The International Encyclopedia of Digital Communication and Society

Editors: Mansell, Robin and Ang, Peng Hwa
Publication Year: 2015
Publisher: Wiley

Price: Core Collection Only
ISBN: 978-1-11-829074-3
Category: Social Sciences - Media & Communications
Image Count: 36
Book Status: Available
Table of Contents

The International Encyclopedia of Digital Communication and Society offers critical assessments of theoretical and applied research on digitally-mediated communication, a central area of study in the 21st century.

Share this

Table of Contents

  • Digital Communication and Society: A-K
  • A
  • Access to Infrastructure
  • Access Technologies and Accessibility for Inclusion
  • Alternate Reality Games
  • Ambient Computing Law
  • Anonymity and the Law
  • B
  • B2B Electronic Markets
  • Blogging
  • C
  • Children, Protection of
  • Citizen Media and Journalism
  • Commercial Applications in Digital Communications
  • Competition/Antitrust/Antimonopoly Law
  • Content Creation and Curation
  • Content Regulation
  • Counterterrorism Law
  • Cybercrime
  • D
  • Data Mining and Marketing
  • Defamation/Libel
  • Digital Divide(s)
  • Digitization of the Book Industry
  • E
  • E‐Agriculture
  • E‐Commerce Business Models
  • E‐Commerce Online Payments
  • E‐Commerce and Online Security
  • E‐Commerce and Online Trust
  • E‐Commerce Reputation Systems
  • E‐Commerce Standards
  • E‐Government
  • E‐Health Services
  • E‐Learning for Development: The Role of the Teacher
  • Educational Games and Outcomes
  • Electronic Markets and Intermediation
  • Environmental Issues
  • F
  • Freedom of Expression
  • Freedom of Expression and Professional Status
  • G
  • Geographical Information Systems in the Global South
  • Global E‐Commerce and Trade
  • H
  • Hate Speech Law and Policy
  • I
  • ICT4D
  • ICT4D Donor Agencies and Networks
  • ICT4D and E‐Business
  • ICT4D and E‐Governance
  • ICT4D and Economic Development
  • ICT4D and Ethics
  • ICT4D and Global Connectivity
  • ICT4D and Local Access
  • ICT4D and Mobile Communication
  • ICT4D, Monitoring and Evaluation of
  • ICT4D, Overview of Theories in
  • ICT4D and Participatory Design
  • ICT4D and Political Participation
  • ICT4D and Poverty Reduction
  • ICT4D, Regulation and Strategy
  • ICT4D and Sustainability
  • ICT, the Environment, and Climate Change
  • ICT and Gender
  • Identity and Agency
  • Impression Management in Social Media
  • Intellectual Property Rights
  • Intermediary Responsibility
  • Internet Governance
  • Internet Telephony
  • Digital Communication and Society: L-O
  • L
  • Law of Cyber Warfare
  • Law and Technology
  • Legal Limits to Technology Use
  • Living Labs
  • Location Based Commercial Services
  • M
  • Massively Multiplayer Online Role Playing Games (MMORPGs)
  • Media Diversity Law and Regulation
  • Microblogs
  • Mobile Business Models
  • Mobile Commerce Applications
  • Mobile Communication Development
  • Mobile Communication Law
  • Mobile Games
  • Mobile Lifestyles in the Business World
  • Mobile Money
  • Mobile Social Networks
  • Multistakeholder Partnerships
  • Multi‐User Dungeons (MUDs)
  • N
  • Netnography
  • Network Neutrality
  • O
  • Obscenity Law
  • One Laptop Per Child (OLPC) Strategy
  • Online Advertising
  • Online Behavior and Marketing, Monitoring of
  • Online Business Collaboration
  • Online First‐Person Shooter Games
  • Online Games
  • Online Games, Addiction and Overuse of
  • Online Games and Business Models
  • Online Games, Casual
  • Online Games Characters, Avatars, and Identity
  • Online Games and Cheating
  • Online Games and Children
  • Online Games, Community Aspects of
  • Online Games, Cooperation and Competition in
  • Online Games and Counterplay
  • Online Games and Crime
  • Online Games Development and Production
  • Online Games and Digital Ethnography
  • Online Games, Effects of
  • Online Games, Gender and Feminism in
  • Online Games and Genre
  • Online Games, Globalization of
  • Online Games, Legal Issues in
  • Online Games and Militarism
  • Online Games Modifications and User Generated Content
  • Online Games, Player Behavior
  • Online Games Player Characteristics
  • Online Games, Player Experiences in
  • Online Games Preservation
  • Online Games and Racism, Sexism, and Homophobia
  • Online Games and Role Playing
  • Online Intermediaries and Supply Chains
  • Online Labor and Business Outsourcing
  • Online Newspapers
  • Online Retailing
  • Open Content
  • Open Source Software in the Global South
  • Digital Communication and Society: P-Z
  • P
  • Participatory Video
  • Peer‐to‐Peer Content
  • Political Speech and the Law
  • Privacy Law and Policy
  • Privacy and Social Media
  • Professional Gaming
  • Public Service and Community Media
  • S
  • Search Engines Law and Policy
  • Semantic Web
  • Service Agreements, Terms of
  • Social Media
  • Social Media and Activism
  • Social Media and Apps
  • Social Media Business Models
  • Social Media and Data Aggregation
  • Social Media Ethics
  • Social Media and Literacy
  • Social Media, Mining and Profiling in
  • Social Media in Organizations
  • Social Media Ownership
  • Social Media in Politics
  • Social Media and Relationships
  • Social Media and Social Capital
  • Social Media Surveillance
  • Social Media and Youth
  • Social Networks
  • Social Search
  • T
  • Telecenters
  • V
  • Virtual Economies: Origins and Issues
  • Virtual World Governance
  • W
  • Web 2.0 – and Beyond
  • Wikis
  • World of Warcraft