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New Media & Digital Culture (Games, Technology, Industry, Culture (Ch.…
New Media & Digital Culture
Chapters 1 & 2
convergence: The "synthesis of the two histories" of historical communication technologies and new media is what?
3 C's of computing: content, computing & communication
Creative Commons: This is a 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."
The term "digital divide" refers to inequity in access to computers and internet, but it also refers to the 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
Approaches to New Media (ch. 3)
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: alternative view to technological determinism. It argues that technological innovation is a "social product."
the QWERTY keyboard= technology "lock in"
Media theorists Marshall McLuhan and Raymond Williams discuss completely opposite views of how media technologies are developed and used.
technopoles: Silicon Valley (California), Bangalore (India), and Multimedia Super Corridor (Malaysia)
Kranzberg's First Law is that "technology is neither good, nor bad, nor is it neutral."
Social Networking & Media (Ch. 4)
Network externalities can be either positive or negative.
Metcalfe's Law: membership in a network has a value to the user but is more valuable to other users
"Modularity" is a property of a project that determines the extent to which it can be broken down into smaller components
SNS= social networking sites
Clay Shirky= Cognitive Surplus:People choose to participate and engage in social media rather than engage in passive media.
Games, Technology, Industry, Culture (Ch. 5)
Feature of games:
player-attached outcome
rules
player effort
variable
valorisation of outcomes
negotiable consequences
Gamification refers to the use of game mechanics in non-game contexts such as education
game or game platform:
mobile games
handheld games
games within social media
console games
PC-based games
arcade games
The gaming industry's revenues have exceeded the movie and music industries in the US
decline of the Golden Age of Arcade Games was partially due to a shift towards home-based games
major player in the traditional games industry:
game publishers
game developers
game distributors
game retailers
game consumers
Employment in the games industry is male dominated and lacks diversity
game publishers : responsible for financing the development costs of games
New Media & the Transformation of Higher Ed (Ch. 6)
MOOC= Massively Open Online Courses
5 P's:
personal issues
practical issues
pedagogical issues
philosophical issues
policy issues
Growth in the Higher Sector Education Sector: 1. Elite 2. Mass 3. Universal
Digital media technologies enable more flexible delivery of education
Industry: main competitor of university
Completion rates for MOOCs are extremely low.