Sunday, October 18, 2009

Towards a Mediological Method: A Framework for Critically Engaging Dimensions of a Medium

In this article, Melinda Turnley explores mediology and also proposes a framework for critically analyzing dimensions of a medium. It is mentioned that mediology is defined by the linkage and comparisons of culture, media, and the transmission of ideas. When exploring mediology, it is found that the convergence of new and old technology/media allows the expansion of new digital technology. The ability to combine media and technology lessens the gap between producer-consumer relationships as well.

As an aside, this article is very complex and sophisticated hence the style of and some of the language was beyond my comprehension at times. It was a challenge tackling it, so I am describing the main gist of what I did understand.

How do various types of media influence our world? What forms of media are more beneficial and to whom? How do various forms of media affect different groups of people (teachers, students, professionals, etc)? Turnley introduces a matrix for analyzing media in order to better explain/ answer these questions. The matrix consists of seven dimensional categories: technological, social, economic, archival, aesthetic, subjective, and epistemological.

Using Turnley’s matrix, I will analyze the medium Halo (Xbox game):

Technological- This refers to any facet that allows the medium to function. For instance, Halo could not function without a game controller.

Social- This is anything that enables socializing and communication. So Halo allows communication through a network even throughout the duration of the game via headsets. Also, another social aspect of Halo is that there are many forums online in which players can interact socially in regards to the game (bungie.net).

Economic- This focuses on the production and development facets based on a medium’s value. Halo has been producing 100’s of million dollars and is Xbox’s best-selling game, if not best-selling game period which is redefining gaming history. With an exceptional interactive fan base, such sales have lead to expansion of it through other mediums such as graphic novels and other video games.

Archival- This allows aspects of the medium to be archived or saved (disks, cassettes, memory cards, etc.) Halo uses “saved films,” an online storage system, which allows a player to save game data for viewing later.

Aesthetic- This would involve the style, design, and appearance of a medium. People react almost immediately to aesthetics/ visuals. The innovative and thematic graphic design of Halo attracts a large fan base. Halo’s graphics include high dynamic range, motion blurring, global lighting, and depth of field effects. Even a miniscule stylistic aspect such as that of using a-typical names for spaceships and characters lures players. The game and website for it our thoroughly thought out and have exceptional graphic visuals which appeal to a broad audience in general.

Subjective- This refers to the subjective ideology of the medium. What expectations does this medium have? What is its target audience? Halo expects players to have an Xbox 360, otherwise one cannot play the game. Due to the fact that the target audience consists of younger adults whom of which the majority is male, also triggers influences and limitations.

Epistemological- “Epistme” means knowledge/ study of knowledge, so basically this dimension deals with social affluence/ social reactions of a medium. For example, although Halo has great appeal, controversies do arise. Some who are very cautious of the youth that make-up our society, are worried that educational games have no chance at competing with Halo’s sky-rocket ratings.

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