Up until recently television has been the most prominent medium of entertainment and information in our lives. Nothing could beat Saturday morning cartoons, the six o'clock news and zoning out from the world by the distractions of prime time sitcoms. It is all of these things and more that formed television into what was thought to be the ultimate entertainment medium, that is, up until now. Television in the twenty-first century is not the television our parents watched or in fact what we watched as children. Today’s generation are no longer satisfied with the traditional television experience. Today’s audience no longer has to follow the network’s predetermined schedule nor is television the one dimensional experience it used to be. Viewers no longer need to schedule a fixed time in order to gather information or watch their favourite show (Smith 5). They can record it with the push of the DVR (Digital Video Recording) button or watch it on a device and obtain background information via the Internet. In addition, viewers now have the opportunity to interact with, share, and produce their own material from their favourite show (5). In order to not lose the authenticity of television, media theorists have created transmedia. This new twist on television gives the user more control and more involvement than ever before. The concept has been termed as transmedia storytelling. The online journal Infoline defines transmedia storytelling in its January 2014 issue as “social, mobile, accessible and re-playable.” Originally coined in the 1990’s it was not until 2003 when Henry Jenkins, a professor of communications at the University of Southern California, wrote his article “Transmedia Storytelling” that the term began being ...
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In assessing the impact and effect of popular cultural forms like MTV, it is important to acknowledge the extent to which, rather than having them imposed upon us, we may instead appropriate or assimilate parts, whilst choosing to reject or ignore the rest. This, of course, has the consumer or viewer acting (or perhaps more accurately interacting) as opposed to simply passively receiving (Philo par 16).Even though critics of MTV stand strongly against the passive consumer, th...
One of the mediums by which this cultural shift has continually happened is through television. Not only does culture affect choices made by those in the television industry, but popular series and talk shows, whether intentionally or not, name what culturally acceptable regarding many social issues. Television, TV for short, is referring to the telecommunication medium by which ideas are transmitted into moving pictures. The Television industry will be defined as the group of brains behind the creating process of a television show of any genre. Genres each have their own purpose and effect on the audience; talk shows mean to engage, while sitcoms, drams, mini-series, and television comedies are meant to entertain. Regardless of its intentions, each genre of TV has an affect on the people who internalize what they are watching.
Media and Popular Culture. The McGraw-Hill Reader: Issues across the Disciplines. Ed. Gilbert H. Muller. 12th ed. Boston: McGraw-Hill, 2012. 426. Print.
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The media play an indispensable role in modern life, and are considered amongst the most powerful and inaccurate sources of social information, education and entertainment. Our mass media is an electronic (TV, film, video, videogames, internet) visually dominated media with print (newspaper, magazine)...
The Effect of Television In The Age of Missing Information Bill McKibben, in his book The Age of Missing Information, explores the impact of television on modern cultures both in America and around the world. In the book McKibben carries out an experiment; he watches the entire television broadcast of 93 separate cable channels for one entire day. In all McKibben viewed 24 hours of programming from 93 separate cable stations, that is more than 2,200 hours of television. His purpose in this formidable undertaking was to determine how much actual information that was relevant to real life he could glean from a day of television broadcasting. McKibben also spent a day camping alone on a mountain near his home.
Since the coinage of the term in an MIT Technology Review (2003) article, Henry Jenkins’ theory of transmedia has been significantly contested and edited by multiple media theorists and scholars. In short, transmedia storytelling is the technique of telling a narrative across multiple platforms. The goal of a transmedia project is to heighten the degree in which audiences participate and interact with the events, characters, and storyworld of a franchise. A transmedia project can include, but is not limited to, the use of movies, books, games, social-media, and graphic novels. These elements work together to make the story more enjoyable and contribute to richer fan-engagement. Jenkins’ best summarizes a definition himself in his 2006 book Convergence Culture: Where Old and New Media Collide; “A transmedia story unfolds across multiple media platforms with each new text making a distinctive and valuable contribution to the whole” (pp. 95-96).
Croteau, D., Hoynes, W., & Milan, S. (2012). Media/society (4th ed.). Thousand Oaks, CA: Sage.
Back in 2003 Henry Jenkins caused a massive stir in the media world when he introduced the idea of transmedia storytelling, Jenkins describes it as a process where elements of fiction are dispersed across multiple media platforms in order to serve the purpose of creating a coordinated entertainment experience. Jenkins goes on to say that preferably, each medium will contribute different aspects which will assist in the telling of a story and unveil new aspects. However a good transmedia text does not simply supply information, instead it allows the fans, or fandom, to interact with the world within the text (Jenkins, 2007). This essay will arue that transmedia storytelling impacts on how the audience interacts with the story, in order to
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...ely available and accessible from everywhere. New media has introduced innovative platforms and ways to consume media products, they have been embedded into our social context that we are unaware of the different ways we are constantly relying on technology. This leads us to call for more contemporary studies towards new media audiences for a more in-depth analysis and how they have merged the different contexts of media consumption.
Many young people today are learning about their world through electronic means – radio, television, video movies, computer games, virtual reality games and the Internet. In particular the visual environment of the electronic media is greatly attracting the print media in all its forms. How many children read comic books these days? Most would rather watch cartoons, or play arcade games or hand-held video games. We will be focusing on cinema and how it has culturally played a role in society.