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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...
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...
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...
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.
While the economic forces shaping globalization are powerful and seemingly getting stronger, they are not immutable, nor are their effects predictable or necessarily overwhelming. Contributors to this book are optimistic that the socio-cultural formations of the future, such as cultural hybridity and cosmopolitanism, will be a viable option for constructing new or renewed global communities of migrants around the world. It is with these tools that migrants are best equipped to navigate the raging torrents of globalization in the new millennium of a post-postmodern era. Globalization brings with it a fear, a sense of loss and demise. It also brings with it a new sense of opportunity and hope. It is in this spirit that this book should be read.
What does love have to do with gaming? As games have grown in complexity, they have increasingly included narratives that seek to engage players with love in a variety of ways. While media attention often focuses on violent emotions and behavior in gaming, love has always been central to the experience. We love to play games, we have titles that we love, and sometimes we love too much or love terrible games for their shortcomings. Love in gaming is rather like love in life--often complicated and frustrating but also exciting and gratifying. This collection of fresh essays explores the meaning and role of love in gaming, describing a number of ways--from coding to cosplay--in which love can be expressed in, for and around games. Investigating how gaming involves love is also key to understanding the growing importance of games and gamers as cultural markers.
This book is an in-depth examination of education and media under occupation. The contributors to this volume engage dialogue to explore these domains and their roles and functioning under occupation while keeping an eye toward resolution, using the on-going conflict between Palestine and Israel as the focus. The uniqueness of this collection is not limited to the willingness of its authors to investigate topics that have often been left out of the mainstream, but that they actually enter into dialogue with one another. Education and media are exemplified as domains that can either maintain the status quo of oppression when used by policymakers and governments to do so or can be utilized as mechanisms for change and peacemaking. These contradictory roles are highlighted throughout this book by multiple voices.
A lot of work has been done talking about what masculinity is and what it does within video games, but less has been given to considering how and why this happens, and the processes involved. This book considers the array of daily relationships involved in producing masculinity and how those actions and relationships translate to video games. Moreover, it examines the ways the actual play of the games maps onto the stories to create contradictory moments that show that, while toxic masculinity certainly exists, it is far from inevitable. Topics covered include the nature of masculine apprenticeship and nurturing, labor, fatherhood, the scapegoating of women, and reckoning with mortality, among many others.
This volume examines how social media is evolving as an industry—it is an extension of traditional media industries, yet it is distinctly different in its nature and ability to build relationships among users. Examining social media in both descriptive and analytical ways, the chapters included herein present an overview of the social media industries, considering the history, development, and theoretical orientations used to understand social media. Covered are: Business models found among the social media industries and social media as a form of marketing. Social media as a form of entertainment content, both in terms of digital content, and as a tool in the production of news. Discussions of ethics and privacy as applied to the area of social media. An examination of audience uses of social media considering differences among Latinos, African-Americans, and people over the age of 35. Overall, the volume provides a timely and innovative look at the business aspects of social media, and it has much to offer scholars, researchers, and students in media and communication, as well as media practitioners.