Buch, Englisch, 1616 Seiten, Format (B × H): 156 mm x 234 mm, Gewicht: 2971 g
Critical Concepts in Media and Cultural Studies
Buch, Englisch, 1616 Seiten, Format (B × H): 156 mm x 234 mm, Gewicht: 2971 g
Reihe: Critical Concepts in Media and Cultural Studies
ISBN: 978-0-415-37957-1
Verlag: CRC Press
Subcultures attract a great deal of interest, both in popular media and in academic work.
Comprehensive and fascinating, these four volumes represent work on subcultures across several disciplines: cultural history, cultural studies, criminology and sociology. Beginning by looking at accounts of subcultures in sixteenth-century England, the set then presents case studies that contrast work on gangs and graffiti with CCCS work on subcultures. Volume three then follows CCCS work on punks, by turning to music subcultures, and, lastly, the fourth volume highlights five recent trends in subcultural studies - body subcultures, sexed subcultures, fan and micro-media communities, grassroots and ‘neo-pagan’ subcultures, and ‘virtual communities’ and cybercultures.
Autoren/Hrsg.
Fachgebiete
- Interdisziplinäres Wissenschaften Wissenschaft und Gesellschaft | Kulturwissenschaften Kulturwissenschaften
- Sozialwissenschaften Medien- und Kommunikationswissenschaften Kommunikationswissenschaften Interkulturelle Kommunikation & Interaktion
- Sozialwissenschaften Soziologie | Soziale Arbeit Spezielle Soziologie Kultursoziologie
- Geisteswissenschaften Theater- und Filmwissenschaft | Andere Darstellende Künste Theaterwissenschaft Theatersoziologie, Theaterpsychologie
Weitere Infos & Material
Volume 1: Subcultural Histories Part 1: Underworlds, Hacks and Hustlers Part 2: Rogues, Streetlife, Folk Devils Volume 2: Chicago and Birmingham Part 1: The Chicago School and Urban Ethnography Part 2: Birmingham and Cultural Studies Volume 3: Subcultures and Music Part 1: Jazz and the Counterculture Part 2: Punk and Metal Part 3: Hip Hop Part 4: Disco, Clubbing, Ecstasy Volume 4: Sexed Subjects, Virtual Communities, Neo-Tribes Part 1: Pumped, Sexed and Modified Bodies Part 2: Media, Game and Virtual Communities




