Aggregation – a substitute newspaper?

I’m not sure that I completely agree with Scott Fulton’s conclusion in this piece, but it’s well worth a read nonetheless. On the difference between Google and journalism:

News has always been a loss leader; it’s the thing publishers provide to make the real products they used to sell timely, interesting and competitive. It’s literally the sugar coating.

The Internet commandeered the services that newspapers once championed and delivered each of these services on an a la carte basis. In an earlier era, it made sense to bundle these services in a single package – the newspaper – and deliver it fully assembled. Today, the Web itself is the package, and each of the services now competes against other similar services in separate, often healthy, markets. And this is as it should be – this is not somehow wrong.

But it leaves local news providers with only the container, abandoning them with the task of making a living from the news alone. What’s worse, it thrusts them into a market with tens of thousands of journalistic ventures of all sizes, all of which have charged themselves with the same objective: building a business model around solely the news. What gives all these services a bit of a reprieve, albeit temporary, are Google News and the other aggregators in its category. Aggregators serve not only as front pages for a multitude of news services, but by bundling them together and giving them the illusion of plurality, aggregators substitute for the missing thunder of the press. The end product is not exactly editorial, but if you squint, there are moments when it reminds you of something that might have been editorial once.

Journalism online has a distribution problem. Unlike a road network, Google isn’t a neutral network through which news can be pushed; unlike hauliers and newsagents, social networks don’t exist primarily to distribute our news but have their own purposes and uses that sometimes conflict with ours. As the Mail Online prepares to turn its first profit, there is a wider argument playing out about whether journalism can or should be valued by how well and widely it is distributed – for display ad driven models this is particularly acute. And Google, as a display ad provider, potentially profits twice by being the primary distributor as well.

For news, Google is a distributor trying to make the product fit its network. (In other areas too – Schema.org microdata, authorship markup and other elements of Google+ spring to mind.) Though it’s certainly useful – I would argue vital to most news sites – it’s not the only way to distribute news, and for some sites it’s not the dominant method. Google is competing with email, social networks or even direct traffic to be the primary access method. Of course, then, it wants access to news and other content in a form that’s easy for it to parse and display. No wonder it fell out with Twitter and Facebook.

To my mind, this is the quote that gets to the heart of it:

Like it or not, aggregation is an interim solution. It’s a kludge that satisfies an immediate need in the short-term; it’s a substitute newspaper.

Google News is the best of what we’ve got now. It’s not necessarily what’s best for news. It’s certainly not where we’re going to end up.

If you don’t want to talk to people, turn your comments off

Advance warning: long post is long, and opinionated. Please, if you disagree, help me improve my thinking on this subject. And if you have more good examples or resources to share, please do.

News websites have a problem.

Well, OK, they have a lot of problems. The one I want to talk about is the comments. Generally, the standard of discourse on news websites is pretty low. It’s become almost an industry standard to have all manner of unpleasantness below the line on news stories.

Really, this isn’t limited to news comments. All over the web, people are discovering a new ability to speak without constraints, with far fewer consequences than speech acts offline, and to explore and colonise new spaces in which to converse.

Continue reading If you don’t want to talk to people, turn your comments off

Facebook: Sim Social

Facebook is a simulation game.

Hear me out. This is the culmination of quite a long period of mashing obscure concepts into my brain and seeing what sticks. If it doesn’t make sense, please rip it apart in the comments.

Sim Social is a massive multi-user dungeon (MUD) about building an identity, which you do by making “friends”, “sharing” digital artefacts (photos, videos, links, text), and “liking” things – objects, concepts, individuals, brands, the aforementioned digital artefacts. It’s played in real time with real people, and the level to which you decide to play yourself or a character is entirely up to you.

It functions, in a way, like old-school text adventure games. At a basic level, text games let the player use verb noun combinations – “get sword”, “kill snake”, “drink potion” – to act on the game world and progress the game. The verbs involved tend to be very limited and to have strictly defined fields of action. So for instance “get” is a one-time-only action which only works on a particular class of object. It changes the status of that object from being in the game world to being in the player’s inventory, and it opens up the possibility of further actions – “get sword” leads to “use sword”, or in slightly more sophisticated games, “kill snake with sword”.

“Get sword” and “friend Mary” function in fascinatingly similar ways. From your perspective, “Mary” is lying around in the game space – you might come across her through both interacting with certain things (like being in the same room of the MUD at the same time) or you might go into the game specifically looking for “Mary” because you know that she’s there and you want her to be part of your experience on Sim Social. So you find her, and you friend her, and now she’s in your inventory and you can do other things with her, like tag her in photos or get access to her status updates.

This is not to imply, of course, that people are things. But the way Facebook’s interaction is set up – the rules it imposes on the simulation – does imply certain things about the game world.

That’s not a new thought. Ian Bogost talks about the procedural rhetoric of video games – the explicit or implicit arguments that games make about how something works, simply by modelling processes. And George Lakoff, in his work on conceptual metaphor, argued that the metaphors we use define the potential field of action. The language used to discuss something defines how we think and talk about it.

So Facebook (as a text) argues, increasingly with the Like button takeover of Share functions, that if I “like” or “recommend” something (one-directional relationships, indistinguishable from each other, in which ambiguity cannot be expressed) then I must also want to “share” it. And, with the new comment plugin, it gives site owners the opportunity to argue that if I comment on their work I must also “share” it with all my “friends”; that I must be non-anonymous; that I must want to be notified of responses.

By casting a certain interaction in the metaphorical field of “friendship”, and by modelling the processes of “being friends” in a certain way, Facebook (as a game, as a text) makes an argument about socialisation and about relationships in the real world. So does Twitter. So do most social apps.

Facebook, in particular, lays claim to metaphors of relationship, interest and appreciation through the verbs it uses to describe and interact within the game world; it makes wider arguments about identity and privacy too. It simulates building relationships on a deeper level than SimCity simulates city-building, sure, but both exist on a continuum where complex social processes are modelled with certain assumptions built in.

Mark Sample talks about close-reading SimCity, looking at the rhetoric of its models, and unpacking the underlying assumptions behind the simplistic assertion that tax increases cause crime. I’d like to do that with Facebook, if the code was more open, but there are plenty of open assumptions to unpack – Is “liking” something the same thing as “recommending” it? What’s a “friend”? Can identities fluctuate? Facebook has an opinion on these things.

And a closing, background thought is something half-remembered from Shelly Turkle’s Simulation and its Discontents, which is referred to by Play the Past here:

Sherry Turkle tells us about a 13 year old SimCity player who told her about the “Top Ten Rules of SimCity.” One of those rules was that “raising taxes leads to riots.” Now, if the adolescent had simply understood this as a rule in the model, it would be fine, but Turkle insists that the adolescent did not understand that the simulation was a simplification. Turkle claims that this adolescent had uncritically extrapolated a set of rules she used to understand society from SimCity. The claim is that the 13 year old did not understand the game as a model or a toy but instead saw it as a kind of direct representation of the world. In a world increasingly dependent on simulation as basis of knowledge it is important for us to begin to become literate.

Directing the shambling hordes

Zombies at the doorI’m running my first social media campaign, and so far, it’s working.

Let me explain. I’m one of the two head organisers of a live-action simulation game called Zombie LARP (we wish we’d picked a better name sometimes, but it works) in which a whole bunch of people run around in the dark pretending to be zombies and taking it in turns to shoot the zombies with NERF guns. Think Left 4 Dead in real life.

It started out as a daft idea at university. We ran the first one on a wing and a prayer. It went so well – so blisteringly, terrifyingly, incredibly well – that we’ve been running one every six months since then. We got players initially by running something no one else was doing; then, later on, we started getting them by wor of mouth.

Last autumn 57 people turned up from my home town to a game designed for about 30. Many of them were regular players but many of them were new, buzzed because they’d been told about it by their friends.

We’ve grown up a little now, and we want to take it professional, and that means moving out of university buildings and a student mindset and tapping into the wider community around live gaming, NERF/Airsoft play, and zombies.

Which means an entrepreneurial mindset, learning web design, and running a social marketing campaign that opens us up to a wider market while maintaining our relationship with the core group who got us where we are now – our regular and most loyal players, the people who make our game possible.

In late September our website went live. In November we ran our most recent event, with bookings online. It sold out. Shortly after the event – while everyone was watching for photos – we made the move from a dying and mostly inactive Facebook group to a page, which had 50 fans within 24 hours. Globally, that’s not many, but in our niche it’s fantastic. Every one of those fans is a player, or a potential player. We are reaching the people we need to reach.

And more. In November our website had more than 80,000 hits.

Our fan page is slowly filtering through to friends of friends, people who are interested in the concept, people in that slightly wider niche who might come to the next game.

We ran a short-notice one-off event that wouldn’t have been possible without the forum and Facebook page as communication tools, and we backed that up with video.

We’re starting to get attention from German groups on Twitter purely by having Youtube and Facebook accounts feeding there. And a group of people are running a spin-off game in Kansas, suddenly. We’re international.

There’s a lot more work to do. We have video processing problems to iron out, insurance to negotiate, banks to deal with, applications to fill in, alternate reality games to create and venues to find.

But the next event will be bigger, better, more widely anticipated and more fun because of the community we’re building around the game. And, if we’re lucky and we work hard and smart, it’ll be in either an abandoned shopping mall or a fort.

I think that’s a success. What do you think?