scholarly journals Journalism in Virtual Worlds

1970 ◽  
Vol 4 (1) ◽  
Author(s):  
Ricardo Cruz ◽  
Ricardo Fernandes

This article is based on the idea that immersive journalism in virtual worlds, specifically in Second Life, has similarities with online journalism. To sustain this premise, the literature reviewed will follow the debate about journalism on the Internet, writing and reporting across new media, and speculate on the idea that a new concept of journalism in virtual worlds is growing, as an example of a new trend in journalistic practice. Questions such as the legitimacy of new forms of journalism, and especially of the pertinence of new environments, where they may be put to practice, will be addressed. Consequently, the focus on this paper is journalism in 3D environments. The discussion will provide ideas of new trends on an old business.

Author(s):  
Sisse Siggaard Jensen

In this chapter, Second Life is conceived as an open space and symbolic world of user-driven co-creation of content. The questions asked concern the ways in which the actors of three case studies design, mediate, and remediate their Second Life projects and how the choices they make contribute to user-driven content creation and possibly to innovative practices. To answer these questions, concepts of innovation, in particular closed and open innovation are introduced and motivations for engaging in co-creation are identified. It is suggested that we understand user-driven innovation in a world like Second Life in terms of symbolic reorganization of conceptual frameworks and meaning-making. Subsequently, the concept of remediation is suggested as a way to conceive of mediation in the cases studied. It is shown how difficult it is for actors to co-create, mediate, and remediate thus to generate user-driven innovative practices in two Danish business projects (Wonder DK and Times) and in one public service project (Literary). To conclude the analysis of the case studies, it is suggested that methods of creative co-creation and innovative practices can build on the concept of remediation borrowed from research on new media and redefined in virtual worlds.


2012 ◽  
Vol 5 (2) ◽  
Author(s):  
David Kurt Herold

Virtual worlds and 'the Internet' in general are highly popular in the People's Republic of China. This article will argue, though, that in contrast to non-Chinese perceptions of virtual worlds and the Internet, Chinese users tend to see virtual worlds as wholly separate from their offline existence and identity.Based on the authors research experience with the Chinese Internet, and his years of teaching Chinese students in the 3D online world Second Life, the paper will demonstrate that Chinese usage frames virtual worlds (and the Internet in general) as spaces, in which it is permissible to rebel against authority, where users receive validation and approval from their peers, and where they can escape their often stressful and boring lives. The low costs involved, and the high entertainment value of virtual worlds, combined with a perception of virtual worlds as 'gaming', 'consequence-less' and 'not serious' spaces, contributes to the high attractiveness of virtual worlds to young Chinese, which has led to a moral panic in society about the dangers of Internet or gaming 'addiction'.The article will conclude that this framing of virtual worlds is so strong in China, in particular among young Chinese, that any attempt to utilize virtual worlds for other purposes, e.g. marketing, education, etc. will have to carefully re-frame and re-situate virtual worlds for Chinese Internet users.


Author(s):  
Nahida M. Imanova ◽  

The article deals with the virtual identity in the media discourse. It states that there must be information for communication to take place, including virtual communication. The object of research is text-generating language tools in Internet linguistics, and the subject is to determine their participation and role in the formation of the text. The realization of virtual communication is carried out in written and oral form of the language. Any language units such as sentences, texts, discourses (written and oral), non-linguistic units (such as graphemes, grapheme combinations, prosodic means, such as syllable stress, intonation, pause, etc.) can be considered a virtual information carrier. Virtual communication participants must use one of these tools in order to have two-way communication in the communication process. It is important to pay attention to the meaning and content of the communication. For virtual communication there must be a text that is formed for a specific purpose. Until recently, in linguistics, an independent and separate sentence was accepted as the last unit of the syntactic level in terms of hierarchical relations. In our opinion, these shortcomings, which exist at the syntactic level, gives a special impetus to the emergence of such a field as textual linguistics. In the modern world of the Internet, at a time when man-made technology is beginning to open the way to all areas of our lives, it is not surprising that a new field of linguistics � Internet linguistics � is developing very rapidly. The language of the Internet is constantly on the move; it is observed and operates in different types of communication. In the 21st century, the study of the Internet language from a systemic and structural point of view is observed. At present, linguists are focusing on the analysis of different expressions of the new media discourse in the various virtual worlds observed in the process of communication. The formation of an anthropocentric scientific paradigm in linguistics leads to the intensification of linguistic trends related to communication problems. It is noteworthy to note that when approaching communication in a semiotic plan, its consideration as an action carried out with the direct participation of linguo-semiotic means is one of the factors that led to the expansion of discourse. The virtual world is a shining example of the transition observed in the modern Internet world (explicit and implicit) on the basis of communication. The Internet is the most remarkable tool created by living things. Its impact on society and the world is undeniable. In this regard, the formation of Internet linguistics should not be considered a coincidence. Internet linguistics plays an important role in studying the influence of the Internet on language, develops under its own name in modern linguistics and forms the means of communication in different languages.


Author(s):  
Jacquelene Drinkall

This chapter looks at contemporary art practice in Virtual Worlds, and the effervescence of new technologically mediated telepathies. Avatar Performance Art by Jeremy Owen Turner and Second Front have explored a variety of Second Life telepathies, and have quickly earnt the title of Virtual Fluxus. Second Front’s links to Western Front, Fluxus, Robert Filliou and the Eternal Network assist the continued internationalised new media and performance collaboration work with telepathy. As the body becomes obsolete, it develops new techlepathy1.


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.


2019 ◽  
Vol 9 (2) ◽  
pp. 20-30
Author(s):  
Titis Nurwulan Suciati ◽  
Ratna Puspita

Online journalism has evolved since nearly the last two decades to produce a variety of journalistic products that combine the culture of print journalism and new media technology. This research investigates the evolutionary trends in searching and presenting online news in Indonesia by considering the dynamics of convergence caused by the presence of the internet. Online journalism in Indonesia presents various models of presenting news by utilizing the web or website or pages and social media. The development of online journalism in Indonesia is not only demonstrated through the presence of news sites, but also the existence of feed reader pages or news aggregators. This change in online journalism practices in Indonesia poses challenges for lecturers who teach journalism specifically and communication science in general. This study aims to explain the concept of online journalism that applies in Indonesia. In this study, researchers will gather previous studies on online journalism in Indonesia to then describe the problems that arise in online journalism in Indonesia, the methods used to examine them, and data collection techniques. Researchers hope this research will be the initial stage of research on online journalism in Indonesia so that later there will be teaching modules for students of communication science in general and journalism in particular.


2009 ◽  
Vol 2 (3) ◽  
Author(s):  
Samuel Cruz-Lara ◽  
Nadia Bellalem ◽  
Lotfi Bellalem ◽  
Tarik Osswald

Virtual Worlds may become primary tools (with video and text secondary) for learning many aspects of history, for acquiring new skills, for job assessment, and for many of our most cost-effective and productive forms of collaboration (Metaverse Roadmap Repport, 2007). We propose a non-intrusive and dynamic e-learning-oriented scenario based on textual information. This scenario exemplifies how a standardized framework for textual multilingual support associated to an immersive 3D environment, may considerably change the way people usually deal with multilingual information and with language learning on the Internet.


2014 ◽  
Vol 7 (2) ◽  
Author(s):  
Brooke Foucault Welles ◽  
Tommy Rousse ◽  
Nick Merrill ◽  
Noshir Contractor

Recent scholarship suggests that immersive virtual worlds may be especially well suited for friendship formation on the Internet. Through 65 semi-structured interviews with residents in highly-populated portions of the virtual world Second Life, we explore the nature of friendship within the immersive virtual world, examining friendship claims and expectations and the specific features of the virtual world that enable friendships to emerge. Results reveal that friendships in Second Life are common but not necessarily dependent on features such as co-presence and shared activities that are unique to the virtual world. Instead, frequent, text-based communication facilitates the emergence and maintenance of friendship in Second Life.


2020 ◽  
Vol 30 (1) ◽  
pp. 59-76
Author(s):  
Deepak B.J. ◽  
Usha M. Rodrigues ◽  
Padma Rani

The advent of the internet has posed threats as well as offered new opportunities for the traditional news media industry. The innumerable potentials of the internet include instant delivery of news, multimedia content and other user-friendly features to media consumers. Since digital news consumption is proliferating in India, it is important to study how Indian regional newspapers have adapted to new media technological advancements. Using Zamith’s (2008. 9th International Symposium on Online Journalism, 1–8) methodological framework, we identify various potentials of the internet that can be utilized by the traditional media offering news online. The study examines the extent to which Indian regional news sites have incorporated these potentials—interactivity, hypertextuality, multimediality, immediacy, memory, personalization, ubiquity, creativity and other latest new media technologies. Roger Fidler’s ‘mediamorphosis theory’ is employed as a theoretical approach to examine how regional language newspapers are responding to technological advancements. The study looks at three news sites of the most circulated Kannada language (a regional language of Karnataka state) newspapers. Our study finds that Indian regional news sites only partially use the internet’s potentials and are unable to explore some of the internet’s features due to their rigid organizational policies and a lack of multiskilled workforce.


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