social justice – 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 Pacifica Radio’s From the Vault http://blog.commarts.wisc.edu/2015/06/29/pacifica-radios-from-the-vault/ http://blog.commarts.wisc.edu/2015/06/29/pacifica-radios-from-the-vault/#comments Mon, 29 Jun 2015 15:08:23 +0000 http://blog.commarts.wisc.edu/?p=27334 archives

Post by Brian DeShazor, Pacifica Radio Archives

The Pacifica Foundation, founded in 1946 by Lewis Hill – a Quaker, conscientious objector, poet, and pacifist – began broadcasting at KPFA, 94.1 FM in Berkeley, California, on April 15, 1949. It was the first of its kind. The mission was to create a new kind of radio, supported by listeners, owing nothing to sponsors, providing an outlet for poetry, independent journalism, free speech, creative expression, and a safe haven for artistic experiments with the radio medium. Predating National Public Radio, over the next 28 years, the network added four stations: KPFK 90.7 FM Los Angeles, CA (1959), WBAI 99.5 FM NYC, NY (1959), KPFT 90.1 FM Houston, TX (1970), and WPFW 89.3 FM Washington D.C. (1978). Perhaps best known as a chronicler of social justice movements and cultural change, Pacifica stations contributed to their communities by broadcasting unique coverage of HUAC hearings, the civil rights movement, the anti-Vietnam war movement, the women’s movement, the gay liberation movement, the student free speech movement, the Black power movement, the Native American Indian movement, and many others. Pacifica stations consistently embraced the performing and literary arts, offering sometimes the only forum for cutting edge and classical arts, as well as providing a stage to experiment with music, radio drama, spoken word, sound sculpture, and the art of radio documentary. This may be my favorite description of the programming ideals from a 1960 KPFK member folio program guide (all of which are freely available online at Archive.org):

“As a listener-sponsored station KPFK is free from the restrictions and inhibitions of commercial radio. We may attempt to discharge our special responsibility to the community with vigor, intelligence and imagination.

Our approach to broadcasting is permissive, bold and somewhat naive, because we feel that these attributes hold the secrets of growth and true wisdom. We choose to focus on the positive aspects of our freedom; what we are freed for; rather than what we are freed from.

We are free to serve: By tapping the creative resources of our nation and community we give hearing to deserving and unknown literary and musical talent, we provide a forum for the full discussion of public affairs, and we serve the community by an active participation in its cultural and intellectual life.

We are free to explore: In public affairs we are free to probe beyond the superficial level. Our programs are designed to stimulate, not to mirror complacency.

We are free to innovate: By broadcasting original works, special interviews, and live concerts, we can give free radio its rightful position as a provocative and intimate communicative medium. We are free to create new formats and recombine old ones. We can afford to risk without fear of the consequences on a popularity rating scale.

We are free to challenge: Our view of current happenings and long-term trends in this community and the world can be fresh and insistently honest, equally free to challenge the dogmas of the avante garde or the traditionalist, the intellectual or the anti-intellectual, the happy few or the complacent many, as the occasion requires. We frankly admit our prejudice, against the pretentious in any form or walk of life. Sacred cows find no sanctuary in our studios.

We have no commitments other than to these ideals.”

The Pacifica Radio Archives has over 60,000 program units, and has digitized approximately 10% since the advent of the digital age thanks to several grant funded projects and by public request. We are currently in the final months of a two-year project to preserve and make accessible 2,000 programs covering the women’s movement, in a project titled “American Women Making History and Culture: 1963-1982”, funded in part by a grant from the National Historical Publications and Records Commission at the National Archives and Records Administration.

fromthevaultFrom the Vault is the Pacifica Radio Archives radio series produced weekly to rebroadcast and contextualize the history captured on reel-to-reel tape from 1949 to about 1999 by the Pacifica radio stations. The series is heard on the Pacifica Radio stations and its 200 affiliates. The series was created in 2006 in an effort to disseminate the history preserved to new audiences, promote the grant funded projects that helped digitize selections of the collection, and raise funds to continue preservation and access projects.

With thousands of tapes to choose from, it’s no easy task to curate. We begin each week mindful of current events and obituaries. We work from a calendar of historic events, commemorations and anniversaries to motivate our research. Programs of note include: The first march on Washington for Gay Rights, 1979; a previously unknown 1964 speech by Dr. Martin Luther King, Jr., and my personal favorite, Flora Molton, a blind blues street singer from Washington D.C.

Flora Molton.

Gospel and country blues musician Flora Molton.

We are always seeking ways to make the materials contemporary and reach new audiences. In the works is a program on the 50th anniversary of the Watts Uprising in Los Angeles. We will be using the KPFK 1965 radio documentary, The Fire This Time, but not in the traditional way. On July 10, 2015, the archival sound will be used in a live concert event produced by Grand Performances as source material in a new hip-hop/ rap music mixtape performance curated by Lyricist Lounge co-founder Anthony Marshall, featuring dead prez, Jimetta Rose, ill CamiLLe, Bambu, food4Thot, and members of the Watts Prophets. From the Vault has produced 486 one-hour episodes to date.

Now that the Pacifica Radio Archives is partnered with the RPTF we look forward to expanding our Campus Campaign and our efforts to make the radio history part of educational curriculum.

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Unpacking Rust, Race, and Player Reactions to Change http://blog.commarts.wisc.edu/2015/06/15/unpacking-rust-race-and-player-reactions-to-change/ Mon, 15 Jun 2015 14:25:10 +0000 http://blog.commarts.wisc.edu/?p=26929 Rust courted controversy by assigning players unchangeable, racialized avatars. Adrienne Shaw unpacks how game design helped produce some of that player outrage.]]> Rust 3

Post by Adrienne Shaw, Temple University

Having recently published a book on representation in video games, several people have asked me about the “Rust controversy” (and a blog post is easier to manage than multiple email threads). One of the more surprising findings from my book and prior audience studies projects is just how little some people (take note internet: some people) say they care about representation in games. The actual core argument of the book, however, is that media scholars (among others) need to be more attentive to when and how people come to care about representation. Looking at when and how people care about representation helps us better interrogate the limits of the kinds of diversity we have seen in games. And fights over representation, moments when people really care or militantly don’t care about representation, illustrate that really well.

So Rust… The original story broke back in March, when the post-apocalyptic massively multiplayer online (MMO) game released an update that assigned a randomly raced avatar to all players, which could not be changed. Prior to this, all the avatars looked the same: a bald white guy. Responses to this change varied. Some welcomed the injection of aesthetic diversity in the game; others were pissed. Some of this anger was expressed as racist language, some felt the change was “social justice” activism through design, and many just wanted to know how to change what the avatar looked like.

A lot of other smart people have already written about these various player reactions: go read these great pieces by Megan Condis, Kishonna Gray, and Tauriq Moosa now! I want to focus on a slightly different issue than they do however: the role the design of Rust played in helping create those negative reactions.

Rust 4

First, I think it’s a mistake to say that Facepunch Studios experimented here. They took an existing game and changed it pretty dramatically and suddenly. There is a long history of gamers (terminology note) reacting poorly to changes in their favorite franchises (example). Most of the coverage of Rust’s change conflates the effect of making people play as a specific avatar with changing an existing game. MMO players, especially, become really attached to their avatars; there are decades of research on this (start here). Certainly, players of Rust before this update didn’t have choices for what their avatar looked like, but now that there are appearance options I suspect players think they should have more choice (bracketing out for a moment the fair critique that they were willing to accept a default white male option, because that’s what many games typically offer). Self-representation — that is having the chance to represent yourself how you wish, whether the thing on the screen looks like you or not — is a longstanding part of MMOs. That people took the Rust change so hard, and manifested those emotions as racist chat and play behavior is unsurprising (which is not to condone the racism expressed in those comments).

Second, in my book, I talk about the distinction between characters and avatars, and in online spaces especially people are known through their avatars. Rust lead developer and owner of Facepunch Studios, Garry Newman’s comments on the matter demonstrate a misunderstanding of the contextuality of how and when what the avatar/play character embodiment affects when and how people care: “People have a strange need to play someone similar to themselves in games,” he said. “That’s not something I understand. I don’t think I’d have enjoyed Half-Life more if Gordon Freeman didn’t have glasses or a beard.” From my own research, certainly those games (narrative-driven, solo player games) are the ones in which players do not always care much about playing as a character “like them” because there are other ways (narrative mostly) for them to connect to those characters (or not). People who feel emboldened to demand things of games, moreover, do wish that on a broad level there was more diversity within those narrative-driven assigned character games. Players do often care about how they are being represented in contexts in which they are being represented to others through an avatar, like an MMO. And they really care in games that imply they have a choice, which is among the many reasons people care strongly about what relationship options are available in games.

Rust 2

Finally, the way the race was introduced in the game actually helped make it feel arbitrary. Indeed, in the announcement of the change they call race arbitrary: “It’s quite pleasing to see different races working together in game, and makes you realise how arbitrary race is.” Race in the game is an aesthetic addition so people can tell each other apart visually. That isn’t what race is, which is why “color-blindness” has never been an actual anti-racist goal. Robert Yang discusses his own approach to this issue in designing Cobra Club. What would be even more interesting than randomized races is if someone created a game where you are born into a body that affects the way you interact with the world. Now that would be an interesting experiment in how people react to being thrust into an identity that may not be like their own. There is a model for this in fact, in Marsha Kinder’s Runaways, and if anyone has info on what happened to that game please leave a comment.

None of this is to say that Facepunch Studios should be condemned for trying something new. New players will come to the game expecting to be assigned a body. And that’s interesting, and might lead to some unique in-game interactions that change how we understand avatar-player relationships (I sense a dissertation being formed in the distance). The danger, though, is that more risk-averse studios will see the negative response as evidence that players aren’t ready for more diversity in games. There are plenty of games out there for those players who aren’t ready for more diversity; I think the rest of us are ready for something new.

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