Archive for the 'DIY Media and gaming' Category
Bar identified three modes of appropriation in general, which he and his colleagues have observed specifically in regard to mobile telephone use around the world:
European cathedral builders in the Americas left blank spaces around the specified iconography of the churches’ facades, and encouraged native craftsmen to fill it in with references to their own culture, such as this cherub with a feather headdress and tropical fruit:

In regard to mobile telephones, the covers and attachments that people in many parts of the world use to personalize their phones are an example of technological baroque infiltration:


This boatman creolizes his appropriation of the mobile phone, which he rents out to passengers, by building a traditional phone booth on his boat:

Another example of creolization that Bar discussed was the use of Internet kiosks by small farmers and agricultural commodity traders in Africa to set up accounts and arrange for current market prices to be sent to their phones as SMS messages:

In a paper to be presented in Buenos Aires next week at “Seminario sobre Desarrollo Económico, Desarrollo Social y Comunicaciones Móviles en América Latina,”, Bar and his co-authors Pisani and Weber say this of cannibalistic appropriation and their observations of this mode in the field:
This third form of appropriation is the most extreme in the sense that it corresponds to practices where the user chooses to engage in direct conflict with the suppliers of the technology (or at least with the power relation as embodied in the technology.) Cannibalism includes modifications of the device that place the user in direct opposition with the providers’ business model, destruction of the device. Their goal is to destroy, subvert, defeat the device or service as offered. They represent a direct and explicit confrontation with the provider. We should acknowledge from the start that we found fewer examples for this last appropriation mode than we did for the two previous ones. This was to be expected since these kinds of practices have obviously not been encouraged by those in control of the technology. Yet, we do identify a number of examples that fit here.
In a first category are cases where users hack the technology itself in ways that are meant to defeat the provider’s control and come in direct conflict with the provider’s interests.
Examples include the installation of applications that would deprive the carrier of revenues. On the milder side, an illustration of that kind of cannibalism can be found in the current tussle over the conditions under which end users might be able to install skype on mobile devices, thus appropriating the hardware for a purpose diametrically antagonistic to the purposes of the carrier (Anderson, 2007). Increasingly more antagonistic cannibalism practices include phone unlocking (to defeat the contractual restrictions associated to device subsidies), and phone cloning (to redirect all charges to another, unsuspected device). One of the more extreme is the rebuilding of cellphones into detonators that let terrorists trigger explosions from a distance with a simple phone call.


Jenkins noted that the success of Youtube as a business owes as much to amateur contributors like the Chinese Backstreet Boys as it does to the founders — the value of a user-generated content business depends precisely on the popularity, if not the production quality, of content generated by users, and the willingness of these prosumers to alert their social networks to new cultural discoveries.
Then he moved on to “the basic premises of convergence culture.”
1. “Convergence culture is a cultural rather than a technological process.”
The flow of stories, ideas, information, communities, brands, intellectual properties across media platforms has created new forms of “transmedia entertainment.” For example, to get all the clues and puzzle pieces to see the whole story and undergo the full Matrix experience, you need to see the Matrix movies, play the game, participate in the online discussions, read the comics.
It is not the “digital revolution” in the sense of a withering away of the mass media regime in the face of grassroots, peer to peer, vernacular media. The concentration of ownership of large media companies is as great as ever. But the media environment has changed radically from the days when mass media was the only choice. Top-down and bottom-up media co-exist in corporate boardrooms and teenagers’ bedrooms. Convergence culture, as Jenkins sees it, is “an ever more complex ecology of media cultures.” Mass media is still the biggest organism, but it is no longer the only species, and as digital media make new forms of cultural production, appropriation, re-interpretation possible, the properties of the system become as interesting as the properties of the biggest organism.
Jenkins cited Ithiel de Sola Pool as an important foundation for his own ideas about “the perpetual process of convergence and divergence, the dynamic churn of culture.” As examples of convergence coexisting with divergence, Jenkins pointed to the video iPod — “a dramatic shift of how television relates to consumers” — and to the mobilization online of fan communities to protest the cancellation of Stargate by the Sci-Fi channel.
(to be continued…)
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Adrienne Russell, Mizuko Ito, Henry Jenkins, Howard Rheingold, at USC Annenberg Center — photo by Justin Hall.
Henry Jenkins was the guest lecturer for the DIY Media seminar at the Annenberg Center for Communication on January 17. Jenkins is Director of the Comparative Media Studies Program at MIT and the author and/or editor of nine books on various aspects of media and popular culture, including a central focus on DIY media as part of the larger flow he calls participatory culture. His newest books include Convergence Culture: Where Old and New Media Collide and Fans, Bloggers and Gamers: Exploring Participatory Culture.

The title of Jenkins’ presentation and the theme of the ensuing conversation at ACC was “From YouTube to Youniversity: Learning and Playing in an age of Participative Culture”
Jenkins, whose online autobiography has a comment thread, walks the convergence culture talk he talks; he started his ACC presentation by alluding to the cover stories of Business Week on “The Power of Us,” Newsweek on “Putting the We in the Web,” and Time on “YOU are the person of the year.”

Jenkins then cited the Web 2.0 phenomena as an enabler of participatory media, “a resurgence of new companies and a period of economic churn associated with user-created content,” then mashes up the pop culture references with Yochai Benkler’s remarks on non-market and non-proprietary production: “we do well to complicate our models” of how and why humans organize cultural production. All this led up to his fundamental assertion, that “YouTube is the fullest embodiment of convergence culture.” Jenkins offered the explosion of vernacular digital video online as an example of the strong connection between popular culture media and pedagogical practices he has written about for years.
Two points in particular are evidenced by Youtube’s success: “Amateur content is getting global visibility. And fan communities are not just distribution channels, ” but the seedbeds of cultural creation, Jenkins stated, in a kind of “ecological relationship with blogs and grassroots communities that create cultural material and social networks that distribute it.” Examples: The deaf community using video of american sign language; people invade Walmart, use the equipment on the shelves to create video of Walmart and put it on YouTube; fan communities driving snippets of mass media moments to viral distribution through the online community (Stephen Colbert at the National Press Club dinner, for example); the famous OK Go treadmill video and the world of peer to peer grassroots music videos it represents (reminding Jenkins of vaudeville); lonelygirl15 (which reminds Jenkins of PT Barnum); the blurring of lines between real life and fiction in reality television; the emergence of YouTube as a political space with the tasering of a student at UCLA , George Allen’s racial gaffe, and the Saddam Hussein hanging going viral and effecting public opinion and election outcomes; the grassroots surveillance and sometimes vigilante action that mobile media afford.

(to be continued…)
No comments Digg this »“My time is being squandered online because I’m not getting experience points,” Justin Hall declared, introducing the subject of his Masters project at the USC Annenberg Center. He was speaking at the November 16 seminar on DIY Media.
I could see from long acquaintance with his proclivities that Hall had decided to find a way to combine his long-time personal obsessions with gaming, chatting online, radical self-surveillance, self-publishing, and self disclosure: the New York Times magazine called Hall “the founding father of personal blogging” until he retired in 2005, after more than a decade, at the age of thirty.
Justin has fun online, works online, studies and loves and plays online — and on his phone and his Playstation. Why can’t the whole thing be a game — a social game and a knowledge game? While he goes about his day’s surfing, blogging, chatting, tagging, gaming, posting, uploading, downloading, Justin wants to experience the same visible sense of goal-oriented progress he gets in World of Warcraft when he looks at his screens and sees exactly what level his activities have earned him. What if you could get points of various kinds for various activities, and compete with your friends? What if you and your friends and their friends could constitute a sufficiently large population to add collaborative filtering to the mix — making recommendations for things to learn, see, hear play, do? What if you could add social media for p2p and many to many communication, add your location-aware mobile telephone to the mix, and add a productivity function that generates and displays to-do lists? We’re already being surveilled by police and marketers. Why not surveill each other and make a game of it? (”I reserve the right to fit the entire Internet in there,” Hall said, during the discussion following his presentation.)
Hall calls the notion “Passively Multiplayer Online Games,” and describes it as ” a system for turning user data into ongoing play. Using computer and mobile phone surveillance, a user and their unique history. These resulting avatars can be viewed online, and they interact with other avatars online. Examples of data: web sites visited, email addresses, chat handles, contents of email or messaging, contents of word processed documents, digital images, digital video, video game moves.”
Here is a mockup of how a PMOG might look on a mobile phone screen, via Jyri Engstrom’s Jaiku app:

In Helsinki in the summer of 2006, Hall described PMOG’s: Quicktime video.
Questions or suggestions, critiques, plaudits, brickbats for Justin? Want to push the design or question its premises? Post here and I’ll prod Justin to respond.
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