THE ever developing of devices has brought into question what it is that makes new media “new” and has come into perspective that the discovery of printing, gunpowder and magnet, has catapulted the growth of other new technologies which have contributed in the development of new media.
In view ship of the socio-cultural impact new media has made, recurring concepts that have ended up dictating what is new or not. With this in mind, twenty key concepts come into play in justify what it is that make new media “new”.
1. Collective intelligence -Capacity of networked ICT’s determines the extent of human interaction.
2. Convergence- Devices are used to perform globalisation duties.
3. Creative industries- New interests to grow opportunities linked to creativity, to generate wealth.
4. Cyberspace- An artificial social setting, existing solemnly online.
5. Digital capitalism- Communication infrastructure constituting the core of global commerce and growth of commoditised intellectual property.
6. Digital copyright- Digitisation of media content, including; distribution, recycling, made simpler and faster.
7. Digital divide- Income, race, location determine why others have access to the internet or not.
8. Globalisation- Communication flow and integrated development of government organisations are produced.
9. Hype- The internet and popularisation of new media has managed to promote hype around their development.
10. Information overload- The internet is constantly bombarded with mounds of information which may not always be true or accurate.
11. Interactivity- Its unique elements of interconnectivity and interoperability make it different from other forms of media.
12. Knowledge economy- A generation of pooling collective intelligence across all knowledge domains.
13. Networks- The internet is the global network of all networks, with the capacity to transfer and store large data.
14. Participation- Promoting interaction with users.
15. Remediation- An attempt to create a sense of realism, through webcam and interaction.
16. Security and surveillance- Personal security worries, i.e. harassment, and cyber fraud. These inconsistencies indicate design flaws.
17. Speed- The pace at which the interaction takes place.
18. Ubiquity- The internet may be accessed though any other device other than a desktop.
19. User generated content- Users as remediators and direct producers of content, engage in new forms of participation on a large scale.
20. Virtulity- New media enables forms of interaction through computer- mediated communication separated by time and distance.
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