New Media & Digital Culture (Games, Technology, Industry, Culture (Ch.…
New Media & Digital Culture
New Media & the Transformation of Higher Ed (Ch. 6)
Completion rates for MOOCs are extremely low.
Industry: main competitor of university
Digital media technologies enable more flexible delivery of education
Growth in the Higher Sector Education Sector: 1. Elite 2. Mass 3. Universal
MOOC= Massively Open Online Courses
Games, Technology, Industry, Culture (Ch. 5)
game publishers : responsible for financing the development costs of games
Employment in the games industry is male dominated and lacks diversity
major player in the traditional games industry:
decline of the Golden Age of Arcade Games was partially due to a shift towards home-based games
The gaming industry's revenues have exceeded the movie and music industries in the US
game or game platform:
games within social media
Gamification refers to the use of game mechanics in non-game contexts such as education
Feature of games:
valorisation of outcomes
Social Networking & Media (Ch. 4)
Clay Shirky= Cognitive Surplus:People choose to participate and engage in social media rather than engage in passive media.
SNS= social networking sites
"Modularity" is a property of a project that determines the extent to which it can be broken down into smaller components
Metcalfe's Law: membership in a network has a value to the user but is more valuable to other users
Network externalities can be either positive or negative.
Approaches to New Media (ch. 3)
Kranzberg's First Law is that "technology is neither good, nor bad, nor is it neutral."
technopoles: Silicon Valley (California), Bangalore (India), and Multimedia Super Corridor (Malaysia)
Media theorists Marshall McLuhan and Raymond Williams discuss completely opposite views of how media technologies are developed and used.
the QWERTY keyboard= technology "lock in"
social shaping of technology: alternative view to technological determinism. It argues that technological innovation is a "social product."
technological determinism: The idea that new technologies are "self-generating" and are invented in an independent sphere that then create new societies
Chapters 1 & 2
rearviewmirrorism: experiences with any medium are conditioned by those media with which we are already familiar
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.
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."
3 C's of computing: content, computing & communication
convergence: The "synthesis of the two histories" of historical communication technologies and new media is what?