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New Media & Digital Culture (New Media & the Transformation of…
New Media & Digital Culture
Introduction to New Media
Asia has the highest number of internet users, which equals about 44.8% of the entire population
The synthesis of two histories is referred to as convergence
Tim Berners Lee is credited with the development of the world wide web
The 3 Cs of computing are communication, content and computing
Core Principles of Wikinomics
Sharing: adoption of less proprietary approaches to intellectual property
Peering: promotion of collaboration through open horizontal networks
Acting Globally: seeking to source knowledge and resources from all parts of the globe
Openness: open source and standards of movements, as well as corporate transparency and attitude toward ideas
Approaches to New Media
Social shaping of technology is the alternative view to technological determinism
Income levels, gender and socioeconomic status still exist as barriers to full and equal participation in new media
Marshal McLuhan and Raymond Williams present completely opposite views of how media technologies are developed and used
McLuhan described media as "extensions of man"
Technological Determinism: the idea that new technologies are self generating and are invented in an independent sphere that create new societies
Actor-Network Theory: anything that makes a difference is an actor and completely rejects technological determinism
Kranzberg's First Law: technology is neither good nor bad nor neutral
Social Networking & Media
Metcalfe's Law: [n x (n-1) - n2 - n] this means that membership into a network has value to the user but it's more valuable to other users
Modularity: property of a project that determines the extent to which it can be broken down into smaller components.
Network externalities can be positive or negative
One study found the accuracy of entries in Wikipedia was broadly comparable to the Encyclopedia Brittanica
The most active Wikipedias were in 2007
A criticism of social networking is that it creates public sphericles and fragments public issues
SNS: social networking sites
Concepts in New Media
Collective Intelligence: idea that none of us can know everything. We all know something and we can put those pieces together
Digital Divide: inequity in access to computers and internet and the ability to use those technologies in public life
Hacking: sharing and modifying of computer programs to explore how they work and gaining entry into secure systems
Creative Commons: non-profit org founded in 2001 that is devoted to expanding the range of creative works available for others to build upon and share
Marshall McLuhan: remediation describes how experiences with any medium are conditioned by those media with which we are already familiar
Games, Technology, Industry & Culture
Features of games
Variable
Negotiable Consequences
Player Effort
Rules
Valorization of outcomes
Player-attached outcomes
Employment in gaming industry is male dominated and lacks diversity
Gasification: the use of game mechanics in non-game contexts (i.e. education)
Games and platforms
Handheld
Mobile
Social Media
Console
PC based
Arcade
Revenues have exceeded U.S. movie and music industries
The decline of the Golden Age of Arcade Games was partially due to a shift toward home-based games (i.e. NES)
Sims is the most popular PC based game
Major players in the traditional game industry
Publishers
Responsible for financing the development costs of games
Consumers
Distributors
Retailers
Developers
New Media & the Transformation of Higher Education
Completion rates for MOOCs are extremely low
University of Phoenix is the largest for-profit institution
The main competitor of universities is the industry
MOOC stands for massively open online courses
The U.S. is the leading country for international students
The 3 phases of growth are mass, elite and universal
Digital media technologies enable flexibility in the delivery of education
The 5 Ps
Philosophical
Pedagogical
Personal
Practical
Policy
Key features of MOOCs
Courses can have unlimited sizes
Free
Not for academic credit