Digital Media Convergence: The Metamorphosis of Advertising and the Utilization of New Media
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Source:http://excapite.wordpress.com/ |
Technology has seen some exponential changes over the last decade,
so much that the way we view it has changed too. Not only are we now using it
differently, in a sense, it is using us! Media convergence has changed the way
we as consumers absorb advertisements through revolutionary new methods which
are focused on interaction (Jenkins, 2006). With advertising, instead of traditional
methods being used, such as television and newspapers as a medium, digital
media convergence brings new life to these dated methods in order to appeal to
a rapidly changing society.
Source:Cartoonnetwork.com.au |
Traditional media was very much uni-directional in its interaction.
Producers would have the resources, technical skills and authority from which
they could produce content for their audiences. Consumers would use their
radio, television set or newspaper to receive information as well as being
exposed to advertising content. It was very much a case of “passive media
spectatorship” (Jenkins, 2006), with consumer being very limited in their
interaction with content. However, with the rise of digital media convergence,
people now have the ability to interact with the content that is relevant to
their interests. Online advertising has spawned in order to keep up with
consumer being more involved on the internet than ever before. The internet is
now an integral part of our life, as it is now relevant to almost everything
that we do, whether that is communicating with others, researching topics,
finding locations or even entertaining ourselves. Companies have had to adapt
to this change in order to get consumers to interact with advertisements that
represent their products (Dwyer, 2010).
As with traditional media, producers of advertisements would
target their prime audiences by advertising in places that would allow for
audiences to access these adverts as easily as possible. For example,
advertisements that had children as their key audience would advertise during
the time that children’s entertainment would be playing on television. However,
as the internet has become a much more involved with people in society,
producers have seamlessly integrated into the platform and have utilised it
very well in order to suit their needs (Sheehan and Morrison). Cartoon Network,
a popular channel that caters for children’s entertainment has a place for
advertisements on each of its web pages, allowing companies who create content
relevant to children to spread awareness of their product.
Likewise, social networking sites have also sold space on
their pages allowing companies to buy place to advertise their products.
Facebook, MySpace and Bebo all have places on their web pages from which
advertisers may post their products. Facebook in particular has a very
effective method that caters to the users tastes. For someone who is a male and
in his early adult years, the advertisements shown are ones that are most likely
to appeal to him. Those shown in the image were taken from the account of an
eighteen year old male. Facebook uses the “like” system in order for people to
raise awareness of the products they enjoy. This allows users to create
discussion on these products and communicate with advertisers in relation to
the product (Sheehan and Morrison). As traditional media had very clearly
distinguished between the producer and consumer in the past, digital media convergence
has allowed the two to become one in the same, hence the term, “prosumer” (Walter,
2009).
Source: Minecraft.net |
The mainstream gaming
industry has, as of late, become slightly misguided in its aims. Many games
developed by larger companies such as EA Games and Activision, seem more
focused on profits more than anything else, with games catering to a far more
casual audience. While they are making their games more accessible to a wider audience,
they have also sacrificed what make gaming entertaining, which is originality.
Today, many titles are infected with cover-based tactics, hand-holding game
play and poor-writing, which has sparked a rise of the independent game
developer. Markus ‘Notch’ Perrson developed the game ‘Minecraft’, a game in
which the player is placed on a landscape and must survive by building tools
and structures with the resources he finds. “There are no instructions, no
levels, no mission structure, no story, no lives, no points, no clear goal”,
says Tom Cheshire from the UK Wired Website. While Notch’s resources were
fairly minimal, he was able to gain awareness of his game in the early days of
its development by advertising it on social websites. 4Chan’s videogame board
and Reddit were some of the internet communities which Notch had exposed to
Minecraft and popularity of this product had spread to vast amounts. More
recognisable websites such as Facebook also advertised the game via the “like”
function, while Youtube showed audiences exactly how unique the game was. Notch
had estimated that Minecraft had made $33 million dollar (USD) with 800,000
sales of the alpha game and 1,000,000 of the game in the beta stage of development.
This is phenomenal if one considers the fact that this meant the game had not
yet even been completed. Even more incredible than this is that the game was
not advertised at all at this stage, all of the popularity it had gotten at
this point was from word of mouth (Plunkett, 2011).
The tablet is one of the best examples of digital media
convergence to date. Namely, the iPad, because of the way it has been
advertised. The first iPad commercial, which debut in 2010 presented a device
which was essentially a personal computer within the dimensions of a magazine.
The iPad was shown to be able to communicate with others, browse the web and
social networking sites, watch movies and television and read books and
newspapers. With these features in mind, Mark Potts, an independent journalist voices
his thoughts during the time leading up to the iPad’s release. He states, “Apple's
tablet has the potential to change the way we consume and pay for media—many
different types of media—as substantially as the company revolutionized the
computing business”. The iPad has lived up to its hype and is just as versatile
as mentioned, if not more with annual revisions being churned out. This is
mostly due its size to functionality ratio; being able to do so many things a
personal computer can do, while at a fraction of the size. The public received this
product so well because it caters to all the needs that the digital media
revolution has sparked, which is why the tablet is such a useful platform
(Koelewijn, 2009). Society today requires the tools the iPad provides in order
to be entertained, educated, productive, social and informed.
Digital media convergence has had an exponential impact on
the way companies, and now everyday users, compose content. Changing the
platform from analogue devices to digital ones have provided a new place to
cultivate with content, that is not restricted by the limits of analogue
content production. Convergence of the many different types of media have
allowed for new ways of creating and promoting content, one which is much more accustomed
to the vast and eventful internet, which has made a grand impact in the lives
of modern society.
Unit Readings:
- Dwyer, Tim (2010), Media Convergence, Berksire: McGraw Hill, pp.1-23.
- Jenkins, Henry (2006), Convergence Culture: Where Old and New Media Collide, New York: New York University Press, pp. 1-24
Recommenced Readings:
- Sheehan, Kim and Morrison, Deborah (2009), Beyond Convergence: Confluence Culture and the role of Advertising Agency in a Changing World, [Online] URL: http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/2239/2121 [Accessed 28th August 2012]
Additional Research:
- Cheshire, Tom, (2012), Changing the game: How Notch made Minecraft a Cult Hit, [Online] URL:http://www.wired.co.uk/magazine/archive/2012/07/features/changing-the-game?page=all [Accessed 29th August 2012]
- Koelewijn, Andrej (2009) Why tablets will be huge: Media Convergence, [Online] URL: http://www.andrejkoelewijn.com/wp/2009/12/21/why-tablets-will-be-huge-media-convergence/ [Accessed 29th August 2012]
- Plunkett, Luke (2011), Why Minecraft Is So Damn Popular, [Online] URL: http://kotaku.com/5724989/why-minecraft-is-so-damn-popular [Accessed 28th August 2012]
- Potts, Mark (2010), Apple’s Tabula Rasa, [Online] URL: http://recoveringjournalist.typepad.com/recovering_journalist/2010/01/apples-tabula-rasa.html [Accessed 29th August 2012]
- Warten, J. (2009), The Prosumer - Interactive Media Usage and Its Consequence, [Online] URL: http://jwartenb.wordpress.com/2009/01/14/the-prosumer-%E2%80%93-interactive-media-usage-and-it%E2%80%99s-consequence/ [Accessed 28th August 2012]
Digital Media:
- Official Apple iPad TV Commercial (2010), TechAustralia, [released 8th March 2010] URL: http://www.youtube.com/watch?v=R41NNPBqRCk [Accessed on 28th August 2012] Standard Youtube Licence
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