Автор: Benjamin Halligan, Kirsty Fairclough-Isaacs, Robe Название: The Arena Concert: Music, Media and Mass Entertainment ISBN: 1628925558 ISBN-13(EAN): 9781628925555 Издательство: Bloomsbury Academic Рейтинг: Цена: 4592.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
The Arena Concert: Music, Media and Mass Entertainment is the first sustained engagement with what might said to be - in its melding of concert and gathering, in its evolving relationship with digital and social media, in its delivery of event, experience, technology and star - the art form of the 21st century.
This volume offers interviews with key designers, discussions of the practicalities of mounting arena concerts, mixing and performing live to a mass audience, recollections of the giants of late twentieth century music in performance, and critiques of latter-day pretenders to the throne. The authors track the evolution of the arena concert, consider design and architecture, celebrity and fashion, and turn to feminism, ethnographic research, and ideas of humour, liveness and authenticity, in order to explore and frame the arena concert. The arena concert becomes the "real time" centre of a global digital network, and the gig-goer pays not only for an immersion in (and, indeed, role in) its spectacular nature, but also for a close encounter with the performers, in this contained and exalted space. The spectacular nature of the arena concert raises challenges that have yet to be fully technologically overcome, and has given rise to a reinvention of what live music actually means. Love it or loathe it, the arena concert is a major presence in the cultural landscape of the 21st century. This volume finds out why.
Автор: Benjamin Halligan, Kirsty Fairclough-Isaacs, Robe Название: The Arena Concert: Music, Media and Mass Entertainment ISBN: 162892554X ISBN-13(EAN): 9781628925548 Издательство: Bloomsbury Academic Рейтинг: Цена: 22176.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: The Arena Concert: Music, Media and Mass Entertainment is the first sustained engagement with what might said to be - in its melding of concert and gathering, in its evolving relationship with digital and social media, in its delivery of event, experience, technology and star - the art form of the 21st century.
This volume offers interviews with key designers, discussions of the practicalities of mounting arena concerts, mixing and performing live to a mass audience, recollections of the giants of late twentieth century music in performance, and critiques of latter-day pretenders to the throne. The authors track the evolution of the arena concert, consider design and architecture, celebrity and fashion, and turn to feminism, ethnographic research, and ideas of humour, liveness and authenticity, in order to explore and frame the arena concert.
The arena concert becomes the "real time+? centre of a global digital network, and the gig-goer pays not only for an immersion in (and, indeed, role in) its spectacular nature, but also for a close encounter with the performers, in this contained and exalted space. The spectacular nature of the arena concert raises challenges that have yet to be fully technologically overcome, and has given rise to a reinvention of what live music actually means.
Love it or loathe it, the arena concert is a major presence in the cultural landscape of the 21st century. This volume finds out why.
Winner, 2020 Outstanding Book Award, given by the International Communication Association
Honorable Mention, 2020 Nancy Baym Book Award, given by the Association of Internet Researchers
How the transformation of social media platforms and user-experience have redefined the entertainment industry In a little over a decade, competing social media platforms, including YouTube, Facebook, Twitter, Instagram, and Snapchat, have given rise to a new creative industry: social media entertainment. Operating at the intersection of the entertainment and interactivity, communication and content industries, social media entertainment creators have harnessed these platforms to generate new kinds of content separate from the century-long model of intellectual property control in the traditional entertainment industry. Social media entertainment has expanded rapidly and the traditional entertainment industry has been forced to cede significant power and influence to content creators, their fans, and subscribers. Digital platforms have created a natural market for embedded advertising, changing the worlds of marketing and communication in their wake. Combined, these factors have produced new, radically shifting demands on the entertainment industry, posing new challenges for screen regimes, media scholars, industry professionals, content creators, and audiences alike. Stuart Cunningham and David Craig chronicle the rise of social media entertainment and its impact on media consumption and production. A massive, industry-defining study with insight from over 100 industry insiders, Social Media Entertainment explores the latest transformations in the entertainment industry in this time of digital disruption.
Winner, 2020 Outstanding Book Award, given by the International Communication Association
Honorable Mention, 2020 Nancy Baym Book Award, given by the Association of Internet Researchers
How the transformation of social media platforms and user-experience have redefined the entertainment industry In a little over a decade, competing social media platforms, including YouTube, Facebook, Twitter, Instagram, and Snapchat, have given rise to a new creative industry: social media entertainment. Operating at the intersection of the entertainment and interactivity, communication and content industries, social media entertainment creators have harnessed these platforms to generate new kinds of content separate from the century-long model of intellectual property control in the traditional entertainment industry. Social media entertainment has expanded rapidly and the traditional entertainment industry has been forced to cede significant power and influence to content creators, their fans, and subscribers. Digital platforms have created a natural market for embedded advertising, changing the worlds of marketing and communication in their wake. Combined, these factors have produced new, radically shifting demands on the entertainment industry, posing new challenges for screen regimes, media scholars, industry professionals, content creators, and audiences alike. Stuart Cunningham and David Craig chronicle the rise of social media entertainment and its impact on media consumption and production. A massive, industry-defining study with insight from over 100 industry insiders, Social Media Entertainment explores the latest transformations in the entertainment industry in this time of digital disruption.
Автор: Zillmann Название: Media Entertainment ISBN: 0805833242 ISBN-13(EAN): 9780805833249 Издательство: Taylor&Francis Рейтинг: Цена: 22202.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This collection of essays covers all essential aspects of media entertainment, written in a non-technical style for appeal to scholars in communication and psychology as well as to students at mid to advanced levels of study.
Название: Entertainment Media and Politics ISBN: 1138822663 ISBN-13(EAN): 9781138822665 Издательство: Taylor&Francis Рейтинг: Цена: 22968.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
The prominence of politically-themed entertainment is evident across the global media landscape. Given its popularity, it is important to gain a firm understanding of the mechanisms through which this diverse and multi-faceted content can generate democratic outcomes. In addition, it is essential to isolate and predict properly the strength of a given effect and the conditions under which a specific outcome will become evident. The works contained in this edited volume explore affect- and cognition-driven processes of influence, recognizing that humans are both emotional and rational beings. In addition, empirical evidence is offered to isolate and compare specific types of political entertainment media content (e.g., different types of satire) and citizens' proclivities for this content (e.g., a person's Affinity for Political Humor), in order to best understand the complex means by which entertainment media can generate political influence. Attention is also paid to expanding what can and should be defined as "political entertainment" media, which includes opinion-based political talk programming. The collection and its authors represent a global perspective to reflect the rise of political entertainment media as a global phenomenon.
This book was originally published as a special issue of Mass Communication and Society.
Автор: Lee Artz Название: Global Entertainment Media: A Critical Introduction ISBN: 1118955439 ISBN-13(EAN): 9781118955437 Издательство: Wiley Рейтинг: Цена: 13773.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Balancing provocative criticism with clear explanations of complex ideas, this student-friendly introduction investigates the crucial role global entertainment media has played in the emergence of transitional capitalism.
Описание: This book defines an agenda for research in information management and systems for media and entertainment industries.
Автор: Matthew Payne Название: Playing War: Military Video Games After 9/11 ISBN: 1479848565 ISBN-13(EAN): 9781479848560 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 11161.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: The culture that made military shooter video games popular and key in understanding the War on Terror. No video game genre has been more popular or more lucrative in recent years than the “military shooter.” Franchises such as Call of Duty, Battlefield, and those bearing Tom Clancy’s name turn over billions of dollars annually by promising to immerse players in historic and near-future battles, converting the reality of contemporary conflicts into playable, experiences. In the aftermath of 9/11, these games transformed a national crisis into fantastic and profitable adventures, where seemingly powerless spectators became solutions to these virtual Wars on Terror. Playing War provides a cultural framework for understanding the popularity of military-themed video games and their significance in the ongoing War on Terror. Matthew Payne examines post-9/11 shooter-style game design as well as gaming strategies to expose how these practices perpetuate and challenge reigning political beliefs about America’s military prowess and combat policies. Far from offering simplistic escapist pleasures, these post-9/11 shooters draw on a range of nationalist mythologies, positioning the player as the virtual hero at every level. Through close readings of key games, analyses of marketing materials, and participant observations of the war gaming community, Playing War examines an industry mobilizing anxieties about terrorism and invasion to craft immersive titles that transform international strife into interactive fun.
Автор: Matthew Payne Название: Playing War: Military Video Games After 9/11 ISBN: 147980522X ISBN-13(EAN): 9781479805228 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 4514.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: The culture that made military shooter video games popular and key in understanding the War on Terror. No video game genre has been more popular or more lucrative in recent years than the “military shooter.” Franchises such as Call of Duty, Battlefield, and those bearing Tom Clancy’s name turn over billions of dollars annually by promising to immerse players in historic and near-future battles, converting the reality of contemporary conflicts into playable, experiences. In the aftermath of 9/11, these games transformed a national crisis into fantastic and profitable adventures, where seemingly powerless spectators became solutions to these virtual Wars on Terror. Playing War provides a cultural framework for understanding the popularity of military-themed video games and their significance in the ongoing War on Terror. Matthew Payne examines post-9/11 shooter-style game design as well as gaming strategies to expose how these practices perpetuate and challenge reigning political beliefs about America’s military prowess and combat policies. Far from offering simplistic escapist pleasures, these post-9/11 shooters draw on a range of nationalist mythologies, positioning the player as the virtual hero at every level. Through close readings of key games, analyses of marketing materials, and participant observations of the war gaming community, Playing War examines an industry mobilizing anxieties about terrorism and invasion to craft immersive titles that transform international strife into interactive fun.
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