Università Degli Studi Di Urbino Carlo Bo Dipartimento Di Scienze Della Comunicazione E Discipline Umanistiche

Total Page:16

File Type:pdf, Size:1020Kb

Università Degli Studi Di Urbino Carlo Bo Dipartimento Di Scienze Della Comunicazione E Discipline Umanistiche UNIVERSITÀ DEGLI STUDI DI URBINO CARLO BO DIPARTIMENTO DI SCIENZE DELLA COMUNICAZIONE E DISCIPLINE UMANISTICHE CORSO DI LAUREA: COMUNICAZIONE E PUBBLICITÀ PER LE ORGANIZZAZIONI INGRESS introduzione teorica e analisi dei suoi giocatori Relatore: Chiar.mo Prof. Tesi di laurea di: GIGLIETTO FABIO ANDREA RIVIS ANNO ACCADEMICO 2012-2013 Ingress Andrea Rivis Indice 1.Introduzione.................................................................................................................................... 4 1.1.Trama della storia...................................................................................................................6 1.2.Definizione tipologia di gioco.............................................................................................10 1.3.Finalità nella creazione del gioco.......................................................................................13 1.3.1.I tre principi per il futuro del gaming........................................................................14 1.3.1.1.Sradicare i pantofolai...........................................................................................14 1.3.1.2.Pensare oltre il telefono......................................................................................16 1.3.1.3.Contenuti pubblicitari innovativi........................................................................17 1.3.2.L'altra faccia della medaglia........................................................................................18 1.3.2.1.PlaceRank factor per le Local Search.................................................................18 1.3.2.2.Sistema per il Check-In.........................................................................................19 1.3.2.3.«Le bon Dieu est dans le détail».........................................................................20 1.3.2.4.Allargare la base d’utenza di Google+...............................................................21 2.Letteratura.................................................................................................................................... 22 2.1.Raccontare una storia..........................................................................................................22 2.1.1.Navigare i Media...........................................................................................................23 2.1.2.Le fondamenta del transmedia storytelling.............................................................26 2.2.Giocare al gioco.................................................................................................................... 31 2.2.1.Significati.......................................................................................................................32 2.2.2.L'ambiente che ci circonda..........................................................................................36 2.2.3.[Gioc]at(t)ore.................................................................................................................40 3.Ricerca sui giocatori.....................................................................................................................42 3.1.Introduzione.......................................................................................................................... 42 3.2.Studio letteratura pregressa..............................................................................................42 3.3.Metodologia e campione....................................................................................................43 3.4.Domande di ricerca..............................................................................................................44 3.5.Ipotesi risultati......................................................................................................................44 3.6.Presentazione risultati.........................................................................................................45 2 Ingress Andrea Rivis 3.6.1.Demografia...................................................................................................................45 3.6.2.Etica................................................................................................................................ 46 3.6.3.Spazio e tempo.............................................................................................................47 3.6.4.Relazioni........................................................................................................................ 50 3.6.5.Google+......................................................................................................................... 53 3.6.6.Narrativa........................................................................................................................ 54 Puzzle/WOTD......................................................................................................................... 54 3.6.7.Aspetto favorito del gioco..........................................................................................55 4.Conclusioni.................................................................................................................................... 58 3 Ingress Andrea Rivis 1. Introduzione Il 16 novembre 2012 Niantic Labs1, una start up di Google, lancia ufficialmente una versione beta di Ingress2, un Massively Multiplayer Online Game3 che sfrutta la realtà aumentata4 attraverso smartphone e tablet5. Il gioco segue una complessa trama fantascientifica che Niantic svela a poco a poco. Illustrazione 1.1: Homepage http://ingress.com Lo scopo del gioco è quello di creare, attraverso il proprio smartphone, dei portali in luoghi di interesse artistico, architettonico, commerciale, storico, ecc.., e collegarli tra loro in aree triangolari formando dei campi virtuali su superfici geografiche reali. Il progresso nel gioco viene misurato dal numero globale di Mind Units, persone formalmente sotto il controllo di una delle due fazioni (Illuminati e Resistenza), che si trovano all'interno del campo virtuale creato. Parallelamente alla fase di gioco si svolge una vera e propria attività investigativa che, attraverso una serie di indizi, impegna gli utenti nel ricostruire la trama di Ingress e nel rispondere ad una serie di misteriose domande, prima tra tutte cosa veramente sia il Niantic Project. Ingress è stato pubblicizzato i giorni precedenti al lancio con una campagna online di viral marketing anche se ci sono state avvisaglie di questo già dal 12 luglio 2012 quando al 1 Cfr. https://play.google.com/store/apps/developer?id=NianticLabs@Google 2 Cfr. http://www.ingress.com/ 3 Cfr. https://it.wikipedia.org/wiki/Massively_multiplayer_online 4 Cfr. https://it.wikipedia.org/wiki/Realt%C3%A0_aumentata 5 Fino ad ora l'applicazione è stata rilasciata solo per sistemi Android ma il rilascio per iOS è programmato. 4 Ingress Andrea Rivis Comic Con di San Diego si avverte6 per la prima volta il nome Niantic Project7. Il gioco è stato distribuito fin da subito globalmente ma in maniera graduale e seguendo sempre la logica di sviluppo di un software allo stadio beta8. Questa logica di distribuzione non è nuova nel complesso sistema che Google ha nel rilascio dei suoi servizi, è la stessa che ha usato, ad esempio, con Gmail9 e con il suo social network Google+10 e che, nel caso di Ingress, ha permesso di garantire una buona esperienza di gioco fin dai primissimi giorni quando gli utenti erano veramente pochi. Inoltre, tale logica di rilascio può contare sul forte sentimento di esclusività che hanno gli utenti che ne fanno parte, un sentimento quasi elitario che stimola chi non ne fa ancora parte ad aspirare all'inclusività. Da notare che se in prima istanza i portali venivano decisi arbitrariamente da Niantic, col tempo gli utenti hanno avuto la possibilità di segnalare in maniera autonoma dei luoghi di interesse (posto che questi rispettino le linee guida11) per la candidatura a portali seguendo la logica del crowdsourcing12. Illustrazione 1.2: Una schermata del gioco (©http://www.gizmag.com/google-ingress-project-niantic/25039/) Sebbene il principale scopo di Ingress sia l'intrattenimento ludico dei suoi giocatori, non dobbiamo sottovalutare le opportunità commerciali sfruttate da Niantic Labs. Fin dallo sviluppo embrionale di Ingress è stata coinvolta una mezza dozzina di partner pubblicitari riuscendo ad integrare nella narrativa del gioco contenuti commerciali in maniera non intrusiva, permettendo da una parte ai giocatori di arricchire la loro user experience e, dall'altra, dando a Niantic Labs un minimo di ritorno economico che potesse garantire 6 Cfr. http://youtu.be/ZzpuWpy28pA e http://youtu.be/6iksKHcy0_M 7 Cfr. http://www.nianticproject.com/ 8 Cfr. https://en.wikipedia.org/wiki/Software_release_life_cycle#Beta 9 Cfr. https://en.wikipedia.org/wiki/History_of_Gmail#Extended_beta_phase 10 Cfr. https://gplusproject.appspot.com/static/it.html 11 Cfr. https://support.google.com/ingress/answer/3066197 12 Cfr. https://it.wikipedia.org/wiki/Crowdsourcing 5 Ingress Andrea Rivis l'autosufficienza del progetto. Nel corso di questa breve trattazione cercheremo di analizzare come questo gioco riesca a innovare il rapporto che i giocatori hanno con lo spazio urbano che vivono e in cui agiscono, come Ingress riesca a modificare tragitti e comportamenti abitudinari e come sia da ausilio nella costruzione di reti sociali. Vedremo infine, a fronte della attuale letteratura sui giochi, dove sia possibile collocare Ingress e se l'attuale letteratura
Recommended publications
  • Disruptive Behaviors Within Ingress. (Under the Direction of Dr
    ABSTRACT HUNZAKER, MICHELLE ASHLEY. Intent or Misinterpretation? Disruptive Behaviors within Ingress. (Under the direction of Dr. Nick Taylor). Disruptive behaviors, such as trolling, have eluded definition across multiple platforms. Adding another case study and new platform to the list of past scholar definitions, this study does not define what disruptive behavior looks like in location-based mobile games (LBMG), but looks at how a community within the LBMG, Ingress, views and manages disruptive behaviors. Through the combined use of multi-cited ethnography and connective ethnography, three themes came from 11 participant interviews (8 male and 3 female) with examples from interviews and observations of public, in-game communications panes and private community messaging channels and forums and suggestions of how to manage these behaviors are noted. Additionally, suggestions are offered about how to perform future ethnographic work within hybrid spaces such as LBMGs and augment reality games (ARG). © Copyright 2016 Michelle Ashley Hunzaker All Rights Reserved Intent or Misinterpretation? Disruptive Behaviors within Ingress by Michelle Ashley Hunzaker A thesis submitted to the Graduate Faculty of North Carolina State University in partial fulfillment of the requirements for the degree of Masters of Science Communications Raleigh, North Carolina 2016 APPROVED BY: ________________________________ ________________________________ Dr. Adriana de Souza e Silva Dr. Steve Wiley ________________________________ Dr. Nicholas Taylor BIOGRAPHY Michelle Hunzaker is a second year graduate student at North Carolina State University completing the thesis track of the Masters of Science in Communications program. She attended undergraduate at Fairleigh Dickinson University for a Bachelors of Arts in Broadcast Communications accompanied by a minor in Information Technology as well as competed as a student-athlete on the school’s NCAA Division I Bowling Team all years of attendance.
    [Show full text]
  • Social and Spatial Ecosystems in Location-Based Mobile Gameplay
    Casual Play, Hardcore Community: Social and Spatial Ecosystems in Location-Based Mobile Gameplay Jessie Marchessault A Thesis In The Department Of Communication Studies Presented in Partial Fulfillment of the Requirements For the Degree of Master of Arts (Media Studies) at Concordia University Montreal, Quebec, Canada September 2020 © Jessie Marchessault, 2020 CONCORDIA UNIVERSITY School of Graduate Studies This is to certify that the thesis prepared By: Jessie Marchessault Entitled: Casual Play, Hardcore Community: Social and Spatial Ecosystems in Location-Based Mobile Gameplay and submitted in partial fulfillment of the requirements for the degree of Master of Arts (Media 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. Bart Simon _______________________________ Examiner Dr. Owen Chapman _______________________________ Supervisor Dr. Mia Consalvo Approved by _________________________________________________ Dr. Monika Gagnon ____________2020 ________________________________________ Dean of Faculty iii Abstract Casual Play, Hardcore Community: Social and Spatial Ecosystems in Location-Based Mobile Gameplay Jessie Marchessault, M.A. Concordia University, 2020 This thesis explores the social and spatial dynamics of two major Location-Based Mobile Games communities in Montréal. By conducting interviews and play sessions with fifteen active
    [Show full text]
  • Dc5m United States Software in English Created at 2016-12-23 18:01
    Announcement DC5m United States software in english 27 articles, created at 2016-12-23 18:01 1 Apple's new MacBook Pros fail to receive Consumer Reports' recommended rating for the first time (1.02/2) Apple may like to boast about the all-new Touch Bar, but its latest range of MacBooks Pros have just received a more unwelcome first: the three machines failed to achieve “recommended” ratings from Consumer Reports. 2016-12-23 08:30 2KB www.techspot.com 2 Capcom is porting six 'Mega Man' games to Android and iOS (but they may suck) Capcom put a smile on my face this past April when it revealed plans to develop and publish mobile games based on some of its most popular franchises. As a huge Mega Man fan, I knew I had something to… 2016-12-23 11:30 2KB www.techspot.com 3 Wolfprint 3D raises $500K to bring scanning pods to an airport near you 3D body scanning isn't very exciting right now - you can't really use your scan anywhere except maybe on Thingiverse where people and print you out and create.. 2016-12-23 11:21 1KB feedproxy.google.com 4 Microsoft is now selling the Lumia 735 for just $129 on its online store The online Microsoft Store has begun selling its Lumia 735 for just $129, which is $70 off of the regular price of $199. It's still $9 more expensive than what Verizon sells it for. 2016-12-23 11:20 1KB feedproxy.google.com 5 Microsoft is offering over £200 worth of free accessories with Surface Books in the UK Microsoft is giving buyers of all but the entry-level Surface Book model a free bundle of accessories worth over £200, which includes the Surface Dock, Arc Touch mouse, and Wireless Display Adapter.
    [Show full text]
  • The Space Between Debord and Pikachu
    The Space Between Debord and Pikachu Dr Hugh Davies Pervasive Games Designer and Researcher Swinburne University [email protected] Dr Troy Innocent Senior Lecturer of Games and Interactivity Swinburne University [email protected] ABSTRACT In the heady discourse following the launch of Pokémon Go, many of the game’s influences, histories and precursors were forgotten or over-looked. Against the newness in which Pokémon Go is often framed, this article re-contextualises its history examining comparable practices and recalling the games evolution from earlier locative applications developed by Google to the experimental games of the modernist Avant Garde to which it has been compared. Central to this paper is discussion of the opportunities in the pervasive game development process for encoding and recoding the city by balancing in- game content with the nuances of the urban landscape in which it is played. While Pokémon Go has been revelatory in bringing awareness of pervasive gaming into the mainstream, this discussion of location-based games, public art projects, and playful approaches to urban exploration aims to fill gaps in the history of the field, and offer new possibilities for future game design and analysis. Keywords Pervasive Game design, Location-based games, Pervasive-games, Pokémon Go INTRODUCTION The augmented reality (AR) game Pokémon Go was released on July 6th, 2016. Within 12 hours, it became the top-grossing app on the Apple Store. In less than a week, it was a global phenomenon drawing opinions from broad social and political spheres (Keogh 2016; Downs 2016). Much was written on the game in the following weeks, discussing its immense popularity and societal impact (Lee 2016; Colley et al.
    [Show full text]
  • EPIC Letter to FTC Request for Investigation of Pokemon GO July
    July 22, 2016 Chairwoman Edith Ramirez The Federal Trade Commission 600 Pennsylvania Ave., N.W. Washington, D.C. 20580 Dear Chairwoman Ramirez and FTC Commissioners: We are writing to you regarding the data collection practices of Niantic, Inc. (“Niantic”), a former Google company and the developer of the Pokemon GO app. As you are likely aware, Niantic granted itself full access to users’ Google accounts when it first released the Pokemon GO app. This was almost certainly in violation of the Federal Trade Commission’s (“FTC”) earlier consumer privacy decisions and posed an enormous security risk to millions of Internet users who downloaded the app.1 The company concedes that it made a serious mistake, but questions remain about the scope of Niantic’s ongoing data collection practices, a similar episode involving Google Street View and the Niantic CEO, as well as Niantic’s ongoing relationship with Google. These questions raise important privacy issues that we urge the Federal Trade Commission (“FTC”) to pursue. The Developers of Pokemon GO Have Repeatedly Disregarded Consumer Privacy and Security When Nianitic released Pokemon GO, the company granted itself “full access” to the accounts of users who signed up for the game with a Google account.2 Full account access allowed the company to view users’ contacts; view and send e-mail; view and delete Google Drive documents; access search and map navigation history; and view private photos stored in Google Photos.3 At no time did Niantic request user permission for full access to Google accounts; users simply logged in to the app via their Google account without receiving any 1 Adam Reeve, Pokemon Go is a Huge Security Risk, TUMBLR (July 8, 2016), http://adamreeve.tumblr.com/post/147120922009/pokemon-go-is-a-huge-security-risk.
    [Show full text]
  • TESTIMONY of John Hanke Founder & Chief Executive Officer Niantic
    TESTIMONY of John Hanke Founder & Chief Executive Officer Niantic, Inc. before the Committee on Commerce, Science, and Transportation United States Senate “Exploring Augmented Reality” 16 November 2016 Introduction Mr. Chairman, Ranking Member Nelson, and members of the Committee, my name is John Hanke, and I am the founder and Chief Executive Officer of Niantic, Inc., a mobile gaming company headquartered in San Francisco, California. On behalf of the 75 dedicated and innovative professionals at Niantic, it is an honor to be here before you today to talk about augmented reality, or “AR,” and specifically, the current state of AR technology, where it’s going, and what lessons we have learned that would be of interest to you as policymakers. We understand today’s hearing may in part be due to the extraordinary global response to Niantic’s latest mobile app, Pokémon GO. We are particularly proud that this game has helped to turn the world’s attention to the current reality and enormous potential of AR for entertainment, education, and community-building. With that said, I know I speak for all of my colleagues at Niantic when I say that what we experienced following the game’s launch in July far exceeded our own imaginations. As we rolled out the game, the immediate reception was almost surreal. My wife emailed to tell me that Jimmy Fallon and Stephen Colbert are talking about Pokémon GO. Professional athletes and celebrities began tweeting pictures from the app of themselves with Pokémon. Thousands signed up for a Pokémon walk on the National Mall here in Washington, and a similar walk in San Francisco.
    [Show full text]
  • Assaults on Privacy in America by Jonathan Shaw
    o people behave differently when they think they bases its surveillance on this fact. It wants people to self-censor, be- are being watched? When former National Security cause it knows it can’t stop everybody. The idea is that if you don’t Agency contractor Edward Snowden revealed the mass know where the line is, and the penalty for crossing it is severe, surveillance of American citizens in June 2013, the ques- you will stay far away from it. Basic human conditioning.” The ef- Dtion suddenly grew in importance. Can the behavior of an entire fectiveness of surveillance at preventing crime or terrorism can be population, even in a modern democracy, be changed by awareness debated, but “if your goal is to control a population,” Schneier says, of surveillance? And what are the effects of other kinds of privacy “mass surveillance is awesome.” invasions? That’s a problem, he continues, because “privacy is necessary Jon Penney was nearing the end of a fellowship at Harvard Law for human progress. A few years ago we approved gay marriage in School’s Berkman Klein Center for Internet & Society in 2013, and all 50 states” (see “How Same-Sex Marriage Came to Be,” March- he realized that Snowden’s disclosures presented an opportunity to April 2013, page 30). “That went from ‘It’ll never happen’ to inevi- study their effect on Americans’ online behavior. During research at table, with almost no intervening middle ground.” But to get from Oxford the following year, Penney documented a sudden decline in immoral and illegal to both moral and legal, he explains, interven- Wikipedia searches for certain terrorism-related keywords: Al Qa- ing steps are needed: “It’s done by a few; it’s a counterculture; it’s eda, Hezbollah, dirty bomb, chemical weapon, and jihad, for example.
    [Show full text]
  • Virtual and Augmented Reality: Are You Sure It Isn't Real?, Which Summarized Market Trends from a Systematic Perspective
    VIRTUAL AND AUGMENTED REALITY Are you sure it isn’t real? Citi GPS: Global Perspectives & Solutions October 2016 Citi is one of the world’s largest financial institutions, operating in all major established and emerging markets. Across these world markets, our employees conduct an ongoing multi-disciplinary global conversation – accessing information, analyzing data, developing insights, and formulating advice for our clients. As our premier thought-leadership product, Citi GPS is designed to help our clients navigate the global economy’s most demanding challenges, identify future themes and trends, and help our clients profit in a fast-changing and interconnected world. Citi GPS accesses the best elements of our global conversation and harvests the thought leadership of a wide range of senior professionals across our firm. This is not a research report and does not constitute advice on investments or a solicitation to buy or sell any financial instrument. For more information on Citi GPS, please visit our website at www.citi.com/citigps. Citi GPS: Global Perspectives & Solutions October 2016 Kota Ezawa is a Managing Director covering the Industrial, Consumer Electronics and Electric Components sector. He joined the firm in May 2006. He began his career at the Daiwa Institute of Research, covering the Utility and Machinery sectors before becoming the Small-Cap technology Analyst in 2000. Between 2003 and 2005, he covered European Technology stocks and between 2005 and 2006 he covered Japanese Industrial Electronics stocks. Mr. Ezawa graduated with a Master's degree in engineering from the Interdisciplinary Graduate School of Science and Engineering at the Tokyo Institute of Technology +81-3-6270-4804 | [email protected] Jason B Bazinet Dennis Chan U.S.
    [Show full text]
  • 1 Locating Mobile Media Audiences: in Plain View With
    LOCATING MOBILE MEDIA AUDIENCES: IN PLAIN VIEW WITH POKÉMON GO Gerard Goggin, University of Sydney Author version of chapter to be published in Craig Hight and Ramaswami Harindranath, eds., Studying Digital Media Audiences: Perspectives from Australasia (New York: Routledge, 2017; https://www.routledge.com/Studying-Digital-Media-Audiences-Perspectives-from- Australasia/Hight-Harindranath/p/book/9781138224568) INTRODUCTION Mobile media audiences have been anticipated for a fair while. Yet they have frustrated their promoters by turning up late, and not quite in the manner predicted. So, the rapturous reception of Pokémon GO in early July 2016 must have seemed like a dream come true. Launched first in the US, Australia, and New Zealand, then Japan some three weeks later, and followed by a wide range of other countries, the Pokémon GO app achieved instant popularity, outstripping sales of other mobile game apps such as Candy Crush and Clash of Clans, at comparable stages of their careers. Overnight, cities witnessed thousands of gamers and fan congregrating in public places, catching Pokémon characters, seeking out Pokéstops, harvesting Poké balls and eggs, training and competing in Pokémon GO gyms, and logging kilometres travelled. As the creator company Niantic spruiked it: “Players can explore the world and play the game while keeping their attention on the people and sites around them. A walk in the park just became more fun. :-)”1 Regardless of your viewpoint, with Pokémon GO, mobile media audiences had arrived in droves: reconfigured, playful, fanatical, out and about, in your face, and public space. In the midst of the phenomenon, the first question that pops into someone’s head when encountering and observing someone intently using a mobile device tends to be: “are they playing Pokémon GO?” Media coverage focussed on the dangers to life and limb to and from inattentive and absorbed players, and malevent bystanders and others hanging out in public spaces.
    [Show full text]
  • Universidade Federal Do Rio Grande Do Sul Faculdade De Biblioteconomia E Comunicação Departamento De Comunicação Social Joff
    UNIVERSIDADE FEDERAL DO RIO GRANDE DO SUL FACULDADE DE BIBLIOTECONOMIA E COMUNICAÇÃO DEPARTAMENTO DE COMUNICAÇÃO SOCIAL JOFFRE ARAUJO DE MATTOS TEMOS QUE PEGAR: O jogo Pokémon GO e o potencial de comunicação em 2019 Porto Alegre 2019 JOFFRE ARAUJO DE MATTOS TEMOS QUE PEGAR: O jogo Pokémon GO e o potencial de comunicação em 2019 Trabalho de conclusão de curso apresentado à Faculdade de Biblioteconomia e Comunicação da Universidade Federal do Rio Grande do Sul como requisito parcial para a obtenção do título de Bacharel em Publicidade & Propaganda. Orientadora: Prof. Dra. Adriana Kowarick Porto Alegre 2019 CIP - Catalogação na Publicação Elaborada pelo Sistema de Geração Automática de Ficha Catalográfica da UFRGS com os dados fornecidos pelo (a) autor (a). UNIVERSIDADE FEDERAL DO RIO GRANDE DO SUL FACULDADE DE BIBLIOTECONOMIA E COMUNICAÇÃO DEPARTAMENTO DE COMUNICAÇÃO SOCIAL A Comissão Examinadora, abaixo assinada, aprova o Trabalho de Conclusão de Curso TEMOS QUE PEGAR: O jogo Pokémon GO e o potencial de comunicação em 2019 Elaborado por JOFFRE ARAUJO DE MATTOS Como requisito parcial para obtenção do grau de Bacharel em Publicidade & Propaganda COMISSÃO EXAMINADORA ____________________________________ Adriana Coelho Borges Kowarick, Dra (UFRGS) (Presidente/Orientadora) ____________________________________ Rubens Constantino Volpe Weyne, Ms (UFRGS) ____________________________________ Nísia Martins do Rosário, Dra. (UFRGS) Porto Alegre, junho de 2019. UNIVERSIDADE FEDERAL DO RIO GRANDE DO SUL FACULDADE DE BIBLIOTECONOMIA E COMUNICAÇÃO AUTORIZAÇÃO Autorizo o encaminhamento para avaliação e defesa pública do TCC (Trabalho de Conclusão de Cursos) intitulado TEMOS QUE PEGAR: O jogo Pokémon GO e o potencial de comunicação em 2019, de autoria de JOFFRE ARAUJO DE MATTOS, estudante do curso de Publicidade & Propaganda desenvolvida sob minha orientação.
    [Show full text]
  • Documentary Photography and the Edge of the Sword a Thesis
    Documentary Photography and the Edge of the Sword A thesis presented to the faculty of the College of Fine Arts of Ohio University In partial fulfillment of the requirements for the degree Master of Arts Jack A. Opal April 2017 © 2017 Jack A. Opal. All Rights Reserved. 2 This thesis titled Documentary Photography and the Edge of the Sword by JACK A. OPAL has been approved for the School of Art + Design and the College of Fine Arts by Jennie Klein Associate Professor of Art Elizabeth Sayrs Interim Dean, College of Fine Arts 3 ABSTRACT OPAL, JACK A., M.A., April 2017, Art History Documentary Photography and the Edge of the Sword Director of Thesis: Jennie Klein This thesis attempts to answer questions and concerns of Martha Rosler and Allan Sekula regarding documentary photography. Rosler wondered – decades ago, now – if documentary photography could ever supersede its benign liberal origins and become, in her own words, radical. Sekula feared our inattentiveness to the tool’s equal use by the state to repressive ends. By addressing the past preoccupations of the arch- documentarians, this thesis attempts to find the state of documentary and image-making in the contemporary. This paper consists of three parts: the first, which deals with the battle surrounding image-making in public as embodied by copwatching; the second, which more directly addresses the impact of cell phones on documentary, the decline of professional news photography, and the rise of a new subject-author; and the last, which considers the operation of the drone and the images it produces.
    [Show full text]
  • Executive Summary We Downloaded Pokeomon Go to See What All the Fuss Was About and Were Intrigued When Our Experiences As a Family Matched the Game Creators Aims
    ISTE DigCit PLN Pokémon Go – Back to School Advice Executive Summary We downloaded Pokeomon Go to see what all the fuss was about and were intrigued when our experiences as a family matched the game creators aims. Technology delivering on what it set out to do isn’t something that happens every day in education. Equally, when was the last time that a product launched that so much was written about the game? The amount that’s been written about Pokemon Go in the last 6 weeks has been astounding. We are sure there are a lot of EdTech companies who would love to have this kind of exposure when their product or service was launched. We decided to explore the game by curating and listening to what educators were saying about Pokemon Go. When reviewing these articles in relation to Digital Citizenship we organized the data under the following headings: The Nine Elements of Digital Citizenship, The way ideas get adopted and The Technology Adoption Cycle, we consider the cost of Free EdTech before exploring the views of K12 educators and college staff before exploring some of the articles with safety advice, advice for parents, the health benefits and the social impact of the game. For any educators who are already exploring the game we have some Subject Related Ideas. This is something that our friends at the ISTE Games and Simulations PLN added to with some fantastic content regarding how educators can take advantage of all the Pokemon Go buzz Background: We take a look at the background of the company that created Pokemon Go, and hopefully provide the basis of a social studies lesson by asking have things changed all that much between the 1850’s, Niantic CEO’s childhood days and today.
    [Show full text]