1chapter 10the Internetmass Communication Gets Personal2disabledan ✓ Solved
1 Chapter 10 The Internet: Mass Communication Gets Personal 2 #DisabledAndCute Disabled author Keah Brown decided she liked who she saw in the mirror and proclaimed she was #DisabledAndCute on social media 3 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019 #DisabledAndCute Critics in disability community saw “cute†as a diminutive term. Brown realized she couldn’t make everyone happy Seen as a conversation starter between disabled community and media Trying to get disabled actors to play disabled characters Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, What Is the Internet? New mass medium incorporating elements of interpersonal, group, and mass communications “A diverse set of independent networks, interlinked to provide its users with the appearance of a single, uniform network†5 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, Development of the Internet How do we make incompatible computers talk with each other?
How do we share information? Can we maintain military communication after nuclear war? (But this system was never built!) 6 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, Packet Switching 1964: Paul Baran develops decentralized computer network for Air Force Messages are broken into small data packets, which are sent independently across the network Receiving computer reassembles message Air Force chooses NOT to build this network Donald Davies proposes similar civilian network for Britain; also not built 7 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, How Packet Switching Works 8 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, ARPAnet Pentagon’s Advanced Research Projects Agency (ARPA) Networking incompatible computers across the country Went online in 1969, same year as the moon landing Intended for primarily academic use 9 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, Connecting Incompatible Networks ARPAnet led to multiple packet-switching networks How do you link these small networks together?
Bob Kahn and Vint Cerf created rules for networks to communicate with each other, a protocol known as TCP/IP 10 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, The Internet Transmission Control Protocol/Internet Protocol (TCP/IP) How data are transmitted and how computers can locate each other Internet Internetworking of networks Data exchange follows specific rules 11 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, Online/Mobile Media Electronic mail (e-mail) A message sent from one computer user to another across a network Texting and direct messaging Electronic message systems that allow two or more users to communicate in real time 12 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, World Wide Web Hypertext The format of material containing links that allow the reader to move from one section to another and from one document to another Tim Berners-Lee, Enquire Within Upon Everything: wouldn’t it be a good idea to be able to share documents located on computers anywhere in the world?
Created the World Wide Web and gave the software away for free 13 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, Major Components of the Web Uniform resource locator (URL) The address of the content placed on the web Hypertext transfer protocol (http) The standard set of rules for sending web content over the Internet Hypertext markup language (HTML) The programming language used to describe the content on web pages 14 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, Key Web Principles One address to take users to a document Everything should be accessible/linkable Any type of data should be available on any type of computer The web should be a tool for interaction, not just publication No central control 15 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, Accessing the Web Mosaic – the first graphical web browser Growth of high-speed continuous (broadband) access to the broadband Internet access Expansion of mobile access to Internet 16 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, Search as Medium Many countries put limits on search Limits on Nazi materials in parts of Europe Major online companies struggle with ethics of trying to do business in China 17 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019 Mobile Apps Is the web dead?
Apps are big part of how we interact online Mobile devices becoming dominant method of going online 18 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019 Blogs Collection of links and commentary in hypertext Blog reports brought down former CBS anchor Dan Rather after he mishandled a story on President George W. Bush Blogs let writers talk directly to readers, bypassing legacy media 19 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019 Podcasts and Streaming Media Online tools such as YouTube let non-journalists post video news stories online Streaming media gets long-tail movies and video in front of a larger audience Distributing audio and video programming no longer requires a broadcast network 20 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019 Social Media User-generated content Comments Tagging Social networking Customization 21 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, Video Games as Mass Communication Video game consoles: media content devices Mario, Sonic and Pikachu – video game stars New venue for advertising Center for online community Profitable part of popular culture Protected form of speech 22 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, Media Transformations: Video Games as Spectator Sport Through streaming services such as Twitch, video games are now a spectator sport “Esports†championships occasionally broadcast on cable sports channels Ability to stream via Twitch built into many top video game consoles Top streamers can make 0,000 per month from subscribers 23 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019 Diversity and Representation in Video Games LGBT and Asian-American consumers slightly more likely than public at large to play video games Same groups feel that they are underrepresented in video games 24 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019 Diversity and Representation in Video Games Most video games offer limited range of body type diversity 25 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019 The Hacker Ethic As defined in Steven Levy’s book, Hackers: “Access to computers should be unlimited and total†“All information wants to be free†“Mistrust authority – promote decentralization†People should be judged by skills, not by “bogus criteria such as degrees, age, race, or position†26 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, Hacking to 2016 Presidential Election Russian Internet Research Agency set up fake social media accounts to promote dissention on controversial issues Russia Today (RT) at Sputnik spread false stories on social media.
Russian hackers stole 1,000s of Democratic e-mails and shared them through WikiLeaks Russian hackers broke into voter registration systems. No sign they changed votes, however 27 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019 The Notion of Cyberspace Taken from word cybernetics – science of communication and control theory Originally used in 1982 magazine story by William Gibson Gibson also coined cyberpunk – a style of writing and movies that deal with the blurring of the lines between humans and computers 28 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, Conflicts Over Digital Media Controlling online content Protecting intellectual property Privacy and the web 29 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, Media Convergence Bringing together traditional legacy media with online media Reverse synergy When you get the worst of both by combining old and new media 30 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, Everything Is Data More and more media being delivered digitally Mobile phones often have unlimited talk time and text messages, but definite limits on data use Streaming services replacing satellite/cable for many subscribers Cable companies experimenting with streaming apps to replace set-top cable boxes 31 Hanson, Mass Communication: Living in a Media World, 7e SAGE Publishing, 2019 Essay Outline Template I.
INTRODUCTION A. Hook & Background Information 1. Hook: General background information that grabs attention (reference) Kelly returned to her hometown after her time as a police officer in England ended badly. When she got home she notice a lot of mysterious things happening. 2.
More specific background information to lead into the thesis (reference) Kelly re-opened a case about the murder of a 10year old girl, she realized that it was also other girls missing and it was leading back to one person in particular. B. Thesis statement 1. Topic Dark game is a good book because it has a lot of suspense and mystery. 2.
Mapping your key points -murder - mystery -lies II. BODY A. Body Paragraph 1 1. Topic Sentence Kelly went back home to help her mom after she left her job as a detective in England. 2.
Supporting Evidence a. while she was home she got tired of her sister and wanted to get back to work. b. she started working at the local police station, it was easy for to get the job because she was a good detective. 3. Transition sentence While she was working there she realized a lot of suspicious things that happened. B. Body Paragraph 2 1.
Topic Sentence Kelly realized that her hometown is not as good as she thought it was. 2. Supporting Evidence a. she found out it is one of the biggest hot spots for human trafficking in all of England. b. one of the local store owner who she knew was behind the kidnapping of young girls. 3. Transition sentence Even though she found out who was behind the murder she needed hard proof to nail him.
C. Body Paragraph 3 1. Topic Sentence Gabriela was one of the girls who was kidnapped but she was able to get away. 2. Supporting Ideas a. she was afraid at first to come forward to put the bad guy in jail, but she trusted Kelly and the worked together. b. they were able to get his computer which had all the information they needed.
And they set him up 3. Transition sentence kelly solves the case and put the people responsible in jail, which also opened up a web of more lies within her hometown. III. CONCLUSION A. Reiterate thesis statement Dark game is a good book because it has a lot of suspense and mystery.
B. New thoughts I recommend this book to anyone, I also need to read part two. Chapter 10 Overview Summary and Learning Objectives The Internet arose in the late 1960s out of efforts to share expensive computer resources provided by the military to universities across the United States. The initial network, called ARPAnet, went online for the first time in the fall of 1969. The network operated using packet switching, a method of transferring information that breaks down messages into small packets that are transmitted separately across the network and reassembled once they are received.
Through e-mail and file sharing, ARPAnet soon became a tool used by academics to collaborate and communicate across the country. As the number of incompatible networks grew in the 1970s, Bob Kahn and Vint Cerf developed the TCP/IP protocols that allowed the networks to communicate with each other. In 1983, ARPAnet started using the TCP/IP protocols. This is commonly seen as the true beginning of the Internet. The Internet is unique among the mass media in allowing interpersonal communication through e-mail and instant messaging and group communication through e-mail, instant messaging, SMS, the World Wide Web, search, mobile apps, blogs, podcasts, and streaming media.
The World Wide Web was developed in 1989 by British physicist Tim Berners-Lee, while he was working at the European Organization for Nuclear Research in Switzerland. His goal was to produce a decentralized system for creating and sharing documents anywhere in the world. The web has three major components: the uniform resource locator (URL), the hypertext transfer protocol (http), and the hypertext markup language (HTML). Berners-Lee published the code for the World Wide Web on the Internet in 1991 for anyone in the world to use at no cost. A growing part of online interaction is through social media, which is defined as media that allows for user-created content, comments, tagging, and social networking.
Video games are an emerging part of modern mass media that have been recognized by the U.S. Supreme Court as deserving full First Amendment protection. In addition to being a popular activity, video games, in the form of eSports, are also a spectator event now. The Internet in general and the web, in particular, were based on a set of values known as the hacker ethic. This ethic holds that information should be freely distributed and that individuals should have as much control over computers as possible.
The World Wide Web has turned the Internet into a major mass medium that provides news, entertainment, and community interaction. The web offers a mix of content providers, including traditional media companies, new media companies offering publications available only on the web, aggregator sites that offer help in navigating the web, and individuals who have something they want to say. The web has been criticized for elevating rumors to the level of news, making inappropriate material available to children, collecting private information about users, and creating a false sense of intimacy and interaction among users. This can be seen with the Russian hacking of the 2016 U.S. presidential elections.
Over the past several years, the transmission of media content has been moving from channels of legacy media into those of online digital media, allowing people to access content when and where they want to. CMST 432 Media Systems and Communication Technology Recommended Text and Materials Hanson, R. E. (2018) Mass communication: Living in a media world (7th ed.). SAGE. Recommended Resources for Additional Exploration The Mass Communication student companion website: (Links to an external site.) This site is a particularly good resource for review of course materials. Chapter 10: Online Media: The Internet, Social Media, and Video Games Discussion post · How does interacting online differ when you do it through an app rather than through the World Wide Web? · Discuss your own experiences but also those of other consumers as described in the text and other sources.
Paper for above instructions
The Internet: A Transformation in Mass Communication
The rise of the internet has significantly transformed the landscape of mass communication. Emerging out of military research in the late 1960s, the internet evolved from a network facilitating academic communication to a global platform that shapes our social interactions, information dissemination, and cultural expressions (Hanson, 2019). The launch of ARPAnet in 1969 marked the inception of this transformation, utilizing packet-switching technology allowing messages to be broken down and sent as small manageable data packets (Hanson, 2019). This essay explores the internet's role as a mass medium, its impact on personal communication, and its implications in various domains, including activism, social media dynamics, video gaming, and the challenges it faces today.
The Evolution of the Internet
At its conception, the internet was predominantly a tool for academics. The introduction of Transmission Control Protocol/Internet Protocol (TCP/IP) in 1983, as developed by Vint Cerf and Bob Kahn, standardized how data could be transmitted across networks, thus laying the groundwork for a more interconnected system (Hanson, 2019). The World Wide Web, created by Tim Berners-Lee in 1989, revolutionized information sharing and accessibility by enabling users to navigate linked documents through hypertext (Hanson, 2019).
As the internet grew, its mass communication capabilities expanded beyond mere informational use; social communication began to flourish. Platforms enabling direct messaging, email, and forums emerged, allowing users to engage in interpersonal and group dialogue. The democratization of content creation gave rise to user-generated content on social media. In light of this, it’s essential to note that the interactions online differ fundamentally between apps and web browsers. While web platforms provide a vastly interconnected environment emphasizing information sharing and access, apps tend to offer a focused and streamlined experience that facilitates targeted interactions, such as messaging or specific functionalities (Hanson, 2019).
Social Media and the Internet as a Personal Communication Tool
Today, social media acts as a cornerstone of personal communication, with user-generated content significantly influencing public discourse. Movements such as #DisabledAndCute exemplify how social media serves as a platform for marginalized communities to express viewpoints, build solidarity, and initiate dialogues (Hanson, 2019). Keah Brown’s coinage of #DisabledAndCute invites empowerment and conversation within the disability community, highlighting the tension between representation and terminology in the fight for visibility (Hanson, 2019). This illustrates social media as both a mirror of societal attitudes and a battleground for evolving definitions and narratives.
The ability to algorithmically tailor content on platforms such as Facebook, Twitter, and Instagram poses additional complexities. While these platforms can foster connection and community building, they also facilitate echo chambers and filter bubbles, where users are exposed primarily to viewpoints similar to their own. This propagation of information can contribute to misinformation and polarization (Hanson, 2019). Hence, the use of apps versus web-based platforms showcases different dynamics in communication; apps often capitalize on user preferences and behavior, leading to more personalized but potentially narrow perspectives.
Video Games: A New Frontier for Mass Communication
The influence of the internet also extends into the realm of video gaming, which now encompasses both play and audience engagement. The rise of eSports has transformed video gaming into a spectator phenomenon, with competitive gaming events being broadcast across various media channels (Hanson, 2019). The U.S. Supreme Court recognizes video games as a form of speech deserving of First Amendment protection, acknowledging their significance in contemporary culture and communication (Hanson, 2019).
Moreover, video games offer unique avenues for storytelling and community engagement, merging entertainment with social interaction. As players engage in multiplayer formats, they share experiences and collaborate, effectively finding community within the digital landscape. However, concerns regarding representation and inclusion remain prevalent, especially regarding gender and race in gaming narratives (Hanson, 2019). Developers are now increasingly held accountable for diversifying character representation and addressing systemic issues such as sexism and racism within the gaming community.
Challenges and Criticisms of the Internet
Despite its vast potential, the internet also confronts significant hurdles. Issues of privacy, data security, and the proliferation of fake news and misinformation are pressing concerns that challenge the integrity of digital discourse (Hanson, 2019). The 2016 U.S. presidential election, marked by extensive internet manipulation and cyber interference, exemplifies the potential dangers of an unregulated communication landscape (Hanson, 2019). The hacker ethic, which promotes free access to information and decentralization, clashes with the need for responsible content curation and user protection.
Critics argue that the internet’s capacity to elevate rumors to news status undermines critical media literacy, making it vital for consumers to develop skills to navigate this environment (Hanson, 2019). This scrutiny brings to light the responsibilities of both platform developers and users in cultivating an informed, respectful, and productive online community.
Conclusion
In summary, the internet has emerged as a transformative force in mass communication, advancing both personal interactions and collaborative endeavors. While it has accelerated the shift toward more diverse content creation through social media and video gaming, it has also raised critical questions about ethical use, representation, and privacy. As society navigates this ever-evolving digital landscape, understanding the complexities of online interactions, particularly between different platforms, becomes essential for promoting a more inclusive and informed communication environment.
References
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This comprehensive exploration of the internet’s impact on mass communication, particularly in terms of social media and video gaming, underscores the complexities and potential of this dynamic medium as a tool for personal expression, communal connection, and societal transformation.