Friday, 18 July 2014

New Creative Media Industry

New media can be described as interactive forms of communication that use the Internet, including podcasts, RSS feeds, social networks, text messaging, blogs, virtual worlds, web advertising, wikis, websites, mobile computing, online communities, online books, online journals and many more. New media has brought people around the world closer, since new media makes it possible for anyone to create, modify, and share content with others by using relatively simple tools that are often free or inexpensive for instance people can use Internet to communicate with other people for free, by using social networks like FB, which allow people to chat, share images, videos, comments and so forth. Basically, new media requires a computer or mobile device with Internet access. There are a lot of advantages of new media tools; such as it connects people with information and services, collaborate with other people including those within an organization or community and create new content, services, communities and channels of communication that help people to deliver information and services. Because technology has grown rapidly, it has influence the way people spend their leisure time as well as the way they educate themselves. Before the Internet existed in this new era, people were using traditional media such as print media, which involves Newspaper and magazine to get information, news, entertainment and so on. Additionally, the new creative media industry has found the flexibility of delivering their creative material online, such as films, visual arts or animation and music. These allow audiences to interact directly with them and can even provide user-generated content such as commenting on creative material, providing feedback, creating video or audio responses. Nowadays, TV viewers have several options of tuning into satellite, cable, broadband TV as well as movies and sports can be viewed on a pay per view based on their preferences. Moreover, today people can access TV and radio through mobiles.

References

Collins, C. (2011). 100 Years of McLuhan - New Media Influence. [online] Newmediainfluence.com. Available at: http://newmediainfluence.com/2011/08/100-years-of-mcluhan.html [Accessed 3 Jul. 2014].
Grant, I. (2006). Creative approaches to new media research. Young Consumers: Insight and Ideas for Responsible Marketers, [online] 7(3), pp.51-56. Available at: http://www.emeraldinsight.com/journals.htm?issn=1747-3616&volume=7&issue=3&articleid=1576339&show=html [Accessed 3 Jul. 2014].
Winseck, D. and Jin, D. (n.d.). Media as Creative Industries : The Political Economies of Media: The Transformation of the Global Media Industries : Bloomsbury Academic. [online] Bloomsburyacademic.com. Available at: http://www.bloomsburyacademic.com/view/PoliticalEconomiesMedia_9781849664264/chapter-ba-9781849664264-chapter-004.xml;jsessionid=67ABC228C0E0C2F2C59F47072F6E5171 [Accessed 3 Jul. 2014].

Friday, 11 July 2014

Blogs and Creative Industries

The term creative industries encompasses a broader range of activities which include the cultural industries plus all cultural or artistic production, whether live or produced as an individual unit. The creative industries are those in which the product or service contains a substantial element of artistic or creative endeavor and include activities such as architecture and advertising. Creative industries use an individual’s creativity, skill and talent for job and wealth creation through the generation and exploitation of intellectual property. ITC’s (International Trade Commission) assistance in creative industries targets the sectors of artisanal products, visual arts and music in developing and transition economies by adding the entrepreneurial dimension and providing technical assistance to promote trade opportunities and develop producers’ export capabilities. While working directly with artisans, artists and musicians to increase their benefits by including their creations into domestic and international value chains, ITC enhances the services of the sector’s associations to their clients and encourages the integration of creative industries into national trade development strategies.

Additionally, creative industries are a rapidly growing area worldwide. They are positioned between science, culture, economy, and technology. The wide ranges of branches are very much connected, depending on one another, combining both the social values and economic effectiveness. These industries include visual arts and crafts, cultural and natural heritage, performing arts, audiovisual and interactive media, design and creative service, books and print media, video games and many more.


Creative industries, involve design, fashion, film and video, architecture computer games, music, performing arts, publishing so forth stay in the hearth of the creative economy. They lie in the crossroad between arts, culture, economics, business and technology. They deal with “experience goods and services” that have both private as well as public value. Creative production has a collective nature, transforming the simple goods into complex one due to the uniqueness of the talents and creative labor involved. Many cultural products are durable as they have a capacity to extract revenues long after the period of their production. Their significance is not only economic but also social. Creative industries offer to audiences and buyers’ not just goods and services, but also emotions, feelings, provocations.

References

Hesmondhalgh, D. (2010). Cultural and Creative Industries. [online] Academia.edu. Available at: http://www.academia.edu/1534986/Cultural_and_Creative_Industries [Accessed 3 Jul. 2014].
Shaughnessy, H. (2011). What is the creative economy, really?. [online] Forbes. Available at: http://www.forbes.com/sites/haydnshaughnessy/2011/10/08/what-is-the-creative-economy-really/ [Accessed 3 Jul. 2014].

Friday, 4 July 2014

Culture in Cyberspace

Cyberspace, this word has stormed into our language and invaded our collective consciousness like no other. As the technology improves and ownership of home computers increases, we competently navigate our way around cyberspace, downloading information, reading and writing to newsgroups and receiving and sending emails. Additionally, cyberspace represents the new medium of communication, electronic communication, which is fast outmoding, or even replacing, more traditional methods of communication. People often send emails in place of paper letters, they leave electronic messages on bulletin boards rather than pinning slips of card to wooden notice boards, and more frequently people are able to read texts on-line, in e-journals for example, rather than on good old-fashioned wood pulp. The physical objects of traditional communication (letters, books and so on) are being superseded by new electronic objects and just as physical objects exist in physical space, thus these cyber objects exist in cyberspace.

Cyberspace can be described as imaginary, intangible, virtual-realty realm where computer communication and simulation and Internet activity takes place. The electronic equivalent of human psyche, which is the mind space where thinking and dreaming occur, cyberspace is the domain where objects are neither physical nor representations of the physical world, but are made up entirely of data manipulation and information. According to William Gibson, a Canadian science-fiction writer, cyberspace is a domain characterized by the use of electronics and the electromagnetic spectrum to store, modify, and exchange data via networked systems and associated physical infrastructures. In effect, cyberspace can be thought of as the interconnection of human beings through computers and telecommunication, without regard to physical geography. There are two spurs of cyberspace. First, is a 3-D cyber spatial environment, which humans can enter and move through, interacting with both computer and other human beings. World of networks of computer linked via cables and routers (similar to telephone connections), which enable us to communicate, store and retrieve information. By far the largest and most well known of these is the Internet. It is originally used for email, ftp (file transfer), bulletin boards and newsgroups, and telnet (remote computer access), and now ever more of a household name courtesy of the World Wide Web, which allows simple stress-free navigation of the network. This second spur of cyberspace encompasses not only the connections between computers, but also the browser and email software, which transmits information, plus the internal space of the microchip and other electronic storage technologies – the places in which information actually resides.

Culture in cyberspace is usually known as cyber culture or computer culture. Cyberculture is the culture that has emerged from the use of computer networks for communication, entertainment and business. It is also the study of various social phenomena associated with the Internet and other new forms of network communication, such as online communities, online multi-player gaming, social gaming, social media and texting.


Moreover, the ethnography of cyberspace is an important aspect of cyberculture that does not reflect a single unified culture. It is not a monolithic or placeless cyberspace, rather it is numerous new technologies and capabilities used by diverse people, in divers real world locations. It is malleable, perishable and can be shaped by the vagaries of external forces on its users. There are several types of cyberculture, it includes various human interactions mediated by computer networks. They can be activities, pursuits, games, places and metaphors and include a diverse base of applications. Through these types of cyberculture, Internet language is used widely. Examples include, Blog, Social Networks, Chat and Games.

References

Jordan, T. (n.d.). Cyberpower: The Culture and Politics of Cyberspace. [online] Isoc.org. Available at: https://www.isoc.org/inet99/proceedings/3i/3i_1.htm [Accessed 1 Jul. 2014].
Macek, J. (2005). Defining Cyberculture. [online] Macek.czechian.net. Available at: http://macek.czechian.net/defining_cyberculture.htm [Accessed 1 Jul. 2014].
Rouse, M. (2011). What is cyberspace? - Definition from WhatIs.com. [online] Searchsoa.techtarget.com. Available at: http://searchsoa.techtarget.com/definition/cyberspace [Accessed 1 Jul. 2014].