|
Erstellt von selinaward
vor mehr als 10 Jahre
|
|
It could be said, that children and young’s people’s interaction with new media has been described negatively because of consumption, which is seen as a passive action rather than production which is positive action (Ash 2013)
children and young people are often accused of being passive consumers of new media technologies, who waste valuable time and energy on devices such as mobile phones, the Internet, computer games and TV
There is also the issue of consumption, and some people in society would say that children are being consumed by materialistic and greedy behaviours due to the time they waste on such technologies
New media technologies can be defined as anything electronic or digital that a user can interact with
new media offers a much more interactive platform
convergence only occurs when the children and young people want to interact and be part of such practices, Jenkins calls this “participatory culture”
Active engagement - Many new media cultures have an interactive element which enable children and young people to adapt and participate in a way which is suited to their own individual needs
Remix culture is the phrase used to describe any type of cultural artefacts which have been changed and combined with new ideas and creations
• New media technologies give children and young people the opportunity to share and document their everyday lives, special moments and photos with their friends and family
The digital divide is the phrase used to define the differences between those who do and those who do not have access to information and communication technologies (ICTs)
The digital divide can also provide a generation gap which separates children from adults
the digital divide is affected by generation gaps
Harry Potter Subculture
Machinima - is the phrase used to describe the practice of using animation to change the video games engine and assets
De-skilling and de-valuing - Children and young people often develop a wide range of useful learning skills through interacting with new media technologies outside of school