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New Media Studies
Transcript of New Media Studies
the communication activities or practices we engage in to develop and use these devices
the social arrangements or organizations that form around these devices and practices DVD
networks based on fibre-optics or satellites Interactivity
a key concept
users have choice of access
users have control over outcomes
ex. World Wide Web! Interconnectivity
capacity to easily connect interactions across different networks Interoperability
the capacity to access all available forms of information and media content using different operating systems INTERNET a history developed after Cold War, when integrated communications networks became a priority
"packet-switching" : long messages are broken down into smaller "packets" of info and sent over network
1969 - ARPANET established as a national long-distance computer network using packet-switching
early research influenced by many fields of study: psychology, sociology, economics, communications
1970s - interest in mass communications and new media was peaked by broadcasting's convergence with digital communications, info systems and computing.
Focus on: impacts of new technology on attitudes, behavior, organizations, policy, etc.
features and functions of different systems
effects on work performance
Marshall McLuhan: father of new media theory "the medium is the message": Understanding Media: The Extensions of Man (1964)
proposed that the medium itself, not the content it carried, should be the focus of study
a medium embeds itself in a message, creating a symbiotic relationship by which the medium influences how the message is perceived
Movies v. Comic Books Movie Features:
One single sense is enhanced: Vision
You can't easily review it: It demands viewers' attention Comic Book Features:
Minimal Presentation of visual detail. Viewer must fill in details and determine meaning. EFFORT.
You CAN easily review it Movies are hot (intensify one sense) and high definition (demand attention)
Comic Books are cool and low definition (they require more conscious participation by the reader to extract value) Medium > Content AUDIENCE STUDIES how is culture consumed by audiences using new media?
audience is as important as text/author
audience negotiates new meanings
audiences can be passive/active
new media (twitter, facebook, blogs) all see audiences as active GAME STUDIES video games use simulation (algorithmic media)
Plato's concept of simulacrum: the identical copy for which no original ever existed.
i.e. - video games create a world of meaning where in reality there is no meaning at all
what meanings are created through games?
narratology v. ludology
study games using theories of narrative, or
study the rules of the game and the formal systems the games describe ONLINE COMMUNITES/NETWORKS internet has brought on expanded channels for social interaction
networked communities share information
defining core/group membership
diffusion of ideas throughout communities New Media Studies is the study of . . . Media Studies 2.0 "Web 2.0" phrase coined by Tim O'Reilly
web applications that facilitate information sharing, interoperability, ad collaboration
new focus on everyday meanings of media produced by audience
celebration of independent and DIY media (YouTube, mobile devices, etc)
shift in focus from Western media to diverse perspectives and processes of globalization and their effect on new media
recognition that new media and the internet have fundamentally changed how we view all media
notions of audiences as passive and elites as producers are pushed aside in favor of new research models
issues with power and politics are reworked in context of new media's widespread participation and creation.