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How fantasy becomes reality : information and entertainment media in everyday life / Karen Dill-Shackleford.

By: Dill-Shackleford, Karen, 1969- [author.]Publisher: Oxford : Oxford University Press, 2015Edition: Revised and expanded editionDescription: 320 pages ; 24 cmContent type: text Media type: unmediated Carrier type: volume001: 42835ISBN: 9780190239299 (hbk.) :Subject(s): Mass media -- Social aspects | Mass media -- Psychological aspects | Social psychology | Media StudiesDDC classification: 302.23 DIL LOC classification: HM1206 | .D55 2015Summary: Dill, the author of the single-most-cited study on the effects of video-game violence, draws on extensive research in social psychology to show not only the myriad ways - for good and ill - that media influence us, but also why we resist believing they do.
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Item type Current library Collection Call number Copy number Status Date due Barcode
Book MAIN LIBRARY Book PRINT 302.23 DIL (Browse shelf(Opens below)) 1 Available 112371

Enhanced descriptions from Syndetics:

From smartphones to social media, from streaming videos to fitness bands, our devices bring us information and entertainment all day long, forming an intimate part of our lives. Their ubiquity represents a major shift in human experience, and although we often hold our devices dear, we do not always fully appreciate how their nearly constant presence can influence our lives for better and for worse.In this second edition of How Fantasy Becomes Reality, social psychologist Karen E. Dill-Shackleford explains what the latest science tells us about how our devices influence our thoughts, feelings, and behaviors. In engaging, conversational prose, she discusses both the benefits and the risks that come with our current level of media saturation. The wide-ranging conversation explores Avatar, Mad Men, Grand Theft Auto, and Comic Con to address critical issues such as media violence, portrayals of social groups, political coverage, and fandom. Her conclusions will empower readers to make our favorite sources of entertainment and information work for us and not against us.

Previous edition: 2009.

Includes bibliographical references and index.

Dill, the author of the single-most-cited study on the effects of video-game violence, draws on extensive research in social psychology to show not only the myriad ways - for good and ill - that media influence us, but also why we resist believing they do.

Table of contents provided by Syndetics

  • Preface (p. ix)
  • Acknowledgments (p. xi)
  • 1 Fantasy and Reality: A Primer on Media and Social Construction (p. 1)
  • 2 Fandom, Fantasy, and Reality (p. 31)
  • 3 Old and New Media in Everyday Life: From TV to Social Media (p. 59)
  • 4 Media Violence (p. 87)
  • 5 Representations of Social Groups in Media: Race, Gender, and Beyond (p. 113)
  • 6 Advertising, Consumerism, and Health (p. 141)
  • 7 Media and Social Identity (p. 165)
  • 8 The Social Psychology of Political Coverage (p. 189)
  • 9 From the Passenger's Seat to the Driver's Seat (p. 219)
  • Notes (p. 237)
  • Index (p. 253)

Reviews provided by Syndetics

CHOICE Review

Updating her 2009 book (CH, May'10, 47-4842), social psychologist Dill-Shackleford presents a slimmed-down (by nearly 50 pages) discussion on the uses and effects of popular media such as television, social media, and video games. Her book is highly approachable, positioning Dill-Shackleford as a guide to help readers negotiate their own potentially polarizing opinions regarding media influence. The author initially frames the book as less focused on the "bad" and "good" of media, although many chapters linger heavily on the former--a subtle reminder of Dill-Shackleford's position regarding a healthy media diet. She superbly cites and translates relevant scientific findings, although nuances such as effect sizes are missing. The bibliography is noticeably outdated (few studies from 2010 onward) and narrowly focused on psychology at the expense of other pertinent fields (such as communication). Both are relevant and related critiques, given, for example, emerging research on more complex and meaningful audience reactions to media (e.g., guilt, insight, and repugnance to video game violence). The closing chapter offers recommendations for media consumption, yet they are not well-integrated into the book, reading more as a set of personal preferences than scientifically informed ones. Summing Up: Optional. All levels/libraries. --Nicholas D. Bowman, West Virginia University

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