Future of Gaming, Popular Culture & Politics!
Where do we go from here???
The monitoring of government data will become stronger in years to come. Big brother will continue to oversee the volume of political messages sent via handheld devices like computers, with video and popular culture entertainment exploitations as well. Because there are many platforms in which people can deliver content, the future will be a participatory culture where people want a representation to get their point of views out. Video games are vital for the social developement of adults and children because of the non-traditional way of learning with certain tools, applications and devices. Games allow the public to escape into a virtual world where they are in control, The gaming industry is growing and will be a viable source for information in years to come.
In Henry Jenkin's book Convergence Culture, he argues that "we are entertaining an era of prolonged transition and transformation in the way media operates"(Jenkins 24). The television and computers that places things in a certain organized way will be a thing of the past and we will have to take a closer look at the relationship between consumers and the media. "Struggles and compromise will define the public culture of the future"(Jenkins 24).
If you discuss the future of media, then George Rodman's book, Mass Media, suggest that "mobile devices as primary connections tools to the internet, more transparency for people and organizations, voice recognition and touch user interfaces with the internet will be socially accepted"(Rodman 289).
This suggest that the protection of property law and copyrights will always be in a fight to stop people from soliciting and obtaining content without the responsibility of even paying for it. Activities done on personal time will also be part of professional time that will effect the social relationship overall. "The next genrations will be one of rebuilding technology of the internet of scratch'(Rodman 24).
The business of the Media thinks about what their audience feels is important enough and how it can pertains their problems and solutions. The interaction and social data technology used helps with branding and marketing. The success of the companies depend on the storytelling to convey just the right messages so the Media knows what the products do so they can target their consumers.
In Jenkin's book, Convergence Culture he says that "storytelling is the unfolding of transmedia across multiple media platforms making a distinctive and valuable contribution as a whole with each new text'(Jenkins 97). Technology is the media connecting with the narratives so large, it cannot be held to a one medium. "Technology allows storytelling to live through film, television, books, games and amusement parks"(Jenkins 98). "The revolution of digital influences and helps to shape the political discourse and process for citizens"(Jenkins 219).
Franchises achieve success in storytelling because they possess the power to deliver content across many media platforms such as: phones, computers, television shows, comic books and movies. Examples are Disney characters and blockbuster films. They can also market products and novelties like dolls, mugs, lunc boxes and school supplies.
The Youtube phenomenon was great advancement for technology according to Rodman's book, Masss Media because of user generatoed content "millions of people have the ability to create and share film, television and commercials"(Rodman 275).
Engaging in popular culture is crucial for citizens today, because future generations dictate what happens in the politics. The objective for the future is to oontinue the conversation of educating adults and children about the importance of safe navigation of the internet in a digital world. It is also important to hold the systems and institutions to a higher standards because the way business and our personal lives used to be will change forever.
Jenkins, Henry, Convergence Culture;Where Old and New Media Collide.New York:New York
University Press 2009 Print.
Rodman, George, Mass Media, 2006. Print