Books Related to Media Psychology

Rolling bibliography of books relevant to aspects of media psychology. If you have suggestions or additions, please email us.

Div. 46 Book Series

Editor-in-Chief: Florence Kaslow, PhD

Perspectives on Psychology and the Media (1972). Sam & Diana Kirschner (Eds.)

Psychology and the Media: A Second Look (1999). Lita Linzer Schwartz (Ed.)

Books published by APA can be purchased from the APA site. Royalties accrue to the Division Treasury, so we all benefit from your purchases.

Other References

Chayko, M. (2008). Portable Communities: The Social Dynamics of Online and Mobile Connectedness. Albany: State University of New York.

Cialdini, R. B. (2007). Influence: The Psychology of Persuasion (Revised ed.). New York: HarperCollins Publishers.

Dill, K. (Ed.). (2013). Arguing for a Distinct Field of Media Psychology. New York: Oxford University Press.

Dunbar, R. (1998). Grooming, Gossip, and the Evolution of Language. Cambridge, MA: Harvard Business School Press.

Gackenbach, J. (2007). Psychology and the Internet: Intrapersonal, Interpersonal, and Transpersonal Implications (Second ed.). Burlington, MA: Academic Press.

Gauntlet, D. (2005). Moving experiences: media effects and beyond (Second ed.). Eastleigh, UK: John Libbey Publishing             .

Gee, J. P. (2007). What Video Games Have to Teach Us About Learning and Literacy (Revised & Updated) (2nd ed.). New York: Palgrave Macmillan.

Giles, D. C. (2003). Media Psychology. Mahwah, New Jersey: Lawrence Erlbaum Associates.

Giles, D. C. (2010). Psychology of the Media. London: Palgrave Macmillan.

Goffman, E. (1966). Behavior in Public Places. New York: Free Press.

Green, M. C., & Brock, T. C. (2002). In the mind's eye: Transportation-imagery model of narrative persuasion. Mahwah, NJ, US: Lawrence Erlbaum Associates Publishers.

Greenfield, P. M. (1984). Mind and Media: The Effects of Television, Computers and Video Games. London: Fontana.

Harris, R. J. (2004). A Cognitive Psychology of Mass Communication (4th ed.). Mahwah, NJ: Lawrence Erlbaum Associates.

Howard, P. H. (2004). Society Online: The internet in context. Thousand Oaks, CA: Sage Publications.

Huston, A., Donnerstein, E., et al. (1992). Big world, small screen. Lincoln: University of Nebraska Press.

Jenkins, H. (2008). Convergence Culture: Where Old and New Media Collide (Revised ed.). New York: New York University Press.

Johnson, J. (2010). Designing with the Mind in Mind. Amsterdam: Morgan Kaufman.

Johnson, S. (2005). Everything Bad is Good for You: How Today's Popular Culture is Actually Making Us Smarter. New York: Berkeley Publishing Group.

Joinson, A. (2003). Understanding the Psychology of Internet Behavior: Virtual Worlds, Real Lives. Cambridge: Palgrave Macmillan.

Joinson, A., McKenna, K. Y. A., Postmes, T., & Reips, U.-D. (Eds.). (2007). The Oxford Handbook of Internet Psychology. Oxford: Oxford University Press.

Huston, A., Donnerstein, E., et al. (1992). Big world, small screen. Lincoln: University of Nebraska Press.

Katz, J. E. (2006). Magic in the Air: Mobile Communication and the transformation of social life. New Brunswick, NJ: Transaction Press.

Kutner, L., & Olson, C. K. (2008). Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do. New York: Simon and Schuster.

Ling, R. (2004). The Mobile Connection: The Cell Phone's Impact on Society. San Francisco: Morgan Kaufman.

Luskin, B. (2002). Casting the Net over Global Learning. Irvine, CA: Griffin Publishing Group.

Postman, N. (1985). Amusing Ourselves to Death: Public Discourse in the Age of Show Business. New York: Penguin Books.

Reeves, B., & Nass, C. (1996). The Media Equation: How People Treat Computers, Television, and New Media Like Real People and Places. Cambridge: Stanford University Center for the Study of Language and Information and Cambridge University Press.

Renvoise, P., & Morin, C. (2007). Neuromarketing: Understanding the Buy Buttons in Your Customer's Brain Nashville, TN: SalesBrain.

Rheingold, H. (2000). The Virtual Community: Homesteading on the Electronic Frontier. Cambridge: MIT.

Rheingold, H. (2002). Smart Mobs. Cambridge, U.K.: Perseus Books.

Rose, F. (2012). The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories: W. W. Norton.

Ryan, M.-L. (2006). Avatars of Story. Minneapolis, MN: University of Minnesota Press.

Schell, J. (2008). The Art of Game Design: A Book of Lenses. Amsterdam: Morgan Kaufman.

Studio 7.5. (2005). Designing for Small Screens. London: AVA Academia.

Thurlow, C., Lengel, L., & Tomic, A. (2004). Computer Mediated Communication: Social Interaction and the Internet. London: Sage.

Tufte, E. (1997). Visual Explanations: Images and Quantities, Evidence and Narrative. Cheshire, CT: Graphic Press LLC.

Tufte, E. (1999). Envisioning Information. Cheshire, CT: Graphic Press LLC.

Tufte, E. (2001). The Visual Display of Information (2nd ed.). Cheshire, CT: Graphic Press LLC.

Tufte, E. (2006). Beautiful Evidence. Cheshire, CT: Graphic Press LLC.

Turkle, S. (1984). The Second Self: Computers and the Human Spirit New York: Simon and Schuster.

Turkle, S. (1995). Life on the Screen: Identity in the Age of the Internet. New York: Touchstone Books, Simon & Schuster.

Wallace, P. (1999). The Psychology of the Internet. Cambridge: Cambridge University Press.

Ware, C. (2008). Visual Thinking for Design. Amsterdam: Elsevier.

Weinschenk, S. M. (2011). 100 Things Every Designer Needs to Know About People. Berkeley: New Riders.

Westen, D. (2008). The Political Brain: The Role of Emotion in Deciding the Fate of the Nation. New York: Public Affairs.