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Communities in (Digital) Space: Creating Networks for Daily Living Communities in (Digital) Space: Creating Networks for Daily Living
Through Pervasive Media Through Pervasive Media
Jamie Lynn Henthorn
Old Dominion University
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Henthorn, Jamie L.. "Communities in (Digital) Space: Creating Networks for Daily Living Through
Pervasive Media" (2016). Doctor of Philosophy (PhD), Dissertation, English, Old Dominion University, DOI:
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COMMUNITIES IN (DIGITAL) SPACE:
CREATING NETWORKS FOR DAILY LIVING THROUGH PERVASIVE
MEDIA
by
Jamie Henthorn
B.A. May 2005, Emory & Henry College
M.A. May 2008, The American University
A Dissertation Submitted to the Faculty of
Old Dominion University in Partial Fulfillment of the
Requirements for the Degree of
DOCTOR OF PHILOSOPHY
ENGLISH
OLD DOMINION UNIVERSITY
August 2016
Approved by:
David Roh (C0-Director)
Kevin Moberly (Co-Director)
Dana Heller (Member)
Avi Santo (Member)
ABSTRACT
COMMUNITIES IN (DIGITAL) SPACE:
CREATING NETWORKS FOR DAILY LIVING THROUGH PERVASIVE MEDIA
Jamie Henthorn
Old Dominion University, 2016
Co-Directors: Dr. David Roh
Dr. Kevin Moberly
Studies of online communities often focus either on communities that produce
texts or the texts with which individuals engage. This dissertation examines online
communities that practice in ongoing activities, in their leisure time, often with no end
goal of producing any final text. Through interviews, surveys, and community forum
analysis of running, gaming, and translation communities, this study finds that place
and everyday habits factor heavily into the ways that sustained online communities
structure their work.Place” can have several meanings within this context, including
the communities valuing specific locations or working with specific individuals because
of where they live. Due to the rise in use of pervasive mobile devices, online community
access often weaves into members’ offline lives. This knowledge of life ancillary to online
community adds a layer of affective work to online community participation.
Throughout the data collected from these communities, stories pertaining to the
work of community maintenance dominated the conversation. Participants defined
work as managing community involvement around other obligations, maintaining
relationships across distances, and acknowledging the benefits that corporate entities
derive from these communities. By investigating work within this context, we expand
our understanding of the ways less visible populations work online in their leisure time.
iii
Copyright, 2016, by Jamie Henthorn, All Rights Reserved.
iv
This dissertation is dedicated to my son, Dorian, who has grown up alongside it.
You will never know what it meant that you imagined me to be the smartest person in
the world while I was writing it.
v
ACKNOWLEDGEMENTS
Dissertations are genuinely collaborative endeavors and I have many to thank. I
want to first and foremost thank David Roh, for agreeing to oversee this dissertation and
for remaining dedicated to this project as you moved on to the University of Utah. I am
equally indebted to my other committee members: Kevin Moberly, Avi Santo, and Dana
Heller, who have all been outstanding mentors as I have progressed from student to
faculty. You gave me more opportunities than any grad student deserves and I hope to
return on the investment. Because not all mentors serve on committees, thank you Beth
Vincelette and Shelley Rodrigo for teaching me the inner workings of academic life.
I am lucky to have been part of a strong campus community at Old Dominion.
Working with top tier academics over the years as we have researched, published, and
presented together has only sharpened my skills. In dissertating I am particularly
grateful for Dissertation Bootcamp, an accountability group for ODU dissertators. Laura
Buchholz, Vincent Rhodes, Carmen Christopher, and Danielle Roach defended before
me and taught me how to write a dissertation in and between life. I have enjoyed
writing, dissertating, and commiserating with other Bootcamp members: April Cobos,
Megan McKittrick, Sarah McGinley, Sheri Mungo, Chvonne Parker, Zack Hill, and Diane
Cook. I have learned so much from your research and look forward to your defenses and
the future you bring to knowledge. To my closest colleagues, Megan Mize, Sarah
Spangler, and Matt Beale, thanks not only for being amazing scholars I look up to, but
also for reminding me that taking a break is sometimes the best way to get writing done.
Some people happen into a doctorate, but I have wanted this since I first saw
Raiders of the Lost Ark and have only been slightly disappointed at how few Nazis there
vi
have been to punch. In this near life-long quest, I am indebted to my parents, Jim and
Mary Turner. Thank you for keeping a house full of books, never limiting my interests to
age appropriateness, and for listening to the research papers I assigned myself over
summers. I am who I am because you never yelled at me for staying up all night reading,
but also kicked me out of the house during the day to play with my friends. Thank-you,
Chris, for being my best friend in the many moves the military invited us to enjoy and
for being the kindest of brothers. To Amanda, it has been such a joy watching you grow
up, and now to watch you love on our kids the way Chris and I loved on you.
To Gavin, I’m not sure if at eighteen anyone can know where their lives will take
them. I would not have developed this study of games if I had not married a fellow
gamer to test ideas and theories on. Thank you for the sense of adventure and humor
that you bring to all far reaching and overly complicated situations I find our way into. I
have been so lucky to have such a friend and partner through study, travel, parenthood,
and general adulthood. I eagerly anticipate what is next for us.
Finally, to Dorian, before I applied to PhD programs holding a baby, all my
research concluded that being a mother-scholar was essentially impossible. At the first
conference I went to after your birth, an older woman laughed at me for trying.
However, I am so happy I listened to my gut. My fondest memories of this dissertation
include you curled up next to me during 5am writing sessions, half asleep, as I read
sentences out loud to myself. No one else has been so integrated into the everyday work
of my research, which often extended to public playgrounds, swim lessons, and
gymnastics practice. Im not sure you can remember a time when I was not writing this
dissertation, or understand that most people do not write their dissertations with young
children, but know you being you was integral to my success.
vii
TABLE OF CONTENTS
Page
LIST OF FIGURES ...................................................................................................................... ix
Chapter
I. INTRODUCTION ..................................................................................................................... 1
LITERATURE REVIEW .......................................................................................................... 6
SPACE VS. PLACE ............................................................................................................... 6
ONLINE COMMUNITY AND PLACE ............................................................................... 7
THEORETICAL METHODOLOGY...................................................................................... 16
NEW MEDIA AND THE INTERFACE............................................................................ 17
LEISURE AND PLACE: A MARXIST CRITICAL LENS ...............................................20
METHODS .............................................................................................................................. 26
DATA COLLECTION .........................................................................................................30
METHODS OF ANALYSIS................................................................................................ 32
STUDY LIMITATIONS...................................................................................................... 34
SIGNIFICANCE OF THE STUDY .................................................................................... 34
CHAPTER SUMMARIES ...................................................................................................... 35
INTRODUCTION ............................................................................................................... 35
(IMAGINED) COMMUNITIES OF RUNNERS ............................................................. 35
BANDS OF BROTHERS, GIFTING IN FPS CLANS ..................................................... 38
I HAVE ALL THE QUALIFICATIONS. INTERNATIONAL FAN
PROFESSIONALIZATION ON VIKI ...............................................................................40
CONCLUSION .................................................................................................................... 42
II. (IMAGINED) COMMUNITIES OF RUNNERS ................................................................ 43
INTRODUCTION ................................................................................................................... 43
RUNNING, LEISURE, AND DISCIPLINE ..................................................................... 44
RUNNING AND THE SMARTPHONE ...........................................................................50
RUNNING AND PLACE.................................................................................................... 52
THE SIGNIFICANCE OF RUNNING COMMUNITIES ............................................... 55
APPLICATION: RUNNING, PLACE, AND ONLINE COMMUNITY ............................. 59
THE COMMUNITIES OF ZOMBIES, RUN! ..................................................................60
FAN-DRIVEN RUNNING COMMUNITIES ...................................................................... 63
LEARNING TO RUN AROUND OTHERS ..................................................................... 64
RUNNING ALONE, TOGETHER .................................................................................... 67
RUNNING WITH OTHERS.............................................................................................. 72
CONCLUSIONS ZOMBIES, RUN!................................................................................... 75
BALANCING WORK AND HOME WITH MOM ON THE RUN ..................................... 77
GETTING STARTED, RUNNING ALONE FOR OTHERS...........................................80
viii
Chapter Page
WRITING MOTR INTO RUNNING ................................................................................ 82
CONNECTING OFFLINE ................................................................................................. 85
CONCLUSIONS MOM ON THE RUN ............................................................................ 86
CONCLUSIONS ON DIGITAL RUNNING COMMUNITIES........................................... 87
III. BANDS OF BROTHERS, GIFTING IN FPS CLANS....................................................... 92
INTRODUCTION ................................................................................................................... 92
GAMING, LEISURE, AND DISCIPLINE........................................................................ 93
CALL OF DUTY, CONSOLES, AND CONNECTIVITY ................................................. 98
THE SIGNIFICANCE OF GAMING COMMUNITIES ................................................105
PLACE, GIFTS, AND DIGITAL ECONOMIES............................................................. 110
APPLICATION: GAMING, GIFTING, AND ONLINE COMMUNITY .......................... 118
EMPLACED LIVES AND COD .......................................................................................120
GIFTING WITHIN DIGITAL ECONOMY .................................................................... 128
WORK/PLAY .................................................................................................................... 133
CONCLUSIONS .................................................................................................................... 136
IV. I HAVE ALL THE QUALIFICATIONS. INTERNATIONAL FAN
PROFESSIONALIZATION ON VIKI ..................................................................................... 138
INTRODUCTION ................................................................................................................. 138
VIKI AND PLACE............................................................................................................. 144
OPEN SOURCE, OPEN ACCESS: COMMUNITY WIKI BUILDING........................ 152
LANGUAGE, LEISURE, AND INTERNATIONAL FILM........................................... 156
APPLICATION: BUILD A PROFESSIONAL WORKFORCE OF VOLUNTEERS .......160
VIKI, MELODRAMA, AND PLACE ............................................................................... 161
WORK AND LEISURE .................................................................................................... 168
COMMUNITY ...................................................................................................................180
CONCLUSIONS .................................................................................................................... 185
V. CONCLUSION ..................................................................................................................... 188
REVIEW................................................................................................................................. 191
GENERAL CONCLUSIONS…………………..………………………………………………………… 195
FUTURE AVENUES OF RESEARCH................................................................................ 198
RUNNING COMMUNITIES........................................................................................... 198
GAMING COMMUNITIES ............................................................................................. 199
TRANSLATION COMMUNITIES................................................................................. 200
WORKS CITED.........................................................................................................................201
MEDIA AND SOFTWARE CITED ................................................................................. 213
VITA ........................................................................................................................................... 215
ix
LIST OF FIGURES
Figure Page
1. Post in an online community. Screenshot by author. ......................................................... 1
2. Players pick up supplies, receive messages, and listen to music while running.
Screenshot by author. ........................................................................................................60
3. Descent is one of few missions where the player has choices within the narrative.
Screenshot by author. ........................................................................................................ 62
4. Players search out players equal both in skill and life stage. Screenshot of public
forum by author................................................................................................................ 110
5. Viki shares stylistic layouts with other streaming services. Viki.com. Screenshot by
author................................................................................................................................. 143
6. Viki privileges fan participation by giving it space on the front page. Viki.com.
Screenshot by author. ...................................................................................................... 144
7. Segmenting interface. Screenshot by author. .................................................................. 170
1
CHAPTER I
INTRODUCTION
Online communities are integral to my success in work and life and that interest
has sparked this dissertation. Online communities provide the support and
accountability I need to make it through both the daily and long term goals I set for
myself. Social media provides me near constant access to others as well as regular
reminders that I could be working on something more productive. Place has played a
significant role in the usefulness of these communities. For instance, I am in a hybrid
PhD program. Just over half of my colleagues attend class synchronously from a
distance. Because our cohorts stretch across the globe, we have created a number of
online groups, usually through Facebook, that help individual members stay involved
wherever they are. Below is a post I made in a group called Write Now! (Figure 1):
Figure 1. Post in an online community. Screenshot by author.
2
The relationship to work in what is meant to be a primarily social platform is evident in
two spaces within this image. On the left side of the image you can see several of the
groups I belong to. Most of them are “work related, meaning they are related to the
busyness of life, but not obligatory. These communities include groups for classes I have
taken, writing groups, professional networks, and exercise groups. Write Now! is a
group where members of the community share daily writing goals as and the daily
successes and failures reaching these goals. Write Now! connects members of Old
Dominion Universitys hybrid English PhD program because we sometimes miss the
opportunities other grad students have to meet and collaborate in person.
However, while this program is supposed to transcend place, location continues
to play a role. I have chosen the more traditional path in this less than traditional PhD
program. I moved to Norfolk, VA to attend class and work on campus. In the above post,
I state my writing goals and another on campus student asks where I am physically
working. I tell her MPark, Media Park, a graduate research lab on campus where I
worked as a lab assistant. I mention that the lab is quiet because I want her to come
write with me, even though we have established Write Now! so we can all write alone,
together. The comment about my location garners several likes; two of the individuals
who like the post had never been in Media Park. Our program has a low residency
requirement (two weeks over the summer for two summers) and one of the individuals
is dissertating and finished her residency requirements before the Media Park opened.
The other had yet to start her residency requirements and, therefore, never been on
campus physically. However, the Media Park was an on campus hub for graduate
students in the English department. Even students who have never visited Media Park
3
have embedded a certain value to it. Within this digital community, the Media Park is a
valued place and my distance colleagues know more about it than I, as a residential
student, know about where they write. Within this post, an awareness of place
permeates the community even though the degree program advertises itself as a
rigorous distance program. Place remains important as we move more activity online.
Communities continue to define themselves in the context of place. Even ODU’s mostly
online PhD English Program pulls its ethos from the brick-and-mortar institution that
houses that chiefly online community.
While ODU’s English PhD program might still be unique, the practices that we
participate in online are not uncommon. Online communities appeal to individuals
because of the convenience of communicating with others, making one of the most
appealing elements of the internet other people. The ability to communicate and
connect with others across space using relatively inexpensive and often mobile
technologies can make for connected and active digital communities. How these
communities form and their ability to maintain strong affective ties over time and
distance depends on a number of factors. Even though proximity was originally central
to the idea of community, place is regularly thought to collapse online (Yuan 667).
However, this narrative promoting a network culture can devalue the multiple uses of
online community (Yuan 671). This dissertation examines how place affects online
communities several ways, particularly where one is while interacting with an online
community, including living environments (living room, office, neighborhood) and
geographical location (city, state, country). Individuals adopt new media usage based on
how those around them model acceptable use (Gershon 2010). Community members
contribute time and talents in exchange for a sense of belonging and a position in the
4
hierarchy in the community structure they help develop. While communities provide
many benefitsincluding positive feelings of belonging, empathy, and collaboration
communities need work from their members to create that atmosphere. As such,
discussing communities includes discussing how communities work, both on a project
and with each other.
Place is understudied in the production of online communities and a focus on
place is a focus on the everyday. By everyday, I mean the repetitive work and life
environments both online and offline that structure a persons daily existence. In order
to utilize and empower community members, online leaders need to understand how
and when its members manage their daily lives of work, family, and leisure. Research in
online communities has largely focused on communities that produce texts, often
individually but with the feedback of others (Lessig 2004, 2008; Jenkins 2006). This
kind of work often requires significant time commitments from fans and volunteers.
While these are important discussions about online community and production, other
populations turn to online communities to manage the more mundane aspects of their
lives with reduced time commitments, including professional goals, health, and personal
hobbies. These communities might be focused on production of the self and often focus
more on archiving and accountability. In an analysis of these mundane practices we can,
as Gregg notes “grapple with the concrete ways political discourse shape experience”
(379). It is enriching this political discourse that grounds this dissertation. I worry that
conversations around new media that erase issues of place also erase conversations
surrounding the work that goes into creating online communities. Using the PhD
program once more as an example, this group cannot rely on relationships to build
loosely around classes, seminars, and hallway conversations. Members of this
5
community have to use a variety of digital toolslike Facebook groups, cameras,
omnidirectional microphones, and conference call softwareto in some ways simulate
the environment of other exclusively on-campus PhD programs. This extra layer of
work, dispersed across faculty and students, is rarely discussed and in no way
compensated, but is necessary for the success of the program.
I argue that place needs to be reinscribed and theorized in new media studies
because it is often ignored or diminished. Looking outwardly at public communities
structured around mundane daily tasks, this dissertation examines community practices
through new media’s notion of interface. As individuals spend more time interacting
with new and emergent media and these media integrate into leisure activities,place’
remain integral to how individuals work in online communities. These practices present
themselves in two different ways. For certain communities, new media tools reinforce
location specific communities where pervasive social media keep members engaged in
the work of the community even when they were not actively participating online,
allowing online work to permeate any daily activity. In groups that are more
geographically dispersed, a sense of placeness helps build social ties in online
communities through an awareness of the individual. The communities represented
here rely on the support of corporate-produced interfaces, which in turn depend on
volunteers contributing affective labor. This affective labor is rarely regulated by
corporate hosts for these communities, but work as an interface itself to buffer between
the individual and the less agreeable parts of social and/or public life in the online and
offline spaces community members inhabit. This place/work dynamic reveals the levels
of often overlooked but necessary work that go into creating productive online
communities.
6
LITERATURE REVIEW
SPACE VS. PLACE
A historicized definition of place is necessary to understand the ways that place is
used and occasionally erased online. In contextualizing this debate, place can then be
applied to online communities with this history of analysis as precedent. Ultimately,
communities have always focused on place and our interactions with online media and
online community is not truly detached from place. Instead, individuals carry their
communities with them in a variety of ways and place reminds them of their online
interactions in varied ways.
Space and place are often under-theorized as concepts (Tuan, 1977; Massey,
2005). Often defined against more dialectical nature of time (Soja 11), space is seen as
the fixed and abstract (Tuan 6; Soja 11). Space is aligned with transit; we pass through
spaces to get to places; however, [s]pace is transformed into place as it acquires
definition and meaningstrange space turns into neighborhood” and “a grid of cardinal
directions results in establishment of a pattern of significant places” (Tuan 136). Doreen
Massey argues that early structuring of space and place have left space as a surface level
concept that things happen upon (4) and that place then takes on a “totemic resonance,
that everyday, of real and valued practices, the geographical source of meaning, vital to
hold on to as the global spins its ever more powerful and alienating webs” (5). The
meaning of spaces is often political and “established relations between objects and
people in represented pace are subordinate to a logic which will sooner or later break
them up because of their lack of consistence” (Lefebvre 41). Space is defined by our
relation to and separation from objects and relationships.
7
de Certeau notes that place, in its relationship to time, is haunted by actions:
[p]laces are fragmentary and inward-turning histories, pasts that others are not
allowed to read, accumulated times that can be unfolded but like stories held in reserve,
remaining in an enigmatic state” (108). de Certeau finds space to be much more
powerful than place and states, [t]o walk is to lack a place” (103). He observes the act of
moving through space as the act of making meaning (102). This act is personal and
political: “[t]o practice space is thus to repeat the joyful and silent experience of
childhood; it is, in a place, to be other to move toward the other(110). Place, then acts
as both a progressive and regressive act. One constantly moves to and away from places,
which are embedded with memories and ideologies. Massey argues for space as an open
system of multiplicities, and our conceptualization of space determines what meaning
we extract from space itself and “ultimately to think of its potentially disruptive
characteristics: precisely its juxtaposition, its happenstance arrangement-in-relation-to-
each-other, of previously unconnected narratives/temporalities; its openness and its
condition of always being made(Massey 39). Places, as such, are socially constructed
over time. Individuals constantly move through and navigate these social constructions.
With this conversation in mind, I define place to be a location embedded with personal
and social meaning. This can materialize as a structure (a building), an area (a city or
even a particular route), or a region (a nation or geographic region). Online sites and
communities can also take on similar characteristics through individual participation.
Place in both circumstances is heavily constructed through repeated experiences.
ONLINE COMMUNITY AND PLACE
The term community initially had spatial connotations (one’s community was
populated by those who lived close by). Benedict Anderson’s Imagined Communities
8
outlines community’s relation to nationalism. He argues for community as a system of
practices performed by individual members who assume other members of the
community perform similar practices. Here the belief of shared practices is more
important than personal connections within the community (Anderson 20). As
discussions of internet community meet new technologies and greater access, they by
and large move to simplify community to a group withclose social relationships,”
(Yuan 667) a significant shift in perceptions of community. Yuan argues that the
oversimplification of community does not take nonwestern cultural contexts of online
community into account. I agree with Yuan, but add that it also simplifies western uses
of online community. In the early 1990s, as internet use grew in popularity, optimism
surrounded online communities, in which webs of connection transcended time and
distance to create meaningful new social formations” (Baym Communities and
Networks”). However, community became a term used by marketing teams to mean
interactivity (Baym Communities and Networks). In Personal Connections in the
Digital Age, Nancy Baym identifies community by three principles: a space of their own,
an established set of linguistic practices specific to the community, and what she calls
shared resources and support (“Communities and Networks”). Resources range from
links to shared files and documents to material gifts and favors. Significant to shared
resources, individuals in communities usually offer assistance without the expectation
that support will be returned at an equal exchange.
Online communities were popular in new media scholarship at the end of the
twentieth century, but shifts towards the study of online networks have led to
diminished research in online communities (Yuan 667). Networks differ from
communities in distinct and important ways. The biggest difference is communities
9
focus on core interests or practices and networks set the individual as a connecting node
to several linked interests and communities (Baym “Communities and Networks”).
There are many advantages to networks, including the ability to connect outside of the
market-defined structures online communities rely on (Benkler 4). However, Elaine
Yuan states, [a] culturalist perspective is needed to reckon the interplay of materiality
and sociality into the production and reproduction of social order in particular contexts
(666), particularly how different cultures use the internet (676). An interest in place and
new media has not been absent from new media studies, but there is much more to be
examined. Focusing on the everyday places individuals participation in online
communities and allows for research that expands conversations on internet use.
The study of online community and place changes as technologies become
smaller and more pervasive. To manage social interactions online, people turn to others
within their communities, either their online or local communities (Gershon 2010).
Technology plays a role in online community building, naturally, but more significant
are smaller social environments developing what Gershon calls idioms of practice. The
computer has been instrumental in the production of online communities and these
communities further develop as media devices become smaller, mobile, and more
accessible. Cultural demand for immediate access to information and personal
communities recursively pushes certain kinds of technology. Community members have
pervasive access to online communities through their laptops, smartphones, and tablets.
Individuals within online communities bring a variety of resources and those with
technological expertise often lend their knowledge to less experienced users. This
includes both helping individuals with web literacies, coding experience, community
netiquette, and content creation protocols for the community (Nakamura Digitizing
10
Race 135). Communities, in order to encourage interactivity, often create events that
will encourage involvement in the community. There are several ways to go about this
kind of community involvement, which can include friendly competitions, rewarding
community service, and establishing gift economies. Gift economies (sometimes called
sharing economies) transcend digital spaces and exist in some of the oldest of societies
(Mauss 1990), and can flourish online, beginning with the gifting of code, but extending
to material gifts as well (Barbrook 1998). These economies are tied to social and market
surveillance that add levels of complexity as competing forces use gifts to persuade the
environment of these social spaces. Gift economies and market economies tend to work
well together online: The hybrid is either a commercial entity that aims to leverage
value from a sharing economy, or it is a sharing economy that builds a commercial
entity to better support its sharing aims” (Lessig Remix 177). However, once sharing
economies understand themselves as tools of a commercial economythey are less
likely to want to participate (Lessig Remix 177). Maintaining a community culture is
integral to maintaining gifting/sharing economies.
While community members merge digital and material idioms of practice, the
connections between new media and place remain under-researched. Most spatial
studies on digital media have focused on electronic literature and video games.
Analyzing how this research has been conducted will help in establishing where the
fields are going while also helping to identify new research opportunities.
Repositioning the role of reading began in the 1970s. Scholars like Roland
Barthes argued that each reading of a text became a rewriting of it as well: so the text
passes: it is a nomination in the course of becoming, a tireless approximation, a
metonymic labor (11). In discussing Barthes S/Z, Colin Brooke notes that S/Z is a
11
book that signals the transition from literary/textual object to interface” (63). The study
of interface values how something is used as much as its content. Jason Farman argues
that space is something produced through use(18) and the same could be said of the
texts and technologies interfaced with. In Cybertext, Espen Aarseth refers to ergodic
texts, in which nontrivial effort is required to traverse the text (1). This nontrivial
effort includes hypertexts, where the paths the reader chooses alter the story and/or
limit future possibilities (2). Ergodic texts are not limited to new media, but new media
has introduced new kinds of interactivity. Bolter and Grusin observe that [w]hile the
apparent autonomy of the machine can contribute to the transparency of the technology,
the buttons and menus that provide user interaction can be seen as getting in the way of
the transparency and that the any attempt at any interfaceless technology is imaginary
(33). Looking at the non-trivial efforts involved in these texts aids in identifying unique
questions facing online communities and spatial studies.
This dissertation will look at communities housed in social media, online forums,
video games, and mobile apps. These communities were created by corporations to
make money or cultivate site activity; individuals use them to collaborate on common
goals: becoming better runners, translating texts, and winning cooperative games. A
feeling of play and entertainment permeates all of these groups and look at game studies
begins a conversation on these communities. The conversation on games and space
begins with Johan Huizinga’s somewhat romantic notion of the magic circle, as
described in Homo Ludens. Games are often played in shared spaces, but in entering a
game one agrees to ascribe to different rules than other everyday events. Huizinga’s
reference to space is based in nondigital play, but his theory permeates contemporary
research surrounding games and place. In discussing games and day-to-day
12
interactions, play spaces become fragmented by both practical uses of media (with
players even using several media simultaneously) or the nature of the multi-use spaces
living room, classroom, or even a bus or restaurant booth. While players are locked into
a particular placelimited by headsets, handsets, or their own visionothers sharing
those spaces may enter and exit without entering into play. Marc and Michelle
Ouellette’s Married, with Children and an XBoxhighlights the reality of games played
in specific spaces with specific emplaced challenges. In their case, the couple desires to
play video games together while also raising two small children, leading to compromises
on the when, where, and what of play. The magic circle loses some of its magic is porous
and often a space of compromise. Part of this comes from imaging a larger audience of
video game players, including those with families. Case studies like that of Marc and
Michelle Ouellette’s are both recent and rare, revealing a budding interest in this kind of
scholarship.
Traditional notions of the magic circle are further complicated once mobile
phones become a factor in research on game play. Mobile use has skyrocketed and
pervasive media’s constant access changes the individuals spatial relationship with
technology (Varnelis and Friedberg). The relatively new medium of the mobile phone is
a smorgasbord of possibilities—signaling the owner’s tastes, values, and constructions of
identity such as class, gender, and culture” that can be a cultural index for specific
localities. It can provide insight into emerging transnational flows, regional resurgence,
and shifting centers of modernity (Hjorth 87). Games have the possibility of creating
hybrid or augmented realities, but also of adding a new casual gamer to the discussion
of the power of place and play (Hjorth 85). As a still evolving technology, mobile games
open discussions on games and the ways specific technology is affected by space.
13
In their introduction to Digital Cityscapes (2009), de Souza e Silva and Sutko
acknowledge, “computer games of the past 20 years can blind us to the significance of
the physical environment as a playful space” (1). In their introduction, de Souza e Silva
and Sutko reference the flaneur, a 19
th
century pedestrian who walks the city of Paris to
be part of the city, to see and be seen,the playfulness embedded in city spaces with his
new way of navigating the cityscape, without a specific goal or purpose(7). Play in
public spaces is by no means new, but an understanding of how digital media affect
public play is still emerging. de Souza e Silva and Sutko identify location based mobile
games as a particularly important way to talk about play and place: “[t]here are two
common characteristics to all these games that differentiate them from traditional video
games and physical games: (1) they use the city space as the game board, and (2) they
use mobile devices as interfaces for game play(3). Developments in mobile games have
subsequent years, however, and better GPS technology makes playing mobile games in
suburban and rural areas much easier. de Souza e Silva and Sutkos anthology focuses
more on the challenges of establishing communities to play mobile games than how
those communities work. Much of this is because mobile games were new to Americans
in 2009. Ingrid Richardson’s Ludic Mobilities” focuses on Japanese as a result, where
players work together through multiple media, including computers and phones, to play
games. Richardson argues that this type of game encourages players to interact in new
spaces they then inscribe with meaning. Players rewrite the cities they inhabit.
The community or text itself need not be mobile, however. Mobile media allows
individuals to use media to supplement games and interact outside the game itself.
Mobile apps alter the ways traditional computer or console games are played. Christian
Christensen and Patrick Prax build on Richardsons work and consider how innovations
14
in mobile apps challenge earlier arguments about apps as a genre. Initially, apps,
especially games for smartphones, were generally thought to be casual, time-consuming,
entertainment (732). The two find that these applications keep the player engaged even
when she is not playing the game. Instead of being a way to fill time while waiting, these
apps expand and dilute the magic circle outside of game play. Players ultimately
dedicate more time to the game and their communities through the apps. Smart phones
become a toolkit and “the assemblage of interaction with, and social interaction around,
smartphones as mobile devices in everyday life…means that the particular parts that are
cut out of the desktop/laptop’ play are primarily those that the creator deems will work
in mobile form, appropriated by the app creator (736). In general, as technology and
use increase, the smartphone can augment community experiences beyond those
thought possible even ten years ago (737).
While the interactivity of play and mobility is integral to understanding media
use, online communities, as collaborative spaces, perform in ways similar to online
gaming communities, including the element of play. The mobile apps referenced above
generally use play to keep players engaged with other players the way community
members stay connected while tending to other obligations. This new kind of mobility
questions how interfaces recursively influence the spaces we inhabit. At the same time,
games made for mobile media change the activities we participate with in public spaces.
Studying the changes in where and how texts and technologies are used asks us to
recast our understanding of places as not simply private or public, but as primarily
mediated” (Chamberlain 23). How we use technology affects the way technologies are
built and the software that individuals and corporations make:
15
Taking account of the multi-spatiality of networked media spaces also
better addresses the real and imagined mobilities engendered by the
ubiquity of network provision. Different networks allow for different levels
of access and discrimination, parameters managed at scales ranging from
the individual to the household to the community and beyond.
(Chamberlain 25)
Discussions of use extend beyond video games into other communities. These
communities can aim for a great number of objectives, but place continues to factor into
these communities. Film communities, for instance, have long been limited by
geographical access related to everything from regional distribution rights to what is
available at their local video store (Tryon 2009). Additionally, digital streaming services
extend access to film and television exponentially, but continue to mediate place-based
distributions laws.
Place works on both a domestic and global scale. For instance, Korean drama fan
communities embody some of these issues in the context of crossover media. Before
Netflix and similar streaming companies purchased rights to Korean dramas, fan
communities formed online because of localized distribution agreements. Research
surrounding community based fan production is well researched (Lessig 2004, 2008;
Jenkins 2006), but looking at the ways geographical location plays a role in these
communities has received less attention. Companies like Viki have found ways to create
this sense of community. They purchase distribution licenses and pool volunteers to
translate global media into many over 200 languages. The site utilizes an international
community working together to segment, translate, and subtitle films into multiple
languages. Viki creates software that allows community members to collaborate on short
16
clips of video. Place and regional culture play a large role in the possibilities and
limitations of these kinds of communities. Globalization, immigration, and cultural
movements like Hallyu work to create audiences for national media on international
stages. Where these communities labors are capitalized on (where the work happens,
where the final projects are distributed, who takes claim for the labor) all factor into
conversations on place and global economy.
While scholars continue to explore the intersections of place and technology, the
intersections of place, technology, and community have not received the same level of
discussion. New technologies affect the way that we interact with digital communities
and the ability to interact with individuals in our daily lives. Building on this research,
and considering new contexts, we can see new ways that place plays a role in the access
that individuals have to online communities, how place is represented in these digital
communities, and how members are encouraged to participate and produce within
spaces to contribute to the communities they are involved with.
THEORETICAL METHODOLOGY
In order to study the building of online community, this dissertation combined
research methodologies from new media and cultural studies to analyze relation
between place and the construction and maintenance of online communities. This lens
was applied to data collected using social science methodologies. New media and
cultural studies are two disciplines regularly used collaboratively to discuss social uses
of digital media. Media studies' investment in the use of emergent media as well as
methods of distribution establishes vetted approaches to examining online
17
communities. Cultural studies, specifically theories surrounding work and leisure, focus
on how media, in all its manifestations, encourages particular social practices.
NEW MEDIA AND THE INTERFACE
In discussing methodologies for analyzing online communities, a review of the
history of the discipline of new media reveals an aversion to place. Discussed below, this
aversion is grounded in early new media scholars who focused more on the object of
production, but when new media is defined instead as an evolving relationship between
individuals, social structures, and digital tools, the need to discuss place features more
prominently in debate. This review leads to a discussion in new media of interfaces,
which include studying the relationships between self, technology, and culture. Looking
at the evolution of interface as necessary for understanding how new media helps to
develop a theoretical methodology to talk about the when, how, and where of online
community activity.
Early new media theory focused on product as the defining characteristic of new
media studies. New media became defined as media that collapses other media within
itself (McLuhan, 1964; Kittler et al. 1987; Bolter and Grusin 2000; Manovich 2001). For
example, Kittler notes of new media’s ability focus attention onto what new media
produces: Sound and image, voice and text have become mere effects on the surface, or,
to put it better, the interface for the consumer…a total connection of all media on a
digital base erases the notion of the medium” (“Gramophone 102) later developing this
idea further in There is No Software” to highlight that written texts no longer exist in
perceivable time and space, but in a computer memorys transistor cells” (147). Kittler
focuses on the materiality of the computer itself and the interface, but in doing so argues
18
that placeness and material production become less significant. Building on the
production aspect of new media, in The Language of New Media, Lev Manovich defines
new media through five loose principles: numerical representation, modularity,
automation, variability, and transcoding (27-46). In defining new media by these
characteristics, Manovich turns away from materiality of new media and instead focuses
on more ephemeral code which is used to direct hardware to these tasks. In
Remediation, Bolter and Grusin analyze how older medias are encapsulated in new
media. Computers master older medias (like film) and then remediate it into a new form
(digital animation, interactive films, live streaming, etc.). The two define new media as
hypermediacy, which acknowledges multiple acts of representation and makes them
visible” and offers a heterogeneous space, in which representation is conceived of not
as a window on to the world, but rather as ‘windowed’ itselfwith windows that open on
to other media” (Bolter and Grusin 33-34). Hypermediated technology turns our whole
world into a computer interface” (213). Here, new media again collapses place in
interesting ways. Place as interfaced is not unique and expressed in the ways that places
are defined by their use, as referenced in the introduction. What this argument does,
however, is flatten how we interface with place.
The thread of interface strings these theories of new media together and when
analyzing ways in which technology is adopted by a number of individuals, we must
consider interface theory. An interface is a buffer between the individual and the other
(human or technological) and allows the individual better control over the situations he
finds himself in. For instance, a GUI and operating system help an individual to
navigate and control information stored on their computer. Additionally, a common set
of linguistic practices and social expectations help one navigate public interactions. For
19
instance, bringing a book into a public place, like a city park, helps filter out much of the
interactions going on around an individual while also signaling to others they would
prefer not to be approached. While interfaces are not exclusive to emergent media
Farman as well as de Souza e Silva and Frith note that papyrus was mobile media and
interfacemobile new media technologies have increased the number of interfaces we
have when engaging in public. Contemporary interfaces give individuals two-fold
control over the technol0gies we interact with. In much of the world, we have constant
access to the information coming in and control how and when we see it, but we also
have control over how and when we respond.
Interfaces demand examination because, as de Souza e Silva and Frith argue,
[c]omputer interfaces are not neutral. They actively influence communication
relationships (in this case, the relationship between a human and a computer), and
transform both parties that it connects” (2). Interfaces actively influence the ways we
engage technology, the expectations we have for the individuals we interact with
through that technology, and the places and spaces in which we access technology (de
Souza e Silva and Frith 186). This shift to focus on how we use media stresses a shift in
new media from what it does to how we use it (Farman, 2012). With an array of
selections as far as media and therefore interfaces, these choices that we make when
using media and the expectations that we have about it continue to evolve. Galloway
argues that the computer becomes the interface that defines our way of being today: the
computer is not an object, or a creator of objects, it is a process or active threshold
mediating between two states” (23), calling software an ethic, or a regimented system of
practices. In this way, computers, phones, and any other digital technology is neither a
creator nor an output.
20
Due to a variety of interfaces and evolving expectations for those interfaces, I
argue that a better definition of new media is idioms of practice. Illana Gershon defines
idioms of practice thusly: people figure out together how to use different media and
often agree on the appropriate social uses of technology by asking advice and sharing
stories with each other. They end up using these technologies with the distinctive and
communal flair that has been attributed to dialects, or idioms” (6). Society has yet to
agree upon proper protocol for online interactions. As such, there are languages of new
media, and new media studies should document and analyze the ways in which
individuals use, hack, and discard these technologies. In considering new media as
idioms of practice, scholars are able to consider the relationships that individuals build
to communicate online and how those relationships are interfaced both through the
formal design of digital tools and the social environments its participants interact with
outside of the online community.
LEISURE AND PLACE: A MARXIST CRITICAL LENS
Studying the relationship between place and online community is one way to
examine idioms of practice. As smaller communities develop different practices,
communities engage and interact differently. The term spatial studies is somewhat
ambiguous and where to begin discussing place demands clarification, but of note is the
fact that spatial studies have long been connected with Marxist thought. Connecting
place, leisure, and interface, Marx wrote, The universality of man is in practice
manifested precisely in the universality which makes all nature his inorganic body
both inasmuch as nature is (1) his direct means of life, and (2) the material, the object,
and the instrument of his life activity(75). A history of spatial studies as related to
21
Marxism connects place and new media, highlighting new ways to consider online
communities. Before taking a detailed look at spatial studies, I want to quickly reference
the differences between work and labor to better establish this project’s scope. Labor
connotes a struggle. We labor at particularly challenging tasks and the term labor takes
on a connotation of class struggle that a term like work does not. Work, instead, implies
a much more neutral relationship to activities of production. Ruggill and McAllister
argue that in video games, “While play defines the computer game experience, work
defines the computer game medium. It is the work of developers, players, scholars, and
even games themselves that arguably makes computer games what they are” (83). This
could easily be said for any of the communities here, even those that are not affiliated
with a game. Work, here given without pay may even be part of the attraction, as Marx
notes,[w]ages are a direct consequence of estranged labour(80), giving this kind of
work more meaning for participants.
This dissertation focuses on work, particularly communities that produce
knowledge-based cultural objects in what would be defined as leisure time. As leisure, I
want to stress that participants within the communities discussed in this dissertation
are aware that their work often benefits both the corporate hosts of the platform they
interact on. Any acts of rebellion, however, do not hope to do more than enrich their
experiences with others, build relationships, and shield themselves form the negative
parts of this community that they often feel are out of their control. At the same time
labor’ is such a common term in leisure studies that it will appear over and again in the
following section. Instead, it is best to keep Alexander Galloway’s words in mind from
the aptly named chapter We Are the Gold Farmers”:
22
What does it mean, that we are the gold farmers? It means that in the age
of post-fordist capitalism it is impossible to differentiate cleanly between
play and work. It is impossible to differentiate cleanly between
nonproductive leisure activity existing within the sphere of play and
productive activity existing within the sphere of the workplace (Galloway
135).
Leisure studies has a long history of analyzing what we do when we are not at work.
Leisure has often been referenced in regards to class, which continues to expand or limit
what access an individual has to leisure activities. (Ravenscroft and Gilchrist 2009;
Rojek, 2010). As such, how we use leisure time is closely connected tohonor, privilege,
and rank (Rojek 17). As labor practices improved, the idea was that everyone would
have more leisure time in all its manifestations (Rojek 31) creating a leisure society (37).
What we do with this leisure time is thought to more closely reflect who we are as
individuals within a society than many of the other actions we perform on a daily basis
(Rojek 68) even though we often engage in leisurely activities with others. As such, while
it might seem that we could do anything with our time, social and legal restrictions push
individuals towards specific kinds of leisure activities. Reading, watching films, and
participating in amateur athletics are all encouraged over activities like recreational
drug use. Likewise, notions of entrepreneurialism bleed into leisure time and as work
becomes more mundane and precarious, leisure offers “opportunities for creativity and
strategic investment of the self” (L. Oullette Enterprising Selves” 91).
As will be discussed in-depth in chapter 2, the 20
th
century has closely aligned
leisure with both place and sport. Leisure was acknowledged as necessary for citizens
and many countries increased the number of recreation centers and public parks for free
23
or at an inexpensive price in (Rojek 54). Leisure studies aligns with a spatial turn from
Modernism’s investment in time as a focus for critical thought (Soja 1989; Jameson
1991; Massey 2005). Scholarly theorizing on space in the mid to late 20
th
century
connects to Marxism and cultural studies because of the politicization of space.
Speaking on the arrangement of cities, Foucault states, [s]pace is fundamental in any
form of communal life; space is fundamental in any exercise of power (“Space, Power,
and Knowledge,” 170). This move is led by French Marxist scholars who Lefebvre,
Foucault, de Certeau, Baudrillard, and Debord (Soja 43). Scholars such as Edward Soja
and Frederic Jameson revisit the spatial turn in critical thought at the end of the
twentieth century.
Henri Lefebvre pioneers efforts to recreate space as necessary in humanities
scholarship. In The Production of Space, Lefebvre shows that space had been
appropriated by the sciences (2) and works to instead create a language for how space
might be read and interpreted through power and notions of production (15). Lefebvre
breaks space down into: spatial practices, how space is organized socially for
production, reproduction, and cohesion; representations of space,” which ties space to
abstract notions likeknowledge,” “signs, and codes”; and Representation Space,” the
symbolisms that connect places to social life and art (33). His work influences
postmodern studies of art, visual rhetoric, political science, and geography. De Certeau’s
The Practice of Everyday Life focuses on how pedestrians problematize city planning.
Pedestrians’ movements are challenging to predict because walkers are rhetors and their
pathways through cities represent several rhetorical strategies, significantly synecdoche
and asyndeton (101). The walker uses his or her own trajectories and creates a mythic
city not reflected on a map and landmarked by personal experience. Cities attempt to
24
organize the flow of pedestrians to take away the spaces pedestrians ‘haunt.’
Significantly, walkers move by either populating symbolic spaces cars and buses cannot
or removing space through short cuts. From De Certeau’s perspective, pedestrians
become political agents through the ways that they travel. Similarly, Eco observes how
individuals and organizations rewrite spaces to make them hyperreal, wherein the real
and the constructed combine to create a ‘more real experience through the integration
of more objects, more technology.
The importance of spatial studies extends to the end of the twentieth century.
Frederic Jameson remarks that, postmodern hyperspacehas finally succeeded in
transcending the capacities of the individual human body to locate itself, or organize its
immediate surroundings perceptually, and cognitively to map its position in a mappable
external world” (44). In essence, space has evolved and humans are yet unable to
process postmodern spaces. Jameson criticizes postmodern spaces:
We are submerged in its henceforth filled and suffused volumes to the
point where our now postmodern bodies are bereft of spatial coordinates
and practically (let alone theoretically) incapable of distantiation;
meanwhile, it has already been observed how the prodigious new
expansion of multinational capital ends up penetrating and colonizing
those very precapitalist enclaves (48-9).
Postmodern spaces are popular (39), all consuming, and designed to disorient those
who inhabit these spaces (43). Jamesons writing on the destabilization of the human
relationship to space mirrors other postmodern scholars on the destabilization of text.
Soja connects Lefebvre’s ideas of representational space with Jamesons notion of
destabilized spaces, noting that “the spatial matrix must constantly be socially
25
reproduced, and the reproduction process is a continuing source of conflict and crisis
(Soja 129).
It is this constant dialogue between space and place, who has access, and how
these places that enters the twenty-first century. Some remain focused on bodies in
spaces, like Topinka’s “Resisting the Fixity of Suburban Space,” which argues that
walkers subvert suburban spaces built to encourage consumption. Walkers within this
space will have a completely different experience: the walkers embodied location in a
material space for agency and invention (68). While these theorists do not directly
discuss the relationship between new media and space, many of the issues de Certeau,
Eco, Jameson, Soja, and Topinka write about can be applied to and complicated by
digital technology. The internet seems all consuming, popular, built for consumption,
spatially disorienting, and designed by those willing to move more slowly and carefully
through its spaces. Yet, as new media become more popular, they alter the ways users
manipulate physical places and how digital communities manage placeness online.
Combining new media theory and Marxist critical thought has a precedent in the
works of 21st century Marxist scholars. Production moves into digital realms and
geospatial considerations focus on how digital media flattens space across global
organizations. Discussions surround how immaterial and affective labor become
important to talking about class and labor. Methodologies shift to following the flow of
work through digital networks. Essential to a networked and service based economy,
immaterial labor is, at its most basic, labor that does not produce a tangible product. In
Empire, Hardt and Negri identify three types of immaterial labor: production of
communication technology, analytic and symbolic tasks, and affective labor(293).
Affective labor is a type of immaterial labor that produces an emotional response. While
26
much of this production happens in online spaces, human interaction and contact
remain essential in creating the environments needed to keep online communities
together: With the Web, we feel we create the sequences rather than being
programmed into them” (McPherson 204) and we become part of a community based
on the work we put into it. These types of labor need not be mutually exclusive. A
community creating a communication technology (online fan fiction) might also
produce affective labor (positive comments on that fiction). Likewise, these kinds of
work need not have a negative connotation. Many happily involve themselves in these
kinds of activities these communities because they enjoy them.
The rewards of affective labor are enough that immaterial labor is often offered
up without expectation of pay. Digital texts of the 21
st
century demand a great deal of
immaterial labor from those that use them. For instance, video games, particularly a
Massive Multiplayer Online Role-Playing Game (MMORPG), require players to give
labor in time, communication, and energy to create an enjoyable place to play. Marxist
scholars Nick Dyer-Witheford and Greig de Peuter note, “one of the characteristics of
intellectual and affective creation is a blurring of the boundaries between work and
leisure, creating a continuum of productivity and of exploitability (23).
METHODS
At its heart, this dissertation is theory driven. It utilizes conversations discussed
in broad strokes above to paint the ways in which place factors into todays leisure
communities. At the same time, the communities discussed here are active and to
assume that individuals within these communities feel the same way that I do about
them would be presumptuous. As such, while theories of place and leisure guide this
27
dissertation, I also collected data from participants within these communities. The
communities analyzed within this dissertation were chosen for their variety and their
longstanding public appeal. Gaming and translation communities have a long history of
analysis within media studies. Running, while less popular, has been a cultural force in
conversations on exercise since the 1970s. At the same time, each of the case studies
presented below adds to the conversation within these topics, particularly when
analyzed through the lens of place. For instance, while studies exist on the success rates
of online fitness accountability communities, little research looks at the ways individuals
navigate the spaces they exercise in. It is the access to the everyday practicalities in these
communities that contributes to larger conversations about online community
construction.
I mostly surveyed and interviewed a small number of participants chiefly because
my aim was not to do a large quantitative study, but to gain perspective on how these
diverse groups operate. When existing texts were available, such as the Viki study, I
used those instead. This data provides a ‘slice of timefor many of these communities.
Online communities are often in flux, working within structures often out of their
control and adapting to the needs of their current members.
Personal Community Involvement
The nature of communities as organizations that group around common
interests, languages, and practices means that they are often encapsulated systems. It
can be challenging both to know if a community is a good candidate as an object of
study, or to gain access to members, if one is outside the community. I am a runner and
a gamer and several of the communities researched within this dissertation are
communities I have at least tangential relationships with. For some of these
28
communities my involvement started as academic inquiry, for others I belonged to them
before I realized that they were something I wanted to study. I chose early on to not
discuss any communities that I was the leader of or had a hand in starting. In this
section, I will explain my relationship to each community I study and how I found the
community so as to be as transparent as possible about my relationship to the
experiences described in later chapters.
I started using the app Zombies, Run! knowing that I planned to look at it
academically. I had already been a regular runner for 2 years prior to
beginning research and do not necessarily fit the typical individual
described in the following case study. I am not an active member of any
Zombies, Run! fan community. However, I have (literally) run through all
four seasons of the game in the way a television scholar will view a show in
its entirety before on the subject.
I was added by a personal friend to the group Mom on the Run the day I
finished my first half-marathon and became a pretty active member of the
community. I did not know I was going to write about this group until I
started preparing for my candidacy exams. Because this group is the one I
have the closest relational ties to, the IRB board and I collaborated on a set
of anonymous survey questions that I could present to the group. This
protects the identities of my participants and mitigates some of the bias
that interviews might have caused.
I learned about the Call of Duty clan referenced in Chapter Three in my
own living room when I heard one player of my partner’s clan thank
another for a new controller over game chat. I have never played with the
29
clan. Because of my relationship to one of the clan mates, participants
were invited to participate anonymously, meaning I would not share this
info with any other clan members and would not reference clan members
by name in my writing. Interviews were conducted away from my partner,
and all interviews data were stored in password protected folders. My
partner was not a leader in this clan when this research was taking place.
My interest in Viki is purely academic. I found it after some research both
online and in the body of research on translation communities Since I
found the group, I have not only read up on the group but also gone
through one of the training programs referenced in Chapter 4 to better
acquaint myself with the community and its practices. I was honest with
trainers that my interest was academic and that I do not at this time plan
to become full member of the community.
I am aware that my personal involvement in some of these communities may
color my interpretations of data, particularly in reference to Mom on the Run and the
Call of Duty Clan. The concern in involving communities like these into research
includes the issue of observer bias, that these community members, who knew me or my
loved ones, would be too invested in giving me the answers that I wanted to hear. To this
I can say that I took the effort to ask open ended questions that allowed participants to
answer in their own ways. I kept my interviews and the timeframe for collecting data
short so as not to disrupt the communities I inquired into and discouraged members
from pushing other members to participate so that my studies were never the focus of
any of these communities. I cannot say whether members felt coerced to participate
based on the nature of these communities, some of which had practices of support and
30
gifting. I can only say that I found no significant distinction in involvement with
communities I was and was not a part of.
My interview questions and surveys could be answered in fewer than fifteen
minutes. I made clear to the one or two who asked that raw data, which would be easier
to identify participants by, would not be shared with any community members. This was
generally not a huge issue as members were happy to help but seemed generally
disinterested in the results, which is not uncommon for many research projects. Finally,
this research was not ethnography as I started with specific research questions. I went
into these communities with questions based in theory and scholarship on place and
online community. These interviews expand our understanding of these communities,
but do not guide these discussions.
DATA COLLECTION
While it would be ideal to apply the same data collection methods from all of the
communities I examined, that was not practical due to the different communication
strategies each group had. As an example, a community communicating through forums
leaves an archive of text to analyze, but a gaming community using oral communication
has no such archive. For this reason, my data collection had to be a bit different for each
community. While this does affect the ways that this data can be analyzed, I am here
discussing how data collection varies so that readers can see when I am analyzing
ongoing forum discussions and more reflective interviews.
Zombies, Run!. I interviewed participants who had used the app for at least two
weeks and ranged from beginning runners to those who had trained for marathons.
Local participants for a pilot study volunteered after seeing posted flyers on the campus
31
of Old Dominion University. After the pilot study, volunteers were solicited through
posts on Tumblr, which has an active fan community surrounding the app. The
interviews were one-on-one in person or through Adobe Connect. I began with a pilot
study of five individuals in the spring of 2013 and added four interviews in the fall of
2014. These interviews received IRB Exemption in March of 2013 (12-027). Data from
the pilot study was published in a collection on casual games.
Mom on the Run. Because this was a more specific online community and the
community shifted from being an open community to a closed community during data
collection, I collected data using a survey that was shared with community members
over a two-week period. I promoted the survey twice, but other community members
also promoted it during the time period. Twelve community members voluntarily
participated and completed the survey. This study received IRB Exemption in November
of 2014 (682603-1).
Call of Duty. I interviewed current and former members of one clan who have
played together since 2009. The community has about 15-20 members and I
interviewed six of them. Interviews took place over Adobe Connect, a synchronous chat
software. Interview questions focused on an awareness of location while playing, an
awareness of the places others played in, and questions about the ad hoc gift economy
many players participate in. This study received IRB Exemption in October of 2014 (14-
005).
Viki. I collected and analyzed posts from one forum on segmenting called
SEGMENTERS PLEASE VISIT HERE. This is an open forum and anyone can see
responses, whether or not they are members of Viki. This study received IRB Exemption
in October of 2014 (14-005).
32
METHODS OF ANALYSIS
Text interfaces between reader and content, but, as referenced above with
Barthes, the meaning of any text is co-created with the reader, and in this instance,
community participant. Early new media research focused on hypertexts, but video
games serve as an excellent, perhaps better, example of this textuality because of the
input demanded from players. Some video games can be more ‘on the rails’ than print
text, but even in this situation there are often several strategies to completing a level.
Even simple casual games allow multiple solutions to a level (Juul 42). Narrative heavy
games still allow for several strategies to literally create the text with the game’s creators
and these varied approaches create different texts for each player. While video games
are ergodic texts, new media communities can also be seen as candidates for this textual
analysis as everything can be seen as a text (Jameson 77). Daniel Chamberlain calls
these destabilized texts (15), and Colin Brooke states:
if new media provide us with objects that are not stable enough for the
kinds of shared, close reading to which we are accustomed in print culture,
then locating theoretical values behind the texts will largely be a matter of
assertion, rather than demonstration. New media objects’ lend themselves
neither to close reading nor really to demonstrating the broader values
represented by the theoretical. (14)
Finding overarching meaning in destabilized texts becomes problematic, studying use
instead of making general assumptions on content-based meaning is an alternative for
studying the meaning and purpose of digital objects. The way texts are used and co-
created by specific communities will help us to better understand how some
33
communities work and point to ways in which strategies used by these specific
communities could be used by other communities as well.
In order to study the value of place within online communities, I will look at three
kinds of communityrunning communities, gaming communities, and translation
communities. These communities are diverse, but that is not say that there are not
similarities between the communities. The element that connects all four communities
analyzed is that, as communities of practice, their practices were more important than
any text that was produced. Zombies, Run! uses a narrative to encourage individuals to
run 3 times a week with larger race or distance goals buried further within the app.
Mom on the Run focuses on encouraging the everyday commitment to exercise over race
or weight goals. The Call of Duty clan members actively engage players between clan
battles and the bimonthly regularity of clan battles actually make individual events less
significant. While Viki members do produce texts, the forum looked at is more invested
on helping individuals doing the segmenting of very small pieces over an awareness of
the final project. It is the focus on work in smaller acts that connect these communities.
Significantly, the communities studied here are leisure communities, but that leisure is
inherently tied to work.
After interviews were conducted and transcribed, evidence of place, work, and
community were identified and tagged using qualitative analysis software. I then
repeated this tagging process. These tagged instances were aggregated and, with these
instances grouped together, I looked for patterns for how place, work, and community
were described by members of these communities. At this point I analyzed these
patterns and compared them against scholarship in the field for each online community.
34
STUDY LIMITATIONS
Surveys and interviews that ask for individuals to participate do come under a
certain amount of bias, particularly with regard to finding willing participates who have
both the time and means to participate. It is challenging to collect data on lurkers,
individuals who do not or rarely post content to an online community they regularly
read, those who have walked away, or those who have been removed from the
community. As such, an overwhelming majority of the participants within this study are
active users who by and large have rather positive relationships with the communities
they are describing.
SIGNIFICANCE OF THE STUDY
While there is no lack of studies of online communities, looking at communities
through the lens of place is a way of reconsidering online communities through what we
now understand about Web 2.0, or how internet practices have changed now that the
internet is more accessible to later internet adopters. For instance, while early studies of
online community focused on communities who had mostly focused on the virtual,
contemporary communities have revolved around to individuals joining communities
populated mostly by people they know in their material lives (boyd 2014). This study
reassesses some of the assumptions researchers have had about the virtual/material
divide in online community and points to some examples of how these shifts in
perception are applied in very different digital communities. Its findings can be applied
to other communities, help community builders understand the role of place online, and
better theorize the ways place continues to matter in online research.
35
CHAPTER SUMMARIES
This dissertation examines three different kinds of communities that inhabit
different kinds of media. These communities all focus on activities one would do in their
leisure time. In talking about leisure and place online, the ability to be both specific
enough to understand the practical undertakings of this community as well as the ability
to make broader observations about the practice online.
INTRODUCTION
The introduction includes a literature review, a theoretical methodology as well
as an overview of my methods for interviews and analysis.
(IMAGINED) COMMUNITIES OF RUNNERS
Chapter two analyzes two running communities and the use of two different
online communities to encourage runners. Though it can be perceived as a solitary act,
running has relied on social and state support, particularly through the use of public
spaces for millennia. Culturally, running as leisure has been promoted and privileged by
state and corporate institutions; jogging got a market surge in later half of the 20
th
century as a way to combat the stress of extensive hours in an office for both its health
benefits and the ways it got individuals outside. This chapter looks at the ways
individuals use online communities to manage running’s hurdles,’ like anxiety
surrounding exercising in public as well as working an exercise regimen into a busy
lifestyle. Running is a regular hobby and individuals invested in the sport generally have
to run several times a week to maintain their conditioning. Many runners use
communities for encouragement, accountability, and planning purposes. There are, of
36
course, many successful non-digital running communities, but they do not appeal to
every runner. Running and new media bring up new challenges as runners use digital
media and applications to motivate themselves to maintain and improve their running
activity. The ease of incorporating GPS programming into mobile apps and a ‘quick fix
environment to health has led to a deluge of running apps that spread the running
community thin.
This chapter uses the lens of place to consider how runners have used online
tools to create running communities online. The first example will be from an app called
Zombies, Run! and the latter will look at a localized Facebook running group called
Mom on the Run.Many runners within these communities have anxiety engaging in
running, either from past experiences of having to compete in higher stakes
competitions during their primary education, preconceived notions of what runners
should look like, or frustrations at finding time for physical fitness. These two
communities show the ways in which members manage precarity, the stress that comes
with neoliberal structures of structures like leisure time so as to put the responsibility of
fitness on the individual, even when many of the factors of fitness lay outside the
individuals control. These communities become places individuals can work through
this precarity. As members further their own running hobby, many need the support
system of the community less and less. In these instances, many of the members join
larger running communities. As such, these smaller subcommunities create entryways
into larger communities both in locative proximity and online.
Zombies, Run! is a gamified, narrative based, running app. Runners use cell
phones to listen to a story while running. The user plays as Runner 5, charged with
defending the survivor colony of Abel Township from constant threats, living and
37
undead. Even though the game is single person, the entire narrative centers on the idea
that the user runs for the survival of a community. Because of this, the runner has more
of a sense of community within the application even though the community is fictional.
Runners use objects they collect to rebuild Abel Township. The feeling of running for
others under exciting circumstances benefits those who can find running tedious.
In the narrative, running is a life and death matter. The township would crumble
without the protagonist, Runner 5. Related, the usersonly chances to hear about the
community are through conversations had while out on missions. The app strongly
encourages individuals to run outside, making place integral to the success of the app
even though the app has no control over the places individuals run in. Working within
this community breaks up the tedium of daily running for individuals who are invested
in running and training. Fans of the app have developed an active fan community to
interact with and support each other and create fan art, fiction, and podcasts; this
affective work also promotes the game to other would-be runners.
Mom on the Run (MotR), is a small Facebook community centered on the sharing
of runs and accomplishments with others that started in a Richmond, Virginia suburb.
The community connects through loose personal networks. Many members make
weekly goals for fitness accountability. Several women have set up friendly competitions
with one another, using Facebook’s ubiquitious access across platforms to keep
community members involved throughout the day. Most (but not all) members live
relatively close to one another. Importantly, members use different fitness apps to track
runs and share their runs to this community page instead of their personal timelines.
Idioms of practice within this group limit conversation almost exclusively to
exercise. The group talks little of dieting (outside of nutrition for runners) and talking
38
about one’s life outside of running is uncommon, aside from occasional mentions of
children. The group has published files on group practices, but any posts outside of
exercise are either ignored or removed by a moderator. Ultimately, this community is
set out to benefit its participants and participants benefit from living closer together.
Those who live close enough will run and/or cross train together and mention having
seen one another while running. While many of the runners have actively participated in
social sports, the time constraints associated with motherhood have led this community
of mothers to privilege the mobility of a Facebook running community that they can
access and engage with through mobile devices. In this, women within this group
contribute affective labor, their own posts that motivate others as well as likes and
comments that support other runners. In the process, they create content for Facebook
that keeps members active on the social media. This makes even more sense as runners
can easily access both running apps and Facebook from their phones.
For both of these communities, the cellphone becomes the media center of
running. It is able to track runs, chronicle runs through shared maps, images of runs,
and images of members running. The two communities advocate for a sense of play that
helps individuals to cope with some of the precarity that comes with how running is
socially constructed, helping individuals space to resist and align with contemporary
constructions of running culture. While MotR focuses on Facebook, fans of Zombies,
Run! have created a fan community on Tumblr. These communities often work as
starting points for members who want to enter larger running communities.
BANDS OF BROTHERS, GIFTING IN FPS CLANS
Chapter three discusses how digital and material gift economies can be integral in
creating connected online communities. Much has been written on digital gift
39
economies, including the lucrative and robust economies of video games like World of
Warcraft, but little research has been done on the ways players continue to gift tangible
items to each other across distances. Some guilds, clans, or groups consist of players
who know each other outside of their gaming communitiesas friends, coworkers, and
familywhere sharing material gifts seems more logical. However, individuals in
gaming communities who have not met in person can still gift through more traditional
mediums like the mail. The work here, similar to the running communities, is by and
large affective, members often give because it makes them feel good about themselves or
makes other members feel good about their place within the community, but the
expectation is often that these gifts will be returned in stronger community ties and
hours logged playing with the clan. Again, the connection here is that this affective labor
hopes to create the community as a ‘place’ that others would want to contribute more
time to. The key difference between the communities in chapters two and three is that
while members of the running communities are by and large working on individual
goals, members of Call of Duty have to play well together to compete in bimonthly clan
battles. As such, this gifting economy develops as a disciplining agent, creating cycles of
obligation that keep players playing Call of Duty games. Players will often gift items that
help with gameplay: Xbox Gold subscriptions, new games, and headsets. However, they
will also gift outside of objects needed for the game, everything from housewarming gifts
to cash.
For this study, I examined a clan that has been together since 2011 with the
release of Modern Warfare 3, an installment in the Call of Duty line of games. The
group is relatively small for a clan, but remains connected through their attention to
members of the group. Part of this attention is in the establishment of a gifting culture.
40
Players gift to players, often objects that help with game play and benefit the parent
companies that produce, market, and distribute the games. However, players also gift
items that have nothing to do with the game. These affective gifts outside the game fall
under social expectations that the receivers will continue to be dedicated to and play
with, the clan. Givers may not realize this when they give gifts. This commitment in turn
keeps players buying annual installments of the games and remaining dedicated to a
particular console to maintain their community. Finally, one more gift that players give
is that the clan restricts all discriminatory language based on age, sex, gender, or ability.
In this way, the clan gifts a safe space to play based on individuals emplaced practices.
I HAVE ALL THE QUALIFICATIONS. INTERNATIONAL FAN
PROFESSIONALIZATION ON VIKI
Chapter four considers translation communities, which derive in some ways from
international film communities. Digital streaming has increased access to foreign films
and television shows. ‘Admittance’ into film communities has long been one of
immaterial work. The digital era presents itself as providing countless movies available
to anyone with a strong internet connection and a decent computer. At the same time,
issues of access, particularly in the realm of regional distribution rights, mean
geographical location continues to determine who can be involved in these
communities. In this chapter I will look at a subcommunity of Viki, called segmenters.
Viki is a large for-profit translation site focused on non-English media. Segmenters time
captioning boxes for multilingual volunteers to enter translations into. This labor is
crowd sourced by community members working together to translate film and television
shows from one language into another, Korean to Spanish for instance, and provides
41
web based tools to create high quality translations. Like the Call of Duty clan, members
must figure out ways to work together, often creating relationships and networks that
are based on both skill at segmenting and personality. As such, members have created
training programs that help individuals to learn to segment and introduce members to
leaders to facilitate this professional matching. This likewise connects to the in interest
running communities have in cultivating the self in leisure time. Once the projects are
completed, the films are hosted on the site for free (with advertisements) and with active
discussion forums to discuss the films and shows. Many of these films are then also sold
and hosted on popular streaming sites like Hulu. The work of volunteers is broadcast on
the front page of the site, announcing what community members work on at any given
time.
There are several jobs’ one can have within this community: lurkers, viewers,
segmenters, translators, project managers, and critics. Segmenters, because the work is
technical and only needs to be done once for each show/film, is the smallest
subcommunity within Viki. While it may seem as though one can do this from
anywhere, legal and cultural restrictions mean that many of the working groups are
location based. Because of regional restrictions, volunteer groups are often organized by
region code. Likewise, issues of decorum (or netiquette) are still very place-based, and
individuals from similar cultural backgrounds tend to work together. As the Viki
community works to break down cultural barriers to access and work against “West-to-
Rest distribution models for contemporary media, it confronts these issues of place
over and again. Viki, the company, gains quality crowd sourced translations that are
then licensed out to other streaming sites. Users gain access to films and television
before they would if waiting for the release of DVD or digital streaming versions.
42
CONCLUSION
The concluding chapter sums up the arguments within this dissertation and
points to ways that this analysis can be expanded upon. It also considers ways that these
cultures have changed over the past two years and ways that these observations can be
applied to emerging online communities.
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CHAPTER II
(IMAGINED) COMMUNITIES OF RUNNERS
INTRODUCTION
Running, at its core, is an exercise designed to conquer space. The sport has been
culturally constructed as a social and civic activity, generally supported by state powers
and facilitated through related communities. Currently, running is culturally viewed as a
leisure activity, an ideal leisure activity because it can be part of a healthy lifestyle. This
posturing and its spatial nature give it some privilege within contemporary
conversations on fitness. It also privileges particular populations as it is middle class
neighborhoods and public parks that tend to be built to accommodate running.
Discussed below, it is this population, who often work more hours seated (in an office or
at home) for whom running is a more appealing leisure activity. Entering the larger
running community, consisting of millions around the world, can be overwhelming but
is made possible by entering smaller gateway communities. Running is currently seeing
a technological boom in mobile running applications, wearable fitness trackers, and
robust online running communities. In analyzing two online running communities,
Zombies, Run! and Mom on the Run, a cyclical pattern of use emerges wherein
individuals desire the online community that folds into their work and life, but then also
want a physical connection to this community, typically expressed as gatherings that
supplement the digital community experience. Recursively, individual members write
other community members into their own fitness narratives. Ultimately, within these
case studies of running communities, material places become essential points for social
engagement even though individuals purposely sought out digital running communities.
44
Scholarship on physical fitness has focused largely in the fields of health and
exercise science, driven by getting individuals involved in health promotion
communities (Liu et al., 2011; Stephens and Bryan, 2012), particularly the roles that
mobility and access play in continued use of online fitness communities. These efforts
have led to breakthroughs in how we discuss, measure, and develop fitness
communities. A humanistic approach to the question of developing and maintaining
participation in running communities offers a new approach to looking at not only what
motivates individuals to involve themselves in running commitments but also how
cultural expectations fold into the success of running communities. By using a cultural
studies approach, this chapter unpacks the ways that individuals within these
communities write themselves and their actions into the community itself.
RUNNING, LEISURE, AND DISCIPLINE
Running has long been associated with both physical ability and rigid discipline.
Before public transportation, telegraph wires, and reliable roads, the job of a runner was
integral to communication networks. Running has been rooted in societal need,
including messengers, state competitors, soldiers, and healthy workers. For instance,
runners in the Incan Empire transported oral messages as well as pieces of knotted
string that coded messages for the recipient (Gotaas 10). Lucian discusses the discipline
of maintaining a strong warrior male population:
Furthermore, we train them to be good runners, habituating them to hold
out for a long distance, and also making them light-footed for extreme
speed in a short distance. And the running is not done on hard, resisting
ground but in deep sand, where it is not easy to plant one’s foot solidly or to
45
get a purchase with since it slips from under one as the sand gives way
beneath it. (45)
Other professional runners included city and state sponsored champions in public and
religious festivals. Winning glory for the state could earn one a lifetime of financial
security and leisure and was an opportunity for healthy bodied persons to improve their
station in life. However, as technology and state municipalities developed, roads, horses,
and carriages usurped runners as communication networks and state champions.
Running was likewise looked down on for working classes because it took necessary
energy away from their work. Running was an activity for elite and often eclectic
aristocrats in the 15
th
and 16
th
centuries (Gotaas 69).
Gotaas notes that in the 18
th
century running evolved culturally into an
entertaining sport for gambling. This shift coincided with technologies such as precise
timers and the adoption of the standard meter. Exact distances and times could be
measured, making running a more precise sport. While helping develop the modern
Olympic Games, Pierre Frédy took Michel Bréals suggestion that the 1896 games
include a race to honor the soldier who ran from Marathon to Athens to proclaim the
victory of Athens over the Persians (Gotaas 131). A 25-mile run from Marathon to
Athens was planned for the 1896 Olympic games. The popularity of the run and the
success of winner, Spiridon Louis, created the modern marathon. The Olympic Games
made the marathon an international pastime that increased in popularity throughout
the twentieth and twenty-first centuries and solidified distance running as an amateur
sport.
In the 19
th
and 20
th
centuries, running shifted from being a societal necessity to a
serious hobby that supported a healthy population. A connection between health,
46
recreation, and ideal employees led to state sponsored health promotion to maintain a
strong workforce. During the Industrial Revolution, A mentally alert, physically robust
population was identified as a desirable social goal. One reason for this is the industrial
requirement for strong, adaptable manpower (Rojek 87). Concurrently, as Cervantes
observes, new child labor laws resulted in children having excess free time. Playgrounds
and physical education helped occupy children and keep them away from more dubious
activities. Play became institutionalized through the state and, as Cervantes continues,
play education, which frames play as an activity that brings individuals, particularly
children, closer to the achievement of both individualized and community minded states
of being” (111). Physical fitness became a standard part of education for children, who
were taught to connect fitness with citizenship.
State promotion of physical fitness was further encouraged in the 20
th
century
through state and national institutions. For instance, the United States further
developed youth physical fitness programs to prepare young men for military service
during the First World War (Cervantes 116). Physical education became an academic
discipline in the same way that English or algebra did and degrees in recreation studies
developed in the 20th century. Through the state’s participation in physical education,
fitness became a way to maintain good citizenship. Encouraging fitness as leisure was
extended to adults as a way to occupy themselves during the Great Depression, when
leisure “makes a decisive move away from gymnastics, which were valued for their
ability to develop strength and poisein exchange for time and distance (Cervantes 116).
This marks a shift away from fitness as art or performance to fitness as part of a healthy
civic lifestyle. Creating places where citizens of all ages could be involved in physical
activity became a state priority and parks and recreation centers became important both
47
to preserve nature and to counteractthe neurosis surrounding urbanization,
industrialization, the break-up of traditional society and the presentation of relevance,
competence and credibility in the self” (Rojek 86). These parks and recreation centers
expanded with more jobs for leisure and recreation graduates and eventually, more
demand for university level training in these fields” (Rojek 54). Leisure as physical
fitness grew as a state sponsored initiative and developed a market for fitness; this set a
foundation for twentieth century cultural practices that surround leisure.
In a climate where health is connected to a corporate and state good, running
became popular because it can be done almost anywhere. The popularity of running led
to popularity in training systems during the latter half of the 20th century. These
systems led to a jogging revolution in the United States and Europe. Gotaas notes that
adults adopting an active hobby was novel, but soon caught on as the benefits of jogging
were seen to fight cardiovascular disease, obesity, and depression. The latter half of the
20th century saw ever increasing numbers of individuals working in sedentary fields,
developing depression and neurosis linked with affluent living. Jogging got people active
and outside: “They all knew the roads but now they were trying them without wheels
and engines and discovering that everything felt completely different when travelling on
foot(Gotaas 259). Joggers, in their visibility on the road, helped to promote the sport.
Running likewise paved the way for the idea that adults should have a fitness regimen
and healthy hobby.
I argue that in the latter half of the 20
th
century through present day, running has
fallen under the purview of late capital. Neoliberal running has been subject to the same
market trends seen in the cultural shift toward late capital markets, which place
obligation on the individual, encouraging them to be entrepreneurial in all aspects of
48
life, including leisure. This cultural shift has led to a community of amateur runners for
whom the marathon is the key race, meaning that distance road running becomes the
norm for amateur runners (as opposed to sprinting or track running). A shift to long
distance running maintains the sport’s competitive edge, but adds to these distance
races a social element for serious amateurs who spend a great deal of the free-time
running. As running has evolved from a professional sport to an amateur hobby , a
market developed around the sport that included everything from training guides to
high tech clothing. Digital technology has also continued to evolve with it. Technology
here has meant everything from diet to shoes to better ways to track distance. At the
moment, the most noticeable change has been in digital tracking devices, like mobile
apps and wearables. This has led to a revolution of data that closely aligns with a habit
of life-tracking that is happening culturally, but also gives hobbyists tools once only
available to professional athletes.
Leisure in this late capital construction is adopted as a culturally moral value and
physical fitness is seen less as a government provided right and more as a collection of
moral choices and personal risk management (Lavrence and Lazanski 80; Ouellette 93).
Remaining physically active into adulthood requires individuals to identify themselves
as active people. In capitalist societies, identity is closely linked with consumptive
practices: “appropriate health management and the consumption of wellness lifestyles
are ways in which citizens both abate and ultimately reinforce anxiety (Lavrence and
Lazanski 80). The anxiety here is directly linked to the number of choices that
individuals have regarding their health. Called precarity, this anxiety ties into trying to
make the ‘right’ choices about health by purchasing the correct attire and technology
and buying into the right training plan and these choices not leading to desired returns
49
is another source of anxiety. These returns can be anything from a desired physical
aptitude to achieving a body composition that society deems fit.
Connecting physical fitness with moral character means that individuals need to
show that they are making good choices while also fitting said choices into their daily
life. To not be fit, or to not look fit, means not making ideal use of one’s leisure time,
even if one does not have much leisure time to begin with. This also marks a shift from
believing that leisure time should be spent doing things one enjoys to believing that
leisure time should be spent improving the self. One way that people navigate the
expectation that they do more with their leisure time is to try to make these self-
improvement activities more fun. In their article,Affective Labor and Convergence
Culture,” Laurie Ouellette and Julie Wilson discuss serial edutainment, which they use
to contextualize how media convergence works to keep individuals (particularly women)
involved in near constant self-improvement. As Ouellette and Wilson note, “Media
convergence enables engagement…but this engagement is not necessarily pleasurable
and is difficult to characterize as leisure” (554). Whether or not edutainment media
manages to actually make activities one doesnt want to do more engaging or more fun,
the appeal is apparent. Being physically fit is a lifelong process that requires an
individual to make small choices every day. Finding ways to get more immediate results
for making smart health choices could be integral for people trying to take up a
demanding leisure activity like running and increases the consumptive practices one can
participate in to indulge the hobby.
Healthy citizens are healthy workers and developing healthy citizens is good for
the national economy. This shift marks a change in the kinds of work individuals do as
well. As workers begin to work more flexible hours in less physically demanding jobs,
50
they theoretically can take up a physically demanding hobby. Earlier, during the
industrial age, the adoption of the same hobby could be seen as selfish, taking time and
energy away from necessary work. However, as society has transitioned to less
physically demanding work overall, a dedication to fitness during free hours has become
the norm. Running as leisure is supported by expectations, consumptive practices, and
engagement through digital media.
RUNNING AND THE SMARTPHONE
Running has always had a relationship with technology which is described
previously as a relationship between the individual, society, and digital tools. Right now
this relationship is heavily influenced by the interface. Interfacing allows users to
control both the environment they are physically in as well as who individuals share
their movements and actions with. Mobile interfaces, like those used in running apps,
have important implications for our sense of privacy, and influence surveillance,
control, and power mechanisms in today’s society (de Souza e Silva and Frith 3).
Today’s networks promote not only mobility, but also allow constant connectivity with
networks regardless of location. Mobile phones allow runners to track their runs, and
share them with specific individuals or communities. This allows runners to personalize
their running experience before, during, and after runs.
Personalizing and tracking running has been more and more significant since the
running revolution took place in the latter half of the 20
th
Century. Runners were using
spreadsheets and blogs to track fitness and connect with other runners before
smartphones became pervasive (Lee and Drake 2013). Today, smartphones have quality
GPS devices in them and software developers have built running apps that can
51
accurately gauge time and distance. Because running is distance based, it is one of the
easiest fitness activities to track and this ease has led to a deluge of running apps on the
market. Running apps are precise, giving runners real-time feedback on performance.
Logs allow runners to reflect, mile-by-mile, on their performance. Tracking apps can tell
runners their speed, elevation, and what songs had them running the fastest. While not
all runners use these apps, today’s running hobbyists have access to more data on their
performance than ever before, presented to runners in easy to understand formats that
help runners read data. Running apps, in their focus on performance,injected data into
athletic activities by quantifying athletic performance, thereby introducing new ways of
thinking about and knowing what one’s body was doing” (Lee and Drake 40).
Data is not useful without some contextualization and this is where interfacing
with running communities becomes advantageous. Web 2.0’s social and networking
abilities, often-linked to smartphone usage, allow runners to share their runs with social
media for support and guidance. Runners can receive support through comments or
badges. Runners can also use apps to set up running challenges either against other
individuals or other running groups. Where smartphone apps excel beyond wearables is
in this social element. Additionally, running apps have the ability to extend the running
experience beyond the act of running itself. Not only can runners review their data, they
can talk to runners across the globe. Not all of the advantages are exclusive to running
apps, but include convergent media available on smartphones. Smartphone portability
also means runners never need be without the apps and media that aid them in running.
Daniel Chamberlain argues, “[d]ifferent networks allow for different levels of
access and discrimination, parameters managed at scales ranging from the individual to
the household to the community and beyond” (Chamberlain 25) and small running
52
communities allow runners to set the parameters they have when turning to the web.
Privacy becomes an issue with running communities and runners may only want to
share runs with those who understand the discipline of running and/or to completely
hide their routes from others to maintain anonymity. Finally, runners can cue to others
in their material space, through their use of a phone and headphones, that they do not
wish to be approached by others. This interfacing can give runners who can afford the
gear more control over their environment while running that they might not have had
before these apps were created. Likewise, the interface helps runners to navigate their
experiences into the communities that will be most helpful and supportive to them as
individuals, encouraging them to run more often.
RUNNING AND PLACE
Running always occurs in a physical place for which cultural meaning ascribes
particular activities. As individuals interface with these spaces, they must navigate not
only their bodies’ ability and needs, but also these cultural expectations. One cannot
participate in running without being cognizant of the placeness both of their own body
and how the body is located within a place and our body “acts as a layer between a place
and our perception of it (de Souza e Silva and Frith 26). Placeness is heightened when
running outside, where runners must be aware of their distance from intersections and
oncoming cars, but extends to treadmill running where one must be aware of where they
are on a treadmill to prevent tripping or falling off of the end. On a more personal level,
runners are constantly aware of the effects of running on their bodies. Much of the time,
humans are aware of their spatial positioning in very abstract ways to move through
place without bumping into others and objects. When running, one must be aware of
53
foot position, hand position, breathing, fatigue, and muscle pain. Runners are also
aware of how they look running and/or how they perform running compared to others.
It is through these physical performances that individuals assess their own skill at
running.
Emplaced practices in public spaces take on meaning, and moving by foot allows
individuals to use and rewrite spaces in ways that can align or resist intentional use in
distinct ways. This is perhaps what is the most interesting about walking and running,
the freedom one has to inscribe meaning on a place. Michel de Certeau describes place
as “an instantaneous configuration of positions. It implies an indication of stability
(117). Space, on the other hand is composed of intersections of mobile elements. It is in
a sense actuated by the ensemble of movements deployed within it…the street
geometrically defined by urban planning is transformed into space by walkers” (117). In
de Certeau’s explanation, the shifts in space and place are fluid and determined by the
individuals participating in those places. Space becomes a place is through cultural and
emotional capital imbedded into a space by events. Activity, particularly daily practice,
inscribes spaces with meaning. Running routes are an instantaneous configuration of
positions” as runners aim for specific goals creating cultural meaning for particular
distances. Running is always happening in a place and those places take on significant
meanings through daily incidents like a terrible run, a twisted ankle, or a personal
record made. Official races likewise take on emotional significance, even if the runner
regularly runs the route outside of races as the eventness adds significance to the place
for the runner (Robinson et al. 390). When discussing running, even in digital contexts,
the conditions of place remain significant. Marathons are all 26.2 miles, but training for
the Boston Marathon, with its famous Heartbreak Hill is a distinct experience from the
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flat Berlin Marathon, where the world record for marathon speed is regularly broken. At
its core, running is about conquering specific places, places that have been given cultural
and emotional capital. As such, running, and particular racing, is a social relationship,
with the individual, social expectations of fitness, and state and corporate powers that
continue to lobby for these spaces. They are complex and layered and the runners’
relationship with specific places is also a mixture of the self, social structures, and
geographic and geological realities.
When individuals run in public places they create porous realities for individuals
in public spaces. They are porous in that their act of running intersects with the ways
that others are using the same spaces: driving, biking, walking dogs, socializing, even
sitting on their own porches watching others. Much is written about this issue in game
studies, where this particular concept intersects with casual or pervasive gaming, games
usually played outside of the home. Preliminary research on mobile games and material
space begins with Huizinga’s notion of the magic circle,” an almost sacred space
entered into during play. Playing personal mobile games in public spaces is not a new
cultural practice; ancient Roman board games have been found throughout its empire
(Moore 374). Similarly, even digital games started out in public places; these included
labs in the 50s and 60s and arcades in the 70s and 80s. What shifts in as far as spatial
studies and mobile technology is the awareness of other individuals that one is playing a
game,the thin line between this ludic circle and the practice of everyday life becomes
the main focus” (Nieuwdorp 203). Players practically mitigate different realities and
social expectations as they play, causing players to play at the edge of the magic circle
or the metaphorical membrane that is entered when accepting the rules of irrelevance”
(Nieuwdorp 207). The awareness of the porous barrier between the digital and material
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world can be seen beyond what we think of as games and instead in any mobile
technology we use in public spaces. In adding a layer of technology to runs, runners
often exist in dual realities. They have the reality of the physical places they are running
in that includes issues of everything from hills, cars, and cracked sidewalks to the reality
of running around or through spaces that are socially and racially classed. Media wise,
runners run in a digital realm, complete with different audio and visual signals that
include the regular reminder of speed and distance. When running, one is navigating the
line between an idea of how one should be running and the material realities of the
individual run.
THE SIGNIFICANCE OF RUNNING COMMUNITIES
In helping maintain fitness goals, research shows that joining a health promotion
community helps individuals to stay committed to an activity along with tracking
fitness, further shown in the remainder of this section. If one joins a community, then
they may become more loyal to the community itself than to the actual task that the
health promotion community participates in (Dunlop et al.). This is particularly true if
tasks are repetitive in nature, but the community itself is dynamic, causing one’s
commitment to the task to remain constant, but for the community to change (Dunlop
et al. 1243). Joining a community that supports fitness goals can help one stay
committed through cycles of investment in the activity. Joining a running community or
running group aids in the motivation to participate in at least as many runs as the group
does collectively. Running with a community creates a sense of belonging to a local
community and “[b]elongingness to the group was ultimately translated into
belongingness, articulated through identify, to a larger community of long distance
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runners of whom they now felt a part(Robinson et al. 384). Participation in a small
community focused on running makes runners feel as though they are part of global
communities of individuals, most of whom they will never meet. The decision to stop
running or miss runs means the individual loses the opportunity to socialize with a
dynamic community. Because this feeling of belongingness links with the identity of the
runner, running communities aid in keeping engagement with a leisure activity even
when one feels less motivated to participate in that form of physical exercise.
While there are several reasons to join a local running group, there are also
reasons to avoid these in-person communities. One’s work or family schedule may
exclude an individual from participation. Intimidation can likewise play a part in new
runners avoiding runs with experienced and/or faster runners. These feelings of
intimidation may be less rooted in how the running communities present themselves as
the experiences new runners had with fitness when they were younger and in physical
education courses. Disability or regular injury may likewise hinder individuals from
regular participation in local running groups where they can only participate when they
are healthy. Finally, one can update an online community about their running practices
daily and as such online communities can augment localized running communities.
Emergent media introduces new possibilities for more interactivity as runners
use digital media to motivate themselves to improve running performance.
Contemporary health administrators have attempted to move in-person health
communities into online spaces for a complex solution to personal health:
Given that complex health promotion is often conducted across multiple
sectors (e.g. communities, non-government organisations, and multiple
levels of government) and large geographic areas, there is a great need for
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Health Information Managers and others to develop online platforms that
can supplement and support offline activities. (Sunderland et al. 9)
However, few studies on online health promotion communities exist and scholars
are looking more at moving local communities online and less at digital-born online
fitness communities (Sunderland et al 10). With little concrete data on how to best
promote online communities, more analysis on independent health communities is
necessary to better understand how people develop health promotion communities,
what is effective, and what assumptions are carried into online communities.
Community has clear connections with gamification, the incorporation of game
elements into non-games, and what is known as serial edutainment: community
membership “makes members feel rewarded in some way for their participation in the
community; and has shared emotional connections such as common history, common
places, time together, and similar experiences” (Sunderland et al. 10). The ease of
incorporating GPS programming into mobile apps and a ‘quick fix approach to health
that encourages individuals to purchase products to solve health issues has led to a
deluge of running apps. The number of apps spreads running communities thin. Many
of these apps include a social media aspect, either they let runners ‘friend other runners
they know or allow runners to share their runs through social media. However, if one
has a dozen friends who run, spread across three or four different apps, creating a
networked community becomes problematic. Sharing runs through social media sites is
likewise problematic because those who care about running achievements may not be
the same as the larger social networks most individuals have on Facebook and Twitter.
Friends who do not run may view regular Facebook postings about running as spam. At
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the same time, runners find public accountability to be effective for success. Finding a
group one can discuss running with often requires a runner to search out a community.
Running communities are heavily influenced by mobility technology and can
influence the technology that community members adopt. GPS enabled smartphone
applications track speed and distance through GPS and allow individuals to share
experiences they have while running with the community even when they run alone.
With enough battery life, one never needs to run alone. Likewise, running communities
will set trends within their own groups. In some groups, cell phone apps are acceptable,
in other communities, wearables are considered a more serious choice for runners
(Robinson et al. 385).
Finally, when in public, runners manage several interfaces at the simultaneously
and in doing so develop a perception of their surroundings to help cope with spatial
interface: “When we experience a place, we do so through our body, which acts as a layer
between a place and our perception of it. We also develop techniques to filter the
information around us, further interfacing our experiences” (de Souza e Silva and Frith
26). This interface management is twofold. Runners utilize playlists and audio tracking
to filter out the sounds of the spaces that they run in, but also allow runners to archive
their runs and later share them with others, interfacing with their online communities.
This includes taking pictures of running spots and sharing them on a targeted social
network, logging their run routes to public forums, or challenging others in running
competitions. Instead of utilizing these app specific communities, runners can likewise
filter their experience through a privately established community in a Facebook group
or online forum. The smartphone becomes a core connection between these disparate
elements that allows runners an engaged relationship with their community.
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APPLICATION: RUNNING, PLACE, AND ONLINE COMMUNITY
In analyzing the relationships between anxiety brought on by neoliberal precarity
that puts the blame for not seeming healthy on the individual, social expectations of
physical fitness and running, and interfacing I will look at two different running
communities: the community surrounding Zombies Run!, an augmented reality running
app, andMom on the Run,” a Facebook community based in a Richmond, VA suburb.
Both these communities welcome beginning runners, though more experienced runners
also participate in both communities. These communities use personal connections to
motivate runners to remain engaged in the community, but utilize different emotional
connections and communication strategies, making them ideal for comparing the
tension of the virtual/material within running communities. In analyzing these two
groups the low stakes of joining are initially attractive to new members. As runners
engage with the communities, they are more likely to look for ways that the community
can be more interactive, often in material places.
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THE COMMUNITIES OF ZOMBIES, RUN!
Zombies, Run! (ZR) is a gamified running app that one ‘plays’ through a
smartphone while tracked via GPS. The runner listens to a narrative interspersed
between a playlist the runner has set up. The runnerplays’ as Runner 5, a British agent
who serves Abel Township, a small survivor colony in suburban England. Runner 5 runs
missions to protect Abel from the constant threats of zombies and greater institutional
powers. While running on missions, players collectsupplies and materials that can
help Abel survive and thrive through the zombie apocalypse (Figure 1). Users build Abel
by running by picking up virtual supplies on each new run. During missions, runners
Figure 2 Players pick up supplies, receive
messages, and listen to music while running.
Screenshot by author.
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can participate in ‘zombie chases’ during which the player increases speed for sixty to
ninety seconds, to simulate interval training. The app can be played while on a
treadmill, but most players run outside and, for convenience, in familiar places like their
neighborhoods.
Players identification with Runner 5 is integral to the app, and the game achieves
this by giving Runner 5 no identifying characteristics so that runners can instead
imagine themselves as the protagonist. ZR is an auditory game with no graphic
representation of Runner 5. Runner 5s sex, gender, and sexuality are never referenced
and the narrative uses no gendered language for Runner 5. For instance, the name
Runner 5 is only addressed by code name. Runner 5’s significance in Abel rests on
athletic prowess and strong intuition, and the game gives examples of both men and
women filling runner roles. Inclusiveness is further exemplified by the relationships of
side characters in the narrative. These identity models are further diversified by race,
class, religion, and national identity. Inclusiveness is important because ZR utilizes
tropes from zombie and horror films and video games to construct its narrative, genres
that have historically poorly represented women, LGBTQ communities, and people of
color. Because the game relies heavily on runners embodying the protagonist, utilizing
these stereotypes would be inadequate and ZR has instead created fully developed and
diverse characters. The audio application helps a great deal, and Runner 5 only receives
orders, never having to respond verbally. Ambiguous identity in ZR allows users to
write’ their own version of Runner 5. By embodying the character with users’ own
bodies, paces, and neighborhoods, users create Runner 5 as themselves and construct
themselves as heroes. This idea, however, is not without its critics. Brian Sutton-Smith
discusses the problems of play as identification, noting that the purpose of most
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conflicts, contests, and expressions of power is to prove the superiority of one’s own
identity, community, and traditions” (91). This makes any attempts at an everyman
character challenging to accomplish. If nothing else, this lends to the hyperreal element
of the game, wherein the attempt to create an immersive experience can work to
highlight the artificiality of the environment.
Figure 3 Descent is one of few missions
where the player has choices within the
narrative. Screenshot by author.
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This attempt at inclusiveness also complicates user agency, as Runner 5 is
literally without a voice. Because any identifier would change this relationship, the story
is set and the users have few chances to make choices in the game. The few chances they
have to change the course of the narrative have to happen before the day’s run is even
started (figure 2). Sutton-Smith argues for many types of play, including what he calls
Rhetorics of Fate,” wherein players remain at the will of chance or fate, which he
connects with optimism and flexibility (64). The power users have in these contexts
revolves around how they navigate their own tangible world: what route to run, how
long to run with the game, and how to reconcile the narrative users hear with the places
they run in. As such, agency here comes from dedicating to the practice of running,
intellectually involving one
FAN-DRIVEN RUNNING COMMUNITIES
To study ZR, I interviewed nine runners from four countries (United States,
England, Austria, and the Netherlands) who have used the app. Runners ranged in
ability from beginners (less than two years) to experienced distance runners who have
participated in marathons. Participants were solicited via flyers, listservs, Tumblr, and
word of mouth. As such, the community of ZR can be seen as a privileged and tech-savvy
community. Members had the time and disposable income for active fan community
participation, smartphones, and what could be considered a relatively expensive
running application. Participants were limited to those who belong to Zombies, Run!
communities. Therefore, the individuals interviewed found the app to be useful with
positive comments on ZR, a general limitation with this type of research.
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LEARNING TO RUN AROUND OTHERS
Most adult runners need to learn how to run, and it is this need that leads them
to online communities. Individuals often turn to digital tools to learn to run because
past communities have deterred them from the activity. The idea that one must learn to
run may sound peculiar as humans typically begin running and as toddlers and we
socially connect childhood with enjoying running. However, running as a hobby
requires daily discipline with training running activities as well. Most of the participants
were introduced to this discipline running through school physical fitness tests. These
social school-based situations that can be off putting to those who do not instantly excel
at the activity. As Foucault observes, Disciplinary punishment is, in the main,
isomorphic with obligation itself; it is not so much vengeance of an outraged law as its
repetition, its reduplicated insistence” (Discipline and Punish 180). This repetition
highlights both why participants saw themselves in the way they did as well as their
desire to become good runners, even though running is certainly not the only way to
practice fitness. To identify or improve at the sport, runners find interfaces, like ZR, that
help them learn to run alone.As runners improve, they then want to take a more active
role in the running community.
In interviewing ZR users, running experience was the topic participants showed
the greatest divide in answers over, and this divergence was largely determined by how
participants experienced running in school. Four participants had competed in a team
sports in school where running was part of training. Of these four, three were confident
in their running ability based on feedback from coaches and teammates. The fourth
participant had the opposite experience; coaches told her that she was slow and/or the
wrong body type. This participant claims to still hate running. The five non-athletes
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grew up assuming that they would never become runners. Participants expressed
emotions similar to:
All through high school, [running] was something you only do if you are a
certain body type and if you are a naturally sporty person and I wasn’t. Im
not. So, I got put off of it very early. I mean, even when we had to do some
running in school they never teach you how to actually run. They just tell
you to go and do it.
Similar perceptions on running were expressed by other participants. These participants
compared their performances against other classmates as evidence of their inadequate
running ability. Participants not armed with knowledge about the discipline of running,
while being forced to run, concluded that they were simply incapable of succeeding at
the sport.
This identification as a weak runner was internalized by runners who then
negatively described their own athleticism: Ive never been a fast runner, so, we’re
talking 10 to 15-minute mile range, orIm not particularly fit.” Likewise, runners had
negative things to say about the sport itself: I never did any running. I did sports, but
not running. Running was boring.” These statements say a great deal about what these
individuals imagine a runner to be where running is associated with a level of elitism.
Finding running to be hard, time consuming, and tedious for many challenges the
notion described above that looking physically fit is important. Athletes, in contrast, had
more realistic expectations for running. For instance, one participant ran to train for
swimming and noted that he would run 6-10 miles every other day to increase his
cardiovascular strength. He had a strong fitness foundation, an established routine, and
understood the value of regular running for his fitness goals. As such, running in social
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environments can have positive and negative effects on how individuals see their own
athleticism.
Running in competitive social settings, like school, does not work for everyone.
As such, runners often find interfaces that help them develop and maintain a running
habit. Runners have long relied on media to help them to interface; treadmills have
come with mounted television screens for a reason. People have been using mobile
devices to listen to music or books on tape since the Walkman. Participants mentioned
that they would watch movies while on the ever-tedious treadmill and listen to music,
books on tape, and podcasts when they ran outside. Media interfaces running very well.
The media distract runners and helps individuals to cope not only with the physical act
of running, but also with coping with performing running in public spaces. As de Souza
e Silva and Frith note about interface “When we experience a place, we do so through
our body, which acts as a layer between a place and our perception of it. We also develop
techniques to filter the information around us, further interfacing our experiences” (26).
While in public spaces, wearing headphones send a clear signal that an individual does
not want to be engaged with. This helps runners to better control the spaces they run in.
Deciding to use interactive collaborative media, like ZR, adds another layer of interface
that can help runners continue running.
Zombies, Run! utilizes a running based narrative to further develop the interface
that a certain class of runners can intellectually build into their running experience. ZR
attracts media savvy users who are used to narrative rich media. Users of ZR are more
interested in mobile apps that provide a culturally rich environment than an app that
better tracks and analyzes runs the way more technical running apps would. They tried
ZR because they liked zombie films and video games, or quirky podcasts like Welcome
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to Night Vale. ZR’s slogan isGet fit. Escape Zombies. Become a Hero.” For gamers and
popular culture fans, these objectives are much more familiar than speed and/or
distance running objectives. The key difference is runners master these objectives
through the interface of physical space instead of a screen.
An immersive and media rich interface is one of the key draws to digital running
tools and online running communities in general. In using interfaces, individuals are
able to momentarily distract themselves from much of the cultural baggage and anxiety
attached to maintaining fitness or a healthy hobby in current neo-liberal thinking.
Individuals who do not always find running fun, either because they have past negative
experiences with the sport or because running can get tedious, are instead able to
involve themselves with a narrative that allows them to overcome these drawbacks.
Mobile applications are particular good at helping individuals start a running habit
because one does not need site specific community to start and runners have time to
develop their own running ability before they incorporate others into their running
hobby.
RUNNING ALONE, TOGETHER
Runners enter the narrative of ZR and acquaint themselves with the world
through the main characters that Runner 5 eitherruns” with or hears from Abel’s
communication tower. The app is entertaining and running becomes the chance to
engage more with the narrative. So, while runners are technically running through their
neighborhoods alone, they are always running with a character from the narrative. ZR is
an audio driven application, and instead of listening to a story the way that one might an
audio book, the user is given commands that assume the narrative is happening in real
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time. The character driven audio narrative creates a hyperreal space wherein runners
experience layers of reality as they run. This kind of running can be immersive.
Narrative mixed with these real-time auditory cues leads to a hyperreal running
experience: When Im listening to Zombies, Run!, I’m very much part of the story. Im
listening to the story. I’m waiting for the next thing. Im occasionally eyeing the horizon
in case the zombie apocalypse has happened. In addressing the zombie chase feature
specifically, one participant responded, It’s actually a bit of fear. The first time the
zombies got me I was so mad and ever since then I’ve just booked it…I know that they
arent really there but I can pretend. Another participant explained the dual awareness
thusly: Its equal parts entertaining (I notice myself experiencing the narrative, and I
am able to smile in observation of the experience) and engrossing (I lose myself in the
activity, perhaps separating reality from fantasy if only for a moment).” To counter, a
participant commented that the story was interesting and immersive, but did not feel
chased by zombies. This dual feeling of immersion and awareness of the construct is not
only a hallmark of hyperreal texts, but also integral to safety. For runners, looking out
for imaginary zombies instead of real cars could be deadly.
The hyperreal elements of the game are essential users to identifying with
Runner 5. All participants in the study described runner 5 as a person who was similar
to them in age, gender, and athletic ability. One participant, a cosplayer who has gone
out on runs dressed as Runner 5, imagined the character as a slightly improved version
of herself: “When I think of Runner 5, I think of someone who is similar to me, but
different from me at the same time. Someone who fits more the story than I would.
Someone who is more advanced at running. Here, Runner 5s identity is intertwined
with an idealistic, or the person that she hopes ZR can help her become.
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Building on this identification, ZR makes runners feel essential to the world of
Abel. Characters within ZR protect Runner 5 and see the characters contributions as
essential for the communitys survival. Runner 5 gains this significance through hard
work. In the first mission, Runner 5 is only allowed into Abel Township after retrieving
valuable medical files for the town. Good will is maintained through continued
compliance in Abel-sponsored missions. Ultimately, the narrative is structured to
simulate that the participants commitment to the practices of the community lead to
continued support by the community, just as a commitment to running for fitness could
lead to health rewards for runners. Participants have characters within the app that they
feel close to emotionally, characters who they regularly run with. This imagined
camaraderie is, for several participants, their first positive experience had running in a
community, even though that community is imaginary.
Support is essential for new runners who generally do not see themselves as
athletes. ZR fills this void by introducing a fictional community that is in need of just
what the user provides. In doing so, Abel Township momentarily fills in in a way that
previous experiences have not. So, users who have lost the purpose of running have a
digital community to fall back on who are in need of Runner 5. As one participants
described this phenomena:
You’re never punished for not being able to do something. Its always
encouragement and whatever your speed, whatever body type you have or
size you are, whether you’re walking or running, you’re still good enough to
be a hero. You’re still good enough to save the world. You’re still good
enough to run.
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ZR makes runners feel valuable where they are as far as fitness. This helps runners
continue on with ZR because a community depending on them as a hero. These
immersive experiences exist not only in the athletic experiences of the user. This
narrative world is embedded on runners’ communities and as such the individual
communities flavor the narrative. Runners who ran in urban areas expressed more
concern over their own safety while running, expressing both frustrations navigating
roads with cars and concerns over notlooking suspicious.” Urban runners would not
run with ZR after dark and made sure to look “as normal as possible” while running with
the app so as to not draw attention. Class here is portable, tied to the body and gaze.
Moving through neighborhoods is also moving through class systems. These
observations tie into two different ideas. Urban runners felt more self-conscious
running in less affluent neighborhoods which they did not see as places where one
typically runs. Less affluent neighborhoods” refers to working class neighborhoods,
showing the ways in which running is classed. They also felt a strong desire to be
normalized and to not draw attention to themselves, what Foucault would call a
constraint of conformity (183). Their involvement in the narrative was necessarily
balanced with their awareness of their surroundings. In contrast, participants who lived
in rural and homogeneous areas were more comfortable immersing themselves in the
story. One respondent who lived in what she describes as a small English village
explained, Im lucky my village understands Im a cosplayer and an actress at the same
time and they do understand. I place myself in the character; I try to act it out as best I
can.” Because this participant feels as though her community supports who she is as a
person, she feels as though she can participate in this digital game all the more. As such,
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the experience of running with ZR is unique for all individuals, even though they are
sharing the same levels and quests.
While running with ZR, participants conveyed that the events of the narrative
embedded themselves in the places the runners run. One participant, a relatively new
user of the app, mentioned he could remember every place he had experienced a zombie
chase. Another participant mentioned that ZR better acquainted her with her
neighborhood: I went down a bunch of side streets I haven’t gone down before and
some paths and ended up in the woods and I was like I didn’t even know there were
woods around here.” One participant mentioned that she’s most aware of the
construction of the game: “The one I distinctly remember is, by the time I got to a third
toolbox I was thinking how the heck would I be carrying 3 toolboxes right now?This
participant also incorporated her dog, who she ran with, into the narrative and would
imagine her large dog might pull a cart to carry equipment. The zombie chase function
within the game forces users to keep running or lose the materials they collect for their
digital community. In order to keep sprinting, runners avoided crossing streets and
would often make sharp turns or double back. This can take users down roads they have
never been down and see parts of their community they otherwise would not.
Overall, the hyperreal nature of the app applied to material spaces was appealing
to interview participants. One user, who had started by walking with the app and
treating it like a podcast, mentioned that the narrative of ZR helped her to better engage
with exercise and push herself to run: “I decided I want to find out what happens
enough so I have to make it this special thing I can only do when Im exercising. This
participants engagement with the narrative incentivized her running. Running becomes
a reward, a chance to slip into a world of characters in the way that one might a favorite
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television show or a good book. This shift in perspective on running helps runners weigh
the rewards and consequences of running differently and helps them to develop running
as a regular practice.
RUNNING WITH OTHERS
Once runners gained experience running with the app, they expressed a desire to
create a community of others, even though the digital nature of the app was a
preliminary reason for using it. This desire is expressed by either seeking out ZR fan
communities or by wanting ways to use ZR with other runners. First and foremost,
runners did feel that the app helped them to improve their running. In stark contrast
how they discussed their running history, participants talked about their experience
running with ZR to be largely positive, making comments like: “I usually run for two
minutes and then just walk. Now, I wont quit running. I try to run until I hit a limit and
its easier with the app, and When I run with the app Im better at regulating my
breathing and focus on what Im doing. These responses show participants are more
realistic about what it means to improve as a runner. Additional replies focused on how
ZR helped users to enjoy running more: So, I'm fairly confident I still hate running. I
will still primarily run so that I can eat and/or get in better health. But it already makes
me want to more. It makes the time I'm doing it more enjoyable, and that's huge.” So, as
users improved and gained confidence as runners, they wanted to supplement the
fictional community of the app in order to meet and interact with a larger community of
runners in virtual or material places.
Since the apps release in February 2012, fandom around ZR developed on
Tumblr. Like other fandoms, the community exists mostly online, but supplements that
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community with in-person meet ups at fan conventions and ZR sponsored events.
Images of fans cosplaying Runner 5 are easily searchable on Tumblr and the creators of
Zombies Run! have participated with fans with events like convention panels and pre-
planned ZR meetups. This fan activity likewise works to promote the app across
Tumblr’s often intersecting communities and promotes the app to new communities.
Members of the fan community were overwhelmingly positive about the participation of
the creators with the fans. These participants likewise expressed a strong connection
with the ZR Tumblr community, closer than other communities, as one participant
described it:
Ive been in bigger fandoms where you have to figure out who to
follow…And I think it does keep my interest in something when [I] have
other people to discuss it with…[I] can talk to them, trade theories, extend
the canon with fan fiction and fan art.
The community within the narrative gets individuals invested in a community
outside of the app, and this community allows individuals to extend their experience
beyond the narrative provided by the app. This is important because there is a
significant amount of downtime between seasons. Each season of ZR is 25 to 60
episodes long. That’s more than one would expect from a television show, but
individuals who run three or more times a week do not take long to finish a season.
Where the seasons leave gaps in content, these related communities can support
runners and keep individuals closely connected to both ZR communities. For those in
the Tumblr community, their involvement within this community likewise gives
individuals the opportunity to participate and give back emotional and artistic (through
cosplay, art, and fan fiction) to this community that has benefitted them.
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Other participants, particularly those not involved in the Tumblr community,
wanted people in their material communities to engage with the app as well, preferably
collaboratively. One participant talked about purchasing the app for her step son, who
is a horror fanatic…has done zombie proms and stuff like that and runs.” Other felt that
sharing the app with neighbors could help others in their community begin
walking/running. They also felt that others might also be encouraged to take up running
or some fitness hobby seeing these average’ users running publically. Closely connected,
participants hoped that the game could be even more hyperreal, specifically in how the
game manages the specific places the users run in. Several commented that they thought
the app could be improved by being “even more interactive” and “tied into real
locations. One participant suggested making it a MMO, where meeting up with runners
could gain users different loot than the game usually provides. This, he argued, was one
way to enlist new users and possibly give runners insight into others around them
running with the app. Participants who suggested that the app be more place based were
aware that this is not yet technically possible because the app would need resources that
would exceed the storage and battery of most smartphones.
While participants felt the desire to get friends and community members
involved with ZR, no respondent felt as though they had become closer to their local
community with the app. So, while this app got them outside more often, taught them
more about the geographic layout of their community, and embedded new meanings
into the places they ran, they felt as though the relationship they had overall with their
own communities was not altered by their use of the app remained constant. This in
large part comes as a criticism of what online communities are supposed to be able to
do, to encourage a civic mindedness in online members, but reinforces the idea that
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individuals identify strongly with online communities (Song 3). What the app does well,
however, is help introduce runners to a running community. As an interface it allows
users to block out the social and cultural baggage that comes with running, referenced
above. This interface likewise prepares runners to enter into more localized running
communities, which will also have levels of construct and simulation. After practice in
the virtual community that ZR provides, runners often join larger running communities,
find other individuals who have shared experiences, and engage in collaborative running
with others. Likewise, in this hyperreal construction, the divide between digital and
material communities is porous. The drive behind joining an online fan group or
planning an in-person experience connects at the same drive to find others in a larger
community and join the general running community.
CONCLUSIONS ZOMBIES, RUN!
As discussed earlier, interfaces help one to manage the spaces around them, but
they also serve as buffers between an individual and the public. For runners who are
self-consciousness about running in public or find tedium in running in the same space
over and again, ZR provides an interface that helps users a playful space where they can
learn to run. An immersive narrative in a hyperreal environment can help runners to
cope with the self-conscious aspects of running: The pervasive game interweaves the
concept of reality and fantasy, thus transforming our everyday environment into a world
in play. This complicates the notions of reality and fantasy (fantasy referring to the
game)” (Nieuwdorp 199). In this complication, runners are able to focus on the game
instead of the many drawbacks to developing a labor-intensive skill.
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Identifying as part of this digital community is essential to runners engaging in
this immersive world. In analyzing runners, understanding runners’ previous
experiences is necessary to understanding how they interact in this new medium
because those previous experiences flavor new situations. They then use these
experiences to ZR because [w]hen players participate in a pervasive game; they are
actively creating meaning…they often need to reinterpret common conventions about
meaning” (Nieuwdorp 202). In this reinterpretation, runners were able to shift their
perceptions not only on cultural expectations of what a good runner is, but how they can
incorporate themselves into this larger running community. In this reinterpretation,
runners can write themselves into preconceived and culturally constructed notions of
what it means to be a runner.
As runners become more comfortable with the sport and identify as part of the
running community they search out other runners, preferably runners who have also
used ZR as a gateway into the running community. Likewise, many app users extend the
experience by finding online fan communities to participate in and share cosplay as well
as fan made soundtracks, fiction and artistry. ZR creators participating in this
community encourages runners in these convergent practices. The experience users
have with this application introduces conversations about how best to use hyperreal and
augment reality apps in any context. Here, the appeal of the app falls into the ways that
it is able to interface and utilize outside resources (like the internet and one’s own
neighborhood) to create a unique experience and connect people. In developing the app
in just this way, it works as a gamified tutorial that helps users to level up into the larger
running community. At the same time, it remains a lens that runners keep as they
progress as runners. This, however, is more than a tutorial on how to begin running.
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Instead, it is a tutorial on how to block out the anxiety, precarity, and tedium that come
with running and potentially enjoy running by interlaying over it a narrative that makes
the runner feel important. This relationship as though they are succeeding at running,
that their experience of running is normalized, and that they are legitimate members of
this community.
BALANCING WORK AND HOME WITH MOM ON THE RUN
Zombies, Run! can be a successful gateway into the running community,
particular for individuals invested in immersive media and popular cultural. However, it
is not the only gateway into the large and ambiguous running community. Analyzing
another, differently structured, running community helps to gain insight into the unique
avenues runners find as entryways into larger fitness communities. Mom on the Run
(MotR) is a small Facebook community who share their everyday runs and workouts to
the group’s timeline. Originating in a Richmond, VA suburb, the loose community is
connected through loose personal networks. The founder of the group, then training for
a half marathon, was looking for support from active friends during race training. MotR
is wordplay on the non-profit Girls on the Run, which encourages girls in the 3
rd
through 8
th
grade to adopt running as a healthy habit and confidence builder. MotR
initially referred to the group founder, but soon other members were posting their
running accomplishments and a community was formed. Most of the women within the
community know at least one other person in the community from their daily life.
While online, MotR is based in central Virginia. Because runners are within a
general proximity of one another, meeting up for trips, to train together, and/or just
happening across each other is not uncommon. However, digital interactions and
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regular posting and commenting are the main points of communication for the group.
There are several entry points to participation. Members posting their daily workouts to
MotR keeps the community active. These postings can include publishing run distances
and durations, and reflections that can range from discussing injuries or personal
accomplishments. Members also like and comment on posts, giving encouragement or
advice from other community members.
Importantly, members use different fitness apps to track runs and share their
runs to the community page instead of their personal timelines. Members value a
community that cares about their running and other members of their Facebook
network can consider these daily run posts spam. MotR members also solicit others in
the community tofriend’ them on these various social media based fitness applications,
like myfitnesspal (a food journal/calorie counting application). Members make weekly
goals, and the communitys leader tracks and then posts these members’ aggregate
workouts weekly, adding a layer of accountability to the group. Several members have
set up friendly competitions with one another and the community hosts annual events
like ‘holiday streaking,’ where runners run at least one mile every day between
Thanksgiving and New Years Day. Members share articles and memes about running.
This amalgamation of social medias and content sites is not uncommon and its
references to space likewise aligns with the way that social media is used the intrinsic
nature of [social media] sites is the creation of a sense of shared space through
embodied practices. Thus, in order to embody space, one must feel a sense of reciprocity
within that space” (Farman 60).
Ultimately, MotR is an online community that utilizes the strengths and
weaknesses of a variety of social media and mobile technology to create a
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hyperconnected group that can be easily accessed several times a day. Members are
usually introduced to the group through a social connection. As such, while chiefly an
online community, the daily regular activity of the group and its somewhat porous
relationship with a geographic region means that group participants desire offline
interactions through either races or more casual social gatherings. The reason that
Facebook groups are attractive for runners is because running is a daily activity and
posting about daily runs to one’s individual Facebook page can feel like spam. Instead of
broadcasting runs to all of ones friends, being part of a running community allows
runners to share their accomplishments with like-minded individuals from inside an
interface they are familiar with.
Group members were invited to participate in this study through a post to the
MotR Facebook page. Mom on the Run is a small running community with 259 listed
group members as of January 8, 2015. Runners range in ability from beginners (less
than two years of experience) to experienced distance runners. One does not need to be
a runner or a mother (or even a woman) to be a member of MotR and several of the
active posters to the page are men (typically the husband of a woman participant)
and/or childfree. Likewise, there are non-running members who have joined the group
because they want accountability for fitness goals. Others enjoy reading posts about a
friend or family member’s physical fitness and might not be actively engaged in a
physical fitness routine at all. While the group has 259 listed members, during the
period of my study, 20 members were actively involved in posting, commenting on, or
liking posts in the month the survey took place. The group may have a great number of
lurkers (individuals who read posts, but do not post to the site, ‘like’ others posts, or
comment), but because the group has been around for two years, many members may
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have been invited and never participated in the community. Ultimately, 12 individuals
participated in the survey and all finished. While there is a great diversity to the
membership of the group, a large part of the respondents were mothers who were also
experienced runners.
GETTING STARTED, RUNNING ALONE FOR OTHERS
Mom on the Run community members tended to be more experienced runners
who used the community to help keep them motivated to run because running competed
with a variety of other obligations, particularly childcare. MotR works much more as an
accountability community that individuals turn to for ease of use, but motivates these
same individuals to enter into their local running communities. Participants within
MotR expressed histories of running similar to the experiences of Zombies, Run!
participants. Individuals who had participated in sports in school were much more likely
to enjoy running in adulthood: I grew up playing soccer so I have always enjoyed
running. Those who did not grow up running used a running app or self-regulated
running program to teach themselves how to run. More than half the members of this
group used a mobile-based training program, notably couch to 5k. Overall, this
community had more experience with running than members of the ZR community.
MotR members were much more likely to need support maintaining a running schedule
around work, family, and schedule commitments.
MotR members run in a variety of locations and looking at where they run helps
better understand the community’s priorities. Most members run in multiple locations
and made their choices based on convenience. With convenience in mind neighborhood
running was the most popular, followed (in order) by treadmills, rural areas (usually
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close to home), and wooded trail areas. Overall, participants preferred to run outside,
the following comment typical: “Running outside is also very peaceful and I usually run
a longer distance than on a treadmill which is really easy to quit on since all I have to do
is hit a button and then walk two steps to sit on the couch.” The majority of runners still
ended up regularly running on treadmills because treadmills were necessary to maintain
the hobby. Community members balanced many obligations, the vast majority of
members work and have families and are balancing time, space, childcare, and budgets
to participate in any leisure. Treadmills, either at home or at the gym, help members to
manage training and childcare. Convenience and scheduling likewise meant that the
majority of runs were solo runs. MotR allows individuals to runs largely on their own to
share in an online community and get some of the benefits a location-based running
club might provide as well.
MotR follows trends within the running community that encourage individuals to
identify with the furthest distance they have run as opposed to their fastest speed.
Members identify themselves with a distance with statements like “I have done a half
marathon—Im not sure if that is really meor “Since then I've run a handful of 5k's, a
few 10k's, a half, and a full marathon. This identification is reinforced by the group as
weekly goals that community members model around distance instead of speed.
Additionally, the person who runs the most miles in a particular month is announced at
the beginning of the month and gets a letter from one of the group leader congratulating
the member. Finally, the most successful group challenges on MotR have been ones like
holiday streaking, where distance and daily participation were the only requirements.
While running is not required for membership into this community, it is embedded in
the identity of the community. As such, busy members are trying to maintain a time-
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consuming leisure hobby and the group’s culture often encourages them to dedicate
more time to the hobby as they are encouraged by those running longer distances.
WRITING MOTR INTO RUNNING
While not a structured narrative, Like Zombies, Run!, members of MotR also
wanted to create their own running narratives. Because community members had little
disposable time, these narratives had to be something that could be accessed quickly
and through multiple entry points. MotR’s use of Facebook allows members to access
the community throughout the day on a variety of devices. Members have Facebook on
computers, smartphones, and tablets and the group itself benefits from Facebook being
such a mobile media. The majority of participants accessed the MotR community
through their phones for reading and posting to the group, compared to half using a
computer and less than 10 percent using other mobile media. When talking about their
preference for the smartphone, most members mentioned convenience and a busy
mobile lifestyle as the reason for access. In addition, half of respondents checked in with
MotR every day. These, however, are intentional check-ins because community
members will have posts pushed to their Facebook news feed as new members post so
long as they check in with the group a few times a week, based on Facebooks own
algorithms for pushing content. So, MotR members can get several reminders to run
throughout the day. The events of the group were interwoven in to regular Facebook
users’ day.
This mix of pushed and pulled data on running produces an algorithmic
narrativization that coincides with a cultural inclination to narrativize “fitness journeys.
Individuals within MotR usually had a narrative about how and why they ran. Usually it
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followed a pretty standard format. First they did not enjoy running at all and had tried
several times to find some way to make running stick. Then a life change happened
(going to college, becoming a parent, changing jobs) and then this person found a
solution to getting started with running. These narratives, however, could be modified
within the ways that individuals built their own narrative identities. One member fits
running into his identity as a soldier. Running is used specifically to pass PT tests, to
maintain both his role in the military and his identity. While he does not enjoy running,
he identifies as physically fit and running is part of the discipline he needs to construct
that identity. Other members identified injury as a significant part of their identity.
Injury was something that they needed to return from through work and discipline, as
Foucault observes techniques “by which one imposes on the body that repetitive and
different, but always gradual assured “in the form of continuity and constraint, a
growth, an observation, a qualification (Discipline and Punish 161). Even in these
instances, however, overall fitness is narrativized to include running and how running
helps that individual. Incorporating this narrative helped many runners to keep
running. If narrative is progress, continuing to involve oneself in the narrative meant
physical progress as well.
Narrative also plays a key role in the ways that individuals see their relationship
with MotR. This relationship is twofold; individuals acknowledge that MotR
involvement has affected their running and they modify their running to match what
they perceive other members performing. As such, 75 percent of participants claim that
MotR has affected the way that they run. Members chiefly mention that the ongoing
accountability helps them to train harder and keep involved in the community. Others
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mention that the advice they have received from posts has helped them to become better
runners. One member mentioned a holistic change in running based on the group:
It has changed my life. I was added to the community on day one and
shortly after saw someone commenting about couch to 5k. I looked it up
and decided to do it. I was impressed in 2013 when [group member] ran a
half marathon I thought Id NEVER be able to do that...I since met that
goal.
This member has written her involvement in MotR and the experiences of other
runners into how she sees her own running narrative. She uses other members
successes in the group to gauge what she can accomplish. This also helps her to manage
precarity, wherein she tries to reconcile what she sees as cultural ideals with practical
life. When introduced to the group, she thought she was unable to run. However, seeing
other individuals who she knew manage this and larger goals she was able to make the
practical changes that would help her meet these fitness markers.
This narrativization works both ways and members likewise consider MotR
members and how they will compose posts about their runs for the community while
they are running. The majority of respondents confessed to thinking about MotR while
they ran, qualifying that statement with statements likeIm usually planning my post
already!!” and Can I go faster and farther? Members likewise think about the goal that
they announced to the group and how this run will help them to meet their mileage
goals. These comments show that community members use the community in part to
shape how they construct running and acknowledge that how community members see
their success influences their fitness habits. Individuals want not only to post about
their runs, but also to show that they are becoming more successful runners. This could
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also be discouraging, especially to runners who see the other members as younger or
more successful. When their lived experience does not reflect what they see the rest of
the group doing they can get disheartened about their own identities as runners.
CONNECTING OFFLINE
In addition to writing their running experience into the MotR community and
writing the narrative about themselves into this community through their running,
members also wrote the places they run into their level of involvement with the group. It
was easier to be involved in community activities if one lived close by and this fact was
not lost on members. Because runners signed up for the same races, being
geographically close to other runners means that one can participate in place-based
activities with other community members. Members who do not live in the Richmond,
VA, either because they had moved or because they never lived there, expressed
disappointment that they did not have opportunities to meet members face-to-face. This
disappointment is particularly interesting because many members initially joined the
group because they wanted a digital running club to belong to.
Members also felt as though their level of involvement was directly tied to their
ability to participate in location-based community activities. Members who had felt
closely connected to the group for the longest had also been able to participate in the
face-to-face interactions. The group has been able to participate in communal runs,
hikes, and races. Typically, if several runners were running the same race they would
meet up before or after the race to take pictures to share to the MotR group page.
Additionally, even if they were not training physically together, local members were
sometimes training for the same race and were able to communicate with someone at a
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similar point in training, communication that bleeds onto the MotR group page and
reminds others of their distance from the group. Local members were also able to meet
members they did not know from daily life, a practice that strengthened their ties to this
digital community. Members unable to participate in these events felt as though they
were missing out on part of the experience. So, while members joined an online
community for reasons that included the convenience of having an online community to
turn to, these same members wanted a physical community to augment the digital one.
This desire shows a privileging of material places and geographic closeness that being
part of a running community encourages, even in those who know they cannot commit
to a place-based running community.
CONCLUSIONS MOM ON THE RUN
MotR is a community that values convenience and ease of connectivity. Runners
in this community show a preference for communities that fold into their daily lives.
Participants were typically invited by someone they know from their daily life, but prefer
that most of the community interactions are online. Fitness narratives likewise play ed a
significant role in how community members shape their own relationship with the
community. They thought about how they were going to compose posts to the
community and how they are composing themselves as ever developing runners. This
development is significant because [i]n the digital age, movement is almost always
linked to ideas of progress” (Farman 135). Runners progress through runs, progress as
runners, and want to see that same progression reflected in their community archive
and interactions.
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As runners become more comfortable in the community, they then want to find
ways to connect with this community offline. Mostly this is a desire to participate with
other community members in onsite activities within in the larger running community,
including training together and signing up for the same races. This desire can be
frustrating for members who live outside of the Richmond, VA area who are unable to
compete in the same races as other community members. This is not only the desire for
an emplaced practice, but also marks a desire for further participation in the running
community. MotR, as a small accountability community, helped runners to interface
with cultural notions of ‘good’ running. As runners develop, they take on more runs in
public spheres, like half marathons, which bring in tens of thousands of runners. The
desire to bring this community into these material places is the desire to hold onto the
community as one enters a larger community.
CONCLUSIONS ON DIGITAL RUNNING COMMUNITIES
In analyzing these smaller gateway communities, interfacing and emplaced
practices come to the forefront as essential lenses to view running communities through.
Mobile interfaces work as a buffer between the self and the public place and help
runners to deal with the social inscribed anxiety that can come with modern running.
Mobile medialike smartphones, books, and newspapersallow individuals more
control over public environments. These interfaces furthermore allow individuals to
filter in a desired amount of information from the world around. Immersed in a
narrative (even one happening in one’s imagination), individuals are able to ignore the
aspects of public places they choose to ignore. Mobile apps and online communities
allow individuals the chance to both filter out information they need to in order to run
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and share information intentionally. This gives runners more control when
maneuvering through public places. Ultimately, this demands a rethinking of the ways
that we imagine spaces of leisure. By selecting the ways that individuals mediate spaces,
public places are more easily used for different reasons by different individuals at the
same time. This helps self-conscious runners to move past these insecurities and run in
public spaces.
For runners fighting either self-consciousness of running in public or the tedium
of running in the same place over and again, ZR provides an interface that helps runners
block out the parts of the running experience necessary to improve their running. For
instance, runners who are too nervous about the possibility of others seeing them run,
wearing headphones cues other individuals that these individuals do not want to be
approached. The ZR narrative allows runners to imagine that instead of jogging in sight
of their friends and neighbors, they are running through spaces populated primarily by
non-judgmental zombies while the audio-narrative reinforces their high success rate.
Similarly, members of MotR are immersed in a community they can access at any
moment, but are also invested in creating a narrative where they are continuing to
develop through dedication and challenges. By interfacing primarily with a digital
community, they find the support and accountability they may not feel in other spaces.
These interfaces allow runners the playful space to train themselves in the basics of
running because “game rules need to be accepted as the laws of the new semiotic
domain that is entered” (Nieuwdorp 206).
Digital media requires further consideration because of the ability for it to
influence community interaction: Computer interfaces are not neutral. They actively
influence communication relationships…and transform both parties that [they] connect
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(de Souza e Silva and Firth 2). The ways that individuals work with the technology
medium of the community actively affects the expectations that running communities
have, both in how individuals are expected to interact and in what they assume other
members are doing. In running communities, these expectations necessarily surround
embodied acts. “Any theory of embodiment must therefore account for the fact that
embodiment is conceived out of biological factors(Farman 29) and in this we must
accept that the individual is always not only factoring in the cultural expectations one
might have of running and running communities, but also physical aspects like physical
ability, health, work hours, physical location, and personal obligations.
In this act of interfacing, and particularly with these running communities,
narrative plays a significant role in how runners see their own progress. Here, narrative
and place work to help the runner to create an enjoyable space to run in: The
experience of the narrative is shaped by the place she is sitting, as much as the
experience of the place is shaped by the narrative” (de Souza e Silva and Frith 39). In the
same way, runners experiences of these online communities are directly related to
where they are because they must reconcile the story with the world around them. When
using ZR, runners must remain aware of the world around them while they run in order
to stay safe. With MotR, runners are aware that their runs and fitness levels feed into a
personal and community narrative. These narratives become essential to runners, who
shape their lives around them.
In writing these narratives, runners begin to include others in their own fitness
narratives. These are community members they experienced runs with, whether those
community members are fictional or live a state away. In this way, the fitness narrative
extends beyond running. Even though members chose digital communities to
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participate in because for all the reasons mentioned above, once individuals developed
skills and relationships with community members, they have the desire to share the
skills with individuals they have interacted with online. This also reflects a desire to
enter into the larger running community. While fitness might have been a reason to
begin a running habit, the immersion and the social element of running kept most
distance runners engaged with the sport (Robinson et al. 389). These desired physical
encounters augment digital communities and allow them to see and interface differently
with community members while also confirming both the size of this community and
the degree of the individual’s belongingness to the larger runner community.
This narrative, in both ZR and MotR, is based on the idea of progress, which is
related to technology and fitness. Narratives progress, and the rhetoric around
technology, digital or otherwise, implies improvement. In this way, using technology to
track fitness connects with that idea of improvement. Individuals draw conclusions from
technology: We do not simply choose where and how to live based on a determined
relationship to technology, but our exposure to technological ways of thinking impacts
our imagination of what manner of living is possible” (Chamberlain 27). In a world that
appears as though it is constantly progressing” we search for that same progress within
our own bodies.
In general, these digital communities help individuals to manage precarity, but,
as interfaces that inherently encapsulate the runner, they do little to change
understandings of running. While they help the runner to enter the larger running
community with expectations of how they will be received, they also in many ways
remove the runner from the material spaces they run in every day. A runner with
headphones in and focused on the imagined narrative they use to run is removed from
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much of what is going on in the community itself, noticing just enough to keep safe.
Headphones (sometimes thankfully) signify a runner’s disinterest with being engaged,
furthering the idea that the running community is unwelcoming. Likewise, these
communities serve as pathways for the few. In calling itself Mom on the Run, MotR both
invites mothers to play and excludes non-mothers from the group. Zombies Run!
similarly shows that it is catering to pop culture fanatics, particularly zombie
enthusiasts. So, while running communities might be one of the better ways to help new
runners to interface with the public in a way that helps them run, the do less well at
making running attractive to those outside of the group. Finally, these groups, in
functioning almost like game tutorials, can give the impression that there is a hierarchy
to running, that there are neophytes and grandmasters and that one must prove that
they are good enough to run. As such, the communities may do much to help targeted
individuals, but do little to help the cultural image of running.
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CHAPTER III
BANDS OF BROTHERS, GIFTING IN FPS CLANS
INTRODUCTION
Call of Duty is a franchise of war-themed first person shooter games (FPS) with
PC, Xbox, and PlayStation versions. With the release of Call of Duty: Modern Warfare
3, Activision added significant social play to the franchise’s multiplayer mode, creating
clans for the first time within the game. Clans can range from a handful of players to
upwards of 100 members. At the time of this study, clans competed in twice-monthly
clan battles during much of the year, stopping a few weeks before a new game’s release
in November. Clans transfer from one game to another within the franchise and are self-
governed by their members and are rarely policed in what is called a “customer service
state (Castronova 210). This organizational freedom in a long running game franchise
makes Call of Duty (CoD) clans ideal places to study online community practices.
There are many games that have at their core an economy. This can be a robust
economy, between players and the game, as can be found in World of Warcraft (WoW).
This chapter analyzes games with limited economies to see if they could and/or would
adopt this common social exchange and what might result from this ad-hoc virtual
economy. With less regulated social systems in place, some CoD clans create internal
small-scale gift economies. Players in these economies can focus on the exchange of
material products and use gifting to create bonded, collaborative communities. The
clans utilize a mixture of social media to connect with one another and participate
outside of game space. These kinds of gifting demand a reconsideration of both
traditional online gift economies, usually focused on the gifting of code, and the ways in
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which material gift giving enters into digital play. Ultimately, material gift giving aids in
the building of social structures within the game and adds to an overarching sense of
community, revealing both that players adapt available resources to their benefit and
that players value control over interpersonal exchanges within game spaces. These long
standing social ties to the community often evolve into emotional ties to the game itself
and benefit game producers because players help create content and continue to spend
money on both the software and hardware to continue to play with their communities.
This analysis points to scholarship that addresses how digital economies are mixed
economies and considers the ways that these economies using giving to solidify
community across space. While mostly linked to gameplay, this addition of material
products supports an emplaced understanding that active clan members have toward
their teammates, expressed through an awareness of those members’ daily lives and the
importance of the transfer of embodied realities like age, sex, and race into gameplay.
GAMING, LEISURE, AND DISCIPLINE
As described in the previous chapter, leisure time, defined as time away from
work, is socially constructed to encourage individuals, particularly those of the middle
class, to spend that time focused on personal projects that develop them as individuals
(Rojek 68). While play is accessible at a variety of social classes, contemporary
cooperative online gaming requires expensive hardware (console or gaming computers,
television screens, and headphones), and software (the games themselves, online
subscriptions). Finally, players tend to live in homes that can afford strong internet
connections and multiple screens/rooms to accommodate other members as one uses
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these resources for hours during online play. Gaming is a lucrative business that caters
to those with the drive and disposable income to play.
At the same time, while exercise is regularly looked at as always positive for both
the individual and the state, gaming has a more mixed reception. Many major media
circuits have portrayed video games in a negative way, arguing that they instigate
violence. FPS are a genre of game that portray realistic violence and games like Doom
have been connected with youth violence, specifically the Columbine shooting in 1999
(Kline, Dyer-Witheford, and de Peuter 247). With regards to leisure, video games are
often written about as though they were deficiency leisures” based on the virtual nature
of the video games “devoid of any ‘real’ physical changes whether emotional, physical, or
intellectual (Fox and Lepine 109). More extreme video game practices might be
considered as deviant leisure activities, which would connect video game play with
illegal and abnormal practices (109). This criticism, however, tends to limit public
conversations surrounding games and is common among emergent technologies. For
instance, in discussing the novels popularity in the 19
th
century, Brantlinger remarks:
With great regularity, novel-reading is represented, both by its critics and
by novelists, as a form of leisure activity done instead of something elsea
something else that is almost always, as the 1890s opponents of libraries
suggest, categorizable as mental improvement and therefore as a sort of
work, albeit cultural or spiritual work. (22)
The suspicion over emergent medias compare new leisure activities to the
spiritual or cultural work that one should be doing in their free time. In some respects,
Fox and Lepine describe this assumption as a conflation of the content of the games
themselves and the actions of the player. Playing a game where one steals cars, robs
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banks, and blows up helicopters does not mean that a player will enact those events
outside the game.
The place-ness of leisure is integral in identifying the divide between acceptable
leisures. Leisure studies most often focuses on emplaced practices that generally bring
some positive improvement to the individual. Sports and outdoor recreation, as
explained in the previous chapter, are perhaps the best examples of leisure activities
that typically promote social behavior while relieving stress and helping to maintain
health. Exercise often requires certain kinds of spaces. Large stretches of nature are
required for hiking. Safe roads are required for running. Storage for weights is necessary
for strength conditioning. These public places can appear to promote socialization in the
way that more encapsulated leisure activities, like gaming, may not. However, this
should be qualified by the individuals participating in those leisurely activities, a
conclusion that sociologists have suggested for quite some time. Theoretical discussions
of the use of space populate the works of de Certeau, Massey, and Soja presented in the
introduction. Public and domestic places can both be used for any number of endeavors.
Essentially, placeness is only one element of the socialness of these spaces, and who uses
these places for what purposes changes with the individuals participating in leisure in
those spaces.
Ultimately, games are a form of media and their use, as mentioned above has
much to do with the relationship between the individual, the artifact, and the culture
that surrounds it. Culturally, video games have been popularly perceived as played alone
on a computer or console in a domestic place. However, while there are many games
that can be played alone at home, games have also always had a social and public
element to them, with archeological evidence of games found in public places going back
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at least as far as the Romans (Moore 374). Tennis for Two (1958), often thought of as
the first game made for entertainment, is a two player game. Arcade games of the 1970s
and 80s often had multiplayer and single player modes, which were brought into the
earliest console games. Early FPS like Doom (1993) were likewise popular in part
because of the incorporation of multiplayer modes. Much like any other technology,
video games are adaptable to the needs and conditions of a specific group of people.
They are neither inherently pro-social nor anti-social. The rules of games are simply set
up to encourage players to participate in particular ways.
The expansion of casual and pro-social elements to video games have made the
field more social and open to more diverse demographics (Juul 2010). Cooperative and
pro-social play has also made its way into AAA games
1
like CoD. These elements of the
gaming public, while not new, do enter long running and often contradictory social
environments in online gaming culture. While some see gaming as a relatively negative
activity, others often see it as a productive use of time. Games can be both and neither.
Players who participate in cooperative games must work together to compete against
other teams and develop civic skills like leadership, governance, team building,
organizational processes, social skills, and character education” (Passmore and Holder
211). They can likewise grief, act in purposefully annoying and uncooperative ways,
within these social spaces. Nardi argues, [p]roblematic use of video games is sensible
only in relation to other competing activities (since gaming does not have drastic
physical effects)” (128). These events again show the ways that individuals mediate the
activities a technology can be used for. In their many contexts, gaming is becoming ever
1
AAA Games are games with high production value, usually taking several years to make, and
intended for wide dissemination. They are often adapted for several regional markets (OHagan
772).
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more common. Games are pervasive leisure activities that can be played with a variety of
people in countless places, and their continued convergence with more mobile media
increases the number of people who play games in their leisure time, or as Ian Bogost
has mentions comparing games and other leisure media:
There’ll no longer be an oligarchy of videogame industrialist-gods to whom
all creators and players will pay homage. Instead, there’ll be many smaller
groups, communities, and individuals with a wide variety of interests, some
the occasionally intersecting with particular video games (154).
However, games franchises like Call of Duty, a military-based FPS, cater to
audiences who play intense, time-consuming, and violent games. This leads
conversations around game studies to acknowledge that:
The resulting configuration is more complex than either side in the virtual
violence debate usually acknowledges. But the nexus of war-, combat-, and
conquest-oriented games enjoys a pervasiveness that overlaps genre
distinctions, is far more widely diffused than the industry likes to admit,
and is perpetuated by a number of feedback loops that gives ‘militarized
masculinity a persisting centrality in interactive game culture. (Kline et al.
255-6)
To say militarized-masculinity means that the players of these games would be
inherently male is a bit offset, as women have played and adapted play inside FPS as
long as the genre has existed. For instance, women created all female clans and modded
female skins into the game Quake (1996) (Kline et al. 262). What this instead implies is
that war games engage a “band of brothers” trope distinguished and normalized not
only in war games, but also in war films (Dyer-Witheford and De Peuter 107). This trope
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references the connections between soldiers regardless of race or class and we can see
this layered over games like Call of Duty, which will be discussed more later in this
chapter. Dyer-Witheford and De Peuter connect this with the banality of war (100) and,
as a leisure activity, games like Call of Duty, become part of everyday activities.
As leisure activities, video games find themselves at the intersections of
conversations that often discredit new forms of leisure, which we can see in the ways
that novels were historically portrayed. However, as the gaming becomes a more
pervasive hobby, we see that players use these digital spaces in ways that seem both
productive and unproductive. These assumptions, however, come from the expectation
that leisure time should primarily be spent bettering the self. Video games as a media do
not inherently promote or discourage socially acceptable activities. Instead, they reflect
the players who use the space.
CALL OF DUTY, CONSOLES, AND CONNECTIVITY
Call of Duty (CoD) describes a franchise of cross-console first person shooter
(FPS) wargames. As of 2016, there are thirteen main games in the franchise with a new
game typically released annually during the month of November. The franchise has
brought in more money than box office sales of popular movie franchises like Star Wars
or Harry Potter, two of the most popular movie franchises of all time (O’Hagan and
Mangiron 14-15). Cinematic in quality, the games sell millions of copies during their
release weekends with the main attraction being cooperative online play. These games
represent what are called “AAA games, because of the heavy investment in how they are
both produced and advertised in which “the industry’s profitability rests significantly on
trying to synchronize technological innovation, cultural trends, and marketing strategy
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(Kline et al. 74). While also available for computer gaming, the franchise’s success lies
mostly in its console versions, particularly PlayStation and Xbox systems. Originally
single player shooters set in World War II, the games have evolved to include war
simulations through different historical periods, including the near future. The games’
designers also created an expansive cooperative online competition based on twice
monthly group competitions called clan wars.
While CoD is not the first FPS and little about the gameplay is necessarily unique,
CoD has distinguished itself as a franchise because Activision Blizzard has made the
games flexible, familiar, cooperative and, most importantly, competitive, allowing
players to create highly connected communities across media, culminating in clan wars,
which allow players to compete alongside players they might spend several hours during
the week with. This increase in community elements has been part of Activisions
attempts to make Call of Duty the number one console eSports game and to help the
game compete more with free-to-play pc-based eSports games like League of Legends.
Sam Cooper, senior director in Activisions marketing department told Fortune
Magazine in reference to the release of Black Ops III (2015), [w]e want [fans] to
play Call of Duty year-round. Building that community and driving engagement of the
game is good for the health of the franchise. That’s a big part of where eSports is going
for us” (Gaudiosi). Reaffirmed in their 2015 letter to their investors, Activision Blizzard
describes their move to a sports model as a move to further franchising their intellectual
property: Professional sports leagues are able to generate billions of dollars in revenue
each year through various sources including ticket sales licensing, merchandising,
sponsorships, and broadcast rights” (“Key Reports” 16). Activisions initiatives to
cultivate participation and community are ways to develop their own eSports initiatives
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to lead the console eSports market and expand their own franchising ability. The games
themselves are spaces to train and recruit both professional gamers and an invested
audience of amateur players.
This eSports initiative has been building for some time and a look at the
development of collaborative play within the franchise helps understand where
individual clans fit within this larger market initiative. The first installment, Call of
Duty, was released in 2003 for PC and included interactive non-playable characters and
military units to make the games feel immersive and collaborative. Starting with its
sequel, Call of Duty 2 (2005), the game producers included a multiplayer feature for
game play, allowing players to use different maps to play with each other. Call of Duty
4: Modern Warfare (2007) shifted the focus of the games into contemporary world
conflicts and introduced map packs and downloadable content that could be purchased
in addition to the game itself. These maps were exclusively for online multiplayer modes
and downloadable after the game’s release. New content keeps players engaged in the
game after finishing campaign modes, extending play by allowing players to interact
more. Call of Duty: Black Ops (2010) included more types of online multiplayer game
play. Activision worked to include new game types in Black Ops because players in Call
of Duty: Modern Warfare had begun to create their own games within multiplayer
maps (for instance, putting self-limiting restrictions on weapon use). In Black Ops,
several of those player-generated games became actual game types within multiplayer
mode. Game producers observed how players used the game and included elements that
accommodated players natural inclinations into the game itself. This is a chief example
of a practice called playbor, wherein players collaborate in creating key elements of a
game, often using these elements to extend the playability of a game. As Julian Kücklich
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notes, the problem with this kind of labor is that, while fun and engaging, the games
industry not only sells entertainment products, but also capitalizes on the products of
the leisure derived from them. This is the case with many cooperative games, wherein
the appeal of the game is less the game itself than the other individuals one plays with. It
likewise means that companies like Activision Blizzard can create profitable spaces
supported by the cultural capital that comes with social networking, similar to what
Taylor highlights when referencing modding communities (“Precarious Playbour”).
While CoD games have always had some online component, starting in 2011 with
Call of Duty: Modern Warfare 3, players were also able to join Elite. In Activision’s
ongoing attempt to professionalize some of its games into eSports, Elite was an in-game
social network that allowed players to create small groups known as clans. The term clan
is not limited to CoD and many FPS label groups of players as clans. CoD clans identify
by an up to four-letter tag next to their screen name and clans compete in bimonthly
matches to advance through leagues and potentially win prizes. There is usually one
official commander and then any other organization within the clan is done internally.
The clan observed in this chapter does promoteplayers using Army rankings. These
players follow a chain of command where the highest ranking player leads the group
through at any given time. Clans are organized for clan wars using an algorithm that
puts several clans of similar size and overall ranking against one another. In Call of
Duty: Ghosts, it was seven clans. In clan wars, clans capture and hold ‘nodes over the
course of a weekend tournament. Nodes are specific multiplayer game types within the
game. These nodes are overlaid on a map. Clans capture’ a game type by earning
capture points. This is done by winning games within that game type. Clan members do
not need to be on the same team or in the same game lobby to win these points, so the
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strategy is figuring out how many players to have where to hold as many nodes as
possible. Typically, the top three clans would win prizes that range from custom DLC, to
opportunities to compete professionally, to cash prizes. At the end of a clan war, clans
can be promoted/demoted to a different league based on their performance.
With this dispersed kind of play, surveillance is done by both players and the
game. Elite tracked individual and clan statistics, allowing players to view previous
game performances and work with their clan to improve their future performances in
clan wars. Even though Activision shut down Elite in 2014, it has incorporated Elite
elements into the Call of Duty app, which added mobility to what was previously a
website. With both Elite and the app, gameplay changed with the ability to develop
structured groups, track players’ performance, and work with their clan to improve
performance. CoD clan battles made gameplay more closely resemble structured sports
competition rather than the loose networks that existed previously in the series. These
tools and apps likewise work as surveillance mechanisms that Dyer-Witheford and de
Peuter recognize as biopower within the game: “biopower is the capacity that rulers
must try to control and directwhich can lead toa friction between biopower wielded
from above and the ‘biopolitical production’ rising from below” (126). Here, these tools
encourage players to bring ever more competitive skills to the game and to push
themselves to work harder in their leisure time. As Activision Blizzard works to privilege
eSports initiatives, surveillance will continue to be more important to the company.
Also, in moving towards an eSports model, Activision Blizzard and Treyarch have
removed clan wars from the most recent game, Call of Duty: Black Ops III in favor of
Arena, a two-tiered competition in brackets for professional and amateur teams. This
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move removed leagues and the flexible number of members who could be on a clan.
While clans can still use their clan tag in Black Ops III, there are no longer clan wars.
Elite and the CoD app were significant launching points to keep players connected
to the clan, but players regularly supplement these resources with social media
(Facebook, Twitter…) as well as clan websites and text messages. A porous relationship
between media is common to digital spaces. In The Wealth of Networks, Yochai Benkler
argues that we live in a networked information economy (3) and that [t]he result is a
flourishing nonmarket sector of information, knowledge, and cultural production, based
in the networked environment, and applied to anything that the many individuals
connected to it can imagine” (7). In CoD, players tap into systems they are accustomed
to. Benkler also observes that networked economies ease collaboration by better
connecting those with similar interests but multiple skill sets (Benkler 9). In contrast,
Golumbia stresses the importance of weighing the empowering parts of active network
economies with their costs. Individual empowerment within networked hierarchies
comes with surveillance, both by corporate entities and other users (Golumbia 182). It is
easier than ever before to be connected and players capitalize on this moment to
increase experiences surrounding play, but these practices also help companies
capitalize on the play of gamers.
By utilizing these communicative media and clan competitions, Activision is able
to sustain game play year round, even for gamers who play more than 40 hours a week.
Most CoD games have both campaign and multiplayer gaming options. However,
multiplayer mode is so popular that it is not uncommon for players skip the campaign
altogether. The chance to win prizes and rankings months after the game’s release keeps
players in the game world. Additionally, Activision releases map packs multiple times
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over the year and the new content encourages players to remain engaged in the world
until the next game is released. Players continue to spend money on downloadable
content, supporting the franchise year round and playing the game becomes an abiding
hobby. Similarly, individual and clan rankings carry over from game to game, allowing a
sense of continuity not available in all games.
Hyperconnected clan play across games also requires a relative conformity of
products amongst players. Kline et al. describe games like Call of Duty as ‘ideal
commodities’ because they exemplify the crisis arising from the difficulty of managing
the blistering speed of perpetual innovation, and the relentless exhaustion of the
entertainment values of experiential goods” (77). In order to play together, players must
own the same games and map packs on the same console, including any subscriptions
required to maintain online gameplay. Put simply, multiplayer online games cost money
and can be expensive. Contributing to that cost is the annual release of new games
within the series. Not only will fans of the series want to purchase the game, whole clans
will find it advantageous to purchase the game earlier rather than later so that they can
perfect many of the gamesfeatures in order to compete in clan wars. Kline et al. connect
this to a growth in gaming markets that use AAA games to intensify the experience of
play in affluent homes who often can afford designated game consoles in addition to
their personal computer (185). Players who do not have the financial means to buy the
game are either left behind or the group has to pool resources to get the game for the
player. Similar problems arise when hardware breaks down: consoles and controllers
break, forcing players to repair or repurchase; higher end headsets are necessary for
communication in team play and break with extended use. Again, players are obligated
to restock these resources quickly to maintain ranking and good will within the clan.
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Clan play, therefore, is a communal and cooperative type of game play that takes
advantage of a variety of software and hardware to create an immersive experience. This
experience, however, demands that players have timely access to a variety of software
and hardware so that they can maintain good standing and help the clan compete.
THE SIGNIFICANCE OF GAMING COMMUNITIES
Above we have described CoD online play as having little governance, but a great
deal of surveillance. Little is written on clans and this section will rely on work done on
guilds, primarily WoW guilds. There are many ways to organized CoD clans and
Activision reserves few controls on how gamers can do this (mostly involving making
clan battles easier to score). Castronova calls this a Customer Service State, and argues
that it is advantageous for the game and its algorithms to be as detached as possible
(210). Guilds and clans are common ways that many games have come up with to help
players police themselves. While these small communities split and merge with some
regularity, they becomea stable feature of the political environment” (211). Within
these spaces, there are patterns of thinking about the relationships and motivations
between players. There are several theories as to why clans and guilds organize the way
that they do and looking at a few of them will aid in understanding the values and
assumptions placed onto games.
James Paul Gee, for instance, argues for the term affinity spaces,” considering
online spaces as portals where players interact with the content generators generate
(Gee 94). Gee is particularly critical of gaming communities’ because he sees the
concept of community as one of exclusion. He argues with the concept of affinity spaces
that what people have an affinity with (or for) in an affinity space is not first and
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foremost the other people using the space, but the endeavor or interest around which
the space is organized” (Gee 98). In Gee’s argument, collaborative gameplay (including
online play, game wikis, and game tutorials) privileges winning. As such, the
collaboration seen online is a loose network of people agreeing to work together for an
aim. While Gees model is not dominant in the field of game studies, it has been used to
describe some CoD clans, and is often adopted when discussing CoD. I argue that one of
the chief concerns with this kind of analysis is that it places on players narrow
motivations that limit the kinds of play that can go on even within even a tightly
regimented game like Call of Duty. The assumption that individuals play to win is
challenged by games like CoD, where players will play the same game types over and
again. Gees model is essential to address because, as Beatriz Lárez notes, “the
environment of game practices can strengthen the cooperation between all the members
as well as their tolerance capacity towards both the rest of people and themselves”
(Lárez 39). However, Lárez also argues that the ability to create sustained friendships in
a game like CoD is equally important for motivation to play the game (39). These games
have a social element to them that make the socializing equal to or more important than
winning. Lárez’s survey of hundreds of players finds that social interaction is key to why
certain individuals play Call of Duty. If this is the case, then affinity spaces may not work
for all clans. To put teams against one another, CoD must encourage players to see other
clans as less essential. Battle with other clans creates an us vs. them mentality because,
as Kenneth Burke notes, there cannot be cooperation without division. Burke notes that
war is that ultimate disease of cooperation (25). As such, while these games are pro-
social in some literature, they encourage players to be social with primarily members of
their clan and anti-social with most others. Sustained socialization requires a
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community model and exclusion is key because players can only maintain the sustained
social situations with a finite number of other players. Additionally, the lines between
cooperation and exploitation can be unclear in a space where different individuals are
bringing different skills and resources to a game (25). The games employ manufactured
tribalism, but this tribalism that Marshall McLuhan notes can happen when any new
technology is introduced (24). Self-selection helps clans to find clan mates who will help
them to win clan battles while also finding individuals they want to spend several hours
a day with potentially over the course of years. This allows players to self-select
individuals they want to play with, but also means that some players without
competitive averages might not be selected for competitive clans while high performing
but socially offensive players can jump from clan to clan.
Research on online gaming communities has an existing rich history that reflects
the nuances of online community game play, particularly with the study of World of
Warcraft (WoW). Because of the predominance of WoW studies in the literature, the
game is a great place to begin discussing cooperative games and gives us a structure to
work with when talking about clans, though WoW and CoD have significantly different
economic structures. Wow players, like most game players, are not easily defined by age,
sex, gender, or income (Nardi 18). Castronova constructs pros-social, guild based games
as their own worlds with their own economies and governments, highlighting the fact
that many, though not the majority, of Everquest players consider its fictional Norrath
as theirmain place of residence” (59). While Küchlich does not go as far with his
immersive perspective, he builds on this idea of game as government/economy by
talking of cooperative games as providing precarious sovereignty to players wherein
game producers take on roles to roles of government to protect game economy, like
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policing inflation (“Virtual Worlds” 345). In WoW, as in other games where a significant
amount of farming or grinding is involved (repetitive tasks that help the player to level
up and advance in the game) the line between work and play often collapses both in
work and leisure (Dyer-Witheford and de Peuter 31; Nardi 108). This structuring of
game play around issues of economy is significant to the ways that players play and how
their continued work with other players is significant. Nardi notes that lower level
players in WoW often play alone. They seek out guilds when they begin to want to take
on more challenging activities (15). At this point, players unite to earn more treasure
that helps them advance to new levels and defeat more challenging monsters.
Players come to a game like CoD with an array of objectives for those spaces and,
in games like CoD, one element that requires more analysis is the way that the games
socialize players. As T.L Taylor notes:
Players are not merely consumers of games, but actively contribute to their
creation and maintenance as evocative lifewords through their
engagement with them. And while there are certainly those who cheat and
disrupt, the more powerful under-explored phenomenon is the incredible
role of socialization in games and the ways players are not only deeply
normed’ into appropriate behavior, often coming to internalize the values
of the game, designers, and company, but actively seek to improve and
develop these game worlds. (“Beyond Management”)
Players within clans can set qualifications that surround anything from game skill to
hours one needs to play, to special side interests. The point is that players have more
choices than they ever had before to build specific small communities, though this
system is not without its drawbacks. Individuals can look for teammates with similar co-
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identifiers to play with, but they can also look for players they will work well with.
Figure 4 provides just such an example. This community member posted what looks like
a job posting in a public forum, inviting new members with skill sets that match other
individuals within the clan. However, the age, geographic location, behavior, and
equipment are equally important for consideration within the community. Finally, while
Call of Duty is the core game that is played by this community, they mention that they
also play other time-intensive cooperative games. This group cares about the similarities
between its members because they spend a great deal of time together. Clans structure
rules and spaces outside of the game as a way to organize and police themselves as well.
This clan, like many others, has forums and websites outside of CoD games that allow
players to communicate with one another. These avenues help players to connect and
strategize, but also include more work, time, and often money from players who
continue to invest in constructing strong clans that can sustain themselves from game to
game.
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Figure 4 Players search out players equal both in skill and life stage. Screenshot of
public forum by author.
PLACE, GIFTS, AND DIGITAL ECONOMIES
Gift giving, integral to game franchises like World of Warcraft, does not currently
exist within the code of the CoD franchise. In fact, CoD games lack the economy that
many collaborative games have. However, gifting is such an integral part of community
building that some clans create small scale economies, giving or otherwise, within their
communities. To describe what is meant by gifting, I want to turn to a specific scenario.
A Call of Duty: Modern Warfare 3 player goes to his physical mailbox to find a greeting
card from a state he has never visited. Folded inside is a check for $150 and a note
addressed to his Xbox screen name that states: 1. GET YOUR MEDS! 2. Buy Black Ops
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3. Renew Elite 4. Take the family out to dinner and signed with a clan member’s gamer
tag. This is a material gift meant to be used for consumable objects both in and outside
of game play. This is interesting because not only is it a gift that works outside of the
game itself, but also it is a gift that both has much and nothing to do with play. This gift
works in and with digital economies, which are often mixed economies, that allows
players to build relationships, police behavior, and extend their own game experiences.
While communities within CoD games work to bond for the purposes of play,
there are few ways to show appreciation, respect, and friendship within the games.
Different clans may handle this perceived lack in different ways, but one solution for
small clans is gifting economies. Gifting to keep clan members playing together is
practical, but players might give gifts that are seemingly unrelated to the games as well.
A better understanding of the complexities of material gift giving is essential to
unpacking the motivations and functions of a gift economy in competitive game.
Research on gifting economies start with Marcel Mauss, who’s anthropological studies
concluded that gifting is more akin trading (13) because participants are expected not
only to return gifts, but also to give to others, pulling them into a cycle of obligatory
giving. Essentially, gifting builds a society through the production of emotional debt.
Players gifting practices establish a society with cultures and practices that incentivize
players to stay involved in a game. This is done more explicitly in Facebook games,
wherein individuals need others to interact with in order to give and receive
commodified gifts and succeed in the game. However, as Moberly and Phillips describe
when talking about the game Social Life, this mechanic problematizes the idea of friend,
when one must regularly solicit friends for gifts within the game:
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[T]he game‘s stress on useful friendships fractures the possibilities for
gratifying intimacy as the need for friends translates the bonds of
friendship into a commodifiable resource, a transaction in virtual currency.
Against its design, the game polarizes the nature of friendship by
integrating networks of friends into gameplay.
In order to not stress their personal networks, many players of Facebook games end up
friending individuals outside their Facebook friends list in order to succeed in the game
(Phillips and Moberly). Gifting in any game is challenging to balance, but this is
particularly true in a game where gifting becomes necessary for the game. Gifting
outside of requirements can also be challenging. Receiving a gift is hard to turn down
and [t]o refuse to give, to fail to invite, just as to refuse to accept, is tantamount to
declaring war; it is to reject the bond of alliance and commonality (Mauss 13).
Establishing a gift economy is to enter into an unspoken contract with a community.
In CoD clan play, however, gifting is not obligatory within the code of the game. If
used, then it is socially constructed amongst players. In Social Solidarity and the Gift,
Aafke Komter introduces the connection between corporate and interpersonal
relationships in a system he calls market pricing: Rational choices and utility
considerations determine how and when people will interact with others. People give
and get in proportion to a common standard, reflecting market-pricing values like
money, time, or utility" (Komter 24). With these market concerns in mind, gifts are
given as much to benefit the giver as the receiver. There are several motivations for
doing this in CoD clan play. Well-equipped players mean that the whole team is stronger
and this benefits the giver. Better headsets aid in better, clearer, communication
between players that shave seconds off of tactical moves. Lapses in Xbox memberships
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mean key players might not be able to play online. Aiding other clan members means
everyone can continue to play at the same level. It also puts the giver in a place of power.
In gifting, the member has power over who stays and who helps to control community
participation. Finally, gifting can help the giver to feel like they are a major contributor
to the clan, even if that is not reflected in a title or other leadership marker. As such,
gifting has a strategic element to it and is tied most directly with the solidifying of a
person or group within a larger community. The process of maintaining a clan, then,
means that different people bring different resources to the group. Players are not
literally sponsoring other players and most of these gifts are infrequent. However, a
player that has the means to aid players financially every now and again can be as
critical to a team as a great tactical leader.
These smaller gifting economies work in larger digital economies that affect
individual, community, and corporate endeavors. Digital economies are regularly
thought of as hybrid economies that have corporate, personal, interpersonal, and
altruistic motivations behind them. Significantly, while gifting items benefits individuals
within the community, they also overwhelmingly benefit software and hardware
producers. Online and offline gift economies have traditionally been looked at
separately, with online economies focusing on the gifting of code and other immaterial
goods, but this may be a false binary as digital objects can likewise beuseful, scarce,
and persistent” (Castronova, Knowles, and Ross 787). Digital items can likewise be
purchased outside of game, the most obvious example being the selling of gold in WoW.
Gift economies distinguish themselves from communities because communities are
defined by the way that they share resources. Instead, economies surround human
investment and scarcity. Virtual and digital economies are often built to attract, hold
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and manage attention; to reward and incentivize contributions; to allocate resources; to
lock users into a platform or to guide them around it (Lehdonvirta and Castronova 4).
They often materialize at the intersection of tensions and “compel participants to
combine elements and logics from market-and nonmarket-based modes of exchange
into hybrid modes” (Scaraboto 159).
Digital economies are complex and varied, often a mixture of elements that reveal
a complex and nuanced relationship between corporate designers, code, and users. Code
is important here and Lawrence Lessig’s argument that code is law (Code 5), referencing
the ways in which the digital world is determined by code, is important to acknowledge.
And, as Castronova, Knowles, and Ross note of EVE Online, the developers control
much more than just the laws and rules that bind the merchant. They control the
weather, the number of pirates, and the size of the waves” (788). Lessig’s argument
warns readers against an overly policed online culture. However, this does not always
work out the way policing entities anticipate. For instance, in an attempt to use
algorithms to combat inflation from gold farming and bot farming in WoW, Blizzard
Entertainment did little to stop the practice and drove up the price of gold, seemingly
making the act not worth the effort (Kücklich Virtual Worlds” 346). As the WoW
example reveals, the virtual economies are meant to intersect with ‘real-world’
economies. Sometimes this is intentionally by game designersZynga games on
Facebook wants players to purchase power ups and exclusive digital objectsand
sometimes these are user driven, often built on social media, and have generated, by
some estimates, $6 billion (Castronova et al. 788).
Gifting economies are one part of multifaceted virtual economies. As is mentioned
above, code plays an important part in thinking about how early gifting surrounded the
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sharing of code, usually gifted through the programmers time. Richard Barbrook notes
this when he explains in Hi-Tech Gift Economy”:
the digital economy is a mixed economy: it includes a public element (the
states funding of the original research that produced Arpanet, the financial
support of academic activities that had a substantial role in shaping the
culture of the internet); a market-driven element (a latecomer that tries to
appropriate the digital economy by reintroducing commodification); and a
gift economy element, the true expression of the cutting edge of capitalist
production that prepares its eventual overcoming into a future of ‘anachro-
communism.
Barbrook somewhat positivistic outlook argues that gift economies could upturn issues
of class, a digital revolution. An early scholar on digital economies, and even in his own
2005 update to the Barbrook article he affirms that the digital market is mixed and
qualifies, [a]llowing people to download your photos for free from Flickr doesn’t seem
very radicalYet when large numbers people are engaged in these activities, commercial
self-interest is checked by social altruism within the Net.” Barbrook acknowledges the
mundane acts of sharing that make up much of net content and attributes this to a hint
of rebellion against corporate economies online. Several scholars, however, see the
majority of these acts as in fact aiding corporate endeavors.
Barbook’s ideas are not without their critics. Tiziana Terranova, whos Free
Labor: Producing Culture for the Digital Economy uses Barbrooks quote above as a
launching point to discuss how virtual economies, gifting or otherwise, work as a labor
force that provide free labor to capital (36). Labor here is extracted from employment
and individuals labor online in the work it takes to create and manage chats and
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listservs (38) and we can add to that game play. Terranova separates labor from
employment (46), noting instead thatthe Internet is about the extraction of value out
of continuous, updateable work, and it is extremely labor intensive” that is by no means
free (48). Finally, labor here should not be confused with exploitation the labor of
building a community was not compensated by great financial rewards (it was therefore
free, unpaid) but it was also willingly conceded in exchange for the pleasures of
communication and exchange” (48). In this way, Terranova complicates notions of gift;
unlike the breaking down of barriers that Barbrook sees, Terranova argues that all these
activities feed capital, but also benefit the individual and the community. The line
between labor and exploitation here is precarious. Boundaries are undefined.
Writing at about the same time as Barbrook, in Cyber-Marx, Nick Dyer-
Witheford shuns this techno-utopic rewriting of Marxism, noting that itretains the
notion of historical progress toward a classless society but reinscribes technological
advance rather than class conflict as the driving force in this transformation. It thus
annexes the idea of revolution’” (37). Dyer-Witheford is wary of the ways in which the
information revolution’ stymies analysis of power, capital, and labor online. Dyer-
Witheford and de Peuter build on this argument in Games of Empire, noting the ways
that free internet spaces are often enclosed by corporate powers, like Massive Multi-
Player Online (MMO) games adding graphics to and then enclosing fan produced MUDs
(Multi-user Dungeons) (125) and then using fan production within those spaces to
create a popular game. Game producers then utilize biopower to produce the space to
control and direct the community populations (126). So, game programmers create the
space, and in doing so set the world “it is the constitutive bottom-up behavior of player
populations, the interaction of thousands of avatars, that gives this form content,
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animates its parameters, and sometimes pushes against its preset limits” (127). I argue
that gifting within a communal game, like CoD does represent one way that players can
push against pre-set limits. Gifting is a quick way to work around enclosures of the game
itself, the way it was programmed. However, with Terranova in mind, these work-
arounds are often still to the advantage of the capital increasing measures of the game.
In the context of CoD clans, explained in greater detail below, gifting often surrounds
the continuation of play itself. Players gift items to their clan members that benefit the
team. Resources were saved and pooled so that clan members can compete without
missing or broken hardware acting as a hurdle. Relationships between material and
immaterial goods, immaterial and material labor, are necessary and complex.
One key factor in making games fun is our identification with them and, in the
case of networked games, our identification with other players. Players populate clans,
creating time intensive social organizations that make other individuals want to be
included, helping feed Activision Blizzard’s bottom line and keeping players buying
games and DLC year after year. Additionally, players spend money they earn on the
games and hardware, occasionally spending even more aiding teammates and keeping
their clan together. The social element of the game is likewise a social relationship, as
Marx said, Capital, also, is a social relation of production. It is a bourgeois production
relation…And is it not just this definite social character which turns the products
serving for new production into capital? (207-8, emphasis in source). In CoD, as in
many pro-social games, the players are the reason the players want to continue to play
the game and the game and consoles companies profit from creating this social space.
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APPLICATION: GAMING, GIFTING, AND ONLINE COMMUNITY
Call of Duty’s annual release regularly leads in the most purchased console games
of the year. This chapter will in no way be able to catalogue the experience of over 100
million players who have collectively purchased over 250 million games across the
franchise. While Activision Blizzard publishes its sales records, it does not distribute
demographic information on its players. In a 2013 interview, since deleted, with Mark
Rubin, a former developer at Infinity Ward, one of several companies that produces
CoD, says that CoD players arent hardcore gamers, or even gamers, but they play Call
of Duty every night” (Tassi). There is a bit of a false dichotomy between what constitutes
a hardcore and casual gamer as these really define ways to play, but some analysis of
these terms helps to better understand play within these games. The term hardcore here
is essential and Jesper Juul defines the hardcore ethic of gamers to be spend as much
time as possible, play as difficult games as possible, play games at the expense of
everything else (29) as opposed to a casual game ethic wherein flexibility is the
preferred ethic and “a casual game is sufficiently flexible to be played with a hardcore
time commitment, but a hardcore game is too inflexible to be played with a casual time
commitment” (Juul 10). Rubin’s observations of players here should not lead one to
believe that players of CoD do not play a lot, but that they privilege particular types of
play. CoD stresses flexibility and diversity in its advertising as well. The TV commercial
for Call of Duty: Black Ops, opens in a warzone, but the soldiers mirror individuals in
everyday jobs engaged in play war. The trailer opens with a woman in business attire,
complete with heels, a man dressed in a hotel uniform who stops shooting to answer his
phone concierge, ending with a man dressed for food service with the tagline
THERES A SOLDIER IN ALL OF US.” This tagline has been used in subsequent games
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rhetorically as a way to invite a wide audience of players, players who may only play this
one video game the whole year.
The interviews included in this chapter present a small slice of time in the history
of this game, which has since changed in some key ways with the removal of clan wars
from Black Ops III. Call of Duty clans can range in size from 2 members to over 100 and
possess broad freedoms when it comes to organizing themselves. In choosing which clan
to focus on, I decided to look for a clan developing a strong community that I could
obtain access to. With this in mind, as a small study, I chose my partner’s clan, a small
clan that ranges from 12 to 25 members. I did not interview my partner for this study
and I did not relay to him which members participated in the study in order to limit any
consequences this research would have on clan dynamics, though I do recognize the
participants may have agreed to be interviewed as a gift to my partner and may have felt
compelled to provide the answers I was looking for. CoD has a huge community and fan
following. There are many ways to play and participate in Call of Duty clan wars and the
ways that this community participates with the game may differ largely from groups that
are bigger or are structured differently. This data is an example of how some individuals
play, but should not be seen as indicative of how all players play CoD. Larger
quantitative analyses of the community have been done, like Larez’s study referenced in
the beginning of this chapter, but more could also be done to obtain a broader
understanding of CoD clan activities. The value of this study comes in its in depth look
at one community and how that community uses its resources to create a personal
online space.
The clan described here is, as I have stated, small, but its members were also very
active and the clan itself was a strong competitor for its size. Clan members self-
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reported playing an average of 37 hours per week with approximately 70 percent of that
time spent playing with clan members. Activision does not release statistics on clan play,
but the hours are higher than the 3 hours per day Rubin stated as average in October of
2013 (Kain). They did, however match the loyal customer base that Activision Blizzard
has built (Kain) in that players had all played more than one CoD game and 67 percent
of participants had been with the clan for more than a year. During interviews, the clan
was shifting from Call of Duty: Ghosts to Call of Duty: Advanced Warfare as well as
shifting from Xbox 360 to Xbox One. Clan members who had participated in the clan for
more than six months were invited to participate through Xboxs messaging system,
which allows users to send very short messages to friends. I invited members who had
participated for six months because it allowed clan members enough time to both
understand the clan and to develop relationships with clan members. This criterion left
out several players technically using the clan tag but who had taken time off the game
for personal reasons and players who had joined the clan only a few weeks prior and
participated in one clan war with this group. Because clan battles happen every other
week, participants in the study would have had many chances to interact with the
community during clan wars. Of the ten members invited, six agreed to be interviewed.
Interviews were conducted in person or online using Adobe Connect.
EMPLACED LIVES AND COD
This clan relied on an emplaced awareness of other players that began when
players were recruited into the clan. Emplacement, the connection between place and
embodiment, as described by Jason Farman, is the awareness at a certain level that
bodies and spaces exist through their use, through movement, through person-to-
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person object relationships” that does not always need to be located in physical space.
As people connect across networks on a global level, what many are experiencing as the
practice the space of the network is embodiment(21). Embodiment can be identified as
emplacement, both in geographical place and the places where individuals were in their
lives. Embodiment starts with this clan at the recruitment stage. Reiterated throughout
these interviews, members stressed that they recruited new members based on
personality and not on skill. As mentioned previously, the games can take on anus
versus them’ war mentality, where players generally only converse with members of
their own clan. Building a close group can be challenging. One of the founding members
of the clan noted that when Elite came out, he wanted to start a clan with two other
members; however, because clans could be rather large and were usually built through
existing friends and personal acquaintances, this lead to problems within the group
when someone elses acquaintances play in a way others do not enjoy. The third founder
0f the clan ultimately had to break off and start his own clan:
I don’t seek out any other clans except [redacted]. We call them our sister
clan. They are a group of people who were our friends, but their friends and
the friends of their friends rubbed everybody…we really didnt all get along
that well.
Participants emphasized recruiting individuals who refrain from discriminatory
language. They also stressed that finding people they could build bonds between was
important to enjoying play and improving participation. The two major requirements
for being a member of the clan were that members must show up for a majority of clan
battles and members are prohibited from using discriminatory language. Clan members
included women, racial minorities, LGBTQ players, and individuals on a spectrum of
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mental and physical ability. Additionally, everyone I interviewed, regardless of race,
class, or sexual orientation, highlighted that they did not want to bring prejudicial
language into their living rooms and work places. This is a practice called participatory
surveillance wherein players within a clan set up specific rules and police each other’s
habits to make some change. T.L. Taylor describes the way that mods can be used in
guilds as participatory surveillance of group and individual performance (“Does Wow
Change Everything?”). Collister highlights how this same kind of surveillance can be
used to enforce “hate speech rules in WoW guilds. She noted that interviewed
participants felt empowered by being able to create a safe space within the game (344).
This practice also connects to the Customer Service State of the game. Because CoD does
little to police game lobbies, players create and enforce their own rules to work as a
buffer that helps them interface with the game.
The founding member purposefully started a clan that was sensitive to issues of
race, gender, and ability: “Originally, I just wanted to play with veterans, but a lot of
language they used and the person they would put off was off putting to me…I only
wanted people in there that were like minded as far as treating people decently.” CoD
games simulate a military experience and this particular clan, started by a veteran,
weaves patriotism into its structure, including having a patriotic name. The clan uses
rhetorics surrounding military as a guideline for behavior within the clan, as the US
military is not supposed to factor race, class, religion, sex, or sexuality into who can
serve. However, in taking this position, the clan has set up rules that counter some of the
more common cultural practices within the game, like the use of derogatory language
specifically against women and minorities. In this way, CoD does an excellent job of
showing the ways that military and gaming culture conflict as much as they work
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together. Dyer-Witheford and De Peuter discuss the ways in which war games are the
classic example” of “the intensely, arguably ultimately, corporeal activity of war (98)
that makes war banal. However, as this example illustrates, these games are also sites of
resistance against the assumptions of these cultures, particularly the parts of both
cultures that exclude through language and practice the participation of those who are
not hetero-normative white males.
Because clan leaders were serious about language and behavior, members of this
clan were encouraged to avoid these practices even when they were not playing with the
clan or were playing other games entirely, extending this participatory surveillance into
other lobbies and games. If members were caught using derogatory language they
usually received a warning and a second offense led to suspension or removal from the
roster, depending on the offense. They were not the only clan that made this a
requirement for clan play. This kind of policing may seem extreme, particularly in a
game discussed by popular media as played mostly by teenagers who converse primarily
in racist and homophobic language. This chapter makes no attempts to quantify the
language use in CoD, but instead points to the ways that a clan can create implicit rules
that protect its players from the more distasteful elements of CoD play. By restricting
the language within the clan, the group creates an identity for itself, defends its
members, and solidifies its bonds. One member, who is a young woman, was initially
uncomfortable playing video games online until she played with the clan. Her entryway
into the clan was through her partner and initially she would only play when he was
there. However, she’s become comfortable enough to play without him. She mentions
that when she plays with the clan she is confident that other members will protect her
from gender-based harassment from players outside of their clan.
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A discussion of play and language should not leave the impression that this clan
consisted of players aghast at the culture surrounding video games. For instance, while
derogatory language was not allowed, all members tolerated a fair amount of profanity,
even those not wholly supportive of those lexical choices. Lisa Nakmura notes that this
is a distinction between trash talk,’ the use of profanity as “a form of discursive waste,
lacking meaningful content that contributes to the game” and “discrimination and hate
speech at the hands of the other players through voice-activated telepresent and co-
present forms of racial and sexual harassment (506). Trash talk is generally acceptable
because players in competition can get frustrated during gameplay and there are only so
many ways to verbalize said frustrations. However, the line between trash talk and
harassment is individually based and culturally specific, usually based on the speaker
and the listener, both of whom have limited perceptions of one another based on the
allowances of gameplay. This creates within the game what Richard Rorty calls
abnormal discourse, which occurs when individuals enter conversations for which they
do not have a firm understanding of what counts for acceptable conversation within that
community (320). Essentially, this community does not have naturalized set of values
for acceptable language and members uncomfortable with certain kinds of discourse
must create their own interfacing mechanisms. For instance, in one iteration of clan
wars, players could report users of discriminatory language through the site. Enough
reports lead to the suspension of the offending player, but this happens only after the
offense and if the clan member is on one’s team, means that person is unavailable to
play in competition. One member mentioned reporting a person for derogatory
language only to have a report placed against him for unsportsmanlike conduct, making
this policing system challenging to control through a Customer Service State system.
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Participants generally did not expect the game to help with issues of discriminatory
language.
Because this group was small and played together so often, they did know people
in their group for whom racist, sexist, or ableist language could particularly upset,
turning players the clan enjoyed away from the game, and avoiding such language
helped the clan play together. Though this clan did not advertise on forums like the
example in figure 4, these advertisements likewise helped brand the game as an
accepting place. On most consoles, players have the option of muting any player they
want to, so players can easily mute members of clans they are competing with who use
discriminatory language; however, muting other clan members restricts the clan’s ability
to verbally strategize and employ maneuvers to win the match. It likewise forces victims
to adapt and find a solution instead of working to change the offenders (Nakamura 511).
So, while muting is a great way to avoid negative interactions with players within the
larger CoD community, it is an impractical strategy for clans to adopt. None of the
individuals interviewed were shocked about the kind of culture that has developed
around games. Instead, they simply prefer not to participate in this part of that culture
and employ interpersonal and technical strategies to avoid the parts of the game they do
not enjoy.
While players can mute other players, there are other parts of the game that they
cannot control. For instance, in some games, players were allowed to make their own
player cards. These cards were attached to a players avatars and players can choose
whatever they want to represent them. Some players choose cards with graphic sexual
images and members of the clan I interviewed found these offensive. The clan and its
rules helped players to manage the parts of game play they did not agree with as well as
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giving the clan a purpose that contains the clan and encourages clan members to play
only with each other, increasing the connections that players have. In this way, clan play
is one way to interface with a social game with limited oversight. The clan for many of
the players interviewed was more about finding a group they could enjoy playing the
game with than it was about being winning a lot of games.
Emplaced practices in play extends beyond identifying markers and into topics
more closely aligned with place. When players were playing synchronous clan battles,
place became a big factor in the clan’s success. Because the clan chose players based on
rules of conduct instead of location, finding times when clan members could play
simultaneously was problematic because of emplaced scheduling issues. Player
availability is closely tied to lifestyle and clan members must balance play with
geographic considerations (players on Virginia are online at different times than players
in Wyoming). Knowing when people are on to play meant knowing where they lived.
Every player interviewed knew at least which state each of their clan members lived in.
The majority knew the cities most clan members played in. In order to play well, the
clan needs to know where everyone plays. Bonnie A. Nardi references this in My Life as
a Night Elf Priest, where her guild balances when to play based on having guild mates
on both US coasts (9). Nardi notes that players likewise adapt play to their locations and
residences. For instance, in China, where she researches WoW players, Nardi finds
players tend to play in wang ba, internet cafes. These get them out of cramped shared
living environments and around other players on better hardware (179-82). Taylor ties
this into location and national identity, noting that guilds who form based on national
identity can find those spaces “friendly and familiar,” but that can likewise open the
group up to harassment and generalization as well (Does WoW Change Everything?”
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4). The place of a North American clan, like the one described in this case study, is more
likely to play in a domestic space. As such, they coordinate play over different localities.
T.L. Taylor argues that scholars “underplay the difficult work player communities
engage in when they negotiate this aspect of identity and community and, just as
important, the active role game companies and the structures games are taking in
mediating it (“Does WoW Change Everything?”2).
This clan also had to be flexible as far as work and family considerations with
regard to its members. Because CoD is a violent war game, some players would only play
when their children are at school or asleep. Some players could play all day, but worked
night shifts and could not play while the majority of their clan mates were online. One
player, a flight medic, might play for 10 straight hours if there were no emergencies
during his shift, to keep himself awake. However, he just as likely may have had to leave
for hours on end. While these choices may appear to hamper performance, they were
just as likely to encourage ongoing gameplay. The clan included retirees, individuals
with disabilities, and, like the medic above, individuals for whom game play can be done
at work. These players could play the game longer and be more flexible about when they
could play than some younger single players. In clan battles, this meant that someone
could be on near continuously to defend nodes the team has captured during more
active play. Before each clan battle, clans submitted rosters and were put in competition
with clans of similar size. Scheduling clan wars required knowledge of participants’ work
schedule and weekend plans. While larger clans might address this issue differently, a
small community, like the one addressed here, required players know a great deal about
the lives of the individuals they play with. This reality aligned with findings on local
running communities addressed in chapter 2.
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While clan members definitely play to win, they were also accommodating to a
variety of schedules. The clan as such, was a mixture of a serious clan, where there are
mandatory practices and statistics are combed over, and casual clans, where statements
such as: ‘family first, the clan second’ communicate in which order priorities are being
made, which happens in clans where a majority of the members have competing
obligations (Johansson 85-6). For some, dedication to the clan was essential and letting
family related obligations slip during clan play was allowed: being in a clan is a
responsibility, especially during clan wars…I have to tell my boyfriend I have clan wars
tonight so there’s sandwiches on the counter. I take it very serious.At the same time,
clan members had unique insight into the lives of their clan members: I hear
arguments and I hear kids playing and you hear parents yelling at kids. You hear a lot of
stuff. Several members were attracted to the clan because of this familial tone: “In [the
clan] Ive found that the members are very nice, very respectful people, and most of
them have families…and that’s understood within the clan. As it balances the obligation
and understanding, clan members knew much more about the lives of individuals they
played with because they are involved in clan wars. Players also learned a great deal
about each other while chatting several hours a week during collaborative play. This
awareness is emplaced, as members need to know who players are in their lives in order
to gauge clan participation from individual to individual.
GIFTING WITHIN DIGITAL ECONOMY
As previously mentioned, digital economies are complex and usually work in and
against competing individual and corporate motivations. Scholars of gaming
communities (and more general online communities) agree that in order for a person to
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join a community, he or she must see joining the community as something that benefits
the individual (Johansson 2013; Song 2009). While many community members joined
this particular clan because of the constructed participatory surveillance mentioned in
the previous section, gifting could be read as an obvious perk to being part of and
staying with this particular clan. Gifting would have to be structured this way because,
although gifting within this community was a regular practice, participants rarely talk
about it and as such no terms or policies surrounding gifting exist within the
community. While the majority of members are participating in this activity, it is hardly
ever discussed within the clan. Most members only learn of the practice when they
receive their first gift. As an understated practice, defining what constitutes a gift, or the
standard gifting practices are for this community is challenging. However, gifting
usually starts out of a players need and then, as time goes on, can evolve into the gifting
personal items.
In structuring participant interviews, I worked with a very general definition of
gifting pulled from Marcel Mauss’ The Gift, which Mauss calls total services’: material
and immaterial exchanges committed to in a somewhat voluntary form by presents and
gifts’ (5). Any object given in a clan could match this definition. However, not every
individual interviewed had the same outlook on gifts and that is because giving might be
perceived differently by the giver and receiver. For instance, several of the participants
encouraged me to interview one particular player because this member was known to be
a generous giver. When interviewed he told me he had received gifts, but never given
one. I was a bit surprised and pushed a little on the question. The player had generously
given several objects, some worth hundreds of dollars. When asked why he did not
consider these gifts, he explained that they were not for a special occasion, saying “It’s
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just. I know they want to play and I want them to stay with the clan so I try to help them
out. This member specifically associated gifting with ceremonial obligation, like the
giving one does at a birthday or wedding. In this imagining, the player had no
assumption that the receiver would be obliged to return a gift, though he obviously saw
the connection between giving the objects and gameplay. This is one of the challenges of
studying an online economy. What one participant understood to be a gift, the other saw
an investment. There is no set policy on gifting and few members confessed to having
given the practice much thought. This hybridity is not uncommon in interpersonal
economies like the one discussed here, as mentioned earlier.
Additionally, what objects might be considered a gift varied amongst
participants. Most of the gifted objects were related to game play, with the intention that
they would keep or improve player performance. The most common items gifted were
Xbox Live subscriptions, access to Xbox’s servers for online play. When individuals buy
new online Xbox games they often come with passes for Xbox Live. Clan members will
hoard these passes in case a clan member’s subscription to Xbox Live ends before the
member can renew the subscription. Clan members can gift them these passes, ranging
from 3 to 30 days, so the player can keep playing with the clan. In some ways, this is a
unique kind of giving more akin to sharing, because members rarely thought of these
passes as their own. While sharing resources like Xbox Live free passes was important,
buying another member a one year Xbox Live subscription also happened. While these
practices sometimes work around Xboxs market, these sharing practices remain part of
the larger production economy of Microsoft and these cooperative online games. While
these Xbox Live passes are included in these games as hooks to get players started in
online play, we can see how they also facilitate the continued use of these services. While
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Xbox Live codes were the most common gift exchanged, there were a wide range of gifts
given, often based on what clan members need. Players have sent cash for bills as well as
purchased games, controllers, and headsets. They have likewise purchased Xbox 360s
for clan members and put down payments Xbox Ones. This was particularly relevant as
the clan itself was shifting from Xbox 360 to Xbox One. One member purchased another
player an inexpensive laptop so that player could look for a job outside of his small rural
community. Again, while there were altruistic motivations behind some of these gifts,
most revolved around gifting as a way to keep players playing. They reflect both
relationship building and market pricing within the group.
Of note, gifts were typically consumer goods known to break down over time and
use and the gifting of these products both helps and hinders Activision Blizzard, which
produces the game, but also Microsoft, which makes the hardware, as well as companies
that make accessories, like headsets. They helped the company because players needed
this hardware to cooperate with other players, so they purchase software and hardware
early and often. Discussed earlier, Kline et al. mentions that gaming objects are
regularly improved upon to force users to reinvest in new products. The other side of
this issue is e-waste, broken and antiquated technology products, often full of toxic
chemicals, that often find their way to economically disadvantaged populations.
However, because players are resourceful, they often work together to find, replace, and
repurpose old hardware. Likewise, the act of gifting here is too unstructured and
dispersed to say that any of these companies capitalize specifically on gifting economies.
Instead, they capitalize on more general social labor that this gifting is part of. This
works in and around planned obsolescence. Players are obviously buying newer and
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better headsets before their old ones break down, but they are also holding on to their
functional products to share.
In a cultivated community like this one, player retention was essential because of
the investment they put in other members. As one participant put it, we are still playing
but we’re not playing with the full spectrum of maps we can play, so someone will help
with that…Its all about keeping them in the group and playing with the group and
having as much fun as we can have together.” Gifts were given outside of gameplay:
packages were shipped, Xbox Live codes were read over the phone, and objects were put
on layaway at a store in the receiver’s hometown to be picked up. Players networked
through backchannels to locate contact information on players to send gifts
surreptitiously. References to these gifts are rarely made with the clan during gameplay.
Gifting to maintain resources for gameplay marks a distinct value in this
community as gifting privileged keeping people playing and not rewarding players for
playing well. They gifted to stay together as a group, not to reward higher-level players
for good performance. Reiterated over and again during interviews, gifts should not be
considered a reward for playing well: “No one is going to win a new camouflage
controller if they have the highest KD [kill/death] rate. That promotes self-worth and we
want to promote clan worth. Likewise, with its lack of structure, there are no turns or
the sense that anyone is owed a gift: People know when someone cant afford to help
and no one ever really asks. Usually someone offers and its sometimes done before they
even, it’s like something shows up in the mail. The gifting culture here was subdued.
Players might not even know that it exists until they receive something from another
clan member. In this way, expectations are kept reasonable, but gifting also worked to
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invite someone into the community instead of expecting them to participate in a practice
already held by the community itself.
While primary, gifts that benefited clan competition were not the only gifts given.
More personal gifts were given in similar ways. Players have exchanged craft brews,
other games, and souvenirs from trips. Several players have received life advice’ that
they considered a gift from members of the community as well. Players have been gifted
services; one player is a professional musician who gifted his services for another
players wedding. These personal gifts can do a lot to help players to feel a part of the
community and this in turn helps game play: Once you’ve become friends and you’ve
bonded like that it’s easier to play and even when people get upset we’ll send messages
or call. This community values player retention because they see the value that focusing
energy on keeping members as opposed to seeking members has on clan performance.
WORK/PLAY
Giving works to encourage social ties, to invite, and to build a supportive system.
However, gifts and exchanges highlight issues within larger economic structures. While
gifting helps to solidify the bonds of this clan, gifting also highlights basic insecurities,
both between members of the group as well as individuals and how they perceive their
own financial status. As Komter argued, cycles of gifting are also cycles of power and
obligation. Depending on the circumstances, the giver or the receiver is put in a place of
power through the gift. Players can likewise feel as though these transactions (or too
many of these transactions) obligate them to play or highlight their own economic
insecurities. Again, since giving a gift often feels as though it puts the giver in a place of
power, or is the acknowledgement of one’s lower social class, these gifts can feel
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unwanted. Gifting, as seen earlier in this chapter, is an emplaced way that individuals
show how they see members of the group, members they spend 30 or more hours a week
with. As one participant mentioned when I asked why this culture has developed, “I
think it’s the type of people we recruit in the clan. However, these bonds also help the
clan to play better, which means both playing more competitively and looking for ways
to enjoy the game: “Once you’ve become friends and you’ve bonded like that it’s easier to
play.” This game creates a space that players can use to create a community and then the
game played becomes less important than the community that has built around it.
Several players mentioned that they don’t particularly care for particular types of play,
but enjoy the community enough to tolerate the parts of the game they do not like.
Gifting, however, comes with its own cultural baggage. On example is that one
might receive a gift they do not want and be forced to feign excitement over the object
(Sunwolf 13), but within this clan, no one ever discussed receiving something they did
not want or need. Unease with receiving gifts was often feeling as though they had to
reciprocate or that it put them in a position of weakness, making them feel as though
they must use elaborate return rituals to displace their negative feelings towards gift
givers (Sunwolf 14). It is the odd relationship with gifting that individuals are much
more comfortable giving a gift than receiving it. Participants were much more excited to
discuss times when they gave gifts and, as one participant mentioned, Im more of a
giver than a receiver. It feels very uncomfortable to receive something, personally. This
highlights what Aafke Komter calls authority ranking, wherein gifting puts one in a
place of authority and power. In giving one both makes a person part of a community
and obligates that person to participate in this gifting culture. Likewise, gifting hits on
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income insecurity because those who receive material gifts must accept that others know
that they need help.
Even though economic factors play a huge role in gifts shared, not everyone
receives gifts purely because they have economic instability. Several participants have
accepted gifts from members that they themselves could easily afford. As such, players
with less capital were often gifted stuff that is useful for playing the game. Individuals
who did not need these objects purchased for them were occasionally given gifts that
had a lot more to do with them as people or as nice gestures. Therefore, letting another
member buy one map packs, even though they are affordable, was another way to enter
into this gifting economy, but it is also another kind of gift. Other members have
accepted gifts for their spouses or children in lieu of needing things for themselves.
Gifting, while common in this community, was not tracked by any member and
existed in many ways outside of traditional disciplinary frameworks. Not even the
leaders of the clan were completely aware of how regularly gifting happens amongst
members. This lack of tracking was significant to the group. It helped to make sure that
members were not connecting the amount of gifts one gets to clan issues like personal
performance or hours spent playing clan battles. It also helped players to not feel as
though everyone knew they needed help. In this way, the clan is able to keep a rhetoric
that many of them already perceive, that gifting to a member of the group helps the
group overall as far as play. Finally, it helped players to not feel as though they were
obligated to gift constantly to other members, as one participant noted, The times I’ve
helped out I havent told the clan that I helped out because I cant help out all the time.
And that’s the same with everyone else too.” Another member mentioned only gifting to
people in the clan that he considers friends. By gifting, the group establishes power
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structures within the group that are implicit as opposed to explicit. Gifting, however,
also highlights individual insecurities over finances, both in giving and receiving. As
such, the practice of giving is rarely discussed. In ways, gifting becomes a civic duty.
Gifting within this clan is a way for any individual within the clan to do what they can to
improve the state of the group.
CONCLUSIONS
While most gifting surrounded competitive gameplay, players did more than give
each other items that promoted participation specifically within clan wars. Individuals
joined this clan for a variety of reasons, but the social element of the game ranked highly
in the choice of a game like CoD. The CoD franchise, like many FPS games, has by and
large left many of the social elements of the game unstructured, leaving community
members to regulate themselves. To help avoid some the more negative elements of the
game (like racist and homophobic language and sexual harassment), some players
joined clans that regulate acceptable language during play and muting players not in
their clan, like the clan studied here. This language rule, and the subsequent hours spent
chatting with only clan mates, creates an embodied awareness of the players in the clan,
allowing players to get to know who and where others are. In this clan, this culture has
led to players creating an unstructured gift economy, where players gift items that help
in and outside the game. This gift economy strengthened ties between individual players
as well as players and the game itself. Ultimately, this small clan economy worked inside
larger economies within the game. These corporate motives surround getting users to
continue to be new and/or improved hardware and software. While gifting often helped
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individuals to use resources efficiently, their continued ultimately benefits these
companies.
This was a small sample size and it would be interesting to compare these clan
dynamics with a clan with similar motives. However, after these interviews were
conducted, Microsoft and Activision Blizzard made changes to the software of their
products that made significant changes to some of these projects. Microsoft initiated a
program called “family sharing that allows players to log in to another player’s account
so that the two can share digital games. This allows clans to buy half as many digital
copies of games to play, which can help when a new game comes out. The bigger shift is
that, at least for now, Call of Duty games no longer have clan wars and now favor
continuously rolling arena games as well as semiannual tournaments with smaller
teams. More research could be done to examine how these changes affected players.
Additionally, the practices of these clans could be compared to clans and groups in other
cooperative clans or guilds to get a better understanding of how individuals use and
navigate collaborative competitive play.
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CHAPTER IV
I HAVE ALL THE QUALIFICATIONS. INTERNATIONAL FAN
PROFESSIONALIZATION ON VIKI
INTRODUCTION
Creating high quality translations of local media for a global audience is a
challenge. Translation itself requires a host of different skills that span technical
abilitieslike knowing how to edit and host video onlineto more culturally embedded
abilitieslike the language skills to translate and contextualize localized media for
international audiences. Similar to the necessary collaboration that filmmaking
demands, translation requires a host of individuals. Global fans of localized media also
often have a small and dispersed fan base. Internet fan sites have been integral to
translating localized media for a host of fans, but these endeavors are subject to both
technological and legal hurdles that make fan production sites precarious spaces to host
global and crossover media. In this system, Viki, an international fan audiovisual
translation site, has managed to create a large community of volunteers who collectively
translate video from around the world into over 200 languages.
Looking at segmenters, a subcommunity of volunteers within the larger Viki
community, volunteers collaborate with several corporate media companies, and this
collaboration leads volunteers to see themselves as amateur expert fans (Baym and
Burnette 446), by this I mean volunteers with community-vetted accreditations for the
work that they do online who do not happen to get paid for this work. Amateur expert
fan is an important qualifier here as many of the fans invested in translation work are
highly educated professionals who see this work as an extension of their professional
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identities. Many volunteers discussed here are students or professionals who have a
greate deal of flexibility in when and where they work. These volunteers have built
collaborative but hierarchical structures based primarily on training and networking.
Volunteers navigate challenges in dealing with issues of place, both where media
content is located and where individuals are located, through hard work, which is
rewarded with less-encumbered access to global media. This exchange of work for
access benefits Viki and regional media producers in several ways. Vikis fans become
the testing ground for the viability of localized media in more mainstream markets. It
supplies those markets with well-made fan translations, and it allows fans to produce
content for a beloved product while without releasing control of copyrighted material.
An analysis of one forum, SEGMENTERS PLEASE VISIT HERE, reveals the value that
volunteers can place on honoring the wishes of copyright holders and marks a different
way fans can interact with shows and films they follow.
Viki (the combining of the terms video and ‘wiki) is a website that legally
produces high quality fan made translations of international media. Tessa Dwyer relates
that one company founder, Jiwon Moon, a Korean student studying at Harvard, decided
after noticing a trend of English dominance on the internet. Viki was an opportunity to
create a software that privileged non-English texts and languages (Dwyer 221). At the
same time, this move does not necessarily separate Viki from other American or Korean
online ventures in regards to online spaces. In regards to globalized media, Homi
Bhabha asserts, their deterritorialization must not lead us into believing that they are
detached from national policies of technological innovation, education provision,
science policy (viii). This is a cultural dissatisfaction across Asia that American-led
Western culture” had perhaps too much control over international media streams
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(Hogarth 137). Initially funded through investors in Singapore and the US, Viki sold
itself as a web start-up refuting the common assumption that fan translation practices
are necessarily non-commercial or non-conventional (Dwyer 219). Viki, now owned by
the Japanese company Rakuten, purchases licenses to translate and distribute films,
television series, news, and music videos. Viki allows channel moderators, volunteers
themselves, to recruit volunteers to work on creating high quality subtitled translations.
Rakuten, a large company in Japan similar in some ways to Amazon, purchased Viki in
an ongoing project to acquire tech companies globally. Rakuten is most famous globally
for being one of the largest companies to establish an Englishnization project, which
adopts English as the company language, even in Japan (Neeley 118). Rakuten, a
multibillion dollar company in Japan, has reached near complete market saturation in
Japan and must expand globally to increase profit. In this way, it follows practices of
international capital that necessarily extend beyond national boundaries, making
nation-states merely instruments to record the flows of the commodities, and
populations that they set in motion (Hardt and Negri 31). The company itself has been
deeply engaged in language practices and language acquisition and had been for three
years before purchasing Viki. Acquiring Viki was an opportunity to both acquire another
American company and spread its corporate power to a global audience, increasing its
own image and capital.
Rakutens corporate expansion takes place within a global media culture that
includes movements like Hallyu. The Hallyu movement is integral to describing the
makeup of Vikis popularity. This importance rests not only in Korean dramas being
some of the most popular shows on Viki, but also because their popularity highlights the
ways that an American company purchased by a Japanese one can capitalize on a
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Korean cultural strategy. The Hallyu movement was an intentional plan by South
Korean media corporations and government entities, like the Korean Parliamentary
Culture and Tourism Research Group, to move cultural productslike films, television
shows, and pop music into other regional Asian markets (J. Kim 47). Building on
Japanese global media flows from the mid-1990s, this movement led to the popularity of
Korean media in Asian and then Western markets in the mid-to-late 2000s (Hogarth
137), though the popularity of media outside of Asia is not necessarily considered
Hallyu. Hallyu is chiefly an economic term over an aesthetic one where, [t]he term
inextricably carries with it the notion of selling Korean-ness to the rest of Asia, and has
thus become extremely important to Koreans not only as a source of entertainment but
also of national pride” (J. Kim 50). While Korea also exported film and popular music,
Korean dramas were a nearly instant hit in regional markets like China. These state-
encouraged texts used high-end camera work and cinematography to portray either
ultra-modern globalized or exotic historical settings, highlighting Korea’s history and
beautiful landscapes in addition to its contemporary global sensibilities (Hogarth 137).
The movement improved global perspectives of Korea for the better and increased
tourism to South Korea (J. Kim 53). South Korean media’s rise in popularity converged
with the popularity of digital distribution, making Korean media important to
contextualize fan sites like Viki.
Viki hosts media from around the world and anyone can watch most of the site's
content for free with advertisements. Community members also have two pathways to
obtain a premium account, which allows users to bypass commercials and gain access to
exclusive content. Members can either purchase a monthly subscription or earn a
premium account through robust volunteer work on the site. Popular translations are
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sold to and hosted on partner sites. In August of 2015, Viki had 58 different partner
companies across the world that purchased licenses and/or shared advertising revenue
to host its translations. These not only include American sites like Netflix and Hulu, but
also sites from Europe, East Asia, and South America. Like many other streaming sites,
Viki is available as a cross platform streaming service that users can access from their
computer, phone, tablet, or smart TV. Viki provides an interface with a design that
invites fans to both consume and create content. As such, Vikis current interface shares
much in common with the more well-known Netflix interface. A large carousel slider
dominates the lead banner, chiefly highlighting the website’s newer Korean dramas
(figure 5); however, directly under that field is a feed that highlights currently active
volunteers to Viki (figure 6). This interface helps fans to know Viki is a site in which fans
can both watch and interact with their favorite shows. Viki emphasizes the significance
of participatory fans to the community, and positions its fans as creators of content for
the site. It has also established ways for fans to professionalize within the site through
training programs that help fans to better segment and subtitle. Through this interface,
Viki creates a place that one can go in order to experience global media. One can enter
as a tourist viewing shows or can take up residence as a long-time volunteer. In this way,
Viki becomes a place in and of itself.
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Figure 5 Viki shares stylistic layouts with other streaming services. Viki.com.
Screenshot by author.
Viki is a large community with millions of members who have collectively
translated over 1 billion words. The Viki community itself intersects with discussions of
streaming services, international media consumption, mobility practices, and
community engagement. This community is larger than the communities discussed in
previous chapters. However, in this larger sample, patterns that surround issues of
community, mobility, work, and corporate entanglement can be seen. Again, when
working in and with a community tied to products, volunteers create the content that in
turn attracts new and more casual participants to involve themselves more in fan work.
Finally, while the goal of the community appears to be the collapsing of places over
distance, the ultimate effect is to continue to privilege particular places, though they
might be different than those privileged in other social circumstances. As will be further
explained later, in many ways, Viki members consider Korean dramas a kind of cultural
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currency that, instead of usurping any one national media tradition, replaces American-
made dramas for Korean ones.
VIKI AND PLACE
Most media hosted on Viki can be best described as crossover media. Adrian
Athique defines crossover media as a commercial exchange that moves "from a niche
audience to a larger ‘global’ audience, which promises greater exposure and profits.
Thus, in its various aspects, the crossing described by the term is minority position" (9).
Crossover media, for instance, would not include an American blockbuster or a British
television series. The audience for crossover media "is loosely imagined as a collective
Figure 6 Viki privileges fan
participation by giving it space on
the front page. Viki.com.
Screenshot by author.
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body of culturally literate cosmopolitan citizens in the developed world willing to extend
their consumption of media cultures (and media as culture) outside of their own
nationality or ethnicity (Athique 9). As such, much of the audience for crossover media
may not speak the language of the media they watch. Crossover audiences may not think
of themselves as a community (Athique 10). However, this changes when individuals are
working together to overcome issues of access. Fans often have to collaborate to get
online access to translations of preferred media.
As mentioned above, Viki hosts media content from a wealth of cultural
traditions, and this relates in part to an increasing diaspora and, connectedly, a digital
diaspora. References to cultural diaspora date back to the Bible, when diaspora was seen
as the consequence of “national transgression (Durham Peters 23). Today, one might
just as easily be called an exile (Naficy 4) or a refugee. The popularity of crossover media
and the desire for access to localized media outside of its regional area creates the need
for translations. While crossover media seems to deterritorialize media, Naficy notes
that, [w]hile technology, media, and capital are globalized and cross geographical
boundaries of nation-states with ease, national governments everywhere appear to be
tightening and guarding their physical borders more vigilantly than ever (3). Within
this paradigm, global languages claim precedent: Even for Middle Easterners, English
is the ‘open sesameto a thousand and one bytes” (Shohat 222). While translation
communities can help displaced persons connect back to a home, they also end up
reinforcing inequalities that exist outside of online networks. As Shohat explains:
While computer networks do radically redefine our notions of place,
community, and urban life, one cannot separate this fact from the ways in
which cybercommunities are entangled in unequal material realities.
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Cybernetics itself does not transform existing local and global power
relations: it extends them into a new space and inflects and shapes them
through its divers formats, even when they are interactive. (223)
With this in mind, a careful consideration of the ways in which translation sites
like Viki affect and privilege places is important for to analyze within the context of an
increasingly globalized community.
Within this context, Korean soap operas are important to study because of their
popularity on the site, even amongst individuals who are not from Korea. Melodrama as
a genre is significant to mention because, as Carla Marcantonio notes, “[t]he global era
engenders dramas that speak to our being both bound and unbound by the elements
that demarcate our mode of inhabiting and imagining community(7). This trend also
relies on ongoing shifts in television watching, many that predate online streaming
services like Viki. As Jeongmee Kim notes, the Hallyu Movement started in countries
with racial and cultural similarities to South Korea and was aided by media deregulation
happening in the late 1990s, which made Korean dramas cheaper than Western ones
(49). This deregulation coincides with the rise of online fandom and that begins
attracting fans outside the Hallyu market and with whom no distribution policy has
been established (Hu 36). Within these fan communities, groups of fans worked
together to translate across languages and this affective work mobilizes resources from
around the world in order to sustain the emotional investment for a fandom in absence
of traditional advertising and publicity (Hu 36). Around these fan sites grew many of
the same practices that we expect from any fan communityfan forums, memes, and
badgesbut included individuals dedicated to translating Korean media into English.
These communities depended on multilingual individuals, but often fans would learn
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enough Korean to create translations, but these translations would look unprofessional
not only in the quality of the linguistic translation, but also the use of unprofessional
fonts and glosses in the subtitles (Dwyer). These fan sites, which were often breaking
copyright rules, are in many ways the predecessors to sites like Viki. This emotional
investment extends beyond translating information and into helping other community
members invested in crossover media.
Most translation communities hold no rights to the media they translate. In both
translation and scanlation communities it is traditional for “extralegal texts [to] bypass
editorial and legal barriers however, as producers seek a wider audience they will rely
on established, often corporate, distribution channels (Roh, “How Japanese Fan Fiction
Beat the Lawyers”). Translation communities are groups of international fans subject to
a multitude of international laws that determine copyright and international media
practices. Place factors into not only international law, but also who can access different
media. In the same way that DVDs are coded for particular regions and can only be
played on regional players, online content also has regional distribution rights that these
fan communities must navigate or choose to disregard. This is an issue that larger
streaming sites, like Viki, have as they have tried to use streaming services to reach
niche audiences. Viki streams content, but does not allow for downloading content so
that it cannot be shared outside the media’s regional distribution rights.
While distinct from television, mainly because it lacks the set schedule of TV
shows, the everyday use of television shapes how streaming sites are structured and who
the audience is. As far as mobility is concerned, television has always been mobile. TV
brought audiovisual media consumption into the home, meaning viewers were not
bound to any one particular location the way that they were with films in movie theaters.
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This mobility was further enhanced by the VCR, which helped to set the stage for time-
shifting, a concept that has become commonplace in the era of digital video recorders
(DVRs) and other forms of on-demand viewing” (Tryon On-Demand 5). The most
popular way to gain access to media online is an on-demand streaming model, like
Netflix. An examination of Viki demands some consideration of how streaming sites
work in order to understand the viewing gaps a platform like Viki fills amongst an array
of other global options. Also, companies like Viki arise just before streaming services
like Netflix become interested in adding global media. Viki moved from a school project
to a company in 2010 and in October 2011, Netflix signed a contract with CJ
Entertainment to bring 20 Korean titles to its streaming line up. Since then, both sites
have expanded the amount of Korean and East Asian television and film they host.
Viki itself competes most directly with Drama Fever, another site focused on
crossover media for global fans. Chuck Tryon’s Reinventing Cinema discusses Netflix’s
role in film culture and potential as a “vending machine model that has “provided
independent filmmakers new forms of access to the means of production and
distribution, while also opening up entrance points to film culture (123-4). Never in
history has it been so easy or so inexpensive for the film lover to have access to so many
films (Von Lohmann, 2007). While the ability to stream media online existed before
Netflix and YouTube became popular, our viewing practices have shifted to include
accessing online media on our own schedule (Tryon On-Demand 25). This shift started
with television, VHS and movie rentals, but the digital format of streaming sites allows
for seemingly unlimited access to film and television shows. Even in rural areas where a
video store, especially one focused on independent or foreign media, might be unheard
of, the film lover can access films from any country and/or decade on demand.
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Tryon argues that Netflix and other digital distribution platforms have created a
society of cinema consumers able to consume media like never before (Tryon
Reinventing 111); however, although digital delivery seemed to hold out the promise of
unlimited choice, audiences were often confronted with the difficulty of navigating a
frequently changing menu of choices as movies and television shows migrate from one
platform or service to another (Tryon On-Demand 21). Fans often must consider
archives like Netflix as one of many resources. Likewise, not all shows are subtitled for
ubiquitous access. Netflix found as it expanded into markets outside of the United States
that users preferred subtitled media to dubbed media (Tryon On-Demand 48). As
streaming sites expand into different language economies, these translations become a
hurdle to ubiquitous access.
Streaming services also cater to a problem that many movie lovers have had for a
long time, the ability to access old, rare, and foreign films they would otherwise have no
access to. Streaming services use licenses to reach more customers in niche markets and
can host content for smaller audiences than physical video stores could hope to cater to.
Sun Jung connects the rise in popularity of both Korean media and mobile platforms.
Jung argues that digital platforms and global media have led to Korean film being a
marker in Western (particularly American) societies of the of new cinephilia. Jung
adopts the term new cinephilia” and explains this moment as “root[ed] in the
development of new technologies, such as DVDs and the Internet, that enable audiences
to access extraordinary, non-Hollywood films” (133). This cinephilia interacts with
Henry Jenkins’ notion of ‘pop cosmopolitanism’ or one embrac[ing] global popular
culture as an escape from parochialism of her or his local community (Jung 133). What
ultimately has happened is that an understanding of the Western canon of film no
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longer marks one as a cinephile. Instead, becoming a voracious watcher of Asian film,
particularly Korean film becomes a hallmark of film knowledge. In this way, Korean
media happening to rise in popularity alongside technologies and governmental policies
that increase the mobility of local media make Korean media the ideal case study for a
project on Viki.
While streaming services provide a world of media, the neutral way that a global
media distribution site like Viki represents itself can be problematic in how it affects
production and distribution. When sites like Netflix present content, they juxtapose
global cinema in ways that strip cultural context from the media. Getting content into
wide distribution can likewise affect production. In Interpreting Transnational Cultural
Practices,” Sujeong Kim argues that crossover media production strips the cultural
odor out of a show as its made for larger cultural audiences. S. Kim argues that in
Korean television is regionally popular because:
the Confucian values embodied within Korean dramassuch as harmony
with community, respect for elders, filial duties, and loyalty to family and
friendsare considered the source of cultural proximity that contributes to
their popularity (741).
However, with platforms like Netflix, everything is equally available in the same space
and the platform furthers this odor stripping. Netflix can contain films from anywhere
but does little to prove contextual meaning of a film. Netflix juxtaposes films one against
the other usually by genre and not by place of origin. In some ways, this is to Netflixs
advantage because many films and television shows today cross multiple cultural
boundaries in their stories, stars, directors, producers, and funding. Not everyone
skimming through Netflix wants an essay on the film. However, these distribution
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standards can be seen to strip these complex places from media. Viki presents itself as a
global media provider and is sure to inform the reader of a show’s country of origin and
genre. However, a romantic comedy from the Philippines might still be advertised right
next to a Korean police procedural. Global-ness is a different kind of cultural stripping,
but is still implicit in stripping cultural odor from its texts.
Issues with production and distribution in this context are conjoined with issues
of translation practices. Minako O’Hagan highlights issues with translation software and
policies, noting that technology is never neutral in these situations (From Fan
Translation 750) and require an examination of power dynamics. Relying on
translations done by many volunteers leads toa typical peep-hole approach to
translation resulting from the way in which software is constructed. This imposes
certain operational logistics in localisation workflow, and creates a situation where
translation is often performed without context(“From Fan Translation 752). Fan
translations are usually done by having volunteers translate only a few seconds of video
at a time so that many volunteers can work on the same text simultaneously and the
media can be shared quickly. However, this means that the translators do not have
access to the whole document as they translate and nuances can get lost. As such, while
technology via community translation practices and streaming websites allow for
greater access to global media online, the media itself is stripped of much of the cultural
context needed to grasp the content. This problematizes the ability of global audiences
to understand Korean-ness from the consumption of Korean cinema through these
community-produced texts. For instance, Segmenters and translators at Viki will usually
receive 8-10 minutes of a larger piece, but only one individual will get the first section.
The person segmenting and/or translating the second 8-10 minutes of a conversation
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between an arguing man and a woman may not know if the couple are old friends,
enemies, new acquaintances, family members, or lovers. This can be exacerbated by
languages like Korean, where familial terms are used for members outside the family
even in romantic relationships. While these translations can be edited after the fact, the
inefficiencies and cultural assumptions within the software itself are apparent.
OPEN SOURCE, OPEN ACCESS: COMMUNITY WIKI BUILDING
Important to the study of Viki is that it is both a streaming service and wiki. A
wiki, at its core, is a document created by a community as opposed to an individual
(Reingold 181). These texts can be a database, an encyclopedia, or an archive of
crossover media. Most wikis, regardless of other genre, are archives. For instance,
Wikipedia is a free archive of human knowledge that anyone can edit. Online archives
are never meant to be complete and projects like Wikipedia are updated constantly.
However, the hybridization of Viki as both a fan produced wiki and a commercial
endeavor makes for particularly interesting examinations of the medium because what
they archive is based on the willingness of creative parties to agree on distribution.
Issues with region distribution rights and the expiration of licensing agreements
continue to plague these spaces as international communities try to participate and
translate Viki content while navigating emplaced issues. These archives are often in
constant flux. Instead of building an archive over time, as Wikipedia does, Netflix and
Amazon more curate archives based on availability and popularity. They are not
necessarily getting bigger and, based on contracts and legal battles, may clear hundreds
of titles from their archives overnight.
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Viki follows a slightly different model. Television shows and films are obtained
through third party distributors or rights holders under a creative commons licenses to
translate and then these translations are provided online for free. One does not need an
account with Viki to view most content. Fans actively work within the system to
translate content across several languages. This benefits fans of crossover media, who
gain access to more global media. It also benefits the license holder, who receives
subtitled work in several languages that promote both the individual show/film/music
video and any future media now that an audience and a place of access are clearly
identified. It should be mentioned, however, that copyright holders can ask that their
content be pulled if they find that to be more advantageous. When this does happen, the
fan labor that went into the creation of that translation is lost to the community itself.
The commodification of crowed sourced projects like Viki has been an ongoing
capital investment. In Wikinomics, Tapscott and Williams argue that collaborative
projects on a massive scale, calling these peering economies that allow thousands upon
thousands of individuals and small producers to cocreate products, access markets, and
delight customers in ways that only large corporations could manage in the past” (12).
In these peering economies, the commodity is authority (25) and are best suited to
communities like Viki that produce cultural knowledge that can be broken down into
smaller pieces so many individuals can contribute (70). Collaborators contribute to
these spaces because sustained involvement and good work earns individuals cultural
clout within the space and often leads to positions within this community. This is how
crowd sourced projects can produce high quality work by allowing volunteers to self-
select positions they hold within the organization, positions they are best suited for
(Tapscott and Williams 69). Like the gaming communities mentioned in the previous
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chapter, peering communities work easily in and around corporate market economies.
Translators gift their work to the to a community they have often benefited from as well.
Tapscott and Williams encourage corporations to consider the use of
crowdsourced volunteer labor. The commodification of fan work in Viki is indicative of
cultural shifts that fans enter for the affordances that market systems can provide. This
shift in the use of online fans has been ongoing and fans can often benefit from
corporate interest (Jenkins et al. 157) because, as Jenkins notes, groups with noticeable
levels of participation can attract the attention of corporate entities, which gives them
access to content and spaces they may not have had. However, as Jenkins also states:
That said, commodification is also a form of exploitation. Those groups
that are commodified find themselves targeted more aggressively by
marketers and often feel they have lost control over their own culture,
since it is mass produced and mass marketed. (Jenkins, Convergence
Culture, Buying into American Idol)
Participatory communities attract corporate entities. While usually only a small number
of members produce content for any community, they also attract a high number of
spectator members, who are attractive for advertisers (Van Dijck and Nieborg 861). Viki
follows a similar model. A small percentage of fans volunteer to produce content for the
site. The millions of fans who view content on the site work collect advertisements and
test what content might be best suited for distribution outside of Viki itself.
In practice, Viki works in a similar fashion to older individualized fan
communities that formed around individual crossover television shows. It includes not
only the videos but the fan forums and ability to share memes and gossip that were
common in older, unsanctioned translation communities. Unique to Viki is that
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members accept and, as will be show below, take pride in the fact that their translations
may be used for profit and wide dissemination. Additionally, as Brian Hu notes,[f]or
many, the most attractive feature of these communities is the shared technical
knowledge for downloading and playing video files and for installing subtitle playback
codes” (37). The benefits here are that Viki has created one of the most usable subtitling
software around. Users are able to easily help create translations. They can also ask
questions and participate in fan created training programs to expand their cultural and
technical expertise and improve their own community participation. These communities
participate in affective labor, which is the labor where its products are intangible, a
feeling of ease, well-being satisfaction, excitement, or passion (Hardt and Negri 293)
and might be better interpreted as caring labor (293). Community members care for
each other and for the cultural production that is the work of the community: “the
emotional investment that fans in the community hold in these translated materials as
well as the emotional pleasure resulting from the process of collecting, translating,
sharing, and viewing these materials in a community space” (Hu 40). Community
members derive pleasure from the curation process that takes place in creating a wiki
dedicated to a loved media.
While Viki does reinforce some larger conversations about global media, the site
uses for both corporate gain and to create a counter narrative to a Western media
dominated landscape. The company utilizes a corporate model to drive some interesting
initiatives that undermine English domination. Viki promotes a world view in which
English and Western culture are marginalized. This occurs with the media content of the
site, but also its translation system; where possible volunteers are encouraged not to use
English as the pivot language for translation (Dwyer 234). Pivot languages are used by
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translating something into a common language and using that translation for future
translations in less common languages. This brings to mind Benedict Anderson’s words,
Nothing served to assemble’ related vernaculars more than capitalism” (45). However,
Viki also hosts an Endangered Languages initiative and 25% of the 200 languages Viki
supports are endangered (“Endangered Languages”). Vikis subtitling process also
includes a captioning step, which means that the show is now captioned for the hearing
impaired in their original language. These closed captions likewise encourage
translators to translate from the original language instead of an English translation. In
these ways, Viki uses these resources and strategies to deprivilege English on the site.
However, as I stated in the introduction, this move also helps expand knowledge of its
parent company, Rakuten, into new markets. As such, this fan labor for the good of
many is likewise good for Rakuten and folds into their global initiatives in a way that
compliments the companys Englishnization project. Globalization is good for large
companies and fans freely supporting and promoting the work of a global company is
likewise beneficial to Rakuten. This highlights the complicated relationships between
production, consumption, work, and exploitation in online spaces.
LANGUAGE, LEISURE, AND INTERNATIONAL FILM
In the conversations surrounding the whole of this dissertation, leisure has been
shown to be two-fold. Individuals of middle-income service-based social classes feel
cultural pressure to spend their free time doing things deemed to be worthwhile that
enrich them in health, network, or skill (Rojek 2010; Oullette and Wilson 2011).
Likewise, as work becomes more flexible, the availability of leisure time likewise must
become flexible as well. As such, Viki introduces not one but two productive ways to
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spend one’s leisure time. Volunteers can learn one of two desirable skills: translation or
video editing. Doing either of these activities can earn volunteers a translator certificate
from Viki, which the site claims can be used to show translation experience on resumes
and school applications Contributor Benefits.” Translation itself is associated with the
art of learning a language. These participants translate short segments of video for a
larger channel that works on several shows. Translating a show is not a word-for-word
process, but “the encoding, decoding, and reencoding of texts across cultures (Hu 38);
its time consuming work made easier spread over several volunteers. This approach
means that multiple individuals can be working on a project simultaneously, ensuring a
fast turnaround before promoting content on the site for casual viewers. As mentioned
above, Vikis system makes it easy to get involved, but does little to provide narrative
context. Translators don’t know the narrative they are translating until it is all put
together. Language learning, however, is a skill that requires years of dedicated training,
willing teachers, and situations to apply what has been learned and online crowd-
sourced translation projects tend to privilege underprivileged languages (O’Hagan,
From Fan Translation, 33). Viki can provide the context that individuals need in order
to learn a language. The platform provides translators with short segments of text to
work with within a context with legitimate stakes. At the same time, quality crowd-
sourced translations require volunteers to organize in ways that encourage quality
translation and a review process(O’Hagan From Fan Translation, 33). Translators
work in teams, meaning translators enter into peer review of their work. Translators can
translate content from its original language, but often volunteers translate an already
subtitled piece into a new language. For instance, a translator can go through and
translate parts of a television episode from Korean to English, but other translators can
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take that English translation and translate the show into Farsi. One need not know both
Korean and Farsi to benefit the community.
For those who are not multilingual, segmenting films might be the best option for
participating in the community. Segmenters break videos down into clips of less than
five seconds. The goal is to create the same kinds of segments that one would see in a
professionally subtitled film. So, the subtitles match the actor’s line, preferably down to
a one hundredth of a second. These segments are then passed on to captioners and
translators for translation. This system allows many segmenters and translators to work
on a project simultaneously. Segmenting comes down to editing for timing. If a segment
starts too early, the conversation could lose its dramatic effect. Because segmenting is
important to the construction of quality translations, both Viki and its fan community
have created tutorials to help new segmenters understand the process before they work
on Vikis more desirable channels. In addition to the cultural concerns of large scale
translation projects, the flexibility of leisure practices within the site opens
conversations on both flexible work and flexible leisure. Media viewing, international or
otherwise, does not exist within a vacuum and how we watch and participate in media
environments depends on where we live and what our work and home lives. As Tryon
notes, todays employees are oftenexpected to work irregular schedules, snatching brief
moments of leisure and in many cases taking work home” (Tryon 10). Mentioned in
previous chapters, flexible time at work is a precarious living situation (Oullette 2014).
The lines between work and leisure often blur in situations where individuals work in
contract and part time flexible positions.
As individual lives adapt to models where flexible life also leads to flexible media,
with the related reality that both work and leisure become objects that must be packaged
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in smaller segments, leisure must not only be participatory, but also be something that
many of its fans can access across platforms with a sense of continuity. This matters
both in fan consumption and fan production. As such, Viki is able to harness fan talents
by having larger pieces of media content broken down into tasks that can be done in
shorter increments. This breaks up material labor to resemble factory labor where the
worker only works on small pieces of an object and might never see the finished
product. Segmenting utilizes a web-based subtitling software that allows one to segment
at home or over a lunch break. This software strips away many of the editing features of
other video editing software (iMovie, Camtasia, After Effects…) so that individuals with
varying levels of ability can participate. Embedded into this community culture is an
awareness that fans need not produce one complete fan produced text, or that a group of
fans will produce higher quality work. Segmenters can really focus on creating ten
minutes of quality cuts. In this, the software seems tofix everything that might make
these crowd sourced translations inconvenient.
While segmenting individual clips may not take long, a subcommunity within
Viki who value quality over quantity train other segmenters how to segment video based
on the expectations of this smaller community. While the tools for segmenting are easy
to use, really a few shortcut keys, getting the exact timing right, creating accurate
segments can be a challenge. This is particularly true as segmenters often do not speak
the language they segment for. To compensate, volunteers have created multiple
training academies to help new volunteers master segmenting. These trainings include
multiple tiers of scaffolded assignments. Several members of the segmenting
community mentor novice members of through different stages in the segmenting
process, sharing their particular specialty along the way. For instance, someone learning
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to segment Chinese videos, their mentor will be a segmenter who both runs a channel
that hosts Chinese television. Usually the channel mangers are also familiar with the
language the channel hosts. Here, the technical knowledge is reinforced by cultural
knowledge. Members of this community likewise post to forums to help new community
members understand netiquette and community expectations. These forums serve many
purposes that include recruiting more volunteers and maintaining protocol within the
community, even if the community has not agreed on a shared protocol of values.
APPLICATION: BUILD A PROFESSIONAL WORKFORCE OF VOLUNTEERS
Viki is a large community populated by millions of members interested in a
variety of media taking on a variety of roles to help with the translation and distribution
of global media to a large audience. In order to analyze Viki, this chapter will look at one
aspect of the process of developing content for the site, segmenting, and use it as a way
to look at how the Viki community manages and works in emplaced practices.
Segmenters represent the community because segmenters work on every channel in
every language. Additionally, segmenters have tech specific training programs that can
be studied in order to intellectualize the fan labor across the site in a way that looking at
language specific subcommunities within the larger Viki community might not.
Like other communities referenced within this dissertation, the segmenting
community is connected by a system of networks. They use a variety of social media
both within and outside of Viki’s website to communicate and collaborate. These fans
engage with content in roles that range from consumer to critic to producer and
analyzing all of these roles extends beyond the purview of this chapter. Community
members utilize content created by Viki, community supported forums, training videos
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on YouTube and Viki, training documents housed in Google Drive and their own website
to connect and communicate with community volunteers. These different systems and
documents are conveniently connected and can be referenced by anyone within the
community. Pages of training manuals and links to videos are shared in forums and
dropped into messages during segmenter training.
To study the group, I analyzed a forum titled SEGMENTERS PLEASE VISIT
HERE! Some Helpful Advice for Current and Potential Aspiring Segmenters” (SPVH).
This forum is pinned at the top of the segmenting forum and would be one of the first
places volunteers would find when searching how to segment videos. Overall, SPVH
stays close to the two topics of how to segment and participate community. Also, the
forum was started in August of 2013, but has posts as recent as July of 2015. As a result,
it shows how the subcommunity of segmenters has developed over that almost 2-year
period. While there are millions of members of the Viki community and hundreds of
segmenters, 41 individuals participated in the forum by either liking or responding to
posts. The forum has almost 5.9 thousand views and 296 individual posts as of October
2015. Many of the posters were or have become leaders within the segmenting
community (they run their own channels or participate as teachers in a segmenter
training program). Novices often ask follow up questions or solicit advice on smaller
segmenting concerns.
VIKI, MELODRAMA, AND PLACE
Place and embodied experience play a role in the Viki community in three
distinct ways. First, where shows originate alters their value to different segmenters,
who compete to work on the most popular channels, channels that are advertised on the
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front page of Viki. Second, materiality plays a key role in the community, including the
hardware and software that individuals use to do the segmenting, which often puts
membersViki participation in context of an individuals lived reality. Third, due to
regional access issues, where individuals live affect when and how individuals can
segment and privilege living in particular places. The community itself must navigate
this emplaced practice as it connects individuals with the work they can do. The ability
to work with others despite these emplaced challenges helps individuals to network with
the community gatekeepers who grant access to these desirable projects.
Places in Viki are hierarchical, particularly in the segmenting community starting
with where a particular show originates, which ties into a notion of the hierarchy of
particular places in community dealing with technology and dissemination (Anderson
45). Live” Korean dramas have become the channels that segmenters want to be on.
These dramas are live in that they are shared with the rest of the community only a
few hours after segmenters and subtitlers gain access to the shows and may not be
completely translated when they are made available to the larger Viki community. These
shows are the most popular in the community and are commonly shared through other
distribution platforms, like Vikis Hulu channel. Because Viki promotes Korean dramas,
and because of the Hallyu and global media movements have popularized Korean serials
in Western culture, positions working on these channels are the most desirable. This ties
in part into the privileged place given to Korean media because of its rise in popularity
during the rise in digital distribution platforms. Obtaining the technical skills to work on
these channels is the main reason individuals turn to advice forums like Segmenters
Please Visit Here (SPVH) and training programs like Seg101, with one forum member
proclaiming:
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If you don’t think you can be a team player and segment with the same
level of good quality and speed as others, I advice [sic] you to carefully
rethink your decision to become a Korean segmenter on Viki.
In order to segment on Korean channels, aspiring segmenters must often show
how well they work with others first. Penzold examines this practice in ethos-action
communities, where community membership is tied tothe personal acceptance of a set
of moral obligations and rules of conduct” (716). Community participation is essential
for working on channels with quick turnaround. Inherently, volunteers who want to
work on desirable Korean dramas must network with individuals beforehand in order to
be invited onto these channels. In this, aspiring volunteers must have technical and
interpersonal skills to succeed.
While individuals from anywhere in the world can segment on Korean stations,
the community itself encourages a familiarity with the culture one is segmenting.
However, familiarity can be either a linguistic familiarity or a cultural familiarity, which
one might be able to pick up from watching Korean serials. An attentive fan of Korean
serials might possess enough knowledge of Korean language to be able to segment with
little to no lived experience of Korean culture and language. SPVH, designed as a way to
help individuals to improve as segmenters, provides information on how to better
understand Korean language in order to better segment on Korean stations. As a note,
while volunteers in the forum segment media from a number of linguistic cultures, the
constant return to Korean as the exemplar marks the importance of Korean-ness to the
larger Viki community. While one need not be able to speak fluent Korean to succeed as
a segmenter, a familiarity with the language can help one to better divide longer
monologues. One member, the creator of the forum, provides a list of sentence endings
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as well as some advice on Korean language there are several styles’ or levels of speech
in Korean so knowing the relationship of the speakers is very helpful in knowing what
are sentence enders.” The member then lists words one might hear that begin or end
sentences. Members of the forum have also adopted as a sign off the term fighting, a
phrase adopted from English and used in Korean culture to encourage or cheer on.
We can look at this interpretation of Korean culture a few ways. On one hand,
this highlights consequences that arise from the intentional push of a local media into a
global market. Even with the decrease in desire for large production Korean films, like
The Host or The Good, The Bad, the Weird (K. Kim Preface” Virtual Hallyu), K-dramas
have maintained a place in global media studies. Melodrama is globally affiliated with
nation-state and emerging democratic and industrial societies” (Marcantonio 2), but
Hallyu itself is positioned as collapsing “the gap between modernism, an aesthetic
auteurist revolt against both the waning nationalist (minjok-juui) forces and
authoritarian (Knownui-juui) legacies that drove Korea through much of the latter part
of the twentieth century(Kim “Hallyu’s Virtuality Virtual Hallyu). As Korean-ness is
commodified, individuals will want to work, adapt, and interact with it in the same ways
fans want to interact with any piece of convergence culture. However, here, the
difference between fan production as Jenkins describes around the Star Wars franchise
(“Quentin Tarantinos Star Wars” Convergence Culture) that does not involve the
commodification and consumption of a millennia-old culture. At the same time, as I
want to be critical of reducing a language down to a linguistic cheat sheet, the self-
awareness inherent in the segmenting community that they are not the best people to do
translation. Many know that they dont know enough about Korea outside of dramatic
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serials to do translation. Additionally, technological skills are in and of themselves a
literacy that these volunteers are adopting in order to volunteer on the site.
The cultural clout of Korean media, the attempts of the group to understand
Korean culture from outside of it, and the adoption of Korean slang terms creates within
the forum a kind of mythical Korea that exists neither in Korea nor in its media. This is
one consequence of the Hallyu drive to sell Korea-ness. While Viki fan forums use
references from Korean media, this practice of knowing just enough about the place
highlights how many of these texts are consumed across global fan markets, who
struggle with issues of cultural and linguistic fidelity (Schules 4.7). In effect, group
members learn enough about a national culture to participate in the fan community, but
over time the fan community can become more important than the place itself. Korea in
this community is seen as a more important place, as individuals become more engaged
as volunteers on the site, the ability to work on more important channels supersedes an
interest in the culture the media derives from. This again folds into the consequences of
global media practices. While the similarity of Korean culture to other East Asian
cultures makes Korean serials popular in Hallyu environments, the commodification of
Korean media in online environments introduces media to new economies with
different values. Brian Hu in speaking of fan forums on a specific show (not on Viki), as
an emotional economy, saying[t]he collective act of translation mobilizes resources
from around the world in order to sustain the emotional investment necessary for
fandom in the absence of advertising and publicity(36). However, the shift to Viki’s
model shows a phenomena Jenkins discusses where companies ’courtexisting
communities” doing the work they want done. Courting translation communities to a
wiki mode changes how individuals see the work they do (164). For instance, on
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Wikipedia, taking on more important roles within the volunteer hierarchy can begin to
matter more than the content being archived and the skill becomes more important than
the cultural entry point (Tapscott and Williams 70). As Korean media enters this global
media economy with a different value, its Korean-ness gets distorted in favor of the
prestige the community has given to it. Here, the ability to build the technical skills can
supersede the Korean-ness that was essential to the initial attraction to the site.
Place and emplacement do not only influence what is the desirable work on Viki.
The technology one uses to physically segment can affect individual success as a
segmenter. One ongoing debate amongst forum members surrounded technical issues
and attempts to figure out the divide between software and hardware issues. This
technical issue was two-fold. The forum itself encourages members to participate in
training programs, initially Seg101. Seg101’s training program culminates with students
segmenting a longer video that is then graded by several instructors in the program.
Participants must score a 95% or better to pass. However, the use of different machines,
web browsers, and connection strengths means that individuals have different
experiences with the segment timer. In many communities, this would make little
difference, but because members create collaborative pieces that must be consistent,
managing time differences based on software and connections is integral to teams doing
the segmenting. As such, members discuss how best to create the most accurate
subtitles. In the work of the community, then, learning to segment largely surrounds
learning to calibrate your own physical experience of what is going on to what the rest of
the community sees. Online communities use multiple technologies to communicate
and, as a result, participate in a variety of places. Once a community is established,
individuals often choose the media that best suits the needs of their communication and
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this choice spreads communities across multiple devices (Gershon 107). This results in a
remediation of practice and [p]art of understanding remediation involves
understanding that people use a range of mediaand not always the same range. The
use of one medium is always affected by the other media a person uses regularly, as well
as the media they refuse to use” (Gershon 121). The willingness of individuals to share
information and multiple media exposure changes the way that communities develop.
Building on the notion that segmenting is always emplaced, the act is also always
embodied. For instance, in order to be accepted onto a major ‘live channel, individuals
must quickly segment with great accuracy. The faster an episode can be segmented, the
faster it can be translated. In order to work quickly, members give advice on short cuts
to segment faster. Members must be able to react quickly to aural and visual content.
The quicker one can react the less time they spend editing their segments. This kind of
segmenting depends on able bodies and fast reactions, which again favor particular
places and social environments. To manage this, within the forum there are
recommendations for what buttons to rest one’s fingers on so that one can cut and edit
video faster. These embodied references, however, were also used to set boundaries
within the group and justify participation. For instance, one member, the founder of the
forum, reminds participants that even though she would like to give personal pointers to
everyone, I only have one pair of hands, one pair of eyes and a limited amount of time
outside my real life. This is why I have set up this place so you could write me your
concern and I will try my best to help you.” This post reflects frustration, but also serves
as a reminder of how limiting having few mentors can be. Another member, who has
been told she misunderstands the nuance of a rule because she has not been as a prolific
a segmenter as she was in the past responds that, 5 courses a semester, my [Seg101]
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students and other contributions to a specific channel, my employment, volunteer work,
and a few other demands, have cut sharply into my time to segment. This enters with
an idea that Campbell calls labor of devotion,” where audiences (particularly women)
are encouraged through corporate hybridization of community and brand to devotedly
consume and promote brands they identify with (494). These kinds of responses are
reminders of the delicate balance volunteers have in regard to dedication to leisure,
particularly for individuals who have held more prominent roles in a community before
a life change. Likewise, in an online community, individuals must be reminded of
embodied practices that factor into the functionality of individual members and, as a
result, the community.
WORK AND LEISURE
As referenced above, becoming a member of the segmenting community
demands a pretty strong dedication of leisure time. This begins when individuals start
finding one of these training programs, like Seg101, or the newer Ninja Academy (which
becomes popular about a year after the forum begins). Viki itself provides little
information on how to segment; a 3:24 video walks individuals through the interface. If
a volunteer wants to learn more than that about segmenting, then she is going to have to
start searching for some guidance within in the community. This can be a channel
manager who works as a mentor, a training program, or searching through forums for
answers to specific questions. In order to work on the best channels, volunteers must
have training and experience because, while this is a leisurely activity, many segmenters
take the responsibility of segmenting videos seriously.
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Many online communities have initially low demands for those interested in
joining or participating (Song 49), and members usually join Viki to watch dramas, not
subtitle them. One does not need to make an account to view most content on the site.
However, once one goes from being a viewer of content to being a volunteer helping
produce content, the requirements become much more labor intensive. Individuals
learning to segment need the time to go into the site to do segmenting exercises and
correct their work as they go along. Jenkins argues that volunteers go through a learning
process that includes lurking and that communities that allow individuals to move from
the periphery to the center with scaffolding make for more productive community
members who feel more involved (Spreadable Media 158).
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Members who do not finish assignments fast enough can be removed from the
training program. Likewise, joining a channel means volunteers dedicate themselves to
being online on certain days and at certain times. Typically, live shows must be
segmented within an hour of being opened so translators can translate the content into
other languages. Most shows will post what percentage of a show is fully translated in
any language and fans might complain to the community if they feel subtitling is taking
Figure 7 Segmenting interface. Screenshot by author.
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too long. Therefore, Channel Mangers are more likely to give work to segmenters who
can work quickly enough to keep fans and translators engaged.
As mentioned above, SPVH largely promotes the value of training programs like
Seg101. Contributors to SPVH extol the virtues of participating in one of these volunteer
trainings
I dont think anyone could self-teach. Even one of my best friend[s] who is
a recent Seg101 graduate but [had] years of Korean drama segmenting
experience, had a tutor that taught her on Hindi drama, where she learned
timing, length, synchronization, etc.
The relationship between members can also be seen in the metaphors that the groups
decide to use in their training programs. Seg101 obviously borrows its ethos from
academia and we can imagine teachers here as college professors, experts in their field.
Ninja Academy, instead puts trainees in touch with a sensei, who trains them to
segment a particular language. Sensei is the Japanese for teacher, but the visual
argument and title of “Ninja Academyharken back to martial arts, and evoke the image
of a disciplining agent one meets in kung-fu movies where one should see the wisdom of
a sensei as absolute. It also brings up images of hard work and physical discipline. The
idea is almost that one will be physically changed by the experience of any one of these
training programs. Students likewise frame training as a disciplining process when they
make comments in SPVH like, “I’m trying my best…So many things to learn from
[trainer]” and “I am still in the process of shaping more skill. Students in these training
programs do see themselves as developing and have a level of respect for the time it
takes to learn how to segment. Jenkins adds that The processes of more skilled
participants are hidden from public view in order to protect the magic’ and mystique’ of
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professional media making” (Spreadable Media 158-9). This allows students the time to
be introduced to increasingly more challenging media production skills over time.
Senseis and teachers are also often channel managers of some of the more popular
channels on Viki, so they do bring with them a certain level of authority. Not only are
they the ones grading a student’s work, they will also be the ones who decide who gets to
work on projects deemed to be more important. In this way, this community of
segmenters has professionalized leisure. By this I mean that they have created their own
certification processes that borrows rhetoric and training from institutions of higher
education to create a network of volunteers who consider this to be more than just a
hobby. Vikis network, its large audience, and the sites use of commercials further
develop this notion that this is professional work and not a hobby for enthusiasts.
The efforts that go into these training programs create a strong learning
community. As one member notes, I think Seg101 is like getting someone to provide
you with constructive feedback so you know what you are doing right and what needs to
be improved.” The community comes back again and again to creating quality segments
through experience and most of the tips are about what to do in a variety of contexts. In
Seg101 you must accumulate 2000 segment experience before you are allowed to
graduate. That way you would be well equipped for future project[s]. Creating 2000
segments is also the required number to become a Quality Contributor, which allows
segmenters to view media on Viki without commercials. It makes you an employee of
the site in some senses.
The Seg101 training program ensures that its graduates can work on a variety of
projects after they graduate. Graduates can put badges on their profile that acknowledge
their skills and training that channel managers can confirm. While this training is
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sought after by many within the community, it is important to note that not everyone
can get the training as fast as they want it and it is just a natural occurrence that there
are multiple inefficiencies in a volunteer training program. The first issue is that people
who want to segment may not be able to get into the program because there are only so
many volunteers willing to train segmenters. The forum analyzed here is one of the ways
that members of that community are trying to help individuals who cannot yet get into
Seg101. Likewise, individuals who want to segment may feel as though they do not have
the time. Finally, because segmenting can be time consuming and often involves
significant edits to one’s work after the fact, volunteers drop out and move on to
something else; as one trainer notes in SPVH, “[b]ut you will find that for every 10 or so
that say they want to do it, maybe only 1 or 2 will. This may be one reason that SPVH
stresses that segmenting is hard work so often. It discourages individuals who are only
interested in segmenting casually and emboldens volunteers looking to take on a
challenge.
While SPVH argues for structured training as a necessary accreditation for
working on big projects, not all members of the segmenting community universally
agree. There are discrepancies within the group about how serious segmenting should
be taken. While the developers of Seg101 rarely visited the forum, they usually did so to
lecture other users to be less stringent with regards to creating rules and regulations.
One Seg101 panel judge entered the fray in order to remind a member, [y]our
impression of the grad panel is incorrect. The grad panel looks for potential, not
perfection. Slight variance in time does not fail a student.” The founder of the training
program also chimed in to say, I always use my mind, my heart and not only use
theory. As such, discrepancies in this group mirror discrepancies seen across online
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communities where issues of ‘systemic bias’ (Jenkins et al. 189) can happen. Essentially,
the rules are decided upon by the leaders of a group.
The term hard work comes up several times on SPVH. Hard work, however, is
not universally accepted as the best way to determine who should have access to
premiere content for segmenting. One member of the forum highlights that there are
members who get access to channels because they have been segmenting for a long time
and, maintain this status regardless of skill. This member is upset about this system,
and refers to the group who practices this kind of segmenting as Voldemort and her
Death Eaters, a reference to the villains in the Harry Potter franchise who argue that
political power should stay with old established magical families. The forum member
draws a parallel through both groups’ emphasis on tradition over talent. These remarks
did not go unnoticed and a member from the Death Eaters’ responded to this name
calling by saying, “And you are calling US death eaters? OMG…this is so childish[.] You
werent even in Viki during our times. This incident highlights the groups ongoing
debate between hard work/talent and experience that one may not expect to see in a
leisure activity. However, arguing for your own advantage is necessary in an economy
where prestige is earned through more desirable work. These discrepancies, however, do
not necessarily detract from the work of the group and probably do not need the
involvement of Viki itself. If Viki did more to regulate these volunteers and their
processes (both technical and interpersonal), it might actually detract from the
community. Spinuzzi hazards against seeing workers as victims of inefficient systems”
(14) and that workers tend to find valuable solutions in their own right that can be
allowed to remain under the control of their originators” (15). And, as mentioned above,
these workers see themselves as amateur expert fans. This may seem to go into issues of
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labor, but here workers are owning the means of their own production in important
ways. They are allowed to decide when and how they work and to what quality it should
be. The solution to this problem is not more regulation from Viki.
With competing ideas on collaborative projects, etiquette becomes important.
Etiquette here is narrowly but inconsistently defined. While all groups develop a general
practices of etiquette, the rules here are unique in their focus; in this forum, etiquette
chiefly surrounds two competing ideas of work. Etiquette/Netiquette is important here
and Baym observes that part of the reason forflame-warsmoments where conduct
becomes the center of discussion, may connect with the disembodied nature or online
interactions (“Communication in Digital Spaces”). Though Baym also highlights that
breach of netiquette is less common than one would expect considering the volume of
individuals in any community. The interest here is in the connection between etiquette
and work. Etiquette is complex and multilayered. For instance, the community member
who called outthe death eaters’ for unacceptable segmenting had no problem using
images of their subpar work which included members’ names as examples for all the
community to see. Several members argue she should not use examples with names
attached to them. The member, however, does not see this as inappropriate because she
believes that community etiquette should prioritize editing good segments. Likewise,
she assumes that everyone knows who she is speaking of because this is one of the
smaller communities within Viki, saying, Im pretty sure people would be able to trace
back to who the user was without me saying it. Humans are curious in nature.” To this
member, politeness is helping someone perform better; she also remarks As the ‘Chef
from Pasta (K-Drama) always said: If you don’t tell someone how he/she can improve
his/her cooking, it is like telling that person to remain on the same level all his/her life
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and not improve.’” In using examples from Korean serials, this member establishes her
ethos as a member of this Viki subcommunity. For this member, politeness strategies
used in everyday interactions, particularly non-confrontational politeness strategies, are
less important than creating good subtitles. However, her perspective is not the norm.
Those members who respond encourage her not to use images with specific individuals’
names. This shows that individuals bring emplaced politeness strategies into online
spaces. Flaming, purposeful offensive language happens at the establishment or conflict
with norms. Here, as norms are changed by new people being part of the group, these
changes become more apparent.
In many fan communities, fans feel as though they are able to adapt and use
pieces of original content they love to create new, convergent, texts (Jenkins
Introduction”), though issues of ownership have plagued these kinds of fan-created
texts. While some of that happens on fan forums, this sub-community encourages
keeping as close to the creators vision as possible. When one member addresses how to
put in community credits, letting viewers know what team translated the piece for
everyone else, a member reminded the group thatscreenwriters intend to have a
meaningful creepy silence, for us to just listen to music, or enjoy a romantic silent gaze.
If we have credits for all these areas, it would ruin the mood and overall enjoyment of
the show for our audience.” Here, segmenters see themselves as collaborating with show
creators to translate the original meaning of the text. They remain consumers of the
content that they help to create, even though many of them cannot understand exactly
what is being spoken until after the content is segmented and subtitlers have translated
the dialogue. In many ways, they are curating their own future experience with the
production.
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Throughout the forum, community members are reminded that they can and
should continue to improve at segmenting. One member remarks, [l]astly, the more
experience you gain on live projects, the better you get. S0 please practice, practice,
practice!” If practice wasnt enough, community members can utilize tools like an
activity tracker that channel managers can use to survey segmenters. Segmenters can
also monitor their own work to ensure that they are working efficiently enough. This
connects back to the surveillance Taylor references in game communities discussed in
Chapter 3, where community members watch each others work and conduct more
closely than company entities can or do. While segmenting is supposed to be a leisurely
activity, most individuals treat it more as a professionalization community where
individual members are expected to maintain a high production value. Arguments
within the community include whether or not it is acceptable for a subtitle to flash up
more than .1 seconds before an individual speaks. Volunteers are serious about what
they produce and how the work of others reflects on their own work.
In a community where professional work is key, play is also important for
connecting this semiprofessional activity with notions of leisure. This is not uncommon
for many reasons. It falls under gamification practices, common in many professional
settings, but also highlights the tricky divide between work and leisure in general. While
the community argues for pretty rigid standards, members also encourage new
segmenters to find fun in segmenting. For instance, hard subs come up often in
conversation. Hard subs are when a piece of media content already has subtitles from
another language embedded into the image. For instance, a Cantonese drama might
already be hard subbed in Mandarin. The debate is whether to subtitle based on when
individuals begin talking, as is standard practice for the community, or if members
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should instead segment to the hard subs, so that the new subtitles match the existing
subtitles. There are two schools of thought on this, and the community decided channel
managers should decide on a channel-by-channel basis and have fun. Fun, however, is
always contextualized with high quality: “Even though it sounds weird, it is still true: we
dont workjust for ourselves. Baym and Burnett found this to be true in amateur
music promotion as well, where participatory members often had complex relationships
with the work they did for and with, acknowledging and constant assessing their
relationship with professionals they promoted as well as the expectations of their
audience (446). In one last instance, one member reminds the community tojust
segment to the best of your abilities and just have fun doing it. Fun here means that
individuals should not get overly stressed about segmenting. This focus on fun also
encourages amateur expert volunteers to not focus on the burn out that can happen with
this expert level of work (Baym and Burnett 43).
Other ways that individuals are encouraged to have fun while working within the
community are through sponsored games. For instance, finishing different parts of the
program gain individuals badges. This is standard gamification practice, to give rewards
for accomplishments within a work or training environment. These badges also act as a
certification because members earn the badges by passing parts of the training program.
The badges are then posted to the segmenters profile so channel managers can see a
segmenter’s qualifications. As such, while fun to collect, the badges reinforce skill and
ability, much in the same way that any gamified scenario might. For several years, the
Seg101 community also had friendly competitions around the anniversary of the training
program. Graduates from the program compete to find the faster segmenters and/or
subtitlers. Those involved within the games had personalized av atars created as a gift
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from a community member. Viki donated company merchandise for winners of the
competitions. These competitions are further examples of how games and fun further
professionalize the community, shown to both reinforce relationships between the
individual members and to display the quality of the training program to the larger Viki
community.
As can be seen, this community is by and large focused on creating quality work,
above and beyond being fans of any particular show. Quality work is encouraged and
rewarded, low quality work might be disciplined by only being able to find work on less
important channels or being removed from a channel. This is not surprising as this
forum was created around the desire to share segmenting tips with segmenters and
introduce them to training programs. All of this may make the group sound as though
there is little reward for participation within the group. At the same time, as I have gone
through one of the training programs promoted by the community, many of the mentors
I have had have been members who were posting on SPVH two years ago. The reward
for many of them is not only in learning how to segment well, but also finding a place in
which they are experts in their field. This supersedes the goal many of the members
started with, to work on a show they enjoy. This specialization is typically place-based.
One becomes an expert in segmenting Korean game shows, or Brazilian music videos, as
examples. The semi-professional ethos of the community likewise reinforces that
individual community members excel and produce something that thousands of others
might view. While all of this hard work ultimately benefits Viki and Rakuten in their
ability to make money and extend their brand, it is not to say that the free labor
members give is exploitation as members seem to enjoy this work. As such, the demands
are higher, but the emotional rewards members received were also advanced. Likewise,
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as with other communities studied here, this leisurely work is challenging to divide
among issues of exploitation and enjoyment. Instead, this co-creation is a more complex
collaboration that works in and around fan labor, new media practices, and corporate
gain (Banks and Deuze 422).
COMMUNITY
Segmenters within the Viki community seem focused on etiquette and hierarchy.
However, this hierarchy is not perfectly explained. Working on Viki is a collaborative
endeavor, and an episode is often only as good as the weakest member. In this way,
one’s importance as a community member hinges on the ability to be a hard and
exacting worker:
Viki is not a playground, it’s a place for professional volunteers. If you are
not willing to provide meaningful contribution to do a decent job, just
simply here to kill boredom, I don’t thin[k] segmenting is the route for you.
Segmenters must be able to look out for themselves and not assume other
segmenters or QC-check would clean up after your work. It’s both tiresome
and time consuming
Here, there is a direct connection between the community and the quality of one’s
work. Community members are expected to work towards the level of ‘professional
volunteer or amateur expert fan. And this professionalism includes networking. An
experienced member recommends to a novice trying to work on a Korean channel:
Remember to have your resume ready saying you are a Seg101 graduate and [redacted]
recommended you there. Gaining access to particular channels requires some
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professional networking as well. Addressed several times within this debate is the issue
of hierarchy and etiquette.
Because quality is so important to this community, etiquette is an aspect of
community that the group itself pays a great deal of attention to. Members reinforce
over and again that good segmenting is respectful. This question of hierarchy and
respectfulness connects to Bourdieu’s notion of cultural production, the site of
struggles in which what is at stake is the power to impose the dominant definition of the
writer” (42). Bourdieu finds education to be one of the greatest reproducers of culture
and members enter Vikis hierarchy based on those they network with when they start
learning to segment: “Someone with training from someone like [redacted] and others
will produce FAR better segments in only 300 segments compared to one of the people I
mentioned with 30,000 segments.” The emphasis here highlights the community; there
are community members recognized for their value as segmenters and teachers. It also
reinforces a system in that those who have gone through the necessary channels and
obtained proper training are going to be better at it. Editing is the easiest way to look at
this because, as Schules notes, editing technologies enable fans to easily enact
alternative interpretations of dominant ideologies of translation to fit their pedagogical
needs” (5.1). Finally, it reminds members of the community that creating many bad
segments ultimately puts the work on the community to fix them. It matters little that
one created 30,000 segments if a channel manager then had to go through and redo
that work. This is one of the ways in which work is directly tied in with community
etiquette. Forcing others to clean up one’s work is impolite. Etiquette is also the way
that the community connects to the larger Viki community: As a segmenter, we always
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think of the subbers and audience ahead of ourselves. That is why I reiterate time and
again why quality is more important than quantity.
Issues of hierarchy fold into issues of work. As mentioned previously, most
members have to ask to join channels that they want to work on, particularly popular
Korean channels. However, members with a great number of segments, usually over
2,000 individual segments, are free to join channels, with the assumption that they have
a lot of experience. Because the website’s algorithms are unable to distinguish quality
segments, individuals can get onto popular channels without the training that this group
encourages and these community members, who have had different mentors through
the process, may not know the rules that the sub-community analyzed here values, and
adding oneself to a channel is considered bad form. So, there are three competing ideas
of hierarchy here. One group sees time spent with the community to be the main
argument for precedent on new channels. The website itself favors quantity in its
algorithms, which favors time working on projects over years spent with the site. SPVH
posters instead argue that the most talented members should have access to the best
jobs. To counteract this bias, members must be recommended by an existing Quality
Contributor to Quality Contributor status, thus continuing to reproduce the current
subtitle community. Whichever way one chooses to interact with the community will
affect the kind of work one will get once they develop a reputation in the community.
Hierarchy also factors into issues of where members choose to work. As
referenced above, Korean dramas and licensed channels are considered the premiere
work for the best segmenters. However, Viki also allows individuals to create fan
channels. Fan channels usually host information from other places, including YouTube,
and Viki users can use the segmenting and translation tools that Viki provides to
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translate these less popular pieces. Several SPVH posters suggest that individuals start
their segmenting careers working on these fan channels, which more often need
volunteers. The stakes are lower because community members have lower expectations
for the quality of these pieces. These expectations match Vikis expectations for fan
channels as well; because Viki has no intentions of hosting these translations on other
streaming services they do not need to be the best work. Within the segmenting
community, work on these channels is often belittled. Members who work on more
regularly watched channels have referred to working on these channels to be
synonymous with working at Walmart or McDonalds. Members who do work on these
channels remind these members:
Viki was built on fan channels…It’s fine if you don’t want to work on them,
but a lot of people put in a lot of effort (just like on official channels) to so
sub on those channels too. There are tons of fan channels that work to keep
top quality too.
Here we can see the ways that this community values different kinds of labor and
the debates between what is and is not valued on this channel. The intermingling of
corporate and fan motivations leads to differences in how the community sees different
kinds of work. Some fans focus on creating content for other fans on Viki. Others
instead focus on pieces that might be picked up by other, more well known, distribution
sites. Contrasting opinions within the community exist on where the community’s
energy best serves.
In and around the conversations about work and the quality, individuals do show
the ways in which they value a sense of community between members. Mentor/mentee
relationships develop between members, who reference how long they have known
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different members within the community. These relationships reinforce hierarchies
within the group as well. These are usually members who have been around for some
time and are also known to create high quality segments. Many of these members are
also channel managers. However, members in the highest orders of the community
make few appearances in the forum, usually only because someone is referencing their
work and they want to clear up any miscommunications. Members also have exchanges
that publically announce friendships within the group. Working with experienced
members, however, ties back into work. Because training new members is such a labor-
intensive experience, novices are encouraged to not waste the time of trainers
[Redacted] is a great mentor and you are lucky to become her student. You must finish
the program and not let her down. Im cheering you on.” Again, failing to meet the goals
of the group is bad etiquette.
Relationships with the community of segmenters coincide with a somewhat
precarious relationship not only with the larger Viki community, but also the company
that owns Viki, Rakuten. Seg101 and Ninja Academy both help volunteers to understand
how to use the tools that Viki has provided for segmenting. Members become experts in
the use of these tools, but the tools can change at any moment. Sometimes this is a
minor change, but it affects this community acutely. For instance, changes in the way
the interface works in HTML5 can create lag and users who have devised embodied
techniques to segment must adapt new strategies to remain useful to the community.
When Viki updates the entire editing interface, teachers within this training program
have the choice to either learn a new system or to abandon the mission all together,
either going back to being just segmenters, or leaving the project: “The transition to
Beta-segmenter was proven to be a hard-hit on our program, like a strong
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tsunamimany experience[d] segmenters gave up and became passive viewers.” As this
community manages teaching volunteers, it often also has to manage how segmenting
changes. These changes affect the individuals who want to be part of the community.
This is in some was the challenge of what Spinuzzi considers a hurdle of design where
interface designers attempt to fit workers into their story of designerly heroism, while
at the same time workers…are quietly rescuing’ themselves by tailoring workarounds to
their local situations” (15). While the major shift here is to HTML5, a
In several instances, individuals, particularly those who have been around for
some time, acknowledge the way in which this training program is absolutely essential
to the success of the sub-community, but also how they have found a space within the
Viki community: “When I started there was no source other than Seg101, which I didnt
feel I had the time for then. The only thing I could do was watch shows that quality
segmenters had worked on and try to understand for myself what they were doing. Now,
there is a lot of assistance available, especially with this discussion thread. Before these
fan created training programs, and the community that surrounds them, was created,
individuals who wanted to segment often had to learn from what they saw or introduce
them to someone who already knew more about segmenting than they did. The
community that we see here derived from a need both of those who wanted to
participate in helping to make something that they were a fan of and also the larger
community that wants more content.
CONCLUSIONS
On several tiers, Viki fills niches that streaming sites like Netflix and Hulu leave
in the market of online distribution platforms. Viki borrows its interface from these
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better-known streaming sites, but includes films from across the world, making them
more globally accessible through crowd-sourcing subtitled translations. C0-opting ethos
from these sources, Viki is able to be for most community members a place to view
international film and television content and experience media content that they would
not have access to through more traditional media distribution platforms (like the
cinema or television).
Viki is a global community that allows individuals the opportunity to experience
almost literally a whole world of television. It brings together volunteers from all over
the world to take part in a crowd-sourced translation project that recently achieved the
translation of 1 billions words. Over time, fans who participate in these translations
usually end up specializing in one type of volunteering, channel managing, segmenting,
or translating. As such, the labor of translation is divided among peers by technical and
linguistic skills. This article has focused largely on segmenting, which allows volunteers
who do not speak second languages, but have a little bit of technical knowledge, to cut
several minutes of video into smaller pieces for those able to do the translation. This
work, which is done by one of the smallest sub-communities in Viki is practically
invisible when done well. Like all good editing, the editing of subtitles is more obvious
when the work is poor. To avoid lower quality work, this sub-community has developed
casual and formal avenues to train novice segmenters in the process of editing subtitles.
As the sub-community has progressed since the sites inception in 2010, the
process of vetting segmentors has become more and more professional. This
professionalization increases the quality of segments, but also creates a class of workers
within the community. As international media, like K-Dramas, grow in popularity, the
segmenting community of Viki becomes larger and there are more volunteers
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segmenting and or wanting training and the community adapts to new perspectives on
what is quality segmenting and who gets the right to assign positions. Because a
professional structure is in place and certifications from a training program helps
volunteers to get to work on more popular shows, these training programs help to set
the standards for quality and etiquette with regards to the community. Forums like
SPVH, the one analyzed here, help to train novices both by helping them to understand
how much work goes into working with Viki projects and by giving them advice to
improve segmenting, which usually includes participating in one of these segmenting
programs.
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CHAPTER V
CONCLUSION
In June of 2016, Microsoft announced its Play Anywhere program, which
allows players to play some AAA games on both their Xbox One and PC (Windows 10).
This expands initiatives like Home Gold, which allows members to share online
subscriptions and digital games amongst friends through the sharing of login
information. Xbox has tested several different programs that allow for this kind of
sharing across accounts, starting with criticized program that required Xboxes be
continuously connected to the internet. The commercial for Play Anywhere shows a
variety of individuals switching platforms. A young woman is seen playing at home on
her Xbox and then later playing at a coffee shop on her PC. A man plays while getting
ready for work is then shown picking the game up at work. A woman stops a cooperative
game she’s playing when her young daughter comes home; she the Xbox to a television
show for her daughter and moves to her home office to continue playing with her group.
Several actors are shown playing the same game in the room together on separate
screens. These kinds of initiatives shift the Xbox system to a platform as opposed to the
necessary hardware for play, which allows players to move, to play with others in a way
that they see fit, and to fit play into a flexible lifestyle.
The advertisement attempts to solve’ a myth addressed earlier, that video game
play is tied to the console, and that these games are solitary leisure practices locked into
domestic realms. Play Anywhere, however, does not show that place is unimportant.
Instead, by highlighting the anywherethe advertisement also highlights the importance
of where we play and who is there with us. It likewise pushes for something highlighted
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throughout this dissertation, that in many ways these advances encourage users to work
more. Adding mobility not only to gaming platforms, but also to the running and
translation communities keep individuals involved and encourages them to work more
with and through these communities in and around other obligations. The platforms
used by communities discussed here were all owned by corporate entities who use
interactive to create content for their sites, which companies capitalize on. By taking
placeness into consideration, these companies help individuals to become productive
amateur professionals” in their leisure time and in a variety of living environments.
As these communities continue to fall under more corporate surveillance, I keep
coming back to the questions that Tiziana Terranova asked sixteen years ago about the
value of free labor. Yes, this is labor freely given to corporations that use individual data
for profit, but is it exploitation? The answer is yes and no. The participants within these
studies were aware at the very least that their data was used, adapted, and capitalized
on. They likewise pointed out some of the struggles of working within systems best
defined using Castronova’s term Customer Service State, but they were at the same time
so positive about the work being done within those spaces. So positive, in fact, that one
of the most challenging parts of this process was being critical of institutions I knew to
be capitalizing 0n the unpaid labor of dedicated volunteers and fans.
The friction expressed here reflects on academia itself. New media studies has
had a precarious relationship with capital. Internet studies and humanities computing
(now digital humanities) began to rise with a market shift into jobs within the tech field.
The field had its own demise forecasted almost before it had begun in the early 2000s
with the breakdown of the dotcom industry. Suddenly, the term new media was avoided
as a utopian understanding of new media culture and cultural artifacts was dismissed.
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This shift demanded a reconsideration and greater cynicism of the field and, as Wendy
Hui Kyong Chun and Thomas Keenan express, [t]he moment one accepts new media,
one is firmly located within in a technological progressivism that thrives on
obsolescence and that prevents active thinking about technology-knowledge-power” (9).
In the mid-2000s, new media benefited from a move away from strict computational
studies and a focus on convergent culture, copyright, and open access. The field has
shown its resilience and maintains its presence in a burgeoning of similar fields,
including digital humanities and digital rhetoric. Yet it often does this at an
administrative level by showing how the study helps keep students and academics on
the cutting edge. This must be done with proper analysis that complexifies the drive
behind these kinds of research. Humanistic inquiry remains necessary to the continued
analysis of new media platforms with its focus, using tools like cultural studies that
examine the complex relations between power, culture, and the individual.
Ultimately, this dissertation extends that interdisciplinary work, considering the
ways that place factors into online communities where place seemingly wouldnt matter.
At the heart of this work, the continued consideration of how technology is used as
much in self creation as textual production continues the claim for the humanities
importance to the study of new and emergent medias. At its foundation this research
finds, as Terranova found:
The new Web is made of the big players, but also of new ways to make
audience work. In the new Web,’ after the pioneering days, television and
the Web converge in the one thing they have in common: Their reliance on
their audiences/users as providers of the cultural labor that goes under the
label of ‘real-life stories. (52)
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At the same time, the work of these spaces has changed. The incorporation of
portable and wearable media alters the access points for personal engagement with the
work we take up in our leisure time. In the mid-2000s Benkler noted that the network
was trumping the community. It is not necessarily that community practice has
disappeared. Instead, the work of communities is more pervasive, made up more of
shorter but ongoing contact with members who incorporate this leisure work into ever
more flexible schedules. It affects when and how much engagement we have with online
communities, often extending those experiences into other work and family activities.
These shifts make little changes and shifts in how we experience both work and leisure.
REVIEW
The purpose of this dissertation was to examine emplaced practices using a
variety of online communities as case studies. It was inspired by the critical work of
scholars like Henry Jenkins and Lawrence Lessig, who are both also invested in the
ways that people work online. Their studies, like those represented in Convergence
Culture and Remix, focus on participatory communities that have this product driven
element. In both books, fans produce or reproduce videos, music, or art. The act of
participating online seems in this framework to be about the product itself that will
ultimately come out of these efforts. I was interested in considering communities that
were more process driven. What about those online communities for which the product
mattered little, never ended, or was ultimately undefined? In choosing communities that
focused more on process-based tasks with no definite ending point, this study looks at
the ways that individuals can use communities to obtain literacy in a new task, but also
as a way to mitigate the tedium that can come from ongoing projects.
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In my first case study, I analyzed two different running communities to observe
key expectations and challenges individuals have with running that individuals see as
managed through online involvement. I found that many casual runners carried with
them feelings of inadequacy embedded in physical education programs they experienced
as children. This feeling of guilt is often socially constructed over several years and is
based both in education and retail spaces, where particularly women are made to feel
inadequate about their athletic performance. Taking up running is a culturally accepted
positive leisure activity, but brings with it issues of anxiety as running is generally
performed in public places and most individuals had expectations that they must
perform at elite levels. I studied two very different communities, the fan community
around Zombies, Run! and a local Facebook running community, Mom on the Run.
Participants in this study used the communities as interfaces to support their own
attempts at running and race training.
Zombies, Run! is an imagined community that employs augmented reality to
create a game that helps individuals feel as though they are part of a larger community
for which they are the hero. The apps narrative is inclusive and inviting, letting users
know that any level of ability is acceptable for the app. It reinforces inclusiveness by
incorporating supporting characters who vary in age, sex, race, sexual orientation, class,
and religion. The narrative likewise reinforces that the runner will be welcome as long as
he or she is valuable and value comes from performing runs. Runners used this
imagined community to build up their own confidence as runners and to interface with
public, focusing on the narrative instead of the anxieties garnered running in a public
place. Runners used the app to beat the tedium of daily runs in routine areas. Many
runners used the app to gain confidence and ultimately went on to join other larger
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running communities, either through running clubs and races or turning online to
Zombies, Run! fan communities.
Runners in Mom on the Run (MotR) used the community to remain accountable
to their fitness goals in the chaos of daily living. Most of the group’s participants are
working mothers with young children and demanding schedules. Mom on the Run
supports runners in by giving them a community to talk to about their successes and
failures as runners. By using Facebook, a site accessible on any mobile device, members
are reminded to train as they check their Facebook feed to see that others have also
worked out. This surveillance encouraged members to continue to put in effort, but also
made members who had not been working out, or who were injured, feel left behind.
MotR’s scheduled group activities also helped participants to stay motivated during busy
times of the year, like the holidays, when schedules and travel challenge fitness
regimens. Running is a necessarily embodied and emplaced activity. Even when running
on a treadmill, where that treadmill wasgym, home, etc.mattered because members
were trying to manage leisure within increasingly consuming and precarious work and
family environments. What should be a relaxing activity is tied up in social expectations
that make running challenging to start. Ultimately, both communities acted as
interfaces to help members mitigate social pressures.
The next chapter analyzed gifting economies in a small Call of Duty clan. Clans
were left to govern themselves and in this environment players in this specific clan
adopted an informal gifting economy that allows players to support one another for
success in the game as well as show members that they are important to the community.
This kind of giving required a keen sense of where everyone within the community lived
as well as what their emplaced social environment is like. Ultimately, players are in fact
194
made vulnerable by giving, which forced them to acknowledge that others knew they
were in need of something. This giving both engaged players over a year-long cycle for
the game and also obligated players, in turn, to gift to other players. While never used to
promote the clan, giving helped to keep players engaged with the game, despite its more
negative elements. These elements could be the tedium of hours of dedication players
had to make to the game, but could also be part of ongoing identity-based harassment
that can be found in the games.
While a small community and perhaps not even a particularly common practice.
The gift giving amongst this small clan highlights issues of emplacement critical in the
larger Call of Duty community. Evidence of emplaced and embodied practices permeate
the game as members are found to try and recruit members who are more like them,
whether it be age, political viewpoints, or similar mindsets on social decorum. This
tribalism, reinforced by the affordances of the technology, creates a multitude of ways to
experience the game. As such, this chapter highlights the fact that, even in games where
no identifying information need to be given, playing a game for an extended period of
time, potentially several hours a day over several years, means that players tend to
represent themselves more fully online as a way to find individuals who the will want to
spend such extended periods of time with. Embodiment and emplacement are
important for members because they of the amount of time they spend in the game.
In a third case study, this dissertation examines the ways in which place factors
into fan translation. Translations studies broadly looks at the consumption and fan
translation of content moving from the east Asia, coming out of movements like the
Hallyu movement in South Korea and the rise in popularity of anime from Japan, to
west, like the United States and Canada. These translations were once more frequently
195
done on private sites and without rights or sanctions given by the rights holders. Today,
there are at least two sites that legally acquire rights to popular crossover media and
employ their large fan bases to create high quality translations. Focusing on the
segmenters, who cut pieces of an existing video down to a few seconds that best match
the spoken lines of a character. This chapter looked specifically at how segmenters
discussed the work of segmenting videos. This is a technical expertise that allows those
who are proficient in the language to do the actual translation.
While it may seem more technical than place based, segmenters need a basic
understanding of the language to properly segment it. While a volunteer can become an
expert segmenter without knowing little of the language, they do need a cultural
familiarity that comes from working with a team of translators. Those who show
themselves to be the best get to work on more desirable cultural material, usually soap-
opera-style dramas produced in South Korea. This hierarchy privileges the work that
comes from specific places. Likewise, where one segments from continues to be
important because of varying distribution rights. As different cultural values intersect
within the community, issues of appropriate decorum also arise in ways that reflect
work space issues. Members of the community debate whether the community should
privilege social decorum, which privileges being nice to everyone to create a low key
social dynamic, or to instead favor a work environment, where product and keeping on
schedule were privileged. The major differences here are what counts as an offense that
needs to be called out and remedied by the community. This is a very place-based
problem that this online community must resolve.
196
GENERAL CONCLUSIONS
These case studies found that individuals can bring much of their embodied and
emplaced selves into online communities than previously and some favor communities
that allow them some kind of embodied identity. Whether running or translating,
communities that allowed individuals to share parts of their emplaced existence were
appreciated and the feeling that others knew more about them helped them to stay
accountable to the community. These communities used multiple strategies to engage
and incorporate members, but all of them did so in a way that made sure the incentive
acknowledged the specific member of the community. Most of these strategies could be
adapted from real life social settings and it is the groups’ willingness to share relative
information about where they are and where they are working that allowed users to
work and interact in ways that are similar to those offline.
Threaded through these communities was an impulse to help individuals to
overcome the tedium of an activity they hoped improve upon. Learning to do anything
takes time and practice and this level of time and dedication has a degree of tedium that
can come with it. There are several ways to combat tedium, including making playful
systems, but these three communities found that one of the best ways to encourage
individuals to stay motivated was to provide them with connections to other individuals
with whom they could interact with and assess their own success with. This ability,
however, was made possible through not only through more advanced and easily
accessible hardware and software, but also social constructions that encourage users to
participate online in very specific ways. These communities inherit standard Web 2.0
protocols and experiences with social media that encourage them to talk and share with
197
others online, often for the benefit of corporate entities that produce these online spaces
or sell the data of users.
However, the ease that came with using these sponsored platforms was also a
burden and these communities all had to adapt during my research to these changing
environments. For instance, my research into Call of Duty took place when Advance
Warfare was the most recent game. In November 2015, Activision released Call of
Duty: Black Ops III which pushed clans into professionalized eSports communities.
More casual clans, like the one researched here, have essentially disbanded because of
this change in gameplay. This was not necessarily unique. Zombies, Run! also changed
its payment model and added virtual races. Viki regularly makes large and small
changes to the segmenting interface, an act that slows down practiced volunteers. All of
this is to say that the study of online community is complex and requires qualification
throughout.
This trend towards a push to not only consume but to work in our free time, to
professionalize in our free time, is not necessarily a new idea, but the use of digital
media and tools further encourages the practice. As digital and social medias further
converge, this will continue to be true and materialize in differing forms. Some might be
more oblique, like 10ish requests a month I get from friends to join in on their direct
sales party (often online) for products that will clear up my complexion, preserve my
home grown vegetables, and look great and comfortable in yoga class. However, they
can also present themselves in ways that look more like play and fun like the examples
in this dissertation. Either way, the methods used by corporate entities and the ways
individuals mitigate these changes will continue to develop and ongoing analysis of
them should be of importance to media studies.
198
FUTURE AVENUES OF RESEARCH
A dissertation is less a final step than a platform for larger or multiple research
projects to launch from. As such, I do not see the work here as a complete product but a
launching platform. All of these studies were small in scale and any one of them could be
expanded into much larger projects over the next few years.
RUNNING COMMUNITIES
There is a lot of room to expand the field of amateur sports and locative media.
This dissertation shows many of the studies developing in the fields of sports and leisure
studies and there is definite need for more analysis of these locative sports and fitness
apps from a media studies perspective. This dissertation could have easily focused solely
on running apps. Likewise, the market for these apps has changed as I have been
writing. The success of apps like Zombies, Run has led to the incorporation of narrative
into several other apps, including Six-to-Starts own walking app that is based around a
North by Northwest-esque thriller, creatively called The Walk. This research can be
expanded into wearable tech and technical clothing, which is where at least the market
for running products is headed, though it is not necessary to defend the study of fitness
and running apps through the perspective of the market, it is an indicator of social
trends towards the narrativization and quantification of leisure time.
This narrativization of fitness journeys through technological interfaces warrants
a more in depth study from a media studies perspective. I could see this project
becoming a book-length project with the interviews and surveys represented here as the
groundwork for a more in-depth analysis of a larger running culture. I would add to this
199
running apps and wearables like Pact and Charity Miles that are doing different and
interesting things with capital and motivation.
GAMING COMMUNITIES
As noted in the conclusion to Chapter 3, this case study has been problematic, in
part because the Call of Duty is a relatively unstable platform to analyze because it
changes so regularly. While the research I have done within this clan and similarly
structured clans will have to end with these interviews, my interest in the monetization
of the leisure time has only increased. The example from the beginning of this chapter
on Twitch is a great example of how gaming communities can be monetized and how
place will continue to factor into online gaming and gaming communities.
Equally interesting is the further development of eSports in Western markets. As
games like League of Legends professionalize, I am interested to see how strategies for
promotion mirror those of other markets. League of Legends is an interesting case in
that it is free to play, but you often have to purchase characters and other digital items
to compete. Call of Duty is likewise looking for ways to import esports into its gameplay.
In Raise the Stakes, T.L. Taylor (2012) asked regarding eSports, whether this is a story
about a phenomenon in ascendance, a wave of the future for media, leisure, and indeed
sports in general, or if we are witnessing a significant downturn in a domain that will
pretty much always remain a niche activity for a small portion of gamers” (2). Four years
later, eSports, while still a burgeoning field, has global competitions for which team cash
prizes in the millions. As game companies attempt to add spectacle and event-ness to
their games, this format may become more popular. As games become more
mainstream, these questions and strategies will only grow.
200
More closely related to my research here would be the Twitch format, created as
an offshoot of Junstin.tv in 2011, is now a huge site with a variety of players and
performers. An individual I regularly follow on Twitch has about 1,600 followers. His
game play in no way compares to his ability as a performer. Professionally employed in
high end customer service, the individual commands conversation in with his viewers in
a unique and personal way. His audience rewards him in gifts, usually outside of
Twitchs subscription system. I want to connect what has happened in Call of Duty Clans
with these current practices.
TRANSLATION COMMUNITIES
There is a lot more to be said about the translation communities. As translations
move online and the demand for more global media grows, markets like Viki will have a
place. In February of 2016, I helped with co-edited a MediaCommons survey on
technology and translation. My major contribution was an interview with a segmenter.
That interview opens up questions about how volunteers work on a channel together
and the volunteer noted the many ways that where volunteers live matter to the
productivity of a channel team. The chapter here could be modified for journal
publication and a follow up article on the channel management for a group of amateur
translators. Viki is still somewhat of an anomaly and the survey referenced above, while
on larger issues of global translation practices, spent a great deal of time questions what
Viki was and how to categorize it as a site. It will be interesting to see if Viki remains a
somewhat odd phenomenon or if similar pop culture projects arise in different arenas.
201
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215
VITA
Jamie Henthorn
Old Dominion University
Department of English
Norfolk, Virginia 23529
Jamie.henthorn@gmail.com
EDUCATION
Doctorate of Philosophy in English, 2016
Old Dominion University (Norfolk, VA)
Concentration in Technology and New Media
Concentration in Literature and Cultural Studies
Master of Arts in Literature, 2008
American University (Washington DC)
Bachelor of Arts, 2005
Emory & Henry College (Emory, VA)
English with Creative Writing
Religion
PEER-REVIEWED PUBLICATIONS
Henthorn, Jamie. Rewriting Neighborhoods: Zombies, Run! and the Runner as
Rhetor.” Social, Casual, Mobile: Changing Games. Bloomsbury Press, 2016.
Print.
TEACHING APPOINTMENTS
Old Dominion University, 2011-Present
Northern Virginia Community College, 2009-2015
AWARDS AND HONORS
Shining Star Teaching Award, 2016
Improving Disciplinary Writing Action Project Grant, 2015
The Kairos Award for Service, 2014
Faculty Innovator Grant, 2014
HASTAC Scholar 2013 2014