New media in the context of "Negationist"

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⭐ Core Definition: New media

New media are communication technologies that enable or enhance interaction between users, as well as interaction between users and content. In the middle of the 1990s, the phrase "new media" became widely used as part of a sales pitch for the influx of interactive CD-ROMs for entertainment and education. The new media technologies, sometimes known as Web 2.0, include a wide range of web-related communication tools such as blogs, wikis, online social networking, virtual worlds, and other social media platforms.

The phrase "new media" refers to computational media that share material online and through computers. New media inspire new ways of thinking about older media. Media do not replace one another in a clear, linear succession, instead evolving in a more complicated network of interconnected feedback loops . What is different about new media is how they specifically refashion traditional media and how older media refashion themselves to meet the challenges of new media.

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New media in the context of Internet

The Internet (or internet) is the global system of interconnected computer networks that uses the Internet protocol suite (TCP/IP) to communicate between networks and devices. It is a network of networks that comprises private, public, academic, business, and government networks of local to global scope, linked by electronic, wireless, and optical networking technologies. The Internet carries a vast range of information services and resources, such as the interlinked hypertext documents and applications of the World Wide Web (WWW), electronic mail, internet telephony, streaming media and file sharing.

Most traditional communication media, including telephone, radio, television, paper mail, newspapers, and print publishing, have been transformed by the Internet, giving rise to new media such as email, online music, digital newspapers, news aggregators, and audio and video streaming websites. The Internet has enabled and accelerated new forms of personal interaction through instant messaging, Internet forums, and social networking services. Online shopping has also grown to occupy a significant market across industries, enabling firms to extend brick and mortar presences to serve larger markets. Business-to-business and financial services on the Internet affect supply chains across entire industries.

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New media in the context of Public history

Public history is a broad range of activities undertaken by people with some training in the discipline of history who are generally working outside of specialized academic settings. Public history practice is deeply rooted in the areas of historic preservation, archival science, oral history, museum curatorship, and other related fields. The field has become increasingly professionalized in the United States and Canada since the late 1970s. Some of the most common settings for the practice of public history are museums, historic homes and historic sites, parks, battlefields, archives, film and television companies, new media, and all levels of government.

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New media in the context of Reality–virtuality continuum

The reality-virtuality continuum is a theoretical framework that describes the continuous scale between the completely virtual, a virtuality, and the completely real, reality. The reality-virtuality continuum therefore encompasses all possible variations and compositions of real and virtual objects. It has been described as a concept in new media and computer science.

The concept was first introduced in 1994 by Paul Milgram, a professor at University of Toronto that pioneered wearable computing research. Since the inception of the continuum, scholars have argued the continuum should be updated to match the current state of wearable computing systems.

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New media in the context of Social media platforms

Social media are new media technologies that facilitate the creation, sharing and aggregation of content (such as ideas, interests, and other forms of expression) amongst virtual communities and networks. Common features include:

The term social in regard to media suggests platforms enable communal activity. Social media helps people connect and build networks. Users access social media through web-based or mobile applications. These interactive platforms allow individuals, communities, businesses, and organizations to share, co-create, discuss, participate in, and modify user-generated or self-curated content. Social media is used to share memories, form friendships, and learn. They may be used to promote people, companies, products, and ideas. Social media can be used to consume, publish, or share news.

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New media in the context of Old media

Old media, also called traditional media or legacy media, are the mass media institutions that dominated prior to the internet, particularly print media, film studios, music studios, advertising agencies, radio broadcasting, and television. Old media institutions are centralized and communicate with one-way technologies to a generally anonymous mass audience.

Old media are often contrasted with new media, which are typically computer- or smartphone-based, and are to some extent interactive and comparatively decentralized. These new media enable people to telecommunicate with one another peer-to-peer or through social media platforms, with widespread use and availability through the internet.

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New media in the context of Silicon Alley

Silicon Alley is an area of high tech companies centered around southern Manhattan's Flatiron district in New York City. The term was coined in the 1990s during the dot-com boom, alluding to California's Silicon Valley tech center. The term has grown somewhat obsolete since 2003 as New York tech companies spread outside of Manhattan, and New York as a whole is now a top-tier global high technology hub. Silicon Alley, once a metonym for the sphere encompassing the metropolitan region's high technology industries, is no longer a relevant moniker as the city's tech environment has expanded dramatically both in location and in its scope. New York City's current tech sphere encompasses a universal array of applications involving artificial intelligence, the internet, new media, financial technology (fintech) and cryptocurrency, biotechnology, game design, and other fields within information technology that are supported by its entrepreneurship ecosystem and venture capital investments.

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New media in the context of Electronic media

Electronic media are media that use electronics or electromechanical means for the audience to access the content. This is in contrast to static media (mainly print media), which today are most often created digitally, but do not require electronics to be accessed by the end user in the printed form. The primary electronic media sources familiar to the general public are video recordings, audio recordings, multimedia presentations, slide presentations, CD-ROM and online content. Most new media are in the form of digital media. However, electronic media may be in either analogue electronics data or digital electronic data format.

Although the term is usually associated with content recorded on a storage medium, recordings are not required for live broadcasting and online networking.

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New media in the context of Concentration of media ownership

Concentration of media ownership, also known as media consolidation or media convergence, is a process wherein fewer individuals or organizations control shares of the mass media. Research in the 1990s and early 2000s suggested then-increasing levels of consolidation, with many media industries already highly concentrated where a few companies own much of the market. However, since the proliferation of the Internet, smaller and more diverse new media companies maintain a larger share of the overall market. As a result, many of the references below on this page are of declining relevance in comparison to the influence of digital media companies such as Meta, ByteDance or X.

Globally, some of the largest media conglomerates include Bertelsmann, National Amusements (Paramount Global), Sony Group Corporation, News Corp, Comcast, The Walt Disney Company, Warner Bros. Discovery, Fox Corporation, Hearst Communications, Amazon (Amazon MGM Studios), Grupo Globo (South America), and Lagardère Group.

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