Narrative, Authenticity, and Subjectivity in Emerging Commercial Photographic Practice
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Ideologies of Autonomy
Wikipedia @ 20 Ideologies of Autonomy Christopher M. Cox Published on: Jun 11, 2019 Updated on: Jun 21, 2019 Wikipedia @ 20 Ideologies of Autonomy Introduction When I first began routinely using Wikipedia in the early 2000s, my interest owed as much to the model for online curation the site helped to popularize as it did Wikipedia itself. As a model for leveraging the potential of collective online intelligence, emerging modes of online productivity enabled everyday people to help build Wikipedia and, just as importantly for me, proliferated the use of “Wikis” to centralize and curate content ranging from organizational workflows to repositories for the intricacies of pop culture franchises. As a somewhat obsessive devotee of the television series Lost (2004-2011), I was especially enthusiastic about the latter, since the Lostpedia wiki was an essential part of my engagement with the series’ themes, mysteries, and motifs. On an almost daily basis during the show’s run, I found myself plunging ever deeper into Lostpedia, gleaming reminders of previous plot points and character interactions and using this knowledge to piece together ideas about the series’ sprawling mythology. Steadily, as Wikipedia also became a persistent fixture in my online media diet, I found myself using the site in a similar manner, often going down “Wikipedia holes” wherein I bounced from page to page, topic to topic, probing for knowledge of topics both familiar and obscure. This newfound ability to find, consume, and interact with a universe of ideas previously diffuse among various types of sources and institutions made me feel empowered to more readily self- direct my intellectual interests. -
Making It Pay to Be a Fan: the Political Economy of Digital Sports Fandom and the Sports Media Industry
City University of New York (CUNY) CUNY Academic Works All Dissertations, Theses, and Capstone Projects Dissertations, Theses, and Capstone Projects 9-2018 Making It Pay to be a Fan: The Political Economy of Digital Sports Fandom and the Sports Media Industry Andrew McKinney The Graduate Center, City University of New York How does access to this work benefit ou?y Let us know! More information about this work at: https://academicworks.cuny.edu/gc_etds/2800 Discover additional works at: https://academicworks.cuny.edu This work is made publicly available by the City University of New York (CUNY). Contact: [email protected] MAKING IT PAY TO BE A FAN: THE POLITICAL ECONOMY OF DIGITAL SPORTS FANDOM AND THE SPORTS MEDIA INDUSTRY by Andrew G McKinney A dissertation submitted to the Graduate Faculty in Sociology in partial fulfillment of the requirements for the degree of Doctor of Philosophy, The City University of New York 2018 ©2018 ANDREW G MCKINNEY All Rights Reserved ii Making it Pay to be a Fan: The Political Economy of Digital Sport Fandom and the Sports Media Industry by Andrew G McKinney This manuscript has been read and accepted for the Graduate Faculty in Sociology in satisfaction of the dissertation requirement for the degree of Doctor of Philosophy. Date William Kornblum Chair of Examining Committee Date Lynn Chancer Executive Officer Supervisory Committee: William Kornblum Stanley Aronowitz Lynn Chancer THE CITY UNIVERSITY OF NEW YORK I iii ABSTRACT Making it Pay to be a Fan: The Political Economy of Digital Sport Fandom and the Sports Media Industry by Andrew G McKinney Advisor: William Kornblum This dissertation is a series of case studies and sociological examinations of the role that the sports media industry and mediated sport fandom plays in the political economy of the Internet. -
A Socio-Rhetorical Analysis of Sports-Tagged Content Produced by Youtubers
A Socio-Rhetorical Analysis of Sports-Tagged Content Produced by Youtubers Roselis N. Mazzuchetti;Vinicios Mazzuchetti;Adalberto Dias de Souza;Ismael Barbosa Abstract This research proposes a socio-rhetorical analysis of videos posted on YouTube under the tag “Sports”, specifically the regular content created by users, so-called YouTubers. The theoretical basis contemplates the concept of technology – based on the works by Viera Pinto (2005) – and participatory cultured – mainly guided by ideas from Shirky (2008, 2011). The analytical device is derived from work by Swales (1990, 1998, 2004), Askehave & Swales (2001), and Miller (1998, 2012). A hybrid methodology was created, resulting from the sociological and linguistic concepts applied to the organizational reality of virtual massive communication. The analysis decomposes the video in rhetorical movements. We follow the hypothesis that the main purpose of such communicational practices is self-promotion of the individual who produce the YouTube channel, or the promotion of the brand of which constitutes the channel produced by multiple users. Furthermore, the self- promotion and widening of audience is pursued with financial purpose. Keyword: Technology. Sports. Socio-rhetorical analysis. Published Date: 7/31/2019 Page.78-92 Vol 7 No 7 2019 DOI: https://doi.org/10.31686/ijier.Vol7.Iss7.1576 International Journal of Innovation Education and Research www.ijier.net Vol:-7 No-7, 2019 A Socio-Rhetorical Analysis of Sports-Tagged Content Produced by Youtubers Roselis N. Mazzuchetti Dept. of Engineering, Universidade Estadual do Paraná – UNESPAR Paranaguá, Paraná, Brazil Vinicios Mazzuchetti Dept. de Education, Universidade Tecnológica Federal do Paraná - UTFPR Adalberto Dias de Souza Universidade Estadual do Paraná – UNESPAR Ismael Barbosa Universidade Estadual do Paraná - UNESPAR ABSTRACT This research proposes a socio-rhetorical analysis of videos posted on YouTube under the tag “Sports”, specifically the regular content created by users, so-called YouTubers. -
A Shared Digital Future? Will the Possibilities for Mass Creativity on the Internet Be Realized Or Squandered, Asks Tony Hey
NATURE|Vol 455|4 September 2008 OPINION A shared digital future? Will the possibilities for mass creativity on the Internet be realized or squandered, asks Tony Hey. The potential of the Internet and the attack, such as that dramatized in web for creating a better, more inno- the 2007 movie Live Free or Die vative and collaborative future is Hard (also titled Die Hard 4.0). discussed in three books. Together, Zittrain argues that security they make a convincing case that problems could lead to the ‘appli- we are in the midst of a revolution ancization’ of the Internet, a return as significant as that brought about to managed interfaces and a trend by Johannes Gutenberg’s invention towards tethered devices, such as of movable type. Sharing many the iPhone and Blackberry, which WATTENBERG VIÉGAS/M. BERTINI F. examples, notably Wikipedia and are subject to centralized control Linux, the books highlight different and are much less open to user concerns and opportunities. innovation. He also argues that The Future of the Internet the shared technologies that make addresses the legal issues and dan- up Web 2.0, which are reliant on gers involved in regulating the Inter- remote services offered by commer- net and the web. Jonathan Zittrain, cial organizations, may reduce the professor of Internet governance user’s freedom for innovation. I am and regulation at the Univ ersity of unconvinced that these technologies Oxford, UK, defends the ability of will kill generativity: smart phones the Internet and the personal com- are just computers, and specialized puter to produce “unanticipated services, such as the image-hosting change through unfiltered con- An editing history of the Wikipedia entry on abortion shows the numerous application SmugMug, can be built tributions from broad and varied contributors (in different colours) and changes in text length (depth). -
Here Comes Everybody by Clay Shirky
HERE COMES EVERYBODY THE POWER OF ORGANIZING WITHOUT ORGANIZATIONS CLAY SHIRKY ALLEN LANE an imprint of PENGUIN BOOKS ALLEN LANE Published by the Penguin Group Penguin Books Ltd, 80 Strand, London we2R ORL, England Penguin Group IUSA) Inc., 375 Hudson Street, New York, New York 10014, USA Penguin Group ICanada), 90 Eglinton Avenue East, Suite 700, Toronto, Ontario, Canada M4P 2Y3 la division of Pearson Penguin Canada Inc.) Penguin Ireland, 25 St Stephen's Green, Dublin 2, Ireland la division of Penguin Books Ltd) Penguin Group IAustralia), 250 Camberwell Road, Camberwell. Victoria 3124. Austra1ia (a division of Pearson Australia Group Pty Ltd) Penguin Books India Pvt Ltd, II Community Centre, Panchsheel Park. New Delhi - 110 017, India Penguin Group INZ), 67 Apollo Drive, Rosedale, North Shore 0632, New Zealand la division of Pearson New Zealand Ltd) Penguin Books ISouth Africa) IPty) Ltd, 24 Sturdee Avenue, Rosebank, Johannesburg 2196, South Africa Penguin Books Ltd, Registered Offices: 80 Strand, London we2R ORL, England www.penguin.com First published in the United States of America by The Penguin Press, a member of Penguin Group (USA) Inc. 2008 First published in Great Britain by Allen Lane 2008 Copyright © Clay Shirky, 2008 The moral right of the author has been asserted AU rights reserved Without limiting the rights under copyright reserved above, no part of this publication may be reproduced, stored in or introduced into a retrieval system, or transmitted, in any form or by any means (electronic, mechanical, photocopying, recording or otherwise). without the prior written permission of both the copyright owner and the above publisher of this book Printed in Great Britain by Clays Ltd, St Ives pic A CI P catalogue record for this book is available from the British Library www.greenpenguin.co.uk Penguin Books is committed (0 a sustainable future D MIXed Sources for our business, our readers and our planer. -
Men Who Knit: a Social Media Critical Discourse Study (SM-CDS) on the Legitimisation of Men Within Reddit’S R/Knitting Community
Men who Knit: A Social Media Critical Discourse Study (SM-CDS) on the Legitimisation of Men within Reddit’s r/knitting Community By Angela-Marie Desmarais A thesis submitted to Auckland University of Technology in fulfilment of the requirements for the degree of Master of English and New Media Studies August 2020 School of Language and Culture i Abstract While knitting is commonly seen as a feminine craft, a great number of men also participate in this practice despite its association with women. These men who knit integrate their identity as knitters with that of being men, resulting in alternative masculinities that often fall back on features of hegemonic masculinity (Kelly, 2014). This study examines online discourses surrounding men who knit through the analysis of twelve threads from Reddit’s r/knitting community in order to identify the ways in which knitters perform their identities and genders online. Social Media Critical Discourse Studies (SM-CDS) is applied as the approach to this study that analyses this data and examines the discursive strategies that knitters use to either resist or reinforce gender stereotypes. In addition to this, I look at the ways in which men who knit construct their identities within these discussion threads. The main findings were that a dominant discourse of legitimisation existed to justify that knitting was an acceptable practice for men. Additional discourses that supported this related to identity, belonging, and empowerment, and were used by members of the r/knitting community to resist stereotypes around knitting as a purely feminine pursuit. Male commenters were found to label themselves and other knitters by emphasising their gender and sexuality in terms that were overlexicalised, suggesting that men who knit were reinforcing the gendered nature of knitting, while others sought to impress the idea that a person’s gender had nothing to do with the practice. -
Money Ruins Everything John Quiggin
Hastings Communications and Entertainment Law Journal Volume 30 | Number 2 Article 1 1-1-2008 Money Ruins Everything John Quiggin Dan Hunter Follow this and additional works at: https://repository.uchastings.edu/ hastings_comm_ent_law_journal Part of the Communications Law Commons, Entertainment, Arts, and Sports Law Commons, and the Intellectual Property Law Commons Recommended Citation John Quiggin and Dan Hunter, Money Ruins Everything, 30 Hastings Comm. & Ent. L.J. 203 (2008). Available at: https://repository.uchastings.edu/hastings_comm_ent_law_journal/vol30/iss2/1 This Article is brought to you for free and open access by the Law Journals at UC Hastings Scholarship Repository. It has been accepted for inclusion in Hastings Communications and Entertainment Law Journal by an authorized editor of UC Hastings Scholarship Repository. For more information, please contact [email protected]. Money Ruins Everything by JOHN QUIGGIN AND DAN HUNTER* I. Introduction ........................................................................................ 204 II. The Evolution of Innovation .............................................................. 206 A. Amateur Collaborative Innovation in Content Production .......... 215 1. The Internet ........................................................................... 216 2. Open-Source Software .......................................................... 218 3. B log s ..................................................................................... 2 2 0 4. Citizen Journalism ................................................................ -
Scanlators As Produsers
Scanlators As Produsers Fan Participatory Practices Online: Free And Affective Manga Produsage And Distribution Master’s Thesis submitted to the Department of Informatics and Media, Uppsala University, May 2013, for obtaining the Master’s Degree of Social Science in the field of Media and Communication Studies. Candidate: Stéphanie Ratti Supervisor: Christian Christensen 1 Abstract Web 2.0 and the new decentralized, many-to-many technosocial tools empower consumers and users to reproduce, and distribute content on their own and without permission, shifting the boundaries of participation. Alternative collaborative communities that produce and distribute information, knowledge and culture without seeking profit or operating hierarchically challenge and/or correct commercial entities. This thesis deals with such a variety of collaborative community: the scanlation community. It explores, describes and explains what differences there are in the practices and understandings of scanlators, with a special focus on their attitudes towards legal ownership and profit motives. The main research question is: How do scanlators understand their cultural production, reproduction and distribution practices; with a special focus on which meanings do they ascribe to copyright infringement and the anti-profit motive? In particular, the study provides answers to the following questions: How do some become scanlators? What are the motives of the scanlators? How is scanlation organized? How is it managed? Which beliefs underpin it? Further impacts on and implications for the cultural industry of manga and the society at the level of politics, economy, and culture are taken into account and discussed. Bruns’ produsage based model of collaborative content production and usage is taken here as the main theoretical tool to analyze the participants, processes and principles of the scanlation community. -
Teaching Information Literacy Via Social Media: an Exploration of Connectivism Natalie Burclaff University of Baltimore, [email protected]
University of Nebraska - Lincoln DigitalCommons@University of Nebraska - Lincoln Library Philosophy and Practice (e-journal) Libraries at University of Nebraska-Lincoln 2016 Teaching Information Literacy via Social Media: An Exploration of Connectivism Natalie Burclaff University of Baltimore, [email protected] Catherine R. Johnson U.S. Naval Academy, [email protected] Follow this and additional works at: http://digitalcommons.unl.edu/libphilprac Part of the Library and Information Science Commons Burclaff, Natalie and Johnson, Catherine R., "Teaching Information Literacy via Social Media: An Exploration of Connectivism" (2016). Library Philosophy and Practice (e-journal). 1476. http://digitalcommons.unl.edu/libphilprac/1476 Running Head: TEACHING INFORMATION LITERACY VIA SOCIAL MEDIA 1 Teaching Information Literacy via Social Media: An Exploration of Connectivism Natalie Burclaff and Catherine R. Johnson TEACHING INFORMATION LITERACY VIA SOCIAL MEDIA 2 Introduction College students increasingly use social media channels to access the information they need. Although search engines are still the most frequently used method of information retrieval, 95% of recent college graduates also use social media for this purpose (Head, 2015). Despite the common use of these channels, students rarely think critically about the information they read, “like,” and “share” on social media (Kim, Sin & Yoo-Lee, 2014). Librarians can play an important role in adapting information literacy skills to these non-traditional sources inside and outside of academic contexts. Libraries that already embrace social media can seize the opportunity to shift their focus from the promotion and marketing of library events to the development of information literacy skills. As noted in the 2014 State of the Libraries report, 76% of academic libraries use social media, with the top three purposes being the “promotion of library services, marketing of events, and community building” (American Library Association, p. -
The Mass Amateurization of Adult Literacy Instruction: Exploring Crowdsourcing in Adult Basic Education
Summit on the Future of Adult Education in the New Digital World Summit on the Future of Adult Education in the New Digital World Richard Sebastian The Mass Amateurization of Adult Literacy Instruction: Exploring Crowdsourcing in Adult Basic Education rom the development and growth of the an army of bloggers to challenge the professional class of Internet to the ubiquity of mobile devic- journalists. A mass of non-professionals can often do the es, digital tools and computer technology same job more cheaply than a handful of elite profession- continue to shape the ways in which we als, and the Internet provides a means to easily distribute Fwork, learn, and communicate. The popularity of blogs, the products of these efforts. Crowdsourcing is a recent wikis, massively multiplayer online role-playing games phenomenon that harnesses mass amateurization to out- (MMORPGs), social networking sites like Facebook and source a job traditionally performed by a designated agent MySpace, and other web-based social communication (usually an employee or expert) to an undefined, generally tools have dramatically transformed how information is large group of people in the form of an open call (Howe, created and shared and how people and groups join to- 2006). gether and interact. The argument for using crowdsourcing to support These communication tools have begun to change adult literacy is based on four predictions about future how we understand and approach teaching and learning, technology innovations: giving us new opportunities to connect with, manipulate, 1. The digital divide will become less a problem of tech- and share learning content and providing a means for a nological access than one of technological applica- more social learning experience. -
Anime Fan Culture As Narrative in North American Media
The Fan-Oriented Work: Anime Fan Culture as Narrative in North American Media Victoria Berndt A Thesis in The Mel Hoppenheim School of Cinema Presented in Partial Fulfillment of the Requirements For the Degree of Master of Arts (Film Studies) at Concordia University Montreal, Quebec, Canada January 2021 ©Victoria Berndt, 2021 CONCORDIA UNIVERSITY School of Graduate Studies This is to certify that this thesis prepared By: Victoria Berndt Entitled: The Fan-Oriented Work: Anime Fan Culture as Narrative in North American Media and submitted in partial fulfillment of the requirements for the degree of Masters of Arts (Film Studies) complies with the regulations of the University and meets the accepted standards with respect to originality and quality. Signed by the final Examining Committee: Chair Examiner Dr. Sandra Annett Examiner Dr. Joshua Neves Supervisor Dr. Marc Steinberg Approved by: Dr. Marc Steinberg, Graduate Program Director 2021 Annie Gérin, Dean of Faculty iii ABSTRACT The Fan-Oriented Work: Anime Fan Culture as Narrative in North American Media Victoria Berndt Japanese animation, popularly referred to as ‘anime’, has recently experienced a shift in North American consumer contexts from its initial scarcity in overseas markets to its overwhelming presence online and in physical spaces. With streaming services such as Crunchyroll (an anime-specific streaming service) and Netflix’s selection of anime increasing its availability outside of Japan over the past decade, North American viewers are now able to interact with anime through heavily connected digital landscapes (Annett 6). As a result of this globalized viewership, an emergent subgenre of anime has formed, which I term “anime fan- oriented works.” In such works, North American anime fans become the target audience of North American-created material catering to anime fan cultures and experiences. -
Monetization & Skyrim, Appropriation & Play
Monetization & Skyrim, Appropriation & Play by Jeffrey Mundee Bachelor Arts, University of New Brunswick, 2012 A Thesis Submitted in Partial Fulfillment of the Requirements for the Degree of Interdisciplinary Master In the Graduate Academic Unit of Interdisciplinary Studies Supervisor: Lauren Cruikshank, PhD, Culture & Media Studies Examining Board: Ellen Rose, PhD, Education Scott Bateman, PhD, Computer Science Chair: Mary McKenna, PhD, Interdisciplinary This thesis is accepted by the Dean of Graduate Studies THE UNIVERSITY OF NEW BRUNSWICK April, 2020 © Jeffrey Mundee, 2020 ABSTRACT Mods, or user modifications created by fans in games such as Skyrim, are particularly salient illustrations of the hybridity of authorship being discussed in contemporary media studies (Merrin; Jenkins, Fans; Bruns, Blogs). In 2015, Bethesda Softworks and Valve Corporation collaborated on a new monetization model for Skyrim mods. However, it was subsequently shut down four days later due to backlash it prompted from the target community of content creators for Skyrim (McWhertor). This thesis explores expressions of modders around the controversial monetization of Skyrim mods on the Steam Workshop. Using content and discourse analysis I critically examine the “Ask Me Anything” (AMA) thread created by the CEO of Valve Gabe Newell on Reddit.com, April 25, 2015. Using three theories around the lens of modding as play I examined the discourse in this text and found expression of the importance of the assemblage of play (Taylor) in an assemblage of modding, elements of differentiation between professional and leisure production values as playbour (Kücklich), and ways of understanding how to support value generation and monetize participatory production in better ways through produsage (Bruns, ”Produsage”).