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«The on-line video game industry: construction and deconstruction of a cultural leisure »
Vincent Berry
Paris 13 >>> Download the communication (French)
This paper analyses the emergence of the digital leisure industry
and its most recent evolution: on-line video games and the virtual
world. First, we will redraw the steps of this sector and show
the social and economic factors present in the the differrent circuits which
structure these leisure activities: the role of the cultural, marketing,
and technological circuit (Kline). Then we will discuss the modes
of production and reception of these products and their effects
in terms of culture and cultural production. The links between
the Video Game industry and the internet brings to the foreground
new modes of consumption, production and reception of cutlural
products. The role which players' communities occupy on the internet
is essential and determining; it is extremely present, as well,
in the consumption of products, in advertisement, and in the conception
(test, update, creation, etc.). The internet is, at the same time
a space of consumption (where people play), creation (where players
are discussing the development of the game), and marketing (where
the video players can try new games). (But also of casting by the
implementation of platforms of downloading). All the actors of
this kind of leisure are centralized, participant and inhabitant
in the same virtual space, reducing actually the various - and
traditional- mediations between producer and consumer. So appears
a new kind of cultural product consumption, in a way of "co-construction" or
even a "cooperation" between users - often expert - and
software editors. These relations between the diverse actors are
generative, being just as much a relation of creation rather than
tension and mutual distrust: hacking, diversion, recovery. To understand
the connections between producers and consumers, we thus suggest
focusing our attention on the video game industry in order to:
- Redraw briefly the steps of this industry
- Analyze the appropriation by the users of these cultural products,
the types of social organizations which appear from these groupings
(the virtual communities) and the type of relation and negotiation
which they maintain with the publishers (editors).
- The tensions which exist between the appropriation of the games by
the users and the strategies, the expectations of the publishers (editors)
and the designers. On one side, we observe "communities of practices" who
are extending and producing in an infomal way cultural products. On
the other side, publishers (editors), designers and industries at the
same time use these communities as resource for their product (ex:
the video game counterstrike), but must not be perceived as "getting
back" the community productions. The publishers (editors) of on-line
video games are in a double bind: give and favour spaces of continuation
of their product, master and centre the productions of the internet
users while leaving a certain latitude and "a self-management" to
the users.
« Use of Internet and
social relationship : analysis of Paris and suburb students’ practices »
Laurent Podetti
Paris 8 >>> Download the communication (French)
Au travers de l’usage d’Internet, qu’en est-il
de la production et de la reproduction des rapports sociaux ? Assiste-t-on,
comme on le lit communément, à une mutation sociale,
la technique bouleversant l’ordonnancement social, ou bien
la société s’approprie-t-elle un nouvel outil
de communication en conservant ses structures, adaptant l’usage
à sa reproduction propre ? Choisissant le terrain de l’École,
encore peu exploré, c’est la pratique d’Internet
par des lycéens de Paris et de sa banlieue qui a été
questionnée. D’un point de vue méthodologique,
la recherche, évitant le cheminement de l’individualisme
méthodologique, a tenté de mettre en relation échelles
micro et macro, confrontant des pratiques personnelles de jeunes
aux grands invariants sociaux que sont l’institution familiale
ou scolaire. Les résultats montrent qu’Internet intervient
dans la fabrique de l’identité, participant au classement/placement
des jeunes en fonction de leur position sociale d’origine.
Ainsi, l’importance du capital économique de la famille
conditionne la pratique d’Internet, alors que le capital culturel
des jeunes en commande l’usage. Quant à l’institution
scolaire, son rôle est loin d’être neutre. En voulant
généraliser l’usage d’Internet, elle pérennise
l’inégalité
de départ et elle influe sur la constitution du capital social,
puisque c’est essentiellement dans son cadre que se nouent
les relations que les jeunes entretiennent sur Internet. Un deuxième
résultat est à noter et qui touche aux représentations.
L’usage d’Internet est commandé par la croyance
que la technique est le facteur décisif du processus d’intégration
sociale. En conséquence, les représentations qui sont
faites d’Internet laissent entrevoir une certaine naturalisation
du mécanisme social rendue possible par l’usage d’un
outil de communication. À l’encontre de ce qui peut être
écrit en sciences sociales, l’étude ne met pas
en évidence une mutation sociale par l’usage de l’Internet.
En revanche, elle souligne l’existence de deux pôles –
inégalité sociale avérée et intégration
sociale escomptée – entre lesquels l’usage de
l’Internet est en tension. Cette torsion peut caractériser
une société
qui change. L’étude de l’usage d’Internet,
d’une technique de médiatisation culturelle, mettrait
alors en évidence, non pas une nième mutation, mais
la continuation de la transformation sociale, la poursuite de l’installation
progressive de la « société industrielle ».
Poursuivant le raisonnement, se pourrait-il qu’Internet soit
cet outil efficace, facilitant l’incorporation d’un mode
de production social ? Internet participerait-t-il à une «
industrialisation » de la pensée ? L’incorporation
procèderait de l’occupation d’un temps particulier
né du système de production industrielle : le temps
de loisir. Moment "entre-deux", hors des obligations générées
par l’ordre social, moment ludique où le comportement
de la personne peut s’analyser en terme de stratégie
: liberté, autonomie, choix de son destin sont du ressort
du seul individu, rationnel. In fine, Internet rendrait possible
une socialisation par l’échange.
« The use of 2,5 G multimedia
mobile services »
Florence Reynier
GRESEC, Université Stendhal – Grenoble 3, France >>> Download the communication (French)
The focus of our study is about the use of “multimedia mobile
services”used by 18 to 25 year-olds. By saying “multimedia
mobile services”, we mean the 2,5 G services accesible by Wap,
MMS and i-mode telephones. Our study has been focused on the youth,
mainly because this is the age group that has first used new communication
and information technology, additionally the 18 to 25 year-olds represent
a homogeneousness culture (we often speak of the “youth culture”)
more often sthan the rest of the population.
From a theoretic point of view, our work focuses on the sociological
aspect of use concerning information and communication technologies.
While at the same time, we also studied the sociology concerning
the youth in our society. By doing this, it has allowed us to better
understand the main role that the youth plays within the definition
of a social universe, which is even more homogeneous by its cultural
usage. Finally, we used a technological approach in order to understand
the stakes linked to the emergence of the 2, 5 G telephones.
In the case of our study, we have envisioned the multimedia mobile
services as a complement, as well as, a prolongation to older information
and communication technologies, in relation to the logic of the cultural
industries, that might contribute to the emergence of new cultural,
informational and communicational usages.
Our goal was to identify the informational and communicational uses
of the multimedia mobile services used by to 18 to 25 year-olds.
It was also important to think about the uses in terms of integration/differentiation
for the 18 to 25 year-olds as the “youth culture”.
The results of our study allowed us to better understand the materials,
as well as, the motivations behind the consummation of the 2,5 G
telephones of the youth. The highest result that we had had, is noticing
that of the two user profiles using multimedia mobile services, there
is a difference in relation to the materials and computer/technology-knowledge.
These two user profiles are noticed equally by their adherence to
the “youth culture”, as well as to their socio-demographic
characteristics. The main profile corresponds to the “post-adolescents” who
are, by their use of multimedia mobile services, within a computer
logic network. The second profile is considered to be “pre-adults”;
whom are inside of a telephone mobility logic.
The mobile multimedia services offer a new way of communication
including: e-mail, chat, and MMS all avalaible within the functions
of mobile telephones. The uses of these multimedia mobile communication
services differentiate in function with the membership of the youth
into this social network, equipped with 2, 5 G mobile telephones.
As for the first case, the “post-adolescents” have services
use on the network, allowing them to develop new innovative use such
as the “communicating-photo”. However in the second case,
the pre-adults have a single use, limiting the actual use of the
communicative services.
Finally, we were able to take note of the multimedia mobile services,
allowing to have informational and comunicationnal usage, basically
more individually based. The post-adolescents are inside of an individual
content logic production, while the pre-adults are more inside of
an individual consommation logic, where they adhere to the mobile
companies.
« Emerging Network Tools and
Practices and the Transformation of Cultural Industries »
Adrienne Russel
University of Southern California, Annenberg Center, Etats-Unis d’Amérique
This paper is part of a larger book project of the Networked Publics
Research group at the Annenberg Center for Communication at the University
of Southern California. The paper examines the changing relationship
between cultural production and consumption. These developments are
part of the larger network publics phenomenon and can be understood
in terms of the three key trends--the rise of M2M distribution in
the form, for example, of mailing lists and collective blogs; network-era
aggregation of information and culture; and the rise of P2P social
organization through the development of social networking and collective
authoring tools. The threshold for publishing and disseminating knowledge
and culture to a general public has been reduced, and that even casual
communication, personal stories, and amateur works can be made easily
available to an undefined public. It also means that the tools for
coordinating the production of knowledge and culture are more readily
available to average people, and one doesn't need a formal institutional
structure to pool energy and resources to produce culture and knowledge
in a coordinated way with others. These developments have produced
a dramatic increase in opportunities for amateur (non-institutionalized)
and collective (socially distributed)_cultural production. After
introducing current issues and controversies surrounding the growth
of these new forms of cultural production and exchange, I review
key cases in networked amateur cultural production in the areas of
popular culture, news, and scholarship.
The battle between the recording industry and filesharing music
fans is perhaps the most high profile example of shifts in the production
and consumption of cultural products and it illustrates the underlying
issues associated with these changes. Peer-to-peer filesharing applications
beginning with Napster, followed by LimeWire, Kazaa, and Morpheus,
among many other legal and illegal sites, make files stored on personal
computers available to other users for download over the Internet
and smaller networks. Music filesharing applications revolutionized
the music industry by taking it out of the exclusive hands of industry
executives--musicians no longer need a record label to produce and
distribute their music; fans are no longer limited to the tastes
of music industry executives and retail owners because filesharing
had already greatly increased the amount of available music; digital
files could be sampled and remixed to create new innovative music
(for example the DJ Dangermouse’s The Grey Album, or the collectively
produced Deconstructing Beck). This quantitative change in the variety
of music and in the number of people who can now act as taste-making
gatekeepers for themselves and their peers has signaled a qualitative
change in the public’s role in the music industry and it reflects
emerging changes in other cultural industry sectors including news,
film, gaming, and scholarship. And the ability of music consumers
to exert increased control over what music they have access to and
what they do with that music signals a broader shift in trends of
cultural resistance from jamming, where cultural products and their
presumed hegemonic force are interrupted, to poaching where cultural
products are taken up and refashioned to convey individualized tastes
and messages. Music filesharing is most commonly framed in terms
of the legal battle waged by the RIAA and other industry entities
to protect intellectual property laws against copyright infringement
and against anti-copyright activists who argue that present intellectual
laws are outdated and that they stifle innovation by privileging
individual and corporate financial interests over the interests of
the collective. The tension (and in some cases harmony) between commercial
interests and the good of the public or the commons and the shift
in forms of resistance in the netpublic context are currents that
run throughout the examples of emerging cultural practices discussed
in this section. While the case of music is the most well-known example
of these tensions, it represents an older form of antagonism that
is currently being supplanted by new kinds of coalitions and business
models that are based on different relationships between producers
and consumers, businesses and customers, publishers and audiences.
The cases we describe represent examples that disrupt the currently
dominant logic of production/consumption relations, indicating the
ways in which cultural production is likely to shift with the growing
prevalence of digitally networked media. While these new models of
production/consumption relations diffuse some of the antagonisms
visible in the music case, they also raise new questions and controversies
about the role of secondary markets, thevalidity of knowledge, and
the breakdown of a shared common culture.
Cases that have emerged more recently and that are examined in this
paper include: 1) Fandom including Anime and Machinima; 2) Networked
journalism including blogs and other non-traditional digitally distributed
news and; 3) Open source scholarship including Wikipedia and student
blogging and wikis.
The goal of this paper is to push beyond good/bad, freedom/control,
unifying/fragmenting dichotomies. It draws from key theoretical
work on the subject including: Henry Jenkins on cultural and social/organic
convergence, Chris Anderson on the Long Tail, Yochai Benkler on the
political economy of the commons, John Seely Brown on digital storytelling.
«Among range of uses, devices
and personalization: what has become prescribed usage?
»
Françoise Paquienséguy
Université Paris 8, CEMTI, France >>> Download the communication (French)
The article of Lacroix, Tremblay and Moeglin on usage of
the notion of usage pointed
out very clearly the anteriority of industrial offer in the process
of making uses. However, it is certain that the means of innovation
at work before putting a technical object on the market, at work
within the units of R&D, of prospective and elaboration of uses
scenarios, already inscribe within the future technical object the
strong sign of society, and form, ‘crystallize’ some
say…, the changes of everyday life and its practices of culture,
communication, information, which we investigate here.
In a period rich in ‘new medias’ and new technologies
of information and communication (NTIC) (1982-1990), the analysis
of usage was partly built on the notion of prescribed usage, inserted
in technique by industrial and marketing strategies of manufacturers,
giving each tool its function, each service its end; the works of
Boullier on notices, those of Jouët of course, link the phases
of appropriation of TICs to prescribed usage, which the user follows,
or not. Indeed, usage is built according to the one prescribed at
purchase, within the technical object itself, but also in its modalities
of sale; thus appear behaviours of resistance [Laulan, 1985], of
embezzlement [Charon,1988], or of invention [De Certeau, 1980] of
usage of Ntic.
We think that today the offer is more complex to analyze.
It is marked by a variety of major changes studied by ACI [Incitative
Concerted Action]: modalities of design and of marketing transform
and accelerate, and in the meantime contents evolve, adapt to various
families of terminals and networks, and call forth services; contents
therefore increase their mobility and transportation (download, digitalization,
copy, transfer…). Also, some features are accentuated, such
as interactivity of terminals (already pointed out by Jouët),
which enables the user to carry out personalized use (changing parameters);
or such as capacity of digital tics to work as a device here defined
as a ‘high speed platform connecting different terminals to
varied services and contents’ [Lequeux-Rallet, 2004] ; or as
technical awareness of users associated with simplification of handling,
which conveys a better mastering of Tic where difficulties of handling
used to limit usages not so long ago [Miège-Bouquillion-Séguy].
Such changes put into question the notion of prescribed usage.
First, where is it really inscribed: in the technical offer? In ways
of marketing? In the building of market offer (alliance between phone
manufacturers, operators or internet providers and providers of contents
and services)? In current practice, that is in a way usage enforced
by the majority of users? And how is it inscribed: according to the
transient principle of fashion or to the much slower one of emerging
usages? (What will remain of MMS for instance?). Commercialized Tics
today (connected Tics and not playing devices such as MP3) offer
a range of usages wider and more diversified, the offer is ‘supple’, ‘malleable’ because
operators are searching for gainful usages; indeed, a part of their
strategy consists in following consumers and adapting to forming
usages through an observation of ‘technic lovers’ and ‘first
adopters’; the success of download of mobile ring tone clearly
shows the reactivity of offer, the development of blogs (and
their software) could also prove an example.
How could one possibly ‘get around’ prescribed
usage when fragile or non-existing are the limits or barriers between
implements, contents, and services…Hacking?
LACROIX Jean-Guy,
TREMBLAY Gaëtan, MOEGLIN Pierre, (1992), “Usages de
la notion d’usage” Les nouveaux espaces de l’information
et de la communication, Inforcom, 8ème Congrès
de la SFSIC, Lille, p.241-248
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