Means of communication that are native to digital technologies, such as computers, for production and distribution.
The use of at least two sensory modalities such as tactile, visual, auditory, etc., to present information and receive a response.
The practice of seeding malware in advertisements at legitimate online advertising networks.
The physical world, understood as the opposite of cyberspace.
Also known as “real life”, “meat world”, or “face time”.
The usage strategic gaps into a narrative to improve storytelling, empowering the audiences’ imagination.
Coined by Geoffrey Long
A situation where audience empowerment and subcultures have been absorbed by organizations, giving them a new ideology aligned with their own one, and turning them into mainstream culture.
Term coined by Thomas Frank
An overly intellectual person, usually obsessive or lacking social skills, focusing their interests on non-mainstream activities, generally highly technical or related to fiction or fantasy narratives.
A simple cultural object, often visual, containing an idea or social practice that is transmitted from person to person through writing, images, or other communication methods, with a mimicked theme.
A system of software and data structures that tries to mimic the operation of the human brain.
Digital devices and services that do not rely on a screen as the main interface for user interaction, which many times makes them pass unnoticed with what McLuhan defined as a “cloak of invisibility”.