Contextualising gender within convergence culture
New conceptions of gender
New narrative expectations
Transmedial cultures: enabling/disabling dichotomy
Are the issues different? Gamergate
Tropes vs Women in Video Games
Notions of toxicity
From Barbie to Mortal Kombat
Rise of participatory culture: User generated content
Technological imagination of cyberfeminism
Worldbuilding
Magic Circle
Technological Imagination (Balsamo, 2011): mindset that enables people to think with technology, to transform what is known into what is possible. Performative imagination
How people engage with the materiality of the world and imagine future possibilities
Active engagement between human beings and technological elements, culture too is reworked through the development of new narratives, new myths, new rituals, new modes of expression, and new knowledges that make the innovations meaningful
Hermeneutics of technology: Locating work and play within culture - Gamification
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Traditional Campaign |
Transmedial Campaign |
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Product centric: Promotional campaign focused on creating brand awareness |
Experience centric: Campaign shifts to creating rich customer experience |
|
Traditional Channels |
Multiple Coordinated Channels |
|
Risk of Inefficiencies: Higher CPM, less fresh, less insight into the storyworld |
Increased Effectiveness |
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Limited Audience Engagement |
Enhanced Audience Engagement |
One-way vs Multi-way Interactions: Audience interaction in marketing campaigns is typically one-way and the communication is top-down.
Transmedia campaigns use multi-way interactions and audience participation. Creating a conversation around a product
Broadcasting vs Narrowcasting: Individuals vs communities. Choice to target individuals vs leveraging an impassioned fan base to create communities online. (Pop culture: Army/Tribe etc) Associating values and emotions with a brand. Connecting individual stories with the larger story
Defined as a coordinated storytelling experience across multiple media platforms. Marketers solicit the active participation of the audience and attempt to spread the narrative with the help of viral marketing practices. Using the core fan base to share the narrative to a larger audience.
Henry Jenkins (2011): “A process where integral elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience. Ideally, each medium makes its own unique contribution to the unfolding of the story.”
Toshiba: https://www.youtube.com/watch?v=qyMQIMeSCVY
Infinit: https://www.youtube.com/watch?v=cIZUUpKzFF8
Hunger Games: https://www.youtube.com/watch?v=jL9Ndsc0LKo
Bear: https://bear71vr.nfb.ca/
Subaru: https://www.youtube.com/watch?v=hRa94Gmx-Ms
Coca Cola: https://www.youtube.com/watch?v=koY5Ml9lSzY ; https://www.youtube.com/watch?v=X_JsOrH5cOM
Collider: https://www.youtube.com/watch?v=Yz-NWKpWSJM&list=PLEInLPvSp6cQpNvSuQpWGzQ0R3xnV5UEX
Batman: https://www.youtube.com/watch?v=VpuC7HhCPWA&list=PLEInLPvSp6cQpNvSuQpWGzQ0R3xnV5UEX&index=8
Dexter: https://www.youtube.com/watch?v=oxpded6Wvu4&list=PLEInLPvSp6cQpNvSuQpWGzQ0R3xnV5UEX&index=13
Burberry: https://www.youtube.com/watch?v=krQG2Hceov4&t=2s
"All play moves and has its being within a play-ground marked off beforehand either materially or ideally, deliberately or as a matter of course. Just as there is no formal difference between play and ritual, so the 'consecrated spot' cannot be formally distinguished from the play-ground. The arena, the card-table, the magic circle, the temple, the stage, the screen, the tennis court, the court of justice, etc, are all in form and function play-grounds, i.e. forbidden spots, isolated, hedged round, hallowed, within which special rules obtain. All are temporary worlds within the ordinary world, dedicated to the performance of an act apart."
How do Markets, Politics, Culture and Law operate within the Magic Circle?
A sense of 'Synthetic Worlds' :
Rules/Rituals/Meaning and Immersion/Breaking the Circle
Rituals of Engagement:
Posting photos, engaging in trends, and tagging friends are rituals that give life to the platform.
Memes and hashtags act as shared symbols, binding users within the circle’s rules.
How do Markets, Politics, Culture and Law operate within the Magic Circle?
Rules/Rituals/Meaning and Immersion/Breaking the Circle
Meaning and Immersion:
Within social media, users construct identities, perform roles, and engage in narratives (e.g., influencers as storytellers).
However, this immersion can blur the boundary between play and reality—creating issues like performative activism or influencer burnout.
When users ignore or challenge the platform's implicit rules (e.g., by critiquing algorithms or rejecting engagement culture), the circle's magic can break.
Example: Movements like #DeleteFacebook push back against the rules of engagement, challenging the platform’s influence
The Illusion of Consent: Do we really know which magic circles we are a part of?
The Fragility of Meaning: Self worth, notions of narratives, ideas of 'making it'
Transparency and Accountability: Are rules and boundaries clear?
Build a LEGO representation of a magic circle.
Define its key elements:
How does this platform cater to Achievers, Explorers, Socializers, or Killers?
For the Boundary:
For the Rules:
For the Rituals:
For the Rewards:
Gamification is bullshit?*
Repeatable approaches which prefers facility, not benefit, honour or aesthetics
This rhetorical power derives from the “-ification” rather than from the “game”. -ification involves simple, repeatable, proven techniques or devices: you can purify, beautify, falsify, terrify, and so forth. -ification is always easy and repeatable
Game developers and players have critiqued gamification on the grounds that it gets games wrong, mistaking incidental properties like points and levels for primary features like interactions with behavioral complexity.
*http://bogost.com/writing/blog/gamification_is_bullshit/
But it is sticky, playful, retentive, and cuts through the noise.
More user engagement
Millennials and Gen Z: Need to create + need to escape - Gamify
The core idea behind the commercial viability of gamification is that consumers, when interacting with game-like elements, will also display behavior that is associated with gameplay (Huotari and Hamari, 2012).
Agency and engagement
Stakes of the game
Play as a magic circle
Immersion
VR/AR Gamification
Apps
Health/Finance/Marketing
Advergames
(NikeFuel, Mazda, Chipotle Love Story)
https://www.gamify.com/gamified-marketing/gamification-examples-case-studies?hsLang=en-au