Search results for ""Author David Buckingham""
John Wiley and Sons Ltd Youth on Screen: Representing Young People in Film and Television
Right from the origins of cinema, countless films and television dramas have offered sensational and seductive representations of young people's lives. Youth is typically associated with energy, idealism and physical beauty, but it is often represented as both troubled and troubling. These representations are almost always created by adults, implicitly reflecting an adult perspective on how young people 'come of age'. Youth on Screen provides a historical account of representations of youth in Britain and the United States, stretching back over seventy years. From Blackboard Jungle to This is England, and from Jailhouse Rock to Skins, it covers a range of classics, as well as some intriguing obscurities. Engagingly written and clearly organized, it offers a perfect introduction for students and general readers.
£55.00
John Wiley and Sons Ltd The Media Education Manifesto
In the age of social media, fake news and data-driven capitalism, the need for critical understanding is more urgent than ever. Half-baked ideas about ‘media literacy’ will lead us nowhere: we need a comprehensive and coherent educational approach. We all need to think critically about how media work, how they represent the world, and how they are produced and used. In this manifesto, leading scholar David Buckingham makes a passionate case for media education. He outlines its key aims and principles, and explores how it can and should be updated to take account of the changing media environment. Concise, authoritative and forcefully argued, The Media Education Manifesto is essential reading for anyone involved in media and education, from scholars and practitioners to students and their parents.
£35.00
John Wiley and Sons Ltd Beyond Technology: Children's Learning in the Age of Digital Culture
Beyond Technology offers a challenging new analysis of learning, young people and digital media. Disputing both utopian fantasies about the transformation of education and exaggerated fears about the corruption of childhood innocence, it offers a level-headed analysis of the impact of these new media on learning, drawing on a wide range of critical research. Buckingham argues that there is now a growing divide between the media-rich world of childrens lives outside school and their experiences of technology in the classroom. Bridging this divide, he suggests, will require more than superficial attempts to import technology into schools, or to combine education with digital entertainment. While debunking such fantasies of technological change, Buckingham also provides a constructive alternative, arguing that young people need to be equipped with a new form of digital literacy that is both critical and creative. Beyond Technology will be essential reading for all students of the media or education, as well as for teachers and other education professionals.
£55.00
John Wiley and Sons Ltd After the Death of Childhood
What will be the fate of childhood in the twenty-first century? Will children increasingly be living 'media childhoods', dominated by the electronic screen? Will their growing access to adult media help to abolish the distinctions between childhood and adulthood? Or will the advent of new media technologies widen the gaps between the generations still further? In this book, David Buckingham provides a lucid and accessible overview of recent changes both in childhood and in the media environment. He refutes simplistic moral panics about the negative influence of the media, and the exaggerated optimism about the 'electronic generation'. In the process, he points to the challenges that are posed by the proliferation of new technologies, the privatization of the media and of public space, and the polarization between media-rich and media-poor. He argues that children can no longer be excluded or protected from the adult world of violence, commercialism and politics; and that new strategies and policies are needed in order to protect their rights as citizens and as consumers. Based on extensive research, After the Death of Childhood takes a fresh look at well-established concerns about the effects of the media on children. It offers a challenging and refreshing approach to the perennial concerns of researchers, parents, educators, media producers and policy-makers.
£17.99
John Wiley and Sons Ltd The Media Education Manifesto
In the age of social media, fake news and data-driven capitalism, the need for critical understanding is more urgent than ever. Half-baked ideas about ‘media literacy’ will lead us nowhere: we need a comprehensive and coherent educational approach. We all need to think critically about how media work, how they represent the world, and how they are produced and used. In this manifesto, leading scholar David Buckingham makes a passionate case for media education. He outlines its key aims and principles, and explores how it can and should be updated to take account of the changing media environment. Concise, authoritative and forcefully argued, The Media Education Manifesto is essential reading for anyone involved in media and education, from scholars and practitioners to students and their parents.
£15.17
John Wiley and Sons Ltd The Material Child: Growing up in Consumer Culture
Children today are growing up in an increasingly commercialised world. But should we see them as victims of manipulative marketing, or as competent participants in consumer culture? The Material Child provides a comprehensive critical overview of debates about children’s changing engagement with the commercial market. It moves from broad overviews of the theory and history of children’s consumption to insightful case studies of key areas such as obesity, sexualisation, children’s broadcasting and education. In the process, it challenges much of the received wisdom about the effects of advertising and marketing, arguing for a more balanced account that locates children’s consumption within a broader analysis of social relationships, for example within the family and the peer group. While refuting the popular view of children as incompetent and vulnerable consumers that is adopted by many campaigners, it also rejects the easy celebration of consumption as an expression of children’s power and autonomy. Written by one of the leading international scholars in the field, The Material Child will be of interest to students, researchers and policy-makers, as well as parents, teachers and others who work directly with children.
£18.99
John Wiley and Sons Ltd Youth on Screen: Representing Young People in Film and Television
Right from the origins of cinema, countless films and television dramas have offered sensational and seductive representations of young people's lives. Youth is typically associated with energy, idealism and physical beauty, but it is often represented as both troubled and troubling. These representations are almost always created by adults, implicitly reflecting an adult perspective on how young people 'come of age'. Youth on Screen provides a historical account of representations of youth in Britain and the United States, stretching back over seventy years. From Blackboard Jungle to This is England, and from Jailhouse Rock to Skins, it covers a range of classics, as well as some intriguing obscurities. Engagingly written and clearly organized, it offers a perfect introduction for students and general readers.
£17.99
John Wiley and Sons Ltd Beyond Technology: Children's Learning in the Age of Digital Culture
Beyond Technology offers a challenging new analysis of learning, young people and digital media. Disputing both utopian fantasies about the transformation of education and exaggerated fears about the corruption of childhood innocence, it offers a level-headed analysis of the impact of these new media on learning, drawing on a wide range of critical research. Buckingham argues that there is now a growing divide between the media-rich world of childrens lives outside school and their experiences of technology in the classroom. Bridging this divide, he suggests, will require more than superficial attempts to import technology into schools, or to combine education with digital entertainment. While debunking such fantasies of technological change, Buckingham also provides a constructive alternative, arguing that young people need to be equipped with a new form of digital literacy that is both critical and creative. Beyond Technology will be essential reading for all students of the media or education, as well as for teachers and other education professionals.
£17.99
John Wiley and Sons Ltd Media Education: Literacy, Learning and Contemporary Culture
This book examines recent changes in media education and in young people’s lives, and provides an accessible set of principles on which the media curriculum should be based, with a clear rationale for pedagogic practice. David Buckingham is one of the leading international experts in the field - he has more than twenty years' experience in media education as a teacher and researcher. This book takes account of recent changes both in the media and in young people’s lives, and provides an accessible and cogent set of principles on which the media curriculum should be based. Introduces the aims and methods of media education or 'media literacy'. Includes descriptions of teaching strategies and summaries of relevant research on classroom practice. Covers issues relating to contemporary social, political and technological developments.
£55.00
John Wiley and Sons Ltd Computer Games: Text, Narrative and Play
Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys. This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory in an accessible and concrete manner; and it tests their use and relevance by applying them to a small but representative selection of role-playing and action-adventure games. It combines methods of textual analysis and audience research, showing how the combination of such methods can give a more complete picture of these playable texts and the fan cultures they generate. Clearly written and engaging, it will be a key text for students in the field and for all those with an interest in taking games seriously.
£22.99
Taylor & Francis Inc Toys, Games, and Media
This book is a state-of-the-art look at where toys have come from and where they are likely to go in the years ahead. The focus is on the interplay between traditional toys and play, and toys and play that are mediated by or combined with digital technology. As well as covering the technical aspects of computer mediated play activities, the authors consider how technologically enhanced toys are currently used in traditional play and how they are woven into childrens' lives. The authors contrast their findings about technologically enhanced toys with knowledge of traditional toys and play. They link their studies of toys to goals in education and to entertainment and information transfer.This book will appeal to students, researchers, teachers, child care workers and more broadly the entertainment industry. It is appropriate for courses that deal with the specialized subject of toys and games, media studies, education and teacher training, and child development.
£130.00
John Wiley and Sons Ltd Computer Games: Text, Narrative and Play
Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys. This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory in an accessible and concrete manner; and it tests their use and relevance by applying them to a small but representative selection of role-playing and action-adventure games. It combines methods of textual analysis and audience research, showing how the combination of such methods can give a more complete picture of these playable texts and the fan cultures they generate. Clearly written and engaging, it will be a key text for students in the field and for all those with an interest in taking games seriously.
£55.00