User:Tash/grad prototyping2: Difference between revisions
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=== Prototyping 14 Jan === | === Prototyping 14 Jan === | ||
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Discussion with Andre: | Discussion with Andre: | ||
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* large scale tactical media | * large scale tactical media | ||
* first idea: series of workshops where people could talk back to these problematics and learn how to resist them - can we suggest ways to view social media as a collective practice? | * first idea: series of workshops where people could talk back to these problematics and learn how to resist them - can we suggest ways to view social media as a collective practice? | ||
* problems: how to manage my role? as facilitator? educator? outsider? then – logistically, how to perform these workshops from NL? | |||
* also, how to maximize the chance that the project goes beyond the workshops I host? | |||
* Instead of workshops: developing an RPG, which presents several different strategies for performing and participating in social media environments that are especially hostile toward women. | * Instead of workshops: developing an RPG, which presents several different strategies for performing and participating in social media environments that are especially hostile toward women. | ||
* the game is multiplayer and has both online and offline aspects | * the game is multiplayer and has both online and offline aspects | ||
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* the game and its outcomes (profiles created, comments left behind, accounts reported) are different every time it is played; consecutive games and gamers may interact with each other | * the game and its outcomes (profiles created, comments left behind, accounts reported) are different every time it is played; consecutive games and gamers may interact with each other | ||
* Plus point: "Games are distinct from work, which is usually carried out for remuneration, and from art, which is more often an expression of aesthetic or ideological elements." | * Plus point: "Games are distinct from work, which is usually carried out for remuneration, and from art, which is more often an expression of aesthetic or ideological elements." | ||
* Plus point: game development and gameplay can be collective, but the game is in itself also framework which can be used over and over without me | |||
Revision as of 13:55, 16 January 2019
Prototyping 14 Jan
Discussion with Andre:
- research on self censorship habits in Indonesia in last 5 years. Focus on informal silencing mechanisms
- urgency: different actors using social media to promote certain ideologies and suppress others, in an organized way
- large scale tactical media
- first idea: series of workshops where people could talk back to these problematics and learn how to resist them - can we suggest ways to view social media as a collective practice?
- problems: how to manage my role? as facilitator? educator? outsider? then – logistically, how to perform these workshops from NL?
- also, how to maximize the chance that the project goes beyond the workshops I host?
- Instead of workshops: developing an RPG, which presents several different strategies for performing and participating in social media environments that are especially hostile toward women.
- the game is multiplayer and has both online and offline aspects
- through roleplay, it invites you to engage in the manufactured arena of social media, but not as yourself – allowing you to experiment with a new relation to the medium
- the game and its outcomes (profiles created, comments left behind, accounts reported) are different every time it is played; consecutive games and gamers may interact with each other
- Plus point: "Games are distinct from work, which is usually carried out for remuneration, and from art, which is more often an expression of aesthetic or ideological elements."
- Plus point: game development and gameplay can be collective, but the game is in itself also framework which can be used over and over without me
- think of: mechanisms that allow the collective to be aware of itself (hashtags? codes?)
- reward?
- rules?
- how can the game to be distributed? in a physical space? across virtual network?
References:
The Game: The Game by Angela Washko
The Game: The Game is a multi-choice videogame which takes the form of a dating simulator, pitting you against six men who are aggressively vying for your attention at a bar. Composed entirely of scenarios, techniques, and language from texts and instructional videos created by these seduction coaches, The Game: The Game flips the script on the iterative processes of some of the world’s most prominent pick-up artists. If their techniques are systematically manipulative, The Game: The Game allows you to tactically explore, expose, and defuse them.
Gabriella Coleman book
https://www.theguardian.com/books/2014/nov/19/hacker-hoaxer-whistleblower-spy-many-faces-anonymous-gabriella-coleman-review
https://gabriellacoleman.org/
ORES wikipedia editing workshop by Cristina and Manetta
https://pad.vvvvvvaria.org/trust%3Cin%3Eformation.workshop
Constant Dullart
The Possibility of an Army
https://motherboard.vice.com/en_us/article/bmvged/an-artist-is-creating-a-facebook-army-out-of-dead-soldiers-names
https://vimeo.com/145450925
Python Libs to track instagram:
https://instagram-engineering.com/web-service-efficiency-at-instagram-with-python-4976d078e366
https://github.com/facebookarchive/python-instagram
To do next:
- start with small scale, start developing the aims, premises of the game
- document the development of the game
- context: instagram
- central meeting space
- tracking mechanism:
- rules
- goals
- publishing mechanism
- my role: setting up the rules and then observe