DCD 231
New Media + Digital Culture

Module 1&2 - New Media

Module 6 - New Media + the transformation of higher education

Module 4 - Social Networking + Media

Module 3 - Approaches to new media

Module 5 - Games, Technology, Industry, Culture

5 major players of the traditional game industry

Game distributors

Game Publishers

Game Retailers

Game Developers

Game Consumers

47% of all players are women

Game Industry

Has exceeded movie and music industries in the USA

emplyoment is male dominated

Games + game platforms

handheld games

Mobile games

PC based games

Games within social media platforms

Console games

arcade games

6 features to a game

Player effect

negotiable consequences

Variable

Player attached outcome

Rules

Valorisation of outcomes

Gamification

Education

Corporate training

Escribano

World Wide Web

WEB 2.0

4 Principles of 'Wikinomics'

Peering

Sharing

Openness

Acting globally

3 C's of computing

Conent

Computing

Communication

Asia has the largest % of internet users

Inventor: Tim Berners-Lee

Convergence

Henry Jenkins

Lev Manovich

New Media represents a convergence of 2 separate histories.

Media Convergence is what makes humans depend in media

Culture Convergence

When cultures become more alike

Media and technology enhances this

Media Convergence

Meikle + Young 4 dimensions

Social

Industrial

Textual

Technological

Digital Divide

Differing amount of information between those who have access to internet and those who do not

Constituent elements

Artifacts

Practices

Social

20 key concepts

Cyberspace/Virtual Reality

Digital copyright/creative commons

Creative Industries

The digital divide

Convergence

Digital economy/digital capitalism

Collective Intelligence

Globalisation

Hacking

Interactivity

The knowledge economy

Mobile Media

Networks

Participation

Privacy + urveillance

Piracy

Remediation

Ubiquitous Computing

User created Content

Web 2.0

Massive Open Online Courses (MOOCs)

Changes in higher education

5 Ps approach

University's main competitor is industry

Personal issues

Practical Issues

Pedagogical issues

Policy issues

Philosophical issues

USA leading destination for international students

Low completion rates

Broadening access to quality learning

More flexible delivery

Free

Not for academic credit

Unlimited size courses

Elite -> Mass -> Universal

Network Externalities

Can be positive or negative

positive

Metcalfe's Law

[nx(n-1)=n2-n]

the value of a telecommunications network is proportional to the square of the number of connected users of the system

ways networks feature in economic analysis

relationship between market + non-market production

networked form of organisation

Promote culture of sharing

Capacity for collective learning among agents across the network


Social Networking Sites (SNS)

more face-to-face interactions with close friends

users have more acquaintances offline than non-users

plays a strong role in developing, maintaining and bridging social capital

"Process whereby new technologies are accommodated by existing media and communication industries and culture" -flew

Marshal McLuhan

Medium is the message

extensions and amputations of technologies

The tetrad

What does it extend?

What does it make obsolete?

What is retrieved?

What does the technology reverse into if it is over-extended?

What is New Media?

newest form of technology that allow us to be more efficient

On-demand access

Interactive user feedback

Creative participation

Community formation

Kranzberg's first law

"technology is neither good, nor bad, nor is it neutral"

Ray Kurzweil

Law of accelerating return

the rate of technological change increases exponentially

Technological Singularity

Computers no longer need input from humans to function

Moore's Law

number of transistors in a circuit doubles every 2 years

Moore's 2nd law

Capital cost to produce semiconductors also increases exponentially over time

Different career paths

Those with access to internet develop technological interests

Those with no access to internet develop outdoorsy interests

The medium of the message trumps the message itself

No new media can be present without old media

Social Shaping of technology

Information society theories

Informational capitalism

Actor-network theory

information is a capital asset

society is moving from individual information

objects are all part of a social network

relationships are between things and between concepts

creation, distribution, use, integration, and manipulation of information is a significant economic political and cultural activity

technological advancements are socially driven

the want/need of technology drives the creation of it

Raymond Williams was a strong believer

by product of society factory

technology is shaped by social, institutional, economic, political and cultural factors

Determinism

technological development occurs independently from society

we can't stop progress

Soft (weak) view

Hard (strong view)

technology still guides evolution, but we have free will to adopt

technology is autonomous

hold extreme views of technological advancement

Marshall Mcluhan

Neil Psotman

Karl Max

Social Networking

a complex communication network in which we can participate as consumers, producers or both

Facebook's use of 'big date'

Network theory

small worlds

strength of weak ties

hubs and connectors

power laws of distribution

3 types of social capital

Bonding

Bridging

Linking

connection to those a differing levels of power

strong bonds between family and community members

weaker bonds, acquaintances

Does it enhance social capital or de-socialize people?

Habermans

the public sphere is constituted as a network for communicating information and points of view

Our chosen spherical may make us more narrow minded

Sherry Turkle

"Alone together"

We hide our emotions behind our phones

We isolate ourselves from what is happening around us

Grossed 99.6 billion in 2016

Makes up 1/3 of the gaming industry profits

Average are 30 years old

Relationship between violence and video games

Is there a correlation?

Games are 'situational variables,' that "change the perception of and reaction to aggressive behavior"

Flew believes violent games can activate violent behavior in some but even the research is weak to prove this

No specific research to prove the online explicit violence carries over to real world violence

Makes players act like psychopath

Someone who acts without a conscience

No consequences in an online environment

Playing online makes us realize the terrible things that we could do but then we choose to not do them in real life

Applying gaming principles to other contexts

Different than actual games

Augmented Reality

Blends the virtual and real worlds

Pokemon GO

Virtual Reality headset

Could kill off many inefficient universities

Derek Newton

Higher education is not a mixtape

Believes schools will not fall to online courses

Students choose University based on the University, not the courses or professors

Students are more likely to fail and drop out of online courses then they are in face-to-face courses

Streams videos, plays games, and has artistry, design and tourism options

$99-$799

Meron Gribetz

Neuroscience

Meta 2

The user is the operating system

"Zero learning curve computer"

Views holograms

Technological determinsm

we learn how to adapt to technological change, not on how to shape it

Intellectual maturity

as generations pass and the wealth of knowledge continues to grow, we begin to understand the World better.

Her

Loss of human interaction due to addiction to a mobile device

Sense of comfort and escape from real world problems

Has a device by his side 24/7 but still lives in isolation, yet unaware until the emotion of depression kicks in

Larry Rosen believes technology makes us less sociable