The Impact of Cyber Culture on New Media Consumers

Author(s):  
Koçak Durmus
Keyword(s):  
2019 ◽  
Vol 7 (1) ◽  
pp. 268-288
Author(s):  
Dlan Ismail Mawlud ◽  
Hoshyar Mozafar Ali

The development of technology, information technology and various means of communication have a significant impact on public relations activity; especially in government institutions. Many government institutions have invested these means in their management system, in order to facilitate the goals of the institution, and ultimately the interaction between the internal and external public. In this theoretical research, I tried to explain the impact of the new media on public relations in the public administration, based on the views of specialists. The aim of the research is to know the use of the new media of public relations and how in the system of public administration, as well as, Explaining the role it plays in public relations activities of government institutions. Add to this, analyzing the way of how new media and public relations participate in the birth of e-government. In the results, it is clear that the new media has facilitated public relations between the public and other institutions, as it strengthened relations between them


2021 ◽  
pp. 216747952199839
Author(s):  
Dustin Hahn

Evolving media landscapes toward increasingly diverse and competitive environments in both traditional and new media requires producers regularly examine the quality of their productions. One growing line of research identifies the increasing presence and significance of statistics in sports media programming. This experiment measures the effect of statistics on enjoyment and perceived credibility by sport consumers while considering level of fanship, media source, and variations in placement within Instagram posts. Results uncover evidence that validates previous observations about statistics in media while contradicting others. Specifically, findings reveal that statistics enhance enjoyment and improve perceived credibility. Observations were consistent across fanship level. However, additional findings also suggest media source and placement of statistics influences both enjoyment and credibility as well. For both dependent variables, statistics in both the Instagram caption and image yielded significantly greater enjoyment and credibility than some other conditions including posts without statistics at all. The impact of these and other findings on sports media industry and scholarship, along with limitations and directions for future research, are discussed.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Jessie Nixon

Purpose This paper aims to demonstrate how teaching the discourse of critique, an integral part of the video production process, can be used to eliminate barriers for young people in gaining new media literacy skills helping more young people become producers rather than consumers of digital media. Design/methodology/approach This paper describes an instrumental qualitative case study (Stake, 2000) in two elective high school video production classrooms in the Midwestern region of the USA. The author conducted observations, video and audio recorded critique sessions, conducted semi-structured interviews and collected artifacts throughout production including storyboards, brainstorms and rough and final cuts of videos. Findings Throughout critique, young video producers used argumentation strategies to cocreate meaning, multiple methods of inquiry and questioning, critically evaluated feedback and synthesized their ideas and those of their peers to achieve their intended artistic vision. Young video producers used feedback in the following ways: incorporated feedback directly into their work, rejected and ignored feedback, or incorporated some element of the feedback in a way not originally intended. Originality/value This paper demonstrates how teaching the discourse of critique can be used to eliminate barriers for young people in gaining new media literacy skills. Educators can teach argumentation and inquiry strategies through using thinking guides that encourage active processing and through engaging near peer mentors. Classroom educators can integrate the arts-based practice of the pitch critique session to maximize the impact of peer-to-peer learning.


2007 ◽  
Vol 9 ◽  
pp. 239-259
Author(s):  
Thomas Gibbons

Communications are being transformed by the combination of digital technology and a global media economy. There is increased convergence between traditional broadcasting, cable distribution, satellite broadcasting, telecommunications and the Internet, which has boosted the sheer volume of programming and information that can be conveyed, and extended its reach at both domestic and international levels. Many will see these developments as an opportunity to promote new media products and to rationalise their operations in a global market place. Others may be concerned that the need to compete successfully in that market place will threaten the survival of local and national cultural identity. In terms of policy and regulation, states may be tempted to emphasise trade and industrial policy, intended to improve transnational competitiveness, at the expense of media and cultural policy, aimed at protecting pluralism and diversity.


Author(s):  
Robert K. Logan

In this presentation we will study propagating organization. We begin by examining the evolution and origin of language by briefly reviewing the impact of the phonetic alphabet (Logan 2004a), the evolution of notated language (Logan 2004b), the origin of language and culture (Logan 2006, 2007), the role of collaboration in knowledge management (Logan and Stokes 2004), the impact of “new media” (Logan in preparation). We will then connect this work to the propagating organization of all living organisms (Kauffman et al. in press) where we will show that information in biotic systems are the constraints that instruct living organisms how to operate. We will demonstrate that instructional or biotic information is quite different than the classical notion of information Shannon developed for addressing engineering problems in telecommunications. We also will show that biosemiosis is in some sense equivalent to propagating organization (Kauffman et al. in press). We then conclude our presentation with the speculation that there exist at least seven levels of biosemiosis.


2021 ◽  
Vol 136 (136) ◽  
pp. 9-22
Author(s):  
Claudia Ivette Pedraza Bucio

 El objetivo de este texto es analizar la brecha digital de g.nero como vértice de las desigualdades estructurales que conforman la vida de las mujeres, en el marco de la pandemia mundial de Covid-19 que ha colocado a las Tecnologías de la Información y la Comunicación (TIC) en el centro de la dinámica social. Para esto, en el primer apartado se recupera el concepto de brecha digital como un v.rtice en el cual convergen desigualdades que condicionan el acceso, uso y apropiaci.n de las tecnolog.as de la información y comunicación, pero también como un condicionante de las mismas. A continuación, se presentan las implicaciones del género en el análisis de la brecha digital; y a partir de esto, se revisan los problemas potenciales que supone la brecha digital de género en el contexto de COVID. La intención final es argumentar la necesidad de políticas y programas que atiendan la brecha digital no como un resultado de las desigualdades de género, sino como eje emergente a través del cual se mantienen, refuerzan y renuevan las mismas  Palabras clave Brecha digital, g.nero, Covid-19, TIC, desigualdad.   Bibliografía Alva de la Selva, A. (2015). Los nuevos rostros de la desigualdad en el siglo XXI: la brecha digital. Revista mexicana de ciencias políticas y sociales, 60(223), 265-285. Animal Político (2020), “SEP estima deserción de 10% en educación básica y 8% en superior por la COVID. Consultado el 08/10/2020. Disponible en https://www.animalpolitico.com/2020/08/sep-desercion-educacion-covid/ Badillo, N. S., Esteban, O., y Vall-Llovera, M. (2012). Romper la brecha digital de género. Factores implicados en la opción por una carrera tecnológica. Athenea Digital: revista de pensamiento e investigación social, 12(3), 115-128. Becerril, W (2018). Mujeres que codean: la apropiación tecnológica de estudiantes egresadas de Laboratoria en México. Controversias y concurrencias latinoamericanas,10(16), 67-75. Braidotti, R. (2002). Un ciberfeminismo diferente. Debats, vol. 76, 100-117. Collado, C. (2010). Género y TIC. Presencia, posición y políticas Barcelona: Editorial UOC. Crovi, D. (2008). Dimensión social del acceso, uso y apropiaci.n de las TIC. Contratexto, (016), 65-79. Derechos Digitales (2017). Derechos de las Mujeres en Línea, resultado de la Evaluación. Chile: Derechos Digitales. Godínez, A. L (2016). Brecha digital de género: usos y apropiaciones de las TIC´s en estudiantes adolescentes. Retos y posibilidades (Tesis de maestr.a). México: Facultad de Ciencias Políticas y Sociales-UNAM. IFT (2019 a). Uso de las TIC y actividades por internet en México: impacto de las características sociodemográficas de la población. M.xico: IFT IFT (2019 b). Encuesta de Usuarios de Servicios de Telecomunicaciones, Micro, Pequeñas y Medianas Empresas”. M.xico: IFT INEGI (2018) Encuesta Nacional de Ingresos y Gastos de los Hogares.Ciudad de M.xico: Instituto Nacional de Estad.stica y Geograf.a.  INEGI (2019 a). Encuesta Nacional sobre Disponibilidad y Uso de Tecnologías de Información en los Hogares.  Ciudad de M.xico: Instituto Nacional de Estad.stica y Geograf.a. INEGI (2019 b ). Encuesta Nacional de Ocupación y Empleo  . Ciudad de M.xico: Instituto Nacional de Estad.stica y Geograf.a. INEGI (2020), Encuesta Telefónica sobre COVID-19 y Mercado Laboral (ECOVIDML). Ciudad de M.xico: Instituto Nacional de Estad.stica y Geograf.a. OCDE (2001). Understanding the digital divide . Paris: Organizaci.n para la Cooperaci.n y el Desarrollo Econ.micos: Paris. OIT (2020) COVID-19 and the world of work: Impact and policy responses  Organizaci.n Internacional del Trabajo, Consultado el 08/10/2020. Disponible en https://www.ilo.org/global/topics/coronavirus/lang--en/index.htm ONU (2020) UN Secretary-General’s policy brief: The impact of COVID-19 on women .ONU . Nueva York: Organizaci.n de las Naciones Unidas. Observatorio Laboral (2019) Carreras mejor pagadas . Secretar.a del Trabajo y Previsi.n Social. Consultado el 08/10/2020. Disponible en https://www.observatoriolaboral.gob.mx/#/ Peres, W., & Hilbert, M (2009). La sociedad de la informaci.n en Am.rica Latina y el Caribe. Desarrollo de las tecnologías y tecnologías para el desarrollo, CEPAL, Santiago de Chile . Selwyn, N. (2004). Reconsidering political and popular understandings of the digitaldivide. New Media and Society , 6(3), 341-362. UIT (2019) ICTs, LDCs and the SDGs: Achieving universal and affordable Internet in the least developed countries. Unión Internacional de Telecomunicaciones: Ginebra. UNESCO (2020). El cierre de escuelas debido a la COVID-19 en todo el mundo afectará más a las niñas . Consultado el 08/10/2020.Disponible en https://es.unesco.org/news/cierre-escuelas-debido-covid-19-todo-mundoafectaramasninas#:~:text=Plan%20International%20y%20la%20UNESCO,precoz%20y%20matrimonio%20precoz%20y Verges, N. (2012). De la exclusión a la autoinclusión de las mujeres en las TIC.Motivaciones, posibilitadores y mecanismos de autoinclusi.n. Atenea Digial  12,3:129-150. Wajcman, Judy (2006). El Tecnofeminismo. Valencia: C.tedra. Zafra, Remedios (2005). Netianas. N(h)acer mujer en Internet.  Madrid: Lengua de Trapo. Zapata, C. B.; Arra.za, P. M.; Silva, E. F. D.; Soares, E. D. C. (2017). Desaf.os de la Inclusi.n Digital: antecedentes, problem.ticas y medici.n de la Brecha Digital de G.nero. Psicología, Conocimiento y Sociedad , 7 (2), 121-151.    


PERSPEKTIF ◽  
2019 ◽  
Vol 7 (1) ◽  
pp. 6
Author(s):  
Devita Rani ◽  
Effiati Juliana Hasibuan ◽  
Rehia K. Isabela Barus

<h1>Mobile   Legends   Online   Games:   Bang   Bang   is   one   manifestation   of   technological development in new media. The purpose of this study was to find out how the positive and negative impact of playing Mobile Legends: Bang Bang online games to FISIP UMA students who play games. The theory used in this study is communication, new media, positive and negative online games. The method used is a qualitative method. Where the informants fifth in FISIP UMA students. Data collection techniques are carried out by means of participatory observation, in-depth interviews and documentary evidence. The result of the study show that the impact of playing Mobile Legends is influenced by the attitude of the players, indifferent to the social environment, wasteful in terms of time and economy, can get new friends in cyberspace from other countries so as not to limit interaction, add insight and experience about technology.</h1><h1><strong> </strong></h1><h1> </h1>


Sign in / Sign up

Export Citation Format

Share Document