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This text is an introduction to the future of mass media and mass communications - cross-media communications. Cross-media is explained through the presentation and analysis of contemporary examples and project-based tutorials in cross-media development. The text introduces fundamental terms and concepts, and provides a solid overview of cross-media communications, one that builds from a general introduction to a specific examination of media and genres to a discussion of the concepts involved in designing and developing cross-media communications. There is also an accompanying DVD-ROM full of hands-on exercises that shows how cross-media can be applied. For the DVD-ROM: http: //www.lulu.com/content/817927
The media and entertainment industry (MEI) differs significantly from traditional industries in many respects. Accordingly, the management of strategy, marketing and other business practices in the MEI necessitates a unique approach. Sunghan Ryu offers students focused and relevant insights into critical topics, illustrated by vivid examples from the MEI. Unlike typical introductory textbooks on business and management, this book does not overemphasize complicated layers of theory. Instead, it presents essential concepts and frameworks in a digestible manner and supplements them with opportunities to apply this knowledge to real-world cases. The textbook demonstrates how knowledge can be con...
This book explores the ways in which information and communication technologies (ICTs) offer a powerful tool for the development of smart tourism. Numerous examples are presented from across the entire spectrum of cultural and heritage tourism, including art, innovations in museum interpretation and collections management, cross-cultural visions, gastronomy, film tourism, dark tourism, sports tourism, and wine tourism. Emphasis is placed on the importance of the smart destinations concept and a knowledge economy driven by innovation, creativity, and entrepreneurship. New modes of tourism management are described, and tourism products, services, and strategies for the stimulation of economic ...
Adaptation has always been central to Translation Studies, and, as print media becomes less and less dominant, and new media become central to communication, Adaptation is more than ever a vital area of Translation and Translation Studies. In addition, links to new digital media are examined. This is the only user-friendly textbook covering the full area of Translation, Adaptation, and Digital Media applicable to any language combination. Divided into nine chapters, it includes a wide range of texts from Brazilian culture, ensuring an ex-centric view of translation. Each chapter contains an expository section, case studies, and student activities to support learning. It emphasises the central role of Adaptation in the translation of works for the popular book market, for theatre, cinema, radio, and, especially, the new media. This is the essential textbook for students in Translation and Adaptation Studies courses and instructors and professionals working on adaptation and transmedia projects.
This volume was first published by Inter-Disciplinary Press in 2015. Storytelling has always played a central role in the formation of cultures and communities. All cultures define themselves and their place in the world through their stories. Similarly, our identities are largely constructed as narratives, and it is with the aid of storytelling that we manage to conceive of ourselves – our selves – as meaningful wholes. Thus, storytelling is not ever absent: it is to be found in literature, social life, in the places we visit and the buildings we live in. This volume presents storytelling in various appearances: from ancient myths and oral history, to transmedia narratives and digital stories. Different forms of narrative are analysed, as is the use of storytelling as a method for e.g. counselling, education and research. Throughout twenty-five chapters, a compelling overview of recent research on the topic is provided, both stressing the omnipresence of storytelling and exploring what storytelling is and isn’t.
Narration can be conceptualized as conveying two or more events (or an event with a situation) that are logically interrelated and take place over time and have a consistent topic. The concept includes every storytelling text. The advertisement is one of the text types that includes a story, and the phenomenon conceptualized as advertising narration has gained new dimensions with the widespread use of digital media. The Handbook of Research on Narrative Advertising is an essential reference source that investigates fundamental marketing concepts and addresses the new dimensions of advertising with the universal use of digital media. Featuring research on topics such as branding, mobile marketing, and consumer engagement, business professionals, copywriters, students, and practitioners will find this text useful in furthering their research exposure to evolutionary techniques in advertising.
The museum today faces complex questions of definition, representation, ethics, aspiration and economic survival. Alongside this we see burgeoning use of an array of new media including increasingly dynamic web portals and content, digital archives, social networks, blogs and online games. At the heart of this are changes to the idea of ’visitor’ and ’audience’ and their participation and representation in the new cultural sphere. This insightful book unpacks a number of contradictions that help to frame and articulate digital media work in the museum and questions what constitutes authentic participation. Based on original empirical research and a range of case studies the author explores questions about the museum as media from a number of different disciplines and shows that across museums and the study of them, the cultural logic is changing.
Videogames have risen in popularity in recent decades and continue to entertain many all over the world. As game design and development becomes more accessible to those outside of the industry, their uses and impacts are further expanded. Games have been developed for medical, educational, business, and many more applications. While games have many beneficial applications, many challenges exist in current development processes as well as some of their impacts on society. It is essential to investigate the current trends in the design and development of games as well as the opportunities and challenges presented in their usage and social impact. The Research Anthology on Game Design, Developm...
Transmedia Storytelling explores the theories and describes the use of the imagery and techniques shared by producers, authors and audiences of the entertainment, information and brand communication industries as they create and develop their stories in this new, interactive ecosystem.
Transmedia storytelling is defined as a process where integral elements of fiction get dispersed systematically across multiple delivery channels to create a unified and coordinated entertainment experience. This process and its narrative models have had an increasing influence on the academic world in addressing both theoretical and practical dimensions of transmedia storytelling. The Handbook of Research on Transmedia Storytelling and Narrative Strategies is a critical scholarly resource that explores the connections between consumers of media content and information parts that come from multimedia platforms, as well as the concepts of narration and narrative styles. Featuring coverage on a wide range of topics such as augmented reality, digital society, and marketing strategies, this book explores narration as a method of relating to consumers. This book is ideal for advertising professionals, creative directors, academicians, scriptwriters, researchers, and upper-level graduate students seeking current research on narrative marketing strategies.