Author Archives: cpmcginn

Looking back on English 302: The power of content creators

There are so many things that I learned during this semester while taking English 302. I learned the things that define new media, how various forms of new media mix with race and gender, marketing tactics, and so much more. Though looking back at my reflections, a good portion of them reflect one idea that I believe is integral to the evolution of new media and the diversification of this media. That idea is that independent content creators, as a group, are one of the biggest influences in the evolution and diversification of new media.

In my reflection on the internet and platforms I discussed the monopolization of those platforms and why it isn’t necessarily a bad thing. A big part is that the monopolies go in waves, each iteration improving upon the functions of the previous one. One of the ways that the next big site can identify functionality that is wanted or needs improvement is through smaller platforms made by small or single person teams. Now these smaller sites may not be the ones that become so popular, but if enough small sites start appearing with similar functionality that hasn’t been used in mainstream platforms yet, then it’s clear that this a desired function and the next mainstream platform will be more inclined to add it due to popularity. In that sense, these small sites and teams are responsible for the evolution of that platform.

On top of that, small sites and teams are important because they give people other options of platforms to use, as I note in another of my reflections. If someone is discontent with some of the big names (Google, Facebook, Twitter, etc.) then they have a myriad of other options available to them. Not only do independent content creators fuel the evolution of the internet, they give people something to fall back on when they aren’t happy with the status quo.

This idea of indie creators pushing new media forward is furthered by web series and independent gaming. I include these two so closely because indie creators have a similar influence in each form of media, and that’s diversification. As I touch on in both reflections and very heavily in my team’s group presentation (specifically with games), indie developers in games and web series developers play a huge role in bringing diversity to both mediums.

In both situations, developers and show creators aren’t bogged down by the demands of mainstream standards. Indie devs don’t feel the pressure to conform from big publishers and web series writers aren’t pushed into a corner by network requirements and standards.

Because of that, they’re free to write and develop the story they feel is best. This in turn leads to an increase in diversity in the casts and plots of both video games and web series. I would say that all of this leads to my biggest takeaway of the year: Small name content creators can create the most waves in the world of new media. Because of the nature of new media, we are the content creators now. The power to incite change is in our hands and we can do so much with that. We shape the future of new media, be it bright or dark.

Web series and the indie scene

Towards the end of the semester, we started discussing web series, and just how they fit into our topics on new media. Web series are episodic content that is produced and then released on the web. That doesn’t necessarily mean any show that only sees its release on the web is considered one. Many Netflix original series may not be considered web series, as they follow a more typical television production standard. A good example of a web series is The Guild, a series about a group of gamers who only knew each other through a game, but takes a look at who they are as people and how they interact in the real world. The series is comprised of 8 to 10 minute episodes, as opposed to the typical television format of 30 minute to an hour long episodes.

One of the great benefits of web series is how they allow anyone to have a voice. Anyone with aspirations of making content has the means to. In this sense it’s much like the independent developer scene in gaming. But that’s not the only similarity. I feel like web series and indie development have a lot in common. For starters, the type of content it allows for and has helped get the ball rolling on is similar. With indie gaming, games that focus on content that touches on non mainstream topics, like gender, sexuality, and race representation are becoming more and more common. For example, Never Alone (pictured below) is all about the stories and traditions of the Alaskan people. Because there’s no need to appease big name publishers who only are interested in mainstream topics, indie developers are free to work on what they want. Indie developers are a big part of the diversification of games.

The same holds for web series. Web series aren’t bogged down by the requirement of television networks, much like indie games aren’t bogged down by big name publishers. Because of this we see a large increase in web series that focus on stories and topics that aren’t typically seen on television. A good example is Awkward Black Girl or The Couple, two web series that cover facets of black life, which is a topic often not center in the story of a television series.

Voices and stories that never have a chance on television now have that chance on the web. Now like indie games, some of these series may not see much popularity and dwindle, but it’s the fact that they are being made that counts. When it was just television, you may never have seen content like that but now it’s there, it can be found. Others, like Awkward Black Girl, will go viral and gain huge popularity, which is great because it gets the content out there even more.

No matter what level of success a series sees, the diverse content that comes out of web series will be seen and can become an influence to create more diverse content. This is the power of independent content creators. This is what we can achieve when not bogged down by mainstream media.

 

Being a gamer

During the past week, we’ve talked a lot about video games and one reading particular got me thinking. “Do You Identify as a Gamer?: Gender, Race, Sexuality, and Gamer Identity,” by Adrienne Shaw, talked a lot about the gamer identity and how people perceived themselves in that sense. Shaw interviewed a diverse group of people, asking them if they considered themselves “gamers” and then asking their reasoning for their answer. During this, Shaw made an interesting find. On page 34 of the article Shaw notes “Although race, sexuality, age, and platform shaped people’s relationship with gaming,
these did not determine whether they identified as gamers.”

That quote prompted me to add a critical question to the discussion: “What do you feel are the qualities/traits that make someone a gamer?” This brought up many different answers but the more I thought about my own question, the more I came to realize that it isn’t an answerable question (at least not in my opinion). Being a “gamer” shouldn’t have some standard definition. Once we start doing that, we start excluding people, and even if the group is very small, that’s still exclusive. Think of it this way, if we go off Shaw’s article and determine that the traits noted above don’t play a part in determining if someone’s a “gamer”, then the next thing we hop down to is type of games being played.

If we set more competitive and triple AAA titles to be the standard games of a “gamer”, then suddenly we alienate those who play “casual” or mobile games. People who play games on their phone (which it’s worth noting that those games are becoming more and more complex so that stigma against mobile should just disappear as it’s pointless) and those who play browser based games aren’t allowed to call themselves “gamers” if we set those standards. And we shouldn’t be allowed to tell someone “No, you aren’t a gamer.” if they feel they are one.

If we abandon game type, and instead go to time playing games, we run the risk of achieving the same alienation. If we set a certain number of hours a week as the standard of being a “gamer” , than anyone who falls under it can’t be considered a “gamer” in the eyes of the gaming community. If someone plays Halo 25 hours a week, and I play Skyrim 5 hours a week, I’m considered less of a “gamer” or not even one by time standards. And again, it’s ridiculous to deny someone the title “gamer” for that reason.

The main point is, if someone seriously feels they are a “gamer”, who are we to deny them that. If the person who plays candy crush a few hours a week feels they are a “gamer”, then good for them! I welcome that. Anyone who wants to deny them that feeling of being a “gamer” is potentially aiding in creating a toxic environment. I think that the standard should be that anyone can be a “gamer” if they want to, and it’s up to them whether or not to say “No, I am not a gamer.” For me, it sort of falls on the line of a type of self-identity. It’s something you consider yourself to be, so why does someone else get to tell you that you’re wrong about that. Which is why it’s good that in Shaw’s article we see that people are starting to less and less feel that their race, gender, sexuality, etc. are something that determines if they are a “gamer.” If they felt differently, that indicates that the gaming community is setting strong standards for being a “gamer” based on those traits. The fact that they don’t feel that way shows that those standards of being a “gamer” are starting to fall off which is terrific.

 

 

The Monopolization of Internet Platforms

Over the past few weeks, I’ve noticed a reoccurring idea coming up in class. That idea is the monopolization of the internet. Platforms are used to connect people, and in today’s world, technological platforms are on the rise. Technological platforms are those that don’t require physical presence to connect people, and that includes the internet.

There are most definitely powerhouses in the platforms of the internet that relay the idea of a monopoly. Facebook, Google, Amazon, Twitter, YouTube, and Pandora/Spotify are among the most prominent. Now, a lot of the time,  the monopolization of the internet is treated as a negative, but I feel like it’s very much the opposite. The monopolization of the internet is something that helps move it forward.

Now at first that may sound absurd. Monopolization can be seen as hindering the growth of smaller entities, and possibly stunting development. But with the internet, I feel it’s different. With the internet, things come and go, take memes for instance. The same holds for monopolies. Look at MySpace, Limewire, Yahoo, AIM, and others. They used to be considered the biggest platforms in what they did. But now they’ve bowed out, and moved over for the new top dogs.

Looking at it, internet platform monopolization isn’t necessarily a bad thing. All these new big names had some improvement over their predecessor. The old apps becoming the biggest name of their platforms put them in the spotlight. This allowed people to be shown what was good about the current era, and what needed improvement. The next monopoly takes that information and improves on it. People often say that Facebook was a massive improvement over MySpace, and Google’s results are generally better than Yahoo’s.

Now to some, monopolies like this are bad, as they don’t feel they promote new ideas and improvement. Maybe it sounds like I’m saying that “I for one welcome our new overlords” in some regard but I honestly feel like these waves have their benefits. “Out with the old, in with the new” as the saying goes. I feel that saying fits this trend very well. It’s the nature of the internet to grow and improve and I feel that the monopolies have played a part in that.

 

 

MyTube

Throughout the past couple weeks, I’ve noticed that the way we use YouTube has evolved. For me, at least, YouTube started out as a site to watch random videos for hours on end, with no concrete goal of what to watch. However I feel like I now use it very differently. Now whenever I go to YouTube, it’s with the intention of watching something specific, or seeing is a specific channel has updated. I’ll head over to the LetsPlay channel, or RoosterTeeth, or maybe SeaNanners, watch their content, and then leave. It’s gone from a site I use to take in random content, to a site where I look for very specific, tailored content. I feel like YouTube can also be seen as MyTube, a place where I get specific content that I am interested in watching. It’s funny, as at the beginning of the semester, I contemplated on the evolution of the purpose of the internet. I guess a lot of the topics we deal with have a habit of starting as one thing and becoming another.

For me personally, YouTube is mainly a platform for watching videos from Rooster Teeth, Achievement Hunter,  SeaNanners, and other YouTube gaming personalities. My YouTube is very much tailored to gaming and nerd culture topics. It’s very much a change from the random anime music videos and random machinima I used to watch. Of course like anyone else, I’ll use it to listen to random music, but it’s primary use has become a delivery service for the content I listed above. Looking at my top 15 playlist, it definitely pushes the specificity of content point I noted earlier.

1) [youtube]https://www.youtube.com/watch?v=MjXcWDDdNrc[/youtube]

2) [youtube]https://www.youtube.com/watch?v=KnoksmvOFjA[/youtube]

3) [youtube]https://www.youtube.com/watch?v=UzkfGtnv3S8[/youtube]

4) [youtube]https://www.youtube.com/watch?v=p2DyJMJJ4Gs[/youtube]

5) [youtube]https://www.youtube.com/watch?v=FDQx-guzx2s[/youtube]

6) [youtube]https://www.youtube.com/watch?v=Yo7ONq8m3Vc[/youtube]

7) [youtube]https://www.youtube.com/watch?v=cJB4WkyuYnE[/youtube]

8) [youtube]https://www.youtube.com/watch?v=Mc98JC1Q1ik[/youtube]

9) [youtube]https://www.youtube.com/watch?v=eURMNR_J-ew[/youtube]

10) [youtube]https://www.youtube.com/watch?v=6P-5YyY-vss[/youtube]

11) [youtube]https://www.youtube.com/watch?v=zEVerd5xhq0[/youtube]

12) [youtube]https://www.youtube.com/watch?v=jNT0iqJbzLs[/youtube]

13) [youtube]https://www.youtube.com/watch?v=IardETg8ku0[/youtube]

14) [youtube]https://www.youtube.com/watch?v=XZgZ84ytfh8[/youtube]

15) [youtube]https://www.youtube.com/watch?v=OIxtcfLwmPE[/youtube]

 

If you don’t like it, don’t use it. There are always options.

One of the biggest things that struck me during our discussions about Google this week was the controversies over Google’s policies in regards to privacy and how people seemed annoyed they had to use Google given those policies. According to our reading “Google Controversies”, its been one of the biggest grievances people have with Google. For instance, with GMail, Google has the policy of taking keywords from their emails and using it to better help target advertisements. Google also tracks what you’ve searched for a similar effect and they track the sites and items you’ve viewed to also help target ads even more.

Now, understandably, people are going to be put off by this idea that their habits and words are being watched. But I find a number of things rather silly about all the rage being thrown Google’s way for a couple of reasons.

First of all, the most pertinent reason in my opinion, Google is its own company with its own guidelines. It provides the service to  store and send messages back and forth through GMail, so it has a right to use create the guidelines for that service, in whichever way they see fit so long as they adhere to those guidelines. To my knowledge, Google hasn’t ever deviated from its guidelines, which are all very public. It’s a company and GMail is its service and property. And it’s not like they are breaking the law either. They adhere to federal standards of storing information, and won’t release information to the government without proper procedures (warrants, etc.).

The second reason I find this rather silly is a notion I’ve always been a supporter of. “If you don’t like it, don’t use it.” I feel this is very true, especially in this instance. Using Google isn’t a requirement for using the internet. There are numerous other options:

  • Yahoo
  • Bing
  • Hotmail
  • Firefox
  • Internet Explorer (IE 9 and up is actually useable again)
  • and many others!

Many people may respond with “Oh but everyone else uses Google and it’s so integrated that it’d be dumb not to use it.” Then use it, it’s up to you. Google is a company and has a right to what it does with its services.

A lot of people feel like Google is becoming too big and powerful, and that it will monopolize the internet.

The only circumstance in which this could happen is if net neutrality goes down the drain and Google cashes in on that, paying for their services to run the fastest (which wouldn’t happen anyway if Google has any moral compass). Aside from that circumstance, the internet will always have options. It’s in its nature. There will always be sub services to use if you aren’t a fan of the major one. Yes, maybe Google will be the biggest in major services one day, but it will never be the singular one. It won’t become an evil empire.

 

Memes: Sharing information via the Internet

I grew up on the icanhascheezburger sites, and for the longest time, I thought I knew exactly what memes were. All the pictures of cats and other animals (stuff that I would learn were later termed “advice animals”) with text, that’s what I defined as a meme. Later in life I joined the ranks of tumblr and Reddit, and my interpretation widened. On both sites I saw comment trends and jokes based on things people had said. Those also eventually fell into my interpretation of a meme. Up until now that had been my understanding of a meme. I had never really given it a second thought. But then this past week in class occurred.

“A unit of cultural information that replicates while still remaining whole.” This is the definition of a meme as it is presented in From Memes to Mashups: Creating Content from Content. I wasn’t entirely sure what to think of this definition at first. Then the TED talk with Susan Blackmore helped me understand exactly what that meant. Memes aren’t just the images and comment trends we see on the internet. Memes have been around for a long time before that.

How I understand it now is that anything we do over and over as a culture can be considered a meme. That puts an even wider umbrella over what can be seen as memes. For example, through this definition memes can be high fives, texting abbreviations, or even slang that’s become common place (ratchet, swag, etc.). Any cultural trend is a meme. It makes even more sense in the context of recent memes. The left shark meme is a good example. To some people now, and a bit down the line, it may seem like one of those “classic” internet memes that have popped up like grumpy cat, but as we know now, it has come out of a big aspect of our culture, the most recent Super Bowl halftime show. Left Shark is a cultural trend that is being posted over and over, which in turn makes it a meme.

So I wondered why the definition of memes narrowed so much for me and many other people. That reason is the Internet. The Internet is a system where people are able to easily create and share content on the fly. One of the easiest pieces of content to create and share is an image, so it makes sense that these types of memes would flourish. Social networking in particular has played a massive part in this. Think about how many times you’ve seen “typical” memes shared on Facebook, Twitter, MySpace, etc. With all these new avenues to share content, people are making more and more. So much to the point that the term meme quickly became primarily associated with those sorts of images.

This actually connects back to a notion I developed on the first day of class. After our buzzword exercise, I came up with the idea that the Internet may have started out as way to share information around the world, but has developed into an entertainment center. This new understanding of memes actually changes that idea for me. The change isn’t massive, but does modify a key aspect of the idea. The Internet has still become an entertainment center yes, but that doesn’t mean it lost what it originally was. By defining memes as bits of cultural information, even those “typical” memes, whose sharing supports the entertainment center development, are information being shared. The Internet may have become an entertainment center, but it’s still wholeheartedly a center for sharing information. That information’s type has just greatly increased in regards to cultural information.

Semiotic Democracy

From “From Memes to Mashups: Creating Content from Content.”:

“William Fisher in Promises to Keep describes digital technology as offering “semiotic democracy” which gives consumers power of cultural meaning making” p87

Semiotic Democracy is a phrase first coined by media studies professor John Fiske. He defines it as the “delegation of the production of meanings and pleasures to [television’s] viewers.” What Fiske means by this is instead of being mindless drones to the television, viewers in fact give their own meaning to what they are watching. In the context of the quote above and in relations to memes, when we take in memes and other such media, we are able to give it our own meaning. This in turn results in the creation of new memes, as we take meaning from a meme and replicate it using our meaning, which can form a new meme that appears to be patterned from the previous one.