Thorsten Quandt – författare
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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.
685 kr
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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.
2 511 kr
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710 kr
Kommande
2 438 kr
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719 kr
Kommande
942 kr
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This book explores how the Covid-19 pandemic triggered profound changes in the practice and consumption of digital journalism.
Featuring original research from around the globe, the volume examines key challenges of covering the pandemic from Zimbabwe to China and the UK. The research shows that the pandemic amplified threats to press freedom. At the same time, it took an emotional toll on journalists, who worried about their exposure to Covid-19 and dealt with challenges associated with a growing reliance on digital tools, as well as difficulties accessing sources and hostile reactions from audiences.
Charting the consequences of an increasingly complex media ecosystem, the volume addresses the rise of distrust in mainstream media, the influence of “alternative” news outlets, and the surge of misinformation and conspiracy theories. The volume also examines the polarized reactions of audiences and the complex relationship between public trust, government actions, and journalistic organisations. Despite the challenges, there are signs of increased audience engagement with news, pointing to a potential positive shift in journalism’s societal role.
This volume is essential reading for scholars and students in media and journalism studies seeking a comprehensive understanding of how the pandemic reshaped digital journalism.
The chapters in this book were originally published as a special issue of Digital Journalism.
942 kr
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This book explores how the Covid-19 pandemic triggered profound changes in the practice and consumption of digital journalism.
Featuring original research from around the globe, the volume examines key challenges of covering the pandemic from Zimbabwe to China and the UK. The research shows that the pandemic amplified threats to press freedom. At the same time, it took an emotional toll on journalists, who worried about their exposure to Covid-19 and dealt with challenges associated with a growing reliance on digital tools, as well as difficulties accessing sources and hostile reactions from audiences.
Charting the consequences of an increasingly complex media ecosystem, the volume addresses the rise of distrust in mainstream media, the influence of “alternative” news outlets, and the surge of misinformation and conspiracy theories. The volume also examines the polarized reactions of audiences and the complex relationship between public trust, government actions, and journalistic organisations. Despite the challenges, there are signs of increased audience engagement with news, pointing to a potential positive shift in journalism’s societal role.
This volume is essential reading for scholars and students in media and journalism studies seeking a comprehensive understanding of how the pandemic reshaped digital journalism.
The chapters in this book were originally published as a special issue of Digital Journalism.
942 kr
Läs direkt efter köp
This book explores the profound impact of the Covid-19 pandemic, framing it as a “critical moment” for digital journalism, examining how journalistic practices, content and audiences were shaped by the crisis.
Featuring a global range of original research projects, using an array of research methods, the volume shows that the pandemic has transformed digital journalism in both temporary and lasting ways. In terms of the practices of journalists, remote working shifted journalists away from on-the-ground reporting, increasing dependence on elite and state sources. Press freedom faced growing threats, particularly in authoritarian contexts. In terms of news content, data journalism gained increased salience as a source of journalistic authority, while sourcing patterns shifted as official sources and health experts came to predominate. For audiences, several studies published here demonstrated increased consumption of TV, social media, and online news. Audience responses to the crisis ranged from extensive news-seeking to news avoidance. Social media became a key news source, but also fostered "dark participation" on fringe platforms like 8kun and Gab, creating a parallel information ecosystem dominated by low-credibility actors.
This volume is essential reading for scholars and students in media and journalism studies seeking a comprehensive understanding of how the pandemic reshaped digital journalism.
The chapters in this book were originally published as a special issue of Digital Journalism.
909 kr
Läs direkt efter köp
This book explores the profound impact of the Covid-19 pandemic, framing it as a “critical moment” for digital journalism, examining how journalistic practices, content and audiences were shaped by the crisis.
Featuring a global range of original research projects, using an array of research methods, the volume shows that the pandemic has transformed digital journalism in both temporary and lasting ways. In terms of the practices of journalists, remote working shifted journalists away from on-the-ground reporting, increasing dependence on elite and state sources. Press freedom faced growing threats, particularly in authoritarian contexts. In terms of news content, data journalism gained increased salience as a source of journalistic authority, while sourcing patterns shifted as official sources and health experts came to predominate. For audiences, several studies published here demonstrated increased consumption of TV, social media, and online news. Audience responses to the crisis ranged from extensive news-seeking to news avoidance. Social media became a key news source, but also fostered "dark participation" on fringe platforms like 8kun and Gab, creating a parallel information ecosystem dominated by low-credibility actors.
This volume is essential reading for scholars and students in media and journalism studies seeking a comprehensive understanding of how the pandemic reshaped digital journalism.
The chapters in this book were originally published as a special issue of Digital Journalism.
797 kr
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In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional ''core gamer'' community into the mainstream media market.
With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the past decade, many aspects of social gaming still remain unexplored, especially from a media and communication studies perspective.
Multiplayer: Social Aspects of Digital Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games, providing an overview of debates, past and present.
The book is divided into five sections that explore the following areas:
Social Aspects of Digital Gaming Social Interactions in Virtual Worlds Online Gaming Co-located and Console Gaming Risks and Challenges of Social Gaming
This engaging interdisciplinary book will appeal to upper level students, postgrads and researchers in games research, specifically those focusing on new media and digital games, as well as researchers in media studies and mass communication.
797 kr
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In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional ''core gamer'' community into the mainstream media market.
With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the past decade, many aspects of social gaming still remain unexplored, especially from a media and communication studies perspective.
Multiplayer: Social Aspects of Digital Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games, providing an overview of debates, past and present.
The book is divided into five sections that explore the following areas:
Social Aspects of Digital Gaming Social Interactions in Virtual Worlds Online Gaming Co-located and Console Gaming Risks and Challenges of Social Gaming
This engaging interdisciplinary book will appeal to upper level students, postgrads and researchers in games research, specifically those focusing on new media and digital games, as well as researchers in media studies and mass communication.
2 336 kr
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2 339 kr
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569 kr
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735 kr
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Expanding on the work in the volume Multiplayer, this new book explores several other areas related to social gaming in detail. The aim is to go beyond a typical "edited book" concept, and offer a very concise volume with several focal points that are most relevant for the current debate about multiplayer games, both in academia and society. As a result, the volume offers the latest research findings on online gaming, social forms of gaming, identification, gender issues and games for change, primarily applying a social-scientific approach.
735 kr
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Expanding on the work in the volume Multiplayer, this new book explores several other areas related to social gaming in detail. The aim is to go beyond a typical "edited book" concept, and offer a very concise volume with several focal points that are most relevant for the current debate about multiplayer games, both in academia and society. As a result, the volume offers the latest research findings on online gaming, social forms of gaming, identification, gender issues and games for change, primarily applying a social-scientific approach.
710 kr
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Do video games cause violent, aggressive behavior? Can online games help us learn? When it comes to video games, these are often the types of questions raised by popular media, policy makers, scholars, and the general public. In this collection, international experts review the latest research findings in the field of digital game studies and weigh in on the actual physical, social, and psychological effects of video games. Taking a broad view of the industry from the moral panic of its early days up to recent controversies surrounding games like Grand Theft Auto, contributors explore the effects of games through a range of topics including health hazards/benefits, education, violence and aggression, addiction, cognitive performance, and gaming communities. Interdisciplinary and accessibly written, The Video Game Debate reveals that the arguments surrounding the game industry are far from black and white, and opens the door to richer conversation and debate amongst students, policy makers, and scholars alike.
710 kr
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Do video games cause violent, aggressive behavior? Can online games help us learn? When it comes to video games, these are often the types of questions raised by popular media, policy makers, scholars, and the general public. In this collection, international experts review the latest research findings in the field of digital game studies and weigh in on the actual physical, social, and psychological effects of video games. Taking a broad view of the industry from the moral panic of its early days up to recent controversies surrounding games like Grand Theft Auto, contributors explore the effects of games through a range of topics including health hazards/benefits, education, violence and aggression, addiction, cognitive performance, and gaming communities. Interdisciplinary and accessibly written, The Video Game Debate reveals that the arguments surrounding the game industry are far from black and white, and opens the door to richer conversation and debate amongst students, policy makers, and scholars alike.
1 041 kr
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471 kr
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1 129 kr
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522 kr
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396 kr
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762 kr
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