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This reference work is an important resource in the growing field of heroism studies. It presents concepts, research, and events key to understanding heroism, heroic leadership, heroism development, heroism science, and their relevant applications to businesses, organizations, clinical psychology, human wellness, human growth potential, public health, social justice, social activism, and the humanities. The encyclopedia emphasizes five key realms of theory and application: Business and organization, focusing on management effectiveness, emotional intelligence, empowerment, ethics, transformational leadership, product branding, motivation, employee wellness, entrepreneurship, and whistleblowe...
Although not considered a formal area of study, scholarship on the uses, content, and effects of entertaining media has been central to communication studies and related fields for more than a century. The serious study of entertainment seems paradoxical, as we presume entertainment to be the “lighter side” of our daily lives. Yet as revealed in this volume, entertainment media serve as cultural artifacts that shape our understandings of various peoples and publics in ways that invite deeper, immersive, and increasingly interactive engagement. On this backdrop, Entertainment Media and Communication serves as a reference guide for canonical and foundational research into media entertainme...
The stories we tell and show, in whatever medium, play varied roles in human cultures. One such role is to contribute to moral understanding. Moral understanding goes beyond moral knowledge; it is a complex cognitive achievement that may consist of one or more of the following: the ability to understand why, to ask the right questions, categorization, the application of models to specific incidents, or the capacity to make connections between morally charged situations that have a common underlying meaning. While the disciplines of communication, psychology, philosophy, and film and media studies have all made significant scholarly progress on this issue, they make different grounding assump...
Moral psychology and media theory: historical and emerging viewpoints / by Allison Eden, Matthew Grizzard, and Robert J. Lewis -- Universal morality, mediated narratives, and neural synchrony / by Rene Weber, Lucy Popova, and J. Michael Mangus -- A model of intuitive morality and exemplars / by Ron Tamborini -- Morality subcultures and media production: how Hollywood minds the morals of its audience / by Dana Mastro ... [et al.] -- The experience of elevation: responses to media portrayals of moral beauty / by Mary Beth Oliver, Erin Ash, and Julia K. Woolley -- Moral disengagement during exposure to media violence: would it feel right to shoot an innocent civilian in a video game? / by Tilo Hartmann -- Moral monitoring and emotionality in responding to fiction, sports, and the news / by Dolf Zillmann -- How we enjoy and why we seek out morally complex characters in media entertainment / by Arthur A. Raney and Sophie H. Janicke -- The psychological functions of justice in mass media / by Tobias Rothmund ... [et al.] -- The effect of media on children's moral reasoning / by Marina Krcmar
Video game studies are a relative young but flourishing academic discipline. But within game studies, however, the perspective of religion and spirituality is rather neglected, both by game scholars and religion scholars. While religion can take different shapes in digital games, ranging from material and referential to reflexive and ritual, it is not necessarily true that game developers depict their in-game religions in a positive, confirming way, but ever so often games approach the topic critically and disavowingly. The religion criticisms found in video games can be categorized as follows: religion as (1) fraud, aimed to manipulate the uneducated, as (2) blind obedience towards an invisible but ultimately non-existing deity/ies, as (3) violence against those who do not share the same set of religious rules, as (4) madness, a deranged alternative for logical reasoning, and as (5) suppression in the hands of the powerful elite to dominate and subdue the masses into submission and obedience. The critical depictions of religion in video games by their developers is the focus of this special issue.
Beginning with the structural features of design and play, this book explores video games as both compelling examples of story-telling and important cultural artifacts. The author analyzes fundamentals like immersion, world building and player agency and their role in crafting narratives in the Mass Effect series, BioShock, The Last of Us, Fallout 4 and many more. The text-focused "visual novel" genre is discussed as a form of interactive fiction.
A new theory and methodology for the application of computer vision methods to the computational analysis of collected, digitized visual materials, called “distant viewing.” Distant Viewing: Computational Exploration of Digital Images presents a new theory and methodology for the computational analysis of digital images, offering a lively, constructive critique of computer vision that you can actually use. What does it mean to say that computer vision “understands” visual inputs? Annotations never capture a whole image. The way digital images convey information requires what researchers Taylor Arnold and Lauren Tilton call “distant viewing”—a play on the well-known term “dist...
At the turn of the century the term "gamification" was introduced as a concept to understand the process of using game mechanics in "non-game" contexts. The impact of gamification was soon evident to business practices where it had impact both on marketing and, more broadly, on the organizations themselves. As the number of individuals playing video games grows, there seem to be an acceptance of game mechanics elsewhere. Its effectiveness is highly dependent on both technical possibilities and cultural acceptance, two factors present today. The aim of The Business of Gamification is to critically analyze the practical and theoretical consequences of gamification. Practically, how has gamific...