Tag Archive for identity

It’s Been A While~

I’ve missed everyone! I’ve missed writing and sharing my thoughts and what I’m up to. And a LOT has been happening! Here’s the brief overview:

School

I’m in the process of finishing my dissertation. I’m getting my PhD in Media Psychology from Fielding Graduate University. My dissertation is related to gaming and identity, but I’m leaving it at that.. for now. 😉

My Home Office

Work

If you’ve been following along at home, you know I have my own business, Oomph! Media Garage. I do social media management, site creation and editing, transmedia branding, and more, for small businesses. I love my clients! They’re amazing, and they let me be creative while still matching their passions.

I’ve also been writing a chapter for an Oxford handbook, along with one of my mentors. AND I’ve recently been asked to be a reviewer for an academic journal. SO COOL! I’m also gearing up to do research for a company that helps parents match digital games to their academic needs. I am a HUGE fan of this site, and it’s an honor to be able to help out.

I’m excited to start offering APA editing services, as well! I love formatting, but I know it’s not everyone’s favorite thing to do. So why not help out, and earn some money in the process?? 😀

Finally, I’ve been working on the planning committee, the student committee, and the ethics committee of APA Division 46. It’s SO much fun. The president, Dr. Jerri Lynn Hogg, is the most amazing person I’ve probably ever met in my life and I can’t wait to be JUST like her.

Nadia McConnell

Personal

Monkey is moving to a new school next year, so we’re enjoying the Summer sun as much as we can before the big shift. We’ve been riding bikes, playing Ingress (GO RESISTANCE!), and hanging out with our friends. While I’m working, she’s always being creative on Hypixel, getting her clever on in Town of Salem, or terrorizing the horde on WoW.

A lot of my Spring was spent playing Nadia in UAA TotR’s production of  Bare: A Pop Opera. It was an amazing experience, and I have never felt more proud to be in a production. In the space of 3 days, we changed a LOT of lives, including our own.

I play games too, of course (mostly League of Legends and Heroes of the Storm), watching Twitch, listening to my amazing record collection (thank you Obsession Records), and keeping up with my animes!

 So now you’re all caught up! What has everyone been up to? How is your Summer going? What are your favorite projects and time zappers? Share in the comments below!

Media Bias: Personal Reflections for a Less Cynical Future

To infinityEveryone has biases, and the inclusion of media does not change that. In fact, just as media is biased towards certain people (e.g., handheld gaming consoles are biased towards young people) (Ohler, 2010), we are biased towards certain media. Conducting a media bias inventory allows us to understand our biases and determine the best way to either overcome them or embrace them. In this post, I will address my media biases by discussing my reaction to them, what I think I should improve, and how I can use this specific knowledge as a media psychologist.

My media biases did not surprise me. I tend to be very aware of what I am doing whether it’s right or needs to be improved. Personality affects our media biases, as it does so many other things. In my case, my drive toward perfection, drives my need to have an intimate knowledge of, and proficiency in, as many media as can get my hands on. It drives me to learn about it, both in their intended uses and their “meta” uses. aggregateIn other words, I strive to understand how people typically use it, whether those uses were intentional or not during it’s creation/development. It was not surprising, then, that my bias was very much social, exploratory, philosophical, and escapism driven. I use media to connect to my friends, to understand them (and others) and their preferences/opinions as a means of broadening my perspective, and a way to escape my physical micro-environment and connect to my sociomental environment.

I tend to be incredibly cynical in all aspects of my life, but where media is concerned, I am pointedly so. I approach my media use with reckless caution- my new term… you’re welcome to use it as you see fit. Though I love diving head first into new media and exploring its capabilities, I tend to be cynical about the information/people I meet while using them. Claims are, in my opinion, things to be verified by my experience and the experience of the collective (Borg, anyone?).

I do, I don'tI am proud my ability/tendency to be cynical and critical of that which is presented as fact via various media because I feel it allows me to learn more and work outside my biases. That being said, this cynicism is also the thing I must work to improve. I don’t mean that I should learn to be MORE cynical. I mean that I still tend to trust certain sources. Manjoo (2008) notes that we look to sources that already back up our opinions. While I agree that we have that tendency, I do not think it insurmountable. I tend to favor word-of-mouth reviews, information from sources I have agreed with in the past, and media that make logical sense to me. If I’m going to truly overcome biases (not that it is possible, but that striving to keeps them in check), I must seek out differing opinions and allow myself to remain flexible and better informed.

As a media psychologist, being able to pursue truth in spite of personal biases, and being able to determine and articulate the biases of others is paramount. We cannot understand how and why people use and are affected by media if we cannot look past our own biases. The very essence of our jobs is to remain open-minded and receptive to all forms that the intersection between individuals and media can take. We cannot teach others what media literacy means, without being media literate.

One sizeUnderstanding my biases is the first step to consistently perceiving the biases of others, and a step towards becoming a successful media psychologist. Though I am passionate about an extensive variety of media, and I remember when media meant only TV, radio, 8-bit game consoles, and circularly dialed analog telephones, I am cautious about what is presented on these media unless I am familiar with the source. Understanding these biases allows me to work past them, focusing on broader horizons, keeping in mind that doing so better prepares me for helping others do the same.

Reference:

Manjoo, F. (2008). True enough: Learning to live in a post-fact society. Wiley.

Mantra Explained

I chose my mantra because it is simple, it is vague enough to apply to a changing landscape, but specific enough to me that it helps me remember what my values are. While applicable to every aspect of my life, they were chosen in the context of digital community and technology use (hence the hashtags).Be confident It is important to me that I set a good example, as many of my dealings using technology (especially gaming and social media) are with those who are much younger than myself. It is important to me that I am original because while it is tempting to try to fit a mold, or fill a hole, if I’m not myself, I won’t be able to keep up the charade for long. I never want to be something that I’m not. It’s taken a long time for me to learn how not to mold myself to expectations and I don’t intend to forget myself now. It is important for me to be confident because there are a lot of people everywhere who will disagree with you, put you down, and try to push you beyond what you’re ready for. Being confident means having faith in yourself, in your standards, and in the quality of what you produce while still being able/willing to push yourself further and continue to get better at everything you do. Being kind is similar to being exemplary to me, but I feel that it must be specifically articulated. So many times, I see people online who rage, become aggressive and cruel… I never want to be one of them. I want to be me. I am all of these things, and I never want to lose sight of that. No matter what.

McLuhan: Prophet or Fortune-Teller

karsh-portraitLargely regarded as the father of media, Marshall McLuhan is known for his theories on media’s effects on society as well as individuals. Though he is still highly regarded, there are those who don’t understand and those who don’t buy into his seeming prophetic interpretations of how media has and will influence us. This paper summarizes briefly some of Marshall McLuhan’s theories using examples from modern technology, and takes into consideration oppositional perspectives.

(Re)Tribalization

McLuhan (2014) articulates a difference between nationalization (i.e., separation; segregation) and tribalization (i.e., group think) as triggered by the prevalent media of the time. Before print, as Burke (2013) points out, we were dependent on travelers for news in the form of songs and poetry. Everyone knew everything about everyone, elders were sources of information, and well known events were time markers. The “tribes” worked together to survive whether it was legal matters, history, or current events. With print, McLuhan determined that people became more independent when the need arose for privacy to read books. They were able to withdraw from the group and learn information pertinent to their own survival. Capitalism facilitated greed and competition. However, with electronic communication, people are once again depending on others for information and sharing what information they have. Collective intelligence exemplifies the new tribalization. Shirky (2010) discusses civic value in contributions online; another example of McLuhan’s tribalization in action.

mcluhan_quoteNaysayers may contend that due to the proliferation of social media and their typical uses (Boyd, 2008; Ellison, Steinfield, & Lampe, 2007; Java, Finn, Song, & Tseng, 2007), though we do cross national boundaries, we connect more with specific people for specific reasons and are no longer forced to associate with those whom we do not want to associate with; regardless of proximity. In other words, nationalism is created through interests rather than geographical boundaries. In fact, McLuhan might have considered this the reversal part of the internet tetrad.

Medium is the Message

Medium is the message means that what is important is not the content of the message itself, but the environment it is presented in. Taking the example of tribalization, what was printed did not matter to the shift to nationalization; what mattered was the affect of print on society. Likewise, what matters in retribalization is not what is shown on tv, presented on the internet, or played on the radio. It is the fact that the mediums themselves have shifted our focus from ourselves to our tribe (in this case, a global community) and from our ears to our eyes.

136038McLuhan’s example of a car being the message and the environment in which the car survives (e.g., the gas stations, the roads, etc.) makes this clear. He says when you change the grounds, you change the car. We know that when you change even the type of road your car goes on (e.g., paved to dirt or unbeaten), you necessarily change elements of the car. You can’t have a car made for paved road functioning well on on an unbeaten path. It must have a different chassis, different tires, a different engine, and so on. The message doesn’t matter. It changes as the medium changes. Shirky (2010) presents a good example of this as well. He explains that with the proliferation of the internet the content we produce changes to fit the abilities of the technologies. Another example is the change from finite amounts of space for categorization (e.g., libraries) to the infinite space we have for those same types of connections with the internet (e.g., tags) (Shirky, 2005). Our message- or content- changes with the medium. We tend to think too linearly and traditionally; an echo of McLuhan’s contention that we strive to produce yesterday’s message with today’s medium.

Those who do not agree with McLuhan may note that the message does matter, and while it changes based on the form of presentation, some messages are universal and eternal (Campbell, 1988). Some stories, regardless of how they’re told, transcend time and medium. In fact, the details of the story change across cultures, but the overarching themes remain. Though a story might be considered a medium, in which case it may serve to support McLuhan’s theory, it seems likely that McLuhan himself would not consider the story the medium but rather the message.

Conclusion

80678659_4603781_1259360083_xorThough McLuhan’s theories seem to accurately represent the ebb and flow of behavior with the tides of medium, there are those who would say the same of him as they would of fortune tellers and astrologists; the notions are vague enough that they can be made to fit any situation. This may also attribute to the constant “misinterpretations” of his theories. If this is true, why would it benefit media psychologists to understand these theories?

As a media psychologist, understanding McLuhan gives us another tool to look beyond bias and preexisting notions of how mediums should be used, to richer uses (e.g., augmented reality). We have the tools to create today’s message with today’s medium. We also have the tools to understand how the mediums have an effect on us as individuals and a global tribe. By standing back away from the specificity of the message, and seeing the larger picture of the medium and the network in which all mediums interact, media psychologists can not only help to articulate how we’ve transitioned from medium to medium in the past, but help us understand and foresee changes ahead.

References:

Boyd, D. (2008). Why youth <3 social network sites: The role of networked publics in teenage social life. Youth, Identity, and Digital Media, 119–142. doi:10.1162/dmal.9780262524834.119
Burke, J. (2013). The day the universe changed: Episode 4 “matter of fact.” YouTube. Retrieved from http://www.youtube.com/watch?v=9D3elWaqgbo
Campbell, J. (1988). The power of myth (1st ed.). New York: Doubleday.
Ellison, N. B., Steinfield, C., & Lampe, C. (2007). The benefits of Facebook “friends:” social capital and college students’ use of online social network sites. Journal of Computer-Mediated Communication, 12(4), 1143–1168.
McLuhan, M. (2014). Marshall McLuhan Speaks — Centennial 2011. Marshall McLuhan Speaks. Retrieved from http://marshallmcluhanspeaks.com/
Shirky, C. (2005). Ontology is overrated: Categories, links, and tags. Clay Shirky’s Writings About the Internet. Retrieved from http://shirky.com/writings/ontology_overrated.html
Shirky, C. (2010). How cognitive surplus will change the world. Retrieved from http://www.ted.com/talks/lang/en/clay_shirky_how_cognitive_surplus_will_change_the_world.html

Understanding Media Psychology… err…

understandng comicsUnderstanding Comics (McCloud, 1994) presents comic readers with a comparatively comprehensive look at comics (e.g., how they’re formatted, what cognitive processes they depend on, reality vs. abstract, etc.). A variety of these principles can be generalized and applied to other forms of media (McCloud, 1994). Understanding these principles lays a foundation for understand the field of media psychology.

EgocentricThe Story– McCloud (1994) points out the more iconic the face, drawn in the comic, the more we as the audience are able to see ourselves in the story. Robert McKee (1997) explains that stories are powerful because they carry universal truths. We connect with stories (and media) that help us to make sense of the world (Jenkins, Li, Drasuskopf, & Green, 2009). We enjoy stories more if they carry a personal meaning to us; something of significance that helps us identify with the situation or the characters (Green, Brock, & Kaufman, 2004). Additionally, media, such as social media, virtual communities, and role-playing games, allow users to uncover, verify, and even try on identities (Bessière, Seay, & Kiesler, 2007; Real Life + Virtual Life = One life by Dr. Jonathan Cabiria, 2008). The story and universality of comics are true for any medium carrying a story, facilitating immersion, whether for enjoyment, emotional response, or seeking to convey a message.

The GutterThe Message– Comics, as well as mediums such as books, films, games, and television, allow concepts and feelings to be understood in personal ways even though they are iconic and representative delivery methods (McCloud, 1994). We experience things using senses that are not required for consumption of the message. For example, in a video game, you may be looking at a computer screen and physically touching a mouse and/or keyboard, but the content may remind you of smells and sounds that are not presented in the book. Our minds fill in blanks based on experiences we’ve had. These blanks are in the blank space in comics, in the scenes we don’t see in movies, and in the events that are eluded to but never described in books, just to name a few. Memories, actions, thoughts, and physical responses are often conditioned to be triggered by a variety of stimuli (e.g., media) (Anderson, 2000).

The Conclusion– There are many ways in which the theories behind comics may be generalized into theories about other media and mediums. Here, we briefly explored message content, the universality of stories, and identity. However, concepts such as transmedia storytelling, branding, the influence of graphic design, persuasion and marketing, and global media are all presented to us by Scott McCloud (1994), but are concepts which are transferable to a great deal of the media used today and in the past. These concepts are all components of media psychology. When we understand these concepts and how they affect us, we can use positive media psychology to facilitate educational, social, and global advancements.

[ted id=432]

References

Anderson, J. R. (2000). Learning and memory : an integrated approach. New York: Wiley.

Bessière, K., Seay, A. F., & Kiesler, S. (2007). The Ideal Elf: Identity Exploration in World of Warcraft. CyberPsychology & Behavior, 10(4), 530–535. doi:10.1089/cpb.2007.9994

Green, M., Brock, T., & Kaufman, G. (2004). Understanding media enjoyment: The role of transportation into narrative worlds. Communication Theory, 14(4), 311-327.

Jenkins, H., Li, X., Krauskopf, A., & Green, J. (2009). If it doesn’t spread, it’s dead (part one):

Media viruses and memes. Retrieved from http://henryjenkins.org/2009/02/if_it_doesnt_spread_its_dead_p.html

McCloud, S. (1994). Understanding comics: the invisible art. New York: William Morrow.

McKee, R. (1997). Story : substance, structure, style, and the principles of screenwriting. New York: Regan Books.

Real Life + Virtual Life = One life by Dr. Jonathan Cabiria. (2008). Retrieved from http://www.youtube.com/watch?v=N3qwdQLSt2I&feature=youtube_gdata_player