Phillip McIntyre presents the latest scholarly research into creativity and creative practice. The book provides insights to media practitioners and policy professionals, looking at television, radio, film, journalism, photography, popular music and new media in relation to psychology, sociology and cultural studies.
Draws together the relationship between event design and the experience of consumers and participants. This book explores and analyses the event experience of the individual and how this can be controlled by design. It includes a review of the psychological processes of perception and interpretation and how meaning and experience can be analysed.
Analysing the psychologically complex characters of "Dexter", the hit US show, this book is aimed at "Dexter" devotees and armchair psychologists. It takes on the psychological complexities of the popular series. What makes Dexter tick? And what makes a show about a serial killer so appealing to those of us at home?
Although it has become popular to blame the media for extolling unrealistic female body images, little academic work has addressed the issue. This book, drawing together literature from sociology, gender studies and psychology, offers a broad discussion of the topic in the context of socio-cultural change, gender politics, and self-identity.
Examines critically the claim that playing games can provide learning that is deep, sustained and transferable to the 'real world'. This book focuses on goals such as: define the area of serious games, and discuss the underlying theories that explain suggested psychological mechanisms elicited through serious game play.
Providing an introduction to skilled interpersonal communication, this book consists of three parts. It introduces basic communication skills, and makes a distinction between regulating skills, listening skills and sender skills. It is aimed at undergraduate and postgraduate students of psychology as well as those studying business and economics.