A motion comic combines artwork, panels and narrative from comic books with affordances from animation, film, graphic design, sound design and interactivity and is commonly referred to in the literature as a “hybrid medium,” a “medium in between.” Motion comic production can be located within the broader industry tendency for media forms and their associated languages to fluidly recombine. This paper aims to understand the creative space of the motion comic in terms of media hybridity. Drawing on literature from motion comic scholarship, industry discussion, critical reviews and analysis of motion comic exemplars, the paper presents a theoretical explication of the hybrid media context of motion comics as a type of narrative motion graphics. The analysis concludes that the motion comic occupies an ambiguous space in terms of media modalities, aesthetics, literacy and critical reception and is symptomatic of the underlying attributes of software-induced hybridization of traditional media.
The diversity of today’s family structure and the intensifying consumption of television has amplified the importance of recognizing how media portray authority figures and their communication with adolescents. This study illustrates how authority figures are framed through a comparative textual analysis of popular TV sitcoms. Results indicate that the interaction between adolescents and authority figures has evolved. Twenty years ago, the division of authority was quite clear, whereas current programming reveals relationships that are more complicated and often depict authority figures more as friends.
New media technologies usage is very prevalent among students enrolled in higher education in Ghana. Its use can help in fostering knowledge acquisition if students use them for academic purposes. The study aimed, through the survey method, to establish how university undergraduate students were using new media technologies and whether learning had any share in all of that. The sample was taken from across the undergraduate student population of the University of Professional Studies, Accra making sure there was representation from all four undergraduate levels. Findings pointed to the fact that smartphones, laptops and tablet computers (in that order) were the three top new media devices to which respondents had access and owned. The laptop was the number one new media device used for studies. Also, the internet came out as the main channel through which respondents accessed information for studying, apart from the lecture room. The study recommends that universities could take advantage of the popular use of smartphones, laptops, and tablets to develop academic apps in the form of departmental apps, programs of study apps and course apps which students will download on their phones for study purposes.