Digital Cultures: Aesthetics, Markets, Industries
Duration
- One Semester or equivalent
Contact hours
- 24 hours
On-campus unit delivery combines face-to-face and digital learning.
2023 teaching periods
Hawthorn Higher Ed. Semester 2 |
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Dates: Results: Last self enrolment: Census: Last withdraw without fail: |
Aims and objectives
Students who successfully complete this unit will be able to:
1. Use media and communications research methods to analyse the business models and industrial structures that underpin digital platforms.
2. Assess and explain the relationship between markets, culture and power in specific areas of the media industries.
3. Engage in informed, evidence-based debate about the impact of digital technologies on cultural practice and experience on global and local scales.
4. Use research methods to generate theoretical and strategic solutions to key issues impacting economies and cultures in an Australian and international context.
Unit information in detail
- Teaching methods, assessment, general skills outcomes and content.
Teaching methods
This unit will involve up to 150 hours of work including:
Type | Hours per week | Number of Weeks | Total |
Face to Face Contact Lecture Tutorial |
1 2 |
8 8 | 8 16 |
Online Contact | N/A | ||
Specified Learning Activities Online directed activities via discussion board. Online discussion and group work. |
1 3 |
12 12 |
12 36 |
Unspecified Learning Activities Independent study, readings and assignment research | 6.5 | 12 | 78 |
TOTAL | 150 hours/12.5cp |
Assessment
Types | Individual or Group task | Weighting | Assesses attainment of these ULOs |
Online Exercises (4) | Individual | 30% | 1, 2, 3, 4 |
Presentation | Group | 30% | 1, 2, 3, 4 |
Research Report | Individual | 40 % | 1, 2, 3, 4 |
General skills outcomes
- problem solving skills
- analysis skills
- communication skills
- ability to tackle unfamiliar problems, and
- ability to work independently
Content
• Political economy
• Cultural economy
• Glocalization and global/local interactions
• The sharing and gig economies
• The economics and business models of streaming platforms
• Digital screen cultures and audiences
• Digital heritage and preservation
• The GLAM (galleries, libraries, archives and museums) industry in the digital age
• New aesthetic and narrative modes of the digital age
Study resources
- References.
References
Sonvilla-Weiss, Stefan (ed). 2010. Mashup Cultures. Vienna: Springer.
Spracklen, Karl. 2015. Digital Leisure, the Internet and Popular Culture: Communities and Identities in the Digital Age. New York: Palgrave Macmillan.
Vernallis, Carol. 2013. Unruly Media: Youtube, Music Video and the New Digital Cinema. Oxford: Oxford University Press.
Wheeldon, Jonathan. 2014. Patrons, Curators, Inventors and Thieves: The Storytelling Contest for the Cultural Industries in the Digital Age. London: Palgrave Macmillan.