Professional Documents
Culture Documents
Lit 101 Midterms Compiled
Lit 101 Midterms Compiled
LABORATORY SCIENCE
PHILIPPINE POPULAR CULTURE
SAN PEDRO COLLEGE – MAIN
CAMPUS
Instructor’s Name: Janice B. Sawe
AY 2022 – 2023 - 2ND SEMESTER LESSON NO.5 - COMPONENTS OF CULTURE-MATERIAL CULTURE AND
NON-MATERIAL CULTURE
longer dependent on such rudimentary techniques and a broad and non-specific and norms are specific
variety of paper and writing materials are used. and definite.
III. Printing Press - This led to the spread of written ● Norms can be:
material and to mass communication being possible. ○ Prescriptive Norms - are those which
IV. Modern Communication Technologies - These prescribe or allow kinds of behavior to take
include newspapers, magazines, motion pictures, radio, place. Example: in college, you should study.
television and more recently the internet. ○ Proscriptive Norms - are those which prohibit
certain kinds of behavior. Example: murder and
4. Food crime are those acts which are forbidden by
- Food is also considered as a form of art in many society.
societies and cultures. ○ Cultural Norms - states how culture should
- In many cultures, it is seen as a tradition and traditional ideally followed, that is, how it actually should
recipes are handed down from one generation to the be. Example: one should always be honest.
next, from mother to daughter. The type of food eaten is ○ Statistical Norm - is the measure of the actual
also a part of culture. For Example: In China and India, conduct in the society. It is the ‘the actual
pigs are eaten and are seen as a source of protein but behaviour of a person in a given situation.’
religious tradition of Islam and Judaism forbid eating of Example: one shouldn’t break a traffic light -
pork. this is a norm =, but when one is in hurry and
one breaks it, then it is a statistical norm.
B. NON-MATERIAL CULTURE ● Norms include
1. Folkways: they are workable patterns
● This refers to various symbolic creation of man. It consists of accepted as appropriate but not insisted upon.
the intangible products of human society. Example: if you eat food with your hand, you
- For Example: values, norms, attitudes. won’t be punished. They are passed down from
● They are called Mentifacts. Both, material and non-material generation to generation either through
cultures are originally linked. deliberate or more imitation.
● Material culture emerges out of non-material culture. Material 2. Mores: they are morally and strongly
culture changes more frequently, whereas non-material sanctioned folkways regarded as important for
culture is slow to change. This gap between their paces of the survival of the group. Example: wearing
change is known as Culture Lag. clothes is a mores. Negative mores are called
- Example: Material aspect of Indian culture has taboos, which mean that something should not
changed a lot, in terms of technology and be done. Example: Incest- a sexual relation
lifestyle; whereas non-material aspects like relationship between father and daughter.
region and social values change slowly. 3. Customs: a custom is a long established
Elements of non-material culture in society can be observed usage or practice, gradually accepted as an
through: appropriate mode of behaviour. Customs are
sanctioned by group pressure. In traditional
A. Cognitive (Knowledge and Beliefs) societies the hold of customs is very strong.
a. Knowledge: All information about the material 4. Laws: Laws are codified norms or rules
world that can be objectively substantiated. It is enacted by those who exercise political power
the storage and recall of learned information. and are enforced through state machinery.
b. Beliefs: Ideas and speculation about the There is an element of force or compulsion in
physical, social and supernatural reality, not as law. They are needed in a modern, complex
easily supported by facts. They are cultural society to maintain social order. it is more
conventions that are concerned with true or formal as compared to the folkways, mores and
false assumptions, specific descriptions of the norms in the society.
nature of the universe and the place of human ● Different cultures manifest their non-material culture
begins in it. through:
B. Normative (Values and Norms) 1. Folklores: Folklores are an important part of
a. Values: They are a part of the cultural system many cultures, especially the primitive
and are inculcated into the psychological communities. In primitive communities, cultural
system through socialization and are transmission takes place through folklores.
instrumental in shaping and determining Folklores contain the philosophy of the people
behavior in groups and other social systems. of that society or culture. Most of the folklores
Example: Driving at high speed leads to have references made to the mutual relation of
accidents is a belief; driving should not exceed the people to their gods. Folklores help in
a certain limit is a value. socialization as they point out how different
b. Norms: These are usually derived from values. types of offences are punished by the
They are standards of behavior expected of supernatural powers. They also contain
individuals by their social groups and therefore descriptions about birds, beasts, trees and
norms supplement values. Values tend to be human beings etc.
criticized as engaging in sensationalism, mudslinging and periods and has evolved through generations. From every
tabloid broadcast journalism. Many radio journalists tread on period ,different genres appeared and these literary works
dangerous grounds risking their lives. rooted from all regions reflecting their culture, society and
● In the global village, the threat of cultural homogenization or lifestyle.
domination, especially by those who own and control technology ● The 21st century literature evolved with various genres, themes
becomes even more real. and voices. The country continues to develop in many aspects
as a liberal and democratic country. The worldwide innovation,
IV. FILIPINO SONGS AND MUSIC exchange and sharing of ideas has made the country become
pat of the events and trends. Technology was used to impart
● Popular music are music with wide appeal typically distributed to and experience literature to the younger generation. This was
large audiences through the music industry. Also known as pop the primary tool for learning and being engaged in literature
music it became popular because it creates a sense of through the use of internets and gadgets in acquiring knowledge
familiarity for listeners. It is varied and useful to help make the and information.
● The flowering of Philippine literature came after the Martial Law
industry more appealing to a wide audience of people. Pop
days. The resurgence of committed literature appeared in the
music is good music and is enjoyed by many people. 1960’s and the 1970’s . Filipino writers continued to write poetry,
● In the 1950’s rock and roll was the louder and more exciting type short stories, novellas, novels and essays .Literature continued
of pop music which emerged with songs about youthful rebellion to change as society changes. With technology, authors are
and teenage love. In 1973, the pop music industry in the trying to address absolute human questions in new ways giving
Philippines long dominated by Americans top 40 was jolted by birth to the 21st century new literary genres.
the emergence of a new kind of sound. At the same time the
protest movement found in the popular forms of western rock VI. POPULAR FILIPINO FOOD/CUISINE
and folk powerful vehicles for cultural resistance. The creation of
institutions brought about by colonial social and cultural ● Filipinos love to eat since they are naturally hospitable and
influences and the absorption of the country in the global gregarious. Food is the basis of social life and people bond over
political economy created a form of leisure fit for the society. food trips. Filipino cuisine is composed of the cuisines of more
This social condition gave rise to the development of Philippine than hundred distinct ethno-linguistic groups throughout the
popular music. Philippine archipelago. Filipino food combines the eastern and
● Pop music is a combination of musical genres. The goal is to western idea and is strongly influenced by Chinese, Spanish
express what the artist intends it to be, some for fame and and American tradition. The approach to food was drastically
money others for enjoyment and fun sending a message or influenced by trade and conquest.
something deeper to society. Research shows that listening to ● Food plays a major role in promoting the country’s national
popular music is a chemical produced by the brain, dopamine, identity and culture. It is important as it is an integral part of local
that is responsible for the overall mood of a person. It reflects art and culture as well as communal existence. Filipino cuisine is
the emerging trends and not specific ideologies. Popular music steadily gaining popularity around the world for its spice-packed
engages in rhythm, repetitive lyrics and approachable musical flavourful taste. Filipino culture and cooking are still represented
style that is easy to sing along. in each dish , some even with a hint of peaceful resistance.
● This experimentation within and outside the industry generated ● Street food and fast food became the trends in the food industry.
interest across social classes and opened many possibilities for America’ influence is palpable in the Philippines with the coming
new kinds of popular music, later called Pinoy rock or Pinoy pop in of fast food that competed with local Filipino fast food chains.
music in the 1970’s .The search for Filipino identity in popular Food kiosks and stands abound especially in malls, supermarket
music was attempted in the late 1980’s and in early 90’s. food courts, food parks, public transportation terminals, and
● Folk pop was influenced by American folk musicians, these are university cafeterias where much variety of food are sold.
songs with sociopolitical bend. Alternative music came about Filipino street food is one of the best however questions of
through the fusing of indigenous musical elements with foreign cleanliness is raise, however due to its affordability and taste
pop icons. As the decade of the 90’s commenced, more and many people still patronize these traditional way of street
more alternative artists entered into the mainstream. vending.
● The millennial eating habits have changed the food industry.
V. LANGUAGE AND LITERATURE They want convenience, transparency and responsibility, and
they want trendiness. Social media is a huge part of the dining
● Popular literature includes writings for the masses and those experience resorting to Facebook, Instagram and Snapchat
that find favor with large audiences. It can be distinguished from regularly on a daily basis. Many of the millennial claims that they
artistic literature in that it is designed to entertain. Philippine receive food news from peers on Facebook. Social media
literature has manifested a popular orientation in the way both accounts of restaurants would show Instagram-worthy, modern
the preliterate and literate traditions have communicated with and aesthetically pleasing menu design, ambiance and décor to
the ordinary Filipino readers who constitute the majority in a their clients.
given community. ● In the age of advanced technology fast food was not enough.
● Literature is one way of helping people make sense of their lives
Mobile delivery services have allowed food to move speedier.
by making complex reality intelligible through a number of
conventions. Philippine literature have withstood time and Some establishment had in–house delivery system in place
tapping on an app and having numerous meals to choose from. courses and the blossoming of literary festivals, affordable art
Delivery systems list several cuisines to choose from as well as markets and fandom conventions.
groceries with options of selecting where and what time to have
the orders delivered. VIII. FASHION AND CLOTHING
● With restaurants facing exorbitant rent increases, overhead
costs, rising wages and personnel challenges new solutions are ● Fashion is defined as the cultural construction of the embodied
sprouting to challenge traditional business models. Ghost identity. It encompasses all forms of self-fashioning including
kitchens also known as cloud or virtual kitchens are restaurants street styles as well as the so-called high fashion created by
built exclusively for take-away orders. This resulted to a designers and couturiers. Fashion and clothing refers to the way
the people of Filipino society dress up in instances such as while
phenomenon of global explosion in home delivery services. This
they are at home, while at work, while travelling and when
demand is prominent in Asia where online food delivery market
attending special occasions
is estimated to be more 5 than 50% of the global share. ● Fashion is important part of culture and society. It gives people a
way to express themselves. It has the potential to bring different
VII. PHILIPPINE KOMIKS people together to elaborate their own individuality. Clothes
affect the way individuals see themselves. Dress sense
● Komiks refers to a form of illustrated stories portraying various embodies personal wealth and taste. The attire reflects the
characters and topics from experiences in everyday life to individual’s taste and personality. In the Philippines culture,
different kinds of adventures, exploits and heroism to dramatic customs and fashion sense have been defined by influences of
or humorous scenes. It could be a short story or a quite lengthy Spain, Japan and America. The character is basically
novel. It is equivalent of English “comics” or “comic book”. colonial-inspired.
Komiks are affordable form of entertainment to escape the daily ● Fashion communicates in different ways that material things like
realities. The language use and the images complement the clothes and accessories are the most important ones in life.
texts thus making it popular to readers. Fashion defines a personas an expression of an individual’s
● In the 19th century, comics in from editorial cartoons were seen personality or attitude in their aesthetic choices like clothing,
as a form of political expression. The public grew interest accessories, hairstyles and outfit.
toward editorial cartoons that depicted socio- political issues of ● What is hip or popular at a certain point in time Trends I fashion
the time. Komiks is a form of reading entertainment that became and clothing refers to a certain style in fashion or entertainment.
and popular from 1920,s to the present. It was inspired by Young people stick to fashion to get a sense of identity and to
American mainstream comic strips and comic books during the expose themselves. The pop culture affect young people the
20th century. After World War II the komiks became widely most because it is ever changing. Popular culture changes with
popular. time and young people love to have something cool and trendy
● Comics in the Philippines has taken on many uses, they have of their time.
been source of entertainment, education, and political and ● The best fashion designers in Asia are acknowledged to be
social commentaries. Filipino comic books are stories of the Filipinos. Filipino brands have entered the markets locally and
generation, a search for cultural identity, a gift of laughter and internationally. Fashion on-line shopping has become a trend
amusement. An escape to widen the imagination and to go lately. In the 2000’s Korean pop music and television trended
beyond the limitations of present day realities. Komiks is among with long straight hair, blending with American culture.
the cheapest forms of entertainment available to the poor. Present-day Filipinos wear T-shirt with maong (jeans) which are
Comics undoubtedly have a huge influence and following in the American influences . Later the 1950’s and 1960’s fashion trend
popular culture in the Philippines. or what is known as “retro” came about bringing out the wearing
● Comics-based movies are sure blockbusters with the Philippine of skirts and leggings. The Filipiniana gown or cocktail and the
movie industry following the formula of making big movie Barong Tagalog are still considered to be formal wear for women
production based on successful comics series. Pinoy komiks and men in the country.
tells of superheroes who tend to be “poor underdogs” reflecting ● Looking at fashion in recent times, the country has no single
the colonial history of the country. While regarded as a low form fashion style because the people have not fully developed their
of art, komiks has influenced culture despite the advent of other own identity. Fashion was heavily influenced, dominated and
forms of media and entertainment such as television and video saturated by colonial influences. This is evident in every aspect
games. of life- the language, lifestyle, behaviour, clothing and food.
● History has been witnessed to the rise and fall of Philippine
comics but the 21st century is seeing the revival of the medium IX. GAMES AND SPORTS
and the industry. The appeal of komiks has not completely died
out. A new generation of creators is trying to revive and ● Traditional Filipino games are social games or team-building
re-introduce the legacy of Philippine komiks. The present comic
activities. Due to scarcity of materials to make toys children in
style retains the local character by way of stories that depict the
the rural areas use their ingenuity and innovate toys and
Filipino culture highlighting the traits of resilience and
resourcefulness. playthings they can find in their homes and neighbourhood.
● Webcomics were recently produced by independent Filipino They invented games that don’t require anything but the players
web –based artists. Several factors produced the steady rise of themselves. These games were common pastimes especially
komiks : digital technology gave access to local and global during holidays and summertime. Games before were played
influences that in turn inspired artists to create and post on outdoors involving physical activity. Usually children play in the
social media, colleges and universities offered digital art afternoons and evenings on moonlit nights.
● Traditional games are the best platform for promoting peace, good points of their products. It influences people by making
harmony, goodwill and camaraderie in the community. Games good impression that can persuade them.
have been part of Filipino pastime, these games are ● Television still reign supreme as most effective advertising
cooperatively played promoting close social relationships in the medium in the Philippines but with video – 0n –demand (VOD)
family, in school and in the community. Filipinos play games to advertisements in social media and other online platforms
make them healthy and fit. Doing sport activities in times when supplementing TV’s effectiveness. Consumers have the power
they are stressed out and exhausted keep them mentally and to select, watch or listen to video content they want .Viewers are
physically fit. expanding their range of viewing platforms and the amount of
● The advent of computer games has drastically overshadowed media they are consuming. Many are using computers and
traditional Filipino games. Children of the present generation mobile phones to watch h VOD programming. Convenience is
prefer to sit in front of the computer and immerse themselves in an important consideration of consumers.
a “different playground” instead of interacting with actual ● Digital advertising such as e-mail, banner, text, display pop ups,
playmates. Today’s kids are stuck on their phones, iPods. And content , flash HTML, mobile ads, blogs and product feeds
PSP’s. On-line gaming, video games and computer games resulted to the decline of other forms of advertising like cable TV
changed popular culture in so many ways. The exposure of and print publications. Many newspapers ceased to exist as
children in technological devices leads to less interest in playing printed products evolved to the online information source.
Filipino games, or other social play. Affiliate industries like print and broadcast media, publishing and
● The video game culture is a worldwide new media subculture printing, film, print and production emerged. Advertising was the
formed by video games. This developed popularity and have hardest hit industry in the present.
significant influence on popular culture. Later gaming went ● Advertising can be harmful and also beneficial to society.
mainstream and has influenced culture today. The gaming Unrealistic expectations, false image are the social and
culture attracts die-hard fans and amassed profits for the economic benefits . It could encourage companies to compete
entertainment industry. Video games can be seen in social and provide new products. It is said that popular culture affects
media, politics, television, film, music and the YouTube. Video ads or that ads affect popular culture. But at the end, ads and
games became popular culture phenomena .Recently E- sports, popular culture affects each other.
the competitive video games emerged as one of the new crops ● On-line shopping is a form of electronic commerce which allows
of sports. consumers to directly but goods or services from a seller over
● The gaming community started its commercial birth in the 1950’s the internet using a web-browser. The Philippines is a youthful
as technology gaming blossomed into one of the most profitable and vibrant consumer market with strong growth potential the
world. The mobile industry have opened the doors to a new shopping experience is important to consumers who visit malls
generation of gamers . Today children “multi-task” across not only to make purchase but also as a family or social activity.
multiple modalities, playing video game, reading and writing Online shopping is becoming more popular among young
about mythology, researching on the internet and even Filipino who are among the most socially conscious consumers
contributing to websites devoted to the game and wider topics in in the world.
mythology. REFERENCES
● While these games help kids develop their cognitive skills there https://drive.google.com/file/d/1HfIxQCtTKMWy36UmJI
are downsides to engaging in computer and video games. Video
games replicate the structures of the social system and by qmfmy17wBK29yn/view?fbclid=IwAR3lLgloaiDlz1olGJ8H
playing games players are enacting the social relations of the 3Mo9RG5Y2a3OACz7WTUUq_czFU0N8_Wzif-2NaA
subordinate with the one crucial inversion. These games are
criticized to have violent content are also implicating political
culture. It reaches out to a majority audience through a very
powerful medium of digital interaction. Games transform a
spectacle into participation.
X. ADVERTISING AND ON-LINE SHOPPING
Commercial culture may be a lot of things. It may be a subset of consumer culture. It may be a
defining element of mass culture. It may even at times be high culture or “art,” as Berger (2000)
and advertising creatives (Soar, 2000) have contended. But, at least conceptually, the answer to
the title of this essay is no: Commercial culture is not the same thing as popular culture. This
stance can be qualified and is not universally shared. But several scholars of popular
communication emphasize the importance for the popular of such concepts as participatory
texts, authenticity, and genuine pleasure, elements that may be less central to the commercial.
So if they are not the same thing, why should advertising—as an intense form of commercial
culture—be a topic of future exploration in the journal Popular Communication? The commercial
form should be studied under this rubric because of the impact commercial culture has on
specific forms of popular culture. Communication scholarship, with its emphasis on the power of
the message, its mix of receiver- and sender-based modes of understanding, and its
interdisciplinary roots and nature, may offer unique insight into this commercial impact. In
addition, industrial practices and trade discourse often assume the two forms of culture are the
same thing, and there are many social and economic forces that are pushing commercial and
popular culture together. Whatever form of culture or communication that is coming out of this
centripetal process should be studied with many of the same theoretical, critical, and
methodological tools that define the best scholarship in popular communication and popular
culture? This scholarship also shows great potential to develop new techniques and theories to
grasp the ever-changing nature and growing influence of commercial culture.
Many of the assumptions about the differences between the two forms of culture come down to
definition, of course. Commercial culture, for example, can be defined as both commercial
culture and commercial culture. Commercial culture is the more far-reaching one, but also the
one that does not necessarily involve as a central tenet the integration of advertising forms with
entertainment. This version, closely related to the idea of “mass culture,” refers to culture that
results from a commercial system, a system where the profit motive overwhelmingly dominates.
Heavy-duty marketing, corporate ownership, and predictable production processes of cultural
products are involved. By this definition, commercial culture is huge. It would include the big
blockbuster film, the highly promoted network television show, and the mass-market paperback
romance novel.
To eliminate this category of culture from notions of “the popular” excludes a lot of cultural forms
and is therefore a potentially contentious definition. Nevertheless, such claims are found.
Arguing for the importance of a distinction between mass commercial culture and popular
culture is Stephen Duncombe (1997) in his thoughtful discussion of “zines” as underground
culture. For Duncombe, popular culture is strongly associated with another kind of culture,
“participatory culture,” and for him the idea of authenticity is central. From his perspective, mass
commercial culture is neither participatory nor authentic. He contended that commercial culture
is not popular culture. It may be popular, but its popularity is a means to an end: that of being a
profitable commodity. As a result, fans are continually betrayed in their quest to make the
culture theirs, and the process of connection must be continually reinvented, ad infinitum.
Duncombe’s discussion of commercial culture assumes commercial culture is mass culture. For
him, a key issue is that popular culture is authentically popular— created by those who find
pleasure in the culture and use it to understand and change their lives. Duncombe distinguished
between popular culture that arises in such an authentic way and commercial culture that is
manufactured to be popular. Duncombe’s book, then, links underground culture with the notion
of the popular; zines are a form of grassroots popular culture that often exists as a reaction to
artificial and unauthentic commercial cultural forms.
A bit narrower definition of commercial culture, one that is the focus of the remainder of this
essay, may find agreement with a larger number of scholars when arguing for its exclusion from
notions of the popular. Commercial culture is not as broad but more deeply commercialistic. The
definition here is similar to the definition of “commercialization” offered by Mosco (1996): a
“process that specifically refers to the creation of a relationship between an audience and an
advertiser”. This definition of commercial culture overlaps with consumer culture, with the latter
also including shopping activities and the geography of retail space. Commercial culture, then,
refers specifically to advertising forms of mediated culture: culture designed to sell a product. By
this definition, advertisements are commercial culture. Commercial culture also results when
obvious advertising and promotional influences intrude on non advertising forms. Big
blockbuster films like Spider-Man (2002) become commercialized through such techniques as
product placement (one Spider-Man scene features the utility of Dr. Pepper cans for web
shooter target practice) and merchandising tie-ins (such as Spider-Man Toasted Oat cereal and
Spider- Man Pop-Tarts). The television show becomes commercial culture when it is used to
promote advertisers or other entertainment holdings, such as a 2002 Ford-sponsored reality-
based program on the WB network using a Ford ad slogan, “No Boundaries,” as the name of
the program. The book becomes commercial culture when an advertiser pays to have its
product featured prominently in a book.
Scholars have argued that commercial culture and popular culture offer significant differences
and may be in fact mutually exclusive. Assumptions about what popular culture is often arise out
of such comparisons. For example, although Jib Fowles (1996) in his book, appropriately titled
(for this essay) Advertising and Popular Culture, saw the two as “allied symbol systems”, much
of the book is spent comparing and contrasting the two forms of communication, arguing that
“advertising, while sharing many attributes with popular culture, is a categorically different sort of
symbolic content”. By highlighting advertising’s self-serving nature, the spectator’s skeptical
gaze, and more contained content forms (the 30-sec commercial, for instance), Fowles
contrasted popular culture as more pleasure oriented and appropriated more eagerly by
audiences.
When other scholars compare commercial culture and popular culture, they imply these
distinctions but concentrate on how commercial culture has affected and will continue to affect
the forms and functions of popular culture. Even when discussions of popular culture include
advertising, they often do so hesitantly and with the key notion of advertising intruding on
popular culture. The Popular Culture Association, known for its exploration (and celebration, at
times) of popular culture, has a long- standing Advertising Division. Some presentations in that
division may have indeed argued that advertising is legitimate popular culture. However, in
Advertising and Popular Culture (same title, different book from the previously discussed
Fowles, 1996), which published samples from the Advertising Division, the editor argued that
advertising scholars at the Popular Culture Association “highlight advertising’s impact on culture
and society,” implying a distinction from advertising as popular culture (Danna, 1992). Similarly,
in her discussion of “popular advertising” as a topic under the umbrella of the Popular
Communication Division of the International Communication Association, Zelizer (2000) argued
that scholars in this tradition “complicate the meaning of advertising in its popular dimensions”
rather than explore or discuss advertising’s placement in the popular domain.
SCHOOL OF MEDICAL
LABORATORY SCIENCE
PHILIPPINE POPULAR CULTURE
SAN PEDRO COLLEGE – MAIN
CAMPUS
Instructor’s Name: Janice B. Sawe
AY 2022 – 2023 - 2ND SEMESTER LESSON NO.8 - Pop Culture in The Digital Age (New Media and Social Media)
https://youtu.be/yJ9oEi3Yyg0
II. NEW MEDIA Figure 1. The Percentage of the Most Used Social Media
Platforms
● Types of media are characterized by their use of digital
technology and their low physical cost of production and IV. DIFFERENT KINDS OF NETWORK
distribution (Penn, 2019).
● Digital technology are electronic tools, systems devices, and ● Media Network
resources that generate, store, or process data (State → Specializing on the distribution of the content like
Government of Victoria, Australia, 2019). photographs and videos
● It is related to digital media that uses electronic devices for ▪ Examples: Youtube and Instagram
distribution (Preston, 2020). ● Social Network
● Social networks are software formats that enable individuals, → Focus on the exchange and connection of ideas, thoughts,
groups, and companies to communicate and share information and contents with other users.
such as images and text. ▪ Examples: Facebook, Twitter, and LinkedIn
● Virtual communities are networks of people who share ● Discussion Network
information across the online community through a social → The ideal platform for in-depth discussion and allows
networking platform. conversations to grow
▪ Examples: Quora, Reddit, and WordPress
A. TYPES OF NEW MEDIA ● Review Network
→ Enables users to give reviews for products and services and
● Mobile Application allows interactions
→ games apps, productivity apps, lifestyle, entertainment apps ▪ Examples: Yelp and Glassdoor
● Video and Audio Live Streaming ● Social Blogging Network
→ netflix, video on youtube, blog/vlogs, Spotify, etc. → Allows people to create content for their audience and help
● Digital/Satellite and Smart TVs them discover the content, and establishes engagement and
→ Digital television are primarily those that have a familiarity with your content
pre-installed decoder service to access your favorite ▪ Examples: Tumblr and Medium
channels
→ Smart televisions are a hybrid of TV and computer V. THE THEORY OF NETIZEN (NET CITIZEN)
● Computer and Online Games
→ Usually identified with video games ● The word ‘netizen’, though it has been used popularly in
→ These are forms of interactive multimedia used for current times, is a word from the theory of Michael Hauben
entertainment played on a personal computer (1996) which is a corrupted term from the phrase ‘net citizen’
→ Most often requires a license agreement ● As netizens, geographical separation in the actual reality is
● Electronic Mails replaced by existence in the same virtual space called the
→ These are stored in the computer and exchanged between Internet
two users over telecommunications ● Hauben profoundly cautions that the Internet can, nevertheless,
→ One of the most largely used features on the Internet be a ‘source of opinion’ though he said that a netizen can train
→ Ray Tomlinson in 1917 sent the first email themselves to discern real from fabricated information.
● Electronic Books ● But, in a certain extreme way, even news reports are often bent
→ These are books made available in digital form or readily to suit the ‘infotainment’ genre favored by the general
presented on a computer or handheld device audience (Demotic Turn, 2010)
● Podcast
● There is a rise in opinionated news as reporters tend to bend → The change in attitude then will provoke behavior change
the news to stories they often favor and the media got what they were hoping to achieve
● An example of this is tabloidization or sensationalizing small
news items and making a big deal out of such Popular Culture as Power
● The world’s physical limits collapsed via the faster streaming of ● “Popular culture is power, and whoever wields it to manipulate
information and communication via the Internet, and true minds is likely to find its literary and technological machinery
enough, the effect is limitless and transcendental turned against him when the minds it has manipulated discover
● With democratizing power of media (Graeme Turner), everyone its potency as a political weapon.” (Lumbera, 1984)
can voice out their ideas via the Internet
● In the Philippines, internet usage penetration is more than 30%
as of 2012 and is continuously rising (Yahoo-Nielsen, 2013)
● More Filipinos use tablets and mobile phones to access the
Internet, and with the rise of smartphones in the country, we can
assume that the projected number can be rising exponentially
● However, the democratization of media, even if away from
Hauben’s idea 100% penetration in society, is still evident in
society, and this is via social networking sites such as
Facebook, Twitter, Instagram, and the likes
● Facebook is the most widely used platform (Yahoo-Nielsen,
2013)