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Hey, I’m

Ritika Nigam

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About Me

I am currently pursuing Master's in Computer Science at Texas A&M University. In this Spring 2024 semester, I have enrolled in the course CSCE 445/656 Computers and New Media. I believe that this course provides a multifaceted understanding of the intersection between technology and contemporary forms of communication and expression. In an era where digital innovation is rapidly shaping the global landscape, computer science students equipped with skills in new media gain a comprehensive perspective on the dynamic interplay between computing technologies and societal trends. This course not only nurtures creativity but also fosters the development of applications and platforms that are vital in today's interconnected world.

Media Consumption

Television

1. TV shows and series

  •    Comedy

  •    Thriller/Suspense

  •    Science Fiction

  •    Action/Adventure

2. Television News

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1. Rock 

2. Pop 

3. Indie

4. Jazz

5. Bollywood music

Music

Movies

1. Horror

2. Murder Mystery

3. Romantic-Comedy

4. Comedy

1. Simulation

2. Car-racing games

3. Sports

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Games

Showreel

Challenges

One challenge related to the media consumption of television is the fragmentation of content across multiple streaming services. As the popularity of streaming platforms has risen, various networks and production studios have launched their own services to distribute exclusive content. This fragmentation can create difficulties for consumers who may find it challenging and costly to subscribe to multiple services to access their favorite shows and movies.

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One challenge related to the tools, software, and hardware for the media consumption of movies is the issue of regional restrictions and content availability. Regional restrictions can pose difficulties for users in accessing certain movies or TV shows based on their geographical location.

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One challenge related to the tools, software, and hardware for the media consumption of games is the issue of platform exclusivity. Platform exclusivity occurs when certain video games are developed or released exclusively for specific gaming platforms or consoles, limiting access for users who do not own that particular hardware.

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