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1

Auerbach, Daniel, and Brett Clark. "The Internet and Monopoly Capitalism." Monthly Review 68, no. 5 (October 4, 2016): 45. http://dx.doi.org/10.14452/mr-068-05-2016-09_4.

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Robert W. McChesney, Digital Disconnect: How Capitalism Is Turning the Internet against Democracy (New York: New Press, 2013), 299 pages, $27.95, hardcover.Without question, the Internet has had a profound influence on the world. As with most technologies, debates rage over whether this development has been positive or negative. Celebrants proclaim with utopian fervor that a new age of democracy has arrived, allowing for decentralized communication, challenges to corporate control, and mass public participation in the most important decisions confronting humanity. Skeptics point to the ways the Internet has spread ignorance and misinformation instead of knowledge, undermined the ability of artists to earn a living, and exacerbated isolation, unhappiness, and alienation. While these arguments illuminate the potential benefits and drawbacks of the Internet, they tend to ignore or disregard the larger political economy within which the Internet exists. In Digital Disconnect: How Capitalism Is Turning the Internet against Democracy, Robert W. McChesney transcends these one-sided engagements, offering a nuanced analysis of the development of the Internet within the context of monopoly capitalism, revealing both the limitations of this technology in its current state and its massive potential.Click here to purchase a PDF version of this article at the Monthly Review website.
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2

The Editors. "Notes from the Editors, May 2016." Monthly Review 68, no. 1 (April 30, 2016): 2. http://dx.doi.org/10.14452/mr-068-01-2016-05_0.

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buy this issueA little less than two years ago, in July-August 2014, Monthly Review published a special summer issue under the title Surveillance Capitalism, edited by John Mage.… The lead article by Foster and McChesney was itself entitled "Surveillance Capitalism: Monopoly-Finance Capital, the Military-Industrial Complex, and the Digital Age." In Foster and McChesney's analysis, the problem of surplus absorption under monopoly capital was seen as having led to the development over the last seven decades of a massive surveillance network, extending across the sales effort, finance, and the military, and integral to the entire information economy.… We were therefore pleased to discover that the concept of "surveillance capitalism" has now entered the mainstream and is drawing considerable attention, through the work of Shoshana Zuboff, emeritus professor at the Harvard Business School.… " She failed, however, to mention the prior treatment of "surveillance capitalism" in Monthly Review, despite the fact that her analysis was written in November 2014—judging by her accessing of numerous articles on the Internet on that date—four months after the MR issue was published and posted online.…Click here to purchase a PDF version of this article at the Monthly Review website.
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3

KIM, Byeongrok. "A Study on Platform Capitalism: Platform capitalism, need control?" Legal Studies Institute of Chosun University 30, no. 2 (August 31, 2023): 123–54. http://dx.doi.org/10.18189/isicu.2023.30.2.123.

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How does the platform digital economy, which has emerged as a new business model, appear in terms of the long history of capitalism? The irony is that there is a tendency to monopolize the DNA of the platform industry based on value-based “network effects”. As long as these companies are born and grown in a capitalist environment, they cannot escape the laws of capitalist competition. “More users → more interactions → more data → more value”. Given that the initial dominance tends to solidify into a permanent position leading the industry, it is inevitably a foregone conclusion that these platform capital will turn into a monopoly. So if the state owns it, it will be like China. Nick Surnick's answer to this is a “public platform” or “decapitalist platform”. State regulations that we can easily think of - such as prohibiting monopolies, blocking exploitative lean platforms, protecting privacy and avoiding tax evasion - are urgently needed, but this is a minimal step and cannot address the structural conditions that have brought these companies to life. And with a cooperative platform, it is not powerful to confront strong platform monopolies. As Nick Sernick argues in platform capitalism, capitalist contradictions occur and the big flow and direction of resolving them should not be forgotten. A way to promote technology with everyone's ownership, control and democratic participation and distribution as a “public platform” or “decapitalist platform”. It's not new, but it's not like I've ever been, but the path of widowhood still lies ahead of us. It will be necessary for the state to exercise the necessary regulatory power and invest in the development of public platform technology, making it a de-capitalist platform.
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4

Pun, Ngai, Tommy Tse, and Kenneth Ng. "Challenging digital capitalism: SACOM's campaigns against Apple and Foxconn as monopoly capital." Information, Communication & Society 22, no. 9 (December 12, 2017): 1253–68. http://dx.doi.org/10.1080/1369118x.2017.1414290.

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5

Langley, Paul, and Andrew Leyshon. "Platform capitalism: The intermediation and capitalization of digital economic circulation." Finance and Society 3, no. 1 (October 30, 2017): 11–31. http://dx.doi.org/10.2218/finsoc.v3i1.1936.

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A new form of digital economic circulation has emerged, wherein ideas, knowledge, labour and use rights for otherwise idle assets move between geographically distributed but connected and interactive online communities. Such circulation is apparent across a number of digital economic ecologies, including social media, online marketplaces, crowdsourcing, crowdfunding and other manifestations of the so-called ‘sharing economy’. Prevailing accounts deploy concepts such as ‘co-production’, ‘prosumption’ and ‘peer-to-peer’ to explain digital economic circulation as networked exchange relations characterised by their disintermediated, collaborative and democratising qualities. Building from the neologism of platform capitalism, we place ‘the platform’ – understood as a distinct mode of socio-technical intermediary and business arrangement that is incorporated into wider processes of capitalisation – at the centre of the critical analysis of digital economic circulation. To create multi-sided markets and coordinate network effects, platforms enrol users through a participatory economic culture and mobilise code and data analytics to compose immanent infrastructures. Platform intermediation is also nested in the ex-post construction of a replicable business model. Prioritising rapid up-scaling and extracting revenues from circulations and associated data trails, the model performs the structure of venture capital investment which capitalises on the potential of platforms to realise monopoly rents.
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6

Foster, John Bellamy, and Robert W. McChesney. "Surveillance Capitalism: Monopoly-Finance Capital, the Military-Industrial Complex, and the Digital Age." Monthly Review 66, no. 3 (July 1, 2014): 1. http://dx.doi.org/10.14452/mr-066-03-2014-07_1.

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7

Kwet, Michael. "Digital colonialism: US empire and the new imperialism in the Global South." Race & Class 60, no. 4 (January 14, 2019): 3–26. http://dx.doi.org/10.1177/0306396818823172.

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This article proposes a conceptual framework of how the United States is reinventing colonialism in the Global South through the domination of digital technology. Using South Africa as a case study, it argues that US multinationals exercise imperial control at the architecture level of the digital ecosystem: software, hardware and network connectivity, which then gives rise to related forms of domination. The monopoly power of multinational corporations is used for resource extraction through rent and surveillance – economic domination. By controlling the digital ecosystem, Big Tech corporations control computer-mediated experiences, giving them direct power over political, economic and cultural domains of life – imperial control. The centrepiece of surveillance capitalism, Big Data, violates the sanctity of privacy and concentrates economic power in the hands of US corporations – a system of global surveillance capitalism. As a feature of surveillance capitalism, Global North intelligence agencies partner with their own corporations to conduct mass and targeted surveillance in the Global South – which intensifies imperial state surveillance. US elites have persuaded people that society must proceed according to its ruling class conceptions of the digital world, setting the foundation for tech hegemony. The author argues for a different ecosystem that decentralises technology by placing control directly into the hands of the people to counter the rapidly advancing frontier of digital empire.
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8

Zhang, You. "THREE MORAL CHALLENGES OF SURVEILLANCE CAPITALISM IN THE METAVERSE." International Journal of Law, Ethics, and Technology 2023, no. 3 (November 12, 2023): 64–86. http://dx.doi.org/10.55574/ahjl7894.

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2021 has been called the first year of the metaverse, which is an independent virtual digital world that is both imitative and transcendent to the real physical world. Many tech giants claim that this technological innovation will bring huge opportunities and dividends to society, but some critics believe that it will also pose challenges to the current social ethics. The important moral challenges may stem from the data issue posed by the metaverse, which is believed to build an unequal relationship between users and service providers due to data-intensive technologies such as VR. This paper argues that the unequal relationships in data have caused the typical consequences of what Zuboff calls surveillance capitalism and posed three major moral challenges to our society, including alienation, exploitation, and domination. According to the Marxist account, alienation and exploitation arise from the existence of digital labor and the monopoly of means of production in the metaverse, while by referring to the Republican account of liberty, the emergence of domination can be attributed to the inequality of data possession.
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9

Caserta, Salvatore, and Mikael Rask Madsen. "The Legal Profession in the Era of Digital Capitalism: Disruption or New Dawn?" Laws 8, no. 1 (January 4, 2019): 1. http://dx.doi.org/10.3390/laws8010001.

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This article investigates the impact of what we label “digital capitalism” on the structure and organization of the legal profession. We explore whether the rise of digital capitalism is transforming the dynamics of the legal field by the introduction of new actors and ways of practicing law, which might challenge the traditional control (and monopoly) of jurists on the production of law. We find that not only have new service providers already entered the legal market, but also new on-line tools for solving legal disputes or producing legal documents are gaining a foothold. Similarly, we also find that new intelligent search systems are challenging the role of junior lawyers and paralegals with regard to reviewing large sets of documents. However, big data techniques deployed to predict future courts’ decisions are not yet advanced enough to pose a challenge. Overall, we argue that these developments will not only change legal practices, but are also likely to influence the internal structure and organization of the legal field. In particular, we argue that the processes of change associated with digitalization is further accelerating the economization and commodification of the practice of law, whereby lawyers are decreasingly disinterested brokers in society and defenders of the public good, and increasingly service firms at the cutting edge of the capitalist economy. These developments are also triggering new forms of stratification of the legal field. While some legal actors will likely benefit from digitalization and expand their business, either by integrating new technologies to reach more clients or by developing new niche areas of practices, the more routinized forms of legal practice are facing serious challenges and will most likely be replaced by technology and associated service firms.
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10

Ngai, Pun. "China's Infrastructural Capitalism and Infrastructural Power of Labor: The Making of the Chinese Working Class." positions 32, no. 2 (May 1, 2024): 341–69. http://dx.doi.org/10.1215/10679847-11024342.

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Abstract This article anticipates a political project that underlines China's infrastructural capitalism and the infrastructural power of labor in the making of the Chinese working class. This project embarks a re-departure of the left movement after the Jasic struggle, which inspired a rebirth of global Marxism and Maoism that attempts to confront the failure of the first wave of socialist movements and the neoliberal turn of global capitalism. Meeting this historical conjuncture, this project is situated in the legacy of the Chinese Revolution and its firmly held belief in the class struggles of the working masses who fought for a vision of communism since the early 1920s. As part of a global project in preparation for the new wave of emancipatory movements, this project is also located in a global anti-capitalism movement and attempts to overcome the parochial and nationalistic approach of existing Chinese Marxism. Specifically, the author conceives that Chinese capitalism has entered a new age of monopoly supported not only by new phases of high technology but also, more importantly, by state power in constructing infrastructural bases such as building projects, new economic zones, highways and high-speed railways, digital platforms, and logistics, both internally and externally, to reproduce expanded capitalism, resulting in fierce imperial battles among global powers. The article conceptualizes this historical process not only as “infrastructural capitalism,” a term that vividly embodies the materiality of expanded capitalism, but also the infrastructural power of labor to take root.
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11

Ryabov, A. V. "About Contradictions and Historical Forks of the Transition to a Digital Society." Journal of Political Theory, Political Philosophy and Sociology of Politics Politeia 107, no. 4 (December 23, 2022): 23–39. http://dx.doi.org/10.30570/2078-5089-2022-107-4-23-39.

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The article is devoted to the review of the main economic, social, political and cultural problems and contradictions that arise in the process of the transition to a digital society. According to the author, this transition is civilizational in nature, affecting not only economy and social relations, but also the way of life, the system of values and the worldview of most inhabitants of the planet. The article shows that, as in any other transitional era, in the modern terms, new problems are intertwined with the old ones, strengthening conflicts in the society and engendering uncertainty about the future. The economy of the “capitalism of digital platforms” is much more monopolized than the capitalist economy of the 20th century. Digital monopolies are becoming real competitors of governments, and it is highly plausible that the struggle for power between them will ultimately result in the merge of the power of the state with the economic and intellectual potential of digital giants and the formation of a new version of the state-monopoly capitalism. Coupled with the increasing income gap, digital inequality expands the abyss between the rich and the poor and contributes to the formation of the pyramidal structure of society, where the place in the social hierarchy is determined by the possibility of creating, using and commercializing modern information and communication technologies. The fundamental changes in the labor market due to robotization and the expanding use of artificial intelligence carry the threat of the appearance of a huge layer of “non-demanded people”. This means that, unlike most societal models that existed in the 20th century, the digital society will not be inclusive, which, in turn, will affect its stability. The looming transformation of the consumption society into the entertainment society will also have serious implications. The processes associated with this transformation are fraught with the cultural retrogression of mankind and jeopardize the foundations of the human civilization in the form that took several millennia to develop.
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12

Xu, Xian. "Meta-Universe from the Perspective of Historical Materialism: Formation Mechanism, Critical Dimension and Reconstruction Path." International Journal of Education and Humanities 3, no. 2 (July 13, 2022): 136–40. http://dx.doi.org/10.54097/ijeh.v3i2.892.

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The meta-universe is an object world in which reality and virtuality are linked by science and technology. The meta-universe originated from philosophers' questioning of the universe and was driven by the modernity of capitalism. It realizes the threefold satisfaction in the philosophical sense, but hinders the all-round and free development of human beings, promotes the instrumental rationality but weakens the value rationality. To reconstruct the value of the meta-universe in the socialist context, we must adhere to the path of scientific and technological innovation oriented by people's interests. Consolidate the position of Marxism and accelerate the establishment of anti-monopoly system in digital world governance.
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13

Jabessa Gabul, Zelalem. "Theorizing Social Media from Capitalism and Culture Industry Perspective." Athens Journal of Mass Media and Communications 10, no. 4 (September 30, 2024): 259–76. http://dx.doi.org/10.30958/ajmmc.10-4-4.

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This article proposes PRANC as a theoretical framework to help rethink, understand, and deconstruct the monopolizing influence of mass media in this social media age. From Marxist perspective, mass media centered on and dominated capital accumulation through excessive culture production such as television drama programs. Mass media was also manipulated and controlled from the center with producer-consumer dichotomy. However, I argue in this article that through its affordances social media disrupts a centeralized information production and dissemination discouraging mass media’s monopoly on capitalism and culture industry. Social media also serves as a platform with which societies challenge dictatorship, expose, and withstand various forms of oppression as has been witnessed in different parts of the world over the last decade. Portability of communication technologies enabled users to carry along their devices that enables them have access to social media anytime anywhere, while retrievability allows users to search and recover information shared on social media. Affordability is another social media feature that promotes broader participation in sociocultural and political activities, while networkability is the ability of agile social media to empower marginalized voices to stand united for a common good fighting oppression. On the other hand, customizability of social media enables users to conceal and shape their identities to protect themselves from attack due to the content they share or due to their engagement with contents users share. Social media viewed from PRANC framework offers a new opportunity for the powerless communities to struggle for their rights. It fosters inclusivity, democratizes cultural landscapes, and redefines how culture is produced, disseminated, and consumed in the digital age, challenging capitalism and culture industry. Keywords: PRANC, portability, retrievability, affordability, networkability, customizability, capitalism, culture industry, creative culture
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14

Kuznetsova, Elena I. "Journalism in the Digital World: The Confl ict of Institutional Logics." Humanitarian Vector 19, no. 3 (October 2024): 31–40. http://dx.doi.org/10.21209/1996-7853-2024-19-3-31-40.

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With the entry of humanity into the stage of digital development, all social institutions are undergoing profound changes. Journalism as an institution that arose as a result of information technology development in the XVI–XVII centuries, as a result of the digital revolution, is losing its dominant role in the new media space. The main core of the media system’s existence, its institutional nature, is undergoing signifi cant changes in the context of increasing technological convergence and the development of the economic phenomenon of platform capitalism. The appeal to the problem is actualized by the need for updates in substantiating the ontological and functional characteristics of the institutionality of journalism in the context of rapid digitalization of the social environment. The purpose of the article is to study journalism as a transforming social institution in a competitive institutional environment. The methodology of the article is based on a dialectical approach in understanding the current state of the Institute of journalism, considering the existing contradictions and collisions as a moment in progressive development. One of the methods of analysis chosen is the direction of institutionalism, which is relevant to the sphere of functioning of social institutions – institutional logic. The system-structural and system-functional methods are used as an analysis tool. The results of the study indicate the identifi ed ontological and functional changes in the state of the Institute of journalism. It is established that the loss of the status of a monopoly entity by journalism is caused not only by the impact of exogenous factors: a technological explosion, the emergence of new institutional and non-institutional subjects but also endogenous ones: structural changes, as well as a crisis of normative and value foundations. The novelty of the article is revealed in the understanding of journalism as a convergent ontological model, which forms the basis of its changing institutional status at the digital stage of its development. Keywords: journalism as a social institution, institutional approach, institutional and non-institutional subjects, institutional logic, media system, functional complex, digital platform
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15

Volčič, Zala, and Melita Zajc. "Hybridisation of Slovene Public Broadcasting: From National Community towards Commercial Nationalism." Media International Australia 146, no. 1 (February 2013): 93–102. http://dx.doi.org/10.1177/1329878x1314600113.

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Public broadcasting institutions have existed as central and publicly funded national institutions, providing services in the public interest. The coincidence of technological, political and economic circumstances in the last 20 years or so, however, has challenged their monopoly position. Technological developments – specifically digitalisation – have expanded spectrum availability. In some cases, public television has been commercialised, privatised or marginalised by the introduction of commercial channels. This article focuses on a specific case study of the Slovene public broadcaster. It addresses the fate of public service television in the digital and post-communist era, tracing the transformation from state broadcasters to the era of digital delivery, audience fragmentation and commercial nationalism. It explores, on the one hand, the way in which public service broadcasters have embraced and capitalised on new forms of digital distribution and, on the other, how they continue to embrace national(istic) and commercial imperatives.
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16

Cancela Rodríguez, Ekaitz. "No hay alternativa al socialismo: los límites de la lucha de clases en el capitalismo digital." Teknokultura. Revista de Cultura Digital y Movimientos Sociales 17, no. 2 (September 9, 2020): 103–12. http://dx.doi.org/10.5209/tekn.69671.

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Este trabajo parte de una aproximación crítica hacia la teoría del monopolio, sea su vertiente neoclásica o marxista, a fin de presentar una lectura de la digitalización centrada en las consideraciones estructurales del capitalismo, no en la actuación de una serie de firmas. Al igual que en cualquier otro estadio del modo de producción, la necesidad de los capitalistas es aumentar la rentabilidad a largo plazo de sus operaciones. Por tanto, la estrategia en la lucha de estos contra la clase desposeída se encuentra encaminada hacia la explotación mediante la ampliación de los tiempos y la intensidad de trabajo. A continuación, se argumenta que, si bien las firmas de Silicon Valley cuentan con tecnologías extremadamente desarrolladas para establecer nuevos modelos de taylorismo, las lógicas estructurales del capitalismo siguen siendo la misma que cuando Marx redactó El Capital. Por tanto, analizar las estrategias contra los trabajadores que desarrollan su actividad en empresas digitales y exponer los límites de una lucha centrada en el trabajo se torna necesario. Este artículo concluye con un llamamiento a la fuerzas de izquierda para que exijan una forma de socialismo digital.
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17

Наумова, Е. И. "Посткапитализм: конфликты в цифровом обществе". Konfliktologia, № 1 (5 вересня 2017): 251. http://dx.doi.org/10.31312/2310-6085-2017-1-251-261.

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This article is about the problem of conflict in the frame of the formation and development postcapitalist tendencies in society. The result of the introduction of digital technologies in economic is the formation of a number of new types of products — information, knowledge, communication. The non-material type of the product doesn’t keep within the settled and a little mobile laws of material economy, that’s why the law of cost and the law of the surplus value need revision. The Internet as a platform for free exchange and distribution of information and knowledges appears the place of deployment of the conflicts between capitalist monopoles, the state and Internet users. It doesn’t exist accurate criteria, methodology and the theory which allow to create a clear boundary between «piracy» and the possibility of free distribution of information in network space. The ideology of Open Source calls into the question copyright and creates prerequisites for revision of the intellectual property rights concerning a digital product. Monetization of knowledge, information, communication in digital space conducts to the fact that the Internet becomes the additional platform for the generation of profit for the monopolistic corporations. Whereas there is a possibility for using an Internet platform as powerful resource for cooperation, mutual aid and collective production of innovations necessary for development of society. The conflict between capitalist corporations, the state and users can be resolved in case of revision the economic and precepts of law in relation to the digital space with the purpose to draw line between lawful and illegal distribution of non-material products, having kept an opportunity for creative and free using the Internet platform as a resource of social production of the innovations.
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18

Rian Saputra, Gusti, Chairul Majid Nasution, Irfa Luthfia Rahmani, and Agitya Agung Tridiarto. "Stock Investment According to Classic and Contemporary Ulama Views: Comparative Law Studies." Proceeding of International Conference on Islamic Philantrophy 1 (July 9, 2023): 120–25. http://dx.doi.org/10.24090/icip.v1i1.309.

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There is an increase in stock problems in the contemporary era. Various economic issues no longer have conventional nuances but are integrated with the digital world. Numerous applications and website portals have been created that promise attractive profits when investing and selling shares on their forums. Investing in stocks became a lucrative business with little effort put into its application. The highest power is vested in the largest shareholder, not in workers who have direct contact with the business it self. Problems arise when discussing the legal validity of the event. This is due to the presence of trade monopoly indications and capitalist elements. Furthermore, the concrete stock issues never discussed by classical ulemas are likely to differ from those discussed by current ulemas living in modern or postmodern society. Therefore, it is considered far more relevant to view contemporary economic problems such as stocks in light of contemporary ulema's views. This article examines the views of famous classical ulemas of their time, as well as contemporary ulemas, regarding stocks in general. This study uses a comparative analysis with a normative review of Islamic law and positive law in Indonesia.
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19

Speakman, Maile. "“Hay Muchísimo Poder en la Oscuridad” : Black Cuir Cinema Clubs in Contemporary Havana." Revista Periódicus 1, no. 15 (June 16, 2021): 40–62. http://dx.doi.org/10.9771/peri.v1i15.43911.

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Cineclub Cuir and Cine Alternativo are itinerant cinematic events aimed at showing cuir, feminist, avant-garde, Afro-diasporic, and experimental media content in Havana. El paquete semanal is a widespread digital information product that Cubans use to access global media. I argue that Cineclub Cuir and Cine Alternativo’s curatorial frameworks produce exploratory spaces of moving theory that rupture the revolutionary state’s nationalist discourse of colorblindness and racial democracy and the normative and white-washed depictions of queerness that circulate in el paquete. The cinema clubs, which elude state-sponsorship and are free of charge, create collective discursive spaces where participants interrogate the figure of the cuir racializado in sites that are not fully regulated by the state or Cuba’s commodified media markets. The emergence of such spaces in the past three years marks a break with the Cuban state’s post-revolutionary monopoly on cultural spaces but also a resistance to newer, more capitalist forms of media circulation such as el paquete. By projecting moving images of Black queer intimacy in alleyways, rooftops, and a multitude of other public and private spaces throughout Havana, Cineclub Cuir and Cine Alternativo comprise a media infrastructure that is ephemeral, difficult to police, and that contravenes the colonial racial and spatial logics that organize the city.
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20

Al-Mulla, Ahmad Abdullah, та Diaya Uddeen Deab Mahmoud Alzitawi. "أثر استخدام التكنولوجيا الحديثة في إرساء تطبيق المبادئ الإسلامية الحاكمة للعمل الإنساني The Impact Of The Use Of Modern Technology In Establishing The Application Of Islamic Principles Governing Humanitarian Action". AL-WIJDÃN Journal of Islamic Education Studies 8, № 4 (26 жовтня 2023): 622–46. http://dx.doi.org/10.58788/alwijdn.v8i4.3395.

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In light of the rapid technological developments and the spread of poverty, disease, and natural disasters in the world, there was an urgent need to clarify the purposes of Islamic law governing humanitarian work and to clarify the true image of Islam in helping suffering humanity, and in light of the monopoly of rich capitalist countries on the wealth of the world. Therefore, this study aimed to identify the most important purposes established by Islamic law to govern humanitarian work, as well as to identify the impact of the use of modern technology (such as metaverse, artificial intelligence, drones, robots, and blockchain) on establishing the application of Islamic principles and practices for humanitarian work on the ground, and how can this technology be exploited to achieve social solidarity and enhance human communication as urged by Islam? The results of the study concluded that the Islamic Sharia has established several governing principles for humanitarian action, to achieve social solidarity, relief for the distressed, and removal of destitution for the needy, the most important of which are: Islam’s care and honoring of man, doing good, the universality and mercy of Islam, the brotherhood of humanity, equality, and partnership Humanity, which all pours into the crucible of enrichment humanitarian work and its prosperity. The study also concluded that modern technology has an effective positive impact in establishing the principles and practices of humanitarian work on the ground in light of the current digital age. Accordingly, the researcher recommends the need to find an effective mechanism to raise awareness of the purposes of Islamic law in humanitarian work in the world and keep pace with modern technological applications to be used in establishing the governing principles of Islamic charitable work. Keywords: Governing Principles In Islamic Law, Modern Technology, Metaverse, Drones, Blockchain.
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21

Staab, Philipp, and Oliver Nachtwey. "Market and Labour Control in Digital Capitalism." tripleC: Communication, Capitalism & Critique. Open Access Journal for a Global Sustainable Information Society 14, no. 2 (November 22, 2016). http://dx.doi.org/10.31269/triplec.v14i2.755.

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Theorists of post capitalism have recently argued for a more or less inevitable end to capitalism. They assume that private accumulation is systematically blocked by the inability of capitalist corporations to create revenues by setting prices as they lose control over the reproduction of their commodities and that in this process, capitalist labour will eventually disappear. Drawing on a case study of Amazon and thoughts on the policies of other leading digital corporations, we challenge these assumptions. Key corporate players of digitization are trying to become powerful monopolies and have partly succeeded in doing so, using the network effects and scaling opportunities of digital goods and building socio-technical ecosystems. These strategies have led to the development of in part isomorphic structures, hence creating a situation of oligopolistic market competition. We draw on basic assumptions of monopoly capital theory to argue that in this situation labour process rationalization becomes key to the corporation’s competitive strategies. We see the expansion of digital control and the organizational structures applied by key corporate players of the digital economy as evidence for the expansion of capitalist labour, not its reduction.
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22

Sell, Susan K. "Twenty-First-Century Capitalism: A Research Agenda." Global Perspectives 3, no. 1 (2022). http://dx.doi.org/10.1525/gp.2022.35540.

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Twenty-first-century capitalism is fundamentally different from the neoliberalism of the late twentieth century. The prominence of finance, intellectual property (IP) protection, and digital platform businesses raises new regulatory challenges. Monopoly dominance has replaced market fundamentalism. This commentary proposes a research agenda for twenty-first-century capitalism in the interests of identifying, examining, and considering a range of potential regulatory and governance solutions to promote social resilience in an anxious world.
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23

Coveri, Andrea, Claudio Cozza, and Dario Guarascio. "Monopoly Capital in the time of digital platforms: a radical approach to the Amazon case." Cambridge Journal of Economics, October 8, 2022. http://dx.doi.org/10.1093/cje/beac044.

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Abstract The paper applies the radical view of Monopoly Capitalism to the digital platform economy. Based on the seminal ideas of Hymer and Zeitlin that led Cowling and Sugden to define the large monopolistic firm as a means to plan production from a single strategic decision-making centre, we attempt to develop a framework where digital platforms are conceived as an evolution of large transnational corporations. Power and control, in our view of monopoly capitalism, are thus to be understood not only in terms of market relations, but rather as levers for coordinating global production and influencing world societies. Applying this framework to the Amazon case, we highlight the key analytical dimensions to be considered: not only does Amazon dominate other firms and suppliers through its diversification and direct control of data and technology; its power is also linked to global labour fragmentation and uneven bargaining power vis-à-vis the world’s governments, as in the tradition set by Hymer and Cowling.
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24

Han, Wenlong. "The capital logic of platform economy globalisation and it’s critique and transcendence." China Political Economy, November 3, 2022. http://dx.doi.org/10.1108/cpe-10-2022-0016.

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PurposeTo realise the shared development of the digital economy, people need to transcend the capital logic and advocate the logic of cooperative development, i.e. “co-construction, benefit-sharing and co-governance”. This study aims to discuss the aforementioned statement.Design/methodology/approachPlatform economy is a new economic form produced by the transformation of the social production patterns in the era of digital capitalism. In the neo-imperialist stage, a new stage of capitalist development, capital logic promotes the global expansion of the platform economy and influences its development process, organisational form, contradictions and dilemmas and internal transcendence. Having the spatiotemporal chain of capital circulation repaired, the globalisation of the platform economy is reshaping how the means of production are combined with labour, affecting the local changes in the general relations of production and “international relations of production”.FindingsIn the accumulation of digital capitalism, the social contradictions and fundamental contradictions in the capitalist world have been further intensified, making exploitation, income distribution gap, monopoly and other problems increasingly severe. The imbalance and inequality in the global development of the digital economy are increasingly prominent.Originality/valueRegarding the global governance of the digital economy, China, as a major responsible country, will strive to encourage all countries to co-build a community with a shared future in cyberspace. In the new international development pattern of digital economy globalisation, China must take effective measures to actively safeguard its national security and development interests to meet specific challenges.
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25

Andreoni, Antonio, and Simon Roberts. "Governing digital platform power for industrial development: towards an entrepreneurial-regulatory state." Cambridge Journal of Economics, November 17, 2022. http://dx.doi.org/10.1093/cje/beac055.

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Abstract Data and digital platforms have simultaneously upended entrenched positions in some industries, opening-up greater and disruptive competition, while driving overall higher levels of concentration through the growing power of multi-sided digital platforms. The coexistence of rivalry and collusion – a key feature of Cowling’s monopoly capitalism – persists and takes new forms in the digital economy. Taking into account the heterogenous nature of platforms, this paper analyses the relationships between large digital platforms and the development of industrial capabilities, especially in middle-income countries and the implications for industrial and competition policies. We advance an analytical-policy framework connecting the different dimensions and sources of platform power responsible for value capture and extraction, and the different platform capability-functions responsible for value creation. Building on this recasting of Hymer’s ‘efficiency contradiction’ and Cowling theory of monopoly capitalism, we advance an integrated industrial-competition policy approach to overcome it and propose a conception of an ‘entrepreneurial-regulatory state’. Complementary industrial and competition policies are required to foster optimal rivalry, being a rivalry which rewards the development of dynamic capabilities and enables contestation by different business models.
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26

The Editors. "Notes from the Editors, June 2018." Monthly Review, June 1, 2018, c2–64. http://dx.doi.org/10.14452/mr-070-02-2018-06_0.

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buy this issue With the eruption in March of the scandal around Cambridge Analytica and Facebook, articles raising the alarm on "surveillance capitalism" are suddenly everywhere. The term, which was coined in MR in August of 2014, was developed to highlight the links between digital spying systems and contemporary capitalism as a whole. Academic interpretations of the concept effectively divorced surveillance capitalism from class analysis, and from the overall political-economic structure of capitalism—as if surveillance could be abstracted from monopoly-finance capital as a whole. Click here to purchase a PDF version of this article at the Monthly Review website.
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27

Akorsu, Angela D. "The state, capital, and worker vulnerability: The case of ride-hailing drivers in Ghana." Economic and Labour Relations Review, September 25, 2023, 1–14. http://dx.doi.org/10.1017/elr.2023.28.

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Abstract The vulnerability associated with the drudgery of drivers in the ride-hailing enterprise of the platform economy has come under both public scrutiny and scholarly study. There remains, however, a dearth of knowledge around how driver vulnerabilities are produced and maintained, and which actors drive those. This paper contributes to the discourse by unpacking how the political economy of digital capitalism plays out to undermine the fortunes of ride-hailing drivers in Ghana. Using qualitative interviews and focus group discussions, the paper shows that drivers’ vulnerabilities stem primarily from the unbridled control over the means of production, which are the digital platforms and the vehicles, as well as the ensuing unequal power relations between capital owners and drivers as capital producers. The paper also characterises the ambivalent role of the State as a capitalist agent that maintains the status quo, albeit nuanced. The need to interrogate alternatives to augment State regulation is therefore recommended for mediating the relationship between capital owners and drivers as capital producers. Effective alternatives would be reducing capital’s monopoly by replacing private, foreign platforms with local public platforms and strengthening drivers’ collective agency to mediate the excessive power of the capital owners.
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28

Yun, Jang-Ryol. "The value and price of digital media commodities." Media, Culture & Society, July 31, 2023. http://dx.doi.org/10.1177/01634437231188464.

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Focusing on the fact that digital media commodities are easily reproduced once initially produced, this paper explains, against the backdrop of Marxist insights, just how these commodities are produced, distributed, and consumed in the current digital media environment. Working with Marx’s definition of the value of commodities as the social labor time required for their production, we can thereby define the value and price of reproduced digital media commodities as zero, but the market price of these commodities as in fact constituting the Marxist monopoly price. These determinations are then supported by a review of the ways valueless digital media goods are commodified in a monopolistic real world. The approach here, borrowing from Marx’s research methods, starts from commodity analysis to explain comprehensively the wider political and economic system of capitalism. This viewpoint of the inherent value of media products is foreign to neoclassical economics as well as to mainstream media and communication studies embracing the utility theory of value.
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29

West, Emily, Mark Bartholomew, Richard Popp, Devon Powers, Marc Steinberg, Joseph Turow, and Edward Timke. "Author Meets Critics: Buy Now: How Amazon Branded Convenience and Normalized Monopoly." Advertising & Society Quarterly 25, no. 3 (September 2024). http://dx.doi.org/10.1353/asr.2024.a939145.

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Abstract: In this book discussion, a panel of advertising, communication, and media studies scholars meet with Emily West to discuss her 2022 book Buy Now: How Amazon Branded Convenience and Normalized Monopoly (MIT Press). The conversation unpacks key concepts from the book, such as platform capitalism, affective branding, and distribution fetishism, which examine how Amazon's unique approach to scaling its business and normalizing surveillance has made it a dominant global entity. West emphasizes Amazon's focus on service and relational marketing, contrasting it with aspirational brands like Nike or Coca-Cola. The group focuses on the book's exploration of the "served self," a consumer subjectivity shaped by convenience-driven platforms, and how Amazon's practices reduce consumer decision-making power. They also explore Amazon's global expansion strategy, noting its success in India and failure in China, and its influence on retail markets worldwide. The talk also touches on Amazon's branding and advertising strategy, particularly its use of algorithms to control product visibility, and its expanding role in digital advertising, such as displaying ads on Echo Show devices. The participants reflect on how West's book can be used in teaching to help students understand corporate monopolies, platform power, and consumer culture in the digital age.
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30

Hackett, Lisa J., and Jo Coghlan. "Why <em>Monopoly</em> Monopolises Popular Culture Board Games." M/C Journal 26, no. 2 (April 26, 2023). http://dx.doi.org/10.5204/mcj.2956.

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Introduction Since the early 2000s, and especially since the onset of COVID-19 and long periods of lockdown, board games have seen a revival in popularity. The increasing popularity of board games are part of what Julie Lennett, a toy industry analyst at NPD Group, describes as the “nesting trend”: families have more access to entertainment at home and are eschewing expensive nights out (cited in Birkner 7). While on-demand television is a significant factor in this trend, for Moriaty and Kay (6), who wouldn’t “welcome [the] chance to turn away from their screens” to seek the “warmth and connection you get from playing games with live human family and friends?” For others, playing board games can simply be about nostalgia. Board games have a long history not specific to one period, geography, or culture. Likely board games were developed to do two things – teach and entertain. This remains the case today. Historically, miniature versions of battles or hunts were played out in what we might recognise today as a board game. Trade, war, and science impacted on their development, as did the printing press, which allowed for the standardisation of rules. Chess had many variations prior to the fifteenth century. Similarly, the Industrial Revolution allowed for the mass production of board games, boosting their popularity across nations, class, and age (Walker 13). Today, regardless of or because of our digital lives, we are in a “board game renaissance” (Booth 1). Still played on rainy days, weekends, and holidays, we now also play board games in dedicated game board cafés like the Haunted Game Café in America, the Snakes and Lattes in Canada, or the Mind Café in Singapore. In the board game café Draughts in the UK, customers pay £5 to select and play one of 800 board games, including classics like Monopoly and Cluedo. These cafes are important as they are “helping manufacturers to understand the kind of games that appeal to the larger section of players” (Atrizton). COVID-19 caused board game sales to increase. The global market was predicted to increase by US$1 billion in 2021, compared to 2020 (Jarvis). Total sales of board games in Australia are expected to reach AU$86 million in 2023, an almost 10 per cent increase from the preceding year (Statista "Board Games – Australia"). The emergence of Kickstarter, a global crowdfunding platform which funds new board games, is filling the gap in the contemporary board game market, with board games generating 20 per cent of the total funding raised (Carter). Board games are predicted to continue to grow, with the global market revenue record at US$19 billion dollars in 2022, a figure that is expected to rise to US$40 billion within 6 years (Atrizton). If the current turn towards board games represents a desire to escape from the digital world, the Internet is also contributing to the renaissance. Ex-Star Trek actor Wil Wheaton hosts the popular Web series TableTop, in which each episode explains a board game that is then played, usually with celebrities. The Internet also provides “communities” in which fans can share their enthusiasm, be it as geek culture or cult fandom (Booth 2). Booth provides an eloquent explanation, however, for the allure of face-to-face board games: “they remind us of our face-to-face past, and recall a type of pre-digital luddism where we can circle around the ‘campfire’ of the game board” (Booth 1-2). What makes a board game successful is harder to define. Phillip Orbanes, an American game designer and former vice-president of research and development at Parker Brothers, has attempted to elucidate the factors that make a good board game: “make the rules simple and unambiguous … don’t frustrate the casual player … establish a rhythm … focus on what’s happening off the board … give ‘em chances to come from behind … [and] provide outlets for latent talents” (Orbanes 52-55). Orbanes also says it is important to understand that what “happens off the board is just as important to the experience as the physical game itself” (Orbanes 51). Tristan Donovan contends that there are four broad stages of modern board games, beginning with the folk era when games had no fixed author, their rules were mutable, and local communities adapted the game to suit their sensibilities. Chess is an example of this, with the game only receiving the fixed rules we know today when tournaments and organisations saw the need for a singular set of rules. Mass production of games was the second stage, marking “the single biggest shift in board game history – a total flip in how people understood, experienced and played board games. Games were no long[er] malleable objects owned by the commons, but products created usually in the pursuit of profit” (Donovan 267). An even more recent development in game boards was the introduction of mass produced plastics, which reduced the cost of board game construction and allowed for a wider range of games to be produced. This was particularly evident in the post-war period. Games today are often thought of as global, which allows gamers to discover games from other regions and cultures, such as Catan (Klaus Teuber, 1995), a German game that may not have enjoyed its immense success if it were not for the Internet. Board game players are broadly categorised into two classes: the casual gamer and the hobby or serious gamer (Rogerson and Gibbs). The most popular game from the mass production era is Monopoly, the focus of this article. The History of Monopoly Monopoly was designed and patented by American Elizabeth Magie (1866-1948) in 1902, and was originally called The Landlord’s Game. The game was based on the anti-monopoly taxation principles of Henry George (1839-1897), who argued that people should own 100 per cent of what they make and the land should belong to everyone. Land ownership, considered George, only benefitted land owners, and forces working people to pay exorbitant rent. Magie’s original version of the game was designed to demonstrate how rents enrich property owners and impoverish tenants. Renters in Australia’s property market today may recognise this side of ruthless capitalism. In 1959 Fidel Castro thought Monopoly “sufficiently redolent of capitalism” that he “ordered the ­destruction of every Monopoly set in Cuba” (McManus). Magie, however, was not credited with being the original inventor of Monopoly: rather, this credit was given to Charles Darrow. In 2014, the book The Monopolist: Obsession, Fury, and the Scandal behind the World's Favorite Board Game by Mary Pilon re-established Magie as the inventor of Monopoly, with her role and identity unearthed by American Ralph Anspach (1926-2022), an Adam Smith economist, Polish-German refugee, and anti-Vietnam protestor. According to Pilon, Magie, a suffragette and progressive economic and political thinker, was a Georgist advocate, particularly of his anti-monopolist policies, and it was this that informed her game’s narrative. An unmarried daughter of Scottish immigrants, she was a Washington homeowner, familiar with the grid-like street structure of the national capital. Magie left school at 13 to help support her family who were adversely impacted upon by the Panic of 1873, which saw economic collapse because of falling silver prices, railroad speculation, and property losses. She worked as a stenographer and teacher of Georgist single tax theory. Seeking a broader platform for her economic ideas, and with the growing popularity of board games in middle class homes, in 1904 Magie secured a patent for The Landlord’s Game, at a time when women only held 1 per cent of US patents (Pilon). The original game included deeds and play money and required players to earn wages via labour and pay taxes. The board provided a circular path (as opposed to the common linear path) in which players circled through rental properties and railroads, and could acquire food, with natural reserves (oil, coal, farms, and forests) unable to be monopolised. However, she created two sets of rules – the monopoly rules familiar to today’s players, and anti-monopoly rules in which tensions over human greed and altruism could be played out by participants. Magie started her own New York firm to manufacture and distribute the game, continued the struggle for women’s equality, and raged against wealthy monopolists of the day such as Andrew Carnegie (Pilon). By the late 1920, the game, mostly referred to as the ‘monopoly’ game, was popular, but many who played the game were playing handmade versions, likely unaware of the original Landlord’s Game. In 1931, mass-produced versions of the game, now titled Finance, began to appear, with some changes, including the ability to purchase properties, along with rule books. Occurring at the same time as the emergence of fixed-price goods in large department stores, the game, which now included chance cards, continued to be popular. It was Charles Darrow who sold Monopoly to Parker Brothers, even if he did not invent it. Darrow was introduced to one of the variants of the game and became obsessed with the game, which now featured the Community Chest and Free Parking, but his version did not have a set of rules. An unemployed ex-serviceman with no college education, Darrow struggled to provide for his family. By 1932, America was in the grip of the Great Depression, with housing prices collapsing and squatting common in large American cities. Befriending an artist, Darrow sought to provide a more dynamic and professional version of the game and complete it with a set of rules. In 1933, Darrow marketed his version of the game, titled Mr Monopoly, and it was purchased by Parker Brothers for US$7,000 in 1935. Magie received just US $500 (Farzan). Monopoly, as it was rebranded, was initial sold for $2 a game, and Parker Brothers sold 278,000 games in the first year. In 1936, consumers purchased 1.7 million editions of the game, generating millions of dollars in profits for Parker Brothers, who prior to Monopoly were on the brink of collapse (Pilon). Mary Pilon’s The Monopolists also reveals the struggle of Ralph Anspach in the 1970s to sell his Anti-Monopoly board games, which Parker Brothers fought in the courts. Anspach’s game sought to undermine the power of capitalist monopolies, which he had witnessed directly and negatively impact on fuel prices in America in the early 1970s. Hence the aim was to produce a game with an anti-monopolist narrative grounded in the free-market thinking of Adam Smith. Players were rewarded by breaking monopoly ownerships of utilities such as railroads and energy and metal reserves. In preparing his case against Parker Brothers, Anspach “accidentally discovered the true history of the game”, which began with Magie’s Landlord’s Game. Magie herself had battled with Parker Brothers in order to be “credited as the real originator of the game” and, like Anspach, reveal how Parker Brothers had changed the anti-capitalist narrative of the game, making it the “exact opposite” of its original aims (Landlordsgame). Anspach’s court room version of his battle with Parker Brothers was published in 2000, titled Monopolygate: During a David and Goliath Battle, the Inventor of the Anti-Monopoly® Game Uncovers the Secret History of Monopoly®. Monopoly Today Monopoly is now produced by Hasbro. It is the highest selling board game of all time, with an estimated 275 million units of Monopoly sold (Lee). Fan bases are clearly large too: the official Monopoly Facebook accounts report 9.9m likes (Facebook), and 68% of American households report owning a version of Monopoly (Statista "Which"). At the end of the twentieth century it was estimated that 550 million, or one in 12 people worldwide, had played the game (Guinness World Records "Most Popular"). Today it is estimated that Monopoly has been played by more than one billion people, and the digital Monopoly version has had over 100 million downloads (Johnson). The ability to play beloved board games with a computer opponent or with other players via the Internet arguably adds to the longevity of classic board games such as Monopoly. Yet research shows that despite Monopoly being widely owned, it is often not played as much as other games in people’s homes (d'Astous and Gagnon 84). D’Astous and Gagnon found that players in their study chose Monopoly to play on average six times a year, less than half the times they played Cluedo (13 times a year) or Scrabble (15 times). As Michael Whelan points out, Magie’s original goal was to make a statement about capitalism and landlords: a single player would progress round the board building an empire, whilst the others were doomed to slowly descend into bankruptcy. It was “never meant to be fun for anyone but the winner” (Whelan). Despite Monopoly’s longevity and impressive sales record, it is perhaps paradoxical to find that it is not a particularly popular or enjoyed game. Board Game Geek, the popular board game Website, reports in 2023 that the average rating for Monopoly by over 33,000 members is just 4.4 out of 10, and is ranked the 23,834th most popular game on the site (Board Game Geek). This is mirrored in academic studies: for example, when examining Orbane’s tenets for a good board game, d’Astous and Gagnon (84) found that players' appreciation of Monopoly was generally low. Not only is appreciation low for the game itself, it is also low for player antics during the game. A 2021 survey found that Monopoly causes the most fights, with 20% of households reporting “their game nights with friends or family members are often or always disrupted by competitive or unfriendly behaviour”, leading to players or even the game itself being banned (Lemore). Clearly Orbane’s tenet that the game “generates fun” is missing here (Orbanes 52). Commentators ask why Monopoly remains the best-selling board game of all time when the game has the “astonishing ability to sow seeds of discord” (Berical). Despite the claims that playing Monopoly causes disharmony, the game does allow for player agency. Perhaps more than any other board game, Monopoly is subjected to ‘house rules’. Buzzfeed reported 15 common house rules that many people think are official rules. In 2014 the official Monopoly Facebook page posted a video claiming that “68% of Americans have never read the official game rules” and that “49% of Americans had admitted to playing with their own ‘house rules’”. A look through these rules reveals that players are often trying to restore the balance of power in the game, or in other words increase the chance that a player can win. Hasbro has embraced these rules by incorporating some of them into the official rules. By incorporating players' amendments to the game, Hasbro can keep the Monopoly relevant. In another instance, Hasbro asked fans to vote on new tokens, which led to the thimble token being replaced with a Tyrannosaurus Rex. This was reversed in 2022 when nostalgic fans lobbied for the thimble’s return. Hasbro has also been an innovator by creating special rules for individual editions: for example, the Longest Game Ever edition (2019) slows players down by using only a single dice and has an extended game board. This demonstrates that Hasbro is keen to innovate and evolve the game to meet player expectations. Innovation and responsiveness to fans is one way that Hasbro has maintained Monopoly’s position as highest-selling board game. The only place the original Monopoly rules seem to be played intact are at the official competitions. Collecting and Nostalgia The characteristics of Monopoly allow for a seemingly infinite number of permutations. The places on the board can be real or fictional, making it easily adaptable to accommodate different environments. This is a factor in Monopoly’s longevity. The number of Monopoly editions are endless, with BoardGameGeek listing over 1,300 versions of the game on its site. Monopoly editions range from collector and commemorative editions to music, television, and film versions, actor-based editions, sports club editions, editions tied to toy franchises, animal lover editions, country editions, city editions, holiday editions, car brand editions, motor bike editions, as well as editions such as Monopoly Space, editions branded to popular confectionary, Ms Monopoly, and Go Green Monopoly. Each of these contain their own unique modifications. The Go Green version includes greenhouses, dice are made from FSC-certified wood from well-managed forests, tokens are made with plant-based plastic derived from sugarcane, a renewable raw material, and players can vie to have monopolistic control over renewable energy firms, solar farms, and bike paths. Licencing agreements allows Hasbro to leverage two sets of popular culture fans and collectors simultaneously: fans of Monopoly and its different versions, and fans of the Monopoly branded collectable, such as the Elvis Collector’s edition and Breaking Bad Monopoly. Apart from licencing, what else explains the longevity of Monopoly? Fred Davis demonstrates that nostalgia is an important sociological phenomenon, allowing consumers to re-imagine the past via iconic items including toys. Generation Y, also known as Millennials or digital natives, a cohort born between 1982 and 1994 who have grown up with technology as part of their everyday lives, are particularly interested in ‘heritage-inspired’ goods (Marchegiani and Phau). These consumers enjoy the past with a critical eye, drawn by the aesthetic properties of nostalgic goods rather than a direct personal connection (Goulding 575). Popular culture items are a site of widespread collecting behaviour (Geraghty 2). Belk argues that our possessions are used to construct our social selves. Collectors are a special kind of consumer: where consumers use and discard goods as needed, collectors engage with goods as special objects to be maintained and preserved (Belk 254), which is often achieved through ritualistic behaviour (McCracken 49). This is not to say that items in a collection are removed from use entirely: often being used in the normal manner, for example, clothing collectors will wear their items, yet take care of them in the a way they see akin to conservatorship (Hackett). Collections are often on display, often using the flexibility of the Internet as showground, as is the case with Neil Scallon’s world record collection of Monopoly’s 3,554 different versions of the game (World of Monopoly). Monopoly has low barriers to entry for a collector, as many sets retail at a low price-point, yet there are a few sets which are very expensive. The most expensive Monopoly set of all time retailed for US$2 million, and the cost was mainly borne out of the luxurious materials used: “the board is made from 23 carat gold, rubies and sapphires top the chimneys of the solid gold houses and hotels and the dice have 42 full cut diamonds for spots” (Guinness World Records "Most Expensive"). Conclusion The recent resurgence in board game popularity has only served to highlight Monopoly’s longevity. Through clever marketing and leveraging of nostalgia and popular culture fandoms, Hasbro has managed to retain Monopoly’s position as the number one board game, in sales figures at least. Despite its popularity, Monopoly suffers from a reputation as a conduit for poor player behaviour, as one person triumphs at the downfall of the other players. The game dynamics punish those whom fortune did not reward. In this regard, Elizabeth Magie’s initial aim of teaching about the unfairness of capitalism can be considered a resounding success. In re-establishing her role as a feminist and inventor at the turn of the century, embraced by progressive left-wingers of the 1930s, her story as much as that of Monopoly is a valuable contribution to modern popular culture. References Atrizton. Board Games Market – Global Outlook & Forecast 2023-2028. 2023. Belk, Russell W. "Collectors and Collecting." Handbook of Material Culture. Eds. Christopher Tilley et al. London: Sage, 2006. 534-45. Berical, Matt. "Monopoly Is a Terrible Game. Quit Playing It." Fatherly 4 Mar. 2020. Birkner, Christine. "Get on Board." Adweek 3-10 Apr. 2017: 7. Board Game Geek. "Monopoly." 2023. Booth, Paul. Game Play: Paratextuality in Contemporary Board Games. Bloomsbury, 2015. Buzzfeed. "15 Monopoly Rules That Aren't Actually Rules: Settled That 'Free Parking' Debate." Buzzfeed 27 Mar. 2014. Carter, Chase. "Tabletop Games Have Made over $1.5 Billion on Kickstarter." Dicebreaker 13 Dec. 2022. D'Astous, Alain, and Karine Gagnon. "An Inquiry into the Factors That Impact on Consumer Appreciation of a Board Game." Journal of Consumer Marketing 24.2 (2007): 80-89. Davis, Fred. Yearning for Yesterday: A Sociology of Nostalgia. New York: Free Press, 1979. Donovan, Tristan. "The Four Board Game Eras: Making Sense of Board Gaming’s Past." Catalan Journal of Communication & Cultural Studies 10.2 (2018): 265-70. Facebook. "Monopoly." 1 Mar. 2023. Farzan, Antonia Noori. "The New Monopoly ‘Celebrates Women Trailblazers,’ But the Game’s Female Inventor Still Isn’t Getting Credit." Washington Post 11 Sep. 2019. Geraghty, Lincoln. Cult Collectors. Routledge, 2014. Goulding, Christina. "Romancing the Past: Heritage Visiting and the Nostalgic Consumer." Psychology and Marketing 18.6 (2001): 565-92. Guinness World Records. "Most Expensive Board Game of Monopoly." 30 Jan. 2023. ———. "Most Popular Board Game." 30 Jan. 2023. Hackett, Lisa J. "‘Biography of the Self’: Why Australian Women Wear 1950s Style Clothing." Fashion, Style and Popular Culture 9.1-2 (2022). Johnson, Angela. "13 Facts about Monopoly That Will Surprise You." Insider 27 June 2018. Landlordsgame. "Landlord's Game History, Monopoly Game History." 2021. Lee, Allen. "The 20 Highest Selling Board Games of All Time." Money Inc 11 Mar. 2023. Lemore, Chris. "Banned from Game Night: ‘Monopoly’ Leads to the Most Fights among Family, Friends." Study Finds 2021. Marchegiani, Christopher, and Ian Phau. "Personal and Historical Nostalgia—a Comparison of Common Emotions." Journal of Global Marketing 26.3 (2013): 137-46. McCracken, Grant. Culture and Consumption: New Approaches to the Symbolic Character of Consumer Goods and Activities. Bloomington: Indiana UP, 1988. McManus, James. "Do Not Collect $200." New York Times, 2015. 10. Moriarity, Joan, and Jonathan Kay. Your Move: What Board Games Teach Us about Life. Sutherland House, 2019. Orbanes, Phil. "Everything I Know about Business I Learned from Monopoly." Harvard Business Review 80.3 (2002): 51-131. Pilon, Mary. The Monopolists: Obsession, Fury, and the Scandal Behind the World's Favorite Board Game. Bloomsbury, 2015. Rogerson, Melissa J., and Martin Gibbs. "Finding Time for Tabletop: Board Game Play and Parenting." Games and Culture 13.3 (2018): 280-300. Statista. "Board Games – Australia." 25 Mar. 2023. ———. "Which of These Classic Board Games Do You Have at Home?" Statista-Survey Toys and Games 2018 (2018). Walker, Damian Gareth. A Book of Historic Board Games. Lulu.com, 2014. Whelan, Michael. "Why Does Everyone Hate Monopoly? The Secret History behind the World's Biggest Board Game." Dicebreaker 26 Aug. 2021. World of Monopoly. "Neil Scallan's World Record List of Official Monopolu Items." 2016.
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31

Viana, Silvia. "Apontar para a árvore | Pointing at the tree." Liinc em Revista 12, no. 2 (November 30, 2016). http://dx.doi.org/10.18617/liinc.v12i2.921.

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RESUMO Desde seu surgimento, as novas mídias têm sido celebradas como meio de democratização na circulação de informações. Ao superarem o que Guy Debord chamou separação do espetáculo, elas horizontalizam o fluxo da comunicação, possibilitando que o espectador seja também produtor. Nesse sentido, a internet romperia também com o monopólio da denúncia, tornando-se essa uma das principais funções das mídias sociais digitais. Contudo, e não obstante a multiplicação e a velocidade de circulação de imagens que apontam para a barbárie, não se pode afirmar que surtam o efeito visado de, entre outras coisas, sensibilizar para aquilo o que se denuncia. Aliás, pelo contrário. O presente trabalho busca refletir, a partir das transformações estruturais que conferem forma às novas mídias, a relação paradoxal entre denúncia e indiferença. Palavras-chave: Internet; Indiferença; Guy Debord; Espetáculo; Capitalismo Flexível. ABSTRACT Since its inception, the new media have been celebrated as a way of democratizing the circulation of information. In overcoming what Guy Debord denominated separation of the spectacle, they horizontalize the flow of communication, allowing the spectator to be also a producer. In this sense, the internet would also break the monopoly of the denouncement, turning denunciation into one of the main functions of the social digital media. However – and despite the speed of the proliferation and circulation of images that show barbarism –, one cannot state that they achieve the intended effect which is, among other things, to raise awareness of what is denounced. Actually, it's quite the opposite. This paper seeks to reflect, from the structural changes that give shape to the new media, the paradoxical relationship between complaint and indifference. Keywords: Internet; Indifference; Guy Debord; Spectacle; Flexible Capitalism.
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32

Vasudevan, Ramaa. "Digital platforms: monopoly capital through a classical-marxian lens." Cambridge Journal of Economics, September 16, 2022. http://dx.doi.org/10.1093/cje/beac045.

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Abstract The classical-marxian conception of capitalist monopoly, based on restrictions to capital mobility arising from production conductions and property rights rather than oligopolistic market structure, is a fruitful way of approaching the implications of the pervasive spread of modern corporations—what has been termed the stage of Monopoly Capital. The relevance of the classical-marxian conception of ‘capitalist monopoly’ in the context of new technology is investigated by applying it to the monopoly exercised by contemporary digital platforms, with a specific focus on Google (Alphabet), Amazon and Facebook.
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Bilić, Paško, and Mislav Žitko. "Personal data as pseudo-property: Between commodification and assetisation." European Journal of Communication, August 2, 2024. http://dx.doi.org/10.1177/02673231241267128.

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The paper discusses how personal data is a crucial resource in the digital age. It explores the complex nature of the economic valorisation of personal data. Recent discussions have focused on the commodification and profit generation from personal data and its role as an asset and a source of rent. Property rights play a significant but contradictory role in each of these cases. From a technical standpoint, personal data does not fall under traditional ownership rights protected by intellectual property laws. It is neither an artistic work covered by copyright nor an outcome of financial investment that could be protected by patents. Instead, the paper focuses on the role of personal data in the capitalist mode of production and digital monopoly conditions. It aims to analyse the successive transformations of everyday activities into machine-readable objects, de facto property, assets, and elements of monopoly capital.
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Menz, Wolfgang, and Sarah Nies. "The dual economics in the labour process: managerial contradictions and indirect control." Work in the Global Economy, September 13, 2024, 1–23. http://dx.doi.org/10.1332/27324176y2024d000000021.

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One of the greatest impacts of Braverman’s Labour and Monopoly Capital is the discovery of a ‘control imperative’ within the capitalist production process. Whereas his equation of capitalist domination and Taylorism has been heavily criticized early on, the capabilities of the expanded use of digital technologies at the workplace have raised the question of whether a Taylorist mode of control is on the advance once again. The article challenges this perspective by addressing managerial problems that go beyond the problem to transform labour power into actual labour. Taking up Sohn-Rethel’s theory of ‘dual economics’, we argue that the necessity to reconcile contradictory requirements of the ‘economics of the market’ and the ‘economics of production’ poses an equally crucial challenge for management. Whereas that ‘problem of reconciliation’ remained latent in the Fordist era, tensions between the two logics of economics have now increasingly become a problem to solve within the course of controlling the labour process. Drawing on our own research on ‘the inner marketization of the firm’ over the last 15 years, we discuss ‘indirect control’ as a mode of control that precisely addresses the problem of reconciliation and considers recent changes in the course of digitalization. On the basis of our empirical findings, we describe the contradictory forms of activating and restricting subjectivity in the digital workplace and its implications for the legitimation of managerial power and capitalist domination.
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Agfianto, Tomi, and A. Faidlal Rahman. "The Economic Impact of Man-Made Tourism Development Towards Local Community in Kota Batu East Java (Case Study: Pasar Parkiran Jatim Park I)." E-Journal of Tourism, March 31, 2020, 37. http://dx.doi.org/10.24922/eot.v7i1.58741.

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Recently, Tourism becomes a great demand by all people including the millennial group. It makes stakeholders of tourism industries should provide and accommodate the demand of the millennial. The millennial people are close to challenges, technologies, digitals, and something that has excitement. One of tourism concepts which is suitable and highly demand is man-made tourism such as theme park, amusement park, etc. This study aims to identify and analyze the tourism impact that emerges with the existence of man-made tourism activities, because those tourism activities are closely to capitalist monopoly and industrialization. The approach of this research was quantitative method by distributing questionnaires to the tourists who spent their expenditure and local host who received income from the tourism activities. This research was conducted at the Pasar Parkiran tourism destination in Kota Batu East Java which is managed by Jatim Park I. The results of this study explain that the value of Keynesian Income Multiplier (KIM) effect is 0.93. The result shows that tourism activities give positive impact to local host due to the value close to 1.00. The research explains that negative image of mass tourism activities that is monopolized by the company is not totally true, while tourism is managed by the company involving the community as the partner will have a positive impact on both sides. Keywords: Mass Tourism, Man-made Tourism, Tourism Economic Impact, Batu City Tourism Development, Pasar Parkiran.
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36

Taylor, Nick. "LEGO and the Infrastructural Limits of Open Play." M/C Journal 26, no. 3 (June 27, 2023). http://dx.doi.org/10.5204/mcj.2945.

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LEGO and Adult Hobbyism For much of its history, LEGO has been regarded as a – if not the – children’s toy. Partially through The LEGO Group (TLG)’s own careful deployment of research on constructivist learning, the building system’s recombinatory logic, bright colours, and foot-destroying durability have become associated with paradigmatic notions of what children’s play is and does (Giddings; Maddalena). And yet the world of adult LEGO hobbyism is complex, rich, and worthy of scholarly attention in its own regard. As recent headlines about the popularity of toys among adults have indicated, LEGO is increasingly viewed as a legitimate adult pastime, if not investment opportunity (Peachey; Fuller and Dorning). Over the course of the pandemic, TLG very carefully targeted whole product lines towards adult builders. Themes like Architecture, Creator Expert, Art, and Botanicals are marketed as tools for adult mindfulness and meditation: expensive 3D colouring books that, when finished, belong on walls, office desks, or coffee tables as display pieces, rather than ending up in pieces on the floor. Such sets may even be accompanied by Spotify playlists meant to serve as ambient noise during building (for more on this topic, see Ogden). But LEGO has been used, collected, and modified by adult enthusiasts for decades, spawning the large and vibrant community of self-identified Adult Fans of LEGO, or AFOLs (Jennings). LEGO serves as the medium for a wide and surprisingly varied matrix of practices undertaken quite seriously by these committed hobbyists, as well as scores of artists and entrepreneurs – including those whose building and collecting practices put them at odds with the AFOL community (Taylor and Ingraham). These practices include, but are not limited to, crafting and circulating instructions for fan-made creations (My Own Creation, or MOCs), either as a hobby or a lucrative business; creating LEGO sculptures for private collectors, museums, fan conventions, and art galleries; designing and printing LEGO-compatible pieces and minifigure accessories that LEGO itself cannot or will not create; and modifying minifigures with decals and/or commercial-quality printing, most often to resemble characters from media franchises for which LEGO does not have licensing agreements. Given how expensive LEGO is, and how difficult it can be to acquire individual pieces through LEGO’s own Website (particularly in bulk), almost all these practices rely on ready access to aftermarket sources of LEGO. While Facebook and eBay are common resources for used or pre-purchased sets, Bricklink is the most popular site for serious builders. Dubbed the ‘LEGO eBay’, it provides a platform for hundreds of thousands of individual sellers from all over the world to make their pieces available to millions of buyers. In Bricklink’s cataloguing system, every type of piece is given a part number (the same as LEGO uses), and the site provides the piece breakdown for (almost) every set; every Bricklink seller is required to catalogue their own inventory using this system. As a result, buyers can search for and purchase any piece that LEGO has made, in any colour available, either used or new, and at quantity. Because these are sourced from individual sellers and not LEGO directly, and both buyers and sellers can rate each other’s service (as on any good platform), Bricklink works far better than LEGO (or Facebook and eBay, for that matter) to service the kinds of bulk and specialised piece purchases required by both dabblers and serious hobbyists. If you’ve lost pieces required to assemble a set, look for them on Bricklink, where you can sort by brick condition, country of seller, and number of available pieces; if you want to collect Star Wars-themed minifigures, but don’t care for the grey-monotone spaceships they come with, itemise and inventory the unwanted pieces and sell them on your Bricklink storefront. You can also browse for whole sets, in new or used condition; official instructions; and instructions for user-created MOCs. You can even purchase the colourful cardboard boxes (emptied) in which LEGO sets come packaged. In the conversations my colleagues and I had with LEGO hobbyists, artists, and entrepreneurs, which formed the basis for our edited volume on LEGO as material medium, it became clear that Bricklink features centrally in their creative practices (Taylor and Ingraham). It constitutes a vital infrastructure for the teeming exchange in aftermarket LEGO, amounting to millions of transactions and billions of plastic pieces a year. It is, as one influential LEGO blogger put it, the “lifeblood” of the hobbyist community (Ong). Acknowledging Bricklink’s vital role among adult LEGO enthusiasts, this article takes up the implications of its acquisition by TLG in 2019, and the company’s subsequent efforts to curtail what it regards as unsanctioned uses of its product. Where journalistic coverage largely focussed on the ambivalence with which the AFOL community regards Bricklink’s acquisition (Wood), I turn instead to the effects that it has had (and may yet have) on the artists and entrepreneurs for whom LEGO is not just a creative medium, but a livelihood. To do so, I approach LEGO as a media platform, one engaged – as other commercial platforms are – in extending monopolistic reach over the means through which we craft and exchange cultural productions. LEGO as Platform Since losing its legal monopoly over interlocking bricks, allowing for hobbyists and other toy manufacturers to create products that are LEGO-compatible, TLG has pursued other means to dictate how its products are used (Rimmer). Namely, it has grown and leveraged its power as a media platform, using a combination of technical, discursive, and infrastructural techniques to shape how users produce and circulate their LEGO creations. In understanding LEGO as a media platform, I am more concerned with the ways in which the toy construction system operates as an apparatus of creation and connection, rather than its transmedial reach across movies, video games, television shows, and so on (which is how LEGO is more frequently discussed by media scholars; see Hains and Mazzarella). Tarleton Gillespie’s generative theorisation of platforms is useful in this regard, for the ways in which it deconstructs the semantic richness of the term and shows the ways in which media companies traffic in these manifold meanings. Gillespie speaks of the “figurative” sense of platforms (as structures that enable meaningful activity); the “computational” sense (as software operating systems); the “architectural” sense (the oldest and most mundane use of the term, as a technique of physical elevation); and in the political sense, as an organisation’s core values (Gillespie 349–50). As a “materially digital” building system, LEGO operationalises all these senses (Maddalena). It is at once a physical computational platform, particularly if we consider the numerous product lines as different applications; a tool for supporting creative expression, both in tangible and discursive ways (architectural and figurative platform, respectively); and a company that very publicly engages in progressivist education and safely progressive politics. For the LEGO hobbyists and entrepreneurs mentioned above, those who are most invested in LEGO as a medium of expression rather than as an education tool, the architectural and computational aspects of LEGO are most immediate. LEGO is their medium of choice, the recombinatory potentials of its elements making it possible to translate virtually any experience or artifact into LEGO form: in other words, to “LEGOfy” it (Ingraham and Taylor). These creators have come up with numerous applications of the toy, some mentioned above (and documented more exhaustively in our other work), from minifigure modification to self-published MOCs. Such applications frequently undermine the careful work carried out by TLG to position LEGO as a progressive and family-oriented educational tool: as a figurative and political platform for constructive play. Below are two examples of small businesses whose products created for adult LEGO enthusiasts produce tensions between these various facets of LEGO’s platform. Making Guns and Breaking Bad BrickArms manufactures small arms to fit in the small arms of LEGO’s iconic minifigures: scale models of actual historical or contemporary weapons, as well as some science fiction-themed killing machines. In glib terms, BrickArms makes guns, many of them, for LEGO minifigures. Their products are used extensively by hobbyists and other entrepreneurs because they fill a void left by LEGO’s consistently stated (if inconsistently exercised) stance against military weaponry. BrickArms does not sell its products directly; rather, they are sold through other small businesses like the military-themed set maker Brickmania, which also features BrickArms weapons in its products. If BrickArms undermines LEGO’s figurative platform by producing a range of realistic weapons that are at once technically interoperable and ideologically incompatible with the toy, custom minifigure makers like Citizen Brick (which also sells BrickArms products on its Website) pose a related, but different threat. Citizen Brick produces adult-themed minifigures, accessories, and pieces by imprinting official LEGO elements with designs that are frequently raunchy, violent, and/or flagrantly in violation both of TLG’s intellectual property arrangements with other media franchises, as well as its family-friendly brand image. For instance, one popular Citizen Brick product is the “Chemistry Enthusiast”, a minifigure which bears a striking (albeit LEGOfied) resemblance to science teacher-turned-meth-magnate Walter White from Breaking Bad. Both Citizen Brick and BrickArms operate legally, producing LEGO-compatible products, but both quite deliberately (even gleefully, in the case of Citizen Brick and its tongue-in-cheek marketing) undermine TLG’s core values. These and other similar businesses, not to mention countless hobbyist MOC-makers, present TLG with a conundrum: how to stop entrepreneurs, hobbyists, and artists from creating and distributing violent, reactionary, and/or non-family-friendly uses of a product that is otherwise celebrated for its limitless expressive potential? To put it in terms familiar to media theorists: how might TLG, as platform owner, moderate undesirable content – in this case, content that is tactile and material rather than virtual? Re-Assembling Bricklink Content moderation may not have been the sole reason between TLG’s decision to purchase Bricklink from South Korean tech business Nexon; certainly, gaining access to the data on users’ inventories and transactions was also among its key considerations. But the actions taken by TLG shortly after it took control suggest that curbing undesirable uses of its product (particularly those carried out for commercial purposes) was at least one major goal. While TLG rationalised its purchase of Bricklink in terms of supporting its users (“empower the creativity of AFOLs and fuel future innovations”), its first steps were to ban products that featured builds of characters and scenes from media franchises outside of LEGO’s current license partnerships (Bricklink). It also banned the circulation of user-generated LEGO-interoperable products; notable among these banned products were those made by BrickArms. TLG’s rationale for banning BrickArms was that LEGOfied assault rifles are incommensurate with the values of LEGO – that is, with its status as a figurative and political platform. This is consistent with its public statements (published in 2010, and no longer available online) regarding its refusal to produce certain tools of violence for its own product lines: “the basic aim is to avoid realistic weapons and military equipment that children may recognize from hot spots around the world and to refrain from showing violent or frightening situations when communicating about LEGO products” (TLG, quoted by Lendon). As laudable as this corporate stance is, TLG’s weapons ban has been inconsistently exercised; after all, “realistic” weapons from swords to submachine guns appear regularly across LEGO’s multiple product lines built around fantasy-themed violence. A different, perhaps more compelling rationale for TLG’s acquisition of Bricklink, and its ban both on non-LEGO products on the site (not just guns) and on products modelled after unlicenced media franchises, is to accomplish through infrastructural means what the company has been unable to do legally, since losing its suit against Canadian toymaker Mega Bloks: that is, to assert a monopoly over building toy systems by curtailing the capacity for either businesses or private individuals to incorporate non-LEGO products into their creations, whether commercial and non-commercial. Like other major media platforms, LEGO encourages connection, openness, and creativity – so long as we use its platform, and its platform exclusively, to do so. Here, we can mobilise a further notion of platform, which has attracted considerable scholarly attention in the last decade: understanding platforms as the economic engine of contemporary late-stage capitalism, with the “platformisation” of increasing sectors of the economy entailing the transformation of jobs and, perhaps as frequently, hobbies, into gig work (Nieborg and Poell; Vallas and Schor). Under these conditions, the platformisation of LEGO – facilitated, in part, by TLG’s acquisition of Bricklink – positions small businesses like BrickArms and Citizen Brick, not to mention the countless artists who work with LEGO, as platform workers. They are utterly dependent on access to LEGO, both in terms of the interoperability of their products and in terms of their ability to distribute their products to LEGO hobbyists and enthusiasts. Like other platform workers, their livelihoods are profoundly shaped by the regulatory regimes and policy shifts of corporate media giants. Conclusion: Infrastructural Instructions While subtle and arguably relatively contained in its effects, TLG’s operations regarding its acquisition and subsequent content moderation of Bricklink align it with other “platformised infrastructures” like Facebook, Twitter, and Steam: commercial-run systems of connection that purport to foster open, creative forms of production and exchange, while at the same time extending near-monopolistic control over those means of production and exchange (Plantin et al. 298). TLG wants us all to play nice, and very adroitly positions LEGO as the paradigmatic medium for children’s open exploratory play and, increasingly, for adults’ mindfulness and self-care. It has very clear ideas about what playing nice entails: no offensive content, nothing overtly harmful or hurtful, and a cheerful embrace of a sort of focus-grouped politics of progressive representation (Johnson). But playing nice also means, crucially, avoiding anything that is not LEGO. It is a notion of nice that is fundamentally commensurate with and concerned for LEGO’s virtual monopoly on recombinatory, material play. This is a monopoly which, while no longer legal, has been waged ideologically to great success, such that incorporating LEGO-compatible, non-LEGO-branded building bricks into one’s hobbyist builds or commercial aftermarket products is anathema to the AFOL community – those for whom Bricklink is their lifeblood (Taylor). With the acquisition of Bricklink, it is now a monopoly that can be exerted infrastructurally as well. For those who rely on Bricklink for their hobby, if not their livelihood, the message is clear: play by our rules, or don’t play at all. LEGO famously has a profoundly ambivalent relationship to instructions: instructions formalise and cement LEGO’s creative potentials, but also curtail them. By way of conclusion, we might consider how LEGO’s acquisition of Bricklink constitutes a set of infrastructural instructions: prescriptions not for how certain pieces can fit together to build certain things, but around what constitutes appropriate and acceptable uses of a product that ostensibly has limitless creative possibilities. This set of infrastructural prescriptions has less to do with LEGO’s moral stance as an arbiter and champion of creativity, problem-solving, and progressive education – that is, with its operations as a figurative and political platform – and more with LEGO’s monopolistic aspirations to be ‘the’ operating platform for materially digital creation. References BrickLink. “BrickLink Joins the LEGO Group – FAQ.” 26 Jan. 2023 <https://www.bricklink.com/r3/announcement/lego_bl_faq.page>. Fuller, Jason, and Courtney Dorning. “It May Be More Lucrative to Invest in Collectible LEGO Sets than in Gold, Study Finds.” NPR, 21 Dec. 2021. <https://www.npr.org/2021/12/21/1066493441/it-may-be-more-lucrative-to-invest-in-collectible-lego-sets-than-in-gold-study-f>. Giddings, Seth. “Bright Bricks, Dark Play: On the Impossibility of Studying LEGO.” In LEGO Studies: Examining the Building Blocks of a Transmedial Phenomenon. Ed. Mark J.P. Wolf. New York: Routledge, 2014. 241–67. <https://eprints.soton.ac.uk/386083/>. Gillespie, Tarleton. “The Politics of ‘Platforms.’” New Media & Society 12.3 (2010): 347–64. <https://doi.org/10.1177/1461444809342738>. Hains, Rebecca C., and Sharon R. Mazzarella, eds. Cultural Studies of LEGO: More than Just Bricks. Springer Nature, 2019. Ingraham, Chris, and Nicholas T. Taylor. “Theorybuilding with LEGO: A Material Digital Media.” Digital Doxa, 30 Mar. 2020. <https://www.digitaldoxa.org/post/theorybuilding-with-lego-a-material-digital-media-chris-ingraham-and-nick-taylor>. Jennings, Nancy A. “‘It’s All about the Brick’: Mobilizing Adult Fans of LEGO.” In Cultural Studies of LEGO: More than Just Bricks. Eds. Rebecca C. Hains and Sharon R. Mazzarella. Springer, 2019. 221–43. <https://doi.org/10.1007/978-3-030-32664-7_10>. Johnson, Derek. “A License to Diversify: Media Franchising and the Transformation of the ‘Universal’ LEGO Minifigure.” In Cultural Studies of LEGO: More than Just Bricks. Eds. Rebecca C. Hains and Sharon R. Mazzarella. Springer, 2019. Lendon, Brad. “LEGO Won’t Make Modern War Machines, But Others Are Picking Up the Pieces.” CNN. 26 Jan. 2023 <https://www.cnn.com/style/article/lego-military-sets-intl-hnk-dst/index.html>. Maddalena, Kate. Mediating Atomistic Ontologies: LEGO, Synthetic Biology, and a Digital Episteme. North Carolina State University, 15 Apr. 2014. <http://www.lib.ncsu.edu/resolver/1840.16/9473>. Nieborg, David B., and Thomas Poell. “The Platformization of Cultural Production: Theorizing the Contingent Cultural Commodity.” New Media & Society 20.11 (2018): 4275–92. <https://doi.org/10.1177/1461444818769694>. Ogden, Malcolm. “LEGOfied Sound: On the Labor and Leisure of ‘LEGO White Noise.’” Resonance: The Journal of Sound and Culture 4.2 (2023). Ong, Jay. “LEGO Acquires Bricklink. Why I Think This Is a Bad Idea.” Jay’s Brick Blog, 26 Nov. 2019. <https://jaysbrickblog.com/news/lego-acquires-bricklink-why-i-think-this-is-a-bad-idea/>. Peachey, Kevin. “Parents Buying More Toys and Games for Themselves.” BBC News, 25 Jan. 2023. <https://www.bbc.com/news/business-64386885>. Plantin, Jean-Christophe, et al. “Infrastructure Studies Meet Platform Studies in the Age of Google and Facebook.” New Media & Society 20.1 (2018): 293–310. <https://doi.org/10.1177/1461444816661553>. Rimmer, Matthew. “Trouble in Legoland: Trade Mark Law and Functionality.” Australian Intellectual Property Newsletter Archive, 22 Mar. 2006. <https://eprints.qut.edu.au/215082/>. Taylor, Nicholas T. “Purity and the Boundaries of Belonging.” In LEGOfied: Building Blocks as Media. Eds. Nicholas T. Taylor and Chris Ingraham. Bloomsbury Academic, 2020. 139–64. <https://doi.org/10.5040/9781501354076>. Taylor, Nicholas T., and Chris Ingraham, eds. LEGOfied: Building Blocks as Media. Bloomsbury Publishing, 2020. Vallas, Steven, and Juliet B. Schor. “What Do Platforms Do? Understanding the Gig Economy.” Annual Review of Sociology 46.1 (2020): 273–94. <https://doi.org/10.1146/annurev-soc-121919-054857>. Wood, Zoe. “Lego Accused of Muscling In on Fans after BrickLink Takeover.” The Guardian, 20 Dec. 2019. <https://www.theguardian.com/lifeandstyle/2019/dec/20/lego-accused-of-muscling-in-on-fans-after-bricklink-takeover>.
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37

Maxwell, Richard, and Toby Miller. "The Real Future of the Media." M/C Journal 15, no. 3 (June 27, 2012). http://dx.doi.org/10.5204/mcj.537.

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Анотація:
When George Orwell encountered ideas of a technological utopia sixty-five years ago, he acted the grumpy middle-aged man Reading recently a batch of rather shallowly optimistic “progressive” books, I was struck by the automatic way in which people go on repeating certain phrases which were fashionable before 1914. Two great favourites are “the abolition of distance” and “the disappearance of frontiers”. I do not know how often I have met with the statements that “the aeroplane and the radio have abolished distance” and “all parts of the world are now interdependent” (1944). It is worth revisiting the old boy’s grumpiness, because the rhetoric he so niftily skewers continues in our own time. Facebook features “Peace on Facebook” and even claims that it can “decrease world conflict” through inter-cultural communication. Twitter has announced itself as “a triumph of humanity” (“A Cyber-House” 61). Queue George. In between Orwell and latter-day hoody cybertarians, a whole host of excitable public intellectuals announced the impending end of materiality through emergent media forms. Marshall McLuhan, Neil Postman, Daniel Bell, Ithiel de Sola Pool, George Gilder, Alvin Toffler—the list of 1960s futurists goes on and on. And this wasn’t just a matter of punditry: the OECD decreed the coming of the “information society” in 1975 and the European Union (EU) followed suit in 1979, while IBM merrily declared an “information age” in 1977. Bell theorized this technological utopia as post-ideological, because class would cease to matter (Mattelart). Polluting industries seemingly no longer represented the dynamic core of industrial capitalism; instead, market dynamism radiated from a networked, intellectual core of creative and informational activities. The new information and knowledge-based economies would rescue First World hegemony from an “insurgent world” that lurked within as well as beyond itself (Schiller). Orwell’s others and the Cold-War futurists propagated one of the most destructive myths shaping both public debate and scholarly studies of the media, culture, and communication. They convinced generations of analysts, activists, and arrivistes that the promises and problems of the media could be understood via metaphors of the environment, and that the media were weightless and virtual. The famous medium they wished us to see as the message —a substance as vital to our wellbeing as air, water, and soil—turned out to be no such thing. Today’s cybertarians inherit their anti-Marxist, anti-materialist positions, as a casual glance at any new media journal, culture-industry magazine, or bourgeois press outlet discloses. The media are undoubtedly important instruments of social cohesion and fragmentation, political power and dissent, democracy and demagoguery, and other fraught extensions of human consciousness. But talk of media systems as equivalent to physical ecosystems—fashionable among marketers and media scholars alike—is predicated on the notion that they are environmentally benign technologies. This has never been true, from the beginnings of print to today’s cloud-covered computing. Our new book Greening the Media focuses on the environmental impact of the media—the myriad ways that media technology consumes, despoils, and wastes natural resources. We introduce ideas, stories, and facts that have been marginal or absent from popular, academic, and professional histories of media technology. Throughout, ecological issues have been at the core of our work and we immodestly think the same should apply to media communications, and cultural studies more generally. We recognize that those fields have contributed valuable research and teaching that address environmental questions. For instance, there is an abundant literature on representations of the environment in cinema, how to communicate environmental messages successfully, and press coverage of climate change. That’s not enough. You may already know that media technologies contain toxic substances. You may have signed an on-line petition protesting the hazardous and oppressive conditions under which workers assemble cell phones and computers. But you may be startled, as we were, by the scale and pervasiveness of these environmental risks. They are present in and around every site where electronic and electric devices are manufactured, used, and thrown away, poisoning humans, animals, vegetation, soil, air and water. We are using the term “media” as a portmanteau word to cover a multitude of cultural and communications machines and processes—print, film, radio, television, information and communications technologies (ICT), and consumer electronics (CE). This is not only for analytical convenience, but because there is increasing overlap between the sectors. CE connect to ICT and vice versa; televisions resemble computers; books are read on telephones; newspapers are written through clouds; and so on. Cultural forms and gadgets that were once separate are now linked. The currently fashionable notion of convergence doesn’t quite capture the vastness of this integration, which includes any object with a circuit board, scores of accessories that plug into it, and a global nexus of labor and environmental inputs and effects that produce and flow from it. In 2007, a combination of ICT/CE and media production accounted for between 2 and 3 percent of all greenhouse gases emitted around the world (“Gartner Estimates,”; International Telecommunication Union; Malmodin et al.). Between twenty and fifty million tonnes of electronic waste (e-waste) are generated annually, much of it via discarded cell phones and computers, which affluent populations throw out regularly in order to buy replacements. (Presumably this fits the narcissism of small differences that distinguishes them from their own past.) E-waste is historically produced in the Global North—Australasia, Western Europe, Japan, and the US—and dumped in the Global South—Latin America, Africa, Eastern Europe, Southern and Southeast Asia, and China. It takes the form of a thousand different, often deadly, materials for each electrical and electronic gadget. This trend is changing as India and China generate their own media detritus (Robinson; Herat). Enclosed hard drives, backlit screens, cathode ray tubes, wiring, capacitors, and heavy metals pose few risks while these materials remain encased. But once discarded and dismantled, ICT/CE have the potential to expose workers and ecosystems to a morass of toxic components. Theoretically, “outmoded” parts could be reused or swapped for newer parts to refurbish devices. But items that are defined as waste undergo further destruction in order to collect remaining parts and valuable metals, such as gold, silver, copper, and rare-earth elements. This process causes serious health risks to bones, brains, stomachs, lungs, and other vital organs, in addition to birth defects and disrupted biological development in children. Medical catastrophes can result from lead, cadmium, mercury, other heavy metals, poisonous fumes emitted in search of precious metals, and such carcinogenic compounds as polychlorinated biphenyls, dioxin, polyvinyl chloride, and flame retardants (Maxwell and Miller 13). The United States’ Environmental Protection Agency estimates that by 2007 US residents owned approximately three billion electronic devices, with an annual turnover rate of 400 million units, and well over half such purchases made by women. Overall CE ownership varied with age—adults under 45 typically boasted four gadgets; those over 65 made do with one. The Consumer Electronics Association (CEA) says US$145 billion was expended in the sector in 2006 in the US alone, up 13% on the previous year. The CEA refers joyously to a “consumer love affair with technology continuing at a healthy clip.” In the midst of a recession, 2009 saw $165 billion in sales, and households owned between fifteen and twenty-four gadgets on average. By 2010, US$233 billion was spent on electronic products, three-quarters of the population owned a computer, nearly half of all US adults owned an MP3 player, and 85% had a cell phone. By all measures, the amount of ICT/CE on the planet is staggering. As investigative science journalist, Elizabeth Grossman put it: “no industry pushes products into the global market on the scale that high-tech electronics does” (Maxwell and Miller 2). In 2007, “of the 2.25 million tons of TVs, cell phones and computer products ready for end-of-life management, 18% (414,000 tons) was collected for recycling and 82% (1.84 million tons) was disposed of, primarily in landfill” (Environmental Protection Agency 1). Twenty million computers fell obsolete across the US in 1998, and the rate was 130,000 a day by 2005. It has been estimated that the five hundred million personal computers discarded in the US between 1997 and 2007 contained 6.32 billion pounds of plastics, 1.58 billion pounds of lead, three million pounds of cadmium, 1.9 million pounds of chromium, and 632000 pounds of mercury (Environmental Protection Agency; Basel Action Network and Silicon Valley Toxics Coalition 6). The European Union is expected to generate upwards of twelve million tons annually by 2020 (Commission of the European Communities 17). While refrigerators and dangerous refrigerants account for the bulk of EU e-waste, about 44% of the most toxic e-waste measured in 2005 came from medium-to-small ICT/CE: computer monitors, TVs, printers, ink cartridges, telecommunications equipment, toys, tools, and anything with a circuit board (Commission of the European Communities 31-34). Understanding the enormity of the environmental problems caused by making, using, and disposing of media technologies should arrest our enthusiasm for them. But intellectual correctives to the “love affair” with technology, or technophilia, have come and gone without establishing much of a foothold against the breathtaking flood of gadgets and the propaganda that proclaims their awe-inspiring capabilities.[i] There is a peculiar enchantment with the seeming magic of wireless communication, touch-screen phones and tablets, flat-screen high-definition televisions, 3-D IMAX cinema, mobile computing, and so on—a totemic, quasi-sacred power that the historian of technology David Nye has named the technological sublime (Nye Technological Sublime 297).[ii] We demonstrate in our book why there is no place for the technological sublime in projects to green the media. But first we should explain why such symbolic power does not accrue to more mundane technologies; after all, for the time-strapped cook, a pressure cooker does truly magical things. Three important qualities endow ICT/CE with unique symbolic potency—virtuality, volume, and novelty. The technological sublime of media technology is reinforced by the “virtual nature of much of the industry’s content,” which “tends to obscure their responsibility for a vast proliferation of hardware, all with high levels of built-in obsolescence and decreasing levels of efficiency” (Boyce and Lewis 5). Planned obsolescence entered the lexicon as a new “ethics” for electrical engineering in the 1920s and ’30s, when marketers, eager to “habituate people to buying new products,” called for designs to become quickly obsolete “in efficiency, economy, style, or taste” (Grossman 7-8).[iii] This defines the short lifespan deliberately constructed for computer systems (drives, interfaces, operating systems, batteries, etc.) by making tiny improvements incompatible with existing hardware (Science and Technology Council of the American Academy of Motion Picture Arts and Sciences 33-50; Boyce and Lewis). With planned obsolescence leading to “dizzying new heights” of product replacement (Rogers 202), there is an overstated sense of the novelty and preeminence of “new” media—a “cult of the present” is particularly dazzled by the spread of electronic gadgets through globalization (Mattelart and Constantinou 22). References to the symbolic power of media technology can be found in hymnals across the internet and the halls of academe: technologies change us, the media will solve social problems or create new ones, ICTs transform work, monopoly ownership no longer matters, journalism is dead, social networking enables social revolution, and the media deliver a cleaner, post-industrial, capitalism. Here is a typical example from the twilight zone of the technological sublime (actually, the OECD): A major feature of the knowledge-based economy is the impact that ICTs have had on industrial structure, with a rapid growth of services and a relative decline of manufacturing. Services are typically less energy intensive and less polluting, so among those countries with a high and increasing share of services, we often see a declining energy intensity of production … with the emergence of the Knowledge Economy ending the old linear relationship between output and energy use (i.e. partially de-coupling growth and energy use) (Houghton 1) This statement mixes half-truths and nonsense. In reality, old-time, toxic manufacturing has moved to the Global South, where it is ascendant; pollution levels are rising worldwide; and energy consumption is accelerating in residential and institutional sectors, due almost entirely to ICT/CE usage, despite advances in energy conservation technology (a neat instance of the age-old Jevons Paradox). In our book we show how these are all outcomes of growth in ICT/CE, the foundation of the so-called knowledge-based economy. ICT/CE are misleadingly presented as having little or no material ecological impact. In the realm of everyday life, the sublime experience of electronic machinery conceals the physical work and material resources that go into them, while the technological sublime makes the idea that more-is-better palatable, axiomatic; even sexy. In this sense, the technological sublime relates to what Marx called “the Fetishism which attaches itself to the products of labour” once they are in the hands of the consumer, who lusts after them as if they were “independent beings” (77). There is a direct but unseen relationship between technology’s symbolic power and the scale of its environmental impact, which the economist Juliet Schor refers to as a “materiality paradox” —the greater the frenzy to buy goods for their transcendent or nonmaterial cultural meaning, the greater the use of material resources (40-41). We wrote Greening the Media knowing that a study of the media’s effect on the environment must work especially hard to break the enchantment that inflames popular and elite passions for media technologies. We understand that the mere mention of the political-economic arrangements that make shiny gadgets possible, or the environmental consequences of their appearance and disappearance, is bad medicine. It’s an unwelcome buzz kill—not a cool way to converse about cool stuff. But we didn’t write the book expecting to win many allies among high-tech enthusiasts and ICT/CE industry leaders. We do not dispute the importance of information and communication media in our lives and modern social systems. We are media people by profession and personal choice, and deeply immersed in the study and use of emerging media technologies. But we think it’s time for a balanced assessment with less hype and more practical understanding of the relationship of media technologies to the biosphere they inhabit. Media consumers, designers, producers, activists, researchers, and policy makers must find new and effective ways to move ICT/CE production and consumption toward ecologically sound practices. In the course of this project, we found in casual conversation, lecture halls, classroom discussions, and correspondence, consistent and increasing concern with the environmental impact of media technology, especially the deleterious effects of e-waste toxins on workers, air, water, and soil. We have learned that the grip of the technological sublime is not ironclad. Its instability provides a point of departure for investigating and criticizing the relationship between the media and the environment. The media are, and have been for a long time, intimate environmental participants. Media technologies are yesterday’s, today’s, and tomorrow’s news, but rarely in the way they should be. The prevailing myth is that the printing press, telegraph, phonograph, photograph, cinema, telephone, wireless radio, television, and internet changed the world without changing the Earth. In reality, each technology has emerged by despoiling ecosystems and exposing workers to harmful environments, a truth obscured by symbolic power and the power of moguls to set the terms by which such technologies are designed and deployed. Those who benefit from ideas of growth, progress, and convergence, who profit from high-tech innovation, monopoly, and state collusion—the military-industrial-entertainment-academic complex and multinational commandants of labor—have for too long ripped off the Earth and workers. As the current celebration of media technology inevitably winds down, perhaps it will become easier to comprehend that digital wonders come at the expense of employees and ecosystems. This will return us to Max Weber’s insistence that we understand technology in a mundane way as a “mode of processing material goods” (27). Further to understanding that ordinariness, we can turn to the pioneering conversation analyst Harvey Sacks, who noted three decades ago “the failures of technocratic dreams [:] that if only we introduced some fantastic new communication machine the world will be transformed.” Such fantasies derived from the very banality of these introductions—that every time they took place, one more “technical apparatus” was simply “being made at home with the rest of our world’ (548). Media studies can join in this repetitive banality. Or it can withdraw the welcome mat for media technologies that despoil the Earth and wreck the lives of those who make them. In our view, it’s time to green the media by greening media studies. References “A Cyber-House Divided.” Economist 4 Sep. 2010: 61-62. “Gartner Estimates ICT Industry Accounts for 2 Percent of Global CO2 Emissions.” Gartner press release. 6 April 2007. ‹http://www.gartner.com/it/page.jsp?id=503867›. Basel Action Network and Silicon Valley Toxics Coalition. Exporting Harm: The High-Tech Trashing of Asia. Seattle: Basel Action Network, 25 Feb. 2002. Benjamin, Walter. “Central Park.” Trans. Lloyd Spencer with Mark Harrington. New German Critique 34 (1985): 32-58. Biagioli, Mario. “Postdisciplinary Liaisons: Science Studies and the Humanities.” Critical Inquiry 35.4 (2009): 816-33. Boyce, Tammy and Justin Lewis, eds. Climate Change and the Media. New York: Peter Lang, 2009. Commission of the European Communities. “Impact Assessment.” Commission Staff Working Paper accompanying the Proposal for a Directive of the European Parliament and of the Council on Waste Electrical and Electronic Equipment (WEEE) (recast). COM (2008) 810 Final. Brussels: Commission of the European Communities, 3 Dec. 2008. Environmental Protection Agency. Management of Electronic Waste in the United States. Washington, DC: EPA, 2007 Environmental Protection Agency. Statistics on the Management of Used and End-of-Life Electronics. Washington, DC: EPA, 2008 Grossman, Elizabeth. Tackling High-Tech Trash: The E-Waste Explosion & What We Can Do about It. New York: Demos, 2008. ‹http://www.demos.org/pubs/e-waste_FINAL.pdf› Herat, Sunil. “Review: Sustainable Management of Electronic Waste (e-Waste).” Clean 35.4 (2007): 305-10. Houghton, J. “ICT and the Environment in Developing Countries: Opportunities and Developments.” Paper prepared for the Organization for Economic Cooperation and Development, 2009. International Telecommunication Union. ICTs for Environment: Guidelines for Developing Countries, with a Focus on Climate Change. Geneva: ICT Applications and Cybersecurity Division Policies and Strategies Department ITU Telecommunication Development Sector, 2008. Malmodin, Jens, Åsa Moberg, Dag Lundén, Göran Finnveden, and Nina Lövehagen. “Greenhouse Gas Emissions and Operational Electricity Use in the ICT and Entertainment & Media Sectors.” Journal of Industrial Ecology 14.5 (2010): 770-90. Marx, Karl. Capital: Vol. 1: A Critical Analysis of Capitalist Production, 3rd ed. Trans. Samuel Moore and Edward Aveling, Ed. Frederick Engels. New York: International Publishers, 1987. Mattelart, Armand and Costas M. Constantinou. “Communications/Excommunications: An Interview with Armand Mattelart.” Trans. Amandine Bled, Jacques Guot, and Costas Constantinou. Review of International Studies 34.1 (2008): 21-42. Mattelart, Armand. “Cómo nació el mito de Internet.” Trans. Yanina Guthman. El mito internet. Ed. Victor Hugo de la Fuente. Santiago: Editorial aún creemos en los sueños, 2002. 25-32. Maxwell, Richard and Toby Miller. Greening the Media. New York: Oxford University Press, 2012. Nye, David E. American Technological Sublime. Cambridge, Mass.: MIT Press, 1994. Nye, David E. Technology Matters: Questions to Live With. Cambridge, Mass.: MIT Press. 2007. Orwell, George. “As I Please.” Tribune. 12 May 1944. Richtel, Matt. “Consumers Hold on to Products Longer.” New York Times: B1, 26 Feb. 2011. Robinson, Brett H. “E-Waste: An Assessment of Global Production and Environmental Impacts.” Science of the Total Environment 408.2 (2009): 183-91. Rogers, Heather. Gone Tomorrow: The Hidden Life of Garbage. New York: New Press, 2005. Sacks, Harvey. Lectures on Conversation. Vols. I and II. Ed. Gail Jefferson. Malden: Blackwell, 1995. Schiller, Herbert I. Information and the Crisis Economy. Norwood: Ablex Publishing, 1984. Schor, Juliet B. Plenitude: The New Economics of True Wealth. New York: Penguin, 2010. Science and Technology Council of the American Academy of Motion Picture Arts and Sciences. The Digital Dilemma: Strategic Issues in Archiving and Accessing Digital Motion Picture Materials. Los Angeles: Academy Imprints, 2007. Weber, Max. “Remarks on Technology and Culture.” Trans. Beatrix Zumsteg and Thomas M. Kemple. Ed. Thomas M. Kemple. Theory, Culture [i] The global recession that began in 2007 has been the main reason for some declines in Global North energy consumption, slower turnover in gadget upgrades, and longer periods of consumer maintenance of electronic goods (Richtel). [ii] The emergence of the technological sublime has been attributed to the Western triumphs in the post-Second World War period, when technological power supposedly supplanted the power of nature to inspire fear and astonishment (Nye Technology Matters 28). Historian Mario Biagioli explains how the sublime permeates everyday life through technoscience: "If around 1950 the popular imaginary placed science close to the military and away from the home, today’s technoscience frames our everyday life at all levels, down to our notion of the self" (818). [iii] This compulsory repetition is seemingly undertaken each time as a novelty, governed by what German cultural critic Walter Benjamin called, in his awkward but occasionally illuminating prose, "the ever-always-the-same" of "mass-production" cloaked in "a hitherto unheard-of significance" (48).
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38

Leisten, Susanna, and Rachel Cobcroft. "Copy." M/C Journal 8, no. 3 (July 1, 2005). http://dx.doi.org/10.5204/mcj.2351.

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Анотація:
Rip, mix, share, and sue. Has ‘copy’ become a dirty word? The invitation to artists, activists, consumers and critics to engage in the debate surrounding the creative processes of ‘copy’ has been insightful, if not inciting sampling/reproduction/reflection itself: It clearly questions whether ‘copy’ deserves the negative connotations that it currently summonses. It has confronted the divide between the original and its replica, and questioned notions of authenticity and the essence of identity. It has found that ‘open source’ is an opportunity to capitalise on creativity, and that reuse is resplendently productive. Cultural expression and social exchange are seen to rest upon the acts of copying which are brought to our attention in this edition. As this issue illustrates, the word ‘copy’ has numerous interpretations, applications, and angles, yet an overriding wealth of debate currently outweighs all others; and that surrounds the tumultuous issue of ‘protecting’ copyright in the digital age. Since its conception in the 17th century, copyright law has faced an increasing challenge in achieving its original aims; namely, to strike a balance between creators’ and consumers’ rights in allowing concurrent attribution and access to works. Recent dramatic technological advancements affecting reproduction and distribution of copies, particularly pertaining to the Internet, have fundamentally changed and challenged the content environment. When copyright laws were first conceived, copying and distributing creative works was difficult. Now these activities are virtually free, and practically pervasive; in the digital age, the difficulty lies in their control. Yet because the primarily Western copyright regime relies on providing rights holders with the ability to control their works, copyright industries are working on strategies to garner greater control. Heading this list of strategies are technological content protection mechanisms, consumer education, and lawsuits against individual copyright infringers. Peer-to-peer (P2P) networks are being exploited and sabotaged simultaneously by entities within the Creative Industries, in an attempt to learn from and eliminate the free ‘competition’. Perceiving the mismatch of legal sanction and access to enabling technologies, critics revile the increasing restriction on consumers and creativity. The music industry, in particular, is experimenting with new business models to confine consumers’ rights to enjoy a growing bank of online music. Technical protection mechanisms, within the ambit of Digital Rights Management (DRM), are increasingly applied to enforce these licensing restrictions, providing ‘speed bumps’ for access to content (Digital Connections Council of the Committee for Economic Development 50). Given that these mechanisms can only temporarily allow a limited level of control over access to and usage of content, however, both IP and contract law are essential to the prevention and deterrence of infringement. While production and distribution corporations agitate about online ‘piracy’, an increasing population of consumers are unsympathetic, knowing that very little of the music industry revenue ends up in the pockets of artists, and knowing very little of the complex law surrounding copyright. Over the past few hundred years the content distribution business has become particularly wealthy, and it is primarily this link of the content chain from creator to consumer that is tending towards redundancy in the digital networked world: those who once resided in the middle of the content chain will no longer be required. When individuals and collectives create something they are proud of, they want the world to experience and talk about it, if not ‘rip, mix, mash, and share’ it. The need to create and communicate has always been part of human makeup. Infants learn rapidly during their first few years primarily by observing and emulating the behaviour of adults. But as children progress, and begin creating what they perceive to be their unique contribution, they naturally want to claim and display it as their own; hence the importance of attribution and moral rights to this debate. Clearly, society benefits in many ways from this drive to create, innovate, communicate, learn and share contributions. One need only cite Sir Isaac Newton, who is attributed as having said, ‘If I have seen further, it is by standing on the shoulders of giants.’ Academics and scientists worldwide have long collaborated by sharing and building on one another’s work, a fact acknowledged by the Science Commons initiative (http://www.sciencecommons.org/) to provide open access to academic research and development. Such has been inspired by the vision of Lawrence Lessig, as espoused in The Future of Ideas: The Fate of the Commons in a Connected World. Appropriation of bits and pieces (‘samples’) of another’s work, along with appropriate attribution, has always been acceptable until recently. This legal tension is explored by authors Frederick Wasser, in his article ‘When Did They Copyright the World Without Us Noticing?’, and Francis Raven, in ‘Copyright and Public Goods: An Argument for Thin Copyright Protection’. Wasser explores the recent agitation against the legislated copyright extension in the United States to 95 years from publication (or 120 years from creation, whichever is shorter) from an original 14, accompanied by the changing logic of copyright, which has further upset the balance between protection and fair use, between consumer and creator, and ultimately invests power in the intermediary. Raven argues for ‘thin’ copyright protection, having the intention to protect the incentive for producers to create while also defending the public’s right to a rich intellectual realm in the public domain. Current conflict surrounding music sampling illustrates that our evolution towards a regime of restrictive licensing of digital works, largely driven by copyright owners and content distributors, has made the use of bits and pieces of existing music difficult, if not impossible. In this issue’s feature article ‘Good Copy/Bad Copy’, Steve Collins examines the value of ‘copy’ where musical creativity and copyright law intersect. The recontextualisation and reshaping of music with regard to cover versions and sampling brings into relief the disparity in current legal and licensing provisions. When creativity is stifled by copyright, the original intention of the law is lost. Collins argues that creators are now subject to the control of an oppressive monopoly, which clearly should be addressed if innovative cultural expression is to thrive. The issue’s second article, ‘The Affect of Selection in Digital Sound Art’ by author and sound artist Owen Chapman, aka ‘Opositive’, explores the interplay and influence between the ‘raw and the remixed’, where subjective control over sound production is questioned. Transformation of sound hovers between an organic and intentional process, and creates affective influence: we are ultimately entreated to listen and learn, as sampling selection goes gestalt. Moving from the aural domain to the written, the significance of textual reuse and self-referentiality is introduced by Kirsten Seale in her academic exploration of reuse in the works of Iain Sinclair. Sinclair, in Dining on Stones (or, the Middle Ground), is seen to have subverted the postmodernist obscuration/denial of authorial control through the reintroduction of an assured self-sampling technique. Also in contemplating the written creative process, after significant exposure to the ever-more-evident proclivities of students to cut and paste from Websites, Dr. Gauti Sigthorsson asserts that plagiarism is merely symptomatic of the dominant sampling culture. Rather than looming as a crisis, Sigthorsson sees this increasing appropriation as a ‘teachable moment’, illustrating the delights of the open source process. Issues of identity and authenticity are explored in ‘Digital Doppelgängers’ by Lisa Bode, and ‘Slipping and Sliding: blind optimism, greed and the effect of fakes on our cultural understanding’ by art fraud and forensic expert Robyn Sloggett. In introducing the doppelgänger of Indo-European folklore and literature as the protagonist’s sinister double, Bode goes on to explore the digital manifestation: the image which challenges the integrity of the actor and his/her reflection, where original identity may be beyond the actor’s control. In copy’s final article ‘Slipping and Sliding’ by Sloggett, the determination of artistic authenticity is explored. Identity is seen to be predicated on authenticity: but does this necessarily hold? In reflecting on the notions of ‘copy’ explored in this issue, it is clear that civilisation has progressed by building on past successes and failures. A better, richer future can be possible if we continue to do exactly this. Instead, rights holders are striving to maintain control, using clumsy methods that effectively alter traditional user rights (or perceived rights) and practices. Imagine instead if all creative content were virtually free and easily accessible to all; where it would not longer be an infringement to make and share copies for non-commercial reasons. Is it possible to engineer an alternative incentive (to copyright) for creativity to flourish? This is, after all, the underlying goal behind copyright law. Copyright law provides a creator with a temporary monopoly over the sale and distribution of their work. Infringing copyright law is consequently depriving creators of this mechanism to make money, obtain notoriety and thus their very motivation to create. This goal to provide creative incentive is fundamentally important for society, intellectually and culturally, but alternative means to achieve it are worthy of exploration. A familiar alternative option to help generate creativity is to apply a special tax (levy) on all goods and services that enable viewing, listening, reading, publishing, copying, and downloading of digital content. The revenue pool this generates is then available for distribution amongst content creators, thereby creating a financial incentive. In over 40 countries, primarily European, partial variations of such a levy system are currently used to compensate copyright owners whilst allowing consumers a certain degree of free private copying. Professor William Fisher, Hale and Dorr Professor of Intellectual Property Law at Harvard University, and Director of the Berkman Centre for Internet and Society, proposes as much in his book outlining a government-administered compensation scheme, encompassing free online access to music and movies: Promises to Keep: Technology, Law and the Future of Entertainment. As we are left to contemplate copyrights and ‘copywrongs’ (Vaidhyanathan), we may reflect that the ‘promotion of the progress of science and the useful arts’, as per Harper v. Row (471 U.S.), rests with the (some say draconian) directions determined by legislation. Measures contained in instruments such as the Digital Millennium Copyright Act (DMCA), continue to diminish, if not desecrate, the public domain. Moreover, as the full impact of the Free Trade Agreement (FTA) with the United States looms for the Australian audience, in the adoption of the extension of the copyright term to the criminalisation of IP infringement, we realise that the establishment of economically viable and legal alternatives to the adopted regime is paramount. (Moore) We are also left to lament the recent decision in MGM vs. Grokster, where the US Supreme Court has ruled unanimously against the file-sharing service providers Grokster and Streamcast Networks (developers of Morpheus), serving as an illustration of ongoing uncertainty surrounding P2P networks and technologies, and lack of certainty of any court decisions regarding such matters. In the future, as we log into Longhorn (http://msdn.microsoft.com/longhorn/), we will wonder where our right to enjoy began to disappear. Electronic Frontier Foundation’s (http://www.eff.org/) cry to ‘Defend Freedom in the Digital World’ gains increasing resonance. In presenting ‘copy’ to you, we invite you cut, paste, innovate, create, and be entertained, to share, and share alike, while you still can. References Digital Connections Council of the Committee for Economic Development (CED). Promoting Innovation and Economic Growth: The Special Problem of Digital Intellectual Property, 2004. http://www.ced.org/docs/report/report_dcc.pdf>. Fisher, William. Promises to Keep: Technology, Law, and the Future of Entertainment. Palo Alto CA: Stanford UP, 2004. Lessig, Lawrence. The Future of Ideas: The Fate of the Commons in a Connected World. New York: Random House, 2001. Moore, Christopher. “Creative Choices: Changes to Australian Copyright Law and the Future of the Public Domain.” Media International Australia 114 (2005): 71-82. Vaidhyanathan, Siva. Copyrights and Copywrongs: The Rise of Intellectual Property and How It Threatens Creativity. New York: New York UP, 2003. Citation reference for this article MLA Style Leisten, Susanna, and Rachel Cobcroft. "Copy." M/C Journal 8.3 (2005). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0507/01-editorial.php>. APA Style Leisten, S., and R. Cobcroft. (Jul. 2005) "Copy," M/C Journal, 8(3). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0507/01-editorial.php>.
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39

Deck, Andy. "Treadmill Culture." M/C Journal 6, no. 2 (April 1, 2003). http://dx.doi.org/10.5204/mcj.2157.

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Анотація:
Since the first days of the World Wide Web, artists like myself have been exploring the new possibilities of network interactivity. Some good tools and languages have been developed and made available free for the public to use. This has empowered individuals to participate in the media in ways that are quite remarkable. Nonetheless, the future of independent media is clouded by legal, regulatory, and organisational challenges that need to be addressed. It is not clear to what extent independent content producers will be able to build upon the successes of the 90s – it is yet to be seen whether their efforts will be largely nullified by the anticyclones of a hostile media market. Not so long ago, American news magazines were covering the Browser War. Several real wars later, the terms of surrender are becoming clearer. Now both of the major Internet browsers are owned by huge media corporations, and most of the states (and Reagan-appointed judges) that were demanding the break-up of Microsoft have given up. A curious about-face occurred in U.S. Justice Department policy when John Ashcroft decided to drop the federal case. Maybe Microsoft's value as a partner in covert activity appealed to Ashcroft more than free competition. Regardless, Microsoft is now turning its wrath on new competitors, people who are doing something very, very bad: sharing the products of their own labour. This practice of sharing source code and building free software infrastructure is epitomised by the continuing development of Linux. Everything in the Linux kernel is free, publicly accessible information. As a rule, the people building this "open source" operating system software believe that maintaining transparency is important. But U.S. courts are not doing much to help. In a case brought by the Motion Picture Association of America against Eric Corley, a federal district court blocked the distribution of source code that enables these systems to play DVDs. In addition to censoring Corley's journal, the court ruled that any programmer who writes a program that plays a DVD must comply with a host of license restrictions. In short, an established and popular media format (the DVD) cannot be used under open source operating systems without sacrificing the principle that software source code should remain in the public domain. Should the contents of operating systems be tightly guarded secrets, or subject to public review? If there are capable programmers willing to create good, free operating systems, should the law stand in their way? The question concerning what type of software infrastructure will dominate personal computers in the future is being answered as much by disappointing legal decisions as it is by consumer choice. Rather than ensuring the necessary conditions for innovation and cooperation, the courts permit a monopoly to continue. Rather than endorsing transparency, secrecy prevails. Rather than aiming to preserve a balance between the commercial economy and the gift-economy, sharing is being undermined by the law. Part of the mystery of the Internet for a lot of newcomers must be that it seems to disprove the old adage that you can't get something for nothing. Free games, free music, free pornography, free art. Media corporations are doing their best to change this situation. The FBI and trade groups have blitzed the American news media with alarmist reports about how children don't understand that sharing digital information is a crime. Teacher Gail Chmura, the star of one such media campaign, says of her students, "It's always been interesting that they don't see a connection between the two. They just don't get it" (Hopper). Perhaps the confusion arises because the kids do understand that digital duplication lets two people have the same thing. Theft is at best a metaphor for the copying of data, because the original is not stolen in the same sense as a material object. In the effort to liken all copying to theft, legal provisions for the fair use of intellectual property are neglected. Teachers could just as easily emphasise the importance of sharing and the development of an electronic commons that is free for all to use. The values advanced by the trade groups are not beyond question and are not historical constants. According to Donald Krueckeberg, Rutgers University Professor of Urban Planning, native Americans tied the concept of property not to ownership but to use. "One used it, one moved on, and use was shared with others" (qtd. in Batt). Perhaps it is necessary for individuals to have dominion over some private data. But who owns the land, wind, sun, and sky of the Internet – the infrastructure? Given that publicly-funded research and free software have been as important to the development of the Internet as have business and commercial software, it is not surprising that some ambiguity remains about the property status of the dataverse. For many the Internet is as much a medium for expression and the interplay of languages as it is a framework for monetary transaction. In the case involving DVD software mentioned previously, there emerged a grass-roots campaign in opposition to censorship. Dozens of philosophical programmers and computer scientists asserted the expressive and linguistic bases of software by creating variations on the algorithm needed to play DVDs. The forbidden lines of symbols were printed on T-shirts, translated into different computer languages, translated into legal rhetoric, and even embedded into DNA and pictures of MPAA president Jack Valenti (see e.g. Touretzky). These efforts were inspired by a shared conviction that important liberties were at stake. Supporting the MPAA's position would do more than protect movies from piracy. The use of the algorithm was not clearly linked to an intent to pirate movies. Many felt that outlawing the DVD algorithm, which had been experimentally developed by a Norwegian teenager, represented a suppression of gumption and ingenuity. The court's decision rejected established principles of fair use, denied the established legality of reverse engineering software to achieve compatibility, and asserted that journalists and scientists had no right to publish a bit of code if it might be misused. In a similar case in April 2000, a U.S. court of appeals found that First Amendment protections did apply to software (Junger). Noting that source code has both an expressive feature and a functional feature, this court held that First Amendment protection is not reserved only for purely expressive communication. Yet in the DVD case, the court opposed this view and enforced the inflexible demands of the Digital Millennium Copyright Act. Notwithstanding Ted Nelson's characterisation of computers as literary machines, the decision meant that the linguistic and expressive aspects of software would be subordinated to other concerns. A simple series of symbols were thereby cast under a veil of legal secrecy. Although they were easy to discover, and capable of being committed to memory or translated to other languages, fair use and other intuitive freedoms were deemed expendable. These sorts of legal obstacles are serious challenges to the continued viability of free software like Linux. The central value proposition of Linux-based operating systems – free, open source code – is threatening to commercial competitors. Some corporations are intent on stifling further development of free alternatives. Patents offer another vulnerability. The writing of free software has become a minefield of potential patent lawsuits. Corporations have repeatedly chosen to pursue patent litigation years after the alleged infringements have been incorporated into widely used free software. For example, although it was designed to avoid patent problems by an array of international experts, the image file format known as JPEG (Joint Photographic Experts Group) has recently been dogged by patent infringement charges. Despite good intentions, low-budget initiatives and ad hoc organisations are ill equipped to fight profiteering patent lawsuits. One wonders whether software innovation is directed more by lawyers or computer scientists. The present copyright and patent regimes may serve the needs of the larger corporations, but it is doubtful that they are the best means of fostering software innovation and quality. Orwell wrote in his Homage to Catalonia, There was a new rule that censored portions of the newspaper must not be left blank but filled up with other matter; as a result it was often impossible to tell when something had been cut out. The development of the Internet has a similar character: new diversions spring up to replace what might have been so that the lost potential is hardly felt. The process of retrofitting Internet software to suit ideological and commercial agendas is already well underway. For example, Microsoft has announced recently that it will discontinue support for the Java language in 2004. The problem with Java, from Microsoft's perspective, is that it provides portable programming tools that work under all operating systems, not just Windows. With Java, programmers can develop software for the large number of Windows users, while simultaneously offering software to users of other operating systems. Java is an important piece of the software infrastructure for Internet content developers. Yet, in the interest of coercing people to use only their operating systems, Microsoft is willing to undermine thousands of existing Java-language projects. Their marketing hype calls this progress. The software industry relies on sales to survive, so if it means laying waste to good products and millions of hours of work in order to sell something new, well, that's business. The consequent infrastructure instability keeps software developers, and other creative people, on a treadmill. From Progressive Load by Andy Deck, artcontext.org/progload As an Internet content producer, one does not appeal directly to the hearts and minds of the public; one appeals through the medium of software and hardware. Since most people are understandably reluctant to modify the software running on their computers, the software installed initially is a critical determinant of what is possible. Unconventional, independent, and artistic uses of the Internet are diminished when the media infrastructure is effectively established by decree. Unaccountable corporate control over infrastructure software tilts the playing field against smaller content producers who have neither the advance warning of industrial machinations, nor the employees and resources necessary to keep up with a regime of strategic, cyclical obsolescence. It seems that independent content producers must conform to the distribution technologies and content formats favoured by the entertainment and marketing sectors, or else resign themselves to occupying the margins of media activity. It is no secret that highly diversified media corporations can leverage their assets to favour their own media offerings and confound their competitors. Yet when media giants AOL and Time-Warner announced their plans to merge in 2000, the claim of CEOs Steve Case and Gerald Levin that the merged companies would "operate in the public interest" was hardly challenged by American journalists. Time-Warner has since fought to end all ownership limits in the cable industry; and Case, who formerly championed third-party access to cable broadband markets, changed his tune abruptly after the merger. Now that Case has been ousted, it is unclear whether he still favours oligopoly. According to Levin, global media will be and is fast becoming the predominant business of the 21st century ... more important than government. It's more important than educational institutions and non-profits. We're going to need to have these corporations redefined as instruments of public service, and that may be a more efficient way to deal with society's problems than bureaucratic governments. Corporate dominance is going to be forced anyhow because when you have a system that is instantly available everywhere in the world immediately, then the old-fashioned regulatory system has to give way (Levin). It doesn't require a lot of insight to understand that this "redefinition," this slight of hand, does not protect the public from abuses of power: the dissolution of the "old-fashioned regulatory system" does not serve the public interest. From Lexicon by Andy Deck, artcontext.org/lexicon) As an artist who has adopted telecommunications networks and software as his medium, it disappoints me that a mercenary vision of electronic media's future seems to be the prevailing blueprint. The giantism of media corporations, and the ongoing deregulation of media consolidation (Ahrens), underscore the critical need for independent media sources. If it were just a matter of which cola to drink, it would not be of much concern, but media corporations control content. In this hyper-mediated age, content – whether produced by artists or journalists – crucially affects what people think about and how they understand the world. Content is not impervious to the software, protocols, and chicanery that surround its delivery. It is about time that people interested in independent voices stop believing that laissez faire capitalism is building a better media infrastructure. The German writer Hans Magnus Enzensberger reminds us that the media tyrannies that affect us are social products. The media industry relies on thousands of people to make the compromises necessary to maintain its course. The rapid development of the mind industry, its rise to a key position in modern society, has profoundly changed the role of the intellectual. He finds himself confronted with new threats and new opportunities. Whether he knows it or not, whether he likes it or not, he has become the accomplice of a huge industrial complex which depends for its survival on him, as he depends on it for his own. He must try, at any cost, to use it for his own purposes, which are incompatible with the purposes of the mind machine. What it upholds he must subvert. He may play it crooked or straight, he may win or lose the game; but he would do well to remember that there is more at stake than his own fortune (Enzensberger 18). Some cultural leaders have recognised the important role that free software already plays in the infrastructure of the Internet. Among intellectuals there is undoubtedly a genuine concern about the emerging contours of corporate, global media. But more effective solidarity is needed. Interest in open source has tended to remain superficial, leading to trendy, cosmetic, and symbolic uses of terms like "open source" rather than to a deeper commitment to an open, public information infrastructure. Too much attention is focussed on what's "cool" and not enough on the road ahead. Various media specialists – designers, programmers, artists, and technical directors – make important decisions that affect the continuing development of electronic media. Many developers have failed to recognise (or care) that their decisions regarding media formats can have long reaching consequences. Web sites that use media formats which are unworkable for open source operating systems should be actively discouraged. Comparable technologies are usually available to solve compatibility problems. Going with the market flow is not really giving people what they want: it often opposes the work of thousands of activists who are trying to develop open source alternatives (see e.g. Greene). Average Internet users can contribute to a more innovative, free, open, and independent media – and being conscientious is not always difficult or unpleasant. One project worthy of support is the Internet browser Mozilla. Currently, many content developers create their Websites so that they will look good only in Microsoft's Internet Explorer. While somewhat understandable given the market dominance of Internet Explorer, this disregard for interoperability undercuts attempts to popularise standards-compliant alternatives. Mozilla, written by a loose-knit group of activists and programmers (some of whom are paid by AOL/Time-Warner), can be used as an alternative to Microsoft's browser. If more people use Mozilla, it will be harder for content providers to ignore the way their Web pages appear in standards-compliant browsers. The Mozilla browser, which is an open source initiative, can be downloaded from http://www.mozilla.org/. While there are many people working to create real and lasting alternatives to the monopolistic and technocratic dynamics that are emerging, it takes a great deal of cooperation to resist the media titans, the FCC, and the courts. Oddly enough, corporate interests sometimes overlap with those of the public. Some industrial players, such as IBM, now support open source software. For them it is mostly a business decision. Frustrated by the coercive control of Microsoft, they support efforts to develop another operating system platform. For others, including this writer, the open source movement is interesting for the potential it holds to foster a more heterogeneous and less authoritarian communications infrastructure. Many people can find common cause in this resistance to globalised uniformity and consolidated media ownership. The biggest challenge may be to get people to believe that their choices really matter, that by endorsing certain products and operating systems and not others, they can actually make a difference. But it's unlikely that this idea will flourish if artists and intellectuals don't view their own actions as consequential. There is a troubling tendency for people to see themselves as powerless in the face of the market. This paralysing habit of mind must be abandoned before the media will be free. Works Cited Ahrens, Frank. "Policy Watch." Washington Post (23 June 2002): H03. 30 March 2003 <http://www.washingtonpost.com/ac2/wp-dyn/A27015-2002Jun22?la... ...nguage=printer>. Batt, William. "How Our Towns Got That Way." 7 Oct. 1996. 31 March 2003 <http://www.esb.utexas.edu/drnrm/WhatIs/LandValue.htm>. Chester, Jeff. "Gerald Levin's Negative Legacy." Alternet.org 6 Dec. 2001. 5 March 2003 <http://www.democraticmedia.org/resources/editorials/levin.php>. Enzensberger, Hans Magnus. "The Industrialisation of the Mind." Raids and Reconstructions. London: Pluto Press, 1975. 18. Greene, Thomas C. "MS to Eradicate GPL, Hence Linux." 25 June 2002. 5 March 2003 <http://www.theregus.com/content/4/25378.php>. Hopper, D. Ian. "FBI Pushes for Cyber Ethics Education." Associated Press 10 Oct. 2000. 29 March 2003 <http://www.billingsgazette.com/computing/20001010_cethics.php>. Junger v. Daley. U.S. Court of Appeals for 6th Circuit. 00a0117p.06. 2000. 31 March 2003 <http://pacer.ca6.uscourts.gov/cgi-bin/getopn.pl?OPINION=00a0... ...117p.06>. Levin, Gerald. "Millennium 2000 Special." CNN 2 Jan. 2000. Touretzky, D. S. "Gallery of CSS Descramblers." 2000. 29 March 2003 <http://www.cs.cmu.edu/~dst/DeCSS/Gallery>. Links http://artcontext.org/lexicon/ http://artcontext.org/progload http://pacer.ca6.uscourts.gov/cgi-bin/getopn.pl?OPINION=00a0117p.06 http://www.billingsgazette.com/computing/20001010_cethics.html http://www.cs.cmu.edu/~dst/DeCSS/Gallery http://www.democraticmedia.org/resources/editorials/levin.html http://www.esb.utexas.edu/drnrm/WhatIs/LandValue.htm http://www.mozilla.org/ http://www.theregus.com/content/4/25378.html http://www.washingtonpost.com/ac2/wp-dyn/A27015-2002Jun22?language=printer Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Deck, Andy. "Treadmill Culture " M/C: A Journal of Media and Culture< http://www.media-culture.org.au/0304/04-treadmillculture.php>. APA Style Deck, A. (2003, Apr 23). Treadmill Culture . M/C: A Journal of Media and Culture, 6,< http://www.media-culture.org.au/0304/04-treadmillculture.php>
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Wark, McKenzie. "Toywars." M/C Journal 6, no. 3 (June 1, 2003). http://dx.doi.org/10.5204/mcj.2179.

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Анотація:
I first came across etoy in Linz, Austria in 1995. They turned up at Ars Electronica with their shaved heads, in their matching orange bomber jackets. They were not invited. The next year they would not have to crash the party. In 1996 they were awarded Arts Electronica’s prestigious Golden Nica for web art, and were on their way to fame and bitterness – the just rewards for their art of self-regard. As founding member Agent.ZAI says: “All of us were extremely greedy – for excitement, for drugs, for success.” (Wishart & Boschler: 16) The etoy story starts on the fringes of the squatters’ movement in Zurich. Disenchanted with the hard left rhetorics that permeate the movement in the 1980s, a small group look for another way of existing within a commodified world, without the fantasy of an ‘outside’ from which to critique it. What Antonio Negri and friends call the ‘real subsumption’ of life under the rule of commodification is something etoy grasps intuitively. The group would draw on a number of sources: David Bowie, the Sex Pistols, the Manchester rave scene, European Amiga art, rumors of the historic avant gardes from Dada to Fluxus. They came together in 1994, at a meeting in the Swiss resort town of Weggis on Lake Lucerne. While the staging of the founding meeting looks like a rerun of the origins of the Situationist International, the wording of the invitation might suggest the founding of a pop music boy band: “fun, money and the new world?” One of the – many – stories about the origins of the name Dada has it being chosen at random from a bilingual dictionary. The name etoy, in an update on that procedure, was spat out by a computer program designed to make four letter words at random. Ironically, both Dada and etoy, so casually chosen, would inspire furious struggles over the ownership of these chancey 4-bit words. The group decided to make money by servicing the growing rave scene. Being based in Vienna and Zurich, the group needed a way to communicate, and chose to use the internet. This was a far from obvious thing to do in 1994. Connections were slow and unreliable. Sometimes it was easier to tape a hard drive full of clubland graphics to the underside of a seat on the express train from Zurich to Vienna and simply email instructions to meet the train and retrieve it. The web was a primitive instrument in 1995 when etoy built its first website. They launched it with a party called etoy.FASTLANE, an optimistic title when the web was anything but. Coco, a transsexual model and tabloid sensation, sang a Japanese song while suspended in the air. She brought media interest, and was anointed etoy’s lifestyle angel. As Wishart and Bochsler write, “it was as if the Seven Dwarfs had discovered their Snow White.” (Wishart & Boschler: 33) The launch didn’t lead to much in the way of a music deal or television exposure. The old media were not so keen to validate the etoy dream of lifting themselves into fame and fortune by their bootstraps. And so etoy decided to be stars of the new media. The slogan was suitably revised: “etoy: the pop star is the pilot is the coder is the designer is the architect is the manager is the system is etoy.” (Wishart & Boschler: 34) The etoy boys were more than net.artists, they were artists of the brand. The brand was achieving a new prominence in the mid-90s. (Klein: 35) This was a time when capitalism was hollowing itself out in the overdeveloped world, shedding parts of its manufacturing base. Control of the circuits of commodification would rest less on the ownership of the means of production and more on maintaining a monopoly on the flows of information. The leading edge of the ruling class was becoming self-consciously vectoral. It controlled the flow of information about what to produce – the details of design, the underlying patents. It controlled the flows of information about what is produced – the brands and logos, the slogans and images. The capitalist class is supplanted by a vectoral class, controlling the commodity circuit through the vectors of information. (Wark) The genius of etoy was to grasp the aesthetic dimension of this new stage of commodification. The etoy boys styled themselves not so much as a parody of corporate branding and management groupthink, but as logical extension of it. They adopted matching uniforms and called themselves agents. In the dada-punk-hiphop tradition, they launched themselves on the world as brand new, self-created, self-named subjects: Agents Zai, Brainhard, Gramazio, Kubli, Esposto, Udatny and Goldstein. The etoy.com website was registered in 1995 with Network Solutions for a $100 fee. The homepage for this etoy.TANKSYSTEM was designed like a flow chart. As Gramazio says: “We wanted to create an environment with surreal content, to build a parallel world and put the content of this world into tanks.” (Wishart & Boschler: 51) One tank was a cybermotel, with Coco the first guest. Another tank showed you your IP number, with a big-brother eye looking on. A supermarket tank offered sunglasses and laughing gas for sale, but which may or may not be delivered. The underground tank included hardcore photos of a sensationalist kind. A picture of the Federal Building in Oklamoma City after the bombing was captioned in deadpan post-situ style “such work needs a lot of training.” (Wishart & Boschler: 52) The etoy agents were by now thoroughly invested in the etoy brand and the constellation of images they had built around it, on their website. Their slogan became “etoy: leaving reality behind.” (Wishart & Boschler: 53) They were not the first artists fascinated by commodification. It was Warhol who said “good art is good business.”(Warhol ) But etoy reversed the equation: good business is good art. And good business, in this vectoral age, is in its most desirable form an essentially conceptual matter of creating a brand at the center of a constellation of signifiers. Late in 1995, etoy held another group meeting, at the Zurich youth center Dynamo. The problem was that while they had build a hardcore website, nobody was visiting it. Agents Gooldstein and Udatny thought that there might be a way of using the new search engines to steer visitors to the site. Zai and Brainhard helped secure a place at the Vienna Academy of Applied Arts where Udatny could use the computer lab to implement this idea. Udatny’s first step was to create a program that would go out and gather email addresses from the web. These addresses would form the lists for the early examples of art-spam that etoy would perpetrate. Udatny’s second idea was a bit more interesting. He worked out how to get the etoy.TANKSYSTEM page listed in search engines. Most search engines ranked pages by the frequency of the search term in the pages it had indexed, so etoy.TANKSYSTEM would contain pages of selected keywords. Porn sites were also discovering this method of creating free publicity. The difference was that etoy chose a very carefully curated list of 350 search terms, including: art, bondage, cyberspace, Doom, Elvis, Fidel, genx, heroin, internet, jungle and Kant. Users of search engines who searched for these terms would find dummy pages listed prominently in their search results that directed them, unsuspectingly, to etoy.com. They called this project Digital Hijack. To give the project a slightly political aura, the pages the user was directed to contained an appeal for the release of convicted hacker Kevin Mitnick. This was the project that won them a Golden Nica statuette at Ars Electronica in 1996, which Gramazio allegedly lost the same night playing roulette. It would also, briefly, require that they explain themselves to the police. Digital Hijack also led to the first splits in the group, under the intense pressure of organizing it on a notionally collective basis, but with the zealous Agent Zai acting as de facto leader. When Udatny was expelled, Zai and Brainhard even repossessed his Toshiba laptop, bought with etoy funds. As Udatny recalls, “It was the lowest point in my life ever. There was nothing left; I could not rely on etoy any more. I did not even have clothes, apart from the etoy uniform.” (Wishart & Boschler: 104) Here the etoy story repeats a common theme from the history of the avant gardes as forms of collective subjectivity. After Digital Hijack, etoy went into a bit of a slump. It’s something of a problem for a group so dependent on recognition from the other of the media, that without a buzz around them, etoy would tend to collapse in on itself like a fading supernova. Zai spend the early part of 1997 working up a series of management documents, in which he appeared as the group’s managing director. Zai employed the current management theory rhetoric of employee ‘empowerment’ while centralizing control. Like any other corporate-Trotskyite, his line was that “We have to get used to reworking the company structure constantly.” (Wishart & Boschler: 132) The plan was for each member of etoy to register the etoy trademark in a different territory, linking identity to information via ownership. As Zai wrote “If another company uses our name in a grand way, I’ll probably shoot myself. And that would not be cool.” (Wishart & Boschler:: 132) As it turned out, another company was interested – the company that would become eToys.com. Zai received an email offering “a reasonable sum” for the etoy.com domain name. Zai was not amused. “Damned Americans, they think they can take our hunting grounds for a handful of glass pearls….”. (Wishart & Boschler: 133) On an invitation from Suzy Meszoly of C3, the etoy boys traveled to Budapest to work on “protected by etoy”, a work exploring internet security. They spent most of their time – and C3’s grant money – producing a glossy corporate brochure. The folder sported a blurb from Bjork: “etoy: immature priests from another world” – which was of course completely fabricated. When Artothek, the official art collection of the Austrian Chancellor, approached etoy wanting to buy work, the group had to confront the problem of how to actually turn their brand into a product. The idea was always that the brand was the product, but this doesn’t quite resolve the question of how to produce the kind of unique artifacts that the art world requires. Certainly the old Conceptual Art strategy of selling ‘documentation’ would not do. The solution was as brilliant as it was simple – to sell etoy shares. The ‘works’ would be ‘share certificates’ – unique objects, whose only value, on the face of it, would be that they referred back to the value of the brand. The inspiration, according to Wishart & Boschsler, was David Bowie, ‘the man who sold the world’, who had announced the first rock and roll bond on the London financial markets, backed by future earnings of his back catalogue and publishing rights. Gramazio would end up presenting Chancellor Viktor Klima with the first ‘shares’ at a press conference. “It was a great start for the project”, he said, “A real hack.” (Wishart & Boschler: 142) For this vectoral age, etoy would create the perfect vectoral art. Zai and Brainhard took off next for Pasadena, where they got the idea of reverse-engineering the online etoy.TANKSYSTEM by building an actual tank in an orange shipping container, which would become etoy.TANK 17. This premiered at the San Francisco gallery Blasthaus in June 1998. Instant stars in the small world of San Francisco art, the group began once again to disintegrate. Brainhard and Esposito resigned. Back in Europe in late 1998, Zai was preparing to graduate from the Vienna Academy of Applied Arts. His final project would recapitulate the life and death of etoy. It would exist from here on only as an online archive, a digital mausoleum. As Kubli says “there was no possibility to earn our living with etoy.” (Wishart & Boschler: 192) Zai emailed eToys.com and asked them if them if they would like to place a banner ad on etoy.com, to redirect any errant web traffic. Lawyers for eToys.com offered etoy $30,000 for the etoy.com domain name, which the remaining members of etoy – Zai, Gramazio, Kubli – refused. The offer went up to $100,000, which they also refused. Through their lawyer Peter Wild they demanded $750,000. In September 1999, while etoy were making a business presentation as their contribution to Ars Electronica, eToys.com lodged a complaint against etoy in the Los Angeles Superior Court. The company hired Bruce Wessel, of the heavyweight LA law firm Irell & Manella, who specialized in trademark, copyright and other intellectual property litigation. The complaint Wessel drafted alleged that etoy had infringed and diluted the eToys trademark, were practicing unfair competition and had committed “intentional interference with prospective economic damage.” (Wishart & Boschler: 199) Wessel demanded an injunction that would oblige etoy to cease using its trademark and take down its etoy.com website. The complaint also sought to prevent etoy from selling shares, and demanded punitive damages. Displaying the aggressive lawyering for which he was so handsomely paid, Wessel invoked the California Unfair Competition Act, which was meant to protect citizens from fraudulent business scams. Meant as a piece of consumer protection legislation, its sweeping scope made it available for inventive suits such as Wessel’s against etoy. Wessel was able to use pretty much everything from the archive etoy built against it. As Wishart and Bochsler write, “The court papers were like a delicately curated catalogue of its practices.” (Wishart & Boschler: 199) And indeed, legal documents in copyright and trademark cases may be the most perfect literature of the vectoral age. The Unfair Competition claim was probably aimed at getting the suit heard in a Californian rather than a Federal court in which intellectual property issues were less frequently litigated. The central aim of the eToys suit was the trademark infringement, but on that head their claims were not all that strong. According to the 1946 Lanham Act, similar trademarks do not infringe upon each other if there they are for different kinds of business or in different geographical areas. The Act also says that the right to own a trademark depends on its use. So while etoy had not registered their trademark and eToys had, etoy were actually up and running before eToys, and could base their trademark claim on this fact. The eToys case rested on a somewhat selective reading of the facts. Wessel claimed that etoy was not using its trademark in the US when eToys was registered in 1997. Wessel did not dispute the fact that etoy existed in Europe prior to that time. He asserted that owning the etoy.com domain name was not sufficient to establish a right to the trademark. If the intention of the suit was to bully etoy into giving in, it had quite the opposite effect. It pissed them off. “They felt again like the teenage punks they had once been”, as Wishart & Bochsler put it. Their art imploded in on itself for lack of attention, but called upon by another, it flourished. Wessel and eToys.com unintentionally triggered a dialectic that worked in quite the opposite way to what they intended. The more pressure they put on etoy, the more valued – and valuable – they felt etoy to be. Conceptual business, like conceptual art, is about nothing but the management of signs within the constraints of given institutional forms of market. That this conflict was about nothing made it a conflict about everything. It was a perfectly vectoral struggle. Zai and Gramazio flew to the US to fire up enthusiasm for their cause. They asked Wolfgang Staehle of The Thing to register the domain toywar.com, as a space for anti-eToys activities at some remove from etoy.com, and as a safe haven should eToys prevail with their injunction in having etoy.com taken down. The etoy defense was handled by Marcia Ballard in New York and Robert Freimuth in Los Angeles. In their defense, they argued that etoy had existed since 1994, had registered its globally accessible domain in 1995, and won an international art prize in 1996. To counter a claim by eToys that they had a prior trademark claim because they had bought a trademark from another company that went back to 1990, Ballard and Freimuth argued that this particular trademark only applied to the importation of toys from the previous owner’s New York base and thus had no relevance. They capped their argument by charging that eToys had not shown that its customers were really confused by the existence of etoy. With Christmas looming, eToys wanted a quick settlement, so they offered Zurich-based etoy lawyer Peter Wild $160,000 in shares and cash for the etoy domain. Kubli was prepared to negotiate, but Zai and Gramazio wanted to gamble – and raise the stakes. As Zai recalls: “We did not want to be just the victims; that would have been cheap. We wanted to be giants too.” (Wishart & Boschler: 207) They refused the offer. The case was heard in November 1999 before Judge Rafeedie in the Federal Court. Freimuth, for etoy, argued that federal Court was the right place for what was essentially a trademark matter. Robert Kleiger, for eToys, countered that it should stay where it was because of the claims under the California Unfair Competition act. Judge Rafeedie took little time in agreeing with the eToys lawyer. Wessel’s strategy paid off and eToys won the first skirmish. The first round of a quite different kind of conflict opened when etoy sent out their first ‘toywar’ mass mailing, drawing the attention of the net.art, activism and theory crowd to these events. This drew a report from Felix Stalder in Telepolis: “Fences are going up everywhere, molding what once seemed infinite space into an overcrowded and tightly controlled strip mall.” (Stalder ) The positive feedback from the net only emboldened etoy. For the Los Angeles court, lawyers for etoy filed papers arguing that the sale of ‘shares’ in etoy was not really a stock offering. “The etoy.com website is not about commerce per se, it is about artist and social protest”, they argued. (Wishart & Boschler: 209) They were obliged, in other words, to assert a difference that the art itself had intended to blur in order to escape eToy’s claims under the Unfair Competition Act. Moreover, etoy argued that there was no evidence of a victim. Nobody was claiming to have been fooled by etoy into buying something under false pretences. Ironically enough, art would turn out in hindsight to be a more straightforward transaction here, involving less simulation or dissimulation, than investing in a dot.com. Perhaps we have reached the age when art makes more, not less, claim than business to the rhetorical figure of ‘reality’. Having defended what appeared to be the vulnerable point under the Unfair Competition law, etoy went on the attack. It was the failure of eToys to do a proper search for other trademarks that created the problem in the first place. Meanwhile, in Federal Court, lawyers for etoy launched a counter-suit that reversed the claims against them made by eToys on the trademark question. While the suits and counter suits flew, eToys.com upped their offer to settle to a package of cash and shares worth $400,000. This rather puzzled the etoy lawyers. Those choosing to sue don’t usually try at the same time to settle. Lawyer Peter Wild advised his clients to take the money, but the parallel tactics of eToys.com only encouraged them to dig in their heels. “We felt that this was a tremendous final project for etoy”, says Gramazio. As Zai says, “eToys was our ideal enemy – we were its worst enemy.” (Wishart & Boschler: 210) Zai reported the offer to the net in another mass mail. Most people advised them to take the money, including Doug Rushkoff and Heath Bunting. Paul Garrin counseled fighting on. The etoy agents offered to settle for $750,000. The case came to court in late November 1999 before Judge Shook. The Judge accepted the plausibility of the eToys version of the facts on the trademark issue, which included the purchase of a registered trademark from another company that went back to 1990. He issued an injunction on their behalf, and added in his statement that he was worried about “the great danger of children being exposed to profane and hardcore pornographic issues on the computer.” (Wishart & Boschler: 222) The injunction was all eToys needed to get Network Solutions to shut down the etoy.com domain. Zai sent out a press release in early December, which percolated through Slashdot, rhizome, nettime (Staehle) and many other networks, and catalyzed the net community into action. A debate of sorts started on investor websites such as fool.com. The eToys stock price started to slide, and etoy ‘warriors’ felt free to take the credit for it. The story made the New York Times on 9th December, Washington Post on the 10th, Wired News on the 11th. Network Solutions finally removed the etoy.com domain on the 10th December. Zai responded with a press release: “this is robbery of digital territory, American imperialism, corporate destruction and bulldozing in the way of the 19th century.” (Wishart & Boschler: 237) RTMark set up a campaign fund for toywar, managed by Survival Research Laboratories’ Mark Pauline. The RTMark press release promised a “new internet ‘game’ designed to destroy eToys.com.” (Wishart & Boschler: 239) The RTMark press release grabbed the attention of the Associated Press newswire. The eToys.com share price actually rose on December 13th. Goldman Sachs’ e-commerce analyst Anthony Noto argued that the previous declines in the Etoys share price made it a good buy. Goldman Sachs was the lead underwriter of the eToys IPO. Noto’s writings may have been nothing more than the usual ‘IPOetry’ of the time, but the crash of the internet bubble was some months away yet. The RTMark campaign was called ‘The Twelve Days of Christmas’. It used the Floodnet technique that Ricardo Dominguez used in support of the Zapatistas. As Dominguez said, “this hysterical power-play perfectly demonstrates the intensions of the new net elite; to turn the World Wide Web into their own private home-shopping network.” (Wishart & Boschler: 242) The Floodnet attack may have slowed the eToys.com server down a bit, but it was robust and didn’t crash. Ironically, it ran on open source software. Dominguez claims that the ‘Twelve Days’ campaign, which relied on individuals manually launching Floodnet from their own computers, was not designed to destroy the eToys site, but to make a protest felt. “We had a single-bullet script that could have taken down eToys – a tactical nuke, if you will. But we felt this script did not represent the presence of a global group of people gathered to bear witness to a wrong.” (Wishart & Boschler: 245) While the eToys engineers did what they could to keep the site going, eToys also approached universities and businesses whose systems were being used to host Floodnet attacks. The Thing, which hosted Dominguez’s eToys Floodnet site was taken offline by The Thing’s ISP, Verio. After taking down the Floodnet scripts, The Thing was back up, restoring service to the 200 odd websites that The Thing hosted besides the offending Floodnet site. About 200 people gathered on December 20th at a demonstration against eToys outside the Museum of Modern Art. Among the crowd were Santas bearing signs that said ‘Coal for eToys’. The rally, inside the Museum, was led by the Reverend Billy of the Church of Stop Shopping: “We are drowning in a sea of identical details”, he said. (Wishart & Boschler: 249-250) Meanwhile etoy worked on the Toywar Platform, an online agitpop theater spectacle, in which participants could act as soldiers in the toywar. This would take some time to complete – ironically the dispute threatened to end before this last etoy artwork was ready, giving etoy further incentives to keep the dispute alive. The etoy agents had a new lawyer, Chris Truax, who was attracted to the case by the publicity it was generating. Through Truax, etoy offered to sell the etoy domain and trademark for $3.7 million. This may sound like an insane sum, but to put it in perspective, the business.com site changed hands for $7.5 million around this time. On December 29th, Wessel signaled that eToys was prepared to compromise. The problem was, the Toywar Platform was not quite ready, so etoy did what it could to drag out the negotiations. The site went live just before the scheduled court hearings, January 10th 2000. “TOYWAR.com is a place where all servers and all involved people melt and build a living system. In our eyes it is the best way to express and document what’s going on at the moment: people start to about new ways to fight for their ideas, their lifestyle, contemporary culture and power relations.” (Wishart & Boschler: 263) Meanwhile, in a California courtroom, Truax demanded that Network Solutions restore the etoy domain, that eToys pay the etoy legal expenses, and that the case be dropped without prejudice. No settlement was reached. Negotiations dragged on for another two weeks, with the etoy agents’ attention somewhat divided between two horizons – art and law. The dispute was settled on 25th January. Both parties dismissed their complaints without prejudice. The eToys company would pay the etoy artists $40,000 for legal costs, and contact Network Solutions to reinstate the etoy domain. “It was a pleasure doing business with one of the biggest e-commerce giants in the world” ran the etoy press release. (Wishart & Boschler: 265) That would make a charming end to the story. But what goes around comes around. Brainhard, still pissed off with Zai after leaving the group in San Francisco, filed for the etoy trademark in Austria. After that the internal etoy wranglings just gets boring. But it was fun while it lasted. What etoy grasped intuitively was the nexus between the internet as a cultural space and the transformation of the commodity economy in a yet-more abstract direction – its becoming-vectoral. They zeroed in on the heart of the new era of conceptual business – the brand. As Wittgenstein says of language, what gives words meaning is other words, so too for brands. What gives brands meaning is other brands. There is a syntax for brands as there is for words. What etoy discovered is how to insert a new brand into that syntax. The place of eToys as a brand depended on their business competition with other brands – with Toys ‘R’ Us, for example. For etoy, the syntax they discovered for relating their brand to another one was a legal opposition. What made etoy interesting was their lack of moral posturing. Their abandonment of leftist rhetorics opened them up to exploring the territory where media and business meet, but it also made them vulnerable to being consumed by the very dialectic that created the possibility of staging etoy in the first place. By abandoning obsolete political strategies, they discovered a media tactic, which collapsed for want of a new strategy, for the new vectoral terrain on which we find ourselves. Works Cited Negri, Antonio. Time for Revolution. Continuum, London, 2003. Warhol, Andy. From A to B and Back Again. Picador, New York, 1984. Stalder, Felix. ‘Fences in Cyberspace: Recent events in the battle over domain names’. 19 Jun 2003. <http://felix.openflows.org/html/fences.php>. Wark, McKenzie. ‘A Hacker Manifesto [version 4.0]’ 19 Jun 2003. http://subsol.c3.hu/subsol_2/contributors0/warktext.html. Klein, Naomi. No Logo. Harper Collins, London, 2000. Wishart, Adam & Regula Bochsler. Leaving Reality Behind: etoy vs eToys.com & Other Battles to Control Cyberspace Ecco Books, 2003. Staehle, Wolfgang. ‘<nettime> etoy.com shut down by US court.’ 19 Jun 2003. http://amsterdam.nettime.org/Lists-Archives/nettime-l-9912/msg00005.html Links http://amsterdam.nettime.org/Lists-Archives/nettime-l-9912/msg00005.htm http://felix.openflows.org/html/fences.html http://subsol.c3.hu/subsol_2/contributors0/warktext.html Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Wark, McKenzie. "Toywars" M/C: A Journal of Media and Culture< http://www.media-culture.org.au/0306/02-toywars.php>. APA Style Wark, M. (2003, Jun 19). Toywars. M/C: A Journal of Media and Culture, 6,< http://www.media-culture.org.au/0306/02-toywars.php>
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