scholarly journals Globalization and Geoblocking: Sustaining Nationally Bound Economic and Political Practices of Media Distribution and Access on the Internet

2021 ◽  
Author(s):  
◽  
Elaine Venter

Where we access the internet dictates what we see or, more importantly, do not see online. Access to online media content and information on the internet is controlled worldwide by a process called geoblocking. The term geoblocking refers to the process whereby a website blocks a user's access to digital media content or other information based on their geographic location. While it is possible that openness can exist on the internet, this dissertation asserts that the internet is not a completely free and open space as it continues to be shaped and bordered by media corporations, governments, and audiences. This dissertation further argues that geoblocking media content is an economic, political, and social reaction against the perceived danger of digital permeability of national borders through the internet. This dissertation examines how traditional, older models of media distribution and exhibition based on national borders, persist when the internet allows for global media access. Because of globalization, media corporations, governments, and the audience are in a connected loop where each are negotiating the real and virtual positive and negative effects of economic, political, cultural, and technological globalization. This dissertation finds that media corporations, governments, and the audience are responsible for using geoblocking to serve their varying motivations for maintaining control over accessibility of content and information. Examining geoblocking from the perspectives of media corporations and governments and the audience gives us further insight into the larger whole of the digital and real infrastructure of the internet -- where it is located, who has power over it, and who has access or not and why. By analyzing the relationships between media corporations, and motivations this study shows an uneven power distribution exists with media corporations and governments maintaining most of the control with the ability to dictate audience behaviors online to match their expectations and offline model. It is determined that what is at stake when geoblocking borders off the world by censoring content on the internet is: balance or power, access, and freedom.

Author(s):  
Katarzyna Borawska-Kalbarczyk

The article presents selected aspects of the process of cognitive functioning of the users of contemporary technologies and the Internet, with special consideration of the negative effects of being immersed in the digital culture. The introduction synthetically characterizes the digital world, focusing on the most active users of the virtual space. In the body of the text, the author analyzes the negative effects of an individual’s functioning in the Internet space, especially those related to the change in the way of information acquisition and processing. The conclusions refer to implementing educational postulates connected with helping students develop the culture of behavior in the virtual space, involving as major elements the ability to distance oneself from digital media, to engage in deep reflection, and to organize and sort the acquired information. These skills are treated as crucial, ensuring the rational use of digital technologies. Focusing educational activities on the formation of youths’ media competence offers them an opportunity of fuller intellectual development, the sense of security in the context of expansion of the media, and active participation in the information society by structuring the available information and the knowledge constructed on its basis.


Author(s):  
Calvin Chandra ◽  
Lina Purnama

Millennials is a generation that’s gifted with techonology, they were born surrounded by technology. But as the time goes bye, using all the technologies such as mobile devices and internet would bring a negative effects. With all the easiness to access all information, many people (millennials) find it difficult to differentiate the negative and the positive ones, since the internet would provide all kind of information including the negatives such as pornography. A group of people who spent more time on the internet (more than four hours per-day) would have a higher tendency to premarital sexual behavior (Indrijati, 2017).  As a result now, bunch of millennials are exposed to a sexually transmitted disease (STDs). Due to lack of sex education, preventing and controlling the disease has become a difficult task. Sex education still categorized as a ‘taboo’ thing to be discussed on public, even more to be educated.  This becomes the main reason for many millennials to seek out the information by themselves through the internet, and eventually got exposed by the negative contents such as pornography. By analyzing various elements of sex education as the basis and providing a decent information that’s suitable for the community especially millennials, while also noticing modern entertainment’s development as a catalyst to introduce the program. The idea is to emerge an incorporate elements of sex education and modern entertainment technology into a museum. 3d mapping technology used to provide a whole new experience on public education. The chosen site is on Mangga Besar area which known as the “Eden Garden” at night, because of the culinary center and the nightlife in West Jakarta. This project would also interacts with its surroundings, as an open space for the communities around. This project consisted of some programs which is, supported by 3d mapping room, café, gallery, and seminar room. This project aim to amend people’s perception of sex as a taboo thing to become something that must be educated to all the community. AbstrakGenerasi milenial adalah generasi yang mahir menggunakan teknologi, mereka lahir ketika teknologi sudah ada di sekeliling mereka. Namun seiring perkembangan zaman terutama di bidang teknologi seperti penggunaan internet, gawai, dan perangkat komputer tentu juga membawa berbagai dampak negatif. Dengan mudahnya mengakses informasi, banyak dari generasi milenial sulit menyaring berbagai informasi yang ada saat ini, terutama konten-konten negatif seperti pornografi. Kelompok dengan frekuensi menggunakan internet yang tinggi (lebih dari empat jam) memiliki kecenderungan tinggi pula pada perilaku seksual pranikah (Indrijati,2017). Akibatnya saat ini, banyak dari generasi milenial terpapar oleh Penyakit Menular Seksual (PMS). Salah satu hambatan paling besar dalam pencegahan dan penanggulangan dari Penyakit Menular Seksual ini adalah karena kurangnya edukasi seks di Indonesia. Edukasi seks masih menjadi hal yang tabu untuk diperbincangkan dan disosialisasikan ke masyarakat umum. Hal inilah yang menyebabkan generasi milenial dengan sendirinya mencari informasi mengenai seks dan terpapar konten negatif seperti pornografi. Dengan menganalisis berbagai unsur edukasi seks sebagai dasar untuk mengedukasi dan memberikan informasi yang benar mengenai seks itu sendiri ke masyarakat luas, serta melihat perkembangan teknologi hiburan modern sebagai katalis pengenalan program, muncul ide untuk menggabungkan unsur edukasi seks dan teknologi hiburan modern tersebut dalam proyek museum. Teknologi 3D Mapping dimanfaatkan untuk memberi pengalaman baru dalam mengedukasi masyarakat. Tapak yang dipilih berada di daerah Mangga Besar sebagai kawasan yang terkenal sebagai “taman eden” pada malam hari karena terkenal sebagai pusat kuliner dan hiburan malam di Jakarta Barat. Proyek ini juga berinteraksi dengan sekitarnya sebagai tempat yang nyaman dengan ruang terbuka untuk masyarakat sekitar. Program didukung dengan ruang 3D Mapping, cafe, galeri, dan ruang seminar. Proyek ini diharapkan dapat mengubah persepsi masyarakat bahwa seks suatu topik yang tabu dan dapat mengedukasi masyarakat secara luas.


2020 ◽  
Vol 13 (2) ◽  
pp. 310
Author(s):  
Yuli Candrasari ◽  
Salshabilla Permata ◽  
Afifah Rachmania ◽  
Dyva Claretta

The growth in the number of netizens is now the impact of increasingly easy internet penetration and high penetration of social media that is easily accessed via smartphone gadgets. Research conducted by Candrasari (2016) states that female internet users cannot be separated from their social media. Within a day of 2-3 hours, his time is spent accessing digital media. Therefore digital competencies are needed for girls to avoid the negative effects of the internet. The purpose of this study is to get a picture of the competence of adolescent girls. Digital competence is a form of using technology safely and critically to facilitate work, get entertainment and to communicate (E. Encabo & Murcia, J: 2011: 166). This research was conducted on adolescent girls in Surabaya with qualitative research methods. Data obtained through in-depth interviews, participant observation, and literature studies. The results of the study indicate that the digital competence of adolescent girls is still not good, especially in the categories of skills using the internet, information management and responsibility for using internet which is still low. Only in the category of communication and sharing digital competence of young women is good


2013 ◽  
pp. 479-487
Author(s):  
Marcus Mansukhani ◽  
He Ye ◽  
Ma Zhaoran

P2P is currently the most contentious area of Interactive Digital Media on the Internet. It continues to grow in popularity at a phenomenal rate while media producers are seemingly stuck in a cycle of who needs to be prosecuted to prevent this form of piracy, and the majority feel that content should be paid for either to own or to rent with a Digital Rights Management time bomb. An alternative method of paying for the licence to download is presented by two self styled media futurists, and they conclude that it is easier for the industry to adapt to a market based on something that continues to feel like free rather than trying to enforce a model that is clearly not working at the moment and brands hundreds of millions of Internet users criminals. One proposal is that a US$5 monthly licence would produce an income of US$3 billion to the music industry. We explore how this could be extended to the digital media.


2021 ◽  
Vol 20 (4) ◽  
pp. 437-455 ◽  
Author(s):  
Ingrid Forsler ◽  
Michelle Ciccone

Figure and ground are analytical concepts used to discuss how some elements of a lived situation dominate perception, while others remain in the background. This applies not least to media and research from the medium theoretical tradition as well as later scholarship on media infrastructures, which have been keen to explore the taken for granted or invisible aspects of the media landscape. In media education, however, there is still a tendency to focus on the figure of digital media by treating media technologies as tools or to focus on the critical evaluation of media content. This article draws on McLuhan’s co-authored textbook City as Classroom to suggest a pedagogical turn towards the ground of the internet. Based on concrete examples from middle school digital citizenship education, the article shows how a focus on the ground of digitalization actualizes topics such as environmental concerns, global inequalities and data privacy. These topics are conceptualized and discussed through the environmental/spatial metaphors clouds, exhaust and architecture.


2009 ◽  
Vol 26 (1) ◽  
pp. 89-106 ◽  
Author(s):  
Brett Hutchins ◽  
David Rowe ◽  
Andy Ruddock

MyFootballClub (MFC) is a popular computer game, Web site, online networking experiment, business model, and an actual soccer club. This article uses MFC to address the question of how networked media sport is reshaping the media sports cultural complex (Rowe, 2004). Our aim is to show how the professionalization and mediatization of sport has created a longing to reconstruct a kind of communitas around supporter participation in the ownership and running of their team. We conclude by suggesting that it is now time to think less in terms of the longstanding relationship between sport and media, and more about sport as media given the increasing interpenetration of digital media content, sport, and networked information and communications technologies.


2020 ◽  
Author(s):  
Drozdova A.V .

A new type of online communication which is different from off-line one shapes a favorable environment not only for a dialogue but also for negative assessments and aggressive behavior on the part of active users. Specificity of open space communication on the Internet creates a number of moral and ethic problems and calls attention to the development of correct scenarios to interact online which will allow users to protect not only their own identity but also the identity of their communities. A multidisciplinary approach with the use of media studies’ instruments acts as a methodological basis for examining specifics of digital communication. This methodology makes it possible to reflect upon digital media in their interrelations with social, cultural and anthropological transformations, to analyze ways of communication and interests of the internet communities. Keywords: online communication, social networks, trolling, haterism, online-activism, brigading


2019 ◽  
Author(s):  
Aqida Nuril Salma

In this era, people’s lives are intertwined with the Internet and digital media although society might have to bear potential negative effects of these platforms. Free flow of information and the rise of hate speech, fake news and disinformation on the Internet have no doubt increased social polarization. Furthermore, a new phenomenon has arisen, which combines hate speech with indignation or offence-taking, and that is hate spin. Hate spin uses hate speech and fake news as a weapon to gain access to political power. Hate spin is considered to be one of the biggest threats to any democratic country, including Indonesia. A relatively young democracy and its reputation for religious moderatism and diversity, Indonesia has not been immune to the hoax epidemic plaguing societies around the world recently. Scholars assume that improving digital literacy is the best solution against hate spin in Indonesia. However, the current concept of digital literacy has been limited as merely a matter of technical skill. This paper offers an analysis on how to define the contemporary digital literacy concept that has moved beyond basic Internet access, and on how the technology works and is used by political elites with evidence of computational propaganda delivered through political bots, fake accounts and false news during recent political events in Indonesia.


Author(s):  
Marcus Mansukhani ◽  
He Ye ◽  
Ma Zhaoran

P2P is currently the most contentious area of Interactive Digital Media on the Internet. It continues to grow in popularity at a phenomenal rate while media producers are seemingly stuck in a cycle of who needs to be prosecuted to prevent this form of piracy, and the majority feel that content should be paid for either to own or to rent with a Digital Rights Management time bomb. An alternative method of paying for the licence to download is presented by two self styled media futurists, and they conclude that it is easier for the industry to adapt to a market based on something that continues to feel like free rather than trying to enforce a model that is clearly not working at the moment and brands hundreds of millions of Internet users criminals. One proposal is that a US$5 monthly licence would produce an income of US$3 billion to the music industry. We explore how this could be extended to the digital media.


2021 ◽  
Vol 7 (4) ◽  
pp. 205630512110592
Author(s):  
Seryun Lee

Online platforms allow the instantaneous circulation of media content on a global scale, and geographically fragmented audiences of media content circulated through such platforms engage with the same content at their convenience. Such media distribution in today’s digital culture problematizes the traditional conceptualization of lingua-cultures, which is predetermined based on the concept of nation-states. The aim of this study is to contribute to theorizing the concept of lingua-cultures on the Internet in relation to the role of translation that boosts the mobility of cultural products across national borders. To this end, I draw on the Deleuzian concept of “assemblages” and look into what translation-driven communities can reveal about different language constituencies using an illustrative example of a YouTube vlog with bilingual subtitles. Ultimately, I argue that lingua-cultures in digital media culture can be redefined as constellations of heterogeneous people who display their perceptions, attitudes, and expectations of self and others using a common language, while engaging with media content for various purposes and in different ways.


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