Pages

Wednesday, 27 February 2013

New Media Technologies - what opportunities does it present for audiences?


You and your media

New media technologies and audience consumption

The most exciting aspects of learning about New Media Technologies relate to the immediate impact they have on our everyday lives and on our experiences and choices as consumers. In the first of two linked articles, Struan Bates explores how NMTs have transformed their audiences; and regular MM NMT expert Gavin Luhrs homes in on the red button to explore the impact of digital and interactive TV.


When you are logging-on to the Internet at home or watching a DVD with friends, have you ever considered yourself as part of an expanding New Media audience?

If you haven’t, it’s maybe because these experiences often occur alone, or with a few other people, rather than a larger ‘audience’. But aren’t thousands of others having similar experiences in different places? Thinking about the experiences of New Media audiences gives an insight into how work and leisure time is being changed by new technology. As a user of New Media your choices are important to the institutions that provide products and services. But have you ever wondered how advances in the technology itself are dictating how audiences form and interact?

Individual New Media Technologies are often complicated and evolving things. Don’t worry too much if you don’t know the difference between XML and HTML or what MP3 compression rates are; to understand the component technologies behind things like DVD, IMAX cinema or digital television often requires a high level of technical knowledge. It is more relevant to your course to understand the ways in which Audiences and Institutions have been changed by these technologies, and to be able to talk broadly about the future implications that New Media Technology may have for them.

More choice
New Media audiences can choose between a bewildering number of media products, but how does choice begin to affect the composition of audiences themselves? Digital technology, for instance, has given audiences in Britain access to hundreds of new digital television channels from around the world, giving audiences many more viewing options than the usual five terrestrial channels. The ‘digital revolution’ has also affected the way in which audiences consume music, with the Internet allowing listeners to access MP3 technology and download music tracks to play through their home PCs. This freedom of choice, though, has not continued unabated: legal challenges have been mounted by music companies who feel that consumers should not be able to listen to their artists without paying for the privilege first. Digital technology has therefore given users the ability to select media according to their interests, while simultaneously creating more diverse audiences.
Making life easier for consumers
New Media Technology has also facilitated a greater degree of choice for audiences and consumers of many ‘off-line’ products and services. For example, the appearance of Internet banks over the past five years has allowed consumers to open accounts more easily, without the requirement to fill in a number of forms or make a series of trips to their local branch. If customers have the Internet at home they have access to information such as latest interest rates and banking service reviews; this makes them more powerful as consumers as they can more easily make informed choices. Consumers of products such as clothes or cars can also make more informed choices by surfing the Internet for the best deals. These may often be abroad, though the World Wide Web allows barriers such as language and currency to be transcended; transactions can be carried out simply using the customer’s credit card details.

Consumers of New Media Technologies are therefore transformed from being a passive‘audience’ of technologies like the Internet into active participators, making choices and exploiting the media for their own requirements. The Internet, as one of the most accessible New Media Technologies, has offered the biggest array of choice to the largest audience by virtue of its ease of use. The possibilities to audiences and consumers increase on a daily basis as the web expands and a greater number of people have access to online technology.

Access for all?
‘Narrowcasting’
 is when media texts are aimed at very small special-interest groups. TheInternet has allowed events to be ‘narrowcast’ to a niche audience whose interests are not shared by the majority of the population. This form of accessibility has begun to change the composition of media audiences in radical and unpredictable ways. For instance, whereas a fan of a rock group may have once gone to watch the band at a concert, they may now choose to watch a live web-cast in the comfort of their own bedroom. The Internet can also enable audiences to converge where previously they might not have existed: special interest or ‘fan-sites’ allow media communities to appear whose breadth is not restricted by distance or space. For example, fans of ‘cult’ television such as Doctor Who may live in various countries across the world, and without the aid of New Media Technology they may never meet. The Internet allows them to interact with each other as an audience community and share their interests online. To uncover these changes, the media researcher could use an ‘ethnographic’ model to ask questions about particular groups:

• What technologies are being used?
• How sophisticated are the users in accessing the media?
• In what contexts is the media being accessed?

This raises questions about the ways in which technology is changing the shape of audiences and the b that are associated with media consumption. New Media Technologies, however easy to access, are not wholly democratic. Some sections of society are partly excluded from experiencing them; one major factor is the cost of the devices and products available.

Cost and privilege

There is a misconception that some New Media Technologies (the Internet, for instance) allow audiences to access a wealth of media products and services cheaply. This is not always the case; the affordability of New Media products for audiences changes as different technologies become available. For example, a greater audience can now access the Internet more cheaply than they could five years ago, since cheaper computer hardware and ISP charges have allowed more of the population to use services like email and the World Wide Web. Another example would be games consoles (such as PS2 and X-Box), where the price of the hardware (the console itself) has come down in price significantly over the past five years, mainly due to increased mass production of the units and the cheaper availability of the component parts. Whether this form of New Media Technology is really cheaper for consumers, however, is questionable: the price of software (the games themselves) has roughly stayed the same, and for a number of formats it has increased.

On the other hand, digital television is a technology waiting to be fully successful. The promise of this technology has not wholly been realised due to the failure of institutions like ITV Digital, and the relatively high cost of the hardware involved. Up until fairly recently, someone who wished to install digital television at home would have to pay a lot of money for the privilege. Hence, the Internet has a greater audience, while digital television has failed to reach the mass audience that its promoters had envisaged. Different technologies may therefore attract different audiences by virtue of their affordability.

Quality of experience

This is an area where New Media have significant advantages over older technologies. Whiledigital technology in particular has given audiences images of greater quality, it has also opened new avenues for sharing and distribution: images can be attached to emails or displayed in websites. The quality of graphics and sound displayed by games consoles such as PS2 and N64 has improved significantly on the previous generation, and online gaming provides players with a quality of experience that extends beyond their bedrooms. The greater audience available to the online gaming industry helps to create an online community that can experience a product in a way that exploits its potential to its fullest. Whether the game is sophisticated graphically or otherwise is perhaps of less importance than the ability to interact with other gamers. Theinstitutions that provide these experiences know that the quality of experience in this expanding arena will also help to sell ‘units’ of software in the lucrative home market.

Existing forms of media can also be presented in different and exciting ways for audiences. The development of IMAX cinema has provided a whole new cinematic experience, which supersedes the style of film presentation that most filmgoers are familiar with. For the viewer who wishes to stay at home, the increasing affordability of DVDs has meant that their old VHS tapes have been replaced by an item of superior quality that comes with a host of added ‘extras’ such as directors’ cuts, interviews with the cast, and trailers. These all add to the quality ofexperience for the audience, extending their familiarity with the media product beyond a simple viewing. The development of a film as a New Media product therefore has an implication for the quality of experience as well as the quality of product.

But does this greater quality always mean a more desirable product for audiences? Many professional photographers dislike the pixel-perfect quality of digital cameras and prefer to use older techniques of developing rolls of film to achieve a result that provides a greater ‘realism’. Also, the greater number of television channels facilitated by digital television has meant that many broadcasters have paid less attention to the quality of their programming than thequantity of viewers they have attracted.

Audience power
The next time you use your mobile phone, download an MP3 track or switch on your games console, think about yourself as part of an audience. What choices are available to you? Who else is involved in your use of the technology? How is your quality of experience changing? Is what you are doing cheaper or more expensive than it used to be? Developments in the technology itself may help to dictate how people interact with one another. But as a user of New Media your choices and experiences can, in turn, help to drive the development of new products and devices – your behaviour as a member of a New Media audience can be as important to the institutions that govern the media as the evolving technologies driving it. MM

Struan Bates

What’s on the box tonight?


An introduction to thinking about digital and interactive TV
For OCR’s New Media Technologies unit (2732) you need to gather material for a case study. This article is intended to introduce some of the issues related to digital and interactive television; the topic is vast so further investigation on your part is vital.

Digital television has been with us for just a few years, but already it has reached a penetration rate of around 50% of homes (approximately 10-11 million homes). Digital television can be accessed using three platforms: Digital Satellite (Sky), Digital Cable (NTL/Telewest) and DTT (Digital Terrestrial Television – Freeview). All platforms offer an expanded choice of channels and varying levels of interactivity. In general, the digitised television signals mean better picture and sound quality as well as using less bandwidth – this is why it is possible to offer so many additional channels.

Increased channel variety
While some reject the value of all these additional channels, arguing that their output is over-reliant on repeats, imports and ‘trash’, most accept that the possibilities are enriching. Specialist music, documentary, arts, movie, children’s and sports channels are plentiful, particularly on digital satellite and cable platforms. Inevitably, much of the programming is of lower quality; but some of it is also of high quality and of the type rarely seen on the five terrestrial channels. Perhaps the ideals of public service broadcasting should be reconsidered for the digital age; today the channels offering ‘something for everyone’ seem increasingly outmoded.

Increased bandwidth also means that for little extra outlay, channel owners can offer +1 services, which allow viewers a second chance to see a programme they may have missed. Such channels, as well as multiple movie channels showing the same films at 15-or 30-minute intervals, question the traditionally rigid idea of scheduling. Just a few years ago, if you missed a programme you cursed your inability to programme your VCR. Now you can watch it an hour later, or a few days later as part of a weekly cycle of multiple repeat or ‘catch up’ slots. By clever navigation of the television listings, it is becoming almost possible to make your viewing fit around your life, not the other way around.

The increase in the number of channels does have some disadvantages. For viewers, the absence of original programming can lead to a feeling of ‘nothing’ being on across hundreds of channels. ‘Event’ programmes are also under threat; virtually gone are the days when 30 million people tuned into the same programme. For channel owners selling advertising time is increasingly difficult. Niche broadcasters may be advantageous in terms of reaching a specific target audience, but many have official audience shares of 0%. For example, Sky News, despite its reputation as the most successful 24-hour news channel, has an audience share of just 0.6%. In August 2003 the ‘extra’ channels combined had 25.1% of the audience share compared to BBC’s 24.4% and ITV1’s 23.1%. Little wonder, then, that there is an absence of money for risky, original programming.

Press the red button
Interactive features are one of the clear differences between analogue and digital television. On digital platforms the ‘red button’ on the remote control is commonly used to access the interactive content delivered with the television pictures. The appearance of these interactive services varies, but is much like a slimmed-down website or even a DVD video menu. Through the interactive ‘pages’ it is possible to play along with quiz shows, watch video clips, modify the experience of the channel’s main television programme, perhaps by selecting a different camera angle or narrative audio track, or play games. Sky viewers can even buy console-style controllers used specifically to play the games provided on the platform’s interactive service. Using a telephone connection, viewers can also send information to the channel, possibly in the form of votes, as has been used in programmes such as Big Brother and Restoration.

Alternative experiences
The increased bandwidth available on digital platforms allows interactive content to be sent along with a conventional channel. Quickly these interactive offerings have been embraced, admittedly with varying success. Test the Nation, Who Wants to Be a Millionaire and Banzai are just three quiz-based shows offering viewers the chance to take a fuller part in the proceedings. Premier League Football, tennis at Wimbledon and programmes such as Big Brother and Walking with Beasts have all offered extra video and audio content. Walking with Beasts offered an alternative narration; the BBC’s Wimbledon coverage on interactive television allowed viewers the choice of which game to watch. Such variations link to the experience offered by many other New Media Technologies. The traditionally linear nature of books and films has been made non-linear by the Internet and DVD video (an idea explored in MediaMagazine 4). Interactive services can mean that there is no definitive version of a programme, as viewers switch between the main programme and the supplementary video clips, pictures, or passages of text. The computerised feel of interactive television, and DVD, is making all of us a little more comfortable with computers, and is a good example of convergence.

Optional extras
For viewers, interactive services have the advantage of offering ‘extras’ as well as encouraging a closer interaction with a particular programme. It could be argued that the viewers have greater control if they can select camera angles or the depth of the narration. For the owners of digital television channels, interactive services are attractive because they can both encourage audiences to become more involved with programmes and, more importantly, earn more money through a share of call costs arising from activities such as voting or entering competitions. Increasingly advertisers are using ‘red button’ interactivity to offer viewers the chance to send for more details, request free samples or enter competitions. All viewers need to do is watch out for the red button invitation when the advertisement appears.

As you can see, there are many aspects of digital and interactive television to explore. A good place to start is the BBC News website and the Guardian’s MediaGuardian site. By using the ‘search’ boxes and visiting the sites regularly you will quickly become a digital television expert!

Gavin Luhrs

Glossary
Analogue: analogue signals are sent in radio waves which are received by rooftop aerials. Digital signals are composed of a series of ones and noughts, making the transfer of data, in this case a television signal, much more accurate.

Bandwidth: the capacity available to send data (television pictures, computer files).

Convergence: the process of technologies combining to create a new product – digital television combines moving pictures and computerised, interactive displays.

Digitised: if something is digitised it is converted into computerised data. At its most basic level digitised content is made up of a series of ones and noughts. This allows the perfect reproduction of content as many times as necessary.
Niche broadcasters: providers of specialist content, usually based on a theme. For example, there are channels devoted to food, travel, money and music.
Platform: the ‘stage’ on which something operates. The use of this depends on the context. For example you could talk about a gaming platform to mean either a PC or a games console. Or you could talk about either Sky Television or your PC as a platform for the Internet.

Scheduling: the process of deciding what is on television and when.

This article first appeared in MediaMagazine 6, December 2003

You Tube - does it increase audience's creativity?


YouTube
It’s visited by 10.4 million people a month, and its traffic has grown by 56% since last year alone. Even the Queen uses it. It’s almost certainly bookmarked on your computer. So what do you do with yours? Pete Fraser investigates the weird and wonderful world of YouTube.
YouTube is fast replacing TV viewing for teenagers, and they are not just watching copyright-infringing professionally-made stuff designed for bigger screens, or violent happy-slapping stuff shot by bullies on their mobiles. The interesting bit is the stuff in between...this article looks at some recent sub-genres of homemade YouTube material which seems to me to be quite interesting (and in many cases not impossible to emulate yourself!). So be inspired...
Lego videos
If you type ‘lego’ into the YouTube search you will get around 58,000 results. They are not all brilliant animations, but many of them are. And a lot of them have had several hundred thousand hits. Top of the list when I looked was Grand Theft Auto: Lego City with over four million, followed by Lego Indiana Jones and Monty Python and the Holy Grail (the latter professionally produced for the film’s latest DVD release). Lots of clever re-makes of scenes from films, done with loving care and attention to detail by young animators pepper the site. There are also many examples of music videos re-made, some of which clearly lend themselves to systematic animation, such as ‘OK GO’, while others are just eccentric, such as ‘Fame’ or songs by Rammstein.
http://www.youtube.com/watch?v=jF-kELmmvgA (Grand Theft Auto)
http://www.youtube.com/watch?v=egPgU5kAjKE (Indiana Jones)
http://www.youtube.com/watch?v=fIXByCAIzos (Monty Python)
http://www.youtube.com/watch?v=DjCL0_0Il7w (OK GO)
http://www.youtube.com/watch?v=I6O3RTHO6OI (Fame)
http://www.youtube.com/watch?v=qxUZUnRwH7s (Rammstein)
Sweding
The recent release Be Kind Rewind from director Michel Gondry, in which Jack Black and his colleagues do nil budget truncated re-makes of famous films, coined a new word: ‘sweding’. The characters pretend that the delay in films being ready for rental is because they are being imported from Sweden, hence the term. As part of the marketing for the film, the distributors set up a competition for viewers to ‘swede’ well-known films of their choice, uploading them to YouTube, thus spilling over the fiction into the reality of fan production. By the time this MediaMagazine is published, I would expect there to be thousands of sweded films on YouTube, partly as a result of the competition and partly through the film inspiring other viewers to make some. My favourites at the time of writing are Die Hard and a silent version of Taxi Driver, although if you search for the latter, you may also come across some home videos of wild taxi rides in Gothenburg!
There are even director channels full of sweded videos, including Dokkoi from Japan, who even uploads ‘making of’ sweded videos, showing how he made his Blade Runner swede.
http://www.bekindmovie.com/ (the main movie site)
http://www.youtube.com/watch?v=pT6XYtlIGj0 (Die Hard)
http://www.youtube.com/watch?v=v6g0zJVO8qA (Taxi Driver)
http://www.youtube.com/watch?v=fiBPEu2rDzA (Blade Runner)
http://www.youtube.com/user/dokkoi (Dokkoi’s profile)
Anime Music Video (AMV)
I heard researcher Mimi Ito from California speak at a conference in London last year where she showed some amazing Manga videos and introduced me to an online world I knew nothing about. She has looked at how young people create their own communities online in which they share music videos they have reworked from a huge range of existing anime texts. Sites such as http://www.animemusicvideos.org is a good illustration of this, where the fans not only upload their material to share, but also comment on one another’s work and then meet up for conventions and award ceremonies. Some of these videos have found their way onto YouTube, though they have often been removed for copyright infringement. Again, a search on YouTube for ‘anime music videos’ will reveal an enormous amount of material. If you try Mega64’s ‘Sorry’ you will find a good example of how the fan community comments on a video, with over 80 comments and 30,000 hits.
Silvermoon377’s profile (a retired Canadian AMV maker) tells the viewer about her work and the time she put in on each video (175 hours editing on just one!). Her videos are incredibly intricate labours of love; if you watch her video ‘She’s Just Oblivious’ you will see her extraordinary work. The video has had over 600,000 hits and 2,500 comments.
http://www.animemusicvideos.org
http://www.YouTube.com/watch?v=NnlzWZrmqII (Mega 64 ‘Sorry’)
http://www.youtube.com/user/silvermoon377 (Silvermoon377 profile)
http://www.youtube.com/watch?v=5O9dZF2q6R8 (She’s Just Oblivious)
Machinima
According to Wikipedia:
This technique involves rendering computer-generated imagery using real-time, interactive 3D engines, such as those of games, instead of professional 3D animation software. Usually, machinima productions are produced using the tools (demo recording, camera angle, level editor, script editor, etc.) and resources (backgrounds, levels, characters, skins, etc.) available in a game. It can also produce more professional-appearing production than is possible with traditional at-home techniques of live video tape, or stop action using live actors, hand drawn animation or toy props.
A massive resource for these videos is machinima.com’s channel, which features nearly 500 videos in a range of genres and links to channels with fan versions of games, music videos and short films.
Have a look at the Madonna ‘Hung Up’ video, which has more than 1 million hits and was made using SIMs 2. LuVR2003 tells you how to make machinima using SIMs on his channel, which also features Rhianna’s ‘Umbrella’. More commonly used as the engine for Machinima is Halo, of which there are many videos on YouTube, such as those produced by imSuck. But the place you should start if you want to find out more about machinima is with Fling Film’s ‘What is a machinima?’ which was made using GTA.
http://www.youtube.com/watch?v=yP1RVugthVM (Madonna)
http://www.youtube.com/user/LuVR2003 (LuVR2003 channel)
http://www.youtube.com/watch?v=eSW6onXiyYY (Rhianna)
http://www.youtube.com/user/imSuck (imSuck channel)
http://www.youtube.com/watch?v=MBE4KoXGgDk (What is a Machinima?)
Where next?
So once you’ve had a look at some of these – what about having a go yourself? Lego animation can be done with very cheap stopmotion programmes and a cheap camera attached to your computer. The main trick is in the movements – keep them very small! Follow the instructions and you should be able to have a go at machinima if you have any PC games. Anime music videos of course use found material and re-work it in imaginative ways, but I’d guess that to do it well you would not only need to know a lot about the material you are working with, but also have many hours to spend trawling through it to find the bits you want to ‘rip’. But if you have a camera, some mates and some bits of junk, sweding is the instant one to go for. Just think of a film you all know well, pick out some iconic moments, some memorable lines, hum some theme music, make a few props and costumes and before you know it you’ll be a director to rival Jack Black. I’ll be looking out for you on YouTube – if you make something as a result of reading this article and getting inspired, tag it with MediaMagazine – there’ll be a prize for the best thing I spot during 2008!
Pete Fraser is Chief Examiner for OCR A Level Media Studies, and Director of Learning at Long Road Sixth Form College, Cambridge. He has written many film and media textbooks.

The Guardian - how it is adapting to new technologies


Watching the revolution
If you’re following OCR’s AS Media Studies course this year, then you will have the option of writing about newspapers in Section B of the exam (Unit G322: Key Media Concepts). This article looks at the exam’s requirements and presents a case study of the online version of The Guardian. As the newspaper industry is changing rapidly, this should provide a starting point for your own research, so that you can develop an individual case study to wow your examiner.
There’s no need to reproduce the specification here, but it’s worth highlighting some key points. You only get 45 minutes to answer a question that is general enough to cover not just newspapers but five other media areas. Your answer can’t be vague though – you are expected to write about a ‘specific online version of a national/local newspaper’ and be prepared to discuss production, distribution, marketing and exchange, and audience consumption (including your own experiences). The context for your case study is ‘the contemporary newspaper market in the UK and the ways in which technology is helping to make newspapers more efficient and competitive despite dwindling audiences.’
That phrase ‘dwindling audiences’ may make newspapers sound like yesterday’s Media Studies, but what is happening in the industry reflects a global revolution in the way information is gathered, processed, then sold by media institutions to audiences all over the world.
When Sir Martin Sorrell, chief executive of advertising agency WPP says:
I don’t think newspapers will die because they are the best way, or one of the best ways along with TV, of reaching large sections of the population
it’s clear that newspapers are not going to disappear overnight. However, WPP’s ‘pre-tax profits plunged 47% to £179m in the first six months of 2009’, so advertisers are facing tough times as well2. Whether our newspapers can adapt to the changing media landscape remains to be seen; but there’s certainly never been a better time to watch the newspaper industry…
Ownership and profits
We might expect newspapers to disappear following the growth of the internet. As so much information can be found for free, it begs the question: Why would anyone pay for a newspaper nowadays? The Guardian’s most celebrated editor, C. P. Scott, provided one possible answer3:
Comment is free, but facts are sacred… The voice of opponents no less than that of friends has a right to be heard.
He was writing in 1921, celebrating the centenary of The Guardian and affirming its values as an independent newspaper.
Let’s take a closer look at The Guardian. In 2009, it is celebrating 50 years since it changed its name from The Manchester Guardian to become The Guardian, and 10 years since The Guardian Unlimited network of websites was launched4. It is the only UK national newspaper wholly owned by a trust, which means that there are no shareholders to satisfy, and profits are reinvested to secure the newspaper’s future.
Does The Guardian make a profit then? In short, no, but it’s more complicated than that. The Scott Trust owns a multimedia business, Guardian Media Group PLC (GMG PLC), whose ‘portfolio includes national, regional and local newspapers, radio stations, magazines, a raft of websites and B2B media5.’ Guardian News and Media (which publishes the Observer and Guardian, and produces The Guardian Unlimited website) is just one part of Guardian Media Group PLC, and it reported a loss of £36.8m for 2008/09. GMG PLC as a whole reported a loss before taxation of £89.8m. But the bigger picture is important – last year the group enjoyed a profit of over £300m, and each year the figures are complicated by deals involving joint ventures, restructuring, and links with subsidiary companies. If reading a company’s annual report sounds off-putting, at least download and skim through GMG’s 2009 report – it’s surprisingly colourful, readable, and will give plenty of ideas for further research.6
The Guardian might not have survived in its current form were it not for the fact that The Scott Trust draws profits from other titles such as Auto Trader, which it partly owns through the Trader Media Group. To be fair, the Trust was set up to ensure the survival of the newspaper by carefully investing its profits and that is exactly what it has done. So the editorial freedom continues even though the ‘profitability’ of the newspaper might be questioned. As the chair of GMG, Amelia Fawcett, puts it:
While not immune to difficult market conditions, Guardian Media Group is able to place long-term security before short-term profit.7
Whilst the printed Guardian might not be ‘profitable’ by itself, Guardian Unlimited made a profit of £1m in 2006, its first year ‘in the black’ since it was launched in 1999 and after £20m of investment.8
It is important to recognise that The Guardian’s status as a globally respected source of news is partly due to its history of independent ownership. But history aside, how important is the printed newspaper today, in relation to its online version? A closer look at production might help us to answer that question.
The production process
The Guardian’s headquarters is in the brand new Kings Place building in Kings Cross, London. Kings Place is also home to two orchestras including the London Sinfonietta, as well as housing a concert hall and two art galleries. But music aficionados will not be disturbed by the thunder of nearby printing presses, as The Guardian Print Centre is seven miles away, in Stratford. For a short but fascinating look inside the print centre, check out YouTube. Incidentally, recent redundancies at the print centre made headlines as industrial action was narrowly averted, showing us that the downturn in the newspaper industry is having a serious effect upon The Guardian.
Kings Place has been home to The Guardian since December 2008, and such a recent move means that The Guardian now has an office space ideally suited to the new media environment.
Editor Alan Rusbridger, writing at the time of the move, gave an insight into the changes it had brought:
Print and digital operations are largely integrated, where previously they were physically separate.
He also pointed out that as well as regular desks with computers ‘there are seven state-of-the-art recording studios and 24 editing desks.’ The Guardian is an online provider of news for a global audience and their new headquarters reflect a new convergence of technology as stories are written simultaneously for print and the website. Podcasts and video reports are also produced for broadcast, and live feed coverage of key events is now common. The way the agenda is set is changing too: morning news conferences can be attended via video-conferencing for Guardian employees not physically present at Kings Place.
Innovation and integration
In terms of innovation, The Guardian has been groundbreaking in many respects. It was the first UK national newspaper to use blogging software, the first to produce podcasts, and, perhaps more radically, the first British newspaper to produce web-first stories (i.e. on the web before being seen in print). It has a reputation for enthusiastically adopting new technologies, which was played upon in its 2009 April Fool article:
Consolidating its position at the cutting edge of new media technology, the Guardian today announces that it will become the first newspaper in the world to be published exclusively via Twitter, the sensationally popular social networking service that has transformed online communication.
As production of The Guardian website and print versions is seamlessly integrated, it becomes difficult to establish where production of one ends and the other begins. And given the wealth of extra content on the website, it is now hard not to see the website as being of primary importance and the print version as a brand-strengthening advert for online services.
The impact of the recession
Finding up-to-date figures for the total number of journalists and editors employed by The Guardian is difficult, though a recent report suggested that this year the editorial staff at Guardian News and Media is shrinking from around 850 to 800 through redundancies. One fear consistently voiced by commentators on the newspaper industry is that the quality of journalism will suffer as production costs are cut and reader-generated content becomes more popular. The rise of citizen journalism has been well documented elsewhere (see page 56), but we can’t ignore their impact on The Guardian and the ambivalent relationship which must now exist between professional journalists and accidental eyewitness reporters. A key story one might explore in this respect is The Guardian’s campaigning investigative coverage of 2009’s G20 protests in London and the death of Ian Tomlinson.
The quality of news produced by Guardian journalists has been examined in Nick Davies’ Flat Earth News. He employed specialist researchers from Cardiff University to analyse stories printed in The Guardian and three other national dailies during two one-week periods. The result? A staggering
60% of these quality-print stories consisted wholly or mainly of wire copy and/or PR material.
In other words, press releases or unchecked stories from agency journalists were forming the bulk of the domestic ‘news’ in print. Of the four papers analysed, The Guardian had the lowest percentage, but it was still more than 50%.9 Davies refers to this ‘copy and paste’ reporting style as churnalism. Is there any wonder that many readers would trust Joe or Joanna Public’s account of an event, over a ‘report’ filed by an overworked and underpaid ‘churnalist’? By the way, there are no hard feelings at The Guardian over Davies’ analysis – The Guardian news desk helped with the research, and Davies continues to be employed as a journalist by The Guardian.
Distribution
How is The Guardian’s news ‘distributed’? The printed version, once it has been printed at one of the two Guardian Print Centres (London and Manchester) is delivered to UK wholesalers by TNT Newsfast/Network Logistics. The Guardian is also printed internationally, in some countries using OCE’s DNN service. For example:
under the current deal The Guardian is able to print 600 copies per day in Sydney and have the copies on sale down under before their readers in Europe have even woken up.
Digital newspaper printing‚ the missing link:
http://www.inpublishing.co.uk/kb/articles/digital_newspaper_printing_the_missing_link.aspx
The website is ‘distributed’ via the internet, of course, but the content of The Guardian’s website is not only found by visiting
www.guardian.co.uk through a web browser. RSS feeds, email headlines and mobile phone services all allow Guardian readers to stay up to date. And recently a major new feature has been added, as The Guardian has released its ‘Open Platform’, a set of software developer tools which was launched with a content API (Application Programming Interface). What this means is that web developers can integrate Guardian content seamlessly into their clients’ websites, whilst The Guardian controls the adverts which are associated with the free content it provides. As Guardian director of digital content Emily Bell puts it, this will allow Guardian content to be ‘woven into the fabric of the internet’.
Marketing and exchange
We have already seen how software is being used to market The Guardian’s content through APIs, and the ways the printed newspaper acts as an advert for online services. But The Guardian also uses other traditional media to advertise its newspaper and website, including some innovative TV adverts. In common with other national newspapers, it also offers discounted subscription schemes and often runs promotions to give the newspaper away to university students as a way of encouraging a lifelong Guardian habit.
Free copies are a great incentive, and cutting across issues of distribution, exchange and audience consumption, is the issue of ‘bulks’. These are large orders of heavily discounted copies of the printed paper, typically sold to airlines and hotels to be given away to their customers. This year has seen The Guardian break with another tradition in this respect, as it announced it would become the first national quality daily to scrap distribution of all its bulks. MediaWeek reported that Guardian News and Media claimed the move would ‘increase transparency across the newspaper industry’ – the implication being that its rivals inflate their circulation figures through the use of bulk orders. We might wonder whether the move to scrap bulks was linked with the industrial action and redundancies at The Guardian Print Centre; though as the MediaWeek article pointed out, bulks represent a much smaller percentage of total circulation for The Guardian than for many of its rivals.
Identifying the precise point of ‘exchange’ between publisher and reader is interesting in the case of newspapers as they run parallel online and printed content. An online reader might have seen a headline on the website encouraging them to buy the print edition, or have been encouraged to go online by an advert seen in the print version. And with subscription models to consider, how might exchange be usefully understood? For example, an online reader might be sent email content or be paying for access to subscription-only content, even when they neglect to check their emails or use the site. Of course, buying a printed newspaper doesn’t necessarily mean you’ll read it either, so any discussion of ‘exchange’ must be complicated as we distinguish between the physical product and its content. The transaction between publisher and consumer, of this product and its content is further complicated when we look again at the issue of APIs and their role in distributing content through other media. Clearly, we cannot explore this fully in this article!
Audience consumption
At the time of writing, based on June’s circulation figures, The Guardian website is the second most popular UK newspaper website after Mail Online. An online readership battle seems to be hotting up, with the top three (Telegraph, Guardian, Mail) boasting 27, 28 and 29 million unique users respectively. If we average this out over a month that’s nearly a million users per day for each of the top three newspaper sites. The Guardian newspaper sells around 330,000 copies per day, so as a very rough guide it has three online users for every newspaper purchase.
This picture is complicated further, however, as the number of copies sold doesn’t necessarily equal the number of readers: many people share their copy of a printed newspaper so the readership and/or circulation figures can only ever be a rough guide. They are vital to the industry of course, because a newspaper which reaches a larger audience can charge more for its advertising space, and newspapers make more money from advertising than anything else. The cover price in most cases will not cover the cost of production.
Patterns and trends
If you’ve used free online survey websites such as www.surveymonkey.com, you’ll know how easy it is to gather questionnaire results for a coursework project without the hassle of distributing wads of photocopies. Try conducting a survey of the newspaper reading habits in your Media Studies class this term so you’ll be able to compare your own experience of newspapers with those of other AS students. Are there any trends or patterns? Any surprises? How do your survey results reflect the national picture of newspaper readership? Remember that the mark scheme explicitly rewards discussion of your own experience. This section is the ideal place to put in some well-researched data to back up your case study of The Guardian.
Conclusions
In researching this case study I’ve found that a lot has happened in the newspaper industry during the past year, so by the time your exam comes around (or heaven forbid, a resit!) there may well have been other changes to cover in your research. For example, by the time you read this article, The Guardian may well be the most popular UK news website once more, so it’s worth checking out the statistics available online. However, rest assured that examiners are aware it takes time to develop case study materials, so as long as you use clear examples and identify sources where possible, you’ll be credited with having learned your material, even if it’s not bang up-to-date.
We’ve seen that The Guardian is at the cutting edge of technology in the newspaper industry, which helps to explain why it is one of the world’s most popular news websites. However, we’ve only scratched the surface here in terms of how it is using sophisticated software to market its content globally, especially in the USA. We’ve also seen that the not-for-profit Guardian is not immune to the current unprecedented pressures on the newspaper industry and that, like its competitors, it is facing very tough times.

Does Digital Media make media more democratic / fair / empowering for audiences?


In the Age of Media Six Questions about Media and Participation
David Buckingham, Professor of Media and Communications at Loughborough University, considers some of the revolutionary claims made for participatory media and 2.0, and makes a case for cautious optimism rather than whole-hearted celebration.
In the last ten years, we have moved into a new age of participatory media. The advent of online social media – often referred to as ‘Web 2.0’ – has brought about a much broader media revolution – a move to ‘Media 2.0’. The world of Big Media – in which the media were owned and controlled by large commercial corporations – is no more. In the age of Media 2.0, ordinary people are no longer mere consumers of media, but also producers. Vertical, top-down communication has given way to horizontal, networked communication.
Thus, blogs and online forums provide opportunities for ordinary people to have their say, and to speak back to those in power; wikis enable us to collaborate and share knowledge in ways that challenge elites and experts; on social networking sites, we can represent ourselves and connect with other people in new ways; while online sharing sites like YouTube allow people to distribute their own media content to global audiences. All these services appear to be free and open – they don’t require lots of money to use, they don’t depend on getting past editors or gatekeepers, and they can be accessed at any time, by anyone, anywhere. And these things are leading in turn to fundamental shifts in the operations of ‘old’ media like television, newspapers and even books: there is much talk of ‘user-generated content’, ‘citizen journalism’ and the empowerment of consumers.
This, at least, is the story that’s often told about new media. It’s an attractively optimistic view, which reflects a broader desire for a fairer, more democratic, more creative society. Yet it’s a view that – as students of media – we need to question. We need to look more closely at what is really happening in the world of ‘Media 2.0’ – at who’s involved, what they are doing, and where the power lies. In this article, I want to propose six questions that should help us to get a more critical view of these participatory possibilities.
1. What’s new?
The term ‘Web 2.0’ seems to have been coined by the digital marketing entrepreneur Tim O’Reilly back in 2001. In some ways, it was an attempt to re-brand the internet business after the bursting of the so-called ‘dot.com bubble’ – the collapse of many internet companies that took place around the millennium. Many people have questioned whether ‘Web 2.0’ is actually any different from ‘Web 1.0’ that preceded it. Tim Berners-Lee, widely identified as the inventor of the World Wide Web, has argued that the basic technological infrastructure and many of the forms of Web 2.0 have been around since the beginning of the internet.
There’s a long history of utopian fantasies about new media and technology. The kinds of claims that are being made about the liberating possibilities of social media echo those that were made in earlier times about the impact of cable TV, portable video, radio and even the printing press. All these things were apparently going to bring ‘power to the people’ – to undermine the power of political elites and big corporations, create new forms of collaboration, and allow ordinary people to express themselves and have their voices heard. Yet in each case, the ultimate effects of these new technologies were much less revolutionary and much more complicated.
In terms of media theory, there’s a danger of a kind of technological determinism here – the idea that technology will bring about revolutionary social change, in and of itself. Yet technologies do not come from nowhere: they are created in response to wider social, economic and cultural developments. And their impact is always dependent on how they are used, by whom, and for what purposes.
2. Who’s participating?
The history of technology shows that innovations are adopted in uneven and often unequal ways. In the case of Web 2.0, statistics on patterns of use are not wholly reliable. Some – such as those produced by the Pew Foundation in the United States – produce very high estimates of the numbers of young people who ‘share content’ online. Others – such as those from the market research agency Hitwise – suggest that the number of active participants is very low: less than 0.5% of YouTube users, for example, actually upload material, and very little of that material is originally produced, rather than pirated clips from commercial media.
Research also suggests that there are some striking social inequalities in participation. While there are some gender differences – young women are leading the way in areas like blogging, while young men tend to dominate video-sharing – the most remarkable differences are in terms of social class. At least in the US, it is young people from high-income families who are most likely to be posting or sharing online. While people in disadvantaged communities do increasingly have computers at home, they are less likely to have the multimedia capabilities and bandwidth that are needed for more sophisticated content creation and sharing.
‘Digital divides’ are still apparent here, therefore – and they largely coincide with other differences. Young people from wealthy, middle-class families are also more likely to have books at home, to use the educational dimensions of the internet and to participate in creative or arts-related activities offline. To a large extent, the most active participants in the creative world of Media 2.0 are the ‘usual suspects’ – people who are already privileged in other areas of their lives.
Before we assume that these opportunities are largely confined to young people, we also need to look at the age profile of online participation. While younger people initially drove the uptake of social networking sites, for example, older people are now the fastest-growing group of subscribers. The same is true of mobile communications; while the micro-blogging service Twitter is largely dominated by middle-aged people. Young people are sometimes the ‘early adopters’, but the idea that they are a uniquely ‘digital generation’ – and that there is a kind of technological generation gap – is rapidly becoming outdated.
3. What are they doing?
In these discussions, it’s often assumed that participation is necessarily a Good Thing in itself. But there is a real problem in defining what counts as participation, or as ‘creating content’. There’s a big difference between posting an occasional comment on an online forum or a social networking profile, and filming, editing and posting a video, for example – although in surveys all these things tend to be seen as evidence of high levels of participation. In fact, only a very small proportion of users are generating original content: most are simply ‘consuming’ it as they always have done.
Enthusiasts for participatory media tend to celebrate the more artistic or innovative ‘cool stuff’ that can be found online – fan-produced mashups, videos about political activism, or experimental digital poetry. They tend to ignore the relatively banal domestic practices of the majority of people – such as the funny videos of pets and children and domestic accidents that tend to achieve the highest hit rates on sites like YouTube.
Our research on amateur video-making found that it continues to be dominated by home movies of family life, children’s birthday parties or holidays on the beach. This material is rarely edited or shared, and is kept as a record that people imagine will be watched at some time in the future, even if it rarely is. This is not to say that it is trivial or worthless: on the contrary, home video (like the family photo album) can play a very important role in terms of memory and family relationships. However, people rarely see it as having anything to do with what they watch in the mainstream media – let alone as a challenge to the power of Big Media.
4. Who’s making money?
Here’s one celebratory view of the democratic possibilities of Media 2.0:
Technology is shifting power away from the editors, the publishers, the establishment, the media élite… now it’s the people who are taking control.
This quote comes not from a radical media activist but from a 2006 interview with the notorious media magnate Rupert Murdoch; and it should alert us to the fact that there are large commercial interests at stake in these developments.
The two richest and most profitable global media corporations are now Google and Facebook. Both are increasingly diversifying from their initial business – as a search engine and a social networking site – into a whole range of other media and branded products and services. Indeed, the apparent explosion of democratic participation in the media could also be seen as a matter of the growing concentration of power in the hands of a small number of global companies.
Of course, this is a very uncertain business. For example, YouTube (now owned by Google) took five years from its launch before it finally came into profit, despite being the second most frequently visited site online. Many well-known services – not least Twitter and Facebook – have struggled to find ways of ‘monetising’ what they do. Others, such as Murdoch’s own MySpace, have undergone a rapid rise and fall.
Even so, it’s clear that the internet is an exceptionally efficient medium for niche marketing and for targeting individual consumers. As we surf around, detailed information about our preferences and buying habits is being gathered, often without us knowing it (by means of ‘cookies’ that are planted on the hard drive of our computers). This information is used to ensure that advertising and marketing are targeted only at those people who are most likely to be interested in it; and through a practice known as ‘data mining’, the data can be aggregated and then sold on to other companies.
5. Who’s doing the work?
Much of this marketing is itself ‘user-generated’ and ‘interactive’. This is most obvious in the case of viral marketing, where consumers are effectively recruited to distribute commercial messages on behalf of companies. Other companies (such as the mobile phone provider Orange) have picked up on the idea of ‘user-generated content’ by running competitions for consumers to create videos to promote their products.
This results in what the media critic Soren Peterson has called ‘loser-generated content’. A great deal of unpaid labour goes into the production of blogs, for example, while most of the income remains with the big corporations. In the case of social networking, participants often spend enormous amounts of time working on their profiles and building networks which they are unable to take with them if they want to migrate to another site. What they produce effectively becomes proprietary information, owned by the company: Mark Zuckerberg owns the copyright of all the content posted on Facebook, and can do what he likes with it.
This is also an issue with fan websites, which have been very much celebrated by enthusiasts for Media 2.0. Some argue that fan websites are about consumers taking back control of the media, making their own meanings from existing media texts, and leading towards a more democratic media environment. There have been some instances where copyright owners – like J.K. Rowling and Warner Brothers, who own the Harry Potter franchise – have taken legal action against fans who have used and reworked their materials in making fan fiction, video mashups, and so on. Yet one could argue that, in the end, these fans are just promoting the brand – they may be using Harry Potter to express their own ideas, but they are doing so in a way that contributes to the success and the continuing profitability of the big companies. They may be active participants, but they are also the ultimate consumers.
6. Will Media 2.0 save democracy?
So there is a debate to be had about the wider social and political implications of Media 2.0. While some of these developments may have been exaggerated, and some may be much less exciting and innovative than people have claimed, it’s clear that we are in a period of significant change. But does this amount to a democratic revolution in communications? Is it really liberating or empowering ordinary people to take control of the media?
I think there are good reasons to doubt this. Despite the claims of some of the enthusiasts, digital media are not likely to result in a society of creative media producers, any more than the printing press resulted in a society of published authors. Just like ‘old’ media, these new media are driven by commercial imperatives – and that means that some people are bound to benefit from these developments much more than others. While there is certainly a democratic promise here, the realisation of that promise will require more than technology alone.
David Buckingham is Professor of Media and Communications at Loughborough University.
This article was first published in MediaMagazine 39, February 2012: the ‘Participation’ issue

Impact of digital media on news and journalism


The Rise and Rise of the Independent Journalist
Independence is well known in many professions, but one development that few people could have predicted is the rise of the independent journalist. Thirty years ago a journalist on the hunt for a story would have been armed with only a notepad, a pen and strict instructions from their editor. Fast forward to today and as a result of the digital revolution, a journalist can be armed with pretty much any journalistic tool and now, due to the convergence of TV, radio, print and magazine journalism, could write stories not for just one platform, but in effect, all of them.
Newsflare is a company specialising in user-generated content and is a big step up in helping citizen journalism to get published. It launched in April 2012 and creates a platform for local videos to get to local audiences.
News organisations can also post ‘assignments’ to the website in terms of what video they’re looking for, and do pay for the correct quality of video, whether it is shot by a journalist or just a member of the public with a good camera. Some TV packages can make £40 and even rough footage can be paid for, such as the Olympic torch passing through your town. It is possible for independent journalists to make a living out of websites such as these.
Bevan Thomas, co-founder of Newsflare, says there are fewer barriers in this day and age for independent ideas, and explains how he started his own business in Newsflare.
I think inspiration strikes when you think about solutions to everyday problems you face. Getting out and talking to as many people as possible also helps when thinking of your business idea. It’ll help make clear the different industries and perspectives and how people’s views to your idea might differ. Some of the meetings I thought nothing of actually helped the most.
Bevan also offers advice for anyone looking to get noticed, for example a journalist looking to freelance.
Get used to pitching your ideas, the elevator pitch in one or two sentences and the ten-minute pitch. Both should hook the audience in. It might help if you talk to people like investors; people invest in people so if you come across well and have a great team behind you, the opportunities are open-ended.
Start to build up your network of people now; it’s hard getting out of the work experience or job application pile. Also start blogging, if you’re willing to write for free, when you do get a job writing and you get paid to do the same thing you were doing for free, you’re set.
With companies such as Newsflare leading the way, opportunities for independent journalists seem to be at an all time high.
The Internet
The internet is a key tool in the independent journalist’s belt, but why is it so important? In 2010, two billion people were using the internet, twice the number using it back in 2005. The internet has become the new social haven, where news is uploaded instantly, cutting out the time restraints of a daily newspaper or an evening news bulletin. Most people in search of news now head straight to the internet, and social networking websites such as Facebook or Twitter. The way audiences look for news is changing, so it only seems right that the way journalist’s report news, and the methods they use, are changing too. Thirty years ago the idea of a freelance or independent journalist seemed unmanageable – where would they look for stories without an editor to guide them? How would they find their news stories to follow up? And most importantly, where would they publish their stories? The internet has helped fight all these constraints, and the independent journalists have come out fighting.
In 1999, Brian Appleyard memorably described the internet as a ‘fabulous monster’ in the New Statesman (October 1999).
The arrival of this ‘fabulous monster’ as, has told us as much about the world of journalism and how it reacts to change, as it has about the change itself.
Citizen Journalism
With the subject of the internet also comes the arrival of citizen journalism. This is the theory that anyone anywhere in the world can write, upload, share and publish stories, and could be leading the way to a future of independent journalism. User-generated content is videos, pictures, and recordings which have been made by the public, showing another form of independent journalism. In this digital age, it has evolved to content such as YouTube videos, Flickr images, Amazon or Yelp reviews, blog posts or news stories, and ranging to videos and podcasts from scenes of incidents themselves. Any person at the scene of a story, event or in general can create their own video, audio, images or story and upload this to the internet, or send to any TV station, radio station, local or national newspaper for their website section. Therefore, any member of the public with a media device such as a mobile phone with a camera, recording and internet capabilities could, at the scene of incidents, become independent journalists themselves.
A useful example of a rise in independent journalism is the 2005 London bombings, which prompted a substantial amount of citizen journalism to be put onto the net. Journalists were initially sceptical about the attacks and believed they were false, and when they eventually realised the truth they were not allowed onto the scene due to security reasons. Ordinary civilians caught up in the bombings on their way to work took pictures and recorded videos at the scene. This prompted TV and radio stations to use this user-generated content more than ever before.
Blogging
Blogging is another important tool for the independent journalist. Unless they are working for a large-scale news corporation with its own website or newspaper, a journalist would need somewhere else to showcase their work. Say hello to the blog, essentially a journalist’s own news platform. Starting as an online journal back in the 1990s where people shared opinions and thoughts, in 2012 it has evolved into a vital tool for major publishing businesses. For example, blogging website The Huffington Post was sold recently for over 300 billion dollars. With four out of five internet users visiting social networking sites and blogs, blogging has become the new interactive diary.
When BBC correspondent Stuart Hughes visited Iraq back in 2003 to report in the field, he wanted a way to keep in touch with his audience. So he started an online diary which became incredibly popular. CNN reporter Kevin Sites also created a blog on the front lines of war, with images, comments, blog posts and different views of people at the scene. Although neither journalist was independent, these online methods of reporting show the impact that blogs can have on audiences, and independent journalists can essentially have free rein – avoiding the normal pressures of time and cost in a newsroom.
Technology and Apps
Mobile phone apps are instrumental for a journalist looking to work independently. For example, if you own a smartphone such as an iPhone, you can take photographs to enhance your news story, edit these for sharper pictures, record and edit audio interviews and video, write a news article and upload all this to the internet from your device. Kitting out a journalist has never been easier, or cheaper. Journalism.co.uk research estimates that you can buy software to do all this for less than £20. It also recommends apps such as Camera+, a tool that improves the quality of your pictures, and Pro HDR, which helps you take a better photo. iSaidWhat?! allows you to alter audio recordings, write a script to go alongside them, trim and arrange audio clips and share these clips via email, over a wireless network or by USB. PCM recorder gives you broadcast quality sound, which is vital for important interviews. Apps SoundCloud and Audioboo are well known as important ways to trim, edit and share audio. For filming video, FilmiC Pro is a video-editing app with manual controls including white balance, an audio meter and GPS tagging. 1st Video is expensive at £6.99 but essentially gives you a ‘video-editing suite in your pocket’. Bambuser is a popular app used by citizen journalists for live streaming video and Vyclone gives you a multi-angled video. Byword is a favourite for writing articles, CoverItLive helps when it comes to live blogging and Evernote is suggested for keeping notes. Lastly, when keeping up to date with the latest news, Reeder allows you to create news feed folders from key news sites and share news updates via social networking.
Independent journalism has never been easier, with a huge helping hand from the internet and advances in digital technology. While the main aim of news reporting will always remain consistent – to create and publish a newsworthy story to the public – exactly who reports it is becoming less significant. Breaking news stories reach Twitter within seconds, and it’s not always the large media companies that are first in line.
Newsflare’s Bevan Thomas concludes:
If you find something you love doing, you’ll never really work a day in your life. Independent journalism is as healthy as it’s ever been. Today there are many outlets for journalists to publish work and even if you can’t convince someone to publish your idea, you can now publish it yourself.
Tara Cox is a 3rd year undergraduate in multimedia journalism at Bournemouth University.
This article was first published in MediaMagazine 43, February 2013: the ‘Independence’ issue

Video Games - creating a global culture?


Diploma – freedom to play: is online gaming hazardous to health?
David Pinchen debates the pros and cons, and decides it’s all a question of balance.
Online gaming these days has become a large part of many people’s lives from all around the world, bringing them together to fight off hordes of virtual aliens, or just simply to pit themselves against one another in a fight to the death. They have, according to critics, sucked the social life out of many of today’s teenagers.
But is it all bad?
A large portion of today’s teenage generation spends much of its free time sitting in front of a computer screen shooting aliens, zombies or other teenagers sitting at another computer screen. But is this really such a bad thing? Some would argue that they do not get out of the house enough, breathe fresh air, socialise with other human beings, play with friends in the park or go to the cinema with their peers.
Global friendships
Many of those who sit inside playing these games have made friends from all around the world. Through their online games they have connected with other people, sometimes their own age, some older or younger, and have become good friends, often playing the games together with a group of people who they know only through the wonders of the internet.
Bonding as clans
With the introduction of PvP games (Player vs Player) people have grouped together in clans and played against other clans in tournaments and leagues. Often major corporations organise events where people from all around the world can get together and play their favourite games against one another on a LAN network. These events are becoming more and more popular every year; with the emergence of nvision and other large tournaments, players have the opportunity to get together more and more, and finally meet some of their online friends.
On the flip side, others would argue that it is much better to spend your time outside with your friends and peers, going out to the park and playing football on a regular basis, or doing other social things like visiting the cinema or going to a party occasionally. It’s argued that it’s healthier to spend time with people you know in person, rather than wasting your time with people you know nothing about.
Is the fact that you may spend much of your time inside playing computer games, and talking to people that you have never met really such a bad thing? While inside playing those games, you may learn about things from different countries that you would never have known before you knew someone online.
I can remember a few occasions when I have been playing games and experienced things I’d never expected to happen to someone half way across the world. For example, while playing one game with an online friend, he disappeared for a few moments, only to come back to tell me that a riot had broken loose right outside his front door. And on several occasions I have born witness to someone breaking up with their partner through an online game.
Bringing the world together
On the whole I think that online games have brought the world slightly closer together than before, giving people from anywhere opportunities to find out about things that they would never have experienced previously. Online gaming has arguably done a lot of good for the world. It’s even built up an economy, where people buy and sell online currency and other in-game items to players. While it may distract some people from going out and seeing their friends on a regular basis, it has given them the chance to look inside the workings of many other countries.
Getting the balance right
But perhaps sometimes a bit of a social life is good for people; human interaction is always a good thing. Perhaps a careful balance of the two would be a good idea for everyone, giving the people who currently aren’t gamers opportunities to get together with the rest of the world and connect with people they would never have met before.
And at the same time, players who spend their whole lives sitting at a computer screen need the chance to get out and enjoy more of what life has to offer. It’s good to spend time with friends, and connect with human beings personally, instead of assuming people are who they say they are on the internet.
I think in conclusion people should all explore the opposite of what they are currently doing. If you’ve never used a computer to make friends around the world by playing online games, you should try it out. And if you’re an obsessive player, try to get out a bit more and spend time with friends and peers, get to know what else life has to offer, and find out about your own country, instead of everyone else’s.
A careful balance of games and socialising would be a good thing for everyone. Not everyone may be interested in blowing the heads off zombies (although I can’t see why not!) and there are always other computer programs designed to bring people together. Online social networking, using the same principle as computer games, can enable anyone from anywhere in the world to get together on a website, post comments, have conversations and make new friends every day. With the internet, the possibilities are endless, and with so many ways to connect with new people there are opportunities for everyone. Some are easier than others, some are more difficult; but in the end both gamers and non-gamers can make friends anywhere in the world.

Impact of the internet on film and tv


The internet
• The rise in mainstream access to the internet and changes in e-technology is dramatically altering the media landscape.
One of the first films to use internet technology to promote itself before its cinema release was The Blair Witch Project (1999). Internet-chatter was encouraged through the creation of websites and email marketing which implied the film was not fictional at all and word-of-mouth communication spread quickly on the web generating an interest in the film (viral marketing). As an independent production, Blair Witch had a very limited promotions budget and using the internet kept costs down. This culminated in the film being one of the most profitable films in film history – it cost only $60,000 to make but made $30m in its opening weekend in the States alone.
• Films and television programmes are promoted on the internet in increasingly elaborate ways. Viral marketing is now a crucial aspect of film and television marketing and adds new dimensions to audience activity and behaviour.
Cult TV programmes had early web presences – often generated by fans rather than the production companies. These sites provided a communication medium between the audience and producers that had not been available before and in some cases have proved to be very influential. Producers could gauge audience reception of plot/character developments immediately and often use this information in further production developments. Web audiences can also be influential as they can mobilise large groups and several TV series have been re-commissioned following protests from fans after programmes have been cancelled. Family Guy has been saved several times in this way. The TV series Firefly was cancelled mid-way through its first season but on the strength of the fan community (and their dedication to DVD purchasing) Fox invested in a film version of the TV series called Serenity). Interestingly, box office takings were not as important for this product as DVD sales, making the film an advert for the DVD itself.
• A product’s media presence provides a longer shelf life for a media text as it can be available to audiences before and after the broadcast or cinema release dates.
• E-media can provide additional narrative information, wider audience pleasures, reach a broader audience base and be a platform for marketing other related products.
• Television broadcasters allow programmes to be watched on demand online giving wider access to programmes and freeing the audience from the broadcasting schedules.
• Film producers release a range of trailers on the web from initial teaser trailers (often released whilst the film is still in production) to full cinematic trailers which were previously only available in cinemas.
• Secondary texts are created to provide a broader fictional universe, each of which contains background and/or additional information to that found in the media product.
• E-media often promotes interactive audience activities such as games, competitions and forums creating a more active rather than passive audience.
• E-media texts offer rewards and create elite groups who have access to more information and are part of a community.
So – when considering any media text it is not enough to only look at the primary medium. When studying any text, you will need to analyse the primary text, but will also need to look closely at the related media that has been created to support it. Some texts are created by the audience and so social networking sites, blogs and fan-sites are all aspects of media texts. Media producers also use what are usually seen as user-generated content sites (e.g. YouTube) to connect with audiences.
This is applicable to all media forms – not just film and TV fiction. For example:
• Advertising now uses a range of platforms to reach its audience(s) – conventional advertising is becoming less effective whereas the use of internet and mobile phone technology makes it easier to reach specific target audiences.
• Newspapers and magazines offer online content which provides different gratifications to the audience.
• Music websites are as important to artists and record companies as radio play and MTV. The ability to download music has changed the way music is marketed and accessed by the audience.
• Reality TV relies on newspaper and magazine coverage as well as its broadcast programmes to generate audience interest. Websites offer further audience engagement with the text.

This article first appeared in MediaMagazine 29, September 2009.