New Ways of Handling Information and Entertainment Content
E-Book, Englisch, 528 Seiten
ISBN: 978-3-89967-179-7
Verlag: Pabst Science Publishers
Format: PDF
Kopierschutz: Wasserzeichen (»Systemvoraussetzungen)
Autoren/Hrsg.
Weitere Infos & Material
1;Contents;6
2;Series Introduction;10
3;Preface;12
4;Introduction;14
5;Part One Reaching Out for the Public: The Political Elites and the Media;22
5.1;1.1 Political Broadcasting in the 2002 French Presidential Election: Appeals and Effects for Young Voters;24
5.2;1.2 National Conditions Perceived As “Purple Ruins”: Shifts in Voting and the Origins and Effects of Issue Considerations;44
5.3;1.3 Debates, Media and Social Networks: How Interpersonal and Mass Communication Affected the Evaluation of the Televised Debates in the 2002 German Election;64
5.4;1.4 The Impact of Information and Communication Technologies on the Communication of Parliamentary Information in the United Kingdom;84
5.5;1.5 Politics by Trial Balloon: An Increasingly Important Media Strategy of Policymakers;100
5.6;1.6 In the EU’s Image: Transformation of Broadcasting in Five Central and Eastern European Countries;114
6;Part Two Information Content in Traditional and New Media;146
6.1;2.1 The Editorial Gap Between Ideal and Real: Do Television News Editors/ Journalists Broadcast What They Believe Their Audience Wants?;148
6.2;2.2 Infotainment for Breakfast: The Production of Early Morning News Shows;170
6.3;2.3 The U.S. via the Net: The Death of ( Critical) Distance?;188
6.4;2.4 Patriotism as a News Value in Transitional Nations;204
6.5;2.5 How Big Is Their World? U.S. Adolescents’ News Media Consumption;218
6.6;2.6 School Violence, Crisis Management, and the Media;232
7;Part Three Entertainment in Real, Virtual, and Mixed Environments;250
7.1;3.1 The Psychology of Romantic Love and the New German Telenovelas: A Functional Analysis;252
7.2;3.2 The Interactive Sublime: Obstacles to Dialogue in Digital Broadcasting;294
7.3;3.3 Digital Games: The Relevance of a New Media Genre for Communication Research;308
7.4;3.4 Interactivity as Entertainment Content: Conceptual Roots, Definitions, and a Pilot Study;326
7.5;3.5 Action in Hybrid Environments: Why Technical Interferences Do Not Necessarily “ Break” the Virtual Presence;380
8;Part Four Communication in Educational and Organizational Contexts;398
8.1;4.1 Technological and Pedagogical Considerations in Online Learning;400
8.2;4.2 Participation, Negotiation, and Sociability: Building Online Communities of Practice in Preservice Teacher Education;414
8.3;4.3 A Garbage Can Model of Information/ Communication/Technology Choice;438
8.4;4.4 Computer-Mediated Communication and Leadership in Organizations ( E- Leadership);462
8.5;4.5 Generativity: The Key to Marketing Strategies Targeting Female Midagers;490
9;Contributors;516
10;Subject Index;524