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
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
thresholds. This is because, according to Flusser, thought follows
formally the conditions of its technical possibilities of
expression. Despite the fact that it invents its own symbolic and
technical media, thought adapts itself ever more perfectly to them
in a virtual process of self-reproduction. While writing expresses
the world through signs in a linear fashion, the technical image
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
This unique anthology presents thirty-two texts on contemporary prints and printmaking written from the mid-1980s to the present. The essays range from academic art history to popular art criticism and creative writing; taken together, they form a critical topography of printmaking today. The book’s four sections provide: A genealogy of printmaking and print culture; A sample of debates on contemporary printmaking, beginning with Ruth Weisberg’s influential ‘The syntax of print’ (1986); A range of critical terms and themes; Examples of some of the major spheres of print activity, such as production, collecting, dissemination, education and research Drawing on a cast of distinguished scholars, artists and curators, the book makes available a selection of widely dispersed and difficult-to-find texts. This includes extracts from works not yet available in English, such as Die Welt als T-Shirt (1997) by Beat Wyss and La Ressemblance par contact (2008) by Georges Didi-Huberman. There are also contributions from scholar and book artist Johanna Drucker, mathematician and computer artist Frieder Nake, curators Daniel F. Herrmann, Gill Saunders and Mari Carmen Ramírez, and the editors of the award-winning website Printeresting. Featuring an overall introduction by the editor, as well as introductions to each of the sections, the anthology is aimed at an audience of international stakeholders in the field of contemporary prints, printmaking and print media, ranging from art students and practising artists to museum curators, critics, educationalists and scholars. It provides the basis for an expansion of the debate in the field and a starting point for further research.
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.
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
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.
in comments about how ‘it was a breakthrough’ when something appeared on The Late Late Show : not grasping that ‘issues’ make the mainstream media as a result, not a cause, of social movements struggling against the official state of affairs.
News is ‘popular’ in Ireland, evident by the fact that in radio’s early years people complained vociferously about uneven access (Horgan, 2001 ; Pine, 2002 ). Twentieth-century media were seen as breaking down rural isolation, providing social cohesion and helping Ireland to join ‘the wider world’. Yet in practice
, 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