Thursday 1 May 2008

2)b) Jan 07 Practice Paper

Since the advancement of NMT's, young people's media consumption differs from the consumption of their parents.
Firstly, social networking has exploded in popularity and are connecting with images, widgets on their page, polls and comment on each other's page. Parents, generally are not up to speed, since the main users for the social networking are young people. However, not all consumption habits are different, namely with the i-pod. 150 million have been sold since its release, and the target demographic is wider with the older generation.
This is also true with mp3 players and portable music devices, they consume the media the same way young people do. Furthermore, the market for the mobile phone industry has been matched by the adults, even if the average teenager spends 10% of income on his/her phone. The growth of the industry sparked a huge popularity boost for the portability of it, and the convinence of being able to fit the phone into your pocket. Texting and buying new ringtones and features on your phone is also used by the older generation, maybe because more fit into hat demographic, but it isn;t just the teenagers who are 'wired in'.

Monday 28 April 2008

Beware the Dark Side; the perils of NMT's

Why is consumerism a concept central to this unit?
Consumers keep buying into these products, motivating more advanced technology from the company. Because this technology becomes obsolete within 18 months, to the next best thing, consumers are constantly having to upgrade their electronic device because it cant keep up with the newest technology. Since the consumers are central to the revenue of the media institution, it has to keep the profits up so keep upgrading to help the revenue streams.

How do we often 'unwittingly give up our privacy?
Ever since Web 2.0 came in, the Internet spread, connecting billions of people into one gigantic network. However the time we spend on the Internet is monitored by the sites we use. Search engines like Google and shopping sites like Amazon see what you have searched and bought, and we can't buy anything now without having the 'recommendations' from Amazon, of similar items on sale.

How have NM T's criminalised audiences?
File sharing and downloading files have been a primary focus on 'criminalising' users, because of copyright issues. Billions of files of music, films and have been downloaded, and many have been caught and prosecuted by using sites like Kazaa, Limewire, and other file sharing to breach copyright law.

What health and environmental issues does NM T's pose?
Because consumers are constantly having to upgrade from obselete machines. 'E-waste'

Thursday 24 April 2008

Media Magazine Article Summary

Why should we studt digital games? Part 1&2
Andrew Burn, Diane Carr and Gareth Schott

Some Stats
  • in Korea 80% of individuals aged 8-24 go online to play games (Net Profile Research, 2000)
  • in all, 18 million PlayStation consoles were sold around the world between 2001 and 2002
  • the UK now possesses the third biggest console market in the world (after the US and Japan)

At the heart of the distinction between digital games and other media, are these factors:

1. They are games – so they have rules, competition, scores, components to move, and elements of skill or chance.

2. They employ computer technology.

3. They are ‘interactive’.

Interactivity: The article explains that the difference of the user shows; when you control a character on a game, the style of play may be totally different compared to another person playing the same game. The use the example of Tomb Raider and say that Lara Croft might act differently when another person is at the controls, the user dictates how the 'hero' behaves.



Sunday 20 April 2008

Case Study Topic 3- Handheld Gaming Devices & Brain Training

Prediction:
I expect to find that the movability of the handheld gaming market is its main strength, one of the only things it has an edge compared to regular consoles, the wii etc. Furthermore, I expect the Brain Training games to offer the handheld for a wider target audience, with the older generation involved as well.

Background Research:
PSP: On the company website, an article about the PS3 and the PSP networking together to be able to view the content on the PS3, and have it saved and be able to view it anywhere, on the mobility of the PSP, also allowing for interent access through the PS3. With the PSP and the Go!Cam, users can take pictures and upload to the PS3, and access them through the PSP.
From Wikipedia, i found out that the launch of the PSP in Japan, was quite succesful in terms of sales, with the first shipment of 200,000 selling in just 2 days. However, there were problems with faulty pixels (discoloured squares), and discs ejecting abruptly because of 'twisted' systems.
Becuase of the large demand in North America upon the release there, the European release date was pushed back to 9 months after the Japanese release date.

Nintendo DS: Compared to the PSP, the launch of the DS was much more succesful. As opposed to the 200,000 sold in the 2 days of the launch, the DS sold more than 500,000 in the first week. The overall sales of the DS was 64.79 million, while the Playstation only saw sales of 20.25 million worldwide. The Nintendo Wi-Fi connection is included on the DS, which can support up to 8 players, from connecting with friends, people at the same skill level, people in the local area, or people from around the world, and the player choosing which of these options they would like to take. As same as the wii, players have to enter their friend codes where both sides must enter the other in order to communicate freely.

I read an article about the brain-training game Dr Kawashima's Brain Training: How Old Is Your Brain?, and how it has sold over 5 million copies.
Summary: Overall, the article outlined the brain activity beneficial for the mental agility of people. Also, it outlines the fact that the wider audience is now exposed and included into the gaming market, with more adults playing the games and widening the target demographic.
Furthermore, it mentions that it isn't just Nintendo developing brain training, and that mobile phones are now able to play the sort of games, more likely to be taken on the go than a ds or psp, which has also got involved, releasing Carol Vorderman's Sudoku game. It says that there will be a 'wider acceptance' of the psp and ds since more people are interested in the games, it will promote advancement of the technology.

I also read a review of the Nintendo DS Lite and about the consumer opinion to the Lite version.
Apparently, 10 handheld consoles have been released by Nintendo, and there are only four major ones; from the Game Boy, to the Colour, then from the Advance to the DS. The concern is about the almost pointless upgrades that consumers keep buying into, especially smaller versions. Consumer demand for these has increased the popularity of them, and have been widely accepted, bringing in huge sums of money for nintendo. Lastly, the demand for it in the US means that more systems in the future are expected from nintendo.

Handheld game consoles have allowed more flexibilty when playing games on these consoles. The DS and the PSP have widened the target demographic to the older generation, boosting sales and raising awareness. Users are allowed more interactivity because of the nintendo wi-fi connection, and the networking between the PSP and PS3 allows more freedom of movies, images, and other files which would not have been possible before.

Friday 18 April 2008

Case study feedback #2

Alex - excellent approach to research on Wii. If you are this thorough on 3-4 areas of gaming you will be well prepared for the exam.

Well done
CF

Thursday 17 April 2008

Case Study Topic 2- Second Life

Prediction:
As I already know that 'Second Life' is a hugely popular online game, my prediction will be that the level of customisation for every person and the new capabilities that are unheard in other virtual worlds for the reason it is so popular.

Background Research:
Each user gets to create their own 'avatar', their own personal being, which can be either gender, have a wide variety of physical attributes and clothing, even being able to dress up into humanoid forms. Users can change how they look at any time, and at a click of a button, as they find or make new clothing.
Also, the virtual world of 'Second Life' is created and governed by its users, with anyone able to upload 'Linden Dollars', the currency in Second Life, with the exchange rate at around L$226 to US$1. There are two types of account; Basic and Premium, which are outlined;
http://secondlife.com/whatis/plans.php
On the 'Second Life' website, there is a showcase on different activities happening in Second Life; Culture, Music etc., so residents can find out when certain events are and attend. Also a blog and a 'tip of the week' is included, so users can try new things in the virtual world.
A 'Teen Second Life' is available for people under the age of 18, and can do everything that the residents in the 'Main Grid' are able to do; the land for 'Second Life'. However, the economy is dwarfed by the Adult version; there is not nearly as many residents, and L$ have much more value there.

I read an article from the guardian about Second Life;

Summary: The virtual world of 'Second Life' can explore new-found possiblities; 'the music scene is exploding', and smaller businesses are getting involved, with the bigger companies not as dominating as in the real world. Even though the possibilities are endless, there are problems. The quality needed for the graphics and moving; computers can crash and can be slow-moving, so not eveyone has a good quality of play. Also, at that time, there was not a million members yet, so the huge land was largely unpopulated.

Controversy:
The age verification and indentity procedures are not to standard; people are able to deceive people in order to gain acces to the Main Grid, lying about their age as opposed to joining the Teen Grid, which in comparison, is much smaller. The process of e-mail does not fully confirm age and identity restrictions so it is sketchy.
Also, a handful of cases of child pornography have been happening in-world, a news-commodity for tabloids. Lastly, a Gambling ban on all games of chance or sporting events.
Riots have also been happening in the virtual world; discrimination or prejudice because of race, religion or heritage have caused riots in 'Second Life'

Stats: IN MARCH 2008

  • L$233,772,438 was spent.
  • 506 residents spent more than L$1,000,000
  • 165 residents had more than US$5,000 on the 'Second Life' system
  • 86,379,072 square metres of Second Life land was sold
  • 832 islands added to second life and 13693 were owned

Overall: 40% of all transactions in Second Life are buying designer clothes

Audiences are now able to customise themsleves, and with the convergence of all the companies investing in 'Second Life', the popularity and the virtual economy has exploded, with more than 13 million accounts registered (including accounts which aen't being used. Lastly, the residents owning land presents the advancement of the online society; people can throw private parties and prevent any uninvited people from entering, so the user chooses were they want to go, what to do, and how to do it, creating a level of interactivity and customisation never acheived before.

Thursday 3 April 2008

CF case study feedback #1

Well done - perceptive summary

Case Study-Topic 1 - The Wii

Hypothesis
Wii: I expect to find that the wii remote was more popular than the more traditional controller, used by the seventh generation Xbox 360 and PS3. Also, the personalisation of the mii channel and using your own avatar which you can personalise and change whenever you want. Other things include downloadable channels on the wii and the wii store over the Internet allows a more interactive experience; choosing what and when to download something over the wii store channel.

Background Research
On the company website, all the free services and channels (some needed to download) are outlined and discussed. Also there are reviews of games, video clips to watch, list of games under the 'wii software' heading, and 'wii tv', a compilation of all the video clips of adverts shown on tv.
I also did some research on wikipedia about how successful the wii launch was and found out that:


  1. it had sold over 600,000 consoles in the first eight days of launch in the Americas
  2. the Wii had become the fastest-selling video games console in the UK, selling 105,000 in the opening weekend, compared with the Xbox 360's 70,000
  3. it was mostly successful, but with one flaw. Due to the scarcity of the wii remote and nunchuk, price gouging began, and even when consumers got their controllers, the straps were not properly equipped for the active movement of some of the games; wii sports for one, and some had to be recalled due to the poor design of the straps, resulting in them snapping.
  4. There were 37 games available on the launch; of these only 23 for the Americas, 19 for Europe, 17 for Japan, and 13 for Australasia, so even though the launch started in Japan, the Americas were targeted with the most software for the wii

Competition

Even though there was competition of the Xbox 360 and the PS3, the Wii came out on top. The Wii has sold20.13 million units, as opposed to the Xbox 360 sales of 18 million, and the PS3's sales of 10.49 million.

I read a review of the wii console;

http://reviews.cnet.com/consoles/nintendo-wii/4505-10109_7-31355104.html

Here's what they thought:

Good: The new motion-sensor controller allows new gaming capabilities, and the built in Nintendo Wi-Fi connection delivers free online services and game play. The compatibility with gamecube games means you can still play them on the wii, and the ability to have the gamecube controllers controlling wii games, so not always using the nunchuk and wii remote. The SD cards also have higher capabilities fr storage of saved games, photos (with the free photo shop channel), and it is the most affordable home console system, (£179.99 for basic package). On cnet, the user comments gave 8.1/10, while on xbox 360, they gave 7.4/10, and for PS3, 7.5/10, which shows the difference in popularity for the Wii.

Bad: The controller uses batteries very fast, so have the added cost of them or buying the special charger for the controllers. Also, the motion sensor control takes a while to get used to. The 'friends code' system is inefficient because both sides have to register each other to even exchange messages, which can be annoying for the user if they want to contact the person over a long distance.

I also read an article from the Guardian website about 'Wii Fit', the unique 'exergame' with the wii remote and new 'balance board' which allows the user to ski, some yoga, hulahoops, and other active excercises.

What the Guardian summed up is, the game allows unique gameplay, and interactivity with their own movement controlling their character. However, there is not a sufficient amount of movement to replace the gym, and no real advice from a real person, so is not totally up to speed in the 'strenous excercise department'.

Tuesday 1 April 2008

Emily Bell Article

1) Citizen journalism is the fourth estate by the audience, expressing their opinions, views and findings, from eye witness accounts, and bystanders involved in an issue. Media consumers are making themselves heard by posting blog entries, so it is not only the owners of the broadcasting industry that are getting the chance to get their views out there, with the possibility of the 'ordinary people' having views and opinions accessible with the Internet. With the accessibility of digital handheld devices, images and videos on mobile phones make it easier to understand the event, and prove that what they're saying is correct. However, the problem with the blogging, and sending of images and video clips across the world, the poor quality compared to the flair of the writing of journalists and the collection of information in newspapers, it keeps the newspapers intact with their sales.

2) Emily Bell presents a range of ideas in her article. Firstly, she states that citizen journalism is of less quality, and is not checked by editors, so there is no actual proof that what they are saying is all true. Exaggeration, bias and false accounts may account for incorrect information. Furthermore, she writes that 9/11 was really the start for the blogging craze, people wanting to share their thoughts and what actually happened during the terrorist attacks. She also makes the point that if a similar event were to happen this present day, he outcome of the coverage would be completely different; the still images, video clips shot from mobile phones, and the widespread blogging would be many times more than what happened at 9/11.

3) The Googlezon video really showed the power of the Internet increasing, with the big names in the industry merging and buying other products, and the huge power of the company if Google and Amazon did a merger of the two companies. It also showed me that the possibilities are almost endless, the virtual world would be nearly impossible not to keep growing, and that in the future, only a handful of companies could end up ruling cyberspace.

Monday 31 March 2008

Key Terms & Digital TV

Convergence: New ideas of interactive TV are repeated throughout the market for digital TV eg. TV on demand, the red button etc.

Personalisation: Different packages come with different providers, and automatically recording programs so the audience can pause, rewind, and watched at any time of the day.

Interactivity: New 'TV on demand' technology allows it to become a 'pull' media, where the audience is actively interacting with the technology. The viewer chooses what to watch, how they watch it (pausing etc.) and when they watch it.

Linear-Non Linear: Since pausing, and skipping parts of TV show is now possible with new utilities on digital TV, shows don't have to be in a set order.

Democratisation: polls on the TV, allow us to express our opinions, even if we don't have to. Everyone has the right to a vote, and democratises the whole interactivity of TV.

Digitalisation: All TVs changing digital in 2010. The set of 0's and 1's can make the broadcasting of the signal clearer, and easier to transmit.

Since there is more interactivity to Digital TV, there is more demand for choice and audiences mostly expect there to be a choice. But with these choices comes some moral panics; obesity from lack of exercise caused by the obsession of TV, and so many channels to choose from limiting boredom, creating a vicious cycle.

Wednesday 26 March 2008

New Media Technologies

I will be studying the topic of gaming, and i think some interesting topics to retrieve information on are;

  1. The new remote control feature on the wii
  2. Violence in gaming
  3. Second life and the new interactivity in which gamers can experience playing it
  4. Moral panics caused by MMORPG's (obsession & addiction)

1) Endism is the perspective that when new media technologies appear, older ones are replaced and forgotten.

2) Our 'media ecosystem' is the collection of media in our society eg. the UK's media ecosystem includes Digital TV, Radio, Gaming, The Internet, and everything else prevalent in our society. Other areas of the world could not have the same media ecosystem since they do not have the same resources we do.

3) 'Narrowcasting' is a TV channel, probably a digital channel, which specialises in one topic, to attract audiences interested in that specific topic. (eg. sports channels(sky sports) cooking channels (uktv food) and comedy channels (uktv gold).

4) The Internet is the whole online system in which the web is one kind of traffic on, the world wide web only consists of the large part of the Internet that are websites.

5)'Push and pull' media are appearing now we have the interactivity we do. 'Push' media is the kind of media you experience every day by simply turning on a TV channel, the broadcaster and personnel associated with the channel choose what to give air time, and what not to. Oppositely, 'Pull' media is appearing through TV on demand, the audience chooses what to watch at any time they want to watch, more commonly appearing throughout the array of digital channels.

6) One positive aspect of blogging is the explosion of ideas that can be read and experimented with throughout the entire world. Blogging software gave the people who had ideas a platfomr so they can share it with the world, so now it is not just up to the people who choose whether to broadcast something or not.

Thursday 21 February 2008

Feedback #1

Well done Alex - this is thorough, detailed research. You organise your research well, including links and summarising in your own words.



Keep up the good work!



B/1

Friday 8 February 2008

Digital Technology and Film Industry

1. Production - how has digital technolgy changed the way films are shot? How has it made the process more creative? Think about on set and post-production?

I read a few articles:
Film postproduction
A step-by-step state of the post world at today's hottest facilities as they learn to hustle and workflow.By Debra Kaufman

FILM vs. DIGITAL VIDEO

I think that the introducion of CGI and other digital technology has enhanced the film-making procedure, being that more believable and almost eye-popping effects can be composited into the shot, making the cinema or home cinema a more pleasurable experience. The viseral pleasure of these shots and the effectiveness of them has spread very rapidly, from around only 5 films in the 1970's using CGI, to many more in the present day, with very few having no CGI or special effects included. These digital effects can be changed post production, so that colours or don't fit in with the actors, the digital effects can be changed however and whenever the producers want to change it, being the greatest advantage of the digital technology.

2. Distribution - how do we access films now? How do the films get distributed to the cinemas? How is this changing?

Hollywood’s threat to your local cinema

The article is about the decline in cinema popularity and the 'local' cinemas closing down because of the decrease in popularity.
'Chewing gum, mobile phone ringtones and long advertisements' (Nick Louth MSN Oct 2005)
The article explores the reasons for this decline in the number of local cinemas in Britain. The main reason was money. The overpriced admission is not all; the expensive snacks and food means the monthly cinema visit becomes a luxury, setting you back about £20 if you've got company. This strapped-for-cash nation can't afford visits to the cinema often, because of the high prices on top of actually getting to the cinema.
Also, long advertisements only bore viewers, and the ever-growing market of a home-cinema is growing rapidly, the cost of DVD's less than the cost of seeing the film once. Sure the atmosphere may not be the same, but at least you get to watch the film more than once.

3. Exhibition - how do we experience films? Is the cinema experience changing? Is it under threat with home cinema technology?

In relation to the last question, the home cinema system is getting ever popular, with imports of films into Britain down 1% from 2002-03, and the exports of British films also down 1% in the same year. The home cinema is getting ever popular because of the decreasing cost of the technology and the 'feel', and the atmosphere is the same with the dulling of the lights, the clear sounds and the family experience together is some more motivation for the instalation of more of this equipment.

Statistics:

At the start of 2005, there were around 300 cinemas in the world with digital projectors. By January 2006, it will be 2,000, and this is anticipated to grow dramatically into the future.

A celluloid print run costs around £100,000, while for a digital distribution the cost could be cut to one-hundredth of that, around £1,000.

The cinema has to pay for all of this equipment and then upgrade it roughly every three years.

from http://news.bbc.co.uk/1/hi/technology/4681859.stm

Monday 7 January 2008

Second Life-moral panics

I read an article about virtual worlds and social networking sites that appeared in the Daily Mail newspaper on Saturday 5th January, called “VIRTUAL NIGHTMARE”. It was from the point of view from the older generation, and how this might affect the internet and how we use it. The article was also stressing the moral values and humanity that was lacking from the virtual realities. Some main concerns about the development of the websites is that more and more illegal activities are popping up all over the virtual worlds; gambling child pornography, some avatars are dressing up as children and offering virtual sex. The problem controlling this is there is not enough restrictions and not enough people to stop this happening; sometimes one person governing 150 million ‘avatars’, an avatar being your appearance in the game, which you choose, customise, and create. Another problem in Second life specifically, is the age boundaries. The rules are that you are not allowed to enter the adult grid if you are under 18, and vice versa for the Teen grid, but there is no feasible way checking everyone’s age reliably.
The way that Second life and social networking sites have changed the way we meet and discuss. More and more young people are getting involved in these sites, meaning that less people are on the streets, and the older people, maybe being left behind, because they might not have as easy access as the internet, or because they actively choose not to participate. Some businesses are having board meetings in Second Life, because the advantages are numerous; people can text chat privately without anyone ‘hearing’, the 3-D giving people more capability, and the increasing ease to connect to the internet.
One of these board meetings was interrupted by a ‘terrorist’, who shot everyone dead, and the teenager who stole virtual furniture from ‘Habbo Hotel’, another virtual world. These panics reflect in the real world in that people are taking themselves off the streets and putting themselves on virtual worlds, where illegal activity comes with it.

Friday 4 January 2008

Guardian Article Dec 2007 Questions

1. Who is Chris De Wolfe and what does he say is the future for social networking? What impact will portable hardware have on this area of technology?

A: Chris De Wolfe is a CEO and a co-founder of the social networking website MySpace. He says that more than ever, people are logging on to these social networking sites and contacting each other, also affecting other industries, such as music and advertising. He also says that the future of the social networking web is more personalised and the realtionships formed or developed through this technology will grow closer and closer.

2. Who is Chad Hurley and what does he say is his company's goal? Is he a positive or negative technological determinist?

A: Chad Hurley is the CEO and co-founder of the popular video-sharing website YouTube. He outlines the growth of the media, saying his company's goal is to include everyone to simple accessible technology, and to make it almost second nature to us (referring to his comparison with making a phone call). He is a posotive technological determinist becuase he describes this technology as almost in awe of it, and doesn't mention anything negaitve about this technology.

3. What does Maurice Levy say is the challenge for advertisers and what is 'liquid media' compared to 'linear media'?

A: He compares the digital and analogue media, and says that the boom of popularity belittles the latter, and the possibilites of the digital advertising is much greater than the traditional advertising. Linear media is the old way of advertising, with no interactivity in it. Liquid media, which Maurice describes as "seamless", can interact, change settings, jump and skip parts of playlists, and many other options. It is the new digital media.

4. What parallels does Norvig draw between Edison inventing electricity and the development of online technology in terms of searching for information? (tricky question - read this section carefully)

A: He explains that Edison inventing electricity, was almost the flood gates, opening to whole new range of ideas and possibilites. Furthermore, he also describes how that the current technology will enable us to advance out technology and biuld faster, better machines with what Edison invented.

5. What are the issues for the developing world? How is this evidence of a 'digital divide'? (socio-economic divide due to access to technology)

A: The economic divide between 1st world and 3rd world, countries means that the poorer nations will not have the technology that the U.S or the U.K has, meaning a divide has occured between them. For exmaple, the first internet connection in Africa was in 1991, while more econmically developed countries, had this connection before this.
This was also evident in the podcast; the teacher explains that African countries will not have the technological access that our society has got. Lastly, the last paragraph on the developing world also says that internet development in Africa will be limited until 2012, so no bridge of the "digital divide" will appear.

Podcast- Jan 2008

The teacher on the podcast spoke about various media terminology, described what they meant, and how the products and new media technologies influenced the audiences lives. Here are some of the things I learnt from the podcast:
digitality- new way of encoding info.(1 or 0, on or off)
interactivity- new ability to work with technology
convergions- how some companies merge and work together to make new technology. New gadgets are getting smaller because of increased ability to make more powerful electrical devices.

The teacher also discusses issues related to audience, control and regulation, and ownership.
Here are some questions related to these topics:
audience- Do new technologies change the audience?
Have audience demanded these changes?
Who doesn't have access?

control- Who/What is controlling?
Impact from government?
Should be/Is/Possible to be controlled?

ownership- Market share/Funding?
Competition?
Organisation?