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Screen Stories and Moral Understanding
  • Language: en
  • Pages: 265

Screen Stories and Moral Understanding

"The introduction argues for the importance of screen stories in relation to moral understanding, first discussing the fundamental role of storytelling in human cultures, then moving into the specific nature of moving image narratives and the institutional contexts in which they are seen. The introduction also discusses the interdisciplinary nature of the book, with its chapters coming from scholars representing various disciplines and their methodologies and terminologies. It identifies and discusses aesthetic cognitivism, the idea that one benefit of the arts is the cognitive benefits they provide. In this case the cognitive benefit in question is moral understanding. Last, the introduction surveys the outline of the book, with its sections on the nature of moral understanding, transfer and cultivation, affect, character engagement, and the reflective afterlife of screen stories"--

Media and the Moral Mind
  • Language: en
  • Pages: 254

Media and the Moral Mind

  • Type: Book
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  • Published: 2013
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  • Publisher: Routledge

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

Entertainment Media and Communication
  • Language: en
  • Pages: 747

Entertainment Media and Communication

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...

Existential narratives: Increasing psychological wellbeing through story
  • Language: en
  • Pages: 179

Existential narratives: Increasing psychological wellbeing through story

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User-Avatar Bond: Risk and Opportunities in Gaming and Beyond
  • Language: en
  • Pages: 179
The Sacred & the Digital
  • Language: en
  • Pages: 182

The Sacred & the Digital

  • Type: Book
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  • Published: 2019-04-18
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  • Publisher: MDPI

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.

Storytelling in Video Games
  • Language: en
  • Pages: 236

Storytelling in Video Games

  • Type: Book
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  • Published: 2017-11-28
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  • Publisher: McFarland

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.

Media Entertainment
  • Language: en

Media Entertainment

  • Type: Book
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  • Published: 2019-12-30
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  • Publisher: Unknown

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Distant Viewing
  • Language: en
  • Pages: 287

Distant Viewing

  • Type: Book
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  • Published: 2023-10-17
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  • Publisher: MIT Press

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...

The Oxford Handbook of Entertainment Theory
  • Language: en
  • Pages: 890

The Oxford Handbook of Entertainment Theory

"This chapter offers some historical and conceptual orientation to readers of the Oxford Handbook of Entertainment Theory. Departing from a brief review of ancient roots and 20th century pioneer works, we elaborate on the state and challenges of contemporary entertainment theory and research. This includes the need to develop a more explicit understanding of interrelationships among similar terms and concepts (e.g., presence and transportation), the need to reflect more explicitly on epistemological foundations of entertaiment theories (e.g., neo-behaviorism), and the need to reach back to past, even historical reasoning in communication that may be just as informative as the consideration of recent theoretical innovations from neigboring fields such as social psychology. Finally, we offer some reflections on programmatic perspectives for future entertainment theory, which should try to harmonize views from the social sciences and critical thinking, span cultural differences in entertainment processes, and keep track of the rapid technological progress of entertainment media"--