CCT300+Labs

//Lab 2 Response- CCT300 - Pokemon//


 * Video Games**

Video games can definitely be considered another form of mass media. It captures a different audience that affects them both mentally and emotionally. Although it has been argued that these impacts can have negative implications, there is no denying the strong attraction and pull video games have on their victims. The increasingly amount of technology surrounding people also allows youth to better learn and adapt to this new form of media.

Video games make a different medium from conventional movies or music because of their interactive nature. Those playing video games must continually be apart of the gaming experience, which creates a stronger user/computer relationship. Movies and music on the other hand create a more passive experience. The audience simply takes in the information rather than be apart of it.

Video games are catching on because of its massive appeal and wide audience capture. People are increasingly becoming more comfortable with technology and video games and are also creating different games for different people. There are no longer only action games. There are now games targeted towards adults who can test their brain skills as well as improve upon it. Video games are a powerful influential tool that continues to expand and capture different audiences.

//Lab 3 Response//


 * Genres**

New genres are created to appeal to the mass audience. For example slang creates new attitudes and ideals. As technology advances, new capabilities are created and there are new subjects and enthusiasts. Genres are usually thought as sub interests to individuals. The definition of genre is thought to be controversial because it is hard to say what exactly makes something a genre. If there not enough interest in the subject then it is argued if it even is a genre. Digital genres are somewhat still new and constantly changing and developing. Genres usually take time to be recognized and accounted for so it is not surprising when it is difficult to categorize digital genres. A certain genre may be more accepted in one part of the world however not even heard of in another part.

//Lab 4 Response//


 * McLuhan and Comics**

I agree with McLuhan when he states that comics are an extension of photographic media. Although media is thought to be an passageway between the audience and those trying to send a message, there are different forms of trying to send that particular message. McLuhan is adamant about claiming the “medium is the message” and this is particular true. The way a message is sent can deeply transform the message in itself.

Comics are great graphic novels that allow the reader to be apart of the story and to make judgments for her or himself. Comics are not considered to be as passive as television claims McLuhan as the story is shaped by the creativity of the readers mind. Media is also a function of comics since media is designed to appeal to a certain group of people. There are recognizable characters that are used over again and those characters hold importance to certain individuals and are quite persuasive. Therefore that is why I agree that comics are an extension of photographic media.

Lab 5 Response


 * Second Life and Advertising**

Second life is a gateway to virtual reality where people can feel that they can explore their ideas and desires through a safe atmosphere with little boundaries such as physics. There has been a greater demand and popularity for virtual realties and Second Life provides just that. Because of the great impact virtual realties have on the player’s minds, advertisements see a great opportunity of exploiting gamers. Conventional means of mass media advertising could include placing the actual advertisement in the products and subconsciously influence gamers. Second life has immense influential power thus competitors have the potential to respond and play with certain advertisements whether that be playing with popular Lego toys and receiving free Nissan cars, the possibilities are endless. Simply exposing the power to high profile gamers or creating a greater value or rarity for the advertisement creates an even greater advertising power, not to mention the capabilities that virtual worlds can create by exposing sex, love and money as an appeal.


 * // Source: //****// Another Perfect World - 30 minutes Preview //**

//Lab 6//


 * Culture Jamming**

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//Lab 10//

//Build a social networking site. Using some advice on these slides incorporate some functions to your SNS and explain how these features contribute to your visibility online.

http://natalia.socialgo.com/ -// Website that I created

I made the site link to my twitter and facebook page. I also made blogs to keep readers updated. I also created an event to make sure people were aware of things that I am planning to attend to.

//Lab 11

**Twine.com** //

You can find my profile here: http://www.twine.com/user/nataliawawrzyniak

Web 3.0 works by understanding and learning from the user as the user uses the web more and more. Web 3.0 will be thought as a personal assistant according to “Howstuffworks.com”. Twine works by understanding your interest and giving suggestions to further your interests. Not only does Twine allow one to share information with one other, once Twine gets to you the user, it recommends members with similar interests. Twine uses the “user’s email, sites visited, feeds--and will automatically generate the tags to "semantify" the data” (Snell). Twine.com also gives related twines, tags, people, places, and organizations according to your profile. Twine also uses, “ open semantic standards RDF, OWL, and SPARQL (Snell). [] []