the speech as an act of persuasive political narration. In the end, I argue that Stephen’s audience reacts so violently because of the particular kind of national narrative that Stephen tells about the people of Israel.
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Mulyani, Dewi, Imam Pamungkas, and Dinar Nur Inten. "Al-Quran Literacy for Early Childhood with Storytelling Techniques." Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini 2, no. 2 (December 6, 2018): 202. http://dx.doi.org/10.31004/obsesi.v2i2.72.

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Muslim children are part of the Muslims. They are the successors and propagators of the da'wah of the Muslims. It is an obligation for parents and teachers to provide them with the ability to read, write and understand the Qur'an as a guide for the lives of Muslims. With the literacy of Al-Quran from an early age, it is expected the generations of Muslims to understand and literate the guidelines of his life. However, children are different from adults. Early childhood teachers should choose the right techniques for early childhood. Children love the sound playing, fun, and freedom from stress. In this case, is offered one of the techniques favored by early childhood, that is storytelling techniques. This research method descriptive analytic with a qualitative approach. So that's this method can produce a clearer picture of Al-Quran literacy strategies for early childhood. In operational research, researchers conduct interviews, observation literature studies. The results showed that 75% of children in group A enjoyed Quranic literacy with storytelling techniques and in group B children 41,6% liked it too. Thus Al-Quran literacy through storytelling techniques is a fun and meaningful activity.
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Scott-Stevenson, Julia. "Do as I say, not as I do: Documentary, data storytelling and digital privacy." Catalan Journal of Communication & Cultural Studies 12, no. 2 (October 1, 2020): 301–13. http://dx.doi.org/10.1386/cjcs_00034_1.

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This article explores the intersections between interactive documentary and digital rights, across notions of surveillance, privacy and data. The collection of personal and sensitive data online increases exponentially, and individuals become a series of data points, only of relevance insofar as we are part of a larger group marked by similar characteristics. Yet somewhat contradictorily, we are also scrutinized completely. How might creative media production bridge this gap – recognizing our individual complexity while respecting rights to privacy? Documentary media offers one response – individual stories and voices can serve to flesh out a complex story while retaining links to a broader narrative. Interactive documentary, furthermore, can offer a reflexive form of storytelling that uses the very forms of technology in question to highlight the potential problems. This article presents case studies of interactive documentaries, exploring how the strategies of reflexivity and responsiveness can engender an understanding of issues of digital rights.
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Sweet, Melissa, Luke Pearson, and Pat Dudgeon. "@Indigenousx: A Case Study of Community-Led Innovation in Digital Media." Media International Australia 149, no. 1 (November 2013): 104–11. http://dx.doi.org/10.1177/1329878x1314900112.

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The ever-increasing uses for social media and mobile technologies are bringing new opportunities for innovation and participation across societies, while challenging and disrupting the status quo. Characteristics of the digital age include the proliferation of user-driven innovation and the blurring of boundaries and roles, whether between the producers and users of news and other products or services, or between sectors. The @IndigenousX Twitter account, which has a different Aboriginal or Torres Strait Islander person tweeting each week, is an example of user-driven innovation and of how Indigenous voices are emerging strongly in the rapidly evolving digital landscape. Its founder, Luke Pearson, a teacher and Aboriginal education consultant, wanted to share the platform he had established on Twitter for storytelling to an engaged audience. The account can thus be seen as a form of citizen, participatory, community or alternative journalism. This article provides a preliminary analysis of @IndigenousX, and suggests that this account and the diversity of Indigenous voices in the digital environment offer opportunities for wide-ranging research endeavours. Initiatives like @IndigenousX are also a reminder that journalism has much to learn from innovation outside the conventional realm of journalistic practice.
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Fotaki, Marianna, Yochanan Altman, and Juliette Koning. "Spirituality, Symbolism and Storytelling in Twentyfirst-Century Organizations: Understanding and addressing the crisis of imagination." Organization Studies 41, no. 1 (November 14, 2019): 7–30. http://dx.doi.org/10.1177/0170840619875782.

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This article introduces the Special Issue concerned with organizational spirituality, symbolism and storytelling. Stressing the growing scholarly interest in these topics, the article makes a two-fold contribution. First, it critically assesses their development over time while identifying the emerging trends and new ways in which spirituality, symbolism and storytelling are taken up in management and organization studies. We make a case for utilizing their promise to transcend the epistemic boundaries and extend the scope of our academic practice beyond self-referential approaches or ‘fashionable’ topics. Second, it links them to what we term the current crises of imagination, calling into question extant institutional and organizational paradigms, as well as the theoretical frames we rely on in our teaching and research. The multiple crises we face – economic, financial, food, water, energy, climate, migration and security – we suggest, are partly due to the fragmentation of meaning that bedevils our scholarship and, implicitly, the failure of our collective imagination. Reaching across foundational disciplines and core methodologies, we bring into the conversation the interlocking fields of spirituality, symbolism and storytelling, highlighting their potential for addressing the cardinal challenges we face as citizens of this world as much as organizational scholars.
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Holidi, Holidi, Karoma Karoma, and Annisa Astrid. "Metode Storytelling dalam Membina Perilaku Religius Siswa Sekolah Dasar YP Indra Palembang." Al-Fikru: Jurnal Ilmiah 15, no. 1 (June 29, 2021): 28–39. http://dx.doi.org/10.51672/alfikru.v15i1.43.

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This study aims to analyze the application of the storytelling method in fostering students' religious behavior and the factors supporting and inhibiting the application of storytelling in fostering students' religious behavior. The research method used is descriptive qualitative. Methods of data collection using observation, interviews, and documentation studies. Research informants in this case are teachers of Islamic Religious Education and students of SD YP Indra Palembang. Data analysis through the stages of data reduction, data presentation, and drawing conclusions. The results of the research are the application of the storytelling method embodied in Islamic stories such as the stories of the Prophets and Apostles, friends, scholars, and pious people both sourced from the Qur'an, Hadith, or the books of the scholars. Its implementation is carried out through the stages of planning, implementation, and evaluation. The application of the method as well as in the context of inculcating the values ​​of faith, worship, morals, psychology. The inhibiting factor is the lack of learning media, lack of teaching skills. The supporting factor is the existence of school policies to make the presentation of subject matter easier and more enjoyable.
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Pham, Thanh Trung, Robin Bell, and David Newton. "Sharing tacit business knowledge between founder and successor in family business: case studies in Vietnam." International Journal of Family Business Practices 1, no. 1 (June 30, 2018): 47. http://dx.doi.org/10.33021/ijfbp.v1i1.630.

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<h1>The purposes of this study are to explore in detail the tacit business knowledge transfer process and the effective transfer method from founder to successor in Vietnamese family businesses. This study, using separate interviews of paired founders and successors in five Vietnamese family businesses, aims to contribute to the general understanding of such processes in South East Asian family businesses. This study confirms that the tacit business knowledge transfer process is an on-going process until the founder is unable to continue due to physical or mental health preventing further communication. In addition, it indicates that the mentor-mentee method is the most common method for tacit knowledge transfer process. Storytelling is also a common process; unlike traditional Western SMEs, use of formal documentation tends to be far less prevalent as a way of transferring knowledge. The findings of this study show that not all of tacit business knowledge from the founder is important to the successor. Therefore, a successor needs time spent alone to contemplate each tacit business lesson, before determining whether to absorb it. </h1>
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Lin-Stephens, Serene. "An image-based narrative intervention to manage interview anxiety and performance." Australian Journal of Rehabilitation Counselling 26, no. 1 (March 20, 2020): 3–6. http://dx.doi.org/10.1017/jrc.2020.1.

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AbstractA visual narrative intervention – Serious Storytelling with Images – was proposed to manage interview anxiety and performance. Its ability to evocate significant incidents and enhance narratives construction was evaluated ideographically in two case studies. The findings suggest varying levels of sophistication in interviewee actions, challenges encountered, and perceived roles of images. Counselors can refer to the hierarchical concepts when tailoring interview training and coaching. Further investigation is highly recommended to confirm and measure intervention effects.
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37

Frank, Lesley. "Reflections of a food studies researcher: Connecting the community-university-policy divide….becoming the hyphens!" Canadian Food Studies / La Revue canadienne des études sur l'alimentation 1, no. 1 (May 15, 2014): 88. http://dx.doi.org/10.15353/cfs-rcea.v1i1.13.

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<p>This narrative presents refections on the role of the food studies researcher from the prespective of a new academic with a background in community and policy work. It details a multi-phased, mixed methods case study on the public policy relations of infant food insecurity in Canada and provides a discussion of some unintentional outcomes of doing food studies research. The author suggests that an integrative approach, one where the researcher bridges the micro-effects of public policy with policy making realms, is ideally suited to food studies and food policy analysis. The narrative reveals how a researcher can become the hyphens in the community—university—policy divide through the process of storytelling. </p>
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Diefenbach, Thomas. "Are case studies more than sophisticated storytelling?: Methodological problems of qualitative empirical research mainly based on semi-structured interviews." Quality & Quantity 43, no. 6 (April 2, 2008): 875–94. http://dx.doi.org/10.1007/s11135-008-9164-0.

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39

Ayvaz Tunc, Ozlem. "Material Development Based on Digital Storytelling Activities and Assessment of Students’ Views." International Journal of Evaluation and Research in Education (IJERE) 6, no. 1 (March 1, 2017): 54. http://dx.doi.org/10.11591/ijere.v6i1.6347.

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<span lang="EN-US">This study was designed as a case study. The study was conducted in Anatolian Fine Arts High School during the spring semester of 2014-2015 academic year. The sample of the study consisted of a total of 10 students from 9th and 10th grades who voluntarily participated in the study. Semi-structured interviews were conducted with the 10 students named at the end of every activity. Assure instructional design model was used while designing digital storytelling activities. The data obtained from the study were analyzed through thematic analysis based on qualitative research method. Reliability method suggested by Miles and Huberman was used for reliability assessment of the study. The reliability of the thematic coding of the results was found to be 0,95 as a result of assessments. Based on the findings that digital storytelling has multidisciplinary interaction competence, it is thought that it will be appropriate to conduct future studies in different schools and fields. </span>
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Song, Yang. "Multimedia news storytelling as digital literacies: An alternative paradigm for online journalism education." Journalism 19, no. 6 (May 13, 2016): 837–59. http://dx.doi.org/10.1177/1464884916648093.

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This article analyzes a journalism student’s multimedia news storytelling project in the format of audio slideshows as required by an introductory course on online journalism. Combining classroom ethnography, semi-structured interviews, content and textual analysis, the study focuses in detail on how the student designs a character-driven, audio-visual story through the theoretical lens of digital literacies and multimodality. The findings reveal the complexity of multimodal and generic design made by the journalism student. It is also found that the design process helps her to assert an authorial stance as an emergent online journalist who negotiates heterogeneity of journalistic professional Discourses. This article proposes a genre-aware, semiotic-aware, critical framework informed by digital literacy studies and embeds a case study in the theoretical framework in order to understand the ‘literacies’ as required and performed in multimedia news storytelling. Theoretical and pedagogical implications are also discussed at the end of the article.
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41

Silverblank, Hannah, and Marchella Ward. "Why does classical reception need disability studies?" Classical Receptions Journal 12, no. 4 (September 23, 2020): 502–30. http://dx.doi.org/10.1093/crj/claa009.

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Abstract Many of the ableist tropes around disability and disabled people in the modern world find their antecedents in ancient mythology and its reception, but the seemingly ‘traditional’ nature of these harmful tropes and reflexes of storytelling is not established by accident or in the absence of readers. We argue here that classical reception needs to look to disability studies for a methodology that will allow the field to begin to theorize the role of the reader in the perpetuation of the ideology of ableism and ideas of bodily normativity. The field of classical reception studies engages in the process of investigating how the ‘traditional’ comes to be accepted as pre-existing; as such, it is vital that classical reception look to disability studies for the tools with which to lay bare the ways in which the apparatus of ableism comes to seem traditional. This article sets out some strategies for bringing classical reception and disability studies together with the aim of developing a more critical philology, an ethically-invested method for doing classical reception, and the theoretical and practical tools to create a more inclusive field. In short, this article makes the case for ‘cripping’ classical reception studies.
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de Jong, Irene J. F. "After Auerbach: Ancient Greek Literature as a Test Case of European Literary Historiography." European Review 22, no. 1 (February 2014): 116–28. http://dx.doi.org/10.1017/s1062798713000689.

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In the first chapter of his celebratedMimesis(1946) Auerbach discussed a specimen of Ancient Greek literature (Homer) both as the starting point of a European literary history of realism and as a comparandum to biblical storytelling. Both lines of approach have recently been given new impetuses. On the one hand there is Martin West'sThe East Face of Helicon,1which does not merely compare early Greek literature and Near Eastern literature but describes the former as largely a product of the latter. On the other hand there is the series Studies in ancient Greek narrative, edited by Irene J.F. de Jong, which describes the early development of – what will become quintessential – European storytelling devices in Ancient Greek literature. Both scholarly projects, independently, have put the same urgent question on the agenda: how exactly are we to evaluate resemblances between ancient Greek literature and contemporary Near Eastern literature and later European literature. Can we speak of some form of historical connection, i.e. one literature taking over devices and motifs from another literature, or should we rather think in terms of typological resemblances, i.e. of the same narrative universals being employed at different places and at different times? Or is there some middle way to be found in the recent cognitive turn of comparative literature? Despite the methodological problems involved, investigating the history of European literature is an extremely rewarding task. The project of Europe as an economical and political unity has at the moment reached a critical phase. Literary scholars can contribute to this issue by showing the cultural unity of Europe, a mission that is just as urgent as it was in 1946, when Auerbach published hisMimesis.
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Vuorela, Taina, Sari Alatalo, and Eeva-Liisa Oikarinen. "Playfulness in Online Marketing." International Journal of Innovation in the Digital Economy 10, no. 3 (July 2019): 24–36. http://dx.doi.org/10.4018/ijide.2019070103.

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This article explores different challenges and opportunities of using humour and playfulness in online marketing. Humour has been investigated intensively in marketing, especially in advertising, yet there is little knowledge of the challenges and opportunities in online marketing faced by practitioners. This study analyses key studies conducted in the context of a unique case: a Finnish research project exploring humour as a strategic tool for companies. These studies can provide emerging insights of humour in online marketing which are relevant for practitioners: humour as a transformational appeal, individual differences related to humour appreciation, role of storytelling and playfulness in blogging and challenges related to use of humour such as credibility.
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Han Jin Park and LEE JI HEE. "Edutainment Contents Production and the Application Study-focused on the analysis of educational contents case studies by using storytelling method.-." Journal of Digital Design 7, no. 1 (January 2007): 119–29. http://dx.doi.org/10.17280/jdd.2007.7.1.012.

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45

Gravili, Silvia, Pierfelice Rosato, and Antonio Iazzi. "Managing DMOs through Storytelling: A Model Proposal for Network and Value Co-creation in Tourism." International Business Research 10, no. 7 (June 6, 2017): 8. http://dx.doi.org/10.5539/ibr.v10n7p8.

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The rise of new business models based on shared content and experience has required tourism destinations to adopt appropriate tools for the construction and promotion of their identity based on sociality, emotions, interaction and connectivity. The aim of this paper is to analyse actors, actions, processes and relations related to the adoption and development of storytelling practices in tourism destination management, analysing critical aspects linked to the generation of content and the narration of territories. As an attempt to understand the processes of innovation and value-creation underlying the development of storytelling in destination management (“destination telling”), the Service Dominant Logic, and the actor-network theory interpretative framework have been adopted. The study was conducted following the qualitative methodology of multiple case studies. In view of the interviews and the analyses conducted, Destination Telling preconditions, contents, managerial criteria and outcomes have been identified, in reference to each of the three stages (“planning”, “narration” and “assessment”) the process has to be split. Finally, managerial implications for an involving construction and sharing of stories to happen have been examined and discussed.
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46

Falvey, Eddie. "Situating Netflix’s Original Adult Animation: Observing Taste Cultures and the Legacies of ‘Quality’ Television through BoJack Horseman and Big Mouth." Animation 15, no. 2 (July 2020): 116–29. http://dx.doi.org/10.1177/1746847720933791.

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This article aims to expand upon a key aspect of Mareike Jenner’s work on Netflix original comedy by considering how the streaming network’s original adult animated series reflect developments occurring within the sitcom format post-TV III. Using Netflix original animations BoJack Horseman (2014–) and Big Mouth (2017–) as case studies, this article will consider how thematically complex, ostensibly ‘smart’ animated shows illustrate changing industrial dynamics and taste cultures. While exhibiting qualities found in preceding key adult animated shows such as South Park (Comedy Central 1997–) and Family Guy (Fox 1999–), including lewd humour, metatextual in-jokes and topicality, the knotty storytelling and ambiguous characterizations of the shows under discussion reflect links to other contexts of TV production. Exploring these links, this article uses BoJack Horseman and Big Mouth to explore current trends in animated television, situating their characteristics and reception within a broader network of influences. The author argues that the turn towards complex storytelling manifests both in inherited production tactics, changing taste cultures and in the multifaceted and multifarious potentialities provided by the medium itself.
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Vivienne, Son. "‘Little Islands of Empathy’: networked stories of gender diversity and multiple selves’." Media International Australia 168, no. 1 (June 29, 2018): 19–30. http://dx.doi.org/10.1177/1329878x18783019.

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This article draws on a methodologically interesting case study called ‘Stories Beyond Gender’, in which a small group of trans* people collaborates in social media storytelling. Building on the possibilities manifest in other more explicitly personal-as-political genres like digital storytelling, I explore the potential of this facilitated workshop practice to establish meaningful connections across difference, forging affinities that may continue to flourish online. Furthermore, I offer some specific examples of the ways in which my own networked story-sharing online, in a zine and in an exhibition affirmed emergent complexity. I address the theme of this Special Issue by examining the ways in which social media, despite paradoxical fragmentation, can be used creatively to mobilise interest in public aspects of gender expression. However, sharing stories, especially those linked to stigmatised identities, whether online or off, is not without its complications. In the face of highly valued privacy, a lack of familiarity with ever-changing privacy settings or the affordances of specific platforms can pose an obstacle to online self-representation that stands in the way of visible civic engagement. While acknowledging that the trans-phobic consequences of online misadventures continue to be dire, I address the self-protective skills and sophisticated ways in which gender-diverse people curate emergent and past selves across intersecting social networks both on and offline. I argue that, at the intersections of post-digital and post-gender ways of being, we can observe emergent acceptance of multiple selves that are capable of being inconsistent without being incoherent. These representations exist in stark opposition to pop psychology’s premise of a singular authentic ‘inner truth’.
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Potter, Emily. "Contesting imaginaries in the Australian city: Urban planning, public storytelling and the implications for climate change." Urban Studies 57, no. 7 (March 11, 2019): 1536–52. http://dx.doi.org/10.1177/0042098018821304.

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In Australia, environmental degradation goes hand in hand with exclusionary and mono-vocal tactics of place-making. This article argues that dominant cultural imaginaries inform material and discursive practices of place-making with significant consequence for diverse, inclusive and climate change-responsive urban environments. Urban planning in the modern global city commonly deploys imaginaries in line with neoliberal logics, and this article takes a particular interest in the impact of this on Indigenous Australians, whose original dispossession connects through to current Indigenous urban experiences of exclusion which are set to intensify in the face of increasing climate change. The article explores what urban resilience means in this context, focusing on a case study of urban development in Port Adelaide, South Australia, and broadens the question of dispossession through the forces of global capital to potentially all of humanity in the Anthropocene.
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Singer, Amy E. "The Strategic, Shifting Work of Market Devices: Selective Stories and Oriented Knowledge." Cultural Sociology 13, no. 2 (April 11, 2019): 198–216. http://dx.doi.org/10.1177/1749975519838597.

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For the producers of food products originating in the tropics, far from consumers and their local farmers’ markets, vital processes of interacting and storytelling necessarily take place in grocery store aisles and rely on food product packages as vehicles for valuable stories. As a result, specialty food entrepreneurs are dependent upon food packages—market devices—to communicate about the goods they contain in order to create symbolic value on behalf of those goods. Packaging stories thus contribute to the contextualization of products whose qualities are not inherent, but are, rather, the outcome of ongoing processes of strategic qualification. Without them and the valuable discursive details they provide, the market of singularities could not function. In this article, I read closely the textual data contained on a nearly complete collection of a case-study firm’s food packages (N=75) that represents the firm’s longitudinal attempts to tell selective, oriented stories about a variety of Indonesian food products. I find three primary types of productive labor represented in the sample of packaging stories. I further describe the emergence and disappearance of such stories and their discursive details, given the timing of the release or revision of their market devices. By redirecting analytical attention toward the origins and production of market devices—rather than on their impact on consumers—this article investigates the strategic and shifting storytelling work of specialty food entrepreneurs who gain access to cultural intermediation through their own branded market devices.
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Luhova, Tetiana. "NARRATIVE AND STORYTELLING IN THE KNOWLEDGE STRUCTURE OF THE EDUCATIONAL BUSINESS VIDEO GAMES AS FACTORS OF THE SYNERGY OF INFORMATION TECHNOLOGIES AND SPIRITUALLY-ORIENTED PEDAGOGY." OPEN EDUCATIONAL E-ENVIRONMENT OF MODERN UNIVERSITY, no. 8 (2020): 42–59. http://dx.doi.org/10.28925/2414-0325.2020.8.6.

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The article touches on the issues of humanization of modern technologically advanced education, analyzes the synergy factors of information technology and spiritually-oriented pedagogy to prepare a new generation of humanist managers. For this, the role of narrative and storytelling in the process of creating educational computer games that form the competence of making managerial decisions is determined. An analysis of the knowledge structure of educational games on the basis of the proposed methodology for developing their plot shows the need to balance the processes of formalization of educational processes in the game, preserving narrative by referring to works of folk art, classical fiction as sources of implicit knowledge. The threats of formalization and automation of modern education are described. It has been found that “relay” learning is superficial, it does not contribute to the formation of critical and systemic thinking. As a result, this leads to the emergence of a generation of techno-button-managers. It is indicated that the preservation and effective translation of deep narratives containing educational humanistic meanings is a priority for designers of educational video games. The components of the game by D. Gray, game history and pedagogical strategies in the MDA model are compared, which made it possible to clarify the meaning of the terms “narrative”, “plot”, “storytelling”, to determine the place of their greatest actualization in the process of creating educational computer games. Considering the general tendency of the techno-environment to reduce, optimize and formalize, the task of preserving tacit knowledge, correct translation of it into over-formalized knowledge (morals, formulas) through effective storytelling, embodied in "active learning" of computer games, is crucial. In this case, the narrative plays the role of a base of spiritual-oriented knowledge, and with the help of storytelling it balances the spiritual-ethical meanings and educational results of a business video game. The meaning of the terms "narratives" and "storytelling" is considered, the Ukrainian-language terms-analogues are proposed. The importance of adhering to the principle of non-linear game plot for increasing the effectiveness of business games is revealed. The close relationship of business games with case studies, project- and problem-based training was emphasized. The correlation of narratology and ludology of the game is shown in the matrix of transformation of professional competencies and procedures for making managerial decisions into the rules of the game, their metaphorization and translation into script phrases. It is shown that the gamification of training exercises and situations is a synergy of creative and information-analytical work with databases and game design project documents. The core of educational game design is the balance of narrative and storytelling, explicit and implicit knowledge. This balance is achieved through effective collaboration and communication between all participants in the educational and business processes. Creation of virtual learning environments in which a future leader has an opportunity to formulate and comprehensively develop the competencies of business communication and managerial decision-making in situations of uncertainty and ethical dilemmas is a promising area of digital education.
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