NEW
MEDIA
by
Richard Rownak
Art for a visual hungry world
New media are forms of media that are native to computers, computational
and relying on computers for redistribution. Some examples of new media
are telephones, computers, virtual worlds, single media, website games,
human-computer interface, computer animation and interactive computer
installations.
Interactivity
Interactivity has become a term for a number of new media use options
evolving from the rapid dissemination of Internet access points, the digitalization
of media, and media convergence. In 1984, Rice defined new media as communication
technologies that enable or facilitate user-to-user interactivity and
interactivity between user and information. Such a definition replaces
the "one-to-many" model of traditional mass communication with
the possibility of a "many-to-many" web of communication. Any
individual with the appropriate technology can now produce his or her
online media and include images, text, and sound about whatever he or
she chooses. Thus the convergence of new methods of communication with
new technologies shifts the model of mass communication, and radically
reshapes the ways we interact and communicate with one another. In "What
is new media?" Vin Crosbie (2002) described three different kinds
of communication media. He saw Interpersonal media as "one to one",
Mass media as "one to many", and finally New Media as Individuation
Media or "many to many".
When we think of interactivity and its meaning, we assume that it is only
prominent in the conversational dynamics of individuals who are face-to-face.
This restriction of opinion does not allow us to see its existence in
mediated communication forums. Interactivity is present in some programming
work, such as video games. It's also viable in the operation of traditional
media. In the mid 1990s, filmmakers started using inexpensive digital
cameras to create films. It was also the time when moving image technology
had developed, which was able to be viewed on computer desktops in full
motion. This development of new media technology was a new method for
artists to share their work and interact with the big world. Other settings
of interactivity include radio and television talk shows, letters to the
editor, listener participation in such programs, and computer and technological
programming. Interactive new media has become a true benefit to every
one because people can express their artwork in more than one way with
the technology that we have today and there is no longer a limit to what
we can do with our creativity.
Interactivity can be considered a central concept in understanding new
media, but different media forms possess, or enable different degrees
of interactivity, and some forms of digitized and converged media are
not in fact interactive at all. Tony Feldman[31] considers digital satellite
television as an example of a new media technology that uses digital compression
to dramatically increase the number of television channels that can be
delivered, and which changes the nature of what can be offered through
the service, but does not transform the experience of television from
the user's point of view, and thus lacks a more fully interactive dimension.
It remains the case that interactivity is not an inherent characteristic
of all new media technologies, unlike digitization and convergence.
Terry Flew (2005) argues that "the global interactive games industry
is large and growing, and is at the forefront of many of the most significant
innovations in new media" (Flew 2005: 101). Interactivity is prominent
in these online video games such as World of Warcraft, The Sims Online
and Second Life. These games, which are developments of "new media,"
allow for users to establish relationships and experience a sense of belonging
that transcends traditional temporal and spatial boundaries (such as when
gamers logging in from different parts of the world interact). These games
can be used as an escape or to act out a desired life. Will Wright, creator
of The Sims, "is fascinated by the way gamers have become so attached
to his invention-with some even living their lives through it".[32]
New media have created virtual realities that are becoming virtual extensions
of the world we live in. With the creation of Second Life and Active Worlds
before it, people have even more control over this virtual world, a world
where anything that a participant can think of can become a reality.
New Media changes continuously because it is constantly modified and redefined
by the interaction between users, emerging technologies, cultural changes,
etc.
New forms of New Media are emerging like Web 2.0 tools Facebook and YouTube,
along with video games and the consoles they are played on. It is helping
to make video games and video game consoles branch out into New Media
as well. Gamers on YouTube post videos of them playing video games they
like and that people want to watch. Cultural changes are happening because
people can upload their gaming experiences to a Web 2.0 tool like Facebook
and YouTube for the world to see. Consoles like the Xbox One and the PlayStation
4 have WiFi connectivity and chat rooms on most of their video games that
allow gamer-to-gamer conversations around the world. They also allow people
to connect to YouTube, so if they stream/record a gamer, it allows for
easy uploading to YouTube for the world to see. Even the older video game
consoles are becoming new media because YouTube can display the walkthroughs
and let's plays of the game. YouTube gaming is evolving because some YouTubers
are getting wealthy and earning money from their videos. The more people
that become YouTube members, the popular YouTube becomes and the more
it starts emerging as a new source of media, along with video games and
consoles. The chat room/online gaming/WiFi consoles are getting the highest
increase in popularity because they are not only the most advanced, but
because of the newest video games being created that the majority of the
gaming community wants to buy, play and watch. The older video games and
consoles also get popularity, but from YouTube's capabilities of uploading
them to the gamer's channels for everyone to see. The older games get
popularity from the communities nostalgia of the game(s), and the old
school graphics and gameplay that made people see how old-school technology
was the best at some point in time. Facebook helps those video games and
consoles get popularity as well. People can upload the videos they create
to Facebook as well. Facebook is a much larger website with a lot more
users, so people use Facebook to spread their gaming content as well.
Industry
The new media industry shares an open association with many market segments
in areas such as software/video game design, television, radio, mobile
and particularly movies, advertising and marketing, through which industry
seeks to gain from the advantages of two-way dialogue with consumers primarily
through the Internet. As a device to source the ideas, concepts, and intellectual
properties of the general public, the television industry has used new
media and the Internet to expand their resources for new programming and
content. The advertising industry has also capitalized on the proliferation
of new media with large agencies running multimillion-dollar interactive
advertising subsidiaries. Interactive websites and kiosks have become
popular. In a number of cases advertising agencies have also set up new
divisions to study new media. Public relations firms are also taking advantage
of the opportunities in new media through interactive PR practices. Interactive
PR practices include the use of social media[ to reach a mass audience
of online social network users.
With the rise of the Internet, many new career paths were created. Before
the rise, many technical jobs were seen as nerdy. The Internet led to
creative work that was seen as laid-back and diverse amongst sex, race,
and sexual orientation. Web design, gaming design, webcasting, blogging,
and animation are all creative career paths that came with this rise.
At first glance, the field of new media may seem hip, cool, creative and
relaxed. What many don't realize is that working in this field is tiresome.
Many of the people that work in this field don't have steady jobs. Work
in this field has become project-based. Individuals work project to project
for different companies. Most people are not working on one project or
contract, but multiple ones at the same time. Despite working on numerous
projects, people in this industry receive low payments, which is highly
contrasted with the techy millionaire stereotype. It may seem as a carefree
life from the outside, but it is not. New media workers work long hours
for little pay and spend up to 20 hours a week looking for new projects
to work on.
The ideology of new media careers as an egalitarian and stress-free environment
is a myth. It is a game of networking and thriving at what you are capable
of. Many workers face job instability. Inequality within this field exists
due to the informality and flexibility of this career path.
Within the Industry, many Companies have emerged or transformed to adapt
to the fast moving exciting opportunities that new media offers. The following
companies are great examples of the changing landscape of companies/agencies
whom have redeveloped, added or changed services to offer new media services.
• Brand New Media
• Adcore Creative
• Seven West Media