The International Encyclopedia of Digital Communication and Society
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.
This book is found in the following Credo Collections:
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