Masters of the Word

Masters of the Word PDF Author: William J. Bernstein
Publisher: Open Road + Grove/Atlantic
ISBN: 0802193447
Category : History
Languages : en
Pages : 457

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Book Description
A “riveting and thoroughly researched” history of language technology’s effect on society across millennia—from Sumerian syntax to social media hashtags (Phil Lapsley). Writing was born thousands of years ago in Mesopotamia. Spreading to Sumer, and then Egypt, this revolutionary tool allowed rulers to extend their control far and wide, giving rise to the world’s first empires. When Phoenician traders took their alphabet to Greece, literacy’s first boom led to the birth of drama and democracy. In Rome, it helped spell the downfall of the Republic. Later, medieval scriptoria and vernacular bibles gave rise to religious dissent, and with the combination of cheaper paper and Gutenberg’s printing press, the fuse of Reformation was lit. The Industrial Revolution brought the telegraph and the steam driven printing press, allowing information to move faster and wider than ever before through the invention of the newspaper. But along with radio and television, these new technologies were more easily exploited by the powerful, as seen in Germany, the Soviet Union, even Rwanda, where radio incited genocide. With the rise of carbon duplicates (Russian samizdat), photocopying (the Pentagon Papers), the internet, social media, and cell phones (the recent Arab Spring) more people have access to communications, making the world more connected than ever before. This “accessible, quite enjoyable, and highly informative read” will change the way you look at technology, history, and power (Booklist). “[Bernstein] enables us to see what remains the same, even as much has changed.” —Library Journal, “Editors’ Picks” “It brims with interesting ideas and astonishing connections.” —Phil Lapsley, author of Exploding the Phone: The Untold Story of the Teenagers and Outlaws Who Hacked Ma Bell “[Bernstein’s] narrative is succinct and extremely well sourced. . . . [He] reminds us of a number of technologies whose changed roles are less widely chronicled in conventional histories of the media.” —The Irish Times

Master the Media

Master the Media PDF Author: Julie Smith
Publisher:
ISBN: 9780986155444
Category :
Languages : en
Pages : 180

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Book Description
Can teaching media literacy really change the world? Researchers predict that, in 2015, the average American will spend more than fifteen hours every day listening, reading, clicking, and viewing media. Without question, television, films, radio, and music, the Internet, social media, news programs, and books and magazines are part of our daily lives. And while some claim that all of this media consumption is detrimental to society, the truth is it doesn't have to be. Times have changed. Technology connects us today in new and exciting ways. We have more choices and more control than ever, regarding what and when we will watch, listen to, and read. And, as Julie Smith explains in Master the Media: How Teaching Media Literacy Can Save Our Plugged-in World, with that control comes a heightened level of responsibility to think critically about the content we consume. Written to help teachers and parents educate the next generation, Master the Media explains the history, purpose, and messages behind the media. The point isn't to get kids to unplug; it's to help them make informed choices, understand the difference between truth and lies, and discern perception from reality. Critical thinking leads to smarter decisions-and it's why media literacy can save the world.

Gaming Sexism

Gaming Sexism PDF Author: Amanda C. Cote
Publisher: NYU Press
ISBN: 1479802204
Category : Social Science
Languages : en
Pages : 274

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Book Description
Interviews with female gamers about structural sexism across the gaming landscape When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women’s gaming are more actively enforced. In Gaming Sexism, Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality. Across in-depth interviews with women-identified gamers, Cote delves into the conflict between diversification and resistance to understand their impact on gaming, both casual and “core” alike. From video game magazines to male reactions to female opponents, she explores the shifting expectations about who gamers are, perceived changes in gaming spaces, and the experiences of female gamers amidst this gendered turmoil. While Cote reveals extensive, persistent problems in gaming spaces, she also emphasizes the power of this motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces can be overcome. Gaming Sexism is a well-timed investigation of equality, power, and control over the future of technology.

The Media and Communications Study Skills Student Guide

The Media and Communications Study Skills Student Guide PDF Author: Doug Specht
Publisher: University of Westminster Press
ISBN: 1912656574
Category : Education
Languages : en
Pages : 184

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Book Description
All the tips, ideas and advice given to, and requested by, MA students in Media and Communications, are brought together in an easy-to-use accessible guide to help students study most effectively. Based upon many years of teaching study skills and hundreds of lecture slides and handouts this introduction covers a range of general and generic skills that the author relates specifically towards media and communications studies. As well as the mechanics of writing and presentations, the book also shows how students can work on and engage with the critical and contemplative elements of their degrees whilst retaining motivation and refining timekeeping skills. Of course the nuts and bolts of reading, writing, listening, seminars and the dreaded dissertation and essays are covered too. In addition advice on referencing, citation and academic style is offered for those with concerns over English grammar and expression. Aimed primarily at postgraduate students, there is significant crossover with undergraduate work, so this book will also prove of use to upper level undergraduate readers whether using English as a first or second language.

Online Credibility and Digital Ethos: Evaluating Computer-Mediated Communication

Online Credibility and Digital Ethos: Evaluating Computer-Mediated Communication PDF Author: Folk, Moe
Publisher: IGI Global
ISBN: 1466626941
Category : Technology & Engineering
Languages : en
Pages : 461

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Book Description
Digital technology plays a vital role in today's need for instant information access. The simplicity of acquiring and publishing online information presents new challenges in establishing and evaluating online credibility. Online Credibility and Digital Ethos: Evaluating Computer-Mediated Communication highlights important approaches to evaluating the credibility of digital sources and techniques used for various digital fields. This book brings together research in computer mediated communication along with the affects digital culture and online credibility.

Masters of Media

Masters of Media PDF Author: Victor C. Strasburger
Publisher: Rowman & Littlefield
ISBN: 1475855230
Category : Education
Languages : en
Pages : 133

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Book Description
The media landscape has changed, and children and adolescents now face a tsunami of entertainment and information. How they sort through this may have significant effects on their education and their health. We’ve called on some of the world’s media experts to discuss what the crucial issues are and what teachers, administrators, schools, parents, and health professionals can do about them – hence, the title – Masters of Media.

Society Of The Spectacle

Society Of The Spectacle PDF Author: Guy Debord
Publisher: Bread and Circuses Publishing
ISBN: 1617508306
Category : Political Science
Languages : en
Pages : 164

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Book Description
The Das Kapital of the 20th century,Society of the Spectacle is an essential text, and the main theoretical work of the Situationists. Few works of political and cultural theory have been as enduringly provocative. From its publication amid the social upheavals of the 1960's, in particular the May 1968 uprisings in France, up to the present day, with global capitalism seemingly staggering around in it’s Zombie end-phase, the volatile theses of this book have decisively transformed debates on the shape of modernity, capitalism, and everyday life in the late 20th century. This ‘Red and Black’ translation from 1977 is Introduced by Notting Hill armchair insurrectionary Tom Vague with a galloping time line and pop-situ verve, and given a more analytical over view by young upstart thinker Sam Cooper.

Spin Masters

Spin Masters PDF Author: David Freddoso
Publisher: Regnery Publishing
ISBN: 1621570800
Category : Political Science
Languages : en
Pages : 274

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Book Description
Argues that the mainstream media helped secure Barack Obama's reelection by parroting inaccurate Democratic talking points and failing to report stories that would paint the administration in a negative light.

The Game Master's Book of Random Encounters

The Game Master's Book of Random Encounters PDF Author: Jeff Ashworth
Publisher: Media Lab Books
ISBN: 9781948174374
Category : Games & Activities
Languages : en
Pages : 256

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Book Description
For many tabletop RPG players, the joy of an in-depth game is that anything can happen. Typical adventure modules include a map of the adventure’s primary location, but every other location?whether it's a woodland clearing, a random apothecary or the depths of a temple players elect to explore?has to be improvised on the fly by the Game Master. As every GM knows, no matter how many story hooks, maps or NPCs you painstakingly create during session prep, your best-laid plans are often foiled by your players' whims, extreme skill check successes (or critical fails) or their playful refusal to stay on task. In a game packed with infinite possibilities, what are GMs supposed to do when their players choose those for which they're not prepared? The Game Master’s Book of Random Encounters provides an unbeatable solution. This massive tome is divided into location categories, each of which can stand alone as a small stop as part of a larger campaign. As an example, the “Taverns, Inns, Shops & Guild Halls” section includes maps for 19 unique spaces, as well as multiple encounter tables designed to help GMs fill in the sights, sounds, smells and proprietors of a given location, allowing for each location in the book to be augmented and populated on the fly while still ensuring memorable moments for all your players. Each map is presented at scale on grid, enabling GMs to determine exactly where all of the characters are in relation to one another and anyone (or anything) else in the space, critical information should any combat or other movement-based action occur. Perhaps more useful than its nearly 100 maps, the book's one-shot generator features all the story hooks necessary for GMs to use these maps as part of an interconnected and contained adventure. Featuring eight unique campaign drivers that lead players through several of the book's provided maps, the random tables associated with each stage in the adventure allow for nearly three million different outcomes, making The Game Master's Book of Random Encounters an incredible investment for any would-be GM. The book also includes a Random NPC Generator to help you create intriguing characters your players will love (or love to hate), as well as a Party Makeup Maker for establishing connections among your PCs so you can weave together a disparate group of adventurers with just a few dice rolls. Locations include taverns, temples, inns, animal/creature lairs, gatehouses, courts, ships, laboratories and more, with adventure hooks that run the gamut from frantic rooftop chases to deep cellar dungeon-crawls, with a total of 97 maps, more than 150 tables and millions of possible adventures. No matter where your players end up, they'll have someone or something to persuade or deceive, impress or destroy. As always, the choice is theirs. But no matter what they choose, with The Game Master's Book of Random Encounters, you'll be ready.

Media and Convergence Management

Media and Convergence Management PDF Author: Sandra Diehl
Publisher: Springer Science & Business Media
ISBN: 3642361633
Category : Business & Economics
Languages : en
Pages : 389

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Book Description
Convergence has gained an enormous amount of attention in media studies within the last several years. It is used to describe the merging of formerly distinct functions, markets and fields of application, which has changed the way companies operate and consumers perceive and process media content. These transformations have not only led business practices to change and required companies to adapt to new conditions, they also continue to have a lasting impact on research in this area. This book’s main purpose is to shed some light on crucial phenomena of media and convergence management, while also addressing more specific issues brought about by innovations related to media, technologies, industries, business models, consumer behavior and content management. This book gathers insights from renowned academic researchers and pursues a highly interdisciplinary approach. It will serve as a valuable reference guide for students, practitioners and researchers interested in media convergence processes.