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Online Technology, Edutainment and Infotainment

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Title: Online Technology, Edutainment and Infotainment


1
Online Technology, Edutainment and Infotainment
  • Xiaofei Lu
  • APLNG 083S
  • November 8, 2007

2
Overview
  • Introduction
  • Theories of online entertainment media adoption
  • Empirical findings
  • Social change implications

2
3
Introduction
  • Uses and impact of online entertainment
  • Changes in access to and content of the Internet
  • Potential for major changes in media use
  • User control of information consumption
  • Blog, CMC, interactive computer games
  • Online dating services, Usenet News Groups
  • Human needs associated with Internet use
  • Information, communication, entertainment, escape

3
4
Introduction (contd)
  • Positive and negative impact
  • Mobilizing grassroots social movements
  • Civil protests and demonstrations
  • Presidential candidate campaigns
  • Internet addiction
  • Gaming, gambling, cybersex
  • Antisocial activities
  • Scams (clip), terrorist/cult activities, criminal
    activities

4
5
Theoretical explanations
  • Uses and gratifications theory
  • Studies patterns of predictions of media
  • Escape info seeking as predictors (Lin 2002)
  • Keeping informed a dominant factor
  • Failure to handle the issue with causality
  • Ignorance of consumer needs for news

5
6
Diffusion theory
  • Adoption dynamics
  • Critical point at which people adopt new services
  • Attributes of innovation and of earlier adopters
  • Innovation theory
  • Innovative individuals adopt new services earlier
  • Necessary education and resources for adoption
  • Psychological traits of adopters
  • Adopters perceptions of innovation
  • Reaching a critical mass

6
7
Convergence
  • Behaviors arise out of the merging of media and
    related behaviors
  • Electronic chats for social discourse
  • New media renders a convergence along economic
    and technology domains
  • AOL-Timer Warner
  • Google-Youtube
  • The Internet as an Intermedia medium
  • Theory of fluidity

7
8
Media substitution hypothesis
  • Principle of relative constancy
  • New media displaces functionally similar existing
    media
  • TV competing with radio for audience, talent, ads
  • Counterexamples?
  • New media generally derives sustenance from
    resources that otherwise go to existing media

8
9
Concept of repertoires
  • Principle that people select a smaller set of
    offerings based on interests or needs
  • Predicts selection of limited websites to visit
  • Internet users prefer moderate levels of content
    diversity
  • Does this apply to you?

9
10
Functional similarity
  • Principle that some media are more successful
  • Fit existing media uses
  • Improve on existing technology
  • Notion of innovation compatibility
  • Audiences adopt new media falling within a
    technology cluster of functionally similar media
  • Successful new Internet services
  • More efficient alternatives for existing behaviors

10
11
Parasocial interaction
  • Media users identify with media characters
  • Leads to higher viewership
  • Increases consumption of character-related
    products
  • Predicative of media adoption and use
  • A critical variable for online retailing
  • Amount of time customers spend with hosts
  • Psychological need to interact with hosts
  • Interactive site for Diet Pepsi featuring Ray
    Charles

11
12
Media dependency theory
  • Relationships between users and media
  • Users may rely on a medium if it helps fulfill
  • Ones cognitive and affective needs
  • Ones media-use goals based on past use experience

12
13
Psychological impacts
  • Psychological impacts of change from traditional
    media to virtual world
  • Relationship between
  • Degrees of media interactivity
  • User perception of interaction as real or
    credible
  • Users internal responses
  • Media with greater levels of presence more
    compelling

13
14
Dynamic interactivity model
  • A set of factors determining uses of new media
  • Adoption factors
  • Technical factors
  • Mutual causation

14
15
Inadequacy of theories
  • No clear set of theoretical explanations for
    social impacts of the Internet
  • More research needed to examine
  • User characteristics
  • User motivations

15
16
Empirical findings
  • Access, digital divide and knowledge gap
  • Lack of access or skills/knowledge
  • Digital divide and knowledge gap
  • Gap in Internet use by education
  • Implications of the knowledge gap
  • Loss of economic and informational power

16
17
Education and learning
  • Educational benefit of technologies
  • Intentional learning (distance learning)
  • Incidental and lifelong learning
  • Use of Internet for
  • Accessing resources and sharing work
  • Widening opportunities for lifelong learning and
    virtual campuses
  • Tying together multiple campuses
  • Providing flexible learning environment

17
18
Education and learning
  • Relative anonymity of the electronic classroom
  • Edutainment education entertainment
  • Health and medicine information
  • Increase in high-quality information sources
  • Risks

18
19
Social interaction
  • Need for communication and Internet use
  • Positive
  • Heavier use may increase self-esteem and less
    tress
  • Tails to interests in diversified communication
    sources current events
  • Negative
  • Reliance on games and pornography
  • IM may lead to more anxiety
  • Overuse lead to withdrawal, depression, feelings
    of loss of control

19
20
Information
  • Internet as a potent information source
  • Use of online news sources
  • Blogs perceived as highly credible
  • But note blogger position or belief
  • Infotainment news merged with entertainment
  • Saturday Night Live as primary sources for
    election news

20
21
Dependency and addiction
  • Internet behavioral dependence
  • Typical symptoms
  • Effect on students study habits, grades,
    absences
  • Cognitive style and Internet use
  • Levels of desired stimulation and media
    preference
  • Technology causing addiction?
  • Internal characteristics
  • Technology provides an outlet

21
22
Social change implications
  • Internet offers easier access to entertainment
    content and related products
  • Individual characteristics and motivations most
    important
  • A lack of clear theory and need for research
    development
  • Need to study impacts related to other
    technologies

22
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