Joe McGinniss’ book The Selling of the President had a shocking title for 1968, suggesting as it did that in the television age the presidency had become nothing more than another product to be packaged and sold. A new MNet resource, Watching the Elections (a lesson for Grade 8 to 12 Social Studies classes), shines a light on how the different aspects of an election – from the debates to political ads to the candidates themselves – are actually media products.
Formerly a largely peaceful and orderly place, inhabited by craftspeople, entertainers and wise Jedi, the galaxy – that is to say, the world of Star Wars Galaxies, the massively multiplayer online game (MMO) based on the movie franchise – is now a world of ruthless bounty hunters and blaster-happy fighter pilots. Where success could once be achieved by a number of paths, it now consists of, in the words of the game’s senior director Nancy MacIntye, “instant gratification: kill, get treasure, repeat.”
Note: this is the fifth in a series of blogs looking at the history and future of Web 2.0. The user-participation culture of Web 2.0 has begun to change the worlds of music, movies, animation, games and even encyclopedias, but in no area does the change promise to be as deep and fundamental as in the world of news. While other aspects of user-created content blur the line between authors and audiences, the line remains there: it still takes tremendous skill and effort to make a mashup or a fan movie, even if Web 2.0 has made those things easier to distribute. Some have suggested, though, that it will change journalism in a much more radical way – perhaps altering our idea of what journalism is entirely.
In our last instalment we contrasted the “hard path” of user-created media – which requires would-be creators to be highly talented, skilful, committed, or all three – with the “easy path” of services which make it possible for more people to create media. In this column we’ll be looking at a method which aspires to make everyone a creator: crowdsourcing.
Third entry in a series looks at sites that help users create content. In the last instalment of this series we looked at some of examples of user-created media such as mashups, fan movies and machinima.
This is the second in a series of columns looking at the history and future of Web 2.0. In the last instalment of this series we examined the origins of the Do-It-Yourself (DIY) ethic and some of the issues around the definition of “user-created content.” Turning from the theoretical to the practical, we’ll now take a look at just what is actually out there, and begin to examine some of the ethical and legal implications.
This is the first in a series of blogs looking at the history and future of Web 2.0. From Facebook pages to viral Barack Obama speeches, the latest boom to hit the media is the rise of user-created content. Services such as Facebook and YouTube have created a new business model: rather than selling content to consumers, as media companies traditionally have done.
Two new media education resources crossed our desk recently: Totally Wired by Anastasia Goodstein and Children’s Learning in a Digital World, edited by Teena Willoughby and Eileen Wood. While they are extremely different, both are useful additions to any media education library.
The old saying that the rich get richer and the poor get poorer applies to cyberspace, too: these maps comparing router and population density show that the developing world has a long way to go to catch up to North America, Western Europe and Japan when it comes to getting online. The One Laptop Per Child project aims to change all that, designing, constructing and distributing Internet-ready laptops to children in developing countries.