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1

Laritskaia, Maria Germanovna. "The aesthetics of visual style, fulfillment of creative need for games, and use of games for educational purposes on the example of Minecraft." Культура и искусство, no. 5 (May 2021): 1–11. http://dx.doi.org/10.7256/2454-0625.2021.5.35591.

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This article reviews the instruments and distinctive features that allow conducting creative activity within the game “Minecraft”, which implies modification of world and its rules, as well as the game project at the choice of the gamer. The author also examines the application of this game in educational sphere, including higher educational institutions. The subject of this research is the game “Minecraft”, or rather its peculiarities viewed from the perspective of aesthetics, mechanics and instruments for carrying out creative and educational activity. The author draws parallels between this and other game projects that have similar mechanics with Minecraft for determining the common properties and characteristics for carrying out the designated activities. The novelty consists in assessment of the value of games as a versatile topic for domestic research, as well as in demonstration of their successful application for educational purposes. The relevance is defined by fact that the topic of studying video games in Russia is in the infancy of its dynamic development, and the problem of distance education is especially acute due to COVID-19 pandemic. The conclusion is made that the universal neutral minimalistic style of Minecraft, alongside other features of this project, is a powerful instrument for the fulfillment of creative and educational projects.
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Li, Juan. "Video games in classrooms: an interview with Zack Gilbert." On the Horizon 24, no. 3 (August 8, 2016): 205–9. http://dx.doi.org/10.1108/oth-03-2016-0009.

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Purpose This article aims to better understand game-based learning teaching practices through an interview with Zack Gilbert, a 6th grade teacher who is incorporating video games Civilization IV (Civ) and Minecraft into his social studies classroom. Design/methodology/approach This article is based on an interview with Zack Gilbert, regarding his practices and ideas toward using video games to facilitate learning. Findings In this interview, he shared his journey exploring teaching practices and experiences applying Civ and Minecraft to social studies class, which may serve as an example for other teachers. Originality/value The pioneering and successful experiences of Zack Gilbert may offer an example or insights for other teachers who intend to incorporate video games into their classrooms.
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Simon, Bart, and Darren Wershler. "Childhood’s End (or, We Have Never Been Modern, Except in Minecraft)." Cultural Politics 14, no. 3 (November 1, 2018): 289–303. http://dx.doi.org/10.1215/17432197-7093310.

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This article considers Minecraft, one of the most widely played and popular video games of all time, with over 100 million copies sold. Minecraft is an open-ended strategy game about material logistics, governance, and world building. It is also about a nostalgic modernity that players desire and produce but that is everywhere complicated by the very conditions of its production. Drawing on the work of Bernhard Siegert, Svetlana Boym, Raymond Williams, James C. Scott, and Chandra Mukerji, we consider the block-, grid-, and code-level cultural techniques associated with playing the game as allegories for our increasingly complex relationship to digital culture. Minecraft is not the apotheosis of cultural domination by code as much as it is a playable parable about its complications.
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Hewett, Katherine J. E., Guang Zeng, and Bethanie C. Pletcher. "The Acquisition of 21st-Century Skills Through Video Games: Minecraft Design Process Models and Their Web of Class Roles." Simulation & Gaming 51, no. 3 (February 16, 2020): 336–64. http://dx.doi.org/10.1177/1046878120904976.

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Background. Qian and Clark reported that little is known on the acquisition of 21st-century skills through video games and no educational model exists on how to best teach these skills in the classroom. Studies that explore educational models exhibited through video games like Minecraft contribute to the growing body of research in the field of game studies, game-based learning, and virtual environments. Aim. The purpose of this qualitative case study was to explore the 21st-century design processes, skills, and behaviors of high school gamers in order to generate an educational model that illustrates how those classroom gamers attempted to critically think, create, communicate, and collaborate (Four Cs) in Minecraft. Method. The triangulated data collection included six qualitative case study interviews, observation data (with demographics) from thirteen participants, and visual artifacts from six classes grounded in social constructivist, social constructionist, and interpretivist theories. It should be noted that ninety-five students collaborated with the participants on the six Minecraft projects. Results. The data collection generated two educational Four Cs models that illustrate the participants’ leadership and design processes. Four 21st-century themes emerged from the research study: 1.) Leadership: Models for Design 2.) Navigating the 3D World, 3.) Think Outside-the-Box, and 4.) Real-world Connections. Conclusions. It can be concluded that Minecraft can help students learn to problem-solve, improve their research skills, be resourceful, multitask, and develop their social skills through teamwork (Four Cs). When students are given a task in Minecraft they will self-organize and student leaders will emerge. Minecraft challenged the participants to assess a problem, analyze it from another perspective, and find a creative solution collaboratively.
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Lecordix, François, David Fremont, Moez Jilani, Emmanuel Séguin, and Sofiane Kriat. "Minecraft® on Demand – A new IGN service which combines game and 3D cartography." Proceedings of the ICA 1 (May 16, 2018): 1–5. http://dx.doi.org/10.5194/ica-proc-1-65-2018.

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The French national mapping agency, Institut national de l’information géographique et forestière (IGN), decided to develop a new web service, called Minecraft on Demand (www.ign.fr/Minecraft), designed to provide Minecraft maps from the geographic data that IGN produces. This free web service enables the user to select the center of the map and to get a Minecraft world of 5 km long and 5 km wide, at the scale 1 : 1. The player can easily input this map into Minecraft, the world’s most popular video game with 121 million copies sold. Launched in June 2016 in France, the service Minecraft® on Demand obtained a fair success (10,000 maps downloaded), more specifically among young people, since it may enable them to discover IGN data and geography.
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Mather, Lisa Ward, and Pamela Robinson. "Civic Crafting in Urban Planning Public Consultation." International Journal of E-Planning Research 5, no. 3 (July 2016): 42–58. http://dx.doi.org/10.4018/ijepr.2016070104.

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Minecraft is a popular video game that allows players to interact with a 3D environment. Users report that it is easy to learn and understand, is engaging and immersive, and is adaptable. Outside North America it has been piloted for urban planning public consultation processes. However, this game has not yet been studied to determine how and whether it could be used for this purpose. Using key informant interviews, this study asked practicing urban planners to assess Minecraft's potential. Key findings address Minecraft's usefulness as a visualization tool, its role in building public trust in local planning processes, the place of play in planning, and the challenges associated with its use in public consultation. The paper concludes with reflections as to how this game could effectively be used for public consultation, and offers key lessons for urban planners whose practice intersects with our digitally-enabled world.
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Riordan, Benjamin C., and Damian Scarf. "Crafting minds and communities with Minecraft." F1000Research 5 (January 9, 2017): 2339. http://dx.doi.org/10.12688/f1000research.9625.2.

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Minecraft is a first-person perspective video game in which players roam freely in a large three-dimensional environment. Players mine the landscape for minerals and use these minerals to create structures (e.g., houses) and mould the landscape. But can Minecraft be used to craft communities and minds? In this opinion piece, we highlight the enormous potential of Minecraft for fostering social connectedness, collaboration, and its potential as an educational tool. We highlight the recent use of Minecraft to aid socialization in individuals with Autistic Spectrum Disorder (ASD) and promote civic engagement via the United Nations Human Settlement Program. We further provide novel links between Minecraft and recent on work on the role of social cures and community empowerment in enhancing mental health, wellbeing, and resilience.
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Riordan, Benjamin C., and Damian Scarf. "Crafting minds and communities with Minecraft." F1000Research 5 (September 19, 2016): 2339. http://dx.doi.org/10.12688/f1000research.9625.1.

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Minecraft is a first-person perspective video game in which players roam freely in a large three-dimensional environment. Players mine the landscape for minerals and use these minerals to create structures (e.g., houses) and mould the landscape. But can Minecraft be used to craft communities and minds? In this opinion piece, we highlight the enormous potential of Minecraft for fostering social connectedness, collaboration, and its potential as an educational tool. We highlight the recent use of Minecraft to aid socialization in individuals with Autistic Spectrum Disorder (ASD) and promote civic engagement via the United Nations Human Settlement Program. We further discuss the potential for the recently released Minecraft: Education Edition and provide novel links between Minecraft and recent on work on the role of social cures and community empowerment in enhancing mental health, wellbeing, and resilience.
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Zaworska-Nikoniuk, Dorota. "Edukacyjne walory gry "Minecraft". Analiza narracji uczniów i edukatorów." Problemy Wczesnej Edukacji 48, no. 1 (March 31, 2020): 110–21. http://dx.doi.org/10.26881/pwe.2020.48.10.

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This paper shows the educational aspects of video game Minecraft in primary education. It is based on a systematic review and interviews conducted with fourteen players of the aforementioned game as well as an analysis of interviews with the creator of Young Programmer Academy and an educator of an IT class. The statements of users (players) and educators point to the potential uses of the game in learning and acquiring social skills. In the game, students create their own worlds, develop their imagination and spatial thinking, gain knowledge about the basics of technology, physics and chemistry, as well as enrich their knowledge about nature. Probably for those reasons the game is popular in Norwegian and Swedish schools, where units based on Minecraft are often incorporated by teachers into their lessons.
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10

Wu. "Video Game Prosumers: Case Study of a Minecraft Affinity Space." Visual Arts Research 42, no. 1 (2016): 22. http://dx.doi.org/10.5406/visuartsrese.42.1.0022.

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Ortiz, Luz, Héctor Tillerias, Christian Chimbo, and Veronica Toaza. "Impact on the video game industry during the COVID-19 pandemic." Athenea 1, no. 1 (September 25, 2020): 5–13. http://dx.doi.org/10.47460/athenea.v1i1.1.

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This work presents trends and comparisons that show a change in the consumption and production of video games in times of confinement due to the health emergency. The video game industry has modified its philosophy and adapted its products to the new requirements and trends of consumers who see in this activity a way to appease the psychological and social impact due to quarantine and isolation. There is evidence of a 65% increase in the use of online video games, which has broken a world record. Products that have new aspects and considerations never before proposed by this great industry have been developed and offered, such as thematic games related to the COVID-19 pandemic. Keywords: Video game, pandemic, online games, confinement. References [1]M. Olff, Screening for consequences of trauma–an update on the global collaboration on traumatic stress.European Journal of Psychotraumatology, 2020. [2]Z. Li, China’s Digital Content Publishing Industry: The 2019 Annual Report on Investment Insights and Market Trends. Publishing Research Quarterly, 2020. [3]R. Agis, An event-driven behavior trees extension to facilitate non-player multi-agent coordination in video games, Expert Systems with Applications, 2020. [4]O. Wulansari, Video games and their correlation to empathy: How to teach and experience empathic emotion. Advances in Intelligent Systems and Computing, 2020. [5]C. Bachen, Simulating real lives: Promoting Global Empathy and Interest in Learning Through SimulationGames. Sage Journal, 2012. [6]S. Fowler, Intercultural simulation games: A review (of the united states and beyond). Sage Journals, 2010. [7]G. Chursin, Learning game development with Unity3D engine and Arduino microcontroller. Journal ofPhysics: Conference Series, 2019. [8]K. Hewett, The Acquisition of 21st-Century Skills Through Video Games: Minecraft Design Process Modelsand Their Web of Class Roles. Sage Journal, 2020. [9]R. Bayeck, Exploring video games and learning in South Africa: An integrative review. Educational TechnologyResearch and Development, 2020. [10]K. Hewett, The 21st-Century Classroom Gamer. Games and Culture, 2021.
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Nebel, Steve, Sascha Schneider, Janine Schledjewski, and Günter Daniel Rey. "Goal-Setting in Educational Video Games." Simulation & Gaming 48, no. 1 (November 30, 2016): 98–130. http://dx.doi.org/10.1177/1046878116680869.

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Background. The increased usage of educational video games with their strong graphical and technical potential raises the question of how to optimize the instructional elements of gameplay. In this article, the instructional goal was analyzed with the theoretical background of both motivational psychology (goal-setting theory) and cognitive psychology (goal-free effect). Aim. We compared different goal types within an educational video game specifically produced for this context, using MINECRAFT as a content creation tool. Method. Within a quantitative, empirical experiment, 87 students divided into three goal groups (specific learning goal, specific performance goal, goal-free condition) played the video game for nearly three hours per test session to gain knowledge about basic elements of computer science and basic electric engineering. Results. The results show effects of goal-setting on cognitive load and affective measures. Having specific learning goals lowered extraneous and intrinsic cognitive load. Additionally, players following a specific learning goal reported having significantly more fun, indicating the affective impacts of goal-setting. Conclusions. The outcomes of this study have practical implications for the creation of educational video games and theoretical implications for further work within the field of instructional psychology.
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Leblanc-Latour, Maxime, Craig Bryan, and Andrew E. Pelling. "Utilizing social media and video games to control #DIY microscopes." PeerJ Computer Science 3 (December 11, 2017): e139. http://dx.doi.org/10.7717/peerj-cs.139.

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Open-source lab equipment is becoming more widespread with the popularization of fabrication tools such as 3D printers, laser cutters, CNC machines, open source microcontrollers and open source software. Although many pieces of common laboratory equipment have been developed, software control of these items is sometimes lacking. Specifically, control software that can be easily implemented and enable user-input and control over multiple platforms (PC, smartphone, web, etc.). The aim of this proof-of principle study was to develop and implement software for the control of a low-cost, 3D printed microscope. Here, we present two approaches which enable microscope control by exploiting the functionality of the social media platform Twitter or player actions inside of the videogame Minecraft. The microscope was constructed from a modified web-camera and implemented on a Raspberry Pi computer. Three aspects of microscope control were tested, including single image capture, focus control and time-lapse imaging. The Twitter embodiment enabled users to send ‘tweets’ directly to the microscope. Image data acquired by the microscope was then returned to the user through a Twitter reply and stored permanently on the photo-sharing platform Flickr, along with any relevant metadata. Local control of the microscope was also implemented by utilizing the video game Minecraft, in situations where Internet connectivity is not present or stable. A virtual laboratory was constructed inside the Minecraft world and player actions inside the laboratory were linked to specific microscope functions. Here, we present the methodology and results of these experiments and discuss possible limitations and future extensions of this work.
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Moffat, David C., William Crombie, and Olga Shabalina. "Some Video Games Can Increase the Player's Creativity." International Journal of Game-Based Learning 7, no. 2 (April 2017): 35–46. http://dx.doi.org/10.4018/ijgbl.2017040103.

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It is said that playing video games might make people more creative. There is some evidence of an association, but no so far general theory about any psychological causes, or other key factors. In this study, we test the possibility that different sorts of video games may have different effects, on different types of creativity; or none at all. Three games were tested, including a sandbox and a puzzle game (Minecraft and Portal 2), and creativity was measured by the Torrance Tests of Creative Thinking (TTCT). The games were hound to have different effects, and on only some measures. We discuss possible accounts for these results, and offer practical suggestions to better control such studies in future. The strongest and most surprising result was that one particular form of creativity, flexibility, was affected much more than others. This finding awaits a theoretical explanation; but in the meantime, the implication is that video games could be used to put students into a more creative state of mind, which may be useful for their learning.
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Spisak, April. "Game On!: Video Game History from Pong and Pac-Man to Mario, Minecraft, and More by Dustin Hansen." Bulletin of the Center for Children's Books 70, no. 4 (2016): 174–75. http://dx.doi.org/10.1353/bcc.2016.0969.

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Cadieux, Lee, and Mickey Keenan. "Can Social Communication Skills for Children Diagnosed With Autism Spectrum Disorder Rehearsed Inside the Video Game Environment of Minecraft Generalize to the Real World?" JMIR Serious Games 8, no. 2 (May 12, 2020): e14369. http://dx.doi.org/10.2196/14369.

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In this paper, we outline opportunities within the video game environment for building skills applicable to real-world issues faced by some children. The game Minecraft is extremely popular and of particular interest to children diagnosed with autism spectrum disorder. Although the game has been used by support communities to facilitate the social interaction of children and peer support for their parents, little has been done to examine how social skills developed within the game environment generalize to the real world. Social Craft aims to establish a framework in which key social communication skills would be rehearsed in-game with a view to facilitating their replication in a similarly contained real-world environment. Central to this approach is an understanding of the basic principles of behavior and the engagement of a sound methodology for the collection of data inside and outside the respective environments.
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Khangeldieva, Irina. "POSITIVE PRACTICES OF INNOVATIVE PEDAGOGICAL APPROACHES ABROAD AND IN RUSSIA: EXPERIENCES OF ADAPTATION OF THE MINECRAFT VIDEO GAME." World of academia: Culture, Education, no. 8 (October 30, 2020): 47–55. http://dx.doi.org/10.18522/2658-6983-2020-08-47-55.

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Meier, Cecile, Jose Saorín, Jorge de la Torre-Cantero, and Manuel Díaz-Alemán. "Alternative Divulgation of the Local Sculptural Heritage: Construction of Paper Toys and Use of the Minecraft Video Game." Sustainability 10, no. 11 (November 18, 2018): 4262. http://dx.doi.org/10.3390/su10114262.

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At present it is easy to digitalize sculptural heritage in 3D. Three-dimensional models allow for visualization of the work from all angles. The result can be seen in three-dimensional visors, in virtual reality, or by means of 3D-printed replicas. However, the recipient continues to be, as is also the case in books and videos, a passive spectator of the cultural patrimony. In order to promote participation and to increase interest in local heritage, alternative methods for promotion of the digital patrimony have been developed. In this article, two means of publicizing local (less-known) heritage in an active manner have been described. On the one hand, the transformation of 3D models into cut-outs (paper toys) where it is necessary to make the sculptures by hand, and on the other hand, the incorporation of the models into the video game Minecraft, an immersed 3D world which permits visiting or generating content. To validate these alternatives, two examples based on the sculptures of Santa Cruz de Tenerife (Spain) have been created, and they have been used in pilot studies in schools in order to obtain a first appraisal of user satisfaction.
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Fauzan, Norsiah, Ahmad Sophian Shminan, Aquailla James Anak Binit, and . "The Effects of Minecraft Videogame On Creativity." International Journal of Engineering & Technology 7, no. 3.22 (August 8, 2018): 42. http://dx.doi.org/10.14419/ijet.v7i3.22.17121.

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The aim of this research is find out the effects of minecraft videogames on creativity. Eight undergraduates were assigned to experimental group and control group for recording of the brainwaves while playing minecraft video games and other videos. The results showed that the average of brain waves from different sub-bands for Minecraft games is higher than other games. The dominant of delta waves at Fp1 & Fp2 showed that the subjects are paying high attention and improved their decision-making levels. High T3 & T4 on Alpha( Minecraft's)wave indicates that it stimulates the brain to activate both parts of the brain. The results showed that Minecraft is able to increase high-level thinking. The core cognitive mechanism during playing minecraft video games was the attention network collectively referred as fronto-parietal attentional control network. This is indicated as sub-network known as executive control network, default mode network and salient network in the previous research.
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Alraddadi, Safaa, Fahad Alqurashi, Georgios Tsaramirsis, Amany Al Luhaybi, and Seyed M. Buhari. "Aroma Release of Olfactory Displays Based on Audio-Visual Content." Applied Sciences 9, no. 22 (November 14, 2019): 4866. http://dx.doi.org/10.3390/app9224866.

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Variant approaches used to release scents in most recent olfactory displays rely on time for decision making. The applicability of such an approach is questionable in scenarios like video games or virtual reality applications, where the specific content is dynamic in nature and thus not known in advance. All of these are required to enhance the experience and involvement of the user while watching or participating virtually in 4D cinemas or fun parks, associated with short films. Recently, associating the release of scents to the visual content of the scenario has been studied. This research enhances one such work by considering the auditory content along with the visual content. Minecraft, a computer game, was used to collect the necessary dataset with 1200 audio segments. The Inception v3 model was used to classified the sound and image dataset. Further ground truth classification on this dataset resulted in four classes: grass, fire, thunder, and zombie. Higher accuracies of 91% and 94% were achieved using the transfer learning approach for the sound and image models, respectively.
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Stone, Bessie G., Kathy A. Mills, and Beth Saggers. "Multiplayer Games: Multimodal Features That Support Friendships of Students With Autism Spectrum Disorder." Australasian Journal of Special and Inclusive Education 43, no. 2 (August 1, 2019): 69–82. http://dx.doi.org/10.1017/jsi.2019.6.

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AbstractThere is an absence of research into online friendships and video gaming activities of students with autism spectrum disorder (ASD). In this article we describe how friendships of students with ASD were developed in an online multiplayer context using the popular sandbox game, Minecraft. Multimodal analysis of the data demonstrated that online multiplayer gaming supported students’ use of speech to engage in conversations about their friendships, and to share gaming experiences with their offline and online friends. Online gaming enabled students to visually gather information about their friends’ online status and activities, and to engage in the creative and adventurous use of virtual images and material representations with friends. Despite the benefits for friendships, students with ASD experienced difficulties in friendships in multimodal ways. Notably, students engaged in verbal disagreements about video gaming discourses, sought out activities associated with the themes of death and damage using written text, and tended to dominate shared creations of virtual images and their representation. The findings have implications to better support the friendships of students through inclusive literacy practices online.
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Gottlieb, Owen. "Minecrafting Bar Mitzvah: Two Rabbis Negotiating and Cultivating Learner-Driven Inclusion through New Media." Journal of Religion, Media and Digital Culture 9, no. 2 (October 23, 2020): 185–206. http://dx.doi.org/10.1163/21659214-bja10019.

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Abstract In 2013, a boy with special needs used the video game Minecraft to deliver the sermon at his bar mitzvah at a Reform synagogue, an apparently unique ritual phenomenon to this day. Using a narrative inquiry approach, this article examines two rabbis’ negotiations with new media, leading up to, during, and upon reflection after the event. The article explores acceptance, innovation, and validation of new media in religious practice, drawing on Campbell’s (2010) framework for negotiation of new media in religious communities. Clergy biography, philosophy, and institutional context all impact the negotiations with new media. By providing context of a set of factors influencing a particular negotiation and validation of a ritual and educational innovation using new media, the article intends to demonstrate the importance of clergy narrative for understanding new media negotiations in religious settings, and in particular in progressive religious communities
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Schuster, Katharina, Lana Plumanns, Kerstin Groß, Rene Vossen, Anja Richert, and Sabina Jeschke. "Preparing for Industry 4.0 – Testing Collaborative Virtual Learning Environments with Students and Professional Trainers." International Journal of Advanced Corporate Learning (iJAC) 8, no. 4 (December 30, 2015): 14. http://dx.doi.org/10.3991/ijac.v8i4.4911.

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In consideration of future employment domains, engineering students should be prepared to meet the demands of society 4.0 and industry 4.0 – resulting from a fourth industrial revolution. Based on the technological concept of cyber-physical systems and the Internet of Things, it facilitates – among others - the vision of the smart factory. The vision of “industry 4.0” is characterized by highly individualized and at the same time cross-linked production processes. Physical reality and virtuality increasingly melt together and international teams collaborate across the globe within immersive virtual environments. In this context, a large market arises in the field virtual trainings, which means that professional trainers need to explore the potential of new learning settings. In the context of the development from purely document based management systems to complex virtual learning environments (VLEs), a shift towards more interactive and collaborative components within higher educational e-learning can be noticed, but is still far from being called the state of the art. As a result, engineering education is faced with a large potential field of research, which ranges from the technical development and didactical conception of new VLEs to the investigation of students’ acceptance or the proof of concept of the VLEs in terms of learning efficiency. This paper presents three corresponding qualitative studies: In a series of focus groups, it was investigated which kinds of VLEs students prefer in a higher education context. Building upon the results of the focus groups, a collaborative VLE was created within the open world game Minecraft. In two different studies this VLE was tested, first by students and then by professional trainers. First screenings of the video material of the studies indicate a connection between communicational behavior and successful collaborative problem solving in virtual environments. The majority of the trainers who participated in the second study ascribe the new technological possibilities great potential and would consider using it within their own trainings.
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Davis, Katie, Julian A. Boss, and Perry Meas. "Playing in the Virtual Sandbox." International Journal of Game-Based Learning 8, no. 3 (July 2018): 56–76. http://dx.doi.org/10.4018/ijgbl.2018070104.

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Researchers, teachers, and the news media have touted Minecraft as an effective, engaging way to promote students' 21st century skills, including collaboration. However, little is known about what collaboration looks like in Minecraft, including what factors support and undermine high quality collaboration. The current exploratory study investigated this question through an analysis of middle school students' collaborative processes while playing Minecraft in small groups of 2-4 players. Analyses of the discourse functions used by players during gameplay revealed a number of factors affecting the success of their collaboration, such as prior social ties, gaming experience, and responsiveness to other players. The findings contribute new insight into the nature of more and less effective collaborations in multiplayer video games. These insights will be useful to educators who are interested in using Minecraft and other multiplayer games to promote collaboration among their students.
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Hill, Valerie. "Digital citizenship through game design in Minecraft." New Library World 116, no. 7/8 (July 13, 2015): 369–82. http://dx.doi.org/10.1108/nlw-09-2014-0112.

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Purpose – This study aims to describe a library project exploring innovative options for embedding information literacy skills in the elementary school library by utilizing Minecraft, a virtual world three-dimensional (3D) building game environment. Design/methodology/approach – The small-scale descriptive study, with a follow-up survey, focuses on a group of fifth-grade students in an after-school technology club facilitated by the school librarian. The students designed and built a 3D virtual world library game for younger students to help them learn digital citizenship and information literacy. Findings – Analysis of observations, interviews and videos indicated that students were highly engaged in learning information literacy elements throughout all stages of the project from design, building, implementation and testing of younger students. Research limitations/implications – Although the small number of students enrolled in the club is a limitation, the feedback provided strong evidence of motivation for learning through gamification. Further research could assess learning outcomes with the curriculum, specifically for digital citizenship and information literacy. Practical implications – Embedding information literacy into a 3D world allows students to learn computer code, mathematics, game design, and fosters collaboration while demonstrating digital citizenship. Social implications – Game design requires teamwork, a real-life skill essential for students entering the work force. Originality/value – Few articles share student-designed solutions of critical information literacy needs. This study exemplifies constructivist learning in a gaming environment.
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Quiring, Tyler. "From Voxel Vistas: Place-Making in Minecraft." Journal For Virtual Worlds Research 8, no. 1 (February 4, 2015). http://dx.doi.org/10.4101/jvwr.v8i1.7122.

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The concept of place informs much of human meaning-making in both space and time. This paper seeks to bridge gaps between the literature on place and research on video games and virtual worlds by finding points of intersection between each field. I analyze the immensely successful independently-developed video game Minecraft through my own experience and an analysis of gameplay videos uploaded to YouTube. The game serves as an ideal framework within which to study place-making due to three core qualities that illuminate intersections in place and video game/virtual worlds literature: (a) alteration/change, (b) proximity, and (c) conflict/cooperation. I problematize dichotomies between “actual” and “virtual” versions of reality as well as “physical” and “social” constructions of place. Through this study, I use Minecraft as an example of the consistency of human place-making across environments, whether digital or physical.
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"Knowledge and Experience in Video Game Play: Understanding Individual Differences and Mental Model Transfer Across Game Genres." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 64, no. 1 (December 2020): 1587–91. http://dx.doi.org/10.1177/1071181320641379.

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Research suggests that a variety of factors can alter video game play-from usability to aesthetics to expertise. An important developing area for human factors research is understanding how individual differences may influence interactions with video games, but the field lacks adequate methods for evaluating and classifying differences. This paper provides a notional framework for characterizing one critical individual difference in video game play, that of knowledge differences arising from player experience. This framework attends to common video game genres and mechanics and is illustrated using two distinct video games: Minecraft and Ark. The purpose is to highlight the sorts of knowledge making up player mental models and show how to identify the form of transferable individual differences that can be measured and improve research on video game development and use.
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28

Kelly, Matthew. "Writing for Players." Prompt: A Journal of Academic Writing Assignments 5, no. 2 (July 15, 2021). http://dx.doi.org/10.31719/pjaw.v5i2.60.

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This article describes a technical writing assignment that requires students to use Minecraft to design and document interactive learning environments. In this project, students balance a critical awareness of this game's technical features with a rhetorical understanding of how those features impact the audience’s experiences and actions. This article demonstrates how video game-based writing projects can help students understand the role of an audience's agency in technical communication.
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Stark, Craig E. L., Gregory D. Clemenson, Ujwal Aluru, Nikki Hatamian, and Shauna M. Stark. "Playing Minecraft Improves Hippocampal-Associated Memory for Details in Middle Aged Adults." Frontiers in Sports and Active Living 3 (July 5, 2021). http://dx.doi.org/10.3389/fspor.2021.685286.

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Concerns are often raised about the impact that playing video games may have on cognition and behavior, whether gameplay is intense and protracted as with competitive Esports or whether it is more casual gameplay. Work in our lab and others, however, has shown that at least some classes of games can improve memory function. In particular, playing immersive 3D games that provide rich experiences and novelty improve memory on tasks that rely upon the hippocampus in effects that mirror the effects of “environmental enrichment” in numerous rodent studies. Our goal in the present study was to determine whether even modest amounts of gameplay (~30 min/day for 4 weeks) would result in improved memory performance in middle-aged adults. Not only is this demographic potentially highly receptive to gaming (they make up a significant portion of Esports viewers and of game players), but interventions in middle age may be a prime time for reducing later age-related cognitive decline. Here, we found that the benefits in middle age paralleled effects previously observed in young adults as playing Minecraft, showing improved memory performance on a hippocampal dependent memory task.
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Habel, Chad Sean. "Doom Guy Comes of Age: Mediating Masculinities in Power Fantasy Video Games." M/C Journal 21, no. 2 (April 25, 2018). http://dx.doi.org/10.5204/mcj.1383.

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Introduction: Game Culture and GenderAs texts with the potential to help mediate specific forms of identity, video games are rich and complex sites for analysis. A tendency, however, still exists in scholarship to treat video games as just another kind of text, and work that explores the expression of masculine identity persists in drawing from cinematic analysis without proper consideration of game design and how these games are played (Triana). For example, insights from studies into horror cinema may illuminate the relationship between players and game systems in survival horror video games (Habel & Kooyman), but further study is needed to explore how people interact with the game.This article aims to build towards a scholarly definition of the term “Power Fantasy”, a concept that seems well established in wider discourse but is not yet well theorised in the scholarly literature. It does so through a case of the most recent reboot of Doom (2016), a game that in its original incarnation established an enduring tradition for high-action Power Fantasy. In the first-person shooter game Doom, the player fills the role of the “Doom Guy”, a faceless hero who shuttles between Earth and Hell with the sole aim of eviscerating demonic hordes as graphically as possible.How, then, do we begin to theorise the kind of automediation that an iconic game text like Doom facilitates? Substantial work has been done to explore player identification in online games (see Taylor; Yee). Shaw (“Rethinking”) suggests that single-player games are unexplored territory compared to the more social spaces of Massively Multiplayer Online games and other multiplayer experiences, but it is important to distinguish between direct identification with the avatar per se and the ways in which the game text mediates broader gender constructions.Abstract theorisation is not enough, though. To effectively understand this kind of automediation we also need a methodology to gain insights into its processes. The final part of this article, therefore, proposes the analysis of “Let’s Play” videos as a kind of gender identity performance which gives insight into the automediation of dominant masculine gender identities through Power Fantasy video games like Doom. This reflexive performance works to denaturalise gender construction rather than reinforce stable hegemonic identities.Power Fantasy and Gender IdentityPower Fantasy has become an established trope in online critiques and discussions of popular culture. It can be simply defined as “character imagines himself taking revenge on his bullies” (TVTropes). This trope takes on special resonance in video games, where the players themselves live out the violent revenge fantasy in the world of the game.The “power fantasy” of games implies escapism and meaninglessness, evoking outsize explosions and equally outsized displays of dominance. A “power gamer” is one who plays with a single-minded determination to win, at the expense of nuance, social relationships between players, or even their own pleasure in play. (Baker)Many examples apply this concept of Power Fantasy in video games: from God of War to Metroid: Prime and Grand Theft Auto, this prevalent trope of game design uses a kind of “agency mechanics” (Habel & Kooyman) to convince the player that they are becoming increasingly skilful in the game, when in reality the game is simply decreasing in difficulty (PBS Digital Studios). The operation of the Power Fantasy trope is also gendered; in a related trope known as “I Just Want To Be a Badass”, “males are somewhat more prone to harbour [the] wish” to feel powerful (TVTropes). More broadly, even though the game world is obviously not real, playing it requires “an investment in and commitment to a type of masculine performance that is based on the Real (particularly if one is interested in ‘winning’, pummelling your opponent, kicking ass, etc.)” (Burrill 2).Indeed, there is a perceived correlation (if not causation) between the widespread presence of Power Fantasy video games and how “game culture as it stands is shot through with sexism, racism, homophobia, and other biases” (Baker). Golding and van Deventer undertake an extended exploration of this disconcerting side of game culture, concluding that games have “become a venue for some of the more unsophisticated forms of patriarchy” (213) evidenced in the highly-publicised GamerGate movement. This saw an alignment between the label of “gamer” and extreme misogyny, abuse and harassment of women and other minorities in the industry.We have, then, a tentative connection between dominant gameplay forms based on high skill that may be loosely characterised as “Power Fantasy” and some of the most virulent toxic gender expressions seen in recent times. More research is needed to gain a clearer understanding of precisely what Power Fantasy is. Baker’s primary argument is that “power” in games can also be characterised as “power to” or “power with”, as well as the more traditional “power over”. Kurt Squire uses the phrase “Power Fantasy” as a castaway framing for a player who seeks an alternative reward to the usual game progression in Sid Meier’s Civilisation. More broadly, much scholarly work concerning gameplay design and gender identity has been focussed on the hot-button question of videogame violence and its connection to real-world violence, a question that this article avoids since it is well covered elsewhere. Here, a better understanding of the mediation of gender identity through Power Fantasy in Doom can help to illuminate how games function as automedia.Auto-Mediating Gender through Performance in Doom (2016) As a franchise, Doom commands near-incomparable respect as a seminal text of the first-person shooter genre. First released in 1993, it set the benchmark for 3D rendered graphics, energetic sound design, and high-paced action gameplay that was visceral and deeply immersive. It is impossible to mention more recent reboots without recourse to its first seminal instalment and related game texts: Kim Justice suggests a personal identification with it in a 29-minute video analysis entitled “A Personal History of Demon Slaughter”. Doom is a cherished game for many players, possibly because it evokes memories of “boyhood” gaming and all its attendant gender identity formation (Burrill).This identification also arises in livestreams and playthroughs of the game. YouTuber and game reviewer Markiplier describes nostalgically and at lengths his formative experiences playing it (and recounts a telling connection with his father who, he explains, introduced him to gaming), saying “Doom is very important to me […] this was the first game that I sat down and played over and over and over again.” In contrast, Wanderbots confesses that he has never really played Doom, but acknowledges its prominent position in the gaming community by designating himself outside the identifying category of “Doom fan”. He states that he has started playing due to “gushing” recommendations from other gamers. The nostalgic personal connection is important, even in absentia.For the most part, the critical and community response to the 2016 version of Doom was approving: Gilroy admits that it “hit all the right power chords”, raising the signature trope in reference to both gameplay and music (a power chord is a particular technique of playing heavy metal guitar often used in heavy metal music). Doom’s Metacritic score is currently a respectable 85, and, the reception is remarkably consistent between critics and players, especially for such a potentially divisive game (Metacritic). Commentators tend to cite its focus on its high action, mobility, immersion, sound design, and general faithfulness to the spirit of the original Doom as reasons for assessments such as “favourite game ever” (Habel). Game critic Yahtzee’s uncharacteristically approving video review in the iconic Zero Punctuation series is very telling in its assessment of the game’s light narrative framing:Doom seems to have a firm understanding of its audience because, while there is a plot going on, the player-character couldn’t give a half an ounce of deep fried shit; if you want to know the plot then pause the game and read all the fluff text in the character and location database, sipping daintily from your pink teacup full of pussy juice, while the game waits patiently for you to strap your bollocks back on and get back in the fray. (Yahtzee)This is a strident expression of the gendered expectations and response to Doom’s narratological refusal, which is here cast as approvingly masculine and opposed to a “feminine” desire for plot or narrative. It also feeds into a discourse which sees the game as one which demands skill, commitment, and an achievement orientation cast within an exclusivist ideology of “toxic meritocracy” (Paul).In addition to examining reception, approaches to understanding how Doom functions as a “Power Fantasy” or “badass” trope could take a variety of forms. It is tempting to undertake a detailed analysis of its design and gameplay, especially since these feed directly into considerations of player interaction. This could direct a critical focus towards gameplay design elements such as traversal and mobility, difficulty settings, “glory kills”, and cinematic techniques in the same vein as Habel and Kooyman’s analysis of survival horror video games in relation to horror cinema. However, Golding and van Deventer warn against a simplistic analysis of decontextualized gameplay (29-30), and there is a much more intriguing possibility hinted at by Harper’s notion of “Play Practice”.It is useful to analyse a theoretical engagement with a video game as a thought-experiment. But with the rise of gaming as spectacle, and particularly gaming as performance through “Let’s Play” livestreams (or video on demand) on platforms such as TwitchTV and YouTube, it becomes possible to analyse embodied performances of the gameplay of such video games. This kind of analysis allows the opportunity for a more nuanced understanding of how such games mediate gender identities. For Judith Butler, gender is not only performed, it is also performative:Because there is neither an “essence” that gender expresses or externalizes nor an objective ideal to which gender aspires, and because gender is not a fact, the various acts of gender create the idea of gender, and without those acts, there would be no gender at all. (214)Let’s Play videos—that show a player playing a game in real time with their commentary overlaying the on screen action—allow us to see the performative aspects of gameplay. Let’s Plays are a highly popular and developing form: they are not simple artefacts by any means, and can be understood as expressive works in their own right (Lee). They are complex and multifaceted, and while they do not necessarily provide direct insights into the player’s perception of their own identification, with sufficient analysis and unpacking they help us to explore both the construction and denaturalisation of gender identity. In this case, we follow Josef Nguyen’s analysis of Let’s Plays as essential for expression of player identity through performance, but instead focus on how some identity construction may narrow rather than expand the diversity range. T.L. Taylor also has a monograph forthcoming in 2018 titled Watch Me Play: Twitch and the Rise of Game Live Streaming, suggesting the time is ripe for such analysis.These performances are clear in ways we have already discussed: for example, both SplatterCat and Markiplier devote significant time to describing their formative experiences playing Doom as a background to their gameplay performance, while Wanderbots is more distanced. There is no doubt that these videos are popular: Markiplier, for example, has attracted nearly 5 million views of his Doom playthrough. If we see gameplay as automediation, though, these videos become useful artefacts for analysis of gendered performance through gameplay.When SplatterCat discovers the suit of armor for the game’s protagonist, Doom Guy, he half-jokingly remarks “let us be all of the Doom Guy that we can possibly be” (3:20). This is an aspirational mantra, a desire for enacting the game’s Power Fantasy. Markiplier speaks at length about his nostalgia for the game, specifically about how his father introduced him to Doom when he was a child, and he expresses hopes that he will again experience “Doom’s original super-fast pace and just pure unadulterated action; Doom Guy is a badass” (4:59). As the action picks up early into the game, Markiplier expresses the exhilaration and adrenaline that accompany performances of this fastpaced, highly mobile kind of gameplay, implying that he is becoming immersed in the character and, by performing Doom Guy, inhabiting the “badass” role and thus enacting a performance of Power Fantasy:Doom guy—and I hope I’m playing Doom guy himself—is just the embodiment of kickass. He destroys everything and he doesn’t give a fuck about what he breaks in the process. (8:45)This performance of gender through the skilled control of Doom Guy is, initially, unambiguously mediated as Power Fantasy: in control, highly skilled, suffused with Paul’s ‘toxic meritocracy. A similar sentiment is expressed in Wanderbots’ playthrough when the player-character dispenses with narrative/conversation by smashing a computer terminal: “Oh I like this guy already! Alright. Doom Guy does not give a shit. It’s like Wolf Blascowicz [sic], but like, plus plus” (Wanderbots). This is a reference to another iconic first-person shooter franchise, Wolfenstein, which also originated in the 1980s and has experienced a recent successful reboot, and which operates in a similar Power Fantasy mode. This close alignment between these two streamers’ performances suggests significant coherence in both genre and gameplay design and the ways in which players engage with the game as a gendered performative space.Nonetheless, there is no simple one-to-one relationship here—there is not enough evidence to argue that this kind of gameplay experience leads directly to the kind of untrammelled misogyny we see in game culture more broadly. While Gabbiadini et al. found evidence in an experimental study that a masculinist ideology combined with violent video game mechanics could lead to a lack of empathy for women and girls who are victims of violence, Ferguson and Donnellan dispute this finding based on poor methodology, arguing that there is no evidence for a causal relationship between gender, game type and lack of empathy for women and girls. This inconclusiveness in the research is mirrored by an ambiguity in the gendered performance of males playing through Doom, where the Power Fantasy is profoundly undercut in multiple ways.Wanderbots’ Doom playthrough is literally titled ‘I have no idea what I’m Dooming’ and he struggles with particular mechanics and relatively simple progression tools early in the game: this reads against masculinist stereotypes of superior and naturalised gameplay skill. Markiplier’s performance of the “badass” Doom Guy is undercut at various stages: in encountering the iconic challenge of the game, he mentions that “I am halfway decent… not that good at video games” (9:58), and on the verge of the protagonist’s death he admits “If I die this early into my first video I’m going to be very disappointed, so I’m going to have to kick it up a notch” (15:30). This suggests that rather than being an unproblematic and simple expression of male power in a fantasy video game world, the gameplay performances of Power Fantasy games are ambiguous and contested, and not always successfully performed via the avatar. They therefore demonstrate a “kind of gender performance [which] will enact and reveal the performativity of gender itself in a way that destabilizes the naturalized categories of identity and desire” (Butler 211). This cuts across the empowered performance of videogame mastery and physical dominance over the game world, and suggests that the automediation of gender identity through playing video games is a complex phenomenon urgently in need of further theorisation.ConclusionUltimately, this kind of analysis of the mediation of hegemonic gender identities is urgent for a cultural product as ubiquitous as video games. The hyper-empowered “badass” digital avatars of Power Fantasy video games can be expected to have some shaping effect on the identities of those who play them, evidenced by the gendered gameplay performance of Doom briefly explored here. This is by no means a simple or unproblematic process, though. Much further research is needed to test the methodological insights possible by using video performances of gameplay as explorations of the auto-mediation of gender identities through video games.ReferencesBaker, Meguey. “Problematizing Power Fantasy.” The Enemy 1.2 (2015). 18 Feb. 2018 <http://theenemyreader.org/problematizing-power-fantasy/>.Burrill, Derrick. Die Tryin’: Video Games, Masculinity, Culture. New York: Peter Lang, 2008.Butler, Judith. Gender Trouble. 10th ed. London: Routledge, 2002.Ferguson, Christopher, and Brent Donellan. “Are Associations between “Sexist” Video Games and Decreased Empathy toward Women Robust? A Reanalysis of Gabbiadini et al. 2016.” Journal of Youth and Adolescence 46.12 (2017): 2446–2459.Gabbiadini, Alessandro, Paolo Riva, Luca Andrighetto, Chiara Volpato, and Brad J. Bushman. “Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims.” PloS One 11.4 (2016). 14 Apr. 2018 <http://journals.plos.org/plosone/article?id=10.1371/journal.pone.0152121>.Gilroy, Joab. “Doom: Review.” IGN, 16 May 2016. 22 Feb. 2018 <http://au.ign.com/articles/2016/05/16/doom-review-2?page=1>.Golding, Dan, and Leena van Deventer. Game Changers: From Minecraft to Misogyny, the Fight for the Future of Videogames. South Melbourne: Affirm, 2016.Habel, Chad, and Ben Kooyman. “Agency Mechanics: Gameplay Design in Survival Horror Video Games”. Digital Creativity 25.1 (2014):1-14.Habel, Chad. “Doom: Review (PS4).” Game Truck Australia, 2017. 22 Feb. 2018 <http://www.gametruckaustralia.com.au/review-doom-2016-ps4/>.Harper, Todd. The Culture of Digital Fighting Games: Performance and Practice. London: Routledge, 2013.Kim Justice. “Doom: A Personal History of Demon Slaughter.” YouTube, 16 Jan. 2017. 22 Feb. 2018 <https://www.youtube.com/watch?v=JtvoENhvkys>.Lee, Patrick. “The Best Let’s Play Videos Offer More than Vicarious Playthroughs.” The A.V. Club, 24 Apr. 2015. 22 Feb. 2018 <https://games.avclub.com/the-best-let-s-play-videos-offer-more-than-vicarious-pl-1798279027>.Markiplier. “KNEE-DEEP IN THE DEAD | DOOM – Part 1.” YouTube, 13 May 2016. 21 Feb. 2018 <https://www.youtube.com/watch?v=pCygvprsgIk>.Metacritic. “Doom (PS4).” 22 Feb. 2018 <http://www.metacritic.com/game/playstation-4/doom>.Nguyen, Josef. “Performing as Video Game Players in Let’s Plays.” Transformative Works and Cultures 22 (2016). <http://journal.transformativeworks.org/index.php/twc/article/view/698>.Paul, Christopher. The Toxic Meritocracy of Video Games: Why Gaming Culture Is the Worst. Minneapolis: U of Minnesota P, 2018.PBS Digital Studios. “Do Games Give Us Too Much Power?” 2017. 18 Feb. 2018 <https://www.youtube.com/watch?v=9COt-_3C0xI>.Shaw, Adrienne. “Do You Identify as a Gamer? Gender, Race, Sexuality, and Gamer Identity.” New Media and Society 14.1 (2012): 28-44.———. “Rethinking Game Studies: A Case Study Approach to Video Game Play and Identification.” Critical Studies in Media Communication 30.5 (2013): 347-361.SplatterCatGaming. “DOOM 2016 PC – Gameplay Intro – #01 Let's Play DOOM 2016 Gameplay.” YouTube, 13 May 2016. 21 Feb. 2018 <https://www.youtube.com/watch?v=tusgsunWEIs>.Squire, Kurt. “Open-Ended Video Games: A Model for Developing Learning for the Interactive Age.” The Ecology of Games: Connecting Youth, Games, and Learning. Ed. Katie Salen. Cambridge, MA: MIT P, 2008. 167–198.Boellstorff, Tom, Bonnie Nardi, Celia Pearce, and T.L. Taylor. Ethnography and Virtual Worlds: A Handbook of Method. Princeton, NJ: Princeton UP, 2012.Triana, Benjamin. “Red Dead Maculinity: Constructing a Conceptual Framework for Analysing the Narrative and Message Found in Video Games.” Journal of Games Criticism 2.2 (2015). 12 Apr. 2018 <http://gamescriticism.org/articles/triana-2-2/>.TVTropes. Playing With / Power Fantasy. 18 Feb. 2018 <http://tvtropes.org/pmwiki/pmwiki.php/PlayingWith/PowerFantasy>.———. I Just Want to Be a Badass. 18 Feb. 2018 <http://tvtropes.org/pmwiki/pmwiki.php/Main/IJustWantToBeBadass>.Wanderbots. “Let’s Play Doom (2016) – PC Gameplay Part I – I Have No Idea What I’m Dooming!” YouTube, 18 June 2016. 14 Apr. 2018 <https://www.youtube.com/watch?v=AQSMNhWAf0o>.Yee, Nick. “Maps of Digital Desires: Exploring the Topography of Gender and Play in Online Games.” Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming. Eds. Yasmin B. Kafai, Carrie Heeter, Jill Denner, and Jennifer Sun. Cambridge, MA: MIT P, 2008. 83-96.Yahtzee. “Doom (2016) Review.” Zero Punctuation, 8 June 2016. 14 Apr. 2018 <https://www.youtube.com/watch?v=HQGxC8HKCD4>.
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Moore, Kyle. "Painting the Town Blue and Green: Curating Street Art through Urban Mobile Gaming." M/C Journal 18, no. 4 (August 7, 2015). http://dx.doi.org/10.5204/mcj.1010.

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Released in 2012 as an Android only open-beta, Ingress is an alternate-reality game for mobile devices. Developed by Niantic Labs, a subsidiary of Google, Ingress now has 7 million users worldwide (Ingress) on both Android and Apple operating systems. Players are aligned to one of two opposing factions, the Resistance (Blue) and the Enlightened (Green). Working on behalf of their faction, individual players interact with “portals” in order to establish dominance over material environments. Portals are located at places of educational or historical value, public artworks, “hyper-local” locations, public libraries, and also places of worship (Google, “Candidate Portal Criteria”). Players take on the role of portal creators, submitting potential portals to the game developers after confirming their location in the game (Google, “New Portal Submissions”).Portals become the primary point of interaction for players, bridging the digital world of the game with the players’ surrounding material environments. Players may gain inventory by hacking portals in order to destroy and (re)claim portals. Territories are claimed by forging links between fully developed portals in order to establish control fields. Portals play an important part not only of the game but in situating the practice of play within the larger sociocultural and material framework of the urban environment. Players navigate their material environment, using portals and digital representations of such spaces alongside their existing knowledge of local environments, to engage with their immediate location as efficiently as possible. While numerous public landmarks are currently used as portals, the primary interest of this paper is the role street art plays within the game, and within the larger practice of curating the city. This paper addresses the practice of playing Ingress as a form of situated play—that is, the notion that play is underscored by sociocultural and material circumstance, while simultaneously contributing to a new shared understanding of what constitutes urban play and the conditions that underscore it. In doing so, this paper firstly addresses the notion of play as a situated practice, mobilising concepts from the field of human–computer interaction as well as cultural studies analyses of games and gaming culture. This framework is applied to the practice of playing Ingress with specific focus on the role street art has in the practice of playing. The discussion of urban play as a means of exhibiting street art is extended to discuss the cultural practice of street art itself, with both occupying the liminal space struggle over the functionality of public space. Both practices occupy this liminal space between subversive use of urban environments and a form of legitimate art—a debate which has been central to forms of urban gaming. By focusing on the role of street art in urban mobile gaming, this paper addresses the cultural function of both practices, while addressing larger questions of curatorship within the urban environment. That is: how can the practice of play, as informed by the practice of street art, be thought of as a means of curating urban spaces? This paper goes on to argue that the practice of urban play may be viewed as a form of curation via the practice of re-reading, re-mixing, and re-mediating urban environments—establishing a new shared understanding of street art, urban environments, and urban play. In this paper I argue that urban mobile games such as Ingress are best thought of as a situated practice. The idea of situated practice is drawn from the fields of game studies and human–computer interaction, and the concept of situated learning. Firstly, situated practice draws from the concept of situated gaming, a term established by Yates and Littleton to understand the cultural niches in which video gaming takes place. For Yates and Littleton, these cultural niches arise from an interaction between gaming, gamers, and gaming culture—all of which are discursively constructed and culturally relative practices. Apperley (Gaming) expands on these ideas to define situated gaming as, firstly, an inclusion of the materiality of embodied gaming experiences and, secondly, an intersection of local gaming cultures and a larger global gaming ecology. Drawing from Suchman’s concept of situated actions, such interactions with technology must be understood as contextualised within specific sociocultural and material circumstances. Dourish expands on Suchman’s work and suggests thinking less about these contexts and more on the practice of technological engagement, of making meaning out of our interaction with technology. This use of “practice” is influenced by the work of Lave and Wenger, who situate learning within a social setting, what they term a “community of practice”. In short, then, the act of playing Ingress is not only an interaction with underlying sociocultural and material circumstance which constitute the urban and play but also a process of generating a shared understanding of both the urban and play within this specific context.Fig. 1: A view of Ingress’s map showing nearby portal using navigation function.Playing with Street Art Ingress functions foremost as a form of urban play; it is a mobile game with location-aware capabilities. The practice of playing games within urban environments is often compared to historically situated forms of urban exploration, such as the Situationist International practice of dérive—a form of urban drifting that is often compared to contemporary forms of mobile-mediated urban play (de Souza e Silva and Hjorth; Flanagan; Stevens). Ingress players, in their creation and constant interaction with portals, assist in the mapping of material environments—benefiting both communities of play and the game’s designers, Niantic Labs and parent company Google. Players are able to submit portals to the game’s developers if their proposed portal meets the satisfaction of the developer’s portal requirements. Portals may be erected at “a location with a cool story, a place in history or educational value … a cool piece of art or unique architecture … a hidden gem of hyper-local spot” (Google, Candidate Portal criteria). A large number of public marks form the basis of Ingress portals, alongside plaques and prominent signage. Significantly, through their submission of portals players are participating in legitimising the history of a number of locations, ensuring up-to-date mapping of locations and landmarks. While a number of other landmarks form the basis of Ingress’s dense map of material environments, this paper is primarily concerned with the role public art plays in the practice of urban play and the curatorial possibilities of urban play. Given the portal criteria put in place by the game’s developers, Ingress pays a certain amount of attention to the historical, sociocultural, and material circumstance which constitute specific locations. As a mobile game, Ingress occupies a certain place within the history of playing in urban environments. Such historical practices have been previously discussed at length, drawing comparisons between practices of urban mobility which are themselves situated in specific historical and sociocultural movements (de Souza e Silva and Hjorth; Flanagan; Stevens). Ingress, via its inclusion of street art as a potential anchor for digital portals, draws on this historical struggle over urban environments and the inherent questions of functionality and organisation which emerge from this struggle. For Stenros, Montola, and Mäyrä (262), pervasive gaming, a form of urban mobile gaming, occupies a similar cultural space to that of street art or graffiti. They argue that both practices are located within a larger struggle over public space—a struggle grounded in urbanisation, legislation, and cultural norms. Drawing comparisons between more contemporary forms of urban mobility, such as the practice/sport of parkour or skateboarding, and the historically situated flâneur or urban stroller, the authors suggest that pervasive forms of gaming and play occupy a similar liminal space and are grounded in questions of urban functionality. Similarly, the urban space may become a gallery or canvas, a space that may be subject to curatorship that is not bound to institutional bodies. The organisation and experience of urban environments then becomes deeply involved in a contested ownership and questions of functionality that are at the heart of urban play.Within the context of Australia, the struggle over the legitimacy of both street art and video games has been subject to ongoing legal discourses. The liminal relationship between gaming and street art is perhaps best illustrated by the 2006 game Marc Ecko’s Getting Up: Contents Under Pressure. The game was granted an MA15+ rating under the existing model of video game regulation but was later refused classification due to its depiction of antisocial behaviour. The game’s rating was appealed by the Queensland Local Government Association. Apperley (“Video”) provides further details on this issue, situating the legislative decision within the historical and political context of Australia at the time, and offering insight into the means in which Getting Up represented street art as a legitimate art form. The game’s narrative, a dystopian future where graffiti is mobilised as a form of social protest against authoritarian bodies, is similar to that of the 2002 game Jet Set Radio Future. However, unlike Jet Set, Getting Up was grounded in a detailed representation of graffiti subcultures. Getting Up’s refused classification is symbolic of the later Australian landscape in which video games and street art occupy a liminal space between art form and artistic practice. The key issue, that of antisocial behaviour, links to the notion of cultural norms and the functionality, organisation, and representations within urban spaces and, moreover, within spaces of play. This struggle for legitimacy is key to understanding the relationship between street art and urban play. Despite the struggle to overcome the functionality of urban environments, street art retains levels of value as a form of cultural heritage. Both Merrill and MacDowall discuss the cultural functions of graffiti and street art, focusing on what Merrill terms a turn towards “post-graffiti”—a shift from the historical and cultural roots of street art and the practice of tagging (373). Such a turn is exemplified by an increased public interest: a legitimisation of artistic practices. Perhaps the most notable figure of such a shift is the Bristol artist Banksy, who is most famous for stencil based art. Graffiti and street art have arguably moved beyond their function as a subversive and subcultural movement, occupying a more legitimate space within urban environments and general public discourse. Within the context of Ingress, street art holds the potential to exist as a digital node of equal value to historical plaques, public libraries, or large commissioned public artworks. This shift, argues Merrill (385) allows for street art and graffiti to be viewed as a form of alternative heritage to urban environments and cultural movements within specific locations. For MacDowell (476), graffiti may be viewed as a form of folk art, subject to new-found romanticism within the context of this “post-graffiti” turn. That is, as a form of alternative heritage, graffiti and street art signify historically situated sociocultural movements and the roots of the practice itself. Games such as Ingress, then, not only legitimate street art as a form of cultural heritage via their inclusion in a non-hierarchical network alongside longstanding institutionalised buildings and artworks but also allow players to participate in an archiving of street art through interactive cartography. The practice of playing Ingress, then, is not only a means of viewing and exploring existing street art but also a direct process in achieving and curating historically situated works of art. Fig. 2: Portal information illustrating possible actions, portal level, and resonator information. Urban Play and “the New Curatorship”Having considered the role of graffiti or street art within urban play as a form of cultural heritage, as a means of linking to the roots of the practice itself and signifying a struggle over the urban environment as a space of predetermined functions, the question then is: what role does the practice of curatorship have within this mesh of interconnected practices? For Bennett and Beudel, the work of the curator, as a caretaker of cultural heritage, is often institutionalised. Within the context of the city, such institutionalisation is itself a symptom of the city as a spectacle. The authors argue that there is the potential for art to be present on a range of surfaces within the urban environment, and call into question the role of the curator within this process.As Groys notes, since Duchamp, the ontological division between the labour of making art and displaying art has collapsed. Public urban spaces, as designed spaces regulated by institutional bodies, are subject to the changing practice of audiences. That is, those who inhabit and experience the urban environment itself now have the possibility to participate or subvert traditional curatorial structures. Drawing on the etymology of the word “curate” as related to “cure,” Groys (53) suggests that the exhibition practice is thus a cure to the powerlessness of the image—a contextualisation of the image within new institutionalised frameworks for a viewing public. Who, then, in the network of relations that is urban play, constitutes this public? Ingress players function as one faction of a public who view, inhabit, move through, and experience the urban environment and any subsequent street art within. As such, they have the potential to take on a curatorial role within the organisation of street art—recontextualising such artworks and generating a new shared understanding of the sociocultural and material conditions which contribute to a broad understanding of the urban and urban play. As such, these forms of digitally mediated urban play blur boundaries between production, consumption, and play. Players, regardless of whether they had a hand in submitting portals to the game’s developers, are articulating a collectively organised database of public art. The practice of curation, as described by Potter, is essential for contemporary digital gaming practices. Players are constantly participating in transmedia landscapes, articulating their literacies through the practice of arranging, assembling, cataloguing, collecting, distributing, and disassembling digital media (Apperley “Glitch” 240; Potter 175). Within Apperley’s example of Minecraft, play unites creativity and the curatorial as one activity. Within the context of Ingress, the practice of play brings together the practice of cartography and of the curatorial. Players, as individuals and as larger localised or global factions, participate in a global mapping of material space, expanding Google’s already extensive collection of cartographic data. Players are more concerned with exploring and territorialising within the context of local spaces, at the level of the national or regional. Such practices are an articulation of localised bodies of knowledge and often of local histories and contexts. Street art forms an integral part of this sociocultural and material fabric which underscores the practice of play. Thus, urban spaces are not subject to a transformative process, but rather to a collective curatorship whereby street art, and its embedded cultural heritage, form a key foundation of how play is performed within urban environments. Through the practice of arranging, assembling, cataloguing, collecting, distributing, and disassembling, the practices of urban play may be thought of as what Potter terms “new curatorship.” Potter’s notion of curatorship is grounded in the identity formation of young children through their use of social media and articulation of digital literacy practices. With playful urban practices such as Ingress, this practice is an articulation of urban literacies: of understanding the rich cultural heritage of specific locations, and of constituting the player’s identity as tied to these specific locations. Players no longer perform merely as an audience for existing forms of urban or street art. Alongside the technological infrastructures put in place by the game’s developers, Niantic Labs and Google, players may be viewed as actively participating in a curatorial process. Players, in their articulation of complex systems and archives of street art, through the ability to constantly update, document, and construct urban narratives with street art at their core, may be viewed as co-curating urban environments. Working together with developers, street artists, and urban planners, players are constantly re-developing and sharing a new shared understanding of urban environments and the complex network of relations which constitutes the urban environment and the practice of urban play.Fig. 3: Players may vote on and contribute new photographs to maintain accurate records of art.Conclusion To play Ingress is to participate in a situated practice of play. Here, play is grounded in material and sociocultural circumstance, with street art and graffiti representing just one of many practices which inform contemporary urban play. Within the context of Ingress, street art is played with as an object within the game (a portal), but it also occupies a similar liminal space. Both urban games and street art have been subject to ongoing debates about the functionality of urban spaces and appropriate behaviour within these spaces. Ingress also taps into street art as a form of cultural heritage; it represents shifts in power dynamics, local histories, and a range of other significant local histories. To play with street art is to acknowledge its roots, both on an international and local level. With the ability to digitally archive these histories and locations, as well as engage in the cartographic practice of urban play, Ingress players can thus be thought of as curators of the city. Through the lens of new curatorship, urban play can be thought of as a form of re-reading of urban environments, as a process of exhibiting a new-found shared understanding of specific locations and public artworks. Street art and graffiti are just one of many sociocultural and material circumstances which inform the practice of urban play. During play, there is a critical reflection on the role street art has, not only during the current context of play but also more broadly as a key component of contemporary urban landscapes. Street art functions as a form of cultural heritage, as an element of urban exploration, and as a point of reference for navigating city spaces. Ingress brings together these interrelated forms of organising and sharing experiences of urban environments, through the practice of curation. Such practices are reflexively intertwined with playing urban mobile games as such Ingress. As such, the act of playing Ingress is, in essence, a form of urban literacy, as a practice of understanding the rich and complex sociocultural conditions which contribute to our understanding of urban environments. It is a practice of collecting, assembling, and exhibiting a range of locations. The practice of playing Ingress is a collective curation of city spaces on a global scale.References Apperley, Thomas. “Glitch Sorting: Minecraft, Curation, and the Post Digital.” Postdigital Aesthetics: Art, Computation and Design. Ed. David M. Berry and Michael Dieter. London: Palgrave Macmillan, 2015. 232–44.———. “Video Games in Australia.” The Video Game Explosion: A History from PONG to Playstation and Beyond. Ed. Mark J.P. Wolf. USA: Greenwood P, 2008. 22–29.———. Gaming Rhythms: Play and Counterplay from the Situated to the Global. Amsterdam: Institute of Network Cultures, 2009.Bennett, Jill, and Saskia Beudel. Curating Sydney: Imagining the City’s Future. Sydney: UNSW P, 2014.De Souza e Silva, Adriana, and Larissa Hjorth. “Playful Urban Spaces: A Historical Approach to Mobile Games.” Simulation & Gaming 40.5 (2009): 602–25. Dourish, Paul. “What We Talk about When We Talk about Context.” Personal Ubiquitous Computing 8.1 (2004): 19–30.Flanagan, Mary. Critical Play: Radical Game Design. Cambridge, MA: MIT P, 2009.———. “Locating Play and Politics: Real World Games & Activism.” Leonardo Electronic Almanac 16.2–3 (2008). 5 June 2015 ‹http://www.leonardo.info/LEA/perthDAC/MFlanagan_LEA160203.pdf›.Groys, Boris. Going Public. Ed. Julieta Aranda, Brian Kuan Wood, and Anton Vidokle. Berlin: Sternberg Press, 2010.Google. “Candidate Portal Criteria.” 2015. 5 June 2015 ‹https://support.google.com/ingress/answer/3066197?hl=en›. ———. “New Portal Submissions.” 2015. 5 June 2015 ‹https://support.google.com/ingress/answer/2808254?hl=en›. Lave, Jean, and Etienne Wenger. Situated Learning: Legitimate Peripheral Participation. Cambridge: Cambridge UP, 1991.MacDowall, Lachlan. “In Praise of 70K: Cultural Heritage and Graffiti Style.” Continuum 20.4 (2006): 471–84.Merrill, Samuel. “Keeping It Real? Subcultural Graffiti, Street Art, Heritage and Authenticity.” International Journal of Heritage Studies 21.4 (2015): 369–89.Niantic Labs. Ingress. Android Mobile Application. 2012.Potter, John. Digital Media and Learner Identity: The New Curatorship. New York: Palgrave Macmillan, 2012.Stenros, Jaakko, Markus Montola, and Frans Mäyrä. “Pervasive Games in Media Culture.” Pervasive Games: Theory and Design. Eds. Markus Montola, Jakko Stenros, and Annika Waern. Amsterdam: CRC P, 2009.Stevens, Quentin. The Ludic City: Exploring the Potential of Public Spaces. New York: Routledge, 2007.Suchman, Lucy. Human-Machine Reconfigurations: Plans and Situated Actions. 2nd ed. Cambridge: Cambridge UP, 2006.———. Plans and Situated Actions: The Problem of Human-Machine Communication. Cambridge: Cambridge UP, 1987.Yates, Simeon J., and Karen Littleton. “Understanding Computer Game Cultures: A Situated Approach.” Information, Communication & Society 2.4 (1999): 566–83.
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Pedersen, Isabel, and Kristen Aspevig. "Being Jacob: Young Children, Automedial Subjectivity, and Child Social Media Influencers." M/C Journal 21, no. 2 (April 25, 2018). http://dx.doi.org/10.5204/mcj.1352.

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Introduction Children are not only born digital, they are fashioned toward a lifestyle that needs them to be digital all the time (Palfrey and Gasser). They click, tap, save, circulate, download, and upload the texts of their lives, their friends’ lives, and the anonymous lives of the people that surround them. They are socialised as Internet consumers ready to participate in digital services targeted to them as they age such as Snapchat, Instagram, and YouTube. But they are also fashioned as producers, whereby their lives are sold as content on these same markets. As commodities, the minutiae of their lives become the fodder for online circulation. Paradoxically, we also celebrate these digital behaviours as a means to express identity. Personal profile-building for adults is considered agency-building (Beer and Burrows), and as a consequence, we praise children for mimicking these acts of adult lifestyle. This article reflects on the Kids, Creative Storyworlds, and Wearables project, which involved an ethnographic study with five young children (ages 4-7), who were asked to share their autobiographical stories, creative self-narrations, and predictions about their future mediated lives (Atkins et al.). For this case study, we focus on commercialised forms of children’s automedia, and we compare discussions we had with 6-year old Cayden, a child we met in the study who expresses the desire to make himself famous online, with videos of Jacob, a child vlogger on YouTube’s Kinder Playtime, who clearly influences children like Cayden. We argue that child social influencers need consideration both as autobiographical agents and as child subjects requiring a sheltered approach to their online lives.Automedia Automedia is an emergent genre of autobiography (Smith and Watson Reading 190; “Virtually Me” 78). Broadcasting one’s life online takes many forms (Kennedy “Vulnerability”). Ümit Kennedy argues “Vlogging on YouTube is a contemporary form of autobiography in which individuals engage in a process of documenting their life on a daily or weekly basis and, in doing so, construct[ing] their identity online” (“Exploring”). Sidonie Smith and Julia Watson write that “visual and digital modes are projecting and circulating not just new subjects but new notions of subjectivity through the effects of automediality” with the result that “the archive of the self in time, in space and in relation expands and is fundamentally reorganized” (Reading 190). Emma Maguire addresses what online texts “tell us about cultural understandings of selfhood and what it means to communicate ‘real’ life through media” naming one tool, “automedia”. Further, Julie Rak calls on scholars “to rethink ‘life’ and ‘writing’ as automedia” to further “characterize the enactment of a personal life story in a new media environment.” We define automedia as a genre that involves the practices of creating, performing, sharing, circulating, and (at times) preserving one’s digital life narrative meant for multiple publics. Automedia revises identity formation, embodiment, or corporealities in acts of self-creation (Brophy and Hladki 4). Automedia also emphasizes circulation. As shared digital life texts now circulate through the behaviours of other human subjects, and automatically via algorithms in data assemblages, we contend that automediality currently involves a measure of relinquishing control over perpetually evolving mediatised environments. One cannot control how a shared life narrative will meet a public in the future, which is a revised way of thinking about autobiography. For the sake of this paper, we argue that children’s automedia ought to be considered a creative, autobiographical act, in order to afford child authors who create them the consideration they deserve as agents, now and in the future. Automedial practices often begin when children receive access to a device. The need for a distraction activity is often the reason parents hand a young child a smartphone, iPad, or even a wearable camera (Nansen). Mirroring the lives of parents, children aspire to share representations of their own personal lives in pursuit of social capital. They are often encouraged to use technologies and apps as adults do–to track aspects of self, broadcast life stories and eventually “live share” them—effectively creating, performing, sharing, and at times, seeking to preserve a public life narrative. With this practice, society inculcates children into spheres of device ubiquity, “socializing them to a future digital lifestyle that will involve always carrying a computer in some form” (Atkins et al. 49). Consequently, their representations become inculcated in larger media assemblages. Writing about toddlers, Nansen describes how the “archiving, circulation and reception of these images speaks to larger assemblages of media in which software protocols and algorithms are increasingly embedded in and help to configure everyday life (e.g. Chun; Gillespie), including young children’s media lives (Ito)” (Nansen). Children, like adult citizens, are increasingly faced with choices “not structured by their own preferences but by the economic imperatives of the private corporations that have recently come to dominate the internet” (Andrejevic). Recent studies have shown that for children and youth in the digital age, Internet fame, often characterized by brand endorsements, is a major aspiration (Uhls and Greenfield, 2). However, despite the ambition to participate as celebrity digital selves, children are also mired in the calls to shield them from exposure to screens through institutions that label these activities detrimental. In many countries, digital “protections” are outlined by privacy commissioners and federal or provincial/state statutes, (e.g. Office of the Privacy Commissioner of Canada). Consequently, children are often caught in a paradox that defines them either as literate digital agents able to compose or participate with their online selves, or as subjectified wards caught up in commercial practices that exploit their lives for commercial gain.Kids, Creative Storyworlds and Wearables ProjectBoth academic and popular cultural critics continually discuss the future but rarely directly engage the people who will be empowered (or subjugated) by it as young adults in twenty years. To address children’s lack of agency in these discussions, we launched the Kids, Creative Storyworlds and Wearables project to bring children into a dialogue about their own digital futures. Much has been written on childhood agency and participation in culture and mediated culture from the discipline of sociology (James and James; Jenks; Jenkins). In previous work, we addressed the perspective of child autobiographical feature filmmakers to explore issues of creative agency and consent when adult gatekeepers facilitate children in film production (Pedersen and Aspevig “My Eyes”; Pedersen and Aspevig “Swept”). Drawing on that previous work, this project concentrates on children’s automediated lives and the many unique concerns that materialize with digital identity-building. Children are categorised as a vulnerable demographic group necessitating special policy and legislation, but the lives they project as children will eventually become subsumed in their own adult lives, which will almost certainly be treated and mediated in a much different manner in the future. We focused on this landscape, and sought to query the children on their futures, also considering the issues that arise when adult gatekeepers get involved with child social media influencers. In the Storyworlds ethnographic study, children were given a wearable toy, a Vtech smartwatch called Kidizoom, to use over a month’s timeframe to serve as a focal point for ethnographic conversations. The Kidizoom watch enables children to take photos and videos, which are uploaded to a web interface. Before we gave them the tech, we asked them questions about their lives, including What are machines going to be like in the future? Can you imagine yourself wearing a certain kind of computer? Can you tell/draw a story about that? If you could wear a computer that gave you a super power, what would it be? Can you use your imagination to think of a person in a story who would use technology? In answering, many of them drew autobiographical drawings of technical inventions, and cast themselves in the images. We were particularly struck by the comments made by one participant, Cayden (pseudonym), a 6-year-old boy, and the stories he told us about himself and his aspirations. He expressed the desire to host a YouTube channel about his life, his activities, and the wearable technologies his family already owned (e.g. a GroPro camera) and the one we gave him, the Kidizoom smartwatch. He talked about how he would be proud to publically broadcast his own videos on YouTube, and about the role he had been allowed to play in the making of videos about his life (that were not broadcast). To contextualize Cayden’s commentary and his automedial aspirations, we extended our study to explore child social media influencers who broadcast components of their personal lives for the deliberate purpose of popularity and the financial gain of their parents.We selected the videos of Jacob, a child vlogger because we judged them to be representative of the kinds that Cayden watched. Jacob reviews toys through “unboxing videos,” a genre in which a child tells an online audience her or his personal experiences using new toys in regular, short videos on a social media site. Jacob appears on a YouTube channel called Kinder Playtime, which appears to be a parent-run channel that states that, “We enjoy doing these things while playing with our kids: Jacob, Emily, and Chloe” (see Figure 1). In one particular video, Jacob reviews the Kidizoom watch, serving as a child influencer for the product. By understanding Jacob’s performance as agent-driven automedia, as well as being a commercialised, mediatised form of advertising, we get a clearer picture of how the children in the study are coming to terms with their own digital selfhood and the realisation that circulated, life-exposing videos are the expectation in this context.Children are implicated in a range of ways through “family” influencer and toy unboxing videos, which are emergent entertainment industries (Abidin 1; Nansen and Nicoll; Craig and Cunningham 77). In particular, unboxing videos do impact child viewers, especially when children host them. Jackie Marsh emphasizes the digital literacy practices at play here that co-construct viewers as “cyberflâneur[s]” and she states that “this mode of cultural transmission is a growing feature of online practices for this age group” (369). Her stress, however, is on how the child viewer enjoys “the vicarious pleasure he or she may get from viewing the playing of another child with the toy” (376). Marsh writes that her study subject, a child called “Gareth”, “was not interested in being made visible to EvanHD [a child celebrity social media influencer] or other online peers, but was content to consume” the unboxing videos. The concept of the cyberflâneur, then, is fitting as a mediatising co-constituting process of identity-building within discourses of consumerism. However, in our study, the children, and especially Cayden, also expressed the desire to create, host, and circulate their own videos that broadcast their lives, also demonstrating awareness that videos are valorised in their social circles. Child viewers watch famous children perform consumer-identities to create an aura of influence, but viewers simultaneously aspire to become influencers using automedial performances, in essence, becoming products, themselves. Jacob, Automedial Subjects and Social Media InfluencersJacob is a vlogger on YouTube whose videos can garner millions of views, suggesting that he is also an influencer. In one video, he appears to be around the age of six as he proudly sits with folded hands, bright eyes, and a beaming, but partly toothless smile (see Figure 2). He says, “Welcome to Kinder Playtime! Today we have the Kidi Zoom Smartwatch DX. It’s from VTech” (Kinder Playtime). We see the Kidi Zoom unboxed and then depicted in stylized animations amid snippets of Jacob’s smiling face. The voice and hands of a faceless parent guide Jacob as he uses his new wearable toy. We listen to both parent and child describe numerous features for recording and enhancing the wearer’s daily habits (e.g. calculator, calendar, fitness games), and his dad tells him it has a pedometer “which tracks your steps” (Kinder Playtime). But the watch is also used by Jacob to mediate himself and his world. We see that Jacob takes pictures of himself on the tiny watch screen as he acts silly for the camera. He also uses the watch to take personal videos of his mother and sister in his home. The video ends with his father mentioning bedtime, which prompts a “thank you” to VTech for giving him the watch, and a cheerful “Bye!” from Jacob (Kinder Playtime). Figure 1: Screenshot of Kinder Playtime YouTube channel, About page Figure 2: Screenshot of “Jacob,” a child vlogger at Kinder Playtime We chose Jacob for three reasons. First, he is the same age as the children in the Storyworlds study. Second, he reviews the smart watch artifact that we gave to the study children, so there was a common use of automedia technology. Third, Jacob’s parents were involved with his broadcasts, and we wanted to work within the boundaries of parent-sanctioned practices. However, we also felt that his playful approach was a good example of how social media influence overlaps with automediality. Jacob is a labourer trading his public self-representations in exchange for free products and revenue earned through the monetisation of his content on YouTube. It appears that much of what Jacob says is scripted, particularly the promotional statements, like, “Today we have the Kidizoom Smartwatch DX. It’s from VTech. It’s the smartest watch for kids” (Kinder Playtime). Importantly, as an automedial subject Jacob reveals aspects of his self and his identity, in the manner of many child vloggers on public social media sites. His product reviews are contextualised within a commoditised space that provides him a means for the public performance of his self, which, via YouTube, has the potential to reach an enormous audience. YouTube claims to have “over a billion users—almost one-third of all people on the Internet—and every day people watch hundreds of millions of hours on YouTube and generate billions of views” (YouTube). Significantly, he is not only filmed by others, Jacob is also a creative practitioner, as Cayden aspired to become. Jacob uses high-tech toys, in this case, a new wearable technology for self-compositions (the smart watch), to record himself, friends, family or simply the goings-on around him. Strapped to his wrist, the watch toy lets him play at being watched, at being quantified and at recording the life stories of others, or constructing automediated creations for himself, which he may upload to numerous social media sites. This is the start of his online automediated life, which will be increasingly under his ownership as he ages. To greater or lesser degrees, he will later be able to curate, add to, and remediate his body of automedia, including his digital past. Kennedy points out that “people are using YouTube as a transformative tool, and mirror, to document, construct, and present their identity online” (“Exploring”). Her focus is on adult vloggers who consent to their activities. Jacob’s automedia is constructed collaboratively with his parents, and it is unclear how much awareness he has of himself as an automedia creator. However, if we don’t afford Jacob the same consideration as we afford adult autobiographers, that the depiction of his life is his own, we will reduce his identity performance to pure artifice or advertisement. The questions Jacob’s videos raise around agency, consent, and creativity are important here. Sidonie Smith asks “Can there be a free, agentic space; and if so, where in the world can it be found?” (Manifesto 188). How much agency does Jacob have? Is there a liberating aspect in the act of putting personal technology into the hands of a child who can record his life, himself? And finally, how would an adult Jacob feel about his childhood self advertising these products online? Is this really automediality if Jacob does not fully understand what it means to publicly tell a mediated life story?These queries lead to concerns over child social media influence with regard to legal protection, marketing ethics, and user consent. The rise of “fan marketing” presents a nexus of stealth marketing to children by other children. Stealth marketing involves participants, in this case, fans, who do not know they are involved in an advertising scheme. For instance, the popular Minecon Minecraft conference event sessions have pushed their audience to develop the skills to become advocates and advertisers of their products, for example by showing audiences how to build a YouTube channel and sharing tips for growing a community. Targeting children in marketing ploys seems insidious. Marketing analyst Sandy Fleisher describes the value of outsourcing marketing to fan labourers:while Grand Theft Auto spent $120 million on marketing its latest release, Minecraft fans are being taught how to create and market promotional content themselves. One [example] is Minecraft YouTuber, SkydoesMinecraft. His nearly 7 million strong YouTube army, almost as big as Justin Bieber’s, means his daily videos enjoy a lot of views; 1,419,734,267 to be precise. While concerns about meaningful consent that practices like this raise have led some government bodies, and consumer and child protection groups to advocate restrictions for children, other critics have questioned the limits placed on children’s free expression by such restrictions. Tech commentator Larry Magid has written that, “In the interest of protecting children, we sometimes deny them the right to access material and express themselves.” Meghan M. Sweeney notes that “the surge in collaborative web models and the emphasis on interactivity—frequently termed Web 2.0—has meant that children are not merely targets of global media organizations” but have “multiple opportunities to be active, critical, and resistant producers”...and ”may be active agents in the production and dissemination of information” (68). Nevertheless, writes Sweeney, “corporate entities can have restrictive effects on consumers” (68), by for example, limiting imaginative play to the choices offered on a Disney website, or limiting imaginative topics to commercial products (toys, video games etc), as in YouTube review videos. Automedia is an important site from which to consider young children’s online practices in public spheres. Jacob’s performance is indeed meant to influence the choice to buy a toy, but it is also meant to influence others in knowing Jacob as an identity. He means to share and circulate his self. Julie Rak recalls Paul John Eakin’s claims about life-writing that the “process does not even occur at the level of writing, but at the level of living, so that identity formation is the result of narrative-building.” We view Jacob’s performance along these lines. Kinder Playtime offers him a constrained, parent-sanctioned (albeit commercialised) space for role-playing, a practice bound up with identity-formation in the life of most children. To think through the legality of recognising Jacob’s automedial content as his life, Rak is also useful: “In Eakin’s work in particular, we can see evidence of John Locke’s contention that identity is the expression of consciousness which is continuous over time, but that identity is also a product, one’s own property which is a legal entity”. We have argued that children are often caught in the paradox that defines them either as literate digital creators composing and circulating their online selves or as subjectified personas caught up in commercial advertising practices that use their lives for commercial gain. However, through close observation of individual children, one who we met and questioned in our study, Cayden, the other who we met through his mediated, commercialized, and circulated online persona, Jacob, we argue that child social influencers need consideration as autobiographical agents expressing themselves through automediality. As children create, edit, and grow digital traces of their lives and selves, how these texts are framed becomes increasingly important, in part because their future adult selves have such a stake in the matter: they are being formed through automedia. Moreover, these children’s coming of age may bring legal questions about the ownership of their automedial products such as YouTube videos, an enduring legacy they are leaving behind for their adult selves. Crucially, if we reduce identity performances such as unboxing, toy review videos, and other forms of children’s fan marketing to pure advertisement, we cannot afford Jacob and other child influencers the agency that their self representation is legally and artistically their own.ReferencesAbidin, Crystal. “#familygoals: Family Influencers, Calibrated Amateurism, and Justifying Young Digital Labor.” Social Media + Society 3.2 (2017): 1-15.Andrejevic, Mark. “Privacy, Exploitation, and the Digital Enclosure.” Amsterdam Law Forum 1.4 (2009). <http://amsterdamlawforum.org/article/view/94/168>.Atkins, Bridgette, Isabel Pedersen, Shirley Van Nuland, and Samantha Reid. “A Glimpse into the Kids, Creative Storyworlds and Wearables Project: A Work-in-Progress.” ICET 60th World Assembly: Teachers for a Better World: Creating Conditions for Quality Education – Pedagogy, Policy and Professionalism. 2017. 49-60.Beer, David, and Roger Burrows. “Popular Culture, Digital Archives and the New Social Life of Data.” Theory, Culture & Society 30.4 (2013): 47–71.Brophy, Sarah, and Janice Hladki. 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M/C Journal 19.4 (2016). <http://journal.media-culture.org.au/index.php/mcjournal/article/view/1127>.———. “The Vulnerability of Contemporary Digital Autobiography” a/b: Auto/Biography Studies 32.2 (2017): 409-411.Kinder Playtime. “VTech Kidizoom Smart Watch DX Review by Kinder Playtime.” YouTube, 4 Nov. 2015. <https://www.youtube.com/watch?v=JaxCSjwZjcA&t=28s>.Magid, Larry. “Protecting Children Online Needs to Allow for Their Right to Free Speech.” ConnectSafely 29 Aug. 2014. <http://www.connectsafely.org/protecting-children-online-needs-to-allow-for-their-right-to-free-speech/>.Maguire, Emma. “Home, About, Shop, Contact: Constructing an Authorial Persona via the Author Website.” M/C Journal 17.3 (2014). <http://journal.media-culture.org.au/index.php/mcjournal/article/view/821>.Marsh, Jackie. “‘Unboxing’ Videos: Co-construction of the Child as Cyberflâneur.” Discourse: Studies in the Cultural Politics of Education 37.3 (2016): 369-380.Nansen, Bjorn. “Accidental, Assisted, Automated: An Emerging Repertoire of Infant Mobile Media Techniques.” M/C Journal 18.5 (2015). <http://journal.media-culture.org.au/index.php/mcjournal/article/view/1026>.———, and Benjamin Nicoll. “Toy Unboxing Videos and the Mimetic Production of Play.” Paper presented at the 18th Annual Conference of Internet Researchers (AoIR), Tartu, Estonia. 2017.Palfrey, John, and Urs Gasser. Born Digital: How Children Grow Up in a Digital Age. New York: Basic Books, 2016.Pedersen, Isabel, and Kristen Aspevig. “‘My Eyes Ended Up at My Fingertips, My Ears, My Nose, My Mouth’: Antoine, Autobiographical Documentary, and the Cinematic Depiction of a Blind Child Subject.” Biography: An Interdisciplinary Quarterly 34.4 (2011).Pedersen, Isabel, and Kristen Aspevig. “‘Swept to the Sidelines and Forgotten’: Cultural Exclusion, Blind Persons’ Participation, and International Film Festivals.” Canadian Journal of Disability Studies 3.3 (2014): 29-52.Rak, Julie. “First Person? Life Writing versus Automedia.” International Association for Biography and Autobiography Europe (IABA Europe). Vienna, Austria. 30 Oct. – 3 Nov. 2013.Smith, Sidonie. “The Autobiographical Manifesto.” Ed. Shirely Neuman. Autobiography and Questions of Gender. London: Frank Cass, 1991.———, and Julia Watson. Reading Autobiography. Minneapolis: U of Minnesota P, 2010.———. “Virtually Me: A Toolbox about Online Self-Presentation.” Identity Technologies: Constructing the Self Online. Eds. Anna Poletti and Julie Rak. Madison: U of Wisconsin P, 2014. 70-95.Sweeney, Meghan. “‘Where Happily Ever After Happens Every Day’: Disney's Official Princess Website and the Commodification of Play.” Jeunesse: Young People, Texts, Cultures 3.2 (2011): 66-87.Uhls, Yalda, and Particia Greenfield. “The Value of Fame: Preadolescent Perceptions of Popular Media and Their Relationship to Future Aspirations.” Developmental Psychology 48.2 (2012): 315-326.YouTube. “YouTube for Press.” 2017. <https://www.youtube.com/yt/about/press/>.
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33

Marshall, P. David. "Seriality and Persona." M/C Journal 17, no. 3 (June 11, 2014). http://dx.doi.org/10.5204/mcj.802.

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Abstract:
No man [...] can wear one face to himself and another to the multitude, without finally getting bewildered as to which one may be true. (Nathaniel Hawthorne Scarlet Letter – as seen and pondered by Tony Soprano at Bowdoin College, The Sopranos, Season 1, Episode 5: “College”)The fictitious is a particular and varied source of insight into the everyday world. The idea of seriality—with its variations of the serial, series, seriated—is very much connected to our patterns of entertainment. In this essay, I want to begin the process of testing what values and meanings can be drawn from the idea of seriality into comprehending the play of persona in contemporary culture. From a brief overview of the intersection of persona and seriality as well as a review of the deployment of seriality in popular culture, the article focuses on the character/ person-actor relationship to demonstrate how seriality produces persona. The French term for character—personnage—will be used to underline the clear relations between characterisation, person, and persona which have been developed by the recent work by Lenain and Wiame. Personnage, through its variation on the word person helps push the analysis into fully understanding the particular and integrated configuration between a public persona and the fictional role that an actor inhabits (Heinich).There are several qualities related to persona that allow this movement from the fictional world to the everyday world to be profitable. Persona, in terms of origins, in and of itself implies performance and display. Jung, for instance, calls persona a mask where one is “acting a role” (167); while Goffman considers that performance and roles are at the centre of everyday life and everyday forms and patterns of communication. In recent work, I have use persona to describe how online culture pushes most people to construct a public identity that resembles what celebrities have had to construct for their livelihood for at least the last century (“Persona”; “Self”). My work has expanded to an investigation of how online persona relates to individual agency (“Agency”) and professional postures and positioning (Barbour and Marshall).The fictive constructions then are intensified versions of what persona is addressing: the fabrication of a role for particular directions and ends. Characters or personnages are constructed personas for very directed ends. Their limitation to the study of persona as a dimension of public culture is that they are not real; however, when one thinks of the actor who takes on this fictive identity, there is clearly a relationship between the real personality and that of the character. Moreover, as Nayar’s analysis of highly famous characters that are fictitious reveals, these celebrated characters, such as Harry Potter or Wolverine, sometime take on a public presence in and of themselves. To capture this public movement of a fictional character, Nayar blends the terms celebrity with fiction and calls these semi-public/semi-real entities “celefiction”: the characters are famous, highly visible, and move across media, information, and cultural platforms with ease and speed (18-20). Their celebrity status underlines their power to move outside of their primary text into public discourse and through public spaces—an extra-textual movement which fundamentally defines what a celebrity embodies.Seriality has to be seen as fundamental to a personnage’s power of and extension into the public world. For instance with Harry Potter again, at least some of his recognition is dependent on the linking or seriating the related books and movies. Seriality helps organise our sense of affective connection to our popular culture. The familiarity of some element of repetition is both comforting for audiences and provides at least a sense of guarantee or warranty that they will enjoy the future text as much as they enjoyed the past related text. Seriality, though, also produces a myriad of other effects and affects which provides a useful background to understand its utility in both the understanding of character and its value in investigating contemporary public persona. Etymologically, the words “series” and seriality are from the Latin and refer to “succession” in classical usage and are identified with ancestry and the patterns of identification and linking descendants (Oxford English Dictionary). The original use of the seriality highlights its value in understanding the formation of the constitution of person and persona and how the past and ancestry connect in series to the current or contemporary self. Its current usage, however, has broadened metaphorically outwards to identify anything that is in sequence or linked or joined: it can be a series of lectures and arguments or a related mark of cars manufactured in a manner that are stylistically linked. It has since been deployed to capture the production process of various cultural forms and one of the key origins of this usage came from the 19th century novel. There are many examples where the 19th century novel was sold and presented in serial form that are too numerous to even summarise here. It is useful to use Dickens’ serial production as a defining example of how seriality moved into popular culture and the entertainment industry more broadly. Part of the reason for the sheer length of many of Charles Dickens’ works related to their original distribution as serials. In fact, all his novels were first distributed in chapters in monthly form in magazines or newspapers. A number of related consequences from Dickens’ serialisation are relevant to understanding seriality in entertainment culture more widely (Hayward). First, his novel serialisation established a continuous connection to his readers over years. Thus Dickens’ name itself became synonymous and connected to an international reading public. Second, his use of seriality established a production form that was seen to be more affordable to its audience: seriality has to be understood as a form that is closely connected to economies and markets as cultural commodities kneaded their way into the structure of everyday life. And third, seriality established through repetition not only the author’s name but also the name of the key characters that populated the cultural form. Although not wholly attributable to the serial nature of the delivery, the characters such as Oliver Twist, Ebenezer Scrooge or David Copperfield along with a host of other major and minor players in his many books become integrated into everyday discourse because of their ever-presence and delayed delivery over stories over time (see Allen 78-79). In the same way that newspapers became part of the vernacular of contemporary culture, fictional characters from novels lived for years at a time in the consciousness of this large reading public. The characters or personnages themselves became personalities that through usage became a way of describing other behaviours. One can think of Uriah Heep and his sheer obsequiousness in David Copperfield as a character-type that became part of popular culture thinking and expressing a clear negative sentiment about a personality trait. In the twentieth century, serials became associated much more with book series. One of the more successful serial genres was the murder mystery. It developed what could be described as recognisable personnages that were both fictional and real. Thus, the real Agatha Christie with her consistent and prodigious production of short who-dunnit novels was linked to her Belgian fictional detective Hercule Poirot. Variations of these serial constructions occurred in children’s fiction, the emerging science fiction genre, and westerns with authors and characters rising to related prominence.In a similar vein, early to mid-twentieth century film produced the film serial. In its production and exhibition, the film serial was a déclassé genre in its overt emphasis on the economic quality of seriality. Thus, the film serial was generally a filler genre that was interspersed before and after a feature film in screenings (Dixon). As well as producing a familiarity with characters such as Flash Gordon, it was also instrumental in producing actors with a public profile that grew from this repetition. Flash Gordon was not just a character; he was also the actor Buster Crabbe and, over time, the association became indissoluble for audiences and actor alike. Feature film serials also developed in the first half-century of American cinema in particular with child actors like Shirley Temple, Mickey Rooney and Judy Garland often reprising variations of their previous roles. Seriality more or less became the standard form of delivery of broadcast media for most of the last 70 years and this was driven by the economies of production it developed. Whether the production was news, comedy, or drama, most radio and television forms were and are variation of serials. As well as being the zenith of seriality, television serials have been the most studied form of seriality of all cultural forms and are thus the greatest source of research into what serials actually produced. The classic serial that began on radio and migrated to television was the soap opera. Although most of the long-running soap operas have now disappeared, many have endured for more than 30 years with the American series The Guiding Light lasting 72 years and the British soap Coronation Street now in its 64th year. Australian nighttime soap operas have managed a similar longevity: Neighbours is in its 30th year, while Home and Away is in its 27th year. Much of the analyses of soap operas and serials deals with the narrative and the potential long narrative arcs related to characters and storylines. In contrast to most evening television serials historically, soap operas maintain the continuity from one episode to the next in an unbroken continuity narrative. Evening television serials, such as situation comedies, while maintaining long arcs over their run are episodic in nature: the structure of the story is generally concluded in the given episode with at least partial closure in a manner that is never engaged with in the never-ending soap opera serials.Although there are other cultural forms that deploy seriality in their structures—one can think of comic books and manga as two obvious other connected and highly visible serial sources—online and video games represent the other key media platform of serials in contemporary culture. Once again, a “horizon of expectation” (Jauss and De Man 23) motivates the iteration of new versions of games by the industry. New versions of games are designed to build on gamer loyalties while augmenting the quality and possibilities of the particular game. Game culture and gamers have a different structural relationship to serials which at least Denson and Jahn-Sudmann describe as digital seriality: a new version of a game is also imagined to be technologically more sophisticated in its production values and this transformation of the similitude of game structure with innovation drives the economy of what are often described as “franchises.” New versions of Minecraft as online upgrades or Call of Duty launches draw the literal reinvestment of the gamer. New consoles provide a further push to serialisation of games as they accentuate some transformed quality in gameplay, interaction, or quality of animated graphics. Sports franchises are perhaps the most serialised form of game: to replicate new professional seasons in each major sport, the sports game transforms with a new coterie of players each year.From these various venues, one can see the centrality of seriality in cultural forms. There is no question that one of the dimensions of seriality that transcends these cultural forms is its coordination and intersection with the development of the industrialisation of culture and this understanding of the economic motivation behind series has been explored from some of the earliest analyses of seriality (see Hagedorn; Browne). Also, seriality has been mined extensively in terms of its production of the pleasure of repetition and transformation. The exploration of the popular, whether in studies of readers of romance fiction (Radway), or fans of science fiction television (Tulloch and Jenkins; Jenkins), serials have provided the resource for the exploration of the power of the audience to connect, engage and reconstruct texts.The analysis of the serialisation of character—the production of a public personnage—and its relation to persona surprisingly has been understudied. While certain writers have remarked on the longevity of a certain character, such as Vicky Lord’s 40 year character on the soap opera One Life to Live, and the interesting capacity to maintain both complicated and hidden storylines (de Kosnik), and fan audience studies have looked at the parasocial-familiar relationship that fan and character construct, less has been developed about the relationship of the serial character, the actor and a form of twinned public identity. Seriality does produce a patterning of personnage, a structure of familiarity for the audience, but also a structure of performance for the actor. For instance, in a longitudinal analysis of the character of Fu Manchu, Mayer is able to discern how a patterning of iconic form shapes, replicates, and reiterates the look of Fu Manchu across decades of films (Mayer). Similarly, there has been a certain work on the “taxonomy of character” where the serial character of a television program is analysed in terms of 6 parts: physical traits/appearance; speech patterns, psychological traits/habitual behaviours; interaction with other characters; environment; biography (Pearson quoted in Lotz).From seriality what emerges is a particular kind of “type-casting” where the actor becomes wedded to the specific iteration of the taxonomy of performance. As with other elements related to seriality, serial character performance is also closely aligned to the economic. Previously I have described this economic patterning of performance the “John Wayne Syndrome.” Wayne’s career developed into a form of serial performance where the individual born as Marion Morrison becomes structured into a cultural and economic category that determines the next film role. The economic weight of type also constructs the limits and range of the actor. Type or typage as a form of casting has always been an element of film and theatrical performance; but it is the seriality of performance—the actual construction of a personnage that flows between the fictional and real person—that allows an actor to claim a persona that can be exchanged within the industry. Even 15 years after his death, Wayne remained one of the most popular performers in the United States, his status unrivalled in its close definition of American value that became wedded with a conservative masculinity and politics (Wills).Type and typecasting have an interesting relationship to seriality. From Eisenstein’s original use of the term typage, where the character is chosen to fit into the meaning of the film and the image was placed into its sequence to make that meaning, it generally describes the circumscribing of the actor into their look. As Wojcik’s analysis reveals, typecasting in various periods of theatre and film acting has been seen as something to be fought for by actors (in the 1850s) and actively resisted in Hollywood in 1950 by the Screen Actors Guild in support of more range of roles for each actor. It is also seen as something that leads to cultural stereotypes that can reinforce the racial profiling that has haunted diverse cultures and the dangers of law enforcement for centuries (Wojcik 169-71). Early writers in the study of film acting, emphasised that its difference from theatre was that in film the actor and character converged in terms of connected reality and a physicality: the film actor was less a mask and more a sense of “being”(Kracauer). Cavell’s work suggested film over stage performance allowed an individuality over type to emerge (34). Thompson’s semiotic “commutation” test was another way of assessing the power of the individual “star” actor to be seen as elemental to the construction and meaning of the film role Television produced with regularity character-actors where performance and identity became indissoluble partly because of the sheer repetition and the massive visibility of these seriated performances.One of the most typecast individuals in television history was Leonard Nimoy as Spock in Star Trek: although the original Star Trek series ran for only three seasons, the physical caricature of Spock in the series as a half-Vulcan and half-human made it difficult for the actor Nimoy to exit the role (Laws). Indeed, his famous autobiography riffed on this mis-identity with the forceful but still economically powerful title I am Not Spock in 1975. When Nimoy perceived that his fans thought that he was unhappy in his role as Spock, he published a further tome—I Am Spock—that righted his relationship to his fictional identity and its continued source of roles for the previous 30 years. Although it is usually perceived as quite different in its constitution of a public identity, a very similar structure of persona developed around the American CBS news anchor Walter Cronkite. With his status as anchor confirmed in its power and centrality to American culture in his desk reportage of the assassination and death of President Kennedy in November 1963, Cronkite went on to inhabit a persona as the most trusted man in the United States by the sheer gravitas of hosting the Evening News stripped across every weeknight at 6:30pm for the next 19 years. In contrast to Nimoy, Cronkite became Cronkite the television news anchor, where persona, actor, and professional identity merged—at least in terms of almost all forms of the man’s visibility.From this vantage point of understanding the seriality of character/personnage and how it informs the idea of the actor, I want to provide a longer conclusion about how seriality informs the concept of persona in the contemporary moment. First of all, what this study reveals is the way in which the production of identity is overlaid onto any conception of identity itself. If we can understand persona not in any negative formulation, but rather as a form of productive performance of a public self, then it becomes very useful to see that these very visible public blendings of performance and the actor-self can make sense more generally as to how the public self is produced and constituted. My final and concluding examples will try and elucidate this insight further.In 2013, Netflix launched into the production of original drama with its release of House of Cards. The series itself was remarkable for a number of reasons. First among them, it was positioned as a quality series and clearly connected to the lineage of recent American subscription television programs such as The Sopranos, Six Feet Under, Dexter, Madmen, The Wire, Deadwood, and True Blood among a few others. House of Cards was an Americanised version of a celebrated British mini-series. In the American version, an ambitious party whip, Frank Underwood, manoeuvres with ruthlessness and the calculating support of his wife closer to the presidency and the heart and soul of American power. How the series expressed quality was at least partially in its choice of actors. The role of Frank Underwood was played by the respected film actor Kevin Spacey. His wife, Clare, was played by the equally high profile Robin Warren. Quality was also expressed through the connection of the audience of viewers to an anti-hero: a personnage that was not filled with virtue but moved with Machiavellian acuity towards his objective of ultimate power. This idea of quality emerged in many ways from the successful construction of the character of Tony Soprano by James Gandolfini in the acclaimed HBO television series The Sopranos that reconstructed the very conception of the family in organised crime. Tony Soprano was enacted as complex and conflicted with a sense of right and justice, but embedded in the personnage were psychological tropes and scars, and an understanding of the need for violence to maintain influence power and a perverse but natural sense of order (Martin).The new television serial character now embodied a larger code and coterie of acting: from The Sopranos, there is the underlying sense and sensibility of method acting (see Vineberg; Stanislavski). Gandolfini inhabited the role of Tony Soprano and used the inner and hidden drives and motivations to become the source for the display of the character. Likewise, Spacey inhabits Frank Underwood. In that new habitus of television character, the actor becomes subsumed by the role. Gandolfini becomes both over-determined by the role and his own identity as an actor becomes melded to the role. Kevin Spacey, despite his longer and highly visible history as a film actor is overwhelmed by the televisual role of Frank Underwood. Its serial power, where audiences connect for hours and hours, where the actor commits to weeks and weeks of shoots, and years and years of being the character—a serious character with emotional depth, with psychological motivation that rivals the most visceral of film roles—transforms the actor into a blended public person and the related personnage.This blend of fictional and public life is complex as much for the producing actor as it is for the audience that makes the habitus real. What Kevin Spacey/Frank Underwood inhabit is a blended persona, whose power is dependent on the constructed identity that is at source the actor’s production as much as any institutional form or any writer or director connected to making House of Cards “real.” There is no question that this serial public identity will be difficult for Kevin Spacey to disentangle when the series ends; in many ways it will be an elemental part of his continuing public identity. This is the economic power and risk of seriality.One can see similar blendings in the persona in popular music and its own form of contemporary seriality in performance. For example, Eminem is a stage name for a person sometimes called Marshall Mathers; but Eminem takes this a step further and produces beyond a character in its integration of the personal—a real personnage, Slim Shady, to inhabit his music and its stories. To further complexify this construction, Eminem relies on the production of his stories with elements that appear to be from his everyday life (Dawkins). His characterisations because of the emotional depth he inhabits through his rapped stories betray a connection to his own psychological state. Following in the history of popular music performance where the singer-songwriter’s work is seen by all to present a version of the public self that is closer emotionally to the private self, we once again see how the seriality of performance begins to produce a blended public persona. Rap music has inherited this seriality of produced identity from twentieth century icons of the singer/songwriter and its display of the public/private self—in reverse order from grunge to punk, from folk to blues.Finally, it is worthwhile to think of online culture in similar ways in the production of public personas. Seriality is elemental to online culture. Social media encourage the production of public identities through forms of repetition of that identity. In order to establish a public profile, social media users establish an identity with some consistency over time. The everydayness in the production of the public self online thus resembles the production and performance of seriality in fiction. Professional social media sites such as LinkedIn encourage the consistency of public identity and this is very important in understanding the new versions of the public self that are deployed in contemporary culture. However, much like the new psychological depth that is part of the meaning of serial characters such as Frank Underwood in House of Cards, Slim Shady in Eminem, or Tony Soprano in The Sopranos, social media seriality also encourages greater revelations of the private self via Instagram and Facebook walls and images. We are collectively reconstituted as personas online, seriated by the continuing presence of our online sites and regularly drawn to reveal more and greater depths of our character. In other words, the online persona resembles the new depth of the quality television serial personnage with elaborate arcs and great complexity. Seriality in our public identity is also uncovered in the production of our game avatars where, in order to develop trust and connection to friends in online settings, we maintain our identity and our patterns of gameplay. At the core of this online identity is a desire for visibility, and we are drawn to be “picked up” and shared in some repeatable form across what we each perceive as a meaningful dimension of culture. Through the circulation of viral images, texts, and videos we engage in a circulation and repetition of meaning that feeds back into the constancy and value of an online identity. Through memes we replicate and seriate content that at some level seriates personas in terms of humour, connection and value.Seriality is central to understanding the formation of our masks of public identity and is at least one valuable analytical way to understand the development of the contemporary persona. This essay represents the first foray in thinking through the relationship between seriality and persona.ReferencesBarbour, Kim, and P. David Marshall. “The Academic Online Constructing Persona.” First Monday 17.9 (2012).Browne, Nick. “The Political Economy of the (Super)Text.” Quarterly Review of Film Studies 9.3 (1984): 174-82. Cavell, Stanley. “Reflections on the Ontology of Film.” Movie Acting: The Film Reader. Ed. Wojcik and Pamela Robertson. London: Routledge, 2004 (1979). 29-35.Dawkins, Marcia Alesan. “Close to the Edge: Representational Tactics of Eminem.” The Journal of Popular Culture 43.3 (2010): 463-85.De Kosnik, Abigail. “One Life to Live: Soap Opera Storytelling.” How to Watch Television. Ed. Ethan Thompson and Jason Mittell. New York: New York University Press, 2013. 355-63.Denson, Shane, and Andreas Jahn-Sudmann. “Digital Seriality: On the Serial Aesthetics and Practice of Digital Games.” Journal of Computer Game Culture 7.1 (2013): 1-32.Dixon, Wheeler Winston. “Flash Gordon and the 1930s and 40s Science Fiction Serial.” Screening the Past 11 (2011). 20 May 2014.Goffman, Erving. The Presentation of Self in Everyday Life. Woodstock, New York: The Overlook Press, 1973.Hagedorn, Roger “Technology and Economic Exploitation: The Serial as a Form of Narrative Presentation.” Wide Angle 10. 4 (1988): 4-12.Hayward, Jennifer Poole. Consuming Pleasures: Active Audiences and Serial Fictions from Dickens to Soap Opera. Lexington: University Press of Kentucky, 1997.Heinrich, Nathalie. “Personne, Personnage, Personalité: L'acteur a L'ère De Sa Reproductibilité Technique.” Personne/Personnage. Eds. Thierry Lenain and Aline Wiame. Paris: Librairie Philosophique J. Vrin, 2011. 77-101.Jauss, Hans Robert, and Paul De Man. Toward an Aesthetic of Reception. Brighton: Harvester, 1982.Jenkins, Henry. Textual Poachers: Television Fans & Participatory Culture. New York: Routledge, 1992.Jung, C. G., et al. Two Essays on Analytical Psychology. 2nd ed. Princeton, N.J.: Princeton University Press, 1966.Kracauer, Siegfried. “Remarks on the Actor.” Movie Acting, the Film Reader. Ed. Pamela Robertson Wojcik. London: Routledge, 2004 (1960). 19-27.Leonard Nimoy & Pharrell Williams: Star Trek & Creating Spock. Ep. 12. Reserve Channel. December 2013. Lenain, Thierry, and Aline Wiame (eds.). Personne/Personnage. Librairie Philosophiques J. VRIN, 2011.Lotz, Amanda D. “House: Narrative Complexity.” How to Watch TV. Ed. Ethan Thompson and Jason Mittell. New York: New York University Press, 2013. 22-29.Marshall, P. David. “The Cate Blanchett Persona and the Allure of the Oscar.” The Conversation (2014). 4 April 2014.Marshall, P. David “Persona Studies: Mapping the Proliferation of the Public Self.” Journalism 15.2 (2014): 153-70.Marshall, P. David. “Personifying Agency: The Public–Persona–Place–Issue Continuum.” Celebrity Studies 4.3 (2013): 369-71.Marshall, P. David. “The Promotion and Presentation of the Self: Celebrity as Marker of Presentational Media.” Celebrity Studies 1.1 (2010): 35-48.Marshall, P. David. Celebrity and Power: Fame in Contemporary Culture. 2nd Ed. Minneapolis: University of Minnesota Press, 2014.Martin, Brett. Difficult Men: Behind the Scenes of a Creative Revolution: From The Sopranos and The Wire to Mad Men and Breaking Bad. London: Faber and Faber, 2013.Mayer, R. “Image Power: Seriality, Iconicity and the Mask of Fu Manchu.” Screen 53.4 (2012): 398-417.Nayar, Pramod K. Seeing Stars: Spectacle, Society, and Celebrity Culture. New Delhi; Thousand Oaks, California: Sage Publications, 2009.Nimoy, Leonard. I Am Not Spock. Milbrae, California: Celestial Arts, 1975.Nimoy, Leonard. I Am Spock. 1st ed. New York: Hyperion, 1995.Radway, Janice A. Reading the Romance: Women, Patriarchy, and Popular Literature. Chapel Hill: University of North Carolina Press, 1984.Stanislavski, Constantin. Creating a Role. New York: Routledge, 1989 (1961).Thompson, John O. “Screen Acting and the Commutation Test.” Movie Acting: The Film Reader. Ed. Pamela Robertson Wojcik. London: Routledge, 2004 (1978). 37-48.Tulloch, John, and Henry Jenkins. Science Fiction Audiences: Watching Doctor Who and Star Trek. London; New York: Routledge, 1995.Vineberg, Steve. Method Actors: Three Generations of an American Acting Style. New York; Toronto: Schirmer Books, 1991.Wills, Garry. John Wayne’s America: The Politics of Celebrity. New York: Simon & Schuster, 1997.Wojcik, Pamela Robertson. “Typecasting.” Movie Acting: The Film Reader. Ed. Pamela Robertson Wojcik. London: Routledge, 2004. 169-89.
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