Audience+participant



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back to level 2 Audience

participant practice networks

 audience as sociology Many teens today who use the Internet are actively involved in participatory cultures—joining online communities (Facebook, message boards, game clans, Tumblr, Snap chat), producing creative work in new forms (digital sampling, modding, fan video making, fan fiction, youtube videos), working in teams to complete tasks and develop new knowledge (as in Wikipedia), and shaping the flow of media (as in blogging or podcasting). A growing body of scholarship suggests potential benefits of these activities, including opportunities for peer-to-peer learning, development of skills useful in the modern workplace, and a more empowered conception of citizenship. Some argue that young people pick up these key skills and competencies on their own by interacting with popular culture; but the problems of unequal access, lack of media transparency, and the breakdown of traditional forms of socialization and professional training suggest a role for policy and pedagogical intervention.

This report aims to shift the conversation about the "digital divide" from questions about access to technology to questions about access to opportunities for involvement in participatory culture and how to provide all young people with the chance to develop the cultural competencies and social skills needed. Fostering these skills, the authors argue, requires a systemic approach to media education; schools, afterschool programs, and parents all have distinctive roles to play.

//The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning//

//See a Fandom for Lord of the Rings//

//http://www.guardian.co.uk/film/2010/mar/07/born-of-hope-lord-rings//

readings for

Audience ubiquity

Anyone who uses social media is a participant opposite to a non-participant. At base, an individual may use media to create a sense of meaning to being

Fandoms are part of collective consciousness. Digital media and the internet has brought us transmedia cultural events and participant activities. The audience is now participants Example.. THE HOBBIT sample. THE HOBBIT http://www.hollywoodreporter.com/news/global-box-office-final-hobbit-757523 home developments