New Media
Introduction to New Media
Twenty Concepts in New Media
Approaches to New Media
Social Networking
Games Technology
Transformation of Higher Education
Convergence: process whereby new technology are accommodated by existing media and communication industries and culture.
Examples: Computer, Websites, Computer games, CDs, DVDs
Digital Divide: the gap between those who have ready access to computers and the Internet, and those who do not
Marshall McLuhan: the medium is the message, the tetrad, extensions and amputations,
Kranzberg's Law: technology is neither good, nor bad, nor is it neutral
Kurzweil: law of accelerating returns (rate of technology change increases exponentially)
Singularity: Point at which artificial intelligence becomes autonomous and events become "unpredictable or even unfathomable to human intelligence."
Her by Spike Jonze
Moore's Law: the number of transistors in a circuit doubles every two years
Rock's Law: capital cost to produce semiconductors increases exponentially over time
"There is no new media without old media."
Social Shaping of Technology: technological advancements are socially driven.
Information Society Theories: creation, distribution, use, integration, and manipulation of information is a significant economic, political, and cultural activity.
Informational Capitalism: information is a capital asset. Society is moving from industrial to informational.
Actor-Network Theory: objects are all part of a social network. Relationships are between things and between concepts
Determinism: technology is the basis for all human activity. Technological development determines social change and history.
Determinists
Neil Postman
Marshall McLulan
Walter Ong
Karl Marx
"More than any other single invention, writing has transformed human consciousness."
"The uses made of technology are largely determined by the structure of the technology itself, that is, that its functions follow from its form."
"The medium is the message."
"The hand mill gives you society with the feudal lord: the steam-mill, society with the industrial capitalist."
Hard Determinism
Soft Determinism
Technology develops independently from social concerns. We organize ourselves to "meet the needs of technology." Technology is autonomous.
Technology still guides evolution, but we have free will to adopt (sometimes after a cultural lag). "A new device merely opens a door. It does not compel one to enter."
Ted Kaczynski
Marshal McLulan
Raymond Williams
Network Theory: small world, strength of weak ties, hubs and connectors, power laws of distribution
Social Capital
Bonding: strong bonds between family, and community members
Bridging: weaker bonds between acquaintances
Linking: connection to those at different levels of power
Sherry Turkle: "alone together"
Larry Rosen: "connecting virtually isn't like real-world bonding"
Keith Hampton: "relationships are being enhanced, not replaced"
The Social Network by David Fincher
Features of Games
Types of Games
Rules
Variable, quantifiable outcomes
Valorisation of outcomes
Player effort
Player-attached outcome
Negotiable consequences
Arcade
Console
PC-based
Handheld
Mobile
Social Media
The Average Gamer
30 years old
47% female
Women 18+ are the fastest growing demongraphic
There are more adult women gamers than boys under 17 years old
62% of gamers play with others (online or in person)
Increase in Violent Video Games
"Games are, 'situational variables,' which, 'change the perception of and reaction to aggressive behavior.'"
There has not yet been sufficient research to support that virtual violence carries over into real world violence
What is a Psychopath?
Someone without a conscience
A cogitative style that places little or no value on fair treatment of others
Little empathy
Gamification
Applying gaming characteristics to non-gaming contexts
Augmented Reality
Blends the virtual and real worlds
Pokémon GO
Promising technologies
Conversational interfaces
Synchronous Learning
Virtual and Augmented Realities
Screen-free technologies
The university isn't dead
the internet does not replace the campus
Online education is not as effective
Online Learning
Asynchronous
Synchronous
Hybrid
Not real-time
Email, discussion, forum, etc
Contributions are "considered more thoughtful compared to synchronous communication"
Real-time
Utilizes videoconferencing technology such as Adobe Connect, WebEx, etc
Increases social pressure, creates social and community membership
Combination of asynchronous and hybrid
Issues
Enhancing teaching and learning quality
Accommodating digital natives
Increasing student flexibility
Developing 21st century skills
Improving the cost of higher education
Readings
A Brief History of Liberal Education by Zakaria
Higher Education is Not a Mixtape by Derek Newton
Readings
Games, Learning, & Literacy by James Paul Gee
Virtual Reality 101 by cnet
Augmented Reality by Meron Gribetz
Case Study: Video Games & Violence by Flew
Why Online Games Make Players Act Like Psychopaths by Ryan Rigney
Readings
Bored & Brilliant by Manoush Zomorodi
Does the Internet Make You Smarter? by Clay Shirky
Does the Internet Make You Dumber? by Nicholas Carr
The Internet Isn't Making Us Dumber; It's Making Us More Meta-ignorant by William Poundstone
The Social Debate: Rosen and Hampton
Larry Rosen: yes, Connecting Virtually Isn’t Like Real-World Bonding
Keith N. Hampton: no, Relationships Are Being Enhanced, not Replaced
Readings
What is New Media? by Bailey Socha and Barbara Eber-Schmid
The Medium is the Message by Todd Kappelman
Readings
The Accidental Universe by Alan Lightman
Mastering Memory by Abby Smith Rumsey
Google-Knowing by Michael Patrick Lynch
Our Digital Form of Life by Michael Patrick Lynch
Connected, but Alone by Sherry Turkle
Readings
Technological Determinism by Daniel Chandler
Social Shaping of Technology (SST) by Jiyan Wei
Tools of the Mind by Nicholas Carr
Film Theory & Analysis by Christopher P. Jacobs
Her: Needs & Desires by Channel Criswell
Notes on "The Gaze" by Daniel Chandler