Nike – Antenna http://blog.commarts.wisc.edu Responses to Media and Culture Thu, 30 Mar 2017 23:48:47 +0000 en-US hourly 1 https://wordpress.org/?v=4.7.5 More Lively Than Life is Our Motto: Better Living Through Gamification http://blog.commarts.wisc.edu/2013/02/01/more-lively-than-life-is-our-motto-better-living-through-gamification/ http://blog.commarts.wisc.edu/2013/02/01/more-lively-than-life-is-our-motto-better-living-through-gamification/#comments Fri, 01 Feb 2013 14:45:33 +0000 http://blog.commarts.wisc.edu/?p=17566

Way of Life, "The Ultimate Habit Building App"

On New Year’s Day, instead of signing up for a gym or joining a writing group, I binge downloaded apps on my iPad. Perhaps it was the grease hangover from a night of eating only chicken wings in a comedy club upstairs from a Chinese restaurant, or perhaps it was the usual grad student anxiety made worse by habitual procrastination to Academic Coach Taylor memes. Whatever the cause of my guilt, my answer was in the App Store. So, I downloaded a bunch of apps: one to count calories, another to create ambient music in order work better, harder, and faster, and another to figure out what mental roadblocks weigh me down, in order to – as the app urges – “live better every day.” To top it off, I bought a habit building app that reminds me to record whether I counted my calories, whether I worked harder, better, and faster, and whether I overcame those mental roadblocks. The app charts my progress over time and shares it with my social networks.

This remedy is one part Lifehacker’s cult of productivity, half part Anthony Robbin’s self-help-ism, and two parts Kevin Kelly’s Quantified Self. And like eating fried chicken in the dark, this remedy instantly gratifies but never quite satisfies. Like other purported technological cure-alls today, this one is identified through a neologism, is criticized as a buzzword, and is hailed by proponents as a movement. “Gamification” is this process of using game logics such as points, badges, levels, challenges, and rewards to enhance traditionally non-game experiences. This experience might be uploading your fitness milestones onto Nike+  and syncing it with your workout on the Xbox 360 Kinect; it may be boosting productivity at a call center by using leaderboards and badges; it may be competing with your roommate for tangible rewards using a sophisticated system of rules to more pleasantly accomplish household chores. It is the carrot and the stick; it is putting more life into your life.

Nike+ Kinect Training

In all these examples, there is a representational structure linking reward to achievement, cause to effect – a structure that gamification enthusiasts claim produces unprecedented behavior change. Gamification allows you to incentivize anything in your (or your employees’) life to make it more fun, more efficient, more effective. In the words of Jane McGonigal – the movement’s high priestess who galvanized a legion of marketers and game designers in that TED talk – games can make a better world and make us “SuperBetter”™ – incidentally, also the name of her latest game.

At MIT’s Futures of Entertainment Conference, a panel of gaming experts playfully refused to respond to a persistent question rising to the top of a crowdsourced backchannel – “What is the future of Gamification?” Dismissed by these experts as a a fancy name for customer loyalty programs that are a perversion of game mechanics, and disdained as “marketing bullshit,” it is easy to write off gamification as the latest marketing buzzword. However, as media scholars have witnessed in half a decade of critical deconstruction of what was known as “Web 2.0,” technological buzzwords are never empty – they are ciphers for configurations of cultural values that iteratively shape relations between people, systems, and institutions.

The gamified website for NBC's The Office

On The Office’s gamified website, users signed up as employees of the fictional Dunder Mifflin paper company and earned “Schrute Bucks” for making comments, posting photos and performing tasks that built engagement and buzz for the show. It didn’t take long for the site to be populated with user-generated content. In an interview with Mashable, the gamification startup Bunchball raved that “NBC loved it because they were paying all these users fake money to do real work.” Unlike the conception of pure waste that game scholars such as Roger Caillois have used to define play, the playfulness of gamification is consummately productive.

According to the Pew center’s survey of experts, gamification may retreat as a fad, but only because its mechanisms will become more entrenched and quotidian – a trajectory that Web 2.0 took in becoming simply “social media.” Therefore, despite the fatigue from yet another marketing revolution, media scholars must map the contours of Gamification’s discourses as they erect and legitimate motivational structures for narrowly predetermined behaviors in our work, leisure, and psychic lives. These are structures that capture our playfulness, our guilt, our desires, our energies, and convert them into quantifiable outcomes such as engagement in platforms, loyalty to brands, user-generated data, and user-generated content. In Blade Runner (1982), the visionary doctor proclaimed that “commerce is our goal here at Tyrell; more human than human is our motto.” And as the film has taught three decades of moviegoers, we have to ask ourselves what it means to be human. Similarly, as we reinvent our lives through gamification, we have to ask ourselves what it means to be alive.

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Rehabilitating the Investment in Sports Stardom http://blog.commarts.wisc.edu/2010/11/05/rehabilitating-the-investment-in-sports-stardom/ http://blog.commarts.wisc.edu/2010/11/05/rehabilitating-the-investment-in-sports-stardom/#comments Fri, 05 Nov 2010 16:39:19 +0000 http://blog.commarts.wisc.edu/?p=7147

One of sports’ biggest superstars, LeBron James, made waves this summer with his decision to leave the Cleveland Cavaliers to join fellow All-Stars Dwayne Wade and Chris Bosh with the Miami Heat, an announcement he made with a one-hour hype machine on ESPN. James faced a wide range of criticism after the announcement in July:  the Cavaliers owner likened James to Benedict Arnold; Charles Barkley called the announcement a “punk move” and said the move to Miami will change James’ legacy; Michael Jordan said it’s something he never would have done. During the NBA season opener last week, as “King James” made his on court debut in a Heat uniform, Nike aired this 90-second spot for LeBron (below). According to Nike’s agency, the spot allows James to “address his off-season controversy head-on.”

Releasing commercials prior to an athlete’s return to sports for image rehabilitation is a familiar tactic for Nike, evidenced by the Tiger Woods ad featuring the voice of his dead father that aired the day before Woods returned to professional golf. But in both cases, Nike comes months late to the game. Waiting to “address off-season controversy” until the day the season (or golf tournament) actually starts only reconstitutes the very discussion Nike is trying to move beyond. Sure, the problems with Woods’ and James’ image are not quite comparable, and sure, both spots resulted in viral video buzz for Nike, but when it comes to the task of recuperating the tarnished image of a sports superstar, I’m not sure either of these ads get the job done.

This brings up a host of questions that I’ve been mulling over recently: first, is there even a need for Nike to actively rehabilitate either star’s image with television ads? And why these athletes and not others? Many sports columnists, commentators, and advertising industry execs are of the opinion that the negative impact of both Woods’ and James’ controversies would blow over once they returned to their respective sport, relying on the assumption that their athletic skill would outweigh their off-the-court misgivings. After all, Kobe Bryant returned to endorsement deals less than a year after being accused of rape with only a statement by Nike touting his athletic skill and basketball ability, not major image management efforts. What about Ben Roethlesberger, Serena Williams, or Brett Favre? What does this say about the specific contexts of sport stardom and our expectations (or lack of) for professional athletes as opposed to other celebrities? How do gender and race play into these narratives and/or athletes’ ability to play the villain, anti-hero, or underdog?

Second, if Nike’s ads don’t really work to rehabilitate the tarnished image of sports superstars, then what do they do? Certainly the ads contribute to the discourse about each star’s persona, which like any star text, give us a way to talk about the world around us. As Richard Dyer notes, stars serve as an important discursive space for the construction, narration, and negotiation of cultural meaning and social hierarchies. The James ad, in particular, comments on the way stars and star personas are inherently open for interpretation and unmoored from concrete meaning. Featuring James looking directly to the camera and asking, “What should I do?” followed by a host of somewhat playfully rhetorical follow up questions (“Should I admit I ruined my legacy?” “Should I just sell shoes?”), the spot takes a self-reflexive stance on the very precariousness of sports stardom. Asking “Should I be who YOU want me to be?” acknowledges this complexity and opens up a space for the viewer to ponder just what meaning they assign to James as a person, as an athlete, and as a star. But ultimately, these spots seek to fix the star text as a branded commodity. The complexity in LeBron’s question of “What should I do?” is of course neatly answered with Nike’s “Just Do It,” signaling a desperate attempt to cling to the sports star as a complex but coherent symbol of American capitalism. Thus, rather than rehabilitating James’ controversial image, Nike’s latest spot works hard to rehabilitate the very investment in sports stardom itself.

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