Western Broadcasting at the Dawn of the 21st Century

Western Broadcasting at the Dawn of the 21st Century PDF

Author: Leen d' Haenens

Publisher: Walter de Gruyter GmbH & Co KG

Published: 2021-06-21

Total Pages: 444

ISBN-13: 3110867591

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The main objectives of the series correspond to those of the journal Communications: The European Journal of Communication Research, also published by Mouton de Gruyter. The discipline of communication science is concerned with investigation of the structure and function of mass communication processes and their impact on society and social groups. How these processes have an impact on values, knowledge, opinions and behaviour of individuals similarly constitutes an important area of concern for the discipline. The Communications Monograph series emphasizes these concerns of the discipline through publication of books taking a European social science perspective. Inasmuch as mass communication cannot be studied distinct from other modes of communication, the purpose of the Series is to publish material covering other communication forms - intrapersonal, interpersonal, organizational - in addition to mass communication. In other words, the Communications Monograph series encompasses the entire field of communication science as its domain of interest. Special attention is addressed to the publication of titles that serve as main texts for academic courses and focus on such topics as communication theory and methodology, mass media and production of mediated messages, media use, reception processes, and media impact, political and marketing communication, advertising, public relations and propaganda, media policy, new media technologies and electronic networks, media history and media development.

Online Multimedia Advertising: Techniques and Technologies

Online Multimedia Advertising: Techniques and Technologies PDF

Author: Hua, Xian-Sheng

Publisher: IGI Global

Published: 2010-12-31

Total Pages: 352

ISBN-13: 1609601912

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The explosive growth of multimedia data on the web creates significant opportunities for multimedia advertising. Multimedia content becomes a natural information carrier for advertisements and business models that freely distribute multimedia contents and recoup revenue from multimedia advertisements that have emerged in large numbers. Online Multimedia Advertising: Techniques and Technologies unites recent research efforts in online multimedia advertising. This book include introductions to basic concepts and fundamental technologies for online advertising, basic multimedia technologies for online multimedia advertising, and modern multimedia advertising schemes, theories and technologies.

The Official Overstreet Comic Book Companion, 11th Edition

The Official Overstreet Comic Book Companion, 11th Edition PDF

Author: Robert M. Overstreet

Publisher: Random House Digital, Inc.

Published: 2010

Total Pages: 354

ISBN-13: 0375723080

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Describes and lists the values of popular collectible comics and graphic novels issued from the 1950s to today, providing tips on buying, collecting, selling, grading, and caring for comics and including a section on related toys and rings.

Encyclopedia of Play in Today's Society

Encyclopedia of Play in Today's Society PDF

Author: Rodney P. Carlisle

Publisher: SAGE

Published: 2009-04-02

Total Pages: 1033

ISBN-13: 1412966701

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Selected as an Outstanding Academic Title by Choice Magazine, January 2010 The Encyclopedia of Play: A Social History explores the concept of play in history and modern society in the United States and internationally. Its scope encompasses leisure and recreation activities of children as well as adults throughout the ages, from dice games in the Roman empire to video games today. As an academic social history, it includes the perspectives of several curricular disciplines, from sociology to child psychology, from lifestyle history to social epidemiology. This two-volume set will serve as a general, non-technical resource for students in education and human development, health and sports psychology, leisure and recreation studies and kinesiology, history, and other social sciences to understand the importance of play as it has developed globally throughout history and to appreciate the affects of play on child and adult development, particularly on health, creativity, and imagination.

The SAGE International Encyclopedia of Mass Media and Society

The SAGE International Encyclopedia of Mass Media and Society PDF

Author: Debra L. Merskin

Publisher: SAGE Publications

Published: 2019-11-12

Total Pages: 2169

ISBN-13: 1483375528

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The reference will discuss mass media around the world in their varied forms—newspapers, magazines, radio, television, film, books, music, websites, and social media—and will describe the role of each in both mirroring and shaping society.

Card Wars Official Guide

Card Wars Official Guide PDF

Author: Lloyd Cordill

Publisher: Penguin

Published: 2016-10-25

Total Pages: 91

ISBN-13: 0515156515

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Become the champion of the wildest card game in the Land of Ooo! Card Wars is a real-life strategy card game based on an episode of the hit show Adventure Time. This guidebook, with an accompanying poster, will help players of all levels develop their game plan, build awesome decks, and outsmart their opponents. Without skimping on humor, this guide breaks down the strengths and weaknesses of each card deck, and includes advice on how to combine cards for the ultimate strategic advantage. With this guide, you can be sure that you'll always be the Cool Guy, and never the Dweeb!

Theorizing Stupid Media

Theorizing Stupid Media PDF

Author: Aaron Kerner

Publisher: Springer Nature

Published: 2019-11-05

Total Pages: 227

ISBN-13: 3030281760

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This book explores the stupid as it manifests in media—the cinema, television and streamed content, and videogames. The stupid is theorized not as a pejorative term but to address media that “fails” to conform to established narrative conventions, often surfacing at evolutionary moments. The Transformers franchise is often dismissed as being stupid because its stylistic vernacular privileges kinetic qualities over conventional narration. Similarly, the stupid is often present in genre fails like mother!, or in instances of narrative dissonance—joyously in Adventure Time; more controversially in Gone Home— where a story “feels off” It also manifests in “ludonarrative dissonance” when gameplay and narrative seemingly run counter to one another in videogames like Undertale and Bioshock. This book is addressed to those interested in media that is quirky, spectacle-driven, or generally hard to place—stupid!