Chapter 2.8 : Analysis and Own View Towards The Research Tasks
Based on the research tasks that I have done, I came up with a conclusions :
1) The lack of emergence in New media in our local culture. Technology has far been
developed but we still do not utilize this to promote our folklore. Other countries, such as Japan or Canada, has already been using them and aggressively promote their culture till it is well known throughout the globe. Such example would be :
2) Television is a huge influence towards children and is, by far, the most used New media tool by them as well. As mentioned in my previous post, most of the well known TV shows are premiered around the time where they are back from school, mostly noon and evening. The same can be said during the weekends, as the cartoon shows or drama are premiered in the morning and in the evening.
3) Approaching folklore through entertainment using New Media. Based on the survey done, it seems youths prefer to experience the story rather than to just watch. When asked on approaching video game to represent the Hang Tuah story, most of the responses were positive as they mentioned that when they play the game, they understand the story more as they are focusing on the story and game play itself.
The same goes for books. As youth now are more exposed to New media everyday, we need to utilize the new media to gain their attention towards folklore, be it a short animation video or E-books, there are multiple methods to approach new media for folklore. Its just the matter of making the content into something more fun and engaging for the young audiences.
More researches are needed to be done in certain areas. This is supported through the essay research as I am currently researching on Gamification of Traditional Myths and Folklore for Cultural Heritage Preservation. Most of the findings I will update it in the blog soon.
1) The lack of emergence in New media in our local culture. Technology has far been
developed but we still do not utilize this to promote our folklore. Other countries, such as Japan or Canada, has already been using them and aggressively promote their culture till it is well known throughout the globe. Such example would be :
- The Shin Megami Tensei Franchise, as mentioned before in the previous post.
- Martin Mystery, a cartoon series that was developed by multiple companies from Canada, France and Italy. The cartoon promotes different horror folklore from different countries.
- Wayang Kulit Star Wars, an example of transmedia storytelling where they mix the traditional style of shadow-play and mix it with the ridiculously famous space opera franchise, Star Wars.
2) Television is a huge influence towards children and is, by far, the most used New media tool by them as well. As mentioned in my previous post, most of the well known TV shows are premiered around the time where they are back from school, mostly noon and evening. The same can be said during the weekends, as the cartoon shows or drama are premiered in the morning and in the evening.
- Local cable channels, such as TV1,TV2,TV3,NTV7 or TV9, adopt this method and this can be seen in the newspaper's television schedule page.
- For those who have direct broadcast satellite (DBS) Pay TV service such as Astro or HyppTV, youths are more easier to open channels that are 24/7 premiering cartoon shows or drama series such as Cartoon Network, Nickelodeon, HBO and more.
3) Approaching folklore through entertainment using New Media. Based on the survey done, it seems youths prefer to experience the story rather than to just watch. When asked on approaching video game to represent the Hang Tuah story, most of the responses were positive as they mentioned that when they play the game, they understand the story more as they are focusing on the story and game play itself.
The same goes for books. As youth now are more exposed to New media everyday, we need to utilize the new media to gain their attention towards folklore, be it a short animation video or E-books, there are multiple methods to approach new media for folklore. Its just the matter of making the content into something more fun and engaging for the young audiences.
More researches are needed to be done in certain areas. This is supported through the essay research as I am currently researching on Gamification of Traditional Myths and Folklore for Cultural Heritage Preservation. Most of the findings I will update it in the blog soon.
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