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Journal articles on the topic "Greater Egleston Community High School (Boston, Mass.)"

1

Mullen, Mark. "It Was Not Death for I Stood Up…and Fragged the Dumb-Ass MoFo Who'd Wasted Me." M/C Journal 6, no. 1 (February 1, 2003). http://dx.doi.org/10.5204/mcj.2134.

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I remember the first time I saw a dead body. I spawned just before dawn; around me engines were clattering into life, the dim silhouettes of tanks beginning to move out in a steady grinding rumble. I could dimly make out a few other people, the anonymity of their shadowy outlines belied by the names hanging over their heads in a comforting blue. Suddenly, a stream of tracers arced across the sky; explosions sounded nearby, then closer still; a tank ahead of me stopped, turned sluggishly, and fired off a couple of rounds, rocking slightly against the recoil. The radio was filled with talk of Germans in the town, but I couldn’t even see the town. I ran toward what looked like the shattered hulk of a building and dived into what I hoped was a doorway. It was already occupied by another Tommy and together we waited for it to get lighter, listening to the rattle of machine guns, the sharp ping as shells ricocheted off steel, the sickening, indescribable, but immediately recognisable sound when they didn’t. Eventually, the other soldier moved out, but I waited for the sun to peek over the nearby hills. Once I was able to see where I was going, I made straight for the command post on the edge of town, and came across a group of allied soldiers standing in a circle. In the centre of the circle lay a dead German soldier, face up. “Well I’ll be damned,” I said aloud; no one else said anything, and the body abruptly faded. I remember the first time I killed someone. I had barely got the Spit V up to 4000 feet when out of the corner of my eye I caught a glimpse of something below me. I dropped the left wing and saw a Stuka making a bee-line for the base. I made a hash of the turn, almost stalling, but he obviously had no idea I was there. I saddled-up on his six, dropping down low to avoid fire from his gunner, and opened up on him. I must have hit him at perfect convergence because he disintegrated, pieces of dismembered airframe raining down on the field below. I circled the field, putting all my concentration into making the landing that would make the kill count, then switched off the engine and sat in the cockpit for a moment, heart pounding. As you can tell, I’ve been in the wars lately. The first example is drawn from the launch of Cornered Rat Software’s WWII Online: Blitzkrieg (2001) while the second is based on a short stint playing Warbirds 3 (2002). Both games are examples of one of the most interesting recent developments in computer and video gaming: the increasing popularity and range of Massively Multiplayer Online Games (MMOGs); other notable examples of historical combat simulation MMOGs include HiTech Creations Aces High (2002) and Jaleco Entertainment’s Fighter Ace 3.5 (2002). For a variety of technical reasons, most popular multiplayer games—particularly first-person shooter (FPS) games such as Doom, Quake, and more recently Medal of Honor: Allied Assault (2002) and Return to Castle Wolfenstein (2001)—are played on player-organised servers that are usually limited to 32 or fewer players; terrain maps are small and rotated every couple of hours on average. MMOGs, by contrast, feature anywhere from hundreds to tens of thousands of players hosted on a handful of company-run servers. The shared virtual geography of these worlds is huge, extending across tens of thousands of square miles; these worlds are also persistent in that they respond dynamically to the actions of players and continue to do so while individual players are offline. As my opening anecdotes demonstrate, the experience of dealing and receiving virtual death is central to massively multiplayer simulations as it is to so many forms of computer games. Yet for an experience is that is so ubiquitous in computer games (and, some would say, even constitutes their experiential core) death is under-theorised. Mainstream culture tends to see computer and console game mayhem according to a rigid desensitisation argument: the experience of repeatedly killing other players online leads to a gradual erosion of the individual moral sense which makes players more likely to countenance killing people in the real world. Nowhere was this argument more in evidence that in the wake of the murder of fifteen students by Dylan Klebold and Eric Harris at Columbine High School in Littleton, Colorado on April 20, 1999. The discovery that the two boys were enthusiastic players of Id Software’s Doom and Quake resulted in an avalanche of hysterical news stories that charged computer games with a number of evils: eroding kids’ ability to distinguish fantasy from reality, encouraging them to imitate the actions represented in the games, and immuring them to the real-world consequences of violence. These claims were hardly new, and had in fact been directed at any number of violent popular entertainment genres over the years. What was new was the claim that the interactive nature of FPS games rendered them a form of simulated weapons training. What was also striking about the discourse surrounding the Littleton shooting was just how little the journalists covering the story knew about computer, console and arcade games. Nevertheless, their approach to the issue encouraged readers to see games as having real life analogs. Media discussion of the event also reinforced the notion of a connection with military training techniques, making extensive use of Lt. Col. (ret) David Grossman, a former Army ranger and psychologist who led the charge in claiming that games were “mass-murder simulators” (Gittrich, AA06). This controversy over the role of violent computer games in the Columbine murders is part of a larger cultural discourse that adopts the logical fallacy characteristic of moral panics: coincidence equals causation. Yet the impoverished discussion of online death and destruction is also due in no small measure to an entrenched hostility toward popular entertainment as a whole, a hostility that is evident even in the work of some academic critics who study popular culture. Andrew Darley, for example, argues that, never has the flattening of meaning or depth in the traditional aesthetic sense of these words been so pronounced as in the action-simulation genres of the computer game: here, aesthetic experience is tied directly to the purely sensational and allied to tests of physical dexterity (143). In this view, the repeated experience of death is merely a part of the overall texture of a form characterised not so much by narrative as by compulsive repetition. More generally, computer games are seen by many critics as the pernicious, paradigmatic instance of the colonisation of individual consciousness by cultural spectacle. According to this Frankfurt school-influenced critique (most frequently associated with the work of Guy Debord), spectacle serves both to mystify and pacify its audience: The more the technology opens up narrative possibilities, the less there is for the audience to do. [. . .]. When the spectacle conceals the practice of the artists who create it, it [announces]…itself as an expression of a universe beyond human volition and effort (Filewood 24). In supposedly sapping its audience’s critical faculties by bombarding them with a technological assault whose only purpose is to instantiate a deterministic worldview, spectacle is seen by its critics as exemplifying the work of capitalist ideology which teaches people not to question the world around them by establishing, in Althusser’s famous phrase, an “imaginary relationship of individuals to their real conditions of their existence” (162). The desensitisation thesis is thus part of a larger discourse that considers computer games paradoxically to be both escapist and as having real-world effects. With regard to online death, neo-Marxism meets neo-Freudianism: players are seen as hooked on the thrill not only of destroying others but also of self-destruction. Death is thus considered the terminus of all narrative possibility, and the participation of individuals in fantasy-death and mayhem is seen to lead inevitably to several kinds of cultural death: the death of “family values,” the death of community, the death of individual responsibility, and—given the characterisation of FPS games in particular as lacking in plot and characterisation—the death of storytelling. However, it is less productive to approach computer, arcade and console games as vehicles for force-feeding content with pre-determined cultural effects than it is to understand them as venues within and around which players stage a variety of theatrical performances. Thus even the bêtes noire of the mainstream media, first-person shooters, serve as vehicles for a variety of interactions ranging from the design of new sounds, graphics and levels, new “skins” for player characters, the formation of “tribes” or “clans” that fight and socialise together, and the creation of elaborate fan fictions. This idea that narrative does not simply “happen” within the immediate experience of playing the game, but is in fact produced by a dynamic interplay of interactions for which the game serves as a focus, also suggests a very different way of looking at the role of death online. Far from being the logical endpoint, the inevitable terminus of all narrative possibility, death becomes the indispensable starting point for narrative. In single-player games, for example, the existence of the simple “save game” function—differing from simply putting the game board to one side in that the save function allows the preservation of the game world in multiple temporal states—generates much of the narrative and dramatic range of computer games. Generally a player saves the game because he or she is facing an obstacle that may result in death; saving the game at that point allows the player to investigate alternatives. Thus, the ever-present possibility of death in the game world becomes the origin of all narratives based on forward investigation. In multiplayer and MMOG environments, where the players have no control over the save game state, it is nevertheless the possibility of a mode of forward projection that gives the experience its dramatic intensity. Flight simulation games in particular are notoriously difficult to master; the experience of serial death, therefore, becomes the necessary condition for honing your flying skills, trying out different tactics in a variety of combat situations, trying similar tactics in different aircraft, and so on. The experience of online death creates a powerful narrative impulse, and not only in those situations where death is serialised and guaranteed. A sizable proportion of the flight sim communities of both Warbirds and Aces High participate in specially designed scenario events that replicate a specific historical air combat event (the Battle of Britain, the Coral Sea, USAAF bomber operations in Europe, etc.) as closely as possible. What makes these scenarios so compelling for many players is that they are generally “one life” events: once the player is dead, they are out for the rest of the event and this creates an intense experience that is completely unlike flying in the everyday free-for-all arenas. The desensitisation thesis notwithstanding, there is little evidence that this narrative investment in death produces a more casual attitude toward real-life death amongst MMOG players. For example, when real-world death intrudes, simulation players often reach for the same rituals of comfort and acknowledgement that are employed offline. Recently, when an Aces High player died unexpectedly of heart failure at the age of 35, his squadron held an elaborate memorial event in his honor. Over a hundred players bailed out over an aerodrome—bailing out is the only way that a player in Aces High can acquire a virtual human body—and lined the edges of the runway as members of the dead player’s squad flew the missing man formation overhead (GrimmCAF). The insistence upon bodily presence in the context of a classic military ceremony marking irrecoverable absence suggests the way in which the connections between real and virtual worlds are experienced by players: as tensions, but also as points where identities are negotiated. This example does not seem to indicate that everyday familiarity with virtual death has dulled the players’ sensibilities to the sorrow and loss accompanying death in the real world. I began this article talking about death in simulation MMOGs for a number of reasons. In the first place, MMOGs are more commonly identified with their role-playing examples (MMORPGs) such as Ultima Online and Everquest, games that focus on virtual community-building and exploration in addition to violence and conquest. By contrast, simulation games tend to be seen as having more in common with first-person shooters like Quake, in the way in which they foreground the experience of serial death. Secondly, it is precisely the connection between simulation and death that makes games in general (as I demonstrated in relation to the media coverage of the Columbine murders) so problematic. In response, I would argue that one of the most interesting aspects of computer games recently has been the degree to which generic distinctions have been breaking down. MMORPGs, which had their roots in the Dungeons and Dragons gaming world, and the text-based world of MUDs and MOOs have since developed sophisticated third-person and even first-person representational styles to facilitate both peaceful character interactions and combat. Likewise, first-person shooters have begun to add role-playing elements (see, for example, Looking Glass Studios’ superb System Shock 2 (1999) or Lucasarts' Jedi Knight series). This trend has also been incorporated into simulation MMOGs: World War II Online includes a rudimentary set of character-tracking features, and Aces High has just announced a more ambitious expansion whose major focus will be the incorporation of role-playing elements. I feel that MMOGs in particular are all evolving towards a state that I would describe as “simulance:” simulations that, while they may be associated with a nominal representational reality, are increasingly about exploring the narrative possibilities, the mechanisms of theatrical engagement for self and community of simulation itself. Increasingly, none of the terms "simulation,” "role-playing" or indeed “game” quite captures the texture of these evolving experiences. In their complex engagement with both scripted and extemporaneous narrative, the players have more in common with period re-enactors; the immersive power of a well-designed flight simulator scenario produces a feeling in players akin to the “period rush” experienced by battlefield re-enactors, the frisson between awareness of playing a role and surrendering completely to the momentary power of its illusory reality. What troubles critics about simulations (and what also blinds them to the narrative complexity in other forms of computer games) is that they are indeed not simply examples of re-enactment —a re-staging of supposedly real events—but a generative form of narrative enactment. Computer games, particularly large-scale online games, provide a powerful set of theatrical tools with which players and player communities can help shape narratives and deepen their own narrative investment. Obviously, they are not isolated from real-world cultural factors that shape and constrain narrative possibility. However, we are starting to see the way in which the games use the idea of virtual death as the generative force for new storytelling frameworks based, in Filewood’s terms, on forward investigation. As games begin to move out of their incunabular state, they may contribute to the re-shaping of culture and consciousness, as other narrative platforms have done. Far from causing the downfall of civilisation, game-based narratives may bring with them a greater cultural awareness of simultaneous narrative possibility, of the past as sets of contingent phenomena, and a greater attention to practical, hands-on experimental problem-solving. It would be ironic, but no great surprise, if a form built around the creative possibilities inherent in serial death in fact made us more attentive to the rich alternative possibilities of living. Works Cited Aces High. HiTech Creations, 2002. http://www.bartleby.com/201/1.html Althusser, Louis. “Ideology and Ideological State Apparatuses (Notes Toward an Investigation).” Lenin and Philosophy and Other Essays. By Louis Althusser, trans. Ben Brewster. New York, 1971. 127-86. Barry, Ellen. “Games Feared as Youths’ Basic Training; Industry, Valued as Aid to Soldiers, on Defensive.” The Boston Globe 29 Apr 1999: A1. LexisNexis. Feb. 7, 2003. Cornered Rat Software. World War II Online: Blitzkrieg. Strategy First, 2001. http://www.wwiionline.com/ Darley, Andrew. Visual Digital Culture: Surface Play and Spectacle in New Media Genres. London: Routledge, 2000. Debord, Guy. The Society of the Spectacle. Donald Nicholson-Smith. New York: Zone Books, 1994. 1967. Der Derian, James. “The Simulation Syndrome: From War Games to Game Wars.” Social Text 8.2 (1990): 187-92. Filewood, Alan. “C:\Games\Dramaturgy: The Cybertheatre of Computer Games.” Canadian Theatre Review 81 (Winter 1994): 24-28. Gittrich, Greg. “Expert Differs with Kids over Video Game Effects.” The Denver Post 27 Apr 1999: AA-06. LexisNexis. Feb. 7 2003. GrimmCAF. “MojoCAF’s Memorial Flight.” Aces High BB, 13 Dec. 2002. http://www.hitechcreations.com/forums/sh... IEntertainment Network. Warbirds III. Simon and Schuster Interactive, 2002.http://www.totalsims.com/index.php?url=w... Jenkins, Henry, comp. “Voices from the Combat Zone: Game Grrlz Talk Back.” From Barbie to Mortal Kombat: Gender and Computer Games. Ed. Justine Cassell and Henry Jenkins. Cambridge, Massachusetts: MIT P, 1998. 328-41. Lieberman, Joseph I. “The Social Impact of Music Violence.” Statement Before the Governmental Affairs Committee Subcommittee on Oversight, 1997. http://www.senate.gov/member/ct/lieberma... Feb. 7 2003. Murray, Janet H. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Free, 1997. Poole, Steven. Trigger Happy: Videogames and the Entertainment Revolution. New York: Arcade Publishing, 2000. Pyro. “AH2 FAQ.” Aces High BB, 29 Jan. 2003. Internet. http://www.hitechcreations.com/forums/sh... Feb. 8 2003. Links http://www.wwiionline.com/ http://www.idsoftware.com/games/doom/ http://www.hitechcreations.com/ http://www.totalsims.com/index.php?url=wbiii/content_home.php http://www.hitechcreations.com/forums/showthread.php?s=&amp;amp;amp;amp;amp;threadid=77265 http://www.senate.gov/member/ct/lieberman/releases/r110697c.html http://www.idsoftware.com/games/wolfenstein http://www.idsoftware.com/games/quake/ http://www.ea.com/eagames/official/moh_alliedassault/home.jsp http://www.jaleco.com/fighterace/index.html http://www.bartleby.com/201/1.html http://www.hitechcreations.com/forums/showthread.php?s=&amp;amp;amp;amp;amp;threadid=72560 Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Mullen, Mark. "It Was Not Death for I Stood Up…and Fragged the Dumb-Ass MoFo Who'd Wasted Me" M/C: A Journal of Media and Culture 6.1 (2003). Dn Month Year < http://www.media-culture.org.au/0302/03-itwasnotdeath.php>. APA Style Mullen, M., (2003, Feb 26). It Was Not Death for I Stood Up…and Fragged the Dumb-Ass MoFo Who'd Wasted Me. M/C: A Journal of Media and Culture, 6,(1). Retrieved Month Dn, Year, from http://www.media-culture.org.au/0302/03-itwasnotdeath.html
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2

Hartman, Yvonne, and Sandy Darab. "The Power of the Wave: Activism Rainbow Region-Style." M/C Journal 17, no. 6 (September 18, 2014). http://dx.doi.org/10.5204/mcj.865.

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Introduction The counterculture that arose during the 1960s and 1970s left lasting social and political reverberations in developed nations. This was a time of increasing affluence and liberalisation which opened up remarkable political opportunities for social change. Within this context, an array of new social movements were a vital ingredient of the ferment that saw existing norms challenged and the establishment of new rights for many oppressed groups. An expanding arena of concerns included the environmental damage caused by 200 years of industrial capitalism. This article examines one aspect of a current environment movement in Australia, the anti-Coal Seam Gas (CSG) movement, and the part played by participants. In particular, the focus is upon one action that emerged during the recent Bentley Blockade, which was a regional mobilisation against proposed unconventional gas mining (UGM) near Lismore, NSW. Over the course of the blockade, the conventional ritual of waving at passers-by was transformed into a mechanism for garnering broad community support. Arguably, this was a crucial factor in the eventual outcome. In this case, we contend that the wave, rather than a countercultural artefact being appropriated by the mainstream, represents an everyday behaviour that builds social solidarity, which is subverted to become an effective part of the repertoire of the movement. At a more general level, this article examines how counterculture and mainstream interact via the subversion of “ordinary” citizens and the role of certain cultural understandings for that purpose. We will begin by examining the nature of the counterculture and its relationship to social movements before discussing the character of the anti-CSG movement in general and the Bentley Blockade in particular, using the personal experience of one of the writers. We will then be able to explore our thesis in detail and make some concluding remarks. The Counterculture and Social Movements In this article, we follow Cox’s understanding of the counterculture as a kind of meta-movement within which specific social movements are situated. For Cox (105), the counterculture that flourished during the 1960s and 1970s was an overarching movement in which existing social relations—in particular the family—were rejected by a younger generation, who succeeded in effectively fusing previously separate political and cultural spheres of dissent into one. Cox (103-04) points out that the precondition for such a phenomenon is “free space”—conditions under which counter-hegemonic activity can occur—for example, being liberated from the constraints of working to subsist, something which the unprecedented prosperity of the post WWII years allowed. Hence, in the 1960s and 1970s, as the counterculture emerged, a wave of activism arose in the western world which later came to be referred to as new social movements. These included the civil rights movement, women’s liberation, pacifism and the anti-nuclear and environment movements. The new movements rejected established power and organisational structures and tended, some scholars argued, to cross class lines, basing their claims on non-material issues. Della Porta and Diani claim this wave of movements is characterised by: a critical ideology in relation to modernism and progress; decentralized and participatory organizational structures; defense of interpersonal solidarity against the great bureaucracies; and the reclamation of autonomous spaces, rather than material advantages. (9) This depiction clearly announces the countercultural nature of the new social movements. As Carter (91) avers, these movements attempted to bypass the state and instead mobilise civil society, employing a range of innovative tactics and strategies—the repertoire of action—which may involve breaking laws. It should be noted that over time, some of these movements did shift towards accommodation of existing power structures and became more reformist in nature, to the point of forming political parties in the case of the Greens. However, inasmuch as the counterculture represented a merging of distinctively non-mainstream ways of life with the practice of actively challenging social arrangements at a political level (Cox 18–19; Grossberg 15–18;), the tactic of mobilising civil society to join social movements demonstrates in fact a reverse direction: large numbers of people are transfigured in radical ways by their involvement in social movements. One important principle underlying much of the repertoire of action of these new movements was non-violence. Again, this signals countercultural norms of the period. As Sharp (583–86) wrote at the time, non-violence is crucial in that it denies the aggressor their rationale for violent repression. This principle is founded on the liberal notion, whose legacy goes back to Locke, that the legitimacy of the government rests upon the consent of the governed—that is, the people can withdraw their consent (Locke in Ball & Dagger 92). Ghandi also relied upon this idea when formulating his non-violent approach to conflict, satyagraha (Sharp 83–84). Thus an idea that upholds the modern state is adopted by the counterculture in order to undermine it (the state), again demonstrating an instance of counterflow from the mainstream. Non-violence does not mean non-resistance. In fact, it usually involves non-compliance with a government or other authority and when practised in large numbers, can be very effective, as Ghandi and those in the civil rights movement showed. The result will be either that the government enters into negotiation with the protestors, or they can engage in violence to suppress them, which generally alienates the wider population, leading to a loss of support (Finley & Soifer 104–105). Tarrow (88) makes the important point that the less threatening an action, the harder it is to repress. As a result, democratic states have generally modified their response towards the “strategic weapon of nonviolent protest and even moved towards accommodation and recognition of this tactic as legitimate” (Tarrow 172). Nevertheless, the potential for state violence remains, and the freedom to protest is proscribed by various laws. One of the key figures to emerge from the new social movements that formed an integral part of the counterculture was Bill Moyer, who, in conjunction with colleagues produced a seminal text for theorising and organising social movements (Moyer et al.). Many contemporary social movements have been significantly influenced by Moyer’s Movement Action Plan (MAP), which describes not only key theoretical concepts but is also a practical guide to movement building and achieving aims. Moyer’s model was utilised in training the Northern Rivers community in the anti-CSG movement in conjunction with the non-violent direct action (NVDA) model developed by the North-East Forest Alliance (NEFA) that resisted logging in the forests of north-eastern NSW during the late 1980s and 1990s (Ricketts 138–40). Indeed, the Northern Rivers region of NSW—dubbed the Rainbow Region—is celebrated, as a “‘meeting place’ of countercultures and for the articulation of social and environmental ideals that challenge mainstream practice” (Ward and van Vuuren 63). As Bible (6–7) outlines, the Northern Rivers’ place in countercultural history is cemented by the holding of the Aquarius Festival in Nimbin in 1973 and the consequent decision of many attendees to stay on and settle in the region. They formed new kinds of communities based on an alternative ethics that eschewed a consumerist, individualist agenda in favour of modes of existence that emphasised living in harmony with the environment. The Terania Creek campaign of the late 1970s made the region famous for its environmental activism, when the new settlers resisted the logging of Nightcap National Park using nonviolent methods (Bible 5). It was also instrumental in developing an array of ingenious actions that were used in subsequent campaigns such as the Franklin Dam blockade in Tasmania in the early 1980s (Kelly 116). Indeed, many of these earlier activists were key figures in the anti-CSG movement that has developed in the Rainbow Region over the last few years. The Anti-CSG Movement Despite opposition to other forms of UGM, such as tight sands and shale oil extraction techniques, the term anti-CSG is used here, as it still seems to attract wide recognition. Unconventional gas extraction usually involves a process called fracking, which is the injection at high pressure of water, sand and a number of highly toxic chemicals underground to release the gas that is trapped in rock formations. Among the risks attributed to fracking are contamination of aquifers, air pollution from fugitive emissions and exposure to radioactive particles with resultant threats to human and animal health, as well as an increased risk of earthquakes (Ellsworth; Hand 13; Sovacool 254–260). Additionally, the vast amount of water that is extracted in the fracking process is saline and may contain residues of the fracking chemicals, heavy metals and radioactive matter. This produced water must either be stored or treated (Howarth 273–73; Sovacool 255). Further, there is potential for accidents and incidents and there are many reports—particularly in the United States where the practice is well established—of adverse events such as compressors exploding, leaks and spills, and water from taps catching fire (Sovacool 255–257). Despite an abundance of anecdotal evidence, until recently authorities and academics believed there was not enough “rigorous evidence” to make a definitive judgment of harm to animal and human health as a result of fracking (Mitka 2135). For example, in Australia, the Queensland Government was unable to find a clear link between fracking and health complaints in the Tara gasfield (Thompson 56), even though it is known that there are fugitive emissions from these gasfields (Tait et al. 3099-103). It is within this context that grassroots opposition to UGM began in Australia. The largest and most sustained challenge has come from the Northern Rivers of New South Wales, where a company called Metgasco has been attempting to engage in UGM for a number of years. Stiff community opposition has developed over this time, with activists training, co-ordinating and organising using the principles of Moyer’s MAP and NEFA’s NVDA. Numerous community and affinity groups opposing UGM sprang up including the Lock the Gate Alliance (LTG), a grassroots organisation opposing coal and gas mining, which formed in 2010 (Lock the Gate Alliance online). The movement put up sustained resistance to Metgasco’s attempts to establish wells at Glenugie, near Grafton and Doubtful Creek, near Kyogle in 2012 and 2013, despite the use of a substantial police presence at both locations. In the event, neither site was used for production despite exploratory wells being sunk (ABC News; Dobney). Metgasco announced it would be withdrawing its operations following new Federal and State government regulations at the time of the Doubtful Creek blockade. However it returned to the fray with a formal announcement in February 2014 (Metgasco), that it would drill at Bentley, 12 kilometres west of Lismore. It was widely believed this would occur with a view to production on an industrial scale should initial exploration prove fruitful. The Bentley Blockade It was known well before the formal announcement that Metgasco planned to drill at Bentley and community actions such as flash mobs, media releases and planning meetings were part of the build-up to direct action at the site. One of the authors of this article was actively involved in the movement and participated in a variety of these actions. By the end of January 2014 it was decided to hold an ongoing vigil at the site, which was still entirely undeveloped. Participants, including one author, volunteered for four-hour shifts which began at 5 a.m. each day and before long, were lasting into the night. The purpose of a vigil is to bear witness, maintain a presence and express a point of view. It thus accords well with the principle of non-violence. Eventually the site mushroomed into a tent village with three gates being blockaded. The main gate, Gate A, sprouted a variety of poles, tripods and other installations together with colourful tents and shelters, peopled by protesters on a 24-hour basis. The vigils persisted on all three gates for the duration of the blockade. As the number of blockaders swelled, popular support grew, lending weight to the notion that countercultural ideas and practices were spreading throughout the community. In response, Metgasco called on the State Government to provide police to coincide with the arrival of equipment. It was rumoured that 200 police would be drafted to defend the site in late April. When alerts were sent out to the community warning of imminent police action, an estimated crowd of 2000 people attended in the early hours of the morning and the police called off their operation (Feliu). As the weeks wore on, training was stepped up, attendees were educated in non-violent resistance and protestors willing to act as police liaison persons were placed on a rotating roster. In May, the State Government was preparing to send up to 800 police and the Riot Squad to break the blockade (NSW Hansard in Buckingham). Local farmers (now a part of the movement) and activist leaders had gone to Sydney in an effort to find a political solution in order to avoid what threatened to be a clash that would involve police violence. A confluence of events, such as: the sudden resignation of the Premier; revelations via the Independent Commission against Corruption about nefarious dealings and undue influence of the coal industry upon the government; a radio interview with locals by a popular broadcaster in Sydney; and the reputed hesitation of the police themselves in engaging with a group of possibly 7,000 to 10,000 protestors, resulted in the Office for Coal Seam Gas suspending Metgasco’s drilling licence on 15 May (NSW Department of Resources & Energy). The grounds were that the company had not adequately fulfilled its obligations to consult with the community. At the date of writing, the suspension still holds. The Wave The repertoire of contention at the Bentley Blockade was expansive, comprising most of the standard actions and strategies developed in earlier environmental struggles. These included direct blocking tactics in addition to the use of more carnivalesque actions like music and theatre, as well as the use of various media to reach a broader public. Non-violence was at the core of all actions, but we would tentatively suggest that Bentley may have provided a novel addition to the repertoire, stemming originally from the vigil, which brought the first protestors to the site. At the beginning of the vigil, which was initially held near the entrance to the proposed drilling site atop a cutting, occupants of passing vehicles below would demonstrate their support by sounding their horns and/or waving to the vigil-keepers, who at first were few in number. There was a precedent for this behaviour in the campaign leading up to the blockade. Activist groups such as the Knitting Nannas against Gas had encouraged vehicles to show support by sounding their horns. So when the motorists tooted spontaneously at Bentley, we waved back. Occupants of other vehicles would show disapproval by means of rude gestures and/or yelling and we would wave to them as well. After some weeks, as a presence began to be established at the site, it became routine for vigil keepers to smile and wave at all passing vehicles. This often elicited a positive response. After the first mass call-out discussed above, a number of us migrated to another gate, where numbers were much sparser and there was a perceived need for a greater presence. At this point, the participating writer had begun to act as a police liaison person, but the practice of waving routinely was continued. Those protecting this gate usually included protestors ready to block access, the police liaison person, a legal observer, vigil-keepers and a passing parade of visitors. Because this location was directly on the road, it was possible to see the drivers of vehicles and make eye contact more easily. Certain vehicles became familiar, passing at regular times, on the way to work or school, for example. As time passed, most of those protecting the gate also joined the waving ritual to the point where it became like a game to try to prise a signal of acknowledgement from the passing motorists, or even to win over a disapprover. Police vehicles, some of which passed at set intervals, were included in this game. Mostly they waved cheerfully. There were some we never managed to win over, but waving and making direct eye contact with regular motorists over time created a sense of community and an acknowledgement of the work we were doing, as they increasingly responded in kind. Motorists could hardly feel threatened when they encountered smiling, waving protestors. By including the disapprovers, we acted inclusively and our determined good humour seemed to de-escalate demonstrated hostility. Locals who did not want drilling to go ahead but who were nevertheless unwilling to join a direct action were thus able to participate in the resistance in a way that may have felt safe for them. Some of them even stopped and visited the site, voicing their support. Standing on the side of the road and waving to passers-by may seem peripheral to the “real” action, even trivial. But we would argue it is a valuable adjunct to a blockade (which is situated near a road) when one of the strategies of the overall campaign is to win popular backing. Hence waving, whilst not a completely new part of the repertoire, constitutes what Tilly (41–45) would call innovation at the margins, something he asserts is necessary to maintain the effectiveness and vitality of contentious action. In this case, it is arguable that the sheer size of community support probably helped to concentrate the minds of the state government politicians in Sydney, particularly as they contemplated initiating a massive, taxpayer-funded police action against the people for the benefit of a commercial operation. Waving is a symbolic gesture indicating acknowledgement and goodwill. It fits well within a repertoire based on the principle of non-violence. Moreover, it is a conventional social norm and everyday behaviour that is so innocuous that it is difficult to see how it could be suppressed by police or other authorities. Therein lies its subversiveness. For in communicating our common humanity in a spirit of friendliness, we drew attention to the fact that we were without rancour and tacitly invited others to join us and to explore our concerns. In this way, the counterculture drew upon a mainstream custom to develop and extend upon a new form of dissent. This constitutes a reversal of the more usual phenomenon of countercultural artefacts—such as “hippie clothing”—being appropriated or co-opted by the prevailing culture (see Reading). But it also fits with the more general phenomenon that we have argued was occurring; that of enticing ordinary residents into joining together in countercultural activity, via the pathway of a social movement. Conclusion The anti-CSG movement in the Northern Rivers was developed and organised by countercultural participants of previous contentious challenges. It was highly effective in building popular support whilst at the same time forging a loose coalition of various activist groups. We have surveyed one practice—the wave—that evolved out of mainstream culture over the course of the Bentley Blockade and suggested it may come to be seen as part of the repertoire of actions that can be beneficially employed under suitable conditions. Waving to passers-by invites them to become part of the movement in a non-threatening and inclusive way. It thus envelops supporters and non-supporters alike, and its very innocuousness makes it difficult to suppress. We have argued that this instance can be referenced to a similar reverse movement at a broader level—that of co-opting liberal notions and involving the general populace in new practices and activities that undermine the status quo. The ability of the counterculture in general and environment movements in particular to innovate in the quest to challenge and change what it perceives as damaging or unethical practices demonstrates its ingenuity and spirit. This movement is testament to its dynamic nature. References ABC News. Metgasco Has No CSG Extraction Plans for Glenugie. 2013. 30 July 2014 ‹http://www.abc.net.au/news/2013-01-22/metgasco-says-no-csg-extraction-planned-for-glenugie/4477652›. Bible, Vanessa. Aquarius Rising: Terania Creek and the Australian Forest Protest Movement. Bachelor of Arts (Honours) Thesis, University of New England, 2010. 4 Nov. 2014 ‹http://www.rainforestinfo.org.au/terania/Vanessa%27s%20Terania%20Thesis2.pdf›. Buckingham, Jeremy. Hansard of Bentley Blockade Motion 15/05/2014. 16 May 2014. 30 July 2014 ‹http://jeremybuckingham.org/2014/05/16/hansard-of-bentley-blockade-motion-moved-by-david-shoebridge-15052014/›. Carter, Neil. The Politics of the Environment: Ideas, Activism, Policy. 2nd ed. New York: Cambridge UP, 2007. Cox, Laurence. Building Counter Culture: The Radical Praxis of Social Movement Milieu. Helsinki: Into-ebooks 2011. 23 July 2014 ‹http://www.into-ebooks.com/book/building_counter_culture/›. Della Porta, Donatella, and Mario Diani. Social Movements: An Introduction. 2nd ed. Oxford: Blackwell Publishing, 2006. Dobney, Chris. “Drill Rig Heads to Doubtful Creek.” Echo Netdaily Feb. 2013. 30 July 2014 ‹http://www.echo.net.au/2013/02/drill-rig-heads-to-doubtful-creek/›. Ellsworth, William. “Injection-Induced Earthquakes”. Science 341.6142 (2013). DOI: 10.1126/science.1225942. 10 July 2014 ‹http://www.sciencemag.org.ezproxy.scu.edu.au/content/341/6142/1225942.full?sid=b4679ca5-0992-4ad3-aa3e-1ac6356f10da›. Feliu, Luis. “Battle for Bentley: 2,000 Protectors on Site.” Echo Netdaily Mar. 2013. 4 Aug. 2014 ‹http://www.echo.net.au/2014/03/battle-bentley-2000-protectors-site/›. Finley, Mary Lou, and Steven Soifer. “Social Movement Theories and Map.” Doing Democracy: The MAP Model for Organizing Social Movements. Eds. Bill Moyer, Johann McAllister, Mary Lou Finley, and Steven Soifer. Gabriola Island, Canada: New Society Publishers, 2001. Grossberg, Lawrence. “Some Preliminary Conjunctural Thoughts on Countercultures”. Journal of Gender and Power 1.1 (2014). Hand, Eric. “Injection Wells Blamed in Oklahoma Earthquakes.” Science 345.6192 (2014): 13–14. Howarth, Terry. “Should Fracking Stop?” Nature 477 (2011): 271–73. Kelly, Russell. “The Mediated Forest: Who Speaks for the Trees?” Belonging in the Rainbow Region: Cultural Perspectives on the NSW North Coast. Ed. Helen Wilson. Lismore: Southern Cross UP, 2003. 101–20. Lock the Gate Alliance. 2014. 15 July 2014 ‹http://www.lockthegate.org.au/history›. Locke, John. “Toleration and Government.” Ideals and Ideologies: A Reader. Eds. Terence Ball & Richard Dagger. New York: Pearson Longman, 2004 (1823). 79–93. Metgasco. Rosella E01 Environment Approval Received 2104. 4 Aug. 2014 ‹http://www.metgasco.com.au/asx-announcements/rosella-e01-environment-approval-received›. Mitka, Mike. “Rigorous Evidence Slim for Determining Health Risks from Natural Gas Fracking.” The Journal of the American Medical Association 307.20 (2012): 2135–36. Moyer, Bill. “The Movement Action Plan.” Doing Democracy: The MAP Model for Organizing Social Movements. Eds. Bill Moyer, Johann McAllister, Mary Lou Finley, and Steven Soifer. Gabriola Island, Canada: New Society Publishers, 2001. NSW Department of Resources & Energy. “Metgasco Drilling Approval Suspended.” Media Release, 15 May 2014. 30 July 2014 ‹http://www.resourcesandenergy.nsw.gov.au/__data/assets/pdf_file/0005/516749/Metgasco-Drilling-Approval-Suspended.pdf›. Reading, Tracey. “Hip versus Square: 1960s Advertising and Clothing Industries and the Counterculture”. Research Papers 2013. 15 July 2014 ‹http://opensuic.lib.siu.edu/gs_rp/396›. Ricketts, Aiden. “The North East Forest Alliance’s Old-Growth Forest Campaign.” Belonging in the Rainbow Region: Cultural Perspectives on the NSW North Coast. Ed. Helen Wilson. Lismore: Southern Cross UP. 2003. 121–148. Sharp, Gene. The Politics of Nonviolent Action: Power and Struggle. Boston, Mass.: Porter Sargent, 1973. Sovacool, Benjamin K. “Cornucopia or Curse? Reviewing the Costs and Benefits of Shale Gas Hydraulic Fracturing (Fracking).” Renewable and Sustainable Energy Reviews (2014): 249–64. Tait, Douglas, Isaac Santos, Damien Maher, Tyler Cyronak, and Rachael Davis. “Enrichment of Radon and Carbon Dioxide in the Open Atmosphere of an Australian Coal Seam Gas Field.” Environmental Science & Technology 47 (2013): 3099–3104. Tarrow, Sidney. Power in Movement: Social Movements and Contentious Politics. 3rd ed. New York: Cambridge UP, 2011. Thompson, Chuck. “The Fracking Feud.” Medicus 53.8 (2013): 56–57. Tilly, Charles. Regimes and Repertoires. Chicago: UCP, 2006. Ward, Susan, and Kitty van Vuuren. “Belonging to the Rainbow Region: Place, Local Media, and the Construction of Civil and Moral Identities Strategic to Climate Change Adaptability.” Environmental Communication 7.1 (2013): 63–79.
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Ting, Tin-yuet. "Digital Narrating for Contentious Politics: Social Media Content Curation at Movement Protests." M/C Journal 18, no. 4 (August 7, 2015). http://dx.doi.org/10.5204/mcj.995.

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IntroductionThe popularity of social networking sites (SNSs) bears witness to thriving movement protests worldwide. The development of new hardware technologies such as mobile devices and digital cameras, in particular, has fast enhanced visual communications among users that help document and broadcast contemporary social movements. Using social media with these technologies thus presents new opportunities for grassroots social movement organisations (SMOs) and activist groups to become narrators of their activist lives, and to promote solidarity and recognition for advancing varied civic and political agendas. With the case of a student activist group that led and organised a 10-day occupation protest in Hong Kong, this article examines the idea of new media-savvy SMOs as political curators that employ SNS platforms to (co-)create digital narratives at large-scale movement protests. Invoking the concepts of curation and choreography, it highlights how these processes can work together to encourage contentious engagement and collaboration in contemporary social movements.The New Media-Savvy SMO as Political CuratorWhereas traditional social movement studies stressed the importance of pre-existing social networks and organisational structures for collective action, developments in new information and communication technologies (ICTs) challenge the common theories of how people are drawn into and participate in social movements. In recent years, a spate of research has particularly emphasised the ability of individuals and small groups to self-organise on the Internet (e.g. Rheingold). Lately, observing the use of SNSs such as Facebook and Twitter in contemporary social movements, work in this area has focused on how SNSs enable movement diffusion through personal networks and individuals’ online activities even without either the aid or the oversight of an organisation (e.g. Shirky).However, horizontal activism self-organised by atomised new media users seems insufficient as an explanation of how many recent protest movements achieved their high tides. While the flourishing literature shows writers have correctly centred their study on the changing dynamics in control over information and the growing importance of individual users’ contributions, it fails to account for the crucial role that SMOs continue to play. In fact, recent studies consistently observe the continuing importance of SMOs in mobilising and coordinating collective actions in online environments (Bimber, Flanagin, and Stohl, Collective). Whereas new ICTs have provided activist groups with the instrument to deal with their contentious activities with less cueing and leadership from conventional institutionalised structures, SMOs have created their own new media resources. Nowadays, a significant percentage of protest participants have received their information from online platforms that are run by or affiliated with these organisations. The critical questions remain about the kinds of communication methods they utilise to activate and integrate independent activists’ networks and participation, especially in emerging social media environments.Unfortunately, existing research tends to overlook the discursive potentials and cultural dimensions in online activism while emphasising the cost-effectiveness and organisational function of new ICTs. In particular, social movement and new media scholars merely attended to the ways in which digital media enable widescale, relatively un-coordinated contributions to repositories of resources for networks of activists and interest groups, as SNS applications stress the importance of user participation, openness, and network effects in the processes of content production and sharing. However, the mere existence or even “surplus” (Shirky 27) of “second-order communal goods” (Bimber, Flanagin, and Stohl, “Reconceptualizing” 372)—a collection of resources created collectively but without a bounded community, through video-posting, tagging, and circulation practices engaged in by individuals—does not accidentally result in critical publics that come to take part in political activism. Rather, social movements are, above all, the space for manifesting ideas, choices, and a collective will, in which people produce their own history through their cultural creations and social struggles (Touraine). As such, the alteration of meaning, the struggle to define the situation, and the discursive practices carried out within a social movement are all major aspects of social movements and change (Melucci).Indeed, SMOs and marginalised communities worldwide have increasingly learnt the ability to become narrators of their activist and community lives, and to express solidarity and recognition afforded through technology adoption. The recent proliferation of social media applications and mobile digital technologies has allowed activist groups to create and distribute their own stories regarding concrete actions, ongoing campaigns, and thematic issues of protest movements on more multimedia platforms. In order to advance political ideas and collective action frames, they may bring together a variety of online content in such a way that the collated materials offer a commentary on a subject area by articulating and negotiating new media artefacts, while also inviting responses. Therefore, not only are the new media channels for activist communication comparatively inexpensive, but they also provide for a richer array of content and the possibility of greater control by SMOs over its (re-)creation, maintenance, and distribution for potential digital narrating. To understand how digital narrating takes place in contemporary protest movements with SNSs, we now turn to two analytic concepts—curation and choreography.Social Media Content Curation and Choreography Curation, as a new media practice, involves finding, categorising, and organising relevant online content on specific issues. For instance, museums and libraries may have curators to select and feature digital items for collection and display, improving the types of information accessible to a public audience. In protest movements, SMOs and political actors may also curate peer-produced content on SNS platforms so as to filter and amplify useful information for mobilising collective action. In fact, this process by SMOs and political actors is particularly important, as it helps sort and draw timely attention to these information sources, especially at times when users are faced with a large amount of noise created by millions of producers (Bennett, Segerberg, and Walker). More importantly, not only does content curating entail the selection and preservation of online materials that may facilitate collective action, but it may also involve the (re-)presentation of selected content by telling stories not being told or by telling existing stories in a different way (Fotopoulou and Couldry). In contrast to professional collecting, it is a much more deliberate process, one which clearly articulates and puts forwards (opportunities for) new meanings or new understanding of a subject (Franks). For example, when new media content is re-posted or shared in its original form but in a new context, digital narrating occurs as it may result in a new or additional layer of meaning (Baym and Shah). Therefore, more than merely expending information resources available to activists, the power of curation can be understood primarily as discursive, as users may pick up particular versions of reality in interpreting social issues and protest movements (Bekkers, Moody, and Edwards).Moreover, nowadays, social media curating is not restricted to text but also includes image and video streaming, as the development of mobile devices and digital cameras has facilitated and enhanced instant communication and information retrieval almost regardless of location. The practice of content curating with SNSs may also involve the process of choreographing with various social media modules, such as posting a series of edited pictures under an overarching schema and organising user-generated photos into an album that suggests a particular theme. Rather than simply using a single visual item designed to tell a story, the idea of choreographing is thus concerned with how curated items are seen and experienced from the users’ perspectives as it “allows curators not just to expose elements of a story but to tell a structured tale with the traditional elements of beginning, middle and end” (Franks 288).In practice, the implementation of choreography can be envisioned to bring together the practice of content curating and that of enhancing and connecting contentious engagement at protest movements. For example, when SMOs make use of images and video to help frame an issue in a more advanced way by sharing a picture with a comment added on Facebook, they may at once, whether consciously or unconsciously, suggest possible endorsement to the selected content and/or the source—may it be that of an individual user or a formal organisation—while drawing attention to the image and circulating it beyond the original network for which it was posted (Bennett, Segerberg, and Walker). As such, by posting pictures with captions and sharing user-generated photos that do not belong to the SMO but are produced by other users, curating and choreographing with social media content can create a temporary space for practicing mutual recognition and extending the relationship between the SMO and the larger public. Combined, they may therefore “entail the creation of norms and boundaries in particular user communities and their platforms” (Bennett, Segerberg, and Walker 239).This article examines the ways in which a new media-savvy SMO employed SNS platforms to (co-)create digital narratives, with the case of the 2012 Anti-National Education Movement in Hong Kong. By highlighting how social media content curating and choreographing may work together to encourage engagement and collaboration at large-scale protests, we can better understand how emerging SNS-enabled affordances can be translated into concrete contentious activities, as well as the discursive aspects and cultural expressions of using new media platforms and digital technologies in contemporary protest movements.Digital Narrating for Grassroots Mobilisation Since 2010, the Hong Kong Special Administrative Region government has undertaken “national education” curriculum reform. However, the worry about mainland-Chinese style national education in schools brought people out to defend values that were held dear in Hong Kong. Scholarism, a new media-savvy SMO founded by about 20 secondary school students in May 2011, became the first pressure group formed against the “Moral and National Education” curriculum and became the leading activist group. On 30 August 2012, about 50 members and supporters of Scholarism started occupying the public area in front of the government’s headquarters, while three of its members went on a hunger strike. At the same time, Scholarism made active use of Facebook to undertake grassroots mobilisation, prompting both online activism and offline participation. On 7 September, over 120,000 people went to Occupy Headquarters. The next day, the Chief Executive, C. Y. Leung, succumbed to the pressure and declared that the curriculum would not be imposed in Hong Kong schools. In order to initiate a grassroots mobilisation, upon the beginning of Occupy Headquarters, Scholarism carried out the new media practice of telling the story of the student hunger strikers on Facebook to create a “moral shock” (Jasper 106) among the general public. On the first day of the occupation protest, 30 August, a poster on the hunger strike was released by Scholarism on its Facebook page. Instead of providing detailed information about the protest movement, this poster was characterised by the pictures of the three student hunger strikers. The headline message simply stated “We have started the hunger strike.” This poster was very popular among Facebook users; it accumulated more than 16,000 likes.By appealing to the hardships and sufferings of the three student hunger strikers, more photos were uploaded to narrate the course of the hunger strike and the occupation protest. In particular, pictures with captions added were posted on Facebook every couple of hours to report on the student hunger strikers’ latest situation. Although the mobilising power of these edited pictures did not come from their political ideology or rational argumentation, they sought to appeal to the “martyr-hood” of the student activists. Soon thereafter, as the social media updates of the student hunger strikers spread, feelings of shock and anger grew rapidly. Most of the comments that were posted under the updates and photos of the student hunger strikers on Scholarism’s Facebook page protested against the government’s brutality.In addition, as the movement grew, Scholarism extended the self-reporting activities on Facebook from members to non-members. For instance, it frequently (self-)reported on the amount of people joining the movement days and nights. This was especially so on 7 September, when Scholarism uploaded multiple photos and text messages to report on the physical movement of the 120,000 people. As a movement strategy, the display of images of protests and rallies on the Internet can help demonstrate the legitimacy, unity, numbers, and commitment of people supporting the movement goals (Carty and Onyett). Curating and choreographing with protest images on Facebook therefore facilitated the symbolic interactions and emotional exchanges among activists for maintaining movement solidarity and consolidating activist identity.To demonstrate the public support for its organisation and the movement, Scholarism extensively reported on its own, as well as other, protest activities and efforts on Facebook against the introduction of the “Moral and National Education” curriculum, creating unprecedented parallel public records of these events. In fact, throughout the entire movement protest, Scholarism took tight photo records of protest activities, systematically organised them into albums, and uploaded them onto Facebook every day between 30 August and 8 September.Content Co-Creation for Counter-Hegemonic ExpressionsFrom a (neo-)Gramscian perspective, counter-hegemony is often embedded and embodied in music, novels, drama, movies, and so on (Boggs). An example of counter-hegemony in the traditional media is a documentary that questions the government’s involvement in a war (Cohen). Therefore, popular culture in the media may help foster counter-hegemony on the terrain of civil society in preparation for political change (Pratt). For Chinese communities in East Asia, pop music, for example, had played a significant role in organising patriotic feelings in mass protest events, such as the Tiananmen demonstrations of 1989 and the many subsequent protests in Hong Kong, Taiwan, and elsewhere against the violence of the Beijing government (Chow 153). During the occupation protest, Facebook was turned into an open and flexible discursive space, in which cutting-edge counter-hegemonic narratives were produced, distributed, and expressed. Scholarism and many individual activists adopted the social media platform to (co-)create activists’ discourses and knowledge in order to challenge the dominant political and cultural codes (Melucci). An example is a poster created by Scholarism, posted on its Facebook page on 4 September. The title message of this poster is: “This is not the government headquarters. This is our CIVIC SQUARE. Come and occupy!” This message represents a discursive intervention that seeks to “illuminate the limits of normative discourses of knowledge and power” (Lane 138). It did so by replacing the original, official name and meaning of the government headquarters as well as its authority with the counter-hegemonic idea of “civic square,” a term developed and coined by Scholarism during the occupation protest to represent the public space in front of the headquarters.Moreover, the Facebook page of Scholarism was by no means the only source of content out of which counter-hegemonic knowledge and discourses were produced. Conversely, most of the new media artefacts observed on the Facebook page of Scholarism were originally created by and posted on, and therefore re-posted and shared from, the Facebook pages of other individual or group users. They are in forms of text, picture, video, and the like that sought to undermine the legitimacy of the Hong Kong government, ridicule the rationale of the “Moral and National Education” curriculum, and discredit figures in the opposition.An example is a cartoon made by an individual user and re-posted on the Facebook page of Scholarism on 2 September, the day before schools restarted in Hong Kong after the summer break. This cartoon features a schoolboy in his school uniform, who is going to school with a bunch of identical locks tied to his head. The title message is: “School begins, keep your brain safe.” This cartoon was created to ridicule the rationale of the introduction of the “Moral and National Education” by “making visible the underlying and hidden relations of power on which the smooth operation of government repression depends” (Lane 136).Another new media artefact re-posted on the Facebook page of Scholarism was originally created by a well-known Hong Kong cartoon painter of a major local newspaper. This cartoon sought to humanise the student activists and to condemn the brutality of the Hong Kong government. It paints an imagined situation in which a public conversation between the Secretary for Education, Hak-kim Eddie Ng, and the three students on the hunger strike takes place. In this cartoon, Ng is cast as the wholesaler of the “Moral and National Education” curriculum. Holding a bottle of liquid in his hand, he says to the students: “This is the tears of the chief executive from last night. Kids, should you all go home now?”Thus, counter-hegemonic expressions did not flow unidirectionally from Scholarism to the society at large. The special role of Scholarism was indeed to curate and choreograph new media artefacts by employing social media modules such as re-posting and sharing user-generated content. In so doing, it facilitated the mobilisation of the occupation protest and instant collaboration, as it connected scattered activities, turned them into a collective, and branded it with a common identity, conviction, and/or purpose.ConclusionThis article has briefly looked at the case of a new media-savvy SMO in Hong Kong as an example of how activist groups can become political curators at large-scale protest events. In particular, it highlights the concepts of curation and choreography in explaining how emerging SNS-enabled affordances can be translated into concrete contentious activities. This article argues that, rather than simply producing and disseminating content on SNS platforms, SMOs today have learnt to actively construct stories about protest movements with social media modules such as (re-)posting edited pictures and sharing user-generated photos in order to mobilise effective political interventions and sustain a vibrant participatory culture.ReferencesBaym, Geoffrey, and Chirag Shah. “Circulating Struggle: The On-Line Flow of Environmental Advocacy Clips from the Daily Show and the Colbert Report.” Information Communication & Society 14.7 (2011): 1017–38. Bekkers, Victor, Rebecca Moody, and Arthur Edwards. “Micro-Mobilization, Social Media and Coping Strategies: Some Dutch Experiences.” Policy and Internet 3.4 (2011): 1–29. Bennett, W. Lance, Alexandra Segerberg, and Shawn Walker. “Organization in the Crowd: Peer Production in Large-Scale Networked Protests.” Information, Communication & Society 17.2 (2014): 232–60. Bimber, Bruce, Andrew J. Flanagin, and Cynthia Stohl. “Reconceptualizing Collective Action in the Contemporary Media Environment.” Communication Theory 15.4 (2005): 365–88. ———. Collective Action in Organizations. New York: Cambridge UP, 2012.Boggs, Carl. The Two Revolutions: Antonio Gramsci and the Dilemmas of Western Marxism. Boston, MA: South End P, 1984. Carty, Victoria, and Jake Onyett. “Protest, Cyberactivism and New Social Movements: The Reemergence of the Peace Movement Post 9/11.” Social Movement Studies 5.3 (2006): 229–49. Chow, Ray. “Between Colonizers: Hong Kong’s Postcolonial Self-Writing in the 1990s.” Diaspora 2.2 (1992): 151–70. Cohen, Theodore. Global Political Economy. New York: Longman, 2003. Fotopoulou, Aristea, and Nick Couldry. “Telling the Story of the Stories: Online Content Curation and Digital Engagement.” Information, Communication & Society 18.2 (2015): 235–49. Franks, Rachel. “Establishing an Emotional Connection: The Librarian as (Digital) Storyteller.” The Australian Library Journal 62.4 (2013): 285–94. Jasper, James M. The Art of Moral Protest: Culture, Biography, and Creativity in Social Movement. Chicago: U of Chicago P, 1997. Lane, Jill. “Digital Zapatistas.” The Drama Review 47.2 (2003): 129–44. Melucci, Alberto. Challenging Codes: Collective Action in the Information Age. Cambridge: Cambridge UP, 1996.Pratt, Nicola. “Bringing Politics Back in: Examining the Link between Globalization and Democratization.” Review of International Political Economy 11.2 (2004): 311–36. Rheingold, Howard. Smart Mobs: The Next Social Revolution. Cambridge, MA: Basic Books, 2003. Shirky, Clay. Cognitive Surplus: Creativity and Generosity in a Connected Age. London: Allen Lane, 2010. Touraine, Alain. Return of the Actor: Social Theory in Postindustrial Society. Minneapolis: U of Minnesota P, 1988.
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Books on the topic "Greater Egleston Community High School (Boston, Mass.)"

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Teach me!: Kids will learn when oppression is the lesson. Lanham, Md: Rowman & Littlefield Publishers, 2001.

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Teach me!: Kids will learn when oppression is the lesson. New York: Monthly Review Press, 1998.

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