Millennial generation, new media, and convergence culture

2019 ◽  
pp. 21-34
Author(s):  
Ahmet Atay
2015 ◽  
Vol 7 (1) ◽  
Author(s):  
Valentina Favrin ◽  
Elisabetta Gola ◽  
Emiliano Ilardi

Abstract Nowadays, at the time of convergence culture, social network, and transmedia storytelling – when social interactions are constantly remediated – e-learning, especially in universities, should be conceived as a sharing educational activity. Different learning experiences should become smoother and able to fade out the closed learning environments (as software platform and classrooms (either virtual or not)). In this paper, we will show some experiences of the Communication Sciences degree program of the University of Cagliari, which is supplied through an e-learning method. In the ten years since its foundation, the approach has evolved from a blended learning with two kinds of traditional activity (online activities and face-to-face lessons) to a much more dynamic learning experience. Many new actors (communication companies, local government, public-service corporations, new media and social media) – indeed – have been involved in educational and teaching process. But also these processes changed: collaborative working, new media comprehension, self-guided problem solving are examples of the new literacies and approaches that can be reached as new learning objectives.


Author(s):  
Matan Aharoni

Technological developments have led to a rethinking of how obsolete media should be treated when it becomes relatively inaccessible. This article focuses on Video Home System (VHS) videocassettes in digital culture. Using semi-structured interviews undertaken with people who converted their videocassettes into a digital format, this study explores the notion of participatory and convergence culture. It shows how media innovation results in emergent roles and functions for videocassettes, attributing new experiences and meanings to both digital and VHS formats. Specifically, divergence helps videocassette owners control and manage family memories, strengthening ties between family members and relations between friends. This culminates in the creation of an inherited object of memory. The findings indicate a lack of confidence in technology, especially in its ability to preserve family memories. In addition, it was found that a sort of spiritual power is attributed to videocassettes, which prevents their owners from throwing them away. This study offers a model of the divergence process and a set of terms relying on research into religion transformations and human–technology relations. These frameworks can be applied to participatory culture, more accurately accounting for old versus new media user behaviors.


2020 ◽  
Vol 25 ◽  
pp. 43-56
Author(s):  
Konrad Dominas

The aim of the article is to present two concepts — the supersystem of entertainment (super-system of transmedia intertextuality) and the transmission of storytelling — in the context of the re-search problem on various examples in pop culture. The first term was introduced by Marsha Kinder in the work Playing with Power in Movies, Television, and Video Games: From Muppet Babies to Teenage Mutant Ninja Turtles, the second was by Henry Jenkins in Convergence Culture. Where Old and New Media Collide. The analysis of the above terms uses knowledge in the field of archi-tecture of information (knowledge sharing and classification), internet technologies (search engine algorithms) and literature and popular culture (cultural universum). In addition, the most important mechanisms (causes and effects) of processes — cultural, media, social, economic — take place in contemporary culture.


Author(s):  
Henry Jenkins ◽  
Adolfo Plasencia

Henry Jenkins, former professor of humanities, MIT, is one of the leading science authorities in the analysis of New Media. Today, he is Professor of Communication, Journalism, and Cinematic Arts at USC. In this dialogue, Jenkins explains how technology is transforming the traditional view of humanities. He outlines his vision of convergence culture in his book, Convergence Culture: Where Old and New Media Collide. He explains why he thinks the idea of copyright is an aberration. He goes on to relate the causes for conglomerates losing control of media flows and how to deal with this situation. He describes the new logic framework under which our current participatory culture is run. He defines himself in this dialogue as a critical utopian trying to demonstrate how to harness the great power that changes taking place in new media have on people. Emphasizing the ‘new social skills’, which bring about new forms of ethics, interactions, politics, types of economic activities and legal culture, in the clash between the new digital media and the old mass media.


2018 ◽  
Vol 6 (2) ◽  
pp. 7-18
Author(s):  
Aleksandra Rybacka

In this paper the author focuses mainly on the impact of new media on young people – membersof subcultures and fan communities. The first part is about the general phenomenon of new media,what includes convergence culture and remix culture. Second part contains information aboutpopculture and its creations – subcultures and fan communities. The author explains here whyotaku are a subculture. Third part is about the impact of new media on otaku what is analyzedon Facebook example.


2021 ◽  
Vol 5 (1) ◽  
pp. 69-87
Author(s):  
Sirajul Fuad Zis ◽  
Nursyirwan Effendi ◽  
Elva Ronaning Roem

Pada era digital, terjadi perubahan perilaku komunikasi generasi milenial dan generasi ZPerubahan tersebut dapat dilihat dalam kehidupan sehari-hari, seperti kurangnya interaksi tatap muka karena kehadiran gawai. Fenomena ini juga terjadi pada generasi milenial dan generasi Z di Kecamatan Kuranji.  Penelitian ini bertujuan mendeskripsikan perilaku komunikasi milenial dan generasi Z di Kecamatan Kuranji danmelihat degradasi komunikasi antarmuka yang terjadi. Adapun teori yang digunakan adalah perilaku komunikasi, komunikasi interpersonal, komunikasi generasi milenial, komunikasi generasi Z, media baru, dan behaviorisme sosial. Penelitian ini menggunakan pendekatan fenomenologi Alfred Schutz dengan paradigma konstruktivisme. Penelitian ini menganalisis perilaku komunikasi generasi milenial dan generasi Z era digital di Kecamatan Kuranji dari sepuluh orang informan. Hasil penelitian menunjukkan empat perilaku generasi milenial dan generasi Z terbentuk di Kecamatan Kuranji, yaitu perilaku komunikasi dari aktif menjadi pasif disebabkan oleh gawai, berkurangnya komunikasi tatap muka disebabkan oleh gawai, tidak fokus dalam berkomunikasi disebabkan oleh gawai, dan perilaku komunikasi daring disebabkan oleh gawai. Dalam penelitian ini, dapat ditarik kesimpulan bahwa perilaku generasi milenial dan generasi Z yang semula interaktif sebelum menggunakan gawai, setelah menggunakan gawai proses komunikasinya menjadi pasif, sehingga tidak terjadi komunikasi efektif.    In the digital era, there has been a change in the communication behavior of millennial generation and generation Z. These changes can be seen in everyday life, such as the lack of face-to-face interaction due to the presence of devices. This phenomenon also occurs in the millennial generation and generation Z in Kuranji District. This study aims to describe the communication behavior of millennials and generation Z in Kuranji District and to see the degradation of communication interfaces that occurs. The theories used are communication behavior, interpersonal communication, millennial generation communication, generation Z communication, new media, and social behaviorism. This study used Alfred Schutz's phenomenological approach with the constructivism paradigm. This study analyzes the communication behavior of the millennial generation and generation Z in the digital era in Kuranji District from ten informants. The results showed that four millennial generation and generation Z behaviors were formed in Kuranji District, namely communication behavior from active to passive caused by devices, reduced face-to-face communication caused by devices, not focusing on communication caused by devices, and online communication behavior caused by devices. In this study, it can be concluded that the behavior of the millennial generation and generation Z, which was originally interactive before using a device, after using a device the communication process becomes passive, so there is no effective communication.


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