Media (communication)

Last updated

In communication, media (sing. medium) are the outlets or tools used to store and deliver semantic information or contained subject matter, described as content. [1] [2] The term generally refers to components of the mass media communications industry, such as print media (publishing), news media, photography, cinema, broadcasting (radio and television), digital media, and advertising. [3] Each of these different channels requires a specific, thus media-adequate approach, to a successful transmission of content. [4]

Contents

The development of early writing and paper enabling longer-distance communication systems such as mail, including in the Persian Empire (Chapar Khaneh and Angarium) and Roman Empire, can be interpreted as early forms of media. [5] Writers such as Howard Rheingold have framed early forms of human communication, such as the Lascaux cave paintings and early writing, as early forms of media. [6] Another framing of the history of media starts with the Chauvet Cave paintings and continues with other ways to carry human communication beyond the short range of voice: smoke signals, trail markers, and sculpture. [7]

In its modern application, the term media as relating to communication channels was first used by Canadian communications theorist Marshall McLuhan, who stated in Counterblast (1954): "The media are not toys; they should not be in the hands of Mother Goose and Peter Pan executives. They can be entrusted only to new artists because they are art forms." By the mid-1960s, the term had spread to general use in North America and the United Kingdom. According to H. L. Mencken, the phrase mass media was used as early as 1923 in the United States. [8] [9]

The term medium (the singular form of media) is defined as "one of the means or channels of general communication, information, or entertainment in society, as newspapers, radio, or television." [10]

Regulations

The role of regulatory authorities (license broadcaster institutions, content providers, platforms) and the resistance to political and commercial interference in the autonomy of the media sector are both considered as significant components of media independence. In order to ensure media independence, regulatory authorities should be placed outside of governments' directives. This can be measured through legislation, agency statutes and rules. [11]

Government regulations

Licensing

In the United States, the Radio Act of 1927 established that the radio frequency spectrum was public property. This prohibited private organizations from owning any portion of the spectrum. [12] A broadcast license is typically given to broadcasters by communications regulators, allowing them to broadcast on a certain frequency and typically in a specific geographical location. Licensing is done by regulators in order to manage a broadcasting medium and as a method to prevent the concentration of media ownership. [13]

Licensing has been criticized for an alleged lack of transparency. Regulatory authorities in certain countries have been accused of exhibiting political bias in favor of the government or ruling party, which has resulted in some prospective broadcasters being denied licenses or being threatened with license withdrawal. As a consequence, there has been a decrease in diversity of content and views in certain countries due to actions made against broadcasters by states via their licensing authorities. This can have an impact on competition and may lead to an excessive concentration of power with potential influence on public opinion. [14] Examples include the failure to renew or retain licenses for editorially critical media, reducing the regulator's competences and mandates for action, and a lack of due process in the adoption of regulatory decisions. [15]

Internet regulation

Governments worldwide have sought to extend regulation to internet companies, whether connectivity providers or application service providers, and whether domestically or foreign-based. The impact on journalistic content can be severe, as internet companies can err too much on the side of caution and take down news reports, including algorithmically, while offering inadequate opportunities for redress to the affected news producers. [11]

Self-regulation

At the regional level

In Western Europe, self-regulation provides an alternative to state regulatory authorities. In such contexts, newspapers have historically been free of licensing and regulation, and there has been repeated pressure for them to self-regulate or at least to have in-house ombudsmen. However, it has often been difficult to establish meaningful self-regulatory entities.

In many cases, self-regulations exists in the shadow of state regulation, and is conscious of the possibility of state intervention. In many countries in Central and Eastern Europe, self-regulatory structures seems to be lacking or have not historically been perceived as efficient and effective. [16]

The rise of satellite channels that delivered directly to viewers, or through cable or online systems, renders much larger the sphere of unregulated programing. There are, however, varying efforts to regulate the access of programmers to satellite transponders in parts of the Western Europe, North America, the Arab region and in Asia and the Pacific. The Arab Satellite Broadcasting Charter was an example of efforts to bring formal standards and some regulatory authority to bear on what is transmitted, but it appears to not have been implemented. [17]

International organizations and NGOs

Self-regulation is expressed as a preferential system by journalists but also as a support for media freedom and development organizations by intergovernmental organizations such as UNESCO and non-governmental organizations. There has been a continued trend of establishing self-regulatory bodies, such as press councils, in conflict and post-conflict situations. [18]

Major internet companies have responded to pressure by governments and the public by elaborating self-regulatory and complaints systems at the individual company level, using principles they have developed under the framework of the Global Network Initiative. The Global Network Initiative has grown to include several large telecom companies alongside internet companies such as Google, Facebook and others, as well as civil society organizations and academics. [19]

The European Commission's 2013 publication, ICT Technology Sector Guide on Implementing the United Nations Guiding Principles on Business and Human Rights, impacts on the presence of independent journalism by defining the limits of what should or should not be carried and prioritized in the most popular digital spaces. [20]

Private sector

Ranking Digital Rights indicator scores for policy transparency in regards to third-party requests for content or account restriction RDR indicator scores for policy transparency in regards to third-party requests for content or account restriction.png
Ranking Digital Rights indicator scores for policy transparency in regards to third-party requests for content or account restriction
Ranking Digital Rights indicator scores for policy transparency in regard to their terms of service enforcement (which impact upon content or account restrictions) Ranking Digital Rights 2015.jpg
Ranking Digital Rights indicator scores for policy transparency in regard to their terms of service enforcement (which impact upon content or account restrictions)

Public pressure on technology giants has motivated the development of new strategies aimed not only at identifying 'fake news', but also at eliminating some of the structural causes of their emergence and proliferation. Facebook has created new buttons for users to report content they believe is false, following previous strategies aimed at countering hate speech and harassment online. These changes reflect broader transformations occurring among tech giants to increase their transparency. As indicated by the Ranking Digital Rights Corporate Accountability Index, most large internet companies have reportedly become relatively more forthcoming in terms of their policies about transparency in regard to third party requests to remove or access content, especially in the case of requests from governments. [21] [22] At the same time, however, the study signaled a number of companies that have become more opaque when it comes to disclosing how they enforce their own terms of service, in restricting certain types of content and account. [22] State governments can also use "Fake news" in order to spread propaganda. [23]

Fact-checking and news literacy

In addition to responding to pressure for more clearly defined self-regulatory mechanisms, and galvanized by the debates over so-called 'fake news', internet companies such as Facebook have launched campaigns to educate users about how to more easily distinguish between 'fake news' and real news sources. Ahead of the United Kingdom national election in 2017, for example, Facebook published a series of advertisements in newspapers with 'Tips for Spotting False News' which suggested 10 things that might signal whether a story is genuine or not. [24] There have also been broader initiatives bringing together a variety of donors and actors to promote fact-checking and news literacy, such as the News Integrity Initiative at the City University of New York's School of Journalism. This 14 million USD investment by groups including the Ford Foundation and Facebook was launched in 2017 so its full impact remains to be seen. It will, however, complement the offerings of other networks such as the International Fact-Checking Network launched by the Poynter Institute in 2015 which seeks to outline the parameters of the field. [25] Instagram has also created a way to potentially expose "fake news" that is posted on the site. After looking into the site, it seemed as more than a place for political memes, but a weaponized platform, instead of the creative space it used to be. [26] Since that, Instagram has started to put warning labels on certain stories or posts if third-party fact checkers believe that false information is being spread. [27]  Instagram works with these fact checkers to ensure that no false information is being spread around the site. [28] Instagram started this work in 2019, following Facebook with the idea as they started fact checking in 2016. [28]

Electronic media

Developments in telecommunications have provided for media the ability to conduct long-distance communication via analog and digital media:

Modern communication media include long-distance exchanges between larger numbers of people (many-to-many communication via email, Internet forums, and telecommunications ports). Traditional broadcast media and mass media favor one-to-many communication (television, cinema, radio, newspaper, magazines, and social media). [29] [30]

Social media

Electronic media, specifically social media have become one of the top forms of media that people use in the twenty-first century. The percent of people that use social media and social networking outlets rose dramatically from 5% in 2005 to 79% in 2019. Instagram, Twitter, Pinterest, Tiktok, and Facebook are the most commonly used social media platforms. The average time that an individual spends on social media is 2.5 hours a day. This exponential increase of social media has additionally caused a change in which people communicate with others as well as receive information. About 53% use social media to read/watch the news. [31] Many people use the information specifically from social media influencers to understand more about a topic, business, or organization. [32] Social media has now been made part of everyday news production for journalists around the world. [33] Not only does social media provide more connection between readers and journalists, but it also cultivates the participation and community amongst technical communicators and their audiences, clients, and stakeholders. [34]

Gaming

Online

The gaming community has grown exponentially, and about 63% have taken to playing with others, whether online or in-person. [35] Players online will communicate through the system of microphone applicability either through the game or a third party application such as Discord. The improvements upon connectivity and software allowed for players online to keep in touch and game instantaneously, disregarding location almost entirely. With online gaming platforms it has been noted that they support diverse social gaming communities allowing players to feel a sense of belonging through the screen. [36]

Age

Gaming is an activity shared amongst others regardless of age, allowing for a diverse group of players to connect and enjoy their favorite games with. This helps with creating or maintaining relationships: friendships, family, or a significant other. [35]

Ratings and content

As with most interactive media content, games have ratings to assist in choosing appropriate games regarding younger audiences. This is done by ESRB ratings and consists of the following: E for Everyone, E for Everyone 10+, T for Teen, and M for Mature 17+. Whenever a new game is released, it is reviewed by associations to determine a suitable rating so younger audiences do not consume harmful or inappropriate content. [35] With these ratings it helps the risks and effects of gaming on younger audiences because the exposure of media is believed to influence children's attitudes, beliefs, and behaviors. [37]

Reach

The usage and consumption of gaming has tremendously increased within the last decade with estimates of around 2.3 billion people from around the world playing digital and online video games. [38] The growth rate for the global market for gaming was expected to grow 6.2% towards 2020. Areas like Latin America had a 20.1% increase, Asia-Pacific - 9.2%, North America - 4.0%, and Europe -11.7%. [39]

Communication

Studies show that digital and online gaming can be used as a communication method to aid in scientific research and create interaction. The narrative, layout, and gaming features all share a relationship that can deliver meaning and value that make games an innovative communication tool. [40] Research-focused games showed a connection towards a greater usage of dialogue within the science community as players had the opportunity to address issues with a game with themselves and scientists. This helped to push the understanding of how gaming and players can help advance scientific research via communication through games. [41]

vBook

A vBook is an eBook that is digital first media with embedded video, images, graphs, tables, text, and other useful media. [42]

E-Book

An E-book combines reading and listening media interaction. It is compact and can store a large amount of data which has made them very popular in classrooms. [43]

See also

Related Research Articles

<span class="mw-page-title-main">Digital media</span> Any media that are encoded in machine-readable formats

In mass communication, digital media is any communication media that operates in conjunction with various encoded machine-readable data formats. Digital content can be created, viewed, distributed, modified, listened to, and preserved on a digital electronic device, including digital data storage media and digital broadcasting. Digital is defined as any data represented by a series of digits, and media refers to methods of broadcasting or communicating this information. Together, digital media refers to mediums of digitized information broadcast through a screen and/or a speaker. This also includes text, audio, video, and graphics that are transmitted over the internet for viewing or listening to on the internet.

<span class="mw-page-title-main">ABS-CBN Digital Media</span> Digital media division of ABS-CBN Corporation

ABS-CBN Digital Media, commonly known as Digital Media Division, and also known as ABS-CBN Interactive, is the digital media and internet division of ABS-CBN Corporation. It was formerly a separate company operating as a wholly owned subsidiary of ABS-CBN until 2013, when ABS-CBN Interactive, Inc. was merged to its parent. ABS-CBN Digital Media is responsible for overseeing all of ABS-CBN's internet and digital properties which include websites, mobile and web applications, social media accounts, and the distribution of ABS-CBN's contents to digital and online space. ABS-CBN Digital Media has made many first in Philippine media, such as the first ever TV network website, the first ever Filipino news website, and the first Filipino video streaming website. In 2017, the company was the largest in digital media platforms in the Philippines.

Independent media refers to any media, such as television, newspapers, or Internet-based publications, that is free of influence by government or corporate interests. The term has varied applications. Independence stands as a cornerstone principle within media policy and the freedom of the press, representing an "essentially contested concept". The concept is often used to denote, declare, or claim independence from state-control, market forces, or conventions, and media organisations and individuals assert their legitimacy and credibility through it.

<span class="mw-page-title-main">Social media</span> Virtual online communities

Social media are interactive technologies that facilitate the creation, sharing and aggregation of content amongst virtual communities and networks. Common features include:

The Center for Countering Digital Hate (CCDH), formerly Brixton Endeavors, is a British-American not-for-profit NGO company with offices in London and Washington, D.C. with the stated purpose of stopping the spread of online hate speech and disinformation. It campaigns to deplatform people that it believes promote hate or misinformation, and campaigns to restrict media organisations such as The Daily Wire from advertising. CCDH is a member of the Stop Hate For Profit coalition.

<span class="mw-page-title-main">Facebook</span> Social-networking service owned by Meta Platforms

Facebook is a social media and social networking service owned by the American technology conglomerate Meta. Created in 2004 by Mark Zuckerberg with four other Harvard College students and roommates Eduardo Saverin, Andrew McCollum, Dustin Moskovitz, and Chris Hughes, its name derives from the face book directories often given to American university students. Membership was initially limited to Harvard students, gradually expanding to other North American universities. Since 2006, Facebook allows everyone to register from 13 years old, except in the case of a handful of nations, where the age requirement is 14 years. As of December 2023, Facebook claimed almost 3.07 billion monthly active users worldwide. As of November 2024, Facebook ranked as the third-most-visited website in the world, with 23% of its traffic coming from the United States. It was the most downloaded mobile app of the 2010s.

<span class="mw-page-title-main">Influencer marketing</span> Type of social media marketing

Influencer marketing is a form of social media marketing involving endorsements and product placement from influencers, people and organizations who have a purported expert level of knowledge or social influence in their field. Influencers are someone with the power to affect the buying habits or quantifiable actions of others by uploading some form of original—often sponsored—content to social media platforms like Instagram, YouTube, Snapchat, TikTok or other online channels. Influencer marketing is when a brand enrolls influencers who have an established credibility and audience on social media platforms to discuss or mention the brand in a social media post. Influencer content may be framed as testimonial advertising, according to the Federal Trade Commission in the United States. The FTC started enforcing this on a large scale in 2016, sending letters to several companies and influencers who had failed to disclosed sponsored content. Many Instagram influencers started using #ad in response and feared that this would affect their income. However, fans increased their engagement after disclosure, being happy that they were landing such deals. This success led to some creators creating their own product lines in 2017. Some influencers fake sponsored content to grain credibility and promote themselves. Backlash to sponsored content became more prominent in mid-2018, leading to many influencers to focus instead on authenticity.

Content creation or content creative is the act of producing and sharing information or media content for specific audiences, particularly in digital contexts. According to Dictionary.com, content refers to "something that is to be expressed through some medium, as speech, writing or any of various arts" for self-expression, distribution, marketing and/or publication. Content creation encompasses various activities including maintaining and updating web sites, blogging, article writing, photography, videography, online commentary, social media accounts, and editing and distribution of digital media. In a survey conducted by the Pew Research Center, content creation was defined as "the material people contribute to the online world".

<span class="mw-page-title-main">Internet in Afghanistan</span>

Internet in Afghanistan is available in all of its 34 provinces, and is used by over 9 million people as of 2022. The internet officially became available in 2002 during the presidency of Hamid Karzai. Prior to that year, it was prohibited because the Islamic Emirate of Afghanistan believed that it may be used to broadcast obscene, immoral and anti-Islamic material, and because the few internet users at the time could not be easily monitored as they obtained their telephone lines from neighboring Pakistan.

Internet censorship in Vietnam is implemented in the country, according to a 2009 report from Reporters Without Borders. Vietnam regulates its citizens' Internet access using both legal and technical means. The government's efforts to regulate, monitor, and provide oversight regarding Internet use has been referred to as a "Bamboo Firewall".

Experts from many different fields have conducted research and held debates about how using social media affects mental health. Research suggests that mental health issues arising from social media use affect women more than men and vary according to the particular social media platform used, although it does affect every age and gender demographic in different ways. Psychological or behavioural dependence on social media platforms can result in significant negative functions in individuals' daily lives. Studies show there are several negative effects that social media can have on individuals' mental health and overall well-being. While researchers have attempted to examine why and how social media is problematic, they still struggle to develop evidence-based recommendations on how they would go about offering potential solutions to this issue. Because social media is constantly evolving, researchers also struggle with whether the disorder of problematic social media use would be considered a separate clinical entity or a manifestation of underlying psychiatric disorders. These disorders can be diagnosed when an individual engages in online content/conversations rather than pursuing other interests.

<span class="mw-page-title-main">Canadian online media</span>

Canadian online media is content aimed at a Canadian audience through the medium of the Internet. Presently, online media can be accessed by computers, smart-phones, gaming consoles, Smart TVs, MP3 players, and tablets. The characteristics of Canadian online media are strongly shaped by the Canadian communications industry, even though their statistics and findings are more often than not associated with American research. Large media companies are increasingly on the move to start up online platforms for news and television content. The exponential growth of Canadians' dependency on online content for entertainment and information has been evident in the recent decades. However, it has proven slow for Canadian online media to catch up with the constant increase of American online media. Regardless of medium, entertainment and information hubs are not solely focusing on satisfying the audience they have, but are also heavily expanding their reach to new global audiences.

Mass media regulations or simply media regulations are a form of media policy with rules enforced by the jurisdiction of law. Guidelines for mass media use differ across the world. This regulation, via law, rules or procedures, can have various goals, for example intervention to protect a stated "public interest", or encouraging competition and an effective media market, or establishing common technical standards. The principal targets of mass media regulation are the press, radio and television, but may also include film, recorded music, cable, satellite, storage and distribution technology, the internet, mobile phones etc. It includes the regulation of independent media.

Internet filtering in Indonesia was deemed "substantial" in the social arena, "selective" in the political and internet tools arenas, and there was no evidence of filtering in the conflict/security arena by the OpenNet Initiative in 2011 based on testing done during 2009 and 2010. Testing also showed that Internet filtering in Indonesia is unsystematic and inconsistent, illustrated by the differences found in the level of filtering between ISPs. Indonesia was rated "partly free" in Freedom on the Net 2020 with a score of 49, midway between the end of the "free" range at 30 and the start of the "not free" range at 60.

A troll farm or troll factory is an institutionalised group of internet trolls that seeks to interfere in political opinions and decision-making.

Internet manipulation is the co-optation of online digital technologies, including algorithms, social bots, and automated scripts, for commercial, social, military, or political purposes. Internet and social media manipulation are the prime vehicles for spreading disinformation due to the importance of digital platforms for media consumption and everyday communication. When employed for political purposes, internet manipulation may be used to steer public opinion, polarise citizens, circulate conspiracy theories, and silence political dissidents. Internet manipulation can also be done for profit, for instance, to harm corporate or political adversaries and improve brand reputation. Internet manipulation is sometimes also used to describe the selective enforcement of Internet censorship or selective violations of net neutrality.

Social media use in politics refers to the use of online social media platforms in political processes and activities. Political processes and activities include all activities that pertain to the governance of a country or area. This includes political organization, global politics, political corruption, political parties, and political values. The media's primary duty is to present us with information and alert us when events occur. This information may affect what we think and the actions we take. The media can also place pressure on the government to act by signaling a need for intervention or showing that citizens want change

Diem was a permissioned blockchain-based stablecoin payment system proposed by the American social media company Facebook. The plan also included a private currency implemented as a cryptocurrency.

<span class="mw-page-title-main">Meta Platforms</span> American multinational technology conglomerate

Meta Platforms, Inc., doing business as Meta, and formerly named Facebook, Inc., and TheFacebook, Inc., is an American multinational technology conglomerate based in Menlo Park, California. The company owns and operates Facebook, Instagram, Threads, and WhatsApp, among other products and services. Advertising accounts for 97.8 percent of its revenue. Originally known as the parent company of the Facebook service, as Facebook, Inc., it was rebranded to its current name in 2021 to "reflect its focus on building the metaverse", an integrated environment linking the company's products and services.

<span class="mw-page-title-main">Impact of the COVID-19 pandemic on social media</span>

Social media became an important platform for interaction during the COVID-19 pandemic, coinciding with the onset of social distancing. According to a study conducted by Facebook's analytics department, messaging rates rose by over 50% during this period. Individuals confined to their homes utilized social media not only to maintain social connections but also as a source of entertainment to alleviate boredom. Concerns arose regarding the overreliance on social media for primary social interactions, particularly given the constraints imposed by the pandemic.

References

  1. "What is media? definition and meaning". BusinessDictionary.com. Archived from the original on 2017-05-07. Retrieved 2014-10-03.
  2. Cory Janssen. "What is Communication Media? - Definition from Techopedia". Techopedia.com. Archived from the original on 2017-04-03. Retrieved 2014-10-03.
  3. Martin Lister; Jon Dovey; Seth Giddings; Iain Grant; Kieran Kelly. New Media: A Critical Introduction (PDF) (2nd ed.). Archived (PDF) from the original on 2016-03-06. Retrieved 2014-10-03.
  4. Giessen, H W (2015). "Media-Based Learning Methodology: Stories, Games, and Emotions". In Ally, Mohamed; Khan, Badrul H. (eds.). International Handbook of E-Learning Volume 2: Implementation and Case Studies. Routledge, 43-54.
  5. Dunston, Bryan (2002). "Postal system". The Chicago School of Media Theory. Archived from the original on 2020-11-04. Retrieved 2019-02-18.
  6. Livingstone, Sonia M.; Lievrouw, Leah A. (2009). New Media: A Critical Introduction. Taylor & Francis. pp. 52–53. ISBN   9780415431606. Archived from the original on 2023-06-28. Retrieved 2020-10-27.
  7. Lule, Jack (2012). Globalization and Media: Global Village of Babel. Rowman & Littlefield. pp. 33–34. ISBN   9780742568365. Archived from the original on 2023-06-28. Retrieved 2020-10-27.
  8. Colombo, John Robert (1994). Colombo's All-Time Great Canadian Quotations. Stoddart Publishing. p.  176. ISBN   0-7737-5639-6.
  9. Group 3. "The Evolution of Media". Evolution of Media. Archived from the original on 2022-02-11. Retrieved 2022-02-11.{{cite web}}: CS1 maint: numeric names: authors list (link)
  10. "medium". Dictionary.com. Archived from the original on 2016-03-05. Retrieved 2015-08-10.
  11. 1 2 World Trends in Freedom of Expression and Media Development Global Report 2017/2018 (PDF) (Report). UNESCO. 2018.
  12. "The law of radio communication / by Stephen Davis". HathiTrust. Retrieved 2024-03-31.
  13. Nuechterlein, Jonathan; Weiser, Philip J. (2005). Digital Crossroads . Cambridge, Massachusetts: The MIT Press. p.  235. ISBN   9780262140911.
  14. Hanretty, Chris (2014). "Media outlets and their moguls: Why concentrated individual or family ownership is bad for editorial independence". European Journal of Communication. 29 (3): 335–350. doi:10.1177/0267323114523150. ISSN   0267-3231. S2CID   53710900. Archived from the original on 2023-01-11. Retrieved 2023-01-11.
  15. Buckley, Steve, Kreszentia Duer, Toby Mendel, and Sean O. Siochru. 2008. Broadcasting, Voice, and Accountability : A Public Interest Approach to Policy, Law, and Regulation. Washington, DC: World Bank.
  16. Fengler, Susanne, Tobias Eberwein, Salvador Alsius, Olivier Baisnée, Klaus Bichler, Boguslawa Dobek-Ostrowska, Huub Evers, et al. 2015. How effective is media self-regulation? Results from a comparative survey of European journalists. European Journal of Communication 30 (3): 249–266.
  17. World Trends in Freedom of Expression and Media Development (PDF) (Report). Paris: UNESCO. 2014.
  18. Lewis, David (2014). Non-Governmental Organizations, Management and Development. Oxfordshire, England, UK: Routledge. pp. 25, 71, 155.
  19. "Global Network Initiative Adds Seven Companies in Milestone Expansion of Freedom of Expression and Privacy Initiative" (Press release). Global Network Initiative. March 28, 2017. Archived from the original on Jun 8, 2023.
  20. Shift and Institute for Human Rights and Business (2013). "ICT Sector Guide on Implementing the UN Guiding Principles on Business and Human Rights" (PDF) (Report). European Commission. Archived (PDF) from the original on Dec 4, 2023.
  21. "Ranking Digital Rights". Corporate Accountability Index. 2015. Archived from the original on 2020-11-10. Retrieved 2018-07-05.
  22. 1 2 "Ranking Digital Rights". Corporate Accountability Index. 2017. Archived from the original on 2020-12-12. Retrieved 2018-07-05.
  23. Nadeem, M.A.; Mustafa, G.; Kakar, A. (2021). "Fifth Generation Warfare and its Challenges to Pakistan". Pakistan Journal of International Affairs. 4 (1).
  24. "Tips to Spot False News | Facebook Help Center | Facebook". www.facebook.com. Archived from the original on 2020-11-12. Retrieved 2018-07-03.
  25. "International Fact-Checking Network fact-checkers' code of principles". Poynter. Archived from the original on 2020-12-08. Retrieved 2018-07-03.
  26. Al-Rawi, Ahmed (2021-03-03). "Political Memes and Fake News Discourses on Instagram". Media and Communication. 9 (1): 276–290. doi: 10.17645/mac.v9i1.3533 . ISSN   2183-2439. S2CID   233468644. Archived from the original on 2022-11-22. Retrieved 2022-11-22.
  27. "Help Center". help.instagram.com. Archived from the original on 2022-11-22. Retrieved 2022-11-22.
  28. 1 2 Harrison, Sara. "Instagram Now Fact-Checks, but Who Will Do the Checking?". Wired. ISSN   1059-1028 . Retrieved 2022-11-22.
  29. "What is telecommunications? Definition and meaning". Market Business News. Archived from the original on 23 February 2023. Retrieved 7 March 2023.
  30. "1 to Many, Many to Many and Many to 1 – for PR and Inbound". Imre. 11 January 2018. Archived from the original on 23 February 2023. Retrieved 7 March 2023.
  31. Ortiz-Ospina, Esteban; Roser, Max (2023-03-20). "The rise of social media". Our World in Data. Archived from the original on 2023-04-09. Retrieved 2023-04-21.
  32. Enke, Nadja; Borchers, Nils S. (2019-08-08). "Social Media Influencers in Strategic Communication: A Conceptual Framework for Strategic Social Media Influencer Communication". International Journal of Strategic Communication. 13 (4): 261–277. doi:10.1080/1553118X.2019.1620234. ISSN   1553-118X.
  33. Moon, Young Eun; Lewis, Seth C. (2024-02-06). "Social Media as Commodifier or Homogenizer? Journalists' Social Media Use in Individualistic and Collectivist Cultures and Its Implications for Epistemologies of News Production". Digital Journalism: 1–20. doi:10.1080/21670811.2024.2303988. ISSN   2167-0811.
  34. Katajisto, Laura (2010-07-29). "Implementing Social Media in Technical Communication". IEEE Xplore.
  35. 1 2 3 "2019 Essential Facts About the Computer and Video Game Industry" (PDF). Entertainment Software Association. 2019. pp. 4–13. Archived (PDF) from the original on 3 August 2019. Retrieved 7 April 2023.
  36. de Freitas, Sara; Griffiths, Mark (March 2008). "The convergence of gaming practices with other media forms: what potential for learning? A review of the literature". Learning, Media and Technology. 33 (1): 11–20. doi:10.1080/17439880701868796. ISSN   1743-9884.
  37. Livingstone, Sonia (2016-01-02). "Reframing media effects in terms of children's rights in the digital age". Journal of Children and Media. 10 (1): 4–12. doi:10.1080/17482798.2015.1123164. ISSN   1748-2798.
  38. Wijman, T. (April 30, 2018). "Mobile Revenues Account for More Than 50% of the Global Games Market as It Reaches $137.9 Billion in 2018". Newzoo.
  39. McDonald, E (April 20, 2017). "The Global Games Market Will Reach $108.9 Billion in 2017 With Mobile Taking 42%". Newzoo.
  40. Ouariachi, Olvera-Lobo, Gutierrez-Perez, T., M. D., J. (2017). "Analyzing climate change communication through online games: development and application of validated criteria". Science Communication. 39 (1): 10–44. doi:10.1177/1075547016687998. S2CID   151746669. Archived from the original on 2023-04-21. Retrieved 2023-04-21.{{cite journal}}: CS1 maint: multiple names: authors list (link)
  41. Curtis, V. (2014). "Public engagement through the development of science-based computer games: the Wellcome Trust's "Gamify your PhD" initiative". Science Communication. 36 (3): 379–387. doi:10.1177/1075547013492436. S2CID   53590587. Archived from the original on 2023-04-21. Retrieved 2023-04-21.
  42. "A vBook (Video Book) is the New Alternative to an eBook".
  43. Ma, Min-Yuan; Wei, Chun-Chun (2016-11-16). "A comparative study of children's concentration performance on picture books: age, gender, and media forms". Interactive Learning Environments. 24 (8): 1922–1937. doi:10.1080/10494820.2015.1060505. ISSN   1049-4820.

Definition of Free Cultural Works logo notext.svg  This article incorporates text from a free content work.Licensed under CC BY SA 3.0 IGO( license statement/permission ).Text taken from World Trends in Freedom of Expression and Media Development Global Report 2017/2018 ,202,UNESCO.

Further reading