Sunday, November 28, 2010

Happy Holidays.




The holiday season is a time to give thanks and appreciate the goodness of family and friends. Every Christmas, my family sends out greetings card with a picture of me and my sister to our family and friends, as a way to touch base and catch up. Although our hectic lives do not allow for everyone to come together during the holiday season,  this picture is a symbol of our love and holiday wishes.. By Christmas day, my house is typically filled with cards from out closest family and friends, in addition to significant others that my family has not spoken to in years.  This is an example of how greeting cards are a medium, as they are used to communicate a message or show thoughtfulness. Cards can be used to relay a multitude of messages, as they are sent to show love, express sympathy, birthday wishes, or wedding praise.. As McCluhan states, “media is the message”. Comparatively, cards spark emotions and relay messages that sometimes cannot be spoken in person.
In my first blog entry “Defining Media”, I spoke about media as a living breathing organism that has a perpetual circle of communication in which communication is passed. I feel that the greeting card fully embodies this definition. Cards are a tangible form of media that can be admired and kept as a keepsake. Cards help to cherish memories and recognize mile stones in life. I feel that cards are a timeless form of media, that appeal to consumers of all ages. It will be interesting to see if cards continue to be used as frequently in the next 20 years, considering the influx of technology. Many people today opt to send e-cards via email, which could drastically decrease the amount of cards sent in years to come. 

Sunday, November 14, 2010

Avatars in the Workplace.

This semester I am taking a Human Resource Management course, where we are learning about how jobs use simulation programs to train employees for jobs. We recently did a case study about how IBM is creating management games to sell to companies in order to train their employees how act and react in certain situations in the workplace. This video game called Innov8, creates an avatar in which employees use to guide through game. IBM states that this game is designed to help tech managers understand the roles of businesspeople, where players navigate through a virtual business unit to test their skills at ventures, including redesigning a call center, opening a brokerage account, or processing an insurance claim. There are many questions and doubts surrounding the implementation of such programs in the work place. Many have posed the question as to why the world’s most buttoned-down organizations are encouraging its people and customers to play games?  IBM supports that the skills used and acquired through playing video games, such as World of Warcraft can be helpful when managing modern multinationals. IBM’s research has shown that those who are deeply immersed in online world that link millions of players were ideally suited to manage in the new millennium, as they were skilled at gathering information, making strategic decisions, and moving on to new challenges quickly. Although some research supports the use of gaming for learning purposes in the workplace, there will always be challenges to such data. I believe that tailoring simulations to specific jobs that include missions and scenarios that relate directly to the position can be useful for employees. Although media gaming platform is typically used for pure enjoyment, this is one example that shows how games can help acquire specific skills for the workplace. There will always be speculations about video game relevance, but could be useful when used effectively.  

Sunday, November 7, 2010

Kinect.

Microsoft has recently released a new gaming add-on for the XBox that has literally made McLuhan’s observation of the media being an “extension of man” a reality. This console, Microsoft’s Kinect, reads body movement and does not require any remote controls. A camera reads the individual’s body movements and transfers them into characters in the game. Therefore, the body literally controls the media and movement that are on the television screen. A player’s every physical movement is relayed on the screen through a camera. CNN reports that the Kinect is part of a new wave of “gesture-based” technologies that are soon coming to the market. This technological movement will make human actions and reactions a reality though mediums, bridging the gap between media forms and their users. McLuhan writes that “That our human senses, of which all media are extensions, are also fixed charges on our personal energies, and that they also configure the awareness and experience of each one of us…” The Kinect is able to embody this statement, through its interactive technologies and allows users with the ability to control the experience of the media. The question can now be posed as to how successful this new add-on will be. Forcing players to deviate from controller use may cause some users to be turned-off by this product. This may take some adjusting but with time new technologies like the Kinect could truly revitalize the future of the media. This presents the endless possibilities of having television and computers that do not require key boards or remote controls, but are purely controlled by human movement. Human movements have the potential to control future development of new mediums.

Sunday, October 31, 2010

Trick-Or-Treat.

Since its Halloween I thought it would be most appropriate to blog about costumes as a form of media. For this one day of the year, people are able to be whatever character, person, item, or thing that they choose to be. Costumes tend to further enforce stereotypes that society has created for men, women, race, and social classes.
Halloween costumes tend to sexualize women .This past weekend when I went to iParty, every females costume was either tight fitting, low-cut, or short. Theses costumes were extremely unrealistic and completely degrading for women. This relayed the message that woman were expected to look sexy and slutty on Halloween. Every year it seems that these costumes get tinnier and tinnier. Now granted, this isn’t saying that all women object to wearing skimpy costumes on Halloween, but it is interesting to notice the expectations of females that is portrayed through the advertising of such outfits.  Costume bags show model-like women wearing this outfits, creating that expected image of beauty and sexiness that advertisers hope to portray.  Male costumes on the other hand tend to display characters that are much more macho and “manly”. In retrospect, these costumes further exaggerate the stereotypes and expectations that society places on both men and women. Similar stereotypes can be found in television and newspapers as noted by Croteau and Hoyes (p. 212-214).
Nevertheless, costumes also allow people to defy such stereotypes and be whoever or whatever they want, without judgment. Costume opportunities are endless based on individual creativity. Regardless, advertisers tend to target and work-off of selling costumes that further enhance stereotypes because they know those costumes are likely to sell. This is similar to how television corporations tend to air shows that relay stereotypes because that’s what viewers find most enjoyable and relatable.

Sunday, October 24, 2010


The Evolution of Gaming. 

           A fond childhood memory that I have is playing board games with friends and families. Overtime the advertising and playing of board games has been replaced with virtual gaming, such as those found online and with gaming consuls. Games such as Life, Monopoly, and Trouble are not as heavily advertised and played by kids today. This is because they are not as interactive as the games that are found on PS3 and Xbox. Today, children are being exposed to new technology at a lot earlier ages, leaving interest in dated board games. Video and online games create a virtual interactive reality allowing the players to be in full control of the game. Board games have restrictions to the actions that players can take, which may be a turn off for users.
          With the evolution of gaming has come an increase in violence.  As we spoke about in class, there is this constant debate as to whether video games promote violence. Allowing children to kill human beings and steal cars sends a false ethical message to children at a young age. It would be interesting to think about how violence would decrease among young adults had this wave of video gaming phenomenon cease to exist. Does violence instilled at such a young age really have an effect on the amount of teenage violence that exists today? There will never be a solid answer to this question but I do think that this really widens the gaps in generations. Board games which provided once provided innocent fun for children, lacks the technology and realism that video games provide for its users. It will be interesting to see the trend of board game sales in years to come, as new games and gaming systems begin to develop and enhance the user’s experience. I believe that as new games are released there should be better restrictions and ratings placed on such games, so that more violent games are targeted at older users and not in the hands of young children.

Sunday, October 17, 2010

Concerts: A Live Media

This past Thursday I attended the Lady Antebellum concert at the Agganis Arena at Boston University. It was an amazing show and we had great seats! After the concert, I couldn’t help but think about concerts as a form of media and how it relates directly to the active audience theory.
Seeing performers and hearing their music live, makes the audience apart of the media and message that is to be trying to be set-forth through the art of the songs. As the active audience theory  states, humans feeds off of experience, sight, sounds and emotions. Live concerts are able to incorporate all of these different senses, making the viewer a part of the musical experience, which is much different then listening to must on an iPod or on the radio. Concerts allow for the media to interact with its audience members and feed off of their excitement. The performers are able to interpret the reaction to their music and see how it is received by their fans. Audience members are able to react to the music through clapping, cheering, and singing along, thus enhancing the experience for both fans and performers. While at the concert the other night, it was interesting to see how everyone interpreted the music differently. Some audience members opted to sit down and enjoy the music, while others stood up, sang along, and danced.  Seeing this interaction between a media form, concerts,  and its audience members is an interesting concept to explore and experience firsthand.

Sunday, October 10, 2010

PlayPad vs. iPad.

Blackberry has recently announced the release of the PlayPad, their version of Apple's iPad. This "professional tablet" is targeted at business people and families alike that are looking for a convenient portable device to service the web, read a book, create a Powerpoint, or check email. Blackberry has strived to create a product that thrives on the failures of the iPad. This small compact device can be held in one hand and takes up little space. The PlayPad is able to multitask, has two cameras, supports Flash, can be synched with current Blackberry devices, and can support Microsoft Powerpoint and Word. 
I am curious to see how it will be received by the public and if it will be successful product launch on part of Blackberry. This idea does seem to make sense since many business people choose Blackberry for its capabilities and easy-to-use interface. However, I do not think that Blackberry established itself as a brand that has had much success with its touch-screen phones that it has released in the past. Unlike Apple, Blackberry does not use the same distribution methods of having particular stores to test products. This would force consumers to make specialized trips to service carrier locations in order to test the product, which may turn away potential customers.
This new medium has endless opportunities. It allows users to be completly interactive with their work and provides a convenient option to carrying around a heavy laptop. The introduction of this new product will create a potential media war between the PlayPad and iPad. Along with their similar names, both tablets have similar concepts and use the touch-screen interface. Now the question is how will Apple fire back? This media war will be interesting after the release of the PlayPad in early 2011. This product has recieved little media coverage in comparison to that of the iPad. The media that surrounds this new product will be a one of the deciding factors, as to whether this product is bound to be a hit or a miss. 

Sunday, October 3, 2010

Perez.



 



The name Perez Hilton has grown into a household name when it comes to exploiting celebrity gossip, through his provocative blogs. With hundreds of thousands of subscribers, people everywhere trust Perez to keep them updated on the latest news, becoming the “Google of gossip”.  People rely on this source for relaying updated information as it happens. This addicting resource of information has Perez is known for his provocative blogs about celebrity news, fashions, mishaps, and everything in between.  Anything that is placed on his page is guaranteed to be read, watched, Retweeted, and talked about, as it becomes a guilty pleasure. This house for gossip or "celebrity juice without the concentrate" epitomizes how one form of media can be used as a facet for other medias. This site is extremely interactive, allowing readers to blog, Tweet, and like/share on Facebook everything on this one page. Perez has a way of blogging about what the readers want to read. He often mocks these celebrities, playing towards the preconceived stereotypes and personas that surround each every debuted celebrity on his page. This blog is a medium that allows the typical person to feel connected to the celebrity lifestyle.  Personally, Perez has become a “bible” for finding out all the latest celebrity news. It has become an addiction and reason for much procrastination. 


http://perezhilton.com/ 

Sunday, September 26, 2010

Spacebound.


Music has the power to relay emotions, break down barriers, and tell a story. Rap is a genre that I find most fascinating, as rap artists continue to amaze me with their overwhelming raw emotions in their songs. Eminem, for example, is a rapper that has had a history of drugs, violence, and abuse in his life. After purchasing his most recent album Recovery, it was clear that amidst his tracks of excess partying and curse ridden raps, Eminem does have the power to break down his ice-cold persona and be genuine. The one track that continues to move me is “Spacebound”. It tells the story of Eminem feeling love for someone, but giving reason as to why he is so slow to trust and express his feelings to this other individual.  He sings,
I'll do whatever it takes, when I'm with you, I get the shakes
My body aches when I ain't with you, I have zero strength
There's no limit on how far I would go, no boundaries, no lengths.

This one song has the power to form new opinions of a rapper that has been considered to be heartless in the past. It is a modern example of how music, a form of media, is able to both create and destroy different stereotypes. A song like Spacebound is able to convey a story to its listeners that may be surprising considering Eminem’s past albums and spot in the news media.

Sunday, September 19, 2010

Blackberry Love

 
I would say that I am addicted to my Blackberry. After purchasing my first Blackberry three years ago, it is been the one form of media that I cannot live without. The small device is my personal planner, mobile internet, alarm clock, weatherman, portable gps, Blackberry messenger, and of course telephone. Without my Blackberry in hand or within a five foot radius, I literally find myself experiencing withdrawals and major anxiety. This was fully experienced after I dropped my Blackberry in the lake a few weeks back and spent a weekend completely cut off from all communication. To some this may sound relaxing, but for me it was extremely stressful and rather miserable. (And yes I did dive into the lake to get my Blackberry and was in near tears when it did not turn on).
My Blackberry is my source of socialization. It is the mere connection to culture, people, and events that are occurring in my own life and the lives of others. Croteau and Hoynes define socialization as a source of learning “to perform our social roles as friend, student, worker, citizen, and so forth (14)”. This further epitomizes the purpose of my Blackberry, as it relays information that is crucial to progress through the day. Keeping connections allows me fulfill the several roles in my life including, student, peer mentor, daughter, worker, dancer, and friend.   This palm sized device is more than just a phone to me, and has helped me to progress and thrive in my day-to-day life. Without my Blackberry I am lost.

http://www.metacafe.com/watch/115524/blackberry_addiction/ funny video about blackberry addiction!



Defining Media

                  According to Merriam-Webster, “an organism can be defined as a complex structure of interdependent and subordinate elements whose relations and properties are largely determined by their function in the whole” (Merriam-Webster). Organisms are ever evolving; as they are rely on food, water, and oxygen for survival. This is our media today. In today’s society, a medium can be compared to a living, breathing organism that is relied upon, consumed, perceived, and always influencing. It has become a necessity of life that is needed for our survival, as it is a crucial member of the food chain. Every organism is unique and provides some function that is perceived by the receiver. Media have become an organism that has a voice but has the power to influence the people it is received by. It is no longer a superfluous being, but rather a necessity that is relied upon for survival. Consumers have grown to thrive and feed off of this information that is provided by the media, giving it the power to influence, encourage, and inform today’s society.
                In order to survive, human beings need nutrition. As creatures, we crave for things that satisfy our every desire. For many, the Blackberry for many is their drug of choice. This small device that can be used for calling, internet surfing, texting, emailing, and Blackberry Messaging, is a thriving medium that many cannot live without. A cellular device is not just a phone, but has become a multidimensional piece of equipment that has redefined the work ethics of many people around the globe. This organism, the Blackberry, has been a creature that users have come to consume and rely on. Respectively, the Blackberry relies on the information and food of its consumers for its own survival. Without the constant desire and dire need for this device, the Blackberry would cease to exist. The Blackberry has redefined what media means to today’s society, just as the telegraph did hundreds of years ago, as explained by James Carey in Communication as Culture. The telegraph was able to “not only alter(ed) the relation between communication and transportation, it also changed the fundamental ways in which communication was thought about” (James Carey, 204). The Blackberry has been able to turn this medium of communication into a source that is the channel of all communications. A telegraph that was once a product that could be lived without, has evolved into a similar means of exchange that is the fundamental food of today’s society. Blackberry users, often referred to as “Crackberry users”, due to their continual craving and needing of their device, have proven this redefining of media as more than just a means of communication, but rather a living being that is crucial to the sustainability of the environment. 
                The evolving mentality of the media as a living breathing organism can be further defined through considering media as the perpetual circle of communication in which information is passed. Just as organisms are born, developed, and then die off, today’s media does the same. It is this circular motion, or circle of life, that keeps these medias alive and continuously transmitting information.  The media has the ability to relay information but also is forced to be a consumer for its own survival. The daily news is a perfect example of this. Information that is passed through the news via television is reliant on the actions of society and daily events in order to exist, just as an organism needs nutrition to survive. This means of communication also has the power to influence. The events of September 11th, 2001 fully manifest this concept of thriving and influence. After these attacks on the United States, information was transmitted through both news publications and television.  The medium that is television narrowed the gap of time between the attacks and the public receiving that information. A medium is like a carnivorous organism that feeds off of society, in turn reproducing information that is then received by the public. The media coverage of September 11th proves the power of a medium to influence and create a culture of new-found patriotism in the United States. Furthermore, this example exemplifies how the media can be compared to an organism that is able to influence its receivers, while continuously evolving and thriving off of what it is fed.
                Media have come to define who we are as individuals. It is more than just a television or phone, but rather any form of influence, imagery, or conversation that exists in the society. The media, just like organisms, needs to be fed information from their receivers in order to grow, thrive, and develop. Media have never ceased to exist in our culture, but it has grown as a life form and become more of a necessity through technology over time.