Public lecture Kenneth Gergen, June 12, Rotterdam

May 14th, 2007

My research group is organizing a two-day visit (June 12 - 13 2007) to the Erasmus University Rotterdam, Netherlands, by sociologist and psychologist Kenneth Gergen. Gergen is most widely known for his book “Saturated Self: dilemmas of identity in contemporary life” (originally published in 1991, second edition 2000). He is also known for his idea of “absent presence”.

The first day of his visit, Tuesday June 12, he will give a public lecture called:

Playland - Transformations in Technology, Identity and Culture

Kenneth Gergen will speak about the influence of modern communication technologies on human identities. He will specifically focus on the rise of play elements in digital culture en the transition in thinking about identity as monolithic entities

After the lecture there will be time for questions from the audience.

The lecture is in English.

Date: June 12 juni 2007

Time: 15:15 - 17:00.

Location: Room B2, Campus Woudestein, Erasmus University Rotterdam

Directions: http://www.eur.nl/adressen/plattegronden/

More information about Kenneth Gergen: http://www.swarthmore.edu/SocSci/kgergen1

Entrance is free.

Nokia ad: “be yourself and do it in style”

May 13th, 2007

Another outdoors advertisement, shot already a few months ago in Amsterdam. The ad says “Who do I want to be today?”. Options are: kroegtijger (don’t know how to translate this, binge drinker or bar fly is a bit too negative), fashionista, paparazza, night butterfly, supermodel. All very much consumer identities. All identities that are mediatized. All ‘global’ identities, that is, recognizable in many different cultural contexts. And all identities in which the mobile phone can be an aid in the pretense to be one of these, to play a role, as if… The ad plays upon the idea of wearable identities: identity as a jacket that you put on or off.

Nokia ad “be yourself”

(click to enlarge)

Also, Nokia can be added to the long list of corporations who think we should “be yourself, and do it in style”. The imperative to be yourself paradoxically is a pressure nowadays from which there is no escape…

 

 

“Free like once before”

May 8th, 2007

A week or two ago (just before the migration of this blog the a new server) I walked past an outdoors advertisement in Amsterdam, near where I live. It is an ad for the Dutch Open Air Museum in Arnhem. It says “Vrij als vroeger - Even terug naar de jaren ‘60″ (something like “Free as once before - briefly back to the ’60s“).

(click to enlarge)

A brief look at their website tells me it’s an exhibition about leisure time in the 60s. What made me take a snapshot of this was that the picture shows a mobile phone being crushed by what appears a miller’s stone, or a giant tractor tire, I don’t know. So this advertisement basically says that freedom is to be without the mobile phone. It plays upon popular opinion that the mobile phone, handy is it may be, is also a burden and a restraint on freedom. Crush your phone and you’ll be free again :).

What strikes me now as I am writing is the addition of the word “Even..” (briefly, or just a little moment) in the subtitle. It suggests the possibility of temporarily escaping modern day pressures (the obligations imposed by the mobile phone) when visiting this open air museum. Why would we want/need to do so? Why go to a museum for this? And what is good about a temporary solution? I mean, nobody is really going to crush his mobile? I think the ad tries to appeal to the possibility of imagining and actually visiting a time and place when things where not so complicated. The museum then creates a temporary playground for our imagination. We can actually undergo the experience of living an ideal simple life, albeit temporarily.

Openluchtmuseum Arnhem:

And here’s another advertisement I found on their website, burning a remote control:
Openluchtmuseum Anrhem - Vrij als vroeger (2)

Migration succeeded!

May 8th, 2007

Hehe, finally got it working. What an immense hassle to migrate bijt.org to a new host without bandwidth restraints…
I’ll try and post something right away…

Phone brand tells who you are?

April 5th, 2007

pica

Source - via Textually.org.

A study by Nielsen Media Research suggests that the type of phone you wear says something about your personality:

What your mobile phone says about you:

Nokia

  • Family-minded
  • Middle aged managers
  • Balance seekers
  • Health conscious

Motorola

  • Fashion conscious
  • Under 24
  • Fun seekers
  • Individualistic

Sony Ericsson

  • Ambitious young men
  • Professionals
  • Success driven
  • Individualistic

LG

  • Favourite of mums
  • Stay-at-home parents
  • Success driven
  • Harmony seekers

Samsung

  • Young women
  • Career focused
  • Success driven
  • Fun seekers

Whatever your opinion about such research (what do you mean LG is both for “stay at home parents” and “success driven”?), most telling are the comments by readers. The majority of commenters think it is utter crap to see a communications device as part of your identity. They think it is rather sad to judge someone based on what he uses for calling.

They seem to miss the point of the article, however, that your mobile says something about you, even if you do not choose them consciously. These kinds of articles do raise the interesting view that even though we all despise being easily identifiable by the brands we use, we nevertheless are continuously making choices (yes, also subliminally) and rationalize them as ‘functional’ (like the guy who says he always buys Nokia so that he doesn’t have to relearn navigation from scratch). The interplay of brands and identities, of marketing/production and consumption, is far too complicated to just push research like this aside as nonsense…

Playing the Urban @DeBalie Amsterdam, March 31 2007

March 31st, 2007

Below some notes I made today at the Symposium Playing the Urban.

 

Symposium Playing the Urban @Balie 31 maart 2007

http://www.debalie.nl/artikel.jsp?podiumid=media&articleid=102445

 

PROGRAM

13-14h Mobile Learning Game Kit

Speaker: Jan Simons (Associate Professor New Media Studies, University of Amsterdam)

14-15h PlastiCity: A Game for Urban Planning

Speakers: Mathias Fuchs (Senior Lecturer, Programme Leader in Creative Technology, University of Salford) and Steve Manthorp (Special Project Manager, Bradford)

15h30-16u30 Logo Parc (Jan van Eyck Academy)

Speakers: Logo Parc (Daniël van der Velden, Katja Gretzinger, Matthijs van Leeuwen, Matteo Poli, Gon Zifroni)

 

This symposium was organized by fellow TKCers from Maastricht & Amsterdam “Transformations in Perception and Participation: Digital Games”.

———————– 

legenda: 

> = my remarks, thoughts, etc.

 

[Skipped presentation1]

PlastiCity is a game based on the Unreal Tournament engine (which is a first person shooter) and aims to be an aid in reconstructing/replan the awfully ugly city center of Bradford, UK. It is still in conceptual phase (read: no money yet). The aim is to put the game in public places like libraries, schools, etc.

PlastiCity

Interesting quote: “the game is not designed to function as a designer tool for architects, but as a way of bringing planners, architects, local government officials and citizens together and be silly about redesigning the city.”

> Games may serve to bring people together in complex multi-party projects: games as a new kind of public sphere?

 

Another quote: “Every game has at some point a stage of chaos”.

> The rules are stretched, things are tried out, often deconstructed or even destroyed. Like identities that are being tried out and parts of it destroyed again.

 

Game should have ‘real life’ characters in it: not the usual beautiful yuppies you see in most architecture presentations. It should be more realistic. Also with rubbish and so on.

> Games as more realistic than other media in presenting or representing the world? What is realistic about programmed garbage?

 

One member of the audience experiences a kind of motion sickness while watching the demonstration of the game. She asks: what is the value of this game-speed to represent life-speed? The speakers explain the speed of the demo is set to slow: normal gamers would use at least 3x normal walking speed to move around… (which they briefly demonstrate). 

I brought up: this phenomenon is just like what the first train travelers experienced at 20 or 30 miles/hour: disorienting the senses. Every new technology brings its own experience of space & place & mobility. The train (and car) created a speeding up of travel, which made possible suburbs and the separation of home and work. The city was adapted to this new sense of the city. 

I asked: what then may be the influence of using games as tools for creating new cities for the way cities are actually build and experienced?

Answer: first person perspective of game may be an influence on perceiving the city; as well as the feeling of being in power, in control over your environment.

 

Another audience Q: what is actually game-like about this? There is no winning this game? There are few rules? Why play?

A: the attraction is the sense of empowerment & creativity players experience in playing the game, both in destroying and rebuilding the city.

> Could it be differentiated according to involvement? Game produces Erlebnissen, while (prolonged) play may produce Erfahrung.?

 

Game offers the idea of “unbuilding” the city, creating green environments again out of built space (land is cheap in Bradford, so not unrealistic).

> I like that idea of “unbuilding”, can it be applied to identity? “Unbuilding identity” as a way of undoing previous steps, deleting memories of these events in photos, video, text messages, phone numbers, etc. It is maybe a way of “unactualizing” identity, again extracting potentiality out of previous closures and actualizations.

 

> Such games are also used strategically and politically as part of ideas about the “creative city”. Games have become entangled in a larger discourse, they are being ’socially produced’ as young, modern, trendy, serious yet playful, appealing to people previously difficult to reach (young). If you want to be ‘now’ you have to do something with games.

 

Presentation 3 - LogoParc - was about the Amsterdam Zuidas and the way a kind of superficial ‘global architecture’ is created which is not related to the local (at least, that’s what I understood of the 2 very abstract talks). Designers at Jan van Eyk, Rietveld created a visual game-like critique on this environment. All facades of building and public space signage was removed, which created a sense of barren desolate landscape. Added were a number of large above-ground ’sewers’ connecting the Zuidas to other global places’ like Singapore, HongKong, Tokyo, New York, Paris, etc.

> I was a little annoyed by this whole talk: very highbrow theoretical critique on so-called placelessness of Zuidas, yet these offices and public spaces are filled with real people that drive their bikes back home at the end of a working day, people who make it a place, even if architecture has done little to embed it in local Amsterdam. 

 

 

Mobile phones on last journey…

March 8th, 2007

Dutch newspaper De Telegraaf has an article about environmental problems that arise because of people putting mobile phones and other gadgets like iPods in the coffin of their bereaved. Head of the Dutch gravediggers association Pauline Harmsen is quoted saying:

“Surviving dependants often think those items really belong to the deceased. But they don’t think about the materials in the devices which are bad for the environment”.

What will our great-great grandchildren think about those strange ‘ritual items’ found scattered everywhere in the earth, and dated with great precision to a definite period in the beginning of the third Millennium?

via: nu.nl

Presentation VKS workshop

January 16th, 2007

This is the poster presentation I gave a while ago at the conference Virtual Ethnography in Contemporary Social Science, organized by The Virtual Knowledge Studio. I forgot to put it online earlier… It’s about the problems that may occur when doing and writing ethnography about the mobile phone.

060925_mobile_phone_ethnography.pdf (2.5 MB)

Last day in Nigeria (and fixing the fixed line…)

December 21st, 2006

Yes, it’s our last day. Yesterday we arrived in Abuja, after having stayed a few days in Jos for the second time. We are again in Daniel’s place, Esther’s cousin. His internet connection was broken 2 weeks ago because overzealous road workers dug a trench in his street and cut through the telephony cables. Esther and I decided to do it the African way. We jumped into the dust pit with gaffer tape and a leatherman and tried to fix the telephone line by tying all threads of the same color together. And it worked…! (written proof here).

me fixing the telephone cables in Abuja

WAMCO distribution centre in Jos

December 21st, 2006

Here is mr. Dominic busy talking through his handset.

Mr. Dominic in Jos

Business in Nigeria has changed a lot with the advent of the mobile phone. It has become much easier to arrange logistics and deal with customers. It comes at a price however. First, costs are very high for most people. Mr. Dominic spends between 10.00 - 15.000 nairas a month on mobile phone use (approx. 60 - 95 euros). One of his colleagues we spoke to - running a retail shop with many different customers - even claimed to pay up to 30.000 naira a month! And another cost is that while the mobile phone gives individual freedom to communicate and engage in business, it also places a heavy burden on ones shoulders, since family and friends are now constantly calling for help and support, even when far away. So mobile telephone technology in the west-African context seems to paradoxically promote individual possibilities and entrepreneurship and a discourse of modernity, while at the same time being a medium that provides possibilities for stronger reliance on ones social circle and strengthens tradition.