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Module
8 |
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Methods
for Conducting Media Ethnographies |
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General ethnographic methods |
| In conducting these studies, students draw on some of the methods
used in qualitative or ethnographic research on methods to study
social contexts or sites. Glesne and Peshkin’s (1992) Becoming
Qualitative Researchers, Longman, is a readable introduction
appropriate for even high school students. Bruhn and Jankowski (1991)
A Handbook Of Qualitative Methodologies For Mass Communication
Research and Lindlof (1995) Qualitative Communication Research
Methods contains discussions of methods specific to qualitative
research on response to media. |
For a glossary of terms used in ethnographic research:
fieldworking.com
|
For a discussion of general methods of different types of ethnography:
Amy
McCleverty: Ethnography
|
For a discussion of methods for studying places or institutions
employed in the very useful first year college composition textbook,
Fieldworking (Cheresi-Smith & Sunstein, 2002):
Field
Working Online
Field
Working Online: URLs
|
Street-level
Youth Media: young people using media to study community issues
|
The May, 2004 issue of Language Arts is devoted to articles on
techniques for engaging students in ethnographic studies. |
Folklore studies (research on local folklore is related to media
ethnography in that it examines the ways in which local social practices
reflect the culture of a particular place or region): |
American
Folklore Society
|
American
Folklife Center
|
American
Memory Project
|
CARTS:
Cultural Arts Resources for Folk Arts in Education
|
Smithsonian
Center for Folklife and Cultural Heritage
|
Wisconsin
Folks
|
Louisiana
Voices: An Educators Guide to Exploring our Communities and Traditions
|
|
For further reading on general ethnographic/fieldwork
methods with students: |
Beach, R., & Finders, M (1998). Students as
ethnographers: Guiding alternative research projects. English
Journal, 89(1), 82-90. |
Campano, G. (2002).
Dancing across borders: Creating community in a diverse urban classroom.
|
Dunbar-Odom, D. (1999). Speaking back with authority:
Students as ethnographers in the research writing class. In V. Balseter
& M. H. Kells (Eds.), Attending to the margins: Writing,
researching, and teaching on the front lines (pp. 7-22). Portsmouth,
NH: Boynton-Cook. |
Egan-Robertson, A., & Bloome, D. (Eds.) (1998).
Students as researchers of culture and language in their own
communities. Cresskill, NJ: Hampton Press. |
Pfitzner, A. (2002). Preparing
students to become invested members of their community.
|
Sinor, J., & Huston, M. (2004). The role of
ethnography in the post-process writing classroom. Teaching
English in the Two-Year College, 31(4), 369-382. |
Wolk, E. (2002). Pio
Pico student researchers participatory action research: From classroom
to community, Transforming teaching and learning. |
| |
For further reading on general ethnography methods: |
Emerson, R., Fretz, R., & Shaw, L. (1995).
Writing ethnographic fieldnotes. Chicago: University of
Chicago Press. |
Fetterman, D. (1997). Ethnography: Step-by-step.
Thousand Oaks, CA: Sage. |
Hammersley, M., & Atkinson, P. (1995). Ethnography:
Principles in practice. New York: Routledge. |
Schensul, S., Schensul, J., & Lecompte, M
(1999). Essential ethnographic methods: Observations, interviews,
and questionnaires. Lanham, MD: Rowman & Littlefield. |
Schensul, J., & Lecompte, M (1999). Designing
and conducting ethnographic research. Lanham, MD: Rowman &
Littlefield. |
Silverman, D. (2000). Doing qualitative research.
Thousand Oaks, CA: Sage. |
Van Mannen, J. (1998). Tales of the field:
On writing ethnography.
Chicago: University of Chicago Press. |
| |
For further reading on audience research methods related
to media (see also Module 4): |
Abercrombie, N., & Longhurst, B. (1998). Audiences:
A sociological theory of performance and imagination. Thousand
Oaks, CA: Sage. |
Berger, A. (2000). Media and communication
research methods. Thousand Oaks, CA: Sage. |
Bird, E. (2003). The audience in everyday
life: Living in a media world. New York: Routledge. |
Brooker, W., & Jermyn, D. (Eds.). (2003).
The audience studies reader. New York: Routledge. |
Dickinson, R., Harindranath, R., & Linne,
O. (Eds.). (1998). Approaches to audience: A reader. New
York: Oxford University Press. |
Dochartaigh, N. (2002). The Internet research
handbook: A practical guide for students and researchers in the
social sciences. Thousand Oaks, CA: Sage. |
Goldstein, J. (Ed.). (1998). Why we watch:
The attractions of violent entertainment. New York: Oxford
University Press. |
Gunter, B. (2000). Media research methods.
Thousand Oaks, CA: Sage. |
Hay, J., Grossberg, L., & Wartella, E. (1996).
The audience and its landscape. Boulder, CO: Westview Press. |
Hine, C. (2000). Virtual ethnography.
New York: Sage. |
Jensen, K. B. (Ed.). (2002). A handbook of
media and communication research: Qualitative and quantitative methodologies.
New York: Routledge. |
Jones, S. (Ed.). Doing Internet research:
Critical issues and methods for examining the Net. Thousand
Oaks, CA: Sage. |
Lindlif, T.R. & Shatzer, M.J. (1998). Media
ethnography in virtual space: Strategies, limits, and possibilities.
Journal of Broadcasting & Electronic Media, 42(2),
170-190. |
Mahin, D. (2002). Ethnographic research for
media studies. London: Arnold. |
Mann, C., & Stewart, F. (2000). Internet
communication and qualitative research: A handbook for researching
online. Thousand Oaks, CA:Sage. |
Markham, A. N. (1998) . Life online: Researching
real experience in virtual space. Walnut Creek, CA: Altamira
Press. |
Means Coleman, R. R. (Ed.). (2001). Say it
loud!: African American audiences, media, and identity. New
York: Routledge. |
Morley, D. (2000). Home Territories: Media,
Mobility and Identity. London: Routledge. |
Riggs, K. (1998). Mature audiences: Television
and the elderly. New Brunswick, NJ: Rutgers Univ. Press. |
Ruddock, A. (2001). Understanding audiences—Theory
and method. Thousand Oaks, CA: Sage. |
Seiter, E. (1999). Television and new media
audiences. New York: Oxford Univ. Press. |
Tulloch, J. (2000). Watching the TV audience:
Theory and method in reception studies. New York: Oxford Univ.
Press. |
Stokes, J. (2003). How to do media and cultural
studies. Thousand Oaks, CA: Sage. |
Wicks, R. H. (2000). Understanding audiences.
Mahwah, NJ: Erlbaum. |
| |
The following are some types of media texts students could study: |
Computer/video games |
Students participate in a range of different types of computer/video
games. In “shooter games” such as Quake, Doome, and
others, players use various weapons to destroy their opponents.
|
Google:
video games
|
In other on-line games, such as Sim City 3000, Populous, and
Alpha Centauri, students are involved in constructing different
aspects of community — housing, transportation, shopping,
business, schooling, waste disposal, day care, etc. (For a description
of 2002-released, The
Sims OnLine) |
 |
One player, Melissa
Maerz, in an article in City Pages, described
her experience playing The Sims Online: |
Released last December, the multiplayer game is
a chance to play The Sims with hundreds of thousands of other people
around the world. You construct a virtual you — choose a haircut
and an outfit, select a hometown, find a house to live in and roommates
who are just psychotic enough to live with you. And then you try
to live the best cyberlife you can. Keeping your front yard in shape,
buying a bigger television for the family, boosting your popularity
by chatting up your neighbors — these are the ways you keep
up with the virtual Joneses. There is no dragon to kill, no world
to save, no magic mushroom to eat, no points to earn, no “winning”
the game — just bills to pay, toilets to clean, and a job
to work every day until you die. |
In web-based computer games, players participate with other players
with varied abilities and expertise, a characteristic that mirrors
the reality of lived worlds. Within this social hierarchy, players
advance as they learn new practices and strategies. |
| In studying these games, students may examine participants’
perceptions of differences and similarities between playing the
game as a virtual reality and experiences in similar lived-world
realities. |
Game
Research
|
Game
Culture |
The
Education Arcade |
Game
Journals: blog about games |
| Game
Studies: research on game participation |
WomenGamers
|
Digital
Games Research Association |
For a study of female computer games:
|
From
Barbie to Mortal Kombat: Further Reflections |
DVD:
Gamers: Clans, Mods, and a Cultural Revolution (documentary
on gamers) |
Issue
of M-C/Media and Culture on games |
Ahuna, C. (2001). Online
Game communities are social in nature |
Assignment:
conduct an ethnography of a New Media artifact |
Fan members/clubs |
Students could also study various types of fans or fan clubs
organized
around television programs, films, rock groups, sports teams, or
memorabilia. Being a fan involves active participation and knowledge
of a particular media text or event, as displayed through logos,
photos, clothes, etc. For example, an avid professional football
team fan may attend events prior to the game, wear certain costumes
associated with the team, actively follow information about players
and games, and perform in certain ways during the game. For example,
during the game, fans may engage in a whole series of different
ritualistic cheers or chants.
|
All of this points to new, alternative ways of audience participation
with television shows. Some shows actually encourage and foster
audience participation of web sites linked to shows. Brooker and
Jermyn (2003) cite the example of a British BBC2 drama series, Attachments,
in which the characters participated in a web site that actually
existed and could be accessed by audience members: |
Attachments is a drama series about a fledgling dotcom
company, run by married couple Mike and Luce, and the problems the
team has in setting up and maintained a lifestyle and music site
called Seethru.
Viewers of the early episodes who typed in the Seethru URL they
glimpsed during the show were often surprised to discover that the
site actually existed, a simulacrum of the on-screen dotcom with
no hint that Mike and Luce might be fictional characters. Designed
to mirror the events of the TV programme, <Seethru> enabled
viewers to enter the world of Attachments, reader the articles
discussed in that week’s episodes, mail and get response from
the show’s protagonists, watch unseen material from the programme
on “webcams”, and follow up MP3 or internet links recommended
by the fictional team (p. 322). |
Similarly, Brooker and Jermyn note that the various sites associated
with audience participation with Dawson’s Creek provided viewers
with additional information about the program: |
The “Summer Diaries” feature lets a
Dawson’s Creek fan read her favorite characters’
personal journal, while Capeside.net
presents a detailed simulation of the show’s fictional setting,
complete with fake banner ads and college magazine articles written
by Dawson and his friends . . . A more recent addition to the site
allows visitors to explore a mocked-up version of the characters’
desktops, letting them root through Dawson’s deleted mail
file and discover secret correspondence that never came to light
on the TV show; another gives the visitor access to scribbled notes,
supposedly written by the characters and passed under the table
during their college classes. The page’s slogan reads: “Think
you know everything that’s going on in Capeside High? Think
again.” (p. 324)
|
Brooker and Jermyn conducted an analysis of audience’s
postings and weblog interactions on the Seethru site, finding that
the participants were engaged in a far more active/interactive mode
that the typical television audience. The “went online to
Debate its flaws, emailed its chracters, watched clips that were
never shownon TV and wandered off onto other sites following the
fictional team’s links and recommendations” (p. 333).
|
Web-based fan clubs are organized around highly interactive audience
exchanges, transparent navigational links, and hybridity of texts,
images, sounds, links, or references (Hocks, 2003). Members of the
Felicity Fan Club share experiences with the discontinued program:
|
Ben
& Felicity Online participates with the show’s
official web site and share photos of their favorite actors
on the show. |
Media ethnography studies fan participation on these sites are
themselves becoming increasingly hypertextual — framing reports
of their data through web-based links. Mary Hocks (2003) cites the
example of an online dissertation research report by Christine
Boese (1998), a study of the fan culture of the television
series, Xena, Warrior Princess.
|
|
This research report contains narrative constructions of program
episodes, surveys, photos, 1,100 Web sites related to the show,
data on fan conferences, and analysis of fan responses. Moreover,
response of visitors’ own responses to the site have been
added to the site. Boese uses this Web-based tool to demonstrate
a primary finding — how female fans developed a sense of agency
and social empowerments through sharing responses to the lesbian/feminist
themes portrayed on the show and in the chat exchanges. These materials
are linked together in a highly interactive way so that users themselves
experience their own reflective sense of responding in a different
mode other than simply reading a print report. In what could be
described as an infinite expansion of response research, the users
were adding their own meanings to the site and learning in the process.
As Hocks notes, all of this challenges readers’ familiar mode
of reading ‘by drawing explicit and sometimes playful attention
to both the discontinuities and the continuities between older and
newer forms of reading, writing, and viewing information”
(p. 643). |
A key element of the Xena: Warrior Princess program are the highly
postmodern stances towards mythological and literary texts that
serve as the basis for the storylines, characters, symbols, and
themes in the program. For links to the mythological intertextual
links, see Xena
Online Resources. |
Web-site links such as the Whoosh
fan magazine provide funs with a lot of articles about
background information on intertextual links. Gwenllian-Jones (2003)
notes that the journal: |
carries essays on a diverse range of topics: Boudicca,
Alexander the Great, battle strategy, ancient weaponry, ethical
and and thematic issues, hero figures, food and drink, geography,
fauna and flora, ancient civilizations, spiritual beliefs, comparison
between Zena and a variety of other fictional, historical, or mythological
figures, and so on. (p. 187) |
This demonstrates the ways in Web-based media serve as a useful
basis for understanding intertextual links to these texts by fostering
a lot of hypertextual connections related to participation with
television. |
For other Xena sites: |
Oxygen.com
Xenafan.com
Xena.com
Xena
Online Resources
XENA
Logomancy
|
Television or rock band fan clubs are organized around on-line
participation in which members assume certain roles, for example,
related to reviewing previous shows, sharing information, speculating
about future shows, or even rewriting the texts to create alternative
plots. Soap opera fans displaying pictures of soap opera actors/actresses
in their bedrooms, wrote letters to the actors/actresses, or attended
conferences to meet the actors/actresses, practices that served
to mark their identities as avid fans (Harrington & Bielby,
1995). Star Trek fan club members employed video editing
to construct their own versions of Star Trek programs through editing
clips from programs (Jenkins, 1997). Participation in these clubs
require a high level of active participation in keeping current
about the show or band, as well as events surrounding the show or
band. |
Star
Trek fan clubs/activities |
For further reading on Star Trek fans; |
Irwin, W. & Love, G. (Eds). (1997). The
best of the best of Trek: From the Magazine for Star Trek Fans.
New York: New American Library. |
Kozinets, R. V. (2001), Utopian
enterprise: Articulating the meanings of Star Trek's culture of
consumption. Journal of Consumer Research, 28, 67-88.
|
Staffford, N. (Ed.). (2001). Trekkers: True
stories by fans for fans. New York: ECW PRESS |
Tulloch, J. (1995). Science fiction audiences:
Doctor Who, Star Trek, and their
fans. New York: Routledge. |
Researchers also examine discussion forums to determine responses
to specific films, such as an analysis of discussions of much anticipated
previews for The Lord of the Rings films (Chin, B., &
Gray, J. (2001). “One
ring to rule them all”: Pre-viewers and pre-texts of the Lord
of the Rings films. Intensities: The Journal of Cult Media,
2.)or Lordoftherings.net,
the ‘lotr’ and ‘lord_OT_rings_movie’ lists
on Yahoo Groups (groups.yahoo.com), and the message board of another
website
Tolkien-movies.com which moved its forum from
Yahoo Groups to Ezboard. |
For television program fan clubs:
Fandom.tv |
Soap opera fan clubs:
About.com
Soapcentral.com |
Shannon
Delaney: Dominant Rock: Fan Theory and Power in Hard Rock Music
|
Article on a B-52’s fan club
citypages.com |
Nicolas Gipe’s study of a rock band’s fan club
geocities.com
|
Bale, J., Virtual
fandoms; Futurescapes of football.
|
Pradstaller, F. (2003). Virtual
proximity: Creating connection in an online fan Community. Gnovis:
Journal of Communication, Culture, and Technology.
|
For further reading on audience research on fans: |
Baym, N. K. (2000). Tune in, Log on: Soaps,
fandom, and online Community. Thousand Oaks, CA: Sage. |
Bury, R. (2003). Stories for [boys] Ggrls: Female fans read The
X-Files.
Popular Communication, 1, 217-242 |
Internet chat rooms. |
Students also participate in on-line chat rooms within AOL or
other sites, as well as MOOs — Multi-User Dimension Object
Oriented, a subgroup of MUDs, multi-user, interactive fantasy games,
or Blogging. |
For on-line Cybercultures
Cybersoc.com
|
Blogging: other links
Corante.com
|
Dissertation
research studies: Georgetown University Center for Communication,
Culture & Technology
|
In these chat rooms, participants employ short-hand acronyms
or lingo in order to keep pace with the fast-moving conversation,
for example, AYT (“Are you there?”), YIAH (“Yes,
I am here.”), Pmfji (“Pardon me for jumping in.”),
BRB (“Be right back.”), PG11 (“Parent nearby.”),
GTG (“Got to go.”), CYA (“See ya.”), POOF
(Gone, left the chat room) (Ruane, 2000). |
In chat-room conversations, participants often have no knowledge
of others’ real-world identities defined by gender, class,
race, age, or disability. They may therefore adopt totally different
identities — males may pose as females and visa versa in order
to carry on virtual romantic relationships without any of the consequences
or accountability associated with “lived-world” relationships
(Turkle, 1996). |
Based on analysis language use in a “Cybersphere”
MOO chat space, Angela
Dudfield noted the following:
|
Language use in this text is highly complex and
sophisticated. It is "both physical (letters on the screen)
as it is in books, and fleeting and ethereal like speech . . . a
strange middle ground between written and oral sensibilities"
(Young, 1994). Users interact by "talking" with one another,
but that talk is "talk written down." What occurs in this
form of communication is an interface between oral and written language,
with its own unique textual and linguistic features. |
The text genre is also complex. It is similar to
traditional science fiction, and its field, one of surviving in
a postapocalyptic world, is realized by the use of lexical items
common to that form. Yet, unlike traditional print, the descriptions
of the characters are not explicitly woven into the text —
they are prepared by users in advance and are accessed (by individual
users) and transformed (by the character's creator) when required
or desired. This process is also applied to descriptions of clothing,
"locations" on Cybersphere, and various created objects.
Successful interaction in this environment requires use of narrative,
descriptions, dialogue, performative actions, labels, lists, and
abbreviations, all within the context of the theme and genre of
the MOO and all interwoven in nonlinear fashion. |
Participants are in a constant flux of reading and
writing to co-construct the text in imaginative, innovative ways.
Each "encounter" is unique since the way it takes shape
depends on which characters happen to be logged on, how often those
characters have interacted previously, their own individual personalities
(both in and out of character), and the nature of their in-character
and out-of-character relationships within the community. |
One positive aspect of the absence of physical markers is that
adolescents intimidated by nonverbal markers of appearance or physical
behaviors in face-to-face conversation no longer need be concerned
about these markers. In their study of Sam, a 13-year-old female
participant in AOL Instant Message (IM) interactions, Lewis and
Fabos (1999) found that she experimented with a range of voices
in order to build social ties with both her friends and with strangers.
In talking with her close friend, Sam adopted what she described
as a “softer and sweeter” tone, while giving shorter,
more pointed answers to peers with whom she did not want to talk.
She also mimicked the language of another participant who accidentally
got onto her buddy list to maintain the connection: |
Sam: This girl, she thinks I’m somebody else.
She thinks I’m one of her friends, and she’s like “Hey!”
and I’m like “Hi!” and I start playing along with
her. She thinks that I’m one of her school friends. She doesn’t
know it’s me. She wrote to me twice now. |
Bettina: So she’s this person that you’re
lying to almost ... |
Sam: Yeah, you just play along. It’s fun sometimes.
It’s comical. Because she’ll say something like “Oh
[a boy] did this and we’re going to the ski house,”
or whatever, and I’m like “Oh God!” and like and
I’ll just reply to her. I’ll use the same exclamations
where she uses them and I’ll try to talk like they do. (Lewis
and Fabos, 1999, p. 7) |
You could therefore study specific aspects of participants’
conversations in these chat rooms related to their construction
of identity, varied social roles, and relationships. Through experimenting
with language, Sam is developing confidence in employing different
language styles, which may or may not transfer to her ability to
express herself in lived worlds. Nick Karl studied the online community
of one chat room and emphasized the awareness of language gained
by participants: “. . . we judge each other by the way we
“act” and by the way we express ourselves. This is important
because it is the basis for social interaction online.” |
On-line chat-room exchanges certainly provide you with a ready,
unobtrusive access to public sharing of responses to a range of
media texts. On the other hand, rather than assume that you are
studying seemingly authentic exchanges of responses, you need to
recognize, as Matt Hills warns in citing the “transparency
fallacy” (p. 175) that these responses are mediated by the
Internet technology which is shaping the practices of social exchange: |
The “transparency fallacy” seduces critics
into supposing that the Internet can unproblematically unveil those
cultural processes and mechanisms which cultural studies has been
positioning for the past two decades . . . It is as if the cyberspace
ethnographer’s own desire to attain the position of a “lurker”
— invisible and supposedly all-seeing — overwhelms or
displaces any interest in the technological, social and historical
processes through which this “invisibility” has itself
been constructed as a specific nodal point within mediation. (p.
175) |
Hills argues that the chat-room technology creates a different
form of cultural performance that needs to be recognized as a performance
mediated by the conventions and norms operating in chat-room exchanges,
as well as the commodification of chat rooms associated with the
promotion and marketing of the text. He describes this technological
mediation as the “serialization of the fan audience itself”
(p. 177) that creates a second-order version of an audience’s
off-line experiences or stances. |
Another interesting topic has to do with how participants perceive
others’ identities in online chat rooms based primarily on
language use and style, as well as how do they determine others’
social agendas and sincerity. For research on social perceptions
in online sites: |
The MIT Media
Lab: Social Media Group
The Sociable Media Group investigates issues concerning society
and identity in the networked world. |
We address such questions as: How do we perceive other people
on-line? What does a virtual crowd look like? How do social conventions
develop in the networked world? Our emphasis is on design: we build
experimental interfaces and installations that explore new forms
of social interaction in the mediated world.
|
Online interviewing can be difficult, so you need to prepare
your interview questions carefully and know how to engage participants
in answering those questions. For a discussion of methods of online
interviewing: |
Crichton, S. & Kinash, S. (2003). Virtual
ethnography: Interactive interviewing online as method. Canadian
Journal of Learning and Technology, 29(2).
|
And, you need to address the ethical, research issue of studying
online participants without their permission, a violation of research
on human subjects rules; it is therefore important to request permission
of participants in an initial posting (Bird & Barber, 2002).
A key consideration is whether the site is a public site as opposed
to simply your own private e-mails.
(For a discussion of what constitutes “public”: Beau
Lebens, Ethnographic Ethics):
|
Research on Chat-Room Interactions |
Bibliography
on chat communication |
Nancy
Arnett, The electronic mail paradox |
Baird, E. (1998). "Ain't
gotta do nothin but be brown and die " - Introduction to the
Internet and an American Indian Chat Room. CMC Magazine
5 (7). |
Cerratto, T. & Wærn, Y. (2000). Chatting
to learn and learning to chat in collaborative virtual environments.
M/C. A Journal of Media and Culture,3(4). |
Chen, L, Davies, A., & Elliot, R. (2001).
Gender
and identity play on the Net: Raising men for fun? |
Chenault, B. (1998). Developing
interpersonal and emotional relationships via computer-mediated
communication. CMC Magazine |
de la Harpe, R. & Mackenzie, A. (2002).
Chat rooms as an academic teaching technique. |
Lieberman, J. & Stovall, I. (1999). Strategies
for using chat as a communication tool. |
Murphy, K, & Collins, M. (1999). Communication
conventions in institutional electronic chats. First Monday,
2(11). |
Pargman, D. (2000). The
fabric of virtual reality - courage, rewards and death in an adventure
mud. M/C – A Journal of Media and Culture |
Rintel, E.S., Mulholland, J., & Pittnam, J.
(2001). First
things first: Internet relay chat openings. Journal
of Computer-Mediated Communication, 6(3). |
Tyners, B., Reynolds, L., & Bennett, D. Race-related
Behaviors in Monitored and Unmonitored Chat Rooms |
Organizations/resource sites focusing on research on audience
use of the Internet: |
Journal
of Computer-Mediated Communication
|
First
Monday
|
The
Journal of Virtual Environments
|
Cybersociology
|
Journal
of Online Behavior
|
Association
of Internet Researchers
|
The
Internet Studies Center
|
Center
for Digital Discourse and Culture
|
Resource
Center for Cyberculture Studies
|
Cybergeography
Research |
Cyberanthropology.org
|
Cyberculture,
identity, and gender resources |
Net
Culture Site |
Association
of Internet Researchers: Listserves on Internet Research
|
For further reading on Internet audience research: |
Ayers, M., & McCaughey, M. (Eds.). (2003).
Cyberactivism: Online activism in theory and practice.
New York: Routledge.
|
Bell, D., & Kennedy, B. (Eds.). (2000). The
cybercultures reader. New York: Routledge.
|
Chayko, M. (2002). Connecting: How we form
social bonds and communities in the Internet age. Albany, NY:
SUNY Press.
|
Flanagan, M., & Booth, A. (2002). Reload:
Rethinking women + cyberculture. Cambridge, MA: MIT Press.
|
Hawisher, G., & Selfe, C. (2000). Global
literacies and the World-Wide Web. New York: Routledge.
|
Holeton, R. (1998). Composing cyberspace:
Identity, community, and knowledge in the electronic age. Columbus,
OH: McGraw-Hill |
Jones, S. G., (Ed.). (1998). Cybersociety
2.0: Revisiting computer-mediated communication and community.
Thousand Oaks, CA: Sage.
|
Katz, J.E., & R.E. Rice. (2002). Social
consequences of Internet use: Access, involvement and interaction.
Cambridge, MA: The MIT Press.
|
Klotz, R. J. (2004). The politics of Internet
communication. Lanham, MD: Rowman & Littlefield.
|
Kolko, B. E., Nakamura, L., & Rodman, G. B.
(Eds.). (2000). Race in cyberspace. New York: Routledge.
|
Lueg, C, & Fisher, D. (Eds.). (2003). From
Usenet to cowebs: Interacting with social information spaces, Readings
in Cscw. London: Springer Verlag
|
McCaughey, M, & Ayers, M. D. (Eds.). (2003).
Cyberactivism: Online activism in theory and practice.
New York, NY: Routledge.
|
Miller, D., & Slater, D. (2000). The
Internet: An ethnographic approach. Oxford, UK: Berg.
|
Nakamura, L. (2002). Cybertypes: Race, ethnicity,
and identity on the Internet. New York: Routledge.
|
Rheingold, H. (2000). The virtual community:
Homesteading on the electronic frontier. Cambridge, MA: The
MIT Press. |
Smith, M. A., & Kollock, P. (Eds). (1999).
Communities in cyberspace. New York: Routledge.
|
Sudweeks, F., McLaughlin, M., & Rafaeli, S.
(Eds.). (1998) . Network and netplay: Virtual groups on the
Internet. Menlo Park, CA: AAAI Press.
|
Turkle, S. (1996). Life on the screen: Identity
in the age of the Internet. London: Weidenfeld & Nicholson.
|
Wardrip-Fruin, N., & Montfort, N. (Eds.).
(2003). The
new media reader. Cambridge, MA: The MIT Press.
|
Werry, C., & Mowbray, M. (Eds.). (2001). Online
communities: Commerce, community action and the virtual university.
Upper Saddle River, NJ: Prentice Hall. |
Talk-radio shows |
Many of call-in, morning radio program shows geared for adolescents
consist of “shock/jock” talk-radio in which hosts engage
listeners in “hot-button,” provocative topics only to
subject them to ridicule or challenge as a form of entertainment.
Or, the sports talk-show often consists of callers sharing technical
expertise about players, rules, and “stats.” These radio
talk shows serve as a virtual world of conversation in that students
could potentially call in and participate in a conversation, but,
unlike “lived” world conversations, they have little
or no control over the direction of that conversation. Hosts may
marginalize, trivialize, or dismiss guests’ comments or create
an adversarial stance that reflects what Deborah Tannen has described
as a “culture of argument” (Tannen, 1998). Many male
hosts of these programs also demean women in an attempt to maintain
a male audience. Students may contrast the topics, conversational
modes, and roles on these shows, again, as with chat-room talk,
comparing it to “lived-world” talk. |
For links to various radio talk-shows: |
Yahoo.com
Directory: News and Media: Radio Programs |
Ruohomaa, E. (2002). Radio
as a (domestic) medium:
Towards new concepts of the radio medium.
|
For further reading: |
Barnard, S. (2000). Studying radio. London:
Arnold.
|
Fitzgerald, R., & Housley, W. (2002). Identity,
categorisation and sequential organisation: the sequential and categorial
flow of identity in a radio phone-in’, Discourse and Society
13: 579-602.
|
Hester, S. & Fitzgerald, R. (1999). Category,
predicate and contrast: some organisational features in a radio
talk show. In P. Jalbert (Ed.). Studies in ethnomethodology
and conversation analysis No 5. Oxford, MD: University Press
of America.
|
Hutchby, I. (1996) Confrontation Talk: arguments,
asymmetries and power on talk radio. Mahwah, NJ: Erlbaum.
|
Scannell, P. (Ed.). (1991). Broadcast talk.
Thousand Oaks, CA: Sage.
|
Thornborrow, J. (2001). Questions, control and
the organisation of talk in calls to a radio phone-in. Discourse
Studies 3 (1). |
Tolson, A. (Ed.). (2001). Television talk
shows: Discourse, performance, spectacle. Mahwah NJ: Erlbaum |
Teen e-zines/Web pages |
Students also participate in the context of various teen e-zines
or Web pages geared for adolescents, for example: |
Blast!
Online |
Feed
(hip hop) |
gURL |
Politics4teens |
Everytn.com |
Get
Help |
Teenink
|
Grip
Magazine |
Teenmag.com
|
Teenreads.com:
The Book Bag (information about young adult novels,
authors, and entertainers) |
Yo!
Youth Outlook (issues of concern to adolescents) |
Wave |
In studying these e-zines or Web pages, students may examine
how these magazines or Web pages appeal to adolescent audiences
and reasons for their interest or engagement. One study of three
female adolescents (Guzzetti, B., Campbell, S., Duke, C., &
Irving, J. (2003), Understanding Adolescent Literacies: A Conversation
with Three Zinesters, on readingonline.org:
|
Corgan, Saundra, and Jeanne (self-selected pseudonyms,
as are the last names in the article byline), [are] young women
who have created three issues of the zine Burnt Beauty, which includes
a balanced mix of social justice issues, liberal politics, humor,
entertainment and reviews, and personal reflections. The girls both
write and solicit others to write articles and poetry for the zine,
and they create backgrounds and illustrations for all pieces. Saundra
has also produced two issues of her own zine, focused on music and
entertainment. |
During the interview, the girls described the content
and distribution of their zine, their readers' reaction to it, the
zines they read themselves, and the possibility of including zines
in school-based literacy instruction. Their discussion about the
out-of-school literacy practice of zining lends insight into the
multiliteracies of adolescents, and the literacy practices young
people engage in by choice. Their remarks also demonstrate how adolescents
use and develop literacy skills both to form and to represent their
identities. Insights gained from these girls' discussion can help
teachers facilitate literacy instruction and assignments that are
motivating and meaningful to students. |
Another study by Barbara Duncan and Kevin Leander (2002), “Girls
Just Wanna Have Fun: Literacy, Consumerism, and Paradoxes of Position
on gURL.com,” also on readingonline.org,
examined the:
|
writing spaces created by two teenage girls, “Whispered
Secrets” and “Honesty,” Web pages that reside
within the gURL.com
online community, a popular site for online teens. (Both Web pages
were taken down from the site during the writing of this article.)
While this textual space is an important new domain for young adolescents,
it contains both the seeds of resistance and a firmly-situated consumerist
ideology in its everyday writing of the ordinary. In the following,
we consider the contradictions and ironies of identity and literacy
practice in such online spaces. These contradictions are analyzed
within the spaces created by the girls, and also across the network
that links gURL.com
to other consumer-oriented Web sites. |
For collections of zines produced primarily by females (Knobel
& Lankshear, 2002): |
The
Book of Zines
Zinos
Sleazefest.com
E-Zine
List
|
For further reading on female zines: |
Bayerl, K. (2000). Mags, zines, and gURLs. The
exploding world of girls’ publications. Women’s
Studies Quarterly, 29 (3-4), 287-292. |
Comstock, M. (2001). Grrrl zine networks: Re-composing
spaces of authority, gender, and culture. Journal of Advanced
Composition, 21(2), 383-409.
|
Driscoll, C. (2002). Girls: Feminine adolescence
in popular culture & cultural theory. New York: Columbia
University Press, 2002.
|
Drive Slowly, Appear Quickly. (2001). Exhibit
at Space 1026 Gallery in Philadelphia, PA.
|
Duncan, B. J. (2001). Cyberfeminism,
zines, n’Grrls: Identity and technology: Cyberfeminism in
Online “Grrl Zines”.
|
Green, E., & Adam, A. (2001). Virtual
gender: Technology, consumption and identity. New York: Routledge.
|
|
“Riot
Grrrl Retrospective.” EMP collection. |
Robbins, T. (1999). From girls to Grrrlz.
A history of women's comics from teens to zines. San Francisco:
Chronicle Books. |
Schilt, K. (2003). “I’ll resist with
every inch and every breath”: Girls and zine making as a form
of resistance. Youth & Society, 35(1), 71-97.
|
Scott, K. (1998). “Girls
need modems!” Cyberculture and women’s Ezines.
|
Stern, S. R. (2002). Virtually speaking: Girls’
self-disclosure on the WWW. Women’s Studies in Communication,
25(2), 223-253. |
Music clubs |
Audiences also participant in shared, community experiences in
music clubs and rock concerts through dance, singing along, or Karaoke
singing. In an analysis of adolescents’ “clubbing”
in rock clubs, Ben Malbon (1998) examines how participation in highly
sensuous dancing in the club creates an alternative sense of space: |
Dancing can provide a release from many of the accepted
social norms and customs of the “civilized” space spaces
of everyday life, such as social distance, conformity and reserve
or disattention. Dancing might be seen as an embodied statement
by the clubber that they will not be dragged down by the pressures
of work, the speed and isolation of the city, the chilly interpersonal
relations one finds in many of the city’s social spaces (p.
271). |
Malbon noted that in congregating together in large numbers in
the club, adolescents created a tribe-like sense of communal, ritual
participation through their dance and dress. In the dark lighting,
they perceived each other in a different manner. And, within the
continuous, pervasive sound of the music, they experience a mesmerizing
sense of “‘losing it’ or ‘losing yourself’”
(p. 274). |
Sociology
of Rock Music |
Assignment:
Studying Jerry Garcia fans |
For further reading: |
Berger, H. M. (1999). Metal, rock, and jazz:
Perception and the
Phenomenology of Musical Experience. Middletown, CT: Wesleyan
University Press. |
Shank, B. (1994). Dissonant identities: The
rock’n’roll scene in Austin, Texas.
Middletown, CT: Wesleyan University Press. |
Thornton, S. (1995). Club cultures: Music,
media and subcultural capital. Cambridge, UK: Polity Press.
|
Sports events/rock concerts |
The contemporary sports event/rock concert is highly mediated
through a range of multi-media stimuli designed to continually “entertain”
audiences through music, commercial messages/images, lights, sounds,
color, digital productions, video screens/reruns, games, etc. .
Students could study how audiences at football/baseball/basketball
games, wrestling shows, NASCAR races, and rock concerts are continually
positioned by the multi-media stimuli, and how they react to this
positioning. To some degree, audiences may have simply grown accustomed
to continually being “entertained” throughout a sports
event or concert. Students could also examine the intertextual links
in the promotions of commercial agendas, particularly media outlets
which use sports events and rock concerts to promote their image,
for example, radio stations sponsoring half-time contests. And,
by observing and interviewing veteran versus novice fans, they could
examine how fans are actually socialized through various cues, prompts,
and messages to become active, experienced fans who participate
with the crowd in joint cheers and events. |
Central to understanding fan social practices is the concept
of performance interaction with other fans working together in a
collaborative manner. William Beemman (1997) applies performance
theory to note how an audience is constructed by a performer, which
in turn influences the performance of that performer:
|
An audience, whether it be 25,000 people, or one person sets
conditions for the performer to deal with. The performance event
is, in any case always an act of co-creation between performer
and audience. The situation is complicated in considering ritual
where the "audience" may also be the performers. "Funny"
audiences are those whose ensemble work with performers falls
outside the predicted bounds. (p. 13).
|
Beemman argues that these performances are learned and executed
in a ritual-like manner: |
Richard Schechner describes all performance as "twice behaved."
performative--twice behaved--rehearsed--prepared--done again--with
no clear "original"--behavior…. In a set performance
routine much of the performance routine is boilerplate, because
it has been done so often and with so many people that the probability
of predictable shape in ensemble work with the audience is very
great. They will provide a predictable range of "reactions"
to elements of the performance. (p. 13).
|
For reading about Richard Schechner’s performance theory: |
Schechner, R. (2003). Performance studies:
An introduction. New York: Routlege. |
Fans may also gain pleasure from identifying with certain sports
stars, as well as becoming caught up in, for example, the drama
of revenge at a professional wrestling match associated with their
own real-world conflicts. In her study of television wrestling fans,
Barbara Burke (2001) notes that: |
Wrestling fans said that real meaning could be found in actions
that told about life struggles using understandable tensions which
resonated with their everyday experiences, and which offered conclusions
and relief. The shows were offered as displays viewers could use
to construct ideas about masculinity and men’s lives. The
wrestling programs contained stories about morality, duty, loyalty,
and honor. Fair play and hard work were balanced against opportunity
and tricks; with a logic and value system specific to wrestling
fans, but nonetheless consistent and recognizable. Most importantly,
the groups of viewers commented, once assumptions about evaluating
realism could be discarded, they were able to identify with characters,
and find pleasure in wrestling performances. (p. 17).
|
Defining fan identity is also related to adopting discourses
of race, class, and gender. For example, James Todd, a graduate
student at University of California, Santa Cruz, studied the NASCAR
race track fan culture by observing fans social practices, particularly
in terms of how it reifies their identities as White, often working-class,
Southerners. |
Emmons, M. (2002, June 23).
A question of culture: UC-Santa Cruz student examines the drive
behind NASCAR fans' loyalty. San Jose Mercury News.
|
Example of one fan’s observation of the culture of a NASCAR
race: |
What I saw being the main difference of culture between the infield
and bleachers was the amount of Money spent at the track. From
the president's suite and all the infield suites the owners RV,
drivers RV there is a lot of money spent on a race weekend. The
cost of being in the bleachers is chicken feed to the infield.
The infield pays for tickets plus their camping costs at the track.
Just as you would buy tickets to a Baseball game one of the cultural
differences is that they do not have camping or motor homes at
the Stadium. What I mean by that is there are places to camp,
which there are none at the baseball games and yes I do know there
are tailgate parties in the parking lot of the stadiums. This
event is setup for more than one day of racing. It is a weekend
of racing culture everyone their to have fun whether it rains
or shines. The owners, and drivers are out to win millions at
the races and they hope there sponsors will fund their existence
at the track. What sponsors get out of it is advertising. The
sponsors have their Logo on different places like the hood which
is usually the main sponsor. The logo that is closer to the front
of the car is the car manufacture Ford, Chevrolet, Pontiac, and
this year now also Dodge. Their are banners all over the track
and commercials about the different products are abundant when
the race is broadcasted on TV. The coverage is now even more intense
now that FX and Fox have been covering the race broadcast. For
the sound enthusiast Fox has Crank it up in surround sound which
is Fantastic, the cars rip past you in your living room. All of
the cultures that exists in the infield, bleacher, or even at
home can get a good sense of racing. No matter where you are,
going to the track is just an experience you will not forget.
|
Field
ethnography
|
NASCAR
|
Family
of NASCAR fans (fan site) |
Wright, J. (1999). Fixin'
to git: One fan’s love affair with NASCAR’s Winston
Cup. Durham, NC: Duke University Press (read update since
the 1999 publication: |
Joel Miller, A
Study of the Social Interaction of the Oxy Men’s Soccer Team
(analysis of gender role perceptions) |
For further reading: |
Brown, A. (Ed.). (1998). Fanatics!: Power,
identity and fandom in football. New York: Routlege.
|
Carney, G. (Ed.) (1995). Fast food, stock
cars, and rock-n-roll: place and space in American pop culture.
Lanham, MD: Rowman & Littlefield.
|
Cavicchi, D. (1998). Tramps like us: Music
and meaning among Springsteen fans. New York: Oxford University
Press.
|
DeNora, T. (2001). Music in everyday life.
New York: Cambridge University Press.
|
Jenkins, H. (1997). “Never trust a snake!':
WWF wrestling as masculine melodrama. In A. Baker and T. Boyd (Eds.).
Out of bounds: Sports, media, and the politics of identity.
Bloomington: Indiana University Press. (cited also in Module 4).
|
Maze, S. (2001). Professional wrestling: Sport
and spectacle. Oxford, MS: Mississippi University Press. |
Queenan, J. (2003). True believers: The tragic
inner life of sports fans. New York: Henry Holt.
|
Real, M. (1996). Exploring media culture:
A guide. Thousand Oaks, CA: Sage (chapter on Super Bowl fans).
|
Vass, J. (2003). Cheering for self: An ethnography
of the basketball event. New York: iUniverse.com |
Theme or amusement parks/shopping malls |
| Theme or amusement parks such as Disney World,
Disneyland,
Disney
Destinations
Disney
World |
Mickey
Mouse Monopoly
Six
Flags
Universal
Orlando
Camp
Snoopy
Paul
Bunyan Center |
These parks attempt to simulate realities, but often in highly
controlled, artificial ways.
|
As visitors to Disney World, a group of academics (The
Project on Disney, 1995) noted that while they were being told that
they were entering into a “magic” set of virtual worlds,
their experiences were continually being positioned or mediated
by a highly controlled environment. As one of them noted: |
The erasure of spontaneity is so great that the
spontaneity itself has been programmed. On the “Jungle Cruise,”
khaki-clad tour guides teasingly engage the visitors with their
banter, whose apparent spontaneity has been carefully scripted and
painstakingly rehearsed. Nothing is left to the imagination or the
unforeseen (p. 184). |
As visitors in these parks, students could observe various attempts
to simulate “lived-world” realities and their own reactions
to any disparities between the simulation and these realities. |
Shopping malls provide “entertainment retail” —
entertaining shoppers through participation in and with products
in order to encourage them to buy those products. The
Mall of America contains various entertainment sites
designed to attract shoppers to its stores |
And, the stores themselves actively engage shoppers in trying
out products. For example, in sports outlets in the Mall of America,
shoppers can shoot baskets/pucks or try out various products. |
Students could conduct studies of their peers and/or their own
shopping practices in terms of what gives those practices meaning
within the larger context of a consumption culture. These practices
are often social in that people shop together as a social activity.
They also construct their identities around not only the goods or
brands they purchase, but also their ability to employ certain shopping
tactics or strategies, i.e., being a “saavy consumer”
or a “bargin hunter.” |
Given the decline in public spaces for adolescents, the mall
is one of the few relatively safe sites for adolescents to congregate.
Students could also examine the larger issue of how adolescents
are often monitored or controlled in shopping malls given the assumption
that in a “controlled environment,” these adolescents
may seek to disrupt social norms by exhibiting deviant behavior.
They could examine the official and unofficial norms for appropriate
practices operating in a mall, how and who defines those norms,
and how they are enforced. |
Course
syllabus: Susan Seizer, Scripps College, Malls, Movies, and Museums:
The Public Sphere in Modern America |
Webquest:
Should Teens be Banned from Shopping Malls
|
Webquest:
A Place to Advertise |
For further reading: |
Campbell, C., & Falk, P. (1997). The shopping
experience. Thousand Oaks, CA: Sage. |
Farrell, J. (2003). One nation under goods:
Malls and the seductions of American shopping. Washington,
DC: Smithsonian Institute Press. |
McDowell, L. (1999). Gender, Identity, and
Place: Understanding Feminist Geographies. Minneapolis: University
of Minnesota Press. |
Miller, D. (Ed.). (1998). Shopping, place
and identity. New York: Routlege. |
Pahl, J. (2003). Shopping malls and other
sacred spaces: Putting God in place. New York: Brazos. |
Underhill, P. (2004). Call of the mall: The
author of Why We Buy on the geography of shopping. New York:
Simon and Schuster. |
Wrigley, N., & Lowe, M. (2002). Reading
retail: A geographical perspective on retailing and consumption
spaces. London: Arnold. |
In studying these often homogenized places, students could study
the ways in which “place” or “space” is
often mediated by media representations which shapes audiences’
participation in and responses to these places and spaces—shopping
malls, rural/suburban/urban areas, neighborhoods, community centers,
schools, houses, tourist destinations, etc. For example, as noted
in Module 5, the world of rural America is often represented in
a larger negative manner. |
W.
W. Kellogg Foundation Study: Perceptions of Rural America in the
Media
|
From an ethnographic perspective, the question is how audiences’
perceptions of place and space are influenced by media representations.
For example, if audiences believe that casinos are places for entertaining,
“fun”/”fantasy” experiences, do they accept
that representation and how does that representation influence their
perceptions of gambling. |
Students could also study the ways in which places and nature
are represented and construction in films and literature in terms
of how characters’ experiences are shaped by those representations
and constructions, an approach associated with “place-based”
writing or “ecocriticism.” Part of this interest in
the influence of representations of place on people’s practices
stems from environmental concerns with how people perceive environmental
destruction through global warming, as portray in, for example,
the science fiction film, The
Day After Tomorrow.
|
Cross, J. (2001).
What is "Sense of Place"? |
O'Neill, E. "The
Dichotomy of Place and Non-Place in You've Got Mail." |
Sacred
Space: Learning About and Creating Meaningful Public Spaces |
Perception
of Place |
The
Evolution of Cultural Landscape |
Explore
the Spatial Patterns of Your Hometown |
Cultural
Symbols and the Characteristics of Place |
Spaces
and Places (younger students) |
Street
as Method: Teaching documentary and observation techniques |
Course
on surburbia |
Lots
of links on topics related to suburbia |
Soul
of Los Angeles Project |
Betti-Sue
Hertz and Lydia Yee Urban Mythologies: The Bronx Represented Since
the 1960 |
Street-Level
Youth Media: Chicago youth study their neighborhoods
|
Geo-literacy:
Forging New Ground |
Document
Durham: Neighborhood Projects |
Exploring
Your Community (grades 6-8). |
Webquest:
studying an urban neighborhood |
For further reading on place/space in film/literature: |
Couldry, N. & McCarthy, A. (Eds.) (2003).
MediaSpace: Place, scale and culture in a media age. New
York: Routledge. |
Davis, M. (1999). Ecology of Fear: Los Angeles
and the Imagination of Disaster. New York: Vintage. |
Gauntlett, D. (1997). Video Critical: Children,
the Environment and Media Power. Urbana: University of Illinois
Press. |
Hochman, J. (1998). Green Cultural Studies:
Nature in Film, Novel, and Theory. Boise: University of Idaho
Press. |
Ingram, D. (2000). Green Screen: Environmentalism
and Hollywood Cinema. Exeter: University of Exeter Press. |
Lauter, P. (2001). From Walden Pond to Jurassic
Park: Activism, Culture, & American Studies. Durham: Duke
University Press. |
Low, S. M., & Lawrence-Zuniga, D. (Eds.).
(2003). The Anthropology of Space and Place: Locating Culture.
New York: Blackwell. |
MacDonald, S. (2001). The Garden in the Machine:
A Field Guide to Independent Films about Place. Berkeley: University
of California Press. |
Martin, D. G. (2000). Constructing place: Cultural
hegemonies and media images of an inner-city neighborhood. Urban
Geography 21(5), 380-405. |
Owens, L. (1997). Mixedblood Messages: Literature,
Film, Family, Place. Norman: University of Oklahoma Press. |
Rosembaum, J. (1995). Moving Places: A Life
at the Movies. Berkeley: University of California Press. |
Scharff, V. (Ed.). (2003). Seeing Nature through
Gender. Lawrence: U of Kansas P. |
Wilson, C., & Groth, P. (Eds.). (2003). Everyday
America: Cultural landscape studies after J. B. Jackson. Berkeley:
University of California Press. |
Zonn, L. (Ed). (2000). Place Images in the
Media: A Geographical Appraisal. Lanham, MD.: Rowman &
Littlefield. |