Online Media and youths Cyberculture - PowerPoint PPT Presentation

1 / 22
About This Presentation
Title:

Online Media and youths Cyberculture

Description:

Portal sites for general entertainment/ info/ news (e.g. Yahoo, Now.com) ... sites for different interest groups (e.g. amazon.com, cartoonnetwork.com) ... – PowerPoint PPT presentation

Number of Views:286
Avg rating:3.0/5.0
Slides: 23
Provided by: anthon57
Category:

less

Transcript and Presenter's Notes

Title: Online Media and youths Cyberculture


1
Online Media and(youths) Cyberculture
  • Anthony Fung
  • School of Journalism and Communication
  • The Chinese University of Hong Kong
  • Talk for EMB

2
What are common online media for youth?
  • Media which are online
  • Portal sites for general entertainment/ info/
    news (e.g. Yahoo, Now.com)
  • Functional sites for different interest groups
    (e.g. amazon.com, cartoonnetwork.com)
  • Chat rooms (e.g. BBS, interest group chat rooms,
    forum)
  • Online Games

3
Some other youths hot spots
  • online games (different kinds)
  • MMORPG (role play game)
  • online chatting features e.g. ICQ
  • Online diary

4
Common Concern/ perceived problems
  • Over Reliance on the Internet?
  • Addiction to online media? And then more desires
  • Worsening social relationship? And then Isolation
  • Over violence/ anti-social norm games
  • Online crimes? And then

5
What are the theoretical Questions concerned
  • Given the consequences of technologies, what will
    be the youth identities in this postmodern age?
  • Why do youth have to immerse into the virtual
    realities (instead of the realities)?
  • What kind of social problem that cyberculture
    foregrounds?
  • What will be our new society (new info age)?

6
What do youth do online?
  • Escape from the competitive/ cruel reality
  • Meet new peer/ friends
  • Assume a new set of identities
  • Tell stories of their own and express their
    feeling and emotion
  • Search for an ideal world online

7
Movie Time
  • Think about what actors are doing? And why do
    they do so..

8
Some common concepts for understanding online
culture
  • Virtual realities searching for ideals
  • Interactivity active and action
  • Textual poachers - youth contribution
  • Cyber/ online communities youth lifestyle

9
Virtual realities
  • Mark Poster fanciful imaginings that, in their
    difference from real reality, evoke play and
    discovery, instituting a new level of imagination

10
Characteristics of virtual realities
  • a new ritual
  • a new sensation of time and space
  • a new set of language
  • a constructing identity
  • a communication medium
  • flexibility and exploration
  • imagination
  • pleasure

11
What kind of activity?
  • What are the chats, websites, diaries?
    integration of emotion, knowledge, and action
    (c.f. knowledge in textbook)
  • What kind of channel is it? An alternative
    channel to voice their opinion envoicement
    (vs opinion in classroom)
  • What is the learning environment/ socialization?
    Information seeking (c.f. teacher passing info)

12
Disadvantages and Issues
  • questioned identity (e.g. lies on ICQ by ICAC
    report) real emotion?
  • Love and fantasy (realistic?) mass deception?
  • dehumanization and isolation
  • killing time (just another kind of hobby)
  • Escapism (from reality)

13
Advantages or New Perspectives
  • More knowledge/ broader horizon (even educated
    than parents/ teachers)
  • New communication modes/ channels (more opinions/
    diversity)
  • Creativity and innovation
  • Critical edge

14
Interactivity
  • Not just than active
  • interactive participation
  • Question Think about what youth are doing in
    daily life. Are they really active?

15
Appropriateness of terms
  • Reader misses the excitement of live involvement
  • receiver implies only a passive reader
  • user implies an addictive relationship with media
  • audience and spectator add the collective and
    affective dimensions but retain the sense of
    passivity in receiving an already finished
    product
  • Consumer assumes that media exist for commercial
    purpose
  • decoder implies reader the secret symbols

16
WWW
  • view, read, listen, write to inquire, respond,
    interact.
  • textual poachers (Jenkins) - not passive and
    escapist - aggressively take animals not
    originally theirs

17
Co-authorship
  • coauthors active participants with concomitant
    responsibilities
  • producerly reading of texts co-produce the
    meaning along with the author-producers of the
    texts (Fiske)
  • challenging the encoding-decoding model

18
Textual poachers
  • mode of reception attention and social
    interactions with like-minded fans
  • critical and interpretative practices learning
    communitys preferred reading practices -
    playful, subjective and speculative
  • consumer activism organize for changes and
    search alternative development

19
Cybercommunities
  • imagined communities suggesting real communities
    in decline
  • An alternative or a compensation?
  • What is real and imaginary?

20
Disadvantages and Issues
  • Gender
  • sex-role stereotyping
  • masculinization of pleasure
  • antifemale patriarchy
  • gendered communities
  • Age
  • Generational non-communication

21
Advantages
  • New Identities
  • New possibilities for changes
  • New ideas in specific sites
  • Challenging the fixed convention
  • A pluralistic culture

22
New Possibilities?
  • A Brave new world
Write a Comment
User Comments (0)
About PowerShow.com