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Digital media and storytelling in higher education

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Anita Lanszki
Tudományterület
Kultúrakutatás, kulturális sokféleség / Cultural studies, cultural diversity (12950), Kommunikációs hálózatok, média, információs társadalom / Communication networks, media, information society (10104), Pedagógia / Pedagogy (12910)
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022_000040/0094
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94] Digital Media and Storytelling in Higher Education such as talent shows, talk shows, TV series, and reality shows. She found that while explicit racism was not present in the above formats, popular TV shows reinforced the representation of the musician gypsy archetype in relation to Romas from low socio-economic backgrounds. In addition, ethnicity-related otherness was presented as a curiosity in such programs. Tamas Pdlya (2019) investigated whether Gerbner’s cultivation theory, which is mainly used in research on television narratives. He used it as a framework for researching the narrative level of video games and examined whether video games affect the socialization of children Extensive research has been carried out on the comprehensibility of video game narratives and how the extent to which the structure of branching narratives can be followed. Empirical research on video games focuses mainly on the various aspects of the user experience, and data is often collected through validated questionnaires, interviews, and tests. The areas include interactor engagement (Narrative Engagement Questionnaire, Busselle & Bilandzic, 2009; Brockmeyer et al., 2009; User Engagement Scale, O’Brien et al., 2018), sense of agency (Sense of Agency Rating Scale, Pritchard et al., 2016), and the sense of transportation (Transportation Scale, Appel et al, 2015). Gjol, Jorgensen, Ramso Thomsen & Bruni (2018), on the other hand, have examined the neuroscientific background of the gaming experience, using EEG to examine stimuli in the brain triggered by events during gameplay. Previous empirical research into video games has explored the impact that narratives have on recipients on several levels. Traditional reception and impact assessments have mainly focused on literary and film narratives. Some of the research in this area has focused on the prerequisites for the reception of certain narratives, While other research has explored the psychological and physiological effects of narratives. Toth (2002) conducted longitudinal research on narrative comprehension among primary school students. The researcher examined the comprehension of narrative extracts of the same literary text with the same students at different ages. Three main areas of comprehension were outlined in the research: the ability to retrieve data, to perceive events and to understand concepts. The ability to recognize context, compare background knowledge of reality with the literary text and understand the aesthetic message were also investigated. László (1996) sought to model the human cognitive system through the psychological study of literary text comprehension. He looked for common features in the infinite number of subjective interpretations of literary works in order to shed light on the general characteristics of comprehension. While cognitive social psychology examines individual narratives of the self and uses story grammar as a tool, a different approach is required to study the understanding of literary works. Cognitive psychology focuses on the reception of plot logic. To understand a work, the recipient needs prior knowledge of plot lines in order to identify the goals and intentions of the main characters. A literary work can only be understood through the lens of

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