Games and activities for media, communication, and cultural studies students
Author(s)
Bibliographic Information
Games and activities for media, communication, and cultural studies students
Rowman & Littlefield, c2004
- : pbk
Available at 2 libraries
  Aomori
  Iwate
  Miyagi
  Akita
  Yamagata
  Fukushima
  Ibaraki
  Tochigi
  Gunma
  Saitama
  Chiba
  Tokyo
  Kanagawa
  Niigata
  Toyama
  Ishikawa
  Fukui
  Yamanashi
  Nagano
  Gifu
  Shizuoka
  Aichi
  Mie
  Shiga
  Kyoto
  Osaka
  Hyogo
  Nara
  Wakayama
  Tottori
  Shimane
  Okayama
  Hiroshima
  Yamaguchi
  Tokushima
  Kagawa
  Ehime
  Kochi
  Fukuoka
  Saga
  Nagasaki
  Kumamoto
  Oita
  Miyazaki
  Kagoshima
  Okinawa
  Korea
  China
  Thailand
  United Kingdom
  Germany
  Switzerland
  France
  Belgium
  Netherlands
  Sweden
  Norway
  United States of America
Note
Includes bibliographical references (p. 79-85)
Description and Table of Contents
Description
Based on class activities and assignments used by the author over nearly forty years of teaching, Games and Activities for Media, Communication, and Cultural Studies Students is a natural accompaniment for texts in media or cultural studies and communication courses. Berger has put together a range of activities that will help students apply the ideas and concepts learned about media and communication to films, television programs, advertisements, and other media "texts." It also gives tips to students and professors on how to create new games and includes a glossary of communication and cultural studies terms. Games and Activities will help turn textbook concepts into useful applications.
Table of Contents
Chapter 1 Learning with Games and Activities Chapter 2 Media Usage Survey Chapter 3 The Signifier/Signified Game Chapter 4 Metaphors and Life Chapter 5 Uses and Gratifications in Texts Chapter 6 Levi-Strauss and Paradigmatic Analysis Chapter 7 Political Cultures and Popular Culture Chapter 8 Morphology of a Tale Chapter 9 Functional Fairy Tales Chapter 10 Convention and Invention in Texts Chapter 11 Ad Agency: Pitching a Print Advertisement Chapter 12 Id, Ego, Superego Game Chapter 13 The Myth Game Chapter 14 Sacred Roots: Functional Alternatives Chapter 15 The Comedy Calculator Experiment (A Satire) Chapter 16 Time Capsules Chapter 17 Epilogue Chapter 18 Glossary
by "Nielsen BookData"