Week 4: Creating New Media Content - Carissa Dalton
In recent years society has been exposed to a digital transformation. As technology continues to advance, so do the ways in which media interacts with consumers. New technologies enhance our capabilities as operators in a modern world. Flew (2014) raises the question of why some media are considered to be new? The newness of media is certainly subjective, with some linking new media to that of variants on long established media products. However, It must be acknowledged that the changes in media production, distribution and consumption over the last two decades capture changes that go beyond the actual devices themselves. Furthermore, old media –print, broadcasting, film, still images – sets a foundation for new media and its place in society (Flew, 2104).
The rise of hybrid economies and the increasing nature of community spaces such as YouTube exemplify how crowd accelerated innovation is becoming more and more pervasive. Crowd accelerated innovation proves to be one of the most effective forms of communication amongst consumers, suggesting that modern media audiences play a crucial role in creating, distributing and consuming media content. As discussed in Rosen (2006), Dan Gillmor understands that the “former audience” refers to the owners and operators of tools that were once exclusively used by media people to capture and hold their attention. For example, Rosen gives the example of how shooting, editing and distributing video once belonged to media bodies but now these elements are in the control of the user. This understanding links strongly to the view that web 2.0 has allowed for the redistribution of media power. This decentralisation means that new media audiences are far more empowered than ever before, moving from one-way, top down to two-way bottom-up communication (Green and Jenkins 2011, 109). A once favorably centralized media scheme connected people up to the centers of power but not across to others. Now a horizontal flow, user-to-user, is just as significant as the vertical one (Rosen, 2006).
Let’s play is a series of screen shots or a recorded video that documents a play-through of a video game and usually includes commentary by the gamer. The rise of this user-generated phenomenon is owed to YouTube, which is one of the most active fields of online video sharing and content creation. By gamers sharing their own personal experiences to already established games, they are able to apply their own creative abilities. The growing concept that is Let’s play changes the way users experience gaming. Furthermore, Let’s play links strongly to the notion of hybrid economies as discussed in Lessig (2008) in that it builds upon both the sharing and commercial economies and has the potential to dominate the architecture for commerce on the web.
The increasingly pervasive nature of user-generated media content, particularly the Let’s play phenomenon, is directly linked to the creation of new media content, which effectively empowers modern media audiences.
References
Flew, Terry. 2014. “Ch 1: Introduction to New Media.” In New Media. 4th ed, 1-17 Melbourne: Oxford University Press
Green, Joshua and Henry Jenkins. 2011. “Spreadable Media. How Audiences Create Value and Meaning in a Networked Economy.” In The Handbook of Media Audiences edited by Virginia Nightingale, 109-127. Malden, MA: Wiley-Blackwell
Lessig, Lawrence. 2008. “Chapter 7: Hybrid Economies” In Remix: Making Art and Culture Thrive in the Hybrid Economy, 177-224. New York, NY: Penguin
Rosen, Jay. 2006. “The People Formerly Known as the Audience.” PressThink: Ghost of Democracy in the Media Machine, June 27. Accessed March 21, 2014. http”//archive.pressthink.org/2006/06/27/ppl_frmr.html














