Digital Media Convergence
Advertising and New Media
The integration of digital media convergence within society blurs the boundaries between media producers and the consumers (Meikle & Young 2012). Alongside the concept of Web 2.0, the transition from analogue to digital had developed disciplines for communication that altered the economical, social and cultural structures that formulate the global society. In particular, advertising and new developments of media have been impacted to the extent of social media being profitable and altering the consumption of advertising campaigns. As the transition from traditional to online media creates a diverse media culture, the understanding of digital media convergence develops into a media platform that requires interactivity between advertisers and the consumers, demonstrating the phenomenon of digital convergence within the public sphere.
"Readers and advertisers are migrating online, where competition for eye-balls and ad dollars is fierce" - Kiehl cited in Dwyer 2010
The migration toward the online revenue, introduced an opportunity for advertisers to integrate marketing discourses into the social space of society by creating a platform of reciprocal power relations connecting the advertiser and consumer within online media. Through the structures of Web 2.0, the convergence of advertising industries, entertainment technologies and social media develops a space for interaction as Jenkins (2006) defines it as a cultural shift between the producer, distributer, consumer and media content. This understanding of social interaction within media demonstrates the communicative process of encapsulating an audience into the media content. Shifting power relations creates social convergence through online interaction and the selection of advertisements that are considered to be of "interest" toward the consumer (Borders 2006). As shifting power relations alter the role of the media, the digital technology incorporated in the evolving society merges the dichotomised media disciplines to satisfy the high-demand of digital media in society (Wilkinson 2009).
Through interlinking the various systems that formulate the media, the understanding of digital media convergence in terms of social interaction and participation demonstrates the impact of consumption, as the advertising corporation's connection with consumers are altered to meet the demand of the public sphere. Through Spurgeon's (2008) idea of "new conversational media contexts", the ability for digital media convergence to create a new media platform for social participation creates a culture of accessing media-content through social networking. Through this social interaction, the development of participatory culture implicated the new form of communication, as Carpentier (2011) demonstrates the understanding of Web 2.0 as the shift away from the mass consumerist markets. With this, the development for the convergence of entertainment industries within participatory culture integrated the targeting of individuals to expand recognition of advertisements via the social network.
Through this engagement with consumers; advertisers incorporates social communication to popularise media-content as Sheehan and Morrison (2009) projects the "relationship" that consumers immerse themselves with other individuals and brands. This demonstrates the ability for the consumer to alter the succession of an advertising campaign as it becomes dependable to the social culture of "collective intelligence" (Jenkins 2006). In terms of in-game advertising, the objective for the advertisers is to gain recognition and profit from the end-user through the entertainment industries of online gaming. In doing so, Ahmed and Kwon's (2012) thesis on "pay-per-view" advertisement becomes recognised through online gaming applications, as the profitable outcome of advertisements becomes dependent on the productivity of the consumer within the online gaming venue.
Alternatively, the advertisements ability to gain a profitable marketing opportunity is through the understanding of "rating" an application. The terms "rate this now" or "rate this later" implemented the participatory culture for advertisers to regurgitate ratings to advertise popular consumption. As Castells (cited in Carpentier 2011) defines this communal understanding of an "electronic network of interactive communication... organised around shared interest or purpose", demonstrates this virtual community that converges the entertainment industry of online gaming and the shared interests of a social network.
Therefore, the phenomenon of digital media convergence toward advertising has created opportunities and exploitation of media-content. As the transition to online advertising was an inevitable factor in this evolving society, the integration of advertising and new media have created a media platform of social participation and consumer culture that advertisements become associated with.
Reference List
Unit Reader:
- Dwyer, T 2010, Media Convergence, McGraw Hill, Berkshire, pp. 1-4.
- Jenkins, H 2006, Convergence culture: Where old and new media collide, New York University Press, New York, pp. 18-19.
- Spurgeon, C 2008, Advertising and New Media, Routledge, Oxon, pp. 24-25.
Recommended Readings:
- Meikle, G & Young, S 2012, Media Convergence: Networked digital media in everyday life, Palgrave Macmillan, London, pp. 103-104.
- Sheehan, KB & Morrison, DK 2009, 'Beyond Convergence: Confluence culture and the role of the advertising agency in a changing world', First Monday, vol. 14, no. 3, viewed 27 August 2012, <http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/2239/2121>.
External References:
- Ahmed, T & Kwon, C 2012, 'Pricing game of online display advertisement publishers', European Journal of Operational Research, vol. 219, no. 2, pp. 477-487.
- Borders, GL 2006, Media Organisations and Convergence: Case studies of media convergence pioneers, Lawrence Erlbaum Associated Publishers, London, pp. 161.
- Calvert, SL 2008, 'Children as consumers: Advertising and marketing', The Future of Children, vol. 18, no. 1, pp. 207.
- Carpentier, N 2011, Media and participation: A site of ideological-demoncratic struggle, Intellect, Chicago.
- Lee, YH & Wohn, DY 2012, 'Are there cultural differences in how we play? Examining cultural effects on playing social network games', Computer in Human Behaviour, vol. 28, no. 4, pp.1307-1310.
- Wilkinson, JS 2009, 'Converging Communication, Colliding Cultures: Shifting Boundaries and the meaning of "Our Field", in Grant AE & Wilkinson JS (ed.), Understanding Media Convergence: The state of the field, Oxford University Press, New York, pp. 98-99.
Video References:
- IGN Entertainment (2012), Zynga Reveals New Platform (released 1 March 2012), [http://www.youtube.com/watch?v=4H01bMczAiY], accessed 29 August 2012, YouTube licensing standards.
- Zynga (2009), Farmville: plant and grow with friends! (released 9 June 2009) [http://www.youtube.com/watch?v=bpPEXNtz_TY], accessed 29 August 2012, YouTube licensing standards.
Image References:
- AG Interactive 2010, thumb6.jpg [image], <http://www.ag-interactive.com/images/thumb6.jpg>, accessed 29 August 2012, Copyright Licensing.
- Miller, E 2012, angry-birds-screenshot.png [image], <http://static6.businessinsider.com/image/4efdcdba69beddc50c000022/angry-birds-ad-screenshot.png>, accessed 29 August 2012, Copyright Licensing.
- Almostfreechicago, angry-birds-screen-grab.jpg [image], <http://almostfreechicago.files.wordpress.com/2010/12/angry-birds-screen-grab.jpg%3Fw%3D604>, accessed 29 August 2012.
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