Question 1:
Convergence, according to our text on page 19, is the process of coming together or uniting in a common interest or focus. This could be the combining of multiple products into one single product, but in the world of mass media there are two main communication and media processes; content and distribution. Our text, The Dynamics of Mass Communication, talks about what is called corporate convergence. Author Joseph Dominick says corporate convergence would involve media companies that were focused on providing content (movie. television and music studios) acquiring companies designed to distribute content (cable and satellite companies).
A second process of convergence is called operational convergence. This is where
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An example of device convergence can be found in almost every Americans pocket in the form of smart phones.
In the glossary on page G-7 of our text, the definition of the uses and gratifications model reads, “A model proposing that audience members have certain needs or drives that are satisfied by using both non-media and media sources.” This definition is broken down and classified into four categories which are; cognition, diversion, social utility and withdrawal. Cognition is described as the action of gaining knowledge or “coming to know something.” When the Internet is used to stay up-to-date on the daily news, the person reading that news is engaging in the activity of cognition.
Diversion is described as an individuals need to obtain relief or stimulation from the humdrum aspect of the daily grind, or escaping from daily activities that might be boring. It is also used as a means of relaxation, an escape from daily problems and an “emotional release” from pent up feelings. Media can be used as a diversionary tactic for almost any reason. Reading, watching, music, or surfing the web are all very common mediums people today choose to use to take their mind off of what bothers them, or to alleviate boredom. Video game systems have had a major role in diversion and serves as part of the uses and gratifications model. Evidence can be found simply by looking at the number of gaming consoles and hand held units
The increasing popularity of video games has raised some concern in society. The question as to whether or not this concern is justified has been raised a multitude of times. However, it is reasonable to believe that video games’ impact on society is not a negative one as there are many beneficial aspects to gaming, there is no solid proof of issue with video games, and they are enjoyable.
In “Worship At The Altar of Convergence”, Henry Jenkins discusses the concept of convergence, where both old and new media collide. Jenkins describes convergence as the flow of content between multiple media platforms, industries, and the migratory behaviour that is present throughout the media audience (2). He explains that convergence is a necessity because it describes technological, industrial, cultural and social changes that are present in our technological society. That being said, Jenkins analyzes the relation between media convergence, participatory culture, and collective intelligence.
Looking at Global Truth #1: Convergence and Global Truth #2: Symbiosis, content plays a huge role. Convergence is the merging of different mediums. The example Franks gives is HBO and the “Voyeur” Project. This was a first of its kind and it was a success. It made way for multi-screen content.
The term media convergence with regards to technology is defined as a process of combining together the telecommunications and computers and turning them into one electronic or digital form. The media convergence has affected our everyday life as we know it in many ways, you can now watch television shows, listen to music and shop online using your computer all without leaving the privacy of your home. Using the computer you can also communicate using the email, or chat option on the
“Electronic games are now an everyday part of childhood and adolescence” (Olsen, 2010). Considering children and adolescence are our future, parents need to consider and monitor how these electronic games are affecting their child. There are more studies afloat that report the negative affects of video games over the positive effects until recently. Children and adolescents become addicted to video games easily so it is important to monitor what they are playing and how it is affecting them and their character. A recent study on many boys and girls reported why they are
From the past till now, video game never loses its popularity, from Gameboy to Wii, and from NDS to LOL, millions and billions of people are obsessed with this imaginary world. Some of the video games are created for educational purpose, however, most are created for the people who wants to escape from reality. “In a national Harris Poll survey of 1,178 American youths (ages 8-18), ISU Assistant Professor of Psychology Douglas Gentile found nearly one in 10 of the gamers (8.5 percent) to be pathological players.” ("Figure 2f from: Irimia R, Gottschling M (2016) ") Not only the statistic shows the high rate of addiction towards video games, terrible consequences of the addictions are more than enough to be served. For example, an extreme case of an Chinese kid called Xioyi suicide because he lose in one of his game on December 27, 2004; where he left a note that said he wanted “to join the heroes of the game he worshiped.” Video game has the potential to ruin a person’s life, as well as their family, or even the
Advances in technology have forever changed the way that children play, communicate, and view the world. Have you ever told your child that it was time to turn the video game off, or to put away the cell phone? Of course you have. Did they become upset, aggressive, or even depressed? These are warning signs indicating a potentially dangerous addiction. Addiction is characterized by the intense need for a substance and the experience of withdrawal symptoms when that substance is taken away (Rauh). Video games fill the player with strong feelings of pleasure and fulfillment. When considering the effects that video games have on your social, academic, and financial life; when do these fun technologies morph into a dangerous addiction?
Although relatively happy with the SNA application and services by providing TCP/IP capability and internet access. The goal was met in a remarkably short time. Over the course of 30 months, DMS built a statewide TCP/IP network, began
CNN, Samantha Bresnahan and Will Worley in their article, “When Video Games Become an Addiction”, argue about how and why video games become an addiction. They support their claim by first talking about video game addiction in the US, then about who mostly get addicted and in what age it is more popular, and finally why video games are addictive. Bresnahan’s purpose is to explain video game addiction in order to find a solution for it. They establish a hopeful tone for the readers.
Convergence is a top-down corporate-driven process and a bottom-top consumer-driven process. Media organizations are figuring out the method to quicken the stream of media substance crosswise over conveyance channels to extend income openings, widen advertises and fortify watcher responsibilities. They are battling for the privilege to join more in their way of life, also to control the stream of media in their lives and to talk back to the mass market content. Infrequently, these two strengths strengthen each other, making nearer, more fulfilling, relations between producers and consumers. Once in a while, these two strengths are at war and those battles will rethink the substance of American pop culture. The media organizations are not carrying
The controversial topic of video game addiction is what I have decided to focus my multi-genre research project on. Although a multitude of people do not even know of the existence of such a problem in today's society, I can assure you that this is becoming an increasingly greater problem effecting people around the world of all ages. Through my multi-genre project, I intend on proving the uselessness and detrimental qualities of playing video games, and I am going to explore some healthy alternatives to such a problematic habit.
In face of economic barriers of such dimension, media companies have shown a trend towards concentration. 3. Efficiencies What appeared to be particularly new about these alliances and mergers in the media industry was the search of not only the traditional economies of scale but, above all, the search of economies of scope. This translated into an attempt to use the same product in a number of different ways: pure entertainment and telecommunication, or entertainment and information, or information and telecommunication. From an economic point of view, economies of scope basically translate in lower Average Total Costs as a result of producing a wide range of products. The main feature of this type of concentrations is the vertical integration of the different levels of production and distribution of media products that leads to companies which are able
Convergence in media is extremely important. (1) Media convergence is the flow of content across multiple media platforms. (2) There are three elements for convergence to occur in mass media; corporations, content and computers. Media companies and marketers target and segment their audience. Psychographics plays a role in audience segmentation. In order for the consumer to be reached the media companies must be able (3) to access, analyze, evaluate and communicate messages in a variety of forms. In today’s society much of what we know comes from what we see and hear in media. Marketers and media companies target their audience based on how they view them.
The rise of digital technology convergence has made it achievable for technological organizations to deliver video, audio, and text material by the same wired, wireless or fiber-optic connections. In the past communications technology were separate and they provided specific services. Telephone and computer services regulated on different platforms. With digital technology convergence, a new age of multimedia has been introduced whereas images and data can be imported together to create a single network that distributes more efficient and effective services to the consumer of information content. Many of the content that is made today is in the fashion of a digital format, which offers consumers a spectrum of options to choose from, for the content that wants to consume. Digital technology convergence is allowing companies to blend and produce better and adequate services. With digital technology convergence, communication has become more effortless and faster as audiences can communicate directly with one another and with authors and publishers of mass media content through email, online forums, and other interactive media. In conclusion, one can say that digital technology convergence confits the combination of technologies of broadcasting, telecommunications, computing, and printing. This approach has in various ways changed the very attributes of mass communication and is rapidly changing media and journalism as several types of mass media increasingly converge into a
First of what is Digital media convergence? It can be simplified as several processes, these are technological, social, industrial and cultural convergence. It also means the digitizing of old media so it can be incorporated into new media.