996 resultados para digital cultures


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The focus of this special issue is upon notions, and experiences of, the erosion and blurring of the boundaries constructed between work, play, the public and private as related to digital media. We seek to increase knowledge regarding the contemporary experiences and potential reshaping of the boundaries and structures of existing social organisation, and the altering of the ways in which people learn to experience life. We know that even as access to digital technologies continues to vary based on age, gender, nationality, residence, ethnicity, work, and other key aspects of society, it is clear the presence and uses of these digital technologies are increasingly important features of contemporary life...

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SYN (Student Youth Network) is a media organisation run by people between the ages of 12 and 26. In this ‘coming of age story’, Ellie Rennie follows the SYNners as they build Australia’s most unusual media empire against enormous odds. Over the course of the book, social networking becomes the most popular use of the internet and traditional media institutions are forced to acknowledge the rise of amateur content. In response, SYN rethinks its approach to the online environment, kills its print publication, deals with the introduction of digital broadcasting and teaches schoolteachers about a new kind of literacy. In just two years dozens of careers are launched, the SYN radio audience doubles and they get told off for swearing. Life of SYN takes on the big issues of the media through the story of a small media organisation. This humorous and insightful book describes a media environment in flux, where audiences and producers express their freedom in unruly and contradictory ways. Life of SYN gives structure to the new media world without curtailing its inventiveness and possibility. Life of SYN combines story with media theory, encompassing: digital literacy and media participation; the future of community media; youth media and media industries.

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As the boundaries between public and private, human and technology, digital and social, mediated and natural, online and offline become increasingly blurred in modern techno-social hybrid societies, sociology as a discipline needs to adapt and adopt new ways of accounting for these digital cultures. In this paper I use the social networking site Pinterest to demonstrate how people today are shaped by, and in turn shape, the digital tools they are assembled with. Digital sociology is emerging as a sociological subdiscipline that engages with the convergence of the digital and the social. However, there seems to be a focus on developing new methods for studying digital social life, yet a neglect of concrete explorations of its culture. I argue for the need for critical socio-cultural ‘thick description’ to account for the interrelations between humans and technologies in modern digitally mediated cultures.

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The increasing ubiquity and use of digital technologies across social and cultural life is a key challenge for educators engaged in helping students develop a range of literacies useful for school and beyond. Many young people's experience of communication and participation is now shaped by almost constant engagements with digital technologies and media, as well as with global digital cultures. This increasing access and use has given many young people the opportunity to engage deeply with global media cultures via popular music, television and film franchises, the worldwide computer games industry, or countless other subcultures that connect fans and interested others from around the world via the internet. 'Digital literacy' is often the term associated with the ability to traverse these, and other, online and offline worlds; the notion has long been synonymous with the idea that digital technologies now mediate perhaps a majority of our social interactions. These forms of engagement with the world have important implications for educators and school systems which have historically recognised only a very narrow set of legitimate literacies.

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This review chapter provides an overview of English language literacy education in the contexts of cultural and economic globalisation. Drawing case study examples of India and China, the authors outline three complementary models: the development paradigm, the hegemony paradigm and the new literacies paradigm. The analysis focuses on effects of the spread of English on vernacular languages and the non-synchronous issues raised by digital production cultures. Noting the difficulties of education systems in contending with new literacies - it argues for the reframing of transnational relations, global material conditions and new communications technologies as the objects of critical literacy education.

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Debates about user-generated content (UGC) often depend on a contrast with its normative opposite, the professionally produced content that is supported and sustained by commercial media businesses or public organisations. UGC is seen to appear within or in opposition to professional media, often as a disruptive, creative, change-making force. Our suggestion is to position UGC not in opposition to professional or "producer media", or in hybridised forms of subjective combination with it (the so-called "pro-sumer" or "pro-am" system), but in relation to different criteria, namely the formal and informal elements in media industries. In this article, we set out a framework for the comparative and historical analysis of UGC systems and their relations with other formal and informal media activity, illustrated with examples ranging from games to talkback radio. We also consider the policy implications that emerge from a historicised reading of UGC as a recurring dynamic within media industries, rather than a manifestation of consumer agency specific to digital cultures.

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As the boundaries between public and private, human and technology, digital and social, mediated and natural, online and offline become increasingly blurred in modern techno-social hybrid societies, sociology as a discipline needs to adapt and adopt new ways of accounting for these digital cultures. In this paper I use the social networking site Pinterest to demonstrate how people today are shaped by, and in turn shape, the digital tools they are assembled with. Digital sociology is emerging as a sociological subdiscipline that engages with the convergence of the digital and the social. However, there seems to be a focus on developing new methods for studying digital social life, yet a neglect of concrete explorations of its culture. I argue for the need for critical socio-cultural ‘thick description’ to account for the interrelations between humans and technologies in modern digitally mediated cultures.

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Why are some voices louder in public debates than others? And why can’t all voices be equally heard? This book draws significant new meaning to the inter-relationships of public relations and social change through a number of activist case studies, and rebuilds knowledge around alternative communicative practices that are ethical, sustainable, and effective. Demetrious offers a powerful critical description of the dominant model of public relations used in the twentieth century, showing that ‘PR’ was arrogant, unethical and politically offensive in ways that have severely weakened democratic process and its public standing and professional credibility. The book argues that change within the field of public relations is imminent and urgent—for us all. As the effects of climate change intensify, and are magnified by high carbon dioxide emitting industries, vigorous public debate is vital in the exploration of new ideas and action and if alternative futures are to be imagined. In these conditions, articulate and persistent publics will appear in the form of grassroots activists, asking contentious questions about risks and tabling them for public discussion in bold, inventive, and effective ways. Yet the entrenched power relations in and through public relations in contemporary industrialized society provide no certainty these voices will be heard. Following this path, Demetrious theorises an alternative set of social relations to those used in the twentieth century: public communication. Constructed from communicative practices of grassroots activists and synthesis of diverse theoretical positions, public communication is a principled approach that avoids the deep contradictions and flawed coherences of essentialist public relations and instead represents an important ethical reorientation in the communicative fields. Lastly, she brings original new perspectives to understand current and emergent developments in activism and public relations brought about through the proliferation of Internet and digital cultures.

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Thirty years of academic and critical scholarship on the subject of gay porn have born witness to significant changes not only in the kinds of porn produced for, and watched by, gay men, but in the modes of production and distribution of that porn, and the legal, economic and social contexts in which it has been made, sold/shared, and watched. Those thirty years have also seen a huge shift in the cultural and political position of gay men, especially in the US and UK, and other apparently ‘advanced’ democracies. Those thirty years of scholarship on the topic of gay porn have produced one striking consensus, which is that gay cultures are especially ‘pornified’: porn has arguably offered gay men not only homoerotic visibility, but a heritage culture and a radical aesthetic. However, neoliberal cultures have transformed the operation and meaning of sexuality, installing new standards of performativity and display, and new responsibilities attached to a ‘democratisation’ that offers women and men apparently expanded terms for articulating both their gender and their sexuality. Does gay porn still have the same urgency in this context? At the level of politics and cultural dissent, what’s ‘gay’ about gay porn now? This essay questions the extent to which processes of legal and social liberalization, and the emergence of networked and digital cultures, have foreclosed or expanded the apparently liberationary opportunities of gay porn. The essay attempts to map some of the political implications of the ‘pornification’ of gay culture on to ongoing debates about materiality, labour and the entrepreneurial subject by analyzing gay porn blogs.

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This article explores the potential of emerging digital cultures for Indigenous participation in policy debates in the rapidly changing Australian media landscape. From the Zapatista's ‘netwar’ to the ‘hashtag activism’ of IdleNoMore, Indigenous people have pioneered innovative uses of digital media for global connectivity and contestation. Digital and social media open up unprecedented opportunities for voice, and, in theory, participation in decision-making. But there is limited understanding about how Indigenous voices are heard at times of major policy reform, and whether increased participation in digital media necessarily leads to increased democratic participation. Leading Indigenous commentators in Australia suggest an inability of governments and other influential players to listen sits at the heart of the failure of Indigenous policy. This article presents two contemporary Australian case studies that showcase Indigenous participatory media response to government policy initiatives: first, the diverse reaction in social media to the government-sponsored campaign for constitutional reform to acknowledge Australia's First Peoples, branded as Recognise and second, the social media-driven movement #sosblakaustralia, protesting against the forced closure of remote Aboriginal communities. This article brings together theories of political participation, media change and listening to ask whether key democratic institutions, including the mainstream news media and political decision-makers, can engage with the proliferation of Indigenous voices enabled by participatory media. We argue that while the digital media environment allows diverse Indigenous voices to be represented, recent scholarship on participation and listening extends the analysis to ask which voices are heard as politics is increasingly mediatized.

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The Scratch Online Community is a space that enables young people to share their creative digital projects internationally with a level of ease that was impossible only a few years ago. Like all creative communities, Scratch is not just a space for sharing products, work, techniques and tips and tricks, but also a space for social interaction. Media literacy educators have unprecedented challenges and opportunities in digital environments like Scratch to harness the vast amount of knowledge in the community to enhance students’ learning. They also have challenges and opportunities in terms of implementing a form of digital media literacy education that is responsive to social and cultural representation. One role of digital media literacy is to help young people to challenge unfair and derogatory portrayals of people and to break down processes of social and cultural ‘othering’ so that all community members feel included and safe to express themselves. This article considers how online community spaces might draw on social interaction to enhance cross-cultural understandings and learning through dialogue and creative practice. The article uses statistics to indicate the amount of international interaction in the Scratch community. It then uses qualitative analysis of forum discussions and creative digital work to analyse the types of cross cultural interaction that occurs.

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This thesis analyses the implications for football cultures of the profound socio-economic changes that Brazil has experienced in the last decade. It explores two major impacts: the economic boom of the domestic football sector, and the large-scale adoption of new technologies in fans' activities. The study identified a new phase of football culture in Brazil, characterised by the domination of market logics and intense commercialisation. The empirical findings also showed that new technologies are changing how supporters coordinate activities that challenge the gentrification of the game.

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