Papers by Alice Atkinson-Bonasio
New Media & Society, 2013
The list below includes the names of 711 scholars who anonymously reviewed submissions to New Med... more The list below includes the names of 711 scholars who anonymously reviewed submissions to New Media & Society during 2012. The assessment of manuscripts prepared by these reviewers has contributed to the quality of scholarship NM&S published during the year and we are very appreciative of this service.
Crowdfunding, facilitated by online platforms, combines consumer empowerment, engagement and co-c... more Crowdfunding, facilitated by online platforms, combines consumer empowerment, engagement and co-creation, which are theoretically rooted in experiential and relationship marketing. Social Media technologies enable the creation of trust-based communities where Invested Consumers leverage personal networks and social capital to maximise the viral spread of marketing messages. This in turn represents a source of competitive advantage for entrepreneurs as individual cultural producers, granting access to global markets that would have previously been outside their reach. By fostering engagement and co-creation through crowdfunding it emerges that entrepreneurs are able to seize a competitive advantage disproportional to their market share and financial resources.
Connections are a crucial factor in finding work, particularly in the Creative and Media Industri... more Connections are a crucial factor in finding work, particularly in the Creative and Media Industries, yet relatively little is understood about the inner workings of the networks within which professionals in these industries operate and upon which their career mobility depends. This paper examines the theoretical background of studies concerning such systems against preliminary research conducted amongst professionals working in various Creative Industries and actively engaged in technologically mediated networking. It broadly addresses the impact of technology on pre-established social practices as well as the value of network systems to provide an environment potentially conducive to creativity. Issues surrounding the value of networks to individuals, companies, and the economy as a whole are also briefly explored; as the persistently high market valuations of networks such as Facebook and LinkedIn demonstrate, the monetization of such systems remains a pivotal issue which also – this study argues - warrants further scrutiny.
The “Market of One” to which Nicholas Negroponte referred seemingly implies that customers can be... more The “Market of One” to which Nicholas Negroponte referred seemingly implies that customers can be reduced to a basic set of socioeconomic data and purchase indicators. What it signifies, however, is that the exchange of information between consumers and producers will continue to grow in complexity, with customers expecting – and successful businesses providing – goods and services that are increasingly customised and personalised to their own individual needs and preferences.
In order for creativity to flourish, information and knowledge must be allowed to interact with s... more In order for creativity to flourish, information and knowledge must be allowed to interact with some degree of freedom, yet IP law by its very nature disregards all but fixed manifestations of creativity. The rules of the old economy enshrine and protect only “frozen creativity” (Riddestrale and Nordstrom, 2001;170) yet in a digital age, where fluidity is the norm, trying to hold on to such concepts is at best futile and at worst disastrous.
The case of Bridgeman Art Library v. Corel Corp (1999) provides a useful prism through which we m... more The case of Bridgeman Art Library v. Corel Corp (1999) provides a useful prism through which we may analyse the application of copyright law in relation to concepts such as originality and the Public Domain. An extensive discussion of the minutiae of the case is beyond the scope of this study, particularly in view of the fact that many commentators such as Garnett (2000), Deazley (2001), and Matz (2000) have thoroughly dissected it in the past. This paper focuses instead on the long-term impact this ruling has had on industry practices, policy, the Public Domain and copyright law.
In order to address the issue of how creativity in the Creative Industries is driven by temporary... more In order to address the issue of how creativity in the Creative Industries is driven by temporary units, this paper will focus on the way in which such units and nodes form as a result of seemingly random professional activities, and how these processes encourage a flexible mode of interdependence and adaptable specialization that favours the development of creativity. Furthermore, this paper will address the apparent paradox which produces coherent, adaptable and relevant units - which adequately address complex operational needs - from a fragmented system of independent specialized professionals connected by weak relational ties.
By investigating some of the catalysts of the creative process, I propose to uncover how idealise... more By investigating some of the catalysts of the creative process, I propose to uncover how idealised conceptions of personality and genius are in fact products of much overlooked socio-cultural influence. I will analyse the way in which many artists acknowledge the role of such influences in their perception of themselves as receptacles, or “antennas” for inspiration. Using the African-based Blues music tradition as a spectrum, this study will briefly look at the way musicians of that genre not only recognise, but actively embrace the reworking of existing themes rather than emphasizing individuality and novelty for its own sake. By considering the first-hand account of one of the greatest white proponents of the genre – Rolling Stones Guitarist Keith Richards – I will reflect on how those two traditions can be reconciled in artistic practice, and conclude by looking at some of the practical, commercial and policy implications of the enduring mythology which dictates artistic expectations across the creative industries.
George W. Bush famously said that “We are in a conflict between good and evil, and America will c... more George W. Bush famously said that “We are in a conflict between good and evil, and America will call evil by its name”. Here I will briefly discuss the implications of simplifying the complex issues of international conflict and politics to such a level as well as the relevant moral and ethical issues surrounding this stance. The use of such sweeping terms such as ‘good’ and ‘evil’ as policy-defining pillars in a secular society such as the United States of America might seem difficult to justify and understand. I will argue, however, that the notion of absolute evil has always been present in the American psyche, barely covered by secular mentality and contemporary conventions, and that the attacks on America that happened in 2001 have served to revive in their society and politics the image of Satan. By ‘Satan’ I mean not so much the fallen angel of Christian mythology, but the personification of evil, whose most marked characteristic is precisely its changeable nature. In the next few paragraphs I will draw upon the work of Richard Kearney, Andrew Delbanco, Peter Singer, and Jean Baudrillard, amongst others, in order to analyse the ethical, practical and political reasons and consequences of the policies adopted after those fateful attacks. I will also attempt to shed some light onto why the policies adopted by the Bush White House –which have continued to prove extremely unpopular amongst the international community – have been accepted in a seemingly unquestioning manner by a large proportion of the American population.
The main question explored here is whether videogames are gender-exclusive, meaning that females ... more The main question explored here is whether videogames are gender-exclusive, meaning that females cannot gain pleasure from what is essentially a male-dominated environment/activity. I will analyse some examples of games and characters that have been successful in appealing to both genders and explore the reasons why it is difficult to find empowering female representations within videogames. I will argue, however, that although it may be true that men and women may derive different pleasures from playing videogames, this should not be a reason to condone the propagation of gender stereotypes.
The general perception exists that boys are better at using technology than girls are, and Facer ... more The general perception exists that boys are better at using technology than girls are, and Facer et al suggest that ‘As a rule, boys are more frequent users of the computer across the full range of activities’ (2003; 130). As Facer et al asserts, however, computer-based technologies can be powerful pedagogical tools – not just rich sources of information, but extensions of human capabilities and contexts for social interactions supporting learning (2003; 218). This learning, which for a young child will mostly take place in the home, is crucial in establishing a comfortable and confident relationship with technology, and if technological devices are made inaccessible or intimidating, indirectly excluding a certain group by virtue of their gender, this can have serious effects for children growing up in a world where technology has become an integral part of contemporary life, both in leisure and in the workplace. I would therefore argue that the provision of equal access to technology, as well as the promotion of equal opportunities for familiarisation with these assets, has become a key feature in promoting gender equality.
One of the principal aims of the ScreenPlay project was to determine whether young people are tra... more One of the principal aims of the ScreenPlay project was to determine whether young people are transformed as a result of their engagement with ICTs. It wanted to come away from speculative or inaccurate studies in the area and present an empirically rigorous study of how these technologies affect young people’s lives, avoiding the oversimplification of either treating them as a homogeneous category or overlooking the fact that technology acts within a pre-existing social context. As Alloway & Gilbert (1998;96) point out, ‘It is not uncommon, for instance, for researchers to treat ‘children’ as a homogeneous group, bypassing the interplay of gender, class and ethnicity in the ways in which children take up positions in relation to cultural pursuits’. ScreenPlay emphasized that the computer itself is not used by all children in the same way, and that in light of its versatility it is more appropriate to approach it not as a single technology, but many, serving different purposes such as entertainment, information-seeking, or communication
The horrible evidence of what Kant variously called the wickedness, corruption and perversity of ... more The horrible evidence of what Kant variously called the wickedness, corruption and perversity of the human heart is, unfortunately, not encountered only in memory, it is also met with among our current experiences. We are daily obliged to witness fresh atrocities as ethnic and racial hatreds seek to express themselves in the annihilation of their proponents’ enemies. (Copjec, 1996;9)
The above quote effectively demonstrates that debates on evil are not only still suitable for the issues emerging in a post-modern world, but are perhaps more suitable than ever before. The film which I will be discussing, Hotel Rwanda (2004), relates the true story of Paul Rusesabagina, a man who sheltered over a thousand refugees in the hotel he managed during the Rwandan genocide of 1994. The film is useful as a focus point for the discussion of evil since the situation surrounding the events that took place during those months are often referred to in terms of evil – not only on the part of the Hutu militia that perpetrated the atrocities, but also of the international community and the UN in particular, which did not intervene to stop the massacre – and it would be useful to analyse a couple of key points in this film more closely.
Salvador Dali’s work is particularly useful for the application of psychoanalytical theories beca... more Salvador Dali’s work is particularly useful for the application of psychoanalytical theories because ‘It was only after the writings of Freud revealed to him the symbolic world of the unconscious as a buried reality did he give full rein to his bent for dark inexplicable fantasy… He came to regard the dark wonder world of dreams and hallucinations as the only subject matter worthy of artistic treatment’ (Powel, 1992; 273). This idealisation of the unreal is reflected in his painting “Metamorphosis of Narcissus”.
In the next paragraphs I will attempt to outline how the save feature and its uses have affected ... more In the next paragraphs I will attempt to outline how the save feature and its uses have affected the industry and the gaming community, and how the perception by academics such as Jessen (1995) and Kline (1997) that videogames are socially isolating is mistaken. My argument is based largely in the ways the community of players has taken a tool that was provided by the games industry as an aid to a solitary player – the save feature - and transformed it into a incredibly effective social tool, with implications that have now forced the industry to change the way it looks at the save feature its the new generation of consoles.
While videogames have been considered to be a solitary activity by many studies such as Kline (1997) and Turkle (1984). A less text-centred approach to gaming, however, cannot fail to reveal a much more varied and sophisticated picture. Saxe (1994) notes that in an arcade, participants (players, spectators) that normally would not gather together do so because of videogames. Videogaming websites are a modern version of this phenomenon, where supportive social networks are formed. It is easy to notice the sense of community present in any such site, and the same all-welcoming atmosphere. Looking through some of the reviews posted at
www.psp-vault.com one can find active participation from people from all genders, nationalities and backgrounds.
The Resident Evil series is, as Capcom’s Yoshiaki Hirabayashi puts it, ‘central to the survival h... more The Resident Evil series is, as Capcom’s Yoshiaki Hirabayashi puts it, ‘central to the survival horror genre’ And I believe that analysing the first title of this seminal series will prove helpful in uncovering some of the reasons why the Survival Horror Genre has proven to be so successful.
Retrieved March, Jan 1, 2008
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Papers by Alice Atkinson-Bonasio
The above quote effectively demonstrates that debates on evil are not only still suitable for the issues emerging in a post-modern world, but are perhaps more suitable than ever before. The film which I will be discussing, Hotel Rwanda (2004), relates the true story of Paul Rusesabagina, a man who sheltered over a thousand refugees in the hotel he managed during the Rwandan genocide of 1994. The film is useful as a focus point for the discussion of evil since the situation surrounding the events that took place during those months are often referred to in terms of evil – not only on the part of the Hutu militia that perpetrated the atrocities, but also of the international community and the UN in particular, which did not intervene to stop the massacre – and it would be useful to analyse a couple of key points in this film more closely.
While videogames have been considered to be a solitary activity by many studies such as Kline (1997) and Turkle (1984). A less text-centred approach to gaming, however, cannot fail to reveal a much more varied and sophisticated picture. Saxe (1994) notes that in an arcade, participants (players, spectators) that normally would not gather together do so because of videogames. Videogaming websites are a modern version of this phenomenon, where supportive social networks are formed. It is easy to notice the sense of community present in any such site, and the same all-welcoming atmosphere. Looking through some of the reviews posted at
www.psp-vault.com one can find active participation from people from all genders, nationalities and backgrounds.
The above quote effectively demonstrates that debates on evil are not only still suitable for the issues emerging in a post-modern world, but are perhaps more suitable than ever before. The film which I will be discussing, Hotel Rwanda (2004), relates the true story of Paul Rusesabagina, a man who sheltered over a thousand refugees in the hotel he managed during the Rwandan genocide of 1994. The film is useful as a focus point for the discussion of evil since the situation surrounding the events that took place during those months are often referred to in terms of evil – not only on the part of the Hutu militia that perpetrated the atrocities, but also of the international community and the UN in particular, which did not intervene to stop the massacre – and it would be useful to analyse a couple of key points in this film more closely.
While videogames have been considered to be a solitary activity by many studies such as Kline (1997) and Turkle (1984). A less text-centred approach to gaming, however, cannot fail to reveal a much more varied and sophisticated picture. Saxe (1994) notes that in an arcade, participants (players, spectators) that normally would not gather together do so because of videogames. Videogaming websites are a modern version of this phenomenon, where supportive social networks are formed. It is easy to notice the sense of community present in any such site, and the same all-welcoming atmosphere. Looking through some of the reviews posted at
www.psp-vault.com one can find active participation from people from all genders, nationalities and backgrounds.