SOCY10452: Media, Culture and Society 2

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SOCY10452: Media, Culture and Society 2 View Online Adorno, T. (1997). The Culture Industry: Enlightenment as Mass Deception. In Dialectic of Enlightenment (pp. 120 168). London: Verso. Adorno, T. (2002). The Stars Down to Earth (2nd Ed, Vol. Routledge Classics). S.l: Retrieved from https://www.dawsonera.com/abstract/9780203519844 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 http://quod.lib.umich.edu/cgi/t/text/text-idx?c=acls;idno=heb01609 Andrae, T. (n.d.). Adorno on film and mass culture. Retrieved from http://www.ejumpcut.org/archive/onlinessays/jc20folder/adornomasscult.html 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), 423 444. https://doi.org/10.1016/s0048-7333(02)00016-1 Arceneaux, N., & Schmitz Weiss, A. (2010). Seems stupid until you try it: press coverage of Twitter, 2006-9. New Media & Society, 12(8), 1262 1279. https://doi.org/10.1177/1461444809360773 Barlow, D. (2009). Chapter 7: F.R. Leavis. In Reading Media Theory: Thinkers, Approaches and Contexts (pp. 118 141). 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

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. 299 307). London: Retrieved from http://eml.manchester.ac.uk/lib/socy10452/socy10452_19410.pdf 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), 325 340. https://doi.org/10.1177/147041290200100305 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 http://quod.lib.umich.edu/cgi/t/text/text-idx?c=acls;idno=heb08105 Burroughs, B. (2007). Kissing Macaca: Blogs, Narrative and Political Discourse. Journal for Cultural Research, 11(4), 319 335. https://doi.org/10.1080/14797580802038686 Butler, B., & Mirza, K. (2006). Cinema of prayoga: Indian experimental film & video, 1913-2006. London: No.w.here. Butsch, R. (2008). The citizen audience: crowds, publics, and individuals. New York: 2/15

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), 22 25. https://doi.org/10.1007/bf02763643 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. 83 113). 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 http://web.a.ebscohost.com/ehost/detail/detail?sid=8a6a593c-a779-46ff-9f67-548e25453a 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 http://web.b.ebscohost.com/ehost/detail/detail?sid=6eb4521a-7f6e-4366-8435-1204a7144 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 http://web.b.ebscohost.com/ehost/detail/detail?sid=85c486b2-1e82-4d3e-96c8-72d92fa3c 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 http://web.b.ebscohost.com/ehost/detail/detail?sid=6eb4521a-7f6e-4366-8435-1204a7144 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 http://web.b.ebscohost.com/ehost/detail/detail?sid=85c486b2-1e82-4d3e-96c8-72d92fa3c 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

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), 1103 1119. https://doi.org/10.1177/1461444809354212 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), 335 353. https://doi.org/10.1177/1354856507081947 DiPaola, S., & Turner, J. (n.d.). Authoring the Intimate Self: Identity, Expression and Role-playing within a Pioneering Virtual Community. Retrieved from http://journals.sfu.ca/loading/index.php/loading/article/viewarticle/40 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), 515 529. https://doi.org/10.1177/0163443708091180 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

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