Showing posts with label online culture. Show all posts
Showing posts with label online culture. Show all posts

Monday, August 7, 2017

Reaction Gifs: The New Digital Blackface?

Teen Vogue has been offering up a continuous supply of well-written, well researched essays, from a diverse range of writers. At least once a week, I'll read something on Teen Vogue that will give me pause and have me re-evaluate something I normally take for granted. This one surprised me: reaction gifs. As Lauren Michelle Jackson posits in her Teen Vogue op-ed, that could very well be the case:

 There’s no prescriptive or proscriptive step-by-step rulebook to follow, nobody’s coming to take GIFs away. But no digital behavior exists in a deracialized vacuum. We all need to be cognizant of what we share, how we share, and to what extent that sharing dramatizes preexisting racial formulas inherited from “real life.” The Internet isn’t a fantasy — it’s real life. After all, our culture frequently associates black people with excessive behaviors, regardless of the behavior at hand. Black women will often be accused of yelling when we haven’t so much as raised our voice. Officer Darren Wilson perceived a teenage Michael Brown as a hulking “demon”and a young black girl who remained still was flipped and dragged across a classroom by deputy Ben Fields. It’s an implication that points toward a strange way of thinking: When we do nothing, we’re doing something, and when we do anything, our behavior is considered “extreme.” This includes displays of emotion stereotyped as excessive: so happy, so sassy, so ghetto, so loud. In television and film, our dial is on 10 all the time — rarely are black characters afforded subtle traits or feelings. Scholar Sianne Ngai uses the word “animatedness” to describe our cultural propensity see black people as walking hyperbole.

The entire op ed is very well-written. Agree or disagree, you're likely to come away with a lot of food for thought, so be sure to read the whole article.

Friday, August 4, 2017

Kids, Squids, Art Memes & DIY Hacks

The Splatoon series is well-known for two things: inventive multiplayer non-violent FPS action and the Miiverse player art accompanying player profiles that often showed some surprisingly intricate artwork. In fact, even though the Miiverse function won't be included in the Nintendo Switch, Splatoon 2 includes a profile function that works essentially the same way... so artists have kept on arting.

Some of the profile art looks jaw-droppingly detailed. Two examples:



How were these done? The two images were made using two different approaches: one involved a lot of patience, and the other involved hacking a game controller to run an external program.

The first image was created by reddit/twitter user Tobi, who explained his process this way:
“I just used a capacitive stylus for rough shapes, a zoomed in copy of the guy's face in 2-colour mode which I constructed in Photoshop, and a looooooooooot of patience to recreate the face. You don't have to be pixel perfect, because the entire thing hinges on visual noise to begin with, but it's nice if the face had some semblance of coherence to it. The clothes and hair are mostly random dots, whose only purpose were to create the illusion of texture and depth.

The second image, however, was not made by hand. Splatoon player and programmer ShinyQuagsire23 figured out how to trick an external USB input capture device to repurpose a fighting game controller to create the input needed to recreate an image pixel-by-pixel . The entire image creation process takes about an hour.

ShinyQuagsire23 uploaded the entire project to GitHub so that the rest of the world can share detailed Splatoon profile art too.

Or use it to make the dankest of memes.

Wednesday, June 21, 2017

The Other Kind of DM: Potential & Pitfalls of Eroticism In Gaming

As Katherine Cross writes for Bitch Media, while gaming may use sex to sell, the presence of anything revolving around actual sexuality is thin on the ground in tabletop & online RPGs  :
Most pen-and-paper roleplaying games have hundreds or thousands of pages worth of rules, ideas, story content, and other kinds of errata, but very few devote any of that space to content that addresses issues like consent, sexual diversity or orientation, or the sexual culture of the world one is playing in. In-game, then, one is often subject to depressingly familiar forms of sexual harassment—men having their avatars walk up to yours and awkwardly propositioning you, for instance, or refusing to take “no” for an answer if one rebuffs their entreaties—in or out of character. 
Online roleplaying gaming simply follows the paths of sexuality laid out in the physical world.
In spite of this, sexuality is endemic to the world of RPG and part of its visual culture. Commercials and box art for games are rife with heaving bosoms while pornographic proportions are common background decoration, seen by gamers and non-gamers alike.

Cross' essay goes into how sexual activity and fantasies have been handled in both tabletop roleplaying games and their online counterparts, including how sub-cultures within subcultures have sprung up around it. Speaking personally, I know quite a large number of people that have discovered more about their own sexualities, gender identities and more through online roleplaying everywhere from dedicated serves to IRC chatrooms.

Tuesday, April 11, 2017

WIlliam Shatner vs Experts, #ActuallyAutistic Fans, Facts

Photo of William Shatner courtesy of Splash News
William Shatner is internationally known celebrity whose decades of work as an actor and as a charitable donor and spokesperson have given him tremendous influence both online and off. He has over 2.5 million followers on Twitter, and it was on Twitter that Shatner's behavior has played out in an all-too familiar way-- a celebrity has "good intentions" leading to someplace worse than hell-- stubborn, deep-seated defensiveness when confronted with the consequences of spreading misinformation online.

Four days ago, William Shatner tweeted his support for the group Autism Speaks. Autism Speaks purports to be an organization that represents autistic people, but is near-universally derided and loathed by actual autistic people.

Why? For starters:

Allies and autistic twitter users alike reached out to Shatner after his initial tweet, joining the in progress #actuallyautistic hashtag to outline why Autism Speaks was not a good organization. Shatner told those reaching out to him they should "go start [your] own charity" and blocking them. Others then tweeted that autistic people actually already had-- the Autistic Self-Advocacy Network. Shatner repeatedly accused ASAN's founder of misrepresenting his words and that ASAN was only interested in attacking Autism Speaks. He then block ASAN's founder on twitter along with the co-authors of Neurotribes, when they tried reaching out to him. Shatner instead talked about being attacked, harrassed for voicing his opinion, that tweeting support for Autism Speaks meant he was contributing to freedom of choice... but it got even worse.

Shatner dug himself even deeper into spreading misinformation. When Dr Neil Gorski reached out to Shatner, outlining Autism Speaks' history as an anti-vaxx organization,  what happened next made everything worse. As outlined in Slate:
With that, millions of followers were treated to a hit piece about Gorski hosted by TruthWiki. It’s hard to overstate the unreliability of TruthWiki, a haphazard collection of conspiracy theories and pseudoscientific nonsense riddled with typos and bizarre assertions. The exercise section, for instance, includes only two entries: “Natural Help for Diabetes” and “Deepak Chopra’s Eye Exercises.” When Science-Based Medicine objected to Shatner’s tweet, he posted another set of links discrediting Gorski, this time to the websites Newstarget (motto: “Obliterating Your Safe Spaces With Truth Bombs”) and NaturalNews, which is run by Mike Adams, aka “the Health Ranger”—who also founded TruthWiki.
“All on Google,” he added after them, as if that certified their authenticity.
If William Shatner has no compunctions about using his influence as a celebrity and Twitter user with 2.5 million followers to promote causes, then he should also recognize that he bears the responsibility for what can happen when he spreads misinformation and refuses to listen to people that are actually affected the cause he claims to advance. 

Wednesday, January 27, 2016

Bitcoin Developer: 'Bitcoin Has Failed'

Description: A screenshot from the cartoon South Park showing a white man in
a gray business suit with a blue and white tie sitting at a desk with the caption:
"We have put all your money in Bitcoin. And it's gone."
Nike Hearn, a Bitcoin software developer for over 5 years wrote about the success- or lack thereof- with the virtual crypto-currency Bitcoin in an essay last week:
I’ve spent more than 5 years being a Bitcoin developer. The software I’ve written has been used by millions of users, hundreds of developers, and the talks I’ve given have led directly to the creation of several startups. ...From the start, I’ve always said the same thing: Bitcoin is an experiment and like all experiments, it can fail.
But despite knowing that Bitcoin could fail all along, the now inescapable conclusion that it has failed still saddens me greatly. The fundamentals are broken and whatever happens to the price in the short term, the long term trend should probably be downwards. I will no longer be taking part in Bitcoin development and have sold all my coins.
Heard then goes into just why Bitcoin was a good idea that flopped, and flopped hard:

It has failed because the community has failed. What was meant to be a new, decentralised form of money that lacked “systemically important institutions” and “too big to fail” has become something even worse: a system completely controlled by just a handful of people. Worse still, the network is on the brink of technical collapse. The mechanisms that should have prevented this outcome have broken down, and as a result there’s no longer much reason to think Bitcoin can actually be better than the existing financial system. Think about it. If you had never heard about Bitcoin before, would you care about a payments network that: Couldn’t move your existing money, had wildly unpredictable fees that were high and rising fast, allowed buyers to take back payments they’d made after walking out of shops, by simply pressing a button, is suffering large backlogs and flaky payments, and in which the companies and people building it were in open civil war?

Heard goes into each of the failure points in more depth in his essay. One of the more interesting things was seeing the Bitcoin project itself slowly being eroded by the same petty disagreements and flame wars that tank tiny, obscure open-source projects.

What do you think, readers?

Tuesday, July 22, 2014

Mythbusting Ideas About Women In The Game Industry


Brianna Wu has an excellent article on polygon today on women in the gaming industry and harassment. She outlines the stories of a number of women in the gaming industry and the harassment they have received.

Not only that, but each particular case study takes a myth surrounding online harassment of women in the games industry and shows how it's false, using that woman's direct, lived experience.

An excerpt from the introduction:
My name is Brianna Wu. I lead a development studio that makes games. Sometimes, I write about issues in the games industry that relate to the equality of women. My reward is that I regularly have men threatening to rape and commit acts of violence against me. 
If you are a woman working in the games industry, especially in a public way, you’re going to experience harassment. I imagine telling my 12-year-old self that fulfilling my dream of making games would lead to constant threats. Would she still do it? Would any woman? The problem with sharing these stories in broad terms is that people think men and women receive the same harassment online. They do not. I’m not writing this piece to evoke your sympathy. I’m writing to share with you what prominent, successful women in the industry experience, in their own words.
The entire article is a must-read.

She also created a companion video:

The harassment of women in the games industry is an epidemic, and it's also a reflection of the crap that women have to go through in society in general. It's easy to lay the blame at the feet of anonymous internet cesspools like 4chan and misogynistic pockets of Reddit but those are really just enablers. The internet doesn't exist in a vacuum. It’s part of the culture that we, as a society, have allowed to mushroom because we haven’t done much as a society to stop it.

I talked about a few things men can do to help stop this both online and in general in my blog post "The Status Is Not Quo: Being A Geeky Woman Online & What Men Need To Do".

Friday, July 18, 2014

The Status Is Not Quo: Being A Geeky Woman Online & What Men Need To Do


It's a bitter irony that for the many self-identified male geeks, nerds, gamers (both of the video and tabletop kind), comic books fans, sci-fi enthusiasts &etc that talk about growing up feeling unwelcome or ostracized in wider society, many women wanting to contribute to, or participate in, those same communities end up feeling that same isolation, hostility and othering just for being a woman online. Whether it's having their "credentials" challenged as being nothing more than a "fake geek girl" or being made to question their own legitimacy at an even just because they are attending an event with their significant other.

Online platforms like Twitter and Youtube have enabled women to work to curate and create spaces on their own terms. Women have flocked to these services to create their own networks of support, activism, and discussion as well as reclaim online space to talk about shared interests, media fandom, geek culture, video games and more from a feminist perspective. However, as Samantha Allen points out, for all the resources and community the Internet has offered, it has made it...

"...much easier for men to manipulate, harass, abuse, stalk, and, yes, physically harm women.This past weekend, I was on a panel with some members of Nostalgia Chick, a set of veteran media critics who often include feminist perspectives in their videos. They told me that the Internet, in many ways, has become a less hospitable place for them to do their work over the years. 

And I believe it. Between 4Chan, Men’s Rights Activist groups, theReddit Red Pill community, pick-up artist (PUA) groups, and anti-PUA groups like the one that Elliot Rodger clung to so dearly, the Internet has allowed men to band together more efficiently than ever before to threaten and antagonize women. Every woman with an online presence has a story to share about unwanted contact, sexual harassment, and predatory behavior."

Anita Sarkeesian, the writer and producer of the Feminist Frequency web video series, started the "Tropes vs. Women In Video Games" series that looks at video game tropes and culture through a feminist lens, has been the target of years of harassment, and recently shared a small sampling of the harassing emails she gets on a regular basis:
I get so many emails like this I could publish a coffee table book full of them.
image
It’s especially amusing that this misogyny laced email is unironically signed “See you soon m’lady. *tips fedora*”
image
Sadly, this is a widespread problem for women creators on YouTube, and was addressed at this year's VidCon, the world's largest conference for online video content creators. As Rae Votta outlines in "What It's Really Like For Women On Youtube":

In March, abuses of power by men in the YouTube space over their younger, female fans came to light after several women spoke out on Tumblr and other platforms about their experiences, causing community-wide outrage and task forces like YouCoalition, which was formed to “combat sexual abuse, emotional manipulation and other forms of violence in the YouTube community,” according to the website. Saturday’s Women on YouTube panel broached this still-raw topic, emphasizing the opinion that, while the start of the conversation about abuse had a lot of flaws, the important thing is that the community doesn't treat the situation like it’s finished, and still gives the issue the attention that it deserves.

Rojas, who was one of the women who spoke out against inappropriate behavior, chimed in, “We've shown a lot of people that they won’t get away with it.”
“We are not a community that welcomes abusers,” emphasized Lex Croucher. “The most important thing is to encourage people affected by this to come forward and [to be] supportive of those who do come forward.”
Lots of people try to frame harassment and abuse online as "just the Internet", but the emotional toll and physical danger is important, and a very real threat, and carry very real consequences. Recently, Samanta Allen was harassed off Twitter after she was buried under an avalanche of harassing tweets when she talked about how she liked the staff of Giant Bomb but was disappointed that for all the site's talk of valuing diversity, the site's first public hires in years were another two white men. Women's hurt and fear for safety and the emotional toll for being harassed online have real, chilling impact on discourse.

This is unacceptable. And the burden of speaking out shouldn't continually fall to the women being harassed. So what can we do? Guys, we have to loudly speak out against this behavior. We have to support women in our creative and media spaces. We need to let other men know that this behavior is not okay, and we need to make it socially unacceptable. We need to listen to women's experiences-- really listen, and not just wait for our chance to say "not all men". We need to realize that online harassment isn't something that just happens-- it's a choice that is made, it is a crime that is done.

As Andy Kouri says in "Fake Geek Guys: A Message to Men About Sexual Harassment":
It is wholly and rightfully and crucially up to men in this society and especially in this subculture to speak out and watch out. To end the cycle of bullying, harassment and violence. To recognize the grotesque irony of degrading women over matters of heroic fictions whose lessons about fairness and decency we’ve supposedly been studying since we were just little boys, and to start putting those ideas into practice as grown-ass men. 

Readers, what say you? Sound off in the comments below.

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