Offers profiles on many of firms in film, radio, television, cable, media, and publishing of various types including books, magazines and newspapers. This book contains many contacts for business and industry leaders, industry associations, Internet sites and other resources. It provides profiles of nearly 400 of top entertainment and media firms.
The electronic age is bringing sweeping changes to the world of entertainment, media and publishing. This book covers these exciting developments and provides profiles of 400 leading global firms in film, radio, television, cable, digital content, new media and publishing. It contains thousands of contacts for business and industry leaders, industry associations, Internet sites and other resources. You'll get in-depth profiles of the world's top Entertainment & Media firms: our own unique list of companies that are the leaders in this field, from broadcasters to film production companies, casino operators to theme park companies, publishers of books and magazines to video game designers, and much more. Our corporate profiles include executive contacts, growth plans, financial records, addresses, phone and fax numbers and company descriptions. This innovative book offers unique information, all indexed and cross-indexed for each firm! Our industry analysis section provides an exceptional discussion of business and market trends. The book includes statistical tables covering revenues for several industry sectors. Purchasers will find a form in the book enabling them to register for 1-year, 1-seat online access to tools at Plunkett Research Online, including the ability to view the market research/industry trends section and industry statistics. You have access, at no additional charge, to the very latest data posted to Plunkett Research Online. Online tools enable you to search and view selected companies, and then export selected company contact data, including executive names. You'll find a complete overview, industry analysis and market research report in one superb, value-priced package.
A market research guide to the business side of sports, teams, marketing and equipment. It acts as a tool for strategic planning, employment searches or financial research. It includes profiles of sports industry firms, such as addresses, phone numbers, and executive names. It also contains trends, statistical tables, and an industry glossary.
The noted inventor and futurist’s successor to his landmark book The Singularity Is Near explores how technology will transform the human race in the decades to come Since it was first published in 2005, Ray Kurzweil’s The Singularity Is Near and its vision of an exponential future have spawned a worldwide movement. Kurzweil's predictions about technological advancements have largely come true, with concepts like AI, intelligent machines, and biotechnology now widely familiar to the public. In this entirely new book Ray Kurzweil brings a fresh perspective to advances toward the Singularity—assessing his 1999 prediction that AI will reach human level intelligence by 2029 and examining the exponential growth of technology—that, in the near future, will expand human intelligence a millionfold and change human life forever. Among the topics he discusses are rebuilding the world, atom by atom with devices like nanobots; radical life extension beyond the current age limit of 120; reinventing intelligence by connecting our brains to the cloud; how exponential technologies are propelling innovation forward in all industries and improving all aspects of our well-being such as declining poverty and violence; and the growth of renewable energy and 3-D printing. He also considers the potential perils of biotechnology, nanotechnology, and artificial intelligence, including such topics of current controversy as how AI will impact employment and the safety of autonomous cars, and "After Life" technology, which aims to virtually revive deceased individuals through a combination of their data and DNA. The culmination of six decades of research on artificial intelligence, The Singularity Is Nearer is Ray Kurzweil’s crowning contribution to the story of this science and the revolution that is to come.
Our coverage includes wireless business trends analysis and industry statistics; a glossary; industry contacts, associations and government agencies; along with profiles of 350 leading global wireless companies. Topics include UWB, Bluetooth, MIMO, 3G, 4G, WiMax, handsets and much more.
Grounded in theoretical principle, Media Effects and Society help students make the connection between mass media and the impact it has on society as a whole. The text also explores how the relationship individuals have with media is created, therefore helping them alleviate its harmful effects and enhance the positive ones. The range of media effects addressed herein includes news diffusion, learning from the mass media, socialization of children and adolescents, influences on public opinion and voting, and violent and sexually explicit media content. The text examines relevant research done in these areas and discusses it in a thorough and accessible manner. It also presents a variety of theoretical approaches to understanding media effects, including psychological and content-based theories. In addition, it demonstrates how theories can guide future research into the effects of newer mass communication technologies. The second edition includes a new chapter on effects of entertainment, as well as text boxes with examples for each chapter, discussion of new technology effects integrated throughout the chapters, expanded pedagogy, and updates to the theory and research in the text. These features enhance the already in-depth analysis Media Effects and Society provides.
Covers film, radio, television, cable, casinos/gaming, theme parks, new media and publishing of all types including books, magazines and newspapers. Profiles of the "Entertainment & Media 400 Firms." 550 pages of unique information. Analysis of business and market trends. Statistical tables.
Condensed version of Plunkett's entertainment & media industry almanac. Containing highlights from the 2nd edition, this version is designed for general research.
This book explores the ways in which contemporary writers, artists, directors, producers and fans use the opportunities offered by popular fantasy to exceed or challenge norms of gender and sexuality, focusing on a range of media, including television episodes and series, films, video games and multi-player online role-play games, novels and short stories, comics, manga and graphic novels, and board games. Engaging directly with an enormously successful popular genre which is often overlooked by literary and cultural criticism, contributors pay close attention to the ways in which the producers of fantasy texts, whether visual, game, cinematic, graphic or literary texts, are able to play with gender and sexuality, to challenge and disrupt received notions and to allow and encourage their audiences to imagine ways of being outside of the constitutive constraints of socialized gender and sexual identity. With rich case studies from the US, Australia, UK, Japan and Europe, all concentrating not on the critique of fantasy texts which duplicate or reinforce existing prejudices about gender and sexuality, but on examining the exploration of or attempt to make possible non-normative gendered and sexual identities, this volume will appeal to scholars across the social sciences and humanities, with interests in popular culture, fantasy, media studies and gender and sexualities.