Mapping the Field Project [Part One]

When ‘mapping the field’, it’s important to keep in mind the different ‘areas’ that need to be covered, as well as time of creation or importance. While it is tempting to display this as a spider-diagram, the idea of ‘mapping’ the field and the notion of a ‘Global Village’ [McLuhan, 1967] makes the idea of displaying it as a literal map intriguing.

photo-10-10-2016-10-50-37The street layout could be completely made up or random, but it would be interesting to have the layout relate to the subject. For example, using the layout of Silicon Valley, or Bletchley Park. Silicon Valley maybe the better option, as its place in history if better known [Kenny. 2000], as well as still housing a number of tech companies and its close proximity to Hollywood [Bordwell, Thompson. 2003].

In regards to area’s and artefacts, it will be easier to work backwards from modern day. But how do you talk about media convergence? [Jenkins. 2006] Could this be shown as two pathways merging? What if there are several media’s converging, not just two?

Print:

  • Invention of the Printing Press by Johann Gutenberg, around 1440s.
  • Gutenberg Bible, first major book to be mass printed. 1450s. [
  • William Caxton introduces the printing press to England and becomes the first English book retailer. 1470s [Hyndman. 2015:24]

“The year 1450 is the approximate date for the invention in Europe, probably by Johann Gutenberg of Mainz, of a printing press – perhaps inspired by the wine presses of his native Rhineland – which used movable metal type.” [Briggs, Burke. 2009:13]

“The first printed typefaces were Blackletter type styles that reflected the meticulous handwritinf of the scribes.” [Hyndman. 2015:24]

  • First newspapers appear in the 1600s.

“The rise of newspapers in the seventeenth century increased anxieties about the effects of print.” [Briggs, Burke. 2009:15]

 

“A blank piece of paper and a computer screen when it’s off have something in common: both are empty, devoid of content, ripe with possibility. A myriad of things could cover each: words, numbers, pictures; philosophy, comedy, tragedy. The possibilities are endless.” [Gomez. 2007:12]

Comics:

Film:

Television:

Online Video:

Video Games:

Metal Gear Solid [Konami, 1998]. – Video games taking major influence from film, using its own story to comment on the fact that the main character is being controlled by the player, despite being his own character, not a representation or stand in for the player. Drawing on multiple key films, and designing itself so that it can be viewed as an interactive film.

Dragon’s Lair [Bluth. 1983]

 

Bibliography:

Books:

  • Bordwell, D. & Thompson, K. (2003) Film Art: An Introduction. McGraw-Hill. New York.
  • Briggs, A & Burke, P. (2009) A Social History of The Media. Polity Press: Cambridge.
  • Gomez, J. (2008) Print is Dead. Books in Our Digital Age. Palgrave McMillan, Ltd: New York.
  • Hyndman, S. (2015) Why Fonts Matter. Random House UK: London.
  • Jenkins, H. (2006) Convergence Culture. Where Old and New Media Collide. New York University Press: New York.
  • Kenny, M. (2000) Understanding Silicon Valley: The Anatomy of an Entrepreneurial Region. Stanford University Press: Stanford.
  • Kent, S. (2010) The Ultimate History of Video Games: from Pong to Pokémon and beyond.. the story behind the craze that touched our lives and changed the world. Crown/Archetype: United States.
  • Parikka, J. (2012). What is Media Archaeology? Polity Press: Cambridge.
  • Williams, K. (2009) Read All About It! A history of the British Newspaper. Routledge: Oxon.

Television:

Videos:

Games:

  • Don Bluth. (1983) Dragon’s Lair. [Laser Disc] Arcade. California: Cinematronics.
  • Konami Computer Entertainment Japan (1998) Metal Gear Solid. [Disc] PlayStation. Tokyo: Konami.
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