Your SlideShare is downloading. ×
0
Future of communications Kevin Ware and Wayne Blackshear
Future of communications Kevin Ware and Wayne Blackshear
Future of communications Kevin Ware and Wayne Blackshear
Future of communications Kevin Ware and Wayne Blackshear
Future of communications Kevin Ware and Wayne Blackshear
Future of communications Kevin Ware and Wayne Blackshear
Future of communications Kevin Ware and Wayne Blackshear
Future of communications Kevin Ware and Wayne Blackshear
Future of communications Kevin Ware and Wayne Blackshear
Future of communications Kevin Ware and Wayne Blackshear
Future of communications Kevin Ware and Wayne Blackshear
Future of communications Kevin Ware and Wayne Blackshear
Future of communications Kevin Ware and Wayne Blackshear
Future of communications Kevin Ware and Wayne Blackshear
Future of communications Kevin Ware and Wayne Blackshear
Future of communications Kevin Ware and Wayne Blackshear
Future of communications Kevin Ware and Wayne Blackshear
Upcoming SlideShare
Loading in...5
×

Thanks for flagging this SlideShare!

Oops! An error has occurred.

×
Saving this for later? Get the SlideShare app to save on your phone or tablet. Read anywhere, anytime – even offline.
Text the download link to your phone
Standard text messaging rates apply

Future of communications Kevin Ware and Wayne Blackshear

293

Published on

0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total Views
293
On Slideshare
0
From Embeds
0
Number of Embeds
0
Actions
Shares
0
Downloads
12
Comments
0
Likes
0
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
No notes for slide

Transcript

  • 1. Kevin Ware & Wayne Blackshear COMM 303 Fall 2012 Final Project Future of Communications
  • 2. The future of Communication Technology
  • 3. TopicsCommunication Technology TheoriesSmart Phones Media dependency theoryInternet Diffusion of innovationsVideo Games Uses and gratifications theory
  • 4. Cell Phones of the PastThe first cell phone wasdeveloped in 1947.In 1983 Motorola made the firstcommercial cellular phone. Itwas called the brick and itcalled $3,500.(Meadows)
  • 5. Current cell phones91.3% of the United States hasa cell phone.20% of the United Statespopulation live in a wireless-only household66% of Americans between theages of 16 and 29 would optfor a cell phone over a landlineand 34% of Americansbetween the ages of 25 and 29live in a wireless-onlyhousehold.(Meadows)
  • 6. Future cell phonesIn the future, you won’t have totouch the screen on yourphone and voice recognitionwill be improved. Also, like theIPhone, your cell phone will talkback to you with arecognizable personality.(Futurist)
  • 7. Media Dependency TheoryMore and more people arestarting to rely on their cellphones day by day instead ofusing your house phone. Weare dependent on our cellphones because we don’t uselandlines or phonebooks. I cansay that if I were to lose my cellphone, the only person’snumber I would know is mymothers! With that being said,you can see depending onmedia such as your phone haschanged from the past untilnow. (Meadows)
  • 8. Early internetIn 1968 you could say the birthof the internet occurred whenthe Advanced ResearchProjects Agency Network wasfounded. Back then the trendof email accounts werebecoming a lot more popularbecause they weren’t onlyusing it for collaboration andresearch, but also to interactwith their peers.(Meadows)
  • 9. The Internet TodayAs of June 2012, it wasrecorded that over 7 billionpeople are using the internet.With Asia, making up almost45% of the total. (WorldStats)Early versions of the internet didnot emphasis entertainment orinformation. Old media isjoining the new andconvergence is takingplace.(Meadows)
  • 10. The Future of InternetIt is hard to imagine the internetgetting much better, but mostexperts seem to think that datatransmission speeds will increase.The costs of producing ultra highspeed networks will decrease tomake it more widely available tothe every day person. A personwill be able to download a DVDin a second. The other thing thatexperts seem to agree on is thatit will become even morepopular than it already is. (HowStuff Works)
  • 11. Diffusion of InnovationsThis theory describes how new technologyspreads through a culture. It has four main parts.They all can correlate to internet usage veryclearly. (Meadows)1. Innovations-The internet is relatively new.2. The Channels of Communication-The channels are becoming larger and more complex3. The Social System-It is now socially acceptable for everyone to use the internet4. Time-Enough time has passed for most people to learn and find a way to access the internet
  • 12. Video Games of the past“Tennis for Two” was created in1958, it was not created to beplayed, it was intended to bean science experiment.This came before spaceinvaders and pong.Some other earlier games wereSega genesis, Nintendo 64,dream cast, Atari, GameCube, PlayStation 1 & 2, XBOX.The reasons why these gameswent out of popularity wasbecause newer, better, faster,smaller, quicker, versions ofthese systems were created.(MSNBC)
  • 13. Video Games todayToday, Play Station 3 and XBOX360 control the game world. Yourallowed internet access andonline gaming against peopleacross the world using either ofthese systems.With these systems, your mostpopular games are: Call of Duty,NBA 2k13, Madden 13, GrandTheft Auto, Max Payne, Hit man,and Resident Evil.Statistics state that 65% of allhouseholds play video games.Between the ages 18 and under25%, most of the users arebetween the ages 18 and 49 with49%, and 26% percent withpeople over the age of 50.(Video Game Statistics)
  • 14. Future of video gamesThe average age of the userthat plays video games is mostlikely going to go up.Consumers will move networkTV to gaming.Records are going to try andpromote video games. Theregoing to try and promote theremusic through video games, soif you want to hear the nextmusic track you’ll have to hearit through your XBOX or PlayStation. There also going to tryand create massive sharedexperiences online.(Dolan)
  • 15. Uses and Gratifications Theory This theory states that people deliberately choose media that will satisfy given needs. (Meadows) According to a recent study the top five reasons people play video games are because: (Why People Play Video Games) 1. Fun 2. Challenge 3. Boredom 4. Connectedness 5. Emotional Satisfaction (Addiction Blog)
  • 16. In Conclusion..After taking this class and doing this research, it is clear thatcommunication technology will continue to grow. New mediais something we will be surrounded by for the rest of arelives.(Meadows) We think that the future of videos games alongwith the Internet will only expand and get better as it continuesto be be used. It’s popularity will grow and get better!
  • 17. BibliographyMichael, Dolan. "The Video Game Revolution." PBS. PBS, n.d. Web. 7 Dec. 2012.<http://www.pbs.org/kcts/videogamerevolution/impact/future.html >.Galning, Kristen. "Anatomy of the First Video Game." MSNBC. MSNBC, 23 Oct.2008. Web. 7 Dec. 2012.<http://www.msnbc.msn.com/id/27328345/ns/technology_and_science-games/t/anatomy-first-video-game/#.UMIyCEJRnHg >.Internet World Statistics. Miniwatts Marketing Group, 30 June 2012. Web. 7 Dec.2012. http://www.internetworldstats.com/stats.htm .Meadows, Jennifer, and August Grant. Communication Technology Update andFundamentals. 12th ed. Burlington, MA: Elsevier, Inc., 2010. N. pag. Print.Strickland, Jonathan. "What is the future of the Internet?" 10 May2010. HowStuffWorks.com. <http://computer.howstuffworks.com/future-of-the-internet.htm> 07 December 2012."Video Game Statistics." Educational Database . N.p., 2012. Web. 7 Dec. 2012."Video Game Statistics." Educational Database . N.p., 2012. Web. 7 Dec. 2012.<http://www.onlineeducation.net/videogame >."Why People Play Video Games: Top 10 Reasons." Internet.addictionblog.org.N.p., 18 Apr. 2011. Web. 7 Dec. 2012. <http://internet.addictionblog.org/why-people-play-video-games-top-10-reasons/ >.

×