Are those who want to make DIY news online, best thought of as part of an alternative culture (that also exists offline) or is it more diverse than that? Think of examples beyond Indymedia.
I think that DIY news is an interesting concept, in that it is left for what would previously be considered the reader to now create the news, or fill the void on their own terms. I think this links back to the concept of the ‘produser’ as the notion of “news” is now what one wants to make it, rather than what happens to be shown on the 10 o’clock news. In this way, news can be tailored to suit the individual’s needs to a greater extent in that I can exclusively read about “news” which I would consider to be most relevant to me and my personal tastes and interests.
For example, if I had more interest in news exclusively about technology, I am able to filter this news out of all of the events which have recently occurred. An example of this for me would be that as I have an interest in graphic design, I can keep up to date with trends and techniques in this field by using the website http://psd.tutsplus.com/ I agree that in this way myself and other members of my generation are able to create our own media networks in order to fulfill the needs of our DIY news.
I think this again links back to the idea that via the Internet we are able to reduce the “only gay in the village” syndrome, as for me certainly, as I know very few people with an interest in this field IRL, I am able to view this web-site and see others who are equally as interested in it, leading to less of a feeling of being isolated in my liking for this topic. In this way I believe that creating DIY news online is part of an alternative culture, as it is more niche than the tastes of the mass culture, and the ideologies that go along with it are more fitting to your own beliefs.
Showing posts with label Graham Meikle. Show all posts
Showing posts with label Graham Meikle. Show all posts
Friday, 20 February 2009
Friday, 30 January 2009
Interactivity in Online Gaming 2.2
An example of a web-site which invites the user to have an interactive role are gaming web-sites, for example playing poker online. One which I believe would be an interesting example of interactivity is http://www.pkr.com This I believe is interesting because it goes that little bit further in replicating real life, as their mission statement makes clear:
The interactivity of the game is prioritised, in their eyes setting them above the rest of the industry; it is possible to represent yourself in a large number of different ways, for example by selecting different emotions to convey and facial expressions. Moreover, real life is replicated through the 3D game play and ways of interacting with other players. However, I would argue that although it visually replicates real life to a high degree in comparison to its competitors, the interactivity is more limited than you would first assume from their mission statement.
I would argue that instead it is a form of “Consultational Interactivity”, as suggested by Graham Meikle, which is interactivity where the user is able to select and chose different interactions, however, there are a limited number of fixed choices. This could be seen as a form of ‘interpassitivity’, as really there is just a slightly wider choice of options, creating the illusion of being able to interact fully, rather than being able to create.
“PKR is more than just a pretty face. We use our advanced gaming technology to serve the game of poker and enhance our user’s experience in ways no other poker room can. PKR’s unique ‘Emote control’ technology, combined with a number of other one-of-a-kind game features mean players on PKR can interact and engage with the game and each other in way that’s personal, involving and highly entertaining. PKR is bringing the personality into online poker.” PKR website
The interactivity of the game is prioritised, in their eyes setting them above the rest of the industry; it is possible to represent yourself in a large number of different ways, for example by selecting different emotions to convey and facial expressions. Moreover, real life is replicated through the 3D game play and ways of interacting with other players. However, I would argue that although it visually replicates real life to a high degree in comparison to its competitors, the interactivity is more limited than you would first assume from their mission statement.
I would argue that instead it is a form of “Consultational Interactivity”, as suggested by Graham Meikle, which is interactivity where the user is able to select and chose different interactions, however, there are a limited number of fixed choices. This could be seen as a form of ‘interpassitivity’, as really there is just a slightly wider choice of options, creating the illusion of being able to interact fully, rather than being able to create.
Labels:
Graham Meikle,
interactivity,
interpassitivity,
Online gaming
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