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New Media and Digital Culture: English 231 (Gaming (6 Features of Gaming…
New Media and Digital Culture: English 231
Intro to New Media
New Media= on-demand access to content anytime, anywhere, on any digital device.
convergence: the process whereby new technologies are accommodated by existing media and communication industries and cultures.
Marshall McLuhan: McLuhan-isms
"The Medium is the Message": human beings extending themselves, father and leading prophet of the electronic age.
rearviewmirrorism: experiences with any medium are conditioned by those media with which we are already familiar.
Tim Berners Lee: development of the World Wide Web.
Wikinomics:openness, peering, sharing, acting globally.
20 Concepts in New Media
Kurzweil
Technological Singularity: 2045 artificial intelligence becomes autonomous
Her
: singularity posits that machines will become recursive
digital divide: inequity in access to computers and internet, but it also refers to the ability to use these technologies to participate in public life.
Our Digital Form of Life
neuromedia: a society where smartphones are miniaturized and hooked directly into a person's brain.
Connected, but alone: Sherry Turkle explains technology has connected us, but made us more distant than ever
Kranzberg's First Law: technology is neither good, nor bad, nor is it neutral.
3 C's of computing: communication, content, computing
collective intelligence: the idea that none of us can know everything- each of us knows something; and we can put the pieces together if we pool our resources and combine our skills.
Approaches to New Media
Technological Determinism: technology is the basis of human activity.
hard= Ted Kaczynski
Social Shaping: technological advancements are socially driven.
soft= Raymond WIlliams: stressed the importance as to why decisions are made to innovate and adapt new technologies.
Tools of the Mind:intellectual maturation
The Gaze: technical term which was originally used in film theory in the 1970's, but is more broadly used by media theorists to refer to both ways in which viewers look at images of people in any visual medium and to the gaze of those depicted in visual texts.
Social Networking & Media
The Social Debate
Rosen: social media is taking away from face-to-face relationships
Hampton: technology makes our relationships stronger as well as other things in our lives.
The Internet Debate
Shirky: is the internet making us smarter? access to more information than ever,
Carr: does the internet make us dumber? distracted and interrupted when interacting with technology, technology is distracting our brains from learning.
Poundstone: the internet isn't making us dumber, it's making us more meta-ignorant
Google effect: forgetting information that is seen and found online.
Metcalfe's Law: membership in a network has a value to the user but is more valuable to other users.
Social Capital
Bridging: weaker bonds, aquaintances
bonding: strong bonds between family members and community
Linking: connection to those at differing levels of power
Modularity: property of a project that determines the extent to which it can be broken down into smaller components.
SNS stands for social networking sites
Gaming
Violence
3 effects to violent media on children
aggression
desensitization
fear
Augmented Reality: technology that superimposes a computer-generated image on a user's view of the real world, thus providing a composite view.
Second Life
Virtual Reality: computerized world that allows us to view a different reality right in front of our eyes
Education: gaming helps gain skills needed for learning
Psychopathy: someone who acts without conscience, has little to no value for the fair treatment of others, and who has little empathy for others
6 Features of Gaming
rules
variable, quantifiable outcomes
valorisation of outcomes
player effort
player-attached outcome
negotiable consequences
Uncanny Valley: relationship between an object's human resemblance and the emotional response to it.
Gamification: applying gaming characteristics to non-gaming contexts
Games and Game Platforms
handheld games
mobile games
games within social media
console games
PC based games
arcade games
players in the traditional game industry
Publishers
Consumers
Distributors
Retailors
Developers
Higher Education
Liberal Education: fight between traditional and liberal teaching,
Clark: technology is a vehicle
Kozma: technology influences learning
3 phrases of growth in higher education sector are mass, elite, and universal
MOOC stands for massively open online courses
The 5 P's
Phisopholical
Pedagogical
Personal
Practical
Policy
Features of MOOC
courses can have an unlimited size
they are free
they are not for academic credit