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Media and the Make Believe Worlds of Children

Media and the Make Believe Worlds of Children Author Maya Gotz
ISBN-10 9781135607265
Release 2014-04-04
Pages 456
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Media and the Make-Believe Worlds of Children offers new insights into children's descriptions of their invented or "make-believe" worlds, and the role that the children's experience with media plays in creating these worlds. Based on the results of a cross-cultural study conducted in the United States, Germany, Israel, and South Korea, it offers an innovative look at media's role on children's creative lives. This distinctive volume: *outlines the central debates and research findings in the area of children, fantasy worlds, and the media; *provides a descriptive account of children's make-believe worlds and their wishes for actions they would like to take in these worlds; *highlights the centrality of media in children's make believe worlds; *emphasizes the multiple creative ways in which children use media as resources in their environment to express their own inner worlds; and *suggests the various ways in which the tension between traditional gender portrayals that continue to dominate media texts and children's wishes to act are presented in their fantasies. The work also demonstrates the value of research in unveiling the complicated ways in which media are woven into the fabric of children's everyday lives, examining the creative and sophisticated uses they make of their contents, and highlighting the responsibility that producers of media texts for children have in offering young viewers a wide array of role models and narratives to use in their fantasies. An enclosed CD provides full-color images of the artwork produced during the study. This book will appeal to scholars and graduate students in children and media, early childhood education, and developmental psychology. It can be used in graduate level courses in these areas.



Autism and the Social World of Childhood

Autism and the Social World of Childhood Author Carmel Conn
ISBN-10 9781317747598
Release 2014-03-05
Pages 186
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A key issue for researchers and practitioners is how to support the social engagement of children with autism in ordinary, everyday social processes that are transactional in nature and involve mixed groups of children, with and without autism, in rich and varied relationships. Autism and the Social World of Childhood brings together current understandings about the social engagement of children with autism, gained from psychology-based research into autism, with well-established ideas about children’s everyday social worlds, gained from sociocultural theories of childhood. It describes the experiences of interaction, friendship and play from children’s own point of view as a way of giving insight into children’s lives as they are lived and understood by them. Such an understanding serves to inform educational practice and aids the provision of more effective learning environments. Autism and the Social World of Childhood includes sections on: the nature of play, social interaction and friendship in autism the nature of children’s ordinary social worlds, including children’s cultures of communication and variation in children’s play research approaches to investigating the social engagement of children with and without autism in natural contexts educational approaches to supporting the integration of children with autism within a school setting the importance of assessment in autism education. Autism and the Social World of Childhood includes real life descriptions of children’s social experiences taken from ethnographic research into the play and interaction of children with and without autism. Practical guidance is provided on educational approaches to supporting the inclusion of children with autism within the ordinary social worlds of childhood.



Sexy Girls Heroes and Funny Losers

Sexy Girls  Heroes and Funny Losers Author Maya Götz
ISBN-10 UCSD:31822039372164
Release 2012
Pages 207
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Sexy Girls, Heroes and Funny Losers: Gender Representations in Children's TV around the World presents the most comprehensive study to date of gender images on children's television. Conducted in 24 countries around the world, the study employed different methodologies and analyses. The findings illustrate how stereotypes of femininity and masculinity are constructed and promoted to children. It presents findings that may well require even the most cynical observer to admit that, despite some great strides, children's television worldwide is still a very conservative force that needs to be reimagined and transformed!



Screening Gender on Children s Television

Screening Gender on Children s Television Author Dafna Lemish
ISBN-10 9781136997327
Release 2010-04-05
Pages 240
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Screening Gender on Children’s Television offers readers insights into the transformations taking place in the presentation of gender portrayals in television productions aimed at younger audiences. It goes far beyond a critical analysis of the existing portrayals of gender and culture by sharing media professionals’ action-oriented recommendations for change that would promote gender equity, social diversity and the wellbeing of children. Incorporating the author’s interviews with 135 producers of children’s television from 65 countries, this book discusses the role television plays in the lives of young people and, more specifically, in developing gender identity. It examines how gender images presented to children on television are intertwined with important existential and cultural concerns that occupy the social agenda worldwide, including the promotion of education for girls, prevention of HIV/AIDS and domestic violence and caring for ‘neglected’ boys who lack healthy masculine role models, as well as confronting the pressures of the beauty myth. Screening Gender on Children’s Television also explores how children’s television producers struggle to portray issues such as sex/sexuality and the preservation of local cultures in a profit-driven market which continually strives to reinforce gender segregation. The author documents pro-active attempts by producers to advance social change, illustrating how television can serve to provide positive, empowering images for children around the world. Screening Gender on Children’s Television is an accessible text which will appeal to a wide audience of media practitioners as well as students and scholars. It will be useful on a range of courses, including popular culture, gender, television and media studies. Researchers will also be interested in the breadth of this cross-cultural study and its interviewing methodology.



American Book Publishing Record

American Book Publishing Record Author
ISBN-10 UOM:39015066043251
Release 2005
Pages
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American Book Publishing Record has been writing in one form or another for most of life. You can find so many inspiration from American Book Publishing Record also informative, and entertaining. Click DOWNLOAD or Read Online button to get full American Book Publishing Record book for free.



Harry Potter and Philosophy

Harry Potter and Philosophy Author Associate Professor of Philosophy David Baggett
ISBN-10 9781459601055
Release 2010-10-01
Pages 404
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You don't need a diploma in arithmancy, the friendship of a hippogriff, or even a Hogwarts Library card to discover amazing and arcane secrets in the labyrinthine world of Harry Potter. In the book you now hold in your hands (or for more advanced students, the book you have levitated into a suitable position while you feed snacks to your owl), seventeen philosophical scholars unlock some of Hogwarts secret panels, displaying fresh insights enlightening both for sorcerers and for the more discerning Muggles. Among the occult lore here revealed, behold the best recipe for true courage, proof that self-deception does not yield happiness, how ethics can be applied to the branch of technology known as magic, why the Mirror of Erised isn't adequate for real life, whether prophecy rules out free choice, and what dementors and boggarts can teach us about joy, fear, and the soul. All the pages of this book are acid-free and have been individually bewitched with an anti-befuddlement incantation. Dont forget to keep your wand primed and read between the lines. Failure to observe these precautions may invite the malign influence of Vol sorry, He Who Must Not Be Named. ''Harry Potter and Philosophy is the most enjoyable HP spin-off Ive read and Ive read most of them. Some chapters are so full of good reflections, clear thinking, and reliable scholarship, I couldnt resist reading entire passages aloud. Our family plans to read these thought-provoking essays at the dinner table, sparking intelligent conversation with our teen- and college-aged children Harry Potter fans all.''



Persuasive Games

Persuasive Games Author Ian Bogost
ISBN-10 9780262261944
Release 2010-08-13
Pages 464
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Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.



The Leisure Commons

The Leisure Commons Author Payal Arora
ISBN-10 9781317678915
Release 2014-06-27
Pages 190
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There is much excitement about Web 2.0 as an unprecedented, novel, community-building space for experiencing, producing, and consuming leisure, particularly through social network sites. What is needed is a perspective that is invested in neither a utopian or dystopian posture but sees historical continuity to this cyberleisure geography. This book investigates the digital public sphere by drawing parallels to another leisure space that shares its rhetoric of being open, democratic, and free for all: the urban park. It makes the case that the history and politics of public parks as an urban commons provides fresh insight into contemporary debates on corporatization, democratization and privatization of the digital commons. This book takes the reader on a metaphorical journey through multiple forms of public parks such as Protest Parks, Walled Gardens, Corporate Parks, Fantasy Parks, and Global Parks, addressing issues such as virtual activism, online privacy/surveillance, digital labor, branding, and globalization of digital networks. Ranging from the 19th century British factory garden to Tokyo Disneyland, this book offers numerous spatial metaphors to bring to life aspects of new media spaces. Readers looking for an interdisciplinary, historical and spatial approach to staid Web 2.0 discourses will undoubtedly benefit from this text.



Media Literacy in Schools

Media Literacy in Schools Author Andrew Burn
ISBN-10 9781848604742
Release 2007-05-22
Pages 208
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Includes CD-Rom 'Intriguing and timely...I whole heartedly recommend this text to teacher educators and their trainees, certainly across English and the Arts, but arguably to all engaged in considering critical pedagogy across the curriculum' - ESCalate `This is a very timely book, firmly rooted in authentic, albeit visionary, classroom practice, that has much to offer to teachers of all subjects, but should be particularly welcomed by English and media colleagues' - English Drama Media `Heaving with ideas...outstanding lesson ideas and inspiring work from students' - The Secondary English Magazine `I really enjoyed working my way through this book...The book is accompanied by a DVD organised into chapters which correspond to those in the book, and it was great to see the ideas and schemes referred to in the text come alive. The schemes have been included which makes it even easier to adapt the work to fit the technology and resources available in your own school..All teachers of media would benefit from browsing this book' - Learning & Teaching Update This book is for secondary English, Media, and ICT teachers who want to develop practical media work and media literacy across the curriculum. It is ideal for secondary English and media teachers and curriculum leaders in secondary schools, as well as ICT teachers and co-ordinators, PCGE English/Media students, and researchers working on media, English and ICT projects. A range of case studies are presented which show how digital media work, from video editing to computer game authoring, can be developed in schools, drawing on children's own cultural knowledge. It also shows the benefits of such projects in terms of learning outcomes and increased self-esteem for a range of learners. The book comes with a CD-Rom of children's work from the various case study projects, exhibiting the high standard of moving image work, animations and computer games that can be produced with the help of this text. With an integrated approach drawing together practice, theory and research, the book will help teachers to plan for and develop their own media projects in school. It offers advice on integrating media work across the curriculum (in English and media classes as well as in ICT and citizenship), and presents a model of progression which shows how learning can develop from the first years of secondary school through to GCSE level. In line with current government initiatives to open up curriculum boundaries, the book shows how to plan for longer periods of time for these projects.



Toys Games and Media

Toys  Games  and Media Author Jeffrey Goldstein
ISBN-10 9781135614546
Release 2004-09-10
Pages 264
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This book is a state-of-the-art look at where toys have come from and where they are likely to go in the years ahead. The focus is on the interplay between traditional toys and play, and toys and play that are mediated by or combined with digital technology. As well as covering the technical aspects of computer mediated play activities, the authors consider how technologically enhanced toys are currently used in traditional play and how they are woven into childrens' lives. The authors contrast their findings about technologically enhanced toys with knowledge of traditional toys and play. They link their studies of toys to goals in education and to entertainment and information transfer. This book will appeal to students, researchers, teachers, child care workers and more broadly the entertainment industry. It is appropriate for courses that deal with the specialized subject of toys and games, media studies, education and teacher training, and child development.



Convergence Culture

Convergence Culture Author Henry Jenkins
ISBN-10 9780814742952
Release 2006
Pages 353
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“What the future fortunes of [Gramsci’s] writings will be, we cannot know. However, his permanence is already sufficiently sure, and justifies the historical study of his international reception. The present collection of studies is an indispensable foundation for this.” —Eric Hobsbawm, from the preface Antonio Gramsci is a giant of Marxian thought and one of the world's greatest cultural critics. Antonio A. Santucci is perhaps the world's preeminent Gramsci scholar. Monthly Review Press is proud to publish, for the first time in English, Santucci’s masterful intellectual biography of the great Sardinian scholar and revolutionary. Gramscian terms such as “civil society” and “hegemony” are much used in everyday political discourse. Santucci warns us, however, that these words have been appropriated by both radicals and conservatives for contemporary and often self-serving ends that often have nothing to do with Gramsci’s purposes in developing them. Rather what we must do, and what Santucci illustrates time and again in his dissection of Gramsci’s writings, is absorb Gramsci’s methods. These can be summed up as the suspicion of “grand explanatory schemes,” the unity of theory and practice, and a focus on the details of everyday life. With respect to the last of these, Joseph Buttigieg says in his Nota: “Gramsci did not set out to explain historical reality armed with some full-fledged concept, such as hegemony; rather, he examined the minutiae of concrete social, economic, cultural, and political relations as they are lived in by individuals in their specific historical circumstances and, gradually, he acquired an increasingly complex understanding of how hegemony operates in many diverse ways and under many aspects within the capillaries of society.” The rigor of Santucci’s examination of Gramsci’s life and work matches that of the seminal thought of the master himself. Readers will be enlightened and inspired by every page.



TV Hero in es of Boys and Girls

TV Hero in es of Boys and Girls Author Maya Götz
ISBN-10 3631647093
Release 2014-05-05
Pages 466
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Out of all the media that today's children encounter, what makes a particular TV character a child's favorite? Based on 80 case studies, in-depth fan studies and standardized surveys with over 5,000 children between the ages six and twelve in Germany, this book elucidates how girls and boys use TV characters in their everyday lives and their identity work.



Possible Worlds in Video Games From Classic Narrative to Meaningful Actions

Possible Worlds in Video Games  From Classic Narrative to Meaningful Actions Author Antonio José Planells de la Maza
ISBN-10 9781387386420
Release 2017-12-20
Pages 270
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In current digital games, classic fictional worlds are transformed into ludofictional worlds, spaces rich in characters and emotions that are especially affected by the intervention of a player. In this book, we propose a model, inspired by the Semantics of Fiction and Possible Worlds, which is oriented to the analysis of video games as integrated systems.



The Animated Bestiary

The Animated Bestiary Author Paul Wells
ISBN-10 9780813546438
Release 2008-11-28
Pages 236
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Cartoonists and animators have given animals human characteristics for so long that audiences are now accustomed to seeing Bugs Bunny singing opera and Mickey Mouse walking his dog Pluto. The Animated Bestiary critically evaluates the depiction of animals in cartoons and animation more generally. Paul Wells argues that artists use animals to engage with issues that would be more difficult to address directly because of political, religious, or social taboos. Consequently, and principally through anthropomorphism, animation uses animals to play out a performance of gender, sex and sexuality, racial and national traits, and shifting identity, often challenging how we think about ourselves. Wells draws on a wide range of examples, from the original King Kongto Nick Park's Chicken Run to Disney cartoonsùsuch as Tarzan, The Jungle Book, and Brother Bearùto reflect on people by looking at the ways in which they respond to animals in cartoons and films.



Film Adaptation and Its Discontents

Film Adaptation and Its Discontents Author Thomas Leitch
ISBN-10 9780801891878
Release 2009-03-01
Pages 372
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Most books on film adaptation—the relation between films and their literary sources—focus on a series of close one-to-one comparisons between specific films and canonical novels. This volume identifies and investigates a far wider array of problems posed by the process of adaptation. Beginning with an examination of why adaptation study has so often supported the institution of literature rather than fostering the practice of literacy, Thomas Leitch considers how the creators of short silent films attempted to give them the weight of literature, what sorts of fidelity are possible in an adaptation of sacred scripture, what it means for an adaptation to pose as an introduction to, rather than a transcription of, a literary classic, and why and how some films have sought impossibly close fidelity to their sources. After examining the surprisingly divergent fidelity claims made by three different kinds of canonical adaptations, Leitch's analysis moves beyond literary sources to consider why a small number of adapters have risen to the status of auteurs and how illustrated books, comic strips, video games, and true stories have been adapted to the screen. The range of films studied, from silent Shakespeare to Sherlock Holmes to The Lord of the Rings, is as broad as the problems that come under review. -- Shannon Wells-Lassagne



How To Watch Television

How To Watch Television Author Jason Mittell
ISBN-10 9780814763988
Release 2013-09-16
Pages 396
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We all have opinions about the television shows we watch, but television criticism is about much more than simply evaluating the merits of a particular show and deeming it ‘good’ or ‘bad.’ Rather, criticism uses the close examination of a television program to explore that program’s cultural significance, creative strategies, and its place in a broader social context. How to Watch Television brings together forty original essays from today’s leading scholars on television culture, writing about the programs they care (and think) the most about. Each essay focuses on a particular television show, demonstrating one way to read the program and, through it, our media culture. The essays model how to practice media criticism in accessible language, providing critical insights through analysis—suggesting a way of looking at TV that students and interested viewers might emulate. The contributors discuss a wide range of television programs past and present, covering many formats and genres, spanning fiction and non-fiction, broadcast and cable, providing a broad representation of the programs that are likely to be covered in a media studies course. While the book primarily focuses on American television, important programs with international origins and transnational circulation are also covered. Addressing television series from the medium’s earliest days to contemporary online transformations of television, How to Watch Television is designed to engender classroom discussion among television critics of all backgrounds. Read: Introduction / Table of Contents / Sample Essays Online View: Clips from the Essays Visit the Facebook page.



Fantastic Transmedia

Fantastic Transmedia Author C. Harvey
ISBN-10 9781137306043
Release 2015-05-26
Pages 238
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Contemporary culture is packed with fantasy and science fiction storyworlds extending across multiple media platforms. This book explores the myriad ways in which imaginary worlds use media like films, novels, videogames, comic books, toys and increasingly user-generated content to captivate and energise contemporary audiences.