Posts Tagged ‘China’

Cultivating Creative China: Making and Remaking Cities, Citizens, Work and Innovation - August 28th, 2012

Moleskins and Pens

Photo courtesy of paulworthington

Congratulations to Dr. Silvia Lindtner on defending her thesis this afternoon, “Cultivating Creative China: Making and Remaking Cities, Citizens, Work and Innovation”

“What is the role of creativity in contemporary visions of change and as an aspect of innovation in economies reorienting towards knowledge production such as that of China? Chinese politicians and countercultural technology “makers” seem to agree that creativity is central to China’s development, but do they have the same in mind? How is the notion of creativity simultaneously woven into the governance of everyday urban space, ideas of selfhood and citizenship, and stories of personal and corporate innovation?
This dissertation examines what goes into making narratives of creativity across a range of domains in contemporary China, including central government investments in the so-called creative industry, regional efforts in urban renewal, and grass-roots efforts to promote open source and related forms of commons production. Based on ethnographic fieldwork, it traces how creativity is invoked and cultivated across the areas of hacking, DIY (do it yourself) making and coworking, policy and political narrative. By making, this dissertation takes serious the material and semiotic co-productions that come out of the desire to promote creativity as the way of the future, including the making of spaces, ideas of selfhood and citizenship, and stories of innovation. The lens of making allows us to see that narratives and the material manifestations of cultivating creative China are made through transnational collaborations and visions of global change rather than constituting their outcome. Approaching narratives of creativity through the lens of making challenges dichotomies such as official culture and counterculture, or netizen and citizen. It suggests pay attention to the ways in which people continuously make and remake their social position. A focus on making includes a reorientation from studying making in retrospect towards studying the moments-of-making narratives and things. This is a move from studying the ways in which people people re-imagine the world towards studying how they in so doing also make new worlds. ”

Committee:

  • Paul Dourish (Chair)
  • Melissa Mazmanian
  • Tom Boellstorff
  • Mimi Ito
  • Jeffrey Wasserstrom
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Posted: 8/28/12 11:07 pm UTC by Make the First Comment
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Designing Online Games for Real-life Relationships - February 7th, 2012

Moleskins and Pens

Photo courtesy of paulworthington

Congratulations to former grad student Yong Ming Kow, and LUCI faculty Yunan Chen on having their paper titled, “Designing Online Games for Real-life Relationships: Examining QQ Farm in Intergenerational Play” accepted to CSCW 2012!

Abstract: Intergenerational players are online game players of different generations within an extended family. We investigated intergenerational play between older parents and their adult children in the popular Chinese social networking game QQ Farm. We identified game features that encourage intergenerational play. To do this, we conducted online observations and semi-structured interviews with nine pairs of Chinese parents and their adult children. The results of this study suggest that an online game for intergenerational play needs to consider a range of factors, including social and occupational responsibilities, gaming interests, and gaming expertise among extended family members. The data suggests that intergenerational online games may generally benefit from the following features: (1) low entry barrier, (2) appealing game theme, (3) online interactions that extend real-life relationships, (4) low time commitment, and (5) asynchronous play. We have also found features which may have unique appeal to Chinese intergenerational gamers.

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Posted: 2/7/12 4:52 pm UTC by Make the First Comment
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LUCI reunion at Fudan University - September 20th, 2011

Paul sent this picture from a workshop at Fudan University in China. I recognize 4 LUCI-labbers (former or current), Charlotte Lee, Xianghua (Sharon) Ding, Paul Dourish and Silvia Lindtner.

Workshop at Fudan

Workshop at Fudan University

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Posted: 9/20/11 8:36 am UTC by Make the First Comment
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The Promise of Play: A New Approach to Productive Play - July 18th, 2011

Moleskins and Pens

Photo courtesy of paulworthington

Congratulations to Informatics graduate student Silvia Lindtner and Informatics faculty Paul Dourish on having their paper,
‘The Promise of Play: A New Approach to Productive Play’ accepted to Games and Culture Journal.

Abstract: Games are woven into webs of cultural meaning, social connection, politics, and economic change. This article builds on previous work in cultural, new media, and game studies to introduce a new approach to productive play, the promise of play. This approach analyzes games as sites of cultural production in times of increased transnational mediation and speaks to the formation of identity across places. The authors ground their explorations in findings from ethnographic research on gaming in urban China. The spread of Internet access and increasing popularity of digital entertainment in China has been used as an indicator of social change and economic progress shaped by global flows. It has also been described as being limited by local forces such as tight information control. As such, gaming technologies in China are ideal to ask broader questions about digital media as sites of production at the intersection of local contingencies and transnational developments.

Get a copy of this paper here: http://gac.sagepub.com/content/early/2011/04/21/1555412011402678

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Posted: 7/18/11 6:36 pm UTC by Make the First Comment
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LUCI is doing: Multi-Sited Design - May 4th, 2011

Multi-Sited Design

Multi-Sited Design

What has LUCI been up to recently?

Multi-Sited Design

Ideas about technology are also ideas about culture and people. When researchers and designers talk in terms of “free culture” and “open innovation,” their discourse shapes not only new ways of building technology, but new ways of relating to social and political structures. We have been exploring this through ethnographic research in a technology innovation lab in Shanghai, China, which positions its work at the intersections of Chinese Internet counterculture, international maker and hacker communities, digital art and creative commons. We ask how ideas of free culture and open innovation are mobilized as part of a conversation about technology design, Chinese modernity, innovation and do-it-yourself science that extends across Shanghai, Silicon Valley and Europe.

More info

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Posted: 5/4/11 10:00 am UTC by Make the First Comment
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China Tightens Electronic Censorship – NYTimes.com - March 24th, 2011

A Beijing entrepreneur, discussing restaurant choices with his fiancée over their cellphones last week, quoted Queen Gertrude’s response to Hamlet: “The lady doth protest too much, methinks.” The second time he said the word “protest,” her phone cut off.

via China Tightens Electronic Censorship – NYTimes.com.

I’ve had a few personal examples to back this up. You cannot do technology work in China without giving the Chinese government a censorship hook. -Don

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Posted: 3/24/11 9:00 am UTC by Add Your Comment
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LUCI affliates’ research on ‘World of Warcraft’ makes national politics - December 22nd, 2010

World of Warcraft

World of Warcraft

LUCI researchers and other faculty from our Department of Informatics have found themselves in the crosshairs of national politics as described in an article in the O.C. Register:

“Maybe it’s a generation gap thing. But the $3 million that went to UC Irvine researchers to study “Decentralized Virtual Activities and Technologies” has been branded one of the worst wastes of taxpayer dollars of 2010 by U.S. Sen. Tom Coburn, R-OK….

The game is made by Blizzard Entertainment of Irvine, and the researchers are Walt Scacchi, Bonnie Nardi, Richard Taylor, Gloria Mark and Cristina Lopes.”

via UCI ‘World of Warcraft’ research squandered $3 million, critic says – OC Watchdog : The Orange County Register.

We’ll link to Bonnie’s response which is being published tomorrow at the University of Michigan Press.  But a few things worth noting… video games are a big part of our local economy.  Blizzard employs 4600 people.  This research has been nominated for best paper awards at CSCW and any of the local faculty can tell you that the NSF isn’t exactly spewing out tax payer money these days.

Walt’s response, filtered by the press is here:
Slam on UCI is ’sign of distinction’ and ‘compliment,’ researcher says

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Posted: 12/22/10 10:19 pm UTC by Make the First Comment
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Silvia receives Best Paper Award for `Inbetween Wangba and Elite Entertainment` - July 15th, 2010

Silvia Lindtner accepts award

Silvia Lindtner Accepts Award

Informatics Ph.D. student Silvia Lindtner recently presented a paper together with her collaborator Marcella Szablewicz at the Chinese Internet Research Conference held in Beijing. Their paper received the Best Student Paper award and will also be published as a book chapter in an edited volume by Routledge.

The reference for the paper is here:
Lindtner, S. and Szablewicz, M. 2010. Inbetween Wangba and Elite Entertainment: China’s many Internets. Presented at the 8th Chinese Internet Research Conference, Beijing, China, June 29-30, 2010. Recipient of Best Student Paper Award, CIRC 2010.

Silvia Lindtner and Marcella Szablewicz have conducted ethnographic research on digital gaming practices in urban China over the last 6 years. Digital games are not only inherently participatory but are also one of the most popular forms of Internet technology in China today , and as such they are particularly illustrative examples of relations between technological practice and social and economic change in China more broadly. Lindtner and Szablewicz’s research reveals how urban youths and young professionals in China utilize digital games to position themselves and form new identities amidst urban China’s rapid economic and technological transformations. Two main points emerge: First, digital participation is not confined within a single software application, but is a contingent process evolving in relation to wider social, economic and political developments in China. Second, digital games in China are a means by which young Chinese engage with and express ideas about social belonging, identity and class.

quoted from here.

Congratulations Silvia!

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Posted: 7/15/10 9:36 pm UTC by Make the First Comment
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Cultivating Cool: Gaming, Networking & Leveling Up in Urban China - May 27th, 2009

Celebration Balloons

Photo courtesy of flickr:eye2eye

Congratulations to Silvia Lindtner on passing her advancement to candidacy exam in the General Track!

Cultivating Cool: Gaming, Networking & Leveling Up in Urban China

With the ubiquity of digital devices computer mediated gaming has become a pervasive aspect of our everyday lives in and between our homes and work, on streets, in malls and public transportation systems. Gaming practices have come to span across and relate a multitude of digital and physical sites that are embedded in larger webs of social connection and politics beyond just fun and leisure. This paper offers a new approach to debates of productive play and serious gaming that considers games in and of themselves a means for practical achievement in day-to-day management of social connection and socio-economic positioning. I present findings from two ethnographic studies that explored gaming sites in urban China where digital and physical scenes collided and became meaningful through the ways in which players positioned themselves and their gaming practices to socio-political narratives of a new and open China. In particular, I focus on two entertainment sites, wang ba (Internet cafe) and exclusive gaming clubs, and the role they played in the daily lives of their inhabitants to discuss implications for game design, and interaction design more broadly.

Committee:
Paul Dourish (chair)
Ken Anderson
Tom Boellstorff
Gillian Hayes
Kavita Philip

Congrats Silvia!!

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Posted: 5/27/09 11:00 am UTC by Add Your Comment
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New Frontier of Guanxi: Online Gaming Practices in China - January 24th, 2009

Moleskins and Pens

Photo courtesy of paulworthington

Congratulations to Informatics graduate students Sylvia Lindtner and Yang Wang (and Scott Mainwaring) for landing on the SSRN top 10 List for their paper:

New Frontier of Guanxi: Online Gaming Practices in China

“Economic activities in and around online gaming in China are often associated in the West with images of gold farming, or selling in-game currency to players for real money in online games. What can we learn about online gaming in China and about online gaming and online sociality more broadly when we look at economic and other “pragmatic” practices through which online gaming becomes meaningful for leisure players? In this paper, we present findings from an ethnographic study of online gaming in China to discuss implications for game design, and HCI design more broadly. Considering the ties between socio-economic practices, development of trust and culturally situated imaginings of self-hood and otherness, brings to the fore how online games in and of themselves constitute the means for practical achievements in day-to-day management of guanxi (social connection). “

Congrats Silvia and Yang!

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Posted: 1/24/09 5:00 pm UTC by Make the First Comment
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