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  • HeBIS  (2)
  • GBV  (1)
  • München UB
  • Crawford, Garry  (3)
  • Florence : Taylor and Francis  (3)
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  • HeBIS  (2)
  • GBV  (1)
  • München UB
Material
Language
Years
  • 1
    ISBN: 9781317426011
    Language: English
    Pages: 1 Online-Ressource (584 p)
    Edition: 3rd ed
    Parallel Title: Erscheint auch als Longhurst, Brian, 1956 - Introducing cultural studies
    DDC: 306.071
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    Keywords: Electronic books ; Lehrbuch ; Kulturwissenschaften ; Kultursoziologie
    Abstract: Cover -- Half Title -- Title Page -- Copyright Page -- Table of Contents -- Visual tour -- List of Key Influence boxes -- List of Defining Concept boxes -- List of Spotlight boxes -- List of Example boxes -- Preface: A User's Guide -- Acknowledgements -- Publisher's acknowledgements -- Part 1: Cultural Theory -- 1 Culture and cultural studies -- 1.0 Introduction -- 1.1 What is Culture? -- Culture with a big 'C' -- Culture as a 'way of life' -- Process and development -- 1.2 Issues and problems in the study of Culture -- How do people become part of a culture?
    Abstract: How does cultural studies interpret what things mean? -- How does cultural studies understand the past? -- Can other cultures be understood? -- How can we understand the relationships between cultures? -- Why are some cultures and cultural forms valued more highly than others? -- What is the relationship between culture and power? -- How is 'culture as power' negotiated and resisted? -- How does culture shape who we are? -- 1.3 Theorising Culture -- Culture and social structure -- Social structure and social conflict: class, gender and 'race' -- Culture in its own right and as a force for change
    Abstract: Performing culture and becoming -- 1.4 Conclusion: What is cultural Studies? -- Further reading -- 2 Culture, communication and representation -- 2.0 Introduction -- 2.1 The organisation of Meaning -- Spoken, written and visual texts -- Communication and meaning -- Structuralism and the order of meaning -- Hermeneutics and interpretation -- Political economy, ideology and meaning -- Poststructuralism and the patterns of meaning -- Postmodernism and semiotics -- 2.2 Language, Representation, Power and Inequality -- Language and power -- Language and class -- Language, race and ethnicity
    Abstract: Language and gender -- 2.3 Mass Communication and Representation -- The mass media and representation -- Mass media representations of gender -- 2.4 Audience Research and Reception Studies -- The behavioural paradigm -- The incorporation/resistance paradigm -- The spectacle/performance paradigm -- 2.5 Conclusion -- Further reading -- 3 Culture, power, globalisation and inequality -- 3.0 Introduction -- 3.1 Understanding Globalisation -- Globalisation: cultural and economic change -- Theorising about globalisation -- Globalisation and inequality
    Abstract: 3.2 Theorising about Culture, Power and Inequality -- Marx and Marxism -- Weber, status and inequality -- Caste societies -- 3.3 Legitimating Inequality -- Ideology as common sense: hegemony -- Ideology as incorporation: the Frankfurt School -- Habitus -- 3.4 Culture and the production and reproduction of Inequality -- Class -- 'Race' and ethnicity -- Gender -- Age -- Structural and local conceptions of power -- 3.5 Conclusion -- Further reading -- 4 Consumption, collaboration and digital media -- 4.0 Introduction -- 4.1 Consumption -- Defining consumption -- Theories of consumption
    Abstract: Consumer society
    Note: Description based upon print version of record
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  • 2
    Online Resource
    Online Resource
    Florence : Taylor and Francis | Ann Arbor, Michigan : ProQuest
    ISBN: 9780203863374
    Language: English
    Pages: 1 Online-Ressource (201 pages)
    Edition: 1st ed.
    DDC: 306.487
    Abstract: Video gaming is economically, educationally, culturally, socially and theoretically important, and has, in a relatively short period of time, firmly cemented its place within contemporary life. It is fair to say, however, that the majority of research to date has focused most specifically on either the video games themselves, or the direct engagement of gamers with a specific piece of game technology. In contrast, Video Gamers is the first book to explicitly and comprehensively address how digital games are engaged with and experienced in the everyday lives, social networks and consumer patterns of those who play them. In doing so, the book provides a key introduction to the study of gamers and the games they play, whilst also reflecting on the current debates and literatures surrounding gaming practices.
    Note: Description based on publisher supplied metadata and other sources
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  • 3
    Online Resource
    Online Resource
    Florence : Taylor and Francis | Ann Arbor, Michigan : ProQuest
    ISBN: 9780203493922
    Language: English
    Pages: 1 Online-Ressource (195 pages)
    Edition: 1st ed.
    DDC: 306.4/83
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    Keywords: Sportfan ; Sportsoziologie ; Verbraucherverhalten
    Abstract: Consuming Sport offers a detailed consideration of how sport is experienced and engaged with in the everyday lives, social networks and consumer patterns of its followers. It examines the processes of becoming a sport fan, and the social and moral career that supporters follow as their involvement develops over a life-course. The book argues that while for many people sport matters, for many more, it does not. Though for some sport is significant in shaping their social and cultural identity, it is often consumed and experienced by others in quite mundane and everyday ways, through the media images that surround us, conversations overheard and in the clothing of people we pass by. As well as developing a new theory of sport fandom the book links this discussion to wider debates on audiences, fan cultures and consumer practices. The text argues that for far too long consideration of sport fans has focused on exceptional forms of support ignoring the myriad of ways in which sport can be experienced and consumed in everyday life.
    Note: Description based on publisher supplied metadata and other sources
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