
Survey of Media
Screens, Sounds, and Synergies
Stacey O. Irwin(Author)
Routledge (Publisher)
1st Edition
Published on 10. September 2024
Book
Hardback
212 pages
978-1-032-50250-2 (ISBN)
Description
An accessible and exciting new textbook that provides students with an in-depth historical and conceptual understanding of the nature and function of media in society.
Stacey O. Irwin contextualizes media objects and experiences - including cinema, TV, phones, gaming, radio and podcasting, journalism, publishing, advertising, and more - into three descriptive sections: screens, sounds, and synergies. The text examines how technology is enfolded into the cultural process of contemporary media experience, exploring topics such as social media, augmented reality and other trends from the metaverse. It also reflects on the impact of legacy media and highlights instrumental moments in media history along the way. By examining media history from the perspective of future decision-making, this textbook explores how media technologies have a positive and negative sociocultural impact. This provides students with a more accessible entry point to the topic, and readers are left with a well-rounded understanding of media and the interplay between media, culture, technology, and society. Each chapter concludes with things to consider and additional takeaways to enhance student learning.
This is an essential text for students taking classes such as Introduction to Mass Media, Survey of Media, Media History, Media and Society, and Media Culture.
Stacey O. Irwin contextualizes media objects and experiences - including cinema, TV, phones, gaming, radio and podcasting, journalism, publishing, advertising, and more - into three descriptive sections: screens, sounds, and synergies. The text examines how technology is enfolded into the cultural process of contemporary media experience, exploring topics such as social media, augmented reality and other trends from the metaverse. It also reflects on the impact of legacy media and highlights instrumental moments in media history along the way. By examining media history from the perspective of future decision-making, this textbook explores how media technologies have a positive and negative sociocultural impact. This provides students with a more accessible entry point to the topic, and readers are left with a well-rounded understanding of media and the interplay between media, culture, technology, and society. Each chapter concludes with things to consider and additional takeaways to enhance student learning.
This is an essential text for students taking classes such as Introduction to Mass Media, Survey of Media, Media History, Media and Society, and Media Culture.
More details
Language
English
Place of publication
London
United Kingdom
Publishing group
Taylor & Francis Ltd
Target group
College/higher education
Undergraduate Core
Illustrations
29 s/w Abbildungen, 29 s/w Photographien bzw. Rasterbilder
29 Halftones, black and white; 29 Illustrations, black and white
Dimensions
Height: 235 mm
Width: 157 mm
Thickness: 17 mm
Weight
485 gr
ISBN-13
978-1-032-50250-2 (9781032502502)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Other editions
Additional editions

Book
09/2024
1st Edition
Routledge
€60.10
Shipment within 10-20 days

E-Book
09/2024
1st Edition
Routledge
€52.99
Available for download

E-Book
09/2024
1st Edition
Routledge
€52.99
Available for download
Person
Stacey O. Irwin is Professor of Media Arts Production, Department of Communication & Theatre, Millersville University of Pennsylvania, USA. She has taught courses in media production, writing and theory for more than thirty years. Her documentary film Raising Faith - Stories About Dyslexia (2020) has won more than twenty-five national and international competitions in IMDb qualifying film festivals. Her book Digital Media: Human-Technology Connection (2016), won a Choice Book Award.
Content
1. Introduction Part One: Screens 2. Printed Text 3. Cinema 4. TV and Broadcasting 5. Video 6. Journalism Part Two: Sounds 7. Music Recording and Foley 8. Radio, Audio and Podcasting 9. Phones Part Three: Synergies 10. Sports Media 11. Marketing, Advertising and Public Relations 12. Social Media 13. Video Gaming and the Metaverse 14. Digital Synergies