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Week 13: 3.4 Who's listening? Mass communication in a networked, mobile environment

Posted in By Yvette 0 comments

Source: Tomi Ahonen upcoming book Mobile is 7th Mass Media Channel, 2008
www.tomiahonen.com


Key Point:

  • The 7 Mass Media
    • 1st - Print (1500)
    • 2nd - Recordings (1900)
    • 3rd - Cinema (1910)
    • 4th - Radio (1920)
    • 5th - TV (1950)
    • 6th - Internet (1995)
    • 7th - Mobile (2000)
  • The 6th Mass Media - Internet 
    • first media that could do everything that the previous five media could do
    • first interactive media, and Search
  • The 7th Mass Media - Mobile
    • can do everything the previous six media can do, including interactivity & search of the internet
    • five absolute competitive advantages
      • personal mass media
      • always-on media
      • always carried media
      • built-in payment channel
      • creative tool - always present at point of creative impulse
      • most accurate audience info
  • BDDO survey of 3000 customers around the world and found 60% of mobile users take the phone to bed with them (BDDO April 2005)
  • Nokia Survey of 5500 people a year later found 72% of phone owners use the phone as the alarm clock (Nokia June 2006)
TED Talk - Jan Chipchase on our mobile phones
Nokia researcher Jan Chipchase's investigation into the ways we interact with technology has led him from the villages of Uganda to the insides of our pockets. He's made some unexpected discoveries along the way.

Conclusion:
  • Connections and Consequences
  • The immediacy of ideas - if you want a big idea, you need to embrace everyone on the planet
  • The immediacy of objects - things become smaller as the functionality that you can access becomes greater. Thus, the speed of the adoption of things is just becoming more rapid in a way that we cannot conceive
  • Design stuff carefully - the ability to transcend space and time; it will innovate in ways we cannot anticipate; despite our resources they can do it better than us
  • The direction of conversation - we need to learn how to listen

Week 12: 3.3 Talk to me! Chatting/ Texting/ Twittering at each other

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Reading:
E.J Westlake (2008). Friend me if you Facebook: Generation Y and performative surveillance. The Drama Review 52 (4), 21-40
Fun Article about Facebook and how people perform themselves through digital media.


Summary:

  • Facebook: Facebook develops technologies that facilitate the spread of information through social networks allowing people to share information online the same way they do in the real world
  • Facebook was founded as a way to enhance face-to-face contact on university campuses, it has virtual and physical life unique on the internet
  • Argument: the predominantly Generation Y Facebook community uses Facebook to define the boundaries of normative behavior through unique performance of an online self
  • Facebook has become one of the fastest growing - and some will admit most addictive - pastimes in U.S.
  • MySpace is designed for global connectivity, has many features that allows for greater online creativity; Facebook is designed to allow for real-life social connections
  • The performance of self on Facebook always has the potential of carrying over into 'real life' and vice versa
  • Facebook take the concept of the personal web page and the blog further, enhancing the personal profile with tools for users to comment upon or even alter the content of fellow users' pages
  • Many sociologists worry that the increased internet use by Generation Y will result in their lacking the socialization needed to function in society
  • Facebook and MySpace made headlines in 2005 and 2006 for two reasons: 
    • they had raised issues about internet predators
    • they had caused concern about the availability of information for state surveillance
  • Users have jokingly referred to Facebook as 'Stalkerbook'
  • Facebook is a forum for the policing and establishing of normative behavior, more than the imagined forum of deviant exhibitionism
  • To some degree, the people of Generation Y trust technology, believing they can direct their performance to their chosen audience
  • GenerationY's political participant will continue to grow but political involvement seems muted when it comes to public protest
  • The people of Generation Y are choosing social cohesion over privacy challenges outmoded notions of individual freedom versus state intrusion
  • To some degree, both 'private' and 'public' are revealed as social constructs that shift and change over time
  • While Facebook operates as a forum for establishing social norms, the continual reinvention of Facebook by independent developers and users creates an opening through which Generation Y can push the boundaries of their online performance of self.


Watch: TED talk - Evan Williams on Twitter
In the year leading up to this talk, the web tool Twitter exploded in size (up 10x during 2008 alone). Co-founder Evan Williams reveals that many of the ideas driving that growth came from unexpected uses invented by the users themselves. Evan Williams is the co-founder of Twitter, the addictive messaging service that connects the world 140 characters at a time.






Week 10: 3.1 Inform me! news media

Posted in By Yvette 0 comments

Discussion:

  • How do you get your information/ news? Why?
    • Online: Borneo Post Online/ The Star Online/ Youtube
      • convenient
      • options
      • speed
      • updated
    • TV: Satelitte
      • live
      • visual
      • real
      • entertaining
    • Newspaper
      • cheap 
      • reliability
      • detail
      • respect proffessional
    • Radio
      • entertaining
      • up to date
      • convenient
  • How does this differ from old generation/ family?
    • the convergence from old media to new media
    • the existence of censorship
  • What do you find more credible? Why?
    • Printed newspaper
      • more accurate
    • Online news
      • not so accurate 
      • not specific
    • Wikipedia
      • not so credible
      • can change the content anytime, anywhere by anyone

New Sites that I'm interested in:
  • The Business Time: http://www.btimes.com.my/
  • The Borneo Post: http://www.theborneopost.com/
  • The Star Online: http://www.thestar.com.my/
  • News Strait Time: http://www.nst.com.my/

Week 9: 2.5 All the world's a game: virtual worlds, interactivity, convergence

Posted in By Yvette 0 comments

Summary from class lecture:

  • movie industry & media connection
  • virtual world & real world
  • impossible to switch off digital world
  • distinctive => senseless
  • curiosity
  • significant aspect of digital media & culture
  • expresses both existing & newly emerging possibility
  • negative & positive
  • politically, economically, socially, culturally
  • Why the film industry involved in the game industry
  • World of Warcraft (WoW) 
    • 11.5 million paying subscribers
    • pay US$14.95 every month
    • Plus: books, music, clothing, board games, calenders, card games, etc
  • computer games is not just a computer games, it is more than that
  • think of the production
  • Fans 
    •  Examples: the guilds, 'do you wanna date my avatar', south park, exhibition, video, remediation
  • Games stay 'alive'
  • we are not in Kansas anymore
  • commercial product
    • consumed worldwide
    • exploited worldwide
  • WoW - MMOs
    • large scale
    • mostly made by man ( 90-95%)
    • born out of Richard Bartle's MUD 1
  • Life in the MMO 
    • MMO is obviously a construct
    • rules enable the action and relations
    • rules govern behavior
  • open design: eg.Second Life, Project Entropia
  • closed design: eg. Wow, EverQuest
  • both designs enable different actions and experiences
  • on economic, ownership and gameplay - different designs different ideas
  • key issues: commercialisation of the game and commodification of information
  • Who owns the information 
  • Different designs explore/ enable different ideas
  • Why keep a design closed?
    • maintaining the game's economy
    • maintaining the player experience
    • perception of fairness
    • inflation and deflation
  • these economics are constructs
  • and their black markets can be big money
    • scarcity in game - senseless
    • value too therefore is constructive
  • in the digital world, time = money
  • gold farming - buying time
  • distinction between actual & virtual money 
  • The use of 'Bots'
  • Impacts
    • griefplay
    • minor
    • murder
    • marriage
    • addiction
    • crime
    • child labour
    • global inequity
    • discrimination
  • Korea online game industry is huge
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