Beyond the jump: academics, academic papers, and transmedia.
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Beyond the jump: academics, academic papers, and transmedia.
To both of these complaints I say: who are you to tear something successful down, and you're wrong, besides.
If you know me, you know that I have very little time for people whose first reaction to success is to minimize and denigrate it. Their efforts add nothing to the world and take much from it. There is utility in analyzing a success to learn how it was done, and even more utility in looking at how something harmful has become successful and how to stop it. But the arguments against the Wii in general, and the WiiFit specifically are not doing that. Here's an example:
Talk to anyone that actually works in fitness - it isn't actually Wiifit helping them get fit. Wiifit is essentially a placebo. You'd get the same amount of exercise trying to play with the dial on a measuring scale by shifting left and right.
There were two paragraphs in this person's comment, but they both said just that: there are other ways to do this, the WiiFit is fake. Now, there is nothing productive here. WiiFit makes *some* people lead healthier lives, gives *some* people the little nudge they need to do that thing they'd been knowing that they should. That nudge might send them to the gym, in other circumstances. But in the cases under discussion, the nudge came from WiiFit. And there is nothing *wrong* with that. Additionally, if they're not misusing 'placebo', then it actually argues against them.
Now, my frustration with this has an element to it that is very relevant to textuality.org. One thing that is very special about playing and about games as they promote play is the creation of a space, temporal and physical, where some of the rules of everyday life are suspended. In that space, you get a chance to try something that you would not normally do. The "magic circle" around games allows people to practice at things as well as to sublimate antisocial desires. Sometimes the thing being practiced is useless, but sometimes it's very very useful, as in the case of WiiFit.
I will, begrudgingly, admit that there's very little "game" in the WiiFit as people commonly use it. There are mini-games within it, but they are by no means the focus, and there's no metagame around them.
What there is, however, is a $70 peripheral, a console, and a whole bunch of software creating a "magic circle" ... around *exercise*. Whether or not people get really into it, at some level they are role-playing a healthier person. A home is a private place, which makes it excellent for self-conscious people to exercise in; the WiiFit gives them a structure to do that within. It tracks their progress. It lets them fail an exercise without embarrassment. It makes them focus on the screen and their progress rather than on the jiggle of some body part that shouldn't jiggle. And yes, I speak from experience.
Sometimes the lovers need to wander off into the forest and be enchanted by fairies to sort out their squabbles. Sometimes a White Wolf LARP is enough to teach someone to socialize. Sometimes a "game" is all that's needed to change habits, because what's really needed is an excuse to be someone else for a little while. Sometimes the placebo works, and that's productive.
Lessig also makes a few points I haven't seen others making so directly, including the fact that we do this anyway. We retell stories to each other, we recreate movies to our friends as we complain or rave about them, and we fuse media constantly in our daily life in an effort to refine (or communicate) the effect that consumed art has upon us. Have you ever put on somemusic at a party with your friends because it created the mood you wanted? Have you put stickers on a notebook because they made you laugh, smile, or made some comment about what you were sticking them on? These are retellings, and the only real difference between them and an AMV is that technology has allowed the AMV to be more polished and more widely available.
Lessig ends the article with a great question to Wind Up Records, which recently forced an AMV community to remove all videos with Wind Up Records music: Now that you've succeeded in stopping thousands of kids from spending hundreds of thousands of hours to make fantastically creative content that promotes your work for free, do you really expect to sell more records next year?
I can cite personal example after example where his point applies to me. I found the Faithless song Mass Destruction in an AMV and almost immediately went to the iTunes Music Store to get it. I've bought several albums because friends put them on mixes and I wanted the rest of the album.
This is in my hypertext blog because I think the problem is a hypertextual one... how do you give credit (in any sense) for transclusion? What sorts of currency navigate the links formed by transclusion, and how do we formalize that exchange? For years it has been a clear sign that someone Doesn't Get It about the web if they demand that you get permission to link to their site... and yet that's what cracking down on AMVs is. Heck, in a larger sense, by linking to those posts I am adding them to my own narrative in a (very diluted) form of transclusion, just as I was remixing Lessig's article as I read bits of it to my friends. I don't think these acts --discussing, linking, remixing-- differ in form but rather in scope... and I don't think the difference in scope changes the message.
Vera Rubin, astronomer and Senior Fellow in the Department of Terrestrial Magnetism at the Carnegie institution of Washington had this to say, and I love it:
I would like to see a multilevel book, written for toddlers, schoolchildren, college students, and adults, that would look at the world around us and answer questions that youngsters may or may not ask as a day progresses. ... Each page off a tall book might have four sections, top to bottom, with the first answer being for the child, the second answer for those a little older, the third a "scientific explanation," and the final one a philosophical discussion of pertinent concepts like forces or brains or animals. Alternatively, there could be four pages per question, each page hidden behind the first...."
I read this just as I was hitting the midpoint of Neal Stephenson's The Diamond Age (more on that soon), and the convergence was frustrating. Exhilirating, too, but 'frustrating' because this multilinearity would be so easy to do, so valuable, and yet it really isn't done. For lack of a better term, I'm going to call it 'tiered engagement' and attempt a definition.
Beyond the cut: Definition and discussion
- Hyperlinks in Print I - highlighted footnotes in International Design Magazine
- Hyperlinks in Print II - visual cross-references and indexing in the Central Saint Martins College of Art & Design Directory
- Hyperlinks in Print III - pop-up footnotes in The Atlantic Monthly
In the process of writing that last entry, I found a site that exemplifies several principles of good hypertext. Marla's site on the Structure of the Five Paragraph Essay takes a fairly simple topic and shows it from a variety of angles. With the same text as examples, you can see an outline of the essay, the marked up full text of the essay, or detailed explanations of each element of the essay. This multifaceted, prismatic view of a text, where the reader can switch between the raw text or a structural view, with multiple depths of engagement in the form of linked definitions and contextual expansions, is exactly what hypertext can and should do.
Citation
DeSoto, Marla. "Structure of the Five-Paragraph Essay." 2001. Glendale Community College. 31 Jan. 2002 <http://www.gc.maricopa.edu/English/essay/>