Watch This, Listen Up, Click Here


Book Description

A media and advertising CEO explains how his world shapes ours The TV program coming into our living rooms isn't free. It's a simple Faustian bargain consumers have made but one with enormous implications. It means that David Verklin, CEO of one of the world's largest ad-buying companies, and his clients-the world's largest advertisers-control what TV programs get aired, what magazines get published, and how Google and Yahoo stay in (very healthy) business. In Watch This, Listen Up, Click Here, Verklin and Kanner expose the inner workings of the media, marketing, and advertising industries. Readers will learn why their favorite shows get cancelled, why Oprah gives away cars, and how money, people, politics, and new technologies are transforming TV, the Internet, radio, magazines, and other media Americans consume every day. David Verklin (New York, NY) is CEO of Carat Americas, the world's largest independent media buying operation. He frequently speaks to executives in marketing, media, and management. Bernice Kanner (d. 2006) was a marketing expert and author for 13 years of New York magazine's "On Madison Avenue" column.




Your Ad Here


Book Description

2015 Susanne K. Langer Award for Outstanding Scholarship, Media Ecology Association 2013 Book of the Year, Visual Communication Division, National Communication Association Amidst the profound upheavals in technology, economics, and culture that mark the contemporary moment, marketing strategies have multiplied, as brand messages creep ever deeper into our private lives. In Your Ad Here, an engaging and timely new book, Michael Serazio investigates the rise of “guerrilla marketing” as a way of understanding increasingly covert and interactive flows of commercial persuasion. Digging through a decade of trade press coverage and interviewing dozens of agency CEOs, brand managers, and creative directors, Serazio illuminates a diverse and fascinating set of campaign examples: from the America’s Army video game to Pabst Blue Ribbon’s “hipster hijack,” from buzz agent bloggers and tweeters to The Dark Knight’s “Why So Serious?” social labyrinth. Blending rigorous analysis with eye-opening reporting and lively prose, Your Ad Here reveals the changing ways that commercial culture is produced today. Serazio goes behind-the-scenes with symbolic creators to appreciate the professional logic informing their work, while giving readers a glimpse into this new breed of “hidden persuaders” optimized for 21st-century media content, social patterns, and digital platforms. Ultimately, this new form of marketing adds up to a subtle, sophisticated orchestration of consumer conduct and heralds a world of advertising that pretends to have nothing to sell.




Basics Marketing 02: Online Marketing


Book Description

In keeping with advances in technology, and rapid consumer adoption of new media and new ideas, the possibilities for digital marketing are changing rapidly. This book will guide you through the major trends that exemplify forward thinking and which will continue to inspire great online ideas well into the future. Topics discussed include: the digital media revolution; e-commerce and e-branding; advertising on the web; the social web; online applications and mobile marketing; and ethical approaches. International examples, case studies and practical exercises will help you master the key concepts and techniques of online marketing so that you can apply them to your own campaigns.




All Are Welcome (An All Are Welcome Book)


Book Description

Join the call for a better world with this New York Times bestselling picture book about a school where diversity and inclusion are celebrated. The perfect back-to-school read for every kid, family and classroom! In our classroom safe and sound. Fears are lost and hope is found. Discover a school where all young children have a place, have a space, and are loved and appreciated. Readers will follow a group of children through a day in their school, where everyone is welcomed with open arms. A school where students from all backgrounds learn from and celebrate each other's traditions. A school that shows the world as we will make it to be. “An important book that celebrates diversity and inclusion in a beautiful, age-appropriate way.” – Trudy Ludwig, author of The Invisible Boy




Discourses on Business Education at the College Level


Book Description

Drawing from doctoral level research on how best to teach business education to college students, Discourses on Business Education at the College Level illustrates new and proven ideas for engaging students. Sixteen authors from New York University’s Steinhardt School of Culture, Education, and Human Development describe their experiences in upgrading and expanding the quality of the business education experience. Business school instructors can use this edited collection to draw inspiration and learn specific techniques to bring their courses to the cutting edge of curriculum. Topics range from teaching accounting, financial literacy, marketing, and teamwork to gamification, improving international student and intern experience, not-for credit education, and virtual workplace learning.




The Dominant Influence of Marketing in the 21st Century


Book Description

Marketing has become the dominant connecting mode of expression between business and non-business organisations and customers and consumers. However, there are some misgivings about marketing in the 21st century. This volume addresses the positive and negative elements of marketing and questions 'Is marketing a leviathan in today's societies?'




Games of Empire


Book Description

In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment. In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street. Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development. Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.




The Approximate Parent


Book Description

Written in a smart, funny, and friendly tone, The Approximate Parent: Discovering the Strategies That Work with Your Teenager helps you translate what your teen thinks, feels, and does¿to give you practical ways of supporting your teen, from adolescence into adulthood. Learn to strategize wisely, taking into account both the current American culture of adolescents and your particular teen¿s biology, temperament, and developmental challenges. This highly accessible book is informed by the latest research on adolescent development, effects of digital media on youth and identity formation, relationships/ sexuality and trends in drug and alcohol use, drawing on work in such diverse fields as clinical psychology, cognitive neuroscience, epigenetics, sociology, anthropology, philosophy and religious studies. Michael Simon uses his 25 years of work with teens¿as a psychotherapist, school counselor, and parent¿to help make your job easier as a parent, educator or health professional.




Media Effects


Book Description

Now in its fourth edition, Media Effects again features essays from some of the finest scholars in the field and serves as a comprehensive reference volume for scholars, teachers, and students. This edition contains both new and updated content that reflects our media-saturated environments, including chapters on social media, video games, mobile communication, and virtual technologies. In recognition of the multitude of research trajectories within media effects, this edition also includes new chapters on narratives, positive media, the self and identity, media selection, and cross-cultural media effects. As scholarship in media effects continues to evolve and expand, Media Effects serves as a benchmark of theory and research for the current and future generations of scholars. The book is ideal for scholars and for undergraduate and graduate courses in media effects, media psychology, media theory, psychology, sociology, political science, and related disciplines. Chapter 16 of this book is freely available as a downloadable Open Access PDF at http://www.taylorfrancis.com under a Creative Commons Attribution-Non Commercial-No Derivatives (CC-BY-NC-ND) 4.0 license.




Gry Imperium. Globalny kapitalizm i gry wideo


Book Description

PRZEKŁAD – Krzysztof Abriszewski, Paweł Gąska, Adrian Zabielski REDAKCJA NAUKOWA ORAZ NAUKOWE OPRACOWANIE PRZEKŁADU – Krzysztof Abriszewski i Paweł Gąska Gry wideo są modelowymi mediami zarówno Imperium, jak i niektórych sił, które się mu sprzeciwiają – taka teza przyświeca Grom Imperium, książce czerpiącej garściami z dzieł Micheala Hardta, Antonia Negriego, Michela Foucualta, Gillesa Deleuza i Felixa Guattariego. Jest to pierwsze takie dzieło, w którym autorzy, za pomocą narzędzi współczesnej myśli krytycznej, przyglądają się grom wideo w kontekście krążenia kapitału, kompleksu wojskowo-przemysłowego czy wyzysku pracowników kognitywnych. Krytyka jest tu rzetelna, napisana przystępnym językiem, nie popada nigdy ani w bezpodstawną panikę moralną, ani w przesadny technooptymizm. W tekście utrzymano równowagę między teorią a empirycznymi przykładami (wśród których znajdują się choćby Full Spectrum Warrior, World of Warcraft, seria Grand Theft Auto czy konsola Sony Playstation). Gry Imperium to książka dla szerokiego grona odbiorców. Krytycy neoliberalnego kapitalizmu znajdą kolejne przykłady jego destrukcyjnego wpływu. Kulturoznawcy i groznawcy poznają nową perspektywę, z której można spoglądać na gry wideo. Wreszcie gracze będą mogli w przystępnej formie przeczytać o jasnych i ciemnych stronach ważnego dla nich medium. Prezentowana książka otwiera nową serię wydawniczą Kultura Współczesności, która ma podjąćtrudne zadanie zrozumienia współczesnej kultury w ciekawy sposób. Osoby pracujące nad przekładem łączą własne zaplecze teoretyczne z pracą empiryczną. Istotne jest także, by prace tego rodzaju zawierały element krytyczny, który pomoże wydobyć wielowymiarowość otaczającego nas świata. Obecność tych trzech warunków jest ważna o tyle, że żaden z nich z osobna nie oferuje satysfakcjonujących efektów podczas badania teraźniejszości, razem jednak dają szansę ukazania jej w sposób zaskakujący, nowy i inspirujący. Ufamy, że każda z publikowanych pozycji wniesie swój wkład w rozumienie kultury naszych czasów. Drugą planowaną pracą w serii jest przekład książki A Casual Revolution: Reinventing Video Games and Their Players Jespera Juula.