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1

Kolesnikov, E. A. « STUDY OF PSYCHOLOGICAL CHARACTERISTICS OF ADOLESCENTS TENDING TO VICTIMAL BEHAVIOR IN VIRTUAL SPACE ». Bulletin of Udmurt University. Series Philosophy. Psychology. Pedagogy 29, no 2 (25 juin 2019) : 148–59. http://dx.doi.org/10.35634/2412-9550-2019-29-2-148-159.

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The article considers a victimal behavior of teenagers in virtual space as a form of activity of teenagers in virtual space characterized by antisocial orientation in Internet communications and resulting in the formation of a status of the victim at a teenager. In an empirical research it was tracked that teenagers with high level of victimization, who display themselves in virtual space, are characterized by: a high level of acceptance of the Internet as living space, aspiration to stay in the Internet environment for a long time (U=92, р =, 042); they are focused on people’s assessment of their information in the network (they are concerned about quantity of likes, comments under their records, often join the most prestigious groups, participate in the most rating actions organized by administrators of communities on social networks, etc.) (U=100.5, р =, 053); Distinctions are reliable at р ≤ 0.05. The results of carrying out the correlation analysis (a parametrical criterion was a coefficient of correlation of Pearson (rxy)) showed that victimal teenagers in network communication show: a motive of personal space in virtual space due to creation of personal closed pages online, seek for violation of norms of communication in network; feeling of belonging to network culture, prove installation on self-identification with already existing images of characters of network games, accept the Internet as living space, are guided in their behavior by the social approved actions in the Internet network. On the basis of the results of one-factorial regression analysis it was succeeded to establish that a realized victimal behavior of teenagers statistically significantly influences their communicative installations realized in virtual space "orientation" (R2=0.319; p=0.000) and also on motives to the actions having criminal character (fraud) (R2=0.426; p=0.000).
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Valencia-Ortiz, Rubicelia, Julio Cabero-Almenara et Urtza Garay Ruiz. « Perception of trainers and students on the measures to be taken to solve the addiction of young people to social networks ». Digital Education Review, no 39 (1 juillet 2021) : 141–58. http://dx.doi.org/10.1344/der.2021.39.141-158.

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Addictions to online social networks is a problem facing technological societies, and those most affected by this phenomenon are young people and teenagers. Among its effects are the decrease in academic performance and the increase in violent behavior. Given these facts, governments around the world are adopting mechanisms for their prevention. The present work describes the results of research focused on investigating the proposals that would be adopted by the members of the educational community to carry out preventive actions against the addiction and abuse of online social networks. The methodological design has been based on the intensive use of the Nominal Groups technique developed by Delbecq and Andrew in 1971 and which facilitates reaching consensus in a structured group process. The results show the high degree of coincidence among the participants stands out, which validates the usefulness of the measures, and that the addiction to social networks perceives it as a direct consequence of the addition to mobile phones and the Internet. Therefore, it seems necessary that prevention plans should have a generalized perspective that encompasses all three technologies
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Salazar, Eduardo. « Hashtags 2.0 - An Annotated History of the Hashtag and a Window to its Future ». Revista ICONO14 Revista científica de Comunicación y Tecnologías emergentes 15, no 2 (1 juillet 2017) : 16–54. http://dx.doi.org/10.7195/ri14.v15i2.1091.

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Hashtags are an example of a Folksonomy, a term coined by Van der Val in 2004 to designate any label (or “tag”) that helps in the process of indexing and retrieval of online content. That said, the hash (#) symbol has a long heritage throughout the computer age. This paper makes an attempt to trace that history, since the hash was first used as a technology aid and towards its emergence as a new construct, the hashtag. It was first proposed openly by Chris Messina as simple means to “form groups” on Twitter, mirroring, in some ways, the way in which the # symbol was used on IRC (Internet Relay Chat) to designate “channels” themselves associated to specific topics and content exchange. The San Diego bushfires of October 2007 lead to an organic growth in the adoption of hashtags, growth that has not stopped since, making them ubiquitous in the current Internet age. Be as it may, the popularity of the hashtag made it also a vehicle to understand how information flows. Consequently, there is an incredibly rich literature explaining the mechanics of diffusion through social networks, opening, in the process, a new question: is that all for the hashtag? That’s a question we also attempt to answer by introducing a new construct: the “programmable hashtag” (or p#).
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Fernández-de-Arroyabe-Olaortua, Ainhoa, Iñaki Lazkano-Arrillaga et Leyre Eguskiza-Sesumaga. « Digital natives : Online audiovisual content consumption, creation and dissemination ». Comunicar 26, no 57 (1 octobre 2018) : 61–69. http://dx.doi.org/10.3916/c57-2018-06.

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Teenagers inhabit a virtual universe with their own model of entertainment, learning and communication. This research work defines the consumption, creation and diffusion patterns of online audiovisual contents young students of Guipúzcoa have acquired in the fields of leisure and complementary information resources for school use, attending to three different variables: gender, grade (age) and type of educational institution (public or private). The research methodology focuses on a self-administered questionnaire filled out by 2,426 adolescents of secondary school (12 to 16 years old). The sample consists of a random selection of 120 student groups, which are distributed in 60 schools and 30 groups each course. The results verify the existence of monolithic and opposed male/female patterns in the way young people consume, create and diffuse leisure contents. Video games are the central backbone of male consumption and creation, as long as girls prefer to take pictures and videos of themselves using smartphones and to share them on social networks. These practices repeat gender stereotypes, transforming the education in equality into a relevant issue. Finally, sources of information that are complementary to formal education, especially Wikipedia, are the main references among adolescents. Consequently, it seems essential to guarantee their solvency for appropriate knowledge acquisition. Los adolescentes viven inmersos en un universo virtual en el que han construido un modelo propio de entretenimiento, aprendizaje y comunicación. El objetivo de este trabajo es definir los patrones de consumo, creación y difusión de contenidos audiovisuales de Internet en los ámbitos del ocio y las fuentes de información complementarias para uso escolar de los jóvenes guipuzcoanos, atendiendo a las variables de género, curso y tipo de centro. La metodología partió del diseño de un cuestionario autorrellenable que cumplimentaron 2.426 adolescentes (de 12 a 16 años), estudiantes de los cuatro cursos de ESO. La muestra es una selección aleatoria de 60 centros de Guipúzcoa y un total de 120 grupos, 30 por cada curso. Los resultados corroboran que los patrones de consumo, creación y difusión de contenidos de ocio masculinos y femeninos son monolíticos y opuestos entre sí. Los videojuegos son el eje vertebrador del consumo y creación masculino, mientras que la toma y difusión de fotografías y vídeos de sí mismas es el de las chicas. Estas prácticas repiten los estereotipos de género, por lo que la formación en igualdad se perfila como en un aspecto relevante. Por último, las fuentes de información complementarias a la educación reglada, principalmente Wikipedia, se imponen como referencia entre los adolescentes, por lo que es imprescindible garantizar su solvencia para una adecuada adquisición de conocimientos.
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Abramova, Sofia, Natalia Antonova et Anna Gurarii. « Speech Behavior and Multimodality in Online Communication among Teenagers ». KnE Social Sciences, 30 janvier 2020. http://dx.doi.org/10.18502/kss.v4i2.6312.

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The article presents an analysis of online interactions among teenagers. The development of online communication is an important factor in the process of formation and reproduction of new social ties and relationships. Continuous online communication is becoming an important feature of everyday life. Online communication affects communication in general, developing its new requirements and standards. The polymetodic research consists of a questionnaire survey method and a content analysis method. The questionnaire was conducted among 50 teenagers aged 13-15, studying in schools of Ekaterinburg and regularly using the Internet to communicate with peers. A content analysis of online dialogs (n = 40) presented by the survey participants was also conducted. The research data proclaims social networks to be the most efficient tool of communication among modern teenagers. The most popular one is Vkontakte, which is used to chat and learn modern vocabulary. The daily routine, including the learning process, is the main topic of communication. Teenagers hardly change their speech behavior, since online and offline communication occurs mainly in the same reference groups. Teenagers also use audio-visual materials, emojis, stickers, etc., to complete their messages and express their emotional state. Keywords: online communication, teenagers, speech behavior, multimodality
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Segerstad, Ylva Hard af. « Swedish Chat Rooms ». M/C Journal 3, no 4 (1 août 2000). http://dx.doi.org/10.5204/mcj.1865.

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Most investigations of language use in the computer-mediated communication (CMC) systems colloquially known as 'chat rooms' are based on studies of chat rooms in which English is the predominant language. This study begins to redress that bias by investigating language use in a Swedish text-based chat room. Do Swedish chat participants just adopt strategies adapted to suit the needs of written online conversation, or is Swedish written language being developed in analogy with adaptations that can be observed in 'international' chat rooms? As is now well known, text-based chat rooms provide a means for people to converse in near real time with very little delay between messages. As a written form of interaction, there is no possibility of sending simultaneous non-verbal information, and while the minimal delay gives the interaction a more conversational feel, the conversants must struggle with the time pressure of combining a slow message production system with rapid transmission-reception. Several strategies have been developed in order to ease the strain of writing and to convey more information than written symbols normally allow (Werry; Witmer & Katzman; Hård af Segerstad, "Emoticons"). A number of strategies have been developed to suit the needs of CMC, some of which we recognise from traditional writing, but perhaps use more generously in the new environment. Well known and internationally recognised strategies used to compensate for the lack of non-verbal or non-vocal signals include providing analogies for vocalisations adopted in order to compensate for the effort of typing and time pressure: Smileys (or emoticons): Smileys are combinations of keyboard characters which attempt to resemble facial expressions, eg. ;) (or simple objects such as roses). These are mostly placed at the end of a sentence as an aid to interpret the emotional state of the sender; Surrounding words with *asterisks* (or a number of variants, such as underscores (_word_)). As with smileys, asterisks may be used to indicate the emotional state of the sender (eg. *smiles*, *s*), and also to convey an action (*waves*, *jumps up and down*); In some systems, different fonts and colours may be used to express emotions. Capitals, unorthodox spelling and mixing of cases in the middle of words and Extreme use of punctuation marks may all be used to convey analogies to prosodic phenomena such as intonation, tone of voice, emphasis ("you IDIOT"); Abbreviations and acronyms: some are traditional, others new to the medium; Omission of words: ellipsis, grammatical function words; and, Little correction of typographical errors -- orthography or punctuation -- and little traditional use of mixed cases (eg. capitals at the beginning of sentences), and punctuation. Method This study compares and contrasts data from a questionnaire and material from a logged chat channel. The investigation began with a questionnaire, inquiring into the habits and preferences of Swedish students communicating on the Internet. 333 students (164 females and 169 males) answered the questionnaire that was sent to five upper secondary schools (students aged 16-18), and two lower secondary schools (students aged 13-15). Subjects were asked for three kinds of information: (a) examples of the strategies mentioned above and whether they used these when chatting online, (b) which languages were used in everyday communication and in chat rooms, and (c) the names of favourite chat rooms. One of the most popular public chat rooms turned out to be one maintained by a Swedish newspaper. Permission was obtained to log material from this chat room. The room may be accessed at: <http://nychat.aftonbladet.se/webchat/oppenkanal/Entren.php>. A 'bot (from 'robot', a program that can act like a user on an IRC network) was used to log the time, sender and content of contributions in the room. In order to get a large data set and to record the spread of activity over the most part of a week, approximately 120 hours of logging occurred, six days and nights in succession. During this period 4 293 users ('unique pseudonyms'), from 278 different domains provided 47 715 contributions in total (410 355 total utterances). The logged material was analysed, using the automated search tool TRASA (developed by Leif Gronqvist -- Dept. of Linguistics, Göteborg University, Sweden). Results The language used in the chat room was mainly Swedish. Apart from loan words (in some cases with the English spelling intact, in other cases adapted to Swedish spelling), English phrases (often idiomatic) showed up occasionally, sometimes in the middle of a Swedish sentence. Some examples of contributions are shown, extracted from their original context. (Note: Instances of Nordic letters in the examples have been transformed into the letters 'a' and 'o' respectively.) Table 1. Examples of nicknames and contributions taken from the Web chat material. 01.07.20 Darth Olsson Helloo allibadi hur e de i dag? 14:44:40 G.B Critical information check 01.11.40 Little Boy Lost fru hjarterdam...120 mil busstripp...Later hojdare om det...;) 18.10.30 PeeWee this sucks 22.17.12 Ellen (16) Whatever! 16.06.55 Blackboy Whats up The above examples demonstrate that both nicknames and contributions consist of a mix either of Swedish and English, or of pure English. In answering the questionnaire, the subjects gave many examples of the more 'traditional strategies' used in international chat channels for overcoming the limitations of writing: traditional abbreviations, the use of all uppercase, asterisk-framed words, extreme use of punctuation and the simplest smileys (Hård af Segerstad, "Emoticons", "Expressing Emoticons", "Strategies" and "Swedish Teenagers"). The questionnaire results also included examples of 'net-abbreviations' based on English words. However, while these were similar to those observed in international chat rooms, the most interesting finding was that Swedish teenagers do not just copy that behaviour from the international chat rooms that they have visited: the examples of creative and new abbreviations are made up in comparison with the innovative English net-abbreviations, but based on Swedish words. A number of different types of abbreviations emerged: Acronyms made up from the first letters in a phrase (eg. "istf", meaning "i stallet for" [trans. "instead of"]); Numbers representing the sound value of a syllable in combination with letters (eg. "3vligt" meaning "trevligt" [trans. "nice"]); and, Letters representing the sound value of a syllable in combination with other letters forming an abbreviated representation of a word (eg. "CS" meaning "(vi) ses" [trans. "see (you)"]). The logged chat material showed that all of the strategies, both Swedish and English, mentioned in the questionnaire were actually used online. The Swedish strategies mentioned in the questionnaire are illustrated in Table 2. Table 2. Examples of innovative and traditional Swedish abbreviations given in the questionnaire. Innovative Abbreviation Full phrase Translation Traditional abbreviation Full phrase Translation Asg Asgarvar Laughs hard ngn nagon someone Iofs i och for sig Strictly speaking Ngra nagra some ones iaf, if i allafall Anyway gbg Göteborg Göteborg É Ar Is sv svenska Swedish D Det It bla bland annat among other things Cs (vi) ses See you t.ex. till exempel for example Lr Eller Or ngt nagot something B.S.D.V Bara Sa Du Vet Just To Let You Know t.om till och med even P Pa On, at etc et cetera QL (ql) Kul Fun m.m med mera and more 3vligt Trevligt Nice m.a.o. med andra ord in other words Tebax Tillbaka Back mkt mycket a lot Oxa Ocksa Too ibl Ibland sometimes The table above shows examples of traditional and creative abbreviations developed to suit the limitations and advantages of written Swedish online. A comparison of the logged material with the examples given in the questionnaire shows that all innovative abbreviations exemplified were used, sometimes with slightly different orthography. Table 3. The most frequent abbreviations used in the chat material No. of occurrences Innovative Abbreviations No. of occurrences Traditional abbreviations 224 Oxa 74 GBG 101 Oki 60 gbg 62 Oki 56 ngn 47 É 43 mm 16 P 42 Gbg 10 Iofs 37 ngt 10 If 26 bla 10 D 19 tex 5 Tebax 19 Tom 5 OKI 18 etc 4 É 8 MM 4 Ql 6 Ngn 4 P 5 BLA 4 OXA 4 tom 4 D 4 NGN 3 Asg 4 Mm 3 IF 3 TEX 2 Oxa 2 TOM 1 Cs 2 Ngt 1 Tebax 1 ngra 1 QL 1 bLA 1 If 1 ASG The limited space of this article does not allow for a full analysis of the material from the chat, but in short, data from both the questionnaire and the Web chat of this study suggest that Swedish teenagers conversing in electronic chat rooms draw on their previous knowledge of strategies used in traditional written language to minimise time and effort when writing/typing (cf. Ferrara et al.). They do not just copy behaviour and strategies that they observe in international chat rooms that they have visited, but adapt these to suit the Swedish language. As well as saving time and effort typing, and apart from conveying non-verbal information, it would appear that these communication strategies are also used as a way of signalling and identifying oneself as 'cyber-regulars' -- people who know the game, so to speak. At this stage of research, beyond the use of Swedish language by Swedish nationals, there is nothing to indicate that the adaptations found are significantly different to online adaptations of English or French (cf. Werry). This result calls for further research on the specifics of Swedish adaptations. References Allwood, Jens. "An Activity Based Approach to Pragmatics." Gothenburg Papers in Theoretical Linguistics 76. Dept. of Linguistics, University of Göteborg, 1995. Ferrara, K., H. Brunner, and G. Whittemore. "Interactive Written Discourse as an Emergent Register." Written Communication 8.1 (1991): 8-34. Hård af Segerstad, Ylva. "Emoticons -- A New Mode for the Written Language." Dept. of Linguistics, Göteborg University, Sweden. Unpublished paper, 1998. ---. "Expressing Emotions in Electronic Writing." Dept. of Linguistics, Göteborg University, Sweden. Unpublished paper, 1998. ---. "Strategies in Computer-Mediated Written Communication -- A Comparison between Two User Groups." Dept. of Linguistics, Göteborg University, Sweden. Unpublished paper, 1998. ---. "Swedish Teenagers' Written Conversation in Electronic Chat Environments." WebTalk -- Writing As Conversation. Ed. Diane Penrod. Mahwah, NJ: Lawrence Erlbaum Associates, Forthcoming. Witmer, Diane, and Sandra Lee Katzman. "On-Line Smiles: Does Gender Make A Difference in the Use of Graphic Accents?" Journal of Computer-Mediated Communication 2.4 (1997). 19 Aug. 2000 <http://www.ascusc.org/jcmc/vol2/issue4/witmer1.php>. Werry, Christopher, C. "Linguistic and Interactional Features of Internet Relay Chat." Computer-Mediated Communication: Linguistic, Social and Cross-Cultural Perspectives. Ed. Susan Herring. Amsterdam: John Benjamins, 1996. 47-63. Citation reference for this article MLA style: Ylva Hård af Segerstad. "Swedish Chat Rooms." M/C: A Journal of Media and Culture 3.4 (2000). [your date of access] <http://www.api-network.com/mc/0008/swedish.php>. Chicago style: Ylva Hård af Segerstad, "Swedish Chat Rooms," M/C: A Journal of Media and Culture 3, no. 4 (2000), <http://www.api-network.com/mc/0008/swedish.php> ([your date of access]). APA style: Ylva Hård af Segerstad. (2000) Swedish chat rooms. M/C: A Journal of Media and Culture 3(4). <http://www.api-network.com/mc/0008/swedish.php> ([your date of access]).
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Abidin, Crystal. « Micro­microcelebrity : Branding Babies on the Internet ». M/C Journal 18, no 5 (14 octobre 2015). http://dx.doi.org/10.5204/mcj.1022.

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Babies and toddlers are amassing huge followings on social media, achieving microcelebrity status, and raking in five figure sums. In East Asia, many of these lucrative “micro­-microcelebrities” rise to fame by inheriting exposure and proximate microcelebrification from their social media Influencer mothers. Through self-branding techniques, Influencer mothers’ portrayals of their young’ children’s lives “as lived” are the canvas on which (baby) products and services are marketed to readers as “advertorials”. In turning to investigate this budding phenomenon, I draw on ethnographic case studies in Singapore to outline the career trajectory of these young children (under 4yo) including their social media presence, branding strategies, and engagement with their followers. The chapter closes with a brief discussion on some ethical considerations of such young children’s labour in the social media age.Influencer MothersTheresa Senft first coined the term “microcelebrity” in her work Camgirls as a burgeoning online trend, wherein people attempt to gain popularity by employing digital media technologies, such as videos, blogs, and social media. She describes microcelebrities as “non-actors as performers” whose narratives take place “without overt manipulation”, and who are “more ‘real’ than television personalities with ‘perfect hair, perfect friends and perfect lives’” (Senft 16), foregrounding their active response to their communities in the ways that maintain open channels of feedback on social media to engage with their following.Influencers – a vernacular industry term albeit inspired by Katz & Lazarsfeld’s notion of “personal influence” that predates Internet culture – are one type of microcelebrity; they are everyday, ordinary Internet users who accumulate a relatively large following on blogs and social media through the textual and visual narration of their personal lives and lifestyles, engage with their following in “digital” and “physical” spaces, and monetize their following by integrating “advertorials” into their blog or social media posts and making physical appearances at events. A pastiche of “advertisement” and “editorial”, advertorials in the Influencer industry are highly personalized, opinion-laden promotions of products/services that Influencers personally experience and endorse for a fee. Influencers in Singapore often brand themselves as having “relatability”, or the ability to persuade their followers to identify with them (Abidin). They do so by make consciously visible the backstage (Goffman) of the usually “inaccessible”, “personal”, and “private” aspects of mundane, everyday life to curate personae that feel “authentic” to fans (Marwick 114), and more accessible than traditional celebrity (Senft 16).Historically, the Influencer industry in Singapore can be traced back to the early beginnings of the “blogshop” industry from the mid-2000s and the “commercial blogging” industry. Influencers are predominantly young women, and market products and services from diverse industries, although the most popular have been fashion, beauty, F&B, travel, and electronics. Most prominent Influencers are contracted to management agencies who broker deals in exchange for commission and assist in the production of their vlogs. Since then, the industry has grown, matured, and expanded so rapidly that Influencers developed emergent models of advertorials, with the earliest cohorts moving into different life stages and monetizing several other aspects of their personal lives such as the “micro-microcelebrity” of their young children. What this paper provides is an important analysis of the genesis and normative practices of micro-microcelebrity commerce in Singapore from its earliest years, and future research trajectories in this field.Micro-Microcelebrity and Proximate MicrocelebrificationI define micro-microcelebrities as the children of Influencers who have themselves become proximate microcelebrities, having derived exposure and fame from their prominent Influencer mothers, usually through a more prolific, deliberate, and commercial form of what Blum-Ross defines as “sharenting”: the act of parents sharing images and stores about their children in digital spaces such as social networking sites and blogs. Marwick (116-117), drawing from Rojek’s work on types of celebrity – distinguishes between two types of microcelebrity: “ascribed microcelebrity” where the online personality is made recognizable through the “production of celebrity media” such as paparazzi shots and user-produced online memes, or “achieved microcelebrity” where users engage in “self-presentation strateg[ies]”, such as fostering the illusion of intimacy with fans, maintaining a persona, and selective disclosure about oneself.Micro-microcelebrities lie somewhere between the two: In a process I term “proximate microcelebrification”, micro-microcelebrities themselves inherit celebrity through the preemptive and continuous exposure from their Influencer mothers, many beginning even during the pre-birth pregnancy stages in the form of ultrasound scans, as a form of “achieved microcelebrity”. Influencer mothers whose “presentational strategies” (cf. Marshall, “Promotion” 45) are successful enough (as will be addressed later) gain traction among followers, who in turn further popularize the micro-microcelebrity by setting up fan accounts, tribute sites, and gossip forums through which fame is heightened in a feedback loop as a model of “ascribed microcelebrity”.Here, however, I refrain from conceptualizing these young stars as “micro-Influencers” for unlike Influencers, these children do not yet curate their self-presentation to command the attention of followers, but instead are used, framed, and appropriated by their mothers for advertorials. In other words, Influencer mothers “curate [micro-microcelebrities’] identities into being” (Leaver, “Birth”). Following this, many aspects of their micro-microcelebrities become rapidly commodified and commercialized, with advertisers clamoring to endorse anything from maternity hospital stays to nappy cream.Although children of mommybloggers have the prospect to become micro-microcelebrities, both groups are conceptually distinct. Friedman (200-201) argues that among mommybloggers arose a tension between those who adopt “the raw authenticity of nonmonetized blogging”, documenting the “unglamorous minutiae” of their daily lives and a “more authentic view of motherhood” and those who use mommyblogs “primarily as a source of extra income rather than as a site for memoir”, focusing on “parent-centered products” (cf. Mom Bloggers Club).In contrast, micro-microcelebrities and their digital presence are deliberately commercial, framed and staged by Influencer mothers in order to maximize their advertorial potential, and are often postured to market even non-baby/parenting products such as fast food and vehicles (see later). Because of the overt commerce, it is unclear if micro-microcelebrity displays constitute “intimate surveillance”, an “almost always well-intentioned surveillance of young people by parents” (Leaver, “Born” 4). Furthermore, children are generally peripheral to mommybloggers whose own parenting narratives take precedence as a way to connect with fellow mothers, while micro-microcelebrities are the primary feature whose everyday lives and digital presence enrapture followers.MethodologyThe analysis presented is informed by my original fieldwork with 125 Influencers and related actors among whom I conducted a mixture of physical and digital personal interviews, participant observation, web archaeology, and archival research between December 2011 and October 2014. However, the material presented here is based on my digital participant observation of publicly accessible and intentionally-public digital presence of the first four highly successful micro-microcelebrities in Singapore: “Baby Dash” (b.2013) is the son of Influencer xiaxue, “#HeYurou” (b.2011) is the niece of Influencer bongqiuqiu, “#BabyElroyE” (b.2014) is the son of Influencer ohsofickle, and “@MereGoRound” (b.2015) is the daughter of Influencer bongqiuqiu.The microcelebrity/social media handles of these children take different forms, following the platform on which their parent/aunt has exposed them on the most. Baby Dash appears in all of xiaxue’s digital platforms under a variety of over 30 indexical, ironic, or humourous hashtags (Leaver, “Birth”) including “#pointylipped”, #pineappledash”, and “#面包脸” (trans. “bread face”); “#HeYurou” appears on bongqiuqiu’s Instagram and Twitter; “#BabyElroyE” appears on ohsofickle’s Instagram and blog, and is the central figure of his mother’s new YouTube channel; and “@MereGoRound” appears on all of bongqiuqiu’s digital platforms but also has her own Instagram account and dedicated YouTube channel. The images reproduced here are screenshot from Influencer mothers’ highly public social media: xiaxue, bongqiuqiu, and ohsofickle boast 593k, 277k, and 124k followers on Instagram and 263k, 41k, and 17k followers on Twitter respectively at the time of writing.Anticipation and Digital EstatesIn an exclusive front-pager (Figure 1) on the day of his induced birth, it was announced that Baby Dash had already received up to SGD25,000 worth of endorsement deals brokered by his Influencer mother, xiaxue. As the first micro-microcelebrity in his cohort (his mother was among the pioneer Influencers), Baby Dash’s Caesarean section was even filmed and posted on xiaxue’s YouTube channel in three parts (Figure 2). xiaxue had announced her pregnancy on her blog while in her second trimester, following which she consistently posted mirror selfies of her baby bump.Figure 1 & 2, screenshot April 2013 from ‹instagram.com/xiaxue›In her successful attempt at generating anticipation, the “bump” itself seemed to garner its own following on Twitter and Instagram, with many followers discussing how the Influencer dressed “it”, and how “it” was evolving over the weeks. One follower even compiled a collage of xiaxue’s “bump” chronologically and gifted it to the Influencer as an art image via Twitter on the day she delivered Baby Dash (Figure 3 & 4). Followers also frequently speculated and bantered about how her baby would look, and mused about how much they were going to adore him. Figure 3 & 4, screenshot March 2013 from ‹twitter.com/xiaxue› While Lupton (42) has conceptualized the sharing of images that precede birth as a “rite of passage”, Influencer mothers who publish sonograms deliberately do so in order to claim digital estates for their to-be micro-microcelebrities in the form of “reserved” social media handles, blog URLs, and unique hashtags for self-branding. For instance, at the 3-month mark of her pregnancy, Influencer bongqiuqiu debuted her baby’s dedicated hashtag, “#MereGoRound” in a birth announcement on her on Instagram account. Shortly after, she started an Instagram account, “@MereGoRound”, for her baby, who amassed over 5.5k followers prior to her birth. Figure 5 & 6, screenshot March 2015 from instagram.com/meregoround and instagram.com/bongqiuqiuThe debut picture features a heavily pregnant belly shot of bongqiuqiu (Figure 5), creating much anticipation for the arrival of a new micro-microcelebrity: in the six months leading up to her birth, various family, friends, and fans shared Instagram images of their gifts and welcome party for @MereGoRound, and followers shared congratulations and fan art on the dedicated Instagram hashtag. During this time, bongqiuqiu also frequently updated followers on her pregnancy progress, not without advertising her (presumably sponsored) gynecologist and hospital stay in her pregnancy diaries (Figure 6) – like Baby Dash, even as a foetus @MereGoRound was accumulating advertorials. Presently at six months old, @MereGoRound boasts almost 40k followers on Instagram on which embedded in the narrative of her growth are sponsored products and services from various advertisers.Non-Baby-Related AdvertorialsPrior to her pregnancy, Influencer bongqiuqiu hopped onto the micro-microcelebrity bandwagon in the wake of Baby Dash’s birth, by using her niece “#HeYurou” in her advertorials. Many Influencers attempt to naturalize their advertorials by composing their post as if recounting a family event. With reference to a child, parent, or partner, they may muse or quip about a product being used or an experience being shared in a bid to mask the distinction between their personal and commercial material. bongqiuqiu frequently posted personal, non-sponsored images engaging in daily mundane activities under the dedicated hashtag “#HeYurou”.However, this was occasionally interspersed with pictures of her niece holding on to various products including storybooks (Figure 8) and shopping bags (Figure 9). At first glance, this might have seemed like any mundane daily update the Influencer often posts. However, a close inspection reveals the caption bearing sponsor hashtags, tags, and campaign information. For instance, one Instagram post shows #HeYurou casually holding on to and staring at a burger in KFC wrapping (Figure 7), but when read in tandem with bongqiuqiu’s other KFC-related posts published over a span of a few months, it becomes clear that #HeYurou was in fact advertising for KFC. Figure 7, 8, 9, screenshot December 2014 from ‹instagram.com/bongqiuqiu›Elsewhere, Baby Dash was incorporated into xiaxue’s car sponsorship with over 20 large decals of one of his viral photos – dubbed “pineapple Dash” among followers – plastered all over her vehicle (Figure 10). Followers who spot the car in public are encouraged to photograph and upload the image using its dedicated hashtag, “#xiaxuecar” as part of the Influencer’s car sponsorship – an engagement scarcely related to her young child. Since then, xiaxue has speculated producing offshoots of “pineapple Dash” products including smartphone casings. Figure 10, screenshot December 2014 from ‹instagram.com/xiaxue›Follower EngagementSponsors regularly organize fan meet-and-greets headlined by micro-microcelebrities in order to attract potential customers. Photo opportunities and the chance to see Baby Dash “in the flesh” frequently front press and promotional material of marketing campaigns. Elsewhere on social media, several Baby Dash fan and tribute accounts have also emerged on Instagram, reposting images and related media of the micro-microcelebrity with overt adoration, no doubt encouraged by xiaxue, who began crowdsourcing captions for Baby Dash’s photos.Influencer ohsofickle postures #BabyElroyE’s follower engagement in a more subtle way. In her YouTube channel that debut in the month of her baby’s birth, ohsofickle produces video diaries of being a young, single, mother who is raising a child (Figure 11). In each episode, #BabyElroyE is the main feature whose daily activities are documented, and while there is some advertising embedded, ohsofickle’s approach on YouTube is much less overt than others as it features much more non-monetized personal content (Figure 12). Her blog serves as a backchannel to her vlogs, in which she recounts her struggles with motherhood and explicitly solicits the advice of mothers. However, owing to her young age (she became an Influencer at 17 and gave birth at 24), many of her followers are teenagers and young women who respond to her solicitations by gushing over #BabyElroyE’s images on Instagram. Figure 11 & 12, screenshot September 2015 from ‹instagram.com/ohsofickle›PrivacyAs noted by Holloway et al. (23), children like micro-microcelebrities will be among the first cohorts to inherit “digital profiles” of their “whole lifetime” as a “work in progress”, from parents who habitually underestimate or discount the privacy and long term effects of publicizing information about their children at the time of posting. This matters in a climate where social media platforms can amend privacy policies without user consent (23), and is even more pressing for micro-microcelebrities whose followers store, republish, and recirculate information in fan networks, resulting in digital footprints with persistence, replicability, scalability, searchability (boyd), and extended longevity in public circulation which can be attributed back to the children indefinitely (Leaver, “Ends”).Despite minimum age restrictions and recent concerns with “digital kidnapping” where users steal images of other young children to be re-posted as their own (Whigham), some social media platforms rarely police the proliferation of accounts set up by parents on behalf of their underage children prominently displaying their legal names and life histories, citing differing jurisdictions in various countries (Facebook; Instagram), while others claim to disable accounts if users report an “incorrect birth date” (cf. Google for YouTube). In Singapore, the Media Development Authority (MDA) which governs all print and digital media has no firm regulations for this but suggests that the age of consent is 16 judging by their recommendation to parents with children aged below 16 to subscribe to Internet filtering services (Media Development Authority, “Regulatory” 1). Moreover, current initiatives have been focused on how parents can impart digital literacy to their children (Media Development Authority, “Empowered”; Media Literacy Council) as opposed to educating parents about the digital footprints they may be unwittingly leaving about their children.The digital lives of micro-microcelebrities pose new layers of concern given their publicness and deliberate publicity, specifically hinged on making visible the usually inaccessible, private aspects of everyday life (Marshall, “Persona” 5).Scholars note that celebrities are individuals for whom speculation of their private lives takes precedence over their actual public role or career (Geraghty 100-101; Turner 8). However, the personae of Influencers and their young children are shaped by ambiguously blurring the boundaries of privacy and publicness in order to bait followers’ attention, such that privacy and publicness are defined by being broadcast, circulated, and publicized (Warner 414). In other words, the publicness of micro-microcelebrities is premised on the extent of the intentional publicity rather than simply being in the public domain (Marwick 223-231, emphasis mine).Among Influencers privacy concerns have aroused awareness but not action – Baby Dash’s Influencer mother admitted in a national radio interview that he has received a death threat via Instagram but feels that her child is unlikely to be actually attacked (Channel News Asia) – because privacy is a commodity that is manipulated and performed to advance their micro-microcelebrities’ careers. As pioneer micro-microcelebrities are all under 2-years-old at present, future research warrants investigating “child-centred definitions” (Third et al.) of the transition in which they come of age, grow an awareness of their digital presence, respond to their Influencer mothers’ actions, and potentially take over their accounts.Young LabourThe Ministry of Manpower (MOM) in Singapore, which regulates the employment of children and young persons, states that children under the age of 13 may not legally work in non-industrial or industrial settings (Ministry of Manpower). However, the same document later ambiguously states underaged children who do work can only do so under strict work limits (Ministry of Manpower). Elsewhere (Chan), it is noted that national labour statistics have thus far only focused on those above the age of 15, thus neglecting a true reflection of underaged labour in Singapore. This is despite the prominence of micro-microcelebrities who are put in front of (video) cameras to build social media content. Additionally, the work of micro-microcelebrities on digital platforms has not yet been formally recognized as labour, and is not regulated by any authority including Influencer management firms, clients, the MDA, and the MOM. Brief snippets from my ethnographic fieldwork with Influencer management agencies in Singapore similarly reveal that micro-microcelebrities’ labour engagements and control of their earnings are entirely at their parents’ discretion.As models and actors, micro-microcelebrities are one form of entertainment workers who if between the ages of 15 days and 18 years in the state of California are required to obtain an Entertainment Work Permit to be gainfully employed, adhering to strict work, schooling, and rest hour quotas (Department of Industrial Relations). Furthermore, the Californian Coogan Law affirms that earnings by these minors are their own property and not their parents’, although they are not old enough to legally control their finances and rely on the state to govern their earnings with a legal guardian (Screen Actors Guild). However, this similarly excludes underaged children and micro-microcelebrities engaged in creative digital ecologies. Future research should look into safeguards and instruments among young child entertainers, especially for micro-micrcocelebrities’ among whom commercial work and personal documentation is not always distinct, and are in fact deliberately intertwined in order to better engage with followers for relatabilityGrowing Up BrandedIn the wake of moral panics over excessive surveillance technologies, children’s safety on the Internet, and data retention concerns, micro-microcelebrities and their Influencer mothers stand out for their deliberately personal and overtly commercial approach towards self-documenting, self-presenting, and self-publicizing from the moment of conception. As these debut micro-microcelebrities grow older and inherit digital publics, personae, and careers, future research should focus on the transition of their ownership, engagement, and reactions to a branded childhood in which babies were postured for an initimate public.ReferencesAbidin, Crystal. “Communicative Intimacies: Influencers and Perceived Interconnectedness.” Ada: A Journal of Gender, New Media, & Technology. Forthcoming, Nov 2015.Aiello, Marianne. “Mommy Blog Banner Ads Get Results.” Healthcare Marketing Advisor 17 Nov. 2010. HealthLeaders Media. 16 Aug. 2015 ‹http://healthleadersmedia.com/content/MAR-259215/Mommy-Blog-Banner-Ads-Get-Results›.Azzarone, Stephanie. “When Consumers Report: Mommy Blogging Your Way to Success.” Playthings 18 Feb. 2009. 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Leurs, Koen, et Sandra Ponzanesi. « Mediated Crossroads : Youthful Digital Diasporas ». M/C Journal 14, no 2 (17 novembre 2010). http://dx.doi.org/10.5204/mcj.324.

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What strikes me about the habits of the people who spend so much time on the Net—well, it’s so new that we don't know what will come next—is in fact precisely how niche in character it is. You ask people what nets they are on, and they’re all so specialised! The Argentines on the Argentine Net and so forth. And it’s particularly the Argentines who are not in Argentina. (Anderson, in Gower, par. 5) The preceding quotation, taken from his 1996 interview with Eric Gower, sees Benedict Anderson reflecting on the formation of imagined, transnational communities on the Internet. Anderson is, of course, famous for his work on how nationalism, as an “imagined community,” gets constructed through the shared consumption of print media (6-7, 26-27); although its readers will never all see each other face to face, people consuming a newspaper or novel in a shared language perceive themselves as members of a collective. In this more recent interview, Anderson recognised the specific groupings of people in online communities: Argentines who find themselves outside of Argentina link up online in an imagined diaspora community. Over the course of the last decade and a half since Anderson spoke about Argentinian migrants and diaspora communities, we have witnessed an exponential growth of new forms of digital communication, including social networking sites (e.g. Facebook), Weblogs, micro-blogging (e.g. Twitter), and video-sharing sites (e.g. YouTube). Alongside these new means of communication, our current epoch of globalisation is also characterised by migration flows across, and between, all continents. In his book Modernity at Large, Arjun Appadurai recognised that “the twin forces of mass migration and electronic mediation” have altered the ways the imagination operates. Furthermore, these two pillars, human motion and digital mediation, are in constant “flux” (44). The circulation of people and digitally mediatised content proceeds across and beyond boundaries of the nation-state and provides ground for alternative community and identity formations. Appadurai’s intervention has resulted in increasing awareness of local, transnational, and global networking flows of people, ideas, and culturally hybrid artefacts. In this article, we analyse the various innovative tactics taken up by migrant youth to imagine digital diasporas. Inspired by scholars such as Appadurai, Avtar Brah and Paul Gilroy, we tease out—from a postcolonial perspective—how digital diasporas have evolved over time from a more traditional understanding as constituted either by a vertical relationship to a distant homeland or a horizontal connection to the scattered transnational community (see Safran, Cohen) to move towards a notion of “hypertextual diaspora.” With hypertextual diaspora, these central axes which constitute the understanding of diaspora are reshuffled in favour of more rhizomatic formations where affiliations, locations, and spaces are constantly destabilised and renegotiated. Needless to say, diasporas are not homogeneous and resist generalisation, but in this article we highlight common ways in which young migrant Internet users renew the practices around diaspora connections. Drawing from research on various migrant populations around the globe, we distinguish three common strategies: (1) the forging of transnational public spheres, based on maintaining virtual social relations by people scattered across the globe; (2) new forms of digital diasporic youth branding; and (3) the cultural production of innovative hypertexts in the context of more rhizomatic digital diaspora formations. Before turning to discuss these three strategies, the potential of a postcolonial framework to recognise multiple intersections of diaspora and digital mediation is elaborated. Hypertext as a Postcolonial Figuration Postcolonial scholars, Appadurai, Gilroy, and Brah among others, have been attentive to diasporic experiences, but they have paid little attention to the specificity of digitally mediated diaspora experiences. As Maria Fernández observes, postcolonial studies have been “notoriously absent from electronic media practice, theory, and criticism” (59). Our exploration of what happens when diasporic youth go online is a first step towards addressing this gap. Conceptually, this is clearly an urgent need since diasporas and the digital inform each other in the most profound and dynamic of ways: “the Internet virtually recreates all those sites which have metaphorically been eroded by living in the diaspora” (Ponzanesi, “Diasporic Narratives” 396). Writings on the Internet tend to favour either the “gold-rush” mentality, seeing the Web as a great equaliser and bringer of neoliberal progress for all, or the more pessimistic/technophobic approach, claiming that technologically determined spaces are exclusionary, white by default, masculine-oriented, and heteronormative (Everett 30, Van Doorn and Van Zoonen 261). For example, the recent study by Ito et al. shows that young people are not interested in merely performing a fiction in a parallel online world; rather, the Internet gets embedded in their everyday reality (Ito et al. 19-24). Real-life commercial incentives, power hierarchies, and hegemonies also get extended to the digital realm (Schäfer 167-74). Online interaction remains pre-structured, based on programmers’ decisions and value-laden algorithms: “people do not need a passport to travel in cyberspace but they certainly do need to play by the rules in order to function electronically” (Ponzanesi, “Diasporic Narratives” 405). We began our article with a statement by Benedict Anderson, stressing how people in the Argentinian diaspora find their space on the Internet. Online avenues increasingly allow users to traverse and add hyperlinks to their personal websites in the forms of profile pages, the publishing of preferences, and possibilities of participating in and affiliating with interest-based communities. Online journals, social networking sites, streaming audio/video pages, and online forums are all dynamic hypertexts based on Hypertext Markup Language (HTML) coding. HTML is the protocol of documents that refer to each other, constituting the backbone of the Web; every text that you find on the Internet is connected to a web of other texts through hyperlinks. These links are in essence at equal distance from each other. As well as being a technological device, hypertext is also a metaphor to think with. Figuratively speaking, hypertext can be understood as a non-hierarchical and a-centred modality. Hypertext incorporates multiplicity; different pathways are possible simultaneously, as it has “multiple entryways and exits” and it “connects any point to any other point” (Landow 58-61). Feminist theorist Donna Haraway recognised the dynamic character of hypertext: “the metaphor of hypertext insists on making connections as practice.” However, she adds, “the trope does not suggest which connections make sense for which purposes and which patches we might want to follow or avoid.” We can begin to see the value of approaching the Internet from the perspective of hypertext to make an “inquiry into which connections matter, why, and for whom” (128-30). Postcolonial scholar Jaishree K. Odin theorised how hypertextual webs might benefit subjects “living at the borders.” She describes how subaltern subjects, by weaving their own hypertextual path, can express their multivocality and negotiate cultural differences. She connects the figure of hypertext with that of the postcolonial: The hypertextual and the postcolonial are thus part of the changing topology that maps the constantly shifting, interpenetrating, and folding relations that bodies and texts experience in information culture. Both discourses are characterised by multivocality, multilinearity, openendedness, active encounter, and traversal. (599) These conceptions of cyberspace and its hypertextual foundations coalesce with understandings of “in-between”, “third”, and “diaspora media space” as set out by postcolonial theorists such as Bhabha and Brah. Bhabha elaborates on diaspora as a space where different experiences can be articulated: “These ‘in-between’ spaces provide the terrain for elaborating strategies of selfhood—singular or communal—that initiate new signs of identity, and innovative sites of collaboration, and contestation (4). (Dis-)located between the local and the global, Brah adds: “diaspora space is the point at which boundaries of inclusion and exclusion, of belonging and otherness, of ‘us’ and ‘them,’ are contested” (205). As youths who were born in the diaspora have begun to manifest themselves online, digital diasporas have evolved from transnational public spheres to differential hypertexts. First, we describe how transnational public spheres form one dimension of the mediation of diasporic experiences. Subsequently, we focus on diasporic forms of youth branding and hypertext aesthetics to show how digitally mediated practices can go beyond and transgress traditional formations of diasporas as vertically connected to a homeland and horizontally distributed in the creation of transnational public spheres. Digital Diasporas as Diasporic Public Spheres Mass migration and digital mediation have led to a situation where relationships are maintained over large geographical distances, beyond national boundaries. The Internet is used to create transnational imagined audiences formed by dispersed people, which Appadurai describes as “diasporic public spheres”. He observes that, as digital media “increasingly link producers and audiences across national boundaries, and as these audiences themselves start new conversations between those who move and those who stay, we find a growing number of diasporic public spheres” (22). Media and communication researchers have paid a lot of attention to this transnational dimension of the networking of dispersed people (see Brinkerhoff, Alonso and Oiarzabal). We focus here on three examples from three different continents. Most famously, media ethnographers Daniel Miller and Don Slater focused on the Trinidadian diaspora. They describe how “de Rumshop Lime”, a collective online chat room, is used by young people at home and abroad to “lime”, meaning to chat and hang out. Describing the users of the chat, “the webmaster [a Trini living away] proudly proclaimed them to have come from 40 different countries” (though massively dominated by North America) (88). Writing about people in the Greek diaspora, communication researcher Myria Georgiou traced how its mediation evolved from letters, word of mouth, and bulletins to satellite television, telephone, and the Internet (147). From the introduction of the Web, globally dispersed people went online to get in contact with each other. Meanwhile, feminist film scholar Anna Everett draws on the case of Naijanet, the virtual community of “Nigerians Living Abroad”. She shows how Nigerians living in the diaspora from the 1990s onwards connected in global transnational communities, forging “new black public spheres” (35). These studies point at how diasporic people have turned to the Internet to establish and maintain social relations, give and receive support, and share general concerns. Establishing transnational communicative networks allows users to imagine shared audiences of fellow diasporians. Diasporic imagination, however, goes beyond singular notions of this more traditional idea of the transnational public sphere, as it “has nowadays acquired a great figurative flexibility which mostly refers to practices of transgression and hybridisation” (Ponzanesi, “Diasporic Subjects” 208). Below we recognise another dimension of digital diasporas: the articulation of diasporic attachment for branding oneself. Mocro and Nikkei: Diasporic Attachments as a Way to Brand Oneself In this section, we consider how hybrid cultural practices are carried out over geographical distances. Across spaces on the Web, young migrants express new forms of belonging in their dealing with the oppositional motivations of continuity and change. The generational specificity of this experience can be drawn out on the basis of the distinction between “roots” and “routes” made by Paul Gilroy. In his seminal book The Black Atlantic: Modernity and Double Consciousness, Gilroy writes about black populations on both sides of the Atlantic. The double consciousness of migrant subjects is reflected by affiliating roots and routes as part of a complex cultural identification (19 and 190). As two sides of the same coin, roots refer to the stable and continuing elements of identities, while routes refer to disruption and change. Gilroy criticises those who are “more interested in the relationship of identity to roots and rootedness than in seeing identity as a process of movement and mediation which is more appropriately approached via the homonym routes” (19). He stresses the importance of not just focusing on one of either roots or routes but argues for an examination of their interplay. Forming a response to discrimination and exclusion, young migrants in online networks turn to more positive experiences such as identification with one’s heritage inspired by generational specific cultural affiliations. Here, we focus on two examples that cross two continents, showing routed online attachments to “be(com)ing Mocro”, and “be(coming) Nikkei”. Figure 1. “Leipe Mocro Flavour” music video (Ali B) The first example, being and becoming “Mocro”, refers to a local, bi-national consciousness. The term Mocro originated on the streets of the Netherlands during the late 1990s and is now commonly understood as a Dutch honorary nickname for youths with Moroccan roots living in the Netherlands and Belgium. A 2003 song, Leipe mocro flavour (“Crazy Mocro Flavour”) by Moroccan-Dutch rapper Ali B, familiarised a larger group of people with the label (see Figure 1). Ali B’s song is exemplary for a wider community of youngsters who have come to identify themselves as Mocros. One example is the Marokkanen met Brainz – Hyves (Mo), a community page within the Dutch social networking site Hyves. On this page, 2,200 youths who identify as Mocro get together to push against common stereotypes of Moroccan-Dutch boys as troublemakers and thieves and Islamic Moroccan-Dutch girls as veiled carriers of backward traditions (Leurs, forthcoming). Its description reads, “I assume that this Hyves will be the largest [Mocro community]. Because logically Moroccans have brains” (our translation): What can you find here? Discussions about politics, religion, current affairs, history, love and relationships. News about Moroccan/Arabic Parties. And whatever you want to tell others. Use your brains. Second, “Nikkei” directs our attention to Japanese migrants and their descendants. The Discover Nikkei website, set up by the Japanese American National Museum, provides a revealing description of being and becoming Nikkei: As Nikkei communities form in Japan and throughout the world, the process of community formation reveals the ongoing fluidity of Nikkei populations, the evasive nature of Nikkei identity, and the transnational dimensions of their community formations and what it means to be Nikkei. (Japanese American National Museum) This site was set up by the Japanese American National Museum for Nikkei in the global diaspora to connect and share stories. Nikkei youths of course also connect elsewhere. In her ethnographic online study, Shana Aoyama found that the social networking site Hi5 is taken up in Peru by young people of Japanese heritage as an avenue for identity exploration. She found group confirmation based on the performance of Nikkei-ness, as well as expressions of individuality. She writes, “instead of heading in one specific direction, the Internet use of Nikkei creates a starburst shape of identity construction and negotiation” (119). Mocro-ness and Nikkei-ness are common collective identification markers that are not just straightforward nationalisms. They refer back to different homelands, while simultaneously they also clearly mark one’s situation of being routed outside of this homeland. Mocro stems from postcolonial migratory flows from the Global South to the West. Nikkei-ness relates to the interesting case of the Japanese diaspora, which is little accounted for, although there are many Japanese communities present in North and South America from before the Second World War. The context of Peru is revealing, as it was the first South American country to accept Japanese migrants. It now hosts the second largest South American Japanese diaspora after Brazil (Lama), and Peru’s former president, Alberto Fujimoro, is also of Japanese origin. We can see how the importance of the nation-state gets blurred as diasporic youth, through cultural hybridisation of youth culture and ethnic ties, initiates subcultures and offers resistance to mainstream western cultural forms. Digital spaces are used to exert youthful diaspora branding. Networked branding includes expressing cultural identities that are communal and individual but also both local and global, illustrative of how “by virtue of being global the Internet can gift people back their sense of themselves as special and particular” (Miller and Slater 115). In the next section, we set out how youthful diaspora branding is part of a larger, more rhizomatic formation of multivocal hypertext aesthetics. Hypertext Aesthetics In this section, we set out how an in-between, or “liminal”, position, in postcolonial theory terms, can be a source of differential and multivocal cultural production. Appadurai, Bhabha, and Gilroy recognise that liminal positions increasingly leave their mark on the global and local flows of cultural objects, such as food, cinema, music, and fashion. Here, our focus is on how migrant youths turn to hypertextual forms of cultural production for a differential expression of digital diasporas. Hypertexts are textual fields made up of hyperlinks. Odin states that travelling through cyberspace by clicking and forging hypertext links is a form of multivocal digital diaspora aesthetics: The perpetual negotiation of difference that the border subject engages in creates a new space that demands its own aesthetic. This new aesthetic, which I term “hypertext” or “postcolonial,” represents the need to switch from the linear, univocal, closed, authoritative aesthetic involving passive encounters characterising the performance of the same to that of non-linear, multivocal, open, non-hierarchical aesthetic involving active encounters that are marked by repetition of the same with and in difference. (Cited in Landow 356-7) On their profile pages, migrant youth digitally author themselves in distinct ways by linking up to various sites. They craft their personal hypertext. These hypertexts display multivocal diaspora aesthetics which are personal and specific; they display personal intersections of affiliations that are not easily generalisable. In several Dutch-language online spaces, subjects from Dutch-Moroccan backgrounds have taken up the label Mocro as an identity marker. Across social networking sites such as Hyves and Facebook, the term gets included in nicknames and community pages. Think of nicknames such as “My own Mocro styly”, “Mocro-licious”, “Mocro-chick”. The term Mocro itself is often already multilayered, as it is often combined with age, gender, sexual preference, religion, sport, music, and generationally specific cultural affiliations. Furthermore, youths connect to a variety of groups ranging from feminist interests (“Women in Charge”), Dutch nationalism (“I Love Holland”), ethnic affiliations (“The Moroccan Kitchen”) to clothing (the brand H&M), and global junk food (McDonalds). These diverse affiliations—that are advertised online simultaneously—add nuance to the typical, one-dimensional stereotype about migrant youth, integration, and Islam in the context of Europe and Netherlands (Leurs, forthcoming). On the online social networking site Hi5, Nikkei youths in Peru, just like any other teenagers, express their individuality by decorating their personal profile page with texts, audio, photos, and videos. Besides personal information such as age, gender, and school information, Aoyama found that “a starburst” of diverse affiliations is published, including those that signal Japanese-ness such as the Hello Kitty brand, anime videos, Kanji writing, kimonos, and celebrities. Also Nikkei hyperlink to elements that can be identified as “Latino” and “Chino” (Chinese) (104-10). Furthermore, users can show their multiple affiliations by joining different “groups” (after which a hyperlink to the group community appears on the profile page). Aoyama writes “these groups stretch across a large and varied scope of topics, including that of national, racial/ethnic, and cultural identities” (2). These examples illustrate how digital diasporas encompass personalised multivocal hypertexts. With the widely accepted adagio “you are what you link” (Adamic and Adar), hypertextual webs can be understood as productions that reveal how diasporic youths choose to express themselves as individuals through complex sets of non-homogeneous identifications. Migrant youth connects to ethnic origin and global networks in eclectic and creative ways. The concept of “digital diaspora” therefore encapsulates both material and virtual (dis)connections that are identifiable through common traits, strategies, and aesthetics. Yet these hypertextual connections are also highly personalised and unique, offering a testimony to the fluid negotiations and intersections between the local and the global, the rooted and the diasporic. Conclusions In this article, we have argued that migrant youths render digital diasporas more complex by including branding and hypertextual aesthetics in transnational public spheres. Digital diasporas may no longer be understood simply in terms of their vertical relations to a homeland or place of origin or as horizontally connected to a clearly marked transnational community; rather, they must also be seen as engaging in rhizomatic digital practices, which reshuffle traditional understandings of origin and belonging. Contemporary youthful digital diasporas are therefore far more complex in their engagement with digital media than most existing theory allows: connections are hybridised, and affiliations are turned into practices of diasporic branding and becoming. There is a generational specificity to multivocal diaspora aesthetics; this specificity lies in the ways migrant youths show communal recognition and express their individuality through hypertext which combines affiliation to their national/ethnic “roots” with an embrace of other youth subcultures, many of them transnational. These two axes are constantly reshuffled and renegotiated online where, thanks to the technological possibilities of HTML hypertext, a whole range of identities and identifications may be brought together at any given time. We trust that these insights will be of interest in future discussion of online networks, transnational communities, identity formation, and hypertext aesthetics where much urgent and topical work remains to be done. References Adamic, Lada A., and Eytan Adar. “You Are What You Link.” 2001 Tenth International World Wide Web Conference, Hong Kong. 26 Apr. 2010. ‹http://www10.org/program/society/yawyl/YouAreWhatYouLink.htm›. Ali B. “Leipe Mocro Flavour.” ALIB.NL / SPEC Entertainment. 2007. 4 Oct. 2010 ‹http://www3.alib.nl/popupAlibtv.php?catId=42&contentId=544›. Alonso, Andoni, and Pedro J. Oiarzabal. Diasporas in the New Media Age. Reno: U of Nevada P, 2010. Anderson, Benedict. Imagined Communities: Reflections on the Origin and Spread of Nationalism. Rev. ed. London: Verso, 2006 (1983). Aoyama, Shana. Nikkei-Ness: A Cyber-Ethnographic Exploration of Identity among the Japanese Peruvians of Peru. Unpublished MA thesis. South Hadley: Mount Holyoke, 2007. 1 Feb. 2010 ‹http://hdl.handle.net/10166/736›. Appadurai, Arjun. Modernity at Large: Cultural Dimensions of Globalization. Minneapolis: U of Minnesota P, 1996. Bhabha, Homi. The Location of Culture. New York: Routledge, 1994. Brah, Avtar. Cartographies of Diaspora: Contesting Identities. London: Routledge, 1996. Brinkerhoff, Jennifer M. Digital Diasporas: Identity and Transnational Engagement. Cambridge: Cambridge UP, 2009. Cohen, Robin. Global Diasporas: An Introduction. London: U College London P, 1997. Everett, Anna. Digital Diaspora: A Race for Cyberspace. Albany: SUNY, 2009. Fernández, María. “Postcolonial Media Theory.” Art Journal 58.3 (1999): 58-73. Georgiou, Myria. Diaspora, Identity and the Media: Diasporic Transnationalism and Mediated Spatialities. Creskill: Hampton Press, 2006. Gilroy, Paul. The Black Atlantic: Modernity and Double Consciousness. London: Verso, 1993. Gower, Eric. “When the Virtual Becomes the Real: A Talk with Benedict Anderson.” NIRA Review, 1996. 19 Apr. 2010 ‹http://www.nira.or.jp/past/publ/review/96spring/intervi.html›. Haraway, Donna. Modest Witness@Second Millennium. FemaleMan Meets OncoMouse: Feminism and Technoscience. New York: Routledge, 1997. Ito, Mizuko, et al. Hanging Out, Messing Out, and Geeking Out: Kids Living and Learning with New Media. Cambridge: MIT Press, 2010. Japanese American National Museum. “Discover Nikkei: Japanese Migrants and Their Descendants.” Discover Nikkei, 2005. 4 Oct. 2010. ‹http://www.discovernikkei.org/en/›. Lama, Abraham. “Home Is Where the Heartbreak Is for Japanese-Peruvians.” Asia Times 16 Oct. 1999. 6 May 2010 ‹http://www.atimes.com/japan-econ/AJ16Dh01.html›. Landow, George P. Hypertext 3.0. Critical Theory and New Media in an Era of Globalization. Baltimore: Johns Hopkins UP, 2006. Leurs, Koen. Identity, Migration and Digital Media. Utrecht: Utrecht University. PhD Thesis, forthcoming. Miller, Daniel, and Don Slater. The Internet: An Etnographic Approach. Oxford: Berg, 2000. Mo. “Marokkanen met Brainz.” Hyves, 23 Feb. 2008. 4 Oct. 2010. ‹http://marokkaansehersens.hyves.nl/›. Odin, Jaishree K. “The Edge of Difference: Negotiations between the Hypertextual and the Postcolonial.” Modern Fiction Studies 43.3 (1997): 598-630. Ponzanesi, Sandra. “Diasporic Narratives @ Home Pages: The Future as Virtually Located.” Colonies – Missions – Cultures in the English-Speaking World. Ed. Gerhard Stilz. Tübingen: Stauffenburg, 2001. 396–406. Ponzanesi, Sandra. “Diasporic Subjects and Migration.” Thinking Differently: A Reader in European Women's Studies. Ed. Gabrielle Griffin and Rosi Braidotti. London: Zed Books, 2002. 205–20. Safran, William. “Diasporas in Modern Societies: Myths of Homeland and Return.” Diaspora 1.1 (1991): 83-99. Schäfer, Mirko T. Bastard Culture! How User Participation Transforms Cultural Production. Amsterdam: Amsterdam UP, 2011. Van Doorn, Niels, and Liesbeth van Zoonen. “Theorizing Gender and the Internet: Past, Present, and Future.” Routledge Handbook of Internet Politics. Ed. Andrew Chadwick and Philip N. Howard. London: Routledge. 261-74.
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Campbell, Cynthia. « Familiars in a Strange Land ». M/C Journal 3, no 4 (1 août 2000). http://dx.doi.org/10.5204/mcj.1864.

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As people spend increasing time interacting with others online, computer-mediated correspondence is rapidly becoming a common form of everyday communication. Computer-mediated communication ranges from text to voice to video, through a variety of technologies (e.g., e-mail, Web pages, listservs, chat). Real-time online 'conversation' occurs in group chat rooms and one-to-one instant messages, between people who may or may not know each other outside the cyber environment. Because of its emerging popularity, Internet chat has become a distinct form of discourse with characteristics unique to the medium. As people spend increasing time interacting with others online, computer-mediated correspondence is rapidly becoming a common form of everyday communication. Computer-mediated communication ranges from text to voice to video, through a variety of technologies (e.g., e-mail, Web pages, listservs, chat). Real-time online 'conversation' occurs in group chat rooms and one-to-one instant messages, between people who may or may not know each other outside the cyber environment. Because of its emerging popularity, Internet chat has become a distinct form of discourse with characteristics unique to the medium. The purpose of this study is to apply research findings investigating Internet communication between strangers to the online chats of 'familiars', people who already know each other. Although some people may become familiars through prolonged cyberspace encounters without face-to-face contact (Parks and Floyd; Walther), this study investigates only the chats of people who had an existing face-to-face relationship prior to chatting online. The genesis of this project came from our personal experience as friends who later became Internet chatters because of geographical distance. Because our communications often detailed professional matters, we would save our discussions as text files as an efficient method of record-keeping. We noticed at times, while sending instant messages, the need to make special accommodations to reconcile misunderstandings and effectively deal with interruptions. To get ourselves 'back on track' in those instances, we had to 'talk about the talk' (i.e., metacommunicate) in order to make sense of how seemingly straightforward communication had gone astray. Continued instant message sending resulted in more observations suggesting that our online chats were qualitatively different from our face-to-face conversations. In the following paragraphs, three examples from our transcripts are analysed and discussed in relation to findings from research in computer-mediated communication: (a) meaning negotiation through metacommunication and shared history; (b) disinhibition and reconstruction of self; and (c) rule establishment. Note that, in these examples, "DRCSC" and "Wickmansa" are the respective online screen names of the co-authors. Example One: Meaning Negotiation through Metacommunication and Shared History The first example illustrates difficulty understanding the essence of a sent message without cues typically available in face-to-face contact. It is important to note that the following exchanges were preceded by dialogue concerning a stressful situation where Wickmansa had responded "I can see why [there is a problem]". Beginning in line 35 below, DRCSC jokingly attempts to parallel Wickmansa's "I can see why" with "I can see why there is panic disorder". However, given the sober nature of the conversation up to that point, line 35's intended meaning is uncertain for Wickmansa (i.e., could be serious; could be sarcastic). The three lines subsequent to 35 represent deliberate attempts at meaning negotiation. February 4, 2000 The breakdown in communication between lines 35 and 36 required management and repair. To regain mutual understanding, we attempted to make sense of this misalignment in 37 and 38 and bring it back on track. Each line's query served two purposes: (a) to clarify the 'speaker's' previous statement; and (b) to request clarification about the other's meaning. Continuing the above dialogue, lines 39 through 48 below seem to work toward realignment through metacommunication. February 4, 2000 cont. It is noteworthy that in line 42, DRCSC strengthened the realignment by introducing a metaphor that invoked a shared deli counter experience (i.e., meaning negotiation through shared history). Wickmansa let DRCSC know that the reference was understood by building on the metaphor in line 44. In this way, shared history not only provided an efficient way to anchor meaning but also expedited realignment. Referencing shared history may be a distinct way familiars, unlike strangers, display social competence by demonstrating familiarity with both topic and person when negotiating meaning during Internet chat. The act of 'going meta' in lines 37-48 above seemed to renegotiate the initial misfires of 35 and 36, moving the conversation toward collaborative understanding. Moreover, it may be that part of the necessity for familiars to repair any perceived miscommunication is tied to consequences that do not exist for strangers over the Internet. Although strangers have the opportunity to reestablish 'anonymity' by creating a new screen name and/or persona (Kiesler, Siegal, and McGuire; Myers; Turkle), familiars are bound to the 'reality' of the Internet experience in later face-to-face contact. Consequently, familiars have a greater investment in the outcomes negotiated while chatting online. Example Two: Disinhibition and Reconstruction of Self As suggested by previous research, perceived anonymity between online strangers increases disinhibition and playfulness. This can lead to the formation of multiple 'selves' within a single individual that may bear little resemblance to the corporeal self (Balsamo; Turkle; Waskul, Douglass, and Edgely). Although it is impossible for familiars to realistically 'reinvent' who they are, we, as familiars, found ourselves enacting a version of anonymity by accentuating contextually favorable aspects of our personalities. This is to say that despite the seemingly restrictive nature of text-only media, chatting online provided a new forum to lightheartedly reveal, for example, humour. Thus, a witty and clever side that might not have been otherwise readily apparent was now 'viewable'. To illustrate, the following lines are extracted from a tangential discussion about the Internet service provider America Online. February 3, 2000 In response to Wickmansa's 178 above, DRCSC playfully interjected cleverness in line 179. Wickmansa's reply "LOL" in 180 could demonstrate his understanding of DRCSC's play on "-OL" words by embedding a similar intentionality within his response. However, without contextual cues normally available in face-to-face interaction, whether Wickmansa 'really' picked up on intentionality, competency, and playfulness -- or was merely using a common chat abbreviation -- was not certain to DRCSC. Note that "LOL" stands for 'laughing out loud' and is among the most common Internet chat expressions (Grossman). To better understand (i.e, negotiate meaning), DRCSC responded in line 181 by: (a) clarifying her previous position; and (b) indirectly requesting clarification from Wickmansa. In this way, regaining equilibrium paralleled the accommodations described in example one, despite different end goals. Continued cleverness may have been evidenced again in lines 182 and 183, albeit unintentionally, with a collaborative "poet, know it" follow-up, representative of the playful context which had been co-constructed. Example Three: Rule Establishment Internet chatters create and conform to norms and rules exclusive to the medium (Hayashibara; Postmes, Spears, and Lea; Rintel and Pittam), such as abbreviating common phrases, ignoring capitalisation, spelling phonetically, and using typed symbols to transform elements from the typist's behind-the-keyboard experience into the co-constructed 'cyber' reality. The chats below illustrate the co-creation of a rule as a way to efficiently convey an abrupt interruption in the external environment. April 10, 2000 April 11, 2000 The April 10 example began with metacommunication that suggested the need for a shorthand way to signify 'interruption -- do not send instant messages now'. This led to our creating a way to do so with the "/" symbol in lines 230-250. The rule's effectiveness was evidenced immediately by its usage in lines 251-253. Rule application again was seen on April 11 when DRCSC opened the chat with "/?" In effect, she parsimoniously asked 'Are you available for online chat?' with two key strokes. The "/" became a regular chat feature after it was established, exemplifying an idiosyncratic rule created by familiars for Internet chat. As familiars chatting online, we found ourselves using metacommunication and shared history to realign after a conversational breakdown, accentuating contextually favorable aspects of our personalities, and following global Internet chat norms while creating idiosyncratic rules to accommodate for missing sensory cues. Moreover, distinct from strangers, familiars may have a greater need to display social competence due to real-world consequences. Further research is recommended to investigate the generalisablility of our experience as familiars and to explore other characteristics unique to Internet chat. Moreover, it would be interesting to see if: (a) familiars' online chats are patterned with the same idiosyncratic features as their face-to-face and telephone interactions; or (b) the chat patterns of familiars who know each other in 'real life' contain significant differences from persons who know each other only through regular online encounters. References Balsamo, Ann. "The Virtual Body in Cyberspace." Research in Philosophy and Technology 13 (1993): 119. Baym, Nancy. "The Performance of Humor in Computer-Mediated Communication." Journal of Computer-Mediated Communication 1.2 (1995). 14 Aug. 2000 <http://www.ascusc.org/jcmc/vol1/issue2/baym.php>. Grossman, Steve. "Chatter's Jargon Dictionary." 14 Aug. 2000 <http://www.stevegrossman.com/jargpge.htm#Dictionary>. Danet, Brenda, Lucia Ruedenberg-Wright, and Yehudit Rosenbaum-Tamari. "Hmmm ... Where's That Smoke Coming From: Writing, Play and Performance on Internet Relay Chat." Journal of Computer-Mediated Communication 2.4 (1997). 14 Aug. 2000 <http://www.ascusc.org/jcmc/vol2/issue4/danet.php>. Hayashibara, Kammie Nobue. "Adolescent Communication on the Internet: Investigation of a Teenage Chat Room." Masters Abstracts International 37.01 (1998): 0009. Holland, Norman M. "The Internet Regression." 14 Aug. 2000 <http://www.shef.ac.uk/~psysc/rmy/holland.php>. Kiesler, Sara, Jane Siegal, and Timothy W. McGuire. "Social Psychological Aspects of Computer-Mediated Communication." American Psychologist 39 (1984): 1123-34. Myers, David. "'Anonymity Is Part of the Magic': Individual Manipulation of Computer-Mediated Communication Contexts." Qualitative Sociology 10.3 (1987): 251-66. Parks, Malcolm R., and Kory Floyd. "Making Friends in Cyberspace." Journal of Computer-Mediated Communication 2.4 (1997). 14 Aug. 2000 <http://www.ascusc.org/jcmc/vol2/issue4/index.php>. Postmes, Tom, Russell Spears, and Martin Lea. "The Formation of Group Norms in Computer-Mediated Communication." Human Communication Research 26 (in press). Rintel, E. Sean, and Jeffrey Pittam. "Strangers in a Strange Land: Interaction Management on Internet Relay Chat." Human Communication Research 23.4 (1997): 507-34. Spears, Russell, and Martin Lea. "Panacea or Panopticon? The Hidden Power in Computer-Mediated Communication." Communication Research 21.4 (1994): 427-59. Sproull, Lee, and Sara Kiesler. Connections: New Ways of Working in the Networked Organization. Cambridge, MA: MIT P, 1991. Thomas, Jim. "Introduction: A Debate About the Ethics of Fair Practices for Collecting Social Science Data in Cyberspace." The Information Society 12.2 (1996): 107-17. Turkle, Sherry. Life on the Screen: Identity in the Age of the Internet. New York: Simon and Schuster, 1995. Walther, Joseph. "Computer-Mediated Communication: Impersonal, Interpersonal and Hyperpersonal Interaction." Communication Research 23.1 (1996): 3-43. Walther, Joseph, Jeffrey Anderson, and David Park. "Interpersonal Effects in Computer-Mediated Interaction." Communication Research 21.4 (1994): 460-87. Waskul, Dennis, Mark Douglass, and Charles Edgley. "Cybersex: Outercourse and the Enselfment of the Body." Symbolic Interaction 24.4 (in press). Witmer, Diane. "Practicing Safe Computing: Why People Engage in Risky Computer-Mediated Communication." Network and Netplay: Virtual Groups on the Internet. Ed. Fay Sudweeks, Margaret L. McLaughlin, and Sheizaf Rafaeli, Menlo Park, CA: AAAI/MIT P, 1998. 127-46. Citation reference for this article MLA style: Cynthia Campbell, Scott A. Wickman. "Familiars in a Strange Land: A Case Study of Friends Chatting Online." M/C: A Journal of Media and Culture 3.4 (2000). [your date of access] <http://www.api-network.com/mc/0008/friends.php>. Chicago style: Cynthia Campbell, Scott A. Wickman, "Familiars in a Strange Land: A Case Study of Friends Chatting Online," M/C: A Journal of Media and Culture 3, no. 4 (2000), <http://www.api-network.com/mc/0008/friends.php> ([your date of access]). APA style: Cynthia Campbell, Scott A. Wickman. (2000) Familiars in a strange land: a case study of friends chatting online. M/C: A Journal of Media and Culture 3(4). <http://www.api-network.com/mc/0008/friends.php> ([your date of access]).
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Kezer, Murat, Barış Sevi, Zeynep Cemalcilar et Lemi Baruh. « Age differences in privacy attitudes, literacy and privacy management on Facebook ». Cyberpsychology : Journal of Psychosocial Research on Cyberspace 10, no 1 (1 mai 2016). http://dx.doi.org/10.5817/cp2016-1-2.

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Privacy has been identified as a hot button issue in literature on Social Network Sites (SNSs). While considerable research has been conducted with teenagers and young adults, scant attention has been paid to differences among adult age groups regarding privacy management behavior. With a multidimensional approach to privacy attitudes, we investigate Facebook use, privacy attitudes, online privacy literacy, disclosure, and privacy protective behavior on Facebook across three adult age groups (18-40, 41-65, and 65+). The sample consisted of an online convenience sample of 518 adult Facebook users. Comparisons suggested that although age groups were comparable in terms of general Internet use and online privacy literacy, younger groups were more likely to use SNSs more frequently, use Facebook for social interaction purposes, and have larger networks. Also, younger adults were more likely to self-disclose and engage in privacy protective behaviors on Facebook. In terms of privacy attitudes, older age groups were more likely to be concerned about privacy of other individuals. In general, all dimensions of privacy attitudes (i.e., belief that privacy is a right, being concerned about one’s privacy, belief that one’s privacy is contingent on others, being concerned about protecting privacy of others) were positively correlated with engagement in privacy protective behavior on Facebook. A mediation model demonstrated that amount of disclosure mediated the relationship between age groups and privacy protective behavior on Facebook. Finally, ANCOVA suggested that the impact of privacy attitudes on privacy protective behavior was stronger among mature adults. Also, unlike older age groups, among young adults, considering privacy as a right or being concerned about privacy of other individuals had no impact on privacy protective behavior.
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Holloway, Donell, Lelia Green et Robyn Quin. « What Porn ? » M/C Journal 7, no 4 (1 octobre 2004). http://dx.doi.org/10.5204/mcj.2381.

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The negative implications of children’s use of the Internet, particularly their loss of innocence through access to pornography, is a topic frequently addressed in public discussions and debate. These debates often take on a technologically determinist point of view and assume that technology directly influences children, usually in a harmful fashion. But what is really happening in the Australian family home? Are parents fearful of these risks, and if so what are they doing about it? A recent exploration of the everyday Internet lives of Australian families indicates that families manage these perceived risks in a variety of ways and are not overly troubled about this issue. Findings from the research project indicate that Australian parents are more concerned about some children’s excessive use of the Internet than about pornography. They construct the Internet as interfering with time available to carry out homework, chores, getting adequate sleep or participating in outdoor (fresh air) activities. This disparity, between public discourse regarding the protection of children in the online environment and the actual significance of this issue in the everyday lives of Australian families, reflects the domestic dynamics within the “moral economy of the household” (Silverstone et al. 15) whereby family relationships and household practices inform the manner in which technology is consumed within any given household. The research project described here (Family Internet: Theorising Domestic Internet Consumption, Production and Use Within Australian Families) is funded by an Australian Research Council Discovery Grant and investigates Internet use within Australian homes with specific reference to families with school-aged children. It explores how individual family members make sense of their family’s engagement with the Internet and investigates ways in which the Internet is integrated within Australian family life. Public Debates The relationship between children and technology is often addressed in public debates regarding children’s health, safety, social and educational development. Within these debates technology is usually held responsible for a variety of harmful consequences to children. These technological ‘effects’ range from the decline of children’s social relationships (with both peers and family); through sedentary lifestyles which impinge on fitness levels and the weight (body mass index) of children; to the corruption of children (and their loss of innocence) through access to unsuitable materials. These unsuitable texts include “soft and hardcore porn, Neo Nazi groups, paedophiles, racial and ethnic hatred” (Valentine et al. 157). Other digital technologies, such as computer and video games, are sometimes seen as exacerbating these problems and raise the spectre of the ‘Nintendo kid’, friendless and withdrawn (Marshall 73), lacking in social skills and unable to relate to others except through multi-player games – although this caricature appears far removed from children’s normal experience of computer gaming (Aisbett: Durkin and Aisbett). Such debates about the negative implications of the Internet and video games run simultaneously alongside government, educational and commercial promotion of these technologies, and the positioning of digital skills and connectivity as the key to children’s future education and employment. In this pro-technology discourse the family: …is being constructed as an entry point for the development of new computer-related literacies and social practices in young people … what is discursively produced within the global cultural economy as digital fun and games for young people, is simultaneously constructed as serious business for parents (Nixon 23). Thus, two conflicting discourses about children’s Internet use exist simultaneously whereby children are considered both “technically competent and at risk from their technical skills” (Valentine et al. 157). This anxiety is further exacerbated by the fear that parents are losing control of their children’s Internet activities because their own (the parents’) technical competencies are being surpassed by their children. Such fear may well be based on misleading information, particularly in the Australian context. The Australian Broadcasting Authority’s 2001 Internet@ home report “challenges the popular belief that parents lag behind their children in their interest and proficiency with online technology. Most often the household Internet ‘expert’ is an adult” (Aisbett 4). Nonetheless, this public anxiety is underscored by a concern that parents may not be sufficiently Internet-savvy to prevent their children’s access to pornography and other undesirable Internet content. This leads to the fundamental anxiety that parents’ natural power base will be diminished (Valentine et al. 157). In the case of children’s access to Internet porn it may well be that: although parents still occupy the role of initiated with regard to sexuality, if they are uninitiated technologically then they lose the power base from which to set the markers for progressive socialisation (Evans and Butkus 68). These popular fears do not take into consideration the context of Internet use in the real world—of children’s and parents’ actual experiences with and uses of the Internet. Parents have developed a variety of ways to manage these perceived risks in the home and are not usually overly concerned about their children’s exposure to unsuitable or inappropriate content on the Internet. Families’ everyday experiences of Internet consumption The home Internet is one site where most parents exercise some degree of care and control of their children, supervising both the quantity and quality of their children’s Internet experiences. When supervising their children’s access to particular Internet sites, parents in this study use a variety of strategies and approaches. These approaches range from a child-empowering ‘autonomous’ approach (which recognises children’s autonomy and competencies) to more authoritarian approaches (with the use of more direct supervision in order to restrict and protect children). At the same time children may use the Internet to affirm their autonomy or independence from their parents, as parents in this study affirm: He used to let me see the [onscreen] conversations but he won’t let me see them now. But that’s fine. If I come up and talk to him, he clicks the button and takes the screen off. (Kathy, pseudonyms used for interviewee contributions) Parents who tend to favour a child-empowering approach recognise their children’s autonomy, while at the same time having relatively high expectations of their children’s psychosocial competence and ability to handle a variety of media texts in a relatively sophisticated manner. When asked about her son’s access to adult Internet content, single mum Lisa indicated that Henry (17) had openly accessed Internet pornography a few years earlier. She expected (and allowed for) some exploration by her son. At the same time, she was not overly concerned that these materials would corrupt or harm him as she expected these explorations to be a transitory phase in his life: It doesn’t bother me at all. If he wants to do that then he can do it because he’ll get sick of it and I think initially it was ‘let’s see what we can do’. I remember once, he called me in and says ‘Mum, come and look at her boobs’ and I looked at it and I said ‘it’s disgusting’ or something and walked away and he laughed his head off. But I’ve never come in [lately] and found him looking at that stuff … It’s just not something that I’m … really worried about. It’s up to him (Lisa). As with this exchange, families often use media texts as tools in the socialisation of children. The provision of shared topics of conversation allows for discussions between generations: Such materials serve an agenda-setting role … [playing] an important role in providing a socioemotional context for the household within which learning takes place. Technoculture is consequently a critical tool for socialisation … ICTs also construct a framework on/with which to differentiate one member from another, to differentiate between generations, and to differentiate ways in which power and control can be asserted (Green 58). In this case, Lisa’s comment to her teenage son (‘it’s disgusting’) and her actions (in walking away) doubtlessly provided Henry with a social cue, an alternative attitude to his choice of online content. Further, in initiating this exchange with his mother, Henry is likely to have been making a statement about his own autonomy and transition into (heterosexual) manhood. In his interview, Henry openly acknowledged his earlier exploration of adult porn sites but (as his mother anticipated) he seems to have moved on from this particular phase. When asked whether he visited adult sites on the Internet Henry responded in his own succinct manner: Henry: Like porn and stuff? Not really. I probably did when I was a bit younger but it’s not really very exciting. Interviewer: That was when you first got it [the Internet] or when? Henry: Yeah, [two to three years earlier] all your friends come around and you check out the sites. It’s nothing exciting anymore. Sexual experiences and knowledge are an important currency within teenage boy culture (Holland et al. 1998) and like other teenage boys, Henry and his friends are likely to have used this technology in order to “negotiate their masculinity within the heterosexual economy of [their] peer group social relations”(Valentine et al. 160). In this case, it seemed to be a transitory stage within Henry’s peer (or community of interest) group and became less important as the teenagers grew into maturity. Many children and young people are also exploring the social world of Internet chat, with the potential risk of unwanted (and unsafe) face-to-face contact. Leonie, mother of teenage girls, explained her daughters’ ability to negotiate these potentially unsafe contacts: I suppose you just get a bit concerned about the chat lines and who they’re talking to sometimes but really they usually tell me … [to 17-year old daughter in the room] Like on the chat lines you, when, had that idiot … that one that was going to come over here. Just some idiots on there. A lot of the kids are teenagers. I know Shani’s [14] gotten on there a few times on the chat line and there’s been obviously someone asking them lewd questions and she’s usually blocked them and cut them off …(Leonie). Daughter Shani also discusses her experiences with unsafe (unwanted) Internet contact: “They go on about stuff that you don’t really want to talk about and it’s just ‘No, I don’t think so’” (Shani, 14). Shani went on to explain that she now prefers to use instant messaging with known (offline) friends—a preference now taken up by many teenagers (Holloway and Green: Livingstone and Bober). Electronic media play an important role in children’s transition to adulthood. The ubiquitousness of the World Wide Web, however, makes restriction and protection of children increasingly difficult to realise (Buckingham 84-5). Instead, many parents in this study are placing more importance on openness, consultation and discussion with their children about the media texts they encounter, rather than imposing restriction and regulation which these parents believe may well be “counter-productive” (Nightingale et al. 19). Of greater disquiet to many parents in this study than their children’s access to unsuitable online content is concern about their children’s possible excessive use of the Internet. Parents were typically more concerned about the amount of time some of their children were spending chatting to friends and playing online games. One mother explains: They [my daughters] started to use MSN whilst they were doing school work and obviously kids are able to listen to music, watch television, do a project. They can multi-task without all the confusion that I [would have] but we actually now, they’re not able to do MSN during the school week at all … so we now said to them, “if you want to ring somebody, give them a call, that’s fine, we don’t mind, but during the week no MSN” … we’ve actually restricted them (Stephanie). Parental concern about children’s excessive use of the Internet was most marked for parents of teenage children: adolescence being a time when “rules about media consumption can be an early site of resistance for young adults keen to take more power for themselves and their own lives” (Green 30). Father of two, Xavier, expressed his concern about (what he perceived as) his teenage son’s excessive use of the Internet: Well I think there’s far too much time … Gavin’ll spend a whole day on it. I try to get him to come to the footy on Sunday. No. He’s available for friends [for online gaming and chat on the Internet]. He’ll spend all day on the computer (Xavier). Son Gavin (16), in a separate interview, anticipated that this criticism had been made and felt compelled to counter it: Well he [dad] makes comments like saying I’m not fit enough ‘cause I spent too much time on the computer but I play soccer a lot. Like, I do sport perhaps everyday at school … I mean, I think, such a piece of crap (Gavin). Thus, the incorporation of the Internet into the domestic sphere often sees previously established boundaries (who uses what, when, where and for how long) redefined, challenged, resisted and defended by various family members. In this way the Internet (and other new media) helps shape (and is shaped by) the temporal and spatial boundaries within the home. Conclusion While all parents in the Family Internet study construct the Internet as a site which requires some level of care and control over their children’s online use, they use a variety of approaches when carrying out this supervisory role. Some parents tend to allow for children’s free exploration of the Internet and are relatively confident that their children are able to negotiate adult texts such as pornography in a comparatively sophisticated manner. Other parents, those inclined to protect their children from the dangers of adult content and unsafe Internet contact, choose to monitor and restrict their children’s access to the Internet to varying degrees. More consistent is parental concern about excessive use of the Internet, and the assumption that this displaces constructive use of children’s time. Public anxieties about children’s use of the Internet make assumptions about children’s media practices. Children (and their families) are often assumed to be less able to differentiate between suitable and unsuitable Internet texts and to deal with these potential dangers in a sensible manner. These fears presuppose a variety of negative impacts on children’s and young peoples’ lives which may have little to do with daily reality. Our exploration of families’ everyday experiences of Internet consumption highlights the disparity between public anxieties about Internet use and the importance of these anxieties in the everyday lives of families. The major concern of families – ill-disciplined and excessive Internet use – barely registers on the same scale as the public moral panic over children’s possible access to online pornography. These findings say less about the Internet as a locale in cyberspace than they do about the domestic dynamics of the household, parenting styles, relationships between parent(s) and children, and the sociocultural context of family life. References Aisbett, Kate. The Internet at Home: A Report on Internet Use in the Home. Sydney: Australian Broadcasting Authority, 2001. Buckingham, David. After the Death of Childhood: Growing up in the Age of Electronic Media. Cambridge, UK: Polity Press, 2000. Durkin, Kevin and Kate Aisbett. Computer Games and Australians Today. Sydney: Office of Film and Literature Classification, 1999. Evans, Mark and Clarice Butkus. “Regulating the Emergent: Cyberporn and the Traditional Media.” Media International Australia 85 (1997): 62-9. Green, Lelia. Technoculture: >From Alphabet to Cybersex. Crows Nest Australia: Allen and Unwin, 2002. Holland, Janet and Caroline Ramazanoglu, Sue Sharpe and Rachel Thomson. The Male in the Head: Young People, Heterosexuality and Power. London: Tufnell Press, 1998. Holloway, Donell and Lelia Green. “Home Is Where You Hang Your @: Australian Women on the Net.” Communications Research Forum. Canberra: Department of Communications, Information Technology and the Arts, 2003. Livingstone, Sonia and Magdalena Bober. UK Children Go Online: Listening to Young People’s Experiences. London: London School of Economics and Political Science, 2003. Marshall, P. David. “Technophobia: Video Games, Computer Hacks and Cybernetics.” Media International Australia 85 (1997): 70-8. Nightingale, Virginia, Dianne Dickenson and Catherine Griff. “Harm: Children’s Views About Media Harm and Program Classification.” Forum. Sydney, Australia, 2000. Nixon, Helen. “Fun and Games Are Serious Business.” Digital Diversions: Youth Culture in the Age of Multi-Media. Ed. J Sefton-Green. London: UCL Press, 1998. Silverstone, Roger, Eric Hirsch and David Morley. “Information and Communication and the Moral Economy of the Household.” Consuming Technologies: Media and Information in Domestic Spaces. Eds. Roger Silverstone and Eric Hirsch. London: Routledge, 1992. 17-31. Valentine, Gill, Sarah Holloway and Nick Bingham. “Transforming Cyberspace: Children’s Interventions in the New Public Sphere.” Children’s Geographies: Playing, Living, Learning. Eds. Sarah L. Holloway and Gill Valentine. London: Routledge, 2000. 156 – 93. MLA Style Holloway, Donell, Lelia Green & Robyn Quin. "What Porn?: Children and the Family Internet." M/C Journal 7.4 (2004). 10 October 2004 <http://www.media-culture.org.au/0410/02_children.php>. APA Style Holloway, D., Green, L. & Quin, R. (2004 Oct 11). What Porn?: Children and the Family Internet, M/C Journal, 7(4). Retrieved Oct 10 2004 from <http://www.media-culture.org.au/0410/02_children.php>
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Bradley, Dale A. « Scenes of Transmission : Youth Culture, MP3 File Sharing, and Transferable Strategies of Cultural Practice ». M/C Journal 9, no 1 (1 mars 2006). http://dx.doi.org/10.5204/mcj.2585.

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The significance of computer mediated communication in relation to the transmission and circulation of discourse is not restricted to the ways in which this relatively recent form of communication enables self-identifying and relatively homogeneous groups to articulate, diffuse and circulate meaning. While the Internet has certainly provided a vital medium for such activities, there is another aspect of transmission that is also significant: the transmission of codes and practices between previously unrelated cultural formations through processes of convergence that occur via their engagement in online media. Of interest here are the ways in which the codes and practices constituting various cultural formations may find their way into other such formations through online practices. Online venues which facilitate the formation of virtual communities act as scenes for the interweaving of participants’ varied interests and, in so doing, bring disparate cultural practices together in new and potentially transformative manners. Viewed from this perspective, online communication not only provides a platform for discursive acts, but constitutes a venue wherein the practical usage of the medium offers up new, and transferable, tactics of communication and cultural practice. One of the most obvious examples of this phenomenon of “convergent transmission” is the now famous case of Napster. Beyond the well-discussed implications for, and ongoing adaptive transformation of, the music industry lies a peculiar moment of convergence wherein Internet Relay Chat (IRC) groups provided a scene for the transmission of cultural codes, values, and practices between a hacking subculture built around online communication and a broader youth culture that was beginning to embrace digital media as a means to enjoy music. The lines of transmission between these two groups were therefore borne by practices related to music, gift economies, computer networking and digital media. The community constituted by the early Napster (as well as other music sharing sites and networks) and the IRC-based discussions that informed their development were more than simply the sum of peer-to-peer (P2P) networks and online communication. I would argue that when taken together, Napster and IRC constituted an online scene for the sharing and dissemination of the hacking subculture’s beliefs and practices through the filter of “music-obsessed” youth culture. To understand Napster as a scene is to define it in relation to practices related to both popular and alternative modes for the production and consumption of cultural artifacts. Lee and Peterson (192-194) note that online scenes exhibit many similarities with the geographically-based scenes analyzed by Hebdige: a fair degree of demographic cohesiveness (typically defined such things as age, ethnicity, gender, sexuality, and class), shared cultural codes and worldviews, and a spectrum of participation ranging from the frequent and enduring relationships of a core constituency to the occasional participation of more peripheral members. As a combined P2P/IRC network, Napster is a means to circulate content rather than being, itself, some form content. Napster’s online circulation of cultural artefacts within and among various communities thus makes it a point of articulation between hacking subcultures and a broader youth culture. This articulation involves both the circulation of music files among participants, and the circulation of knowledge related to the technical modalities for engaging in file sharing. With regard to Napster, and perhaps subcultures in general, it is the formation of participatory communities rather than any particular cultural artefact that is paramount: the possibilities that the Internet offers young people for cultural participation now extend far beyond the types of symbolic transformation of products and resources … . Rather, such products and resources can themselves become both the object and product of collective creativity (Bennett 172). Shawn Fanning’s testimony to the judiciary committee investigating Napster notes at the outset that his reason for undertaking the development of the P2P network that would eventually become Napster was not driven by any intentional form of hacking, but was prompted by a friend’s simple desire to solve reliability issues associated with transmitting digital music files via the Internet: The Napster system that I designed combined a real time system for finding MP3s with chat rooms and instant messaging (functionally similar to IRC). The Chat rooms and instant messaging are integral to creating the community experience; I imagined that they would be used similarly to how people use IRC – as a means for people to learn from each other and develop ongoing relationships (Fanning). The notion of community is not only applicable to those who chose to share music over Napster, but to the development of Napster itself. As Andrews notes, Fanning participated in a number of IRC channels devoted to programming (primarily #winprog for the development of Napster) as well as to channels like #mpeg3 which discussed social and technical issues related to MP3s as well as advice on where and how to get them. Spitz and Hunter focus on the role of community in the development of Napster and point out that: the technology emerged gradually from interactions between and within social groups with different degrees of inclusion in multiple overlapping frames, as opposed to there being a single theoretical breakthrough. ... Based on their involvement in other spaces, such as online communities, Fanning and company’s immediate goals were much more personal and utilitarian—to provide a tool to help themselves and other enthusiasts find and access music on the Internet (171-172). Developed with the aid of numerous long-time and occasional participants to both #winprog and #mpeg3, Napster’s technical component was the product of (at least) two scenes constituted via IRC-based online communities. The first, #winprog, consisted of a subculture of “hardcore” Windows programmers (and hackers) freely sharing ideas, advice, expertise, and computer code in an environment of mutual assistance. While the participants on #mpeg3 represented a much wider community, #mpeg3 also demonstrates the qualities of a scene inasmuch as it constituted a virtual community based not only on shared interests in a variety of musical genres, but of sharing media content in the form of MP3s and related software. One obvious commonality among these two scenes is that they both rely upon informal gift economies as a means by which to transmit cultural codes via the circulation of material objects. With Napster, the gift economy that emerges in relation to he “hacker ethic” of sharing both code and expertise (Levy; Himanen; Wark) here combines with the more generalized and abstract gift economies constituted by the tendency within youth culture to engage in the sharing of media products related to particular lifestyles and subcultures. The development of Napster therefore provided a mechanism by which these two gift economies could come together to form a single overlapping scene combining computing and youth cultures. It should be noted, however, that while Napster was (and still is) typically branded as a youth-based phenomenon, its constituency actually encompassed a broader age demographic wherein membership tended to correlate more closely with “online tenure” than age (Spitz & Hunter 173). Nonetheless, the simultaneously rancorous and laudatory discourse surrounding Napster framed it as a phenomenon indicating the emergence of an IT-savvy youth culture. What occurred with Napster was therefore a situation wherein two scenes came together—one based on hacking, the other on MP3s. Their shared propensity toward informal gift economies allowed them to converge upon notions of P2P networking and IRC-based communities, and this produced a new set of cultural practices centred upon the fusion of file transfers and popular music. The activity of music sharing and the creation of networks to carry it out have, needless to say, proved to have a transformative effect on the circulation of these cultural products. The co-mingling of cultural practices between these two online scenes seems so obvious today that it often seems that it was inevitable. It must be remembered, however, that hacking and music did not seem to be so closely related in 1998. The development of Napster is thus a testament of sorts to the potential for computer mediated communication to effect convergent transformations via the transmission of tactical and communal practices among seemingly unrelated arenas of culture. References Andrews, Robert. “Chat Room That Built the World”. Wired News. Nov. 6, 2005. http://www.wired.com/news/technology/1,69394-0.html>. Bennett, Andy. “Virtual Subculture? Youth, Identity and the Internet”. After Subculture: Critical Studies in Contemporary Youth Culture. Eds. Andy Bennett & Keith Kahn-Harris. London: Palgrave Macmillan, 2004. Fanning, Shawn. Testimony before the Senate Judiciary Committee in Provo, Utah. Oct. 9, 2000. http://judiciary.senate.gov/oldsite/1092000_sf.htm>. Hebdige, Dick. Subculture: The Meaning of Style. London: Routledge, 1991. Himanen, Pekka. The Hacker Ethic. New York: Random House Books, 2001. Lee, Steve S., & Richard A. Peterson. “Internet-Based Virtual Music Scenes: The Case of P2 in Alt.Country Music.” Music Scenes: Local, Transnational, and Virtual. Eds. Andy Bennett & Richard A. Peterson. Nashville: Vanderbilt UP, 2004. Levy, Steven. Hackers. New York: Penguin Books, 1984. Spitz, David & Starling D. Hunter. “Contested Codes: The Social Construction of Napster”. The Information Society 21 (2005): 169-80. Wark, McKenzie. A Hacker Manifesto. Cambridge: Harvard UP, 2004. Citation reference for this article MLA Style Bradley, Dale A. "Scenes of Transmission: Youth Culture, MP3 File Sharing, and Transferable Strategies of Cultural Practice." M/C Journal 9.1 (2006). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0603/05-bradley.php>. APA Style Bradley, D. (Mar. 2006) "Scenes of Transmission: Youth Culture, MP3 File Sharing, and Transferable Strategies of Cultural Practice," M/C Journal, 9(1). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0603/05-bradley.php>.
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Meakins, Felicity, et E. Sean Rintel. « Chat ». M/C Journal 3, no 4 (1 août 2000). http://dx.doi.org/10.5204/mcj.1855.

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"For most of us, if we do not talk of ourselves, or at any rate of the individual circles of which we are the centres, we can talk of nothing. I cannot hold with those who wish to put down the insignificant chatter of the world." -- Anthony Trollope, Framley Parsonage This issue of M/C explores the notion of 'chat', examining its contexts, forms, functions and operations. 'Chat' appears to be a descriptive subset of 'talk', often characterised somewhat unfairly as idle or frivolous 'small talk', 'gossip' -- the kind of tête-à-tête that is mediated through cups of tea (alluded to in Jen Henzell's cover image). However, 'chat' is not only an extremely prevalent activity, but, as Trollope implies, a primary social activity. Serious academic regard for 'chat' can be traced to Malinowski's (150) coining of the term "phatic communion" to refer to talk that expresses the "ties of union", a notion later taken up by Laver ("Communicative Functions"; "Linguistic Routines"). Watzlawick, Beavin and Jackson made a similar distinction between the content level of communication (contains assumptions that are communicable) and the relationship level (which reveals the speaker's attitude to the assumptions communicated and the speaker's relationship with and opinion of the hearer). 'Chat', they argue, is more about building and solidifying relationships between interactants than imparting information. Even gossip, probably the most content driven form of 'chat', lets hearers know that they are regarded well enough by the speakers to be drawn into confidence. We have divided the M/C 'chat' issue into two sections along the lines of context. The first section deals with what might be termed 'traditional' or 'more general' forms of chat, where the interactants are either physically (face-to-face) or acoustically (telephone) copresent. Given both the period and the medium in which M/C 'chat' is being published, it should not be surprising that the second section deals with computer-mediated communication (CMC). With the advent of CMC, 'chat' -- and research on it -- has been transformed, taking with it much of the old formula and leaving behind some of its trappings. M/C 'chat' is introduced by Charles Antaki's Feature Article "Two Rhetorical Uses of the Description 'Chat'". In this insightful and highly accessible piece, Antaki explores the paradoxical manner in which the description of a discursive event as 'chat' may be used to socially persuasive ends. Antaki takes as his starting point the fact that some uses of the word 'chat' demonstrate an old-fashioned view of spoken discourse as an inefficient information-transmission system ('mere talk' and 'gossip'). This, he argues, belies -- and belittles -- its use in actual talk. Analyses of four transcripts containing the descriptor 'chat' illustrate how speakers deploy it as a tactic to promote a description of an informal and blameless event, when in fact the episode in question might be categorised as something rather different. As befits an article by a member of Loughborough University's influential Discourse and Rhetoric Group, folded into the analysis is a persuasive demonstration of the methodological and theoretical strength of Conversation Analysis (CA) for describing language-in-use. However, as Antaki concludes, this is not just a game for analysts - we are all fundamentally sensitive to the power of the 'chat' descriptor. M/C 'chat' is introduced by Charles Antaki's Feature Article "Two Rhetorical Uses of the Description 'Chat'". In this insightful and highly accessible piece, Antaki explores the paradoxical manner in which the description of a discursive event as 'chat' may be used to socially persuasive ends. Antaki takes as his starting point the fact that some uses of the word 'chat' demonstrate an old-fashioned view of spoken discourse as an inefficient information-transmission system ('mere talk' and 'gossip'). This, he argues, belies -- and belittles -- its use in actual talk. Analyses of four transcripts containing the descriptor 'chat' illustrate how speakers deploy it as a tactic to promote a description of an informal and blameless event, when in fact the episode in question might be categorised as something rather different. As befits an article by a member of Loughborough University's influential Discourse and Rhetoric Group, folded into the analysis is a persuasive demonstration of the methodological and theoretical strength of Conversation Analysis (CA) for describing language-in-use. However, as Antaki concludes, this is not just a game for analysts - we are all fundamentally sensitive to the power of the 'chat' descriptor. In a turn away from the micro-level world of Conversation Analysis (CA), Mark Frankland's "Chatting in the Neighbourhood: Does It Have a Place in the World of Globalised Media?" is a broad diachronic and synchronic overview of the place local media such as 'chat' and community newspapers fit into an evolving and increasingly global media-scape. The first half of Frankland's article is an historical demonstration of the almost inevitable links between the rise of the urban form and moves away from local media to media globalisation. Given this history, in the second half of the article Frankland asks what effect the absence of local forms of media might have. He argues that local media forms are important sense-making mechanisms, operating at the level of personal effectivity, for assimilating the constantly changing media-scape. Local news media, and the even more micro level of 'chat' may act as "transition discourses", meaningful local contexts in which we may discuss the global. Most of the articles in this collection are about forms of chat to which both parties consent. "Invitation or Sexual Harassment? An Analysis of an Intercultural Communication Breakdown" by Zhu Yunxia and Peter Thompson considers quite the opposite -- unwelcome 'chatting up' or verbal sexual harassment. Zhu and Thompson examine a series of three telephone invitations to a party from a male Chinese tutor to a female Australian student, which resulted in an accusation of sexual harassment. Through an analysis combining Searle's speech acts, Austin's felicity conditions and Aristotle's rhetorical strategies, Zhu and Thompson suggest that different cultures use different tactics in the speech act of an invitation and they believe that the potential for miscommunication is increased when intercultural differences are present in the interaction. "The Naturally-Occurring Chat Machine" is Darren Reed and Malcolm Ashmore's interesting methodological reflection on the nature of the data collection and transcription processes of Conversation Analysis (CA), in order to "provoke a reconsideration of the marginal status of textually conducted interaction as a proper topic for CA". The worked-up complexities of CA transcripts, they argue, produce a myth of an unmediated origin, when in fact 'machinic-productive processes' are used to produce data considered 'studiable' in the CA of face-to-face conversations. Analogous processes produce data for the CA of Internet newsgroup messages. Ironically, in terms of CA's claim of using 'naturally occurring' data, Reed and Ashmore make the controversial counter-claim that newsgroup data might be considered superior to transcribed data, as the textual character of Internet newsgroups is the result of participants' work. In effect, therefore, Internet newsgroup data is considerably less mediated than recorded and transcribed conversations. Reed and Ashmore provide a neat link between bring the first section of M/C 'chat', dealing with what might be termed 'traditional chat media', and the second section concentrating on computer-mediated communication (CMC). The boom in CMC also marks the renaissance of Conversation Analytic research. Interestingly, both Reed and Ashmore, who end this section, and Paul ten Have, who we asked to introduce the CMC section, note that the proliferation of new interaction media not only provides new contexts in which to investigate human interaction, but also very conveniently produce easy-to-use data as a natural process of participation. Paul ten Have begins the CMC section with an introduction to some of the fundamental features and concerns of CMC research in his ethnographic investigation of how to find someone to talk to in a chat room. From the standpoint of Membership Categorisation Analysis (MCA), "Computer-Mediated Chat: Ways of Finding Chat Partners" takes us through a description of the more or less generic categorisation features of most chat rooms, and then into the three primary concerns that CMC users often make apparent very early in an interaction: age, sex and location, indicated by the acronymic "a/s/l please". Interestingly, his conclusion is that while it is clear that pre-existing communication procedures must be adapted to the new environment -- manifested perhaps most obviously by a more explicit questioning when searching for chat partners -- current media do not provide much scope for radical change in the fundamentals of 'chat'. Paul ten Have begins the CMC section with an introduction to some of the fundamental features and concerns of CMC research in his ethnographic investigation of how to find someone to talk to in a chat room. From the standpoint of Membership Categorisation Analysis (MCA), "Computer-Mediated Chat: Ways of Finding Chat Partners" takes us through a description of the more or less generic categorisation features of most chat rooms, and then into the three primary concerns that CMC users often make apparent very early in an interaction: age, sex and location, indicated by the acronymic "a/s/l please". Interestingly, his conclusion is that while it is clear that pre-existing communication procedures must be adapted to the new environment -- manifested perhaps most obviously by a more explicit questioning when searching for chat partners -- current media do not provide much scope for radical change in the fundamentals of 'chat'. Miranda Mowbray continues this theme of the false perception of restrictiveness. She notes that most interactive CMC systems place certain restrictions on the way in which a person may present themselves on arrival in the room. In her article, "Neither Male nor Female: Other -- Gendered Chat in Little Italy", Mowbray notes that the Little Italy's system (created by Pavel Curtis originally for Lambda MOO) gives participants the opportunity to broaden their gender presentation options from 'female' or 'male' to a range of 'other genders'. Mowbray observes that a fifth of the inhabitants of Little Italy opt to choose a gender other than that of the traditional 'female' or 'male', and, significantly, that half of users presenting as 'other genders' are still participating after a year -- more than the traditionally gendered Little Italians. Through 28 responses from these Little Italians, Mowbray investigates why these other-gendered participants are more likely to remain in the one space than those who chose 'female' or 'male'. She concludes that it is "the personal creative investment by the other-gendered citizens in Little Italy that makes them especially likely to remain active citizens." Mowbray considers Little Italy's system to be an excellent demonstration of a "stickiness" feature -- a feature of a CMC system that attracts long term use. Her results should be of interest to software companies wanting to design popular -- and profitable -- chat rooms. Since interactive synchronous and quasi-synchronous CMC systems became popular with the release of IRC, ICQ, Webchat and various ISP chat rooms, a flood of research about the transformation of language in computer-mediated situations has resulted. However most of this work has concentrated on chat between strangers. Campbell and Wickman observe this bias in their article, "Familiars in a Strange Land: A Case Study of Friends Chatting Online", choosing instead to concentrate on computer-mediated chat between acquaintances. In this autoethnographic account, the authors note that although they have adopted some of the more common conversational CMC strategies, they have also created their own, relevant to their particular circumstances. Historically, CMC research has argued that the 'cues-filtered-out' nature of CMC systems leads to depersonalisation and the lack of necessity to adhere to social conventions of politeness. However, Campbell and Wickman note that in their own chat as online and offline familiars, they observe a strong need to adhere to politeness conventions, due to the face-to-face consequences of their online actions. This interesting finding suggests that politeness theory may be of great value in future CMC research, particularly that comparing and contrasting chat between familiars and strangers, and/or face-to-face and online interaction. As Ylva Hård af Segerstad points out, most CMC research is conducted on English language forums. M/C 'chat' is pleased to help redress this balance with the publication of investigations on the impact of computer-mediation on languages other than English, in this case Swedish. Given the English focus of the Internet, however, CMC research on languages other than English must, of course, take account of the variations between the language-specific and 'international' (read English-language) forums. This being the case, Hård af Segerstad discusses the result of questionnaire data and logged conversations to determine if written online Swedish is being adapted in ways particular to it, or if Swedish written language is being developed in analogy with adaptations observable in international chat rooms. While the surprisingly uniform results of the two data sources indicate that Swedish written language is being adapted for online chat (rather than using one language offline and another online), the actual adaptation strategies are much the same as those observed in other adaptations of writing in general. In their paper "Chatting to Learn and Learning to Chat in Collaborative Virtual Environments", Teresa Cerratto and Yvonne Wærn discuss the importance of conversation to educational contexts and the communication problems inherent in using an electronic medium as an educational tool. These authors are more concerned with the information transmission aspect of chat rather than its dominant relationship characteristics. They examine two groups of teachers in Sweden who are learning to use the new collaborative virtual environment, TAPPED IN™. Cerratto and Wærn note some of the strategies that the teachers adopt in attempting to gain the floor in this CVE where there are a number of people vying for attention. At the same time, tactics used by teachers for communicative collaboration are also discussed by these authors. Finally, on the basis of an analysis of their data, Cerratto and Wærn provide arguments for the importance of leadership in these particular learning environments, arguing a leader helps maintain the informational coherence of the discussions. In terms of redressing imbalances in CMC research, not only has language been particularly biased to English, but in some media -- Internet Relay Chat (IRC) in particular -- most research has been qualitative in nature. We may know how users manage their interactions online, but how many are doing so? The bases of many generalisations about adaptation strategies are somewhat shaky on the quantitative front. Much can be gained by combining the quantitative with the qualitative, and with this in mind, Hinner has taken it upon himself to not only create a system capable of capturing usage statistics for all the major IRC networks, but also to provide two years of these statistics and make this system available on his Website. His article details the processes involved in creating the Socip statistical program and sample graphs of the kinds of information that his system can provide. The CMC section of M/C 'Chat' brought to our attention many more articles than we could publish in the already quite expanded issue, and we were sorry to have had to pass over promising work in this popular field. The contributions included, however, represent a turning point in CMC research, in which our wonder -- and glee -- of describing findings of social interaction in what were assumed to be anti-social media, has turned to the detailed consideration of just how socialisation is accomplished in what promise to be increasingly common media. What has not changed, as Paul ten Have notes, and, indeed, as Charles Antaki began the issue, is that all human life can be found in language-in-use -- wherever it takes place. Hinner's article brings the CMC section of M/C 'chat' to a close, but is not quite the last blast. Very early in the article submission process, Ulf Wilhelmsson contacted us about including his "Dialogue on Film and Philosophy". Wilhelmsson wanted to translate -- from the original Swedish -- his Socratic dialogue about film in which Quentin Tarantino moderates a discussion involving numerous influential philosophers, film-makers, film-scholars and the odd Beatle (John Lennon). While we were somewhat taken aback, the rough translation of the first few lines was interesting, and, as it turns out, quite entertaining. Unfortunately, due to its length, the dialogue can not be supplied in regular M/C 'bits', and so we have made it available as a downloadable Rich Text Format file. See the Editor's Preface to Wilhelmsson's article for more information on its content and to download the file itself. This very global issue of M/C brings together people in Germany to New Zealand, Sweden to the UK, all chatting about chat. We hope you enjoy this collection of articles. Felicity Meakins & E. Sean Rintel -- 'Chat' Issue Editors References Laver, John. "Communicative Functions of Phatic Communication." The Organisation of Behaviour in Face-to-Face Interaction. Eds. Adam Kendon, Richard M. Harris, and Mary Ritchie Key. The Hague: Mouton, 1975. 215-38. ---. "Linguistic Routines and Politeness in Greeting and Parting." Conversational Routine: Explorations in Standardised Communication Situations and Prepatterned Speech. Ed. Florian Coulmas. The Hague: Mouton, 1981. 289-304. Malinowski, Bronislaw. Supplement. The Meaning of Meaning: A Study of the Influence of Language upon Thought and the Science of Symbolism. C. K. Ogden and I. A. Richards. London: Kegan Paul, Trench, Trebner, 1923. 451-510. Rpt. as "Phatic Communion." Communication in Face-to-Face Interaction. Ed. John Laver and Sandy Hutchinson. Harmondsworth, England: Penguin, 1972. 126-52. Trollope, Antony. Framley Parsonage. New York: Oxford UP, 1980. Watzlawick, Paul, Janet Helmick Beavin, and Don D. Jackson. Pragmatics of Human Communication: A Study of Interactional Patterns, Pathologies, and Paradoxes. New York: Norton, 1967. Citation reference for this article MLA style: Felicity Meakins, E. Sean Rintel. "Editorial: 'Chat'." M/C: A Journal of Media and Culture 3.4 (2000). [your date of access] <http://www.api-network.com/mc/0008/edit.php>. Chicago style: Felicity Meakins, E. Sean Rintel, "Editorial: 'Chat'," M/C: A Journal of Media and Culture 3, no. 4 (2000), <http://www.api-network.com/mc/0008/edit.php> ([your date of access]). APA style: Felicity Meakins, E. Sean Rintel. (2000) Editorial: 'chat'. M/C: A Journal of Media and Culture 3(4). <http://www.api-network.com/mc/0008/edit.php> ([your date of access]).
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14

Green, Lelia. « The End of the Virtual Community ». M/C Journal 2, no 8 (1 décembre 1999). http://dx.doi.org/10.5204/mcj.1812.

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The theme of the 1990s -- for the English-speaking middle-classes in consumer societies -- has been the Internet. The decade started with only a handful of people sensing the potential of online communication, but the following years have been characterised by an exponential growth in awareness as the Internet has established itself as the fastest growing medium in history (Arens 513). Ten years on, and fifty million users later, it's hard to remember that things were ever any different. Nonetheless, some aspects of the initial hesitancy about online are retained in everyday speech. 'Virtual community' is an example of such an anachronism; it harks back to a time of uncertainty. By the time a movement reaches double digits in age -- and the population of a medium-sized country -- it deserves to be taken seriously. For the Internet, and especially for social uses of the Internet, that means it's time to put an end to the virtual community. For those of us interested to read it, there's a wealth of learned opinion about what constitutes 'community'. From the early days, when Baym discussed computer-mediated community in terms of Usenet groups, to her more current work, the theme has been one of comparison: how does online differ from 'real life' (RL)? RL has been established as the standard against which online is measured. When this happened in the 1970s (and for me the 1970s was the decade of second-wave feminism) these 'naming rights' were challenged early on. Who were these people who claimed to have the right to judge -- and how appropriate was the standard they were using? Whose interests are served by judging online against the real? It's clear that the aim is to 'otherise' online, to marginalise it as a site for genuine experience. Let's end the implied discrimination here and now -- from 01/01/2000 (assuming we all survive Y2K), let's work for Online Liberation! Completeness demands that I play the game of comparing online and RL once more, however. As the Internet became 'adopted' (welcomed into some households, smuggled into others), those with a disposable income came to worry about more than Telstra and ISP bills. They began to consider the nature and status of their social contact in the online environment and started to interrogate the quality of the community they found there. There tend to be two big stumbling blocks to recognising online as community. Online participants didn't share geographical space, and they didn't 'really' know each other. As Stone (in Benedickt 82-3) documents, some people on the Internet have been taken in by a middle-aged male psychiatrist who pretended to be a woman. This could be a dreadful problem in RL, but do RL notions of space and identity matter online? More positively, what does online have that RL doesn't? When we turn the focus, and judge RL according to the standards of online -- accepting online at its own value -- we find RL lacking in many desirable features. In RL, for example: Participants are constrained by their age, sex, appearance, class etc; There are geographical limitations; Night tends to be a time for sleep (indeed the concept of night, as such, only pertains to RL); People make negative judgements if you go off in private with someone as soon as they say something interesting. Let's face it, RL's got a lot of drawbacks. Especially for baby boomers who want an acceptable venue to act the age they feel (cusp of thirty). In tandem with RL's drawbacks online offers a number of positive benefits, including: Participants can act the age they feel without looking silly; Ease of access to other people (given access to the technology); The combination of intensity and variety through simultaneous intimate conversations over an extended period of time; and It's a publishing platform for personal opinion (useful if you aren't a Packer or Murdoch). Looking at features which online and RL have in common, we find that the more an individual invests in a community (or any relationship) the more they are likely to benefit from that community. Deposits of social capital work in both locations (but in RL it's harder to draw upon investments at 3.00 am). In both locations people are attracted to others of like mind and interests, and then find their exchanges centre on the exploration of differences. Both settings let us learn about ourselves, but online allows us far more freedom to explore the 'real' person behind the a/s/l (age, sex, location) bounded persona. Online, like RL, has developed its own slang (did that originally mean 'short language'?). On my computer, for example, it's hard to type :), it automatically becomes ;). For the past four months I have been working on a collaborative participant-research project with a group of students whose ages range from 18-43. We have been developing a theory of involvement in online community. The engagement patterns identified now require more investigation with a wider cross-section of Net users and neophytes. It is to be expected that online participation -- as with audience membership -- may reflect 'age and stage' in terms of the nature and intensity of online involvement (notwithstanding the fluidity of a/s/l in cyberspace). Initial impressions from this research with Net users indicates that we judge 'community' according to our level of emotional investment; that online can involve huge emotional investment; and that vulnerability is as relevant to social behaviour online as it is in RL. Keen Netizens also reckon that only academics and people who have never 'lived' online are worried about whether online community 'really exists'. They take it as self-evident that online communities are ... online communities. And as for the concern of many that online seduces teenagers and young adults away from family life (echoes of all those early 'displacement studies' of television viewing in the 1950s), the experience of these participants is that much of family life centres around online. There's full and frank discussion of time spent online -- versus time spent in study -- not to mention phone bills, calls not getting through etc. Nonetheless, it's a pretty tame way to make one's transitional-adult presence felt, compared with a hard drug addiction or a full-face tattoo. And what about the 'dark side' of online -- the porn, the (consensual but wacky) cybersex groups, the MA-rated games, hate sites, gambling and genocide showcases? What about the fifty-something men pretending to be pre-teen girls on the my.chickclick.com chat lines? I rest my case. These are all features of community -- the good, the bad, the ugly and the exploited. Like any self-respecting social system, both RL and online are never manifest in just 'one' community but have members who interact in a number of contexts across a range of interests. Perhaps the fear that RL feels about online (which makes RL keen to label 'online' as 'virtual') centres on the fact that the 'dark side' in online is an illumination of the hidden and the marginalised in RL. We all know what happens with the return of the repressed. (It's larger than life!) The history of media studies shows displacement research, followed by effects research, content and semiotic analysis, the uses and gratifications perspective, and audience and consumption studies ethnography. Episodes of moral panic liberally laced these approaches, driving the research programme and making some funding applications more attractive than others. Online has an open research agenda and huge potential to inform us about ourselves, as well as about the medium and its characteristics. It has already attracted displacement research, and triggered a number of moral panics. Interactivity makes online a far more exciting and challenging venue for research than straightforward consumption studies of mass media. Online communities offer sites of maximum interactivity and social creativeness. They are the natural starting point for the post-Y2K research era. Growing up is learning to judge yourself by your own standards -- and not having to conform to other people's. It tends to start in our second decade and, for the more interesting among us, it never ends. The phrase 'online community' accepts the community within the context of its environment and its communications ecology. Virtual is the name given by others; online is what the community members choose to call themselves. Let's mark the end of the Internet's first decade by paying it the respect it deserves. The virtual is dead! Long live online! The author acknowledges the particular contributions of Russell Carman, Marian Palandri and an anonymous reviewer to this paper. References Arens, W. Contemporary Advertising. 7th ed. US: Irwin/McGraw-Hill, 1999. Baym, N. "The Emergence of Community in Computer-Mediated Communication." CyberSociety: Computer-Mediated Communication and Community. Thousand Oaks, Cal.: Sage, 1995. 138-63. Benedickt, M. Cyberspace: First Steps. Cambridge, Mass.: MIT P, 1991. Citation reference for this article MLA style: Lelia Green. "The End of the Virtual Community." M/C: A Journal of Media and Culture 2.8 (1999). [your date of access] <http://www.uq.edu.au/mc/9912/virtual.php>. Chicago style: Lelia Green, "The End of the Virtual Community," M/C: A Journal of Media and Culture 2, no. 8 (1999), <http://www.uq.edu.au/mc/9912/virtual.php> ([your date of access]). APA style: Lelia Green. (1999) The end of the virtual community. M/C: A Journal of Media and Culture 2(8). <http://www.uq.edu.au/mc/9912/virtual.php> ([your date of access]).
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15

Ruch, Adam, et Steve Collins. « Zoning Laws : Facebook and Google+ ». M/C Journal 14, no 5 (18 octobre 2011). http://dx.doi.org/10.5204/mcj.411.

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As the single most successful social-networking Website to date, Facebook has caused a shift in both practice and perception of online socialisation, and its relationship to the offline world. While not the first online social networking service, Facebook’s user base dwarfs its nearest competitors. Mark Zuckerberg’s creation boasts more than 750 million users (Facebook). The currently ailing MySpace claimed a ceiling of 100 million users in 2006 (Cashmore). Further, the accuracy of this number has been contested due to a high proportion of fake or inactive accounts. Facebook by contrast, claims 50% of its user base logs in at least once a day (Facebook). The popular and mainstream uptake of Facebook has shifted social use of the Internet from various and fragmented niche groups towards a common hub or portal around which much everyday Internet use is centred. The implications are many, but this paper will focus on the progress what Mimi Marinucci terms the “Facebook effect” (70) and the evolution of lists as a filtering mechanism representing one’s social zones within Facebook. This is in part inspired by the launch of Google’s new social networking service Google+ which includes “circles” as a fundamental design feature for sorting contacts. Circles are an acknowledgement of the shortcomings of a single, unified friends list that defines the Facebook experience. These lists and circles are both manifestations of the same essential concept: our social lives are, in fact, divided into various zones not defined by an online/offline dichotomy, by fantasy role-play, deviant sexual practices, or other marginal or minority interests. What the lists and circles demonstrate is that even very common, mainstream people occupy different roles in everyday life, and that to be effective social tools, social networking sites must grant users control over their various identities and over who knows what about them. Even so, the very nature of computer-based social tools lead to problematic definitions of identities and relationships using discreet terms, in contrast to more fluid, performative constructions of an individual and their relations to others. Building the Monolith In 1995, Sherry Turkle wrote that “the Internet has become a significant social laboratory for experimenting with the constructions and reconstructions of self that characterize postmodern life” (180). Turkle describes the various deliberate acts of personnae creation possible online in contrast to earlier constraints placed upon the “cycling through different identities” (179). In the past, Turkle argues, “lifelong involvement with families and communities kept such cycling through under fairly stringent control” (180). In effect, Turkle was documenting the proliferation of identity games early adopters of Internet technologies played through various means. Much of what Turkle focused on were MUDs (Multi-User Dungeons) and MOOs (MUD Object Oriented), explicit play-spaces that encouraged identity-play of various kinds. Her contemporary Howard Rheingold focused on what may be described as the more “true to life” communities of the WELL (Whole Earth ‘Lectronic Link) (1–38). In particular, Rheingold explored a community established around the shared experience of parenting, especially of young children. While that community was not explicitly built on the notion of role-play, the parental identity was an important quality of community members. Unlike contemporary social media networks, these early communities were built on discreet platforms. MUDs, MOOs, Bulletin Board Systems, UseNet Groups and other early Internet communication platforms were generally hosted independently of one another, and even had to be dialled into via modem separately in some cases (such as the WELL). The Internet was a truly disparate entity in 1995. The discreetness of each community supported the cordoning off of individual roles or identities between them. Thus, an individual could quite easily be “Pete” a member of the parental WELL group and “Gorak the Destroyer,” a role-player on a fantasy MUD without the two roles ever being associated with each other. As Turkle points out, even within each MUD ample opportunity existed to play multiple characters (183–192). With only a screen name and associated description to identify an individual within the MUD environment, nothing technical existed to connect one player’s multiple identities, even within the same community. As the Internet has matured, however, the tendency has been shifting towards monolithic hubs, a notion of collecting all of “the Internet” together. From a purely technical and operational perspective, this has led to the emergence of the ISP (Internet service provider). Users can make a connection to one point, and then be connected to everything “on the Net” instead of individually dialling into servers and services one at a time as was the case in the early 1980s with companies such as Prodigy, the Source, CompuServe, and America On-Line (AOL). The early information service providers were largely walled gardens. A CompuServe user could only access information on the CompuServe network. Eventually the Internet became the network of choice and services migrated to it. Standards such as HTTP for Web page delivery and SMTP for email became established and dominate the Internet today. Technically, this has made the Internet much easier to use. The services that have developed on this more rationalised and unified platform have also tended toward monolithic, centralised architectures, despite the Internet’s apparent fundamental lack of a hierarchy. As the Internet replaced the closed networks, the wider Web of HTTP pages, forums, mailing lists and other forms of Internet communication and community thrived. Perhaps they required slightly more technological savvy than the carefully designed experience of walled-garden ISPs such as AOL, but these fora and IRC (Internet Relay Chat) rooms still provided the discreet environments within which to role-play. An individual could hold dozens of login names to as many different communities. These various niches could be simply hobby sites and forums where a user would deploy their identity as model train enthusiast, musician, or pet owner. They could also be explicitly about role-play, continuing the tradition of MUDs and MOOs into the new millennium. Pseudo- and polynymity were still very much part of the Internet experience. Even into the early parts of the so-called Web 2.0 explosion of more interactive Websites which allowed for easier dialog between site owner and viewer, a given identity would be very much tied to a single site, blog or even individual comments. There was no “single sign on” to link my thread from a music forum to the comments I made on a videogame blog to my aquarium photos at an image gallery site. Today, Facebook and Google, among others, seek to change all that. The Facebook Effect Working from a psychological background Turkle explored the multiplicity of online identities as a valuable learning, even therapeutic, experience. She assessed the experiences of individuals who were coming to terms with aspects of their own personalities, from simple shyness to exploring their sexuality. In “You Can’t Front on Facebook,” Mimi Marinucci summarizes an analysis of online behaviour by another psychologist, John Suler (67–70). Suler observed an “online disinhibition effect” characterised by users’ tendency to express themselves more openly online than offline (321). Awareness of this effect was drawn (no pun intended) into popular culture by cartoonist Mike Krahulik’s protagonist John Gabriel. Although Krahulik’s summation is straight to the point, Suler offers a more considered explanation. There are six general reasons for the online disinhibition effect: being anonymous, being invisible, the communications being out of sync, the strange sensation that a virtual interlocutor is all in the mind of the user, the general sense that the online world simply is not real and the minimisation of status and authority (321–325). Of the six, the notion of anonymity is most problematic, as briefly explored above in the case of AOL. The role of pseudonymity has been explored in more detail in Ruch, and will be considered with regard to Facebook and Google+ below. The Facebook effect, Marinucci argues, mitigates all six of these issues. Though Marinucci explains the mitigation of each factor individually, her final conclusion is the most compelling reason: “Facebook often facilitates what is best described as an integration of identities, and this integration of identities in turn functions as something of an inhibiting factor” (73). Ruch identifies this phenomenon as the “aggregation of identities” (219). Similarly, Brady Robards observes that “social network sites such as MySpace and Facebook collapse the entire array of social relationships into just one category, that of ‘Friend’” (20). Unlike earlier community sites, Ruch notes “Facebook rejects both the mythical anonymity of the Internet, but also the actual pseudo- or polynonymous potential of the technologies” (219). Essentially, Facebook works to bring the offline social world online, along with all the conventional baggage that accompanies the individual’s real-world social life. Facebook, and now Google+, present a hard, dichotomous approach to online identity: anonymous and authentic. Their socially networked individual is the “real” one, using a person’s given name, and bringing all (or as many as the sites can capture) their contacts from the offline world into the online one, regardless of context. The Facebook experience is one of “friending” everyone one has any social contact with into one homogeneous group. Not only is Facebook avoiding the multiple online identities that interested Turkle, but it is disregarding any multiplicity of identity anywhere, including any online/offline split. David Kirkpatrick reports Mark Zuckerberg’s rejection of this construction of identity is explained by his belief that “You have one identity … having two identities for yourself is an example of a lack of integrity” (199). Arguably, Zuckerberg’s calls for accountability through identity continue a perennial concern for anonymity online fuelled by “on the Internet no one knows you’re a dog” style moral panics. Over two decades ago Lindsy Van Gelder recounted the now infamous case of “Joan and Alex” (533) and Julian Dibbell recounted “a rape in cyberspace” (11). More recent anxieties concern the hacking escapades of Anonymous and LulzSec. Zuckerberg’s approach has been criticised by Christopher Poole, the founder of 4Chan—a bastion of Internet anonymity. During his keynote presentation at South by SouthWest 2011 Poole argued that Zuckerberg “equates anonymity with a lack of authenticity, almost a cowardice.” Yet in spite of these objections, Facebook has mainstream appeal. From a social constructivist perspective, this approach to identity would be satisfying the (perceived?) need for a mainstream, context-free, general social space online to cater for the hundreds of millions of people who now use the Internet. There is no specific, pre-defined reason to join Facebook in the way there is a particular reason to join a heavy metal music message board. Facebook is catering to the need to bring “real” social life online generally, with “real” in this case meaning “offline and pre-existing.” Very real risks of missing “real life” social events (engagements, new babies, party invitations etc) that were shared primarily via Facebook became salient to large groups of individuals not consciously concerned with some particular facet of identity performance. The commercial imperatives towards monolithic Internet and identity are obvious. Given that both Facebook and Google+ are in the business of facilitating the sale of advertising, their core business value is the demographic information they can sell to various companies for target advertising. Knowing a user’s individual identity and tastes is extremely important to those in the business of selling consumers what they currently want as well as predicting their future desires. The problem with this is the dawning realisation that even for the average person, role-playing is part of everyday life. We simply aren’t the same person in all contexts. None of the roles we play need to be particularly scandalous for this to be true, but we have different comfort zones with people that are fuelled by context. Suler proposes and Marinucci confirms that inhibition may be just as much part of our authentic self as the uninhibited expression experienced in more anonymous circumstances. Further, different contexts will inform what we inhibit and what we express. It is not as though there is a simple binary between two different groups and two different personal characteristics to oscillate between. The inhibited personnae one occupies at one’s grandmother’s home is a different inhibited self one plays at a job interview or in a heated discussion with faculty members at a university. One is politeness, the second professionalism, the third scholarly—yet they all restrain the individual in different ways. The Importance of Control over Circles Google+ is Google’s latest foray into the social networking arena. Its previous ventures Orkut and Google Buzz did not fare well, both were variously marred by legal issues concerning privacy, security, SPAM and hate groups. Buzz in particular fell afoul of associating Google accounts with users” real life identities, and (as noted earlier), all the baggage that comes with it. “One user blogged about how Buzz automatically added her abusive ex-boyfriend as a follower and exposed her communications with a current partner to him. Other bloggers commented that repressive governments in countries such as China or Iran could use Buzz to expose dissidents” (Novak). Google+ takes a different approach to its predecessors and its main rival, Facebook. Facebook allows for the organisation of “friends” into lists. Individuals can span more than one list. This is an exercise analogous to what Erving Goffman refers to as “audience segregation” (139). According to the site’s own statistics the average Facebook user has 130 friends, we anticipate it would be time-consuming to organise one’s friends according to real life social contexts. Yet without such organisation, Facebook overlooks the social structures and concomitant behaviours inherent in everyday life. Even broad groups offer little assistance. For example, an academic’s “Work People” list may include the Head of Department as well as numerous other lecturers with whom a workspace is shared. There are things one might share with immediate colleagues that should not be shared with the Head of Department. As Goffman states, “when audience segregation fails and an outsider happens upon a performance that was not meant for him, difficult problems in impression management arise” (139). By homogenising “friends” and social contexts users are either inhibited or run the risk of some future awkward encounters. Google+ utilises “circles” as its method for organising contacts. The graphical user interface is intuitive, facilitated by an easy drag and drop function. Use of “circles” already exists in the vocabulary used to describe our social structures. “List” by contrast reduces the subject matter to simple data. The utility of Facebook’s friends lists is hindered by usability issues—an unintuitive and convoluted process that was added to Facebook well after its launch, perhaps a reaction to privacy concerns rather than a genuine attempt to emulate social organisation. For a cogent breakdown of these technical and design problems see Augusto Sellhorn. Organising friends into lists is a function offered by Facebook, but Google+ takes a different approach: organising friends in circles is a central feature; the whole experience is centred around attempting to mirror the social relations of real life. Google’s promotional video explains the centrality of emulating “real life relationships” (Google). Effectively, Facebook and Google+ have adopted two different systemic approaches to dealing with the same issue. Facebook places the burden of organising a homogeneous mass of “friends” into lists on the user as an afterthought of connecting with another user. In contrast, Google+ builds organisation into the act of connecting. Whilst Google+’s approach is more intuitive and designed to facilitate social networking that more accurately reflects how real life social relationships are structured, it suffers from forcing direct correlation between an account and the account holder. That is, use of Google+ mandates bringing online the offline. Google+ operates a real names policy and on the weekend of 23 July 2011 suspended a number of accounts for violation of Google’s Community Standards. A suspension notice posted by Violet Blue reads: “After reviewing your profile, we determined the name you provided violates our Community Standards.” Open Source technologist Kirrily Robert polled 119 Google+ users about their experiences with the real names policy. The results posted to her on blog reveal that users desire pseudonymity, many for reasons of privacy and/or safety rather than the lack of integrity thought by Zuckerberg. boyd argues that Google’s real names policy is an abuse of power and poses danger to those users employing “nicks” for reasons including being a government employment or the victim of stalking, rape or domestic abuse. A comprehensive list of those at risk has been posted to the Geek Feminism Wiki (ironically, the Wiki utilises “Connect”, Facebook’s attempt at a single sign on solution for the Web that connects users’ movements with their Facebook profile). Facebook has a culture of real names stemming from its early adopters drawn from trusted communities, and this culture became a norm for that service (boyd). But as boyd also points out, “[r]eal names are by no means universal on Facebook.” Google+ demands real names, a demand justified by rhetoric of designing a social networking system that is more like real life. “Real”, in this case, is represented by one’s given name—irrespective of the authenticity of one’s pseudonym or the complications and dangers of using one’s given name. Conclusion There is a multiplicity of issues concerning social networks and identities, privacy and safety. This paper has outlined the challenges involved in moving real life to the online environment and the contests in trying to designate zones of social context. Where some earlier research into the social Internet has had a positive (even utopian) feel, the contemporary Internet is increasingly influenced by powerful and competing corporations. As a result, the experience of the Internet is not necessarily as flexible as Turkle or Rheingold might have envisioned. Rather than conducting identity experimentation or exercising multiple personnae, we are increasingly obligated to perform identity as it is defined by the monolithic service providers such as Facebook and Google+. This is not purely an indictment of Facebook or Google’s corporate drive, though they are obviously implicated, but has as much to do with the new social practice of “being online.” So, while there are myriad benefits to participating in this new social context, as Poole noted, the “cost of failure is really high when you’re contributing as yourself.” Areas for further exploration include the implications of Facebook positioning itself as a general-purpose user authentication tool whereby users can log into a wide array of Websites using their Facebook credentials. If Google were to take a similar action the implications would be even more convoluted, given the range of other services Google offers, from GMail to the Google Checkout payment service. While the monolithic centralisation of these services will have obvious benefits, there will be many more subtle problems which must be addressed. References Blue, Violet. “Google Plus Deleting Accounts en Masse: No Clear Answers.” zdnet.com (2011). 10 Aug. 2011 ‹http://www.zdnet.com/blog/violetblue/google-plus-deleting-accounts-en-masse-no-clear-answers/56›. boyd, danah. “Real Names Policies Are an Abuse of Power.” zephoria.org (2011). 10 Aug. 2011 ‹http://www.zephoria.org/thoughts/archives/2011/08/04/real-names.html›. Cashmore, Pete. “MySpace Hits 100 Million Accounts.” mashable.com (2006). 10 Aug. 2011 ‹http://mashable.com/2006/08/09/myspace-hits-100-million-accounts›. Dibble, Julian. My Tiny Life: Crime and Passion in a Virtual World. New York: Henry Holt & Company, 1998. Facebook. “Fact Sheet.” Facebook (2011). 10 Aug. 2011 ‹http://www.facebook.com/press/info.php?statistic›. Geek Feminism Wiki. “Who Is Harmed by a Real Names Policy?” 2011. 10 Aug. 2011 ‹http://geekfeminism.wikia.com/wiki/Who_is_harmed_by_a_%22Real_Names%22_policy› Goffman, Erving. The Presentation of Self in Everyday Life. London: Penguin, 1959. Google. “The Google+ Project: Explore Circles.” Youtube.com (2011). 10 Aug. 2011 ‹http://www.youtube.com/watch?v=ocPeAdpe_A8›. Kirkpatrick, David. The Facebook Effect. New York: Simon & Schuster, 2010. Marinucci, Mimi. “You Can’t Front on Facebook.” Facebook and Philosophy. Ed. Dylan Wittkower. Chicago & La Salle, Illinois: Open Court, 2010. 65–74. Novak, Peter. “Privacy Commissioner Reviewing Google Buzz.” CBC News: Technology and Science (2010). 10 Aug. 2011 ‹http://www.cbc.ca/news/technology/story/2010/02/16/google-buzz-privacy.html›. Poole, Christopher. Keynote presentation. South by SouthWest. Texas, Austin, 2011. Robards, Brady. “Negotiating Identity and Integrity on Social Network Sites for Educators.” International Journal for Educational Integrity 6.2 (2010): 19–23. Robert, Kirrily. “Preliminary Results of My Survey of Suspended Google Accounts.” 2011. 10 Aug. 2011 ‹http://infotrope.net/2011/07/25/preliminary-results-of-my-survey-of-suspended-google-accounts/›. Rheingold, Howard. The Virtual Community: Homesteading on the Electronic Frontier. New York: Harper Perennial, 1993. Ruch, Adam. “The Decline of Pseudonymity.” Posthumanity. Eds. Adam Ruch and Ewan Kirkland. Oxford: Inter-Disciplinary.net Press, 2010: 211–220. Sellhorn, Augusto. “Facebook Friend Lists Suck When Compared to Google+ Circles.” sellmic.com (2011). 10 Aug. 2011 ‹http://sellmic.com/blog/2011/07/01/facebook-friend-lists-suck-when-compared-to-googleplus-circles›. Suler, John. “The Online Disinhibition Effect.” CyberPsychology and Behavior 7 (2004): 321–326. Turkle, Sherry. Life on the Screen: Identity in the Age of the Internet. New York: Simon & Schuster, 1995. Van Gelder, Lindsy. “The Strange Case of the Electronic Lover.” Computerization and Controversy: Value Conflicts and Social Choices Ed. Rob Kling. New York: Academic Press, 1996: 533–46.
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Graf, Shenja van der. « Blogging Business ». M/C Journal 7, no 4 (1 octobre 2004). http://dx.doi.org/10.5204/mcj.2395.

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SuicideGirls.com In September 2001 two entrepreneurs Missy (coal-black Betty Page bangs and numerous tattoos) and Sean launched SuicideGirls.com. With their backgrounds in graphic design, programming and photography, they came up with the idea of launching an alternative adult site that started out as “a kind of an art project” — it grew out of an interest in Bunny Yeager’s pinup photos, where the control and attitude of the sexy women were emphasized, only now it was about pierced and tattooed females. Missy describes the portrayal of women on the site in the following words: The site is about the girls being in control and being in charge of how they’re portrayed. It’s also proof that sexuality and beauty aren’t mutually exclusive of intelligence, and we wanted to showcase all of the girls, but leave people guessing a little bit. There’s no need to go full-blown porno. SuicideGirls.com is an adult community that offers a mix of eroticism, creativity, personality and intelligence. SuicideGirls is about so-called empowered eroticism; it provides a site where girls outside of mainstream culture can express their individual style through soft erotic images, and web logs. Every week the site introduces new SuicideGirls, every day new pictures are added; a full national calendar of events is frequently updated and is searchable by location, date or keyword — members can be looked up by name, age, location or keywords; the site also features a magazine section with original fiction, articles and interviews with celebrities. What makes this site especially interesting is that each SuicideGirl has her own page featuring a pertinent profile with personal information such as age, stats, body mods, favorite books, music, sex positions, and current crushes. She can also put up pictures and video materials — including a web cam — of herself, express her thoughts and share her daily experiences in a blog, comment on other blogs and message boards, chat in designated chat rooms, and organize online and offline events. Kate78, Texan-born, is a regular blogger. She writes about her studies in Kansas City, a city she has come to hate after she learned that her car insurance could only be renewed in Texas. She describes herself as a “punk rock chick” — illustrated by pictures that show her with long spiky hair; she has got her nose pierced and her many tattoos — and a “suicidegirl”. There are plenty of blogs — e.g. LiveJournal, Blogspot, Punklog — where girls write about wanting to become a SuicideGirl. The girls are mainly motivated by a wish to share their bodily art paralleled by a sense of being in control over their image and admirers (they keep control over the photo sets and shoots). SuicideGirls.com is foremost an online community and therefore girls from all over the world can potentially become a SuicideGirl, as long as they have access to the Internet in order to publish to their personal page. These girls are in charge of their own online presentation, supported by a lively community where both women and men interact by reading and posting to the girls and each other’s blogs. In addition, members of the site can also post local events to the SuicideGirl calendar or the message boards, comment on pictures, and even hook up with one another. With the ability for members to create their own page, with their own profile picture and personal information, members can search for one another based on location, age, sex and personal preferences. Indeed, not only the SuicideGirls themselves have online pages to fill: subscribers to SuicideGirls.com have similar ‘privileges’, with the exception that they have to pay a small fee of $4 per month — though they can never refer to themselves as SuicideGirl: anyone entering the site has to log in as either ‘SuicideGirl’ or ‘Member’. Thus, SuicideGirls.com mixes a DIY attitude with alternative culture — especially Gothic, Punk and Emo — resulting in an appealing grassroots approach to sexuality that is of interest to both women and men. At the same time, the public identity of a SuicideGirl is constructed within a particular textual context dependent on commercial drivers. Through attracting fans on the basis of her “autonomous” self-representation — Goth fans, for instance — she brings in customers, raising questions about the tensions between “grassroots” self-representation and corporate branding. Collaborative Eroticism as Business Model We should document the interactions that occur among media consumers, between media consumers and media texts and between media consumers and media producers. The new participatory culture is taking shape at the intersection between three trends: 1) new tools and technologies enable consumers to archive, annotate, appropriate and re-circulate media content; 2) a range of subcultures promote do-it-yourself (DIY) media production, a discourse that shapes how consumers have deployed those technologies; and 3) economic trends favoring the horizontally integrated media conglomerates encourage the flow of images, ideas and narratives across multiple media channels and demand more active modes of spectatorship” (Jenkins 157). Traditionally the organization of economic production is based on the idea that individuals order their productive activities either on managerial hierarchies, or on production that is based on market prices (Benkler). Peer production represents a new mode of organizing that is not based on relations of dependence (managerial hierarchies) nor relations of independence (markets) rather peer production involves relations of interdependence. Peer production is a heterarchy characterized by relations of minimal hierarchy and by organizational heterogeneity (Stark). While traditionally structured organizations attempt to maximize internal order and control by enforcing a hierarchical system and establishing standards and clear lines of authority (Powell), heterarchies exist through permitting and even fostering a diversity of organizational logics and minimizing conformity (Chan). With the introduction of Mosaic and the Pentium chip in the mid-1990s the notion of the organization of production profoundly changed. The Internet could be used for more than looking up information or sending email. Instead, it offers a structure where participants are not organized by managerial hierarchies nor governed by price signals rather where people formed networks to collaborate in open source software projects or effectively constructing ‘user-created search engines’ for the exchange of e.g., music files, games (KaZaA, Gnutella), news and chat. While the present moment is marked by a legal standoff between robust communities of users (cultural co-producers) and the established media industry (particularly the music and film industry), some elements of the corporate media world have taken a different approach, embracing the new technological use rather than attempting to outlaw it. These corporations have found their way to online participatory networks and are attempting to use them for their own good. For instance, companies like Coca-Cola, BMW, and Apple offer online spaces – often in the form of thinly veiled advertisements (‘advertainment’) – where people can play games, watch movies, share files and the like in order to create or promote a company’s product, service or brand. They crucially rely upon blurring the boundaries between production, distribution and consumption, encouraging the target audience to work for them. Whether by playing games with embedded advertising, or inadvertently sending marketing information back to advertisers, or simply by passing advertising texts within one’s circle of friends, the target audience and the larger dynamic of participatory networks are ‘used’ by corporations to achieve their ends. SuicideGirls.com is a good example example of this emerging mode of (commons-based) peer production in a digitally networked environment – i.e. groups of individuals who participate in online shared spaces driven by diverse motivations, and serving corporate as well as community needs. The SuicideGirls’ blogs are the shared currency that binds SuicideGirls.com and its erotic consumers together as a “community”: SuicideGirls.com taps into online communities by enabling collaborative eroticism. Moving beyond adult entertainment, this trend of using blogs for commercial purposes raises interesting questions regarding, on the one hand, the cultural status of online blogging from a commercial perspective, e.g., how should we consider the cultural status of artifacts such as blogs that have commerce at the core of their identity: Can we speak of a displacement of aesthetic experience by the branding experience, or might these two experiences be seen as part of a continuum?; and, on the other hand, regarding participatory culture in a commercially mediated environment: e.g., What is the status of b2c, c2c, and p2p in a commercially structured network; What are the implications for user appropriation? The answers to these questions among others studied by various academic disciplines may contribute to the building of a framework for examining the consequences of this strategic shift towards relating to, reaching out to and linking online customers in a commercial web (b)log. Acknowledgement Anja Rau, thank you for your feedback. References Banerjee, A. “A Simple Model of Herd Behavior.” Quarterly Journal of Economics 1992: 797-817. Barabási, A. L. Linked: The New Science of Networks. Cambridge, MA: Perseus Publishing, 2002. Benkler, Y. “Coase’s Penguin, or, Linux and The Nature of the Firm.” Yale Law Journal, Winter v.04.3 2002-03. http://personal.uncc.edu/alblanch/SOVC.pdf. http://www.dcs.napier.ac.uk/~mm/socbytes/feb2002_i/9.html Castells, M. The Rise of the Network Society. Oxford: Blackwell, 2000. Castells, M. The Internet Galaxy: Reflections on the Internet, Business and Society. Oxford: Oxford University Press, 2001. Chan, A. Collaborative News Networks: Distributed Editing, Collective Action, and the Construction of Online News on Slashdot.org. Thesis M.Sc. at MIT’s Comparative Media Studies, 2002). http://www.marketing.unsw.edu.au/HTML/mktresearch/workingpapers/Cowley_Rossiter02_6.pdf http://www.xdreze.org/vitae1.pfd Du Gay, P.& Pryke, M. Cultural Economy. London: Sage Publications, 2002. Dyer, R., Stars (Revised). London: British Film Institute, 1998. Hagel, J. & Armstrong, A. Net Gain: Expanding Markets Through Virtual Communities. USA: McKinsey & Company, Inc., 1997.; Hebditch, D. and Anning, N. Porn Gold: Inside the Pornography Business. London: Faber & Faber, 1988. Jenkins, H. “Interactive audiences?” In Harries, D., ed. The New Media Book. London: British Film Institute, 2002. Kottler, P. Marketing Management: The Millennium Edition. Upper Saddle River, NJ: Prentice Hall, 2000. Mayzlin, D. Promotional Chat on the Internet. PhD dissertation, MIT, Sloan School of Management, 2001. Oram, A. Peer-To-Peer: Harnessing the Power of Disruptive Technologies. Sebastopol: O’Reilly & Associates, 2001. O’Toole, L. Pornocopia: Porn, Sex, Technology and Desire. London: Serpent’s Tail, 1998. Pine, J. and Gilmore, J. The Experience Economy: Work is Theatre & Every Business a Stage. Boston: Harvard Business School Press, 1999. Powell, W. “Neither Market nor Hierarchy: Network Forms of Organization.” Research in Organizational Behavior, 12, 1990: 295-336. Schmitt, B. & Simonson, A. Marketing Aesthetics: The Strategic Management of Brands, Identity, and Image. New York: The Free Press, 1997. Slater, D. Consumer Culture and Modernity. Cambridge: Polity Press, 1997.Slater, D. and Tonkiss, F. Market Society: Markets and Modern Social Theory. Cambridge: Polity Press, 2001. http://www.stanford.edu/~woodyp/papers/capitalist_firm.pdf Stone, A. R. The War of Desire and Technology at the Close of the Mechanical Age. Cambridge, MA: MIT Press, 1996. Sunstein C. Behavioral Law and Economics. Cambridge University Press, 2000. Thompson, J.B. The Media and Modernity: A Social Theory of the Media. Cambridge: Polity Press, 1995. Watts, D. and Strogatz, S. “Collective Dynamics of ‘Small-World’ Networks.” Nature, 393, 1998: 440-442. Williams, L. Hard Core: Power, Pleasure and the ‘Frenzy of the Visible’. London: Pandora Press, 1990. MLA Style Van der Graf, Shenja. "Blogging Business: SuicideGirls.com." M/C Journal 7.4 (2004). 10 October 2004 <http://www.media-culture.org.au/0410/07_suicide.php>. APA Style Van der Graf, S. (2004 Oct 11). Blogging Business: SuicideGirls.com, M/C Journal, 7(4). Retrieved Oct 10 2004 from <http://www.media-culture.org.au/0410/07_suicide.php>
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Ferguson, Hazel. « Building Online Academic Community : Reputation Work on Twitter ». M/C Journal 20, no 2 (26 avril 2017). http://dx.doi.org/10.5204/mcj.1196.

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Introduction In an era of upheaval and uncertainty for higher education institutions around the world, scholars, like those in many in other professions, are increasingly using social media to build communities around mutual support and professional development. These communities appear to offer opportunities for participants to exert more positive influence over the types of interactions they engage in with colleagues, in many cases being valued as more altruistic, transformational, or supportive than established academic structures (Gibson, and Gibbs; Mewburn, and Thomson; Maitzen). What has been described as ‘digital scholarship’ applies social media to “different facets of scholarly activity in a helpful and productive way” (Carrigan 5), with online scholarly communities being likened to evolutions of face-to-face practices including peer mentoring (Ferguson, and Wheat) or a “virtual staffroom” (Mewburn, and Thomson). To a large extent, these accounts of scholarly practice adapted for digital media have resonance. From writing groups (O’Dwyer, McDonough, Jefferson, Goff, and Redman-MacLaren) to conference attendance (Spilker, Silva, and Morgado) and funding (Osimo, Priego, and Vuorikari), the transformational possibilities of social media have been applied to almost every facet of existing academic practices. These practices have increasingly attracted scrutiny from higher education institutions, with social media profiles of staff both a potential asset and risk to institutions’ brands. Around the world, institutions use social media for marketing, student recruitment, student support and alumni communication (Palmer). As such, social media policies have emerged in recent years in attempts to ensure staff engage in ways that align with the interests of their employers (Solberg; Carrigan). However, engagement via social media is also still largely considered “supplementary to ‘real’ scholarly work” (Mussell 347).Paralleling this trend, guides to effectively managing an online profile as a component of professional reputation have also become increasingly common (e.g. Carrigan). While public relations and management literatures have approached reputation management in terms of how an organisation is regarded by its multiple stakeholders (Fombrun) this is increasingly being applied to individuals on social media. According to Gandini a “reputation economy” (22) has come to function for knowledge workers who seek to cultivate a reputation as a good community member through sociality in order to secure more (or better) work.The popularity of professional social media communities and scrutiny of participants raises questions about the work involved in building and participating in them. This article explores these questions through analysis of tweets from the first year of #ECRchat, a Twitter group for early career researchers (ECRs). The group was established in 2012 to provide an opportunity for ECRs (typically within five years of PhD completion) to discuss career-related issues. Since it was founded, the group has been administered through partnerships between early career scholars using a Twitter account (@ECRchat) and a blog. Tweets, the posts of 140 characters or fewer, which appear on a user’s profile and in followers’ feeds (Twitter) are organised into a ‘chat’ by participants through the use of the hashtag ‘#ECRchat’. Participants vote on chat topics and take on the role of hosting on a volunteer basis. The explicit career focus of this group provides an ideal case study to explore how work is represented in an online professionally-focused community, in order to reflect on what this might mean for the norms of knowledge work.Digital Labour The impact of Internet Communication Technologies (ICT), including social media, on the lives of workers has long been a source of both concern and hope. Mobile devices, wireless Internet and associated communications software enable increasing numbers of people to take work home. This flexibility has been welcomed as the means by which workers might more successfully access jobs and manage competing commitments (Raja, Imaizumi, Kelly, Narimatsu, and Paradi-Guilford). However, hours worked from home are often unpaid and carry with them a strong likelihood of interfering with rest, recreation and family time (Pocock and Skinner). Melissa Gregg describes this as “presence bleed” (2): the dilutions of focus from everyday activities as workers increasingly use electronic devices to ‘check in’ during non-work time. Moving beyond the limitations of this work-life balance approach, which tends to over-state divisions between employment and other everyday life practices, a growing literature seeks to address work in online environments by analysing the types of labour being practiced, rather than seeing such practices as adjunct to physical workplaces. Responding to claims that digital communication heralds a new age of greater freedom, creativity and democratic participation, this work draws attention to the reliance of such networks on unpaid labour (e.g. Hearn; Hesmondhalgh) with ratings, reviews and relationship maintenance serving business’ economic ends alongside the individual interests which motivate participants. The immaterial, affective, and often precarious labour that has been observed is “simultaneously voluntarily given and unwaged, enjoyed and exploited” (Terranova). This work builds particularly on feminist analysis of work (see McRobbie for a discussion of this), with behind the scenes moderator, convenor, and community builder roles largely female and largely unrecognised, be they activist (Gleeson), creative (Duffy) or consumer (Arcy) groups. For some, this suggests the emergence of a new ‘women’s work’ of affective immaterial labour which goes into building transformational communities (Jarrett). Yet, digital labour has not yet been foregrounded within research into higher education, where it is largely practiced in the messy intersections of employment, unpaid professional development, and leisure. Joyce Goggin argues that convergence of these spheres is a feature of digital labour. Consequently, this article seeks to add a consideration of digital labour, specifically the cultural politics of work that emerge in these spaces, to the literature on digital practices as a translation of existing academic responsibilities online. In the context of widespread concerns over academic workload and job market (Bentley, Coates, Dobson, Goedegebuure, and Meek) and the growing international engagement and impact agenda (Priem, Piwowar, and Hemminger), it raises questions about the implications of these practices. Researching Twitter Communities This article analyses tweets from the publicly available Twitter timeline, containing the hashtag #ECRchat, during scheduled chats, from 1 July 2012 to 31 July 2013 (the first year of operation). Initially, all tweets in this time period were analysed in anonymised form to determine the most commonly mentioned topics during chats. This content analysis removed the most common English language words, such as: the; it; I; and RT (which stands for retweet), which would otherwise appear as top results in almost any content analysis regardless of the community of interest. This was followed by qualitative analysis of tweets, to explore in more depth how important issues were articulated and rationalised within the group. This draws on Catherine Driscoll’s and Melissa Gregg’s idea of “sympathetic online cultural studies” which seeks to explore online communities first and foremost as communities rather than as exemplars of online communications (15-20). Here, a narrative approach was undertaken to analyse how participants curated, made sense of, and explained their own career stories (drawing on Pamphilon). Although I do not claim that participants are representative of all ECRs, or that the ideas given the most attention during chats are representative of the experiences of all participants, representations of work articulated here are suggestive of the kinds of public utterances that were considered reasonable within this open online space. Participants are identified according to the twitter handle and user name they had chosen to use for the chats being analysed. This is because the practical infeasibility of guaranteeing online anonymity (readers need only to Google the text of any tweet to associate it with a particular user, in most cases) and the importance of actively involving participants as agents in the research process, in part by identifying them as authors of their own stories, rather than informants (e.g. Butz; Evans; Svalastog and Eriksson).Representations of Work in #ECRchat The co-creation of the #ECRchat community through participant hosts and community votes on chat topics gave rise to a discussion group that was heavily focused on ‘the work’ of academia, including its importance in the lives of participants, relative appeal over other options, and negative effects on leisure time. I was clear that participants regarded participation as serving their professional interests, despite participation not being paid or formally recognised by employers. With the exception of two discussions focused on making decisions about the future of the group, #ECRchat discussions during the year of analysis focused on topics designed to help participants succeed at work such as “career progression and planning”, “different routes to postdoc funding”, and “collaboration”. At a micro-level, ‘work’ (and related terms) was the most frequently used term in #ECRchat, with its total number of uses (1372) almost double that of research (700), the next most used term. Comments during the chats reiterated this emphasis: “It’s all about the work. Be decent to people and jump through the hoops you need to, but always keep your eyes on the work” (Magennis).The depth of participants’ commitment comes through strongly in discussions comparing academic work with other options: “pretty much everyone I know with ‘real jobs’ hates their work. I feel truly lucky to say that I love mine #ECRchat” (McGettigan). This was seen in particular in the discussion about ‘careers outside academia’. Hashtags such as #altac (referring to alternative-academic careers such as university research support or learning and teaching administration roles) and #postac (referring to PhD holders working outside of universities in research or non-research roles) used both alongside the #ECRchat hashtag and separately, provide an ongoing site of these kinds of representations. While participants in #ECRchat sought to shift this perception and were critically aware that it could lead to undesirable outcomes: “PhDs and ECRs in Humanities don’t seem to consider working outside of academia – that limits their engagement with training #ECRchat” (Faculty of Humanities at the University of Manchester), such discussions frequently describe alternative academic careers as a ‘backup plan’, should academic employment not be found. Additionally, many participants suggested that their working hours were excessive, extending the professional into personal spaces and times in ways that they did not see as positive. This was often described as the only way to achieve success: “I hate to say it, but one of the best ways to improve track record is to work 70+ hours a week, every week. Forever. #ecrchat” (Dunn). One of the key examples of this dynamic was the scheduling of the chat itself. When founded in 2012, #ECRchat ran in the Australian evening and UK morning, eliding the personal/work distinction for both its coordinators and participants. While considerable discussion was concerned with scheduling the chat during times when a large number of international participants could attend, this discussion centred on waking rather than working hours. The use of scheduled tweets and shared work between convenors in different time zones (Australia and the United Kingdom) maintained an around the clock online presence, extending well beyond the ordinary working hours of any individual participant.Personal Disclosure The norms that were articulated in #ECRchat are perhaps not surprising for a group of participants seeking to establish themselves in a profession where a long-hours culture and work-life interference are common (Bentley, Coates, Dobson, Goedegebuure, and Meek). However, what is notable is that participation frequently involved the extension of the personal into the professional and in support of professional aims. In the chat’s first year, an element of personal disclosure and support for others became key to acting as a good community member. Beyond the well-established norms of white collar workers demonstrating professionalism by deploying “courtesy, helpfulness, and kindness” (Mills xvii), this community building relied on personal disclosure which to some extent collapsed personal and professional boundaries.By disclosing individual struggles, anxieties, and past experiences participants contributed to a culture of support. This largely functioned through discussions of work stress rather than leisure: “I definitely don’t have [work-life balance]. I think it’s because I don’t have a routine so work and home constantly blend into one another” (Feely). Arising from these discussions, ideas to help participants better navigate and build academic careers was one of the main ways this community support and concern was practiced: “I think I’m often more productive and less anxious if I'm working on a couple of things in parallel, too #ecrchat” (Brian).Activities such as preparing meals, caring for family, and leisure activities, became part of the discussion. “@snarkyphd Sorry, late, had to deal with toddler. Also new; currently doing casual teaching/industry work & applying for postdocs #ecrchat” (Ronald). Exclusively professional profiles were considered less engaging than the combination of personal and professional that most participants adopted: “@jeanmadams I’ve answered a few queries on ResearchGate, but agree lack of non-work opinions / personality makes them dull #ecrchat” (Tennant). However, this is not to suggest that these networks become indistinguishable from more informal, personal, or leisurely uses of social media: “@networkedres My ‘professional’ online identity is slightly more guarded than my ‘facebook’ id which is for friends and family #ECRchat” (Wheat). Instead, disclosure of certain kinds of work struggles came to function as a positive contribution to a more reflexive professionalism. In the context of work-focused discussion, #ECRchat opens important spaces for scholars to question norms they considered damaging or at least make these tacit norms explicit and receive support to manage them. Affective Labour The professional goals and focus of #ECRchat, combined with the personal support and disclosure that forms the basis for the supportive elements in this group is arguably one of its strongest and most important elements. Mark Carrigan suggests that the practices of revealing something of the struggles we experience could form the basis for a new collegiality, where common experiences which had previously not been discussed publicly are for the first time recognised as systemic, not individual challenges. However, there is work required to provide context and support for these emotional experiences which is largely invisible here, as has typically been the case in other communities. Such ‘affective labour’ “involves the production and manipulation of affect and requires (virtual or actual) human contact, labour in the bodily mode … the labour is immaterial, even if it is corporeal and affective, in the sense that its products are intangible, a feeling of ease, well-being, satisfaction, excitement or passion” (Hardt, and Negri 292). In #ECRchat, this ranges from managing the schedule and organising discussions – which involves following up offers to help, assisting people to understand the task, and then ensuring things go ahead as planned –to support offered by members of the group within discussions. This occurs in the overlaps between personal and professional representations, taking a variety of forms from everyday reassurance, affirmation, and patience: “Sorry to hear - hang in there. Hope you have a good support network. #ECRchat” (Galea) to empathy often articulated alongside the disclosure discussed earlier: “The feeling of guilt over not working sounds VERY familiar! #ecrchat” (Vredeveldt).The point here is not to suggest that this work is not sufficiently valued by participants, or that it does not parallel the kinds of work undertaken in more formal job roles, including in academia, where management, conference convening or participation in professional societies, and teaching, as just a few examples, involve degrees of affective labour. However, as a consequence of the (semi)public nature of these groups, the interactions observed here appear to represent a new inflection of professional reputation work, where, in building online professional communities, individuals peg their professional reputations to these forms of affective labour. Importantly, given the explicitly professional nature of the group, these efforts are not counted as part of the formal workload of those involved, be they employed (temporarily or more securely) inside or outside universities, or not in the paid workforce. Conclusion A growing body of literature demonstrates that online academic communities can provide opportunities for collegiality, professional development, and support: particularly among emerging scholars. These accounts demonstrate the value of digital scholarly practices across a range of academic work. However, this article’s discussion of the work undertaken to build and maintain #ECRchat in its first year suggests that these practices at the messy intersections of employment, unpaid professional development, and leisure constitute a new inflection of professional reputation and service work. This work involves publicly building a reputation as a good community member through a combination of personal disclosure and affective labour.In the context of growing emphasis on the economic, social, and other impacts of academic research and concerns over work intensification, this raises questions about possible scope for, and impact of, formal recognition of digital academic labour. While institutions’ work planning and promotion processes may provide opportunities to recognise work developing professional societies or conferences as a leadership or service to a discipline, this new digital service work remains outside the purview of such recognition and reward systems. Further research into the relationships between academic reputation and digital labour will be needed to explore the implications of this for institutions and academics alike. AcknowledgementsI would like to gratefully acknowledge the contributions and support of everyone who participated in developing and sustaining #ECRchat. Both online and offline, this paper and the community itself would not have been possible without many generous contributions of time, understanding and thoughtful discussion. In particular, I would like to thank Katherine L. Wheat, co-founder and convenor, as well as Beth Montague-Hellen, Ellie Mackin, and Motje Wolf, who have taken on convening the group in the years since my involvement. ReferencesArcy, Jacquelyn. “Emotion Work: Considering Gender in Digital Labor.” Feminist Media Studies 16.2 (2016): 365-68.Bentley, Peter, Hamish Coates, Ian Dobson, Leo Goedegebuure, and Lynn Meek. Job Satisfaction around the Academic World. Dordrecht: Springer, 2013. Brian, Deborah (@deborahbrian). “I think I’m often more productive and less anxious if I’m working on a couple of things in parallel, too #ecrchat” (11 April 2013, 10:25). Tweet.Butz, David. “Sidelined by the Guidelines: Reflections on the Limitations of Standard Informed Consent Procedures for the Conduct of Ethical Research.” ACME: An International E-Journal for Critical Geographies 7 (2008): 239-59. Carrigan, Mark. Social Media for Academics. Los Angeles: Sage, 2016.Carrigan, Mark. Social Media and Academic Freedom. 2015. 5 Jan. 2016 <https://markcarrigan.net/2015/08/06/social-media-and-academic-freedom/>.Driscoll, Catherine, and Melissa Gregg. “My Profile: The Ethics of Virtual Ethnography.” Emotion, Space and Society 3.1 (2010): 15–20.Doorley, John, and Helio Fred Garcia. Reputation Management: The Key to Successful Public Relations and Corporate Communication. 2nd ed. Hoboken: Taylor and Francis, 2012.Duffy, Brooke. “The Romance of Work: Gender and Aspirational Labour in the Digital Culture Industries.” International Journal of Cultural Studies 19.4 (2015): 441-57.Dunn, Adam (@AdamGDunn). “I hate to say it, but one of the best ways to improve track record is to work 70+ hours a week, every week. Forever. #ecrchat.” (14 Mar. 2013, 10:54). Tweet.Evans, Mike. “Ethics, Anonymity, and Authorship on Community Centred Research or Anonymity and the Island Cache.” Pimatisiwin: A Journal of Aboriginal and Indigenous Community Health 2 (2004): 59-76.Faculty of Humanities at the University of Manchester (@HumsResearchers). “PhDs and ECRs in Humanities don't seem to consider working outside of academia - that limits their engagement with training #ECRchat” (2 Aug. 2012, 10:14). Tweet.Feely, Cath (@cathfeely). “I definitely don’t have [work-life balance]. I think it's because I don’t have a routine so work and home constantly blend into one another” (16 Aug. 2012, 10:08). Tweet.Ferguson, Hazel, and Katherine L. Wheat. “Early Career Academic Mentoring Using Twitter: The Case of #ECRchat.” Journal of Higher Education Policy and Management 37.1 (2015): 3-13.Fombrun, Charles. Reputation: Realizing Value from the Corporate Image. Boston, MA: Harvard Business School, 1996.Galea, Marguerite (@MVEG001). “Sorry to hear - hang in there. Hope you have a good support network. #ECRchat” (6 Dec. 2012, 10:32). Tweet.Gandini, Alessandro. The Reputation Economy: Understanding Knowledge Work in Digital Society. London: Palgrave Macmillan, 2016.Gibson, Chris, and Leah Gibbs. “Social Media Experiments: Scholarly Practice and Collegiality.” Dialogues in Human Geography 3.1 (2013): 87-91. Gleeson, Jessamy. “(Not) ‘Working 9-5’: The Consequences of Contemporary Australian-Based Online Feminist Campaigns as Digital Labour.” Media International Australia 161.1 (2016): 77-85.Goggin, Joyce. “Playbour, Farming and Labour.” Ephemera: Theory and Politics in Organization 11.4 (2011): 357-68.Gregg, Melissa. Work’s Intimacy. Cambridge: Polity P, 2011.Hardt, Michael, and Antonio Negri. Empire. Cambridge: Harvard UP, 2000.Hearn, Alison. “Structuring Feeling: Web 2.0, Online Ranking and Rating, and the Digital ‘Reputation’ Economy.” Ephemera: Theory & Politics in Organisation 10.3/4 (2010): 421-38.Hesmondhalgh, David. “User-Generated Content, Free Labour and the Cultural Industries.” Ephemera: Theory & Politics in Organisation 10.3/4 (2010): 267-84.Jarrett, Kylie. “The Relevance of ‘Women’s Work’ Social Reproduction and Immaterial Labor in Digital Media.” Television & New Media 15.1 (2014): 14-29.Magennis, Caroline (@DrMagennis). “It’s all about the work. Be decent to people and jump through the hoops you need to, but always keep your eyes on the work.” (26 July 2012, 10:56). Tweet.Maitzen, Rohan. “Scholarship 2.0: Blogging and/as Academic Practice.” Journal of Victorian Culture 17.3 (2012): 348-54.McGettigan, Carolyn (@c_mcgettigan). “pretty much everyone I know with ‘real jobs’ hates their work. I feel truly lucky to say that I love mine #ECRchat.” (31 Jan. 2013, 10:17). Tweet.McRobbie, Angela. 2010. “Reflections on Feminism, Immaterial Labour and the Post-Fordist Regime.” New Formations 70: 60-76.Mewburn, Inger, and Pat Thomson. “Why Do Academics Blog? An Analysis of Audiences, Purposes and Challenges.” Studies in Higher Education 38.8 (2013): 1105-19. Mills, C. Wright. White Collar: The American Middle Classes. New York: Oxford UP, 1951/1973.Mussell, James. “Social Media.” Journal of Victorian Culture 17.3 (2012): 347-47.O’Dwyer, Siobhan, Sharon McDonough, Rebecca Jefferson, Jennifer Ann Goff, and Michelle Redman-MacLaren. “Writing Groups in the Digital Age: A Case Study Analysis of Shut Up and Write Tuesdays.” Research 2.0 and the Impact of Digital Technologies on Scholarly Inquiry. Ed. Antonella Esposito. Pennsylvania: IGI Global, 2016. 249-69.Osimo, David, Pujol Priego Laia, and Vuorikari Riina. “Alternative Research Funding Mechanisms: Make Funding Fit for Science 2.0.” Research 2.0 and the Impact of Digital Technologies on Scholarly Inquiry. Ed. Antonella Esposito. Pennsylvania: IGI Global, 2016. 53-67. Pamphilon, Barbara. “The Zoom Model: A Dynamic Framework for the Analysis of Life Histories.” Qualitative Inquiry, 5.3 (1999): 393-410.Palmer, Stuart. “Characterisation of the Use of Twitter by Australian Universities.” Journal of Higher Education Policy and Management 35.4 (2013): 333-44.Pocock, Barbara, Natalie Skinner, and Philippa Williams. Time Bomb: Work, Rest and Play in Australia Today. Sydney: U of NSW P, 2012.Priem, Jason, Heather Piwowar, and Bradley Hemminger. “Altmetrics in the Wild: Using Social Media to Explore Scholarly Impact.” 2012. 25 Mar. 2017 <https://arxiv.org/abs/1203.4745>. Raja, Siddhartha, Saori Imaizumi, Tim Kelly, Junko Narimatsu, and Cecilia Paradi-Guilford. Connecting to Work: How Information and Communication Technologies Could Help Expand Employment Opportunities. Washington DC; World Bank. 2013. 5 Jan. 2016 <http://documents.worldbank.org/curated/en/290301468340843514/Connecting-to-work-how-information-and-communication-technologies-could-help-expand-employment-opportunities>.Ronald, N.A. (@naronresearch). “@snarkyphd Sorry, late, had to deal with toddler. Also new; currently doing casual teaching/industry work & applying for postdocs #ecrchat” (17 Jan. 2013, 10:15). Tweet.Solberg, Lauren. “Balancing Academic Freedom and Professionalism: A Commentary on University Social Media Policies.” FIU Law Review 75.1 (2013). 5 Jan. 2016 <http://ecollections.law.fiu.edu/lawreview/vol9/iss1/26>. Spilker, Maria J., Maria Paula Silva, and Lina Morgado. “Research 2.0: The Contribution of Content Curation.” Research 2.0 and the Impact of Digital Technologies on Scholarly Inquiry (2016): 231.Svalastog, Anna-Lydia, and Stefan Eriksson. “You Can Use My Name; You Don’t Have to Steal My Story—A Critique of Anonymity in Indigenous Studies.” Developing World Bioethics 10 (2010): 104-10.Tennant, Peter (@Peter_Tennant). “@jeanmadams I've answered a few queries on Research Gate, but agree lack of non-work opinions / personality makes them dull #ecrchat” (15 Nov. 2012, 19:26). Tweet.Terranova, Tiziana. “Free Labor: Producing Culture for the Digital Economy.” Social Text 18.2 (2000): 33-58.Twitter. “Help Center: New User FAQs.” 2016. 5 Jan. 2016 <https://support.twitter.com/articles/13920-get-to-know-twitter-new-user-faq#>.Vredeveldt, Annelies (@anneliesvrede). “The feeling of guilt over not working sounds VERY familiar! #ecrchat” (19 July 2012, 10:25). Tweet.Wheat, Katherine (@KL_Wheat). “@networkedres My ‘professional’ online identity is slightly more guarded than my ‘facebook’ id which is for friends and family #ECRchat” (15 Nov. 2012, 19:27). Tweet.
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Sumiala, Johanna. « Circulating Communities Online : The Case of the Kauhajoki School Shooting ». M/C Journal 14, no 2 (2 mai 2011). http://dx.doi.org/10.5204/mcj.321.

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Mobilities We live in a world of mobilised social life, as John Urry describes it. This is a world made out of constant flows of items, ideas, and actors travelling materially and/or immaterially from one location to another, non-stop. The movement of things and people goes back and forth; it changes direction and passes around various locations, both physical and virtual. No discussion of mobility today can be complete without consideration of the role of communication in reshaping mobilised social life. In many respects, our social life and a sense of community may be thought of as displaced and imaginary (Taylor). This is to say that, in today’s world, “belonging” as a constitutive element of community is acted out, in many cases, at a distance, without physical contact (Delanty 119-49). Furthermore, our sense of belonging is shaped by cultural and social communication networks and the media logic of the latest communication technology (Castells 54-136). It is in these de-territorialised communities (Dayan 166) that we communicate from one to one, or from one to many, without physical restriction; and by doing this, we form, transmit, and modify our self-understanding (or mis/understanding!) of the world in which we live and in which our lives are formed, transmitted, and modified by others. To understand the deeper dynamics of our newly mobilised social life, we need to elaborate on yet another dimension of communication: that is, the idea of circulation (Latour 36). The simplest way of defining circulation is to say that it is about “going the round” and/or “passing on” something—whether it is material or immaterial items, goods, artefacts, ideas, or beliefs that are being distributed and disseminated (Sumiala 44-55). However, as Benjamin Lee and Edward LiPuma (192) argue, if circulation is to serve as a useful analytic construct for the analysis of contemporary social life, “it needs be conceived as more than simply the movement of people, ideas, and commodities from one culture to another.” It is necessary to analyse circulation as a cultural process with its “own forms of abstraction, evaluation, and constraint” (192). It is, indeed, the dynamic structures of circulation that we have to look for. In this article, I shall attempt to illuminate the workings of circulation by discussing how images of violence travel in different types of mobile media environments and how that movement contributes to the formation and reformation of various social imaginaries. Drawing on Charles Taylor’s, Arjun Appadurai’s and Dilip Gaonkar’s work, I define social imaginaries as a symbolic matrix within which people imagine their collective social life. As Gaonkar (1-19) argues, it is within the folds of a social imaginary that we see ourselves as agents who traverse a social space and inhabit a temporal horizon. In everyday life, social imaginaries are carried in stories, symbols and images and in today’s world they rely heavily on stranger sociability—that is, sociability based on media-related relations among strangers (Gaonkar 4-5, 10). Images In Kauhajoki, Finland, on 23 September 2008, a 22-year-old male student went on the rampage at the Seinäjoki University of Applied Science (located in Kauhajoki, the province of Western Finland: a town with a population of some 14,000 inhabitants). The killer shot a teacher, nine of his classmates and, finally, himself. This was a second school shooting tragedy in Finland in less than a year, the first major incident being in Jokela in 2007. Before committing his crimes, the killer had distributed several self-images on the Internet (namely on IRC-gallery and YouTube) in which he broadcast his fascination for guns and shooting. Altogether, he had posted some 15 images on the IRC-gallery site. Some of the images were video clips, but these were later converted into still images. The images that started to circulate in the media after the tragedy included ones of the shooter pointing at the camera with his gun or of him shooting in a shooting range, as well as a number of self-portraits. Following Bruno Latour (159-64), I shall attempt to track the circulation of the killer’s images across different media landscapes: social and mainstream media. This short media ethnography covers excerpts from the Finnish online papers, television news, social media, and newspapers from the day of the tragedy (23 September 2008). Only print newspapers are collected from the next day, 24 September. More specifically, I trace the killer’s images from the largest broadsheet Helsingin Sanomat (print and online versions), the two tabloids Ilta-Sanomat and Iltalehti (print and online versions), and the national public broadcasting company, YLE (TV1 and TV2), as well as the two largest national commercial TV channels, MTV3 and TV4 (I will look especially at the main broadcast newscasts from the channels for the first day). En Route The Kauhajoki rampage shooter launched the process of circulation only about 15 minutes before he left home and started shooting. He logged in, downloaded the images on the social media website, IRC-gallery, and made a link to a server called Rapidshare to accelerate dissemination of his visual material. But this was only the tip of the iceberg in the shooter’s case. In the past, he had been an active circulator of violent material on the Web. By tracing his online history, we can confirm that the killer was a competent user of the digital communication technology (Hakala 99-118). The shooter registered with IRC-gallery in December 2004 and with YouTube in mid-March 2008. He took, for example, the username Wumpscut86 as his online identification. In the course of 2008, the images of the young man smiling at the camera changed into profile photos taken at a shooting range and eventually into a video where the man shoots at the camera. The shooter posted the first photos, hinting at the impending massacre, in the IRC-gallery in August 2008. Ten days after the first posting, the shooter downloaded a picture of his weapon onto the IRC-gallery, titled “Pity for majority”. At the end of August, pictures appeared on the IRC-gallery featuring the man firing his weapon at a shooting range and posing for the camera with his weapon. On Wednesday, 17 September 2008, he again added two more gunman photos of himself to his gallery (Sumiala and Tikka 17-29). During September, the killer downloaded four shooting videos onto YouTube, the last ones on 18 September 2008 (the Thursday of the week before the shooting). The videos feature the man firing his weapon at a location that appears to be a shooting range. On the day of the shooting, Tuesday 23 September 2008, he included a link to his Massacre in Kauhajoki file package, which contained the videos “You will die next”, “Goodbye”, and “Me and my Walther,” as well as an aerial shot of the school centre and photos of him aiming the weapon at the camera (Sumiala and Tikka 17-29).It is therefore clear that the shooter had planned his media strategy carefully before he committed his crime: he left plenty of visual traces, easy to find and distribute, after the catastrophe. In this respect, he also followed the pattern of his predecessors in Virginia Tech and in Jokela: these shooters had also activated social media sites to circulate violent material before taking any action (Kellner 39-43; Sumiala and Tikka 17-29). The killer started shooting in the school centre at around 10:46. The emergency response centre was notified of a fire and of the shooting at 10:47. Altogether, he shot ten people: nine students and one teacher. Around noon, the killer shot himself, but didn’t die immediately. His death, from gunshot wounds, was reported at Tampere University Hospital at 17:40 that evening. The first pieces of information about the shooting appeared on the social media site MuroBBS (a chat room) about half an hour after the shooting had started. About five minutes later, people chatting on the MuroBBS site made a connection between the shooter and his YouTube videos and IRC-gallery material. The IRC-gallery server removed his videos at 11:29 and the YouTube server an hour later, but they had already been uploaded by other users of social media and thus could not be totally destroyed by the server (Hakala 100-18). The online tabloid Iltalehti, published the first of the shooter’s images about 45 minutes after he had shot himself but was still alive. At this point, his face was not recognisable in the images because it was obscured by a black box. The tabloid headline said (in English translation) “Is he the shooter?” Later in the afternoon, all three online papers, Helsingin Sanomat, Iltalehti, and Ilta-Sanomat, published online images of the killer shooting and pointing his gun at the camera, and of his face (as originally published in IRC-gallery). With regard to issues of mobility, the online images travelled much faster than people with cameras. Kauhajoki, the town where the massacre took place, is situated far away from Helsinki, the capital of Finland, and centre of the country’s largest media and news organisations. Only the most well-resourced news organisations were able to send journalists and photographers to the scene of the crime with helicopters and planes; other journalists and broadcasters had to sit in a car or in a train for hours to get to Kauhajoki. Consequently, the critical moment had passed by the time they finally arrived (Hakala 99-118). By contrast, the images posted by the killer himself were available on the Web as soon the shooting started. And it was the social media sites that were the first to make the connection between the shooter and his images. This early annexing of images by the social media users was thus crucial in putting the massacre into circulation in its virtual form (Sumiala and Tikka 17-29). As noted above, social media operators in IRC-gallery and YouTube started to remove the shooter’s material less than an hour after the tragedy started at Kauhajoki. But, when searching YouTube or googling “Kauhajoki” at around 14:00 on the same day, one could still find at least 15 (and probably many more) of his videos (or at least, clips) on YouTube. The titles of these videos included: “School Massacre in Finland (Kauhajoki) 9/23/2008”, “The Shooter at the Massacre in Kauhajoki”, “Kauhajoki Killer Shooting his Deadly Weapon”. One of the crucial aspects of circulation is the issue of which material gets into circulation and what value is attached to it. In the case of the Kauhajoki school shootings, one needs to ask which were the texts or images that started to circulate in the national media, as it is the national media (in particular, television) that play a crucial role in transforming a local news event it into a national media catastrophe (see e.g. Liebes 71-84). The newscasts analysed for this research included evening news from every national news channel: YLE: channel 1 (20:30); channel 2 (21:50); MTV3 (19:00); and TV4 (23.00). All of them showed the shooter’s own images as part of their broadcasts. YLE channels 1 and 2 were more cautious about showing visual material, whereas the commercial channels MTV3 and TV4 used more airtime (and a larger number of images, both still and moving) to profile the killer. By the end of the day, the “Kauhajoki Killer” had become “the star” of the shootings (both nationwide and internationally), largely on account of the visual material he had left behind on the Web and which was so easy to circulate from one medium to another (Hakala 48-98). Needless to day, the “victims” of the shooting (nine students and a teacher) all but faded from view. Events the next day only increased this emphasis. The two tabloids Iltalehti and Ilta-Sanomat brought out extra issues featuring the killer’s own visual material on several double-page spreads. Especially interesting was Iltalehti’s double page (24-25), covered with images from the international online papers: Spiegel Online, Mail Online, CNN.com, BBC news, El Pais.com, Expressen and Aftonbladet, all but one of which had chosen to display the killer’s face on the front page. Helsingin Sanomat also chose to give the killer’s face extraordinary visibility; in Finland, the front page of the daily is usually always sold for advertisements and there are only very few instances in its history that have been an exception to this rule. The Kauhajoki massacre was one of these rare moments in history. Community Through this short media ethnography, I hope to have illustrated some of the ways in which circulation features in a contemporary media context through the example of the “Kauhajoki School Shooter”. The direction of this “circulation” was clearly from the social media to the mainstream media: from online to offline. As a media event, it was diachronic (i.e. “historical”—it evolved “across time”), but also synchronic inasmuch as the images multiplied on the Web in an instant (Sumiala and Tikka 17-29). In the circulation of the Kauhajoki shooter’s images, digital communication technology clearly played an absolutely central role. The images were easily accessible on social media sites and they were in a digital format that was simple to convert from one medium to another. This enabled instant and sensational “remediation”, to use Bolter and Grusin’s formulation. Not only were the images transformed from one medium to another; they became remediated, especially in commercial electronic and print media, as they all (MTV3, TV4, Helsingin Sanomat, Iltalehti, and Ilta-Sanomat) circulated images from the killer’s own online sites. Yet I do not wish to give the impression that the media circulation of the Kauhajoki killer images is an “innocent” or inconsequential cultural phenomenon in the context of mobilised social life. Circulation, as a means of communication, has the power to influence social imaginaries: how belonging is imagined and acted out in the age of mobility. In his book Fear of Small Numbers, Arjun Appadurai has argued that, in the contemporary era, communities are not only organised around communications that nurture positive imaginaries, but also circulate violence, fear, destruction, and uncertainty. By copying, repeating, and “recycling” violent material—by keeping circulation on the move, in other words—social imaginaries of violence are spread, not only on a national scale but globally. In this sense, it is arguable that they become distinctly glocal phenomena. Some of the circulation of the violent material is condensed on Web-based “hate groups”: this refers to those global communities that share a common hatred or anger regarding a given phenomenon or issue. The cause of hatred is often race, religion, ethnicity, sexual orientation, or gender, but it can also be misanthropy of a more general kind (Duffy 292). The attitudes towards the objects of hatred that are revealed may vary in both nature and degree, but the “national” exporting of violence from one country to another arguably follows a similar trajectory to the migrant flow of human subjects (Sumiala and Tikka 17-29) and therefore adds to the impression that circulatory “flows” have become the dominant trope of contemporary life the world over. Imaginary communities, as de-territorialised forms of belonging, can, in fact, be regarded as the communities of the era of mobility (see also Pikner in this issue). They cannot be physically perceived, but they do have social momentum. The shooter in Kauhajoki was a member of a large number of global virtual communities himself and arguably succeeded in exporting both himself, and “Finland”, to the rest of the world. He had, as we’ve seen, registered with YouTube, IRC-gallery, Suomi24 (Finland’s largest online community), and Battlefield 2 long before the massacre took place. It is also worth noting that, in these virtual communities, the killer took up his place as a resident rather than a visitor. Having established his online profile, he sought out contact with like-minded users, and engaged in social relationships in global online communities that were, quite literally, a world away from his home in Finland. In the virtual “hate communities” to which the Kauhajoki shooter belonged, dispersed people from around the world came together through a discourse of violence, hate, and destruction; I call these ephemeral encounters of stranger sociability networked communities of destruction. These are virtual global communities held together by a social imaginary constructed around the visualisation of texts of death and violence that emanate from a specific nation (in this case, Finland) but almost instantly transcend it. These communities cancel the distance between centre and periphery and cohere around the discourses of hate and destruction (Coman and Rothenbuhler 6). By remaking and circulating the Kauhajoki shooter’s photos and videos, these communities render a figure like the Kauhajoki killer immortal in an unprecedented way. The promise of post-mortem fame for a potential school shooter is thus kept vividly alive in today’s networked communities through the endless circulation of imaginaries of violence and destruction, raising issues of ethics and digital/media responsibility that have only just begun to be addressed. References Appadurai, Arjun. Modernity at Large: Cultural Dimensions of Globalization. Minnesota: University of Minnesota Press, 1996. Appadurai, Arjun. Fear of Small Numbers: An Essay on the Geography of Anger. London: Duke University Press, 2006. Bolter, Jay David, and Richard Grusin. Remediation. Understanding New Media. Cambridge, MA: MIT Press, 1998. Castells, Manuel. Communication Power. New York: Oxford University Press, 2009. Coman, Mihai, and Eric Rothenbuhler. “The Promise of Media Anthropology.” Media Anthropology. Thousand Oaks: Sage, 2005. 1-11. Dayan, Daniel. “The Pope at Reunion: Hagiography, Casting, and Imagination.” Media Anthropology. Ed. Eric Rothenbuhler and Mihai Coman. Thousand Oaks and London: Sage, 2005. 165-75. Delanty, Gerard. Community. 2nd ed. London: Routledge, 2010. Duffy, Margaret. “Web of Hate: A Fantasy Theme Analysis of the Rhetorical Vision of Hate Groups Online.” Journal of Communication Inquiry 27 (2003): 291-312. Gaonkar, Dilip Parameshwar. “Toward New Imaginaries: An Introduction.” Public Culture 14 (2002): 1-19. Hakala, Salli. Koulusurmat verkostoyhteiskunnassa. Analyysi Jokelan ja Kauhajoen kriisien viestinnästä. Helsingin yliopisto: CRC/Viestinnän laitos, 2009. ‹http://www.valt.helsinki.fi/blogs/crc/koulusurmat.htm›. Kellner, Douglas. Guys and Guns Amok: Domestic Terrorism and School Shootings from the Oklahoma City Bombing to the Virginia Tech Massacre. Boulder: Paradigm Publishers, 2008. Latour, Bruno. Reassembling the Social: An Introduction to Actor-Network-Theory. Oxford: Oxford University Press, 2005. Lee, Benjamin, and Edward LiPuma. “Cultures of Circulation: The Imaginations of Modernity.” Public Culture 14 (2002): 191-214. Liebes, Tamar. “Television’s Disaster Marathons: A Danger for Democratic Processes?” Media, Ritual and Identity. Eds. Tamar Liebes and James Curran. London : Routledge, 1998. 71-84. Sumiala, Johanna. “Circulation.” Keywords in Religion, Media, and Culture. Ed. David Morgan. London: Routledge, 2008. 44-55. Sumiala, Johanna, and Minttu Tikka. “‘Web First’ to Death: The Media Logic of the School Shootings in the Era of Uncertainty. Nordicom Review 31 (2010): 17-29. ‹http://www.nordicom.gu.se/eng.php?portal=publ&main=info_publ2.php&ex=325&me=2%22%20%5Ct%20%22_blank›. Taylor, Charles. “Modern Social Imaginaries.” Public Culture 14 (2002): 91-124. Urry, John. Mobilities. Cambridge: Polity, 2008.
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Savic, Milovan, Anthony McCosker et Paula Geldens. « Cooperative Mentorship : Negotiating Social Media Use within the Family ». M/C Journal 19, no 2 (4 mai 2016). http://dx.doi.org/10.5204/mcj.1078.

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IntroductionAccounts of mentoring relationships inevitably draw attention to hierarchies of expertise, knowledge and learning. While public concerns about both the risks and benefits for young people of social media, little attention has been given to the nature of the mentoring role that parents and families play alongside of schools. This conceptual paper explores models of mentorship in the context of family dynamics as they are affected by social media use. This is a context that explicitly disrupts hierarchical structures of mentoring in that new media, and particularly social media use, tends to be driven by youth cultural practices, identity formation, experimentation and autonomy-seeking practices (see for example: Robards; boyd; Campos-Holland et al.; Hodkinson). A growing body of research supports the notion that young people are more skilled in navigating social media platforms than their parents (FOSI; Campos-Holland et al.). This research establishes that uncertainty and tension derived from parents’ impression that their children know more about social media they do (FOSI; Sorbring) has brought about a market for advice and educational programs. In the content of this paper it is notable that when family dynamics and young people’s social media use are addressed through notions of digital citizenship or cyber safety programs, a hierarchical mentorship is assumed, but also problematised; thus the expertise hierarchy is inverted. This paper argues that use of social media platforms, networks, and digital devices challenges traditional hierarchies of expertise in family environments. Family members, parents and children in particular, are involved in ongoing, complex conversations and negotiations about expertise in relation to technology and social media use. These negotiations open up an alternative space for mentorship, challenging traditional roles and suggesting the need for cooperative processes. And this, in turn, can inspire new ways of relating with and through social media and mobile technologies within the family.Inverting Expertise: Social Media, Family and MentoringSocial media are deeply embedded in everyday routines for the vast majority of the population. The emergence of the ‘networked society’, characterised by increasing and pervasive digital and social connectivity, has the potential to create new forms of social interactions within and across networks (Rainie and Wellman), but also to reconfigure intergenerational and family relations. In this way, social media introduces new power asymmetries that affect family dynamics and in particular relationships between young people and their parents. This relatively new mediated environment, by default, exposes young people to social contexts well beyond family and immediate peers making their lived experiences individual, situational and contextual (Swist et al.). The perceived risks this introduces can provoke tensions within families looking to manage those uncertain social contexts, in the process problematising traditional structures of mentorship. Mentoring is a practice predominantly understood within educational and professional workplace settings (Ambrosetti and Dekkers). Although different definitions can be found across disciplines, most models position a mentor as a more experienced knowledge holder, implying a hierarchical relationship between a mentor and mentee (Ambrosetti and Dekkers). Stereotypically, a mentor is understood to be older, wiser and more experienced, while a mentee is, in turn, younger and in need of guidance – a protégé. Alternative models of mentorship see mentoring as a reciprocal process (Eby, Rhodes and Allen; Naweed and Ambrosetti).This “reciprocal” perspective on mentorship recognises the opportunity both sides in the process have to contribute and benefit from the relationship. However, in situations where one party in the relationship does not have the expected knowledge, skills or confidence, this reciprocity becomes more difficult. Thus, as an alternative, asymmetrical or cooperative mentorship lies between the hierarchical and reciprocal (Naweed and Ambrosetti). It suggests that the more experienced side (whichever it is) takes a lead while mentoring is negotiated in a way that meets both sides’ needs. The parent-child relationship is generally understood in hierarchical terms. Traditionally, parents are considered to be mentors for their children, particularly in acquiring new skills and facilitating transitions towards adult life. Such perspectives on parent-child relationships are based on a “deficit” approach to youth, “whereby young people are situated as citizens-in-the-making” (Collin). Social media further problematises the hierarchical dynamic with the role of knowledge holder varying between and within the family members. In many contemporary mediated households, across developed and wealthy nations, technologically savvy children are actively tailoring their own childhoods. This is a context that requires a reconceptualisation of traditional mentoring models within the family context and recognition of each stakeholder’s expertise, knowledge and agency – a position that is markedly at odds with traditional deficit models. Negotiating Social Media Use within the FamilyIn the early stages of the internet and social media research, a generational gap was often at the centre of debates. Although highly contested, Prensky’s metaphor of digital natives and digital immigrants persists in both the popular media and academic literature. This paradigm portrays young people as tech savvy in contrast with their parents. However, such assumptions are rarely grounded in empirical evidence (Hargittai). Nonetheless, while parents are active users of social media, they find it difficult to negotiate social media use with their children (Sorbring). Some studies suggest that parental concerns arise from impressions that their children know more about social media than they do (FOSI; Wang, Bianchi and Raley). Additionally, parental concern with a child’s social media use is positively correlated with the child’s age; parents of older children are less confident in their skills and believe that their child is more digitally skillful (FOSI). However, it may be more productive to understand social media expertise within the family as shared: intermittently fluctuating between parents and children. In developed and wealthy countries, children are already using digital media by the age of five and throughout their pre-teen years predominantly for play and learning, and as teenagers they are almost universally avid social media users (Nansen; Nansen et al.; Swist et al.). Smartphone ownership has increased significantly among young people in Australia, reaching almost 80% in 2015, a proportion nearly identical to the adult population (Australian Communications and Media Authority). In addition, most young people are using multiple devices switching between them according to where, when and with whom they connect (Australian Communications and Media Authority). The locations of internet use have also diversified. While the home remains the most common site, young people make use of mobile devices to access the internet at school, friend’s homes, and via public Wi-Fi hotspots (Australian Communications and Media Authority). As a result, social media access and engagement has become more frequent and personalised and tied to processes of socialisation and well-being (Sorbring; Swist et al.). These developments have been rapid, introducing asymmetry into the parent-child mentoring dynamic along with family tensions about rules, norms and behaviours of media use. Negotiating an appropriate balance between emerging autonomy and parental oversight has always featured as a primary parenting challenge and social media seem to have introduced a new dimension in this context. A 2016 Pew report on parents, teens, and digital monitoring reveals that social media use has become central to the establishment of family rules and disciplinary practices, with over two thirds of parents reporting the use of “digital grounding” as punishment (Pew). As well as restricting social media use, the majority of parents report limiting the amount of time and times of day their children can be online. Interestingly, while parents engage in a variety of hands-on approaches to monitoring and regulating children’s social media use, they are less likely to use monitoring software, blocking/filtering online content, tracking locations and the like (Pew). These findings suggest that parents may lack confidence in technology-based restrictions or prefer pro-active, family based approaches involving discussion about appropriate social media use. This presents an opportunity to explore how social media produces new forms of parent-child relationships that might be best understood through the lens of cooperative models of mentorship. Digital Parenting: Technological and Pedagogical Interventions Parents along with educators and policy makers are looking for technological solutions to the knowledge gap, whether perceived or real, associated with concerns regarding young people’s social media use. Likewise, technology and social media companies are rushing to develop and sell advice, safety filters and resources of all kinds to meet such parental needs (Clark; McCosker). This relatively under-researched field requires further exploration and dissociation from the discourse of risk and fear (Livingstone). Furthermore, in order to develop opportunities modelled on concepts of cooperative mentoring, such programs and interventions need to move away from hierarchical assumptions about the nature of expertise within family contexts. As Collin and Swist point out, online campaigns aimed at addressing young people and children’s safety and wellbeing “are often still designed by adult ‘experts’” (Collin and Swist). A cooperative mentoring approach within family contexts would align with recent use of co-design or participatory design within social and health research and policy (Collin and Swist). In order to think through the potential of cooperative mentorship approaches in relation to social media use within the family, we examine some of the digital resources available to parents.Prominent US cyber safety and digital citizenship program Cyberwise is a commercial website founded by Diana Graber and Cynthia Lieberman, with connections to Verizon Wireless, Google and iKeepSafe among many other partnerships. In addition to learning resources around topics like “Being a Responsible Citizen of the Digital World”, Cyberwise offers online and face to face workshops on “cyber civics” in California, emphasising critical thinking, ethical discussion and decision making about digital media issues. The organisation aims to educate and support parents and teachers in their endeavor to guide young people in civil and safe social media use. CyberWise’s slogan “No grown up left behind!”, and its program of support and education is underpinned by and maintains the notion of adults as lacking expertise and lagging behind young people in digital literacy and social media skills. In the process, it introduces an additional level of expertise in the cyber safety expert and software-based interventions. Through a number of software partners, CyberWise provides a suite of tools that offer parents some control in preventing cyberbullying and establishing norms for cyber safety. For example, Frienedy is a dedicated social media platform that fosters a more private mode of networking for closed groups of mutually known people. It enables users to control completely what they share and with whom they share it. The tool does not introduce any explicit parental monitoring mechanisms, but seeks to impose an exclusive online environment divested of broader social influences and risks – an environment in which parents can “introduce kids to social media on their terms when they are ready”. Although Frienedy does not explicitly present itself as a monitoring tool, it does perpetuate hierarchical forms of mentorship and control for parents. On the other hand, PocketGuardian is a parental monitoring service for tracking children’s social media use, with an explicit emphasis on parental control: “Parents receive notification when cyberbullying or sexting is detected, plus resources to start a conversation with their child without intruding child’s privacy” (the software notifies parents when it detects an issue but without disclosing the content). The tool promotes its ability to step in on behalf of parents, removing “the task of manually inspecting your child's device and accounts”. The software claims that it analyses the content rather than merely catching “keywords” in its detection algorithms. Obviously, tools such as PocketGuardian reflect a hierarchical mentorship model (and recognise the expertise asymmetry) by imposing technological controls. The software, in a way, fosters a fear of expertise deficiency, while enabling technological controls to reassert the parent-child hierarchy. A different approach is exemplified by the Australian based Young and Well Cooperative Research Centre, a “living lab” experiment – this is an overt attempt to reverse deliberate asymmetry. This pedagogical intervention, initially taking the form of an research project, involved four young people designing and delivering a three-hour workshop on social networking and cyber safety for adult participants (Third et al.). The central aim was to disrupt the traditional way adults and young people relate to each other in relation to social media and technology use and attempted to support learning by reversing traditional roles of adult teacher and young student. In this way ‘a non-hierarchical space of intergenerational learning’ was created (Third et al.). The result was to create a setting where intergenerational conversation helped to demystify social media and technology, generate familiarity with sites, improve adult’s understanding of when they should assist young people, and deliver agency and self-efficacy for the young people involved (7-8). In this way, young people’s expertise was acknowledged as a reflection of a cooperative or asymmetrical mentoring relationship in which adult’s guidance and support could also play a part. These lessons have been applied and developed further through a participatory design approach to producing apps and tools such as Appreciate-a-mate (Collin and Swist). In that project “the inclusion of young people’s contexts became a way of activating and sustaining attachments in regard to the campaign’s future use”(313).In stark contrast to the CyberWise tools, the cooperative mentoring (or participatory design) approach, exemplified in this second example, has multiple positive outcomes: first it demystifies social media use and increases understanding of the role it plays in young people’s (and adults’) lives. Second, it increases adults’ familiarity and comfort in navigating their children’s social media use. Finally, for the young people involved, it supports a sense of achievement and acknowledges their expertise and agency. To build sustainability into these processes, we would argue that it is important to look at the family context and cooperative mentorship as an additional point of intervention. Understood in this sense, cooperative and asymmetrical mentoring between a parent and child echoes an authoritative parenting style which is proven to have the best outcome for children (Baumrind), but in a way that accommodates young people’s technology expertise.Both programs analysed target adults (parents) as less skilful than young people (their children) in relation to social media use. However, while first case study, the technology based interventions endorses hierarchical model, the Living Lab example (a pedagogical intervention) attempts to create an environment without hierarchical obstacles to learning and knowledge exchange. Although the parent-child relationship is indubitably characterised by the hierarchy to some extent, it also assumes continuous negotiation and role fluctuation. A continuous process, negotiation intensifies as children age and transition to more independent media use. In the current digital environment, this negotiation is often facilitated (or even led) by social media platforms as additional agents in the process. Unarguably, digital parenting might implicate both technological and pedagogical interventions; however, there should be a dialogue between the two. Without presumed expertise roles, non-hierarchical, cooperative environment for negotiating social media use can be developed. Cooperative mentorship, as a concept, offers an opportunity to connect research and practice through participatory design and it deserves further consideration.ConclusionsPrevailing approaches to cyber safety education tend to focus on risk management and in doing so, they maintain hierarchical forms of parental control. Adhering to such methods fails to acknowledge young people’s expertise and further deepens generational misunderstanding over social media use. Rather than insisting on hierarchical and traditional roles, there is a need to recognise and leverage asymmetrical expertise within the family in regards to social media.Cooperative and asymmetrical mentorship happens naturally in the family and can be facilitated by and through social media. The inverted hierarchy of expertise we have described here puts both parents and children, in a position of constant negotiation over social media use. This negotiation is complex, relational, unpredictable, open toward emergent possibilities and often intensive. Unquestionably, it is clear that social media provides opportunities for negotiation over, and inversion of, traditional family roles. Whether this inversion of expertise is real or only perceived, however, deserves further investigation. This article formulates some of the conceptual groundwork for an empirical study of family dynamics in relation to social media use and rulemaking. The study aims to continue to probe the positive potential of cooperative and asymmetrical mentorship and participatory design concepts and practices. The idea of cooperative mentorship does not necessarily provide a universal solution to how families negotiate social media use, but it does provide a new lens through which this dynamic can be observed. Clearly family dynamics, and the parent-child relationship, in particular, can play a vital part in supporting effective digital citizenship and wellbeing processes. Learning about this spontaneous and natural process of family negotiations might equip us with tools to inform policy and practices that can help parents and children to collaboratively create ‘a networked world in which they all want to live’ (boyd). ReferencesAmbrosetti, Angelina, and John Dekkers. "The Interconnectedness of the Roles of Mentors and Mentees in Pre-Service Teacher Education Mentoring Relationships." Australian Journal of Teacher Education 35.6 (2010): 42-55. Naweed, Anjum, and Ambrosetti Angelina. "Mentoring in the Rail Context: The Influence of Training, Style, and Practicenull." Journal of Workplace Learning 27.1 (2015): 3-18.Australian Communications and Media Authority, Office of the Childrens eSafety Commissioner. Aussie Teens and Kids Online. Australian Communications and Media Authority, 2016. Baumrind, Diana. "Effects of Authoritative Parental Control on Child Behavior." Child Development 37.4 (1966): 887. boyd, danah. It's Complicated: The Social Lives of Networked Teens. New Haven: Yale University Press, 2014. Campos-Holland, Ana, Brooke Dinsmore, Gina Pol, Kevin Zevalios. "Keep Calm: Youth Navigating Adult Authority across Networked Publics." Technology and Youth: Growing Up in a Digital World. Eds. Sampson Lee Blair, Patricia Neff Claster, and Samuel M. Claster. 2015. 163-211. Clark, Lynn Schofield. The Parent App: Understanding Families in the Digital Age. New York: Oxford University Press, 2013. Collin, Philippa. Young Citizens and Political Participation in a Digital Society: Addressing the Democratic Disconnect. Palgrave Macmillan, 2015. Collin, Philippa, and Teresa Swist. "From Products to Publics? The Potential of Participatory Design for Research on Youth, Safety and Well-Being." Journal of Youth Studies 19.3 (2016): 305-18. Eby, Lillian T., Jean E. Rhodes, and Tammy D. Allen. "Definition and Evolution of Mentoring." The Blackwell Handbook of Mentoring: A Multiple Perspectives Approach. Eds. Tammy D. Allen and Lillian T. Eby. Malden, Mass.: Wiley-Blackwell, 2010. 7-20.FOSI. Parents, Privacy & Technology Use. Washington: Family Online Safety Institute, 2015. Hargittai, Eszter. "Digital Na(t)ives? Variation in Internet Skills and Uses among Members of the 'Net Generation'." Sociological Inquiry 80.1 (2010): 92-113.Hodkinson, Paul. "Bedrooms and Beyond: Youth, Identity and Privacy on Social Network Sites." New Media & Society (2015). Livingstone, Sonia. "More Online Risks for Parents to Worry About, Says New Safer Internet Day Research." Parenting for a Digital Future 2016.McCosker, Anthony. "Managing Digital Citizenship: Cyber Safety as Three Layers of Contro." Negotiating Digital Citizenship: Control, Contest and Culture. Eds. A. McCosker, S. Vivienne, and A. Johns. London: Rowman & Littlefield, forthcoming 2016. Nansen, Bjorn. "Accidental, Assisted, Automated: An Emerging Repertoire of Infant Mobile Media Techniques." M/C Journal 18.5 (2015). Nansen, Bjorn, et al. "Children and Digital Wellbeing in Australia: Online Regulation, Conduct and Competence." Journal of Children and Media 6.2 (2012): 237-54. Pew, Research Center. Parents, Teens and Digital Monitoring: Pew Research Center, 2016. Prensky, Marc. "Digital Natives, Digital Immigrants Part 1." On the Horizon 9.5 (2001): 1-6. Rainie, Harrison, and Barry Wellman. Networked: The New Social Operating System. Cambridge, Mass.: Cambridge, Mass.: MIT Press, 2012. Robards, Brady. "Leaving Myspace, Joining Facebook: ‘Growing up’ on Social Network Sites." Continuum 26.3 (2012): 385-98. Sorbring, Emma. "Parents’ Concerns about Their Teenage Children’s Internet Use." Journal of Family Issues 35.1 (2014): 75-96.Swist, Teresa, et al. Social Media and Wellbeing of Children and Young People: A Literature Review. Perth, WA: Prepared for the Commissioner for Children and Young People, Western Australia, 2015. Third, Amanda, et al. Intergenerational Attitudes towards Social Networking and Cybersafety: A Living Lab. Melbourne: Cooperative Research Centre for Young People, Technology and Wellbeing, 2011.Wang, Rong, Suzanne M. Bianchi, and Sara B. Raley. "Teenagers’ Internet Use and Family Rules: A Research Note." Journal of Marriage and Family 67.5 (2005): 1249-58.
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Downes, Daniel M. « The Medium Vanishes ? » M/C Journal 3, no 1 (1 mars 2000). http://dx.doi.org/10.5204/mcj.1829.

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Introduction The recent AOL/Time-Warner merger invites us to re-think the relationships amongst content producers, distributors, and audiences. Worth an estimated $300 billion (US), the largest Internet transaction of all time, the deal is 45 times larger than the AOL/Netscape merger of November 1998 (Ledbetter). Additionally, the Time Warner/EMI merger, which followed hard on the heels of the AOL/Time-Warner deal and is itself worth $28 billion (US), created the largest content rights organisation in the music industry. The joining of the Internet giant (AOL) with what was already the world's largest media corporation (Time-Warner-EMI) has inspired some exuberant reactions. An Infoworld column proclaimed: The AOL/Time-Warner merger signals the demise of traditional media companies and the ascendancy of 'new economy' media companies that will force any industry hesitant to adopt a complete electronic-commerce strategy to rethink and put itself on Internet time. (Saap & Schwarrtz) This comment identifies the distribution channel as the dominant component of the "new economy" media. But this might not really be much of an innovation. Indeed, the assumption of all industry observers is that Time-Warner will provide broadband distribution (through its extensive cable holdings) as well as proprietary content for AOL. It is also expected that Time-Warner will adopt AOL's strategy of seeking sponsorship for development projects as well as for content. However, both of these phenomena -- merger and sponsorship -- are at least as old as radio. It seems that the Internet is merely repeating an old industrial strategy. Nonetheless, one important difference distinguishes the Internet from earlier media: its characterisation of the audience. Internet companies such as AOL and Microsoft tend towards a simple and simplistic media- centred view of the audience as market. I will show, however, that as the Internet assumes more of the traditional mass media functions, it will be forced to adopt a more sophisticated notion of the mass audience. Indeed, the Internet is currently the site in which audience definitions borrowed from broadcasting are encountering and merging with definitions borrowed from marketing. The Internet apparently lends itself to both models. As a result, definitions of what the Internet does or is, and of how we should understand the audience, are suitably confused and opaque. And the behaviour of big Internet players, such as AOL and MSN, perfectly reflects this confusion as they seem to careen between a view of the Internet as the new television and a contrasting view of the Internet as the new shopping mall. Meanwhile, Internet users move in ways that most observers fail to capture. For example, Baran and Davis characterise mass communication as a process involving (1) an organized sender, (2) engaged in the distribution of messages, (3) directed toward a large audience. They argue that broadcasting fits this model whereas a LISTSERV does not because, even though the LISTSERV may have very many subscribers, its content is filtered through a single person or Webmaster. But why is the Webmaster suddenly more determining than a network programmer or magazine editor? The distinction seems to grow out of the Internet's technological characteristics: it is an interactive pipeline, therefore its use necessarily excludes the possibility of "broadcasting" which in turn causes us to reject "traditional" notions of the audience. However, if a media organisation were to establish an AOL discussion group in order to promote Warner TV shows, for example, would not the resulting communication suddenly fall under the definition as set out by Baran and Davis? It was precisely the confusion around such definitions that caused the CRTC (Canada's broadcasting and telecommunications regulator) to hold hearings in 1999 to determine what kind of medium the Internet is. Unlike traditional broadcasting, Internet communication does indeed include the possibility of interactivity and niche communities. In this sense, it is closer to narrowcasting than to broadcasting even while maintaining the possibility of broadcasting. Hence, the nature of the audience using the Internet quickly becomes muddy. While such muddiness might have led us to sharpen our definitions of the audience, it seems instead to have led many to focus on the medium itself. For example, Morris & Ogan define the Internet as a mass medium because it addresses a mass audience mediated through technology (Morris & Ogan 39). They divide producers and audiences on the Internet into four groups: One-to-one asynchronous communication (e-mail); Many-to-many asynchronous communication (Usenet and News Groups); One-to-one, one-to-few, and one-to-many synchronous communication (topic groups, construction of an object, role-playing games, IRC chats, chat rooms); Asynchronous communication (searches, many-to-one, one-to-one, one to- many, source-receiver relations (Morris & Ogan 42-3) Thus, some Internet communication qualifies as mass communication while some does not. However, the focus remains firmly anchored on either the sender or the medium because the receiver --the audience -- is apparently too slippery to define. When definitions do address the content distributed over the Net, they make a distinction between passive reception and interactive participation. As the World Wide Web makes pre-packaged content the norm, the Internet increasingly resembles a traditional mass medium. Timothy Roscoe argues that the main focus of the World Wide Web is not the production of content (and, hence, the fulfilment of the Internet's democratic potential) but rather the presentation of already produced material: "the dominant activity in relation to the Web is not producing your own content but surfing for content" (Rosco 680). He concludes that if the emphasis is on viewing material, the Internet will become a medium similar to television. Within media studies, several models of the audience compete for dominance in the "new media" economy. Denis McQuail recalls how historically, the electronic media furthered the view of the audience as a "public". The audience was an aggregate of common interests. With broadcasting, the electronic audience was delocalised and socially decomposed (McQuail, Mass 212). According to McQuail, it was not a great step to move from understanding the audience as a dispersed "public" to thinking about the audience as itself a market, both for products and as a commodity to be sold to advertisers. McQuail defines this conception of the audience as an "aggregate of potential customers with a known social- economic profile at which a medium or message is directed" (McQuail, Mass 221). Oddly though, in light of the emancipatory claims made for the Internet, this is precisely the dominant view of the audience in the "new media economy". Media Audience as Market How does the marketing model characterise the relationship between audience and producer? According to McQuail, the marketing model links sender and receiver in a cash transaction between producer and consumer rather than in a communicative relationship between equal interlocutors. Such a model ignores the relationships amongst consumers. Indeed, neither the effectiveness of the communication nor the quality of the communicative experience matters. This model, explicitly calculating and implicitly manipulative, is characteristically a "view from the media" (McQuail, Audience 9). Some scholars, when discussing new media, no longer even refer to audiences. They speak of users or consumers (Pavick & Dennis). The logic of the marketing model lies in the changing revenue base for media industries. Advertising-supported media revenues have been dropping since the early 1990s while user-supported media such as cable, satellite, online services, and pay-per-view, have been steadily growing (Pavlik & Dennis 19). In the Internet-based media landscape, the audience is a revenue stream and a source of consumer information. As Bill Gates says, it is all about "eyeballs". In keeping with this view, AOL hopes to attract consumers with its "one-stop shopping and billing". And Internet providers such as MSN do not even consider their subscribers as "audiences". Instead, they work from a consumer model derived from the computer software industry: individuals make purchases without the seller providing content or thematising the likely use of the software. The analogy extends well beyond the transactional moment. The common practice of prototyping products and beta-testing software requires the participation of potential customers in the product development cycle not as a potential audience sharing meanings but as recalcitrant individuals able to uncover bugs. Hence, media companies like MTV now use the Internet as a source of sophisticated demographic research. Recently, MTV Asia established a Website as a marketing tool to collect preferences and audience profiles (Slater 50). The MTV audience is now part of the product development cycle. Another method for getting information involves the "cookie" file that automatically provides a Website with information about the user who logs on to a site (Pavick & Dennis). Simultaneously, though, both Microsoft and AOL have consciously shifted from user-subscription revenues to advertising in an effort to make online services more like television (Gomery; Darlin). For example, AOL has long tried to produce content through its own studios to generate sufficiently heavy traffic on its Internet service in order to garner profitable advertising fees (Young). However, AOL and Microsoft have had little success in providing content (Krantz; Manes). In fact, faced with the AOL/Time-Warner merger, Microsoft declared that it was in the software rather than the content business (Trott). In short, they are caught between a broadcasting model and a consumer model and their behaviour is characteristically erratic. Similarly, media companies such as Time-Warner have failed to establish their own portals. Indeed, Time-Warner even abandoned attempts to create large Websites to compete with other Internet services when it shut down its Pathfinder site (Egan). Instead it refocussed its Websites so as to blur the line between pitching products and covering them (Reid; Lyons). Since one strategy for gaining large audiences is the creation of portals - - large Websites that keep surfers within the confines of a single company's site by providing content -- this is the logic behind the AOL/Time-Warner merger though both companies have clearly been unsuccessful at precisely such attempts. AOL seems to hope that Time- Warner will act as its content specialist, providing the type of compelling material that will make users want to use AOL, whereas Time- Warner seems to hope that AOL will become its privileged pipeline to the hearts and minds of untold millions. Neither has a coherent view of the audience, how it behaves, or should behave. Consequently, their efforts have a distinctly "unmanaged" and slighly inexplicable air to them, as though everyone were simultaneously hopeful and clueless. While one might argue that the stage is set to capitalise on the audience as commodity, there are indications that the success of such an approach is far from guaranteed. First, the AOL/Time-Warner/EMI transaction, merely by existing, has sparked conflicts over proprietary rights. For example, the Recording Industry Association of America, representing Sony, Universal, BMG, Warner and EMI, recently launched a $6.8 billion lawsuit against MP3.com -- an AOL subsidiary -- for alleged copyright violations. Specifically, MP3.com is being sued for selling digitized music over the Internet without paying royalties to the record companies (Anderson). A similar lawsuit has recently been launched over the issue of re- broadcasting television programs over the Internet. The major US networks have joined together against Canadian Internet company iCravetv for the unlawful distribution of content. Both the iCravetv and the MP3.com cases show how dominant media players can marshal their forces to protect proprietary rights in both content and distribution. Since software and media industries have failed to recreate the Internet in the image of traditional broadcasting, the merger of the dominant players in each industry makes sense. However, their simultaneous failure to secure proprietary rights reflects both the competitive nature of the "new media economy" and the weakness of the marketing view of the audience. Media Audience as Public It is often said that communication produces social cohesion. From such cohesion communities emerge on which political or social orders can be constructed. The power of social cohesion and attachment to group symbols can even create a sense of belonging to a "people" or nation (Deutsch). Sociologist Daniel Bell described how the mass media helped create an American culture simply by addressing a large enough audience. He suggested that on the evening of 7 March 1955, when one out of every two Americans could see Mary Martin as Peter Pan on television, a kind of social revolution occurred and a new American public was born. "It was the first time in history that a single individual was seen and heard at the same time by such a broad public" (Bell, quoted in Mattelart 72). One could easily substitute the 1953 World Series or the birth of little Ricky on I Love Lucy. The desire to document such a process recurs with the Internet. Internet communities are based on the assumption that a common experience "creates" group cohesion (Rheingold; Jones). However, as a mass medium, the Internet has yet to find its originary moment, that event to which all could credibly point as the birth of something genuine and meaningful. A recent contender was the appearance of Paul McCartney at the refurbished Cavern Club in Liverpool. On Tuesday, 14 December 1999, McCartney played to a packed club of 300 fans, while another 150,000 watched on an outdoor screen nearby. MSN arranged to broadcast the concert live over the Internet. It advertised an anticipated global audience of 500 million. Unfortunately, there was such heavy Internet traffic that the system was unable to accommodate more than 3 million people. Servers in the United Kingdom were so congested that many could only watch the choppy video stream via an American link. The concert raises a number of questions about "virtual" events. We can draw several conclusions about measuring Internet audiences. While 3 million is a sizeable audience for a 20 minute transmission, by advertising a potential audience of 500 million, MSN showed remarkably poor judgment of its inherent appeal. The Internet is the first medium that allows access to unprocessed material or information about events to be delivered to an audience with neither the time constraints of broadcast media nor the space limitations of the traditional press. This is often cited as one of the characteristics that sets the Internet apart from other media. This feeds the idea of the Internet audience as a participatory, democratic public. For example, it is often claimed that the Internet can foster democratic participation by providing voters with uninterpreted information about candidates and issues (Selnow). However, as James Curran argues, the very process of distributing uninterrupted, unfiltered information, at least in the case of traditional mass media, represents an abdication of a central democratic function -- that of watchdog to power (Curran). In the end, publics are created and maintained through active and continuous participation on the part of communicators and audiences. The Internet holds together potentially conflicting communicative relationships within the same technological medium (Merrill & Ogan). Viewing the audience as co-participant in a communicative relationship makes more sense than simply focussing on the Internet audience as either an aggregate of consumers or a passively constructed symbolic public. Audience as Relationship Many scholars have shifted attention from the producer to the audience as an active participant in the communication process (Ang; McQuail, Audience). Virginia Nightingale goes further to describe the audience as part of a communicative relationship. Nightingale identifies four factors in the relationship between audiences and producers that emphasize their co-dependency. The audience and producer are engaged in a symbiotic relationship in which consumption and use are necessary but not sufficient explanations of audience relations. The notion of the audience invokes, at least potentially, a greater range of activities than simply use or consumption. Further, the audience actively, if not always consciously, enters relationships with content producers and the institutions that govern the creation, distribution and exhibition of content (Nightingale 149-50). Others have demonstrated how this relationship between audiences and producers is no longer the one-sided affair characterised by the marketing model or the model of the audience as public. A global culture is emerging based on critical viewing skills. Kavoori calls this a reflexive mode born of an increasing familiarity with the narrative conventions of news and an awareness of the institutional imperatives of media industries (Kavoori). Given the sophistication of the emergent global audience, a theory that reduces new media audiences to a set of consumer preferences or behaviours will inevitably prove inadequate, just as it has for understanding audience behavior in old media. Similarly, by ignoring those elements of audience behavior that will be easily transported to the Web, we run the risk of idealising the Internet as a medium that will create an illusory, pre-technological public. Conclusion There is an understandable confusion between the two models of the audience that appear in the examples above. The "new economy" will have to come to terms with sophisticated audiences. Contrary to IBM's claim that they want to "get to know all about you", Internet users do not seem particularly interested in becoming a perpetual source of market information. The fragmented, autonomous audience resists attempts to lock it into proprietary relationships. Internet hypesters talk about creating publics and argue that the Internet recreates the intimacy of community as a corrective to the atomisation and alienation characteristic of mass society. This faith in the power of a medium to create social cohesion recalls the view of the television audience as a public constructed by the common experience of watching an important event. However, MSN's McCartney concert indicates that creating a public from spectacle it is not a simple process. In fact, what the Internet media conglomerates seem to want more than anything is to create consumer bases. Audiences exist for pleasure and by the desire to be entertained. As Internet media institutions are established, the cynical view of the audience as a source of consumer behavior and preferences will inevitably give way, to some extent, to a view of the audience as participant in communication. Audiences will be seen, as they have been by other media, as groups whose attention must be courted and rewarded. Who knows, maybe the AOL/Time-Warner merger might, indeed, signal the new medium's coming of age. References Anderson, Lessley. "To Beam or Not to Beam. MP3.com Is Being Sued by the Major Record Labels. Does the Digital Download Site Stand a Chance?" Industry Standard 31 Jan. 2000. <http://www.thestandard.com>. Ang, Ien. Watching Dallas: Soap Opera and the Melodramatic Imagination. London: Methuen, 1985. Baran, Stanley, and Dennis Davis. Mass Communication Theory: Foundations, Ferment, and Future. 2nd ed. Belmont, Calif.: Wadsworth 2000. Curran, James. "Mass Media and Democracy Revisited." Mass Media and Society. Eds. James Curran and Michael Gurevitch. New York: Hodder Headline Group, 1996. Darlin, Damon. "He Wants Your Eyeballs." Forbes 159 (16 June 1997): 114-6. Egan, Jack, "Pathfinder, Rest in Peace: Time-Warner Pulls the Plug on Site." US News and World Report 126.18 (10 May 1999): 50. Gomery, Douglas. "Making the Web Look like Television (American Online and Microsoft)." American Journalism Review 19 (March 1997): 46. Jones, Steve, ed. CyberSociety: Computer-Mediated Communication and Community. Thousand Oaks: Sage, 1995. Kavoori, Amandam P. "Discursive Texts, Reflexive Audiences: Global Trends in Television News Texts and Audience Reception." Journal of Broadcasting and Electronic Media 43.3 (Summer 1999): 386-98. Krantz, Michael. "Is MSN on the Block?" Time 150 (20 Oct. 1997): 82. Ledbetter, James. "AOL-Time-Warner Make It Big." Industry Standard 11 Jan. 2000. <http://www.thestandard.com>. Lyons, Daniel. "Desparate.com (Media Companies Losing Millions on the Web Turn to Electronic Commerce)." Forbes 163.6 (22 March 1999): 50-1. Manes, Stephen. "The New MSN as Prehistoric TV." New York Times 4 Feb. 1997: C6. McQuail, Denis. Audience Analysis. Thousand Oaks, Calif.: Sage, 1997. ---. Mass Communication Theory. 2nd ed. London: Sage, 1987. Mattelart, Armand. Mapping World Communication: War, Progress, Culture. Trans. Susan Emanuel and James A. Cohen. Minneapolis: U of Minnesota P, 1994. Morris, Merrill, and Christine Ogan. "The Internet as Mass Medium." Journal of Communications 46 (Winter 1996): 39-50. Nightingale, Virginia. Studying Audience: The Shock of the Real. London: Routledge, 1996. Pavlik, John V., and Everette E. Dennis. New Media Technology: Cultural and Commercial Perspectives. 2nd ed. Boston: Allyn and Bacon, 1998. Reid, Calvin. "Time-Warner Seeks Electronic Synergy, Profits on the Web (Pathfinder Site)." Publisher's Weekly 242 (4 Dec. 1995): 12. Rheingold, Howard. Virtual Community: Homesteading on the Electronic Frontier. New York: Harper, 1993. Roscoe, Timothy. "The Construction of the World Wide Web Audience." Media, Culture and Society 21.5 (1999): 673-84. Saap, Geneva, and Ephraim Schwarrtz. "AOL-Time-Warner Deal to Impact Commerce, Content, and Access Markets." Infoworld 11 January 2000. <http://infoworld.com/articles/ic/xml/00/01/11/000111icimpact.xml>. Slater, Joanna. "Cool Customers: Music Channels Hope New Web Sites Tap into Teen Spirit." Far Eastern Economic Review 162.9 (4 March 1999): 50. Trott, Bob. "Microsoft Views AOL-Time-Warner as Confirmation of Its Own Strategy." Infoworld 11 Jan. 2000. <http://infoworld.com/articles/pi/xml/00/01/11/000111pimsaoltw.xml>. Yan, Catherine. "A Major Studio Called AOL?" Business Week 1 Dec. 1997: 1773-4. Citation reference for this article MLA style: Daniel M. Downes. "The Medium Vanishes? The Resurrection of the Mass Audience in the New Media Economy." M/C: A Journal of Media and Culture 3.1 (2000). [your date of access] <http://www.uq.edu.au/mc/0003/mass.php>. Chicago style: Daniel M. Downes, "The Medium Vanishes? The Resurrection of the Mass Audience in the New Media Economy," M/C: A Journal of Media and Culture 3, no. 1 (2000), <http://www.uq.edu.au/mc/0003/mass.php> ([your date of access]). APA style: Daniel M. Downes. (2000) The Medium Vanishes? The Resurrection of the Mass Audience in the New Media Economy. M/C: A Journal of Media and Culture 3(1). <http://www.uq.edu.au/mc/0003/mass.php> ([your date of access]).
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Green, Lelia, et Carmen Guinery. « Harry Potter and the Fan Fiction Phenomenon ». M/C Journal 7, no 5 (1 novembre 2004). http://dx.doi.org/10.5204/mcj.2442.

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The Harry Potter (HP) Fan Fiction (FF) phenomenon offers an opportunity to explore the nature of fame and the work of fans (including the second author, a participant observer) in creating and circulating cultural products within fan communities. Matt Hills comments (xi) that “fandom is not simply a ‘thing’ that can be picked over analytically. It is also always performative; by which I mean that it is an identity which is (dis-)claimed, and which performs cultural work”. This paper explores the cultural work of fandom in relation to FF and fame. The global HP phenomenon – in which FF lists are a small part – has made creator J K Rowling richer than the Queen of England, according to the 2003 ‘Sunday Times Rich List’. The books (five so far) and the films (three) continue to accelerate the growth in Rowling’s fortune, which quadrupled from 2001-3: an incredible success for an author unknown before the publication of Harry Potter and the Philosopher’s Stone in 1997. Even the on-screen HP lead actor, Daniel Radcliffe, is now Britain’s second wealthiest teenager (after England’s Prince Harry). There are other globally successful books, such as the Lord of the Rings trilogy, and the Narnia collection, but neither of these series has experienced the momentum of the HP rise to fame. (See Endnote for an indication of the scale of fan involvement with HP FF, compared with Lord of the Rings.) Contemporary ‘Fame’ has been critically defined in relation to the western mass media’s requirement for ‘entertaining’ content, and the production and circulation of celebrity as opposed to ‘hard news’(Turner, Bonner and Marshall). The current perception is that an army of publicists and spin doctors are usually necessary, but not sufficient, to create and nurture global fame. Yet the HP phenomenon started out with no greater publicity investment than that garnered by any other promising first novelist: and given the status of HP as children’s publishing, it was probably less hyped than equivalent adult-audience publications. So are there particular characteristics of HP and his creator that predisposed the series and its author to become famous? And how does the fame status relate to fans’ incorporation of these cultural materials into their lives? Accepting that it is no more possible to predict the future fame of an author or (fictional) character than it is to predict the future financial success of a book, film or album, there is a range of features of the HP phenomenon that, in hindsight, helped accelerate the fame momentum, creating what has become in hindsight an unparalleled global media property. J K Rowling’s personal story – in the hands of her publicity machine – itself constituted a magical myth: the struggling single mother writing away (in longhand) in a Scottish café, snatching odd moments to construct the first book while her infant daughter slept. (Comparatively little attention was paid by the marketers to the author’s professional training and status as a teacher, or to Rowling’s own admission that the first book, and the outline for the series, took five years to write.) Rowling’s name itself, with no self-evident gender attribution, was also indicative of ambiguity and mystery. The back-story to HP, therefore, became one of a quintessentially romantic endeavour – the struggle to write against the odds. Publicity relating to the ‘starving in a garret’ background is not sufficient to explain the HP/Rowling grip on the popular imagination, however. Instead it is arguable that the growth of HP fame and fandom is directly related to the growth of the Internet and to the middle class readers’ Internet access. If the production of celebrity is a major project of the conventional mass media, the HP phenomenon is a harbinger of the hyper-fame that can be generated through the combined efforts of the mass media and online fan communities. The implication of this – evident in new online viral marketing techniques (Kirby), is that publicists need to pique cyber-interest as well as work with the mass media in the construction of celebrity. As the cheer-leaders for online viral marketing make the argument, the technique “provides the missing link between the [bottom-up] word-of-mouth approach and the top-down, advertainment approach”. Which is not to say that the initial HP success was a function of online viral marketing: rather, the marketers learned their trade by analysing the magnifier impact that the online fan communities had upon the exponential growth of the HP phenomenon. This cyber-impact is based both on enhanced connectivity – the bottom-up, word-of-mouth dynamic, and on the individual’s need to assume an identity (albeit fluid) to participate effectively in online community. Critiquing the notion that the computer is an identity machine, Streeter focuses upon (649) “identities that people have brought to computers from the culture at large”. He does not deal in any depth with FF, but suggests (651) that “what the Internet is and will come to be, then, is partly a matter of who we expect to be when we sit down to use it”. What happens when fans sit down to use the Internet, and is there a particular reason why the Internet should be of importance to the rise and rise of HP fame? From the point of view of one of us, HP was born at more or less the same time as she was. Eleven years old in the first book, published in 1997, Potter’s putative birth year might be set in 1986 – in line with many of the original HP readership, and the publisher’s target market. At the point that this cohort was first spellbound by Potter, 1998-9, they were also on the brink of discovering the Internet. In Australia and many western nations, over half of (two-parent) families with school-aged children were online by the end of 2000 (ABS). Potter would notionally have been 14: his fans a little younger but well primed for the ‘teeny-bopper’ years. Arguably, the only thing more famous than HP for that age-group, at that time, was the Internet itself. As knowledge of the Internet grew stories about it constituted both news and entertainment and circulated widely in the mass media: the uncertainty concerning new media, and their impact upon existing social structures, has – over time – precipitated a succession of moral panics … Established commercial media are not noted for their generosity to competitors, and it is unsurprising that many of the moral panics circulating about pornography on the Net, Internet stalking, Web addiction, hate sites etc are promulgated in the older media. (Green xxvii) Although the mass media may have successfully scared the impressionable, the Internet was not solely constructed as a site of moral panic. Prior to the general pervasiveness of the Internet in domestic space, P. David Marshall discusses multiple constructions of the computer – seen by parents as an educational tool which could help future-proof their children; but which their children were more like to conceptualise as a games machine, or (this was the greater fear) use for hacking. As the computer was to become a site for the battle ground between education, entertainment and power, so too the Internet was poised to be colonised by teenagers for a variety of purposes their parents would have preferred to prevent: chat, pornography, game-playing (among others). Fan communities thrive on the power of the individual fan to project themselves and their fan identity as part of an ongoing conversation. Further, in constructing the reasons behind what has happened in the HP narrative, and in speculating what is to come, fans are presenting themselves as identities with whom others might agree (positive affirmation) or disagree (offering the chance for engagement through exchange). The genuinely insightful fans, who apparently predict the plots before they’re published, may even be credited in their communities with inspiring J K Rowling’s muse. (The FF mythology is that J K Rowling dare not look at the FF sites in case she finds herself influenced.) Nancy Baym, commenting on a soap opera fan Usenet group (Usenet was an early 1990s precursor to discussion groups) notes that: The viewers’ relationship with characters, the viewers’ understanding of socioemotional experience, and soap opera’s narrative structure, in which moments of maximal suspense are always followed by temporal gaps, work together to ensure that fans will use the gaps during and between shows to discuss with one another possible outcomes and possible interpretations of what has been seen. (143) In HP terms the The Philosopher’s Stone constructed a fan knowledge that J K Rowling’s project entailed at least seven books (one for each year at Hogwarts School) and this offered plentiful opportunities to speculate upon the future direction and evolution of the HP characters. With each speculation, each posting, the individual fan can refine and extend their identity as a member of the FF community. The temporal gaps between the books and the films – coupled with the expanding possibilities of Internet communication – mean that fans can feel both creative and connected while circulating the cultural materials derived from their engagement with the HP ‘canon’. Canon is used to describe the HP oeuvre as approved by Rowling, her publishers, and her copyright assignees (for example, Warner Bros). In contrast, ‘fanon’ is the name used by fans to refer the body of work that results from their creative/subversive interactions with the core texts, such as “slash” (homo-erotic/romance) fiction. Differentiation between the two terms acknowledges the likelihood that J K Rowling or her assignees might not approve of fanon. The constructed identities of fans who deal solely with canon differ significantly from those who are engaged in fanon. The implicit (romantic) or explicit (full-action descriptions) sexualisation of HP FF is part of a complex identity play on behalf of both the writers and readers of FF. Further, given that the online communities are often nurtured and enriched by offline face to face exchanges with other participants, what an individual is prepared to read or not to read, or write or not write, says as much about that person’s public persona as does another’s overt consumption of pornography; or diet of art house films, in contrast to someone else’s enthusiasm for Friends. Hearn, Mandeville and Anthony argue that a “central assertion of postmodern views of consumption is that social identity can be interpreted as a function of consumption” (106), and few would disagree with them: herein lies the power of the brand. Noting that consumer culture centrally focuses upon harnessing ‘the desire to desire’, Streeter’s work (654, on the opening up of Internet connectivity) suggests a continuum from ‘desire provoked’; through anticipation, ‘excitement based on what people imagined would happen’; to a sense of ‘possibility’. All this was made more tantalising in terms of the ‘unpredictability’ of how cyberspace would eventually resolve itself (657). Thus a progression is posited from desire through to the thrill of comparing future possibilities with eventual outcomes. These forces clearly influence the HP FF phenomenon, where a section of HP fans have become impatient with the pace of the ‘official’/canon HP text. J K Rowling’s writing has slowed down to the point that Harry’s initial readership has overtaken him by several years. He’s about to enter his sixth year (of seven) at secondary school – his erstwhile-contemporaries have already left school or are about to graduate to University. HP is yet to have ‘a relationship’: his fans are engaged in some well-informed speculation as to a range of sexual possibilities which would likely take J K Rowling some light years from her marketers’ core readership. So the story is progressing more slowly than many fans would choose and with less spice than many would like (from the evidence of the web, at least). As indicated in the Endnote, the productivity of the fans, as they ‘fill in the gaps’ while waiting for the official narrative to resume, is prodigious. It may be that as the fans outstrip HP in their own social and emotional development they find his reactions in later books increasingly unbelievable, and/or out of character with the HP they felt they knew. Thus they develop an alternative ‘Harry’ in fanon. Some FF authors identify in advance which books they accept as canon, and which they have decided to ignore. For example, popular FF author Midnight Blue gives the setting of her evolving FF The Mirror of Maybe as “after Harry Potter and the Goblet of Fire and as an alternative to the events detailed in Harry Potter and the Order of the Phoenix, [this] is a Slash story involving Harry Potter and Severus Snape”. Some fans, tired of waiting for Rowling to get Harry grown up, ‘are doin’ it for themselves’. Alternatively, it may be that as they get older the first groups of HP fans are unwilling to relinquish their investment in the HP phenomenon, but are equally unwilling to align themselves uncritically with the anodyne story of the canon. Harry Potter, as Warner Bros licensed him, may be OK for pre-teens, but less cool for the older adolescent. The range of identities that can be constructed using the many online HP FF genres, however, permits wide scope for FF members to identify with dissident constructions of the HP narrative and helps to add to the momentum with which his fame increases. Latterly there is evidence that custodians of canon may be making subtle overtures to creators of fanon. Here, the viral marketers have a particular challenge – to embrace the huge market represented by fanon, while not disturbing those whose HP fandom is based upon the purity of canon. Some elements of fanon feel their discourses have been recognised within the evolving approved narrative . This sense within the fan community – that the holders of the canon have complimented them through an intertextual reference – is much prized and builds the momentum of the fame engagement (as has been demonstrated by Watson, with respect to the band ‘phish’). Specifically, Harry/Draco slash fans have delighted in the hint of a blown kiss from Draco Malfoy to Harry (as Draco sends Harry an origami bird/graffiti message in a Defence against the Dark Arts Class in Harry Potter and the Prisoner of Azkaban) as an acknowledgement of their cultural contribution to the development of the HP phenomenon. Streeter credits Raymond’s essay ‘The Cathedral and the Bazaar’ as offering a model for the incorporation of voluntary labour into the marketplace. Although Streeter’s example concerns the Open Source movement, derived from hacker culture, it has parallels with the prodigious creativity (and productivity) of the HP FF communities. Discussing the decision by Netscape to throw open the source code of its software in 1998, allowing those who use it to modify and improve it, Streeter comments that (659) “the core trope is to portray Linux-style software development like a bazaar, a real-life competitive marketplace”. The bazaar features a world of competing, yet complementary, small traders each displaying their skills and their wares for evaluation in terms of the product on offer. In contrast, “Microsoft-style software production is portrayed as hierarchical and centralised – and thus inefficient – like a cathedral”. Raymond identifies “ego satisfaction and reputation among other [peers]” as a specific socio-emotional benefit for volunteer participants (in Open Source development), going on to note: “Voluntary cultures that work this way are not actually uncommon [… for example] science fiction fandom, which unlike hackerdom has long explicitly recognized ‘egoboo’ (ego-boosting, or the enhancement of one’s reputation among other fans) as the basic drive behind volunteer activity”. This may also be a prime mover for FF engagement. Where fans have outgrown the anodyne canon they get added value through using the raw materials of the HP stories to construct fanon: establishing and building individual identities and communities through HP consumption practices in parallel with, but different from, those deemed acceptable for younger, more innocent, fans. The fame implicit in HP fandom is not only that of HP, the HP lead actor Daniel Radcliffe and HP’s creator J K Rowling; for some fans the famed ‘state or quality of being widely honoured and acclaimed’ can be realised through their participation in online fan culture – fans become famous and recognised within their own community for the quality of their work and the generosity of their sharing with others. The cultural capital circulated on the FF sites is both canon and fanon, a matter of some anxiety for the corporations that typically buy into and foster these mega-media products. As Jim Ward, Vice-President of Marketing for Lucasfilm comments about Star Wars fans (cited in Murray 11): “We love our fans. We want them to have fun. But if in fact someone is using our characters to create a story unto itself, that’s not in the spirit of what we think fandom is about. Fandom is about celebrating the story the way it is.” Slash fans would beg to differ, and for many FF readers and writers, the joy of engagement, and a significant engine for the growth of HP fame, is partly located in the creativity offered for readers and writers to fill in the gaps. Endnote HP FF ranges from posts on general FF sites (such as fanfiction.net >> books, where HP has 147,067 stories [on 4,490 pages of hotlinks] posted, compared with its nearest ‘rival’ Lord of the rings: with 33,189 FF stories). General FF sites exclude adult content, much of which is corralled into 18+ FF sites, such as Restrictedsection.org, set up when core material was expelled from general sites. As an example of one adult site, the Potter Slash Archive is selective (unlike fanfiction.net, for example) which means that only stories liked by the site team are displayed. Authors submitting work are asked to abide by a list of ‘compulsory parameters’, but ‘warnings’ fall under the category of ‘optional parameters’: “Please put a warning if your story contains content that may be offensive to some authors [sic], such as m/m sex, graphic sex or violence, violent sex, character death, major angst, BDSM, non-con (rape) etc”. Adult-content FF readers/writers embrace a range of unexpected genres – such as Twincest (incest within either of the two sets of twin characters in HP) and Weasleycest (incest within the Weasley clan) – in addition to mainstream romance/homo-erotica pairings, such as that between Harry Potter and Draco Malfoy. (NB: within the time frame 16 August – 4 October, Harry Potter FF writers had posted an additional 9,196 stories on the fanfiction.net site alone.) References ABS. 8147.0 Use of the Internet by Householders, Australia. http://www.abs.gov.au/ausstats/abs@.nsf/ e8ae5488b598839cca25682000131612/ ae8e67619446db22ca2568a9001393f8!OpenDocument, 2001, 2001>. Baym, Nancy. “The Emergence of Community in Computer-Mediated Communication.” CyberSociety: Computer-Mediated Communication and Community. Ed. S. Jones. Thousand Oaks, CA: Sage, 1995. 138-63. Blue, Midnight. “The Mirror of Maybe.” http://www.greyblue.net/MidnightBlue/Mirror/default.htm>. Coates, Laura. “Muggle Kids Battle for Domain Name Rights. Irish Computer. http://www.irishcomputer.com/domaingame2.html>. Fanfiction.net. “Category: Books” http://www.fanfiction.net/cat/202/>. Green, Lelia. Technoculture: From Alphabet to Cybersex. Sydney: Allen & Unwin. Hearn, Greg, Tom Mandeville and David Anthony. The Communication Superhighway: Social and Economic Change in the Digital Age. Sydney: Allen & Unwin, 1997. Hills, Matt. Fan Cultures. London: Routledge, 2002. Houghton Mifflin. “Potlatch.” Encyclopedia of North American Indians. http://college.hmco.com/history/readerscomp/naind/html/ na_030900_potlatch.htm>. Kirby, Justin. “Brand Papers: Getting the Bug.” Brand Strategy July-August 2004. http://www.dmc.co.uk/pdf/BrandStrategy07-0804.pdf>. Marshall, P. David. “Technophobia: Video Games, Computer Hacks and Cybernetics.” Media International Australia 85 (Nov. 1997): 70-8. Murray, Simone. “Celebrating the Story the Way It Is: Cultural Studies, Corporate Media and the Contested Utility of Fandom.” Continuum 18.1 (2004): 7-25. Raymond, Eric S. The Cathedral and the Bazaar. 2000. http://www.catb.org/~esr/writings/cathedral-bazaar/cathedral-bazaar/ar01s11.html>. Streeter, Thomas. The Romantic Self and the Politics of Internet Commercialization. Cultural Studies 17.5 (2003): 648-68. Turner, Graeme, Frances Bonner, and P. David Marshall. Fame Games: The Production of Celebrity in Australia. Melbourne: Cambridge UP. Watson, Nessim. “Why We Argue about Virtual Community: A Case Study of the Phish.net Fan Community.” Virtual Culture: Identity and Communication in Cybersociety. Ed. Steven G. Jones. London: Sage, 1997. 102-32. Citation reference for this article MLA Style Green, Lelia, and Carmen Guinery. "Harry Potter and the Fan Fiction Phenomenon." M/C Journal 7.5 (2004). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0411/14-green.php>. APA Style Green, L., and C. Guinery. (Nov. 2004) "Harry Potter and the Fan Fiction Phenomenon," M/C Journal, 7(5). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0411/14-green.php>.
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Brien, Donna Lee, Leonie Rutherford et Rosemary Williamson. « Hearth and Hotmail ». M/C Journal 10, no 4 (1 août 2007). http://dx.doi.org/10.5204/mcj.2696.

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Introduction It has frequently been noted that ICTs and social networking applications have blurred the once-clear boundary between work, leisure and entertainment, just as they have collapsed the distinction between public and private space. While each individual has a sense of what “home” means, both in terms of personal experience and more conceptually, the following three examples of online interaction (based on participants’ interest, or involvement, in activities traditionally associated with the home: pet care, craft and cooking) suggest that the utilisation of online communication technologies can lead to refined and extended definitions of what “home” is. These examples show how online communication can assist in meeting the basic human needs for love, companionship, shelter and food – needs traditionally supplied by the home environment. They also provide individuals with a considerably expanded range of opportunities for personal expression and emotional connection, as well as creative and commercial production, than that provided by the purely physical (and, no doubt, sometimes isolated and isolating) domestic environment. In this way, these case studies demonstrate the interplay and melding of physical and virtual “home” as domestic practices leach from the most private spaces of the physical home into the public space of the Internet (for discussion, see Gorman-Murray, Moss, and Rose). At the same time, online interaction can assert an influence on activity within the physical space of the home, through the sharing of advice about, and modeling of, domestic practices and processes. A Dog’s (Virtual) Life The first case study primarily explores the role of online communities in the formation and expression of affective values and personal identity – as traditionally happens in the domestic environment. Garber described the 1990s as “the decade of the dog” (20), citing a spate of “new anthropomorphic” (22) dog books, Internet “dog chat” sites, remakes of popular classics such as Lassie Come Home, dog friendly urban amenities, and the meteoric rise of services for pampered pets (28-9). Loving pets has become a lifestyle and culture, witnessed and commodified in Pet Superstores as well as in dog collectables and antiques boutiques, and in publications like The Bark (“the New Yorker of Dog Magazines”) and Clean Run, the international agility magazine, Website, online book store and information gateway for agility products and services. Available online resources for dog lovers have similarly increased rapidly during the decade since Garber’s book was published, with the virtual world now catering for serious hobby trainers, exhibitors and professionals as well as the home-based pet lover. At a recent survey, Yahoo Groups – a personal communication portal that facilitates social networking, in this case enabling users to set up electronic mailing lists and Internet forums – boasted just over 9,600 groups servicing dog fanciers and enthusiasts. The list Dogtalk is now an announcement only mailing list, but was a vigorous discussion forum until mid-2006. Members of Dogtalk were Australian-based “clicker-trainers”, serious hobbyist dog trainers, many of whom operated micro-businesses providing dog training or other pet-related services. They shared an online community, but could also engage in “flesh-meets” at seminars, conferences and competitive dog sport meets. An author of this paper (Rutherford) joined this group two years ago because of her interest in clicker training. Clicker training is based on an application of animal learning theory, particularly psychologist E. F. Skinner’s operant conditioning, so called because of the trademark use of a distinctive “click” sound to mark a desired behaviour that is then rewarded. Clicker trainers tend to dismiss anthropomorphic pack theory that positions the human animal as fundamentally opposed to non-human animals and, thus, foster a partnership (rather than a dominator) mode of social and learning relationships. Partnership and nurturance are common themes within the clicker community (as well as in more traditional “home” locations); as is recognising and valuing the specific otherness of other species. Typically, members regard their pets as affective equals or near-equals to the human animals that are recognised members of their kinship networks. A significant function of the episodic biographical narratives and responses posted to this list was thus to affirm and legitimate this intra-specific kinship as part of normative social relationship – a perspective that is not usually validated in the general population. One of the more interesting nexus that evolved within Dogtalk links the narrativisation of the pet in the domestic sphere with the pictorial genre of the family album. Emergent technologies, such as digital cameras together with Web-based image manipulation software and hosting (as provided by portals like Photobucket and Flickr ) democratise high quality image creation and facilitate the sharing of these images. Increasingly, the Dogtalk list linked to images uploaded to free online galleries, discussed digital image composition and aesthetics, and shared technical information about cameras and online image distribution. Much of this cultural production and circulation was concerned with digitally inscribing particular relationships with individual animals into cultural memory: a form of family group biography (for a discussion of the family photograph as a display of extended domestic space, see Rose). The other major non-training thread of the community involves the sharing and witnessing of the trauma suffered due to the illness and loss of pets. While mourning for human family members is supported in the off-line world – with social infrastructure, such as compassionate leave and/or bereavement counselling, part of professional entitlements – public mourning for pets is not similarly supported. Yet, both cultural studies (in its emphasis on cultural memory) and trauma theory have highlighted the importance of social witnessing, whereby traumatic memories must be narratively integrated into memory and legitimised by the presence of a witness in order to loosen their debilitating hold (Felman and Laub 57). Postings on the progress of a beloved animal’s illness or other misfortune and death were thus witnessed and affirmed by other Dogtalk list members – the sick or deceased pet becoming, in the process, a feature of community memory, not simply an individual loss. In terms of such biographical narratives, memory and history are not identical: “Any memories capable of being formed, retained or articulated by an individual are always a function of socially constituted forms, narratives and relations … Memory is always subject to active social manipulation and revision” (Halbwachs qtd. in Crewe 75). In this way, emergent technologies and social software provide sites, akin to that of physical homes, for family members to process individual memories into cultural memory. Dogzonline, the Australian Gateway site for purebred dog enthusiasts, has a forum entitled “Rainbow Bridge” devoted to textual and pictorial memorialisation of deceased pet dogs. Dogster hosts the For the Love of Dogs Weblog, in which images and tributes can be posted, and also provides links to other dog oriented Weblogs and Websites. An interesting combination of both therapeutic narrative and the commodification of affect is found in Lightning Strike Pet Loss Support which, while a memorial and support site, also provides links to the emerging profession of pet bereavement counselling and to suppliers of monuments and tributary urns for home or other use. loobylu and Narratives of Everyday Life The second case study focuses on online interactions between craft enthusiasts who are committed to the production of distinctive objects to decorate and provide comfort in the home, often using traditional methods. In the case of some popular craft Weblogs, online conversations about craft are interspersed with, or become secondary to, the narration of details of family life, the exploration of important life events or the recording of personal histories. As in the previous examples, the offering of advice and encouragement, and expressions of empathy and support, often characterise these interactions. The loobylu Weblog was launched in 2001 by illustrator and domestic crafts enthusiast Claire Robertson. Robertson is a toy maker and illustrator based in Melbourne, Australia, whose clients have included prominent publishing houses, magazines and the New York Public Library (Robertson “Recent Client List” online). She has achieved a measure of public recognition: her loobylu Weblog has won awards and been favourably commented upon in the Australian press (see Robertson “Press for loobylu” online). In 2005, an article in The Age placed Robertson in the context of a contemporary “craft revolution”, reporting her view that this “revolution” is in “reaction to mass consumerism” (Atkinson online). The hand-made craft objects featured in Robertson’s Weblogs certainly do suggest engagement with labour-intensive pursuits and the construction of unique objects that reject processes of mass production and consumption. In this context, loobylu is a vehicle for the display and promotion of Robertson’s work as an illustrator and as a craft practitioner. While skills-based, it also, however, promotes a family-centred lifestyle; it advocates the construction by hand of objects designed to enhance the appearance of the family home and the comfort of its inhabitants. Its specific subject matter extends to related aspects of home and family as, in addition to instructions, ideas and patterns for craft, the Weblog features information on commercially available products for home and family, recipes, child rearing advice and links to 27 other craft and other sites (including Nigella Lawson’s, discussed below). The primary member of its target community is clearly the traditional homemaker – the mother – as well as those who may aspire to this role. Robertson does not have the “celebrity” status of Lawson and Jamie Oliver (discussed below), nor has she achieved their market saturation. Indeed, Robertson’s online presence suggests a modest level of engagement that is placed firmly behind other commitments: in February 2007, she announced an indefinite suspension of her blog postings so that she could spend more time with her family (Robertson loobylu 17 February 2007). Yet, like Lawson and Oliver, Robertson has exploited forms of domestic competence traditionally associated with women and the home, and the non-traditional medium of the Internet has been central to her endeavours. The content of the loobylu blog is, unsurprisingly, embedded in, or an accessory to, a unifying running commentary on Robertson’s domestic life as a parent. Miles, who has described Weblogs as “distributed documentaries of the everyday” (66) sums this up neatly: “the weblogs’ governing discursive quality is the manner in which it is embodied within the life world of its author” (67). Landmark family events are narrated on loobylu and some attract deluges of responses: the 19 June 2006 posting announcing the birth of Robertson’s daughter Lily, for example, drew 478 responses; five days later, one describing the difficult circumstances of her birth drew 232 comments. All of these comments are pithy, with many being simple empathetic expressions or brief autobiographically based commentaries on these events. Robertson’s news of her temporary retirement from her blog elicited 176 comments that both supported her decision and also expressed a sense of loss. Frequent exclamation marks attest visually to the emotional intensity of the responses. By narrating aspects of major life events to which the target audience can relate, the postings represent a form of affective mass production and consumption: they are triggers for a collective outpouring of largely homogeneous emotional reaction (joy, in the case of Lily’s birth). As collections of texts, they can be read as auto/biographic records, arranged thematically, that operate at both the individual and the community levels. Readers of the family narratives and the affirming responses to them engage in a form of mass affirmation and consumerism of domestic experience that is easy, immediate, attractive and free of charge. These personal discourses blend fluidly with those of a commercial nature. Some three weeks after loobylu announced the birth of her daughter, Robertson shared on her Weblog news of her mastitis, Lily’s first smile and the family’s favourite television programs at the time, information that many of us would consider to be quite private details of family life. Three days later, she posted a photograph of a sleeping baby with a caption that skilfully (and negatively) links it to her daughter: “Firstly – I should mention that this is not a photo of Lily”. The accompanying text points out that it is a photo of a baby with the “Zaky Infant Sleeping Pillow” and provides a link to the online pregnancystore.com, from which it can be purchased. A quotation from the manufacturer describing the merits of the pillow follows. Robertson then makes a light-hearted comment on her experiences of baby-induced sleep-deprivation, and the possible consequences of possessing the pillow. Comments from readers also similarly alternate between the personal (sharing of experiences) to the commercial (comments on the product itself). One offshoot of loobylu suggests that the original community grew to an extent that it could support specialised groups within its boundaries. A Month of Softies began in November 2004, describing itself as “a group craft project which takes place every month” and an activity that “might give you a sense of community and kinship with other similar minded crafty types across the Internet and around the world” (Robertson A Month of Softies online). Robertson gave each month a particular theme, and readers were invited to upload a photograph of a craft object they had made that fitted the theme, with a caption. These were then included in the site’s gallery, in the order in which they were received. Added to the majority of captions was also a link to the site (often a business) of the creator of the object; another linking of the personal and the commercial in the home-based “cottage industry” sense. From July 2005, A Month of Softies operated through a Flickr site. Participants continued to submit photos of their craft objects (with captions), but also had access to a group photograph pool and public discussion board. This extension simulates (albeit in an entirely visual way) the often home-based physical meetings of craft enthusiasts that in contemporary Australia take the form of knitting, quilting, weaving or other groups. Chatting with, and about, Celebrity Chefs The previous studies have shown how the Internet has broken down many barriers between what could be understood as the separate spheres of emotional (that is, home-based private) and commercial (public) life. The online environment similarly enables the formation and development of fan communities by facilitating communication between those fans and, sometimes, between fans and the objects of their admiration. The term “fan” is used here in the broadest sense, referring to “a person with enduring involvement with some subject or object, often a celebrity, a sport, TV show, etc.” (Thorne and Bruner 52) rather than focusing on the more obsessive and, indeed, more “fanatical” aspects of such involvement, behaviour which is, increasingly understood as a subculture of more variously constituted fandoms (Jenson 9-29). Our specific interest in fandom in relation to this discussion is how, while marketers and consumer behaviourists study online fan communities for clues on how to more successfully market consumer goods and services to these groups (see, for example, Kozinets, “I Want to Believe” 470-5; “Utopian Enterprise” 67-88; Algesheimer et al. 19-34), fans regularly subvert the efforts of those urging consumer consumption to utilise even the most profit-driven Websites for non-commercial home-based and personal activities. While it is obvious that celebrities use the media to promote themselves, a number of contemporary celebrity chefs employ the media to construct and market widely recognisable personas based on their own, often domestically based, life stories. As examples, Jamie Oliver and Nigella Lawson’s printed books and mass periodical articles, television series and other performances across a range of media continuously draw on, elaborate upon, and ultimately construct their own lives as the major theme of these works. In this, these – as many other – celebrity chefs draw upon this revelation of their private lives to lend authenticity to their cooking, to the point where their work (whether cookbook, television show, advertisement or live chat room session with their fans) could be described as “memoir-illustrated-with-recipes” (Brien and Williamson). This generic tendency influences these celebrities’ communities, to the point where a number of Websites devoted to marketing celebrity chefs as product brands also enable their fans to share their own life stories with large readerships. Oliver and Lawson’s official Websites confirm the privileging of autobiographical and biographical information, but vary in tone and approach. Each is, for instance, deliberately gendered (see Hollows’ articles for a rich exploration of gender, Oliver and Lawson). Oliver’s hip, boyish, friendly, almost frantic site includes the what are purported-to-be self-revelatory “Diary” and “About me” sections, a selection of captioned photographs of the chef, his family, friends, co-workers and sponsors, and his Weblog as well as footage streamed “live from Jamie’s phone”. This self-revelation – which includes significant details about Oliver’s childhood and his domestic life with his “lovely girls, Jools [wife Juliette Norton], Poppy and Daisy” – completely blurs the line between private life and the “Jamie Oliver” brand. While such revelation has been normalised in contemporary culture, this practice stands in great contrast to that of renowned chefs and food writers such as Elizabeth David, Julia Child, James Beard and Margaret Fulton, whose work across various media has largely concentrated on food, cooking and writing about cooking. The difference here is because Oliver’s (supposedly private) life is the brand, used to sell “Jamie Oliver restaurant owner and chef”, “Jamie Oliver cookbook author and TV star”, “Jamie Oliver advertising spokesperson for Sainsbury’s supermarket” (from which he earns an estimated £1.2 million annually) (Meller online) and “Jamie Oliver social activist” (made MBE in 2003 after his first Fifteen restaurant initiative, Oliver was named “Most inspiring political figure” in the 2006 Channel 4 Political Awards for his intervention into the provision of nutritious British school lunches) (see biographies by Hildred and Ewbank, and Smith). Lawson’s site has a more refined, feminine appearance and layout and is more mature in presentation and tone, featuring updates on her (private and public) “News” and forthcoming public appearances, a glamorous selection of photographs of herself from the past 20 years, and a series of print and audio interviews. Although Lawson’s children have featured in some of her television programs and her personal misfortunes are well known and regularly commented upon by both herself and journalists (her mother, sister and husband died of cancer) discussions of these tragedies, and other widely known aspects of her private life such as her second marriage to advertising mogul Charles Saatchi, is not as overt as on Oliver’s site, and the user must delve to find it. The use of Lawson’s personal memoir, as sales tool, is thus both present and controlled. This is in keeping with Lawson’s professional experience prior to becoming the “domestic goddess” (Lawson 2000) as an Oxford graduated journalist on the Spectator and deputy literary editor of the Sunday Times. Both Lawson’s and Oliver’s Websites offer readers various ways to interact with them “personally”. Visitors to Oliver’s site can ask him questions and can access a frequently asked question area, while Lawson holds (once monthly, now irregularly) a question and answer forum. In contrast to this information about, and access to, Oliver and Lawson’s lives, neither of their Websites includes many recipes or other food and cooking focussed information – although there is detailed information profiling their significant number of bestselling cookbooks (Oliver has published 8 cookbooks since 1998, Lawson 5 since 1999), DVDs and videos of their television series and one-off programs, and their name branded product lines of domestic kitchenware (Oliver and Lawson) and foodstuffs (Oliver). Instruction on how to purchase these items is also featured. Both these sites, like Robertson’s, provide various online discussion fora, allowing members to comment upon these chefs’ lives and work, and also to connect with each other through posted texts and images. Oliver’s discussion forum section notes “this is the place for you all to chat to each other, exchange recipe ideas and maybe even help each other out with any problems you might have in the kitchen area”. Lawson’s front page listing states: “You will also find a moderated discussion forum, called Your Page, where our registered members can swap ideas and interact with each other”. The community participants around these celebrity chefs can be, as is the case with loobylu, divided into two groups. The first is “foodie (in Robertson’s case, craft) fans” who appear to largely engage with these Websites to gain, and to share, food, cooking and craft-related information. Such fans on Oliver and Lawson’s discussion lists most frequently discuss these chefs’ television programs and books and the recipes presented therein. They test recipes at home and discuss the results achieved, any problems encountered and possible changes. They also post queries and share information about other recipes, ingredients, utensils, techniques, menus and a wide range of food and cookery-related matters. The second group consists of “celebrity fans” who are attracted to the chefs (as to Robertson as craft maker) as personalities. These fans seek and share biographical information about Oliver and Lawson, their activities and their families. These two areas of fan interest (food/cooking/craft and the personal) are not necessarily or always separated, and individuals can be active members of both types of fandoms. Less foodie-orientated users, however (like users of Dogtalk and loobylu), also frequently post their own auto/biographical narratives to these lists. These narratives, albeit often fragmented, may begin with recipes and cooking queries or issues, but veer off into personal stories that possess only minimal or no relationship to culinary matters. These members also return to the boards to discuss their own revealed life stories with others who have commented on these narratives. Although research into this aspect is in its early stages, it appears that the amount of public personal revelation either encouraged, or allowed, is in direct proportion to the “open” friendliness of these sites. More thus are located in Oliver’s and less in Lawson’s, and – as a kind of “control” in this case study, but not otherwise discussed – none in that of Australian chef Neil Perry, whose coolly sophisticated Website perfectly complements Perry’s professional persona as the epitome of the refined, sophisticated and, importantly in this case, unapproachable, high-end restaurant chef. Moreover, non-cuisine related postings are made despite clear directions to the contrary – Lawson’s site stating: “We ask that postings are restricted to topics relating to food, cooking, the kitchen and, of course, Nigella!” and Oliver making the plea, noted above, for participants to keep their discussions “in the kitchen area”. Of course, all such contemporary celebrity chefs are supported by teams of media specialists who selectively construct the lives that these celebrities share with the public and the postings about others’ lives that are allowed to remain on their discussion lists. The intersection of the findings reported above with the earlier case studies suggests, however, that even these most commercially-oriented sites can provide a fruitful data regarding their function as home-like spaces where domestic practices and processes can be refined, and emotional relationships formed and fostered. In Summary As convergence results in what Turow and Kavanaugh call “the wired homestead”, our case studies show that physically home-based domestic interests and practices – what could be called “home truths” – are also contributing to a refiguration of the private/public interplay of domestic activities through online dialogue. In the case of Dogtalk, domestic space is reconstituted through virtual spaces to include new definitions of family and memory. In the case of loobylu, the virtual interaction facilitates a development of craft-based domestic practices within the physical space of the home, thus transforming domestic routines. Jamie Oliver’s and Nigella Lawson’s sites facilitate development of both skills and gendered identities by means of a bi-directional nexus between domestic practices, sites of home labour/identity production and public media spaces. As participants modify and redefine these online communities to best suit their own needs and desires, even if this is contrary to the stated purposes for which the community was instituted, online communities can be seen to be domesticated, but, equally, these modifications demonstrate that the activities and relationships that have traditionally defined the home are not limited to the physical space of the house. While virtual communities are “passage points for collections of common beliefs and practices that united people who were physically separated” (Stone qtd in Jones 19), these interactions can lead to shared beliefs, for example, through advice about pet-keeping, craft and cooking, that can significantly modify practices and routines in the physical home. Acknowledgments An earlier version of this paper was presented at the Association of Internet Researchers’ International Conference, Brisbane, 27-30 September 2006. The authors would like to thank the referees of this article for their comments and input. Any errors are, of course, our own. References Algesheimer, R., U. Dholake, and A. Herrmann. “The Social Influence of Brand Community: Evidence from European Car Clubs”. Journal of Marketing 69 (2005): 19-34. Atkinson, Frances. “A New World of Craft”. The Age (11 July 2005). 28 May 2007 http://www.theage.com.au/articles/2005/07/10/1120934123262.html>. Brien, Donna Lee, and Rosemary Williamson. “‘Angels of the Home’ in Cyberspace: New Technologies and Biographies of Domestic Production”. Paper. Biography and New Technologies conference. Humanities Research Centre, Australian National University, Canberra, ACT. 12-14 Sep. 2006. Crewe, Jonathan. “Recalling Adamastor: Literature as Cultural Memory in ‘White’ South Africa”. In Acts of Memory: Cultural Recall in the Present, eds. Mieke Bal, Jonathan Crewe, and Leo Spitzer. Hanover, NH: Dartmouth College, 1999. 75-86. Felman, Shoshana, and Dori Laub. Testimony: Crises of Witnessing in Literature, Psychoanalysis, and History. New York: Routledge, 1992. Garber, Marjorie. Dog Love. New York: Touchstone/Simon and Schuster, 1996. Gorman-Murray, Andrew. “Homeboys: Uses of Home by Gay Australian Men”. Social and Cultural Geography 7.1 (2006): 53-69. Halbwachs, Maurice. On Collective Memory. Trans. Lewis A. Closer. Chicago: U of Chicago P, 1992. Hildred, Stafford, and Tim Ewbank. Jamie Oliver: The Biography. London: Blake, 2001. Hollows, Joanne. “Feeling like a Domestic Goddess: Post-Feminism and Cooking.” European Journal of Cultural Studies 6.2 (2003): 179-202. ———. “Oliver’s Twist: Leisure, Labour and Domestic Masculinity in The Naked Chef.” International Journal of Cultural Studies 6.2 (2003): 229-248. Jenson, J. “Fandom as Pathology: The Consequences of Characterization”. The Adoring Audience; Fan Culture and Popular Media. Ed. L. A. Lewis. New York, NY: Routledge, 1992. 9-29. Jones, Steven G., ed. Cybersociety, Computer-Mediated Communication and Community. Thousand Oaks, CA: Sage, 1995. Kozinets, R.V. “‘I Want to Believe’: A Netnography of the X’Philes’ Subculture of Consumption”. Advances in Consumer Research 34 (1997): 470-5. ———. “Utopian Enterprise: Articulating the Meanings of Star Trek’s Culture of Consumption.” Journal of Consumer Research 28 (2001): 67-88. Lawson, Nigella. How to Be a Domestic Goddess: Baking and the Art of Comfort Cooking. London: Chatto and Windus, 2000. Meller, Henry. “Jamie’s Tips Spark Asparagus Shortages”. Daily Mail (17 June 2005). 21 Aug. 2007 http://www.dailymail.co.uk/pages/live/articles/health/dietfitness.html? in_article_id=352584&in_page_id=1798>. Miles, Adrian. “Weblogs: Distributed Documentaries of the Everyday.” Metro 143: 66-70. Moss, Pamela. “Negotiating Space in Home Environments: Older Women Living with Arthritis.” Social Science and Medicine 45.1 (1997): 23-33. Robertson, Claire. Claire Robertson Illustration. 2000-2004. 28 May 2007 . Robertson, Claire. loobylu. 16 Feb. 2007. 28 May 2007 http://www.loobylu.com>. Robertson, Claire. “Press for loobylu.” Claire Robertson Illustration. 2000-2004. 28 May 2007 http://www.clairetown.com/press.html>. Robertson, Claire. A Month of Softies. 28 May 2007. 21 Aug. 2007 . Robertson, Claire. “Recent Client List”. Claire Robertson Illustration. 2000-2004. 28 May 2007 http://www.clairetown.com/clients.html>. Rose, Gillian. “Family Photographs and Domestic Spacings: A Case Study.” Transactions of the Institute of British Geographers NS 28.1 (2003): 5-18. Smith, Gilly. Jamie Oliver: Turning Up the Heat. Sydney: Macmillian, 2006. Thorne, Scott, and Gordon C. Bruner. “An Exploratory Investigation of the Characteristics of Consumer Fanaticism.” Qualitative Market Research: An International Journal 9.1 (2006): 51-72. Turow, Joseph, and Andrea Kavanaugh, eds. The Wired Homestead: An MIT Press Sourcebook on the Internet and the Family. Cambridge, MA: MIT Press, 2003. Citation reference for this article MLA Style Brien, Donna Lee, Leonie Rutherford, and Rosemary Williamson. "Hearth and Hotmail: The Domestic Sphere as Commodity and Community in Cyberspace." M/C Journal 10.4 (2007). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0708/10-brien.php>. APA Style Brien, D., L. Rutherford, and R. Williamson. (Aug. 2007) "Hearth and Hotmail: The Domestic Sphere as Commodity and Community in Cyberspace," M/C Journal, 10(4). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0708/10-brien.php>.
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Smith, Naomi. « Between, Behind, and Out of Sight ». M/C Journal 24, no 2 (26 avril 2021). http://dx.doi.org/10.5204/mcj.2764.

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Introduction I am on the phone with a journalist discussing my research into anti-vaccination. As the conversation winds up, they ask a question I have come to expect: "how big do you think this is?" My answer is usually some version of the following: that we have no way of knowing. I and my fellow researchers can only see the information that is public or in the sunlight. How anti-vaccination information spreads through private networks is dark to us. It is private and necessarily so. This means that we cannot track how these conversations spread in the private or parochial spaces of Facebook, nor can we consider how they might extend into other modes of mediated communication. Modern communication is a complex and multiplatform accomplishment. Consider this: I am texting with my friend, I send her a selfie, in the same moment I hear a notification, she has DMed me a relevant Instagram post via that app. I move to Instagram and share another post in response; we continue our text message conversation there. Later in the day, I message her on Facebook Messenger while participating in a mutual WhatsApp group chat. The next day we Skype, and while we talk, we send links back and forth, which in hindsight are as clear as hieroglyphics before the Rosetta stone. I comment on her Twitter post, and we publicly converse back and forth briefly while other people like our posts. None of these instances are discrete conversational events, even though they occur on different platforms. They are iterations on the same themes, and the archival properties of social media and private messaging apps mean that neither of you forgets where you left off. The conversation slides not only between platforms and contexts but in and out of visibility. Digitally mediated conversation hums in the background of daily life (boring meetings, long commutes and bad dates) and expands our understanding of the temporal and sequential limits of conversation. In this article, I will explore digitally-mediated cross-platform conversation as a problem in two parts, and how we can understand it as part of the 'dark social'. Specifically, I want to draw attention to how 'dark' online spaces are part of our everyday communicative practices and are not necessarily synonymous with the illicit, illegal, or deviant. I argue that the private conversations we have online are also part of the dark social web, insofar as they are hidden from the public eye. When I think of dark social spaces, I think of what lies beneath the surface of murky waters, what hides behind in backstage areas, and the moments between platforms. In contrast, 'light' (or public) social spaces are often perceived as siloed. The boundaries between these platforms are artificially clean and do not appear to leak into other spaces. This article explores the dark and shadowed spaces of online conversation and considers how we might approach them as researchers. Conversations occur in the backchannels of social media platforms, in private messaging functions that are necessarily invisible to the researcher's gaze. These spaces are distinct from the social media activity analysed by Marwick and boyd. Their research examining teens' privacy strategies on social media highlights how social media posts that multiple audiences may view often hold encoded meanings. Social media posts are a distinct and separate category of activity from meditated conversations that occur one to one, or in smaller group chat settings. Second is the disjunction between social media platforms. Users spread their activity across any number of social media platforms, according to social and personal logics. However, these movements are difficult to capture; it is difficult to see in the dark. Platforms are not hermeneutically sealed off from each other, or the broader web. I argue that understanding how conversation moves between platforms and in the backstage spaces of platforms are two parts of the same dark social puzzle. Conversation Online Digital media have changed how we maintain our social connections across time and space. Social media environments offer new possibilities for communication and engagement as well as new avenues for control. Calls and texts can be ignored, and our phones are often used as shields. Busying ourselves with them can help us avoid unwanted face-to-face conversations. There are a number of critiques regarding the pressure of always-on contact, and a growing body of research that examines how users negotiate these demands. By examining group messaging, Mannell highlights how the boundaries of these chats are porous and flexible and mark a distinct communicative break from previous forms of mobile messaging, which were largely didactic. The advent of group chats has also led to an increasing complication of conversation boundaries. One group chat may have several strands of conversation sporadically re-engaged with over time. Manell's examination of group chats empirically illustrates the complexity of digitally-mediated conversations as they move across private, parochial, and public spaces in a way that is not necessarily temporally linear. Further research highlights the networked nature of digitally mediated interpersonal communication and how conversations sprawl across multiple platforms (Burchell). Couldry (16, 17) describes this complex web as the media manifold. This concept encompasses the networked platforms that comprise it and refers to its embeddedness in daily life. As we no longer “log on” to the internet to send and receive email, the manifold is both everywhere and nowhere; so too are our conversations. Gershon has described the ways we navigate the communicative affordances of these platforms as “media ideologies" which are the "beliefs, attitudes, and strategies about the media they [individuals] use" (391). Media ideologies also contain implicit assumptions about which platforms are best for delivering which kinds of messages. Similarly, Burchell argues that the relational ordering of available media technologies is "highly idiosyncratic" (418). Burchell contends that this idiosyncratic ordering is interdependent and relational, and that norms about what to do when are both assumed by individuals and learnt in their engagement with others (418). The influence of others allows us to adjust our practices, or as Burchell argues, "to attune and regulate one's own conduct … and facilitate engagement despite the diverse media practices of others" (418). In this model, individuals are constantly learning and renegotiating norms of conversation on a case by case, platform by platform basis. However, I argue that it is more illuminating to consider how we have collectively developed an implicit and unconscious set of norms and signals that govern our (collective) conduct, as digitally mediated conversation has become embedded in our daily lives. This is not to say that everyone has the same conversational skill level, but rather that we have developed a common toolbox for understanding the ebb and flow of digitally mediated conversations across platforms. However, these norms are implicit, and we only have a partial understanding of how they are socially achieved in digitally-mediated conversation. What Lies Beneath Most of what we do online is assumed not to be publicly visible. While companies like Facebook trace us across the web and peer into every nook and cranny of our private use patterns, researchers have remained focussed on what lies above in the light, not below, in the dark. This has meant an overwhelming focus on single platform studies that rely on the massification of data as a default measure for analysing sentiment and behaviour online. Sociologically, we know that what occurs in dark social spaces, or backstage, is just as important to social life as what happens in front of an audience (Goffman). Goffman's research uses the metaphor of the theatre to analyse how social life is accomplished as a performance. He highlights that (darkened) backstage spaces are those where we can relax, drop our front, and reveal parts of our (social) self that may be unpalatable to a broader audience. Simply, the public data accessible to researchers on social media are “trace data”, or “trace conversation”, from the places where conversations briefly leave (public) footprints and can be tracked and traced before vanishing again. Alternatively, we can visualise internet researchers as swabbing door handles for trace evidence, attempting to assemble a narrative out of a left-behind thread or a stray fingerprint. These public utterances, often scraped through API access, are only small parts of the richness of online conversation. Conversations weave across multiple platforms, yet single platforms are focussed on, bracketing off their leaky edges in favour of certainty. We know the social rules of platforms, but less about the rules between platforms, and in their darker spaces. Conversations briefly emerge into the light, only to disappear again. Without understanding how conversation is achieved and how it expands and contracts and weaves in and out of the present, we are only ever guessing about the social dynamics of mediated conversation as they shift between light, dark, and shadow spaces. Small things can cast large shadows; something that looms large may be deceptively small. Online they could be sociality distorted by disinformation campaigns or swarms of social bots. Capturing the Unseen: An Ethnomethodological Approach Not all data are measurable, computable, and controllable. There is uncertainty beyond what computational logics can achieve. Nooks and crannies of sociality exist beyond the purview of computable data. This suggests that we can apply pre-digital social research methods to capture these “below the surface” conversations and understand their logics. Sociologists have long understood that conversation is a social accomplishment. In the 1960s, sociologist Harvey Sacks developed conversation analysis as an ethnomethodological technique that seeks to understand how social life is accomplished in day-to-day conversation and micro-interactions. Conversation analysis is a detailed and systematic account of how naturally-occurring talk is socially ordered, and has been applied across a number of social contexts, including news interviews, judicial settings, suicide prevention hotlines, therapy sessions, as well as regular phone conversations (Kitzinger and Frith). Conversation analysis focusses on fine-grained detail, all of the little patterns of speech that make up a conversation; for example, the pauses, interruptions, self-corrections, false starts, and over-speaking. Often these too are hidden features of conversation, understood implicitly, but hovering on the edges of our social knowledge. One of the most interesting uses of conversational analysis is to understand refusal, that is, how we say 'no' as a social action. This body of research turns common-sense social knowledge – that saying no is socially difficult – into a systemic schema of social action. For instance, acceptance is easy to achieve; saying yes typically happens quickly and without hesitation. Acceptances are not qualified; a straightforward 'yes' is sufficient (Kitzinger and Frith). However, refusals are much more socially complex. Refusal is usually accomplished by apologies, compliments, and other palliative strategies that seek to cushion the blow of refusals. They are delayed and indirect conversational routes, indicating their status as a dispreferred social action, necessitating their accompaniment by excuses or explanations (Kitzinger and Frith). Research by Kitzinger and Frith, examining how women refuse sexual advances, illustrates that we all have a stock of common-sense knowledge about how refusals are typically achieved, which persists across various social contexts, including in our intimate relationships. Conversation analysis shows us how conversation is achieved and how we understand each other. To date, conversation analysis techniques have been applied to spoken conversation but not yet extended into text-based mediated conversation. I argue that we could apply insights from conversation analysis to understand the rules that govern digitally mediated conversation, how conversation moves in the spaces between platforms, and the rules that govern its emergence into public visibility. What rules shape the success of mediated communication? How can we understand it as a social achievement? When conversation analysis walks into the dark room it can be like turning on the light. How can we apply conversation analysis, usually concerned with the hidden aspects of plainly visible talk, to conversation in dark social spaces, across platforms and in private back channels? There is evidence that the norms of refusal, as highlighted by conversation analysis, are persistent across platforms, including in people's private digitally-mediated conversations. One of the ways in which we can identify these norms in action is by examining technology resistance. Relational communication via mobile device is pervasive (Hall and Baym). The concentration of digitally-mediated communication into smartphones means that conversational norms are constantly renegotiated, alongside expectations of relationship maintenance in voluntary social relationships like friendship (Hall and Baym). Mannell also explains that technology resistance can include lying by text message when explaining non-availability. These small, habitual, and often automatic lies are categorised as “butler lies” and are a polite way of achieving refusal in digitally mediated conversations that are analogous to how refusal is accomplished in face-to-face conversation. Refusals, rejections, and, by extension, unavailability appear to be accompanied by the palliative actions that help us achieve refusal in face-to-face conversation. Mannell identifies strategies such as “feeling ill” to explain non-availability without hurting others' feelings. Insights from conversation analysis suggest that on balance, it is likely that all parties involved in both the furnishing and acceptance of a butler lie understand that these are polite fabrications, much like the refusals in verbal conversation. Because of their invisibility, it is easy to assume that conversations in the dark social are chaotic and disorganised. However, there are tantalising hints that the reverse is true. Instead of arguing that individuals construct conversational norms on a case by case, platform by platform basis, I suggest that we now have a stock of common-sense social knowledge that we also apply to cross-platform mediated communication. In the spaces where gaps in this knowledge exist, Szabla and Blommaert argue that actors use existing norms of interactions and can navigate a range of interaction events even in online environments where we would expect to see a degree of context collapse and interactional disorganisation. Techniques of Detection How do we see in the dark? Some nascent research suggests a way forward that will help us understand the rhythms of cross-platform mediated conversation. Apps have been used to track participants' messaging and calling activities (Birnholtz, Davison, and Li). This research found a number of patterns that signal a user's attention or inattention, including response times and linguistic clues. Similarly, not-for-profit newsroom The Markup built a Facebook inspector called the citizen browser, a "standalone desktop application that was distributed to a panel of more than 1000 paid participants" (Mattu et al.). The application works by being connected to a participant's Facebook account and periodically capturing data from their Facebook feeds. The data is automatically deidentified but is still linked to the demographic information that participants provide about themselves, such as gender, race, location, and age. Applications like these point to how researchers might reliably collect interaction data from Facebook to glimpse into the hidden networks and interactions that drive conversation. User-focussed data collection methods also help us, as researchers, to sever our reliance on API access. API-reliant research is dependent on the largesse of social media companies for continued access and encourages research on the macro at the micro's expense. After all, social media and other digital platforms are partly constituted by the social acts of their users. Without speech acts that constitute mediated conversation, liking, sharing GIFs, and links, as well as the gaps and silences, digital platforms cease to exist. Digital platforms are not just archives of “big data”, but rather they are collections of speech and records of how our common-sense knowledge about how to communicate has stretched and expanded beyond face-to-face contexts. A Problem of Bots Ethnomethodological approaches have been critiqued as focussing too much on the small details of conversation, on nit-picking small details, and thus, as unable to comment on macro social issues of oppression and inequality (Kitzinger and Frith 311). However, understanding digitally-mediated conversation through the lens of talk-as-human-interaction may help us untangle our most pressing social problems across digital platforms. Extensive research examines platforms such as Twitter for “inauthentic” behaviour, primarily identifying which accounts are bots. Bots accounts are programmed Twitter accounts (for example) that automatically tweet information on political or contentious issues, while mimicking genuine engagement. Bots can reply to direct messages too; they converse with us as they are programmed to act as “humanly” as possible. Despite this, there are patterns of behaviour and engagement that distinguish programmed bot accounts, and a number of platforms are dedicated to their detection. However, bots are becoming increasingly sophisticated and better able to mimic “real” human engagement online. But there is as yet no systematic framework regarding what “real” digitally mediated conversation looks like. An ethnomethodological approach to understanding this would better equip platforms to understand inauthentic activity. As Yang and colleagues succinctly state, "a supervised machine learning tool is only as good as the data used for its training … even the most advanced [bot detection] algorithms will fail with outdated training datasets" (8). On the flipside, organisations are using chat bots to deliver cognitive behavioural therapy and assist people in moments of psychological distress. But the bots do not feel human; they reply instantly to any message sent. Some require responses in the form of emojis. The basis of therapy is talk. Understanding more accurately how naturally-occurring talk functions in online spaces could create more sensitive and genuinely therapeutic tools. Conclusion It is easy to forget that social media have largely mainstreamed over the last decade; in this decade, crucial social norms about how we converse online have developed. These norms allow us to navigate our conversations, with intimate friends and strangers alike across platforms, both in and out of public view, in ways that are often temporally non-sequential. Dark social spaces are a matter of intense marketing interest. Advertising firm Disruptive Advertising identified the very spaces that are the focus of this article as “dark social”: messaging apps, direct messaging, and native mobile apps facilitate user activity that is "not as easily controlled nor tracked". Dark social traffic continues to grow, yet our understanding of why, how, and for whom trails behind. To make sense of our social world, which is increasingly indistinguishable from online activity, we need to examine the spaces between and behind platforms, and how they co-mingle. Where are the spaces where the affordances of multiple platforms and technologies scrape against each other in uncomfortable ways? How do users achieve intelligible conversation not just because of affordances, but despite them? Focussing on micro-sociological encounters and conversations may also help us understand what could build a healthy online ecosystem. How are consensus and agreement achieved online? What are the persistent speech acts (or text acts) that signal when consensus is achieved? To begin where I started, to understand the scope and power of anti-vaccination sentiment, we need to understand how it is shared and discussed in dark social spaces, in messaging applications, and other backchannel spaces. Taking an ethnomethodological approach to these conversational interactions could also help us determine how misinformation is refused, accepted, and negotiated in mediated conversation. Focussing on “dark conversation” will help us more richly understand our social world and add much needed insight into some of our pressing social problems. References Burchell, Kenzie. "Everyday Communication Management and Perceptions of Use: How Media Users Limit and Shape Their Social World." Convergence 23.4 (2017): 409–24. Couldry, Nick. Media, Society, World: Social Theory and Digital Media Practice. Polity, 2012. Goffman, Erving. The Presentation of Self in Everyday Life. Penguin, 1990. Gershon, Ilana. The Breakup 2.0: Disconnecting over New Media. Cornell University Press, 2010. Hall, Jeffrey A., and Nancy K. Baym. "Calling and Texting (Too Much): Mobile Maintenance Expectations, (Over)dependence, Entrapment, and Friendship Satisfaction." New Media & Society 14.2 (2012): 316–31. Hall, Margaret, et al. "Editorial of the Special Issue on Following User Pathways: Key Contributions and Future Directions in Cross-Platform Social Media Research." International Journal of Human–Computer Interaction 34.10 (2018): 895–912. Kitzinger, Celia, and Hannah Frith. "Just Say No? The Use of Conversation Analysis in Developing a Feminist Perspective on Sexual Refusal." Discourse & Society 10.3 (1999): 293–316. Ling, Rich. "Soft Coercion: Reciprocal Expectations of Availability in the Use of Mobile Communication." First Monday, 2016. Mannell, Kate. "A Typology of Mobile Messaging's Disconnective Affordances." Mobile Media & Communication 7.1 (2019): 76–93. ———. "Plural and Porous: Reconceptualising the Boundaries of Mobile Messaging Group Chats." Journal of Computer-Mediated Communication 25.4 (2020): 274–90. Marwick, Alice E., and danah boyd. "Networked Privacy: How Teenagers Negotiate Context in Social Media." New Media & Society 16.7 (2014): 1051–67. Mattu, Surya, Leon Yin, Angie Waller, and Jon Keegan. "How We Built a Facebook Inspector." The Markup 5 Jan. 2021. 9 Mar. 2021 <https://themarkup.org/citizen-browser/2021/01/05/how-we-built-a-facebook-inspector>. Sacks, Harvey. Lectures on Conversation: Volumes I and II. Ed. Gail Jefferson. Blackwell, 1995. Szabla, Malgorzata, and Jan Blommaert. "Does Context Really Collapse in Social Media Interaction?" Applied Linguistics Review 11.2 (2020): 251–79.
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Elliott, Mark. « Stigmergic Collaboration : The Evolution of Group Work ». M/C Journal 9, no 2 (1 mai 2006). http://dx.doi.org/10.5204/mcj.2599.

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Introduction The steady rise of Wikipedia.org and the Open Source software movement has been one of the big surprises of the 21st century, threatening stalwarts such as Microsoft and Britannica, while simultaneously offering insights into the emergence of large-scale peer production and the growth of gift economies. Many questions arise when confronted with the streamlined efficacy and apparent lack of organisation and motivation of these new global enterprises, not least “how does this work?” Stigmergic collaboration provides a hypothesis as to how the collaborative process could jump from being untenable with numbers above 25 people, towards becoming a new driver in global society with numbers well over 25,000. Stigmergic Collaboration Pierre-Paul Grasse first coined the term stigmergy in the 1950s in conjunction with his research on termites. Grasse showed that a particular configuration of a termite’s environment (as in the case of building and maintaining a nest) triggered a response in a termite to modify its environment, with the resulting modification in turn stimulating the response of the original or a second worker to further transform its environment. Thus the regulation and coordination of the building and maintaining of a nest was dependent upon stimulation provided by the nest, as opposed to an inherent knowledge of nest building on the individual termite’s part. A highly complex nest simply self-organises due to the collective input of large numbers of individual termites performing extraordinarily simple actions in response to their local environment. Since Grasse’s research, stigmergy has been applied to the self-organisation of ants, artificial life, swarm intelligence and more recently, the Internet itself. As stigmergy is a method of communication in which individuals communicate with one another by modifying their local environment, it is a logical extension to apply the term to many types (if not all) of Web-based communication, especially media such as the wiki. The concept of stigmergy therefore provides an intuitive and easy-to-grasp theory for helping understand how disparate, distributed, ad hoc contributions could lead to the emergence of the largest collaborative enterprises the world has seen. However, is it correct to call these enterprises “collaboration”? References to collaboration can be found in a staggering number of topics including, but not limited to, art, science, industry, business, education, technology, software design, medicine, and civil society. The research being conducted in these diverse areas, however, is still confined to institutional silos. This makes it challenging to develop a cross-disciplinary theoretical framework that goes beyond a dictionary definition and provides insight into the collaborative process in application-oriented contexts. The following represents some of the current findings of the author’s PhD research on and around collaboration and stigmergic collaboration, and comprises the core components of the theoretical framework guiding this article: Collaboration is dependent upon communication, and communication is a network phenomenon. Collaboration is inherently composed of two primary components, without either of which collaboration cannot take place: social negotiation and creative output. Collaboration in small groups (roughly 2-25) relies upon social negotiation to evolve and guide its process and creative output. Collaboration in large groups (roughly 25-n) is enabled by stigmergy. 1. Collaboration is dependent upon communication, and communication is a network phenomenon. Collaboration being dependent upon communication (in some form or another) is self-evident and requires no explanation (collaboration cannot be a solo venture), and the notion that communication is a network phenomenon is also reasonably intuitive. However it should be stressed that communication not only makes use of networks as channels, but also generates networks through its very being—entities communicating using any medium become connected nodes. Both these factors—collaboration requiring communication, and communication being a network phenomenon—make collaboration especially well suited to the Internet’s hyperlinked network structure. 2. Collaboration is inherently composed of two primary components, without either of which collaboration cannot take place: social negotiation and creative output. That collaboration is inherently composed of two primary components—social negotiation and creative output—is not to say that there aren’t other important components, but rather that these two are fundamental to the process as it is generally regarded. In formulating a theory of stigmergic collaboration, it is important to note that the social negotiation that takes place during collaboration may be implicit and unknown to the participants. As collaboration is a fundamental biological behaviour which takes place anywhere humans work together, it is not necessary to ‘know’ that one must negotiate one’s identity, values and ideas prior to and during collaboration. By simply being in the presence of other humans one can collaborate without having any regard for or knowledge of the process’s existence. However, even if it is unconscious, social negotiation (the delineation and identification of personal boundaries, interests, stakes, objectives, etc.) must take place as the result of the communication required by collaboration. Another caveat to the second primary component, creative output, is that the output may take the form of an ongoing process instead of a final conclusion. An example would be an intimate relationship—the parties involved may collaborate very closely towards the successful continuance of the collaborative process. 3. Collaboration in small groups (roughly 2-25) relies upon social negotiation to evolve and guide its process and creative output. Research has shown that the ideal size for collaborating groups (where technology is not being used in any way) is 2-8, with an upper limit of around 25 (Lipnack & Stamps 180-1). In these smaller groups, successful collaboration is generally reliant upon social negotiation to evolve and guide the development of the group’s creative output. In such scenarios, discussion plays a key role in the negotiation of emergent, shared understandings—this is, perhaps, the essence of face-to-face collaboration. Discussion acts as a point of mediation between the individual collaborators and the creative outcome which may or may not eventuate. It is in this shared space, the space ‘between’ the participants, where the traditional collaborative process develops its third member—that is, the member who is the sum of the whole and who seems to guide the process while developing ideas that are beyond the individual contributors’ capacities. 4. Collaboration in large groups (roughly 25-n) is dependent upon stigmergy. Although social mediation is an inherent part of collaboration, when applied in traditional face-to-face collaboration social mediation can provide a barrier to the rapid and seamless integration of contributions that characterises projects such as Wikipedia.org and the Open Source software movement. It may be that there is simply so much complex information to be negotiated when people communicate directly that the negotiations of the many collapse under their own weight without the mediation of an administrative/stigmergic system. This is not to say that social negotiation does not take place in stigmergic collaborative contexts—it may even be essential to developing the collaborative community—but rather that negotiation takes a back seat in terms of the creative drafting process. Most (if not all) stigmergic wiki collaborations have discussions associated with the content being developed, but it is possible to contribute (to Wikipedia.org, for instance) without discussing what you are contributing to or creating. Conversely, it is also possible to take part in discussion without editing an article. Although such discussions are most certainly an important and perhaps crucial form of contribution, they are typically secondary to the objectives of the overall project. For an example of a discussion accompanying mass collaboration, see the Israel talk page at Wikipedia.org. In addition to such points of discussion, bulletin boards, IRC (chat) and e-mail lists often support and augment the negotiation. Stigmergic Wiki Collaboration as Distinct from Co-Authoring From the perspective of individual sites of work within a stigmergic collaboration (effectively Web pages in the context of a wiki), the activity may appear to be identical to that of co-authoring—with the exception that the process is augmented by a few key elements. The most prominent of these elements is the aforementioned lack of discourse required to initiate and partake in collaboration. The use of stigmergic communication to sidestep social negotiation effectively fast-tracks the creative gestation period, removes social boundaries and as a consequence lowers the ‘costs’ of contribution by eliminating the need to become acquainted with and maintain relationships with fellow contributors. This is not to say that developing and maintaining relationships with co-authors isn’t a valuable thing to do, or that it isn’t possible during a stigmergic collaboration, but rather that it isn’t a fundamental part of this collaborative process, whereas it is in traditional co-authorship. Backing away from the perspective of individual collaborative loci and taking a wider view, multiple contributions to stigmergic collaborations naturally form clusters representing the contributors’ interests. One’s contributions might also overlap with those of others, thereby generating sets of collaborators linked via their contributions, personal interests and shared discourse. These “contributor groups” form networks that may operate either implicitly or explicitly, with groups actively working together or (and perhaps more frequently) remaining largely unknown to each other. Networks that allow such user groups to self-organise, known as ’group forming networks’, have been identified in research as being one of the more powerful drivers of network value which may have contributed significantly to the growth of giants such as Ebay, Wikipedia.org, the Open Source software movement and even the Internet itself. The interdependence of collaborative loci, drafted by a large number of people and mediated by the encoding of a local environment, is what gives stigmergic collaboration one of its most distinguishing features and sets it apart from traditional co-authorship: a coherent collaborative domain emerging from the interrelated, implicitly coordinated efforts of many individuals and groups of contributors. Non-Textual Mass Collaboration It is important to note that although the examples of stigmergic collaboration given in this article are of wiki collaborations, the process is not limited to the use of the wiki, or for that matter, the textual medium. The Open Source software movement may provide examples outside of the use of wikis, although the code collaboratively created still exists as a language utilizing a textual (ASCII) medium. SourceForge.net provides many examples of such code-based stigmergic collaborations with its source code repositories. An example for stigmergic collaboration that transcends and includes the textual medium is the IHMC CMapTools server network. CMapTools is essentially open source concept mapping software with the additional functionality of allowing for maps to be accessed via the Internet”. Once accessed (if permissions are granted by the map owner), additional collaborators can add/edit/delete the contents of a map or link to another map in a similar way that an editor might in a wiki collaboration, linking from page to page. The CMap software also allows for synchronous collaboration, functionality which goes beyond the current asynchronous editing of wikis, providing the participant with a more connected sense of their collaborator’s engagement. However, it might be that such connection may disrupt a sense of distance that enables a wiki editor to contribute with less self-consciousness about their work than they would have if they knew someone was watching their drafting process. The value of a real-time wiki has yet to be extensively evaluated, although the functionality is emerging. It might be that such features will change the dynamics of stigmergic collaboration, returning them to a more traditional collaborative process by stimulating direct social engagement between contributors, however it is equally if not more likely that the ability to edit synchronously while maintaining stigmergic mediation, will only produce more novel collaborative dynamics. Beyond these examples, there is no immediate reason why the stigmergic collaborative process couldn’t work in non-textual media such as sound or image—imagine a ‘wiki style’ documentary or concerto. It is likely, given the wide range of experimentation taking place on the Internet today, that such projects are already being developed. In these directions the strongest innovations could be made, as this would provide for the availability of all media for expression. This would not only open up collaborative opportunities to new media, but also to new user groups. Providing the systems were intuitive and easy to use, having the ability to collaborate in non-textual media could significantly reduce literacy hurdles to and provide incentive for those currently less inclined to seek access to the Internet’s wealth of information and opportunities. With the ability to upload, share and edit common media, it may be that Flickr, YouTube and especially JumpCut having the ability to ‘remix’ a shared video work using an online editor, may already be developing in this direction. Conclusion The phenomenon of stigmergic collaboration as described in this paper (collective, distributed action in which social negotiation is stigmergically mediated by Internet-based technologies) is most surely still in its infancy and will continue to evolve with technology and its social/cultural applications. Further, it seems likely that this process will expand to include the pantheon of core media—text, audio, still and moving image—and will play an increasing part in the creation and dissemination of the entertainment, news, and policy of the future. Considering this, future research into the dynamics of stigmergy might focus on the cross-disciplinary transfer of knowledge from work carried out in the insect, robotics and artificial intelligence worlds in order to learn how to better apply and extend this new collaborative process. References Crabtree, Andy. Designing Collaborative Systems: A Practical Guide to Ethnography. London: Springer-Verlag, 2003. Désilets, A., S. Paquet. Wiki as a Tool for Web-based Collaborative Story Telling in Primary School: A Case Study. 2005. National Research Council Canada. 25 Feb. 2006. <http://iit-iti.nrc-cnrc.gc.ca/publications/nrc-48234_e.html>. Emigh, William, Susan C. Herring. “Collaborative Authoring on the Web: A Genre Analysis of Online Encyclopedias.” Proceedings from the Thirty-Eighth Hawaii International Conference on System Sciences. 21 Feb. 2006. http://www.slis.indiana.edu/faculty/herring/pubs.html>. Kelly, Kevin. Out of Control: The New Biology of Machines. London: Fourth Estate, 1994. Lipnack, J., J. Stamps. Virtual Teams. Canada: John Wiley & Sons, 2000. Metacollab.net. 1 Mar. 2006 http://metacollab.net>. Rheingold, Howard. Smart Mobs. Cambridge MA.: Basic Books, 2002. Saveri, Andrea, Howard Rheingold, Alex Soojung-Kim Pang, Kathi Vian. Cooperation in Business: Managing Dilemmas in the 21st Century. Menlo Park, CA: Institute for the Future, 2004. Viegas, Fernanda, Martin Wattenberg, Kushal Dave. Studying Cooperation and Conflict between Authors with History Flow Visualisations. 2004. Available at MIT’s Free / Opensource Research Community Website. 19 Aug. 2005 http://opensource.mit.edu/online_papers.php>. Wenger, Etienne. Communites of Practice: Learning, Meaning, and Identity. Cambridge, UK: Cambridge UP, 1998. Wikipedia.org. 4 Mar. 2006 http://en.wikipedia.org/>. Wright, Robert. Nonzero: The Logic of Human Destiny. NY: Pantheon Books, 2000. Citation reference for this article MLA Style Elliott, Mark. "Stigmergic Collaboration: The Evolution of Group Work." M/C Journal 9.2 (2006). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0605/03-elliott.php>. APA Style Elliott, M. (May 2006) "Stigmergic Collaboration: The Evolution of Group Work," M/C Journal, 9(2). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0605/03-elliott.php>.
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Wegner, Juliane, et Julia Stüwe. « Young Cancer on Instagram ». M/C Journal 23, no 6 (28 novembre 2020). http://dx.doi.org/10.5204/mcj.2724.

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Introduction Although our postmodern (media) society should provide room for diversity and otherness (Greer and Jewkes), some people are not integrated but rather excluded. Social exclusion can be defined as the discrepancy of the wish of being part of a society and its possibilities to be part of it and contains feelings or experiences of physically or emotionally exclusion from others (Burchardt et al.; Riva and Eck). It is not really known what or who is responsible for social exclusion (Hills et al.), but it is certain that it is not that rare phenomenon — especially in social media. Here, digital engagement characteristics (likes, follows, shares, and comments) are important to build up, renew, and strengthen different forms of relationships. But if users do not receive any feedback, the risk of feeling social excluded increases. In this context, adolescents and young adults as the primary audience are the focus of interest. They seem to be especially vulnerable when it comes to social ostracism within social media and its potential negative psychological effects (Timeo et al.). The variety of social exclusion allows multiple perspectives on the topic. Hereafter we focus on young people with cancer. This life-threatening disease can increase the risk of being excluded. Cancer as a chronic illness and its negative effects on people’s lives, such as potential death, long-term and late effects, private and social burdens (Hilgendorf et al.), show an obvious otherness compared to the healthy peer, which might push ostracism effects and social exclusion of young people within social media to a new level. We actually can see a large number of (included) young cancer patients and survivors using social media for information sharing, exchanging ideas, networking, and addressing their unmet needs of the real world (Chou et al.; Chou and Moskowitz; Ruckenstuhl et al.; Perales et al.). Especially Instagram is becoming more present in social cancer communication (Stage et al.), though it actually increasingly represents cheerful, easy-going content (Hu et al.; Waterloo et al.). Judging by the number of cancer-related hashtags, we can see more and more public cancer bloggers thematise cancer illness on Instagram. But less is known about the actual content posted by cancer bloggers on Instagram. This leads us to the question, to what extent is cancer content found and included or excluded on public Instagram profiles of German speaking cancer bloggers? And is there a difference between biography descriptions with visible cancer references and posted motifs, captions and hashtags? Chronic Illnesses, Identities, and Social Networks Chronic illnesses such as cancer not only affect the body, but also impact on the identity of those affected. It is understood as life-changing with both short-term and long-term effects on the identity-forming process and on the already developed identity (Bury; Charmaz; Leventhal et al.). With their diagnosis, adolescents and young adults face a double challenge: they have to cope with the typical developmental changes of this age group and they have to negotiate these changes against the background of a life-threatening illness (Makros and McCabe; Zebrack and Isaacso). Miller shows three levels of identity for young cancer patients (pre-cancer identity, patient identity, and post-cancer identity), which are used regularly and flexibly by those affected in their interaction with the social network in order to maintain relationships and to minimise communicative misunderstandings. Moreover, the negotiation of the self within the social network and its expectations, especially towards convalescent people, can lead to paradoxical situations and identities of young people with cancer (Jones et al.). Although therapeutic measures are completed and patients may be discharged as cured, physical, cognitive, and emotional challenges with regard to the illness (e.g. fatigue, loss of performance, difficulty concentrating) still have to be overcome. These challenges, despite recovery, cause those affected to feel they still belong to a cancer group which they have actually largely outgrown medically and therapeutically, and also continually remind them of their present difference from the healthy peer group. To minimise these differences, narratives are the means for those affected to negotiate their new illness-related identity with their network (Hyde). These processes can be digitally transformed on blogs or to age-appropriate social network sites (SNS), which enable users to record and communicate experiences and emotions in an uncomplicated, situational manner and with fewer inhibitions (Kim and Gilham). Cancer contents on SNS are called autopathography and can serve as a means of self-expression, whilst at the same time stimulating communication and networking and thus significantly influencing identity and identity development in the chronic disease process (Rettberg; Ressler et al.; Abrol et al.; Stage). The possibility of recording and archiving private moments in a digital environment through photos and texts creates a visual diary. Here, illness recordings are not just motifs, but also part of an identity process by accepting the self as being ill (Nesby and Salamonsen; Tembeck). Instagram-Exclusive Positivity Instagram is the most popular social media network amongst 14-29 year olds in Germany (Beisch et al.). It presents itself as a highly visual structured platform. Furthermore, both posts and stories are dominated by content with innocuous motifs (Hu et al.). Additionally, the visual culture on Instagram is supported by integrated image optimisations such as filters and therefore often associated with high aesthetic standards (Waterloo et al.). This encourages the exchange of idealised self-presenting and self-advertising content (Lee et al.; Lup et al.; Sheldon and Bryant). The positive tone of the shared motifs and captions can also be explained by larger, sometimes anonymous networks on Instagram. The principle of non-reciprocal following of public accounts increasingly creates weak ties, which can additionally encourage the sharing of positively connoted content due to the anonymity (Lin et al.; Waterloo et al.). The posting of negative moods or image motifs to anonymous followers does not seem to be socially standardised, due to the associated intimate thoughts and feelings (Bazarova). In addition, users are aware of the public framework in which they address intimate topics and discourses (Bazarova and Choi). Internal platform standards and technical possibilities thus create a particular posting culture: an environment that is—due to its strong visual-aesthetic structure and anonymous follower-based networks—almost exclusively positive. However, these assumptions and findings are based on a general posting culture, which is usually not focussed on niche topics like cancer. Previous studies show that SNS are used for exchange and networking, especially by young cancer patients (Chou and Moskowitz; Perales et al.). Studies from online SNS disease-related self-help groups show that weak ties in illness situations are considered beneficial when it comes to self-disclosure, seeking help, and support (Wright et al.; Love et al.; Donovan et al.). In addition, Instagram is part of the so-called “vital media” (Stage et al.), which means it is very important for young cancer patients to share cancer-related material. But despite these research findings less is known about the content shared by German-speaking bloggers who have visible cancer references in their Instagram biography. Do they include a serious, even life-threatening illness on a platform that actually stands for positivity, or do they follow the invisible platform regulations in their posted content and statements and exclude it by themselves? The specific objectives of this explorative study were (a) to obtain a descriptive analysis of the manner in which cancer bloggers post content on Instagram, and (b) to determine the extent to which most applied practices exclude the posting of certain negatively connoted motives and emotions associated with cancer. Methodology For the study, 142 German-speaking cancer bloggers (14–39 years of age) with public accounts and visible cancer references in their biography were researched on Instagram. The sample was divided into posts (7,553) and stories (4,117). The content was examined using a standardised content analysis and a code book with relevant categories (motifs, body presences, emotions, captions, emojis; ICR Cronbach’s alpha = 0.85). Measured by the value of the content posted, the story users, at 23 years of age, were comparatively much younger than the post users, at 30 years of age. The sample was predominantly female in both posts (81%) and stories (99%). The most common form of cancer was breast cancer (posts: 28%; stories: 29%), followed by brain tumors (posts: 19%; stories: 16%) and leukaemia (posts: 4%; stories: 19%). Most content was shared by people who were actively involved in treatment – 46% of posts and 54% of stories. Completed treatments were more common in posts (39%) than in stories (19%). At the time of data collection, the Instagram entries were explicitly open to the public, and no registration was required. The content, not the individual, was analysed to minimise the risk for the bloggers and to prevent them from violations of privacy and autonomy by third parties. Furthermore, the entries were assigned unidentifiable numbers to ensure that no tracing is possible (Franzke et al.). Results The sample consists of public cancer blogger accounts who document everyday experiences for their network in images and videos. The following results are shown for posts (P) and stories (S). Motifs and Bodies Looking at the evaluation of the image motifs, the selfie predominates both in posts, with 20.7 per cent, and stories, with 32.8 per cent. Other popular photo motifs are pictures of food (P: 10.2%; S: 11.0%), activities (P: 7.2%; S: 7.7%), landscapes (P: 6.3%; S: 7.1%), and of/with family and friends (P: 12.5%; S: 6.0%). Photos in medical or clinical settings are rare, with one per cent in the posts and three per cent in the stories. Looking at the bodies and faces displayed, a comparatively normal to positive image of the bloggers that were studied can be observed. Most of the people in the posts present themselves with hair (81.3%), wear make-up (53.3%) and smile at the camera (64.1%). A similar trend can also be seen in the stories. Here 63.8 per cent present themselves with hair, 62.7 per cent with make-up and 55.3 per cent with happy facial expressions. In contrast, scars (P: 1.6%; S: 4.4%) or amputations (P: 0.2%; S: 0.1%) are hardly ever shown. Thus, possible therapy-accompanying symptoms, such as alopecia, ports for chemotherapy, or amputations (e.g. mastectomy in the case of breast cancer) are rarely or hardly ever made visible by cancer bloggers. Captions, Hashtags, and Emojis Similar to the motifs, everyday themes dominate in the captions of the images, such as the description of activities (P: 23.2%; S: 18.0%), food (P: 8.2%; S: 9.3%), or beauty/fashion (P: 6.2%; S: 10.2%). However, information on the current health status of the person affected can be found under every tenth photo, both in the stories and in the posts. Hashtags are mainly found amongst the posts with 81.5 per cent. In keeping with the caption, normal themes were also chosen here, divided into the categories of activities (17.7%), beauty/fashion (7.6%), food (5.8%), and family/friends (4.8%). Illness-specific hashtags (e.g. #cancer, #survivor, or #chemo) were chosen in 15.6 per cent. In addition, the cancer bloggers in this study used emojis in 74 per cent of their posts. In the stories, however, only 28.2 per cent of the content was tagged with emojis. The most common category is smileys & people (P: 46.8%; S: 52.8%), followed by symbols (e.g. hearts, ribbons) (P: 21.1%; S: 26.5%), and animals & nature (P: 17.0%; S: 14.2%). Emotions In captions, hashtags and emojis, emotions were divided into positive (e.g. joy, fighting spirit), neutral (e.g. simple narration of the experience), and negative (e.g. fear, anger). It is noticeable that in all three categories predominantly and significantly positive or neutral words and images were used to describe emotional states or experiences. In the case of captions, 40.4 per cent of the posts and 43.9 per cent of the stories could be classified as positive. For the hashtags, the values were 18.7 per cent (P) and 43 per cent (S), and for the emojis 60 per cent (P) and 65.7 per cent (S). In contrast, there were hardly any negative moods (captions P: 5.7%, S: 5.8%; hashtags P: 4.4%, S: 0.7%; emojis P: 8.7%, S: 6.4%). Although the disease status (e.g. active in therapy or completed) had less impact on emotional messages, a significant connection with the applied thematic areas could be observed. Thus, it is apparent that medical and/or therapeutic aspects tend to be described with positive and negative words and hashtags, e.g. the current health status (χ²(3) = 795.44, p =.000, φ = 0.346) or the topics of illness/health via hashtag (χ²(3) = 797.67, p =.000, φ = 0.361). Topics such as food (χ²(3) = 20.49, p =.000, φ = 0.056) or beauty/fashion (χ²(3) = 51.52, p =.000, φ = 0.092) are recognisably more impersonal from an emotional perspective. Discussion A Digital Identity Paradox Drugs, chemotherapy, setbacks, physical impairments, or anxiety are issues that usually accompany cancer patients during treatment and also in remission. Looking at the content posted by German-speaking cancer bloggers on Instagram, illness-related images and words are comparatively rare. The bloggers show their normal, mostly cancer-free world, in which negative and illness-related content does not seem to fit. Although they clearly draw attention to their illness through their biography, this is not or only rarely addressed. Therefore, it can be stated that cancer as a topic is excluded by choice by the bloggers examined. Neither motifs, captions, nor hashtags make the illness visible. This seems paradoxical because the content and biography appear to contradict each other. And yet, the content studied only shows what Jones et al. and Miller have already described: their identity paradox, or multiple identities. The digital acceptance of one's own illness and solidarity with (anonymous) fellow sufferers is clearly given through the disclosure in the biography, but yet a normal and healthy online ego—comparable to the peer group and equal to their own illness identity—is aspired to. It seems as if those affected have to switch their identity back and forth. The awareness that they are already different in real life (in this case, ill) encourages the users examined to show a normal, age-appropriate life—at least online, which is why we speak of an identity paradox 2.0. Based on our data, the obvious otherness of being ill—and in this context the potential higher risk of digital ostracism effects (Greer and Jewkes; Timeo et al.)—can be a reason for self-exclusion of the cancer topic, in order not to be excluded by a healthy peer. The Standard Creates the Content The positive tone that can be found in almost every second post can be explained by the platform standards and practices themselves (Waterloo et al.). Thus, smiling faces in a public environment correspond more to this than sadness, anger, or despair. Although disease-related topics in captions are also provided with negatively connoted language, they do not have a determining influence on the public self-image of the blogger and their life and the illness. The strong visual culture on Instagram does not leave much scope for "other", perhaps more authentic serious content. The fact that published content has the potential to talk about cancer and to make one’s own experience with the disease transparent is proven by blogs (Kim and Gilham). Instagram does not currently seem to be particularly suitable for public profiles to make serious illness narratives about cancer. Conclusion It remains to be noted that public cancer blogs attempt to include a serious topic on Instagram. But with regard to the data, we can see a form of (maybe unconsciously) self-chosen exclusion of illness narratives. The reasons might vary. On the one hand, cancer bloggers want to belong to a healthy peer group, and expressing a visible otherness would exclude them. Therefore, they try to reduce the higher risk potential of ostracism effects. On the other hand, internal Instagram regulations and standards create an environment which can strengthen the bloggers' posting behaviours: young people, especially, post life-affirming and life-related content. This also helps them to cope with crisis situations and to avoid being dominated by a life-threatening disease. Further research on cancer on Instagram is needed to determine to what extent this is desired, and whether an awareness of this paradox exists or develops intuitively. 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Moore, Christopher Luke. « Digital Games Distribution : The Presence of the Past and the Future of Obsolescence ». M/C Journal 12, no 3 (15 juillet 2009). http://dx.doi.org/10.5204/mcj.166.

Texte intégral
Résumé :
A common criticism of the rhythm video games genre — including series like Guitar Hero and Rock Band, is that playing musical simulation games is a waste of time when you could be playing an actual guitar and learning a real skill. A more serious criticism of games cultures draws attention to the degree of e-waste they produce. E-waste or electronic waste includes mobiles phones, computers, televisions and other electronic devices, containing toxic chemicals and metals whose landfill, recycling and salvaging all produce distinct environmental and social problems. The e-waste produced by games like Guitar Hero is obvious in the regular flow of merchandise transforming computer and video games stores into simulation music stores, filled with replica guitars, drum kits, microphones and other products whose half-lives are short and whose obsolescence is anticipated in the annual cycles of consumption and disposal. This paper explores the connection between e-waste and obsolescence in the games industry, and argues for the further consideration of consumers as part of the solution to the problem of e-waste. It uses a case study of the PC digital distribution software platform, Steam, to suggest that the digital distribution of games may offer an alternative model to market driven software and hardware obsolescence, and more generally, that such software platforms might be a place to support cultures of consumption that delay rather than promote hardware obsolescence and its inevitability as e-waste. The question is whether there exists a potential for digital distribution to be a means of not only eliminating the need to physically transport commodities (its current 'green' benefit), but also for supporting consumer practices that further reduce e-waste. The games industry relies on a rapid production and innovation cycle, one that actively enforces hardware obsolescence. Current video game consoles, including the PlayStation 3, the Xbox 360 and Nintendo Wii, are the seventh generation of home gaming consoles to appear within forty years, and each generation is accompanied by an immense international transportation of games hardware, software (in various storage formats) and peripherals. Obsolescence also occurs at the software or content level and is significant because the games industry as a creative industry is dependent on the extensive management of multiple intellectual properties. The computing and video games software industry operates a close partnership with the hardware industry, and as such, software obsolescence directly contributes to hardware obsolescence. The obsolescence of content and the redundancy of the methods of policing its scarcity in the marketplace has been accelerated and altered by the processes of disintermediation with a range of outcomes (Flew). The music industry is perhaps the most advanced in terms of disintermediation with digital distribution at the center of the conflict between the legitimate and unauthorised access to intellectual property. This points to one issue with the hypothesis that digital distribution can lead to a reduction in hardware obsolescence, as the marketplace leader and key online distributor of music, Apple, is also the major producer of new media technologies and devices that are the paragon of stylistic obsolescence. Stylistic obsolescence, in which fashion changes products across seasons of consumption, has long been observed as the dominant form of scaled industrial innovation (Slade). Stylistic obsolescence is differentiated from mechanical or technological obsolescence as the deliberate supersedence of products by more advanced designs, better production techniques and other minor innovations. The line between the stylistic and technological obsolescence is not always clear, especially as reduced durability has become a powerful market strategy (Fitzpatrick). This occurs where the design of technologies is subsumed within the discourses of manufacturing, consumption and the logic of planned obsolescence in which the product or parts are intended to fail, degrade or under perform over time. It is especially the case with signature new media technologies such as laptop computers, mobile phones and portable games devices. Gamers are as guilty as other consumer groups in contributing to e-waste as participants in the industry's cycles of planned obsolescence, but some of them complicate discussions over the future of obsolescence and e-waste. Many gamers actively work to forestall the obsolescence of their games: they invest time in the play of older games (“retrogaming”) they donate labor and creative energy to the production of user-generated content as a means of sustaining involvement in gaming communities; and they produce entirely new game experiences for other users, based on existing software and hardware modifications known as 'mods'. With Guitar Hero and other 'rhythm' games it would be easy to argue that the hardware components of this genre have only one future: as waste. Alternatively, we could consider the actual lifespan of these objects (including their impact as e-waste) and the roles they play in the performances and practices of communities of gamers. For example, the Elmo Guitar Hero controller mod, the Tesla coil Guitar Hero controller interface, the Rock Band Speak n' Spellbinder mashup, the multiple and almost sacrilegious Fender guitar hero mods, the Guitar Hero Portable Turntable Mod and MAKE magazine's Trumpet Hero all indicate a significant diversity of user innovation, community formation and individual investment in the post-retail life of computer and video game hardware. Obsolescence is not just a problem for the games industry but for the computing and electronics industries more broadly as direct contributors to the social and environmental cost of electrical waste and obsolete electrical equipment. Planned obsolescence has long been the experience of gamers and computer users, as the basis of a utopian mythology of upgrades (Dovey and Kennedy). For PC users the upgrade pathway is traversed by the consumption of further hardware and software post initial purchase in a cycle of endless consumption, acquisition and waste (as older parts are replaced and eventually discarded). The accumulation and disposal of these cultural artefacts does not devalue or accrue in space or time at the same rate (Straw) and many users will persist for years, gradually upgrading and delaying obsolescence and even perpetuate the circulation of older cultural commodities. Flea markets and secondhand fairs are popular sites for the purchase of new, recent, old, and recycled computer hardware, and peripherals. Such practices and parallel markets support the strategies of 'making do' described by De Certeau, but they also continue the cycle of upgrade and obsolescence, and they are still consumed as part of the promise of the 'new', and the desire of a purchase that will finally 'fix' the users' computer in a state of completion (29). The planned obsolescence of new media technologies is common, but its success is mixed; for example, support for Microsoft's operating system Windows XP was officially withdrawn in April 2009 (Robinson), but due to the popularity in low cost PC 'netbooks' outfitted with an optimised XP operating system and a less than enthusiastic response to the 'next generation' Windows Vista, XP continues to be popular. Digital Distribution: A Solution? Gamers may be able to reduce the accumulation of e-waste by supporting the disintermediation of the games retail sector by means of online distribution. Disintermediation is the establishment of a direct relationship between the creators of content and their consumers through products and services offered by content producers (Flew 201). The move to digital distribution has already begun to reduce the need to physically handle commodities, but this currently signals only further support of planned, stylistic and technological obsolescence, increasing the rate at which the commodities for recording, storing, distributing and exhibiting digital content become e-waste. Digital distribution is sometimes overlooked as a potential means for promoting communities of user practice dedicated to e-waste reduction, at the same time it is actively employed to reduce the potential for the unregulated appropriation of content and restrict post-purchase sales through Digital Rights Management (DRM) technologies. Distributors like Amazon.com continue to pursue commercial opportunities in linking the user to digital distribution of content via exclusive hardware and software technologies. The Amazon e-book reader, the Kindle, operates via a proprietary mobile network using a commercially run version of the wireless 3G protocols. The e-book reader is heavily encrypted with Digital Rights Management (DRM) technologies and exclusive digital book formats designed to enforce current copyright restrictions and eliminate second-hand sales, lending, and further post-purchase distribution. The success of this mode of distribution is connected to Amazon's ability to tap both the mainstream market and the consumer demand for the less-than-popular; those books, movies, music and television series that may not have been 'hits' at the time of release. The desire to revisit forgotten niches, such as B-sides, comics, books, and older video games, suggests Chris Anderson, linked with so-called “long tail” economics. Recently Webb has queried the economic impact of the Long Tail as a business strategy, but does not deny the underlying dynamics, which suggest that content does not obsolesce in any straightforward way. Niche markets for older content are nourished by participatory cultures and Web 2.0 style online services. A good example of the Long Tail phenomenon is the recent case of the 1971 book A Lion Called Christian, by Anthony Burke and John Rendall, republished after the author's film of a visit to a resettled Christian in Africa was popularised on YouTube in 2008. Anderson's Long Tail theory suggests that over time a large number of items, each with unique rather than mass histories, will be subsumed as part of a larger community of consumers, including fans, collectors and everyday users with a long term interest in their use and preservation. If digital distribution platforms can reduce e-waste, they can perhaps be fostered by to ensuring digital consumers have access to morally and ethically aware consumer decisions, but also that they enjoy traditional consumer freedoms, such as the right to sell on and change or modify their property. For it is not only the fixation on the 'next generation' that contributes to obsolescence, but also technologies like DRM systems that discourage second hand sales and restrict modification. The legislative upgrades, patches and amendments to copyright law that have attempted to maintain the law's effectiveness in competing with peer-to-peer networks have supported DRM and other intellectual property enforcement technologies, despite the difficulties that owners of intellectual property have encountered with the effectiveness of DRM systems (Moore, Creative). The games industry continues to experiment with DRM, however, this industry also stands out as one of the few to have significantly incorporated the user within the official modes of production (Moore, Commonising). Is the games industry capable (or willing) of supporting a digital delivery system that attempts to minimise or even reverse software and hardware obsolescence? We can try to answer this question by looking in detail at the biggest digital distributor of PC games, Steam. Steam Figure 1: The Steam Application user interface retail section Steam is a digital distribution system designed for the Microsoft Windows operating system and operated by American video game development company and publisher, Valve Corporation. Steam combines online games retail, DRM technologies and internet-based distribution services with social networking and multiplayer features (in-game voice and text chat, user profiles, etc) and direct support for major games publishers, independent producers, and communities of user-contributors (modders). Steam, like the iTunes games store, Xbox Live and other digital distributors, provides consumers with direct digital downloads of new, recent and classic titles that can be accessed remotely by the user from any (internet equipped) location. Steam was first packaged with the physical distribution of Half Life 2 in 2004, and the platform's eventual popularity is tied to the success of that game franchise. Steam was not an optional component of the game's installation and many gamers protested in various online forums, while the platform was treated with suspicion by the global PC games press. It did not help that Steam was at launch everything that gamers take objection to: a persistent and initially 'buggy' piece of software that sits in the PC's operating system and occupies limited memory resources at the cost of hardware performance. Regular updates to the Steam software platform introduced social network features just as mainstream sites like MySpace and Facebook were emerging, and its popularity has undergone rapid subsequent growth. Steam now eclipses competitors with more than 20 million user accounts (Leahy) and Valve Corporation makes it publicly known that Steam collects large amounts of data about its users. This information is available via the public player profile in the community section of the Steam application. It includes the average number of hours the user plays per week, and can even indicate the difficulty the user has in navigating game obstacles. Valve reports on the number of users on Steam every two hours via its web site, with a population on average between one and two million simultaneous users (Valve, Steam). We know these users’ hardware profiles because Valve Corporation makes the results of its surveillance public knowledge via the Steam Hardware Survey. Valve’s hardware survey itself conceptualises obsolescence in two ways. First, it uses the results to define the 'cutting edge' of PC technologies and publishing the standards of its own high end production hardware on the companies blog. Second, the effect of the Survey is to subsequently define obsolescent hardware: for example, in the Survey results for April 2009, we can see that the slight majority of users maintain computers with two central processing units while a significant proportion (almost one third) of users still maintained much older PCs with a single CPU. Both effects of the Survey appear to be well understood by Valve: the Steam Hardware Survey automatically collects information about the community's computer hardware configurations and presents an aggregate picture of the stats on our web site. The survey helps us make better engineering and gameplay decisions, because it makes sure we're targeting machines our customers actually use, rather than measuring only against the hardware we've got in the office. We often get asked about the configuration of the machines we build around the office to do both game and Steam development. We also tend to turn over machines in the office pretty rapidly, at roughly every 18 months. (Valve, Team Fortress) Valve’s support of older hardware might counter perceptions that older PCs have no use and begins to reverse decades of opinion regarding planned and stylistic obsolescence in the PC hardware and software industries. Equally significant to the extension of the lives of older PCs is Steam's support for mods and its promotion of user generated content. By providing software for mod creation and distribution, Steam maximises what Postigo calls the development potential of fan-programmers. One of the 'payoffs' in the information/access exchange for the user with Steam is the degree to which Valve's End-User Licence Agreement (EULA) permits individuals and communities of 'modders' to appropriate its proprietary game content for use in the creation of new games and games materials for redistribution via Steam. These mods extend the play of the older games, by requiring their purchase via Steam in order for the individual user to participate in the modded experience. If Steam is able to encourage this kind of appropriation and community support for older content, then the potential exists for it to support cultures of consumption and practice of use that collaboratively maintain, extend, and prolong the life and use of games. Further, Steam incorporates the insights of “long tail” economics in a purely digital distribution model, in which the obsolescence of 'non-hit' game titles can be dramatically overturned. Published in November 2007, Unreal Tournament 3 (UT3) by Epic Games, was unappreciated in a market saturated with games in the first-person shooter genre. Epic republished UT3 on Steam 18 months later, making the game available to play for free for one weekend, followed by discounted access to new content. The 2000 per cent increase in players over the game's 'free' trial weekend, has translated into enough sales of the game for Epic to no longer consider the release a commercial failure: It’s an incredible precedent to set: making a game a success almost 18 months after a poor launch. It’s something that could only have happened now, and with a system like Steam...Something that silently updates a purchase with patches and extra content automatically, so you don’t have to make the decision to seek out some exciting new feature: it’s just there anyway. Something that, if you don’t already own it, advertises that game to you at an agreeably reduced price whenever it loads. Something that enjoys a vast community who are in turn plugged into a sea of smaller relevant communities. It’s incredibly sinister. It’s also incredibly exciting... (Meer) Clearly concerns exist about Steam's user privacy policy, but this also invites us to the think about the economic relationship between gamers and games companies as it is reconfigured through the private contractual relationship established by the EULA which accompanies the digital distribution model. The games industry has established contractual and licensing arrangements with its consumer base in order to support and reincorporate emerging trends in user generated cultures and other cultural formations within its official modes of production (Moore, "Commonising"). When we consider that Valve gets to tax sales of its virtual goods and can further sell the information farmed from its users to hardware manufacturers, it is reasonable to consider the relationship between the corporation and its gamers as exploitative. Gabe Newell, the Valve co-founder and managing director, conversely believes that people are willing to give up personal information if they feel it is being used to get better services (Leahy). If that sentiment is correct then consumers may be willing to further trade for services that can reduce obsolescence and begin to address the problems of e-waste from the ground up. Conclusion Clearly, there is a potential for digital distribution to be a means of not only eliminating the need to physically transport commodities but also supporting consumer practices that further reduce e-waste. For an industry where only a small proportion of the games made break even, the successful relaunch of older games content indicates Steam's capacity to ameliorate software obsolescence. Digital distribution extends the use of commercially released games by providing disintermediated access to older and user-generated content. For Valve, this occurs within a network of exchange as access to user-generated content, social networking services, and support for the organisation and coordination of communities of gamers is traded for user-information and repeat business. Evidence for whether this will actively translate to an equivalent decrease in the obsolescence of game hardware might be observed with indicators like the Steam Hardware Survey in the future. The degree of potential offered by digital distribution is disrupted by a range of technical, commercial and legal hurdles, primary of which is the deployment of DRM, as part of a range of techniques designed to limit consumer behaviour post purchase. While intervention in the form of legislation and radical change to the insidious nature of electronics production is crucial in order to achieve long term reduction in e-waste, the user is currently considered only in terms of 'ethical' consumption and ultimately divested of responsibility through participation in corporate, state and civil recycling and e-waste management operations. The message is either 'careful what you purchase' or 'careful how you throw it away' and, like DRM, ignores the connections between product, producer and user and the consumer support for environmentally, ethically and socially positive production, distribrution, disposal and recycling. This article, has adopted a different strategy, one that sees digital distribution platforms like Steam, as capable, if not currently active, in supporting community practices that should be seriously considered in conjunction with a range of approaches to the challenge of obsolescence and e-waste. References Anderson, Chris. "The Long Tail." Wired Magazine 12. 10 (2004). 20 Apr. 2009 ‹http://www.wired.com/wired/archive/12.10/tail.html›. De Certeau, Michel. The Practice of Everyday Life. Berkeley: U of California P, 1984. Dovey, Jon, and Helen Kennedy. Game Cultures: Computer Games as New Media. London: Open University Press,2006. Fitzpatrick, Kathleen. The Anxiety of Obsolescence. Nashville: Vanderbilt UP, 2008. Flew, Terry. New Media: An Introduction. South Melbourne: Oxford UP, 2008. Leahy, Brian. "Live Blog: DICE 2009 Keynote - Gabe Newell, Valve Software." The Feed. G4TV 18 Feb. 2009. 16 Apr. 2009 ‹http://g4tv.com/thefeed/blog/post/693342/Live-Blog-DICE-2009-Keynote-–-Gabe-Newell-Valve-Software.html›. Meer, Alec. "Unreal Tournament 3 and the New Lazarus Effect." Rock, Paper, Shotgun 16 Mar. 2009. 24 Apr. 2009 ‹http://www.rockpapershotgun.com/2009/03/16/unreal-tournament-3-and-the-new-lazarus-effect/›.Moore, Christopher. "Commonising the Enclosure: Online Games and Reforming Intellectual Property Regimes." Australian Journal of Emerging Technologies and Society 3. 2, (2005). 12 Apr. 2009 ‹http://www.swin.edu.au/sbs/ajets/journal/issue5-V3N2/abstract_moore.htm›. Moore, Christopher. "Creative Choices: Changes to Australian Copyright Law and the Future of the Public Domain." Media International Australia 114 (Feb. 2005): 71–83. Postigo, Hector. "Of Mods and Modders: Chasing Down the Value of Fan-Based Digital Game Modification." Games and Culture 2 (2007): 300-13. Robinson, Daniel. "Windows XP Support Runs Out Next Week." PC Business Authority 8 Apr. 2009. 16 Apr. 2009 ‹http://www.pcauthority.com.au/News/142013,windows-xp-support-runs-out-next-week.aspx›. Straw, Will. "Exhausted Commodities: The Material Culture of Music." Canadian Journal of Communication 25.1 (2000): 175. Slade, Giles. Made to Break: Technology and Obsolescence in America. Cambridge: Harvard UP, 2006. Valve. "Steam and Game Stats." 26 Apr. 2009 ‹http://store.steampowered.com/stats/›. Valve. "Team Fortress 2: The Scout Update." Steam Marketing Message 20 Feb. 2009. 12 Apr. 2009 ‹http://storefront.steampowered.com/Steam/Marketing/message/2269/›. Webb, Richard. "Online Shopping and the Harry Potter Effect." New Scientist 2687 (2008): 52-55. 16 Apr. 2009 ‹http://www.newscientist.com/article/mg20026873.300-online-shopping-and-the-harry-potter-effect.html?page=2›. With thanks to Dr Nicola Evans and Dr Frances Steel for their feedback and comments on drafts of this paper.
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Matthews, Nicole, Sherman Young, David Parker et Jemina Napier. « Looking across the Hearing Line ? : Exploring Young Deaf People’s Use of Web 2.0 ». M/C Journal 13, no 3 (30 juin 2010). http://dx.doi.org/10.5204/mcj.266.

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IntroductionNew digital technologies hold promise for equalising access to information and communication for the Deaf community. SMS technology, for example, has helped to equalise deaf peoples’ access to information and made it easier to communicate with both deaf and hearing people (Tane Akamatsu et al.; Power and Power; Power, Power, and Horstmanshof; Valentine and Skelton, "Changing", "Umbilical"; Harper). A wealth of anecdotal evidence and some recent academic work suggests that new media technology is also reshaping deaf peoples’ sense of local and global community (Breivik "Deaf"; Breivik, Deaf; Brueggeman). One focus of research on new media technologies has been on technologies used for point to point communication, including communication (and interpretation) via video (Tane Akamatsu et al.; Power and Power; Power, Power, and Horstmanshof). Another has been the use of multimedia technologies in formal educational setting for pedagogical purposes, particularly English language literacy (e.g. Marshall Gentry et al.; Tane Akamatsu et al.; Vogel et al.). An emphasis on the role of multimedia in deaf education is understandable, considering the on-going highly politicised contest over whether to educate young deaf people in a bilingual environment using a signed language (Swanwick & Gregory). However, the increasing significance of social and participatory media in the leisure time of Westerners suggests that such uses of Web 2.0 are also worth exploring. There have begun to be some academic accounts of the enthusiastic adoption of vlogging by sign language users (e.g. Leigh; Cavander and Ladner) and this paper seeks to add to this important work. Web 2.0 has been defined by its ability to, in Denise Woods’ word, “harness collective intelligence” (19.2) by providing opportunities for users to make, adapt, “mash up” and share text, photos and video. As well as its well-documented participatory possibilities (Bruns), its re-emphasis on visual (as opposed to textual) communication is of particular interest for Deaf communities. It has been suggested that deaf people are a ‘visual variety of the human race’ (Bahan), and the visually rich presents new opportunities for visually rich forms of communication, most importantly via signed languages. The central importance of signed languages for Deaf identity suggests that the visual aspects of interactive multimedia might offer possibilities of maintenance, enhancement and shifts in those identities (Hyde, Power and Lloyd). At the same time, the visual aspects of the Web 2.0 are often audio-visual, such that the increasingly rich resources of the net offer potential barriers as well as routes to inclusion and community (see Woods; Ellis; Cavander and Ladner). In particular, lack of captioning or use of Auslan in video resources emerges as a key limit to the accessibility of the visual Web to deaf users (Cahill and Hollier). In this paper we ask to what extent contemporary digital media might create moments of permeability in what Krentz has called “the hearing line, that invisible boundary separating deaf and hearing people”( 2)”. To provide tentative answers to these questions, this paper will explore the use of participatory digital media by a group of young Deaf people taking part in a small-scale digital moviemaking project in Sydney in 2009. The ProjectAs a starting point, the interdisciplinary research team conducted a video-making course for young deaf sign language users within the Department of Media, Music and Cultural Studies at Macquarie University. The research team was comprised of one deaf and four hearing researchers, with expertise in media and cultural studies, information technology, sign language linguistics/ deaf studies, and signed language interpreting. The course was advertised through the newsletter of partner organization the NSW Deaf Society, via a Sydney bilingual deaf school and through the dense electronic networks of Australian deaf people. The course attracted fourteen participants from NSW, Western Australia and Queensland ranging in age from 10 to 18. Twelve of the participants were male, and two female. While there was no aspiration to gather a representative group of young people, it is worth noting there was some diversity within the group: for example, one participant was a wheelchair user while another had in recent years moved to Sydney from Africa and had learned Auslan relatively recently. Students were taught a variety of storytelling techniques and video-making skills, and set loose in groups to devise, shoot and edit a number of short films. The results were shared amongst the class, posted on a private YouTube channel and made into a DVD which was distributed to participants.The classes were largely taught in Auslan by a deaf teacher, although two sessions were taught by (non-deaf) members of Macquarie faculty, including an AFI award winning director. Those sessions were interpreted into Auslan by a sign language interpreter. Participants were then allowed free creative time to shoot video in locations of their choice on campus, or to edit their footage in the computer lab. Formal teaching sessions lasted half of each day – in the afternoons, participants were free to use the facilities or participate in a range of structured activities. Participants were also interviewed in groups, and individually, and their participation in the project was observed by researchers. Our research interest was in what deaf young people would choose to do with Web 2.0 technologies, and most particularly the visually rich elements of participatory and social media, in a relatively unstructured environment. Importantly, our focus was not on evaluating the effectiveness of multimedia for teaching deaf young people, or the level of literacy deployed by deaf young people in using the applications. Rather we were interested to discover the kinds of stories participants chose to tell, the ways they used Web 2.0 applications and the modalities of communication they chose to use. Given that Auslan was the language of instruction of the course, would participants draw on the tradition of deaf jokes and storytelling and narrate stories to camera in Auslan? Would they use the format of the “mash-up”, drawing on found footage or photographs? Would they make more filmic movies using Auslan dialogue? How would they use captions and text in their movies: as subtitles for Auslan dialogue? As an alternative to signing? Or not at all? Our observations from the project point to the great significance of the visual dimensions of Web 2.0 for the deaf young people who participated in the project. Initially, this was evident in the kind of movies students chose to make. Only one group – three young people in their late teens which included both of the young women in the class - chose to make a dialogue heavy movie, a spoof of Charlie’s Angels, entitled Deaf Angels. This movie included long scenes of the Angels using Auslan to chat together, receiving instruction from “Charlie” in sign language via videophone and recruiting “extras”, again using Auslan, to sign a petition for Auslan to be made an official Australian language. In follow up interviews, one of the students involved in making this film commented “my clip is about making a political statement, while the other [students in the class] made theirs just for fun”. The next group of (three) films, all with the involvement of the youngest class member, included signed storytelling of a sort readily recognisable from signed videos on-line: direct address to camera, with the teller narrating but also taking on the roles of characters and presenting their dialogue directly via the sign language convention of “role shift” - also referred to as constructed action and constructed dialogue (Metzger). One of these movies was an interesting hybrid. The first half of the four minute film had two young actors staging a hold-up at a vending machine, with a subsequent chase and fight scene. Like most of the films made by participants in the class, it included only one line of signed dialogue, with the rest of the narrative told visually through action. However, at the end of the action sequence, with the victim safely dead, the narrative was then retold by one of the performers within a signed story, using conventions typically observed in signed storytelling - such as role shift, characterisation and spatial mapping (Mather & Winston; Rayman; Wilson).The remaining films similarly drew on action and horror genres with copious use of chase and fight scenes and melodramatic and sometimes quite beautiful climactic death tableaux. The movies included a story about revenging the death of a brother; a story about escaping from jail; a short story about a hippo eating a vet; a similar short comprised of stills showing a sequence of executions in the computer lab; and a ghost story. Notably, most of these movies contained very little dialogue – with only one or two lines of signed dialogue in each four to five minute video (with the exception of the gun handshape used in context to represent the object liberally throughout most films). The kinds of movies made by this limited group of people on this one occasion are suggestive. While participants drew on a number of genres and communication strategies in their film making, the researchers were surprised at how few of the movies drew on traditions of signed storytelling or jokes– particularly since the course was targeted at deaf sign language users and promoted as presented in Auslan. Consequently, our group of students were largely drawn from the small number of deaf schools in which Auslan is the main language of instruction – an exceptional circumstance in an Australian setting in which most deaf young people attend mainstream schools (Byrnes et al.; Power and Hyde). Looking across the Hearing LineWe can make sense of the creative choices made by the participants in the course in a number of ways. Although methods of captioning were briefly introduced during the course, iMovie (the package which participants were using) has limited captioning functionality. Indeed, one student, who was involved in making the only clip to include captioning which contextualised the narrative, commented in follow-up interviews that he would have liked more information about captioning. It’s also possible that the compressed nature of the course prevented participants from undertaking the time-consuming task of scripting and entering captions. As well as being the most fun approach to the projects, the use of visual story telling was probably the easiest. This was perhaps exacerbated by the lack of emphasis on scriptwriting (outside of structural elements and broad narrative sweeps) in the course. Greater emphasis on that aspect of film-making would have given participants a stronger foundational literacy for caption-based projectsDespite these qualifications, both the movies made by students and our observations suggest the significance of a shared visual culture in the use of the Web by these particular young people. During an afternoon when many of the students were away swimming, one student stayed in the lab to use the computers. Rather than working on a video project, he spent time trawling through YouTube for clips purporting to show ghost sightings and other paranormal phenomena. He drew these clips to the attention of one of the research team who was present in the lab, prompting a discussion about the believability of the ghosts and supernatural apparitions in the clips. While some of the clips included (uncaptioned) off-screen dialogue and commentary, this didn’t seem to be a barrier to this student’s enjoyment. Like many other sub-genres of YouTube clips – pranks, pratfalls, cute or alarmingly dangerous incidents involving children and animals – these supernatural videos as a genre rely very little on commentary or dialogue for their meaning – just as with the action films that other students drew on so heavily in their movie making. In an E-Tech paper entitled "The Cute Cat Theory of Digital Activism", Ethan Zuckerman suggests that “web 1.0 was invented to allow physicists to share research papers and web 2.0 was created to allow people to share pictures of cute cats”. This comment points out both the Web 2.0’s vast repository of entertaining material in the ‘funny video’genre which is visually based, dialogue free, entertaining material accessible to a wide range of people, including deaf sign language users. In the realm of leisure, at least, the visually rich resources of Web 2.0’s ubiquitous images and video materials may be creating a shared culture in which the line between hearing and deaf people’s entertainment activities is less clear than it may have been in the past. The ironic tone of Zuckerman’s observation, however, alerts us to the limits of a reliance on language-free materials as a route to accessibility. The kinds of videos that the participants in the course chose to make speaks to the limitations as well as resources offered by the visual Web. There is still a limited range of captioned material on You Tube. In interviews, both young people and their teachers emphasised the central importance of access to captioned video on-line, with the young people we interviewed strongly favouring captioned video over the inclusion on-screen of simultaneous signed interpretations of text. One participant who was a regular user of a range of on-line social networking commented that if she really liked the look of a particular movie which was uncaptioned, she would sometimes contact its maker and ask them to add captions to it. Interestingly, two student participants emphasised in interviews that signed video should also include captions so hearing people could have access to signed narratives. These students seemed to be drawing on ideas about “reverse discrimination”, but their concern reflected the approach of many of the student movies - using shared visual conventions that made their movies available to the widest possible audience. All the students were anxious that hearing people could understand their work, perhaps a consequence of the course’s location in the University as an overwhelmingly hearing environment. In this emphasis on captioning rather than sign as a route to making media accessible, we may be seeing a consequence of the emphasis Krentz describes as ubiquitous in deaf education “the desire to make the differences between deaf and hearing people recede” (16). Krentz suggests that his concept of the ‘hearing line’ “must be perpetually retested and re-examined. It reveals complex and shifting relationships between physical difference, cultural fabrication and identity” (7). The students’ movies and attitudes emphasised the reality of that complexity. Our research project explored how some young Deaf people attempted to create stories capable of crossing categories of deafness and ‘hearing-ness’… unstable (like other identity categories) while others constructed narratives that affirmed Deaf Culture or drew on the Deaf storytelling traditions. This is of particular interest in the Web 2.0 environment, given that its technologies are often lauded as having the politics of participation. The example of the Deaf Community asks reasonable questions about the validity of those claims, and it’s hard to escape the conclusion that there is still less than appropriate access and that some users are more equal than others.How do young people handle the continuing lack of material available to the on the Web? The answer repeatedly offered by our young male interviewees was ‘I can’t be bothered’. As distinct from “I can’t understand” or “I won’t go there” this answer, represented a disengagement from demands to identify your literacy levels, reveal your preferred means of communication; to rehearse arguments about questions of access or expose attempts to struggle to make sense of texts that fail to employ readily accessible means of communicating. Neither an admission of failure or a demand for change, CAN’T-BE-BOTHERED in this context offers a cool way out of an accessibility impasse. This easily-dismissed comment in interviews was confirmed in a whole-group discussions, when students came to a consensus that if when searching for video resources on the Net they found video that included neither signing nor captions, they would move on to find other more accessible resources. Even here, though, the ground continues to shift. YouTube recently announced that it was making its auto-captioning feature open to everybody - a machine generated system that whilst not perfect does attempt to make all YouTube videos accessible to deaf people. (Bertolucci).The importance of captioning of non-signed video is thrown into further significance by our observation from the course of the use of YouTube as a search engine by the participants. Many of the students when asked to research information on the Web bypassed text-based search engines and used the more visual results presented on YouTube directly. In research on deaf adolescents’ search strategies on the Internet, Smith points to the promise of graphical interfaces for deaf young people as a strategy for overcoming the English literacy difficulties experienced by many deaf young people (527). In the years since Smith’s research was undertaken, the graphical and audiovisual resources available on the Web have exploded and users are increasingly turning to these resources in their searches, providing new possibilities for Deaf users (see for instance Schonfeld; Fajardo et al.). Preliminary ConclusionsA number of recent writers have pointed out the ways that the internet has made everyday communication with government services, businesses, workmates and friends immeasurably easier for deaf people (Power, Power and Horstmanshof; Keating and Mirus; Valentine and Skelton, "Changing", "Umbilical"). The ready availability of information in a textual and graphical form on the Web, and ready access to direct contact with others on the move via SMS, has worked against what has been described as deaf peoples’ “information deprivation”, while everyday tasks – booking tickets, for example – are no longer a struggle to communicate face-to-face with hearing people (Valentine and Skelton, "Changing"; Bakken 169-70).The impacts of new technologies should not be seen in simple terms, however. Valentine and Skelton summarise: “the Internet is not producing either just positive or just negative outcomes for D/deaf people but rather is generating a complex set of paradoxical effects for different users” (Valentine and Skelton, "Umbilical" 12). They note, for example, that the ability, via text-based on-line social media to interact with other people on-line regardless of geographic location, hearing status or facility with sign language has been highly valued by some of their deaf respondents. They comment, however, that the fact that many deaf people, using the Internet, can “pass” minimises the need for hearing people in a phonocentric society to be aware of the diversity of ways communication can take place. They note, for example, that “few mainstream Websites demonstrate awareness of D/deaf peoples’ information and communication needs/preferences (eg. by incorporating sign language video clips)” ("Changing" 11). As such, many deaf people have an enhanced ability to interact with a range of others, but in a mode favoured by the dominant culture, a culture which is thus unchallenged by exposure to alternative strategies of communication. Our research, preliminary as it is, suggests a somewhat different take on these complex questions. The visually driven, image-rich approach taken to movie making, Web-searching and information sharing by our participants suggests the emergence of a certain kind of on-line culture which seems likely to be shared by deaf and hearing young people. However where Valentine and Skelton suggest deaf people, in order to participate on-line, are obliged to do so, on the terms of the hearing majority, the increasingly visual nature of Web 2.0 suggests that the terrain may be shifting – even if there is still some way to go.AcknowledgementsWe would like to thank Natalie Kull and Meg Stewart for their research assistance on this project, and participants in the course and members of the project’s steering group for their generosity with their time and ideas.ReferencesBahan, B. "Upon the Formation of a Visual Variety of the Human Race. In H-Dirksen L. Baumann (ed.), Open Your Eyes: Deaf Studies Talking. London: University of Minnesota Press, 2007.Bakken, F. “SMS Use among Deaf Teens and Young Adults in Norway.” In R. Harper, L. Palen, and A. Taylor (eds.), The Inside Text: Social, Cultural and Design Perspectives on SMS. Netherlands: Springe, 2005. 161-74. Berners-Lee, Tim. Weaving the Web. London: Orion Business, 1999.Bertolucci, Jeff. “YouTube Offers Auto-Captioning to All Users.” PC World 5 Mar. 2010. 5 Mar. 2010 < http://www.macworld.com/article/146879/2010/03/YouTube_captions.html >.Breivik, Jan Kare. Deaf Identities in the Making: Local Lives, Transnational Connections. Washington, D.C.: Gallaudet University Press, 2005.———. “Deaf Identities: Visible Culture, Hidden Dilemmas and Scattered Belonging.” In H.G. Sicakkan and Y.G. Lithman (eds.), What Happens When a Society Is Diverse: Exploring Multidimensional Identities. Lewiston, New York: Edwin Mellen Press, 2006. 75-104.Brueggemann, B.J. (ed.). Literacy and Deaf People’s Cultural and Contextual Perspectives. Washington, DC: Gaudellet University Press, 2004. Bruns, Axel. Blogs, Wikipedia, Second Life and Beyond: From Production to Produsage. New York: Peter Lang, 2008.Byrnes, Linda, Jeff Sigafoos, Field Rickards, and P. Margaret Brown. “Inclusion of Students Who Are Deaf or Hard of Hearing in Government Schools in New South Wales, Australia: Development and Implementation of a Policy.” Journal of Deaf Studies and Deaf Education 7.3 (2002): 244-257.Cahill, Martin, and Scott Hollier. Social Media Accessibility Review 1.0. Media Access Australia, 2009. Cavender, Anna, and Richard Ladner. “Hearing Impairments.” In S. Harper and Y. Yesilada (eds.), Web Accessibility. London: Springer, 2008.Ellis, Katie. “A Purposeful Rebuilding: YouTube, Representation, Accessibility and the Socio-Political Space of Disability." Telecommunications Journal of Australia 60.2 (2010): 1.1-21.12.Fajardo, Inmaculada, Elena Parra, and Jose J. Canas. “Do Sign Language Videos Improve Web Navigation for Deaf Signer Users?” Journal of Deaf Studies and Deaf Education 15.3 (2009): 242-262.Harper, Phil. “Networking the Deaf Nation.” Australian Journal of Communication 30.3 (2003): 153-166.Hyde, M., D. Power, and K. Lloyd. "W(h)ither the Deaf Community? Comments on Trevor Johnston’s Population, Genetics and the Future of Australian Sign Language." Sign Language Studies 6.2 (2006): 190-201. Keating, Elizabeth, and Gene Mirus. “American Sign Language in Virtual Space: Interactions between Deaf Users of Computer-Mediated Video.” Language in Society 32.5 (Nov. 2003): 693-714.Krentz, Christopher. Writing Deafness: The Hearing Line in Nineteenth-Century Literature. Chapel Hill, NC: University of North Carolina Press, 2007.Leigh, Irene. A Lens on Deaf Identities. Oxford: Oxford UP. 2009.Marshall Gentry, M., K.M. Chinn, and R.D. Moulton. “Effectiveness of Multimedia Reading Materials When Used with Children Who Are Deaf.” American Annals of the Deaf 5 (2004): 394-403.Mather, S., and E. Winston. "Spatial Mapping and Involvement in ASL Storytelling." In C. Lucas (ed.), Pinky Extension and Eye Gaze: Language Use in Deaf Communities. Washington, DC: Gallaudet University Press, 1998. 170-82.Metzger, M. "Constructed Action and Constructed Dialogue in American Sign Language." In C. Lucas (ed.), Sociolinguistics in Deaf Communities. Washington, DC: Gallaudet University Press, 1995. 255-71.Power, Des, and G. Leigh. "Principles and Practices of Literacy Development for Deaf Learners: A Historical Overview." Journal of Deaf Studies and Deaf Education 5.1 (2000): 3-8.Power, Des, and Merv Hyde. “The Characteristics and Extent of Participation of Deaf and Hard-of-Hearing Students in Regular Classes in Australian Schools.” Journal of Deaf Studies and Deaf Education 7.4 (2002): 302-311.Power, M., and D. Power “Everyone Here Speaks TXT: Deaf People Using SMS in Australia and the Rest of the World.” Journal of Deaf Studies and Deaf Education 9.3 (2004). Power, M., D. Power, and L. Horstmanshof. “Deaf People Communicating via SMS, TTY, Relay Service, Fax, and Computers in Australia.” Journal of Deaf Studies and Deaf Education 12.1 (2007): 80-92. Rayman, J. "Storytelling in the Visual Mode: A Comparison of ASL and English." In E. Wilson (ed.), Storytelling & Conversation: Discourse in Deaf Communities. Washington, DC: Gallaudet University Press, 2002. 59-82.Schonfeld, Eric. "ComScore: YouTube Now 25 Percent of All Google Searches." Tech Crunch 18 Dec. 2008. 14 May 2009 < http://www.techcrunch.com/2008/12/18/comscore-YouTube-now-25-percent-of-all-google-searches/?rss >.Smith, Chad. “Where Is It? How Deaf Adolescents Complete Fact-Based Internet Search Tasks." American Annals of the Deaf 151.5 (2005-6).Swanwick, R., and S. Gregory (eds.). Sign Bilingual Education: Policy and Practice. Coleford: Douglas McLean Publishing, 2007.Tane Akamatsu, C., C. Mayer, and C. Farrelly. “An Investigation of Two-Way Text Messaging Use with Deaf Students at the Secondary Level.” Journal of Deaf Studies and Deaf Education 11.1 (2006): 120-131.Valentine, Gill, and Tracy Skelton. “Changing Spaces: The Role of the Internet in Shaping Deaf Geographies.” Social and Cultural Geography 9.5 (2008): 469-85.———. “‘An Umbilical Cord to the World’: The Role of the Internet in D/deaf People’s Information and Communication Practices." Information, Communication and Society 12.1 (2009): 44-65.Vogel, Jennifer, Clint Bowers, Cricket Meehan, Raegan Hoeft, and Kristy Bradley. “Virtual Reality for Life Skills Education: Program Evaluation.” Deafness and Education International 61 (2004): 39-47.Wilson, J. "The Tobacco Story: Narrative Structure in an ASL Story." In C. Lucas (ed.), Multicultural Aspects of Sociolinguistics in Deaf Communities. Washington, DC: Gallaudet University Press, 1996. 152-80.Winston (ed.). Storytelling and Conversation: Discourse in Deaf Communities. Washington, D.C: Gallaudet University Press. 59-82.Woods, Denise. “Communicating in Virtual Worlds through an Accessible Web 2.0 Solution." Telecommunications Journal of Australia 60.2 (2010): 19.1-19.16YouTube Most Viewed. Online video. YouTube 2009. 23 May 2009 < http://www.YouTube.com/browse?s=mp&t=a >.
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Arnold, Bruce, et Margalit Levin. « Ambient Anomie in the Virtualised Landscape ? Autonomy, Surveillance and Flows in the 2020 Streetscape ». M/C Journal 13, no 2 (3 mai 2010). http://dx.doi.org/10.5204/mcj.221.

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Our thesis is that the city’s ambience is now an unstable dialectic in which we are watchers and watched, mirrored and refracted in a landscape of iPhone auteurs, eTags, CCTV and sousveillance. Embrace ambience! Invoking Benjamin’s spirit, this article does not seek to limit understanding through restriction to a particular theme or theoretical construct (Buck-Morss 253). Instead, it offers snapshots of interactions at the dawn of the postmodern city. That bricolage also engages how people appropriate, manipulate, disrupt and divert urban spaces and strategies of power in their everyday life. Ambient information can both liberate and disenfranchise the individual. This article asks whether our era’s dialectics result in a new personhood or merely restate the traditional spectacle of ‘bright lights, big city’. Does the virtualized city result in ambient anomie and satiation or in surprise, autonomy and serendipity? (Gumpert 36) Since the steam age, ambience has been characterised in terms of urban sound, particularly the alienation attributable to the individual’s experience as a passive receptor of a cacophony of sounds – now soft, now loud, random and recurrent–from the hubbub of crowds, the crash and grind of traffic, the noise of industrial processes and domestic activity, factory whistles, fire alarms, radio, television and gramophones (Merchant 111; Thompson 6). In the age of the internet, personal devices such as digital cameras and iPhones, and urban informatics such as CCTV networks and e-Tags, ambience is interactivity, monitoring and signalling across multiple media, rather than just sound. It is an interactivity in which watchers observe the watched observing them and the watched reshape the fabric of virtualized cities merely by traversing urban precincts (Hillier 295; De Certeau 163). It is also about pervasive although unevenly distributed monitoring of individuals, using sensors that are remote to the individual (for example cameras or tag-readers mounted above highways) or are borne by the individual (for example mobile phones or badges that systematically report the location to a parent, employer or sex offender register) (Holmes 176; Savitch 130). That monitoring reflects what Doel and Clark characterized as a pervasive sense of ambient fear in the postmodern city, albeit fear that like much contemporary anxiety is misplaced–you are more at risk from intimates than from strangers, from car accidents than terrorists or stalkers–and that is ahistorical (Doel 13; Scheingold 33). Finally, it is about cooption, with individuals signalling their identity through ambient advertising: wearing tshirts, sweatshirts, caps and other apparel that display iconic faces such as Obama and Monroe or that embody corporate imagery such as the Nike ‘Swoosh’, Coca-Cola ‘Ribbon’, Linux Penguin and Hello Kitty feline (Sayre 82; Maynard 97). In the postmodern global village much advertising is ambient, rather than merely delivered to a device or fixed on a billboard. Australian cities are now seas of information, phantasmagoric environments in which the ambient noise encountered by residents and visitors comprises corporate signage, intelligent traffic signs, displays at public transport nodes, shop-window video screens displaying us watching them, and a plethora of personal devices showing everything from the weather to snaps of people in the street or neighborhood satellite maps. They are environments through which people traverse both as persons and abstractions, virtual presences on volatile digital maps and in online social networks. Spectacle, Anomie or Personhood The spectacular city of modernity is a meme of communication, cultural and urban development theory. It is spectacular in the sense that of large, artificial, even sublime. It is also spectacular because it is built around the gaze, whether the vistas of Hausmann’s boulevards, the towers of Manhattan and Chicago, the shopfront ‘sea of light’ and advertising pillars noted by visitors to Weimar Berlin or the neon ‘neo-baroque’ of Las Vegas (Schivelbusch 114; Fritzsche 164; Ndalianis 535). In the year 2010 it aspires to 2020 vision, a panoptic and panspectric gaze on the part of governors and governed alike (Kullenberg 38). In contrast to the timelessness of Heidegger’s hut and the ‘fixity’ of rural backwaters, spectacular cities are volatile domains where all that is solid continues to melt into air with the aid of jackhammers and the latest ‘new media’ potentially result in a hypereality that make it difficult to determine what is real and what is not (Wark 22; Berman 19). The spectacular city embodies a dialectic. It is anomic because it induces an alienation in the spectator, a fatigue attributable to media satiation and to a sense of being a mere cog in a wheel, a disempowered and readily-replaceable entity that is denied personhood–recognition as an autonomous individual–through subjection to a Fordist and post-Fordist industrial discipline or the more insidious imprisonment of being ‘a housewife’, one ant in a very large ant hill (Dyer-Witheford 58). People, however, are not automatons: they experience media, modernity and urbanism in different ways. The same attributes that erode the selfhood of some people enhance the autonomy and personhood of others. The spectacular city, now a matrix of digits, information flows and opportunities, is a realm in which people can subvert expectations and find scope for self-fulfillment, whether by wearing a hoodie that defeats CCTV or by using digital technologies to find and associate with other members of stigmatized affinity groups. One person’s anomie is another’s opportunity. Ambience and Virtualisation Eighty years after Fritz Lang’s Metropolis forecast a cyber-sociality, digital technologies are resulting in a ‘virtualisation’ of social interactions and cities. In post-modern cityscapes, the space of flows comprises an increasing number of electronic exchanges through physically disjointed places (Castells 2002). Virtualisation involves supplementation or replacement of face-to-face contact with hypersocial communication via new media, including SMS, email, blogging and Facebook. In 2010 your friends (or your boss or a bully) may always be just a few keystrokes away, irrespective of whether it is raining outside, there is a public transport strike or the car is in for repairs (Hassan 69; Baron 215). Virtualisation also involves an abstraction of bodies and physical movements, with the information that represents individual identities or vehicles traversing the virtual spaces comprised of CCTV networks (where viewers never encounter the person or crowd face to face), rail ticketing systems and road management systems (x e-Tag passed by this tag reader, y camera logged a specific vehicle onto a database using automated number-plate recognition software) (Wood 93; Lyon 253). Surveillant Cities Pervasive anxiety is a permanent and recurrent feature of urban experience. Often navigated by an urgency to control perceived disorder, both physically and through cultivated dominant theory (early twentieth century gendered discourses to push women back into the private sphere; ethno-racial closure and control in the Black Metropolis of 1940s Chicago), history is punctuated by attempts to dissolve public debate and infringe minority freedoms (Wilson 1991). In the Post-modern city unprecedented technological capacity generates a totalizing media vector whose plausible by-product is the perception of an ambient menace (Wark 3). Concurrent faith in technology as a cost-effective mechanism for public management (policing, traffic, planning, revenue generation) has resulted in emergence of the surveillant city. It is both a social and architectural fabric whose infrastructure is dotted with sensors and whose people assume that they will be monitored by private/public sector entities and directed by interactive traffic management systems – from electronic speed signs and congestion indicators through to rail schedule displays –leveraging data collected through those sensors. The fabric embodies tensions between governance (at its crudest, enforcement of law by police and their surrogates in private security services) and the soft cage of digital governmentality, with people being disciplined through knowledge that they are being watched and that the observation may be shared with others in an official or non-official shaming (Parenti 51; Staples 41). Encounters with a railway station CCTV might thus result in exhibition of the individual in court or on broadcast television, whether in nightly news or in a ‘reality tv’ crime expose built around ‘most wanted’ footage (Jermyn 109). Misbehaviour by a partner might merely result in scrutiny of mobile phone bills or web browser histories (which illicit content has the partner consumed, which parts of cyberspace has been visited), followed by a visit to the family court. It might instead result in digital viligilantism, with private offences being named and shamed on electronic walls across the global village, such as Facebook. iPhone Auteurism Activists have responded to pervasive surveillance by turning the cameras on ‘the watchers’ in an exercise of ‘sousveillance’ (Bennett 13; Huey 158). That mirroring might involve the meticulous documentation, often using the same geospatial tools deployed by public/private security agents, of the location of closed circuit television cameras and other surveillance devices. One outcome is the production of maps identifying who is watching and where that watching is taking place. As a corollary, people with anxieties about being surveilled, with a taste for street theatre or a receptiveness to a new form of urban adventure have used those maps to traverse cities via routes along which they cannot be identified by cameras, tags and other tools of the panoptic sort, or to simply adopt masks at particular locations. In 2020 can anyone aspire to be a protagonist in V for Vendetta? (iSee) Mirroring might take more visceral forms, with protestors for example increasingly making a practice of capturing images of police and private security services dealing with marches, riots and pickets. The advent of 3G mobile phones with a still/video image capability and ongoing ‘dematerialisation’ of traditional video cameras (ie progressively cheaper, lighter, more robust, less visible) means that those engaged in political action can document interaction with authority. So can passers-by. That ambient imaging, turning the public gaze on power and thereby potentially redefining the ‘public’ (given that in Australia the community has been embodied by the state and discourse has been mediated by state-sanctioned media), poses challenges for media scholars and exponents of an invigorated civil society in which we are looking together – and looking at each other – rather than bowling alone. One challenge for consumers in construing ambient media is trust. Can we believe what we see, particularly when few audiences have forensic skills and intermediaries such as commercial broadcasters may privilege immediacy (the ‘breaking news’ snippet from participants) over context and verification. Social critics such as Baudelaire and Benjamin exalt the flaneur, the free spirit who gazed on the street, a street that was as much a spectacle as the theatre and as vibrant as the circus. In 2010 the same technologies that empower citizen journalism and foster a succession of velvet revolutions feed flaneurs whose streetwalking doesn’t extend beyond a keyboard and a modem. The US and UK have thus seen emergence of gawker services, with new media entrepreneurs attempting to build sustainable businesses by encouraging fans to report the location of celebrities (and ideally provide images of those encounters) for the delectation of people who are web surfing or receiving a tweet (Burns 24). In the age of ambient cameras, where the media are everywhere and nowhere (and micro-stock photoservices challenge agencies such as Magnum), everyone can join the paparazzi. Anyone can deploy that ambient surveillance to become a stalker. The enthusiasm with which fans publish sightings of celebrities will presumably facilitate attacks on bodies rather than images. Information may want to be free but so, inconveniently, do iconoclasts and practitioners of participatory panopticism (Dodge 431; Dennis 348). Rhetoric about ‘citizen journalism’ has been co-opted by ‘old media’, with national broadcasters and commercial enterprises soliciting still images and video from non-professionals, whether for free or on a commercial basis. It is a world where ‘journalists’ are everywhere and where responsibility resides uncertainly at the editorial desk, able to reject or accept offerings from people with cameras but without the industrial discipline formerly exercised through professional training and adherence to formal codes of practice. It is thus unsurprising that South Australia’s Government, echoed by some peers, has mooted anti-gawker legislation aimed at would-be auteurs who impede emergency services by stopping their cars to take photos of bushfires, road accidents or other disasters. The flipside of that iPhone auteurism is anxiety about the public gaze, expressed through moral panics regarding street photography and sexting. Apart from a handful of exceptions (notably photography in the Sydney Opera House precinct, in the immediate vicinity of defence facilities and in some national parks), Australian law does not prohibit ‘street photography’ which includes photographs or videos of streetscapes or public places. Despite periodic assertions that it is a criminal offence to take photographs of people–particularly minors–without permission from an official, parent/guardian or individual there is no general restriction on ambient photography in public spaces. Moral panics about photographs of children (or adults) on beaches or in the street reflect an ambient anxiety in which danger is associated with strangers and strangers are everywhere (Marr 7; Bauman 93). That conceptualisation is one that would delight people who are wholly innocent of Judith Butler or Andrea Dworkin, in which the gaze (ever pervasive, ever powerful) is tantamount to a violation. The reality is more prosaic: most child sex offences involve intimates, rather than the ‘monstrous other’ with the telephoto lens or collection of nastiness on his iPod (Cossins 435; Ingebretsen 190). Recognition of that reality is important in considering moves that would egregiously restrict legitimate photography in public spaces or happy snaps made by doting relatives. An ambient image–unposed, unpremeditated, uncoerced–of an intimate may empower both authors and subjects when little is solid and memory is fleeting. The same caution might usefully be applied in considering alarms about sexting, ie creation using mobile phones (and access by phone or computer monitor) of intimate images of teenagers by teenagers. Australian governments have moved to emulate their US peers, treating such photography as a criminal offence that can be conceptualized as child pornography and addressed through permanent inclusion in sex offender registers. Lifelong stigmatisation is inappropriate in dealing with naïve or brash 12 and 16 year olds who have been exchanging intimate images without an awareness of legal frameworks or an understanding of consequences (Shafron-Perez 432). Cameras may be everywhere among the e-generation but legal knowledge, like the future, is unevenly distributed. Digital Handcuffs Generations prior to 2008 lost themselves in the streets, gaining individuality or personhood by escaping the surveillance inherent in living at home, being observed by neighbours or simply surrounded by colleagues. Streets offered anonymity and autonomy (Simmel 1903), one reason why heterodox sexuality has traditionally been negotiated in parks and other beats and on kerbs where sex workers ply their trade (Dalton 375). Recent decades have seen a privatisation of those public spaces, with urban planning and digital technologies imposing a new governmentality on hitherto ambient ‘deviance’ and on voyeuristic-exhibitionist practice such as heterosexual ‘dogging’ (Bell 387). That governmentality has been enforced through mechanisms such as replacement of traditional public toilets with ‘pods’ that are conveniently maintained by global service providers such as Veolia (the unromantic but profitable rump of former media & sewers conglomerate Vivendi) and function as billboards for advertising groups such as JC Decaux. Faces encountered in the vicinity of the twenty-first century pissoir are thus likely to be those of supermodels selling yoghurt, low interest loans or sportsgear – the same faces sighted at other venues across the nation and across the globe. Visiting ‘the mens’ gives new meaning to the word ambience when you are more likely to encounter Louis Vuitton and a CCTV camera than George Michael. George’s face, or that of Madonna, Barack Obama, Kevin 07 or Homer Simpson, might instead be sighted on the tshirts or hoodies mentioned above. George’s music might also be borne on the bodies of people you see in the park, on the street, or in the bus. This is the age of ambient performance, taken out of concert halls and virtualised on iPods, Walkmen and other personal devices, music at the demand of the consumer rather than as rationed by concert managers (Bull 85). The cost of that ambience, liberation of performance from time and space constraints, may be a Weberian disenchantment (Steiner 434). Technology has also removed anonymity by offering digital handcuffs to employees, partners, friends and children. The same mobile phones used in the past to offer excuses or otherwise disguise the bearer’s movement may now be tied to an observer through location services that plot the person’s movement across Google Maps or the geospatial information of similar services. That tracking is an extension into the private realm of the identification we now take for granted when using taxis or logistics services, with corporate Australia for example investing in systems that allow accurate determination of where a shipment is located (on Sydney Harbour Bridge? the loading dock? accompanying the truck driver on unauthorized visits to the pub?) and a forecast of when it will arrive (Monmonier 76). Such technologies are being used on a smaller scale to enforce digital Fordism among the binary proletariat in corporate buildings and campuses, with ‘smart badges’ and biometric gateways logging an individual’s movement across institutional terrain (so many minutes in the conference room, so many minutes in the bathroom or lingering among the faux rainforest near the Vice Chancellery) (Bolt). Bright Lights, Blog City It is a truth universally acknowledged, at least by right-thinking Foucauldians, that modernity is a matter of coercion and anomie as all that is solid melts into air. If we are living in an age of hypersocialisation and hypercapitalism – movies and friends on tap, along with the panoptic sorting by marketers and pervasive scrutiny by both the ‘information state’ and public audiences (the million people or one person reading your blog) that is an inevitable accompaniment of the digital cornucopia–we might ask whether everyone is or should be unhappy. This article began by highlighting traditional responses to the bright lights, brashness and excitement of the big city. One conclusion might be that in 2010 not much has changed. Some people experience ambient information as liberating; others as threatening, productive of physical danger or of a more insidious anomie in which personal identity is blurred by an ineluctable electro-smog. There is disagreement about the professionalism (for which read ethics and inhibitions) of ‘citizen media’ and about a culture in which, as in the 1920s, audiences believe that they ‘own the image’ embodying the celebrity or public malefactor. Digital technologies allow you to navigate through the urban maze and allow officials, marketers or the hostile to track you. Those same technologies allow you to subvert both the governmentality and governance. You are free: Be ambient! References Baron, Naomi. Always On: Language in an Online and Mobile World. New York: Oxford UP, 2008. Bauman, Zygmunt. Liquid Modernity. Oxford: Polity Press, 2000. Bell, David. “Bodies, Technologies, Spaces: On ‘Dogging’.” Sexualities 9.4 (2006): 387-408. Bennett, Colin. The Privacy Advocates: Resisting the Spread of Surveillance. Cambridge: MIT Press, 2008. Berman, Marshall. All That Is Solid Melts into Air: The Experience of Modernity. London: Verso, 2001. Bolt, Nate. “The Binary Proletariat.” First Monday 5.5 (2000). 25 Feb 2010 ‹http://131.193.153.231/www/issues/issue5_5/bolt/index.html›. Buck-Morss, Susan. The Dialectics of Seeing: Walter Benjamin and the Arcades Project. Cambridge: MIT Press, 1991. Bull, Michael. Sounding Out the City: Personal Stereos and the Management of Everyday Life. Oxford: Berg, 2003. Bull, Michael. Sound Moves: iPod Culture and the Urban Experience. London: Routledge, 2008 Burns, Kelli. Celeb 2.0: How Social Media Foster Our Fascination with Popular Culture. Santa Barbara: ABC-CLIO, 2009. Castells, Manuel. “The Urban Ideology.” The Castells Reader on Cities and Social Theory. Ed. Ida Susser. Malden: Blackwell, 2002. 34-70. Cossins, Anne, Jane Goodman-Delahunty, and Kate O’Brien. “Uncertainty and Misconceptions about Child Sexual Abuse: Implications for the Criminal Justice System.” Psychiatry, Psychology and the Law 16.4 (2009): 435-452. Dalton, David. “Policing Outlawed Desire: ‘Homocriminality’ in Beat Spaces in Australia.” Law & Critique 18.3 (2007): 375-405. De Certeau, Michel. The Practice of Everyday Life. Berkeley: University of California P, 1984. Dennis, Kingsley. “Keeping a Close Watch: The Rise of Self-Surveillance and the Threat of Digital Exposure.” The Sociological Review 56.3 (2008): 347-357. Dodge, Martin, and Rob Kitchin. “Outlines of a World Coming into Existence: Pervasive Computing and the Ethics of Forgetting.” Environment & Planning B: Planning & Design 34.3 (2007): 431-445. Doel, Marcus, and David Clarke. “Transpolitical Urbanism: Suburban Anomaly and Ambient Fear.” Space & Culture 1.2 (1998): 13-36. Dyer-Witheford, Nick. Cyber-Marx: Cycles and Circuits of Struggle in High Technology Capitalism. Champaign: U of Illinois P, 1999. Fritzsche, Peter. Reading Berlin 1900. Cambridge: Harvard UP, 1998. Gumpert, Gary, and Susan Drucker. “Privacy, Predictability or Serendipity and Digital Cities.” Digital Cities II: Computational and Sociological Approaches. Berlin: Springer, 2002. 26-40. Hassan, Robert. The Information Society. Cambridge: Polity Press, 2008. Hillier, Bill. “Cities as Movement Economies.” Intelligent Environments: Spatial Aspects of the Information Revolution. Ed. Peter Drioege. Amsterdam: Elsevier, 1997. 295-342. Holmes, David. “Cybercommuting on an Information Superhighway: The Case of Melbourne’s CityLink.” The Cybercities Reader. Ed. Stephen Graham. London: Routledge, 2004. 173-178. Huey, Laura, Kevin Walby, and Aaron Doyle. “Cop Watching in the Downtown Eastside: Exploring the Use of CounterSurveillance as a Tool of Resistance.” Surveillance and Security: Technological Politics and Power in Everyday Life. Ed. Torin Monahan. London: Routledge, 2006. 149-166. Ingebretsen, Edward. At Stake: Monsters and the Rhetoric of Fear in Public Culture. Chicago: U of Chicago P, 2001. iSee. “Now More Than Ever”. 20 Feb 2010 ‹http://www.appliedautonomy.com/isee/info.html›. Jackson, Margaret, and Julian Ligertwood. "Identity Management: Is an Identity Card the Solution for Australia?” Prometheus 24.4 (2006): 379-387. Jermyn, Deborah. Crime Watching: Investigating Real Crime TV. London: IB Tauris, 2007. Kullenberg, Christopher. “The Social Impact of IT: Surveillance and Resistance in Present-Day Conflicts.” FlfF-Kommunikation 1 (2009): 37-40. Lyon, David. Surveillance as Social Sorting: Privacy, Risk and Digital Discrimination. London: Routledge, 2003. Marr, David. The Henson Case. Melbourne: Text, 2008. Maynard, Margaret. Dress and Globalisation. Manchester: Manchester UP, 2004. Merchant, Carolyn. The Columbia Guide to American Environmental History. New York: Columbia UP, 2002. Monmonier, Mark. “Geolocation and Locational Privacy: The ‘Inside’ Story on Geospatial Tracking’.” Privacy and Technologies of Identity: A Cross-disciplinary Conversation. Ed. Katherine Strandburg and Daniela Raicu. Berlin: Springer, 2006. 75-92. Ndalianis, Angela. “Architecture of the Senses: Neo-Baroque Entertainment Spectacles.” Rethinking Media Change: The Aesthetics of Tradition. Ed. David Thorburn and Henry Jenkins. Cambridge: MIT Press, 2004. 355-374. Parenti, Christian. The Soft Cage: Surveillance in America. New York: Basic Books, 2003. Sayre, Shay. “T-shirt Messages: Fortune or Folly for Advertisers.” Advertising and Popular Culture: Studies in Variety and Versatility. Ed. Sammy Danna. New York: Popular Press, 1992. 73-82. Savitch, Henry. Cities in a Time of Terror: Space, Territory and Local Resilience. Armonk: Sharpe, 2008. Scheingold, Stuart. The Politics of Street Crime: Criminal Process and Cultural Obsession. Philadephia: Temple UP, 1992. Schivelbusch, Wolfgang. Disenchanted Night: The Industrialization of Light in the Nineteenth Century. Berkeley: U of California Press, 1995. Shafron-Perez, Sharon. “Average Teenager or Sex Offender: Solutions to the Legal Dilemma Caused by Sexting.” John Marshall Journal of Computer & Information Law 26.3 (2009): 431-487. Simmel, Georg. “The Metropolis and Mental Life.” Individuality and Social Forms. Ed. Donald Levine. Chicago: University of Chicago P, 1971. Staples, William. Everyday Surveillance: Vigilance and Visibility in Postmodern Life. Lanham: Rowman & Littlefield, 2000. Steiner, George. George Steiner: A Reader. New York: Oxford UP, 1987. Thompson, Emily. The Soundscape of Modernity: Architectural Acoustics and the Culture of Listening in America. Cambridge: The MIT Press, 2004. Wark, Mackenzie. Virtual Geography: Living with Global Media Events. Bloomington: Indiana UP, 1994. Wilson, Elizabeth. The Sphinx in the City: Urban Life, the Control of Disorder and Women. Berkeley: University of California P, 1991. Wood, David. “Towards Spatial Protocol: The Topologies of the Pervasive Surveillance Society.” Augmenting Urban Spaces: Articulating the Physical and Electronic City. Eds. Allesandro Aurigi and Fiorella de Cindio. Aldershot: Ashgate, 2008. 93-106.
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Bayes, Chantelle. « The Cyborg Flâneur : Reimagining Urban Nature through the Act of Walking ». M/C Journal 21, no 4 (15 octobre 2018). http://dx.doi.org/10.5204/mcj.1444.

Texte intégral
Résumé :
The concept of the “writer flâneur”, as developed by Walter Benjamin, sought to make sense of the seemingly chaotic nineteenth century city. While the flâneur provided a way for new urban structures to be ordered, it was also a transgressive act that involved engaging with urban spaces in new ways. In the contemporary city, where spaces are now heavily controlled and ordered, some members of the city’s socio-ecological community suffer as a result of idealistic notions of who and what belongs in the city, and how we must behave as urban citizens. Many of these ideals emerge from nineteenth century conceptions of the city in contrast to the country (Williams). However, a reimagining of the flâneur can allow for new transgressions of urban space and result in new literary imaginaries that capture the complexity of urban environments, question some of the more damaging processes and systems, offer new ways of connecting with the city, and propose alternative ways of living with the non-human in such places. With reference to the work of Debra Benita Shaw, Rob Shields and Donna Haraway, I will examine how the urban walking figure might be reimagined as cyborg, complicating boundaries between the real and imagined, the organic and inorganic, and between the human and non-human (Haraway Cyborgs). I will argue that the cyborg flâneur allows for new ways of writing and reading the urban and can work to reimagine the city as posthuman multispecies community. As one example of cyborg flânerie, I look to the app Story City to show how a writer can develop new environmental imaginaries in situ as an act of resistance against the anthropocentric ordering of the city. This article intends to begin a conversation about the ethical, political and epistemological potential of cyborg flânerie and leads to several questions which will require further research.Shaping the City: Environmental ImaginariesIn a sense, the flâneur is the product of a utopian imaginary of the city. According to Shields, Walter Benjamin used the flâneur as a literary device to make sense of the changing modern city of Paris: The flâneur is a hero who excels under the stress of coming to terms with a changing ‘social spatialisation’ of everyday social and economic relations which in the nineteenth century increasingly extended the world of the average person further and further to include rival mass tourism destinations linked by railroad, news of other European powers and distant colonies. This expanding spatialization took the form of economic realities such as changing labour markets and commodity prices and social encounters with strangers and foreigners which impinged on the life world of Europeans. (Fancy Footwork 67)Through his writing, these new spaces and inhabitants were made familiar again to those that lived there. In consequence, the flâneur was seen as a heroic figure who approached the city like a wilderness to be studied and tamed:Even to early 20th-century sociologists the flâneur was a heroic everyman—masculine, controlled and as in tune with his environment as James Fenimore Cooper’s Mohican braves were in their native forests. Anticipating the hardboiled hero of the detective novel, the flâneur pursued clues to the truth of the metropolis, attempting to think through its historical specificity, to inhabit it, even as the truth of empire and commodity capitalism was hidden from him. (Shields Flanerie 210)In this way, the flâneur was a stabilising force, categorising and therefore ordering the city. However, flânerie was also a transgressive act as the walker engaged in eccentric and idle wandering against the usual purposeful walking practices of the time (Coates). Drawing on this aspect, flânerie has increasingly been employed in the humanities and social sciences as a practice of resistance as Jamie Coates has shown. This makes the flâneur, albeit in a refigured form, a useful tool for transgressing strict socio-ecological conventions that affect the contemporary city.Marginalised groups are usually the most impacted by the strict control and ordering of contemporary urban spaces in response to utopian imaginaries of who and what belong. Marginalised people are discouraged and excluded from living in particular areas of the city through urban policy and commercial practices (Shaw 7). Likewise, certain non-human others, like birds, are allowed to inhabit our cities while those that don’t fit ideal urban imaginaries, like bats or snakes, are controlled, excluded or killed (Low). Defensive architecture, CCTV, and audio deterrents are often employed in cities to control public spaces. In London, the spiked corridor of a shop entrance designed to keep homeless people from sleeping there (Andreou; Borromeo) mirrors the spiked ledges that keep pigeons from resting on buildings (observed 2012/2014). On the Gold Coast youths are deterred from loitering in public spaces with classical music (observed 2013–17), while in Brisbane predatory bird calls are played near outdoor restaurants to discourage ibis from pestering customers (Hinchliffe and Begley). In contrast, bright lights, calming music and inviting scents are used to welcome orderly consumers into shopping centres while certain kinds of plants are cultivated in urban parks and gardens to attract acceptable wildlife like butterflies and lorikeets (Wilson; Low). These ways of managing public spaces are built on utopian conceptions of the city as a “civilising” force—a place of order, consumption and safety.As environmental concerns become more urgent, it is important to re-examine these conceptions of urban environments and the assemblage of environmental imaginaries that interact and continue to shape understandings of and attitudes towards human and non-human nature. The network of goods, people and natural entities that feed into and support the city mean that imaginaries shaped in urban areas influence both urban and surrounding peoples and ecologies (Braun). Local ecologies also become threatened as urban structures and processes continue to encompass more of the world’s populations and locales, often displacing and damaging entangled natural/cultural entities in the process. Furthermore, conceptions and attitudes shaped in the city often feed into global systems and as such can have far reaching implications for the way local ecologies are governed, built, and managed. There has already been much research, including work by Lawrence Buell and Ursula Heise, on the contribution that art and literature can make to the development of environmental imaginaries, whether intentional or unintentional, and resulting in both positive and negative associations with urban inhabitants (Yusoff and Gabrys; Buell; Heise). Imaginaries might be understood as social constructs through which we make sense of the world and through which we determine cultural and personal values, attitudes and beliefs. According to Neimanis et al., environmental imaginaries help us to make sense of the way physical environments shape “one’s sense of social belonging” as well as how we “formulate—and enact—our values and attitudes towards ‘nature’” (5). These environmental imaginaries underlie urban structures and work to determine which aspects of the city are valued, who is welcomed into the city, and who is excluded from participation in urban systems and processes. The development of new narrative imaginaries can question some of the underlying assumptions about who or what belongs in the city and how we might settle conflicts in ecologically diverse communities. The reimagined flâneur then might be employed to transgress traditional notions of belonging in the city and replace this with a sense of “becoming” in relation with the myriad of others inhabiting the city (Haraway The Trouble). Like the Benjaminian flâneur, the postmodern version enacts a similar transgressive walking practice. However, the postmodern flâneur serves to resist dominant narratives, with a “greater focus on the tactile and grounded qualities of walking” than the traditional flâneur—and, as opposed to the lone detached wanderer, postmodern flâneur engage in a network of social relationships and may even wander in groups (Coates 32). By employing the notion of the postmodern flâneur, writers might find ways to address problematic urban imaginaries and question dominant narratives about who should and should not inhabit the city. Building on this and in reference to Haraway (Cyborgs), the notion of a cyborg flâneur might take this resistance one step further, not only seeking to counter the dominant social narratives that control urban spaces but also resisting anthropocentric notions of the city. Where the traditional flâneur walked a pet tortoise on a leash, the cyborg flâneur walks with a companion species (Shields Fancy Footwork; Haraway Companion Species). The distinction is subtle. The traditional flâneur walks a pet, an object of display that showcases the eccentric status of the owner. The cyborg flâneur walks in mutual enjoyment with a companion (perhaps a domestic companion, perhaps not); their path negotiated together, tracked, and mapped via GPS. The two acts may at first appear the same, but the difference is in the relationship between the human, non-human, and the multi-modal spaces they occupy. As Coates argues, not everyone who walks is a flâneur and similarly, not everyone who engages in relational walking is a cyborg flâneur. Rather a cyborg flâneur enacts a deliberate practice of walking in relation with naturecultures to transgress boundaries between human and non-human, cultural and natural, and the virtual, material and imagined spaces that make up a place.The Posthuman City: Cyborgs, Hybrids, and EntanglementsIn developing new environmental imaginaries, posthuman conceptions of the city can be drawn upon to readdress urban space as complex, questioning utopian notions of the city particularly as they relate to the exclusion of certain others, and allowing for diverse socio-ecological communities. The posthuman city might be understood in opposition to anthropocentric notions where the non-human is seen as something separate to culture and in need of management and control within the human sphere of the city. Instead, the posthuman city is a complex entanglement of hybrid non-human, cultural and technological entities (Braun; Haraway Companion Species). The flâneur who experiences the city through a posthuman lens acknowledges the human as already embodied and embedded in the non-human world. Key to re-imagining the city is recognising the myriad ways in which non-human nature also acts upon us and influences decisions on how we live in cities (Schliephake 140). This constitutes a “becoming-with each other”, in Haraway’s terms, which recognises the interdependency of urban inhabitants (The Trouble 3). In re-considering the city as a negotiated process between nature and culture rather than a colonisation of nature by culture, the agency of non-humans to contribute to the construction of cities and indeed environmental imaginaries must be acknowledged. Living in the posthuman city requires us humans to engage with the city on multiple levels as we navigate the virtual, corporeal, and imagined spaces that make up the contemporary urban experience. The virtual city is made up of narratives projected through media productions such as tourism campaigns, informational plaques, site markers, and images on Google map locations, all of which privilege certain understandings of the city. Virtual narratives serve to define the city through a network of historical and spatially determined locales. Closely bound up with the virtual is the imagined city that draws on urban ideals, potential developments, mythical or alternative versions of particular cities as well as literary interpretations of cities. These narratives are overlaid on the places that we engage with in our everyday lived experiences. Embodied encounters with the city serve to reinforce or counteract certain virtual and imagined versions while imagined and virtual narratives enhance locales by placing current experience within a temporal narrative that extends into the past as well as the future. Walking the City: The Cyber/Cyborg FlâneurThe notion of the cyber flâneur emerged in the twenty-first century from the practices of idly surfing the Internet, which in many ways has become an extension of the cityscape. In the contemporary world where we exist in both physical and digital spaces, the cyber flâneur (and indeed its cousin the virtual flâneur) have been employed to make sense of new digital sites of connection, voyeurism, and consumption. Metaphors that evoke the city have often been used to describe the experience of the digital including “chat rooms”, “cyber space”, and “home pages” while new notions of digital tourism, the rise of online shopping, and meeting apps have become substitutes for engaging with the physical sites of cities such as shopping malls, pubs, and attractions. The flâneur and cyberflâneur have helped to make sense of the complexities and chaos of urban life so that it might become more palatable to the inhabitants, reducing anxieties about safety and disorder. However, as with the concept of the flâneur, implicit in the cyberflâneur is a reinforcement of traditional urban hierarchies and social structures. This categorising has also worked to solidify notions of who belongs and who does not. Therefore, as Debra Benita Shaw argues, the cyberflâneur is not able to represent the complexities of “how we inhabit and experience the hybrid spaces of contemporary cities” (3). Here, Shaw suggests that Haraway’s cyborg might be used to interrupt settled boundaries and to reimagine the urban walking figure. In both Shaw and Shields (Flanerie), the cyborg is invoked as a solution to the problematic figure of the flâneur. While Shaw presents these figures in opposition and proposes that the flâneur be laid to rest as the cyborg takes its place, I argue that the idea of the flâneur may still have some use, particularly when applied to new multi-modal narratives. As Shields demonstrates, the cyborg operates in the virtual space of simulation rather than at the material level (217). Instead of setting up an opposition between the cyborg and flâneur, these figures might be merged to bring the cyborg into being through the material practice of flânerie, while refiguring the flâneur as posthuman. The traditional flâneur sought to define space, but the cyborg flâneur might be seen to perform space in relation to an entangled natural/cultural community. By drawing on this notion of the cyborg, it becomes possible to circumvent some of the traditional associations with the urban walking figure and imagine a new kind of flâneur, one that walks the streets as an act to complicate rather than compartmentalise urban space. As we emerge into a post-truth world where facts and fictions blur, creative practitioners can find opportunities to forge new ways of knowing, and new ways of connecting with the city through the cyborg flâneur. The development of new literary imaginaries can reconstruct natural/cultural relationships and propose alternative ways of living in a posthuman and multispecies community. The rise of smart-phone apps like Story City provides cyborg flâneurs with the ability to create digital narratives overlaid on real places and has the potential to encourage real connections with urban environments. While these apps are by no means the only activity that a cyborg flâneur might participate in, they offer the writer a platform to engage audiences in a purposeful and transgressive practice of cyborg flânerie. Such narratives produced through cyborg flânerie would conflate virtual, corporeal, and imagined experiences of the city and allow for new environmental imaginaries to be created in situ. The “readers” of these narratives can also become cyborg flâneurs as the traditional urban wanderer is combined with the virtual and imagined space of the contemporary city. As opposed to wandering the virtual city online, readers are encouraged to physically walk the city and engage with the narrative in situ. For example, in one narrative, readers are directed to walk a trail along the Brisbane river or through the CBD to chase a sea monster (Wilkins and Diskett). The reader can choose different pre-set paths which influence the outcome of each story and embed the story in a physical location. In this way, the narrative is layered onto the real streets and spaces of the cityscape. As the reader is directed to walk particular routes through the city, the narratives which unfold are also partly constructed by the natural/cultural entities which make up those locales establishing a narrative practice which engages with the urban on a posthuman level. The murky water of the Brisbane River could easily conceal monsters. Occasional sightings of crocodiles (Hall), fish that leap from the water, and shadows cast by rippling waves as the City Cat moves across the surface impact the experience of the story (observed 2016–2017). Potential exists to capitalise on this narrative form and develop new environmental imaginaries that pay attention to the city as a posthuman place. For example, a narrative might direct the reader’s attention to the networks of water that hydrate people and animals, allow transportation, and remove wastes from the city. People may also be directed to explore their senses within place, be encouraged to participate in sensory gardens, or respond to features of the city in new ways. The cyborg flâneur might be employed in much the same way as the flâneur, to help the “reader” make sense of the posthuman city, where boundaries are shifted, and increasing rates of social and ecological change are transforming contemporary urban sites and structures. Shields asks whether the cyborg might also act as “a stabilising figure amidst the collapse of dualisms, polluted categories, transgressive hybrids, and unstable fluidity” (Flanerie 211). As opposed to the traditional flâneur however, this “stabilising” figure doesn’t sort urban inhabitants into discrete categories but maps the many relations between organisms and technologies, fictions and realities, and the human and non-human. The cyborg flâneur allows for other kinds of “reading” of the city to take place—including those by women, families, and non-Western inhabitants. As opposed to the nineteenth century reader-flâneur, those who read the city through the Story City app are also participants in the making of the story, co-constructing the narrative along with the author and locale. I would argue this participation is a key feature of the cyborg flâneur narrative along with the transience of the narratives which may alter and eventually expire as urban structures and environments change. Not all those who engage with these narratives will necessarily enact a posthuman understanding and not all writers of these narratives will do so as cyborg flâneurs. Nevertheless, platforms such as Story City provide writers with an opportunity to engage participants to question dominant narratives of the city and to reimagine themselves within a multispecies community. In addition, by bringing readers into contact with the human and non-human entities that make up the city, there is potential for real relationships to be established. Through new digital platforms such as apps, writers can develop new environmental imaginaries that question urban ideals including conceptions about who belongs in the city and who does not. The notion of the cyborg is a useful concept through which to reimagine the city as a negotiated process between nature and culture, and to reimagine the flâneur as performer who becomes part of the posthuman city as they walk the streets. This article provides one example of cyborg flânerie in smart-phone apps like Story City that allow writers to construct new urban imaginaries, bring the virtual and imagined city into the physical spaces of the urban environment, and can act to re-place the reader in diverse socio-ecological communities. The reader then becomes both product and constructer of urban space, a cyborg flâneur in the cyborg city. This conversation raises further questions about the cyborg flâneur, including: how might cyborg flânerie be enacted in other spaces (rural, virtual, more-than-human)? What other platforms and narrative forms might cyborg flâneurs use to share their posthuman narratives? How might cyborg flânerie operate in other cities, other cultures and when adopted by marginalised groups? In answering these questions, the potential and limitations of the cyborg flâneur might be refined. The hope is that one day the notion of a cyborg flâneur will no longer necessary as the posthuman city becomes a space of negotiation rather than exclusion. ReferencesAndreou, Alex. “Anti-Homeless Spikes: ‘Sleeping Rough Opened My Eyes to the City’s Barbed Cruelty.’” The Guardian 19 Feb. 2015. 25 Aug. 2017 <https://www.theguardian.com/society/2015/feb/18/defensive-architecture-keeps-poverty-undeen-and-makes-us-more-hostile>.Borromeo, Leah. “These Anti-Homeless Spikes Are Brutal. We Need to Get Rid of Them.” The Guardian 23 Jul. 2015. 25 Aug. 2017 <https://www.theguardian.com/commentisfree/2015/jul/23/anti-homeless-spikes-inhumane-defensive-architecture>.Braun, Bruce. “Environmental Issues: Writing a More-than-Human Urban Geography.” Progress in Human Geography 29.5 (2005): 635–50. Buell, Lawrence. The Future of Environmental Criticism: Environmental Crisis and Literary Imagination. Malden: Blackwell, 2005.Coates, Jamie. “Key Figure of Mobility: The Flâneur.” Social Anthropology 25.1 (2017): 28–41.Hall, Peter. “Crocodiles Spotted in Queensland: A Brief History of Sightings and Captures in the Southeast.” The Courier Mail 4 Jan. 2017. 20 Aug. 2017 <http://www.couriermail.com.au/news/queensland/crocodiles-spotted-in-queensland-a-brief-history-of-sightings-and-captures-in-the-southeast/news-story/5fbb2d44bf3537b8a6d1f6c8613e2789>.Haraway, Donna J. Staying with the Trouble: Making Kin in the Chthulucene. Durham: Duke UP, 2016.———. The Companion Species Manifesto: Dogs, People, and Significant Otherness. Vol. 1. Chicago: Prickly Paradigm Press, 2003.———. Simians, Cyborgs, and Women: The Reinvention of Nature. Oxon: Routledge, 1991.Heise, Ursula K. Sense of Place and Sense of Planet: The Environmental Imagination of the Global. Oxford: Oxford UP, 2008. Hinchliffe, Jessica, and Terri Begley. “Brisbane’s Angry Birds: Recordings No Deterrent for Nosey Ibis at South Bank.” ABC News 2 Jun. 2015. 25 Aug. 2017 <http://www.abc.net.au/news/2015-02-06/recorded-bird-noise-not-detering-south-banks-angry-birds/6065610>.Low, Tim. The New Nature: Winners and Losers in Wild Australia. London: Penguin, 2002.Neimanis, Astrid, Cecilia Asberg, and Suzi Hayes. “Posthumanist Imaginaries.” Research Handbook on Climate Governance. Eds. K. Bäckstrand and E. Lövbrand. Massachusetts: Edward Elgar Publishing, 2015. 480–90.Schliephake, Christopher. Urban Ecologies: City Space, Material Agency, and Environmental Politics in Contemporary Culture. Maryland: Lexington Books, 2014.Shaw, Debra Benita. “Streets for Cyborgs: The Electronic Flâneur and the Posthuman City.” Space and Culture 18.3 (2015): 230–42.Shields, Rob. “Fancy Footwork: Walter Benjamin’s Notes on Flânerie.” The Flâneur. Ed. Keith Tester. London: Routledge, 2014. 61–80.———. “Flânerie for Cyborgs.” Theory, Culture & Society 23.7-8 (2006): 209–20.Yusoff, Kathryn, and Jennifer Gabrys. “Climate Change and the Imagination.” Wiley Interdisciplinary Reviews: Climate Change 2.4 (2011): 516–34.Wilkins, Kim, and Joseph Diskett. 9 Fathom Deep. Brisbane: Story City, 2014. Williams, Raymond. The Country and the City. New York: Oxford UP, 1975.Wilson, Alexander. The Culture of Nature: North American Landscape from Disney to the Exxon Valdez. Toronto: Between the Lines, 1991.
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Haller, Beth. « Switched at Birth : A Game Changer for All Audiences ». M/C Journal 20, no 3 (21 juin 2017). http://dx.doi.org/10.5204/mcj.1266.

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Résumé :
The American Broadcasting Company (ABC) Family Network show Switched at Birth tells two stories—one which follows the unique plot of the show, and one about the new openness of television executives toward integrating more people with a variety of visible and invisible physical embodiments, such as hearing loss, into television content. It first aired in 2011 and in 2017 aired its fifth and final season.The show focuses on two teen girls in Kansas City who find out they were switched due to a hospital error on the day of their birth and who grew up with parents who were not biologically related to them. One, Bay Kennish (Vanessa Marano), lives with her wealthy parents—a stay-at-home mom Kathryn (Lea Thompson) and a former professional baseball player, now businessman, father John (D.W. Moffett). She has an older brother Toby (Lucas Grabeel) who is into music. In her high school science class, Bay learns about blood types and discovers her parents’ blood types could not have produced her. The family has professional genetic tests done and discovers the switch (ABC Family, “This Is Not a Pipe”).In the pilot episode, Bay’s parents find out that deaf teen, Daphne Vasquez (Katie Leclerc), is actually their daughter. She lives in a working class Hispanic neighbourhood with her hairdresser single mother Regina (Constance Marie) and grandmother Adrianna (Ivonne Coll), both of whom are of Puerto Rican ancestry. Daphne is deaf due to a case of meningitis when she was three, which the rich Kennishes feel happened because of inadequate healthcare provided by working class Regina. Daphne attends an all-deaf school, Carlton.The man who was thought to be her biological father, Angelo Sorrento (Gilles Marini), doesn’t appear in the show until episode 10 but becomes a series regular in season 2. It becomes apparent that Daphne believes her father left because of her deafness; however, as the first season progresses, the real reasons begin to emerge. From the pilot onwards, the show dives into clashes of language, culture, ethnicity, class, and even physical appearance—in one scene in the pilot, the waspy Kennishes ask Regina if she is “Mexican.” As later episodes reveal, many of these physical appearance issues are revealed to have fractured the Vasquez family early on—Daphne is a freckled, strawberry blonde, and her father (who is French and Italian) suspected infidelity.The two families merge when the Kennishes ask Daphne and her mother to move into their guest house in order get to know their daughter better. That forces the Kennishes into the world of deafness, and throughout the show this hearing family therefore becomes a surrogate for a hearing audience’s immersion into Deaf culture.Cultural Inclusivity: The Way ForwardShow creator Lizzy Weiss explained that it was actually the ABC Family network that “suggested making one of the kids disabled” (Academy of Television Arts & Sciences). Weiss was familiar with American Sign Language (ASL) because she had a “classical theatre of the Deaf” course in college. She said, “I had in the back of my head a little bit of background at least about how beautiful the language was. So I said, ‘What if one of the girls is deaf?’” The network thought it was wonderful idea, so she began researching the Deaf community, including spending time at a deaf high school in Los Angeles called Marlton, on which she modelled the Switched at Birth school, Carlton. Weiss (Academy of Television Arts & Sciences) says of the school visit experience:I learned so much that day and spoke to dozens of deaf teenagers about their lives and their experiences. And so, this is, of course, in the middle of writing the pilot, and I said to the network, you know, deaf kids wouldn’t voice orally. We would have to have those scenes only in ASL, and no sound and they said, ‘Great. Let’s do it.’ And frankly, we just kind of grew and grew from there.To accommodate the narrative structure of a television drama, Weiss said it became clear from the beginning that the show would need to use SimCom (simultaneous communication or sign supported speech) for the hearing or deaf characters who were signing so they could speak and sign at the same time. She knew this wasn’t the norm for two actual people communicating in ASL, but the production team worried about having a show that was heavily captioned as this might distance its key—overwhelmingly hearing—teen audience who would have to pay attention to the screen during captioned scenes. However, this did not appear to be the case—instead, viewers were drawn to the show because of its unique sign language-influenced television narrative structure. The show became popular very quickly and, with 3.3 million viewers, became the highest-rated premiere ever on the ABC Family network (Barney).Switched at Birth also received much praise from the media for allowing its deaf actors to communicate using sign language. The Huffington Post television critic Maureen Ryan said, “Allowing deaf characters to talk to each other directly—without a hearing person or a translator present—is a savvy strategy that allows the show to dig deeper into deaf culture and also to treat deaf characters as it would anyone else”. Importantly, it allowed the show to be unique in a way that was found nowhere else on television. “It’s practically avant-garde for television, despite the conventional teen-soap look of the show,” said Ryan.Usually a show’s success is garnered by audience numbers and media critique—by this measure Switched at Birth was a hit. However, programs that portray a disability—in any form—are often the target of criticism, particularly from the communities they attempting to represent. It should be noted that, while actress Katie Leclerc, who plays Daphne, has a condition, Meniere’s disease, which causes hearing loss and vertigo on an intermittent basis, she does not identify as a deaf actress and must use a deaf accent to portray Daphne. However, she is ASL fluent, learning it in high school (Orangejack). This meant her qualifications met the original casting call which said “actress must be deaf or hard of hearing and must speak English well, American Sign Language preferred” (Paz, 2010) Leclerc likens her role to that of any actor to who has to affect body and vocal changes for a role—she gives the example of Hugh Laurie in House, who is British with no limp, but was an American who uses a cane in that show (Bibel).As such, initially, some in the Deaf community complained about her casting though an online petition with 140 signatures (Nielson). Yet many in the Deaf community softened any criticism of the show when they saw the production’s ongoing attention to Deaf cultural details (Grushkin). Finally, any lingering criticisms from the Deaf community were quieted by the many deaf actors hired for the show who perform using ASL. This includes Sean Berdy, who plays Daphne’s best friend Emmett, his onscreen mother, played by actress Marlee Matlin, and Anthony Natale who plays his father; their characters both sign and vocalize in the show. The Emmett character only communicates in ASL and does not vocalise until he falls in love with the hearing character Bay—even then he rarely uses his voice.This seemingly all-round “acceptance” of the show gave the production team more freedom to be innovative—by season 3 the audience was deemed to be so comfortable with captions that the shows began to feature less SimCom and more all-captioned scenes. This lead to the full episode in ASL, a first on American mainstream television.For an Hour, Welcome to Our WorldSwitched at Birth writer Chad Fiveash explained that when the production team came up with the idea for a captioned all-ASL episode, they “didn’t want to do the ASL episode as a gimmick. It needed to be thematically resonant”. As a result, they decided to link the episode to the most significant event in American Deaf history, an event that solidified its status as a cultural community—the 1988 Deaf President Now (DPN) protest at Gallaudet University in Washington. This protest inspired the March 2013 episode for Switched at Birth and aired 25 years to the week that the actual DPN protest happened. This episode makes it clear the show is trying to completely embrace Deaf culture and wants its audience to better understand Deaf identity.DPN was a pivotal moment for Deaf people—it truly solidified members of a global Deaf community who felt more empowered to fight for their rights. Students demanded that Gallaudet—as the premier university for deaf and hard-of-hearing students—no longer have a hearing person as its president. The Gallaudet board of trustees, the majority of whom were hearing, tried to force students and faculty to accept a hearing president; their attitude was that they knew what was best for the deaf persons there. For eight days, deaf people across America and the world rallied around the student protestors, refusing to give in until a deaf president was appointed. Their success came in the form of I. King Jordan, a deaf man who had served as dean of the College of Arts & Sciences at the time of the protest.The event was covered by media around the world, giving the American Deaf community international attention. Indeed, Gallaudet University says the DPN protest symbolized more than just the hiring of a Deaf president; it brought Deaf issues before the public and “raised the nation’s consciousness of the rights and abilities of deaf and hard of hearing people” (Gallaudet University).The activities of the students and their supporters showed dramatically that in the 1980s deaf people could be galvanized to unite around a common issue, particularly one of great symbolic meaning, such as the Gallaudet presidency. Gallaudet University represents the pinnacle of education for deaf people, not only in the United States but throughout the world. The assumption of its presidency by a person himself deaf announced to the world that deaf Americans were now a mature minority (Van Cleve and Crouch, 172).Deaf people were throwing off the oppression of the hearing world by demanding that their university have someone from their community at its helm. Jankowski (Deaf Empowerment; A Metaphorical Analysis of Conflict) studied the Gallaudet protest within the framework of a metaphor. She found a recurring theme during the DPN protest to be Gallaudet as “plantation”—which metaphorically refers to deaf persons as slaves trying to break free from the grip of the dominant mastery of the hearing world—and she parallels the civil rights movement of African Americans in the 1960s. As an example, Gallaudet was referred to as the “Selma of the Deaf” during the protest, and protest signs used the language of Martin Luther King such as “we still have a dream.” For deaf Americans, the presidency of Gallaudet became a symbol of hope for the future. As Jankowski attests:deaf people perceived themselves as possessing the ability to manage their own kind, pointing to black-managed organization, women-managed organizations, etc., struggling for that same right. They argued that it was a fight for their basic human rights, a struggle to free themselves, to release the hold their ‘masters’ held on them. (“A Metaphorical Analysis”)The creators of the Switched at Birth episode wanted to ensure of these emotions, as well as historical and cultural references, were prevalent in the modern-day, all-ASL episode, titled Uprising. That show therefore wanted to represent both the 1988 DPN protest as well as a current issue in the US—the closing of deaf schools (Anderson). The storyline focuses on the deaf students at the fictitious Carlton School for the Deaf seizing one of the school buildings to stage a protest because the school board has decided to shut down the school and mainstream the deaf students into hearing schools. When the deaf students try to come up with a list of demands, conflicts arise about what the demands should be and whether a pilot program—allowing hearing kids who sign to attend the deaf school—should remain.This show accomplished multiple things with its reach into Deaf history and identity, but it also did something technologically unique for the modern world—it made people pay attention. Because captioning translated the sign language for viewers, Lizzy Weiss, the creator of the series, said, “Every single viewer—deaf or hearing—was forced to put away their phones and iPads and anything else distracting … and focus … you had to read … you couldn’t do anything else. And that made you get into it more. It drew you in” (Stelter). The point, Weiss said, “was about revealing something new to the viewer—what does it feel like to be an outsider? What does it feel like to have to read and focus for an entire episode, like deaf viewers do all the time?” (Stelter). As one deaf reviewer of the Uprising episode said, “For an hour, welcome to our world! A world that’s inconvenient, but one most of us wouldn’t leave if offered a magic pill” (DR_Staff).This episode, more than any other, afforded hearing television viewers an experience perhaps similar to deaf viewers. The New York Times reported that “Deaf and hard-of-hearing viewers commented by the thousands after the show, with many saying in effect, “Yes! That’s what it feels like” (Stelter).Continued ResonancesWhat is also unique about the episode is that in teaching the hearing viewers more about the Deaf community, it also reinforced Deaf community pride and even taught young deaf people a bit of their own history. The Deaf community and Gallaudet were very pleased with their history showing up on a television show—the university produced a 30-second commercial which aired within the episode, and held viewing parties. Gallaudet also forwarded the 35 pages of Facebook comments they’d received about the episode to ABC Family and Gallaudet President T. Alan Hurwitz said of the episode (Yahr), “Over the past 25 years, [DPN] has symbolised self-determination and empowerment for deaf and hard of hearing people around the world”. The National Association of the Deaf (NAD) also lauded the episode, describing it as “phenomenal and groundbreaking, saying the situation is very real to us” (Stelter)—NAD had been vocally against budget cuts and closings of US deaf schools.Deaf individuals all over the Internet and social media also spoke out about the episode, with overwhelmingly favourable opinions. Deaf blogger Amy Cohen Efron, who participated in 1988′s DPN movement, said that DPN was “a turning point of my life, forcing me to re-examine my own personal identity, and develop self-determinism as a Deaf person” and led to her becoming an activist.When she watched the Uprising episode, she said the symbolic and historical representations in the show resonated with her. In the episode, a huge sign is unfurled on the side of the Carlton School for the Deaf with a girl with a fist in the air under the slogan “Take Back Carlton.” During the DPN protest, the deaf student protesters unfurled a sign that said “Deaf President Now” with the US Capitol in the background; this image has become an iconic symbol of modern Deaf culture. Efron says the image in the television episode was much more militant than the actual DPN sign. However, it could be argued that society now sees the Deaf community as much more militant because of the DPN protest, and that the imagery in the Uprising episode played into that connection. Efron also acknowledged the episode’s strong nod to the Gallaudet student protestors who defied the hearing community’s expectations by practising civil disobedience. As Efron explained, “Society expected that the Deaf people are submissive and accept to whatever decision done by the majority without any of our input and/or participation in the process.”She also argues that the episode educated more than just the hearing community. In addition to DPN, Uprising was filled with other references to Deaf history. For example a glass door to the room at Carlton was covered with posters about people like Helen Keller and Jean-Ferdinand Berthier, a deaf educator in 19th century France who promoted the concept of deaf identity and culture—Efron says most people in the Deaf community have never heard of him. She also claims that the younger Deaf community may also not be aware of the 1988 DPN protest—“It was not in high school textbooks available for students. Many deaf and hard of hearing students are mainstreamed and they have not the slightest idea about the DPN movement, even about the Deaf Community’s ongoing fight against discrimination, prejudice and oppression, along with our victories”.Long before the Uprising episode aired, the Deaf community had been watching Switched at Birth carefully to make sure Deaf culture was accurately represented. Throughout season 3 David Martin created weekly videos in sign language that were an ASL/Deaf cultural analysis of Switched at Birth. He highlighted content he liked and signs that were incorrect, a kind of a Deaf culture/ASL fact checker. From the Uprising episode, he said he thought this quote from Marlee Matlin’s character said it all, “Until hearing people walk a day in our shoes they will never understand” (Martin). That succinctly states what the all-ASL episode was trying to capture—creating an awareness of Deaf people’s cultural experience and their oppression in hearing society.Even a deaf person who was an early critic of Switched at Birth because of the hiring of Katie Leclerc and the use of SimCom admitted he was impressed with the all-ASL episode (Grushkin):all too often, we see media accounts of Deaf people which play into our society’s perceptions of Deaf people: as helpless, handicapped individuals who are in need of fixes such as cochlear implants in order to “restore” us to society. Almost never do we see accounts of Deaf people as healthy, capable individuals who live ordinary, successful lives without necessarily conforming to the Hearing ‘script’ for how we should be. And important issues such as language rights or school closings are too often virtually ignored by the general media.In addition to the episode being widely discussed within the Deaf community, the mainstream news media also covered Uprising intensely, seeing it as a meaningful cultural moment, not just for the Deaf community but for popular culture in general. Lacob wrote that he realises that hearing viewers probably won’t understand what it means to be a deaf person in modern America, but he believes that the episodeposits that there are moments of understanding, commonalities, and potential bridge-building between these two communities. And the desire for understanding is the first step toward a more inclusive and broad-minded future.He continues:the significance of this moment can’t be undervalued, nor can the show’s rich embrace of deaf history, manifested here in the form of Gallaudet and the historical figures whose photographs and stories are papered on the windows of Carlton during the student protest. What we’re seeing on screen—within the confines of a teen drama, no less—is an engaged exploration of a culture and a civil rights movement brought to life with all of the color and passion it deserves. It may be 25 years since Gallaudet, but the dreams of those protesters haven’t faded. And they—and the ideals of identity and equality that they express—are most definitely being heard.Lacob’s analysis was praised by several Deaf people—by a Deaf graduate student who teaches a Disability in Popular Culture course and by a Gallaudet student who said, “From someone who is deaf, and not ashamed of it either, let me say right here and now: that was the most eloquent piece of writing by someone hearing I have ever seen” (Emma72). The power of the Uprising episode illustrated a political space where “groups actively fuse and blend their culture with the mainstream culture” (Foley 119, as cited in Chang 3). Switched at Birth—specifically the Uprising episode—has indeed fused Deaf culture and ASL into a place in mainstream television culture.ReferencesABC Family. “Switched at Birth Deaf Actor Search.” Facebook (2010). <https://www.facebook.com/SwitchedSearch>.———. “This Is Not a Pipe.” Switched at Birth. Pilot episode. 6 June 2011. <http://freeform.go.com/shows/switched-at-birth>.———. “Not Hearing Loss, Deaf Gain.” Switched at Birth. YouTube video, 11 Feb. 2013. <https://www.youtube.com/watch?v=F5W604uSkrk>.Academy of Television Arts & Sciences. “Talking Diversity: ABC Family’s Switched at Birth.” Emmys.com (Feb. 2012). <http://www.emmys.com/content/webcast-talking-diversity-abc-familys-switched-birth>.Anderson, G. “‘Switched at Birth’ Celebrates 25th Anniversary of ‘Deaf President Now’.” Pop-topia (5 Mar. 2013). <http://www.pop-topia.com/switched-at-birth-celebrates-25th-anniversary-of-deaf-president-now/>.Barney, C. “’Switched at Birth’ Another Winner for ABC Family.” Contra Costa News (29 June 2011). <http://www.mercurynews.com/tv/ci_18369762>.Bibel, S. “‘Switched at Birth’s Katie LeClerc Is Proud to Represent the Deaf Community.” Xfinity TV blog (20 June 2011). <http://xfinity.comcast.net/blogs/tv/2011/06/20/switched-at-births-katie-leclerc-is-proud-to-represent-the-deaf-community/>.Chang, H. “Re-Examining the Rhetoric of the ‘Cultural Border’.” Essay presented at the American Anthropological Association Annual Meeting, Philadelphia, Dec. 1988.DR_Staff. “Switched at Birth: How #TakeBackCarlton Made History.” deafReview (6 Mar. 2013). <http://deafreview.com/deafreview-news/switched-at-birth-how-takebackcarlton-made-history/>.Efron, Amy Cohen. “Switched At Birth: Uprising – Deaf Adult’s Commentary.” Deaf World as I See It (Mar. 2013). <http://www.deafeyeseeit.com/2013/03/05/sabcommentary/>.Emma72. “ABC Family’s ‘Switched at Birth’ ASL Episode Recalls Gallaudet Protest.” Comment. The Daily Beast (28 Feb. 2013). <http://www.thedailybeast.com/articles/2013/02/28/abc-family-s-switched-at-birth-asl-episode-recalls-gallaudet-protest.html>.Fiveash, Chad. Personal interview. 17 Jan. 2014.Gallaudet University. “The Issues.” Deaf President Now (2013). <http://www.gallaudet.edu/dpn_home/issues.html>.Grushkin, D. “A Cultural Review. ASL Challenged.” Switched at Birth Facebook page. Facebook (2013). <https://www.facebook.com/SwitchedatBirth/posts/508748905835658>.Jankowski, K.A. Deaf Empowerment: Emergence, Struggle, and Rhetoric. 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