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.
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