This page contains materials
intended to facilitate class discussion
(excerpts from readings, outlines of issues,
links to resources, etc.). The materials
are not necessarily the same as the instructor's
teaching notes and are not designed to represent
a full exposition or argument. This page
is subject to revision as the instructor
finalizes preparation. (Last revised
6/5/07
)
Preliminary Class
Business
Start reading Califia. Also
available for use at/from the following
locations:
South Hall 2509 during Transcriptions
TA drop-in tech support hours)
The digital
divide and the global
struggle of "identity":
Networked societies vs.
fundamentalism:
Manuel Castells,
The Rise
of Network
Society
(vol. 1 of
his 3-vol.
trilogy, The
Information
Age: Economy,
Society and
Culture,
1996-97):
"In
such a world
of uncontrolled,
confusing
change, people
tend to regroup
around primary
identities:
religious,
ethnic, territorial,
national.
Religious
fundamentalism,
Christian,
Islamic, Jewish,
Hindu, and
even Buddhist . . .
, is probably
the most formidable
force of personal
security and
collective
mobilization
in these troubled
years. In
a world of
global flows
of wealth,
power, and
images, the
search for
identity,
collective
or individual,
ascribed or
constructed,
becomes the
fundamental
source of
social meaning. . . .
Our societies
are increasingly
structured
around a bipolar
opposition
between the
Net and the
Self"
(p. 3)
Los
Angeles
Times article, "Syria
Lead Looks
Set to
Stay the
Course," 7
June 2005:
A5 :
"It
was unclear
whether
[Syrian
President
Bashar]
Assad
was heralding
an impending
online
crackdown,
but he
described
the Internet
as nothing
less than
an existential
threat.
'The
ultimate
objective
of all
this is
the destruction
of Arab
identity,
for the
enemies
of the
Arab nation
are opposed
to our
possessing
any identity
or upholding
any creed
that could
protect
our existence
and cohesion,'
Assaid
said. 'They
simply
aim at
transforming
us into
a negative
reactive
mass which
absorbs
everything
that is
thrown
at it.'
"
Information-rich vs. "developing" nations
(e.g., differences in attitude
toward intellectual property
or censorship):
Roberto Verzola,
"Towards
a Political
Economy of
Information"
(1998) [writing
from the Philippines]:
"Piracy:
good or bad?
It is to the
interest of
developing
countries,
both the agricultural
and the newly-industrializing
economies,
to dip freely
into the world's
storehouse
of knowledge
and adopt
technologies
where they
might be useful
for the country's
development.
When it was
still a developing
country, in
the 18th and
19th centuries,
the U.S. was
one of the
worst pirates
of British
books and
publications.
When it was
trying to
catch up with
the U.S. and
Europe, Japan
also freely
copied Western
technologies.
Taiwan did
the same.
So did Korea.
Yet, the U.S.
and Europe
would lead
us to believe
that piracy
is morally
wrong. They
do not want
us to pirate
their books,
their software
and their
designs.
They say we
pirate their
intellectual
property rights.
Yet, they
continue pirating
our intellectuals.
Advanced countries
think nothing
of pirating
our best scientists,
engineers,
technicians,
and other
professionals.
They patent
or copyright
the works
of these intellectuals
and then sell
them back
to us at high
prices. They
also pirate
our genetic
resources.
Their scientists
roam the world
pirating biodiversity
resources
like microorganisms,
plants, animals
and even human
DNA. They
then claim
monopoly ownership
over the genetic
information
they extract,
patent them,
and sell them
back to us
at high prices.
When the U.S.
sent spy satellites
in space,
countries
complained
that the U.S.
was taking
away strategic
information
and violating
their sovereign
control over
their own
territories.
The U.S. insisted
that it was
free [to]
get this information
whenever it
wanted, even
to sell them
back to those
countries,
if they were
willing to
pay for them.
U.S. commercial
satellites
then started
beaming video
programming
into other
countries.
When those
whose culture
considered
the video
content objectionable,
the U.S. invoked
the concept
of "free
flow of information"
to insist
that it had
the right
to beam these
programs.
Yet, when
local people
developed
a taste for
U.S. programs,
captured these
satellite
broadcasts,
and distributed
them locally,
the U.S. started
complaining
[that] people
were receiving
and copying
their broadcasts
without paying
for them.
According
to their twisted
logic, this
was a violation
of their intellectual
property rights. . . .
In short,
information
acquisition
has been
defined
so that when
it is bad
for the
interests
of the U.S.
and other
advanced
countries
but good
for us,
it is called "piracy"
and "freeloading,"
but when
information
acquisition
is good
for their
interests
and bad
for us,
it falls
under labels
like 'free
flow of
information"
and "common
heritage
of mankind.'"
(2) The Problem
of "Indifference" to Gender, Ethnicity,
and Race Within Cyberspace
(see articles assigned
for last time plus these resources)
The interesting example of "The
Turing Game" (Joshua Berman and
Amy Bruckman, Georgia Tech U.)
"Female
characters are often besieged
with attention. By typing using
the who command, it is possible
to get a list of all characters
logged on. The page command
allows one to talk to people
not in the same room. Many male
players will get a list of all
present, and then page characters
with female names. Unwanted
attention and sexual advances
create an uncomfortable atmosphere
for women in MUDs, just as they
do in real life."
"Perhaps more damaging
than unwanted sexual advances
are unrequested offers of assistance. . . .
[Reflection of a male player
passing as a female:] 'I played
a couple of muds as a female,
once making it up to wizard
level. And the first thing I
noticed was that the above was
true. Other players start showering
you with money to help you get
started, and I had never once
gotten a handout when playing
a male player. And then they
feel they should be allowed
to tag along forever, and feel
hurt when you leave them to
go off and explore by yourself.
Then when you give them the
knee after they grope you, they
wonder what your problem is,
reciting that famous saying
'What's your problem? It's only
a game.' Lest you get the wrong
idea, there was nothing suggesting
about my character, merely a
female name and the appropriate
pronouns in the bland description.
Did I mention the friendly wizard
who turned cold when he discovered
I was male in real life?' "
The problem
of race (and ethnicity) passing on the
Internet
"Since creating the
Turing Game late last year,
Mr. Berman and Ms. Bruckman
have been unable to start a
race game, in which players
would guess who is black, or
Asian, or white. Players are
eager to watch such a game,
but few are willing to step
up and pose touchy racial questions,
much less answer them. 'I
think this tells you something
profound,' Ms. Bruckman said.
'At this point we are comfortable
enough to challenge and question
and play with issues of gender,
but we're not comfortable yet
to even begin the discussion
about race.'"
Lisa Nakamura, "Race In/For Cyberspace:
Identity Tourism and Racial Passing
on the Internet":
"On
the Internet, nobody knows
you're a dog!" [or
do they?]
The non-option of "race"
in LambdaMOO
Race identity perceived
as an affront in LambdaMOO
The implicit whiteness of
LambdaMOO (e.g., self-descriptions
of blonds with blue eyes)
Racial "passing"
or "tourism":
the example of male and
female Asian characters
in LambdaMOO
Jennifer González,
"The Appended Subject: Race and
Identity as Digital Assemblage":
Conclusion of Lectures
on Information as Identity:
The Dilemma of Online Identity
The Dilemma of Online Identity
Real
Life ("RL")
Online
Life ("VR")
Embodied & historically
constructed identities
Freely constructed identities
Given or fixed identities ("givenness"
as part of one's identity,
e.g., one's given name)
Identity "passing" or
"tourism"
The dilemma: how to use the computer
to overcome this split between current
RL and VR modes of identity. How to
foster an overlap of RL and VR identities
such that:
RL identity gains some of the freedom
and fluidity of online identity?
VR identity retains a sense of the
"givenness" (the historicity
and embodied nature) of RL identity?
Discussion
In what technology do you do most of
your "identity work"?
Manuel Castells, The Information
Age: Economy, Society and Culture,
3 vols. (Malden, Mass.: Blackwell, 1996-97)
Los Angeles Times, "Univision
Adds Site to Bridge the Divide,"
by Lee Romney, 29 June 2000: C1, C10
(includes statistical chart titled "Digital
Divide Narrows for Latinos")