This article uses the case of video game commentators and examples from research to highlight implications for conceptualizing the concept of “architectures of digital labor.” The concept draws ...attention not only to the social practices that position activities straddling labor/leisure into a commercial framework but also to the technological platforms that make that possible in a seemingly invisible fashion. The main analytical lens is that of “affordances.” It is used to map how technological features designed into YouTube create a set of probable uses/meanings/practices for users while serving YouTube’s business interests. The analysis is transferable to other social web platforms whose central business model focuses on user-generated content (UGC).
The evolution of activism against the expansion of copyright in the digital domain, with case studies of resistance including eBook and iTunes hacks.
The movement against restrictive digital ...copyright protection arose largely in response to the excesses of the Digital Millennium Copyright Act (DMCA) of 1998. In The Digital Rights Movement, Hector Postigo shows that what began as an assertion of consumer rights to digital content has become something broader: a movement concerned not just with consumers and gadgets but with cultural ownership. Increasingly stringent laws and technological measures are more than incoveniences; they lock up access to our “cultural commons.”
Postigo describes the legislative history of the DMCA and how policy “blind spots” produced a law at odds with existing and emerging consumer practices. Yet the DMCA established a political and legal rationale brought to bear on digital media, the Internet, and other new technologies. Drawing on social movement theory and science and technology studies, Postigo presents case studies of resistance to increased control over digital media, describing a host of tactics that range from hacking to lobbying.
Postigo discusses the movement's new, user-centered conception of “fair use” that seeks to legitimize noncommercial personal and creative uses such as copying legitimately purchased content and remixing music and video tracks. He introduces the concept of technological resistance—when hackers and users design and deploy technologies that allows access to digital content despite technological protection mechanisms—as the flip side to the technological enforcement represented by digital copy protection and a crucial tactic for the movement.
Milan Kundera, in his classic The Unbearable Lightness of Being undertook a consideration of the ephemeral. So I use it as a springboard for a brief consideration of social media and what is fixed ...and what is passing about its meaning to us as a self-aware species. Paradoxically that application of the concept slips into a conceptual tesseract as we attempt to hold social media to mean yet another contrivance for fixing our life experiences and then realize that who we were yesterday is not necessarily who we are today nor who we will be tomorrow, nor how we will be remembered once we’re gone. To hold its meaning still is to enter a self-referential paradox where the meaning of the thing contradicts the nature of that which it represents and vice versa. All that to say that while it is impossible to confirm whether social media are simulation or simulacra, it is possible to orient their meaning, through how we use them and design them, toward our better natures. If we succeed, it will fix not individuals but our common humanity, which may be the one thing about us that has never been ephemeral.
Increasing evidence suggests that fibroblast growth factors (FGFs) are neurotrophic in GnRH neurons. However, the extent to which FGFs are involved in establishing a functional GnRH system in the ...whole organism has not been investigated. In this study, transgenic mice with the expression of a dominant-negative FGF receptor mutant (FGFRm) targeted to GnRH neurons were generated to examine the consequence of disrupted FGF signaling on the formation of the GnRH system. To first test the effectiveness of this strategy, GT1 cells, a GnRH neuronal cell line, were stably transfected with FGFRm. The transfected cells showed attenuated neurite outgrowth, diminished FGF-2 responsiveness in a cell survival assay, and blunted activation of the signaling pathway in response to FGF-2. Transgenic mice expressing FGFRm in a GnRH neuron-specific manner exhibited a 30% reduction in GnRH neuron number, but the anatomical distribution of GnRH neurons was unaltered. Although these mice were initially fertile, they displayed several reproductive defects, including delayed puberty, reduced litter size, and early reproductive senescence. Overall, our results are the first to show, at the level of the organism, that FGFs are one of the important components involved in the formation and maintenance of the GnRH system.
This essay introduces the special issue of Social Media + Society curated by the editors of Culture Digitally and drawn from the community of Culture Digitally contributors.
Of Mods and Modders Postigo, Hector
Games and culture,
10/2007, Volume:
2, Issue:
4
Journal Article
Peer reviewed
This article is concerned with the role that fan-programmers (generally known as “modders”) play in the success of the PC digital game industry. The fan culture for digital games is deeply embedded ...in shared practices and experiences among fan communities, and their active consumption contributes economically and culturally to broader society. Using a survey of the most commercially successful PC games in the first-person shooter category from 2002 until 2004, this article answers a series of questions concerning fan-programmer produced content: (a) What is the value of the fan produced game add-ons in terms of labor costs? (b) What motivates fans to make add-ons for their favorite games? and (c) How does the fan-programmer phenomenon in PC gaming fit into broader trends in the high-tech economy?
This article interrogates the notion of Web 2.0, understanding it through three related conceptual lenses: (1) as a set of social relations, (2) as a mode of production, and (3) as a set of values. ...These conceptual framings help in understanding the discursive, technological, and social forces that are at play in Web 2.0 architectures. Based on research during a two-year period, the second part of this article applies these lenses to the case of the Human Rights Portal, a Web portal designed to leverage the participatory knowledge production ethos of Web 2.0 for human rights organizations. This section discusses the design process and the ways in which the discourse of Web 2.0 as parsed through the three lenses described informed this process.
America Online volunteers Postigo, Hector
International journal of cultural studies,
09/2009, Volume:
12, Issue:
5
Journal Article
Peer reviewed
• This article continues previous work that analysed the case of America Online (AOL) volunteers from critical perspectives of immaterial and free labor, and incorporates newly acquired documents and ...interviews by the United States Department of Labor (DOL) with volunteers. Specifically, this article puts forth the AOL volunteers’ case as an instance of co-production that eventually met its demise when organizational changes resulted in the rise of a labor consciousness among some volunteers that made the ongoing relationship impossible. This article shows the types of co-productive labor that took place during the height of the AOL/volunteer relationship and the structures put in place to help AOL harness the power of a free distributed workforce. The research posits that the success of the co-productive relationship was a function of a balance between a numbers of elements: (1) the perceived reasonable compensation on the part of volunteers, (2) social factors and attitudes towards work such as a sense of community, creativity, and (3) a sense of accomplishment. •
The Digital Rights Movement is an effort by activists and advocacy organizations to expand consumer rights in media content use. A central argument for legitimating those rights pivots on a view of ...culture as a participatory endeavour. This article focuses on the Movement's use of the discourse of culture and digital technology describing (1) how the Movement positions culture as necessarily participatory; (2) the role of mediating technologies in achieving a culture that is participatory; and (3) the connection of those visions to a discourse of free speech in the form of what is termed here, remix speech. The article suggests that adopting this view of culture and media consumption can result in a politics of participatory culture, where the political economic arrangements of the cultural industries and consumers are realigned.
This article investigates an instance in convergence culture: the conflicts and compromises between modders (fans of a video game who actually make changes to the game) and their supporters, and the ...owners of the copyrighted works they appropriate. I suggest that current copyright ownership in cultural products interferes with the way creative industries can benefit from convergence; that modders (and fans generally) develop a specific rationale and set of norms rooted in Jenkins' concept of a `moral economy' (Jenkins, Convergence Culture: Where Old and New Media Collide, 2006) to justify their appropriations; and that mutually beneficial relationships can be teased out of the apparently contradictory positions of modders and copyright owners. This article focuses on two case studies that illustrate the ways modders reuse cultural products and incorporate them into their video game modifications to achieve a sense of creative ownership and meaning over their entertainment experience.