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The Digital Tapestry

An academic exploration of new media, covering its definition, history, interactivity, globalization, uses, and societal impacts.

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Defining New Media

Communication Technologies

New media encompasses communication technologies that facilitate enhanced interaction between users, and between users and content. Emerging prominently in the mid-1990s, the term initially described the rise of interactive CD-ROMs but has since evolved to encompass a broad spectrum of web-based communication tools.

Digital and Interactive Focus

At its core, new media refers to computational media distributed online and accessed via computers. Unlike traditional broadcast media, new media is characterized by its digital nature and its capacity for interactivity, distinguishing it from older, one-way communication models.

Evolution, Not Replacement

New media does not simply replace older forms; rather, it refashions them and is itself refashioned by them in a complex network of feedback loops. This dynamic interplay highlights the continuous evolution of media landscapes rather than a linear succession.

Historical Trajectory

Early Conceptualization

While connections between computing and art emerged in the 1950s, the conceptual groundwork for personal computing and interactive media was laid by figures like Alan Kay at Xerox PARC in the 1980s. The parallel development of the Cold War and the internet's design in the late 80s and early 90s is noted as a significant conceptual correlation.

McLuhan's Influence

Marshall McLuhan's seminal work, particularly his declaration that "the medium is the message," profoundly influenced media theory. His insights emphasized the impact of media technologies themselves, independent of their content, on human experience and societal structures.

Transition to Digital

The late 20th and early 21st centuries witnessed a rapid shift from analog broadcast media (print, radio, television) to digital technologies like the internet and video games. Even traditional media, such as print, have been transformed by digital tools like image manipulation software.

The Core of Interactivity

Redefining Communication

Interactivity, a defining characteristic of new media, shifts communication from a "one-to-many" mass model to a "many-to-many" web. This enables individuals to produce and share their own media, fostering a participatory environment.

Scholars like Ronald E. Rice and Vin Crosbie have categorized media based on interactivity:

  • Interpersonal Media: One-to-one communication.
  • Mass Media: One-to-many communication.
  • New Media: Many-to-many communication, enabling individuation and broad participation.

While interactivity is central, not all digitized media are inherently interactive; it remains a key, though not universal, feature.

Interactive Platforms

Interactive elements are prominent in various new media forms, from video games to social platforms like YouTube and Facebook. The evolution of formats like GIFs demonstrates how simple digital elements can become powerful tools for cultural expression and emotional connection.

Interactivity manifests in diverse ways:

  • Video Games: Offering immersive, user-driven experiences.
  • Social Media Platforms: Facilitating user-generated content, comments, and sharing (e.g., YouTube, Facebook).
  • Digital Art: Enabling user engagement and manipulation.
  • GIFs: Serving as polysemic cultural artifacts that convey complex meanings and emotions.

Global Connectivity

Bridging Distances

New media technologies, particularly the internet, have significantly increased global communication and connectivity, leading commentators like Frances Cairncross to describe it as the "death of distance." This allows for the formation of communities and relationships that transcend geographical boundaries.

Social Relationships

The rise of virtual communities and social networking sites allows individuals to connect with like-minded people worldwide, often prioritizing digital interactions over physical proximity. This reshapes social structures and personal identity formation.

Anthropological studies, such as those by Daniel Miller and Don Slater on Trinidadian online culture, highlight how new media integrates with existing cultural identities and geographic contexts. Howard Rheingold's work on virtual communities emphasizes their capacity for rich social interaction, commerce, and even the expression of complex emotions.

Public Sphere Transformation

New media alters the concept of the "public sphere," potentially decentralizing communication from traditional national institutions. While some scholars envision a more democratic, participatory public discourse, others caution that a few powerful corporations exert significant global influence, raising concerns about media ownership and control.

Diverse Applications

Social Change

New media has become a vital tool for social movements, enabling education, organization, and coalition-building. Early adopters like the Zapatista movement and the WTO protests of 1999 demonstrated its power in disseminating information and mobilizing action, contributing to the democratization of discourse.

Examples include the Indymedia movement, fostering alternative media sources, and viral campaigns like the Ice Bucket Challenge, which leveraged social media for significant fundraising and awareness.

Music Industry

The music industry has been profoundly reshaped by new media, evolving from physical formats like shellac and vinyl to digital distribution via MP3s and streaming platforms. While this transition brought challenges like piracy, it has also increased music accessibility and consumption exponentially.

Electronic Literature

New media provides novel platforms for literary creation and consumption, often referred to as "New Media literature" or "electronic literature." This genre frequently requires active reader participation and integrates digital affordances, blurring the lines between literature, art, and technology.

Gaming

The interactive games industry is at the forefront of new media innovation. Massively multiplayer online games (MMOs) like World of Warcraft and virtual worlds such as Second Life exemplify how new media creates immersive virtual realities that foster social connection and allow for self-expression, extending real-world experiences.

Challenges and Considerations

National Security

New media platforms are of significant interest to espionage communities due to the ease of electronic data retrieval and analysis. Social media sites, in particular, are monitored for personal information that can be archived to create dossiers, raising concerns about privacy and national security.

Youth and Digital Literacy

Young people exhibit dramatically increased media consumption, often engaging in media multitasking. While new media offers educational opportunities, concerns exist regarding underage usage of social platforms and the development of digital literacy skills for safe online engagement. Parental mediation is increasingly important.

Studies indicate high media usage among youth, with significant engagement in social networking and texting. The pervasive nature of smartphones also raises questions about their impact on social isolation and interpersonal relationships.

Ethical Research Concerns

Researching new media presents ethical challenges, particularly concerning user privacy on social media platforms. Determining what constitutes "human subjects" research and ensuring informed consent require careful consideration of public versus private data and the potential for identification.

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References

References

  1.  Schorr, A & Schenk, M & Campbell, W (2003),Communication Research and Media Science in Europe, Mouton de Gruyter, Berlin, p. 57
  2.  Croteau, David & Hoynes, William (2003) Media Society: Industries, Images and Audiences (3rd ed.), Pine Forge Press, Thousand Oaks, p. 303
  3.  Rafaeli, Sheizaf (1988). "Interactivity: From new media to communication". Beverly Hills, CA. p. 110.
  4.  Rafaeli, Sheizaf & Ariel, Yaron (2007), "Assessing Interactivity in Computer-Mediated Research". In: A.N Joinson, K.Y.A McKenna., T. Postmes & U-D. Reips (Eds). The Oxford Handbook of Internet Psychology. Oxford University Press
  5.  Flew, Terry (2002), New Media: An Introduction, Oxford University Press, UK, p. 13
  6.  Miltner, Kate M., and Highfield, Tim. (2017) Never gonna GIF you up: Analyzing the cultural significance of the animated GIF. Social Media and Society 3(3): 1-11.
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  8.  Durham, M & Kellner, Douglas (2001) Media and Cultural Studies Keyworks, Malden, Ma and Oxford, UK, Blackwell Publishing
  9.  McLuhan, Marshall (1962) The Gutenberg Galaxy: The Making of Typographic Man, London, Routledge and Kegan Paul
  10.  Manovich, Lev (2001) The Language of New Media MIT Press, Cambridge and London
  11.  Chaper 7 from Boellstorff, Tom. (2008).Coming of Age in Second Life. Princeton, NJ: Princeton University Press.
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A full list of references for this article are available at the New media Wikipedia page

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