Polity, 4 sept 2007 - 278 páginas
The media are home to an eclectic bunch of people. This book is about who they are, what they do, and what their work means to them. Based on interviews with media professionals in the United States, New Zealand, South Africa, and The Netherlands, and drawing from both scholarly and professional literatures in a wide variety of disciplines, it offers an account of what it is like to work in the media today.
Media professionals face tough choices. Boundaries are drawn and erased: between commerce and creativity, between individualism and teamwork, between security and independence. Digital media supercharge these dilemmas, as industries merge and media converge, as audiences become co-creators of content online.
The media industries are the pioneers of the digital age. This book is a critical primer on how media workers manage to survive, and is essential reading for anyone considering a career in the media, or who wishes to understand how the media are made.
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chapter one Liquid Life Work and Media
chapter two Creative Industries Convergence Culture and Media Work
chapter three Media Professions in a Digital Age
chapter four Advertising Public Relations and Marketing Communications
chapter five Journalism
chapter six Film and Television Production
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advertising agencies argue audiences Bauman become beneﬁts broadcast cell phones clients commercial communication conﬂict Considering consumers contemporary convergence culture corporate creative industries creative process cultural industries cultural production deﬁned different media economy employees employment everyday example ﬁeld ﬁlm and television ﬁlm industry ﬁnd ﬁrms ﬁrst ﬂexible freelance Game Developer Magazine game development game engine game industry gamework global IGDA increasingly individual inﬂuence institutions integrated interactive journalism journalists kinds labor mass media media companies media industries media organizations media professionals media workers Netherlands newspaper newsrooms ofﬁce one’s ongoing outsourcing people’s percent play practices practitioners profes professional identity project-based role seen shift signals signiﬁcant society speciﬁc structure studios suggests sumers teams technological convergence technologies tend tion today’s trends Ubisoft video game video game publishers weblog workforce workstyles World of Warcraft worldwide WPP Group Zygmunt Bauman
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