In New Digital Media, remediation is a identified as a key defining characteristic. New and old media is categorised and identified by a spectrum ranging from Hypermediacy, to Immediacy.
Hypermediacy can be defined as the awareness of the audience to the medium. These are forms that are obvious and overt; they do not try to mask what they really are, instead they aim to remind the audience of what they really are.
A perfect example of this is HUD's; we know that the game is a game with them constantly there, in most cases they're an essentially crucial component of the game. But at the same time they really do a lot to remind us it is just a game.
Immediacy is quite the opposite; it tries to make itself less obvious to the consumer, the aim of immediacy is to immerse the consumer. However, many forms of media fail to achieve this and media does not make itself, and humans are always present in the creation.
A perfect example of immediacy's use within the games industry is 'Myst'. There are many games now that focus on a graphical journey, aiming to immerse you in the beautiful and seamless world that surrounds you.
Remediation on the other hand refers to the combination of different medias to create new and different forms of media. A perfect example of this can be Television shows and how they tapped into key components of plays, films and radio.
Remediation is more important in the world and occurs more than we give it credit for; widescreen TV's inspired by wide painting canvas's, the wheel as a use of mobility where it originated as a potters tool.
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