41 research outputs found

    Commons and Cooperatives

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    In the last decade, the commons has become a prevalent theme in discussions about collective but decentralized control over resources. This paper is a preliminary exploration of the potential linkages between commons and cooperatives through a discussion of the worker cooperative as one example of a labour commons. We view the worker coop as a response at once antagonistic and accommodative to capitalism. This perspective is amplified through a consideration of five aspects of an ideal-type worker cooperativism: associated labour, workplace democracy, surplus distribution, cooperation among cooperatives, and, controversially, links between worker cooperatives and socialist states. We conclude by suggesting that the radical potential of worker cooperatives might be extended, theoretically and practically, by elaborating connections with other commons struggles in a process we term the circulation of the common

    Automating Content Analysis of Video Games

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    Content analysis of video games tends to be an extremely arduous task, involving the collection of a very large quantity of data and statistics detailing the experiences of gameplay. Nevertheless, it is an important process that supports many business, policy, social, and scholarly activities related to the games industry. Consequently, supports are clearly necessary to facilitate content analysis procedures for video games. This paper discusses an innovative approach to automating content analysis for video games through the use of software instrumentation. By properly instrumenting video game software to enable data collection and processing, content analysis procedures can be either partially or fully automated, depending on the game in question. This paper discusses our overall approach to automation, as well as our experiences to date with Epic’s Unreal Engine. Sample results from initial experiments conducted so far are also presented. These results have been quite positive, demonstrating great promise for continued work in this area

    Mobilizing User-Generated Content For Canada’s Digital Advantage

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    Executive Summary: The goal of the Mobilizing User-Generated Content for Canada’s Digital Content Advantage project is to define User-Generated Content (UGC) in its current state, identify successful models built for UGC, and anticipate barriers and policy infrastructure needed to sustain a model to leverage the further development of UGC to Canada\u27s advantage. At the outset, we divided our research into three domains: creative content, small scale tools and collaborative user-generated content. User-generated creative content is becoming increasingly evident throughout the technological ecology through online platforms and online social networks where individuals develop, create and capture information and choose to distribute content through an online platform in a transformative manner. The Internet offers many tools and resources that simplify the various UGC processes and models. Social networking sites such as Facebook, Twitter, YouTube, Vimeo, Flickr and others provide functionality to upload content directly into the site itself, eliminating the need for formatting and conversion, and allowing almost instantaneous access to the content by the user’s social network. The successful sites have been able to integrate content creation, aggregation, distribution, and consumption into a single tool, further eroding some of the traditional dichotomies between content creators and end-users. Along with these larger scale resources, this study also treats small scale tools, which are tools, modifications, and applications that have been created by a user or group of users. There are three main categories of small scale tools. The first is game modifications, or add-ons, which are created by users/players in order to modify the game or assist in its play. The second is modifications, objects, or tools created for virtual worlds such as Second Life. Third, users create applications and tools for mobile devices, such as the iPhone or the Android system. The third domain considers UGC which is generated collaboratively. This category is comprised of wikis, open source software and creative content authored by a group rather than a sole individual. Several highly successful examples of collaborative UGC include Wikipedia, and open source projects such as the Linux operating system, Mozilla Firefox and the Apache platform. Major barriers to the production, distribution and aggregation of collaborative UGC are unduly restrictive intellectual property rights (including copyrights, licensing requirements and technological protection mechanisms). There are several crucial infrastructure and policies required to facilitate collaborative UGC. For example, in the area of copyright policy, a careful balance is needed to provide appropriate protection while still allowing downstream UGC creation. Other policy considerations include issues pertaining to technological protection mechanisms, privacy rights, consumer protection and competition. In terms of infrastructure, broadband internet access is the primary technological infrastructure required to promote collaborative UGC creation. There has recently been a proliferation of literature pertaining to all three of these domains, which are reviewed. Assessments are made about the most effective models and practices for each domain, as well as the barriers which impede further developments. This initial research is used as a basis for generating some tentative conclusions and recommendations for further research about the policy and technological infrastructures required to best mobilize and leverage user-generated content to create additional value in the digital economy internal and external to Canada. Policy recommendations based on this research focus on two principles: balancing the interest of both content owners and users, and creating an enabling environment in which UGC production, distribution, aggregation, and re-use can flourish

    Mobilizing User-Generated Content for Canada’s Digital Content Advantage

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    The goal of the Mobilizing User-Generated Content for Canada’s Digital Content Advantage project is to define User-Generated Content (UGC) in its current state, identify successful models built for UGC, and anticipate barriers and policy infrastructure needed to sustain a model to leverage the further development of UGC to Canada\u27s advantage.This poster session is based on the report, Mobilizing User-Generated Content For Canada’s Digital Advantage (http://ir.lib.uwo.ca/fimspub/21/) and is related to the Brown Bag presentation also presented on March 23, 2011 (http://ir.lib.uwo.ca/fimspres/11/)

    Playing Games with Tito:Designing Hybrid Museum Experiences for Critical Play

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    This article brings together two distinct, but related perspectives on playful museum experiences: Critical play and hybrid design. The article explores the challenges involved in combining these two perspectives, through the design of two hybrid museum experiences that aimed to facilitate critical play with/in the collections of the Museum of Yugoslavia and the highly contested heritage they represent. Based on reflections from the design process as well as feedback from test users, we describe a series of challenges: Challenging the norms of visitor behaviour, challenging the role of the artefact, and challenging the curatorial authority. In conclusion, we outline some possible design strategies to address these challenges

    Cyber-Marx : cycles and circuits of struggle in high technology capitalism

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    In this highly readable and thought-provoking work, Nick Dyer-Witheford assesses the relevance of Marxism in our time and demonstrates how the information age, far from transcending the historic conflict between capital and its laboring subjects, constitutes the latest battleground in their encounter. Dyer-Witheford maps the dynamics of modern capitalism, showing how capital depends for its operations not just on exploitation in the immediate workplace but on the continuous integration of a whole series of social sites and activities, from public health and maternity to natural resource allocation and the geographical reorganization of labor power. He also shows how these sites and activities may become focal points of subversion and insurgency, as new means of communication vital for the smooth flow of capital also permit otherwise isolated and dispersed points of resistance to connect and combine with one another. Dyer-Witheford predicts the advent of a reinvented, "autonomist" Marxism that will rediscover the possibility of a collective, communist transformation of society. Refuting the utopian promises of the information revolution, he discloses the real potentialities for a new social order in the form of a twenty-first-century communism based on the common sharing of wealth

    1844/2004/2044: The Return of Species-Being

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    Digital Labour and Species-being

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    This paper was presented at Paper Session 2a: Theories of Digital Labour. This paper places digital labour in the context of recently revived interest in the young Marx’s concept of ‘species-being’ (Gatungswesen). Cryptically and fragmentarily announced in the Economic and Philosophic Manuscripts of 1844, but largely abandoned in Marx’s later work, the idea has passed in and then, apparently decisively, out, of fashion amongst his interpreters. But the first decade of the twenty- first century has seen a renewed interest surely due in part to the manifest capacities of electronic networks and biotechnologies to alter the cognitive and corporeal attributes of the human. After proposing an historical, rather than essentialist, understanding of Gatungswesen the paper goes on to suggest some categories that might be adequate to a situation where the stakes in class conflict are nothing less than the trajectory of a contemporary ‘species-becoming’: planet factory, futuristic accumulation, global worker, techno-finance, singularity capitalism, biocommunism
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