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    <title>OAR@UM Collection:</title>
    <link>https://www.um.edu.mt/library/oar/handle/123456789/71057</link>
    <description />
    <pubDate>Fri, 26 Jun 2026 19:55:15 GMT</pubDate>
    <dc:date>2026-06-26T19:55:15Z</dc:date>
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      <title>Innovation patterns in the video gaming industry : evolution of Nintendo case study</title>
      <link>https://www.um.edu.mt/library/oar/handle/123456789/123259</link>
      <description>Title: Innovation patterns in the video gaming industry : evolution of Nintendo case study
Abstract: In the videogame industry, which in 2007 generated more than $9.5 billion of sales in the &#xD;
United States alone, creativity and innovation are the driving force behind each company's &#xD;
success. The gaming market follows a strict generation era where companies need to &#xD;
develop a product which is able to compete in a war of standards. One of the aims of this &#xD;
research is to follow the journey of the video gaming industry, from the early primitive &#xD;
machines to the state of the art consoles which are available today. Particular focus will be &#xD;
given to Nintendo's evolution of hardware starting from the ground breaking NES (Nintendo &#xD;
Entertainment System) which revived the video gaming market after it crashed in 1983. This &#xD;
study continues by concentrating on Nintendo's latest console, the Wii, which has &#xD;
triumphed in the recent console wars between its rivals, the Xbox360 and the Playstation3. &#xD;
The development of the Wii will be given particular importance so as to understand the &#xD;
concrete vision behind such an idea while evaluating the Wii's progress wilh ICT 1 rules such&#xD;
as Network effects, Lock-In and Switching, Verslonlng et cetera. This process will provide&#xD;
insight into Nintendo's strategics and their approach to hardware development, together &#xD;
with providing a blueprint of the video gaming industry's evolutionary patterns.
Description: M.A.CREATIVITY&amp;INNOVATION</description>
      <pubDate>Tue, 01 Jan 2008 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://www.um.edu.mt/library/oar/handle/123456789/123259</guid>
      <dc:date>2008-01-01T00:00:00Z</dc:date>
    </item>
    <item>
      <title>Media organisations : an evaluation of innovation within the media's news content</title>
      <link>https://www.um.edu.mt/library/oar/handle/123456789/118537</link>
      <description>Title: Media organisations : an evaluation of innovation within the media's news content
Abstract: Media organisations benefit from a sound level of importance with regards to delivering &#xD;
the news to their audiences. For this reason innovation should be considered an &#xD;
important factor so to ensure that the most recent and up-to-date ways of &#xD;
communication are used to put forward the latest news to the public. &#xD;
The research questions that this study sets out to answer revolve around innovation in &#xD;
the newsroom and within news content. The initial research question asked how &#xD;
important innovation is deemed to be in newsrooms. This brought about the question of &#xD;
what would make a journalist want to seek innovative practice and what from an &#xD;
organisation's point of view would be deemed to be innovation. &#xD;
This study is carried out by means of an innovation audit within two Maltese media &#xD;
organisations. The findings identify the different attitudes towards several issues related &#xD;
to innovation in the newsroom. Through the extensive literature review conducted, it is &#xD;
also possible to see the results obtained from studies carried out in foreign newsrooms. &#xD;
These case studies provide a snapshot of the phenomenon of innovation and how this is &#xD;
implanted within Maltese newsrooms. The outcomes could not only be of assistance to &#xD;
other news organisations, but could also be used as a pilot study for further research on &#xD;
innovation within Maltese media organisations.
Description: M.CREATIVITY&amp;INNOVATION</description>
      <pubDate>Sun, 01 Jan 2012 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://www.um.edu.mt/library/oar/handle/123456789/118537</guid>
      <dc:date>2012-01-01T00:00:00Z</dc:date>
    </item>
    <item>
      <title>The role of creativity in viral marketing</title>
      <link>https://www.um.edu.mt/library/oar/handle/123456789/118521</link>
      <description>Title: The role of creativity in viral marketing
Abstract: The strategies used in marketing have changed dramatically in the last 2 decades with the &#xD;
emergence of social media platforms. The importance of sharing content has skyrocketed &#xD;
and has become the driving force of new age marketing tactics. The aim of viral marketing &#xD;
is to enrapture consumers and urge them to share content that captured their attention &#xD;
with their contacts. Not unlike a virus, it spreads rapidly and holds the potential to reach a &#xD;
far greater number of individuals. The question that begs to be asked is: How does viral &#xD;
marketing succeed? &#xD;
The study will seek to explore the relationship, or lack of thereof, between creativity and &#xD;
viral marketing. Thus, its research question is: &#xD;
Is creativity the most common element present in an "already perceived as successful" viral &#xD;
marketing campaign? &#xD;
Content analysis was used in order to answer the research question and derive any &#xD;
pertinent findings. A sample of 30 viral campaigns was selected and each of them was &#xD;
rated with a 5 point Likert scale according to a selected set of variables, generated by &#xD;
Smith and Yang (2004), expressing characteristics of creativity. The totals of these &#xD;
variables represented each individual's campaign creativity score, which was then used to &#xD;
compare and analyse them. Furthermore, 3 independent raters conducted the same &#xD;
analysis in order to eliminate subjectivity issues. Finally, an inter-rater reliability test was &#xD;
conducted, with the same concerns as above in mind. &#xD;
The study produced a number of very interesting findings, which all pointed towards the &#xD;
fact that creativity does not single-handedly make a viral marketing campaign successful.
Description: M. CI(Melit.)</description>
      <pubDate>Wed, 01 Jan 2014 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://www.um.edu.mt/library/oar/handle/123456789/118521</guid>
      <dc:date>2014-01-01T00:00:00Z</dc:date>
    </item>
    <item>
      <title>How does the media manipulate its audience? : exploring linguistic creativity in political speeches</title>
      <link>https://www.um.edu.mt/library/oar/handle/123456789/118506</link>
      <description>Title: How does the media manipulate its audience? : exploring linguistic creativity in political speeches
Abstract: Throughout history political and civic leaders have used speeches and storytelling to motivate, &#xD;
inspire and manipulate their audiences to both positive and negative ends. In recent years &#xD;
technological advancements have allowed for these leaders to reach larger audiences. &#xD;
However, despite this long history of persuasion, research has yet to understand how audiences &#xD;
are persuaded. The broad focus of this dissertation is to explore the question: How does the &#xD;
media manipulate its audiences? but since this is a very extensive question, I specifically focus &#xD;
on the creative devices used by political orators in their speeches, as these were all broadcast &#xD;
via the mass media. Three interlinking research questions were devised in order to extract all &#xD;
the information needed to answer the main research question: What is the prevalence and &#xD;
effect of creative linguistic devices? How did second orality effect the development of political &#xD;
discourse? and Can a common trend, pattern or formula be found in the use of creative &#xD;
language? In order to answer each of the three questions, 14 historically famous speeches &#xD;
which were effective at persuading a large audience were chosen, then summative content &#xD;
analysis was used to extract data on a diverse range of elements common between them &#xD;
namely; creativity, dark-creativity, creative linguistic devices and their different frequencies of &#xD;
use throughout the eras of research and technological advancements. The findings suggest that &#xD;
both malevolent and benevolent creativity were present in the speeches, second orality did &#xD;
effect the use of linguistic devices, and a common creative fonnula can be found throughout &#xD;
all the speeches. While this study is a qualitative study and therefore the results cannot be &#xD;
generalized, the results indicate that the Psychological Behavior Theory is most likely to be &#xD;
reflective of how people are manipulated.
Description: M. CI(Melit.)</description>
      <pubDate>Wed, 01 Jan 2014 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://www.um.edu.mt/library/oar/handle/123456789/118506</guid>
      <dc:date>2014-01-01T00:00:00Z</dc:date>
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