載着資訊的「媒體」(包括電視、報章、政府文件、課本、網絡等等)往往會因應其特質而提供他們詮釋的資訊,這個資訊再表述的過程涉及很多值得我們深思的問題。媒體素養(Media Literacy泛指個人在各類通訊處境中取用資訊理解信息表達意念的能力。這門知識能為通識教育提供一些實用指引,涵蓋學生在處理各類當代議題時需要展示的能力。本網誌旨在匯聚這方面的資料,以供教育工作者參考。

2007年8月27日星期一

給香港傳媒把脈

傳媒之所以擁建構事實之特權,享受眾的信任;因為它不僅是一門生意,而是有社會責任的文化產業。傳媒工作者一直受人尊敬,因其一直擔演人民喉舌、為民請命的工作。但近來卻有感香港傳媒公信力日漸下降,究其原因,可能是很多香港傳媒已沒有以往那麼重視傳媒道德與社會責任。但我認為以下十五點,以較重至較輕顯示,仍是香港傳媒應該重視的新聞道德與社會責任。

1. 捏造事實, 違反新聞真實性是最嚴重的新聞道德腐敗現象
新聞報導必須是真實地反映事件的真相, 若果只為吸引讀者而捏造新聞,這是缺乏新聞道德的行為。最為人所熟悉及轟動一時的「陳健康事件」,《蘋果日報》記者向陳健康提供5,000港元召妓,拍下獨家照片,事件引起公眾嘩然。這種捏造出來的新聞有甚麼價值可言?

2. 收受利益或好處, 從而將新聞事實歪曲也違反新聞的道德操守
2003年9月15日,新華社發佈了令人震驚的消息:11名新聞記者在採訪山西繁峙礦難過程中,收受當地有關負責人及非法礦主賄送的現金和金元寶,上演一齣“有償不聞”的醜劇。因收受利益後而報道的新聞,其真確性已大大降低或已將事實歪曲。這樣沒有新聞價值的報導亦不值得讀者閱讀。

3. 不正當的新聞資料採集手法
傳媒報導時為了吸引讀者,若有拍不到或採訪不到新聞現場的真實資料, 就會利用預設或假設性的圖片來詳細講解,圖文並茂,栩栩如生,像連環圖故事一樣。這樣的新聞資料也沒有真實地反映事件的真相。例如燒炭自殺這方法很少人知道, 但自從第一單燒炭事件後, 被傳媒大肆報導後,說其自殺方法「安樂舒適」,更詳盡列明燒炭方法,自始之後,燒炭自殺一詞經常聽聞,實有鼓吹之嫌。這也是缺乏新聞道德的行為之一。

4. 侵犯私隱或權益
傳媒報導時為了吸引讀者,以跟蹤偷拍的手法來侵犯個人私隱。他們採用全天候跟蹤、監視等手法來報道名人行蹤或娛樂圈的花邊新聞,以跟蹤偷拍的手法為己任的「狗仔隊」,而且還打著知情權的旗幟,無所顧忌地侵犯他人私隱。而且他們的行為太過份,忽略被訪者感受,對被追訪的人及其家人造成身心的困擾。例如:藝人沈殿霞患病入院,被一名編輯的家傭潛入醫院偷拍,嚴重侵犯個人私隱。

5. 沒有作出公正,無私,詳盡或真實的報導
報導新聞時,只是偏頗一方,沒有詳實資料及平衡報導,也屬不當的。例如:報導藝人鍾欣桐事件,媒體事後論述「新聞自由」及應否立法規管媒體時,也應從多角度方向報導,以求真、公平、不偏不倚、客觀的態度處理新聞材料,不應偏向一方。演藝界、傳播界、法律界、教育界、市民等等的意見也應兼顧以作平衡報導,不能只採一方意見。

6. 不正確的報導
新聞標題及封面故事標題與內容不乎, 只想取嘩眾取竉的效果,目的只為增加銷量其實內容只是想像或估計,立論牽強,並沒有足夠的論証以報導事實。例如:藝人胡杏兒早前穿泳衣拍攝劇集『肥田囍事』時,某報刊指其走光,胡肯定自己身上泳衣不會移位,但相片卻慘遭打格仔再强加陰影,使讀者聯想她有走光。

7. 刊登及傳播色情,不雅物品
報章雜誌經常會用不雅的相片作招來,目的皆是吸引大眾,很多雜誌會以性感女星作封面,例如女星的半裸,其至全裸的照片作封面,雖然有打格仔,但仍是非常不雅。又如很多報章都設有風月版,這些版面,未成年的青少年是可以隨時買到或閱讀,這樣色情泛濫的新聞內容會降低大眾的質素,對青少年的成長也有一定性的不良影響。例如:報刊風月版繪形繪聲的詳細提供冶遊資料訊息,似有鼓吹不良風氣之嫌。

8. 暴力及其他犯罪的新聞報導內容
讀者們很多時候都會以報章的頭版的吸引度來購買,很多報章的頭版都會充斥暴力血腥或犯罪的新聞報導,這正正是將讀者的好奇心勾起,吸引大眾購買的行徑之一。例如:新聞報導,愈是殘暴、變態,就似乎愈受大眾的歡迎,將之加鹽加醬,炮製出不堪入目的版面。不夠變態的,編輯甚至可以“導演”一番,甚至利用天災人禍來煽情。傳媒應有本身的文字水準,但以煽情故事等等為題材,常對暴力、犯罪、色情淫穢、天災人禍作出連篇報導,有時更通過使用粗俗的詞句,刻意的描寫,大幅的照片,和聳人聽聞的標題來進行渲染,這都不是傳媒應有的專業操守。

9. 誇大、歪曲甚至煽情化的報導
過份煽情報導社會不幸的悲劇有時也是不義、不道德的。例如:有人墮樓或遇交通意外,難道非要大特寫到漿腦塗地不成?這樣的報導對事件的描述其實沒有多大幫助,卻可能引起讀者不安,對受害者家人更屬再一次的傷害。

10. 新聞商業化、娛樂化降低道德的理念
現在新聞業已變成商業化,大部分皆以盈利爲最大目標,商人們利用他們的金錢和其生意上的必勝之道來經營報刊,只要書刊報章的銷路佳,就不惜犧牲新聞道德,以誇大失實、嘩眾取寵的手法吸引大眾的注意,傳媒為銷量而忽視專業操守, 這行為不符合新聞道德的準備。傳媒報導時應該按「新聞價值」報導,而不應將商業利益放於第一位。例如:前陣子轟動一時的尖沙咀殺警案引起傳媒爭相報道,報章、雜誌及電子傳媒的記者都各出奇謀採訪事件真相,市民對此亦議論紛紛。有留意新聞角度、傳媒趨勢的讀者,也許都會留意到香港的新聞報道有娛樂化的傾向,傳媒爭相挖出徐步高的身世背景,連他的父母、妻子、女兒、朋友亦不放過,更從面相、筆跡等玄學角度嘗試探討其心理,亦有網站想出假若此案被拍成電影,該由誰來演徐步高的投票遊戲……,凡此種種,令這宗新聞變得如電視連續劇一般,充滿了娛樂性。

11. 違背人道主義精神
此外,當傳媒報導仇殺、意外等新聞時血腥畫面描述太詳盡,對死者及其親人不敬之餘亦惹人嘔心反感。而偷拍與狗仔隊行徑侵犯私隱,忽略被訪者感受,這亦為人所詬病。

12. 追求自身名利
接受某方的優待或錢物,從而被對方利用,從事與自己身份不相符合、不利於本職工作的社會活動或兼任他職,利用職權進行敲詐勒索。例如:大老闆在內地有龐大生意,一些敏感事件可能傷害內地官員與自已感情,而刻意淡化一些內地事件,這樣也屬不義。傳媒作爲社會公器,並不可能只爲集團利益服務,如果業者肯經常反省這個問題,傳媒公信力也不會下降。

13. 透露消息來源的隱秘身份
對於消息來源的保護,應加以重視。此方面,西方的媒體好像做得較佳。例如:箸名的「水門事件」,揭發事件的兩名記者,誓死也不透露誰秘密線人。直至最近美國聯邦調查局(FBI)曾經的2號人物、前副局長馬克費爾特才自己承認他就是水門事件中的秘密線人,也就是所謂的“深喉”。

14 報導用字標奇立異,粗鄙庸俗,流於低級趣味的文字水準
雖然傳媒工作者並非教師,但傳媒也有應履行教育社會的責任。粗鄙庸俗,流於低級趣味的文字也會降低讀者的文字水準。

15. 負面標籤
主流報章在報導弱勢社群的新聞時,亦傾向在標題上標明其身份。雖然這做法符合新聞守則中的「真確」原則,但弱勢社群因客觀或主觀的原因,其新聞往往被報導成負面新聞。在標題中標明其身份,會造成標籤。例如:富裕人士是「成功」、「樂善好施」等,但相反弱勢社群多數被冠以負面標籤,例如「失敗」、「懶惰」、「貪婪」等。又例如「長者」會被稱為「老翁」、「年長的性工作者」又會被稱為「老鴇」等。

文:李榮輝  香港媒體教育資源網

2007年8月25日星期六

佛教黃允畋中學 談情說髮

佛教黃允畋中學 談情說髮
2007年 第四屆尃題錄像比賽得獎作品。同學熟練地運用短片形式,多角度處理議題,十分值的參考。

2007年8月8日星期三

再見皇后

皇后碼頭清場前一天(七月三十一日),我和幾位學生於灣仔聽完講座後,便順道乘電車往中環看看實况。對於皇后碼頭的歷史,我不太了解;我的學生更從未踏足皇后碼頭。正因為不了解,我更不希望媒體主導我對事件的譯讀。我總覺得從翌日報章所看到的報導,很大機會是傾斜於「警民衝突」,要進一步了解政府「非拆不可」和本土行動「保衛皇后」的理據,媒體的報導是不足夠的。

果然,翌日(八月一日)電視新聞整天都是播放着警方如向用鐵鉗和消防雲梯逐一破解了示威陣。明報標題也是「鐵鉗雲梯破陣,警10小時過三關」。

台北前文化局局長、名作家龍應台
教授2004年在香港大學演講,談及中區警署應否拆卸,西九龍文娛中心應如何興建的問題時,指出香港需要解決的不是技術問題,而是對城市定位及將來如何面對歷史的問題。也就是說,天星鐘樓和皇后碼頭是否可以保存,不是道路和排污渠是否可以改道遷就的問題,而是要問這些地方對於我們認識自己、認識自己從那裏來,是否重要?

教授在她的文章《香港,你往哪裏去﹖》中指出,香港的價值觀被「中環價值」所壟斷。她認為「中環價值」把經濟效益視為「所有決策的核心考量」,「開發」成為一種固執的信仰,從不懷疑。於是「舊的,老的、矮的建築,狹窄的擁擠的老街老巷,要讓位給玻璃和鋼筋的摩天大樓,變成昂貴的公寓大樓或者寒光懾人的酒店商廈。」龍教授果然一語中的。

天星鐘樓、喜帖街、中環/灣仔舊街市、域多利監獄、藍屋、赤柱古警署、西港城商場、中區警署、美利樓、卜公碼頭等等……,有的已經倒下,有的只剩軀殼,變成餐廳、超市;是因為「中環價值」成為唯一的價值壟斷的例證嗎?新高中通識科的目的是希望學生有「能力」從所掌握的知識,加以批判,建構自己的見解。「集體回憶」不是最重要,最怕是我們「集體唔識」。

文:李榮輝  香港媒體教育資源網

2006年10月1日星期日

Youth voice? Whose voice?














這期 McGill Journal of Education 探討了世界各地的青少年媒體製作活動,其中一篇論及香港幾個不同建制環境的青少年媒體作品,包括了教育界(佛教黃允畋中學)、文化藝術界(IFVA)及青年組織(Easy-film)的個案。作者認爲現實中沒有不受制約的自我表達,指出青少年媒體創作活動遠比我們想像中複雜和具政治意味。

資料來源:Chan, C. (2006), 'Youth voice? Whose voice? Young people and youth media practice in Hong Kong'. McGill Journal of Education, 41 (3), 215-225.

全文下載: http://mje.mcgill.ca/article/viewFile/737/577

2006年9月15日星期五

How does the culture of the internet differ from the culture of mass media?

Traditional media like television is hierarchical, top-down, and randomness of content was minimized. Internet is then just the opposite and Internet has been one of the most rapidly adopted communication technologies. The Internet now brings together over 30 million people on-line worldwide, inviting an average of 150,685 new users per day, or 1.74 per second. By 2000, 250 million people will have access to the Internet (Killen & Associates, 1996) .

It is the fact that internet is the new era. From my perspectives, there are two major differences between the culture of the internet and the culture of mass media. The one is: the internet is more interactive that viewers have the right to select what to receive, but the old media like TV and radio is top-down that you have comparatively limited choices. The other is: the internet almost circles the globe, and virtual location in cyberspace depends more on information than physical geography, with its users connecting through thoughts and interests across any and all boundaries.

It is the fact that the Internet has become a revolutionary tool for communication among the computer savvy individuals of the modern world. In contrast to the traditional form of communicating face-to-face, a majority of Internet users utilize the feature of computer-mediated Communication (CMC) ways to talk to their various relations.

Today, computers users can listen and watch both live and recorded news and sports reports from sources as ABC, CBS, ESPN, and NBC. Also, there are over 2,400 radio stations around the world that are already sending there programming out by way of the Internet, allowing people to tune in with the click of a mouse. This new technology boosts their ranks of listeners and also allows them to sell more advertising. Next, unlike printed version, one positive effect that the Internet has had on journalism is the ability to get information out to audiences quicker.

However, sometimes the positive things could also be the negative things. Much of the information that is on the Internet is not as accurate as the information that can be obtained from a newspaper or a news broadcast. In the United States, it is virtually impossible for the government to regulate the Internet because of its enormous size. Besides, I think many people are still more comfortable with the traditional forms of mass media. People are more comfortable with sitting down and reading the newspaper or a magazine or turning on the television to see the news. Most people do not turn to the Internet when they want to learn about a recent news story.

As a secondary school teacher, I have found that students are eager to CMC. Not infrequently, my students enjoy chatting through ICQ or MSN, playing online games and joining online groups. It seems that participants disclose more than they do in face-to-face situations.

Actually, CMC has become a revolutionary, novel, and widely popular form of communication. As opposed to talking directly to someone, CMC allows individuals to communicate in enhanced, desired, and controlled environments. Individuals are capable of targeting not only whom they converse and socialize with, but also how they want to be perceived. On the other hand, face-to-face interaction can be perceived to be more “daunting” because there is no such wall of security in contrast to the computer mediated tool.

Not allowing students to use CMC tools is something impossible. The more practical way is to make use of it and that may help arouse students’ interests in learning. Furthermore, guiding students to conceive, analyze and judge information from the internet is a must. Most importantly, students must learn how to create their own works and communicate with others by expressing their own ideas.

Text: Lee Wing Fai, HKMediaEd.net

2006年9月1日星期五

Online Fans Club: Understanding the Psychology of the Online Community

A community is a group of like-minded people. You are probably part of several different communities – the town/village where you live, the place where you work or study, a group of friends with whom you play sport or other hobby activity, and your church fellowship.

A community of people usually has most of these characteristics:
  • shared interests
  • shared values
  • shared problems/enemies
  • mutually supportive
  • intimacy
  • physical face-to-face interaction at specific times
A successful online fans club, more or less, is the same as a real community, and sometimes the groupness and conformity of it is even more noticeable than you expect. Maybe one of the reason help create the group’s conformity is that time and location are no longer relevant and you can share as much or little of yourself as you wish, without being judged.

Actually, online fans club which permits visitors to contribute content is potentially building community and a high level of trust. The more or meaningful content you contribute, the more scores you obtain for getting permits to view or download bonus pictures or videos from the authorized administrators. That helps encourage you to get sticky to the community.

To have a sense of community, a website needs to be welcoming and non-condemning. It must meet people where they are, and demonstrate an understanding of their feelings and problems. They must feel that they somehow 'belong' to the site, and can also offer their own feedback and opinions as well as receive advice.

By the way, it is discovered that some psychology and sociology theories can be applied in online fans club’s community, but some cannot.

Hyperpersonality theory
Chen and Gaines (1998) argued that developing a positive self-image is one motivation for participating in reciprocal Computer-mediated Communication (CMC) relationships because it allows you to publicize your expertise, position yourself in the virtual community. It is quite true that online fans club participants always contribute content towards their idols when they come across their idols’ news. It seems that they are the experts in this particular field. They are willing to share that may help them to enhance their self-identity and image.

Cues-filtered-out theory
Cues-filtered-out theory assumes that CMC relationships lack social or context cues. It may easily lead to antisocial or impersonal behaviors and increase in uninhibited behavior patterns such as flaming in online interactions. However, the above-mentioned situations are not noticeable in online fans club. Maybe they have already built up the sense of belonging to the community that few of them want to ruin the orders. Or the system management team is efficient enough to delete any unwanted messages posted when found.

Social Exchange theory
Social Exchange theory in CMC means that people contribute content because they want to receive a benefit (get something to exchange). Actually, the benefit is not necessary a real object. The reciprocal rewards can be some feedback messages that show people’s appreciation, praise or respect the content contributors. These interactions then make message posted cycle continue.

Para-social Interaction/relationship (PSI) theory
Horton & Wohl (1956) implicated agreement between the performer and viewer that they will pretend the relationship is not mediated – as though it were a face-to-face encounter, just like a media friend. However, the situation is not noticeable in online fans club because, unlike TV, there is not a role player or actor in online fans club. But the active participant will show their sorrows after the recovery of the online fan club’s server down. The situation is just like a person who meets his buddy whom he doesn’t meet each other for a long time.

Social Identification/Deindividuation (SIDE) theory
Postmes, Spears, and Lea (1998, 2000) stated that online participants will assume that other people are similar to themselves and that they share comparable norms and characteristics. SIDE theory seems more applicable to online fans club. Basically, online fans club participants have similar norms (they have the same idols). When communicators share a common social identity, they appear to be more susceptible to group influence, social attraction, stereotyping, gender typing, and discrimination in anonymous CMC.

All in all, Computer-mediated Communication (CMC) has already developed maturely. A large population of people is familiar with CMC. The phenomena of groupness, conformity and polarization are not infrequent in online fans club. In fact, the successful one has formed the sense of belonging to the virtual community, just like a community in the real society.

Text: Lee Wing Fai, HKMediaEd.net

2006年8月31日星期四

Art and New Media

From my perspective, art was easier to define before Impressionism. It was the fact that so-called 'good’ art pieces, more or less, followed some traditionally accepted rules like proportion, perspective, golden section, textures and tones. Generally, if one’s painting looked real, one would probably have created a ‘good’ art piece. But soon afterwards, the invention of photography changed this perception.

Art and Photography
The first photographic images (new media in this era) were taken around the year 1840, and sparked a revolution in how people dealt with images as communication. Impressionism represents a very significant break from the previous style of painting. (Before Impressionism, only realistic paintings were traditionally accepted.) Not long afterwards, abstract art also began to be painted. Images, lines, shapes, and accuracy in general were forfeited in favour of the new forms. Painters of the time might have felt that the new technology called 'photography' could do it much better, quicker and less expensively than they could. That was why they didn't bother competing.

Obviously, the new techniques and new ideas continued. Marcel Duchamp sent a ready-made enamel urinal to a 1917 juried exhibition in New York. The piece, called Fountain, was rejected by the jury but eventually went on to become the most famous of all works of conceptual art.

Within a few decades of this era, not only the type of creativity and vision found in Impressionism was evident, but also the rise of Fauvism, Expressionism, Cubism, Futurism, Surrealism, Dadaism, Abstract Art, Pop art, Conceptual art and to name a few.

Art and New Media
Undoubtedly, photography brought a huge impact to artists in the era. Some artists chose not to compete with it, and some chose to adopt and make use of it. Then, what about the new era? If there is anything that distinguishes the twentieth century from all previous eras, it is our communications. The electronic storage mediums, TV, movie, Internet and so forth have changed the role of traditional accepted art.

In the past, the critics, the academics, the art historians, the museum curators, the gallery owners, the editors et al., had the authority to define art or credit an art piece a masterpiece. However, some artists started to doubt whether institutionalised museums were the only place to get recognition for their works. As technologies have improved, online museum is becoming popular. As a matter of fact, it is not necessary to get recognition from institutionalized museums or galleries. Almost anyone who has some knowledge of the Internet could upload his works to his virtual with only a small budget. Sometimes, the impact of an online gallery could be even deeper and more far-reaching. New media including mobile phones, the Internet, streaming technologies, wireless networks, and the high quality publishing and information sharing capacities of the World Wide Web make both geographical and media boundaries inconsequential.

Maybe art could be much easier to define before Impressionism. However, I would rather not define art clearly and leave room for imagination. Art should be a lot of fun and more avant-garde as challenging ideas certainly help inspire people's creativity.

Text: Lee Wing Fai, HKMediaEd.net


EPIC 2015