söndag 18 december 2011

Impact of social media on social behavior

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At a seminar in my course on social media, a student talked about the experience of going to a job interview and being interviewed by someone who was a graduate from "his" educational program a few year earlier. The interviewer:
1) had checked him out in Facebook in advance (is that strange or normal nowadays?)
2) mentioned that they shared the same taste in music at the meeting (that must be strange, right?)

The fact that the interviewer knew and referred to his taste in music to him felt strange. This anecdote led to a discussion at the seminar about "Facebook etiquette" or "social media etiquette". See also this blog post about (the lack of) "social translucence" in LinkedIn.

I made the connection to Joshua Meyrowitz 1986 book "No sense of place: The impact of electronic media on social behavior". While it was possible 100 years ago to "know" some about the lives of others through literature, it was neither very easy nor very wide-spread. Meyrowitz' argument is instead that television (the "electronic media" that his book title refers to) has made it possible for vast numbers of people to "know" (or to think they know) about the lives of others through the magic of television drama. We can thus nowadays "know" what it's like to fight a war (Band of Brothers, Generation Kill) or live a life of crime (The Sopranos, Sons of anarchy), to be a policeman (The Wire, The Shield) or sit in a prison (Oz, Prison break), to live a life of glamour in New York (Sex and the City) or in suburbia (Despearate housewifes), to work for the president of the US of A (West Wing) or to be hit by the recession (Weeds, Breaking bad, Hung).

Meyrowitz' more general examples were that nowadays and through television:
- Women can know more than ever before about the lives of men (and vice versa).
- Children can know more than ever before about the lives of adults (sex, marital problems, divorce, economical problems etc.).
- Ordinary people can know more than ever before about those in power (politicians, captains of industry etc.).

Sometimes we don't have a "true" picture of those other groups, but we still feel we know a lot about other people and we still know a lot more than what was possible in former times. But the knowledge Meyrowitz refers to is general knowledge of different groups of people (women and men, policemen and criminals, rich and poor people etc.), but nowadays you can also know a lot about individual persons by searching on the Internet. Meyrowitz wrote a book about the impact of electronic media (TV) on social behavior. The question in this thesis proposal is "what is the impact of social media (Facebook etc.) on social behavior?".

Method:
- Read Meyrowitz' book carefully while all the time thinking of what "equivalent" but updated questions for today would be. What are the similarities and what are the differences when reading Meyrowitz book but thinking and applying it to the present situation (e.g. replace TV/electronic media with Internet/social media).
- Do a study based on qualitative interviews. Let your readings in the area guide you as to what questions you should ask your informants. It would probably be best to interview young social media users (e.g. high school or university students or perhaps younger professionals).

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torsdag 15 december 2011

Para-social Facebook relationships

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I have had a longtime interest in so-called para-social relationships, i.e the perception that you have a relationship with someone (a celebrity of some kind) even though you have never met that person in real life. A para-social relationship is a one-way relationship that has been (mass) mediated by radio or (most often) television and movies. People (fans) can feel they have a relationship or even a "special" relationship to an artist (actor, singer), a sportsman or perhaps a politician. Which they of course don't have, since they have never met. Or do they?

The term "para-social interaction" was coined in 1956 by Donald Horton and Richard Wohl in their article "Mass communication and para-social interaction: Observations on intimacy at a distance".

So what are the implications of "para-social Facebook relationships" that we can have with people who don't actually really know us, i.e. when it feels like you know someone because you have checked up on or followed that person on Facebook and even though he/she doesn't know who you are? What happens when, at a party, you already know the name and the face of a friend's friend - even though he/she has never met you and has no idea of who you are? Do you pretend not to know him or mention that you "know her" from Facebook? This example is based on an issue that came up in a seminar discussion on my course on social media, and most students stated that they (would) pretend not to know/recognize the other person. To not do so might feel creepy, "stalkish" to the other person. What happens in the opposite situation - when they know who you are, but you don't know them? Or when (if) both "know" each other although they had never met before (physically).

With social media (Facebook) you can keep tabs on a friend's friend; you can follow them on Facebook, read what they do and watch pictures from their latest vacation or party without them ever realizing it. The border between following someone on Facebook and stalking them online can sometimes be fine...

So what happens when social media (Facebook) allows us to have para-social interaction (interaction as if we are friends/acquaintances even though it is a "one-way relationship") with ordinary people who are not celebrities and who have no reason to expect others to know them or to know about them? What does Facebook do to the concept of para-social relationships, and what do para-social relationships do to the whole concept of relationships in the age of ubiquitous social media? How do people reason about these issues and concepts? What do they feel is the proper "etiquette" in terms of these issues?

Beyond "relationships" with persons who have never met us, we can also have "relationships" with people we once knew but no longer keep in touch with. We can follow someone on Facebook and feel like we (still) have a relationship with her and like we "keep in touch" with him by reading what he did yesterday. But feeling as if we (still) have a relationship must surely be an illusion if we never speak on the phone and never meet for a cup of coffee, right? How do (young) people reason about these issues?

We thus have three cases:
- "Traditional" para-social relationships with celebrities that are mediated through mass media (radio, tv, movies).
- Facebook-mediated para-social relationships with non-celebrities/friends of friends - people we feel we have a relationship to even though we have never met then.
- Facebook-mediated para-social relationships with former friends - people we feel we have a relationship with even though we in fact don't meet them (any longer).

Method:
For someone who wants to write a thesis on "para-social Facebook relationships", I suggest the following methods (to be discussed depending on the question you will explore):
- Search for and read as much as you can about "traditional" para-social interaction/para-social relationships and what has been written about para-social interaction in the age of the Internet/social media.
- Think about and analyze similarities and differences between traditional and Facebook-mediated para-social relationships (this will be your "theoretical contribution" to the field).
- Do a study based on qualitative interviews. Let your readings in the area guide you as to what questions you should ask your informants.

The exact research question that you will explore and appropriate methods to explore this question should be discussed with your advisor (me) before you start your work. The emphasis should be on the changing character of para-social relationships in the age of the Internet and social media. How do informants feel and think about these issues? When (in what situations) does para-social (imagined?) relationships create problems? How are these problems solved? Or can they instead solve what used to be a problem, but isn't any longer?

Literature:
- There are numerous studies and articles about para-social relationships. Search for and read those that seem suitable.
- There are also books on the phenomenon, for example Richard Schickel's "Intimate strangers", Sherry Turkle's "Alone together" and Fredrik Strage's "Fans".
- The theme has also been treated in movies such as (for example) "The fan" and "Taxi driver".

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tisdag 1 november 2011

Grönt distansarbete i Sverige

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Nya sätt att använda informations- och kommunikationsteknologier (ICT) hyser potentialen att göra det möjligt för fler personer att anamma en mer ekologiskt hållbar livsstil. Det verkar troligt att telependling och distansarbete [telecommuting] i kombination med "downshifting" - att man går ner i arbetstid och samtidigt väljer att prioritera en enklare, långsammare och mindre materiell livsstil - skulle kunna göra dem möjligt för fler personer att bosätta utanför istället för inuti, och/eller i mindre snarare än i större städer.

Detta förslag är brett och inkluderar tre separata exjobbsförslag:

1) En bred inventering av distansarbete och telependling i Sverige idag och under de senaste decennierna. Fokus ligger på en litteraturstudie av visioner och utfall samt på att genomföra en enkät, förslagsvis genom att ta kontakt med större statliga institutioner med personal i hela landet (t.ex. Försäkringskassan, Skatteverket etc.).

2) En smalare studie med fokus på "gröna distansarbetare". Istället för att fokusera på distansarbetare i största allmänhet (enligt förslaget ovan), ligger fokus i detta förslag istället på att hitta och kartlägga "rurala distansarbetare med en grön agenda". Den grupp kan preliminärt definieras som 1) distansarbetare som bor på en mindre ort eller på landsbygden, 2) som jobbar hemifrån minst en dag i veckan (eventuellt har man även gått ner i arbetstid) samt 3) som skäl till detta har en "grön agenda" (spara klimatet, minska sin energiförbrukning i vardagen och sitt CO2-fotavtryck etc.). Fokus i detta exjobb ligger på att genomföra det detektivarbete som det innebär att identifiera och hitta denna specifika grupp distansarbetare samt att genomföra en enkät med denna grupp.

3) Samma som förslaget ovan, men utgåendes från ett mindre antal kvalitativa intervjuer (snarare än genom att sprida en enkät).


Litteratur:
- Torbjörn Lundkvist (2010), "Visioner om IKT i arbetsliven: Från distansarbete till arbete när som helst och var som helst?". Arbetsrapport från Institutet för Framtidsstudier (2010:14). Tillgänglig online (pdf).
- Bill McKibben, "Deep economy"
- Lerner, T. "Hejdå ekorrhjulet"

Kontaktpersoner:
- Jorge Zapico, zapico(a)kth.se
- Daniel Pargman, pargman(a)kth.se

tisdag 15 mars 2011

Astroturf robot wars

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Internet is great, and nowadays (with web 2.0), Internet has become not just the greatest library the world has ever seen, but also a social space. It is now possible for ordinary people to spread information and discuss any and every issue with like-minded people (or with people whose opinions differ from yours). It has been said that "freedom of the press is limited to those who own one", but nowadays anyone can own their own printing press in the form of a computer with an internet connection. Any person can thus set out and attempt to become an opinion leader by starting a blog or a podradio show of her own.

The possibilities for open discussions, honest attempts to weigh different sides of an argument and to deliberate and reach a conclusion have never been as good as they are now. But not everyone plays by the rules. In any issue where large organizations or corporations are involved, where partisan interests are present, and where commercial interests are at stake, it might not be in everyone's best interests to encourage open discussions on the Internet. It might in fact be in the interests of some actors to derail such online spaces in order to control, manipulate or shut down a discussions where the answers seem to go in the "wrong" direction (for example threatening large commercial interests).

One way to manipulate the public discussion is to jumpstart an astroturf campaign, i.e. a "fake grassroots movements" that is paid for by some corporations with an interest in affecting the public opinion. Andrew Roswell's writes in "Green backlash: Global subversion of the environment movement" (1996):

Since its inception in 1983, the Citizens for Sensible Control of Acid Rain has spent over $7.5 million attempting to defeat acid rain legislation, without a sensible citizen in sight, just some large electricity companies.

Other examples of organizations and networks that try to steer public discussions in pro-corporate directions are organizations such as the "Information Council on the Environment" (funded by among others the National Coal Association) and "The Climate Coalition" (funded by Exxon, Shell, Texaco, BP, Ford, GM, DaimlerChrysler).

The definition of certain key terms are not totally clear in this thesis specification, i.e. that is something that you would need to think some about yourself. Several terms overlap such as "astroturfing", "spam", "trolling", "denial-of-service attacks" (DOS). Furthermore it is not totally clear what the most salient (and dangerous) characteristic(s) of astroturfing is; what exactly makes astroturfing immoral and dangerous? Is it the fact that people get paid to pretend to be "ordinary citizens"? Or that the activities in question are systematic? Or instrumental (instead of "authentic")? Or that the goal is to silence and supress discussions or certain opinions?

The background and description above could result in several different directions for a thesis in this area. Here are two examples, the first being more oriented towards technical issues and the second being more oriented towards content issues:

Astroturfing through persona management software
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Map technical tools and software that is nowadays used to impersonate an army of "ordinary citizens" to create the impression that there is major support for an opinion (that for example a corporation "might happen" to hold). Not much is known about the "persona management software" that is used and the questions are thus many, for example:

- What kind of technical knowledge and technical infrastructure is needed to create and run persona management software?
- How do these tools actually work?
- What kind of firms (PR? Computer security?) offer services in this area?
- What services do they offer more specifically?
- Does cloud computing already provide all the services needed?
- Are dynamic IP addresses sufficient, or are other technical services or measures needed to reduce the "traceability" of these efforts?
- How can websites "defend" themselves against "cyberspammers" and astroturfers who use persona management software? Or can't they defend themselves with anything less than a de-anonymization of Internet?

Astroturfing in action
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Analyze a corpus of material and try to discern systematic efforts to control the public exchange of opinions. One example is the Swedish-langauge energy, economy, climate and ecology site Ställ om that was run by the Swedish Television (SVT) and was active for a period of 10 months. The site produced 300 articles but was unfortunately "infested" by a relatively small group of vocal opponents who questioned anything and everything about each and every article, as well as the very site itself (including its very existence).

- Were these people "ordinary citizens" with strong opinions or were they payed off to patrol and "kill" the discussions on the site?
- What indicators of a systematic approach can be discerned in the more than 5000 comments that were made over the better part of the year that the site existed?
- Are there reasons to believe that the sustained effort was the result of high-tech "spammers"?
- Are there other sites or movements in Sweden or elsewhere that can be linked to Astroturf campaigns and funding from corporate interests?

Sources:
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Four shorter columns by British journalist and author George Monbiot are a good starting point for reading up on the subject:
--- On astroturf robot wars and software for impersonating an army of "ordinary citizens" on the web (Feb 2011).
--- On astroturf campaigns trying to control who and what is being heard in the cyber-commons (Dec 2010).
----How the tea party movement was jump-started by fossil fuel lobbying seed money (Oct 2010).
--- On systematic disinformation that is spread by corporations with political agendas and money to spare - but hiding behind innocent-sounding organizations that do their dirty work (Dec 2009).

- A Daily Kos article about "persona management software".
- A Guardian article on US military use of such software.
- A long article from The New Yorker on the Koch billionaire brothers "covert" political operations and a more general portrait of David Koch and the family's history.
- On China's "50 cent army" of Internet commentators (so named for the small kickback they receive for each post they make).
- (Astro)turf wars. A documentary movie and a companion website.
- An early (2004) text from Wired about "content spammers".
- A well-formulated example of (yet another) blogger who succumbs and turn the switch on (some) commenters who comment in "bad faith" and who might be paid to spam his blog.

- On the ethics of attention: On tweetbombing and a follow-up blog post about using Twitter bots to affect/manipulate public opinions (rally for civic engagement).  

- Beniger, James (1987). "Personalization of mass media and the growth of pseudo-community". Communication Research, Vol.14, No.3, pp.352-371.

- The Atlantic (Oct 2013), "Russia's Online-Comment Propaganda Army"
- The Guardian (April 2015), "Salutin' Putin: inside a Russian troll house"
- Climatecrocks.com (blogpost, Oct 2013), "Trolls R Us: How Fox News Sock Puppets Spam Comment Threads"
- The Conversation (Oct 2013), "Astroturfing the climate wars: five ways to spot a troll"
- The Guardian (July 2009), "Climate denial 'astroturfers' should stop hiding behind pseudonyms online"


In Swedish:
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- A blog post about a relatively awkward attempt by a political party to Astroturf an issue. The blog post also refers to the successful Swedish PR firm Studio Total who have pulled off Astroturf campaigns that mix commercial and "artistic" ambitions to "tell stories" (or to confuse the general public). One example is the Black Ascot blog. The PR firm in question, Studio Total, was portrayed in a longer article in the magazine Filter (#17, Nov 2010).
- An article from Expressen, "Dold lobbying bakom fejkad folkstorm" and a good comment about "Cyberbalkaniseringen i kommentarsfältens kloaker".
- A text about how to recognize astroturfers; " 'Alliansens vänner' inte gräsrotsarbete utan astroturfing".
- A text on Astroturfing at SVT (Swedish Television)
- A short but right-on-spot analysis of pro-nuclear astroturfing.

Books:
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- "Republic.com 2.0" by Cass Sunstein argues for the danger of being able to filter out opposing points of view.

This thesis topic has also been published on the national thesis pool ("Nationella Exjobb-poolen").


Contact person:
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- Daniel Pargman, pargman(a)kth.se
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tisdag 12 oktober 2010

Money and economy in and around online games

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The computer game industry is still growing fast. One of the major successes of the last decade has been the so-called massively multiplayer online (MMO) games, of which the most well-know game is World of Warcraft (WoW) which passed 12 million players as of October 2010.

There are however many other games with hundreds of thousands of players each, and several games in Asia with millions of players (for example: EverQuest, Guild Wars, The Lord of the Rings Online, Warhammer Online, Star Trek Online, Star Wars Galaxies, EVE Online, Age of Conan, Project Entropia, Ragnarok II, ROSE, Final Fantasy XI, Rohan, Atlantica Online, MapleStory, RuneScape, Tibia, Habbo Hotel, Second Life and so on).
- Here is a list of 200 Massively Multiplayer Online Role-Playing Games (MMORPG).
- Here is another list of "free" MMO games (no up-front costs to play).

Many of the games listed above charge subscribers a fee of around 100 SEK/month (€10/$15), but other games explore a variety of other payment models, including playing for free but paying for purchasing in-game content etc.

In these games, thousands of players can be connected to a virtual world at the same time and spend hours there ever day fighting, exploring, trading, socializing, loving, dancing, conversing, conspiring, cooperating, grinding, hating or killing each other. See this text for an example of how immersive these games can be (and note that it was written almost ten years ago, in 2001). These games are technically complex and the social interaction can easily become even more complex. They raise may questions of which some of them have to do with money and economy. There are three types of economies in and around these games:

- The game industry economy (here is an example of an (old) text analyzing the MMO game industry economy). There are many games, many developers, many publishers, many players and a lot of money in the MMO business. But there is also a lot of competition and many costly, failed projects.
- The in-game economy. How do you design an economy for an online game that doesn't have runaway inflation or other "internal" economic problems? Some game companies have hired economists to help them design good, robust economies that help create vibrant (tamper-proof) environments. There has also been several in-game scams and economy-threatening bugs that players have used, threatening the integrity, the economy and the fun of other players.
- The economy spanning the world inside and outside the game. This is the difficult-to-grasp world where money and "virtual assets" flow between the game world and the real world. This is the gray area where:
  • someone can break into your account and "steal" the virtual objects your game character has amassed.
  • a Swedish student can have as a summer job to "play" an online game and end the summer by selling off the assets he has developed.
  • gamers in third-world sweatshops have as a job to create virtual assets and sell them off to Americans or Europeans that have more money than time.
  • the same low-paid gamers provide the service of "leveling up" the character of someone living on the other side of the Earth.
  • a game company can sell a virtual space station at an auction where the winning bid was 330 000 US$ (yes, it's true).
All of the three economies above are interesting (i.e. possible to write a thesis about), but the most mind-bending and thought-provoking aspects of these games clearly happen when the real and the virtual world meet (collide?).

In a "classic" (2001) report, "Virtual worlds: A first-hand account of market and society on the cyberian frotier", economist Edward Castronova concluded that if Norrath (the mythical virtual "country" you are in when you play EverQuest) had been a real country, it would have been the 77:th richest country on Earth in terms of gross national production per capita (2226 US$/person and year). This would have placed Norrath right after Russia.

As of today (Oct 11, 2010) there are over 60 characters/accounts for sale at a price of 2500 SEK or more on the premier Swedish auction site Blocket.se - and that's just for World of Warcraft accounts.

There is a wealth of articles and texts available on this topic and I might post some of them here at a later point in time (although I haven't kept up with recent research in the area). Anyone interest in this topic, can for a start search for and read texts by Edward Castronova, Vili Lehdonvirta, Dan Hunter, Greg Lastowka and Julian Dibbell. Another excellent resource is Lehdonvirta's Virtual Economy Research Network (especially check out "Bibliography" and "Research links"). Also please check out the blog Terra Nova (where all of these authors and many other virtual worlds researchers hang out). If you read Swedish, please also check out some of the master's theses already written on the topic that I have supervised.

Your task is to, within the framework of your thesis, explore an issue having to do with money and economy in and around online games. Since the area is wide, further discussions must be held to further delineate and specify a suitable research question of your thesis.

Possible research methods could for example include one or a combination of the following methods: literature study, read/analyze interaction on discussion fora or auction/commerce websites, interview people or do a survey, play an online game (methodically), some lighter (script) programming etc.
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söndag 10 oktober 2010

ICT use in the post-modern city

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Most of us take for granted that the future will be like the present, only "upgraded"; with better, faster, more technically advanced etc. Most assume that iPhone or Android smartphones, together with their games and apps, will continue to become more widespread, more advanced and more useful together with the rollout of next-generation infrastructure and mobile phone services; that 3G networks (2001) will be followed by 4G networks (2011-2013), then by 5G networks (≈ 2020) and later by 6G and 7G networks. All in all, Information and Communications Technologies (ICT) is progressing towards a golden age in the coming decades.

But a growing number of scientists and activists however point at the triple crisis (economy, ecology, energy), and imagine a radically different future based on stagnant growth or even de-growth/decline (because of a negative spiral between factors such as climate change, overpopulation, water scarcity, food production, peak oil, recession without end, social instability etc.).

If we posit a scenario where economic growth is slow to return (or absent, or negative), and unemployment will continue to be high, the future use of computing will for a gradually larger segment of the population consist of inexpensive portable computing equipment (laptop/notebook computers, smart or not-so-smart cell phones) and wireless internet access. So what if that future of ubiquitous computing and ubiquitous information services can be found in a city that has already experienced major challenges and slow decline for decades? What if the future is already here and its name is... Detroit? Detroit - the center of the American auto industry - stood at its zenith in 1950 and was at the time the 4th largest city in the U.S. Detroit has fallen on hard times since then and has lost fully half (!) of its population in the 60 years since then. Furthermore:

- The U.S. government had to bail out two the three Detroit-based American carmakers in 2009 (General Motors and Chrysler).
- One in five houses (40 000!) are empty or abandoned, and property prices have fallen 80% during the last three years.
- In the end of 2009, the official unemployment number was 27%, but Detroit's mayor admitted that the real unemployment rate was closer to 50%.
- One third of the adults, and half the children in Detroit live below the poverty line.
- Poor people in the city (some who don't have cars) even have problems buying food, as major supermarkets chains have closed many of their stores in the city.
- Almost half of all adults in Detroit are functionally illiterate.
- Detroit has a legacy of drugs, crime and violence.

At the same time, people have banded together and started to grow their own food in the city, on abandoned plots. Detroit's 875 "food gardens" and the grassroots movement around them have made the city into the capital of "post-modern" urban agriculture.

If, as some fear, we are entering a long period without significant economic growth, or with de-growth/recession (by some called "The long descent" or "The long emergency"), could Detroit in fact be a precursor of a fate that awaits more cities, and a pioneer in how to rebuild a city? Taking into account all the challenges Detroit faces above, the question for this proposed thesis becomes:

What can be learned from Detroit that might give us hints about computing conditions and practices in the "city of the future"?"

More specifically, what are the computing needs and the computing uses among people who live in Detroit's low-income areas?

Some sub-questions that follow from these two questions are for example:
- What kind of technical infrastructure exists in Detroit?
- How do people use ICT (and for what)? How do they learn to use it? How do they afford it?
- What services are available, and what services are popular in a city like Detroit?
- Do people use social media? For what? To reach out to others, to learn and to improve their situation? Or "only" for entertainment purposes?
- How important is ICT to people in Detroit?
...

Computers and smartphones are not expensive compared to houses or cars. It might be the case that some people who live in low-income areas will have a relatively high disposable income, but that their needs will look very different compared to the needs of the "ordinary consumers". What innovative products and services can fill the (unmet) needs of an urban underemployed underclass - a group that might perhaps even grow in size in the future:

"Laptops with wireless Internet access has made it possible for a homeless person to run an Internet business or a software company, manage an investment portfolio, or contribute to an international scientific collaboration. Any of these things can now be done from an Internet cafe or a public library, or, in fine weather, even a bench in a city park or a tent at a campground. Cell phones make it possible to give radio interviews and participate in teleconferences from just about anywhere" (Orlov, 2010).

Method: This kind of study has to be planned extensively beforehand (including mailing and setting up meetings), and then executed "on the ground", in a particular city. That city does not have to be Detroit, but it should be a city that has faced (some) of the same challenges that Detroit has (although perhaps to a lesser degree). A possible choice could for example be a city in decline in another part of the U.S, in England, Ireland, former East Germany or elsewhere (with high unemployment). Some suggestions are for example:
  • Charleroi in the French-speaking part of Belgium. As a steel- and mining town, the city is now characterized by unemployment, poverty and dependency on social welfare systems ("bidragsberoende"). The city has been called "the ugliest city in the world" and urban safaris are organized to watch the decay. Also infamous home of the kidnapper, paedophile and serial killer Marc Dutroux. Especially suitable for the French-speaking student.
  • The recently built ghost town Seseña, or some other city or city district/neigborhood in Spain. Seseña was portrayed in DN on Oct 23 (in Swedish) and i specially suitable for the Spanish-speaking student.
  • Kemijärvi in Finland with extreme unemployment after paper and woods industries have shut down.
  • Listen to part of NPR Planet Money's podcast (#309 September 27, 2011) on "A shrinking city knocks down neighborhoods" on how a city in decline tries to solve its problems.

Money for travel, accommodation etc. is unfortunately not included in this thesis topic suggestion, but can hopefully be applied for from a scholarship of some kind (I can help some with the application).

Literature:

A must-read:
- Orlov, D. (2010). "Products and services for the permanently unemployed consumer". Cluborlov (blog).

On poverty in Detroit/the U.S, see:
- Temple, J. (2010). "Detroit: The last days". The Guardian, March 10.
- The article on Detroit's unemployment numbers, "Nearly 50% of Detroit's workers are unemployed" is not online any longer but can still be found (syndicated) inside this (long) blog post.
- Reuters (2010). "Food stamp tally nears 40 million, sets record". Reuters, May 7.
- Deparle, J. and Gebeloff, R. (2010). "Living on nothing but food stamps". The New York Times, January 2.

On urban gardening in Detroit, see:
- Runk, D. (2010). "Detroit leads the way in urban farming". The Christian Science Monitor, April 28.

More general on the 2008-2009 economic crisis and its effects in the U.S.:
- Cortright, J. (2008). "Driven to the brink: How the gas price spike popped the housing bubble and devalued the suburbs" (.pdf). CEOs for cities.

This thesis topic has also been published at the national website Exjobbspoolen [The Thesis pool].


Contact person:
----------------------
- Daniel Pargman, pargman(a)kth.se

fredag 1 oktober 2010

The 99 - Islamic transmedia comics/stortelling

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"Transmedia storytelling" creates large fictive "worlds", or fictional universes, where fans can spend time both with the TV series, the movies, the comics, the books, the computer games etc.

Henry Jenkins has describe the phenomenon in his book "Convergence culture", where he uses "The Matrix" as an example, and as the topic of one of the book chapters. The Matrix started out as a movie (1999), and later expanded into comic books, video games and animation. The staunchest of fans consume all of these media forms as well as spend time online discussing it, and perhaps even creating fan fiction that extends the stories further (although it is a contested practice).


This thesis topic proposes a study of "The 99", a comic book featuring a team of superheroes based on Islamic culture and religion. These comics are the brainchild of Dr. Naif Al-Mutawa, a Kuwaiti, US-based clinical psychologist. From Wikipedia:

"The 99 are ordinary teenagers and adults from across the globe, who come into possession of one of the 99 magical Noor Stones [...] and find themselves empowered in a specific manner. [...] The 99 series aims to promote values such as cooperation and unity throughout the Islamic world."

Based on Jenkins and others' work on transmedia storytelling, how can The 99 be understood and analyzed in a world that holds such a wide diversity of contested and conflicting views about Islam and muslims? What does the emerging media empire of The 99 look like (there is for example already a The 99 amusement park!)? Where is The 99 published, where is it popular, who reads it, and has it had any measurable real-world impact?

Further questions, as well as further discussions about the research question will be discussed between advisor (me) and the student in question (you). I expect the student who wishes to write a thesis on this topic to be muslim (or, very knowledgeable about Islam).

Literature:

- An article from The Atlantic (May 2010), "Super muslims", is a good introduction to The 99 as well as The Atlantic's "Comic belief: When Islam inspires superheroes" (April 2010).
- An article from the Israeli newspaper Haaretz (Februar 2009), "Muslim comics superheroes battle radical islam".
- Read the Wikipedia page and then follow up and check out the Notes, References, External links and In the news.
- Naif Al-Mutawa gave an 18 minutes long TED talk on July 2010 that also gives some background to his own motivation for creating The 99.
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