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Reframing Disability? - Media, (Dis)Empowerment, and Voice in the 2012 Paralympics (Paperback): Daniel Jackson, Caroline E. M.... Reframing Disability? - Media, (Dis)Empowerment, and Voice in the 2012 Paralympics (Paperback)
Daniel Jackson, Caroline E. M. Hodges, Mike Molesworth, Richard Scullion
R1,606 Discovery Miles 16 060 Ships in 10 - 15 working days

The London 2012 Paralympic Games - the biggest, most accessible and best-attended games in the Paralympics' 64-year history - came with an explicit aim to "transform the perception of disabled people in society," and use sport to contribute to "a better world for all people with a disability." This social agenda offered the potential to re-frame disability; to symbolically challenge "ableist" ideology and to offer a reinvention of the (dis)abled body and a redefinition of the possible. This edited collection investigates what has and is happening in relation to these ambitions. The book is structured around three key questions: 1. What were the predominant mediated narratives surrounding the Paralympics, and what are the associated meanings attached to them? 2. How were the Paralympics experienced by media audiences (both disabled and non-disabled)? 3. To what extent did the 2012 Paralympics inspire social change? Each section of this book is interspersed with authentic "voices" from outside academia: broadcasters, athletes and disabled schoolchildren.

Digital Virtual Consumption (Paperback): Mike Molesworth, Janice Denegri Knott Digital Virtual Consumption (Paperback)
Mike Molesworth, Janice Denegri Knott
R1,770 Discovery Miles 17 700 Ships in 10 - 15 working days

Digital media present opportunities for new types of consumption including desiring, buying, collecting, making, and even selling digital virtual goods. To these activities we can add those taking place in virtual communities of consumption, online shops, brand websites, and online auction houses that together amount to a vast new landscape of consumption. Digital virtual consumption motivates concatenated practices which produce meaningful experience for their users as well as market opportunities to profit from them. Consumers create and maintain elaborate wish lists, engaging with simulations of brands on websites and in videogames, coveting items for use in online games and even spending 'real' money on these, undertaking entrepreneurial activity in virtual worlds, conjuring nostalgia via online auctions, engaging in playful consumption in other new retail formats, writing reviews of products as part of the consumption experience, engaging in online activist activities, and many other emerging behaviors. Analyses of consumption in the digital virtual realm are however limited. This collection brings together experienced researchers from the fields of consumer research, digital games, and virtual worlds to provide conceptual and empirical work that helps us understand these new and significant consumer activities. Online communities negotiate the 'correct' use of goods and offer technical advice, consumers develop new products, individuals create and distribute their own promotional material for their favorite brands, and entrepreneurial consumers marketing and selling their own products online. Here we may see a blurring of consumption and production, or work and leisure activity that requires further thought about what makes it meaningful for individuals. The chapters in this volume take stock of the emergence and likely importance of digital virtual consumption for consumer culture, including a review of both new and existing conceptual and methodological tools as well as a resource of key examples and analyses of practices.

Reframing Disability? - Media, (Dis)Empowerment, and Voice in the 2012 Paralympics (Hardcover): Daniel Jackson, Caroline E. M.... Reframing Disability? - Media, (Dis)Empowerment, and Voice in the 2012 Paralympics (Hardcover)
Daniel Jackson, Caroline E. M. Hodges, Mike Molesworth, Richard Scullion
R4,646 Discovery Miles 46 460 Ships in 10 - 15 working days

The London 2012 Paralympic Games - the biggest, most accessible and best-attended games in the Paralympics' 64-year history - came with an explicit aim to "transform the perception of disabled people in society," and use sport to contribute to "a better world for all people with a disability." This social agenda offered the potential to re-frame disability; to symbolically challenge "ableist" ideology and to offer a reinvention of the (dis)abled body and a redefinition of the possible. This edited collection investigates what has and is happening in relation to these ambitions. The book is structured around three key questions: 1. What were the predominant mediated narratives surrounding the Paralympics, and what are the associated meanings attached to them? 2. How were the Paralympics experienced by media audiences (both disabled and non-disabled)? 3. To what extent did the 2012 Paralympics inspire social change? Each section of this book is interspersed with authentic "voices" from outside academia: broadcasters, athletes and disabled schoolchildren.

Digital Virtual Consumption (Hardcover): Mike Molesworth, Janice Denegri Knott Digital Virtual Consumption (Hardcover)
Mike Molesworth, Janice Denegri Knott
R4,640 Discovery Miles 46 400 Ships in 10 - 15 working days

Digital media present opportunities for new types of consumption including desiring, buying, collecting, making, and even selling digital virtual goods. To these activities we can add those taking place in virtual communities of consumption, online shops, brand websites, and online auction houses that together amount to a vast new landscape of consumption. Digital virtual consumption motivates concatenated practices which produce meaningful experience for their users as well as market opportunities to profit from them. Consumers create and maintain elaborate wish lists, engaging with simulations of brands on websites and in videogames, coveting items for use in online games and even spending real money on these, undertaking entrepreneurial activity in virtual worlds, conjuring nostalgia via online auctions, engaging in playful consumption in other new retail formats, writing reviews of products as part of the consumption experience, engaging in online activist activities, and many other emerging behaviors.

Analyses of consumption in the digital virtual realm are however limited. This collection brings together experienced researchers from the fields of consumer research, digital games, and virtual worlds to provide conceptual and empirical work that helps us understand these new and significant consumer activities. Online communities negotiate the correct use of goods and offer technical advice, consumers develop new products, individuals create and distribute their own promotional material for their favorite brands, and entrepreneurial consumers marketing and selling their own products online. Here we may see a blurring of consumption and production, or work and leisure activity that requires further thought about what makes it meaningful for individuals. The chapters in this volume take stock of the emergence and likely importance of digital virtual consumption for consumer culture, including a review of both new and existing conceptual and methodological tools as well as a resource of key examples and analyses of practices.

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