Monday, November 23, 2015

Short post - Jonah

I forgot to post my shorter post for last week so I am going to do 2 short (non-synthesis) posts this week. 

I found interesting, in connection with Prof. Song's post on the adapting book companies, the similar yet markedly different experience vinyl companies have had in an age of iTunes, CDs and YouTube.

Below is an article by Billboard detailing the experience.

http://www.billboard.com/articles/business/6406630/vinyl-records-comeback-music-industry-record-store-day


Saturday, November 21, 2015

Tweeting Anthropology

As digital media becomes increasingly dominant, traditional book publishers have had to adapt their strategies.

Here's a short video that a publisher filmed of me describing my research:

https://mobile.twitter.com/Routledge_Arch/status/667838392344801280

I'm curious how many students at WUSTL still buy paper copies of books and how many read everything digitally. What about for our class on cultures of science and technology? 

Visceral, offline experiences still matter. I'm experiencing my first snowfall of the year here in Mile High City and wish I had packed warmer clothes! Brrr... hope you're all staying warm in balmy STL.

Tom Boellstorff in action

I'm in Denver at the American Anthropological Association's annual meeting, where an increasing number of anthropologists are discussing social media, digital technologies, and virtual worlds. 

I saw Tom Boellstorff in action at the conference, presenting a paper on the experiences of people with disabilities in virtual worlds. He did a simultaneous broadcast in text and voice with a co-author on Virtual Ability Island in Second Life. Here are some photos and screenshots from their joint presentation- a very cool experiment in the comingling of the visceral and virtual. 

Thursday, November 19, 2015

Session 12 Rapporteur Notes

Below are the rapporteur notes from last class. My apologies for the appearance at times, Blogger formatted it a certain way that I couldn't override.

Class presentations will be on the last day of class, everyone will give a 5-7 minute presentation about the key data utilized, methodology, and arguments. A Q&A period will be built in to solicit more opinions, think of this as the peer review we did for the first paper.

Discussion of Current Events (racial tension @ University of Missouri)- what comments can we make about our engagement with social media?

              Two people arrested after threatening comments at Mizzou

              Timeline of events before comments on Yik Yak (swastika in feces, stopping of                                   Chancellor’s car during parade, hunger strike, football team refusing to play, various hate                     acts against black students)

              Hateful comments posted after Black Anthology here at Wash U

Role of social media in helping aid revolutions (Arab Spring, BLM) – is this revolutionary?

People are able to create provocative posts and have discussion, but goes away as hype dies down. People assume it’s fixed, and we need to not let the media dictate where our interests are.

SM offers the promise to make your message known, but there’s an ephemeral aspect to it –                 do we trivialize what’s going on, or do we democratize events by allowing people to talk?

Talk about showing solidarity vs. “actually doing something”. Disconnect between “trending”             and actually connecting people through a shared struggle. People seem to be on different sides             about this.

New meta-narrative around the correct way to care and be socially literate.

Galvanizing nature of SM, and knowledge gaining. People become more educated, and people             are able to show emotional, spiritual support to each other.

What about the fact that we often restrict our posts, and they don’t reach other people? What                good is saying “I agree with this political message,” is that demonstration of solidarity                         actually doing? How does wanting to change your scope (making it public or private) affect                 anything?

          Solidarity created through SM has a purpose, whether or not it will actually be seen at                         Mizzou.

            With anonymity, people have the ability to shout their thoughts, and like to troll if they think               there might be little consequence. Anonymity can be beneficial, but can also be highly abused             (case in StL of mother posing as 13y/o boy and girl’s subsequent suicide)

            Expectations are different according to the media used. If we text someone something private,             we might have the expectation that it would stay that way. Technology platform creates                       different expectations of usage – communication ideologies?

           Regardless of the medium used, if there is trust with a person, that is not really going to                        change actions. Sending pictures to someone might seem like a good idea at the time.

Mizzou professor’s inappropriate response to concerns of black students in light of comments and threats (threats are just bullies)

What about someone who actually might be joking, how do we handle that? We know not to make jokes about bombs at airports, is Yik Yak the same? We should take every post seriously, there is the possibility that they are not joking.

Racist posts as performative, meant to engender certain reactions and stir up the pot

Someone at Hannah’s school sentenced for things he’d posted online (planning to blow up mall, but didn’t have equipment – does this constitute a threat?

What is the role of declarative announcement and online space, the catharsis seems to                be inviting, being heard and making feelings known. The formality of an email adds                to the threatening aspect.

Are people who have terrible plans actually wondering if anyone will try to stop them?

We should probably take seriously any kind of announcement regarding hurting mass               groups of people

China: cyber-vigilantes, “human flesh search engines” people hunt down those worthy of punishment. Duke student targeted by angry Chinese who posted her information and forced her parents into hiding. Vilified and portrayed by Chinese National news as “most disgusting Chinese student abroad”

Context matters when communicating, how does the form of media change the way we engage with each other?

“You Can’t Text Message Breakup” – portrayals of anger and revenge at being broken up with, or making fun of the response that one might have at being broken up with. The bf was actually cyberbullied for breaking up with the girl via text after two years.

              It matters how you end the relationship, apparently how you do it makes a big difference.

              Doing it a certain way gets framed as cowardice, a breaching of social norms.

              Breaking up with someone before was likely a larger affair, had to be in person,

Difference in sensibilities with respect to media ideologies: formality of emails. Seems that millennials have an idea of this usage as more formal. Can email be too impersonal because it can be seen as too formal, and text message might be thought of as a joke.

Theory is helpful (media ideologies) because certain things might become outdated. How did people experience texting as new, there wasn’t as much of a widespread consensus.

We have social media circles, and we don’t stray outside of them as much as we might think. We develop conventions within them, and act upon them regularly.

                        Broader shared cultural phenomenon, or shared practices between a few people.
Discussions of conventions via text and facebook, how particularized they are. They might change depending on situation and age. People have distinctive ways of expressing themselves, and conventional priorities. Technology and it’s the structure itself might have a certain bearing on how we construct sentences.

Our use of technology has interesting implications for how we engage other media which are note as advanced, e.g. trying to touch a screen that is not a touchscreen, symbols become detached from the thing they used to represent (floppy disk as save icon)

The only way we have to understand something is by the other things around it. We can only understand what it means to be dumped by email/text/etc by understanding the other possible options. Responses to modern media are in conversation with older ways of communicating.

Expectation that you have to constantly be talking because you are able to, the idea that it’s awkward when you run out of things to say. We depend so little on proximity to our friends, where do we still place the value of physical face-time?

What about the next generation, we have the potential to arrive at a point where breaking up with someone via text is acceptable, media ideologies have the potential to change.

Helen brings up the idea that it is hard to just sit down and talk without doing anything else. Is moving forward necessarily an evolutionary process, advancements don’t appear to strive toward any particular end. Result of technology seems to be to make technology itself necessary. What’s popular is what has been able to survive the market, and not necessarily what was meant to better our lives.

Fixed: The science/fiction of human enhancement

             Technology that changes the physical being that makes you into a normative model.

             Desires of people with disability for accommodations.

Idea of disability as a social construct, why should we view able bodies and minds as the standard by which we judge people. This entails a paradigm shift wherein we alter explicit practices of infrastructure and languages.

            Our conventions (“stand up for 12 hours”) are often unintentionally exclusive.

Idea that someone is completely healthy if they don’t appear to have a physical disability. If you can’t see it, it’s not real.

Women on PLM feel like they are not fulfilling certain roles and thus reach out for support. Why does this space only exist online?

What happens online is still very much real, emotions created which transfer over to the human experience. 

Thoughts on Blogging

I was talking to Professor Song about the second mini-ethnography and I started to think more about blogging platforms online. Who are they really for? Can you build a community through blogging? It seems like a very one-direction form of communication, where there really isn't that much room for response and conversation. The blogger gets all the privileges of curating their blog - from color scheme, to fonts, to carefully worded and edited content. They get to take the time to write out and elaborate on their very personal thoughts and gain followers who are interested in knowing more about this person and the content they have to offer. This sound really negative, but is blogging a form of narcissism and is reading a blog a form of voyerism? I know blogs are used to keep people updated on study abroad trips, to give people home/exercise/fashion tips, as a personal diary, as a political platform, and as a part of marketing strategies. It seems that there is always a content producer and a content acceptor, an uneven relationship of knowledge production. We have a very interesting blog in which there are many people contributing to its content, however, how else can blogs lend themselves to even relationship building? Is this even its intention? What do we get from blogs?

Wednesday, November 18, 2015

Nothing is Safe Online


     I saw this Buzzfeed article the other day and was absolutely appalled. A Sikh man was photoshopped to be one of the Paris attackers. Eventually some social media users started being skeptical of the photo and doubted that it was actually one of the Paris attackers. Finally, the man in the photo tweeted the original selfie, which was a harmless photo of him in a bathroom with his iPad. I think it is horrifying that someone took it upon themselves to photoshop one man’s photo to give everyone a face for the Paris attackers. After seeing this, I felt a similar terror as when we watched the movie about the terms and agreements in class. Everything seems so vulnerable online because anyone, companies or individuals, could decide to use your data or photos however they see fit.  

Bitcoin, Drugs, and the Black Market

Thank you for sharing the link on Bitcoins. I had no idea that Bitcoins were actually a responsible and legal way to exchange currency. I first heard about Bitcoin in the movie Dope this summer. The premise of the movie is that a kid from Compton has to figure out a way to sell a lot of dope in a few weeks in the safest and most efficient way to sell drugs (especially online). The answer is: through Bitcoin. My impression from the movie was that Bitcoins were only used in shady underground business but after reading the other article and the one below, I see that Bitcoin is a legit operation! When this movie came out I wasn't aware that you could buy tickets with Bitcoins.  Do we think this service will stick around? Who are Bitcoins competitors? The bitcoin is likened to the dollar or euro as a form of currency so will we see Bitcoin as a currency trade option when we travel abroad? Since Gold Farming and such is so popular why don't video games use Bitcoin in lieu of the dollar or euro?

Check out this article on how the movie Dope used Bitcoin and how movie tickets for the movie could be bought with them: http://insidebitcoins.com/news/dope-2015-film-review/34069

 http://www.newsweek.com/dope-becomes-first-film-accept-bitcoin-344349


Reaction to Readings

    Even after reading all these different articles about virtual economies, I still feel helplessly lost. With the Chinese gold farmers, I don’t fully understand what the workers are doing or getting that can then be sold to other people in the virtual world and make a physical world profit. It’s also hard for me to understand the demand for these products in the virtual world because I am so far removed from that culture. When I buy an app or a game, I can never justify spending the $0.99 or whatever to buy a special power to beat the level on which I’m stuck. So, it’s hard for me to understand the mindset of someone who would be willing to spend thousands of dollars within a game that would make having these gold farms profitable. I guess I have an easier time imagining how someone would make a profit in Second Life, where it is a creationist capitalism as Boellstorff calls it, because you would be buying a creative item for your avatar or home, similar to how you would buy clothing or items in the physical world. I can understand how someone can make a profit off of that and even have a career from selling things in the virtual world. Even though I do not fully understand these virtual economies, I think it is great that there is the opportunity for people who are fully engrossed in these virtual worlds to make money. Like the Ge Jin article talked about, it was the perfect opportunity for some of these gamers to combine their passion with a job, which is what most people’s dream is. It was also interesting to me though that Ge Jin mentioned how other gamers really hate gold farmers and will take it upon themselves to police and kill the gold farmers. It’s hard to imagine a type of abuse happening in these virtual worlds and it also brings about the questions of what one can do about the abuse or even murder of your avatar. Are the gamers entitled to protect their game and playing atmosphere and therefore attack these gold farmers who are just trying to make money?  
    I also took some time to look at the bitcoin documentary trailers. I was really intrigued by the “Life on Bitcoin” documentary. I have a hard time buying into bitcoin because something about it almost seems fake to me. Maybe it’s because I don’t fully understand it or because there is no physical money ever with it, but I would have a hard of switching over to that. Furthermore, I’m curious how this couple even figured out where to use their bitcoin and how businesses decide to take bitcoin. Actually last year when I was one of the executive directors for Dance Marathon at WashU, we got an email from a bitcoin company about wanting to get us to use it. That was the first time I had ever heard of bitcoin and I really thought it was a scam. Who knows, maybe in another 10+ years, everyone will be using bitcoin and it’ll be difficult to remember a time without it, but I can’t imagine bitcoin taking hold and replacing credit cards and cash.

     

Malwebolence - The World of Web Trolling

We've seen lots of examples of how online interaction brings positives into people's lives, but what about the interactions with more negative effects?
This article from the New York Times is an intriguing look into the shadier, amoral side of online communities and into the minds of those who do so and why:
 http://www.nytimes.com/2008/08/03/magazine/03trolls-t.html?pagewanted=all

Selfhood, Agency, Embodiment, Race, Gender, Political Economy, Governance, etc, etc etc

I think I'm becoming a critic and quite the cynic of Boellstorff’s work. I entitled my post: “Selfhood, Agency, Embodiment, Race, Gender, Political Economy, Governance etc., etc., etc.” because those are just a handful of the keywords and themes I pulled from chapters 4, 5, an 8.  Often it feels like his writing and topics are all over the place and he often states that, “blank subject could easily be the subject of a book in its own right” or some variation of that phrase.  Often, I want I roll my eyes while reading and think “Ok, then why didn’t you do that”? If his overall aim is to identify a culture in Second Life it often seems like he is doing too much. On the other hand, it also feels like he is not doing enough. 
            In Chapter 5, I was genuinely waiting for him to bring up the embodiments and personhood influenced by race and gender in SL.  In other sections of the book he mentions that people weren’t necessarily the gender of their avatars in the real world. Using his transgendered friend, Pavia, as an example, he suggests that people may “try” out different genders in SL to help prepare, transition or consider new genders in their real lives.  He also suggests that avatars can embody manhood and womanhood in many different new ways not realized in the real world. However, he didn’t uncover WHY? Why do people want to change genders outside of their real world gender? In the example of the men playing Texas Holdem’ there is very gendered language used used and hegemonic masculinities displayed throughout the chat conversation. Boellstorff suggests that this means that all the men are heterosexual men in the real world but how does he know this? An even broader question may be, how can you be embodied, gendered, and have agency in the virtual world without considering your culture and social constructions in the real world? To me it doesn’t feel like the two are inextricable but the way Boellstorff discusses his data it seems he thinks he can evaluate the culture of SL for what it is without diving deeper into people’s real world lives. For example can you be racist in real life and not racist in SL? I feel like he left the “race” section of his analysis really underdeveloped. He ends with a racist anecdote and only discusses negative ascriptions to race talk in SL; which feels unfair to the subject.
            Lastly, the articles on Gold Farming and Boelstorff’s political economy chapter are really interesting but still relate back to this looming question of how can you understand the virtual culture without understanding the real life culture? He writes that many members use lindens to earn money in their “real lives”. Similarly, this is the purpose of Chinese Gold Farmers. Is the virtual world creating its own political economy or is this just a new inventive way of creating a new political economy for the real world?  If the money used in virtual worlds can be used in real worlds, then aren’t the funds really supporting the culture of the real world? It seems ideas of governance, political economy, and freedoms are predicated on an understanding of Western world in SL, thus is this really it’s own culture?


Virtual economies

Boellstorff, writing about the political economy of Second Life, talks about the idea of "creationist capitalism" as central to the virtual economy, as well as the how the ideology of neoliberalism (governance based on the principles of market mechanisms and personal responsibility prevails). In this chapter he points out that in a world where digital goods can be copy-pasted infinitely, labor is understood in terms of creativity, and so production becomes equivalent to creation. In this way, expansion of production is limited only by creativity, and at the same time the limits to your creativity will make you interested in buying others' creations as commodities.
As Boellstorff observes, this is not unique to second life: the modern Internet as a whole has a widespread emphasis on the user's creativity and customization, from MySpace profiles to World of Warcraft characters. It's not even all that new; historical economist Locke wrote how property must result from the effects of human labor on raw materials, and in Second Life the property is essentially made of 100% human labor. Weber, writing on the Protestant ethic of capitalism, linked the ideas of creation and self-discovery, as a sign of God's favor. Of course online creationist capitalism doesn't usually have God as the source of success and creativity; instead the person, and so the people become creators and minor deities in their own worlds. It establishes oneself as a creator and thus unites production and consumption. Money doesn't even have to be a concern; pleasure can be found simply in the act of making new objects.
However, when money is involved, there is a "blurring of work and play", similar to the other article we read about gold farmers. Monetization and recreation become linked in a new way. But as with all economies, there is inequality: the employees of Linden Labs wield the greatest power, and it's a subject of controversy as to whether they should be proactive in governance or more laissez-faire. Below them are privileged elites, power users who have invested the most into the virtual economy, who are much more influential in regards to what Linden Labs decides to do. As one user put it, there's not nearly as much consideration given to more casual users. It's a fascinating phenomenon; I think it corresponds perfectly with the real world practice of lobbying by the rich and powerful.
Likewise, seasoned users command more respect than newer or casual users, and can be identified by how elaborate or heavily customized their avatars are. This reminds me of the caste system in India, where higher castes tend to dress nicer to affirm their superior status.

Gold farming readings

I found this week's readings on Chinese gold farmers to be a really fascinating look into lifestyles that seem strange on the surface, but still reflect aspects of the world that I know.

In the "Director's Statement" by Jin, he makes a similar point to Tom Boellstorff about the complicated relationship between the "virtual" and "real." It's a bit of a cliche to say that people who spend all their time gaming do so because they are discontent or frustrated with their "real lives," but as Jin says, "the real does not necessarily precede the virtual." In his "Chinese Gold Farmers in the Game World," he describes how many gold farmers feel disconnected from other players, separated by language and cultural barriers, in the same way that new immigrants to a country would feel. The way that they're harassed and name-called even incorporates their Chinese identities and stereotypes in way that is definitely reminiscent to how early Chinese immigrants were characterized in the U.S. Another "real" consequence of this virtual job is the fact that it provides income for thousands of people who otherwise have few employment prospects. It's definitely indicative of something about the Chinese and international economy that so many young men are willing to do this work to support themselves.  

In Dibbell's New York Times article, he describes gold farmers who play W.O.W. during their off hours for fun, in addition to playing for their jobs. The interaction/blend between work and play is especially interesting to me. In terms of western customers who pay for these products, I don't know how to think about the idea of paying people to play for you, when the "point" of a game is the process of playing and the joy that it brings? I understand that it can be beneficial to have certain virtual items, but I can see that becoming a cycle where a gamer uses items they didn't acquire themselves to get to a new, harder level, and then have the need to buy more items so that they can sustain their playing at new levels that they don't actually have the skill to play. It's interesting to try and understand how this the demand that drives this industry is sustained. 

Since these articles are from almost ten years ago now, I'm curious as to what the current condition of gold farming is? I feel like it's diminished recently, perhaps due to gaming corporations cracking down on the practice, but I don't know enough about it to say for sure.  

Virtual Economies and Gold Farmers

I was really excited to delve into this week's readings, I hadn't read anything of the sort before so this was new for me.

The Ge Jin piece about Chinese Gold Farmers caught my attention. It explains the practice of online "gold farming," which is earning high valued goods, characters, weapons, etc in a massively-multiplayer game and then selling them for real profit. When I heard about people being subjected to 12-hour long shifts, I began to think, "this is starting to sound a bit like a virtual sweat shop more than anything." To this end, I found two things interesting. First, the sheer degree of satisfaction and empowerment that the farmers got out of doing their job. I was surprised to hear how many of them purported to have loved their job -- what ever happened to too much of a good thing?  However, I hadn't considered the fact that gold farming might make the gaming lives of the farmers suspected to be Chinese even harder. I was interested, really more disheartened, to see that an attempt to gain wealth through online community had engendered a unique form of discrimination even with linguistic epithets included. The NYT article goes on to describe how other forms of harassment include repeatedly killing the character of a suspected farmer or blocking them from parts of the game that would allow access to high valued goods and weapons, and how even the last one was subverted into a profit-making process (with enough training). I do understand the frustration which might arise when everybody is just trying to play the game and people are really into it for economic purposes- I guess I see the conflict, one side just enjoys the integrity of the game and wants a fun time for everybody while the other is simply in it to make money.

The New York Times article was an expository peace about the grey market of gold farming. Here, the idea of a sweatshop was a bit more apparent, due to the extremely low wages paid out to the farmers, with the value of what they collected being sold at 15 times the price, and penalties accrued if the farmer stayed dead for too long. We were also introduced to "power leveling" as a "get strong fast" kind of scheme, an equally lucrative scheme going on in China. According to the article, the industry is getting a closer look, and that some of these have the potential to be shut down, if they haven't already. The problem exists with the multi-million dollar online shops and how to intervene with them. I was also particularly interested at the part where the workers' free time is discussed, and the writer relays that much of that time is spent on the same game. I was a little perturbed at how learning the game to become better at it, and so on, become an immovable feature of one's day, or their day entirely, so that the farmers can increase their yields and get better faster. The fact is that people are literally spending their entire days and nights on this thing, and the sad part is that this is not at all unusual. I wondered if the guy who claimed to love working/playing so much was actually just lying for the paper or not.

Chapter 8 out of Boellstorff also elicited some surprise and interest. Boellstorff introduces this idea of the "creationist capital," wherein labor is viewed as creativity, and production, the making of new stuff in Second Life. It seems that people can also pay (capital) to be more creative and buy new things (creative). Within this space, creative practice is lauded and it seems that participants achieve a high degree of satisfaction when creationist capital is carried out to fruition.  It drew my attention that building something required you to actually own land, once more pushing the idea that SL and virtual worlds are in fact places where real things happen. Boellstorff also mentions the fact that various virtual worlds can be owned by corporations, often resulting in pretty extensive control, of which participants are acutely aware. In similar vein to the gold farming, this chapter also brings up the idea of production through consumption, namely the selling of virtual goods for real-life money. This means that SL is now a place where virtual people can engage in exchanges of real-wealth with each other, just how WoW is a place where real-world money can buy advantages in terms of level strengthening.






Creative Economy

The focus of this week's articles on money in a virtual setting was really fascinating to me. The one exception might be the first section of Chapter 8 in Coming of Age in Second Life. If anyone understood all of those long words and references, hit me up because it sounded like complete nonsense to me.
Excluding that, Boellstorff's concept of "creationist capitalism" or an economy no limited by resources but by creativity and skill of the prosumer was really fascinating. I actually this phenomenon is becoming more and more commonplace in the technological age. Industries like app design, despite having no resource limitations, quickly became oversaturated with ideas. The concept of only being limited by our creativity is a very American one, and thus it is not surprising to see it play out in an American-made game. As Boellstorff points out in subsequent parts of the chapter focusing on governance, the Second Life landscape is very influenced by American Ideals and even (see Chapter 4) American time.
The property-based economic system in second life was particularly reminiscent of the Western notion in times past that only landowners had a vote. This notion stretches all the way back to Roman times, and though it is often seen as democratizing, both then and in SL it is also limiting. In Roman times this excluded women and slaves and in the online world it excludes the perhaps more casual user from participating in economic activities like building.

Another instance of online economy was seen in the Chinese Gold Farmers. One thing I found particularly interesting as well as troublesome was the hate directed at the industry. As the most visible extensions of the gold-farming system, the gold farmers were often the target of other players’ outrage and harassment, but ironically the gold farmers were also its greatest victims. Comparisons of these companies to sweatshops did not seem misplaced, especially after I saw the living quarters of employees at the A Bao company in the video. Though some of the “farmers” interviewed in the article and the video seemed to enjoy their job or at least consider it better than most, it was also clear that too many the job was physically and mentally draining with little reward. It also seemed clear from Julian Dibbell’s description of the raiding parties, that the job was most enjoyable when it preserved some of the creative aspect that Boellstorff describes and that makes video games and online interactions a recreational activity in the first place. One of the points Boellstorff makes is that in the creationist capitalist society, the reward for labor is two fold: monetary profit and enjoyment in the actual process of creating. That is one thing at least, both the gold farmers and the SLers share.