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New Media & Digital Culture (Module 2: Twenty Concepts in New Media…
New Media & Digital Culture
Module 5: Games Technology, Industry and Culture
Features of Games
Rules
Player-attached Outcome
Negotiable Consequences
Variable
Valorisation of outcomes
Player effort
Gamification
: the use of game mechanics in non-game contexts such as education.
Gaming platforms:
Console games
Mobile games
Games within social media
Arcade games
Handheld Games
PC-based games
5 Major Players in the Gaming Industry
Game publishers
Game developers
Game distributors
Game consumers
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.
Employment in the games industry is male dominated and lacks diversity.
Module 2: Twenty Concepts in New Media
Asia
has the largest amount of Internet users
Tim Berners-Lee
credited for the development of the World Wide Web
3 C's of Computing
Communication
Computing
Content
Convergence
: he "synthesis of the two histories" of historical communication technologies and new media
Wikinomics Core Principle
Sharing: less proprietary approaches to intellectual
-Openness: open to new ideas outside of the regular ideas and organization
-Peering: collaboration through open network
-Acting globally: seeking knowledge throughout the world
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."
Creative Commons
: non-profit organization founded in 2001, "that is devoted to expanding the range of creative works available for others to legally build upon and share."
Digital Divide
: inequity in access to computers and internet, and refers to the ability to use these technologies to participate in public life.
Rearviewmirrorism
: 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 4: Social Networking and Media
Network externalities can be either positive or negative.
Social netowrking
is defined as the complex communications network in which people participate as consumers and/or producers
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.
Metcalfe's Law
: 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.
cognitive surplus
: people choose to participate and engage in social media rather than engage in passive media. (Clay Shirky)
network theory components:
small worlds
strength of weak ties
hubs and connectors
power laws of distribution
Three Types of Social Capital
bonding
bridging
linking
Module 3: Approaches to New Media
technological determinism
: new technologies are "self-generating" and are invented in an independent sphere that then create new societies
social shaping of technology:
the alternative view to technological determinism. It argues that technological innovation is a "social product."
Marshall McLuhan and Raymond Williams present completely opposite views of how media technologies are developed and used.
Marshall McLuhan described media technologies as "extensions of man."
Barriers to full and equal participation in new media
Income levels
gender
socioeconomic status
The Age of Information and Telecommunications is called The Age of Oil
Kranzberg's First Law is that "technology is neither good, nor bad, nor is it neutral."
Module 6: New Media and the Transformation of Higher Ed
Massively Open Online Courses
not for academic credit
free to students
can reach an unlimited size
5 P's
pedagogical issues
philisophical issues
personal issues
practical issues
policy issues
The United States is the leading destination for international students.
Digital media technologies enable more flexible delivery of education.
University of Phoenix: largest for-profit higher education provider in the US
Universal: adaptation of the whole population to rapid social and technological change
Mass: transmission of skills and preparation for a broader rand of technology
elite: shaping of the mind and character of a ruling class
Three phases of growth in the higher education sector:
Completion rates for MOOCs are extremely low.
Module 1: Intro to New Media
“New Media itself is neutral new technology evolving all the time. It is up to the user as to whether it is good or bad”
Socha and Eber-Schmid said: “What will be tomorrow is virtually unpredictable for most of us, but we do know that it will continue to evolve in fast and furious ways.”
Socha and Eber-Schmid says: the majority of “new media” is digital and can be easily “manipulated, networkable, dense, compressible and interactive”.
Media changes every day without warning. New media is growing exponentially.