Journal articles: 'E-MARKETING MARKET CULTURE INTERNET COMMUNICATION INSTRUMENT' – Grafiati (2024)

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Relevant bibliographies by topics / E-MARKETING MARKET CULTURE INTERNET COMMUNICATION INSTRUMENT / Journal articles

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Author: Grafiati

Published: 24 April 2022

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1

Guseva, Natalija. "Elektroninėje komercijoje vykdomos komunikacijos pritaikymas tikslinės rinkos kultūriniams ypatumams." Informacijos mokslai 60 (January1, 2012): 84–95. http://dx.doi.org/10.15388/im.2012.0.1667.

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Vis platesnis globalaus tinklo – interneto – naudojimas leido tikėtis, kad bus sukurtas naujas standartizuotas komunikacijos būdas nepaisant kultūros, socialinių ir asmeninių skirtumų. Tačiau empiriniai tyrimai ir elektroninę komerciją vykdančių įmonių praktika parodė, kad populiarėjant elektroninei komunikacijai klientai teigiamai reaguoja į nestandartizuotus rinkodaros veiksmus, kurie yra pritaikyti jų kultūriniams ypatumams. Straipsnyje pripažįstama, kad siekiant atitikti klientų lūkesčius būtina pažinti esminius rinkodaros veiksmų suvokimo skirtumus įvairiose kultūrose, parodoma, kokius būdus verslo veikėjai, norintys plėsti verslą elektroninėje erdvėje globaliu mastu, galėtų pasitelkti, kad suderintų elektroninių sistemų teikiamas automatizavimo galimybes ir individualaus bendravimo su kiekvienu klientu pranašumus. Be to, pasiūlytas elektroninės parduotuvės, kaip verslo komunikacijos instrumento, pritaikymo tikslinei kultūrai metodas, grindžiamas kultūros dimensijomis ir interneto svetainių analizės modeliu VPTCS ir numatantis integruoti kultūros veiksnius į elektroninės parduotuvės plėtros projektą.Reikšminiai žodžiai: elektroninė komercija, lokalizavimas, kultūra, personalizavimas.Adaptation of Communication in Electronic Commerce to the Cultural Particularities of the Target MarketNatalija Guseva SummaryThe wider usage of the global Internet network has generated an illusion that the new standardized means of communication can be created, which could ignore the cultural, social or personal differences of customers. However, empirical findings and e-commerce experience show that clients are more positive about the marketing actions tailored to their cultural and personal peculiarities. It is essential to be aware of the differences in the perception of marketing by various cultures. This paper shows the methods to be invoked by business actors with the aim to expand commercial activities on the electronic market, taking into consideration the cultural differences of potential clients and using the possibilities provided by automated client-relation systems. Finally, the method integrating the cultural dimensions into an e-shop creation and developing project is proposed.

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Indriya Himawan, Abdurrahman Faris, and Riska Widiyanita Batubara. "DIGITAL COMMERCE BERBASIS REHABILITASI BERSUMBERDAYA MASYARAKAT BAGI DIFABEL SLB KEMALA BHAYANGKARI GRESIK." Jurnal Pengabdian Manajemen 1, no.2 (March24, 2022): 75. http://dx.doi.org/10.30587/jpmanajemen.v1i2.3748.

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The increasingly advanced technology gives rise to many new media that allow the development of marketing communications such as interactive television, the Internet, E-commerce, interactive telephone, and faxing. This led to changes in market segmentation, as well as the way to communicate with them. Then the cultural driving factor makes marketing communication more segmented but its reach is very broad. Certain cultures will receive communication that is appropriate to their culture. Each tool in the promotion mix has different characteristics and it is undeniable that there are still many companies that rely on one or two promotional tools to achieve their communication goals. This is in line with the marketing communication paradigm in the past which often used advertising as the "main weapon" to carry out a promotional activity, on the grounds that advertising media has a broad target audience, so that in a relatively short time the message to be conveyed by a company will be more effective. quickly reach the target audience.

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Has-Tokarz, Anita. "Przyjemność (z) konsumowania… Książki kucharskie jako element systemów rozrywki dla dzieci (konteksty kultury konsumpcyjnej i medialnej)." Literatura i Kultura Popularna 25 (July28, 2020): 127–47. http://dx.doi.org/10.19195/0867-7441.25.8.

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The contemporary market of books for children and teenagers, despite observable short-term periods of decline, is still one of the most stable and profitable segments of the Polish publishing and book market as publishing industry reports show. Publishing houses obtain guaranteed profits first of all from global bestsellers targeted both at the youngest readers and at teenagers. The present article discusses the phenomenon of branding, i.e. the creation of global brands in the sector of books for young readers. Branding has now become an important instrument of international book marketing, while the so-called brand policy occupies a significant position in the marketing tactics of publishers operating in the segment of books for young readers. The observation of the media in the worldwide and domestic market allows us to see a ten-dency towards the professionalisation of children’s culinary culture. A manifestation of this phenom-enon is inter alia the development of the toy industry associated with the manufacture of culinary accessories, as well as the annexation of the media space reserved for children and the young. Within it, we can notice the multiplication of culinary TV programmes, while more and more Internet culin-ary projects, little chef online games, and applications for mobile devices are becoming available. A culinary “thematic turn” is also taking place in the book market for children and young people. After 1989, impressive qualitative and quantitative changes took place in the cookbook segment for the youngest readers. This evolution covered their new thematic variants and editorial styles, as well as media formats (culinary audiobooks and e-books), which reflected the global fash-ions and ideas characteristic of consumer culture, as well as evidenced the culinary emancipation of the youngest. The report will show diverse variants of present-day cookbooks for young readers linked with children’s entertainment supersystems.

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Tripathi,ShaliniN., and MasoodH.Siddiqui. "Effectiveness of Mobile Advertising: The Indian Scenario." Vikalpa: The Journal for Decision Makers 33, no.4 (October 2008): 47–60. http://dx.doi.org/10.1177/0256090920080404.

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In the current scenario, mobile internet applications enable consumers to access a variety of services: Web information search, SMS (short message service), MMS (multimedia message service), banking, payment, gaming, e-mailing, chat, weather forecast, GPS (global positioning service), and so forth. Collectively, we denominate this wide array of services as “mcommerce.” These digital media are considered to potentially improve the possibilities to reach consumers by allowing personalization of the content and context of the message. Combining customer's user profile and the context situation, advertising companies can provide the target customers exactly the advertisem*nt information they desire, not just “spam” them with irrelevant advertisem*nts. Drawing from Nysveen, Pedersen, and Thorbjornsen's (2005) grid of mobile internet services classification, this study attempts to critically analyse “person interactive” (goal-oriented) information and “person interactive” (experiential) messaging, targeting both utilitarian and hedonic benefits from the consumers' perspective. It analyses the effectiveness of mobile advertising in its current format (as prevalent in India). ‘Effectiveness’ for the purpose of this study has been concretized in terms of impact of mobile advertising on the purchase decision of the consumer. However, results of binary logistic regression indicate that mobile advertising in its current format does not have a significant impact on the purchase decision of a consumer, and that there might be other significant factors like a firm's marketing efforts (marketing mix), a consumers' socio-cultural environment (family, informal sources, non-commercial sources, social class, culture and sub-culture), and an individual's psychological field (motivation, perception, learning, personality, and attitudes) that affect his purchase decision. Mobile advertising in its current format is very generic in its approach, as substantiated by factor analysis performed on the data — marketing communication through mobiles primarily lacked in contextualization and perceived usefulness (for the target customers), and were disruptive in nature. Although mobiles are a powerful mode of marketing communication, the important issues at stake here are— what to say, how to say it, to whom, and how often. Communications get more and more difficult, as a large number of companies clamour for getting the consumers' increasingly divided attention through various means. Hence the challenge lies in customizing the marketing communication to suit individual needs (Customerization), i.e., reaching the right target market with the right message at the right time. Also, variations in consumer responsiveness towards mobile advertising have been examined using Analytic Hierarchy Process (AHP). Finally, some features enhancing the utilitarian and hedonic benefits drawn (or expected) from mobile advertising are prioritized. This enhancement of benefits can be implemented by incorporating Intelligent Software Agents, which make customerization of marketing messages a reality—delivering all the desired benefits (utilitarian⁄hedonic) to the consumers. Software Agents are programmes which fulfill a task independently on behalf of the user and can be adapted to the individual preferences and parameters of its instructor; software agents operate without intervention of the user at a specific problem definition.

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"The Effect of Online Consumer Comments Among Millennial." International Journal of Innovative Technology and Exploring Engineering 8, no.12 (October10, 2019): 3975–80. http://dx.doi.org/10.35940/ijitee.l3478.1081219.

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Indonesia as one of the countries in the world with internet users reaching 82 million people or around 30% of Indonesia's population, is currently entering the era of e-commerce. Conventional shopping culture is shifting to online shopping. Although Indonesian internet users have not all done online shopping (only 29% of people or 26.3 million of the total who have an internet connection, a Mars 2016 survey source), the e-commerce market potential is still very large. This was followed up by the increasing proliferation of e-commerce companies in the business world, both in large and small scale businesses. Millennial groups are increasingly recognized for their influence in the evolution of social media. Millennials are undeniably the biggest part of society who are familiar with digital devices such as cellphones and computers. Social researchers often classify generations born between the 1980s and 2000s as millennials. So it can be said that the millennial generation is the young generation today who are currently in the range of 15-34 years. In America millennials, 97% have computers, 94 have cell phones, and websites as news sources (Marketing Breakthrough Incorp., 2008). In Indonesia, studies and studies on millennial generation have not been done much, even though the total population of Indonesians aged between 15-34 years is currently very large, namely 34.45%. Millennia generation was researched because based on the Mars survey also mentioned that the largest online consumer in Indonesia aged 22-29 years. Therefore, millennials are undeniably the most important market of many products and services. Research evidence shows that millennial groups in finding information related to purchases refer to their friends and this information seeking behavior is facilitated by digital connections. Therefore the aim of this research is to gain a deeper understanding of millennial communication behavior towards purchases and their relationship to online consumer comments

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Bowles, Kate. "Academia 1.0: Slow Food in a Fast Food Culture? (A Reply to John Hartley)." M/C Journal 12, no.3 (July15, 2009). http://dx.doi.org/10.5204/mcj.169.

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"You could think of our kind of scholarship," he said, "as something like 'slow food' in a fast-food culture."— Ivan Kreilkamp, co-editor of Victorian Studies(Chronicle of Higher Education, March 2009) John Hartley’s entertaining and polemical defense of a disappearing art form (the print copy journal designed to be ripped eagerly from its envelope and read from cover to cover like a good book) came my way via the usual slightly disconcerting M/C Journal overture: I believe that your research interests and background make you a potential expert reviewer of the manuscript, "LAMENT FOR A LOST RUNNING ORDER? OBSOLESCENCE AND ACADEMIC JOURNALS," which has been submitted to the '' [sic] issue of M/C Journal. The submission's extract is inserted below, and I hope that you will consider undertaking this important task for us. Automated e-mails like these keep strange company, with reminders about overdue library items and passwords about to expire. Inevitably their tone calls to mind the generic flattery of the internet scam that announces foreign business opportunities or an unexpectedly large windfall from a deceased relative. At face value, this e-mail confirms John Hartley’s suspicions about the personalised craft of journal curation. Journal editing, he implies, is going the way of drywalling and smithying—by the time we realise these ancient and time-intensive skills have been lost, it’ll be too late. The usual culprit is to the fore—the internet—and the risk presented by obsolescence is very significant. At stake is the whole rich and messy infrastructure of academic professional identity: scholarly communication, goodwill, rank, trust, service to peers, collegiality, and knowledge itself. As a time-poor reader of journals both online and in print I warmed to this argument, and enjoyed reading about the particularities of journal editing: the cultivation and refinement of a specialised academic skill set involving typefaces, cover photographs and running order. Journal editors are our creative directors. Authors think selfishly and not always consistently about content, position and opportunity, but it’s the longer term commitment of editors to taking care of their particular shingle in the colourful and crowded bazaar of scholarly publishing, that keeps the market functioning in a way that also works for inspectors and administrators. Thinking of all the print journals I’ve opened and shut and put on shelves (sometimes still in their wrappers) and got down again, and photocopied, and forgotten about, I realised that I do retain a dim sense of their look and shape, and that in practical ways this often helps me remember what was in them. Nevertheless, even having been through the process he describes, whereby “you have to log on to some website and follow prompts in order to contribute both papers and the assessment of papers; interactions with editors are minimal,” I came to the conclusion that he had underestimated the human in the practice of refereeing. I wasn’t sure made me an expert reviewer for this piece, except perhaps that in undertaking the review itself I was practising a kind of expertise that entitled me to reflect on what I was doing. So as a way of wrestling with the self-referentiality of the process of providing an anonymous report on an article whose criticism of blind refereeing I shared, I commented on the corporeality and collegiality of the practice: I knew who I was writing about (and to), and I was conscious of both disagreeing and wondering how to avoid giving offence. I was also cold in my office, and wondering about a coffee. “I suspect the cyborg reviewer is (like most cyborgs) a slightly romantic, or at least rhetorical, fantasy,” I added, a bit defensively. “Indeed, the author admits to practising editorship via a form of human intersubjectivity that involves email, so the mere fact that the communication in some cases is via a website doesn’t seem to render the human obsolete.” The cyborg reviewer wasn’t the only thing bothering me about the underlying assumptions concerning electronic scholarly publishing, however. The idea that the electronic disaggregation of content threatens the obsolescence of the print journal and its editor is a little disingenuous. Keyword searches do grab articles independently of issues, it’s true, but it’s a stretch to claim that this functionality is what’s turning diligent front-to-back readers and library flaneurs into the kinds of online mercenaries we mean when we say “users”. Quite the opposite: journal searches are highly seductive invitations to linger and explore. Setting out from the starting point of a single article, readers can now follow a citation trail, or chase up other articles by the same author or on similar topics, all the while keeping in plain sight the running order that was designed by the editors as an apt framework for the piece when it first appeared. Journal publishers have the keenest investment in nurturing the distinctive brand of each of their titles, and as a result the journal name is never far from view. Even the cover photo and layout is now likely to be there somewhere, and to crop up often as readers retrace their steps and set out again in another direction. So to propose that online access makes the syntactical form of a journal issue irrelevant to readers is to underestimate both the erotics of syntax, and the capacity of online readers to cope with a whole new libidinous economy of searching characterised by multiple syntactical options. And if readers are no longer sequestered within the pages of an individual hard copy journal—there really is a temptation to mention serial monogamy here—their freedom to operate more playfully only draws attention to the structural horizontalities of the academic public sphere, which is surely the basis of our most durable claims to profess expertise. Precisely because we are hyperlinked together across institutions and disciplines, we can justly argue that we are perpetually peer-reviewing each other, in a fairly disinterested fashion, and no longer exclusively in the kinds of locally parochial clusters that have defined (and isolated) the Australian academy. So although disaggregation irritates journal editors, a more credible risk to their craft comes from the disintermediation of scholarly communication that is one of the web’s key affordances. The shift towards user generated content, collaboratively generated, openly accessible and instantly shareable across many platforms, does make traditional scholarly publishing, with its laborious insistence on double blind refereeing, look a bit retro. How can this kind of thing not become obsolete given how long it takes for new ideas to make their way into print, what with all that courtly call and response between referees, editors and authors, and the time consumed in arranging layout and running order and cover photos? Now that the hegemons who propped up the gold standard journals are blogging and podcasting their ideas, sharing their bookmarks, and letting us know what they’re doing by the hour on Twitter, with presumably no loss of quality to their intellectual presence, what kind of premium or scarcity value can we place on the content they used to submit to print and online journals? So it seems to me that the blogging hegemon is at least as much of a problem for the traditional editor as the time challenged browser hoping for a quick hit in a keyword search. But there are much more complicated reasons why the journal format itself is not at risk, even from www.henryjenkins.org. Indeed, new “traditional” journals are being proposed and launched all the time. The mere award of an A* for the International Journal of Cultural Studies in the Australian journal rankings (Australian Research Council) confirms that journals are persistently evaluated in their own right, that the brand of the aggregating instrument still outranks the bits and pieces of disaggregated content, and that the relative standing of different journals depends precisely on the quantification of difficulty in meeting the standards (or matching the celebrity status) of their editors, editorial boards and peer reviewing panels. There’s very little indication in this process that either editors or reviewers are facing obsolescence; too many careers still depend on their continued willingness to stand in the way of the internet’s capacity to let anyone have a go at presenting ideas and research in the public domain. As the many inputs to the ERA exercise endlessly, and perhaps a bit tediously, confirmed, it’s the reputation of editors and their editorial practices that signals the exclusivity of scholarly publishing: in the era of wikis and blogs, an A* journal is one club that’s not open to all. Academia 1.0 is resilient for all these straightforward reasons. Not only in Australia, tenure and promotion depend on it. As a result, since the mid 1990s, editors, publishers, librarians and other stakeholders in scholarly communication have been keeping a wary eye on the pace and direction of change to either its routines or its standards. Their consistent attention has been on the proposition the risk comes from something loosely defined as “digital”. But as King, Tenopir and Clark point out in their study of journal readership in the sciences, the relevance of journal content itself has been extensively disputed and investigated across the disciplines since the 1960s. Despite the predictions of many authors in the 1990s that electronic publishing and pre-publishing would challenge the professional supremacy of the print journal, it seems just as likely that the simple convenience of filesharing has made more vetted academic material available, more easily, to more readers. As they note in a waspish foonote, even the author of one of the most frequently cited predictions that scholarly journals were on the way out had to modify his views, “perhaps due to the fact that his famous 1996 [sic] article "Tragic Loss or Good Riddance? The Impending Demise of Traditional Scholarly Journals" has had thousands of hits or downloads on his server alone.” (King et al,; see also Odlyzko, " Tragic Loss" and "Rapid Evolution"). In other words, all sides now seem to agree that “digital” has proved to be both opportunity and threat to scholarly publication. Odlyzko’s prediction of the disappearance of the print journal and its complex apparatus of self-perpetuation was certainly premature in 1996. So is John Hartley right that it’s time to ask the question again? Earlier this year, the Chronicle of Higher Education’s article “Humanities Journals Confront Identity Crisis”, which covered much of the same ground, generated brisk online discussion among journal editors in the humanities (Howard; see also the EDITOR-L listserv archive). The article summarised the views of a number of editors of “traditional” journals, and offset these with the views of a group representing the Council of Editors of Learned Journals, canvassing the possibility that scholarly publishing could catch up to the opportunities that we tend to shorthand as “web 2.0”. The short-lived CELJ blog discussion led by Jo Guldi in February 2009 proposed four principles we might expect to shape the future of scholarly publishing in the humanities: technical interoperability, which is pretty uncontroversial; the expansion of scholarly curation to a role in managing and making sense of “the noise of the web”; diversification of content types and platforms; and a more inclusive approach to the contribution of non-academic experts. (Guldi et al.) Far from ceding the inexorability of their own obsolescence, the four authors of this blog (each of them journal editors) have re-imagined the craft of editing, and have drafted an amibitious but also quite achievable manifesto for the renovation of scholarly communication. This is focused on developing a new and more confident role for the academy in the next phase of the development of the knowledge-building capacity of the web. Rather than confining themselves to being accessed only by their professional peers (and students) via university libraries in hardcopy or via institutional electronic subscription, scholars should be at the forefront of the way knowledge is managed and developed in the online public sphere. This would mean developing metrics that worked as well for delicious and diigo as they do for journal rankings; and it would mean a more upfront contribution to quality assurance and benchmarking of information available on the web, including information generated from outside the academy. This resonates with John Hartley’s endorsem*nt of wiki-style open refereeing, which as an idea contains a substantial backwards nod to Ginsparg’s system of pre-publication of the early 1990s (see Ginsparg). It also suggests a more sophisticated understanding of scholarly collaboration than the current assumption that this consists exclusively of a shift to multiply-authored content, the benefit of which has tended to divide scholars in the humanities (Young). But it was not as a reviewer or an author that this article really engaged me in thinking about the question of human obsolescence. Recently I’ve been studying the fragmentation, outsourcing and automation of work processes in the fast food industry or, as it calls itself, the Quick Service Restaurant trade. I was drawn into this study by thinking about the complex reorganisation of time and communication brought about by the partial technologisation of the McDonalds drive-thru in Australia. Now that drive-thru orders are taken through a driveway speaker, the order window (and its operator) have been rendered obsolete, and this now permanently closed window is usually stacked high with cardboard boxes. Although the QSR industry in the US has experimented with outsourcing ordering to call centres at other locations (“May I take your order?”), in Australia the task itself has simply been added to the demands of customer engagement at the paying window, with the slightly odd result that the highest goal of customer service at this point is to be able to deal simultaneously with two customers at two different stages of the drive-thru process—the one who is ordering three Happy Meals and a coffee via your headset, and the one who is sitting in front of you holding out money—without offending or confusing either. This formal approval of a shift from undivided customer attention to the time-efficiency of multitasking is a small but important reorientation of everyday service culture, making one teenager redundant and doubling the demands placed on the other. The management of quick service restaurant workers and their productivity offers us a new perspective on the pressures we are experiencing in the academic labour market. Like many of my colleagues, I have been watching with a degree of ambivalence the way in which the national drive to quantify excellence in research in Australia has resulted in some shallow-end thinking about how to measure what it is that scholars do, and how to demonstrate that we are doing it competitively. Our productivity is shepherded by the constant recalibration of our workload, conceived as a bundle of discrete and measurable tasks, by anxious institutions trying to stay ahead in the national game of musical chairs, which only offers a limited number of seats at the research table—while still keeping half an eye on their enterprise bargaining obligations. Or, as the Quick Service Restaurant sector puts it: Operational margins are narrowing. While you need to increase the quality, speed and accuracy of service, the reality is that you also need to control labor costs. If you reduce unnecessary labor costs and improve workforce productivity, the likelihood of expanding your margins increases. Noncompliance can cost you. (Kronos) In their haste to increase quality, speed and accuracy of academic work, while lowering labor costs and fending off the economic risk of noncompliance, our institutions have systematically overlooked the need to develop meaningful ways to accommodate the significant scholarly work of reading, an activity that takes real time, and that in its nature is radically incompatible with the kinds of multitasking we are all increasingly using to manage the demands placed on us. Without a measure of reading, we fall back on the exceptionally inadequate proxy of citation. As King et al. point out, citation typically skews towards a small number of articles, and the effect of using this as a measure of reading is to suggest that the majority of articles are never read at all. Their long-term studies of what scientists read, and why, have been driven by the need to challenge this myth, and they have demonstrated that while journals might not be unwrapped and read with quite the Christmas-morning eagerness that John Hartley describes, their content is eventually read more than once, and often more than once by the same person. Both electronic scholarly publishing, and digital redistribution of material original published in print, have greatly assisted traditional journals in acquiring something like the pass-on value of popular magazines in dentists’ waiting rooms. But for all this to work, academics have to be given time to sit and read, and as it would be absurd to try to itemise and remunerate this labour specifically, then this time needs to be built into the normative workload for anyone who is expected to engage in any of the complex tasks involved in the collaborative production of knowledge. With that in mind, I concluded my review on what I hoped was a constructive note of solidarity. “What’s really under pressure here—forms of collegiality, altruism and imaginative contributions to a more outward-facing type of scholarship—is not at risk from search engines, it seems to me. What is being pressured into obsolescence, risking subscriptions to journals as much as purchases of books, is the craft and professional value placed on reading. This pressure is not coming from the internet, but from all the other bureaucratic rationalities described in this paper, that for the time being do still value journals selectively above other kinds of public contribution, but fail to appreciate the labour required to make them appear in any form, and completely overlook the labour required to absorb their contents and respond.” For obvious reasons, my warm thanks are due to John Hartley and to the two editors of this M/C Journal issue for their very unexpected invitation to expand on my original referee’s report.References Australian Research Council. “The Excellence in Research for Australia (ERA) Initiative: Journal Lists.” 2009. 3 July 2009 ‹http://www.arc.gov.au/era/era_journal_list.htm›. Ginsparg, Paul. “Can Peer Review be Better Focused?” 2003. 1 July 2009 ‹http://people.ccmr.cornell.edu/~ginsparg/blurb/pg02pr.html›. Guldi, Jo, Michael Widner, Bonnie Wheeler, and Jana Argersinger. The Council of Editors of Learned Journals Blog. 2009. 1 July 2009 ‹http://thecelj.blogspot.com›. Howard, Jennifer. “Humanities Journals Confront Identity Crisis.” The Chronicle of Higher Education 27 Mar. 2009. 1 July 2009 ‹http://chronicle.com/free/v55/i29/29a00102.htm›. King, Donald, Carol Tenopir, and Michael Clarke. "Measuring Total Reading of Journal Articles." D-Lib Magazine 12.10 (2006). 1 July 2009 ‹http://www.dlib.org/dlib/october06/king/10king.html›. Kronos Incorporated. “How Can You Reduce Your Labor Costs without Sacrificing Speed of Service?” (2009). 1 July 2009 ‹http://www.qsrweb.com/white_paper.php?id=1738&download=1›.“May I Take Your Order? Local McDonald's Outsources to a Call Center.” Billings Gazette, Montana, 5 July 2006. SharedXpertise Forum. 1 July 2009 ‹http://www.sharedxpertise.org/file/3433/mcdonalds-outsourcing-to-call-center.html›.Odlyzko, Andrew. “The Rapid Evolution of Scholarly Publishing.” Learned Publishing 15.1 (2002): 7-19. ———. “Tragic Loss or Good Riddance? The Impending Demise of Traditional Scholarly Journals.” International Journal of Human-Computer Studies 42 (1995): 71-122. Young, Jeffrey. “Digital Humanities Scholars Collaborate More on Journal Articles than 'Traditional' Researchers.” The Chronicle of Higher Education 27 April 2009. 1 July 2009 ‹http://chronicle.com/wiredcampus/article/3736/digital-humanities-scholars-collaborate-more-on-journal-articles-than-on-traditional-researchers›.

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Aung Thin, Michelle Diane. "Hybridity, National Identity, and the Smartphone in the Contemporary Union of Myanmar." M/C Journal 23, no.5 (October7, 2020). http://dx.doi.org/10.5204/mcj.1679.

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In 2014, telecommunications companies Ooredoo and Telenor introduced a 3G phone network to Myanmar, one of the last, great un-phoned territories of the world (“Mobile Mania”). Formerly accessible only to military and cultural elites, the smartphone was now available to virtually all. In 2020, just six years later, smartphones are commonplace, used by every class and walk of life. The introduction and mainstreaming of the smartphone in Myanmar coincided with the transition from military dictatorship to quasi democracy; from heavy censorship to relative liberalisation of culture and the media. This ongoing transition continues to be a painful one for many in Myanmar. The 3G network and smartphone ownership enable ordinary people to connect with one another and the Internet—or, more specifically, Facebook, which is ‘the Internet in Myanmar’ (Nyi Nyi Kyaw, “Facebooking in Myanmar” 1). However, the smartphone and what it enables has also been identified as a new instrument of control, with mass-texting campaigns and a toxic social media culture implicated in recent concerted violence against ethnic and minority religious groups such as the Muslim Rohingya. In this article, I consider the political and cultural conversations enabled by the smartphone in the period following its introduction. The smartphone can be read as an anomalous, hybrid, and foreign object, with connotations of fluidity and connection, all dangerous qualities in Myanmar, a conservative, former pariah state. Drawing from Sarah Ahmed’s article, “The Skin of Community: Affect and Boundary Formation” (2005), as well as recent scholarship on mixed race identification, I examine deeply held fears around ethnic belonging, cultural adeptness, and hybridity, arguing that these anxieties can be traced back to the early days of colonisation. During military rule, Myanmar’s people were underserved by their telecommunications network. Domestic landlines were rare. Phone calls were generally made from market stalls. SIM cards cost up to US$3000, out of reach of most. The lack of robust services was reflected by remarkably low connection rates; 2012 mobile connections numbered at a mere 5.4 million while fixed lines were just 0.6 million for a population of over 50 million people (Kyaw Myint, “Myanmar Country Report” 232). In 2013, the Norwegian telecommunications company Telenor and the Qatari company Ooredoo won licenses to establish network infrastructure for Myanmar. In August 2014, with network construction still underway, the two companies released SIM cards costing a mere 1500 kyats or US$1.50 each. At the time, 1500 kyats bought two plates of fried rice at a Yangon street food stall, making these SIM cards easily affordable. Chinese-manufactured handsets quickly became available (Fink 44). Suddenly, Myanmar was connected. By early 2019, there were 105 smart connections per 100 people in the country (Kyaw Myint, “Facebooking in Myanmar” 1). While this number doesn’t count multiple connections within a single household or the realities of unreliable network coverage in rural areas, the story of the smartphone in Myanmar would seem to be about democratisation and a new form of national unity. But after half a century of military rule, what did national unity mean? Myanmar’s full name is The Republic of the Union of Myanmar. Since independence in 1948 the country has been torn by internal civil wars as political factions and ethnic groups fought for sovereignty. What actually bound the Union of Myanmar together? And where might discussions of such painful and politically sensitive questions take place? Advertising as a Space for Crafting Conversations of National Identity In a report on Asian Advertising, Mila Chaplin of Mango Marketing, the agency charged with launching the Telenor brand in Myanmar, observes thatin many markets, brands talk about self-expression and invite consumers to get involved in co-creation … . In Myanmar what the consumers really need is some guidance on how to start crafting [national] …] identities. (4) Advertising has often been used as a means of retelling national stories and myths as well as a site for the collective imaginary to be visualised (Sawchuk 43). However, Myanmar was unlike other territories. Decades of heavy censorship and isolationist diplomatic policies, euphemistically named the “closed” period, left the country without a functional, independent national media. Television programming, including advertising, was regulated and national identity was an edict, not a shared conversation. With the advent of democratic reforms in 2011, ushering in a new “open” period, paid advertising campaigns in 2015 offered an in-between space on nationally broadcast television where it was possible to discuss questions of national identity from a perspective other than that of the government (Chaplin). Such conversations had to be conducted sensitively, given that the military were still the true national power. However, an advertising campaign that launched a new way to physically connect the country almost inevitably had to address questions of shared identity as well as clearly set out how the alien technology might shape the nation. To do so required addressing the country’s painful colonial past. The Hybrid in National Narratives of Myanmar In contemporary Myanmar, the smartphone is synonymous with military and government power (mobile Internet traffic in northern Rakhine state, for example, has been shut down since February 2020, ostensibly for security). Yet, when the phone was first introduced in 2014, it too was seen as a “foreign” object, one that had the potential to connect but also “instantiated ... a worldly sensibility that national borders and boundaries are potentially breached, and thus in need of protection from ‘others’” (Sawchuk 45). This fear of foreign influence coupled with the yearning for connection with the outside world is summed up by Ei Phyu Aung, editor of Myanmar’s weekly entertainment journal Sunday:it’s like dust coming in when you open the window. We can’t keep the window closed forever so we have to find a way to minimize the dust and maximize the sunlight. (Thin)Ei Phyu Aung wishes to enjoy the benefits of connecting with the world outside (sunlight) yet also fears cultural pollution (dust) linked with exploitation, an anxiety that reflects Myanmar’s approach to belonging and citizenship, shaped by its colonial history. Myanmar, formerly known as Burma, was colonised in stages. Upper Burma was annexed by British forces in 1886, completing a process of colonisation begun with the first Anglo-Burmese wars of 1823. The royal family was exiled from the pre-colonial capital at Mandalay and the new colony ruled as a province of India. Indian migration, particularly to Rangoon, was encouraged and these highly visible, economic migrants became the symbol of colonialism, of foreign exploitation. A deep mistrust of foreign influence, based on the experiences of colonialism, continued to shape the nation decades after independence. The 1962 military coup was followed by the expulsion of “foreigners” in 1964 as the country pursued a policy of isolation. In 1982, the government introduced a new citizenship law “driven as much by a political campaign to exclude the ‘alien’ from the country as to define the ‘citizen’” (Transnational Institute 10). This law only recognises ethnicities who can prove their presence prior to 1824, the year British forces first annexed lower Burma. As a consequence of the 1982 laws, groups such as the Rohingya are considered “Bengali migrants” and those descended from Chinese and Indian diasporas are excluded from full citizenship. In 1989, the ruling State Law and Order Council (SLORC) changed the country’s name to Myanmar and the anglicised Rangoon to Yangon. Thus the story of Burma/Myanmar since independence is of a nation that continues to be traumatised by colonisation. Given the mistrust of the foreign, how then might an anomalous hybrid object like the smartphone be received? Smartphone Advertising and National Narratives Television advertising is well suited to creating a sense of national identity; commercials are usually broadcast repeatedly. As Sarah Ahmed argues, it is through “the repetition of norms” that “boundary, fixity and surface of ‘social forms’ such as the ‘nation’ are produced” (Cultural Politics of Emotion 12). In her article, “The Skin of Community”, Ahmed describes these boundaries as a kind of “skin”, where difference is recognised through affective responses, such as disgust or delight. These responses and their associated meanings delineate a kind of belonging through shared experience, akin to shared identity—a shared skin. Telenor’s first advertisem*nt in this space, Breakfast, draws from the metaphor of skin as boundary, connecting a family meal with cultural myths and social history. Breakfast was developed by Mango Marketing Services in 2014 and Telenor launched its initial television campaign in 2015, consisting of several advertisem*nts brought to market in the period between 2014 and 2016 (Hicks, Mumbrella). The commercial runs for 60 seconds, a relatively expensive long format typical of a broadly-disseminated launch where the advertiser aims to introduce something new to the public and subsequently, build market share. Opening with images of Yangon, the country’s commercial centre, Breakfast tells the story of May, a newlywed, and the first time she cooks for her in-laws. May’s mother-in-law requests a famous breakfast dish, nanjithoke, typical of Mandalay, where May is from. But May does not know how to cook the dish and blunders around the kitchen as her in-laws wait. Sensing her distress, her husband suggests that she use his smartphone to call her mother in Mandalay and get the recipe. May’s dish is approved by her in-laws as tasty and authentic. In Breakfast, the phone is used as if it were a landline, its mobility not wholly relevant. The locations of both parties, May and her mother, are fixed and predictable and the phone in both instances is closely associated with connecting homes and more significantly, two important cities, Yangon and Mandalay. The advertisem*nt presents the smartphone as solving the systemic problem of unreliable telecommunication in Myanmar as well as its lack of access; there is a final message reassuring the user that calls are affordable. That the smartphone is shown as part of everyday life presents it as a force for stability, a service that locates and connects fixed places. This in itself represented a profound shift for most people, in light of the fact that such communication was not possible during the “closed” period. Thus, this foreign, hybrid object enables what was not previously possible.While the benefits of the smartphone and network may be clear, the subtext of the advertisem*nt nonetheless points to fears of foreign influence and the dangers of introducing an alien object into everyday life. To mitigate these concerns, May is presented in the traditional htamein or longyi and aingi, a long wrap skirt and fitted blouse with sleeves that end on the forearm, rather than western jeans and a t-shirt—both types of clothing are commonly worn in Yangon. Her hair is pulled back and pinned up, her makeup is subtle. She inhabits domestic space and does not have her own smartphone. In fact, it does not even occur to her to call her mother for the nanjithoke recipe, which is slightly surprising given her mother has a smartphone and knows how to use it, indicating that she has probably had it for some time. This subtext reflects conservative power structures in which elder generations pass knowledge down to new generations. The choice to connect Yangon and Mandalay through the local noodle dish is also significant. Breakfast makes manifest historic meanings associated with “place” a mapping of the “hidden” and “already given cultural order” (Mazzarella 24-25). As discussed earlier, Yangon was the colonial capital, known as an Indian city, but Mandalay as the pre-colonial capital remains a seat of cultural sophistication, where the highest form of the Myanmar language is spoken. The choice to connect Myanmar with the phone, as foreign object and bearer of anomaly, should be read as a repudiation of its bordered past, when foreigners (or kalaa, a derogatory term), including European ambassadors, were kept separate from the royal family by walls and a moat. The commercial, too, strongly evokes a shared skin of community through the evocation of the senses, from Yangon’s heat to the anticipation of a tasty and authentic meal, as well as through the visualisation of kinship and inheritance. In one extremely slow dissolve, May and her mother share the screen simultaneously, compressed in space as well as time. It is as if their skin of kinship is stretched before us. As the viewer’s eye passes from left to right across the screen, May’s present, past, and future is visible. She too will become the mother, at the other end the phone, offering advice to her daughter. There is suggestion of a continuum, of an “immemorial past” (Anderson 12), part of a national narrative that connects to pre-colonial Mandalay and the cultural systems that precede it, to the modern city of Yangon, still the commercial of contemporary Myanmar.At first glance, Breakfast seems to position the phone as an object that will enable Myanmar to stay Myanmarese through the strengthening of family connections. The commercial also strives to allay fears of the phone as a source of cultural pollution or exploitation by demonstrating its adoption among the older generation and inserting it into a fantasy of an uninterrupted culture, harking back to pre-colonial Burma. Yet, while the phone is represented in anodyne terms, it is only because it is an anomalous and hybrid object that such connections are possible. Furthermore, the smartphone in this representation also enables a connection between pre-colonial Mandalay to contemporary Yangon, breaching painful associations with both annexation and colonisation. In contrast to the advertisem*nt Breakfast, Telenor’s information video, Why we should use SIM slot 1, does not attempt to disassociate the smartphone with foreignness. Instead, it capitalises on the smartphone as a hybrid object whose benefit is that it can be adapted to specific needs, including faster Internet speeds to enable connection to external video channel, such as YouTube.The video features young women dressed in foreign jeans and short-sleeved tops, wearing Western-style make-up, including sparkly nail polish. Both women appear to own their smartphones, and one is technically adept, delivering the complex information about which slot to use to facilitate the fastest Internet connection. Neither has difficulty with negotiating the complicated ports beneath the back cover of their smartphone to make the necessary change. They are happy to alter their phones to suit their own needs. These women are perhaps more closely in line with other markets, where the younger generation “do not expect to follow their parents’ practice” (Horst and Miller 9). This is in direct contrast to Breakfast, where May’s middle-aged mother has adopted the phone and, in keeping with conservative power structures, is already well-versed in its uses and capabilities. While this video was never intended to be seen by the audience for Breakfast, there remain parallels in the way the smartphone enables a connection within the control of its user: like May’s mother, both women in Breakfast are able to control or mitigate the foreign material through the manipulation of their device, moving from 2G to H+. They can opt in or out of the H+ network.This article has explored discussions of national identity prompted by the introduction of the smartphone to Myanmar during a moment of unprecedented political change. Breakfast, the advertisem*nt that launched the smartphone into the country, offered a space in which the people of Myanmar were able to address questions of national identity and gently probe the discomfort of the colonial past. The communication video Why we should use SIM slot 1 reflects Myanmar’s burgeoning sense of connection with the region and presents the smartphone as customisable. The smartphone in advertising is thus positioned as a means for connecting the generations and continuing the immemorial past of the Burmese nation into the future, as well as a hybrid object capable of linking the country to the outside world. Further directions for this enquiry might consider how the discussion of Myanmar’s national identity continues to be addressed and exploited through advertising in Myanmar, and how the smartphone’s hybridity is used to counteract established national narratives in other spaces.References Adas, Michael. The Burma Delta 1852-1941. Madison: U of Wisconsin P, 2011.Anderson, Benedict. Imagined Communities: Reflections on the Origin and Spread of Nationalism. London: Verso, 1983. Ahmed, Sara. Cultural Politics of Emotion. Edinburgh: Edinburgh UP, 2014.———. “The Skin of Community: Affect and Boundary Formation.” Revolt, Affect, Collectivity: The Unstable Boundaries of Kristeva’s Polis. Eds. Tina Chanter and Ewa Płonowska Ziarek. Albany: State U of New York, 2005. 95-111. Chaplin, Milla. “Advertising in Myanmar: Digging Deep to Even Scratch the Surface.” WARC, Mar. 2016. <https://origin.warc.com/content/paywall/article/warc-exclusive/advertising-in-myanmar-digging-deep-to-even-scratch-the-surface/106815>.Charney, Michael W. A History of Modern Burma. Cambridge, Cambridge UP: 2009.Cheesman, Nick. “How in Myanmar ‘National Races’ Came to Surpass Citizenship and Exclude Rohingya.” Journal of Contemporary Asia 47.3 (2017): 461‑483.Fink, Christine. “Dangerous Speech, Anti-Muslim Violence, and Facebook in Myanmar.” Journal of International Affairs 71.1 (2018): 43‑52.Hicks, Robin. “Telenor Launches First TV Ad in Myanmar.” Mumbrella, 2 Feb. 2015. <http://www.mumbrella.asia/2015/02/telenor-launches-first-tv-ad-myanmar>.Horst, Heather A., and Daniel Miller. The Cell Phone. An Anthropology of Communication. New York: Berg, 2006.Kyaw Myint. “Myanmar Country Report.” Financing ASEAN Connectivity: ERIA Research Project Report. Eds. F. Zen and M. Regan. Jakarta: ERIA, 2014. 221-267. Breakfast. Mango Creative, Mango Media Marketing, Telenor Myanmar. 26 Jan. 2015. <https://www.youtube.com/watch?v=2G2xjK8QFSo>.Mazzarella, William. Shovelling Smoke. Advertising and Globalization in Contemporary India. Durham and London: Duke UP, 2003.“Mobile Mania.” The Economist. 24 Jan. 2015. <https://www.economist.com/business/2015/01/22/mobile-mania>.Nyi Nyi Kyaw. “Adulteration of Pure Native Blood by Aliens? Mixed Race Kapya in Colonial and Post-Colonial Myanmar.” Social Identities 25.3 (2018): 345-359. ———. “Facebooking in Myanmar: From Hate Speech to Fake News to Partisan Political Communication.” Yusof Ishak Institute Perspective 36 (2019): 1-10. Sawchuk, Kim. “Radio Hats, Wireless Rats and Flying Families.” The Wireless Spectrum: The Politics, Practices and Poetics of Mobile Media. Eds. Barbara Crow, Michael Longford, and Kim Sawchuk. Toronto: U of Toronto P, 2010.Thin Lei Win. “Beauty Pageants Expose Dreams and Dangers in Modern Myanmar.” Reuters, 26 Sep. 2014. <https://www.reuters.com/article/us-foundation-myanmar-beautycontests/beauty-pageants-expose-dreams-and-dangers-in-modern-myanmar-idUSKCN0HL0Y520140926>.Transnational Institute. “Ethnicity without Meaning, Data without Context: The 2014 Census, Identity and Citizenship in Burma/Myanmar.” Amsterdam: TNI-BCN Burma Policy Briefing, 2014.

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Deck, Andy. "Treadmill Culture." M/C Journal 6, no.2 (April1, 2003). http://dx.doi.org/10.5204/mcj.2157.

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Since the first days of the World Wide Web, artists like myself have been exploring the new possibilities of network interactivity. Some good tools and languages have been developed and made available free for the public to use. This has empowered individuals to participate in the media in ways that are quite remarkable. Nonetheless, the future of independent media is clouded by legal, regulatory, and organisational challenges that need to be addressed. It is not clear to what extent independent content producers will be able to build upon the successes of the 90s – it is yet to be seen whether their efforts will be largely nullified by the anticyclones of a hostile media market. Not so long ago, American news magazines were covering the Browser War. Several real wars later, the terms of surrender are becoming clearer. Now both of the major Internet browsers are owned by huge media corporations, and most of the states (and Reagan-appointed judges) that were demanding the break-up of Microsoft have given up. A curious about-face occurred in U.S. Justice Department policy when John Ashcroft decided to drop the federal case. Maybe Microsoft's value as a partner in covert activity appealed to Ashcroft more than free competition. Regardless, Microsoft is now turning its wrath on new competitors, people who are doing something very, very bad: sharing the products of their own labour. This practice of sharing source code and building free software infrastructure is epitomised by the continuing development of Linux. Everything in the Linux kernel is free, publicly accessible information. As a rule, the people building this "open source" operating system software believe that maintaining transparency is important. But U.S. courts are not doing much to help. In a case brought by the Motion Picture Association of America against Eric Corley, a federal district court blocked the distribution of source code that enables these systems to play DVDs. In addition to censoring Corley's journal, the court ruled that any programmer who writes a program that plays a DVD must comply with a host of license restrictions. In short, an established and popular media format (the DVD) cannot be used under open source operating systems without sacrificing the principle that software source code should remain in the public domain. Should the contents of operating systems be tightly guarded secrets, or subject to public review? If there are capable programmers willing to create good, free operating systems, should the law stand in their way? The question concerning what type of software infrastructure will dominate personal computers in the future is being answered as much by disappointing legal decisions as it is by consumer choice. Rather than ensuring the necessary conditions for innovation and cooperation, the courts permit a monopoly to continue. Rather than endorsing transparency, secrecy prevails. Rather than aiming to preserve a balance between the commercial economy and the gift-economy, sharing is being undermined by the law. Part of the mystery of the Internet for a lot of newcomers must be that it seems to disprove the old adage that you can't get something for nothing. Free games, free music, free p*rnography, free art. Media corporations are doing their best to change this situation. The FBI and trade groups have blitzed the American news media with alarmist reports about how children don't understand that sharing digital information is a crime. Teacher Gail Chmura, the star of one such media campaign, says of her students, "It's always been interesting that they don't see a connection between the two. They just don't get it" (Hopper). Perhaps the confusion arises because the kids do understand that digital duplication lets two people have the same thing. Theft is at best a metaphor for the copying of data, because the original is not stolen in the same sense as a material object. In the effort to liken all copying to theft, legal provisions for the fair use of intellectual property are neglected. Teachers could just as easily emphasise the importance of sharing and the development of an electronic commons that is free for all to use. The values advanced by the trade groups are not beyond question and are not historical constants. According to Donald Krueckeberg, Rutgers University Professor of Urban Planning, native Americans tied the concept of property not to ownership but to use. "One used it, one moved on, and use was shared with others" (qtd. in Batt). Perhaps it is necessary for individuals to have dominion over some private data. But who owns the land, wind, sun, and sky of the Internet – the infrastructure? Given that publicly-funded research and free software have been as important to the development of the Internet as have business and commercial software, it is not surprising that some ambiguity remains about the property status of the dataverse. For many the Internet is as much a medium for expression and the interplay of languages as it is a framework for monetary transaction. In the case involving DVD software mentioned previously, there emerged a grass-roots campaign in opposition to censorship. Dozens of philosophical programmers and computer scientists asserted the expressive and linguistic bases of software by creating variations on the algorithm needed to play DVDs. The forbidden lines of symbols were printed on T-shirts, translated into different computer languages, translated into legal rhetoric, and even embedded into DNA and pictures of MPAA president Jack Valenti (see e.g. Touretzky). These efforts were inspired by a shared conviction that important liberties were at stake. Supporting the MPAA's position would do more than protect movies from piracy. The use of the algorithm was not clearly linked to an intent to pirate movies. Many felt that outlawing the DVD algorithm, which had been experimentally developed by a Norwegian teenager, represented a suppression of gumption and ingenuity. The court's decision rejected established principles of fair use, denied the established legality of reverse engineering software to achieve compatibility, and asserted that journalists and scientists had no right to publish a bit of code if it might be misused. In a similar case in April 2000, a U.S. court of appeals found that First Amendment protections did apply to software (Junger). Noting that source code has both an expressive feature and a functional feature, this court held that First Amendment protection is not reserved only for purely expressive communication. Yet in the DVD case, the court opposed this view and enforced the inflexible demands of the Digital Millennium Copyright Act. Notwithstanding Ted Nelson's characterisation of computers as literary machines, the decision meant that the linguistic and expressive aspects of software would be subordinated to other concerns. A simple series of symbols were thereby cast under a veil of legal secrecy. Although they were easy to discover, and capable of being committed to memory or translated to other languages, fair use and other intuitive freedoms were deemed expendable. These sorts of legal obstacles are serious challenges to the continued viability of free software like Linux. The central value proposition of Linux-based operating systems – free, open source code – is threatening to commercial competitors. Some corporations are intent on stifling further development of free alternatives. Patents offer another vulnerability. The writing of free software has become a minefield of potential patent lawsuits. Corporations have repeatedly chosen to pursue patent litigation years after the alleged infringements have been incorporated into widely used free software. For example, although it was designed to avoid patent problems by an array of international experts, the image file format known as JPEG (Joint Photographic Experts Group) has recently been dogged by patent infringement charges. Despite good intentions, low-budget initiatives and ad hoc organisations are ill equipped to fight profiteering patent lawsuits. One wonders whether software innovation is directed more by lawyers or computer scientists. The present copyright and patent regimes may serve the needs of the larger corporations, but it is doubtful that they are the best means of fostering software innovation and quality. Orwell wrote in his Homage to Catalonia, There was a new rule that censored portions of the newspaper must not be left blank but filled up with other matter; as a result it was often impossible to tell when something had been cut out. The development of the Internet has a similar character: new diversions spring up to replace what might have been so that the lost potential is hardly felt. The process of retrofitting Internet software to suit ideological and commercial agendas is already well underway. For example, Microsoft has announced recently that it will discontinue support for the Java language in 2004. The problem with Java, from Microsoft's perspective, is that it provides portable programming tools that work under all operating systems, not just Windows. With Java, programmers can develop software for the large number of Windows users, while simultaneously offering software to users of other operating systems. Java is an important piece of the software infrastructure for Internet content developers. Yet, in the interest of coercing people to use only their operating systems, Microsoft is willing to undermine thousands of existing Java-language projects. Their marketing hype calls this progress. The software industry relies on sales to survive, so if it means laying waste to good products and millions of hours of work in order to sell something new, well, that's business. The consequent infrastructure instability keeps software developers, and other creative people, on a treadmill. From Progressive Load by Andy Deck, artcontext.org/progload As an Internet content producer, one does not appeal directly to the hearts and minds of the public; one appeals through the medium of software and hardware. Since most people are understandably reluctant to modify the software running on their computers, the software installed initially is a critical determinant of what is possible. Unconventional, independent, and artistic uses of the Internet are diminished when the media infrastructure is effectively established by decree. Unaccountable corporate control over infrastructure software tilts the playing field against smaller content producers who have neither the advance warning of industrial machinations, nor the employees and resources necessary to keep up with a regime of strategic, cyclical obsolescence. It seems that independent content producers must conform to the distribution technologies and content formats favoured by the entertainment and marketing sectors, or else resign themselves to occupying the margins of media activity. It is no secret that highly diversified media corporations can leverage their assets to favour their own media offerings and confound their competitors. Yet when media giants AOL and Time-Warner announced their plans to merge in 2000, the claim of CEOs Steve Case and Gerald Levin that the merged companies would "operate in the public interest" was hardly challenged by American journalists. Time-Warner has since fought to end all ownership limits in the cable industry; and Case, who formerly championed third-party access to cable broadband markets, changed his tune abruptly after the merger. Now that Case has been ousted, it is unclear whether he still favours oligopoly. According to Levin, global media will be and is fast becoming the predominant business of the 21st century ... more important than government. It's more important than educational institutions and non-profits. We're going to need to have these corporations redefined as instruments of public service, and that may be a more efficient way to deal with society's problems than bureaucratic governments. Corporate dominance is going to be forced anyhow because when you have a system that is instantly available everywhere in the world immediately, then the old-fashioned regulatory system has to give way (Levin). It doesn't require a lot of insight to understand that this "redefinition," this slight of hand, does not protect the public from abuses of power: the dissolution of the "old-fashioned regulatory system" does not serve the public interest. From Lexicon by Andy Deck, artcontext.org/lexicon) As an artist who has adopted telecommunications networks and software as his medium, it disappoints me that a mercenary vision of electronic media's future seems to be the prevailing blueprint. The giantism of media corporations, and the ongoing deregulation of media consolidation (Ahrens), underscore the critical need for independent media sources. If it were just a matter of which cola to drink, it would not be of much concern, but media corporations control content. In this hyper-mediated age, content – whether produced by artists or journalists – crucially affects what people think about and how they understand the world. Content is not impervious to the software, protocols, and chicanery that surround its delivery. It is about time that people interested in independent voices stop believing that laissez faire capitalism is building a better media infrastructure. The German writer Hans Magnus Enzensberger reminds us that the media tyrannies that affect us are social products. The media industry relies on thousands of people to make the compromises necessary to maintain its course. The rapid development of the mind industry, its rise to a key position in modern society, has profoundly changed the role of the intellectual. He finds himself confronted with new threats and new opportunities. Whether he knows it or not, whether he likes it or not, he has become the accomplice of a huge industrial complex which depends for its survival on him, as he depends on it for his own. He must try, at any cost, to use it for his own purposes, which are incompatible with the purposes of the mind machine. What it upholds he must subvert. He may play it crooked or straight, he may win or lose the game; but he would do well to remember that there is more at stake than his own fortune (Enzensberger 18). Some cultural leaders have recognised the important role that free software already plays in the infrastructure of the Internet. Among intellectuals there is undoubtedly a genuine concern about the emerging contours of corporate, global media. But more effective solidarity is needed. Interest in open source has tended to remain superficial, leading to trendy, cosmetic, and symbolic uses of terms like "open source" rather than to a deeper commitment to an open, public information infrastructure. Too much attention is focussed on what's "cool" and not enough on the road ahead. Various media specialists – designers, programmers, artists, and technical directors – make important decisions that affect the continuing development of electronic media. Many developers have failed to recognise (or care) that their decisions regarding media formats can have long reaching consequences. Web sites that use media formats which are unworkable for open source operating systems should be actively discouraged. Comparable technologies are usually available to solve compatibility problems. Going with the market flow is not really giving people what they want: it often opposes the work of thousands of activists who are trying to develop open source alternatives (see e.g. Greene). Average Internet users can contribute to a more innovative, free, open, and independent media – and being conscientious is not always difficult or unpleasant. One project worthy of support is the Internet browser Mozilla. Currently, many content developers create their Websites so that they will look good only in Microsoft's Internet Explorer. While somewhat understandable given the market dominance of Internet Explorer, this disregard for interoperability undercuts attempts to popularise standards-compliant alternatives. Mozilla, written by a loose-knit group of activists and programmers (some of whom are paid by AOL/Time-Warner), can be used as an alternative to Microsoft's browser. If more people use Mozilla, it will be harder for content providers to ignore the way their Web pages appear in standards-compliant browsers. The Mozilla browser, which is an open source initiative, can be downloaded from http://www.mozilla.org/. While there are many people working to create real and lasting alternatives to the monopolistic and technocratic dynamics that are emerging, it takes a great deal of cooperation to resist the media titans, the FCC, and the courts. Oddly enough, corporate interests sometimes overlap with those of the public. Some industrial players, such as IBM, now support open source software. For them it is mostly a business decision. Frustrated by the coercive control of Microsoft, they support efforts to develop another operating system platform. For others, including this writer, the open source movement is interesting for the potential it holds to foster a more heterogeneous and less authoritarian communications infrastructure. Many people can find common cause in this resistance to globalised uniformity and consolidated media ownership. The biggest challenge may be to get people to believe that their choices really matter, that by endorsing certain products and operating systems and not others, they can actually make a difference. But it's unlikely that this idea will flourish if artists and intellectuals don't view their own actions as consequential. There is a troubling tendency for people to see themselves as powerless in the face of the market. This paralysing habit of mind must be abandoned before the media will be free. Works Cited Ahrens, Frank. "Policy Watch." Washington Post (23 June 2002): H03. 30 March 2003 <http://www.washingtonpost.com/ac2/wp-dyn/A27015-2002Jun22?la... ...nguage=printer>. Batt, William. "How Our Towns Got That Way." 7 Oct. 1996. 31 March 2003 <http://www.esb.utexas.edu/drnrm/WhatIs/LandValue.htm>. Chester, Jeff. "Gerald Levin's Negative Legacy." Alternet.org 6 Dec. 2001. 5 March 2003 <http://www.democraticmedia.org/resources/editorials/levin.php>. Enzensberger, Hans Magnus. "The Industrialisation of the Mind." Raids and Reconstructions. London: Pluto Press, 1975. 18. Greene, Thomas C. "MS to Eradicate GPL, Hence Linux." 25 June 2002. 5 March 2003 <http://www.theregus.com/content/4/25378.php>. Hopper, D. Ian. "FBI Pushes for Cyber Ethics Education." Associated Press 10 Oct. 2000. 29 March 2003 <http://www.billingsgazette.com/computing/20001010_cethics.php>. Junger v. Daley. U.S. Court of Appeals for 6th Circuit. 00a0117p.06. 2000. 31 March 2003 <http://pacer.ca6.uscourts.gov/cgi-bin/getopn.pl?OPINION=00a0... ...117p.06>. Levin, Gerald. "Millennium 2000 Special." CNN 2 Jan. 2000. Touretzky, D. S. "Gallery of CSS Descramblers." 2000. 29 March 2003 <http://www.cs.cmu.edu/~dst/DeCSS/Gallery>. Links http://artcontext.org/lexicon/ http://artcontext.org/progload http://pacer.ca6.uscourts.gov/cgi-bin/getopn.pl?OPINION=00a0117p.06 http://www.billingsgazette.com/computing/20001010_cethics.html http://www.cs.cmu.edu/~dst/DeCSS/Gallery http://www.democraticmedia.org/resources/editorials/levin.html http://www.esb.utexas.edu/drnrm/WhatIs/LandValue.htm http://www.mozilla.org/ http://www.theregus.com/content/4/25378.html http://www.washingtonpost.com/ac2/wp-dyn/A27015-2002Jun22?language=printer Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Deck, Andy. "Treadmill Culture " M/C: A Journal of Media and Culture< http://www.media-culture.org.au/0304/04-treadmillculture.php>. APA Style Deck, A. (2003, Apr 23). Treadmill Culture . M/C: A Journal of Media and Culture, 6,< http://www.media-culture.org.au/0304/04-treadmillculture.php>

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Downes,DanielM. "The Medium Vanishes?" M/C Journal 3, no.1 (March1, 2000). http://dx.doi.org/10.5204/mcj.1829.

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Introduction The recent AOL/Time-Warner merger invites us to re-think the relationships amongst content producers, distributors, and audiences. Worth an estimated $300 billion (US), the largest Internet transaction of all time, the deal is 45 times larger than the AOL/Netscape merger of November 1998 (Ledbetter). Additionally, the Time Warner/EMI merger, which followed hard on the heels of the AOL/Time-Warner deal and is itself worth $28 billion (US), created the largest content rights organisation in the music industry. The joining of the Internet giant (AOL) with what was already the world's largest media corporation (Time-Warner-EMI) has inspired some exuberant reactions. An Infoworld column proclaimed: The AOL/Time-Warner merger signals the demise of traditional media companies and the ascendancy of 'new economy' media companies that will force any industry hesitant to adopt a complete electronic-commerce strategy to rethink and put itself on Internet time. (Saap & Schwarrtz) This comment identifies the distribution channel as the dominant component of the "new economy" media. But this might not really be much of an innovation. Indeed, the assumption of all industry observers is that Time-Warner will provide broadband distribution (through its extensive cable holdings) as well as proprietary content for AOL. It is also expected that Time-Warner will adopt AOL's strategy of seeking sponsorship for development projects as well as for content. However, both of these phenomena -- merger and sponsorship -- are at least as old as radio. It seems that the Internet is merely repeating an old industrial strategy. Nonetheless, one important difference distinguishes the Internet from earlier media: its characterisation of the audience. Internet companies such as AOL and Microsoft tend towards a simple and simplistic media- centred view of the audience as market. I will show, however, that as the Internet assumes more of the traditional mass media functions, it will be forced to adopt a more sophisticated notion of the mass audience. Indeed, the Internet is currently the site in which audience definitions borrowed from broadcasting are encountering and merging with definitions borrowed from marketing. The Internet apparently lends itself to both models. As a result, definitions of what the Internet does or is, and of how we should understand the audience, are suitably confused and opaque. And the behaviour of big Internet players, such as AOL and MSN, perfectly reflects this confusion as they seem to careen between a view of the Internet as the new television and a contrasting view of the Internet as the new shopping mall. Meanwhile, Internet users move in ways that most observers fail to capture. For example, Baran and Davis characterise mass communication as a process involving (1) an organized sender, (2) engaged in the distribution of messages, (3) directed toward a large audience. They argue that broadcasting fits this model whereas a LISTSERV does not because, even though the LISTSERV may have very many subscribers, its content is filtered through a single person or Webmaster. But why is the Webmaster suddenly more determining than a network programmer or magazine editor? The distinction seems to grow out of the Internet's technological characteristics: it is an interactive pipeline, therefore its use necessarily excludes the possibility of "broadcasting" which in turn causes us to reject "traditional" notions of the audience. However, if a media organisation were to establish an AOL discussion group in order to promote Warner TV shows, for example, would not the resulting communication suddenly fall under the definition as set out by Baran and Davis? It was precisely the confusion around such definitions that caused the CRTC (Canada's broadcasting and telecommunications regulator) to hold hearings in 1999 to determine what kind of medium the Internet is. Unlike traditional broadcasting, Internet communication does indeed include the possibility of interactivity and niche communities. In this sense, it is closer to narrowcasting than to broadcasting even while maintaining the possibility of broadcasting. Hence, the nature of the audience using the Internet quickly becomes muddy. While such muddiness might have led us to sharpen our definitions of the audience, it seems instead to have led many to focus on the medium itself. For example, Morris & Ogan define the Internet as a mass medium because it addresses a mass audience mediated through technology (Morris & Ogan 39). They divide producers and audiences on the Internet into four groups: One-to-one asynchronous communication (e-mail); Many-to-many asynchronous communication (Usenet and News Groups); One-to-one, one-to-few, and one-to-many synchronous communication (topic groups, construction of an object, role-playing games, IRC chats, chat rooms); Asynchronous communication (searches, many-to-one, one-to-one, one to- many, source-receiver relations (Morris & Ogan 42-3) Thus, some Internet communication qualifies as mass communication while some does not. However, the focus remains firmly anchored on either the sender or the medium because the receiver --the audience -- is apparently too slippery to define. When definitions do address the content distributed over the Net, they make a distinction between passive reception and interactive participation. As the World Wide Web makes pre-packaged content the norm, the Internet increasingly resembles a traditional mass medium. Timothy Roscoe argues that the main focus of the World Wide Web is not the production of content (and, hence, the fulfilment of the Internet's democratic potential) but rather the presentation of already produced material: "the dominant activity in relation to the Web is not producing your own content but surfing for content" (Rosco 680). He concludes that if the emphasis is on viewing material, the Internet will become a medium similar to television. Within media studies, several models of the audience compete for dominance in the "new media" economy. Denis McQuail recalls how historically, the electronic media furthered the view of the audience as a "public". The audience was an aggregate of common interests. With broadcasting, the electronic audience was delocalised and socially decomposed (McQuail, Mass 212). According to McQuail, it was not a great step to move from understanding the audience as a dispersed "public" to thinking about the audience as itself a market, both for products and as a commodity to be sold to advertisers. McQuail defines this conception of the audience as an "aggregate of potential customers with a known social- economic profile at which a medium or message is directed" (McQuail, Mass 221). Oddly though, in light of the emancipatory claims made for the Internet, this is precisely the dominant view of the audience in the "new media economy". Media Audience as Market How does the marketing model characterise the relationship between audience and producer? According to McQuail, the marketing model links sender and receiver in a cash transaction between producer and consumer rather than in a communicative relationship between equal interlocutors. Such a model ignores the relationships amongst consumers. Indeed, neither the effectiveness of the communication nor the quality of the communicative experience matters. This model, explicitly calculating and implicitly manipulative, is characteristically a "view from the media" (McQuail, Audience 9). Some scholars, when discussing new media, no longer even refer to audiences. They speak of users or consumers (Pavick & Dennis). The logic of the marketing model lies in the changing revenue base for media industries. Advertising-supported media revenues have been dropping since the early 1990s while user-supported media such as cable, satellite, online services, and pay-per-view, have been steadily growing (Pavlik & Dennis 19). In the Internet-based media landscape, the audience is a revenue stream and a source of consumer information. As Bill Gates says, it is all about "eyeballs". In keeping with this view, AOL hopes to attract consumers with its "one-stop shopping and billing". And Internet providers such as MSN do not even consider their subscribers as "audiences". Instead, they work from a consumer model derived from the computer software industry: individuals make purchases without the seller providing content or thematising the likely use of the software. The analogy extends well beyond the transactional moment. The common practice of prototyping products and beta-testing software requires the participation of potential customers in the product development cycle not as a potential audience sharing meanings but as recalcitrant individuals able to uncover bugs. Hence, media companies like MTV now use the Internet as a source of sophisticated demographic research. Recently, MTV Asia established a Website as a marketing tool to collect preferences and audience profiles (Slater 50). The MTV audience is now part of the product development cycle. Another method for getting information involves the "cookie" file that automatically provides a Website with information about the user who logs on to a site (Pavick & Dennis). Simultaneously, though, both Microsoft and AOL have consciously shifted from user-subscription revenues to advertising in an effort to make online services more like television (Gomery; Darlin). For example, AOL has long tried to produce content through its own studios to generate sufficiently heavy traffic on its Internet service in order to garner profitable advertising fees (Young). However, AOL and Microsoft have had little success in providing content (Krantz; Manes). In fact, faced with the AOL/Time-Warner merger, Microsoft declared that it was in the software rather than the content business (Trott). In short, they are caught between a broadcasting model and a consumer model and their behaviour is characteristically erratic. Similarly, media companies such as Time-Warner have failed to establish their own portals. Indeed, Time-Warner even abandoned attempts to create large Websites to compete with other Internet services when it shut down its Pathfinder site (Egan). Instead it refocussed its Websites so as to blur the line between pitching products and covering them (Reid; Lyons). Since one strategy for gaining large audiences is the creation of portals - - large Websites that keep surfers within the confines of a single company's site by providing content -- this is the logic behind the AOL/Time-Warner merger though both companies have clearly been unsuccessful at precisely such attempts. AOL seems to hope that Time- Warner will act as its content specialist, providing the type of compelling material that will make users want to use AOL, whereas Time- Warner seems to hope that AOL will become its privileged pipeline to the hearts and minds of untold millions. Neither has a coherent view of the audience, how it behaves, or should behave. Consequently, their efforts have a distinctly "unmanaged" and slighly inexplicable air to them, as though everyone were simultaneously hopeful and clueless. While one might argue that the stage is set to capitalise on the audience as commodity, there are indications that the success of such an approach is far from guaranteed. First, the AOL/Time-Warner/EMI transaction, merely by existing, has sparked conflicts over proprietary rights. For example, the Recording Industry Association of America, representing Sony, Universal, BMG, Warner and EMI, recently launched a $6.8 billion lawsuit against MP3.com -- an AOL subsidiary -- for alleged copyright violations. Specifically, MP3.com is being sued for selling digitized music over the Internet without paying royalties to the record companies (Anderson). A similar lawsuit has recently been launched over the issue of re- broadcasting television programs over the Internet. The major US networks have joined together against Canadian Internet company iCravetv for the unlawful distribution of content. Both the iCravetv and the MP3.com cases show how dominant media players can marshal their forces to protect proprietary rights in both content and distribution. Since software and media industries have failed to recreate the Internet in the image of traditional broadcasting, the merger of the dominant players in each industry makes sense. However, their simultaneous failure to secure proprietary rights reflects both the competitive nature of the "new media economy" and the weakness of the marketing view of the audience. Media Audience as Public It is often said that communication produces social cohesion. From such cohesion communities emerge on which political or social orders can be constructed. The power of social cohesion and attachment to group symbols can even create a sense of belonging to a "people" or nation (Deutsch). Sociologist Daniel Bell described how the mass media helped create an American culture simply by addressing a large enough audience. He suggested that on the evening of 7 March 1955, when one out of every two Americans could see Mary Martin as Peter Pan on television, a kind of social revolution occurred and a new American public was born. "It was the first time in history that a single individual was seen and heard at the same time by such a broad public" (Bell, quoted in Mattelart 72). One could easily substitute the 1953 World Series or the birth of little Ricky on I Love Lucy. The desire to document such a process recurs with the Internet. Internet communities are based on the assumption that a common experience "creates" group cohesion (Rheingold; Jones). However, as a mass medium, the Internet has yet to find its originary moment, that event to which all could credibly point as the birth of something genuine and meaningful. A recent contender was the appearance of Paul McCartney at the refurbished Cavern Club in Liverpool. On Tuesday, 14 December 1999, McCartney played to a packed club of 300 fans, while another 150,000 watched on an outdoor screen nearby. MSN arranged to broadcast the concert live over the Internet. It advertised an anticipated global audience of 500 million. Unfortunately, there was such heavy Internet traffic that the system was unable to accommodate more than 3 million people. Servers in the United Kingdom were so congested that many could only watch the choppy video stream via an American link. The concert raises a number of questions about "virtual" events. We can draw several conclusions about measuring Internet audiences. While 3 million is a sizeable audience for a 20 minute transmission, by advertising a potential audience of 500 million, MSN showed remarkably poor judgment of its inherent appeal. The Internet is the first medium that allows access to unprocessed material or information about events to be delivered to an audience with neither the time constraints of broadcast media nor the space limitations of the traditional press. This is often cited as one of the characteristics that sets the Internet apart from other media. This feeds the idea of the Internet audience as a participatory, democratic public. For example, it is often claimed that the Internet can foster democratic participation by providing voters with uninterpreted information about candidates and issues (Selnow). However, as James Curran argues, the very process of distributing uninterrupted, unfiltered information, at least in the case of traditional mass media, represents an abdication of a central democratic function -- that of watchdog to power (Curran). In the end, publics are created and maintained through active and continuous participation on the part of communicators and audiences. The Internet holds together potentially conflicting communicative relationships within the same technological medium (Merrill & Ogan). Viewing the audience as co-participant in a communicative relationship makes more sense than simply focussing on the Internet audience as either an aggregate of consumers or a passively constructed symbolic public. Audience as Relationship Many scholars have shifted attention from the producer to the audience as an active participant in the communication process (Ang; McQuail, Audience). Virginia Nightingale goes further to describe the audience as part of a communicative relationship. Nightingale identifies four factors in the relationship between audiences and producers that emphasize their co-dependency. The audience and producer are engaged in a symbiotic relationship in which consumption and use are necessary but not sufficient explanations of audience relations. The notion of the audience invokes, at least potentially, a greater range of activities than simply use or consumption. Further, the audience actively, if not always consciously, enters relationships with content producers and the institutions that govern the creation, distribution and exhibition of content (Nightingale 149-50). Others have demonstrated how this relationship between audiences and producers is no longer the one-sided affair characterised by the marketing model or the model of the audience as public. A global culture is emerging based on critical viewing skills. Kavoori calls this a reflexive mode born of an increasing familiarity with the narrative conventions of news and an awareness of the institutional imperatives of media industries (Kavoori). Given the sophistication of the emergent global audience, a theory that reduces new media audiences to a set of consumer preferences or behaviours will inevitably prove inadequate, just as it has for understanding audience behavior in old media. Similarly, by ignoring those elements of audience behavior that will be easily transported to the Web, we run the risk of idealising the Internet as a medium that will create an illusory, pre-technological public. Conclusion There is an understandable confusion between the two models of the audience that appear in the examples above. The "new economy" will have to come to terms with sophisticated audiences. Contrary to IBM's claim that they want to "get to know all about you", Internet users do not seem particularly interested in becoming a perpetual source of market information. The fragmented, autonomous audience resists attempts to lock it into proprietary relationships. Internet hypesters talk about creating publics and argue that the Internet recreates the intimacy of community as a corrective to the atomisation and alienation characteristic of mass society. This faith in the power of a medium to create social cohesion recalls the view of the television audience as a public constructed by the common experience of watching an important event. However, MSN's McCartney concert indicates that creating a public from spectacle it is not a simple process. In fact, what the Internet media conglomerates seem to want more than anything is to create consumer bases. Audiences exist for pleasure and by the desire to be entertained. As Internet media institutions are established, the cynical view of the audience as a source of consumer behavior and preferences will inevitably give way, to some extent, to a view of the audience as participant in communication. Audiences will be seen, as they have been by other media, as groups whose attention must be courted and rewarded. Who knows, maybe the AOL/Time-Warner merger might, indeed, signal the new medium's coming of age. References Anderson, Lessley. "To Beam or Not to Beam. MP3.com Is Being Sued by the Major Record Labels. Does the Digital Download Site Stand a Chance?" Industry Standard 31 Jan. 2000. <http://www.thestandard.com>. Ang, Ien. Watching Dallas: Soap Opera and the Melodramatic Imagination. London: Methuen, 1985. Baran, Stanley, and Dennis Davis. Mass Communication Theory: Foundations, Ferment, and Future. 2nd ed. Belmont, Calif.: Wadsworth 2000. Curran, James. "Mass Media and Democracy Revisited." Mass Media and Society. Eds. James Curran and Michael Gurevitch. New York: Hodder Headline Group, 1996. Darlin, Damon. "He Wants Your Eyeballs." Forbes 159 (16 June 1997): 114-6. Egan, Jack, "Pathfinder, Rest in Peace: Time-Warner Pulls the Plug on Site." US News and World Report 126.18 (10 May 1999): 50. Gomery, Douglas. "Making the Web Look like Television (American Online and Microsoft)." American Journalism Review 19 (March 1997): 46. Jones, Steve, ed. CyberSociety: Computer-Mediated Communication and Community. Thousand Oaks: Sage, 1995. Kavoori, Amandam P. "Discursive Texts, Reflexive Audiences: Global Trends in Television News Texts and Audience Reception." Journal of Broadcasting and Electronic Media 43.3 (Summer 1999): 386-98. Krantz, Michael. "Is MSN on the Block?" Time 150 (20 Oct. 1997): 82. Ledbetter, James. "AOL-Time-Warner Make It Big." Industry Standard 11 Jan. 2000. <http://www.thestandard.com>. Lyons, Daniel. "Desparate.com (Media Companies Losing Millions on the Web Turn to Electronic Commerce)." Forbes 163.6 (22 March 1999): 50-1. Manes, Stephen. "The New MSN as Prehistoric TV." New York Times 4 Feb. 1997: C6. McQuail, Denis. Audience Analysis. Thousand Oaks, Calif.: Sage, 1997. ---. Mass Communication Theory. 2nd ed. London: Sage, 1987. Mattelart, Armand. Mapping World Communication: War, Progress, Culture. Trans. Susan Emanuel and James A. Cohen. Minneapolis: U of Minnesota P, 1994. Morris, Merrill, and Christine Ogan. "The Internet as Mass Medium." Journal of Communications 46 (Winter 1996): 39-50. Nightingale, Virginia. Studying Audience: The Shock of the Real. London: Routledge, 1996. Pavlik, John V., and Everette E. Dennis. New Media Technology: Cultural and Commercial Perspectives. 2nd ed. Boston: Allyn and Bacon, 1998. Reid, Calvin. "Time-Warner Seeks Electronic Synergy, Profits on the Web (Pathfinder Site)." Publisher's Weekly 242 (4 Dec. 1995): 12. Rheingold, Howard. Virtual Community: Homesteading on the Electronic Frontier. New York: Harper, 1993. Roscoe, Timothy. "The Construction of the World Wide Web Audience." Media, Culture and Society 21.5 (1999): 673-84. Saap, Geneva, and Ephraim Schwarrtz. "AOL-Time-Warner Deal to Impact Commerce, Content, and Access Markets." Infoworld 11 January 2000. <http://infoworld.com/articles/ic/xml/00/01/11/000111icimpact.xml>. Slater, Joanna. "Cool Customers: Music Channels Hope New Web Sites Tap into Teen Spirit." Far Eastern Economic Review 162.9 (4 March 1999): 50. Trott, Bob. "Microsoft Views AOL-Time-Warner as Confirmation of Its Own Strategy." Infoworld 11 Jan. 2000. <http://infoworld.com/articles/pi/xml/00/01/11/000111pimsaoltw.xml>. Yan, Catherine. "A Major Studio Called AOL?" Business Week 1 Dec. 1997: 1773-4. Citation reference for this article MLA style: Daniel M. Downes. "The Medium Vanishes? The Resurrection of the Mass Audience in the New Media Economy." M/C: A Journal of Media and Culture 3.1 (2000). [your date of access] <http://www.uq.edu.au/mc/0003/mass.php>. Chicago style: Daniel M. Downes, "The Medium Vanishes? The Resurrection of the Mass Audience in the New Media Economy," M/C: A Journal of Media and Culture 3, no. 1 (2000), <http://www.uq.edu.au/mc/0003/mass.php> ([your date of access]). APA style: Daniel M. Downes. (2000) The Medium Vanishes? The Resurrection of the Mass Audience in the New Media Economy. M/C: A Journal of Media and Culture 3(1). <http://www.uq.edu.au/mc/0003/mass.php> ([your date of access]).

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Young, Sherman. "Beyond the Flickering Screen: Re-situating e-books." M/C Journal 11, no.4 (August26, 2008). http://dx.doi.org/10.5204/mcj.61.

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The move from analog distribution to online digital delivery is common in the contemporary mediascape. Music is in the midst of an ipod driven paradigm shift (Levy), television and movie delivery is being reconfigured (Johnson), and newspaper and magazines are confronting the reality of the world wide web and what it means for business models and ideas of journalism (Beecher). In the midst of this change, the book publishing industry remains defiant. While embracing digital production technologies, the vast majority of book content is still delivered in material form, printed and shipped the old-fashioned way—despite the efforts of many technology companies over the last decade. Even the latest efforts from corporate giants such as Sony and Amazon (who appear to have solved many of the technical hurdles of electronic reading devices) have had little visible impact. The idea of electronic books, or e-books, remains the domain of geeky early adopters (“Have”). The reasons for this are manifold, but, arguably, a broader uptake of e-books has not occurred because cultural change is much more difficult than technological change and book readers have yet to be persuaded to change their cultural habits. Electronic reading devices have been around for as long as there have been computers with screens, but serious attempts to replicate the portability, readability, and convenience of a printed book have only been with us for a decade or so. The late 1990s saw the release of a number of e-book devices. In quick succession, the likes of the Rocket e-Book, the SoftBook and the Franklin eBookman all failed to catch on. Despite this lack of market penetration, software companies began to explore the possibilities—Microsoft’s Reader software competed with a similar product from Adobe, some publishers became content providers, and a niche market of consumers began reading e-books on personal digital assistants (PDAs). That niche was sufficient for e-reading communities and shopfronts to appear, with a reasonable range of titles becoming available for purchase to feed demand that was very much driven by early adopters. But the e-book market was and remains small. For most people, books are still regarded as printed paper objects, purchased from a bookstore, borrowed from a library, or bought online from companies like Amazon.com. More recently, the introduction of e-ink technologies (EPDs) (DeJean), which allow for screens with far more book-like resolution and contrast, has provided the impetus for a new generation of e-book devices. In combination with an expanded range of titles (and deals with major publishing houses to include current best-sellers), there has been renewed interest in the idea of e-books. Those who have used the current generation of e-ink devices are generally positive about the experience. Except for some sluggishness in “turning” pages, the screens appear crisp, clear and are not as tiring to read as older displays. There are a number of devices that have embraced the new screen technologies (mobileread) but most attention has been paid to three devices in particular—mainly because their manufacturers have tried to create an ecosystem that provides content for their reading devices in much the same way that Apple’s itunes store provides content for ipods. The Sony Portable Reader (Sonystyle) was the first electronic ink device to be produced by a mainstream consumers electronics company. Sony ties the Reader to its Connect store, which allows the purchase of book titles via a computer; titles are then downloaded to the Reader in the same way that an mp3 player is loaded with music. Sony’s most prominent competition in the marketplace is Amazon’s Kindle, which does not require users to have a computer. Instead, its key feature is a constant wireless connection to Amazon’s growing library of Kindle titles. This works in conjunction with US cellphone provider Sprint to allow the purchase of books via wireless downloads wherever the Sprint network exists. The system, which Amazon calls “whispernet,” is invisible to readers and the cost is incorporated into the price of books, so Kindle users never see a bill from Sprint (“Frequently”). Both the Sony Reader and the Amazon Kindle are available only in limited markets; Kindle’s reliance on a cellphone network means that its adoption internationally is dependent on Amazon establishing a relationship with a cellphone provider in each country of release. And because both devices are linked to e-bookstores, territorial rights issues with book publishers (who trade publishing rights for particular global territories in a colonial-era mode of operation that seems to ignore the reality of global information mobility (Thompson 74–77)) contribute to the restricted availability of both the Sony and Amazon products. The other mainstream device is the iRex Iliad, which is not constrained to a particular online bookstore and thus is available internationally. Its bookstore ecosystems are local relationships—with Dymocks in Australia, Borders in the UK, and other booksellers across Europe (iRex). All three devices use EPDs and share similar specifications for the actual reading of e-books. Some might argue that the lack of a search function in the Sony and the ability to write on pages in the Iliad are quite substantive differences, but overall the devices are distinguished by their availability and the accessibility of book titles. Those who have used the devices extensively are generally positive about the experience. Amazon’s Customer Reviews are full of positive comments, and the sense from many commentators is that the systems are a viable replacement for old-fashioned printed books (Marr). Despite the good reviews—which suggest that the technology is actually now good enough to compete with printed books—the e-book devices have failed to catch on. Amazon has been hesitant to state actual sales figures, leaving it to so-called analysts to guess with the most optimistic suggesting that only 30 to 50,000 have sold since launch in late 2007 (Sridharan). By comparison, a mid-list book title (in the US) would expect to sell a similar number of copies. The sales data for the Sony Portable Reader (which has been on the market for nearly two years) and the iRex iliad are also elusive (Slocum), suggesting that they have not meaningfully changed the landscape. Tellingly, despite the new devices, the e-book industry is still tiny. Although it is growing, the latest American data show that the e-book market has wholesale revenues of around $10 million per quarter (or around $40 million per year), which is dwarfed by the $35 billion in revenues regularly earned annually in the US printed book industry ("Book"). It’s clear that despite the technological advances, e-books have yet to cross the chasm from early adopter to mainstream usage (see IPDF). The reason for this is complex; there are issues of marketing and distribution that need to be considered, as well as continuing arguments about screen technologies, appropriate publishing models, and digital rights management. It is beyond the scope of this article to do justice to those issues. Suffice to say, the book industry is affected by the same debates over content that plague other media industries (Vershbow). But, arguably, the key reason for the minimal market impact is straightforward—technological change is relatively easy, but cultural change is much more difficult. The current generation of e-book devices might be technically very close to being a viable replacement for print on paper (and the next generation of devices will no doubt be even better), but there are bigger cultural hurdles to be overcome. For most people, the social practice of reading books (du Gay et al 10) is inextricably tied with printed objects and a print culture that is not yet commonly associated with “technology” (perhaps because books, as machines for reading (Young 160), have become an invisible technology (Norman 246)). E. Annie Proulx’s dismissive suggestion that “nobody is going to sit down and read a novel on a twitchy little screen. Ever” (1994) is commonly echoed when book buyers consider the digital alternative. Those thoughts only scratch the surface of a deeply embedded cultural practice. The centuries since Gutenberg’s printing press and the vast social and cultural changes that followed positioned print culture as the dominant cultural mode until relatively recently (Eisenstein; Ong). The emerging electronic media forms of the twentieth century displaced that dominance with many arguing that the print age was moved aside by first radio and television and now computers and the Internet (McLuhan; Postman). Indeed, there is a subtext in that line of thought, one that situates electronic media forms (particularly screen-based ones) as the antithesis of print and book culture. Current e-book reading devices attempt to minimise the need for cultural change by trying to replicate a print culture within an e-print culture. For the most part, they are designed to appeal to book readers as a replacement for printed books. But it will take more than a perfect electronic facsimile of print on paper to persuade readers to disengage with a print culture that incorporates bookshops, bookclubs, writing in the margins, touching and smelling the pages and covers, admiring the typesetting, showing off their bookshelves, and visibly identifying with their collections. The frequently made technical arguments (about flashing screens and reading in the bath (Randolph)) do not address the broader apprehension about a cultural experience that many readers do not wish to leave behind. It is in that context that booklovers appear particularly resistant to any shift from print to a screen-based format. One only has to engage in a discussion about e-books (or lurk on an online forum where one is happening) to appreciate how deeply embedded print culture is (Hepworth)—book readers have a historical attachment to the printed object and it is this embedded cultural resistance that is the biggest barrier for e-books to overcome. Although e-book devices in no way resemble television, print culture is still deeply suspicious of any screen-based media and arguments are often made that the book as a physical object is critical because “different types of media function differently, and even if the content is similar the form matters quite a lot” (Weber). Of course, many in the newspaper industry would argue that long-standing cultural habits can change very rapidly and the migration of eyeballs from newsprint to the Internet is a cautionary tale (see Auckland). That specific format shift saw cultural change driven by increased convenience and a perception of decreased cost. For those already connected to the Internet, reading newspapers online represented zero marginal cost, and the range of online offerings dwarfed that of the local newsagency. The advantage of immediacy and multimedia elements, and the possibility of immediate feedback, appeared sufficient to drive many away from print towards online newspapers.For a similar shift in the e-book realm, there must be similar incentives for readers. At the moment, the only advantages on offer are weightlessness (which only appeals to frequent travellers) and convenience via constant access to a heavenly library of titles (Young 150). Amazon’s Kindle bookshop can be accessed 24/7 from anywhere there is a Sprint network coverage (Nelson). However, even this advantage is not so clear-cut—there is a meagre range of available electronic titles compared to printed offerings. For example, Amazon claims 130,000 titles are currently available for Kindle and Sony has 50,000 for its Reader, figures that are dwarfed by Amazon’s own printed book range. Importantly, there is little apparent cost advantage to e-books. The price of electronic reading devices is significant, amounting to a few hundred dollars to which must be added the cost of e-books. The actual cost of those titles is also not as attractive as it might be. In an age where much digital content often appears to be free, consumers demand a significant price advantage for purchasing online. Although some e-book titles are priced more affordably than their printed counterparts, the cost of many seems strangely high given the lack of a physical object to print and ship. For example, Amazon Kindle titles might be cheaper than the print version, but the actual difference (after discounting) is not an order of magnitude, but of degree. For example, Randy Pausch’s bestselling The Last Lecture is available for $12.07 as a paperback or $9.99 as a Kindle edition (“Last”). For casual readers, the numbers make no sense—when the price of the reading device is included, the actual cost is prohibitive for those who only buy a few titles a year. At the moment, e-books only make sense for heavy readers for whom the additional cost of the reading device will be amortised over a large number of books in a reasonably short time. (A recent article in the Wall Street Journal suggested that the break-even point for the Kindle was the purchase of 61 books (Arends).) Unfortunately for the e-book industry, not is only is that particular market relatively small, it is the one least likely to shift from the embedded habits of print culture. Arguably, should e-books eventually offer a significant cost benefit for consumers, uptake would be more dramatic. However, in his study of cellphone cultures, Gerard Goggin argues against purely fiscal motivations, suggesting that cultural change is driven by other factors—in his example, new ways of communicating, connecting, and engaging (205–211). The few market segments where electronic books have succeeded are informative. For example, the market for printed encyclopedias has essentially disappeared. Most have reinvented themselves as CD-ROMs or DVD-ROMs and are sold for a fraction of the price. Although cost is undoubtedly a factor in their market success, added features such as multimedia, searchability, and immediacy via associated websites are compelling reasons driving the purchase of electronic encyclopedias over the printed versions. The contrast with the aforementioned e-book devices is apparent with encyclopedias moving away from their historical role in print culture. Electronic encyclopedias don’t try to replicate the older print forms. Rather they represent a dramatic shift of book content into an interactive audio-visual domain. They have experimented with new formats and reconfigured content for the new media forms—the publishers in question simply left print culture behind and embraced a newly emerging computer or multimedia culture. This step into another realm of social practices also happened in the academic realm, which is now deeply embedded in computer-based delivery of research and pedagogy. Not only are scholarly journals moving online (Thompson 320–325), but so too are scholarly books. For example, at the Macquarie University Library, there has been a dramatic increase in the number of electronic books in the collection. The library purchased 895 e-books in 2005 and 68,000 in 2007. During the same period, the number of printed books purchased remained relatively stable with about 16,000 bought annually (Macquarie University Library). The reasons for the dramatic increase in e-book purchases are manifold and not primarily driven by cost considerations. Not only does the library have limited space for physical storage, but Macquarie (like most other Universities) emphasises its e-learning environment. In that context, a single e-book allows multiple, geographically dispersed, simultaneous access, which better suits the flexibility demanded of the current generation of students. Significantly, these e-books require no electronic reading device beyond a standard computer with an internet connection. Users simply search for their required reading online and read it via their web browser—the library is operating in a pedagogical culture that assumes that staff and students have ready access to the necessary resources and are happy to read large amounts of text on a screen. Again, gestures towards print culture are minimal, and the e-books in question exist in a completely different distributed electronic environment. Another interesting example is that of mobile phone novels, or “keitai” fiction, popular in Japan. These novels typically consist of a few hundred pages, each of which contains about 500 Japanese characters. They are downloaded to (and read on) cellphones for about ten dollars apiece and can sell in the millions of copies (Katayama). There are many reasons why the keitai novel has achieved such popularity compared to the e-book approaches pursued in the West. The relatively low cost of wireless data in Japan, and the ubiquity of the cellphone are probably factors. But the presence of keitai culture—a set of cultural practices surrounding the mobile phone—suggests that the mobile novel springs not from a print culture, but from somewhere else. Indeed, keitai novels are written (often on the phones themselves) in a manner that lends itself to the constraints of highly portable devices with small screens, and provides new modes of engagement and communication. Their editors attribute the success of keitai novels to how well they fit into the lifestyle of their target demographic, and how they act as community nodes around which readers and writers interact (Hani). Although some will instinctively suggest that long-form narratives are doomed with such an approach, it is worthwhile remembering that, a decade ago, few considered reading long articles using a web browser and the appropriate response to computer-based media was to rewrite material to suit the screen (Nielsen). However, without really noticing the change, the Web became mainstream and users began reading everything on their computers, including much longer pieces of text. Apart from the examples cited, the wider book trade has largely approached e-books by trying to replicate print culture, albeit with an electronic reading device. Until there is a significant cost and convenience benefit for readers, this approach is unlikely to be widely successful. As indicated above, those segments of the market where e-books have succeeded are those whose social practices are driven by different cultural motivations. It may well be that the full-frontal approach attempted to date is doomed to failure, and e-books would achieve more widespread adoption if the book trade took a different approach. The Amazon Kindle has not yet persuaded bookloving readers to abandon print for screen in sufficient numbers to mark a seachange. Indeed, it is unlikely that any device positioned specifically as a book replacement will succeed. Instead of seeking to make an e-book culture a replacement for print culture, effectively placing the reading of books in a silo separated from other day-to-day activities, it might be better to situate e-books within a mobility culture, as part of the burgeoning range of social activities revolving around a connected, convergent mobile device. Reading should be understood as an activity that doesn’t begin with a particular device, but is done with whatever device is at hand. In much the same way that other media producers make content available for a number of platforms, book publishers should explore the potential of the new mobile devices. Over 45 million smartphones were sold globally in the first three months of 2008 (“Gartner”)—somewhat more than the estimated shipments of e-book reading devices. As well as allowing a range of communications possibilities, these convergent devices are emerging as key elements in the new digital mediascape—one that allows users access to a broad range of media products via a single pocket-sized device. Each of those smartphones makes a perfectly adequate e-book reading device, and it might be useful to pursue a strategy that embeds book reading as one of the key possibilities of this growing mobility culture. The casual gaming market serves as an interesting example. While hardcore gamers cling to their games PCs and consoles, a burgeoning alternative games market has emerged, with a different demographic purchasing less technically challenging games for more informal gaming encounters. This market has slowly shifted to convergent mobile devices, exemplified by Sega’s success in selling 300,000 copies of Super Monkey Ball within 20 days of its release for Apple’s iphone (“Super”). Casual gamers do not necessarily go on to become hardcore games, but they are gamers nonetheless—and today’s casual games (like the aforementioned Super Monkey Ball) are yesterday’s hardcore games of choice. It might be the same for reading. The availability of e-books on mobile platforms may not result in more people embracing longer-form literature. But it will increase the number of people actually reading, and, just as casual gaming has attracted a female demographic (Wallace 8), the instant availability of appropriate reading material might sway some of those men who appear to be reluctant readers (McEwan). Rather than focus on printed books, and book-like reading devices, the industry should re-position e-books as an easily accessible content choice in a digitally converged media environment. This is more a cultural shift than a technological one—for publishers and readers alike. Situating e-books in such a way may alienate a segment of the bookloving community, but such readers are unlikely to respond to anything other than print on paper. Indeed, it may encourage a whole new demographic—unafraid of the flickering screen—to engage with the manifold attractions of “books.” References Arends, Brett. “Can Amazon’s Kindle Save You Money?” The Wall St Journal 24 June 2008. 25 June 2008 ‹http://online.wsj.com/article/SB121431458215899767.html? mod=rss_whats_news_technology>. Auckland, Steve. “The Future of Newspapers.” The Independent 13 Nov. 2008. 24 June 2008 ‹http://news.independent.co.uk/media/article1963543.ece>. Beecher, Eric. “War of Words.” The Monthly, June 2007: 22–26. 25 June 2008 . “Book Industry Trends 2006 Shows Publishers’ Net Revenues at $34.59 Billion for 2005.” Book Industry Study Group. 22 May 2006 ‹http://www.bisg.org/news/press.php?pressid=35>. DeJean, David, “The Future of e-paper: The Kindle is Only the Beginning.” Computerworld 6 June 2008. 12 June 2008 ‹http://www.computerworld.com/action/article .do?command=viewArticleBasic&articleId=9091118>. du Gay, Paul, Stuart Hall, Linda Janes, Hugh Mackay, and Keith Negus. Doing Cultural Studies: The Story of the Sony Walkman. Thousand Oaks: Sage, 1997. Eisenstein, Elizabeth. The Printing Press as an Agent of Change. Cambridge: Cambridge UP, 1997. “Frequently Asked Questions about Amazon Kindle.” Amazon.com. 12 June 2008 ‹http://www.amazon.com/gp/help/customer/display.html?nodeId=200127480&#whispernet>. “Gartner Says Worldwide Smartphone Sales Grew 29 Percent in First Quarter 2008.” Gartner. 6 June 2008. 20 June 2008 ‹http://www.gartner.com/it/page.jsp?id=688116>. Goggin, Gerard. Cell Phone Cultures. London: Routledge, 2006. Hani, Yoko. “Cellphone Bards Make Bestseller Lists.” Japan Times Online Sep. 2007. 20 June 2008 ‹http://search.japantimes.co.jp/cgi-bin/fl20070923x4.html>. “Have you Changed your mind on Ebook Readers?” Slashdot. 25 June 2008 ‹http://ask.slashdot.org/article.pl?sid=08/05/08/2317250>. Hepworth, David. “The Future of Reading or the Sinclair C5.” The Word 17 June 2008. 20 June 2008 ‹http://www.wordmagazine.co.uk/content/future-reading-or-sinclair-c5>. IPDF (International Digital Publishing Forum) Industry Statistics. 24 June 2008 ‹http://www.openebook.org/doc_library/industrystats.htm>. iRex Technologies Press. 12 June 2008 ‹http://www.irextechnologies.com/about/press>. Johnson, Bobbie. “Vince Cerf, AKA the Godfather of the Net, Predicts the End of TV as We Know It.” The Guardian 27 Aug. 2008. 24 June 2008 ‹http://www.guardian.co.uk/technology/2007/aug/27/news.google>. Katayama, Lisa. “Big Books Hit Japan’s Tiny Phones.” Wired Jan. 2007. 24 June 2008 ‹http://www.wired.com/culture/lifestyle/news/2007/01/72329>. “The Last Lecture.” Amazon.com. 24 June 2008 ‹http://www.amazon.com/gp/product/1401323251/ref=amb_link_3359852_2? pf_rd_m=ATVPDKIKX0DER&pf_rd_s=right-1&pf_rd_r=07NDSWAK6D4HT181CNXD &pf_rd_t=101&pf_rd_p=385880801&pf_rd_i=549028>.Levy, Steven. The Perfect Thing. London:Ebury Press, 2006. Macquarie University Library Annual Report 2007. 24 June 2008 ‹http://senate.mq.edu.au/ltagenda/0308/library_report%202007.doc>. Marr, Andrew. “Curling Up with a Good EBook.” The Guardian 11 May 2007. 23 May 2007 ‹http://technology.guardian.co.uk/news/story/0,,2077278,00.html>. McEwan, Ian. “Hello, Would you Like a Free Book?” The Guardian 20 Sep. 2005. 28 June 2008 ‹http://www.guardian.co.uk/books/2005/sep/20/fiction.features11>. McLuhan, Marshall. The Gutenberg Galaxy. Toronto: U of Toronto P, 1962. Mobileread. E-book Reader Matrix, Mobileread Wiki. 30 May 2008 ‹http://wiki.mobileread.com/wiki/E-book_Reader_Matrix>. Nelson, Sara. “Warming to Kindle.” Publishers Weekly 10 Dec. 2007. 31 Jan. 2008 ‹http://www.publishersweekly.com/article/CA6510861.htm.html>. Nielsen, Jakob. “Concise, Scannable and Objective, How to Write for the Web.” 1997. ‹20 June 2008 ‹http://www.useit.com/papers/webwriting/writing.html>. Norman, Don. The Invisible Computer: Why Good Products Can Fail. Cambridge, MA: MIT P, 1998. Ong, Walter. Orality & Literacy: The Technologizing of the Word. New York: Methuen, 1988. Postman, Neil. Amusing Ourselves to Death. New York: Penguin, 1986. Proulx, E. Annie. “Books on Top.” The New York Times 26 May 1994. 28 June 2008 ‹http://www.nytimes.com/books/99/05/23/specials/proulx-top.html>. Randolph, Eleanor. “Reading into the Future.” The New York Times 18 June 2008. 19 June 2008 ‹http://www.nytimes.com/2008/06/18/opinion/18wed3.html?>. Slocum, Mac. “The Pitfalls of Publishing’s E-Reader Guessing Game.” O’Reilly TOC. June 2006. 24 June 2008 ‹http://toc.oreilly.com/2008/06/the-pitfalls-of-publishings-er.html>. Sridharan, Vasanth. “Goldman: Amazon Sold up to 50,000 Kindles in Q1.” Silicon Alley Insider 19 May 2008. 25 June 2008 ‹http://www.alleyinsider.com/2008/5/how_many_kindles_sold_last_quarter_>. “Super Monkey Ball iPhone's Super Sales.” Edge OnLine. 24 Aug. 2008 ‹http://www.edge-online.com/news/super-monkey-ball-iphones-super-sales>. Thompson, John B. Books in the Digital Age. London: Polity, 2005. Vershbow, Ben. “Self Destructing Books.” if:book. May 2005. 4 Oct. 2006 ‹http://www.futureofthebook.org/blog/archives/2005/05/selfdestructing_books.html>. Wallace, Margaret, and Brian Robbins. 2006 Casual Games White Paper. IDGA. 24 Aug. 2008 ‹http://www.igda.org/casual/IGDA_CasualGames_Whitepaper_2006.pdf>. Weber, Jonathan. “Why Books Resist the Rise of Novel Technologies.” The Times Online 23 May 2006. 25 June 2008 ‹http://entertainment.timesonline.co.uk/tol/arts_and_entertainment/books/article724510.ece> Young, Sherman. The Book is Dead, Long Live the Book. Sydney: UNSW P, 2007.

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Humphreys, Lee, and Thomas Barker. "Modernity and the Mobile Phone." M/C Journal 10, no.1 (March1, 2007). http://dx.doi.org/10.5204/mcj.2602.

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Abstract:

Introduction As the country with the fifth largest population in the world, Indonesia is a massive potential market for mobile technology adoption and development. Despite an annual per capita income of only $1,280 USD (World Bank), there are 63 million mobile phone users in Indonesia (Suhartono, sec. 1.7) and it is predicted to reach 80 million in 2007 (Jakarta Post 1). Mobile phones are not only a symbol of Indonesian modernity (Barendregt 5), but like other communication technology can become a platform through which to explore socio-political issues (Winner 28). In this article we explore the role mobile phone technology in contemporary forms of social, intimate, and sexual relationships in Indonesia. We argue that new forms of expression and relations are facilitated by the particular features of mobile technology. We discuss two cases from contemporary Indonesia: a mobile dating service (BEDD) and mobile phone p*rnography. For each case study, we first discuss the socio-political background in Indonesia, then describe the technological affordances of the mobile phone which facilitate dating and p*rnography, and finally give examples of how the mobile phone is effecting change in dating and p*rnographic practices. This study is placed at a time when social relations, intimacy, and sexuality in Indonesia have become central public issues. Since the end of the New Order whilst many people have embraced the new freedoms of reformasi and democratization, there is also a high degree of social anxiety, tension and uncertainty (Juliastuti 139-40). These social changes and desires have played out in the formations of new and exciting modes of creativity, solidarity, and sociality (Heryanto and Hadiz 262) and equally violence, terror and criminality (Heryanto and Hadiz 256). The diverse and plural nature of Indonesian society is alive with a myriad of people and activities, and it is into this diverse social body that the mobile phone has become a central and prominent feature of interaction. The focus of our study is dating and p*rnography as mediated by the mobile phone; however, we do not suggest that these are new experiences in Indonesia. Rather over the last decade social, intimate, and sexual relationships have all been undergoing change and their motivations can be traced to a variety of sources including the factors of globalization, democratization and modernization. Throughout Asia “new media have become a crucial site for constituting new Asian sexual identities and communities” (Berry, Martin, and Yue 13) as people are connecting through new communication technologies. In this article we suggest that mobile phone technology opens new possibilities and introduces new channels, dynamics, and intensities of social interaction. Mobile phones are particularly powerful communication tools because of their mobility, accessibility, and convergence (Ling 16-19; Ito 14-15; Katz and Aakhus 303). These characteristics of mobile phones do not in and of themselves bring about any particular changes in dating and p*rnography, but they may facilitate changes already underway (Barendegt 7-9; Barker 9). Mobile Dating Background The majority of Indonesians in the 1960s and 1970s had arranged marriages (Smith-Hefner 443). Education reform during the 70s and 80s encouraged more women to attain an education which in turn led to the delaying of marriage and the changing of courtship practices (Smith-Hefner 450). “Compared to previous generations, [younger Indonesians] are freer to mix with the opposite sex and to choose their own marriage,” (Utomo 225). Modern courtship in Java is characterized by “self-initiated romance” and dating (Smith-Hefner 451). Mobile technology is beginning to play a role in initiating romance between young Indonesians. Technology One mobile matching or dating service available in Indonesia is called BEDD (www.bedd.com). BEDD is a free software for mobile phones in which users fill out a profile about themselves and can meet BEDD members who are within 20-30 feet using a Bluetooth connection on their mobile devices. BEDD members’ phones automatically exchange profile information so that users can easily meet new people who match their profile requests. BEDD calls itself mobile social networking community; “BEDD is a new Bluetooth enabled mobile social medium that allows people to meet, interact and communicate in a new way by letting their mobile phones do all the work as they go throughout their day.” As part of a larger project on mobile social networking (Humphreys 6), a field study was conducted of BEDD users in Jakarta, Indonesia and Singapore (where BEDD is based) in early 2006. In-depth interviews and open-ended user surveys were conducted with users, BEDD’s CEO and strategic partners in order to understand the social uses and effects BEDD. The majority of BEDD members (which topped 100,000 in January 2006) are in Indonesia thanks to a partnership with Nokia where BEDD came pre-installed on several phone models. In management interviews, both BEDD and Nokia explained that they partnered because both companies want to help “build community”. They felt that Bluetooth technology such as BEDD could be used to help youth meet new people and keep in touch with old friends. Examples One of BEDD’s functions is to help lower barriers to social interaction in public spaces. By sharing profile information and allowing for free text messaging, BEDD can facilitate conversations between BEDD members. According to users, mediating the initial conversation also helps to alleviate social anxiety, which often accompanies meeting new people. While social mingling and hanging out between Jakarta teenagers is a relatively common practice, one user said that BEDD provides a new and fun way to meet and flirt. In a society that must balance between an “idealized morality” and an increasingly sexualized popular culture (Utomo 226), BEDD provides a modern mode of self-initiated matchmaking. While BEDD was originally intended to aid in the matchmaking process of dating, it has been appropriated into everyday life in Indonesia because of its interpretive flexibility (Pinch & Bjiker 27). Though BEDD is certainly used to meet “beautiful girls” (according to one Indonesian male user), it is also commonly used to text message old friends. One member said he uses BEDD to text his friends in class when the lecture gets boring. BEDD appears to be a helpful modern communication tool when people are physically proximate but cannot easily talk to one another. BEDD can become a covert way to exchange messages with people nearby for free. Another potential explanation for BEDD’s increasing popularity is its ability to allow users to have private conversations in public space. Bennett notes that courtship in private spaces is seen as dangerous because it may lead to sexual impropriety (154). Dating and courtship in public spaces are seen as safer, particularly for conserving the reputation young Indonesian women. Therefore Bluetooth connections via mobile technologies can be a tool to make private social connections between young men and women “safer”. Bluetooth communication via mobile phones has also become prevalent in more conservative Muslim societies (Sullivan, par. 7; Braude, par. 3). There are, however, safety concerns about meeting strangers in public spaces. When asked, “What advice would you give a first time BEDD user?” one respondent answered, “harus bisa mnilai seseorang krn itu sangat penting, kita mnilai seseorang bukan cuma dari luarnya” (translated: be careful in evaluating (new) people, and don’t ever judge the book by its cover”). Nevertheless, only one person participating in this study mentioned this concern. To some degree meeting someone in a public may be safer than meeting someone in an online environment. Not only are there other people around in public spaces to physically observe, but co-location means there may be some accountability for how BEDD members present themselves. The development and adoption of matchmaking services such as BEDD suggests that the role of the mobile phone in Indonesia is not just to communicate with friends and family but to act as a modern social networking tool as well. For young Indonesians BEDD can facilitate the transfer of social information so as to encourage the development of new social ties. That said, there is still debate about exactly whom BEDD is connecting and for what purposes. On one hand, BEDD could help build community in Indonesia. One the other hand, because of its privacy it could become a tool for more promiscuous activities (Bennett 154-5). There are user profiles to suggest that people are using BEDD for both purposes. For example, note what four young women in Jakarta wrote in the BEDD profiles: Personal Description Looking For I am a good prayer, recite the holy book, love saving (money), love cycling… and a bit narcist. Meaning of life Ordinary gurl, good student, single, Owen lover, and the rest is up to you to judge. Phrenz ?! Peace?! Wondeful life! I am talkative, have no patience but so sweet. I am so girly, narcist, shy and love cute guys. Check my fs (Friendster) account if you’re so curious. Well, I am just an ordinary girl tho. Anybody who wants to know me. A boy friend would be welcomed. Play Station addict—can’t live without it! I am a rebel, love rock, love hiphop, naughty, if you want proof dial 081********* phrenz n cute guyz As these profiles suggest, the technology can be used to send different kinds of messages. The mobile phone and the BEDD software merely facilitate the process of social exchange, but what Indonesians use it for is up to them. Thus BEDD and the mobile phone become tools through which Indonesians can explore their identities. BEDD can be used in a variety of social and communicative contexts to allow users to explore their modern, social freedoms. Mobile p*rnography Background Mobile phone p*rnography builds on a long tradition of p*rnography and sexually explicit material in Indonesia through the use of a new technology for an old art and product. Indonesia has a rich sexual history with a documented and prevalent sex industry (Suryakusuma 115). Lesmana suggests that the country has a tenuous p*rnographic industry prone to censorship and nationalist politics intent on its destruction. Since the end of the New Order and opening of press freedoms there has been a proliferation in published material including a mushrooming of tabloids, men’s magazines such as FHM, Maxim and Playboy, which are often regarded as p*rnographic. This is attributed to the decline of the power of the bureaucracy and government and the new role of capital in the formation of culture (Chua 16). There is a parallel p*rnography industry, however, that is more amateur, local, and homemade (Barker 6). It is into this range of material that mobile phone p*rnography falls. Amongst the myriad forms of p*rnography and sexually explicit material available in Indonesia, the mobile phone in recent years has emerged as a new platform for production, distribution, and consumption. This section will not deal with the ethics of representation nor engage with the debate about definitions and the rights and wrongs of p*rnography. Instead what will be shown is how the mobile phone can be and has been used as an instrument/medium for the production and consumption of p*rnography within contemporary social relationships. Technology There are several technological features of the mobile phone that make p*rnography possible. As has already been noted the mobile phone has had a large adoption rate in Indonesia, and increasingly these phones come equipped with cameras and the ability to send data via MMS and Bluetooth. Coupled with the mobility of the phone, the convergence of technology in the mobile phone makes it possible for p*rnography to be produced and consumed in a different way than what has been possible before. It is only recently that the mobile phone has been marketed as a video camera with the release of the Nokia N90; however, quality and recording time are severely limited. Still, the mobile phone is a convenient and at-hand tool for the production and consumption of individually made, local, and non-professional pieces of p*rn, sex and sexuality. It is impossible to know how many such films are in circulation. A number of websites that offer these films for downloads host between 50 and 100 clips in .3gp file format, with probably more in actual circulation. At the very least, this is a tenfold increase in number compared to the recent emergence of non-professional VCD films (Barker 3). This must in part be attributed to the advantages that the mobile phone has over standard video cameras including cost, mobility, convergence, and the absence of intervening data processing and disc production. Examples There are various examples of mobile p*rnography in Indonesia. These range from the p*rnographic text message sent between lovers to the mobile phone video of explicit sexual acts (Barendregt 14-5). The mobile phone affords privacy for the production and exchange of p*rnographic messages and media. Because mobile devices are individually owned, however, p*rnographic material found on mobile phones can be directly tied to the individual owners. For example, police in Kotabaru inspected the phones of high school students in search of p*rnographic materials and arrested those individuals on whose phones it was found (Barendregt 18). Mobile phone p*rnography became a national political issue in 2006 when an explicit one-minute clip of a singer and an Indonesian politician became public. Videoed in 2004, the clip shows Maria Eva, a 27 year-old dangdut singer (see Browne, 25-6) and Yahya Zaini, a married 42 year-old who was head of religious affairs for the Golkar political party. Their three-year affair ended in 2005, but the film did not become public until 2006. It spread like wildfire between phones and across the internet, however, and put an otherwise secret relationship into the limelight. These types of affairs and relationships were common knowledge to people through gossip, exposes such as Jakarta Undercover (Emka 93-108) and stories in tabloids; yet this culture of adultery and prostitution continued and remained anonymous because of bureaucratic control of evidence and information (Suryakusuma 115). In this case, however, the filming of Maria Eva once public proves the identities of those involved and their infidelity. As a result of the scandal it was further revealed that Maria Eva had been forced by Yayha Zaini and his wife to have an abortion, deepening the moral crisis. Yahya Zaini later resigned as his party’s head of Religious Affairs (Asmarani, sec. 1-2), due to what was called the country’s “first real sex scandal” (Naughton, par. 2). As these examples show, there are definite risks and consequences involved in the production of mobile p*rnography. Even messages/media that are meant to be shared between two consenting individuals can eventually make their way into the public mobile realm and have serious consequences for those involved. Mobile video and photography does, however, represent a potential new check on the Indonesian bureaucratic elite which has not been previously available by other means such as a watchdog media. “The role of the press as a control mechanism is practically nonexistent [in Jakarta], which in effect protects corruption, nepotism, financial manipulation, social injustice, and repression, as well as the murky sexual life of the bureaucratic power elite,” (Suryakusuma 117). Thus while originally a mobile video may have been created for personal pleasure, through its mass dissemination via new media it can become a means of sousveillance (Mann, Nolan and Wellman 332-3) whereby the control of surveillance is flipped to reveal the often hidden abuses of power by officials. Whilst the debates over p*rnography in Indonesia tend to focus on the moral aspects of it, the broader social impacts of technology on relationships are often ignored. Issues related to power relations or even media as cultural expression are often disregarded as moral judgments cast a heavy shadow over discussions of locally produced Indonesian mobile p*rnography. It is possible to move beyond the moral critique of p*rnographic media to explore the social significance of its proliferation as a cultural product. Conclusion In these two case studies we have tried to show how the mobile phone in Indonesia has become a mode of interaction but also a platform through which to explore other current issues and debates related to dating, sexuality and media. Since 1998 and the fall of the New Order, Indonesia has been struggling with blending old and new, a desire of change and nostalgia for past, and popular desire for a “New Indonesia” (Heryanto, sec. Post-1998). Cultural products within Indonesia have played an important role in exploring these issues. The mobile phone in Indonesia is not just a technology, but also a product in and through which these desires are played out. Changes in dating and p*rnography practices have been occurring in Indonesia for some time. As people use mobile technology to produce, communicate, and consume, the device becomes intricately related to identity struggle and cultural production within Indonesia. It is important to keep in mind, however, that while mobile technology adoption within Indonesia is growing, it is still limited to a particular subset of the population. As has been previously observed (Barendregt 3), it is wealthier, young people in urban areas who are most intensely involved in mobile technology. As handset prices decrease and availability in rural areas increases, however, no longer will mobile technology be so demographically confined in Indonesia. The convergent technology of the mobile phone opens many possibilities for creative adoption and usage. As a communication device it allows for the creation, sharing, and viewing of messages. Therefore, the technology itself facilitates social connections and networking. As demonstrated in the cases of dating and p*rnography, the mobile phone is both a tool for meeting new people and disseminating sexual messages/media because it is a networked technology. The mobile phone is not fundamentally changing dating and p*rnography practices, but it is accelerating social and cultural trends already underway in Indonesia by facilitating the exchange and dissemination of messages and media. As these case studies show, what kinds of messages Indonesians choose to create and share are up to them. The same device can be used for relatively innocuous behavior as well as more controversial behavior. With increased adoption in Indonesia, the mobile will continue to be a lens through which to further explore modern socio-political issues. References Asmarani, Devi. “Indonesia: Top Golkar Official Quits over Sex Video.” The Straits Times 6 Dec. 2006. Barendregt, Bart. “Between M-Governance and Mobile Anarchies: p*rnoaksi and the Fear of New Media in Present Day Indonesia.” European Association of Social Anthropologists Media Anthropology Network e-Seminar Series, 2006. Barker, Thomas. “VCD p*rnography of Indonesia.” Asian Studies Association of Australia, Wollongong, 2006. BEDD Press Release. “World’s First Mobile Communities Software Is Bringing People Together in Singapore.” 8 June 2004. Bennett, Linda Rae. Women, Islam and Modernity: Single Women, Sexuality and Reproductive Health in Contemporary Indonesia. London: Routledge Curzon, 2005. Berry, Chris, Fran Martin, and Audrey Yue, eds. Mobile Cultures: New Media in Queer Asia. Durham, NC: Duke UP, 2003. Braude, Joseph. “How Bluetooth Helps Young Kuwaitis Get It On.” The New Republic Online 14 Sep. 2006. Browne, Susan. “The Gender Implications of Dangdut Kampungan: Indonesian ‘Low Class’ Popular Music.”* *Working Paper 109, Centre of Southeast Asian Studies, Monash University. 2000. Chua, Beng-Huat. “Consuming Asians: Ideas and Issues.” Consumption in Asia: Lifestyles and Identities. Ed. Beng-Huat Chua. London: Routledge, 2003. 1-34. Emka, Moammar. Jakarta Undercover: Sex n’ the City. Yogyakarta: Galang Press, 2002. Heryanto, Ariel. “New Media and Pop Cultures in(ter) Asia.” Soft Power and Spheres of Influence in South and Southeast Asia. National University of Singapore, 2006. Heryanto, Ariel, and Vedi Hadiz. “Post-Authoritarian Indonesia: A Comparative Southeast Asian Perspective.” Critical Asian Studies 37.2 (2005): 251-75. Humphreys, Lee. “Mobile Devices and Social Networking.” Mobile Pre-Conference at the International Communication Association. Erfurt, Germany, 2006. Ito, Mizuko. “Introduction: Personal, Portable, Pedestrian.” Personal, Portable, Pedestrian: Mobile Phones in Japanese Life. Eds. Mizuko Ito, Diasuke Okabe, and Misa Matsuda. Cambridge, MA: MIT Press, 2005. 1-16. JakartaPost.com. “Cell-Phone Users May Reach 80m This Year.” 6 Jan. 2006. http://www.thejakartapost.com/detailheadlines.asp? fileid=20070106.@02&irec=1>. Juliastuti, Nuraini. “Whatever I Want: Media and Youth in Indonesia before and after 1998.” Inter-Asia Cultural Studies 7 (2006): 1. Katz, James E., and Mark Aakhus, eds. Perpetual Contact: Mobile Communication, Private Talk, Public Performance. New York: Cambridge UP, 2002. Lesmana, Tjipta. p*rnografi dalam Media Massa. Jakarta: Puspa Swara, 1994. Ling, Richard. The Mobile Connection: The Cell Phone’s Impact on Society. San Francisco, CA: Morgan Kaufmann, 2004. Mann, Steve, Jason Nolan, and Barry Wellman. “Sousveillance: Inventing and Using Wearable Computing Devices for Data Collection in Surveillance Environments.” Surveillance and Society 1.3 (2003): 331-55. Naughton, Philippe. “Video Sex Scandal Claims Indonesian MP.” The Times Online 8 Dec. 2006. Pinch, Trevor J., and Wiebe E. Bijker. “The Social Construction of Facts and Artifacts: Or How the Sociology of Science and the Sociology of Technology Might Benefit Each Other.” The Social Construction of Technological Systems: New Direction in the Sociology and History of Technology. Eds. W. E. Bijker, T. P. Hughes and T.J. Pinch. Cambridge, MA: MIT Press, 1987. 17-51. Smith-Hefner, Nancy J. “The New Muslim Romance: Changing Patterns of Courtship and Marriage among Educated Javanese Youth.” Journal of Southeast Asian Studies 36.3 (2005): 441-59. Suhartono, Harry. “Mobile Penetration to Drive Market Leader’s Profit Gain.” Reuters News 27 Oct. 2006. Sullivan, Kevin. “Saudi Youth Use Cellphone Savvy to Outwit the Sentries of Romance.” The Washington Post 6 Aug. 2006: A01. Suryakusuma, Julia. “The State and Sexuality in New Order Indonesia.” Fantasizing the Feminine in Indonesia. Ed. Laurie J. Sears. Durham, NC: Duke UP, 1996. 92-119. Utomo, Iwu Dwisetyani. “Sexual Values and Early Experiences among Young People in Jakarta: Youth, Courtship and Sexuality.” Coming of Age in South and Southeast Asia. Eds. Lenore Manderson and Pranee Liamputtong. Surey: Curzon, 2002. 207-27. Winner, Langdon. “Do Artifacts Have Politics?” Social Shaping of Technology. 2nd ed. Eds. Donald MacKenzie and Judy Wajcman. Buckingham, UK: Open UP, 2002. 28-40. World Bank. 2004 Indonesia Data & Statistics. 4 Jan. 2006. http://web.worldbank.org/WBSITE/EXTERNAL/COUNTRIES/ EASTASIAPACIFICEXT/INDONESIAEXTN/0,,menuPK:287097~pagePK: 141132~piPK:141109~theSitePK:226309,00.html>. Citation reference for this article MLA Style Humphreys, Lee, and Thomas Barker. "Modernity and the Mobile Phone: Exploring Tensions about Dating and Sex in Indonesia." M/C Journal 10.1 (2007). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0703/06-humphreys-barker.php>. APA Style Humphreys, L., and T. Barker. (Mar. 2007) "Modernity and the Mobile Phone: Exploring Tensions about Dating and Sex in Indonesia," M/C Journal, 10(1). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0703/06-humphreys-barker.php>.

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Abidin, Crystal. "Micro­microcelebrity: Branding Babies on the Internet." M/C Journal 18, no.5 (October14, 2015). http://dx.doi.org/10.5204/mcj.1022.

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Babies and toddlers are amassing huge followings on social media, achieving microcelebrity status, and raking in five figure sums. In East Asia, many of these lucrative “micro­-microcelebrities” rise to fame by inheriting exposure and proximate microcelebrification from their social media Influencer mothers. Through self-branding techniques, Influencer mothers’ portrayals of their young’ children’s lives “as lived” are the canvas on which (baby) products and services are marketed to readers as “advertorials”. In turning to investigate this budding phenomenon, I draw on ethnographic case studies in Singapore to outline the career trajectory of these young children (under 4yo) including their social media presence, branding strategies, and engagement with their followers. The chapter closes with a brief discussion on some ethical considerations of such young children’s labour in the social media age.Influencer MothersTheresa Senft first coined the term “microcelebrity” in her work Camgirls as a burgeoning online trend, wherein people attempt to gain popularity by employing digital media technologies, such as videos, blogs, and social media. She describes microcelebrities as “non-actors as performers” whose narratives take place “without overt manipulation”, and who are “more ‘real’ than television personalities with ‘perfect hair, perfect friends and perfect lives’” (Senft 16), foregrounding their active response to their communities in the ways that maintain open channels of feedback on social media to engage with their following.Influencers – a vernacular industry term albeit inspired by Katz & Lazarsfeld’s notion of “personal influence” that predates Internet culture – are one type of microcelebrity; they are everyday, ordinary Internet users who accumulate a relatively large following on blogs and social media through the textual and visual narration of their personal lives and lifestyles, engage with their following in “digital” and “physical” spaces, and monetize their following by integrating “advertorials” into their blog or social media posts and making physical appearances at events. A pastiche of “advertisem*nt” and “editorial”, advertorials in the Influencer industry are highly personalized, opinion-laden promotions of products/services that Influencers personally experience and endorse for a fee. Influencers in Singapore often brand themselves as having “relatability”, or the ability to persuade their followers to identify with them (Abidin). They do so by make consciously visible the backstage (Goffman) of the usually “inaccessible”, “personal”, and “private” aspects of mundane, everyday life to curate personae that feel “authentic” to fans (Marwick 114), and more accessible than traditional celebrity (Senft 16).Historically, the Influencer industry in Singapore can be traced back to the early beginnings of the “blogshop” industry from the mid-2000s and the “commercial blogging” industry. Influencers are predominantly young women, and market products and services from diverse industries, although the most popular have been fashion, beauty, F&B, travel, and electronics. Most prominent Influencers are contracted to management agencies who broker deals in exchange for commission and assist in the production of their vlogs. Since then, the industry has grown, matured, and expanded so rapidly that Influencers developed emergent models of advertorials, with the earliest cohorts moving into different life stages and monetizing several other aspects of their personal lives such as the “micro-microcelebrity” of their young children. What this paper provides is an important analysis of the genesis and normative practices of micro-microcelebrity commerce in Singapore from its earliest years, and future research trajectories in this field.Micro-Microcelebrity and Proximate MicrocelebrificationI define micro-microcelebrities as the children of Influencers who have themselves become proximate microcelebrities, having derived exposure and fame from their prominent Influencer mothers, usually through a more prolific, deliberate, and commercial form of what Blum-Ross defines as “sharenting”: the act of parents sharing images and stores about their children in digital spaces such as social networking sites and blogs. Marwick (116-117), drawing from Rojek’s work on types of celebrity – distinguishes between two types of microcelebrity: “ascribed microcelebrity” where the online personality is made recognizable through the “production of celebrity media” such as paparazzi shots and user-produced online memes, or “achieved microcelebrity” where users engage in “self-presentation strateg[ies]”, such as fostering the illusion of intimacy with fans, maintaining a persona, and selective disclosure about oneself.Micro-microcelebrities lie somewhere between the two: In a process I term “proximate microcelebrification”, micro-microcelebrities themselves inherit celebrity through the preemptive and continuous exposure from their Influencer mothers, many beginning even during the pre-birth pregnancy stages in the form of ultrasound scans, as a form of “achieved microcelebrity”. Influencer mothers whose “presentational strategies” (cf. Marshall, “Promotion” 45) are successful enough (as will be addressed later) gain traction among followers, who in turn further popularize the micro-microcelebrity by setting up fan accounts, tribute sites, and gossip forums through which fame is heightened in a feedback loop as a model of “ascribed microcelebrity”.Here, however, I refrain from conceptualizing these young stars as “micro-Influencers” for unlike Influencers, these children do not yet curate their self-presentation to command the attention of followers, but instead are used, framed, and appropriated by their mothers for advertorials. In other words, Influencer mothers “curate [micro-microcelebrities’] identities into being” (Leaver, “Birth”). Following this, many aspects of their micro-microcelebrities become rapidly commodified and commercialized, with advertisers clamoring to endorse anything from maternity hospital stays to nappy cream.Although children of mommybloggers have the prospect to become micro-microcelebrities, both groups are conceptually distinct. Friedman (200-201) argues that among mommybloggers arose a tension between those who adopt “the raw authenticity of nonmonetized blogging”, documenting the “unglamorous minutiae” of their daily lives and a “more authentic view of motherhood” and those who use mommyblogs “primarily as a source of extra income rather than as a site for memoir”, focusing on “parent-centered products” (cf. Mom Bloggers Club).In contrast, micro-microcelebrities and their digital presence are deliberately commercial, framed and staged by Influencer mothers in order to maximize their advertorial potential, and are often postured to market even non-baby/parenting products such as fast food and vehicles (see later). Because of the overt commerce, it is unclear if micro-microcelebrity displays constitute “intimate surveillance”, an “almost always well-intentioned surveillance of young people by parents” (Leaver, “Born” 4). Furthermore, children are generally peripheral to mommybloggers whose own parenting narratives take precedence as a way to connect with fellow mothers, while micro-microcelebrities are the primary feature whose everyday lives and digital presence enrapture followers.MethodologyThe analysis presented is informed by my original fieldwork with 125 Influencers and related actors among whom I conducted a mixture of physical and digital personal interviews, participant observation, web archaeology, and archival research between December 2011 and October 2014. However, the material presented here is based on my digital participant observation of publicly accessible and intentionally-public digital presence of the first four highly successful micro-microcelebrities in Singapore: “Baby Dash” (b.2013) is the son of Influencer xiaxue, “#HeYurou” (b.2011) is the niece of Influencer bongqiuqiu, “#BabyElroyE” (b.2014) is the son of Influencer ohsofickle, and “@MereGoRound” (b.2015) is the daughter of Influencer bongqiuqiu.The microcelebrity/social media handles of these children take different forms, following the platform on which their parent/aunt has exposed them on the most. Baby Dash appears in all of xiaxue’s digital platforms under a variety of over 30 indexical, ironic, or humourous hashtags (Leaver, “Birth”) including “#pointylipped”, #pineappledash”, and “#面包脸” (trans. “bread face”); “#HeYurou” appears on bongqiuqiu’s Instagram and Twitter; “#BabyElroyE” appears on ohsofickle’s Instagram and blog, and is the central figure of his mother’s new YouTube channel; and “@MereGoRound” appears on all of bongqiuqiu’s digital platforms but also has her own Instagram account and dedicated YouTube channel. The images reproduced here are screenshot from Influencer mothers’ highly public social media: xiaxue, bongqiuqiu, and ohsofickle boast 593k, 277k, and 124k followers on Instagram and 263k, 41k, and 17k followers on Twitter respectively at the time of writing.Anticipation and Digital EstatesIn an exclusive front-pager (Figure 1) on the day of his induced birth, it was announced that Baby Dash had already received up to SGD25,000 worth of endorsem*nt deals brokered by his Influencer mother, xiaxue. As the first micro-microcelebrity in his cohort (his mother was among the pioneer Influencers), Baby Dash’s Caesarean section was even filmed and posted on xiaxue’s YouTube channel in three parts (Figure 2). xiaxue had announced her pregnancy on her blog while in her second trimester, following which she consistently posted mirror selfies of her baby bump.Figure 1 & 2, screenshot April 2013 from ‹instagram.com/xiaxue›In her successful attempt at generating anticipation, the “bump” itself seemed to garner its own following on Twitter and Instagram, with many followers discussing how the Influencer dressed “it”, and how “it” was evolving over the weeks. One follower even compiled a collage of xiaxue’s “bump” chronologically and gifted it to the Influencer as an art image via Twitter on the day she delivered Baby Dash (Figure 3 & 4). Followers also frequently speculated and bantered about how her baby would look, and mused about how much they were going to adore him. Figure 3 & 4, screenshot March 2013 from ‹twitter.com/xiaxue› While Lupton (42) has conceptualized the sharing of images that precede birth as a “rite of passage”, Influencer mothers who publish sonograms deliberately do so in order to claim digital estates for their to-be micro-microcelebrities in the form of “reserved” social media handles, blog URLs, and unique hashtags for self-branding. For instance, at the 3-month mark of her pregnancy, Influencer bongqiuqiu debuted her baby’s dedicated hashtag, “#MereGoRound” in a birth announcement on her on Instagram account. Shortly after, she started an Instagram account, “@MereGoRound”, for her baby, who amassed over 5.5k followers prior to her birth. Figure 5 & 6, screenshot March 2015 from instagram.com/meregoround and instagram.com/bongqiuqiuThe debut picture features a heavily pregnant belly shot of bongqiuqiu (Figure 5), creating much anticipation for the arrival of a new micro-microcelebrity: in the six months leading up to her birth, various family, friends, and fans shared Instagram images of their gifts and welcome party for @MereGoRound, and followers shared congratulations and fan art on the dedicated Instagram hashtag. During this time, bongqiuqiu also frequently updated followers on her pregnancy progress, not without advertising her (presumably sponsored) gynecologist and hospital stay in her pregnancy diaries (Figure 6) – like Baby Dash, even as a foetus @MereGoRound was accumulating advertorials. Presently at six months old, @MereGoRound boasts almost 40k followers on Instagram on which embedded in the narrative of her growth are sponsored products and services from various advertisers.Non-Baby-Related AdvertorialsPrior to her pregnancy, Influencer bongqiuqiu hopped onto the micro-microcelebrity bandwagon in the wake of Baby Dash’s birth, by using her niece “#HeYurou” in her advertorials. Many Influencers attempt to naturalize their advertorials by composing their post as if recounting a family event. With reference to a child, parent, or partner, they may muse or quip about a product being used or an experience being shared in a bid to mask the distinction between their personal and commercial material. bongqiuqiu frequently posted personal, non-sponsored images engaging in daily mundane activities under the dedicated hashtag “#HeYurou”.However, this was occasionally interspersed with pictures of her niece holding on to various products including storybooks (Figure 8) and shopping bags (Figure 9). At first glance, this might have seemed like any mundane daily update the Influencer often posts. However, a close inspection reveals the caption bearing sponsor hashtags, tags, and campaign information. For instance, one Instagram post shows #HeYurou casually holding on to and staring at a burger in KFC wrapping (Figure 7), but when read in tandem with bongqiuqiu’s other KFC-related posts published over a span of a few months, it becomes clear that #HeYurou was in fact advertising for KFC. Figure 7, 8, 9, screenshot December 2014 from ‹instagram.com/bongqiuqiu›Elsewhere, Baby Dash was incorporated into xiaxue’s car sponsorship with over 20 large decals of one of his viral photos – dubbed “pineapple Dash” among followers – plastered all over her vehicle (Figure 10). Followers who spot the car in public are encouraged to photograph and upload the image using its dedicated hashtag, “#xiaxuecar” as part of the Influencer’s car sponsorship – an engagement scarcely related to her young child. Since then, xiaxue has speculated producing offshoots of “pineapple Dash” products including smartphone casings. Figure 10, screenshot December 2014 from ‹instagram.com/xiaxue›Follower EngagementSponsors regularly organize fan meet-and-greets headlined by micro-microcelebrities in order to attract potential customers. Photo opportunities and the chance to see Baby Dash “in the flesh” frequently front press and promotional material of marketing campaigns. Elsewhere on social media, several Baby Dash fan and tribute accounts have also emerged on Instagram, reposting images and related media of the micro-microcelebrity with overt adoration, no doubt encouraged by xiaxue, who began crowdsourcing captions for Baby Dash’s photos.Influencer ohsofickle postures #BabyElroyE’s follower engagement in a more subtle way. In her YouTube channel that debut in the month of her baby’s birth, ohsofickle produces video diaries of being a young, single, mother who is raising a child (Figure 11). In each episode, #BabyElroyE is the main feature whose daily activities are documented, and while there is some advertising embedded, ohsofickle’s approach on YouTube is much less overt than others as it features much more non-monetized personal content (Figure 12). Her blog serves as a backchannel to her vlogs, in which she recounts her struggles with motherhood and explicitly solicits the advice of mothers. However, owing to her young age (she became an Influencer at 17 and gave birth at 24), many of her followers are teenagers and young women who respond to her solicitations by gushing over #BabyElroyE’s images on Instagram. Figure 11 & 12, screenshot September 2015 from ‹instagram.com/ohsofickle›PrivacyAs noted by Holloway et al. (23), children like micro-microcelebrities will be among the first cohorts to inherit “digital profiles” of their “whole lifetime” as a “work in progress”, from parents who habitually underestimate or discount the privacy and long term effects of publicizing information about their children at the time of posting. This matters in a climate where social media platforms can amend privacy policies without user consent (23), and is even more pressing for micro-microcelebrities whose followers store, republish, and recirculate information in fan networks, resulting in digital footprints with persistence, replicability, scalability, searchability (boyd), and extended longevity in public circulation which can be attributed back to the children indefinitely (Leaver, “Ends”).Despite minimum age restrictions and recent concerns with “digital kidnapping” where users steal images of other young children to be re-posted as their own (Whigham), some social media platforms rarely police the proliferation of accounts set up by parents on behalf of their underage children prominently displaying their legal names and life histories, citing differing jurisdictions in various countries (Facebook; Instagram), while others claim to disable accounts if users report an “incorrect birth date” (cf. Google for YouTube). In Singapore, the Media Development Authority (MDA) which governs all print and digital media has no firm regulations for this but suggests that the age of consent is 16 judging by their recommendation to parents with children aged below 16 to subscribe to Internet filtering services (Media Development Authority, “Regulatory” 1). Moreover, current initiatives have been focused on how parents can impart digital literacy to their children (Media Development Authority, “Empowered”; Media Literacy Council) as opposed to educating parents about the digital footprints they may be unwittingly leaving about their children.The digital lives of micro-microcelebrities pose new layers of concern given their publicness and deliberate publicity, specifically hinged on making visible the usually inaccessible, private aspects of everyday life (Marshall, “Persona” 5).Scholars note that celebrities are individuals for whom speculation of their private lives takes precedence over their actual public role or career (Geraghty 100-101; Turner 8). However, the personae of Influencers and their young children are shaped by ambiguously blurring the boundaries of privacy and publicness in order to bait followers’ attention, such that privacy and publicness are defined by being broadcast, circulated, and publicized (Warner 414). In other words, the publicness of micro-microcelebrities is premised on the extent of the intentional publicity rather than simply being in the public domain (Marwick 223-231, emphasis mine).Among Influencers privacy concerns have aroused awareness but not action – Baby Dash’s Influencer mother admitted in a national radio interview that he has received a death threat via Instagram but feels that her child is unlikely to be actually attacked (Channel News Asia) – because privacy is a commodity that is manipulated and performed to advance their micro-microcelebrities’ careers. As pioneer micro-microcelebrities are all under 2-years-old at present, future research warrants investigating “child-centred definitions” (Third et al.) of the transition in which they come of age, grow an awareness of their digital presence, respond to their Influencer mothers’ actions, and potentially take over their accounts.Young LabourThe Ministry of Manpower (MOM) in Singapore, which regulates the employment of children and young persons, states that children under the age of 13 may not legally work in non-industrial or industrial settings (Ministry of Manpower). However, the same document later ambiguously states underaged children who do work can only do so under strict work limits (Ministry of Manpower). Elsewhere (Chan), it is noted that national labour statistics have thus far only focused on those above the age of 15, thus neglecting a true reflection of underaged labour in Singapore. This is despite the prominence of micro-microcelebrities who are put in front of (video) cameras to build social media content. Additionally, the work of micro-microcelebrities on digital platforms has not yet been formally recognized as labour, and is not regulated by any authority including Influencer management firms, clients, the MDA, and the MOM. Brief snippets from my ethnographic fieldwork with Influencer management agencies in Singapore similarly reveal that micro-microcelebrities’ labour engagements and control of their earnings are entirely at their parents’ discretion.As models and actors, micro-microcelebrities are one form of entertainment workers who if between the ages of 15 days and 18 years in the state of California are required to obtain an Entertainment Work Permit to be gainfully employed, adhering to strict work, schooling, and rest hour quotas (Department of Industrial Relations). Furthermore, the Californian Coogan Law affirms that earnings by these minors are their own property and not their parents’, although they are not old enough to legally control their finances and rely on the state to govern their earnings with a legal guardian (Screen Actors Guild). However, this similarly excludes underaged children and micro-microcelebrities engaged in creative digital ecologies. Future research should look into safeguards and instruments among young child entertainers, especially for micro-micrcocelebrities’ among whom commercial work and personal documentation is not always distinct, and are in fact deliberately intertwined in order to better engage with followers for relatabilityGrowing Up BrandedIn the wake of moral panics over excessive surveillance technologies, children’s safety on the Internet, and data retention concerns, micro-microcelebrities and their Influencer mothers stand out for their deliberately personal and overtly commercial approach towards self-documenting, self-presenting, and self-publicizing from the moment of conception. 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New Haven, CT: Yale University Press, 2013.Media Development Authority. “The Regulatory Options to Facilitate the Adoption of Internet Parental Controls.” Regulations and Licensing 2015. 16 Aug. 2015 ‹http://www.mda.gov.sg/RegulationsAndLicensing/Consultation/Documents/Consultation%20Papers/Public%20consultation%20paper%20for%20Internet%20parental%20controls_21%20Apr_final.pdf›.Media Development Authority. “Be Empowered! 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New York, NY: Peter Lang, 2008.Stevenson, Seth. “Popularity Counts.” Wired 20.5 (2012): 120.Tatum, Christine. “Mommy Blogs Mull and Prove Market Might.” Denver Post 23 Oct 2007. 16 Aug. 2015 ‹http://www.denverpost.com/search/ci_7250753›.Third, Amanda, Delphine Bellerose, Urszula Dawkins, Emma Keltie, and Kari Pihl. “Children’s Rights in the Digital Age.” Young and Well Cooperative Research Centre 2014. 16 Aug. 2015 ‹http://www.youngandwellcrc.org.au/wp-content/uploads/2014/10/Childrens-Rights-in-the-Digital-Age_Report_single_FINAL_.pdf >.Thompson, Stephanie. “Mommy Blogs: A Marketer’s Dream; Growing Number of Well-Produced Sites Put Advertisers in Touch with an Affluent, Loyal Demo.” AD AGE 26 Feb. 2007. 16 Aug. 2015 ‹http://adage.com/article/digital/mommy-blogs-a-marketer-s-dream/115194/›.Turner, Graeme. Understanding Celebrity. Los Angeles: Sage, 2004.Warner, Michael. “Publics and Counter Publics.” Quarterly Journal of Speech 88.4 (2002): 413-425. 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Hill, Wes. "The Automedial Zaniness of Ryan Trecartin." M/C Journal 21, no.2 (April25, 2018). http://dx.doi.org/10.5204/mcj.1382.

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IntroductionThe American artist Ryan Trecartin makes digital videos that centre on the self-presentations common to video-sharing sites such as YouTube. Named by New Yorker critic Peter Schjeldahl as “the most consequential artist to have emerged since the 1980s” (84), Trecartin’s works are like high-octane domestic dramas told in the first-person, blending carnivalesque and horror sensibilities through multi-layered imagery, fast-paced editing, sprawling mise-en-scène installations and heavy-handed digital effects. Featuring narcissistic young-adult characters (many of whom are played by the artist and his friends), Trecartin’s scripted videos portray the self as fundamentally performed and kaleidoscopically mediated. His approach is therefore exemplary of some of the key concepts of automediality, which, although originating in literary studies, address concerns relevant to contemporary art, such as the blurring of life-story, self-performance, identity, persona and technological mediation. I argue that Trecartin’s work is a form of automedial art that combines camp personas with what Sianne Ngai calls the “zany” aesthetics of neoliberalism—the 24/7 production of affects, subjectivity and sociability which complicate distinctions between public and private life.Performing the Script: The Artist as Automedial ProsumerBoth “automedia” and “automediality” hold that the self (the “auto”) and its forms of expression (its “media”) are intimately linked, imbricated within processes of cultural and technological mediation. However, whereas “automedia” refers to general modes of self-presentation, “automediality” was developed by Jörg Dünne and Christian Moser to explicitly relate to the autobiographical. Noting a tendency in literary studies to under-examine how life stories are shaped by their mediums, Dünne and Moser argued that the digital era has made it more apparent how literary forms are involved in complex processes of mediation. Sidonie Smith and Julia Watson, in response, called for an expansion of autobiography into “life writing,” claiming that automediality is useful as a theoretical frame for contemplating the growth of self-presentation platforms online, shifting from the life-narrative genre of autobiography towards more discursive and irresolute forms of first-person expression (4). One’s life story, in this context, can be communicated obliquely and performatively, with the choice of media inextricably contributing to the subjectivity that is being produced, not just as a tool for rendering a pre-existent self. Lauren Berlant conceives of life writing as a laboratory for “theorizing ‘the event’” of life rather than its narration or transcription (Prosser 181). Smith and Watson agree, describing automediality as the study of “life acts” that operate as “prosthetic extension[s] of the self in networks” (78). Following this, both “automedia” and “automediality” can be understood as expanding upon the “underlying intermedial premises” (Winthrop-Young 188) of media theory, addressing how technologies and mediums do not just constitute sensory extensions of the body (Mcluhan) but also sensory extensions of identity—armed with the potential to challenge traditional ideas of how a “life” is conveyed. For Julie Rak, “automedia” describes both the theoretical framing of self-presentation acts and the very processes of mediation the self-presenter puts themselves through (161). She prefers “automedia” over “automediality” due to the latter’s tendency to be directed towards the textual products of self-presentation, rather than their processes (161). Given Trecartin’s emphasis on narrative, poetic text, performativity, technology and commodification, both “automedia” and “automediality” will be relevant to my account here, highlighting not just the crossovers between the two terms but also the dual roles his work performs. Firstly, Trecartin’s videos express his own identity through the use of camp personas and exaggerated digital tropes. Secondly, they reflexively frame the phenomenon of online self-presentation, aestheticizing the “slice of life” and “personal history” posturings found on YouTube in order to better understand them. The line between self-presenter and critic is further muddied by the fact that Trecartin makes many of his videos free to download online. As video artist and YouTuber, he is interested in the same questions that Smith and Watson claim are central to automedial theory. When watching Youtube performers, they remind themselves to ask: “How is the aura of authenticity attached to an online performance constructed by a crew, which could include a camera person, sound person, director, and script-writer? Do you find this self-presentation to be sincere or to be calculated authenticity, a pose or ‘manufactured’ pseudo-individuality?” (124). Rather than setting out to identify “right” from “wrong” subjectivities, the role of both the automedia and automediality critic is to illuminate how and why subjectivity is constructed across distinct visual and verbal forms, working against the notion that subjectivity can be “an entity or essence” (Smith and Watson 125).Figure 1: Ryan Trecartin, Item Falls (2013), digital video stillGiven its literary origins, automediality is particularly relevant to Trecartin’s work because writing is so central to his methods, grounding his hyperactive self-presentations in the literary as well as the performative. According to Brian Droitcour, all of Trecartin’s formal devices, from the camerawork to the constructed sets his videos are staged in, are prefigured by the way he uses words. What appears unstructured and improvised is actually closely scripted, with Trecartin building on the legacies of conceptual poetry and flarf poetry (an early 2000s literary genre in which poetry is composed of collages of serendipitously found words and phrases online) to bring a loose sense of narrativization to his portrayals of characters and context. Consider the following excerpt from the screenplay for K-Corea INC. K (Section A) (2009)— a work which centres on a CEO named Global Korea (a pun on “career”) who presides over symbolic national characters whose surnames are also “Korea”:North America Korea: I specialize in Identity Tourism, ?Agency...I just stick HERE, and I Hop Around–HEY GLOBAL KOREA!?Identifiers: That’s Global, That’s Global, That’s GlobalFrench adaptation Korea: WHAT!?Global Korea: Guys I just Wanted to show You Your New Office!Health Care, I don’t Care, It’s All WE Care, That’s WhyWE don’t Care.THIS IS GLOBAL!Identified: AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHGlobal Korea: Global, Global !!Identified: AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHFigure 2: Ryan Trecartin, K-Corea INC. K (Section A) (2009), digital video stillTrecartin’s performers are guided by their lines, even down to the apparently random use of commas, question marks and repeated capital letters. As a consequence, what can be alienating on the page is made lively when performed, his words instilled with the over-the-top personalities of each performer. For Droitcour, Trecartin’s genius lies in his ability to use words to subliminally structure his performances. Each character makes the artist’s poetic texts—deranged and derivative-sounding Internet-speak—their own “at the moment of the utterance” (Droitcour). Wayne Koestenbaum similarly argues that voice, which Trecartin often digitally manipulates, is the “anxiety point” in his works, fixing his “retardataire” energies on the very place “where orality and literacy stage their war of the worlds” (276).This conflict that Koestenbaum describes, between orality and literacy, is constitutive of Trecartin’s automedial positioning of the self, which presents as a confluence of life narrative, screenplay, social-media posing, flarf poetry and artwork. His videos constantly criss-cross between pre-production, production and postproduction, creating content at every point along the way. This circuitousness is reflected by the many performers who are portrayed filming each other as they act, suggesting that their projected identities are entangled with the technologies that facilitate them.Trecartin’s A Family Finds Entertainment (2004)—a frenetic straight-to-camera chronicle of the coming-out of a gay teenager named Skippy (played by the artist)—was included in the 2006 Whitney Biennial, after which time his work became known around the world as an example of “postproduction” art. This refers to French curator and theorist Nicholas Bourriaud’s 2001 account of the blurring of production and consumption, following on from his 1997 theory of relational aesthetics, which became paradigmatic of critical art practice at the dawn of Web 2.0. Drawing from Marcel Duchamp and the Situationists, in Postproduction: Culture as Screenplay: How Art Reprograms the World, Bourriaud addressed new forms of citation, recycling and détournement, which he saw as influenced by digital computing, the service economies and other forms of immaterial social relations that, throughout the 1990s, transformed art from a subcultural activity to a key signifier and instrument of global capitalism.Because “word processing” was “indexed to the formal protocol of the service industry, and the image-system of the home computer […] informed and colonized from the start by the world of work” (78), Bourriaud claimed that artists at the start of the twenty-first century were responding to the semiotic networks that blur daily and professional life. Postproduction art looked like it was “issued from a script that the artist projects onto culture, considered the framework of a narrative that in turn projects new possible scripts, endlessly” (19). However, whereas the artists in Bourriaud’s publication, such as Plamen Dejanov and Philippe Parreno, made art in order to create “more suitable [social] arrangements” (76), Trecartin is distinctive not only because of his bombastic style but also his apparent resistance to socio-political amelioration.Bourriaud’s call for the elegant intertextual “scriptor” as prosumer (88)—who creatively produces and consumes, arranges and responds—was essentially answered by Trecartin with a parade of hyper-affective and needy Internet characters whose aims are not to negotiate new social terrain so much as to perform themselves crazy, competing with masses of online information, opinions and jostling identities. Against Bourriaud’s strategic prosumerism, Trecartin, in his own words, chases “a kind of natural prosumerism synonymous with existence” (471). Although his work can be read as a response to neoliberal values, unlike Bourriaud, he refuses to treat postproduction methods as tools to conciliate this situation. Instead, his scripted videos present postproduction as the lingua franca of daily life. In aiming for a “natural prosumerism,” his work rhetorically asks, in paraphrase of Berlant: “What does it mean to have a life, is it always to add up to something?” (Prosser 181). Figure 3: Ryan Trecartin, A Family Finds Entertainment (2004), digital video stillPluralist CampTrecartin’s scripts direct his performers but they are also transformed by them, his words acquiring their individualistic tics, traits and nuances. As such, his self-presentations are a long way from Frederic Jameson’s account of pastiche as a neutral practice of imitation—“a blank parody” (125) that manifests as an addiction rather than a critical judgement. Instead of being uncritically blank, we could say that Trecartin’s characters have too much content and too many affects, particularly those of the Internet variety. In Ready (Re’Search Wait’S) (2009-2010), Trecartin (playing a character named J.J. Check, who wants to re-write the U.S constitution) states at one point: “Someone just flashed an image of me; I am so sure of it. I am such as free download.” Here, pastiche turns into a performed glitch, hinting at how authentic speech can be composed of an amalgam of inauthentic sources—a scrambling of literary forms, movie one-liners, intrusive online advertising and social media jargon. His characters constantly waver between vernacular clichés and accretions of data: “My mother accused me of being accumulation posing as independent free will,” says a character from Item Falls (2013)What makes Trecartin’s video work so fascinating is that he frames what once would have been called “pastiche” and fills it with meaning, as if sincerely attuned to the paradoxes of “anti-normative” posturing contained in the term “mass individualism.” Even when addressing issues of representational politics, his dialogue registers as both authentic and insipid, as when, in CENTER JENNY (2013), a conversation about sexism being “the coolest style” ends with a woman in a bikini asking: “tolerance is inevitable, right?” Although there are laugh-out-loud elements in all of his work—often from an exaggeration of superficiality—there is a more persistent sense of the artist searching for something deeper, perhaps sympathetically so. His characters are eager to self-project yet what they actually project comes off as too much—their performances are too knowing, too individualistic and too caught up in the Internet, or other surrounding technologies.When Susan Sontag wrote in 1964 of the aesthetic of “camp” she was largely motivated by the success of Pop art, particularly that of her friend Andy Warhol. Warhol’s work looked kitsch yet Sontag saw in it a genuine love that kitsch lacks—a sentiment akin to doting on something ugly or malformed. Summoning the dandy, she claimed that whereas “the dandy would be continually offended or bored, the connoisseur of Camp is continually amused, delighted. The dandy held a perfumed handkerchief to his nostrils and was liable to swoon; the connoisseur of Camp sniffs the stink and prides himself on his strong nerves” (292).As an artistic device, camp essentially wallows in all the bad fetishisms that Frankfurt School theorists lamented of capitalism. The camp appropriator, does, however, convey himself as existing both inside and outside this low culture, communicating the “stink” of low culture in affecting ways. Sontag viewed camp, in other words, as at once deconstructive and reconstructive. In playing appearances off against essences, camp denies the self as essence only to celebrate it as performance.In line with accounts of identity in automediality and automedia theory, camp can be understood as performing within a dialectical tension between self and its representation. The camp aesthetic shows the self as discursively mediated and embedded in subjective formations that are “heterogeneous, conflictual, and intersectional” (Smith and Watson 71). Affiliated with the covert expression of hom*osexual and queer identity, the camp artist typically foregrounds art as taste, and taste as mere fashion, while at the same time he/she suggests how this approach is shaped by socio-political marginalization. For Eve Kosofsky Sedgwick, the criticality of camp is “additive and accretive” rather than oppositional; it is a surplus form that manifests as “the ‘over’-attachment to fragmentary, marginal, waste or leftover products” (149).Trecartin, who identifies as gay, parodies the excesses of digital identity while at the same time, from camp and queer perspectives, he asks us to take these identifications seriously—straight, gay, transsexual, bisexual, inter-sexual, racial, post-racial, mainstream, alternative, capitalist or anarchist. This pluralist agenda manifests in characters who speak as though everything is in quotation marks, suggesting that everything is possible. Dialogue such as “I’m finally just an ‘as if’”, “I want an idea landfill”, and “It reminds me of the future” project feelings of too much and not enough, transforming Warhol’s cool, image-oriented version of camp (transfixed by TV and supermarket capitalism) into a hyper-affective Internet camp—a camp that feeds on new life narratives, identity postures and personalities, as stimuli.In emphasising technology as intrinsic to camp self-presentation, Trecartin treats intersectionality and intermediality as if corresponding concepts. His characters, caught between youthhood and adulthood, are inbetweeners. Yet, despite being nebulous, they float free of normative ideals only in the sense that they believe everybody not only has the right to live how they want to, but to also be condemned for it—the right to intolerance going hand-in-hand with their belief in plurality. This suggests the paradoxical condition of pluralist, intersectional selfhood in the digital age, where one can position one’s identity as if between social categories while at the same time weaponizing it, in the form of identity politics. In K-Corea INC. K (Section A) (2009), Global Korea asks: “Who the f*ck is that baby sh*t-talker? That’s not one of my condiments,” which is delivered with characteristic confidence, defensiveness and with gleeful disregard for normative speech. Figure 4: Ryan Trecartin, CENTER JENNY (2013), digital video stillThe Zaniness of the Neoliberal SelfIf, as Koestenbaum claims, Trecartin’s host of characters are actually “evolving mutations of a single worldview” (275), then the worldview they represent is what Sianne Ngai calls the “hypercommodified, information saturated, performance driven conditions of late capitalism” (1). Self-presentation in this context is not to be understood so much as experienced through prisms of technological inflection, marketing spiel and pluralist interpretative schemas. Ngai has described the rise of “zaniness” as an aesthetic category that perfectly encapsulates this capitalist condition. Zany hyperactivity is at once “lighthearted” and “vehement,” and as such it is highly suited to the contemporary volatility of affective labour; its tireless overlapping of work and play, and the networking rhetoric of global interconnectedness (Ngai, 7). This is what Luc Boltanski and Eve Chiapello have termed the “connexionist” spirit of capitalism, where a successful career is measured by one’s capacity to be “always pursuing some sort of activity, never to be without a project, without ideas, to be always looking forward to, and preparing for, something along with other persons, whose encounter is the result of being always driven by the drive for activity” (Chiapello and Fairclough 192).For Ngai, the zany—epitomized by Jim Carrey’s character in Cable Guy (1996) or Wile E. Coyote from the Looney Tunes cartoons—performs first and asks questions later. As such, their playfulness is always performed in a way that could spin out of control, as when Trecartin’s humour can, in the next moment, appear psychotic. Ngai continues:What is essential to zaniness is its way of evoking a situation with the potential to cause harm or injury […]. For all their playfulness and commitment to fun, the zany’s characters give the impression of needing to labor excessively hard to produce our laughter, straining themselves to the point of endangering not just themselves but also those around them. (10)Using sinister music scores, anxiety-inducing editing and lighting that references iconic DIY horror films such as the Blair Witch Project (1999), Trecartin comically frames the anxieties and over-produced individualism of the global neoliberalist project, but in ways that one is unsure what to do with it. “Don’t look at me—look at your mother, and globalize at her,” commands Global Korea. Set in temporary (read precarious) locations that often resemble both domestic and business environments, his world is one in which young adults are incessantly producing themselves as content, as if unstable market testers run riot, on whose tastes our future global economic growth depends.Michel Foucault defined this neoliberal condition as “the application of the economic grid to social phenomena” (239). As early as 1979 he claimed that workers in a neoliberal context begin to regard the self as an “abilities-machine” (229) where they are less partners in the processes of economic exchange than independent producers of human capital. As Jodi Dean puts it, with the totalization of economic production, neoliberal processes “simultaneously promote the individual as the primary unit of capitalism and unravel the institutions of solidaristic support on which this unit depends” (32). As entrepreneurs of the self, people under neoliberalism become producers for whom socialization is no longer a byproduct of capitalist production but can be the very means through which capital is produced. With this in mind, Trecartin’s portrayal of the straight-to-camera format is less a video diary than a means for staging social auditions. His performers (or contestants), although foregrounding their individualism, always have their eyes on group power, suggesting a competitive individualism rather than the countering of normativity. Forever at work and at play, these comic-tragics are ur-figures of neoliberalism—over-connected and over-emotional self-presenters who are unable to stop, in fear they will be nothing if not performing.ConclusionPortraying a seemingly endless parade of neoliberal selves, Trecartin’s work yields a zany vision that always threatens to spin out of control. As a form of Internet-era camp, he reproduces automedial conceptions of the self as constituted and expanded by media technologies—as performative conduits between the formal and the socio-political which go both ways. This process has been described by Berlant in terms of life writing, but it applies equally to Trecartin, who, through a “performance of fantasmatic intersubjectivity,” facilitates “a performance of being” for the viewer “made possible by the proximity of the object” (Berlant 25). Inflating for both comic and tragic effect a profoundly nebulous yet weaponized conception of identity, Trecartin’s characters show the relation between offline and online life to be impossible to essentialize, laden with a mix of conflicting feelings and personas. As identity avatars, his characters do their best to be present and responsive to whatever precarious situations they find themselves in, which, due to the nature of his scripts, seem at times to have been automatically generated by the Internet itself.ReferencesBourriaud, Nicolas. Postproduction: Culture as a Screenplay: How Art Reprograms the World. New York: Lucas & Stenberg, 2001.Chiapello, E., and N. Fairclough. “Understanding the New Management Ideology: A Transdisciplinary Contribution from Critical Discourse Analysis and New Sociology of Capitalism.” Discourse and Society 13.2 (2002): 185–208.Dean, Jodi. Crowds and Party. London & New York: Verso, 2016.Droitcour, Brian. “Making Word: Ryan Trecartin as Poet.” Rhizome 27 July 2001. 18 Apr. 2015 <http://rhizome.org/editorial/2011/jul/27/making-word-ryan-trecartin-poet/>.Dünne, Jörg, and Christian Moser. Automedialität: Subjektkonstitution in Schrift, Bild und neuen Medien [Automediality: Subject Constitution in Print, Image, and New Media]. Munich: Fink, 2008.Foucault, Michel. The Birth of Biopolitics. New York: Palgrave Macmillan, 2008.Jameson, Fredric. Postmodernism, or, the Cultural Logic of Late Capitalism. Durham: Duke University Press, 1991.Kosofsky Sedgwick, Eve. Touching Feeling: Affect, Pedagogy, Performativity. Durham: Duke University Press, 2003.McLuhan, Marshall. Understanding Media: The Extensions of Man, London: Routledge and Kegan Paul, 1964.Ngai, Sianne. Our Aesthetic Categories: Zany, Cute Interesting. Cambridge: Harvard University Press, 2015.Prosser, Jay. “Life Writing and Intimate Publics: A Conversation with Lauren Berlant.” Biography 34.1 (Winter 2012): 180- 87.Rak, Julie. “Life Writing versus Automedia: The Sims 3 Game as a Life Lab.” Biography 38.2 (Spring 2015): 155-180.Schjeldahl, Peter. “Party On.” New Yorker, 27 June 2011: 84-85.Smith, Sidonie. “Virtually Me: A Toolbox about Online Self-Presentation.” Identity Technologies: Constructing the Self Online. Eds. Anna Poletti and Julie Rak. Wisconsin: University of Wisconsin Press, 2014.———, and Julia Watson. Reading Autobiography: A Guide for Interpreting Life Narratives. Minneapolis: University of Minnesota P, 2010———, and Julia Watson. Life Writing in the Long Run: Smith & Watson Autobiography Studies Reader. Ann Arbor: Michigan Publishing, 2016.Sontag, Susan. “Notes on Camp.” Against Interpretation and Other Essays. New York: Picador, 2001.Trecartin, Ryan. “Ryan Trecartin.” Artforum (Sep. 2012): 471.Wayne Koestenbaum. “Situation Hacker.” Artforum 47.10 (Summer 2009): 274-279.Winthrop-Young, Geoffrey. “Hardware/Software/Wetware.” Critical Terms for Media Studies. Eds. W.J.T. Mitchell and M. Hansen. Chicago: University of Chicago Press, 2010.

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Isakhan, Ben, Jason Nelson, and Patrick West. "creativity.com: Aladdin’s Cave or Pandora’s Box?" M/C Journal 9, no.1 (March1, 2006). http://dx.doi.org/10.5204/mcj.2589.

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At least as far back as classical Greek times, humankind has speculated over the complexities of creativity as a concept and the modes of its transmission (Madden 133-134). This paper considers what happens when our inherited conceptions of creativity collide with the World Wide Web. It concludes with a brief survey of the Creativity Resource Portal, a current on-line project managed by the authors and related to the conceptual issues raised in the body of the text. Today, creativity has moved beyond its traditional home in the rhetoric of the philosopher and the exploits of the artist to form an integral part of both the theory and practice of a myriad of disciplines. Health professionals (Dossey; Kirklin & Meakin; Meites, Bein & Shafer; Rees; Satalof), scientists (Bohn 1-3, 13-15; Culross), educators (Guilford; Sawyer; Sternberg & Williams; Wilks) and those involved in the corporate world (Forbes & Domm; Mauzy & Harriman; Robinson & Stern) all consider creativity to be a fundamental criterion by which they measure and achieve their successes. In this way, however, creativity has become something of an over-burdened signifier. Now the market is flooded with highly idealised and ever expanding models for understanding and transmitting creativity, in which the medium (transmission) strives to outdo the message (creativity itself). We are not attempting here to arbitrate between these various models with a view to providing a rank order of creativity. Instead, we want to focus on and explore the ways in which recent technological developments, primarily the internet, have been, and might be, used to transmit and facilitate new directions and expressions of creativity and the creative process itself. Although the internet has no single inventor or birth date, its origins lie in the communication system devised by the RAND corporation in the 1960s: a system designed to survive a nuclear war because it had no central point of control. To this extent, one could say that its initial egalitarianism tips towards the expression of creativity. From here, the internet evolved through various mutations, such as APRANET and Bulletin Boards, to become the World Wide Web that emerged in the 1990s. Since then, the internet has encroached further and further into our everyday lives: we buy and sell goods at sites like Amazon or E-bay, we communicate to the world via email accounts at Hotmail or Yahoo, we court potential partners at Lavalife or Okcupid, and we engage in scholarly debates on sites such as M/C – Media and Culture. The point here is that the sheer ubiquity of the internet has brought about a quiet revolution in our everyday modes of creativity. Web navigation, for example, is heavily dependent on the creativity of the user to move through virtual space, even or perhaps especially when he/she must counter the ‘point and click’ inducements of advertising and marketing strategies. Little wonder then that the emergence of creativity as a fundamental tenet for success across a wide array of disciplines, coupled with the pervasiveness of cyberspace, has led to an explosion of both the production and transmission of creativity on-line. One such development is the transmission and dissemination of already created products via the web: that is, products hijacked from the ‘real’. In its most controversial and publicized form, the creative output of musicians has become tender for trade between individuals who subscribe to programs such as Napster and Limewire. Beyond this, the internet extends ever outwards in a panoply of both solicited and pirated images and video clips of people’s creative output. Here the internet seems to move beyond the liberating potential that Benjamin saw in technology’s ability to reproduce the image (Benjamin) towards the simulacra (or hyper-real copies of the ‘real’) proposed by Baudrillard (Baudrillard). On-line creativity has not, however, been limited to the reproduction of artistic output that exists in the ‘real’. As with any practice fundamental to the expression of the human condition, creativity has found new and exciting ways to express itself on-line. For example, digital art has emerged as a serious artistic pursuit since the late 20th century. Here, a number of artists have fused their creative ability and their technological skills to generate new ways in which their creativity can be transmitted. A cyber-poet may meld both the classical poetic forms of stanza and rhyme with the language of HTML or Java to create a cyber-poem (see the work of Komninos Zervos). Visual artists such as Han Hoogerbrugge have also been able to successfully adapt their works to the digital world: Hooderbrugge converted a comic strip he wrote in the mid-1990s to a series of digital animations. As well as this, new on-line formats such as blogs have been used by a number of artists to express their creativity in new and interesting ways (see the work of Olia Lialina). Other artists have dived even further into the simulacra, preferring the aesthetic value of the code itself over the presence of images or words that might signify something in the ‘real’ (see this work by Jason Nelson). Unlike traditional art forms, these emerging digital art forms are intensively interactive and thereby encourage the creativity of their audience. By allowing the artistic product itself to be manipulated, digital artists facilitate new ways of ‘reading’ art. It is tempting then to offer the internet up as something of a creative utopia – an Aladdin’s Cave – a place where creativity, in all its manifestations, can be transmitted to the masses. However, in the final chapter of her book The Pearly Gates of Cyberspace, Margaret Wertheim discusses the notion of a ‘cyber-utopia’ and asks “Who is this cyber-utopia really going to be for?” (Wertheim 295). She goes on to point out that not only do the majority of the world’s inhabitants not have access to the internet, but that out of those who do, many are discriminated against in the virtual world because of their gender, their sexuality, their skin colour or their ethnicity. (Of course, this does not necessarily make online space any less democratic than traditional technologies such as print forms). More recently, Lawrence Lessig has taken Wertheim’s questioning of cyber-utopia to its logical dystopian antithesis in his book Free Culture. Here, Lessig agues that the internet has had a direct impact on the way that culture is made. Specifically, the control that major media conglomerates and governments have over the internet has meant that “the ordinary ways in which individuals create and share culture fall within the reach of the regulation of the law, which has expanded to draw within its control a vast amount of culture and creativity that it never reached before” (Lessig 8). Have we therefore clicked open a Pandora’s Box through our incessant attempts to get wired? All technologies are open to abuse. Cyberspace is neither Aladdin’s Cave nor Pandora’s Box but simply a work in progress. And it is on this basis that we are currently creating an online Creativity Resource Portal. This portal does not attempt to resolve immediately the many debates over the nature and transmission of creativity, nor does it set out to completely resolve the quandaries raised by creativity’s cyber manifestations. Instead, it aims, at least initially, to disseminate a broad range of knowledge about creativity – thus encouraging inter-fertilization across disciplines and practices – and also to act as a catalyst for currently unrecognized ways of creating and expressing creativity in the online world. That being said, we hope that future refined manifestations of the site will possess the characteristics of a ‘laboratory’, in which the serious issues of creative freedom and control outlined in this paper – issues of transmission in the broadest sense – might be more directly engaged with. It is through this direct virtual engagement that we hope to reach conclusions capable of extending outwards to the wider, global online environment. This might happen via experiments with new types of non-hierarchical site structures, or with the level of control given to visitors over what happens in the site. But can any structures resist the exercise of power? Can egalitarianism (cyber or otherwise) ever fully eschew borders and margins? These are the questions that challenge and excite us as managers of the CRP. References Benjamin, Walter. “The Work of Art in the Age of Mechanical Reproduction.” In Illuminations. London: Fontana, 1992. Baudrillard, Jean. The Ecstasy of Communication. New York: Semiotext(e), 1988. Bohn, David. On Creativity. London: Routledge, 1998. Culross, Rita R. “Individual and Contextual Variables among Creative Scientists: The New Work Paradigm.” Roeper Review 26.3 (2004): 126-27. Dossey, Larry. “Creativity: On Intelligence, Insight, and the Cosmic Soup.” Alternative Therapies in Health and Medicine [NLM – MEDLINE] 6.1 (2000): 12-17, 108-117. Forbes, Benjamin J., and Donald R. Domm. “Creativity and Productivity: Resolving the Conflict.” S.A.M. Advanced Management Journal 69.2 (2004): 4-11. Guilford, J. P. Intelligence, Creativity, and Their Educational Implications. San Diego: Robert R. Knapp, 1968. Kirklin, Deborah, and Richard Meakin. “Editorial: Medical Students and Arts and Humanities Research: Fostering Creativity, Inquisitiveness, and Lateral Thinking.” Journal of Medical Ethics 29.2 (2003): 103. Lessig, Lawrence. Free Culture: How Big Media Uses Technology and the Law to Lock Down Culture and Control Creativity. New York: The Penguin Press, 2004. Madden, Christopher. “Creativity and Arts Policy.” Journal of Arts Management, Law, and Society 34.2 (2004): 133-139. Mauzy, Jeff, and Richard Harriman. Creativity, Inc.: Building an Inventive Organisation. Boston: Harvard Business School Press, 2003. Meites, E., S. Bein, and A. Shafer. “Researching Medicine in Context: The Arts and Humanities Medical Scholars Program.” Journal of Medical Ethics: Medical Humanities 29 (2003): 104-108. Rees, Colin. “Celebrate Creativity.” Nursing Standard 19.14-16 (2004): 20-21. Robinson, Alan G., and Sam Stern. Corporate Creativity: How Innovation and Improvement Actually Happen. San Francisco: Berrett-Koehler Publishers, 1998. Sataloff, Robert Thayer. “Interdisciplinary Opportunities for Creativity in Medicine.” Ear, Nose & Throat Journal 77.7 (1998): 530-533. Sawyer, Keith R. “Creative Teaching: Collaborative Discussion as Disciplined Improvisation.” Educational Researcher 33.2 (2004): 12-20. Sternberg, Robert J., and Wendy M. Williams. How to Develop Student Creativity. Alexandria: Association for Supervision and Curriculum Development, 1996. Wertheim, Margaret. The Pearly Gates of Cyberspace: A History of Space from Dante to the Internet. Sydney: Doubleday, 1999. Wilks, Susan. Critical and Creative Thinking: Strategies for Classroom Inquiry. Armadale: Eleanor Curtain Publishing, 1995. Citation reference for this article MLA Style Isakhan, Ben, Jason Nelson, and Patrick West. "creativity.com: Aladdin’s Cave or Pandora’s Box?." M/C Journal 9.1 (2006). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0603/07-isakhan_nelson_west.php>. APA Style Isakhan, B., J. Nelson, and P. West. (Mar. 2006) "creativity.com: Aladdin’s Cave or Pandora’s Box?," M/C Journal, 9(1). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0603/07-isakhan_nelson_west.php>.

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Bruns, Axel. "Old Players, New Players." M/C Journal 1, no.5 (December1, 1998). http://dx.doi.org/10.5204/mcj.1729.

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If you have a look at the concert schedules around Australia (and elsewhere in the Western world) these days, you could be forgiven for thinking that you've suddenly been transported back in time: there is a procession of old players, playing (mainly) old songs. The Rolling Stones came through a while ago, as did the Eagles, Creedence Clearwater Revival's John Fogerty, and James Brown. Jimmy Page and Robert Plant played updated versions of Led Zeppelin's music, with some new songs strewn in on occasion. The Beach Boys served up a double blast from the past, touring with America ("Horse with No Name") as their opening act. Australian content in this trend is provided by the odd assortment of media darling John Farnham, ex-Grease girl Olivia Newton-John, and former Phantom of the Opera Anthony Warlow, who are touring under the unlikely name of 'The Main Event'; Australian rock legends Cold Chisel have also reformed recently, with a reunion tour to follow. On the more prestigious end of the pop mainstream, The Three Tenors have only had one concert in Australia recently, but publicity-savvy as they have proven themselves to be during the Football World Cup it's a fairly safe bet that they'll be rolling into Sydney Opera House in time for the last Olympics of this millennium, in the year 2000. Thankfully, we've so far been spared of a remaining-Beatles reunion and tour (they did release their Anthology CDs and videos, though), but it wouldn't really come as a surprise anymore. Why this wave of musical exhumations; why now? Admittedly, some of the reunions produced interesting results (Page & Plant's update of Led Zeppelin songs with world music elements comes to mind), but largely the bands involved have restricted themselves to playing old favourites or producing new music that is content with plagiarising older material, and so it's unlikely that the Beach Boys are touring, for example, because they have a strong desire to take surf music to the next level of art. A better explanation, it seems, can be found in the music industry and its structures, and in the way those structures are increasingly becoming inadequate for today's mediascape. For much of this century, popular music in the Western world -- while music itself is a global obsession, the marketing industry largely remains dominated by the West -- has come in waves: to give a broad overview, jazz was outdone by rock'n'roll, which was followed by the British invasion and the British blues revival, leading to the stadium rock of the 1970s (co-existing with disco), which in turn caused the punk revolution that fizzled out into New Wave and the new romantics, which were superseded by Alternative Rock and Britpop. Looking at this succession, it's not difficult to see that the waves have become smaller over time, though: recent styles have failed by far to reach the heights of interest and influence that earlier waves like rock'n'roll and the British invasion achieved. How many people will remember, say, Oasis in three decades; how many will The Beatles? The question seems unfair. This gradual decrease in wave amplitude over the years is directly linked to changes in the media structure in the Western world: earlier, new musical waves swept the few available channels of radio and TV to their full extent; severe bandwidth limitations forced the broadcasters to divert their entire attention to the latest trends, with no air time to be spared for the music of yesteryear. As the number of channels increased, however, so did the potential for variety; today, most cities of sufficient size at least have stations catering for listeners of classical music, over-40s easy listening, mainstream rock, and alternative rock, and perhaps there's also an open-access channel for the more obscure styles; stations for more specific tastes -- all-jazz, all-heavy metal, all-goth -- are now also viable in some cities. As new style waves come in, they might still sweep through the mainstream stations, but will only manage to cause some minor ripples amongst the less central channels. Similar trends exist among music stores, and the music press. The mainstream might remain in the middle of the musical spectrum, therefore, but it's been narrowed considerably, with more and more music fans moving over to the more specialised channels. There is now "an increasingly fragmented international marketplace of popular musics" (Campbell Robinson et al. 272). In media-rich Western nations, this trend is strengthened further by changes to the mediascape brought on by the Internet: the Net is the ultimate enpander of bandwidth, where anyone can add another channel if their needs aren't met by the existing ones. With an unlimited number of specialised channels, with fans deciding their musical diet for themselves instead of having radio DJs or music journalists do it for them, and with the continued narrowing of the mainstream as it loses more and more listeners, new waves of musical styles lose their impact almost immediately now. Whatever your specific tastes, you'll find like-minded people, specialty labels and CD retailers, perhaps even an Internet radio station -- there is now less need than ever to engage with outside trends. Whether that development is entirely desirable remains a point of debate, of course. The paradox for the big old players in the music industry is that the ongoing globalisation of their markets hasn't also led to a globalisation of musical tastes -- largely because of this exponential increase and diversification of channels. Music is a powerful instrument of community formation, and community formation implies first and foremost a drawing of boundaries to everything that isn't part of the community (Turner 2): as musical styles diversify, therefore, there are now more musical taste communities than anyone would care to list. Instead of turning to some mainstreamed, global style of music, listeners are found to turn to the local -- either to the music produced geographically local to them, or to a form of virtually local music, that is, the music of a geographically dispersed, but (through modern communications technologies) otherwise highly unified taste community (Bruns sect. 1 bite 8ff.). There certainly are more such groupings than the industry would care to cater for: the division of their resources in order to follow musical trends in a large number of separate communities is eating into the profits of the large multinationals, while small specialty labels are experiencing a resurgence (despite the major labels' attempts to discourage them). As Wallis & Malm note, "the transformation of the business side of the music industry into a number of giant concerns has not stopped small enterprises, often run by enthusiasts, from cropping up everywhere" (270). The large conglomerates are remarkably ill-prepared to deal with such a plurality of styles: everything in their structure is crying out for a unified market with few, major, and tightly controlled trends. This is where we (and the industry) return to the Beach Boys & Co., then. Partly out of a desire for the good old times when the music business was simple, partly to see if a revival of the old marketing concepts may not reverse the tide once more, the industry majors have unleashed this procession of the musical undead (with only a few notable exceptions) upon us; it is a last-stand attempt to regather the remaining few servicable battleships of the mainstream fleet to grab whatever riches are still to be found there. Judging by ticket prices alone (Page & Plant charged over A$110 per head), there still is money to be made, but these prices also indicate that such 'mainstream' acts are now largely a spectacle for well-to-do over-35s. Amongst younger audiences, the multinationals remain mostly clueless, despite a few efforts to create massively hyped, but musically lobotomised lowest-common-denominator acts, from the Spice Girls to Céline Dion or U2. Most of the acts the major industry players cling to as their main attractions have quite simply lost relevance to all but the most gullible of audiences -- in this context, the advertisment of the travelling Farnham / Newton-John / Warlow show as 'The Main Event' seems almost touching in its denial of reality. It's not like the industry hasn't tried this strategy before, of course: reacting to the fragmented musical world of the early 1970s, with styles from folk to hard rock all equally vying for a share of the audience, the labels created stadium rock -- oversized concerts of overproduced bands who eventually became alienated from their audiences, causing the radical back-to-the-roots revolution of punk. Stadium rock mark II is bound to fail even more quickly and decisively: with most of its proponents not even creating any excitement in the all-important 'young adults' market in the first place, it's the wave that wasn't, and should properly be seen as the best sign yet of the industry's loss of touch with its fragmenting market(s). It's time for new, smaller, and more mobile players to take over from the multinationals, it seems. References Bruns, Axel. "'Every Home Is Wired': The Use of Internet Discussion Fora by a Subcultural Community." 1998. 17 Dec. 1998 <http://www.uq.net.au/~zzabruns/uni/honours/thesis.php>. Campbell Robinson, Deanna, et al. Music at the Margins: Popular Music and Global Cultural Diversity. Newbury Park, Calif.: Sage, 1991. Wallis, Roger, and Krister Malm. Big Sounds from Small Peoples: The Music Industry in Small Countries. London: Constable, 1984. Turner, Graeme. "Rock Music, National Culture and Cultural Policy." Rock Music: Politics and Policy. Ed. Tony Bennett. Brisbane: Institute for Cultural Policy Studies, Griffith U, 1988. 1-6. Citation reference for this article MLA style: Axel Bruns. "Old Players, New Players: The Main Event That Isn't." M/C: A Journal of Media and Culture 1.5 (1998). [your date of access] <http://www.uq.edu.au/mc/9812/main.php>. Chicago style: Axel Bruns, "Old Players, New Players: The Main Event That Isn't," M/C: A Journal of Media and Culture 1, no. 5 (1998), <http://www.uq.edu.au/mc/9812/main.php> ([your date of access]). APA style: Axel Bruns. (1998) Old players, new players: the Main Event that isn't. M/C: A Journal of Media and Culture 1(5). <http://www.uq.edu.au/mc/9812/main.php> ([your date of access]).

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Maxwell, Richard, and Toby Miller. "The Real Future of the Media." M/C Journal 15, no.3 (June27, 2012). http://dx.doi.org/10.5204/mcj.537.

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When George Orwell encountered ideas of a technological utopia sixty-five years ago, he acted the grumpy middle-aged man Reading recently a batch of rather shallowly optimistic “progressive” books, I was struck by the automatic way in which people go on repeating certain phrases which were fashionable before 1914. Two great favourites are “the abolition of distance” and “the disappearance of frontiers”. I do not know how often I have met with the statements that “the aeroplane and the radio have abolished distance” and “all parts of the world are now interdependent” (1944). It is worth revisiting the old boy’s grumpiness, because the rhetoric he so niftily skewers continues in our own time. Facebook features “Peace on Facebook” and even claims that it can “decrease world conflict” through inter-cultural communication. Twitter has announced itself as “a triumph of humanity” (“A Cyber-House” 61). Queue George. In between Orwell and latter-day hoody cybertarians, a whole host of excitable public intellectuals announced the impending end of materiality through emergent media forms. Marshall McLuhan, Neil Postman, Daniel Bell, Ithiel de Sola Pool, George Gilder, Alvin Toffler—the list of 1960s futurists goes on and on. And this wasn’t just a matter of punditry: the OECD decreed the coming of the “information society” in 1975 and the European Union (EU) followed suit in 1979, while IBM merrily declared an “information age” in 1977. Bell theorized this technological utopia as post-ideological, because class would cease to matter (Mattelart). Polluting industries seemingly no longer represented the dynamic core of industrial capitalism; instead, market dynamism radiated from a networked, intellectual core of creative and informational activities. The new information and knowledge-based economies would rescue First World hegemony from an “insurgent world” that lurked within as well as beyond itself (Schiller). Orwell’s others and the Cold-War futurists propagated one of the most destructive myths shaping both public debate and scholarly studies of the media, culture, and communication. They convinced generations of analysts, activists, and arrivistes that the promises and problems of the media could be understood via metaphors of the environment, and that the media were weightless and virtual. The famous medium they wished us to see as the message —a substance as vital to our wellbeing as air, water, and soil—turned out to be no such thing. Today’s cybertarians inherit their anti-Marxist, anti-materialist positions, as a casual glance at any new media journal, culture-industry magazine, or bourgeois press outlet discloses. The media are undoubtedly important instruments of social cohesion and fragmentation, political power and dissent, democracy and demagoguery, and other fraught extensions of human consciousness. But talk of media systems as equivalent to physical ecosystems—fashionable among marketers and media scholars alike—is predicated on the notion that they are environmentally benign technologies. This has never been true, from the beginnings of print to today’s cloud-covered computing. Our new book Greening the Media focuses on the environmental impact of the media—the myriad ways that media technology consumes, despoils, and wastes natural resources. We introduce ideas, stories, and facts that have been marginal or absent from popular, academic, and professional histories of media technology. Throughout, ecological issues have been at the core of our work and we immodestly think the same should apply to media communications, and cultural studies more generally. We recognize that those fields have contributed valuable research and teaching that address environmental questions. For instance, there is an abundant literature on representations of the environment in cinema, how to communicate environmental messages successfully, and press coverage of climate change. That’s not enough. You may already know that media technologies contain toxic substances. You may have signed an on-line petition protesting the hazardous and oppressive conditions under which workers assemble cell phones and computers. But you may be startled, as we were, by the scale and pervasiveness of these environmental risks. They are present in and around every site where electronic and electric devices are manufactured, used, and thrown away, poisoning humans, animals, vegetation, soil, air and water. We are using the term “media” as a portmanteau word to cover a multitude of cultural and communications machines and processes—print, film, radio, television, information and communications technologies (ICT), and consumer electronics (CE). This is not only for analytical convenience, but because there is increasing overlap between the sectors. CE connect to ICT and vice versa; televisions resemble computers; books are read on telephones; newspapers are written through clouds; and so on. Cultural forms and gadgets that were once separate are now linked. The currently fashionable notion of convergence doesn’t quite capture the vastness of this integration, which includes any object with a circuit board, scores of accessories that plug into it, and a global nexus of labor and environmental inputs and effects that produce and flow from it. In 2007, a combination of ICT/CE and media production accounted for between 2 and 3 percent of all greenhouse gases emitted around the world (“Gartner Estimates,”; International Telecommunication Union; Malmodin et al.). Between twenty and fifty million tonnes of electronic waste (e-waste) are generated annually, much of it via discarded cell phones and computers, which affluent populations throw out regularly in order to buy replacements. (Presumably this fits the narcissism of small differences that distinguishes them from their own past.) E-waste is historically produced in the Global North—Australasia, Western Europe, Japan, and the US—and dumped in the Global South—Latin America, Africa, Eastern Europe, Southern and Southeast Asia, and China. It takes the form of a thousand different, often deadly, materials for each electrical and electronic gadget. This trend is changing as India and China generate their own media detritus (Robinson; Herat). Enclosed hard drives, backlit screens, cathode ray tubes, wiring, capacitors, and heavy metals pose few risks while these materials remain encased. But once discarded and dismantled, ICT/CE have the potential to expose workers and ecosystems to a morass of toxic components. Theoretically, “outmoded” parts could be reused or swapped for newer parts to refurbish devices. But items that are defined as waste undergo further destruction in order to collect remaining parts and valuable metals, such as gold, silver, copper, and rare-earth elements. This process causes serious health risks to bones, brains, stomachs, lungs, and other vital organs, in addition to birth defects and disrupted biological development in children. Medical catastrophes can result from lead, cadmium, mercury, other heavy metals, poisonous fumes emitted in search of precious metals, and such carcinogenic compounds as polychlorinated biphenyls, dioxin, polyvinyl chloride, and flame retardants (Maxwell and Miller 13). The United States’ Environmental Protection Agency estimates that by 2007 US residents owned approximately three billion electronic devices, with an annual turnover rate of 400 million units, and well over half such purchases made by women. Overall CE ownership varied with age—adults under 45 typically boasted four gadgets; those over 65 made do with one. The Consumer Electronics Association (CEA) says US$145 billion was expended in the sector in 2006 in the US alone, up 13% on the previous year. The CEA refers joyously to a “consumer love affair with technology continuing at a healthy clip.” In the midst of a recession, 2009 saw $165 billion in sales, and households owned between fifteen and twenty-four gadgets on average. By 2010, US$233 billion was spent on electronic products, three-quarters of the population owned a computer, nearly half of all US adults owned an MP3 player, and 85% had a cell phone. By all measures, the amount of ICT/CE on the planet is staggering. As investigative science journalist, Elizabeth Grossman put it: “no industry pushes products into the global market on the scale that high-tech electronics does” (Maxwell and Miller 2). In 2007, “of the 2.25 million tons of TVs, cell phones and computer products ready for end-of-life management, 18% (414,000 tons) was collected for recycling and 82% (1.84 million tons) was disposed of, primarily in landfill” (Environmental Protection Agency 1). Twenty million computers fell obsolete across the US in 1998, and the rate was 130,000 a day by 2005. It has been estimated that the five hundred million personal computers discarded in the US between 1997 and 2007 contained 6.32 billion pounds of plastics, 1.58 billion pounds of lead, three million pounds of cadmium, 1.9 million pounds of chromium, and 632000 pounds of mercury (Environmental Protection Agency; Basel Action Network and Silicon Valley Toxics Coalition 6). The European Union is expected to generate upwards of twelve million tons annually by 2020 (Commission of the European Communities 17). While refrigerators and dangerous refrigerants account for the bulk of EU e-waste, about 44% of the most toxic e-waste measured in 2005 came from medium-to-small ICT/CE: computer monitors, TVs, printers, ink cartridges, telecommunications equipment, toys, tools, and anything with a circuit board (Commission of the European Communities 31-34). Understanding the enormity of the environmental problems caused by making, using, and disposing of media technologies should arrest our enthusiasm for them. But intellectual correctives to the “love affair” with technology, or technophilia, have come and gone without establishing much of a foothold against the breathtaking flood of gadgets and the propaganda that proclaims their awe-inspiring capabilities.[i] There is a peculiar enchantment with the seeming magic of wireless communication, touch-screen phones and tablets, flat-screen high-definition televisions, 3-D IMAX cinema, mobile computing, and so on—a totemic, quasi-sacred power that the historian of technology David Nye has named the technological sublime (Nye Technological Sublime 297).[ii] We demonstrate in our book why there is no place for the technological sublime in projects to green the media. But first we should explain why such symbolic power does not accrue to more mundane technologies; after all, for the time-strapped cook, a pressure cooker does truly magical things. Three important qualities endow ICT/CE with unique symbolic potency—virtuality, volume, and novelty. The technological sublime of media technology is reinforced by the “virtual nature of much of the industry’s content,” which “tends to obscure their responsibility for a vast proliferation of hardware, all with high levels of built-in obsolescence and decreasing levels of efficiency” (Boyce and Lewis 5). Planned obsolescence entered the lexicon as a new “ethics” for electrical engineering in the 1920s and ’30s, when marketers, eager to “habituate people to buying new products,” called for designs to become quickly obsolete “in efficiency, economy, style, or taste” (Grossman 7-8).[iii] This defines the short lifespan deliberately constructed for computer systems (drives, interfaces, operating systems, batteries, etc.) by making tiny improvements incompatible with existing hardware (Science and Technology Council of the American Academy of Motion Picture Arts and Sciences 33-50; Boyce and Lewis). With planned obsolescence leading to “dizzying new heights” of product replacement (Rogers 202), there is an overstated sense of the novelty and preeminence of “new” media—a “cult of the present” is particularly dazzled by the spread of electronic gadgets through globalization (Mattelart and Constantinou 22). References to the symbolic power of media technology can be found in hymnals across the internet and the halls of academe: technologies change us, the media will solve social problems or create new ones, ICTs transform work, monopoly ownership no longer matters, journalism is dead, social networking enables social revolution, and the media deliver a cleaner, post-industrial, capitalism. Here is a typical example from the twilight zone of the technological sublime (actually, the OECD): A major feature of the knowledge-based economy is the impact that ICTs have had on industrial structure, with a rapid growth of services and a relative decline of manufacturing. Services are typically less energy intensive and less polluting, so among those countries with a high and increasing share of services, we often see a declining energy intensity of production … with the emergence of the Knowledge Economy ending the old linear relationship between output and energy use (i.e. partially de-coupling growth and energy use) (Houghton 1) This statement mixes half-truths and nonsense. In reality, old-time, toxic manufacturing has moved to the Global South, where it is ascendant; pollution levels are rising worldwide; and energy consumption is accelerating in residential and institutional sectors, due almost entirely to ICT/CE usage, despite advances in energy conservation technology (a neat instance of the age-old Jevons Paradox). In our book we show how these are all outcomes of growth in ICT/CE, the foundation of the so-called knowledge-based economy. ICT/CE are misleadingly presented as having little or no material ecological impact. In the realm of everyday life, the sublime experience of electronic machinery conceals the physical work and material resources that go into them, while the technological sublime makes the idea that more-is-better palatable, axiomatic; even sexy. In this sense, the technological sublime relates to what Marx called “the Fetishism which attaches itself to the products of labour” once they are in the hands of the consumer, who lusts after them as if they were “independent beings” (77). There is a direct but unseen relationship between technology’s symbolic power and the scale of its environmental impact, which the economist Juliet Schor refers to as a “materiality paradox” —the greater the frenzy to buy goods for their transcendent or nonmaterial cultural meaning, the greater the use of material resources (40-41). We wrote Greening the Media knowing that a study of the media’s effect on the environment must work especially hard to break the enchantment that inflames popular and elite passions for media technologies. We understand that the mere mention of the political-economic arrangements that make shiny gadgets possible, or the environmental consequences of their appearance and disappearance, is bad medicine. It’s an unwelcome buzz kill—not a cool way to converse about cool stuff. But we didn’t write the book expecting to win many allies among high-tech enthusiasts and ICT/CE industry leaders. We do not dispute the importance of information and communication media in our lives and modern social systems. We are media people by profession and personal choice, and deeply immersed in the study and use of emerging media technologies. But we think it’s time for a balanced assessment with less hype and more practical understanding of the relationship of media technologies to the biosphere they inhabit. Media consumers, designers, producers, activists, researchers, and policy makers must find new and effective ways to move ICT/CE production and consumption toward ecologically sound practices. In the course of this project, we found in casual conversation, lecture halls, classroom discussions, and correspondence, consistent and increasing concern with the environmental impact of media technology, especially the deleterious effects of e-waste toxins on workers, air, water, and soil. We have learned that the grip of the technological sublime is not ironclad. Its instability provides a point of departure for investigating and criticizing the relationship between the media and the environment. The media are, and have been for a long time, intimate environmental participants. Media technologies are yesterday’s, today’s, and tomorrow’s news, but rarely in the way they should be. The prevailing myth is that the printing press, telegraph, phonograph, photograph, cinema, telephone, wireless radio, television, and internet changed the world without changing the Earth. In reality, each technology has emerged by despoiling ecosystems and exposing workers to harmful environments, a truth obscured by symbolic power and the power of moguls to set the terms by which such technologies are designed and deployed. Those who benefit from ideas of growth, progress, and convergence, who profit from high-tech innovation, monopoly, and state collusion—the military-industrial-entertainment-academic complex and multinational commandants of labor—have for too long ripped off the Earth and workers. As the current celebration of media technology inevitably winds down, perhaps it will become easier to comprehend that digital wonders come at the expense of employees and ecosystems. This will return us to Max Weber’s insistence that we understand technology in a mundane way as a “mode of processing material goods” (27). Further to understanding that ordinariness, we can turn to the pioneering conversation analyst Harvey Sacks, who noted three decades ago “the failures of technocratic dreams [:] that if only we introduced some fantastic new communication machine the world will be transformed.” Such fantasies derived from the very banality of these introductions—that every time they took place, one more “technical apparatus” was simply “being made at home with the rest of our world’ (548). Media studies can join in this repetitive banality. Or it can withdraw the welcome mat for media technologies that despoil the Earth and wreck the lives of those who make them. In our view, it’s time to green the media by greening media studies. References “A Cyber-House Divided.” Economist 4 Sep. 2010: 61-62. “Gartner Estimates ICT Industry Accounts for 2 Percent of Global CO2 Emissions.” Gartner press release. 6 April 2007. ‹http://www.gartner.com/it/page.jsp?id=503867›. Basel Action Network and Silicon Valley Toxics Coalition. Exporting Harm: The High-Tech Trashing of Asia. Seattle: Basel Action Network, 25 Feb. 2002. Benjamin, Walter. “Central Park.” Trans. Lloyd Spencer with Mark Harrington. New German Critique 34 (1985): 32-58. Biagioli, Mario. “Postdisciplinary Liaisons: Science Studies and the Humanities.” Critical Inquiry 35.4 (2009): 816-33. Boyce, Tammy and Justin Lewis, eds. Climate Change and the Media. New York: Peter Lang, 2009. Commission of the European Communities. “Impact Assessment.” Commission Staff Working Paper accompanying the Proposal for a Directive of the European Parliament and of the Council on Waste Electrical and Electronic Equipment (WEEE) (recast). COM (2008) 810 Final. Brussels: Commission of the European Communities, 3 Dec. 2008. Environmental Protection Agency. Management of Electronic Waste in the United States. Washington, DC: EPA, 2007 Environmental Protection Agency. Statistics on the Management of Used and End-of-Life Electronics. Washington, DC: EPA, 2008 Grossman, Elizabeth. Tackling High-Tech Trash: The E-Waste Explosion & What We Can Do about It. New York: Demos, 2008. ‹http://www.demos.org/pubs/e-waste_FINAL.pdf› Herat, Sunil. “Review: Sustainable Management of Electronic Waste (e-Waste).” Clean 35.4 (2007): 305-10. Houghton, J. “ICT and the Environment in Developing Countries: Opportunities and Developments.” Paper prepared for the Organization for Economic Cooperation and Development, 2009. International Telecommunication Union. ICTs for Environment: Guidelines for Developing Countries, with a Focus on Climate Change. Geneva: ICT Applications and Cybersecurity Division Policies and Strategies Department ITU Telecommunication Development Sector, 2008. Malmodin, Jens, Åsa Moberg, Dag Lundén, Göran Finnveden, and Nina Lövehagen. “Greenhouse Gas Emissions and Operational Electricity Use in the ICT and Entertainment & Media Sectors.” Journal of Industrial Ecology 14.5 (2010): 770-90. Marx, Karl. Capital: Vol. 1: A Critical Analysis of Capitalist Production, 3rd ed. Trans. Samuel Moore and Edward Aveling, Ed. Frederick Engels. New York: International Publishers, 1987. Mattelart, Armand and Costas M. Constantinou. “Communications/Excommunications: An Interview with Armand Mattelart.” Trans. Amandine Bled, Jacques Guot, and Costas Constantinou. Review of International Studies 34.1 (2008): 21-42. Mattelart, Armand. “Cómo nació el mito de Internet.” Trans. Yanina Guthman. El mito internet. Ed. Victor Hugo de la Fuente. Santiago: Editorial aún creemos en los sueños, 2002. 25-32. Maxwell, Richard and Toby Miller. Greening the Media. New York: Oxford University Press, 2012. Nye, David E. American Technological Sublime. Cambridge, Mass.: MIT Press, 1994. Nye, David E. Technology Matters: Questions to Live With. Cambridge, Mass.: MIT Press. 2007. Orwell, George. “As I Please.” Tribune. 12 May 1944. Richtel, Matt. “Consumers Hold on to Products Longer.” New York Times: B1, 26 Feb. 2011. Robinson, Brett H. “E-Waste: An Assessment of Global Production and Environmental Impacts.” Science of the Total Environment 408.2 (2009): 183-91. Rogers, Heather. Gone Tomorrow: The Hidden Life of Garbage. New York: New Press, 2005. Sacks, Harvey. Lectures on Conversation. Vols. I and II. Ed. Gail Jefferson. Malden: Blackwell, 1995. Schiller, Herbert I. Information and the Crisis Economy. Norwood: Ablex Publishing, 1984. Schor, Juliet B. Plenitude: The New Economics of True Wealth. New York: Penguin, 2010. Science and Technology Council of the American Academy of Motion Picture Arts and Sciences. The Digital Dilemma: Strategic Issues in Archiving and Accessing Digital Motion Picture Materials. Los Angeles: Academy Imprints, 2007. Weber, Max. “Remarks on Technology and Culture.” Trans. Beatrix Zumsteg and Thomas M. Kemple. Ed. Thomas M. Kemple. Theory, Culture [i] The global recession that began in 2007 has been the main reason for some declines in Global North energy consumption, slower turnover in gadget upgrades, and longer periods of consumer maintenance of electronic goods (Richtel). [ii] The emergence of the technological sublime has been attributed to the Western triumphs in the post-Second World War period, when technological power supposedly supplanted the power of nature to inspire fear and astonishment (Nye Technology Matters 28). Historian Mario Biagioli explains how the sublime permeates everyday life through technoscience: "If around 1950 the popular imaginary placed science close to the military and away from the home, today’s technoscience frames our everyday life at all levels, down to our notion of the self" (818). [iii] This compulsory repetition is seemingly undertaken each time as a novelty, governed by what German cultural critic Walter Benjamin called, in his awkward but occasionally illuminating prose, "the ever-always-the-same" of "mass-production" cloaked in "a hitherto unheard-of significance" (48).

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Kangas, Sonja. "From Haptic Interfaces to Man-Machine Symbiosis." M/C Journal 2, no.6 (September1, 1999). http://dx.doi.org/10.5204/mcj.1787.

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Until the 1980s research into computer technology was developing outside of a context of media culture. Until the 1970s the computer was seen as a highly effective calculator and a tool for the use in government, military and economic life. Its popular image from the 1940s to 1950s was that of a calculator. At that time the computer was a large machine which only white lab-coated engineers could understand. The computer was studied as a technical instrument, not from the viewpoint of the user. The peculiar communication between the user -- engineers at this point -- and the machine was described in caricatures like those in Electric Media (Brown & Marks 100). Many comics handled the issue of understanding. In one cartoon one engineer asks another: "Do you ever feel that it is trying to tell us something?" And in Robert Sherman Townes's novel "Problem of Emmy", the computer (Emmy) acts out of control and prints the words: "WHO AM I WHO AM I WHO AM I?". In these examples the man-machine relationship was taken under consideration, but the attitude towards the relationship was that of a master-tool way. The user was pronouncedly in control and the machine just a passive tool. After the 1980s the image of the computer was turning into that of a playful toy and a game machine, thanks to the game houses' and marketing departments' efforts. Suddenly the player was playing with the computer, and even fairly often got beaten by it. That definitely raises feelings towards the machine! The playing situation was so intensive that the player did not often pay any attention to the interface, and the roles were not so clear anymore. This was a step towards the idea of natural communication between human and machine. Later science fiction influenced depictions of virtual reality, and haptic interfaces mediated the ideas into reality. In this paper I will discuss the man-machine relationship from the viewpoint of interface design. My expertise is in electronic games, and thus I will use examples from the game industry. This paper is a sidetrack of RAID -- Research of Adaptive User Interface Design, which was going on at the University of Lapland, Finland in 1995-1999. The RAID project was about research into adaptive interface design from the viewpoint of media archaeology, electronic games, toys and media art. Early Visions Already in the 1960s, MIT professor J.C.R. Licklider wrote about man-machine symbiosis. He saw that "man machine symbiosis is an expected development in cooperative interaction between men and electronic computers". He believed that it would lead to a new kind of cooperative partnership between man and machine (9). Licklider's visions are important, because the relationship between man and machine was seen generally differently at those days. At the time of the first mainframe computers in the 1940s, man and machine were seen as separate entities from the viewpoint of data processing. The operator put in data to the machine, which processed it by its own language which only the machine and very few engineers could understand. Fear -- a fearful affection -- has affected the development of machines and the idea of man-machine relationships throughout the decades. One reason for this is that the ordinary person had no contact to the computer. That has led to fears that when cooperating with the machine, the user will become enslaved by it, or sucked into it, as in Charlie Chaplin's film Modern Times (1936). The machine captivates its user's body, punishes it and makes its movement impossible at the end. Or the machine will keep the body's freedom, but adapt its functions to work by the automatic rhythm: the human body will be subordinated to the machine or made a part of it. What Is the Interface? In reality there still is a mediator between the user and the machine: the interface. It is a connector -- a boundary surface -- that enables the user to control the machine. There has been no doubt who is in charge of whom, but the public image of the machine is changing from "computer as a tool" to "computer as an entertainment medium". That is also changing the somewhat fearful relationship to the computer, because such applications place the player much more intensively immersed in the game world. The machine as a tool does not lose its meaning but its functionality and usability are being developed towards more entertainment-like attributes. The interface is an environment and a structural system that consists of the physical machine, a virtual programming environment, and the user. The system becomes perfect when all its parts will unite as a functional, interactive whole. Significant thresholds will arise through the hapticity of the interface, on one hand questioning the bodily relationship between user and machine and on the other hand creating new ways of being with the machine. New haptic (wearable computing) and spatial (sensors in a reactive space) interfaces raise the question of man-machine symbiosis from a new perspective. Interfaces in a Game World In games the man-machine relationship is seen with much less emotion than when using medical applications, for example. The strength of electronic games is in the goal-oriented interaction. The passivity of older machines has been replaced by the information platform where the player's actions have an immediate effect in the virtual world. The player is already surrounded by the computer: at home sitting by the computer holding a joystick and in the arcades sometimes sitting inside the computer or even being tied up with the computer (as in gyroscope VR applications). The symbiosis in game environments is essential and simple. During the 1980s and 1990s a lot of different virtual reality gear variants were developed in the "VR boom". Some systems were more or less masked arcade game machines that did not offer any real virtuality. Virtuality was seen as a new way of working with a machine, but most of the applications did not support the idea far enough. Neither did the developers pay attention to interface design nor to new ways of experiencing and feeling pleasure through the machine. At that time the most important thing was to build a plausible "virtual reality system". Under the futuristic cover of the machine there was usually a PC and a joystick or mouse. Usually a system could easily be labelled as a virtual theater, a dome or a cabin, which all refer to entertainment simulators. At the beginning of the 1990s, data glasses and gloves were the most widely used interfaces within the new interaction systems. Later the development turned from haptic interfaces towards more spatial ideas -- from wearable systems to interaction environments. Still there are only few innovative applications available. One good example is Vivid Group's old Mandala VR system which was later in the 1990s developed further to the Holopod system. It has been promoted as the interface of the future and new way of being with the computer. As in the film Modern Times so also with Holopod the player is in a way sucked inside the game world. But this time with the user's consent. Behind the Holopod is Vivid Group's Mandala VGC (Video Gesture Control) technology which they have been developing since 1986. The Mandala VGC system combines real time video images of the player with the game scene. The player in the real world is the protagonist in the game world. So the real world and the game world are united. That makes it possible to sense the real time movement as well as interaction between the platform and the player. Also other manufacturers like American Holoplex has developed similar systems. Their system is called ThunderCam. Like Konami's Dance Dance Revolution, it asks heavy physical involvement in the Street Fighter combat game. Man-Man and Man-Machine Cooperation One of the most important elements in electronic games has been reaction ability. Now the playing is turning closer to a new sport. Different force feedback systems combined with haptic interfaces will create much more diverse examples of action. For example, the Japanese Konami corporation has developed a haptic version of a popular Playstation dance game where karaoke and an electronic version of the Twister game are combined. Besides new man-machine cooperative applications, there are also under development some multi-user environments where the user interacts with the computer-generated world as well as with other players. The Land of Snow and Ice has been under development for about a year now in the University of Lapland, Finland. It is a tourism project that is supposed to be able to create a sensation of the arctic environment throughout the year. Temperature and atmosphere are created with the help of refrigerating equipment. In the space there are virtual theatre and enhanced ski-doo as interfaces. The 3-D software makes the sensation very intense, and a hydraulic platform extends the experience. The Land of Snow and Ice is interesting from the point of view of the man-machine relationship in the way that it brings a new idea to the interface design: the use of everyday objects as interfaces. The machine is "hidden" inside an everyday object and one is interacting and using the machine in a more natural way. For example, the Norwegian media artist Stahl Stenslie has developed "an 'intelligent' couch through which you communicate using your body through tactile and visual stimuli". Besides art works he has also talked about new everyday communication environments, where the table in a café could be a communication tool. One step towards Stenslie's idea has already become reality in Lasipalatsi café in Helsinki, Finland. The tables are good for their primary purpose, but you can also surf the Internet and read your e-mail with them, while drinking your tea. These kind of ideas have also been presented within 'intelligent home' speculations. Intelligent homes have gained acceptance and there are already several intelligent homes in the world. Naturally there will always be opposition, because the surface between man and machine is still a very delicate issue. In spite of this, I see such hom*ogeneous countries as Finland, for example, to be a good testing ground for a further development of new man-machine interaction systems. Pleasure seems to be one of the key words of the future, and with the new technology, one can make everyday routines easier, pleasure more intense and the Internet a part of social communication: within the virtual as well as in real world communities. In brief, I have introduced two ideas: using games as a testing ground, and embedding haptic and spatial interfaces inside everyday objects. It is always difficult to predict the future and there are always at least technology, marketing forces, popular culture and users that will affect what the man-machine relationship of the future will be like. I see games and game interfaces as the new developing ground for a new kind of man-machine relationship. References Barfield, W., and T.A. Furness. Virtual Environments and Advanced Interface Design. New York: Oxford UP, 1995. Brown, Les, and Sema Marks. Electric Media. New York: Hargrove Brace Jovanovich, 1974. Burdea, G., and P. Coiffet. Virtual Reality Technology. New York: John Wiley and Sons, 1994. Greelish, David. "Hictorically Brewed Magazine. A Retrospective." Classic Computing. 1 Sep. 1999 <http://www.classiccomputing.com/mag.php>. Huhtamo, Erkki. "Odottavasta Operaattorista Kärsimättömäksi Käyttäjäksi. Interaktiivisuuden Arkeologiaa." Mediaevoluutiota. Eds. Kari Hintikka and Seppo Kuivakari. Rovaniemi: U of Lapland P, 1997. Jones, Steve, ed. Virtual Culture: Identity and Communication in Cybersociety. Thousand Oaks, Calif.: Sage, 1997. Kuivakari, Seppo, ed. Keholliset Käyttöliittymät. Helsinki: TEKES, 1999. 1 Sep. 1999 <http://media.urova.fi/~raid>. Licklider, J.C.R. "Man-Computer Symbiosis." 1960. 1 Sep. 1999 <http://memex.org/licklider.pdf>. Picard, Rosalind W. Affective Computing. Cambridge, Mass.: MIT P, 1997. "Return of the Luddites". Interview with Kirkpatrick Sale. Wired Magazine June 1995. Stenslie, Stahl. Artworks. 1 Sep. 1999 <http://sirene.nta.no/stahl/>. Citation reference for this article MLA style: Sonja Kangas. "From Haptic Interfaces to Man-Machine Symbiosis." M/C: A Journal of Media and Culture 2.6 (1999). [your date of access] <http://www.uq.edu.au/mc/9909/haptic.php>. Chicago style: Sonja Kangas, "From Haptic Interfaces to Man-Machine Symbiosis," M/C: A Journal of Media and Culture 2, no. 6 (1999), <http://www.uq.edu.au/mc/9909/haptic.php> ([your date of access]). APA style: Sonja Kangas. (1999) From haptic interfaces to man-machine symbiosis. M/C: A Journal of Media and Culture 2(6). <http://www.uq.edu.au/mc/9909/haptic.php> ([your date of access]).

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Jarrett, Kylie. "Ordering Disorder." M/C Journal 7, no.6 (January1, 2005). http://dx.doi.org/10.5204/mcj.2476.

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Central within the discourses that have surrounded the commercial internet during its emergence has been an underlying promise of disorder. The claims for consumer empowerment with which e-commerce was promoted and discussed within industry and academic literature (Flamberg; Gates; Horton; Levine et al. for instance), coupled with recurring claims that the emergence of e-commerce was as profound a shift as that occasioned by the Industrial Revolution (Dancer; Sullivan; Lynch for instance), established an underlying sense of chaotic upheaval – a clear and present danger to the established order. And on the surface it would appear as if the commercial internet does serve as a challenge to established authority. User interfaces function by offering a degree of autonomy and informal control to the user. However, the infrastructure supporting e-commerce is multi-layered. It is here that the friendly interface cedes to a vast data structure: an ordered and ordering database. Using an August 2002 sample of the corporate portal ninemsn extensively analysed as part of a broader PhD project, this paper explores the tension between front end disorder and back end order. Its goal is to indicate how the surface forms of this site are superimposed on a machinery which orders, or perhaps disciplines, consumer activity. The ninemsn Interface The ninemsn website is typified by a dominance of written text over graphic images. It is constituted primarily by complex noun phrases (the most commonly occurring utterance type) followed by imperative formations. Less often used are statements and interrogatives. The preponderance of noun phrases is readily explained by the metafunction of these utterances as hypertext anchors. Content analyses conducted by Haas and Grams indicate a typical use of noun phrases as anchor text on websites. But it is the fact that all of the phrase types are used on the ninemsn website as hypertext which renders the distinction between utterance types redundant. Despite their different surface forms, the status of the utterances as hypertext anchors makes them similar in terms of function. All of the utterances become actionable, open to activation and engagement by the consumer, thereby challenging their function as direct commands or statements. By inviting the act of linking, hypertext presupposes that there is ‘something else’ which lies behind those pieces of text. They are, therefore, never merely utterances which can be interpreted solely at their surface but are marked by the immanent existence of what Chomsky calls deep structure, layers of significance beyond that revealed in the surface form. None of the linguistic features previously identified is therefore a simple utterance. Each has an alternative form and function by virtue of the fact that it is constituted within a logic of hypertext. On ninemsn all the utterances have the performative (illocutionary) force (Austin) of offers. The surface forms can be read as the result of a transformation (Chomsky) of this underlying linguistic structure. The base form best associated with a commercial institution operating within a hypertextual medium is the interrogative “would you like …?” Consequently, the noun phrase “Bust-shaping bodysuit” (ninemsn Home Page 12 Aug 2002) is a transformation of the underlying interrogative “Would you like a bust-shaping bodysuit?”, or the humble statement “I [ninemsn] offer you [the user] a bust-shaping bodysuit”. But what is significant is that for the site to make sense and serve as something other than a random collection of statements and imperatives, this underlying form must be recovered by the user. And it would be a naïve user indeed who did not recognise the polite offers of hypertext which underpin the commands appearing at the surface of the ninemsn website. These transformative effects mitigate the power, or control, being obviously exerted by the company over the user’s experience of ninemsn. Firstly they do this by transforming commands and bold declaratives into polite inquiries. But the very nature of hypertext alone works to this end. As Miles has argued, the illocutionary force of hypertext, in this case the act of offering, is contained within the relationship between anchor text and the destination site. “It is not in the nodes that hypertext ‘happens’, but in the causal connections and pathways made between nodes” (Miles “Cinematic Paradigms” n.pag.). Thus, for Miles, what becomes important in a hypertextual document is the ‘event of connection’ (“Hypertext Structure” n.pag.) – an act performed by the user. Thus, hypertext and the performative power it extends to the statements on the ninemsn website, make the user the key active agent in the determination of meaning on the site rather than the company. By denying control of the site, both in the form of user activated hypertext and through the underlying invitational nature of its utterances, ninemsn opens itself to random and chaotic interaction. It becomes a site not for the direct and strict ordering of users – neither in the form of direct imperatives nor in the form of control of practice. Rather it is a site for the de-control of user activity. The interactivity enabled by hypertext here becomes a tool for disorder. The ninemsn Database However thus far we have only examined the surface structures of the site, the user-friendly interface of the corporate entity that is ninemsn. Below this lies the infrastructure of the site: the database. ninemsn is a database in two senses. Firstly it is a collection of sites, pages, and links which cohere under the ninemsn brand umbrella. Pages which are marked with the ninemsn brand, and to which links are directly offered from the site, do not constitute the entire World Wide Web. This occurs despite the site’s description as a portal implying that it functions as a window onto the system. At this level, ninemsn can be conceived as a particular ordering through selection and collation of the information system that is the Web. But it is also an active ordering of the activities of the user. By only offering a limited set of links to strategic partners, and offering paid listings foremost in its Web-wide search function, the site delimits the autonomy which it appears to offer at the hypertextual interface. At the level of the database, it becomes an attenuated autonomy, ordered by strategic hyperlinking (Jackson). But ninemsn is also a database of consumers and consumer traffic patterns which are then onsold to advertisers and strategic partners. The site invites users to personalise the interface by entering preferences which effectively expose their consumer behaviour. They are offered memberships which result in extra rewards but involve filling in a proforma listing personal details remarkably similar to the demographic information the site offers advertisers about its consumers. By entering data into the system in these ways – a voluntary act of choice lured by the personalisation options it enables – the consumer becomes ordered. Online consumer activity here becomes organised into a set of pre-ordained fields which constitute that user for the purposes of that transaction (Poster). They become known, not through the self-directed, disorderly conduct of surfing, but through the pre-defined and orderly fields of the marketing database. This effect can be traced further in the commercial Web. By similarly mapping the behaviours of users, cookies and other forms of more passively activated ‘spyware’ also reduce the behaviour of users to pre-constituted fields of value. As the consumer interacts with the system following the polite invitations of hypertext, the system orders this trail into valuable marketing data. Thus, it is the same hypertext which offers the illusion of autonomy at the site interface which enables the increasing surveillance and ordering of consumers at the lower levels of the database. Interactivity as an Ordering Practice Interactivity and its e-commerce companion, the promise of personalisation, here become disciplining practices, seductively drawing the consumer further into the ordering machinery of the site. They encourage the user to submit more and more of their Self – their interests, the trajectory of their logic – to the ordering gaze of the market. Using Virilio’s terms, we can therefore understand interactivity in e-commerce as both an accelerator and a brake on human movement, in this instance the movement of hypertext as the manifestation of individual choice. It is both a technology which ‘empowers’ the user to move in their personally determined disordered fashion, mimicking the radical potential of dynamic bodies, and a delimiting of that potential into the regimented service of commerce. But this is not to argue that consumers necessarily accept this role, nor to imply any (over)- determining role for hypertextual environments. Foucault himself recognises the immanent potential for resistance within any disciplining practice. It is however, to point to the ordered disordering that constitutes the new media environment, particularly in its commercial forms. Like Featherstone on consumer culture we can read interactive media as a site for the ‘controlled de-control’ of emotion. We can see it as a site where disorder is not necessarily the weapon of the revolutionary or the radical, but is also, and simultaneously, in the service of the order it ostensibly challenges. References Austin, J.L. How to Do Things with Words: The William James Lectures Delivered at Harvard University in 1955. 2nd edition. Eds. J.O. Urmson and Marina Sbisa. Oxford: Clarendon Press, 1975. Chomsky, Noam. Aspects of the Theory of Syntax. Cambridge, Massachusetts: MIT Press, 1965. Dancer, Helen. “Riding the Storm”. The Bulletin 1 Feb 2000: 64-5. Featherstone, Mike. Consumer Culture and Postmodernism. London: Sage, 1991. Flamberg, Danny. “Understanding the Empowered E-Consumer”. iMarketing News 1.9 (19 Nov 1999): 32. Foucault, Michel. The Will to Knowledge: The History of Sexuality, Vol. 1. Harmondsworth: Penguin, 1998. Trans. Robert Hurley. Originally published 1976. Gates, Bill, with Nathan Myhrvold and Peter Rinearson. The Road Ahead. Revised edition. London: Penguin Books, 1996. Originally published 1995. Haas, Stephanie W., and Erika S. Grams. “Page and Link Classifications: Connecting Diverse Resources”. Proceedings of the Third ACM Conference on Digital Libraries, Pittsburgh, Pennsylvania, USA, 1998: 99-107. 2 Oct 2002 http://portal.acm.org>. Haas, Stephanie W., and Erika S. Grams. “Readers, Authors and Page Structure: A Discussion of Four Questions Arising from a Content Analysis of Web Pages.” Journal of the American Society for Information Science 51.2 (2000): 181-92. Horton, Matthew. “The Internet and the Empowered Consumer: From the Scarcity of the Commodity to the Multiplicity of Subjectivities.” Media International Australia 91 (May 1999): 111-23. Jackson, Michele H. “Assessing the Structure of Communication on the World Wide Web”. Journal of Computer-Mediated Communication 3.1 (Jun 1997). 8 Aug 2002 http://www.ascusc.org/jcmc/> Levine, Rick, Christopher Locke, Doc Searls and David Weinberger. The Cluetrain Manifesto: The End of Business as Usual. South Yarra: Hardie Grant Books, 2000. Lynch, Adrian. “Revolution Gives Power to Consumers.” The Australian 30 May 2000: IT section 17. Miles, Adrian. “Cinematic Paradigms for Hypertext.” Presented at Digital Arts & Culture conference, Bergen, Norway, 26-28 Nov 1998. 3 Oct 2002 http://cmc.uib.no/dac98/> Miles, Adrian. “Hypertext Structure as the Event of Connection.” Journal of Digital Information 2.3 (2002). Originally presented at ACM Hyperlink 2001 conference in Aarhus, Denmark. 5 Sep 2002 http://jodi.ecs.soton.ac.uk>. Poster, Mark. The Second Media Age. Cambridge: Polity Press, 1995. Sullivan, Andrew. “Dotcommo e-Volution”. The Australian 19 Jun 2000: 40. Virilio, Paul. Speed and Politics: Essays on Dromology. New York: Semiotext(e), 1986. Trans. Mark Polizzotti. Originally published 1977. Citation reference for this article MLA Style Jarrett, Kylie. "Ordering Disorder: ninemsn, Hypertext and Databases." M/C Journal 7.6 (2005). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0501/07-jarrett.php>. APA Style Jarrett, K. (Jan. 2005) "Ordering Disorder: ninemsn, Hypertext and Databases," M/C Journal, 7(6). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0501/07-jarrett.php>.

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Stockwell, Stephen. "Theory-Jamming." M/C Journal 9, no.6 (December1, 2006). http://dx.doi.org/10.5204/mcj.2691.

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“The intellect must not only desire surreptitious delights; it must become completely free and celebrate Saturnalia.” (Nietzsche 6) Theory-jamming suggests an array of eclectic methods, deployed in response to emerging conditions, using traditional patterns to generate innovative moves, seeking harmony and syncopation, transparent about purpose and power, aiming for demonstrable certainties while aware of their own provisional fragility. In this paper, theory-jamming is suggested as an antidote for the confusion and disarray that typifies communication theory. Communication theory as the means to conceptualise the transmission of information and the negotiation of meaning has never been a stable entity. Entrenched divisions between ‘administrative’ and ‘critical’ tendencies are played out within schools and emerging disciplines and across a range of scientific/humanist, quantitative/qualitative and political/cultural paradigms. “Of course, this is only the beginning of the mischief for there are many other polarities at play and a host of variations within polar contrasts” (Dervin, Shields and Song). This paper argues that the play of contending schools with little purchase on each other, or anything much, has turned meta-discourse about communication into an ontological spiral. Perhaps the only way to ride out this storm is to look towards communication practices that confront these issues and appreciate their theoretical underpinnings. From its roots in jazz and blues to its contemporary manifestations in rap and hip-hop and throughout the communication industries, the jam (or improvised reorganisation of traditional themes into new and striking patterns) confronts the ontological spiral in music, and life, by taking the flotsam flung out of the spiral to piece together the means to transcend the downward pull into the abyss. Many pretenders have a theory. Theory abounds: language theory, number theory, game theory, quantum theory, string theory, chaos theory, cyber-theory, queer theory, even conspiracy theory and, most poignantly, the putative theory of everything. But since Bertrand Russell’s unsustainable class of all classes, Gödel’s systemically unprovable propositions and Heisenberger’s uncertainty principle, the propensity for theories to fall into holes in themselves has been apparent. Nowhere is this more obvious than in communication theory where many schools contend without actually connecting to each other. From the 1930s, as the mass media formed, there have been administrative and critical tendencies at war in the communication arena. Some point to the origins of the split in the Institute of Social Research’s Radio Project where pragmatic sociologist, Paul Lazarsfeld broke with Frankfurt School critical theorist, Theodor Adorno over the quality of data. Lazarsfeld was keen to produce results while Adorno complained the data over-simplified the relationship between mass media and audiences (Rogers). From this split grew the twin disciplines of mass communication (quantitative, liberal, commercial and lost in its obsession with the measurement of minor media effects) and cultural/media studies (qualitative, post-Marxist, radical and lost in simulacra of their own devising). The complexity of interactions between these two disciplines, with the same subject matter but very different ways of thinking about it, is the foundation of the ontological black hole in communication theory. As the disciplines have spread out across universities, professional organizations and publishers, they have been used and abused for ideological, institutional and personal purposes. By the summer of 1983, the split was documented in a special issue of the Journal of Communication titled “Ferment in the Field”. Further, professional courses in journalism, public relations, marketing, advertising and media production have complex relations with both theoretical wings, which need the student numbers and are adept at constructing and defending new boundaries. The 90s saw any number ‘wars’: Journalism vs Cultural Studies, Cultural Studies vs Cultural Policy Studies, Cultural Studies vs Public Relations, Public Relations vs Journalism. More recently, the study of new communication technologies has led to a profusion of nascent, neo-disciplines shadowing, mimicking and reacting with old communication studies: “Internet studies; New media studies; Digital media studies; Digital arts and culture studies; Cyberculture studies; Critical cyberculture studies; Networked culture studies; Informatics; Information science; Information society studies; Contemporary media studies” (Silver & Massanari 1). As this shower of cyberstudies spirals by, it is further warped by the split between the hard science of communication infrastructure in engineering and information technology and what the liberal arts have to offer. The early, heroic attempt to bridge this gap by Claude Shannon and, particularly, Warren Weaver was met with disdain by both sides. Weaver’s philosophical interpretation of Shannon’s mathematics, accommodating the interests of technology and of human communication together, is a useful example of how disparate ideas can connect productively. But how does a communications scholar find such connections? How can we find purchase amongst this avalanche of ideas and agendas? Where can we get the traction to move beyond twentieth century Balkanisation of communications theory to embrace the whole? An answer came to me while watching the Discovery Channel. A documentary on apes showed them leaping from branch to branch, settling on a swaying platform of leaves, eating and preening, then leaping into the void until they make another landing, settling again… until the next leap. They are looking for what is viable and never come to ground. Why are we concerned to ground theory which can only prove its own impossibility while disregarding the certainty of what is viable for now? I carried this uneasy insight for almost five years, until I read Nietzsche on the methods of the pre-Platonic philosophers: “Two wanderers stand in a wild forest brook flowing over rocks; the one leaps across using the stones of the brook, moving to and fro ever further… The other stands there helplessly at each moment. At first he must construct the footing that can support his heavy steps; when this does not work, no god helps him across the brook. Is it only boundless rash flight across great spaces? Is it only greater acceleration? No, it is with flights of fantasy, in continuous leaps from possibility to possibility taken as certainties; an ingenious notion shows them to him, and he conjectures that there are formally demonstrable certainties” (Nietzsche 26). Nietzsche’s advice to take the leap is salutary but theory must be more than jumping from one good idea to the next. What guidance do the practices of communication offer? Considering new forms that have developed since the 1930s, as communication theory went into meltdown, the significance of the jam is unavoidable. While the jam session began as improvised jazz and blues music for practice, fellowship and fun, it quickly became the forum for exploring new kinds of music arising from the deconstruction of the old and experimentation with technical, and ontological, possibilities. The jam arose as a spin-off of the dance music circuit in the 1930s. After the main, professional show was over, small groups would gather together in all-night dives for informal, spontaneous sessions of unrehearsed improvisation, playing for their own pleasure, “in accordance with their own esthetic [sic] standards” (Cameron 177). But the jam is much more than having a go. The improvisation occurs on standard melodies: “Theoretically …certain introductions, cadenzas, clichés and ensemble obbligati assume traditional associations (as) ‘folkways’… that are rarely written down but rather learned from hearing (“head jobs”)” (Cameron 178-9). From this platform of tradition, the artist must “imagine in advance the pattern which unfolds… select a part in the pattern appropriate to the occasion, instrument and personal abilities (then) produce startlingly distinctive sound patterns (that) rationalise the impossible.” The jam is founded on its very impossibility: “the jazz aesthetic is basically a paradox… traditionalism and the radical originality are irreconcilable” (Cameron 181). So how do we escape from this paradox, the same paradox that catches all communication theorists between the demands of the past and the impossibility of the future? “Experimentation is mandatory and formal rules become suspect because they too quickly stereotype and ossify” (Cameron 181). The jam seems to work because it offers the possibility of the impossible made real by the act of communication. This play between the possible and the impossible, the rumbling engine of narrative, is the dynamo of the jam. Theory-jamming seeks to activate just such a dynamo. Rather than having a group of players on their instruments, the communication theorist has access a range of theoretical riffs and moves that can be orchestrated to respond to the question in focus, to latest developments, to contradictions or blank spaces within theoretical terrains. The theory-jammer works to their own standards, turning ideas learned from others (‘head jobs’) into their own distinctive patterns, still reliant on traditional melody, harmony and syncopation but now bent, twisted and reorganised into an entirely new story. The practice of following old pathways to new destinations has a long tradition in the West as eclecticism, a Graeco-Roman, particularly Alexandrian, philosophical tradition from the first century BC to the end of the classical period. Typified by Potamo who “encouraged his pupils instead to learn from a variety of masters”, eclecticism sought the best from each school, “all that teaches righteousness combined, the complete eclectic unity” (Kelley 578). By selecting the best, most reasonable, most useful elements from existing philosophical beliefs, polymaths such as Cicero sought the harmonious solution of particular problems. We see something similar to eclecticism in the East in the practices of ‘wild fox zen’ which teaches liberation from conceptual fixation (Heine). The 20th century’s most interesting eclectic was probably Walter Benjamin whose method owes something to both scientific Marxism and the Jewish Kabbalah. His hero was the rag-picker who had the cunning to create life from refuse and detritus. Benjamin’s greatest work, the unfinished Arcades Project, sought to create history from the same. It is a collection of photos, ephemera and transcriptions from books and newspapers (Benjamin). The particularity of eclecticism may be contrasted with the claim to universality of syncretism, the reconciliation of disparate or opposing beliefs by melding together various schools of thought into a new orthodoxy. Theory-jammers are not looking for a final solution but rather they seek what will work on this problem now, to come to a provisional solution, always aware that other, better, further solutions may be ahead. Elements of the jam are apparent in other contemporary forms of communication. For example bricolage, the practice from art, culture and information systems, involves tinkering elements together by trial and error, in ways not originally planned. Pastiche, from literature to the movies, mimics style while creating a new message. In theatre and TV comedy, improvisation has become a style in itself. Theory-jamming has direct connections with brainstorming, the practice that originated in the advertising industry to generate new ideas and solutions by kicking around possibilities. Against the hyper-administration of modern life, as the disintegration of grand theory immobilises thinkers, theory-jamming provides the means to think new thoughts. As a political activist and communications practitioner in Australia over the last thirty years, I have always been bemused by the human propensity to factionalise. Rather than getting bogged down by positions, I have sought to use administrative structures to explore critical ideas, to marshal critical approaches into administrative apparatus, to weld together critical and administrative formations in ways useful to both sides, bust most importantly, in ways useful to human society and a healthy environment. I've been accused of selling-out by the critical camp and of being unrealistic by the administrative side. My response is that we have much more to learn by listening and adapting than we do by self-satisfied stasis. Five Theses on Theory-Jamming Eclecticism requires Ethnography: the eclectic is the ethnographer loose in their own mind. “The free spirit surveys things, and now for the first time mundane existence appears to it worthy of contemplation…” (Nietzsche 6). Enculturation and Enumeration need each other: qualitative and quantitative research work best when they work off each other. “Beginners learned how to establish parallels, by means of the Game’s symbols, between a piece of classical music and the formula for some law of nature. Experts and Masters of the Game freely wove the initial theme into unlimited combinations.” (Hesse) Ephemera and Esoterica tell us the most: the back-story is the real story as we stumble on the greatest truths as if by accident. “…the mind’s deeper currents often need to be surprised by indirection, sometimes, indeed, by treachery and ruse, as when you steer away from a goal in order to reach it more directly…” (Jameson 71). Experimentation beyond Empiricism: more than testing our sense of our sense data of the world. Communication theory extends from infra-red to ultraviolet, from silent to ultrasonic, from absolute zero to complete heat, from the sub-atomic to the inter-galactic. “That is the true characteristic of the philosophical drive: wonderment at that which lies before everyone.” (Nietzsche 6). Extravagance and Exuberance: don’t stop until you’ve got enough. Theory-jamming opens the possibility for a unified theory of communication that starts, not with a false narrative certainty, but with the gaps in communication: the distance between what we know and what we say, between what we say and what we write, between what we write and what others read back, between what others say and what we hear. References Benjamin, Walter. The Arcades Project. Cambridge, Mass: Harvard UP, 2002. Cameron, W. B. “Sociological Notes on the Jam Session.” Social Forces 33 (Dec. 1954): 177–82. Dervin, B., P. Shields and M. Song. “More than Misunderstanding, Less than War.” Paper at International Communication Association annual meeting, New York City, NY, 2005. 5 Oct. 2006 http://www.allacademic.com/meta/p13530_index.html>. “Ferment in the Field.” Journal of Communication 33.3 (1983). Heine, Steven. “Putting the ‘Fox’ Back in the ‘Wild Fox Koan’: The Intersection of Philosophical and Popular Religious Elements in The Ch’an/Zen Koan Tradition.” Harvard Journal of Asiatic Studies 56.2 (Dec. 1996): 257-317. Hesse, Hermann. The Glass Bead Game. Harmondsworth: Penguin, 1972. Jameson, Fredric. “Postmodernism, or the Cultural Logic of Late Capitalism.” New Left Review 146 (1984): 53-90. Kelley, Donald R. “Eclecticism and the History of Ideas.” Journal of the History of Ideas 62.4 (Oct. 2001): 577-592 Nietzsche, Friedrich. The Pre-Platonic Philosophers. Urbana: University of Illinois Press, 2001. Rogers, E. M. “The Empirical and the Critical Schools of Communication Research.” Communication Yearbook 5 (1982): 125-144. Shannon, C.E., and W. Weaver. The Mathematical Theory of Communication. Urbana: University of Illinois Press, 1949. Silver, David, Adrienne Massanari. Critical Cyberculture Studies. New York: NYU P, 2006. Citation reference for this article MLA Style Stockwell, Stephen. "Theory-Jamming: Uses of Eclectic Method in an Ontological Spiral." M/C Journal 9.6 (2006). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0612/09-stockwell.php>. APA Style Stockwell, S. (Dec. 2006) "Theory-Jamming: Uses of Eclectic Method in an Ontological Spiral," M/C Journal, 9(6). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0612/09-stockwell.php>.

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Marcheva, Marta. "The Networked Diaspora: Bulgarian Migrants on Facebook." M/C Journal 14, no.2 (November17, 2010). http://dx.doi.org/10.5204/mcj.323.

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The need to sustain and/or create a collective identity is regularly seen as one of the cultural priorities of diasporic peoples and this, in turn, depends upon the existence of a uniquely diasporic form of communication and connection with the country of origin. Today, digital media technologies provide easy information recording and retrieval, and mobile IT networks allow global accessibility and participation in the redefinition of identities. Vis-à-vis our understanding of the proximity and connectivity associated with globalisation, the role of ICTs cannot be underestimated and is clearly more than a simple instrument for the expression of a pre-existing diasporic identity. Indeed, the concept of “e-diaspora” is gaining popularity. Consequently, research into the role of ICTs in the lives of diasporic peoples contributes to a definition of the concept of diaspora, understood here as the result of the dispersal of all members of a nation in several countries. In this context, I will demonstrate how members of the Bulgarian diaspora negotiate not only their identities but also their identifications through one of the most popular community websites, Facebook. My methodology consists of the active observation of Bulgarian users belonging to the diaspora, the participation in groups and forums on Facebook, and the analysis of discourses produced online. This research was conducted for the first time between 1 August 2008 and 31 May 2009 through the largest 20 (of 195) Bulgarian groups on the French version of Facebook and 40 (of over 500) on the English one. It is important to note that the public considered to be predominantly involved in Facebook is a young audience in the age group of 18-35 years. Therefore, this article is focused on two generations of Bulgarian immigrants: mostly recent young and second-generation migrants. The observed users are therefore members of the Bulgarian diaspora who have little or no experience of communism, who don’t feel the weight of the past, and who have grown up as free and often cosmopolitan citizens. Communist hegemony in Bulgaria began on 9 September 1944, when the army and the communist militiamen deposed the country’s government and handed power over to an anti-fascist coalition. During the following decades, Bulgaria became the perfect Soviet satellite and the imposed Stalinist model led to sharp curtailing of the economic and social contacts with the free world beyond the Iron Curtain. In 1989, the fall of the Berlin Wall marked the end of the communist era and the political and economic structures that supported it. Identity, Internet, and Diaspora Through the work of Mead, Todorov, and boyd it is possible to conceptualise the subject in terms of both of internal and external social identity (Mead, Todorov, boyd). In this article, I will focus, in particular, on social and national identities as expressions of the process of sharing stories, experiences, and understanding between individuals. In this respect, the phenomenon of Facebook is especially well placed to mediate between identifications which, according to Freud, facilitate the plural subjectivities and the establishment of an emotional network of mutual bonds between the individual and the group (Freud). This research also draws on Goffman who, from a sociological point of view, demystifies the representation of the Self by developing a dramaturgical theory (Goffman), whereby identity is constructed through the "roles" that people play on the social scene. Social life is a vast stage where the actors are required to adhere to certain socially acceptable rituals and guidelines. It means that we can consider the presentation of Self, or Others, as a facade or a construction of socially accepted features. Among all the ICTs, the Internet is, by far, the medium most likely to facilitate free expression of identity through a multitude of possible actions and community interactions. Personal and national memories circulate in the transnational space of the Internet and are reshaped when framed from specific circ*mstances such as those raised by the migration process. In an age of globalisation marked by the proliferation of population movements, instant communication, and cultural exchanges across geographic boundaries, the phenomenon of the diaspora has caught the attention of a growing number of scholars. I shall be working with Robin Cohen’s definition of diaspora which highlights the following common features: (1) dispersal from an original homeland; (2) the expansion from a homeland in search of work; (3) a collective memory and myth about the homeland; (4) an idealisation of the supposed ancestral homeland; (5) a return movement; (6) a strong ethnic group consciousness sustained over a long time; (7) a troubled relationship with host societies; (8) a sense of solidarity with co-ethnic members in other countries; and (9) the possibility of a distinctive creative, enriching life in tolerant host countries (Cohen). Following on this earlier work on the ways in which diasporas give rise to new forms of subjectivity, the concept of “e-diaspora” is now rapidly gaining in popularity. The complex association between diasporic groups and ICTs has led to a concept of e-diasporas that actively utilise ICTs to achieve community-specific goals, and that have become critical for the formation and sustenance of an exilic community for migrant groups around the globe (Srinivasan and Pyati). Diaspora and the Digital Age Anderson points out two key features of the Internet: first, it is a heterogeneous electronic medium, with hardly perceptible contours, and is in a state of constant development; second, it is a repository of “imagined communities” without geographical or legal legitimacy, whose members will probably never meet (Anderson). Unlike “real” communities, where people have physical interactions, in the imagined communities, individuals do not have face-to-face communication and daily contact, but they nonetheless feel a strong emotional attachment to the nation. The Internet not only opens new opportunities to gain greater visibility and strengthen the sense of belonging to community, but it also contributes to the emergence of a transnational public sphere where the communities scattered in various locations freely exchange their views and ideas without fear of restrictions or censorship from traditional media (Appadurai, Bernal). As a result, the Web becomes a virtual diasporic space which opens up, to those who have left their country, a new means of confrontation and social participation. Within this new diasporic space, migrants are bound in their disparate geographical locations by a common vision or myth about the homeland (Karim). Thanks to the Internet, the computer has become a primary technological intermediary between virtual networks, bringing its members closer in a “global village” where everyone is immediately connected to others. Thus, today’s diasporas are not the diaspora of previous generations in that the migration is experienced and negotiated very differently: people in one country are now able to continue to participate actively in another country. In this context, the arrival of community sites has increased the capacity of users to create a network on the Internet, to rediscover lost links, and strengthen new ones. Unlike offline communities, which may weaken once their members have left the physical space, online communities that are no longer limited by the requirement of physical presence in the common space have the capacity to endure. Identity Strategies of New Generations of Bulgarian Migrants It is very difficult to quantify migration to or from Bulgaria. Existing data is not only partial and limited but, in some cases, give an inaccurate view of migration from Bulgaria (Soultanova). Informal data confirm that one million Bulgarians, around 15 per cent of Bulgaria’s entire population (7,620,238 inhabitants in 2007), are now scattered around the world (National Statistical Institute of Bulgaria). The Bulgarian migrant is caught in a system of redefinition of identity through the duration of his or her relocation. Emigrating from a country like Bulgaria implies a high number of contingencies. Bulgarians’ self-identification is relative to the inferiority complex of a poor country which has a great deal to do to catch up with its neighbours. Before the accession of Bulgaria to the European Union, the country was often associated with what have been called “Third World countries” and seen as a source of crime and social problems. Members of the Bulgarian diaspora faced daily prejudice due to the bad reputation of their country of origin, though the extent of the hostility depended upon the “host” nation (Marcheva). Geographically, Bulgaria is one of the most eastern countries in Europe, the last to enter the European Union, and its image abroad has not facilitated the integration of the Bulgarian diaspora. The differences between Bulgarian migrants and the “host society” perpetuate a sentiment of marginality that is now countered with an online appeal for national identity markers and shared experiences. Facebook: The Ultimate Social Network The Growing Popularity of Facebook With more than 500 million active members, Facebook is the most visited website in the world. In June 2007, Facebook experienced a record annual increase of 270 per cent of connections in one year (source: comScore World Metrix). More than 70 translations of the site are available to date, including the Bulgarian version. What makes it unique is that Facebook positively encourages identity games. Moreover, Facebook provides the symbolic building blocks with which to build a collective identity through shared forms of discourse and ways of thinking. People are desperate to make a good impression on the Internet: that is why they spend so much time managing their online identity. One of the most important aspects of Facebook is that it enables users to control and manage their image, leaving the choice of how their profile appears on the pages of others a matter of personal preference at any given time. Despite some limitations, we will see that Facebook offers the Bulgarian community abroad the possibility of an intense and ongoing interaction with fellow nationals, including the opportunity to assert and develop a complex new national/transnational identity. Facebook Experiences of the Bulgarian Diaspora Created in the United States in 2004 and extended to use in Europe two or three years later, Facebook was quickly adopted by members of the Bulgarian diaspora. Here, it is very important to note that, although the Internet per se has enabled Bulgarians across the globe to introduce Cyrillic script into the public arena, it is definitely Facebook that has made digital Cyrillic visible. Early in computer history, keyboards with the Cyrillic alphabet simply did not exist. Thus, Bulgarians were forced to translate their language into Latin script. Today, almost all members of the Bulgarian population who own a computer use a keyboard that combines the two alphabets, Latin and Cyrillic, and this allows alternation between the two. This is not the case for the majority of Bulgarians living abroad who are forced to use a keyboard specific to their country of residence. Thus, Bulgarians online have adopted a hybrid code to speak and communicate. Since foreign keyboards are not equipped with the same consonants and vowels that exist in the Bulgarian language, they use the Latin letters that best suit the Bulgarian phonetic. Several possible interpretations of these “encoded” texts exist which become another way for the Bulgarian migrants to distinguish and assert themselves. One of these encoded scripts is supplemented by figures. For example, the number “6” written in Bulgarian “шест” is applied to represent the Bulgarian letter “ш.” Bulgarian immigrants therefore employ very specific codes of communication that enhance the feeling of belonging to a community that shares the same language, which is often incomprehensible to others. As the ultimate social networking website, Facebook brings together Bulgarians from all over the world and offers them a space to preserve online memorials and digital archives. As a result, the Bulgarian diaspora privileges this website in order to manage the strong links between its members. Indeed, within months of coming into online existence, Facebook established itself as a powerful social phenomenon for the Bulgarian diaspora and, very soon, a virtual map of the Bulgarian diaspora was formed. It should be noted, however, that this mapping was focused on the new generation of Bulgarian migrants more familiar with the Internet and most likely to travel. By identifying the presence of online groups by country or city, I was able to locate the most active Bulgarian communities: “Bulgarians in UK” (524 members), “Bulgarians in Chicago” (436 members), “Bulgarians studying in the UK” (346 members), “Bulgarians in America” (333 members), “Bulgarians in the USA” (314 members), “Bulgarians in Montreal” (249 members), “Bulgarians in Munich” (241 members), and so on. These figures are based on the “Groups” Application of Facebook as updated in February 2010. Through those groups, a symbolic diasporic geography is imagined and communicated: the digital “border crossing,” as well as the real one, becomes a major identity resource. Thus, Bulgarian users of Facebook are connecting from the four corners of the globe in order to rebuild family links and to participate virtually in the marriages, births, and lives of their families. It sometimes seems that the whole country has an appointment on Facebook, and that all the photos and stories of Bulgarians are more or less accessible to the community in general. Among its virtual initiatives, Facebook has made available to its users an effective mobilising tool, the Causes, which is used as a virtual noticeboard for activities and ideas circulating in “real life.” The members of the Bulgarian diaspora choose to adhere to different “causes” that may be local, national, or global, and that are complementary to the civic and socially responsible side of the identity they have chosen to construct online. Acting as a virtual realm in which distinct and overlapping trajectories coexist, Facebook thus enables users to articulate different stories and meanings and to foster a democratic imaginary about both the past and the future. Facebook encourages diasporas to produce new initiatives to revive or create collective memories and common values. Through photos and videos, scenes of everyday life are celebrated and manipulated as tools to reconstruct, reconcile, and display a part of the history and the identity of the migrant. By combating the feelings of disorientation, the consciousness of sharing the same national background and culture facilitates dialogue and neutralises the anxiety and loneliness of Bulgarian migrants. When cultural differences become more acute, the sense of isolation increases and this encourages migrants to look for company and solidarity online. As the number of immigrants connected and visible on Facebook gets larger, so the use of the Internet heightens their sense of a substantial collective identity. This is especially important for migrants during the early years of relocation when their sense of identity is most fragile. It can therefore be argued that, through the Internet, some Bulgarian migrants are replacing alienating face-to-face contact with virtual friends and enjoying the feeling of reassurance and belonging to a transnational community of compatriots. In this sense, Facebook is a propitious ground for the establishment of the three identity strategies defined by Herzfeld: cultural intimacy (or self-stereotypes); structural nostalgia (the evocation of a time when everything was going better); and the social poetic (the strategies aiming to retrieve a particular advantage and turn it into a permanent condition). In this way, the willingness to remain continuously in virtual contact with other Bulgarians often reveals a desire to return to the place of birth. Nostalgia and outsourcing of such sentiments help migrants to cope with feelings of frustration and disappointment. I observed that it is just after their return from summer holidays spent in Bulgaria that members of the Bulgarian diaspora are most active on the Bulgarian forums and pages on Facebook. The “return tourism” (Fourcade) during the summer or for the winter holidays seems to be a central theme in the forums on Facebook and an important source of emotional refuelling. Tensions between identities can also lead to creative formulations through Facebook’s pages. Thus, the group “You know you’re a Bulgarian when...”, which enjoys very active participation from the Bulgarian diaspora, is a space where everyone is invited to share, through a single sentence, some fact of everyday life with which all Bulgarians can identify. With humour and self-irony, this Facebook page demonstrates what is distinctive about being Bulgarian but also highlights frustration with certain prejudices and stereotypes. Frequently these profiles are characterised by seemingly “glocal” features. The same Bulgarian user could define himself as a Parisian, adhering to the group “You know you’re from Paris when...”, but also a native of a Bulgarian town (“You know you’re from Varna when...”). At the same time, he is an architect (“All architects on Facebook”), supporting the candidacy of Barack Obama, a fan of Japanese manga (“maNga”), of a French actor, an American cinema director, or Indian food. He joins a cause to save a wild beach on the Black Sea coast (“We love camping: Gradina Smokinia and Arapia”) and protests virtually against the slaughter of dolphins in the Faroe Islands (“World shame”). One month, the individual could identify as Bulgarian, but next month he might choose to locate himself in the country in which he is now resident. Thus, Facebook creates a virtual territory without borders for the cosmopolitan subject (Negroponte) and this confirms the premise that the Internet does not lead to the convergence of cultures, but rather confirms the opportunities for diversification and pluralism through multiple social and national affiliations. Facebook must therefore be seen as an advantageous space for the representation and interpretation of identity and for performance and digital existence. Bulgarian migrants bring together elements of their offline lives in order to construct, online, entirely new composite identities. The Bulgarians we have studied as part of this research almost never use pseudonyms and do not seem to feel the need to hide their material identities. This suggests that they are mature people who value their status as migrants of Bulgarian origin and who feel confident in presenting their natal identities rather than hiding behind a false name. Starting from this material social/national identity, which is revealed through the display of surname with a Slavic consonance, members of the Bulgarian diaspora choose to manage their complex virtual identities online. Conclusion Far from their homeland, beset with feelings of insecurity and alienation as well as daily experiences of social and cultural exclusion (much of it stemming from an ongoing prejudice towards citizens from ex-communist countries), it is no wonder that migrants from Bulgaria find relief in meeting up with compatriots in front of their screens. Although some migrants assume their Bulgarian identity as a mixture of different cultures and are trying to rethink and continuously negotiate their cultural practices (often through the display of contradictory feelings and identifications), others identify with an imagined community and enjoy drawing boundaries between what is “Bulgarian” and what is not. The indispensable daily visit to Facebook is clearly a means of forging an ongoing sense of belonging to the Bulgarian community scattered across the globe. Facebook makes possible the double presence of Bulgarian immigrants both here and there and facilitates the ongoing processes of identity construction that depend, more and more, upon new media. In this respect, the role that Facebook plays in the life of the Bulgarian diaspora may be seen as a facet of an increasingly dynamic transnational world in which interactive media may be seen to contribute creatively to the formation of collective identities and the deformation of monolithic cultures. References Anderson, Benedict. L’Imaginaire National: Réflexions sur l’Origine et l’Essor du Nationalisme. Paris: La Découverte, 1983. Appadurai, Ajun. Après le Colonialisme: Les Conséquences Culturelles de la Globalisation. Paris: Payot, 2001. Bernal, Victoria. “Diaspora, Cyberspace and Political Imagination: The Eritrean Diaspora Online.” Global Network 6 (2006): 161-79. boyd, danah. “Social Network Sites: Public, Private, or What?” Knowledge Tree (May 2007). Cohen, Robin. Global Diasporas: An Introduction. London: University College London Press. 1997. Goffman, Erving. La Présentation de Soi. Paris: Editions de Minuit, Collection Le Sens Commun, 1973. Fourcade, Marie-Blanche. “De l’Arménie au Québec: Itinéraires de Souvenirs Touristiques.” Ethnologies 27.1 (2005): 245-76. Freud, Sigmund. “Psychologie des Foules et Analyses du Moi.” Essais de Psychanalyse. Paris: Petite Bibliothèque Payot, 2001 (1921). Herzfeld, Michael. Intimité Culturelle. Presse de l’Université de Laval, 2008. Karim, Karim-Haiderali. The Media of Diaspora. Oxford: Routledge, 2003. Marcheva, Marta. “Bulgarian Diaspora and the Media Treatment of Bulgaria in the French, Italian and North American Press (1992–2007).” Unpublished PhD dissertation. Paris: University Panthéon – Assas Paris 2, 2010. Mead, George Herbert. L’Esprit, le Soi et la Société. Paris: PUF, 2006. Negroponte, Nicholas. Being Digital. Vintage, 2005. Soultanova, Ralitza. “Les Migrations Multiples de la Population Bulgare.” Actes du Dolloque «La France et les Migrants des Balkans: Un État des Lieux.” Paris: Courrier des Balkans, 2005. Srinivasan, Ramesh, and Ajit Pyati. “Diasporic Information Environments: Reframing Immigrant-Focused Information Research.” Journal of the American Society for Information Science and Technology 58.12 (2007): 1734-44. Todorov, Tzvetan. Nous et les Autres: La Réflexion Française sur la Diversité Humaine. Paris: Seuil, 1989.

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21

Losh, Elizabeth. "Artificial Intelligence." M/C Journal 10, no.5 (October1, 2007). http://dx.doi.org/10.5204/mcj.2710.

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On the morning of Thursday, 4 May 2006, the United States House Permanent Select Committee on Intelligence held an open hearing entitled “Terrorist Use of the Internet.” The Intelligence committee meeting was scheduled to take place in Room 1302 of the Longworth Office Building, a Depression-era structure with a neoclassical façade. Because of a dysfunctional elevator, some of the congressional representatives were late to the meeting. During the testimony about the newest political applications for cutting-edge digital technology, the microphones periodically malfunctioned, and witnesses complained of “technical problems” several times. By the end of the day it seemed that what was to be remembered about the hearing was the shocking revelation that terrorists were using videogames to recruit young jihadists. The Associated Press wrote a short, restrained article about the hearing that only mentioned “computer games and recruitment videos” in passing. Eager to have their version of the news item picked up, Reuters made videogames the focus of their coverage with a headline that announced, “Islamists Using US Videogames in Youth Appeal.” Like a game of telephone, as the Reuters videogame story was quickly re-run by several Internet news services, each iteration of the title seemed less true to the exact language of the original. One Internet news service changed the headline to “Islamic militants recruit using U.S. video games.” Fox News re-titled the story again to emphasise that this alert about technological manipulation was coming from recognised specialists in the anti-terrorism surveillance field: “Experts: Islamic Militants Customizing Violent Video Games.” As the story circulated, the body of the article remained largely unchanged, in which the Reuters reporter described the digital materials from Islamic extremists that were shown at the congressional hearing. During the segment that apparently most captured the attention of the wire service reporters, eerie music played as an English-speaking narrator condemned the “infidel” and declared that he had “put a jihad” on them, as aerial shots moved over 3D computer-generated images of flaming oil facilities and mosques covered with geometric designs. Suddenly, this menacing voice-over was interrupted by an explosion, as a virtual rocket was launched into a simulated military helicopter. The Reuters reporter shared this dystopian vision from cyberspace with Western audiences by quoting directly from the chilling commentary and describing a dissonant montage of images and remixed sound. “I was just a boy when the infidels came to my village in Blackhawk helicopters,” a narrator’s voice said as the screen flashed between images of street-level gunfights, explosions and helicopter assaults. Then came a recording of President George W. Bush’s September 16, 2001, statement: “This crusade, this war on terrorism, is going to take a while.” It was edited to repeat the word “crusade,” which Muslims often define as an attack on Islam by Christianity. According to the news reports, the key piece of evidence before Congress seemed to be a film by “SonicJihad” of recorded videogame play, which – according to the experts – was widely distributed online. Much of the clip takes place from the point of view of a first-person shooter, seen as if through the eyes of an armed insurgent, but the viewer also periodically sees third-person action in which the player appears as a running figure wearing a red-and-white checked keffiyeh, who dashes toward the screen with a rocket launcher balanced on his shoulder. Significantly, another of the player’s hand-held weapons is a detonator that triggers remote blasts. As jaunty music plays, helicopters, tanks, and armoured vehicles burst into smoke and flame. Finally, at the triumphant ending of the video, a green and white flag bearing a crescent is hoisted aloft into the sky to signify victory by Islamic forces. To explain the existence of this digital alternative history in which jihadists could be conquerors, the Reuters story described the deviousness of the country’s terrorist opponents, who were now apparently modifying popular videogames through their wizardry and inserting anti-American, pro-insurgency content into U.S.-made consumer technology. One of the latest video games modified by militants is the popular “Battlefield 2” from leading video game publisher, Electronic Arts Inc of Redwood City, California. Jeff Brown, a spokesman for Electronic Arts, said enthusiasts often write software modifications, known as “mods,” to video games. “Millions of people create mods on games around the world,” he said. “We have absolutely no control over them. It’s like drawing a mustache on a picture.” Although the Electronic Arts executive dismissed the activities of modders as a “mustache on a picture” that could only be considered little more than childish vandalism of their off-the-shelf corporate product, others saw a more serious form of criminality at work. Testifying experts and the legislators listening on the committee used the video to call for greater Internet surveillance efforts and electronic counter-measures. Within twenty-four hours of the sensationalistic news breaking, however, a group of Battlefield 2 fans was crowing about the idiocy of reporters. The game play footage wasn’t from a high-tech modification of the software by Islamic extremists; it had been posted on a Planet Battlefield forum the previous December of 2005 by a game fan who had cut together regular game play with a Bush remix and a parody snippet of the soundtrack from the 2004 hit comedy film Team America. The voice describing the Black Hawk helicopters was the voice of Trey Parker of South Park cartoon fame, and – much to Parker’s amusem*nt – even the mention of “goats screaming” did not clue spectators in to the fact of a comic source. Ironically, the moment in the movie from which the sound clip is excerpted is one about intelligence gathering. As an agent of Team America, a fictional elite U.S. commando squad, the hero of the film’s all-puppet cast, Gary Johnston, is impersonating a jihadist radical inside a hostile Egyptian tavern that is modelled on the cantina scene from Star Wars. Additional laughs come from the fact that agent Johnston is accepted by the menacing terrorist cell as “Hakmed,” despite the fact that he utters a series of improbable clichés made up of incoherent stereotypes about life in the Middle East while dressed up in a disguise made up of shoe polish and a turban from a bathroom towel. The man behind the “SonicJihad” pseudonym turned out to be a twenty-five-year-old hospital administrator named Samir, and what reporters and representatives saw was nothing more exotic than game play from an add-on expansion pack of Battlefield 2, which – like other versions of the game – allows first-person shooter play from the position of the opponent as a standard feature. While SonicJihad initially joined his fellow gamers in ridiculing the mainstream media, he also expressed astonishment and outrage about a larger politics of reception. In one interview he argued that the media illiteracy of Reuters potentially enabled a whole series of category errors, in which harmless gamers could be demonised as terrorists. It wasn’t intended for the purpose what it was portrayed to be by the media. So no I don’t regret making a funny video . . . why should I? The only thing I regret is thinking that news from Reuters was objective and always right. The least they could do is some online research before publishing this. If they label me al-Qaeda just for making this silly video, that makes you think, what is this al-Qaeda? And is everything al-Qaeda? Although Sonic Jihad dismissed his own work as “silly” or “funny,” he expected considerably more from a credible news agency like Reuters: “objective” reporting, “online research,” and fact-checking before “publishing.” Within the week, almost all of the salient details in the Reuters story were revealed to be incorrect. SonicJihad’s film was not made by terrorists or for terrorists: it was not created by “Islamic militants” for “Muslim youths.” The videogame it depicted had not been modified by a “tech-savvy militant” with advanced programming skills. Of course, what is most extraordinary about this story isn’t just that Reuters merely got its facts wrong; it is that a self-identified “parody” video was shown to the august House Intelligence Committee by a team of well-paid “experts” from the Science Applications International Corporation (SAIC), a major contractor with the federal government, as key evidence of terrorist recruitment techniques and abuse of digital networks. Moreover, this story of media illiteracy unfolded in the context of a fundamental Constitutional debate about domestic surveillance via communications technology and the further regulation of digital content by lawmakers. Furthermore, the transcripts of the actual hearing showed that much more than simple gullibility or technological ignorance was in play. Based on their exchanges in the public record, elected representatives and government experts appear to be keenly aware that the digital discourses of an emerging information culture might be challenging their authority and that of the longstanding institutions of knowledge and power with which they are affiliated. These hearings can be seen as representative of a larger historical moment in which emphatic declarations about prohibiting specific practices in digital culture have come to occupy a prominent place at the podium, news desk, or official Web portal. This environment of cultural reaction can be used to explain why policy makers’ reaction to terrorists’ use of networked communication and digital media actually tells us more about our own American ideologies about technology and rhetoric in a contemporary information environment. When the experts come forward at the Sonic Jihad hearing to “walk us through the media and some of the products,” they present digital artefacts of an information economy that mirrors many of the features of our own consumption of objects of electronic discourse, which seem dangerously easy to copy and distribute and thus also create confusion about their intended meanings, audiences, and purposes. From this one hearing we can see how the reception of many new digital genres plays out in the public sphere of legislative discourse. Web pages, videogames, and Weblogs are mentioned specifically in the transcript. The main architecture of the witnesses’ presentation to the committee is organised according to the rhetorical conventions of a PowerPoint presentation. Moreover, the arguments made by expert witnesses about the relationship of orality to literacy or of public to private communications in new media are highly relevant to how we might understand other important digital genres, such as electronic mail or text messaging. The hearing also invites consideration of privacy, intellectual property, and digital “rights,” because moral values about freedom and ownership are alluded to by many of the elected representatives present, albeit often through the looking glass of user behaviours imagined as radically Other. For example, terrorists are described as “modders” and “hackers” who subvert those who properly create, own, legitimate, and regulate intellectual property. To explain embarrassing leaks of infinitely replicable digital files, witness Ron Roughead says, “We’re not even sure that they don’t even hack into the kinds of spaces that hold photographs in order to get pictures that our forces have taken.” Another witness, Undersecretary of Defense for Policy and International Affairs, Peter Rodman claims that “any video game that comes out, as soon as the code is released, they will modify it and change the game for their needs.” Thus, the implication of these witnesses’ testimony is that the release of code into the public domain can contribute to political subversion, much as covert intrusion into computer networks by stealthy hackers can. However, the witnesses from the Pentagon and from the government contractor SAIC often present a contradictory image of the supposed terrorists in the hearing transcripts. Sometimes the enemy is depicted as an organisation of technological masterminds, capable of manipulating the computer code of unwitting Americans and snatching their rightful intellectual property away; sometimes those from the opposing forces are depicted as pre-modern and even sub-literate political innocents. In contrast, the congressional representatives seem to focus on similarities when comparing the work of “terrorists” to the everyday digital practices of their constituents and even of themselves. According to the transcripts of this open hearing, legislators on both sides of the aisle express anxiety about domestic patterns of Internet reception. Even the legislators’ own Web pages are potentially disruptive electronic artefacts, particularly when the demands of digital labour interfere with their duties as lawmakers. Although the subject of the hearing is ostensibly terrorist Websites, Representative Anna Eshoo (D-California) bemoans the difficulty of maintaining her own official congressional site. As she observes, “So we are – as members, I think we’re very sensitive about what’s on our Website, and if I retained what I had on my Website three years ago, I’d be out of business. So we know that they have to be renewed. They go up, they go down, they’re rebuilt, they’re – you know, the message is targeted to the future.” In their questions, lawmakers identify Weblogs (blogs) as a particular area of concern as a destabilising alternative to authoritative print sources of information from established institutions. Representative Alcee Hastings (D-Florida) compares the polluting power of insurgent bloggers to that of influential online muckrakers from the American political Right. Hastings complains of “garbage on our regular mainstream news that comes from blog sites.” Representative Heather Wilson (R-New Mexico) attempts to project a media-savvy persona by bringing up the “phenomenon of blogging” in conjunction with her questions about jihadist Websites in which she notes how Internet traffic can be magnified by cooperative ventures among groups of ideologically like-minded content-providers: “These Websites, and particularly the most active ones, are they cross-linked? And do they have kind of hot links to your other favorite sites on them?” At one point Representative Wilson asks witness Rodman if he knows “of your 100 hottest sites where the Webmasters are educated? What nationality they are? Where they’re getting their money from?” In her questions, Wilson implicitly acknowledges that Web work reflects influences from pedagogical communities, economic networks of the exchange of capital, and even potentially the specific ideologies of nation-states. It is perhaps indicative of the government contractors’ anachronistic worldview that the witness is unable to answer Wilson’s question. He explains that his agency focuses on the physical location of the server or ISP rather than the social backgrounds of the individuals who might be manufacturing objectionable digital texts. The premise behind the contractors’ working method – surveilling the technical apparatus not the social network – may be related to other beliefs expressed by government witnesses, such as the supposition that jihadist Websites are collectively produced and spontaneously emerge from the indigenous, traditional, tribal culture, instead of assuming that Iraqi insurgents have analogous beliefs, practices, and technological awareness to those in first-world countries. The residual subtexts in the witnesses’ conjectures about competing cultures of orality and literacy may tell us something about a reactionary rhetoric around videogames and digital culture more generally. According to the experts before Congress, the Middle Eastern audience for these videogames and Websites is limited by its membership in a pre-literate society that is only capable of abortive cultural production without access to knowledge that is archived in printed codices. Sometimes the witnesses before Congress seem to be unintentionally channelling the ideas of the late literacy theorist Walter Ong about the “secondary orality” associated with talky electronic media such as television, radio, audio recording, or telephone communication. Later followers of Ong extend this concept of secondary orality to hypertext, hypermedia, e-mail, and blogs, because they similarly share features of both speech and written discourse. Although Ong’s disciples celebrate this vibrant reconnection to a mythic, communal past of what Kathleen Welch calls “electric rhetoric,” the defence industry consultants express their profound state of alarm at the potentially dangerous and subversive character of this hybrid form of communication. The concept of an “oral tradition” is first introduced by the expert witnesses in the context of modern marketing and product distribution: “The Internet is used for a variety of things – command and control,” one witness states. “One of the things that’s missed frequently is how and – how effective the adversary is at using the Internet to distribute product. They’re using that distribution network as a modern form of oral tradition, if you will.” Thus, although the Internet can be deployed for hierarchical “command and control” activities, it also functions as a highly efficient peer-to-peer distributed network for disseminating the commodity of information. Throughout the hearings, the witnesses imply that unregulated lateral communication among social actors who are not authorised to speak for nation-states or to produce legitimated expert discourses is potentially destabilising to political order. Witness Eric Michael describes the “oral tradition” and the conventions of communal life in the Middle East to emphasise the primacy of speech in the collective discursive practices of this alien population: “I’d like to point your attention to the media types and the fact that the oral tradition is listed as most important. The other media listed support that. And the significance of the oral tradition is more than just – it’s the medium by which, once it comes off the Internet, it is transferred.” The experts go on to claim that this “oral tradition” can contaminate other media because it functions as “rumor,” the traditional bane of the stately discourse of military leaders since the classical era. The oral tradition now also has an aspect of rumor. A[n] event takes place. There is an explosion in a city. Rumor is that the United States Air Force dropped a bomb and is doing indiscriminate killing. This ends up being discussed on the street. It ends up showing up in a Friday sermon in a mosque or in another religious institution. It then gets recycled into written materials. Media picks up the story and broadcasts it, at which point it’s now a fact. In this particular case that we were telling you about, it showed up on a network television, and their propaganda continues to go back to this false initial report on network television and continue to reiterate that it’s a fact, even though the United States government has proven that it was not a fact, even though the network has since recanted the broadcast. In this example, many-to-many discussion on the “street” is formalised into a one-to many “sermon” and then further stylised using technology in a one-to-many broadcast on “network television” in which “propaganda” that is “false” can no longer be disputed. This “oral tradition” is like digital media, because elements of discourse can be infinitely copied or “recycled,” and it is designed to “reiterate” content. In this hearing, the word “rhetoric” is associated with destructive counter-cultural forces by the witnesses who reiterate cultural truisms dating back to Plato and the Gorgias. For example, witness Eric Michael initially presents “rhetoric” as the use of culturally specific and hence untranslatable figures of speech, but he quickly moves to an outright castigation of the entire communicative mode. “Rhetoric,” he tells us, is designed to “distort the truth,” because it is a “selective” assembly or a “distortion.” Rhetoric is also at odds with reason, because it appeals to “emotion” and a romanticised Weltanschauung oriented around discourses of “struggle.” The film by SonicJihad is chosen as the final clip by the witnesses before Congress, because it allegedly combines many different types of emotional appeal, and thus it conveniently ties together all of the themes that the witnesses present to the legislators about unreliable oral or rhetorical sources in the Middle East: And there you see how all these products are linked together. And you can see where the games are set to psychologically condition you to go kill coalition forces. You can see how they use humor. You can see how the entire campaign is carefully crafted to first evoke an emotion and then to evoke a response and to direct that response in the direction that they want. Jihadist digital products, especially videogames, are effective means of manipulation, the witnesses argue, because they employ multiple channels of persuasion and carefully sequenced and integrated subliminal messages. To understand the larger cultural conversation of the hearing, it is important to keep in mind that the related argument that “games” can “psychologically condition” players to be predisposed to violence is one that was important in other congressional hearings of the period, as well one that played a role in bills and resolutions that were passed by the full body of the legislative branch. In the witness’s testimony an appeal to anti-game sympathies at home is combined with a critique of a closed anti-democratic system abroad in which the circuits of rhetorical production and their composite metonymic chains are described as those that command specific, unvarying, robotic responses. This sharp criticism of the artful use of a presentation style that is “crafted” is ironic, given that the witnesses’ “compilation” of jihadist digital material is staged in the form of a carefully structured PowerPoint presentation, one that is paced to a well-rehearsed rhythm of “slide, please” or “next slide” in the transcript. The transcript also reveals that the members of the House Intelligence Committee were not the original audience for the witnesses’ PowerPoint presentation. Rather, when it was first created by SAIC, this “expert” presentation was designed for training purposes for the troops on the ground, who would be facing the challenges of deployment in hostile terrain. According to the witnesses, having the slide show showcased before Congress was something of an afterthought. Nonetheless, Congressman Tiahrt (R-KN) is so impressed with the rhetorical mastery of the consultants that he tries to appropriate it. As Tiarht puts it, “I’d like to get a copy of that slide sometime.” From the hearing we also learn that the terrorists’ Websites are threatening precisely because they manifest a polymorphously perverse geometry of expansion. For example, one SAIC witness before the House Committee compares the replication and elaboration of digital material online to a “spiderweb.” Like Representative Eshoo’s site, he also notes that the terrorists’ sites go “up” and “down,” but the consultant is left to speculate about whether or not there is any “central coordination” to serve as an organising principle and to explain the persistence and consistency of messages despite the apparent lack of a single authorial ethos to offer a stable, humanised, point of reference. In the hearing, the oft-cited solution to the problem created by the hybridity and iterability of digital rhetoric appears to be “public diplomacy.” Both consultants and lawmakers seem to agree that the damaging messages of the insurgents must be countered with U.S. sanctioned information, and thus the phrase “public diplomacy” appears in the hearing seven times. However, witness Roughhead complains that the protean “oral tradition” and what Henry Jenkins has called the “transmedia” character of digital culture, which often crosses several platforms of traditional print, projection, or broadcast media, stymies their best rhetorical efforts: “I think the point that we’ve tried to make in the briefing is that wherever there’s Internet availability at all, they can then download these – these programs and put them onto compact discs, DVDs, or post them into posters, and provide them to a greater range of people in the oral tradition that they’ve grown up in. And so they only need a few Internet sites in order to distribute and disseminate the message.” Of course, to maintain their share of the government market, the Science Applications International Corporation also employs practices of publicity and promotion through the Internet and digital media. They use HTML Web pages for these purposes, as well as PowerPoint presentations and online video. The rhetoric of the Website of SAIC emphasises their motto “From Science to Solutions.” After a short Flash film about how SAIC scientists and engineers solve “complex technical problems,” the visitor is taken to the home page of the firm that re-emphasises their central message about expertise. The maps, uniforms, and specialised tools and equipment that are depicted in these opening Web pages reinforce an ethos of professional specialisation that is able to respond to multiple threats posed by the “global war on terror.” By 26 June 2006, the incident finally was being described as a “Pentagon Snafu” by ABC News. From the opening of reporter Jake Tapper’s investigative Webcast, established government institutions were put on the spot: “So, how much does the Pentagon know about videogames? Well, when it came to a recent appearance before Congress, apparently not enough.” Indeed, the very language about “experts” that was highlighted in the earlier coverage is repeated by Tapper in mockery, with the significant exception of “independent expert” Ian Bogost of the Georgia Institute of Technology. If the Pentagon and SAIC deride the legitimacy of rhetoric as a cultural practice, Bogost occupies himself with its defence. In his recent book Persuasive Games: The Expressive Power of Videogames, Bogost draws upon the authority of the “2,500 year history of rhetoric” to argue that videogames represent a significant development in that cultural narrative. Given that Bogost and his Watercooler Games Weblog co-editor Gonzalo Frasca were actively involved in the detective work that exposed the depth of professional incompetence involved in the government’s line-up of witnesses, it is appropriate that Bogost is given the final words in the ABC exposé. As Bogost says, “We should be deeply bothered by this. We should really be questioning the kind of advice that Congress is getting.” Bogost may be right that Congress received terrible counsel on that day, but a close reading of the transcript reveals that elected officials were much more than passive listeners: in fact they were lively participants in a cultural conversation about regulating digital media. After looking at the actual language of these exchanges, it seems that the persuasiveness of the misinformation from the Pentagon and SAIC had as much to do with lawmakers’ preconceived anxieties about practices of computer-mediated communication close to home as it did with the contradictory stereotypes that were presented to them about Internet practices abroad. In other words, lawmakers found themselves looking into a fun house mirror that distorted what should have been familiar artefacts of American popular culture because it was precisely what they wanted to see. References ABC News. “Terrorist Videogame?” Nightline Online. 21 June 2006. 22 June 2006 http://abcnews.go.com/Video/playerIndex?id=2105341>. Bogost, Ian. Persuasive Games: Videogames and Procedural Rhetoric. Cambridge, MA: MIT Press, 2007. Game Politics. “Was Congress Misled by ‘Terrorist’ Game Video? We Talk to Gamer Who Created the Footage.” 11 May 2006. http://gamepolitics.livejournal.com/285129.html#cutid1>. Jenkins, Henry. Convergence Culture: Where Old and New Media Collide. New York: New York UP, 2006. julieb. “David Morgan Is a Horrible Writer and Should Be Fired.” Online posting. 5 May 2006. Dvorak Uncensored Cage Match Forums. http://cagematch.dvorak.org/index.php/topic,130.0.html>. Mahmood. “Terrorists Don’t Recruit with Battlefield 2.” GGL Global Gaming. 16 May 2006 http://www.ggl.com/news.php?NewsId=3090>. Morgan, David. “Islamists Using U.S. Video Games in Youth Appeal.” Reuters online news service. 4 May 2006 http://today.reuters.com/news/ArticleNews.aspx?type=topNews &storyID=2006-05-04T215543Z_01_N04305973_RTRUKOC_0_US-SECURITY- VIDEOGAMES.xml&pageNumber=0&imageid=&cap=&sz=13&WTModLoc= NewsArt-C1-ArticlePage2>. Ong, Walter J. Orality and Literacy: The Technologizing of the Word. London/New York: Methuen, 1982. Parker, Trey. Online posting. 7 May 2006. 9 May 2006 http://www.treyparker.com>. Plato. “Gorgias.” Plato: Collected Dialogues. Princeton: Princeton UP, 1961. Shrader, Katherine. “Pentagon Surfing Thousands of Jihad Sites.” Associated Press 4 May 2006. SonicJihad. “SonicJihad: A Day in the Life of a Resistance Fighter.” Online posting. 26 Dec. 2005. Planet Battlefield Forums. 9 May 2006 http://www.forumplanet.com/planetbattlefield/topic.asp?fid=13670&tid=1806909&p=1>. Tapper, Jake, and Audery Taylor. “Terrorist Video Game or Pentagon Snafu?” ABC News Nightline 21 June 2006. 30 June 2006 http://abcnews.go.com/Nightline/Technology/story?id=2105128&page=1>. U.S. Congressional Record. Panel I of the Hearing of the House Select Intelligence Committee, Subject: “Terrorist Use of the Internet for Communications.” Federal News Service. 4 May 2006. Welch, Kathleen E. Electric Rhetoric: Classical Rhetoric, Oralism, and the New Literacy. Cambridge, MA: MIT Press, 1999. Citation reference for this article MLA Style Losh, Elizabeth. "Artificial Intelligence: Media Illiteracy and the SonicJihad Debacle in Congress." M/C Journal 10.5 (2007). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0710/08-losh.php>. APA Style Losh, E. (Oct. 2007) "Artificial Intelligence: Media Illiteracy and the SonicJihad Debacle in Congress," M/C Journal, 10(5). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0710/08-losh.php>.

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Hadlaw, Janin. "Plus Que Ça Change." M/C Journal 3, no.6 (December1, 2000). http://dx.doi.org/10.5204/mcj.1889.

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In an article entitled "Palming the Planet", Ron Jasper, a marketing executive, is quoted describing his car trip from Seattle to Vancouver: "'The whole way up,' he says with glee ... 'I had my laptop [wirelessly connected to the office]. I was reading my e-mail. At the same time I checked my stock on this' -- he waves a new smart phone, sleek and easily palmed. 'At one point, I was talking on the phone, checking my stock on the laptop and steering with my knee'", he confided, "slightly embarrassed" by his admission. He concludes with the observation: "'These devices are making it possible for everyone to work in ways they never imagined before'". Leaving aside the obvious concerns over highway safety, I want to register the observation that Jasper's enthusiasm for the possibilities offered by his new phone and his elation over his ability to get more work done faster, are not in fact 'never-imagined' ways of working. Visions of efficiency and connectivity have been integral to the representations of communication technologies, especially the telephone, since the beginning of the twentieth century. Looking back on the images and descriptions of the telephone in the early 1900s reveals a similar fascination with the ability to transcend the mundane realities of time and space. The idea that 'faster is better' is not one born of our times, it is one that emerged and evolved out of the preoccupations of an earlier era. The contemporary obsession with faster connections and multiple function technologies is an amplification of a century-old preoccupation with speed and efficiency; just as the passion for "multi-tasking" is today's version of what a 1909 AT&T advertisem*nt referred to as "the multiplication of power". The recurrence of similar utopic and dystopic themes seems to suggest that our hopes and fears about the possibilities of telephonic communication are regenerated with each technological advance. In this paper I explore some of the concepts which inform these representations and suggest that they function simultaneously as a critique and a celebration of the renewal of capitalism that seems to accompany technological progress. Capitalist Reveries In a speech to the New York Electric Club in 1889, Erastus Wiman, president of the Canadian telegraph system remarked: "if to accomplish things quickly, close transactions promptly, and generally to get through with things is a step toward a business man's millennium, then we must be nearing that heavenly expectation". He praises electricity, the telegraph, and the "most marvelous" telephone for making the businessman "almost divine in what he can achieve". Throughout the twentieth century, technology and technological developments have been embraced because they provided the means to radically improve speed, efficiency, and connectivity. As Wiman makes clear though, these attributes were not, and are not now, neutral or arbitrary values. Their worth is located in their application to the flow of goods, information, and ultimately to the circulation of capital. They are valuable because they facilitate a renewal of capitalism itself: the tremendous expansion of both capital and markets occurring at the end of both the nineteenth and the twentieth centuries is not unrelated to the technological developments of these eras. In the Grundrisse, Marx writes that "Capital by its nature drives beyond every spatial barrier. Thus the creation of the physical conditions of exchange -- of the means of communication and transport -- the annihilation of space by time -- becomes an extraordinary necessity for it". Improvements in the speed and flexibility of communication 'renew' capitalism because they overcome the temporal disadvantages associated with distance and facilitate the expansion of markets in geographic space. Perhaps more than any other communication technology, the telephone has encouraged and anticipated capitalism's utopic fantasies. It is no coincidence that in early advertisem*nts, its promoters referred to the telephone as the "annihilator of time and space". Whatever other benefits the telephone came to be seen as offering, its ability to instantaneously transfer information and credit was perceived and promoted as its most perfect attribute. Linking together buyers and sellers in cities all across the country, the telephone re-organised the 'playing field' of capitalism. By making distance an increasingly irrelevant factor in the transaction of business, the telephone rearranged space and distance "to fit the rather strict temporal requirements of the circulation of capital". Time and Money According to Marx, "economy of time, to this all economy ultimately reduces itself". Wiman's celebration of the telegraph and the telephone at the New York Electric Club in 1889 is not much different than Jasper's delight with his smart phone and laptop computer as he careens down the highway towards Vancouver. Simply understood, the ability to save time translates into a saving of money but the relationship between time and money is not a straightforward one. Time and money appear as commensurate albeit inverse values because of the effect of the velocity of circulation on the accumulation of capital. They had come to be linked with the rise of wage labour and the practice of paying workers by the hour and in this sense, "money appears as measure". When in the mid-1700s Benjamin Franklin proclaimed that "time is money", and went on to explain their enigmatic relationship, he was describing more than a simple ratio. He that can earn ten shillings in a day by his labour, and goes abroad, or sits idle, one half of that day, though he spends but sixpence during his diversions or idleness, ought not to reckon that the only expense; he has really spent, or rather thrown away, five shillings besides. Franklin not only equates time spent working with money, but also proposes a conception of unproductive time as a negative cost, a tangible loss against potential profit. Following the logic of his formula, if misspent time is perceived as a deficit, time saved can be counted as a profit. This way of thinking counts all time as potentially profitable in an economic sense and confers a speculative value on time. Telephone advertising in the first decades of the twentieth century made explicit use of this formula and, in so doing, not only asserted the value of the instrument but also provided a way of imagining time in terms of its market value. The text of a 1909 advertisem*nt reads: The mere item of time actually saved by those who use the telephone means an immense increase in the production of the nation's wealth every working day in the year ... just counting the time alone, over $3,000,000 a day is saved by the users of the telephone! Which means adding $3,000,000 a day to the nation's wealth. (Italics in original) Contemporary representations of the telephone continue to employ the idea that savings of transaction time can be accumulated and converted into working capital. In a 1990 article on mobile offices in the financial magazine Money, a Los Angeles attorney is quoted as saying that his cell phone and mobile fax machine have "added two hours to my day and 25% to my annual gross". A 1993 survey of cell phone users by Motorola reported its findings in similar terms. Those canvassed claimed that a cellular phone "added 0.92 hours to their productive working day [and] increased their own or their company's revenues by 19 percent". This kind of temporal accounting involves two basic conceptual manoeuvres which can only occur if time is 'emptied' of its social value or meaning, leaving it available to take on a new and purely economic significance. First, in order to calculate time in terms of both its actual and speculative monetary value, it must be conceived in abstract terms, the value of each minute standardised and conceived as a unit of measurement. Second, and following from the first, because now each minute of the day has the same relative monetary value, the entire 24-hour day, not just the traditional 8-hour workday, comes to be imagined as zone for commercial activity. Prior to the telephone, the partition of the day into work and family time was safeguarded by the physical separation of the business and the domestic spheres. Even the telegraph, because its use was largely restricted to the workplace, did little to challenge the partition between public and private domains. The telephone, as it became increasingly ubiquitous in both offices and homes, disturbed these boundaries and expropriated time previously reserved for rest, relaxation and social activities for all manner of commercial uses. AT&T's declaration in an ad entitled "The Always-on-Duty Telephone" (1910) that "the whole Bell System is on duty 1440 minutes a day" also must have stirred anxiety with its conclusion that "if any of these minutes are not used, their earning power is irrevocably lost". As the "1440 minute" day expanded the potential for profit, it also increased competition and established new expectations. Social Anxieties The logic of capital's never-ending drive to renew itself dictates that time saved by technology is perceived not as "free time" but as potential profit, which must be reinvested or lost. Booster though he was of modern communication technologies, Wiman could not help but observe: One would think that the ability ... to talk freely over the telephone would so facilitate business pursuits and close up transactions so quickly that it would beget leisure, rest and quiet, but such is not the case. The thirst for achievement is so great ... that the more we do, the more we seek to do. We are no more encouraged to use the extra two or .92 hours gained by the cellphone for play or relaxation than we were when the telephone first began to speed up the tempo of our lives. Anxieties about the social effects of communications technologies are not new although they rarely manifest themselves in business discourse. Today, as business and technology publications celebrate each new communications innovation, general interest and women's magazines are more often questioning the impact of cell phones, pagers, palm pilots, and portable computers on family life and mental health. It is somehow both ironic and appropriate that during both periods, concerns about the social effects of telephone -- a medium of disembodied communication -- should manifest as anxieties about its negative corporeal effects. In 1889, an account in the British Medical Journal reported a new medical condition called "aural overpressure", an affliction suffered by those who used the telephone for extended periods of the work day. The "constant strain of the auditory apparatus" by prolonged telephone use was said to be responsible for "nervous excitability, buzzing in the ear, giddiness, and neuralgic pains". The Electrical Review recounted cautionary tales of individuals driven mad by the telephone's "constant ringing". In 2000, we find Scientific American and Time investigating the possible links between cellphone use and brain tumors. Despite the consistently inconclusive findings of multiple scientific studies, the British government ruled that cellphones sold in the United Kingdom must carry health notices that warn "people to be careful about where and how long they use them", and American cellphone retailers have voluntarily begun to include "a one page health-and-safety bulletin" with all cellphones they sell. Warren Susman suggests that examining the anxieties associated with any given technology can provide useful insight into the cultural values at stake for its users. According to the scientific experts of their day, both "aural overpressure" and brain tumors are avoided by reducing the amount of time spent on the telephone, perhaps less time working and possibly more time in the pursuit of other more socially oriented activity. It is possible to look at these panics around physical and mental well-being as a reassertion of the social, of the body, a sort of return of the repressed, at those historical moments the alienating effects of capitalism are being exacerbated by the uses to which we put technology. If, as Marx writes, the "circulation of capital constantly ignites itself anew" then it seems logical that the discourses which circulate around the telephone and communications technologies will continue to renew themselves at key historical moments. Advances in telecommunications at the end of both the nineteenth and twentieth centuries have inspired similar desires and elicited comparable anxieties because they have been driven by a common motive: the search for the competitive advantage that drives both capital and technological development alike. References Adam, B. Time and Social Theory. Cambridge: Basil Blackwell, 1990. Harvey, D. The Urbanization of Capital. Baltimore: John Hopkins UP, 1985. Marvin, C. When the Old Technologies Were New. Oxford UP, 1988. Marx, K. Grundrisse. Trans. Martin Nicolaus. New York: Vintage Press, 1973. Susman, W. I. Culture as History: The Transformation of American Society in the Twentieth Century. New York: Pantheon, 1984. Citation reference for this article MLA style: Janin Hadlaw. "Plus Que Ça Change: The Telephone and the History of the Future." M/C: A Journal of Media and Culture 3.6 (2000). [your date of access] <http://www.api-network.com/mc/0012/plus.php>. Chicago style: Janin Hadlaw, "Plus Que Ça Change: The Telephone and the History of the Future," M/C: A Journal of Media and Culture 3, no. 6 (2000), <http://www.api-network.com/mc/0012/plus.php> ([your date of access]). APA style: Janin Hadlaw. (2000) Plus que ça change: the telephone and the history of the future. M/C: A Journal of Media and Culture 3(6). <http://www.api-network.com/mc/0012/plus.php> ([your date of access]).

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Lupton, Deborah, and GarethM.Thomas. "Playing Pregnancy: The Ludification and Gamification of Expectant Motherhood in Smartphone Apps." M/C Journal 18, no.5 (October1, 2015). http://dx.doi.org/10.5204/mcj.1012.

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IntroductionLike other forms of embodiment, pregnancy has increasingly become subject to representation and interpretation via digital technologies. Pregnancy and the unborn entity were largely private, and few people beyond the pregnant women herself had access to the foetus growing within her (Duden). Now pregnant and foetal bodies have become open to public portrayal and display (Lupton The Social Worlds of the Unborn). A plethora of online materials – websites depicting the unborn entity from the moment of conception, amateur YouTube videos of births, social media postings of ultrasounds and self-taken photos (‘selfies’) showing changes in pregnant bellies, and so on – now ensure the documentation of pregnant and unborn bodies in extensive detail, rendering them open to other people’s scrutiny. Other recent digital technologies directed at pregnancy include mobile software applications, or ‘apps’. In this article, we draw on our study involving a critical discourse analysis of a corpus of pregnancy-related apps offered in the two major app stores. In so doing, we discuss the ways in which pregnancy-related apps portray pregnant and unborn bodies. We place a particular focus on the ludification and gamification strategies employed to position pregnancy as a playful, creative and fulfilling experience that is frequently focused on consumption. As we will demonstrate, these strategies have wider implications for concepts of pregnant and foetal embodiment and subjectivity.It is important here to make a distinction between ludification and gamification. Ludification is a broader term than gamification. It is used in the academic literature on gaming (sometimes referred to as ‘ludology’) to refer to elements of games reaching into other aspects of life beyond leisure pursuits (Frissen et al. Playful Identities: The Ludification of Digital Media Cultures; Raessens). Frissen et al. (Frissen et al. "hom*o Ludens 2.0: Play, Media and Identity") for example, claim that even serious pursuits such as work, politics, education and warfare have been subjected to ludification. They note that digital technologies in general tend to incorporate ludic dimensions. Gamification has been described as ‘the use of game design elements in non-game contexts’ (Deterding et al. 9). The term originated in the digital media industry to describe the incorporation of features into digital technologies that not explicitly designed as games, such as competition, badges, rewards and fun that engaged and motivated users to make them more enjoyable to use. Gamification is now often used in literatures on marketing strategies, persuasive computing or behaviour modification. It is an important element of ‘nudge’, an approach to behaviour change that involves persuasion over coercion (Jones, Pykett and Whitehead). Gamification thus differs from ludification in that the former involves applying ludic principles for reasons other than the pleasures of enjoying the game for their own sake, often to achieve objectives set by actors and agencies other than the gamer. Indeed, this is why gamification software has been described by Bogost (Bogost) as ‘exploitationware’. Analysing Pregnancy AppsMobile apps have become an important medium in contemporary digital technology use. As of May 2015, 1.5 million apps were available to download on Google Play while 1.4 million were available in the Apple App Store (Statista). Apps related to pregnancy are a popular item in app stores, frequently appearing on the Apple App Store’s list of most-downloaded apps. Google Play’s figures show that many apps directed at pregnant women have been downloaded hundreds of thousands, or even millions, of times. For example, ‘Pregnancy +’, ‘I’m Expecting - Pregnancy App’ and ‘What to Expect - Pregnancy Tracker’ have each been downloaded between one and five million times, while ‘My Pregnancy Today’ has received between five and ten million downloads. Pregnancy games for young girls are also popular. Google Play figures show that the ‘Pregnant Emergency Doctor’ game, for example, has received between one and five million downloads. Research has found that pregnant women commonly download pregnancy-related apps and find them useful sources of information and support (Hearn, Miller and Fletcher; Rodger et al.; Kraschnewski et al.; Declercq et al.; Derbyshire and Dancey; O'Higgins et al.). We conducted a comprehensive analysis of all pregnancy-related smartphone apps in the two major app stores, Apple App Store and Google Play, in late June 2015. Android and Apple’s iOS have a combined market share of 91 percent of apps installed on mobile phones (Seneviratne et al.). A search for all pregnancy-related apps offered in these stores used key terms such as pregnancy, childbirth, conception, foetus/fetus and baby. After eliminating apps listed in these searches that were clearly not human pregnancy-related, 665 apps on Google Play and 1,141 on the Apple App Store remained for inclusion in our study. (Many of these apps were shared across the stores.)We carried out a critical discourse analysis of these apps, looking closely at the app descriptions offered in the two stores. We adopted the perspective that sees apps, like any other form of media, as sociocultural artefacts that both draw on and reproduce shared norms, ideals, knowledges and beliefs (Lupton "Quantified Sex: A Critical Analysis of Sexual and Reproductive Self-Tracking Using Apps"; Millington "Smartphone Apps and the Mobile Privatization of Health and Fitness"; Lupton "Apps as Artefacts: Towards a Critical Perspective on Mobile Health and Medical Apps"). In undertaking our analysis of the app descriptions in our corpus, attention was paid to the title of each app, the textual accounts of its content and use and the images that were employed, such as the logo of the app and the screenshots that were used to illustrate its content and style. Our focus in this article is on the apps that we considered as including elements of entertainment. Pregnancy-related game apps were by far the largest category of the apps in our corpus. These included games for young girls and expectant fathers as well as apps for ultrasound manipulation, pregnancy pranks, foetal sex prediction, choosing baby names, and quizzes. Less obviously, many other apps included in our analysis offered some elements of gamification and ludification, and these were considered in our analysis. ‘Pregnant Adventures’: App Games for GirlsOne of the major genres of apps that we identified was games directed at young girls. These apps invited users to shop for clothes, dress up, give a new hair style, ‘make-over’ and otherwise beautify a pregnant woman. These activities were directed at the goal of improving the physical attractiveness and therefore (it was suggested) the confidence of the woman, who was presented as struggling with coming to terms with changes in her body during pregnancy. Other apps for this target group involved the player assuming the role of a doctor in conducting medical treatments for injured pregnant women or assisting the birth of her baby.Many of these games represented the pregnant woman visually as looking like an archetypal Barbie doll, with a wardrobe to match. One app (‘Barbara Pregnancy Shopping’) even uses the name ‘Barbara’ and the screenshots show a woman similar in appearance to the doll. Its description urges players to use the game to ‘cheer up’ an ‘unconfident’ Barbara by taking her on a ‘shopping spree’ for new, glamorous clothes ‘to make Barbara feel beautiful throughout her pregnancy’. Players may find ‘sparkly accessories’ as well for Barbara and help her find a new hairstyle so that she ‘can be her fashionable self again’ and ‘feel prepared to welcome her baby!’. Likewise, the game ‘Pregnant Mommy Makeover Spa’ involves players selecting clothes, applying beauty treatments and makeup and adding accessories to give a makeover to ‘Pregnant Princess’ Leila. The ‘Celebrity Mommy’s Newborn Baby Doctor’ game combines the drawcard of ‘celebrity’ with ‘mommy’. Players are invited to ‘join the celebrities in their pregnancy adventure!’ and ‘take care of Celebrity Mom during her pregnancy!’.An app by the same developer of ‘Barbara Pregnancy Shopping’ also offers ‘Barbara’s Caesarean Birth’. The app description claims that: ‘Of course her poor health doesn’t allow Barbara to give birth to her baby herself.’ It is up to players to ‘make everything perfect’ for Barbara’s caesarean birth. The screenshots show Barbara’s pregnant abdomen being slit open, retracted and a rosy, totally clean infant extracted from the incision, complete with blonde hair. Players then sew up the wound. A final screenshot displays an image of a smiling Barbara standing holding her sleeping, swaddled baby, with the words ‘You win’.Similar games involve princesses, mermaids, fairies and even monster and vampire pregnant women giving birth either vagin*lly or by caesarean. Despite their preternatural status, the monster and vampire women conform to the same aesthetic as the other pregnant women in these games: usually with long hair and pretty, made-up faces, wearing fashionable clothing even on the operating table. Their newborn infants are similarly uniform in their appearance as they emerge from the uterus. They are white-skinned, clean and cherubic (described in ‘Mommy’s Newborn Baby Princess’ as ‘the cutest baby you probably want’), a far cry from the squalling, squashed-faced infants smeared in birth fluids produced by the real birth process.In these pregnancy games for girls, the pain and intense bodily effort of birthing and the messiness produced by the blood and other body fluids inherent to the process of labour and birth are completely missing. The fact that caesarean birth is a major abdominal surgery requiring weeks of recovery is obviated in these games. Apart from the monsters and vampires, who may have green- or blue-hued skin, nearly all other pregnant women are portrayed as white-skinned, young, wearing makeup and slim, conforming to conventional stereotypical notions of female beauty. In these apps, the labouring women remain glamorous, usually smiling, calm and unsullied by the visceral nature of birth.‘Track Your Pregnancy Day by Day’: Self-Monitoring and Gamified PregnancyElements of gamification were evident in a large number of the apps in our corpus, including many apps that invite pregnant users to engage in self-tracking of their bodies and that of their foetuses. Users are asked to customise the apps to document their changing bodies and track their foetus’ development as part of reproducing the discourse of the miraculous nature of pregnancy and promoting the pleasures of self-tracking and self-transformation from pregnant woman to mother. When using the ‘Pregnancy+’ app, for example, users can choose to construct a ‘Personal Dashboard’ that includes details of their pregnancy. They can input their photograph, first name and their expected date of delivery so that that each daily update begins with ‘Hello [name of user], you are [ ] weeks and [ ] days pregnant’ with the users’ photograph attached to the message. The woman’s weight gain over time and a foetal kick counter are also included in this app. It provides various ways for users to mark the passage of time, observe the ways in which their foetuses change and move week by week and monitor changes in their bodies. According to the app description for ‘My Pregnancy Today’, using such features allows a pregnant woman to: ‘Track your pregnancy day by day.’ Other apps encourage women to track such aspects of physical activity, vitamin and fluid intake, diet, mood and symptoms. The capacity to visually document the pregnant user’s body is also a feature of several apps. The ‘Baby Bump Pregnancy’, ‘WebMD Pregnancy’, ‘I’m Expecting’,’iPregnant’ and ‘My Pregnancy Today’ apps, for example, all offer an album feature for pregnant bump photos taken by the user of herself (described as a ‘bumpie’ in the blurb for ‘My Pregnancy Today’). ‘Baby Buddy’ encourages women to create a pregnant avatar of themselves (looking glamorous, well-dressed and happy). Some apps even advise users on how they should feel. As a screenshot from ‘Pregnancy Tracker Week by Week’ claims: ‘Victoria, your baby is growing in your body. You should be the happiest woman in the world.’Just as pregnancy games for little girls portrayal pregnancy as a commodified and asetheticised experience, the apps directed at pregnant women themselves tend to shy away from discomforting fleshly realities of pregnant and birthing embodiment. Pregnancy is represented as an enjoyable and fashionable state of embodiment: albeit one that requires constant self-surveillance and vigilance.‘Hello Mommy!’: The Personalisation and Aestheticisation of the FoetusA dominant feature of pregnancy-related apps is the representation of the foetus as already a communicative person in its own right. For example, the ‘Pregnancy Tickers – Widget’ app features the image of a foetus (looking far more like an infant, with a full head of wavy hair and open eyes) holding a pencil and marking a tally on the walls of the uterus. The app is designed to provide various icons showing the progress of the user’s pregnancy each day on her mobile device. The ‘Hi Mommy’ app features a cartoon-like pink and cuddly foetus looking very baby-like addressing its mother from the womb, as in the following message that appears on the user’s smartphone: ‘Hi Mommy! When will I see you for the first time?’ Several pregnancy-tracking apps also allow women to input the name that they have chosen for their expected baby, to receive customised notifications of its progress (‘Justin is nine weeks and two days old today’).Many apps also incorporate images of foetuses that represent them as wondrous entities, adopting the visual style of 1960s foetal photography pioneer Lennart Nilsson, or what Stormer (Stormer) has referred to as ‘prenatal sublimity’. The ‘Pregnancy+’ app features such images. Users can choose to view foetal development week-by-week as a colourful computerised animation or 2D and 3D ultrasound scans that have been digitally manipulated to render them aesthetically appealing. These images replicate the softly pink, glowing portrayals of miraculous unborn life typical of Nilsson’s style.Other apps adopt a more contemporary aesthetic and allow parents to store and manipulate images of their foetal ultrasounds and then share them via social media. The ‘Pimp My Ultrasound’ app, for example, invites prospective parents to manipulate images of their foetal ultrasounds by adding in novelty features to the foetal image such as baseball caps, jewellery, credit cards and musical instruments. The ‘Hello Mom’ app creates a ‘fetal album’ of ultrasounds taken of the user’s foetus, while the ‘Ultrasound Viewer’ app lets users manipulate their 3/4 D foetal ultrasound images: ‘Have fun viewing it from every angle, rotating, panning and zooming to see your babies [sic] features and share with your family and friends via Facebook and Twitter! … Once uploaded, you can customise your scan with a background colour and skin colour of your choice’.DiscussionPregnancy, like any other form of embodiment, is performative. Pregnant women are expected to conform to norms and assumptions about their physical appearance and deportment of their bodies that expect them to remain well-groomed, fit and physically attractive without appearing overly sexual (Longhurst "(Ad)Dressing Pregnant Bodies in New Zealand: Clothing, Fashion, Subjectivities and Spatialities"; Longhurst "'Corporeographies’ of Pregnancy: ‘Bikini Babes'"; Nash; Littler). Simultaneously they must negotiate the burden of bodily management in the interests of risk regulation. They are expected to protect their vulnerable unborn from potential dangers by stringently disciplining their bodies and policing to what substances they allow entry (Lupton The Social Worlds of the Unborn; Lupton "'Precious Cargo': Risk and Reproductive Citizenship"). Pregnancy self-tracking apps enact the soft politics of algorithmic authority, encouraging people to conform to expectations of self-responsibility and self-management by devoting attention to monitoring their bodies and acting on the data that they generate (Whitson; Millington "Amusing Ourselves to Life: Fitness Consumerism and the Birth of Bio-Games"; Lupton The Quantified Self: A Sociology of Self-Tracking).Many commentators have remarked on the sexism inherent in digital games (e.g. Dickerman, Christensen and Kerl-McClain; Thornham). Very little research has been conducted specifically on the gendered nature of app games. However our analysis suggests that, at least in relation to the pregnant woman, reductionist heteronormative, cisgendered, patronising and paternalistic stereotypes abound. In the games for girls, pregnant women are ideally young, heterosexual, partnered, attractive, slim and well-groomed, before, during and after birth. In self-tracking apps, pregnant women are portrayed as ideally self-responsible, enthused about their pregnancy and foetus to the point that they are counting the days until the birth and enthusiastic about collecting and sharing details about themselves and their unborn (often via social media).Ambivalence about pregnancy, the foetus or impending motherhood, and lack of interest in monitoring the pregnancy or sharing details of it with others are not accommodated, acknowledged or expected by these apps. Acknowledgement of the possibility of pregnant women who are not overtly positive about their pregnancy or lack interest in it or who identify as transgender or lesbian or who are sole mothers is distinctly absent.Common practices we noted in apps – such as giving foetuses names before birth and representing them as verbally communicating with their mothers from inside the womb – underpin a growing intensification around the notion of the unborn entity as already an infant and social actor in its own right. These practices have significant implications for political agendas around the treatment of pregnant women in terms of their protection or otherwise of their unborn, and for debates about women’s reproductive rights and access to abortion (Lupton The Social Worlds of the Unborn; Taylor The Public Life of the Fetal Sonogram: Technology, Consumption and the Politics of Reproduction). Further, the gamification and ludification of pregnancy serve to further commodify the experience of pregnancy and childbirth, contributing to an already highly commercialised environment in which expectant parents, and particularly mothers, are invited to purchase many goods and services related to pregnancy and early parenthood (Taylor "Of Sonograms and Baby Prams: Prenatal Diagnosis, Pregnancy, and Consumption"; Kroløkke; Thomson et al.; Taylor The Public Life of the Fetal Sonogram: Technology, Consumption and the Politics of Reproduction; Thomas).In the games for girls we examined, the pregnant woman herself was a commodity, a selling point for the app. The foetus was also frequently commodified in its representation as an aestheticised entity and the employment of its image (either as an ultrasound or other visual representations) or identity to market apps such as the girls’ games, apps for manipulating ultrasound images, games for predicting the foetus’ sex and choosing its name, and prank apps using fake ultrasounds purporting to reveal a foetus inside a person’s body. As the pregnant user engages in apps, she becomes a commodity in yet another way: the generator of personal data that are marketable in themselves. In this era of the digital data knowledge economy, the personal information about people gathered from their online interactions and content creation has become highly profitable for third parties (Andrejevic; van Dijck). Given that pregnant women are usually in the market for many new goods and services, their personal data is a key target for data mining companies, who harvest it to sell to advertisers (Marwick).To conclude, our analysis suggests that gamification and ludification strategies directed at pregnancy and childbirth can serve to obfuscate the societal pressures that expect and seek to motivate pregnant women to maintain physical fitness and attractiveness, simultaneously ensuring that they protect their foetuses from all possible risks. In achieving both ends, women are encouraged to engage in intense self-monitoring and regulation of their bodies. These apps also reproduce concepts of the unborn entity as a precious and beautiful already-human. These types of portrayals have important implications for how young girls learn about pregnancy and childbirth, for pregnant women’s experiences and for concepts of foetal personhood that in turn may influence women’s reproductive rights and abortion politics.ReferencesAndrejevic, Mark. Infoglut: How Too Much Information Is Changing the Way We Think and Know. New York: Routledge, 2013. Print.Bogost, Ian. "Why Gamification Is Bullsh*t." The Gameful World: Approaches, Issues, Applications. Eds. Steffen Walz and Sebastian Deterding. Boston, MA: MIT Press, 2015. 65-80. Print.Declercq, E.R., et al. Listening to Mothers III: Pregnancy and Birth. New York: Childbirth Connection, 2013. Print.Derbyshire, Emma, and Darren Dancey. 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Moore, Christopher Luke. "Digital Games Distribution: The Presence of the Past and the Future of Obsolescence." M/C Journal 12, no.3 (July15, 2009). http://dx.doi.org/10.5204/mcj.166.

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A common criticism of the rhythm video games genre — including series like Guitar Hero and Rock Band, is that playing musical simulation games is a waste of time when you could be playing an actual guitar and learning a real skill. A more serious criticism of games cultures draws attention to the degree of e-waste they produce. E-waste or electronic waste includes mobiles phones, computers, televisions and other electronic devices, containing toxic chemicals and metals whose landfill, recycling and salvaging all produce distinct environmental and social problems. The e-waste produced by games like Guitar Hero is obvious in the regular flow of merchandise transforming computer and video games stores into simulation music stores, filled with replica guitars, drum kits, microphones and other products whose half-lives are short and whose obsolescence is anticipated in the annual cycles of consumption and disposal. This paper explores the connection between e-waste and obsolescence in the games industry, and argues for the further consideration of consumers as part of the solution to the problem of e-waste. It uses a case study of the PC digital distribution software platform, Steam, to suggest that the digital distribution of games may offer an alternative model to market driven software and hardware obsolescence, and more generally, that such software platforms might be a place to support cultures of consumption that delay rather than promote hardware obsolescence and its inevitability as e-waste. The question is whether there exists a potential for digital distribution to be a means of not only eliminating the need to physically transport commodities (its current 'green' benefit), but also for supporting consumer practices that further reduce e-waste. The games industry relies on a rapid production and innovation cycle, one that actively enforces hardware obsolescence. Current video game consoles, including the PlayStation 3, the Xbox 360 and Nintendo Wii, are the seventh generation of home gaming consoles to appear within forty years, and each generation is accompanied by an immense international transportation of games hardware, software (in various storage formats) and peripherals. Obsolescence also occurs at the software or content level and is significant because the games industry as a creative industry is dependent on the extensive management of multiple intellectual properties. The computing and video games software industry operates a close partnership with the hardware industry, and as such, software obsolescence directly contributes to hardware obsolescence. The obsolescence of content and the redundancy of the methods of policing its scarcity in the marketplace has been accelerated and altered by the processes of disintermediation with a range of outcomes (Flew). The music industry is perhaps the most advanced in terms of disintermediation with digital distribution at the center of the conflict between the legitimate and unauthorised access to intellectual property. This points to one issue with the hypothesis that digital distribution can lead to a reduction in hardware obsolescence, as the marketplace leader and key online distributor of music, Apple, is also the major producer of new media technologies and devices that are the paragon of stylistic obsolescence. Stylistic obsolescence, in which fashion changes products across seasons of consumption, has long been observed as the dominant form of scaled industrial innovation (Slade). Stylistic obsolescence is differentiated from mechanical or technological obsolescence as the deliberate supersedence of products by more advanced designs, better production techniques and other minor innovations. The line between the stylistic and technological obsolescence is not always clear, especially as reduced durability has become a powerful market strategy (Fitzpatrick). This occurs where the design of technologies is subsumed within the discourses of manufacturing, consumption and the logic of planned obsolescence in which the product or parts are intended to fail, degrade or under perform over time. It is especially the case with signature new media technologies such as laptop computers, mobile phones and portable games devices. Gamers are as guilty as other consumer groups in contributing to e-waste as participants in the industry's cycles of planned obsolescence, but some of them complicate discussions over the future of obsolescence and e-waste. Many gamers actively work to forestall the obsolescence of their games: they invest time in the play of older games (“retrogaming”) they donate labor and creative energy to the production of user-generated content as a means of sustaining involvement in gaming communities; and they produce entirely new game experiences for other users, based on existing software and hardware modifications known as 'mods'. With Guitar Hero and other 'rhythm' games it would be easy to argue that the hardware components of this genre have only one future: as waste. Alternatively, we could consider the actual lifespan of these objects (including their impact as e-waste) and the roles they play in the performances and practices of communities of gamers. For example, the Elmo Guitar Hero controller mod, the Tesla coil Guitar Hero controller interface, the Rock Band Speak n' Spellbinder mashup, the multiple and almost sacrilegious Fender guitar hero mods, the Guitar Hero Portable Turntable Mod and MAKE magazine's Trumpet Hero all indicate a significant diversity of user innovation, community formation and individual investment in the post-retail life of computer and video game hardware. Obsolescence is not just a problem for the games industry but for the computing and electronics industries more broadly as direct contributors to the social and environmental cost of electrical waste and obsolete electrical equipment. Planned obsolescence has long been the experience of gamers and computer users, as the basis of a utopian mythology of upgrades (Dovey and Kennedy). For PC users the upgrade pathway is traversed by the consumption of further hardware and software post initial purchase in a cycle of endless consumption, acquisition and waste (as older parts are replaced and eventually discarded). The accumulation and disposal of these cultural artefacts does not devalue or accrue in space or time at the same rate (Straw) and many users will persist for years, gradually upgrading and delaying obsolescence and even perpetuate the circulation of older cultural commodities. Flea markets and secondhand fairs are popular sites for the purchase of new, recent, old, and recycled computer hardware, and peripherals. Such practices and parallel markets support the strategies of 'making do' described by De Certeau, but they also continue the cycle of upgrade and obsolescence, and they are still consumed as part of the promise of the 'new', and the desire of a purchase that will finally 'fix' the users' computer in a state of completion (29). The planned obsolescence of new media technologies is common, but its success is mixed; for example, support for Microsoft's operating system Windows XP was officially withdrawn in April 2009 (Robinson), but due to the popularity in low cost PC 'netbooks' outfitted with an optimised XP operating system and a less than enthusiastic response to the 'next generation' Windows Vista, XP continues to be popular. Digital Distribution: A Solution? Gamers may be able to reduce the accumulation of e-waste by supporting the disintermediation of the games retail sector by means of online distribution. Disintermediation is the establishment of a direct relationship between the creators of content and their consumers through products and services offered by content producers (Flew 201). The move to digital distribution has already begun to reduce the need to physically handle commodities, but this currently signals only further support of planned, stylistic and technological obsolescence, increasing the rate at which the commodities for recording, storing, distributing and exhibiting digital content become e-waste. Digital distribution is sometimes overlooked as a potential means for promoting communities of user practice dedicated to e-waste reduction, at the same time it is actively employed to reduce the potential for the unregulated appropriation of content and restrict post-purchase sales through Digital Rights Management (DRM) technologies. Distributors like Amazon.com continue to pursue commercial opportunities in linking the user to digital distribution of content via exclusive hardware and software technologies. The Amazon e-book reader, the Kindle, operates via a proprietary mobile network using a commercially run version of the wireless 3G protocols. The e-book reader is heavily encrypted with Digital Rights Management (DRM) technologies and exclusive digital book formats designed to enforce current copyright restrictions and eliminate second-hand sales, lending, and further post-purchase distribution. The success of this mode of distribution is connected to Amazon's ability to tap both the mainstream market and the consumer demand for the less-than-popular; those books, movies, music and television series that may not have been 'hits' at the time of release. The desire to revisit forgotten niches, such as B-sides, comics, books, and older video games, suggests Chris Anderson, linked with so-called “long tail” economics. Recently Webb has queried the economic impact of the Long Tail as a business strategy, but does not deny the underlying dynamics, which suggest that content does not obsolesce in any straightforward way. Niche markets for older content are nourished by participatory cultures and Web 2.0 style online services. A good example of the Long Tail phenomenon is the recent case of the 1971 book A Lion Called Christian, by Anthony Burke and John Rendall, republished after the author's film of a visit to a resettled Christian in Africa was popularised on YouTube in 2008. Anderson's Long Tail theory suggests that over time a large number of items, each with unique rather than mass histories, will be subsumed as part of a larger community of consumers, including fans, collectors and everyday users with a long term interest in their use and preservation. If digital distribution platforms can reduce e-waste, they can perhaps be fostered by to ensuring digital consumers have access to morally and ethically aware consumer decisions, but also that they enjoy traditional consumer freedoms, such as the right to sell on and change or modify their property. For it is not only the fixation on the 'next generation' that contributes to obsolescence, but also technologies like DRM systems that discourage second hand sales and restrict modification. The legislative upgrades, patches and amendments to copyright law that have attempted to maintain the law's effectiveness in competing with peer-to-peer networks have supported DRM and other intellectual property enforcement technologies, despite the difficulties that owners of intellectual property have encountered with the effectiveness of DRM systems (Moore, Creative). The games industry continues to experiment with DRM, however, this industry also stands out as one of the few to have significantly incorporated the user within the official modes of production (Moore, Commonising). Is the games industry capable (or willing) of supporting a digital delivery system that attempts to minimise or even reverse software and hardware obsolescence? We can try to answer this question by looking in detail at the biggest digital distributor of PC games, Steam. Steam Figure 1: The Steam Application user interface retail section Steam is a digital distribution system designed for the Microsoft Windows operating system and operated by American video game development company and publisher, Valve Corporation. Steam combines online games retail, DRM technologies and internet-based distribution services with social networking and multiplayer features (in-game voice and text chat, user profiles, etc) and direct support for major games publishers, independent producers, and communities of user-contributors (modders). Steam, like the iTunes games store, Xbox Live and other digital distributors, provides consumers with direct digital downloads of new, recent and classic titles that can be accessed remotely by the user from any (internet equipped) location. Steam was first packaged with the physical distribution of Half Life 2 in 2004, and the platform's eventual popularity is tied to the success of that game franchise. Steam was not an optional component of the game's installation and many gamers protested in various online forums, while the platform was treated with suspicion by the global PC games press. It did not help that Steam was at launch everything that gamers take objection to: a persistent and initially 'buggy' piece of software that sits in the PC's operating system and occupies limited memory resources at the cost of hardware performance. Regular updates to the Steam software platform introduced social network features just as mainstream sites like MySpace and Facebook were emerging, and its popularity has undergone rapid subsequent growth. Steam now eclipses competitors with more than 20 million user accounts (Leahy) and Valve Corporation makes it publicly known that Steam collects large amounts of data about its users. This information is available via the public player profile in the community section of the Steam application. It includes the average number of hours the user plays per week, and can even indicate the difficulty the user has in navigating game obstacles. Valve reports on the number of users on Steam every two hours via its web site, with a population on average between one and two million simultaneous users (Valve, Steam). We know these users’ hardware profiles because Valve Corporation makes the results of its surveillance public knowledge via the Steam Hardware Survey. Valve’s hardware survey itself conceptualises obsolescence in two ways. First, it uses the results to define the 'cutting edge' of PC technologies and publishing the standards of its own high end production hardware on the companies blog. Second, the effect of the Survey is to subsequently define obsolescent hardware: for example, in the Survey results for April 2009, we can see that the slight majority of users maintain computers with two central processing units while a significant proportion (almost one third) of users still maintained much older PCs with a single CPU. Both effects of the Survey appear to be well understood by Valve: the Steam Hardware Survey automatically collects information about the community's computer hardware configurations and presents an aggregate picture of the stats on our web site. The survey helps us make better engineering and gameplay decisions, because it makes sure we're targeting machines our customers actually use, rather than measuring only against the hardware we've got in the office. We often get asked about the configuration of the machines we build around the office to do both game and Steam development. We also tend to turn over machines in the office pretty rapidly, at roughly every 18 months. (Valve, Team Fortress) Valve’s support of older hardware might counter perceptions that older PCs have no use and begins to reverse decades of opinion regarding planned and stylistic obsolescence in the PC hardware and software industries. Equally significant to the extension of the lives of older PCs is Steam's support for mods and its promotion of user generated content. By providing software for mod creation and distribution, Steam maximises what Postigo calls the development potential of fan-programmers. One of the 'payoffs' in the information/access exchange for the user with Steam is the degree to which Valve's End-User Licence Agreement (EULA) permits individuals and communities of 'modders' to appropriate its proprietary game content for use in the creation of new games and games materials for redistribution via Steam. These mods extend the play of the older games, by requiring their purchase via Steam in order for the individual user to participate in the modded experience. If Steam is able to encourage this kind of appropriation and community support for older content, then the potential exists for it to support cultures of consumption and practice of use that collaboratively maintain, extend, and prolong the life and use of games. Further, Steam incorporates the insights of “long tail” economics in a purely digital distribution model, in which the obsolescence of 'non-hit' game titles can be dramatically overturned. Published in November 2007, Unreal Tournament 3 (UT3) by Epic Games, was unappreciated in a market saturated with games in the first-person shooter genre. Epic republished UT3 on Steam 18 months later, making the game available to play for free for one weekend, followed by discounted access to new content. The 2000 per cent increase in players over the game's 'free' trial weekend, has translated into enough sales of the game for Epic to no longer consider the release a commercial failure: It’s an incredible precedent to set: making a game a success almost 18 months after a poor launch. It’s something that could only have happened now, and with a system like Steam...Something that silently updates a purchase with patches and extra content automatically, so you don’t have to make the decision to seek out some exciting new feature: it’s just there anyway. Something that, if you don’t already own it, advertises that game to you at an agreeably reduced price whenever it loads. Something that enjoys a vast community who are in turn plugged into a sea of smaller relevant communities. It’s incredibly sinister. It’s also incredibly exciting... (Meer) Clearly concerns exist about Steam's user privacy policy, but this also invites us to the think about the economic relationship between gamers and games companies as it is reconfigured through the private contractual relationship established by the EULA which accompanies the digital distribution model. The games industry has established contractual and licensing arrangements with its consumer base in order to support and reincorporate emerging trends in user generated cultures and other cultural formations within its official modes of production (Moore, "Commonising"). When we consider that Valve gets to tax sales of its virtual goods and can further sell the information farmed from its users to hardware manufacturers, it is reasonable to consider the relationship between the corporation and its gamers as exploitative. Gabe Newell, the Valve co-founder and managing director, conversely believes that people are willing to give up personal information if they feel it is being used to get better services (Leahy). If that sentiment is correct then consumers may be willing to further trade for services that can reduce obsolescence and begin to address the problems of e-waste from the ground up. Conclusion Clearly, there is a potential for digital distribution to be a means of not only eliminating the need to physically transport commodities but also supporting consumer practices that further reduce e-waste. For an industry where only a small proportion of the games made break even, the successful relaunch of older games content indicates Steam's capacity to ameliorate software obsolescence. Digital distribution extends the use of commercially released games by providing disintermediated access to older and user-generated content. For Valve, this occurs within a network of exchange as access to user-generated content, social networking services, and support for the organisation and coordination of communities of gamers is traded for user-information and repeat business. Evidence for whether this will actively translate to an equivalent decrease in the obsolescence of game hardware might be observed with indicators like the Steam Hardware Survey in the future. The degree of potential offered by digital distribution is disrupted by a range of technical, commercial and legal hurdles, primary of which is the deployment of DRM, as part of a range of techniques designed to limit consumer behaviour post purchase. While intervention in the form of legislation and radical change to the insidious nature of electronics production is crucial in order to achieve long term reduction in e-waste, the user is currently considered only in terms of 'ethical' consumption and ultimately divested of responsibility through participation in corporate, state and civil recycling and e-waste management operations. The message is either 'careful what you purchase' or 'careful how you throw it away' and, like DRM, ignores the connections between product, producer and user and the consumer support for environmentally, ethically and socially positive production, distribrution, disposal and recycling. This article, has adopted a different strategy, one that sees digital distribution platforms like Steam, as capable, if not currently active, in supporting community practices that should be seriously considered in conjunction with a range of approaches to the challenge of obsolescence and e-waste. References Anderson, Chris. "The Long Tail." Wired Magazine 12. 10 (2004). 20 Apr. 2009 ‹http://www.wired.com/wired/archive/12.10/tail.html›. De Certeau, Michel. The Practice of Everyday Life. Berkeley: U of California P, 1984. Dovey, Jon, and Helen Kennedy. Game Cultures: Computer Games as New Media. London: Open University Press,2006. Fitzpatrick, Kathleen. The Anxiety of Obsolescence. Nashville: Vanderbilt UP, 2008. Flew, Terry. New Media: An Introduction. South Melbourne: Oxford UP, 2008. Leahy, Brian. "Live Blog: DICE 2009 Keynote - Gabe Newell, Valve Software." The Feed. G4TV 18 Feb. 2009. 16 Apr. 2009 ‹http://g4tv.com/thefeed/blog/post/693342/Live-Blog-DICE-2009-Keynote-–-Gabe-Newell-Valve-Software.html›. Meer, Alec. "Unreal Tournament 3 and the New Lazarus Effect." Rock, Paper, Shotgun 16 Mar. 2009. 24 Apr. 2009 ‹http://www.rockpapershotgun.com/2009/03/16/unreal-tournament-3-and-the-new-lazarus-effect/›.Moore, Christopher. "Commonising the Enclosure: Online Games and Reforming Intellectual Property Regimes." Australian Journal of Emerging Technologies and Society 3. 2, (2005). 12 Apr. 2009 ‹http://www.swin.edu.au/sbs/ajets/journal/issue5-V3N2/abstract_moore.htm›. Moore, Christopher. "Creative Choices: Changes to Australian Copyright Law and the Future of the Public Domain." Media International Australia 114 (Feb. 2005): 71–83. Postigo, Hector. "Of Mods and Modders: Chasing Down the Value of Fan-Based Digital Game Modification." Games and Culture 2 (2007): 300-13. Robinson, Daniel. "Windows XP Support Runs Out Next Week." PC Business Authority 8 Apr. 2009. 16 Apr. 2009 ‹http://www.pcauthority.com.au/News/142013,windows-xp-support-runs-out-next-week.aspx›. Straw, Will. "Exhausted Commodities: The Material Culture of Music." Canadian Journal of Communication 25.1 (2000): 175. Slade, Giles. Made to Break: Technology and Obsolescence in America. Cambridge: Harvard UP, 2006. Valve. "Steam and Game Stats." 26 Apr. 2009 ‹http://store.steampowered.com/stats/›. Valve. "Team Fortress 2: The Scout Update." Steam Marketing Message 20 Feb. 2009. 12 Apr. 2009 ‹http://storefront.steampowered.com/Steam/Marketing/message/2269/›. Webb, Richard. "Online Shopping and the Harry Potter Effect." New Scientist 2687 (2008): 52-55. 16 Apr. 2009 ‹http://www.newscientist.com/article/mg20026873.300-online-shopping-and-the-harry-potter-effect.html?page=2›. With thanks to Dr Nicola Evans and Dr Frances Steel for their feedback and comments on drafts of this paper.

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Brien, Donna Lee, Leonie Rutherford, and Rosemary Williamson. "Hearth and Hotmail." M/C Journal 10, no.4 (August1, 2007). http://dx.doi.org/10.5204/mcj.2696.

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Introduction It has frequently been noted that ICTs and social networking applications have blurred the once-clear boundary between work, leisure and entertainment, just as they have collapsed the distinction between public and private space. While each individual has a sense of what “home” means, both in terms of personal experience and more conceptually, the following three examples of online interaction (based on participants’ interest, or involvement, in activities traditionally associated with the home: pet care, craft and cooking) suggest that the utilisation of online communication technologies can lead to refined and extended definitions of what “home” is. These examples show how online communication can assist in meeting the basic human needs for love, companionship, shelter and food – needs traditionally supplied by the home environment. They also provide individuals with a considerably expanded range of opportunities for personal expression and emotional connection, as well as creative and commercial production, than that provided by the purely physical (and, no doubt, sometimes isolated and isolating) domestic environment. In this way, these case studies demonstrate the interplay and melding of physical and virtual “home” as domestic practices leach from the most private spaces of the physical home into the public space of the Internet (for discussion, see Gorman-Murray, Moss, and Rose). At the same time, online interaction can assert an influence on activity within the physical space of the home, through the sharing of advice about, and modeling of, domestic practices and processes. A Dog’s (Virtual) Life The first case study primarily explores the role of online communities in the formation and expression of affective values and personal identity – as traditionally happens in the domestic environment. Garber described the 1990s as “the decade of the dog” (20), citing a spate of “new anthropomorphic” (22) dog books, Internet “dog chat” sites, remakes of popular classics such as Lassie Come Home, dog friendly urban amenities, and the meteoric rise of services for pampered pets (28-9). Loving pets has become a lifestyle and culture, witnessed and commodified in Pet Superstores as well as in dog collectables and antiques boutiques, and in publications like The Bark (“the New Yorker of Dog Magazines”) and Clean Run, the international agility magazine, Website, online book store and information gateway for agility products and services. Available online resources for dog lovers have similarly increased rapidly during the decade since Garber’s book was published, with the virtual world now catering for serious hobby trainers, exhibitors and professionals as well as the home-based pet lover. At a recent survey, Yahoo Groups – a personal communication portal that facilitates social networking, in this case enabling users to set up electronic mailing lists and Internet forums – boasted just over 9,600 groups servicing dog fanciers and enthusiasts. The list Dogtalk is now an announcement only mailing list, but was a vigorous discussion forum until mid-2006. Members of Dogtalk were Australian-based “clicker-trainers”, serious hobbyist dog trainers, many of whom operated micro-businesses providing dog training or other pet-related services. They shared an online community, but could also engage in “flesh-meets” at seminars, conferences and competitive dog sport meets. An author of this paper (Rutherford) joined this group two years ago because of her interest in clicker training. Clicker training is based on an application of animal learning theory, particularly psychologist E. F. Skinner’s operant conditioning, so called because of the trademark use of a distinctive “click” sound to mark a desired behaviour that is then rewarded. Clicker trainers tend to dismiss anthropomorphic pack theory that positions the human animal as fundamentally opposed to non-human animals and, thus, foster a partnership (rather than a dominator) mode of social and learning relationships. Partnership and nurturance are common themes within the clicker community (as well as in more traditional “home” locations); as is recognising and valuing the specific otherness of other species. Typically, members regard their pets as affective equals or near-equals to the human animals that are recognised members of their kinship networks. A significant function of the episodic biographical narratives and responses posted to this list was thus to affirm and legitimate this intra-specific kinship as part of normative social relationship – a perspective that is not usually validated in the general population. One of the more interesting nexus that evolved within Dogtalk links the narrativisation of the pet in the domestic sphere with the pictorial genre of the family album. Emergent technologies, such as digital cameras together with Web-based image manipulation software and hosting (as provided by portals like Photobucket and Flickr ) democratise high quality image creation and facilitate the sharing of these images. Increasingly, the Dogtalk list linked to images uploaded to free online galleries, discussed digital image composition and aesthetics, and shared technical information about cameras and online image distribution. Much of this cultural production and circulation was concerned with digitally inscribing particular relationships with individual animals into cultural memory: a form of family group biography (for a discussion of the family photograph as a display of extended domestic space, see Rose). The other major non-training thread of the community involves the sharing and witnessing of the trauma suffered due to the illness and loss of pets. While mourning for human family members is supported in the off-line world – with social infrastructure, such as compassionate leave and/or bereavement counselling, part of professional entitlements – public mourning for pets is not similarly supported. Yet, both cultural studies (in its emphasis on cultural memory) and trauma theory have highlighted the importance of social witnessing, whereby traumatic memories must be narratively integrated into memory and legitimised by the presence of a witness in order to loosen their debilitating hold (Felman and Laub 57). Postings on the progress of a beloved animal’s illness or other misfortune and death were thus witnessed and affirmed by other Dogtalk list members – the sick or deceased pet becoming, in the process, a feature of community memory, not simply an individual loss. In terms of such biographical narratives, memory and history are not identical: “Any memories capable of being formed, retained or articulated by an individual are always a function of socially constituted forms, narratives and relations … Memory is always subject to active social manipulation and revision” (Halbwachs qtd. in Crewe 75). In this way, emergent technologies and social software provide sites, akin to that of physical homes, for family members to process individual memories into cultural memory. Dogzonline, the Australian Gateway site for purebred dog enthusiasts, has a forum entitled “Rainbow Bridge” devoted to textual and pictorial memorialisation of deceased pet dogs. Dogster hosts the For the Love of Dogs Weblog, in which images and tributes can be posted, and also provides links to other dog oriented Weblogs and Websites. An interesting combination of both therapeutic narrative and the commodification of affect is found in Lightning Strike Pet Loss Support which, while a memorial and support site, also provides links to the emerging profession of pet bereavement counselling and to suppliers of monuments and tributary urns for home or other use. loobylu and Narratives of Everyday Life The second case study focuses on online interactions between craft enthusiasts who are committed to the production of distinctive objects to decorate and provide comfort in the home, often using traditional methods. In the case of some popular craft Weblogs, online conversations about craft are interspersed with, or become secondary to, the narration of details of family life, the exploration of important life events or the recording of personal histories. As in the previous examples, the offering of advice and encouragement, and expressions of empathy and support, often characterise these interactions. The loobylu Weblog was launched in 2001 by illustrator and domestic crafts enthusiast Claire Robertson. Robertson is a toy maker and illustrator based in Melbourne, Australia, whose clients have included prominent publishing houses, magazines and the New York Public Library (Robertson “Recent Client List” online). She has achieved a measure of public recognition: her loobylu Weblog has won awards and been favourably commented upon in the Australian press (see Robertson “Press for loobylu” online). In 2005, an article in The Age placed Robertson in the context of a contemporary “craft revolution”, reporting her view that this “revolution” is in “reaction to mass consumerism” (Atkinson online). The hand-made craft objects featured in Robertson’s Weblogs certainly do suggest engagement with labour-intensive pursuits and the construction of unique objects that reject processes of mass production and consumption. In this context, loobylu is a vehicle for the display and promotion of Robertson’s work as an illustrator and as a craft practitioner. While skills-based, it also, however, promotes a family-centred lifestyle; it advocates the construction by hand of objects designed to enhance the appearance of the family home and the comfort of its inhabitants. Its specific subject matter extends to related aspects of home and family as, in addition to instructions, ideas and patterns for craft, the Weblog features information on commercially available products for home and family, recipes, child rearing advice and links to 27 other craft and other sites (including Nigella Lawson’s, discussed below). The primary member of its target community is clearly the traditional homemaker – the mother – as well as those who may aspire to this role. Robertson does not have the “celebrity” status of Lawson and Jamie Oliver (discussed below), nor has she achieved their market saturation. Indeed, Robertson’s online presence suggests a modest level of engagement that is placed firmly behind other commitments: in February 2007, she announced an indefinite suspension of her blog postings so that she could spend more time with her family (Robertson loobylu 17 February 2007). Yet, like Lawson and Oliver, Robertson has exploited forms of domestic competence traditionally associated with women and the home, and the non-traditional medium of the Internet has been central to her endeavours. The content of the loobylu blog is, unsurprisingly, embedded in, or an accessory to, a unifying running commentary on Robertson’s domestic life as a parent. Miles, who has described Weblogs as “distributed documentaries of the everyday” (66) sums this up neatly: “the weblogs’ governing discursive quality is the manner in which it is embodied within the life world of its author” (67). Landmark family events are narrated on loobylu and some attract deluges of responses: the 19 June 2006 posting announcing the birth of Robertson’s daughter Lily, for example, drew 478 responses; five days later, one describing the difficult circ*mstances of her birth drew 232 comments. All of these comments are pithy, with many being simple empathetic expressions or brief autobiographically based commentaries on these events. Robertson’s news of her temporary retirement from her blog elicited 176 comments that both supported her decision and also expressed a sense of loss. Frequent exclamation marks attest visually to the emotional intensity of the responses. By narrating aspects of major life events to which the target audience can relate, the postings represent a form of affective mass production and consumption: they are triggers for a collective outpouring of largely hom*ogeneous emotional reaction (joy, in the case of Lily’s birth). As collections of texts, they can be read as auto/biographic records, arranged thematically, that operate at both the individual and the community levels. Readers of the family narratives and the affirming responses to them engage in a form of mass affirmation and consumerism of domestic experience that is easy, immediate, attractive and free of charge. These personal discourses blend fluidly with those of a commercial nature. Some three weeks after loobylu announced the birth of her daughter, Robertson shared on her Weblog news of her mastitis, Lily’s first smile and the family’s favourite television programs at the time, information that many of us would consider to be quite private details of family life. Three days later, she posted a photograph of a sleeping baby with a caption that skilfully (and negatively) links it to her daughter: “Firstly – I should mention that this is not a photo of Lily”. The accompanying text points out that it is a photo of a baby with the “Zaky Infant Sleeping Pillow” and provides a link to the online pregnancystore.com, from which it can be purchased. A quotation from the manufacturer describing the merits of the pillow follows. Robertson then makes a light-hearted comment on her experiences of baby-induced sleep-deprivation, and the possible consequences of possessing the pillow. Comments from readers also similarly alternate between the personal (sharing of experiences) to the commercial (comments on the product itself). One offshoot of loobylu suggests that the original community grew to an extent that it could support specialised groups within its boundaries. A Month of Softies began in November 2004, describing itself as “a group craft project which takes place every month” and an activity that “might give you a sense of community and kinship with other similar minded crafty types across the Internet and around the world” (Robertson A Month of Softies online). Robertson gave each month a particular theme, and readers were invited to upload a photograph of a craft object they had made that fitted the theme, with a caption. These were then included in the site’s gallery, in the order in which they were received. Added to the majority of captions was also a link to the site (often a business) of the creator of the object; another linking of the personal and the commercial in the home-based “cottage industry” sense. From July 2005, A Month of Softies operated through a Flickr site. Participants continued to submit photos of their craft objects (with captions), but also had access to a group photograph pool and public discussion board. This extension simulates (albeit in an entirely visual way) the often home-based physical meetings of craft enthusiasts that in contemporary Australia take the form of knitting, quilting, weaving or other groups. Chatting with, and about, Celebrity Chefs The previous studies have shown how the Internet has broken down many barriers between what could be understood as the separate spheres of emotional (that is, home-based private) and commercial (public) life. The online environment similarly enables the formation and development of fan communities by facilitating communication between those fans and, sometimes, between fans and the objects of their admiration. The term “fan” is used here in the broadest sense, referring to “a person with enduring involvement with some subject or object, often a celebrity, a sport, TV show, etc.” (Thorne and Bruner 52) rather than focusing on the more obsessive and, indeed, more “fanatical” aspects of such involvement, behaviour which is, increasingly understood as a subculture of more variously constituted fandoms (Jenson 9-29). Our specific interest in fandom in relation to this discussion is how, while marketers and consumer behaviourists study online fan communities for clues on how to more successfully market consumer goods and services to these groups (see, for example, Kozinets, “I Want to Believe” 470-5; “Utopian Enterprise” 67-88; Algesheimer et al. 19-34), fans regularly subvert the efforts of those urging consumer consumption to utilise even the most profit-driven Websites for non-commercial home-based and personal activities. While it is obvious that celebrities use the media to promote themselves, a number of contemporary celebrity chefs employ the media to construct and market widely recognisable personas based on their own, often domestically based, life stories. As examples, Jamie Oliver and Nigella Lawson’s printed books and mass periodical articles, television series and other performances across a range of media continuously draw on, elaborate upon, and ultimately construct their own lives as the major theme of these works. In this, these – as many other – celebrity chefs draw upon this revelation of their private lives to lend authenticity to their cooking, to the point where their work (whether cookbook, television show, advertisem*nt or live chat room session with their fans) could be described as “memoir-illustrated-with-recipes” (Brien and Williamson). This generic tendency influences these celebrities’ communities, to the point where a number of Websites devoted to marketing celebrity chefs as product brands also enable their fans to share their own life stories with large readerships. Oliver and Lawson’s official Websites confirm the privileging of autobiographical and biographical information, but vary in tone and approach. Each is, for instance, deliberately gendered (see Hollows’ articles for a rich exploration of gender, Oliver and Lawson). Oliver’s hip, boyish, friendly, almost frantic site includes the what are purported-to-be self-revelatory “Diary” and “About me” sections, a selection of captioned photographs of the chef, his family, friends, co-workers and sponsors, and his Weblog as well as footage streamed “live from Jamie’s phone”. This self-revelation – which includes significant details about Oliver’s childhood and his domestic life with his “lovely girls, Jools [wife Juliette Norton], Poppy and Daisy” – completely blurs the line between private life and the “Jamie Oliver” brand. While such revelation has been normalised in contemporary culture, this practice stands in great contrast to that of renowned chefs and food writers such as Elizabeth David, Julia Child, James Beard and Margaret Fulton, whose work across various media has largely concentrated on food, cooking and writing about cooking. The difference here is because Oliver’s (supposedly private) life is the brand, used to sell “Jamie Oliver restaurant owner and chef”, “Jamie Oliver cookbook author and TV star”, “Jamie Oliver advertising spokesperson for Sainsbury’s supermarket” (from which he earns an estimated £1.2 million annually) (Meller online) and “Jamie Oliver social activist” (made MBE in 2003 after his first Fifteen restaurant initiative, Oliver was named “Most inspiring political figure” in the 2006 Channel 4 Political Awards for his intervention into the provision of nutritious British school lunches) (see biographies by Hildred and Ewbank, and Smith). Lawson’s site has a more refined, feminine appearance and layout and is more mature in presentation and tone, featuring updates on her (private and public) “News” and forthcoming public appearances, a glamorous selection of photographs of herself from the past 20 years, and a series of print and audio interviews. Although Lawson’s children have featured in some of her television programs and her personal misfortunes are well known and regularly commented upon by both herself and journalists (her mother, sister and husband died of cancer) discussions of these tragedies, and other widely known aspects of her private life such as her second marriage to advertising mogul Charles Saatchi, is not as overt as on Oliver’s site, and the user must delve to find it. The use of Lawson’s personal memoir, as sales tool, is thus both present and controlled. This is in keeping with Lawson’s professional experience prior to becoming the “domestic goddess” (Lawson 2000) as an Oxford graduated journalist on the Spectator and deputy literary editor of the Sunday Times. Both Lawson’s and Oliver’s Websites offer readers various ways to interact with them “personally”. Visitors to Oliver’s site can ask him questions and can access a frequently asked question area, while Lawson holds (once monthly, now irregularly) a question and answer forum. In contrast to this information about, and access to, Oliver and Lawson’s lives, neither of their Websites includes many recipes or other food and cooking focussed information – although there is detailed information profiling their significant number of bestselling cookbooks (Oliver has published 8 cookbooks since 1998, Lawson 5 since 1999), DVDs and videos of their television series and one-off programs, and their name branded product lines of domestic kitchenware (Oliver and Lawson) and foodstuffs (Oliver). Instruction on how to purchase these items is also featured. Both these sites, like Robertson’s, provide various online discussion fora, allowing members to comment upon these chefs’ lives and work, and also to connect with each other through posted texts and images. Oliver’s discussion forum section notes “this is the place for you all to chat to each other, exchange recipe ideas and maybe even help each other out with any problems you might have in the kitchen area”. Lawson’s front page listing states: “You will also find a moderated discussion forum, called Your Page, where our registered members can swap ideas and interact with each other”. The community participants around these celebrity chefs can be, as is the case with loobylu, divided into two groups. The first is “foodie (in Robertson’s case, craft) fans” who appear to largely engage with these Websites to gain, and to share, food, cooking and craft-related information. Such fans on Oliver and Lawson’s discussion lists most frequently discuss these chefs’ television programs and books and the recipes presented therein. They test recipes at home and discuss the results achieved, any problems encountered and possible changes. They also post queries and share information about other recipes, ingredients, utensils, techniques, menus and a wide range of food and cookery-related matters. The second group consists of “celebrity fans” who are attracted to the chefs (as to Robertson as craft maker) as personalities. These fans seek and share biographical information about Oliver and Lawson, their activities and their families. These two areas of fan interest (food/cooking/craft and the personal) are not necessarily or always separated, and individuals can be active members of both types of fandoms. Less foodie-orientated users, however (like users of Dogtalk and loobylu), also frequently post their own auto/biographical narratives to these lists. These narratives, albeit often fragmented, may begin with recipes and cooking queries or issues, but veer off into personal stories that possess only minimal or no relationship to culinary matters. These members also return to the boards to discuss their own revealed life stories with others who have commented on these narratives. Although research into this aspect is in its early stages, it appears that the amount of public personal revelation either encouraged, or allowed, is in direct proportion to the “open” friendliness of these sites. More thus are located in Oliver’s and less in Lawson’s, and – as a kind of “control” in this case study, but not otherwise discussed – none in that of Australian chef Neil Perry, whose coolly sophisticated Website perfectly complements Perry’s professional persona as the epitome of the refined, sophisticated and, importantly in this case, unapproachable, high-end restaurant chef. Moreover, non-cuisine related postings are made despite clear directions to the contrary – Lawson’s site stating: “We ask that postings are restricted to topics relating to food, cooking, the kitchen and, of course, Nigella!” and Oliver making the plea, noted above, for participants to keep their discussions “in the kitchen area”. Of course, all such contemporary celebrity chefs are supported by teams of media specialists who selectively construct the lives that these celebrities share with the public and the postings about others’ lives that are allowed to remain on their discussion lists. The intersection of the findings reported above with the earlier case studies suggests, however, that even these most commercially-oriented sites can provide a fruitful data regarding their function as home-like spaces where domestic practices and processes can be refined, and emotional relationships formed and fostered. In Summary As convergence results in what Turow and Kavanaugh call “the wired homestead”, our case studies show that physically home-based domestic interests and practices – what could be called “home truths” – are also contributing to a refiguration of the private/public interplay of domestic activities through online dialogue. In the case of Dogtalk, domestic space is reconstituted through virtual spaces to include new definitions of family and memory. In the case of loobylu, the virtual interaction facilitates a development of craft-based domestic practices within the physical space of the home, thus transforming domestic routines. Jamie Oliver’s and Nigella Lawson’s sites facilitate development of both skills and gendered identities by means of a bi-directional nexus between domestic practices, sites of home labour/identity production and public media spaces. As participants modify and redefine these online communities to best suit their own needs and desires, even if this is contrary to the stated purposes for which the community was instituted, online communities can be seen to be domesticated, but, equally, these modifications demonstrate that the activities and relationships that have traditionally defined the home are not limited to the physical space of the house. While virtual communities are “passage points for collections of common beliefs and practices that united people who were physically separated” (Stone qtd in Jones 19), these interactions can lead to shared beliefs, for example, through advice about pet-keeping, craft and cooking, that can significantly modify practices and routines in the physical home. Acknowledgments An earlier version of this paper was presented at the Association of Internet Researchers’ International Conference, Brisbane, 27-30 September 2006. The authors would like to thank the referees of this article for their comments and input. Any errors are, of course, our own. References Algesheimer, R., U. Dholake, and A. Herrmann. “The Social Influence of Brand Community: Evidence from European Car Clubs”. Journal of Marketing 69 (2005): 19-34. Atkinson, Frances. “A New World of Craft”. The Age (11 July 2005). 28 May 2007 http://www.theage.com.au/articles/2005/07/10/1120934123262.html>. Brien, Donna Lee, and Rosemary Williamson. “‘Angels of the Home’ in Cyberspace: New Technologies and Biographies of Domestic Production”. Paper. Biography and New Technologies conference. Humanities Research Centre, Australian National University, Canberra, ACT. 12-14 Sep. 2006. Crewe, Jonathan. “Recalling Adamastor: Literature as Cultural Memory in ‘White’ South Africa”. In Acts of Memory: Cultural Recall in the Present, eds. Mieke Bal, Jonathan Crewe, and Leo Spitzer. Hanover, NH: Dartmouth College, 1999. 75-86. Felman, Shoshana, and Dori Laub. Testimony: Crises of Witnessing in Literature, Psychoanalysis, and History. New York: Routledge, 1992. Garber, Marjorie. Dog Love. New York: Touchstone/Simon and Schuster, 1996. Gorman-Murray, Andrew. “Homeboys: Uses of Home by Gay Australian Men”. Social and Cultural Geography 7.1 (2006): 53-69. Halbwachs, Maurice. On Collective Memory. Trans. Lewis A. Closer. Chicago: U of Chicago P, 1992. Hildred, Stafford, and Tim Ewbank. Jamie Oliver: The Biography. London: Blake, 2001. Hollows, Joanne. “Feeling like a Domestic Goddess: Post-Feminism and Cooking.” European Journal of Cultural Studies 6.2 (2003): 179-202. ———. “Oliver’s Twist: Leisure, Labour and Domestic Masculinity in The Naked Chef.” International Journal of Cultural Studies 6.2 (2003): 229-248. Jenson, J. “Fandom as Pathology: The Consequences of Characterization”. The Adoring Audience; Fan Culture and Popular Media. Ed. L. A. Lewis. New York, NY: Routledge, 1992. 9-29. Jones, Steven G., ed. Cybersociety, Computer-Mediated Communication and Community. Thousand Oaks, CA: Sage, 1995. Kozinets, R.V. “‘I Want to Believe’: A Netnography of the X’Philes’ Subculture of Consumption”. Advances in Consumer Research 34 (1997): 470-5. ———. “Utopian Enterprise: Articulating the Meanings of Star Trek’s Culture of Consumption.” Journal of Consumer Research 28 (2001): 67-88. Lawson, Nigella. How to Be a Domestic Goddess: Baking and the Art of Comfort Cooking. London: Chatto and Windus, 2000. Meller, Henry. “Jamie’s Tips Spark Asparagus Shortages”. Daily Mail (17 June 2005). 21 Aug. 2007 http://www.dailymail.co.uk/pages/live/articles/health/dietfitness.html? in_article_id=352584&in_page_id=1798>. Miles, Adrian. “Weblogs: Distributed Documentaries of the Everyday.” Metro 143: 66-70. Moss, Pamela. “Negotiating Space in Home Environments: Older Women Living with Arthritis.” Social Science and Medicine 45.1 (1997): 23-33. Robertson, Claire. Claire Robertson Illustration. 2000-2004. 28 May 2007 . Robertson, Claire. loobylu. 16 Feb. 2007. 28 May 2007 http://www.loobylu.com>. Robertson, Claire. “Press for loobylu.” Claire Robertson Illustration. 2000-2004. 28 May 2007 http://www.clairetown.com/press.html>. Robertson, Claire. A Month of Softies. 28 May 2007. 21 Aug. 2007 . Robertson, Claire. “Recent Client List”. Claire Robertson Illustration. 2000-2004. 28 May 2007 http://www.clairetown.com/clients.html>. Rose, Gillian. “Family Photographs and Domestic Spacings: A Case Study.” Transactions of the Institute of British Geographers NS 28.1 (2003): 5-18. Smith, Gilly. Jamie Oliver: Turning Up the Heat. Sydney: Macmillian, 2006. Thorne, Scott, and Gordon C. Bruner. “An Exploratory Investigation of the Characteristics of Consumer Fanaticism.” Qualitative Market Research: An International Journal 9.1 (2006): 51-72. Turow, Joseph, and Andrea Kavanaugh, eds. The Wired Homestead: An MIT Press Sourcebook on the Internet and the Family. Cambridge, MA: MIT Press, 2003. Citation reference for this article MLA Style Brien, Donna Lee, Leonie Rutherford, and Rosemary Williamson. "Hearth and Hotmail: The Domestic Sphere as Commodity and Community in Cyberspace." M/C Journal 10.4 (2007). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0708/10-brien.php>. APA Style Brien, D., L. Rutherford, and R. Williamson. (Aug. 2007) "Hearth and Hotmail: The Domestic Sphere as Commodity and Community in Cyberspace," M/C Journal, 10(4). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0708/10-brien.php>.

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Chesher, Chris. "Mining Robotics and Media Change." M/C Journal 16, no.2 (March8, 2013). http://dx.doi.org/10.5204/mcj.626.

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Abstract:

Introduction Almost all industries in Australia today have adopted digital media in some way. However, uses in large scale activities such as mining may seem to be different from others. This article looks at mining practices with a media studies approach, and concludes that, just as many other industries, mining and media have converged. Many Australian mine sites are adopting new media for communication and control to manage communication, explore for ore bodies, simulate forces, automate drilling, keep records, and make transport and command robotic. Beyond sharing similar digital devices for communication and computation, new media in mining employ characteristic digital media operations, such as numerical operation, automation and managed variability. This article examines the implications of finding that some of the most material practices have become mediated by new media. Mining has become increasingly mediated through new media technologies similar to GPS, visualisation, game remote operation, similar to those adopted in consumer home and mobile digital media. The growing and diversified adoption of digital media championed by companies like Rio Tinto aims not only ‘improve’ mining, but to change it. Through remediating practices of digital mining, new media have become integral powerful tools in prospective, real time and analytical environments. This paper draws on two well-known case studies of mines in the Pilbara and Western NSW. These have been documented in press releases and media reports as representing changes in media and mining. First, the West Angelas mines in the Pilbara is an open cut iron ore mine introducing automation and remote operation. This mine is located in the remote Pilbara, and is notable for being operated remotely from a control centre 2000km away, near Perth Airport, WA. A growing fleet of Komatsu 930E haul trucks, which can drive autonomously, traverses the site. Fitted with radars, lasers and GPS, these enormous vehicles navigate through the open pit mine with no direct human control. Introducing these innovations to mine sites become more viable after iron ore mining became increasingly profitable in the mid-2000s. A boom in steel building in China drove unprecedented demand. This growing income coincided with a change in public rhetoric from companies like Rio Tinto. They pointed towards substantial investments in research, infrastructure, and accelerated introduction of new media technologies into mining practices. Rio Tinto trademarked the term ‘Mine of the future’ (US Federal News Service 1), and publicised their ambitious project for renewal of mining practice, including digital media. More recently, prices have been more volatile. The second case study site is a copper and gold underground mine at Northparkes in Western NSW. Northparkes uses substantial sensing and control, as well as hybrid autonomous and remote operated vehicles. The use of digital media begins with prospecting, and through to logistics of transportation. Engineers place explosives in optimal positions using computer modelling of the underground rock formations. They make heavy use of software to coordinate layer-by-layer use of explosives in this advanced ‘box cut’ mine. After explosives disrupt the rock layer a kilometre underground, another specialised vehicle collects and carries the ore to the surface. The Sandvik loader-hauler-dumper (LHD) can be driven conventionally by a driver, but it can also travel autonomously in and out of the mine without a direct operator. Once it reaches a collection point, where the broken up ore has accumulated, a user of the surface can change the media mode to telepresence. The human operator then takes control using something like a games controller and multiple screens. The remote operator controls the LHD to fill the scoop with ore. The fully-loaded LHD backs up, and returns autonomously using laser senses to follow a trail to the next drop off point. The LHD has become a powerful mediator, reconfiguring technical, material and social practices throughout the mine. The Meanings of Mining and Media Are Converging Until recently, mining and media typically operated ontologically separately. The media, such as newspapers and television, often tell stories about mining, following regular narrative scripts. There are controversies and conflicts, narratives of ecological crises, and the economics of national benefit. There are heroic and tragic stories such as the Beaconsfield mine collapse (Clark). There are new industry policies (Middelbeek), which are politically fraught because of the lobbying power of miners. Almost completely separately, workers in mines were consumers of media, from news to entertainment. These media practices, while important in their own right, tell nothing of the approaching changes in many other sectors of work and everyday life. It is somewhat unusual for a media studies scholar to study mine sites. Mine sites are most commonly studied by Engineering (Bellamy & Pravica), Business and labour and cultural histories (McDonald, Mayes & Pini). Until recently, media scholarship on mining has related to media institutions, such as newspapers, broadcasters and websites, and their audiences. As digital media have proliferated, the phenomena that can be considered as media phenomena has changed. This article, pointing to the growing roles of media technologies, observes the growing importance that media, in these terms, have in the rapidly changing domain of mining. Another meaning for ‘media’ studies, from cybernetics, is that a medium is any technology that translates perception, makes interpretations, and performs expressions. This meaning is more abstract, operating with a broader definition of media — not only those institutionalised as newspapers or radio stations. It is well known that computer-based media have become ubiquitous in culture. This is true in particular within the mining company’s higher ranks. Rio Tinto’s ambitious 2010 ‘Mine of the Future’ (Fisher & Schnittger, 2) program was premised on an awareness that engineers, middle managers and senior staff were already highly computer literate. It is worth remembering that such competency was relatively uncommon until the late 1980s. The meanings of digital media have been shifting for many years, as computers become experienced more as everyday personal artefacts, and less as remote information systems. Their value has always been held with some ambivalence. Zuboff’s (387-414) picture of loss, intimidation and resistance to new information technologies in the 1980s seems to have dissipated by 2011. More than simply being accepted begrudgingly, the PC platform (and variants) has become a ubiquitous platform, a lingua franca for information workers. It became an intimate companion for many professions, and in many homes. It was an inexpensive, versatile and generalised convergent medium for communication and control. And yet, writers such as Gregg observe, the flexibility of networked digital work imposes upon many workers ‘unlimited work’. The office boundaries of the office wall break down, for better or worse. Emails, utility and other work-related behaviours increasingly encroach onto domestic and public space and time. Its very attractiveness to users has tied them to these artefacts. The trail that leads the media studies discipline down the digital mine shaft has been cleared by recent work in media archaeology (Parikka), platform studies (Middelbeek; Montfort & Bogost; Maher) and new media (Manovich). Each of these redefined Media Studies practices addresses the need to diversify the field’s attention and methods. It must look at more specific, less conventional and more complex media formations. Mobile media and games (both computer-based) have turned out to be quite different from traditional media (Hjorth; Goggin). Kirschenbaum’s literary study of hard drives and digital fiction moves from materiality to aesthetics. In my study of digital mining, I present a reconfigured media studies, after the authors, that reveals heterogeneous media configurations, deserving new attention to materiality. This article also draws from the actor network theory approach and terminology (Latour). The uses of media / control / communications in the mining industry are very complex, and remain under constant development. Media such as robotics, computer modelling, remote operation and so on are bound together into complex practices. Each mine site is different — geologically, politically, and economically. Mines are subject to local and remote disasters. Mine tunnels and global prices can collapse, rendering active sites uneconomical overnight. Many technologies are still under development — including Northparkes and West Angelas. Both these sites are notable for their significant use of autonomous vehicles and remote operated vehicles. There is no doubt that the digital technologies modulate all manner of the mining processes: from rocks and mechanical devices to human actors. Each of these actors present different forms of collusion and opposition. Within a mining operation, the budgets for computerised and even robotic systems are relatively modest for their expected return. Deep in a mine, we can still see media convergence at work. Convergence refers to processes whereby previously diverse practices in media have taken on similar devices and techniques. While high-end PCs in mining, running simulators; control data systems; visualisation; telepresence, and so on may be high performance, ruggedised devices, they still share a common platform to the desktop PC. Conceptual resources developed in Media Ecology, New Media Studies, and the Digital Humanities can now inform readings of mining practices, even if their applications differ dramatically in size, reliability and cost. It is not entirely surprising that some observations by new media theorists about entertainment and media applications can also relate to features of mining technologies. Manovich argues that numerical representation is a distinctive feature of new media. Numbers have always already been key to mining engineering. However, computers visualise numerical fields in simulations that extend out of the minds of the calculators, and into visual and even haptic spaces. Specialists in geology, explosives, mechanical apparatuses, and so on, can use plaftorms that are common to everyday media. As the significance of numbers is extended by computers in the field, more and more diverse sources of data provide apparently consistent and seamless images of multiple fields of knowledge. Another feature that Manovich identifies in new media is the capacity for automation of media operations. Automation of many processes in mechanical domains clearly occurred long before industrial technologies were ported into new media. The difference with new media in mine sites is that robotic systems must vary their performance according to feedback from their extra-system environments. For our purposes, the haul trucks in WA are software-controlled devices that already qualify as robots. They sense, interpret and act in the world based on their surroundings. They evaluate multiple factors, including the sensors, GPS signals, operator instructions and so on. They can repeat the path, by sensing the differences, day after day, even if the weather changes, the track wears away or the instructions from base change. Automation compensates for differences within complex and changing environments. Automation of an open-pit mine haulage system… provides more consistent and efficient operation of mining equipment, it removes workers from potential danger, it reduces fuel consumption significantly reducing greenhouse gas (GHG) emissions, and it can help optimize vehicle repairs and equipment replacement because of more-predictable and better-controlled maintenance. (Parreire and Meech 1-13) Material components in physical mines tend to become modular and variable, as their physical shape lines up with the logic of another of Manovich’s new media themes, variability. Automatic systems also make obsolete human drivers, who previously handled those environmental variations, for better or for worse, through the dangerous, dull and dirty spaces of the mine. Drivers’ capacity to control repeat trips is no longer needed. The Komatsu driverless truck, introduced to the WA iron ore mines from 2008, proved itself to be almost as quick as human drivers at many tasks. But the driverless trucks have deeper advantages: they can run 23 hours each day with no shift breaks; they drive more cautiously and wear the equipment less than human drivers. There is no need to put up workers and their families up in town. The benefit most often mentioned is safety: even the worst accident won’t produce injuries to drivers. The other advantage less mentioned is that autonomous trucks don’t strike. Meanwhile, managers of human labour also need to adopt certain strategies of modulation to support the needs and expectations of their workers. Mobile phones, televisions and radio are popular modes of connecting workers to their loved ones, particularly in the remote and harsh West Angelas site. One solution — regular fly-in-fly out shifts — tends also to be alienating for workers and locals (Cheshire; Storey; Tonts). As with any operations, the cost of maintaining a safe and comfortable environment for workers requires trade-offs. Companies face risks from mobile phones, leaking computer networks, and espionage that expose the site to security risks. Because of such risks, miners tend be subject to disciplinary regimes. It is common to test alcohol and drug levels. There was some resistance from workers, who refused to change to saliva testing from urine testing (Latimer). Contesting these machines places the medium, in a different sense, at the centre of regulation of the workers’ bodies. In Northparkes, the solution of hybrid autonomous and remote operation is also a solution for modulating labour. It is safer and more comfortable, while also being more efficient, as one experienced driver can control three trucks at a time. This more complex mode of mediation is necessary because underground mines are more complex in geology, and working environments to suit full autonomy. These variations provide different relationships between operators and machines. The operator uses a games controller, and watches four video views from the cabin to make the vehicle fill the bucket with ore (Northparkes Mines, 9). Again, media have become a pivotal element in the mining assemblage. This combines the safety and comfort of autonomous operation (helping to retain staff) with the required use of human sensorimotor dexterity. Mine systems deserve attention from media studies because sites are combining large scale physical complexity with increasingly sophisticated computing. The conventional pictures of mining and media rarely address the specificity of subjective and artefactual encounters in and around mine sites. Any research on mining communication is typically within the instrumental frames of engineering (Duff et al.). Some of the developments in mechanical systems have contributed to efficiency and safety of many mines: larger trucks, more rock crushers, and so on. However, the single most powerful influence on mining has been adopting digital media to control, integrate and mining systems. Rio Tinto’s transformative agenda document is outlined in its high profile ‘Mine of the Future’ agenda (US Federal News Service). The media to which I refer are not only those in popular culture, but also those with digital control and communications systems used internally within mines and supply chains. The global mining industry began adopting digital communication automation (somewhat) systematically only in the 1980s. Mining companies hesitated to adopt digital media because the fundamentals of mining are so risky and bound to standard procedures. Large scale material operations, extracting and processing minerals from under the ground: hardly to be an appropriate space for delicate digital electronics. Mining is also exposed to volatile economic conditions, so investing in anything major can be unattractive. High technology perhaps contradicts an industry ethos of risk-taking and masculinity. Digital media became domesticated, and familiar to a new generation of formally educated engineers for whom databases and algorithms (Manovich) were second nature. Digital systems become simultaneously controllers of objects, and mediators of meanings and relationships. They control movements, and express communications. Computers slide from using meanings to invoking direct actions over objects in the world. Even on an everyday scale, computer operations often control physical processes. Anti-lock Braking Systems regulate a vehicle’s braking pressure to avoid the danger when wheels lock-up. Or another example, is the ATM, which involves both symbolic interactions, and also exchange of physical objects. These operations are examples of the ‘asignifying semiotic’ (Guattari), in which meanings and non-meanings interact. There is no operation essential distinction between media- and non-media digital operations. Which are symbolic, attached or non-consequential is not clear. This trend towards using computation for both meanings and actions has accelerated since 2000. Mines of the Future Beyond a relatively standard set of office and communications software, many fields, including mining, have adopted specialised packages for their domains. In 3D design, it is AutoCAD. In hard sciences, it is custom modelling. In audiovisual production, it may be Apple and Adobe products. Some platforms define their subjectivity, professional identity and practices around these platforms. This platform orientation is apparent in areas of mining, so that applications such as the Gemcom, Rockware, Geological Database and Resource Estimation Modelling from Micromine; geology/mine design software from Runge, Minemap; and mine production data management software from Corvus. However, software is only a small proportion of overall costs in the industry. Agents in mining demand solutions to peculiar problems and requirements. They are bound by their enormous scale; physical risks of environments, explosive and moving elements; need to negotiate constant change, as mining literally takes the ground from under itself; the need to incorporate geological patterns; and the importance of logistics. When digital media are the solution, there can be what is perceived as rapid gains, including greater capacities for surveillance and control. Digital media do not provide more force. Instead, they modulate the direction, speed and timing of activities. It is not a complete solution, because too many uncontrolled elements are at play. Instead, there are moment and situations when the degree of control refigures the work that can be done. Conclusions In this article I have proposed a new conception of media change, by reading digital innovations in mining practices themselves as media changes. This involved developing an initial reading of the operations of mining as digital media. With this approach, the array of media components extends far beyond the conventional ‘mass media’ of newspapers and television. It offers a more molecular media environment which is increasingly heterogeneous. It sometimes involves materiality on a huge scale, and is sometimes apparently virtual. The mining media event can be a semiotic, a signal, a material entity and so on. It can be a command to a human. It can be a measurement of location, a rock formation, a pressure or an explosion. The mining media event, as discussed above, is subject to Manovich’s principles of media, being numerical, variable and automated. In the mining media event, these principles move from the aesthetic to the instrumental and physical domains of the mine site. The role of new media operates at many levels — from the bottom of the mine site to the cruising altitude of the fly-in-fly out aeroplanes — has motivated significant changes in the Australian industry. When digital media and robotics come into play, they do not so much introduce change, but reintroduce similarity. This inversion of media is less about meaning, and more about local mastery. Media modulation extends the kinds of influence that can be exerted by the actors in control. In these situations, the degrees of control, and of resistance, are yet to be seen. Acknowledgments Thanks to Mining IQ for a researcher's pass at Mining Automation and Communication Conference, Perth in August 2012. References Bellamy, D., and L. 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Taylor & Francis, 2008. Kirschenbaum, M.G. Mechanisms: New Media and the Forensic Imagination. Campridge, Mass.: MIT Press, 2008. Latimer, Cole. “Fair Work Appeal May Change Drug Testing on Site.” Mining Australia 2012. 3 May 2013 ‹http://www.miningaustralia.com.au/news/fair-work-appeal-may-change-drug-testing-on-site›. Latour, B. Reassembling the Social: An Introduction to Actor-Network-Theory. Oxford: Oxford University Press, 2007. Maher, J. The Future Was Here: The Commodore Amiga. Cambridge, Mass.: MIT Press, 2012. Manovich, Lev. The Language of New Media. Cambridge, Mass.: MIT Press, 2001. McDonald, P., R. Mayes, and B. Pini. “Mining Work, Family and Community: A Spatially-Oriented Approach to the Impact of the Ravensthorpe Nickel Mine Closure in Remote Australia.” Journal of Industrial Relations 2012. Middelbeek, E. “Australia Mining Tax Set to Slam Iron Ore Profits.” Metal Bulletin Weekly 2012. Montfort, N., and I. Bogost. Racing the Beam: The Atari Video Computer System. Cambridge, Mass.: MIT Press, 2009. Parikka, J. What Is Media Archaeology? London: Polity Press, 2012. Parreira, J., and J. Meech. “Autonomous vs Manual Haulage Trucks — How Mine Simulation Contributes to Future Haulage System Developments.” Paper presented at the CIM Meeting, Vancouver, 2010. 3 May 2013 ‹http://www.infomine.com/library/publications/docs/parreira2010.pdf›. Storey, K. “Fly-In/Fly-Out and Fly-Over: Mining and Regional Development in Western Australia.” Australian Geographer 32.2 (2010): 133–148. Storey, K. “Fly-In/Fly-Out: Implications for Community Sustainability.” Sustainability 2.5 (2010): 1161–1181. 3 May 2013 ‹http://www.mdpi.com/2071-1050/2/5/1161›. Takayama, L., W. Ju, and C. Nas. “Beyond Dirty, Dangerous and Dull: What Everyday People Think Robots Should Do.” Paper presented at HRI '08, Amsterdam, 2008. 3 May 2013 ‹http://www-cdr.stanford.edu/~wendyju/publications/hri114-takayama.pdf›. Tonts, M. “Labour Market Dynamics in Resource Dependent Regions: An Examination of the Western Australian Goldfields.” Geographical Research 48.2 (2010): 148-165. 3 May 2013 ‹http://onlinelibrary.wiley.com/doi/10.1111/j.1745-5871.2009.00624.x/abstract›. US Federal News Service, Including US State News. “USPTO Issues Trademark: Mine of the Future.” 31 Aug. 2011. Wu, S., H. Han, X. Liu, H. Wang, F. Xue. “Highly Effective Use of Australian Pilbara Blend Lump Ore in a Blast Furnace.” Revue de Métallurgie 107.5 (2010): 187-193. doi:10.1051/metal/2010021. Zuboff, S. In the Age of the Smart Machine: The Future of Work and Power. Heinemann Professional, 1988.

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Bucher, Taina. "About a Bot: Hoax, Fake, Performance Art." M/C Journal 17, no.3 (June7, 2014). http://dx.doi.org/10.5204/mcj.814.

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Introduction Automated or semi-automated software agents, better known as bots, have become an integral part of social media platforms. Reportedly, bots now generate twenty-four per cent of all posts on Twitter (Orlean “Man”), yet we know very little about who these bots are, what they do, or how to attend to these bots. This article examines one particular prominent exemplar: @Horse_ebooks, a much beloved Twitter bot that turned out not to be a “proper” bot after all. By examining how people responded to the revelations that the @Horse_ebooks account was in fact a human and not an automated software program, the intention here is not only to nuance some of the more common discourses around Twitter bots as spam, but more directly and significantly, to use the concept of persona as a useful analytical framework for understanding the relationships people forge with bots. Twitter bots tend to be portrayed as annoying parasites that generate “fake traffic” and “steal identities” (Hill; Love; Perlroth; Slotkin). According to such news media presentations, bots are part of an “ethically-questionable industry,” where they operate to provide an (false) impression of popularity (Hill). In a similar vein, much of the existing academic research on bots, especially from a computer science standpoint, tends to focus on the destructive nature of bots in an attempt to design better spam detection systems (Laboreiro et.al; Weiss and Tscheligi; Zangerle and Specht). While some notable exceptions exist (Gehl; Hwang et al; Mowbray), there is still an obvious lack of research on Twitter bots within Media Studies. By examining a case of “bot fakeness”—albeit in a somewhat different manner—this article contributes an understanding of Twitter bots as medium-specific personas. The case of @Horse_ebooks does show how people treat it as having a distinct personality. More importantly, this case study shows how the relationship people forge with an alleged bot differs from how they would relate to a human. To understand the ambiguity of the concept of persona as it applies to bots, this article relies on para-social interaction theory as developed by Horton and Wohl. In their seminal article first published in 1956, Horton and Wohl understood para-social interaction as a “simulacrum of conversational give and take” that takes place particularly between mass media users and performers (215). The relationship was termed para-social because, despite of the nonreciprocal exposure situation, the viewer would feel as if the relationship was real and intimate. Like theater, an illusory relationship would be created between what they called the persona—an “indigenous figure” presented and created by the mass media—and the viewer (Horton and Wohl 216). Like the “new types of performers” created by the mass media—”the quizmasters, announcers or ‘interviewers’” —bots too, seem to represent a “special category of ‘personalities’ whose existence is a function of the media themselves” (Horton and Wohl 216). In what follows, I revisit the concept of para-social interaction using the case of @Horse_ebooks, to show that there is potential to expand an understanding of persona to include non-human actors as well. Everything Happens So Much: The Case of @Horse_ebooks The case of the now debunked Twitter account @Horse_ebooks is interesting for a number of reasons, not least because it highlights the presence of what we might call botness, the belief that bots possess distinct personalities or personas that are specific to algorithms. In the context of Twitter, bots are pieces of software or scripts that are designed to automatically or semi-automatically publish tweets or make and accept friend requests (Mowbray). Typically, bots are programmed and designed to be as humanlike as possible, a goal that has been pursued ever since Alan Turing proposed what has now become known as the Turing test (Gehl; Weiss and Tschengeli). The Turing test provides the classic challenge for artificial intelligence, namely, whether a machine can impersonate a human so convincingly that it becomes indistinguishable from an actual human. This challenge is particularly pertinent to spambots as they need to dodge the radar of increasingly complex spam filters and detection algorithms. To avoid detection, bots masquerade as “real” accounts, trying to seem as human as possible (Orlean “Man”). Not all bots, however, pretend to be humans. Bots are created for all kinds of purposes. As Mowbray points out, “many bots are designed to be informative or otherwise useful” (184). For example, bots are designed to tweet news headlines, stock market quotes, traffic information, weather forecasts, or even the hourly bell chimes from Big Ben. Others are made for more artistic purposes or simply for fun by hackers and other Internet pundits. These bots tell jokes, automatically respond to certain keywords typed by other users, or write poems (i.e. @pentametron, @ProfJocular). Amidst the growing bot population on Twitter, @Horse_ebooks is perhaps one of the best known and most prominent. The account was originally created by Russian web developer Alexey Kouznetsov and launched on 5 August 2010. In the beginning, @Horse_ebooks periodically tweeted links to an online store selling e-books, some of which were themed around horses. What most people did not know, until it was revealed to the public on 24 September 2013 (Orlean “Horse”), was that the @Horse_ebooks account had been taken over by artist and Buzzfeed employee Jacob Bakkila in September 2011. Only a year after its inception, @Horse_ebooks went from being a bot to being a human impersonating a bot impersonating a human. After making a deal with Kouznetsov, Bakkila disabled the spambot and started generating tweets on behalf of @Horse_ebooks, using found material and text strings from various obscure Internet sites. The first tweet in Bakkila’s disguise was published on 14 September 2011, saying: “You will undoubtedly look on this moment with shock and”. For the next two years, streams of similar, “strangely poetic” (Chen) tweets were published, slowly giving rise to a devoted and growing fan base. Over the years, @Horse_ebooks became somewhat of a cultural phenomenon—an Internet celebrity of sorts. By 2012, @Horse_ebooks had risen to Internet fame; becoming one of the most mentioned “spambots” in news reports and blogs (Chen). Responses to the @Horse_ebooks “Revelation” On 24 September 2013, journalist Susan Orlean published a piece in The New Yorker revealing that @Horse_ebooks was in fact “human after all” (Orlean “@Horse_ebooks”). The revelation rapidly spurred a plethora of different reactions by its followers and fans, ranging from indifference, admiration and disappointment. Some of the sadness and disappointment felt can be seen clearly in the many of media reports, blog posts and tweets that emerged after the New Yorker story was published. Meyer of The Atlantic expressed his disbelief as follows: @Horse_ebooks, reporters told us, was powered by an algorithm. [...] We loved the horse because it was the network talking to itself about us, while trying to speak to us. Our inventions, speaking—somehow sublimely—of ourselves. Our joy was even a little voyeuristic. An algorithm does not need an audience. To me, though, that disappointment is only a mark of the horse’s success. We loved @Horse_ebooks because it was seerlike, childlike. But no: There were people behind it all along. We thought we were obliging a program, a thing which needs no obliging, whereas in fact we were falling for a plan. (Original italics) People felt betrayed, indeed fooled by @Horse_ebooks. As Watson sees it, “The internet got up in arms about the revelation, mostly because it disrupted our desire to believe that there was beauty in algorithms and randomness.” Several prominent Internet pundits, developers and otherwise computationally skilled people, quickly shared their disappointment and even anger on Twitter. As Jacob Harris, a self-proclaimed @Horse_ebooks fan and news hacker at the New York Times expressed it: Harris’ comparisons to the winning chess-playing computer Deep Blue speaks to the kind of disappointment felt. It speaks to the deep fascination that people feel towards the mysteries of the machine. It speaks to the fundamental belief in the potentials of machine intelligence and to the kind of techno-optimism felt amongst many hackers and “webbies.” As technologist and academic Dan Sinker said, “If I can’t rely on a Twitter bot to actually be a bot, what can I rely on?” (Sinker “If”). Perhaps most poignantly, Sinker noted his obvious disbelief in a blog post tellingly titled “Eulogy for a horse”: It’s been said that, given enough time, a million monkeys at typewriters would eventually, randomly, type the works of Shakespeare. It’s just a way of saying that mathematically, given infinite possibilities, eventually everything will happen. But I’ve always wanted it literally to be true. I’ve wanted those little monkeys to produce something beautiful, something meaningful, and yet something wholly unexpected.@Horse_ebooks was my monkey Shakespeare. I think it was a lot of people’s…[I]t really feels hard, like a punch through everything I thought I knew. (Sinker “Eulogy”) It is one thing is to be fooled by a human and quite another to be fooled by a “Buzzfeed employee.” More than anything perhaps, the question of authenticity and trustworthiness seems to be at stake. In this sense, “It wasn’t the identities of the feed’s writers that shocked everyone (though one of the two writers works for BuzzFeed, which really pissed people off). Rather, it was the fact that they were human in the first place” (Farago). As Sinker put it at the end of the “Eulogy”: I want to believe this wasn’t just yet another internet buzz-marketing prank.I want to believe that @Horse was as beautiful and wonderful today as it was yesterday.I want to believe that beauty can be assembled from the randomness of life all around us.I want to believe that a million monkeys can make something amazingGod.I really, really do want to believe.But I don’t think I do.And that feels even worse. Bots as Personae: Revisiting Horton and Wohl’s Concept of Para-Social Relations How then are we to understand and interpret @Horse_ebooks and peoples’ responses to the revelations? Existing research on human-robot relations suggest that machines are routinely treated as having personalities (Turkle “Life”). There is even evidence to suggest that people often imagine relationships with (sufficiently responsive) robots as being better than relationships with humans. As Turkle explains, this is because relationships with machines, unlike humans, do not demand any ethical commitments (Turkle “Alone”). In other words, bots are oftentimes read and perceived as personas, with which people forge affective relationships. The term “persona” can be understood as a performance of personhood. In a Goffmanian sense, this performance describes how human beings enact roles and present themselves in public (Goffman). As Moore puts it, “the persona is a projection, a puppet show, usually constructed by an author and enlivened by the performance, interpretation, or adaptation”. From Marcel Mauss’ classic analysis of gifts as objects thoroughly personified (Scott), through to the study of drag queens (Stru¨bel-Scheiner), the concept of persona signifies a masquerade, a performance. As a useful concept to theorise the performance and doing of personhood, persona has been used to study everything from celebrity culture (Marshall), fiction, and social networking sites (Zhao et al.). The concept also figures prominently in Human Computer Interaction and Usability Studies where the creation of personas constitutes an important design methodology (Dong et al.). Furthermore, as Marshall points out, persona figures prominently in Jungian psychoanalysis where it exemplifies the idea of “what a man should appear to be” (166). While all of these perspectives allow for interesting analysis of personas, here I want to draw on an understanding of persona as a medium specific condition. Specifically, I want to revisit Horton and Wohl’s classic text about para-social interaction. Despite the fact that it was written almost 60 years ago and in the context of the then emerging mass media – radio, television and movies – their observations are still relevant and useful to theorise the kinds of relations people forge with bots today. According to Horton and Wohl, the “persona offers, above all, a continuing relationship. His appearance is a regular and dependable event, to be counted on, planned for, and integrated into the routines of daily life” (216). The para-social relations between audiences and TV personas are developed over time and become more meaningful to the audience as it acquires a history. Not only are devoted TV audiences characterized by a strong belief in the character of the persona, they are also expected to “assume a sense of personal obligation to the performer” (Horton and Wohl 220). As Horton and Wohl note, “the “fan” - comes to believe that he “knows” the persona more intimately and profoundly than others do; that he “understands” his character and appreciates his values and motives (216). In a similar vein, fans of @Horse_ebooks expressed their emotional attachments in blog posts and tweets. For Sinker, @Horse_ebooks seemed to represent the kind of dependable and regular event that Horton and Wohl described: “Even today, I love @Horse_ebooks. A lot. Every day it was a gift. There were some days—thankfully not all that many—where it was the only thing I looked forward to. I know that that was true for others as well” (Sinker “Eulogy”). Judging from searching Twitter retroactively for @Horse_ebooks, the bot meant something, if not much, to other people as well. Still, almost a year after the revelations, people regularly tweet that they miss @Horse_ebooks. For example, Harris tweets messages saying things like: “I’m still bitter about @Horse_ebooks” (12 November 2013) or “Many of us are still angry and hurt about @Horse_ebooks” (27 December 2013). Twitter user @third_dystopia says he feels something is missing from his life, realizing “horse eBooks hasn’t tweeted since September.” Another of the many messages posted in retrospect similarly says: “I want @Horse_ebooks back. Ever since he went silent, Twitter hasn’t been the same for me” (Lockwood). Indeed, Marshall suggests that affect is at “the heart of a wider persona culture” (162). In a Deleuzian understanding of the term, affect refers to the “capacity to affect and be affected” (Steward 2). Borrowing from Marshall, what the @Horse_ebooks case shows is “that there are connections in our culture that are not necessarily coordinated with purposive and rational alignments. They are organised around clusters of sentiment that help situate people on various spectra of activity and engagement” (162). The concept of persona helps to understand how the performance of @Horse_ebooks depends on the audience to “contribute to the illusion by believing in it” (Horton and Wohl 220). “@Horse_ebooks was my monkey” as Sinker says, suggests a fundamental loss. In this case the para-social relation could no longer be sustained, as the illusion of being engaged in a relation with a machine was taken away. The concept of para-social relations helps not only to illuminate the similarities between how people reacted to @Horse_ebooks and the way in which Horton and Wohl described peoples’ reactions to TV personas. It also allows us to see some crucial differences between the ways in which people relate to bots compared to how they relate to a human. For example, rather than an expression of grief at the loss of a social relationship, it could be argued that the responses triggered by the @Horse_ebooks revelations was of a more general loss of belief in the promises of artificial intelligence. To a certain extent, the appeal of @Horse_ebooks was precisely the fact that it was widely believed not to be a person. Whereas TV personas demand an ethical and social commitment on the part of the audience to keep the masquerade of the performer alive, a bot “needs no obliging” (Meyer). Unlike TV personas that depend on an illusory sense of intimacy, bots do “not need an audience” (Meyer). Whether or not people treat bots in the same way as they treat TV personas, Horton and Wohl’s concept of para-social relations ultimately points towards an understanding of the bot persona as “a function of the media themselves” (Horton and Wohl 216). If quizmasters were seen as the “typical and indigenous figures” of mass media in 1956 (Horton and Wohl 216), the bot, I would suggest, constitutes such an “indigenous figure” today. The bot, if not exactly a “new type of performer” (Horton and Wohl 216), is certainly a pervasive “performer”—indeed a persona—on Twitter today. While @Horse_ebooks was somewhat paradoxically revealed as a “performance art” piece (Orlean “Man”), the concept of persona allows us to see the “real” performance of @Horse_ebooks as constituted in the doing of botness. As the responses to @Horse_ebooks show, the concept of persona is not merely tied to beliefs about “what man should appear to be” (Jung 158), but also to ideas about what a bot should appear to be. Moreover, what the curious case of @Horse_ebooks shows, is how bots are not necessarily interpreted and judged by the standards of the original Turing test, that is, how humanlike they are, but according to how well they perform as bots. 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Hadley, Bree Jamila, and Sandra Gattenhof. "Measurable Progress? Teaching Artsworkers to Assess and Articulate the Impact of Their Work." M/C Journal 14, no.6 (November22, 2011). http://dx.doi.org/10.5204/mcj.433.

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The National Cultural Policy Discussion Paper—drafted to assist the Australian Government in developing the first national Cultural Policy since Creative Nation nearly two decades ago—envisages a future in which arts, cultural and creative activities directly support the development of an inclusive, innovative and productive Australia. "The policy," it says, "will be based on an understanding that a creative nation produces a more inclusive society and a more expressive and confident citizenry by encouraging our ability to express, describe and share our diverse experiences—with each other and with the world" (Australian Government 3). Even a cursory reading of this Discussion Paper makes it clear that the question of impact—in aesthetic, cultural and economic terms—is central to the Government's agenda in developing a new Cultural Policy. Hand-in-hand with the notion of impact comes the process of measurement of progress. The Discussion Paper notes that progress "must be measurable, and the Government will invest in ways to assess the impact that the National Cultural Policy has on society and the economy" (11). If progress must be measurable, this raises questions about what arts, cultural and creative workers do, whether it is worth it, and whether they could be doing it better. In effect, the Discussion Paper pushes artsworkers ever closer to a climate in which they have to be skilled not just at making work, but at making the impact of this work clear to stakeholders. The Government in its plans for Australia's cultural future, is clearly most supportive of artsworkers who can do this, and the scholars, educators and employers who can best train the artsworkers of the future to do this. Teaching Artsworkers to Measure the Impact of Their Work: The Challenges How do we train artsworkers to assess, measure and articulate the impact of what they do? How do we prepare them to be ready to work in a climate that will—as the National Cultural Policy Discussion Paper makes clear—emphasise measuring impact, communicating impact, and communicating impact across aesthetic, cultural and economic categories? As educators delivering training in this area, the Discussion Paper has made this already compelling question even more pressing as we work to develop the career-ready graduates the Government seeks. Our program, the Master of Creative Industries (Creative Production & Arts Management) offered in the Creative Industries Faculty at Queensland University of Technology in Brisbane, Australia, is, like most programs in arts and cultural management in the US, UK, Europe and Australia, offering a three-Semester postgraduate program that allows students to develop the career-ready skills required to work as managers of arts, cultural or creative organisations. That we need to train our graduates to work not just as producers of plays, paintings or recordings, but as entrepreneurial arts advocates who can measure and articulate the value of their programs to others, is not news (Hadley "Creating" 647-48; cf. Brkic; Ebewo and Sirayi; Beckerman; Sikes). Our program—which offers training in arts policy, management, marketing and budgeting followed by training in entrepreneurship and a practical project—is already structured around this necessity. The question of how to teach students this diverse skill set is, however, still a subject of debate; and the question of how to teach students to measure the impact of this work is even more difficult. There is, of course, a body of literature on the impact of arts, cultural and creative activities, value and evaluation that has been developed over the past decade, particularly through landmark reports like Matarasso's Use or Ornament? The Social Impact of Participation in the Arts (1997) and the RAND Corporation's Gifts of the Muse: Reframing the Debate about the Benefits of the Arts (2004). There are also emergent studies in an Australian context: Madden's "Cautionary Note" on using economic impact studies in the arts (2001); case studies on arts and wellbeing by consultancy firm Effective Change (2003); case studies by DCITA (2003); the Asia Pacific Journal of Arts and Cultural Management (2009) issue on "value"; and Australia Council publications on arts, culture and economy. As Richards has explained, "evaluation is basically a straightforward concept. E-value-ation = a process of enquiry that allows a judgment of amount, value or worth to be made" (99). What makes arts evaluation difficult is not the concept, but the measurement of intangible values—aesthetic quality, expression, engagement or experience. In the literature, discussion has been plagued by debate about what is measured, what method is used, and whether subjective values can in fact be measured. Commentators note that in current practice, questions of value are still deferred because they are too difficult to measure (Bilton and Leary 52), discussed only in terms of economic measures such as market share or satisfaction which are statistically quantifiable (Belfiore and Bennett "Rethinking" 137), or done through un-rigorous surveys that draw only ambiguous, subjective, or selective responses (Merli 110). According to Belfiore and Bennett, Public debate about the value of the arts thus comes to be dominated by what might best be termed the cult of the measurable; and, of course, it is those disciplines primarily concerned with measurement, namely, economics and statistics, which are looked upon to find the evidence that will finally prove why the arts are so important to individuals and societies. A corollary of this is that the humanities are of little use in this investigation. ("Rethinking" 137) Accordingly, Ragsdale states, Arts organizations [still] need to find a way to assess their progress in …making great art that matters to people—as evidenced, perhaps, by increased enthusiasm, frequency of attendance, the capacity and desire to talk or write about one's experience, or in some other way respond to the experience, the curiosity to learn about the art form and the ideas encountered, the depth of emotional response, the quality of the social connections made, and the expansion of one's aesthetics over time. Commentators are still looking for a balanced approach (cf. Geursen and Rentschler; Falk and Dierkling), which evaluates aesthetic practices, business practices, audience response, and results for all parties, in tandem. An approach which evaluates intrinsic impacts, instrumental impacts, and the way each enables the other, in tandem—with an emphasis not on the numbers but on whether we are getting better at what we are doing. And, of course, allows evaluators of arts, cultural and creative activities to use creative arts methods—sketches, stories, bodily movements and relationships and so forth—to provide data to inform the assessment, so they can draw not just on statistical research methods but on arts, culture and humanities research methods. Teaching Artsworkers to Measure the Impact of Their Work: Our Approach As a result of this contested terrain, our method for training artsworkers to measure the impact of their programs has emerged not just from these debates—which tend to conclude by declaring the needs for better methods without providing them—but from a research-teaching nexus in which our own trial-and-error work as consultants to arts, cultural and educational organisations looking to measure the impact of or improve their programs has taught us what is effective. Each of us has worked as managers of professional associations such as Drama Australia and Australasian Association for Theatre, Drama and Performance Studies (ADSA), members of boards or committees for arts organisations such as Youth Arts Queensland and Young People and the Arts Australia (YPAA), as well as consultants to major cultural organisations like the Queensland Performing Arts Centre and the Brisbane Festival. The methods for measuring impact we have developed via this work are based not just on surveys and statistics, but on our own practice as scholars and producers of culture—and are therefore based in arts, culture and humanities approaches. As scholars, we investigate the way marginalised groups tell stories—particularly groups marked by age, gender, race or ability, using community, contemporary and public space performance practices (cf. Hadley, "Bree"; Gattenhof). What we have learned by bringing this sort of scholarly analysis into dialogue with a more systematised approach to articulating impact to government, stakeholders and sponsors is that there is no one-size-fits-all approach. What is needed, instead, is a toolkit, which incorporates central principles and stages, together with qualitative, quantitative and performative tools to track aesthetics, accessibility, inclusivity, capacity-building, creativity etc., as appropriate on a case-by-case basis. Whatever the approach, it is critical that the data track the relationship between the experience the artists, audience or stakeholders anticipated the activity should have, the aspects of the activity that enabled that experience to emerge (or not), and the effect of that (or not) for the arts organisation, their artists, their partners, or their audiences. The combination of methods needs to be selected in consultation with the arts organisation, and the negotiations typically need to include detailed discussion of what should be evaluated (aesthetics, access, inclusivity, or capacity), when it should be evaluated (before, during or after), and how the results should be communicated (including the difference between evaluation for reporting purposes and evaluation for program improvement purposes, and the difference between evaluation and related processes like reflection, documentary-making, or market research). Translating what we have learned through our cultural research and consultancy into a study package for students relies on an understanding of what they want from their study. This, typically, is practical career-ready skills. Students want to produce their own arts, or produce other people's arts, and most have not imagined themselves participating in meta-level processes in which they argue the value of arts, cultural and creative activities (Hadley, "Creating" 652). Accordingly, most have not thought of themselves as researchers, using cultural research methods to create reports that inform how the Australian government values, supports, and services the arts. The first step in teaching students to operate effectively as evaluators of arts, cultural and creative activities is, then, to re-orient their expectations to include this in their understanding of what artsworkers do, what skills artsworkers need, and where they deploy these skills. Simply handing over our own methods, as "the" methods, would not enable graduates to work effectively in a climate were one size will not fit all, and methods for evaluating impact need to be negotiated again for each new context. 1. Understanding the Need for Evaluation: Cause and Effect The first step in encouraging students to become effective evaluators is asking them to map their sector, the major stakeholders, the agendas, alignments and misalignments in what the various players are trying to achieve, and the programs, projects and products through which the players are trying to achieve it. This starting point is drawn from Program Theory—which, as Joon-Yee Kwok argues in her evaluation of the SPARK National Mentoring Program for Young and Emerging Artists (2010) is useful in evaluating cultural activities. The Program Theory approach starts with a flow chart that represents relationships between activities in a program, allowing evaluators to unpack some of the assumptions the program's producers have about what activities have what sort of effect, then test whether they are in fact having that sort of effect (cf. Hall and Hall). It could, for example, start with a flow chart representing the relationship between a community arts policy, a community arts organisation, a community-devised show it is producing, and a blog it has created because it assumes it will allow the public to become more interested in the show the participants are creating, to unpack the assumptions about the sort of effect this is supposed to have, and test whether this is in fact having this sort of effect. Masterclasses, conversations and debate with peers and industry professionals about the agendas, activities and assumptions underpinning programs in their sector allows students to look for elements that may be critical in their programs' ability to achieve (or not) an anticipated impact. In effect to start asking about, "the way things are done now, […] what things are done well, and […] what could be done better" (Australian Government 12).2. Understanding the Nature of Evaluation: PurposeOnce students have been alerted to the need to look for cause-effect assumptions that can determine whether or not their program, project or product is effective, they are asked to consider what data they should be developing about this, why, and for whom. Are they evaluating a program to account to government, stakeholders and sponsors for the money they have spent? To improve the way it works? To use that information to develop innovative new programs in future? In other words, who is the audience? Being aware of the many possible purposes and audiences for evaluation information can allow students to be clear not just about what needs to be evaluated, but the nature of the evaluation they will do—a largely statistical report, versus a narrative summary of experiences, emotions and effects—which may differ depending on the audience.3. Making Decisions about What to Evaluate: Priorities When setting out to measure the impact of arts, cultural or creative activities, many people try to measure everything, measure for the purposes of reporting, improvement and development using the same methods, or gather a range of different sorts of data in the hope that something in it will answer questions about whether an activity is having the anticipated effect, and, if so, how. We ask students to be more selective, making strategic decisions about which anticipated effects of a program, project or product need to be evaluated, whether the evaluation is for reporting, improvement or innovation purposes, and what information stakeholders most require. In addition to the concept of collecting data about critical points where programs succeed or fail in achieving a desired effect, and different approaches for reporting, improvement or development, we ask students to think about the different categories of effect that may be more or less interesting to different stakeholders. This is not an exhaustive list, or a list of things every evaluation should measure. It is a tool to demonstrate to would-be evaluators points of focus that could be developed, depending on the stakeholders' priorities, the purpose of the evaluation, and the critical points at which desired effects need to occur to ensure success. Without such framing, evaluators are likely to end up with unusable data, which become a difficulty to deal with rather than a benefit for the artsworkers, arts organisations or stakeholders. 4. Methods for Evaluation: Process To be effective, methods for collecting data about how arts, cultural or creative activities have (or fail to have) anticipated impact need to include conventional survey, interview and focus group style tools, and creative or performative tools such as discussion, documentation or observation. We encourage students to use creative practice to draw out people's experience of arts events—for example, observation, documentation still images, video or audio documentation, or facilitated development of sketches, stories or scenes about an experience, can be used to register and record people's feelings. These sorts of methods can capture what Mihaly Csikszentmihalyi calls "flow" of experience (cf. Belfiore and Bennett, "Determinants" 232)—for example, photos of a festival space at hourly intervals or the colours a child uses to convey memory of a performance can capture to flow of movement, engagement, and experience for spectators more clearly than statistics. These, together with conventional surveys or interviews that comment on the feelings expressed, allow for a combination of quantitative, qualitative and performative data to demonstrate impact. The approach becomes arts- and humanities- based, using arts methods to encourage people to talk, write or otherwise respond to their experience in terms of emotion, connection, community, or expansion of aesthetics. The evaluator still needs to draw out the meaning of the responses through content, text or discourse analysis, and teaching students how to do a content analysis of quantitative, qualitative and performative data is critical at this stage. When teaching students how to evaluate their data, our method encourages students not just to focus on the experience, or the effect of the experience, but the relationship between the two—the things that act as "enablers" "determinants" (White and Hede; Belfiore and Bennett, "Determinants" passim) of effect. This approach allows the evaluator to use a combination of conventional and creative methods to describe not just what effect an activity had, but, more critically, what enabled it to have that effect, providing a firmer platform for discussing the impact, and how it could be replicated, developed or deepened next time, than a list of effects and numbers of people who felt those effects alone. 5. Communicating Results: Politics Often arts, cultural or creative organisations can be concerned about the image of their work an evaluation will create. The final step in our approach is to alert students to the professional, political and ethical implications of evaluation. Students learn to share their knowledge with organisations, encouraging them to see the value of reporting both correct and incorrect assumptions about the impact of their activities, as part of a continuous improvement process. Then we assist them in drawing the results of this sort of cultural research into planning, development and training documents which may assist the organisation in improving in the future. In effect, it is about encouraging organisations to take the Australian government at its word when, in the National Cultural Policy Discussion Paper, it says it that measuring impact is about measuring progress—what we do well, what we could do better, and how, not just success statistics about who is most successful—as it is this that will ultimately be most useful in creating an inclusive, innovative, productive Australia. Teaching Artsworkers to Measure the Impact of Their Work: The Impact of Our Approach What, then, is the impact of our training on graduates' ability to measure the impact of work? Have we made measurable progress in our efforts to teach artsworkers to assess and articulate the impact of their work? The MCI (CP&AM) has been offered for three years. Our approach is still emergent and experimental. We have, though, identified a number of impacts of our work. First, our students are less fearful of becoming involved in measuring the value or impact of arts, cultural and creative programs. This is evidenced by the number who chooses to do some sort of evaluation for their Major Project, a 15,000 word individual project or internship which concludes their degree. Of the 50 or so students who have reached the Major Project in three years—35 completed and 15 in planning for 2012—about a third have incorporated evaluation into their Major Project. This includes evaluation of sector, business or producing models (5), youth arts and youth arts mentorship programs (4), audience development programs (2), touring programs (4), and even other arts management training programs (1). Indeed, after internships in programming or producing roles, this work—aligned with the Government's interest in improving training of young artists, touring, audience development, and economic development—has become a most popular Major Project option. This has enabled students to work with a range of arts, cultural and creative organisations, share their training—their methods, their understanding of what their methods can measure, when, and how—with Industry. Second, this Industry-engaged training has helped graduates in securing employment. This is evidenced by the fact that graduates have gone on to be employed with organisations they have interned with as part of their Major Project, or other organisations, including some of Brisbane's biggest cultural organisations—local and state government departments, Queensland Performing Arts Centre, Brisbane Festival, Metro Arts, Backbone Youth Arts, and Youth Arts Queensland, amongst others. Thirdly, graduates' contribution to local organisations and industry has increased the profile of a relatively new program. This is evidenced by the fact that it enrols 40 to 50 new students a year across Graduate Certificate / MCI (CP&AM) programs, typically two thirds domestic students and one third international students from Canada, Germany, France, Denmark, Norway and, of course, China. Indeed, some students are now disseminating this work globally, undertaking their Major Project as an internship or industry project with an organisation overseas. In effect, our training's impact emerges not just from our research, or our training, but from the fact that our graduates disseminate our approach to a range of arts, cultural and creative organisations in a practical way. We have, as a result, expanded the audience for this approach, and the number of people and contexts via which it is being adapted and made useful. Whilst few of students come into our program with a desire to do this sort of work, or even a working knowledge of the policy that informs it, on completion many consider it a viable part of their practice and career pathway. When they realise what they can achieve, and what it can mean to the organisations they work with, they do incorporate research, research consultant and government roles as part of their career portfolio, and thus make a contribution to the strong cultural sector the Government envisages in the National Cultural Policy Discussion Paper. Our work as scholars, practitioners and educators has thus enabled us to take a long-term, processual and grassroots approach to reshaping agendas for approaches to this form of cultural research, as our practices are adopted and adapted by students and industry stakeholders. Given the challenges commentators have identified in creating and disseminating effective evaluation methods in arts over the past decade, this, for us—though by no means work that is complete—does count as measurable progress. References Beckerman, Gary. "Adventuring Arts Entrepreneurship Curricula in Higher Education: An Examination of Present Efforts, Obstacles, and Best pPractices." The Journal of Arts Management, Law, and Society 37.2 (2007): 87-112. Belfiore, Eleaonora, and Oliver Bennett. "Determinants of Impact: Towards a Better Understanding of Encounters with the Arts." Cultural Trends 16.3 (2007): 225-75. ———. "Rethinking the Social Impacts of the Arts." International Journal of Cultural Policy 13.2 (2007): 135-51. Bilton, Chris, and Ruth Leary. "What Can Managers Do for Creativity? Brokering Creativity in the Creative Industries." International Journal of Cultural Policy 8.1 (2002): 49-64. Brkic, Aleksandar. "Teaching Arts Management: Where Did We Lose the Core Ideas?" Journal of Arts Management, Law and Society 38.4 (2009): 270-80. Czikszentmihalyi, Mihaly. "A Systems Perspective on Creativity." Creative Management. Ed. Jane Henry. Sage: London, 2001. 11-26. Australian Government. "National Cultural Policy Discussion Paper." Department of Prime Minster and Cabinet – Office for the Arts 2011. 1 Oct. 2011 ‹http://culture.arts.gov.au/discussion-paper›. Ebewo, Patrick, and Mzo Sirayi. "The Concept of Arts/Cultural Management: A Critical Reflection." Journal of Arts Management, Law and Society 38.4 (2009): 281-95. Effective Change and VicHealth. Creative Connections: Promoting Mental Health and Wellbeing through Community Arts Participation 2003. 1 Oct. 2011 ‹http://www.vichealth.vic.gov.au/en/Publications/Social-connection/Creative-Connections.aspx›. Effective Change. Evaluating Community Arts and Community Well Being 2003. 1 Oct. 2011 ‹http://www.arts.vic.gov.au/Research_and_Resources/Resources/Evaluating_Community_Arts_and_Wellbeing›. Falk, John H., and Lynn. D Dierking. "Re-Envisioning Success in the Cultural Sector." Cultural Trends 17.4 (2008): 233-46. Gattenhof, Sandra. "Sandra Gattenhof." QUT ePrints Article Repository. Queensland University of Technology, 2011. 1 Oct. 2011 ‹http://eprints.qut.edu.au/view/person/Gattenhof,_Sandra.html›. Geursen, Gus and Ruth Rentschler. "Unravelling Cultural Value." The Journal of Arts Management, Law and Society 33.3 (2003): 196-210. Hall, Irene and David Hall. Evaluation and Social Research: Introducing Small Scale Practice. London: Palgrave McMillan, 2004. Hadley, Bree. "Bree Hadley." QUT ePrints Article Repository. Queensland University of Technology, 2011. 1 Oct. 2011 ‹http://eprints.qut.edu.au/view/person/Hadley,_Bree.html›. ———. "Creating Successful Cultural Brokers: The Pros and Cons of a Community of Practice Approach in Arts Management Education." Asia Pacific Journal of Arts and Cultural Management 8.1 (2011): 645-59. Kwok, Joon. When Sparks Fly: Developing Formal Mentoring Programs for the Career Development of Young and Emerging Artists. Masters Thesis. Brisbane: Queensland University of Technology, 2010. Madden, Christopher. "Using 'Economic' Impact Studies in Arts and Cultural Advocacy: A Cautionary Note." Media International Australia, Incorporating Culture & Policy 98 (2001): 161-78. Matarasso, Francis. Use or Ornament? The Social Impact of Participation in the Arts. Bournes Greens, Stroud: Comedia, 1997. McCarthy, Kevin. F., Elizabeth H. Ondaatje, Laura Zakaras, and Arthur Brooks. Gifts of the Muse: Reframing the Debate about the Benefits of the Arts. Santa Monica: RAND Corporation, 2004. Merli, Paola. "Evaluating the Social Impact of Participation in Arts Activities." International Journal of Cultural Policy 8.1 (2002): 107-18. Muir, Jan. The Regional Impact of Cultural Programs: Some Case Study Findings. Communications Research Unit - DCITA, 2003. Ragsdale, Diana. "Keynote - Surviving the Culture Change." Australia Council Arts Marketing Summit. Australia Council for the Arts: 2008. Richards, Alison. "Evaluation Approaches." Creative Collaboration: Artists and Communities. Melbourne: Victorian College of the Arts, University of Melbourne, 2006. Sikes, Michael. "Higher Education Training in Arts Administration: A Millennial and Metaphoric Reappraisal. Journal of Arts Management, Law and Society 30.2 (2000): 91-101.White, Tabitha, and Anne-Marie Hede. "Using Narrative Inquiry to Explore the Impact of Art on Individuals." Journal of Arts Management, Law, and Society 38.1 (2008): 19-35.

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Ferguson, Hazel. "Building Online Academic Community: Reputation Work on Twitter." M/C Journal 20, no.2 (April26, 2017). http://dx.doi.org/10.5204/mcj.1196.

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Introduction In an era of upheaval and uncertainty for higher education institutions around the world, scholars, like those in many in other professions, are increasingly using social media to build communities around mutual support and professional development. These communities appear to offer opportunities for participants to exert more positive influence over the types of interactions they engage in with colleagues, in many cases being valued as more altruistic, transformational, or supportive than established academic structures (Gibson, and Gibbs; Mewburn, and Thomson; Maitzen). What has been described as ‘digital scholarship’ applies social media to “different facets of scholarly activity in a helpful and productive way” (Carrigan 5), with online scholarly communities being likened to evolutions of face-to-face practices including peer mentoring (Ferguson, and Wheat) or a “virtual staffroom” (Mewburn, and Thomson). To a large extent, these accounts of scholarly practice adapted for digital media have resonance. From writing groups (O’Dwyer, McDonough, Jefferson, Goff, and Redman-MacLaren) to conference attendance (Spilker, Silva, and Morgado) and funding (Osimo, Priego, and Vuorikari), the transformational possibilities of social media have been applied to almost every facet of existing academic practices. These practices have increasingly attracted scrutiny from higher education institutions, with social media profiles of staff both a potential asset and risk to institutions’ brands. Around the world, institutions use social media for marketing, student recruitment, student support and alumni communication (Palmer). As such, social media policies have emerged in recent years in attempts to ensure staff engage in ways that align with the interests of their employers (Solberg; Carrigan). However, engagement via social media is also still largely considered “supplementary to ‘real’ scholarly work” (Mussell 347).Paralleling this trend, guides to effectively managing an online profile as a component of professional reputation have also become increasingly common (e.g. Carrigan). While public relations and management literatures have approached reputation management in terms of how an organisation is regarded by its multiple stakeholders (Fombrun) this is increasingly being applied to individuals on social media. According to Gandini a “reputation economy” (22) has come to function for knowledge workers who seek to cultivate a reputation as a good community member through sociality in order to secure more (or better) work.The popularity of professional social media communities and scrutiny of participants raises questions about the work involved in building and participating in them. This article explores these questions through analysis of tweets from the first year of #ECRchat, a Twitter group for early career researchers (ECRs). The group was established in 2012 to provide an opportunity for ECRs (typically within five years of PhD completion) to discuss career-related issues. Since it was founded, the group has been administered through partnerships between early career scholars using a Twitter account (@ECRchat) and a blog. Tweets, the posts of 140 characters or fewer, which appear on a user’s profile and in followers’ feeds (Twitter) are organised into a ‘chat’ by participants through the use of the hashtag ‘#ECRchat’. Participants vote on chat topics and take on the role of hosting on a volunteer basis. The explicit career focus of this group provides an ideal case study to explore how work is represented in an online professionally-focused community, in order to reflect on what this might mean for the norms of knowledge work.Digital Labour The impact of Internet Communication Technologies (ICT), including social media, on the lives of workers has long been a source of both concern and hope. Mobile devices, wireless Internet and associated communications software enable increasing numbers of people to take work home. This flexibility has been welcomed as the means by which workers might more successfully access jobs and manage competing commitments (Raja, Imaizumi, Kelly, Narimatsu, and Paradi-Guilford). However, hours worked from home are often unpaid and carry with them a strong likelihood of interfering with rest, recreation and family time (Poco*ck and Skinner). Melissa Gregg describes this as “presence bleed” (2): the dilutions of focus from everyday activities as workers increasingly use electronic devices to ‘check in’ during non-work time. Moving beyond the limitations of this work-life balance approach, which tends to over-state divisions between employment and other everyday life practices, a growing literature seeks to address work in online environments by analysing the types of labour being practiced, rather than seeing such practices as adjunct to physical workplaces. Responding to claims that digital communication heralds a new age of greater freedom, creativity and democratic participation, this work draws attention to the reliance of such networks on unpaid labour (e.g. Hearn; Hesmondhalgh) with ratings, reviews and relationship maintenance serving business’ economic ends alongside the individual interests which motivate participants. The immaterial, affective, and often precarious labour that has been observed is “simultaneously voluntarily given and unwaged, enjoyed and exploited” (Terranova). This work builds particularly on feminist analysis of work (see McRobbie for a discussion of this), with behind the scenes moderator, convenor, and community builder roles largely female and largely unrecognised, be they activist (Gleeson), creative (Duffy) or consumer (Arcy) groups. For some, this suggests the emergence of a new ‘women’s work’ of affective immaterial labour which goes into building transformational communities (Jarrett). Yet, digital labour has not yet been foregrounded within research into higher education, where it is largely practiced in the messy intersections of employment, unpaid professional development, and leisure. Joyce Goggin argues that convergence of these spheres is a feature of digital labour. Consequently, this article seeks to add a consideration of digital labour, specifically the cultural politics of work that emerge in these spaces, to the literature on digital practices as a translation of existing academic responsibilities online. In the context of widespread concerns over academic workload and job market (Bentley, Coates, Dobson, Goedegebuure, and Meek) and the growing international engagement and impact agenda (Priem, Piwowar, and Hemminger), it raises questions about the implications of these practices. Researching Twitter Communities This article analyses tweets from the publicly available Twitter timeline, containing the hashtag #ECRchat, during scheduled chats, from 1 July 2012 to 31 July 2013 (the first year of operation). Initially, all tweets in this time period were analysed in anonymised form to determine the most commonly mentioned topics during chats. This content analysis removed the most common English language words, such as: the; it; I; and RT (which stands for retweet), which would otherwise appear as top results in almost any content analysis regardless of the community of interest. This was followed by qualitative analysis of tweets, to explore in more depth how important issues were articulated and rationalised within the group. This draws on Catherine Driscoll’s and Melissa Gregg’s idea of “sympathetic online cultural studies” which seeks to explore online communities first and foremost as communities rather than as exemplars of online communications (15-20). Here, a narrative approach was undertaken to analyse how participants curated, made sense of, and explained their own career stories (drawing on Pamphilon). Although I do not claim that participants are representative of all ECRs, or that the ideas given the most attention during chats are representative of the experiences of all participants, representations of work articulated here are suggestive of the kinds of public utterances that were considered reasonable within this open online space. Participants are identified according to the twitter handle and user name they had chosen to use for the chats being analysed. This is because the practical infeasibility of guaranteeing online anonymity (readers need only to Google the text of any tweet to associate it with a particular user, in most cases) and the importance of actively involving participants as agents in the research process, in part by identifying them as authors of their own stories, rather than informants (e.g. Butz; Evans; Svalastog and Eriksson).Representations of Work in #ECRchat The co-creation of the #ECRchat community through participant hosts and community votes on chat topics gave rise to a discussion group that was heavily focused on ‘the work’ of academia, including its importance in the lives of participants, relative appeal over other options, and negative effects on leisure time. I was clear that participants regarded participation as serving their professional interests, despite participation not being paid or formally recognised by employers. With the exception of two discussions focused on making decisions about the future of the group, #ECRchat discussions during the year of analysis focused on topics designed to help participants succeed at work such as “career progression and planning”, “different routes to postdoc funding”, and “collaboration”. At a micro-level, ‘work’ (and related terms) was the most frequently used term in #ECRchat, with its total number of uses (1372) almost double that of research (700), the next most used term. Comments during the chats reiterated this emphasis: “It’s all about the work. Be decent to people and jump through the hoops you need to, but always keep your eyes on the work” (Magennis).The depth of participants’ commitment comes through strongly in discussions comparing academic work with other options: “pretty much everyone I know with ‘real jobs’ hates their work. I feel truly lucky to say that I love mine #ECRchat” (McGettigan). This was seen in particular in the discussion about ‘careers outside academia’. Hashtags such as #altac (referring to alternative-academic careers such as university research support or learning and teaching administration roles) and #postac (referring to PhD holders working outside of universities in research or non-research roles) used both alongside the #ECRchat hashtag and separately, provide an ongoing site of these kinds of representations. While participants in #ECRchat sought to shift this perception and were critically aware that it could lead to undesirable outcomes: “PhDs and ECRs in Humanities don’t seem to consider working outside of academia – that limits their engagement with training #ECRchat” (Faculty of Humanities at the University of Manchester), such discussions frequently describe alternative academic careers as a ‘backup plan’, should academic employment not be found. Additionally, many participants suggested that their working hours were excessive, extending the professional into personal spaces and times in ways that they did not see as positive. This was often described as the only way to achieve success: “I hate to say it, but one of the best ways to improve track record is to work 70+ hours a week, every week. Forever. #ecrchat” (Dunn). One of the key examples of this dynamic was the scheduling of the chat itself. When founded in 2012, #ECRchat ran in the Australian evening and UK morning, eliding the personal/work distinction for both its coordinators and participants. While considerable discussion was concerned with scheduling the chat during times when a large number of international participants could attend, this discussion centred on waking rather than working hours. The use of scheduled tweets and shared work between convenors in different time zones (Australia and the United Kingdom) maintained an around the clock online presence, extending well beyond the ordinary working hours of any individual participant.Personal Disclosure The norms that were articulated in #ECRchat are perhaps not surprising for a group of participants seeking to establish themselves in a profession where a long-hours culture and work-life interference are common (Bentley, Coates, Dobson, Goedegebuure, and Meek). However, what is notable is that participation frequently involved the extension of the personal into the professional and in support of professional aims. In the chat’s first year, an element of personal disclosure and support for others became key to acting as a good community member. Beyond the well-established norms of white collar workers demonstrating professionalism by deploying “courtesy, helpfulness, and kindness” (Mills xvii), this community building relied on personal disclosure which to some extent collapsed personal and professional boundaries.By disclosing individual struggles, anxieties, and past experiences participants contributed to a culture of support. This largely functioned through discussions of work stress rather than leisure: “I definitely don’t have [work-life balance]. I think it’s because I don’t have a routine so work and home constantly blend into one another” (Feely). Arising from these discussions, ideas to help participants better navigate and build academic careers was one of the main ways this community support and concern was practiced: “I think I’m often more productive and less anxious if I'm working on a couple of things in parallel, too #ecrchat” (Brian).Activities such as preparing meals, caring for family, and leisure activities, became part of the discussion. “@snarkyphd Sorry, late, had to deal with toddler. Also new; currently doing casual teaching/industry work & applying for postdocs #ecrchat” (Ronald). Exclusively professional profiles were considered less engaging than the combination of personal and professional that most participants adopted: “@jeanmadams I’ve answered a few queries on ResearchGate, but agree lack of non-work opinions / personality makes them dull #ecrchat” (Tennant). However, this is not to suggest that these networks become indistinguishable from more informal, personal, or leisurely uses of social media: “@networkedres My ‘professional’ online identity is slightly more guarded than my ‘facebook’ id which is for friends and family #ECRchat” (Wheat). Instead, disclosure of certain kinds of work struggles came to function as a positive contribution to a more reflexive professionalism. In the context of work-focused discussion, #ECRchat opens important spaces for scholars to question norms they considered damaging or at least make these tacit norms explicit and receive support to manage them. Affective Labour The professional goals and focus of #ECRchat, combined with the personal support and disclosure that forms the basis for the supportive elements in this group is arguably one of its strongest and most important elements. Mark Carrigan suggests that the practices of revealing something of the struggles we experience could form the basis for a new collegiality, where common experiences which had previously not been discussed publicly are for the first time recognised as systemic, not individual challenges. However, there is work required to provide context and support for these emotional experiences which is largely invisible here, as has typically been the case in other communities. Such ‘affective labour’ “involves the production and manipulation of affect and requires (virtual or actual) human contact, labour in the bodily mode … the labour is immaterial, even if it is corporeal and affective, in the sense that its products are intangible, a feeling of ease, well-being, satisfaction, excitement or passion” (Hardt, and Negri 292). In #ECRchat, this ranges from managing the schedule and organising discussions – which involves following up offers to help, assisting people to understand the task, and then ensuring things go ahead as planned –to support offered by members of the group within discussions. This occurs in the overlaps between personal and professional representations, taking a variety of forms from everyday reassurance, affirmation, and patience: “Sorry to hear - hang in there. Hope you have a good support network. #ECRchat” (Galea) to empathy often articulated alongside the disclosure discussed earlier: “The feeling of guilt over not working sounds VERY familiar! #ecrchat” (Vredeveldt).The point here is not to suggest that this work is not sufficiently valued by participants, or that it does not parallel the kinds of work undertaken in more formal job roles, including in academia, where management, conference convening or participation in professional societies, and teaching, as just a few examples, involve degrees of affective labour. However, as a consequence of the (semi)public nature of these groups, the interactions observed here appear to represent a new inflection of professional reputation work, where, in building online professional communities, individuals peg their professional reputations to these forms of affective labour. Importantly, given the explicitly professional nature of the group, these efforts are not counted as part of the formal workload of those involved, be they employed (temporarily or more securely) inside or outside universities, or not in the paid workforce. Conclusion A growing body of literature demonstrates that online academic communities can provide opportunities for collegiality, professional development, and support: particularly among emerging scholars. These accounts demonstrate the value of digital scholarly practices across a range of academic work. However, this article’s discussion of the work undertaken to build and maintain #ECRchat in its first year suggests that these practices at the messy intersections of employment, unpaid professional development, and leisure constitute a new inflection of professional reputation and service work. This work involves publicly building a reputation as a good community member through a combination of personal disclosure and affective labour.In the context of growing emphasis on the economic, social, and other impacts of academic research and concerns over work intensification, this raises questions about possible scope for, and impact of, formal recognition of digital academic labour. While institutions’ work planning and promotion processes may provide opportunities to recognise work developing professional societies or conferences as a leadership or service to a discipline, this new digital service work remains outside the purview of such recognition and reward systems. Further research into the relationships between academic reputation and digital labour will be needed to explore the implications of this for institutions and academics alike. AcknowledgementsI would like to gratefully acknowledge the contributions and support of everyone who participated in developing and sustaining #ECRchat. Both online and offline, this paper and the community itself would not have been possible without many generous contributions of time, understanding and thoughtful discussion. In particular, I would like to thank Katherine L. Wheat, co-founder and convenor, as well as Beth Montague-Hellen, Ellie Mackin, and Motje Wolf, who have taken on convening the group in the years since my involvement. ReferencesArcy, Jacquelyn. “Emotion Work: Considering Gender in Digital Labor.” Feminist Media Studies 16.2 (2016): 365-68.Bentley, Peter, Hamish Coates, Ian Dobson, Leo Goedegebuure, and Lynn Meek. Job Satisfaction around the Academic World. Dordrecht: Springer, 2013. Brian, Deborah (@deborahbrian). “I think I’m often more productive and less anxious if I’m working on a couple of things in parallel, too #ecrchat” (11 April 2013, 10:25). 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Ankeny,RachelA., Michelle Phillipov, and HeatherJ.Bray. "Celebrity Chefs and New Meat Consumption Norms: Seeking Questions, Not Answers." M/C Journal 22, no.2 (April24, 2019). http://dx.doi.org/10.5204/mcj.1514.

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IntroductionWe are increasingly being told to make ethical food choices, often by high-profile chefs advocating what they view as ethical consumption habits. Some actively promote vegetarian or vegan diets, with a growing number of high-profile restaurants featuring only or mainly plant-based meals. However, what makes food or restaurant menus ethical is not assessed by most of us using one standardised definition. Our food values differ based on our outlooks, past experiences, and perhaps most importantly, how we balance various trade-offs inherent in making food choices under different circ*mstances and in diverse contexts.Restaurants can face difficulties when trying to balance ethical considerations. For instance, is it inconsistent to promote foraging, seasonality, local products, and plant-based eating, yet also serve meat and other animal-derived protein products on the same menu? For example, Danish chef Rene Redzepi, co-owner of the Michelin-starred restaurant Noma in Copenhagen who recently had an extended stay in Australia (Redzepi), recently offered a purely vegetarian menu featuring foraged native ingredients. However, Redzepi followed this with a meat-based menu including teal, moose leg, reindeer tongue, and wild duck brain. These changes make clear that although Redzepi was still conflicted about serving animal products (Ankeny and Bray), he thinks that options for ethical eating are not limited to plants and that it is important to utilise available, and especially neglected, resources in novel ways.In this article, we argue that celebrity and other high-profile chefs have roles to play in conversations about the emerging range of new meat consumption norms, which might include humanely produced meat, wild meat, or other considerations. However, we contend that restaurants and popular media may be limited spaces in which to engage consumers in these conversations. Ultimately, celebrity and high-profile chefs can help us not only to reflect on our eating habits, but also to engage us in ways that help us to ask the right questions rather than encouraging reliance on set answers from them or other supposed experts.Chefs and New Meat NormsChefs are now key voices in the politics of lifestyle, shaping both the grammars and the practices of ethical consumption, which is further reinforced by the increasing mediatisation of food and food politics (Phillipov, Media). Contemporary trends toward ethical consumption have been much critiqued; nevertheless, ethical consumption has become a dominant means through which individuals within contemporary marketised, neoliberal economies are able to invest lifestyle choices with ethical, social, and civic meanings (Barnett et al.; Lewis and Potter). While vegetarianism was once considered a central pillar of ethical diets, the rise of individualized and diverse approaches to food and food politics has seen meat (at least in its “ethical” form) not only remain firmly on the menu, but also become a powerful symbol of “good” politics, taste, and desirable lifestyles (Pilgrim 112).Chefs’ involvement in promoting ethical meat initially began within restaurants catering for an elite foodie clientele. The details provided about meat producers and production methods on the menu of Alice Waters’ Californian restaurant Chez Panisse and her cookbooks (Waters), or the focus by Fergus Henderson on “nose to tail” eating at his London restaurant St. John (Henderson) has led many to cite them as among the originators of the ethical meat movement. But the increasing mediatisation of food and the emergence of chefs as celebrity brands with their own TV shows, cookbooks, YouTube channels, websites, sponsorship deals, and myriad other media appearances has allowed ethical meat to move out of elite restaurants and into more quotidian domestic spaces. High profile UK and US exposés including “campaigning culinary documentaries” fronted by celebrity chefs (Bell, Hollows, and Jones 179), along with the work of popular food writers such as Michael Pollan, have been instrumental in the mainstreaming of diverse new meat norms.The horrifying depictions of intensive chicken, beef, and pork farming in these exposés have contributed to greater public awareness of, and concern about, industrialised meat production. However, the poor welfare conditions of animals raised in battery cages and concentrated animal feeding operations often are presented not as motivations to eschew meat entirely, but instead as reasons to opt for more ethical alternatives. For instance, Hugh’s Chicken Run, Hugh Fearnley-Whittingstall’s 2008 television campaign for chicken welfare, resulted in making more free-range products available in British supermarkets (Johnston). More recently, there have been significant expansions in markets for variously defined categories such as grass-fed, free-range, organic, welfare-certified, humane, and/or environmentally friendly meat products in Australia and elsewhere, thanks in part to increased media attention to animal welfare issues (Arcari 169).As media has emerged as a “fundamental component of contemporary foodscapes, how they ‘perform’ and function, and the socio-material means by which they are produced” (Johnston and Goodman 205), ethical meat has increasingly been employed as a strategic resource in mainstream media and marketing. Ethical meat, for example, has been a key pillar in the contemporary rebranding of both of Australia’s major supermarkets (Lewis and Huber 289). Through partnerships that draw upon the “ethical capital” (290) of celebrity chefs including Jamie Oliver and Curtis Stone, and collaborations with animal welfare organisations such as the RSPCA, ethical meat has become central to supermarket advertising campaigns in recent years. Such campaigns have been especially successful for Coles supermarkets, which controls almost 30% of Australia’s highly concentrated grocery market (Roy Morgan). The retailer’s long-term sponsorship of MasterChef Australia (Network 10, 2009–)—a show that presents meat (or, as they term it, “protein”) as an essential component of most dishes and which regularly rates in the top 10 of Australian television programs (OzTAM)—further helps to emphasise that the solution to ethical problems is not to avoid meat, but to choose (Coles’) “better” meat (see fig. 1). This is promoted on the basis of a combination of ethics, price, and taste, and, remarkably, is able to deliver “better welfare at no extra cost to you” (Parker, Carey, and Scrinis 209). In short, chefs are making major contributions to awareness of ethical norms relating to meat consumption in a variety of settings. Figure 1: An example of a current meat product on the shelf at a major Australian retailer with packaging that makes a range of claims relating to production practices and quality, among other attributes. (Emily Buddle)“The Good Life”Lifestyle media has been a key site through which meat eating is normalised and recuperated into “ethical” frameworks (Arcari 169). Utopian visions of small-scale animal agriculture are a key feature of popular texts from the River Cottage Australia (Foxtel Networks, 2013–) series to Gourmet Farmer (SBS, 2010–) and Paddock to Plate (Foxtel Networks, 2013–). These programs are typically set in bucolic rural surrounds and centre on the host’s “escape” from the city to a more fulfilling, happier existence in the country (Phillipov, “Escaping”). Rural self-sufficiency is frequently framed as the solution to urban consumers’ alienation from the sources of their food, and a means of taking responsibility for the food they eat. The opening credits of Gourmet Farmer, for instance, outline host Matthew Evans’s quest to “know and trust what [he] eat[s]”, either by growing the food himself or being “no more than one degree of separation from the person who does”.This sense of connection to one’s food is central to how these programs make meat consumption ethical. Indeed, the production of animals for food reinforces particular notions of “the good life” in which the happiness of the animal is closely aligned with the happiness of its human producer. While texts sometimes show food animals’ full lifecycle from birth to slaughter, lifestyle media focuses mainly on their happy existence while still alive. Evans gives his pigs names that foreground their destiny as food (e.g., Prosciutto and Cassoulet), but he also pampers them as though they are pets, feeding them cherries and apples, and scratching them behind the ears much like he would his dog. These bucolic televisual images serve to anchor the programs’ many “spin-off” media texts, including blog posts, cookbooks (e.g. Evans), and endorsem*nts, that instruct urban audiences who do not have the luxury of raising their own meat on how to source ethical alternatives. They also emphasise the deliciousness of meat raised and killed in humane, “natural” conditions, as opposed to those subjected to more intensive, industrialised production systems.Some argue that the notion of “ethical meat” merely masks the realities of humans’ domination over animals (Arcari). However the transition from “happy animals” to “happy meat” (Pilgrim 123) has been key to lifestyle media’s recuperation of (certain kinds of) meat production as a “humane, benevolent and wholly ‘natural’ process” (Parry 381), which helps to morally absolve the chefs who promote it, and by extension, their audiences.The Good DeathMeat consumption has been theorised to be based on the invisibility of the lives and deaths of animals—what has been termed the “absent referent” by feminist philosopher Carol J. Adams (14; see also Fiddes). This line of argument holds that slaughter and other practices that may raise moral concerns are actively hidden from view, and that animals are “made absent” within food consumption practices (Evans and Miele 298). Few meat consumers, at least those in Western countries, have seen animal slaughter first hand, and a disconnect between meat and animal is actively maintained through current retail practices (such as pre-packaged meat with few identifying cues), as well as in our language use, at least in English where most of the names of the meat are different to those of the animal (Plous; Croney) and where euphemisms such as “harvesting” abound (Abrams, Zimbres, and Carr). In many locales, including Australia, there is squeamishness about talking about slaughter and the processes by which “animal” becomes “meat” which in turn prevents open discussion about the origins of meat (Bray et al., “Conversation”).Campaigning culinary documentaries by chefs, including Matthew Evans’s recent For the Love of Meat (SBS, 2016), aim to reconnect animal and meat in order to critique modern meat production methods. In addition, Gourmet Farmer and River Cottage Australia both feature depictions of hunting (skinning and butchering of the animals is shown but viewers are rarely exposed to the kill itself) and emphasise the use of highly skilled hunters in order to bring about a quick death. By highlighting not only a good life but also what constitutes a “good death”, celebrity chefs and others are arguably generating discussion about what makes meat ethical by emphasizing that the quality of death is as important as the quality of life. In many of these programs, the emphasis is on more boutique or small-scale production systems which typically produce meat products that are higher priced and more difficult to source.Given that such products are likely out of reach for many potential consumers because of price point, convenience, or both, perhaps unsurprisingly the emphasis in many of these programs is on the consumer rather than the consumed. Hence these programs tend to be more about constructing an “ethical meat consumer”, defined implicitly as someone who acknowledges the meat/animal connection through conscious exposure to the realities of animal slaughter (for example, by watching a documentary), by “meeting your meat” such as in the BBC series Kill It, Cook It, Eat It (BBC, 2007; Evans and Miele), or by actively participating in the slaughter process as Evans did with his own chickens on Gourmet Farmer. As anthropologist Catie Gressier notes in her study of wild meat consumers in Australia, “hunting meat is seen as more noble than purchasing it, while wild meat is seen as preferable to farmed” (Gressier 58). Gressier also describes how one of her participants viewed hunting (and eating locally) as preferable to veganism because of the “animal violence that is the inevitable outcome of mass-crop agriculture” (58). However some scholars have argued that highly graphic depictions of slaughter in the popular media are becoming more commonplace as a masculinised type of “gastro-snuff” (a term referring to food-related visual depictions of brutal killings) (Parry 382). These types of efforts thus may fail to create dialogue about what constitutes ethical meat or even an ethical meat consumer, and may well reinforce more traditional ideas about human/non-human hierarchies.In contrast to coverage in popular media, detailed descriptions of commercial slaughter, in particular pre-slaughter (lairage) conditions, are yet to make it on to restaurant menus, despite the connections between meat quality and pre-slaughter conditions being well recognised even by consumers (Evans and Miele). Commercial slaughter conditions are one of the reasons that hunting is framed as more ethical than “ethically farmed” animals. As an Internet post, quoted in Adams (“Redneck” 50), puts it: “Hunting? A creature is peacefully in its own domain, it is shot. How is that worse than being carried for hours in a truck, being forced into a crush, hearing the bellows of other creatures, being physically restrained at the peak of terror, then culled?” Although determining precise rates of consumption of wild meat is methodologically difficult (Conservation Visions 28), available rates of hunting together with limited consumption data indicate that Australians currently eat less game or wild-caught meat per capita than those in Europe or North America. However, there is a sector of the community in Australia who pursue hunting as part of their ethical food habits (Bray et al., “Ferals”) with the largest proportion of wild-meat consumers being those who hunted it themselves (Gressier).In many cases, descriptions of animal lives (using descriptors such as “free range” or “grass fed”) serve implicitly as proxies for assurances that the animals’ deaths also have been good. One exception is the increasing awareness of the use of halal slaughter methods in part due to more transparent labelling, despite limited public awareness about the nature of these methods, particularly in the Australian context where they in fact comply with standard animal welfare requirements such as pre-slaughter stunning (Bergeauld-Blackler). Detailed descriptions of post-mortem conditions (e.g., aging conditions and time) are more common on restaurant menus, although arguably these no longer draw attention to the connections between the animal and the meat, and instead focus on the meat itself, its flavour and other physical qualities, rather than on ethical attributes.Thus, although it would seem obvious that ethical meat consumption should involve considerations about slaughter conditions or what makes a “good death”, most efforts have focused on encouraging people to make better and more reflexive consumer choices, rather than promoting deeper engagement with slaughter processes, perhaps underscoring that this domain may still represent one of the final food taboos. Although it might seem to be counterintuitive that wild or hunted meat could be viewed as an ethical food choice, particularly if vegetarianism or veganism is taken as the main point of comparison, these trends point toward the complexities inherent in food choice and the inevitable trade-offs in values that occur in these processes.Problems with Promoting Ethical Meat Norms: Ways ForwardIt is undeniable that many people are reflecting on their consumption habits in order to pursue decisions that better reflect their values. Attempting to be an “ethical meat consumer” clearly fits within these broader trends. However there are a number of problems associated with current approaches to ethical meat consumption, and these raise questions as to whether such efforts are likely to result in broader changes. First, it is not clear that restaurants are the most appropriate spaces for people to engage with ethical considerations, including those relating to meat consumption. Many people seek to try something new, or to treat themselves when dining out, but these behaviours do not necessarily translate into changes in everyday eating habits. Reasons are varied but include that people cannot reproduce the same types of dishes or concepts at home as what they get at restaurants (or see on TV shows for that matter), and that many products may be out of an acceptable price range or inconvenient for daily consumption. Others want to escape from ethical decisions when dining out by relying on those preparing the food to do the work for them, and thus sometimes simply consume without necessarily investigating every detail relating to its production, preparation, and so on.Perhaps more importantly, many are sceptical about the promotion of various meat-related values by high-profile or celebrity chefs, raising questions about whether ethical categories are merely packaging or window dressing designed to sell products, or if they are truly tied to deeper values and better products. Such concerns are reinforced by tendencies to emphasize one type of meat product—say free-range, grass-fed, or humanely-raised—as better than all others, or even as the only right choice, and thus can at times seem to be elitist in their approaches, since they emphasize that only certain (often extremely expensive boutique products) count as ethical. As scholars have noted about the classed nature of many of these consumption practices (see, for example, Bell and Hollows; Naccarato and LeBesco), these types of value judgments are likely to be alienating to many people, and most importantly will not foster deeper reflections on our consumption habits.However it is clear that celebrity and other high-profile chefs do get the public’s attention, and thus can play important roles in shaping conversations about fostering more ethical ways of eating, including meat consumption. We contend that it is important not to emphasize only one right way of eating, but to actively consider the various trade-offs that we make when choosing what to buy, prepare, and consume. Promoting answers by nominating certain meat products or production methods as always better in all circ*mstances, no matter how these might be in conflict with other values, such as preferences for local, organic, alignment with cultural or religious values, sustainable, fair trade, and so on, is not likely to result in meaningful public engagement. Critiques of Pollan and other food activists make similar points about the potential elitism and hence limited value of promoting narrow forms of ethical eating (e.g., Guthman et al.; Zimmerman).In addition, such food categories often serve as proxies for deeper values, but not necessarily for the same values for all of us. Simply relying on categories or types of products thus fails to allow engagement with the underlying rationale for various choices. More generally, promoting individual consumer decision-making and market demand as the keys to ethical consumption overlooks the broader systemic issues that limit our choices, and in turn limits attention to changes that might be made in that system (e.g., Lavin; Guthman et al.; DeLind; Ankeny).Thus instead of promoting one right way of eating meat, or a narrow number of acceptable choices, celebrities, chefs, and restauranteurs should consider how they can help to promote dialogue and the posing of the right types of questions to consumers and diners, including about trade-offs inherent in meat consumption and choices of other products, ethical and otherwise. They also should use their roles as change-makers to consider how they might influence the broader food system, but without promoting a single right way of eating. Parallel to recent calls from scientists for a new planetary health diet which promotes increased vegetable consumption and reduced meat consumption for environmental, health, and other reasons, by providing a range of trade-offs to support a diet that that allows individuals to make personalised choices (Willett et al.), hybrid approaches to ethical eating are more likely to have influence on consumers and in turn on changing eating habits.ReferencesAbrams, Katie M., Thais Zimbres, and Chad Carr. “Communicating Sensitive Scientific Issues: The Interplay between Values, Attitudes, and Euphemisms in Communicating Livestock Slaughter.” Science Communication 37 (2015): 485–505.Adams, Carol. The Sexual Politics of Meat: A Feminist Vegetarian Critical Theory. London: Continuum, 2000.Adams, Michael. “‘Redneck, Barbaric, Cashed Up Bogan? 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Leotta, Alfio. "Navigating Movie (M)apps: Film Locations, Tourism and Digital Mapping Tools." M/C Journal 19, no.3 (June22, 2016). http://dx.doi.org/10.5204/mcj.1084.

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The digital revolution has been characterized by the overlapping of different media technologies and platforms which reshaped both traditional forms of audiovisual consumption and older conceptions of place and space. John Agnew claims that, traditionally, the notion of place has been associated with two different meanings: ‘the first is a geometric conception of place as a mere part of space and the second is a phenomenological understanding of a place as a distinctive coming together in space’ (317). Both of the dominant meanings have been challenged by the idea that the world itself is increasingly “placeless” as space-spanning connections and flows of information, things, and people undermine the rootedness of a wide range of processes anywhere in particular (Friedman). On the one hand, by obliterating physical distance, new technologies such as the Internet and the cell phone are making places obsolete, on the other hand, the proliferation of media representations favoured by these technologies are making places more relevant than ever. These increasing mediatisation processes, in fact, generate what Urry and Larsen call ‘imaginative geographies’, namely the conflation of representational spaces and physical spaces that substitute and enhance each other in contingent ways (116). The smartphone as a new hybrid media platform that combines different technological features such as digital screens, complex software applications, cameras, tools for online communication and GPS devices, has played a crucial role in the construction of new notions of place. This article examines a specific type of phone applications: mobile, digital mapping tools that allow users to identify film-locations. In doing so it will assess how new media platforms can potentially reconfigure notions of both media consumption, and (physical and imagined) mobility. Furthermore, the analysis of digital movie maps and their mediation of film locations will shed light on the way in which contemporary leisure activities reshape the cultural, social and geographic meaning of place. Digital, Mobile Movie MapsDigital movie maps can be defined as software applications, conceived for smart phones or other mobile devices, which enable users to identify the geographical position of film locations. These applications rely on geotagging which is the process of adding geospatial metadata (usually latitudinal and longitudinal coordinates) to texts or images. From this point of view these phone apps belong to a broader category of media that Tristan Thielmann calls geomedia: converging applications of interactive, digital, mapping tools and mobile and networked media technologies. According to Hjorth, recent studies on mobile media practices show a trend toward “re-enacting the importance of place and home as both a geo-imaginary and socio-cultural precept” (Hjorth 371). In 2008 Google announced that Google Maps and Google Earth will become the basic platform for any information search. Similarly, in 2010 Flickr started georeferencing their complete image stock (Thielmann 8). Based on these current developments media scholars such as Thielmann claim that geomedia will emerge in the future as one of the most pervasive forms of digital technology (8).In my research I identified 44 phone geomedia apps that offered content variously related to film locations. In every case the main functionality of the apps consisted in matching geographic data concerning the locations with visual and written information about the corresponding film production. ‘Scene Seekers’, the first app able to match the title of a film with the GPS map of its locations, was released in 2009. Gradually, subsequent film-location apps incorporated a number of other functions including:Trivia and background information about films and locationsSubmission forms which allow users to share information about their favourite film locatiosLocation photosLinks to film downloadFilm-themed itinerariesAudio guidesOnline discussion groupsCamera/video function which allow users to take photos of the locations and share them on social mediaFilm stills and film clipsAfter identifying the movie map apps, I focused on the examination of the secondary functions they offered and categorized the applications based on both their main purpose and their main target users (as explicitly described in the app store). Four different categories of smart phone applications emerged. Apps conceived for:Business (for location scouts and producers)Entertainment (for trivia and quiz buffs)Education (for students and film history lovers)Travel (for tourists)‘Screen New South Wales Film Location Scout’, an app designed for location scouts requiring location contact information across the state of New South Wales, is an example of the first category. The app provides lists, maps and images of locations used in films shot in the region as well as contact details for local government offices. Most of these types of apps are available for free download and are commissioned by local authorities in the hope of attracting major film productions, which in turn might bring social and economic benefits to the region.A small number of the apps examined target movie fans and quiz buffs. ‘James Bond and Friends’, for example, focuses on real life locations where spy/thriller movies have been shot in London. Interactive maps and photos of the locations show their geographical position. The app also offers a wealth of trivia on spy/thriller movies and tests users’ knowledge of James Bond films with quizzes about the locations. While some of these apps provide information on how to reach particular film locations, the emphasis is on trivia and quizzes rather than travel itself.Some of the apps are explicitly conceived for educational purposes and target film students, film scholars and users interested in the history of film more broadly. The Italian Ministry for Cultural Affairs, for example, developed a number of smartphone apps designed to promote knowledge about Italian Cinema. Each application focuses on one Italian city, and was designed for users wishing to acquire more information about the movie industry in that urban area. The ‘Cinema Roma’ app, for example, contains a selection of geo-referenced film sets from a number of famous films shot in Rome. The film spots are presented via a rich collection of historical images and texts from the Italian National Photographic Archive.Finally, the majority of the apps analysed (around 60%) explicitly targets tourists. One of the most popular film-tourist applications is the ‘British Film Locations’ app with over 100,000 downloads since its launch in 2011. ‘British Film Locations’ was commissioned by VisitBritain, the British tourism agency. Visit Britain has attempted to capitalize on tourists’ enthusiasm around film blockbusters since the early 2000s as their research indicated that 40% of potential visitors would be very likely to visit the place they had seen in films or on TV (VisitBritain). British Film Locations enables users to discover and photograph the most iconic British film locations in cinematic history. Film tourists can search by film title, each film is accompanied by a detailed synopsis and list of locations so users can plan an entire British film tour. The app also allows users to take photos of the location and automatically share them on social networks such as Facebook or Twitter.Movie Maps and Film-TourismAs already mentioned, the majority of the film-location phone apps are designed for travel purposes and include functionalities that cater for the needs of the so called ‘post-tourists’. Maxine Feifer employed this term to describe the new type of tourist arising out of the shift from mass to post-Fordist consumption. The post-tourist crosses physical and virtual boundaries and shifts between experiences of everyday life, either through the actual or the simulated mobility allowed by the omnipresence of signs and electronic images in the contemporary age (Leotta). According to Campbell the post-tourist constructs his or her own tourist experience and destination, combining these into a package of overlapping and disjunctive elements: the imagined (dreams and screen cultures), the real (actual travels and guides) and the virtual (myths and internet) (203). More recently a number of scholars (Guttentag, Huang et al., Neuhofer et al.) have engaged with the application and implications of virtual reality on the planning, management and marketing of post-tourist experiences. Film-induced tourism is an expression of post-tourism. Since the mid-1990s a growing number of scholars (Riley and Van Doren, Tooke and Baker, Hudson and Ritchie, Leotta) have engaged with the study of this phenomenon, which Sue Beeton defined as “visitation to sites where movies and TV programmes have been filmed as well as to tours to production studios, including film-related theme parks” (11). Tourists’ fascination with film sets and locations is a perfect example of Baudrillard’s theory of hyperreality. Such places are simulacra which embody the blurred boundaries between reality and representation in a world in which unmediated access to reality is impossible (Baudrillard).Some scholars have focused on the role of mediated discourse in preparing both the site and the traveller for the process of tourist consumption (Friedberg, Crouch et al.). In particular, John Urry highlights the interdependence between tourism and the media with the concept of the ‘tourist gaze’. Urry argues that the gaze dominates tourism, which is primarily concerned with the commodification of images and visual consumption. According to Urry, movies and television play a crucial role in shaping the tourist gaze as the tourist compares what is gazed at with the familiar image of the object of the gaze. The tourist tries to reproduce his or her own expectations, which have been “constructed and sustained through a variety of non-tourist practices, such as film, TV, literature, records, and videos” (Urry 3). The inclusion of the camera functionality in digital movie maps such as ‘British Film Locations’ fulfils the need to actually reproduce the film images that the tourist has seen at home.Film and MapsThe convergence between film and (virtual) travel is also apparent in the prominent role that cartography plays in movies. Films often allude to maps in their opening sequences to situate their stories in time and space. In turn, the presence of detailed geographical descriptions of space at the narrative level often contributes to establish a stronger connection between film and viewers (Conley). Tom Conley notes that a number of British novels and their cinematic adaptations including Tolkien’s The Lord of the Rings (LOTR) and Stevenson’s Treasure Island belong to the so called ‘cartographic fiction’ genre. In these stories, maps are deployed to undo the narrative thread and inspire alternative itineraries to the extent of legitimising an interactive relation between text and reader or viewer (Conley 225).The popularity of LOTR locations as film-tourist destinations within New Zealand may be, in part, explained by the prominence of maps as both aesthetic and narrative devices (Leotta). The authenticity of the LOTR geography (both the novel and the film trilogy) is reinforced, in fact, by the reoccurring presence of the map. Tolkien designed very detailed maps of Middle Earth that were usually published in the first pages of the books. These maps play a crucial role in the immersion into the imaginary geography of Middle Earth, which represents one of the most important pleasures of reading LOTR (Simmons). The map also features extensively in the cinematic versions of both LOTR and The Hobbit. The Fellowship of the Ring opens with several shots of a map of Middle Earth, anticipating the narrative of displacement that characterizes LOTR. Throughout the trilogy the physical dimensions of the protagonists’ journey are emphasized by the foregrounding of the landscape as a map.The prominence of maps and geographical exploration as a narrative trope in ‘cartographic fiction’ such as LOTR may be responsible for activating the ‘tourist imagination’ of film viewers (Crouch et al.). The ‘tourist imagination’ is a construct that explains the sense of global mobility engendered by the daily consumption of the media, as well as actual travel. As Crouch, Jackson and Thompson put it, “the activity of tourism itself makes sense only as an imaginative process which involves a certain comprehension of the world and enthuses a distinctive emotional engagement with it” (Crouch et al. 1).The use of movie maps, the quest for film locations in real life may reproduce some of the cognitive and emotional pleasures that were activated while watching the movie, particularly if maps, travel and geographic exploration are prominent narrative elements. Several scholars (Couldry, Hills, Beeton) consider film-induced tourism as a contemporary form of pilgrimage and movie maps are becoming an inextricable part of this media ritual. Hudson and Ritchie note that maps produced by local stakeholders to promote the locations of films such as Sideways and LOTR proved to be extremely popular among tourists (391-392). In their study about the impact of paper movie maps on tourist behaviour in the UK, O’Connor and Pratt found that movie maps are an essential component in the marketing mix of a film location. For example, the map of Pride and Prejudice Country developed by the Derbyshire and Lincolnshire tourist boards significantly helped converting potential visitors into tourists as almost two in five visitors stated it ‘definitely’ turned a possible visit into a certainty (O’Connor and Pratt).Media Consumption and PlaceDigital movie maps have the potential to further reconfigure traditional understandings of media consumption and place. According to Nana Verhoeff digital mapping tools encourage a performative cartographic practice in the sense that the dynamic map emerges and changes during the users’ journey. The various functionalities of digital movie maps favour the hybridization between film reception and space navigation as by clicking on the movie map the user could potentially watch a clip of the film, read about both the film and the location, produce his/her own images and comments of the location and share it with other fans online.Furthermore, digital movie maps facilitate and enhance what Nick Couldry, drawing upon Claude Levi Strauss, calls “parcelling out”: the marking out as significant of differences in ritual space (83). According to Couldry, media pilgrimages, the visitation of TV or film locations are rituals that are based from the outset on an act of comparison between the cinematic depiction of place and its physical counterpart. Digital movie maps have the potential to facilitate this comparison by immediately retrieving images of the location as portrayed in the film. Media locations are rife with the marking of differences between the media world and the real locations as according to Couldry some film tourists seek precisely these differences (83).The development of smart phone movie maps, may also contribute to redefine the notion of audiovisual consumption. According to Nanna Verhoeff, mobile screens of navigation fundamentally revise the spatial coordinates of previously dominant, fixed and distancing cinematic screens. One of the main differences between mobile digital screens and larger, cinematic screens is that rather than being surfaces of projection or transmission, they are interfaces of software applications that combine different technological properties of the hybrid screen device: a camera, an interface for online communication, a GPS device (Verhoeff). Because of these characteristics of hybridity and intimate closeness, mobile screens involve practices of mobile and haptic engagement that turn the classical screen as distanced window on the world, into an interactive, hybrid navigation device that repositions the viewer as central within the media world (Verhoeff).In their discussion of the relocation of cinema into the iPhone, Francesco Casetti and Sara Sampietro reached similar conclusions as they define the iPhone as both a visual device and an interactive interface that mobilizes the eye as well as the hand (Casetti and Sampietro 23). The iPhone constructs an ‘existential bubble’ in which the spectator can find refuge while remaining exposed to the surrounding environment. When the surrounding environment is the real life film location, the consumption or re-consumption of the film text allowed by the digital movie map is informed by multi-sensorial and cognitive stimuli that are drastically different from traditional viewing experiences.The increasing popularity of digital movie maps is a phenomenon that could be read in conjunction with the emergence of innovative locative media such as the Google glasses and other applications of Augmented Reality (A.R.). Current smart phones available in the market are already capable to support A.R. applications and it appears likely that this will become a standard feature of movie apps within the next few years (Sakr). Augmented reality refers to the use of data overlays on real-time camera view of a location which make possible to show virtual objects within their spatial context. The camera eye on the device registers physical objects on location, and transmits these images in real time on the screen. On-screen this image is combined with different layers of data: still image, text and moving image.In a film-tourism application of augmented reality tourists would be able to point their phone camera at the location. As the camera identifies the location images from the film will overlay the image of the ‘real location’. The user, therefore, will be able to simultaneously see and walk in both the real location and the virtual film set. The notion of A.R. is related to the haptic aspect of engagement which in turn brings together the doing, the seeing and the feeling (Verhoeff). In film theory the idea of the haptic has come to stand for an engaged look that involves, and is aware of, the body – primarily that of the viewer (Marx, Sobchack). The future convergence between cinematic and mobile technologies is likely to redefine both perspectives on haptic perception of cinema and theories of film spectatorship.The application of A.R. to digital, mobile maps of film-locations will, in part, fulfill the prophecies of René Barjavel. In 1944, before Bazin’s seminal essay on the myth of total cinema, French critic Barjavel, asserted in his book Le Cinema Total that the technological evolution of the cinematic apparatus will eventually result in the total enveloppement (envelopment or immersion) of the film-viewer. This enveloppement will be characterised by the multi-sensorial experience and the full interactivity of the spectator within the movie itself. More recently, Thielmann has claimed that geomedia such as movie maps constitute a first step toward the vision that one day it might be possible to establish 3-D spaces as a medial interface (Thielmann).Film-Tourism, Augmented Reality and digital movie maps will produce a complex immersive and inter-textual media system which is at odds with Walter Benjamin’s famous thesis on the loss of ‘aura’ in the age of mechanical reproduction (Benjamin), as one of the pleasures of film-tourism is precisely the interaction with the auratic place, the actual film location or movie set. According to Nick Couldry, film tourists are interested in the aura of the place and filming itself. The notion of aura is associated here with both the material history of the location and the authentic experience of it (104).Film locations, as mediated by digital movie maps, are places in which people have a complex sensorial, emotional, cognitive and imaginative involvement. The intricate process of remediation of the film-locations can be understood as a symptom of what Lash and Urry have called the ‘re-subjectification of space’ in which ‘locality’ is re-weighted with a more subjective and affective charge of place (56). According to Lash and Urry the aesthetic-expressive dimensions of the experience of place have become as important as the cognitive ones. By providing new layers of cultural meaning and alternative modes of affective engagement, digital movie maps will contribute to redefine both the notion of tourist destination and the construction of place identity. These processes can potentially be highly problematic as within this context the identity and meanings of place are shaped and controlled by the capital forces that finance and distribute the digital movie maps. Future critical investigations of digital cartography will need to address the way in which issues of power and control are deeply enmeshed within new tourist practices. ReferencesAgnew, John, “Space and Place.” Handbook of Geographical Knowledge. Eds. John Agnew and David Livingstone. London: Sage, 2011. 316-330Barjavel, René. Cinema Total. Paris: Denoel, 1944.Baudrillard, Jean. Simulations. Trans. Paul Foss et al. New York: Semiotext(e), 1983.Beeton, Sue. Film Induced Tourism. Buffalo: Channel View Publications, 2005.Benjamin, Walter. Illuminations. Translated by Harry Zohn. Glasgow: Fontana, 1979.Campbell, Nick. “Producing America.” The Media and the Tourist Imagination. Eds. David Crouch et al. London: Routledge, 2005. 198-214.Casetti, Francesco, and Sara Sampietro. “With Eyes, with Hands: The Relocation of Cinema into the iPhone.” Moving Data: The iPhone and the Future of Media. Eds. Pelle Snickars and Patrick Vonderau. New York: Columbia University Press, 2013. 19-30.Claudell, Tom, and David Mizell. “Augmented Reality: An Application of Heads-Up Display Technology to Manual Manufacturing Processes.” Proceedings of 1992 IEEE Hawaii International Conference, 1992.Conley, Tom. “The Lord of the Rings and The Fellowship of the Map.” From Hobbits to Hollywood. Ed. Ernst Mathijs and Matthew Pomerance. Amsterdam: Rodopi, 2006. 215–30.Couldry, Nick. “The View from inside the 'Simulacrum‘: Visitors’ Tales from the Set of Coronation Street.” Leisure Studies 17.2 (1998): 94-107.Couldry, Nick. Media Rituals: A Critical Approach. London: Routledge, 2003. 75-94.Crouch, David, Rhona Jackson, and Felix Thompson. The Media and the Tourist Imagination. London: Routledge, 2005Feifer, Maxine. Going Places: The Ways of the Tourist from Imperial Rome to the Present Day. London: Macmillan, 1985.Friedberg, Anne. Window Shopping: Cinema and the Postmodern. Berkeley: University of California Press, 1993.Friedman, Thomas. The World Is Flat: A Brief History of the Twentieth Century. New York: Farrar, Strauss and Giroux, 2005.Guttentag, Daniel. “Virtual Reality: Applications and Implications for Tourism.” Tourism Management 31.5 (2010): 637-651.Hill, Matt. Fan Cultures. London: Routledge. 2002.Huang, Yu Chih, et al. “Exploring User Acceptance of 3D Virtual Worlds in Tourism Marketing”. Tourism Management 36 (2013): 490-501.Hjorth, Larissa. “The Game of Being Mobile. One Media History of Gaming and Mobile Technologies in Asia-Pacific.” Convergence 13.4 (2007): 369–381.Hudson, Simon, and Brent Ritchie. “Film Tourism and Destination Marketing: The Case of Captain Corelli’s Mandolin.” Journal of Vacation Marketing 12.3 (2006): 256–268.Jackson, Rhona. “Converging Cultures; Converging Gazes; Contextualizing Perspectives.” The Media and the Tourist Imagination. Eds. David Crouch et al. London: Routledge, 2005. 183-197.Kim, Hyounggon, and Sarah Richardson. “Motion Pictures Impacts on Destination Images.” Annals of Tourism Research 25.2 (2005): 216–327.Lash, Scott, and John Urry. Economies of Signs and Space. London: Sage, 1994.Leotta, Alfio. Touring the Screen: Tourism and New Zealand Film Geographies. London: Intellect Books, 2011.Marks, Laura. “Haptic Visuality: Touching with the Eyes.” Framework the Finnish Art Review 2 (2004): 78-82.Neuhofer, Barbara, Dimitrios Buhalis, and Adele Ladkin. ”A Typology of Technology-Enhanced Tourism Experiences.” International Journal of Tourism Research 16.4 (2014): 340-350.O’Connor, Noelle, and Stephen Pratt. Using Movie Maps to Leverage a Tourism Destination – Pride and Prejudice (2005). Paper presented at the 4th Tourism & Hospitality Research Conference – Reflection: Irish Tourism & Hospitality. Tralee Institute of Technology Conference, Tralee, Co. Kerry, Ireland. 2008.Riley, Roger, and Carlton Van Doren. “Films as Tourism Promotion: A “Pull” Factor in a “Push” Location.” Tourism Management 13.3 (1992): 267-274.Sakr, Sharif. “Augmented Reality App Concept Conjures Movie Scenes Shot in Your Location”. Engadget 2011. 1 Feb. 2016 <http://www.engadget.com/2011/06/22/augmented-reality-app-concept-conjures-movie-scenes-shot-in-your/>.Simmons, Laurence. “The Lord of the Rings: The Fellowship of the Ring.” The Cinema of Australia and New Zealand. Eds. Geoff Mayer and Keith Beattie. London: Wallflower, 2007. 223–32.Sobchack, Vivian. Carnal Thoughts: Embodiment and Moving Image Culture. Berkeley: University of California. 2004.Thielmann, Tristan. “Locative Media and Mediated Localities: An Introduction to Media Geography.” Aether 5a Special Issue on Locative Media (Spring 2010): 1-17.Tooke, Nichola, and Michael Baker. “Seeing Is Believing: The Effect of Film on Visitor Numbers to Screened Location.” Tourism Management 17.2 (1996): 87-94.Tzanelli, Rodanthi. The Cinematic Tourist. New York: Routledge, 2007.Urry, John. The Tourist Gaze. London: Sage, 2002.Urry, John, and Jonas Larsen. The Tourist Gaze 3.0. London: Sage, 2011.Verhoeff, Nana. Mobile Screens: The Visual Regime of Navigation. Amsterdam University Press, 2012.VisitBritain. “Films Continue to Draw Tourists to Britain.” 2010. 20 Oct. 2012 <http://www.visitbritain.org/mediaroom/archive/2011/filmtourism.aspx>.

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Novitz, Julian. "“Too Broad and Deep for the Small Screen”: Doctor Who's New Adventures in the 1990s." M/C Journal 21, no.5 (December6, 2018). http://dx.doi.org/10.5204/mcj.1474.

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Introduction: Doctor Who's “Wilderness Years”1989 saw the cancellation of the BBC's long-running science fiction television series Doctor Who (1965 -). The 1990s were largely bereft of original Doctor Who television content, leading fans to characterise that decade as the “wilderness years” for the franchise (McNaughton 194). From another perspective, though, the 1990s was an unprecedented time of production for Doctor Who media. From 1991 to 1997, Virgin Publishing was licensed by the BBC's merchandising division to publish a series of original Doctor Who novels, which they produced and marketed as a continuation of the television series (Gulyas 46). This series of novels, Doctor Who: The New Adventures (commonly referred to as “the Virgin New Adventures” by fans) proved popular enough to support a monthly release schedule, and from 1994 onwards, a secondary "Missing Adventures" series.Despite their central role in the 1990s, however, many fans have argued that the Doctor Who novels format makes them either less "canonical" than the television series, or completely "apocryphal" (Gulyas 48). This fits with a general trend in transmedia properties, where print-based expansions or spin-offs are generally considered less official or authentic than those that are screen-based (Hills 223). This article argues that the openness of the series to contributions from fan writers – and also some of the techniques and approaches prioritised in fan fiction - resulted in the Virgin range of Doctor Who novels having an unusually significant impact on the development and evolution of the franchise as a whole when compared to the print-based transmedia extensions of other popular series’. The article also argues that the tonal and stylistic influence of the New Adventures novels on the revived Doctor Who television series offers an interesting counter-example to the usually strict hierarchies of content that are implied in Henry Jenkins's influential model of transmedia storytelling. Transmedia StorytellingJenkins uses the term “transmedia storytelling” to describe the ways in which media franchises frequently expand beyond the format they originate with, potentially encompassing television series, films, games, toys, comics and more (Jenkins “Transmedia 202”). In discussing this paradigm, Jenkins notes the ways in which contemporary productions increasingly prioritise “integration and coordination” between the different forms of media (Jenkins Convergence Culture 105). As Jenkins argues, “most discussions of transmedia place a high emphasis on continuity – assuming that transmedia requires a high level of coordination and creative control and that all of the pieces have to cohere into a consistent narrative or world” (Jenkins “Transmedia 202”). Due to this increased emphasis on continuity, the ability to decide which media will be considered as “canonical” within the story-world of the franchise becomes an important one. Where previously questions of canon had been largely confined to fan discussions, debates and interpretive readings of media texts (Jenkins Textual Poachers 102-104), the proprietors of franchises in a transmedia economy have an interest in proactively defining and policing the canon. Designating a particular piece of media as a “canonical” expansion or spinoff of its parent text can be a useful marketing tool, as it creates the expectation that it will provide an important contribution. Correspondingly, declaring that a particular set of media texts is no longer canonical can make the franchise more accessible and allow the authors of new material more creative freedom (Proctor and Freeman 238-9).While Jenkins argues that a reliance on “one single source or ur-text” (“Transmedia 101”) is counter to the spirit of transmedia storytelling, Pillai notes that his emphasis on cohesiveness across diverse media tends to implicitly prioritise the parent text over its various offshoots (103-4). As the parent text establishes continuity and canon, any transmedia supplements are obligated to remain consistent with it, but this is often a one-sided and hierarchical relationship. For example, in the Star Wars transmedia franchise, the film series is considered crucial in establishing the canon; and transmedia supplements are obliged to remain consistent with it in order to be recognised as authentic. The filmmakers, however, are largely free to ignore or contradict the contributions of spin-off books.Hills notes that the components of transmedia franchises are often arranged into “transmedial hierarchies” (223), where screen-based media like films, television series and video games are assigned dominance over print-based productions like comics and novels. This hierarchy means that print-based works typically have a less secure place within the canon of transmedia franchises, despite often contributing a disproportionately large quantity of narratives and concepts (Guynes 143). Using the Star Wars Expanded Universe as an example, he notes a tendency whereby “franchise novels” are generally considered as disposable, and are easily erased or decanonised despite significantly long, carefully interwoven and coordinated periods of storytelling (143-5). Doctor Who as a Transmedia FranchiseWhile questions of canon are frequently debated and discussed among Doctor Who fans, it is less easy to make absolutist distinctions between canonical and apocryphal texts in Doctor Who than it is in other popular transmedia franchises. Unlike comparable transmedia productions, Doctor Who has traditionally lacked a singular authority over questions of canon and consistency in the manner that Jenkins argues for in his implicitly hierarchical conception of transmedia storytelling (Convergence Culture 106). Where franchises like Star Wars, Star Trek or The X-Files have been guided by creator-figures who either exert direct control over their various iterations or oblige them to remain broadly consistent with their original vision, Doctor Who has generally avoided this focus; creative control has passed between various showrunners and production teams, who have been largely free to establish their own style and tone.Furthermore, the franchise has traditionally favoured a largely self-contained and episodic style of storytelling; and different storylines and periods from its long history often contradict one another. For these reasons, Booth suggests that the largely retroactive attempts on the part of fans and critics to read the entire series as the type of transmedia production that Jenkins advocates for (i.e. an internally consistent narrative of connected stories) are counter-productive. He argues that Doctor Who is perhaps best understood not as a continuing series but as a long-running anthology, where largely autonomous stories and serials can be grouped into distinct “periods” of resemblance in terms of style and subject matter (198-206).As Britton argues, when appreciating Doctor Who as franchise, there is no particular need to assign primary importance to the parent media. Since its first season in 1965, the Doctor Who television series has been regularly supplemented by other media in the form of comics, annuals, films, stage-plays, audio-dramas, and novelisations. Britton maintains that as the transmedia works follow the same loosely connected, episodic structure as the television series, they operate as equally valid or equally disposable components within its metanarrative (1-9). Doctor Who writer Paul Cornell argues that given the accommodating nature of the show’s time-travel premise (which can easily accommodate the inconsistencies that Jenkins argues should be avoided in transmedia storytelling), and in the absence of a singular revered creator-figure or authority, absolutist pronouncements on canon from any source are unnecessary and exclusionary, either delegitimising texts that the audience may value, or insisting on familiarity with a particular text in order for an experience of the media to be considered “legitimate”. The Transmedia Legacy of the Virgin New AdventuresAs the Virgin Doctor Who novels are not necessarily diminished by either their lack of a clear canonical status or their placement as a print work within a screen-focused property, they can arguably be understood as constituting their own distinct “period” of Doctor Who in the manner defined by Booth. This claim is supported by the ways in which the New Adventures distinguish themselves from the typically secondary or supplemental transmedia extensions of most other television franchises.In contrast with the one-sided and hierarchical relationship that typically exists between the parent text and its transmedia extensions (Pillai 103-4), the New Adventures range did not attempt to signal their authenticity through stylistic and narrative consistency with their source material. Virgin had already published a long series of novelisations of story serials from the original television series under its children’s imprint, Target, but from their inception the New Adventures were aimed at a more mature audience. The editor of the range, Peter Darvill-Evans, observed that by the 1990s, Doctor Who’s dedicated fan base largely consisted of adults who had grown up with the series in the 1970s and 1980s rather than the children that both the television series and the novelisations had traditionally targeted (Perryman 23). The New Adventures were initially marketed as being “too broad and deep for the small screen” (Gulyas 46), positioning them as an improvement or evolution rather than an attempt to imitate the parent media or to compensate for its absence.By comparison, most other 1990s print-based supplements to popular screen franchises tended to closely mimic the style, tone and storytelling structure of their source material. For example, the Star Wars "Expanded Universe" series of novels (which began in 1991) were subject to strict editorial oversight to ensure they remained consistent with the films and were initially marketed as "film-like events" as a way of emphasising their equivalence to the original media (Proctor and Freeman 226). The Virgin New Adventures were also distinctive due to their open submission policy (which actively encouraged submissions from fan writers who had not previously achieved conventional commercial publication) alongside work from "professional" authors (Perryman 24). This policy began because Darvill-Evans noted the ability, high motivation and deep understanding of Doctor Who possessed by fan writers (Bishop) and it proved essential in establishing the more mature approach that the series was aiming for. After three indifferently received novels from professional authors, the first work from a fan author, Paul Cornell’s Timewyrm: Revelation (1991) became highly popular, due to its more grounded, serious and complex exploration of the character of the Doctor and their human companion. Following the success of Cornell’s novel, the series began to establish its own distinctive tone, emphasising gritty urban settings, character development and interpersonal drama, and the exploration of moral ambiguities and social and political issues that would have not been permissible in the original television series (Gulyas 46-8).Works by previously unpublished fan authors came to dominate the range to such an extent that the New Adventures has been described as “licensing professionally produced fan fiction” (Perryman 23). This trajectory established the New Adventures as an unusual hybrid text, combining the sanction of an official license with the usually unofficial phenomenon of fan custodianship. The cancellation of a television series (as experienced by Doctor Who in 1989) often allows its fan community to take custodianship of it in a variety of ways (McNoughton 194). While a series is being broadcast, fans are often constructed as elite but essentially ”powerless” readers, whose interpretations and desires can easily be contradicted or ignored by the series creators (Tulloch and Jenkins 141). With cancellation and a diminishing mass audience, fans become the custodians of the series and its memory. Their interpretations can no longer be overwritten, and they become the principle market for official merchandise and transmedia extensions (McNoughton 194-6).Also, fans can explore and fulfil their desires for the narrative direction and tone of the series, through the “cottage industries” of fan-created merchandise (196) and “gift economies” of fan fiction (Flegal and Roth 258), without being impeded or overruled by official developments in the parent media. This movement towards fan custodianship and production became more visible during the 1990s, as digital technology allowed for rapid communication, connection and exchange (Coppa 53). The Virgin New Adventures range arguably operated as a meeting point between officially sanctioned commercial spin-off media and the fan-centric industries of production that work to prolong the life and memory of a cancelled television series. Indeed, the direct inclusion of fan authors and the techniques and approaches associated with fan fiction likely helped to establish the deeper, more mature interpretation of Doctor Who offered by the New Adventures.As Stein and Busse observe, a recurring feature of fan fiction has been a focus on exploring the inner lives of the characters from its source media, and adding depth and complexity to their relationships (196-8). Furthermore, the successful New Adventures fan authors tended to offer support and encouragement to each other via their informal networks, which affected the development of the series as a transmedia production (Perryman 24). Flegal and Roth note that in contrast to often solitary and individualistic forms of “professional” and “literary” writing, the composition of fan fiction emerges out of collegial, supportive and reciprocal communities (265-8). The meeting point that the Virgin New Adventures provided between professional writing practice and the attitudes and approaches common to the types of fan fiction that were becoming more prominent in the nineties (Coppa 53-5) helped to shape the evolution of Doctor Who as a franchise.Where previous Doctor Who stories (regardless of the media or medium) had been largely isolated from each other, the informal fan networks that connected the New Adventures authors allowed and encouraged them to collaborate more closely, ensuring consistency between the instalments and plotting out multi-volume story-arcs and character development. Where the Star Wars Expanded Universe series of novels ensured consistency through extensive and often intrusive top-down editorial control (Proctor and Freeman 226-7), the New Adventures developed this consistency through horizontal relationships between authors. While Doctor Who has always been a transmedia franchise, the Virgin New Adventures may be the first point where it began to fully engage with the possibilities of the coordinated and consistent transmedia storytelling discussed by Jenkins (Perryman 24-6). It is notable that this largely developed out of the collaborative and reciprocal relationships common to communities of fan-creators rather than through the singular and centralised control that Jenkins advocates.While the Virgin range of Doctor Who novels ended long before the revival of the television series in 2005, its influence on the style, tone and subject matter of the new series has been noted. As Perryman argues, the emphasis on more cohesive story-arcs and character development between episodes has been inherited from the New Adventures (24). The 2005 series also followed the Virgin novels in presenting the Doctor’s companions with detailed backgrounds and having their relationships shift and evolve, rather than remaining static like they did in the original series. The more distinctly urban focus of the new series was also likely shaped by the success of the New Adventures (Haslop 217); its well-publicised emphasis on inclusiveness and diversity was likewise prefigured by the Virgin novels, which were the first Doctor Who media to include non-Anglo and LGBQT companions (McKee "How to tell the difference" 181-2). It is highly unusual for a print-based transmedia extension to have this level of impact. Indeed, one of the most visible and profitable transmedia initiatives that began in the 1990s, the Star Wars Expanded Universe novels (which like the New Adventures was presented as an officially sanctioned continuation of the original media), was unceremoniously decanonised in 2014, and the interpretations of Star Wars characters and themes that it had developed over more than a decade of storytelling were almost entirely disregarded by the new films (Proctor and Freeman 235-7). The comparably large influence that the New Adventures had on the development of its franchise indicates the success of its fan-centric approach in developing a more relationship-driven and character-focused interpretation of its parent media.The influence of the New Adventures is also felt more directly through the continuing careers of its authors. A number of the fan writers who achieved their first commercial publication with the New Adventures (e.g. Paul Cornell, Gareth Roberts, Mark Gatiss) went on to write scripts for the new series. The first showrunner, Russell T. Davies, was the author of the later novels, Damaged Goods (1997), and the second, Steven Moffat, had been an active member of Doctor Who fan communities that discussed and promoted the Virgin books (Bishop). As the former New Adventures author Kate Orman notes, this movement from writing usually secondary franchise novels to working on and having authority over the parent media is almost unheard of (McKee “Interview with Kate Orman” 138), and speaks to the success of the combination of fan authorship and official licensing and support found in the New Adventures. As Hadas notes, the chief difference between the new series of Doctor Who and its classic version is that former and long-term fans of the series are now directly involved in its production, thus complicating Tullouch and Jenkin’s assessment of Doctor Who fans as a “powerless elite” (141). ConclusionThe continuing influence of the nineties New Adventures novels can still be detected in the contemporary series. These novels operate with regard to the themes, preoccupations and styles of storytelling that this range pioneered within the Doctor Who franchise, and which developed directly out of its innovative and unusual strategy of giving official sanction and editorial support to typically obscured and subcultural modes of fan writing. The reductive and exclusionary question of canon can be avoided when considering the above novels. These transmedia productions are important to the evolution and development of the media franchise as a whole. In this respect, the Virgin New Adventures operate as their own distinctive, legitimate and influential "period" within Doctor Who, demonstrating the creative potential of an approach to transmedia storytelling that deemphasises strict hierarchies of content and control and can readily include the contributions of fan producers.ReferencesBishop, David. “Four Writers, One Discussion: Andy Lane, Paul Cornell, Steven Moffat and David Bishop.” Time Space Visualiser 43 (March 1995). 1 Nov. 2018 <http://doctorwho.org.nz/archive/tsv43/onediscussion.html>.Booth, Paul. “Periodising Doctor Who.” Science Fiction Film and Television 7.2 (2014). 195-215.Britton, Piers D. TARDISbound: Navigating the Universes of Doctor Who. London: I.B. Tauris and Company, 2011.Coppa, Francesca. “A Brief History of Media Fandom.” Fan Fiction and Fan Communities in the Age of the Internet. Eds. Karen Hellekson and Kristina Busse. Jefferson NC: McFarland and Company, 2009. 41-59.Cornell, Paul. “Canonicity in Doctor Who”. PaulConell.com. 10 Feb. 2007. 30 Nov. 2018 <https://www.paulcornell.com/2007/02/canonicity-in-doctor-who/>.Doctor Who. British Broadcasting Corporation, 1965 to present.Flegal, Monica, and Jenny Roth. “Writing a New Text: the Role of Cyberculture in Fanfiction Writers’ Transition to ‘Legitimate’ Publishing.” Contemporary Women’s Writing 10.2 (2016): 253-270.Gulyas, Aaron. “Don’t Call It a Comeback.” Doctor Who in Time and Space: Essays on Themes, Characters, History and Fandom, 1963-2012. Ed. Donald E. Palumbo and C.W. Sullivan. Jefferson NC: McFarland and Company, 2013. 44-63.Guynes, Sean. “Publishing the New Jedi Order: Media Industries Collaboration and the Franchise Novel.” Star Wars and the History of Transmedia Storytelling. Eds. Sean Guynes and Dan Hassler-Forest. Amsterdam: Amsterdam UP, 2017. 143-154.Hadas, Leora. “Running the Asylum? Doctor Who’s Ascended Fan-Showrunners.” Deletion. 23 June 2014. 30 Nov. 2018 <http://www.deletionscifi.org/episodes/episode-5/running-asylum-doctor-whos-ascended-fan-showrunners/>.Haslop, Craig. “Bringing Doctor Who Back for the Masses: Regenerating Cult, Commodifying Class.” Science Fiction Film and Television 9.2 (2016): 209-297.Hills, Matt. “From Transmedia Storytelling to Transmedia Experience: Star Wars Celebration as a Crossover/Hierarchical Space.” Star Wars and the History of Transmedia Storytelling. Eds. Sean Guynes and Dan Hassler-Forest. Amsterdam: Amsterdam UP, 2017. 213-224.Jenkins III, Henry. Textual Poachers: Television Fans and Participatory Culture. New York: Routledge. 1992.———. Convergence Culture: Where Old and New Media Collide. New York: New York UP, 2006.———. “Transmedia Storytelling 101.” Confessions of an Aca-Fan. 22 Mar. 2007. 30 Nov. 2018 <http://henryjenkins.org/blog/2007/03/transmedia_storytelling_101.html>.———. “Transmedia Storytelling 202: Further Reflections.” Confessions of an Aca-Fan. 1 Aug. 2011. 30 Nov. 2018 <http://henryjenkins.org/blog/2011/08/defining_transmedia_further_re.html>.McKee, Alan. "How to Tell the Difference between Production and Consumption: A Case Study in Doctor Who Fandom." Cult Television. Eds. Sara Gwenllian-Jones and Richard M. Pearson. University of Minnesota Press, Minneapolis, 2004: 167-186.———. “Interview with Kate Orman: Dr Who Author.” Continuum 19.1 (2005): 127-139. McNaughton, Douglas. “Regeneration of a Brand: The Fan Audience and the 2005 Doctor Who Revival.” Ruminations, Peregrinations, and Regenerations: A Critical Approach to Doctor Who. Ed. Christopher J. Hansen. Newcastle upon Tyne: Cambridge Scholars Publishing, 2010. 192-208.Perryman, Neil. “Doctor Who and the Convergence of Media: A Case Study in ‘Transmedia Storytelling’.” Convergence: The International Journal of Research into New Media Technologies 14.1 (2008): 21-39.Pillai, Nicolas. “’What Am I Looking at, Mulder?’ Licensed Comics and the Freedoms of Transmedia Storytelling.” Science Fiction Film and Television 6.1 (2013): 101-117.Porter, Lynnette. The Doctor Who Franchise: American Influence, Fan Culture, and the Spinoffs. Jefferson NC: McFarland and Company, 2018.Procter, William, and Matthew Freeman. “’The First Step into a Smaller World’: The Transmedia Economy of Star Wars.” Revisiting Imaginary Worlds: A Subcreation Studies Anthology. Ed. Mark J.P. Wolf. New York: Routledge. 2016. 223-245.Stein, Louisa, and Kristina Busse. “Limit Play: Fan Authorship between Source Text, Intertext, and Context.” Popular Communication 7.4 (2009): 192-207.Tullouch, John, and Henry Jenkins III. Science Fiction Audiences: Watching Star Trek and Doctor Who. New York: Routledge, 1995.

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Pearce, Lynne. "Diaspora." M/C Journal 14, no.2 (May1, 2011). http://dx.doi.org/10.5204/mcj.373.

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For the past twenty years, academics and other social commentators have, by and large, shared the view that the phase of modernity through which we are currently passing is defined by two interrelated catalysts of change: the physical movement of people and the virtual movement of information around the globe. As we enter the second decade of the new millennium, it is certainly a timely moment to reflect upon the ways in which the prognoses of the scholars and scientists writing in the late twentieth century have come to pass, especially since—during the time this special issue has been in press—the revolutions that are gathering pace in the Arab world appear to be realising the theoretical prediction that the ever-increasing “flows” of people and information would ultimately bring about the end of the nation-state and herald an era of transnationalism (Appadurai, Urry). For writers like Arjun Appadurai, moreover, the concept of diaspora was key to grasping how this new world order would take shape, and how it would operate: Diasporic public spheres, diverse amongst themselves, are the crucibles of a postnational political order. The engines of their discourse are mass media (both interactive and expressive) and the movement of refugees, activists, students, laborers. It may be that the emergent postnational order proves not to be a system of hom*ogeneous units (as with the current system of nation-states) but a system based on relations between heterogeneous units (some social movements, some interest groups, some professional bodies, some non-governmental organizations, some armed constabularies, some judicial bodies) ... In the short run, as we can see already, it is likely to be a world of increased incivility and violence. In the longer run, free from the constraints of the nation form, we may find that cultural freedom and sustainable justice in the world do not presuppose the uniform and general existence of the nation-state. This unsettling possibility could be the most exciting dividend of living in modernity at large. (23) In this editorial, we would like to return to the “here and now” of the late 1990s in which theorists like Arjun Appaduri, Ulrich Beck, John Urry, Zygmunt Bauman, Robert Robertson and others were “imagining” the consequences of both globalisation and glocalisation for the twenty-first century in order that we may better assess what is, indeed, coming to pass. While most of their prognoses for this “second modernity” have proven remarkably accurate, it is their—self-confessed—inability to forecast either the nature or the extent of the digital revolution that most vividly captures the distance between the mid-1990s and now; and it is precisely the consequences of this extraordinary technological revolution on the twin concepts of “glocality” and “diaspora” that the research featured in this special issue seeks to capture. Glocal Imaginaries Appadurai’s endeavours to show how globalisation was rapidly making itself felt as a “structure of feeling” (Williams in Appadurai 189) as well as a material “fact” was also implicit in our conceptualisation of the conference, “Glocal Imaginaries: Writing/Migration/Place,” which gave rise to this special issue. This conference, which was the culmination of the AHRC-funded project “Moving Manchester: Literature/Migration/Place (2006-10)”, constituted a unique opportunity to gain an international, cross-disciplinary perspective on urgent and topical debates concerning mobility and migration in the early twenty-first century and the strand “Networked Diasporas” was one of the best represented on the program. Attracting papers on broadcast media as well as the new digital technologies, the strand was strikingly international in terms of the speakers’ countries of origin, as is this special issue which brings together research from six European countries, Australia and the Indian subcontinent. The “case-studies” represented in these articles may therefore be seen to constitute something of a “state-of-the-art” snapshot of how Appadurai’s “glocal imaginary” is being lived out across the globe in the early years of the twenty-first century. In this respect, the collection proves that his hunch with regards to the signal importance of the “mass-media” in redefining our spatial and temporal coordinates of being and belonging was correct: The third and final factor to be addressed here is the role of the mass-media, especially in its electronic forms, in creating new sorts of disjuncture between spatial and virtual neighborhoods. This disjuncture has both utopian and dystopian potentials, and there is no easy way to tell how these may play themselves out in the future of the production of locality. (194) The articles collected here certainly do serve as testament to the “bewildering plethora of changes in ... media environments” (195) that Appadurai envisaged, and yet it can clearly also be argued that this agent of glocalisation has not yet brought about the demise of the nation-state in the way (or at the speed) that many commentators predicted. Digital Diasporas in a Transnational World Reviewing the work of the leading social science theorists working in the field during the late 1990s, it quickly becomes evident that: (a) the belief that globalisation presented a threat to the nation-state was widely held; and (b) that the “jury” was undecided as to whether this would prove a good or bad thing in the years to come. While the commentators concerned did their best to complexify both their analysis of the present and their view of the future, it is interesting to observe, in retrospect, how the rhetoric of both utopia and dystopia invaded their discourse in almost equal measure. We have already seen how Appadurai, in his 1996 publication, Modernity at Large, looks beyond the “increased incivility and violence” of the “short term” to a world “free from the constraints of the nation form,” while Roger Bromley, following Agamben and Deleuze as well as Appadurai, typifies a generation of literary and cultural critics who have paid tribute to the way in which the arts (and, in particular, storytelling) have enabled subjects to break free from their national (af)filiations (Pearce, Devolving 17) and discover new “de-territorialised” (Deleuze and Guattari) modes of being and belonging. Alongside this “hope,” however, the forces and agents of globalisation were also regarded with a good deal of suspicion and fear, as is evidenced in Ulrich Beck’s What is Globalization? In his overview of the theorists who were then perceived to be leading the debate, Beck draws distinctions between what was perceived to be the “engine” of globalisation (31), but is clearly most exercised by the manner in which the transformation has taken shape: Without a revolution, without even any change in laws or constitutions, an attack has been launched “in the normal course of business”, as it were, upon the material lifelines of modern national societies. First, the transnational corporations are to export jobs to parts of the world where labour costs and workplace obligations are lowest. Second, the computer-generation of worldwide proximity enables them to break down and disperse goods and services, and produce them through a division of labour in different parts of the world, so that national and corporate labels inevitably become illusory. (3; italics in the original) Beck’s concern is clearly that all these changes have taken place without the nation-states of the world being directly involved in any way: transnational corporations began to take advantage of the new “mobility” available to them without having to secure the agreement of any government (“Companies can produce in one country, pay taxes in another and demand state infrastructural spending in yet another”; 4-5); the export of the labour market through the use of digital communications (stereotypically, call centres in India) was similarly unregulated; and the world economy, as a consequence, was in the process of becoming detached from the processes of either production or consumption (“capitalism without labour”; 5-7). Vis-à-vis the dystopian endgame of this effective “bypassing” of the nation-state, Beck is especially troubled about the fate of the human rights legislation that nation-states around the world have developed, with immense effort and over time (e.g. employment law, trade unions, universal welfare provision) and cites Zygmunt Bauman’s caution that globalisation will, at worst, result in widespread “global wealth” and “local poverty” (31). Further, he ends his book with a fully apocalyptic vision, “the Brazilianization of Europe” (161-3), which unapologetically calls upon the conventions of science fiction to imagine a worst-case scenario for a Europe without nations. While fourteen or fifteen years is evidently not enough time to put Beck’s prognosis to the test, most readers would probably agree that we are still some way away from such a Europe. Although the material wealth and presence of the transnational corporations strikes a chord, especially if we include the world banks and finance organisations in their number, the financial crisis that has rocked the world for the past three years, along with the wars in Iraq and Afghanistan, and the ascendancy of Al-Qaida (all things yet to happen when Beck was writing in 1997), has arguably resulted in the nations of Europe reinforcing their (respective and collective) legal, fiscal, and political might through rigorous new policing of their physical borders and regulation of their citizens through “austerity measures” of an order not seen since World War Two. In other words, while the processes of globalisation have clearly been instrumental in creating the financial crisis that Europe is presently grappling with and does, indeed, expose the extent to which the world economy now operates outside the control of the nation-state, the nation-state still exists very palpably for all its citizens (whether permanent or migrant) as an agent of control, welfare, and social justice. This may, indeed, cause us to conclude that Bauman’s vision of a world in which globalisation would make itself felt very differently for some groups than others came closest to what is taking shape: true, the transnationals have seized significant political and economic power from the nation-state, but this has not meant the end of the nation-state; rather, the change is being experienced as a re-trenching of whatever power the nation-state still has (and this, of course, is considerable) over its citizens in their “local”, everyday lives (Bauman 55). If we now turn to the portrait of Europe painted by the articles that constitute this special issue, we see further evidence of transglobal processes and practices operating in a realm oblivious to local (including national) concerns. While our authors are generally more concerned with the flows of information and “identity” than business or finance (Appaduri’s “ethnoscapes,” “technoscapes,” and “ideoscapes”: 33-7), there is the same impression that this “circulation” (Latour) is effectively bypassing the state at one level (the virtual), whilst remaining very materially bound by it at another. In other words, and following Bauman, we would suggest that it is quite possible for contemporary subjects to be both the agents and subjects of globalisation: a paradox that, as we shall go on to demonstrate, is given particularly vivid expression in the case of diasporic and/or migrant peoples who may be able to bypass the state in the manufacture of their “virtual” identities/communities) but who (Cohen) remain very much its subjects (or, indeed, “non-subjects”) when attempting movement in the material realm. Two of the articles in the collection (Leurs & Ponzanesi and Marcheva) deal directly with the exponential growth of “digital diasporas” (sometimes referred to as “e-diasporas”) since the inception of Facebook in 2004, and both provide specific illustrations of the way in which the nation-state both has, and has not, been transcended. First, it quickly becomes clear that for the (largely) “youthful” (Leurs & Ponzanesi) participants of nationally inscribed networking sites (e.g. “discovernikkei” (Japan), “Hyves” (Netherlands), “Bulgarians in the UK” (Bulgaria)), shared national identity is a means and not an end. In other words, although the participants of these sites might share in and actively produce a fond and nostalgic image of their “homeland” (Marcheva), they are rarely concerned with it as a material or political entity and an expression of their national identities is rapidly supplemented by the sharing of other (global) identity markers. Leurs & Ponzanesi invoke Deleuze and Guattari’s concept of the “rhizome” to describe the way in which social networkers “weave” a “rhizomatic path” to identity, gradually accumulating a hybrid set of affiliations. Indeed, the extent to which the “nation” disappears on such sites can be remarkable as was also observed in our investigation of the digital storytelling site, “Capture Wales” (BBC) (Pearce, "Writing"). Although this BBC site was set up to capture the voices of the Welsh nation in the early twenty-first century through a collection of (largely) autobiographical stories, very few of the participants mention either Wales or their “Welshness” in the stories that they tell. Further, where the “home” nation is (re)imagined, it is generally in an idealised, or highly personalised, form (e.g. stories about one’s own family) or through a sharing of (perceived and actual) cultural idiosyncrasies (Marcheva on “You know you’re a Bulgarian when …”) rather than an engagement with the nation-state per se. As Leurs & Ponzanesi observe: “We can see how the importance of the nation-state gets obscured as diasporic youth, through cultural hybridisation of youth culture and ethnic ties initiate subcultures and offer resistance to mainstream cultural forms.” Both the articles just discussed also note the shading of the “national” into the “transnational” on the social networking sites they discuss, and “transnationalism”—in the sense of many different nations and their diasporas being united through a common interest or cause—is also a focus of Pikner’s article on “collective actions” in Europe (notably, “EuroMayDay” and “My Estonia”) and Harb’s highly topical account of the role of both broadcast media (principally, Al-Jazeera) and social media in the revolutions and uprisings currently sweeping through the Arab world (spring 2011). On this point, it should be noted that Harb identifies this as the moment when Facebook’s erstwhile predominantly social function was displaced by a manifestly political one. From this we must conclude that both transnationalism and social media sites can be put to very different ends: while young people in relatively privileged democratic countries might embrace transnationalism as an expression of their desire to “rise above” national politics, the youth of the Arab world have engaged it as a means of generating solidarity for nationalist insurgency and liberation. Another instance of “g/local” digital solidarity exceeding national borders is to be found in Johanna Sumiala’s article on the circulatory power of the Internet in the Kauhajoki school shooting which took place Finland in 2008. As well as using the Internet to “stage manage” his rampage, the Kauhajoki shooter (whose name the author chose to withhold for ethical reasons) was subsequently found to have been a member of numerous Web-based “hate groups”, many of them originating in the United States and, as a consequence, may be understood to have committed his crime on behalf of a transnational community: what Sumiala has defined as a “networked community of destruction.” It must also be noted, however, that the school shootings were experienced as a very local tragedy in Finland itself and, although the shooter may have been psychically located in a transnational hyper-reality when he undertook the killings, it is his nation-state that has had to deal with the trauma and shame in the long term. Woodward and Brown & Rutherford, meanwhile, show that it remains the tendency of public broadcast media to uphold the raison d’être of the nation-state at the same time as embracing change. Woodward’s feature article (which reports on the AHRC-sponsored “Tuning In” project which has researched the BBC World Service) shows how the representation of national and diasporic “voices” from around the world, either in opposition to or in dialogue with the BBC’s own reporting, is key to the way in which the Commission has changed and modernised in recent times; however, she is also clear that many of the objectives that defined the service in its early days—such as its commitment to a distinctly “English” brand of education—still remain. Similarly, Brown & Rutherford’s article on the innovative Australian ABC children’s television series, My Place (which has combined traditional broadcasting with online, interactive websites) may be seen to be positively promoting the Australian nation by making visible its commitment to multiculturalism. Both articles nevertheless reveal the extent to which these public service broadcasters have recognised the need to respond to their nations’ changing demographics and, in particular, the fact that “diaspora” is a concept that refers not only to their English and Australian audiences abroad but also to their now manifestly multicultural audiences at home. When it comes to commercial satellite television, however, the relationship between broadcasting and national and global politics is rather harder to pin down. Subramanian exposes a complex interplay of national and global interests through her analysis of the Malayalee “reality television” series, Idea Star Singer. Exported globally to the Indian diaspora, the show is shamelessly exploitative in the way in which it combines residual and emergent ideologies (i.e. nostalgia for a traditional Keralayan way of life vs aspirational “western lifestyles”) in pursuit of its (massive) audience ratings. Further, while the ISS series is ostensibly a g/local phenomenon (the export of Kerala to the rest of the world rather than “India” per se), Subramanian passionately laments all the progressive national initiatives (most notably, the campaign for “women’s rights”) that the show is happy to ignore: an illustration of one of the negative consequences of globalisation predicted by Beck (31) noted at the start of this editorial. Harb, meanwhile, reflects upon a rather different set of political concerns with regards to commercial satellite broadcasting in her account of the role of Al-Jazeera and Al Arabiya in the recent (2011) Arab revolutions. Despite Al-Jazeera’s reputation for “two-sided” news coverage, recent events have exposed its complicity with the Qatari government; further, the uprisings have revealed the speed with which social media—in particular Facebook and Twitter—are replacing broadcast media. It is now possible for “the people” to bypass both governments and news corporations (public and private) in relaying the news. Taken together, then, what our articles would seem to indicate is that, while the power of the nation-state has notionally been transcended via a range of new networking practices, this has yet to undermine its material power in any guaranteed way (witness recent counter-insurgencies in Libya, Bahrain, and Syria).True, the Internet may be used to facilitate transnational “actions” against the nation-state (individual or collective) through a variety of non-violent or violent actions, but nation-states around the world, and especially in Western Europe, are currently wielding immense power over their subjects through aggressive “austerity measures” which have the capacity to severely compromise the freedom and agency of the citizens concerned through widespread unemployment and cuts in social welfare provision. This said, several of our articles provide evidence that Appadurai’s more utopian prognoses are also taking shape. Alongside the troubling possibility that globalisation, and the technologies that support it, is effectively eroding “difference” (be this national or individual), there are the ever-increasing (and widely reported) instances of how digital technology is actively supporting local communities and actions around the world in ways that bypass the state. These range from the relatively modest collective action, “My Estonia”, featured in Pikner’s article, to the ways in which the Libyan diaspora in Manchester have made use of social media to publicise and support public protests in Tripoli (Harb). In other words, there is compelling material evidence that the heterogeneity that Appadurai predicted and hoped for has come to pass through the people’s active participation in (and partial ownership of) media practices. Citizens are now able to “interfere” in the representation of their lives as never before and, through the digital revolution, communicate with one another in ways that circumvent state-controlled broadcasting. We are therefore pleased to present the articles that follow as a lively, interdisciplinary and international “state-of-the-art” commentary on how the ongoing revolution in media and communication is responding to, and bringing into being, the processes and practices of globalisation predicted by Appadurai, Beck, Bauman, and others in the 1990s. The articles also speak to the changing nature of the world’s “diasporas” during this fifteen year time frame (1996-2011) and, we trust, will activate further debate (following Cohen) on the conceptual tensions that now manifestly exist between “virtual” and “material” diasporas and also between the “transnational” diasporas whose objective is to transcend the nation-state altogether and those that deploy social media for specifically local or national/ist ends. Acknowledgements With thanks to the Arts and Humanities Research Council (UK) for their generous funding of the “Moving Manchester” project (2006-10). Special thanks to Dr Kate Horsley (Lancaster University) for her invaluable assistance as ‘Web Editor’ in the production of this special issue (we could not have managed without you!) and also to Gail Ferguson (our copy-editor) for her expertise in the preparation of the final typescript. References Appadurai, Arjun. Modernity at Large: Cultural Dimensions of Globalisation. Minneapolis: U of Minnesota P, 1996. Bauman, Zygmunt. Globalization. Cambridge: Polity, 1998. Beck, Ulrich. What is Globalization? Trans. Patrick Camiller. Cambridge: Polity, 2000 (1997). Bromley, Roger. Narratives for a New Belonging: Diasporic Cultural Fictions. Edinburgh: Edinburgh UP, 2000. Cohen, Robin. Global Diasporas. 2nd ed. London and New York: Routledge, 2008. Deleuze, Gilles, and Felix Guattari. A Thousand Plateaus: Capitalism and Schizophrenia. Trans. Brian Massumi. Minneapolis: U of Minnesota P, 1987. Latour, Bruno. Reassembling the Social: An Introduction to Actor-Network Theory. Oxford: Oxford UP, 1995. Pearce, Lynne, ed. Devolving Identities: Feminist Readings in Home and Belonging. London: Ashgate, 2000. Pearce, Lynne. “‘Writing’ and ‘Region’ in the Twenty-First Century: Epistemological Reflections on Regionally Located Art and Literature in the Wake of the Digital Revolution.” European Journal of Cultural Studies 13.1 (2010): 27-41. Robertson, Robert. Globalization: Social Theory and Global Culture. London: Sage, 1992. Urry, John. Sociology beyond Societies. London: Routledge, 1999. Williams, Raymond. Dream Worlds: Mass Consumption in Late Nineteenth-Century France. Berkeley: U of California P, 1982.

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