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Orientation | Basic terms | Application genres | Application areas | Channels and Technologies | Media agencies | Network topologies and theories | Media as extensions of man | Digital world model | Cyberspaces and virtuality | Dynamical systems and self-organization | Knowledge, cognition, perception | Metadata, ontologies and tagging | Homo ludens and ludology | Storytelling and narrative | Postmodernism | Economics, information society and globalization | Course integration | Exam | Course literature |
22.09.2008 11:42
Media agencies
IFI7101 Introduction and theoretical foundations of new media
Participants
Last time's wiki. YoutTube experiment.
Continuing discussion on whether citizen journalism is more democratic than conventional journalism.

Who are the stakeholders?

http://blog.gl-solutions.net/public/web20in2006.jpg


Elements of Web 2.0


Who are the different stakeholders of a Web 2.0 application?
Whose concern is the development of new media in general?
Is somebody leading the development?
Who funds Web 2.0? What are the business logics?
Who should lead the development? Professionals or amateurs? Owners and big money? The state? The people(s)? Technology?

Technological innovation and development agencies

Drive of innovative engineering.
New technologies appearing all the time.
That something becomes possible is not a sufficient reason to make it reality. Examples, DigiTV, multimedia messages...
Many get shelved, some forever.
• Technology is not the bottleneck. People/markets decide

Big money: Logic of investment

Big money shaping Web 2.0?
Such technologies and media concepts are developed which promise a quick return for the money invested in development.
• Avoiding market saturation, even with launchable cool technologies
Clear income logic?

Web service providers

Skype
Google
Yahoo
MS

Mobile operators

Mobile internet. How can people be hooked with it?
What's the relation between ordinary talking vs. internet services? Will talking go free?

Mobile manufacturers

What kinds of features should they sell to operators (primarily) and to people (secondarily)?

Game industry

Will they stick to their own game market, or will they start conquering 'serious games'?
Game approach to education, virtual property etc.?

Big competition

Who will bite the biggest bite of the internet music trade?
Who will be the first to make money with internet TV? Joost?
Who can take the biggest money of the 'democratic' media?
Article: Skype vs. Telecom
Blog article: Show me the money!

Consumers' role

A typical nerd?
People direct the development of technology by buying.
Democratic? To what extent can they be driven by the advertisements?
Adopting media technologies (nonconsciously) vs. accepting/rejecting technologies (consciously).
Early adopters. Teens? Nerds, techies?
Technoresistance, luddites (neo-luddites). Mobile phone in the early days.
Religious points of view: Amish
Conservatism: Why should one adopt new technology as long as old technology works? Technoconservatism
A lot of technologies that people do not need! We can afford rejecting some.
Critical consumer attitudes: Tests, peer reviews etc.
Basic users, the big mass?
• Old paper (abstract) on 'Taffies'

Research institutions

• Universities, companies, joint institutions produce experimental media concepts
Develop new concepts of how one could use technology, taking into account:
• Put media art and technology together
Usability research
• Cognitive ergonomy
Aesthetics: Manovich focus on 8.10.2007

Educational programs at schools and universities

• Goals different from the industry
• Educating critical consumers
• Teaching how to use ICT, computer literacy, computer skills
• Using ITC in education (computers, learning environments, AV tools)
Educating innovative use of ITC: repurposing, origin of SMS, experimental projects, art!
• => New demands, new customers, new concepts

Communities, organizations

Communities may direct media technology by means of public pressure. E.g. ecological & sustaining. development
• Consumer organizations, E.g. consumer databases for pure food
• Online communities, blogospheres, hacktivism
Etc.

EU

Goals include:
• *Improving competitivenss
• *Reducing unemployment
• *Supporting regional culture
• By means of
• *Development strategies, Lisbon Strategy, Information society policies
• *Funding programs
• *Technological standards & recommendations

National policies municipalities

• National policies, e.g. Estonia, Tiger Leap (article), Knowledge-Based Estonia
• Cities and municipalities, e.g. Oulu, Tallinn

Creative individuals

Individual creativity: habits, conscious intentions -> Technology as extensions of humanity
• Garage startups -> Big industry (e.g. the history of Apple, Microsoft etc,)

Summary

New media and ICT are important means of influence and of extreme important for all agencies of the society.
Hard competition of markets!
• Technological push
• Critical citizens

Assignment

1) Read at least one article of the ones linked above, and preferably share your comments on the wiki.
2) Figure out the business logic of Joost and desrcibe on wiki.

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Media as extensions of man