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Mara Williams

Why we argue about virtual community: a case study of the phish.net fan community. (Art... - 6 views

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    Watson, N. "Why We Argue About Virtual Community: a Case Study of the Phish.net Fan Community." Communication Abstracts. 21.5 (1998). Print. This is a fabulous article - old, but solid on the fights about online vs. offline communities. I read it in a Digital Culture class in 2008. I cite it all the time, and would love to go back in light of our discussions in class. This might go well in week seven when we talk about online communities.
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    Do you have a copy of it, Mara? Doesn't appear to be easily available in electronic format....
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    Thanks for catching that. I have a physical copy I could scan and make available to the group.
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    Please do, Mara. I really want to read this. Or I can scan a copy in Knight Ref.
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    Here is a link to a pdf I made of my copy. https://docs.google.com/open?id=0ByPQDYtlq5NmUlhYLXlIRHlnVkE Let me know if you would like it shared in another format. Can't wait to discuss this one!
Kelly Heckman

Periscopic Play: re-positioning "the field" in MMO studies - 9 views

I agree the argument has overtones of the emic/etic perspectives I believe in this instance there is a difference. When one leaves to study a culture in Cameroon, one can become "awed" by the cultu...

methods research MMO games ethnography read this week7 week8 article PDF

John Fenn

What is a Subcultural Scene? | BenjaminWoo.net - 2 views

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    I really like the concept of "scene," as it is applied here. The author uses it to mean the ways groups of people gather in clusters historically, emotionally, and physically. He argues the term avoids the "fetishiz­ing tendencies of subcultural theory". Does it, though? If mapping and analyzing subcultures brings with it a temptation to nail down hierarchies of taste cultures (as in - "my study of zine making shows this is a real zine, that is not" - a temptation that looms even bigger for those of us who try to study our own subcultures), how does scene help us avoid that? Might I be tempted to flash my knowledge of the scene/ being a scenester in ways that produce the same effect? The visualizations help map out the fluid connection between actors and organizations. Describing local fan communities as "a nexus of niches" is tremendously helpful. I'd be interested to see this kind of network analysis applied to online fandoms across platforms. Thinking about the graph though, I'm not sure I need it to understand what he found. It looks cool (and bonus - !science), but I could do just as well without it. If the graph isn't supporting the argument - what is it doing? Final note - I like the choice of the word "patronage" - it may capture something really interesting about the relational and inter-generational aspect of scenes!
John Fenn

Sensory Ethnography Lab :: Harvard University - 4 views

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    The Sensory Ethnography Lab (SEL) at Harvard is a unique collaboration between the Department of Anthropology and the Department of Visual & Environmental Studies (VES). Harnessing perspectives drawn from the human sciences, the arts, and the humanities, the aim of SEL is to support innovative combinations of aesthetics and ethnography, with original nonfiction media practices that explore the bodily praxis and affective fabric of human existence. As such, it encourages attention to the many dimensions of social experience and subjectivity that may only with difficulty be rendered with words alone. SEL provides an academic and institutional context for the development of work which is itself constitutively visual or acoustic - that is conducted through audiovisual media rather than purely verbal sign systems - and which may thus complement the human sciences' and humanities' traditionally exclusive reliance on the written word. The instruction offered through SEL is thus distinct from other graduate visual anthropology programs in the United States in that it is practice-based, and promotes experimentation with culturally-inflected, nonfiction image-making.
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    First thought - awesome! What interesting work! Second thought - can we talk about the line between journalism and ethnography? I'm not sure how useful that distinction is, or how much I'm willing to fight about it. I'm excited by work that blurs the lines between art/ journalism/ ethnography. I would like to have a defense ready against folks who insist on discrete categories.
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    Harvard seems to have a lot going on for it... In context for what we /do/ with digital ethnography materials, I wish that more of the projects that are featured were actually available for, at the very least, preview (at odds with the program's description of conduction through audiovisual media...). I wish I knew more about Zeega (and the apparent connection based on large logo presence on the projects page), even if it is only in alpha... http://zeega.org/about.php
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    The projects at SEL provide a rich landscape for sensory/experiential exploration. This type of work really opens the mind to new perspectives and detail that is often exploited or skewed through popular media - like maintstream cinema or video games. Being a huge fan of the film "Where Eagles Dare" and the old SkyTram at Disneyland, I really enjoyed the Greunrekorder - Swiss Mountain Transport Systems sound recordings. I wonder if anyone has conducted similar research on the Portland Aerial Tram. Many of the trailers were exquisite, too. "Sweetgrass" looks to be an amazing documentary.
Staci Tucker

History of Modding - 1 views

http://mediaindustries1.wordpress.com/modmoddermodding/history-of-modding/

digital video games user content fans industry

started by Staci Tucker on 04 Jun 12 no follow-up yet
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