Brenda
Laurel has written extensively about "computers as theater,"
suggesting that performance is an integral part of how we interact
with computers.
When
we use computers, we become part of an imagined
world in which the representation -- the imagined and enacted creation
-- is all there is.
Use of computers,
she says, is “a
collaborative exercise of the imaginations of the creators of a program
and the people who use it.”
Both
computer use and theater:
| Attempt
to amplify and orchestrate experience. |
| Have “the
capacity to represent actions and situations that do not and cannot
exist in the real world, in ways that
invite us to extend our minds, feelings and senses to envelop
them.” |
What do you think?
| Is
the Internet an inherently playful medium? Does interactivity,
in particular, facilitate play? |
What
is the effect of using the Internet to play with ideas, roles
or actions that
we cannot enact offline for various reasons -- practical, legal,
ethical, moral?
|
Do
our tools pose any boundaries or limits on our play? Can we do
what the tools or the code does not enable?
|
|
Play
theory -- yes, there is such a thing -- has some potentially
interesting applications to the Internet.
Among other
things, it posits that play is self-enhancing and even self-creating:
It centers on individual choices about what messages to consume and
how to process them.
Play allows
us to construct a personal identity, to counter external social control,
and to express and portray ourselves.
Will Stephenson
(at Iowa in the 1970s) applied play theory to mass communication, which
he saw as primarily an agent of entertainment and pleasure. Use of the
media is enjoyable or pleasurable in and of itself -- not because of
any particular purpose or goal it enables us to fulfill.
Stephenson
saw two
primary dichotomies:
| Between
communication pleasure (communication is inherently enjoyable in
and of itself) and pain (communication is work). |
Between
convergent selectivity (the existential idea that we can freely
choose what we do -- for instance, what media products
we consume
-- independent
of external forces) and social control (no, we can’t).
|
What do
you think?
How
might you connect play theory to use of the Internet?
Are
online media essentially play or work? |
Even
games have rules. Are there rules relating to the Internet? Would
you characterize the medium as orderly
or chaotic?
|
As
a producer of online content, how might you enhance the playful
attributes of the Internet?
|
|
The
Shefrin article about online LOTR and Star Wars fans raises a number
of interesting ideas ...
Are
all digital media inherently participatory?
Are
we entering a communications era when anyone can and will both produce
and consume all content forms?
If
so, how will that change the media? Our society? |
Does
the balance of power inherent in the creation and distribution
of media products actually shift ... or just give an illusion
of shifting?
Where
does that power lie (past, present or future)? |
How
can or should traditional producers adapt in such an environment?
|
Shefrin
talks about participatory fandom as an online community with
a "sustained emotional and physical engagement" (p. 273) with
a particular
narrative universe.
How
do her views compare with those of Dreyfus, who suggests that engagement
cannot be disembodied -- cannot be separated from physical presence?
Are
online fan sites different from fan conventions? If so, how?
To what effect? |
Shefrin says
this form of engagement "visualizes a non-commercial, shared ownership
with the media company that holds the commercial, legal property
rights" ... |
...
Which takes us to music in a digital environment.
Is
the Internet a "gift economy," as Web Theory suggests?
If
so, how do traditional media fit in? If the Internet cannot sustain
their revenue model, then what might replace it? |
There
have been interesting explorations into moving copyright in new
directions, particularly with the idea of partial copyright --
"some rights reserved" -- enacted by such organizations as Creative
Commons.
Are
such solutions desirable? Feasible? |
How,
if at all, do the old rules apply when the nature of communication
changes?
Whose
needs are served, partially served or ignored by the status quo?
By changes? |
Do
new communication technologies provide an impetus for rethinking
the relationship (and perpetual tension) between capitalism and
democracy?
|
In general, copyright raises
many issues online. How do you balance a desire to safeguard and reward
creativity with the
need to ensure public accessibility to creative works?
How do you do it in an environment
in which:
| An
infinite number … |
| Of
absolutely flawless copies can be made … |
| Or,
if you prefer, indetectably manipulated ... |
| And
disseminated to millions instantly? |
Oh, and by
the way, our nation’s No. 1 export just happens to be intellectual
property. Copyrighted material contributed $400 billion a year to the
national economy by the late 1990s. |
In
a traditional media model, we have creators -- artists, writers, filmmakers
... journalists -- and we have an audience, the people who consume/buy/use
the creators' stuff.
And in between,
we have a bunch of middlemen: the film or music studios, the publishers,
the distributors and so on.
| How
does interactive technology affect the middlemen -- what happens
to the people who facilitated a one-way content flow when the
flow goes both ways? |
| What
happens to gatekeepers, the people whose (generally self-appointed)
role involved quality control? |
|
The
Society Online chapter about music offered a musical
stroll through time,
with a few interesting ideas emerging. For instance ...
How
does the idea of a shift over time from embodied music to disembodied
music fit with other technological or social trends (a la Marvin
or Carey, say)? |
The
authors list four related consequences of the digitization of music:
*
Digital technology democratizes the recording process, allowing
more musicians into the game.
*
Sound has become vastly easier to manipulate and replicate.
*
... As well as to disseminate around the world.
*
The costs of doing these things has come way, way down.
Which
of these has the most significant implications? Does digitization
equal democratization, or is there more to it? Is there any down
side to democratization? |
The
research mentioned only briefly at the end suggests support for
one of Shanto Iyengar's findings: that the availability of more
choices
seems to translate into increased sampling of
those choices by users.
Does
that correspond with your own experience?
Do
you think that's a permanent change, or does it have to do with
the novelty of the form?
What
implications are there at a broader level for society, particularly
for civic behavior?
Do
these findings suggest causality ... or correlation? |
The chapter
about book
reading suggested evidence of a "more-more" environment
(rather than a zero sum or "either-or" one).
The Internet,
their data analysis showed, does not compete with time for reading books.
Instead, the two forms
of reading fill different niches in our day and different needs in our
lives ... at least for college students, at least in the short term.
Does
this correlate with your own experience?
Where
does television fit in? |
The
authors touch on a "digital divide" concern at the end: whether
advantages of reading, online or offline, will continue to accumulate
so that the info-rich are doubly advantaged.
"They
possess information, social connections and cultural capital, and
they know how to get more when they need it."
If so,
what should we do about this? Do we continue pushing technology
in public schools ... or what?
|
|
Finally,
a few questions for you about pop culture ...
Is the internet an artifact of popular culture? A vehicle of it?
Both? Neither?
|
Is
it possible for the Internet to be a vehicle of “non-pop” culture?
|
Is
identifying "pop culture" in the age of the Internet more about
who produces it than who
consumes it? Is that a shift?
|
| Does
the power dynamic change online? If so, who is newly empowered?
If not,
why not? |
| Where is overlap or relationship between mass comm and pop culture,
especially
online? |
What
impact do new communication forms have on existing pop culture
artifacts?
On "high
culture" artifacts? |
| The
Internet (even more than other media forms) is a medium of endlessly
fluid reappropriations of cultural artifacts. What
are the implications of this
endlessly iterative process? |
| What
might a well-constructed study of pop culture in an online context
look
like? |
|