New media
New media are communication technologies that enable or enhance interaction between users as well as interaction between users and content.[1] In the middle of the 1990s, the phrase "new media" became widely used as part of a sales pitch for the influx of interactive CD-ROMs for entertainment and education.[2] The new media technologies, sometimes known as Web 2.0, include a wide range of web-related communication tools such as blogs, wikis, online social networking, virtual worlds, and other social media platforms.[3]
Not to be confused with News media.
The phrase "new media" refers to computational media that share material online and through computers.[4] New media inspire new ways of thinking about older media. Media do not replace one another in a clear, linear succession, instead evolving in a more complicated network of interconnected feedback loops .[5] What is different about new media is how they specifically refashion traditional media and how older media refashion themselves to meet the challenges of new media.[6]
Unless they contain technologies that enable digital generative or interactive processes, broadcast television programs, feature films, magazines, and books are not considered to be new media.[4]
In the 1950s, connections between computing and radical art began to grow stronger. It was not until the 1980s that Alan Kay and his co-workers at Xerox PARC began to give the computability of a personal computer to the individual, rather than have a big organization be in charge of this. In the late 1980s and early 1990s, however, we seem to witness a different kind of parallel relationship between social changes and computer design. Although causally unrelated, conceptually, it makes sense that the Cold War and the design of the Web took place at exactly the same time.[4]
Writers and philosophers such as Marshall McLuhan were instrumental in the development of media theory during this period which is now famous declaration in Understanding Media: The Extensions of Man, that "the medium is the message" drew attention to the too often ignored influence media and technology themselves, rather than their "content," have on humans' experience of the world and on society broadly.
Until the 1980s, media relied primarily upon print and analog broadcast models such as television and radio. The last twenty-five years have seen the rapid transformation into media which are predicated upon the use of digital technologies such as the Internet and video games. However, these examples are only a small representation of new media. The use of digital computers has transformed the remaining 'old' media, as suggested by the advent of digital television and online publications. Even traditional media forms such as the printing press have been transformed through the application of technologies by using of image manipulation software like Adobe Photoshop and desktop publishing tools.
Andrew L. Shapiro argues that the "emergence of new, digital technologies signals a potentially radical shift of who is in control of information, experience and resources".[7] W. Russell Neuman suggests that whilst the "new media" have technical capabilities to pull in one direction, economic and social forces pull back in the opposite direction. According to Neuman, "We are witnessing the evolution of a universal interconnected network of audio, video, and electronic text communications that will blur the distinction between interpersonal and mass communication; and between public and private communication".[8] Neuman argues that new media will:
Consequently, it has been the contention of scholars such as Douglas Kellner and James Bohman that new media and particularly the Internet will provide the potential for a democratic postmodern public sphere, in which citizens can participate in well informed, non-hierarchical debate pertaining to their social structures. Contradicting these positive appraisals of the potential social impacts of new media are scholars such as Edward S. Herman and Robert McChesney who have suggested that the transition to new media has seen a handful of powerful transnational telecommunications corporations who achieve a level of global influence which was hitherto unimaginable.
Scholars have highlighted both the positive and negative potential and actual implications of new media technologies, suggesting that some of the early work into new media studies was guilty of technological determinism – whereby the effects of media were determined by the technology themselves, rather than through tracing the complex social networks which governed the development, funding, implementation and future development of any technology.
Based on the argument that people have a limited amount of time to spend on the consumption of different media, displacement theory argue that the viewership or readership of one particular outlet leads to the reduction in the amount of time spent by the individual on another. The introduction of new media, such as the internet, therefore reduces the amount of time individuals would spend on existing "old" media, which could ultimately lead to the end of such traditional media.[9]
Globalization[edit]
The rise of new media has increased communication between people all over the world and the Internet. It has allowed people to express themselves through blogs, websites, videos, pictures, and other user-generated media.
Terry Flew stated that as new technologies develop, the world becomes more globalized. Globalization is more than the development of activities throughout the world, globalization allows the world to be connected no matter the distance from user to user[10] and Frances Cairncross expresses this great development as the "death of distance".[11] New media has established the importance of making friendships through digital social places more prominent than in physical places.[12] Globalization is generally stated as "more than expansion of activities beyond the boundaries of particular nation states".[13] New media "radically break the connection between physical place and social place, making physical location much less significant for our social relationships".[12]
However, the changes in the new media environment create a series of tensions in the concept of "public sphere".[14] According to Ingrid Volkmer, "public sphere" is defined as a process through which public communication becomes restructured and partly disembedded from national political and cultural institutions.[15] This trend of the globalized public sphere is not only as a geographical expansion form a nation to worldwide, but also changes the relationship between the public, the media and state.[15]
"Virtual communities" are being established online and transcend geographical boundaries, eliminating social restrictions.[16] Howard Rheingold describes these globalized societies as self-defined networks, which resemble what we do in real life. "People in virtual communities use words on screens to exchange pleasantries and argue, engage in intellectual discourse, conduct commerce, make plans, brainstorm, gossip, feud, fall in love, create a little high art and a lot of idle talk".[17] For Sherry Turkle "making the computer into a second self, finding a soul in the machine, can substitute for human relationships".[18] New media has the ability to connect like-minded others worldwide.
While this perspective suggests that the technology drives – and therefore is a determining factor – in the process of globalization, arguments involving technological determinism are generally frowned upon by mainstream media studies.[19][20][21] Instead academics focus on the multiplicity of processes by which technology is funded, researched and produced, forming a feedback loop when the technologies are used and often transformed by their users, which then feeds into the process of guiding their future development.
While commentators such as Manuel Castells[22] espouse a "soft determinism"[21] whereby they contend that "Technology does not determine society. Nor does society script the course of technological change, since many factors, including individual inventiveness and entrepreneurialism, intervene in the process of scientific discovery, technical innovation and social applications, so the final outcome depends on a complex pattern of interaction. Indeed the dilemma of technological determinism is probably a false problem, since technology is society and society cannot be understood without its technological tools".[22] This, however, is still distinct from stating that societal changes are instigated by technological development, which recalls the theses of Marshall McLuhan.[23][24]
Manovich[25] and Castells[22] have argued that whereas mass media "corresponded to the logic of industrial mass society, which values conformity over individuality,"[26] new media follows the logic of the postindustrial or globalized society whereby "every citizen can construct her own custom lifestyle and select her ideology from a large number of choices. Rather than pushing the same objects to a mass audience, marketing now tries to target each individual separately".[26]
The evolution of virtual communities highlighted many aspects of the real world. Tom Boellstorff's studies of Second Life discuss a term known as "griefing." In Second Life griefing means to consciously upset another user during their experience of the game.[27] Other users also posed situations of their avatar being raped and sexually harassed. In the real world, these same types of actions are carried out. Virtual communities are a clear demonstration of new media through means of new technological developments.
Anthropologist Daniel Miller and sociologist Don Slater discussed online Trinidad culture on online networks through the use of ethnographic studies. The study argues that internet culture does exist and this version of new media cannot eliminate people's relations to their geographic area or national identity. The focus on Trini culture specifically demonstrated the importance of what Trini values and beliefs existed within the page while also representing their identities on the web.[28]
As tool for social change[edit]
Social movement media has a rich and storied history (see Agitprop) that has changed at a rapid rate since new media became widely used.[29] The Zapatista Army of National Liberation of Chiapas, Mexico were the first major movement to make widely recognized and effective use of new media for communiques and organizing in 1994.[29] Since then, new media has been used extensively by social movements to educate, organize, share cultural products of movements, communicate, coalition build, and more. The WTO Ministerial Conference of 1999 protest activity was another landmark in the use of new media as a tool for social change. The WTO protests used media to organize the original action, communicate with and educate participants, and was used as an alternative media source.[30] The Indymedia movement also developed out of this action, and has been a great tool in the democratization of information, which is another widely discussed aspect of new media movement.[31] Some scholars even view this democratization as an indication of the creation of a "radical, socio-technical paradigm to challenge the dominant, neoliberal and technologically determinist model of information and communication technologies."[32] A less radical view along these same lines is that people are taking advantage of the Internet to produce a grassroots globalization, one that is anti-neoliberal and centered on people rather than the flow of capital.[33] Chanelle Adams, a feminist blogger for the Bi-Weekly webpaper The Media says that in her "commitment to anti-oppressive feminist work, it seems obligatory for her to stay in the know just to remain relevant to the struggle." In order for Adams and other feminists who work towards spreading their messages to the public, new media becomes crucial towards completing this task, allowing people to access a movement's information instantaneously.
Some are also skeptical of the role of new media in social movements. Many scholars point out unequal access to new media as a hindrance to broad-based movements, sometimes even oppressing some within a movement.[34] Others are skeptical about how democratic or useful it really is for social movements, even for those with access.[35]
New media has also found a use with less radical social movements such as the Free Hugs Campaign. Using websites, blogs, and online videos to demonstrate the effectiveness of the movement itself. Along with this example the use of high volume blogs has allowed numerous views and practices to be more widespread and gain more public attention. Another example is the ongoing Free Tibet Campaign, which has been seen on numerous websites as well as having a slight tie-in with the band Gorillaz in their Gorillaz Bitez clip featuring the lead singer 2D sitting with protesters at a Free Tibet protest. Another social change seen coming from New Media is trends in fashion and the emergence of subcultures such as textspeak, Cyberpunk, and various others.
Following trends in fashion and textspeak, New Media also makes way for "trendy" social change. The Ice Bucket Challenge is a recent example of this. All in the name of raising money for ALS (the lethal neurodegenerative disorder also known as Lou Gehrig's disease), participants are nominated by friends via social media such as Facebook and Twitter to dump a bucket of ice water on themselves, or donate to the ALS Foundation. This became a huge trend through Facebook's tagging tool, allowing nominees to be tagged in the post. The videos appeared on more people's feeds, and the trend spread fast. This trend raised over 100 million dollars for the cause and increased donations by 3,500 percent.
A meme, often seen on the internet, is an idea that has been replicated and passed along. Ryan Milner compared this concept to a possible tool for social change. The combination of pictures and texts represent pop polyvocality ("the people's version"). A meme can make more serious conversations less tense while still displaying the situation at sake.[36]
Interactivity[edit]
Interactivity has become a term for a number of new media use options evolving from the rapid dissemination of Internet access points, the digitalization of media, and media convergence. In 1984, Ronald E. Rice defined new media as communication technologies that enable or facilitate user-to-user interactivity and interactivity between user and information.[38] Such a definition replaces the "one-to-many" model of traditional mass communication with the possibility of a "many-to-many" web of communication. Any individual with the appropriate technology can now produce his or her online media and include images, text, and sound about whatever he or she chooses.[39] Thus the convergence of new methods of communication with new technologies shifts the model of mass communication, and radically reshapes the ways we interact and communicate with one another. In "What is new media?", Vin Crosbie described three different kinds of communication media. He saw interpersonal media as "one to one", mass media as "one to many", and finally new media as individuation media or "many to many".[40]
Interactivity is present in some programming work, such as video games. It's also viable in the operation of traditional media. In the mid-1990s, filmmakers started using inexpensive digital cameras to create films. It was also the time when moving image technology had developed, which was able to be viewed on computer desktops in full motion. This development of new media technology was a new method for artists to share their work and interact with the big world. Other settings of interactivity include radio and television talk shows, letters to the editor, listener participation in such programs, and computer and technological programming.[41] Interactive new media has become a true benefit to every one because people can express their artwork in more than one way with the technology that we have today and there is no longer a limit to what we can do with our creativity.
Interactivity can be considered a central concept in understanding new media, but different media forms possess, or enable[42] different degrees of interactivity,[43] and some forms of digitized and converged media are not in fact interactive at all. Tony Feldman[44] considers digital satellite television as an example of a new media technology that uses digital compression to dramatically increase the number of television channels that can be delivered, and which changes the nature of what can be offered through the service, but does not transform the experience of television from the user's point of view, and thus lacks a more fully interactive dimension. It remains the case that interactivity is not an inherent characteristic of all new media technologies, unlike digitization and convergence.
Terry Flew argues that "the global interactive games industry is large and growing, and is at the forefront of many of the most significant innovations in new media".[45] Interactivity is prominent in these online video games such as World of Warcraft, The Sims Online and Second Life. These games, which are developments of "new media," allow for users to establish relationships and experience a sense of belonging that transcends traditional temporal and spatial boundaries (such as when gamers logging in from different parts of the world interact). These games can be used as an escape or to act out a desired life. New media have created virtual realities that are becoming virtual extensions of the world we live in. With the creation of Second Life and Active Worlds before it, people have even more control over this virtual world, a world where anything that a participant can think of can become a reality.[46]
Interactive games and platforms such as YouTube and Facebook have led to many viral apps that devise a new way to be interacting with media. The development of GIFs, which dates back to the early stages of webpage development has evolved into a social media phenomenon.[47] Miltner and Highfield refer to GIFs as being "polysemic." These small looping images represent a specific meaning in cultures and often can be used to display more than one meaning.[47] Miltner & Highfield argue that GIFs are particularly useful in creating affective or emotional connections of meaning between people. Affect creates an emotional connection of meaning to the person and their culture.[47]
Industry[edit]
The new media industry shares an open association with many market segments in areas such as software/video game design, television, radio, mobile and particularly movies, advertising and marketing, through which industry seeks to gain from the advantages of two-way dialogue with consumers primarily through the Internet. As a device to source the ideas, concepts, and intellectual properties of the general public, the television industry has used new media and the Internet to expand its resources for new programming and content. The advertising industry has also capitalized on the proliferation of new media with large agencies running multimillion-dollar interactive advertising subsidiaries. Interactive websites and kiosks have become popular. In a number of cases advertising agencies have also set up new divisions to study new media. Public relations firms are also taking advantage of the opportunities in new media through interactive PR practices. Interactive PR practices include the use of social media[48] to reach a mass audience of online social network users.
With the development of the Internet, many new career paths have emerged. Before the rise, many tech jobs were considered boring. The Internet led to creative work that was seen as casual and diverse across gender, race, and sexual orientation. Web design, gaming design, webcasting, blogging, and animation are all creative career paths that came with this rise. At first glance, the field of new media may seem hip, cool, creative, and relaxed. What many don't realize is that working in this field is tiresome. Many of the people that work in this field don't have steady jobs. Work in this field has become project-based. Individuals work project to project for different companies. Most people are not working on one project or contract, but on multiple ones at the same time. Despite working on numerous projects, people in this industry receive low payments, which is highly contrasted with the techy millionaire stereotype. It may seem like a carefree life from the outside, but it is not. New media workers work long hours for little pay and spend up to 20 hours a week looking for new projects to work on.[49]