Curry Chandler

Curry Chandler is a writer, researcher, and independent scholar working in the field of communication and media studies. His writing on media theory and policy has been published in the popular press as well as academic journals. Curry approaches the study of communication from a distinctly critical perspective, and with a commitment to addressing inequality in power relations. The scope of his research activity includes media ecology, political economy, and the critique of ideology.

Curry is a graduate student in the Communication Department at the University of Pittsburgh, having previously earned degrees from Pepperdine University and the University of Central Florida.

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Metaverse Madness

Late last month Facebook CEO Mark Zuckerberg announced that the company was changing its name to Meta Platforms Inc., or simply Meta for short. The timing of the announcement led many commentators to interpret the re-branding as an attempt by Facebook leadership to direct attention away from the leaked documents and whistleblower testimony that were drawing scrutiny to the company at the time. Zuckerberg himself downplayed the coincidental timing and described the primary motivation of the name change as minimizing confusion that may be generated by the corporate entity sharing a name with one of its many app services.

The October re-branding announcement sparked a deluge of commentary and a spike in usage of the term “metaverse.” Yet the notion of the metaverse has been floated by Zuckerberg and others far in advance of the recent name change. In January of last year venture capitalist and essayist Matthew Ball penned an oft-cited overview of the looming metaverse. Ball’s primer presents a definition of the metaverse and surveys the fundamental characteristics of what the metaverse both is and is not. The primary case study in this account is Epic Games, purveyor of the uber-popular Fortnite. Part of what sets Fornite apart, Ball says, is its role as a virtual gamespace where players engage and interact with an unparalleled range of pop culture intellectual property (IP).

“To this end, Fortnite is one of the few places where the IP of Marvel and DC intersects. You can literally wear a Marvel character’s costume inside Gotham City, while interacting with those wearing legally licensed NFL uniforms. This sort of thing hasn’t really happened before. But it will be critical to the Metaverse.”

The image of gamers clad in licensed superhero regalia while interacting in pop culture themed environments brings the movie Ready Player One to mind, and Ball actually refers to Ready Player One to illustrate how aspects of the metaverse may be reflected in the popular imagination. Last Spring, in the halcyon early pandemic days when I still thought my stay with my family would only last a month or two, I watched Ready Player One with my mom and sister. I had seen the film once before, and the story itself was the same bland trifle that I remembered. However, watching the movie in 2020, in the context of a global pandemic that has sent everyone indoors to more fully interface with virtual fantasy worlds mediated by various screens, the film seemed chillingly vital. When the film concluded I stated to my viewing companions that while the movie wasn’t very good, it might be among the most important in terms of reflecting the zeitgeist.

The not-too-distant future of Ready Player One seemed shockingly more possible in 2020 than when it was first released in 2018. Drones deliver pizzas amidst the ramshackle housing towers comprised of motley stacks of mobile homes. Within these rickety domiciles the inhabitants don VR headsets that enable users to ignore their deteriorating real world surroundings by immersing their consciousness in virtual dream worlds. Furthermore, the film’s emphasis on recognizable pop culture artifacts, decontextualized media signifiers, and reverence for the minutiae of fictional worlds seems highly resonant with our contemporary media and consumer culture. Our cultural landscape is dominated by an endless proliferation of cinematic universes most pervasively characterized by the remediation or reinvention of established franchises or IP, a cynical appropriation of memory and experience where nostalgia is mined for brand recognition. Our collective imagination seems bereft of novel or alternative visions to an extent that does not merely portend a stultifying homogenization of entertainment content but also implicates our very capacities for imagining and the horizons of our possible futures.

Facebook signaled a clear interest in Ready Player One-style VR gaming when it bought virtual reality company Oculus in 2014. Following the Meta name change Zuckerberg talked about research into material for a body suit like the characters wear in the movie, and the company is also working on haptic gloves.

Gaming applications do seem like a ripe avenue for metaverse initiatives. I’ve talked about Niantic on this blog for several years, not only in relation to the role of Pokemon Go in popularizing augmented reality but also regarding their ambitious plans for further AR ventures. Earlier this month Niantic announced that it was launching an AR developer kit designed to support development for a “real-world metaverse.” This news is not interesting in and of itself; what I did find interesting was that Niantic CEO John Hanke’s announcement of the initiative described the metaverse as a “dystopian nightmare.”

“As a society, we can hope that the world doesn’t devolve into the kind of place that drives sci-fi heroes to escape into a virtual one — or we can work to make sure that doesn’t happen. At Niantic, we choose the latter. We believe we can use technology to lean into the ‘reality’ of augmented reality — encouraging everyone, ourselves included, to stand up, walk outside, and connect with people and the world around us. This is what we humans are born to do, the result of two million years of human evolution, and as a result those are the things that make us the happiest. Technology should be used to make these core human experiences better — not to replace them.”

While I remain ambivalent about Niantic’s operations and ultimate goals, it is nice to see Hanke acknowledge how these dominant metaverse imaginaries seem to support a retreat from our physical environments in favor of purely virtual spaces. Zuckerberg’s promotion of his metaverse ambitions arrived shortly after his fellow billionaires like Jeff Bezos, Elon Musk, and Richard Branson were criticized for their respective vanity space-faring projects, activities that seem like extremely expensive and indulgent rocket hobbies in light of the ongoing precarity and existential anxiety being experienced by people around the world. While the space-faring billionaires seem to have elected to abandon the doomed Earth by escaping to another planet, Zuckerberg offers escape into the metaverse. As James D. Walsh put it in an editorial:

“There are some very uncomfortable things about all of this. We live in a capitalist society — money equals options. The people with the most options in the world, specifically Jeff Bezos, Elon Musk, and Mark Zuckerberg, either want to be off the planet or they want to create a different universe on this planet. It feels like the mother of all abdications. “We don’t want to improve the world, we want to go to a different world.” It seems somewhat nihilistic and strange.”

There are obvious ideological implications here (it is also depressingly unsurprising that Zuckerberg’s demo video announcing the metaverse centered around a work meeting…even after more than a year of the horrors of remote work and endless zoom meetings, Zuck can’t imagine an application of the metaverse beyond what amounts to a Second Life room for interacting with colleagues and being surveilled by your boss.). Some notable differences between these two visions of escape routes from civilizational collapse: the metaverse at least offers greater accessibility in the sense that many more people could realistically gain access to the technology as compared with the elite few who might end up migrating to Mars. However, the rocket jockeys have the benefit of actually having somewhere to go. The metaverse (which, it should be noted, is nascent at best) might promise virtual spaces for gaming, interacting, and (*sigh*) working, but it cannot offer a space to sleep, or food to eat, or air to breathe. In light of the social strains, environmental catastrophes, and other existential threats posed by the ideology of limitless growth meeting its inherent contradictions, the ultimate difference between these two abdications of capital may just be their respective timeframes.

Bogost on Facebook feudalism, narrative possibilites in games, the gamification of sex

The short truth is this: Facebook doesn't care if developers can use the platform easily or at all. In fact, it doesn't seem to concern itself with any of the factors that might be at play in developers' professional or personal circumstances. The Facebook Platform is a selfish, self-made altar to Facebook, at which developers are expected to kneel and cower, rather than a generous contribution to the success of developers that also happens to benefit Facebook by its aggregate effects.

A lot of reactions to the narrative of [Bioshock] Infinite that I encountered were that it “didn’t make sense,” and that it was “being weird for the sake of being weird.”

Those reminded me of criticisms leveled at two of my favorite filmmakers: David Lynch and Stanley Kubrick. I think these comments arise because Infinite doesn’t go all the way, it hesitates. It tries to stick to conventional logic. It strews about Voxaphones to explain its abstractions.

  • Shujaat Syed at Player Effort writes about "making linear story telling interesting in video games by acknowledging the fourth wall":

At their core, video games are authoritarian. They have rules that need to be followed, and you are restricted to the game play systems and a story the programmers and designers have created. However, compared to other forms of media, they offer a breadth of freedom that is unmatched. I will not be speaking about the freedom of exploration. What I will be talking about is the freedom of creating a different type of narrative that is only possible through video games by breaking the 4th wall between the game and the player. This is one of our mediums greatest advantage, however, very rarely, is this power explored. With video games, we can have truly powerful forms of narrative, but at most we get ideas that could theoretically work as movies. Open-world sandbox games can dodge this because the player is free to create their own narrative alongside the main plotline, and this is a concept that is entirely unique to video games. It’s the linear story-based games where the narrative is usually much harder to distinguish than what you would get from a book or movie.

In addition to registering your decibel levels (I’m hoping mine will get a boost from the garbage truck always idling outside my window), Spreadsheets will also monitor your overall duration, frequency, and somehow, thrusts per minute. Apparently this does not require supplementary electrodes.

What’s more, you can unlock “badges” and the like. For example, to meet the “Hello Sunshine” achievement, worth 10 points, you must take on the ultimate challenge of our time: “perform morning sex.”

Arrested Development returns, Star Trek analysis, Facebook's free speech, and more

The cosmopolitan multiculturalism of Deep Space Nine and the late second wave feminism of Voyager are one 14-season-long transgression of the never-ending-present that The Next Generation sets up. Q, the omnipresent trickster god that saw it fit to put all of humanity on trial is now physically assaulted by Benjamin Sisko and romantically rejected by Kathryn Janeway. Janeway goes one step further and, in a deeply underappreciated series, stands in literal judgment of the Q continuum itself for its desire to keep one of its own from committing suicide. In a trial of her own, reminiscent of the time Data defends his sentience and Spock is tried for treason, Janeway actually rules in favor of individual autonomy over the Foucauldian power of the state to regulate life and death:
The court ruling states that “likes” do not amount to a “substantive statement” where “substantive” can mean “real” or “independent in existence or function.” Many have said that “liking” something on Facebook is similar to putting up a sign on your lawn endorsing a particular point of view — this is protected by free speech in the US. The American Civil Liberties Union (ACLU) has filed a brief which cites examples like re-tweeting, signing a petition, and donating to a campaign online as examples of media that are created by “one-click” that are similar to Facebook’s “like” that are protected by free speech. It is thought that if the ruling is upheld, these forms of expression will be under threat too.

In medias res: Semiology of Batman, economics of attention, hypodermic needles, magic bullets and more

So I've decided to headline these posts with interesting (to me) media-related content from around the web "In medias res". Not very original, I know, but "in the middle of things" seems appropriate.

Following the semiotics goals I defined earlier, we will explore the complex network of sign language of AAA games, comic books, the Batman universe and related pop-culture, we will explore the narrative themes behind it all and we will examine how Rocksteady implemented said sign language using semiotic principles.

Schiller elaborates on the ways in which, "Corporate speech has become the dominant discourse...While the corporate voice booms across the land, individual expression, at best, trickles through tiny constricted public circuits. This has allowed the effective right to free speech to be transferred from individuals to billion dollar companies which, in effect, monopolize public communication (pg. 45)." Privatization, deregulation and the expansion of market relationships are cited by Schiller as the environment in which the national information infrastructure has been eroded (pg. 46).

  • Tomi Ahonen, apparently the person who declared mobile technology the 7th mass medium (who knew?), has declared augmented reality the 8th mass media. The list of media, in order of appearance:

1st mass media PRINT - from 1400s (books, pamphlets, newspapers, magazines, billboards)

2nd mass media RECORDINGS - from 1890s (records, tapes, cartridges, videocassettes, CDs, DVDs)

3rd mass media CINEMA - from 1900s

4th mass media RADIO - from 1920s

5th mass media TELEVISION - from 1940s

6th mass media INTERNET - from 1992

7th mass media MOBILE - from 1998

8th mass media AUGMENTED REALITY - from 2010

The return to the “magic bullet” theory has led many Arab and Western media scholars to focus on the study of the role of social media in developing popular movements. Little or no attention is paid to folk and traditional communication outlets such as Friday sermons, coffeehouse storytellers (“hakawati”), and mourning gatherings of women (“subhieh”). These face-to-face folk communication vehicles play an important role in developing the Arab public sphere as well as in introducing change.

And this piece about a new sex-advice show on MTV mentions the "hypodermic needle" theory:

When you talk about "young viewers" as helpless victims who are targeted by a message and instantly fall prey to it, you are positing a pre-World-War-II era mass communications theory known as the hypodermic model.

This model saw mass media as a giant hypodermic needle that "injected" messages into our brains. And no brains were more susceptible to the injections than those of children.

Media news roundup: Frenemies, Facebook and fat

  • The Chronicle of Higher Education covered the "EnemyGraph," a Facebook app created by Dean Terry (director of the emerging-media program at UT Dallas) and grad student Bradley Griffith. The EnemyGraph lets users declare people and things to be their Facebook enemies as opposed to Facebook friends.

"What we all do in the program is help our students think critically about social media," he says, noting that that is the main goal of EnemyGraph. "On Facebook you're the product—it's commoditized expression," he argues, and he wants students and others to recognize that. "I'm not telling students not to use it, I'm just telling them to understand what's happening when they use it."

It's a really cool project, and I especially like the critical studies approach underlying the app. The article boosted my interest in learning some computer programming as there are obviously really salient applications for media studies. My favorite tid bit in the article was the fact that Facebook has officially banned app developers from using the word "dislike"....the obvious implication is that companies and advertisers are happy to have users "Like" their product, but not to allow users to indicate their disapproval. Read the full article here.

  • Fox News published a story detailing a new study that suggests negative self-talk can lead to increased depression...shocking. Basically the researchers found that people who call themselves fat will have higher chance of depression and lower level of satisfaction with their body. The only reason I mention this study here is because the researchers specifically mentioned that their results contradict what has been found in media effects studies.

Arroyo said the researchers found the latter finding interesting because it contradicts published media effects research, which shows exposure to messages in the media can affect individuals' body image. "Interpersonally, however, this is not happening," Arroyo said. "It is the act of engaging in fat talk, rather than passively being exposed to it, that has these negative effects," she said.

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