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The term ''medium'' (the singular form of ''media'') is defined as "one of the means or channels of general communication, information, or entertainment in society, as newspapers, radio, or television."<ref name="dict_thed">{{Cite web|url=http://dictionary.reference.com/browse/medium|title=medium|work=Dictionary.com|access-date=2015-08-10|archive-date=2016-03-05|archive-url=https://web.archive.org/web/20160305135748/http://dictionary.reference.com/browse/medium|url-status=live}}</ref> | The term ''medium'' (the singular form of ''media'') is defined as "one of the means or channels of general communication, information, or entertainment in society, as newspapers, radio, or television."<ref name="dict_thed">{{Cite web|url=http://dictionary.reference.com/browse/medium|title=medium|work=Dictionary.com|access-date=2015-08-10|archive-date=2016-03-05|archive-url=https://web.archive.org/web/20160305135748/http://dictionary.reference.com/browse/medium|url-status=live}}</ref> | ||
==Electronic media== | |||
{{Main|Electronic media}} | |||
{{Further|Digital media|Information Age|Social media}} | |||
Developments in ] has provided media the ability to conduct long-distance communication via analog and digital media: | |||
* ] telecommunications include some ] systems, historical ] systems, and historical ] broadcasts. | |||
* ] allow for ], ], ]s, ], ] and ]. | |||
Modern communication media includes long-distance exchanges between larger numbers of people (] communication via ], ]s, and ]s). Traditional broadcast media and mass media favor ] communication (television, ], radio, ], ]s, and ]).<ref>{{cite web |url=https://marketbusinessnews.com/telecommunications-definition-meaning/ |title=What is telecommunications? Definition and meaning |work=Market Business News |access-date=7 March 2023 |archive-date=23 February 2023 |archive-url=https://web.archive.org/web/20230223153335/https://marketbusinessnews.com/telecommunications-definition-meaning/ |url-status=live }}</ref><ref>{{cite web |url=https://www.imre.uk/2018/01/pr-1-many-inbound-many-many-many-1/ |title=1 to Many, Many to Many and Many to 1 – for PR and Inbound |date=11 January 2018 |publisher=Imre |access-date=7 March 2023 |archive-date=23 February 2023 |archive-url=https://web.archive.org/web/20230223153340/https://www.imre.uk/2018/01/pr-1-many-inbound-many-many-many-1/ |url-status=live }}</ref> | |||
=== Social Media === | |||
Electronic Media, specifically social media has become one of the top forms of media that people use in the twenty-first century. The percent of people that use social media and social networking outlets went from 5% in 2005 to 79% in 2019. ], ], ], ], and ] are all the media platforms. The average time that an individual spends on social media is 2.5 hours a day. With the exponential increase of social media it has also caused a change in which people communicate with others as well as receive information. About 53% use social media to read/watch the news.<ref>{{Cite journal |last1=Ortiz-Ospina |first1=Esteban |last2=Roser |first2=Max |date=2023-03-20 |title=The rise of social media |url=https://ourworldindata.org/rise-of-social-media |journal=Our World in Data |access-date=2023-04-21 |archive-date=2023-04-09 |archive-url=https://web.archive.org/web/20230409222337/https://ourworldindata.org/rise-of-social-media |url-status=live }}</ref> Many people use the information specifically from social media influencers to understand more about a topic, business, or organization.<ref>{{Cite journal |last=Enke |first=Nadja |last2=Borchers |first2=Nils S. |date=2019-08-08 |title=Social Media Influencers in Strategic Communication: A Conceptual Framework for Strategic Social Media Influencer Communication |url=https://www.tandfonline.com/doi/full/10.1080/1553118X.2019.1620234 |journal=International Journal of Strategic Communication |language=en |volume=13 |issue=4 |pages=261–277 |doi=10.1080/1553118X.2019.1620234 |issn=1553-118X}}</ref> Social media has now been made part of everyday news production for journalists around the world.<ref>{{Cite journal |last=Moon |first=Young Eun |last2=Lewis |first2=Seth C. |date=2024-02-06 |title=Social Media as Commodifier or Homogenizer? Journalists’ Social Media Use in Individualistic and Collectivist Cultures and Its Implications for Epistemologies of News Production |url=https://www.tandfonline.com/doi/full/10.1080/21670811.2024.2303988 |journal=Digital Journalism |language=en |pages=1–20 |doi=10.1080/21670811.2024.2303988 |issn=2167-0811}}</ref> | |||
=== Gaming === | |||
{{Further|Video game|Online game}} | |||
==== Online ==== | |||
The gaming community has grown exponentially, and about 63% have taken to playing with others, whether online or in-person.<ref name=":0">{{Cite news |date=2019 |title=2019 Essential Facts About the Computer and Video Game Industry |pages=4–13 |work=Entertainment Software Association |url=https://www.theesa.com/wp-content/uploads/2019/05/ESA_Essential_facts_2019_final.pdf |access-date=7 April 2023 |archive-date=3 August 2019 |archive-url=https://web.archive.org/web/20190803031831/https://www.theesa.com/wp-content/uploads/2019/05/ESA_Essential_facts_2019_final.pdf |url-status=live }}</ref> Players online will communicate through the system of microphone applicability either through the game or a third party application such as ]. The improvements upon connectivity and software allowed for players online to keep in touch and game instantaneously, disregarding location almost entirely. With online gaming platforms it has been noted that they support diverse social gaming communities allowing players to feel a sense of belonging through the screen.<ref>{{Cite journal |last=de Freitas |first=Sara |last2=Griffiths |first2=Mark |date=March 2008 |title=The convergence of gaming practices with other media forms: what potential for learning? A review of the literature |url=https://www.tandfonline.com/doi/full/10.1080/17439880701868796 |journal=Learning, Media and Technology |language=en |volume=33 |issue=1 |pages=34–69 |doi=10.1080/17439880701868796 |issn=1743-9884}}</ref> | |||
==== Age ==== | |||
Gaming is an activity shared amongst others regardless of age, allowing for a diverse group of players to connect and enjoy their favorite games with. This helps with creating or maintaining relationships: friendships, family, or a significant other.<ref name=":0" /> | |||
==== Ratings and content ==== | |||
As with most interactive media content, games have ratings to assist in choosing appropriate games regarding younger audiences. This is done by ] and consists of the following: E for Everyone, E for Everyone 10+, T for Teen, and M for Mature 17+. Whenever a new game is released, it is reviewed by associations to determine a suitable rating so younger audiences do not consume harmful or inappropriate content.<ref name=":0" /> With these ratings it helps the risks and effects of gaming on younger audiences because the exposure of media is believed to influence children's attitudes, beliefs, and behaviors.<ref>{{Cite journal |last=Livingstone |first=Sonia |date=2016-01-02 |title=Reframing media effects in terms of children’s rights in the digital age |url=https://www.tandfonline.com/doi/full/10.1080/17482798.2015.1123164 |journal=Journal of Children and Media |language=en |volume=10 |issue=1 |pages=4–12 |doi=10.1080/17482798.2015.1123164 |issn=1748-2798}}</ref> | |||
==== Reach ==== | |||
The usage and consumption of gaming has tremendously increased within the last decade with estimates of around 2.3 billion people from around the world playing digital and online video games.<ref>{{Cite news |last=Wijman |first=T. |date=April 30, 2018 |title=Mobile Revenues Account for More Than 50% of the Global Games Market as It Reaches $137.9 Billion in 2018 |work=Newzoo |url=https://newzoo.com/insights/articles/global-games-market-reaches-137-9-billion-in-2018-mobile-games-take-half/}}</ref> The growth rate for the global market for gaming was expected to grow 6.2% towards 2020. Areas like Latin America had a 20.1% increase, Asia-Pacific - 9.2%, North America - 4.0%, and Europe -11.7%.<ref>{{Cite news |last=McDonald |first=E |date=April 20, 2017 |title=The Global Games Market Will Reach $108.9 Billion in 2017 With Mobile Taking 42% |work=Newzoo |url=https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/}}</ref> | |||
==== Communication ==== | |||
Studies show that digital and online gaming can be used as a communication method to aid in scientific research and create interaction. The narrative, layout, and gaming features all share a relationship that can deliver meaning and value that make games an innovative communication tool.<ref>{{Cite journal |last=Ouariachi, Olvera-Lobo, Gutierrez-Perez |first=T., M. D., J. |date=2017 |title=Analyzing climate change communication through online games: development and application of validated criteria |journal=Science Communication |volume=39 |url=https://journals.sagepub.com/doi/10.1177/1075547016687998 |issue=1 |pages=10–44 |doi=10.1177/1075547016687998 |s2cid=151746669 |access-date=2023-04-21 |archive-date=2023-04-21 |archive-url=https://web.archive.org/web/20230421041957/https://journals.sagepub.com/doi/10.1177/1075547016687998 |url-status=live }}</ref> Research-focused games showed a connection towards a greater usage of dialogue within the science community as players had the opportunity to address issues with a game with themselves and scientists. This helped to push the understanding of how gaming and players can help advance scientific research via communication through games.<ref>{{Cite journal |last=Curtis |first=V. |date=2014 |title=Public engagement through the development of science-based computer games: the Wellcome Trust's "Gamify your PhD" initiative |url=https://journals.sagepub.com/doi/10.1177/1075547013492436 |journal=Science Communication |volume=36 |issue=3 |pages=379–387 |doi=10.1177/1075547013492436 |s2cid=53590587 |access-date=2023-04-21 |archive-date=2023-04-21 |archive-url=https://web.archive.org/web/20230421041955/https://journals.sagepub.com/doi/10.1177/1075547013492436 |url-status=live }}</ref> | |||
===vBook=== | |||
{{See also|Wiki|Markup language|Vlog}} | |||
A vBook is an ] that is ] with ] ], ]s, ], ], ], and other useful media.<ref>{{cite web | url=https://www.vidyard.com/blog/vbook-video-book-replaces-ebook/ | title=A vBook (Video Book) is the New Alternative to an eBook }}</ref> | |||
'''<big>E-Book</big>''' | |||
An E-book combines reading and listening media interaction. It is compact and can store a large amount of data which has made them very popular in classrooms.<ref>{{Cite journal |last=Ma |first=Min-Yuan |last2=Wei |first2=Chun-Chun |date=2016-11-16 |title=A comparative study of children's concentration performance on picture books: age, gender, and media forms |url=https://www.tandfonline.com/doi/full/10.1080/10494820.2015.1060505 |journal=Interactive Learning Environments |language=en |volume=24 |issue=8 |pages=1922–1937 |doi=10.1080/10494820.2015.1060505 |issn=1049-4820}}</ref> | |||
==See also== | ==See also== |
Revision as of 10:54, 13 September 2024
Communications outlets; information and data storage For the medium that carries communications, see Transmission medium.This article is written like a personal reflection, personal essay, or argumentative essay that states a Misplaced Pages editor's personal feelings or presents an original argument about a topic. Please help improve it by rewriting it in an encyclopedic style. (September 2023) (Learn how and when to remove this message) |
In communication, media (singular medium) are the outlets or tools used to store and deliver content; semantic information or subject matter of which the media contains. The term generally refers to components of the mass media communications industry, such as print media, publishing, news media, photography, cinema, broadcasting (radio and television), digital media, and advertising. Each of these channels requires a specific, thus media-adequate approach to a successful transmission of content.
The development of early writing and paper enabling longer-distance communication systems such as mail, including in the Persian Empire (Chapar Khaneh and Angarium) and Roman Empire, can be interpreted as early forms of media. Writers such as Howard Rheingold have framed early forms of human communication, such as the Lascaux cave paintings and early writing, as early forms of media. Another framing of the history of media starts with the Chauvet Cave paintings and continues with other ways to carry human communication beyond the short range of voice: smoke signals, trail markers, and sculpture.
In its modern application, the term media is relating to communication channels was first used by Canadian communications theorist Marshall McLuhan, who stated in Counterblast (1954): "The media are not toys; they should not be in the hands of Mother Goose and Peter Pan executives. They can be entrusted only to new artists because they are art forms." By the mid-1960s, the term had spread to general use in North America and the United Kingdom. According to H. L. Mencken, the phrase mass media was used as early as 1923 in the United States.
The term medium (the singular form of media) is defined as "one of the means or channels of general communication, information, or entertainment in society, as newspapers, radio, or television."
See also
- Distributed presence
- Media franchise
- Media manipulation
- Media psychology
- Media and gender
- Press conference
References
- "What is media? definition and meaning". BusinessDictionary.com. Archived from the original on 2017-05-07. Retrieved 2014-10-03.
- Cory Janssen. "What is Communication Media? - Definition from Techopedia". Techopedia.com. Archived from the original on 2017-04-03. Retrieved 2014-10-03.
- Martin Lister; Jon Dovey; Seth Giddings; Iain Grant; Kieran Kelly. New Media: A Critical Introduction (PDF) (2nd ed.). Archived (PDF) from the original on 2016-03-06. Retrieved 2014-10-03.
- Giessen, H W (2015). "Media-Based Learning Methodology: Stories, Games, and Emotions". In Ally, Mohamed; Khan, Badrul H. (eds.). International Handbook of E-Learning Volume 2: Implementation and Case Studies. Routledge, 43-54.
- Dunston, Bryan (2002). "Postal system". The Chicago School of Media Theory. Archived from the original on 2020-11-04. Retrieved 2019-02-18.
- Livingstone, Sonia M.; Lievrouw, Leah A. (2009). New Media: A Critical Introduction. Taylor & Francis. pp. 52–53. ISBN 9780415431606. Archived from the original on 2023-06-28. Retrieved 2020-10-27.
- Lule, Jack (2012). Globalization and Media: Global Village of Babel. Rowman & Littlefield. pp. 33–34. ISBN 9780742568365. Archived from the original on 2023-06-28. Retrieved 2020-10-27.
- Colombo, John Robert (1994). Colombo's All-Time Great Canadian Quotations. Stoddart Publishing. p. 176. ISBN 0-7737-5639-6.
- Group 3. "The Evolution of Media". Evolution of Media. Archived from the original on 2022-02-11. Retrieved 2022-02-11.
{{cite web}}
: CS1 maint: numeric names: authors list (link) - "medium". Dictionary.com. Archived from the original on 2016-03-05. Retrieved 2015-08-10.
This article incorporates text from a free content work. Licensed under CC BY SA 3.0 IGO (license statement/permission). Text taken from World Trends in Freedom of Expression and Media Development Global Report 2017/2018, 202, UNESCO.
Further reading
- McQuail, Denis (2001) McQuail's Mass Communication Theory (fourth edition), Sage, London, pp. 16–34. MAS
- Biagi, S. (2004). Media Impact. Wadsworth Pub Co, 7th edition.
- Caron, A. H. and Caronia, L. (2007). Moving cultures: mobile communication in everyday life. McGill-Queen's University Press.