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new media
composed of the 3 c’s
computing and information technology
communications networks
content and digitized media
socio-technical/social shaping of technology
technology embedded within society
user-created functions that are incorporated by platforms
production, distribution, and consumption is non-linear and unpredictable
political economy
focuses on politics and power relations embedded in technological development
cultural studies
tech is designed with desire for community
hype
positive perceptions of developments in media
counterhype
criticisms of new media and technology
technological determinism
tech progresses and evolves in a linear direction - better and better
commodification
turning things into commodities that can be bought and sold
audience commodity
consumerism, using audience data as selling point - users are told what to do by commercial systems
monopoly
global media industries, user labour - media giants + ownership
consolidation
strengthening of technology
infrastructure
technological hard and software that continually is built upon and improved
high-level affordances
social and communicative
what does tech mean for people’s lives
low-level affordances
percieved - how is tech intended to be used
relationship between tech and person
self-presentation
we are performers who craft an ideal version of ourselves - social media
disintermediation
manufacturers → consumers
reintermediation
manufacturers → electronic intermediaries → consumers
echo chamber
when people are only exposed to their own ideals so they are not open to other viewpoints and their beliefs are strengthened
misinformation
false content not intended to cause harm
disinformation
false content intended to cause harm
mal-information
true content intended to cause harm
networked publics
public spaces restructured by technology for a sense of community
governance
information freedom, net neutrality - control of what citizens access
regulation
relationship between users, internet, and government - how much can government allow citizens to see as users of a free internet?
network neutrality
ensure that all data on the internet is treated equally by regulatory powers regardless of content, user, platform, application, or device
copyright
ownership of creative expression - intellectual property cannot be stolen, but can be interpreted and changed by other parties. copyrighted products are a major part of pop culture
free culture
distribute and modify other’s creative content within limits of free/open use without compensation to original owner
content moderation
differences between protection vs censorship; restrictions of hate speech and objectionable content. creation of guidelines for what can and cannot be said
privacy
informed consent, transparency, knowledge of data retention, control
policies + law
social production
non market, collaborative, distributed
modularity (properties of a project that determine extent to which it can be broken down into “modules” that can be independently produced) + granularity (size of modules - determines smallest possible individual investment into project)
artificial intelligence (AI)
machine learning - algorithm can self-optimize based on labelled inputs
neural network - set of layers in machine learning algorithm
deep learning - many layered neural network that can process raw data
ai ethics
inequitable and immoral training data from flawed human data sets
removing human experiences, like sexuality, from ai
inputs may not be diverse or true
biases in machine learning
jobs taken by ai
ludology
players as actors
narratology
game as narrative story
gamification
desire to learn or achieve something is turned into a game
moral panics
feeling of fear spread among a large number of people that some evil threatens the wellbeing of society
technological leapfrogging
small and incremental innovations lead a dominant firm to stay ahead
apps
“walled gardens”
enclosure online
phones become platforms for new development, applications, and uses
moore’s law
computing power doubles approx. every 2 years at same size and same cost
microchips get smallar AND more powerful
creative industries
political economy - follow the money
ownership, regulation, advertising, labour
creative cities
diverse and tolerant cities will outperform others
investing money into local creativity to boost economy
commodification of art
mass surveillance
social control
recording of private conversations
targets created by FBI based on previous info
surveillance society
pervasive technology
databases
data used for identifying risky populations