- Media theorist and ludologist Ian Bogost recently penned some thoughts on Facebook’s development platform (referred to as “Facebook’s bleak new feudalism” in the title of Kotaku’s repost of the original piece):
The short truth is this: Facebook doesn’t care if developers can use the platform easily or at all. In fact, it doesn’t seem to concern itself with any of the factors that might be at play in developers’ professional or personal circumstances. The Facebook Platform is a selfish, self-made altar to Facebook, at which developers are expected to kneel and cower, rather than a generous contribution to the success of developers that also happens to benefit Facebook by its aggregate effects.
- Jeffrey van der Goot at Been Playing argues for “more Kubrickian and Lynchian narratives in video games“:
A lot of reactions to the narrative of [Bioshock] Infinite that I encountered were that it “didn’t make sense,” and that it was “being weird for the sake of being weird.”
Those reminded me of criticisms leveled at two of my favorite filmmakers: David Lynch and Stanley Kubrick. I think these comments arise because Infinite doesn’t go all the way, it hesitates. It tries to stick to conventional logic. It strews about Voxaphones to explain its abstractions.
- Shujaat Syed at Player Effort writes about “making linear story telling interesting in video games by acknowledging the fourth wall”:
At their core, video games are authoritarian. They have rules that need to be followed, and you are restricted to the game play systems and a story the programmers and designers have created. However, compared to other forms of media, they offer a breadth of freedom that is unmatched. I will not be speaking about the freedom of exploration. What I will be talking about is the freedom of creating a different type of narrative that is only possible through video games by breaking the 4th wall between the game and the player. This is one of our mediums greatest advantage, however, very rarely, is this power explored. With video games, we can have truly powerful forms of narrative, but at most we get ideas that could theoretically work as movies. Open-world sandbox games can dodge this because the player is free to create their own narrative alongside the main plotline, and this is a concept that is entirely unique to video games. It’s the linear story-based games where the narrative is usually much harder to distinguish than what you would get from a book or movie.
- Miles Klee at The Daily Dot reports on an app “that gamifies your boring sex life”:
In addition to registering your decibel levels (I’m hoping mine will get a boost from the garbage truck always idling outside my window), Spreadsheets will also monitor your overall duration, frequency, and somehow, thrusts per minute. Apparently this does not require supplementary electrodes.
What’s more, you can unlock “badges” and the like. For example, to meet the “Hello Sunshine” achievement, worth 10 points, you must take on the ultimate challenge of our time: “perform morning sex.”
So I’ve decided to headline these posts with interesting (to me) media-related content from around the web “In medias res”. Not very original, I know, but “in the middle of things” seems appropriate.
- I came across the semiotics-centric site Semionaut via this post: “Semiotics and non-verbal communication“. It looks to have a practitioner-oriented angle but they have some interesting analysis up.
- In other semiotics news check out this post on Arkham City art direction and semiotics from the site How Not to Suck at Game Design.
Following the semiotics goals I defined earlier, we will explore the complex network of sign language of AAA games, comic books, the Batman universe and related pop-culture, we will explore the narrative themes behind it all and we will examine how Rocksteady implemented said sign language using semiotic principles.
- I’ve come across what appears to be a blog for a graduate course in new media and an assignment centered on exploring new media via Marshall McLuhan.
- Some folks at the site Communication Steroids recently posted a podcast discussing the Attention Economy.
- Recently I’ve been delving into the literature on the political economy of communication, and that means I’ve been reading Dallas Smythe and Herbert Schiller. This blog post by Safiya Noble discusses the continued relevance of Herbert Schiller.
Schiller elaborates on the ways in which, “Corporate speech has become the dominant discourse…While the corporate voice booms across the land, individual expression, at best, trickles through tiny constricted public circuits. This has allowed the effective right to free speech to be transferred from individuals to billion dollar companies which, in effect, monopolize public communication (pg. 45).” Privatization, deregulation and the expansion of market relationships are cited by Schiller as the environment in which the national information infrastructure has been eroded (pg. 46).
- Tomi Ahonen, apparently the person who declared mobile technology the 7th mass medium (who knew?), has declared augmented reality the 8th mass media. The list of media, in order of appearance:
1st mass media PRINT – from 1400s (books, pamphlets, newspapers, magazines, billboards)
2nd mass media RECORDINGS – from 1890s (records, tapes, cartridges, videocassettes, CDs, DVDs)
3rd mass media CINEMA – from 1900s
4th mass media RADIO – from 1920s
5th mass media TELEVISION – from 1940s
6th mass media INTERNET – from 1992
7th mass media MOBILE – from 1998
8th mass media AUGMENTED REALITY – from 2010
- This New York Times article about the acquisition of Instagram by Facebook asks: With the advent and adoption of smartphones, who needs the web?
- Henry Giroux wrote an op-ed for truthout about the war on youth wherein he borrows a phrase from Virilio: “the Suicidal State”.
- The excellent media ecology blog Figure/Ground Communication has posted an interview with media ecologist (and coordinator of the upcoming MEA convention at Manhattan College) Thom Gencarelli. The interview follows Figure/Ground’s recurring format of focusing on the interviewees academic background and thoughts on the tenure system.
- Blog Literary Theory and Anglo-American Culture has a post analyzing Chris Nolan’s film The Prestige through a Baudrillardian lens.
- I came across this blog post of a video intercutting the poster’s commentary with a video by Sut Jhally titled Deconstructing Dreamworlds (btw, Jhally and Mark Crispin Miller appear in Morgan Spurlock’s newest documentary The Greatest Movie Ever Sold. It’s worth a watch, and made me want to go to Sao Paulo).
- Sherry Turkle is quoted in this USA Today article that confirms: geek is officially chic. Which I guess means it is no longer cool.
- Finally, I noticed some mentions of old-school theories of media effects in a couple of recent articles. This piece at Arab Media & Society titled Technology Cannot a Revolution Make mentions the “magic bullet” theory in discussing how Western media researchers have analyzed the Arab Spring movements.
The return to the “magic bullet” theory has led many Arab and Western media scholars to focus on the study of the role of social media in developing popular movements. Little or no attention is paid to folk and traditional communication outlets such as Friday sermons, coffeehouse storytellers (“hakawati”), and mourning gatherings of women (“subhieh”). These face-to-face folk communication vehicles play an important role in developing the Arab public sphere as well as in introducing change.
And this piece about a new sex-advice show on MTV mentions the “hypodermic needle” theory:
When you talk about “young viewers” as helpless victims who are targeted by a message and instantly fall prey to it, you are positing a pre-World-War-II era mass communications theory known as the hypodermic model.
This model saw mass media as a giant hypodermic needle that “injected” messages into our brains. And no brains were more susceptible to the injections than those of children.
- The Chronicle of Higher Education covered the “EnemyGraph,” a Facebook app created by Dean Terry (director of the emerging-media program at UT Dallas) and grad student Bradley Griffith. The EnemyGraph lets users declare people and things to be their Facebook enemies as opposed to Facebook friends.
“What we all do in the program is help our students think critically about social media,” he says, noting that that is the main goal of EnemyGraph. “On Facebook you’re the product—it’s commoditized expression,” he argues, and he wants students and others to recognize that. “I’m not telling students not to use it, I’m just telling them to understand what’s happening when they use it.”
It’s a really cool project, and I especially like the critical studies approach underlying the app. The article boosted my interest in learning some computer programming as there are obviously really salient applications for media studies. My favorite tid bit in the article was the fact that Facebook has officially banned app developers from using the word “dislike”….the obvious implication is that companies and advertisers are happy to have users “Like” their product, but not to allow users to indicate their disapproval. Read the full article here.
- Fox News published a story detailing a new study that suggests negative self-talk can lead to increased depression…shocking. Basically the researchers found that people who call themselves fat will have higher chance of depression and lower level of satisfaction with their body. The only reason I mention this study here is because the researchers specifically mentioned that their results contradict what has been found in media effects studies.
Arroyo said the researchers found the latter finding interesting because it contradicts published media effects research, which shows exposure to messages in the media can affect individuals’ body image. “Interpersonally, however, this is not happening,” Arroyo said. “It is the act of engaging in fat talk, rather than passively being exposed to it, that has these negative effects,” she said.