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.