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Books > Reference & Interdisciplinary > Communication studies > Media studies
Adolescents and young adults are the main users of social media. This has sparked interest among researchers regarding the effects of social media on normative development. There exists a need for an edited collection that will provide readers with both breadth and depth on the impacts of social media on normative development and social media as an amplifier of positive and negative behaviors. The Psychology and Dynamics Behind Social Media Interactions is an essential reference book that focuses on current social media research and provides insight into the benefits and detriments of social media through the lens of psychological theories. It enhances the understanding of current research regarding the antecedents to social media use and problematic use, effects of use for identity formation, mental and physical health, and relationships (friendships and romantic and family relationships) in addition to implications for education and support groups. Intended to aid in collaborative research opportunities, this book is ideal for clinicians, educators, researchers, councilors, psychologists, and social workers.
"The New Economy in Development" presents conceptual and empirical
analyses of the opportunities offered by information and
communications technologies (ICT). By focusing on the
interrelationships between ICT, services, globalization,
international agreements and broader development goals, the volume
offers a range of policy options for harnessing ICT for
development. Contributors include scholars and policy makers from
international organizations, and the chapters include understudied
cases from Africa, Latin America, Eastern Europe, and Asia.
New media, especially in relation to video gaming, now occupies a dominant position within popular culture. The book offers new and critical perspectives on computer game culture. It illustrates key debates in game studies and is a guide to complexity and diversity of the phenomenon.It maintains its originality in bringing together international experts from among social scientists, game designers, artists and literature scholars. Internationally renowned media and literature scholars, social scientists, game designers and artists explore the cultural potential of computer games in this rich anthology, which introduces the latest approaches in the central fields of game studies and provides an extensive survey of contemporary game culture.
Religious traditions have provided a seemingly endless supply of subject matter for film, from the Ten Commandments to the Mahabharata. At the same time, film production has engendered new religious practices and has altered existing ones, from the cult following of The Rocky Horror Picture Show to the 2001 Australian census in which 70,000 people indicated their religion to be "Jedi Knight." Representing Religion in World Cinema begins with these mutual transformations as the contributors query the two-way interrelations between film and religion across cinemas of the world. Cross-cultural and interdisciplinary by nature, this collection by an international group of scholars draws on work from religious studies, film studies, and anthropology, as well as theoretical impulses in performance, gender, ethnicity, colonialism, and postcolonialism.
Going beyond recent attempts to pigeonhole the information
revolution as either the information highway to utopia or the
devil's own dystopia, this book cuts through the furor surrounding
the Internet and shows how the paradoxical aspects of new media are
an expression of the inherent contradictions underlying society as
a whole. Andrew Calcutt is an enthusiastic champion of the
potential for new communications technology and a trenchant critic
of the culture of fear and self-limitation which prevents its
realization. At a time when events and social processes are often
assumed to be beyond our control, he seeks to accentuate the
positive capabilities of human beings and the technologies which we
have created.
This volume assembles cutting edge research focusing on media and youth. The volume looks broadly at what is understood by the definitions of 'youth' and 'media', when studied together and separately, and how these continue to develop. The volume features papers about institutions that shape this part of the lifecourse, such as the family, school, community organizations. Papers address this theme from a theoretical and methodological framework.
Video games are inherently transnational by virtue of its industrial, textual, and player practices. This collection includes essays from scholars from seven countries analyzing game cultures on macro- and micro-levels and investigates the growing transnational nature of digital play. The contributors touch upon nations not usually examined by game studies - including the former Czechoslovakia, Turkey, India, and Brazil - and also add new perspectives to the global gaming hubs of China, Singapore, Australia, Japan, and the United States. By examining both the major markets as well as regions and localities that have traditionally been under-served by dominant industrial players and under-examined by both journalists and scholars, this book offers a nuanced, fluid, and hybrid picture of gaming and new directions for game studies as the field matures beyond the binaries of hardware/software, ludology/narratology, and major/indie development. In addition to full-length essays, brief snapshots of case studies are included. The diversity of regions and perspectives explored in the snapshots and full-length essays help cultivate new ground for research and point to opportunities for scholars interested in the cross-pollination of gaming and globalization studies.
The authors give a detailed summary about the fundamentals and the historical background of digital communication. This includes an overview of the encoding principles and algorithms of textual information, audio information, as well as images, graphics, and video in the Internet. Furthermore the fundamentals of computer networking, digital security and cryptography are covered. Thus, the book provides a well-founded access to communication technology of computer networks, the internet and the WWW. Numerous pictures and images, a subject-index and a detailed list of historical personalities including a glossary for each chapter increase the practical benefit of this book that is well suited as well as for undergraduate students as for working practitioners.
America today is a hypersexual society. Sexual discourse, erotica, and pornography are pervasive in the culture. Sexual materials, many times extending into erotica and pornography, are found in the consumer world, academia, sex therapy, the publishing world, mass media (especially radio, television and movies) and the Internet. The sexual materials found in all these areas of American society provoke relentless opposition by groups and individuals who want to repress or censor sexual materials. The combined effects of those who promote and produce sexual materials, and those who try to supress them, add up to a cacophony of sexual discourse.
In this edited volume, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. Going beyond computer games, this interdisciplinary collection argues that present-day play and games are not only appropriate metaphors for capturing postmodern human identities, but are in fact the means by which people create their identity. From discussions of World of Warcraft and Foursquare to digital cartographies, the combined essays form a groundbreaking volume that features the most recent insights in play and game studies, media research, and identity studies.
This title combines, in a unique and innovative way, analytical approaches from literary narratology, film studies and new media studies.This title examines the recent cinematic trend of 'modular' narrative form, in which the temporal flow of the narrative is disrupted. It identifies and describes four different models of cinematic modular narrative. There is increasing academic interest in the topic of narrative complexity in film, illustrated by significant recent attention in journal articles, but this is the first monograph to study the phenomenon exclusively. It combines analytical approaches from literary narratology, film studies and new media studies. It includes analysis of a number of 'cult' films that are popular among film students both in the UK and the US e.g. Run Lola Run, 21 Grams, and Memento.Since the early 1990s there has been a trend towards narrative complexity within popular cinema. This book examines a number of contemporary films that play overtly with narrative structure, raising questions of chance and destiny, memory and history, simultaneity and the representation of time.
This is a lively look at communication technologies from railways and telegraph to the mobile video phone - a critical cultural history.This title provides an account of competing cultural theorists' positions illustrated by case studies of real-life communication technologies. It investigates the metaphorical and cultural 'baggage' that comes with these representatives of the sublime as a commentary on other aspects of political and social life, especially on consumption of cultural products. It is the first book to assemble in a single overall account the work of Raymond Williams, Walter Benjamin and Paul Virilio on communication technologies. This lively new study is a critical cultural history of communication technologies from railways and telegraphy to computers and the Internet, in which Rod Giblett argues that these technologies play a pivotal role in the cultural history of modernity and its project of the sublime.
Forty original contributions on games and gaming culture What does Pokemon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question-what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today's leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.
"This book is to be recommended as a good, informative, broad-based survey, useful for students of film, media, drama and cultural studies who are looking for an entry into this broad genre and to use this text as a general resource." Christine Etherington-Wright, Studies in Musical Theatre "Mundy is an unabashed aficionado of the British musical film, and his expertise and knowledge in this area are evident in this encyclopedic volume. The book follows an easy-to-read, chronological format and covers all major and many minor British musical films from inception of sound to the present." W.W Dixon, University of Nebraska Lincoln Choice Current Reviews for Academic Libraries March 2008 Vol. 45 No. 07 The British musical film is the first book to examine a neglected area of British cinema as it developed from the early so-called 'silent' period to the present. Offering a comprehensive survey of musical films across the decades, it also includes detailed critical analysis of individual films and the creative personnel, including directors, stars, lyricists, composers and musical directors, who worked on them. Scholarly but clearly written, the book traces the development of a distinctive genre within British cinema, noting ways in which it differs from the Hollywood musical and setting the films in their historical and cultural context. Adopting a chronological approach, the book starts with the importance of music to the cinema-going experience before the coming of synchronised sound in the late 1920s and then examines the explosion of musical films featuring British musical talent in the 1930s, and the role of musical films during the years of the Second World War. The book examines the transition in musical taste reflected in musical films during the 1950s, and the importance of pop music on-screen in the 1960s. Important innovations in the British musical film of the 1970s and 1980s are analysed, as are examples of contemporary musical films that reflect an increasingly heterogeneous British culture. As well as analysing Oscar-winning musicals such as The Red Shoes and Oliver!, this study also uncovers musical films that have been unjustly neglected for far too long. In asserting the importance of the musical film and its relationship with a vibrant British popular music culture, this study makes a significant contribution to the growing awareness of the rich distinctiveness of British cinema. -- .
This path-breaking collection explores the breadth and depth of South Asia s many vibrant cinemas. It extends well beyond Bollywood to Nepali, Sri Lankan, Pakistani Panjabi, Bhojpuri, Bengali, Kannada, and early Tamil cinemas, while unpacking the category of 'Bollywood' itself. The coverage of cinematic features is equally far-ranging, exploring music, dance, audiences, filmmakers, industries, and the mutual influences among South Asia s cinemas. With a mix of ethnographic, historical, auteur, and textual approaches, this exciting collection presents the first wide-reaching analysis of South Asian cinemas. The nine chapters include a new theoretical and historical engagement by the co-editors about the burgeoning area of South Asian cinemas in the academy, as well as original research by young and established scholars. From historical to contemporary considerations, to close analyses and empirical material from fieldwork, to a rich and revealing photographic essay, this collection will be novel reading for a new generation of work into an important global cinematic region. This book was originally published as a special issue of South Asian Popular Culture."
Interrogating Popular Culture: Key Questions offers an accessible introduction to the study of popular culture, both historical and contemporary. Beginning from the assumption that cultural systems are dynamic, contradictory, and hard to pin down, Stacy Takacs explores the field through a survey of important questions, addressing:
Illustrated with a wide variety of case studies, covering everything from medieval spectacle to reality TV, sports fandom and Youtube, "Interrogating Popular Culture" gives students a theoretically rich analytical toolkit for understanding the complex relationship between popular culture, identity and society.
Teaching Shakespeare through performance has a long history, and active methods of teaching and learning are a logical complement to the teaching of performance. Virtual reality ought to be the logical extension of such active learning, providing an unrivalled immersive experience of performance that overcomes historical and geographical boundaries. But what are the key advantages and disadvantages of virtual reality, especially as it pertains to Shakespeare? And more interestingly, what can Shakespeare do for VR (rather than vice versa)? This Element, the first on its topic, explores the ways that virtual reality can be used in the classroom and the ways that it might radically change how students experience and think about Shakespeare in performance.
A timely and critical investigation into the way media operates in a so-called global age, presenting new empirical data on key sites of news production and crucially tying these findings to ongoing debates on globalization and democracy.
Beginning with an exposition of the four most widely argued theories of the press, this book goes on to explore several critical perspectives on the tasks and roles of print and broadcast news media in the United States. The author sets out critical analyses of several hotly debated issues, including news balance and objectivity, freedom of the press, and news coverage of minorities. After an appraisal of the present condition of journalism education in the United States, the author provides both complete and annotated professional guidelines and mission statements from key advertising, broadcasting, and print media organizations.
Consuming Television is a textbook designed to introduce students to the role of television in contemporary society and to encourage an understanding of what contemporary audiences are all about. Although the central focus of the book is on audiences, the coverage is extended to offer a unique examination of the actual programmes themselves. In addition, the production process - including the policies which affect television production - is explored. Clearly written and supported by unique and interesting data, including the most recent findings about the future prospects of both terrestrial and satellite/ cable broadcasts, cultural studies and the sociology of culture.
This book analyzes mobile gaming in the Asian context and looks into a hitherto neglected focus of inquiry - a localized mobile landscape, with particular reference to young Asians' engagement with mobile gaming. This edition focuses not only on the remarkable success of local mobile games, but also on the significance of social milieu in the development of Asian mobile technologies and gaming culture. It analyzes the growth of the current mobile technologies and mobile gaming not as separate but as continuous developments in tandem with the digital economy. It is of interest to both academics and a broader readership from the business, government, and information technology sectors
Shakespeare in mass media–particularly film, video, and television–is arguably the fastest growing research agenda in Shakespeare studies. Shakespeare after Mass Media provides both students and scholars with the most comprehensive resource available on the market for studying the extraordinary afterlife of Shakespeare’s plays in a wide range of media. From marketing to electronic Shakespeares, comics to romance novels, Star Trek to Kenneth Branagh, radio and popular music to Bartlett’s Quotations, the contributors explore the contemporary cultural significance of Shakespeare with theoretical sophistication and accessible writing.
While video games have blossomed into the foremost expression of contemporary popular culture over the past decades, their critical study occupies a fringe position in American Studies. In its engagement with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically interrogate the use of spatial myths ("wilderness," "frontier," or "city upon a hill"), explore games as digital borderlands and contact zones, and offer novel approaches to geographical literacy. Eventually, Playing the Field II brings the rich theoretical repertoire of the study of space in American Studies into conversation with questions about the production, representation, and experience of space in video games.
This book explores a sensational crime and trial that took place in Rome in the late 1870s, when the bloody killing of a war hero triggered a national spectacle. A young southern wife's murder of her impotent soldier husband exploded into the first great "media circus" in the new nation of Italy. The trial of the widow and her acrobat lover shocked the young nation not only with its gruesome details, but also because masses of women flocked to the court, took sides and heatedly reacted to testimony, as a new generation of newspapers exploited the scandal to enchant an untapped readership. Largely ignored by historians, the Fadda Affair, as it was called, crucially shaped the young nation's self-image, but it still resists reduction to historiographical formula, even as its raucous messiness presages the postmodern centrality of performance and the displacement of substance by sensation.
What opportunities do digital technologies present? How do developments in digital media support scholarship and teaching yet further social justice? Written by two experts in the field, this accessible book is the first to look at scholarly practice in the digital era and consider how it can connect academics, journalists and activists in ways that foster transformation on issues of social justice. The terra firma of scholarly practice is changing. This book offers both a road map and a vision of what being a scholar can be when reimagined in the digital era to enliven the public good, as it discusses digital innovations in higher education as well as reflecting upon what these mean in an age of austerity. It is ideal for students and academics working in any field of humanities or social sciences with a social justice focus. |
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