Social Media and Game: A Comprehensive Overview of Media Concepts

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Added on  2023/01/10

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Running head: SOCIAL MEDIA AND GAME 1
Social Media And Game
Author Name(s), First M. Last, Omit Titles and Degrees
Institutional Affiliation(s)
Author Note
Include any grant/funding information and a complete correspondence address.
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Running head: SOCIAL MEDIA AND GAME 2
Networked publics in social media should be defined in terms of the word public which
has varied definition in various contexts. Example Internet
A virtual community can be defined as some form of an online conglomeration of
personalities who at core share some, philosophy, fears and individual opinions concerning a
given topic. Example, Tumblr
Social media can be defined as networked online channels where different communities
use as a means to have their content shared. The individuals in the communities are the greatest
contributors to the media as they relied upon by the members of the online communities to
provide contents such as information on life events and moments. Example, Facebook
Aggregation in the context of social media refers to the process and procedures involved
in combining multiple social media profiles and contents into one single window for better
management and analysis. Example, RSS
Privacy in the context of social media is the mandate to have members of community’
personally identifiable information collected and stored in a form that prohibits access by an
unauthorized person. Email address is such a private information
Affordance in social media represents the set of opportunities that are actionable by the
members of the online communities. These actions have an inherent gain in having fun by
engaging in the activities offered by the social media what is termed as individuals get tuned by
the social media affordances. Example, tagging
Spreadable media in the broader context of social media are those contained in the
media which the members of the communities normally make intrinsic and conscious efforts to
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Running head: SOCIAL MEDIA AND GAME 3
have the media passed to other members of the community via share mechanism (Dalmonte,
2015). Example, memes
Small media, represents the various online means which different stories, small or big
get published by individual content owners autonomously without any control from corporation
or government. Example, blog posts
Big media represent the consolidated media that are run and controlled by corporate
entities and generally broadcasted to subscribers of the media. Example cable news
Transmedia represent multiple delivery channels which can be used to have the same
information dispersed to the online community by using an array of technological platforms
which aims to have a unified user experience in terms of entertainment from the media.Example
Websites
user-generated content (UGC) represents the independent content generated by the
user in the form of post, review, likes, and comments on a particular subject of product. These
contents are not controlled by the brand master hence acts as the primary focal point for new
members of the community who want to learn. Example reviews
user-created content (UCC) is the digital media content created by the user and
published via web 2.o to offer an independent review, comments, posts and write articles on a
particular subject or product. Example; YouTube product reviews
Participatory media represent a special type of media where the intended audience of
the content of the media take an active role in the content reporting, does analysis and are
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Running head: SOCIAL MEDIA AND GAME 4
actively disseminating the content to members of the concerned community (Jenkins, 2014).
Example, Wikipedia
Digital storytelling is described as the creation of one's own personal experience of
about a particular subject matter created using images and incorporates some other multimedia
contents such as video and animation and shared to other members of the community. Example
Video podcast
Produsag is a contract form of production usage which represent a special of content
creation framework where it is the users who lead the creation of contents. StackOver Flow
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Running head: SOCIAL MEDIA AND GAME 5
References
Dalmonte, E. F. (2015). Novos cenários comunicacionais no contexto das mídias interativas: o
espalhamento midiático/New communication scenarios in the context of interactive
media: the spreadable media. Revista FAMECOS; Porto Alegre, 22(2), 1–17.
Jenkins, H. (2014). Participatory Culture: From Co-Creating Brand Meaning to Change the
World. GfK Marketing Intelligence Review; Nuremberg, 6(2), 34–39.
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