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New Media & Digital Culture (Module 2: Concepts in New Media…
New Media & Digital Culture
Module 1: Introduction to New Media
What is new media?- on-demand access, interactivity, participation, community, and democratization
Convergence- Process by new technologies are accommodated by existing media and new communication industries and culture. also the "synthesis of two histories"
tetrad- a four pronged approach to considering the effects of media as a whole
Digital divide- Equity in access to computers and internet. the ability to use these object in everyday life.
Module 2: Concepts in New Media
Kranzberg's first law- Technology is neither good, nor bad, nor neutral.
Kurzweil- inventor, futurist, transhumanist and proposed the law of accelerating return.
Creative commons- non-profit organization that is devoted to expanding creative works to improve upon publicly
Technological Singularity- on-demand access, interactivity, participation, community, and democratization
Moores Law- Technology on-demand access, interactivity, participation, community, and democratization. and his second law says on-demand access, interactivity, participation, community, and democratization.
Tim Berners-Lee- Inventer of the World Wide Web
collective intelligence- none of us know everything, so we have to combine our knowledge and skill to be more intelligent
3 C's of computing- communication, computing, content
Wikinomics- openness, sharing, pairing,acting gloablly
Hacking- gaining entry to computer systems illegally while sharing or modifying the system to explore how they work
rearviewmirrorism- Marshall McLuhan used this by saying experiences with any medium are conditioned by those media with which we are already familiar.
Remediation- a way of thinking about the relationship that new media has to old media
Module 3: Approaches to New Media
Network theory- small worlds: densely connected small world or inner circles, strength of weak ties: different forms of info. can become available through weak ties of human connections . , hubs and connectors: points through which a large amount of traffic is distributed , power of law distribution
Social capital- includes bonding, bridging, linking
modularity- property of a project that determines the extent to which it can be broken down into smaller components
Public sphericles- "habermas argues that the public sphere... is constituted ad a network for communicating information and POV"
Connected, but alone- She argues that technology helps us connect but doesn't actually help our communication skills
Larry Rosen- argues that with the boom of technology, we as a society are more connected to our virtual world then our real world.
The Social Network
shows a man risking all of his human relationships for success over his technological achievements*
Module 4: Social Networking & Media
key people- Karl marx , neil postman , marshall McLuhan , Walter Ong
Technological determinism-the idea that new technologies are self-generated and are invented in an independent sphere that then create new societies, "every technology is used before it is understood" Leon Wieseltier
social shaping of technology- claims that technological innovation is a social product
Hard determinism- technology develops independently from social concerns
Soft determinism- technology still guides evolution, but we still have free will to adopt
Her
by Spike Jonze depicts a world that is solely based on technological interactions and what the world could come to if we continue this path of being dependent of technology *
Module 5: Technology games, Industry, Culture
Features of games:
-Rules- games have rules
Gamification- the use of game mechanics in non-game contexts like education
variable- quantifiable outcomes
player effort- games are challenging to the player
valorisation of outcomes- different potential outcomes of the games are assigned different values depending on the game
negotiable consequences- same game can be played with or without real-life consequences.
game platforms- mobile, arcade, handheld, PC-based, console, social media games
effects of violent media- desensitization, aggression, fear
gamer demographics: - avg. gamer is 30 years old, - 47% of gamers are female , -women 18+ is the fastest growing demographic, - 62% of gamers play with others online or in person
employment in the games industry is male dominated and lack diversity
Game publishers- responsible for financing the development cost of games
Module 6: New Media & the transformation of Higher Education
5 P's approach
-Pedagogical issues- what aspects of teaching and learning can be enhancing through new media and which may not
-Philosophical issues- what these changes mean for the experience of student learning
-Personal issues- what motivates different cohorts of students to undertake higher education
-practical issues- how can digital media technologies better facilitate the delivery of education
policy issues- how are governments responding to these new developments
industry is the main competitor of universities
MOOC features- courses are scalable to an unlimited size , courses arent for academic credit , free for students in the test runs, yet completion rate of the course is extremely low
online courses help innovate courses, personalize them and make them affordable