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Title:Doživetja in komodifikacija izkustva tveganja : primer popkulturnega fenomena serije Squid Game in iger preživetja
Authors:ID Grujović, Jovana (Author)
ID Trdina, Andreja (Mentor) More about this mentor... New window
ID Mlakar, Nadja (Comentor)
Files:.pdf VS_Grujovic_Jovana_2025.pdf (1,63 MB)
MD5: EEBB10C79C16D4D4F27803B06EB38AFA
 
Language:Slovenian
Work type:Bachelor thesis/paper
Typology:2.11 - Undergraduate Thesis
Organization:FT - Faculty of Tourism
Abstract:Diplomsko delo raziskuje komodifikacijo izkustva tveganja v kontekstu popkulturnega fenomena serije Squid Game in iz nje izpeljanega produkta – »the Trials experience«. Namen diplomskega dela je razširiti znanje o produktih doživetij z elementi popkulturne medijske produkcije. V teoretičnem delu smo predstavili izkustveno ekonomijo v sodobni družbi in vse večjo razširjenost komodifikacije in igrifikacije ter specifike popkulturnega turizma. V tem kontekstu smo predstavili tudi izbrano serijo in analizirani doživljajski produkt – igre preživetja. Empirični del zajema dve analizi, in sicer tematsko in multimodalno. S pomočjo tematske analize smo najprej analizirali promocijski diskurz na uradnih spletnih komunikacijskih kanalih doživljajskega produkta, da bi identificirali obljube, prek katerih se komodificira tveganje. Nato smo z multimodalno analizo uporabniško generiranih vsebin, konkretno video posnetkov udeležencev doživetja, odkrivali, kako ti doživljajo in reprezentirajo svojo izkušnjo na Instagramu. Rezultati obeh analiz pričajo o kompleksnosti poblagovljenja izkušnje tveganja, kjer strah in tveganje postaneta tržni dobrini, prilagojeni potrebam potrošnikov.
Keywords:doživetje, komodifikacija, izkustvo tveganja, Squid Game, the Trials experience, popularna kultura
Place of publishing:Maribor
Place of performance:Brežice
Publisher:[J. Grujović]
Year of publishing:2025
Number of pages:52 str.
PID:20.500.12556/DKUM-91963 New window
UDC:316.72:07:791.43(043.2)
COBISS.SI-ID:230349827 New window
Publication date in DKUM:26.03.2025
Views:0
Downloads:5
Metadata:XML DC-XML DC-RDF
Categories:Misc.
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Licences

License:CC BY-NC-ND 4.0, Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International
Link:http://creativecommons.org/licenses/by-nc-nd/4.0/
Description:The most restrictive Creative Commons license. This only allows people to download and share the work for no commercial gain and for no other purposes.
Licensing start date:06.03.2025

Secondary language

Language:English
Title:Experiences and the commodification of risk : the case of the pop cultural phenomenon of the series Squid Game and survival games
Abstract:The diploma thesis explores the commodification of the risk experience in the context of the pop cultural phenomenon of the Squid Game series and its related product, »the Trials experience«. The aim of the thesis is to expand knowledge about experience products with elements of popular media production. In the theoretical section, we present the experience economy in modern society and the increasing spread of commodification, along with gamification, and the specifics of pop culture tourism, relating these to the series and the analyzed product – survival games. The empirical part includes two analyses: thematic analysis and multimodal analysis. Using thematic analysis, we initially examine the promotional discourse on the official online communication channels of the experience product in order to identify the promises through which risk is commodified. Furthermore, with a multimodal analysis of user-generated videos from participants in the experience, we explore how they experience and represent their experience on Instagram. The results of both analyses demonstrate the complexity of the commodification of the experience of risk, where fear and risk become marketable goods, tailored to the needs of consumers.
Keywords:experience, commodification, risk experience, Squid Game, the Trials experience, popular culture.


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