In recent years, scholars have argued that the ability of people to choose which channel they want to watch means that television news is just preaching to the choir, and doesn't change any minds. However, this book shows that the media still has an enormous direct impact on American society and politics.
While past research has emphasized the indirect effects of media content on attitudes - through priming or framing, for instance - Dan Cassino argues that past data on both the public opinion and the media side wasn't detailed enough to uncover it. Using a combination of original national surveys, large scale content analysis of news coverage along with data sets as disparate as FBI gun background checks and campaign contribution records, Cassino discusses why it's important to treat different media sources separately, estimating levels of ideological bias for television media sources as well as the differences in the topics that the various media sources cover. Taking this into account proves that exposure to some media sources can serve to actually make Americans less knowledgeable about current affairs, and more likely to buy into conspiracy theories.
Even in an era of declining viewership, the media - especially Fox News - are shaping our society and our politics. This book documents how this is happening, and shows the consequences for Americans. The quality of journalism is more than an academic question: when coverage focuses on questionable topics, or political bias, there are consequences.
Автор: John Banks Название: Co-creating Videogames ISBN: 184966496X ISBN-13(EAN): 9781849664967 Издательство: Bloomsbury Academic Рейтинг: Цена: 12672.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book draws from, and is supported by, a decade of ethnographic research undertaken with videogames development companies located in Australia and the USA. It explores key contemporary issues in participatory media culture, including questions of technology, labour and professional expertise.
Автор: James Newman Название: Videogames ISBN: 0415669154 ISBN-13(EAN): 9780415669153 Издательство: Taylor&Francis Рейтинг: Цена: 22202.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: In the few decades since they first blipped their way onto television screens, videogames have become one of the most culturally, socially and economically significant media forms. Newman’s volume considers how we might approach videogames as media texts to be read, experiences to be played and played with, systems and simulations to be decoded and interrogated, and performances to be captured, codified and preserved. The updated second edition examines the emergence of new platforms as well as changing patterns of production and consumption in its analysis of Wii, Xbox 360, PS3 and mobile gaming. The new final chapter explores recent developments in games scholarship with particular focus falling on the study of gameplay as socially situated, ‘lived experience’, and on strategies for game history, heritage and preservation. In drawing attention to the fragility and ephemerality of hardware, software and gameplay, this new edition encourages readers and players not only to consider how games might be studied but also what can, will and should be left behind for the next generation of games researchers.
Описание: This collection reflects the French influence on literary and representational theory which has been predominant in recent years. It contains stimulating essays on the fiction of Perault, Borges, James, Eco and Tournier. These are complemented by theoretical essays on power and representation which provide powerful critiques of Barthes, Derrida, Deleuze and Marin, writers central to the contemporary debate. Finally, two perceptive essays reflect upon and attempt to redirect current theory, drawing on and confronting the writings of Michel Foucault.
The first dedicated volume of its kind, Visualizing Digital Discourse brings together sociolinguists and discourse analysts examining the role of visual communication in digital media. The volume showcases work from leading, established and emerging scholars from across Europe, covering a diverse range of digital media platforms such as messaging, video-chat, gaming and wikis; visual modalities such as emojis, video and layout; methodologies like discourse analysis, ethnography and conversation analysis; as well as data from different languages. With an opening chapter by Rodney Jones, the volume is organized into three parts: Besides Words and Writing, The Social Life of Images, and Designing Multimodal Texts. From the perspective of these broad domains, chapters tackle some of the major ideological, interactional and institutional implications of visuality for digital discourse studies. The first part, beginning with a co-authored chapter by Crispin Thurlow, focuses on micro-level visual practices and their macro-level framing – all with particular regard for emojis. The second part, beginning with a chapter from Sirpa Leppanen, examines the ways visual resources are used for managing personal relations, and the wider cultural politics of visual representation in these practices. The third part, beginning with a chapter by Hartmut Stockl, considers organizational contexts where users deploy visual resources for more transactional, often commercial ends.
The first dedicated volume of its kind, Visualizing Digital Discourse brings together sociolinguists and discourse analysts examining the role of visual communication in digital media. The volume showcases work from leading, established and emerging scholars from across Europe, covering a diverse range of digital media platforms such as messaging, video-chat, gaming and wikis; visual modalities such as emojis, video and layout; methodologies like discourse analysis, ethnography and conversation analysis; as well as data from different languages. With an opening chapter by Rodney Jones, the volume is organized into three parts: Besides Words and Writing, The Social Life of Images, and Designing Multimodal Texts. From the perspective of these broad domains, chapters tackle some of the major ideological, interactional and institutional implications of visuality for digital discourse studies. The first part, beginning with a co-authored chapter by Crispin Thurlow, focuses on micro-level visual practices and their macro-level framing – all with particular regard for emojis. The second part, beginning with a chapter from Sirpa Leppanen, examines the ways visual resources are used for managing personal relations, and the wider cultural politics of visual representation in these practices. The third part, beginning with a chapter by Hartmut Stockl, considers organizational contexts where users deploy visual resources for more transactional, often commercial ends.
Автор: Bogost Ian Название: How to Do Things with Videogames ISBN: 081667647X ISBN-13(EAN): 9780816676477 Издательство: Marston Book Services Рейтинг: Цена: 2968.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: A fresh look at computer games as a mature mass medium with unlimited potential for cultural transformation
Автор: Bateman Chris Название: Game Writing: Narrative Skills for Videogames ISBN: 1501348965 ISBN-13(EAN): 9781501348969 Издательство: Bloomsbury Academic Рейтинг: Цена: 4275.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: As the videogame industry has grown up, the need for better stories and characters has dramatically increased, yet traditional screenwriting techniques alone cannot equip writers for the unique challenges of writing stories where the actions and decisions of a diverse range of players are at the centre of every narrative experience. Game Writing: Narrative Skills for Videogames was the first book to demystify the emerging field of game writing by identifying and explaining the skills required for creating videogame narrative.
Through the insights and experiences of professional game writers, this revised edition captures a snapshot of the narrative skills employed in today's game industry and presents them as practical articles accompanied by exercises for developing the skills discussed. The book carefully explains the foundations of the craft of game writing, detailing all aspects of the process from the basics of narrative to guiding the player and the challenges of nonlinear storytelling. Throughout the book there is a strong emphasis on the skills developers and publishers expect game writers to know.
This second edition brings the material up to date and adds four new chapters covering MMOs, script formats, narrative design for urban games, and new ways to think about videogame narrative as an art form. Suitable for both beginners and experienced writers, Game Writing is the essential guide to all the techniques of game writing. There's no better starting point for someone wishing to get into this exciting field, whether they are new game writers wishing to hone their skills, or screenwriters hoping to transfer their skills to the games industry.
Автор: Gane Название: Ideological Representation and Power in Social Relations ISBN: 1138972266 ISBN-13(EAN): 9781138972261 Издательство: Taylor&Francis Рейтинг: Цена: 2295.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This collection reflects the French influence on literary and representational theory which has been predominant in recent years. It contains stimulating essays on the fiction of Perault, Borges, James, Eco and Tournier. These are complemented by theoretical essays on power and representation which provide powerful critiques of Barthes, Derrida, Deleuze and Marin, writers central to the contemporary debate. Finally, two perceptive essays reflect upon and attempt to redirect current theory, drawing on and confronting the writings of Michel Foucault.
Описание: Scholarship usually represents itself as objective, dispassionate, and politically neutral. This masterful study uses Marx to shatter this picture.
Описание: In the early decades of the twentieth century, tens of thousands of Yiddish speaking immigrants actively participated in the American Socialist and labour movement. They formed the milieu of the hugely successful daily Forverts (Forward). This book focuses on the newspaper`s reaction to the political developments in the home country.
Автор: James Newman Название: Best Before: Videogames, Supersession and Obsolescence ISBN: 0415577918 ISBN-13(EAN): 9780415577915 Издательство: Taylor&Francis Рейтинг: Цена: 22202.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Best Before examines the ways in which the obsessions with technological obsolescence and supersession and an industry defined by continual innovation have effectively closed down the possibility of valuing old videogames in any way other than curiosities or waypoints along the teleological journey to the next generation of hardware and software.
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