And So It Begins

October 27, 2011 § Leave a comment

Yeah so sweet baby god and Jesus, my exams are next Friday morning. Meaning I have one week left to prep, 15 remaining selections, oh man, suddenly Panic. I never want to go to here again.

Anne, Allison, “Pokemon: Getting Monsters and Communicating Capitalism,” Millennial Monsters: Japanese Toys and the Global Imagination (2006) 

Pokemon is media-mix complex as well as a “vehicle of and for the national imagination.” Not just kid shit, in other words; it’s actually communicating a strong political economic statement, both about Japan and how important it is to constantly acquire. Gotta catch em all, indeed.

boyd, danah, “Why Youth (Heart) Social Network Sites: The Role of Networked Publics in Teenage Social Life,” Youth, Identity and Digital Media (2007)

Social networking is new, but being social is not; it’s important to consider how kids today are negotiating the various aspects of their lives, and how social media factors into (sometimes complicating, sometimes streamlining) those negotiations, specifically via engagement with “networked publics,”online spaces characterized by “persistence, searchability, exact copyability and invisible audiences.” Focus here on MySpace, a place for friends.

Axel Bruns, “The Key Characteristics of Produsage,” Blogs, Second Life and Beyond: From Production to Produsage (2008)

The traditional mode of cultural production can be summarized as producer –> distributer –> consumer. Granted this model has its own built-in complexities, but generally speaking the food chain is pretty clearly defined, the ideal synthesis being the “prosumer,” who gets what he asks for and asks for what he gets. The digital era complicates this model, ushering in all kinds of crowdsourcey, hiveminded collectively intelligent behaviors. The so-called consumer of such co-created content often has a direct, or a directly indirect, hand in production; hence produsage (“production” + “usage”), which more accurately reflects the changing media landscape.

Antonio Lopez, “Circling the Bridge: Bridging Native America, Education, and Digital Media,” Learning Race and Ethnicity: Youth and Digital Media (2008)

Focus on digital media eduction in Native American communities, particularly on the cultural importance of symbols and the importance of knowing what to do with them, as symbols replicate existing power structures (i.e. the cross in relation to the medicine wheel). Recognition of digital media as space for cultural (re)appropriation, though fraught due to access gap; framing of literacy, digital or otherwise, as con- and paratextual; emphasis on “internal” media production and cultural leapfrogging.

Hector Postigo, “Video Game Appropriation Through Modifications: Attitudes Concerning Intellectual Property Among Modders and Fans” (2008)

Mods of video games! Like changes to the code that are integrated into “regular” gameplay! The question is, WHO OWNS WHAT??? See above shit on produsage, it’s all very complicated. Convergence and fan investment yay! Not always smiled upon by copyright holders boo! Negotiations necessary and critical; modding has great potential for generative co-creation (via moral economy), and great potential for gale-force SHITSTORMS. Here have some case studies!

Boehner fucking related, it’s me realizing I still have 10 selections to go. I’m afraid that’s all you’ll get from my wrecked-ass brain today.

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