Category Archives: Key Terms

Compromised Mission — French Toast Mafia KeyTerms

Compromised mission:

‘Google management was concerned that its service to end users in China did not meet Google’s standards of efficiency and speed because the Chinese government was censoring search results, redirecting users to other search engines at times and at other times blocking access to google completely”

“Google  also believed that its mission to provide users access to the worlds information was being compromised.”

“Self-censorship was an affront not only to Google’s commitment to “not doing evil,” but to important U.S. democratic values such as free speech. Compromising those values would indirectly send the message to the Chinese Government and the Chinese people that human rights violations could be overlooked. It would also send the message to the rest of the world that Google would compromise those values.”

 

Key Term: CPM – Screaming Eagles

CPM (Cost Per 1000)

In one of the news articles, it talks about how YouTube partners are compensated. The term CPM stands for cost per 1000 impressions. An impression is simply a view of your content. Once you become a partner and you have your channel monetized you are ready to be paid for your views on your videos.

“YouTube takes around a 45% slice of advertising revenue, although the CPM (cost per thousand) that advertisers are charged varies. Most partners earn anywhere between $0.30 to $2.50 CPM, but there are many exceptions to the rule, with some of the bigger YouTube players earning closer to a $10 CPM. Be aware that your location and the type of content that you publish will have a bearing on how much you can potentially earn.”
Source: How-to Make A Living From YouTube’s Partner Earnings http://www.reelseo.com/youtube-partner-earnings/#ixzz40SkrhYj2

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The Academy – Key Term

Copyright Infringement

Due to new and more widely available video production and editing technologies that are now in the hands of consumers, people can now more easily make content to post on the internet. However, It is sometimes hard for new content creators to begin a career on large platforms such as YouTube because of these companies’ severe copyright infringement policies. Despite the increased number of people with access to such programs, “grassroots producers who wish to participate in the culture of streaming depend on commercial social media sites for distribution” and can often find their content being removed due to YouTube and corporations citing copyright claims (Russo, 125). In many of these instances, the content would be protected under copyright law because such content would be classified as parodies or satire, but “YouTube and similar ventures face greater risks for hosting illegal content than for refusing to host content that is legal” (Russo, 125). This means that instead of taking the time to investigate and process all of the new content being uploaded to YouTube, YouTube instead “every incentive to reduce these risks by complying with the industry’s demands” and implement “automated filtering to flag potential copyright infringement” (Russo, 126). These policies are not good for content creators, as “such strategies make the derivative artworks hosted there vulnerable” to being removed for “vague violations of terms of service” (Russo, 126).

All is not lost for content creators, however, as “in opposition, policy initiatives in support of fair use, including the Center for Social MediaBs TCode of Best Practices in Fair Use for Online Video,X1 are making crucial interventions to protect the possibilities for queering both media form and media content. The compromises and constraints that structure the relationship between the media industry and fans are thus undergoing continual negotiation” (Russo, 126).

[youtube]https://www.youtube.com/watch?v=oXf14eX_9Fg[/youtube]

Key Term: “Queering” (Team Cyber Pistols)

[youtube]https://youtu.be/7xSOuLky3n0?t=145[/youtube]

The “queering” of content refers to the appropriation and recontextualization of content produced under a patriarchal and capitalistic institution, and the construction of new, user-based content from the original content that constitutes an opposition to those forces, and is therefore “queer” material. Queering undermines the heteronormative, cisnormative society which is the primary producer of content by claiming and then contextualizing its content within the queer community and narrative.

The term queer is used here because it opposes the forces of the creation of the original content (which are decidedly unqueer). But it doesn’t do so via the creation of “original” content, but rather by “hijacking” (so to say) the original content, and rearranging it so that it is a narrative suitably situated within the queer community. Russo, in “User-Penetrated Content: Fan Video in the Age of Convergence”, aptly describes the process as “engaging the source via its own images” (Russo 126). The old adage “You can’t put the fire out from inside the house” doesn’t apply in the digital house, where the exploitation of original content combined with original creatively has the ability to transform, to queer, any text, by using the text itself.

The queering of material also speaks to the queer undertones that flavor even anti-queer material. That is, the phenomena of rearranging material to queer it instead of creating entirely new material speaks to the pervasive nature of queerness, and further, the idea that queer narratives are not represented not because they do not exist, but because are actively and intentionally ignored.

What is queer cannot be queered, and so it is only content that lacks explicit queerness that is the subject and object of queerification.

The hand-in-hand nature of queer and anticapitalist practice of queering results from an institution where: “the question of what interpretations can be visible is yoked to the question of what interpretations can be profitable” (Russo 129). The lack of visibility of mainstream, corporation-grown queer narratives results from their lack of profitability, and that begs the question of whether the opposite is true: Does the prevalence of underground, user-grown queer narratives result from their lack of profitability? A refinement might result in a truer statement: Because of the lack of mainstream queer content (resulting from their lack of profitability), a prevalence of underground, user-grown queer narratives can be observed. This combines the first and second statements, resulting in a more comprehensive understanding. This also allows for a future in which capitalism appropriates queer narratives and exploits them, profiting from that which it once disdained.

YouTube Terms — Team FrenchToastMafia

Viral Videos – (Awaiting updating but you can’t steal our term!)

Constrained – “Video’s viral propagation ‘s vectors are constrained by the lattice of power materialized in available technologies – not only technologies of media but also more broadly technologies of law, commerce, and desire. As long as the infrastructure of video hosting remains prohibitively expensive, not to mention legally delicate, grassroots producers who wish to participate in the culture of streaming depend on commercial social media sites for distribution. YouTube and similar ventures face greater risks for hosting illegal content than for refusing to host content that is legal; they have every incentive to reduce these risks by complying with the industry’s demand. This results in a lack of recourse for users. For example YouTube is implementing automated filtering to flag potential copyright infringement and it cites vague violations of terms of service to unilaterally suspend content that appropriates propriety material.”
“the compromises and constraints that structure the relationship between the media industry and fans are thus undergoing continual negotiation”

Google AdSense: “Google makes money from the views of these ads and partners can then earn a percentage via a Google Adsense account.” The money received varies, partners are give more than 50% of the revenue, the whole of it depends on a multitude of factors.

Monetization: The money incentive to making YouTube videos. It is interesting to look at the various texts some of which praise the monetization concept and others which demonize it. “ as with any creative endeavor, the harder you work, the more optimized your videos are, the greater you are at marketing and collaboration (and the hundreds of other little skills and synchronicities that go into make a project work for you), the more likely you’ll be able to generate an income.”

We’re Padlit – Key Term

Device – Key Term

This article talks a lot about how YouTube being as easy and accessible as it is is making the computer more like the television.  The tv is the device that was primarily used to see videos and television but now more and more people are switching over to their computer for videos that the tv is becoming sort of obsolete.  The tv is having a hard time combatting the freedom that YouTube allows.  The article at the end even says on the last page that the tv and computer are going to become the same device in the near future.  

Linguistic Profiling

Linguistic profiling is the practice of identifying the social characteristics of an individual based on auditory cues, in particular dialect and accent.

AccentAnalysis

“The origin of inequality withing the (Xbox Live) space.”

“Linguistic profiling is similar to racial profiling. Racial profiling uses visual cues ‘that result in the confirmation or speculation of the racial background of an individual, or individuals,’ and linguistic profiling ‘is based upon auditory cues that may include racial identification, but which can also be used to identify other linguistic subgroups within a given speech community.” -Kishonna Gray

  • used as an effective means to filter out individuals whom one may not want to do business with
    • e.g. according to executive director of National Fair house Alliance, insurance companies, mortgage companies, and other financial institutions may refuse to extend services if they think you sound Black or Mexican
  • occurs frequently within virtual communities
    • people feel free to disclose personal information believing that they will remain anonymous, but are sometimes unaware that their voice itself automatically reveals a lot about the speaker
    • e.g. ” The first half of our griefing exercise was spent killing members of our own team comprised of all males who spoke Standard American English…This type of behavior is usually in response to an oppressive act that occurs against [the Conscious Daughters] within Xbox live. They react in this manner only when someone forces them to this type of action by calling them bitch, spic, or by commenting on their citizenship based on how they sound.”

Webseries

A Web Series  is a series uploaded to the internet. Characteristics that a web series typically encompasses is that they are typically scripted and in episodic form.

Not to be confused with ‘webisode’ which is described in this excerpt from the reading:

“generally inexpensive form of narrative production with the capacity for both niche and worldwide audiences. While there are no formal written rules for the webisode, dramas generally run at approximately ten minutes, while comedies have a run time of less than six minutes. Soap operas can have a longer format of approximately twelve to fifteen minutes. Some episodes complete an entire story arc, while others are serialized. Some web series run for several seasons, while others are encapsulated in one series. These web series vary widely in terms of subject matter, genre, and target audiences.”

p. 65 Blacks in the Future: Braving the Frontier of the Web Series

Web series are similar to that of a television series in that it targets a specific audience. They can last as just one series or even run for several seasons. Web series are really a very accessible form of media where mostly anyone can get involved. For the viewer it is free to watch and easy to access. It has been described as an activity that is very inexpensive and if you simply have the technology (a camera) to make your idea come into fruition then you’re golden.

The web series has been a great vehicle for creating a Black community. The web series is used as a form of expression Black voices and creativity. It is a really great way for anyone to express their ideas. Whereas television shows are a thousand times less diverse in not only participants but also content.

 

webseries

Idiot Box

“Idiot Box” defines the idea that television is merely a consumer product. This idea encourages us to minimize television’s role in new media, thus, minimizing the role of its adaptions. New media gives us the ability to interact and escape–an ability introduced to technology by television. However, film is often seen as the more important predecessor to new media because of its reputation for being more artistic and meaningful. Furthermore, the video-oriented Internet, is often valued higher than television because it uses “cool” computer technology and is more physically interactive. Television, though, should not be ignored in this way. It helped shape modern media with its visuals and engaging nature. The concept of an episode, a short visual story that is connected by a larger plot, fits in well with the modern urge to condense or reduce information without losing its meaning. The Webseries today would not exist as we know it today without television. While its production quality is lower, its episodes micro, and its plotline shorter, it is an adaptation of its older but still relevant counterpart. It takes television as a concept and reinvents it to fit in a different environment–online. Televisions influence over new media, then, should be more appreciated. Its ability to adapt should also be admired, as adaptability is another quality revered in the sphere of new media.

Pg. 9 of “How Television Invented New Media”

 

Video Games

The main issue with video games is the lack of representation and having most of the main characters being white males. Even the image of what is considered a “gamer” is a white male. How can we change this? Do people want this change? Several developers on the rise Indie developers are trying to fill the void of the lack of representation. They seem to be underrated because they are not making a sports game or it is not the typical character that we’re used to.

Some people brought up in class that a lot of the Indie games are very similar having children as main characters. It’s hard to be completely different but being different from the typical characters is what they’re striving for.It is hard to change a system such in their ways and asking for such a drastic change would not happen overnight. There are developers out there who yearn, just like the consumers, for proper representation in the gaming realm. The first step that is necessary to take is to have the consumers buy more Indie games that have proper representation.

Even though it would be great to have this change,being realistic is also necessary. We have to keep in mind that we are giving confirmation that it is ok not to have representation in games because we are buying them. People feel this way but choose not to buy the games from the Indie companies. Also keep into consideration that not everyone is going to happen despite all the efforts. Even if the gaming world was revamped, people will still find a way to say there’s a lack of representation.

This call for a change should be taken step by step and not be forced because such a change can ruin the world of gaming.

Key Term: Media Representation

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Media representation has to do with how the media portrays particular groups of people. While the term could be used to describe generalized groups of people, within the context of discussion of diversity and marginalization in media portrayal it is almost exclusively used to refer to the media portrayal of marginalized people. Representation involves not only how many marginalized people are present, if any, but also how they are characterized and treated by the narrative. There is both positive and negative representation: For instance, while a lesbian character may appear in a video game, the character may be stereotyped, fridged, objectified, or otherwise be forced into a harmful and oppressive narrative. Calls for representation in games are, therefore, calls for better representation–not only must characters be present to start with, but they must also not be oppressive portrayals.

“This is also relevant to the populations themselves, as representation can have identity and self-esteem effects on individuals from those groups (Comstock and Cobbey, 1979; McDermott and Greenberg, 1984). Tajfel’s social identity theory (1978) suggests that groups look for representations of themselves and then compare those representations with those of other groups. The presence of the group – including within games (Royse et al., 2007) – serves as a marker for members to know that they carry weight in society. Conversely, the absence of portrayals should lead to a feeling of relative unimportance and powerlessness (Mastro and Behm-Morawitz, 2005).” (The virtual census: representations of gender, race and age in video games)

Representation, however, goes further than accuracy in terms of importance. Games that have more aliens and magical creatures than people of color tell us who is prioritized and welcomed in these fantasy games–and have a very real impact on the self esteem and identity of those who are underrepresented in media. Nichelle Nichols, who played Lt. Uhura on Star Trek: The Original Series, inspired a generation with her portrayal of the character: Mae Jemison, the first black female astronaut, was inspired by the character to join NASA, and Whoopi Goldberg, who later played Guinan on Star Trek: The Next Generation, was also inspired by the character, alongside likely millions of other women of color who saw the show as a child. Representation, while possibly appearing unimportant to people who are already widely represented, is a matter of validation of identity and humanity for those who are underrepresented and poorly represented by the media.

“You guys know about vampires, right? … You know, vampires have no reflections in a mirror? There’s this idea that monsters don’t have reflections in a mirror. And what I’ve always thought isn’t that monsters don’t have reflections in a mirror. It’s that if you want to make a human being into a monster, deny them, at the cultural level, any reflection of themselves. And growing up, I felt like a monster in some ways. I didn’t see myself reflected at all. I was like, yo, is something wrong with me? That the whole society seems to think that people like me don’t exist? And part of what inspired me, was this deep desire that before I died, I would make a couple of mirrors. That I would make some mirrors so that kids like me might see themselves reflected back and might not feel so monstrous for it.” – Junot Diaz

Sources&Links:
Media Representation: What It Means And Why It’s Important by Elizabeth Fierro
GSCE Media Studies Introduction To Representation by Karina Wilson
Star Trek’s Uhura Reflects on MLK Encounter Interview on NPR by Michel Martin and Nichelle Nichols
“The virtual census: representations of gender, race and age in video games” by Dmitri Williams, Nicole Martins, Mia Consalvo and James D. Ivory