Hartley, J et al ~ The uses of multimedia

Hartley, John
McWilliam, Kelly
Burgess, Jean
Banks, John
2008
The uses of multimedia: three digital literacy case studies

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the industrial mode of production further distances producer and product from consumers, who no more know how the ‘dream factory’ actually operates than they know how plastic is actually made.” In my case film.

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“In digital media, by contrast, learning by doing is the norm, with peer-to-peer emulation and proprietary tutorials.”

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In other words, in its day of popularity, reading occupied exactly the same niche in the cultural pecking order as YouTube does currently.” Every generation looks down on new culture. The same will go for entarchs.
“The invidious distinction between school-based print literacy for cognition and science and the playful use of popular media for sensation and uncontrolled self-realisation is by no means new.”

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Co-development with users: expert gamers “forcefully and persuasively lobbied the professional developers for” changes in weak game features => co-development of films possible?

About the author

Woitek Konzal

Producer, Consultant, Lecturer & Researcher. I love working where technology meets media in novel ways. Once, I even won an Emmy for digital innovation doing that. Be it for a small but exciting campaign about underground electronic music collectives or for a monster project combining two movies, various 360° videos, 72 ARG-like mini puzzles, and a Unity game, all wrapped up in one cross-platform app – I have proven my ability to adapt to what is required. This passion for novel technologies has regularly allowed me to cross paths with tech startups – an industry and philosophy I am all set to engage with more. I intensely enjoy balancing out my practical work with academic research, teaching, and consulting. Also, I have a PhD in Creative Industries, a M.Sc. in Business Administration, and love to kitesurf.

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