convergence
Digital convergence
It is the combination of two or more different technologies in a single device to perform simmilar tasks. is unites devices systems and people. e.g. smart phone
Media technologies coming together and performing similar tasks
It is the combination of two or more different technologies in a single device to perform simmilar tasks. is unites devices systems and people. e.g. smart phone
Media technologies coming together and performing similar tasks
¨Hardware’s
capability to do more than before
eg:
phones to make phone calls, sends texts, emails, take pictures, access to the
internet, listen to music, produce films, distribute
15,000 songs in your pocket, 60
days of continual music while awake
2001
23.4% of homes time-shifting 60%
of TV content (2001)
A search bar as the entry point
to the internet (1998)
free phone calls globally (2003)
2012
Going to the video shop to get
“the movies”, not just one but all of them and only paying for those you watch
No scheduled TV channels, watch
what you want, when you want to.
The internet developing from
mainly text content to a full multi-media experience
Telco’s becoming true media
organisations
People earning a living online in
Virtual communities
You consume media through your smartphone through apps such as gaming or streaming apps such as neflix
you produce media through using apps and the camera and microphone on the smart phone
The features on the phone link to film and TV as you can watch films - News as you can read the news - play games
¨Production - use of apps such as photoshop
¨Distribution - posting on social media
¨Marketing - post on social media and promote across all different platforms available on the one device
¨Consumption - people can use things such as youtube to watch and acess media such as videos
¨Immediacy: The
speed at which audiences can consume digital media products.
¨Access:
The
restrictions (or lack thereof) put on digital media products.
¨Convenience:
The ease at which a product can be accessed. This can include whether or not
a digital media product is free, cheap, global, national, local, user friendly,
etc.
¨Portability: The
flexibility and movement associated with a digital product (i.e. can
the product be carried around with the user in their handbag, etc.?)
¨Connectivity:
The extent to which a product allows users to be linked to the ‘global
village’,
or to be part of a digital community, social network, virtual
reality, etc.
¨Interactivity: The
ways in which producers/a product and a consumers work together. This
includes
the level of control the consumer has over the product, whether or not users
can
generate original content, the use of web-links, uploads/downloads,
texting, e-mailing, or ‘red
button’ functions
to bring the consumer closer to the product.
¨Personalisation: The
ways in which the product can be made personal to the consumer. This
could be
done through logging/signing in, adapting interfaces, font features or music
playlists.
Digital
technologies are changing the ways in which advertising and marketing, films,
television shows and games are being produced, distributed and consumed.
For
example: The old 35mm films will end up in museums with cheaper digital
downloads
offering an immersive experience far greater than before on new
digital screens in
multiplexes.
New
audiences are being created due to the new 3D format
The
same is happening across all
platforms of media. Take for
example a digital SLR – once only
used by only professionals – now
you can buy one in Marks and
Spencer. Software is the same,
HD
content can now be
edited on your
home PC (which should be a mac)
using off the shelf
software.
¨What
it means is that the content
that people share across the fast
networks for
other to watch when
they want can be great quality
(obviously from a technology
viewpoint – not from an artistic)
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