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Flashcards in Final Deck (43)
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1

Metcalfes law

The value of a network is proportional to the square of the number of connected users in the system (n2)

2

Moores Law

Computing doubles every 18-24 month at same size and same cost

3

Diana Kimball: history of pocket technology (5)

Radio circuit > cellular:analog > cellular: digital > broadband:cdma > broadband LTE

4

Kate Shilton

Participatory Sensing

5

Ludology

Specific to games studies. How games are goal driven but also an experience of play

6

Narratology

Thinking about the game as a sort of story telling:drama with structure

7

Games theory

analysis of strategies for dealing with competitive situations where the outcome of a participant's choice of action depends critically on the actions of other participants. Game theory has been applied to contexts in war, business, and biology.

8

Golden Age

Late 70s-early 80s. Computing power increases and size decreases

9

Sandbox games

Creative productive versions of creating identity and worlds

10

Gameificaton

Captures how you can turn anything into a game and it will help people learn: edu-tainment

11

Rewards culture

People get used to getting positive reinforcement

12

Audience commodity in games

Games open door of exploitation of children, turning them into something that can generate profit

13

Role playing

Games where you have to play cooperatively with other people

14

Casual games

Candy crush, words with friends

15

Anita sakessian

Feminist frequency, stereotyped women in video games.need to diversify

16

3 ways of diversifying game development

Online authoring tools, crowdfunding models to take away production from big studios, digital distribution

17

Charles Davis

Creative industry deliberately produce culture as a product or service and copyright protected: film, tv, music

18

3 aspects of new media

IT/communications networks/digitilized content

19

Newness

Relative, historical and mediated

20

TCP/IP

Transmission Control Protocol / Internet Protocol

21

Properties of www

Open and decentralized, hypertext documents, easy to use

22

Circuit of culture

Representation, regulation, identity, consumption, production

23

Affordances (3)

Unexpected results from tech, uses of tech (social) can shape tech, negotiation

24

Technical agency

Shapes behaviour of users, controls freedom abilities

25

GUI originally crafted by

Xerox star

26

Semiotics

Teaches cultural meanings are political and related to power and ideology

27

Meme

Richard Dawkins: gene+mimeme ( to imitate)concept for discussion of evolutionary principles in explaining the spread of ideas and cultural phenomena.

28

Limor shipman

Hyper signification

29

Erving golfmann

Dramaturgy: performative

30

Computer mediated communication: rains and wellman

Personal, interacting with multiple people

31

Haythorne Thwaite

Strong, weak and latent ties: multiple channels

32

Andrew watts

Identity for global engagement

33

Imagined collective

Imagine yourself to be part of a group, always in communication

34

Disintermediation

Opening new platforms based on sharing economy- proams

35

Common carriage

The principle that internet service providers should enab,e access to all content without favouring

36

Copyright

Auto given to literary and artistic works

37

Copyleft

Alt licences such as Creative Commons

38

Lawrence Lessing

Internet regulators are law, norms, market and architecture

39

Information highway advisory council

Formed to consider the implications and recommend actions for the government on digital info arrival in homes concerns

40

IHAC CONCERNS AREAS

Create jobs, reinforces culture and provide access

41

Aggregate data

Taking a whole bunch of people's information to make clusters to bring out patterns and trends

42

Context collapse

When you post something you have an imagined audience, sometimes people's are seeing your info that are not apart of your imagined audience

43

Affordances of network publics

Persistence, replicability, scalability and search ability