"The third edition of this accessible and interdisciplinary textbook has been thoroughly updated to incorporate the latest research and developments, including the rise of Big Data, AI, and the Internet of Things. Digital Media Ethics will continue to be the go-to textbook for anyone getting to grips with this important topic"--
What does it mean to live in a digital society? Does social media empower political activism? How do we form and express our identity in a digital age? Do algorithms and search engine results have a social role? How have software and hardware transformed how we interact with each other? In the early 21st century, digital media and the social have become irreversibly intertwined. In this cutting-edge introduction, Simon Lindgren explores what it means to live in a digital society. With succinct explanations of the key concepts, debates and theories you need to know, this is a must-have resource for students exploring digital media, social media, media and society, data and society, and the internet. "An engaging story of the meaning digital media have in societies. The writing is relatable, with diverse and comprehensive references to theories. Above all, this is a fun book on what a contemporary digital society looks like!" - Professor Zizi Papacharissi, University of Illinois at Chicago Simon Lindgren is Professor of Sociology at Umea University in Sweden. He is also the director of DIGSUM, an interdisciplinary academic research centre studying the social dimensions of digital technology.
"Media's effects on our lives has fundamentally changed in the past decade. This textbook surveys the literature of effects from exposure to traditional media and focuses attention on the special kinds of effects that have resulted from changes in the nature of those exposures as well as the access to a much wider range of messages and experiences"--
"The Digital Media Handbook deals with the essential diversity of digital media by combining critical commentary and descriptive and historical accounts with a series of edited interview and discussions with professional media practitioners, including producers, developers, curators and artists. The Digital Media Handbook provides an understanding of the historical and theoretical development of digital media, emphasising the complex continuities in the technological developments associated with particular cultural uses of media as well as emergence of new forms of communication in networked culture. The Digital Media Handbook focuses upon key concerns of practitioners, how they develop projects and the contexts in which they work. The interviews give a rich account of contemporary preoccupations and concerns and how practitioners are thinking about and actually solving particular problems related to network communication. The Digital Media Handbook includes; - Essays on the history and theory of digital media - Essays on contemporary issues and debate - Interviews with digital media professionals - A glossary of technical acronyms and key terms"--
"Death and Digital Media provides a critical overview of how people mourn, commemorate and interact with the dead through digital media. It maps the historical and shifting landscape of digital death, considering a wide range of social, commercial and institutional responses to technological innovations. The authors examine multiple digital platforms and offer a series of case studies drawn from North America, Europe and Australia. The book delivers fresh insight and analysis from an interdisciplinary perspective, drawing on anthropology, sociology, science and technology studies, human-computer interaction, and media studies. It is key reading for students and scholars in these disciplines, as well as for professionals working in bereavement support capacities."--Provided by publisher
Death and digital media: an introduction -- Pre-digital mediums, media, and mediations -- The materialities of gravesites and websites -- Death and social media: entanglements of policy and practice -- Mixing repertoires: commemoration in digital games and online worlds -- The funeral as a site of innovation -- Looking to the future of life after death -- Death and digital media: an afterword
Introduction: Digital media, youth, and credibility / Miriam J. Metzger & Andrew J. Flanagin -- Digital media and youth : unparalleled opportunity and unprecedented responsibility / Andrew J. Flanagin & Miriam J. Metzger -- Toward a cognitive developmental approach to youth perceptions of credibility / Matthew S. Eastin -- College students' credibility judgments in the information seeking process / Soo Young Rieh and Brian Hilligoss -- Technology and credibility : cognitive heuristics cued by modality, agency, interactivity, and navigability / S. Shyam Sundar -- Trusting the Internet : new approaches to credibility tools / R. David Lankes -- Credibility of health information and digital media : new perspectives and implications for youth / Gunther Eysenbach -- Challenges to teaching credibility assessment in contemporary schooling / Frances Jacobson Harris -- Credibility, politics, and public policy / Fred W. Weingarten
This volume presents state-of-the-art research from a wide area of subjects brought about by the digital convergence of computing, television, telecommunications and the World-Wide Web. It represents a unique snapshot of trends across a wide range of subjects including virtual environments; virtual reality; telepresence; human-computer interface design; interactivity; avatars; and the Internet. Both researchers and practitioners will find it an invaluable source of reference
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Convergence and divergence : the international experience of digital television / Graeme Turner -- When digital was new : the advanced television technologies of the 1970s and the control of content / Julian Thomas -- "Is it TV yet"? The dislocated screens of television in a mobile digital culture / William Boddy -- Cult television as digital television's cutting edge / Roberta Pearson -- Multiplatforming public service : the BBC's "Bundled project" / Niki Strange -- Little kids' TV : downloading, sampling, and multiplatforming the preschool TV experiences of the digital era / Jeanette Steemers -- The "basis for mutual contempt" : the loss of the contingent in digital television / Karen Lury -- Television's aesthetic of efficiency : convergence television and the digital short / Max Dawson -- Scripted spaces : television interfaces and the non-places of asynchronous entertainment / Daniel Chamberlain -- Television, interrupted : pollution or aesthetic? / Jason Jacobs -- Worker blowback : user-generated, worker-generated, and producer-generated content within collapsing production workflows / John T. Caldwell -- User-created content and everyday cultural practice : lessons from YouTube / Jean Burgess -- Architectures of participation : fame, television, and Web 2.0 / James Bennett.
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The difficulties in determining the quality of information on the Internet—in particular, the implications of wide access and questionable credibility for youth and learning.Today we have access to an almost inconceivably vast amount of information, from sources that are increasingly portable, accessible, and interactive. The Internet and the explosion of digital media content have made more information available from more sources to more people than at any other time in human history. This brings an infinite number of opportunities for learning, social connection, and entertainment. But at the same time, the origin of information, its quality, and its veracity are often difficult to assess. This volume addresses the issue of credibility—the objective and subjective components that make information believable—in the contemporary media environment. The contributors look particularly at youth audiences and experiences, considering the implications of wide access and the questionable credibility of information for youth and learning. They discuss such topics as the credibility of health information online, how to teach credibility assessment, and public policy solutions. Much research has been done on credibility and new media, but little of it focuses on users younger than college students. Digital Media, Youth, and Credibility fills this gap in the literature.ContributorsMatthew S. Eastin, Gunther Eysenbach, Brian Hilligoss, Frances Jacobson Harris, R. David Lankes, Soo Young Rieh, S. Shyam Sundar, Fred W. Weingarten
This book starts with the proposition that digital media invite play and indeed need to be played by their everyday users. Play is probably one of the most visible and powerful ways to appropriate the digital world. The diverse, emerging practices of digital media appear to be essentially playful: Users are involved and active, produce form and content, spread, exchange and consume it, take risks, are conscious of their own goals and the possibilities of achieving them, are skilled and know how to acquire more skills. They share a perspective of can-do, a curiosity of what happens next? Play can be observed in social, economic, political, artistic, educational and criminal contexts and endeavours. It is employed as a (counter) strategy, for tacit or open resistance, as a method and productive practice, and something people do for fun. The book aims to define a particular contemporary attitude, a playful approach to media. It identifies some common ground and key principles in this novel terrain. Instead of looking at play and how it branches into different disciplines like business and education, the phenomenon of play in digital media is approached unconstrained by disciplinary boundaries. The contributions in this book provide a glimpse of a playful technological revolution that is a joyful celebration of possibilities that new media afford. This book is not a practical guide on how to hack a system or to pirate music, but provides critical insights into the unintended, artistic, fun, subversive, and sometimes dodgy applications of digital media. Contributions from Chris Crawford, Mathias Fuchs, Rilla Khaled, Sybille Lammes, Eva and Franco Mattes, Florian 'Floyd' Mueller, Michael Nitsche, Julian Oliver, and others cover and address topics such as reflective game design, identity and people's engagement in online media, conflicts and challenging opportunities for play, playing with cartographical interfaces, player-emergent production practices, the re-purposing of data, game creation as an educational approach, the ludification of society, the creation of meaning within and without play, the internalisation and subversion of roles through play, and the boundaries of play
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