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MemberSandra Falero

…Digital Participatory Culture and the TV Audience: Everyone’s a Critic, Palgrave-Macmillan, July 2016.

“Fanzines,” Material Culture in America: Understanding Everyday Life,

Helen Sheumaker and Shirley Teresa Wajda, Editors. ABC-CLIO, Publishers.
Published November 2007.

“Popular Culture,” Material Culture in America: Understanding Everyday Life,

Helen Sheumaker and Shirley Teresa Wajda, Editors. ABC-CLIO, Publishers.
Published November 2007.

“Television & Radio Commercials,” Material Culture in America: Understanding Everyday Life, Helen Sheumaker and Shirley Teresa Wajda, Editors. ABC-CLIO, Publishers. Published November 2007.

 

“Mything in Action: Re-envisioning Male Myth/History in the Xenaverse” Journal of the American Papers, Spring 2002: 50-60….

Sandra M. Falero is an American Studies scholar currently teaching courses on Popular Culture, Women, the Cold War, and Television at California State University, Fullerton. My book, available from Palgrave via Springer or Amazon: Digital Participatory Culture and the TV Audience: Everyone’s a Critic

DepositThe Sims as Resource: A Virtual Ethnography Evaluating the Concept of Digital Information Culture in the Gaming World

This study looks into the life of a virtual gaming community, CTO Sims – a small slice of a wider community that engages in what Bruns (2006) has termed produsage, remediating videogame assets and content from a PC game, The Sims (2000) into custom or user-generated content – a practice also called ‘modding’. Through a virtual ethnographic methodology, this study explores the digital library at the heart of CTO Sims, and the participatory culture (Jenkins, 1992; 2006) which has grown up around it. This paper presents a narrative of an online videogaming produsage community, and through a process of immersion uncovers and probes into the everyday practices of commodification and produsage as they take place in the virtual field. The study begins to develop a theory of information culture by observing and exploring the CTO Sims community, its members, and their roles in knowledge and information economies. It is concluded that digital information cultures within online gaming communities form around the collaborative creation and exchange of digital cultural artefacts, in heterarchical networks that develop their own unique organisational and classification conventions. Moreover, these communities form support networks for members, acting as repositories for shared knowledge, skills and experiences. Freedom of communication acts as a tool for the generation of social and knowledge capital, and enables the growth of strong ties of affiliation between members. Further research is encouraged in private, offline produsage spaces, and into the individual motivations that drive regular users to become produsers.

MemberJonathan Sterne

Jonathan Sterne is Professor and James McGill Chair in Culture and Technology in the Department of Art History and Communication Studies at McGill University.  He is author of MP3: The Meaning of a Format (Duke 2012), The Audible Past: Cultural Origins of Sound Reproduction (Duke, 2003); and numerous articles on media, technologies and the politics of culture.  He is also editor of The Sound Studies Reader (Routledge, 2012) and co-editor of The Participatory Condition in the Digital Age (Minnesota, 2016).  His new projects consider instruments and instrumentalities; mail by cruise missile; and the intersections of disability, technology and perception. Visit his website at http://sterneworks.org .

DepositThe cybercultural moment and the new media field

This article draws on Pierre Bourdieu’s field theory to understand the regenerative “belief in the new” in new media culture and web history. I begin by noting that discursive constructions of the web as disruptive, open, and participatory have emerged at various points in the medium’s history, and that these discourses are not as neatly tied to economic interests as most new media criticism would suggest. With this in mind, field theory is introduced as a potential framework for understanding this (re)production of a belief in the new as a dynamic of the interplay of cultural and symbolic forms of capital within the new media field. After discussing how Bourdieu’s theory might be applied to new media culture in general terms, I turn to a key moment in the emergence of the new media field—the rise of cybercultural magazines Mondo 2000 and Wired in the early 1990s—to illustrate how Bourdieu’s theory may be adapted in the study of new media history.

MemberAmelia Chesley

I have a PhD in Rhetoric and Composition from Purdue University. My research and teaching both engage with online communities of participatory knowledge-making and creative work, particularly volunteer groups and projects. I am also interested in intellectual property, remix culture, transdisciplinarity, and digital rhetorics. I teach technical communication at Northwestern State University of Lousiana. Outside of academia, I’ve worked as a graphic designer, web developer, librarian, and editorial assistant. When I have time, I also record audiobooks with LibriVox.

DepositVirtual Taxila: A Web-Accessible, Multi-User Virtual Environment (MUVE) of an Ancient Indian City

The Virtual Taxila project will develop a web-accessible, 3D, immersive, multi-user virtual environment (MUVE), where visitors will engage in situated, participatory learning about ancient Indian culture. The project will focus on the archaeological site of Taxila, the ancient capital of western Punjab and now an UNESCO World Heritage site located in Pakistan. Taxila was inhabited c. 500 BCE to c. 700 CE, but the project will model the city as it stood at circa 1 CE. The model will include both the city’s tangible heritage (the built environment and the physical artifacts) and its intangible heritage (the people and their rituals, commercial transactions, and work activities). Virtual Taxila will create a “situated” community of practice, where visitors will be immersed in the historical context about which they learn. By logging in online, visitors will be able to interact with computer controlled characters that will act as guides, providing them with an insider’s experience.

DepositCreative Telecollaboration and Language Acquisition Curriculum

We are requesting a Level II grant to launch two pilot intermediate-level foreign language classes, the pedagogy for which will integrate computer-assisted language learning (CALL) with the most innovative language acquisition pedagogy. The grant will support the development of digitally-enhanced curriculum in Intermediate French and Spanish, using blogging, videoconferencing, and video production to create cultural bridges between students at Purchase College and students in Marseille and Bogota. The grant will enable a new style of digital and participatory language instruction, one that emphasizes both grammatical form and the creative use of language between students constructing their own intercultural contexts online. During the project period, participants will pilot and implement new curricula, review and publish the results, and extend successful practices to additional humanities curricula at Purchase College.