English 231: New Media and Digital Culture (Module 2: Twenty Concepts in…
English 231: New Media and Digital Culture
Module 2: Twenty Concepts in New Media
Creative Commons is a non-profit organization founded in 2001 "That is devoted to expanding the range of creative works available for others to build upon and share"
Collective Intelligence: None of us know everything, but we all know something and we can piece things together
Michael Lynch: "Internet is the fountain of knowledge and google is the mouth from which it flows"
3 C's of Computing- Computing, Communication, Content
Hacking refers to the sharing and modifying of computer programs to explore how they work and explore them, as well as gaining entry (often illegally) into a security system.
This is "a way of thinking about the relationship that new media has to old media."
Module 1: Intro to New Media
McLuhan: "Means of how a message is delivered can dramatasize or downplay the message."
New Media: Interconnectivity that emerged in mid 20th century and has grown exponentially today
Largest Number of Internet Users is Asia with 44.8%
Tim Berners Lee created the World Wide Web
Module 3: Approaches to New Media
Technological Determinism: The idea that new technologies are "self-generating" and are invented in an independent sphere that then creates new societies
Social Shaping of Technology: is the alternative view to technological determinism. It argues that technological innovation is a "social product."
Kranzberg's First Law is that "technology is neither good, nor bad, nor is it neutral."
Actor-network theory proposes that anything that makes a difference is an "actor" and completely rejects technological determinism.
Income levels, gender, and socioeconomic status still exist as barriers to full and equal participation in new media.
Module 4: Social Networking & Media
"Modularity" is a property of a project that determines the extent to which it can be broken down into smaller components. A nuclear plant his low modularity, whereas Wikipedia has high modularity.
The term SNS stands for: Social Networking Sites
One criticism of social networking is that it creates "public sphericles" and fragments public issues.
Cognitive Surplus: People choose to participate and engage in social media rather than engage in passive media.
Metcalfe's Law: The equation [n x (n - 1) = n2 - n] means that membership in a network has a value to the user but is more valuable to other users.
Module 5: Gaming, Technology, Industry, Culture
Gamification refers to the use of game mechanics in non-game contexts such as education.
The gaming industry's revenues have exceeded the movie and music industries in the US.
The decline of the Golden Age of Arcade Games was partially due to a shift towards home-based games, such as NES.
Which group is responsible for financing the development costs of games?
Employment in the games industry is male dominated and lacks diversity.
Module 6: New Media & the Transformation of Higher Ed
5 P's: Practical Issues, Policy Issues, Pedagogical Issues, Philosophical Issues, Personal Issues
MOOC: Massively Open Online Courses
Digital media technologies enable more flexible delivery of education.
Largest for-profit higher education in the U.S is University of Phoenix
One criticism of MOOCs is that they are "devoid of local context."
Completion rates for MOOCs are extremely low.