Readings for Communication in Everyday Life

11/22/21 ACC100 – Communication In Everyday Life | Deakin University
ACC100 – Communication In Everyday Life
(All Trimesters 2021)
Readings for Communication in Everyday Life
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Abidin C. (2015). Communicative Intimacies: Influencers and Perceived
Interconnectedness [open access]. Gender, Globalization and the Digital, 8.
https://adanewmedia.org/2015/11/issue8-abidin/
Bolin G and Jerslev A. (2018). Surveillance through media, by media, in media. Northern
Lights: Film & Media Studies Yearbook, 16(1), 3–21. https://doi.org/10.1386/nl.16.1.3_2
boyd. (n.d.). Faceted Id/entity: Managing representation in a digital world.
https://smg.media.mit.edu/people/danah/thesis/thesis/
Brown A. (2015). Reading film: techniques, identification and ideology. In Communication,
Digital Media and Everyday Life. OUPANZ.
https://ebookcentral-proquest-com.ezproxy-f.deakin.edu.au/lib/deakin/reader.action?docID
=5402107&ppg=175
Cacciatore MA. (2016a). The End of Framing as we Know it … and the Future of Media
Effects. Mass Communication and Society, 19(1), 7–23.
https://doi.org/10.1080/15205436.2015.1068811
Castells M. (2007). Communication, Power and Counter-power in the Network Society.
International Journal of Communication, 1. https://ijoc.org/index.php/ijoc/article/view/46/35

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Chalkley T, Hobbs M, Brown A, Cinque T, Warren B and Finn M. (2015). Communication,
digital media and everyday life (Second edition). Oxford University Press.
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.action?docID=5402107
Cinque T. (2015). What is the media and is digital media ‘new’? In Communication, Digital
Media and Everyday Life. OUPANZ.
https://ebookcentral-proquest-com.ezproxy-f.deakin.edu.au/lib/deakin/reader.action?docID
=5402107&ppg=28
Conill RF and Karlsson M. (2016b). The Gamification of Journalism. In Emerging Research
and Trends in Gamification (pp. 356–383). IGI Global.
https://www.researchgate.net/profile/Raul_Ferrer_Conill/publication/279963059_The_Gamifi
cation_of_Journalism/links/55a0472108ae967fb3e97549/The-Gamification-of-Journalism.pd
f
Corner J. (2016c). ‘Ideology’ and media research. Media, Culture & Society, 38(2),
265–273. https://doi.org/10.1177/0163443715610923
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Cotter K. (2018). Playing the visibility game: How digital influencers and algorithms
negotiate influence on Instagram. New Media & Society.
https://doi.org/10.1177/1461444818815684
Couldry N. (2012a). Media Cultures: A World Unfolding. In Media, Society, World: social
theory and digital media practice. Polity Press.
https://ebookcentral-proquest-com.ezproxy-b.deakin.edu.au/lib/deakin/reader.action?ppg=
166&docID=1372248&tm=1544651158634
Couldry N. (2012b). Media, society, world: social theory and digital media practice. Polity.
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Deuze M. (2007). Convergence culture in the creative industries. International Journal of
Cultural Studies, 10(2), 243–263. https://doi.org/10.1177/1367877907076793
Digital Disconnect – Fake News, Privacy and Democracy. (n.d.). Media Education
Foundation. https://deakin.kanopy.com/video/digital-disconnect
D, L. (2001). Surveillance society: monitoring everyday life: Vol. Issues in society. Open
University.
Dwyer T. (2019). Press, platforms and power: mapping out a stronger Australian media
landscape. The Conversation.
http://theconversation.com/press-platforms-and-power-mapping-out-a-stronger-australianmedia-landscape-117987
Finn M. (2015). Games, Culture and Technology. In Communication, Digital Media and
Everyday Life. OUPANZ.
https://ebookcentral-proquest-com.ezproxy-f.deakin.edu.au/lib/deakin/reader.action?docID
=5402107&ppg=250
F, K. (2017). Explaining the Mediatisation Approach. Javnost – The Public.
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e&db=a9h&AN=122543420&authtype=sso&custid=deakin&site
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Habermas J. (1974). The Public Sphere: An Encyclopedia Article. New German Critique, 3.
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e&db=edsjsr&AN=edsjsr.10.2307.487737&site=eds-live&scope=site
Hartley, J. (2020). Communication, cultural and media studies (Fifth edition). Routledge.
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.action?docID=5896146
H, J. (2006a). Convergence culture: where old and new media collide. New York University
Press.
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H, J. (2006b). Fans, bloggers, and gamers: exploring participatory culture. New York
University Press.
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Hobbs M. (2015a). Designing desire: advertising, consumption and identity. In
Communication, Digital Media and Everyday Life. OUPANZ.
https://ebookcentral-proquest-com.ezproxy-f.deakin.edu.au/lib/deakin/reader.action?docID
=5402107&ppg=131
Hobbs M. (2015b). Semiotics. In Communication, Digital Media and Everyday Life. OUPANZ.
https://ebookcentral-proquest-com.ezproxy-f.deakin.edu.au/lib/deakin/reader.action?docID
=5402107&ppg=131
Kretzschmar M and Stanfill M. (2019). Mods as lightning rods: A typology of video game
mods, intellectual property, and social benefit/harm. Social & Legal Studies, 28(4),
517–536. https://doi.org/10.1177/0964663918787221
Kruse LM. (2018). Social media as a public sphere? Politics on social media. The
Sociological Quarterly.
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Liboriussen B and Martin P. (2016). Regional Game Studies. Game Studies: The
International Journal of Games Research, 16(1).
http://gamestudies.org/1601/articles/liboriussen
Ludlam S. (2014). The growing threat to Australia’s media plurality. The Guardian.
https://www.theguardian.com/commentisfree/2014/mar/24/malcolm-turnbull-media-pluralit
y-scott-ludlam
M, C. (2010). The rise of the network society: Vol. The information age : economy, society
and culture (2nd ed., with a new pref). Wiley-Blackwell.
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aspx?p=470450
McCombs ME and Shaw DL. (1972). The Agenda-Setting Function of Mass Media. The Public
Opinion Quarterly.
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e&db=edsjsr&AN=edsjsr.2747787&authtype=sso&custid=deakin&am
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Nissenbaum HF. (2010). Privacy in context: technology, policy, and the integrity of social
life. Stanford Law Books.
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action?docID=483442
O’Shaughnessy M, Stadler J and Casey S. (2016). Media & Society (Sixth edition). Oxford
University Press.
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.action?docID=5402098
P, I. (2011). The public sphere, social networks and public service media. Information,
Communication & Society, 14(5), 619–637.
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11/22/21 ACC100 – Communication In Everyday Life | Deakin University
https://doi.org/10.1080/1369118X.2010.514356
Potter J. (2012a). Media effects (1st ed). SAGE.
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Potter J. (2012b). Media Theories. In Media Effects. SAGE Publications.
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=5165206&ppg=84
Rojas D. (2013). The missing piece in the gamification puzzle. In Proceedings of the First
International Conference on Gameful Design, Research, and Applications (pp. 135–138).
https://dl.acm.org/doi/10.1145/2583008.2583033
Shaw A. (2017). Encoding and decoding affordances: Stuart Hall and interactive media
technologies. Media, Culture & Society, 39(4), 592–602.
https://doi.org/10.1177/0163443717692741
Wiggins BE. (2019). The Discursive Power of Memes in Digital Culture. In The Discursive
Power of Memes in Digital Culture: Semiotics, Intertextuality, and Ideology. Routledge.
https://ebookcentral-proquest-com.ezproxy-f.deakin.edu.au/lib/deakin/reader.action?docID
=5720608&ppg=38
Z, P. (2002). The virtual sphere. New Media & Society, 4(1), 9–27.
https://doi.org/10.1177/14614440222226244
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