{"id":310,"date":"2015-09-24T15:37:32","date_gmt":"2015-09-24T15:37:32","guid":{"rendered":"https:\/\/aperture.byu.edu\/?p=310"},"modified":"2015-11-09T19:25:06","modified_gmt":"2015-11-09T19:25:06","slug":"mediatization","status":"publish","type":"post","link":"https:\/\/aperture.byu.edu\/?p=310","title":{"rendered":"Mediatization"},"content":{"rendered":"<p><strong><em>These \u201cnew\u201d mediums (including social media, video games, phone applications and more) transcend previous thought, and open up media research to study the interconnectivity present in today\u2019s digital world.<\/em><\/strong><\/p>\n<p>By Eric Sheffield<\/p>\n<p><!--more--><\/p>\n<p><span style=\"font-weight: 400;\">Media is everywhere. 96% of US homes have televisions (U.S. Census Bureau 2012). Smartphone users have near pervasive access to the internet in America. Brigitte Jordan asserts the idea that through this media saturation the real world connects with the virtual world of media more than ever before. Discussing a \u201cblurring\u201d of virtual and real worlds she said, \u201cwhat we once called virtual has become all too real, and what was solidly a part of the real world has been overlaid with characteristics we thought of as belonging to the virtual.\u201d (Jordan 2008). Advocating that the two worlds are no longer black and white, Jordan states that distinguishing the virtual (media world) and the real is nigh impossible in today\u2019s media environment. Jordan\u2019s quote is significant in that it demonstrates a substantial change in how academics look at the media. Importantly, research is moving past the previous idea of media lying in stark opposition to the real world, and now focuses on a connected media environment. (Hepp 2013).<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The influence of new media, media that is interactive and digitally distributed, is at the core of this change. In Nick Couldry\u2019s book from 2012, titled <\/span><i><span style=\"font-weight: 400;\">Media, Society, World, <\/span><\/i><span style=\"font-weight: 400;\">Couldry expressed that with the emergence of new media, society altered at a fundamental level stating, \u201clife experience has become an experience in the presence of media.\u201d Previous views, Couldry continues, would clump media together into two distinct categories; however, with new forms of media this fails to articulate the current media environment we live in. While visionaries in media studies, such as Marshall Mcluhan and Niel Postman, led discussion on the connected nature of media to culture, the concept of a combined reality or mediation (society merging into a digital reality) is a modern idea that emerged with new media. These \u201cnew\u201d mediums (including social media, video games, phone applications and more) transcend previous thought, and open up media research to study the interconnectivity present in today\u2019s digital world.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The concept of mediatization came forth as a driven focus to study this overwhelming influence of media on daily life (Hepp &amp; Couldry 2013). The term, which is gaining momentum in media and cultural studies, emphasizes that media influences culture, and vice versa. Rather than studying the two as separate entities, mediatization combines the study of media with culture and society, emphasizing the unique partnership that current study of culture requires. Referencing to Couldry\u2019s statement again on \u201cliving within media\u201d mediatization acknowledges that the culture we live in is now a digital culture.<\/span><\/p>\n<p><span style=\"font-weight: 400;\"> \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0<\/span> <span style=\"font-weight: 400;\">Conceptually, this idea is the foundational base for analyzing the disappearance of binary media thought. Spearheaded by Andreas Hepp and Nick Couldry, mediatization conveys that previous media and cultural studies research failed to address, \u201cthe media\u2019s growing role in everyday lives\u2026. the near universalization of mobile phones, the massive expansion of the web search capacity, the emergence of blogs, YouTube, and social media\u2026 in other words the fact of media in our lives, as a basic reference point for children, friends, family and work\u201d (Hepp 2012). This quote references the new media forms addressed earlier, while pointing out the shortcoming of dismissing the media\u2019s influence in everyday living. Couldry and Hepp assert that failing to analyze the \u201cgrowing\u201d connection between the media and society disregards the clear impact of media on culture. <\/span><\/p>\n<p><span style=\"font-weight: 400;\">The term is not without its critics, many of whom believe that mediatization does not help with media effects studies and that it is too similar to the work being done by cultural theorists such as Postman and Mcluhan (Deacan &amp; Stanyer 2014). However, many concede that mediatization is helpful not in analyzing specific events, but rather in studying emerging patterns in digital cultures, rather than individual effects (Deacon &amp; Stanyer 2014). Utilizing mediatization as a launching point this paper will analyze how video games in (and of) Times Square break down the barriers separating media and the real world.<\/span><\/p>\n<p><b>Times Square &amp; Media<\/b><\/p>\n<p><span style=\"font-weight: 400;\">As the most visited location on the planet, with 128 million visitors in 2013, Times Square is a worldwide icon (TimesSquareNYC). While known for its high-rises, excessive advertising, constant media presence, and massive tourist appeal, Times Square also provides a fascinating correlation between media and society. As the third most geotagged location on Instagram for 2014 (USA Today), the location with the most expensive digital ad space in the world (NY Times), and the most watched New Year\u2019s Eve event worldwide (Business Insider), Times Square is a media rich environment. With this innate connection to the media, Times Square illustrates the blurring between a physical and virtual world Jordan mentioned earlier. Looking at the massive media use and consumption occurring in that geographic location the separating the media world and the \u201cactual world\u201d of Times Square is an archaic history. While new media\u2019s influence is acknowledged around the world, it is the media hotspots, like Times Square, that present Couldry\u2019s comment about \u201cbeing in the presence of media\u201d in striking ways.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">This is where the contrast between dualistic media thought is clear. While the early history of media studies was all about effects of specific messages (Garber 1942), that theoretical application inadequately describes the media environment of Times Square. The amount of messaging conveyed from that location, at that location, and about that location cannot accurately be studied by analyzing the specific effects of specific messages on individuals. In a case study of Times Square the vast amount of messaging enters a mediated state that can\u2019t accurately be messaged through quantitative research. With its vast amount of messaging Times Square has entered a fantastical state of being \u201creal without reality\u201d as Baudrillard discussed (1981). In Times Square the location has become deeply connected to the many mediums that simulate aspects of reality. Times Square transcends the separation that Baudrillard discussed entering a mediated reality that conveys a greater sense of reality than reality itself. While newer forms of media have already have led to this conclusion, video games break down the barrier even more than other forms of media already have.<\/span><\/p>\n<p><b>Video Games<\/b><\/p>\n<p><span style=\"font-weight: 400;\">While the definition of video games can be arbitrarily complex (What is a game?) the simple definition from Oxford dictionary works well, \u201cvideo games are games played by electronically manipulating images produced by a computer program on a display screen.\u201d The key point to emphasize here is the impact that \u201celectronic manipulation\u201d has on individual interaction with the medium. Torben Grodal, discussing the psychological pleasures of video games, said about a video game\u2019s ability to simulate reality, \u201cvideo games provide simulations of a series of aspects of reality\u2026 the hallmark of most video games is that they transform traditional forms of entertainment into an interactive form that enables the player actively to participate in shaping the games\u201d (2000). Highlighting the ability to simulate reality and actively participate in these games, video games provide an opportunity to experience aspects of reality that reality itself can\u2019t provide. While many researchers focus on the effects of simulating aggression through video games, my focus lies in showing how the growing impact of video games can change the way interaction occurs with a cultural icon like Times Square.<\/span><\/p>\n<p><b>Video Games &amp; Times Square<\/b><\/p>\n<p><span style=\"font-weight: 400;\">The first analysis begins by studying video games depicting Times Square. In my analysis of the top twenty best-selling Xbox 360 video games, five had playable sections in Times Square (based on individual publisher statistics). Additionally the location appears in major titles Forza 3, Crysis 2, Prototype, Spider-Man 2, The Incredible Hulk, Ghostbusters 2, and LEGO Marvel Superheroes. Each depiction displays the location in its own style and unique way, but while these differences provide interesting analysis, my core argument lies in displaying how these video games can break down the reality and create its own hyperreality that is \u201cmore real than reality itself\u201d as Baudrillard states (1981). <\/span><\/p>\n<p><span style=\"font-weight: 400;\">More important than the depictions of Times Square\u2019s in this medium, is the recognition it curates who never have (or will) visit Times Square in a physical way. Drawing on how art can change our perception of the real world, Victor Shklovsky\u2019s <\/span><i><span style=\"font-weight: 400;\">Art as Technique<\/span><\/i><span style=\"font-weight: 400;\"> states, \u201cafter being perceived several times, objects acquire the status of recognition\u2026 The purpose of art, then, is to lead us to a knowledge of a thing through the organ of sight instead of recognition.\u201d Through the interaction in video games depicting Times Square, Shklovsky\u2019s point is useful in arguing that individuals can attain a knowledge and recognition of the location more representative of real life than reality itself. This argument that art (or virtual reality through video games in this case) ties into the main argument of this paper that these video games break down the barriers between what the real and the virtual is in regards to Times Square. This binary depiction of reality and the media, innacuratelyinaccurately represent the truth of how interacting with virtual reality changes our perception of actuality. Carrying off of the points made by Shklovsky, Werner Herzog argues for an ecstatic truth, a truth conveyed through art and virtual reality that isn\u2019t factual, but conveys truth. (2010). Drawing this in with current video game\u2019s perceptions of Times Square provides another important comparison. While these depictions do not factually represent what Times Square actually looks like, their depictions of the bright advertisements and bustling environment bring about a truthful representation of the location\u2019s allure and fascination. Thus even though these video games do not simulate a \u201creal-life\u201d walkthrough of Times Square, the ability to interact with the location in a virtual way enables participants to engage with the virtuality and break down the barriers of truth that separate the virtual and the real. <\/span><\/p>\n<p><b>Conclusion &amp; Future<\/b><\/p>\n<p><span style=\"font-weight: 400;\">While this analysis of Times Square provides just one cultural analysis of how a location\u2019s interaction with the virtual might affect the real, video games and future trends in virtual reality make Couldry and Hepp\u2019s conception of mediatization striking (2012). This analysis of Times Square provides a worldview that analyzes how interacting with physicality through virtuality breaks the barriers of binary analysis of media. With new media interactions breaking barriers between what is real and what is virtual I argue with Baudrillard for a hyperreality, that is \u201creal without reality\u201d (1981). New forms of media allow us to engage with reality in ways that break down the barriers of physical sensation, and experience in fascinating new ways. Video games, with their focus on interactivity and future in virtual reality, provide the best future research into studying this blurring between the real world and the media. <\/span><\/p>\n<p>&nbsp;<\/p>\n<p><span style=\"font-weight: 400;\"> \u00a0\u00a0<\/span><\/p>\n<p>&nbsp;<\/p>\n<p><span style=\"font-weight: 400;\">Works Cited<\/span><\/p>\n<p>&nbsp;<\/p>\n<p><span style=\"font-weight: 400;\">Adorno, Theodor W. <\/span><i><span style=\"font-weight: 400;\">Critical Models: Interventions and Catchwords<\/span><\/i><span style=\"font-weight: 400;\">. New York: Columbia UP, 1963. Print.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Cantril, Hadley. <\/span><i><span style=\"font-weight: 400;\">Propaganda Analysis<\/span><\/i><span style=\"font-weight: 400;\">. Fort Riley, Kan.: n.p., 1950. Print.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Couldry, Nick. <\/span><i><span style=\"font-weight: 400;\">Media, Society, World: Social Theory and Digital Media Practice<\/span><\/i><span style=\"font-weight: 400;\">. Cambridge: Polity, 2012. Print.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Deacon, David, and James Stanyer. &#8220;Mediatization: Key Concept or Conceptual Bandwagon?&#8221; <\/span><i><span style=\"font-weight: 400;\">Media, Culture &amp; Society<\/span><\/i><span style=\"font-weight: 400;\"> 36 (2014): n. pag. Web.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Federman, Mark. &#8220;What Is the Meaning of The Medium Is the Message?&#8221; <\/span><i><span style=\"font-weight: 400;\">What Is the Meaning of The Medium Is the Message?<\/span><\/i><span style=\"font-weight: 400;\"> University of Toronto, n.d. Web. 11 Mar. 2015.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Garber, William. &#8220;Propaganda Analysis-To What Ends?&#8221; <\/span><i><span style=\"font-weight: 400;\">American Journal of Sociology<\/span><\/i><span style=\"font-weight: 400;\"> 48.2 (1942): 240. Web.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Hepp, Andreas. <\/span><i><span style=\"font-weight: 400;\">Cultures of Mediatization<\/span><\/i><span style=\"font-weight: 400;\">. Cambridge, UK: Polity, 2013. Print.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Horkheimer, Max, and Theodor W. Adorno. <\/span><i><span style=\"font-weight: 400;\">Dialectic of Enlightenment<\/span><\/i><span style=\"font-weight: 400;\">. New York: Herder and Herder, 1947. Print.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Herzog, Werner, and Moira Weigel. &#8220;On the Absolute, the Sublime, and Ecstatic Truth.&#8221;\u00a0Arion\u00a0(2010): 1-12.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Grodal, Torben. &#8220;Video games and the pleasures of control.&#8221;\u00a0Media entertainment: The psychology of its appeal\u00a0(2000): 197-213.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Krotz, Friedrich, and Andreas Hepp. &#8220;A Concretization of Mediatization: How \u2018mediatization Works\u2019 and Why Mediatized Worlds Are a Helpful Concept for Empirical Mediatization Research.&#8221; <\/span><i><span style=\"font-weight: 400;\">Empedocles: European Journal for the Philosophy of Communication<\/span><\/i><span style=\"font-weight: 400;\"> 3.2 (2011): 137-52. Web.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Logan, Robert K. <\/span><i><span style=\"font-weight: 400;\">Understanding New Media: Extending Marshall McLuhan<\/span><\/i><span style=\"font-weight: 400;\">. New York: Peter Lang, 2010. Print.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Martinson, David L. &#8220;Media Literacy Education: No Longer a Curriculum Option.&#8221; <\/span><i><span style=\"font-weight: 400;\">The Educational Forum<\/span><\/i><span style=\"font-weight: 400;\"> 68.2 (2004): 154-60. Web.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">McLuhan, Marshall. <\/span><i><span style=\"font-weight: 400;\">Understanding Media: The Extensions of Man<\/span><\/i><span style=\"font-weight: 400;\">. N.p.: n.p., n.d. Print.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Ritzer, G., and N. Jurgenson. &#8220;Production, Consumption, Prosumption: The Nature of Capitalism in the Age of the Digital &#8216;prosumer'&#8221; <\/span><i><span style=\"font-weight: 400;\">Journal of Consumer Culture<\/span><\/i><span style=\"font-weight: 400;\"> 10.1 (2010): 13-36. Web.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Shklovsky, Viktor.\u00a0Art as technique. 1925.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Smith, Aaron. &#8220;Smartphone Ownership.&#8221; <\/span><i><span style=\"font-weight: 400;\">Pew Research Center<\/span><\/i><span style=\"font-weight: 400;\"> (2013): n. pag. Web.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">&#8220;US Census Burearu 2012 Study.&#8221; <\/span><i><span style=\"font-weight: 400;\">Census.gov<\/span><\/i><span style=\"font-weight: 400;\">. United States of America, n.d. Web. 11 Feb. 2015.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">West, Richard L. <\/span><i><span style=\"font-weight: 400;\">Introducing Communication Theory: Analysis and Application<\/span><\/i><span style=\"font-weight: 400;\">. Boston: McGraw-Hill, 2007. Print.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Williams, Raymond. <\/span><i><span style=\"font-weight: 400;\">Television: Technology and Cultural Form<\/span><\/i><span style=\"font-weight: 400;\">. London: Routledge, 2003. Print.<\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>These \u201cnew\u201d mediums (including social media, video games, phone applications and more) transcend previous thought, and open up media research to study the interconnectivity present in today\u2019s digital world. 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