Consumentenbond goes Twitter (and hopefully learns from it)

The Dutch consumers union, the ‘Consumentenbond’, wants to reach new audiences. With their monthly magazine, readers can figure out which broom or coffee machine is the best buy, often leaving out impurities of production methods (well, not always). This time, noticed by a friend, they announced a debate to be held on Twitter. The topic would be Network Neutrality and people could instantly participate by using the hashtag #downloaddebat. At first sight it looked innocent, innovative, and maybe even useful. But when it actually took off, all kinds of flaws came to mind:

  • Why wasn’t there a proper overview of who would be participating in this debate? If anythings essential for being able to discuss it’s knowing your opposition and the positions of each participant.
  • Deriving from that: Where did all the representatives go? I didn’t notice any politician or entertainment industry spokesman contributing to the debate, why bother to have a discussion with just consumers? (Of course, consumers plea FOR Net Neutrality).
  • Why Twitter? It has so many inappropriate aspects in respect to a proper debate. Real dialogue is nearly impossible due to several factors: (1) asynchronous messaging (2) following behavior: every user’s timeline differs, unless everyone knows how to find the #downloaddebat timeline, and (3) moderation is undoable because of lack of orientation.

Also, why would it be a good idea to discuss by using limited amounts of words? Of course, aphorism could be considered a poetic format in which people could express themselves, but is it useful in a debate? I don’t want to sound as a nostalgist, but aren’t nuance and elaboration two key features that mainly come to their right in a traditional debate? Maybe by using the communication platform, the Consumentenbond thinks it’s okay to have debates through mere oneliners? Or maybe they just wanted to get an estimation of the opinions across Twitter? (Why entitling it a ‘debate’ then?). It leaves me wondering what the initial intentions were with the discussion, and why Twitter would be considered a suitable platform for it.

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Bashers/Xi-Online debate on Game Journalism

Last Wednesday I attended at the discussion night organized by Xi-Online (the student magazine of Media Studies) and Bashers (a collective of bloggers that aim to write about the cultural aspects of videogames). The discussion panel consisted of Jan Meijroos (freelance game journalist), Jurrie Hobers (vicepresident sales & marketing at Codemasters), David Nieborg (game researcher at the UvA and freelance game journalist) and was moderated by Niels ‘t Hooft (game journalist and writer). The main subject would be in what’s the position the today’s game journalism, how the journalist considered as independent and how revenues are being made.

Througout the debate, the audience frequently provided the needed criticism. The smaller game sites (I can’t even recall them..) as well as the larger ones (i.e Gamekings) were represented. Although it was interesting to hear so many different experiences, there also appeared to be fragmented interests concerning game journalism. Some Web sites of the smaller scale segment have the reputation of proudly admitting that they bluntly copy press articles (sometimes even literally), sites like Bashers tend to look outside (or around) of those PR hypes.

Moreover, the debate sometimes swiftly shifted from several definitions of the game journalist. As Blammo founder, Boris van de Ven, replied on Twitter a ‘reviewer’ is in no way comparable with a ‘journalist’. Although I don’t necessarily agree with that (doesn’t every preview report include some kind of qualifying descriptions?), it is essential to specify these terms in such a debate.

Also one of the repeatedly raised arguments was that in-depth writing should be considered of more cultural relevance than the ‘overdone’ reviews. In general, I think there’s no proper reason to dismiss game reviews (or in that case, any kind of review) as abundant or inferior. As mentioned in the debate, it still remains the starting-point for a lot of consumers, and obviously they’re still popular in most game-magazines. This being said, it should rather be the discussion what proper game critique should consist of (why is a game significant? What kind of authority should the reviewer present?). All these minor aspects of current game journalism were categorized by David as ’short-term discussions’, being less important than the overall potential of the field. But essentially, I think that these minor aspects altogether show us what is to be considered as quality in these writings, and how to shape the field any further.

Another discussion was if there’s a market for the more extensive writings that focus for instance on smaller parts of gaming culture or software studies that discuss games. According to David, there’s a potential for the current media and journalism scholars, that increasingly move to the field of gaming. Unfortunately, this argument was fought by economical objections (to survive as a blog, you have to conform to a certain publish rate), and lack of ‘proof of concept’.

Lastly, it appeared that succes of game-journalism would be ascribed to different factors, as some Web sites claim that PR determined news items is viable because their public reach and sufficient bannering revenues. This point makes the discussion a bit awkward. First and foremost because the field is clearly scattered in terms of intentions and ambitions, and secondly, because the different platforms were mixed up (magazines, newspaper, blogs) without taking in consideration their fundamental characteristics. For instance, isn’t it so that an extremely active news-site like Kotaku is incommensurable by definition with traditional ways of publishing? Here, the different medium allows different approaches.

In conclusion, the debate left some crucial questions unanswered. According to David, the journalistic field struggles with structural problems (the stereotypical isolement, dependency on game-producers et cetera). However, it would still have a greater potential with, for example, reporting from a broader viewpoint and reaching a more myriad audience. Personally, the most prominent questions are what kind of content journalists should produce and what qualities it should hold? More importantly, what other ambitions can be formulated coming from the writers themselves instead of what has been accepted by (or sold to) older audiences.

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Another day, another dungeon

Whenever there’s something happening in the Massive-Multiplayer Online RPG field, I find myself searching for what all the fuzz is about. This time it was with Dungeons & Dragons Online (DDO). In this case, especially as D&D newbie, it is again very hard to find the significances. But hey, I take it as a challenge.

Not very suprisingly, the realm doesn’t depart much from the D&D conventions, which is nothing that you haven’t seen before. It’s got Halflings, Humans, Elves, Dwarves, Warforged and Drows (a fancy name for dark elves) to choose from, and offers the straight-forward class archetypes ranging from different spellcasters, melee and rogues (although mixing class skills is also allowed, as with Runes of Magic). You start off as the only of survivor of a shipwreck, from this point the usual questing and raiding starts.

What sets DDO apart from other MMO’s when it comes to gameplay is the direct control over a character. While the control scheme itself is quite similar to other third person games, it plays a lot more like a hack ‘n slash game in contrast to the static MMO’s in which you sequentially activate skills while standing still. In order to attack your foe, you got to have your target in your crosshair, and sweep your weapon with one mouse-click. This demands more of an active play, which also makes PvP’ing a more hectic experience. (The aiming mechanism is most welcome, but not all revolutionary, it’s been implemented earlier in e.g The Chronicles of Spellborn.)

Tragically enough, besides the controls it’s the common MMO stuff including the usual points and levelling systems. I’m seriously beginning to wonder if these games are being developed for people OTHER then those who gave up on World of Warcraft to look for something fresh (although probably they won’t find much satisfaction here). The world feels bland and stitched together by numberous dungeons (there are plenty of those), that all feel similarly generic. My biggest problem with DDO would be that besides questing, there’s no profound neccesity that people will actually interact with each other. Most likely, you’ll merely stumble upon other players in front of some of the harder dungeon for the sheer purpose of raiding.

Yet, I’m still waiting for an greater dynamic in which player skills and actions complement each other (and not just in the form of archetypes) and where gameplay isn’t split up in small instances that are deliberately isolated from the world as a whole. Warhammer Online already implemented scenario’s that were triggered when groups of players coincidently run into each other to participate in an instant quest. Ultimately, this group mechanic alone did not lead to a more balanced world in stead of a ego network, but it was a starting point.

The MMO genre, in my opinion, has been stuck in an long-lasting identity crisis of not being able to combine group dynamic and individual character-development. Why not ignore all of the artificial point systems and focus on gameplay, player interaction or, for instance, the design of possible hypernarratives that involve the worlds as a whole? And if the latter idea seems too big to implement, why not scale the whole project down and make it at least more comprehensively balanced? DDO in that way feels like an aged iteration that constantly raises the feeling of lack of relevance while playing.

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Battlefield 1943 and self critical shooters

A while ago, when hanging out at my place with a few friends, we we’re checking out the different games I had download on my Playstation 3. As I eagerly demonstrated them one by one, I didn’t really succeed at enthusing Battlefield 1943 (BF1943) for what I think it is: a blend between an arcade shooting game and, much less, a war simulation. When one friend stated that he a priori disapproves any shooter with a historical settings, I began to wonder how this game deals between the fantasy and the factual.

For those who don’t know the concept: In BF1943 (which was re-released for the Playstation 3 and Xbox 360 online stores), you play as the United States Marine Corps (USMC) or as the Imperial Japanese Navy (IJN). There’s only one gametype, conquest, in which you capture checkpoints (flags) and defend them with your team. The matches are held in one of three Pacific locales.

Now, the first and foremost aspect to take in consideration when discussing BF1943 is how much it simulates, or rather the historical accuracy. It must be said that the game doesn’t try hard on outlining the actual war between the two nations, there’s no political or diplomatical backdrop, no motivation, to introduce what you’re actually playing for. The loading screens are mostly filled with gameplay tips, instead of a clear description of the historical situations. Avoiding these burdensome topics raises a crucial question: does it do so for promoting war without noting the obscurities of WWII, or is there another possible consideration? I’ll come back to this question later.

The second aspect would be how much biased the game is. For instance, you could look at the team balancing. I would say that the game doesn’t accept much preference of one team over another. On what side you play is completely random, and the classes and strenghts are evenly balanced. Here, the simulation part is again mainly non-existent. Of course, the warcries and looks of the avatars are modelled to the two opposed nationalities, but this could be defended from a gamedesign standpoint; you need the opposed team to look different to keep the play effective. Sociologically, this is completely banal argumentation, and it reaches to the most basic objections about warfare. But maybe there’s some comfort in the final game aspect.

Thirtly, I would like to discuss the self critique in war-based shooters. As there’s a great array of ludic shooters like Timesplitters, Team Fortress, Battlefield Heroes, Duke Nukem, or even Quake, they all take the morbid subjects and transform them into a cultural products. As with Battlefield Heroes (a free-to-play spinoff of the original Battlefield iterations), the opposing teams are based upon the Nazi’s (National Army) versus the Brittish forces (Royal Army), presenting itself as a colourful parody instead of a gore warsimulator. I think that a large segment of today’s First Person Shooters (FPS’s), have a sound self-awareness when combining (real) violence with fantasy and gameplay conventions (exceptionally, this is relation is more skewed with i.e America’s Army).

Beyond these points, it’s probably a good thing to stay alert on how biased wargames are presented in modern times, and what the actual ‘play’ consists of. I also think there’s a great diversity in the depiction of conflictual events that can be attributed by different factors like consequence (as a moral tool), team balance or the overall depiction and semiotics of the game. In this perspective, there’s a wide grey area in which violence and play blend together in sometimes controverse or otherwise creative ways. After all, I think BF1943 in its core, is enough of a abstracted shooter to enjoy as a game, rather then one to argue the controversy of.

(Please don’t hestitate to start a discussion; I just wrote some quick thoughts down ;) )

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Does Twitter promote writing?

The following article was also posted on the Masters of Media blog:

Over the years Twitter has gradually developed, meanwhile its practices have also changed drastically. The contemporary celebrities took their places, the early adopters started exploring the potentials while lobbying about it and ultimately the platform rapidly started to expand in terms of functionality. Although the range of features on the site stayed very loyal to its core functions, there has been a recent announcement [1] of a Twitter Labs for testing out third party add-ons, following the succesful formula of Facebook Prototypes and Gmail Labs.

But besides all the fuzz, when it comes down to core functionality, what does Twitter facilitate in terms of content? We could say Twitter still maintains to be a text-based application, or rather an narrative-based one. This might seem obvious, but it might not entirely logical if this will remain the case. Numberous multimedia applications gain popularity within the network; music [2], video [3] or photos [4] can all be easily broadcasted without having to type anything.

As the well-known mediacritic Andrew Keen blogs about Twitter, he’s generally optimistic [5] about the possibilities it could have for ‘his kind’, namely writers:

(..) An electronic network for messages of under 140 characters, is an ideal venue for writers to distribute their clever, superior words to the Twitmasses. It is a shop-window for talent, a dream platform to build an army of “followers” — readers who literally follow and sometimes even redistribute my words. Twitter is dramatically more efficacious than any blurb on any book jacket. It’s a beautifully speedy way for writers to market themselves in real time to actual or potential consumers of their books.

Of course, the tool itself is very much capable of generating attention (or for building new relations), as many contemporary writers have succesfully build a fanbase [6]. Still, in this case there is a lack of evidence of the relations between their ‘actual’ succes and Twitter exposure, as most probably only the big get bigger (following the Long Tail model). Also, it’s not all that clear if there’s a strong linkage between the celebrity’s fanbase and the quality of the updates, as this networking behaviour relies on multiple factors. With leaving the cleverness in linguistics (or the marketing benefits of this) outside of the discussion, there’s not much of a reason to believe the established writers own their ‘Twitter-succes’ to their updates only.

Thus, in a broader debate, the question raises: how much do users, or does the incentive of the Twitter-network, care about the quality of textual narratives? The process of automation (e.g the format for updating your location with the Twitterific client [7]) within the microblog service imply that there’s already some preference to easy-to-use templates, instead a ‘hand-made’ message. Of course, writers would tend to defend the field of narrating, but there’s much doubt if this will hold when the aphorism trend carries on like it does.

Therefore it’s not so much the question if the tendency of shortening messages and communication will occur, but rather how this will manifest in media use. In an extrapolation of the update-culture you could ask where the point of a constant stream of generated data will be reached, operating rather fully as a datamining-mechanism. This turn would inherently introduce a different state of communication as the sender takes on the role of the medium itself. In this picture, the development of efficient data transmission would impose different adjustments to our current communication-model. The question remains which side Twitter will endorse as the it’ll supposedly change its form towards the will of the indie developers while incorporating the Twitter Labs expansions.

Finally, multimedia usage within the Twittersphere could be seen as more engaging or even more communicative, as a picture says more than 1000 words, even in a 140-character messaging system. Maybe this subject requires some more attention in future writings.

  • [1] Twitter confirms ‘labs’ implementation (http://thenextweb.com/2009/10/02/twitter-labs/)
  • [2] Twisten.fm, sharing music with Twitter (http://twisten.fm/)
  • [3] Twiddeo, sharing video with Twitter (http://beta.twiddeo.com/)
  • [4] Twitpic, sharing pictures with Twitter (http://twitpic.com/)
  • [5] Blogpost Andrew Keen, ‘Why I’m on Twitter’ (http://www.internetevolution.com/author.asp?section_id=556&doc_id=174507)
  • [6] Writers on the WeFollow directory (http://wefollow.com/twitter/writer)
  • [7] Wikipedia entry on the Twitterific client (http://en.wikipedia.org/wiki/Twitterific)
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Twitter and its networking (in)capabilities

The following article was also posted on the Masters of Media blog:

Nowadays, many of the popular social network sites are advanced platforms that more or less evolved from simple community platforms or fora. Where Myspace, Friendster and The WELL (later the Dutch De Digitale Stad popped up as a similar landmark) took off during the 90’s, Facebook, Hyves and hybrids (Morgan Currie earlier elaborated on this subject) like Last.fm emerged. These latter cases did benefit from the post-bubble internet revival that was presented as Web 2.0. As the 2.0 philosophy was fundamentally always present in the social network configuration, the emphasis for the new branch of services is much more on the facilitation of vast networks of interconnectivity. In practice, this results in tools which enable users to ‘network’ more effectively. The systems’ algorithms, along with its databases, needed to be revised to give new users a kind of starting-point for this manifestation. This is made clear by the directed recommendation-systems that basically scans and compares the different user-profiles. However, as of today this often results in plain and predictive references that depend on singular data. By saying this I’d like to exclude the Last.fm ‘neighbours’-technique, as it focuses not on the personal data, but rather on the capturing over time that generates a more accurate listening-profile.

As the current network sites streamline this connectivity of nodes differently, there’s a devious (though popular) network in the uprise: Twitter. Often described as a ‘microblog tool’, I find this case to be evenly (or more) a networking tool, since it (according to the Wiktionary definition) somewhat facilititates “the act of meeting new people in a business or social context”. I use the word ’somewhat’ because the software is never genuinely transparant on the interconnectivity of its users, and doesn’t recommend similar users as on the other network sites. The system could easily be critized for the usage threshold, since the many of the real successors seem to be already established celebrities or people who tend to work in marketing or networking-reliant sectors. There also are numberous of blogs and books dedicated to the subject of effective networking on Twitter, this tendency also underlines the difficulty of positioning and maintaining accounts properly. Then again, this does not in any way exclude other low-end usage from being capable within the network, though it does identify the system as not very accesible in terms of communication.

Another obstacle in this efficient way of networking is formed by the active mode the platform demands from its users. The user’s networking strategies (consisting of medium literacy) fully determine for the succes or lack of it, this entirely breaks with the passive profiling tradition that encompasses filling in profile endless webforms or by protocological input. On Twitter, profiling is much more inferior to the actual (140-character) microblogging it facilitates. In this sense, the user profile becomes less of a static ‘personal branding poster’, but rather a representation over time. No longer is the user’s profile fixed on just one conception, it could be stated the Twitter microblog is inherently positioning the users more as a organic – being able to adept or adjust thoughts over time in the form of updates.

This character of real-time (or real-life) streams of data causes new challanges in terms of the abilities for sustainable networks to develop. This is partially why the previously mentioned marketeers are so eagering to develop efficient networking-tools, as their business largely consists of consultancy and services. Sites like Mr. Tweet have already begun on programming toolsets, although they rely too on the old tradition of comparing biographical information instead of the actual messages. One of the current tools to plow through the information masses is by using Twitter’s search function. Although this search engine offers some advanced features, it again demands dito query input. One might impose that this is an effective way to find anyone regardless of the updating behaviour, but the fact is high-end users obviously dominate pushing more passive users below the surface.

Another option is to index your the followers of the people you already follow, which again can turn out to be a arbitrary task. This method again pushes the super-connectors forward, leaving the incidental encounters as the network’s structure remains more or less hidden.

In conclusion maybe Twitter could (or should) be seen as a more hybrid network, as it mainly connects users on the basis of their updating behaviour (leaving out the super-connectors) that leads to the unpredictable network dynamic. Ironically, the system doesn’t connect anyone to anything by itself and simply eludes the term ‘friends’ in the node-to-node relation in contrast to ‘old’ networking-sites, which makes it all more confusing for low-end users. In future research, the actual relations between the user’s productivity and the criteria for emerging interconnectivity should be outlined more clear, as well as an outline of the obstacles in the development of networking tools, as those would have to rely more on the language than on profiling in the case of Twitter.

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The semantic web versus Wikipedia?

The following article was also posted on the Masters of Media blog:

From the day of birth of the Wikipedia project, the online encyclopedia has been a highly controversial case. The debates range from information accuracy (including the inquiry of the information-knowledge relation once again) to the pyramidic usermodel (often undermined as too free or too open) or elsewhere as a fierce debate on the contributions coming from businesses, or just from innocent bots.

Less is spoken of the site’s hyperlink culture (or hypertext race), in which in the ultimate goal is to ’sew together’ articles. A process of more and more overlap occur regarding the different subjects. In the ambition of finding the overlaps, there´s not always the same kind of accuracy in semantically connecting the pages from a users point of view. As a study of the MIT shows, people browse more effectively when the linked pages share a logical semantic structure. The weaker hypertexts work as a obstacle for effective in this case.

Meanwhile, in the more mainstream tendencies of Wikipedia, hacks and mods are slowly taking place. Although the site’s priority has always been the outkeeping of hackers, the platform of ‘play’ is obviously a small island in the seas of information for numbers of reasons. Therefore, finding a mod of the encyclopedia came as a suprise. In the Wikipedia Game visitors instantly participate in a browsing-contest. The concept is simple: get to a given entry starting from a given page. Players for example are given the startpoint of the entry about Long Island, where the goal is the entry about Arkansas. The competition-page puts the Wikipedia-page in a frameset, and counts everyone’s score. The websurf competition is up for 200 seconds before the page finally refreshes with new keywords. The participant who uses the least clicks to get the ‘trail’ right scores. Competitors get to see the hypertextual route as each match ends.

As modest as the netgame presents itself, it also projects characteristics on the side of the information portal as well on the media usage. One could argue the user, while competing, gets more aware of its searching (in)capabilities or realizes the temptations of ‘hypertext distraction’.

In the same way, a highly similar game was developed by the MIT as a cognition study. In Wikispeedia people were confronted with the same game setup as in the Wikipedia Game. Only here the results would be measured to get insight in the (supposedly increasing) browsing capabilities of the individual. The project was an alternative take on the MIT’s Open Mind Common Sense Project.

The researchers of Wikispeedia state in their research paper, called Wikispeedia: An Online Game for Inferring Semantic Distances between Concepts:

“The initial getting-away and the final homing-in are much more predictable after seeing game data than before, and the idea is to use the information gain to guess where the homing-in phase, and thus the relevant part of a single game path, starts.” (West et al., 2009)

This quantative study would provide data to optimize the web in a more semantic and therefore meaningful way. (In respect to the MIT paper: the project goals were never to develop semantic frameworks for the Wikipedia system, but to get a greater understanding of human cognition in a hypertextual environment.)

Although the gathering of statistical user information could possibly contribute to a greater understanding of the common sense aspect of webbrowsing, the case of Wikipedia could as well be a heavily controversial case to build upon.

In the sense of getting from A to B, users could be assisted with a certain context-specific algoritm. However, maybe the results of the Wikispeedia project would only become of practical use if someone governs this hypertext fettishism. Therefore understanding of the cognition of webbrowsing is only useful when the system and its users are literate enough to give up the interest of information completeness to usability. As the information is structured as it is it’s maybe more fair to reverse the questions into: do Wikispeedia and The Wikipedia Game contribute to user literacy over Wikipedia? And in a broader perspective: what would be the consequences be if a information network like Wikipedia becomes focused mainly on the semantic research? Would information get ‘hidden’ as it’s only presented when its algoritms predict so? Most likely, the fields of semantic web-browsing with emphasizing the user-experience would clash with the stubborn dogma’s within of the (or any) web-based encyclopedia. The tensions in the editing have already exposed in the hypertextual warfront as we know it (in which completeness obviously wins over usability).

The final research paper would elaborate more on this semantic web in relation to the ideals of a web encyclopedia. In this comparison of interests, also a reflection upon the current situation of Wikipedia could be extracted. (I any case, this is not a disqualification of Wikispeedia project, rather it is a extrapolation of the projects ambitions upon the Wikipedia context.)

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Book review of ‘Animal Spirits’

Last week we were given the assignment to read and review a book (out of a pile of interesting New Media literature). The assignment resulted in a stressful exercise, since I’m not all that used to reading a complete book within such a short amount of time. Ah well, the actual writing was not the most bothersome, and I kind off liked it. Although I can’t say my text is the most comprehensive, and not all that personal when it comes to ‘taste’ for that matter. Yey, it still gives you some impression of the book’s character, and I think it was well received. Also, I was quite relieved when Geert Lovink apologized for making this first assignment such a tough call, luckily this week’s assignment will be a lot more pratical (I’ll keep you posted about it this week as well).

Anyway here’s the review, it also can be found on the Masters of Media blog, on which other students contributed as well:

In Animal Spirits, Matteo Pasquinelli takes on a burdensome task of elaborating on modern digital culture (or capitalism) from the viewpoint of complicated philisophical sociology. This goes alongside John Keynes’ definition of the animal spirits as a dynamic endogenious force within the multitude (a take on the the masses): “Keynes defines the irrational and unpredictable forces struggling behond stock markets and pushing economic cycles as animal spirits”. What comes forth from the introduction of this term is that the animal spirits don’t allow much (political) interference, controversely, its animal force might well be triggered only by the policies themselves. The spirits take back the part autonomy it has lost during the highly bureaucratic introduction of the Empire (Negri & Hardt): “It is crucial to underline the autonomous and productive force of the animal spirits. The physiology and neurology of the human animal, its libidinal, emotional and psychopathological economy, has become a complex battlefield in the age of so-called advanced capitalism.”

Within this Empire, the Animal Spirits as a slumbering beast, is waiting to be unleashed. According to Paolo Virno’s “Grammer of the Multitudes”, this animal side of the multitudes is still always present in society: “the unconscious of culture and politics is rooted in the natural aggressiveness of man as a animal”. Further, the faces behind the Empire’s (and the character of which the ‘dark side of the multitude resists’) status don’t remain hidden in it’s form. At this point Pasquinelli introduces three philosophical methophors based on a bestiary, namely the parasite, the conflictive hydra and the bicephalous eagle. These concepts would have been earlier developed by Serres and Virno, where authors like Freud, Lazzarato, Baudrillard and Guaratti were influential debaters.

The bestiary concepts take the sole role disruptive force between the symmetrical relations in the archaic capitalism, although at the same time they’re also critical for the survival of the current state of the society. The bicephalous beast for example, originally based on the relations between power and desire is “far from repelling us, it appeals to us”. The three concepts are implemented on thoughts on different subjects such as the the commons (which experienced a revitalisation with web version, ‘Creative Commons’); the ‘creative class’ or ‘creative city’ (writing upon the supposedly marketing language of Richard Florida and similar theorists) and pornofication of the society (on Netporn or war politics). From here I’ll elaborate on each of the introduced concepts.

The material and immaterial perspective on modern culture appear useful in most debates, Pasquinelli defends this view by stating that “something always [stands] in relation to an external surplus and not as a virtual system held apart or abstracted from material concerns”. Also, the author tends to not only focus the materialistic code (or the representation), but also on the flows (the production, basically the energies behind the media use and production). As for the commons-debate for example, the supposed reinvention of ‘collective production’ appears broken in it’s core representation. For this argument Pasquinelli quotes Neoist Anna Nimus about Creative Commons (CC): “It’s a mixed bag of cultural goods are not held in common since it is the choice of individual authors to permit their use or to deny it. [CC] is really an anti-commons that peddles a capitalist logic of privitization under a deliberately misleading name”. As such, the only thing that’s really ‘free’, is freely copyrighting by the original producers without the capability of accumulation by other producers. Pasquinelli refers to Dmytri Kleiner’s who defines copyfarleft and copyjustright as the only workable production modi: “The solution is [..] copyfarleft, a license with a hybrid status that recognizes class diversions and allow workers to claim back the means of production”. In this discourse, the dream of the collective production goes far beyond the hype machine of the commons ‘collective production’ which it claims to facilitate.

A 16th centery drawing of the hydra

A 16th centery drawing of the hydra

In the following chapter, Pasquinelli goes on to the subject of creative class as described in the popular works of Richard Florida (as ‘The Rise of the Creative Class‘). After the social value traded ‘monetary accumulation’ for ‘innovation’, the society also focussed itself on slogans as ‘everyone is a creative’, as the ‘age of the social reproducibility’ finally has taken form. For this creative (knowledge) economy to emerge, the key for maintaining succesful is essentially by controlling the innovation: “Controlling the speed differential of a knowledge invention means simply keeping its dominant position within the immaterial sphere, the wider material context and network of cooperation.” The material manifestions lead back to the local political agenda’s, who’s defended under the flag of symbolism. “The image of ‘creativity’ is the collective symbolic capital transformed into monopoly rent and applied to a distinctive part of society (..) The ‘creative class’ is a parasitic simulacrum of the social creativity that is detached from the precariat and attatched to the upper class”. This notion of creative is thus held up by European cities like Berlin, Amsterdam and for example of Barcelona’s @22 project. All of these modernist projects relied on gentrification, a class struggle that’s represented by the hydra (of which the raging heads hit each other).

In the last chapter, sexualization is discussed as a social model: “The Freudian perverse polymorphism of infantile sexuality is portrayed as a model for the libido of the whole nation, and more generally, for the collective imaginary.” Especially on the side of U.S war-politics the radical form of romanticism (namely pornofication) is taken as the case for portraying the bicaphalous beast of society. Ever since the production of the image, and the ‘phantasy images’ that has evolved from the Middle Ages, has taken their own role as they seek spectacle in subjects that surpass the mere entertainment value. In this situation, Pasquinelli states that “pornography can be taken as a radical case study of the condition of the image in the contemporary climate”. In the case of Warporn the tensions mainly revolve around the civilian journalism versus the pornographical imagery the U.S Military. Instruments like the videophone have appeared a resourceful tool in exposing the war against terrorism. In this media warfare, when Rumsfeld tried to prohibit the video production productions, an internetvideo popped up of him shaking hands with Saddam Hussein in 1983.

Beyond the warporn, the explicit pornofication could be seen as a sign of the end of the Empire: “In the last half century, pornography has become ubiquitous, a mass commodity (..) that is almost free in the age of the internet. Pornography itself can be considered the ultimate by-product of an exhausted technological Empire.” After this apocalyptic prognosis, it’s uncertain if there’s a proper alternative for the vacuum of the ‘desire’ itself: “Even when we defend pornography we deal with a desire that is never definable and predictable”, which refers back to the character of the animal spirit itself.

In the end, the framework of the bestiary and the Animal Spirit has proven to be useful in nuancing the modern day’s hypes by measuring them to the radical and libidinal forces of individuals. These unpredictable forces have seem to be productive, competative and sometimes arbitrairy assaults. Although in the end this ‘fury’ might be expressed in day-to-day actions that provoke somewhat towards the bureaucratic and political beast, sometimes in the form of useful sabotage, or otherwise like a rebelling bourgeois bohemian. Also, the bestiary and specifically the emphasis on both the immaterial digital and the material world deliver some insights that are worthwhile. Though, the explicit meaning of the metaphors isn’t always that obvious, the concepts themselves seem up to date as they are unraveled.

Especially the linkage between the commons (the parasite) and the creative city (the bicaphalous eagle) is cleary there, both of the chapters seem to supplement each other, since they’re more or less on the same subject matter; that of social production. Therefore the pornography and image chapter felt like a neccesary addition for the completion of the ‘animal spirits’ concept without referencing to earlier arguments. Also, the pornography chapter feels a bit more thin on the authors, since it mainly relies mainly on the English science-fiction writer J.G. Ballard, who’s a proper contributor when it comes to a abolishment of the Empire, but doesn’t give the thesis a intellectual knock-out. Nevertheless, ‘Animal Spirits’ is a complete plea to what can be called the impact of the animal psychology in the information age.

Geplaatst in Book review | 1 Reactie

Reshaping the blog

Hi all, it’s been a while since my last post. This time I promise pledgfully I’m going to maintain this blog a bit better then before, not just because I’d feel like it, but mainly because of the obligations coming from the University of Amsterdam. Yep, that’s right, this guy is going academic! If you still don’t know: after I got my bachelor degree at the HvA, I enrolled for the New Media MA. Exciting!

So what does that mean for this blog? Well, it’s going to be a lot more theory based then before (when I posted mainly free work), this contains book reviews, research theses and probably some complaints about the intesity of this years course (sorry for that in advance). You also might have noticed the language shift (’speaking the kings’), due to the international oriented course (and well, the entire field of media studies is English orientated anyway). That means all of a sudden I got to train on my English language skills, since all of the papers have to be written in proper and academic English. Halp, no really, please correct me if notice any coarse misuse of spelling/grammar.

So yeah, that’s kind of what’s happening at the moment. If you’re interested in the material of other student’s assignments, I would refer to http://mastersofmedia.hum.uva.nl, that’s the domain where my posts will arrive as well.

I might be updating previous posts to English, but then again, I might not looking to the amount of work for the week assignments. Keep you posted, cheers.

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Wat is ’soep’ in Orcish?

Opnieuw een Work in Progress ontwerpje. Comments zijn alleszins welkom!

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Versie 2, grotere versie na de klik!

Versie 1, grotere versie na de klik

Versie 1, grotere versie na de klik.

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