A new videogame chapter "Electronic Gaming and the Media Playground" tracks the electronic gaming industry from its origins to its current status as a mass medium
Enriched coverage in key areas that instructors asked for, like country music, trade magazines, and streaming radio.
Increased coverage of mass-media convergence reflects the ever-changing media landscape. Each chapter includes a brand-new Converging Media box addressing innovations like 360-degree music licensing, print-web publishing synergy, multi-function videogame consoles, and more.
A stronger emphasis on media literacy brings thought-provoking questions for students about how they consume media. The "Media in a Democratic Society" sections at the end of each chapter have been updated to cover issues like niche cable channels, music-label conglomerates, and the messages of mass-audience movies. In addition, media literacy case studies throughout the book consider new developments in music downloading, economic news coverage, the future of television programming, and more.
New integrated VideoCentral clips help students get the most out of their book. This new video feature, added to every chapter, gets students to think critically about the text and the media by giving them an insider's look at the media industries, through the eyes of leading professionals including Noam Chomsky, Amy Goodman, and Junot Diaz. More than 40 assignable videos are accompanied by thoughtful questions, perfect for media response papers and class discussions.