Dan Harries. The New Media Book. London: BFI Pub., 2002.
In the preface to The New Media Book, the term new media is questioned. The author determines that it has become an effective catchword both as a description of the digital delivery of media via the internet, DVD and digital television and as a reference to the ‘newness’ such technologies have brought to media more generally. But what makes new media ‘new’? Is it the ways in which we interact with media? Is it the new convergences (and bundling) of media technologies? Or is it the increasing interdependence (and overlap) of various media products? In short, the answer it that the ‘newness’ of new media can be attributed to all of these factors.
In the essay “The New Intertextual Commodity” by P. David Marshall, references the new ‘play aesthetic’ in regard to video games. However this ‘play aesthetic’ is never really defined—but I infer that it has something to do with entertainment and the centrality of play in today’s video game market. It also has to do with interactivity with cultural forms. The authors are using aesthetic for something like ethos or philosophy or culture. The new play ethos. The new play philosophy. The new play culture. Here aesthetic aspects of play do not figure in the discussion. (Pages 78, 80). What are they? The author doesn’t address this. I find this ludicrous.
In “The Impact of Digital Technologies on Film Aesthetics,” Michael Allen looks at the effects of the digital on previous media technologies, such as celluloid film in order to “examine the ways in which digitally produced images have changed the formal parameters of the modern film text.” [It seems to me that something I can work toward is an examination of the ways in which new media has changed the formal parameters of engagement with texts—and part of this is a revisioning of the aesthetic]. Halfway through the essay Allen mentions aesthetics for the first and only time. He theorizes that narrative (in a new media context) has three functions: the aesthetic, the ideological and the cognitive. He states:
Aesthetically, the function of the narrative is to arouse emotion or give pleasure; to create a simulacrum of the world or preserve one’s experience in the face of death. The key question is which stories arouse the greatest range and depth of response (121).
Where does this theory come from? What is its basis? How can it be applied?