New media in the context of Web 2.0


New media in the context of Web 2.0

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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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New media in the context of Public 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, discussion groups, 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 Negationist

Historical negationism, also called historical denialism, is the falsification, trivialization, or distortion of the historical record. This is distinct from historical revisionism, a broader term encompassing academic reinterpretations of history driven by new evidence or reasoning. In attempting to revise and influence the past, historical negationism acts as illegitimate historical revisionism by using techniques inadmissible in proper historical discourse, such as presenting known forged documents as genuine, inventing ingenious but implausible reasons for distrusting genuine documents, attributing conclusions to books and sources that report the opposite, manipulating statistical series to support the given point of view, and deliberately mistranslating traditional or modern texts.

Some countries, such as Germany, have criminalized the negationist revision of certain historical events, while others take a more cautious position for various reasons, such as protection of free speech. Others have in the past mandated negationist views, such as the US state of California, where it is claimed that some schoolchildren have been explicitly prevented from learning about the California genocide. Notable examples of negationism include the Lost Cause of the Confederacy, the clean Wehrmacht myth, and denials of the Holocaust, Nakba, Holodomor, the Armenian genocide and the Nanjing Massacre. In literature, it has been imaginatively depicted in some works of fiction, such as Nineteen Eighty-Four, by George Orwell. In modern times, negationism may spread via political, religious agendas through state media, mainstream media, and new media, such as the Internet.

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New media in the context of Visual anthropology

Visual anthropology is a subfield of social anthropology that is concerned, in part, with the study and production of ethnographic photography, film and, since the mid-1990s, new media. More recently it has been used by historians of science and visual culture. Although sometimes wrongly conflated with ethnographic film, visual anthropology encompasses much more, including the anthropological study of all visual representations such as dance and other kinds of performance, museums and archiving, all visual arts, and the production and reception of mass media. Histories and analyses of representations from many cultures are part of visual anthropology: research topics include sandpaintings, tattoos, sculptures and reliefs, cave paintings, scrimshaw, jewelry, hieroglyphics, paintings and photographs. Also within the province of the subfield are studies of human vision, properties of media, the relationship of visual form and function, and applied, collaborative uses of visual representations.

Multimodal anthropology describes the latest turn in the subfield, which considers how emerging technologies like immersive virtual reality, augmented reality, mobile apps, social networking, gaming along with film, photography and art is reshaping anthropological research, practice and teaching.

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New media in the context of Whitney Museum of American Art

The Whitney Museum of American Art, known informally as "The Whitney", is a modern and contemporary American art museum located in the Meatpacking District and West Village neighborhoods of Manhattan in New York City. The institution was founded in 1930 by Gertrude Vanderbilt Whitney (18751942), a prominent American socialite, sculptor, and art patron after whom it is named.

The Whitney focuses on collecting and preserving 20th- and 21st-century American art. Its permanent collection, spanning the late-19th century to the present, comprises more than 25,000 paintings, sculptures, drawings, prints, photographs, films, videos, and artifacts of new media by more than 3,500 artists. It places particular emphasis on exhibiting the work of living artists as well as maintaining institutional archives of historical documents pertaining to modern and contemporary American art, including the Edward and Josephine Hopper Research Collection (the museum is the largest repository of Edward Hopper's artwork and archival materials in the world), the Sanborn Hopper Archive, and the Arshile Gorky Research Collection, among others.

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New media in the context of New media art

New media art includes artworks designed and produced by means of electronic media technologies. It comprises virtual art, computer graphics, computer animation, digital art, interactive art, sound art, Internet art, video games, robotics, 3D printing, immersive installation and cyborg art. The term defines itself by the thereby created artwork, which differentiates itself from that deriving from conventional visual arts such as architecture, painting or sculpture.

New media art has origins in the worlds of science, art, and performance. Some common themes found in new media art include databases, political and social activism, Afrofuturism, feminism, and identity, a ubiquitous theme found throughout is the incorporation of new technology into the work. The emphasis on medium is a defining feature of much contemporary art and many art schools and major universities now offer majors in "New Genres" or "New Media" and a growing number of graduate programs have emerged internationally.

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New media in the context of Media consolidation

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, Paramount Skydance, 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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New media in the context of Social media platform

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, build communities 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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