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New Media & Digital Culture (Module 2: Twenty Concepts in Digital…
New Media & Digital Culture
Module 1: Intro To Digital Media
new media: massive exodus towards digital interconnectivity that emerged in the mid 20th century and has grown exponentially today (Socha & Eber-Schmid)
extension: “occurs when an individual or society makes or uses something in a way that extends the range of the human body and mind in a fashion that is new.”(Kappelman, par. 12)
McLuhan: means of how a message is delivered can dramatized or downplay the message itself (Medium is the Message)
Tetrad: four-pronged approach to considering the effects of media
Module 2: Twenty Concepts in Digital Media
convergence: the "synthesis of the two histories" of historical communication technologies and new media
3 C's of Computing: --
-Computing: digital media and information technologies
-Communication: networks, artefacts and practices
-Content: media and information
Developer of World Wide Web: Tim Berners-Lee
Wikinomics:
-openness: open attitude towards ideas developed outside organization
-sharing: adoption of less proprietary approaches to intellectual property
-peering: promotion of collaboration through open, horizontal networks
-acting globally: seeking to source knowledge/ resources from all parts of the globe
collective intelligence: "none of us can know everything; each of us knows something; and we can put the pieces together if we pool our resources and combine our skills"
Creative Commons: non-profit organization founded in 2001 "that is devoted to expanding the range of creative works available for others to legally build upon and share"
digital divide: inequity in access to computers and internet; ability to use these technologies to participate in public life
rearviewmirrorism: "experiences with any medium are conditioned by those media with which we are already familiar"
Michael Patrick-Lynch: "google knowing", aka online acquired knowledge “the internet is the fountain of knowledge and Google is the mouth from which it flows.” (Google-Knowing, 23)
Web 2.0: identifies developments in internet software and platforms that enabled Web applications to move from being static and based around a push of content
Module 3: Approaches To New Media
technological determinism: the idea that new technologies are "self-generating" and are invented in an independent sphere that then create new societies
social shaping of technology: argues that technological innovation is a social product
McLuhan vs Williams:
-McLuhan questioned extent to which we can seek to understand culture independently of the technological forms through which it is always already mediated while Williams analysis draws attention to the socio-economic and institutional contexts through which media technologies are developed and used
-MchLuhan: media technologies as "extensions of man"
Technopoles: Silicone Valley (California), Bangalore (India), and Multimedia Super Corridor (Malaysia)
Kranzberg's First Law: "technology is neither good, nor bad, nor is it neutral
Bruno Latour: actor-network theory proposes that anything that makes a difference is an "actor" and completely rejects technological determinism
Information Technologies Theorist Daniel Bell: "argued that the rise of the services economy and the growing use of computer-driven knowledge technologies were central to what he described as the 'post-industrial society'"
Network Society Theorist Manuel Castells: "proposed that the rise of the network society is linked to the economic shift from an industrial to an information mode of development"
Her
by Spike Jonze attempts to discover what it means to be human in a world that continues to stray from its traditional guidlines
Module 4: Social Networking and Media
Metcalfe's Law: equation [n x (n - 1) = n2 - n] means that membership in a network has a value to the user but is more valuable to other users
Modularity: a property of a project that determines the extent to which it can be broken down into smaller components
Clay Shirky's "cognitive surplus": people choose to participate and engage in social media rather than engage in passive media
Social networking: complex communications network in which we can participate as consumers producers or both
network theory components:
-small worlds: "bulk of interconnections occurs with a subset of that larger group, so that small groups are densely connected, or clustered, and larger groups more sparsely connected"
-strength of weak ties: different forms of information can become available through weak ties
-hubs and connectors: points through which a large amount of traffic is distributed
-power laws of distribution: estimated that for any complex network whose properties are non-random, 20 per cent of agents will account for roughly 80 per cent of traffic, regardless of the scale of the network
Three types of social capital:
-bonding: strong bonds between family and community members
-bridging: weaker bonds between acquaintances
-linking: connection to those at differing levels of power
Public Sphericles: "Habermas argues that the public sphere... is constituted as a network for communicating information and points of view."
Larry Rosen- boom of technology has caused us to "connect more with people in our virtual world- but communicate less with those who are in our real world." (Rosen, par. 3) Hampton- "smalls sips that come from steady contact of social media can add up to a big gulp of information about the activities interests and opinions of the people we connect with." (Hampton, par. 6)
The Social Network
shows a man falling deeper into a technological world and further from true human connectivity
Module 6: New Media and the Transformation of Higher Education
5 P's Approach
-pedagogical issues: what aspects of teaching and learning can be enhancing through new media and which may not
-philosophical issues: what these changes mean for the experience of student learning
-personal issues: what motivates different cohorts of students to undertake higher education
-practical issues: how can digital media technologies better facilitate the delivery of education
-policy issues: how are governments responding to these new developments
Growth in the Higher Education Sector:
Elite: shaping the mind and character of a ruling class
Mass: transmission of skills and preparation for a broader range of technical and economic elite roles
Universal: adaptation of the whole population to rapid social and technological change
Industry is the main competitor of universities
MOOC features:
-courses are scalable to an unlimited size
-courses are not for academic credit
-free to students
Criticisms of MOOCs:
-completion rates are extremely low
-"devoid of local context"
Module 5: Games Technology, Industry, Culture
Features of Games:
-rules: games are rule-based
-player effort: games are challenging to the player
-variable: quantifiable outcomes
-valorisation of outcomes: different potential outcomes of the game are assigned different values, some positive and negative
-player-attached outcome: player is emotionally attached to outcome
-negotiable consequences: same game can be played with or without real-life consequences
gamification: the use of game mechanics in non-game contexts such as education
Game/ game platforms:
-mobile games
-arcade games
-handheld games
-PC-based games
-console games
-games within social media
Effects of Sustained Exposure to Violent Media:
-desensitization
-aggression
-fear
Employment in the games industry is male dominated and lacks diversity
5 Major Players in Gaming Industry:
-Game developers: those who engage content creation activities in the games industry
-Game publishers: responsible for financing the development costs of games
-Game distributors/retailers: stores/ companies that sell games
-Game consumers: those who buy and play the game produced
Gamer demographics:
-average gamer is 30 years old
-47% of gamers are female
-women 18+ is the fastest growing demographic
-62% of gamers play with others online or in person