New Media and Digital Culture

New Media

Web 2.0

20 Key Concepts

Wikinomics

Peering

Openness

Sharing

Acting Globally

Media Convergence

Social

Industrial

Textual

Technological

Interactivity

The Knowledge Economy

Hacking

Mobile Media

Globalization

Networks

Digital Economy/Digital Capitalism

Participation

The Digital Divide

Piracy

Digital Copyright/Creative Commons

Privacy and Surveillance

Cyberspace/Virtual Reality

Remediation

Creative Industries

Ubiquitous Computing

Convergence

User-Created Content/User-Led Innovation

Collective Intelligence

Web 2.0

Media Theories

Social Shaping of Technology

Technological Determinism

Technological artefacts and practices vary for different societies

This concept was described by Raymond Williams and David Edge(Williams and Edge 1996: 866)

Technology is a product of the social conditions and how it is used

Technology Lock In

The nature of technologies and the direction of change are not problematic or pre-determined

According to Marshall McLuhan technologies are an extension of our human capacity and they subtly transform the human enviroment

The Qwerty Keyboard became a staple because of the older keyboard formation being used in typewriters for so long. Brian Arthur(1999)

Technological change produces social and organizational change

Williams' approach draws attention to decisions made in the adoption of new media technologies and the groups that can make changes regarding how technology is adopted

Information Society

Originally Daniel Bell attempted to take a systematic approach at the social impact of new media technologies

Knowledge and information are becoming the strategic resource and transforming agent of the post-industrial society(Bell 1980: 531, 545)

Bell claimed that the rise of the services economy and the growth of computer-driven knowledge technologies were central to 'post-industrial society' or later called the 'information society'

The two issues that Bell claimed were bringing this about are the workforce shift away from agriculture and the growing role of knowledge and information

This has been challenged by people like Kumar and Mattleart

Network Society

Five Central Elements

The pervasive impacts of new ICTs through social activity

The theory of the network society has been championed by Manuel Castells who is a sociologist

The logic of networking being applied to all social processes and organisational forms

Information becoming the raw economic material which is both an input and output

Processes, organisational structures and institutional forms being flexible in order that changes can be made for uncertainty and unplanned changes

The growing convergence of specific technologies into a highly integrated system which affects all industries

According to Castells the world is becoming a global capitalist society where capitalist economic relations are pivotal

People such as Nicholas Garnham(2004) have argued that the media described by Castells encompasses a more diverse range of forms than he recognizes

Techno Economic Paradigms

Five main Identified paradigms

Long waves of capitalist development were identified by Russian economist Nikolai Kondratiev who noted clusters of technological development that trigger the rise of new industries and socio-economic changes

The Age of Oil, The Automobile and Mass Production(1940s-80s)

The Age of Information and Telecommunications(1990s-present)

The Age of Steel, Electricity, and Heavy Engineering(1890s-1930s)

The Age of Steam and Railways(1840s-80s)

The Industrial Revolution(1780s-1830s)

Actor-Network Theory

Derived from French philosopher and social theorist Bruno Latour who helped develop an understanding between the relationship between technologies and society

Views a network as a concept that maps actors and interactions that enable new technologies to be created or used

Actors can be human and non-human when it comes to interactions

Perceives reality as constituted by the technical and symbolic activity of humans

Views digital networks as rendering the real world's network aspect visible by creating public complex social networks that combine people and machines

Networks

How Networks appear in economics

Networked Forms of Organization

The Relationship Between Market And Non-market Production

Network Externalities

Market participants affecting each other without being paid

Positive Externalities have been a strong driver of New Media

Metcalfe's Law(Named after Bob Metcalfe who invented Ethernet)- Membership of a network has a value to users that is a multiple of the number of other users(Shapiro and Varian 1999: 184).
n*(n-1)=n2-n

Increasing the size of the network can have a effect on the perceived value tenfold the increase in size

Growing significance in non-market or social production is associated with the rise of information, knowledge, and culture to the center of economic relations

Networks and Social Production

According to Yochai Benkler there has been a rise of a networked information economy

A main characteristic of these networks is that Decentralized individual action plays a much greater role than before

Benkler identifies three sub conditions that have lead to the rise in the networked information economy

The existence of the internet itself has given a major boost to all non-market forms of production and distribution of information

There is a rise of peer production of information, knowledge, and culture through large-scale cooperative efforts

The rise of information, knowledge, and creative industries themselves

Social production might have the most impact in areas of economic life that share core characteristics with industries connected to information, knowledge, communications, culture, and creativity

Social Network Media and Social Capital

3 Types of Social Capital

bridging social capital

linking social capital

bonding social capital

Social Networking Sites(SNS)

Social Capital is Enhanced Across Three Dimmenions(Petter Bae Brandtzaeg 2012)

SNS users tend to have more acquaintances offline than non-users

SNS played a positive role in developing and maintaining bridging social capital

Active SNS use tends to lead to more face-to-face interactions with close friends

Brandtzaeg found that very active SNS users may experience greater loneliness than non-users which is similar to a thesis by Sherry Turkle that claimed that technology removing the possibility of being alone can isolate us even though we think we are connected

The Public Sphere

Jurgen Habermas defines the public sphere as a realm of social life in which something approaching public opinion can be formed and access is guaranteed to all citizens

Habermas found three forces that helped open up a public discourse spheres

The rise of commerce and private business(Johnson 2012: 21)

A winding back of the feudal powers of the church and the nobility and the emergence of modern nation-states with legal powers

The rise of a literary-cultural public sphere that included journalism and arts(Johnson 2012: 21)

Dahlgren(2005) says that the internet has opened up democratic discourse to a wider range of citizens by enabling to develop multiple heterogeneous communicative forums and practices

Dahlgren view differs from the singular, public sphere of Habermas

Habermas thinks that the internet has not widely contributed to deliberative democracy but instead creates a large number of isolated spheres

Video Games

Games Industry

Video Games and Violence

Game Distributors

Game Retailers

Game Publishers

Game Consumers

Game Developers

The concern is with hardcore gamers

Generally people agree that a link between behavioral patterns and media violence

John Murray(2008) argues there are three significant classes of effects that sustained violent media causes

Desensitisation

Fear

Aggression

The results of many studies have had results that deviate too much to prove a clear link between violent behavior and video game/media violence

Gamers

Hardcore gamers are predominantly male

Most gamers are older than 18

Adult women now make up a greater portion of gamers than younger boys

One-third of gamers play games on their smartphones

Game Features

Valorisation of outcomes

Player effort

Variable, quantifiable outcomes

Player-attached outcome

Rules

Negotiable consequences

Higher Education

Top Destination Countries for Education(UNESCO 2012b)

UK

Australia

US

France

Four trends that are changing higher education

Development of cross-border teaching programs

The growing importance of international sources of research funding and international research collaboration

Growing reliance upon international enrollments for funding

Cross-border accreditation of programs

Broad public good aspects of higher education

Universities as scholarly institutions where the nature of the public good is understood deeply and can be debated in free enviroments

Universities as institutions that contribute to the public sphere

Support for the education of individuals and for research that leads to the generation of new knowledge

Massive Open Online Courses(Moocs)

4 Myths and Paradoxes(Daniel 2012a)

Some people criticize MOOCs for being devoid of local context and possibly displacing initiatives of foreign countries with United States material

MOOCs can not qualify for academic credit and lead to problems

MOOCs often rely on crude teaching models based on repetition and basic testing

Completion rates for MOOCs are currently extremely low

According to Daniel there is a paradox where MOOCS want to make knowledge more common property but also want to find a way to generate money at the same time

MOOCs are often lead by high-profile international professors and production teams

However prestigious universities will not let MOOCs drain on their budget for traditional learning

Can allow disabled or international students to join in high profile lectures which can expand a professor's reach or a universities brand's reach

Some people worry that academic institutions might come to resemble the entities they serve; colleges could be turned into big businesses(Miller 2003: 902)

The Internet

Nicholas Carr worries that the internet will make us more distracted and we will lose the ability to have a deep mental focus(Does the Internet Make You Dumber?)

According to Clay Shirky it is natural for new media to create garbage because not every part of new media culture is a treasure or intellectual material that we keep(Does the Internet Make You Smarter?)

According to William Poundstone the internet does not make us smarter or dumber but it makes us not aware of what we don't know(The Internet Isn't Making Us Dumber- It's Making Us More 'Meta-Ignorant')

Alan Lightman noted that the tech connected society that is being created can make us more connected to ourselves and others but also disconnected from the world immediately around them(The Accidental Universe)

SNS and media can remove boredom which reduces our creativity(Note to Self- The Case for Boredom)