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Critical Internet Literacies : Reconsidering Creativity, Content, and Safety Online
An introductory critical internet studies text that builds upon media literacy and digital culture theory to offer a thorough examination of the intersection of online technology and culture. We are now collectively at a hinge point in the evolution of the web where online influencers can sway national discourse, geopolitical events are remixed through memes, and online harms are misunderstood.This book argues that people are generally aware that online media has repercussions in off-platform spaces, but sometimes lack the language to properly critique online trends, memes, and internet-born media.How are citizens, activists, and marginalized groups able to use these tools effectively and safely in these times?Jamie Cohen explores aspects of internet culture in an approachable manner, building upon critical media literacy and applying a critical technocultural analysis as a methodology to reimagine how media literacy can operate in an online media environment.The book explores key topics such as accessibility, the creator economy, content moderation, tech bias, platform capitalism, internet culture, and safety. Offering a new way of reading internet media and critiquing content and creators, this book is essential reading for students and scholars of digital culture, internet culture, media literacy, social media, and beyond.
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Stage Combat: Unarmed (with Online Video Content)
Stage Combat: Unarmed (with Online Video Content)
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Cities: Skylines - Content Creator Pack: Shopping Malls
Det är dags att shoppa loss! Med skaparpaketet “Shopping Malls” av communitymoddaren KingLeno kan du ta din shoppingupplevelse till näs...
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Misinformation Matters : Online Content and Quality Analysis
What is "misinformation"? Why does it matter? How does it spread on the internet, especially on social media platforms?What can we do to counteract the worst of its effects?Can we counteract its effects now that it is ubiquitous?These are the questions we answer in this book. We are living in an information age (specifically an "algorithmic age") which prioritizes information "quantity" over "quality".Social media has brought billions of people from across the world together online and the impact of diverse platforms, such as Facebook, WeChat, Reddit, LinkedIn, Signal, WhatsApp, Gab, Instagram, Telegram, and Snapchat, has been transformational. The internet was created, with the best of intentions, as an online space where written content could be created, consumed and diffused without any real intermediary.This empowering aspect of the web is still, mostly, a force for good.People, on the whole, are better informed and online discussion is more inclusive because barriers to participation are reduced.As activity online has grown, however, an expanding catalogue of research reveals a darker side to social media, and the internet generally.Namely, misinformation’s ability to negatively influence our behaviour both online and offline. The solution we provide to this growing dilemma is informed by Ludwig Wittgenstein’s Tractatus Logico-Philosophicus, which examines the relationship between language and reality from a philosophical perspective, and complements Claude Shannon’s Information Quantity Theory, which addresses the quantification, storage and communication of digital information from a mathematical perspective.The book ends by setting out a model designed by us: a "Wittgensteinian" approach to information quality.It defines content published online by clarifying the propositions and claims made within it.Our model’s online information quality check allows users to effectively analyse the quality of trending online content.This approach to misinformation analysis and prevention has been designed to be both easy to use and pragmatic.It upholds freedom of speech online while using the "harm principle" to categorise problematic content.
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What is the difference between online commerce and retail commerce?
Online commerce refers to the buying and selling of goods and services over the internet, while retail commerce refers to the traditional brick-and-mortar stores where customers can physically visit and make purchases. Online commerce offers the convenience of shopping from anywhere at any time, while retail commerce provides the opportunity for customers to see, touch, and try products before making a purchase. Online commerce often involves lower overhead costs and can reach a wider audience, while retail commerce provides a more personalized and immediate shopping experience.
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Does online shopping destroy retail stores?
Online shopping has certainly had an impact on retail stores, as it has changed consumer behavior and shopping habits. Many traditional brick-and-mortar stores have struggled to compete with the convenience and variety offered by online shopping. However, it's important to note that online shopping has also created new opportunities for retailers to reach customers and expand their businesses. While some retail stores have closed due to the rise of online shopping, others have adapted by offering online options and enhancing their in-store experiences to remain competitive. Overall, online shopping has transformed the retail landscape, but it hasn't necessarily destroyed retail stores entirely.
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Can you use Minecraft Marketplace world content in other worlds?
No, the content purchased from the Minecraft Marketplace is typically only usable in the specific world or map that it was designed for. These worlds often contain custom assets, textures, and features that are not compatible with other worlds. However, some creators may offer separate downloads or versions of their content that can be used in different worlds, so it's always a good idea to check the specific terms and conditions of the content you are interested in using.
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Can Minecraft Marketplace world content also be used in other worlds?
Yes, Minecraft Marketplace world content can be used in other worlds. Once you have purchased and downloaded a world from the Minecraft Marketplace, you can access the world files and use them in other worlds or even modify them to create your own unique content. This allows for a lot of flexibility and creativity in using the Marketplace content to enhance your Minecraft experience.
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Digital Storytelling : Form and Content
This edited collection brings together academics and practitioners to explore the uses of Digital Storytelling, which places the greatest possible emphasis on the voice of the storyteller.Case studies are used as a platform to investigate questions of concept, theory and practice, and to shine an interrogative light on this emergent form of participatory media.The collection examines the creative and academic roots of Digital Storytelling before drawing on a range of international examples to consider the way in which the practice has established itself and evolved in different settings across the world.
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Interactive Level 1 Teacher's Book with Online Content
Interactive is an exciting four-level course for teenage learners from elementary to upper-intermediate levels (CEF A2-B2). This contains full explanations working with the Student's Book material and an answer key.The introduction includes tips for teaching skills, using the internet and the DVDs, and managing the 'Interaction' and 'Pronunciation' sections.There is an optional activity for every page of the Student's Book developing grammar, vocabulary, reading or listening.Background cultural information is provided where relevant and there are weblinks to follow on from the 'Skills4Real' sections.There is also around an hour's worth of optional reading, listening and speaking activities to accompany each graphic novel instalment.
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Interactive Level 2 Student's Book with Online Content
Interactive is an exciting four-level course for teenage learners from elementary to upper-intermediate levels (CEF A2-B2). The Level 2 Student's Book will get and keep your students talking, using real, contemporary English. 'Interaction' sections give learners the confidence to use English in real-life situations and a fold-out classroom language reference on the cover provides students with the phrases they need for speaking activities. 'Skills4Real' sections, 'Culture UK' noticeboards and 'Culture World' magazines practise skills using authentic reading material, and unscripted listenings, with activities and projects to put this language into practice.
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Interactive Level 3 Student's Book with Online Content
Interactive is an exciting four-level course for teenage learners from elementary to upper-intermediate levels (CEF A2-B2). The Level 3 Student's Book will get and keep your students talking, using real, contemporary English. 'Interaction' sections give learners the confidence to use English in real-life situations and a fold-out classroom language reference on the cover provides students with the phrases they need for speaking activities. 'Skills4Real' sections, 'Culture UK' noticeboards and 'Culture World' magazines practise skills using authentic reading material, and unscripted listenings, with activities and projects to put this language into practice.
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How do I upload my own content to the Minecraft Marketplace?
To upload your own content to the Minecraft Marketplace, you will need to create an account on the Minecraft Partner Program website. Once you have an account, you can submit your content for review and approval. The content must meet certain guidelines and quality standards set by Minecraft. If your content is approved, it will be published on the Minecraft Marketplace for other players to purchase and download. Keep in mind that there may be certain fees and revenue sharing agreements associated with uploading content to the Marketplace.
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What is an online shop for e-commerce?
An online shop for e-commerce is a website or platform where businesses and individuals can sell their products or services to customers over the internet. It provides a virtual storefront where customers can browse, select, and purchase items, and often includes features such as secure payment processing, order tracking, and customer support. Online shops for e-commerce can range from small, independent businesses to large, multinational retailers, and they have become increasingly popular due to the convenience and accessibility they offer to both sellers and buyers.
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What are the tasks of a retail merchant in e-commerce?
A retail merchant in e-commerce is responsible for a variety of tasks to ensure the success of their online store. These tasks include sourcing and purchasing products to sell, managing inventory levels, setting prices, creating product listings, and optimizing product descriptions and images to attract customers. Additionally, they are responsible for marketing their store through various channels, providing customer service, processing orders, and managing shipping and returns. Overall, a retail merchant in e-commerce must oversee all aspects of their online store to drive sales and provide a positive customer experience.
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What does the "e" mean in content descriptions?
The "e" in content descriptions typically stands for "explicit." This indicates that the content may contain explicit language, violence, sexual content, or other mature themes that may not be suitable for all audiences. It serves as a warning to viewers or consumers so they can make an informed decision about whether the content is appropriate for them.
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