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Crypto-Discourse, Internet Freedom, and the State  

Isadora Hellegren

Internet freedom is a process. Internet freedom takes place through a myriad of practices, such as technology development, media production, and policy work, through which various actors, existing within historical, cultural, economic, and political contexts, continuously seek to determine its meaning. Some of these practices take place within traditional Internet governance structures, yet others take place outside of these. Crypto-discourse refers to a partially fixed instance of the process in which actors seek to construct the meaning of Internet freedom that mainly takes place outside of traditional Internet governance structures. Crypto-discourse describes a process in which specific communities of crypto-advocates (groups of cryptographers, hackers, online privacy advocates, and technology journalists) attempt to define Internet freedom through community practices such as technological development and descriptive portrayals of encryption within interconnected communities that seek to develop and define encryption software, as well as through the dissemination of these developments and portrayals within and outside of these communities. The discursive work of the cypherpunks, interrelated discourse communities, and related technology journalism is at the core of crypto-discourse. Through crypto-discourse, crypto-advocates employ encryption software as an arena of negotiation. The representation of encryption software serves as a battlefield in a larger discursive struggle to define the meaning of Internet freedom. Crypto-discourse illustrates how social practices have normative implications for Internet governance debates regarding Internet freedom and in particular expectations for state authorities to uphold online rights. The relationship between freedom and the state that these crypto-advocates articulate as a response to specific events excludes other possible positive notions of Internet freedom in which the state has an obligation to ensure the protection of online rights.

Article

Cultivation in Health and Risk Messaging  

Mohan Jyoti Dutta, Satveer Kaur-Gill, and Naomi Tan

Cultivation theory examines the effects of the media, mainly television on viewer perception over an extended period of time. Television is seen by people throughout the globe, with many spending considerable amounts of time watching the medium. The act of watching television has been described as the first leisure activity to cut across social and ethnic divisions in society. This made it a unique mass media tool because mass message dissemination to diverse groups in a population was made possible. Cultivation scholars have studied the effects of the medium, trying to understand how television content can alter one’s social reality. Heavy viewers are considered to be most susceptible to the effects of cultivation. The reality of these effects poses important questions for health communication scholars considering the role television plays in disseminating health messages. Health communication scholars became interested in studying cultivation to understand the health-related effects the medium could have on viewers. Understanding the health effects of television is pivotal, considering that television and the structures that constitute television content set the agendas for many health topics, often disseminating negative and positive messages that can impact society, especially the young and impressionable. With television content addressing health issues such as nutrition, diet, body image, tobacco, cancer, drugs, obesity, and women’s health, cultivation theory can offer health communication scholars a framework to understand how health behaviors are shaped by the mass media and the roles these media play in reinforcing unhealthy behaviors. By establishing a basis for studying how such portrayals have direct health-related effects on viewers, cultivation theory creates openings for questioning the structures of the media that put out unhealthy content and for interrogating the roles and responsibilities of media agenda in inculcating positive health messages. Directions for future research include looking at contextually contrasting populations that share different cultural and community values, and different ways of consuming television. Research questions exploring the roles of community structures with different sets of subjective norms, or with different roles of community norms, in the realm of cultivation effects offer new areas for exploration.

Article

Cultural Imperialism and Communication  

Oliver Boyd-Barrett

Central to many definitions of the term “cultural imperialism” is the idea of the culture of one powerful civilization, country, or institution having great unreciprocated influence on that of another, less powerful, entity to a degree that one may speak of a measure of cultural “domination.” Cultural imperialism has sometimes been described as a theory, especially where scholars build a case that the cultural influence of the stronger entity has had a pervasive, pernicious impact on the weaker. The term evolved from 1960s neo-Marxist discourses within cultural, media, and postcolonial studies that contextualized the post–World War II “independence” wave of new nations emerging from colonial servitude. It was propelled by the writings of nationalist revolutionaries, revolutionary theorists, and their sympathizers of the 1950s and 1960s, but it has sweeping relevance across human history. The foremost western theorist of cultural imperialism in the West was Herbert Schiller. The concept was adopted and endorsed in the 1970s by both UNESCO and the Non-Aligned Movement. Following Oliver Boyd-Barrett, the concept may denote a field of study embracing all relationships between phenomena defined as “cultural” and as “imperialism.” These encompass cultural changes that are (1) enforced on a weaker entity and (2) occur within both stronger and weaker entities through contact, contest, and resistance, including (3) assimilation of social practices encountered by the stronger in the weaker entity, and (4) original hybrids manifesting cultural traces of both stronger and weaker entities. The concepts of cultural and media imperialism were much critiqued during the 1980s and 1990s, and many scholars preferred alternative concepts such as globalization and cultural globalization to analyze issues of intercultural contact, whether asymmetrical or otherwise. John Tomlinson critiqued the concept, identified four different discourses of cultural imperialism, and argued in favor of its substitution with the term “globalization.” Mirrlees has placed Tomlinson’s work in context by describing the dialectical—parallel but mutually aware—development of both a cultural imperialism and a cultural globalization paradigm. Both are influential in the 21st century. “Imperialism” commonly references relations of conquest, dominance, and hegemony between civilizations, nations, and communities. “Cultural imperialism” relates primarily to the cultural manifestations of such relations. Culture and empire relate in many different ways, fueling different theories that often play on dichotomous discourses, including territorial/non-territorial, totalistic/partial, benign/malign, ephemeral/perpetual, superficial/essential, voluntary/involuntary, intended/unintended, welcome/unwelcome, forceful/peaceful, noticed/unnoticed, linear/interactive, homogeneous/heterogeneous, and acceded/resisted. The concept has affinities with hegemony, the idea that stability in conditions of social inequality is achieved not mainly by force but by securing the consent of the masses (starting with co-option of their indigenous leaders)—through persuasion and propaganda—to the elite’s view of the world. This process is commensurate with forms of democracy that provide the appearance but not the reality of choice and control. Fissures within the ranks of the elites and within the masses create spaces for resistance and change. Culture encompasses the totality of social practices of a given community. Social practices are manifest within social institutions such as family, education, healthcare, worship, labor, recreation, language, communication, and decision-making, as well as their corresponding domains. Any of these can undergo change following a society’s encounter with exogenous influences—most dramatically so when stronger powers impose changes through top-down strategies of command and influence. Analysis of cultural imperialism often incorporates notions of media imperialism with reference to (1) print, electronic, and digital media—their industrialization, production, distribution, content, and capital accumulation; (2) cultural meanings that media evoke among receivers and audience cultures; (3) audience and media interactions in representations of topics, people, and ideas; and (4) relationships between media corporations and other centers of power in the reproduction and shaping of social systems. Media are logically subsumed as important components of cultural imperialism. Yet the significance of media can be understated. The concept of mediatization denotes that “knowledge” of social practices draws heavily on media representations. Social practices that are experienced as direct may themselves be formed through exposure to media representations or performed for media. Discourses of cultural imperialism speak to major current controversies, including: cultural suppression and genocide; ideas of “globalization”; influential economic models of “capitalism” and “neoliberalism”; ideologies that are embedded in the global spread of concepts such as “modern,” “progressive,” “growth,” “development,” “consumerism,” “free market,” “freedom,” “democracy,” “social Darwinism” and “soft power”; cultural specificity of criteria and procedures for establishing “truth”; instrumentalization for the purposes of cultural conquest of academic disciplines such as psychoanalysis, economics, social anthropology, or marketing, or environmental crises, especially as linked to western ideologies that underwrite humanity’s “right” to dominate nature.

Article

Current Policy Issues in Internet Intermediary Liability  

Lucas Logan

Intermediary liability is at the center of the debate over free expression, free speech, and an open Internet. The underlying policies form network regulation that governs the extent that websites, search engines, and Internet service providers that host user content are legally responsible for what their users post or upload. Levels of intermediary liability are commonly categorized as providing broad immunity, limited liability, or strict liability. In the United States, intermediaries are given broad immunity through Section 230 of the Communication Decency Act. In practice, this means that search engines cannot be held liable for the speech of individuals appearing in search results, or a news site is not responsible for what people are typing in its comment section. Immunity is important to the existence of free expression because it ensures that intermediaries do not have incentives to censor content out of fear of the law. The millions of users continuously generating content through Facebook and YouTube, for instance, would not be able to do so if those intermediaries were fearful of legal consequences due to the actions of any given user. Privacy policy online is most evidently showcased by the European Union’s Right to be Forgotten policy, which forces search engines to delist an individual’s information that is deemed harmful to reputation. Hateful and harmful speech is also regulated online through intermediary liability, although social media services often decide when and how to remove this type of content based on company policy.

Article

Cyberculture and Globalization  

André Lemos

Globalization should be understood as a new economic, political, and cultural dynamic in what is now a global space. It is diagnosed based on a description of the different phases in its development, as an abstract, modern narrative reinforced by cyberculture, the information and communications technologies (ICTs) culture that emerged in the 1970s. Communications media have enabled the constraints and limits of space and time to be overcome, expanding human agency and connecting people and objects. Globalization is linked to the development of cyberculture precisely because this increases the number of different types of connections between people, products, and information all around the planet. It is constructed abstractly, as it does not pay the price of the connections and connectors that locate social relations. At the same time as it helps to create the fiction of “global globalization,” cyberculture reveals mediators that always connect objects, processes, people, and places, making a “localized globalization” visible. Rather than being merely deterritorializing, globalization produces connections and situations with the aid of connectors. Like every sociotechnical network, it is involved in the creation of new spatialities. The narrative of globalization ignores the connectors and overlooks the notion of territory, asserting the global nature of globalization when in fact it is the result of concrete mediations performed locally, produced by a specific and material network. It is important to politicize globalization. This requires “relocalization” of the global, that is, identifying specific, material situations. Having an appreciation of this dependence leads us to very concrete political attitudes. Attention is drawn to the need to give visibility to the mediators that anchor experiences, gainsaying the generic nature of globalization and allowing it to be politicized.

Article

Cybervetting  

Brenda L. Berkelaar and Millie A. Harrison

Broadly speaking, cybervetting can be described as the acquisition and use of online information to evaluate the suitability of an individual or organization for a particular role. When cybervetting, an information seeker gathers information about an information target from online sources in order to evaluate past behavior, to predict future behavior, or to address some combination thereof. Information targets may be individuals, groups, or organizations. Although often considered in terms of new hires or personnel selection, cybervetting may also include acquiring and using online information in order to evaluate a prospective or current client, employee, employer, romantic partner, roommate, tenant, client, or other relational partner, as well as criminal, civil, or intelligence suspects. Cybervetting takes advantage of information made increasingly available and easily accessible by regular and popular uses and affordances of Internet technologies, in particular social media. Communication scholars have long been interested in the information seeking, impression management, surveillance, and other processes implicated in cybervetting; however, the uses and affordances of new online information technologies offer new dimensions for theory and research as well as ethical and practical concerns for individuals, groups, organizations, and society.

Article

Dark Participation: A Critical Overview  

Thorsten Quandt and Johanna Klapproth

The profound sociopolitical transformation processes that characterize the second decade of the 21st century have also led to a focus on new topics and a reconsideration of previously established approaches in communication studies. In particular, the academic discussion of online communication has drastically changed in tone and focus. While the new possibilities of online participation were initially described from a predominantly optimistic perspective stressing the high potential for deliberative democracy, work in communication studies at the end of the second decade of the 21st century paints a rather dystopian picture of the online world. The growing attention paid to problematic forms of user participation has led to various new concepts describing phenomena such as toxicity, disinformation, or hate speech. The concept of “dark participation” introduced by Thorsten Quandt takes up the profound change in perspective with a systematization of negative forms of participation in a unifying umbrella model. This generalistic model delineates the variants of dark participation according to five dimensions: the actors, the reasons for their behavior, the targets or objects of their participation, the intended audiences, and the structure of the process. In addition to this systematic categorization of negative participatory forms, the term dark participation also serves as a rhetorical device for commenting on the observable change in perspective: The original publication encourages a process of critical reflection on normativity in the discussion of participation and, by calling for more balance in the analysis of online participation, warns against reducing complex social communication phenomena to a one-sided positive or negative perspective. Since its initial publication, the concept of dark participation has served as a theoretical point of reference for various empirical studies. Due to its use as a rhetorical device and the critical examination of previous participation approaches, the original publication also stimulated an intensive discussion about the proposed concept. In addition to the critique regarding the theoretical assumptions and the distinction between “dark” and positive participatory forms, some authors also demand an extension, a different contextualization, or an elaboration of specific details. As a universal concept with a deliberate openness to such further delimitations, dark participation can serve as a starting point for theoretical extensions, especially in the research field of (digital) journalism and social media, and as an impulse for transfers to other related fields.

Article

Deaf or Hard of Hearing Message Recipient Sociodemographic Characteristics  

Michael McKee

Hearing loss is common, with approximately 17% of the population reporting some degree of a hearing deficit. Hearing loss has profound impacts on health literacy, health information accessibility, and learning. Much of existing health information is inaccessible. This is largely due to the lack of focus on tailoring the messages to the needs of deaf and hard of hearing (DHH) individuals with hearing loss. DHH individuals struggle with a variety of health knowledge gaps and health disparities. This demonstrates the importance of providing tailored and accessible health information for this population. While hearing loss is heterogeneous, there are still overlapping principles that can benefit everyone. Through adaptation, DHH individuals become visual learners, thus increasing the demand for appropriate visual medical aids. The development of health information and materials suitable for visual learners will likely impact not only DHH individuals, but will also be applicable for the general population. The principles of social justice and universal design behoove health message designers to ensure that their health information is not only accessible, but also equitable. Wise application of technology, health literacy, and information learning principles, along with creative use of social media, peer exchanges, and community health workers, can help mitigate much of the health information gaps that exist among DHH individuals.

Article

Decolonization and Collaborative Media: A Latin American Perspective  

Freya Schiwy

The six-month-long occupation of the historic city center of Oaxaca, Mexico, in 2006 became one of the first social uprisings to be thoroughly intermeshed with the creation of old and new media. Graffiti, performance protest, and independent radio proliferated and found its way into the many digitally recorded activist videos shown in community centers, on occupied television, distributed on DVD, and streamed on the Internet. Such media activism attests to continuities and discontinuities with what has been known as “New Latin American Cinema,” that is, the militant and social realist films made in analogue formats that were gaining world attention in the 1960s and 1970s. Oaxaca’s media activism also signals links among diverse leftist social movements and community and collaborative video in indigenous languages from throughout Latin America and beyond. Often called “indigenous video,” these works, like the New Latin American Cinema, have also spawned diverse scholarly interpretations. Although the Mexican student brigades and Super 8 video movement are not usually included in the critical scholarship on New Latin American Cinema, they, too, constitute important precursors for Oaxaca’s media activism and for collaborative and community media in the region. How to understand media militancy and anticolonial struggle, in turn, has changed. These changes reflect technological shifts from analogue film to digital video and the growing impact of indigenous social movements on the political left. Audiovisual militancy has shifted from the denunciation of U.S. neoimperialism and a Marxist-Leninist vision of revolution to broader, more open-ended, antiauthoritarian alliances among filmmakers, anarchists, feminists, indigenous organizations, and diverse other social movements that embrace decolonization. In contrast with anticolonial struggles, decolonization does not necessarily seek to oust a colonizing military force but aims to change colonial relations and their postcolonial aftermath under settler colonial conditions through prefigurative politics.

Article

Defining “TV-Like” Content in a Multimedia Era  

Marko Ala-Fossi

In the European Union, “television-like” is a legal concept, introduced in 2007 as a part of a political compromise over the scope of the new Audiovisual Media Services Directive (AVMSD). The European Commission had originally intended to expand the new rules on linear television programming to cover also all new nonlinear audiovisual content services intended for the same audiences online. This approach was objected to by the U.K. government, which saw it as potentially harmful for the growth of the new online media. Although left practically alone in the opposition in the EU decision-making process, the U.K. government managed with the support of the U.K. regulator Ofcom and the U.K. industry alliance to limit the new directive to cover only “television-like” online services. According to AVMSD Recital 24, these services should “compete for the same audience as television broadcasts” while “the concept of ‘programme’ should be interpreted in a dynamic way taking into account developments in television broadcasting.” The vagueness of this concept has left room for very different and even opposing interpretations. A number of national regulatory authorities in Europe as well as the Court of Justice of the European Union argue that parts of some newspaper’s websites can also be classified as video-on-demand services, while Ofcom has systematically excluded all the audiovisual services on the websites of British newspapers from regulation. Creating a clear definition of “TV-like” content or services is difficult not just because of the vague wording of the EU directive or digital media convergence, but because the whole concept is based on another set of concepts, which definitions are highly dependent on time and context: television, program, and channel as a practice of packaging content into a linear transmission schedule. Early TV was indeed showing radio programming in production, or radio with pictures. From a contemporary perspective, full-length films may seem to be typical content for television, but most of them have originally been made for theatrical distribution. Over the years, audiovisual media formerly known as television has expanded on multiple platforms and its content has also been available in different on demand-type formats for several decades. So depending on your perspective, there is either a plentitude of “TV-like” content services besides the genuine TV or a wide variety of different flavors of television. Currently, it can be argued whether TV is in terminal decline or just integrating with mobile and online media, but it is obvious that any efforts to define “TV-like” content could make sense only as long the traditional, linear type of (broadcast) TV continues to have an important role in our societies and media cultures.

Article

Development and Effects of Internet Addiction in China  

Qiaolei Jiang

Internet addiction is a growing social issue in many societies worldwide. With the largest number of Internet users worldwide, China has witnessed the growth of the Internet along with the development and effects of Internet addiction, especially among the young. Originally reported anecdotally in mass media, Internet addiction has become an issue of great public concern after more than 20 years. The process of Internet addiction as an emerging risk in the Chinese context can be a showcase for risks related to information and communication technologies (ICTs), health, and everyday life. The term Internet addiction was first coined in the Western context and has since been recognized as a technology-driven social problem in China. Plenty of anecdotes, increasing academic research, and public awareness and concerns have put the threat of Internet addiction firmly on the policy agenda. Therefore, for prevention and intervention, research projects, rehab facilities, welfare services, and self-help programs have spread all over the country, and related regulations, policies, and laws have changed accordingly. Although controversies remain, through the staging of, and coping with, Internet addiction, people can better understand China’s digital natives and contemporary life.

Article

Difficulty and Challenge in Video Games  

Michael Schmierbach, Ryan Tan, and Brett Sherrick

Video game difficulty relates to several other key concepts in the study of games. Defined here as the player perception of the barriers that stand in the way of completing game tasks, difficulty is a perceptual variable that reflects both designed features and unintentional barriers as well as player skill. Employing this definition can help better elucidate difficulty as a player-focused experience that varies between players, whereas other terms, including challenge and task, can be used to describe design features. Difficulty is related to other concepts, such as demands, flow, and competency, and empirical research has not always effectively differentiated these ideas. Demands represent player understanding of intended challenges. They may be understood differently by different players but are not defined in terms of player mastery. Flow includes a central idea of skill–challenge balance but is also suggested to involve other experiences. Competency may have a non-linear relationship with difficulty, but further research is needed. Measurement of difficulty is still developing, and existing scales that reflect other concepts need further modification or replacement to directly capture difficulty as defined here. Scholarship shows that difficulty is influenced by game features, contextual factors, and individual differences. Aspects such as the complexity of tasks, pace of play, or precision of necessary actions can all amplify the experience of difficulty, as can the consequences for failure. Unusual or unfamiliar controls can amplify difficulty, as can social pressures. Prior research shows that difficulty and challenge influence psychological responses, learning, enjoyment, and other outcomes. Optimal difficulty should involve a moderate level of the variable, but evidence is mixed about where that optimal state exists and often suggests a simple, negative relationship between difficulty and positive experiences. Some advocates have suggested that games encourage players to embrace difficulty in education and other tasks, potentially increasing learning, but evidence is mixed. Specific traits that would make players more tolerant of difficulty remain to be identified. Improved standardization in vocabulary and study design when studying difficulty would be fruitful.

Article

The Digital and the Postcolonial  

Sangeet Kumar

The growth and expansion of the field of digital media studies and critical internet studies opens up opportunities for it to engage with other existing areas of scholarship that can infuse it with new questions, vantage points, and conceptual categories. The field of postcolonial studies that begins with an attempt to understand the material and symbolic dynamics of colonial rule and extends to making sense of the varied aspects of the postcolonial condition, is one such potential area. The existing debates within postcolonial theory about how the symbolic, psychic and material structures of the past animate and shape power dynamics in our world today hold many lessons for analyzing what is arguably the most global media technology ever. This article presents three areas of convergence between digital media studies and postcolonial studies in order to draw out their common concerns and show how the lessons from the latter can help animate scholarship of the former. The three areas that focus respectively on the consequences of the global digital divide, the nature of cultural power in the digital world and the emerging global division of labor each show the value of existing debates within postcolonial studies in deepening and expanding the scholarship in digital media studies. As they traverse national boundaries effortlessly, create unprecedented national and global solidarities, and seemingly democratize cultural and knowledge production, the web and the digital media ecosystems have also handed unprecedented abilities to nation-states and corporations to surveil, control, and modulate the behavior of citizens and users. The complex layers of these dynamics where Western digital platforms spread globally and expand their userbase under the guise of doing global good and spreading liberal values while authoritarian regimes often push back using tropes of anti-colonialism and anti-imperialism can best be understood when filtered through some of the analogous lessons of postcolonial theory. Bringing in those lessons about how the past lives in the present, control in freedom and the colonial in the postcolonial can make analyses of global power in the digital domain historically informed and theoretically nuanced.

Article

Digital Cultures and Critical Studies  

Larissa Hjorth

The digital is now an integral part of everyday cultural practices globally. This ubiquity makes studying digital culture both more complex and divergent. Much of the literature on digital culture argues that it is increasingly informed by playful and ludified characteristics. In this phenomenon, there has been a rise of innovative and playful methods to explore identity politics and place-making in an age of datafication. At the core of the interdisciplinary debates underpinning the understanding of digital culture is the ways in which STEM (Science, Technology, Engineering and Mathematics) and HASS (Humanities, Arts and Social Science) approaches have played out in, and through, algorithms and datafication (e.g., the rise of small data [ethnography] to counteract big data). As digital culture becomes all-encompassing, data and its politics become central. To understand digital culture requires us to acknowledge that datafication and algorithmic cultures are now commonplace—that is, where data penetrate, invade, and analyze our daily lives, causing anxiety and seen as potentially inaccurate statistical captures. Alongside the use of big data, the quantified self (QS) movement is amplifying the need to think more about how our data stories are being told and who is doing the telling. Tensions and paradoxes ensure—power and powerless; tactic and strategic; identity and anonymity; statistics and practices; and big data and little data. The ubiquity of digital culture is explored through the lens of play and playful resistance. In the face of algorithms and datafication, the contestation around playing with data takes on important features. In sum, play becomes a series of methods or modes of critique for agency and autonomy. Playfully acting against data as a form of resistance is a key method used by artists, designers, and creative practitioners working in the digital realm, and they are not easily defined.

Article

Digital Media Ethics  

Charles Ess

Since the early 2000s, Digital Media Ethics (DME) has emerged as a relatively stable subdomain of applied ethics. DME seeks nothing less than to address the ethical issues evoked by computing technologies and digital media more broadly, such as cameras, mobile and smartphones, GPS navigation systems, biometric health monitoring devices, and, eventually, “the Internet of things,” as these have developed and diffused into more or less every corner of our lives in the (so-called) developed countries. DME can be characterized as demotic—of the people—in three important ways. One, in contrast with specialist domains such as Information and Computing Ethics (ICE), it is intended as an ethics for the rest of us—namely, all of us who use digital media technologies in our everyday lives. Two, these manifold contexts of use dramatically expand the range of ethical issues computing technologies evoke, well beyond the comparatively narrow circle of issues confronting professionals working in ICE. Three, while drawing on the expertise of philosophers and applied ethics, DME likewise relies on the ethical insights and sensibilities of additional communities, including (a), the multiple communities of those whose technical expertise comes into play in the design, development, and deployment of information and communication technology (ICT); and (b), the people and communities who use digital media in their everyday lives. DME further employs both ancient ethical philosophies, such as virtue ethics, and modern frameworks of utilitarianism and deontology, as well as feminist ethics and ethics of care: DME may also take, for example, Confucian and Buddhist approaches, as well as norms and customs from relevant indigenous traditions where appropriate. The global distribution and interconnection of these devices means, finally, that DME must also take on board often profound differences between basic ethical norms, practices, and related assumptions as these shift from culture to culture. What counts as “privacy” or “pornography,” to begin with, varies widely—as do the more fundamental assumptions regarding the nature of the person that we take up as a moral agent and patient, rights-holder, and so on. Of first importance here is how far we emphasize the more individual vis-à-vis the more relational dimensions of selfhood—with the further complication that these emphases appear to be changing locally and globally. Nonetheless, DME can now map out clear approaches to early concerns with privacy, copyright, and pornography that help establish a relatively stable and accepted set of ethical responses and practices. By comparison, violent content (e.g., in games) and violent behavior (cyber-bullying, hate speech) are less well resolved. Nonetheless, as with the somewhat more recent issues of online friendship and citizen journalism, an emerging body of literature and analysis points to initial guidelines and resolutions that may become relatively stable. Such resolutions must be pluralistic, allowing for diverse application and interpretations in different cultural settings, so as to preserve and foster cultural identity and difference. Of course, still more recent issues and challenges are in the earliest stages of analysis and efforts at forging resolutions. Primary issues include “death online” (including suicide web-sites and online memorial sites, evoking questions of censorship, the right to be forgotten, and so on); “Big Data” issues such as pre-emptive policing and “ethical hacking” as counter-responses; and autonomous vehicles and robots, ranging from Lethal Autonomous Weapons to carebots and sexbots. Clearly, not every ethical issue will be quickly or easily resolved. But the emergence of relatively stable and widespread resolutions to the early challenges of privacy, copyright, and pornography, coupled with developing analyses and emerging resolutions vis-à-vis more recent topics, can ground cautious optimism that, in the long run, DME will be able to take up the ethical challenges of digital media in ways reasonably accessible and applicable for the rest of us.

Article

Drone Journalism, Privacy Law, and Journalism Ethics  

Courtney Barclay and Kearston Wesner

This is an advance summary of a forthcoming article in the Oxford Research Encyclopedia of Communication. Please check back later for the full article. Drones armed with cameras have allowed journalists to capture images from new perspectives and in places previously unreachable. Footage of volcanic eruptions, war-torn villages, and nuclear disaster areas have all been made possible with drone technology. However, this same technology presents risks to personal privacy. Since before Warren and Brandeis penned the oft cited Right to Privacy, newsgatherers have tested the boundaries of society’s notion of privacy. The development of new technologies at the time, such as the snap camera, made photography a faster, more efficient endeavor. Warren and Brandeis recognized that the increased photographic recording of society threatened individual privacy on a scale never before imagined. More than a century later, the use of new technology—drones outfitted with cameras and other imaging devices—has once again ignited debate over how to protect an individual’s privacy while ensuring journalists’ ability to gather news. The traditional remedy for intrusive journalism has been through tort law, which requires an individual to show that she or he had a reasonable expectation of privacy. By and large, these laws have favored journalists; however, that result is usually based on the fact that the newsgathering activity occurred in a public place rather than any recognition of the importance of newsgathering. State lawmakers have begun to address drone photography with a wide variety of approaches that would move away from this public place exception—from prohibiting photography over private property to prohibiting any photography without someone’s consent, even in a public place. The press has recognized the cost to individual privacy incurred by use of technologies such as drone photography. Professional codes of ethics instruct journalists to minimize harm to the public, requiring an “overriding” public interest to invade someone’s privacy. The Professional Society of Drone Journalists’ Code of Ethics addresses the additional responsibilities inherent to drone technology. Under this code, journalists should record only public spaces and delete any images of individuals in a private space. Drone technology represents only one of the latest developments in surveillance used for law enforcement, commercial enterprise, and journalism. However, its growth and the gaps in privacy tort law underscore the importance of strong codes of ethics that serve the interests of both newsgathering and individual privacy.

Article

The Ethnic Heritage of Party Politics and Political Communication in Lusophone African Countries  

Susana Salgado and Afonso Biscaia

The processes through which ethnicity becomes visible are varied, and its impacts have not always been the same throughout history. Investigating the roles ethnicity played in Angolan, Mozambican, Cape Verdean, and São Tomé and Principean histories makes clear that colonizers themselves placed different emphases on the relevance and the role of ethnicity in these countries. Currently, partly due to the traumas engendered by decades of conflict in Angola and Mozambique, ethnicity is mostly a silent factor, operating in the ways people interact with one another but not overtly mentioned by politicians. The insular nations’ (Cape Verde and São Tomé and Príncipe) history with ethnicity is different from that of their continental counterparts, – partly due to the influence of Creoleness – but is not devoid of tensions; nevertheless, politicians from both archipelagic countries tend to downplay the influence of ethnicity, even if its effects can also be occasionally but subtly felt. More recently, mainstream political discourses focused on the idea of the “unitary nation” are being paired with those of spontaneous movements advocating the valorization of local cultures and languages, which are being boosted by the use of social media.

Article

European Union Telecommunications Policy  

Seamus Simpson

For most of the 20th century, telecommunications was a matter of national governance and thus of peripheral interest to the European Union. Then from the mid- to late-1980s, the EU began to develop an intensified policy package for the telecommunications sector. Telecommunications has now grown to become one of the most prominent and extensive policy areas addressed by the EU. But what accounts for such a remarkable Europeanization of telecommunications governance? In polar contrast to its origins, telecommunications has become a key focus in neoliberal economics and policy in effecting sectoral change. This development went hand in hand with arguments around propounding the benefits of economic globalization, which sustained a move to internationalize the organization of telecommunications to the European level along neoliberal lines. However, notwithstanding the remarkable growth of the EU governance framework for telecommunications, there are nuances in the analysis of the constant resistance to the wholesale Europeanization of telecommunications policy that provide evidence of a residual tension between national- and EU-level interests. This tension has been evident in policy proposals, decision-making, and implementation at key junctures for more since the late 1980s The policy has played key roles at different times, in particular, on the national level, involving governmental, regulatory, and commercial actors. Telecommunications thus provides a classic illustration of the balance that needs to be struck in the development of communications policies in the EU between supranational and intergovernmental interests. Now part of a converging electronic communications sector, this feature of telecommunications governance is as prominent today as it was in the very early days of EU telecommunications policy development in the mid- to late-1980s.

Article

Financial Journalism  

Jeffrey Timmermans

On a fundamental level, financial journalism provides information to individuals that helps them make informed economic choices, and understand how those choices impact their financial situation within the context of the broader political economy. The need for reliable information about prevailing business conditions has been recognized since the dawn of commerce, and since then financial journalism and commerce have developed together in a mostly symbiotic, albeit occasionally combative, relationship for hundreds of years. In its earliest iterations, in the 16th century, financial journalism consisted of little more than the publication of prices of commodities or other goods for sale. As trade and commerce expanded over the following centuries, so did the role and content of financial journalism. The globalization of commerce and increasing integration of the world economy since the late 20th century has increased the importance of financial journalism, while the spread of mass-market investment opportunities and defined-benefit retirement accounts in many countries has expanded the pool of individuals exposed to moves in financial markets, helping to make financial publications among the world’s most-read newspapers and websites. The focus of financial journalism is quite consistent no matter what country or language it is published in: broadly defined, financial journalism encompasses news about financial markets, macroeconomic data and trends, government economic policy, corporate news (especially earnings announcements), personal finance, and commentary about all of the above. However, the often mutualistic relationship between financial journalism and the organizations it covers has led to conflicts of interest, and to a debate over the proper role of a financial press: whether it is to merely disseminate data and information from those organizations, or to serve as a watchdog over them. For example, the bubble in internet-related shares in the 1990s was blamed partly on “boosterism” by the financial media, while many investors also blamed the financial press for failing to sound the alarm ahead of the Global Financial Crisis later in the following decade.

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Flow Experiences and Media  

Paula T. Wang, Kylie Woodman, and René Weber

“Flow” originated in the field of positive psychology and describes an optimal psychological state obtained when skilled individuals face challenges that leave them creatively stimulated, attentionally immersed, and flourishing. It was introduced into the communication literature at the turn of the 21st century, when media researchers began to revisit enduring questions surrounding media use, selection, and behavior. At the time, the established uses and gratifications (U&G) framework offered limited explanatory power to address newer questions arising from the emergence of interactive media such as the proliferation of video game consoles and advent of early social media. Flow has since become increasingly adopted within the field of media research as an alternate approach that addresses many of the criticisms of the U&G framework. Flow is characterized by a single key antecedent—that participants engage in an activity that maintains strict balance between task challenge and user skill. Video games in particular offer the ideal vessel for flow because they most easily fulfill the required challenge–skill balance due to their interactive and adaptable nature. Attempts to advance the development of the flow construct have faced challenges stemming from conceptual ambiguity and operational inconsistency, resulting in findings that are difficult to consolidate across studies. Despite these contentions, nascent research has been largely focused on identifying the correlates and predictors used to measure flow across new behavioral, psychophysiological, and neurological avenues. The development of more robust measures of flow will allow researchers to resolve lingering conceptual ambiguities and answer new and emerging questions, such as the length, depth, and stability of flow episodes and the role of flow in promoting problematic gaming behavior and behavioral addictions.