PART 1: MEDIA AND SOCIETY1. Introduction2. What Is the Media, and Is Digital Media `New'?IntroductionWhat exactly is `media', and what does it mean to us?What is digital or `new' media?What is `new' in new media?New media issues3. Subtext and Mass MediaIntroductionIdeology and the media: Is what we see and hear on TV real?The public (service) broadcasting modelThe commercial modelFrom broadcast to multicast: Now anyone anywhere can have a say4. Media Power and InfluenceIntroduction: A fractured window on realityDon't panic: media, violence and viceDimensions of media powerConclusion5. Making Meaning through Narrative: Conventions, Intertextuality and Transmedia StorytellingIntroductionThe stories of our lives: `All the world's a stage'The meaning of noiseIntertextuality and meaning-making: Connected through textsTransmedia storytelling: Making narratives across platforms6. Non-verbal CommunicationIntroductionObject communication: We all want to belong to a groupNon-verbal communication: Eye contact, posture and soundGestures and `emblems': How do we use emblems to communicate?Emoticons r gr8t :-DConclusion: How hard is it to make a realistic humanoid robot?7. Gender and CommunicationIntroductionMeta-messages: `You're not wearing that, are you?'Bestsellers about gender: Are men and women really from different planets?New media and gender: What happens in the virtual world?Conclusion8. Designing Desire: Advertising, Consumption and IdentityIntroduction: `I shop, therefore I am'Advertising: A short introductionAdvertising and the meaning of `stuff'Commodities, culture and advertisementsConclusion: Advertising and its relationship to consumption9. SemioticsIntroduction: The `study of signs'A short history of semioticsThe components of `the sign'Beyond the surface: Denotation, connotation and mythReality and the sign: Content versus perspectiveConclusion: Semiotics for life10. Online DatingIntroductionDating 101Finding love: How hard can it be?Online datingOnline motivationsSome student stories (and a little bit of theory)11. PostmodernismIntroductionThe modern-postmodern shift (or plummet)A logical approach to postmodernism: The question of originsYou have to `get' modernism firstPostmodernism definedHyperreal expectationsBaudrillard's simulacraJameson's pastiche and Levi-Strauss's bricolageA conclusion (of sorts)PART 2: CONTENT AND CULTURE12. Reading Film: Techniques, Identification and IdeologyIntroduction: Simply a story or something beneath the surface?The construction of meaning in film: Defining ideologyFraming our emotions and affecting our ideas: `But I love them; they can't die!'A `visual grammar': Film and the tools of meaning-makingGendered power relations in The Castle: `A man's house is his castle'13. Organisational and Professional CommunicationIntroductionWhat exactly is organisational communication?Digital or mediated communication: The modern world of organisational communicationA brief history of organisations and communicationModels help us understand the complexity of communicationUniforms: What do they `say'?Conclusion14. Values, Ideals and Power in the Brave New Digital WorldIntroductionInternet innovation and cyber-libertarian values to swift marketisationThe true cost of free: Behavioural marketing, social networking and privacySocial networks: Size does matterSo what do we need in internet policy?PART 3: COMMUNICATION15. Constructed RealityIntroduction: `Let's go phishing!'Data mining-phishing's semi-respectable cousinSecurity, naivety and life onlineThe increasing irrelevance of the online/offline distinctionTo play or not to play: Looking for love onlineTypes of play: Paidia and ludus (or tales of the sandpit)Facebook, online forums and (declining?) literacyDenotation and connotationThe techno-legal time-gap16. Navigating Social Media: Identity, Privacy and Performativity in the Digital AgeIntroductionOnline communities: What is social media and what is it for?`Identity' in everyday life: Profiling our selvesGaining or losing control: `Get out of my face, stay out of my space!'Adopting social media in the public sphere: Poke a politicianPerforming online: The impact of celebrity culture17. Games, Culture and TechnologyIntroduction: Mapping the terrainStudying gamer cultureEmerging trends in games and games researchSocial gaming and the gamification of everything18. Technology, Piracy, Creativity and OwnershipIntroductionGenealogy: A simple metaphorMechanical invention: The printing press, books and the PCSoftware development: From analogue to digitalSocial change: Adoption, adaptation and then dependenceThe motivation to piratePlagiarism: Ease, speed and pressureConclusion19. SurveillanceIntroductionThe panopticon(How) Do we live in a surveillance society?`Big Brother' gives way to lots of `Little Brothers'?Prisons, CCTV, data mining, cashless canteens and now FacebookHas surveillance been normalised?20. Reality TV and Constructed RealityIntroductionReality television: Learning to discourseWhat do you meme?(Cultural) HegemonyStuart Hall and encoding/decoding: do not go quietlyRevisiting the prison: Foucault, the panopticon and Big Brother21. Conclusion: Do We Communicate `Less' or `More' in the Digital Age?
Tony Chalkley: Senior Lecturer, School of Communication & Creative Arts, Deakin UniversityMitchell Hobbs: Lecturer, Department of Media and Communications, University of SydneyAdam Brown: Senior Lecturer, School of Communication & Creative Arts, Deakin UniversityToija Cinque: Senior Lecturer, School of Communication & Creative Arts, Deakin UniversityBrad Warren: Contract Lecturer and Research Consultant, School of Communication & Creative Arts, Deakin UniversityMark Finn: Senior Lecturer, School of Arts, Social Sciences and Humanities, Swinburne University