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Articles 61 - 65 of 65
Full-Text Articles in Arts and Humanities
Introduction To Media Literacy History, Sarah Bordac
Introduction To Media Literacy History, Sarah Bordac
Journal of Media Literacy Education
Why is it important for us to consider the history of media literacy? Beyond forging connections of the past to the present, exploring the history of the field can deepen intellectual curiosity and understanding for those who work in media literacy education, ignite interest in others, and drive investigation into understanding the relationships of the facets and fundamentals of media literacy from past to present and into the future. The theme of leadership emerges from questions such as: How do people build programs? How does information get disseminated? What were the challenges? Who were the learners? Who were the teachers? …
(Don't) Stop Playing That Game: A Rhetorical Analysis Of The Video Game Addiction Stereotype, Chet Daniel Breaux
(Don't) Stop Playing That Game: A Rhetorical Analysis Of The Video Game Addiction Stereotype, Chet Daniel Breaux
Masters Theses & Specialist Projects
The growing popularity of game addiction discourse has necessitated study of how video game critics rhetorically construct addiction. In the following thesis, I analyze contemporary examples of texts that link game addiction to drug abuse. I use Robert Cover’s analysis of how game addiction stereotypes form in conjunction with Aristotle’s rhetorical principles to isolate the persuasive appeals used by authors to rhetorically construct game play as addictive. These addiction arguments, however, are rooted in a larger historical context, and I present examples of game guidebooks and comic books published in the late 1970s and early 1980s to illustrate their rhetorical …
Gaming Literacy: Construct Validation And Scale Construction, Kenneth Allen Rosenberg
Gaming Literacy: Construct Validation And Scale Construction, Kenneth Allen Rosenberg
USF Tampa Graduate Theses and Dissertations
This thesis is the first attempt to construct a standardized measure of literacy for the medium of video games, filling a gap in the literature by synthesizing various items of skills, behaviors, and affective components from existent studies and determining their correlations through analyzation of survey data. The five categories that were derived from conceptual review and factor analysis have high measures of internal consistency: Information and Systems Management; Exploration and Enjoyment; Teamwork; Design; and Socialization. To test for external consistency and reliability, the proposed gaming literacy model was compared to the Novak and Hoffman (1997) construction of flow, using …
Media Effects In Context, Brian O'Neill
Media Effects In Context, Brian O'Neill
Books/Book chapters
The media effects tradition occupies a hugely influential and dominant role within mainstream communications research. It is unquestionably the longest running tradition within the field of audience studies, spanning nearly its entire history, yet it continues to divide opinion, both methodologically and with regard to its fundamental approach towards the study of media audiences. Its influence extends well beyond the academy, and the powerful influence exerted by its research agenda on public and political understanding of the impact of media is perhaps one of its most significant achievements.
Media Literacy And The Public Sphere: A Contextual Study For Public Media Literacy Promotion In Ireland, Brian O'Neill, Cliona Barnes
Media Literacy And The Public Sphere: A Contextual Study For Public Media Literacy Promotion In Ireland, Brian O'Neill, Cliona Barnes
Reports
This research documents the background to the development of media literacy as a matter of public policy, both within the European Union and internationally, and examines considerations that may be important in the emerging Irish debate on media literacy.