The assignments are due in on Monday 4th April in the lesson and should be a minimum of 1500 words or 2 sides of A4 if you prefer to hand write your essay.
They will need to include:
* References to contemporary media theory to support your points
* detailed examples from 2 different media areas (i.e. TV, film, music, videogames, social networking sites, news/journalism, blogs etc), detailed means specific scenes from a tv programme or a specific case study of a facebook group etc.
* Your own opinion in response to the question
* An idea of how things have changed over time and also how they may develop in the future
Answer one of the following essay questions.
Media in the Online Age
1. "The impact of the internet on the media is revolutionary". Discuss.
2. Discuss the extent to which the distribution and consumption of media have been transformed by the internet.
Thursday, 24 March 2011
Convergence defined
Convergence - In it's simplest terms it means the coming together of two entities, it is the idea that the power of two things is greater than an individual entity.
Media Convergence - The ways in which media industries are diversifying so that they produce and distribute across several different media areas. i.e. The Dark Knight film would be pre-advertised online, screened in cinemas closely followed by the release of the videogame and possibly the single of the soundtrack on iTunes. This increases the audiences exposure to the film and increases the producers chances of making more money on the film.
Technological Convergence - technologies coming together for example a mobile phone that you can use as a still and moving image camera, download and watching moving images on, use as an MP3 player and recorder and access the internet to share what you have created and talk to your friends or people you have never met who live on the other side of the world.
Media Convergence - The ways in which media industries are diversifying so that they produce and distribute across several different media areas. i.e. The Dark Knight film would be pre-advertised online, screened in cinemas closely followed by the release of the videogame and possibly the single of the soundtrack on iTunes. This increases the audiences exposure to the film and increases the producers chances of making more money on the film.
Technological Convergence - technologies coming together for example a mobile phone that you can use as a still and moving image camera, download and watching moving images on, use as an MP3 player and recorder and access the internet to share what you have created and talk to your friends or people you have never met who live on the other side of the world.
Wednesday, 23 March 2011
what has been the impact of the internet on media production?
music;
the creation of the physical product has changed dramatically due to the advancement of technology and increasingly the internet, from records to CD's and now to downloads (software). now also the hardware has changed, as you can now play music on a number of products like computers, TV's, phones, ipods/mp3, dvd and game consoles (hardware).
downloading music and listening to music online means that you can get the most recent trackz either before or on the day of release without leaving your home.
you can now advertise the product online which makes it more accessible to the consumer as more people can see it.
theories related to this:
We-think - This relates because music is shared online and the consumer can create new music out of this for example remixing a track.
the creation of the physical product has changed dramatically due to the advancement of technology and increasingly the internet, from records to CD's and now to downloads (software). now also the hardware has changed, as you can now play music on a number of products like computers, TV's, phones, ipods/mp3, dvd and game consoles (hardware).
downloading music and listening to music online means that you can get the most recent trackz either before or on the day of release without leaving your home.
you can now advertise the product online which makes it more accessible to the consumer as more people can see it.
theories related to this:
We-think - This relates because music is shared online and the consumer can create new music out of this for example remixing a track.
What has been the impact of the internet on media production
Music
A way that the internet has affected the music industry, is by introducing new websites which can play and show music videos. This has led to an increase in advertisement for new and upcoming bands.
People are now posting online music ideas and sharing with the world thei ideas.
A way that the internet has affected the music industry, is by introducing new websites which can play and show music videos. This has led to an increase in advertisement for new and upcoming bands.
People are now posting online music ideas and sharing with the world thei ideas.
What has been the impact of the internet been on media production?
the internet has greatly influenced the way that films are currently being made and distributed. this is mainly due to the ability to share ideas and opinions in a much more easy and accessible way than before. people are now able to email and download files from the internet to others during the production of the film, making it much more easy to move files around. as well as this the internet has allowed for film and television producers to very easily get feedback from their targeted audiences to improve and change the way that the text is made. All of this has been greatly improved with the availability and accessibility of the internet.
as well as this, the way that films and television are consumed is also being greatly changed due to the internet and the ability to watch movies and programmes online through sites like BBC Iplayer, Channel 4 OD and Love Film which all allow the consumer to watch television programmes and films straight from the site. this backs up the theory of the Long Tale in that these texts are so much more accessable due to the internet.
as well as this, the way that films and television are consumed is also being greatly changed due to the internet and the ability to watch movies and programmes online through sites like BBC Iplayer, Channel 4 OD and Love Film which all allow the consumer to watch television programmes and films straight from the site. this backs up the theory of the Long Tale in that these texts are so much more accessable due to the internet.
What has been the impact of the internet on media production?
Film: The Internet has changed the film industry in many ways. Downloads from file sharing websites (Limewire, Torrents) and online streaming (Youtube, Alluc.org) mean that people can download or watch a film. They can also buy films and watch them without the need for a production of the physical disc of a film. With websites such as play.com and amazon you can buy films online for very cheap, which means that consumers which like to own a hard copy of the film can quickly and cheaply online. Irvine talks about Global Media and he talks about now with the increase of places to buy products you can get anything you wish on the internet. With websites such as play.com and amazon Chris Andersons theory of the long tail can be prooved. This is evident through the film industry. With online sites where you can upload your own videos such as youtube and vimeo, it is possible to create your own films and publish them yourself. This crosses the line between consumer and producer. Charles Leadbetters theory of We-Think suggests the internet has made creativity grow and this production of films from amateurs is an example of this. Also with online reviews it is easier for people to form an opinion on a movie, and for more people too watches it. This means that people could say disconcerting things about the movie, and then people will read it and will not watch it. Benedict Andersons theory of 'Imagines Communites' is backed up by this, as through blogs and threads you can create an Imagines community, in which you can share opinion with people and not know who they are. This also correlates with Tim O'Reilly's Web 2.0 as it says that due to the internet we can interact with others online. This also Correlates with Henry Jenkins theory of participatory culture, as fan cultures are improved due to online reasources.
The impact of the internet on media production...
Video Games : The production refers not only to the physical product, the actual disk but also the whole process of gaining customer feedback and influence and listening to the communities they have created or intend to create.
This therefore is where the advancements of the internet will be most influential. Online communities similar to those in Benedict Andersen's theory, who follow games such as Call of Duty or World of Warcraft that have huge fan bases and imagined communities. They have more of a say in the production of future developments than ever before. For example, i know that in "cod" the gamers who played COD 4, called out for a new modern warfare, but an equal amount called out for them to return to their roots and create a WWII game, and they did, in fact they did both.
Staying with the COD franchise, they continuously maintained their loyal customers by enabling them to download previews and demo's via the internet and xbox live, or playstation network. Activision also utilized the ability to play games on your mobile phone or iPod/iPad. So they created a mobile version of COD 5's zombies feature.
All consoles with online capabilities also provide a method of communication between players be them friends or just passing players. This links to O'rielly's Web 2.0 theory where the web is not just a facility to share information but also a form of social interaction. This capability also enables participant feedback to be spoken straight to other consumers and in turn, to the developers.
This therefore is where the advancements of the internet will be most influential. Online communities similar to those in Benedict Andersen's theory, who follow games such as Call of Duty or World of Warcraft that have huge fan bases and imagined communities. They have more of a say in the production of future developments than ever before. For example, i know that in "cod" the gamers who played COD 4, called out for a new modern warfare, but an equal amount called out for them to return to their roots and create a WWII game, and they did, in fact they did both.
Staying with the COD franchise, they continuously maintained their loyal customers by enabling them to download previews and demo's via the internet and xbox live, or playstation network. Activision also utilized the ability to play games on your mobile phone or iPod/iPad. So they created a mobile version of COD 5's zombies feature.
All consoles with online capabilities also provide a method of communication between players be them friends or just passing players. This links to O'rielly's Web 2.0 theory where the web is not just a facility to share information but also a form of social interaction. This capability also enables participant feedback to be spoken straight to other consumers and in turn, to the developers.
Media theories explained
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P2 media theories explained
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Monday, 21 March 2011
Catfish task
Who made it ?
Henry Joost
Ariel Schulman
Who produced it?
Andrew Jarecki
Marc Smerling
Henry Joost
Ariel Schulman
Who Funded it ?
The film was distributed by : Universal pictures, relativity media and rogue pictures. According to 'The Observer' it cost around $30,000 to make
What was the critical reception ?
On imdb.com there was an average rating of 7.1/10 ,
1. How has the Online Age revolutionised the film industry?
The film industry has be revolutionised by the creation of the internet as it has changed the way people can watch film, for example you can stream, download and upload films to the internet to make them available for everybody with access. Also it allows films to be discussed and reviewed on the internet and therefore people can see films best suited to their taste.
Charles Leadbetter wrote a book called "We think", he argues that the way we think and make sense of knowledge is fundamentally shifting in the online age. Due to all the information that is easily accessable
Henry Joost
Ariel Schulman
Who produced it?
Andrew Jarecki
Marc Smerling
Henry Joost
Ariel Schulman
Who Funded it ?
The film was distributed by : Universal pictures, relativity media and rogue pictures. According to 'The Observer' it cost around $30,000 to make
What was the critical reception ?
On imdb.com there was an average rating of 7.1/10 ,
1. How has the Online Age revolutionised the film industry?
The film industry has be revolutionised by the creation of the internet as it has changed the way people can watch film, for example you can stream, download and upload films to the internet to make them available for everybody with access. Also it allows films to be discussed and reviewed on the internet and therefore people can see films best suited to their taste.
Charles Leadbetter wrote a book called "We think", he argues that the way we think and make sense of knowledge is fundamentally shifting in the online age. Due to all the information that is easily accessable
'Catfish' Blog Post
Do some research into the film Catfish (2010),
What was the critical reception for this film?
The initial reception was confustion between whether the film was a very well made staged documentary or a true and real life story. But all agree it raised key issues and is a great film.
Who made it?
It was produced by Henry Joost and Ariel Schulman
Who produced it?
Who funded it? Not sure
Now discuss in your groups how you can apply the theories of We Think and Performativity to the film Catfish. Write up your notes on the blog.
Then answer one of these questions in detail on your blog, using the film as one of your examples. It must be done in your teams and be at least 400 words in total.
The theory 'We-think' by Charles Leadbetter applies to the film Catfish in the sense that because of the development of the internet and communication we have access to, we have let go of our personal security... to be continued!
What was the critical reception for this film?
The initial reception was confustion between whether the film was a very well made staged documentary or a true and real life story. But all agree it raised key issues and is a great film.
Who made it?
It was produced by Henry Joost and Ariel Schulman
Who produced it?
| Andrew Jarecki | .... | producer |
| Henry Joost | .... | producer |
| Ryan Kavanaugh | .... | executive producer |
| Brett Ratner | .... | executive producer |
| Ariel Schulman | .... | producer |
| Marc Smerling | .... | producer |
| Zachary Stuart-Pontier | .... | co-producer |
| Tucker Tooley | .... | executive producer |
| Colin Wilhm | .... | associate producer |
Now discuss in your groups how you can apply the theories of We Think and Performativity to the film Catfish. Write up your notes on the blog.
Then answer one of these questions in detail on your blog, using the film as one of your examples. It must be done in your teams and be at least 400 words in total.
The theory 'We-think' by Charles Leadbetter applies to the film Catfish in the sense that because of the development of the internet and communication we have access to, we have let go of our personal security... to be continued!
Catfish
Directors - Henry Joost
Ariel Schulman
Producers - Andrew Jarecki
Marc Smerling
Henry Joost
Ariel Schulman
Funded/distributed by Universal.
The legitimacy of Catfish has been questioned by the critics and viewers as the events that occur seem to be too convenient, with the wording also being perfectly adequate to each situation.
1. How has the Online Age revolutionised the film industry?
The online age has been revolutionised through the film industry by open access knowledge - allowing anyone to share their creativity online. This is shown in catfish whereby Angela is able to share her artwork with someone from a different state though the internet. Though she does so using a different name. Judith Butler's theory is performativity, meaning "its not who you are, its what you do". Angela creates a web of facebook connections, a whole society in which she is able to create a new identity of her own life that she would have wanted earlier. She is a lonely character behind a screen of burdens as she looks after her husband's two disabled children. Her relationship with Niev is one that she would have wanted herself when she was younger.
Do some research into the film Catfish (2010), what was the critical reception for this film, who made it, who produced it, who funded it?
Made By: Ariel schulman and henry joost
Produced By: Ariel shulman and henry joost
Funded By: Universal pictures
Critcial reception: Received an 82% fresh rating on rotten tomato, people believed that they didnt believe the events in the film where completely true. The telegraph gave it four out of five stars. The guardian also gave 'catfish' a four out of five rating, 'the possibility that this documentary has been faked; semi faked or re-staged or sneakely improved in the edit' is infuriating'
http://www.telegraph.co.uk/culture/culturevideo/filmvideo/film-interviews/8208178/Catfish-exclusive-interview-with-Nev-Schulman.html
1. How has the Online Age revolutionised the film industry?
People can now watch films online.
New and differant ways of advertising.
Many new websites and blogs rate, review and analyse films.
The verdict of the internet community can make or break a film.
On the internet everyone has a voice and can be heard.
Now discuss in your groups how you can apply the theories of We Think and Performativity to the film Catfish. Write up your notes on the blog.
Then answer one of these questions in detail on your blog, using the film as one of your examples. It must be done in your teams and be at least 400 words in total.
Catfish suggests that we think that online, everything online people feel sceptical about social networking, blogging etc. For example the women in Catfish took the role of different people pretending to be non existing people.
Made By: Ariel schulman and henry joost
Produced By: Ariel shulman and henry joost
Funded By: Universal pictures
Critcial reception: Received an 82% fresh rating on rotten tomato, people believed that they didnt believe the events in the film where completely true. The telegraph gave it four out of five stars. The guardian also gave 'catfish' a four out of five rating, 'the possibility that this documentary has been faked; semi faked or re-staged or sneakely improved in the edit' is infuriating'
http://www.telegraph.co.uk/culture/culturevideo/filmvideo/film-interviews/8208178/Catfish-exclusive-interview-with-Nev-Schulman.html
1. How has the Online Age revolutionised the film industry?
People can now watch films online.
New and differant ways of advertising.
Many new websites and blogs rate, review and analyse films.
The verdict of the internet community can make or break a film.
On the internet everyone has a voice and can be heard.
Now discuss in your groups how you can apply the theories of We Think and Performativity to the film Catfish. Write up your notes on the blog.
Then answer one of these questions in detail on your blog, using the film as one of your examples. It must be done in your teams and be at least 400 words in total.
Catfish suggests that we think that online, everything online people feel sceptical about social networking, blogging etc. For example the women in Catfish took the role of different people pretending to be non existing people.
Do some research into the film Catfish (2010), what was the critical reception for this film, who made it, who produced it, who funded it?
The film gained mainly positive critical response, however doubts of the legitimacy of the film have been bought into question. The film was directed by Henry Joost and Ariel Schulman, it was produced by Andrew Jarecki, Marc Smerling, Henry Joost, Ariel Schuluman Yaniv 'Nev' Schulliman. Universal studios did the funding.
Now discuss in your groups how you can apply the theories of We Think and Performativity to the film Catfish. Write up your notes on the blog.
Then answer one of these questions in detail on your blog, using the film as one of your examples. It must be done in your teams and be at least 400 words in total.
The film shows that anyone online can make their own identity and live their own life online. This allows people to escape the everyday grind of life. This also shows the theory of performativity which is more about what you do, and in this case it is Angela's obsession with creating her own identities which she can live different aspects of her life out through the internet.
Questions:
1. How has the Online Age revolutionised the film industry?
2. How is the identity of women mediated via the internet and why is this problematic?
The film gained mainly positive critical response, however doubts of the legitimacy of the film have been bought into question. The film was directed by Henry Joost and Ariel Schulman, it was produced by Andrew Jarecki, Marc Smerling, Henry Joost, Ariel Schuluman Yaniv 'Nev' Schulliman. Universal studios did the funding.
Now discuss in your groups how you can apply the theories of We Think and Performativity to the film Catfish. Write up your notes on the blog.
Then answer one of these questions in detail on your blog, using the film as one of your examples. It must be done in your teams and be at least 400 words in total.
The film shows that anyone online can make their own identity and live their own life online. This allows people to escape the everyday grind of life. This also shows the theory of performativity which is more about what you do, and in this case it is Angela's obsession with creating her own identities which she can live different aspects of her life out through the internet.
Questions:
1. How has the Online Age revolutionised the film industry?
2. How is the identity of women mediated via the internet and why is this problematic?
Catfish
Critical Reception:
People were not sure whether this documentary was real or fake. Producers are still claiming it is '100% true' however some are calling it 'the best fake documentary'.
Imdb: 7.1/10
Rotten Tomatoes: 81%
Guardian: 4/5
It was made and produced by: Henry Joost | Ariel Schulman | Andrew Jarecki | Marc Smerling
There is no evidence as too say who funded the film, but it would not have cost much to produce. If the film was actually a documentary, the cost would have been plane tickets and car rental/petrol, because if they are actually already film producers they would have already have had the equipment too make the film.
The theory of 'We-Think' is relevant to this film, as the theory talks about how the internet has changed how we can exchange information about the things that we create. The film starts off with us believing Abbey exchanging her paintings with Nev.
The theory of performality is relevant to this film as the theory states that identity is not fixed and it is constantly changing. This is relevant to the film, as Angela has many identitys on facebook, and goes on too show these in real life. The performativity theory suggests our identity changes dependent on who we with which is shown in Catfish as Angela's husband and children are oblivious to her differnet identitys.
People were not sure whether this documentary was real or fake. Producers are still claiming it is '100% true' however some are calling it 'the best fake documentary'.
Imdb: 7.1/10
Rotten Tomatoes: 81%
Guardian: 4/5
It was made and produced by: Henry Joost | Ariel Schulman | Andrew Jarecki | Marc Smerling
There is no evidence as too say who funded the film, but it would not have cost much to produce. If the film was actually a documentary, the cost would have been plane tickets and car rental/petrol, because if they are actually already film producers they would have already have had the equipment too make the film.
The theory of 'We-Think' is relevant to this film, as the theory talks about how the internet has changed how we can exchange information about the things that we create. The film starts off with us believing Abbey exchanging her paintings with Nev.
The theory of performality is relevant to this film as the theory states that identity is not fixed and it is constantly changing. This is relevant to the film, as Angela has many identitys on facebook, and goes on too show these in real life. The performativity theory suggests our identity changes dependent on who we with which is shown in Catfish as Angela's husband and children are oblivious to her differnet identitys.
Thursday, 17 March 2011
Catfish Task
Do some research into the film Catfish (2010), what was the critical reception for this film, who made it, who produced it, who funded it?
Now discuss in your groups how you can apply the theories of We Think and Performativity to the film Catfish. Write up your notes on the blog.
Then answer one of these questions in detail on your blog, using the film as one of your examples. It must be done in your teams and be at least 400 words in total.
Questions:
1. How has the Online Age revolutionised the film industry?
2. How is the identity of women mediated via the internet and why is this problematic?
Now discuss in your groups how you can apply the theories of We Think and Performativity to the film Catfish. Write up your notes on the blog.
Then answer one of these questions in detail on your blog, using the film as one of your examples. It must be done in your teams and be at least 400 words in total.
Questions:
1. How has the Online Age revolutionised the film industry?
2. How is the identity of women mediated via the internet and why is this problematic?
Wednesday, 16 March 2011
The future
After reading some of these links I would like you to write at least 400 words on how online media have developed in your chosen 2 media areas.
Film: Over a number of years the film industry has developed and changed in many different ways for example there are now 3D films that come out on a regular basis. Also there has been advance in sound systems to make the film more realistic, these areas are still underdeveloped and also very expensive and therefore have not really taken off.
Prior to DVDs and videos the only place that a person could view a film would have been in a theatre and there would have been a much smaller selection available to a much smaller audience. Many people are anticipating that in the future there will be no DVDs and that the films will be available straight from the internet and will bypass the waiting period between cinema and it being released on a DVD.
Music: With the development of the internet the music industry has changed significantly as new artists are being discovered daily, thanks to websites such as Youtube and Myspace. This technological convergence has proved to have made many different new successful artist who without these sites may have never been discovered. With the rise of the internet artists now find it easier to promote themselves and get there music heard by a mass audience.
Film: Over a number of years the film industry has developed and changed in many different ways for example there are now 3D films that come out on a regular basis. Also there has been advance in sound systems to make the film more realistic, these areas are still underdeveloped and also very expensive and therefore have not really taken off.
Prior to DVDs and videos the only place that a person could view a film would have been in a theatre and there would have been a much smaller selection available to a much smaller audience. Many people are anticipating that in the future there will be no DVDs and that the films will be available straight from the internet and will bypass the waiting period between cinema and it being released on a DVD.
Music: With the development of the internet the music industry has changed significantly as new artists are being discovered daily, thanks to websites such as Youtube and Myspace. This technological convergence has proved to have made many different new successful artist who without these sites may have never been discovered. With the rise of the internet artists now find it easier to promote themselves and get there music heard by a mass audience.
The development of Video Games and Film
Video games :
The video game industry has developed over the past 60 years, with all different companies releasing their own consoles to ultimately bring out the leading console and become massively successful as a business as the video game market has become very popular. Through development in the 21st century consoles now incoperate technological convergance into their product. For example the Playstation 3 which is a very successful console incorperates film; including the company 'love film' into their product. music including music videos using a program called 'vid zone' which is free and makes money by advertisng. So with these new areas of media being introduced into the PS3 and also other consoles such as the Xbox and Nintendo Wii, it shows how the video game industry has changed from just a one role of playing games, to being able to do other things then just play games.
Another way that the video game industry has changed is through the development of graphic enhancement. For example the introduction of High Definition in many new consoles has made consumers able to use consoles for Film TV and the internet to a great effect, as gamer realism has developed making consumers believe their part of the game. over the last 60 years different companys have started releasing and trying to compete with the games they create, this has resulted in all different games from all different sports and even making games of new released films.
Film :
There are many ways that film has changed over time. During the 1950's Film was very limited to what it is in the present day. For example in the past there was a small range of films that were shown in cinemas only. Today there are many films produced not only by Hollywood productions but by independent productions groups, also with a boost in the British film industry. People have easy access to films via the internet with easy downloads at the comfort of their own home, without the need to travel to their local cinema. Also another development in the film industry would be the change from just cinema reels to video tapes and then dvds.
The video game industry has developed over the past 60 years, with all different companies releasing their own consoles to ultimately bring out the leading console and become massively successful as a business as the video game market has become very popular. Through development in the 21st century consoles now incoperate technological convergance into their product. For example the Playstation 3 which is a very successful console incorperates film; including the company 'love film' into their product. music including music videos using a program called 'vid zone' which is free and makes money by advertisng. So with these new areas of media being introduced into the PS3 and also other consoles such as the Xbox and Nintendo Wii, it shows how the video game industry has changed from just a one role of playing games, to being able to do other things then just play games.
Another way that the video game industry has changed is through the development of graphic enhancement. For example the introduction of High Definition in many new consoles has made consumers able to use consoles for Film TV and the internet to a great effect, as gamer realism has developed making consumers believe their part of the game. over the last 60 years different companys have started releasing and trying to compete with the games they create, this has resulted in all different games from all different sports and even making games of new released films.
Film :
There are many ways that film has changed over time. During the 1950's Film was very limited to what it is in the present day. For example in the past there was a small range of films that were shown in cinemas only. Today there are many films produced not only by Hollywood productions but by independent productions groups, also with a boost in the British film industry. People have easy access to films via the internet with easy downloads at the comfort of their own home, without the need to travel to their local cinema. Also another development in the film industry would be the change from just cinema reels to video tapes and then dvds.
The Long Tail
Film and Videogames
Video Games
Codemasters were two people who started off coding in their bedroom with the only way to get their products out to the market by placing ads in a magazine. However with the release of the internet, pretty much any company can get their products out there with sites like Newgrounds allowing customers to play flash games online, and for more professional developers can get their products out with programs like Steam and OnLive that allow consumers to download full fledged games off the internet. The internet allow for online gaming with popular games like Call Of Duty and Halo, being popular contenders, focusing on multilayer gameplay and allowing people to play against people all other the world. A problem that video gaming has encountered in recent years is the introduction of illegal file sharing, this coupled with the ability to play games on PC without CD's shows that the media industry is going online. Facebook games allow for casual gamers in the online age, where people can spend ages tending their virtual crops.
Film
Film is also beginning to suffer losses in it's market due to online access, the main one of these being the ability to download films from sites and then burn then on to a clean DVD, this eliminates the need to go out and buy the film when it comes out and also means that certain individuals will also watch illegal pirate films rather than going to the cinema and paying. However this can be a positive as advertising is a lot easier to get out to the public for both media areas, with adverts being on the side of sites, and sites like youtube that allow for youtube, and indie film developers to get their movies out even if they don't have the holywood budget. Films like the disastor thriller Cloverfield who posted "sightings" online of the creature in the film, causing hype for the film, and people perhaps believing these sightings to be real.
Video Games
Codemasters were two people who started off coding in their bedroom with the only way to get their products out to the market by placing ads in a magazine. However with the release of the internet, pretty much any company can get their products out there with sites like Newgrounds allowing customers to play flash games online, and for more professional developers can get their products out with programs like Steam and OnLive that allow consumers to download full fledged games off the internet. The internet allow for online gaming with popular games like Call Of Duty and Halo, being popular contenders, focusing on multilayer gameplay and allowing people to play against people all other the world. A problem that video gaming has encountered in recent years is the introduction of illegal file sharing, this coupled with the ability to play games on PC without CD's shows that the media industry is going online. Facebook games allow for casual gamers in the online age, where people can spend ages tending their virtual crops.
Film
Film is also beginning to suffer losses in it's market due to online access, the main one of these being the ability to download films from sites and then burn then on to a clean DVD, this eliminates the need to go out and buy the film when it comes out and also means that certain individuals will also watch illegal pirate films rather than going to the cinema and paying. However this can be a positive as advertising is a lot easier to get out to the public for both media areas, with adverts being on the side of sites, and sites like youtube that allow for youtube, and indie film developers to get their movies out even if they don't have the holywood budget. Films like the disastor thriller Cloverfield who posted "sightings" online of the creature in the film, causing hype for the film, and people perhaps believing these sightings to be real.
The Music Industry:
- download music online from sites such as itunes and napster
- listen to music via video sharing sites like youtube and blog sites like myspace.
- listen to either live or missed radio shows on radio websites like kiss kube and radio 1
- illegal file sharing and downloads have damaged industry sales
- 2002 CD sales fell by 11% due to people downloading music - new way of listening to it
- hear new music before it is released on various sites
The Film Industry:
- download films, either legally or illegally
- watch films online
- stream them to you TV or DVD player
- rent films online through websites like lovefilm.com etc.
- download music online from sites such as itunes and napster
- listen to music via video sharing sites like youtube and blog sites like myspace.
- listen to either live or missed radio shows on radio websites like kiss kube and radio 1
- illegal file sharing and downloads have damaged industry sales
- 2002 CD sales fell by 11% due to people downloading music - new way of listening to it
- hear new music before it is released on various sites
The Film Industry:
- download films, either legally or illegally
- watch films online
- stream them to you TV or DVD player
- rent films online through websites like lovefilm.com etc.
How media industries have changed since the invention of the internet
The internet has caused the film industry to suffer because of piracy and illegal downloads.
New sources of buying films- Itunes, amazon, Lovefilm.com, ebay, 4OD and seesaw: Where you can download or buy.
Cuts out tangible sources
New age of instant gratification
Change the ways films are reviewed
People can voice their opinions easier
6M people in Britain are thought to be illegally downloading films
"We can see the use of technological measures as similar to creating 'Speed humps' they will make potential copyright infringers pause and think twice."
Practically all TV programmes can be watched online either illegally through downloads or stremed on websites such as 4OD, bbc iplayer etc.
Internet driven future.
Hulu- Is a joined venture between NBC, Fox and ABC, it is a non-profit organization, Hulu state that they prefer viewers to watch from Hulu than on illegal websites in an attempt to minimize piracy.
Itunes- Quality videos, you'll only beat its variety of programing by subscribing to cabal or satelite television, although it is expensive with a single episode costing about $2 and for a monthly subscription: $30.
New sources of buying films- Itunes, amazon, Lovefilm.com, ebay, 4OD and seesaw: Where you can download or buy.
Cuts out tangible sources
New age of instant gratification
Change the ways films are reviewed
People can voice their opinions easier
6M people in Britain are thought to be illegally downloading films
"We can see the use of technological measures as similar to creating 'Speed humps' they will make potential copyright infringers pause and think twice."
Practically all TV programmes can be watched online either illegally through downloads or stremed on websites such as 4OD, bbc iplayer etc.
Internet driven future.
Hulu- Is a joined venture between NBC, Fox and ABC, it is a non-profit organization, Hulu state that they prefer viewers to watch from Hulu than on illegal websites in an attempt to minimize piracy.
Itunes- Quality videos, you'll only beat its variety of programing by subscribing to cabal or satelite television, although it is expensive with a single episode costing about $2 and for a monthly subscription: $30.
the effect of internet on TV and Music.
The last 10 years the internet has grown at staggering rates and as such, other media forms have combined and utilized the Internets potential.
The music industry has a noticeable relationship with the internet in that Music sales have fallen drastically from CD's and shifted to downloads. "In the first six months of 2002, CD sales fell 11 percent - on top of a 3 percent decline the year before. Sales of blank CD's jumped 40 percent last year..." This shows that people are no longer buying as many CD's but instead are downloading music and burning that to their own personalized custom albums and mix CD's. Not all legally, which has resulted in some artists resenting the online relationship such as Metallica who in 2000 sued the online file sharing website for Handling and distributing stolen goods after they noticed themselves being shared illegally. Dr Dre also joined them after copyright infringement issues.
Radio is now a hybrid with the internet. DAB radios have broader signals and many more channels and stronger signals. The "radio" is now accessible on the net as well Radio 1 offer a live link on their website much like others and this can be streamed across the world. This results in a richer diversity in musical choice and exposure, however due to this saturation of choice people are starting to not buy CD's or even downloading as often because there is no need when you can have a constant stream of music over the internet and smart phones 24/7.
TV is also joining forces with the internet. TV catch up is now common place for most mainstream channels, ITV player, 4OD, BBC iPlayer and others enable viewers to go to the web to catch up on a program they missed. However with this comes saving and capturing of TV with internet applications. Apple TV sell a set-top-box which gives users the ability to chose from a wide selection of shows and films in a similar format to the catch up sites, however the cost of this ranges, and at an average $3 for each HD episode.
Google are now taking this to the next step with HD Internet TVs. A package that automatically enables you to stream all the previous points into your living room in one form. Their next generation even offers 3D capabilities. The limitless on-demand Tv is here.
The music industry has a noticeable relationship with the internet in that Music sales have fallen drastically from CD's and shifted to downloads. "In the first six months of 2002, CD sales fell 11 percent - on top of a 3 percent decline the year before. Sales of blank CD's jumped 40 percent last year..." This shows that people are no longer buying as many CD's but instead are downloading music and burning that to their own personalized custom albums and mix CD's. Not all legally, which has resulted in some artists resenting the online relationship such as Metallica who in 2000 sued the online file sharing website for Handling and distributing stolen goods after they noticed themselves being shared illegally. Dr Dre also joined them after copyright infringement issues.
Radio is now a hybrid with the internet. DAB radios have broader signals and many more channels and stronger signals. The "radio" is now accessible on the net as well Radio 1 offer a live link on their website much like others and this can be streamed across the world. This results in a richer diversity in musical choice and exposure, however due to this saturation of choice people are starting to not buy CD's or even downloading as often because there is no need when you can have a constant stream of music over the internet and smart phones 24/7.
TV is also joining forces with the internet. TV catch up is now common place for most mainstream channels, ITV player, 4OD, BBC iPlayer and others enable viewers to go to the web to catch up on a program they missed. However with this comes saving and capturing of TV with internet applications. Apple TV sell a set-top-box which gives users the ability to chose from a wide selection of shows and films in a similar format to the catch up sites, however the cost of this ranges, and at an average $3 for each HD episode.
Google are now taking this to the next step with HD Internet TVs. A package that automatically enables you to stream all the previous points into your living room in one form. Their next generation even offers 3D capabilities. The limitless on-demand Tv is here.
400 Words
Film: The Internet has changed the film industry in many ways, for better and for worse. Illegal downloads from file sharing websites (Limewire, Torrents) and online streaming (Youtube, Alluc.org) mean that people can download or watch a film without paying for the license, with an estimated six million people in Britain illegally sharing files. The Film industry are trying to get internet providers to do several things to try and cut down on how many people are taking this illegal action. They have proposed for internet providers to slow down internet connection of those how use file sharing software. Internet Service Providers are also issuing letters of warning to those who use file sharing to discourage them to do so, and suggesting legal action could take place. However this is time consuming and has little effect as no legal action has taken place so far, they are only issuing warnings. Also with online reviews it is easier for people to form an opinion on a movie, and for more people too watches it. This means that people could say disconcerting things about the movie, and then people will read it and will not watch it. There are also good things about the Internet where the film industry is concerned. For example with software such as iTunes you can buy or rent a movie within seconds, which can then be watched either on the computer or on the go with iPods. Although this is a good place to store Films, if there happened to be a problem with the users computer they could lose all the films they have purchased as they have no hard copy. Although this may seem good it can also be seen as bad, as DVD rental stores are no longer needed. With websites such as play.com and amazon you can buy films online for very cheap, which means that consumers which like to own a hard copy of the film can quickly and cheaply online. You can also go online and pre-order copies of a film. Although this seems good too many people, it also has horrible effects to high street retailers such as HMV. With online sites where you can upload your own videos such as youtube and vimeo, it is possible to create your own films and publish them yourself. This crosses the line between consumer and producer.
Video games: The Internet has changed the gaming industry in many ways, to the way products are sold, to the way people play their games. With online sites such as play.com and amazon consumers can purchase hard copies of their games, quickly and easily. These sites online often sell the games for a cheaper price than high street retailers such as Game and Gamestation, which leaves these shops out of business. With new software you can also buy games online and download them straight onto your consoles. Pc gamers can download Steam software and download it too there PC and play. Xbox gamers can use the live market place to download games and also download add-ons to their games, such as expansion packs. This is also bad for the high street retailers, as consumers do not want to go out and buy new games as they can purchase add-ons to their old games, straight from the comfort of their own living room. The way that people can play games has also changed. In the past people would go round to each others houses and play on their games consoles, but now you can play and talk with your friends online whilst playing the games. You can play online with anyone in the world, this means that the need for story lines within games can be in less depth as their will always be people too play with online. This is bad for people that create game stories, as the main focus on the creation of games in modern times is its online capability. With the need for online gaming, this means that game companies that do not include online gaming for either cost or for the lack of need, are less likely to sell their product. Internet also means that now gamers are able to create their own levels on games and even post them online on their game systems for other users to play. This makes games much more exciting and last longer for the user so there is less of a need to constantly buy new games which could cause some game producers to lose out. With the increase of social networking serivces it is now possible to play games on sites such as facebook. Technological convergence has also lead to games being played on phones and ipods, the internet makes it possible to download these games either straight from the phones or using iTunes. This means games can be played whenever desired as phones are taken everywhere by the consumer anyway.
Summary: The internet has created a market place for anytype of product to be sold. This means that there are more products for people to buy, and as there are soo many products for sale, less of the niche market products are sold. This is relevant within the film and gaming industry as it is easier for people to buy the products that they specifically want rather than the 'most popular' that is the most available.
Video games: The Internet has changed the gaming industry in many ways, to the way products are sold, to the way people play their games. With online sites such as play.com and amazon consumers can purchase hard copies of their games, quickly and easily. These sites online often sell the games for a cheaper price than high street retailers such as Game and Gamestation, which leaves these shops out of business. With new software you can also buy games online and download them straight onto your consoles. Pc gamers can download Steam software and download it too there PC and play. Xbox gamers can use the live market place to download games and also download add-ons to their games, such as expansion packs. This is also bad for the high street retailers, as consumers do not want to go out and buy new games as they can purchase add-ons to their old games, straight from the comfort of their own living room. The way that people can play games has also changed. In the past people would go round to each others houses and play on their games consoles, but now you can play and talk with your friends online whilst playing the games. You can play online with anyone in the world, this means that the need for story lines within games can be in less depth as their will always be people too play with online. This is bad for people that create game stories, as the main focus on the creation of games in modern times is its online capability. With the need for online gaming, this means that game companies that do not include online gaming for either cost or for the lack of need, are less likely to sell their product. Internet also means that now gamers are able to create their own levels on games and even post them online on their game systems for other users to play. This makes games much more exciting and last longer for the user so there is less of a need to constantly buy new games which could cause some game producers to lose out. With the increase of social networking serivces it is now possible to play games on sites such as facebook. Technological convergence has also lead to games being played on phones and ipods, the internet makes it possible to download these games either straight from the phones or using iTunes. This means games can be played whenever desired as phones are taken everywhere by the consumer anyway.
Summary: The internet has created a market place for anytype of product to be sold. This means that there are more products for people to buy, and as there are soo many products for sale, less of the niche market products are sold. This is relevant within the film and gaming industry as it is easier for people to buy the products that they specifically want rather than the 'most popular' that is the most available.
Film and Music changes through internet
Music
*Shops are affected as the sales are mostly done by the internet now.
*Profits are less as a lot of people illegally download their music off website like lime wire.
*Record labels are not making as much money as now anyone can make music. e.g youtube and Justin Bieber.
*People are filming concerts and downloading them onto the internet, so artists are making less money also.
Film
*Piracy-illegal recordings from cinemas being downloaded onto the internet.
*Less DVDs etc are sold as you can purchase everything online.
*Cinemas are suffering as films get released a lot sooner onto the internet, so people wait for that.
*It is a lot easier for people to purchase DVD'S from abroad which are yet to be released in their own country over the internet through the advancement in DVD players with multi-regional functions.
How online media have developed in film and music.
Online media has effected music in many ways resulting in a huge change in the industry and a huge potential change could later severely effect the industry. For instance, music shops and retailers are suffering due to the vast amount of music now bought over the internet, 50 years ago people had to go to their local record store to purchase music, but now it can be done at home at your own convenience. This therefore means that music stores are having too close due to loss of profits including larger chains like HMV. Another cause of loss of profit can be as a result of the opportunity to illegally download music off of websites such as the ever popular limewire. Today, people of all backgrounds and classes have the chance of making their music, and becoming a youtube sensation. Before, one had to have a record label behind them to even consider the chance of creating a single, however today with the technology readily available, young stars such as Justin Bieber becoming famous as they were spotted over the internet.
*Shops are affected as the sales are mostly done by the internet now.
*Profits are less as a lot of people illegally download their music off website like lime wire.
*Record labels are not making as much money as now anyone can make music. e.g youtube and Justin Bieber.
*People are filming concerts and downloading them onto the internet, so artists are making less money also.
Film
*Piracy-illegal recordings from cinemas being downloaded onto the internet.
*Less DVDs etc are sold as you can purchase everything online.
*Cinemas are suffering as films get released a lot sooner onto the internet, so people wait for that.
*It is a lot easier for people to purchase DVD'S from abroad which are yet to be released in their own country over the internet through the advancement in DVD players with multi-regional functions.
How online media have developed in film and music.
Online media has effected music in many ways resulting in a huge change in the industry and a huge potential change could later severely effect the industry. For instance, music shops and retailers are suffering due to the vast amount of music now bought over the internet, 50 years ago people had to go to their local record store to purchase music, but now it can be done at home at your own convenience. This therefore means that music stores are having too close due to loss of profits including larger chains like HMV. Another cause of loss of profit can be as a result of the opportunity to illegally download music off of websites such as the ever popular limewire. Today, people of all backgrounds and classes have the chance of making their music, and becoming a youtube sensation. Before, one had to have a record label behind them to even consider the chance of creating a single, however today with the technology readily available, young stars such as Justin Bieber becoming famous as they were spotted over the internet.
How the internet has changed things
You need to work in research teams to fully understand how the internet has changed production, distribution and consumption of media industries such as music, film, tv or videogames.
Videogames-
Videogames in the olden days were found in arcades but now there is a vast selection of games with hundreds of offline and online options to purchase your videogames from. There are many different consoles that you can play your games on like the nintendo DS, Xbox 360 and Playstation 3. Now with the technological convergence on the PS3 of being able to connect to the internet from the game consoles opens up another dimension of gamer play as your can interact with other gamers around the world. Being able to go on the internet and watch blue ray DVDS and play your game all on one console is a massive change. An example of this is the new call of duty games which allows players to join in games on servers which allows players to play against each other in real time game play, with out delay or disruption.
Films-
In the olden days peoples options to watch films were only to go to the cinema and the selection of films where only the ones considered the 'best' from Hollywood. Nowadays films are available to watch online and to be bought online to watch at home. Videos were introduced first and then DVDS more recently. This gave people the opportunity to buy films they enjoyed watching at the cinema or to skip the cinema and buy the film instead. Media convergence has been introduced where Videogames are scheduled to be released at the same time that the film comes out, to ensure that consumers will buy it all at once. This Media Convergence started around the time that E.T came out, however they did not get the game done in time which meant that it flopped. Films from other countries and cultures are no available. Low budget films and high budget films are on offer so the range of films now contrast with the amount that used to be on offer.
The Long Tail-
The Long Tail theory came around in 2004 when Chris Anderson used it in his article for 'Wired' magazine. It basically means that in the olden days there was a high demand for a small percentage of items, but in modern days there are smaller demands for a large range of items. An example of this would be watching films, in olden days there would be only a selection of films on and you had no choice of what they were. This contrasts with films in modern days as there are shops and online stores and online watching and rental stores, all these you can chose from to watch or purchase films. So in the olden days there was high demand for the small amount of films but now, as there is more on offer, there is less demand for more.
Videogames-
Videogames in the olden days were found in arcades but now there is a vast selection of games with hundreds of offline and online options to purchase your videogames from. There are many different consoles that you can play your games on like the nintendo DS, Xbox 360 and Playstation 3. Now with the technological convergence on the PS3 of being able to connect to the internet from the game consoles opens up another dimension of gamer play as your can interact with other gamers around the world. Being able to go on the internet and watch blue ray DVDS and play your game all on one console is a massive change. An example of this is the new call of duty games which allows players to join in games on servers which allows players to play against each other in real time game play, with out delay or disruption.
Films-
In the olden days peoples options to watch films were only to go to the cinema and the selection of films where only the ones considered the 'best' from Hollywood. Nowadays films are available to watch online and to be bought online to watch at home. Videos were introduced first and then DVDS more recently. This gave people the opportunity to buy films they enjoyed watching at the cinema or to skip the cinema and buy the film instead. Media convergence has been introduced where Videogames are scheduled to be released at the same time that the film comes out, to ensure that consumers will buy it all at once. This Media Convergence started around the time that E.T came out, however they did not get the game done in time which meant that it flopped. Films from other countries and cultures are no available. Low budget films and high budget films are on offer so the range of films now contrast with the amount that used to be on offer.
The Long Tail-
The Long Tail theory came around in 2004 when Chris Anderson used it in his article for 'Wired' magazine. It basically means that in the olden days there was a high demand for a small percentage of items, but in modern days there are smaller demands for a large range of items. An example of this would be watching films, in olden days there would be only a selection of films on and you had no choice of what they were. This contrasts with films in modern days as there are shops and online stores and online watching and rental stores, all these you can chose from to watch or purchase films. So in the olden days there was high demand for the small amount of films but now, as there is more on offer, there is less demand for more.
Monday, 14 March 2011
TASK: Wednesday 16th March
You need to work in research teams to fully understand how the internet has changed production, distribution and consumption of media industries such as music, film, tv or videogames.
You need an in-depth understanding of two media industries.
Firstly, discuss how you believe the internet has impacted two of these industries.
Spend 10 minutes discussing in teams and then blog at least 4 key ideas.
Additional reading that may help:
Music
http://www.wired.com/wired/archive/11.02/dirge.html
http://socialmediatoday.com/vashon-60/200287/social-media-success-music-industry
Film:
http://ezinearticles.com/?How-The-Internet-Changed-The-Worlds-of-Films-And-Gaming&id=5106016
http://www.guardian.co.uk/business/2009/may/31/film-industry-illegal-file-sharing
Videogames
http://www.cracked.com/article_15657_10-ways-online-gaming-will-change-future.html
http://www.telegraph.co.uk/technology/video-games/6716836/Online-gaming-is-the-future-says-EA.html
http://www.wired.com/wired/archive/12.06/gaming.html
http://news.bbc.co.uk/1/hi/technology/7258120.stm
TV
http://mashable.com/2009/12/13/future-tv-online/
http://articles.cnn.com/2008-05-01/entertainment/tv.future_1_online-video-web-sites-youtube?_s=PM:SHOWBIZ
*After reading some of these links I would like you to write at least 400 words on how online media have developed in your chosen 2 media areas.
* Now write a summary of your understanding of the Long Tail theory and how it relates to your media area.
You need an in-depth understanding of two media industries.
Firstly, discuss how you believe the internet has impacted two of these industries.
Spend 10 minutes discussing in teams and then blog at least 4 key ideas.
Additional reading that may help:
Music
http://www.wired.com/wired/archive/11.02/dirge.html
http://socialmediatoday.com/vashon-60/200287/social-media-success-music-industry
Film:
http://ezinearticles.com/?How-The-Internet-Changed-The-Worlds-of-Films-And-Gaming&id=5106016
http://www.guardian.co.uk/business/2009/may/31/film-industry-illegal-file-sharing
Videogames
http://www.cracked.com/article_15657_10-ways-online-gaming-will-change-future.html
http://www.telegraph.co.uk/technology/video-games/6716836/Online-gaming-is-the-future-says-EA.html
http://www.wired.com/wired/archive/12.06/gaming.html
http://news.bbc.co.uk/1/hi/technology/7258120.stm
TV
http://mashable.com/2009/12/13/future-tv-online/
http://articles.cnn.com/2008-05-01/entertainment/tv.future_1_online-video-web-sites-youtube?_s=PM:SHOWBIZ
*After reading some of these links I would like you to write at least 400 words on how online media have developed in your chosen 2 media areas.
* Now write a summary of your understanding of the Long Tail theory and how it relates to your media area.
Thursday, 10 March 2011
Definition
Wikinomics : How Mass Collaboration Changes Everything
Web 2.0: associated with web applications that facilitate participatory information sharing, interoperability, user-centered design, and collaboration on the World Wide Web. A Web 2.0 site allows users to interact and collaborate with each other in a social media dialogue as creators (prosumers) of user-generated content in a virtual community, in contrast to websites where users (consumers) are limited to the passive viewing of content that was created for them.
Participating culture : is a neologism in reference of, but opposite to a Consumer culture — in other words a culture in which private persons (the public) do not act as consumers only, but also as contributors or producers. The term is most often applied to the production or creation of some type of published media
Peering: is a voluntary interconnection of administratively separate Internet networks for the purpose of exchanging traffic between the customers of each network. The pure definition of peering is settlement-free or "sender keeps all," meaning that neither party pays the other for the exchanged traffic.
Digital Natives: is a young person who was born during or after the general introduction of digital technology, and through interacting with digital technology from an early age, has a greater understanding of its concepts. Alternatively, this term can describe people born in the latter 1970s or later, as the digital age began at that time; but in most cases the term focuses on people who grew up with 21st century modern technology.
Democratisation is the transition to a more democratic political regime It may be the transition from an authoritarian regime to a full democracy, a transition from an authoritarian political system to a semi-democracy or transition from a semi authoritarian political system to a democratic political system.
Web 2.0: associated with web applications that facilitate participatory information sharing, interoperability, user-centered design, and collaboration on the World Wide Web. A Web 2.0 site allows users to interact and collaborate with each other in a social media dialogue as creators (prosumers) of user-generated content in a virtual community, in contrast to websites where users (consumers) are limited to the passive viewing of content that was created for them.
Participating culture : is a neologism in reference of, but opposite to a Consumer culture — in other words a culture in which private persons (the public) do not act as consumers only, but also as contributors or producers. The term is most often applied to the production or creation of some type of published media
Peering: is a voluntary interconnection of administratively separate Internet networks for the purpose of exchanging traffic between the customers of each network. The pure definition of peering is settlement-free or "sender keeps all," meaning that neither party pays the other for the exchanged traffic.
Digital Natives: is a young person who was born during or after the general introduction of digital technology, and through interacting with digital technology from an early age, has a greater understanding of its concepts. Alternatively, this term can describe people born in the latter 1970s or later, as the digital age began at that time; but in most cases the term focuses on people who grew up with 21st century modern technology.
Democratisation is the transition to a more democratic political regime It may be the transition from an authoritarian regime to a full democracy, a transition from an authoritarian political system to a semi-democracy or transition from a semi authoritarian political system to a democratic political system.
We-Think: explores how the web is changing our world, creating a culture in which more people than ever can participate, share and collaborate, ideas and information.
Ideas take life when they are shared. That is why the web is such a potent platform for creativity and innovation.
Media in the Online Age Terms
Wikinomics
A book by Don Tapscott and Anthony D. Williams, first published in December 2006. It discusses how companies use open source software, and mass collaberation (Many people working on lots of individual things for one big project)
Web 2.0
A Web 2.0 site allows users to interact and collaborate with each other in a social media dialogue as creators, eg Wikipedia, where users can edit the site to correct/edit the information. Whereas sites like the BBC restrict the user to only viewing the content.
Participating Culture
(Our own interpretation as we could not find anything) A collective identity that comes together to solve a problem or produce a work, like wikipedia. A person or group of people who are not only consumers but are also producers of their own work. Flickr for example allows people to show of their own pictures in their own virtual gallery, using the already laid out design for the site, and filling it with their own work.
Peering
Two networks exchange traffic between each other's customers freely, and for mutual benefit.
Digital Natives
Someone who was born in the digital age of technology, and the ones who have used it from an early age. For example an elderly person, like my grandad, has no idea how to use a pc.
Democratisation
Is the action of making something democratic or an action taken by a group of people.
We-Think
A book by the author Charles Leadbeater who explored the pheominon of mass creativity in the form of websites like youtube wikipedia and MySpace. The book argues that the participation rather than the consumption or the product will be the organising idea of the future of society.
Interactivity
Is a media device that can be engaged with or controlled by the user, for example dvds digital tvs, video games etc.
Long Tail
Is the distribution of unusual goods through a reduced market and distribtuion costs.
A book by Don Tapscott and Anthony D. Williams, first published in December 2006. It discusses how companies use open source software, and mass collaberation (Many people working on lots of individual things for one big project)
Web 2.0
A Web 2.0 site allows users to interact and collaborate with each other in a social media dialogue as creators, eg Wikipedia, where users can edit the site to correct/edit the information. Whereas sites like the BBC restrict the user to only viewing the content.
Participating Culture
(Our own interpretation as we could not find anything) A collective identity that comes together to solve a problem or produce a work, like wikipedia. A person or group of people who are not only consumers but are also producers of their own work. Flickr for example allows people to show of their own pictures in their own virtual gallery, using the already laid out design for the site, and filling it with their own work.
Peering
Two networks exchange traffic between each other's customers freely, and for mutual benefit.
Digital Natives
Someone who was born in the digital age of technology, and the ones who have used it from an early age. For example an elderly person, like my grandad, has no idea how to use a pc.
Democratisation
Is the action of making something democratic or an action taken by a group of people.
We-Think
A book by the author Charles Leadbeater who explored the pheominon of mass creativity in the form of websites like youtube wikipedia and MySpace. The book argues that the participation rather than the consumption or the product will be the organising idea of the future of society.
Interactivity
Is a media device that can be engaged with or controlled by the user, for example dvds digital tvs, video games etc.
Long Tail
Is the distribution of unusual goods through a reduced market and distribtuion costs.
Key Terms
Wikinomics: Book by Don Tapscott and Anthony D. Williams. Published in December 2006, called 'How mass collaboration changes everything'. It explores how some companies in the early 21st century have used mass collaboration and open-source technology.
Web 2.0: Term associated with web applications that facilitate participatory information sharing, interoperability, user centered design and collaboration on the World Wide Web.
Participatory Culture: Where the consumers take an active part in the development in a product, acting as the producers and contributors.
Peering: A voluntary interconnection of administratively separate Internet networks for the purpose of exchanging traffic between the consumers of each network. The true definition is 'Settlement free' meaning that neither party pays the other for the exchanged traffic.
Digital Natives: A young person who was born during or after the general introduction of digital technology, and through interacting with digital technology from an early age, has a greater understanding of its concepts.
Democratization: The transition to a more democratic political regime.
We-think: Explores how the web is changing our world, creating a culture in which more people than ever can participate, share and collaborate, ideas and information.
Interactivity: There are three levels: No-interactive, when a message is not related to previous messages. Reactive, when a message is related only to one immediately previous message and interactive, when a message is related to a number of previous messages and to the relationship between them.
The long tail: Refers to the statistical property that a larger share of population rests within the tail of a probability distribution than observed under a normal distribution.
Web 2.0: Term associated with web applications that facilitate participatory information sharing, interoperability, user centered design and collaboration on the World Wide Web.
Participatory Culture: Where the consumers take an active part in the development in a product, acting as the producers and contributors.
Peering: A voluntary interconnection of administratively separate Internet networks for the purpose of exchanging traffic between the consumers of each network. The true definition is 'Settlement free' meaning that neither party pays the other for the exchanged traffic.
Digital Natives: A young person who was born during or after the general introduction of digital technology, and through interacting with digital technology from an early age, has a greater understanding of its concepts.
Democratization: The transition to a more democratic political regime.
We-think: Explores how the web is changing our world, creating a culture in which more people than ever can participate, share and collaborate, ideas and information.
Interactivity: There are three levels: No-interactive, when a message is not related to previous messages. Reactive, when a message is related only to one immediately previous message and interactive, when a message is related to a number of previous messages and to the relationship between them.
The long tail: Refers to the statistical property that a larger share of population rests within the tail of a probability distribution than observed under a normal distribution.
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