"*_Reality Mapping: Navigating the Social-Nodes_ *

Web 2.0 is based on a collusive tapestry of adjoining social nodes. Social
Networks such as MySpace, Facebook, Flickr, Orkut, Liveleak, YouTube,
Twitter and Pownce aren't prefaced on pre-set connotative connections
maintained through historicized emotional depth or satisfied by biological
drives. Friends aren't friends as we have come to know them: there is no
establishment of shared geophysical experiences, no cathartic or
chronologically defined friendship markers evident. What's important is
[inter]action and the quantity of it - the residual volume of contact and
the fact of shared connection minus a meatbody context. Identity is
constructed in these friendship pathways via the idea of notations; of
naming labels, of icon attribution, and of clustered info-snippets
streamlined through an interface designed for momentary persona snapshots.

*_Distributed Identity Compensation_ *

In digitized social networks there is no place for psychologically defined
notions of personality as a cohesive, definable whole. Identity manifests
through notational distributions found in multiple profiles across various
platforms. Ego-mediated variables are replaced with actuated identity
markers defined by the ability to establish links to others likewise devoid
of any traditional geophysical baggage. For these articulated identities
[now known as versionals] connection is the vital point of communication;
not the content, not the geophysical inflection, not the
biologically-saturated ties linked to survival, competition, and traditional
concrete community building. This method of clustered distribution provokes
a type of reality lag found in capitalistic and ideologically frameworked
nations; those devoted to maintaining established notions of individuals
definable by consumerism and Darwinian drives, monetary wealth,
institution-adherence, and paranoid-inducing security.

*_Versional Space-Walking_*

Mobile technologies such as phones and other wireless tech-detritus have
likewise altered the nature of individualised space with unwitting listeners
in proximity switching to socially-mediated communication channels. Private
data is is now dispersed publically, infiltrating individualised mono-access
to private spheres and rewriting them as open-ended versional noise. There
is no definitive narrative stream or beginning> middle>end but clusters of
"incomplete" identity snippets.

*_Social Infowork: Versionals Don't Do Hollywood_*

Contemporary entertainment models are significantly threatened by a
versional/distributed identity ethos. The proscribed linearities of passive,
individuated entertainment experiences [ie television, cinema and
literature] are being currently eroded via clustered peer2peer,
gamer-defined, remixed, mashedup copyright left content. Information and
work boundaries are collapsing. Pop-cultural lexicons are moving towards a
type of modulated system based on versional directed traffic. Hollywood's
kneejerk reaction is epitomized in their rush to remake outmoded movie
sequels and for tv networks to rehash content dependent on narrative
rite-of-passage tropes. The viewer investment in following an unfolding plot
and/or seeking a concrete meaning [ie art/entertainment viewed as a purveyor
of ritualised morality lessons] has morphed via social networking into a
focus on connective experientiality.

*_Doubling the Virtual: Decay of Real Reality_ *

Notions of a legitimate reality as defined by a grounded geophysical state
are altering. Base biological data is being mined and mapped as a potential
infostream to harvest and alter [ think: the potential FLOSS utilization of
the mapping of the human genome]. Google Earth/Maps/Streetview software
exposes geography as an infowork entertainment stream.Versional operation in
social networks and avatar use in virtual worlds such as Second Life and
MMOGs also contribute to this shift. One such example is a double-virtual
layered reality presented in aspects of the MMOG World of Warcraft in the
Caverns of Time instance "Old Hillsbrad". When entering the instance, each
character involved is transported to a parallel reality version of an area
of the game they have previously [and probably extensively] encountered. The
primary game reality is replaced by a secondary reality, complete with
altered gameworld parameters such as substantial differences in topography.
The avatars themselves shapeshift in order to reflect the relevant aspect of
game lore with each "toon" displaying now as a human. In these
manifestations, ego-stitched/physical reality and identity concepts are
bifurcated through multiple projections - there is no "real" reality concept
emphasized.

*_Credibility Busting: Citizen Media
<http://www.furtherfield.org/displayreview.php?review_id=281> For The Win_*

Institutionalised information facets that are currently viewed as "factual"
are not immune to the versional effect. Canonized distributions embodying
previously established credibility markers such as scientific
methodology>evidence>history-as-truth are being repulsed to encourage more
elastic variations on present non-credible information sources like
Wikipedia, who draw on constantly changing data sources. Versionals, being
post-[singular]identities, act to obfuscate regular information hierarchies
and rewrite "credible" information source-points via blogging, wiki
creation, photo aggregationism, p2p file sharing, textual moment-capture and
info-flagging [microblogging, instant messaging, tagging, social
bookmarking], video snippeting, and identity diffusion. Versionals are the
new cultural black..."

On Wed, Jul 14, 2010 at 1:48 AM, karen blissett <
[email protected]> wrote:

> Total Karenism and Karenist Propaganda Methods.
>
>
-- 
Reality Engineer>
Synthetic Environment Strategist>
Game[r + ] Theorist.
::http://unhub.com/netwurker ::
_______________________________________________
NetBehaviour mailing list
[email protected]
http://www.netbehaviour.org/mailman/listinfo/netbehaviour

Reply via email to