ENC4416 has been an interesting experience. The course
managed to cover a wide arrange of topics which were surprisingly relevant in
today’s era of evolving online rhetoric. The course touched on topics such as
scope and effect of online media, brought attention to both the developer end
and user end of technology, and the various etiquettes of online interactions.
The course not only touched on these topics, but also explained the
implications thereof and provided relevant examples of the topics. The course
also managed to incorporate current events into the course, which only reinforced
the releventness of the topics being discussed and taught. For example, one day
we discussed the Johnny Cash Project, in where country artist Johnny Cash gave
fans the ability to submit their own art to replace frames of his music video
for the song “Ain’t No Grave”. The project gave the user the ability to ‘contribute’
to something larger than them, which is a reoccurring theme that came up in the
course. For me personally, seeing a project like this was especially interesting.
While I was aware of large projects or movements that were brought about by
communities of people on the internet, they were always somewhat dehumanizing:
regardless of how big the group is and what they set out to accomplish, the
group itself is normally represented by the number of people within the group,
and a list of the accomplishments or goals they set out to achieve. However,
this project in particular was different for me. While viewing the video, it
graphical interface gave the user the ability to view the artwork that was
submitted for the project. More specifically, the artwork submitted for each
individual frame. Given that the music video is about 1300 frame long, and
there are 10+ pieces of artwork per frame (with other frames having a significantly
higher amount), that gives us a minimum of 13000 different pieces of artwork
that were submitted to this project. UPDATE: A quick google search revealed
that the project had over 250,000 unique pieces of artwork as of 2011, 5 years
ago, meaning the number is higher now. The project not only bolsters impressive
numbers, but also managed to not make the individual member a statistic by
showcasing the work that they had contributed to the project. The combination
of sense of scale, impact, and the overarching product made this particular
example stand out to me, as not many other projects or organizations that I
knew of at the time were able to create such an balanced impact. It is for this
reason that this project in particular really made an impression on me. Likewise,
toward the end of the course we covered web auditing. I found this also to be
particularly interesting. I like to liken this sort of topic to that of the
relationship between an average person and a musician, in that while the
musician has a background in what makes things sound ‘good’ ultimately the
average person has the final verdict on what ‘is’ good regardless of what
background they hail from. In other words, they have the ability to say whether
something is bad or not regardless of if they actually know anything on the
subject. This leads to a bit of a gridlock between creator and consumer, as the
consumer doesn’t like it (and doesn’t know why), and thus cannot tell the
creator what to fix. This is when a third party can be called in, a person who
is neither a clueless consumer, nor the creator of this particular piece of
content. It is these people who can provide constructive criticism for the
creator in order to improve the product. Prior to this course, I was a simple ‘clueless’
consumer, that could only tell what was good or not, but not necessarily state
the reason as to why it was good or not. The section of this course that
involved web auditing allowed me to attain a deeper understanding of what makes
or breaks a website, which is was something that I found particularly interesting
in this course.
ENC4416
Friday, April 29, 2016
Wednesday, April 27, 2016
How is YouTube a digital writing environment, and how
does the medium (videos) influence the content of the digital writing and the
"many different ways the site can be understood?" (94).
YouTube is a digital media environment with a heavy focus on
online video consumption and distribution. However, even though YouTube's
primary purpose is a video consumption website, it also serves as a digital
writing environment. YouTubers (with a
heavy emphasis on bloggers and vloggers) will often encourage some type of dialogue with the viewers. This
dialogue may ask the viewers something directly, stir up some sort of
controversy for the viewers to debate over themselves, or encourage interaction
between users via the comments section (93). So even though YouTube's purpose
is to provide videos for consumption, it still counts as a digital writing
environment. As stated before, the YouTubers themselves have the ability to
incite dialogues between them and the users, or users to other users. In other
words YouTubers have the ability to directly influence the content of the
digital writing environments that YouTube offers. This interesting balance of
video and writing environment as well as its sheer size allows YouTube to have
a layer of complexity that was not offered on many sites prior to its
existence. Thus, it can be understood in many different ways (94).
How can audience labor "generate alternative forms
of value?" (116). Provide an example.
Television is interesting because it has two primary schools
of thought, the appointment model and the engagement model (116). While both
involve the distribution of media content, they do it in two very different
ways. The appointment based model involves an "engagement based paradigm
(116)" in where viewers need to arrange their lives around a certain
timeslot in order to consume the media distributed. Monetenization occurs via
target audiences by target viewer demographic, which allowed companies to
advertise to a select audience and networks to collect ad revenue from the
select audiences. Alternatively, the engagement model involves a piece of
content spread over many different consumption mediums (116). It differs from
the appointment based model in that the viewer may consume the media at their
leisure, but through a premium service, and with a variety of different mediums
to do it through. These mediums include services like Hulu, Netfilx, a DVR,
home media (such as DVD's, video cassettes, Bluray, etc), and many others. This
method will more-often-than-not encourage the discussion, analysis, and spread
of the media being consumed. The inherent audience will also be more likely to
partake in said actions, as they are going out of the way to pay for a
non-standard service (as opposed to the more standard cable subscription). In
other words, the content creators will target some of the 'hard core' fans of a
series to help perpetuate the fandom through encouraged actions, essentially
creating a type of 'audience labor (116)'. This 'audience labor' generates
additional value, as the viewers will get to share additional experiences
beyond the media that they consumed. For example, popular TV show 'Game of Thrones' is only accessible legally
through premium services, but still has a very dedicated fan base to the point
of mass merchandising.
"When online, how often do you
control your own focus--and how frequently do you allow it to be captured by
peripheral stimuli?" (42). And what is that stimuli?
As for me personally, when I go
online I typically go with some sort of goal. While this goal covers everything
from researching targeted information to traversing the "digital
treadmill" (13), I will very rarely not accomplish said goal. Peripheral
stimuli such as social media and the "always on mentality" (50) do
not affect me in the way that Rheingold describes. I will typically indulge in
entertainment or social media when I reach a block in writing, or something
else urgently needs my attention. Even as I write this, small notifications are
popping up intermittently. These will and have however been ignored until the
point in time where I reached a satisfactory answer to this question, or the
point in time where I reach a mental block in about how I go answering this
question. I feel like Rheingold's usage of the "cocktail party
effect" (42) is quite accurate, as while I do have Facebook open on my
second screen and even a podcast running, I still feel that I am quite focused
on the task at hand (i.e. this assignment). So in review, while there are many
online peripheral stimuli that exist e.g. social media sites, regular media
sites, and the fact that a literal stockpile of knowledge is at my fingertips
(as well as numerous cat photos), I myself can remain focused on my current
task. This is of course with the exception of when my goal is to log on to
traverse the "digital treadmill" or to kill time.
What is "infotention,"
and why is it important to Rheingold?
Infotention is a word that
Rheingold came up with to describe the various factors that one needs to
navigate the web, more specifically the ability to use both mental attention
skills and search engine usage in tandem to better stay focused while
researching information. The word itself is most likely a combination of the
words 'information' and 'attention'. The internet contains a vast wealth of
information, so much in fact that even when looking up information on a relevant
topic the information found may be rendered moot as it may be too specific,
information found may chain to similar information which chains to other
information (becoming a misconstrued game of telephone), or the information
that one finds may be sufficient enough to answer the question at hand but the
person still chooses to research more information. Rheingold himself had
experience with all of the scenarios himself when researching information about
how Nikola Tesla's push for AC current lost out against Thomas Edison's push
for DC power (90). While researching he was quickly able to gather information
that was more than enough to answer his question, but chose to keep reading and
clicking on links long after passing this point. However at some point he
remembered that he had blog post to write that he stopped researching. If it
weren't for his "infotention" he may have forgotten that he had
something to do, albeit in this specific case it may or may not have mattered
too much.
Friday, April 22, 2016
Twitter: Reflections and What I Learned
Prior to this class I had a vague idea of what Twitter was
and how it worked, however I had no intentions of ever creating an account. My
understanding of Twitter was a follows, the 250 character limit forced people
to cut down on what they had to say, so users started to use Twitter more for
short blurbs rather than longer thought out sentences. Moreover this would
cause people to create shorter ‘thoughts’ typically about things that were
happening to them at the time of the tweet. These ‘thoughts’ included people
declaring to the world what they had for lunch, complaining, and other menial
things that I had no interest in (although I did realize that some people were interested
in that type of thing). That being said, I did see the novelty in reading about
what some of the more famous people were doing in real time, but that alone was
not enough for me to warrant creating and maintaining a Twitter account. After
creating and using a Twitter account over the course of this semester, my
original thoughts on Twitter and people’s everyday use of it were confirmed.
However, this is not say that my view on Twitter and its use was not broadened.
As stated above, regular people are not the only users of Twitter; celebrities,
content creators, and large companies also use Twitter on a daily basis. Over
the course of the semester, I have seen personal statements made from content
creators on their own content, supermarket corporations banter over who had the
better tomato paste, an AI social experiment spiral out of control, and Kanye
West and other ‘celebrities’ overreacting about things. Not to mention
countless bits of popular culture that I may or may not have been better
without knowing. In other words, I witnessed a great deal of very large scale
discourse happening. Simultaneously, Twitter also offers the ability to have
variable sized conversations using their ‘hashtag’ feature. Over the past three
months, our class’s hashtag provided a way for members of our class to be able
to share and distribute information using something that could easily be acquired,
while at the same time, so oddly specific that an ‘outsider’ would not be able
to get hold of it. Or in other words, we created our own small scale discourse
by simply using an eight character long set that could easily grow if we as
group so chose to do so. The duality between large scale conversation and a
small scale ‘ease of access’ conversation is something that I find interesting.
While Facebook can accomplish something similar utilizing its groups and chat
system, it is not the same: as groups take time to setup and maintain (which
may not be worth it in the case of a very small group) and a chats can get
quickly out of hand with a larger group of people. Twitters use of the hashtag
fills a very specific niche interest of fulfilling the founder’s requirement of
ease of access to a variably sized group, which resonates surprisingly very
well with the user end as it also gives him/her the liberty to drop the conversation
at his/her pleasure. After a semester of using Twitter I understand why so many
people use it as it offers a unique environment in where almost all information
and all discourses are readily at the disposal, use, and benefit of a user but
are at the same time are secured (almost paradoxally) by nothing but obscurity.
Wednesday, April 20, 2016
How can "media
material act as a Trojan horse," or turn people into "hosts"?
(17). Provide some original examples to
explain this idea.
As stated by the authors of Spreadable Media, media material
[may] act as a Trojan horse (17). By this they mean that the spreading of media
will often, and even may be designed, akin to a virus (18). This viral spread
of media, whether intentional or not, is done through people. In the era prior
to the internet being so accessible, this would have been done through
printable media and then spread through word-of-mouth. However, in today's day
and age the internet is the main distribution system for the vast majority of
media. While the concept of viral media was definitely present in the era
before the internet, it became much more prevalent and true to name with the
gap closer that is the internet. The internet allowed users to literally
'share' links to the source, which inherently uses them as a conduit in where
the media can travel. In other words, the act of sharing a piece of media
turned the user into host over which said media may spread. Likewise, the user
may or may not even be aware of what is happening or what they have done,
reinforcing the 'Trojan Horse' angle of view. An example of this would be if
the Coca-Cola company decided to spread a new upcoming promotion, but only
though social media. While only some people will actually 'share', 'retweet',
'reblog', etc, it is inherently going to be shown in some way or form to their
friends, followers, etc.
The
authors of "Spreadable Media" bring up the interesting concept of
'influencers' (79), and how they are the supposed keystones to understanding
how the spread of social media works. In the chapter, the authors cite how
Malcolm Gladwell emphasizes the usage of 'influencers', or key people that are
well embedded in the community, are the more valuable people when trying to get
something spread around. This conclusion comes of course from the 'Small World
Experiment' (80) conducted in the 1960's, or in other words from a time period
before the internet. In the modern age, these 'influencers' aren't necessarily
people any more, but rather social media websites. While it may be argued that
the people on the websites are the 'influencers' that serve as the catalyst for the spreading
of media texts, the website itself is the only reason said person could have so
many connections and be able to 'influence' so many people. These websites not
only include social media sites, but also forum style sites, bulletin board
style sites, etc. Consider the following, say a person had just recently been
introduced to a wiki style site, and the person was adequately knowledgeable of
the subject and actively visited and contributed to the website. Said person
produces good work and works their way up the hierarchy and eventually becomes
the administrator of the website. The person then chooses what ads are
displayed on the website, influencing the type of media displayed on the site.
While yes, he himself is 'influencing' the visible media on the site, it is the
site itself that is the actual vehicle of the spread of media text throughout
the user base.
Friday, March 4, 2016
Rhetorical Analysis of a Digital Writing Environment
Preston Badgley
12 February 2016
ENC 4416
Professor Dan Martin
Rhetorical
Analysis:
How
TV Tropes Effectively Caters to its Userbase
"A story's
ending may come as a surprise to the reader, suspense may have the reader on
the edge of the seat, and conflict may lead to unbearable excitement. It is the
job of the writer to create these effects..." (Bulman Abstract)
Introduction
TV Tropes is a wiki
style website entirely dedicated to the categorization and classification of
tropes in popular culture. Merriam Webster defines tropes as "figures of
speech" (Merriam-Webster). However to the creative writer a trope is more
than that, tropes "are more about conveying a concept to the audience
without needing to spell out all of the details (TV Tropes)". In other
words, tropes are devices or writing conventions that exist in a person's mind
due to some sort of pre existing knowledge implanted by previously consumed
media or as set by society or a community. Examples of tropes would include the
action of outrunning a fireball in a movie, elemental weapons in an RPG, the
concept of star crossed lovers in a novel, or how the villain always seems to
give long winded monologues that give the protagonist just enough time to think
of an escape plan. This is where the problem lies, as while these concepts
undoubtedly exist, their inherent abstract nature may make it hard to
categorize them. As such, a community is required for the categorization and
cataloging of tropes. This is where the website TV Tropes comes in, as it
serves as a hub for all those interested in the concept of tropes and their
usage. As stated before, TV Tropes is a wiki style website. This means that it
is easy to contribute to the site. However TVTropes manages to keep such a
abstract concept straightforward, goes to great lengths developer side to
streamline the end user experience, and provides a way for users to be active
continued contributors to the website in some way or form.
Landing
Page
The first thing that
catches the eye when first accessing TVTropes is a large picture of a cracked
television test card in the center of the screen with a text box that reads
"The All Devouring Pop Culture Wiki", along with a centered block of
text titles "Welcome to TVTropes". The intro blurb has the previously
stated quote from the introduction, but then goes on to read "The wiki is
called "TVTropes" because TV is where we started. Over the course of
a few years, our scope has crept out to include other media. Tropes transcend
television. They reflect life. Since a lot of art, especially the popular arts,
does its best to reflect life, tropes are likely to show up everywhere".
It is from here, that a new user to the site can get a very good idea on both
what this site has to offer as well as what applications one may do with the
knowledge obtained by the site. Moving on the next most noticeable thing on the
landing page is the TVTropes' logo. The logo is somewhat minimalistic, in where
the lowercase letters 'tv' are off centered with the 't' having a lampshade
[lampshade hanging] on it. The logo is in an outlined box, with the text "
Learn about the Lampshade Hanging in TVTropes' Logo". The logo itself serves
a ternary purpose, it demonstrates the casualness of the website via a visual
gag, provides an opportunity for a novice to learn about the logo, and
simultaneously provides a sample of the structure of the website (which will be
expanded on later). The ladder two examples also provide an opportunity of
mentorship, which contributes to a successful participatory culture which is an
essential for a successful digital culture (Rheingold 113). The landing page
also provides various links with somewhat quirky names such as SugarWiki (which
takes you to a page with links to upbeat and 'cheerful' trope article links),
DarthWiki (which in contrast takes you to a page with 'darker' and 'edgier'
trope articles), a button at the top of the page that will take you to a random
trope article, and various other tabs of
this nature. All of these features are
located on the homepage, and as such are the first things that users both new
and old will see. Regardless of the fact that the website is still a wiki, it
immediately manages to distinguish itself from others through the use of a non
standard format for wikis. First impressions, while possible to change, are
very hard to change without active participation from the subject (Mann et al.
845). The homepage of TVTropes sets the precedent, gives an introduction to
what the main idea of the website is, as well as some exploratory tools for new
users to get started. However, it should be noted that the website recently
received a new update and used to have an introduction that also accurately
represented the non-formal borderline sarcastic vernacular used on the site and
by its various articles.
Articles:
Tropes
The articles
themselves contain the trope title, a description, and a generalized example of
the trope. It should be noted that they do not necessarily always appear in
that order. The vernacular used in the articles is somewhat different from the
vernacular of a typical wiki. All articles are written on a very informal
fashion, with heavy usage of other tropes used in context. It is not rare to
find an article with a minimum of 5 article links with proper usage of the
linked article. While the hyper linked articles are aliased in a way that makes
the tropes usage very obvious, it may be somewhat overwhelming to a newcomer. I
personally find this weird as the homepage is seemingly quite friendly to new
users. The articles are also not afraid to hold an intellectual tone, even
sometimes becoming philosophical in nature. For example, in the article page
for 'Rule of Three', "Sometimes called trebling, the Rule of Three is a
pattern used in stories and jokes, where part of the story is told three times,
with minor variations. The first two instances build tension, and the third
releases it by incorporating a twist... The Rule of Three may be a subtrope of
a more general psychological phenomenon, as threes are well-noted in all forms
of culture. Films, books and plays come in trilogies. They have a Three Act
Structure, a Beginning, Middle and End. Counts of three elements are used
widely in rhetoric, writing and myth: "Ready, aim, fire", "Veni,
Vidi, Vici", "Lights, camera, action", "Reading, 'riting,
'rithmetic," "rhetoric, writing and myth". Just try and think
about how many times you've heard the phrase "On the count of three... (TVTropes,
'The Rule of Three')". The excerpt demonstrates all of the previously
discussed points. This is the style in which the articles on the site are in.
To which I bring up the previous point, this website is in fact a wiki. In other
words, all articles are a culmination of various contributor's work into a
single cohesive article. Which makes the use of this encouraged vernacular even
more unique, as anyone is permitted to edit any article. The use of what is
called 'spoiler text', or the use of a removable censor bar, is also used. This
is implemented due to the fact that topes are writing mechanisms, and the
presence of a trope (or more commonly the stated reason for a tropes existence)
may denote an important plot point for a narrative. From this we can assume
that the general user base has some sort of respect for the community and what
TVTropes wants to be.
Articles:
Media
Tropes, by
definition, can only exist with the context of some sort of narrative. Which is
more often than not in the form of some sort of media. Hence, for the ease of
the user and to keep a more sensical database, TVTropes also has a wide variety
of media based articles ranging from internet topics to oral traditions and
everything in between. The current article structure contains a title with the
medium type (i.e. television, folktale, theatre, etc), the title of the media,
a short description, and a list of known tropes that the media contains. Each
article also contains a shortcut menu towards the top of the page that contains
links to the more commonly used categories of tropes. This streamlines the
media type articles, for if all of the tropes contained in a series was listed
in on a single page without the use of any organization or file architecture
(especially with some of the longer running pieces of media such as The
Simpsons or Harry Potter), the article may be too large. As Rach puts it,
"Too much content makes things harder to find (8)". This ring true
for multiple reasons, for example it would prove to be intimidating to new
users, too much information pain for avid users to retrieve information from,
and problematic for editors and contributors to improve. As with the trope
articles, spoiler text and the use of hyperlinks are also used for the same
reasons. The media based articles purpose is to help pull the website together.
Even though the website's purpose is to catalog tropes and their definitions,
tropes by definition only exist in narrative. The logical progression of this
would be the inclusion of the various media that tropes exist in, hence the
creation and use of these media based articles. Moreover, the presence of these
articles helps the overall experience of the end user.
Forums
TVTropes also has
easy access to various forums. These forums provide standard support styled
thread topics such as trope revision or trope questions, and also provide
social styled topics such as threads involving the NFL, LGBT issues, and
regional politics. Immediately, this website distinguishes itself from other
sites by covering such a large array of topics. The forum setup is very similar
to how a traditional forum is setup. There is a central 'hub' page that
contains links to many different topics and there are threads within each topic
for various issues or conversations for users to take part in. Elaborating on
the 'support' styled threads, the support styled threads have a main focus on
helping new users become acclimated to the site, competent users are free to
ask questions about the usage of tropes, and avid users may edit or add
content. These support forums encourage both new and old users to come together
and interact with each other, which is imperative for the continuation of a
social media website (Rheingold 206). Moreover, these support forums also offer
an easy method of information seeking, which according to researchers is an
important success factor in the perseverance of a social media site (Guo et al.
758). As mentioned before, there are also general topic threads as well. These
threads don't necessarily have a centralized purpose, as that categorization
belongs to the earlier explained support focused threads. No, these threads
fall more under the category of 'all that is not centralized', with the
previously mentioned thread topics serving as proof that these threads may have
very little or nothing in common. While some may be able to argue that this may
detract from the website, the wide variety of topics covered in these forums
may actually heavily contribute to the retention of users. The wide variety
provides a higher chance that the user will find something that he or she is
familiar with, and familiarity is an important factor in encouraging active and
continued participation in a network (Taha et al. 7). These forums provide a
helpful place to newcomers, an civil place for discussion for older members, a
place for the experienced members to share their knowledge, and a place for the
casual user to hang out or discuss non-trope related issues. It successfully
provides a level of user participation that the main site cannot provide on its
own, but more importantly does it in a way that makes sense and does it
effectively/
Conclusion
The website TVTropes
is a smaller website, but despite its size still manages to demonstrate all of
the hallmarks of a successful digital writing environment. It is very user
friendly, provides a method of successfully conveying ideas while keeping
opinions separate, goes to great lengths to improve the user end experience,
and provides a way for participants to be both active and consistent in their
participation. TVTropes goes to great lengths to ensure that anyone interested
in the subject of tropes has the ability to learn more about them, and that the
random passerby will stick around for at least a little while to explore the
novelty that is this site. It should be noted that the website was updated in
the process of the writing of this paper to a debatably better format. While
the paper does reflect the changes, this paper does not necessarily reflect the
changes made after the writing of this paper.
References
Bulman, Colin.
Creative Writing : A Guide And Glossary To Fiction Writing. n.p.: Cambridge, [England] ; Malden, MA :
Polity, 2007., 2007. UCF Libraries Catalog. Web.
16 Feb. 2016.
"Trope."
Merriam-Webster.com. Merriam-Webster, 2016. Web. 2 February 2016.
Hardy, Gareth.
Smashing Logo Design. Wiley, 2011. 17 February 2016
Rheingold, Howard.
Net Smart: How to Thrive Online. Cambridge, MA: MIT, 2012. Print.
Mann, Thomas C., and
Melissa J. Ferguson. "Can We Undo Our First Impressions? The Role Of Reinterpretation In Reversing
Implicit Evaluations." Journal Of Personality
& Social Psychology 108.6 (2015):
823-849. Business Source Premier.
Web. 24 Feb. 2016.
"The Rule of
Three" TVTropes.org. TVTropes, 2016. Web. 2 March 2016.
Halvorson, Kristina,
and Melissa Rach. Content Strategy for the Web. Berkeley, CA:
New Riders, 2012. Print.
Guo, Junpeng,
Zengguang Liu, and Yu Liu. "Full Length Article: Key Success Factors For The Launch Of Government Social Media Platform: Identifying
The Formation Mechanism Of Continuance
Intention." Computers In Human Behavior
55.Part B (2016): 750-763. ScienceDirect. Web. 4 Mar. 2016.
Taha, Diane E., Sally
O. Hastings, and Elizabeth M. Minei. "Shaping Student Activists: Discursive Sensemaking Of Activism And
Participation Research." Journal Of The
Scholarship Of Teaching And Learning 15.6 (2015): 1-15. ERIC. Web. 4 Mar. 2016.
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