Tuesday, 6 June 2017
Friday, 21 April 2017
Friday, 14 April 2017
Media Theorist Revision
I made this presentation on how to memorize the theorists for media in the online age. This is just how I plan to remember them:
Tuesday, 11 April 2017
Saturday, 8 April 2017
"The Internet as it was in 1996"
(https://www.youtube.com/watch?v=WTKIgdfoHxM)
Video made in the 90s all about the internet and how to use it.
Video made in the 90s all about the internet and how to use it.
Friday, 7 April 2017
Marc Prensky - Digital Natives
Recently, Prensky has moved on from the terms 'digital native' and 'digital immigrant' (created 2001), as they somewhat imply that everyone born after a certain date knows everything about technology, which is not true. Instead, he has come up with the umbrella term of 'digital wisdom'. His current view is:
"The Digital Natives / Digital Immigrants metaphor is NOT about what people know, or can do, with technology. Everyone has to learn in one way or another. It’s more about culture and attitudes."
(Source)
The theory expresses that many of the attitudes that people who grew up in the pre-digital times clash with the Natives', whose attitudes were formed in the new digital age (separate from what each may know about technology works).
Other reading:
http://edition.cnn.com/2012/12/04/business/digital-native-prensky/
http://www.marcprensky.com/writing/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part1.pdf
"The Digital Natives / Digital Immigrants metaphor is NOT about what people know, or can do, with technology. Everyone has to learn in one way or another. It’s more about culture and attitudes."
(Source)
The theory expresses that many of the attitudes that people who grew up in the pre-digital times clash with the Natives', whose attitudes were formed in the new digital age (separate from what each may know about technology works).
Other reading:
http://edition.cnn.com/2012/12/04/business/digital-native-prensky/
http://www.marcprensky.com/writing/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part1.pdf
Thursday, 6 April 2017
How has the introduction of the internet changed industries?
Video Games
Distribution:
- People no longer have to leave the house to buy a game, they can just download it online, for consoles or smaller applications such as on phones.
The gaming experience:
- Games aren't as much of an independent experience; you can play online with people from all over the world through the internet.
- Web 2.0
- Web 2.0
Example: Runescape
> Similarly, even playing with someone else through using two controllers connected to a console isn't necessary, because people can choose to connect online.
- Games can be streamed, such as on Twitch or Steam, live. People can watch others play in real-time making the audience feel like they are closer to their favourite YouTubers or long-distance friends because it is 'in the moment'.
- Virtual/augmented reality is more common and accessible. It has been integrated into Facebook to an extent, with 360 degree images where you can tilt your phone screen to see everything. This gives video game developers the opportunity to give previews to audiences, such as of a particular landscape in the game.
Tuesday, 14 March 2017
Saturday, 11 March 2017
Long Tail Theory
Graphs
Notes
Long Tail Theory - Chris Anderson, 2006
- About sales of a product over time
- Highest point of a chart: very popular, all at once
> e.g - TV Dr Who Christmas episode - Slope: popularity decreases over time
> goes down to a few purchases in a month / 1 view - Online stores can make more money out of small volume sales of the millions of individual niche products, than out of their higher volume sales of a much smaller number of mainstream products.
- Online digital stores (e.g - iTunes) can stock millions of tracks on their servers. They can provide both mainstream products and a huge number of obscure/niche products.
> Cater for the long tail of the market as well as mainstream
- "Web 2.0 allows us to become producers as well as consumers of the internet."
- "Web 2.0 allows us to collaborate and participate with each other."
> CCP - Creativity, Collaboration, Participation
Friday, 10 March 2017
Film in the Online Age
Case study: A Cure For Wellness

They also have a social media presence as they post frequent updates and try to persuade people to see the film, such as on Twitter:
They have a specific Twitter hashtag to allow people to interact with them or other fans of the film.
Creativity
The main site features spoof adverts of a similar calibre to that of those you may find on an untrustworthy website. They incorporate stills from the film and all feature the noun 'wellness' along with some form of direct address (e.g. "You are not well"), making them quite ominous in tone.
Tuesday, 7 March 2017
Fandoms
Henry Jenkins: Participatory culture
John Fiske: Three Types of Fan
Semiotic Productivity - analysing the text
Enunciative Productivity - Fans communicating with one another about a text (e.g online review sites, fan forums, Twitter hashtags...)
Textual Productivity - Fans creating media in response to the text (e.g - posters, fan-fiction, fanzines)
[Link: David Gauntlett]
Case Study: BBC's Sherlock (2010 - Present)
Semiotic Productivity:
Fans writing analysis and 'meta' about the show, referring to specific quotes to back up ideas and construct theories.

Enunciative Productivity:
Discussions on platforms such as Tumblr and Reddit about various plot points, theories, character developments, etc. Live Tweeting/Posting during new episodes.

Textual Productivity:
Fan art on Deviant Art, e.g. widely recognised John as a hedgehog, Sherlock as an otter.
John Fiske: Three Types of Fan
Semiotic Productivity - analysing the text
Enunciative Productivity - Fans communicating with one another about a text (e.g online review sites, fan forums, Twitter hashtags...)
Textual Productivity - Fans creating media in response to the text (e.g - posters, fan-fiction, fanzines)
[Link: David Gauntlett]
Case Study: BBC's Sherlock (2010 - Present)
Semiotic Productivity:
Fans writing analysis and 'meta' about the show, referring to specific quotes to back up ideas and construct theories.

Enunciative Productivity:
Discussions on platforms such as Tumblr and Reddit about various plot points, theories, character developments, etc. Live Tweeting/Posting during new episodes.

Textual Productivity:
Fan art on Deviant Art, e.g. widely recognised John as a hedgehog, Sherlock as an otter.

Sunday, 5 March 2017
David Gauntlett
Web 1.0 VS Web 2.0
The idea that Web 1.0 was solely about information being provided for the user with no interaction, and Web 2.0 is CCP (Collaborative, Creative, Participatory) with uploading, sharing, downloading and creating.The phrase 'Web 2.0' was made by Tim O'Reilly. It is not a replacement for the web we know, but rather a way of using the systems in a 'new' way that brings people together creatively. Individuals can collaborate on projects instead of seeking to create and protect their own work, for example the online encyclopedia, Wikipedia, where information is submitted by millions of users.
Gauntlett argues that people aren't represented by the media they use, Web 2.0 platforms allow them to make their own media to share with the world and choose how to represent themselves. It is more about people and less about 'the media'. Examples of this transformation include YouTube, Wikipedia, vlogging, etc. People can use platforms such as YouTube to entertain, present their daily lives, advocate for something, or present creative works and gain feedback (participatory culture).
Introduction
This blog is revision for the second exam topic, Contemporary Issues.
In your answer you must refer to:
The past (15%)
The present (70%)
A prediction about the future (15%)
You must refer to a minimum of 2 media areas.
Last year's questions: (choose one)
- News: Similarly, the way people consume news is ever-changing. The internet allows for news and communications to spread instantaneously all over the world. Consumers no longer have to leave the house and buy a physical print copy of a newspaper or even tune in at a specific time to see it on TV; all it takes is a quick online search. Social media presents even more opportunities for communicating as stories about what's 'trending' spread fast. Print media is becoming less popular and harder to support and the media is realizing this as they try to reach out to their audiences on plarforms such as Facebook with live videos, etc. Even magazines are making the move to digitalisation, as consumers can opt to read on devices such as iPads at their convenience (advertising may also be easier to incorporate, generating more revenue).
The Questions
Your answer is worth 50 marks and therefore half of the exam. It should take an hour to write.In your answer you must refer to:
The past (15%)
The present (70%)
A prediction about the future (15%)
You must refer to a minimum of 2 media areas.
Last year's questions: (choose one)
- "The impact of the internet on the media is revolutionary." Discuss.
- Discuss the extent to which the consumption and distribution of media has been transformed by the internet.
Some ideas:
- TV: People's lives are no longer dictated by the TV schedule; platforms such as Netflix, Amazon Prime, etc, allow for viewers to pick and choose when they want to consume media. YouTube also offers an interesting dynamic in that there is a 'channel' for every possible interest and viewers have the freedom to unsubscribe from them at any time. There are still some similarities between the two in terms of monetization and advertising, but overall viewers have a lot more freedom compared to the past. Could also discuss social impact - how often is it that families sit and watch TV together according to a schedule?- News: Similarly, the way people consume news is ever-changing. The internet allows for news and communications to spread instantaneously all over the world. Consumers no longer have to leave the house and buy a physical print copy of a newspaper or even tune in at a specific time to see it on TV; all it takes is a quick online search. Social media presents even more opportunities for communicating as stories about what's 'trending' spread fast. Print media is becoming less popular and harder to support and the media is realizing this as they try to reach out to their audiences on plarforms such as Facebook with live videos, etc. Even magazines are making the move to digitalisation, as consumers can opt to read on devices such as iPads at their convenience (advertising may also be easier to incorporate, generating more revenue).
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