This collection of short essays from leading media scholars reflects on critical issues of media history, power, ownership, influence and impact. The book uses the acclaimed media title Power Without Responsibility (PWR) as a calling card, a cue to…
While much has been written on the history of media effects research in the United States, a casual review of the literature could reasonably lead one to believe that little if any such work was conducted until the 1940s. The anthology, consisting of…
This book is available as open access through the Bloomsbury Open programme and is available on www.bloomsburycollections.com. It is funded by Trinity College Dublin, DARIAH-EU and the European Commission. This book explores the challenges society…
Today we are witnessing an increased use of data visualization in society. Across domains such as work, education and the news, various forms of graphs, charts and maps are used to explain, convince and tell stories. In an era in which more and more…
As the dominant narrative forms in the age of media convergence, films and games call for a transmedial perspective in narratology. Games allow a participatory reception of the story, so that the ontological boundary transgression between the…
What does it mean to be ageing in Chile as a migrant? What does it mean to be late middle-aged nowadays? How does living half of your life in a foreign country impact perspectives on later life? Is retirement an opportunity to go back to the home…
Stephanie Dinkins is renowned for her critical investigations into artificial intelligence and machine learning systems as they intersect race, gender, and our future histories. By using her training in documentary practices as a photo-based artist,…
This open access book from the world’s first 6G Flagship research program at the University of Oulu, Finland, provides a multi-disciplinary and insightful overview of the subject, with contributions from experts in the field. Today’s fourth…
StarCraft (Blizzard Entertainment, 1998) is a real-time strategy video game, placing the player in command of three extraterrestrial races fighting against each other for strategic control of resources, terrain, and power. Simon Dor examines the…
The Chinese Social Credit System (SCS), the first nationwide digitally implemented social rating system, aims to enhance trustworthiness within Chinese society and serves as a critical example of digital transformation of society. It is further…