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Digital media processes. Social and more 2.0
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Digital media processes. Social and more 2.0

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Quick talk on expectations of users, informations of scale, digital filters and development

Quick talk on expectations of users, informations of scale, digital filters and development

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Digital media processes. Social and more 2.0 Digital media processes. Social and more 2.0 Presentation Transcript

  • Existing social processes, design & the coordination of media…
    with Dr Mariann Hardey
    Lecturer Durham Business School, Durham University
    soseriouslysocial.com
  • CONTEXT
    PRESENCE
    THINKING
  • rise of the mobile internet
    Connectivity as ubiquity
    Mobililtyfor dominant global platforms
    Productive (Pro) consumer e.g. ‘electronic wallets’, informed purchasing – ‘buy anywhere at anytime’
    The ‘responsible’ citizen, Citizenship2.0 e.g. social surveillance Facebook SNS
    THINKING
  • rise of social presence
    Openness = unprecedented access ‘to me, to you’
    Productive: Blogs, social networks e.g. Twitter, LinkedIn, Facebook, PRIVACY
    Data IS constantly ‘out there’ e.g. Facebook
    MEDIA DISTRIBUTION AND PRODUCTION
    New streams of delivery & convergence of broadcast, publishing etc.
    PRESENCE
  • strides against a digital divide
    CONTEXT
    Expectations of users: e.g. cheap mobile technology &ubiquitous
    INFORMATIONS OF SCALE
    ‘Digital fatigue’ Vs digital noise
    Focus on developing filters & aggregators to ‘switch-off’
    Rise of anti-digital movements a ‘get back to basics’ approach
  • MEDIA MEDIA MEDIA MEDIA MEDIAMEDIA MEDIA MEDIA MEDIA
    everyone as a media participator
    Barrier to entry in descent
    Rise of the reader & the consumer / the ‘Amateur’ and ‘Power of With’
    Publishers & broadcasters / Competitors & collaborators
  • MEDIA MEDIA MEDIA MEDIA MEDIAMEDIA MEDIA MEDIA MEDIA
    fragmented media surroundings
    Increasingly difficult for ‘non-media’ participants
    Media environment indicative of a new ‘way of life’
    Modern dilemma: Production of user-generrated content – e.g. Keen’s Cult of the Amateur Vs Leadbetter’s power of With…
  • MEDIA MEDIA MEDIA MEDIA MEDIAMEDIA MEDIA MEDIA MEDIA
    Mixture of new aesthetics, tools and architecture
    Need for intuitive, simple and immersive resources
    Potential project:
    A theme of self-portraiture.
    The brief: Representation – inner thoughts & self-reflection. Utilising situated software - integrating existing systems (e.g. GoogleMaps); opportunity for custom development with open source technologies
    DESIGN & Media
  • Media Narrative & Gaming
    MEDIA MEDIA MEDIA MEDIA MEDIAMEDIA MEDIA MEDIA MEDIA
    Gameification: cross-over - film to game play e.g. Tomb Raider, Harry Potter etc.
    Game culture as a collective - Play, living roles, identity, fantasy, WITH
    Significance of platforms e.g. wii – intuitive
    Collaboration: WIG Women In Games, 2010
    Generations – history of gaming
    Target consumers/audience
    Designer MashUps – visual style, mobile integration e.g. LittleBigPlanet (LBP) ‘art game’ – a game creation tool
  • Media processes NOW & the future
    Semantic web entrenched
    Use of artificial intelligence
    Personalisation of content
    Location-based/mapping & mobile visualisation services eg: TrustedPlaces ‘reviews on the move’
    Commercial sector collaboration
    The Web 20.0???...
  • thank you
    also available @mazrred
    contact
    mariann.hardey@durham.ac.uk
    www.soseriouslysocial.com
    :-)