In our evolving digital age children are inevitably exposed to various technologies and media devices. Two-year-old children play "self-portrait" with parents' mobile phone, iPad, e-book reader full of children's books and games, thousands of songs saved on iPod listen together for children I sang it. In recent years, the way children learn music has changed dramatically. As parents, we see kids seeking and using state-of-the-art equipment, our classrooms are not necessarily resources to support music learning through these (usually expensive) equipment It may not have. In this article we will explore how children experience the music in the digital world and provide ideas to promote music listening, music production, and music viewing in a way that is suitable for young children. All of these ideas can be implemented in home and school environments, including the use of various digital media.
Since the launch of Napster and iTunes, the world has undergone a major change in music style; they open the door to music anytime, anywhere. We should not condemn the digital revolution to adversely affect the industry, especially the sales of physical records in the 2000s; today streaming media is driving sales of recorded music. We should accept the fact that music is one of the most useful for everyone on the planet and it has the power to actively change society.
Like other parts of the world, music experienced a rapid digital stage in the first 16 years of the 21st century. This digitization weakened the connection to the world full of music. We no longer have lots of albums and CD stacks. Ownership is currently in the hands of large companies, and large companies pay for them, so we can spread their music.
When I was a child in the 1970s and 1980s, I experienced the era of vinyl, the era of CD, and now it is digital (not to mention tapes and mini discs on the way). I designed packages for all these formats as a designer working in the music industry. Do not be afraid, I am not going to mourn the loss of physical products. I can guarantee you that I am comfortable with less plastic. But I missed the fulfilling time before the number, I think that many of us used albums and artists.
Yesterday's article by Chris Dixon discussed the trends the media experienced during the digital era. His article focuses on the game industry, but it also quotes a lot of music industry and introduces many similarities and comparisons through the work. Because I am not a gamer, the music related aspects of this article will fascinate me. In the first point, how dizzy the paper is dizzy is who is reading this article from the background. Particularly worth noting is that subtitles like "PC games are bigger than you think" can be said as "independent music" more easily than "PC games". And it is bigger. The way, the way is big