New media studies

New media studies is an academic discipline that explores the intersections of computing, science, the humanities, and the visual and performing arts. Janet Murray, a prominent researcher in the discipline, describes this intersection as "a single new medium of representation, the digital medium, formed by the braided interplay of technical invention and cultural expression at the end of the 20th century".[1] The main factor in defining new media is the role the Internet plays; new media is effortlessly spread instantly. The category of new media is occupied by devices connected to the Internet, an example being a smartphone or tablet. Television and cinemas are commonly thought of as new media but are ruled out since the invention was before the time of the internet.

New media studies examines ideas and insights on media from communication theorists, programmers, educators, and technologists. Among others, the work of Marshall McLuhan is viewed as one of the cornerstones of the study of media theory. McLuhan’s slogan, "the medium is the message" (elaborated in his 1964 book, Understanding Media: The Extensions of Man),[2] calls attention to the intrinsic effect of communications media.

A program in new media studies may incorporate lessons, classes, and topics within communication, journalism, computer science, programming, graphic design, web design, human-computer interaction, media theory, linguistics, information science, and other related fields.

New media studies is the academic discipline which examines how our relationship with media has changed with the onset of global connectivity and the popularity of digital and user-generated content.[3] New media studies seeks to connect computer sciences[4] and innovations in new media with social sciences and the philosophy of technology.[5]

  1. ^ The NewMediaReader. Wardrip-Fruin, Noah., Montfort, Nick. Cambridge, Mass.: MIT Press. 2003. ISBN 0262232278. OCLC 50096832.{{cite book}}: CS1 maint: others (link)
  2. ^ Originally published in 1964 by Mentor, New York; reissued 1994, MIT Press, Cambridge, Massachusetts with an introduction by Lewis Lapham
  3. ^ Manovich, Lev. "The Practice of Everyday (Media) Life" (PDF). Chicago Journals. The University of Chicago Press. doi:10.1086/596645. JSTOR 10.1086/596645. S2CID 143984473.
  4. ^ Manovich, Lev. "Culture Software" (PDF). manovich.net. Archived from the original (PDF) on 4 March 2016. Retrieved 9 October 2015.
  5. ^ Murray, Janet H. "Toward a Cultural Theory of Gaming" (PDF). Georgia Tech. Lawrence Erlbaum Associates, Inc. Archived from the original (PDF) on 5 March 2016. Retrieved 9 October 2015.