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Andrew Burn Daniel Radcliffe

Centre for the study of Children Youth and Media

The Challenge of New Media

James Buckingham

Andrew Media Literacy in Schools (text)

1. Don’t forget ‘old’ media: graphic novels, comics etc Video? Fast approaching ‘old’ media
status

2. TV in the Net Age


Media culture of children and young people
Access v Choice
Glocalisation eg. migrant children: global and local; overrides censorship etc
Historical depth: media archaeology
Interactivity – fact or fantasy : some contradictory evidence

3. In-camera editing ‘Stage Accident’

4.Games
The 3Cs Model:
Cultural
What odes this mean?
Eg. Gaming Culture play, role play, competition, collaboration, risk taking,
group membership, taste communities, transmedia
engagement
Makes adults, controllers uncomfortable cos of dark
fantasies etc

Critical 1: Institutions
Game: ‘trained to kill…’
What did they think Games Studios were like: actors dressed up in role play?
PIG Games – Parkside Community College: Jimmy deMOra and the Dying World
- eco-worthy

Critical 2: Audiences
(Manga / anime)
Play
Taste
Genre
Fandom
Production (edit levels, script, etc – Intellectual property issues?)
Social Work

Critical 3: Texts
Representational (avatar gender?) Sexuality / Asexuality
Narrative: return of Propp? Not much different/new
Ludic (rules and economies)
Rules: War – must not shoot your ally
Tennis – the ball must not leave the court
Reason for rules: no boundaries or limits to challenge- no reason to
compete – almost the same as
Economies: Like ‘chance’ – like rewards/treasure – they help you along
your journey of the game

Creative: Jimmie deMora


Immediate expressive needs and interests;
Future trajectories and careers
Designing narratives and play

Other software: 3d Game-maker


Board games
Designing characters
Creating proposals for game-makers

The Difference of Digital?


Old / New the ideas are not different
Affordability: Manovich – story of where media comes from
User-control and access
NOT ICT
New/Old Narratives? No real change

Eamil 68%
9/10 Euros use search engines
More on computers than Game consoles 64/52%
Techno geeks leading the way for the rest of us?

MOSTLY ABOUT COMMUNICATION< NOT ABOUT REPRESENTATION

Durability?
Chat rooms? Or Games?

Mass media vs popular culture?

Alter-ego?

Anonymity

FINAL THOUGHTS

Digital natives?

Digital cultures

Rethinking the authority of the teacher: cultural practitioner, researcher, creator, taster,
theorist…