cmn 619 media encounter reflection
How do individuals experience “new†media? How do they learn to use “new†technologies? What is the social context of “new†media?
This assignment asks you to reflect on your own first encounter with a “new†medium. This medium could be communication technology, website or online platform, computer program, or some other media device. Some examples might include a cell phone, flat screen television, video game system, specific social media site, Wifi, personal computer or laptop, Excel, or an iPod. (These are just a few illustrative examples – be creative!) The only requirement is that the medium is new to you – that is, your first experience using the medium. Thus, the medium does not have to be “new†in your lifetime. For example, you could write about your first encounter with a record player or fax machine.
While writing your paper, you should reflect on the following questions:
- Where and how old were you when you first encountered this “new†medium?
- Where did this medium come from? How did you gain access to it? In your home, with friends, at a store, in school, somewhere else?
- Were you the first in your family or peer group to acquire it or did you acquire it after seeing others with it?
- How did you learn to use this medium? Did you teach yourself, did someone show you, or did you read a manual?
- How did you use this medium? What exactly did you do with it? Did you use it alone or with others?
- How did you feel when you first used this medium? What emotions accompanied the experience? Awe, fear, pleasure, confusion, ambivalence, curiosity, envy, pride – some combination? (These are just a few possibilities.)
- Was this the first of many uses or a one-time experience? If it was the first of many uses, how did you incorporate this medium into your life? When did you use it and under what circumstances?
- At the time, how did you imagine that this medium would fit into popular culture and society? Was it widely popular among people from all walks of life or more narrowly popular among a specific group of users – for example, children, teenagers, adults, music lovers, artists, gamers, hobbyists, or technology “geeks�