CCT109H5 Lecture XII Brandon Chan
Gaming and New Media Culture
• Friday, June 21st 1:00-4:00 Room IB120
• Test #2 Next Tuesday in Tutorial (topics covering visual and embodied modules)
Shift towards visual rhetoric from text
Rise of mass production of consumer goods and culture
Frankfurt School and early critical communication studies. What happens to mass
production of culture. Not just in commodities, but mass media as well.
What are the consequences for the standardization and mass production of culture
Case study, visual history of soap advertisements. Making a product SEEM unique.
Embodied Module: Shift to interactive communications
PART 1: Gaming as excellent example for understanding new media
Leisure, play and consumption in contemporary culture.
"Personal computers will make out future adult population simultaneously more mathematically
able and more visual literate. Ten years from now teenagers are likely to enjoy a much more
richer panorama of options because the pursuit of intellectual achievement will not be tilted so
much in favor of the bookworm but instead cater to a wider range of cognitive styles, learning
patters and expressive behaviours."
Heavily oriented around both visual and interactive form of engagement and cognition
thus in some respects creative play.
Immersions of players into various types of environments
Key area for understanding digital