Thursday, October 29, 2009
The Last Word
What initially broadened my media horizons was the work of Henry Jenkins, in particular his thoughts on participatory culture and media convergence. This introduced me to the idea of a reciprocal flow of media and the power that the consumer has to shape media content, both in terms of manipulating and controlling the media that we consume and also assuming the role of producer and creating and remediating existing media for our own purposes. Participatory culture develops avenues for expression and active involvement in the media. New media technologies and the growing sophistication of the audience are facilitating a reshaping of the media landscape, allowing us to develop multiple channels of media and assume various roles in the process. Ultimately this has led to a blurring of the traditional roles of producer and consumer, introducing the concept of prosumerism. Prosumerism has been a fascinating concept to explore and I am particularly interested in the influence that Web 2.0 associated technologies have upon the production and consumption of media, arming the audience with the necessary tools to create their own media experiences or re-interpret those before them. This is of course an idea that was explored in some depth through the remediation task of assignment two.
The remediation task was by far my greatest learning experience of this unit. Prior to this I was unfamiliar with the concept of remediation and certainly didn’t possess the skills to critically analyse a media text with a view to exploring textual production. This process allowed me to question and explore my role as a media producer. Through this task I have gained insight into the process of adaptation and how this may alter a text’s purpose and reception. I have learnt that reception is difficult to gauge, being dependent upon a wide range of factors and subject to multiple readings. These were valuable insights gained throughout the remediation process.
In support of this task it was valuable to place my own remediation against the backdrop of readings for this unit including the process of creating mash-ups that was discussed by Em McEvan. Mash-ups are an excellent example of harnessing the Web 2.0 philosophies of enhanced creativity and collaboration to produce your own product. Colman and Dyer-Witheford’s discussion of video game culture and associated production and adaptation of computer games that occurs through modding and machinima was also particularly relevant. Both modding and machinima were creative media processes that I was relatively unfamiliar with prior to this unit. Both demonstrate participatory media culture in action and highlight how the sophisticated consumer explores the roles of production and distribution.
Ultimately the most beneficial aspect of this unit was developing an interest in the processes that influence media production and consumption and developing my own media literacy. I understand that we exist in a culture in which media underpins our everyday lives and that it is essential that we develop media literacy to empower ourselves in the face of dominant media culture. An understanding of media processes equips us to filter media, process it, manipulate it, remediate it and actively engage with it and this ultimately enables me to be more engaged with the media culture that I exist within.
Wednesday, October 28, 2009
Henry Jenkins

Monday, October 26, 2009
Engaging Media - Week Fourteen

Kupfer suggests that the result is that we experience three dimensions of loss:
1. Loss of place - deprived of the aesthetic experiences that places provide
2. Loss of touch - with ourselves and others
3. Loss of sense of place
Electronic displacement has resulted from burgeoning use of electronic communications - email, mobile phones, blackberries, laptops, wireless internet connections. We are also disconnecting from physical places as our ability to perform an increasingly amount of tasks online grows - online banking, online shopping, online education and working from home. We are increasingly living our lives online.
Physical imagination is decreasing. That is that “aspect of imagination that is grounded in bodily and sensory vitality”. This occurs as we no longer have the need to visit physical places such as the library or school.
Isolation is becoming the norm as we interact online rather than interact directly in person with others. This is compounded by the fact that much of our time online is spent communing with ourselves or engaging in solitary activities. “Electronically produced experience is isolating” and we are experiencing an increasing loss of community.
Kupfer suggests that “the privatisation of space has undermined our sense of public place” and that portable electronic experiences have intensified this phenomenon.
Sunday, October 25, 2009
Thoughts on Assignment 3
- Analyse the role that media plays within our lives both personally and on a societal level
- Define and discuss the concepts of media culture and an information society
- Why is media literacy important and how can we become more media literate?
- Explore how media & information is produced, distributed and consumed
- Explore how the consumer is becoming far more engaged in the production process and is moving from a relatively passive role to a very active role in the distribution and production of media
- Discuss the blurring of the line between producer and consumer - prosumerism and convergence culture
- What factors are behind the trends towards prosumerism and convergence?
- How is a concentration of media ownership changing the media landscape and affecting traditional roles of production and consumption?
- How is the emerging participatory culture changing the media landscape and affecting traditional roles of production and consumption?
Friday, October 23, 2009
Engaging Media - Week Thirteen

Tuesday, October 20, 2009
Charlie Brooker and The Guardian

Saturday, October 17, 2009
Mash Up Blog

Monday, October 12, 2009
Engaging Media - Week Eleven
Blogs of war: weblogs as news - Melissa Wall
Blogs - "a new form of journalism...offering news that features a narrative style characterised by personalisation and an emphasis on non-instituational status; audience participation in content creation; and story forms that are fragmented and inter-dependent with other websites" Everyday people become creators, producers and distributors of their own media.
Blogs tie in with the concept of citizen journalism - the idea that everyday citizens can perform the role of journalist, particularly in the digital world.
Blogs highlight the participatory media culture that currently exists which is "characterised by decentralisation and powered by technological changes".
What is 'news'? Essentially news is "what is on society's mind". Throughout the 1970s and 80s media researchers started to propose the view that "news was not a mirror of reality but a manufactured cultural product".
New Journalism - A style developed in the 1960s that relied heavily on the characteristics of fiction - character, scene and dialogue. It abandons the concepts of objectivity and detachment.
Media Ownership - Current legislation favours foreign ownership, cross-media ownership and an intense concentration of media ownership that undermines the public's access to information that is unbiased, broad in coverage and able to be accessed at little or no cost. Information is subject to increasing commodification and as such, serious journalism and news takes a back seat to entertainment and sensationalism.
Blogs are a response to this, the ultimate DIY media product that combines the roles of consumer and producer. They offer an alternative to traditional media that views "audiences as customers who passively receive their product".
Friday, October 9, 2009
Citizen Journalism
http://journalism.nyu.edu/pubzone/weblogs/pressthink/2008/07/14/a_most_useful_d.html
A useful blog created by Jay Rosen that examines journalism and the need to prevent the absorbtion of the press into the mass media. Rosen suggests that "the press has become the ghost in the democracy machine" and lobbys against the commercialisation of journalism.
I have found his views on citizen journalism particularly interesting. Rosen defines this conecpt as "When the people formerly known as the audience employ the press tools they have in their possession to inform many others of a newsworthy event, that’s citizen journalism.”
Sunday, October 4, 2009
Did You Know 4.0
Excellent YouTube clip on the topic of convergence, the explosion of online media and Web 2.0 technologies. Produced to promote the third annual Media Convergence Forum in New York later this month.
Saturday, October 3, 2009
Deuze and Media Theory
Mark Deuze is an academic at Indiana University with key interests in journalism and new media, specifically the cultural and technical convergence of media culture and the creative industries.
His blog is well worth reading and I am finding his paper regarding convergence culture in the creative industries very useful for my major essay.
Tuesday, September 29, 2009
Digital Journalism
http://www.ajr.org/article.asp?id=398
Wednesday, September 23, 2009
Machinima

Tuesday, September 22, 2009
Engaging Media - Week Nine

1. News consumers want filtering
2. The ability to search for news is important
3. Browsing
4. Communing
Journalists divided into three groups:
1. Benevolent revolutionaries - enthusiastic about new technologies
2. Nervous traditionalists - the opposite of the above
3. Serene separatists - do not fear new technology as they do not see it having a great impact upon their profession
As classified advertising becomes increasingly online-based as opposed to print-based, some traditional printed newspapers will likely go out of business. This revenue is crucial for a newspaper’s survival.
Engaging Media - Week Eight
Playing on the digital commons: collectivities, capital and contestation in video game culture - Sarah Colman and Nick Dyer-Witheford
Examines the concept of a media commons and how that operates against a global backdrop of information capitalism.
Commons - “resources that all in a specified community may use, but none can own”. Contrasts directly with a commodity and has no profit agenda.
Commons concept is popular with those that buck against the trend of capitalism and corporate globalisation and has grown alongside the growth of new media.Anti-piracy laws are breeding new resistance from those who resent the financial cost and cost to system performance that anti-copying technology brings.
Element of “unavoidable co-existence” between game pirates and the game industry.Modding - generating new forms of game production and expanding current games, builds on the concept of hacking and “digital tinkering”. Gained popularity in the 1990s. Excellent example is the adaptation of Half- Life to create Counter-Strike. Mods are circulated free of charge and are welcome to some extent by the game industry as they generate publicity.
Machinima - adapting games to create movies, a concept that is developing rapidly as computer hardware and software becomes increasingly sophisticated.Both modding and machinima “represent a return of the digital ‘DIY’ practices at the root of game culture” and serve to re-purpose games for collective use.
MMOGS - Massively-Multiplayer Online Games. Follow on from MUDS (Multi-User Domains) and essentially create a synthetic game world in which thousands can interact. MMOGS represent a shift from commons to commodity and usually entail both initial outlay and ongoing expense for the player e.g. World of Warcraft nets its developer Blizzard $1.5 billion annually. MMOGS have their own behaviour patterns and social rules and largely fail or succeed based on the vibrancy of the player community. Players may not own them, but the direction of MMOGS is very much determined by the consumer.MMOGS have led to practice of virtual trading, in which useful objects within the game are traded in real life for actual currency. “Virtual trading shows how paradoxically intertwined commons and commodities have become”.
We live in an era of multi-dimensional media in which the roles of creator and consumer are blurred. This is apparent in the world of digital game play, where the defining feature is interactivity and the consumer very much shapes the game and determines its success.

Sunday, September 20, 2009
Remediation Project - Reflective Essay

I write about some of the differences between the two mediums of television and newspaper and make reference to McLuhan's concept of "hot" and "cool" media and the challenge of adapting a product made for a medium that is highly collaborative, multi-layered and visceral and successfully remediating it into a medium that is quite singular, independent and focused on information needs rather than entertainment needs.
Saturday, September 19, 2009
Remediation Project

Wednesday, September 9, 2009
Engaging Media - Week Seven
Alternate reality gaming and the convergence culture: The case of Alias
Henrik Ornebring
Alternate reality gaming (ARGs) - "a form of internet-based mystery game in which participants are immersed in a fictional world and engage in collective problem-solving". There is a group mentaility to this type of gaming with the puzzle being impossible to solve through solo effort.
ARGs are becoming quite common and started with The Beast released in 2001 to coincide with the release of the film A.I. In this article Ornebring focuses on the game associated with the TV series Alias, of which there have been three.
ARGs are an excellent example of cross-media promotion or media convergence - the game feeds off the TV show/film which then also may feed off the success of the game.Jenkins highlights The Matrix as signalling a shift to more active participation. Old Hollywood relied on redundancy and did not challenge the viewer. New Hollywood requires a greater attention span from the viewer and even the need for the viewer to do research.
Ornebring argues that convergence culture doesn't necessarily dissolve boundaries between media but "creates new opportunities to market a specific text or set of texts...through other texts".
ARGs blur the boundaries between the roles of producer and consumer, creating the prosumer and a more participatory culture.
Ornebring is however, critical of the little attention given to ARGs as marketing tools and examples of viral marketing or buzz marketing. Those critical of ARGs may see them not as new opportunities for interactivity but just as marketing tools to build a brand.
Fan-cultural production - fan fiction, fan videos etc, otherwise seen as kind of "cultural labour". It is highly active and highly engaged consumer culture.
Alias ARGs are examples of both corporate convergence and grassroots convergence as the first two games were prodcued by the corporate media and the other example was produced by fans.
There are differences between the industry-prodcued and fan-produced Alias ARGs, for example the former gave no additional backstory whereas the latter focused strongly on backstory. However, Ornebring believes that "despite their differences, commercial and non-commercial ARGs based on existing media properties still follow a similar logic of fan consumption". They perform the same cultural function - "extending the narrative of an existing media property in ways that conform to corporate goals of marketing and brand-building
as well as fan audiences’ goals of pleasurable consumption."

Sunday, September 6, 2009
Engaging Media - Week Six
Recovering Fair Use - Steve Collins
Boulevard of Broken Songs - Em McEvan
Well I’ve been discovering the world of mash-ups since reading the Boulevard of Broken Songs and can see how people get sucked into spending large amounts of time cruising YouTube.
I would agree with the comment that “mash-up artists take a common popular culture and appropriate it for their own desires and creative impulses” and this really appeals to me. I would also highlight how mash-ups are quite often used for satirical purposes or as a social commentary tool. My brother-in-law drew my attention to the enormous number of mash-ups on YouTube based around the 2004 German film Downfall, a film about Adolf Hitler’s last days. There are a number of mash-ups that take this film as their basis and apply modern-day political events and characters including British PM Gordon Brown, US President Barack Obama and the European Elections. I particularly like one that takes a terrific scene from Downfall and re-writes the subtitles to portray Gordon Brown’s reaction to a disastrous election result in Glasgow - my brother-in-law is from Glasgow so he was very keen to show me this one.
http://www.youtube.com/watch?v=I4n--IXg6HY - Not for kids. Very bad language in this one.
I just really like the creative practice of combining different elements to produce something unexpected or something with a deeper commentary. I guess mash-ups are a perfect example of Web 2.0 technologies at work and the essential Web 2.0 philosophy of enhanced creativity and collaboration and the development of web-based communities and social networking tools.
I quite liked this blog that I found when I was doing a little more reading on the subject -
The Synthetic Librarian -http://syntheticlibrarian.com/2009/07/30/mashup-sharing-little-mashups-have-big-value-when-you-share-them-like-social-media
Obviously the subject ties in well with our other reading for the week Recovering Fair Use. Mash-ups are clearly a great example of prosumerism at work. Copyright and the concept of fair use have always been difficult areas but the rise of Web 2.0 and associated technologies are obviously taking the issue to a completely new level. The laws involving this sort of user-generated content must be complex and undoubtedly need to evolve to keep pace with the popularity of the technology. There has to be some protection but I tend to agree with the idea that Collins puts forward “that an overly strict copyright regime unbalanced by an equally prevalent fair use doctrine is dangerous to creativity, innovation, culture and democracy”.
Wednesday, August 26, 2009
Week 4 Activity - Example of a highly interactive media text

For adults the website is a great interactive tool with program schedules and information and printable art & craft sheets to recreate the projects seen on the TV programs.
Monday, August 24, 2009
Engaging Media - Week Four
- High production costs
- Good returns (well if all goes according to plan...don't mention Waterworld)
- Use of advanced technology - helps to differentiate the product from TV productions
- Big dollars spent on promotion
- Intended to be a transnational product that can work on a global scale
- "born from US popular culture and their target is the mass public, with few artistic-expressive expectations" (p. 218, 2009)
- Exists for commercial purposes rather than artistic ones
- Needs a simple & immediately recognisable identity - not intended to be a product the consumer will think too deeply about
- Designed around public taste and market research
- Ability to feed off itself in the form of spin-off merchandise
- Relies upon "saturation booking" of cinema screens, particularly during opening weekend at box office - slightly devious intention here of reaching as many viewers as possible before word-of-mouth spreads
- Least appealing type of film to critics
- Rely on star power to get bums on seats
First real modern blockbuster considered to be Jaws in 1975. An increasing number of blockbusters are produced each year, although production can be significantly impacted by events such as the Writer's Guild of America strike and the Global Financial Crisis. It is worth noting though that many of the highest grossing films of all time were released many decades ago (box office takings adjusted for inflation) including...




Thursday, August 20, 2009
Assignment One - Identifying Media Actors

Dexter was adapted from a series of novels by Jeff Lindsay revolving around the character of Dexter Morgan. By day Dexter is a forensic investigator with the Miami Metropolitan Police Department and by night, a “likeable vigilante serial killer” (Friend, 2006). A critical driving force for the character development of the series is the notion of good versus evil both in terms of Dexter versus the criminals and good Dexter versus evil Dexter.
Executive producers Sara Colleton, John Goldwyn and Clyde Phillips took the concepts and characters from the novels with a view of remediating them for the small screen (Dexter Wiki, 2009). It is their role to take ultimate responsibility for shaping the overall product and they are involved to some degree with all aspects of the series.
The producers approached American cable television network Showtime Entertainment, a subsidiary of the CBS Corporation, to broadcast and distribute the series. The pilot episode was screened in October 2006 (Showtime Entertainment, 2009). The network’s reputation and global presence has resulted in the distribution of Dexter to many international markets. Unusually, CBS has also adapted the series for a primetime audience, screening a highly-edited version on their free-to-air network in America.
The series relies upon a group of writers to produce each screenplay. Their task is difficult; to produce an entertaining story that balances quite macabre material and to take the character of a serial killer and humanise what has previously “been marginalised and made two-dimensional” (Showtime Entertainment, 2009).
A small group is responsible for the direction of each screenplay. The director exercises a large degree of creative control over the production, liaising with actors, camera and lighting crews amongst others to create an end product.
A principal cast of actors and numerous guest actors are responsible for breathing life into each episode of Dexter, appearing in both ongoing roles and single episodes. Interestingly only the lead actor, Michael C. Hall, was well-known before Dexter. It was not a series sold on the strength of celebrity.
Geography is imperative to the feel of this series. Dexter takes place in the city of Miami with well-known landmarks such as Little Havana serving as settings. As a consequence, there is a strong representation of Cuban-American culture. Several key characters are of Cuban descent and Spanish is widely spoken throughout the series. Much is also made of Miami’s weather and comparisons are drawn between Dexter’s internal struggles and the searing heat and violent tropical storms of the Florida coast.
Dexter relies upon an audience to remain viable and has benefited enormously from widespread publicity, critical acclaim and an active fan base. The latter has resulted in further remediation, developing the series into an online presence through wikis and fan forums that build a cultural life for the series. These factors have contributed significantly to an ongoing audience interest in the product and ultimately a very successful television series.
Dexter Wiki. (2009)
Retrieved August 11, 2009 from http://dexterwiki.sho.com/
Friend, T. (2006) Killer serial: the creepy appeal of Dexter in The New Yorker.
Retrieved August 13, 2009 from
http://www.newyorker.com/archive/2006/11/20/061120crte_television
Showtime Entertainment. (2009) Showtime official website.
Retrieved August 11, 2009 from http://www.sho.com/site/index.html
Sunday, August 16, 2009
Mashable
Mashable - The Social Media Guide
http://mashable.com/
Mashable is a blog devoted to social media news and founded on the principles of Web 2.0. Essential for all social media enthusiasts.
Friday, August 14, 2009
Media Project - Dexter - Identifying the various "actors" involved

Engaging Media - Week Three (Part 2)
Making the Most out of 15 Minutes: Reality TV's Dispensable Celebrity
Sue Collins
Television New Media 2008; 9; 87 originally published online Jan 16, 2008
Reality TV - displacing unionised workers by replacing them with cheaper nonunionised "talent".
Does "celebrity as a cultural commodity" also suffer or are there just different opportunities e.g. the increasing popularity of day in the life style celebrity reality tv shows - Paris Hilton, The Osbornes, Jessica Simpson etc
Reality TV has given rise to a new category of celebrity - what Collins refers to as the "dispensable celebrity" who will enjoy their 15 mins of fame but will rarely be absorbed into the celebrity world long-term. Dispensibility is the defining feature of reality TV.
Gamedoc - a competition based series that portrays "ordinary" people in unique competitive situations e.g. Survivor.
Docusoap - places "ordinary" people in a natural setting and seeks to document their natural behaviour e.g. Real World.
"Celebrity is established by its visibility as a function of its reproducibility, or by its exposure
to audiences, who subjectively participate in the discursive construction and maintenance
of celebrity through their reception." (p.5, 2008).
Celebrity is the result of a "complex interplay among processes of production, mediation, and reception." (p.6, 2008). It is both a cultural and financial commodity.
Celebrities are produced, managed, shaped, promoted and their successful distribution is the key to the producer's profits. There are four stages of cultural production - creation, reproduction, circulation and exhibition. This is a risky and expensive business and producers are increasingly tightening their control on reproduction and circulation as a means of profiting from their commodity.
Collins argues that celebrity value " is best understood as a function of visibility based on potential reproducibility and the subsequent sustaining of an audience base." (p.9, 2008).
Reality TV has constructed its own financial business models e.g. The Survivor business model in which the program is not made with deficit financing but rather uses preproduction sponsorship to offset the costs of producing the show. Wide use of product placement and spin-off merchandise contribute substantially to profits. The producer then hopes that their successful reality TV concept can be sold on to other global markets for adaptation.
The reality TV show can feed off itself by recruiting from within e.g. The second season of The Apprentice "re-employed" talent from the first series to work for the new contestants. Similarly, reality TV success stories will usually go in to make appearances on other TV shows owned by the same network e.g. Bill Rancic of The Apprentice went on to make numerous appearances on other NBC owned shows including The Tonight Show.
Engaging Media - Week Three

Jenkins, H. Pop cosmopolitanism : mapping cultural flows in an age of media convergence. Fans bloggers and gamers : exploring participatory culture 2006 ch. 7 pp 152-172 New York University Press
- borderless, multi-directional and unpredictable circulation of information facilitated by commercial interests and grassroots distribution.
- an ongoing flow of media between various technologies, industries, content & audiences.
- the introduction of enabling technologies that allow the use to process, store and transform media content.
Monday, August 10, 2009
Engaging Media - Week Two
My initial response to this reading is an immediate sleepy feeling. I found this reading very hard-going - lengthy and not particularly interesting. But, trying to take something from the reading...
Convergence - "the coming together of media and telecommunications industries", "the development of digital technology, the integration of text, numbers, images and sound" and my favourite "the tendency for everything to become more like everything else".
Cable TV - "an electronic communications highway for a wired nation"
Interactive TV - "the ultimate big convergence"
The Telecommunications Reform Act of 1996 was developed with the purpose of deregulating the industry to open it up to increased competition and new investment.
Unprecedented advancements in technology meant that information was more widely available than ever before - an increasing number of people had access to information, this information was more current and this information was available in an endless number of formats. But has this shifted to focus upon the quantity of information as opposed to the quality of information?
Digitilisation has presented great opportunities but has it addressed the historical issue of content? We have access, but access to what exactly?
Some links related to this week's topic...
http://www.tamaleaver.net/ - Dr Tama Leaver's digital culture blog
http://toddgitlin.net/ - website of Todd Gitlin, author of many books including The Whole World is Watching and Media Unlimited.
Remediation Project

Saturday, August 1, 2009
Video Games and Violence - Some Links
Reality check on video game violence - Benjamin Radford http://www.livescience.com/technology/051204_video_violence.html
ABC Serious games initiative - http://www.abc.net.au/tv/seriousgames/
ADF games website - http://games.defencejobs.gov.au/#/home
Tuesday, July 28, 2009
Useful Online Resources
The Education Arcade
http://www.educationarcade.org/
Established by Henry Jenkins and his colleagues at MIT to explore the promotion of learning through gaming.
The Australian Media Diary
http://blogs.theaustralian.news.com.au/mediadiary/index.php
A daily blog regarding all things "media" published online in The Australian.
I Want Media
http://www.iwantmedia.com/
A one-stop-shop of media resources for those in the media industry (or students like myself).
Media / Culture
http://www.media-culture.org.au/
A webpage complied by students of New Media Technologies at Queensland University of Technology. The M/Cycolpedia is particularly useful.
The Age - Media Matters
http://blogs.theage.com.au/mediamatters/
Media blog published online by The Age.
Engaging Media - Week One
This week will be spent toying with some ideas for my first assessment and checking out other relevant blogs, online resources and newspaper articles.
I suppose I am most interested in the television medium as I personally find it to be the most accessible and entertaining. I am also greatly interested in "the news" and keeping up to date with what is happening in the world. I find it important to read the newspaper everyday. I am fairly new to blogging - both reading and writing. This will be an area that I hope to explore a lot more over the course of the semester.
I found this week's reading by Jenkins about rethinking the purpose of video games and examining the debate regarding video game violence to be interesting. I personally have no real interest in gaming and it isn't a hobby I engage in, so the reading was enlightening. Jenkins introduction really struck me - the fact that a US District Judge would make a ruling based on such little evidence and with such a narrow focus is really disturbing. I appreciated Jenkins' comparison of this situation to that of books. Limbaugh's decision regarding the constitutional status of video games was akin to giving a judge American Psycho, A Clockwork Orange and a little Stephen King to read in order to determine the protection of books in general under the First Amendment. Scary stuff.
A good piece I found on the subject of gaming and censorship is Jacqui Cheng's article regarding the Chinese Ministry of Culture's decision to restrict online access to games that they deem as being "against public morality and the nation's fine cultural traditions", with Grand Theft Auto Chinatown Wars cited as a prime example. While i'm not a fan of video game violence and certainly wouldn't be rushing out to buy this one, the issue of media and online censorship is really concerning.
http://arstechnica.com/gaming/news/2009/07/video-games-glorifying-the-thug-life-to-be-blocked-in-china.ars