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Chapter 10
The Internet:
Mass Communication
Gets Personal
2
#DisabledAndCute
Disabled author Keah Brown decided she liked who she saw in
the mirror and proclaimed she was #DisabledAndCute on social
media
3
Hanson, Mass Communication: Living in a Media World, 7e
SAGE Publishing, 2019
#DisabledAndCute
Critics in disability community saw “cute” as a diminutive term.
Brown realized she couldn’t make everyone happy
Seen as a conversation starter between disabled community and
media
Trying to get disabled actors to play disabled characters
Hanson, Mass Communication: Living in a Media World, 7e
SAGE Publishing, 2019
4
What Is the Internet?
New mass medium incorporating elements of interpersonal,
group, and mass communications
“A diverse set of independent networks, interlinked to provide
its users with the appearance of a single, uniform network”
5
Hanson, Mass Communication: Living in a Media World, 7e
SAGE Publishing, 2019
5
Development of the Internet
How do we make incompatible computers talk with each other?
How do we share information?
Can we maintain military communication after nuclear war?
(But this system was never built!)
6
Hanson, Mass Communication: Living in a Media World, 7e
SAGE Publishing, 2019
6
Packet Switching
1964: Paul Baran develops decentralized computer network for
Air Force
Messages are broken into small data packets, which are sent
independently across the network
Receiving computer reassembles message
Air Force chooses NOT to build this network
Donald Davies proposes similar civilian network for Britain;
also not built
7
Hanson, Mass Communication: Living in a Media World, 7e
SAGE Publishing, 2019
7
How Packet Switching Works
8
Hanson, Mass Communication: Living in a Media World, 7e
SAGE Publishing, 2019
8
ARPAnet
Pentagon’s Advanced Research Projects Agency (ARPA)
Networking incompatible computers across the country
Went online in 1969, same year as the moon landing
Intended for primarily academic use
9
Hanson, Mass Communication: Living in a Media World, 7e
SAGE Publishing, 2019
9
Connecting Incompatible Networks
ARPAnet led to multiple packet-switching networks
How do you link these small networks together?
Bob Kahn and Vint Cerf created rules for networks to
communicate with each other, a protocol known as TCP/IP
10
Hanson, Mass Communication: Living in a Media World, 7e
SAGE Publishing, 2019
10
The Internet
Transmission Control Protocol/Internet Protocol (TCP/IP)
How data are transmitted and how computers can locate each
other
Internet
Internetworking of networks
Data exchange follows specific rules
11
Hanson, Mass Communication: Living in a Media World, 7e
SAGE Publishing, 2019
11
Online/Mobile Media
Electronic mail (e-mail)
A message sent from one computer user to another across a
network
Texting and direct messaging
Electronic message systems that allow two or more users to
communicate in real time
12
Hanson, Mass Communication: Living in a Media World, 7e
SAGE Publishing, 2019
12
World Wide Web
Hypertext
The format of material containing links that allow the reader to
move from one section to another and from one document to
another
Tim Berners-Lee, Enquire Within Upon Everything:
wouldn’t it be a good idea to be able to share documents located
on computers anywhere in the world?
Created the World Wide Web and gave the software away for
free
13
Hanson, Mass Communication: Living in a Media World, 7e
SAGE Publishing, 2019
13
Major Components of the Web
Uniform resource locator (URL)
The address of the content placed on the web
Hypertext transfer protocol (http)
The standard set of rules for sending web content over the
Internet
Hypertext markup language (HTML)
The programming language used to describe the content on web
pages
14
Hanson, Mass Communication: Living in a Media World, 7e
SAGE Publishing, 2019
14
Key Web Principles
One address to take users to a document
Everything should be accessible/linkable
Any type of data should be available on any type of computer
The web should be a tool for interaction, not just publication
No central control
15
Hanson, Mass Communication: Living in a Media World, 7e
SAGE Publishing, 2019
15
Accessing the Web
Mosaic – the first graphical web browser
Growth of high-speed continuous (broadband) access to the
broadband Internet access
Expansion of mobile access to Internet
16
Hanson, Mass Communication: Living in a Media World, 7e
SAGE Publishing, 2019
16
Search as Medium
Many countries put limits on search
Limits on Nazi materials in parts of Europe
Major online companies struggle with ethics of trying to do
business in China
17
Hanson, Mass Communication: Living in a Media World, 7e
SAGE Publishing, 2019
Mobile Apps
Is the web dead?
Apps are big part of how we interact online
Mobile devices becoming dominant method of going online
18
Hanson, Mass Communication: Living in a Media World, 7e
SAGE Publishing, 2019
Blogs
Collection of links and commentary in hypertext
Blog reports brought down former CBS anchor Dan Rather after
he mishandled a story on President George W. Bush
Blogs let writers talk directly to readers, bypassing legacy
media
19
Hanson, Mass Communication: Living in a Media World, 7e
SAGE Publishing, 2019
Podcasts and Streaming Media
Online tools such as YouTube let non-journalists post video
news stories online
Streaming media gets long-tail movies and video in front of a
larger audience
Distributing audio and video programming no longer requires a
broadcast network
20
Hanson, Mass Communication: Living in a Media World, 7e
SAGE Publishing, 2019
Social Media
User-generated content
Comments
Tagging
Social networking
Customization
21
Hanson, Mass Communication: Living in a Media World, 7e
SAGE Publishing, 2019
21
Video Games as Mass Communication
Video game consoles: media content devices
Mario, Sonic and Pikachu – video game stars
New venue for advertising
Center for online community
Profitable part of popular culture
Protected form of speech
22
Hanson, Mass Communication: Living in a Media World, 7e
SAGE Publishing, 2019
22
Media Transformations:
Video Games as Spectator Sport
Through streaming services such as Twitch, video games are
now a spectator sport
“Esports” championships occasionally broadcast on cable sports
channels
Ability to stream via Twitch built into many top video game
consoles
Top streamers can make $500,000 per month from subscribers
23
Hanson, Mass Communication: Living in a Media World, 7e
SAGE Publishing, 2019
Diversity and Representation in Video Games
LGBT and Asian-American consumers slightly more likely than
public at large to play video games
Same groups feel that they are underrepresented in video games
24
Hanson, Mass Communication: Living in a Media World, 7e
SAGE Publishing, 2019
Diversity and Representation in Video Games
Most video games offer limited range of body type diversity
25
Hanson, Mass Communication: Living in a Media World, 7e
SAGE Publishing, 2019
The Hacker Ethic
As defined in Steven Levy’s book, Hackers:
“Access to computers should be unlimited and total”
“All information wants to be free”
“Mistrust authority – promote decentralization”
People should be judged by skills, not by “bogus criteria such
as degrees, age, race, or position”
26
Hanson, Mass Communication: Living in a Media World, 7e
SAGE Publishing, 2019
26
Hacking to 2016 Presidential Election
Russian Internet Research Agency set up fake social media
accounts to promote dissention on controversial issues
Russia Today (RT) at Sputnik spread false stories on social
media.
Russian hackers stole 1,000s of Democratic e-mails and shared
them through WikiLeaks
Russian hackers broke into voter registration systems. No sign
they changed votes, however
27
Hanson, Mass Communication: Living in a Media World, 7e
SAGE Publishing, 2019
The Notion of Cyberspace
Taken from word cybernetics – science of communication and
control theory
Originally used in 1982 magazine story by William Gibson
Gibson also coined cyberpunk – a style of writing and movies
that deal with the blurring of the lines between humans and
computers
28
Hanson, Mass Communication: Living in a Media World, 7e
SAGE Publishing, 2019
28
Conflicts Over Digital Media
Controlling online content
Protecting intellectual property
Privacy and the web
29
Hanson, Mass Communication: Living in a Media World, 7e
SAGE Publishing, 2019
29
Media Convergence
Bringing together traditional legacy media with online media
Reverse synergy
When you get the worst of both by combining old and new
media
30
Hanson, Mass Communication: Living in a Media World, 7e
SAGE Publishing, 2019
30
Everything Is Data
More and more media being delivered digitally
Mobile phones often have unlimited talk time and text
messages, but definite limits on data use
Streaming services replacing satellite/cable for many
subscribers
Cable companies experimenting with streaming apps to replace
set-top cable boxes
31
Hanson, Mass Communication: Living in a Media World, 7e
SAGE Publishing, 2019
Essay Outline Template
I. INTRODUCTION
A. Hook & Background Information
1. Hook: General background information that grabs
attention (reference)
Kelly returned to her hometown after her time as a police
officer in England ended badly. When she got home she notice a
lot of mysterious things happening.
2. More specific background information to lead into the
thesis (reference)
Kelly re-opened a case about the murder of a 10year old girl,
she realized that it was also other girls missing and it was
leading back to one person in particular.
B. Thesis statement
1. Topic
Dark game is a good book because it has a lot of suspense and
mystery.
2. Mapping your key points
-murder
- mystery
-lies
II. BODY
A. Body Paragraph 1
1. Topic Sentence
Kelly went back home to help her mom after she left her job as
a detective in England.
2. Supporting Evidence
a. while she was home she got tired of her sister and wanted
to get back to work.
b. she started working at the local police station, it was easy
for to get the job because she was a good detective.
3. Transition sentence
While she was working there she realized a lot of suspicious
things that happened.
B. Body Paragraph 2
1. Topic Sentence
Kelly realized that her hometown is not as good as she thought
it was.
2. Supporting Evidence
a. she found out it is one of the biggest hot spots for human
trafficking in all of England.
b. one of the local store owner who she knew was behind the
kidnapping of young girls.
3. Transition sentence
Even though she found out who was behind the murder she
needed hard proof to nail him.
C. Body Paragraph 3
1. Topic Sentence
Gabriela was one of the girls who was kidnapped but she was
able to get away.
2. Supporting Ideas
a. she was afraid at first to come forward to put the bad guy in
jail, but she trusted Kelly and the worked together.
b. they were able to get his computer which had all the
information they needed. And they set him up
3. Transition sentence
kelly solves the case and put the people responsible in jail,
which also opened up a web of more lies within her hometown.
III. CONCLUSION
A. Reiterate thesis statement
Dark game is a good book because it has a lot of suspense and
mystery.
B. New thoughts
I recommend this book to anyone, I also need to read part two.
Chapter 10 Overview
Summary and Learning Objectives
The Internet arose in the late 1960s out of efforts to share
expensive computer resources provided by the military to
universities across the United States. The initial network, called
ARPAnet, went online for the first time in the fall of 1969. The
network operated using packet switching, a method of
transferring information that breaks down messages into small
packets that are transmitted separately across the network and
reassembled once they are received. Through e-mail and file
sharing, ARPAnet soon became a tool used by academics to
collaborate and communicate across the country.
As the number of incompatible networks grew in the 1970s, Bob
Kahn and Vint Cerf developed the TCP/IP protocols that
allowed the networks to communicate with each other. In 1983,
ARPAnet started using the TCP/IP protocols. This is commonly
seen as the true beginning of the Internet.
The Internet is unique among the mass media in allowing
interpersonal communication through e-mail and instant
messaging and group communication through e-mail, instant
messaging, SMS, the World Wide Web, search, mobile apps,
blogs, podcasts, and streaming media.
The World Wide Web was developed in 1989 by British
physicist Tim Berners-Lee, while he was working at the
European Organization for Nuclear Research in Switzerland.
His goal was to produce a decentralized system for creating and
sharing documents anywhere in the world. The web has three
major components: the uniform resource locator (URL), the
hypertext transfer protocol (http), and the hypertext markup
language (HTML). Berners-Lee published the code for the
World Wide Web on the Internet in 1991 for anyone in the
world to use at no cost.
A growing part of online interaction is through social media,
which is defined as media that allows for user-created content,
comments, tagging, and social networking.
Video games are an emerging part of modern mass media that
have been recognized by the U.S. Supreme Court as deserving
full First Amendment protection. In addition to being a popular
activity, video games, in the form of eSports, are also a
spectator event now.
The Internet in general and the web, in particular, were based
on a set of values known as the hacker ethic. This ethic holds
that information should be freely distributed and that
individuals should have as much control over computers as
possible.
The World Wide Web has turned the Internet into a major mass
medium that provides news, entertainment, and community
interaction. The web offers a mix of content providers,
including traditional media companies, new media companies
offering publications available only on the web, aggregator sites
that offer help in navigating the web, and individuals who have
something they want to say.
The web has been criticized for elevating rumors to the level of
news, making inappropriate material available to children,
collecting private information about users, and creating a false
sense of intimacy and interaction among users. This can be seen
with the Russian hacking of the 2016 U.S. presidential
elections.
Over the past several years, the transmission of media content
has been moving from channels of legacy media into those of
online digital media, allowing people to access content when
and where they want to.
CMST 432 Media Systems and Communication Technology
Recommended Text and Materials
Hanson, R. E. (2018) Mass communication: Living in a media
world (7th ed.). SAGE.
Recommended Resources for Additional Exploration
The Mass Communication student companion
website: http://edge.sagepub.com/hanson7e (Links to an
external site.)
This site is a particularly good resource for review of course
materials.
Chapter 10: Online Media: The Internet, Social Media, and
Video Games
Discussion post
· How does interacting online differ when you do it through an
app rather than through the World Wide Web?
· Discuss your own experiences but also those of other
consumers as described in the text and other sources.

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1Chapter 10The InternetMass Communication Gets

  • 1. 1 Chapter 10 The Internet: Mass Communication Gets Personal 2 #DisabledAndCute Disabled author Keah Brown decided she liked who she saw in the mirror and proclaimed she was #DisabledAndCute on social media 3 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019 #DisabledAndCute Critics in disability community saw “cute” as a diminutive term. Brown realized she couldn’t make everyone happy Seen as a conversation starter between disabled community and media Trying to get disabled actors to play disabled characters Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019 4
  • 2. What Is the Internet? New mass medium incorporating elements of interpersonal, group, and mass communications “A diverse set of independent networks, interlinked to provide its users with the appearance of a single, uniform network” 5 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019 5 Development of the Internet How do we make incompatible computers talk with each other? How do we share information? Can we maintain military communication after nuclear war? (But this system was never built!) 6 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019 6 Packet Switching 1964: Paul Baran develops decentralized computer network for Air Force Messages are broken into small data packets, which are sent independently across the network Receiving computer reassembles message Air Force chooses NOT to build this network Donald Davies proposes similar civilian network for Britain;
  • 3. also not built 7 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019 7 How Packet Switching Works 8 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019 8 ARPAnet Pentagon’s Advanced Research Projects Agency (ARPA) Networking incompatible computers across the country Went online in 1969, same year as the moon landing Intended for primarily academic use 9 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019 9 Connecting Incompatible Networks ARPAnet led to multiple packet-switching networks How do you link these small networks together? Bob Kahn and Vint Cerf created rules for networks to
  • 4. communicate with each other, a protocol known as TCP/IP 10 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019 10 The Internet Transmission Control Protocol/Internet Protocol (TCP/IP) How data are transmitted and how computers can locate each other Internet Internetworking of networks Data exchange follows specific rules 11 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019 11 Online/Mobile Media Electronic mail (e-mail) A message sent from one computer user to another across a network Texting and direct messaging Electronic message systems that allow two or more users to communicate in real time 12 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019
  • 5. 12 World Wide Web Hypertext The format of material containing links that allow the reader to move from one section to another and from one document to another Tim Berners-Lee, Enquire Within Upon Everything: wouldn’t it be a good idea to be able to share documents located on computers anywhere in the world? Created the World Wide Web and gave the software away for free 13 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019 13 Major Components of the Web Uniform resource locator (URL) The address of the content placed on the web Hypertext transfer protocol (http) The standard set of rules for sending web content over the Internet Hypertext markup language (HTML) The programming language used to describe the content on web pages 14 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019
  • 6. 14 Key Web Principles One address to take users to a document Everything should be accessible/linkable Any type of data should be available on any type of computer The web should be a tool for interaction, not just publication No central control 15 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019 15 Accessing the Web Mosaic – the first graphical web browser Growth of high-speed continuous (broadband) access to the broadband Internet access Expansion of mobile access to Internet 16 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019 16 Search as Medium Many countries put limits on search Limits on Nazi materials in parts of Europe Major online companies struggle with ethics of trying to do business in China 17 Hanson, Mass Communication: Living in a Media World, 7e
  • 7. SAGE Publishing, 2019 Mobile Apps Is the web dead? Apps are big part of how we interact online Mobile devices becoming dominant method of going online 18 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019 Blogs Collection of links and commentary in hypertext Blog reports brought down former CBS anchor Dan Rather after he mishandled a story on President George W. Bush Blogs let writers talk directly to readers, bypassing legacy media 19 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019 Podcasts and Streaming Media Online tools such as YouTube let non-journalists post video news stories online Streaming media gets long-tail movies and video in front of a larger audience Distributing audio and video programming no longer requires a broadcast network 20 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019 Social Media
  • 8. User-generated content Comments Tagging Social networking Customization 21 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019 21 Video Games as Mass Communication Video game consoles: media content devices Mario, Sonic and Pikachu – video game stars New venue for advertising Center for online community Profitable part of popular culture Protected form of speech 22 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019 22 Media Transformations: Video Games as Spectator Sport Through streaming services such as Twitch, video games are now a spectator sport “Esports” championships occasionally broadcast on cable sports channels Ability to stream via Twitch built into many top video game
  • 9. consoles Top streamers can make $500,000 per month from subscribers 23 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019 Diversity and Representation in Video Games LGBT and Asian-American consumers slightly more likely than public at large to play video games Same groups feel that they are underrepresented in video games 24 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019 Diversity and Representation in Video Games Most video games offer limited range of body type diversity 25 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019 The Hacker Ethic As defined in Steven Levy’s book, Hackers: “Access to computers should be unlimited and total” “All information wants to be free” “Mistrust authority – promote decentralization” People should be judged by skills, not by “bogus criteria such as degrees, age, race, or position” 26 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019
  • 10. 26 Hacking to 2016 Presidential Election Russian Internet Research Agency set up fake social media accounts to promote dissention on controversial issues Russia Today (RT) at Sputnik spread false stories on social media. Russian hackers stole 1,000s of Democratic e-mails and shared them through WikiLeaks Russian hackers broke into voter registration systems. No sign they changed votes, however 27 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019 The Notion of Cyberspace Taken from word cybernetics – science of communication and control theory Originally used in 1982 magazine story by William Gibson Gibson also coined cyberpunk – a style of writing and movies that deal with the blurring of the lines between humans and computers 28 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019 28 Conflicts Over Digital Media Controlling online content Protecting intellectual property
  • 11. Privacy and the web 29 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019 29 Media Convergence Bringing together traditional legacy media with online media Reverse synergy When you get the worst of both by combining old and new media 30 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019 30 Everything Is Data More and more media being delivered digitally Mobile phones often have unlimited talk time and text messages, but definite limits on data use Streaming services replacing satellite/cable for many subscribers Cable companies experimenting with streaming apps to replace set-top cable boxes 31 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019
  • 12. Essay Outline Template I. INTRODUCTION A. Hook & Background Information 1. Hook: General background information that grabs attention (reference) Kelly returned to her hometown after her time as a police officer in England ended badly. When she got home she notice a lot of mysterious things happening. 2. More specific background information to lead into the thesis (reference) Kelly re-opened a case about the murder of a 10year old girl, she realized that it was also other girls missing and it was leading back to one person in particular. B. Thesis statement 1. Topic Dark game is a good book because it has a lot of suspense and mystery. 2. Mapping your key points -murder - mystery -lies II. BODY A. Body Paragraph 1 1. Topic Sentence Kelly went back home to help her mom after she left her job as a detective in England. 2. Supporting Evidence a. while she was home she got tired of her sister and wanted to get back to work. b. she started working at the local police station, it was easy for to get the job because she was a good detective.
  • 13. 3. Transition sentence While she was working there she realized a lot of suspicious things that happened. B. Body Paragraph 2 1. Topic Sentence Kelly realized that her hometown is not as good as she thought it was. 2. Supporting Evidence a. she found out it is one of the biggest hot spots for human trafficking in all of England. b. one of the local store owner who she knew was behind the kidnapping of young girls. 3. Transition sentence Even though she found out who was behind the murder she needed hard proof to nail him. C. Body Paragraph 3 1. Topic Sentence Gabriela was one of the girls who was kidnapped but she was able to get away. 2. Supporting Ideas a. she was afraid at first to come forward to put the bad guy in jail, but she trusted Kelly and the worked together. b. they were able to get his computer which had all the information they needed. And they set him up 3. Transition sentence kelly solves the case and put the people responsible in jail, which also opened up a web of more lies within her hometown.
  • 14. III. CONCLUSION A. Reiterate thesis statement Dark game is a good book because it has a lot of suspense and mystery. B. New thoughts I recommend this book to anyone, I also need to read part two. Chapter 10 Overview Summary and Learning Objectives The Internet arose in the late 1960s out of efforts to share expensive computer resources provided by the military to universities across the United States. The initial network, called ARPAnet, went online for the first time in the fall of 1969. The network operated using packet switching, a method of transferring information that breaks down messages into small packets that are transmitted separately across the network and reassembled once they are received. Through e-mail and file sharing, ARPAnet soon became a tool used by academics to collaborate and communicate across the country. As the number of incompatible networks grew in the 1970s, Bob Kahn and Vint Cerf developed the TCP/IP protocols that allowed the networks to communicate with each other. In 1983, ARPAnet started using the TCP/IP protocols. This is commonly seen as the true beginning of the Internet. The Internet is unique among the mass media in allowing interpersonal communication through e-mail and instant messaging and group communication through e-mail, instant messaging, SMS, the World Wide Web, search, mobile apps, blogs, podcasts, and streaming media. The World Wide Web was developed in 1989 by British physicist Tim Berners-Lee, while he was working at the
  • 15. European Organization for Nuclear Research in Switzerland. His goal was to produce a decentralized system for creating and sharing documents anywhere in the world. The web has three major components: the uniform resource locator (URL), the hypertext transfer protocol (http), and the hypertext markup language (HTML). Berners-Lee published the code for the World Wide Web on the Internet in 1991 for anyone in the world to use at no cost. A growing part of online interaction is through social media, which is defined as media that allows for user-created content, comments, tagging, and social networking. Video games are an emerging part of modern mass media that have been recognized by the U.S. Supreme Court as deserving full First Amendment protection. In addition to being a popular activity, video games, in the form of eSports, are also a spectator event now. The Internet in general and the web, in particular, were based on a set of values known as the hacker ethic. This ethic holds that information should be freely distributed and that individuals should have as much control over computers as possible. The World Wide Web has turned the Internet into a major mass medium that provides news, entertainment, and community interaction. The web offers a mix of content providers, including traditional media companies, new media companies offering publications available only on the web, aggregator sites that offer help in navigating the web, and individuals who have something they want to say. The web has been criticized for elevating rumors to the level of news, making inappropriate material available to children, collecting private information about users, and creating a false sense of intimacy and interaction among users. This can be seen with the Russian hacking of the 2016 U.S. presidential elections. Over the past several years, the transmission of media content
  • 16. has been moving from channels of legacy media into those of online digital media, allowing people to access content when and where they want to. CMST 432 Media Systems and Communication Technology Recommended Text and Materials Hanson, R. E. (2018) Mass communication: Living in a media world (7th ed.). SAGE. Recommended Resources for Additional Exploration The Mass Communication student companion website: http://edge.sagepub.com/hanson7e (Links to an external site.) This site is a particularly good resource for review of course materials. Chapter 10: Online Media: The Internet, Social Media, and Video Games Discussion post · How does interacting online differ when you do it through an app rather than through the World Wide Web? · Discuss your own experiences but also those of other consumers as described in the text and other sources.