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DISCOVER: Youth, Identity, and Digital Media

Buckingham, D. (2008) Youth, Identity, and Digital Media. Cambridge: The MIT Press.


Discovered 
This text begins to touch on the concept of how the audience has transition from being a passive consumer to a participate of the media industry, with the advent of the internet, it's mass appeal, accessibility and ease of use has meant anyone can become a creator. 


Key Quotes
'In recent years, digital media and networks have become embedded in our everyday lives, and are part of broad-based changes to how we engage in knowledge production, communication, and creative expression.'

'Digital media have escaped the boundaries of professional and formal practice, and the academic, governmental, and industry homes that initially fostered their development.'

'The shift toward interactive media, peer-to-peer forms of media communication, and many-to-many forms of distribution relate to types of participation that are more bottom-up and driven by the “user” or “consumer” of media.'

'Audiences have always had the opportunity to “talk back” to corporate media or to create their own local media forms. However, the growing dominance of gaming as a media format, the advent of low-cost digital production tools, and online distribution means a much more dynamic range in who participates and how they participate in the production and distribution of media.'

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