Filed under: Responsive or not...
First some questions:
Question #1) How have you personally experienced the concept of “remix,” and was it important to the way you interpret media? Did it occur in a free cultural economy or not? Do you believe that DRM could kill the “remix”?
Question #2) The problem of fitting games into a classroom is an example of design tackling prejudice. What kinds of prejudices do you see shaping our current media ecosystem? Can you think of any assumptions that hold back the progression of media or that stop people from engaging media in a deep and relevant way? What design questions and research methods could engage these assumptions?
*****
Of course there is no way for me to elaborate on the title in any deserving way. But, I want to posit the claim based on some reading I just completed in Brenda Laurel’s Design Research book, and Laurence Lessig’s “The People Own Ideas!” combined with my own experience.
What’s the first thing you think of when thinking of the word “skater”?
Is it punk rock?
Is it Avril Lavigne’s hit “Sk8r Boi”?
Is it something else?
Your answer to this question is likely a result of your own cultural ecology. If you grew up in the suburbs, you might be wondering, “what else is there?”
If you grew up in the “ghetto” of Los Angeles, you might have already assumed that either you are not the intended audience of the questions, or that this writer is completely biased, naïve, or possibly even racist.
Skateboarding started with kids who liked to surf but who were impatient with the fickle beaches, and eventually, as the past time became more marginalized by society, it fell more specifically in the punk niche. Then it expanded rapidly. Now skateboarding is not the pastime of punk rockers so much as it is merely the past time of the stylish youth. And that certainly includes hip-hop culture.
So if you did grow up in central Los Angeles, you might associate skating with Lupe Fiasco and other non-suburban cultural icons. Indeed the music of popular skate videos might very well be an eclectic collection of skate-thrash, hair metal, indie rock, mainstream hip-hop, and underground hip-hop, and sometimes others. It’s really up to the skaters.
I bring this up because skateboarding is a perfect example of the cultural economy that Lessig talks about in his article. There is only one way to learn how to skate, and I will let you in on the secret: You watch people skate, and then try it yourself. In other words, you fall and then fall some more until you fall less. You pay with blood and with pain, but monetarily speaking, learning how to skate is free.
When skaters got involved with media, a new level of engagement was born into the sport. Skaters watched other people skate, learned how to do it, and then added their own twists. If someone ollied 10 stairs, somebody else would try to do it, and then add a kickflip, then somebody else would add a 360, then somebody else would do it all off the rail. In each scenario, the newest attempt was essentially a “remix” of the former.
When skaters started filming each other, a whole new league of skateboarding was born. People could watch and rewind, and they got better more quickly. Slow motion was added so that skaters could more closely examine the techniques. But a side effect of the slow-motion filming technique was that it looked really cool. And then style became part of the equation, and everything from a skater’s dress, to the soundtrack he picked for his part in the video reflected an entire sub-culture of skaters that would emulate their skate-hero.
Notice this entire culture was birthed from the phenomenon that Lessig talks about: a free cultural economy. It’s true that skaters pay for videos, but they also film them themselves and watch them online all for free. That doesn’t stop any of them from spending a good amount of their disposable income on the sport. They merely spent it in a different way. Instead of spending all of their money on the actual media, they spent more on the culture as a whole. Skaters became free to choose who they wanted to be in their niche. The niche did not decide, and the mass media certainly did not decide.
Media ecology from a research perspective
The biggest thing that struck me about the readings in Laurel’s book was the complication in breaking stereotypes (i.e. “Gaming is not for education” or rather, that edutainment makes for something resembling a “spinach sundae,” as the article by Henry Jenkins put it) in media application, and more so that prejudice was really a design problem.
I suppose it’s not uncommon to run into cultural barriers when carrying out design research, but it poses a particular problem in the realm of gaming, where the “intent” of a game is inherently assumed.
Compare gaming with video. One might watch a movie for inspiration, a documentary for instruction, or a short form YouTube clip for low-cult entertainment. What about games? People generally don’t hold the same open mind. Generally speaking, games are for fun and that’s it. We might think of something instructional, like virtual reality simulations for teaching soldiers how to shoot under pressure, as a separate entity from gaming. The actual barrier, historically speaking, would only be the cost of something like Duck Hunt verses the cost of an entire virtual reality machine. With advances in technology however, the ecology of media has changed. An interactive virtual reality medium is well within the reach of an average middle class American.
There’s an interesting way to think about this:
As a designer, eliminate the context in which you understand games right down to your design question. Thus, it is not “How can we get games into the classroom?” That will never happen. Class is not a place for playing games.
Rather think, “How would students benefit from an interactive experience?”
In this way I think the designer is side stepping a troubling and unproductive question. It is not the designer’s scope to tackle prejudice, but rather, to optimize on the media we have. And with technology advancing at the rate it is, and a generation of people growing up never knowing a world without it, the cultural requisites have been met already. The ecosystem exists. We only need to build.
Filed under: Responsive or not...
I read Carolyn Ellis’ “Autoethnography…” essay over a week ago, and read Richard Shweder’s “The Surprise of Ethnography” a few days ago. I left both to simmer in my mind, and let my reaction to them come naturally.
On Thursday my band played a show in Santa Barbara, CA, about an hour and a half drive north of where I live. Earlier in the week I called an old friend of mine who lives there and invited him out to the show. His name is Joe.
I’ve known Joe since the first grade. We were best friends through all of grade school, got in a fight once in third grade, and never encountered any other problems in our friendship until high school. We were always very accommodating with one another, as we had to be given our very different backgrounds.
Then in high school he discovered that he had a deep affinity for smoking pot. I discovered that I did not. Eventually his circle of friends changed to reflect his new lifestyle, and mine did to suit my own. When college came, he went to UC Santa Barbara and I went to USC – two decisions that closely mirrored our desire to find a community that might support our lifestyles.
Through most of college I was always sad for him, wished he would find help, etc… Then at the show on Thursday, he showed up, after I hadn’t seen him for over a year, maybe two.
After the show he came up to me and told me he enjoyed it. Then asked me if I wanted to smoke. I declined. He insisted. I resisted. I told him I would buy him a drink and to meet me at the bar. He shyly agreed, with a slight look of irritation on his face.
I waited at the bar, and he never showed up. At that moment, I realized that I had actually offended him by not accepting his offer to smoke. Further, and I confirmed this with a phone call later, I further stepped on his attempts to be hospitable by offering my own hospitality, as if my wanting to get him a drink were sufficient means of greeting, and his offering a smoke, insufficient means.
That is when the full impact of the two essays sank into my brain. My presumptive universal was that, although only some people smoke pot, many more people would have a drink, and thus, having a drink is a better means of being hospitable. In addition, I experienced what I might call a momentary ethnographic experience just by comparing his desires with my own.
I realized that even in a more local context, the concept of presuming a universal is not only inconsiderate, it can lead to all sorts of judgments, such as I called my friend a “weirdo” after he left without saying good-bye.
Further my own experience of the situation, my own personal account gave me probably more insight into the situation than my observation of it. In that way, my autoethnographic account helped me better understand my relationship with a person than my ethnographic account could. Had I just observed the encounter I might come to the conclusion that Joe was being unreasonable. However, I really can’t say now. After all, I was in his town, and he was the one that made the effort to support my music. Perhaps there would have been another way to handle the situation with somewhat less awkward results.
Perhaps had I read the essays a little earlier…
Filed under: identity and media
I approached Second Life with a bias already throbbing from a year in the interactive marketing industry. As I downloaded the software, the name Adam Broitman flashed against the back of my eye. And while I like Adam, and I felt excited to build my account, I tried to fend off the sour flavor radiating from my more judgmental side.
The man, Adam Broitman, is not a particularly important figure to this experience insofar as I can tell. Rather, his existence has been underscored by my decision to attend the New School. I knew him during my brief wall-flowering with interactive marketing, I discovered the university through him, and I remember him speaking in a stubborn yet embarrassed tone as he explained that Second Life is still a viable marketing vehicle to ears that were quite happy to dismiss him.
The first moments logging in to Second Life I felt like I had betrayed something – some pack-like loyalty to something I didn’t fully understand. My avatar nearly took his first steps as his creator sat embarrassed at his own closed-mindedness. Before that could happen however, that wave of insecurity, a sense that I believe stemmed less from joining Second Life and more from embarking on a new academic career, was immediately replaced by a new unnerving decision.
I know many people who spend a lot of time getting dressed before their first day of class. I was never one of those people. To me, I look like myself and that’s all there is to it. This undermined that philosophy, of course. As I looked at my choices, I thought first that one of those eight characters must reflect some sensibility about the real me if I am to chose it. My brain then became occupied by two simultaneously occurring thoughts: one was the immediate question at hand; the other was a struggle to remember the name of a philosopher who questioned the essence of humanity. He asked that if a human were to have her parts removed and replaced with robotic parts, one by one, when would she cease being a human. I thought his name might be Dave, and his last name possibly started with an “N.” I am at once frustrated by the decision I must make about my identity, and at how notably pointless it is to remember a philosopher’s first name.
I looked up and down the screen, thinking that five years ago I would have quickly chosen the gothic male character. But now, so much has changed. Before I set out on the road to begin lamenting or celebrating the moments of my life that brought me to this monumental decision, I sat back and laughed at myself.
I could choose to be a dinosaur if I wanted, or a woman. The freedom to create oneself, to assume a new identity or to simply deceive those around is built into the design of this new world. I am an infant here. I was overcome by the sense that for one to judge me, already, and for me to take that judgment seriously are equally preposterous, ridiculous, and bizarre.
Now the choice had its barriers removed. I began to believe that the forces guiding my decision relied more on my own sense of aesthetics and some logistical concerns. Whatever neuroses I may have tucked themselves neatly back to sleep and I floated back on my eagerness to take steps in the new world (a less-than-coincidental symbol for my first day as a graduate student). I thought about what class will be like, and that perhaps, to avoid confusion, I should pick a character that will resemble the pictures my peers might see of me on Facebook. Again, I scanned the characters, and narrowed down all the anxiety, the excitement, and the curiosity to one keenly important factor: curly hair.
Then I became two people with big hair.
I felt confident behind the keyboard. My confidence then turned to irritation as I discover that my avatar’s navigational qualities more closely resemble a drafting go-kart on a slick track dragging a shopping cart than a human being.
“Maybe it’s my computer,” I mumbled to myself in an attempt to stay positive.
I began to think of the night prior. I tried to describe Second Life to a friend of mine in an attempt to counter his skepticism over my “online degree.”
“It’s like the Wii,” he responded.
I paused in the way that I normally do before conceding.
“Yes. It’s just like the Wii, except less games. It’s a social environment.”
That concession was hardly complete, I thought. The Wii has pretty good graphics. I sat back and wondered if everybody responds to Second Life with as much negativity as I had. I must have been tired because my thoughts were simply indignant:
“A torch?”
“I have to buy new clothes?”
I scanned the screen and saw a little button that said “Fly.” I moused over it, wondering what class would be like.
Filed under: introduction
…without a media blog.
As a would-be media brain, I am starting this blog, complete with cute, pun-intended headline in hopes of becoming a preeminent media brain.
Stay tuned for my transgression.
-adam