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All Outputs (8)

Typology of content warnings and trigger warnings: Systematic review (2022)
Journal Article
Charles, A., Hare-Duke, L., Nudds, H., Franklin, D., Llewellyn-Beardsley, J., Rennick-Egglestone, S., …Slade, M. (2022). Typology of content warnings and trigger warnings: Systematic review. PLoS ONE, 17(5), Article e0266722. https://doi.org/10.1371/journal.pone.0266722

Content and trigger warnings give information about the content of material prior to receiving it. Different typologies of content warnings have emerged across multiple sectors, including health, social media, education and entertainment. Benefits ar... Read More about Typology of content warnings and trigger warnings: Systematic review.

Building digital estates: multiscreening, technology management and ephemeral television (2017)
Journal Article
Evans, E., Coughlan, T., & Shipp, V. (2017). Building digital estates: multiscreening, technology management and ephemeral television. Critical Studies in Television, 12(2), 191-205. https://doi.org/10.1177/1749602017698714

The UK television industry has increasingly integrated multiple screen technologies into multiplatform ‘digital estates’. Such ‘digital estates’ also emerge in domestic contexts. The complex, but mundane and ephemeral nature of these domestic ‘digita... Read More about Building digital estates: multiscreening, technology management and ephemeral television.

Universal ideals in local realities: online viewing in South Korea, Brazil and India (2016)
Journal Article
Evans, E., McDonald, P., Bae, J., Ray, S., & Santos, E. (2016). Universal ideals in local realities: online viewing in South Korea, Brazil and India. Convergence, 22(4), https://doi.org/10.1177/1354856516641629

The potential of the internet to act as a global distribution outlet for screen content has long come into conflict with the nationally-focused strategies of producers, broadcasters, governments and internet service providers. Online viewing therefor... Read More about Universal ideals in local realities: online viewing in South Korea, Brazil and India.

Layering engagement: the temporal dynamics of transmedia television (2015)
Journal Article
Evans, E. (2015). Layering engagement: the temporal dynamics of transmedia television. Storyworlds, 7(2),

The last fifteen years have seen dramatic changes in the UK within both the television industry and televisual storytelling techniques. Rapid technological changes have not only increased the variety of screen devices, they have also changed the boun... Read More about Layering engagement: the temporal dynamics of transmedia television.

The economics of free: Freemium games, branding and the impatience economy (2015)
Journal Article
Evans, E. (2016). The economics of free: Freemium games, branding and the impatience economy. Convergence, 22(6), 563-580. https://doi.org/10.1177/1354856514567052

The gaming industry has seen dramatic change and expansion with the emergence of ‘casual’ games that promote shorter periods of game play. Free to download, but structured around micro-payments, these games raise the complex relationship between game... Read More about The economics of free: Freemium games, branding and the impatience economy.

'We're all a bunch of nutters!': the production dynamics of Alternate reality games (2014)
Journal Article
Elizabeth, E. (2014). 'We're all a bunch of nutters!': the production dynamics of Alternate reality games. International Journal of Communication, 8,

Alternate reality games (ARGs) combine transmedia and pervasive storytelling, layering fictional narratives onto real world spaces and raising a number of production challenges in the process. This article will consider the key professional skills, w... Read More about 'We're all a bunch of nutters!': the production dynamics of Alternate reality games.

The Malthusian Paradox: performance in an alternate reality game (2014)
Journal Article
Evans, E., Flintham, M., & Martindale, S. (2014). The Malthusian Paradox: performance in an alternate reality game. Personal and Ubiquitous Computing, 18(7), https://doi.org/10.1007/s00779-014-0762-7

The Malthusian Paradox is a transmedia alternate reality game (ARG) created by artists Dominic Shaw and Adam Sporne played by 300 participants over three months. We explore the design of the game, which cast players as agents of a radical organisatio... Read More about The Malthusian Paradox: performance in an alternate reality game.