Wikileaks, cultural discourse, and why the leaks might not make a big difference

In 1985 American literary critic Jane Tompkins published a book, Sensational Designs: The Cultural Work of American Fiction. It was an attempt to attract critical attention to novels – often bestsellers – that had been traditionally ignored or even panned by the canon-makers who dominated literary criticism. It represented an opening up of “low” art to “high” critical modes. Among other books, it looks at Harriet Beecher Stowe’s Uncle Tom’s Cabin not just as a sentimental novel but as a persuasive political text that swayed the hearts and minds of Americans everywhere. It credits it with an important role in the Civil War – that of getting the word out and making it cool to be anti-slavery.

Tompkins talks about bestselling fiction as cultures speaking to themselves. Harry Potter and Twilight and Dan Brown’s works aren’t just bestsellers because they have a good story or they’re wonderfully written – if anything, they suceed despite that. What those books all do is take a central cultural dilemma and work it out in a safe, controllable way, helping to assuage the fears and worries of millions of readers and allowing them to reimagine the world with those conflicts resolved.*

Journalists are just as much a product of the cultures we write in and about, no matter how much we’d like to pretend otherwise sometimes. Perhaps the only exception is Wikileaks, because it’s outside national cultures; even so, its journalism work is subject to the same forces and influences as the rest of us.

Yesterday Wikileaks published, simultaneously with the Guardian, the New York Times and Der Spiegel, 92,000 logs from the war in Afghanistan that show the conflict at its most naked and basic. There are too many of the documents for the picture to be clear at this stage – there’s still a lot of work to be done – but the three news organisations have already done a great deal of work towards stitching coherent narratives together to make stories for easy consumption.

But the story resists consumption. There is no easy line through the logs that builds a narrative anyone can agree with; the documents are sticky and difficult and present problems that are simply insurmountable. As Wikileaks fouder Julian Assange said today:

The real story is that it is war, it’s one damned thing after another. It’s the continuous small events, the continuous deaths of children, insurgents, allied forces (…) This is the story of the war since 2004 and like most of the accidents that occur in the world, they are as a result of cars not buses, most of the deaths in this war are the event of the everyday squalor of war, not the big incidents.

But that’s not a comfortable story that gets us to sleep at night. It’s not our brave boys or the illegal war or Private Jessica Lynch, whichever version of the story you read. The good guys aren’t so great and the bad guys aren’t easily identifiable and everything is blurred right down to the level of individual decisions that might or might not be right, on the ground, in that time and place. That’s not a story that assuages any fears or resolves any conflicts neatly or easily.

And for that reason, I agree with @jayrosen_nyu. He says:

I’ve been trying to write about this observation for a while, but haven’t found the means to express it. So I am just going to state it, in what I admit is speculative form. Here’s what I said on Twitter Sunday: “We tend to think: big revelations mean big reactions. But if the story is too big and crashes too many illusions, the exact opposite occurs.” My fear is that this will happen with the Afghanistan logs. Reaction will be unbearably lighter than we have a right to expect— not because the story isn’t sensational or troubling enough, but because it’s too troubling, a mess we cannot fix and therefore prefer to forget.

Journalism, like literature, is a culture speaking to itself, defining itself, creating and reinventing itself. Whether fiction or non-fiction, a good story has to be in the right place at the right time in order to make real change within a culture. Yesterday’s Afghanistan log disclosures aren’t safe, or pretty, or easily understood. They don’t tell a story that anyone can nod along to. They don’t lend themselves to easy summation or even a coherent narrative. They remind us that the situation is far more complicated than we normally imagine. And I don’t think that’s a story we want to tell ourselves right now.

* Because those are all relatively recent works, it’s hard to pinpoint precisely which conflicts they’re resolving and how. If I had to: Harry Potter is dealing with anti-technology backlash, fear of rapid change, desire for an underlying order in a world without metanarratives, and the fact that the good and the bad guys all look the same these days; Dan Brown is dealing with surveillance and secrecy fears as well as the terror of the destruction of metanarratives and the worry that there might actually be no underlying purpose for anything; and Twilight is tackling changing and confusing rules and mores in male and female sexuality and transposing them into a “safe” traditional narrative where everyone knows the rules. But it’ll take a good few years yet before the picture is as crystal clear as, say, the way Peyton Place’s popularity came from how it dealt with fears and growing understanding of human sexuality in the wake of the Kinsey Report.

The aesthetics of hyperlinking

This post is long, overdue, and wordy, and some of it was written while I had a fever. So I present as a pre-emptive antidote a very enjoyable and quite silly browser game about information overload.
Continue reading The aesthetics of hyperlinking

NCE refresher training

I’m on my second day of NCE training today in Wrexham. Tomorrow we’ll be doing a mock NCE day, taking mock News Report, Newspaper Practice and News Interview exams. This is in the lead up to taking my NCE exams – senior exams for working journalists, basically.

I’ve already had my portfolio scrutinised, and – thankfully – there’s not too much more work to do on it before the exams in July. Most of the work I have left is presentation – there’s a 10% presentation mark attached to the portfolio, which is easily the difference between a pass and a fail if you pick up most of the marks. Over the last 18 months I’ve written hundreds of stories, but for the portfolio we have to pull together 36 in total, 2 each in 18 different categories, and present them as they went into the paper along with our original copy. Under the mark scheme the presentation within the portfolio is worth the same as four of those stories.

Let me repeat that. Printing colour PDFs, making sure you put the right piece of paper in the right wallet and sign everything right, and sticking your stories on to black card is weighted equally with writing 4 of those stories. I’m not sure this is sensible.

Along with the portfolio grilling, we’ve done mock exams, including a Newspaper Practice paper that tests your ability to apply media law – that’s actually pretty useful – and then gives you examples of story ideas or beginnings and asks you to lay out how you’d cover them. I find these mildly depressing. Of course you say you’d set up video, live web chats, polls online, forum debates, interactive projects, complex data/FOI-driven follow-up stories – but the reality of my newsroom is that we’d rarely actually do this for anything but the biggest of big stories. There just aren’t enough people, there just isn’t enough time. But it’s good to get a chance to be aspirational, to talk about the ideal world and what you’d do had you the opportunity and kit necessary.

Then there’s the News Report and News Interviews exams. Honestly, bits of them are bizarre. We get a paper brief full of facts and figures, which is fine; someone reads a mock speech, designed to test our shorthand speeds and accuracy, which is fine, or we go and do a 20min mock interview, which is artificial but fine; we then have to write a story. Ostensibly it’s for the web but we’re told to use the same style we would use for print, and the word count is frankly brutal. Either 300 or 400 words, with only a 25-word margin on either side before we start getting penalised.

Even if we were writing for print, we’d have more margin than that. There’s flexibility in headlines and picture sizes – not loads, but more than 25 words. But that sort of brutal length limit for the web is mind-boggling when you can literally write as much or as little as you think you need.

I know, it’s an exam, it’s not meant to be real, it’s just testing skills we’re meant to be able to use in real-life situations. It still feels incredibly counter-intuitive to limit word counts so harshly. I’m not sure it’s actually testing anything useful any more. Each of the stories in these mock exams has been worth more space than we’ve been given, so I find myself pruning single words, rewording sentences over and over again to shave the last few clauses out, and – occasionally – omitting perfectly good, useful, interesting, humanising details. Essentially, making my stories worse in order to fit painfully artificial limits.

I’d love to know what the rationale is for such draconian strictness when it comes to word count. Anyone have any suggestions?

Blog-blocked by the Times paywall

What I wanted to do today was to write a blog post about how authorial identity affects the construction of meaning in articles published online. I wanted to use @caitlinmoran’s brilliant interview with Lady Gaga to talk about how Roland Barthes‘ 1977 essay on the Death of the Author might apply (a) to construction of an authorial figure within journalism like this and (b) to a literary context that includes Twitter.

But the article’s been sucked behind the Times registration wall, soon to become paywall, so I’m not going to. Not out of spite or a lack of willingness to register, but because pretty soon any link to that article will become essentially meaningless to anyone who isn’t subscribed to the Times. There’s very limited point in writing posts that build on content that no one can see – it goes against the basic principle of linking out.

I’m still going to write the post. I just won’t use that article as my example. That’s a shame, because it’s perfect, and I might have to wait a while before another perfect example comes along. But if blog readers can’t check my sources and make their own informed decisions on whether I’m talking rubbish, the post isn’t as useful as it could – or should – be.

Journalism, advancement and level design

Spinning off a tweet by @jayrosen_nyu, I’ve been thinking about levels in gaming and what journalists could learn from them.

For the record, I don’t think that levels in the sense of levelling up are a particularly useful way of classifying news readers or users or players or whatever paradigm we choose to use today.

For many video gamers level grinding removes the fun from a game and turns it into work. In tabletop games like Dungeons and Dragons unequal leveling within a group can cause such huge balance problems that small disparities between characters can prove insurmountable. And in both, leveling is an illusion – while the character’s powers and abilities increase and improve, so do the challenges they have to overcome. Much of the time leveling is simply a numerical way of forcing characters to go and explore before they can advance the plot.

Essentially, I’m not sure what useful lessons we can learn from leveling per se, apart from the lesson that it’s hard work and tends to encourage grinding as a form of competition – not meaningful engagement with content.

That’s not to say that every leveling system is evil, you understand. It’s just that these days there is a wide range of advancement systems to pick from – points-based cash-in or free-form systems, for instance, or activity-based systems, or good old achievements – and if we’re going to talk about user advancement systems we should talk about all of them and work out which ones are relevant for what we’re trying to do here.

But level design is a different matter.

Level design is about balancing technology and art. It’s about pulling together huge swathes of pretty content (pictures, video, audio, in this analogy) and making a coherent, structured narrative which makes it clear which way players are meant to go while giving them room to explore if they want to – and doing that within the confines of the tecnology available. That’s not a bad model for news online.

There’s a quote from this article that’s worth teasing out:

A level designer is not just an architecture monkey or a guy who throws “cool stuff” into the pot of development. Above and beyond everything else they need the ability to judge what is fun, what gameplay elements work and what do not. He needs to judge what content works in any context while making sure his work is cohesive with the rest of the game.

If you accept that the “game” is what we’re calling the “story” (or, more precisely, the “topic”) at the moment, then level design theories about pacing, controlled freedom, risk and reward start to become relevant to engaging the reader/user/player in what we’re trying to get across.

What do you think? Am I in a theoretical hole with no practical applications, or is there an analogy here that online and multimedia journalists could find useful?

Dummy demolition

Alison Gow recently wrote an excellent post suggesting that newsrooms should get rid of the dummy – the page plan that tells print new teams what space we need to fill in the paper and where.

She said:

Everywhere I’ve worked it’s been called something different – The Book, The Plan, The Dummy, the Flatplan – but recently I’ve started wondering if it should be called The Box, because we think inside it.

… the HOW of filling a newspaper can become more absorbing and demanding than the WHAT …

…I would love to hear the phrase ‘How many words do you want?’ replaced with ‘How do you want this told?’ Is that happening on any editorial floors in the UK’s regional press yet? I’d love to know – because that really would be a converged newsroom.

I’d love to know too. As a general print journalist without an official specialism – and as a trainee, too – I’m not yet at the stage where the demands of the dummy consume my day as much as they do the content editors who have to fill its hungry boxes.

But the demands are becoming more apparent. We’re in the process of switching from a Microsoft Word-based CMS to Atex, built around InCopy and InDesign – and designed to allow reporters to write directly onto the page.

In effect, that means many stories have to be written to an exact length. Things weren’t particularly flexible for us before – we were writing to imaginary boxes 30cm or 8cm or sometimes 450 words long – but we could tweak our stories if we discovered they were “worth less” than we thought. That’s still going to be possible, but not as easy. Instead of writing the story to whatever length reporters felt was best and letting subs pick the right story lengths to fill the page, we’re now starting to see a situation where we have to work out how long our story will be before we begin to write it and set pen to paper.

It’s a different way of working and it may well suit some journalists better than it does me. But for me, the psychological impact of writing a story into a box is that I find myself stretching stories to fit, squeezing an extra quote or two in or lopping off a few facts.

And I have to change that. If stories are too long or too short then they’re in the wrong box, and I have to move them to fit. But that process has illuminated for me the problems of writing for boxes in the first place, especially for the web. If we write the boxed-in print version first, the web version will never flow the way it could given the unlimited space we have there to play in.

Allen Ginsberg once said – though I can’t find a cite online for it, I’m informed by a university tutor – that the length of a line of poetry can be constrained by the paper you write on. (Another beat poet, LeRoi Jones/Amiri Baraka, wrote him a letter on a length of toilet paper afterwards.) His argument was that the words should fit the breath instead.

Boxes constrain and limit us, and force unnatural shapes onto the writing process. No matter how many journalists, editors and newsrooms begin to break away from the dummy and start asking how we can tell stories instead of what shape they should be, if the technology we use keeps dragging us back there, journalists will still be writing 30cm page leads first and thinking about everything else – including innovating for the web – as secondary.

JEEcamp thoughts on data journalism

Information VisualizationI spent some time talking to Martin Belam (@currybet) about data journalism and the importance (or otherwise) of journalists learning to code.

He said, as he’s said before, that it’s more important for journalists to know whether something is or isn’t possible than for us to necessarily be able to do it ourselves.

And for working journalists whose day to day job doesn’t carry a coding requirement already – and particularly those of us who are lucky enough to be in a workplace where there are developers or programmers who can take our ideas and make them flesh (ie. not me), he’s almost certainly right.

Those skills are becoming more and more important. With the birth of data.gov.uk and the increasingly open approach to information that the new coalition government is likely to take, sifting and analysing data to find the stories is going to be a vital skill for a lot of journalists.

We need to know our way around a spreadsheet. We need to be able to spot patterns in data and understand not only what they mean but also how we can use them to reveal stories that are not only relevant but useful.

We need to know where our skills can get us. We need to know our capabilities and our limits – and, crucially, we must be aware of what we don’t know. That’s not just knowing that there are holes in our knowledge, but knowing the shape of those holes so that we can try to get our problems a little closer to a solution.

Journalism is about asking the right questions. We research stories before we interview subjects so that we can ask pertinent questions whose answers will illuminate the subject. We need to be able to do the same thing with our data – we need to know what questions to ask and how, so that even if we can’t make the tools ourselves we can hand over the task to someone else without asking the impossible or wasting their time.

But most of the time, certainly for journalists on regional papers and I would wager for many in other areas, those people who know how to make the tools just don’t exist. I have friends who code, but I can’t ask them for a favour every time I want to create a news app, or diff two versions of a stack of documents, or visualise a complex dataset, or tell the story of 100 people’s losses from an investment fund going bust in a way that conveys both the scale and the humanity of the problem.

Regional journalists work on hundreds of stories that could be made vastly easier or more beautiful or more accessible through a touch of computer work (spreadsheets, maps, things that aren’t quite coding but sort of almost are and look like it to the untrained eye). A few of us can create those additions; the rest just write the story, and our papers and websites are poorer for it.

We work on a few stories – and the number is increasing – that are perfect for news apps, web coding, multimedia packages or other more complex solutions that very, very few of us can create. But no one else will do it for us.

On top of that many of us struggle with inflexible content management systems that penalise or make it literally impossible to display data-driven work online. Faced with that problem, some budding computer-assisted-reporters give up before they’ve even started.

So I’m not going to stop learning Python. It’s not a complete solution to the problem – for that we need real, systemic change so that the businesses we work for all value data work, understand its increasing relevance, reflect on current practice and support training journalists to do an evolving job.

But for me, it means that in the future I might be able to create better stories, automate processes within series or campaigns or multiple follow-up stories, make my job easier and make a better experience for the reader all at the same time.

At least, until we all have newsroom developers.

Home Sweet Home: Playing in the streets

Evening News: Home Sweet Home versionThere’s a cake shop next door, a giant hamster over the road and soldiers are fighting zombies on the roof. MARY HAMILTON welcomes you to the new-look Evening News.

Breaking news: the postman has delivered a letter.

That’s how most of the news comes in to the Home Sweet Home offices of the Evening News. It’s delivered by a tall man in short trousers, a flat cap and socks, who leaves the envelopes leaning up against the front canopy of the 20cm cardboard building.

I built the office myself, from flat-pack cutout to fully-fledged busy office building complete with newspaper bundles and Plasticene journalists, sharing glue, card and colouring pens with neighbours and strangers.

I even recreated Bernard Meadows’ eyecatching bronze ball sculptures, carefully rolling and squeezing yellow moulding clay and poking it gingerly with a pencil, before giving the rest of my clay to an excited six-year-old who wanted to make bees for her garden.

It is part of a performance – or perhaps an exhibition – called Home Sweet Home, the brainchild of Goldsmiths graduates Abigail Conway and Lucy Hayhoe, in which participants build their own city from flat-pack parts and then experience its evolution as it fills with people playing along.

Watching the tiny town sprout from a black and white canvas into a riot of colour in the extravagant surroundings of Blackfriars Hall was both surreal and sublime, as bizarre buildings and peculiar personalities developed thanks to the imagination of neighbours.

But when the letters began to arrive the town took on a new and magical dimension, with stories, greetings, and feats of collective imagination all emerging thanks to the postal service and the presenters at the radio station.

My letter reads: “Dear Editor, An escaped swan ate my shoes!  Please put it in your newspaper! Yours, Joz Norris, No. 188”.

Immediately I spring into action. I post a breaking news update on the billboard outside the office – crafted from matchsticks, card and successive layers of paper posters – and dash off a return letter asking for more detail about the attack.

Over time, petitions spring up on the community notice board. A campaign to build a public swimming pool gathers pace. Disgruntled residents try to force an election. A little girl who runs a flower shop donates a sponge-and-cocktail-stick floral display to my office.

A small zombie outbreak spreads and threatens other city properties, so the Evening News drafts in a local militia to fight them off. Other businesses welcome the zombies, selling them vintage clothes and inviting them in to a night club.

And I get another letter from Joz saying that he’s bought another pair of Doc Martens but he doesn’t think he’ll be able to look a swan in the eye ever again.

The whole experience is a testament to the power of play. Adults and children alike tap into the storytelling possibilities of the town, expressing their personalities through their houses and opening them up as the community evolves around them.

While some people come along, build houses and leave, those who stay build stories around their houses, and the whole community evolves and changes as the project progresses.

A giant hamster in the back garden of one house is asked to join the Spiegeltent as a performer. A few hours later he has moved to the circus with signs advertising his upcoming performances.

I spend the weekend doing what journalists do: asking questions, writing down stories, monitoring the notice board and answering letters, preparing for a burst of activity on Sunday night as I put the Home Sweet Home edition of the Evening News together.

The following day, when I return to Blackfriars Hall with a stack of miniature newspapers under my arm, the Spiegeltent has disappeared, replaced by a giant hamster run with tunnels, hoops and a swimming pool.

I arrive at the office to discover someone has stuck a giant red ball to my door, in imitation of the large inflatable ball currently touring Norwich as part of the Norfolk and Norwich Festival. They are planted on the church, the fire station and the city hall, too.

For a short time this miniature cardboard community has been incredibly real. It has had action, politics, feuds, joy, fear and anger, and the people who created it have told hundreds of tiny stories that were, for a while, incredibly important, as they literally changed the way their city was constructed.

As the houses were dismantled and returned to their owners, I felt deeply privileged to have been present at the birth and the death of Norwich’s smallest suburb, and to have been able to tell just a few of the stories the residents created.

A version of this article and its accompanying miniature newspaper
were originally published in the Evening News
(www.eveningnews24.co.uk).

Online games as training tools

Second Life: Porcupine: Autism Memorial
Porcupine Autism Memorial in Second Life

Today via @jayrosen_nyu I came across a post by @brad_king arguing that journalism has a lot to learn from the history of online games when it comes to online community management.

He makes some great points about hands-off community modding, and I’m a particular fan of the idea that online news communities could benefit from something like Richard Bartle’s taxonomy of gamer types (which splits gamers into four rough categories and helps game designers cater for all types).*

But I do have to disagree with this paragraph:

MMORPGs don’t have much to offer in terms of developing the traditional journalism skills. These games can’t teach students how to vet sources, how to interview, how to copy edit, how to hit the streets and find stories.

Wait a minute. Why not?

These communities aren’t just there to be managed – they don’t just have histories that can be dissected as useful examples. They’re living and breathing today. They are audiences, readers, participants, and they could be a great training tool for new journalists.

I mentioned that Second Life – one of the biggest and most influential online environment ever created – has three online newspapers with hundreds of thousands of readers.

They cover topics ranging from issues in the real world which affect the game – server outages, technology changes, ToS issues – to in-game gossip and affairs. This sort of information is valuable, and you can get it by employing all those traditional journalism skills that King mentions.

Sure, the rules of these communities are different. They present unique and diverse challenges to reporters trying to hit the street cold and generate stories. But they’re no more unfamiliar or hard to learn than Afghanistan is to a Geordie, or a Norfolk seaside town is to a young woman from inner-city Birmingham. And surely part of the point of j-school is to train us in how to learn the community rules and structures, how to work it out for ourselves, and how to engage.

So why not include a bit of MMO training for budding reporters? Lessons in:

  • interview technique via in-game chat and email
  • fact checking and how to spot a scam or a rumour online
  • vetting sources for legitimacy
  • editing copy – perhaps by crowdsourcing folks to tell them what they did wrong
  • engaging with readers as equals
  • learning a patch – getting to know the movers and shakers and the big issues, who to talk to, where to get quotes

All that and community management too. Bargain.

* Incidentally, I’m 67% Explorer, 67% Achiever, 40% Socialiser and 27% Killer.

What if? News games

What if papers used games as a news medium?

There are a few news outlets already making moves in this direction, but I haven’t seen much in the way of commentary or ideas about taking it beyond quiz apps and into educational tools, social activities or, well, making it fun.

Here’s the thing. I reckon news – especially news online where attention is easily lost – should be entertaining. It should be interesting, engaging, thoughtprovoking and, if possible and where appropriate, fun.

Could games be a news medium? Could we use online games to tell or break stories, or to foster real engagement with and within our communities? Here are nine ideas. Let me know what you think in the comments.

Hat tip: I’m indebted to Margaret Robertson for a talk at Greenbelt 09 that pointed me towards some of these games and got me thinking about narrative crossovers between real life experience, current affairs/news and gaming.

1. Quiz

This is the easy one. Quite a few news outlets have online quizzes, little more than simple forms that grade users on how well they’ve retained the news.

NBC has gone a step further with a Facebook application called What’s Your iCue. Based on the corporation’s learning site, it quizzes users about their videos and encourages them to compare scores.

In theory, it’s simple and engaging, it spreads their brand and it drives users not only to engage on Facebook but also to watch their news.

2. Links hub

Still in the realm of what’s already been done, I present Newsblaster, MSNBC’s addictive little news. It uses a familar and easy game format – bubble blaster – and for each group of bubbles you burst, it rewards you with a headline and a gateway to a news story.

Links to stories stack up in the sidebar, and you can interrupt the game at any time to check them out. It’s a good game in its own right – it’s a casual timewaster that draws traffic to news stories by presenting a random array and letting users select what they want.

3. Giving out information

Swinefighter is never going to win any prizes for game design – or for tact. You play a doctor with a hypodermic needle, scrambling to inject flying pigs as they hover above a map of the world. It’s pretty silly.

Where things get interesting is the rest of the page. The game is embedded on a site that includes donation links to the Red Cross, as well as a simple list of ways to help prevent the spread of swine flu (taken from the US Centre for Disease Control).

The game spreads virally (forgive the pun) and the information goes along with it.

4. Exploring context

Stop Disasters is a game developed by the UN to bring attention to how to, well, stop disasters. You can play through several scenarios (hurricane, wildfire, tsunami): you’re given a town or village, a budget and a time limit, and your job is to develop the area so that as many people as possible survive.

It’s full of information – helpful facts, advice, statistics – and it’s fun to play. Without you really noticing, it teaches you the background and the context that’s so often missing from news stories, and it humanises disaster victims by making players care about what happens to them.

5. Experiencing context

Similar in style though not content, the McDonald’s game invites players to manage the empire. It’s biased to make a point – it’s impossible to run a corporation like McD’s without making some dubious moral choices.

The player must oversee the whole operation and decide what choices to make. It teaches you about the whole process of running the chain, from the field in Brazil to the slaughterhouse to the boardroom to the restaurant. It forces you to take a much more holistic view than the normal consumer – and introduces you to some unexpected truths.

Imagine a game like this one based on managing the NHS. Or the US healthcare industry. Or the international banking system.

6. Augmented reality

The Hidden Park is a kid’s game for the iPhone. You download it and then head out to your local park, where the game uses the phon’s built-in GPS to lead you around, asking you to take photos of various things in order to find magical – imaginary – creatures which appear on the iPhone screen rather than in real life.

There are a host of other applications using this technology, ranging from apps to tell you the fastest route to the nearest Tube station to apps that project social media information next to the image of a real person standing next to you.

Using this, papers could offer even more exciting interactive maps – immersive applications showing you all the data of Everyblock projected onto the world around you, for instance. Events listings, classifieds, food reviews; crime stories, council stories, controversies.

If money, time and skills were no object, how about an app that projected what planned controversial developments like the Rackheath eco-town and Norfolk Hub could look like, with links to background info?

7. Alternate reality

Alternate reality games (ARGs) use multiple platforms and encourage people to work together to solve puzzles, operating online via social networks and in meatspace, using multiple media.

The Rochester Democrat and Chronicle has teamed up with some local technology graduates to create Picture the Impossible, its own interactive ARG. Participants – there are more than 1,000 registered, and 830 on Facebook alone – are split into three teams, which will compete over the next six weeks playing online and offline creative games based around the city and the newspaper, to earn money for three charities.

Traci Bauer, managing editor for multimedia and innovation at the D&C, hits the nail on the head:

If this works as a way to engage an audience, then it becomes more than a game, it becomes a new set of tools that we can use for daily journalism.”

8. Virtual news

The internet is creating new communities everywhere, niche networks with very specific concerns, some of which revolve around gaming and virtual reality. Newspapers reporting on the concerns of these communities – or even reporting on meatspace issues via these platforms – can be successful.

Second Life is an immensely popular and immersive virtual world/massively multiplayer online role-playing game (MMORPG). The community boasts three newspapers – the Metaverse Messenger, Alphaville Herald, and the Second Life Newspaper – which blur the lines between real-world and virtual events, reporting on both equally. They cover social and technological issues around the game environment as well as goings-on within the virtual world.

300,000 people regularly read the Metaverse Messenger, and in May the Alphaville Herald celebrated its 50,000th reader comment. CNN has a large community-based presence there; Reuters moved out in February.

Is this – or are other MMORPGs and virtual environments such as Gaia – a potential market for mainstream media?

9. Anything you can imagine

If you don’t already know about Superstruct, take a look. It’s an amazingly innovative interactive game that ran for six weeks last Autumn.

Thousands of people worldwide got together to tackle six problems that could bring the world to its knees in ten years time, working together to devise ways of avoiding the self-destruction of humanity.

The content they produced is full of original ideas, re-imagining social, economic and technological systems for new purposes. The game is a lasting testament to what’s possible when people with imagination have conversations, and it’s proof that user generated content can mean far more than an inflammatory comment.

What if papers offered this sort of platform?