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Mass media --- Mass media in education --- Media literacy --- Critical thinking --- Study and teaching --- Médias en éducation --- Mass media in education. --- Media literacy. --- Médias en éducation. --- Mass media - Study and teaching --- Critical thinking - Study and teaching --- Médias en éducation.
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Histoire des représentations sociales et culturelle de la jeunesse dans les médias de masse et des jeunes, acteurs des secteurs du divertissement, de la culture et de l'information.
Youth in mass media --- Mass media --- Press, Juvenile --- Mass media in education --- Jeunesse dans les médias --- Médias --- Presse de jeunesse --- Médias dans l'éducation --- Audiences --- Influence --- Publics --- Mass media and youth --- #SBIB:309H1024 --- Youth and mass media --- Youth --- Mediaboodschappen met een ideologische en spiegelfunctie (beeld vrouw, migranten …) --- Médias en éducation --- Jeunesse dans les médias --- Médias --- Médias en éducation --- Europe --- Congresses --- Jeunesse --- Médias et jeunesse. --- Médias pour la jeunesse. --- Médias en éducation. --- Culture et jeunesse. --- Périodiques pour la jeunesse. --- Dans les médias --- 1990-.... --- Influence.
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Mass communications --- Audio-visual education --- Mass media in education --- Communication in education --- Periodicals. --- Audio-visual education. --- Communication in education. --- Mass media in education. --- Latin America. --- Spain. --- Arts and Humanities --- Education & Careers --- media education --- educational media --- Education --- Educational technology --- Teaching --- Instructional materials personnel --- Visual education --- Espanja --- Spanien --- Hiszpania --- Spanish State --- España --- Estado Español --- Espagne --- Hispania --- Sefarad --- Sepharad --- Shpanye --- Shpanie --- Reino de España --- Kingdom of Spain --- Asociación Latinoamericana de Libre Comercio countries --- Neotropical region --- Neotropics --- New World tropics --- Spanish America --- Espainiako Erresuma --- Espanha --- Espanya --- Isupania --- Regne d'Espanya --- Reiaume d'Espanha --- Reino d'Espanya --- Reinu d'España --- Supein --- Educational sciences --- Enseignement --- Médias en éducation --- Communication en éducation --- Méthodes audiovisuelles --- Spain
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Didactics of social education --- Age group sociology --- Mass communications --- Media literacy. --- Mass media in education. --- Mass media and children. --- Mass media and teenagers. --- Mass media --- Education aux médias --- Médias dans l'éducation --- Médias et enfants --- Médias et adolescents --- Médias --- Study and teaching. --- Etude et enseignement --- Media literacy --- Mass media in education --- Mass media and children --- Mass media and teenagers --- Study and teaching --- #SBIB:309H501 --- Mediapedagogiek (incl. mediadidactiek) --- Médias en éducation --- Education aux médias --- Médias en éducation --- Médias et enfants --- Médias et adolescents --- Médias --- Mass media literacy --- Information literacy --- Education --- Teenagers and mass media --- Teenagers --- Children and mass media --- Children --- Mass media - Study and teaching
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An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties.Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.
Video games --- Persuasion (Rhetoric) --- Social aspects. --- Rhetoric --- Forensics (Public speaking) --- Oratory --- GAME STUDIES/General --- GAME STUDIES/Game History --- SOCIAL SCIENCES/Media Studies --- Sociology of culture --- Mass communications --- Computer. Automation --- Persuasion (Rhetoric). --- Persuasion (rhétorique) --- Jeux vidéo --- Publicité intégrée dans les jeux vidéo. --- Médias en éducation. --- Aspect politique. --- Aspect social. --- Social aspects --- Jeux vidéo --- Argumentation --- Aspect social --- 527 --- Games --- video games --- informatica - specifieke toepassingen --- Jeu vidéo --- Jeu --- Art vidéo --- Informatique appliquée --- Informatique graphique --- Video games - Social aspects --- #SBIB:309H17 --- #SBIB:309H402 --- Computer- en videogames --- Media en publiekgroepen: gebruik van de boodschap, effecten van de media, --- Persuasion (rhétorique) --- Publicité intégrée dans les jeux vidéo. --- Médias en éducation.
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