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New Media Cultures:Rethinking Journalism&The representation of war in the online computer game

论文作者:留学生论文论文属性:硕士毕业论文 thesis登出时间:2011-01-25编辑:anterran点击率:3749

论文字数:3335论文编号:org201101250947083193语种:英语 English地区:英国价格:$ 66

关键词:New Media CulturesRethinking JournalismThe representation of warin the online computer game

New Media Cultures
MA New Media & Society
MS7303 New Media Cultures

ask 2: Rethinking Journalism

As Internet has risen as an important media since1990s, it has been 代写留学生论文fully recognized that the Internet has great potential and advantages in news coverage, it strengthened propaganda of a country or a community to the outside world by taking the advantage of the Internet as well as the network technologies together with it (Allan, S, 2006). This report will take two of China’s mainstream English websites as examples to illustrate their important role in reporting and introducing China to foreigners. Moreover, the functions of the Internet and network technologies adopted by these two websites in order to make them more effective will be shown and analyzed. In addition, the report is also going to give a brief introduction to the websites and tries to analyze the features and limitations of the websites.
Reference
Pavlik, JV (2001) Journalism and new media, New York: Columbia University Press (Chapters 2, 8 and 11)

Allan, S (2006) Online News, Buckingham: Open University Press (Chapters 2, 3 and 9).

Deuze, M (2003) The Web and its journalisms: considering the consequences of different types of newsmedia online', New Media & Society, 5(2): 203-230.


Task 6: The representation of war in the online computer game

The games on the websites given usually depict the wars one-sidedly and make the wars they launched against others righteous. Moreover, the game makers describe the war a game and encourage young people to join in and fight in the battlefield. This is particularly obvious in the war game called America’s Army and Black Hawk Down, for example, in these two games, the game makers regard the wars against Iraq and Somalia as righteous, and the America soldiers are regarded as the ‘world saviour’ in the games. This may have several impacts on the gamers. For example, the gamer may think the real war is just like a funny game in a battlefield, and the American Army will always win the war against the enemy, however, it’s not true actually. The real war is much tougher and cruel. The games are mainly targeted at youngster aged between 20 to 30, and they know little about the real wars happened in the real world, what’s more, they are enthusiastic and curious about cruel battle and bloody wars, they are probably addicted to those virtual war games (Machin, D. and Van Leeuwen T. , 2005).

Reference
Tapscott, D. (1998) Growing up Digital: The Rise of the Net Generation. New York: McGraw-Hill.

Horrigan, J. B. (2007) A Typology of Information and Communication Technology Users. Pew Internet & American Life Project, Washington, DC.
 www.pewinternet.org.

Livingstone, S., & Bovill, M. (Eds.) (2001) Children and Their Changing Media Environment: A European Comparative Study. Mahwah, NJ: Lawrence Erlbaum Associates.

留学生论文代写Ofcom (2007) The Future of Children’s Television Programming: Research Report. London, UK: Office for Communications.

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