SOCY10452: Media, Culture and Society 2
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1 SOCY10452: Media, Culture and Society 2 View Online Adorno, T. (1997). The Culture Industry: Enlightenment as Mass Deception. In Dialectic of Enlightenment (pp ). London: Verso. Adorno, T. (2002). The Stars Down to Earth (2nd Ed, Vol. Routledge Classics). S.l: Retrieved from Adorno, T. W., & Bernstein, J. M. (2001). The culture industry: selected essays on mass culture (Vol. Routledge classics). London: Anderson, B. R. O. (2006a). Imagined communities: reflections on the origin and spread of nationalism (Rev. ed. [3rd]). London: Verso. Anderson, B. R. O. (2006b). Imagined communities: reflections on the origin and spread of nationalism (Rev. ed. [3rd]). London: Verso. Retrieved from Andrae, T. (n.d.). Adorno on film and mass culture. Retrieved from Ang, I. (1991). Desperately seeking the audience. London: Aoyama, Y., & Izushi, H. (2003). Hardware gimmick or cultural innovation? Technological, cultural, and social foundations of the Japanese video game industry. Research Policy, 32 (3), Arceneaux, N., & Schmitz Weiss, A. (2010). Seems stupid until you try it: press coverage of Twitter, New Media & Society, 12(8), Barlow, D. (2009). Chapter 7: F.R. Leavis. In Reading Media Theory: Thinkers, Approaches and Contexts (pp ). Harlow: Longman. Baym, N. K. (2010). Personal connections in the digital age (Vol. Digital media and society). Cambridge: Polity. Bazalgette, C. (2000). Chapter 1: Why Media Studies is Worthwhile. In Formations: a 21st-Century Media Studies Textbook (pp. 5 14). Manchester: Manchester University Press. Bazin, A., & Gray, H. (2005). What is cinema? ([New ed.]). Berkeley, Calif: University of California Press. 1/15
2 Benjamin, W., & Arendt, H. (1999). Illuminations. London: Pimlico. Benjamin, W., Tiedemann, R., Eiland, H., & McLaughlin, K. (1999). The arcades project. Cambridge, Mass: Harvard Berger, J. (2008). Ways of seeing (Vol. Penguin on design). London: Penguin. Berman, M. (2010). All that is solid melts into air: the experience of modernity (New ed). London: Verso. Bolter, J. D., & Grusin, R. (1999). Remediation: understanding new media. Cambridge, Mass: MIT Press. Bordwell, D. (1985). Narration in the fiction film. London: Methuen. Branston, G. (1999). Chapter 24: Case Study: News Corporation. In The Media Student s Book (2nd ed., pp ). London: Retrieved from Braudy, L., & Cohen, M. (2009). Film theory and criticism: introductory readings (7th ed). New York: Oxford Briggs, A., & Burke, P. (2009a). A social history of the media: from Gutenberg to the Internet (3rd ed). Cambridge: Polity. Briggs, A., & Burke, P. (2009b). A social history of the media: from Gutenberg to the Internet (3rd ed). Cambridge: Polity. Briggs, A., & Burke, P. (2009c). A social history of the media: from Gutenberg to the Internet (3rd ed). Cambridge: Polity. Brooker, W., & Jermyn, D. (2003). The audience studies reader. London: Brownlow, K. (1968). The parade s gone by. London: Secker & Warburg. Buck-Morss, S. (2002). Globalization, cosmopolitanism, politics, and the citizen. Journal of Visual Culture, 1(3), Burch, N. (1990). Life to those shadows. London: BFI Publishing. Burch, N., & Brewster, B. (1990). Life to those shadows. Berkeley, Calif: University of California Press. Retrieved from Burroughs, B. (2007). Kissing Macaca: Blogs, Narrative and Political Discourse. Journal for Cultural Research, 11(4), Butler, B., & Mirza, K. (2006). Cinema of prayoga: Indian experimental film & video, London: No.w.here. Butsch, R. (2008). The citizen audience: crowds, publics, and individuals. New York: 2/15
3 Calhoun, C. J. (1992a). Habermas and the public sphere (Vol. Studies in contemporary German social thought). Cambridge, Mass: MIT Press. Calhoun, C. J. (1992b). Habermas and the public sphere (Vol. Studies in contemporary German social thought). Cambridge, Mass: MIT Press. Carstens, A., & Beck, J. (2004). Get ready for the gamer generation. TechTrends, 49(3), Castronova, E. (2005). Synthetic worlds: the business and culture of online games. Chicago, [Ill.]: University of Chicago Press. Chadwick, A. (2006). Chapter 5: Community, Deliberation and Participation: E-Democracy. In Internet Politics: States, Citizens and New Communication Technologies (pp ). New York: Oxford Chanan, M. (1996a). The dream that kicks: the prehistory and early years of cinema in Britain (2nd ed). London: Chanan, M. (1996b). The dream that kicks: the prehistory and early years of cinema in Britain (2nd ed). London: Retrieved from 35%40sessionmgr4002&vid=0&hid=4114&bdata=JkF1dGhUeXBlPWlwLHNoaWImc2l0ZT1l ag9zdc1saxzl#db=nlebk&an=94414 Chanan, M. (1996c). The dream that kicks: the prehistory and early years of cinema in Britain (2nd ed). London: Retrieved from 28a%40sessionmgr112&vid=0&hid=109&bdata=JkF1dGhUeXBlPWlwLHNoaWImc2l0ZT1la G9zdC1saXZl#db=nlebk&AN=94414 Chanan, M. (1996d). The dream that kicks: the prehistory and early years of cinema in Britain (2nd ed). London: Retrieved from 160%40sessionmgr198&vid=0&hid=116&bdata=JkF1dGhUeXBlPWlwLHNoaWImc2l0ZT1la G9zdC1saXZl#db=nlebk&AN=94414 Chanan, M. (1996e). The dream that kicks: the prehistory and early years of cinema in Britain (2nd ed). London: Retrieved from 28a%40sessionmgr112&vid=0&hid=109&bdata=JkF1dGhUeXBlPWlwLHNoaWImc2l0ZT1la G9zdC1saXZl#db=nlebk&AN=94414 Chanan, M. (1996f). The dream that kicks: the prehistory and early years of cinema in Britain (2nd ed). London: Retrieved from 160%40sessionmgr198&vid=0&hid=116&bdata=JkF1dGhUeXBlPWlwLHNoaWImc2l0ZT1la G9zdC1saXZl#db=nlebk&AN=94414 Classen, C. (1993). Worlds of sense: exploring the senses in history and across cultures. London: 3/15
4 Crary, J. (1990). Techniques of the observer: on vision and modernity in the nineteenth century (Vol. October books). Cambridge, Mass: MIT Press. Crawford, G. (2012). Video gamers (Vol. Routledge advances in sociology). London: Curran, J., & Morley, D. (2006). Media and cultural theory. London: Davis, J. (2010). Architecture of the personal interactive homepage: constructing the self through MySpace. New Media & Society, 12(7), Dean, J. (2010). Blog theory: feedback and capture in the circuits of drive. Cambridge: Polity. Deuze, M., Martin, C. B., & Allen, C. (2007). The Professional Identity of Gameworkers. Convergence: The International Journal of Research into New Media Technologies, 13(4), DiPaola, S., & Turner, J. (n.d.). Authoring the Intimate Self: Identity, Expression and Role-playing within a Pioneering Virtual Community. Retrieved from Dovey, J. (1996). Fractal dreams: new media in social context. London: Lawrence & Wishart. Dovey, J., & Kennedy, H. W. (2006). Game cultures: computer games as new media (Vol. Issues in cultural and media studies). Maidenhead: Open Downing, J. D. H. (2008). The realities of virtual play: video games and their industry in China. Media, Culture & Society, 30(4), Duffett, M. (2013). Understanding fandom: an introduction to the study of media fan culture. New York: Bloomsbury. Duncombe, S. (2007a). Dream: re-imagining progressive politics in an age of fantasy. New York: New Press. Duncombe, S. (2007b). Dream: re-imagining progressive politics in an age of fantasy. New York: New Press. Durham, Meenakshi Gigi, & Kellner, Douglas. (2006). Media and cultural studies: keyworks (Rev. ed, Vol. KeyWorks in cultural studies). Oxford: Blackwell. Dyer-Witheford, N., & De Peuter, G. (2009). Games of empire: global capitalism and video games (Vol. Electronic mediations). Minneapolis, Minn: University of Minnesota Press. Eisenstein, E. L., & Cambridge Books Online (Online service). (2012). The Printing Revolution in Early Modern Europe (Vol. Canto Classics). Cambridge: Cambridge University Press. 4/15
5 Elsaesser, T., & Barker, A. (1990). Early cinema: space-frame-narrative. London: BFI Publishing. Evans, E. J. (2008). Character, audience agency and transmedia drama. Media, Culture & Society, 30(2), Febvre, L., & Martin, H.-J. (2010). The coming of the book: the impact of printing, (Vol. Verso world history series). London: Verso. Feenberg, A., & Barney, D. D. (2004). Community in the digital age: philosophy and practice. Lanham, Md: Rowman & Littlefield. Fell, J. L. (1986). Film and the narrative tradition. Berkeley: University of California. Finlayson, J. G. (2005). Habermas: a very short introduction (Vol. Very short introductions). Oxford: Oxford Fiske, J. (1989). Reading the popular. London: Foucault, M. (1991). Discipline and punish: the birth of the prison. London: Penguin. Freeman, C. (1996). Chapter 1 : The Two-Edged Nature of Technological Change: Employment and Unemployment. In Information and Communication Technologies: Visions and Realities (pp ). Oxford: Oxford Fuchs, C. (2014). Social media: a critical introduction. London: SAGE. Gane, N., & Beer, D. (2008). New media: the key concepts (Vol. The key concepts). Oxford: Berg. Garnham, N. (2000a). Emancipation, the media and modernity: arguments about the media and social theory. Oxford: Oxford Garnham, N. (2000b). Emancipation, the media and modernity: arguments about the media and social theory. Oxford: Oxford Garnham, N. (2000c). Emancipation, the media and modernity: arguments about the media and social theory. Oxford: Oxford Gee, J. P. (2007). What video games have to teach us about learning and literacy (Rev. and updated ed). New York: Palgrave Macmillan. Gerbaudo, P. (2012a). Tweets and the streets: social media and contemporary activism. London: Pluto Press. Gerbaudo, P. (2012b). Tweets and the streets: social media and contemporary activism. London: Pluto Press. Retrieved from Gere, C. (2002). Digital culture. London: Reaktion. Gere, C. (2009). Digital Culture. London: Reaktion Books. Retrieved from 5/15
6 Gibson, N. C., & Rubin, A. (2002). Adorno: a critical reader (Vol. Blackwell critical readers). Oxford: Blackwell. Gobe, M. (2009). Introduction - Emotional Branding: Fuel for Success in the Twenty-First Century. In Emotional Branding: the New Paradigm for Connecting Brands to People (pp. xvii xxxiv). New York: Allworth Press. Golumbia, D. (2009). Games Without Play. New Literary History, 40(1), Gray, J., Sandvoss, C., & Harrington, C. L. (2007). Fandom: identities and communities in a mediated world. New York: New York Griffen-Foley, B. (2004). From Tit-Bits to Big Brother: A Century of Audience Participation in the Media. Media, Culture & Society, 26(4), Gunning, T. R. (1991). D.W. Griffith and the origins of American narrative film: the early years at Biograph. Urbana: University of Illinois Press. Habermas, J. (1989). The structural transformation of the public sphere: an inquiry into a category of bourgeois society. Cambridge: Polity. Habermas, J. (2006). Political Communication in Media Society: Does Democracy Still Enjoy an Epistemic Dimension? The Impact of Normative Theory on Empirical Research. Communication Theory, 16(4), Hall, S. (1997). Chapter 4: The Spectacle of the Other. In Representation: Cultural Representations and Signifying Practices (pp ). London: Sage. Hall, S., & University of Birmingham. (1992). Culture, media, language: working papers in cultural studies, London: Routledge in association with the Centre for Contemporary Cultural Studies, University of Birmingham. Hanssen, B. (2006). Walter Benjamin and the Arcades project (Vol. Walter Benjamin studies series). London: Continuum. Hassan, R., & Thomas, J. (2006a). The new media theory reader. Maidenhead: Open Hassan, R., & Thomas, J. (2006b). The new media theory reader. Maidenhead: Open Hassan, R., & Thomas, J. (2006c). The new media theory reader. Maidenhead: Open Hassan, R., & Thomas, J. (2006d). The new media theory reader. Maidenhead: Open 6/15
7 Hassan, R., & Thomas, J. (2006e). The new media theory reader. Maidenhead: Open Haythornthwaite, C. (2002). Strong, Weak, and Latent Ties and the Impact of New Media. The Information Society, 18(5), Heeks, R. (2009). Understanding Gold Farming and Real-Money Trading as the Intersection of Real and Virtual Economies. Journal of Virtual Worlds Research, 2(4). Retrieved from Herman, E. (2002). Chapter 1: A Propaganda Model. In Manufacturing Consent (pp. 1 36). New York: Pantheon Books. Hesmondhalgh, D. (2013a). The cultural industries (3rd ed). London: SAGE. Hesmondhalgh, D. (2013b). The cultural industries (3rd ed). London: SAGE. Hetherington, K. (2008). Capitalism s eye: cultural spaces of the commodity (Vol. Cultural spaces). New York: Hills, M. (2002). Fan cultures (Vol. Sussex studies in culture and communication). London: Hind, D. (2010). The return of the Public. London: Verso. Hohendahl, P. U. (1993). The Frozen Imagination: Adorno s Theory of Mass Culture Revisited. Thesis Eleven, 34(1), Huhtamo, E. (2013a). Illusions in motion: media archaeology of the moving panorama and related spectacles (Vol. Leonardo book series). Cambridge Massachusetts: The MIT Press. Huhtamo, E. (2013b). Illusions in motion: media archaeology of the moving panorama and related spectacles (Vol. Leonardo book series). Cambridge Massachusetts: The MIT Press. Humphreys, S. (2008). Ruling the virtual world: Governance in massively multiplayer online games. European Journal of Cultural Studies, 11(2), Humphreys, S. (2009). Norrath: New Forms, Old Institutions. Games Studies, 9(1). Retrieved from Interactivity: a concept explication. (2002). New Media & Society, 4(3), Izushi, H., & Aoyama, Y. (2006). Industry evolution and cross-sectoral skill transfers: a comparative analysis of the video game industry in Japan, the United States, and the United Kingdom. Environment and Planning A, 38(10), Jarvis, S. (1998). Adorno: a critical introduction (Vol. Key contemporary thinkers). Oxford: Polity Press. Jay, M. (1973). The dialectical imagination: a history of the Frankfurt School and the Institute of Social Research, (Vol. An H.E.B. paperback). London: Heinemann. 7/15
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