Brian Fitzsimmons Digital MDST Exam 1 1. It is easy to say that new technologies change society. Just like in a biological habitat, when you introduce some new element, of course the processes of life there will be disrupted. Media are slightly different, however, for they form their own environment (McLuhan, 1964). As Ian Bogost put it, media can be approached in terms of “microecology,” with each medium representing a microhabitat whose idiosyncrasies impact broader society like ripples in a pond (Bogost, 2011, pg. 6). According to McLuhan, these “ripples” change the scale or pace of society, and inevitably alter our consciousnesses – hence, “the medium is the message” (McLuhan, 1964). Many scholars have expanded upon this, such as Neil Postman, who concluded that TV has made us illiterate entertainers with short attention spans (Postman, 1985), and Illich and Sanders, who revealed that the transition from print to oral culture altered human memory (Illich and Sanders, 1988). However, one has yet to apply this to digital media and applications such as the World Wide Web, videogames, cell phones, and, of course, social networking sites. Most importantly, we have to ask what is doing the changing. There are three main paradigms for this question. Technological determinism, for which McLuhan was a deity, believes that technology changes society and behavior (Baym, 2010). When the TV entered the living room, all other furniture turned to face it – the TV did not adapt, but forced society to adapt to it. Next, social constructivists think that people cause the change, based on the context they live in. In other words, technology arises from social processes (Baym, 39). And last, social shaping lies somewhere in between: people and technology influence each other (Baym, 45). Yet, no matter which paradigm you follow, it seems that digital media technology is now “domesticated,” as Baym put it, to the point that it is fully embedded in our social lives (Digital Nation). This confounds the division between online and offline, as we will see later with authors such as Dana Boyd, Zadie Smith, Ito et al, and Nancy Baym. As for Mr. Zuckerberg, by his letter to potential investors, we can see that he leans towards technological determinism, saying that technology leads “to a complete transformation of many important parts of society” (Zuckerberg, Letter to Investors). Is this true? Has technology led to more “efficient” communication? Has it “brought us closer together?” Or are social processes responsible? This essay asserts that technological innovations cannot change society without the input of those who use them – as Tim O’Reilly said, “users add value” (O’Reilly, Web 2.0) – but that media can influence that input as well as the context it is made in. In other words, this essay takes a social shaping stance to these questions. In order to show this, we must clearly define what Zuckerberg meant by “efficient communication.” In the transmission model of communication, quickness and accuracy of a message would determine efficiency. But in Stuart Hall’s Encoding/Decoding model, it would be efficient if there were any meaningful discourse at all (Hall, 1973)! With digital media now domesticated, we have to look at this in terms of “mediated publics,” where “people can gather publicly through mediating technology” (boyd, 2007, pg 2). Because digital media are ubiquitous, mediated publics are practically equivalent to non-mediated publics, if not more populated. Here, the technology allows information to travel “faster than thought” (Abelson et al’s “Koan #7,” 2008, pg 12); people can create perfect copies of data (Abelson et al, 2008), find anyone instantly (boyd, 2007), and reach a whole swath of audiences from a single source (Baym, 2010). This certainly seems efficient, but what of the social processes involved? For something as complex as digital media, the transmission model is too limited. The internet is a “mixed modality,” (Baym, 63) or a medium incorporating different types of communication into it (textual, visual, and auditory) that allows for “remediation,” or the blending or writing and conversation styles with conventions of popular media (Baym, 66). Such communication cannot be represented merely by “sender – medium – receiver.” Thus, when we look at the users’ input, efficiency takes on new meaning. For example, digital media are “lean” compared to face-to-face interaction, because they limit social cues, or the physical markers we display that communicate non-verbally (Baym, 2010). In addition, as John Lanier pointed out, people “reduce” themselves online, effacing many tidbits that make them who they are (Smith, 2010, pg 7); and what they say online is not necessarily what they would say offline (boyd, 2007). Baym complements this with her study of online identity, which demonstrated the multiplicity digital media allow for profiles, or “disembodied identities” (Baym, 105). Therefore, even if we do follow the transmission model, digital communication would be inefficient because the “message” of who a person is would be severely limited. Furthermore, the “perfect reproductions” and “reach” of data has created problems for industries combating piracy (Abelson et al; Baym), as well as for public figures who must constantly watch what they say lest the “persistence” of online data (boyd, 2), which never goes away, come back and bite. And, thanks to the ease of “searchability” (boyd, 2), it is possible to find quotes without having to read the context, and thus misinterpret them. Therefore, efficiency can go both ways – the technology shapes society by allowing thought to transcend space and time, but we shape the technology by integrating it into our social interactions. Much of this social interaction is accomplished through our “voice,” as Zuckerberg puts it. Voice can be thought of as the verbal articulations between thought and action we make in our minds – we each have our own voice that makes us unique. Before the internet, only a select few voices could be heard. But afterwards, anybody with a connection could present their articulations. Consequently, does mass articulation equate to efficiency? Or would this result in “filter failure” (Shirky, Lecture 1/26), where articulation of any quality can be heard? From the hacker point of view, the more voices there are the better, since Web 2.0 is a “collective intelligence” where “users add value” (O’Reilly, 13-15). It is all about sharing, which entails that once a person’s knowledge goes online, it becomes everybody’s knowledge, (in fact, this is what the Framers originally intended for copyright laws (Vaidhyanathan, Why Would TJ Love Napster?)). The technology also creates “bonding capital” between voices, connecting originally isolated ones across the globe (Baym, 82), and allowing suppressed voices refuge– gays and other minorities, for example (Baym, 2010). So the technology has built the bridges – do people actually cross them? Yes…and no. For instance, because industrial society has so decentralized the individual, one voice is nothing without followers. Just as Vaidhyanathan said in Me? Person of the Year? No Thanks, “you” is nothing without “we.” (Vaidhyanathan, 2006). This connects to Bogost’s microecology, in that each online voice is its own microhabitat within the internet environment. But now that there are billions of them, the value of each has decreased. Furthermore, since we are social animals, we have used these highways of articulation under John Lanier’s pack mentality (Smith, 8), not wanting to distinguish ourselves, but our group. It should also be noted that while voice is influenced by identity, according to Baym, identity is influenced by social interactions and their contexts (Baym, 2010), which in turn can be affected by what the technology allows. Just as what we say in public can be influenced by who we “hang out” with (Ito et al, 2008), so too can our online comments be defined by the norms of the pack. The only difference is that the pack follows the transcontinental bridges built by the technology. The effect: the globalization of behavioral norms that no one foresaw the technology promoting. Zuckerberg next makes a sweeping statement that digital technology “encourage[s] progress.” This is certainly deterministic, but in truth, genuine progress cannot occur unless people act appropriately with the tools given. And for this reason, it is useless to blame or extol technology for altering the flow of social advancement. When critics like Karpinski disparage media for making us stupid, claiming that Facebook harms grades (Wilson, 2009), and when proponents like Steve Johnson and Jane McGonigal praise media, they do not give due credit to the social processes involved. It is not the ripples of the microhabitat that distort the pond – it is the fact that someone threw the pebble. Yet most of us miss this, which leads to “moral panics,” as Abelson et al called it, such as the infamous privacy versus protection debates outlined in Chapter 7 of Blown to Bits, and the flaws of intellectual property demonstrated by Vaidhyanathan in Why Would TJ Love Napster? If we realized that we shape the technology just as much as it shapes us, such alarm would be unfounded. The lines between real and virtual are becoming blurred because we have chosen to domesticate the internet into our daily lives. It is simply an extension of us (McLuhan, 1964). In any case, it is not society being transformed, but our social norms (Ito et al, 2008). Dynamism is endemic to the very nature of Abelson’s koans and Baym’s social cues. They are constantly evolving, embodying a true “perpetual beta” (O’Reilly, 14), where the technology and social processes complement each other in new and unpredictable ways. Just look at the history of the internet: it was intended to keep our communication lines intact in the case of nuclear bombardment, but social cogs turned it into an economic and communal melting pot of creativity! In connection with “communal havens,” Zuckerberg asserts that digital media bring us closer together. Certainly, the internet has rendered distances moot for communication, but people have shaped this capability in accordance with social conventions of exclusivity. No one wants his pack to allow total admittance – they want it to be special. For example, The Social Network revealed that even Facebook, the paragon of social inclusion, used this as its founding principle. Therefore, does exclusivity within the internet’s inclusivity still bring us together? Again, it depends on the social context involved – those who have lived their offline lives isolated from much of the outside world, such as the Chinese or Middle Easterners, might not recognize any distinction. But for the exclusive elites, like Americans, these digital communities might be nothing more than opportunities to assert their selective culture. And indeed we see this. For example, Ito et al showed that teens use the internet now as “youth places,” where they can hang out away from the prying eyes of parents and teachers. And when that barrier is breached, teens are more than annoyed (Ito et al, 2008) - that is why Dana boyd suggests a hands-off approach to guiding teens through the internet (boyd, 5). So when Zuckerberg states that digital media can bring the world together, in reality, the technology simply allows our social nature to extend across time and space, but we choose who to extend it to. In conclusion, whether technological innovations are truly the cause of transformations of society depends on your approach. Here, we took social shaping because technology cannot do anything without the human element, yet humans are now inextricably linked to technology, for it is embedded in our daily lives. Sure, communication may be faster than ever now, but what really matters is how people will use it. The technology has made it possible – the people will make it social. 2. Jane McGonigal’s theory that playing videogames for 21 billion hours a week will save the world is eccentric, to say the least. Her idea is sound, but her attempt to sell the transition from virtual to real-world problems falls short. The four characteristics of gamers – urgent optimism, social ties, blissful productivity, and epic meaning (McGonigal, 2010) – can definitely manifest themselves into a problem solving community, but McGonigal fails to illustrate the importance of the growing connection between online and offline worlds. The skills garnered from playing games most certainly can aid society on its epic quest to save the world, but to convince the skeptics, proponents like McGonigal need to provide evidence for the real-world application and embedding of gaming in modern, everyday life. She could have easily done this with the help of Ian Bogost. Bogost showed that the new media environment is full of gaming “microhabitats,” like individual processes within an ecosystem that influence the entire chain of life (Bogost, 6). In turn, those processes are impacted by the ecosystem itself. This theory then takes on the form of social shaping, or the idea that technology and people shape the media environment (Baym, 44). By accepting the notion that digital media are now completely immersed in human activity (Digital Nation), McGonigal could have revealed the causal mechanism between the microhabitats of games and their impact on human activity: these games influence an environment that is already inseparable from human culture. Had she clearly demonstrated this, her argument could have been stronger. In addition, her empirical evidence was lacking as well. True, she did mention a few “performative games” (Bogost, 120) like World Without Oil, but she did not stress their real life implications well enough. It would have been much more impressive had she handed out actual statistics, not just say “these gamers are bringing the lessons learned back to real life.” That sort of argumentation practically begs for skepticism. She needed to pull real-life examples that the audience could relate to. For example, Bogost looked at dozens of games that were socially shaped and had real-world impacts: “Exergames” like DDR and Wii Sports, “public policy games” that teach gamers about politics versus politicking like Take Back Illinois, “Zen games” like flOw, alternate reality games or performative such as McGonigal’s World Without Oil and Cruel 2 B Kind, and more. In his short essays on these microhabitats, Bogost convinced the reader that both the media environment and social/cultural environment have a reciprocal relationship with these games. They shape us as we shape them. As for how they shape us, as Professor James Gee said, “how we think is through running perceptual simulations in our heads that prepare us for the actions we’re going to take. By modeling those simulations, video games externalize how the mind works” (Johnson, 2005, pg. 5) In other words, videogames let us practice our actions in reality simulations, thus preparing us for actual problems. In turn, we shape videogames through “context and convention” (Bogost, 122). Revealing the symbiotic nature of gaming and culture could have greatly enhanced McGonigal’s credibility. Next, McGonigal should have tackled the view that games just kill brain cells (as gamers kill the brains of aliens or Russians). She had at her disposal many of the studies referenced in Steve Johnson’s article that concluded that gaming develops “generalized skills that apply in real-world situations” (Johnson, 3). For example, James Rosser found that laparoscopic surgeons who played games made 37% fewer errors than their non-gamer counterparts (Johnson, 3). These gamers “think well about systems; they’re going to be good at exploring; they’re going to be good at re-conceptualizing their goals based on their experience; they’re not going to judge people’s intelligence just by how fast and efficient they are; and they’re going to think nonlaterally” (Johnson, 5). In connection, Steve Johnson’s other article, Dome Improvement, purports that games might be responsible for the recent rise in IQ scores. He cites the “Flynn Effect” for his argument, saying that any small genetic differences can be greatly enhanced by the environment the subject is raised in. Today, of course, we live in a media environment (McLuhan, 1964), so any relative alterations will be attuned to and by the technology at hand. Videogames happen to be one of those technologies – hence the skills developed by games can have an even greater impact in today’s digital world than any games Herodotus studied thousands of years ago. As technology advances, virtual realities will take on more life-like properties and simulations, and therefore the skills gamers develop will be more applicable to the local environment. Had McGonigal underscored the significance this, her audience would have been that much more convinced. While it is hard to convince the public that any form of entertainment, especially one that puts you in the environment of a super-soldier who chops up aliens (or Russians!) for leisure, can in fact be educational, videogames nevertheless have the potential to develop strong problemsolving mindsets. They can be models for experience, offering new kinds of learning that can influence our offline/online culture (Bogost, 2011). Furthermore, if we combine this with John Lanier’s “pack mentality” mentioned in the previous essay (Smith, 8), we may start seeing hordes of gamers coming together to solve the world’s issues. And before we know it, the change we are hoping for may soon be upon us (Abelson et al, Koan #5, pg 9). This is what Jane McGonigal was trying to illustrate – a perfectly possible if not probable idea. But she failed to convince because she never emphasized the growing symbiosis between the digital and social environments, and her arsenal of empirical evidence fell short despite having numerous studies on hand. Had she applied these, she would have been much more persuasive. 3. The idea of mediated publics, or “environments where people can gather publicly through mediating technology” (boyd, 2007) has existed for centuries. The internet is simply the “latest generation of mediated publics” (boyd, 2007). However, applications like social networking sites do have characteristics that are unique to this digital medium: what you say never goes away, you can always find what or who you are looking for, content is replicable, and your audience is invisible (boyd, 2007). Other authors have supplemented this list of properties – Baym, for example, acknowledges the replicability, portability, and storage of data, the medium’s far flung reach, and its synchronous/asynchronous temporal structure (Baym, 6-12). In addition, Abelson et al outlined “koans” that govern digital media, such as the fact that “nothing goes away” (which connects to boyd’s “persistence”). These features set digitally mediated publics apart from other electronic forms certainly, but with the growing domestication and embedding of technology is modern society, it is becoming increasingly difficult to separate mediated and nonmediated publics. Indeed, some authors, such as Baym, think that you can no longer distinguish offline versus online – the internet is now an essential tool that we use in daily life (Baym, 152). Nevertheless, it is prudent to compare and contrast all we can in order to clearly understand what constitutes mediated versus non-mediated publics. The crux of the issue is the digital evolution of the community, for only when people come together in the form of a community can public discourse occur. According to Baym, we can compare and contrast communities based on space, shared practice, shared resources and support, shared identities, and interpersonal relationships (Baym, 75). Space is the environment in which users meet for discourse, such as a park or coffee shop. For online communities however, we can interpret space as the websites or virtual realities that people meet in, such as Second Life or Facebook’s “Wall.” Can we really say one space is more real than another? Discourse occurs in both, does it not? The only difference is physicality, which society did away with ever since the first telephone call was made. Indeed, Professor Vaidhyanathan objects to the notion of a separate “cyberspace,” claiming that instead of creating another reality, digital media simply connect the realities we have lived in for so long (Lecture, 1/23). This connects to boyd’s “youth places” and Ito et al’s digital back alleys for “hanging out,” which teens now use to avoid adults, just as they did before the internet came into being (boyd, 2007; Ito et al, 2008). Facebook is a prime example of a “youth place.” Although millions of parents and teachers have profiles as well, much of the teen gossip is exclusively among teens. Moreover, it can become pretty awkward when an adult chimes in on an obviously teen-oriented post. POS! Next, shared practices characterize both offline and online communities, but those of online ones can become much more esoteric. Practices are the routinized behaviors and norms of communities that all members partake in (Baym, 77). For example, gamers have very specific language markers, as Nicholas Baker discovered (Baker, 2010) – you can always tell a Call of Duty player from a Halo fan. Baym called this “speech community” (Baym, 77), and it connects to Bogost’s microhabitats in that each one has its own idiosyncrasies that all members can recognize. These idiosyncrasies then lead to behavioral norms that are ever-evolving, just like Abelson et al’s koans and Baym’s 7 digital principles. This compares to many offline communities, who also evolve their behavioral norms to fit modern contexts. The tendency for gamers to warn SPOILERS, for example, is very similar to a book club’s warning against reading a certain novel. In addition, when a member performs the current norm exceptionally well, he can rise in status among the group (Baym, 80). As boyd said, “the Internet mirrors and magnifies all aspects of social life” (body, 2007), and the goal of any social adventurer is to be popular. Facebook users, for instance, post what will make them “cool” among their Friends (Smith, 7). The same can be said for our book club metaphor: those who contribute the just want to show off their knowledge half the time. This connects with shared identities, or the roles people play within communities (Baym, 86), in that they too promote social norms. Once a position, such as the “expert,” is occupied, there is resistance to others trying to fill it. We see this in both offline and online communities – the main difference is that online communities house more roles and more openings for them. Nevertheless, both can change depending on who fills which roles. For example, if the “constant meme-spammer” on Facebook happens to like cat memes, then much of the discourse will revolve around just that. This is similar to any public official, who often shapes the agenda of meetings. Of course, know that, were the public meeting held online, anything said could be easily searched for, copied, shared, and stored for future use. This is in fact one of the main debates over Facebook: should law enforcers be able to use Facebook posts as evidence? No jury has decided yet (boyd, 2007). Next, shared resources and support include the sharing of social capital, like bridging (meeting people you normally could not or would not meet) and bonding (maintaining strong ties) (Baym, 82). In this area, online and offline communities differ the most, for digital media’s transcendence of time and space allow much more bridging capital, which can then lead to bonding capital. This connects to boyd’s “searchability,” which promotes bridging across the globe. Offline, you are restricted by geography and physicality. This is one of the reasons why SNS are so popular: because they allow easy maintenance of weak and strong ties (Baym, 134). While any offline community member can do this, it is much harder when distance restrains you. Last, interpersonal relationships are the core of offline versus online debates. Which one is best for creating and maintaining intimate relations? The critics argue that nothing will ever beat face to face communication because it provides the most social cues and cues unconsciously given off (Baym, 2010), therefore representing the person more accurately. However, more and more successful relationships are formed online every day. Although mediated publics may be leaner than non-mediated ones, media multiplexity allows richer communication to occur as relationships develop (Baym, 2010). They use more technologies that can accurately describe themselves as their ties strengthen. This connects to Ito et al’s study of how youths find ways to integrate new media into their “hanging out” processes (Ito et al, 2008). Facebook of course is a huge relationship maintainer/creator. Relationship statuses are increasingly important to whether a relationship is authentic or not – “Facebook official.” And due to latent ties (potential relations with friends of Friends), many people first start flirting over Facebook (Baym, 101). This is now engrained in youth culture, just as asking someone to a dance or dinner was the norm for teens decades ago. Therefore, are mediated publics really different from non-mediated ones, or are they just evolutions of modern social context? Based on these criteria, we can say that the line between offline and online are becoming increasingly blurred. They both use space, shared practices, identities, support, and both develop lasting relationships. As Baym said, “the idea that these are separate realms does not hold up to scrutiny” (Baym, 152). 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