All the videos are now up from the talks at Interesting Vancouver 2008. I have two comments on my video:
1. Why didn’t anyone tell me I talked with my hands so much?
2. I swear people in the audience were laughing at my jokes, even if they were courtesy laughs.
def. Combining media memes together to form a new memetic piece of media
This is an experimental work where I combine three versions of the song Heartbeats by Jose Gonzales with the advertising meme of the bouncing Sony balls intercut with characters from Halo 3 repeating the same movements.
Will we ever get to a point where we’ll be used to reading media this way?
In an earlier post I lamented the fact that within the computer and net space that things are meant to work properly. We don’t like it when our computer doesn’t work as expected or that a link is broken, however it is these flaws that make art so interesting. The same goes for storytelling. It is the imperfections in life that are so interesting to share through story. Can you imagine a world where everything worked? What a boring life we’d live.
Ben Okri puts it so much better than me:
“The fact of storytelling hints at a fundamental human unease, hints at human imperfection. Where there is perfection there is no story to tell.”
I’m worried that as a society we are focusing way too much energy on perfection without sharing our imperfections.
As Walter J. Ong tells us in his book Orality and Literacy,”oral societies live very much in the present which keeps itself in equilibrium or homeostasis by sloughing off memories which no longer have present relevance.” This is as true now as it was in an oral tradition. The format of blogging is set up to push stories down the webpage visually as new stories are published. These stories are archived but in a visual hierarchy they are seen as lesser to more recent posts. As aggregator sites collect stories they often automatically refresh and cull in more recent stories thus “sloughing off” the older stories. The algorithim of Digg.com, one of the more popular story aggregators is such that stories that are ‘digged’ by readers or in other words rated highly are shown more on the landing page, but the time of publication is also factored in to show highest rated and most recent. There are social booking sites such as del.icio.us that serve as online tools for bookmarking or remembering stories however the greatest value of these sites is for sharing of stories that are important to the individual. For example, del.icio.us/radarddb tells my audience stories that are important to me at my workplace, but always displayed in chronological order with the visual hierarchy being that of most recent at the top. In a social media landscape that perpetuates new stories being published every second, stories that are not memorable are in the past and likely to be forgotten.
Walter Ong separates these into two separate points, however as they relate to social media in the same way I’ll group them together. In an oral tradition the audience is known and the audience is human. It is humans in dialogue with other humans in a live physical space. This is very different from the unknown audience of a book or the abstract world that many films present. Social media abides by the same principles of human-to-human interaction, albeit through technological mediation. This is a main reason that Second Life will only be seen as a blip on the Web 2.0 radar in years to come. Humans are being asked to relate to each in an interface that is a mere simulation of a lifeworld, with the abstraction of avatars. Second Life will remain for an elite crowd of computer users who feel most comfortable interacting in an abstraction of reality. This does not hold true for the majority of broadband users.
That being said the gaming industry has been saved by the advent of Massive Multi-Player Online Role Playing Games (MMORPG). MMORPGs took the convention of gaming, which was not of a real lifeworld and was situationality abstract and infused a human element by allowing users to play and communicate with each other worldwide over a broadband connection. Users started to create new forms of storytelling in a social media language over these broadband connections. Machinima, one such emergent form of storytelling, was born out of a filmic electronic age but operates in the language of social media storytelling. Over the broadband connection users control video game characters to act out small short films. These films are recorded to a hard drive from which the footage is edited, scored and ultimately produced in a similar tradition to digital filmmaking. The most popular of these films is the series Red vs. Blue where the soldiers of Halo, controlled and voiced by a group of gamers, simply pontificate on life, a departure from the narrative of the original video game which included the abstract narrative of saving the world from alien invasion.
Another example of apply to new concreteness to un-situational and abstract form of storytelling is Alternate Reality Games or ARGs. One such example is the promotional ARG for the film The Bourne Supremacy where contestants are given clues online to the physical location in their home city to more clue in order to solve part of the mystery that takes place in the film. Another example of cross-platforming, but also a clear indication of infusing a situational element to an otherwise abstract story of a super agent trained to kill by an unknown government body.