How Television Invented New Media

How Television Invented New Media
Author: Sheila C. Murphy
Publisher: Rutgers University Press
Total Pages: 203
Release: 2011-03-17
Genre: Performing Arts
ISBN: 0813550947

Now if I just remembered where I put that original TV play device--the universal remote control . . . Television is a global industry, a medium of representation, an architectural component of space, and a nearly universal frame of reference for viewers. Yet it is also an abstraction and an often misunderstood science whose critical influence on the development, history, and diffusion of new media has been both minimized and overlooked. How Television Invented New Media adjusts the picture of television culturally while providing a corrective history of new media studies itself. Personal computers, video game systems, even iPods and the Internet built upon and borrowed from television to become viable forms. The earliest personal computers, disguised as video games using TV sets as monitors, provided a case study for television's key role in the emergence of digital interactive devices. Sheila C. Murphy analyzes how specific technologies emerge and how representations, from South Park to Dr. Horrible's Sing-Along-Blog, mine the history of television just as they converge with new methods of the making and circulation of images. Past and failed attempts to link television to computers and the Web also indicate how services like Hulu or Netflix On-Demand can give rise to a new era for entertainment and program viewing online. In these concrete ways, television's role in new and emerging media is solidified and finally recognized.

That's the Way It Is

That's the Way It Is
Author: Charles L. Ponce de Leon
Publisher: University of Chicago Press
Total Pages: 331
Release: 2016-09-09
Genre: History
ISBN: 022642152X

Ever since Newton Minow taught us sophisticates to bemoan the descent of television into a vast wasteland, the dyspeptic chorus of jeremiahs who insist that television news in particular has gone from gold to dross gets noisier and noisier. Charles Ponce de Leon says here, in effect, that this is misleading, if not simply fatuous. He argues in this well-paced, lively, readable book that TV news has changed in response to broader changes in the TV industry and American culture. It is pointless to bewail its decline. "That s the Way It Is "gives us the very first history of American television news, spanning more than six decades, from Camel News Caravan to Countdown with Keith Oberman and The Daily Show. Starting in the latter 1940s, television news featured a succession of broadcasters who became household names, even presences: Eric Sevareid, Walter Cronkite, David Brinkley, Peter Jennings, Brian Williams, Katie Couric, and, with cable expansion, people like Glenn Beck, Jon Stewart, and Bill O Reilly. But behind the scenes, the parallel story is just as interesting, involving executives, producers, and journalists who were responsible for the field s most important innovations. Included with mainstream network news programs is an engaging treatment of news magazines like "60 Minutes" and "20/20, " as well as morning news shows like "Today" and "Good Morning America." Ponce de Leon gives ample attention to the establishment of cable networks (CNN, and the later competitors, Fox News and MSNBC), mixing in colorful anecdotes about the likes of Roger Ailes and Roone Arledge. Frothy features and other kinds of entertainment have been part and parcel of TV news from the start; viewer preferences have always played a role in the evolution of programming, although the disintegration of a national culture since the 1970s means that most of us no longer follow the news as a civic obligation. Throughout, Ponce de Leon places his history in a broader cultural context, emphasizing tensions between the public service mission of TV news and the quest for profitability and broad appeal."

Writing on the Wall

Writing on the Wall
Author: Tom Standage
Publisher: Bloomsbury Publishing USA
Total Pages: 289
Release: 2014-09-16
Genre: History
ISBN: 1620402858

Chronicles social media over two millennia, from papyrus letters that Cicero used to exchange news across the Empire to today, reminding us how modern behavior echoes that of prior centuries and encouraging debate and discussion about how we'll communicate in the future.

The Origins of Television News in America

The Origins of Television News in America
Author: Mike Conway
Publisher: Peter Lang
Total Pages: 414
Release: 2009
Genre: Biography & Autobiography
ISBN: 9781433106026

This is the first in-depth look at the development of the television newscast, the most popular source of news for over forty-five years.During the 1940s, most journalists ignored or dismissed television, leaving the challenge to a small group of people working above New York City's Grand Central Terminal. Without the pressures of ratings, sponsors, company oversight, or many viewers, the group refused to recreate newspapers, radio, or newsreels on the new medium. They experimented, argued, tested, and eventually settled on a format to exploit television's strengths. This book documents that process, challenging common myths - including the importance of a popular anchor, and television's inability to communicate non-visual stories - and crediting those whose work was critical in the formation of television as a news format, and illustrating the pressures and professional roadblocks facing those who dare question journalistic traditions of any era. -- Publisher.

Netflix and the Re-invention of Television

Netflix and the Re-invention of Television
Author: Mareike Jenner
Publisher: Springer
Total Pages: 295
Release: 2018-07-24
Genre: Performing Arts
ISBN: 3319943162

This book deals with the various ways Netflix reconceptualises television as part of the process of TV IV. As television continues to undergo a myriad of significant changes, Netflix has proven itself to be the dominant force in this development, simultaneously driving a number of these changes and challenging television’s existing institutional structures. This comprehensive study explores the pre-history of Netflix, the role of binge-watching in its organisation and marketing, and Netflix’s position as a transnational broadcaster. It also examines different concepts of control and the role these play in the history of ancillary technologies, from the remote control to binge-watching as Netflix’s iteration of giving control to the viewers. By focusing on Netflix’s relationship with the linear television schedule, its negotiations of quality and marketing, as well as the way Netflix integrates into national media systems, Netflix and the Re-invention of Television illuminates the importance of Netflix’s role within the processes of TV IV.

Handbook of Research on the Impact of Culture and Society on the Entertainment Industry

Handbook of Research on the Impact of Culture and Society on the Entertainment Industry
Author: Ozturk, R. Gulay
Publisher: IGI Global
Total Pages: 699
Release: 2014-06-30
Genre: Social Science
ISBN: 1466661917

"This reference provides a review of the academic and popular literature on the relationship between communications and media studies, cinema, advertising, public relations, religion, food tourism, art, sports, technology, culture, marketing, and entertainment practices"--Provided by publisher.

The New Media Reader

The New Media Reader
Author: Noah Wardrip-Fruin
Publisher: MIT Press
Total Pages: 872
Release: 2003-02-14
Genre: Social Science
ISBN: 9780262232272

A sourcebook of historical written texts, video documentation, and working programs that form the foundation of new media. This reader collects the texts, videos, and computer programs—many of them now almost impossible to find—that chronicle the history and form the foundation of the still-emerging field of new media. General introductions by Janet Murray and Lev Manovich, along with short introductions to each of the texts, place the works in their historical context and explain their significance. The texts were originally published between World War II—when digital computing, cybernetic feedback, and early notions of hypertext and the Internet first appeared—and the emergence of the World Wide Web—when they entered the mainstream of public life. The texts are by computer scientists, artists, architects, literary writers, interface designers, cultural critics, and individuals working across disciplines. The contributors include (chronologically) Jorge Luis Borges, Vannevar Bush, Alan Turing, Ivan Sutherland, William S. Burroughs, Ted Nelson, Italo Calvino, Marshall McLuhan, Jean Baudrillard, Nicholas Negroponte, Alan Kay, Bill Viola, Sherry Turkle, Richard Stallman, Brenda Laurel, Langdon Winner, Robert Coover, and Tim Berners-Lee. The CD accompanying the book contains examples of early games, digital art, independent literary efforts, software created at universities, and home-computer commercial software. Also on the CD is digitized video, documenting new media programs and artwork for which no operational version exists. One example is a video record of Douglas Engelbart's first presentation of the mouse, word processor, hyperlink, computer-supported cooperative work, video conferencing, and the dividing up of the screen we now call non-overlapping windows; another is documentation of Lynn Hershman's Lorna, the first interactive video art installation.

Atari Age

Atari Age
Author: Michael Z. Newman
Publisher: MIT Press
Total Pages: 265
Release: 2018-10-30
Genre: Games & Activities
ISBN: 0262536110

The cultural contradictions of early video games: a medium for family fun (but mainly for middle-class boys), an improvement over pinball and television (but possibly harmful). Beginning with the release of the Magnavox Odyssey and Pong in 1972, video games, whether played in arcades and taverns or in family rec rooms, became part of popular culture, like television. In fact, video games were sometimes seen as an improvement on television because they spurred participation rather than passivity. These “space-age pinball machines” gave coin-operated games a high-tech and more respectable profile. In Atari Age, Michael Newman charts the emergence of video games in America from ball-and-paddle games to hits like Space Invaders and Pac-Man, describing their relationship to other amusements and technologies and showing how they came to be identified with the middle class, youth, and masculinity. Newman shows that the “new media” of video games were understood in varied, even contradictory ways. They were family fun (but mainly for boys), better than television (but possibly harmful), and educational (but a waste of computer time). Drawing on a range of sources—including the games and their packaging; coverage in the popular, trade, and fan press; social science research of the time; advertising and store catalogs; and representations in movies and television—Newman describes the series of cultural contradictions through which the identity of the emerging medium worked itself out. Would video games embody middle-class respectability or suffer from the arcade's unsavory reputation? Would they foster family togetherness or allow boys to escape from domesticity? Would they make the new home computer a tool for education or just a glorified toy? Then, as now, many worried about the impact of video games on players, while others celebrated video games for familiarizing kids with technology essential for the information age.

Advertising and Branding: Concepts, Methodologies, Tools, and Applications

Advertising and Branding: Concepts, Methodologies, Tools, and Applications
Author: Management Association, Information Resources
Publisher: IGI Global
Total Pages: 1838
Release: 2017-01-06
Genre: Business & Economics
ISBN: 1522517944

Effective marketing techniques are a driving force behind the success or failure of a particular product or service. When utilized correctly, such methods increase competitive advantage and customer engagement. Advertising and Branding: Concepts, Methodologies, Tools, and Applications is a comprehensive reference source for the latest scholarly material on emerging technologies, techniques, strategies, and theories for the development of advertising and branding campaigns in the modern marketplace. Featuring extensive coverage across a range of topics, such as customer retention, brand identity, and global advertising, this innovative publication is ideally designed for professionals, researchers, academics, students, managers, and practitioners actively involved in the marketing industry.