Showing posts with label videogames. Show all posts
Showing posts with label videogames. Show all posts

Tuesday, April 29, 2008

The shift from traditional production to the world of produsage

Produsage (Bruns 2007)


The relationship between media producers and audiences has significantly evolved and converged in recent years. This hybrid convergence has been coined produser by Axel Bruns, where usage is also productive (Bruns 2007). The shift in the relationship between the two now provides audiences with an increasing amount of social and culture power than ever before over the media they consume on a daily basis (Banks 2002, 190; Jenkins 2002, 168; Ross and Nightingale 2002, 40).

The boundaries between the producers and audiences have been distorted and crossed (Banks 2002, 190). Participants in collaborative activities are not producers in a convention sense because that term suggests a distinction between producers and consumers which no longer exists (Bruns 2007). Audiences are now adopting the more traditional roles of producers including creating, producing, continuously collaborating and circulating media content via Blogs, Del.icio.us, Facebook, MySpace, Wikipedia, Flickr and YouTube (Banks 2002, 190) and becoming produsers.

Produsage is beyond products, producers and production. It is an ongoing collaborative process and deeply embedded within every single individual human being, waiting to be unleashed every time we interact with a Web 2.0 or similar environment. MySpace, Facebook, YouTube, Google Maps and Wikipedia demonstrate the increasing number of virtual audiences contributing to the World Wide Web by creating, editing and sharing content with others.


The removal of barriers between producers and consumers permits all participants to be users as well as producers (Bruns 2007). This is often in a hybrid role of produser where usage is also productive (Bruns 2007). Produsage is the process of collaborating and continuously building on content in pursuit of new improvements (Bruns 2007). “The produsage process itself is fundamentally built on the affordances of the technosocial framework of the networked environment, then, and here especially on the harnessing of user communities that is made possible by their networking through many-to-many communications media,” (Bruns 2007).

Jenkins (2002, 168) discusses the shift from active audiences to interactive audiences due to the introduction of new media technologies, convergence and participatory culture. The participatory culture refers to audiences participating actively and contributing to the culture of creation (Jenkins 2002, 168). There is a need to document the interactions that occur between consumers and media producers. The new participatory culture which is taking form at the centre of new media technologies and tools enable audiences to create, annotate and recirculate content.

In video games, audiences are often able to produce their own content and it is ultimately more satisfying to them. Development costs to the media producers are significantly reduce because they no longer have to create all of the content in the game as this is now the empowered audiences’ role (Banks 2006, 202). Benkler (2006) argues that non-market peer production is just as efficient as media producers and firms and also suggests that new media interactivity provides a platform for more democratic participation in creative and productive practice. “Peer cooperative production networks enhance capacity for creativity in loose collaborations without being limited to organise the activity through the constraints of the marketplace, price system or traditional industrial & hierarchical models of social and economic organisation,” (Benkler 2006).

It is critically important for the media producers to listen to the audiences because it significantly contributes to the commercial success of the media itself (Banks 2002, 189). Auran’s ‘Trainz – A railroad simulator’ relied heavily on user-generated content and on a pool of fan labour as a critical component of the project itself (Banks 2002, 204). The fan feedback in the design process had considerable influence on the design direction, production and development (Banks 2002, 204). Producers must listen carefully to their audiences and adapt to their needs, wants and desires in order to survive in the marketplace (Banks 2002, 189).

References

Banks, J. 2002. Chapter 8: Gamers as co-creators: Enlisting the virtual audience - A report from the net face. In Mobilising the audience, ed. M. Balnaves, T. O'Regan and J. Sternberg, 188-212. Brisbane: University of Queensland Press.

Benkler, Y. 2006. The wealth of networks: How social production transforms markets and freedom. New Haven: Yale University Press.

Bruns, A. 2007. Produsage: A working definition. http://produsage.org/produsage (accessed 20 April 2008).

Castells, M. 2001. The Internet galaxy: Reflection on the Internet, business and society. New York: Oxford University Press.

Jenkins, H. 2002. Interactive audiences. In The new media book, D. Harries, 157-170. London: BFI Publishing.

Ross, Karen and Nightingale, Virginia. 2003. Audiences in historical perspective. In Media and audiences: New perspectives, K. Ross and V. Nightingale, 12-41. Maidenhead: Open University Press.

Tuesday, April 22, 2008

The weird and wonderful adventures of cosplay

(Akihabara News 2007)


Before attending the Supernova exhibition in Brisbane on 6 April 2008, I was unfamiliar with the term 'cosplay'. To an outsider, this lifestyle first appeared to be strange and amusing at the same time. Cosplay is different to furry fandom. The term is short for "costume play" and is a Japanese subculture centered on dressing as characters from manga, anime, tokusatsu, television shows, video games, fantasy movies, Japanese pop music bands, Visual Kei, fantasy music stories and novels. In some circles like those present at the exhibition, cosplay has been expanded to mean wearing a costume.

Cosplay is seen at public events such as video game shows and pop culture exhibitions like Supernova. The whole pop culture experience brought back memories of my time spent in Tokyo's Akihabara district, with a large number of toy stores devoted to toys and figurines and several cafes devoted to anime fans. "Cosplay teeters somewhere between a healthy, semi-sanctioned way of acting out fantasies and the kind of red flag that's thrown up when you see a kid with a fascination for his parent's knickers," (McCormick in Lipke 2007, 18).

Photographer Elena Dorfman spent a year visiting 160 or more cosplay conventions including Anime Overdose and Yaoi-Con. "This is a new version of Trekkies, but way more sophisticated. It's an internal and external exploration of who they are, and what they'd like to be," (Dorfman in Lipke 2007, 18). This new generation of non-conformists are enamored with Japanese anime and video games in an inordinate effort to dress up as their favourite characters and act out parts of their lives in fantasy mode (Lipke 2007, 18).

The cosplay costumes are extremely elaborate and require the designer to spend months handcrafting their creation (Santoso, 1998). The costumes must adhere to the specific designs of the characters' outfit and the intricate details are very critical (Wikipedia 2008). Other cosplay performers will purchase their costumes from artists or designers in order to participate in costume contents at cosplay events (Santoso 1998). Cosplay can also mean the use of costumes for sexual purposes (Wikipedia 2008). It requires sexual play while dressed up and is also known as sexual role playing or fetishism (Wikipedia 2008).

The trend of cosplay has arrived in Australia and it is mirroring USA in which costumes may be chosen from sources other than just anime or manga (Wikipedia 2008). Any sources including comics, computer games, science fiction, fantasy movies, TV shows and novels provide inspiration for costumes. Cosplay is generally only seen in capital cities, however small social groups often host their own local events in regional areas (Wikipedia 2008).

The majority of participants at cosplay gatherings come on stage as their online avatars (Balakrishnan 2007). Why do people decide to cosplay in distinct online identities? It was found that women avatars created by men were very highly sexualised. Women on the other hand created their avatars to directly oppose the stereotypical female avatars by throwing in short hair and glasses to not present femininity (Balakrishnan 2007). This is a direct online extension of the historical battle of the sexes (Balakrishnan 2007). Web 2.0 assist people to reach online games, dating sites, social networks, blogs and virtual worlds.


In Japan, cosplay has attracted negative sexual connotations over the years and many Japanese people feel that cosplay is reprehensible (Wikipedia 2008). In contrast, Americans and Australians who cosplay often refer to themselves as "geeks" or "otaku" and use this to embody themselves in a sociological group (Wikipedia 2008). An otaku in Japan means standing on the bottom rungs of the nation's social ladder (Wikipedia 2008).

At the conclusion of the exhibition I came away with the opinion that while this lifestyle appears weird and amusing, as with any lifestyle or sexual choice it must be respected and not subject to mockery or ridicule.

References

Akihabara News. 2008. Latest news. http://www.akihabaranews.com/ (accessed 2 May 2008).

Balakrishnan, R. 2007. Proximity peeps into e-branding age. Knight Ridder Tribune Business News. June 21.

Lipke, D. 2007. Compass fresh perspectives on style. DNR. 37 (17): 18.

Santoso, W. 1998. What is cosplay?http://www.nyx.net/~wsantoso/cosptext.html (accessed 30 April 2008).

Wikipedia. 2008. Cosplay. http://en.wikipedia.org/wiki/Cosplay (accessed 22 April 2008).