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.
Wednesday, 16 March 2011
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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