Biblio

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C
Careaga, Andrew. 1999. E-Vangelism: Sharing The Gospel In Cyberspace. Lafayette, LA: Huntington House Publishers. www.e-vangelsim.com.
Clark, Lynn Schofield. 2011. Exploring Religion And Mediatization Through A Case Study Of J + K’s Big Day: A Response To Stig Hjarvard. Journal Of Religion And Culture 12 (June 2011). Journal Of Religion And Culture.
Coleman, E. G. 2010. Ethnographic Approaches To Digital Media. Annual Review Of Anthropology 39. Annual Review Of Anthropology: 87-505. doi: 10.1146/annurev.anthro.012809.10494.
G
Goldsmith, B. 2014. Embedded Digital Creatives. Creative Work Beyond The Creative Industries: Innovation, Employment And Production. Creative Work Beyond The Creative Industries: Innovation, Employment And Production. UK: Edward Elgar Publishing. https://www.elgaronline.com/view/edcoll/9781782545699/9781782545699.00017.xml.
Grieve, G.P. 2017. An Ethnographic Method For The Study Of Religion In Video Game Environments. In Methods For Studying Video Games And Religion, 1st ed. Methods For Studying Video Games And Religion. New York: Routledge. https://www.taylorfrancis.com/books/e/9781315518329.

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