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Abstract only
Clare Wilkinson
and
Emma Weitkamp

In this chapter we will consider how you might use a variety of media to communicate your research to both the public and your peers. The chapter is intended for those new to using media (traditional or social) for research communication and does not seek to provide a comprehensive overview of the potential ways media might be used, but rather offers examples as a jumping-off point for your own endeavours. The chapter briefly covers writing for traditional media, before moving on to consider your digital profile and the practicalities of using

in Creative research communication
Influence, bias and the new media
Bill Jones

The media have become more complex, with new actors (e.g. spin doctors and marketing people) and a whole new dimension with the internet. This chapter analyses these developments, with brief discussion of bias, voting and language in politics. How important have advertising agencies become in British politics? Until the 1970s, neither of the two big parties bothered with advertising in the professional sense. Propagating political messages via the media was thought to be a job for the specialists: politicians. However, the Conservatives began to use

in British politics today
The ‘mainstream’ media
Bill Jones

The role of the media in modern politics is one of the most discussed and contested topics in democratic debate. This chapter examines the provenance of political communication and the ways in which it currently impacts on the political system. The media may not initiate specific measures but they help create the atmosphere, or ‘political culture’ ( Chapter 5 ), in which such things can happen. What are the media? ‘The media’ is a collective term for all of the various means of communicating information. There are many kinds of media and their relative

in British politics today
Theory and practice

Considering how to communicate your research or engage others with the latest science, social science or humanities research? This book explores new and emerging approaches to engaging people with research, placing these in the wider context of research communication. Split into three sections, Creative Research Communication explores the historical routes and current drivers for public engagement, before moving on to explore practical approaches and finally discussing ethical issues and the ways in which research communication can contribute to research impact.

Starting from the premise that researchers can and ought to participate in the public sphere, this book provides practical guidance and advice on contributing to political discourse and policymaking, as well as engaging the public where they are (whether that is at the theatre, at a music festival or on social media). By considering the plurality of publics and their diverse needs and interests, it is quite possible to find a communications niche that neither offers up bite-sized chunks of research, nor conceptualises the public as lacking the capacity to consider the myriad of issues raised by research, but explains and considers thoughtfully the value of research endeavours and their potential benefits to society.

It’s time for researchers to move away from one-size fits all, and embrace opportunities for creative approaches to research communication. This book argues for a move away from metrics and tick box approaches and towards approaches that work for you, as an individual researcher, in the context of your own discipline and interests.

Abstract only
David Myers

impact of digital media on toys and toy industries? The rapid rise of the digital gaming industry has paralleled the growing pervasiveness of digital media. Worldwide digital game sales and revenues rival – if not now surpass – those of movies (though these numbers commonly include the digital accessories and hardware, joysticks and consoles and the like, that are required for gameplay). Of course, not all digitally transformed games have been equally successful. The initial popularity of arcade games, for instance, has waned in favor of games played on

in Games are not
Abstract only
The dark side of politics
Series: Pocket Politics
Author:

The term 'lobbying' derives from the particular location in which the activity supposedly takes place, the parliamentary or legislative lobby. In practice, most lobbying takes place elsewhere: in government offices, in restaurants or online. This book presents the arguments in favour of and against lobbying. It deals with the various types of lobbyists prevalent in Britain: insider groups, outsider groups, business lobbyists, and commercial lobbyists. The renewable energy industry and the alcohol industry are examples of associations engaging in business lobbying. The book examines how lobbying is carried out, how lobbyists frame or define a policy issue and challenge existing framings, the initative taken by governments to consult stakeholders, the role of social media in revolutionising lobbying, and the forming of advocacy coalitions. It considers three case studies of lobbying in action: the campaign to reduce sugar consumption, issues relating to fixed odds betting terminals, and the future of the Green Belt. The case for and against the regulation of lobbying is discussed next. The book looks at the UK system of regulating lobbying and the regulation prevalent in the European Union. It also examines the issue of whether the democratic process gets unduly distorted by lobbying. Electoral politics can still trump pressure politics.

David Myers

, claim that proper games “provide meaningful play at every moment” (p. 354) and define this meaningfulness with reference to mechanics peculiar to games: goals and achievements referencing player progress. Despite any deference paid to either the unique qualities of games or the unique qualities of digital media, digital game theorists often assume digital games convey the same sorts of messages and meanings as other, non-digital-based media. For instance, Bogost, Ferrari, & Schweizer ( 2010 ) advance the notion that the digital game's “procedural rhetoric

in Games are not
David Myers

commodities – and digital media content more generally. 10.5 The semiotic system of digital media In broadly considered theories of media aesthetics – i.e. formalist literary theory (Erlich, 1981 ) – habitualization refers to the replacement, over time, of a referent with its reference. Therein, habitualization is considered an impediment to art and aesthetic pleasure. Habitualization devours works, clothes, furniture, one's wife, and the fear of war … And art exists that one may recover the sensation of life; it exists to make one feel

in Games are not
Abstract only
Film studies and the digital
Andrew Dix

spectrum are the saturated colours and exquisite pictorial details of such films as Life of Pi and The Great Gatsby ; at the other are the reduced palettes and rougher, improvisatory looks of films including Winter’s Bone and the Turkish Once Upon a Time in Anatolia (2011). If some filmmakers have abandoned analogue formats in a quest for stylistic density, others have done so with quite different motivations. Holly Willis writes of the ‘rejuvenation of activist media’ enabled by quicker, less expensive shooting and editing on digital videotape ( 2005 : 96). Thus

in Beginning film studies (second edition)
David Myers

references and the rules of those prerequisites, and to replace these with gameplay. 11.7 Virtual desire In his critique of the inadequacy of current definitions of new media interactivity, Smuts ( 2009 ) introduces Collingwood's ( 1938 ) notion of “concreative,” defining this notion (in the negative) here: [T]he gramophone, the cinemas, and the wireless are perfectly serviceable as vehicles of amusement or of propaganda, for here the audience's function is merely receptive and not concreative; but as vehicles of art they are subject to all

in Games are not