Newsgames


Book Description

How videogames offer a new way to do journalism. Journalism has embraced digital media in its struggle to survive. But most online journalism just translates existing practices to the Web: stories are written and edited as they are for print; video and audio features are produced as they would be for television and radio. The authors of Newsgames propose a new way of doing good journalism: videogames. Videogames are native to computers rather than a digitized form of prior media. Games simulate how things work by constructing interactive models; journalism as game involves more than just revisiting old forms of news production. Wired magazine's game Cutthroat Capitalism, for example, explains the economics of Somali piracy by putting the player in command of a pirate ship, offering choices for hostage negotiation strategies. Videogames do not offer a panacea for the ills of contemporary news organizations. But if the industry embraces them as a viable method of doing journalism—not just an occasional treat for online readers—newsgames can make a valuable contribution.




HCI in Games


Book Description

This two-volume set of HCI-Games 2023, constitutes the refereed proceedings of the 5th International Conference on HCI in Games, held as Part of the 24th International Conference, HCI International 2023, which took place in July 2023 in Copenhagen, Denmark. The total of 1578 papers and 396 posters included in the HCII 2023 proceedings volumes was carefully reviewed and selected from 7472 submissions. The HCI in Games 2023 proceedings intends to help, promote and encourage research in this field by providing a forum for interaction and exchanges among researchers, academics, and practitioners in the fields of HCI and games. The Conference addresses HCI principles, methods and tools for better games.




Interactive Storytelling


Book Description

This two-volume set LNCS 14383 and LNCS 14384 constitutes the refereed proceedings of the 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, held in Kobe, Japan, during November 11–15, 2023. The 30 full papers presented in this book together with 11 short papers were carefully reviewed and selected from 101 submissions. Additionally, the proceedings includes 22 Late Breaking Works. The papers focus on topics such as: theory, history and foundations; social and cultural contexts; tools and systems; interactive narrative design; virtual worlds, performance, games and play; applications and case studies; and late breaking works.




The Public Value Blueprint


Book Description

Zusammenfassung: In today's rapidly changing media landscape, Public Service Media (PSM) stands as a beacon of trust, credibility, and quality. As technological advancements reshape communication, PSM must adapt to new formats while tackling the challenges and threats that arise. This edited volume explores the vital role of PSM in an evolving media ecosystem, focusing on reinforcing trust and highlighting its indispensable features. Divided into three distinct sections, this book offers a comprehensive exploration of the challenges and discussions surrounding PSM. The first section delves into the corporate culture, governance systems, and public service values that define PSM as a trustworthy institution. The second section focuses on innovation, collaboration, and new approaches within the digital sphere. The final section sheds light on the impact of technology on PSM, including AI, algorithm-based technologies, and the game-changing potential of 5G. Drawing on the expertise of 40 academics from 20 universities across a dozen countries, this volume presents a proactive and confidence-driven perspective, reaffirming the purpose and legitimacy of PSM in a democratic, informed society. As such it will be of use to students and scholars interested in political science, communication, media, public administration, and policy studies




Disinformation Debunked


Book Description

Disinformation Debunked: Building Resilience through Media and Information Literacy examines the way media and information literacy (MIL) can address disinformation in conjunction with fact-checkers and developers, to benefit from the expertise of these fields in fighting disinformation. The book highlights the underlying stakes that are involved in the fight against disinformation, from producing smart tools to generalizing their use beyond the journalistic profession. It considers the MIL theories and methodologies at work in the digital era, especially from the perspective of digital visual literacy. Offering a comparative study of four European national experiences (France, Romania, Spain, and Sweden), the authors also make public policy recommendations to improve the fight against disinformation. This book is of great importance to students, scholars, and educators working on media and information literacy, digital media, journalism, mass communication, misinformation and disinformation.




Doing Things with Games


Book Description

The book provides a contemporary foundation in designing social impact games. It is structured in 3 parts: understanding, application, and implementation. The book serves as a guide to designing social impact games, particularly focused on the needs of, media professionals, indie game designers and college students. It serves as a guide for people looking to create social impact play, informed by heuristics in game design. Key Features Provides contemporary guide on the use of games to create social impact for beginner to intermediate practitioners o Provides design and implementation strategies for social impact games Provides wide ranging case studies in social impact games Provides professional advice from multiple social impact industry practitioners via sidebar interviews, quotes, and postmortems Provides a quick start guide on creating a variety of social impact engagements across a wide variety of subjects and aims




Media Studies


Book Description

Bringing together a range of renowned scholars in the field, this book examines eighteen key issues within contemporary media studies. Written in an accessible student-friendly style, Media Studies - Key Issues and Debates is an authoritative landmark text for undergraduate students. Each individual chapter begins with a concise definition of the concept(s) under investigation. This is followed by a 5,000 word discussion on the current state of play within research on the specific area. Chapters contain case-studies and illustrative materials from Europe, North America, Australasia and beyond. Each chapter concludes with annotated notes, which guide the student-reader in terms of future study. With a preface by Denis McQuail, contributors include Janet McCabe, John Corner, David Croteau, William Hoynes, Natalie Fenton, Jenny Kitzinger, Jeroen de Kloet, Liesbet van Zoonen, Sonia Livingstone and Greg Philo.




Encyclopedia of Video Games [3 volumes]


Book Description

Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.




Civil Services Chronicle September 2020


Book Description

The No.1 Magazine for IAS Aspirants Since 1990




The Online Journalism Handbook


Book Description

The Online Journalism Handbook offers a comprehensive guide to the ever-evolving world of digital journalism, showcasing the multiple possibilities in researching, writing, and storytelling provided by new technologies. In this new edition, Paul Bradshaw presents an engaging mix of technological expertise with real-world practical guidance to illustrate how those training and working as journalists can improve the development, presentation, and global reach of their stories through webbased technologies. Thoroughly revised and updated, this third edition features: A new chapter dedicated to writing for email and chat, with updated case studies New sections covering online abuse, news avoidance, and trust Updated coverage of accessibility, inclusivity, and diversity in sourcing, writing for social media, and audio and video New formats, including social audio, audiograms, Twitter threads, the “Stories” format, charticles, and “scrollytelling” Expanded international examples throughout The Online Journalism Handbook is an essential guide for all journalism students and professional journalists and will also be of interest to digital media practitioners. The companion website for this book further enhances student knowledge through regularly updated case studies, real-time development reports, and in-depth discussion pieces from cutting-edge sources.