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Social media is ubiquitous. From Facebook and Twitter to YouTube, the blogosphere, and Massively Multi-Player Online Role-Playing Games, people have plugged into numerous online venues for social, intellectual, and leisure activities. The pervasiveness of social media calls for ethical reflection, and one of the most pertinent values at stake is that of truth. Current figures estimate there are more than 1 billion social media users worldwide with the ability to connect with people who share similar interests, to present themselves as experts on anything and everything no matter their qualifications, and to contribute the types of factual information formerly limited to professional communication outlets such as news agencies. It's this wide-ranging definition of truth that demands evaluation of the myriad ways social media affect society. This volume does just that by collecting insights from leading experts in the communication and philosophy disciplines as they examine a variety of issues related to the value of truth in the realm of social media.
What propels an individual into becoming a professional observer and chronicler of society, joining a group that is often targeted for criticism by the general public? Can a journalist really have an objective view of the world and the way it operates or do journalists each operate from a specific worldview, parts of which are held in common by all journalists? Do journalists feel they can become involved in normal social and civic activities, or is the world a detached storehouse of ideas for stories? Is the journalist most effective on the sidelines of society, or in getting involved in the action, or taking to the field as a referee or field judge? If journalists are so devoted to the ide...
How far should a reporter go for a story? What's the role of the press at the scene of an emergency, or a murder? Why has journalism suddenly become so susceptible to plagiarism? Here's a book that poses these and other urgent questions--and offers candid answers. At a time when professionals and the public alike worry that journalism has lost its way, Journalism Ethics Goes to the Movies is available to provide much-needed, accessible guidance. Its twelve chapters, written by some of the nation's leading journalism scholars, explore issues that should concern anyone who aspires to a career in journalism, who works in the field, or who relies on news for daily information. Best of all, as th...
This volume focuses on the depiction of women in video games set in historical periods or archaeological contexts, explores the tension between historical and archaeological accuracy and authenticity, examines portrayals of women in historical periods or archaeological contexts, portrayals of female historians and archaeologists, and portrayals of women in fantastical historical and archaeological contexts. It includes both triple A and independent video games, incorporating genres such as turn-based strategy, action-adventure, survival horror, and a variety of different types of role-playing games. Its chronological and geographical scope ranges from late third century BCE China, to mid first century BCE Egypt, to Pictish and Viking Europe, to Medieval Germany, to twentieth century Taiwan, and into the contemporary world, but it also ventures beyond our universe and into the fantasy realm of Hyrule and the science fiction solar system of the Nebula.
Introducing Communication Research is an undergraduate text of a size, level, and style that will motivate and enthuse the increasing number of undergraduate students entering communication research. The text will highlight examples of research in real world settings so that students can see the relevance of the basic communication research course to their careers and perhaps, as graduates, keep the text on an office bookshelf. Written in an accessible tone, Introducing Communication Research provides an overview of the research process from start to finish covering both quantitative and qualitative methods, statistics, ethics, measurement, and more.
Cognitive Film and Media Ethics provides a grounding in the use of cognitive science to address key questions in film, television and screen media ethics. This book extends past works in cognitive media studies to answer normative and ethically prescriptive questions: what could make media morally good or bad, and what, then, are the respective responsibilities of media producers and consumers? Moss-Wellington makes a primary claim that normative propositions are a kind of rigour, in that they force media theorists to draw more active ought conclusions from descriptive is arguments. Cognitive Film and Media Ethics presents the rigours of normative reasoning, cognitive science and consequenti...
Gender and Journalism introduces students to how one facet of our humanity—gender—has a tremendous effect on the people working in journalism; the subjects and framing of the stories they tell; and ultimately the people who consume those stories. This engaging textbook provides a history of gender equality struggles alongside the development of news media in the United States. It provides foundational concepts, theories, and methods through which students can explore the role gender has played in news media. Promoting media literacy, the book empowers students to look at the many factors that influence stories and to become more critical media consumers and creators themselves. While the...
Offers the most comprehensive analysis and discussion of medievalist computer games to date. Games with a medieval setting are commercially lucrative and reach a truly massive audience. Moreover, they can engage their players in a manner that is not only different, but in certain aspects, more profound than traditional literary or cinematic forms of medievalism. However, although it is important to understand the versions of the Middle Ages presented by these games, how players engage with these medievalist worlds, and why particular representational trends emerge in this most modern medium, there has hitherto been little scholarship devoted to them. This book explores the distinct nature of...
In July 1923, less than three years after Westinghouse station KDKA signed on, company engineer Frank Conrad began regular simulcasting of its programs on a frequency in the newly-discovered shortwave range. It was an important event in a technological revolution that would make dependable worldwide radio communication possible for the first time. In subsequent years, countless stations in practically all countries followed suit, taking to shortwave to extend reception domestically or reach audiences thousands of miles away. Shortwave broadcasting would also have an important role in World War II and in the Cold War. In this, his fourth book on shortwave broadcast history, the author revisit...
Interviews with female gamers about structural sexism across the gaming landscape When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women’s gaming are more actively enforced. In Gaming Sexism, Amanda C. Cote explores the video game industry and it...