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Media today : mass communication in a converging world / Joseph Turow, University of Pennsylvania.

By: Material type: TextTextEdition: 6th editionDescription: xxii, 445 pISBN:
  • 9781138928466
  • 9781138928459 (hardback)
Subject(s): Additional physical formats: Online version:: Media todayDDC classification:
  • 302.23 23 TUR
Contents:
I. The Nature and Business of Media 1. Understanding Mass Media, Convergence, and the Importance of Media Literacy 2. Making Sense of Research on Media Effects and Media Culture 3. The Business of Media 4. Financing and Shaping the Media: Advertising, Public Relations, and Marketing Communications 5. Understanding Controls on Media Content: Government Regulation, Self-Regulation, and Ethics II. The Media Industries 6. The Internet Industry 7. The Book Industry 8. The Newspaper Industry 9. The Magazine Industry 10. The Recording Industry 11. The Radio Industry 12. The Movie Industry 13. The Television Industry 14. The Video Game Industry
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Holdings
Item type Current library Collection Call number Status Date due Barcode
General Books General Books CUTN Central Library Social Sciences Non-fiction 302.23 TUR (Browse shelf(Opens below)) Available 27962

"Turow’s Media Today: Mass Communication in a Converging World, now in its fifth edition, chooses [a] cutting-edge option. This is a student-friendly publication, offering aids such as definitions of key terms, colourful infographics, case studies and end-of-chapter review questions. There’s a companion website, too, and a password-protected website for instructors."—Philip Kemp, Times Higher Education Media Today uses convergence as a lens that puts students at the center of the profound changes in the 21st century media world. Through the convergence lens they learn to think critically about the role of media today and what these changes mean for their lives presently and in the future. The book’s media systems approach helps students to look carefully at how media is created, distributed, and exhibited in the new world that the digital revolution has created. In this way,Media Today goes beyond the traditional mass communication textbook’s focus on consuming media, to give students an insider’s perspective on how media businesses operate. How exactly does Google profit from web searches? What will a magazine look like five years from now? Informative and engaging, Media Today, Fifth Edition, is characterized by its focus on: Convergence: In addition to separate chapters on the Internet and the Video Games industry, coverage of convergence and its impact is incorporated into every chapter. Consumer Education: Media Literacy questions ask students to consider their roles as a media consumer and potential media creator. Comprehensive Media Industry Coverage: Historical timelines in the print book and on the companion website track the development of each media industry, giving students an overview of a particular industry at a glance. Contemporary, Student-friendly Examples: New culture and media boxes help students think about the impact of media industries on their own lives and globally. Joseph Turow—who has been teaching Intro to Mass Communication for well over a decade—demonstrates the many ways that media convergence and the pervasiveness of the Internet have blurred distinctions between and among various media. From newspapers to video games or social networking to mobile platforms, Media Today prepares students to live in the digital world of media.

I. The Nature and Business of Media 1. Understanding Mass Media, Convergence, and the Importance of Media Literacy 2. Making Sense of Research on Media Effects and Media Culture 3. The Business of Media 4. Financing and Shaping the Media: Advertising, Public Relations, and Marketing Communications 5. Understanding Controls on Media Content: Government Regulation, Self-Regulation, and Ethics II. The Media Industries 6. The Internet Industry 7. The Book Industry 8. The Newspaper Industry 9. The Magazine Industry 10. The Recording Industry 11. The Radio Industry 12. The Movie Industry 13. The Television Industry 14. The Video Game Industry

Includes bibliographical references and index.

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