Apr 30, 2009

Presentation outline by Shermaine, Chung Pik Yu

" Interactive Audiences" by Henry Jankins


Interactive Audiences are no longer passive, thery have got various form of identities, which is a new form of participatory culture.

Three trends of participatory culture:
- New tools and technology
- The D.I.Y ideas
- Economic trends: good for horizontal media integration

Collective intellignece:

- New knowledge commodity: which are voluntary, temporary and tactical affiliation through common intellectual enterprises and emotional investment.
- Example of online fans community: interactive knowledge
- Differences between shared knowledge and collective intelligence.

How computers changed fandom:

- Levy: inflection of computer: example on Matthew Hills ‘ Just in time fandom’.
- Have a broader range of perspective compare with the past: speed and more frequency.
- Digital technologies have enable new forms of fan cultural production, e.g share of fictions on the web.

Knowledge culture meets commodity culture:

- 4 potential sources of power: nomadic mobility, control over territory, ownership over commodity and mastery over knowledge.
- Creative activity: a shift of production of text and meaning to dynamic environment.
- Horizontal integration and the logic of synergy is one of a marketing strategies.

From jammers to bloggers:

- Cultural jammers: give out a negative concept of culture, to jam the dominant media and destroy the media power.
- Bloggers: to change and share.
-‘Blog’ is a new form of personal and sub-cultural expression.

Presentation Outline by Cherry Kwong.

"PostHuman Possibilities" in Cyborg Citizen by Chris Hables Gray.

Cyborgrization related to polotics and citizenship:
- No simple left-center-right political stand point of cyborg.
- Totalitarianism might not good to cyborg citizenship.
- Using diverse perspectives to understand cyborgrization.

Cybogrization- Piercing:
- By the reason of beauty, respect or "Primitive” traditional.
- Possibilities of re-interpreting one-self and human’s freedom to take such act.

Subjectivities of posthumanity
- Cyborgrization due to medical reason. Such as Christopher Reeve
- It is about technoscience incorporation into body.
- It is taken place demographically.

Carnival Cyborg
- Technocarnical with permanent consequences.
- Cyborgrization is possibly good or bad.
- Human have became a cyborg system.

The Future is not yet written
- Cyborg politics are about power
- Knowledge is power
- Meanings are constructed

Conclusion:
- Using diverse viewpoints towards cyborgrization might reach greater democracy of human and posthuman possibilities.

Presentation outline by Vivian Cheung

Helen McCarth, Paul Miller & Pual Skidmore(eds), Network Logic, Londin:Demos, April 2004, pp. 191-202

Smart mobs: the power of the mobile many by Howard Rheingold


1. The concept of smart mobs which was introduced by Howard Rheingold.

2. Used two examples to illustrate that smart mobs have begun to have an impact in current events, as mobile phones and text messages have empowered people.

3. The concept of netwar coined by John Arquilla and David Ronfeldt.

4. Given example of other non-violent smart-mobbing, e.g. Lovegety and ENGwear

5.Four characteristics of Swarm systems

Apr 29, 2009

Presentation Outline by Chan Tsz Wai Crystal

Harvey O. (2005) Identity Politics and technological change: Two different models. TASA [The Australian Sociological Association] 2005 Conference Proceedings.
URL: http://www.tasa.org.au/conferencepapers05/papers%20(pdf)/humans_harvey.pdf


The cyborg:
- Human consequences of scientific and technological development
The posthuman:
- Changes on how we think about traditional categories of identity

Donna Haraway:
- Traditional political arguments based on‘the integrity of natural objects’ can no longer be sustained

Catherine MacKinnon:
- Men’s constitution and appropriation of women sexually
Donna Haraway:
- Feminism must develop a political framework

The cyborg:
- ‘Matter of fiction and lived experience’
- Political model
Donna Haraway:
- ‘By the late twentieth century… The cyborg is our ontology; it gives us our politics’

Judith Halberstam and Ira Livingston:
- Posthuman: open ideological assumptions traditionally made about human identity

Conclusion:
- Connections between Haraway’s and Halberstam’s and Livingston’s arguments:
~ Ontology is the anchor for any discussion of human identity
- Their common beliefs:
~ Qualities we usually attribute to the human are no longer easily identifiable
- Differences:
~ The cyborg: political project based on reconfiguring alliances between different material objects
~ The posthuman: epistemological project, re-think of the nature of matter itself

Apr 23, 2009

Presentation Outline by Joe Chan Chung Wai

The reading Hot Dates and Fairy-Tale Romances by Mia Consalvo is an article studying videogames sexuality issues and norms.

Introduction:
- The author made brief examples on videogames normalized heterosexuality and Fairy-Tale like romance

Body:
- Introduced a game, Final Fantasy IX
- Studied not only surface level
- Shows the game is over-normalized heterosexuality
- The game's main focus could break if the player's interest is different from the character

- Introduced The Sims
- Naming it as a radical case to stuy
- Could freely have relationship with both same or different sex
- Still norms like the default of characters is still middle-aged white man

Conclusion:
- Different theories could lead various understanding on a game
- Shows needs of studying a game on beyond the surface level

Presentation outline by Jane Ng

As we Become Machines: Corporealized Pleasures in Video Games, by Martti Lahti

Introduction
- Gibson and Lahti
~ to understand Lahti's point and her inspiration came from

Lahti’s purpose
- Connections
- Contrast with “cyberspace”
~ to show Lahti's exploration that she wants to share in this piece

Being in the “Third Place”
- History of video games
- Development of video games
~ to give a brief for audience know more about games

Immersion
- 2 Quotations (Pg 159+160) which are related to the history and development of games
~ to show the examies of how history and development make games become influencial to the players

Representation as part of the player’s body
- 1 Quotation (Pg 164)
~ to view how the avatar funcions on gamming

Kick-ass experience
- Avatar – matrix of characters of different gender and race
- Games
~ to reveal the relation of the avatar and games

Cyborg consciousness
- Player
~ to understand the player's act on creating avatar

Lahti’s suggestions
- Games
~ to show Lahti's view on gamming

Conclusion
- 1 Quotation (Pg 169)
~ to give Lahti' strance at the end





Really sorry for this "late-posted" outline.

Apr 22, 2009

Presentation Outline by Melody Chan

Reading: From Quake Grrls to Desperate Housewves: a decade of gender and computer games
Henry Jenkins and Justine Cassell

Outline
1.Introduction
- Conference
- Book

2.The Girls' Game movement
- Development
- Five Factors
Economic, Political, Technological, Entrepreneurial, Aesthetic

3.The gender role of girls

4.The Sims™
- Introduction
- From Game Culture to Fan Culture

5.The Diversification of Game Content

6.Fringes
- Introduction
- Genres
Casual games, Serious and educational games, Advergaming

7.Desperate Housewives Game

Apr 16, 2009

presentation outline by Carrie Chan

Why youth(Heart) social network sites: The role of networked publics in teenage social life by Danah Boyd

This is a research about teenage social life in social networks

Aim at finding some of the common ways about teenagers experience social network site.

1.) Methodology of the research:
-Ethnograph, the practices of “participant observation” and “deep hanging out”
-focus on 14-18 age group

2.) The making of social network site
-most social networks include profiles, friends, comments

3.) Define “networked public
-Four properties separate unmediated publics from networked public

4.) The start of My space
-Profile creation
-Identity performance
-Writing identity and community into being

5.) Privacy
-fabricate key identifying information
-avoids their parents and teachers

6.) Conclusion
-impression management is key factor of developing a social identity
-adults are not policemen for teenagers, but a guide.

Presentation outline By Zion Cheng Ho Yan

My reading is ' A Rape in Cyberspace; or How an Evil Clown, a Haitian Tickster Spirit, TwoWiards, and a Cast of Dozens Trned a Dtabase into a Society" by Julian Diabell

Intro:

1) The author decribed the whole raping incident
2) Introduce the man that raped the women "Mr Bungle" and the victims

Body:

1) One of the victims opened a discussion
2) People add opinions and abuse Mr Bungle
3) The outcome of Mr Bungle
4) how different group of people ( The wizards, anarchist, technoliberstarians)
think of the abuse

Conclu:

How the author thinks of the whole issue

Apr 15, 2009

Tutorial Presentation Outline by Donna Fung

“The Virtual Community” by Howard Rheingold

-Introduction
Aim :
1. Inform people that the potential importance of cyberspace to political liberties
2. The ways virtual communities are likely to change experience of real world

-Define Viirtual communities
-Define cyberspace

-Define WELL
Examples of WELL
WELL--> Authentic community (grounded in our everyday physical world)

-Activities that people do in virtual communities
Examples

-Virtual communities bring enormous power to ordinary citizens at relatively little cost
Examples

-Reasons for the newest communications technologies
~More & more informal public spaces disappear from our real life
~CMC enables people to do things with each other in new ways, & to do altogether new things

-Potential influences of people’s lives

-Conclusion
We inhabit in virtual communities
~Mix up with real life & virtual communities together
~Being colonized
~Being virtualized

Apr 8, 2009

Fung Melody's Presentation Outline

- Always Coca-cola?

- Do you ever get to know that coca-cola’s workers got killed because they want a better conditions?

- What is Adbusters?
Founded in 1989 in Canada
a global network of culture jammers and creatives working to change the way information flows, the way corporations wield power, and the way meaning is produced in our society

- anti-consumerist
  - launch campaigns like
  - Buy Nothing Day
  - TV turnoff week
  - Spoof Ads – subvertisement

- Culture jamming campaigns
  - Aim: to create an obvious contrast between the corporate image and the real consequences of corporate behavior (e.g. Coca cola)
  - Blackspot
   - Started selling in 2004
   - Aim to cut into Nike’s market share
   - Attack the brand idolatry and sweatshop production methods

- What makes Adbusters different
  - Not just simply brainwashing
  - Allows supporters getting involved too
  - E.g. Buy Nothing Day, TV turnoff week

Apr 7, 2009

Presentation Outline - Lily

“Consumption and Digital Commodities in the Everyday” by Mark Poster

“Consumption has been reconfigured as significant in its own right, as a complex, articulated area related directly to culture.” (Poster 409)

In this article, Poster argues that consumers are no longer passive individuals who receive information submissively. With the development of digital media, consumers can participate in their consumption actively, and they can even become the producer or creator of the cultural object.


1. Introduction
- Differences between USA & Slovenia

2. Consumer theory & the media
- Theory in the modern era (Firat & Dholakia)
- Theory in the postmodern era (Michel de Certeau)

3. Issues of consumption
- Changes in consumption

4. Digital media & consumption
- Cultural object & subject position of consumer
- Threat faced by culture industry
- Resistive consumer practices (TV commercials)

5. Conclusion

Apr 5, 2009

The presentation Outline by Hei

Summary of "Culture Jamming: Hacking, Slashing, and Sniping in the Empire of the Signs"

1 Critical point of view – culture jamming, to analyse the relationship between media and culture.

2 What is Media channels for example television

3 Analysis of all article views of Dery

4 Contend with the media and public

5 Conclusion