Memetic Mash Media

24 10 2008

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?

 



Close to the Human Lifeworld and Situational rather than Abstract: Second Life, MMORPG and ARGs

27 12 2007

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.



Catergory Test

1 09 2007

Test