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<title>Jeffrey Brand </title>
<copyright>Copyright (c) 2009 Bond University All rights reserved.</copyright>
<link>http://epublications.bond.edu.au/jeff_brand</link>
<description>Recent documents in Jeffrey Brand </description>
<language>en-us</language>
<lastBuildDate>Thu, 19 Feb 2009 11:10:28 PST</lastBuildDate>
<ttl>3600</ttl>





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<title>The diverse worlds project: narrative, style, characters and physical world in popular computer and video games</title>
<link>http://epublications.bond.edu.au/hss_pubs/248</link>
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<pubDate>Tue, 09 Dec 2008 17:18:33 PST</pubDate>
<description>Extract:This study of 130 of the top-selling games for the first half of 2002 in Australia demonstrates that, across the five major platforms (including the PlayStation2, Xbox, Game Cube, Game Boy Advance and personal computer) computer and video games present diverse worlds of play. They do so in terms of their presentation of physical space and objects, characters, narrative and style.</description>

<author>Jeffrey E. Brand</author>


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<title>The narrative and ludic nexus in computer games: Diverse worlds II</title>
<link>http://epublications.bond.edu.au/hss_pubs/215</link>
<guid isPermaLink="true">http://epublications.bond.edu.au/hss_pubs/215</guid>
<pubDate>Wed, 19 Dec 2007 21:13:54 PST</pubDate>
<description>To examine relationships between narratological and ludological elements in computer games, we undertook an empirical study of 80 contemporary titles. We drew inspiration from Jenkins' 2004 paper on dimensions of narrative architecture and Aarseth, Smedstad and Sunnanå's (2003) paper on a typology of ludological factors in games. Although these two groups of concepts have not been fully explicated, we defined them in concrete terms, citing example game titles. We intersected six groups of narratological factors with seven groups of ludological factors and present the data in this paper. Of the four dimensions of narrative architecture, evoked was most problematic and of the typology of ludological factors, topography and pace of time were least useful. The nexus between narratological and ludological factors is most obvious in the relationship between embedded and emergent narrative and player structure, determinism and strategic objective. We present implications, many game examples and future research ideas. </description>

<author>Jeffrey Brand</author>


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<title>Minorities and the mass media: Television into the 21st century</title>
<link>http://epublications.bond.edu.au/hss_pubs/214</link>
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<pubDate>Wed, 19 Dec 2007 20:46:17 PST</pubDate>
<description>This classic volume on media effects theory and research has been updated and expanded to reflect new and current directions in research and theory. New topics, chapters, and contributors give a fresh take on this perennially popular subject. Reflecting recent developments in this rapidly evolving area, editors Jennings Bryant and Dolf Zillmann have expanded this second edition to 22 chapters from the original 16. All the chapters from the previous edition are included here, extensively revised and updated. Newly added chapters reflect areas of current or renewed interests in media effects study: media consumption and its underlying reception processes; intermedia processes; educational and prosocial effects; individual differences in media effects; new effects on issue perception; and third person effects.

With contributions from some of the finest scholars in the discipline, Media Effects serves not only as a comprehensive reference volume for media effects study but also as an exceptional textbook for advanced courses in media effects. As this area of study continues to evolve, Media Effects will serve as a benchmark of theory and research for current and future generations of scholars.</description>

<author>B. S. Greenberg</author>


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<title>Community embeddedness and the diffusion of local news</title>
<link>http://epublications.bond.edu.au/hss_pubs/213</link>
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<pubDate>Wed, 19 Dec 2007 20:35:25 PST</pubDate>
<description>Richard F. Carter was involved in the development of the communication field almost from the beginning. Most closely associated with the mass communication tradition, he has nevertheless become a source of theoretical and methodological illumination for scholars in widely disparate areas. This book brings together 15 exemplar chapters illustrating the applications of Carter's work to specific avenues of scholarship and 23 commentaries that focus on Carter's academic life in the context of the communication field's history. The volume includes a chronology of Carter's professional life and a bibliography of his works; it concludes with an original essay by Carter. </description>

<author>B.S. Greenberg</author>


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<title>Information and communication technologies</title>
<link>http://epublications.bond.edu.au/hss_pubs/212</link>
<guid isPermaLink="true">http://epublications.bond.edu.au/hss_pubs/212</guid>
<pubDate>Wed, 19 Dec 2007 18:24:51 PST</pubDate>
<description>This widely used Australian introduction to theory and professional practice has been fully revised and includes new chapters on ethics and public relations in the Third Sector. Leading practitioners and lecturers outline the core principles of public relations in both the public and private sectors. They show how to develop effective public relations strategies and tactics and explain how to research, run and evaluate a successful public relations campaign. Drawing on a range of communication and public relations theories they discuss how to work with the media and how to use print, electronic and other forms of communication for maximum impact. </description>

<author>Jeffrey Brand</author>


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<title>Representations of ALANA in Computer and Video Games</title>
<link>http://epublications.bond.edu.au/hss_pubs/136</link>
<guid isPermaLink="true">http://epublications.bond.edu.au/hss_pubs/136</guid>
<pubDate>Wed, 20 Jun 2007 18:56:42 PDT</pubDate>
<description>A new way to view race and media is presented in a nuanced picture that sometimes defies simple racial dichotomies.  It explores the racial characterization of the heroes and she-roes of various video games.  The potential for more balanced and fair representations of ALANA [African, Latin, Asian, Native American] is perhaps greater in CVG's [computer and video games] than in the traditional media.  However, only small advances have been made in offering choice and a range of character roles for ALANA while eschewing traditional media stereotypes.</description>

<author>Jeffrey E. Brand</author>


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<title>Sources of News and Current Affairs</title>
<link>http://epublications.bond.edu.au/hss_pubs/96</link>
<guid isPermaLink="true">http://epublications.bond.edu.au/hss_pubs/96</guid>
<pubDate>Thu, 08 Feb 2007 17:07:39 PST</pubDate>
<description>Stage One of the Australian Broadcasting Authority's (ABA's) Sources of News and Current Affairs project, conducted by Bond University's Centre for New Media Research and Education, develops for the ABA a so-called 'map' of the organisation and structure of the news and current affairs production industry. Its industry analysis covers the definitions of news and current affairs; the distinction between news and comment; the notion of 'influence'; the attitudes, characteristics and influences of news producers; processes, production, distribution and gatekeeping; agenda-setting; syndication and links; ethics, accuracy and credibility; and diversity and local, regional and international coverage. Ownership and control of significant news and current affairs providers is then addressed.Stage Two of the Australian Broadcasting Authority's Sources of News and Current Affairs project was conducted by the Bond University Centre for New Media Research and Education with the assistance of Deborah Wilson Consulting Services. The purpose of the research in this stage was to examine Australians' uses of news and current affairs services and the views they hold
about them. This report presents the background literature, the methods and findings of a national survey and a series of six focus groups with adults aged 18 years and over.</description>

<author>Mark Pearson</author>


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<title>Interactive Australia 2007 : facts about the Australian computer and video game industry</title>
<link>http://epublications.bond.edu.au/hss_pubs/95</link>
<guid isPermaLink="true">http://epublications.bond.edu.au/hss_pubs/95</guid>
<pubDate>Wed, 07 Feb 2007 18:39:58 PST</pubDate>
<description>Interactive Australia 2007 provides data on who is playing games in Australia, what their attitudes and behaviours are like compared with non-gamers, the nature of the games market, the importance of games in the family experience and the role of online access in game purchasing and play.The study is based on a national random sample of 1,606 Australian households who responded to more than 75 questions and over 300 data points in a 15-minute online survey run by ACNielsen Surveys Australia in late September 2006. Two units of analysis are explored in the study: the household and the player individual within the household.The research was completed by the Bond University Centre for New Media Research (CNMRE) who served as a research consultant to the Interactive Entertainment Association of Australia (IEAA). The study was designed by Dr Jeff Brand. The data analysis and interpretations are those of the author and Jill Borchard.This booklet is a summary of the key research findings.</description>

<author>Jeffrey E. Brand</author>


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<title>The newsroom versus the lounge room: journalists&apos; and audiences&apos; views on news</title>
<link>http://epublications.bond.edu.au/hss_pubs/67</link>
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<pubDate>Sun, 19 Nov 2006 23:27:26 PST</pubDate>
<description>In May 2001 the Australian Broadcasting Authority released the authors' report titled Sources of News and Current Affairs (ABA, 2001). The monograph consisted of reports from the Stage I study of journalists' views (Pearson &amp; Brand, 2001) and the Stage 2 study of audiences' views (Brand, Archhold &amp; Rane, 2001). These were independent publications focusing on the individual results from each stage of the larger study. Little comparison was made between the journalists' and audiences' views in the two reports. This paper provides a comparison and contrast of the views of news and current affairs producers and their audiences. The comparative analysis covers a range of topics including characteristics and attitudes; news and current affairs media credibility; news quality (particularly issues of sensationalism, inrusiveness, bias, and inaccuracy); influences upon news and current affairs; adequacy of local coverage; and attitudes to contemporary social issues. The authors found that journalists and their audiences are different, demographically; they are different in their views on the credibility of the news product; they are different in their perceptions of the quality of news; they are different in their assessment of sources of influence on the news product; they are different in their views of the adequacy of local coverage; and they are different in their attitudes to contemporary issues.</description>

<author>Jeffrey E. Brand</author>


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<title>Don&apos;t criticise the effects of video games on kids, exploit them!</title>
<link>http://epublications.bond.edu.au/hss_pubs/21</link>
<guid isPermaLink="true">http://epublications.bond.edu.au/hss_pubs/21</guid>
<pubDate>Tue, 27 Jun 2006 22:05:46 PDT</pubDate>
<description>[Extract] For young learners today, video games are part of the &quot;cultural furniture&quot;. The development of boys and girls, their socialisation, and their formal learning (including literacy) are at risk if they reject contemporary media. What humanises technology most completely is appropriation of it. As any parent or teacher who has tried it knows, using popular media in the service of formal learning most readily overcomes the risk attributed to them. It also eliminates the source of moral panics: ignorance about the learners' world.</description>

<author>Jeffrey E. Brand</author>


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