How “New Media” Change Our Emotions? Three Strategies of Research

Istoriya ◽  
2021 ◽  
Vol 12 (8 (106)) ◽  
pp. 0
Author(s):  
Anna Grishina

The article is a review of current studies of emotion transformations under the influence of the Internet and “new media”. The main approaches to this problem, including cognitive research, are considered. It is proved that a significant limitation of the most popular approach in cultural studies, which recognizes considerable differences between the “old” and “new” media, but does not absolutize this opposition, is the tendency to large-scale generalizations — a direct combination of empirical observations and broad theoretical conclusions about the nature of neoliberal society and contemporary digital culture. An important means of overcoming these superficial generalizations is turning to cognitive research, for which it is fundamentally important to verify data and clarify the framework of their correctness, depending on different types of social interaction.

2010 ◽  
pp. 222-242
Author(s):  
Jorge Ferraz Abreu ◽  
Pedro Almeida

This chapter focuses on traditional and emergent challenges for the Social (i)TV area focusing on explaining the development and evaluation of one of the first Social iTV prototypes and looking at the challenges new media is introducing to this research field. The authors begin by explaining the conceptualization, development and evaluation process of the 2BeOn system and continue with the most important results from it’s evaluation with a particular focus on the results that can be important when developing any Social iTV platform. In the last part of the chapter recent developments in the broadcast of TV and Audiovisual content, namely considering the Internet as a medium, are addressed. In this scope authors propose a categorization of emergent online distribution platforms along with a set of social activities users perform on those platforms. Taking in consideration some of the challenges surrounding the presented scenario the chapter ends with the conceptualization of UMCA, a system that could increase social interaction activities performed during the consumption of online AV/TV content.


Author(s):  
Erik den Hartigh

Direct social interactions between economic agents (people) are important in determining their choices. When choosing a new car, you will likely ask some of your friends or acquaintances what their opinion is on different types and brands of cars. When choosing a new photo camera, you are likely to visit an Internet forum to see what other peoples’ opinions are on the different brands and types of cameras. These are examples of social interaction. Social interaction effects are therefore important in determining buying behavior. The rise of the Internet has considerably facilitated such social interactions, making social interaction effects even more important.


Book 2 0 ◽  
2014 ◽  
Vol 4 (1) ◽  
pp. 101-114
Author(s):  
Elyse Graham

This article is a study of literary mediation in the age of the e-book. It focuses on a specific editorial project being undertaken by scholarly editors in the present day, when the late age of print is giving way to the digital age. The author argues that the present moment represents a deceptively strong period for print publishing, but an uncertain and experimental period for literature, a time when the values and practices that order the literary field are no longer well-defined. The spread of digital culture is reconfiguring the make-up of the reading public, shaping readers as ‘prosumers’ who at once consume and manipulate content. Just as importantly, hyper-mediation and media convergence are forcing critics to confront an ‘unbinding of the book’ that began in practice decades before the Internet age. As professional mediators, editors occupy an ideal position to register the opportunities and the pressures of these processes, whether they are literary entrepreneurs or scholars implicated in literature as an institution. Their efforts to delimit literary texts and sell them as a particular kind of cultural institution show how the game of literature and its rules of play change shape under the pressures of new media configurations and new social worlds.


2020 ◽  
Vol 25 ◽  
pp. 17-42
Author(s):  
Jakub Lichański

The problem that we want to investigate in this article is a phenomenon that, for various re-searchers, including Marsh Kinder, we call super entertainment systems. It is about a multitude of uses or the existence of not only figures, but also a certain universe — not necessarily taken from popular culture, resp. literature — which will then be introduced as elements or an intertextual net-work, or rather — become elements in various entertainment systems. They can be: Classic systems, such as classic printed forms,II. Films, including amateur productions and disseminated on the Internet,III. Different types of games ranging from RPG to video games,IV. Different types of theatrical or paratheatrical forms,V. Any gadgets related to the above-mentioned elements,VI. Also — manifestations of fanatic creativity (in any form),VII. Musical forms. The problems that researchers face are related to the following: Can the above-mentioned problems be reduced to a simpler form of the question about the form of the media message? Is it about the so-called old media and new media and media convergence? What and how the roles of the sender/author and the recipient should be determined, and whether such a division is correct (NB: L. Manovich introduces the notions of the creator and consumer, whether the division into a passive/active/participating recipient is important). The problems that lie ahead are twofold:First of all — methodical issues concerning the methodology of description and research of the aforementioned phenomena,Secondly — methodological problems, among which the basic problem appears: can we define one approach to the above-mentioned issues or there will be a multiplicity of methodologies here? In the latter case, you will need to find a way/method to compare test results.


Author(s):  
Christos Boikos ◽  
Konstantinos Moutsoulas ◽  
Charalambos Tsekeris

Social media, as the heart of Web 2.0, is a relatively novel theoretical notion and social phenomenon, pertaining to a long series of academic subjects, such as digital culture, virtual communication, e-democracy, technological convergence, and online interactivity. Arguably, one of the most useful tools to adequately interpret and analyze this phenomenon is Critical Theory. The present article aims to comprehensively discuss and reflexively elaborate on the complex interrelationship between Critical Theory and Web 2.0 developments. This mainly involves the historicization of the relevant concepts and the identification of crucial sociological, philosophical and interdisciplinary issues that strongly demonstrate the essential ontological complicity between the real and the virtual. In addition, the analytical emphasis on recent social movements, such as the Arab Spring, reflexively depicts the new media as critical media, a characteristic feature that somehow stands in contrast to the participation of the internet in the circulation and accumulation of the Capital. Through contemporary Web’s inherent paradoxes, it is eventually shown that the social potential of the new media can indeed be realised, so that the internet serves the people and the public good.


2014 ◽  
pp. 107-111
Author(s):  
Vladislav N. Moiseev

Is devoted to understanding of the new media. Within the context of contemporary digital culture analyses, the author criticises the virtual reality interpretation as a parallel reality. He supposes that offline paradigm loses its legitimacy as the widespread penetration of the Internet technologies results in synchronisation of a person with his/her digital profile.


2010 ◽  
pp. 762-782
Author(s):  
Jorge Ferraz Abreu ◽  
Pedro Almeida

This chapter focuses on traditional and emergent challenges for the Social (i)TV area focusing on explaining the development and evaluation of one of the first Social iTV prototypes and looking at the challenges new media is introducing to this research field. The authors begin by explaining the conceptualization, development and evaluation process of the 2BeOn system and continue with the most important results from it’s evaluation with a particular focus on the results that can be important when developing any Social iTV platform. In the last part of the chapter recent developments in the broadcast of TV and Audiovisual content, namely considering the Internet as a medium, are addressed. In this scope authors propose a categorization of emergent online distribution platforms along with a set of social activities users perform on those platforms. Taking in consideration some of the challenges surrounding the presented scenario the chapter ends with the conceptualization of UMCA, a system that could increase social interaction activities performed during the consumption of online AV/TV content.


Author(s):  
Giulia Evolvi

The study of religion and new media explores how the contemporary proliferation of technological devices and digital culture impacts religious traditions. The progressive mediation of religion through websites, social networks, apps, and digital devices has created new conditions for religious experiences, practices, and beliefs. From the diffusion of internet technologies in the mid-1990s, scholars have individuated four waves to describe the evolution of religion and new media: (a) The first wave (mid-1990s–beginning 2000s) is characterized by enthusiasm for the potential of the Internet and the establishment of the first websites dedicated to religion, such as the Vatican official webpage and chatrooms where Neo-Pagans celebrated online rituals. These may be considered examples of “cyber-religion,” a term that indicates religious activities in the virtual space of the Internet, usually called in this period “cyberspace.” (b) The second wave (the mid-late 2000s) involves the growth of religious online presences, and is characterized by more realistic attitudes on the potentials and consequences of internet use. For example, Muslim, Buddhist, and Jewish virtual sacred buildings have been created on the platform Second Life. At the same time, the virtual congregation Church of Fools attracted both positive reactions and criticism. In this period, scholars often talk about “religion online,” which is the online transposition of activities and narratives of religious groups, and “online religion,” a type of religion that exists mainly because of the increased interconnectivity and visual enhancements of the Internet. (c) The third wave (late 2000–mid-2010s) saw the creation of social network platforms and the proliferation of smartphones. Religious leaders such as the Dalai Lama and the Pope established social network accounts, and smartphone developed apps for reading sacred texts, praying, and performing confessions. This type of religion is usually called “digital religion,” a concept that indicates the progressive blurring of the line between online and offline religiosity. (d) The fourth wave (the late 2010s) includes online religious groups circulating narratives beyond religious institutions, and greater academic attention to elements such as gender, sexuality, race, ethnicity, politics. This is the case of veiled Muslim influencers who talk about religion in fashion tutorials, and Russian Orthodox women (Matushki) who use blogs to diffuse patriarchal values. The notion of “digital religion” is employed in this period to explore how religious identities, communities, and authorities change in the internet age. Scholars have approached these four waves through the lens of existing media theoretical frameworks, especially mediation, mediatization, and social shaping of technology, and adapted them to the field of religion and new media. While existing scholarship has often focused on Europe and North America, the study of religion and new media is expected to become increasingly global in scope.


2002 ◽  
Vol 35 (1) ◽  
pp. 153-164 ◽  
Author(s):  
Aldon Hynes

There is little doubt that the Internet will continue to have an increasing effect on social interaction in the new millennium. Yet it remains widely misunderstood, seen by many as merely a new technology of communication. However; it is many different types of media, offering a rich array of enhancements to the forms our communication can take, and about which considerable research has already been done. This research is useful for the group analyst in preparing for the technical possibilities of the new millennium. This article will define the uses of the Internet, including the benefits, challenges to overcome and issues involved, then discuss some of the specific applications that can be made from a fuller understanding of group processes on the Internet, with the aim of focusing on the many new opportunities for growth in all aspects of group-analytic psychotherapy.


Author(s):  
Maurice Roche

Sport mega-events are often referred to as being media-events. This chapter is concerned with the relationship particularly between Olympic mega-events and the media in a period of massive media change involving the digital revolution and the rise of the internet. The chapter’s discussion of these issues in the mediatisation of mega-events is in two parts. The first part is concerned with the changing nature of the media and wider social contexts in which the relationship between the Olympics and media has developed. On this basis it then looks at the symbiotic relationship which developed and continues to endure between the Olympics and the old media, particularly television. The second part introduces the changing social context involved in the growth of new media, together with the potential for the growth of positive relations, a new symbiosis, between the Olympics and the new media.


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