Tuesday, September 29, 2009
Digital Journalism
http://www.ajr.org/article.asp?id=398
Wednesday, September 23, 2009
Machinima

Tuesday, September 22, 2009
Engaging Media - Week Nine

1. News consumers want filtering
2. The ability to search for news is important
3. Browsing
4. Communing
Journalists divided into three groups:
1. Benevolent revolutionaries - enthusiastic about new technologies
2. Nervous traditionalists - the opposite of the above
3. Serene separatists - do not fear new technology as they do not see it having a great impact upon their profession
As classified advertising becomes increasingly online-based as opposed to print-based, some traditional printed newspapers will likely go out of business. This revenue is crucial for a newspaper’s survival.
Engaging Media - Week Eight
Playing on the digital commons: collectivities, capital and contestation in video game culture - Sarah Colman and Nick Dyer-Witheford
Examines the concept of a media commons and how that operates against a global backdrop of information capitalism.
Commons - “resources that all in a specified community may use, but none can own”. Contrasts directly with a commodity and has no profit agenda.
Commons concept is popular with those that buck against the trend of capitalism and corporate globalisation and has grown alongside the growth of new media.Anti-piracy laws are breeding new resistance from those who resent the financial cost and cost to system performance that anti-copying technology brings.
Element of “unavoidable co-existence” between game pirates and the game industry.Modding - generating new forms of game production and expanding current games, builds on the concept of hacking and “digital tinkering”. Gained popularity in the 1990s. Excellent example is the adaptation of Half- Life to create Counter-Strike. Mods are circulated free of charge and are welcome to some extent by the game industry as they generate publicity.
Machinima - adapting games to create movies, a concept that is developing rapidly as computer hardware and software becomes increasingly sophisticated.Both modding and machinima “represent a return of the digital ‘DIY’ practices at the root of game culture” and serve to re-purpose games for collective use.
MMOGS - Massively-Multiplayer Online Games. Follow on from MUDS (Multi-User Domains) and essentially create a synthetic game world in which thousands can interact. MMOGS represent a shift from commons to commodity and usually entail both initial outlay and ongoing expense for the player e.g. World of Warcraft nets its developer Blizzard $1.5 billion annually. MMOGS have their own behaviour patterns and social rules and largely fail or succeed based on the vibrancy of the player community. Players may not own them, but the direction of MMOGS is very much determined by the consumer.MMOGS have led to practice of virtual trading, in which useful objects within the game are traded in real life for actual currency. “Virtual trading shows how paradoxically intertwined commons and commodities have become”.
We live in an era of multi-dimensional media in which the roles of creator and consumer are blurred. This is apparent in the world of digital game play, where the defining feature is interactivity and the consumer very much shapes the game and determines its success.

Sunday, September 20, 2009
Remediation Project - Reflective Essay

I write about some of the differences between the two mediums of television and newspaper and make reference to McLuhan's concept of "hot" and "cool" media and the challenge of adapting a product made for a medium that is highly collaborative, multi-layered and visceral and successfully remediating it into a medium that is quite singular, independent and focused on information needs rather than entertainment needs.
Saturday, September 19, 2009
Remediation Project

Wednesday, September 9, 2009
Engaging Media - Week Seven
Alternate reality gaming and the convergence culture: The case of Alias
Henrik Ornebring
Alternate reality gaming (ARGs) - "a form of internet-based mystery game in which participants are immersed in a fictional world and engage in collective problem-solving". There is a group mentaility to this type of gaming with the puzzle being impossible to solve through solo effort.
ARGs are becoming quite common and started with The Beast released in 2001 to coincide with the release of the film A.I. In this article Ornebring focuses on the game associated with the TV series Alias, of which there have been three.
ARGs are an excellent example of cross-media promotion or media convergence - the game feeds off the TV show/film which then also may feed off the success of the game.Jenkins highlights The Matrix as signalling a shift to more active participation. Old Hollywood relied on redundancy and did not challenge the viewer. New Hollywood requires a greater attention span from the viewer and even the need for the viewer to do research.
Ornebring argues that convergence culture doesn't necessarily dissolve boundaries between media but "creates new opportunities to market a specific text or set of texts...through other texts".
ARGs blur the boundaries between the roles of producer and consumer, creating the prosumer and a more participatory culture.
Ornebring is however, critical of the little attention given to ARGs as marketing tools and examples of viral marketing or buzz marketing. Those critical of ARGs may see them not as new opportunities for interactivity but just as marketing tools to build a brand.
Fan-cultural production - fan fiction, fan videos etc, otherwise seen as kind of "cultural labour". It is highly active and highly engaged consumer culture.
Alias ARGs are examples of both corporate convergence and grassroots convergence as the first two games were prodcued by the corporate media and the other example was produced by fans.
There are differences between the industry-prodcued and fan-produced Alias ARGs, for example the former gave no additional backstory whereas the latter focused strongly on backstory. However, Ornebring believes that "despite their differences, commercial and non-commercial ARGs based on existing media properties still follow a similar logic of fan consumption". They perform the same cultural function - "extending the narrative of an existing media property in ways that conform to corporate goals of marketing and brand-building
as well as fan audiences’ goals of pleasurable consumption."

Sunday, September 6, 2009
Engaging Media - Week Six
Recovering Fair Use - Steve Collins
Boulevard of Broken Songs - Em McEvan
Well I’ve been discovering the world of mash-ups since reading the Boulevard of Broken Songs and can see how people get sucked into spending large amounts of time cruising YouTube.
I would agree with the comment that “mash-up artists take a common popular culture and appropriate it for their own desires and creative impulses” and this really appeals to me. I would also highlight how mash-ups are quite often used for satirical purposes or as a social commentary tool. My brother-in-law drew my attention to the enormous number of mash-ups on YouTube based around the 2004 German film Downfall, a film about Adolf Hitler’s last days. There are a number of mash-ups that take this film as their basis and apply modern-day political events and characters including British PM Gordon Brown, US President Barack Obama and the European Elections. I particularly like one that takes a terrific scene from Downfall and re-writes the subtitles to portray Gordon Brown’s reaction to a disastrous election result in Glasgow - my brother-in-law is from Glasgow so he was very keen to show me this one.
http://www.youtube.com/watch?v=I4n--IXg6HY - Not for kids. Very bad language in this one.
I just really like the creative practice of combining different elements to produce something unexpected or something with a deeper commentary. I guess mash-ups are a perfect example of Web 2.0 technologies at work and the essential Web 2.0 philosophy of enhanced creativity and collaboration and the development of web-based communities and social networking tools.
I quite liked this blog that I found when I was doing a little more reading on the subject -
The Synthetic Librarian -http://syntheticlibrarian.com/2009/07/30/mashup-sharing-little-mashups-have-big-value-when-you-share-them-like-social-media
Obviously the subject ties in well with our other reading for the week Recovering Fair Use. Mash-ups are clearly a great example of prosumerism at work. Copyright and the concept of fair use have always been difficult areas but the rise of Web 2.0 and associated technologies are obviously taking the issue to a completely new level. The laws involving this sort of user-generated content must be complex and undoubtedly need to evolve to keep pace with the popularity of the technology. There has to be some protection but I tend to agree with the idea that Collins puts forward “that an overly strict copyright regime unbalanced by an equally prevalent fair use doctrine is dangerous to creativity, innovation, culture and democracy”.