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.
New media are often contrasted to "old media", such as television, radio, and print media, although scholars in communication and media studies have criticised rigid distinctions based on oldness and novelty. New media does not include television programs (only analog broadcast), feature films, magazines, books, – unless they contain technologies that enable digital generative or interactive processes.
Wikipedia, an online encyclopedia, is a good example of New Media, combining Internet accessible digital text, images and video with web-links, creative participation of contributors, interactive feedback of users and formation of a participant community of editors and donors for the benefit of non-community readers. Facebook is another type of New Media, belonging to the category of social media model, in which most users are also participants. Another type of New Media is Twitter which also belongs to the social media category, through which users interact with one another and make announcements to which the public receive. Both Facebook and Twitter have risen in usage in recent years and have become an online resource for acquiring information.
In the 1950s, connections between computing and radical art began to grow stronger. It was not until the 1980s that Alan Kay and his co-workers at Xerox PARC began to give the computability of a personal computer to the individual, rather than have a big organization be in charge of this. "In the late 1980s and early 1990s, however, we seem to witness a different kind of parallel relationship between social changes and computer design. Although causally unrelated, conceptually it makes sense that the Cold War and the design of the Web took place at exactly the same time."
Writers and philosophers such as Marshall McLuhan were instrumental in the development of media theory during this period. His now famous declaration in Understanding Media: The Extensions of Man (1964) that "the medium is the message" drew attention to the too often ignored influence media and technology themselves, rather than their "content," have on humans' experience of the world and on society broadly.
Until the 1980s media relied primarily upon print and analog broadcast models, such as those of television and radio. The last twenty-five years have seen the rapid transformation into media which are predicated upon the use of digital technologies, such as the Internet and video games. However, these examples are only a small representation of new media. The use of digital computers has transformed the remaining 'old' media, as suggested by the advent of digital television and online publications. Even traditional media forms such as the printing press have been transformed through the application of technologies such as image manipulation software like Adobe Photoshop and desktop publishing tools.
Andrew L. Shapiro (1999) argues that the "emergence of new, digital technologies signals a potentially radical shift of who is in control of information, experience and resources" (Shapiro cited in Croteau and Hoynes 2003: 322). W. Russell Neuman (1991) suggests that whilst the "new media" have technical capabilities to pull in one direction, economic and social forces pull back in the opposite direction. According to Neuman, "We are witnessing the evolution of a universal interconnected network of audio, video, and electronic text communications that will blur the distinction between interpersonal and mass communication and between public and private communication" (Neuman cited in Croteau and Hoynes 2003: 322). Neuman argues that new media will:
Consequently, it has been the contention of scholars such as Douglas Kellner and James Bohman that new media, and particularly the Internet, provide the potential for a democratic postmodern public sphere, in which citizens can participate in well informed, non-hierarchical debate pertaining to their social structures. Contradicting these positive appraisals of the potential social impacts of new media are scholars such as Ed Herman and Robert McChesney who have suggested that the transition to new media has seen a handful of powerful transnational telecommunications corporations who achieve a level of global influence which was hitherto unimaginable.
Scholars, such as Lister et al. (2003), have highlighted both the positive and negative potential and actual implications of new media technologies, suggesting that some of the early work into new media studies was guilty of technological determinism – whereby the effects of media were determined by the technology themselves, rather than through tracing the complex social networks which governed the development, funding, implementation and future development of any technology.
Based on the argument that people have a limited amount of time to spend on the consumption of different media, Displacement theory argue that the viewership or readership of one particular outlet leads to the reduction in the amount of time spent by the individual on another. The introduction of New Media, such as the internet, therefore reduces the amount of time individuals would spend on existing "Old" Media, which could ultimately lead to the end of such traditional media.
Although there are several ways that New Media may be described, Lev Manovich, in an introduction to The New Media Reader, defines New Media by using eight propositions:
The rise of new media has increased communication between people all over the world and the Internet. It has allowed people to express themselves through blogs, websites, videos, pictures, and other user-generated media.
Flew (2002) stated that, "as a result of the evolution of new media technologies, globalization occurs." Globalization is generally stated as "more than expansion of activities beyond the boundaries of particular nation states". Globalization shortens the distance between people all over the world by the electronic communication (Carely 1992 in Flew 2002) and Cairncross (1998) expresses this great development as the "death of distance". New media "radically break the connection between physical place and social place, making physical location much less significant for our social relationships" (Croteau and Hoynes 2003: 311).
However, the changes in the new media environment create a series of tensions in the concept of "public sphere". According to Ingrid Volkmer, "public sphere" is defined as a process through which public communication becomes restructured and partly disembedded from national political and cultural institutions. This trend of the globalized public sphere is not only as a geographical expansion form a nation to worldwide, but also changes the relationship between the public, the media and state (Volkmer, 1999:123).
"Virtual communities" are being established online and transcend geographical boundaries, eliminating social restrictions. Howard Rheingold (2000) describes these globalised societies as self-defined networks, which resemble what we do in real life. "People in virtual communities use words on screens to exchange pleasantries and argue, engage in intellectual discourse, conduct commerce, make plans, brainstorm, gossip, feud, fall in love, create a little high art and a lot of idle talk" (Rheingold cited in Slevin 2000: 91). For Sherry Turkle "making the computer into a second self, finding a soul in the machine, can substitute for human relationships" (Holmes 2005: 184). New media has the ability to connect like-minded others worldwide.
While this perspective suggests that the technology drives – and therefore is a determining factor – in the process of globalization, arguments involving technological determinism are generally frowned upon by mainstream media studies. Instead academics focus on the multiplicity of processes by which technology is funded, researched and produced, forming a feedback loop when the technologies are used and often transformed by their users, which then feeds into the process of guiding their future development.
While commentators such as Castells espouse a "soft determinism" whereby they contend that "Technology does not determine society. Nor does society script the course of technological change, since many factors, including individual inventiveness and entrpreneurialism, intervene in the process of scientific discovery, technical innovation and social applications, so the final outcome depends on a complex pattern of interaction. Indeed the dilemma of technological determinism is probably a false problem, since technology is society and society cannot be understood without its technological tools." (Castells 1996:5) This, however, is still distinct from stating that societal changes are instigated by technological development, which recalls the theses of Marshall McLuhan.
Manovich and Castells have argued that whereas mass media "corresponded to the logic of industrial mass society, which values conformity over individuality," (Manovich 2001:41) new media follows the logic of the postindustrial or globalized society whereby "every citizen can construct her own custom lifestyle and select her ideology from a large number of choices. Rather than pushing the same objects to a mass audience, marketing now tries to target each individual separately." (Manovich 2001:42).
Social movement media has a rich and storied history (see Agitprop) that has changed at a rapid rate since New Media became widely used. The Zapatista Army of National Liberation of Chiapas, Mexico were the first major movement to make widely recognized and effective use of New Media for communiques and organizing in 1994. Since then, New Media has been used extensively by social movements to educate, organize, share cultural products of movements, communicate, coalition build, and more. The WTO Ministerial Conference of 1999 protest activity was another landmark in the use of New Media as a tool for social change. The WTO protests used media to organize the original action, communicate with and educate participants, and was used as an alternative media source. The Indymedia movement also developed out of this action, and has been a great tool in the democratization of information, which is another widely discussed aspect of new media movement. Some scholars even view this democratization as an indication of the creation of a "radical, socio-technical paradigm to challenge the dominant, neoliberal and technologically determinist model of information and communication technologies." A less radical view along these same lines is that people are taking advantage of the Internet to produce a grassroots globalization, one that is anti-neoliberal and centered on people rather than the flow of capital. Chanelle Adams, a feminist blogger for the Bi-Weekly webpaper The Media says that in her "commitment to anti-oppressive feminist work, it seems obligatory for her to stay in the know just to remain relevant to the struggle." In order for Adams and other feminists who work towards spreading their messages to the public, new media becomes crucial towards completing this task, allowing people to access a movement's information instantaneously. Of course, some are also skeptical of the role of New Media in Social Movements. Many scholars point out unequal access to new media as a hindrance to broad-based movements, sometimes even oppressing some within a movement. Others are skeptical about how democratic or useful it really is for social movements, even for those with access.
New Media has also found a use with less radical social movements such as the Free Hugs Campaign. Using websites, blogs, and online videos to demonstrate the effectiveness of the movement itself. Along with this example the use of high volume blogs has allowed numerous views and practices to be more widespread and gain more public attention. Another example is the ongoing Free Tibet Campaign, which has been seen on numerous websites as well as having a slight tie-in with the band Gorillaz in their Gorillaz Bitez clip featuring the lead singer 2D sitting with protesters at a Free Tibet protest. Another social change seen coming from New Media is trends in fashion and the emergence of subcultures such as Text Speak, Cyberpunk, and various others.
Following trends in fashion and Text Speak, New Media also makes way for "trendy" social change. The Ice Bucket Challenge is a recent example of this. All in the name of raising money for ALS (the lethal neurodegenerative disorder also known as Lou Gehrig's disease), participants are nominated by friends via Facebook, Twitter and ownmirror to dump a bucket of ice water on themselves, or donate to the ALS Foundation. This became a huge trend through Facebook's tagging tool, allowing nominees to be tagged in the post. The videos appeared on more people's feeds, and the trend spread fast. This trend raised over 100 million dollars for the cause and increased donations by 3,500 percent.
New Media has also recently become of interest to the global espionage community as it is easily accessible electronically in database format and can therefore be quickly retrieved and reverse engineered by national governments. Particularly of interest to the espionage community are Facebook and Twitter, two sites where individuals freely divulge personal information that can then be sifted through and archived for the automatic creation of dossiers on both people of interest and the average citizen.
New media also serves as an important tool for both institutions and nations to promote their interest and values (The contents of such promotion may vary according to different purposes). Some communities consider it an approach of "peaceful evolution" that may erode their own nation's system of values and eventually compromise national security.
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 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". 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.
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.
Based on nationally representative data, a study conducted by Kaiser Family Foundation in five-year intervals in 1998–99, 2003–04, and 2008–09 found that with technology allowing nearly 24-hour media access, the amount of time young people spend with entertainment media has risen dramatically, especially among Black and Hispanic youth. Today, 8- to 18-year-olds devote an average of 7 hours and 38 minutes (7:38) to using entertainment media in a typical day (more than 53 hours a week) – about the same amount most adults spend at work per day. Since much of that time is spent 'media multitasking' (using more than one medium at a time), they actually manage to spend a total of 10 hours and 45 minutes worth of media content in those 7½ hours per day. According to the Pew Internet & American Life Project, 96% of 18- to 29-year-olds and three-quarters (75%) of teens now own a cell phone, 88% of whom text, with 73% of wired American teens using social networking websites, a significant increase from previous years. A survey of over 25000 9- to 16-year-olds from 25 European countries found that many underage children use social media sites despite the site's stated age requirements, and many youth lack the digital skills to use social networking sites safely.
The development of the new digital media demands a new educational model by parents and educators. The parental mediation become a way to manage the children's experiences with Internet, chat, videogames and social network.
A recent trend in internet is Youtubers Generation. Youtubers are young people who offer free video in their personal channel on YouTube. There are videos on games, fashion, food, cinema and music, where they offers tutorial or comments.
The role of cellular phones, such as the iPhone, has created the inability to be in social isolation, and the potential of ruining relationships. The iPhone activates the insular cortex of the brain, which is associated with feelings of love. People show similar feelings to their phones as they would to their friends, family and loved ones. Countless people spend more time on their phones, while in the presence of other people than spending time with the people in the same room or class.
In trying to determine the impact of new media on political campaigning and electioneering, the existing research has tried to examine whether new media supplants conventional media. Television is still the dominant news source, but new media's reach is growing. What is known is that new media has had a significant impact on elections and what began in the 2008 presidential campaign established new standards for how campaigns would be run. Since then, campaigns also have their outreach methods by developing targeted messages for specific audiences that can be reached via different social media platforms. Both parties have specific digital media strategies designed for voter outreach.
Additionally, their websites are socially connected, engaging voters before, during, and after elections. Email and text messages are also regularly sent to supporters encouraging them to donate and get involved. Some existing research focuses on the ways that political campaigns, parties, and candidates have incorporated new media into their political strategizing. This is often a multi-faceted approach that combines new and old media forms to create highly specialized strategies. This allows them to reach wider audiences, but also to target very specific subsets of the electorate. They are able to tap into polling data and in some cases harness the analytics of the traffic and profiles on various social media outlets to get real-time data about the kinds of engagement that is needed and the kinds of messages that are successful or unsuccessful. One body of existing research into the impact of new media on elections investigates the relationship between voters' use of new media and their level of political activity. They focus on areas such as "attentiveness, knowledge, attitudes, orientations, and engagement" (Owen, 2011). In references a vast body of research, Owen (2011) points out that older studies were mixed, while "newer research reveals more consistent evidence of information gain".
Some of that research has shown that there is a connection between the amount and degree of voter engagement and turnout (Owen, 2011). However, new media may not have overwhelming effects on either of those. Other research is tending toward the idea that new media has reinforcing effect, that rather than completely altering, by increasing involvement, it "imitates the established pattern of political participation" (Nam, 2012). After analyzing the Citizenship Involvement Democracy survey, Nam (2012) found that "the internet plays a dual role in mobilizing political participation by people not normally politically involved, as well as reinforcing existing offline participation." These findings chart a middle ground between some research that optimistically holds new media up to be an extremely effective or extremely ineffective at fostering political participation.
Towner (2013) found, in his survey of college students, that attention to new media increases offline and online political participation particularly for young people. His research shows that the prevalence of online media boosts participation and engagement. His work suggests that "it seems that online sources that facilitate political involvement, communication, and mobilization, particularly campaign websites, social media, and blogs, are the most important for offline political participation among young people". Deliberation When gauging effects and implications of new media on the political process, one means of doing so is to look at the deliberations that take place in these digital spaces (Halpern & Gibbs, 2013). In citing the work of several researchers, Halpern and Gibbs (2003) define deliberation to be "the performance of a set of communicative behaviors that promote thorough discussion. and the notion that in this process of communication the individuals involved weigh carefully the reasons for and against some of the propositions presented by others".
The work of Halpern and Gibbs (2013) "suggest that although social media may not provide a forum for intensive or in-depth policy debate, it nevertheless provides a deliberative space to discuss and encourage political participation, both directly and indirectly". Their work goes a step beyond that as well though because it shows that some social media sites foster a more robust political debate than do others such as Facebook which includes highly personal and identifiable access to information about users alongside any comments they may post on political topics. This is in contrast to sites like YouTube whose comments are often posted anonymously.
Due to the popularity of new media, social media websites (SMWs) like Facebook and Twitter are becoming increasingly popular among researchers (Moreno, Goniu, Moreno, Diekema, 2013). Although SMWs present new opportunities, they also represent challenges for researchers interested in studying social phenomena online, since it can be difficult to determine what are acceptable risks to privacy unique to social media. Some scholars (e.g. Moreno, Frost & Christakis, 2008) argue that standard Institutional Review Board (IRB) procedures provide little guidance on research protocols relating to social media in particular.
As a consequence, Moreno et al. (2013) identified three major approaches to research on social media and relevant concerns scholars should consider before engaging in social media research.
One of the major issues for observational research is whether a particular project is considered to involve human subjects. A human subject is one that “is defined by federal regulations as a living individual about whom an investigator obtains data through interaction with the individual or identifiable private information”. Moreno et al. (2013) note that if access to a social media site is public, information is considered identifiable but not private, and information gathering procedures do not require researchers to interact with the original poster of the information, then this does not meet the requirements for human subjects research. Research may also be exempt if the disclosure of participant responses outside the realm of the published research does not subject the participant to civic or criminal liability, damage the participant's reputation, employability or financial standing. Given these criteria, however, researchers still have considerable leeway when conducting observational research on social media. Many profiles on Facebook, Twitter, LinkedIn, and Twitter are public and researchers are free to use that data for observational research.
Users have the ability to change their privacy settings on most social media websites. Facebook, for example, provides users with the ability to restrict who sees their posts through specific privacy settings. There is also debate about whether requiring users to create a username and password is sufficient to establish whether the data is considered public or private. Historically, Institutional Review Boards considered such websites to be private, although newer websites like YouTube call this practice into question. For example, YouTube only requires the creation of a username and password to post videos and/or view adult content, but anyone is free to view general YouTube videos and these general videos would not be subject to consent requirements for researchers looking to conduct observational studies.
According to Romano et al. (2013), interactive research occurs when "a researcher wishes to access the [social media website] content that is not publicly available" (pg. 710). Because researchers have limited ways of accessing this data, this could mean that a researcher sends a Facebook user a friend request, or follows a user on Twitter in order to gain access to potentially protected tweets (pg.711). While it could be argued that such actions would violate a social media user's expectation of privacy, Ellison, Steinfield and Lampe (2007) argued that actions like "friending" or "following" an individual on social media constitutes a "loose tie" relationship and therefore not sufficient to establish a reasonable expectation of privacy since individuals often have friends or followers they have never even met.
Because research on social media occurs online, it is difficult for researchers to observe participant reactions to the informed consent process. For example, when collecting information about activities that are potentially illegal, or recruiting participants from stigmatized populations, this lack of physical proximity could potentially negatively impact the informed consent process. Another important consideration regards the confidentiality of information provided by participants. While information provided over the internet might be perceived as lower risk, studies that publish direct quotes from study participants might expose them to the risk of being identified via a Google search
Advertising is a marketing communication that employs an openly sponsored, non-personal message to promote or sell a product, service or idea. Sponsors of advertising are typically businesses wishing to promote their products or services. Advertising is differentiated from public relations in that an advertiser pays for and has control over the message. It differs from personal selling in that the message is non-personal, i.e., not directed to a particular individual.
Advertising is communicated through various mass media, including traditional media such as newspapers, magazines, television, radio, outdoor advertising or direct mail; and new media such as search results, blogs, social media, websites or text messages. The actual presentation of the message in a medium is referred to as an advertisement, or "ad" or advert for short.
Commercial ads often seek to generate increased consumption of their products or services through "branding", which associates a product name or image with certain qualities in the minds of consumers. On the other hand, ads that intend to elicit an immediate sale are known as direct-response advertising. Non-commercial entities that advertise more than consumer products or services include political parties, interest groups, religious organizations and governmental agencies. Non-profit organizations may use free modes of persuasion, such as a public service announcement. Advertising may also help to reassure employees or shareholders that a company is viable or successful.
Modern advertising originated with the techniques introduced with tobacco advertising in the 1920s, most significantly with the campaigns of Edward Bernays, considered the founder of modern, "Madison Avenue" advertising.Worldwide spending on advertising in 2015 amounted to an estimated US$529.43 billion. Advertising's projected distribution for 2017 was 40.4% on TV, 33.3% on digital, 9% on newspapers, 6.9% on magazines, 5.8% on outdoor and 4.3% on radio. Internationally, the largest ("Big Five") advertising-agency groups are Dentsu, Interpublic, Omnicom, Publicis, and WPP.In Latin, advertere means "to turn towards".Firstpost
Firstpost is an Indian news and media website. The site is a part of the Network 18 media conglomerate owned by Reliance Industries, which also runs CNN-News18 and CNBC-TV18.The Network 18 group was originally owned by Raghav Bahl. In January 2012, the group received an investment from Mukesh Ambani's Reliance Industries Ltd (RIL) through a rights issue of up to ₹2,700 crore.GateHouse Media
GateHouse Media Inc. (formerly Liberty Group Publishing), a holding company for New Media Investment Group (NYSE: NEWM), former symbol on OTC Markets Group's OTCQB tier GHSE, is one of the largest publishers of locally based print and digital media in the United States, headquartered in the town of Perinton, New York. As of April 2018, GateHouse Media publishes 144 daily newspapers, 684 community publications, and over 569 local-market websites in 38 states. In addition to publishing content, GateHouse Media offers commercial services including a digital marketing agency (ThriveHive), event production company (GateHouse Live), and creative services (Creative Solutions).Influence of mass media
In media studies, media psychology, communication theory and sociology, media influence and media effects are topics relating to mass media and media culture effects on individual or audience thought, attitudes and behavior. Whether it is written, televised, or spoken, mass media reaches a large audience. Mass media is known as being one of the most significant forces in modern culture.
The influence of mass media has an effect on many aspects of the human life. This can include: voting a certain way, individual views and beliefs, or even false information that can skew a person's knowledge of a specific topic. Media is an ever-changing field and is being critiqued now more than ever by the general public. The overall influence of mass media has increased drastically over the years, and will continue to do so as the media itself improves. Media influence is the actual force exerted by a media message, resulting in either a change or reinforcement in audience or individual beliefs. Media effects are measurable effects that result from media influence or a media message. Whether that media message has an effect on any of its audience members is contingent on many factors, including audience demographics and psychological characteristics. These effects can be positive or negative, abrupt or gradual, short-term or long-lasting. Not all effects result in change: some media messages reinforce an existing belief. Researchers examine an audience after media exposure for changes in cognition, belief systems, and attitudes, as well as emotional, physiological and behavioral effects.There are several scholarly definitions of media. Bryant and Zillmann defined media effects as "the social, cultural, and psychological impact of communicating via the mass media". Perse stated that media effects researchers study "how to control, enhance, or mitigate the impact of the mass media on individuals and society". Lang stated media effects researchers study "what types of content, in what type of medium, affect which people, in what situations".Interactive media
Interactive media normally refers to products and services on digital computer-based systems which respond to the user's actions by presenting content such as text, moving image, animation, video, audio, and video games.Live streaming
Live-streaming refers to online streaming media simultaneously recorded and broadcast in real time. It is often referred to simply as streaming, however this abbreivated term is ambiguous due to the fact that "streaming" may refer to any media delivered and played back simultaneously without requiring a completely downloaded file. Non-live media such as video-on-demand and YouTube videos are technically streamed, but not live-streamed.
Live-stream services encompass a wide variety of topics, from social media to video games. Platforms such as Facebook Live, Periscope, Kuaishou, and 17 include the streaming of scheduled promotions and celebrity events as well as streaming between users, as in videotelephony. Sites such as Twitch.tv have become popular outlets for watching people play video games, such as in eSports, Let's Play-style gaming, or speedrunning.
User interaction via chat rooms forms a major component of live-streaming. Platforms often include the ability to talk to the broadcaster or participate in conversations in chat. An extreme example of viewer interfacing is the social experiment Twitch Plays Pokémon, where viewers collaborate to complete Pokémon games by typing in commands that correspond to controller inputs.MTV
MTV (originally an initialism of Music Television) is an American pay television channel owned by Viacom Media Networks (a division of Viacom) and headquartered in New York City. The channel was launched on August 1, 1981, and originally aired music videos as guided by television personalities known as "video jockeys" (VJs). At first, MTV's main target demographic was young adults, but today it is primarily teenagers, particularly high school and college students.
Since its inception, MTV has toned down its music video programming significantly, and its programming now consists mainly of original reality, comedy and drama programming and some off-network syndicated programs and films, with limited music video programming in off-peak time periods. MTV had struggled with the secular decline of music-related subscription-based media. Its ratings had been said to be failing systematically, as younger viewers increasingly shift towards other media platforms, with yearly ratings drops as high as 29%; thus there was doubt of the lasting relevance of MTV towards young audiences. In April 2016, then-appointed MTV president Sean Atkins announced plans to restore music programming to the channel. Under current MTV president Chris McCarthy, reality programming has once again become prominent.
MTV has spawned numerous sister channels in the U.S. and affiliated channels internationally, some of which have gone independent, with approximately 90.6 million American households in the United States receiving the channel as of January 2016.New media art
New media art refers to artworks created with new media technologies, including digital art, computer graphics, computer animation, virtual art, Internet art, interactive art, video games, computer robotics, 3D printing, cyborg art and art as biotechnology. The term differentiates itself by its resulting cultural objects and social events, which can be seen in opposition to those deriving from old visual arts (i.e. traditional painting, sculpture, etc.). This concern with medium is a key feature of much contemporary art and indeed many art schools and major universities now offer majors in "New Genres" or "New Media" and a growing number of graduate programs have emerged internationally. New media art often involves interaction between artist and observer or between observers and the artwork, which responds to them. Yet, as several theorists and curators have noted, such forms of interaction, social exchange, participation, and transformation do not distinguish new media art but rather serve as a common ground that has parallels in other strands of contemporary art practice. Such insights emphasize the forms of cultural practice that arise concurrently with emerging technological platforms, and question the focus on technological media, per se.
New Media concerns are often derived from the telecommunications, mass media and digital electronic modes of delivering the artworks involve, with practices ranging from conceptual to virtual art, performance to installation.Open source
Open source is a term denoting that a product includes permission to use its source code, design documents, or content. It most commonly refers to the open-source model, in which open-source software or other products are released under an open-source license as part of the open-source-software movement. Use of the term originated with software, but has expanded beyond the software sector to cover other open content and forms of open collaboration.Producers Guild of America
The Producers Guild of America (PGA) is a trade association representing television producers, film producers and New Media producers in the United States. The PGA's membership includes over 7,000 members of the producing establishment worldwide. Its co-presidents are Gail Berman & Lucy Fisher. The PGA is overseen by a National Board of Directors. Vance Van Petten has served as the organization's National Executive Director since 2000.
The Producers Guild of America offers several benefits to its members, including health insurance and pension benefits; seminars and mentoring programs; entrance to special screenings of movies during Oscar season; and assistance with working conditions and screen credits. As of 2015, the gender ratio of the PGA's membership is 57% male and 43% female.Retail media
Retail media is marketing to consumers at or near their point of purchase, or point of choice between competing brands or products. Common techniques include in-store advertising, online advertising, sampling, loyalty cards and coupons or vouchers.
The planning and use of retail media is a key component in the delivery of shopper marketing campaigns.
Retail media channels have become established as important for promoting goods and services at or near or even further beyond the points of purchase and consumption. Retail media is now being taken more seriously by most traditional media agencies.
Retail Media originated as media available within the retail environment. This has now developed into a media discipline in its own right as new retail media channels have been added. Retail Media now reaches outside the retail environment to encompass media channels such loyalty program marketing, couponing and door drops, fleet media (retailer's fleet vehicles, etc.).
Though many retail media channels are found inside the retailer's store/environment, the media channels themselves are not always 'owned' or operated by retailers. Many retail media channels are operated independently by specialist media companies who also manage other media outside the retail environment.Routledge
Routledge () is a British multinational publisher. It was founded in 1836 by George Routledge, and specialises in providing academic books, journals, & online resources in the fields of humanities, behavioural science, education, law and social science.
The company publishes approximately 1,800 journals and 5,000 new books each year and their backlist encompasses over 70,000 titles. Routledge is claimed to be the largest global academic publisher within humanities and social sciences.In 1998, Routledge became a subdivision and imprint of its former rival, Taylor & Francis Group (T&F), as a result of a £90 million acquisition deal from Cinven, a venture capital group which had purchased it two years previously for £25 million. Following the merger of Informa and T&F in 2004, Routledge become a publishing unit and major imprint within the Informa 'academic publishing' division. Routledge is headquartered in the main T&F office in Milton Park, Abingdon, Oxfordshire and also operates from T&F offices globally including in Philadelphia, Melbourne, New Delhi, Singapore and Beijing.Social media marketing
Social media marketing is the use of social media platforms and websites to promote a product or service. Although the terms e-marketing and digital marketing are still dominant in academia, social media marketing is becoming more popular for both practitioners and researchers. Most social media platforms have built-in data analytics tools, which enable companies to track the progress, success, and engagement of ad campaigns. Companies address a range of stakeholders through social media marketing, including current and potential customers, current and potential employees, journalists, bloggers, and the general public. On a strategic level, social media marketing includes the management of a marketing campaign, governance, setting the scope (e.g. more active or passive use) and the establishment of a firm's desired social media "culture" and "tone."
When using social media marketing, firms can allow customers and Internet users to post user-generated content (e.g., online comments, product reviews, etc.), also known as "earned media," rather than use marketer-prepared advertising copy.Square Enix Europe
Square Enix Limited (formerly Domark Limited and Eidos Interactive Limited), doing business as Square Enix Europe, is a British video game publisher, acting as the European subsidiary of Square Enix. The company was founded as Domark in 1984, named after the founders Mark Strachan and Dominic Wheatley. In 1995, the company was acquired by Eidos and was merged with two other studios and renamed Eidos Interactive the following year. Eidos was in turn acquired by SCi in 2005, and Eidos Interactive was sold to Square Enix in 2009. On 9 November 2009, Square Enix completed the merger of its existing European branch with Eidos Interactive, renaming the resulting company Square Enix Europe.
Intellectual properties owned by Square Enix Europe include Deus Ex, Tomb Raider and Just Cause, among others.Subculture
A subculture is a group of people within a culture that differentiates itself from the parent culture to which it belongs, often maintaining some of its founding principles. Subcultures develop their own norms and values regarding cultural, political and sexual matters. Subcultures are part of society while keeping their specific characteristics intact. Examples of subcultures include hippies, goths and bikers. The concept of subcultures was developed in sociology and cultural studies. Subcultures differ from countercultures.United States Department of Defense
The Department of Defense (DoD, USDOD, or DOD) is an executive branch department of the federal government charged with coordinating and supervising all agencies and functions of the government concerned directly with national security and the United States Armed Forces. The department is the largest employer in the world, with nearly 1.3 million active duty servicemen and women as of 2016. Adding to its employees are over 826,000 National Guardsmen and Reservists from the four services, and over 732,000 civilians bringing the total to over 2.8 million employees. Headquartered at the Pentagon in Arlington, Virginia, just outside Washington, D.C., the DoD's stated mission is to provide "the military forces needed to deter war and ensure our nation's security".The Department of Defense is headed by the Secretary of Defense, a cabinet-level head who reports directly to the President of the United States. Beneath the Department of Defense are three subordinate military departments: the United States Department of the Army, the United States Department of the Navy, and the United States Department of the Air Force. In addition, four national intelligence services are subordinate to the Department of Defense: the Defense Intelligence Agency (DIA), the National Security Agency (NSA), the National Geospatial-Intelligence Agency (NGA), and the National Reconnaissance Office (NRO). Other Defense Agencies include the Defense Advanced Research Projects Agency (DARPA), the Defense Logistics Agency (DLA), the Missile Defense Agency (MDA), the Defense Health Agency (DHA), Defense Threat Reduction Agency (DTRA), the Defense Security Service (DSS), and the Pentagon Force Protection Agency (PFPA), all of which are under the command of the Secretary of Defense. Additionally, the Defense Contract Management Agency (DCMA) provides acquisition insight that matters, by delivering actionable acquisition intelligence from factory floor to the warfighter. Military operations are managed by ten regional or functional Unified combatant commands. The Department of Defense also operates several joint services schools, including the Eisenhower School (ES) and the National War College (NWC).Virtual reality
Virtual reality (VR) is an interactive computer-generated experience taking place within a simulated environment. It incorporates mainly auditory and visual feedback, but may also allow other types of sensory feedback. This immersive environment can be similar to the real world or it can be fantastical, to be then used for a variety of applications.
Current VR technology most commonly uses virtual reality headsets or multi-projected environments, sometimes in combination with physical environments or props, to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual or imaginary environment. A person using virtual reality equipment is able to "look around" the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. Other forms of VR include augmented reality and mixed reality systems.
VR systems that include transmission of vibrations and other sensations to the user through a controller or other devices are known as haptic systems. This tactile information is generally known as force feedback in medical, video gaming, and military training applications.Web series
A web series is a series of scripted or non-scripted videos, generally in episodic form, released on the Internet and part of the web television medium, which first emerged in the late 1990s and become more prominent in the early 2000s. A single instance of a web series program can be called an episode or "webisode", however the latter term is not often used. In general, web series can be watched on a range of platforms, including desktop, laptop, tablets and smartphones. They can also be watched on television.
In 2013, streaming video website Netflix earned the first Primetime Emmy Award nominations for original online-only web television at the 65th Primetime Emmy Awards. Three of its web series, House of Cards, Arrested Development, and Hemlock Grove, earned nominations that year.As of 2016, there are a number of awards that have been established to award excellence in web series production, including the Streamys, Webbys, IAWTV, and Indie Series Awards; there are also several web series festivals, most notably in Los Angeles and Vancouver. Most major award ceremonies have also created web series and digital media award categories, including the Emmy Awards and the Canadian Screen Awards.Wired (magazine)
Wired is a monthly American magazine, published in print and online editions, that focuses on how emerging technologies affect culture, the economy, and politics. Owned by Condé Nast, it is headquartered in San Francisco, California, and has been in publication since March/April 1993. Several spin-offs have been launched, including Wired UK, Wired Italia, Wired Japan, and Wired Germany. Condé Nast's parent company Advance Publications is also the major shareholder of Reddit, an internet information conglomeration website.In its earliest colophons, Wired credited Canadian media theorist Marshall McLuhan as its "patron saint." From its beginning, the strongest influence on the magazine's editorial outlook came from techno-utopian cofounder Stewart Brand and his associate Kevin Kelly.From 1998 to 2006, Wired magazine and Wired News, which publishes at Wired.com, had separate owners. However, Wired News remained responsible for republishing Wired magazine's content online due to an agreement when Condé Nast purchased the magazine. In 2006, Condé Nast bought Wired News for $25 million, reuniting the magazine with its website.
Wired contributor Chris Anderson is known for popularizing the term "the Long Tail", as a phrase relating to a "power law"-type graph that helps to visualize the 2000s emergent new media business model. Anderson's article for Wired on this paradigm related to research on power law distribution models carried out by Clay Shirky, specifically in relation to bloggers. Anderson widened the definition of the term in capitals to describe a specific point of view relating to what he sees as an overlooked aspect of the traditional market space that has been opened up by new media.The magazine coined the term "crowdsourcing", as well as its annual tradition of handing out Vaporware Awards, which recognize "products, videogames, and other nerdy tidbits pitched, promised and hyped, but never delivered".