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Archives: January 2011
January 31, 2011
DIY Media 2010: Video Blogging (Part One)This is the sixth in an ongoing series of curated selections of DIY Video prepared in relation to the screening of DIY Video 2010 at the Hammer Museum in Los Angeles and organized by Mimi Ito, Steve Anderson, and the good folks at the Institute for Multimedia Literacy. The following is a curatorial statement by Ryanne Hodson, author of The Secrets of Videoblogging. Videoblogging emerged as the bandwidth hogging stepchild of podcasting or 'audio blogging' in early 2004, a little over a year before YouTube. We can put media files in a blog and have it delivered right to people's computers as we update? This is it! This is what we as artists, filmmakers, cable access producers, frustrated television editors and moms and dads with camcorders have been looking for for so long. The big D, Distribution. We have all these ideas floating in our heads, now we can get them out and share them with no gatekeepers or higher ups telling us it's not 'broadcast quality' or 'green light worthy'. We're "making stuff up and...putting it on the internet, and you can't do shit about that " (Michael Verdi, Vlog Anarchy). Technical note: In the beginning, videos were uploaded in the Quicktime format and not easily embeddable/sharable on other blogs like Flash (and soon the HTML5 video tag) is now, so I'm linking to the original blog posts for viewing. My second round of videos will be embedded for your viewing ease.
there are so many kinds of videos to choose from made by videobloggers since 2004. For the first 24/7 DIY Video Summit in 2008 I chose a selection based on personal connections.
I've slept on their couches, I've played with their kids, I'm about to get married to one of them.
Videoblogging can be anything the creator wants it to be. Some say it's just simply video on a blog, or even broader, just video online.
Most of us were video makers before we were bloggers.
January 28, 2011
"Deep Media," Transmedia, What's the Difference?: An Interview with Frank Rose (Part Two)
That's a question I became increasingly intrigued with as I worked on the book. Collective entertainment may be new, but there's nothing new about entertainment that's participatory and immersive. In fact, every new medium from the printing press on has been considered dangerously immersive at first. TV, movies, books--Don Quixote went tilting at windmills because he'd lost his mind from reading too much. And in order to gain acceptance, each new medium has tried to pass itself off at first as something familiar. In his preface to Robinson Crusoe, which is generally considered the first novel in the English language, Defoe declared the entire story to be fact. Fiction was considered an inferior branch of history that had the glaring defect of not being true, so when Robinson Crusoe came out in 1719, it had to be passed off as autobiography. Nearly a hundred years passed before the novel became a generally accepted literary form in England. And then when Dickens came along in the 1830s and his publishers started putting out his novels in monthly installments, critics decried that as dangerously immersive. Bad enough that people were reading novels when they could have been engaged in social pursuits, like conversation or backgammon--but now they were going to be losing themselves in a fictional world for months on end. You argue that the digital world has created an "authorship crisis." What do you mean? How are audiences and producers responding to this crisis? With a certain amount of confusion, I think. It's certainly understandable. We've spent the last hundred-plus years with a strict delineation between author and audience--you read a book, you watch a movie, and that's it. You're a consumer. We came to think of this as the natural order of things, but in fact it was just a function of the limitations of our technology. Mass media, which is the only media we've ever known until now, had no mechanism for participation and only very limited, after-the-fact mechanisms for feedback. But there was nothing natural about that. That's why you had stuff like fan fiction springing up in the shadows, mostly out of sight of the legal operatives whose job was to enforce this regime.You cite Jon Landau as describing Avatar as "not just a movie. It's a world." and arguing that the film industry "has not created an original universe since Star Wars." What do you see as the implications of these two statements for our understanding of deep media? That's from an interview I did with Landau and James Cameron in Montreal in 2006, when Cameron had Avatar in development but Fox hadn't yet agreed to take the plunge. It's the same exchange in which Cameron talks about the best science fiction as a "fractal experience" that can be enjoyed at any level of depth--anybody can enjoy the movie, but if you want to you can go in an order of magnitude deeper and see a whole new set of patterns, and an order of magnitude deeper after that, and so on. That's how the idea of deep media originated for me, though it was two years later before I began to see that it was part of a larger pattern. This is one of the many places where Star Wars crops up as a reference point in the book. It does seem to be the ur text for many of the trends you describe. What do contemporary artists take from this now classic franchise? I think above all it's the possibility of engagement at so many different levels of depth. Star Wars predated the Internet, of course, but it made use of all the different kinds of media that the Internet now delivers to us. It wasn't just the movies, though the vast majority of viewers stopped there. If you were a true fan--and a lot of people in Hollywood were, from Cameron to Lindelof to JJ Abrams--there were all sorts of other experiences to be had. Comics. Action figures. And what made all this work is what George Lucas calls "immaculate reality"--a level of verisimilitude that made the fantastic seem real. It's all very fractal.To what degree do you think deep media represents the global circulation of the idea of "media mix" which first took shape in Japan around anime, manga, and games? I think it's largely unconscious--I don't know anybody in the US or Europe who says "media mix" to mean storytelling across different media, and it's not just because we use different terms here. Star Wars certainly owes something to Kurosawa, but there's no evidence Lucas was influenced by Japanese media-mix business strategies. Jeff Gomez of Starlight Runner was aware of it because he grew up in Hawaii, but I think he's the exception. But it's an important precursor to what we're seeing now, a sort of proof of concept that was adopted by Japanese manga and anime producers way before the Internet. Ideas take hold when people are ready for them, and in Japan people were ready early.You cite a Madison Avenue type who says, "Advertising used to interupt life's programming. Now advertising is the programming. And if you're actually being marketed to successfully, you have no idea." So many of the works you and I like to talk about were funded as promotion yet consumed as part of the story/world of the fiction. How do we reconcile those two different experiences/goals? Are fans manipulated when they invest value into things which are purely promotional or has deep media/transmedia turned promotion into an art form? It's all part of the blur. It isn't just stories and games that are blurring together, it's author and audience, fiction and nonfiction, advertising and entertainment. Because the Internet is so relentless about dissolving boundaries, this is pretty much inevitable. You talk about games as relying upon our "foraging instincts." What do you mean by that? How conscious do you think designers are of how they expect audiences to behave? This may be the most unexpected thing I came across while I was working on the book. I got very interested in how games and stories work on the brain, and it quickly became apparent that games work by stimulating the dopamine system, which is key to our sense of reward. This makes sense--games are all about rewarding your achievements, and dopamine release is stimulated by the anticipation of reward. But if we get rewarded all the time, the dopamine release goes down and we begin to lose interest. And if we never get a reward for what we're doing, we get frustrated and lose interest even faster. The most effective reward pattern, it turns out, is one that has a certain amount of randomness built into it. Slot-machine operators have known this for decades, but it was a neuroscientist at Washington State named Jaak Panksepp who connected it to the behavior he calls "seeking." Several times in the book, you refer to that moment just before 9/11 when several key experiments in deep media were first being launched -- Majestic, The Beast, The Runner. In some ways, you are suggesting, we are just now getting back to that moment. What took us so long? What can we do now that was not on the drawing board back then? What have been the consequences of that delay? It's kind of tantalizing, isn't it? Like a lost moment that could have happened but didn't. I think people just weren't ready. The Web browser was only a few years old. Broadband hadn't taken hold yet, so online video was painful at best. Blogging was just beginning to take off. Social media hadn't happened yet--Flickr, YouTube, MySpace, Facebook, Twitter. The Web was dominated by new media publishers like Yahoo and AOL that were basically just like old media, except the people running them didn't wear suits. And the dotcom bust had a lot of people convinced that the whole Internet thing was just a fad anyway--the CB radio of the '90s. January 26, 2011
"Deep Media," Transmedia, What's the Difference?: An Interview with Frank Rose (Part One)Wired contributing editor Frank Rose is releasing a new book this month which will be of interest to many of my regular readers -- The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue and the Way We Tell Stories. It is a highly readable, deeply engaging account of shifts in the entertainment industry which have paved to way for more expansive, immersive, interactive forms of fun. He's talked to key players -- from Will Wright and Jeff Gomez to James Cameron and George Lucas -- and brings back their thinking about the changing media landscape. As he wrote me, "at various points in my career I've focused on technology and at other times on entertainment, but when I joined Wired in 1999 I started writing about both together." Rose has been exploring some of the key concepts from the book through his blog as he's been working through the project. I suspect when I teach my transmedia storytelling class again at the USC Cinema School next fall, this book will be on the syllabus, since it manages to condense down many of the key conversations being held around these much discussed topic into language which is accessible and urgent. When I first heard of his concept of "deep media," during a talk Rose gave at South by Southwest, I was intrigued by its relationship with what I've called transmedia entertainment. And in fact, I've been asked about the relationship many times and didn't really know what to say. So, naturally, given a chance to interview Rose for the blog, that's where I started. It sounds like his own thoughts on the relationship have evolved over time and in interesting ways. As the interview continues, we talk about world-building, the relationship between games and stories, the interweaving of marketing and storytelling, and the impact of 9/11 on interactive entertainment. You write in the book about what you call "deep media." What do you see as the core characteristics of deep media? How do you see your concept relating to others being deployed right now such as transmedia or crossmedia?
Throughout the book, it seems you see these creative changes towards a more immersive and expansive entertainment form being fueled by the emergence of games. Why do you think computer and video games have been such a "disruptive" influence on traditional practice in other entertainment sectors?
Another key idea running through the book is the idea that entertainment is now designed to be engaged by collectives, often of the kinds that form in and through social network sites. What are some of the consequences of perceiving audiences as collectives of people who interact with each other and with the producers rather than as aggregates of isolated eyeballs?
January 24, 2011
Manifestos for the Future of Media EducationA few months ago, I was asked if I might contribute a short essay to a United Kingdom based project to frame a series of arguments around the value of media education in the 21st Century. The project is intended to spark debate within the Media Studies field and beyond about the value of our contribution to secondary and post-secondary education. This week, Pete Fraser, Chief Examiner of OCR Media Studies & Jon Wardle, Director, The Centre for Excellence in Media Practice, Bournemouth University, launched a website which includes ten such manifestos, including mine, and which they hope will host ongoing discussions around these issues. Here's part of the rationale they provide for the project:
I used my own response to their provocation to reflect a bit on what we learned through the decade plus that I ran the Comparative Media Studies Program at MIT and especially how we might extend the thinking behind Project New Media Literacies to include more advanced studies in media. Here's part of what I had to say:
The site's participants include some of England's top thinkers about media and learning, including David Buckingham, David Gauntlet, Cary Bazalgate, Natalie Fenton, and Julian McDougall. Having just spoken at a British media literacy conference in November, I came away with a deeper understanding of the caliber of scholarship and pedagogy emerging there and of the particular nature of the political struggles they are facing over education at the moment. I welcome the chance to learn more about their thinking through the ten remarkable essays the site assembles. To whet your appetite for more, let me close by sharing a chunk of David Buckingham's manifesto. Buckingham notes that he often finds the rhetoric by which we justify our profession overblown and deterministic, so he labels himself a poor choice to write a manifesto. In fact, it is precisely because Buckingham is so cautious in the claims he makes, so skeptical in the way that he reads the world, that his work carries such weight and impact:
January 21, 2011
A New Culture of Learning: An Interview with John Seely Brown and Douglas Thomas (Part Two)
The key difference for us is that in the new culture of learning mentors are very likely to be peers who may have picked up something a little ahead of the curve or who may have more experience in something than their peers. Mentorship is a much more flexible concept and one which is tied less tightly to authority. Since so much of what we see as the key to future learning is passion-based, we think it makes more sense to understand the process of learning as something that can be guided by a mentor, as opposed to being taught by a teacher. No one can teach you to follow your passions, but they can help guide you once you discover what motivates you.You write about learning collectives. Often, when I try to describe this concept, I run up against the deeply embedded tradition of individualism, which has made all forms of collective sound, well, "socialist." Have you found effective ways of responding to American's ideological revulsion against collective identities and experiences? Collectives, as we use the term, have nothing to do with the politics or economics of socialism. Instead what we are trying to capture is the formation of new institutional structures that are radically different from more traditional notions of community. Collectives are literally collections of people who form around a central platform. What is interesting is that collectives tend to promote individual agency and may actually be more consistent with individualism than they are with even community based theories of social interaction. Collectives, as we use the term, are actually institutions that enable and enhance individual agency. And because the costs of entry and exit are usually negligible, they tend to have much less persistence than more traditional institutions have had in the past and hence they don't outlive their usefulness as the world changes around them. You draw on the concept of "concerted cultivation" or what others called the "hidden curriculum" to explain why what happens outside of schools has a powerful influence on young people's performance in the classroom. To what degree does it make sense to extend this well established educational principle to think about the informal learning which takes place online? Isn't part of the point the alignment of the values in a middle class home and the classroom? Would this principle work only if schools were ready to embrace the values of the online world? Yet, elsewhere, you suggest some core conflicts between the two. This goes back to the core thesis of the book. What we were able to identify were two radically different learning environments, one which was overly structured (such as the contemporary classroom) where boundaries are put in place to actually discourage play, experimentation and real inquiry based learning. The other environment is completely unbounded and unlimited, best represented by the information explosion on the Internet. Absent some sort of structure or boundaries, learning is not any more likely to happen in an unrestricted space than it is in a tightly controlled one. What we see happening in the most successful learning environments is a fusion of these two ideals. Like a petri dish, the best learning environments have boundaries which control and limit them, but within those boundaries permit almost unrestricted growth, experimentation and play. Neither innovation nor learning can happen in a vacuum and we have seen time and again that it is the constraints that students face that provide the opportunity for really innovative learning to happen. As you note, people not only learn in "different ways" but they also learn "different things" when confronting the same information. Yet, doesn't this insight run against the current culture of schooling with its emphasis on standardized testing? How can we as a culture work past this contradiction between our understanding of learning and our policies for measuring classroom success? What no one seems to pick up on is that innovation by its very nature runs counter to the idea of standardization. Something is innovative because it is outside of the standard. If we are serious about learning and embracing change in the 21st century, we need to also start thinking about evaluating learning in more sophisticated ways. Standardized testing is easy. It is also efficient. Again, these are the standards that we use to judge machinery. But we should be surprised when our students who go through the machine end up emerging looking like cogs. You describe inquiry as a core principle of the new culture of learning. In true inquiry, we follow our interests where-ever they lead us. Is true inquiry possible within the current structure of disciplines which shape our schooling practices? Is it possible within the current structure? Probably not. What this book is pointing to is the need for a complete overhaul in our educational philosophy. Our schools are training people for the jobs of the 20th (and sometimes 19th !) century. Inquiry is not a new idea. Is was a core principle of Plato's academy and it was the cornerstone of John Dewey's education philosophy. Until now, however, it has not really been possible on a large scale. We now possess a technological infrastructure which makes it possible to engage in inquiry and to truly follow our interests. But at the same time, we believe there need for some constraints or boundaries on how far and in what direction those interests go. In large part, the role of the teacher needs to shift from transferring information to shaping, constructing, and overseeing learning environments. We take the idea of cultivation very seriously. You don't teach imagination; you create an environment in which it can take root, grow and flourish.How do we understand the value of diversity in this new culture of learning? Do learning networks work better if they include homogenous mixes of people pursuing the same goals or heterogeneous groups pursuing different interests? To what degrees are our current schooling practices a product of a historically segregated culture? This is a great question that we don't get to go into much in the book. The thing that makes learning different in the 21st century from any other time in the past is the diversity of information, knowledge, experience, and interaction that is available to us in the digital age. This new culture of learning only works if it can be fed by an enormous influx of constantly updated information. It is driven by change, so it is a way of looking at the world that is maladjusted to homogeny. In the theory of inquiry we spell out, we talk repeatedly about the questions being more important than the answers and the idea that solutions to one problem are gateways to dealing with increasingly more sophisticated problems and deeper questions. People in learning environments are inherently curious. Diversity is not only a value; we would say it is the key ingredient in formulating a new culture of learning in the 21st century.What do you see as the value of remixing as a means of learning? Many teachers confuse remix culture with plagiarism, which they have been taught to prevent at all costs. How can you help educators resolve these competing understanding of what it means to build on the work of others? The crux of the issue is one of content versus context. Plagiarism is the intentional misrepresentation of someone else's ideas as your own; it is about content. Remix is an effort to fundamentally transform meaning by shifting or altering the context. The idea of making meaning through context is a relatively new one, because it is only recently that we have had the technological tools available to us to reshape contexts and then disseminate that information on a large scale. You talk about learning, making, and playing as the core mindsets that support education. Despite a decade now of work on games for learning, many will be surprised to see "playing" on this list, in part because our schools are shaped by a puritan work ethic which distrusts play as frivolous. What would need to change for formal education to fully grasp and embrace the value of play? There are two critical things to realize. First, play is not trivial, frivolous or non-serious, in fact, quite the opposite. Play can be the place where we do our most serious learning. And second, it is something we do all the time. When we explore, we play. When we experiment, we play. When we tinker or fiddle, we play. Science is play. Art is play. Life, to a great extent, is play. Every great invention of the past hundred years has had an element of play in its creation. So we are using the word in a very deep and serious way. A big influence on our work was Johan Huizinga's book Homo Ludens, which goes so far as to make the argument that culture grew out of play, not the other way around. So, from Huizinga's perspective play is the most basic and most human part of us.
John Seely Brown is a visiting scholar and an adviser to the provost at the University of Southern California and an independent co-chairman of the Deloitte Center for the Edge. He is an author or a coauthor of several books, including The Power of Pull: How Small Moves, Smartly Made, Can Set Big Things in Motion; The Only Sustainable Edge; and The Social Life of Information, which has been translated into nine languages. He has also authored or coauthored more than 100 papers in scientific journals. Prior to his current position, John was the chief scientist of Xerox and, for nearly two decades, the director of the company's Palo Alto Research Center. He was also a cofounder of the Institute for Research on Learning. He is a member of the American Academy of Arts and Sciences and the National Academy of Education. January 19, 2011
A New Culture of Learning: An Interview with John Seely Brown and Douglas Thomas (Part One)It is my privilege and pleasure from time to time to showcase through this blog new books by important thinkers who are exploring the relations between digital media and learning, concerns which have become more and more central through the years to my own interests in participatory culture. Today, I want to call attention to a significant new book, A New Culture of Learning: Cultivating the Imagination for a World of Constant Change, written by two of my new colleagues at the University of Southern California -- Douglas Thomas and John Seely Brown. Asked to write a blurb for this book, here's what I had to say:
This book really is a gift, one which arrived too late for the Christmas season, but just in time for the start of the new semester. I know that I will be drawing on its insights to shape my own New Media Literacies grad seminar this term and to inform the new afterschool program we are launching at the RFK Schools here in Los Angeles. I admire it for both its clarity of vision and clarity of prose, not a common combination. In the interview which follows, I play devil's advocate, challenging some of the core premises of the book, with the goal of addressing critics and skeptics who may not yet be ready to sign on for the substantive reforms in pedagogical practices and institutions they are advocating. Doug, you shared a story of how your students gradually took over control of your class. On one level, this sounds like teachers' worst nightmares of where all of this may be leading, but it sounds like you discovered this process has its own rewards. Can you share some of what you learned about student-directed learning? How might you speak to the concerns of educators who are worried about their jobs and about satisfying various standards currently shaping the educational process? This was a fascinating experience for me and it speaks directly to the distinction we are making throughout the book between teaching and learning. Even after having thought long and hard about what it means to be an educator and being open to ideas such as student-directed learning, I still found that I was carrying a whole lot of baggage about what it meant to be a responsible educator. Primarily, what that meant was transmitting valuable information and testing how well that information was received, absorbed, and processed. What I had not really thought about was the ways in which that limits and cuts off opportunities for exploration, play, and following one's passions. "Lifelong learning" has become a cliché. What is it about the world of networked computing you describe which transforms this abstract concept into a reality? Are the kinds of learning experiences you discuss here scalable and sustainable? We take it as a truism that kids learn about the world through play. In fact we encourage that kind of exploration. It is how children explore and gain information about the world around them. Since the time of Piaget we have known that at that age, play and learning are indistinguishable. The premise of A New Culture of Learning is grounded in the idea that we are now living in a world of constant change and flux, which means that more often than not, we are faced with the same problem that vexes children. How do I make sense of this strange, changing, amazing world? By returning to play as a modality of learning, we can see how a world in constant flux is no longer a challenge or hurdle to overcome; it becomes a limitless resource to engage, stimulate, and cultivate the imagination. Our argument brings to the fore the old aphorism "imagination is more important than knowledge." In a networked world, information is always available and getting easier and easier to access. Imagination, what you actually do with that information, is the new challenge.You argue that many of the failures of current teaching practice start from "the belief that most of what we know will remain relatively unchanged for a long enough period of time to be worth the effort of transferring it." Granted the world is changing rapidly, how do we identify the narrowing range of content which probably does fall into this category and which provides a common baseline for other kinds of learning? The problem is not with facts remaining constant. There are some things we know that we have known for a very long time and are not likely to change. The force that seems to be pushing the knowledge curve forward at an exponential rate is two fold. First, it is the generation of new content and knowledge that is the result of simply participating in any knowledge economy. This leads to a second related dimension: while content may remain stable at some abstract level, the context in which it has meaning (and therefore its meaning) is open to near constant change. The kind of work you have been examining from the point of view of convergence culture is a prime example: users are not so much creating content as they are constantly reshaping context. The very idea of remix is about the productions of new meanings by reframing or shifting the context in which something means. The 21st century has really marked the time in our history where the tools to manipulate context have become as commonplace as the ones for content creation and we now have a low cost or free network of distribution that can allow for worldwide dissemination of new contexts in amazingly brief periods of time. You challenge here what James Paul Gee has called the "content fetish," stressing that how we learn is more important than what we learn. How far are you willing to push this? Doesn't it matter whether children are learning the periodic table or the forms of alchemy practiced in the Harry Potter books? Or that they know Obama is Christian rather than Muslim? Ah, this question throws us into one of the key traps of 20th century thinking about learning. Learning is not a binary construction which pits how against what. In fact, throughout the book, we stress that knowledge, now more than ever, is becoming a where rather than a what or how. Douglas Thomas is an associate professor at the University of Southern California's Annenberg School for Communication and Journalism. His research focuses on the intersections of technology and culture. It has been funded by the John D. and Catherine T. MacArthur Foundation, the Richard Lounsbery Foundation, and the Annenberg Center for Communication. Doug is also the author of the book Hacker Culture and a coauthor or coeditor of several other books, including Technological Visions: The Hopes and Fears that Shape New Technologies and Cybercrime: Law Enforcement, Security and Surveillance in the Information Age. He is the founding editor of Games and Culture: A Journal of Interactive Media, an international, interdisciplinary journal focused on games research. John Seely Brown is a visiting scholar and an adviser to the provost at the University of Southern California and an independent co-chairman of the Deloitte Center for the Edge. He is an author or a coauthor of several books, including The Power of Pull: How Small Moves, Smartly Made, Can Set Big Things in Motion; The Only Sustainable Edge; and The Social Life of Information, which has been translated into nine languages. He has also authored or coauthored more than 100 papers in scientific journals. Prior to his current position, John was the chief scientist of Xerox and, for nearly two decades, the director of the company's Palo Alto Research Center. He was also a cofounder of the Institute for Research on Learning. He is a member of the American Academy of Arts and Sciences and the National Academy of Education. January 17, 2011
DIY Media 2010: Video and Gaming Culture (Part Three)This is the fifth in an ongoing series of curated selections of DIY Video prepared in relation to the screening of DIY Video 2010 at the Hammer Museum in Los Angeles and organized by Mimi Ito, Steve Anderson, and the good folks at the Institute for Multimedia Literacy. The following is an interview with Matteo Bittanti, a Social Science Research Associate at Stanford Humanities Lab.
As artworlds, Machinima and Game Art have had different gestation periods. The former is actually younger - the first examples can be found in the mid-Nineties, but artists have been experimenting with games - at various levels - since the Eighties. Nevertheless, machinima - as an artworld - has reached a fascinating level of complexity. Although the vast majority of machinima productions are still self-referential - therefore primarily intended for the gaming community, i.e. the connoisseurs who possess the necessary gaming capital to recognize and appreciate the intertextual connections between the game and its visual commentary - there's also a significant production of machinima intended for different crowds and contexts - art galleries, new media arts festivals and even film festivals (mainly because for long time, film people thought of games as "interactive cinema" - an oxymoron, obviously, a contradiction in terms, a classic example of the "rearview mirror" syndrome, that is, they could only understand/relate to those elements of games that resembled film, which became the trademarks of the medium itself - a major strengths but also its Achille's heel (I'm just trivializing what Espen Aarseth said, much more convincingly, here). Machinima thus represented a good trade-off since what we are dealing with here is basically (non-interactive) digital animation. If machinima is "an animated cartoon" then it can be featured - read: tolerated - alongside film festivals, media art events, retrospectives etc. That second order of machinima, the machinima that flirts with the Contemporary Art World rather than the Videogame world, includes artists like Frenchmen Benjamin Nuel and Yann Bauquesne. Performance in Counter Strike from Foke on Vimeo. The latter is the author of a series of performances in Counter-Strike that I find absolutely brilliant but most fans of the game would dismiss with an irreverent "Huh?/WTF?". Incidentally, Bauquesne is the same artist who created Violent Waste (2010), a sculpture of Super Mario entirely made of cartridges - pun intended. Not too long ago, Salman Rushdie said that the best way to free Iran is to drop gameboys and bigmacs", basically comparing videogames and junk food to weapons of mass distraction/destruction. In this sense, Bauquesne's scultpures acquires another layer of meaning, both literal and allegorical. Anyway... Again, the context is everything: it's interesting to see how the 'same" artwork is received, for example, by the readers of Kotaku and by the readers of Flash Art/Artforum etc... To answer your question, Henry: I am afraid that if we over-emphasize the text over the con-text and the pre-text) we risk of losing sight of the real importance of machinima. That is, although the essence of a medium cannot be considered independently of its technical aspects, the question concerning technology is not exclusively technological. I'm more interested in understanding the ways people use, think and talk about a medium. Example. When John Hillcoat, the director of The Road (2009) created Red Dead Redemption. The Man from Blackwater, a machinima based on Red Dead Redemption (Rockstar Games, 2009) he was basically legitimizing the medium (machinima) in a broader context while simultaneaously promoting the game. There was a time when several machinima practitioners believed that machinima was going to revolutionize digital filmmaking. It was around the time Tom Pallotta directed a video for Zero 7 in machinima-form, "In The Waiting Line". That scenario has not materialized (yet) and perhaps it does not really matter. What matters is that right now there are many ideas of what machinima is and what machinima does - machinima as an artform per se, machinima as an inexpensive yet versatile alternative to digital filmaking, machinima as video commentary about gaming culture for gamers etc. All these ideas are competing with each other right now, but in the future one or possibly two may become dominant and redefine the perceived meaning of machinima. A Kuhnian paradigm shift, if you will. In just a few months, MIT Press will release The Machinima Reader, edited by two scholars who have written extensively on this topic: Henry Lowood and Michael Nitsche. I believe this collection of essays will simultaneously answers many questions about the nature of the medium and raise new ones. I love to repeat myself, so I would simply say that the context matters more than the text. That is, the same artifact could be perceived as "avant-garde" or "popular aesthetics" depending on factors like "where", "how", "who", "why" etc. Think of Cory Arcangel's entire ouevre... Moreover, a video distributed via YouTube prompts a certain response and attracts a certain crowd (also, for an artist to choose vimeo over YouTube as a channel of distribution has political rather than simply technical/design implications). But if I take the same exact video and show it in a physical art gallery, it will attract a vastly different feedback. Plus, cultural and social biases play a significant role as well in defining the nature of what we consume. I'll give you an example. A friend of mine, let's call her D., recently told me about her experience at Leonard Cohen's concert in Oakland. D. was born in Poland but lived in the US most of her life. Nevertheless, she still has strong ties with her home country. Once Polish always Polish, so to speak. Anyway, the Canadian singer was playing at the Oracle Arena. His first concert in NorCal after a long hiatus. He's 77 - in great shape - but still, 77. Now, D., who practically worships Cohen, at one point took out her cellphone to take a picture of the living legend performing on stage. The man seated next to hear - yes, the audience was seated - yes, at a rock concert - tapped on her shoulder to tell her that she was "Being obnoxious and should be "Ashamed of herself". She also got the stink eye from many other attendees around her (average age: 50-60+) and felt mortified. When she went home, the first thing she did was opening the browser to check out the videos from previous gigs - Cohen played in Poland as well. The European Eastern crowd (which ranged from twenty-somethings to fifty-somethings) was dancing like crazy, and everybody was taking pictures and recording videos that eventually found their way on YouTube. Thus one act that was considered "disrespectful" and "blasphemous" in one context, was perceived as a heartfelt manifestation of appreciation in another: the more videos and pictures the crowd captures of a performer, the higher the level of appreciation. The point that I am trying to make is that although Cohen performed the same songs, the reaction from the crowds, the locale, the written/unwritten rules of conduct changed the very nature of the performance. In Oakland, the concert was a religious experience, in Poland a Dionysian party. Another example. Last Saturday I attended the screening of Mahler on the Couch (Felix Adlon, Percy Adlon, 2010), a film about the life of the famous composer. The most interesting aspect of an otherwise forgettable/predictable story of love and betrayal is a somehow minor episode, that takes place at the very end [MINOR SPOILER AHEAD], when Mahler is fired after a ten-year tenure as the director of the Vienna Opera House. The crowd is outraged by the fact that the new director immediately changed the rules of attendance, forbidding the audience to clap and chat. "Opera used to be fun," one of the enraged spectator says, "Now it's only art". One of the reasons why the new rules of conduct were imposed so abruptly has more to do with the changing media landscape of the early 20th century than with personal politics. Opera - which used to be a popular form of entertainment - was being challenged by film - a medium still in infancy, still perceived as a technical novelty, a childish, somehow juvenile pastime (Gunning's "Cinema of attractions"), deemed "artistically" inferior to theater by the intelligentsia of the day (Pastrone's Cabiria and Griffith's Birth of the Nation were still a few years away). So in order to distinguish itself from the increasingly popular new medium, opera "changed" with the introduction of new rules of engagement, new behaviors, new codes of conduct. It became "only art". The ways we interact - or are expected to interact - with a text change the nature of the text. Let me give you one last example: Second Life. Second Life looked like a videogame, behaved like a videogame, and yet it was not a videogame. You know why? Because gamers hated it. They found it pointless, cumbersome, boring. They checked out for about ten minutes and then left. This is exactly why the art community found it intriguing and exciting. Finally they had a playspace they could tinker with. Heck, even Chris Marker became a believer. And they did a lot of interesting things. Yet, in many cases, the kind of artists' performances/practices in Second Life were not essentially different from gamers' performances/practices in game-spaces. Example. Eva and Franco Mattes aka 0100101110101101's "Synthetic Performances" (2007-) is a series of re-enactments of famous art performances (e.g. Marina Abramovic's Imponderabilia, Vito Acconci's Seedbed, Chris Burden's Shoot) in Second Life. How do they differ - conceptually - from gamers' remakes in LittleBigPlanet? I'm talking about Duckhunt, Pitfall and a million of others? Yes, it's a rhetorical question. I followed that debate from its inception which means that I am very old. It was a clever strategy to put game studies on the academic radar, a perfect example of agenda-setting. It worked well: the Ivory Tower discovered digital gaming, which means we could talk about games without feeling ashamed as long as we - the game scholars, another oxymoron, a lovely one - made the "right" connections with Deleuze, Guattari, Eco, Baudrillard and company. And we could also explore, and map, and colonize the new "virgin" territory, which is always fun. And we laughed and cried and sat on the edge of our seats for years while the Scandinavian school of Ludologists fought its battles against the US Army of Digital Narratologists. I loved those conversations. (For some reason, I'm thinking of Bryan Ferry's "More than This: "It was fun for a while/There was no way of knowing/Like a dream in the night/Who can say where we're going?"). And we all cheered when the armistice was declared. Although we now pretend to be looking at other issues, that seminal diatribe never really disappeared, like all major diatribes (e.g. "iconoclasts vs. iconolaters"). Mutatis mutantis. Nobody is really surprised by the fact that several influential game critics awarded a tiny, independent production called Limbo, created by a Danish studio called PlayDead, as their favorite game of the year. On the surface, Limbo is a simple side-scroller action/platform game. Deep down, it is a reflection on the human condition, delivered with a black & white, sepia tone aesthetics, minimal soundtrack, etc. etc. Equally interesting, but on the game criticism side, is the impressive work done by an art student from Washington State, Cory Schmitz, who was able to turn his school projects in some of the most exciting paper-based game/art criticism I've seen in a long while - EXP and The Controller. While everybody is hyping the iPad - tablets and e-reader - here we are, celebrating a cellulose-based lascivious fanzine about gaming! Ha! So, to make a long story short, the gaming as a medium is changing dramatically and it's not really about rules vs. stories anymore. Or maybe it is. Who knows. We are just beginning a new journey into gaming. "A journey which along the way will bring to you new colour, new dimension, new value." Today more than ever, the constraints are more political than technical. That is, while the PC is (still) a (relatively) open platform, consoles (PS3, Xbox 360, Wii) are (still, relatively) closed systems, tightly controlled by the respective manufacturers, which can considerably influence/limit the creative efforts of the game community. The history of the PlayStation 3, for instance, is marked by the continuous struggle between the hackers - that jail-braking the console on a weekly basis - and the Japanese company, which is doing all it can to suppress such "illicit" operations (when the users get tough, the users get sued). This perfectly exemplifies the dynamics between tactics and strategies described by de Certeau. And the struggles between the producers and the users, the way a company reacts to such creative/disruptive efforts, defines the very nature of that technology - the way you talk, or not talk, about a technology, a feature, etc. So, a hacker who tinkers with the Microsoft Kinect is a creative genius because Microsoft tolerates or even encourages such tinkering (within limits). A hacker who unlocks the PlayStation 3 is "a pirate" and a criminal. "Terrorists" vs. "Freedom fighters": reality is always defined by who gets to call the shots. It's obvious that if I want to create something using LittleBigPlanet as my plaftorm/canvas I need to be aware that my creation could be erased overnight without any warning, that I might be censored by Sony for "copyright infringement", "offensive content" etc etc. whereas if I mod/hack a PC game, I can have multiple outlets for displaying my creations. I can do interesting and potentially controversial things like a first-person shooter starring Jesus Christ or simulate the battle in Waco, Texas and play a deathmatch game at the MoMa and elsewhere. Nevertheless, there are several levels of LittleBigPlanet that really pushed the boundaries - from the Little Big Cremaster cycle to the re-enactment of 9/11 - that are just waiting to be "discovered" by the Artworld. Much of the early Machiniema content was focused specifically on the concerns of the gaming community. Yet, many of your examples here connect games-based videoing to larger internet "memes". What does this suggest about the relative porousness of the cultural communities represented here? What points of contact exists between these games-based video-makers and other kinds of grassroots cultural production in the era of YouTube? There is a high degree of porousness between mainstream pop culture and the gaming community because today (almost) everything is one click away, instantly accessible 24/7, and content migrates easily from one platform to another, from one screen to the next. In the age of television flow, channel hopping, "500-channels and nothing to watch" etc., writers and artists invented cut-ups and similar techniques. Today such production is not limited to niches anymore. In the era of convergence, media literacy has expanded considerably. Finally, thanks to Windows and Facebook geeks became powerful and respected within our society - their fashion, language, and idiosyncrasies/inferiority complexes migrated to the mainstream. Steve Jobs is a rockstar. Julian Assange is the man of the year... To quote Jen from the I.T. Crowd (S01, e01), "Ideas are coming, things are happening here". To answer your question, we could certainly come up with a taxonomy of memes - scholars fetishize taxonomies - or a series of case studies - economists love case studies - to get a sense on how digital gaming is influencing other grassroots cultural productions. Example: Case one. All Your Base Are Belong to Us (1998). A game-based video that becomes an internet meme. By game-based I mean that its "materiality", i.e. the phrase "All Your Base Are Belong to Us" and game footage used came from a videogame, namely the the 1989 side-scrolling arcade shooter Zero Wing, itself rather niche within the game community dare I say. Case two. The Downfall/Hitler Meme (2006). In this case, a Spanish game player appropriates a sequence of a film, namely Downfall (Oliver Hirschbiegel, 2004), to express his disappointment about a videogame, Flight Simulator X by Microsoft. The video spreads first within the game community - spawning other game-related spoofs/parodies/responses (my favorite, "Hitler Gets Banned from Xbox Live"), then goes "global", and, bingo!, next thing you know is that The New York Times is writing about it. Case three. The Fail meme (2003?). Like "All Your Base Are Belong to Us", here's an example of a game-based term, "fail" (from the Engrish line "YOU FAIL IT" from the 1998 Neo Geo video game Blazing Star -also very niche) which was used - right from the inception - to illustrate, visually, examples of failures - failures tout court, not necessarily game-based. ...But we should also remember that there are memes in the Game Art world as well, but they are not necessarily called memes, but "homages". One recurrent theme among Game Artists to is to recreate a gallery or a museum in a game space with the explicit goal of destroying a) the space itself, b) the artworks it contains, c) eventually, the artists/curators/spectators. The origin of this meme, pardon, theme, can be traced back to ArsDoom (1995), Created in 1995 by Orhan Kipcak and Reini Urban, ArsDoom was shown at the Ars Electronica Festival in Linz the same year. Using the Doom II engine and Autodesk' AutoCAD software, Kipcak and Urban created a virtual copy of the Brucknerhaus' exhibition hall and invited artists to create or submit virtual artworks that could be displayed in the new map. Armed with a shooting cross, a chainsaw or a brush the player could kill the artists and destroy all the artworks on display. Others point to Palle Torsson and Tobias Bernstrup's Museum Meltdown (1996) as the main culprit. These two enfants terribles - at that time art students in Scandinavia - created a mod of Duke Nuke'm 3D that allowed the "player" to destroy everything that moved - and did not move, like paintings - on the screen. This idea spread like fire in the Game Art community, and became an almost required practice. A playful subversion the rules of the Artworld by using videogames became a rite of passage among art students... Among the others: Chris Reilly's Everything I Do is Art, But Nothing I Do Makes Any Difference, Part II Or: How I Learned to Stop Worrying and Love the Gallery(2006), Michiel Van Der Zanden's Museum Killer (2008) and Christopher Wyant's Team Fortress 2 Ceramics (2011). In short, endless fun. Matteo Bittanti is an Adjunct Professor in the Visual Studies Program at the California College of the Arts in San Francisco and Oakland. He writes about technology, film, games, and popular culture for various publications (WIRED, Rolling Stone, LINK, Duellanti). His online projects include GameScenes, a blog about game-based art. January 14, 2011
DIY Media 2010: Video and Gaming Culture (Part Two)This is the fifth in an ongoing series of curated selections of DIY Video prepared in relation to the screening of DIY Video 2010 at the Hammer Museum in Los Angeles and organized by Mimi Ito, Steve Anderson, and the good folks at the Institute for Multimedia Literacy. The following selection of videos was curated by Matteo Bittanti, a Social Science Research Associate at Stanford Humanities Lab.
genre: the video uses a blend of real footage and in-game footage LittleBigRevenge uses a blend of real footage and in-game footage of Media Molecule's LittleBigPlanet in a creative and engaging way The video, starring the game avatars Sackboy and Sackgirl, asks the viewers "what would happen if a diplomatic mistake causes [sackboys] to take revenge on humanity? A Belgian couple finds out right in their living room..."
An irresistible spoof of famous dance music videos created with Media Molecule's LittleBigPlanet. PlayList: Flatbeat - Mr Oizo; Sing it Back - Moloko; Satisfaction - Benny Bennasi; Destination Calabria - Alex Gaudino; Right Here Right Now - FatboySlim; Who's Your Daddy - Benny Bennassi; Starlight - Supermen Lovers; DANCE - Justice; My Boobs are Ok - Lene Alexandre; Hey Boy; Hey Girl - The Chemical Brothers; Call on me - Eric Prydz; Invaders Must Die - The Prodigy; One More Time - Daft Punk.
A visual medley of Draft Punk's most celebrated songs recreated with Media Molecule's LittleBigPlanet by DanteNeverDies. "I'm On a Boat" Matthew Gallant mixes Saturday Night Live with Zelda and creates the (explicit) Wind Waker version of I'm On a Boat. In his own words: "Like all stupid ideas, it began on the Internet"
The author replaced 1327 sound files with his voice ("I did not edit any of them, its fresh from the microphone"). The result is incredibly funny and started a new meme on the internt. (He left untouched: "Ambient noises like wind; some zombie voices; character voices (it would sound dumb); maybe i missed some minor physics like a trap door hidden somewhere in ravenholm and no one ever opens it").
This incredible video won the Super Mario Competition in September 2009 which invited players to submit their game performances. Robin Baumgarten, a PhD student at Imperial College, London, produced an enhanced run which pulls off a major coup halfway through when it walljumps out of a pit. In his own words: In this version of Mario, when you're jumping while sliding on a wall, you jump backwards and upwards away from it"). "Project Blackjack: Trials HD - Stunt Video" Videos stunts performed in Trials HD, a motorbike game available on Xbox Live arcade. The author - BLKJ Son - presumably filmed his television screen and edited the video adding a rock soundtrack (the screams and wows from the player can be heard as well). BLKJ Son's description: " Trials HD is the sickest game ever. You know how we get down ... BLKJ Son". I law the "raw footage" nature of this video. "What A Wonderful L4D" In his own words: "I play Left 4 Dead waaaay too much. It deserves a vid. Please ignore the lag spikes and such, i rushed this out over 2 days and didn't really have time to fix up all the bugs. The reason Louis doesnt make much of an appearance is the fact that i'm always Louis, so he was doing all the camera work." What a Wonderful Left 4 Dead (Machinima) from James McVinnie on Vimeo. "The Adventures of Ledo and iX" In His Own Words: "In many ways, Ledo and Ix are just like us. Sleeping under the stars makes them philosophical. Sometimes they wonder if they should have chosen different careers. They avoid dens of monsters when possible. But in one crucial way, they're different--they're fantasy adventurers in an extremely small-scale video game epic. What exactly do video game characters do when we're not around? What if they chat and bicker like we do, wonder and dream like we do, feel boredom and dread like we do, despite being 48 pixels tall? A sort of eight-bit tribute to Waiting for Godot, The Adventures of Ledo and Ix uses the visual vocabulary of retro video games to explore the human fear of both the unknown and the known." "Creepy Mario 64" A manipulated version of Super Mario 64 that evokes David Lynch's cinematic nightmares.
Matteo Bittanti is an Adjunct Professor in the Visual Studies Program at the California College of the Arts in San Francisco and Oakland. He writes about technology, film, games, and popular culture for various publications (WIRED, Rolling Stone, LINK, Duellanti). His online projects include GameScenes, a blog about game-based art. January 12, 2011
DIY Media 2010: Video and Gaming Culture (Part One)This is the fifth in an ongoing series of curated selections of DIY Video prepared in relation to the screening of DIY Video 2010 at the Hammer Museum in Los Angeles and organized by Mimi Ito, Steve Anderson, and the good folks at the Institute for Multimedia Literacy. The following is the curator's statement from Matteo Bittanti, a Social Science Research Associate at Stanford Humanities Lab.
This eclectic selection features a variety of video-game videos ranging from gameplay footage to game music videos. The main criterion behind this extravagant assortment is the urgent need to redefine the very notion of machinima in order to include the most enthralling audiovisual experiments produced, shared, and discussed by and within the game community. It also represents an explicit criticism toward the narrative-based machinima: the vast majority of the videos included steer clear of a traditional, conventional, linear form of narration. The success of DIY/Sandbox games like Media Molecule's LittleBigPlanet and the proliferation of movie editing tools have spawned a new generation of creators that transcend the confines of game culture. This is a small sample is by no means an adequate reflection of the ginormous (sic) production of game videos currently floating in the seven seas of the electronets. Nonetheless, I hope you'll find them interesting. Expect the unexpected.
Palette Change Test from Dylan Hayes on Vimeo. Shapes 02 from Dylan Hayes on Vimeo. Block Tests 01 from Dylan Hayes on Vimeo. DM Spectrum Matthew Bradley (UK) 2009 genre: gameplay video and teaser of a computer mod DM-Spectrum is a custom UT3 deathmatch level developed by Matthew Bradley. The video selection includes a teaser and a gameplay video. DM-Spectrum from Matthew Bradley on Vimeo. DM_Spectrum Gameplay from Matthew Bradley on Vimeo. Matteo Bittanti is an Adjunct Professor in the Visual Studies Program at the California College of the Arts in San Francisco and Oakland. He writes about technology, film, games, and popular culture for various publications (WIRED, Rolling Stone, LINK, Duellanti). His online projects include GameScenes, a blog about game-based art. January 10, 2011
Introduction to Communications TechnologiesFor those who might be interested, this entry has been translated into Ukrainian by Aloyna Lompar http://www.fatcow.com/edu/introduction-communications-ua/">here. Well, it is hard for me to believe that the University of Southern California semester starts back today. I think spending 20 years at MIT spoiled me. MIT has this glorious month long "Independent Activity Period", which allows faculty to both catch up on their own research and to test innovative new ideas, host public lectures, and otherwise engage in the intellectual life of the university. It was my favorite time of the academic year and I could use it this year as I have been grinding all break trying to finish up our (Sam Ford, Joshua Green, and my) new book, Spreadable Media: Creating Value and Meaning in a Networked Society. I will be saying more about the book here throughout the year, but for the moment, let me just say that our draft is so close to being done that we can taste it! That said, I am also very excited to be teaching my first big lecture hall class since moving to USC. At MIT, my biggest class was 75, while enrollment for this class is over 200 students. I have a great team of TAs to help with the teaching. This class is one which rotates between a range of Annenberg faculty and is intended to introduce undergraduates to basic issues around technology and society. I am using new media in two senses here -- one is focused specifically on digital and mobile technologies, the wave of emerging communication tools and practices that have emerged over the past few decades and the other is focused on the process by which any emerging media technology gets absorbed into the culture. So, there is a constant movement in the class between contemporary and historical developments. For example, the first session we will watch The Honeymooners episode ("To TV or To Not TV") where the two couples go in together and buy a television set. Lynn Spigel introduced me to this episode several decades ago and it remains a staple in my teaching because it shows so many of the conflicts and tensions which surrounded the introduction of television into the home. I will then unpack it for a lecture, drawing on ideas from Raymond Williams and Nancy Baym, about the social construction of technologies. And from there, we will venture into the early history of the web. I am hoping that this constant movement between past and present will off-set a tendency to talk about new media as if they were without precedent and as if their social impacts were inescapable. I've thought a lot going into this class about the issue of laptop use in large lecture hall classes and we've decided to make that issue an explicit part of our strategies for the class. Specifically, we are going to be deploying a Backchannel platform which we have experimented with at the Futures of Entertainment conferences back at MIT. It allows people to post questions and for the audience to vote them up or down so that one gets a rough ranking of their priority for the group as a whole. The questions will be projected onto a second screen in front of the class. This will allow me to respond on the fly to what the audience is thinking and at the same time, ideally, will keep laptop use focused on what's going on in the class. We will see what happens. Anyway, I have made it a habit since moving to USC to post my new syllabi on this blog for anyone who might be interested. So here's the syllabus for my Intro class. You will see that I've worked hard to find the most accessible versions of certain arguments, including the use of interviews, bog posts, and journalistic writing by key thinkers on issues of media change. For those wondering, I will also be teaching my graduate seminar on New Media Literacies this semester. This is the version of the syllabus I posted last year, which still forms the core of what I am doing this term. The key difference is that I will be involving my students in developing and teaching lessons through an afterschool program which Project New Media Literacies will be launching this semester through the Robert F. Kennedy Community Schools in Los Angeles. I will have more to say about this down the line. Henry Jenkins This course is intended as an introduction to the ways new and emerging communications technologies impact our culture. While the primary focus will be on digital and mobile technologies and practices (contemporary new media), the course will also consider a range of older media when they were new - including print culture, cinema, television, recorded sound, photography, and the telephone. The course is divided into three broad units:
Taken as a whole, this class will introduce students to:
The course readings are intended to introduce core thinkers and debates surrounding these technological and cultural shifts. And student assignments are designed to introduce a range of research methods and conceptual models commonly deployed to examine the interface between new communications technologies and cultural practices. Assignments: 2. Autobiographical essay. Students will draft a short (5 page) essay exploring their own relationship to new communications technologies and practices. There are many valid ways of approaching this assignment. You might describe a particular program you use regularly and how it impacts your day to day activities. You might trace your evolving relations to computers from elementary school to the present. You might describe a specific activity that is important to you and talk about the range of technologies you deploy in the pursuit of these interests. In each case, the paper is going to be evaluated based on the ways you deploy your personal experience to construct an argument about the nature of new communications technologies and practices and their impact on everyday life. The more specific you can be at pointing to uses of these technologies, the better. You do not need to make sweeping arguments about "Today's Society" but you do need to argue how they impacted specific aspects of your own experience. (10 percent) 3. Contextualizing a YouTube video. Each video on YouTube has a story. While it can be hard to trace the origins of some of these videos, each was posted by someone, for some reason. Most reflect ongoing conversations within particular subculture communities. Each may inspire comments either as written texts or response videos. And each may travel from YouTube to other communities through social networking tools. Choose a video and help us to better understand where it came from, how it relates to the existing genres of participation on YouTube, how the YouTube community responded to the video, and how it has been taken up by other online communities. Tell us that story in a five page analytic essay. The core goal of this paper is analysis and documentation, not description. You will be expected to refer to specific outside sources to support your core factual claims. You will be evaluated based on the amount of research performed, on the quality of the analysis you offer, on how you build off concepts from the readings and the lectures to help frame your analysis (including, ideally, direct references to specific readings), and on how well you understanding the nature of the new communications environment. (20 Percent) 4. Reporting on Wikipedia. Identify a Wikipedia entry that has undergone substantial revision. Review the process by which the entry was written and the debates which have surrounded its revision. Write a five-page essay discussing what you learn about the process by which Wikipedia entries are produced and vetted. How does the discussion and debate around the entry draw on the core principles of the Wikipedia community? Again, this paper is intended to combine research and analysis. You will be evaluated based on the amount of research performed, on the quality of the analysis you offer, on how you build off concepts from the readings and the lectures to help frame your analysis (including, ideally, direct references to specific readings), and on how well you understanding the nature of the new communications environment. (20 Percent) Students will be allowed to revise one of the three essays to be considered for a higher grade. The paper must be turned in at least two weeks after the original paper was returned. The grade will only be raised if the revisions substantively address one or more of the criteria for the paper's evaluation. Students who simply correct cosmetic or grammatical errors identified by the grader will not receive a higher score. Assigned Books: Part One: Understanding Technological Change Week 2 January 19 The Origins of Digital Culture Fred Turner, "The Shifting Politics of the Computational Metaphor," From
John Battelle, "The Data Base of Intentions," The Search: How Google and Its Rivals Chris Anderson, "The Web is Dead. Long Live the Internet," Wired, August 2010 January 26 From Mass Culture to Participatory Culture Henry Jenkins, "What Happened Before YouTube," in Joshua Green and Jean Burgess, "Andrew Keen vs. David Weinberger," The Wall Street Journal, July 18 2007.
Howard P. Segal, "The Technological Utopians", Technological Utopianism in American Culture (Chicago: University of Chicago Press, 1985) Bruce Sterling, "Introduction," Mirrorshades: The Cyberpunk Anthology (New York: Ace, 1988) Sharon Steel, "Steam Dream," The Boston Phoenix, May 19, 2008.
Debora L. Spar, "The View from Partena," Ruling the Waves: From the Compass to the Internet (New York: Mariner, 2003) Thomas Streeter, "Blue Skies and Strange Bedfellows: The Discourse of Cable Lisa Gitelman, "New Media Users," Always Already New: Media, History and the Data of Culture (Cambridge: MIT Press, 2006)
Sven Birkerts, "The Fate of the Book," in Sven Birkerts, Tolstoy's Dictaphone: Nicholas Carr, "Is Google Making Us Stupid?" The Atlantic, August 2008. Clay Shirky, "Newspapers and Thinking the Unthinkable," Clay Shirky, March 13, 2009. James J. O'Donnell, "From the Alexandrian Library to The Virtual Library and Beyond" Scott D. N. Cook, "Technological Revolutions and the Guttenberg Myth," in Mark Stefik (ed.) Internet Dreams: Archetypes, Myths, and Metaphors (Cambridge: MIT Press, 1996). February 16 Television Week 7 William W. Fischer, "The Promise of New Technology" and "An Alternative Sam Carroll, "The Practical Politics of Step-Stealing and Textual Poaching: YouTube, Audio-visual Media and Contemporary Swing Dancers Online," Convergence, 2008, 14, 183-204. Week 8 Misa Matsuda, "Discourses of Keitai in Japan," Personal, Portable, Pedestrian: Mobile Phones in Japanese Life (Cambridge: MIT Press, 2006) Part Three: Rethinking... Jeff Howe, "The Rise of Crowdsourcing," Wired, June 2006. Brendon I. Koerner, "Geeks in Toyland," Wired, February 2006. Tim O'Reilly, "What is Web 2.0," O'Reilly Media, September 30, 2005. Cory Doctorow, "The Branding of Billy Bailey," A Place So Foreign and Eight More Week 10 Jonathon Zitrain, "The Generative Internet," Harvard Law Review 119.7, 2006 March 30 Knowledge Andrew Lih, "Community at Work (The Piranha Effect)," The Wikipedia Revolution (New York: Hyperion, 2009) Week 13 Jeffrey J. Williams, "Culture and Policy: An Interview with Mark Bauerlein," The Minnesota Review, Winter 2005. April 6 Play Week 14 danah boyd, "White Flight in Networked Publics? How Race and Class Malcolm Gladwell, "Small Change," The New Yorker, October 2, 2010.
Mizuko Ito, "Contributors Vs. Leechers: Fansubbing Ethics and a Hybrid Public Aram Sinnreich, "Something Borrowed, Something Blue," Mashed-Up: Music, April 27 Review for Final Exam
Henry Jenkins is the Provost's Professor of Communications, Journalism, and Cinematic Art at the University of Southern California. Until recently, he served as the co-founder of the Comparative Media Studies Program at the Massachusetts Institute of Technology. More about Henry Jenkins is available here. |