New Media Flashcards
(24 cards)
Livingstone and Bovill (1999)
suggest that converging of technology is blurring the boundaries of activities such as searching for info, working, education and playing games as people switch between them or combine them
Jenkins (2008)
- argues that this process has led to cultural convergence, where consumers are encourages to seek out and share new info and make connections between dispersed connections from a range of media, which new tech makes so much easier
terms
- digitally, all data is stored and shared via screen based products
- interactivity, digitalisation has allowed us to communicate with our media platforms, meaning as the consumer we get more out of the experiences
- collective intelligence, refers to the way users of new media collaborate and share their knowledge, resources and skills online
- Hypertextuality, the links which form a web of connections to other bits of information, which gave users a way of searching, interacting with and customising media for their own use
- Dispersal, media has become less centralised, more adapted to individual choices, with a huge growth of media products
- Virtuality, the way people can now immerse themselves in a wholly unreal interactive experience
Helpser (2011)
found that the healthy, young, well educated people with higher incomes are the most likely to be internet users while those with health problems, the elderly, manual workers and those without qualifications were likely to be left behind
OFCOM
- In 2013 the Office for National statistics found that more than 36 million adults in the UK use the internet every day by 6 million had never used the internet
- OFCOM found that 1/5 households didn’t have access to the internet
Digital divide and underclass
Digital divide- uneven access to the technology due to inequalities between different social, cultural, and economic groups, often caused by location
Digital underclass is a group of people who tend to be from the lower social classes who have full access and use of the internet and other digital media
Jones (2010)
the patterns in internet access and use tend to reflect and amplify existing inequalities; groups such as the poor, the unemployed, the physically and socially isolated: the elderly, the disabled ad those living in rural areas
Dutton and Black (2011)
- 91% of those with higher education qualifications had access to the internet compared to with 34% of those with no qualifications
Li and Kirkup
- study of British and Chinese students, two global gender based in terms of internet, in comparison to women
- Men in both countries has positive attitudes towards internet, used it more
- more likely to play video games
- less likely to use it for study
British female students used the internet as a tool rather than something for fun
Location and Global Digital Divide
- Most significant digital divide is between information rich and information poor countries and the existence of a global digital underclass
- Some countries excluded because of poverty and censorship
The effects of New Media and New Technologies on Traditional or old media
- Bivens (pluralist) suggests three significant changes in journalism of old media
1) shifts in traditional news flows cycles
2) heightened accountability
3) evolving news values (pluralism)
Reduced power of ownership
- McNair suggests new media has meant that elite groups have less power to influence news agendas
- Top down control replaced by ‘cultural chaos’ - more anarchy, disruption, openness
However, Bivens argues that this shift in power is only slight, news organizations are still able to shape news output
Rise of Churnalism and Infotainment
Journalism changed by
- Churnalism, stories produced on the back of pre packaged material in gov press releases’, spin doctors, news agencies
- Infottainment, information wrapped up as entertainment
Changing relationships with media audiences
Newman and Levy
- Study by Reuters institute found that over 1/3 of 18-24 year olds in ten developed countries use smartphones to access news
ACRONYM
Little Britain- Livingstone and Bovill
Made- Mackinnon
Me- McLuhan
Laugh- Li and Kirkup
Livingstone and Bovill
- Converging of technology is blaming the boundaries of activities such as searching for information, working, education and playing games as people switch between them or combine them
Li and Kirkup
- study of British and Chinese students, two global gender based culture
- Men in both countries compared to men;
1) had positive attitudes towards the internet, used it more
2) less likely to study
3) more likely to use video games
4) Females more likely to use it as a tool, over pleasure
Bivens
3 changes in journalism
1) shifts in traditional news flows cycles
2) heightened accountability - citizenship journalism
3) Evolving news values (pluralism)
McLuhan
- the Global village is a term used to describe how the digitized new media collapse space and time barriers
Mackinnon
- demonstrates how undemocratic regimes monitor and control media usage, ie China, Great Wall of China, pessimistic view.
Technological convergence
- single device consumes various media technologies eg the iPhone
Digital Divide
- Uneven access to technology due to inequalities between different social, cultural and economic groups, caused by location
Digital underclass
- a group of people who tend to be from the lower social classes who are increasingly disadvantaged compared to those who have full access and use of the internet of other digitized work.
NEW MEDIA PERCY
P- New media is good because of heightened accountability
E- Citizenship Journalism
R- Bivens
C- Celebrities more likely to be caught out - disadvantages reporters
P- New media collapse’s space and time
E- Can talk to someone in Australia instantly
R- McLuhan
C- people with power can instantly cause chaos, USA vs North Korea
P- undemocratic regimes monitor and control media usage
E- China, great fire wall
R- MacKinnon
C- can be viewed in positive way, if someone looks up something bad/dodgy
P- How different gender based cultures use the internet
E- Men spend more time playing video games
R- Li and Kirkup
C- potentially outdated, stereotypical