Hartley, John
McWilliam, Kelly
Burgess, Jean
Banks, John
2008
The uses of multimedia: three digital literacy case studies
60
“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.
61
“In digital media, by contrast, learning by doing is the norm, with peer-to-peer emulation and proprietary tutorials.”
62
“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.”
68f
Co-development with users: expert gamers “forcefully and persuasively lobbied the professional developers for” changes in weak game features => co-development of films possible?
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