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This entry in the BEA Electronic Media Research Series, born out of the April 2017 BEA Research Symposium, takes a look at video games, outlining the characteristics of them as cognitive, emotional, physical, and social demanding technologies, and introduces readers to current research on video games. The diverse array of contributors in this volume offer bleeding-edge perspectives on both current and emerging scholarship. The chapters here contain radical approaches that add to the literature on electronic media studies generally and video game studies specifically. By taking such a forward-looking approach, this volume aims to collect foundational writings for the future of gaming studies.
This edited collection examines how fantasy sports play has established a prominent and promising foothold in the larger sports ecology. Often considered an isolated activity for the hardcore sports fan, fantasy sports play have since been incorporated into sports broadcasting and editorial coverage, sports marketing and promotions, and even into the very sports themselves with athletes and teams using the activities to draw fans further into the sports experience. This edited collection invites leading scholars and sports professionals from several different fields to share historical and emerging perspectives on the importance of fantasy sports as an artifact of theoretical and empirical importance to larger issues of sport and society. \
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...
New perspectives on the misinformation ecosystem that is the production and circulation of fake news. What is fake news? Is it an item on Breitbart, an article in The Onion, an outright falsehood disseminated via Russian bot, or a catchphrase used by a politician to discredit a story he doesn't like? This book examines the real fake news: the constant flow of purposefully crafted, sensational, emotionally charged, misleading or totally fabricated information that mimics the form of mainstream news. Rather than viewing fake news through a single lens, the book maps the various kinds of misinformation through several different disciplinary perspectives, taking into account the overlapping cont...
This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years. Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy. This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate.
Building on the measures included in the original 1994 volume and subsequent 2009 volume, Communication Research Measures III: A Sourcebook extends its coverage of measurement issues and trends across the entire communication discipline. Volume III features entirely new content and offers an assessment of new measures in mass, interpersonal, instructional, group, organizational, family, health, and intercultural communication and highlights work in emergent subdisciplines in communication, including social media and new communication technologies, sports communication, and public relations. The "best of the best" from 2009 through today, the profiled research measures in Volume III serve as models for future scale development and constitute the main tools that researchers can use for self-administered measurement of people's attitudes, conceptions of themselves, and perceptions of others. This book is ideal for undergraduate and graduate courses that emphasize quantitative research methods, measurement, and/or survey design across communication studies disciplines.
Over 50 years ago, Pepsi sponsored the UNICEF pavilion at the 1964 New York World's Fair's. They worked with the Walt Disney Company to develop an attraction called the "Children of the World" which boasted a song and included a boat ride that passed by "animated figures frolicking in miniature settings of many lands of the world". This song correctly anticipated the effect communication technology has on how people interact with one another. A line in the song declares that "Though the mountains divide and the oceans are wide / It's a small world after all". Indeed, computer mediated-communication technologies, through cell phones, satellite phones, or the computer-based technologies of Skype or Facetime have trivialised the ability to connect to anyone at anytime, anywhere on the planet. Fast forward 25 years and the software phenomenon known as social media has further compressed not only time and space, but has also democratised news and information. Pundits talk about the 24/7 news cycles where news is available from anyone around the world and from around the clock. This new software has made the local global and the global local.
Health and fitness apps collect various personal information including name, email address, age, height, weight, and in some cases, detailed health information. When using these apps, many users trustfully log everything from diet to sleep patterns. However, by sharing such personal information, end-users may make themselves targets to misuse of this information by unknown third parties, such as insurance companies. Despite the important role of informed consent in the creation of health and fitness applications, the intersection of ethics and information sharing is understudied and is an often-ignored topic during the creation of mobile applications. Privacy Concerns Surrounding Personal In...
Communication Yearbook 37 continues the tradition of publishing state-of-the-discipline literature reviews and essays. Editor Elisia Cohen presents a volume that is highly international and interdisciplinary in scope, with authors and chapters representing the broad global interests of the International Communication Association. The contents include summaries of communication research programs that represent the most innovative work currently. Offering a blend of chapters emphasizing timely disciplinary concerns and enduring theoretical questions, this volume will be valuable to scholars throughout communication studies.