Media and convergence 09.09.24 Flashcards
Schmidt (40 cards)
Describe the areas of influence of technology on journalism as analyzed by Pavlik, and discuss their relevance today
According to Pavlik, technological change affects (1) the way journalists do their job; (2) the nature of news content; (3) the structure and organization of the newsroom and the news industry; (4) the nature of the relationships between and among news organizations, journalists and their many publics, incl. audiences, competitors, sponsors and those who seek to regulate or control the press.
(1) The way journalists do their job
- “Shoe-leather” reporting remains the best – from the scene. But more journalists spend less time in the field, observing the events directly. Use social media for gathering info, sources, interviews, etc.
- Digital tools make it increasingly possible to work right up to the deadlines
- In the digital newsroom one journalist can perform any editorial or production operation on the video
(2) the nature of news content
- Storytelling transformation (no more longer shots, not that slowly paced narrative, etc. Instead – edits are faster-paced, shots shortened, narrative fast-paced)
- High-speed news. The question is – whether it is better journalism? What is better speed or quality?
- Immersive and interactive multimedia reports – yes, and it is engaging
(3) the structure and organization of the newsroom and the news industry
- Global news marketplace – thousands of news sites and news providers
- What will happen to local news? Diversity of news is shrinking on local level (much due to economics tho)
- Line between editorial and advertising is blurring - ethical concerns as well.
- Online comms affect the centralization and hierarchy of a newsroom – become flatter in their structure, the distance between top and bottom much reduced
- More comms between audience and the newsroom via social media and emails. Affects the selections of topics.
- Combined news-gathering operations (CNN, Bloomberg) – efficient and cost-effective
- Newspaper distribution – sometimes goes completely online!
(4) the nature of the relationships between and among news organizations, journalists and their many publics
- Not a “broadcast” model (one to many; Intent – persuasion and information), but more of a dialogue between the media and the public – two-way symmetric model of communication (acc. to Grunig). No one group dominates the process of persuasion. Intent – dev-t of civic or public journalism.
- The q – who is the journalist now in the era of www? We all are? Citizen journalism? What is the role of journalism today then? What are the implications to democracy?
- The credibility of journalism must be re-established
New media: determining or determined?
Study of technology and society as things that are in constant relationship each other (technology isolated)
M.McLuhan
Technological determinism – technology is a cause. E.g.: the introduction of the internet has resulted in new forms of political participation.
R.Williams
Rejection of any kind of technological determinism. E.g.: the internet is the result of the emergence of a social need for new forms of public sphere
Acc. to Schmidt – both
Artificial Intelligence
Searle: AI algorithms can instruct computers to perform simple electronic activities, but computer algorithms cannot develop emotions [Searle, 2013].
- useful for covering routine topics (weather forecasts, sports scores), so that human reporters can focus on more complex and nuanced issues
- Virtual presenters (South Korea)
- but – ethical responsibilities cannot be fulfilled by a robot, humans remain critical to the industry; investigative stories require human judgement and perspective
- future – technology evolves and so have the journalists – they need to find new ways to stay relevant and valuable to the audience (maybe news skills such as multimedia storytelling or data analysis)
- AI is likely to lead to an explosion of automated or semi-automated media in the next few years. It will be easier than ever to create ‘good looking’ and highly plausible multimedia content, but it will also be harder than ever to separate what is real from what is fake, misleading, or doctored
3 types of newsrooms
1) Traditional – Disseminate information primarily in the legacy formats of newspaper, television, print magazines, and radio. Though these organizations may have a website or some digital presence, their primary platform is a traditional format.
2) Hybrid – Use a combination of traditional and digital formats. Many hybrid organizations have transitioned from being traditional news outlets
3) Digital-Only – Exclusively publish in an online format
Castells and Network Society (definition)
Definition: A social structure based on networks operated by information and communication technologies based on microelectronics and digital computer networks that generate, process and distribute information on the basis of the knowledge accumulated in the nodes of networks.
Network society refers to the social structures of the information age which is dominated by decentralized networks rather than bureaucratic and hierarchical institutions.
Technology does not determine society, it is society. Society shapes technology according to its needs, values and interests of ppl who use technology. Networking logic – can connect + can operate. Networks don’t have the center and aren’t attached to geographical spaces. Timeless time.
Reasons:
Invention of microelectronics and the IT revolution;
The crisis of industrialism in both capitalist and statist societies;
The profound cultural challenge culminating in the rise of social movements in the late 1960’s.
What are the primary characteristics of network society?
- The emergence of microelectronic technologies (that provide new capabilities to an old form of social organization: networks)
According to Castells, what is the role of networks in a society?
- Networks are a way to create more egalitarian societies.
What is the main challenge posed by network society?
- The fragmentation of society.
What does Castells mean by the term “space of flows”?
- The interconnected, global spaces of the network society.
According to Castells, what is the impact of network society on social movements?
- Network society strengthens social movements by providing new means of communication and organization.
What is the difference between a network and a hierarchy?
- Networks are decentralized and flexible, while hierarchies are centralized and rigid.
+ and - of network societies
Positive aspects:
Conclusions according to Castell :
- more inclusive and can break down barriers
- more equality and egalitarian societies
- new forms of collective action which go to social movement
- global, 24/7, always on. The significance of linear time is shrinking
Negative aspects:
Potential criticism:
- some are better connected and have more resources
- some are more skilled and have more influence
- fragmentation of society (echo-chambers, bubbles)
- timeless time
- overemphasis of technology
- aspect of equality
- cultural homogenization (!!!)
TYPES OF CONVERGENCE
- Technological (device that had one primary purpose, now has evolved into doing similar tasks as other devices, e.g. iphone)
- Economic (large companies develop both new and old media to increase the profit. Horizontal integration of the entertainment industry, e.g., Harry Potter EVERYTHING)
- Social/Organic (influence of technology on the way how ppl interact with each other and consume media). Not multitasking, rather task-switching.
- Cultural (transmedia storytelling and participatory culture of the audiences)
- Global (experience of being a citizen of the global village; cultural hybridity – results from the international circulation of media content)
Convergence culture
“Welcome to convergence culture, where old and new media collide, where grassroots and corporate media intersect, where the power of the media producer and the power of the media consumer interact in unpredictable ways.” (Jenkins 2006)
Media convergence transforms established industries, services, and work practices and enables entirely new forms of content to emerge
LINEARITY AND LIQUIDITY IN CONSUMER CULTURES (TURNER)
Linearity – predictable iterations of the same franchise (James Bond movies, soap opera Eastenders)
Liquid differentiation – production of groundbreaking, unconventional new media formulas, hybrid genres, complex and demanding storytelling formats
Same companies tend to be engaged in both types of production. According to Turner, this makes media industries at once forces for standardization and innovation.
But. Consumers use digital and mobile technologies to assert their own control over cultural flows (grassroots creative communities, pirate radio, UGC activism). Consumers demand their right to participate. Audiences are not hidden (Youtube)
Collective intelligence – none of us know everything, each of us knows something. Collective intelligence can be seen as an alternative source of media power.
The Toffler Curve
Shorthand for the concept of the accelerating rate of change, and its disruption to humans and society. Agricultural age (1st wave, from Adam till 1800s), Industrial age (2nd wave from 1800 till 1940), Information Age (3d wave from 1940s). Today the rate of change is vertical.
Concept of innovation – gamification of journalism. Define gamification
Gamification - “Gamefication adds game-like elements to activities that are not really games”
Previously:
Games as means to engage the readers and create habit:
- Traditional newspapers: simple game-like pastimes such as quizzes, crosswords, or even sudokus
- Legacy media: loyalty or rewards programs to tie down news readers (e.g., The Washington Post’s „PostPoints“)
- Badges function as a graphical representation of a one-time achievement or a cumulative achievement of other metrics. An infamous use of badges in news gamified systems is that of Google News Badges.
Professional and commercial logic acc to Conill
Professional logic:
Overall, journalism is to a large extent understood as process of verifying, refining, and upgrading mere ‘information’ to useful and unbiased facts and analysis. In short, the professional logic addresses audiences and readers primarily as citizens.
Commercial logic:
The professional logic above is in essence an ideal construct on how journalism should operate, while journalism in prac- tice is urged to follow or influence market demand to be able to support its operations.
Since news is a commodity, not a mirror of reality (Hamilton, 2004, p.7) it is essential to point out how consumer preferences, among other things, drive news coverage.
Thus, if professional logic regards audiences and readers as citizens, the commercial logic addresses them primarily as consumers.
Conflict:
It is widely understood that the commercial logic is gaining ground at the expense of the professional logic, as journalism and news media are increasingly anchored in the digital environment.
In the digital world, journalism has to work within these premises instead of the near monopoly situation in the analogue media system, adjusting even more to audience demands, or find ways to increase motivation for news consumption.
Faced with this abundance of choices in the information environment, more people are decreasing their news consumption or are checking out from journalism completely.
THE AIMS OF GAMIFYING JOURNALISM
The future of journalism seems to be attached to popular demands.
Literature about youth and news consumption usually points to the issue of engagement.
While those traditional game-like pastime features such as quizzes have been successfully translated into the digital arena (Schultz, 1999), it is videogames to their full extent the type of new media that is reported to be majorly engaging younger audiences, and on its turn, as Putman would suggest, distracting teens from civic media use.
The habits and traditions of media consumption are fundamentally linked to a generational context. If new generations do not read news, but are extremely engaged in playing games, the trend is only going to increase as one generation replaces the other.
Reasons pro gamification
+:
- Engagement
- responds to a generational shift into digital natives
- to enhance engagement, grant choices, reaffirm progression, and provoke social habit
- gamification gives the tools for users to participate and engage with other users, broadening the network of consumers
- avoiding the tabloidization effect
- to engage their news producers and contributors, instead of the audience
Reason contra gamification
- bastardization of gaming, instrumentalizing Game Design Theory for commercial purposes (Bogost)
- to generate a game so powerful that users forget that the goal of the experience is being informed about current events
- selling the core values of journalism to entertainment media + gives in completely to the commercial logic
- gamification can be used to manipulate and exploit people behind the veil of fun and leisure
- ethical questions of continuously being surveilled
- news outlets could indeed use a gamified experience to exploit their users (e.g. manipulating their reading choices through game mechanics)
Dangers and benefits of gamification of journalism (acc to Schmidt?)
Dangers:
- digital divide between ppl with and without access
- make journalism about the game, not about the CONTENT
- questioning the seriousness of news, giving it a secondary role
- a threat to creative journalism selling the core values of journalism to entertainment media
Benefits:
- extra income?
-create a user experience that is more attractive and enticing
-could become a profitable business model
Advantages of gamification acc to Jane McGonigal, a game designer and author
Jane McGonigal, a game designer and author, argues that games can offer a unique advantage in solving real-world problems because they cultivate a set of skills and mindsets that are particularly well-suited for tackling complex, global challenges. In her work, especially in her book “Reality is Broken: Why Games Make Us Better and How They Can Change the World,” McGonigal outlines several key skills and mindsets that gamers develop through gameplay:
Urgent Optimism: Gamers have a sense of urgent optimism, which is the belief that they have the power to act immediately to tackle a problem and the hope that their actions will lead to a positive outcome. This mindset encourages gamers to approach challenges with determination and a positive outlook.
Social Fabric: Games foster strong social connections. Collaborative games, in particular, teach players how to trust and rely on each other, building a social fabric where teamwork and cooperation are essential. Gamers learn to value and contribute to communities, which is vital in solving real-world issues that require collective action.
Blissful Productivity: Gamers enjoy being productive and often engage in challenging tasks within games because they believe they can achieve something worthwhile. This “blissful productivity” means they are willing to put in the effort and time needed to solve difficult problems, a trait that is crucial for addressing persistent real-world issues.
Epic Meaning: Games often give players a sense of epic meaning, as they are involved in quests or missions that contribute to something larger than themselves. This sense of purpose can translate into real-world efforts, where gamers are motivated to engage in activities that have significant social impact.
Experimentation and Resilience: Games encourage experimentation and learning from failure. Gamers become adept at trying different strategies, learning from their mistakes, and persisting until they succeed. This resilience and adaptability are essential when tackling real-world problems, which often require innovative solutions and the ability to recover from setbacks.
Systems Thinking: Through gameplay, especially in complex strategy games, players develop systems thinking skills. They learn to see the bigger picture, understand how different elements interact within a system, and anticipate the consequences of their actions. This ability to think in systems is crucial for addressing multifaceted global challenges, such as climate change or economic inequality.
McGonigal believes that by harnessing these skills and mindsets, gamers can become powerful agents of change in the real world. Games, she argues, are not just a form of entertainment but a training ground for developing the cognitive and social abilities needed to solve some of the world’s most pressing problems.
Bartle’s original taxonomy divided players into …
….four categories: killers, achievers, socializers, and explorers. Thus, the key here is to find what are the type of players that want to read news. Explorers and socializers seem good news player types. The first could be engaged by finding new content and unveiling stories. The latter could be engaged by interacting with other users. Additional player types for journalism could be contributors, those who are engaged by providing content, and watchdogs, those who could be engaged by pointing out misleading information that has been published.
Vos views on journalism gamification
While the gamification of news is often positioned as a recent innovation, it should be pointed out that gamification in news is not new. However, historically, it was little more than simple games, such as quizzes and crosswords.
Historically, gamification had two precursor movements. In the mid-20th century, the Soviet Union experimented with a ‘workplace-based socialist competition’ hoping that the power of games could replace capitalist competition with something more humane, but would similarly motivate productivity (Nelson, 2012: 23). Similarly, in the 1990s and 2000s in America, businesses promoted a ‘trend of “fun at work” that reimagined the workplace as a fun and playful locale’ (Nelson, 2012: 23).
Explain the connection between Pavlik’s findings and the concept of Convergence culture (Jenkins)?
Pavlik’s findings about the impact of technological change on journalism are closely tied to the concept of convergence culture, which was popularized by media scholar Henry Jenkins. Convergence culture refers to the blending of old and new media, where different forms of media intersect, and audiences actively participate in the creation and distribution of content.
TAKE PAVLIK IDEAS AND READ JENKINS TO FIND THE SIMILARITIES/DIFFERENCES
1) Journalists are no longer the main sources of content production, as everyone now has the right to produce and distribute the content, and everyone is being transformed by their new power.
2) Now media want to accelerate the flow of media content across the channels to expand revenues and broaden markets. Jenkins justifies the Pavlik point (2)
3) Media seek to extend their reach by merging, converging and synergizing their brands and intellectual properties (Jenkins)
Grassroot communities and UGC and independent media productions - myspace, youtube, etc.
Legacy media have an opportunity to grow, but this requires innovation, which in turn required the organisational change.
(4) Convergence is both top-down corporate driven and bottom-up consumer driven process (Jenkins) and users are learning how to master the technology to bring the flow of media under their control and to interact more with other users.
The flow of media content is shaped by decisions made by teenagers in bedrooms, and by decisions made in corporate boardrooms.
“Media convergence is the flow of content across multiple media platforms, the cooperation between multiple media industries, and the migratory behavior of media audiences who will go almost anywhere in search of the kinds of entertainment experiences they want.“ (Jenkins, H. (2006)
Explain the connection between Pavlik’s findings and the diffusion of Innovations (Rogers)?
Diffusion of innovations acc. to Rogers ((from Schmidt’s reader p. 279)):
- Diffusion is a process by which an innovation is communicated through certain channels over time among the members of social system (Rogers, 2003)
- An innovation is an idea, practice or object perceived as new by an individual or other unit of adoption.
- The diffusion process typically involves both mass media and interpersonal communication channels.
- A person evaluates a new idea and decides whether or not to adopt it on the basis of discussion with peers who have already adopted or rejected the innovation.
- S-shaped curve –> illustrates how innovations typically start slowly, accelerate rapidly during the middle phase, and eventually slow down as the market reaches saturation.
1) Innovation/Introduction Stage (Slow Growth):
Initially, only a small number of people, known as INNOVATORS, adopt the innovation. This early phase shows slow growth as the innovation is still gaining awareness and acceptance.
2) Early Adoption Stage (Rapid Growth):
As the innovation gains credibility and more people become aware of it, EARLY ADOPTERS begin to embrace it. This stage sees a significant increase in adoption, leading to a steep upward slope on the curve.
3) Early Majority and Late Majority (Peak Growth):
The innovation reaches the EARLY MAJORITY and LATE MAJORITY, who are more cautious but follow once the innovation becomes more widely accepted and proven. This stage represents the peak of the curve, where the adoption rate is the highest (!!!)
4) Laggards Stage (Slowing Growth):
Finally, the LAGGARDS, who are resistant to change, adopt the innovation late in the process. As the market becomes saturated, the adoption rate slows down, and the curve flattens out.
!!! Connection Between Pavlik’s Findings and Diffusion of Innovations
Adoption of Digital Media:
–> Pavlik’s findings about the transition from traditional to digital media align with the diffusion process Rogers describes. Innovators in the media industry might be the first to experiment with new digital tools and platforms, followed by early adopters who recognize the potential benefits. Over time, as these tools prove successful, they spread to the early and late majority, eventually becoming standard practices.
–> Impact on Media Organizations:
Pavlik discusses how media organizations must adapt to survive in the digital age. According to Rogers’ theory, this adaptation can be seen as part of the diffusion process, where early adopters within these organizations lead the way in integrating new technologies, influencing the early and late majority to follow suit. Eventually, even the most traditional or resistant (laggards) are compelled to adopt digital practices due to market pressures.
–> Journalistic Practices and Roles:
Pavlik’s insights into the evolving roles of journalists can be connected to the diffusion of innovations within the profession. As digital technologies spread, journalists must learn new skills and adopt new tools. The diffusion process may start with a few innovative journalists (innovators and early adopters) who experiment with digital storytelling or social media, influencing their peers (early and late majority) and eventually setting new industry standards.
–> Challenges and Resistance:
Pavlik’s findings also highlight the challenges and resistance faced by traditional media in adopting digital innovations. This resistance mirrors the behavior of the late majority and laggards in Rogers’ model, who are slower to adopt new technologies due to skepticism or a preference for traditional methods. Pavlik’s work sheds light on how these groups eventually adapt as digital technologies become indispensable.
Social approval:
- Social media exploits our need for social recognition
- Social media platforms design features to maximise likes and shares
- Tristan Harris opinion: we’re all vulnerable to social approval
Content engagement:
- Frequent notifications lead to constant checking of devices
- Notifications are used by social media to create a sense of urgency
- Tristan Harris: endless scrolling is intentional to keep users hooked