Monday, 8 July 2013

Internet Case Study

Google

Who owns the site?
Larry Page, Sergey Brin

Do they also own any traditional media businesses?
No they don't own any traditional media business but they own a lot of internet business and social networking sites.

What other internet sites do they own?
YouTube,AdMob, DoubleClick, Motorola Mobility, On2 Technologies, Picnik, Zagat, Waze

What is its revenue?
$ 50.18 billion (2012)

What is its overall worth?
$ 93.80 billion (2012)

Monday, 1 July 2013

Monday, 24 June 2013

Research findings

3 reasons for research findings:

Our research findings highlight that our sample group on average spends 3 to 4 hours listening to music. One of the reasons for this is that the development of technology has made it easy to access sites like YouTube and sound cloud, so it is easy for the audience to use this. They spend a lot of time listening to music because   it is a hobby and activity they do in their spare time. Also music helps them study and concentrate when they are doing coursework  and assignments for school, so that is another reason why they listen to it.

They might be a fan of the artist as well and that is why they listen to the music and purchase albums made by that artist. The younger generation listen to music through IPod's and MP3 players and that is another reason why they spend son long listening to music. Our sample group are more likely to listen to music because we are media students and it is work related.

COD and GTA

Affects of COD and GTA

There are both positive and negative effects of young people playing video games. It can be positive because it could be a platform for them to release some anger. For example in GTA the player can steal cars in the game instead of real life and this is Blumer and Katz theory of escapism. Another positive affect is that you can socialise with other gamers from different countries and make friends with them. It also generates excitement and fun which is positive for the person because they have somewhere they can escape from stress and real life problems.

It could be negative because young users they could be copying it and act the way they see on the games. They might also get a thrill from the violence and this can have psychological effect on the users. It can also encourage violence and this will be bad for society. They can also be addicted to the game and this can affect their lives for example their education and work life. Also violent gaming can hinder their social skills because they are always playing inside and don’t socialise with other people. Also young players which are younger than the age limit would start copying what they see in the show. And this is George theory of believing what they watch.

I could make a production piece that works with my critical investigation and I could lay it out as a website or interview with the creators about the show or a documentary.