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Soc. 118 Media, Culture & Society

Soc. 118 Media, Culture & Society. Chapter 10 Strange Days: Popular Culture and Mass Media in the Digital Age. Overview. Introduction Social Revolutions Medium Theory The Media is the Message Supporting Arguments Critical Arguments What Happens Online Doesn't Always Stay Online

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Soc. 118 Media, Culture & Society

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  1. Soc. 118Media, Culture & Society Chapter 10 Strange Days: Popular Culture and Mass Media in the Digital Age

  2. Overview • Introduction • Social Revolutions • Medium Theory • The Media is the Message • Supporting Arguments • Critical Arguments • What Happens Online Doesn't Always Stay Online • Video: “Digital Nation” • Digital Technology and the Media Industries • The Future of Online Media and the Digital Age

  3. Social Revolutions • Change in society related to inventions • Domestication Revolution • Plants and animals • Agricultural Revolution • The plow • Industrial Revolution (1800s) • The steam engine • The “Modern Age” • Information or Digital Revolution (1990s ) • The computer microchip • The “Postmodern Age”

  4. Medium Theory:Marshall McLuhan • Medium theory • Focus on technology of media • Aside from content • Technological Determinism • Technology as causal force in social change • Marshall McLuhan (1964) • “The medium is the message” (“Global Village”) • Impact on perceptions and social reality • Sense of time, space and direction • Identity and social relationships • Debates about effects of new technologies • For individuals and society

  5. Digital Technology:Supporting Arguments • Education theory • Explicit learning • Knowledge of facts, figures, dates • Collateral learning • Development of cognitive skills • Positive effects • Example of video games • Goal-oriented games (Grand Theft Auto) • Find order in chaos • Patient experimentation • Delay gratification • MMORPGs (World of Warcraft) • Form social alliances • Collective problem-solving • Build leadership skills

  6. Digital Technology:Critical Arguments • Negative effects of living online • Mental faculties • Can’t read deeply or thoughtfully • Can’t absorb material or critically analyze • Can’t concentrate, short attention span • Internet addiction • Players get in the zone • Cut off from real world • Dissociate, disengage from others • Lack face-to-face interaction • Other media adopting Internet’s visual norms • Other dysfunctions?

  7. Video Presentation:“Digital Nation”

  8. What Happens Online Doesn’t Always Stay Online • Thin border between real life and cyberspace • Examples: • Corporations hold business meetings • Colleges offer classes • Students can RateMyProfessors.com • Celebrity sites give constant coverage • TMZ, Gawker, YouTube • Social Networking sites • Strategic profiles • Meeting romantic partners • Ethical questions about living online, using sites • Real world consequences

  9. The Future of Online Media and the Digital Age • Interrelated trends • Positive and negative aspects • Convergence • Content across platforms • Used for commercial purposes • Participation • Audiences co-produce own media using pop culture materials • Intellectual property rights, fair use • Collective intelligence • Pool resources to challenge traditional media • Reliability of Wiki sites • Other promises and problems?

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