Chapter 5 - Book 2

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New media and participatory cultures
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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) However, children and young people’s engagement with new media could also be seen as a process which is both active and dynamic. If the process is viewed as a circuit then consumption and production can be seen running parallel with each other to produce positive outcomes
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 are often disputes between parents and children over the antisocial behaviour such technologies presents
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 Lury 2011- believes that such technologies are not so detrimental to children because rather than being passive consumers they actually exhibit agency and often use media in creative ways making them active participants in society and the co-producers of culture
New media technologies can be defined as anything electronic or digital that a user can interact with such as tv and computer games. For example, the internet is a new media technology which provides it users with the option of interacting and even dictating what other users see, such as social media sites like Facebook where users can add photos and comment on other users content
new media offers a much more interactive platform For example, technologies such as the Internet allow children to interact and share information across multiple countries and audiences . Jenkins calls this flow of interaction as “convergence”, meaning new media technologies are involved in changing how children and young people interact both culturally and socially with each other which has in turn influenced and changed their relationships with each other and the world of technology
convergence only occurs when the children and young people want to interact and be part of such practices, Jenkins calls this “participatory culture” For example, the child must want to interact with new media technologies but they must also be supported and have the means to do so such as having access to a computer and the Internet
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 A classic example of such interactive media culture was seen in Japan in 1995 with the creation of Pokémon franchise - the main success of Pokémon can be accredited to the way it encourages children to actively engage with both each other and the products
Remix culture is the phrase used to describe any type of cultural artefacts which have been changed and combined with new ideas and creations For example, discussing a film, book or computer game will involve the notion of remixing the original text, into our own personal ideas and interpretations
• 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 Examples include - Facebook, twitter and my space
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) As new media gives children the opportunity to share interests and communicate with their friends, this also means that children who do not have the same access could feel left out and excluded from such peer groups
The digital divide can also provide a generation gap which separates children from adults Hargittai (2002) mentions how younger people in their 20s and 30s are much quicker than people in their 30s and 40s who in turn were much quicker than the older respondents
the digital divide is affected by generation gaps family video games which are based on generational divides gave children the opportunity to feel empowered and in control because they could teach their parents and grandparents how to play the games
Harry Potter Subculture fictional online newspaper called “The Daily Prophet” extremely educational because it allowed children to enjoy the world of literature freely and openly all whilst they were discussing a topic which they thoroughly enjoyed. The site gave children the opportunity to use their imagination to create characters and analyse some of the narratives which gave even young children the opportunity to develop their mental ability and understanding of literature
Machinima - is the phrase used to describe the practice of using animation to change the video games engine and assets This is now becoming extremely popular and videogame fans can now create their own narratives, voices and characters in their favourite games. However such manipulation requires a variety of skills and different specialist computer programs for editing and production for example Adobe premiere or Final Cut Pro (P.G.247). Most machinima makers require a collaboration of many different people to create their own unique productions. The process takes a long time and is extremely labour-intensive, collaborating with different skills to produce a machinima - Give example of Ivan
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 However, schools rarely value or draw effectively on this kind of learning and often restrict students’ access to new media in school, helping to create a disjuncture between home and school.
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