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English 231: Film, Culture, and New Media (Twenty Concepts in New Media…
English 231: Film, Culture, and New Media
New Media
"possibility of on-demand access... interactive user feedback, creative participation, and community formation around the media content." (http://www.newmedia.org/what-is-new-media.html)
Convergence: "the process whereby existing media and communication industries and cultures" (Flew, 2014, p.5)
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New Media: Internet, websites, computer multimedia, computer games, CDs, DVDs
Not New Media: TV shows, films, books, magazines, etc. unless they contain multimedia aspect
“The very prospect of being new denotes an event just beyond the horizon, something that has only just arrived and which we are just beginning to get our hands on.” (Socha and Eber-Schmid, "What is New Media?" par. 6)
Marshall McLuhan
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“More people watch television than go to church” (Kappelman, Marshall McLuhan: The Medium is the Message, par. 3)
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Approaches to New Media
“Technological or Media Determinism,” by Daniel Chandler
"Strong (or hard) technological determinism is the extreme stance that a particular communication technology is either a sufficient condition (sole cause) determining social organization and development, or at least a necessary condition (requiring additional preconditions). Either way, certain consequenses are seen as inevitable or at least highly probable."
"Weak (or soft) technological determinism, more widely accepted by scholars, claims that the presence of a particular communication technology is an enabling or facilitating factor leading to potential opportunities which may or may not be taken up in particular societies or periods (or that its absence is a constraint).”
Sapir-Whorf Hypothesis: “our thinking is determined by language (linguistic determinism) and people who speak different languages perceive and think about the world differently (linguistic relativism).”
Critical constructivism occurs when “dominant groups fuse their interests into the development of technologies with the end goal of ‘sedimenting values and interests in rules and procedures, devices and artifacts, that routinize the pursuit of power and advantage by a dominant hegemony’” (Wei, "Social Shaping of Technology")
“Every technology is the expression of human will” (Carr, "Tools of the Mind," 44)
her
The movie “manages to put the audience in the shoes of the main character… we see the world through his eyes and gain a better comprehension of his experiences.” (Bond, "Her: Needs and Desires")
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The “gaze” is a “technical term… [used] to refer to both the ways in which viewers look at images of people in any visual medium and to the gaze of those depicted in visual texts” (Daniel Chandler, "Notes on the Gaze", 1)
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Games Technology, Industry, Culture
“We’re gonna start putting a layer of digital information on our real world.” (Gribetz, "Augmented Reality")
Virtual reality: "a computer generated environment that lets you experience a different reality." (c|net, "Virtual Reality 101")
Situated embodied learning: “being able to solve problems with what you know, not just know a bunch of inert facts but be able to use facts and information as tools for problem solving in specific contexts.” ("Games and Education Scholar James Paul Gee on Video Games, Learning, and Literacy")
"Are our actions in a virtual world tantamount to imagining those things we could do in real life but never would? Or are we merely behaving as we would in real life if there were no consequences for our actions?” (Rigney, “Why Online Games Make Players Act Like Psychopaths,” par. 37)
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