New Communication in the Post-Pandemic Era: Media, Education, and Information

Langbeschreibung
New Communication in the Post-Pandemic Era: Media, Education, and Information is a collection of contemporary post-positivist research and cultural/interpretative studies that explores new areas, redefines old concepts, and proposes rare discourses over communication theories, and portrays a new scene upon the edge of the global crisis by COVID-19 pandemic, which might lead to an ultimate paradigm shift pushing the post-industrial societies to a new complex of multi-layered structural regressions. Covering a broad range of multidisciplinary topics, ¿including consumer behavior, advertising strategies, public relations, blockchain technologies, new education channels, labor economics, disaster politics, health engagement, corporate communication, information systems, streaming services, music reception, reality television, animation, filmmaking, new personality models, and brand-new aesthetic styles¿ this manuscript of selected essays and articles is optimally designed for academics, researchers, educators, media professionals, entrepreneurs, executives, organizers, scientists, artists, public relations specialists, and students who intend to enhance their understanding of how the structures of ¿New Communication¿ resist, accept, or repurpose the new historical conditions of the global crisis through media, education, and information.
Inhaltsverzeichnis
Computer games - Computer graphics - Simulation - Virtual reality - Game design - Game experience - User experience - Human computer interaction - 3D modeling - Rendering - Visualization - Animation
Hasan Kemal Suher is a member of the Advertising Department at Bahçesehir University. He is theDean of the Communication Faculty and the head of the Department of Advertising. He receivedhis Ph.D. in Advertising and Public Relations from Anadolu University, Turkey. He is currentlyteaching several undergraduate courses on media planning, research in advertising, advertisingcampaign, and graduate courses on historical and social research, mass communication theoriesand research. He has edited many inter/national books. His research interests include creativeindustries, new trends in communication education, and data analysis with SPSS. He continues hisresearch at national and international levels.Tuna Tetik is a member of the Film and Television Department at Bahçesehir University. He receivedhis doctoral degree at Bahçes¿ ehir University, Cinema and Media Research program, and directedshort fi lms and a documentary that received international awards. His research interests aresuperheroes, comics, transmedia, fi lm genres, video-on-demand services, and video games. He isthe co-editor of Multidisciplinary Perspectives on Narrative Aesthetics in Video Games (2021). He iscurrently lecturing several undergraduate courses on digital editing and film production.Deniz Denizel is a research assistant in the Cartoon and Animation Department and a graduatestudent in Game Design at Bahçes¿ ehir University. After receiving his B.F.A. in Photography fromDokuz Eylül University, he exhibited in and curated solo and group exhibitions; published, editedand reviewed various types of articles; and lectured on photography, fi lm, and video games. Hisresearch interests gather around narrative theory, intertextuality, fi lm criticism, and postmoderntheories. He is also the co-editor of Multidisciplinary Perspectives on Narrative Aesthetics in VideoGames (2021).
ISBN-13:
9783631855652
Veröffentl:
2021
Erscheinungsdatum:
14.09.2021
Seiten:
248
Autor:
Deniz Denizel
Gewicht:
326 g
Format:
210x148x14 mm
Sprache:
Englisch

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