Argyrios "Aris" Emmanouloudis
I have obtained my PhD at the Amsterdam School for Cultural Analysis (ASCA) of the University of Amsterdam (UvA). My PhD thesis, entitled A Game of Pawns: Fan-Made Content and Resistance in Online Video Game Communities focuses on the interplay between video game fans and the industry, and the tactics for resistance found within this framework. I was a teaching assistant for the course “Games” at the University of Amsterdam in 2018, and for the course “Television and Entertainment” at the Aristotle University in 2014. In addition, I have worked as events organizer, concert producer and promoter in the Netherlands, and as a journalist for various Greek media outlets. Between 2021 and 2023, I worked as the Programme Coordinator of the Games Art & Animation department at the SAE Institute of Amsterdam. I am now a Lecturer in Media & Communication at the Erasmus University Rotterdam.
Address: Spuistraat 134, 1012 VB Amsterdam
Address: Spuistraat 134, 1012 VB Amsterdam
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Cookies are small bits of data that are being sent from the websites a user visits, and downloaded to his/her computer. They appeared immediately after the introduction of the World Wide Web (WWW) and are now widely used. By using these particular pieces of information, websites have the capability to offer customized services covering the personalized needs of a particular user, aiming ultimately at the increase of their visitors and any kind of benefit this might bring. Media websites use cookies to personalize their content according to the needs of their visitors. This research attempts to provide an insight on how users of online services offer voluntarily data of their personal choices to the aforementioned services. It is considered to be right that websites provide visitors with the choice of selecting whether they accept cookies on their devices or not. The study is comprised of twenty media websites with the highest traffic in United Kingdom, Greece, Cyprus and Malta according to alexa.com. The results of this research highlight the current situation for the media websites regarding their cookie information policy. The main finding is that many media websites provide visitors with the choice of selecting whether they accept cookies or not on their device.
This essay’s methodology includes a) a platform and protocol analysis to analyze how technology allows the communities to come into being, and b) an institutional analysis in terms of community and content to analyze the social aspects of these communities. In this analysis, I will research how my two case studies (DEATH BATTLE! and its subsequent works, and the Twitch plays Pokémon stream) were appropriated in their platforms by their makers to enhance the sense of belonging in communities. For the technological part, I will use José van Dijck’s ‘platform dissasemblage’ to examine how the platforms used by the creators of DEATH BATTLE! and Twitch plays Pokémon function in regards of community building, shaping and spreading, since her work on social media platforms offers an extensive analysis and useful insight into them. Then, for the social part, I will analyze how these communities produce their content in an open, collaborative environment, in the light of Axel Bruns’s research on produsage cultures, which is very helpful because it deals with social aspects in online communial environments. Finally, I will conclude my analysis with an examination of the way that content itself changed fan communities on matters of reception and evaluation, by using John Fiske’s tripartite model of fan productivity, a model that is still discussed and used in fan studies, along with critiques and suggestions by Matt Hills.
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Cookies are small bits of data that are being sent from the websites a user visits, and downloaded to his/her computer. They appeared immediately after the introduction of the World Wide Web (WWW) and are now widely used. By using these particular pieces of information, websites have the capability to offer customized services covering the personalized needs of a particular user, aiming ultimately at the increase of their visitors and any kind of benefit this might bring. Media websites use cookies to personalize their content according to the needs of their visitors. This research attempts to provide an insight on how users of online services offer voluntarily data of their personal choices to the aforementioned services. It is considered to be right that websites provide visitors with the choice of selecting whether they accept cookies on their devices or not. The study is comprised of twenty media websites with the highest traffic in United Kingdom, Greece, Cyprus and Malta according to alexa.com. The results of this research highlight the current situation for the media websites regarding their cookie information policy. The main finding is that many media websites provide visitors with the choice of selecting whether they accept cookies or not on their device.
This essay’s methodology includes a) a platform and protocol analysis to analyze how technology allows the communities to come into being, and b) an institutional analysis in terms of community and content to analyze the social aspects of these communities. In this analysis, I will research how my two case studies (DEATH BATTLE! and its subsequent works, and the Twitch plays Pokémon stream) were appropriated in their platforms by their makers to enhance the sense of belonging in communities. For the technological part, I will use José van Dijck’s ‘platform dissasemblage’ to examine how the platforms used by the creators of DEATH BATTLE! and Twitch plays Pokémon function in regards of community building, shaping and spreading, since her work on social media platforms offers an extensive analysis and useful insight into them. Then, for the social part, I will analyze how these communities produce their content in an open, collaborative environment, in the light of Axel Bruns’s research on produsage cultures, which is very helpful because it deals with social aspects in online communial environments. Finally, I will conclude my analysis with an examination of the way that content itself changed fan communities on matters of reception and evaluation, by using John Fiske’s tripartite model of fan productivity, a model that is still discussed and used in fan studies, along with critiques and suggestions by Matt Hills.