Convergence Culture
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Convergence Culture
Convergence culture is a theory which recognizes changing relationships and experiences with new media. Henry Jenkins is accepted by media academics to be the father of the term with his book ''Convergence Culture: where old and new media collide''.Balbi, G. (2017). Deconstructing “Media Convergence”: A Cultural History of the Buzzword, 1980s–2010s. In S. Sparviero, C. Peil, & G. Balbi, ''Media Convergence and Deconvergence'' (pp. 31-51). Palgrave MacMillan. It explores the flow of content distributed across various intersections of media, industries and audiences, presenting a back and forth power struggle over the distribution and control of content. Convergence culture is grouped under the larger term of media convergence, however, it is not mutually exclusive to the other types of convergence such as technological or regulatory aspects. The cultural shift within convergence discourse, focuses on how media production and consumption has changed with the relevance of partic ...
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New Media
New media describes communication technologies that enable or enhance interaction between users as well as interaction between users and content. In the middle of the 1990s, the phrase "new media" became widely used as part of a sales pitch for the influx of interactive CD-ROMs for entertainment and education. The new media technologies, sometimes known as Web 2.0, include a wide range of web-related communication tools, including blogs, wikis, online social networking, virtual worlds, and other social media platforms. The phrase "new media" refers to computational media that share material online and through computers. New media inspire new ways of thinking about older media. Instead of evolving in a more complicated network of interconnected feedback loops, media does not replace one another in a clear, linear succession. What is different about new media is how they specifically refashion traditional media and how older media refashion themselves to meet the challenges of new ...
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Enter The Matrix
''Enter the Matrix'' is a 2003 action-adventure video game developed by Shiny Entertainment and published by Infogrames under the Atari brand name. It was the first game based on ''The Matrix'' film series. Its story is concurrent with that of the film ''The Matrix Reloaded'' and features over an hour of original footage, written and directed by the Wachowskis and starring the cast of the films, produced for the game. Released in May 2003, the same month as ''The Matrix Reloaded'', ''Enter the Matrix'' was simultaneously produced with ''The Matrix Reloaded'' and ''The Matrix Revolutions''. While it received mixed reviews from critics, the game sold 5 million copies as of May 2004. Gameplay ''Enter the Matrix'' gives players control of two of the supporting characters from ''Reloaded'' and ''Revolutions'', Ghost ( Anthony Wong) and Niobe (Jada Pinkett Smith), members of the same group of rebels as Morpheus, Trinity, and Neo, the protagonists of the series. Niobe is the Captai ...
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Mod (video Gaming)
Video game modding (short for "modification") is the process of alteration by players or fans of one or more aspects of a video game, such as how it looks or behaves, and is a sub-discipline of general modding. Mods may range from small changes and tweaks to complete overhauls, and can extend the replay value and interest of the game. Modding a game can also be understood as the act of seeking and installing mods to the player's game, but the act of tweaking pre-existing settings and preferences is not truly modding. Mods have arguably become an increasingly important factor in the commercial success of some games, as they add depth to the original work, and can be both fun for players playing the mods and as means of self-expression for mod developers. People can become fans of specific mods, in addition to fans of the game they are for, such as requesting features and alterations for these mods. In cases where mods are very popular, players might have to clarify that they are r ...
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Half-Life (video Game)
''Half-Life'' is a 1998 first-person shooter (FPS) game developed by Valve and published by Sierra Studios for Windows. It was Valve's debut product and the first game in the ''Half-Life'' series. Players assume the role of Gordon Freeman, a scientist who must escape the Black Mesa Research Facility after it is invaded by aliens. The gameplay consists of combat, exploration, and puzzle-solving. Unlike other games of the time, the player has almost uninterrupted control of the player character, and the story is told mostly in scripted sequences rather than cutscenes. Valve co-founder Gabe Newell said that the team was disappointed with the lack of innovation in the FPS genre, and aimed to create an immersive world rather than a "shooting gallery". Valve developed using GoldSrc, a heavily modified version of the ''Quake'' engine, licensed from id Software. The science fiction novelist Marc Laidlaw was hired to shape the story and assist with design. ''Half-Life'' received accl ...
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Half-Life Counter-Strike
Half-life (symbol ) is the time required for a quantity (of substance) to reduce to half of its initial value. The term is commonly used in nuclear physics to describe how quickly unstable atoms undergo radioactive decay or how long stable atoms survive. The term is also used more generally to characterize any type of exponential (or, rarely, non-exponential) decay. For example, the medical sciences refer to the biological half-life of drugs and other chemicals in the human body. The converse of half-life (in exponential growth) is doubling time. The original term, ''half-life period'', dating to Ernest Rutherford's discovery of the principle in 1907, was shortened to ''half-life'' in the early 1950s. Rutherford applied the principle of a radioactive element's half-life in studies of age determination of rocks by measuring the decay period of radium to lead-206. Half-life is constant over the lifetime of an exponentially decaying quantity, and it is a characteristic unit for ...
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Citizen Journalism
Citizen journalism, also known as collaborative media, participatory journalism, democratic journalism, guerrilla journalism or street journalism, is based upon public citizens "playing an active role in the process of collecting, reporting, analyzing, and disseminating news and information."Bowman, S. and Willis, C.We Media: How Audiences are Shaping the Future of News and Information. 2003, ''The Media Center at the American Press Institute''. Similarly, Courtney C. Radsch defines citizen journalism "as an alternative and activist form of news gathering and reporting that functions outside mainstream media institutions, often as a response to shortcomings in the professional journalistic field, that uses similar journalistic practices but is driven by different objectives and ideals and relies on alternative sources of legitimacy than traditional or mainstream journalism". Jay Rosen offers a simpler definition: "When the people formerly known as the audience employ the press t ...
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Prosumer
A prosumer is an individual who both consumes and produces. The term is a portmanteau of the words '' producer'' and ''consumer''. Research has identified six types of prosumers: DIY prosumers, self-service prosumers, customizing prosumers, collaborative prosumers, monetised prosumers, and economic prosumers. The terms ''prosumer'' and ''prosumption'' were coined in 1980 by American futurist Alvin Toffler, and were widely used by many technology writers of the time. Technological breakthrough and a rise in user participation blurs the line between production and consumption activities, with the consumer becoming a prosumer. Definitions and contexts Prosumers have been defined as "individuals who consume and produce value, either for self-consumption or consumption by others, and can receive implicit or explicit incentives from organizations involved in the exchange." The term has since come to refer to a person using commons-based peer production. In the digital and online wo ...
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Produsage
Produsage is a portmanteau of the words ''production'' and ''usage'', coined by Australian media scholar Axel Bruns and popularized in his book '' Blogs, Wikipedia, Second Life and Beyond: From Production to Produsage''. Produsage is the type of user-led content creation that takes place in a variety of online environments, open source software, and the blogosphere. The concept blurs the boundaries between passive consumption and active production. The distinction between producers and consumers or users of content has faded, as users play the role of producers whether they are aware of this role or not. The hybrid term ''produser'' refers to an individual who is engaged in the activity of produsage. This concept is similar and related to commons-based peer production, a term coined by Yochai Benkler. Characteristics According to Bruns, produsage has four defining features: 1) Open participation and communal evaluation; 2) Fluid heterarchy through ad hoc meritocracies; 3) Palim ...
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Niobe (The Matrix)
Niobe is a fictional character in ''The Matrix'' franchise. She is portrayed by Jada Pinkett Smith. She serves as a supporting character in the three sequels of the original film, ''The Matrix Reloaded'', ''The Matrix Revolutions'' and ''The Matrix Resurrections'', and one of the protagonists of the video game ''Enter the Matrix''. Niobe also appears in the MMORPG ''The Matrix Online''. In the game, however, Niobe's character voicing is portrayed by Gina Torres, who portrayed the minor Zion character Cas in ''The Matrix Reloaded'' and ''The Matrix Revolutions''. Background Niobe is a human from Zion, being one of the rebels participating in the war against the Machines and the Matrix. She is the captain and pilot of a Zion hovercraft, the ''Logos'', the smallest (and therefore most maneuverable) ship in the human fleet with a crew of only three: herself, weapons expert and First Mate Ghost, and Operator Sparks. Within the virtual world of the Matrix, Niobe is one of Zion' ...
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Morpheus (The Matrix)
Morpheus () is a fictional character in ''The Matrix'' franchise. He is portrayed by Laurence Fishburne in the first three films, and in the video game '' The Matrix: Path of Neo'', where he was the only original actor to reprise his character's voice. In ''The Matrix Resurrections'', an AI program based on him is portrayed by Yahya Abdul-Mateen II. Concept and creation Lana and Lilly Wachowski, the creators of ''The Matrix'' franchise, instructed Fishburne to base his performance on Morpheus, a character in Neil Gaiman's comic book series ''The Sandman''. At the studio's request, Gaiman later wrote "Goliath", a promotional short story set in the film's universe. The name Morpheus is that of the god of dreams in Greek mythology, which is consistent with the character's involvement with the "dreaming" of the Matrix. The mythical Morpheus and his family, including two brothers (Phobetor and Phantasos), lived in a dream world protected by the Gates of Morpheus with two monsters ...
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The Matrix Revolutions
''The Matrix Revolutions'' is a 2003 American science fiction action film written and directed by the Wachowskis. It is the third installment in ''The Matrix'' film series, released six months following ''The Matrix Reloaded''. The film stars Keanu Reeves, Laurence Fishburne, Carrie-Anne Moss, Hugo Weaving and Jada Pinkett Smith. The film was released simultaneously in 108 territories on November 5, 2003, by Warner Bros. Pictures. While being the final entry in the original trilogy of the series, the ''Matrix'' storyline was continued in ''The Matrix Online'' video game. It was the first live-action feature film to be released in both regular and IMAX theaters at the same time. Despite receiving mixed reviews from critics, the film grossed $427.3 million worldwide. A fourth film, titled ''The Matrix Resurrections'', began production in February 2020, and was released on December 22, 2021. Plot Picking up immediately where ''Reloaded'' ended, Neo and Bane still lie unconsci ...
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Henry Jenkins
Henry Jenkins III (born June 4, 1958) is an American media scholar and Provost Professor of Communication, Journalism, and Cinematic Arts, a joint professorship at the University of Southern California (USC) Annenberg School for Communication and Journalism and the USC School of Cinematic Arts. He also has a joint faculty appointment with the USC Rossier School of Education. Previously, Jenkins was the Peter de Florez Professor of Humanities as well as co-founder and co-director (with William Uricchio) of the Comparative Media Studies program at the Massachusetts Institute of Technology (MIT). He has also served on the technical advisory board at ZeniMax Media, parent company of video game publisher Bethesda Softworks. In 2013, he was appointed to the board that selects the prestigious Peabody Award winners. Jenkins has authored and co-authored over a dozen books including ''By Any Media Necessary: The New Youth Activism'' (2016), ''Spreadable Media: Creating Value and Meaning ...
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