Video games and participation

dc.contributor.authorSerttaş, Uğur
dc.contributor.editorKarakulakoğlu, Selva Ersöz
dc.contributor.editorScifo, Salvatore
dc.date.accessioned2024-07-12T21:24:30Z
dc.date.available2024-07-12T21:24:30Z
dc.date.issued2014en_US
dc.departmentMaltepe Üniversitesi, Rektörlüken_US
dc.description.abstractGamers as creators and Moditication as Tv gradually became available to the masses, audience studies have occupied an important space in social sciences, There have been different propositions on whether the audience is a passive or an active consumer. McLuhan, for instance, evaluated mass communication media under two categories as hot and cool, according to its allowance in participation. For him, TV was a cool media as it allowed less participa|ion. Members of the British Birmingham School, on the other hand, studied Tv audiences, rather than TV as a medium, and published works that indicates TV audiences are not passive consumers...en_US
dc.identifier.citationSerttaş, U. (2014). Video games and participation. Karakulakoğlu, S.E. ve Scifo, S. (ed.). 2014 Istanbul International Communication Student Congress içinde (46-46 ss.). İstanbul: Maltepe Üniversitesi.en_US
dc.identifier.endpage46en_US
dc.identifier.isbn978-975-6760-59-8
dc.identifier.startpage46en_US
dc.identifier.urihttps://hdl.handle.net/20.500.12415/5594
dc.language.isoenen_US
dc.publisherMaltepe Üniversitesien_US
dc.relation.ispartof2014 Istanbul International Communication Student Congressen_US
dc.relation.publicationcategoryUluslararası Konferans Öğesi - Başka Kurum Yazarıen_US
dc.rightsAttribution-NonCommercial-NoDerivs 3.0 United States*
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0/us/*
dc.snmzKY06606
dc.subjectVideo gamesen_US
dc.subjectCommunication mediaen_US
dc.subjectTV audiencesen_US
dc.subjectActive/passive audienceen_US
dc.titleVideo games and participationen_US
dc.typeConference Object
dspace.entity.typePublication

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