Author: Casey B. Hart

Publisher: Lexington Books

ISBN: 1498543421

Category: Language Arts & Disciplines

Page: 180

View: 4510

This book examines how the video game industry’s economic strategies have changed over the past decade (2006–2016) from a media effects and game design perspective. It also features discussions and analyses on the social impact of these changes and how consumers have reacted to evolving marketing and design strategies.
Read More

Contexts of Girls and Video Games

Author: Carolyn M. Cunningham

Publisher: Lexington Books

ISBN: 1498554571

Category: Language Arts & Disciplines

Page: 190

View: 6292

This book examines the role that video games play in girls’ lives, including how games structure girls’ leisure time, how playing video games constitutes different performances of femininity, and what influences girls to play or not play video games, as well as the discourses surrounding girls and video games.
Read More

Enhancing the Twenty-First-Century Classroom

Author: Michael G. Strawser

Publisher: Lexington Books

ISBN: 1498548520

Category: Language Arts & Disciplines

Page: 192

View: 7050

This volume addresses the influence of new media on instruction, higher education, and pedagogy. It specifically examines the practical and theoretical implications of new media and the influence of new media on higher education.
Read More

Creating Memes, Sweding Movies, and Other Digital Performances

Author: Lyndsay Michalik Gratch

Publisher: Lexington Books

ISBN: 1498547427

Category: Language Arts & Disciplines

Page: 150

View: 1673

This book shows how traditional notions of the processes and products of creative adaptation are evolving online. It provides a vocabulary to analyze, discuss, and theorize about the implications of online forms of adaptation and highlights the potential and possible ethical quandaries of adaptation online.
Read More

Unravelling the Physical, Social, and Psychological Effects of Video Games

Author: Rachel Kowert,Thorsten Quandt

Publisher: Routledge

ISBN: 131756717X

Category: Social Science

Page: 196

View: 6099

Do video games cause violent, aggressive behavior? Can online games help us learn? When it comes to video games, these are often the types of questions raised by popular media, policy makers, scholars, and the general public. In this collection, international experts review the latest research findings in the field of digital game studies and weigh in on the actual physical, social, and psychological effects of video games. Taking a broad view of the industry from the moral panic of its early days up to recent controversies surrounding games like Grand Theft Auto, contributors explore the effects of games through a range of topics including health hazards/benefits, education, violence and aggression, addiction, cognitive performance, and gaming communities. Interdisciplinary and accessibly written, The Video Game Debate reveals that the arguments surrounding the game industry are far from black and white, and opens the door to richer conversation and debate amongst students, policy makers, and scholars alike.
Read More

User Generated Content Consumption

Author: Eastin, Matthew S.

Publisher: IGI Global

ISBN: 1605667935

Category: Business & Economics

Page: 768

View: 9553

"This book bridges the gap between professional and academic perceptions of advertising in new media environments, defining the evolution of consumerism within the context of media change and establishing the practical issues related to consumer power shifts from supplier to user"--Provided by publisher.
Read More

Author: Guzzetti, Barbara

Publisher: IGI Global

ISBN: 1466683112

Category: Computers

Page: 789

View: 1088

The evolution of digital media has enhanced global perspectives in all facets of communication, greatly increasing the range, scope, and accessibility of shared information. Due to the tremendously broad-reaching influence of digital media, its impact on learning, behavior, and social interaction has become a widely discussed topic of study, synthesizing the research of academic scholars, community educators, and developers of civic programs. The Handbook of Research on the Societal Impact of Digital Media is an authoritative reference source for recent developments in the dynamic field of digital media. This timely publication provides an overview of technological developments in digital media and their myriad applications to literacy, education, and social settings. With its extensive coverage of issues related to digital media use, this handbook is an essential aid for students, instructors, school administrators, and education policymakers who hope to increase and optimize classroom incorporation of digital media. This innovative publication features current empirical studies and theoretical frameworks addressing a variety of topics including chapters on instant messaging, podcasts, video sharing, cell phone and tablet applications, e-discussion lists, e-zines, e-books, e-textiles, virtual worlds, social networking, cyberbullying, and the ethical issues associated with these new technologies.
Read More

An Introduction

Author: Carol J. Pardun

Publisher: John Wiley & Sons

ISBN: 1118587626

Category: Business & Economics

Page: 312

View: 6144

Now revised and updated to reflect the impact of emerging technologies, this new edition of Advertising and Society: Controversies and Consequences examines the evolution of advertising and its influence on society. Expanded with five new chapters covering the impact of emerging technologies, including the evolution of Direct to Consumer (DTC) pharmaceutical advertising; product placement in various media; and the growing intrusiveness of Internet marketing Explores a broad range of topics including alcohol, tobacco, and sex in advertising; the pros and cons of negative political adverts; advergrames; and the use of stereotypes Examines the impact of advertising through its distinctive ‘point/counterpoint’ format –designed to spark discussion and help students understand the complexities of the issues being presented Lends substantial clarity to the subject, uniquely balancing criticism and practice within one text Includes chapter-level overviews and summaries of the topic history and key issues, along with student-friendly features such as ideas for papers and questions for discussion
Read More

Author: John Hartley,Jean Burgess,Axel Bruns

Publisher: John Wiley & Sons

ISBN: 1118321634

Category: Social Science

Page: 520

View: 9444

A Companion to New Media Dynamics presents a state-of-the-art collection of multidisciplinary readings that examine the origins, evolution, and cultural underpinnings of the media of the digital age in terms of dynamic change Presents a state-of-the-art collection of original readings relating to new media in terms of dynamic change Features interdisciplinary contributions encompassing the sciences, social sciences, humanities and creative arts Addresses a wide range of issues from the ownership and regulation of new media to their form and cultural uses Provides readers with a glimpse of new media dynamics at three levels of scale: the 'macro' or system level; the 'meso' or institutional level; and 'micro' or agency level
Read More

Author: Bruce M. Owen

Publisher: Harvard University Press

ISBN: 9780674041714

Category: Computers

Page: 384

View: 7606

After a half-century of glacial creep, television technology has begun to change at the same dizzying pace as computer software. What this will mean--for television, for computers, and for the popular culture where these video media reign supreme--is the subject of this timely book. A noted communications economist, Bruce Owen supplies the essential background: a grasp of the economic history of the television industry and of the effects of technology and government regulation on its organization. He also explores recent developments associated with the growth of the Internet. With this history as a basis, his book allows readers to peer into the future--at the likely effects of television and the Internet on each other, for instance, and at the possibility of a convergence of the TV set, computer, and telephone. The digital world that Owen shows us is one in which communication titans jockey to survive what Joseph Schumpeter called the "gales of creative destruction." While the rest of us simply struggle to follow the new moves, believing that technology will settle the outcome, Owen warns us that this is a game in which Washington regulators and media hyperbole figure as broadly as innovation and investment. His book explains the game as one involving interactions among all the players, including consumers and advertisers, each with a particular goal. And he discusses the economic principles that govern this game and that can serve as powerful predictive tools.
Read More

Author: Gad Saad

Publisher: Springer Science & Business Media

ISBN: 9783540927846

Category: Business & Economics

Page: 371

View: 5458

All individuals who operate in the business sphere, whether as consumers, employers, employees, entrepreneurs, or financial traders to name a few constituents, share a common biological heritage and are defined by a universal human nature. As such, it is surprising that so few business scholars have incorporated biological and evolutionary-informed theories within their conceptual toolboxes. This edited book addresses this lacuna by culling chapters at the intersection of the evolutionary behavioral sciences and specific business contexts including in marketing, consumer behavior, advertising, innovation and creativity, intertemporal choice, negotiations, competition and cooperation in organizational settings, sex differences in workplace patterns, executive leadership, business ethics, store design, behavioral decision making, and electronic communication. To reword the famous aphorism of T. G. Dobzhansky, nothing in business makes sense except in the light of evolution.
Read More

Author: Paul Downward,Alistair Dawson,Trudo Dejonghe

Publisher: Routledge

ISBN: 113643545X

Category: Business & Economics

Page: 440

View: 8600

Sports Economics is the ideal introduction for all sport management and sport policy students and those for whom economics is a relatively new area of study. The book will also provide an ideal introduction to sports economics for economics students new to the area. Specifically designed to make economics accessible the context of sport is the focus of analysis, ensuring that this book is lively, accessible and approachable. The full scope of the sports economy is examined, covering the three main arenas in which sport takes place - mass participation, professional sports and sports events. The key elements of the economic representation of these three markets are considered, such as the underlying demand for and supply of these sports, together with the main policy issues affecting them Whilst truly international in scope, it focuses particularly on specific comparisons between the US, the UK and mainland Europe. The breadth of discussion and international emphasis is brought to life by a detailed discussion of the evidence throughout the book to illustrate the key themes discussed – ideal for both lecturer and student. Reflection questions and boxes are also used in chapters to prompt the reader to think about specific points as well as to provide the context for specific theoretical or empirical contributions that have been used to analyze sport.
Read More

Author: John B. Ford,Earl D. Honeycutt, Jr.

Publisher: Springer

ISBN: 3319130846

Category: Business & Economics

Page: 520

View: 4167

This volume includes the full proceedings from the 1998 Academy of Marketing Science (AMS) Annual Conference held in Norfolk, Virginia. The research and presentations offered in this volume cover many aspects of marketing science including marketing strategy, consumer behaviour, entrepreneurial marketing, international marketing, advertising, marketing education, among others. Founded in 1971, the Academy of Marketing Science is an international organization dedicated to promoting timely explorations of phenomena related to the science of marketing in theory, research, and practice. Among its services to members and the community at large, the Academy offers conferences, congresses and symposia that attract delegates from around the world. Presentations from these events are published in this Proceedings series, which offers a comprehensive archive of volumes reflecting the evolution of the field. Volumes deliver cutting-edge research and insights, complimenting the Academy’s flagship journals, the Journal of the Academy of Marketing Science (JAMS) and AMS Review. Volumes are edited by leading scholars and practitioners across a wide range of subject areas in marketing science.
Read More

Publication of the Association of College and Research Libraries, a Division of the American Library Association

Author: N.A

Publisher: N.A

ISBN: N.A

Category: Academic libraries

Page: N.A

View: 1517

Read More

A New Approach to Studying the Effects of Modern Technologies on Human Behavior

Author: Ned Kock

Publisher: Springer Science & Business Media

ISBN: 9781441961396

Category: Computers

Page: 386

View: 4555

This book is a compilation of chapters written by leading researchers from all over the world. Those researchers’ common characteristic is that they have investigated issues at the intersection of the elds of information systems (IS) and evoluti- ary psychology (EP). The main goal of this book is to serve as a reference for IS research building on EP concepts and theories (in short, IS-EP research). The book is organized in three main parts: Part I focuses on EP concepts and theories that can be used as a basis for IS-EP research; Part II provides several exemplars of IS-EP research in practice; and Part III summarizes emerging issues and debate that can inform IS-EP research, including debate regarding philosophical foundations and credibility of related ndings. IS-EP research is generally concerned with the use of concepts and theories from EP in the study of IS, particularly regarding the impact of modern information and communication technologies on the behavior of individuals, groups, and organi- tions. From a practitioners’ perspective, the most immediate consumers of IS-EP research are those who develop and use IS, of which a large contingent are in bu- nesses that employ IS to support marketing, order-taking, production, and delivery of goods and services. In this context, IS-EP ndings may be particularly useful due to the present need to design web-based interfaces that will be used by in- viduals from different cultures, and often different countries, and whose common denominator is their human nature.
Read More

Author: Norma Odom Pecora

Publisher: Guilford Press

ISBN: 9781572302808

Category: Language Arts & Disciplines

Page: 190

View: 3330

For the past 20 years, toy manufacturers have subsidized the development of children's television programming. The result has been the increased commercialization of children's popular culture; the creation of a "material world" of childhood characterized by brand-name toys, games, clothing, and television characters. Drawing upon historical and economic data and case studies of the media marketplace, this book examines how children have been developed into both an audience and a consumer group.
Read More

Author: N.A

Publisher: N.A

ISBN: N.A

Category: Marketing research

Page: N.A

View: 5079

Read More

Warum wir von Computerspielen profitieren und wie sie die Welt verändern

Author: Jane McGonigal

Publisher: Heyne Verlag

ISBN: 364109741X

Category: Social Science

Page: 496

View: 1856

Warum Computerspiele nicht blöd, sondern schlau machen Die Menschheit spielt. Immerzu. Überall. Ununterbrochen. Über 3 Milliarden Stunden werden jede Woche weltweit mit Spielen verbracht. Und die Zahl wächst, denn immer mehr Menschen erliegen der Faszination von Computerspielen. Aber muss man deshalb klagen über Isolation und Kulturverfall? – Jane McGonigal, laut »BusinessWeek« eine der zehn wichtigsten und innovativsten Spieleentwicklerinnen der Welt, kehrt die Perspektive um und stellt die spannende Frage: Was, wenn wir die immense Kreativität, die Leidenschaft und das Engagement, das wir ins Spielen investieren, für die reale Welt nutzbar machen? Computerspiele bieten Belohnungen, Herausforderungen und Siege, die uns die reale Welt nur allzu oft vorenthält. Aber wer sagt, dass wir das Potenzial von Spielen allein zur Wirklichkeitsflucht und zu Unterhaltungszwecken nutzen müssen? Für Jane McGonigal sind Gamer hoch kompetente Problemlöser und passionierte Teamplayer. Ihre bestechende These: Nutzen wir diese enormen Ressourcen doch, um unsere sozialen, wirtschaftlichen oder medizinischen Probleme zu lösen! Ein überwältigend neuer und überzeugender Blick auf die positive Wirkung, die im Spielen steckt – eine bahnbrechende Analyse, mit der Jane McGonigal eindrucksvoll bestätigt, dass sie von der Zeitschrift »Fast Company« zu Recht unter die »100 kreativsten Menschen der Wirtschaft« gewählt wurde!
Read More