New Media and Society

NMC 437

Winter, 2008

Tuesday/Thursday, 10-11:20 AM

EDUC 301

 

Instructor:  Dr. William E. Loges

Office: Oak Creek Bldg., Room 218

Office phone: (541) 737-9855

Office hours:  Tuesday, 3:45-5 PM; Wednesday, 10 AM to 1 PM; and Thursday, 11:45 AM to 1 PM, or by appointment

e-mail: bill.loges@oregonstate.edu

 

Prerequisite: NMC 101

 

                                                           COURSE SYLLABUS

 

            New Media and Society is a three-unit undergraduate course that examines the relationship between new media and culture, social interaction, social organization, and social change. We will examine the ways that Americans have greeted the arrival of new media from the telegraph to the Internet, tracing the effect of these media on the culture and society they entered.

            We study media because they are the sources we rely on for obtaining so much of our knowledge of the world and for sharing that information with one another. This course prepares students to anticipate and address the social issues raised by the introduction of media technologies and the experiences that they make available.

            This course qualifies for the Social Science category of the College of Liberal Arts Core.

            This course is organized into three distinct parts. We begin with a look at the way new media have influenced American society since the early 19th century, focusing on some constants in the way Americans greet new methods of communication. There will be a test on January 31, after that section of the course concludes.

            The second part of the course will focus on the way electronic media (including radio and television broadcasting, the telephone, and recorded music) affected American society, including business, politics, youth culture, and courtship. A second midterm will conclude this part of the course.

            The third part of the course will focus on the Internet and apply some of the perspectives learned in part 1 and introduce some new ideas relevant to the unique features of the Internet, particularly Internet gaming.

 

What is Required of Students?

            The final exam will focus on students’ ability to integrate material from the first two parts of the course with the final part. By Feb. 14, students must create an avatar in one of four games and write a brief paper about that experience.

            Students will write a term paper due in the last week of class that applies one or more of the concepts from part 1 to understanding of the Internet.


What Could Go Wrong?

            Students are expected to hold themselves to the highest standards of academic integrity. Among other things, this means: (1) preparing for class by completing the required reading before class begins; (2) attending class faithfully, and taking part in class when the opportunity arises; (3) taking tests honestly; (4) writing their papers with proper attribution of quotes and information, and without otherwise plagiarizing the work of others; and (5) supporting and assisting one another when they can.

            More information is available at http://oregonstate.edu/admin/stucon/achon.htm

            Information about what constitutes plagiarism and how to avoid it can be found here, among many other places: http://owl.english.purdue.edu/owl/resource/589/01/

 

Learning Outcomes

            Students who complete this course should be able to do the following:

 

1.      Explain the connection between technical innovation in media and other developments in American history such as westward expansion, the industrial revolution, and immigration;

2.      Compare the development of the Internet to earlier technical innovations in media and note similarities and differences in the impact of the Internet on American business, politics, and other aspects of social life;

3.      Define “communication infrastructure” and explain the role of the Internet in the communication infrastructure of contemporary America;

4.      Explain the decisions relevant to creating an avatar in a computer game.

 

Grades

            Grades will be calculated as follows:

 

                        Avatar paper   15%

                        Term paper      20%                

                        Midterm 1       20%

                        Midterm 2       20%

                        Final Exam      25%

 

The Books

            Three books are required and available in the bookstore. They are:

 

Cooper, R. (2007). Alter Ego: Avatars and Their Creators. London: Chris Boot.

 

Czitrom, D.J. (1982).  Media and the American Mind:  From Morse to McLuhan.  Chapel Hill, NC:  University of North Carolina Press.

 

Taylor, T.L. (2006). Play Between Worlds: Exploring Online Game Culture. Cambridge, MA: The MIT Press.

 

            Czitrom’s book will be the focus of the first half of the course, after which we’ll read primarily from Taylor. It is important that you do the reading before the class sessions, and come prepared to discuss it and interpret it in class. Cooper’s book provides examples of the kind of work you’ll have to do for the Avatar Paper, and examples of things we’ll discuss in the second half of the course.

             The New Media Reader is on reserve in the library under NMC 101. Selections from that book are required reading. The first chapter required from that book is required on February 14.

            Other articles that are required reading are on reserve in the library under this course number. It could be that you could acquire those articles online through OSU’s library, so feel free to do so. The first of those articles is assigned for February 7. You’ll find bibliographic information for the reserve reading after the syllabus calendar.

 

Regarding Students with Disabilities

            Accommodations are collaborative efforts between students, faculty and Services for Students with Disabilities (SSD). Students with accommodations approved through SSD are responsible for contacting the faculty member in charge of the course prior to or during the first week of the term to discuss accommodations. Students who believe they are eligible for accommodations but who have not yet obtained approval through SSD should contact SSD immediately at 737-4098.

 

                                                               Calendar of Events

 

Week 1:  Introduction

Jan. 8               Introduction and Orientation

Jan. 10             America in the 19th Century

 

Week 2:  Electronic Media

Jan. 15             The Telegraph

                        Read: Czitrom, Chapter 1

Jan. 17             A Business Model for Delivering Information

 

Week 3:  Storytelling Media

Jan. 22             The Movies

                        Read: Czitrom, Chapter 2

Jan. 24             The Radio

                        Read: Czitrom, Chapter 3

 

Week 4:  Community

Jan. 29             Media and Community

                        Read: Czitrom, Chapter 4

Jan. 31            Midterm 1

 

Week 5:  A Communication Infrastructure

Feb. 5              Empirical and Behavioral Media Studies

                        Read: Czitrom, Chapter 5

Feb. 7              Communication Infrastructure

Read: Ball-Rokeach et al., on reserve

Read: Morales, on reserve

 

Week 6:  Continuities in Americans’ Thoughts about Media

Feb. 12            Dialectical Tensions

                        Read: Czitrom, Epilogue

Feb. 14            Communication and Corporations

                        Read: Bagdikian, pp 471-483 in The New Media Reader

                        Avatar Paper Due

 

Week 7:  Computer Gaming

Feb. 19            Digital Environments

                        Read: Krueger, pp. 377-389 in The New Media Reader

                        Read: Turkle, pp. 499-513 in The New Media Reader

Feb. 21            The World of Everquest

                        Read: Taylor, Chapters 1-2

 

 

Week 8:  Power Gamers

Feb. 26            Midterm 2

Feb. 28            Power Gamers

                        Read: Taylor, Chapter 3

 

Week 9:  The Impact of  Games

March 4           Whose Game?

                        Read: Taylor, Chapters 4-5

                        Read: Eastin (2006), on reserve

March 6           The Interaction in Games

                        Read: Williams et al., on reserve

                        Read: Eastin (2007), on reserve

 

Week 10: Games and Real Life

Mar. 11            Understanding Games

                        Read: Taylor, Chapter 6

                        Read: Williams, on reserve

                        Read: Suellentrop, on reserve

Mar. 13            Media and the American Mind

                        Term Paper Due

 

Final Exam: Monday, March 17, 9:30 AM

 

Bibliography of Reserve Readings

 

Ball-Rokeach, S.J., Kim, Y-C, & Matei, S. (2001).  Storytelling neighborhood: Paths to belonging in diverse urban environments. Communication Research, 28(4), 392-428.

 

Eastin, M.S. (2006). Video game violence and the female game player: Self- and opponent gender effects on presence and aggressive thoughts. Human Communication Research, 32(3), 351-372.

 

Eastin, M.S. (2007). The influence of competitive and cooperative group game play on state hostility. Human Communication Research, 33 (4), 450-466.

 

Morales (2006, May 15). “The media is the mensaje,” The Nation, pp 6-8. http://www.thenation.com/doc/20060515/morales

 

Suellentrop, C. (Summer, 2006). Playing with our minds. The Wilson Quarterly, 30 (3), 14-21.

 

Williams, D. (2006). Virtual cultivation: Online worlds, offline perceptions. Journal of Communication, 56(1), 69-87.

 

Williams, D., Caplan, S. and Xiong, L. (2007). Can you hear me now? The impact of voice in an online gaming community. Human Communication Research, 33 (4), 427-449.

 

 


The Papers

 

The Avatar Paper

 

            The paper you turn in on (or before) February 14 should be no longer than three pages. Your assignment is to create an avatar in one of the following games: (1) World of Warcraft, (2) The Sims 2, (3) Oblivion, or (4) Second Life. Each of these games is available in the Gaming Lab, located in Oak Creek 211. If you work in that lab you won’t have to load any software on your computer or incur any expense. If you choose not to work in the lab for this assignment you are responsible for any costs or consequences associated with acquiring any equipment or software needed to complete this assignment.

            Your assignment is to describe the choices you have to make as you create your avatar, with particular attention to the similarities and differences between your real self and your avatar. Cooper’s book provides examples of people making those comparisons. I want you to pay attention to every choice you have to make as you create your avatar and describe in your paper the way your selection corresponds to your real self. Here are some things to consider: (1) Are you satisfied that the choices available to you in the game provide you a chance to represent the real you? (2) Are you concerned that in order to create an avatar that is most like you you’d have to compromise the avatar’s ability to succeed in the game? (3) Are you able to give your avatar attributes that you feel reflect your true self but that other people don’t always see in you?

            You will not have to actually play the game with the avatar you create. For purposes of this assignment it’s more important that you contemplate the connection between the avatar and you than the potential for the avatar to help you in the game.

Your paper should be no longer than 3 pages (not including a title page—which I don’t require—but including your bibliography—which I do require). The font should be no larger than 12 points. The margins should be one inch all around. The text should be double-spaced. You can include examples of the content if that’s feasible, or links to a website where such examples can be found, if any of this would help clarify your points. (Such material is not included in the page count.)

 

 

The Term Paper

 

            The paper you turn in on or before March 13 should apply one of the key concepts we discuss in the class to an application or Website on the Internet. The paper should be no longer than 6 pages.

In order to complete this paper you will certainly have to consult material that is not on the syllabus. You should use the bibliography in the syllabus material to point you toward other books or articles that will provide more information about the Internet content you’ve chosen. Any paper that fails to make obvious and substantial use of at least two scholarly publications that are not on the syllabus will receive a grade no higher than D. Let me know if I can help identify other helpful resources.

            In the first month or so of class, we’ll be talking about such concepts as culture, art, community, communication infrastructure, and business. (There will be others, and you are free to be as open-minded as you wish when you choose the concept you use for your paper.) In class I may refer to the Internet from time to time when we discuss various concepts, but you should feel free to ask me questions in class or in meetings about the ways the concepts we’re discussing relate to the Internet.

            Your paper should begin by introducing the concept you’re primarily concerned with. This introduction should include a definition of the concept. Next, your paper should specify what part of the Internet you are writing about. The Internet is a vast medium, and you must focus only on a specific part of it in your paper. You can write about applications such as e-mail or chat rooms, or about a specific Website such as The Onion or Facebook. Your choice should be described in a paragraph in your paper.

            Next, your paper should draw explicit connections between the concept you introduced and the part of the Internet you specified. This is the heart of your paper. Provide examples, and don’t forget to explain your examples. By this I mean that you should not just write: “There’s a Web site that includes links to all of Picasso’s paintings” and say no more. What is the significance of that, as far as you’re concerned? Don’t count on me to understand why that example is relevant to the point you’re making until you explain it.

            Don’t hesitate to draw conclusions of your own. By that I mean don’t worry that I won’t think you’re qualified to decide that an author is wrong, or that a Web site is designed well, or to draw other conclusions. Support your conclusions with evidence and examples. If you write: “Smith’s claims about the future of the Internet are not credible,” I expect you to specify the reasons why you believe that. (I know that other assignments you’ve had in other classes may have discouraged this, and that’s why I’m making this clear here.)

            Never hesitate to ask questions about this assignment.

Your paper should be no longer than 6 pages (not including a title page—which I don’t require—but including your bibliography—which I do require). The font should be no larger than 12 points. The margins should be one inch all around. The text should be double-spaced. You can include examples of the content if that’s feasible, or links to a website where such examples can be found, if any of this would help clarify your points. (Such material is not included in the page count.)

 


Rules for the Papers

 

1. Cite sources for claims of fact. If you claim that research has shown that people design avatars to emphasize dimensions of their personality that they can’t express in real life, cite a published source to support that claim. You need not cite sources for common knowledge facts (e.g., you don’t have to cite a source if you claim that Salem is the capital of Oregon). If you’re not certain whether something is common knowledge, err on the side of caution and cite a source. If you’re not sure how to cite a source, the article by Ball-Rokeach et al. (on reserve) provides an example.

 

2. Do not cite my lectures. If you want to use material from my lecture, first check if the reading for that date’s lecture provides the published support you need. If that doesn’t work, let me know what you’re looking for. I don’t make up the statements of fact in my lectures, so I should be able to provide the citation you need.

 

3. Do not include material in your bibliography that you have not cited in your paper’s text.

 

4. Be EXTREMELY careful to indicate direct quotes appropriately. Mostly this means using quotation marks. For quotes longer than 40 words, indent the entire quote, and don’t use quotation marks. If you fail to acknowledge direct quotes appropriately you are guilty of plagiarism. Plagiarism makes me VERY angry.

 

5. Do not cite Wikipedia. You might find Wikipedia helpful to get some background information on your subject, and its entries frequently include recommended reading that might prove helpful, but Wikipedia must not be the ultimate source of support for any claim you make. It is hilariously unreliable and prone to hacks and pranks.

 

6. Do not cite summaries you find on other professors’ Websites. Like Wikipedia, such material might be helpful to you and it might lead you to helpful published material, but you must find published support for any claim you want to make based on what such a Website says. Too often those sites are archives of other undergraduate students’ papers or presentations, not created or maintained by the professor. That doesn’t make them unhelpful, only unreliable.

 

7. Remember that the word “media” is a plural of medium. Students studying media should be more sensitive to that than students in other areas of study.

 

8. Your grammar should be flawless. You are media students.