User:Tash/grad prototyping2

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Revision as of 14:06, 16 January 2019 by Tash (talk | contribs)

Prototyping 14 Jan

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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."
  • also: "Together, the players may collaborate on a story involving those characters; create, develop, and "explore" the setting; or vicariously experience an adventure outside the bounds of everyday life."
  • 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?
  • challenge?
  • 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