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Journal articles on the topic 'Video game journalism'

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1

Dowling, David O. "Documentary games for social change: Recasting violence in the latest generation of i-docs." Catalan Journal of Communication & Cultural Studies 12, no. 2 (October 1, 2020): 287–99. http://dx.doi.org/10.1386/cjcs_00033_1.

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The evolutionary trajectory of digital journalism has been fuelled by the convergence of visual storytelling unique to documentary filmmaking with the graphics and procedural rhetoric of digital games. The reciprocal influences between gaming and documentary forms coalesce in this new highly engaging interactive journalism. This research demonstrates how game mechanics, design and logics combine with cinematic storytelling conventions in documentary games published since 2014. As forms of civic engagement more intimate and immersive than traditional print and broadcast journalism, documentary games leverage alternative depictions of violence for social critique. Case studies examine products of independent developers including the documentary games We Are Chicago by Culture Shock Games and iNK Stories’ 1979 Revolution: Black Friday along with its related vérité virtual reality experience, Blindfold. These cases represent major advances in the activist depiction of oppressed populations in narrative documentary journalism. All these projects feature atypical video game protagonists anathema to those of mainstream games.
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2

Shaffer, David Williamson. "Epistemic Games as Career Preparatory Experiences for Students with Disabilities." Journal of Special Education Technology 22, no. 3 (September 2007): 57–69. http://dx.doi.org/10.1177/016264340702200306.

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This paper looks at how computer- and video-based epistemic games can help provide career preparation experiences for young people. Epistemic games are a simulation of professional training in game form. As such, they help players try on or assume different professional identities and learn to think and act like professionals in that community. First, journalism is explored as a community of practice. Second, a study of a journalism-based epistemic game called science.net with middle school students is shared, demonstrating the learning potential of this approach. The value of a practicum for career preparation and transition planning is discussed, and readers are challenged to consider how epistemic games might benefit students with disabilities who are preparing to enter the work force.
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Perks, Matthew E. "How Does Games Critique Impact Game Design Decisions? A Case Study of Monetization and Loot Boxes." Games and Culture 15, no. 8 (August 1, 2019): 1004–25. http://dx.doi.org/10.1177/1555412019865848.

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Games critics arguably influence the form games take, identities of players, and identities of game developers. However, very little work in Game Studies examines how critical games journalism, games, developers, and independent actors intersect. This article argues that pragmatic sociology of critique, developed by Luc Boltanski, can act as a theoretical framework to aid in understanding these processes of critique. Utilizing a theoretical lens such as this helps us better understand the function of games critique within the video game industry. Applying this framework to a case study of monetization and “loot boxes,” this article emphasizes the role and power of journalistic critique in shaping gaming cultures, and the consumption and production of media more generally.
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Salor, Enrinc. "Neutrality in the Face of Reckless Hate : Wikipedia and GamerGate." Nordisk Tidsskrift for Informationsvidenskab og Kulturformidling 5, no. 1 (March 13, 2016): 23–29. http://dx.doi.org/10.7146/ntik.v5i1.25880.

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The year 2015 will very likely be remembered as a turning point in video game industry and culture. While tensions were slowly escalating regarding diversity of representation in video games across the cultural sphere and the position and treatment of women and other minorities within the industry, these insular debates finally, and violently, broke into mainstream consciousness in the second half of 2014. As we grimly note the one-year anniversary of the birth of the amorphous movement called GamerGate, the games industry is showing slow but hopeful signs of change regarding inclusion and representation of gender and ethnic diversity. Meanwhile, since GamerGate as a movement strives to achieve its self-declared goal of "ethics in video game journalism" primarily through constant and brutal harassment of women across the cultural space of games, their frequent targets are slowly and painfully trying to rebuild their lives.
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Fisher, Howard D., and Sufyan Mohammed-Baksh. "Video Game Journalism and the Ideology of Anxiety: Implications for Effective Reporting in Niche Industries and Oligopolies." Journal of Media Ethics 35, no. 1 (January 2, 2020): 45–59. http://dx.doi.org/10.1080/23736992.2020.1731312.

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Ph.D., Fabrizio Pezzani,. "The “Media” System and the Hidden Truth: Journalism Betrayed." Journal of Business Theory and Practice 5, no. 3 (July 11, 2017): 217. http://dx.doi.org/10.22158/jbtp.v5n3p217.

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<em>Those wishing to re-read some of the editorials epitomising the cultural and social line of some major </em><em>American and Italian newspaperswould see how far from the truth the mechanistically repeated news </em><em>were, seemingly forgetting the facts, without the least self-criticism and with hypocritical malice because </em><em>the events did not go as they had wanted In this way we are discovering the “fake. News”. The official </em><em>and servile story seemed more geared to interests other than that which independent information should </em><em>have. Honoré de Balzac rightly reminded us “History is of two kinds—there is the official history taught </em><em>in schools, a lying compilation ad usumdelphini; and there is the secret history which deals with the real </em><em>causes of events—a scandalous chronicle”, but it is in this that we must seek the facts and events we are </em><em>witnessing. Thus, in some sort of video game and incapable of criticism, we end up hypnotized and </em><em>subdued by the “big brother” Orwell described, by now unacceptable.</em>
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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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Waszkiewicz, Agata, and Martyna Bakun. "Towards the aesthetics of cozy video games." Journal of Gaming & Virtual Worlds 12, no. 3 (October 1, 2020): 225–40. http://dx.doi.org/10.1386/jgvw_00017_1.

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While among game journalists and developers the term ‘cozy games’ has recently been gaining popularity, the concept still rarely is discussed in detail in academic circles. While game scholars put more and more focus on the new types of casual games that concentrate mostly on starting discourses on mental health, trauma and the experiences of marginalized people (often referred to as ‘empathy games’), the discussion would benefit from the introduction of the concept of coziness and the use of more precise definitions. The article discusses cozy aesthetics, showing that their popularity correlates with sociopolitical changes especially in Europe and the United States. First, cozy games are defined in the context of feminist and inclusive design. Second, it proposes three types of application of coziness in games depending on their relationship with functionality: coherent, dissonant and situational.
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Order, Simon, Leo Murray, Jon Prince, Julia Hobson, and Sara de Freitas. "Remixing Creativity in Learning and Learning of Creativity: A Case Study of Audio Remix Practice with Undergraduate Students." Asia Pacific Media Educator 27, no. 2 (October 20, 2017): 298–310. http://dx.doi.org/10.1177/1326365x17728827.

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Testing creativity in tertiary learning activities is a young field of research, and current assessment methods are difficult to apply within the diverse context of media production education, where disciplines range from journalism through to video game production. However, the concept of remix is common across this wide range of media, and offers practitioners ‘endless hybridizations in language, genre, content, technique and the like’ (Knobel & Lankshear, 2008, p. 22). The conceptual commonality of remix indicates that the study conclusions will have useful implications across a range of media production disciplines. This study aims to consider new methods for testing creativity in media production learning activities and to provide better assessments for learning design. This study focused upon a learner cohort of music technology students that were undertaking a work-integrated learning programme with a record label. To make the students more work-ready and inspire greater creativity, they remixed tracks recorded by professional music artists as part of a unit assessment. Subsequent self-report surveys ( N = 29) found that the process of creating a ‘remix’ enhanced their creativity and provided suggested improvements to the design of the learning experience. Importantly, we found no relationship between the survey responses and objective assessments, indicating that the self-reported improvements in creativity were not simply a measure of how well the students performed the formally assessed tasks. Although more research is needed to establish effective measures of creativity, these findings demonstrate that self-report survey tools can be a powerful tool for measuring creativity and supporting improved iterative learning design.
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Wilson, Jason. "Indie Rocks! Mapping Independent Video Game Design." Media International Australia 115, no. 1 (May 2005): 109–22. http://dx.doi.org/10.1177/1329878x0511500111.

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Though many video games scholars and journalists tend to train their sights on ‘big gaming’, there is a vibrant and varied sector of independent game design, production and distribution. Indie gaming is not a unitary field and, as well as producing a diverse range of games, indie designers occupy a range of positions vis-à-vis mainstream video gaming. Therefore, while this article gives examples of this diversity, it is by no means an exhaustive account. Industry watchers and events are together suggesting that low-cost, independent modes of production will become increasingly important and prevalent in the immediate future. Scholars and practitioners alike will do well to understand the historical trajectories of indie design, and to keep pace with its present and future diversity.
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Anggraini, Trinita, and Erine Nur Maulidya. "Dampak Paparan Pornografi Pada Anak Usia Dini." Al-Athfaal: Jurnal Ilmiah Pendidikan Anak Usia Dini 3, no. 1 (June 27, 2020): 45–55. http://dx.doi.org/10.24042/ajipaud.v3i1.6546.

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Pada abad 21, anak usia dini hingga manula sudah terbiasa dengan penggunaan teknologi, bahkan beberapa penelitian menjelaskan bahwa anak usia dua tahun saat ini sudah terbiasa menggunakan gadget untuk bermain game, membuka youtube atau membuka galeri video dengan sangat ahli. Oleh karena itu, artikel ini bertujuan untuk mengeksplorasi tentang kebiasaan penggunaan gadget pada anak usia dini dan kasus-kasus anak usia dini melihat video porno, mencari dampak anak melihat pornografi, dan penyebab anak usia dini terpapar video porno di era digital saat ini. Artikel ini menggunakan pendekatan kualitatif deskriptif dengan metode tinjauan literatur. Data dikumpukan dengan menganalisis beberapa kasus, jurnal, dokumen, data lain baik cetak maupun elektronik yang relevan. Hasil menunjukkan bahwa paparan pornografi pada anak dapat menyebabkan kerusakan otak, rusak kemampuan konsentrasi dan fokus, serta membuat anak kecanduan video porno, mengalami penyimpangan seks, hingga menjadi pelaku pelecehan atau kekerasan seksual di masa mendatang. In the 21st century, children to adults are digital consumers to the use of technology, it even various studies explain that a lot of children in the age of two are now accustomed to using gadgets to play games, open YouTube or watch video from galleries with great expertise. The goal of this article study was to explore the habits of using gadgets in early childhood and cases of early childhood viewing porn videos, to analisys the impact of children watching pornography, and to find the causes of early childhood exposure to pornographic videos in today's digital era. This article contains used qualitative descriptive approach with library research method. The data were collected by analyzing some printed and electronic journals, books, documents, and other sources that related. These results indicated that exposure pornography in children can cause the brain demage, impaired concentration and focus ability, and become addicted to pornographic videos, experience sexual deviations, and become perpetrators of sexual harassment or violence in the future.
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Sokolov, E. S. "Games That Kill Us: Video Games and Violence in the Russian Printed Media Discourse." Sociology of Power 32, no. 3 (October 2020): 165–88. http://dx.doi.org/10.22394/2074-0492-2020-3-165-188.

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The paper investigates the video game discourse of the Russian state media from 2011 to 2015. Critical discourse analysis serves as a methodological framework for this work, and Foucault’s power/knowledge model is used to explain the logic behind the «grotesque discourses». In the Russian press, video games are described as an instance of inculcation, provoking overintense emotions and forcing individuals to commit symbolic acts impossible from the standpoint of “normal” pedagogy. The paper problematizes the mythologization of violence in video games and identifies the main tropes used to establish the connection between video games and violence (murders) as “natural” and “obvious”. Particular attention is paid to the publications of Aleksandr Minkin, a reporter at “Moskovskij Komsomolets” (“Moscow Komsomol Member”) and one of the most prominent critics of video games, as well as to the media coverage of the first school shooting in Russia (shooting at school № 263 in 2014). It is shown that video games are used in the media discourse as an explanatory principle that allows a shift from the crime to the criminal, to those acts which reveal moral depravity or psychological disorder, and those circumstances which foster criminalism. Pointing to the games helps restore the “normal” connection between social and moral qualities, explaining the crime committed by an honours student from a “good family” as being the result of the depictions of violence in video games affecting the child’s psyche. Video games are also described as a factor in shaping the “digital generation” or “generation of gamers” — odd and politically dangerous. The dangers that games create for both gamers and society in general (the non-distinction between the “real” and the “virtual”, the illusion of a “possible restart”) allow the journalists and experts to insist on strengthening measures of supervision and protection, and expanding legal and medical control.
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Edwards, Darren J., and Andrew H. Kemp. "A novel ACT-based video game to support mental health through embedded learning: a mixed-methods feasibility study protocol." BMJ Open 10, no. 11 (November 2020): e041667. http://dx.doi.org/10.1136/bmjopen-2020-041667.

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IntroductionIn recent years, serious video games have been used to promote emotional regulation in individuals with mental health issues. Although these therapeutic strategies are innovative, they are limited with respect to scope of treatment, often focusing on specific cognitive skills, to help remediate a specific mental health disorder.ObjectiveHere, we propose a protocol for assessing the feasibility of a novel acceptance and commitment therapy (ACT)-based video game for young adults.Methods and analysisThe Medical Research Council (MRC) framework will be used for developing a complex intervention to design and test the feasibility of an ACT-based video game intervention using a mixed-methods approach involving qualitative and quantitative data. The primary outcomes will include feasibility testing of recruitment processes and the acceptability of the intervention through qualitative interviews, attendance and rates of attrition. Secondary outcomes will involve a series of quantitative questionnaires to obtain effect sizes for power analysis, allowing for the ideal sample size for an appropriately powered, randomised controlled trial to be determined.Ethics and disseminationThis study has been approved by the Psychology Department Research Ethics Committee (2020-4929-3923) at Swansea University in the UK. Dissemination activities will involve publications in peer-reviewed journals, presentations at local and national conferences and promotion through social media.Trial registration numberNCT04566042.
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Mahardika, Fitrianti, Esti Yunitasari, and Praba Rachmawati. "Systematic Review : The Effect of Intervention Rehabilitation “Computer-Based Cognitive Training Program” to Improve Cognitive Skills of Children with ADHD." Jurnal Ners dan Kebidanan (Journal of Ners and Midwifery) 8, no. 2 (August 15, 2021): 263–69. http://dx.doi.org/10.26699/jnk.v8i2.art.p263-269.

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Attention Deficit Hyperactivity Disorder (ADHD) is a medical condition characterized by an inability to concentrate, hyperactivity, and impulsiveness. Children with ADHD tend to be careless, irritable, difficult to gather, difficult to carry out orders so it is important to treat this condition as early as possible. The purpose of this study was to analyze studies according to computer program-based cognitive rehabilitation interventions to improve the cognitive abilities of children with ADHD on empirical studies in the last five years. Journals or articles were obtained by searching in databases indexed by Scopus, PubMed, Science Direct, Garuda Portal using adequate keywords. The quality assessment of the study used inclusion and exclusion criteria. The framework used to conduct the review was PICOS and the inclusion criteria used English and Indonesian journals from 2015 to 2020. The data analysis and tabulation were carried out in articles or journals. Title, abstract, full text, and methodology were assessed to determine the eligibility of the article or journal. Researchers found 15 journals that match the inclusion and exclusion criteria, and passed the study selection and quality assessment. 7 journals discuss about training-based intervention programs and 8 journals discussed the game or game-based intervention programs. The 15 journals obtained came from four continents, Asia, America, Australia, and Europe. Computer-based intervention significantly improved the cognitive abilities of children with ADHD such as concentration skills, working memory, and academic learning outcomes. Modifications need to be made, among others, to facilitate parents who can not afford compatible facilities and infrastructure. In Indonesia, the modifications that are possibly made are the daily training program compared to video games.
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Ibrahim, Karim. "Player-Game Interaction." International Journal of Game-Based Learning 8, no. 1 (January 2018): 1–18. http://dx.doi.org/10.4018/ijgbl.2018010101.

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This article describes how the literature on game-based foreign language (FL) learning has demonstrated that player-game interactions have a strong potential for FL learning. However, little is known about the fine-grained dynamics of these interactions, or how they could facilitate FL learning. To address this gap, the researcher conducted a pilot case study that examined the dynamics and activities that comprised gameplay in the interactions of 2 learners of Arabic as a foreign language in the simulation-management video game Baalty. Data collected through observations, thinkaloud protocol, gaming journals, gaming walkthroughs, and debriefing interview were analyzed using discourse analysis methods. An ecological approach to FL learning was used as a theoretical framework. Data analysis and interpretation demonstrated that participants interacted with the game to develop their gameplay trajectory, and to this end, they drew on and engaged with in-game FL discourses to inform experiential learning of gameplay.
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Merino-Campos, Carlos, and Héctor Del Castillo Fernández. "Los beneficios de los videojuegos interactivos: una aproximación educativa y una revisión sistemática de la actividad física." Journal of New Approaches in Educational Research 5, no. 2 (July 15, 2016): 115–22. http://dx.doi.org/10.7821/naer.2016.7.164.

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<p class="AbstractText">This article sets out to conduct a systematic review of the current literature on active video games as potential educational tools for physical education or physical activity. To begin with, research on active video games for educational and physical purposes has been examined with the purpose of verifying improvement of attitudes, intellectual skills, knowledge, motor skills and physical properties associated with physical activity and physical education. A second aim will be to determine the effectiveness of active video games compared with traditional approaches to physical activity. From this perspective, a systematic literature search from relevant international databases was conducted from January to July 2015 in order to find papers published in journals or conference proceedings from January 2010 onwards. Then, 2648 references were identified in database searches and 100 of these papers met the inclusion criteria. Two main conclusions are to be drawn from this research. Firstly, controlled studies demonstrate that active video games increase capacities in relation to physical activity and education. Secondly, Research also shows that physical activity interventions designed and measured using behavioural theories are more likely to be successful in comparison with traditional exercise activities.</p>
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Jaunay, Louis-Baptiste, Philippe Zerr, Lino Peguin, Léandre Renouard, Anne-Sophie Ivanoff, Hervé Picard, James Griffith, Olivier Chassany, and Martin Duracinsky. "Development and Evaluation of a New Serious Game for Continuing Medical Education of General Practitioners (Hygie): Double-Blinded Randomized Controlled Trial." Journal of Medical Internet Research 21, no. 11 (November 20, 2019): e12669. http://dx.doi.org/10.2196/12669.

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Background Continuing medical education is important but time-consuming for general practitioners (GPs). Current learning approaches are limited and lack the ability to engage some practitioners. Serious games are new learning approaches that use video games as engaging teaching material. They have significant advantages in terms of efficiency and dissemination. Objective The aim of this study was to create a serious game and to evaluate it in terms of effectiveness and satisfaction, comparing it with a traditional method of continuing education—article reading. Methods We produced a prototype video game called Hygie on the 5 most common reasons of consultation in general practice using 9 articles from independent evidence-based medicine journals (reviews from Prescrire and Minerva). We created 51 clinical cases. We then conducted a double-blinded randomized trial comparing the learning provided by a week of access to the game versus source articles. Participants were GPs involved as resident supervisors in 14 French university departments of family practice, recruited by email. Primary outcomes were (1) mean final knowledge score completed 3 to 5 weeks after the end of the intervention and (2) mean difference between knowledge pretest (before intervention) and posttest (3 to 5 weeks after intervention) scores, both scaled on 10 points. Secondary outcomes were transfer of knowledge learned to practice, satisfaction, and time spent playing. Results A total of 269 GPs agreed to participate in the study. Characteristics of participants were similar between learning groups. There was no difference between groups on the mean score of the final knowledge test, with scores of 4.9 (95% CI 4.6-5.2) in the Hygie group and 4.6 (95% CI 4.2-4.9) in the reading group (P=.21). There was a mean difference score between knowledge pre- and posttests, with significantly superior performance for Hygie (mean gain of 1.6 in the Hygie group and 0.9 in the reading group; P=.02), demonstrating a more efficient and persistent learning with Hygie. The rate of participants that reported to have used the knowledge they learned through the teaching material was significantly superior in the Hygie group: 77% (47/61) in the Hygie group and 53% (25/47) in the reading group; odds ratio 2.9, 95% CI 1.2-7.4. Moreover, 87% of the opinions were favorable, indicating that Hygie is of interest for updating medical knowledge. Qualitative data showed that learners enjoyed Hygie especially for its playful, interactive, and stimulating aspects. Conclusions We conclude that Hygie can diversify the offering for continuing education for GPs in an effective, pleasant, and evidence-based way. Trial Registration ClinicalTrials.gov NCT03486275; https://clinicaltrials.gov/ct2/show/NCT03486275
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de la Peña, Nonny, Peggy Weil, Joan Llobera, Bernhard Spanlang, Doron Friedman, Maria V. Sanchez-Vives, and Mel Slater. "Immersive Journalism: Immersive Virtual Reality for the First-Person Experience of News." Presence: Teleoperators and Virtual Environments 19, no. 4 (August 1, 2010): 291–301. http://dx.doi.org/10.1162/pres_a_00005.

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This paper introduces the concept and discusses the implications of immersive journalism, which is the production of news in a form in which people can gain first-person experiences of the events or situation described in news stories. The fundamental idea of immersive journalism is to allow the participant, typically represented as a digital avatar, to actually enter a virtually recreated scenario representing the news story. The sense of presence obtained through an immersive system (whether a Cave or head-tracked head-mounted displays [HMD] and online virtual worlds, such as video games and online virtual worlds) affords the participant unprecedented access to the sights and sounds, and possibly feelings and emotions, that accompany the news. This paper surveys current approaches to immersive journalism and the theoretical background supporting claims regarding avatar experience in immersive systems. We also provide a specific demonstration: giving participants the experience of being in an interrogation room in an offshore prison. By both describing current approaches and demonstrating an immersive journalism experience, we open a new avenue for research into how presence can be utilized in the field of news and nonfiction.
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Magdi Fawzy, Rania. "Neoliberalizing news discourse: A semio-discursive reading of news gamification." Discourse & Communication 13, no. 5 (June 23, 2019): 497–515. http://dx.doi.org/10.1177/1750481319856202.

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Gamified news is a clear example of contemporary convergent practices which conflate the functionalities of formerly separate entities, video games and journalism. This practice marks a shift in the journalistic norms, positioning journalism and news users within the neoliberal paradigm. In this view, the study proposes a discursive approach to examine how gamified news discourse is colonized by the neoliberal values of marketization and commodification. The analysis takes a case study of Pirate Fishing: An Interactive Investigation, a gamified news launched by Al Jazeera. It is not just the narrative of Pirate that carries ideological bearings, rather the ludic design itself is found to be fit within the neoliberal mentality. Therefore, the ludic semiosis of Pirate Fishing is examined as well. As such, a dialectical relation between discourse, semiotics and neoliberal ideologies, in the context of gamification, is drawn in this article. Based on the analysis, seven interrelated neoliberal discourses are highlighted: ‘calculative rationality’, ‘self-entrepreneurship’, ‘minimalism’, ‘aesthetic preferences’, ‘individualism’, ‘sovereign consumer’ and ‘personal responsibility’.
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Andersen, Kristi, and Stuart J. Thorson. "Public Discourse or Strategic Game? Changes in Our Conception of Elections." Studies in American Political Development 3 (1989): 262–78. http://dx.doi.org/10.1017/s0898588x00000638.

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Much has been written about the “new technology” of U.S. elections: computerized letters, data banks of potential contributors, advanced video advertising techniques, speedy transportation and communication, and instant analysis of polling data. If one examines these discussions for a sense of how the growing use of these new technologies has changed the politics of elections, one finds several themes. Many scholars and journalists have described, for example, the high dollar costs of technology-dependent campaigns, the consequent influence of political action committees, how presidential candidates in particular are “marketed,” via the media, like toothpaste or breakfast cereal, and the prevalence in campaigns of superficial image rather than issues. We argue here that these changes in the way elections are conducted are associated with a deeper change in the conception of elections. The core of this argument is that changes in election technology have made possible the conduct of campaigns in which “strategy” has taken on a new meaning, and that leaders and the public share a view of elections that has progressively less to do with education, public discourse, or participation.
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Bonk, Robert J., Lori N. Simons, Timothy M. Scepansky, Nancy B. Blank, and Elisa B. Berman. "A Multidisciplinary Assessment of Chesteropoly as an Academic-Service Experience." Journal of Experiential Education 32, no. 2 (November 2009): 155–77. http://dx.doi.org/10.1177/105382590903200205.

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Because service-learning challenges participants to widen perspectives on social issues, we designed and assessed a multi-semester, multidisciplinary project with both academic and service objectives. In this project, undergraduate students developed a script and video centered on a board game designed to educate high-school students about their community, Chester, Pennsylvania. The script and video featured undergraduate students playing Chesteropoly, with deeded properties reflecting Chester's current community agencies, as well as business, educational, entertainment, and government groups from past and present days. Next, students enrolled in an educational-psychology independent-study class developed a content-knowledge test; this test, along with assessments of social skills and self-concept, was administered to local high-school students from this disadvantaged community. Undergraduate participants assessed experiences through reflection journals, surveys, and focus-group interviews. Overall, the types of outcomes that we observed for our high-school and undergraduate participants reflected development of civic values, improvement of academic learning, and self-motivation.
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Chung, Sun Wook, and Hyunji Kwon. "Tackling the crunch mode: the rise of an enterprise union in South Korea's game industry." Employee Relations: The International Journal 42, no. 6 (July 18, 2020): 1327–52. http://dx.doi.org/10.1108/er-10-2019-0382.

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PurposeThe present study seeks to trace the unionization process of a global top 10 video game company (Company N) in which workers formed the first enterprise union in South Korea's game sector. Drawing upon the analytical framework of Kelly's (1998) mobilization theory, the authors investigated what motivated workers to form a union and what factors facilitated unionization.Design/methodology/approachThis study used a qualitative research method on a single case study basis. The authors collected 41 in-depth interviews with game developers, full-time union staff from the case company and union leaders in their affiliated union, as well as game journalists, labour attorneys, and human resource professionals in the video game industry. The authors had their original data supplemented and triangulated by archival data including union letters and other documents and media reports. They analysed the data using computer-assisted qualitative data analysis software (CAQDAS).FindingsThere are three key findings. First, in the game sector, a high barrier against unionization exists, arising from industry characteristics such as a project-based work system, high mobility, reputation-based hiring, meritocracy, and a continuous influx of game-loving young developers. Hence, although the time was ripe for worker activism, latent grievances failed to be converted into real collective mobilization, resulting in non-organized workplaces for the past decades. Second, the mandatory labour-management negotiations arising from a legal change acted as a key catalyst for unionization at Company N. The newly elected three employee representatives came to identify and develop their own collective interests through the direct experience of negotiations, which greatly augmented their negative emotions and improved their legal consciousness. These three representatives could identify numerous deep-rooted problems, attribute these problems to their employer, and realize that they are ordinary salaried workers different from their employer. Going through the three-month negotiation and post-negotiation period, a set of ordinary game developers transformed themselves into natural union leaders who started a union in the game industry, which was traditionally non-organized. Third, various layers of external factors, such as a sister union, the upper umbrella union, the changed socio-political atmosphere following the candlelight protests for presidential impeachment, and the improved union image facilitated the unionization at Company N.Practical implicationsThis study offers practical implications to governments, union activists, and employers in the game sector and more broadly in the tech industry, where labour-management conflicts are escalating across the globe.Originality/valueOur study of a rare unionization event in the difficult game sector offers a nuanced understanding of mobilization and its process. Theoretically, by introducing the dynamic process of natural leader emergence and spontaneous union formation in a young industry where neither pre-existing leadership nor extant union influence exists, this study suggests that the mobilization process is more complex and variegated than suggested by Kelly's study and subsequent studies. Therefore, this study can advance the current discussion of mobilization mechanisms in the field of industrial relations. Our study also contributes to current research by introducing collective mobilization in a new context, i.e. the young, dynamic game industry in a non-Western country, which is a context that has been under-studied thus far.
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Lopez-Fernandez, O., D. Kuss, H. Pontes, and M. Griffiths. "Video game addiction: Providing evidence for Internet gaming disorder through a systematic review of clinical studies." European Psychiatry 33, S1 (March 2016): S306. http://dx.doi.org/10.1016/j.eurpsy.2016.01.1047.

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IntroductionThe American Psychiatric Association introduced in Internet Gaming Disorder (IGD) in the appendix as a tentative disorder in the last edition of the Diagnostic and Statistical Manual of Mental Disorders. However, currently no systematic review exists about excessive gaming viewed from a clinical perspective.Objectives and aimsTo review clinical studies on gaming addiction in order to ascertain characteristics of both clinical and research studies to provide retrospective evidence in relation with the proposed IGD classification (including criteria, measures and therapies).MethodsA systematic literature review of studies published from 1980 to 2015 has been conducted using three major psychology databases: Academic Search Complete, PsycInfo, and PsycArticles. A total of 5033 results from peer-reviewed journals were obtained, where 32 were identified as empirical clinical papers focused on gaming addiction.ResultsThe clinical research studies on gaming identified were published between 1998 and 2015, most of which included patient samples. Categorizations identified in the research papers included: (i) patients’ characteristics (e.g., socio-demographics), (ii) criteria and measures used (e.g., scales to diagnose), (iii) types of gaming problems (e.g., game genre), (iv) and treatments (e.g., type of therapy).ConclusionsFindings will be discussed against the background of the controversial IGD diagnostic criteria proposed in the DSM-5 in order to assess the extent to which previously published clinical knowledge matched the current proposal for including gaming addiction as behavioral addiction in the next diagnostic manual.Disclosure of interestThe authors have not supplied their declaration of competing interest.
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Oliveira, Sheila Borges de, and Diego Gouveia Moreira. "UM RESGATE DO JORNALISMO: do surgimento à imersão." Revista Observatório 3, no. 1 (March 30, 2017): 352. http://dx.doi.org/10.20873/uft.2447-4266.2017v3n1p352.

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RESUMO Este artigo pretende contribuir para o debate em torno do futuro do jornalismo em tempos de convergência tecnológica: como se reconfigurar para continuar a ser reconhecido como o campo de construção do real, dando sentido ao emaranhado de informações que circulam no mundo virtual? Este trabalho considera que uma das respostas pode estar no uso da realidade virtual, que não se restringe mais ao mundo dos jogos eletrônicos. As reportagens produzidas com realidade virtual levam a audiência a ter experiências imersivas. Com a realidade virtual, o jornalismo convida o cidadão para uma nova experiência: estar no local do acontecimento. Por fim, a pesquisa constata que a cultura imersiva pode levar o jornalismo para uma revisão de suas fases históricas. PALAVRAS-CHAVE: Jornalismo; notícia; convergência; cultura participativa; imersão. ABSTRACT This article aims to contribute to the debate on the future of journalism in times of technological convergence: how to reconfigure to continue to be recognized as the actual construction field, giving meaning to the tangle of information circulating in the virtual world? This paper considers that one of the answers may be in the use of virtual reality, which is no longer restricted to the world of video games. The reports produced with virtual reality lead the audience to have immersive experiences. With virtual reality, journalism invites citizens to a new experience: being in the event site. Finally, the research finds that the immersive culture can bring journalism to a review of its historical phases. KEYWORDS: Journalism; news; convergence; participatory culture; immersion. RESUMEN Este artículo tiene como objetivo contribuir al debate sobre el futuro del periodismo en tiempos de convergencia tecnológica: cómo adaptar para continuar a ser reconocido como el campo de la construcción actual, dando sentido a la maraña de información que circula en el mundo virtual? En este trabajo se considera que una de las respuestas pueden estar en el uso de la realidad virtual, que ya no se limita al mundo de los videojuegos. Los informes producidos con la realidad virtual de llevar al público a tener experiencias de inmersión. Con la realidad virtual, el periodismo invita a los ciudadanos a una nueva experiencia: estar en el lugar del evento. Por último, la investigación concluye que la cultura de inmersión puede traer el periodismo a una revisión de sus fases históricas. PALABRAS CLAVE: Periodismo; noticias; convergencia; cultura participativa; inmersión.
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Schatto-Eckrodt, Tim, Robin Janzik, Felix Reer, Svenja Boberg, and Thorsten Quandt. "A Computational Approach to Analyzing the Twitter Debate on Gaming Disorder." Media and Communication 8, no. 3 (August 13, 2020): 205–18. http://dx.doi.org/10.17645/mac.v8i3.3128.

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The recognition of excessive forms of media entertainment use (such as uncontrolled video gaming or the use of social networking sites) as a disorder is a topic widely discussed among scientists and therapists, but also among politicians, journalists, users, and the industry. In 2018, when the World Health Organization (WHO) decided to include the addictive use of digital games (gaming disorder) as a diagnosis in the International Classification of Diseases, the debate reached a new peak. In the current article, we aim to provide insights into the public debate on gaming disorder by examining data from Twitter for 11 months prior to and 8 months after the WHO decision, analyzing the (change in) topics, actors, and sentiment over time. Automated content analysis revealed that the debate is organic and not driven by spam accounts or other overly active ‘power users.’ The WHO announcement had a major impact on the debate, moving it away from the topics of parenting and child welfare, largely by activating actors from gaming culture. The WHO decision also resulted in a major backlash, increasing negative sentiments within the debate.
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Barik, Ardila Lailatul, Rizki Agustin Purwaningtyas, and Dwi Astuti. "The Effectiveness of Traditional Media (Leaflet and Poster) to Promote Health in a Community Setting in the Digital Era: A Systematic Review." Jurnal Ners 14, no. 3 (December 31, 2019): 76. http://dx.doi.org/10.20473/jn.v14i3.16988.

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Introduction: The use of health promotion media in the digital era, such as e-health and m-health, is increasing. However, traditional health promotion media, such as posters and leaflets, are still used. This review aimed to identify the effectiveness of the use of traditional health promotion media (leaflets and posters) in a community setting in the digital era.Methods: The data was gathered using the following steps: (1) determining the topic, (2) determining the keyword chain, (3) looking for the relevant literature in the database and (4) analyzing the article. The search using a predetermined keyword chain in Scopus, Science Direct and Sage Journals produced 208 publications.Results: After applying the inclusion and exclusion criteria, 16 publications were selected for review.Conclusion: Traditional health promotion media such as leaflets and posters are still useful in the current digital era, especially for adult respondents. This form of media will be more effective when combined with other media such as videos, telephone interactions, games and others.
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Li, Runze, Yanran Zhang, Yunxia Jiang, Mengyao Wang, Wei How Darryl Ang, and Ying Lau. "Rehabilitation training based on virtual reality for patients with Parkinson’s disease in improving balance, quality of life, activities of daily living, and depressive symptoms: A systematic review and meta-regression analysis." Clinical Rehabilitation 35, no. 8 (February 15, 2021): 1089–102. http://dx.doi.org/10.1177/0269215521995179.

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Objective: To examine the effectiveness of rehabilitation training based on virtual reality in improving balance, quality of life, activities of daily living, and depressive symptoms of patients with Parkinson’s disease. Data sources: PubMed, EMBASE, CINAHL, Scopus, Cochrane Library, PsycINFO, ProQuest, Physiotherapy Evidence Database, IEEE Xplore, China National Knowledge Infrastructure, Wanfang, and VIP Information databases were searched from their inception to October 15, 2020. Trial registries, gray literature, and target journals were also searched. Methods: Eligible randomized controlled trials included studies with patients with Parkinson’s disease in rehabilitation training based on virtual reality. Comprehensive Meta-Analysis 3.0 software was used. Physiotherapy Evidence Database Scale and the Grading of Recommendation, Assessment, Development, and Evaluation system were used to assess the methodological quality of individual trials and the overall quality of the evidence, respectively. Results: A total of 22 randomized controlled trials with 836 patients were included. Meta-analysis revealed that training significantly improved balance ( g = 0.66, P < 0.001), quality of life ( g = 0.28, P = 0.015), activities of daily living ( g = 0.62, P < 0.001), and depressive symptoms ( g = 0.67, P = 0.021) compared to the control group. Subgroup analysis indicated that training should utilize video game consoles. Meta-regression analyses showed that age, sessions, and frequency of training had statistically significant impacts on balance scores. Quality of individual trials was high and overall evidence ranged from very low to low. Conclusion: Virtual rehabilitation training could be adopted in healthcare institutions as supplementary training for patients with Parkinson’s disease.
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Cahyono, Hendra Dwi, and Rr Tutik Sri Hariyati. "MOBILE HEALTH APPLICATION - PREVENTING PATIENTS OF BREAST CANCER POST-TREATMENT FROM UPPER LIMB DYSFUNCTION (ULD) (Chemotherapy, Radiotherapy, and Surgery) : LITERATURE REVIEW." International Journal of Nursing and Health Services (IJNHS) 1, no. 2 (January 3, 2019): 50–60. http://dx.doi.org/10.35654/ijnhs.v1i2.29.

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Background. Breast cancer is the most common cancer which attacks 2.1 million women annually. The high incidence of ULD is a negative impact that affects the quality of life of patients. m-Health Application is a tool that can facilitate the process of service or health care. Purpose. To know the effectiveness of m-Health Application usage in preventing Upper Limb Dysfunction (ULD) by increasing physical activity of patients after breast cancer treatment. Method. Relevant articles that were published between 2013 and 2018 were retrieved from EBSCOhost, Scopus, ScienceDirect, ProQuest, and SAGE databases, using keywords like mobile health application, breast cancer, physical activity, upper limb dysfunction. Results. This study uses 9 literatures, including 3 journals with randomised controlled trial (RCT) design, 1 quasi-experimental journal, 1 cross-sectional journal, 1 journal using a pilot study, and 1 journal using qualitative design alongside with focus group method. Almost all literatures show positive results of mobile health application in increasing physical activity of breast cancer patients. Conclusion. Mobile health application can significantly prevent the occurrence of ULD by increasing the practice of patients' physical activity through application features, such as video, games, SMS, telephone, e-mail, and the internet web. Keywords mobile health application, breast cancer, physical activity, upper limb dysfunction.
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Paulino, Rita De Cássia Romeiro, and Marina Lisboa Empinotti. "PRODUTOS JORNALÍSTICOS PARA TABLETS COMO FERRAMENTAS PEDAGÓGICAS: estudo de caso do Golpe de 1964." Revista Observatório 3, no. 6 (October 1, 2017): 636. http://dx.doi.org/10.20873/uft.2447-4266.2017v3n6p636.

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Este trabalho detalha o processo produtivo de um produto jornalístico para tablets-iPad no formato Folio voltado para a Educação. A concepção envolve apuração, checagem de informações, redação, editoração e demais etapas do trabalho do Jornalista, mas pensado para ser aplicado de forma didática em sala de aula, para um público-alvo de ensino fundamental, de 12 a 14 anos. A partir do software Adobe Indesign e as ferramentas gratuitas Adobe para publicação e distribuição de documentos na nuvem, cria-se um modo simples, rápido, barato e de fácil atualização para professores trabalharem com os estudantes em salas de aula de qualquer lugar com acesso à internet. O formato Folio permite adicionar um visual atrativo e possibilidades de interação como jogos, botões de navegação, vídeos, galerias de imagens e áudios para despertar a curiosidade diante de assuntos que devem ser trabalhados como parte do currículo escolar, mas não precisam estar limitados ao espaço do livro didático. PALAVRAS-CHAVE: Jornalismo digital; tablet; dispositivos móveis; educomunicação. ABSTRACT This paper details the production process of a journalistic product for tablet-iPad Folio format in facing education. The design involves counting, checking information, writing, publishing and other stages of the work of the journalist, but thought to be applied in a didactic way in the classroom for an elementary school audience of 12 to 14 years. From Adobe Indesign software and free Adobe tools for publication and distribution of documents in the cloud, you create a simple, fast, cheap and easy to update for teachers working with students in classrooms from anywhere with internet access. The Folio format allows you to add a visual attraction and possibilities of interaction as games, navigation buttons, videos, galleries of images and audios to arouse curiosity on matters that should be worked out as part of the school curriculum, but need not be limited to the space of the textbook. KEYWORDS: Digital journalism; Tablet; mobile devices; Educommunication. RESUMEN Este trabajo detalla el proceso de fabricación de un producto periodístico para tabletas iPad Folio formato centrado en la educación. El diseño implica la verificación, comprobación de información, escritura, publicación y otras etapas de la obra de la periodista, pero pensado para ser aplicado en el aula de enseñanza, a un público objetivo de la escuela primaria, de 12 a 14 años. Adobe Indesign software y herramientas gratuitas de Adobe para la publicación y distribución de documentos en la nube, se crea un simple, rápido, barato y fácil de actualización para profesores que trabajan con estudiantes en las clases desde cualquier lugar con acceso a internet. El formato de Folio le permite añadir un atractivo visual y posibilidades de interacción como botones de navegación, videos, juegos, galerías de imágenes y audios para despertar la curiosidad en asuntos que deben elaborarse como parte del currículum escolar, pero no necesita ser limitado al espacio del libro de texto. PALABRAS CLAVE: Periodismo digital; Tableta; dispositivos móviles; EduComunicación.
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Gómez-Galán, José, José Ángel Martínez-López, Cristina Lázaro-Pérez, and José Carlos García-Cabrero. "Open Innovation during Web Surfing: Topics of Interest and Rejection by Latin American College Students." Journal of Open Innovation: Technology, Market, and Complexity 7, no. 1 (January 6, 2021): 17. http://dx.doi.org/10.3390/joitmc7010017.

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The university is currently involved in complex processes of open innovation through permanent dialogue with institutions and companies in the economic, social, and political fields. Professors, researchers, students, and other members of the institution take part in these processes. This is a phenomenon that has emerged in today’s network society due to digitalization and globalization. It is therefore essential, in this context of open innovation, to know the behaviors, habits, consumption, or lifestyles of university staff and students to achieve, in the best and most effective way, integration of higher education in this new reality. How we interact and communicate with the surrounding people has transformed with wider access to the Internet and the development of information and communication technologies (ICTs), especially through smartphones and the use of apps and social networks (WhatsApp, Twitter, Facebook, etc.). This digital revolution has reconfigured our interests, dispositions, and social participation. From the university field, knowing the interests of students who access the Internet is of vital importance to guide teaching methodologies, adapt content, facilitate communication processes, develop digital literacy practices, etc. The present research, focused on the Latin American sociocultural space, has a double objective: (GO1) to know which are the issues of most interest and consumption for university students; (GO2) to determine which issues they reject while they surf on the Internet. A quantitative research has been developed (n = 2482) based on the validated questionnaire COBADI®. The topics of greatest interest to the Latin American university students were, in this order: “use of social networks”, “news”, “music”, “education”, “work”, and “videos”. The fact that they put education in fourth place, as students, shows that it is not a high priority in their use of the network. On the opposite side, those that show more rejection are “celebrity journalism”, “online games”, and “pornography”. Among their topics of rejection is also “politics”, which is not prioritized by university students. These topics have been presented in different proportions according to the country analyzed, depending on their specific social and political circumstances, and have experienced a different evolution from 2012 to 2019—the time covered by the study.
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Núñez Olivera, José Manuel. "El papel de internet y redes sociales sobre la preparación académica y profesional, y el compromiso social de los estudiantes de agronegocios del Cucienega – Universidad de Guadalajara." Revista Relep - Educación y Pedagogía en Latinoamérica 1, no. 2 (January 8, 2019): 44–50. http://dx.doi.org/10.46990/relep.2019.1.2.70.

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Resumen Con el propósito de determinar el impacto que sobre la preparación académica y profesional de los estudiantes universitarios tiene el uso de internet y las diversas redes sociales (IRS) disponibles se realizó este estudio. Para esto se seleccionaron a 20 estudiantes del último semestre de los ciclos 2017A y 2017B, de la Licenciatura en Agronegocios, a los que se les aplicó una encuesta acerca del uso de IRS, y su relación con el compromiso y/o responsabilidad social. Los datos fueron analizados mediante una prueba “T” de Student al 95% de confianza. Los resultados indican que: sólo 7 de los 20 estudiantes manifestaron reconocer un impacto positivo del IRS en su preparación académica, aunque no en el compromiso hacia su comunidad. El 40% de los estudiantes emplea Facebook, 90% whatsapp y videojuegos y el 30% Twitter, con sólo el 4% recurriendo a internet para accesar y leer revistas científicas (journals) y/o periódicos. El 90% de los estudiantes expresó no tener ningún interés en utilizar el internet para leer revistas, libros o periódicos. Se concluye que los estudiantes no ven al IRS como una herramienta para mejorar su preparación académica y no la ven como una influencia para incrementar su sentido de compromiso y responsabilidad. De esta forma, es necesario implementar mecanismos efectivos de vinculación que relacionen de manera real a la universidad con el desarrollo y seguimiento profesional del estudiante y sus logros hacia su comunidad Palabras clave Preparación Académica, Internet y Redes Sociales, Compromiso Social. Abstract In order to determine the impact on the academic and professional preparation of university students has the use of Internet and the various social networks (IRS) Available This study was conducted. To this end, 20 students were selected from the last semester of the 2017 and 2017B cycles, from the Bachelor's in agribusiness, to which they were given a survey about the use of the IRS, and their relationship with the commitment and/or social responsibility. The data were analyzed by a Student T-Test at 95% of confidence. The results indicate that: only 7 of the 20 students said they recognized a positive impact of the IRS on their academic preparation, but not on the commitment to their community. 40% of students use Facebook, 90% WhatsApp and video games and 30% Twitter, with only 4% using the Internet to access and read journals and/or newspapers. 90% of students expressed no interest in using the Internet to read magazines, books or newspapers. It is concluded that students do not see the IRS as a tool to improve their academic readiness and do not see it as an influence to increase their sense of commitment and responsibility. In this way, it is necessary to implement effective mechanisms of linkage that relate in a real way to the university with the development and professional monitoring of the student and his achievements towards his community Keywords Academic preparation, Internet and social netwo rks, socialcommitment.
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Nuñez Olvera, José Manuel, Rodolfo Cabral Parra, Miguel Ángel Noriega García, and Sonia Navarro Pérez. "papel de internet y redes sociales sobre la preparación académica y profesional, y el compromiso social de los estudiantes de agronegocios del Cucienega – Universidad de Guadalajara." Revista Relep - Educación y Pedagogía en Latinoamérica 1, no. 2 (January 8, 2019): 44–51. http://dx.doi.org/10.46990/relep.2019.1.2.212.

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Con el propósito de determinar el impacto que sobre la preparación académica y profesional de los estudiantes universitarios tiene el uso de internet y las diversas redes sociales (IRS) disponibles se realizó este estudio. Para esto se seleccionaron a 20 estudiantes del último semestre de los ciclos 2017A y 2017B, de la Licenciatura en Agronegocios, a los que se les aplicó una encuesta acerca del uso de IRS, y su relación con el compromiso y/o responsabilidad social. Los datos fueron analizados mediante una prueba “T” de Student al 95% de confianza. Los resultados indican que: sólo 7 de los 20 estudiantes manifestaron reconocer un impactopositivo del IRS en su preparación académica, aunque no en el compromiso hacia su comunidad. El 40% de los estudiantes emplea Facebook, 90% whatsapp y videojuegos y el 30% Twitter, con sólo el 4% recurriendo a internet para accesar y leer revistas científicas (journals) y/o periódicos. El 90% de los estudiantes expresó no tener ningún interés en utilizar el internet para leer revistas, libros o periódicos. Se concluye que los estudiantes no ven al IRS como una herramienta para mejorar su preparación académica y no la ven como una influencia para El papel de internet y redes sociales sobre la preparación académica y profesional, y el compromiso social de los estudiantes de agronegocios del Cucienega – Universidad de Guadalajara incrementar su sentido de compromiso y responsabilidad. De esta forma, es necesario implementar mecanismos efectivos de vinculación que relacionen de manera real a la universidad con el desarrollo y seguimiento profesional del estudiante y sus logros hacia su comunidad Abstract In order to determine the impact on the academic and professional preparation of university students has the use of Internet and the various social networks (IRS) Available This study was conducted. To this end, 20 students were selected from the last semester of the 2017 and 2017B cycles, from the Bachelor's in agribusiness, to which they were given a survey about the use of the IRS, and their relationship with the commitment and/or social responsibility. The data were analyzed by a Student T-Test at 95% of confidence. The results indicate that: only 7 of the 20 students said they recognized a positive impact of the IRS on their academic preparation, but not on the commitment to their community. 40% of students use Facebook, 90% WhatsApp and video games and 30% Twitter, with only 4% using the Internet to access and read journals and/or newspapers. 90% of students expressed no interest in using the Internet to read magazines, books or newspapers. It is concluded that students do not see the IRS as a tool to improve their academic readiness and do not see it as an influence to increase their sense of commitment and responsibility. In this way, it is necessary to implement effective mechanisms of linkage that relate in a real way to the university with the development and professional monitoring of the student and his achievements towards his community
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Anderson, Sky LaRell, and Karen (Kat) Schrier. "Disability and Video Games Journalism: A Discourse Analysis of Accessibility and Gaming Culture." Games and Culture, May 21, 2021, 155541202110210. http://dx.doi.org/10.1177/15554120211021005.

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In this article, we conduct a discourse analysis of 60 articles to reveal themes that describe how games journalism reflects and constitutes understandings of disability and accessibility in gaming. First, we map prior research on media’s relationship to disability, as well as approaches to disability in game studies, including the introduction of two primary paradigms for addressing issues of accessibility in gaming. Second, the project reveals six thematic categories that describe how game journalism reflects and constitutes understandings of disability and accessibility in gaming: gamers with disabilities, portraying disability, game design, game controllers, discussing accessibility, and advocacy. Further comparison of the categories reveals four additional themes of discourses, namely, self-congratulations, fetishization, awareness as advocacy, and problem-solving. The article concludes with implications for the games industry, for theory, and for how the field of game studies can investigate disability.
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"Problematics and Functional Diversity of Video Game Journalism in the Modern Russian Media “Igromania”." International Journal of Engineering and Advanced Technology 9, no. 1 (October 30, 2019): 7429–32. http://dx.doi.org/10.35940/ijeat.a3108.109119.

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The article reveals and studies the problematics and functional diversity of video game journalism in the journalistic texts of “Igromania” – one of the most popular monthly publications in modern Russia. Each issue of the journal published several articles on socially significant topics. Having studied the archives of "Igromania" (36 in total) for the period 2015-2017, we have identified 106 articles covering social issues. Using methods of continuous monitoring of “Igromania”, quantitative and substantive analysis of its articles, we found out that social problems are present in the author's columns and special sections. A large part of the media texts analysed dealt with problems related to social inequality, unemployment and discrimination. The authors of the article found that modern Russian gaming publications are different focus on social issues, which helps to expand the horizons of readers. Having studied the texts of gaming journalists of “Igromania”, we found out that there is a decrease in the critical author's assessment. Using the functional analysis, we have considered the main functions of video game journalism and concluded that it is characterized by significant irregularity in the implementation of the main functions of journalism. In addition, we found that the most common genre in the video game edition of “Igromania” is a review, you can also find notes, reports, sketches, essays and essays. These characteristics allowed to determine the effectiveness of the texts of gaming journalists “Igromania”, their problems and thematic focus. The results of our study complement and extend the findings of examples from modern practice of the Russian video game journalism research results, contained in articles and the scientific literature D. Amrich (2012), S. Anderson (2007), D. Auerbach (2014), K. Gillen (2005), J. Hall (2006), B. J. Harris (2014), M. Musgrove (2007), D. Tennant (2009).
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Whalen, Zach. "Ludology." M/C Journal 7, no. 2 (March 1, 2004). http://dx.doi.org/10.5204/mcj.2344.

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Over the recent holiday season, I more than once found myself in the position of explaining to a relative what it is that I do: “Oh, you study video games? But I thought you were in an English Department . . . I see.” The uncomfortably interdisciplinary field of “Game Studies” has been implicitly dealing with the same question in a quiet disciplinary turf war between scholars who attempt to bring games into existing academic discourse communities and scholars who see games as an entirely unique medium warranting independent academic infrastructures. The study of video games in the Academy is steadily taking shape, but the question of whose “turf” video games fall under is at the root of the most divisive controversies in the fledgling discipline of game studies. Espen Aarseth, noted critic of Cybertext fame, has warned of “colonisation” attempts by pre-existing disciplines: The greatest challenge to computer game studies will no doubt come from within the academic world. … Games are not a kind of cinema, or literature, but colonising attempts from both these fields have already happened, and no doubt will happen again. (n.pag.) Gonzalo Frasca and others have also frequently argued that video games represent a new medium that requires an entirely new critical vocabulary, a nascent disciplinary definition, and clear academic infrastructures. The so-called ludology vs. narratology debate over the nature of games (ludologists allegedly argue that games should be understood from the standpoint of “play” and narratologists allegedly argue that games should be studied for their narrative content) seems to offer a convenient dividing line for the debate on games studies relationship to the academy. However, as Frasca has recently argued, the ludology vs. narratology debate itself is questionably construed, and, as a matter of “turf” these positions seem to lack coherence or even an identifiable membership (Frasca 1). A useful critical tactic in approaching a difficult question is to ask, “What’s at stake?” What is at stake in the ludology debate? The answer has larger implications that I hope to address by broadening the question one step further. What is at stake in forming new disciplines? The fragile state of higher education seems to be a common topic in the United States with state budgets showing signs of weakness and the siphoning of funds away from “non-critical” areas like the humanities. It is a broad generalisation—but often true—that major universities divide their students and, often, the layout of the campus, so that Liberal Arts students have little contact with the “hard science” of the medical schools and engineering programs. Thus, for example, Computer Science is often separated physically and culturally from Psychology, English, or Journalism. With game studies potentially engaging all four disciplines, it is admittedly difficult to imagine a useful cooperation that utilised the collective resources of each department. The alternative, a hybrid department, has its own problems, however. Georgia Tech’s nascent Ph.D. program in Digital Media and Aarseth’s Department of Humanistic Informatics often meet with skeptical responses from academic colleagues and administration. Furthermore, the American university system is increasingly pragmatic in its stated goals and in its allotment of funds. As recent changes in my own university suggests, the continuation of support for departments and disciplines that tend toward esoteric or theoretical study depends on that department’s ability to produce a practical education product. English departments have traditionally found such a balance by assigning graduate students and junior faculty to teach the ubiquitous first-year writing courses, leaving senior faculty free to advance their own scholarship and the academic reputation of the university. Such a balance is difficult to imagine in a Game Studies program or department or even in a more broadly construed Department of New Media. Following the typical departmental model, a hypothetical Game Studies department would have to offer a required, first-year course in game production or game literacy to support the research of the senior faculty. This first-year course would also have to fit within a definition of “Liberal Arts” education such that it would be a general requirement. Game studies seems much more plausible as a field in academics if it is attached to an existing department because universities with tight and shrinking budgets are less likely to support a field with such a short history without a pressing demand for basic instruction in the area. Thus, the question of “turf” has returned. Video and computer games are a dominant part of our cultural knowledge, so the answer is clear in the question “What is at stake in Game Studies?” That is, the increasing distance between the academy and everyday experience, a model whose very hierarchy recalls outdated modernist or neo-classical snobbery and threatens to erode the existence of academics and higher education as we know them. Clearly, ignoring games and Game Studies is out of the question, but fitting the study of games within existing academic discourse can only be attempted from within the system. That is why the web-based academic journal Game Studies (http://www.gamestudies.org) is such an important development in the history of computer game studies. Surveying the list of recent contributors, one finds independent scholars, game designers, and scholars affiliated with institutes of higher education, and the majority of those representatives of the academy tend be in Communications or Cultural Studies departments. Furthermore, the form and scope of the journal mimics a humanities-oriented journal such as Postmodern Culture, and the types of articles investigate the culturally significant aspects of gaming rather than the technological architecture of games or trends in the game development industry. Thus, the de facto alignment of the journal Game Studies suggests an inclusive, liberal arts approach even if it is fundamentally interdisciplinary. Furthermore, the unifying focus on games allows scholars from a wide range of departments to bring their expertise—on, say, economics or law—to games despite Aarseth’s mistrust of such borrowing from pre-existing departments. But there is another sense of division among those who study games that parallels the “gamer” vs. “player” designation among the gaming community of itself. In the context of game study, there is a growing sense that games “belong” to the younger generation that has grown up taking the significance of games as a granted part of our existence. The community of gamers identifies itself as more involved than the casual “players,” and the sense of pride gamers associate with social status within game communities is a significant part of their lives. Sue Morris’s research on the social aspects of online gaming bears this out. As Morris argues, “an air of tongue-in-cheek-bravado” pervades in-game taunting and many secondary gaming texts (94). This language is in some ways related to ever present “flame wars” on Internet message boards or forums where participants perceived as naive are abused for their “n00b” status. Similarly, in the context of game study, those of us in the “Nintendo generation” now attempting to carve out our spot in academics often feel a sense of ownership of games which privileges our perspective over established media scholars who may have learned about games primarily through their children. This problem suggests both that the existing study of games in the academy may be too far removed from actual game playing, and that a cultural studies or literature model might be most appropriate for understanding the most fundamental question about games, namely “Why do they mean so much to us?” Whether the ludology approach is in fact superior to a “narratological” model ultimately matters little in the disciplinary turf war. What matters is whether ludology is sufficiently robust as a hypothetical academic discipline to offer the kind of diverse and valuable criticism that seems to be coming from a variety of existing disciplines. The answer, currently, seems to be “no,” and it may be that game studies is better off as a melting pot of diverse academic backgrounds, each contributing to the general knowledge and understanding of the problematic and compelling phenomenon of video games. Works Cited Aarseth, Espen. “Computer Game Studies, Year One.” Game Studies. 1:1. (2001): n.pag. 19 Jan. 2004. <http://www.gamestudies.org/0101/editorial.php>. Frasca, Gonzalo. “Ludologists Love Stories, Too: Notes from a Debate That Never Took Place.” Proceedings. Level Up 2003 Conference. <http://ludology.org/articles/Frasca_LevelUp2003.pdf>. Morris, Sue. “First-Person Shooters – A Game Apparatus.” Screenplay: Cinema/Videogames/Interfaces. Ed. Geoff King and Tanya Krzywinska. London: Wallflower Press, 2002. 81-97. Links http://www.gamestudies.org Citation reference for this article MLA Style Whalen, Zach. "Ludology" M/C: A Journal of Media and Culture <http://www.media-culture.org.au/0403/08-ludology.php>. APA Style Whalen, Z. (2004, Mar17). Ludology. M/C: A Journal of Media and Culture, 7, <http://www.media-culture.org.au/0403/08-ludology.php>
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Burns, Alex. "Oblique Strategies for Ambient Journalism." M/C Journal 13, no. 2 (April 15, 2010). http://dx.doi.org/10.5204/mcj.230.

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Alfred Hermida recently posited ‘ambient journalism’ as a new framework for para- and professional journalists, who use social networks like Twitter for story sources, and as a news delivery platform. Beginning with this framework, this article explores the following questions: How does Hermida define ‘ambient journalism’ and what is its significance? Are there alternative definitions? What lessons do current platforms provide for the design of future, real-time platforms that ‘ambient journalists’ might use? What lessons does the work of Brian Eno provide–the musician and producer who coined the term ‘ambient music’ over three decades ago? My aim here is to formulate an alternative definition of ambient journalism that emphasises craft, skills acquisition, and the mental models of professional journalists, which are the foundations more generally for journalism practices. Rather than Hermida’s participatory media context I emphasise ‘institutional adaptiveness’: how journalists and newsrooms in media institutions rely on craft and skills, and how emerging platforms can augment these foundations, rather than replace them. Hermida’s Ambient Journalism and the Role of Journalists Hermida describes ambient journalism as: “broad, asynchronous, lightweight and always-on communication systems [that] are creating new kinds of interactions around the news, and are enabling citizens to maintain a mental model of news and events around them” (Hermida 2). His ideas appear to have two related aspects. He conceives ambient journalism as an “awareness system” between individuals that functions as a collective intelligence or kind of ‘distributed cognition’ at a group level (Hermida 2, 4-6). Facebook, Twitter and other online social networks are examples. Hermida also suggests that such networks enable non-professionals to engage in ‘communication’ and ‘conversation’ about news and media events (Hermida 2, 7). In a helpful clarification, Hermida observes that ‘para-journalists’ are like the paralegals or non-lawyers who provide administrative support in the legal profession and, in academic debates about journalism, are more commonly known as ‘citizen journalists’. Thus, Hermida’s ambient journalism appears to be: (1) an information systems model of new platforms and networks, and (2) a normative argument that these tools empower ‘para-journalists’ to engage in journalism and real-time commentary. Hermida’s thesis is intriguing and worthy of further discussion and debate. As currently formulated however it risks sharing the blind-spots and contradictions of the academic literature that Hermida cites, which suffers from poor theory-building (Burns). A major reason is that the participatory media context on which Hermida often builds his work has different mental models and normative theories than the journalists or media institutions that are the target of critique. Ambient journalism would be a stronger and more convincing framework if these incorrect assumptions were jettisoned. Others may also potentially misunderstand what Hermida proposes, because the academic debate is often polarised between para-journalists and professional journalists, due to different views about institutions, the politics of knowledge, decision heuristics, journalist training, and normative theoretical traditions (Christians et al. 126; Cole and Harcup 166-176). In the academic debate, para-journalists or ‘citizen journalists’ may be said to have a communitarian ethic and desire more autonomous solutions to journalists who are framed as uncritical and reliant on official sources, and to media institutions who are portrayed as surveillance-like ‘monitors’ of society (Christians et al. 124-127). This is however only one of a range of possible relationships. Sole reliance on para-journalists could be a premature solution to a more complex media ecology. Journalism craft, which does not rely just on official sources, also has a range of practices that already provides the “more complex ways of understanding and reporting on the subtleties of public communication” sought (Hermida 2). Citizen- and para-journalist accounts may overlook micro-studies in how newsrooms adopt technological innovations and integrate them into newsgathering routines (Hemmingway 196). Thus, an examination of the realities of professional journalism will help to cast a better light on how ambient journalism can shape the mental models of para-journalists, and provide more rigorous analysis of news and similar events. Professional journalism has several core dimensions that para-journalists may overlook. Journalism’s foundation as an experiential craft includes guidance and norms that orient the journalist to information, and that includes practitioner ethics. This craft is experiential; the basis for journalism’s claim to “social expertise” as a discipline; and more like the original Linux and Open Source movements which evolved through creative conflict (Sennett 9, 25-27, 125-127, 249-251). There are learnable, transmissible skills to contextually evaluate, filter, select and distil the essential insights. This craft-based foundation and skills informs and structures the journalist’s cognitive witnessing of an event, either directly or via reconstructed, cultivated sources. The journalist publishes through a recognised media institution or online platform, which provides communal validation and verification. There is far more here than the academic portrayal of journalists as ‘gate-watchers’ for a ‘corporatist’ media elite. Craft and skills distinguish the professional journalist from Hermida’s para-journalist. Increasingly, media institutions hire journalists who are trained in other craft-based research methods (Burns and Saunders). Bethany McLean who ‘broke’ the Enron scandal was an investment banker; documentary filmmaker Errol Morris first interviewed serial killers for an early project; and Neil Chenoweth used ‘forensic accounting’ techniques to investigate Rupert Murdoch and Kerry Packer. Such expertise allows the journalist to filter information, and to mediate any influences in the external environment, in order to develop an individualised, ‘embodied’ perspective (Hofstadter 234; Thompson; Garfinkel and Rawls). Para-journalists and social network platforms cannot replace this expertise, which is often unique to individual journalists and their research teams. Ambient Journalism and Twitter Current academic debates about how citizen- and para-journalists may augment or even replace professional journalists can often turn into legitimation battles whether the ‘de facto’ solution is a social media network rather than a media institution. For example, Hermida discusses Twitter, a micro-blogging platform that allows users to post 140-character messages that are small, discrete information chunks, for short-term and episodic memory. Twitter enables users to monitor other users, to group other messages, and to search for terms specified by a hashtag. Twitter thus illustrates how social media platforms can make data more transparent and explicit to non-specialists like para-journalists. In fact, Twitter is suitable for five different categories of real-time information: news, pre-news, rumours, the formation of social media and subject-based networks, and “molecular search” using granular data-mining tools (Leinweber 204-205). In this model, the para-journalist acts as a navigator and “way-finder” to new information (Morville, Findability). Jaron Lanier, an early designer of ‘virtual reality’ systems, is perhaps the most vocal critic of relying on groups of non-experts and tools like Twitter, instead of individuals who have professional expertise. For Lanier, what underlies debates about citizen- and para-journalists is a philosophy of “cybernetic totalism” and “digital Maoism” which exalts the Internet collective at the expense of truly individual views. He is deeply critical of Hermida’s chosen platform, Twitter: “A design that shares Twitter’s feature of providing ambient continuous contact between people could perhaps drop Twitter’s adoration of fragments. We don’t really know, because it is an unexplored design space” [emphasis added] (Lanier 24). In part, Lanier’s objection is traceable back to an unresolved debate on human factors and design in information science. Influenced by the post-war research into cybernetics, J.C.R. Licklider proposed a cyborg-like model of “man-machine symbiosis” between computers and humans (Licklider). In turn, Licklider’s framework influenced Douglas Engelbart, who shaped the growth of human-computer interaction, and the design of computer interfaces, the mouse, and other tools (Engelbart). In taking a system-level view of platforms Hermida builds on the strength of Licklider and Engelbart’s work. Yet because he focuses on para-journalists, and does not appear to include the craft and skills-based expertise of professional journalists, it is unclear how he would answer Lanier’s fears about how reliance on groups for news and other information is superior to individual expertise and judgment. Hermida’s two case studies point to this unresolved problem. Both cases appear to show how Twitter provides quicker and better forms of news and information, thereby increasing the effectiveness of para-journalists to engage in journalism and real-time commentary. However, alternative explanations may exist that raise questions about Twitter as a new platform, and thus these cases might actually reveal circumstances in which ambient journalism may fail. Hermida alludes to how para-journalists now fulfil the earlier role of ‘first responders’ and stringers, in providing the “immediate dissemination” of non-official information about disasters and emergencies (Hermida 1-2; Haddow and Haddow 117-118). Whilst important, this is really a specific role. In fact, disaster and emergency reporting occurs within well-established practices, professional ethics, and institutional routines that may involve journalists, government officials, and professional communication experts (Moeller). Officials and emergency management planners are concerned that citizen- or para-journalism is equated with the craft and skills of professional journalism. The experience of these officials and planners in 2005’s Hurricane Katrina in the United States, and in 2009’s Black Saturday bushfires in Australia, suggests that whilst para-journalists might be ‘first responders’ in a decentralised, complex crisis, they are perceived to spread rumours and potential social unrest when people need reliable information (Haddow and Haddow 39). These terms of engagement between officials, planners and para-journalists are still to be resolved. Hermida readily acknowledges that Twitter and other social network platforms are vulnerable to rumours (Hermida 3-4; Sunstein). However, his other case study, Iran’s 2009 election crisis, further complicates the vision of ambient journalism, and always-on communication systems in particular. Hermida discusses several events during the crisis: the US State Department request to halt a server upgrade, how the Basij’s shooting of bystander Neda Soltan was captured on a mobile phone camera, the spread across social network platforms, and the high-velocity number of ‘tweets’ or messages during the first two weeks of Iran’s electoral uncertainty (Hermida 1). The US State Department was interested in how Twitter could be used for non-official sources, and to inform people who were monitoring the election events. Twitter’s perceived ‘success’ during Iran’s 2009 election now looks rather different when other factors are considered such as: the dynamics and patterns of Tehran street protests; Iran’s clerics who used Soltan’s death as propaganda; claims that Iran’s intelligence services used Twitter to track down and to kill protestors; the ‘black box’ case of what the US State Department and others actually did during the crisis; the history of neo-conservative interest in a Twitter-like platform for strategic information operations; and the Iranian diaspora’s incitement of Tehran student protests via satellite broadcasts. Iran’s 2009 election crisis has important lessons for ambient journalism: always-on communication systems may create noise and spread rumours; ‘mirror-imaging’ of mental models may occur, when other participants have very different worldviews and ‘contexts of use’ for social network platforms; and the new kinds of interaction may not lead to effective intervention in crisis events. Hermida’s combination of news and non-news fragments is the perfect environment for psychological operations and strategic information warfare (Burns and Eltham). Lessons of Current Platforms for Ambient Journalism We have discussed some unresolved problems for ambient journalism as a framework for journalists, and as mental models for news and similar events. Hermida’s goal of an “awareness system” faces a further challenge: the phenomenological limitations of human consciousness to deal with information complexity and ambiguous situations, whether by becoming ‘entangled’ in abstract information or by developing new, unexpected uses for emergent technologies (Thackara; Thompson; Hofstadter 101-102, 186; Morville, Findability, 55, 57, 158). The recursive and reflective capacities of human consciousness imposes its own epistemological frames. It’s still unclear how Licklider’s human-computer interaction will shape consciousness, but Douglas Hofstadter’s experiments with art and video-based group experiments may be suggestive. Hofstadter observes: “the interpenetration of our worlds becomes so great that our worldviews start to fuse” (266). Current research into user experience and information design provides some validation of Hofstadter’s experience, such as how Google is now the ‘default’ search engine, and how its interface design shapes the user’s subjective experience of online search (Morville, Findability; Morville, Search Patterns). Several models of Hermida’s awareness system already exist that build on Hofstadter’s insight. Within the information systems field, on-going research into artificial intelligence–‘expert systems’ that can model expertise as algorithms and decision rules, genetic algorithms, and evolutionary computation–has attempted to achieve Hermida’s goal. What these systems share are mental models of cognition, learning and adaptiveness to new information, often with forecasting and prediction capabilities. Such systems work in journalism areas such as finance and sports that involve analytics, data-mining and statistics, and in related fields such as health informatics where there are clear, explicit guidelines on information and international standards. After a mid-1980s investment bubble (Leinweber 183-184) these systems now underpin the technology platforms of global finance and news intermediaries. Bloomberg LP’s ubiquitous dual-screen computers, proprietary network and data analytics (www.bloomberg.com), and its competitors such as Thomson Reuters (www.thomsonreuters.com and www.reuters.com), illustrate how financial analysts and traders rely on an “awareness system” to navigate global stock-markets (Clifford and Creswell). For example, a Bloomberg subscriber can access real-time analytics from exchanges, markets, and from data vendors such as Dow Jones, NYSE Euronext and Thomson Reuters. They can use portfolio management tools to evaluate market information, to make allocation and trading decisions, to monitor ‘breaking’ news, and to integrate this information. Twitter is perhaps the para-journalist equivalent to how professional journalists and finance analysts rely on Bloomberg’s platform for real-time market and business information. Already, hedge funds like PhaseCapital are data-mining Twitter’s ‘tweets’ or messages for rumours, shifts in stock-market sentiment, and to analyse potential trading patterns (Pritchett and Palmer). The US-based Securities and Exchange Commission, and researchers like David Gelernter and Paul Tetlock, have also shown the benefits of applied data-mining for regulatory market supervision, in particular to uncover analysts who provide ‘whisper numbers’ to online message boards, and who have access to material, non-public information (Leinweber 60, 136, 144-145, 208, 219, 241-246). Hermida’s framework might be developed further for such regulatory supervision. Hermida’s awareness system may also benefit from the algorithms found in high-frequency trading (HFT) systems that Citadel Group, Goldman Sachs, Renaissance Technologies, and other quantitative financial institutions use. Rather than human traders, HFT uses co-located servers and complex algorithms, to make high-volume trades on stock-markets that take advantage of microsecond changes in prices (Duhigg). HFT capabilities are shrouded in secrecy, and became the focus of regulatory attention after several high-profile investigations of traders alleged to have stolen the software code (Bray and Bunge). One public example is Streambase (www.streambase.com), a ‘complex event processing’ (CEP) platform that can be used in HFT, and commercialised from the Project Aurora research collaboration between Brandeis University, Brown University, and Massachusetts Institute of Technology. CEP and HFT may be the ‘killer apps’ of Hermida’s awareness system. Alternatively, they may confirm Jaron Lanier’s worst fears: your data-stream and user-generated content can be harvested by others–for their gain, and your loss! Conclusion: Brian Eno and Redefining ‘Ambient Journalism’ On the basis of the above discussion, I suggest a modified definition of Hermida’s thesis: ‘Ambient journalism’ is an emerging analytical framework for journalists, informed by cognitive, cybernetic, and information systems research. It ‘sensitises’ the individual journalist, whether professional or ‘para-professional’, to observe and to evaluate their immediate context. In doing so, ‘ambient journalism’, like journalism generally, emphasises ‘novel’ information. It can also inform the design of real-time platforms for journalistic sources and news delivery. Individual ‘ambient journalists’ can learn much from the career of musician and producer Brian Eno. His personal definition of ‘ambient’ is “an atmosphere, or a surrounding influence: a tint,” that relies on the co-evolution of the musician, creative horizons, and studio technology as a tool, just as para-journalists use Twitter as a platform (Sheppard 278; Eno 293-297). Like para-journalists, Eno claims to be a “self-educated but largely untrained” musician and yet also a craft-based producer (McFadzean; Tamm 177; 44-50). Perhaps Eno would frame the distinction between para-journalist and professional journalist as “axis thinking” (Eno 298, 302) which is needlessly polarised due to different normative theories, stances, and practices. Furthermore, I would argue that Eno’s worldview was shaped by similar influences to Licklider and Engelbart, who appear to have informed Hermida’s assumptions. These influences include the mathematician and game theorist John von Neumann and biologist Richard Dawkins (Eno 162); musicians Eric Satie, John Cage and his book Silence (Eno 19-22, 162; Sheppard 22, 36, 378-379); and the field of self-organising systems, in particular cyberneticist Stafford Beer (Eno 245; Tamm 86; Sheppard 224). Eno summed up the central lesson of this theoretical corpus during his collaborations with New York’s ‘No Wave’ scene in 1978, of “people experimenting with their lives” (Eno 253; Reynolds 146-147; Sheppard 290-295). Importantly, he developed a personal view of normative theories through practice-based research, on a range of projects, and with different creative and collaborative teams. Rather than a technological solution, Eno settled on a way to encode his craft and skills into a quasi-experimental, transmittable method—an aim of practitioner development in professional journalism. Even if only a “founding myth,” the story of Eno’s 1975 street accident with a taxi, and how he conceived ‘ambient music’ during his hospital stay, illustrates how ambient journalists might perceive something new in specific circumstances (Tamm 131; Sheppard 186-188). More tellingly, this background informed his collaboration with the late painter Peter Schmidt, to co-create the Oblique Strategies deck of aphorisms: aleatory, oracular messages that appeared dependent on chance, luck, and randomness, but that in fact were based on Eno and Schmidt’s creative philosophy and work guidelines (Tamm 77-78; Sheppard 178-179; Reynolds 170). In short, Eno was engaging with the kind of reflective practices that underpin exemplary professional journalism. He was able to encode this craft and skills into a quasi-experimental method, rather than a technological solution. Journalists and practitioners who adopt Hermida’s framework could learn much from the published accounts of Eno’s practice-based research, in the context of creative projects and collaborative teams. In particular, these detail the contexts and choices of Eno’s early ambient music recordings (Sheppard 199-200); Eno’s duels with David Bowie during ‘Sense of Doubt’ for the Heroes album (Tamm 158; Sheppard 254-255); troubled collaborations with Talking Heads and David Byrne (Reynolds 165-170; Sheppard; 338-347, 353); a curatorial, mentor role on U2’s The Unforgettable Fire (Sheppard 368-369); the ‘grand, stadium scale’ experiments of U2’s 1991-93 ZooTV tour (Sheppard 404); the Zorn-like games of Bowie’s Outside album (Eno 382-389); and the ‘generative’ artwork 77 Million Paintings (Eno 330-332; Tamm 133-135; Sheppard 278-279; Eno 435). Eno is clearly a highly flexible maker and producer. Developing such flexibility would ensure ambient journalism remains open to novelty as an analytical framework that may enhance the practitioner development and work of professional journalists and para-journalists alike.Acknowledgments The author thanks editor Luke Jaaniste, Alfred Hermida, and the two blind peer reviewers for their constructive feedback and reflective insights. References Bray, Chad, and Jacob Bunge. “Ex-Goldman Programmer Indicted for Trade Secrets Theft.” The Wall Street Journal 12 Feb. 2010. 17 March 2010 ‹http://online.wsj.com/article/SB10001424052748703382904575059660427173510.html›. Burns, Alex. “Select Issues with New Media Theories of Citizen Journalism.” M/C Journal 11.1 (2008). 17 March 2010 ‹http://journal.media-culture.org.au/index.php/mcjournal/article/view/30›.———, and Barry Saunders. “Journalists as Investigators and ‘Quality Media’ Reputation.” Record of the Communications Policy and Research Forum 2009. Eds. Franco Papandrea and Mark Armstrong. Sydney: Network Insight Institute, 281-297. 17 March 2010 ‹http://eprints.vu.edu.au/15229/1/CPRF09BurnsSaunders.pdf›.———, and Ben Eltham. “Twitter Free Iran: An Evaluation of Twitter’s Role in Public Diplomacy and Information Operations in Iran’s 2009 Election Crisis.” Record of the Communications Policy and Research Forum 2009. Eds. Franco Papandrea and Mark Armstrong. Sydney: Network Insight Institute, 298-310. 17 March 2010 ‹http://eprints.vu.edu.au/15230/1/CPRF09BurnsEltham.pdf›. Christians, Clifford G., Theodore Glasser, Denis McQuail, Kaarle Nordenstreng, and Robert A. White. Normative Theories of the Media: Journalism in Democratic Societies. Champaign, IL: University of Illinois Press, 2009. Clifford, Stephanie, and Julie Creswell. “At Bloomberg, Modest Strategy to Rule the World.” The New York Times 14 Nov. 2009. 17 March 2010 ‹http://www.nytimes.com/2009/11/15/business/media/15bloom.html?ref=businessandpagewanted=all›.Cole, Peter, and Tony Harcup. Newspaper Journalism. Thousand Oaks, CA: Sage Publications, 2010. Duhigg, Charles. “Stock Traders Find Speed Pays, in Milliseconds.” The New York Times 23 July 2009. 17 March 2010 ‹http://www.nytimes.com/2009/07/24/business/24trading.html?_r=2andref=business›. Engelbart, Douglas. “Augmenting Human Intellect: A Conceptual Framework, 1962.” Ed. Neil Spiller. Cyber Reader: Critical Writings for the Digital Era. London: Phaidon Press, 2002. 60-67. Eno, Brian. A Year with Swollen Appendices. London: Faber and Faber, 1996. Garfinkel, Harold, and Anne Warfield Rawls. Toward a Sociological Theory of Information. Boulder, CO: Paradigm Publishers, 2008. Hadlow, George D., and Kim S. Haddow. Disaster Communications in a Changing Media World, Butterworth-Heinemann, Burlington MA, 2009. Hemmingway, Emma. Into the Newsroom: Exploring the Digital Production of Regional Television News. Milton Park: Routledge, 2008. Hermida, Alfred. “Twittering the News: The Emergence of Ambient Journalism.” Journalism Practice 4.3 (2010): 1-12. Hofstadter, Douglas. I Am a Strange Loop. New York: Perseus Books, 2007. Lanier, Jaron. You Are Not a Gadget: A Manifesto. London: Allen Lane, 2010. Leinweber, David. Nerds on Wall Street: Math, Machines and Wired Markets. Hoboken, NJ: John Wiley and Sons, 2009. Licklider, J.C.R. “Man-Machine Symbiosis, 1960.” Ed. Neil Spiller. Cyber Reader: Critical Writings for the Digital Era, London: Phaidon Press, 2002. 52-59. McFadzean, Elspeth. “What Can We Learn from Creative People? The Story of Brian Eno.” Management Decision 38.1 (2000): 51-56. Moeller, Susan. Compassion Fatigue: How the Media Sell Disease, Famine, War and Death. New York: Routledge, 1998. Morville, Peter. Ambient Findability. Sebastopol, CA: O’Reilly Press, 2005. ———. Search Patterns. Sebastopol, CA: O’Reilly Press, 2010.Pritchett, Eric, and Mark Palmer. ‘Following the Tweet Trail.’ CNBC 11 July 2009. 17 March 2010 ‹http://www.casttv.com/ext/ug0p08›. Reynolds, Simon. Rip It Up and Start Again: Postpunk 1978-1984. London: Penguin Books, 2006. Sennett, Richard. The Craftsman. London: Penguin Books, 2008. Sheppard, David. On Some Faraway Beach: The Life and Times of Brian Eno. London: Orion Books, 2008. Sunstein, Cass. On Rumours: How Falsehoods Spread, Why We Believe Them, What Can Be Done. New York: Farrar, Straus and Giroux, 2009. Tamm, Eric. Brian Eno: His Music and the Vertical Colour of Sound. New York: Da Capo Press, 1995. Thackara, John. In the Bubble: Designing in a Complex World. Boston, MA: The MIT Press, 1995. Thompson, Evan. Mind in Life: Biology, Phenomenology, and the Science of Mind. Boston, MA: Belknap Press, 2007.
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Carlson, Rebecca. ""Too Human" versus the enthusiast press: Video game journalists as mediators of commodity value." Transformative Works and Cultures 2 (February 17, 2009). http://dx.doi.org/10.3983/twc.2009.098.

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This article examines the role of mediators in the production of commodity value, arguing that there is a rise in a kind of immaterial labor, shaped by contemporary conditions of late capitalism, that functions explicitly as a mediating force. In this example, video game journalists are understood as actively engaged in producing and negotiating the value and meaning of video games for both producers and consumers. By specifically examining a moment of value contestation, a podcast debate between a journalist and a game developer, this article traces the mediating practices of the enthusiast gaming press and examines the way their history with and relationship to the video game industry continue to structure their ability to filter knowledge and shape desires.
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Newman, James. "Save the Videogame! The National Videogame Archive: Preservation, Supersession and Obsolescence." M/C Journal 12, no. 3 (July 15, 2009). http://dx.doi.org/10.5204/mcj.167.

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Introduction In October 2008, the UK’s National Videogame Archive became a reality and after years of negotiation, preparation and planning, this partnership between Nottingham Trent University’s Centre for Contemporary Play research group and The National Media Museum, accepted its first public donations to the collection. These first donations came from Sony’s Computer Entertainment Europe’s London Studios who presented the original, pre-production PlayStation 2 EyeToy camera (complete with its hand-written #1 sticker) and Harmonix who crossed the Atlantic to deliver prototypes of the Rock Band drum kit and guitar controllers along with a slew of games. Since then, we have been inundated with donations, enquiries and volunteers offering their services and it is clear that we have exciting and challenging times ahead of us at the NVA as we seek to continue our collecting programme and preserve, conserve, display and interpret these vital parts of popular culture. This essay, however, is not so much a document of these possible futures for our research or the challenges we face in moving forward as it is a discussion of some of the issues that make game preservation a vital and timely undertaking. In briefly telling the story of the genesis of the NVA, I hope to draw attention to some of the peculiarities (in both senses) of the situation in which videogames currently exist. While considerable attention has been paid to the preservation and curation of new media arts (e.g. Cook et al.), comparatively little work has been undertaken in relation to games. Surprisingly, the games industry has been similarly neglectful of the histories of gameplay and gamemaking. Throughout our research, it has became abundantly clear that even those individuals and companies most intimately associated with the development of this form, do not hold their corporate and personal histories in the high esteem we expected (see also Lowood et al.). And so, despite the well-worn bluster of an industry that proclaims itself as culturally significant as Hollywood, it is surprisingly difficult to find a definitive copy of the boxart of the final release of a Triple-A title let alone any of the pre-production materials. Through our journeys in the past couple of years, we have encountered shoeboxes under CEOs’ desks and proud parents’ collections of tapes and press cuttings. These are the closest things to a formalised archive that we currently have for many of the biggest British game development and publishing companies. Not only is this problematic in and of itself as we run the risk of losing titles and documents forever as well as the stories locked up in the memories of key individuals who grow ever older, but also it is symptomatic of an industry that, despite its public proclamations, neither places a high value on its products as popular culture nor truly recognises their impact on that culture. While a few valorised, still-ongoing, franchises like the Super Mario and Legend of Zelda series are repackaged and (digitally) re-released so as to provide continuity with current releases, a huge number of games simply disappear from view once their short period of retail limelight passes. Indeed, my argument in this essay rests to some extent on the admittedly polemical, and maybe even antagonistic, assertion that the past business and marketing practices of the videogames industry are partly to blame for the comparatively underdeveloped state of game preservation and the seemingly low cultural value placed on old games within the mainstream marketplace. Small wonder, then, that archives and formalised collections are not widespread. However antagonistic this point may seem, this essay does not set out merely to criticise the games industry. Indeed, it is important to recognise that the success and viability of projects such as the NVA is derived partly from close collaboration with industry partners. As such, it is my hope that in addition to contributing to the conversation about the importance and need for formalised strategies of game preservation, this essay goes some way to demonstrating the necessity of universities, museums, developers, publishers, advertisers and retailers tackling these issues in partnership. The Best Game Is the Next Game As will be clear from these opening paragraphs, this essay is primarily concerned with ‘old’ games. Perhaps surprisingly, however, we shall see that ‘old’ games are frequently not that old at all as even the shiniest, and newest of interactive experiences soon slip from view under the pressure of a relentless industrial and institutional push towards the forthcoming release and the ‘next generation’. More surprising still is that ‘old’ games are often difficult to come by as they occupy, at best, a marginalised position in the contemporary marketplace, assuming they are even visible at all. This is an odd situation. Videogames are, as any introductory primer on game studies will surely reveal, big business (see Kerr, for instance, as well as trade bodies such as ELSPA and The ESA for up-to-date sales figures). Given the videogame industry seems dedicated to growing its business and broadening its audiences (see Radd on Sony’s ‘Game 3.0’ strategy, for instance), it seems strange, from a commercial perspective if no other, that publishers’ and developers’ back catalogues are not being mercilessly plundered to wring the last pennies of profit from their IPs. Despite being cherished by players and fans, some of whom are actively engaged in their own private collecting and curation regimes (sometimes to apparently obsessive excess as Jones, among others, has noted), videogames have, nonetheless, been undervalued as part of our national popular cultural heritage by institutions of memory such as museums and archives which, I would suggest, have largely ignored and sometimes misunderstood or misrepresented them. Most of all, however, I wish to draw attention to the harm caused by the videogames industry itself. Consumers’ attentions are focused on ‘products’, on audiovisual (but mainly visual) technicalities and high-definition video specs rather than on the experiences of play and performance, or on games as artworks or artefact. Most damagingly, however, by constructing and contributing to an advertising, marketing and popular critical discourse that trades almost exclusively in the language of instant obsolescence, videogames have been robbed of their historical value and old platforms and titles are reduced to redundant, legacy systems and easily-marginalised ‘retro’ curiosities. The vision of inevitable technological progress that the videogames industry trades in reminds us of Paul Duguid’s concept of ‘supersession’ (see also Giddings and Kennedy, on the ‘technological imaginary’). Duguid identifies supersession as one of the key tropes in discussions of new media. The reductive idea that each new form subsumes and replaces its predecessor means that videogames are, to some extent, bound up in the same set of tensions that undermine the longevity of all new media. Chun rightly notes that, in contrast with more open terms like multimedia, ‘new media’ has always been somewhat problematic. Unaccommodating, ‘it portrayed other media as old or dead; it converged rather than multiplied; it did not efface itself in favor of a happy if redundant plurality’ (1). The very newness of new media and of videogames as the apotheosis of the interactivity and multimodality they promise (Newman, "In Search"), their gleam and shine, is quickly tarnished as they are replaced by ever-newer, ever more exciting, capable and ‘revolutionary’ technologies whose promise and moment in the limelight is, in turn, equally fleeting. As Franzen has noted, obsolescence and the trail of abandoned, superseded systems is a natural, even planned-for, product of an infatuation with the newness of new media. For Kline et al., the obsession with obsolescence leads to the characterisation of the videogames industry as a ‘perpetual innovation economy’ whose institutions ‘devote a growing share of their resources to the continual alteration and upgrading of their products. However, it is my contention here that the supersessionary tendency exerts a more serious impact on videogames than some other media partly because the apparently natural logic of obsolescence and technological progress goes largely unchecked and partly because there remain few institutions dedicated to considering and acting upon game preservation. The simple fact, as Lowood et al. have noted, is that material damage is being done as a result of this manufactured sense of continual progress and immediate, irrefutable obsolescence. By focusing on the upcoming new release and the preview of what is yet to come; by exciting gamers about what is in development and demonstrating the manifest ways in which the sheen of the new inevitably tarnishes the old. That which is replaced is fit only for the bargain bin or the budget-priced collection download, and as such, it is my position that we are systematically undermining and perhaps even eradicating the possibility of a thorough and well-documented history for videogames. This is a situation that we at the National Videogame Archive, along with colleagues in the emerging field of game preservation (e.g. the International Game Developers Association Game Preservation Special Interest Group, and the Keeping Emulation Environments Portable project) are, naturally, keen to address. Chief amongst our concerns is better understanding how it has come to be that, in 2009, game studies scholars and colleagues from across the memory and heritage sectors are still only at the beginning of the process of considering game preservation. The IGDA Game Preservation SIG was founded only five years ago and its ‘White Paper’ (Lowood et al.) is just published. Surprisingly, despite the importance of videogames within popular culture and the emergence and consolidation of the industry as a potent creative force, there remains comparatively little academic commentary or investigation into the specific situation and life-cycles of games or the demands that they place upon archivists and scholars of digital histories and cultural heritage. As I hope to demonstrate in this essay, one of the key tasks of the project of game preservation is to draw attention to the consequences of the concentration, even fetishisation, of the next generation, the new and the forthcoming. The focus on what I have termed ‘the lure of the imminent’ (e.g. Newman, Playing), the fixation on not only the present but also the as-yet-unreleased next generation, has contributed to the normalisation of the discourses of technological advancement and the inevitability and finality of obsolescence. The conflation of gameplay pleasure and cultural import with technological – and indeed, usually visual – sophistication gives rise to a context of endless newness, within which there appears to be little space for the ‘outdated’, the ‘superseded’ or the ‘old’. In a commercial and cultural space in which so little value is placed upon anything but the next game, we risk losing touch with the continuities of development and the practices of play while simultaneously robbing players and scholars of the critical tools and resources necessary for contextualised appreciation and analysis of game form and aesthetics, for instance (see Monnens, "Why", for more on the value of preserving ‘old’ games for analysis and scholarship). Moreover, we risk losing specific games, platforms, artefacts and products as they disappear into the bargain bucket or crumble to dust as media decay, deterioration and ‘bit rot’ (Monnens, "Losing") set in. Space does not here permit a discussion of the scope and extent of the preservation work required (for instance, the NVA sets its sights on preserving, documenting, interpreting and exhibiting ‘videogame culture’ in its broadest sense and recognises the importance of videogames as more than just code and as enmeshed within complex networks of productive, consumptive and performative practices). Neither is it my intention to discuss here the specific challenges and numerous issues associated with archival and exhibition tools such as emulation which seek to rebirth code on up-to-date, manageable, well-supported hardware platforms but which are frequently insensitive to the specificities and nuances of the played experience (see Newman, "On Emulation", for some further notes on videogame emulation, archiving and exhibition and Takeshita’s comments in Nutt on the technologies and aesthetics of glitches, for instance). Each of these issues is vitally important and will, doubtless become a part of the forthcoming research agenda for game preservation scholars. My focus here, however, is rather more straightforward and foundational and though it is deliberately controversial, it is my hope that its casts some light over some ingrained assumptions about videogames and the magnitude and urgency of the game preservation project. Videogames Are Disappearing? At a time when retailers’ shelves struggle under the weight of newly-released titles and digital distribution systems such as Steam, the PlayStation Network, Xbox Live Marketplace, WiiWare, DSiWare et al bring new ways to purchase and consume playable content, it might seem strange to suggest that videogames are disappearing. In addition to what we have perhaps come to think of as the ‘usual suspects’ in the hardware and software publishing marketplace, over the past year or so Apple have, unexpectedly and perhaps even surprising themselves, carved out a new gaming platform with the iPhone/iPod Touch and have dramatically simplified the notoriously difficult process of distributing mobile content with the iTunes App Store. In the face of this apparent glut of games and the emergence and (re)discovery of new markets with the iPhone, Wii and Nintendo DS, videogames seem an ever more a vital and visible part of popular culture. Yet, for all their commercial success and seemingly penetration the simple fact is that they are disappearing. And at an alarming rate. Addressing the IGDA community of game developers and producers, Henry Lowood makes the point with admirable clarity (see also Ruggill and McAllister): If we fail to address the problems of game preservation, the games you are making will disappear, perhaps within a few decades. You will lose access to your own intellectual property, you will be unable to show new developers the games you designed or that inspired you, and you may even find it necessary to re-invent a bunch of wheels. (Lowood et al. 1) For me, this point hit home most persuasively a few years ago when, along with Iain Simons, I was invited by the British Film Institute to contribute a book to their ‘Screen Guides’ series. 100 Videogames (Newman and Simons) was an intriguing prospect that provided us with the challenge and opportunity to explore some of the key moments in videogaming’s forty year history. However, although the research and writing processes proved to be an immensely pleasurable and rewarding experience that we hope culminated in an accessible, informative volume offering insight into some well-known (and some less-well known) games, the project was ultimately tinged with a more than a little disappointment and frustration. Assuming our book had successfully piqued the interest of our readers into rediscovering games previously played or perhaps investigating games for the first time, what could they then do? Where could they go to find these games in order to experience their delights (or their flaws and problems) at first hand? Had our volume been concerned with television or film, as most of the Screen Guides are, then online and offline retailers, libraries, and even archives for less widely-available materials, would have been obvious ports of call. For the student of videogames, however, the choices are not so much limited as practically non-existant. It is only comparatively recently that videogame retailers have shifted away from an almost exclusive focus on new releases and the zeitgeist platforms towards a recognition of old games and systems through the creation of the ‘pre-owned’ marketplace. The ‘pre-owned’ transaction is one in which old titles may be traded in for cash or against the purchase of new releases of hardware or software. Surely, then, this represents the commercial viability of classic games and is a recognition on the part of retail that the new release is not the only game in town. Yet, if we consider more carefully the ‘pre-owned’ model, we find a few telling points. First, there is cold economic sense to the pre-owned business model. In their financial statements for FY08, ‘GAME revealed that the service isn’t just a key part of its offer to consumers, but its also represents an ‘attractive’ gross margin 39 per cent.’ (French). Second, and most important, the premise of the pre-owned business as it is communicated to consumers still offers nothing but primacy to the new release. That one would trade-in one’s old games in order to consume these putatively better new ones speaks eloquently in the language of obsolesce and what Dovey and Kennedy have called the ‘technological imaginary’. The wire mesh buckets of old, pre-owned games are not displayed or coded as treasure troves for the discerning or completist collector but rather are nothing more than bargain bins. These are not classic games. These are cheap games. Cheap because they are old. Cheap because they have had their day. This is a curious situation that affects videogames most unfairly. Of course, my caricature of the videogame retailer is still incomplete as a good deal of the instantly visible shopfloor space is dedicated neither to pre-owned nor new releases but rather to displays of empty boxes often sporting unfinalised, sometimes mocked-up, boxart flaunting titles available for pre-order. Titles you cannot even buy yet. In the videogames marketplace, even the present is not exciting enough. The best game is always the next game. Importantly, retail is not alone in manufacturing this sense of dissatisfaction with the past and even the present. The specialist videogames press plays at least as important a role in reinforcing and normalising the supersessionary discourse of instant obsolescence by fixing readers’ attentions and expectations on the just-visible horizon. Examining the pages of specialist gaming publications reveals them to be something akin to Futurist paeans dedicating anything from 70 to 90% of their non-advertising pages to previews, interviews with developers about still-in-development titles (see Newman, Playing, for more on the specialist gaming press’ love affair with the next generation and the NDA scoop). Though a small number of publications specifically address retro titles (e.g. Imagine Publishing’s Retro Gamer), most titles are essentially vehicles to promote current and future product lines with many magazines essentially operating as delivery devices for cover-mounted CDs/DVDs offering teaser videos or playable demos of forthcoming titles to further whet the appetite. Manufacturing a sense of excitement might seem wholly natural and perhaps even desirable in helping to maintain a keen interest in gaming culture but the effect of the imbalance of popular coverage has a potentially deleterious effect on the status of superseded titles. Xbox World 360’s magnificently-titled ‘Anticip–O–Meter’ ™ does more than simply build anticipation. Like regular features that run under headings such as ‘The Next Best Game in The World Ever is…’, it seeks to author not so much excitement about the imminent release but a dissatisfaction with the present with which unfavourable comparisons are inevitably drawn. The current or previous crop of (once new, let us not forget) titles are not simply superseded but rather are reinvented as yardsticks to judge the prowess of the even newer and unarguably ‘better’. As Ashton has noted, the continual promotion of the impressiveness of the next generation requires a delicate balancing act and a selective, institutionalised system of recall and forgetting that recovers the past as a suite of (often technical) benchmarks (twice as many polygons, higher resolution etc.) In the absence of formalised and systematic collecting, these obsoleted titles run the risk of being forgotten forever once they no longer serve the purpose of demonstrating the comparative advancement of the successors. The Future of Videogaming’s Past Even if we accept the myriad claims of game studies scholars that videogames are worthy of serious interrogation in and of themselves and as part of a multifaceted, transmedial supersystem, we might be tempted to think that the lack of formalised collections, archival resources and readily available ‘old/classic’ titles at retail is of no great significance. After all, as Jones has observed, the videogame player is almost primed to undertake this kind of activity as gaming can, at least partly, be understood as the act and art of collecting. Games such as Animal Crossing make this tendency most manifest by challenging their players to collect objects and artefacts – from natural history through to works of visual art – so as to fill the initially-empty in-game Museum’s cases. While almost all videogames from The Sims to Katamari Damacy can be considered to engage their players in collecting and collection management work to some extent, Animal Crossing is perhaps the most pertinent example of the indivisibility of the gamer/archivist. Moreover, the permeability of the boundary between the fan’s collection of toys, dolls, posters and the other treasured objects of merchandising and the manipulation of inventories, acquisitions and equipment lists that we see in the menus and gameplay imperatives of videogames ensures an extensiveness and scope of fan collecting and archival work. Similarly, the sociality of fan collecting and the value placed on private hoarding, public sharing and the processes of research ‘…bridges to new levels of the game’ (Jones 48). Perhaps we should be as unsurprised that their focus on collecting makes videogames similar to eBay as we are to the realisation that eBay with its competitiveness, its winning and losing states, and its inexorable countdown timer, is nothing if not a game? We should be mindful, however, of overstating the positive effects of fandom on the fate of old games. Alongside eBay’s veneration of the original object, p2p and bittorrent sites reduce the videogame to its barest. Quite apart from the (il)legality of emulation and videogame ripping and sharing (see Conley et al.), the existence of ‘ROMs’ and the technicalities of their distribution reveals much about the peculiar tension between the interest in old games and their putative cultural and economic value. (St)ripped down to the barest of code, ROMs deny the gamer the paratextuality of the instruction manual or boxart. In fact, divorced from its context and robbed of its materiality, ROMs perhaps serve to make the original game even more distant. More tellingly, ROMs are typically distributed by the thousand in zipped files. And so, in just a few minutes, entire console back-catalogues – every game released in every territory – are available for browsing and playing on a PC or Mac. The completism of the collections allows detailed scrutiny of differences in Japanese versus European releases, for instance, and can be seen as a vital investigative resource. However, that these ROMs are packaged into collections of many thousands speaks implicitly of these games’ perceived value. In a similar vein, the budget-priced retro re-release collection helps to diminish the value of each constituent game and serves to simultaneously manufacture and highlight the manifestly unfair comparison between these intriguingly retro curios and the legitimately full-priced games of now and next. Customer comments at Amazon.co.uk demonstrate the way in which historical and technological comparisons are now solidly embedded within the popular discourse (see also Newman 2009b). Leaving feedback on Sega’s PS3/Xbox 360 Sega MegaDrive Ultimate Collection customers berate the publisher for the apparently meagre selection of titles on offer. Interestingly, this charge seems based less around the quality, variety or range of the collection but rather centres on jarring technological schisms and a clear sense of these titles being of necessarily and inevitably diminished monetary value. Comments range from outraged consternation, ‘Wtf, only 40 games?’, ‘I wont be getting this as one disc could hold the entire arsenal of consoles and games from commodore to sega saturn(Maybe even Dreamcast’ through to more detailed analyses that draw attention to the number of bits and bytes but that notably neglect any consideration of gameplay, experientiality, cultural significance or, heaven forbid, fun. “Ultimate” Collection? 32Mb of games on a Blu-ray disc?…here are 40 Megadrive games at a total of 31 Megabytes of data. This was taking the Michael on a DVD release for the PS2 (or even on a UMD for the PSP), but for a format that can store 50 Gigabytes of data, it’s an insult. Sega’s entire back catalogue of Megadrive games only comes to around 800 Megabytes - they could fit that several times over on a DVD. The ultimate consequence of these different but complementary attitudes to games that fix attentions on the future and package up decontextualised ROMs by the thousand or even collections of 40 titles on a single disc (selling for less than half the price of one of the original cartridges) is a disregard – perhaps even a disrespect – for ‘old’ games. Indeed, it is this tendency, this dominant discourse of inevitable, natural and unimpeachable obsolescence and supersession, that provided one of the prime motivators for establishing the NVA. As Lowood et al. note in the title of the IGDA Game Preservation SIG’s White Paper, we need to act to preserve and conserve videogames ‘before it’s too late’.ReferencesAshton, D. ‘Digital Gaming Upgrade and Recovery: Enrolling Memories and Technologies as a Strategy for the Future.’ M/C Journal 11.6 (2008). 13 Jun 2009 ‹http://journal.media-culture.org.au/index.php/mcjournal/article/viewArticle/86›.Buffa, C. ‘How to Fix Videogame Journalism.’ GameDaily 20 July 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/how-to-fix-videogame-journalism/69202/?biz=1›. ———. ‘Opinion: How to Become a Better Videogame Journalist.’ GameDaily 28 July 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/opinion-how-to-become-a-better-videogame-journalist/69236/?biz=1. ———. ‘Opinion: The Videogame Review – Problems and Solutions.’ GameDaily 2 Aug. 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/opinion-the-videogame-review-problems-and-solutions/69257/?biz=1›. ———. ‘Opinion: Why Videogame Journalism Sucks.’ GameDaily 14 July 2006. 13 Jun 2009 ‹http://www.gamedaily.com/articles/features/opinion-why-videogame-journalism-sucks/69180/?biz=1›. Cook, Sarah, Beryl Graham, and Sarah Martin eds. Curating New Media, Gateshead: BALTIC, 2002. Duguid, Paul. ‘Material Matters: The Past and Futurology of the Book.’ In Gary Nunberg, ed. The Future of the Book. Berkeley, CA: University of California Press, 1996. 63–101. French, Michael. 'GAME Reveals Pre-Owned Trading Is 18% of Business.’ MCV 22 Apr. 2009. 13 Jun 2009 ‹http://www.mcvuk.com/news/34019/GAME-reveals-pre-owned-trading-is-18-per-cent-of-business›. Giddings, Seth, and Helen Kennedy. ‘Digital Games as New Media.’ In J. Rutter and J. Bryce, eds. Understanding Digital Games. London: Sage. 129–147. Gillen, Kieron. ‘The New Games Journalism.’ Kieron Gillen’s Workblog 2004. 13 June 2009 ‹http://gillen.cream.org/wordpress_html/?page_id=3›. Jones, S. The Meaning of Video Games: Gaming and Textual Strategies, New York: Routledge, 2008. Kerr, A. The Business and Culture of Digital Games. London: Sage, 2006. Lister, Martin, John Dovey, Seth Giddings, Ian Grant and Kevin Kelly. New Media: A Critical Introduction. London and New York: Routledge, 2003. Lowood, Henry, Andrew Armstrong, Devin Monnens, Zach Vowell, Judd Ruggill, Ken McAllister, and Rachel Donahue. Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009 ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. Monnens, Devin. ‘Why Are Games Worth Preserving?’ In Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009 ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. ———. ‘Losing Digital Game History: Bit by Bit.’ In Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009 ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. Newman, J. ‘In Search of the Videogame Player: The Lives of Mario.’ New Media and Society 4.3 (2002): 407-425.———. ‘On Emulation.’ The National Videogame Archive Research Diary, 2009. 13 June 2009 ‹http://www.nationalvideogamearchive.org/index.php/2009/04/on-emulation/›. ———. ‘Our Cultural Heritage – Available by the Bucketload.’ The National Videogame Archive Research Diary, 2009. 10 Apr. 2009 ‹http://www.nationalvideogamearchive.org/index.php/2009/04/our-cultural-heritage-available-by-the-bucketload/›. ———. Playing with Videogames, London: Routledge, 2008. ———, and I. Simons. 100 Videogames. London: BFI Publishing, 2007. Nutt, C. ‘He Is 8-Bit: Capcom's Hironobu Takeshita Speaks.’ Gamasutra 2008. 13 June 2009 ‹http://www.gamasutra.com/view/feature/3752/›. Radd, D. ‘Gaming 3.0. Sony’s Phil Harrison Explains the PS3 Virtual Community, Home.’ Business Week 9 Mar. 2007. 13 June 2009 ‹http://www.businessweek.com/innovate/content/mar2007/id20070309_764852.htm?chan=innovation_game+room_top+stories›. Ruggill, Judd, and Ken McAllister. ‘What If We Do Nothing?’ Before It's Too Late: A Digital Game Preservation White Paper. IGDA, 2009. 13 June 2009. ‹http://www.igda.org/wiki/images/8/83/IGDA_Game_Preservation_SIG_-_Before_It%27s_Too_Late_-_A_Digital_Game_Preservation_White_Paper.pdf›. 16-19.
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39

Burns, Alex. "Select Issues with New Media Theories of Citizen Journalism." M/C Journal 10, no. 6 (April 1, 2008). http://dx.doi.org/10.5204/mcj.2723.

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“Journalists have to begin a new type of journalism, sometimes being the guide on the side of the civic conversation as well as the filter and gatekeeper.” (Kolodzy 218) “In many respects, citizen journalism is simply public journalism removed from the journalism profession.” (Barlow 181) 1. Citizen Journalism — The Latest Innovation? New Media theorists such as Dan Gillmor, Henry Jenkins, Jay Rosen and Jeff Howe have recently touted Citizen Journalism (CJ) as the latest innovation in 21st century journalism. “Participatory journalism” and “user-driven journalism” are other terms to describe CJ, which its proponents argue is a disruptive innovation (Christensen) to the agenda-setting media institutions, news values and “objective” reportage. In this essay I offer a “contrarian” view, informed by two perspectives: (1) a three-stage model of theory-building (Carlile & Christensen) to evaluate the claims made about CJ; and (2) self-reflexive research insights (Etherington) from editing the US-based news site Disinformation between November 1999 and February 2008. New media theories can potentially create “cognitive dissonance” (Festinger) when their explanations of CJ practices are compared with what actually happens (Feyerabend). First I summarise Carlile & Christensen’s model and the dangers of “bad theory” (Ghoshal). Next I consider several problems in new media theories about CJ: the notion of ‘citizen’, new media populism, parallels in event-driven and civic journalism, and mergers and acquisitions. Two ‘self-reflexive’ issues are considered: ‘pro-ams’ or ‘professional amateurs’ as a challenge to professional journalists, and CJ’s deployment in new media operations and production environments. Finally, some exploratory questions are offered for future researchers. 2. An Evaluative Framework for New Media Theories on Citizen Journalism Paul Carlile and Clayton M. Christensen’s model offers one framework with which to evaluate new media theories on CJ. This framework is used below to highlight select issues and gaps in CJ’s current frameworks and theories. Carlile & Christensen suggest that robust theory-building emerges via three stages: Descriptive, Categorisation and Normative (Carlile & Christensen). There are three sub-stages in Descriptive theory-building; namely, the observation of phenomena, inductive classification into schemas and taxonomies, and correlative relationships to develop models (Carlile & Christensen 2-5). Once causation is established, Normative theory evolves through deductive logic which is subject to Kuhnian paradigm shifts and Popperian falsifiability (Carlile & Christensen 6). Its proponents situate CJ as a Categorisation or new journalism agenda that poses a Normative challenged and Kuhnian paradigm shift to traditional journalism. Existing CJ theories jump from the Descriptive phase of observations like “smart mobs” in Japanese youth subcultures (Rheingold) to make broad claims for Categorisation such as that IndyMedia, blogs and wiki publishing systems as new media alternatives to traditional media. CJ theories then underpin normative beliefs, values and worldviews. Correlative relationships are also used to differentiate CJ from the demand side of microeconomic analysis, from the top-down editorial models of traditional media outlets, and to adopt a vanguard stance. To support this, CJ proponents cite research on emergent collective behaviour such as the “wisdom of crowds” hypothesis (Surowiecki) or peer-to-peer network “swarms” (Pesce) to provide scientific justification for their Normative theories. However, further evaluative research is needed for three reasons: the emergent collective behaviour hypothesis may not actually inform CJ practices, existing theories may have “correlation not cause” errors, and the link may be due to citation network effects between CJ theorists. Collectively, this research base also frames CJ as an “ought to” Categorisation and then proceeds to Normative theory-building (Carlile & Christensen 7). However, I argue below that this Categorisation may be premature: its observations and correlative relationships might reinforce a ‘weak’ Normative theory with limited generalisation. CJ proponents seem to imply that it can be applied anywhere and under any condition—a “statement of causality” that almost makes it a fad (Carlile & Christensen 8). CJ that relies on Classification and Normative claims will be problematic without a strong grounding in Descriptive observation. To understand what’s potentially at stake for CJ’s future consider the consider the parallel debate about curricula renewal for the Masters of Business Administration in the wake of high-profile corporate collapses such as Enron, Worldcom, HIH and OneTel. The MBA evolved as a sociological and institutional construct to justify management as a profession that is codified, differentiated and has entry barriers (Khurana). This process might partly explain the pushback that some media professionals have to CJ as one alternative. MBA programs faced criticism if they had student cohorts with little business know-how or experiential learning (Mintzberg). Enron’s collapse illustrated the ethical dilemmas and unintended consequences that occurred when “bad theories” were implemented (Ghoshal). Professional journalists are aware of this: MBA-educated managers challenged the “craft” tradition in the early 1980s (Underwood). This meant that journalism’s ‘self-image’ (Morgan; Smith) is intertwined with managerial anxieties about media conglomerates in highly competitive markets. Ironically, as noted below, Citizen Journalists who adopt a vanguard position vis-a-vis media professionals step into a more complex game with other players. However, current theories have a naïve idealism about CJ’s promise of normative social change in the face of Machiavellian agency in business, the media and politics. 3. Citizen Who? Who is the “citizen” in CJ? What is their self-awareness as a political agent? CJ proponents who use the ‘self-image’ of ‘citizen’ draw on observations from the participatory vision of open source software, peer-to-peer networks, and case studies such as Howard Dean’s 2004 bid for the Democrat Party nominee in the US Presidential election campaign (Trippi). Recent theorists note Alexander Hamilton’s tradition of civic activism (Barlow 178) which links contemporary bloggers with the Federalist Papers and early newspaper pamphlets. One unsurfaced assumption in these observations and correlations is that most bloggers will adopt a coherent political philosophy as informed citizens: a variation on Lockean utilitarianism, Rawlsian liberalism or Nader consumer activism. To date there is little discussion about how political philosophy could deepen CJ’s ‘self-image’: how to critically evaluate sources, audit and investigation processes, or strategies to deal with elites, deterrence and power. For example, although bloggers kept Valerie Plame’s ‘outing’ as a covert intelligence operative highly visible in the issues-attention cycle, it was agenda-setting media like The New York Times who the Bush Administration targeted to silence (Pearlstine). To be viable, CJ needs to evolve beyond a new media populism, perhaps into a constructivist model of agency, norms and social change (Finnemore). 4. Citizen Journalism as New Media Populism Several “precursor trends” foreshadowed CJ notably the mid-1990s interest in “cool-hunting” by new media analysts and subculture marketeers (Gibson; Gladwell). Whilst this audience focus waned with the 1995-2000 dotcom bubble it resurfaced in CJ and publisher Tim O’Reilly’s Web 2.0 vision. Thus, CJ might be viewed as new media populism that has flourished with the Web 2.0 boom. Yet if the boom becomes a macroeconomic bubble (Gross; Spar) then CJ could be written off as a “silver bullet” that ultimately failed to deliver on its promises (Brooks, Jr.). The reputations of uncritical proponents who adopted a “true believer” stance would also be damaged (Hoffer). This risk is evident if CJ is compared with a parallel trend that shares its audience focus and populist view: day traders and technical analysts who speculate on financial markets. This parallel trend provides an alternative discipline in which the populism surfaced in an earlier form (Carlile & Christensen 12). Fidelity’s Peter Lynch argues that stock pickers can use their Main Street knowledge to beat Wall Street by exploiting information asymmetries (Lynch & Rothchild). Yet Lynch’s examples came from the mid-1970s to early 1980s when indexed mutual fund strategies worked, before deregulation and macroeconomic volatility. A change in the Web 2.0 boom might similarly trigger a reconsideration of Citizen Journalism. Hedge fund maven Victor Niederhoffer contends that investors who rely on technical analysis are practicing a Comtean religion (Niederhoffer & Kenner 72-74) instead of Efficient Market Hypothesis traders who use statistical arbitrage to deal with ‘random walks’ or Behavioural Finance experts who build on Amos Tversky and Daniel Kahneman’s Prospect Theory (Kahneman & Tversky). Niederhoffer’s deeper point is that technical analysts’ belief that the “trend is your friend” is no match for the other schools, despite a mini-publishing industry and computer trading systems. There are also ontological and epistemological differences between the schools. Similarly, CJ proponents who adopt a ‘Professional Amateur’ or ‘Pro-Am’ stance (Leadbeater & Miller) may face a similar gulf when making comparisons with professional journalists and the production environments in media organisations. CJ also thrives as new media populism because of institutional vested interests. When media conglomerates cut back on cadetships and internships CJ might fill the market demand as one alternative. New media programs at New York University and others can use CJ to differentiate themselves from “hyperlocal” competitors (Christensen; Slywotzky; Christensen, Curtis & Horn). This transforms CJ from new media populism to new media institution. 5. Parallels: Event-driven & Civic Journalism For new media programs, CJ builds on two earlier traditions: the Event-driven journalism of crises like the 1991 Gulf War (Wark) and the Civic Journalism school that emerged in the 1960s social upheavals. Civic Journalism’s awareness of minorities and social issues provides the character ethic and political philosophy for many Citizen Journalists. Jay Rosen and others suggest that CJ is the next-generation heir to Civic Journalism, tracing a thread from the 1968 Chicago Democratic Convention to IndyMedia’s coverage of the 1999 “Battle in Seattle” (Rosen). Rosen’s observation could yield an interesting historiography or genealogy. Events such as the Southeast Asian tsunami on 26 December 2004 or Al Qaeda’s London bombings on 7 July 2005 are cited as examples of CJ as event-driven journalism and “pro-am collaboration” (Kolodzy 229-230). Having covered these events and Al Qaeda’s attacks on 11th September 2001, I have a slightly different view: this was more a variation on “first responder” status and handicam video footage that journalists have sourced for the past three decades when covering major disasters. This different view means that the “salience of categories” used to justify CJ and “pro-am collaboration” these events does not completely hold. Furthermore, when Citizen Journalism proponents tout Flickr and Wikipedia as models of real-time media they are building on a broader phenomenon that includes CNN’s Gulf War coverage and Bloomberg’s dominance of financial news (Loomis). 6. The Mergers & Acquisitions Scenario CJ proponents often express anxieties about the resilience of their outlets in the face of predatory venture capital firms who initiate Mergers & Acquisitions (M&A) activities. Ironically, these venture capital firms have core competencies and expertise in the event-driven infrastructure and real-time media that CJ aspires to. Sequoia Capital and other venture capital firms have evaluative frameworks that likely surpass Carlile & Christensen in sophistication, and they exploit parallels, information asymmetries and market populism. Furthermore, although venture capital firms such as Union Street Ventures have funded Web 2.0 firms, they are absent from the explanations of some theorists, whose examples of Citizen Journalism and Web 2.0 success may be the result of survivorship bias. Thus, the venture capital market remains an untapped data source for researchers who want to evaluate the impact of CJ outlets and institutions. The M&A scenario further problematises CJ in several ways. First, CJ is framed as “oppositional” to traditional media, yet this may be used as a stratagem in a game theory framework with multiple stakeholders. Drexel Burnham Lambert’s financier Michael Milken used market populism to sell ‘high-yield’ or ‘junk’ bonds to investors whilst disrupting the Wall Street establishment in the late 1980s (Curtis) and CJ could fulfil a similar tactical purpose. Second, the M&A goal of some Web 2.0 firms could undermine the participatory goals of a site’s community if post-merger integration fails. Jason Calacanis’s sale of Weblogs, Inc to America Online in 2005 and MSNBC’s acquisition of Newsvine on 5 October 2007 (Newsvine) might be success stories. However, this raises issues of digital “property rights” if you contribute to a community that is then sold in an M&A transaction—an outcome closer to business process outsourcing. Third, media “buzz” can create an unrealistic vision when a CJ site fails to grow beyond its start-up phase. Backfence.com’s demise as a “hyperlocal” initiative (Caverly) is one cautionary event that recalls the 2000 dotcom crash. The M&A scenarios outlined above are market dystopias for CJ purists. The major lesson for CJ proponents is to include other market players in hypotheses about causation and correlation factors. 7. ‘Pro-Ams’ & Professional Journalism’s Crisis CJ emerged during a period when Professional Journalism faced a major crisis of ‘self-image’. The Demos report The Pro-Am Revolution (Leadbeater & Miller) popularised the notion of ‘professional amateurs’ which some CJ theorists adopt to strengthen their categorisation. In turn, this triggers a response from cultural theorists who fear bloggers are new media’s barbarians (Keen). I concede Leadbeater and Miller have identified an important category. However, how some CJ theorists then generalise from ‘Pro-Ams’ illustrates the danger of ‘weak’ theory referred to above. Leadbeater and Miller’s categorisation does not really include a counter-view on the strengths of professionals, as illustrated in humanistic consulting (Block), professional service firms (Maister; Maister, Green & Galford), and software development (McConnell). The signs of professionalism these authors mention include a commitment to learning and communal verification, mastery of a discipline and domain application, awareness of methodology creation, participation in mentoring, and cultivation of ethical awareness. Two key differences are discernment and quality of attention, as illustrated in how the legendary Hollywood film editor Walter Murch used Apple’s Final Cut Pro software to edit the 2003 film Cold Mountain (Koppelman). ‘Pro-Ams’ might not aspire to these criteria but Citizen Journalists shouldn’t throw out these standards, either. Doing so would be making the same mistake of overconfidence that technical analysts make against statistical arbitrageurs. Key processes—fact-checking, sub-editing and editorial decision-making—are invisible to the end-user, even if traceable in a blog or wiki publishing system, because of the judgments involved. One post-mortem insight from Assignment Zero was that these processes were vital to create the climate of authenticity and trust to sustain a Citizen Journalist community (Howe). CJ’s trouble with “objectivity” might also overlook some complexities, including the similarity of many bloggers to “noise traders” in financial markets and to op-ed columnists. Methodologies and reportage practices have evolved to deal with the objections that CJ proponents raise, from New Journalism’s radical subjectivity and creative non-fiction techniques (Wolfe & Johnson) to Precision Journalism that used descriptive statistics (Meyer). Finally, journalism frameworks could be updated with current research on how phenomenological awareness shapes our judgments and perceptions (Thompson). 8. Strategic Execution For me, one of CJ’s major weaknesses as a new media theory is its lack of “rich description” (Geertz) about the strategic execution of projects. As Disinfo.com site editor I encountered situations ranging from ‘denial of service’ attacks and spam to site migration, publishing systems that go offline, and ensuring an editorial consistency. Yet the messiness of these processes is missing from CJ theories and accounts. Theories that included this detail as “second-order interactions” (Carlile & Christensen 13) would offer a richer view of CJ. Many CJ and Web 2.0 projects fall into the categories of mini-projects, demonstration prototypes and start-ups, even when using a programming language such as Ajax or Ruby on Rails. Whilst the “bootstrap” process is a benefit, more longitudinal analysis and testing needs to occur, to ensure these projects are scalable and sustainable. For example, South Korea’s OhmyNews is cited as an exemplar that started with “727 citizen reporters and 4 editors” and now has “38,000 citizen reporters” and “a dozen editors” (Kolodzy 231). How does OhmyNews’s mix of hard and soft news change over time? Or, how does OhmyNews deal with a complex issue that might require major resources, such as security negotiations between North and South Korea? Such examples could do with further research. We need to go beyond “the vision thing” and look at the messiness of execution for deeper observations and counterintuitive correlations, to build new descriptive theories. 9. Future Research This essay argues that CJ needs re-evaluation. Its immediate legacy might be to splinter ‘journalism’ into micro-trends: Washington University’s Steve Boriss proclaims “citizen journalism is dead. Expert journalism is the future.” (Boriss; Mensching). The half-lives of such micro-trends demand new categorisations, which in turn prematurely feeds the theory-building cycle. Instead, future researchers could reinvigorate 21st century journalism if they ask deeper questions and return to the observation stage of building descriptive theories. In closing, below are some possible questions that future researchers might explore: Where are the “rich descriptions” of journalistic experience—“citizen”, “convergent”, “digital”, “Pro-Am” or otherwise in new media? How could practice-based approaches inform this research instead of relying on espoused theories-in-use? What new methodologies could be developed for CJ implementation? What role can the “heroic” individual reporter or editor have in “the swarm”? Do the claims about OhmyNews and other sites stand up to longitudinal observation? Are the theories used to justify Citizen Journalism’s normative stance (Rheingold; Surowiecki; Pesce) truly robust generalisations for strategic execution or do they reflect the biases of their creators? How could developers tap the conceptual dimensions of information technology innovation (Shasha) to create the next Facebook, MySpace or Wikipedia? References Argyris, Chris, and Donald Schon. Theory in Practice. San Francisco: Jossey-Bass Publishers, 1976. Barlow, Aaron. The Rise of the Blogosphere. Westport, CN: Praeger Publishers, 2007. Block, Peter. Flawless Consulting. 2nd ed. San Francisco, CA: Jossey-Bass/Pfeiffer, 2000. Boriss, Steve. “Citizen Journalism Is Dead. Expert Journalism Is the Future.” The Future of News. 28 Nov. 2007. 20 Feb. 2008 http://thefutureofnews.com/2007/11/28/citizen-journalism-is-dead- expert-journalism-is-the-future/>. Brooks, Jr., Frederick P. The Mythical Man-Month: Essays on Software Engineering. Rev. ed. Reading, MA: Addison-Wesley Publishing Company, 1995. Campbell, Vincent. Information Age Journalism: Journalism in an International Context. New York: Arnold, 2004. Carlile, Paul R., and Clayton M. Christensen. “The Cycles of Building Theory in Management Research.” Innosight working paper draft 6. 6 Jan. 2005. 19 Feb. 2008 http://www.innosight.com/documents/Theory%20Building.pdf>. Caverly, Doug. “Hyperlocal News Site Takes A Hit.” WebProNews.com 6 July 2007. 19 Feb. 2008 http://www.webpronews.com/topnews/2007/07/06/hyperlocal-news- sites-take-a-hit>. Chenoweth, Neil. Virtual Murdoch: Reality Wars on the Information Superhighway. Sydney: Random House Australia, 2001. Christensen, Clayton M. The Innovator’s Dilemma: When New Technologies Cause Great Firms to Fail. Boston, MA: Harvard Business School Press, 1997. Christensen, Clayton M., Curtis Johnson, and Michael Horn. Disrupting Class: How Disruptive Innovation Will Change the Way the World Learns. New York: McGraw-Hill, 2008. Curtis, Adam. The Mayfair Set. London: British Broadcasting Corporation, 1999. Etherington, Kim. Becoming a Reflexive Researcher: Using Ourselves in Research. London: Jessica Kingsley Publishers, 2004. Festinger, Leon. A Theory of Cognitive Dissonance. Stanford, CA: Stanford University Press, 1962. Feyerabend, Paul. Against Method. 3rd ed. London: Verso, 1993. Finnemore, Martha. National Interests in International Society. Ithaca, NY: Cornell University Press, 1996. Geertz, Clifford. The Interpretation of Cultures. New York: Basic Books, 1973. Ghoshal, Sumantra. “Bad Management Theories Are Destroying Good Management Practices.” Academy of Management Learning & Education 4.1 (2005): 75-91. Gibson, William. Pattern Recognition. London: Viking, 2003. Gladwell, Malcolm. “The Cool-Hunt.” The New Yorker Magazine 17 March 1997. 20 Feb. 2008 http://www.gladwell.com/1997/1997_03_17_a_cool.htm>. Gross, Daniel. Pop! Why Bubbles Are Great for the Economy. New York: Collins, 2007. Hoffer, Eric. The True Believer. New York: Harper, 1951. Howe, Jeff. “Did Assignment Zero Fail? A Look Back, and Lessons Learned.” Wired News 16 July 2007. 19 Feb. 2008 http://www.wired.com/techbiz/media/news/2007/07/assignment_ zero_final?currentPage=all>. Kahneman, Daniel, and Amos Tversky. Choices, Values and Frames. Cambridge: Cambridge UP, 2000. Keen, Andrew. The Cult of the Amateur. New York: Doubleday Currency, 2007. Khurana, Rakesh. From Higher Aims to Hired Hands. Princeton, NJ: Princeton UP, 2007. Kolodzy, Janet. Convergence Journalism: Writing and Reporting across the News Media. Oxford: Rowman & Littlefield, 2006. Koppelman, Charles. Behind the Seen: How Walter Murch Edited Cold Mountain Using Apple’s Final Cut Pro and What This Means for Cinema. Upper Saddle River, NJ: New Rider, 2004. Leadbeater, Charles, and Paul Miller. “The Pro-Am Revolution”. London: Demos, 24 Nov. 2004. 19 Feb. 2008 http://www.demos.co.uk/publications/proameconomy>. Loomis, Carol J. “Bloomberg’s Money Machine.” Fortune 5 April 2007. 20 Feb. 2008 http://money.cnn.com/magazines/fortune/fortune_archive/2007/04/16/ 8404302/index.htm>. Lynch, Peter, and John Rothchild. Beating the Street. Rev. ed. New York: Simon & Schuster, 1994. Maister, David. True Professionalism. New York: The Free Press, 1997. Maister, David, Charles H. Green, and Robert M. Galford. The Trusted Advisor. New York: The Free Press, 2004. Mensching, Leah McBride. “Citizen Journalism on Its Way Out?” SFN Blog, 30 Nov. 2007. 20 Feb. 2008 http://www.sfnblog.com/index.php/2007/11/30/940-citizen-journalism- on-its-way-out>. Meyer, Philip. Precision Journalism. 4th ed. Lanham, MD: Rowman & Littlefield, 2002. McConnell, Steve. Professional Software Development. Boston, MA: Addison-Wesley, 2004. Mintzberg, Henry. Managers Not MBAs. San Francisco, CA: Berrett-Koehler, 2004. Morgan, Gareth. Images of Organisation. Rev. ed. Thousand Oaks, CA: Sage, 2006. Newsvine. “Msnbc.com Acquires Newsvine.” 7 Oct. 2007. 20 Feb. 2008 http://blog.newsvine.com/_news/2007/10/07/1008889-msnbccom- acquires-newsvine>. Niederhoffer, Victor, and Laurel Kenner. Practical Speculation. New York: John Wiley & Sons, 2003. Pearlstine, Norman. Off the Record: The Press, the Government, and the War over Anonymous Sources. New York: Farrar, Straus & Giroux, 2007. Pesce, Mark D. “Mob Rules (The Law of Fives).” The Human Network 28 Sep. 2007. 20 Feb. 2008 http://blog.futurestreetconsulting.com/?p=39>. Rheingold, Howard. Smart Mobs: The Next Social Revolution. Cambridge MA: Basic Books, 2002. Rosen, Jay. What Are Journalists For? Princeton NJ: Yale UP, 2001. Shasha, Dennis Elliott. Out of Their Minds: The Lives and Discoveries of 15 Great Computer Scientists. New York: Copernicus, 1995. Slywotzky, Adrian. Value Migration: How to Think Several Moves Ahead of the Competition. Boston, MA: Harvard Business School Press, 1996. Smith, Steve. “The Self-Image of a Discipline: The Genealogy of International Relations Theory.” Eds. Steve Smith and Ken Booth. International Relations Theory Today. Cambridge, UK: Polity Press, 1995. 1-37. Spar, Debora L. Ruling the Waves: Cycles of Discovery, Chaos and Wealth from the Compass to the Internet. New York: Harcourt, 2001. Surowiecki, James. The Wisdom of Crowds. New York: Doubleday, 2004. Thompson, Evan. Mind in Life: Biology, Phenomenology, and the Sciences of Mind. Cambridge, MA: Belknap Press, 2007. Trippi, Joe. The Revolution Will Not Be Televised. New York: ReganBooks, 2004. Underwood, Doug. When MBA’s Rule the Newsroom. New York: Columbia University Press, 1993. Wark, McKenzie. Virtual Geography: Living with Global Media Events. Bloomington IN: Indiana UP, 1994. Wolfe, Tom, and E.W. Johnson. The New Journalism. New York: Harper & Row, 1973. Citation reference for this article MLA Style Burns, Alex. "Select Issues with New Media Theories of Citizen Journalism." M/C Journal 10.6/11.1 (2008). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0804/10-burns.php>. APA Style Burns, A. (Apr. 2008) "Select Issues with New Media Theories of Citizen Journalism," M/C Journal, 10(6)/11(1). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0804/10-burns.php>.
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Burns, Alex. "Select Issues with New Media Theories of Citizen Journalism." M/C Journal 11, no. 1 (June 1, 2008). http://dx.doi.org/10.5204/mcj.30.

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Abstract:
“Journalists have to begin a new type of journalism, sometimes being the guide on the side of the civic conversation as well as the filter and gatekeeper.” (Kolodzy 218) “In many respects, citizen journalism is simply public journalism removed from the journalism profession.” (Barlow 181) 1. Citizen Journalism — The Latest Innovation? New Media theorists such as Dan Gillmor, Henry Jenkins, Jay Rosen and Jeff Howe have recently touted Citizen Journalism (CJ) as the latest innovation in 21st century journalism. “Participatory journalism” and “user-driven journalism” are other terms to describe CJ, which its proponents argue is a disruptive innovation (Christensen) to the agenda-setting media institutions, news values and “objective” reportage. In this essay I offer a “contrarian” view, informed by two perspectives: (1) a three-stage model of theory-building (Carlile & Christensen) to evaluate the claims made about CJ; and (2) self-reflexive research insights (Etherington) from editing the US-based news site Disinformation between November 1999 and February 2008. New media theories can potentially create “cognitive dissonance” (Festinger) when their explanations of CJ practices are compared with what actually happens (Feyerabend). First I summarise Carlile & Christensen’s model and the dangers of “bad theory” (Ghoshal). Next I consider several problems in new media theories about CJ: the notion of ‘citizen’, new media populism, parallels in event-driven and civic journalism, and mergers and acquisitions. Two ‘self-reflexive’ issues are considered: ‘pro-ams’ or ‘professional amateurs’ as a challenge to professional journalists, and CJ’s deployment in new media operations and production environments. Finally, some exploratory questions are offered for future researchers. 2. An Evaluative Framework for New Media Theories on Citizen Journalism Paul Carlile and Clayton M. Christensen’s model offers one framework with which to evaluate new media theories on CJ. This framework is used below to highlight select issues and gaps in CJ’s current frameworks and theories. Carlile & Christensen suggest that robust theory-building emerges via three stages: Descriptive, Categorisation and Normative (Carlile & Christensen). There are three sub-stages in Descriptive theory-building; namely, the observation of phenomena, inductive classification into schemas and taxonomies, and correlative relationships to develop models (Carlile & Christensen 2-5). Once causation is established, Normative theory evolves through deductive logic which is subject to Kuhnian paradigm shifts and Popperian falsifiability (Carlile & Christensen 6). Its proponents situate CJ as a Categorisation or new journalism agenda that poses a Normative challenged and Kuhnian paradigm shift to traditional journalism. Existing CJ theories jump from the Descriptive phase of observations like “smart mobs” in Japanese youth subcultures (Rheingold) to make broad claims for Categorisation such as that IndyMedia, blogs and wiki publishing systems as new media alternatives to traditional media. CJ theories then underpin normative beliefs, values and worldviews. Correlative relationships are also used to differentiate CJ from the demand side of microeconomic analysis, from the top-down editorial models of traditional media outlets, and to adopt a vanguard stance. To support this, CJ proponents cite research on emergent collective behaviour such as the “wisdom of crowds” hypothesis (Surowiecki) or peer-to-peer network “swarms” (Pesce) to provide scientific justification for their Normative theories. However, further evaluative research is needed for three reasons: the emergent collective behaviour hypothesis may not actually inform CJ practices, existing theories may have “correlation not cause” errors, and the link may be due to citation network effects between CJ theorists. Collectively, this research base also frames CJ as an “ought to” Categorisation and then proceeds to Normative theory-building (Carlile & Christensen 7). However, I argue below that this Categorisation may be premature: its observations and correlative relationships might reinforce a ‘weak’ Normative theory with limited generalisation. CJ proponents seem to imply that it can be applied anywhere and under any condition—a “statement of causality” that almost makes it a fad (Carlile & Christensen 8). CJ that relies on Classification and Normative claims will be problematic without a strong grounding in Descriptive observation. To understand what’s potentially at stake for CJ’s future consider the consider the parallel debate about curricula renewal for the Masters of Business Administration in the wake of high-profile corporate collapses such as Enron, Worldcom, HIH and OneTel. The MBA evolved as a sociological and institutional construct to justify management as a profession that is codified, differentiated and has entry barriers (Khurana). This process might partly explain the pushback that some media professionals have to CJ as one alternative. MBA programs faced criticism if they had student cohorts with little business know-how or experiential learning (Mintzberg). Enron’s collapse illustrated the ethical dilemmas and unintended consequences that occurred when “bad theories” were implemented (Ghoshal). Professional journalists are aware of this: MBA-educated managers challenged the “craft” tradition in the early 1980s (Underwood). This meant that journalism’s ‘self-image’ (Morgan; Smith) is intertwined with managerial anxieties about media conglomerates in highly competitive markets. Ironically, as noted below, Citizen Journalists who adopt a vanguard position vis-a-vis media professionals step into a more complex game with other players. However, current theories have a naïve idealism about CJ’s promise of normative social change in the face of Machiavellian agency in business, the media and politics. 3. Citizen Who? Who is the “citizen” in CJ? What is their self-awareness as a political agent? CJ proponents who use the ‘self-image’ of ‘citizen’ draw on observations from the participatory vision of open source software, peer-to-peer networks, and case studies such as Howard Dean’s 2004 bid for the Democrat Party nominee in the US Presidential election campaign (Trippi). Recent theorists note Alexander Hamilton’s tradition of civic activism (Barlow 178) which links contemporary bloggers with the Federalist Papers and early newspaper pamphlets. One unsurfaced assumption in these observations and correlations is that most bloggers will adopt a coherent political philosophy as informed citizens: a variation on Lockean utilitarianism, Rawlsian liberalism or Nader consumer activism. To date there is little discussion about how political philosophy could deepen CJ’s ‘self-image’: how to critically evaluate sources, audit and investigation processes, or strategies to deal with elites, deterrence and power. For example, although bloggers kept Valerie Plame’s ‘outing’ as a covert intelligence operative highly visible in the issues-attention cycle, it was agenda-setting media like The New York Times who the Bush Administration targeted to silence (Pearlstine). To be viable, CJ needs to evolve beyond a new media populism, perhaps into a constructivist model of agency, norms and social change (Finnemore). 4. Citizen Journalism as New Media Populism Several “precursor trends” foreshadowed CJ notably the mid-1990s interest in “cool-hunting” by new media analysts and subculture marketeers (Gibson; Gladwell). Whilst this audience focus waned with the 1995-2000 dotcom bubble it resurfaced in CJ and publisher Tim O’Reilly’s Web 2.0 vision. Thus, CJ might be viewed as new media populism that has flourished with the Web 2.0 boom. Yet if the boom becomes a macroeconomic bubble (Gross; Spar) then CJ could be written off as a “silver bullet” that ultimately failed to deliver on its promises (Brooks, Jr.). The reputations of uncritical proponents who adopted a “true believer” stance would also be damaged (Hoffer). This risk is evident if CJ is compared with a parallel trend that shares its audience focus and populist view: day traders and technical analysts who speculate on financial markets. This parallel trend provides an alternative discipline in which the populism surfaced in an earlier form (Carlile & Christensen 12). Fidelity’s Peter Lynch argues that stock pickers can use their Main Street knowledge to beat Wall Street by exploiting information asymmetries (Lynch & Rothchild). Yet Lynch’s examples came from the mid-1970s to early 1980s when indexed mutual fund strategies worked, before deregulation and macroeconomic volatility. A change in the Web 2.0 boom might similarly trigger a reconsideration of Citizen Journalism. Hedge fund maven Victor Niederhoffer contends that investors who rely on technical analysis are practicing a Comtean religion (Niederhoffer & Kenner 72-74) instead of Efficient Market Hypothesis traders who use statistical arbitrage to deal with ‘random walks’ or Behavioural Finance experts who build on Amos Tversky and Daniel Kahneman’s Prospect Theory (Kahneman & Tversky). Niederhoffer’s deeper point is that technical analysts’ belief that the “trend is your friend” is no match for the other schools, despite a mini-publishing industry and computer trading systems. There are also ontological and epistemological differences between the schools. Similarly, CJ proponents who adopt a ‘Professional Amateur’ or ‘Pro-Am’ stance (Leadbeater & Miller) may face a similar gulf when making comparisons with professional journalists and the production environments in media organisations. CJ also thrives as new media populism because of institutional vested interests. When media conglomerates cut back on cadetships and internships CJ might fill the market demand as one alternative. New media programs at New York University and others can use CJ to differentiate themselves from “hyperlocal” competitors (Christensen; Slywotzky; Christensen, Curtis & Horn). This transforms CJ from new media populism to new media institution. 5. Parallels: Event-driven & Civic Journalism For new media programs, CJ builds on two earlier traditions: the Event-driven journalism of crises like the 1991 Gulf War (Wark) and the Civic Journalism school that emerged in the 1960s social upheavals. Civic Journalism’s awareness of minorities and social issues provides the character ethic and political philosophy for many Citizen Journalists. Jay Rosen and others suggest that CJ is the next-generation heir to Civic Journalism, tracing a thread from the 1968 Chicago Democratic Convention to IndyMedia’s coverage of the 1999 “Battle in Seattle” (Rosen). Rosen’s observation could yield an interesting historiography or genealogy. Events such as the Southeast Asian tsunami on 26 December 2004 or Al Qaeda’s London bombings on 7 July 2005 are cited as examples of CJ as event-driven journalism and “pro-am collaboration” (Kolodzy 229-230). Having covered these events and Al Qaeda’s attacks on 11th September 2001, I have a slightly different view: this was more a variation on “first responder” status and handicam video footage that journalists have sourced for the past three decades when covering major disasters. This different view means that the “salience of categories” used to justify CJ and “pro-am collaboration” these events does not completely hold. Furthermore, when Citizen Journalism proponents tout Flickr and Wikipedia as models of real-time media they are building on a broader phenomenon that includes CNN’s Gulf War coverage and Bloomberg’s dominance of financial news (Loomis). 6. The Mergers & Acquisitions Scenario CJ proponents often express anxieties about the resilience of their outlets in the face of predatory venture capital firms who initiate Mergers & Acquisitions (M&A) activities. Ironically, these venture capital firms have core competencies and expertise in the event-driven infrastructure and real-time media that CJ aspires to. Sequoia Capital and other venture capital firms have evaluative frameworks that likely surpass Carlile & Christensen in sophistication, and they exploit parallels, information asymmetries and market populism. Furthermore, although venture capital firms such as Union Street Ventures have funded Web 2.0 firms, they are absent from the explanations of some theorists, whose examples of Citizen Journalism and Web 2.0 success may be the result of survivorship bias. Thus, the venture capital market remains an untapped data source for researchers who want to evaluate the impact of CJ outlets and institutions. The M&A scenario further problematises CJ in several ways. First, CJ is framed as “oppositional” to traditional media, yet this may be used as a stratagem in a game theory framework with multiple stakeholders. Drexel Burnham Lambert’s financier Michael Milken used market populism to sell ‘high-yield’ or ‘junk’ bonds to investors whilst disrupting the Wall Street establishment in the late 1980s (Curtis) and CJ could fulfil a similar tactical purpose. Second, the M&A goal of some Web 2.0 firms could undermine the participatory goals of a site’s community if post-merger integration fails. Jason Calacanis’s sale of Weblogs, Inc to America Online in 2005 and MSNBC’s acquisition of Newsvine on 5 October 2007 (Newsvine) might be success stories. However, this raises issues of digital “property rights” if you contribute to a community that is then sold in an M&A transaction—an outcome closer to business process outsourcing. Third, media “buzz” can create an unrealistic vision when a CJ site fails to grow beyond its start-up phase. Backfence.com’s demise as a “hyperlocal” initiative (Caverly) is one cautionary event that recalls the 2000 dotcom crash. The M&A scenarios outlined above are market dystopias for CJ purists. The major lesson for CJ proponents is to include other market players in hypotheses about causation and correlation factors. 7. ‘Pro-Ams’ & Professional Journalism’s Crisis CJ emerged during a period when Professional Journalism faced a major crisis of ‘self-image’. The Demos report The Pro-Am Revolution (Leadbeater & Miller) popularised the notion of ‘professional amateurs’ which some CJ theorists adopt to strengthen their categorisation. In turn, this triggers a response from cultural theorists who fear bloggers are new media’s barbarians (Keen). I concede Leadbeater and Miller have identified an important category. However, how some CJ theorists then generalise from ‘Pro-Ams’ illustrates the danger of ‘weak’ theory referred to above. Leadbeater and Miller’s categorisation does not really include a counter-view on the strengths of professionals, as illustrated in humanistic consulting (Block), professional service firms (Maister; Maister, Green & Galford), and software development (McConnell). The signs of professionalism these authors mention include a commitment to learning and communal verification, mastery of a discipline and domain application, awareness of methodology creation, participation in mentoring, and cultivation of ethical awareness. Two key differences are discernment and quality of attention, as illustrated in how the legendary Hollywood film editor Walter Murch used Apple’s Final Cut Pro software to edit the 2003 film Cold Mountain (Koppelman). ‘Pro-Ams’ might not aspire to these criteria but Citizen Journalists shouldn’t throw out these standards, either. Doing so would be making the same mistake of overconfidence that technical analysts make against statistical arbitrageurs. Key processes—fact-checking, sub-editing and editorial decision-making—are invisible to the end-user, even if traceable in a blog or wiki publishing system, because of the judgments involved. One post-mortem insight from Assignment Zero was that these processes were vital to create the climate of authenticity and trust to sustain a Citizen Journalist community (Howe). CJ’s trouble with “objectivity” might also overlook some complexities, including the similarity of many bloggers to “noise traders” in financial markets and to op-ed columnists. Methodologies and reportage practices have evolved to deal with the objections that CJ proponents raise, from New Journalism’s radical subjectivity and creative non-fiction techniques (Wolfe & Johnson) to Precision Journalism that used descriptive statistics (Meyer). Finally, journalism frameworks could be updated with current research on how phenomenological awareness shapes our judgments and perceptions (Thompson). 8. Strategic Execution For me, one of CJ’s major weaknesses as a new media theory is its lack of “rich description” (Geertz) about the strategic execution of projects. As Disinfo.com site editor I encountered situations ranging from ‘denial of service’ attacks and spam to site migration, publishing systems that go offline, and ensuring an editorial consistency. Yet the messiness of these processes is missing from CJ theories and accounts. Theories that included this detail as “second-order interactions” (Carlile & Christensen 13) would offer a richer view of CJ. Many CJ and Web 2.0 projects fall into the categories of mini-projects, demonstration prototypes and start-ups, even when using a programming language such as Ajax or Ruby on Rails. Whilst the “bootstrap” process is a benefit, more longitudinal analysis and testing needs to occur, to ensure these projects are scalable and sustainable. For example, South Korea’s OhmyNews is cited as an exemplar that started with “727 citizen reporters and 4 editors” and now has “38,000 citizen reporters” and “a dozen editors” (Kolodzy 231). How does OhmyNews’s mix of hard and soft news change over time? Or, how does OhmyNews deal with a complex issue that might require major resources, such as security negotiations between North and South Korea? Such examples could do with further research. We need to go beyond “the vision thing” and look at the messiness of execution for deeper observations and counterintuitive correlations, to build new descriptive theories. 9. Future Research This essay argues that CJ needs re-evaluation. Its immediate legacy might be to splinter ‘journalism’ into micro-trends: Washington University’s Steve Boriss proclaims “citizen journalism is dead. Expert journalism is the future.” (Boriss; Mensching). The half-lives of such micro-trends demand new categorisations, which in turn prematurely feeds the theory-building cycle. Instead, future researchers could reinvigorate 21st century journalism if they ask deeper questions and return to the observation stage of building descriptive theories. In closing, below are some possible questions that future researchers might explore: Where are the “rich descriptions” of journalistic experience—“citizen”, “convergent”, “digital”, “Pro-Am” or otherwise in new media?How could practice-based approaches inform this research instead of relying on espoused theories-in-use?What new methodologies could be developed for CJ implementation?What role can the “heroic” individual reporter or editor have in “the swarm”?Do the claims about OhmyNews and other sites stand up to longitudinal observation?Are the theories used to justify Citizen Journalism’s normative stance (Rheingold; Surowiecki; Pesce) truly robust generalisations for strategic execution or do they reflect the biases of their creators?How could developers tap the conceptual dimensions of information technology innovation (Shasha) to create the next Facebook, MySpace or Wikipedia? References Argyris, Chris, and Donald Schon. Theory in Practice. San Francisco: Jossey-Bass Publishers, 1976. Barlow, Aaron. The Rise of the Blogosphere. Westport, CN: Praeger Publishers, 2007. Block, Peter. Flawless Consulting. 2nd ed. San Francisco, CA: Jossey-Bass/Pfeiffer, 2000. Boriss, Steve. “Citizen Journalism Is Dead. Expert Journalism Is the Future.” The Future of News. 28 Nov. 2007. 20 Feb. 2008 < http://thefutureofnews.com/2007/11/28/citizen-journalism-is-dead- expert-journalism-is-the-future/ >. Brooks, Jr., Frederick P. The Mythical Man-Month: Essays on Software Engineering. Rev. ed. Reading, MA: Addison-Wesley Publishing Company, 1995. Campbell, Vincent. Information Age Journalism: Journalism in an International Context. New York: Arnold, 2004. Carlile, Paul R., and Clayton M. Christensen. “The Cycles of Building Theory in Management Research.” Innosight working paper draft 6. 6 Jan. 2005. 19 Feb. 2008 < http://www.innosight.com/documents/Theory%20Building.pdf >. Caverly, Doug. “Hyperlocal News Site Takes A Hit.” WebProNews.com 6 July 2007. 19 Feb. 2008 < http://www.webpronews.com/topnews/2007/07/06/hyperlocal-news- sites-take-a-hit >. Chenoweth, Neil. Virtual Murdoch: Reality Wars on the Information Superhighway. Sydney: Random House Australia, 2001. Christensen, Clayton M. The Innovator’s Dilemma: When New Technologies Cause Great Firms to Fail. Boston, MA: Harvard Business School Press, 1997. Christensen, Clayton M., Curtis Johnson, and Michael Horn. Disrupting Class: How Disruptive Innovation Will Change the Way the World Learns. New York: McGraw-Hill, 2008. Curtis, Adam. The Mayfair Set. London: British Broadcasting Corporation, 1999. Etherington, Kim. Becoming a Reflexive Researcher: Using Ourselves in Research. London: Jessica Kingsley Publishers, 2004. Festinger, Leon. A Theory of Cognitive Dissonance. Stanford, CA: Stanford University Press, 1962. Feyerabend, Paul. Against Method. 3rd ed. London: Verso, 1993. Finnemore, Martha. National Interests in International Society. Ithaca, NY: Cornell University Press, 1996. Geertz, Clifford. The Interpretation of Cultures. New York: Basic Books, 1973. Ghoshal, Sumantra. “Bad Management Theories Are Destroying Good Management Practices.” Academy of Management Learning & Education 4.1 (2005): 75-91. Gibson, William. Pattern Recognition. London: Viking, 2003. Gladwell, Malcolm. “The Cool-Hunt.” The New Yorker Magazine 17 March 1997. 20 Feb. 2008 < http://www.gladwell.com/1997/1997_03_17_a_cool.htm >. Gross, Daniel. Pop! Why Bubbles Are Great for the Economy. New York: Collins, 2007. Hoffer, Eric. The True Believer. New York: Harper, 1951. Howe, Jeff. “Did Assignment Zero Fail? A Look Back, and Lessons Learned.” Wired News 16 July 2007. 19 Feb. 2008 < http://www.wired.com/techbiz/media/news/2007/07/assignment_ zero_final?currentPage=all >. Kahneman, Daniel, and Amos Tversky. Choices, Values and Frames. Cambridge: Cambridge UP, 2000. Keen, Andrew. The Cult of the Amateur. New York: Doubleday Currency, 2007. Khurana, Rakesh. From Higher Aims to Hired Hands. Princeton, NJ: Princeton UP, 2007. Kolodzy, Janet. Convergence Journalism: Writing and Reporting across the News Media. Oxford: Rowman & Littlefield, 2006. Koppelman, Charles. Behind the Seen: How Walter Murch Edited Cold Mountain Using Apple’s Final Cut Pro and What This Means for Cinema. Upper Saddle River, NJ: New Rider, 2004. Leadbeater, Charles, and Paul Miller. “The Pro-Am Revolution”. London: Demos, 24 Nov. 2004. 19 Feb. 2008 < http://www.demos.co.uk/publications/proameconomy >. Loomis, Carol J. “Bloomberg’s Money Machine.” Fortune 5 April 2007. 20 Feb. 2008 < http://money.cnn.com/magazines/fortune/fortune_archive/2007/04/16/ 8404302/index.htm >. Lynch, Peter, and John Rothchild. Beating the Street. Rev. ed. New York: Simon & Schuster, 1994. Maister, David. True Professionalism. New York: The Free Press, 1997. Maister, David, Charles H. Green, and Robert M. Galford. The Trusted Advisor. New York: The Free Press, 2004. Mensching, Leah McBride. “Citizen Journalism on Its Way Out?” SFN Blog, 30 Nov. 2007. 20 Feb. 2008 < http://www.sfnblog.com/index.php/2007/11/30/940-citizen-journalism- on-its-way-out >. Meyer, Philip. Precision Journalism. 4th ed. Lanham, MD: Rowman & Littlefield, 2002. McConnell, Steve. Professional Software Development. Boston, MA: Addison-Wesley, 2004. Mintzberg, Henry. Managers Not MBAs. San Francisco, CA: Berrett-Koehler, 2004. Morgan, Gareth. Images of Organisation. Rev. ed. Thousand Oaks, CA: Sage, 2006. Newsvine. “Msnbc.com Acquires Newsvine.” 7 Oct. 2007. 20 Feb. 2008 < http://blog.newsvine.com/_news/2007/10/07/1008889-msnbccom- acquires-newsvine >. Niederhoffer, Victor, and Laurel Kenner. Practical Speculation. New York: John Wiley & Sons, 2003. Pearlstine, Norman. Off the Record: The Press, the Government, and the War over Anonymous Sources. New York: Farrar, Straus & Giroux, 2007. Pesce, Mark D. “Mob Rules (The Law of Fives).” The Human Network 28 Sep. 2007. 20 Feb. 2008 < http://blog.futurestreetconsulting.com/?p=39 >. Rheingold, Howard. Smart Mobs: The Next Social Revolution. Cambridge MA: Basic Books, 2002. Rosen, Jay. What Are Journalists For? Princeton NJ: Yale UP, 2001. Shasha, Dennis Elliott. Out of Their Minds: The Lives and Discoveries of 15 Great Computer Scientists. New York: Copernicus, 1995. Slywotzky, Adrian. Value Migration: How to Think Several Moves Ahead of the Competition. Boston, MA: Harvard Business School Press, 1996. Smith, Steve. “The Self-Image of a Discipline: The Genealogy of International Relations Theory.” Eds. Steve Smith and Ken Booth. International Relations Theory Today. Cambridge, UK: Polity Press, 1995. 1-37. Spar, Debora L. Ruling the Waves: Cycles of Discovery, Chaos and Wealth from the Compass to the Internet. New York: Harcourt, 2001. Surowiecki, James. The Wisdom of Crowds. New York: Doubleday, 2004. Thompson, Evan. Mind in Life: Biology, Phenomenology, and the Sciences of Mind. Cambridge, MA: Belknap Press, 2007. Trippi, Joe. The Revolution Will Not Be Televised. New York: ReganBooks, 2004. Underwood, Doug. When MBA’s Rule the Newsroom. New York: Columbia University Press, 1993. Wark, McKenzie. Virtual Geography: Living with Global Media Events. Bloomington IN: Indiana UP, 1994. Wolfe, Tom, and E.W. Johnson. The New Journalism. New York: Harper & Row, 1973.
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41

Burns, Alex. "The Worldflash of a Coming Future." M/C Journal 6, no. 2 (April 1, 2003). http://dx.doi.org/10.5204/mcj.2168.

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History is not over and that includes media history. Jay Rosen (Zelizer & Allan 33) The media in their reporting on terrorism tend to be judgmental, inflammatory, and sensationalistic. — Susan D. Moeller (169) In short, we are directed in time, and our relation to the future is different than our relation to the past. All our questions are conditioned by this asymmetry, and all our answers to these questions are equally conditioned by it. Norbert Wiener (44) The Clash of Geopolitical Pundits America’s geo-strategic engagement with the world underwent a dramatic shift in the decade after the Cold War ended. United States military forces undertook a series of humanitarian interventions from northern Iraq (1991) and Somalia (1992) to NATO’s bombing campaign on Kosovo (1999). Wall Street financial speculators embraced market-oriented globalization and technology-based industries (Friedman 1999). Meanwhile the geo-strategic pundits debated several different scenarios at deeper layers of epistemology and macrohistory including the breakdown of nation-states (Kaplan), the ‘clash of civilizations’ along religiopolitical fault-lines (Huntington) and the fashionable ‘end of history’ thesis (Fukuyama). Media theorists expressed this geo-strategic shift in reference to the ‘CNN Effect’: the power of real-time media ‘to provoke major responses from domestic audiences and political elites to both global and national events’ (Robinson 2). This media ecology is often contrasted with ‘Gateholder’ and ‘Manufacturing Consent’ models. The ‘CNN Effect’ privileges humanitarian and non-government organisations whereas the latter models focus upon the conformist mind-sets and shared worldviews of government and policy decision-makers. The September 11 attacks generated an uncertain interdependency between the terrorists, government officials, and favourable media coverage. It provided a test case, as had the humanitarian interventions (Robinson 37) before it, to test the claim by proponents that the ‘CNN Effect’ had policy leverage during critical stress points. The attacks also revived a long-running debate in media circles about the risk factors of global media. McLuhan (1964) and Ballard (1990) had prophesied that the global media would pose a real-time challenge to decision-making processes and that its visual imagery would have unforeseen psychological effects on viewers. Wark (1994) noted that journalists who covered real-time events including the Wall Street crash (1987) and collapse of the Berlin Wall (1989) were traumatised by their ‘virtual’ geographies. The ‘War on Terror’ as 21st Century Myth Three recent books explore how the 1990s humanitarian interventions and the September 11 attacks have remapped this ‘virtual’ territory with all too real consequences. Piers Robinson’s The CNN Effect (2002) critiques the theory and proposes the policy-media interaction model. Barbie Zelizer and Stuart Allan’s anthology Journalism After September 11 (2002) examines how September 11 affected the journalists who covered it and the implications for news values. Sandra Silberstein’s War of Words (2002) uncovers how strategic language framed the U.S. response to September 11. Robinson provides the contextual background; Silberstein contributes the specifics; and Zelizer and Allan surface broader perspectives. These books offer insights into the social construction of the nebulous War on Terror and why certain images and trajectories were chosen at the expense of other possibilities. Silberstein locates this world-historical moment in the three-week transition between September 11’s aftermath and the U.S. bombings of Afghanistan’s Taliban regime. Descriptions like the ‘War on Terror’ and ‘Axis of Evil’ framed the U.S. military response, provided a conceptual justification for the bombings, and also brought into being the geo-strategic context for other nations. The crucial element in this process was when U.S. President George W. Bush adopted a pedagogical style for his public speeches, underpinned by the illusions of communal symbols and shared meanings (Silberstein 6-8). Bush’s initial address to the nation on September 11 invoked the ambiguous pronoun ‘we’ to recreate ‘a unified nation, under God’ (Silberstein 4). The 1990s humanitarian interventions had frequently been debated in Daniel Hallin’s sphere of ‘legitimate controversy’; however the grammar used by Bush and his political advisers located the debate in the sphere of ‘consensus’. This brief period of enforced consensus was reinforced by the structural limitations of North American media outlets. September 11 combined ‘tragedy, public danger and a grave threat to national security’, Michael Schudson observed, and in the aftermath North American journalism shifted ‘toward a prose of solidarity rather than a prose of information’ (Zelizer & Allan 41). Debate about why America was hated did not go much beyond Bush’s explanation that ‘they hated our freedoms’ (Silberstein 14). Robert W. McChesney noted that alternatives to the ‘war’ paradigm were rarely mentioned in the mainstream media (Zelizer & Allan 93). A new myth for the 21st century had been unleashed. The Cycle of Integration Propaganda Journalistic prose masked the propaganda of social integration that atomised the individual within a larger collective (Ellul). The War on Terror was constructed by geopolitical pundits as a Manichean battle between ‘an “evil” them and a national us’ (Silberstein 47). But the national crisis made ‘us’ suddenly problematic. Resurgent patriotism focused on the American flag instead of Constitutional rights. Debates about military tribunals and the USA Patriot Act resurrected the dystopian fears of a surveillance society. New York City mayor Rudy Guiliani suddenly became a leadership icon and Time magazine awarded him Person of the Year (Silberstein 92). Guiliani suggested at the Concert for New York on 20 October 2001 that ‘New Yorkers and Americans have been united as never before’ (Silberstein 104). Even the series of Public Service Announcements created by the Ad Council and U.S. advertising agencies succeeded in blurring the lines between cultural tolerance, social inclusion, and social integration (Silberstein 108-16). In this climate the in-depth discussion of alternate options and informed dissent became thought-crimes. The American Council of Trustees and Alumni’s report Defending Civilization: How Our Universities are Failing America (2002), which singled out “blame America first” academics, ignited a firestorm of debate about educational curriculums, interpreting history, and the limits of academic freedom. Silberstein’s perceptive analysis surfaces how ACTA assumed moral authority and collective misunderstandings as justification for its interrogation of internal enemies. The errors she notes included presumed conclusions, hasty generalisations, bifurcated worldviews, and false analogies (Silberstein 133, 135, 139, 141). Op-ed columnists soon exposed ACTA’s gambit as a pre-packaged witch-hunt. But newscasters then channel-skipped into military metaphors as the Afghanistan campaign began. The weeks after the attacks New York City sidewalk traders moved incense and tourist photos to make way for World Trade Center memorabilia and anti-Osama shirts. Chevy and Ford morphed September 11 catchphrases (notably Todd Beamer’s last words “Let’s Roll” on Flight 93) and imagery into car advertising campaigns (Silberstein 124-5). American self-identity was finally reasserted in the face of a domestic recession through this wave of vulgar commercialism. The ‘Simulated’ Fall of Elite Journalism For Columbia University professor James Carey the ‘failure of journalism on September 11’ signaled the ‘collapse of the elites of American journalism’ (Zelizer & Allan 77). Carey traces the rise-and-fall of adversarial and investigative journalism from the Pentagon Papers and Watergate through the intermediation of the press to the myopic self-interest of the 1988 and 1992 Presidential campaigns. Carey’s framing echoes the earlier criticisms of Carl Bernstein and Hunter S. Thompson. However this critique overlooks several complexities. Piers Robinson cites Alison Preston’s insight that diplomacy, geopolitics and elite reportage defines itself through the sense of distance from its subjects. Robinson distinguished between two reportage types: distance framing ‘creates emotional distance’ between the viewers and victims whilst support framing accepts the ‘official policy’ (28). The upsurge in patriotism, the vulgar commercialism, and the mini-cycle of memorabilia and publishing all combined to enhance the support framing of the U.S. federal government. Empathy generated for September 11’s victims was tied to support of military intervention. However this closeness rapidly became the distance framing of the Afghanistan campaign. News coverage recycled the familiar visuals of in-progress bombings and Taliban barbarians. The alternative press, peace movements, and social activists then retaliated against this coverage by reinstating the support framing that revealed structural violence and gave voice to silenced minorities and victims. What really unfolded after September 11 was not the demise of journalism’s elite but rather the renegotiation of reportage boundaries and shared meanings. Journalists scoured the Internet for eyewitness accounts and to interview survivors (Zelizer & Allan 129). The same medium was used by others to spread conspiracy theories and viral rumors that numerology predicted the date September 11 or that the “face of Satan” could be seen in photographs of the World Trade Center (Zelizer & Allan 133). Karim H. Karim notes that the Jihad frame of an “Islamic Peril” was socially constructed by media outlets but then challenged by individual journalists who had learnt ‘to question the essentialist bases of her own socialization and placing herself in the Other’s shoes’ (Zelizer & Allan 112). Other journalists forgot that Jihad and McWorld were not separate but two intertwined worldviews that fed upon each other. The September 11 attacks on the Pentagon and the World Trade Center also had deep symbolic resonances for American sociopolitical ideals that some journalists explored through analysis of myths and metaphors. The Rise of Strategic Geography However these renegotiated boundariesof new media, multiperspectival frames, and ‘layered’ depth approaches to issues analysiswere essentially minority reports. The rationalist mode of journalism was soon reasserted through normative appeals to strategic geography. The U.S. networks framed their documentaries on Islam and the Middle East in bluntly realpolitik terms. The documentary “Minefield: The United States and the Muslim World” (ABC, 11 October 2001) made explicit strategic assumptions of ‘the U.S. as “managing” the region’ and ‘a definite tinge of superiority’ (Silberstein 153). ABC and CNN stressed the similarities between the world’s major monotheistic religions and their scriptural doctrines. Both networks limited their coverage of critiques and dissent to internecine schisms within these traditions (Silberstein 158). CNN also created different coverage for its North American and international audiences. The BBC was more cautious in its September 11 coverage and more global in outlook. Three United Kingdom specials – Panorama (Clash of Cultures, BBC1, 21 October 2001), Question Time (Question Time Special, BBC1, 13 September 2001), and “War Without End” (War on Trial, Channel 4, 27 October 2001) – drew upon the British traditions of parliamentary assembly, expert panels, and legal trials as ways to explore the multiple dimensions of the ‘War on Terror’ (Zelizer & Allan 180). These latter debates weren’t value free: the programs sanctioned ‘a tightly controlled and hierarchical agora’ through different containment strategies (Zelizer & Allan 183). Program formats, selected experts and presenters, and editorial/on-screen graphics were factors that pre-empted the viewer’s experience and conclusions. The traditional emphasis of news values on the expert was renewed. These subtle forms of thought-control enabled policy-makers to inform the public whilst inoculating them against terrorist propaganda. However the ‘CNN Effect’ also had counter-offensive capabilities. Osama bin Laden’s videotaped sermons and the al-Jazeera network’s broadcasts undermined the psychological operations maxim that enemies must not gain access to the mindshare of domestic audiences. Ingrid Volkmer recounts how the Los Angeles based National Iranian Television Network used satellite broadcasts to criticize the Iranian leadership and spark public riots (Zelizer & Allan 242). These incidents hint at why the ‘War on Terror’ myth, now unleashed upon the world, may become far more destabilizing to the world system than previous conflicts. Risk Reportage and Mediated Trauma When media analysts were considering the ‘CNN Effect’ a group of social contract theorists including Anthony Giddens, Zygmunt Bauman, and Ulrich Beck were debating, simultaneously, the status of modernity and the ‘unbounded contours’ of globalization. Beck termed this new environment of escalating uncertainties and uninsurable dangers the ‘world risk society’ (Beck). Although they drew upon constructivist and realist traditions Beck and Giddens ‘did not place risk perception at the center of their analysis’ (Zelizer & Allan 203). Instead this was the role of journalist as ‘witness’ to Ballard-style ‘institutionalized disaster areas’. The terrorist attacks on September 11 materialized this risk and obliterated the journalistic norms of detachment and objectivity. The trauma ‘destabilizes a sense of self’ within individuals (Zelizer & Allan 205) and disrupts the image-generating capacity of collective societies. Barbie Zelizer found that the press selection of September 11 photos and witnesses re-enacted the ‘Holocaust aesthetic’ created when Allied Forces freed the Nazi internment camps in 1945 (Zelizer & Allan 55-7). The visceral nature of September 11 imagery inverted the trend, from the Gulf War to NATO’s Kosovo bombings, for news outlets to depict war in detached video-game imagery (Zelizer & Allan 253). Coverage of the September 11 attacks and the subsequent Bali bombings (on 12 October 2002) followed a four-part pattern news cycle of assassinations and terrorism (Moeller 164-7). Moeller found that coverage moved from the initial event to a hunt for the perpetrators, public mourning, and finally, a sense of closure ‘when the media reassert the supremacy of the established political and social order’ (167). In both events the shock of the initial devastation was rapidly followed by the arrest of al Qaeda and Jamaah Islamiyah members, the creation and copying of the New York Times ‘Portraits of Grief’ template, and the mediation of trauma by a re-established moral order. News pundits had clearly studied the literature on bereavement and grief cycles (Kubler-Ross). However the neo-noir work culture of some outlets also fueled bitter disputes about how post-traumatic stress affected journalists themselves (Zelizer & Allan 253). Reconfiguring the Future After September 11 the geopolitical pundits, a reactive cycle of integration propaganda, pecking order shifts within journalism elites, strategic language, and mediated trauma all combined to bring a specific future into being. This outcome reflected the ‘media-state relationship’ in which coverage ‘still reflected policy preferences of parts of the U.S. elite foreign-policy-making community’ (Robinson 129). Although Internet media and non-elite analysts embraced Hallin’s ‘sphere of deviance’ there is no clear evidence yet that they have altered the opinions of policy-makers. The geopolitical segue from September 11 into the U.S.-led campaign against Iraq also has disturbing implications for the ‘CNN Effect’. Robinson found that its mythic reputation was overstated and tied to issues of policy certainty that the theory’s proponents often failed to examine. Media coverage molded a ‘domestic constituency ... for policy-makers to take action in Somalia’ (Robinson 62). He found greater support in ‘anecdotal evidence’ that the United Nations Security Council’s ‘safe area’ for Iraqi Kurds was driven by Turkey’s geo-strategic fears of ‘unwanted Kurdish refugees’ (Robinson 71). Media coverage did impact upon policy-makers to create Bosnian ‘safe areas’, however, ‘the Kosovo, Rwanda, and Iraq case studies’ showed that the ‘CNN Effect’ was unlikely as a key factor ‘when policy certainty exists’ (Robinson 118). The clear implication from Robinson’s studies is that empathy framing, humanitarian values, and searing visual imagery won’t be enough to challenge policy-makers. What remains to be done? Fortunately there are some possibilities that straddle the pragmatic, realpolitik and emancipatory approaches. Today’s activists and analysts are also aware of the dangers of ‘unfreedom’ and un-reflective dissent (Fromm). Peter Gabriel’s organisation Witness, which documents human rights abuses, is one benchmark of how to use real-time media and the video camera in an effective way. The domains of anthropology, negotiation studies, neuro-linguistics, and social psychology offer valuable lessons on techniques of non-coercive influence. The emancipatory tradition of futures studies offers a rich tradition of self-awareness exercises, institution rebuilding, and social imaging, offsets the pragmatic lure of normative scenarios. The final lesson from these books is that activists and analysts must co-adapt as the ‘War on Terror’ mutates into new and terrifying forms. Works Cited Amis, Martin. “Fear and Loathing.” The Guardian (18 Sep. 2001). 1 March 2001 <http://www.guardian.co.uk/Archive/Article/0,4273,4259170,00.php>. Ballard, J.G. The Atrocity Exhibition (rev. ed.). Los Angeles: V/Search Publications, 1990. Beck, Ulrich. World Risk Society. Malden, MA: Polity Press, 1999. Ellul, Jacques. Propaganda: The Formation of Men’s Attitudes. New York: Vintage Books, 1973. Friedman, Thomas. The Lexus and the Olive Tree. New York: Farrar, Straus & Giroux, 1999. Fromm, Erich. Escape from Freedom. New York: Farrar & Rhinehart, 1941. Fukuyama, Francis. The End of History and the Last Man. New York: Free Press, 1992. Huntington, Samuel P. The Clash of Civilizations and the Remaking of World Order. New York: Simon & Schuster, 1996. Kaplan, Robert. The Coming Anarchy: Shattering the Dreams of the Post Cold War. New York: Random House, 2000. Kubler-Ross, Elizabeth. On Death and Dying. London: Tavistock, 1969. McLuhan, Marshall. Understanding Media: The Extensions of Man. London: Routledge & Kegan Paul, 1964. Moeller, Susan D. Compassion Fatigue: How the Media Sell Disease, Famine, War, and Death. New York: Routledge, 1999. Robinson, Piers. The CNN Effect: The Myth of News, Foreign Policy and Intervention. New York: Routledge, 2002. Silberstein, Sandra. War of Words: Language, Politics and 9/11. New York: Routledge, 2002. Wark, McKenzie. Virtual Geography: Living with Global Media Events. Bloomington IN: Indiana UP, 1994. Wiener, Norbert. Cybernetics: Or Control and Communication in the Animal and the Machine. New York: John Wiley & Sons, 1948. Zelizer, Barbie, and Stuart Allan (eds.). Journalism after September 11. New York: Routledge, 2002. Links http://www.guardian.co.uk/Archive/Article/0 Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Burns, Alex. "The Worldflash of a Coming Future" M/C: A Journal of Media and Culture< http://www.media-culture.org.au/0304/08-worldflash.php>. APA Style Burns, A. (2003, Apr 23). The Worldflash of a Coming Future. M/C: A Journal of Media and Culture, 6,< http://www.media-culture.org.au/0304/08-worldflash.php>
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Lenemark, Christian. "Doing Illness." Tidsskrift for Forskning i Sygdom og Samfund 16, no. 31 (October 31, 2019). http://dx.doi.org/10.7146/tfss.v16i31.116968.

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Through three case studies, the article explores how digital media have been used in recent years to depict and comprehend experiences of cancer. It first investigates the illness blog, specifically Swedish journalist and musician Kristian Gidlund’s immensely popular blog In My Body, in which he, from 2011 to 2013, shared the narrative of his struggle with an aggressive, incurable, and ultimately deadly stomach cancer. It continues by discussing Italian engineer, artist, and hacker Salvatore Iaconesi’s digital open-source project La Cura – The Cure (2012), which has great relevance from both the digital and the medical humanities perspectives in the way Iaconesi uses his personal narrative of brain cancer to encourage people to join his struggle to find a cure. Finally, it analyzes the American couple Ryan and Amy Green’s videogame That Dragon, Cancer (2016). A game differing significantly from video and computer games in general and from other games taking cancer as their subject by letting the player enter the role of caregiver to a small child dying of cancer. Expanding on Lisa Diedrich’s theoretical concept of “doing illness”, the article emphasizes the performative dimension of narrating illness in digital media, considering how these authors and creators negotiate with narrative, cultural, and medial scripts when portraying their cancer experiences. It highlights the interactive and participatory dimension of doing illness in digital media, by exploring how the blog, open-source project, and videogame both invite and limit the audience’s opportunities to interact and participate with the illness narrative conveyed.
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43

Ashton, Daniel. "Digital Gaming Upgrade and Recovery: Enrolling Memories and Technologies as a Strategy for the Future." M/C Journal 11, no. 6 (November 30, 2008). http://dx.doi.org/10.5204/mcj.86.

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IntroductionThe tagline for the 2008 Game On exhibition at the Australian Centre for the Moving Image in Melbourne invites visitors to “play your way through the history of videogames.” The Melbourne hosting follows on from exhibitions that have included the Barbican (London), the Royal Museum (Edinburgh) and the Science Museum (London). The Game On exhibition presents an exemplary instance of how digital games and digital games culture are recovered, organised and presented. The Science Museum exhibition offered visitors a walkthrough from the earliest to the latest consoles and games (Pong to Wii Sports) with opportunities for game play framed by curatorial plaques. This article will explore some of the themes and narratives embodied within the exhibition that see digital games technologies enrolled within a media teleology that emphasises technological advancement and upgrade. Narratives of Technological Upgrade The Game On exhibition employed a “social contextualisation” approach, connecting digital gaming developments with historical events and phenomena such as the 1969 moon landing and the Spice Girls. Whilst including thematic strands such as games and violence and games in education, the exhibition’s chronological ordering highlighted technological advancement. In doing so, the exhibition captured a broader tension around celebrating past technological advancement in gaming, whilst at the same time emphasising the quaint shortfalls and looking to future possibilities. That technological advancements stand out, particularly as a means of organising a narrative of digital gaming, resonates with Stephen Kline, Nick Dyer-Withford and Greig de Peuter’s analysis of digital gaming as a “perpetual innovation economy.” For Kline et al., corporations “devote a growing share of their resources to the continual alteration and upgrading of their products” (66). Technological upgrade and advancement were described by the Game On curator as an engaging aspect of the exhibition: When we had a BBC news presenter come in, she was talking about ‘here we have the PDP 1 and here I have the Nintendo DS’. She was just sort of comparing and contrasting. I know certainly that journalists were very keen on: ‘yeah, but how much processing power does the PDP 1 have?’, ‘what does it compare to today?’ – and it is very hard to compare. How do you compare Space War on the PDP 1 with something that runs on your mobile phone? They are very different systems. (Lee)This account of journalistic interest in technological progression and the curator’s subsequent interpretation raise a significant tension around understanding digital gaming. The concern with situating past gaming technologies and comparing capacities and capabilities, emphasises both the fascination with advancement and technological progress in the field and how the impressiveness of this advancement depends on remembering what has come before. Questions of remembering, recovering and forgetting are clear in the histories that console manufacturers offer when they describe past innovation and pioneering developments. For example, the company history provided by Nintendo on its website is exclusively a history of games technologies with no reference to the proceeding business of playing-card games from the late nineteenth century. Its website-published history only starts with the 1985 release of the NES (Nintendo Entertainment System), “an instant hit [that] over the course of the next two years, it almost single-handedly revitalized the video game industry” (Nintendo, ‘History’), and thereby overlooks the earlier 1983 less successful Famicom system. Past technologies are selectively remembered and recovered as part of the foundations for future success. This is a tension, that can be unpacked in a number of ways, across current industry transformations and strategies that potentially erase the past whilst simultaneously seeking to recover it as part of an evidence-base for future development. The following discussion develops an analysis of how digital gaming history is recovered and constructed.Industry Wind Change and Granny on the WiiThere is “unease, almost embarrassment”, James Newman suggests, “about the videogames industry within certain quarters of the industry itself” (6). Newman goes on to suggest:Various euphemisms have passed into common parlance, all seemingly motivated by a desire to avoid the use of the word ‘game’ and perhaps even ‘computer’, thereby adding a veneer of respectability, distancing the products and experiences from the childish pursuits of game, play and toys, and downplaying the technology connection with its unwanted resonances of nerds in bedrooms hunched over ZX Spectrums and Commodore 64s and the amateurism of hobbyist production. (6-7) The attempted move away from the resonances of “nerds in bedrooms” has been a strategic decision for Nintendo especially. This is illustrated by the naming of consoles: ‘family’ in Famicom, ‘entertainment’ in NES and, more recently, the renaming of the Wii from ‘Revolution’. The seventh generation Nintendo Wii console, released in November and December 2006, may be been seen as industry leading in efforts to broaden gaming demographics. In describing the console for instance, Satoru Iwata, the President of Nintendo, stated, “we want to appeal to mothers who don't want consoles in their living rooms, and to the elderly and to young women. It’s a challenge, like trying to sell cosmetics to men” (Edge Online). This position illustrates a digital games industry strategy to expand marketing to demographic groups previously marginalised.A few examples from the marketing and advertising campaigns for the Nintendo Wii help to illustrate this strategy. The marketing associated with the Wii can be seen as part of a longer lineage of Nintendo marketing with Kline et al. suggesting, “it was under Nintendo’s hegemony that the video game industry began to see the systematic development of a high-intensity marketing apparatus, involving massive media budgets, ingenious event marketing, ground breaking advertising and spin off merchandising” (118). The “First Experiences” show on the Wii website mocks-up domestic settings as the backdrop to the Wii playing experience to present an ideal, potential Wii-play scenario. These advertisements can be seen to position the player within an imagined home and game-play environment and speak for the Wii. As Keith Grint and Steve Woolgar suggest, “technology does not speak for itself but has to be spoken for” (32). As part of their concern with addressing, “the particular regime of truth which surrounds, upholds, impales and represents technology” (32), Grint and Woolgar “analyse the way certain technologies gain specific attributes” (33). Across advertisements for the Wii there are a range of domestic environments and groups playing. Of these, the power to bring the family together and facilitate ease of game-play for the novice is most noticeable. David Morley’s comment that, “‘hi-tech’ discourse is often carefully framed and domesticated by a rather nostalgic vision of ‘family values’” (438) is borne out here.A television advertisement aired on Nickelodeon illustrates the extent to which the Wii was at the forefront in motioning forward a strategy of industry and gaming inclusiveness around the family: “the 60-second spot shows a dad mistaking the Wii Remote for his television remote control. Dad becomes immersed in the game and soon the whole family joins in” (Nintendo World Report). From confused fathers to family bonding, the Wii is presented as the easy-to-use and accessible device that brings the family together. The father confusing the Wii remote with a television remote control is an important gesture to foreground the accessibility of the Wii remotes compared to previous “joypads”, and emphasize the Wii as an accessible device with no bedroom, technical wizardry required. Within the emerging industry inclusivity agenda, the ‘over technological’ past of digital gaming is something to move away from. The forms of ‘geek’ or ‘hardcore’ that epitomise previous dominant representations of gaming have seemingly stood in the way of the industry reaching its full market potential. This industry wind change is captured in the comments of a number of current industry professionals.For Matthew Jeffrey, head of European Recruitment for Electronic Arts (EA), speaking at the London Games Week Career Fair, the shift in the accessibility and inclusivity of digital gaming is closely bound up with Nintendo’s efforts and these have impacted upon EA’s strategy: There is going to be a huge swathe of new things and the great thing in the industry, as you are all easy to identify, is that Nindento DS and the Wii have revolutionised the way we look at the way things are going on.Jeffrey goes on to add, “hopefully some of you have seen that your eighty year old grandparent is quite happy to play a game”, pointing to the figure of the grandparent as a game-player to emphasise the inclusivity shift within gaming.Similarly, at Edinburgh Interactive Festival 2007, the CEO of Ubisoft Yves Guillemot in his “The New Generation of Gaming: Facing the Challenges of a Changing Market” speech outlined the development of a family friendly portfolio to please a new, non-gamer population that would include the recruitment of subject experts for “non-game” titles. This instance of the accessibility and inclusivity strategy being advocated is notable for it being part of a keynote speech at the Edinburgh Interactive Festival, an event associated with the Edinburgh festival that is both an important industry gathering and receives mainstream press coverage. The approaches taken by the other leading console manufacturers Sony and Microsoft, illustrate that whilst this is by no means a total shift, there is nevertheless an industry-wide engagement. The ‘World of Playstation: family and friends’ for example suggests that, “with PlayStation, games have never been more family-friendly” and that “you can even team up as a family to challenge your overseas relatives to a round of online quizzing over the PLAYSTATION Network” (Playstation).What follows from these accounts and transformations is a consideration of where the “geeky” past resides in the future of gaming as inclusive and accessible. Where do these developments leave digital gaming’s “subcultural past” (“subcultural” as it now becomes even within the games industry), as the industry forges on into mainstream culture? Past digital games technologies are clearly important in indicating technological progression and advancement, but what of the bedroom culture of gaming? How does “geek game culture” fit within a maturing future for the industry?Bedroom Programmers and Subcultural Memories There is a tension between business strategy directed towards making gaming accessible and thereby fostering new markets, and the games those in industry would design for people like themselves. This is not to deny the willingness or commitment of games developers to work on a variety of games, but instead to highlight transformation and tension. In their research into games development, Dovey and Kennedy suggest that, the “generation, now nearing middle-age and finding themselves in the driving seat of cultures of new media, have to reconcile a subcultural history and a dominant present” (145). Pierre Bourdieu’s account of symbolic capital is influential in tracing this shift, and Dovey and Kennedy note Bourdieu’s comment around, “the subjective image of the occupational project and the objective function of the occupation” (145). This shift is highly significant for ways of understanding maturation and inclusivity strategies within digital gaming.Bourdieu’s account of the “conservative functions attached” to an occupation for Dovey and Kennedy: Precisely describes the tensions between designers’ sense of themselves as ‘outsiders’ and rebels (‘the subjective image of the occupational project’) on the one hand and their position within a very tight production machine (‘the objective function of the occupation’) on the other. (145) I would suggest the “production machine”, that is to say the broader corporate management structures by which games development companies are increasingly operated, has a growing role in understandings of the industry. This approach was implicit in Iwata’s comments on selling cosmetics to men and broadening demographics, and Jeffrey’s comments pointing to how EA’s outlook would be influenced by the accessibility and inclusivity strategy championed by Nintendo. It may be suggested that as the occupational project of gaming is negotiated and shifts towards an emphasis on accessibility and inclusivity, the subjective image must be similarly reoriented. That previous industry models are being replaced, is highlighted in this excerpt from a Managing Director of a ‘leisure software’ company in the Staying ahead report on the creative industries by the Work Foundation:The first game that came from us was literally two schoolchildren making a game in their bedroom … the game hadn’t been funded, but made for fun … As those days are gone, the biggest challenges nowadays for game developers are finding funding that doesn’t impinge on creativity, and holding onto IP [intellectual property], which is so important if you want a business that is going to have any value. (27)This account suggests a hugely important transition from bedroom production, the days that ‘are gone’, towards Intellectual Property-aware production. The creative industries context for these comments should not be overlooked and is insightful for further recognising the shifts and negotiations taking place in digital gaming, notably, around the maturation of the games industry. The creative industries context is made explicit in creative industries reports such as Staying ahead and in the comments of Shaun Woodward (former Parliamentary Under-Secretary of State at the Department for Culture, Media and Sport) in a keynote speech at the 2006 British Video Games Academy Awards, in which he referred to the games industry as “one of our most important creative industries”. The forms of collaboration between, for instance, The Independent Games Developers Association (TIGA) and the Department of Culture, Media and Sport (see Gamasutra), further indicate the creative industries context to the maturation of the UK games industry.The creative industries context also presents the anchor through which tensions between a subcultural history and professional future and the complex forms of recovery can be more fully engaged with. The Game On curator’s indication that making comparisons between different games technologies systems was a delicate balance insightfully provides cautions to any attempt to mark out a strict departure from the ‘subcultural’ to the ‘professional’. Clearly put, the accessibility and inclusivity strategy that shifts away from geek culture and technical wizardry remains in conversation with geek elements as the foundation for the future. As technologies are recovered within a lineage of technological development and upgrade, the geek bedroom culture of gaming is almost mythologized to offer the industry history creative credentials and future potential. Recovering and Combining: Technologies and Memories for a Professional Future Emphasised thus far has been a shift from the days gone by of bedroom programming towards an inclusive and accessible professional and mature future. This is a teleological shift in the sense that the latest technological developments can be located within a past replete with innovation and pioneering spirit. In relation to the Wii for example, a Nintendo employee states:Nintendo is a company where you are praised for doing something different from everyone else. In this company, when an individual wants to do something different, everyone else lends their support to help them overcome any hurdles. I think this is how we made the challenge of Wii a possibility. (Nintendo)Nintendo’s history, alluded to here and implicit throughout the interviews with Nintendo staff from which this comment is taken, and previous and existing ‘culture’ of experimentation is offered here as the catalyst and enabler of the Wii. A further example may be offered in relation to Nintendo’s competitor Sony.A hugely significant transformation in digital gaming, further to the accessibility and inclusivity agenda, is the ability of players to develop their own games using games engines. For Phil Harrison (Sony), gaming technology is creating a, “‘virtual community’ of collaborative digital production, marking a return to the ‘golden age of video game development, which was at home, on your own with a couple of friends, designing a game yourself’” (Kline et al., 204). Bedroom gaming that in the earlier comments was regarded as days gone by for professionals, takes on a new significance as a form of user-engagement. The previous model of bedroom production, now outmoded compared to industry production, is relocated as available for users and recovered as the ‘golden age of gaming’. It is recovered as a model for users to aspire to. The significance of this for business strategy is made clear by Kline et al. who suggest that, “thousands of bright bulbs have essentially become Sony’s junior development community” (204). An obsolete model of past production is recovered and deployed within a future vision of the games industry that sees users participating and extending forms of games engagement and consumption. Similarly, the potential of ‘bedroom’ production and its recovery in relation to growth areas such as games for mobile phones, is carefully framed by Intellectual Property Rights (Edwards and Coulton). In this respect, forms of bedroom production are carefully situated in terms of industry strategies.The “Scarce Talent Seminars” as part of the London Games Week 2008 “Skills Week” further illustrate this continual recovery of ‘past’, or more accurately alternative, forms of production in line with narratives of professionalisation and industry innovation. The seminars were stated as offering advice on bridging the gap between the “bedroom programmer” and the “professional developer”. The discourse of ‘talent’ framed this seminar, and the bedroom programmer is held up as being (not having) raw talent with creative energies and love and commitment for gaming that can be shaped for the future of the industry. This discourse of bedroom programmers as talent emphasises the industry as an enabler of individual talent through access to professional development and technological resources. This then sits alongside the recovery of historical narratives in which bedroom gaming culture is celebrated for its pioneering spirit, but is ultimately recovered in terms of current achievements and future possibilities. “Skills Week” and guidance for those wanting to work in the industry connects with the recovery of past technologies and ways of making games visible amongst the potential industry workers of the future – students. The professional future of the industry is intertwined with graduates with professional qualifications. Those qualifications need not be, and sometimes preferably should not be, in ‘gaming’ courses. What is important is the love of games and this may be seen through the appreciation of gaming’s history. During research conducted with games design students in higher education courses in the UK, many students professed a love of games dating back to the Spectrum console in the 1980s. There was legitimacy and evidence of professing long-seated interests in consoles. At the same time as acknowledging the significant, embryonic power these consoles had in stimulating their interests, many students engaged in learning games design skills with the latest software packages. Similarly, they engaged in bedroom design activities themselves, as in the days gone by, but mainly as training and to develop skills useful to securing employment within a professional development studio. Broadly, students could be said to be recovering both technologies and ways of working that are then enrolled within their development as professional workers of the future. The professional future of the gaming industry is presented as part of a teleological trajectory that mirrors the technological progression of the industry’s upgrade culture. The days of bedroom programming are cast as periods of incubation and experimentation, and part of the journey that has brought gaming to where it is now. Bedroom programming is incorporated into the evidence-base of creative industries policy reports. Other accounts of bedroom programming, independent production and attempts to explore alternative publishing avenues do not feature as readily.In the 2000 Scratchware Manifesto for example, the authors declare, “the machinery of gaming has run amok”, and say, “Basta! Enough!” (Scratchware). The Scratchware Manifesto puts forward Scratchware as a response: “a computer game, created by a microteam, with pro-quality art, game design, programming and sound to be sold at paperback prices” (Scratchware). The manifesto goes on to say, “we need Scratchware because there is more than one way to develop good computer games” (Scratchware, 2000). Using a term readily associated with the Zapatista Army of National Liberation, the Scratchware Manifesto called for a revolution in gaming and stated, “we will strive for […] originality over the tried and tested” (Scratchware). These are the experiences and accounts of the games industry that seem to fall well outside of the technological and upgrade focused agenda of professional games development.The recovery and framing of past technologies and industry practices, in ways supportive to current models of technological upgrade and advancement, legitimises these models and marginalizes others. A eulogized and potentially mythical past is recovered to point to cultures of innovation and creative vibrancy and to emphasize current and future technological prowess. We must therefore be cautious of the instrumental dangers of recovery in which ‘bright bulbs’ are enrolled and alternative forms of production marginalised.As digital gaming establishes a secure footing with increased markets, the growing pains of the industry can be celebrated and recovered as part of the ongoing narratives of the industry. Recovery is vital to make sense of both the past and future. Within digital gaming, the PDP-1 and the bedroom geek both exist in the past, present and future as part of an industry strategy and trajectory that seeks to move away from them but also relies on them. They are the legitimacy, the evidence and the potential for affirming industry models. The extent to which other narratives can be told and technologies and memories recovered as alternative forms of evidence and potential is a question I, and hopefully others, will leave open.ReferencesDovey, John, and Helen W. Kennedy. Game Cultures. Maidenhead: Open University Press, 2006.Edge-Online. "Iwata: Wii Is 'Like Selling Make-Up to Men.'" Edge-Online 19 Sep. 2006. 29 Sep. 2006 ‹http://www.edge-online.com/news/iwata-wii-like-selling-make-up-men›.Edwards, Reuben, and Paul Coulton. "Providing the Skills Required for Innovative Mobile Game Development Using Industry/Academic Partnerships." Italics e journal 5.3 (2006). ‹http://www.ics.heacademy.ac.uk/italics/vol5iss3/edwardscoulton.pdf›.Gamasutra. "TIGA Pushing for Continued UK Industry Government Support." Gamasutra Industry News 3 July 2007. 8 July 2007 ‹http://www.gamasutra.com/php-bin/news_index.php?story=14504›Grint, Keith, and Steve Woolgar. The Machine at Work. London: Blackwell, 1997.Jeffrey, Matthew. Transcribed Speech. 24 October 2007.Kline, Stephen, Nick Dyer-Witheford, and Greig De Peuter. Digital Play. London: McGill-Queen’s University Press, 2003.Lee, Gaetan. Personal Interview. 27 July 2007.Morley, David. "What’s ‘Home’ Got to Do with It? Contradictory Dynamics in the Domestication of Technology and the Dislocation of Domesticity." European Journal of Cultural Studies 6.4 (2003): 435-458.Newman, James. Videogames. London: Routledge, 2004.Nintendo. "Company History." Nintendo. 2007. 3 Nov. 2008 ‹http://www.nintendo.com/corp/history.jsp›.Nintendo. "Wii Remote." Nintendo. 2006. 29 Sep. 2008 ‹http://wiiportal.nintendo-europe.com/97.html›.Nintendo World Report. "Nintendo’s Marketing Blitz: Wii Play for All!" Nintendo World Report 13 Nov. 2006. 29 Sep. 2008 ‹http://www.nintendoworldreport.com/newsArt.cfm?artid=12383›.Playstation. "World of Playstation: Family and Friends." Sony Playstation. 3 Nov. 2008 ‹http://uk.playstation.com/home/news/articles/detail/item103208/World-of-PlayStation:-Family-&-Friends/›.Scratchware. "The Scratchware Manifesto." 2000. 14 June 2006 ‹http://www.the-underdogs.info/scratch.php›.Work Foundation. Staying Ahead: The Economic Performance of the UK’s Creative Industries. London: Department of Culture, Media and Sport, 2007.
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Barbour, Kim, P. David Marshall, and Christopher Moore. "Persona to Persona Studies." M/C Journal 17, no. 3 (June 17, 2014). http://dx.doi.org/10.5204/mcj.841.

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Sometimes a particular concept—a simple term—is the spark to a series of ideas. It might be ostentatious and perhaps hubristic that the editors of an issue on persona might imagine that their choice of the term persona has provided this intellectual spark. Fully aware of that risk, we want to announce that it has. The response to the call for papers related to persona was our first sign that something special was being initiated. The sheer number and interdisciplinary breadth of the abstracts and ultimate submissions was evidence that the term ‘persona’ was the catalyst to an explosion of ideas. As the responses flowed into the journal and to us, we became aware of the meme-like qualities of the many interpretations and history of the term, each with its own idiosyncratic coding of patterned similarity. The reality of this development is that it was not entirely unexpected. The editors have been developing the concept of persona and persona studies over the past four years, and persona studies has emerged from a congruence in our collective research interests as an interdisciplinary investigation of the presentation of the self in the contemporary moment. Together, we have been involved in the development of the Persona Celebrity Publics Research Group (PCP) at Deakin University. Within that group, we have concentrated ourselves in the Persona Research cluster, made up of a group of 15 or so academics along with another smaller group from other institutions. Emerging from our work is the forthcoming book entitled Persona Studies: Celebrity, Identity, and the Transformation of Public Culture (forthcoming Wiley 2015). Both the book and the research group are intent on exploring what has been altering in our worlds, our cultures, and our communities that make us think the new intensified play of the personal in public needs closer scrutiny. The impetus for us as a team of scholars is quite clearly linked to the uses of online culture and how greater aspects of our lives are now involved in public displays, mediated displays, and a peculiar new blend of interpersonal and presentational constructions of identities and selves. Persona as a specific area of inquiry has emerged from the close study of the public self. Its immediate intellectual past has its strongest links with research on celebrity. In the Celebrity Studies Reader collection, Marshall began forming the idea that a new public self was emerging through new media (New Media). In subsequent work, Marshall identifies celebrity culture as one of the pedagogic sources for how the wider population presented itself in online culture and social media (Marshall, Promotion). Barbour and Marshall expanded their thinking about the presentation of the self through a closer study of online academic persona and the different strategic ways individuals were managing and building reputations and prestige through these techniques. Terms such as the ‘comprehensive,’ ’networked’, and ‘uncontained’ self, mapped the various kinds of public personalities that were emerging through the most prominent academics (Barbour and Marshall). In a similar vein, Barbour’s research has looked closely at the online and public personas that fringe artists—specifically tattoo artists, craftivists, performance poets and street artists—produce and maintain in the contemporary moment (Hiding; Finding). Her work has advanced the concepts of “registers of performance” (Registers), where a closer analysis of how the personal, the professional, and sometimes the intimate registers are constructed and deployed to produce a public persona that demonstrates ‘artistness’. By analysing persona through registers of performance, Barbour is able to differentiate between the types of identity building activity that occurs online. This provides insight into the ways that impression management occurs in spaces that suffer from context collapse due to the intersection of friends, family, fans, and followers. Moore’s work (Hats; Magic; Invigorating) on the player’s assembly of a networked online ‘gamer’ persona considers the intersection of social media and video game culture and contributes analysis of the affective dimensions of player-oriented game objects and their public curation and display. His recent research visualising Twitter and Flickr data (Screenshots, forthcoming) advances an understanding of the accumulation and online presentation of the self through digital game artefacts, specifically video game screenshots. He is currently researching the interaction of social media activity, reputation management, and everyday identity ‘play’ within public game cultures and the larger dynamics of production and consumption of games and play in the video game industry. Most recently, Marshall called for what he titled a “persona studies manifesto”: the public presentation of the self demands a more extensive analysis of the play and deployment of persona in contemporary culture. Beyond popular culture, the development of reputation and persona and its intersection with online culture especially needs to be explored in those professions, disciplines and activities where this form of investigation has never been attempted (Marshall, Persona Studies). The initiative of persona studies then is in some ways turning the cultural studies’ approach to the study of the audience on its head: it is a study of agency and the processes by which agency has been individualized and assembled across contemporary culture, but highly privileged in online culture (Marshall, Personifying). Persona studies involves a close investigation of the personalized and negotiated presentation of the self. So, what is persona? The articles here assume different, but connected, understandings of the term, each with levels of deference to writers such as Jung, Goffman, Butler, and Foucault, along with some expected allusions to the ancient Greeks and Romans who coined the term. The Greek origins identify that persona is a mask and derived from performance and acting. From Hannah Arendt’s reading of the Greeks this mask of public identity was not seen in a derogatory way; rather it was natural to assume a public/political persona that was quite removed from the private and home sphere. A political persona defined by citizenry was a clearly conscious separation from the household of activity. Jung’s take on persona is that it was designed for collective experience and for the outside world and therapy would lead to an understanding of the individual that delved beneath the persona. The resurgence in interest in Goffman’s dramaturgical analogy allows us to consider persona as an everyday performance, where the purpose of the presentation of self is to convince the audience (and at times, the performer) that the performance is genuine and authentic. All of us know what it is like to act in a role, to wear a uniform or costume, to create a profile. More than a few of us know what it is to suffer through the ‘individualising’ categories of a social networking sign-up survey that do not adequately account for distinctions. Persona is all these things, or rather, through the various everyday activities of our work, social, and online selves we contribute to the accretion of the identity at the base of its structure. Persona functions like the construct or automated script that we assemble to interact with the world with on our behalf. This involves the technologies of computation and mediation and their interfaces that function to automate, produce and filter communication with us; email, blogs, Twitter accounts, and so on. These golems interconnect and can interact on their own in unpredictable ways on our behalf; connecting our Facebook account to a product, brand or petition; using Google as a portal to login into other web enabled services; or authorising an app to record our location. Then there are the traces that we leave scattered across digital networks, intranets, hard drives, and lost USB memory sticks, from scattered collections of digital photos to the contact lists of our mobile devices and the ‘achievements’ in our online gaming profiles. Persona can also be something that happens to us, as friends tag unflattering images via Facebook, or another Twitter user publicly addresses us with a unwanted, or unwarranted commentary, using the ‘@’ and the ‘#’ functions. We have an extensive degree of control over the ways we assemble ourselves online and yet the contemporary experience is one of constant negotiation with forces that seeks to disavow their responsibilities to us, and maximise the limitations under which we can act. Our personas serve as a buffer to these forces. We can strategically assemble our persona to participate in, influence and use to our advantage to transmit messages across the network and communicate a mediated form of ourselves. The many ways to account persona stands as a primary and apparently Sisyphean task for persona studies: no sooner than when we might assemble a complete topology of the many accounts, traditions, domains, methodologies and theories for account of for the self, we will have arrived at possibly entirely new way of conceptualising the presentation of online persona through some post-Facebook, Oculus Rift, or Google Glass augmented reality experience. One of the challenges of persona studies will be to provide a series of methodological and theoretical tools, as well as a common touchstone from which multiple perspectives may converge around the meme-like qualities of this dramatic term. It will be necessary to consider the future of the presentation of the self, as much as the past accounts for the understanding of the self and its compositions. In the contemporary moment we consider a series of common currents and features of the iterations of persona with which we might begin this endeavour. The collective objective of the ‘persona’ theme edition is to coalesce around the emerging significance of the public self, and to map that activity within disciplinary traditions, historical precedents and the cultural and technological predispositions that have made this kind of reading of the contemporary world valuable, important, and ultimately, sensible. This collection of articles on persona is innovative in terms of the diversity of issues it tackles through the term. Given the massive change in public identity that we have identified as an elemental part of online culture, it is not surprising that social media and online constructions of persona figure prominently throughout the issue. However, we are also pleased to include papers that consider fictional performances from both television and film and even character studies of public figures. Marshall’s feature article for the edition continues his theorisation of persona. Seriality is identified as one of the ways that a consistency of persona is developed and the article charts the usefulness in analogizing how the construction of a serial character or ‘personnage’ for an actor/performer provides insights into the relationship between the person and persona in other settings that are emerging in the contemporary moment. In ‘Darkly Dreaming (in) Authenticity: The Self/Persona Opposition in Dexter,’ Glenn D'Cruz uses Dexter Morgan, the novelised serial killer and Showtime TV anti-hero to examine the connections between self and persona and the discourse of authenticity. D’Cruz foresees a series of challenges for persona studies and considers key concerns ahead, in terms of the critical vocabulary and scholarly agenda and addresses the need for critical genealogy of the term ‘persona’. Talia Morag, in ‘Persons and Their Personas: Living with Yourself’, considers the tensions identified in the persona of the private domain, and examines the patterns of social interaction that work to affect an ‘endorsed’ private persona, compared to those patterns classified as ‘hidden’. She frames the negotiation of these tensions as a move to better understand the sphere of the private self, as well as the those strains which arise on the private persona and the grounds from which they come to occupy our time. Together these two approaches predict the convergence of the private, the performed and the public persona which occupies Neil Henderson’s ‘The Contingency of Online Persona and Its Tension with Relationship Development’. Henderson’s engagement with the dimensions of online persona in the short film, Noah, takes a position at the crossroads between Marshall’s celebrity-inscribed approach to persona studies and the application of actor-network theory in order to map the potential pitfalls of identity management through ubiquitous technologies and broader critical questions about the play of our online selves in the everyday. Moving to the multi-user virtual environment of Second Life, Lesley Procter draws on the symbolic interactionist theories of social identity and the role of the avatar in ‘A Mirror without a Tain: Personae, Avatars, and Selves in a Multi-User Virtual Environment’. Procter’s contribution to persona studies highlights the actual and conceptual mirroring involved in the sense of the self involved in the interaction with others online. Taina Bucher’s ‘About a Bot: Hoax, Fake, Performance Art’ is a revealing examination of the Twitter bot phenomenon. Bucher’s case study on ‘bot fakeness’ considers the automation and performance of persona and the interactions and relationships between people and bots. Brady Robards, in ‘Digital Traces of the Persona through Ten Years of Facebook’, offers a critical reading of the Facebook ‘look back’ video creation application made to celebrate the social network’s ten year. As with Bucher and Proctor, Robards is concerned with the ways persona is created through highly mediated social networking platforms, where the agency of the individual is countered by the intervention of the software itself. Robards considers in particular two functions of Facebook: first as a site for the performance of life narratives, and second as a location for reflection on public and private disclosure. Taking a specific element of this idea of disclosure—the sharing of one’s legal name—as a starting point, Ellen Moll’s ‘What’s in a Nym?: Gender, Race, Pseudonymity, and the Imagining of the Online Persona’ is a study of the reactions of feminist and anti-racist bloggers in the ongoing battles over pseudonymity online. Moll’s contribution centres around current concerns with the ‘real name policies’ of social media and web-based platforms and services. What is at stake here in the negotiation between the individuals, technologies and institutions over the rights of self-determination and agency in the digital and online environments. Narrowing the focus to a single case study, Emma Maguire’s study of author website as a site of self-presentation in ‘Home, About, Shop, Contact: Constructing an Authorial Persona via the Author Website’ examines the authorial persona produced for consumption within literary markets. Framing of the authorial website as ‘automedial text’, rather than as direct representations of a pre-existing self, Maguire employs authorship theory to understand the website as a genre of persona performance and textuality. Shifting away from the focus on social media, this issue concludes with a trio of character studies, each of which involves a detailed and critical account of the dimensions of a public assembly of a persona. Nathan Farrell’s ‘From Activist to Entrepreneur: Peace One Day and the Changing Persona of the Social Campaigner’ is the first, and considers the ways that an individual manages his persona for different audiences. Farrell’s focus is Jeremy Gilley, a documentary filmmaker and peace campaigner, and the paper speaks to the dimensions of overlapping audiences connected to an articulation of a socially aware entrepreneurial persona. Sally Totman and Mat Hardy have a very different figure in their contribution as they examine the many different public personas of Libya’s Colonel Muammar Qaddafi. In ‘The Many Personas of Colonel Qaddafi’, Totman and Hardy interrogate the multiple aspects of Qaddafi’s construction as a brotherly revolutionary, philosopher, liberator, leader, and clown. The authors chart the progression of his often conflicted and chaotic legacy, and of this political, ideological and even messianic presentation of the self to the Western and Arab worlds. Anastasia Denisova, completes the triptych of persona case studies for this collection, with ‘How Vladimir Putin's Divorce Story Was Constructed and Received, or When the President Divorced His Wife and Married the Country Instead’. Denisova contends Vladimir Putin’s divorce is representative of the degree to which political and private persona are mediated and merged across often competing channels of communication. The analysis contends with online discourse, images, and texts, which reveal the extensive personification of politics in Putin’s public persona in an environment of reception by an audience which also consider the values and attributes of their own country as a national persona. Conclusion We have structured the narrative flow of articles in this issue on persona from the fictional through to the online transformations of the self and then even further into the analyses of the public and political dimensions that are part of the constitution of public selves. No doubt, you as a reader will see different connections and intersections and will play with what makes the idea of persona so meaningful and valuable in understanding the strategic construction of a public identity and so central to comprehending the contemporary moment. We invite you to engage with this further with the issue editors’ planned 2015 launch of a journal called Persona Studies. Until then, this issue of M/C Journal certainly represents the most comprehensive and, we think, interesting, collection of writing on persona as we explore the implications behind the mask of public identity. We hope the issue stimulates discussion and with that hope, we hope to hear from you.AcknowledgmentsThe editors would like to thank Alison Bennett for creating an original gif for the cover image of this issue. More of Bennett's work, including her augmented reality images of tattoos from the internationally acclaimed exhibition Shifting Skin, can be found at her website, alisonbennett.com.au.Thanks also to Trent Griffiths for his copy-editing assistance. References Arendt, Hannah. The Human Condition. Charles R. Walgreen Foundation Lectures. Chicago, Ill.: University of Chicago Press, 1958. Barbour, Kim. “Hiding in Plain Sight: Street Artists Online.” Platform Journal of Media and Communication. 5.1 (2013). Barbour, Kim. “Registers of Performance: Negotiating the professional, personal, and intimate.” MeCCSA 2014. Bournemouth, 8-10 Jan. 2014. Barbour, Kim. “Finding the Edge: Online persona creation by fringe artists.” Contemporary Publics International Symposium. 24-25 Feb. 2014. Barbour, Kim, and P. David Marshall. "The Academic Online: Constructing Persona through the World Wide Web." First Monday 17.9 (2012). ‹http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/viewArticle/3969/3292›. Goffman, Erving. The Presentation of Self in Everyday Life. USA: Anchor Books, 1959. Jung, Carl Gustav. Two Essays on Analytical Psychology. Bollingen Series. 2nd ed. Princeton, N.J.: Princeton University Press, 1966. Marshall, P. David. "New Media New Self, the Changing Power of the Celebrity." The Celebrity Culture Reader. Ed. P. David Marshall. London: Routledge, 2006. 634-44. 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. "Personifying Agency: The Public–Persona–Place–Issue Continuum." Celebrity Studies 4.3 (2013): 369-71.Marshall, P. David. "Persona Studies: Mapping the Proliferation of the Public Self." Journalism 15.2 (2014): 153-70. Marshall, P. David, Chris Moore and Kim Barbour, Persona Studies: Celebrity, Identity and the Transformation of Public Culture. Hoboken NJ: Wiley, forthcoming 2015. Moore, Chris. “Hats of Affect: A Study of Affect, Achievements and Hats in Team Fortress 2.” Game Studies 11 (2011). ‹http://gamestudies.org/1101/articles/moore›. Moore, Chris. “The Magic Circle and the Mobility of Play.” Convergence 17 (2011): 373-387. Moore, Chris. “Invigorating Play: The Role of Affect in Online Multiplayer FPS Game.” Guns, Grenades, and Grunts: First-Person Shooter Games. Ed. Gerald A. Voorhees, Josh Call, and Katie Whitlock. London: Continuum, 2012. 341-363. Moore, Chris. “Screenshots as Virtual Photography: Cybernetics, Remediation and Affect.” Advancing Digital Humanities. Ed. Paul Longley Arthur and Katherine Bode. Palgrave Macmillan. Forthcoming 2014. .
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Burwell, Catherine. "New(s) Readers: Multimodal Meaning-Making in AJ+ Captioned Video." M/C Journal 20, no. 3 (June 21, 2017). http://dx.doi.org/10.5204/mcj.1241.

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Abstract:
IntroductionIn 2013, Facebook introduced autoplay video into its newsfeed. In order not to produce sound disruptive to hearing users, videos were muted until a user clicked on them to enable audio. This move, recognised as a competitive response to the popularity of video-sharing sites like YouTube, has generated significant changes to the aesthetics, form, and modalities of online video. Many video producers have incorporated captions into their videos as a means of attracting and maintaining user attention. Of course, captions are not simply a replacement or translation of sound, but have instead added new layers of meaning and changed the way stories are told through video.In this paper, I ask how the use of captions has altered the communication of messages conveyed through online video. In particular, I consider the role captions have played in news reporting, as online platforms like Facebook become increasingly significant sites for the consumption of news. One of the most successful producers of online news video has been Al Jazeera Plus (AJ+). I examine two recent AJ+ news videos to consider how meaning is generated when captions are integrated into the already multimodal form of the video—their online reporting of Australian versus US healthcare systems, and the history of the Black Panther movement. I analyse interactions amongst image, sound, language, and typography and consider the role of captions in audience engagement, branding, and profit-making. Sean Zdenek notes that captions have yet to be recognised “as a significant variable in multimodal analysis, on par with image, sound and video” (xiii). Here, I attempt to pay close attention to the representational, cultural and economic shifts that occur when captions become a central component of online news reporting. I end by briefly enquiring into the implications of captions for our understanding of literacy in an age of constantly shifting media.Multimodality in Digital MediaJeff Bezemer and Gunther Kress define a mode as a “socially and culturally shaped resource for meaning making” (171). Modes include meaning communicated through writing, sound, image, gesture, oral language, and the use of space. Of course, all meanings are conveyed through multiple modes. A page of written text, for example, requires us to make sense through the simultaneous interpretation of words, space, colour, and font. Media such as television and film have long been understood as multimodal; however, with the appearance of digital technologies, media’s multimodality has become increasingly complex. Video games, for example, demonstrate an extraordinary interplay between image, sound, oral language, written text, and interactive gestures, while technologies such as the mobile phone combine the capacity to produce meaning through speaking, writing, and image creation.These multiple modes are not simply layered one on top of the other, but are instead “enmeshed through the complexity of interaction, representation and communication” (Jewitt 1). The rise of multimodal media—as well as the increasing interest in understanding multimodality—occurs against the backdrop of rapid technological, cultural, political, and economic change. These shifts include media convergence, political polarisation, and increased youth activism across the globe (Herrera), developments that are deeply intertwined with uses of digital media and technology. Indeed, theorists of multimodality like Jay Lemke challenge us to go beyond formalist readings of how multiple modes work together to create meaning, and to consider multimodality “within a political economy and a cultural ecology of identities, markets and values” (140).Video’s long history as an inexpensive and portable way to produce media has made it an especially dynamic form of multimodal media. In 1974, avant-garde video artist Nam June Paik predicted that “new forms of video … will stimulate the whole society to find more imaginative ways of telecommunication” (45). Fast forward more than 40 years, and we find that video has indeed become an imaginative and accessible form of communication. The cultural influence of video is evident in the proliferation of video genres, including remix videos, fan videos, Let’s Play videos, video blogs, live stream video, short form video, and video documentary, many of which combine semiotic resources in novel ways. The economic power of video is evident in the profitability of video sharing sites—YouTube in particular—as well as the recent appearance of video on other social media platforms such as Instagram and Facebook.These platforms constitute significant “sites of display.” As Rodney Jones notes, sites of display are not merely the material media through which information is displayed. Rather, they are complex spaces that organise social interactions—for example, between producers and users—and shape how meaning is made. Certainly we can see the influence of sites of display by considering Facebook’s 2013 introduction of autoplay into its newsfeed, a move that forced video producers to respond with new formats. As Edson Tandoc and Julian Maitra write, news organisations have had been forced to “play by Facebook’s frequently modified rules and change accordingly when the algorithms governing the social platform change” (2). AJ+ has been considered one of the media companies that has most successfully adapted to these changes, an adaptation I examine below. I begin by taking up Lemke’s challenge to consider multimodality contextually, reading AJ+ videos through the conceptual lens of the “attention economy,” a lens that highlights the profitability of attention within digital cultures. I then follow with analyses of two short AJ+ videos to show captions’ central role, not only in conveying meaning, but also in creating markets, and communicating branded identities and ideologies.AJ+, Facebook and the New Economies of AttentionThe Al Jazeera news network was founded in 1996 to cover news of the Arab world, with a declared commitment to give “voice to the voiceless.” Since that time, the network has gained global influence, yet many of its attempts to break into the American market have been unsuccessful (Youmans). In 2013, the network acquired Current TV in an effort to move into cable television. While that effort ultimately failed, Al Jazeera’s purchase of the youth-oriented Current TV nonetheless led to another, surprisingly fruitful enterprise, the development of the digital media channel Al Jazeera Plus (AJ+). AJ+ content, which is made up almost entirely of video, is directed at 18 to 35-year-olds. As William Youmans notes, AJ+ videos are informal and opinionated, and, while staying consistent with Al Jazeera’s mission to “give voice to the voiceless,” they also take an openly activist stance (114). Another distinctive feature of AJ+ videos is the way they are tailored for specific platforms. From the beginning, AJ+ has had particular success on Facebook, a success that has been recognised in popular and trade publications. A 2015 profile on AJ+ videos in Variety (Roettgers) noted that AJ+ was the ninth biggest video publisher on the social network, while a story on Journalism.co (Reid, “How AJ+ Reaches”) that same year commented on the remarkable extent to which Facebook audiences shared and interacted with AJ+ videos. These stories also note the distinctive video style that has become associated with the AJ+ brand—short, bold captions; striking images that include photos, maps, infographics, and animations; an effective opening hook; and a closing call to share the video.AJ+ video producers were developing this unique style just as Facebook’s autoplay was being introduced into newsfeeds. Autoplay—a mechanism through which videos are played automatically, without action from a user—predates Facebook’s introduction of the feature. However, autoplay on Internet sites had already begun to raise the ire of many users before its appearance on Facebook (Oremus, “In Defense of Autoplay”). By playing video automatically, autoplay wrests control away from users, and causes particular problems for users using assistive technologies. Reporting on Facebook’s decision to introduce autoplay, Josh Constine notes that the company was looking for a way to increase advertising revenues without increasing the number of actual ads. Encouraging users to upload and share video normalises the presence of video on Facebook, and opens up the door to the eventual addition of profitable video ads. Ensuring that video plays automatically gives video producers an opportunity to capture the attention of users without the need for them to actively click to start a video. Further, ensuring that the videos can be understood when played silently means that both deaf users and users who are situationally unable to hear the audio can also consume its content in any kind of setting.While Facebook has promoted its introduction of autoplay as a benefit to users (Oremus, “Facebook”), it is perhaps more clearly an illustration of the carefully-crafted production strategies used by digital platforms to capture, maintain, and control attention. Within digital capitalism, attention is a highly prized and scarce resource. Michael Goldhaber argues that once attention is given, it builds the potential for further attention in the future. He writes that “obtaining attention is obtaining a kind of enduring wealth, a form of wealth that puts you in a preferred position to get anything this new economy offers” (n.p.). In the case of Facebook, this offers video producers the opportunity to capture users’ attention quickly—in the time it takes them to scroll through their newsfeed. While this may equate to only a few seconds, those few seconds hold, as Goldhaber predicted, the potential to create further value and profit when videos are viewed, liked, shared, and commented on.Interviews with AJ+ producers reveal that an understanding of the value of this attention drives the organisation’s production decisions, and shapes content, aesthetics, and modalities. They also make it clear that it is captions that are central in their efforts to engage audiences. Jigar Mehta, former head of engagement at AJ+, explains that “those first three to five seconds have become vital in grabbing the audience’s attention” (quoted in Reid, “How AJ+ Reaches”). While early videos began with the AJ+ logo, that was soon dropped in favour of a bold image and text, a decision that dramatically increased views (Reid, “How AJ+ Reaches”). Captions and titles are not only central to grabbing attention, but also to maintaining it, particularly as many audience members consume video on mobile devices without sound. Mehta tells an editor at the Nieman Journalism Lab:we think a lot about whether a video works with the sound off. Do we have to subtitle it in order to keep the audience retention high? Do we need to use big fonts? Do we need to use color blocking in order to make words pop and make things stand out? (Mehta, qtd. in Ellis)An AJ+ designer similarly suggests that the most important aspects of AJ+ videos are brand, aesthetic style, consistency, clarity, and legibility (Zou). While questions of brand, style, and clarity are not surprising elements to associate with online video, the matter of legibility is. And yet, in contexts where video is viewed on small, hand-held screens and sound is not an option, legibility—as it relates to the arrangement, size and colour of type—does indeed take on new importance to storytelling and sense-making.While AJ+ producers frame the use of captions as an innovative response to Facebook’s modern algorithmic changes, it makes sense to also remember the significant histories of captioning that their videos ultimately draw upon. This lineage includes silent films of the early twentieth century, as well as the development of closed captions for deaf audiences later in that century. Just as he argues for the complexity, creativity, and transformative potential of captions themselves, Sean Zdenek also urges us to view the history of closed captioning not as a linear narrative moving inevitably towards progress, but as something far more complicated and marked by struggle, an important reminder of the fraught and human histories that are often overlooked in accounts of “new media.” Another important historical strand to consider is the centrality of the written word to digital media, and to the Internet in particular. As Carmen Lee writes, despite public anxieties and discussions over a perceived drop in time spent reading, digital media in fact “involve extensive use of the written word” (2). While this use takes myriad forms, many of these forms might be seen as connected to the production, consumption, and popularity of captions, including practices such as texting, tweeting, and adding titles and catchphrases to photos.Captions, Capture, and Contrast in Australian vs. US HealthcareOn May 4, 2017, US President Donald Trump was scheduled to meet with Australian Prime Minister Malcolm Turnbull in New York City. Trump delayed the meeting, however, in order to await the results of a vote in the US House of Representatives to repeal the Affordable Care Act—commonly known as Obama Care. When he finally sat down with the Prime Minister later that day, Trump told him that Australia has “better health care” than the US, a statement that, in the words of a Guardian report, “triggered astonishment and glee” amongst Trump’s critics (Smith). In response to Trump’s surprising pronouncement, AJ+ produced a 1-minute video extending Trump’s initial comparison with a series of contrasts between Australian government-funded health care and American privatised health care (Facebook, “President Trump Says…”). The video provides an excellent example of the role captions play in both generating attention and creating the unique aesthetic that is crucial to the AJ+ brand.The opening frame of the video begins with a shot of the two leaders seated in front of the US and Australian flags, a diplomatic scene familiar to anyone who follows politics. The colours of the picture are predominantly red, white and blue. Superimposed on top of the image is a textbox containing the words “How does Australia’s healthcare compare to the US?” The question appears in white capital letters on a black background, and the box itself is heavily outlined in yellow. The white and yellow AJ+ logo appears in the upper right corner of the frame. This opening frame poses a question to the viewer, encouraging a kind of rhetorical interactivity. Through the use of colour in and around the caption, it also quickly establishes the AJ+ brand. This opening scene also draws on the Internet’s history of humorous “image macros”—exemplified by the early LOL cat memes—that create comedy through the superimposition of captions on photographic images (Shifman).Captions continue to play a central role in meaning-making once the video plays. In the next frame, Trump is shown speaking to Turnbull. As he speaks, his words—“We have a failing healthcare”—drop onto the screen (Image 1). The captions are an exact transcription of Trump’s awkward phrase and appear centred in caps, with the words “failing healthcare” emphasised in larger, yellow font. With or without sound, these bold captions are concise, easily read on a small screen, and visually dominate the frame. The next few seconds of the video complete the sequence, as Trump tells Turnbull, “I shouldn’t say this to our great gentleman, my friend from Australia, ‘cause you have better healthcare than we do.” These words continue to appear over the image of the two men, still filling the screen. In essence, Trump’s verbal gaffe, transcribed word for word and appearing in AJ+’s characteristic white and yellow lettering, becomes the video’s hook, designed to visually call out to the Facebook user scrolling silently through their newsfeed.Image 1: “We have a failing healthcare.”The middle portion of the video answers the opening question, “How does Australia’s healthcare compare to the US?”. There is no verbal language in this segment—the only sound is a simple synthesised soundtrack. Instead, captions, images, and spatial design, working in close cooperation, are used to draw five comparisons. Each of these comparisons uses the same format. A title appears at the top of the screen, with the remainder of the screen divided in two. The left side is labelled Australia, the right U.S. Underneath these headings, a representative image appears, followed by two statistics, one for each country. For example, the third comparison contrasts Australian and American infant mortality rates (Image 2). The left side of the screen shows a close-up of a mother kissing a baby, with the superimposed caption “3 per 1,000 births.” On the other side of the yellow border, the American infant mortality rate is illustrated with an image of a sleeping baby superimposed with a corresponding caption, “6 per 1,000 births.” Without voiceover, captions do much of the work of communicating the national differences. They are, however, complemented and made more quickly comprehensible through the video’s spatial design and its subtly contrasting images, which help to visually organise the written content.Image 2: “Infant mortality rate”The final 10 seconds of the video bring sound back into the picture. We once again see and hear Trump tell Turnbull, “You have better healthcare than we do.” This image transforms into another pair of male faces—liberal American commentator Chris Hayes and US Senator Bernie Sanders—taken from a MSNBC cable television broadcast. On one side, Hayes says “They do have, they have universal healthcare.” On the other, Sanders laughs uproariously in response. The only added caption for this segment is “Hahahaha!”, the simplicity of which suggests that the video’s target audience is assumed to have a context for understanding Sander’s laughter. Here and throughout the video, autoplay leads to a far more visual style of relating information, one in which captions—working alongside images and layout—become, in Zdenek’s words, a sort of “textual performance” (6).The Black Panther Party and the Textual Performance of Progressive PoliticsReports on police brutality and Black Lives Matters protests have been amongst AJ+’s most widely viewed and shared videos (Reid, “Beyond Websites”). Their 2-minute video (Facebook, Black Panther) commemorating the 50th anniversary of the Black Panther Party, viewed 9.5 million times, provides background to these contemporary events. Like the comparison of American and Australian healthcare, captions shape the video’s structure. But here, rather than using contrast as means of quick visual communication, the video is structured as a list of five significant points about the Black Panther Party. Captions are used not only to itemise and simplify—and ultimately to reduce—the party’s complex history, but also, somewhat paradoxically, to promote the news organisation’s own progressive values.After announcing the intent and structure of the video—“5 things you should know about the Black Panther Party”—in its first 3 seconds, the video quickly sets in to describe each item in turn. The themes themselves correspond with AJ+’s own interests in policing, community, and protest, while the language used to announce each theme is characteristically concise and colloquial:They wanted to end police brutality.They were all about the community.They made enemies in high places.Women were vocal and active panthers.The Black Panthers’ legacy is still alive today.Each of these themes is represented using a combination of archival black and white news footage and photographs depicting Black Panther members, marches, and events. These still and moving images are accompanied by audio recordings from party members, explaining its origins, purposes, and influences. Captions are used throughout the video both to indicate the five themes and to transcribe the recordings. As the video moves from one theme to another, the corresponding number appears in the centre of the screen to indicate the transition, and then shrinks and moves to the upper left corner of the screen as a reminder for viewers. A musical soundtrack of strings and percussion, communicating a sense of urgency, underscores the full video.While typographic features like font size, colour, and placement were significant in communicating meaning in AJ+’s healthcare video, there is an even broader range of experimentation here. The numbers 1 to 5 that appear in the centre of the screen to announce each new theme blink and flicker like the countdown at the beginning of bygone film reels, gesturing towards the historical topic and complementing the black and white footage. For those many viewers watching the video without sound, an audio waveform above the transcribed interviews provides a visual clue that the captions are transcriptions of recorded voices. Finally, the colour green, used infrequently in AJ+ videos, is chosen to emphasise a select number of key words and phrases within the short video. Significantly, all of these words are spoken by Black Panther members. For example, captions transcribing former Panther leader Ericka Huggins speaking about the party’s slogan—“All power to the people”—highlight the words “power” and “people” with large, lime green letters that stand out against the grainy black and white photos (Image 3). The captions quite literally highlight ideas about oppression, justice, and social change that are central to an understanding of the history of the Black Panther Party, but also to the communication of the AJ+ brand.Image 3: “All power to the people”ConclusionEmploying distinctive combinations of word and image, AJ+ videos are produced to call out to users through the crowded semiotic spaces of social media. But they also call out to scholars to think carefully about the new kinds of literacies associated with rapidly changing digital media formats. Captioned video makes clear the need to recognise how meaning is constructed through sophisticated interpretive strategies that draw together multiple modes. While captions are certainly not new, an analysis of AJ+ videos suggests the use of novel typographical experiments that sit “midway between language and image” (Stöckl 289). Discussions of literacy need to expand to recognise this experimentation and to account for the complex interactions between the verbal and visual that get lost when written text is understood to function similarly across multiple platforms. In his interpretation of closed captioning, Zdenek provides an insightful list of the ways that captions transform meaning, including their capacity to contextualise, clarify, formalise, linearise and distill (8–9). His list signals not only the need for a deeper understanding of the role of captions, but also for a broader and more vivid vocabulary to describe multimodal meaning-making. Indeed, as Allan Luke suggests, within the complex multimodal and multilingual contexts of contemporary global societies, literacy requires that we develop and nurture “languages to talk about language” (459).Just as importantly, an analysis of captioned video that takes into account the economic reasons for captioning also reminds us of the need for critical media literacies. AJ+ videos reveal how the commercial goals of branding, promotion, and profit-making influence the shape and presentation of news. As meaning-makers and as citizens, we require the capacity to assess how we are being addressed by news organisations that are themselves responding to the interests of economic and cultural juggernauts such as Facebook. In schools, universities, and informal learning spaces, as well as through discourses circulated by research, media, and public policy, we might begin to generate more explicit and critical discussions of the ways that digital media—including texts that inform us and even those that exhort us towards more active forms of citizenship—simultaneously seek to manage, direct, and profit from our attention.ReferencesBezemer, Jeff, and Gunther Kress. “Writing in Multimodal Texts: A Social Semiotic Account of Designs for Learning.” Written Communication 25.2 (2008): 166–195.Constine, Josh. “Facebook Adds Automatic Subtitling for Page Videos.” TechCrunch 4 Jan. 2017. 1 May 2017 <https://techcrunch.com/2017/01/04/facebook-video-captions/>.Ellis, Justin. “How AJ+ Embraces Facebook, Autoplay, and Comments to Make Its Videos Stand Out.” Nieman Labs 3 Aug. 2015. 28 Apr. 2017 <http://www.niemanlab.org/2015/08/how-aj-embraces-facebook-autoplay-and-comments-to-make-its-videos-stand-out/>.Facebook. “President Trump Says…” Facebook, 2017. <https://www.facebook.com/ajplusenglish/videos/954884227986418/>.Facebook. “Black Panther.” Facebook, 2017. <https://www.facebook.com/ajplusenglish/videos/820822028059306/>.Goldhaber, Michael. “The Attention Economy and the Net.” First Monday 2.4 (1997). 9 June 2013 <http://firstmonday.org/article/view/519/440>.Herrera, Linda. “Youth and Citizenship in the Digital Age: A View from Egypt.” Harvard Educational Review 82.3 (2012): 333–352.Jewitt, Carey.”Introduction.” Routledge Handbook of Multimodal Analysis. Ed. Carey Jewitt. New York: Routledge, 2009. 1–8.Jones, Rodney. “Technology and Sites of Display.” Routledge Handbook of Multimodal Analysis. Ed. Carey Jewitt. New York: Routledge, 2009. 114–126.Lee, Carmen. “Micro-Blogging and Status Updates on Facebook: Texts and Practices.” Digital Discourse: Language in the New Media. Eds. Crispin Thurlow and Kristine Mroczek. Oxford Scholarship Online, 2011. DOI: 10.1093/acprof:oso/9780199795437.001.0001.Lemke, Jay. “Multimodality, Identity, and Time.” Routledge Handbook of Multimodal Analysis. Ed. Carey Jewitt. New York: Routledge, 2009. 140–150.Luke, Allan. “Critical Literacy in Australia: A Matter of Context and Standpoint.” Journal of Adolescent and Adult Literacy 43.5 (200): 448–461.Oremus, Will. “Facebook Is Eating the Media.” National Post 14 Jan. 2015. 15 June 2017 <http://news.nationalpost.com/news/facebook-is-eating-the-media-how-auto-play-videos-could-put-news-websites-out-of-business>.———. “In Defense of Autoplay.” Slate 16 June 2015. 14 June 2017 <http://www.slate.com/articles/technology/future_tense/2015/06/autoplay_videos_facebook_twitter_are_making_them_less_annoying.html>.Paik, Nam June. “The Video Synthesizer and Beyond.” The New Television: A Public/Private Art. Eds. Douglas Davis and Allison Simmons. Cambridge, MA: MIT Press, 1977. 45.Reid, Alistair. “Beyond Websites: How AJ+ Is Innovating in Digital Storytelling.” Journalism.co 17 Apr. 2015. 13 Feb. 2017 <https://www.journalism.co.uk/news/beyond-websites-how-aj-is-innovating-in-digital-storytelling/s2/a564811/>.———. “How AJ+ Reaches 600% of Its Audience on Facebook.” Journalism.co. 5 Aug. 2015. 13 Feb. 2017 <https://www.journalism.co.uk/news/how-aj-reaches-600-of-its-audience-on-facebook/s2/a566014/>.Roettgers, Jank. “How Al Jazeera’s AJ+ Became One of the Biggest Video Publishers on Facebook.” Variety 30 July 2015. 1 May 2017 <http://variety.com/2015/digital/news/how-al-jazeeras-aj-became-one-of-the-biggest-video-publishers-on-facebook-1201553333/>.Shifman, Limor. Memes in Digital Culture. Cambridge, MA: MIT Press, 2014.Smith, David. “Trump Says ‘Everybody’, Not Just Australia, Has Better Healthcare than US.” The Guardian 5 May 2017. 5 May 2017 <https://www.theguardian.com/us-news/2017/may/05/trump-healthcare-australia-better-malcolm-turnbull>.Stöckl, Hartmut. “Typography: Visual Language and Multimodality.” Interactions, Images and Texts. Eds. Sigrid Norris and Carmen Daniela Maier. Amsterdam: De Gruyter, 2014. 283–293.Tandoc, Edson, and Maitra, Julian. “New Organizations’ Use of Native Videos on Facebook: Tweaking the Journalistic Field One Algorithm Change at a Time. New Media & Society (2017). DOI: 10.1177/1461444817702398.Youmans, William. An Unlikely Audience: Al Jazeera’s Struggle in America. New York: Oxford University Press, 2017.Zdenek, Sean. Reading Sounds: Closed-Captioned Media and Popular Culture. Chicago: University of Chicago Press, 2015.Zou, Yanni. “How AJ+ Applies User-Centered Design to Win Millennials.” Medium 16 Apr. 2016. 7 May 2017 <https://medium.com/aj-platforms/how-aj-applies-user-centered-design-to-win-millennials-3be803a4192c>.
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Mullen, Mark. "It Was Not Death for I Stood Up…and Fragged the Dumb-Ass MoFo Who'd Wasted Me." M/C Journal 6, no. 1 (February 1, 2003). http://dx.doi.org/10.5204/mcj.2134.

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I remember the first time I saw a dead body. I spawned just before dawn; around me engines were clattering into life, the dim silhouettes of tanks beginning to move out in a steady grinding rumble. I could dimly make out a few other people, the anonymity of their shadowy outlines belied by the names hanging over their heads in a comforting blue. Suddenly, a stream of tracers arced across the sky; explosions sounded nearby, then closer still; a tank ahead of me stopped, turned sluggishly, and fired off a couple of rounds, rocking slightly against the recoil. The radio was filled with talk of Germans in the town, but I couldn’t even see the town. I ran toward what looked like the shattered hulk of a building and dived into what I hoped was a doorway. It was already occupied by another Tommy and together we waited for it to get lighter, listening to the rattle of machine guns, the sharp ping as shells ricocheted off steel, the sickening, indescribable, but immediately recognisable sound when they didn’t. Eventually, the other soldier moved out, but I waited for the sun to peek over the nearby hills. Once I was able to see where I was going, I made straight for the command post on the edge of town, and came across a group of allied soldiers standing in a circle. In the centre of the circle lay a dead German soldier, face up. “Well I’ll be damned,” I said aloud; no one else said anything, and the body abruptly faded. I remember the first time I killed someone. I had barely got the Spit V up to 4000 feet when out of the corner of my eye I caught a glimpse of something below me. I dropped the left wing and saw a Stuka making a bee-line for the base. I made a hash of the turn, almost stalling, but he obviously had no idea I was there. I saddled-up on his six, dropping down low to avoid fire from his gunner, and opened up on him. I must have hit him at perfect convergence because he disintegrated, pieces of dismembered airframe raining down on the field below. I circled the field, putting all my concentration into making the landing that would make the kill count, then switched off the engine and sat in the cockpit for a moment, heart pounding. As you can tell, I’ve been in the wars lately. The first example is drawn from the launch of Cornered Rat Software’s WWII Online: Blitzkrieg (2001) while the second is based on a short stint playing Warbirds 3 (2002). Both games are examples of one of the most interesting recent developments in computer and video gaming: the increasing popularity and range of Massively Multiplayer Online Games (MMOGs); other notable examples of historical combat simulation MMOGs include HiTech Creations Aces High (2002) and Jaleco Entertainment’s Fighter Ace 3.5 (2002). For a variety of technical reasons, most popular multiplayer games—particularly first-person shooter (FPS) games such as Doom, Quake, and more recently Medal of Honor: Allied Assault (2002) and Return to Castle Wolfenstein (2001)—are played on player-organised servers that are usually limited to 32 or fewer players; terrain maps are small and rotated every couple of hours on average. MMOGs, by contrast, feature anywhere from hundreds to tens of thousands of players hosted on a handful of company-run servers. The shared virtual geography of these worlds is huge, extending across tens of thousands of square miles; these worlds are also persistent in that they respond dynamically to the actions of players and continue to do so while individual players are offline. As my opening anecdotes demonstrate, the experience of dealing and receiving virtual death is central to massively multiplayer simulations as it is to so many forms of computer games. Yet for an experience is that is so ubiquitous in computer games (and, some would say, even constitutes their experiential core) death is under-theorised. Mainstream culture tends to see computer and console game mayhem according to a rigid desensitisation argument: the experience of repeatedly killing other players online leads to a gradual erosion of the individual moral sense which makes players more likely to countenance killing people in the real world. Nowhere was this argument more in evidence that in the wake of the murder of fifteen students by Dylan Klebold and Eric Harris at Columbine High School in Littleton, Colorado on April 20, 1999. The discovery that the two boys were enthusiastic players of Id Software’s Doom and Quake resulted in an avalanche of hysterical news stories that charged computer games with a number of evils: eroding kids’ ability to distinguish fantasy from reality, encouraging them to imitate the actions represented in the games, and immuring them to the real-world consequences of violence. These claims were hardly new, and had in fact been directed at any number of violent popular entertainment genres over the years. What was new was the claim that the interactive nature of FPS games rendered them a form of simulated weapons training. What was also striking about the discourse surrounding the Littleton shooting was just how little the journalists covering the story knew about computer, console and arcade games. Nevertheless, their approach to the issue encouraged readers to see games as having real life analogs. Media discussion of the event also reinforced the notion of a connection with military training techniques, making extensive use of Lt. Col. (ret) David Grossman, a former Army ranger and psychologist who led the charge in claiming that games were “mass-murder simulators” (Gittrich, AA06). This controversy over the role of violent computer games in the Columbine murders is part of a larger cultural discourse that adopts the logical fallacy characteristic of moral panics: coincidence equals causation. Yet the impoverished discussion of online death and destruction is also due in no small measure to an entrenched hostility toward popular entertainment as a whole, a hostility that is evident even in the work of some academic critics who study popular culture. Andrew Darley, for example, argues that, never has the flattening of meaning or depth in the traditional aesthetic sense of these words been so pronounced as in the action-simulation genres of the computer game: here, aesthetic experience is tied directly to the purely sensational and allied to tests of physical dexterity (143). In this view, the repeated experience of death is merely a part of the overall texture of a form characterised not so much by narrative as by compulsive repetition. More generally, computer games are seen by many critics as the pernicious, paradigmatic instance of the colonisation of individual consciousness by cultural spectacle. According to this Frankfurt school-influenced critique (most frequently associated with the work of Guy Debord), spectacle serves both to mystify and pacify its audience: The more the technology opens up narrative possibilities, the less there is for the audience to do. [. . .]. When the spectacle conceals the practice of the artists who create it, it [announces]…itself as an expression of a universe beyond human volition and effort (Filewood 24). In supposedly sapping its audience’s critical faculties by bombarding them with a technological assault whose only purpose is to instantiate a deterministic worldview, spectacle is seen by its critics as exemplifying the work of capitalist ideology which teaches people not to question the world around them by establishing, in Althusser’s famous phrase, an “imaginary relationship of individuals to their real conditions of their existence” (162). The desensitisation thesis is thus part of a larger discourse that considers computer games paradoxically to be both escapist and as having real-world effects. With regard to online death, neo-Marxism meets neo-Freudianism: players are seen as hooked on the thrill not only of destroying others but also of self-destruction. Death is thus considered the terminus of all narrative possibility, and the participation of individuals in fantasy-death and mayhem is seen to lead inevitably to several kinds of cultural death: the death of “family values,” the death of community, the death of individual responsibility, and—given the characterisation of FPS games in particular as lacking in plot and characterisation—the death of storytelling. However, it is less productive to approach computer, arcade and console games as vehicles for force-feeding content with pre-determined cultural effects than it is to understand them as venues within and around which players stage a variety of theatrical performances. Thus even the bêtes noire of the mainstream media, first-person shooters, serve as vehicles for a variety of interactions ranging from the design of new sounds, graphics and levels, new “skins” for player characters, the formation of “tribes” or “clans” that fight and socialise together, and the creation of elaborate fan fictions. This idea that narrative does not simply “happen” within the immediate experience of playing the game, but is in fact produced by a dynamic interplay of interactions for which the game serves as a focus, also suggests a very different way of looking at the role of death online. Far from being the logical endpoint, the inevitable terminus of all narrative possibility, death becomes the indispensable starting point for narrative. In single-player games, for example, the existence of the simple “save game” function—differing from simply putting the game board to one side in that the save function allows the preservation of the game world in multiple temporal states—generates much of the narrative and dramatic range of computer games. Generally a player saves the game because he or she is facing an obstacle that may result in death; saving the game at that point allows the player to investigate alternatives. Thus, the ever-present possibility of death in the game world becomes the origin of all narratives based on forward investigation. In multiplayer and MMOG environments, where the players have no control over the save game state, it is nevertheless the possibility of a mode of forward projection that gives the experience its dramatic intensity. Flight simulation games in particular are notoriously difficult to master; the experience of serial death, therefore, becomes the necessary condition for honing your flying skills, trying out different tactics in a variety of combat situations, trying similar tactics in different aircraft, and so on. The experience of online death creates a powerful narrative impulse, and not only in those situations where death is serialised and guaranteed. A sizable proportion of the flight sim communities of both Warbirds and Aces High participate in specially designed scenario events that replicate a specific historical air combat event (the Battle of Britain, the Coral Sea, USAAF bomber operations in Europe, etc.) as closely as possible. What makes these scenarios so compelling for many players is that they are generally “one life” events: once the player is dead, they are out for the rest of the event and this creates an intense experience that is completely unlike flying in the everyday free-for-all arenas. The desensitisation thesis notwithstanding, there is little evidence that this narrative investment in death produces a more casual attitude toward real-life death amongst MMOG players. For example, when real-world death intrudes, simulation players often reach for the same rituals of comfort and acknowledgement that are employed offline. Recently, when an Aces High player died unexpectedly of heart failure at the age of 35, his squadron held an elaborate memorial event in his honor. Over a hundred players bailed out over an aerodrome—bailing out is the only way that a player in Aces High can acquire a virtual human body—and lined the edges of the runway as members of the dead player’s squad flew the missing man formation overhead (GrimmCAF). The insistence upon bodily presence in the context of a classic military ceremony marking irrecoverable absence suggests the way in which the connections between real and virtual worlds are experienced by players: as tensions, but also as points where identities are negotiated. This example does not seem to indicate that everyday familiarity with virtual death has dulled the players’ sensibilities to the sorrow and loss accompanying death in the real world. I began this article talking about death in simulation MMOGs for a number of reasons. In the first place, MMOGs are more commonly identified with their role-playing examples (MMORPGs) such as Ultima Online and Everquest, games that focus on virtual community-building and exploration in addition to violence and conquest. By contrast, simulation games tend to be seen as having more in common with first-person shooters like Quake, in the way in which they foreground the experience of serial death. Secondly, it is precisely the connection between simulation and death that makes games in general (as I demonstrated in relation to the media coverage of the Columbine murders) so problematic. In response, I would argue that one of the most interesting aspects of computer games recently has been the degree to which generic distinctions have been breaking down. MMORPGs, which had their roots in the Dungeons and Dragons gaming world, and the text-based world of MUDs and MOOs have since developed sophisticated third-person and even first-person representational styles to facilitate both peaceful character interactions and combat. Likewise, first-person shooters have begun to add role-playing elements (see, for example, Looking Glass Studios’ superb System Shock 2 (1999) or Lucasarts' Jedi Knight series). This trend has also been incorporated into simulation MMOGs: World War II Online includes a rudimentary set of character-tracking features, and Aces High has just announced a more ambitious expansion whose major focus will be the incorporation of role-playing elements. I feel that MMOGs in particular are all evolving towards a state that I would describe as “simulance:” simulations that, while they may be associated with a nominal representational reality, are increasingly about exploring the narrative possibilities, the mechanisms of theatrical engagement for self and community of simulation itself. Increasingly, none of the terms "simulation,” "role-playing" or indeed “game” quite captures the texture of these evolving experiences. In their complex engagement with both scripted and extemporaneous narrative, the players have more in common with period re-enactors; the immersive power of a well-designed flight simulator scenario produces a feeling in players akin to the “period rush” experienced by battlefield re-enactors, the frisson between awareness of playing a role and surrendering completely to the momentary power of its illusory reality. What troubles critics about simulations (and what also blinds them to the narrative complexity in other forms of computer games) is that they are indeed not simply examples of re-enactment —a re-staging of supposedly real events—but a generative form of narrative enactment. Computer games, particularly large-scale online games, provide a powerful set of theatrical tools with which players and player communities can help shape narratives and deepen their own narrative investment. Obviously, they are not isolated from real-world cultural factors that shape and constrain narrative possibility. However, we are starting to see the way in which the games use the idea of virtual death as the generative force for new storytelling frameworks based, in Filewood’s terms, on forward investigation. As games begin to move out of their incunabular state, they may contribute to the re-shaping of culture and consciousness, as other narrative platforms have done. Far from causing the downfall of civilisation, game-based narratives may bring with them a greater cultural awareness of simultaneous narrative possibility, of the past as sets of contingent phenomena, and a greater attention to practical, hands-on experimental problem-solving. It would be ironic, but no great surprise, if a form built around the creative possibilities inherent in serial death in fact made us more attentive to the rich alternative possibilities of living. Works Cited Aces High. HiTech Creations, 2002. http://www.bartleby.com/201/1.html Althusser, Louis. “Ideology and Ideological State Apparatuses (Notes Toward an Investigation).” Lenin and Philosophy and Other Essays. By Louis Althusser, trans. Ben Brewster. New York, 1971. 127-86. Barry, Ellen. “Games Feared as Youths’ Basic Training; Industry, Valued as Aid to Soldiers, on Defensive.” The Boston Globe 29 Apr 1999: A1. LexisNexis. Feb. 7, 2003. Cornered Rat Software. World War II Online: Blitzkrieg. Strategy First, 2001. http://www.wwiionline.com/ Darley, Andrew. Visual Digital Culture: Surface Play and Spectacle in New Media Genres. London: Routledge, 2000. Debord, Guy. The Society of the Spectacle. Donald Nicholson-Smith. New York: Zone Books, 1994. 1967. Der Derian, James. “The Simulation Syndrome: From War Games to Game Wars.” Social Text 8.2 (1990): 187-92. Filewood, Alan. “C:\Games\Dramaturgy: The Cybertheatre of Computer Games.” Canadian Theatre Review 81 (Winter 1994): 24-28. Gittrich, Greg. “Expert Differs with Kids over Video Game Effects.” The Denver Post 27 Apr 1999: AA-06. LexisNexis. Feb. 7 2003. GrimmCAF. “MojoCAF’s Memorial Flight.” Aces High BB, 13 Dec. 2002. http://www.hitechcreations.com/forums/sh... IEntertainment Network. Warbirds III. Simon and Schuster Interactive, 2002.http://www.totalsims.com/index.php?url=w... Jenkins, Henry, comp. “Voices from the Combat Zone: Game Grrlz Talk Back.” From Barbie to Mortal Kombat: Gender and Computer Games. Ed. Justine Cassell and Henry Jenkins. Cambridge, Massachusetts: MIT P, 1998. 328-41. Lieberman, Joseph I. “The Social Impact of Music Violence.” Statement Before the Governmental Affairs Committee Subcommittee on Oversight, 1997. http://www.senate.gov/member/ct/lieberma... Feb. 7 2003. Murray, Janet H. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Free, 1997. Poole, Steven. Trigger Happy: Videogames and the Entertainment Revolution. New York: Arcade Publishing, 2000. Pyro. “AH2 FAQ.” Aces High BB, 29 Jan. 2003. Internet. http://www.hitechcreations.com/forums/sh... Feb. 8 2003. Links http://www.wwiionline.com/ http://www.idsoftware.com/games/doom/ http://www.hitechcreations.com/ http://www.totalsims.com/index.php?url=wbiii/content_home.php http://www.hitechcreations.com/forums/showthread.php?s=&amp;amp;amp;amp;amp;threadid=77265 http://www.senate.gov/member/ct/lieberman/releases/r110697c.html http://www.idsoftware.com/games/wolfenstein http://www.idsoftware.com/games/quake/ http://www.ea.com/eagames/official/moh_alliedassault/home.jsp http://www.jaleco.com/fighterace/index.html http://www.bartleby.com/201/1.html http://www.hitechcreations.com/forums/showthread.php?s=&amp;amp;amp;amp;amp;threadid=72560 Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Mullen, Mark. "It Was Not Death for I Stood Up…and Fragged the Dumb-Ass MoFo Who'd Wasted Me" M/C: A Journal of Media and Culture 6.1 (2003). Dn Month Year < http://www.media-culture.org.au/0302/03-itwasnotdeath.php>. APA Style Mullen, M., (2003, Feb 26). It Was Not Death for I Stood Up…and Fragged the Dumb-Ass MoFo Who'd Wasted Me. M/C: A Journal of Media and Culture, 6,(1). Retrieved Month Dn, Year, from http://www.media-culture.org.au/0302/03-itwasnotdeath.html
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47

Greer, Nancy, Matthew Rockloff, Matthew Browne, Nerilee Hing, and Daniel L. King. "Esports Betting and Skin Gambling: A Brief History." Journal of Gambling Issues 43 (October 21, 2019). http://dx.doi.org/10.4309/jgi.2019.43.8.

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The rising popularity of competitive video gaming (“esports”) has attracted the involvement of the gambling industry, with esports cash betting available from the majority of wagering operators. In addition, an unregulated gambling subculture around esports has arisen, with virtual game items known as “skins” being used as currency to place bets on esports and third-party sites that host games of chance. Little is presently known about these novel forms of gambling, although there are growing concerns that these products may place some vulnerable consumers (e.g., youth) at risk of gambling-related harm. The current paper provides a historical overview of esports betting and skin gambling globally, drawing on the limited research literature available, including academic journals, government publications, conference presentations, and media reports. Topics briefly covered in the review include esports, skins, history of the gambling products, gambling exposure and accessibility, research findings (e.g., prevalence, awareness, demographic characteristics, gambling behaviour, problem gambling), illegal activities, changes to skins and the skin gambling market, and industry and government responses to concerns arising from these new gambling products (e.g., underage gambling). The intention of this paper is to provide the general public, academics, governments, and other key stakeholders with an understanding of the evolving landscape around esports betting and skin gambling, the type of bettors that these forms of gambling attract, and the potential adverse consequences of these activities.Résumé La popularité croissante du jeu vidéo de compétition (« e-sport ») a attiré la participation du secteur du jeu qui y voit une occasion de pari d’argent « e-sport » auprès de la majorité des exploitants de jeux d’argent. De plus, une sous-culture du jeu non réglementée autour des e-sports est apparue, des objets virtuels appelés « skins » étant utilisés comme monnaie pour placer des paris sur des sites sportifs et de tiers hébergeant des jeux de hasard. Cependant, on en sait actuellement peu sur ces nouvelles formes de jeu et on craint de plus en plus que ces produits ne mettent certains consommateurs vulnérables (par exemple, les jeunes) en situation de risque de préjudice lié au jeu. Le présent document fournit un aperçu historique des paris sportifs et des paris d’objets virtuels (skin gambling) à l’échelle mondiale, en s’appuyant sur le peu de littérature de recherche qui existe, notamment des revues spécialisées, des publications gouvernementales, des présentations à des conférences et des reportages dans les médias. Les sujets brièvement abordés dans la revue incluent : les sports, les « objets virtuels », l’historique des produits de jeu, l’exposition et l’accessibilité au jeu, les résultats de recherche (c’est-à-dire, la prévalence, la sensibilisation, les caractéristiques démographiques, le comportement de jeu, le jeu compulsif), les activités illégales, l’évolution du marché du jeu de hasard et des jeux d’objets virtuels et les réponses de l’industrie et du gouvernement aux préoccupations découlant de ces nouveaux produits de jeu (par exemple, le jeu chez les mineurs). L’objectif de ce document est de fournir au grand public, aux universitaires, aux gouvernements et aux autres parties prenantes une compréhension de l’évolution des paris sportifs et des jeux de hasard, du type de parieurs qu’ils attirent et des conséquences néfastes potentielles de ces activités.
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48

Nahar, Naquiah, Sahrunizam Sangi, Dharsigah A/P Baniear Salvam, Nurhidayu Rosli, and Abdul Hafiz Abdullah. "IMPAK NEGATIF TEKNOLOGI MODEN DALAM KEHIDUPAN DAN PERKEMBANGAN KANAK-KANAK HINGGA USIA REMAJA (NEGATIVE IMPACT OF MODERN TECHNOLOGY TO THE CHILDREN’S LIFE AND THEIR DEVELOPMENT)." UMRAN - International Journal of Islamic and Civilizational Studies 5, no. 1 (March 27, 2018). http://dx.doi.org/10.11113/umran2018.5n1.181.

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The rise of modern technology has a tremendous impact on the lives of children these days until they reach adolescence. If 20 years ago, children spent their time playing outdoor activities, cycling and so on, 21st century children however, are exposed to the use of various technological devices such as televisions, internet, computers, smart phones, and video games. Children spend about eight hours, on average, consuming these technological devices. As a result, their development is influenced by the technological resources present in their lives. This study examines the issue of how the technology impacts the lives of children negatively until they reach adolescence, as they are important assets to the country's future. Thus, the objective of this study is to identify the negative effects of the use of modern technology to the physical development, interaction and social development as well as their academic progress. This study is a literature study, comparative study, and historical analysis. Scientific journals, research reports, and related thesis are the main sources of this study. The findings indicate that the use of modern technology beyond control has negative impacts on the physical and muscular development, interpersonal skills and academic performance. In addition, this study also suggests some guidelines for parents to find the best solution in dealing with the uncontrolled use of technology among their children.
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49

Oktavia, Jeli, and Nofrion Nofrion. JURNAL BUANA 4, no. 1 (January 28, 2020): 80. http://dx.doi.org/10.24036/student.v4i1.748.

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ABSTRACT This study discusses the use of social media as a supporter of geography learning in SMA Negeri 2 Lubuk Basung, Agam Regency. The purpose of this study was to determine the use of social media by students as supporters of learning geography. This type of research is descriptive with a quantitative approach. The sampling technique uses proportional random sampling. The subjects of this study were the XI and XII grade students of SMA Negeri 2 Lubuk Basung, totaling 150 people. The results revealed that: (1) 100% of students knew the existence of social media. 55% of students use whatsapp social media, the rest use youtube, instagram, and others. 29% of students use social media for sharing. 33% of students use online books as learning support. 24% of the journals, the rest are email, video and games. 67% of students use social media 2-3 times a week and 53% of students use social media for 30-60 minutes. 89% of students use smartphones in accessing social media. 39% of students use social media because of limited knowledge in doing assignments. (2) 81.83% of students use social media to support geography learning in the form of quizzes, discussions and others. 69% of students feel addicted to using social media. (3) 67% of students rarely find it difficult to use social media, some students find it difficult because they speak foreign languages ​​and are difficult to understand. To overcome this, students are required to be more active in learning and mastering foreign languages, especially international languages. Keywords: Social Media, Geography Learning
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Paulus, Frank W., Eva Möhler, Franziska Recktenwald, Amélie Albert, and Volker Mall. "Electronic Media and Early Childhood: A Review." Klinische Pädiatrie, March 4, 2021. http://dx.doi.org/10.1055/a-1335-4936.

Full text
Abstract:
Abstract Background This review summarizes the state of knowledge of use of new media on the development in early childhood in 6 sections: descriptive utilization data, psychosocial and emotional development, cognition and language, motor development, nutrition and sleep, and influence of parental media consumption. Methods The review is based on a literature search of this topic in peer-reviewed journals. We included 87 articles, books, and book chapters. The used literature data bases were ERIC, PsycARTICLES, PsycINFO and PSYNDEX. Results Manifold studies describe in young children’s utilization data the pervasive nature of digital exposure and impressive usage times and availability. They confirm adverse influences of electronic media use (television, video games) on children’s emotional and behavioral problems and well-being, e. g. on physical activity, sleep and obesity. In general a positive effect in sense of knowledge transfer of age could be found for high quality educational media, however predominantly the impact of media use at younger age was negative. Conclusions High frequent media use in early childhood is likely to have a negative impact on psychosocial development, positive effects such as knowledge transfer may be seen beyond the age of 18 months. As parental media use is a strong predictor of child media habits, reducing parental media use and enhancing parent–child interactions might be important areas to address when trying to change the media behavior of young children. In view of the scarcity of studies for early childhood, it is advisable to use digital play and communication devices cautiously and restrictively in this vulnerable development phase.
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