Participatory Culture
Roland Barthes (1915-1980)
Barthes’ father was killed in WWI when he was only a year old. Raised by his mother, he dealt with repeated illness issues his whole life, including Tuberculosis. These problems kept him out of WWII. They also meant that he often had difficulty procurring teaching positions throughout his career.
He was also gay, and much of his work is often read in light of this fact. His resistance to bourgeois cultural values is often interpreted as a function of his sexual identity.
Barthes published extensively, solidfying his reputation as a scholar and theorist. “The Death of the Author,” his famous 1967 essay, argued that text created by the author supplanted the author’s authority within culture. Ironically, it also led to Barthes’ great critical reception by other literary theorists. Wikipedia has long bibliography of Barthes’ work.
“Mythologies” and “The Eiffel Tower”
Barthes saw myth as a set of semiotic relationships. And though, as any reader can see, he offers a meticulous and complex analysis of the semiotic operations at work, I’ve tried to keep it relatively simple for my own benefit. He calls myth an example of “speech” primarily because he sees it as a semiotic system. The easiest place to start are his assertions about myth’s function and character — that it commits “language robbery” (p. 131) by aiming for “immediate impression” rather than allowing thoughtful analysis (p. 130). Myth can do this because, through an elaborate semiological system, it “distorts” meaning by “distancing” history from the signifier. It doesn’t destroy this meaning, needing it as a vague and fuzzy base upon which to build. Instead, distance can be filled with whatever the bourgeois deem culturally or politically expedient by appropriating what they want from the meaning underneath. (Barthes sees myth as a distinctly bourgeois, right-wing phenomenon.)
His most prominent example is this, the young black boy in French soldier’s garb, seen here. The image is an amalgamation of French colonialism and patriotism, expressed through visual signifiers, that is instantly recognizable as an attempt to perpetuate the myth of French Imperialism. Barthes’ purpose is to establish a rigorous method that can uncover the mythic operation at work in the image, and hence offer resistant readings of it. In Barthes’ terms, “he is the very presence of French imperiality” (p. 128, emphasis in the original). What he means is that recovering this image from its mythical structure is an act that simultaneously exposes the myth’s operations, as well as the history that is being marginalized. Repeatedly, Barthes argues that this marginalization, or distancing at work in the semiological system, amounts to a “naturalization” of the myth.
In some sense, there is a connection to be made between Barthes and Benjamin’s concept of the aura. In effect, Benjamin is arguing this same distancing between the foundation of reality and the experience of stories about reality. The mechanically reproduced work of art is a myth that can be understood as a decontextualization of the hard reality of the artwork.
Barthes applies this method to the Eiffel Tower as a way of explicating its differing relationships to Parisians versus outsiders. The feeling imposed by an experience — that which evokes sentimental attachment to abstractions about time, place, or event — can serve as a way of distancing the observer from the history that might be found in the pre-mythic semiological system.
But Stephen Colbert can explain it better than I can:
| The Colbert Report | Mon – Thurs 11:30pm / 10:30c | |||
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DALLAS W SMYTHE (1907-1992)
Smythe was a Canadian-born scholar who worked as an economist in a number of government agencies in the United States in the early 2oth century. He was vocal about his socio-political stances, which often left him at odds with authorities, including difficulties getting published when he turned to teaching at the University of Illinois during the 1950s. See his Wikipedia page for more, or see this encyclopedia entry.
The International Association for Media and Communication Research gives an award named in honor of Smythe for quality scholarship dedicated to exploring the relationship between media and political economy.
Dependency Road: Communications, Capitalism, Consciousness, and Canada (1981) is Smythe’s most widely known and excerpted work. He has a number of journal articles credited to him. An essay collection is also dedicated to him, and is, ironically enough, extremely expensive.
“On the Audience Commodity and Its Work”
Our excerpt, taken from Smythe’s 1981 book, seeks to recast critical Marxist theories about mass media, grounding them in a more “objective and realistic” theoretical framework (p. 231). In his estimation, previous efforts were, at best, incomplete because they did not consider “real life processes” (p. 231) that determined the relationship between media, advertisers, and audiences. He develops the concept of “audience power,” which he defines as an audience’s ability to “buy goods and spend their income accordingly” (p. 243) so as to perpetuate capitalism and therefore reify state-held power (p. 233). To accomplish this, Smythe argues that free- or leisure-time is really only an illusion that hides actual work and the commodification of virtually the entire life of any given individual who lives in a capitalistic society. By focusing conscious attention on the spectacle contained within media, “the real situation is mystified out of existence” (p. 241). Instead of viewing advertising as a necessity for creating and broadcasting media, Smythe views “non-advertising” content as a trojan horse really designed to sneak advertising into the homes, lives, and thought processes of audiences — what he terms a “free lunch” (p. 242-3). The effect, as he puts it, is to “reaffirm the status quo and retard change” (p. 243).
Questions and Connections
Several questions stick out to me:
- Is his approach any more realistically grounded than those he dismisses?
- How does his theory compare to other cultural materialist theories of media?
- How does the participatory internet alter or affirm his notion that industrialization destroys creativity (p. 233)?
Smythe is a determinist, but not in the same way as McLuhan. Whereas McLuhan sees all (or at least most) human agency as irrelevant in the face of technological form, Smythe sees technological form as an extension of market capitalist ideology, and as the site of a “social process” through which the relationship between people and commodities is formed. Instead of being the actor with the most agency, technology becomes the conduit through which agency is controlled. He’s similar to Williams in this point, yet the audience is just as unable to affect this process as they are in McLuhan’s scheme. The use of the “free lunch” is distracting enough to hide the areas in need of critical examination.
Thus, I find him oddly reminiscent of Gramsci, in spite of his insistence that he’s more “objectively” and “realistically” grounded than Gramsci and others. Really, he seems primarily intent on providing empirical evidence of media as a hegemonic process. Yet, he does seem just as guilty in over-generalizing his theories, particularly with respect to print journalism pre-WWI.
Thoughts?
Nic Ducheneaut completed his PhD in 2003 at the UC Berkeley School of Information.
He works as a senior researcher at the Xerox Palo Alto Research Center (PARC). He primarily studies online game communities.
You can find a summary of his current projects here, and an extensive list of publications here.
He has a LinkedIn account and a Twitter feed. However, his Twitter stream is locked from general view.
Robert J. Moore formerly worked at Xerox PARC, and has also worked extensively as a game designer. Clicking the image will take you to his MySpace page, which seems to be his primary web-presence.
Links**
Rutter’s page @ Center for Research on Innovation and Competition. He’s a researcher for the Manchester Institute of Innovative Research.
RCCS book review of Virtual Methods (2007)
Rutter’s Digiplay Initiative, focusing on games studies.
Introductory Chapter of Understanding Digital Games (2006), edited by Rutter and Bryson.
**I could find virtually no web presence for Gregory W. H. Smith outside of references to this article and a book titled Analyzing Visual Data (1992). (more…)
SIGDOC sent PDF proofs of my conference paper today. They looked very good. And USI approved travel funding to cover expenses. Here is the initial abstract/proposal I submitted. The paper has morphed a bit, but you get the gist of it.
As computer technology has significantly progressed in recent years — resulting in high resolution graphics, improved sound design, and more sophisticated control interfaces — these experiences become less and less dependent on traditional techniques of representation and communication. Video games can be seen as procedural systems [Bogost 2007, Malaby 2007] designed to create such experiences, ones with which players want to engage. Player experiences are contingent upon the relationships of six configurative elements: rules and fiction that govern the gamespace [Juul 2005]; perception, emotion, cognition, and action experienced cognitively by the player [Grodal 2003]. Developing analytical tools informed by an interdisciplinary framework allows us to not only critically analyze games more clearly for cultural and technological importance, but to also design games to more effectively take advantage of their communicative potential. These tools should account for affective elements of such experiences, or what Eugenie Shinkle [2008] has labeled “proprioception”. The relationships of these elements to one another are contingent upon the player’s embodied affective responses that emanate from the player in non-linear ways. The purpose of this paper is to synthesize several theories of games analysis, rhetoric,
and representation into a reconfigurable and interdisciplinary model that can usefully analyze the player’s proprioceptive experience. I’ll demonstrate the model’s efficacy through the experiences of two very different games: Grand Theft Auto IV [2008] and The Arcade Wire: Airport Security [2006]. Both depend upon affective player responses to create satirical commentary upon cultural and social problems. They engage unit operations [Bogost 2006] that can be termed “player frustration” as an important element of the player experience. Yet, that frustration is generated and deployed in very different ways: how can such a unit operation be utilized more effectively, and when is it subverted by other unit operations? Assessing the relationships of different elements allows us to see how unit operations work in conjunction and work against one another.Grafting together Juul’s examination of fiction and rules and Torben Grodal’s cognitive model of narrative, I sketch a method with which understand elements of the experience players encounter, as well as what can be represented to and through the player in that event. Discovering similar unit operations at work within GTA IV and Airport Security allows us to contrast these experiences and the messages communicated through them to better understand how to design for affective elements of player experiences.
The final piece focuses solely on Airport Security. And, I’ve found that Grodal has elaborated further on his model in his new book Embodied Visions (2009). Unfortunately, I just managed to snag a copy a couple of days ago. He develops his ideas I based this paper on into a more robust model he’s dubbed the “PECMA flow model”: Perception, Emotion, Cognition, Motor Action. Grodal primarily focuses on film, but I think his theory has wonderful potential for constructing useful analytics for interrogating gaming experiences. PECMA, so far as I can tell, adapts nicely to different media because it assesses narrative and representation as an audience’s experience, and not solely a structural consideration embedded within specific media.
Grodal wants to recover the audience’s experiences from both pure biological determinism and extreme post-structural social constructivism. An audience’s experience is an amalgamation of “innate dispositions [as] flexible frameworks within which…[t]he development of culture has provided new options for satisfying” inherent psycho-social needs (p. 8).
Rather than assuming that the mind is totally socially constructed and hence completely malleable, a more cautious assumption would be a relative malleability: innate dispositions can be activated by exposure, deactivated by lack of exposure, and modified with certain limits. (p. 11)
As someone trained in a postmodern literary environment, turning to biology to partially explain some things long relegated to semiotics and aesthetics can be a disconcerting step. Everything within the core of my scholarly being reflexively turns to social construction as to account for meaningful experiences. But PECMA resonates too well with my own experiences in game spaces and participatory cultures, and it seems to resonate very well with emerging ethnographic research on gaming experiences and online gaming communities.


