Angel Lin Faculty of Education, Chinese University of Hong Kong Mobile text messaging—variously known as SMS (short message service), text messaging, mobile e-mail, or texting—has become a common means of keeping in constant touch, especially among young people, in many parts of the world today. The research literature abounds with studies on the social, cultural, and communicative aspects of mobile text messaging in different sociocultural contexts in the world. In the following sections, current theoretical positions in the research literature on mobile communication will be summarised and then findings of a pilot study on the mobile text-messaging practices of university students in Hong Kong will be reported. Implications for emerging bilingual and bicultural identities and gendered sociality practices among Hong Kong young people will be discussed. Major Theoretical Positions on the Impact of Mobile Communication Technologies: Optimism or Pessimism on Human Connectivity? In contrast to the general celebratory optimistic tone…
Judith A. Nicholson Communication Studies, Concordia University, Montréal. The first flash mobbing is legendary now, though not uncontested. It happened in Manhattan, New York, between 7:27 pm and 7:37 pm on June 17, 2003. Summoned by text messages, emails and blog banter, a crowd of approximately 100 people gathered in the home furnishing section of Macy’s department store. The crowd surrounded a rug with a $10,000 price tag. Participants, soon to be known as ‘flash mobbers’, were instructed beforehand by ‘moberators’ to tell the salespeople that they all lived together in a free-love commune and that they wanted to purchase a ‘love rug’ (Bedell, 2003; Cotroneo, 2003; Shmueli 2003; van Rijn, 2003). According to several accounts, the mob dispersed rapidly after spending ten minutes discussing the rug among themselves and with salespeople. Other flash mobbings followed in quick succession in cities around the world. In Rome, over 300 flash mobbers…
Mobility, New Social Intensities, and the Coordinates of Digital Networks From stirrups to satellites, the invention of new forms of technical mobility has always created new intensities within the social. Each invention has also required a new idea of what it might be to be human, along with new tensions as older cultural practices and social forms are challenged. The contemporary mobility of digital networks is no exception. This issue of the Fibreculture Journal is concerned with documenting, and beginning to think through, the new mobile intensities allowed by digital networks. “Intensity” here refers not just to the ubiquitous nature of mobile networks, or to the frequency of use of mobile communications. New intensities are like new forces erupting within the old – taking the social somewhere it has not perhaps been before. At the least, these intensities give established orders new energies to either resist or attempt to fold…
Geert Lovink and Ned Rossiter At first glance the concept of “organised networks” appears oxymoronic. In technical terms, all networks are organised. There are founders, administrators, moderators and active members who all take up roles. Think also back to the early work on cybernetics and the “second order” cybernetics of Bateson and others. Networks consist of mobile relations whose arrangement at any particular time is shaped by the “constitutive outside” of feedback or noise.[1] The order of networks is made up of a continuum of relations governed by interests, passions, affects and pragmatic necessities of different actors. The network of relations is never static, but this is not to be mistaken for some kind of perpetual fluidity. Ephemerality is not a condition to celebrate for those wishing to function as political agents. Why should networks get organised? Isn’t their chaotic, disorganised nature a good thing that needs to be preserved?…
Paul Newfield and Timothy Rayner ‘When capital invests the whole of life, life appears as resistance’. Antonio Negri The concept of the “learning organisation” plays a pivotal role in contemporary management theory and practice.[1] In the idealised view of its advocates, the learning organisation is a mobile, self-deconstructing system, perfectly suited to the unstable environments of “post-industrial” or “informational” capitalism. Flexibility and innovation, in this system, are achieved by reversing the traditional top-down flow of information from managers to workers. Workers use their “tacit knowledge” of processes of production and market activity to autonomously transform their conditions of work. The practical question for contemporary management and human resources (HR) theorists is how to create the kinds of workers that are capable of accumulating tacit knowledge and using it in the service of the organisation . This is a problem of control; it is not without its paradoxes. This paper takes…
Bob Hodge and Gabriela Coronado Everyone engaging with the theme of this special issue would agree on two premises: the post-Fordist global economy is radically new, with profound impacts on social organization and forms of consciousness; and new information technologies play a major role in this newness. In our article we will not add to the set of case studies in particular areas, or develop a new theoretical argument, as others in the issue will be doing. We believe there is space, with so new a phenomenon, for a more speculative form of enquiry, digging around the roots of these basic premises to ask some open questions: how new is this new information era, and is it so radically different? Is it useful to call it a “revolution”, using the term in the considered sense it had for Marx, however much it has been over-used and trivialized by later thinkers?…
Linda Leung This article is a critical reflection on the dot.com boom and the volatile industry, discipline and conditions of labour it has spawned. It offers an autobiographical insight into my past experiences as one of its labourers, as well as my current perspective as an academic responsible for cultivating these industry professionals. Autobiography offers an opportunity to impart my observations as a practitioner in the multimedia industry during its heyday, and lends to them an ‘experiential authority’ (Clifford, 1988: 35) which has been largely ignored in dot.com studies. According to Stanley (1997), autobiography offers a connection between the individual and the social, in this case, the individual new media worker and larger industry of which I was part. In addition, as an educator I am familiar with the importance of reflective practice in experiential learning (Boud and Miller, 1996: 3; Beaty, 1992: 13) and have access to the experiential…
Julian Kücklich The digital games industry comprises a significant part of the creative industries, with revenues comparable to the box office intakes of the Hollywood film industry. A recent report published by British market research firm Informa Media values the global games market in 2003 at 33.2 billion US dollars (Thomas, 2004). Loren Shuster notes: ‘To put those figures into context, the size of the gaming industry is now approaching the music industry, which is worth around $38 billion, and has already surpassed the motion picture industry in terms of box office revenue. Moreover, gaming is growing, and may actually exceed the value of the music industry by the end of 2004′ (Shuster, 2003). This success has led to an industry-wide concentration process, in the course of which smaller developers and publishers have either been taken over by large corporations such as Electronic Arts and Ubisoft, or pushed out of…
Greig de Peuter and Nick Dyer-Witheford Putting Play to Work in Games of Empire This article is a preliminary portrait of work in the video and computer game development industry, a sector of creative, cognitive labour that exemplifies the allure of new media work. For millions of young men (and many aging ones, and some women) from Shanghai to Montréal, a job making virtual games seems employment nirvana – a promise of being paid to play. But just as game development studios typify the gloss of new media labour they also expose its dark side. Drawing on interviews we conducted with game developers in Canada, this article examines the conditions of digital game labour, this cultural industry’s “work as play” mantra, the pleasures and potentialities of game production, the blemishes that mar this attractive vista, and the new infractions these tensions provoke. In addition to looking at how game labour…
Marcello Tarì and Ilaria Vanni Origins of San Precario Noi siamo la generazione post-socialista, la generazione del dopo guerra fredda, della fine delle burocrazie verticali e del controllo sull’informazione. Siamo un movimento globale e neuropeo, che porta avanti la rivoluzione democratica scaturita dal Sessantotto mondiale e lotta contro la distopia neoliberista oggi al culmine. Siamo ecoattivisti e mediattivisti, siamo i libertari della Rete e i metroradicali dello spazio urbano, siamo le mutazioni transgender del femminismo globale, siamo gli hacker del terribile reale. Siamo gli agitatori del precariato e gli insorti del cognitariato. Siamo anarcosindacalisti e postsocialisti. Siamo tutti migranti alla ricerca di una vita migliore. E non ci riconosciamo in voi, stratificazioni tetre e tetragone di ceti politici sconfitti già nel XX secolo. Non ci riconosciamo nella sinistra italyana. We are the post-socialist generation, the post-cold war generation, the end of vertical bureaucracies and of information control generation. We are…