Description

Combining intriguing examples with the latest research available, MEDIA EFFECTS RESEARCH: A BASIC OVERVIEW, 5e, helps you understand the true impact of media today. Known for his engaging, personal narrative style, the author presents media theories in the context of current research findings-giving you a comprehensive introduction to mass media's effects on society. The book clearly explains how the effects of mass media are measured and what the latest research has concluded about media's influence on our lives. Cutting-edge coverage includes electronic media's effects on sleep displacement, TV viewing and obesity research, media violence, emotions in cooperative video game play, first- vs. second-order cultivation, agenda-setting theory research, new media's effects on imitative suicides, Internet use statistics, screen time and face-to-face interaction, multitasking, and much more.

Media Effects Research: A Basic Overview

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£59.59

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Paperback / softback by Glenn Sparks

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Combining intriguing examples with the latest research available, MEDIA EFFECTS RESEARCH: A BASIC OVERVIEW, 5e, helps you understand the true... Read more

    Publisher: Cengage Learning, Inc
    Publication Date: 01/01/2015
    ISBN13: 9781305077478, 978-1305077478
    ISBN10: 1305077474

    Number of Pages: 368

    Non Fiction , Art & Photography

    Description

    Combining intriguing examples with the latest research available, MEDIA EFFECTS RESEARCH: A BASIC OVERVIEW, 5e, helps you understand the true impact of media today. Known for his engaging, personal narrative style, the author presents media theories in the context of current research findings-giving you a comprehensive introduction to mass media's effects on society. The book clearly explains how the effects of mass media are measured and what the latest research has concluded about media's influence on our lives. Cutting-edge coverage includes electronic media's effects on sleep displacement, TV viewing and obesity research, media violence, emotions in cooperative video game play, first- vs. second-order cultivation, agenda-setting theory research, new media's effects on imitative suicides, Internet use statistics, screen time and face-to-face interaction, multitasking, and much more.

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