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Social networking Web 2.0 Young people & museums

More from Stutzman on how young people use social networking

Stutzman reports on a poll which claims that –

teens have an average of 52 friends on the IM buddy list, 38 friends entered in their cell phone – but they have 75 friends in SNS. The poll also found a 75% of teens use SNS. This is a useful point of comparison for researchers interested in the nature of friendship on SNS. Are there transferable ratios between various communication devices that hold steady for young people? Can this shine light onto how many “real” friends teens have in social networking services?

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Young people & museums

Dragon & The Pearl – a blog for children

The Museum has launched another public facing blog called The Dragon & The Pearl.

This blog supports a public program that is running until March 2007.

A mysterious crate arrives at the museum containing what is thought to be a dragon’s egg! The blog allows children of all ages to keep pace with what the Museum and the two specialists it invites in – a cryptozoologist and a dragonologist – think it might be and what develops when and if the egg hatches. Already a faint pulse can be heard by visitors from inside the egg!

Categories
Interactive Media Web 2.0 Young people & museums

Current dialogues

Its a busy time at the museum at the moment with the Great Wall of China exhibition coming up in a few weeks. And there are a lot of deadlines so here’s a couple of interesting blog posts I’ve been reading recently.

Andrew McAfee from Harvard Business School leaps to the defense of experimentation of social media like blogs and wikis within organisations. There has been a lot of talk about the internal impacts of these web technologies within museums – usually about the visitor/curator interaction that results – but there may also be some interesting lessons to be learned from IBM and other knowledge companies that have rolled out social media within their organisations to better implement knowledge management internally. And what are museums if they are not centrally about knowledge management?

Fascinating dialogue between Ulises Ali Mejias and Raph Koster following from a multi-person discussion piece in Harpers about video games and literacy.

Also, the American blogosphere has been full of discussion about changes at Facebook. As usual it is Fred Stutzman and danah boyd who offer some great meta-ideas around the how it is users who own social networks (at least at the moment).

Categories
Young people & museums

Notions of class and ‘digital natives’

Norm Friesen from Simon Fraser University questions the whole notion of a ‘net generation’ (or as we might say, drawing on Marc Prensky, ‘digital natives’), drawing to the fore issues of class rather than age.

This is the first in his E-Learning Myths series where he aims to dispel, or at least, challenge many of the ideas which he sees as underpinning ideas of e-learning.

Recent sociological and governmental studies paint quite a different picture of this same generation. Often focusing specifically on the Internet, they report –similar to the sources above– that “children and young people [are generally] claiming greater online self-efficacy and skills than…their parents” (Livingstone, Bober & Helsper, 2005; 3: emphasis added). However, they do not take these claims at face value, and universalize them to youth in general. Instead, this research emphasizes, for example, that the complex skills needed to effectively utilize the Internet are distributed not only by age, but also by “gender and socio-economic status” (Livingstone, Bober & Helsper, 2005; 3). One of the most important predictors for these differences is class –with middle class children more “likely to experience the Internet as a rich, if risky, medium than less priveged children (Livingston, & Bober, 2004; 415).

Friesen’s site contains a lot of his academic publications including an interesting contestation of the idea of ‘learning objects’.

Categories
Young people & museums

Liz Losh on 10 principles for the digital family

Liz Losh posts an interesting and sensible list of principles for raising children with technology. (I spent a few hours last weekend reading the equally sensible and logical Honey, We Lost the Kids: Re-thinking Childhood in the Multimedia Age by Kathleen McDonnell which I picked up at the local library).

The first three principles are most interesting –

1) Play with Your Child

Dr. Spock revolutionized child care a half-century ago by stating that the first rule to new parents should be “enjoy your baby.” With longer workdays for parents and ramped up expectations in school and society for kids, it can be easy to forget to play with them as they get older. Your personal preference may be to have your child cream you in chess rather than in a first-person shooter, but if you aren’t willing to play digitally, you are likely to be widening the generation gap. There are lots of good, less-publicized choices out there. Consider something like the award-winning, fun-for-all-ages game Cloud from students at USC and their faculty advisor Tracy Fullerton, which can be downloaded free online. If you are intimidated by videogames, consider other opportunities for creative play. For starters, you could have fun with music-making machines like Pâte à Son from le ciel est bleu or the Indian Shankar Drum Ganesh Machine, or a paint animation like Jackson Pollock by Miton Manetas.
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2) Go Low Budget

You don’t need to spend thousands of dollars on expensive controllers, games, and software for digital family fun. A megabucks game from a Hollywood franchise might not bring you any closer to your child. Instead, consider these four options.

A. Free open source software that lets your kids create games, animations, movies, and audio remixes like the 3-D modeling program Blender or the sound mixing program Audacity.
B. Free 30-day-trials of otherwise expensive corporate packages. Kids can make elaborate animated cartoons for the web and cell phones with Flash or make music with Sony Acid, although they may complain when the month is up.
C. For less than the cost of a typical sixty dollar game, your kids can make their own games. Quest Creator, RPG Maker, and — for the lover of virtual gore or mayhem — FPS Creator are all within most family budgets.
D. Check out what comes with the machine. For example, a lot of Macs come with the versatile program iMovie.

3) Bring Digital Politics to the Dinner Table

Talk to your kids about new laws that limit or may limit users’ digital rights. It’s important that they understand the basics of copyright law and why they can’t post their clever claymation video on YouTube or MySpace, if the soundtrack is a top ten hit owned by a megamedia company.

Luckily Creative Commons makes it possible for kids to find photos, sound samples, and film clips in the public domain. (Check out this video made by my thirteen-year-old to see an example.)

You might also want to point out how the arcane and obfuscatory language in user agreements can contain fine print that allows their personal information to be shared with third parties. Game playing devices can also store data from other software applications.

Categories
Web 2.0 Young people & museums

When you try to emulate teen trends you end up looking foolish

Some reporting from Advertising Age on the new Wal-Mart ‘social networking’ and viral marketing campaign.

No doubt leery of all the problems with MySpace.com, Wal-Mart’s site disqualifies any video with “materials that are profane, disruptive, unlawful, harmful, threatening, abusive, vulgar, obscene, hateful, or racially or ethnically-motivated, or otherwise objectionable.” That’s why “pending approval” notes dominate pages already created and content is limited to a headline, a fashion quiz and a favorite song. Wal-Mart also plans to e-mail the parents of every registered teen, giving them the discretion to pull a submission.

Moreover, the retailer reserves the right to edit the commercial created with the winning video, obviously hoping to avoid the fate of Chevrolet’s Tahoe, which allowed consumers to create their own video spots unchecked and ended up with some unflattering results.

So a subversive, ironic ad by a savvy teen on how her dad’s hardware shop closed down after the retail goliath rolled into town would likely be “otherwise objectionable” to Wal-Mart.

The tight controls will work against Wal-Mart’s goal to make the site more edgy and will instead cement the retailer’s image as a conformist brand, said Tim Stock, a researcher with New York-based Scenario DNA, a research firm devoted to studying Gen Y.

“The second you try to create boundaries and draw a line around content and put a box around content, it becomes something else. Teens aren’t searching for what a company deems relevant, but what they deem relevant,” Mr. Stock said. “You can’t own it. When anyone tries to own it too much, then it becomes a problem. That’s the impression I get on this site.”

The ‘necessary’ lockdown/controls reminds me of the equally ‘necessary’ lockdown in ACMI’s ACMIparks priject as discussed earlier.

Categories
Interactive Media Young people & museums

Gaming criticism

Great short piece from Clive Thompson, a columnist for Wired which answers the question “Why there’s no Lester Bangs of video games?”

Answer C: Game criticism isn’t economically viable enough to support traditional, professional critics.

Do the math: A serious RPG or first-person shooter or strategy game might take 40 or 50 hours to complete. Even if serious critics don’t have time to finish a game, they ought to spend at least 10 hours to experience its complexity. So ask yourself this question: If movies took 50 hours to watch, would there be any movie critics?

Nope. Newspapers and magazines couldn’t pay enough to compensate that sort of time. And how exactly would a single critic remain authoritative? Pauline Kael watched, like, 10 movies a week. You couldn’t play 10 games all the way through in a week if you tried; there are not enough hours in the day. Any attempt to do this would rupture the space-time continuum and release eldritch forces beyond anyone’s control. To cover the field adequately, a single magazine would need a stable of a dozen game critics or more.

This is another reason why bloggers and layperson enthusiasts will always be the most innovative writers on games. They’re infinite monkeys, and they’ve got the weeks to absorb themselves in a game and generate a brilliant take on it.

Categories
Folksonomies Interactive Media Web 2.0 Young people & museums

Who will own museum content?

Angelina Russo put me on to this interesting short think piece from The Art Newspaper Oct 2005.

Whatever solutions are preferred, the landscape looks like this: museums will ultimately embrace file-sharing, and overcome their fear of loss of authority. Curatorial scholarship will likely find its way near the top of the information pyramid, but is best served up in a more accessible format if it has the public at large in mind. Furthermore, the way forward will likely be with a combination of free content and licensable, high-resolution multimedia content, most economically built by consortia instead of by one museum at a time. The content will have to be updated, open to folksonomy protocols that encourage end users to contribute to databases, and that emphasize live features (real-time tours of shows and behind-the-scenes experiences) that people will pay a modest amount for. Museums will begin focusing on those things that younger audiences will be prepared to download for a micro-payment or subscription, alongside ample free offerings.

Have you tried the folksonomy tools on our recently release OPAC 2.0?

Categories
Social networking Web 2.0 Young people & museums

More thoughts on prod-users/pro-sumers, engagement, interactivity & media literacy

[some slightly muddled late night thoughts that will be expanded in coming weeks]

Nicholas Carr issues one of his familiar missives railing against the almost automatic discarding of the old [books] in praise of ‘new media’ and ‘interactive fiction/writing’.

[A friend] describes a visit to an internet company where he watched a demo of a new web service that allows people to create mashups of movies, combining scenes from various films. “Until now,” his host blathers, “watching a movie has been an entirely passive experience.” Gomes comments: “Watching a good movie is ‘passive’ in the same way that looking at a great painting is ‘passive’ – which is, not very; you’re quite actively lost in thought. For my friend, though, the only activity that seemed ‘active,’ and thus worthwhile, was when a person sitting at a PC engaged in digital busy work of some kind.”

Gomes hits on one of the more annoying characteristics of the web philistine-utopians: they’re need to create false dichotomies about the products of creative work. In this case, the false dichotomy is between “passive” and “active.” If you’re not “actively” fiddling around with something, you’re being “passive,” and passive is, of course, bad. But as Gomes points out, there’s nothing passive about reading a good book or watching a good movie or sitting down with a good newspaper. If someone feels that watching a good movie is a passive experience, that says more about his shortcomings than the work’s.

The other popular false dichotomy is between “static” and “dynamic.” A completed work of art or craft – a book, a painting, a movie, an encyclopedia entry – is “static,” and static, like passive, is bad. A work is only “dynamic” if it’s some kind of open-ended group production – art by committee. Again, though, these terms are fake. A good book is anything but static – it gives to the active reader a wealth of meanings and connections. It’s the mashed-up products of committee culture that tend to feel static. The more a mob messes with something, the flatter, more one-dimensional it becomes. When it comes to creative work, the individual mind is more interesting – more dynamic – than the mob mind.

What’s particularly sad, and dangerous, is that these false dichotomies are infecting mainstream thought and discourse. They’re becoming an accepted way of looking at culture. A recent Library Journal featured an interview with Ben Vershbow, a fellow of the Institute for the Future of the Book, which is connected to the Annenberg Center for Communication and is funded in part by the MacArthur and Mellon foundations. Vershbow sees books as being static, and the reading of them as passive. He believes that the promise of books will only be fulfilled when they come to have “social lives.” “Soon,” he says, “books will literally have discussions inside of them, both live chats and asynchronous exchanges through comments and social annotation. You will be able to see who else out there is reading that book and be able to open up a dialog with them.” The model is Wikipedia, which, Vershbow says, “is never static, always growing.” [emphasis mine]

Carr’s points echo a lot of what I have been considering in relation to music criticism. Simon Reynolds, in discussing the race-to-the-bottom struggle in music journalism and blog circles between rockism and popism addresses the problems with the kind of cultural relatvism that has rendered critics unable to criticise – which seems pertinent in looking at Web 2.0/digital natives/wisdom of crowds type thinking.

As the original title of Frith’s book makes clear, Cultural Studies came out of sociology, and a large aspect of the discipline was the pursuit of value-free understanding of popular leisure—a human science, its research aimed to increase the sum of human knowledge. But, distorting the value-free element significantly, Cultural Studies also came out of socialism—all of the CCCS theorists were left-wing and many were Marxists. Gramsci, mediated by Stuart Hall, was a particularly strong influence. The working class youth subcultures were understood to be unconscious expressions of anti-hegemonic resistance through rituals, attempts to escape class destiny through the symbolic victory of style. As cult-studs broadened its scope, it soon began scanning the entirety of popular culture for buried or encrypted expressions of resistance or utopianism—hence the much-ridiculed micro-discipline of Madonna-ology, the studies of Trekkies, the TV semiologist Fisk who thought that MTV was an explosion of jouissance and carnivalesque energy, a form of anti-repressive desublimation, etc etc.

This approach was based in a left-wing populism that wanted to believe that anything popular must have something good about it—because “the people”, in their heart of hearts, are good. Left wing populists have to believe that the People are (or would be if only they’d listen to “us”) progressive/anti-authoritarian/tolerant/etc. Well, I’d like to believe that as well, but when you look at the world there’s a lot of evidence that people do/like/believe in/behave in all sorts of pernicious things/ways . . . One of the things to acknowledge is that popular culture is where a lot of this non-virtuousness manifests itself—and that, confusing things immeasurably, a lot of what makes pop culture work, makes it good (aesthetically), comes out of nasty stuff, the stuff that is ruining the world—aggression, ego, vanity, status, competitiveness, extravagance, not thinking about tomorrow. Rap and metal are two genres that can’t be properly understood without registering the roles of appetite-for-destruction and destructive appetites. And it goes beyond music of course: porn, junk food, and almost anything that can be described as “junk __” or “the new porn” etc etc. The cultural studies belief that there must be something good about anything that’s popular seems naïve and sentimental. A lot of popular things are reprehensible, or just lame.

The major legacy of cultural studies (which chunters on in academe with a well-past-its-day wan feel about it) as it filtered into rock/pop writing, is the critical sensibility of populist generalism. And one of tics of this sensibility is a squeamishness about the idea of aesthetic vanguardism, which is felt to be elitist, and an accompanying reluctance to describe anything as trash or middlebrow. The pervasiveness of this attitude is pretty unique to pop criticism—you might get a glint of slumming/inverted snobbery/populism idea here and there in film reviewing or literary criticism, but it’s pretty rare, and in other arts it’s non-existent. Outside arts & entertainment, it’s less than non-existent. Few people in our little world would have a problem with the idea that in politics certain ideas/values/policies are more progressive or enlightened than others.

… [snip] …

Obviously these are real evils with stark implications, whereas “bad” culture is not pernicious in any easily proved way or obviously direct way. An example that lies somewhere in between the two extremes and may be slightly illuminating: food. Few with any firsthand experience of school meals in the UK or America would disagree that they are shit, nutritionally and in terms of taste. Yet kids love that shit. I’ve got a six year old, if left to his own devices Kieran would eat nothing but chicken nuggets and fizzy soda. And you can see why the stuff appeals to unsophisticated palates: they’re salty and fatty and tasty in a very narrow sense, the sugary sodas give a “loud”, effective rush. And yet this kind of food is really bad for kids both in the short term (mega-constipative–some kids go two weeks without a shit; affects ability to concentrate in school, moodswings) and long-term (early death). When Jamie Oliver during the series based on his School Lunch project showed the kids what nuggets and Turkey Twizzlers (if you don’t know, you don’t want to know–oh go on then, take a peek) are made from-–a pink gloop of mechanically evacuated meat-mush, chicken lips and turkey perineum—they were uniformly turned off; knowledge made them more discriminating about what they put in their bellies. And having the crap struck off the menu in the school cafeteria forced them to educate their dulled palates and they soon learned to tolerate, then actively prefer, Jamie’s fare.

Now none of this necessarily means I (or Reynolds, or indeed Carr) is advocating a return to some kind of class system of knowledge – hierarchies of access with only a few doing production/writing for the many.

French sociologist Pierre Bourdieu, in his seminal work on cultural taste, social hierachies and class, Distinction, is misread if one simply uses him to neutralise any difference between fine wine and cheap wine, fine dining and fast food (yes, these are in part socially constructed judgements of taste) and render impossible any criticism of either. Bourdieu, instead, needs to be understood as revealing the social construction of aesthetic and cultural value – so as to be better able to critique.

Thus it may be better to conceive of Web/Media 2.0, Wikipedia, prod-users and the like as expanding the concept of ‘the few’ – the few who we know were in positions of power/control because of structural inequalities. And ‘the many’ splintering into a long tail of niche readers/listeners/viewers, who themselves may be producers in the same or another niche.

This allows us to simultaneously critique reality TV, acknowledge some of the problems of Wikipedia, take issue with the business model of MySpace, and bemoan some video games, student films and over the top pop music – but at the same time examine the real social benefits of social production, audience co-creation and the like as described by people like Yochai Benkler without needing to, as some commentators do, totalise it to some sense of the future ‘of media’ or ‘of education’.

Categories
Social networking Web 2.0 Young people & museums

MySpace downturn? Monetising issues

Everyone is talking about Scott Karp’s article questioning whether MySpace is experiencing a downturn. There is a lot of anecdotal evidence both from Karp and others, but I think the strongest argument for the MySpace hype eventually running out of steam is that teens are always a very fickle market, and they are getting increasingly fickle.

As I (amongst many many others) keep pointing out in presentations, the real pull of MySpace is/was its stickiness as a communication platform/site. Once you set up a MySpace page then you had to keep going back to it to check if your ‘friends’ had ‘added’ you or you’d gotten mail etc. While this was genius while MySpace was/is ‘hot’ it will quickly become a big turnoff when/if it falls from favour.

The problems with ‘monetising’ MySpace through advertising versus, lets say advertising on Google, is that when people visit a MySpace page their motiviation is purely conversational – versus a Google search which is likely informational/information-seeking. The informational motivation can more easily be monetised through well placed advertising – advertising which offers to make easier your search for information (or cut through the plethora of choices with a simpler option).

Monetising the purely conversational is difficult.

I’d be fascinated to know how successful the advertisements that pop up in those ‘free telephone services’ that were written about a few years ago actually were . . . these were advertisements that interrupted your telephone calls (effectively the advertiser paid for your free calls by forcing you to listen to their advertisement).

Of course, these advertisements that intruded on your phone conversations were not able to be customised/personalised to the conversation topic in the same way that is now possible with conversations over the internet.

Google have been doing this very thing with their advertising that appears in your Gmail account – supposedly tailored to the conversation topics (content) in your email.

But does anyone actually click (or see) those advertisements?

Maybe the value of MySpace for its owners is purely as market research. But even that relies on its continuing dominance.