Media WorkJohn Wiley & Sons, 17 de abr. de 2013 - 288 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. |
Conteúdo
1 | |
chapter two Creative Industries Convergence Culture and Media Work | 45 |
chapter three Media Professions in a Digital Age | 84 |
chapter four Advertising Public Relations and Marketing Communications | 113 |
chapter five Journalism | 141 |
chapter six Film and Television Production | 171 |
chapter seven Game Design and Development | 201 |
Liquid Media Work | 233 |
Notes | 243 |
250 | |
266 | |
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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 development game engine game industry gamework global IGDA increasingly individual influence institutions integrated interactive involved 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 Precarity production of culture profes professional identity project-based role seen shift significant society specific structure studios suggests sumers teams technological convergence technologies tend tion today’s trends video game video game publishers weblog workforce workstyles World of Warcraft worldwide WPP Group Zygmunt Bauman