In modern societies, growing consumption rates lead to the depletion of the planet’s resources and the waste generation. This paper studies green practices aimed at reducing consumption, which were published in social media communities covering separate waste collection. First, we selected nine green practices regarding separate waste collection and classified them as adaptive and transformative. Adaptive practices enhance the adaptability of a society to the deteriorating environment without implying consumption reduction. Transformative practices involve reducing substance and energy consumption due to changes in collective and individual actions. Next, we collected 1987 textual posts of six communities of Tyumen region, Russia, published in social media platform VK, and found all mentions of the nine practices using content and hermeneutic analyses. Finally, we identified transformative practices, such as the practices of exchanging, refusing from purchases, sharing, repairing, and promoting sustainable consumption. The obtained results might help some decision-makers create conditions to disseminate the described practices and to introduce new social practices targeting reducing consumption. We show the possibilities of grassroots initiatives in the greening of society.
The Internet is a communication space where newly formed communities search for ways to reflect on their social nature. We provide a theoretical background to demonstrate how the humor was used to manipulate social groups before the rise of mass media and after it. We use Critical Discourse Analysis and pragmatics to study several cases of social manipulation with the help of humor. The two Internet communities, 2ch and Pikabu, being among the largest Russian-speaking entertainment communities, often compete and use humor as a way to manipulate their representatives for social purposes: to consolidate, fight back, reflect on their community's norms and values. Our research shows that these communities follow the old traditions of humor and laughter to organize the poorly regulated information space. Although 2chers tend to use trolling more often, there are no general differences between these communities in how they use humor to manipulate their social group.
The paper is devoted to the task of searching for mentions of green practices in social media texts. The relevance of this task is dictated by the need to expand existing knowledge about the use of green practices in society and the spread of existing green practices. This paper uses a text corpus consisting of the texts published on the environmental communities of the VKontakte social network. The corpus is equipped with an expert markup of the mention of nine types of green practices. As part of this work, a semi-automatic approach is proposed to the collection of additional texts to reduce the class imbalance in the corpus. The approach includes the following steps: detecting the most frequent words for each practice type; automatic collecting texts in social media that contain the detected frequent words; expert verification and filtering of collected texts. The four machine learning models are compared to find the mentions of green practices on the two variants of the corpus: original and augmented using the proposed approach. Among the listed models, the highest averaged F1-score (81.32%) was achieved by Conversational RuBERT fine-tuned on the augmented corpus. Conversational RuBERT model was chosen for the implementation of the application prototype. The main function of the prototype is to detect the presence of the mention of nine types of green practices in the text. The prototype is implemented in the form of the Telegram chatbot.
Modern tabletop (analog) games are riding a wave of popularity being a part of`r esisting the digital'' trend. First of all, imaginary worlds of media franchises become represented in tabletop games with their specific ways of creating interactive narrative and gaming algorithms. Secondly, tabletop games address complicated issues and concepts of today's world. The authors aim to examine specific ways of representing violence in tabletop games, with plots already employed by pieces of different types of media. The authors believe that the hybrid nature of modern tabletop (analog) games involves a hybrid methodology, including phenomenology, hermeneutics, procedural rhetoric, the ideas of R.Kayua, M.Wolf, L.Manovich. The concept of violence is analyzed with reference to V. Podoroga, А. Usmanova, S. Zizek, V. Benjamin. The result of the study is a comprehensive description of the representation of violence in board-themed games. The authors argue that violence is represented in tabletop games at several levels and in different forms: narrative violence, visual violence, symbolic violence, etc. The study indirectly confirms the non-autonomy of the game process, the dependence of the game narrative on the experience of acquaintance with the "imaginary world."
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