Statistics, Superiority & Self-Worth

all media content produced by myself unless otherwise stated

It’s a technological world. We are digital natives. The overhanging presence of the deified internet is not something we grapple with understanding anymore, it’s a ubiquitous, organic component of what it now means to be human.

A natural side effect of this, however, is that people are placing more of themselves in the web. We situate a piece of our own consciousness within the digital realm. With the advent of Web 2.0 online services expanded in order to accommodate ease of movement and place priority on a two-way user interaction (Murugesan 2007, p.34), encompassing the rudimentary early internet’s evolution into a fully flourished media ecosystem. In simpler vocabulary this speaks of websites with the freedom to submit our own participatory content at will. However this deepened user experience means an increased blurring between the real and digital borders. It creates a more potent brand of digital citizenship where humans are legitimately stepping into the wired world as if its communities constituted a tangible nation. The internet is no longer as centred on anonymous usernames as it used to be, instead focused on building a public, recognisable presence –  a digital humanity, if you will.

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Step into the nExt world.

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Gamifying My Creative Cycle

All media content produced by myself

As any self-deprecating creative would tell you, a true creator is marked by having more stagnated drafts than finished products. And while this little piece of ‘insight’ comes in the form of an inside joke, there is an unfortunate amount of truth to it. After neglecting it for almost an entire year it was eventually made clear that my time-worn “media projects” notebook had just about reached the end of its useful lifespan. This was back in 2017, when I had just begun hearing the idea of “gamification” ring out in my university classes.

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My old partner. Rest in Peace 2014-2018

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Web 2.0 & The Youtube Commandments

Originally published 22 April 2016

I’m sure everybody has grown up being told, “Don’t judge a book by its cover”, implying that simply looking at a product isn’t enough to determine its internal worth. And sure enough with Media Studies 1.0 this may have been the case, but with the completely reinvented concept of “Produsers” that Media Studies 2.0 introduces, the visual branding of your product is now more important than ever. Individuals are getting much more familiarised with the conventions of production and as such setting a good first impression through professional graphics and quality is an extremely necessary lifeline. In this current information society of digital natives, everybody judges a book by its cover; good visuals and a likeable personality are everything.

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The Wild Eye: In Search of the Yowie

Originally published 6 September 2017

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Art by Mitchell Boyle September 2017

Yowies and panthers and bunyips – oh my! Long has human society been captivated with the pursuit of ethereal monsters that defy scientific knowledge, informing the birth of a pseudo-science field dubbed ‘cryptozoology’. A cryptid is classified as a creature that is “referred to as ‘unknown’, even though they are typically known to local populations” (Opit 2017).  Being monsters born of a time before the proliferation of the common camera and the prevalence of scientific thought, their credence in modern culture has understandably wavered.

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