Motion Picture Mega-Industry
Author: Barry Litman
What are the driving forces behind the film industry? How does the creative side gel with the business side? This book explores this fascinating industry in detail and answers the questions never-before answered. The Motion Picture Mega Industry is an in-depth exploration of the movie industry from the early developments to its current multi-billion dollar influence on today's society. Barry Litman has produced a truly unique text drawing on contributions from some of the top scholars in the field. The book examines the business of motion pictures; how the industry is structured; what ethics and morals are commonplace; the current issues that are affecting the motion picture industry today. It includes explicit chapters on conglomerates, mergers, copyright, censorship, and more. Movie industry buffs. Part of The Allyn & Bacon Series in Mass Communication
Booknews
Twelve contributions analyze various aspects of the US motion picture industry including its business history; famous antitrust cases; mergers; censorship; and the relationship between film content and economic factors. Appendices cover microeconomic foundations, the industrial organization model, and merger guidelines. Annotation c. by Book News, Inc., Portland, Or.
Read also Everyone Is NOT Doing It or Good Is the Flesh
Network and Netplay: Virtual Groups on the Internet
Author: Fay Sudweeks
foreword by Ronald Rice
The vast, international web of computer networks that is the Internet offers millions of users the opportunity to exchange electronic mail, photographs, and sound clips; to search databases for books, CDs, cars, and term papers; to participate in real-time audio- and video-conferencing; and to shop for products both virtual and physical. This huge conglomerate of links, hyperlinks, and virtual links is not just a technology for linking computers--it is a medium for communication.
The convergence of computer and communication technologies creates a social convergence as well. People meet in chat rooms and discussion groups to converse on everything from auto mechanics to postmodern art. Networked groups form virtually and on-the-fly, as common interests dictate. Like interpersonal communication, the networks are participatory, their content made up by their audience. Like mass-mediated communication, they involve large audiences. But the networks are neither purely interpersonal nor purely mass--they are a new phenomenon.
Network and Netplay addresses the mutual influences between information technology and group formation and development, to assess the impact of computer-mediated communications on both work and play. Areas discussed include the growth and features of the Internet, network norms and experiences, and the essential nature of network communication.
Contributors: Michael Berthold, Lee Li-Jen Chen, Richard Coyne, Brenda Danet, Patrick Doyle, Brian R. Gaines, Barbara Hayes-Roth, Steve Jones, Sandra Katzman, Edward Mabry, Richard MacKinnon, Margaret McLaughlin, Sid Newton, Kerry Osborne, SheizafRafaeli, Yehudit Rosenbaum-Tamari, Lucia Ruedenberg, Christine Smith, Fay Sudweeks, Alexander Voiskounsky, Diane Witmer.
Table of Contents:
Foreword | ||
Introduction | ||
Smile When You Say That: Graphic Accents as Gender Markers in Computer-Mediated Communication | 3 | |
Frames and Flames: The Structure of Argumentative Messages on the Net | 13 | |
Telelogue Speech | 27 | |
"Hmmm ... Where's That Smoke Coming From?" Writing, Play and Performance on Internet Relay Chat | 41 | |
Media Use in an Electronic Community | 77 | |
From Terminal Ineptitude to Virtual Sociopathy: How Conduct is Regulated on Usenet | 95 | |
Investigation of Relcom Network Users | 113 | |
Practicing Safe Computing: Why People Engage in Risky Computer-Mediated Communication | 127 | |
The Social Construction of Rape in Virtual Reality | 147 | |
Interactivity on the Nets | 173 | |
It Makes Sense: Using an Autoassociative Neural Network to Explore Typicality in Computer Mediated Discussions | 191 | |
Modeling and Supporting Virtual Cooperative Interaction Through the World Wide Web | 221 | |
Guided Exploration of Virtual Worlds | 243 | |
App | ProjectH Overview: A Collaborative Quantitative Study of Computer-Mediated Communication | 265 |
Bibliography | 283 | |
Index | 309 |
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