Sunday, February 27, 2011
Neuromancer 1-5: Achievable Dystopia?
So I dunno. Anyone take any positives from Gibson’s achievable dystopia? If so, I’d be interested to hear them.
Thursday, February 17, 2011
Tuesday, February 15, 2011
Community Attitude.0
If I had to sum it up, I’d say the goal of Brown’s essay is to teach us one way of navigating a world where “we don’t always get to choose our collaborators” and where “we don’t always have a say over who uses our texts” (par. 20). The hope seems to be that a new way of thinking about community could lead to a new, more hospitable way of interacting with the other... but are the majority of Web users ready to change their thinking? As Brown suggests, a lot of how we respond to the cultural differences highlighted by globalization -- whether in a way that promotes sharing and acceptance, or in one that merely promotes ‘tolerance’ -- will come down to individual encounters with ViRaL texts like Evil Bert Laden. If each of us could learn the value of adopting an accepting, hospitable attitude toward cultural otherness, then we could maybe train ourselves to control some of our hermeneutic impulses -- to avoid factoring our assumptions about the other into our interpretive efforts, or at least to recognize the effects of those assumptions on our understanding.
The question, again, is are we ready. I as an individual Web user can acknowledge that, even prior to the “rhetorical gesture” of interpellation, I am already “in-community” with the anti-American Bangladeshi publishers who made Evil Bert Laden a household image. But where do I go from there? And to what extent is the concept of being “in-community” with people I have no direct, personally meaningful connection to a useful one for me in my everyday life? These, I think, are the questions most of us will have to ask ourselves when we consider the responsibilities entailed by our “global, networked” interconnectedness as described by Brown -- responsibilities that may not be new, but that are becoming increasingly apparent thanks to Web 2.0.
Friday, February 11, 2011
I Wanna Be an Adhocrat
What would it mean for us -- “personally and professionally” -- to contribute our time and effort “to a cause larger than [our]selves” such as that depicted in Global Frequency (261)? I personally have never read the comic, but I find this to be a very interesting point of emphasis. Tried and true claims that declines in voter participation can be attributed to feelings of disconnectedness from the political process ring even truer in light of Jenkins’s analysis; our society is one in which the things people do on a regular basis -- like gather around the “water cooler” to talk about work or their favorite TV shows -- are held to be silly, trivial, and even undignified in comparison to the “serious” business of politics. There’s a lot of rhetoric in Washington about the know-how of the “average American,” but to date there has been very little effort to utilize what “average Americans” actually know in crafting, executing, and interpreting legislation. This has been largely due to technological limitations, sure. But as Jenkins points out in the afterword, there are cultural factors to consider here too. The Mitt Romneys don’t want to know what we know -- or perhaps more accurately, they don’t want to listen if doing so will force them to compromise their sense of cultural “place” (read: empowerment). Cultural paternalism of the like practiced by Romney has the ultimate effect of causing people to miss the connections between their personal and political lives, setting the conditions for declines in participation by groups who fail to relate to the Beltway style of political rhetoric. And as long as these attitudes continue to dictate the way politics play out in this country, grassroots parody videos and other forms of new media discourse will continue to remain marginal to the issue analysis process. The key, then, is to get people to rethink what counts as politics.
Cory Doctorow’s concept of the “adhocracy” -- “an organization characterized by a [total] lack of hierarchy” -- is another intriguing notion (262). Equally intriguing is the contrast Jenkins draws between adhocracies like the Global Frequency network and the bureaucracies we currently rely on for so many of our social, economic, and political services. What is it about the thought of having to go to the DPS for a license renewal that’s positively cringe-inducing? The lines, the uncomfortable silence, the sheer lack of interactivity -- I would say it’s the feeling of being shuffled through a big, impersonal system without a bit of say in how you’d like the service to be administered -- or perhaps more accurately, how you’d like the service to be experienced. The vision of Global Frequency is that the quality and delivery of government services will improve when we can begin to harness advances in digital communications toward tapping the collective knowledge and experience of the body politic. It’s a rosy picture of a perhaps distant future -- as Jenkins suggests, we shouldn’t expect bureaucracies to up and disappear, and I certainly don’t mean to suggest that civic participation ought always to be pleasurable. But expanding opportunities for meaningful public service is something most people can get on board with... and now that we more or less have the technology to make it happen, we might as well get started.
Thursday, February 10, 2011
S/R 1: Convergence Culture
Henry Jenkins’s Convergence Culture explores the phenomenon of media convergence – a historically unprecedented, highly interactive coalescence of old and new media practices taking shape in the U.S. and abroad as advances in digital technology broaden – and deepen – access to the means of media production and distribution. Jenkins is primarily interested in thinking about convergence as a “paradigm shift.” A phenomenological “move” from “medium-specific content toward content that flows across multiple media channels, toward the increased interdependence of communications systems, toward multiple ways of accessing media content, and toward ever more complex relations between top-down corporate media and bottom-up participatory culture,” convergence is transforming the way ordinary people relate to the media they consume (254). Jenkins’s “goal” is to change the way people conceive of this relationship – “to help ordinary people grasp how convergence is impacting” their culture and, “at the same time, to help industry leaders and policymakers understand consumer perspectives on these changes” (12). By framing the efforts of online fan communities to enrich their experience of certain pop culture properties as efforts toward greater consumer participation and empowerment, Jenkins articulates a vision of convergence in which “the skills we acquire through play” – namely, the pooling of intelligence for tactical purposes – have implications for how we learn, work, participate in the political process, and connect with other people around the world” (23).
Jenkins tries very hard to avoid utopian thinking about the implications of convergence for democracy. I find this to be one of the more appealing aspects of his book – though he dares to imagine a political culture characterized by greater participation and a higher degree of collective decision-making, he never once tries to spin this vision as an inevitable outcome of the convergence process. In so doing, he keeps the focus on our responsibilities as individuals to a.), understand how the accelerating pace of technological change is impacting our cultural and our capabilities, and b.), act in a way that promotes the ideal of a participatory culture driven by collective intelligence. Where I find fault with his book is its failure to address in detail “[the] need to confront the cultural factors […] diminish[ing] the likelihood that […] [certain] groups will participate” (269). The digital participation gap is a real and persistent problem that Jenkins underplays in focusing perhaps too exclusively on the “early adopters.” Schools, NGOs, and nonprofit community organizations will bear the responsibility of “closing” the digital divide – but even within these organizations, knowledge of how to manipulate, share, and interpret media is very unevenly distributed. The open source movement has attempted to address this issue; but still, there remain many highly “computer literate” groups and individuals – hackers, for instance – who’ve a strong vested interest in disempowering the digital underclass. Jenkins never once suggests that the participatory culture of the future will be one devoid of epistemological hierarchies. But if one of our goals in the age of media convergence is more political agency for more people, we as middle-class, college educated individuals – or “early adopters,” if you will – will have to do more than simply “participate” on the level described by Jenkins. Collective intelligence is not an inevitability, but a cause like any other.
Friday, February 4, 2011
Fanfic communities as... role models? Huh...
The second claim -- the one about spelling and grammar -- is interesting. In putting mastery of spelling, grammar, and mechanics on par with knowing whether a certain plot or character arc is sufficiently consistent with the source material, these groups are effectively creating new standards for knowledge. Under the current system of grade evaluation, the education system penalizes students for failing to master some knowledge -- knowledge of how to diagram a sentence, for example -- just as it fails to reward students for mastering knowledge that falls outside the pale of what’s “essential” for their personal development. No matter how gentle the pedagogue, a F in English is a F. It might be “deserved”... but the effect it can (and often does) have on a young learner’s or would-be writer’s confidence is, well, catastrophic. It’s a disincentive to further learning and further effort in the classroom. What the fanfic community does is build and develop a self-sustaining system of rewards for its participants -- all knowledge and all contributions are valued as part of a single, collaborative effort to produce the best fan fiction possible. I wonder, then: would a similar system of rewards for specialized group projects be possible to implement in the classroom? What might it look like, and what possibilities would it open up for “grade” evaluation?
One more thing. According to Jenkins, the “shift” from limited opportunities for authorship to “mass distribution via the Web” and online writing communities “could lead to a heightened awareness of intellectual property rights as more and more people feel a sense of ownership over the stories they create” (188). While more litigation would almost certainly be a shame, I don’t think a “heightened awareness” of intellectual property rights would be such a bad thing if it got people talking about what it means to “own” an idea. As Jenkins suggests, the distinction between “copy” and “original” is blurring. Increasingly, we are being challenged to imagine “original” creation as occurring along a continuum ranging from direct imitation of a single character, setting, or style to highly sophisticated integration of a number of themes and ideas from various cultural sources.
Here, we could learn a lot from fanfic communities, who tend to put the source material first and the individual second. The concept of idea ownership is essential in a capitalistic information society. It helps us determine what’s fair. But people were telling and writing stories long before “author” was a viable career option. When it comes to creative writing and the other arts, a discussion of intellectual property rights could lead to an increased awareness not of what we own as individuals, but of what we share as a single cultural community.
Thursday, February 3, 2011
Cybersubculture comparison project topic
... Disaboom, a SNS for people with disabilities:
http://www.disaboom.com/
... and Elftown, a SNS for fantasy enthusiasts:
http://www.elftown.com/
Ostensibly, these are two very different communities. Elftown is a space where people entertain themselves by creating and interacting with avatars, while Disaboom is a site far removed from the realm of make-believe, where people gather to swap experiences and work through "real-world" problems. For that reason, I'll be focusing on similarities between the two...