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This handbook explores the ways biomedicine and pop culture interact while simultaneously introducing the reader with the tools and ideas behind this new field of enquiry. From comic books to health professionals, from the arts to genetics, from sci-fi to medical education, from TV series to ethics, it offers different entry points to an exciting and central aspect of contemporary culture: how and what we learn about (and from) scientific knowledge and its representation in pop culture. Divided into three sections the handbook surveys the basics, the micro-, and the macroaspects of this interaction between specialized knowledge and cultural production: After the introduction of basic concepts of and approaches to the topic from a variety of disciplines, the respective theories and methods are applied in specific case studies. The final section is concerned with larger social and historical trends of the use of biomedical knowledge in popular culture. Presenting over twenty-five original articles from international scholars with different disciplinary backgrounds, this handbook introduces the topic of pop culture and biomedicine to both new and mature researchers alike. The articles, all complete with a rich source of further references, are aimed at being a sincere entry point to researchers and academic educators interested in this somewhat unexplored field of culture and biomedicine.
Social medicine. --- Medicine. --- Bioethics. --- Civilization-History. --- Culture-Study and teaching. --- Medical Sociology. --- Popular Science in Medicine and Health. --- Cultural History. --- Cultural and Media Studies, general. --- Biology --- Biomedical ethics --- Life sciences --- Life sciences ethics --- Science --- Clinical sciences --- Medical profession --- Human biology --- Medical sciences --- Pathology --- Physicians --- Medical care --- Medical sociology --- Medicine --- Medicine, Social --- Public health --- Public welfare --- Sociology --- Medical ethics --- Medical sociologists --- Moral and ethical aspects --- Social aspects --- Health Workforce --- Medicine . --- Health. --- Civilization—History. --- Culture—Study and teaching. --- Personal health --- Wellness --- Physiology --- Diseases --- Holistic medicine --- Hygiene --- Well-being
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Spiele sind durch Produktion, Distribution und Konsumption in politische Strukturen eingebunden. Sie spiegeln nicht nur ihre Umwelt wider, sondern werden auch maßgeblich durch diese geformt. Die Beiträger*innen fragen transdisziplinär nach der Analyse solcher »Politiken des Spiels«: Innerhalb welcher rechtlichen, gesellschaftlichen und politischen Regeln findet das Spiel statt? In welchen Machtverhältnissen stehen die am Spiel beteiligten Akteur*innen? Und wie geht die Branche mit aktuellen politischen Diskursen um? Dabei betrachten sie zahlreiche Formen des Spiel(en)s in diachroner sowie synchroner Perspektive und machen deutlich: Spielen ist ein hochpolitischer Akt.
SOCIAL SCIENCE / Popular Culture. --- Computer Games. --- Consumption. --- Cultural History. --- Cultural Studies. --- Culture. --- Digital Media. --- Discourse. --- Environment. --- Media. --- Politics. --- Popular Culture. --- Power. --- Society. --- Video Games.
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This handbook explores the ways biomedicine and pop culture interact while simultaneously introducing the reader with the tools and ideas behind this new field of enquiry. From comic books to health professionals, from the arts to genetics, from sci-fi to medical education, from TV series to ethics, it offers different entry points to an exciting and central aspect of contemporary culture: how and what we learn about (and from) scientific knowledge and its representation in pop culture. Divided into three sections the handbook surveys the basics, the micro-, and the macroaspects of this interaction between specialized knowledge and cultural production: After the introduction of basic concepts of and approaches to the topic from a variety of disciplines, the respective theories and methods are applied in specific case studies. The final section is concerned with larger social and historical trends of the use of biomedical knowledge in popular culture. Presenting over twenty-five original articles from international scholars with different disciplinary backgrounds, this handbook introduces the topic of pop culture and biomedicine to both new and mature researchers alike. The articles, all complete with a rich source of further references, are aimed at being a sincere entry point to researchers and academic educators interested in this somewhat unexplored field of culture and biomedicine.
Science --- Philosophy and psychology of culture --- Professional ethics. Deontology --- Sociology of culture --- Sociology of health --- Social medicine --- Human medicine --- History of civilization --- popularisering wetenschap --- populaire cultuur --- sociologie --- cultuur --- cultuurgeschiedenis --- geneeskunde --- bio-ethiek --- medische ethiek
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Science --- Philosophy and psychology of culture --- Professional ethics. Deontology --- Sociology of culture --- Sociology of health --- Social medicine --- Human medicine --- History of civilization --- popularisering wetenschap --- populaire cultuur --- sociologie --- cultuur --- cultuurgeschiedenis --- geneeskunde --- bio-ethiek --- medische ethiek
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Inwiefern spiegeln Videospiele und ihre Kultur gesellschaftliche Machtverhältnisse? Vor welchen Herausforderungen steht die Spieleindustrie und welche strukturellen Mechanismen prägen sie? Wie können virtuelle Welten utopische Möglichkeitsräume eröffnen? Erstmalig im deutschsprachigen Raum versammeln die Beiträger*innen kritische Perspektiven auf herrschende Ideologien sowie die Produktion und die Nutzung eines Mediums, dessen gesellschaftliche Relevanz stetig wächst. Dabei finden sie Zugänge über Kunst, Wissenschaft sowie Journalismus, um Videospiele im Spannungsfeld von Kapitalismus, Patriarchat und Kolonialismus unter die Lupe zu nehmen.
SOCIAL SCIENCE / Media Studies. --- Capitalism. --- Colonialism. --- Computer Games. --- Digital Media. --- Diversity. --- Game Industry. --- Ideology. --- Media Aesthetics. --- Media Studies. --- Media. --- Patriarchal. --- Popular Culture. --- Society.
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Als die Covid-19-Pandemie im Frühjahr 2020 ausbrach, konnte die mediale Kommunikation an bereits vorhandenes Wissen, Narrative und ein Bilderreservoir anknüpfen, die aus der populärkulturellen Auseinandersetzung mit ansteckenden Krankheiten und Seuchenkatastrophen stammen: In zahllosen Comics, Spielfilmen, TV-Serien und digitalen Spielen werden bereits seit Jahrzehnten Diskurse von Ansteckung und Abschottung, von kollabierenden Gesundheitssystemen und gesellschaftlichen Ausnahmezuständen konstruiert, kommuniziert und konsumiert. Die Beiträger*innen bieten eine breit gefächerte aktuelle Topografie des popkulturellen Wissens um Pandemien in ihren medial-diskursiven Erscheinungsformen - und helfen so, das kulturelle Gedächtnis zum Thema zu bewahren.
SOCIAL SCIENCE / Popular Culture. --- Comic. --- Corona. --- Cultural Memory. --- Cultural Studies. --- Digital Media. --- Film. --- Health. --- Illness. --- Image. --- Media. --- Medicine. --- Periodicals. --- Popular Culture. --- Sociology of Medicine. --- Tv.
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