Digital Media 231 (Module 2: Chapter 1 & 2: Introduction to New Media…
Digital Media 231
Module 2: Chapter 1 & 2: Introduction to New Media & Twenty Concepts in New Media
Hypermediacy: "a way of thinking about the relationship that new media has to old media"
Digital Divide: The gulf between those who have ready access to computers and the Internet, and those who do not.
Wikipedia is a non profit organization founded in 2001 and it's known for "expanding the range of creative works available for other to legally build upon and share,"
Collective Intelligence: is shared or group intelligence that emerges from the collaboration. collective efforts, and competition of many individuals and appears in consensus decision making
Asia has the largest percentage of total Internet users
Tim Berners- Lee is credited with developing the World Wide Web
The Three C's of Computing:
Convergence: The Synthesis of the two histories of . historical communication technologies
Module 3: Approaches to New Media
McLuhan and Williams held completely opposite views on how media technologies are developed and used
Media Theorist MchLuhan: described media technologies as "extensions of man"
Krazenberg's First Law: "Technology is neither good, nor bad, nor is it neutral."
Silicon Valley, California
Multimedia Super Corridor, Malaysia
Social Shaping of Technology (SST): Argues the point that technological innovation is a "social product." Opposite view of Technological Determinism
Technological Determinism: Reductionist theory that assumes that a society's technology determines the development of its social structure and cultural values
Module 6: New Media & the Transformation of Higher Ed
Digital Degree: People going to online classes to receive their degree instead of traditional university
MOOC Criticism: Devoid of local context
Digital Media Technologies enable more flexible delivery of education/
MOOC: Massively Open Online Course
Module 5: Games, Technology, Industry, Culture
MMOG: Massive Multiplayer Online Games
Game Publishers: Responsible for the finances and cost of the developments of games
Virtual Reality: A computer generated system that allows you to experience different realities.
The gaming industry's revenues have exceeded the movie and music industries in the US.
Gamification: The use of game mechanics in non-game contexts
Module 4: Social Networking & Media
Social Networking can create "Public Sphericles" and fragments public issues
SNS: Social Networking Sites
Modularity: a property of a project that determines the extent to which it can be broken down into smaller components.
Metcalfe's Law: [n x (n-1) = n2-n] it means that membership in a network has a value to the user but is more valuable to other users.
There are both positive and negative externalities that networks can have