Saturday, September 7, 2013

I'm sorry, we have to get engaged before we can participate


Image source: http://www.symboliamag.com/

Joost Raessens (2005) makes a good case for digital gaming culture as THE participatory media culture, when viewed through three areas of participation: interpretation, reconfiguration and construction; and further, that it is four specific characteristics of this digital medium – multimediality, virtuality, interactivity and connectivity – that set it apart, but I don’t think it applies to all forms of media.

Take for instance, illustrated journalism digital magazine Symbolia, which provides an example of prosumption: it offers readers interaction and ‘tactile manipulation’ of stories (Polgren 2013).  Supporters can contribute story ideas, and provide financial support as well as receive, read and share the product.  Raessens’ definition of participatory culture relies on participating in culture in this ‘active and productive way’ (2005).

Image source
Increasingly, varying forms of digital media are resisting the notion of passive audience and creating ‘opportunities for individuals to create, distribute and read multi modal texts with ease and enthusiasm’ (Williams & Zenger 2012 p1).  

But there is still no access for participants to directly alter or modify the constructs of other forms of media as game hackers can. 

In an interview with Richard Adie on ABC Radio National’s The Media Report, Erin Polgreen, co-founder and publisher of Symbolia, sees illustrated or cartoon journalism as “an opportunity to bridge borders and connect people in ways that don’t really happen in long form prose journalism.”  Authentic interaction with the community is the key to audience engagement (Polgreen 2013), and interactivity offers audiences the ability to contribute and create experiences that are memorable and meaningful (Figueiredo 2011 p92).  Comics allow readers to really immerse themselves in a story (Polgreen 2013) and ‘by becoming a contributor and/or creator of the world…the audience begins to become active members of the community of knowledge' (Figueiredo 2011 p92).

Source


Scott McCloud (1994 cited in Figueiredo 2011) remarks that “when you look at a photo or realistic drawing of a face, you see it as the face of another, but when you enter the world of the cartoon you see yourself”.  Media helps us work out our identities and where we fit in the world.  It “provides us a window back into our world.” (McCloud 2005)



References

Figueiredo, S 2011, ‘Building Worlds for an Interactive Experience: Selecting, Organising, and Showing Worlds of Information Through Comics’, Journal of Visual Literacy, Spring 2011, Vol 30, Issue 1, p86-100

McCloud, S 2005, Scott McCloud: The visual magic of comics, TED.com, http://www.ted.com/talks/scott_mccloud_on_comics.html

Raessens, J and Goldstein J (eds) 2005, Handbook of Computer Game Studies, MIT Press, Cambridge Mass. USA

Williams, B and Zenger, A (eds) 2012, New Media Literacies and Participatory Popular Culture Across Borders, Routledge, New York

Polgreen, E 2013, ‘Erin Polgreen on illustrated journalism and engaging readers’, The Media Report, ABC Radio National, Thursday 5th September 2013
http://www.abc.net.au/radionational/programs/mediareport/erin-polgreen-on-illustrated-journalism/4902012 

http://www.symboliamag.com/

6 comments:

  1. Hi Mary- Anne,
    I have really enjoyed reading you blog this week! You have used a great range of different resources. Plus you have used a lot of exciting and engaging images that have helped support your argument.

    I feel as though you have incorporated most elements that are require for the blog post. However, maybe you could personalise it with more of your own individual examples. I do understand this is hard because I have no idea really about the digital gaming culture and you maybe in the same situation.
    Thank you for a great post! Continue your hard work and I can not wait to really another one of your posts.

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  2. Hi Mary-Anne,
    Your post really shows that you have a thorough understanding about this week topic and you made it so enjoyable and interesting to read by attaching the cartoon images. You also managed to make the most use out of the sources to back up the post with.
    What Polgren mentioned that engagement should be with real interactivity is absolutely true because we as the publics really does like to be involved in. Creating a sense of involvement and that we can contribute to participate can surely strengthen the level of engagement.
    Excellent post! ;)

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  3. Hello Mary-Anne,

    Firstly well done on seamlessly in-text referencing. You’ve clearly done a lot of research on your topic! You bought up an interesting aspect on this week’s reading by highlighting your own theory on digital participation and consumption behaviour. While you didn’t reference gaming culture particularly, I thought about what you noted on the interactivity of other media forms in which consumers are more or less given close to full control of direction and consumption (such as your comic strip example). Games however, while allowing the gamer to freely roam in the virtual game world, depends a lot more on the structure of the game itself and how far the creator allows you to interact. Game hackers can enhance or upgrade certain elements of game play, but is still less customisable than other forms of digital media.

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  4. This post was incredibly engaging and a great read, and you offered some wonderful points about participatory media culture. Your research paid off as your post was full of great information, and you really moved beyond the idea of participatory media culture being about only gaming, and delved further into talking about a topic that I would not have even thought of as being regarded as part of this definition! The post flowed well and was written with a great structure whereby each paragraph developed the next part of your point that was to be explored. Keep up the great work!

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  5. Mary-Anne. Another great read! Firstly, I appreciate the way in which you have incorporated the act of presumption into this post, which in turn relates back to some of our earlier blog posts. I particularly enjoyed the Williams and Zenger reference regarding the ever disappearing notion of the "passive audience". I too agree that the online world is fast becoming a hub for interaction. By this I mean, we are no longer the spectators of the online world, and are instead being incorporated into its functionality. With this I question, are we producing a prosumer friendly online environment? I think so.

    Increasingly, varying forms of digital media are resisting the notion of passive audience and creating ‘opportunities for individuals to create, distribute and read multi modal texts with ease and enthusiasm’

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  6. A thorough understanding of this topic is demonstrated throughout your blog. A wide variety of resources ensure great research has been carried out. Your explanation of audience engagement in media was really intricate and a great connection is present with the unit overall, as you speak about topics covered in earlier weeks.

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