Sunday, September 26, 2010

RTF 305- Third Blog Assignment

Of all the forces that influenced the shaping of the radio, technological change, by far, played the largest role. From its earliest days when messages were sent through the use of Morse Code, to its later days with the development of FM and satellite radio, its development has not been driven by anything but technological advancements. Many inventors and innovators began to work with the technology in its early days, and even began to incorporate their own inventions and ideas. Some of these inventors included Marconi, Lee De Forest, Edwin Howard Armstrong, and David Sarnoff. Marconi began the first ideas of the radio, De Forest helped with the transition from Morse Code to the transmission of actual voices over radio, Armstrong is held most responsible for the development of FM, and Sarnoff was a businessman that helped each of these inventors get their ideas out to the public.

The quick technological changes that took place over the years were mainly attributed to the battle that took place between the inventors mentioned above. Each was pushing for their own credit for the development of the radio, and each was looking for a new break in the technology in order to gain popularity and wealth. This force led to the quick changes in the 1920s and led to the early advances in the radio. These inventions and innovations also expanded the uses of the radio which began with amateur use, and led to government, commercial, and musical uses that we see today.

http://www.oldradiocrazy.com/RadioPics/Scottphilharmonic/ScottPhilharmonic/RST30tube.00.jpg

Sunday, September 19, 2010

RTF 305- Second Blog Assignment

As of December 2008, World of Warcraft was able to boast its record of having 11.8 million monthly subscriptions, securing its spot as the worlds most-subscribed Massively Multiplayer Online Role-Playing Game (MMORPG). Based on the uses and gratifications theory, along with the social learning theory, it is safe to say that World of Warcraft fulfills the needs of its users. Some of the gratifications that are being sought by users that are playing this game are entertainment, social interaction, and possibly even the alleviation of negative feelings.

World of Warcraft is an online multiplayer game in which a user is allowed to make their own character based on a number of different traits, races, and special skills. With this character that they have created, a users limits are nearly endless. A user is allowed to travel this virtual world, trade, battle, train, join a guild, and much more. People have frequently proven that this game has offered them some sort of gratification not just by the number of monthly subscribers, but by how much they have allowed the game to affect their everyday lives- which has neared borderline obsession. World of Warcraft has become a global icon, offering not only the game itself, but also various types of clothing, boardgames, trading card games, and even a comic book.

It is obvious, based on the information above that people are getting some sort of gratification through the use of the game. Many use it just as a source of entertainment, while others use it for social interaction. While playing the game myself, I have come across many different types of players. Many are interested in leveling up their characters, while others are more interested in just making friends. However, I have also come across many players that are so obsessed with the game that they allow it to affect their health, grades, and everyday lives. This can be explained by the social learning theory which states that one of the reasons that a person seeks a type of media is to relieve negative feelings. Many people are unhappy with their lives and feel the need for an escape. World of Warcraft offers that escape, because you are able to be whoever you choose to be in that world. Not to say that I agree that it is a helpful or good option.

As you can see, no matter what a user's specific needs are, World of Warcraft is succeeding is fulfilling that need or gratification for its users, which upholds both the uses and gratifications theory and the social learning theory.

WORLD OF WARCRAFT COMIC BOOK

http://www.videogamesblogger.com/2007/07/24/world-of-warcraft-comic-book-series-revealed-the-adventure-starts-on-november-14th-2007.htm

THE MAKING OF A WORLD OF WARCRAFT CHARACTER

http://wow.zuggaming.com/2008/09/22/death-knight-faqs/

Sunday, September 12, 2010

RTF305- First Blog Assignment

http://sharetv.org/images/george_lopez-show.jpg


When you think of Hispanics and Latinos, what comes to mind? Do you immediately think of well-off, respectable citizens or low-income, uneducated individuals? If you are familiar with media and culture in the United States, you probably only have negative ideas associated with this racial group. This ideology is mainly due to the work of framing. Whenever you see this racial group represented in any type of media, they are usually depicted as being poor, uneducated, and maybe even involved in drugs.

As it states in our textbook, agenda-setting tells us what topics to focus on; while framing decides how we should think about these topics. Framing can often lead to the formation of stereotypes about different types of individuals and racial groups. A perfect example of this is in the sitcom "George Lopez". The sitcom portrays George Lopez and his middle-class family, and the different issues that they have to face in their everyday lives. The family is repeatedly faced with issues that are stereotypically associated with Hispanic families. These issues include teen pregnancy, underage drinking, and the decision to attend college.

Besides being misrepresented in television and movies, they are also underrepresented in politics. Personally, the only politicians that come to mind are those from my local area, which is located just a few miles north of Texas-Mexico border.

Until our media decides to represent Hispanics and Latinos in a better light, there will always be negative connotations associated with the group.