Monday, February 08, 2010

Blogging is For Old People

The latest Pew report on "Social Media and Young Adults" contains a number of findings that should come as little surprise to those who actually teach about digital media to those in that demographic, namely that blogging is on the decline among this population that has become more wary about adult snooping and that Twitter may be a marketer's dream but it has little appeal for teens who would rather be wired in other ways.

Two Pew Internet Project surveys of teens and adults reveal a decline in blogging among teens and young adults and a modest rise among adults 30 and older. Even as blogging declines among those under 30, wireless connectivity continues to rise in this age group, as does social network use. Teens ages 12-17 do not use Twitter in large numbers, though high school-aged girls show the greatest enthusiasm for the application.

As the report indicates, "14% of online teens now say they blog, down from 28% of teen internet users in 2006." This decline in participation is also "reflected in the lower incidence of teen commenting on blogs within social networking websites; 52% of teen social network users report commenting on friends’ blogs, down from the 76% who did so in 2006." However, the report notes that "the prevalence of blogging within the overall adult internet population has remained steady in recent years" with "one in ten online adults maintain a personal online journal or blog."

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Sunday, February 07, 2010

Scout and About

The digital rhetoric of the Boy Scouts of America merit badge webpage has moved away from the traditional books and booklets conventionally associated with advancement in scouting and has now embraced the wiki form.

MeritBadge.org has many of the aspects of a standard wiki, where encyclopedic institutional authority and NPOV policies sometimes run afoul of the very structure of open access and user-generated content, whether it is a legitimate contributor lamely promising to deliver a better vector graphics image just as soon as he (or she) figures out the software or a spammer introducing "game power leveling and game gold" into the page for "helping scouts advance."

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Personality Type

Check out "My Evolution of Type Taste from Grade School to the Present." Unfortunately, I never really got beyond my Garamond/Helvetica phase.

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Saturday, February 06, 2010

Taking Virtual Candy from a Baby

There are many things that I might disagree about with economist Edward Castronova, but his argument that virtual economies at work in games merit study is certainly legitimate. As Castronova and others have pointed out, understanding virtual economies is particularly important as our own economic systems become independent of any substrate of material production and as virtual goods and ethereal substances like attention and membership and trust get assigned dollar values.

Pollution would seem to be something that could function with a commodity market model, since particulates can be measured and tracked as a definite negative good, but the market of carbon credits that might attempt to regulate them functions like other markets with a number of imaginary quantities in play.

Now Wired describes how hackers have broken into online carbon credit databases to steal carbon credits worth real money. The German news station Deutsche Welle describes how "Hackers steal emissions trading certificates" as well. Apparently, it operated as a relatively straightforward phishing venture:

According to the Financial Times Deutschland, the fraudsters sent e-mails to companies in several European countries, as well as in Japan and New Zealand.

They used the official DEHSt logo, and urged the companies in the mails to register again as a hacker attack was allegedly imminent.

The hackers were thus able to gain access to company accounts and transferred their emission certificates to accounts registered in Denmark and Great Britain.

From there they sold the CO2 emission permits on the free market for a thus far undisclosed sum of money.

One medium-sized company in Germany, for instance, reportedly lost permits worth 1.5 million euros ($2.1million).

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Friday, February 05, 2010

The Theater and Its Double

As the ten movies nominated for Academy Awards this year are announced, I have to say something about two front-runners: the popular favorite Avatar and the critical darling The Hurt Locker.

I've had some unkind words to say about the first movie, in a blog post that might get me into trouble with Sarah Palin with its title.

The Hurt Locker speaks more directly to my critical interests. It's a movie that treats the subject of the Iraq war, digital simulation, and online media representation in ways that invite analysis from a Virtualpolitik standpoint. The main character on the bomb detonation squad gets right into the zone of most physical danger and avoids interacting with improvised explosive devices from the recommended position of a computer-screen spectator and operator of a mechanical robotic prothesis. Yet he also loves playing violent videogames that facilitate the detachment and disembodiment that allow him to do his work dispassionately. In the periphery we see Iraqis with ubiquitous communication and recording devices that can turn threatening. There is even a reference to wanting to shoot the person ready to put the squad's situation on YouTube.

But The Hurt Locker isn't really about technology. It's about masculinity. And in many ways I thought it was an inferior film to the movie that won critical lauds last year: The Wrestler. Both movies are about the subcultures of particular professions that both express and contain violence in a hyper-masculine discipline. Both contain an isolated hero who is unable to connect to his mate or to his family members, because he is inexorably drawn back into his high performance, high adrenaline, virtuoso, risk-taking specialization. In The Wrestler, this profession finally kills him, but in The Hurt Locker we have a charmed man who seems to be unkillable, even as he gathers collateral damage all around him with the men in his unit. What makes The Wrestler a superior film is the tight control of its point of view and its tolerance of silence and uncinematic routines.

Similarly, Avatar and District 9 constitute a kind of pair. The latter, more interesting film presents aliens who aren't noble savages however and who have a more complex and less romanticized relationship to technology. Although both stories involve a hero going native, District 9 makes this metamorphosis much more tortured and also much less complete, because this transition is set against the historical conditions of colonialism and globalization rather than a mythic past or a utopian fantasy.

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Thursday, February 04, 2010

The View from Above

In "Google to enlist NSA to help it ward off cyberattacks," the Washington Post reveals that the leading U.S. search engine company, which has recently announced a "new approach" to China, has requested help from the once highly secretive National Security Agency in fending off and tracking down hackers who might be operating with the approval of the authoritarian government in Beijing. Given how civil libertarians at the Electronic Frontier Foundation have already expressed concerns about domestic spying by the NSA and how that group has also raised issues about the privacy policies of Google (in relationship to the company's e-books, desktop software, corporate philosophy, and search engine design), many critics are likely to be uncomfortable with this new alliance.

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Photoshop Haiku

Selleck

Waterfall

Sandwich

Need I say more?

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Wednesday, February 03, 2010

Driving Blind

Speaking of the work of academics, Brenda Brathwaite has a wonderfully scathing piece about game criticism in "Deep Critique Without Play" that applies equally to the scattershot amateur expert chiming in as part of the vox populi in online popularity contests and the supposedly serious academic too engrossed in deep concerns to actually play a game.

I’d like to offer you my opinion on a game I’ve never played. My opinions are based purely on the collective conscience and on my interpretation of the game’s play by viewing screenshots and photographs of it in development and in play. I heard its designer talk about it, and I suppose that should be enough. If not him (or her, in my case), certainly the many other people I’ve heard talk about it should suffice. I don’t know whether they played the game either.

Now, there are already a number of you wondering why I’d ever do such a thing. Perhaps you’re wondering why
anyone would ever do such a thing. Yet, it happens all the time.

In her opening, Brathwaite uses a clever rhetorical strategy by adopting the voice of her object of criticism. She also recreates a number of conversations in which popular opinion is revealed to be utterly uninformed.

Me: Yeah, I am studying a bunch of games for my thesis, including Daikatana.

Critic: Oh my goodness. That game sucked.

Me: What did you think when you played it?

Critic: Oh, I didn’t play it.

Brathwaite then restages this conversation as being about something someone loved rather than something hated and being about a movie rather than about a videogame to reveal how conventions of received opinion operate.

So, this whole process of deep critique without play is fascinating to me. By deep, I don’t necessarily mean that the critic discussed it at length, though that could also be true. I also mean that the critic pushed the blade with conviction into a wound he was not personally sure was there. It is telling that we don’t often profess our opinions similarly for things we loved.

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Tuesday, February 02, 2010

Shake Rattle and Roll


In the Virtualpolitik book I write about how the digital rhetoric of military videogames and virtual reality simulators is often aimed at convincing the general public of the efficacy of technological solutions to difficult cultural and political problems abroad rather than toward the stated goal of the software to improve specific coping skills for the battle readiness of individual soldiers. Often the media encourage this enthusiasm by running one-sided stories about the latest gee-whiz technologies for the military with little reflection about the agenda they are pushing.

A recent story in the New York Times, "Simulators Prepare Soldiers for Explosions of War" attempted to provide at least a fig leaf criticism, although no actual detractors are quoted or named in the article.

The effectiveness of the new technology is still being studied. But some critics warn that computer games and virtual reality systems used for training are only as effective as their software, meaning that programs that underestimate the creativity of the enemy may leave even the best-trained troops with a false sense of mastery.

After this brief disclaimer, there is no serious exploration of what some have called the "military-entertainment complex." I may not always agree with people like James Der Derian who don't necessarily reflect the complicated forms of deliberation at work in creating military media and who may also overemphasize the presence of the most simple-minded of boosters to make their point about the economic and political might of military culture.



Of course, the introduction to the RL Leaders website, which represents one of the companies described in the article, is almost a parody of itself with its deep-voiced narrator, cloudscape background, and phonetic parade of corporate inspiration speak words. (See above.) This approach to the IED problem through simulation technologies that it describes is actually not particularly new. For example, I wrote about the multi-player game Ambush! in the Virtualpolitik book. But you can see more about current initiatives here.

To check out how Hollywood some of these projects have become, check out this coverage in Variety.

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Do I Have a Dog in This Fight?

Kathleen Fitzpatrick has written some interesting things about current hand-wringing in the digital humanities blogosphere in "The Stakes of Disciplinarity."

This is not at all to say that such battles don’t matter — in fact, for those embroiled in them, institutional turf wars often matter enormously. But what I’ve spent the last few days pondering is why — what the real stakes of such wars of definition are, and whether there’s a better way of thinking about the questions of institutional structure that underwrite them. The result is an awfully long and somewhat rambly blog post, safely tucked below the fold, in which I work through my thoughts on these questions.

I need to start by saying something about my own position in all of this, as it’s that position that sets the terms for everything that follows. My doctorate is in English, from a pretty traditional literature-based program that espoused pretty traditional analog methodologies for the study of that literature. I went to that program, however, because it was the one institution that didn’t run screaming from my statement of purpose, in which I said that I wanted to work on the intersections of literature and contemporary media. With the exception of one course in cultural studies, though, all of the media-oriented work that I did in grad school was pretty much self-taught, because that institution — well, to say that its departments are siloed off from one another would be a significant understatement. There were at least two, and I think three, programs at the institution that my work could really have benefitted from, had I had any inkling that they were there.

Fitzpatrick concludes by bringing in two issues dear to my heart: 1) the way that academic labor -- sometimes in a very temporal, embodied, and even manual way -- comes back as a kind of return of the repressed and 2) the way that institutions actually serve sustainability that shouldn't be rejected too quickly. (An argument that Geert Lovink has also put forward.)

What such a reconstructed university would actually look like, I have no idea. Some folks have argued for fluid, shifting field groups, clusters of scholars working on similar, limited-duration projects or issues, and I can certainly see how such mobility would support the development of exciting new kinds of scholarship, but how you build a curriculum out of such flux, I have no idea.

Even more, how you build a staffing plan based on flux is impossible for me to imagine. It’s one thing if you’re starting with some number of tenured faculty members, and you give them the freedom to shift and move and reorganize themselves — but then what happens when one of them retires? How do you define the position that this faculty member occupied, and thus the position that you now need to fill? It seems almost unavoidable that shifting projects would demand equally shifting staffing resources, thus inevitably leading to an increasingly contingent labor market.

And it’s the realities of such labor issues, along with other, similar economic factors, that I’d argue underwrite our continued dependence on the disciplinary model that structures our institutions. It’s understandable, and it might well be impossible for us to escape.

As someone who advocates for the value of online scholarly work but produces a lot of old-school print criticism and who believes in interdisciplinarity despite my mainstream B.A., M.A., M.F.A., and Ph.D. in English, I'm sympathetic to those like Fitzpatrick who are trying to imagine the university of the future while working in the university of the present.

Of course, like any academic, I am part of a nomadic class and a person who periodically welcomes other nomads, so I do inevitably have a dog in this fight as well. The problem that Fitzpatrick describes -- the "we already have one of them" problem when it comes to media studies scholars in literature departments -- is one that takes place in conversations overheard on campuses across the country.

From my perspective, I think it is a matter of establishing how English functions as a methodology rather than just as a subject area. Questions about the relevance of English as a discipline and the future of the humanities are about much more than choosing subject matter that is either radically contemporary or canonically enduring.

After all, you can be an academic who makes material relevant no matter what the main period is that you study, if you have an interpretive procedure that brings something of value to public debates about culture, politics, civic spaces, community membership, persuasion, ideology, rules, daily routines, special occasions, or cataclysms that seem to signal new eras and attitudes.

Frankly, I've met many people who wrote dissertations about the eighteenth century who have far more useful things to say about online discourses and practices than others writing about World of Warcraft or cell phone novels. It's about the rigor of the analysis, the scope of intellectual curiosity, and how much communicating clearly and distinctively matters in a given person's scholarship. As they say, some of my best friends are bloggers . . . and Shakespearians.

Membership in an English department is about applying certain critical lenses of close reading to texts and interfaces defined broadly, about attention to how media mediate the sound and sight of particular objects of study, about thinking through experiences of literary or linguistic performance, about the idea that writers reshape genres as well as compose within received forms, and about how translation, adaptation, and rhetorical turns and tropes function in a global English that has a long history of both regional and transnational expression.

You only need one new media person if the category "new media" is merely a subject area to be checked off in a larger subject area called "English," but you need a whole department of people engaged in the cultural conversation taking place online if you think of English as a methodology.

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