Tricky Trivia is a game show that is hosted by me based on a series of trivia questions. It will live stream to mobile devices through the app in which the users can interact and participate in the game. If players get questions right, they will be given points and when you get to a certain amount of points you can win prizes.
With Mobile Media there are different arguments throughout the community regarding Convergence, affordance, perception, cognition and Mediapolis. Jenkins (2006) in his own definition defined convergence as flow of content across multiple media platforms.
Jenkins (2006) thinks that media convergence is a process that is not stopping and should not be looked at as a displacement of old media but should be looked at as an interaction between different media forms and platforms. An argument about media convergence is if it brings more opportunities than challenges with both media producers and consumers. It also brings concern about media ownership.
But Overall, I think media convergence brings more benefits than deficits.
Technology keeps growing with different inventions that make our life easier, just like media convergence. It makes the consumers life very easy. An example can be news articles on a website. If I wanted to read the newspaper, it’s already on the internet which I can access on my mobile device or computer. I would not have to buy a newspaper down the street at a market and I can stay in the presence of my home. Different sources of media continue to grow and disperse to different platforms which is better for the users.
Another reason it impacts society in a good way is communication. Social media is a perfect example of that because you can keep in touch with friends and family at a touch of a button even if you are far away. Also, videogames have the same effect because you can chat while playing the game with friends. Media convergence has so many benefits for the users and producers.
Another argument relating to mobile media is affordance. An affordances perspective represents a relational approach to understanding how people interact with technology (Leonardi, 2013). Affordance ties into mobile media in many ways and it was adopted by HCI and interaction design. Its argument is that if affordances are helpful to the users or more details need to be addressed while using a certain device. A perfect example of affordance is when you are looking at your iPhone, it is implied that pressing the home button can open up your phone to start using it. Affordances are in our everyday life and an example of that can be a coffee mug.
You can see the handle which you know where to hold it and inside the cup is where you put the coffee. I think affordances within mobile media are useful and do not need to have many different instructions. When you purchase cell phones, the first thing people do is start it up and when it starts up, it is implied to touch the screen to use it. Once the phone is ready for use the user plays with it. They learn how to use it and what different things it can do. I have never seen someone need instructions to use their phones. I can give someone a brand new smartphone and they will know how to use it without any prior instructions. The smartphones have so many affordances and different things people can figure out in their head without reading instructions. There are so many different examples of affordances on mobile devices. I think affordances are perfect especially with smartphones and computers and people learn how to use these products fast and easy. You can say the older generation really struggle using the new technology which is true but these devices have certain affordances that are easy to use and the older users need to learn just by playing with the device.
Next, there is an argument about perception and how people think or react to different forms of media. People can look at different forms of media and think differently about something than someone else would. Yariv Tsfati explains effects of perceptions of media influence are increased when they are coupled with perceptions of media hostility, especially among audiences that are personally and emotionally involved in the issues on which report (Tsfati, 2013). An example of the argument of the way people perceive things is news media.
Different news companies produce different stories and tell stories differently than other news sources. You can tell these news sources are bias and chose a side either politically or religiously. If you are a republican, you have preexisting thoughts about how republicans think and would want to listen and watch Fox News. A theory that can be tied to this is the hostile media effect. This theory states that you have a tendency for people that have a strong preexisting outlook on a situation to perceive media coverage as biased against their side and in favor of the opponent outlook on the situation. My example ties into the argument about how perception can lead to people looking at one side of the spectrum with media and it goes to show that people will tune into someone or something that has the same views as they do. They will take interest into that media and tend to shadow the other forms of media that speak differently.
Third, an argument that can be discussed is cognition within the use of mobile devices. It can either go as mobile media has impacted and helped the way users learn or it can be on the other side as it brainwashes people and makes them think certain ways and does not help them learn. For me, I think mobile media has helped us learn in so many different ways. We can learn from so many things from our smartphones and learn the different tools it can do for us. Eileen Scanlon explains Recent developments in mobile technologies have given the potential to support learners studying a different amount of subjects (Scanlon, 2007). I also think different apps really help.
For example, there are different apps that have news stories on them which informs the user about what is going on in our society. Apps have helped us learn so much and gave us different opportunities to exercise our minds and also learn something from it. It helps the users think and create different forms of anything like art or media. The mobile device has tools that helps the user learn and create something that they would not know how to create without the use of a mobile device. Also, the users can use the internet to look up different information they want to know and I think a great example of mobile devices helping the user do or understand something is videos. Especially YouTube videos because people can look up how to do something and within a few seconds people can find out how to do something and it gives the person a visual which can help as well. My examples ties into the argument regarding cognition of mobile media because it relates and gives different reasons why mobile media and mobile devices can help users learn about different things and inform them.
Another argument that relates to Mediapolis which means the widespread of media throughout different platforms and how it transformed our physical environment and everyday life. Scott Rodgers explains Mediapolis as just a way of provocatively intermixing media, politics and cities by putting together media with different urban meanings (Rodgers, 2008). An argument that goes off this is that media technology is taking over our lives and not in a good way. I think that is false and I think that this Mediapolis is great for society and it keeps excelling and will continue to excel. These technologies are expanding and giving the user so many tools to help them with their daily lives.
Mostly everyone has some sort mobile device and it is spread throughout the whole society and people do some many useful things with it especially communicating. We can learn, communicate, and create from these devices and it has impacted society is so many good ways and has helped the economy as well. An example that ties into Mediapolis is the creation of Virtual Reality with smartphones. It expands our horizons and makes the user feel like they’re in another world. It makes them able to interact with the environment around them. But on the other side of the argument you can say that technology is taking over the world and soon robots or other inventions will be doing our jobs for us which can be a bad thing for losing jobs and also how everyone does not talk face to face or any social interaction due to the innovation of technology and mobile media. But overall, it impacts society in more good ways than bad. I used these examples to help my argument on how Mediapolis is a good thing for society and how it will help our environment.
In my CMC project I can use cognition and convergence. Since my project is based on a show that live streams on mobile devices with different trivia and brain teaser questions to earn prizes it can tie into cognition. Since cognition is learning something through experience and senses, my gameshow will help users learn about different facts and questions. They will acquire knowledge and understanding throughout my show. I provide a hands on experience within the app because you are able to answer the questions with multiple choice questions and different challenges you can interact with. It can serve our society well because it will give more knowledge to the users and it’s entertaining and educational.
Convergence is a big part of my project due to the different platforms it can be streamed on. Any mobile device can have access to my gameshow stream. So even if you are not at home, you still can be able to access and interact with my live stream. It gives different opportunities to users and it benefits them because you do not need a certain device to have access it. It serves society well due to how accessible it is and how easy it is to use and the prizes the gameshow can provide if you win.
References:
Jenkins, H. (2006). Convergence culture: Where old and new media collide.New York: NYU
press.
Leonardi, P. (2013, March 20). Theoretical foundations for the study of sociomateriality. Retrieved October 7, 2018, from https://www.sciencedirect.com/science/article/pii/S1471772713000067?via=ihub
Rodgers, S. (2008, June 9). Mediapolis media practices and the political spaces of cities. Retrieved October 7, 2018, from http://www.publiclysited.com/wp-content/uploads/2015/11/Mediapolis-All-Papers.pdf
Scanlon, E., Jones, A., & Waycott, J. (2007, November 23). Mobile technologies: Prospects for their use in learning in informal science settings. Retrieved from https://telearn.archives-ouvertes.fr/hal-00190316/
Tsfati, Y., & Cohen, J. (2013). Perceptions of Media and Media Effects. Retrieved October 7, 2018, from https://onlinelibrary.wiley.com/doi/pdf/10.1002/9781444361506.wbiems995