Digital Mass Media

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Contents

[edit] About This Subject

2-3 paragraph description of the subject area

[edit] Topics

[edit] Piracy Within Digital Mass Media

Digital piracy is a major concern within both the music and film industry. Sites such as LimeWire, YouTube Converter, 123 Movies and Solar Movies are just some of the many websites that are used to download content illegally. Through the content review of this topic, our aim is to explore further the the theories behind why people download content illegally and the implications behind the download.

[edit] Articles

Analysis: Motion Picture Association of America crackdown on the illegal downloading and sharing of movies over the Internet. (200). Day To Day. (Gabby)

Hennig-Thurau, T., Henning, V., & Sattler, H. (2007). Consumer File Sharing of Motion Pictures (Gabby)

Jambon, M. M., & Smetana, J. G. (2012). College students moral evaluations of illegal music downloading. (Olivia)

Bonner, S., & OHiggins, E. (2010). Music piracy: ethical perspectives. Management Decision (Olivia)

McKenzie, J. (2017). Graduated response policies to digital piracy: Do they increase box office revenues of movies?. Information Economics And Policy, 381-11. (Alexx)

Phau, I., Teah, M., & Liang, J. (2016). Investigating the Factors Influencing Digital Movie Piracy (Alexx)

Pikas, B., Pikas, A., & Lymburner, C. (2011). The Future of the Music Industry. Journal Of Marketing Development & Competitiveness. (Emillea)

Read, B. (2003). Film Studio Sends Hundreds of Letters to Colleges, Alleging Illegal Downloading. (Alexx)

Robertson, K. k., McNeill, L. l., Green, J. j., & Roberts, C. r. (2012). Illegal Downloading, Ethical Concern, and Illegal Behavior (Emillea)

Sirkeci, I., & Magnúsdóttir, L. B. (2011). Understanding illegal music downloading in the UK: a multi-attribute model. Journal Of Research In Interactive Marketing (Olivia)

Day to day, (2003). Commentary: Cracking down on illegal downloading of music and hidden strings in amnesty offer (Gabby)

Dilmperi, A., King, T., & Dennis, C. (2011). Pirates of the web: The curse of illegal downloading. Journal Of Retailing & Consumer Services (Olivia)

Sansfaçon, S., & Catherine E., A. (2014). The Impact of Group Norms and Behavioral Congruence on the Internalization of an Illegal Downloading Behavior (Gabby)

Sabir, R. I., Idrees, M., & Shahnawaz, M. (2015). Impact of Risk Behaviour and Downloading Attitude on Individual Ethics (Emillea)

Thongmak, M. (2017). ETHICS, NEUTRALIZATION, AND DIGITAL PIRACY. International Journal Of Electronic Commerce Studies, 8(1), 1-24. (Alexx)

Tjiptono, F., Arli, D., & Viviea, D. (2016). Gender and Digital Privacy: Examining Determinants of Attitude Toward Digital Piracy Among Youths in an Emerging Market (Emillea)

[edit] Books

Author, A. A. (2018). Title of work: Capital letter also for subtitle.

[edit] Digital Gaming

This topic looks to understanding eSport or the playing of video games competitively. Helping to situate it in the Digital Mass Media culture of society.

[edit] Articles

Rosell Llorens, M. (2017). eSport gaming: The rise of a new sports practice. Sport, Ethics and Philosophy, 11(4) (Ricky)

Funk, D. C., Pizzo, A. D., & Baker, B. J. (2018). eSport management: Embracing eSport education and research opportunities. Sport Management Review, 21(1), 7-13(Ricky)

Gandolfi, E. Journal of gaming & virtual world’s, Vol. 8, Number 1.1 March 2016, pp. 63-82 (20) (Ricky)

Hamari, J., Sjoblom, M., (2016) What is eSports and why do people watch it? (Alexander)

Hamari, J., Macey, J., (2018) Investigating relationships between video gaming, spectating esports,and gambling. (Alexander)

Merikivi, J., Tuunainen, V., & Nguyen, D. (2017). What makes continued mobile gaming enjoyable? Computers in Human Behavior, 68(Complete), 411-421. 10.1016/j.chb.2016.11.070 (Ricky)

Seo,Y. (2016). Professionalized consumption and identity transformations in the field of eSports. School of Marketing and International Business, Victoria University of Wellington. (Alexander)

[edit] Books

Author, A. A. (2018). Title of work: Capital letter also for subtitle.

[edit] Digital Gaming

This topic examines the role of digital gaming within modern culture

[edit] Articles

Rune Klevjer and Jan Fredrik Hovden, "The Structure of Videogame Preference", Game Studies: The International Journal of Computer Game Research 17, 2 (2017). (Thomas)

Watson, Max. A Medley of Manings: Insights from an Instance of Gameplay in League of Legends, Journal of Comparative Research in Anthropology and Sociology; Bucharest Vol. 6, Iss. 1, (Summer 2015): 225-243. (Thomas)

Schaap, Julian. Aupers, Stef. Gods in World of Warcraft exist: Religious reflexivity and the quest for meaning in online computer games, New Media & Society; vol. 19(11) 1744-1760 (2017).

Forsyth, Susan R.; Chesla, Catherine A.; Rehm, Roberta S.; Malone, Ruth E, It Feels More Real: An Interpretive Phenomenological Study of the Meaning of Video Games in Adolescent Lives; Advances in Nursing Science (ANS), Oct-dec2017; 40(4): E1-E17.(17p)

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