In chapter 1, “Matrix media,”
Michael Curtin describes a matrix media as a media system where corporations
provide media in a variety of forms, allowing consumers to interact with and
intake the media at any time. This
style of media doesn’t aim at mass audiences at once, but rather uses a large
supply of outlets for their product adding up viewers among them. An example of matrix media that Curtin
uses is that of “Top Chef,” a cable show.
This particular show can be viewed on cable during its’ allotted show
time or on their website for a period of weeks, can be purchased on ITunes, has
video games and blogs for dedicated fans to play and read on the internet, and
lastly has mobile applications so viewers can get information anywhere on their
phone discretely and quickly. This
style of media, matrix media, has not been the dominant style forever.
Technological
shifts in the recent past, along with audience members viewing tendencies,
guided the media industry into a matrix media set-up. The continually improving video game market was one
technological shift that had an impact.
As video games continually become more advanced, many consumers began to
choose to spend their time playing video games over watching television. Curtin states that the day after Super Smash Bros Brawl was released, television ratings dropped 14 percent. Corporations were forced to make their
media more interactive, maybe with fun games or blogs, and have more flexible availability
in order to remain competitive, due to the fact that video games were
interactive and available to be played at any time.
Another
technological shift was the increasing popularity of the internet. The internet became a tool that
almost everyone used daily, and with programmers creating websites where television
shows and movies were free to watch illegally, it had a staggering effect on
television ratings. Thus corporations
were forced to supply better, “professional” versions of their shows online
that were able to compete with the illegal sites due to better quality and good
availability.
Lastly, the obsession with smart phones has led to very
profitable opportunities involving mobile devices. Curtin estimates that this market will be worth around fifty
billion to corporations in the media market. Thus, due to the advancement of video games, the increased
popularity of the internet, and the creation of the smart phone, it became
highly advantageous, if not necessary, for the media industry to become a matrix
media.
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