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	<title>ulises mejias &#187; online learning</title>
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	<link>http://blog.ulisesmejias.com</link>
	<description>assistant professor, suny oswego</description>
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		<title>Video of talk at Georgetown Communications Symposium</title>
		<link>http://blog.ulisesmejias.com/2010/04/18/georgetown-video/</link>
		<comments>http://blog.ulisesmejias.com/2010/04/18/georgetown-video/#comments</comments>
		<pubDate>Sun, 18 Apr 2010 14:21:12 +0000</pubDate>
		<dc:creator>ulises</dc:creator>
				<category><![CDATA[networks]]></category>
		<category><![CDATA[online learning]]></category>
		<category><![CDATA[presentations]]></category>

		<guid isPermaLink="false">http://blog.ulisesmejias.com/?p=358</guid>
		<description><![CDATA[The video from Georgetown University&#8217;s Scholarly Communications Symposium, Social Media: Implicatons for Teaching and Learning, is now available.

Even though I had the difficult task of presenting the &#8220;dissenting&#8221; view, I learned a lot from participating in the session and I really enjoyed meeting the folks at Georgetown. Here&#8217;s the blurb about the event from the [...]]]></description>
			<content:encoded><![CDATA[<p>The video from Georgetown University&#8217;s Scholarly Communications Symposium, <em>Social Media: Implicatons for Teaching and Learning,</em> is <a href="http://explore.georgetown.edu/news/?ID=49330">now available</a>.</p>
<p><a href="http://blog.ulisesmejias.com/wp-content/uploads/2010/04/geogetown.jpg"><img class="alignnone size-medium wp-image-359" title="geogetown" src="http://blog.ulisesmejias.com/wp-content/uploads/2010/04/geogetown-300x171.jpg" alt="geogetown" width="300" height="171" /></a></p>
<p>Even though I had the difficult task of presenting the &#8220;dissenting&#8221; view, I learned a lot from participating in the session and I really enjoyed meeting the folks at Georgetown. Here&#8217;s the blurb about the event from the website:</p>
<blockquote><p>Social media tools have gained widespread use across our campuses in a very short time. Many academic disciplines are also adopting these online tools as they embrace collaboration and interactivity. The implications of these developments are profound&#8211;not only for scholars and students but also for the potential transformation of the teaching and learning process. How do social media networks change the way our students learn and our faculty teach? How is the traditional classroom relationship altered? Are students becoming more active and engaged learners? The speakers were Gerry McCartney, Vice President for Information Technology and CIO and Oesterle Professor of Information Technology, Purdue University; Edward Maloney, Director of Research and Learning Technology at the Center for New Designs in Leaning and Scholarship and Visiting Assistant Professor of English, Georgetown University; and Ulises Mejias, Assistant Professor of New Media in the Communication Studies Department at the State University of New York at Oswego.</p></blockquote>
<p>You can also <a href=" http://deimos3.apple.com/WebObjects/Core.woa/Browse/georgetown.edu.3588154108?i=1362582029">download</a> the video directly from iTunes U.</p>
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		<title>Osw3go.net: a multiplayer scenario analysis</title>
		<link>http://blog.ulisesmejias.com/2010/04/18/osw3go-net-a-multiplayer-scenario-analysis/</link>
		<comments>http://blog.ulisesmejias.com/2010/04/18/osw3go-net-a-multiplayer-scenario-analysis/#comments</comments>
		<pubDate>Sun, 18 Apr 2010 13:00:19 +0000</pubDate>
		<dc:creator>ulises</dc:creator>
				<category><![CDATA[online learning]]></category>
		<category><![CDATA[teaching]]></category>

		<guid isPermaLink="false">http://blog.ulisesmejias.com/?p=349</guid>
		<description><![CDATA[My colleague Pat Clark and I are conducting a multiplayer scenario analysis (similar to an Alternate Reality Game) to explore the topic of racism on campus. It&#8217;s called osw3go.net. We seek to  involve our community (although the rest of you can observe) in a constructive dialogue about what we can do,  individually and [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://osw3go.net"><img class="alignright size-full wp-image-352" style="margin-left: 5px; margin-right: 5px;" title="osw3go-net" src="http://blog.ulisesmejias.com/wp-content/uploads/2010/04/osw3go-net1.jpg" alt="osw3go-net" width="202" height="360" align="right" /></a>My colleague Pat Clark and I are conducting a multiplayer scenario analysis (similar to an Alternate Reality Game) to explore the topic of racism on campus. It&#8217;s called <a href="http://osw3go.net" target="_blank">osw3go.net</a>. We seek to  involve our community (although the rest of you can observe) in a constructive dialogue about what we can do,  individually and collectively, to prepare to meet these kinds of challenges. Our  focus is on raising awareness, facilitating the generation of solutions,  and eliciting action and involvement from members of the community.  Additionally, this is a good way to research how new media can be used as a  platform for simulation, collective problem solving, and social  organizing.</p>
<p><a href="http://osw3go.net" target="_blank">Check it out!</a> It&#8217;s going to be active for another couple of weeks.</p>
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		<title>Open Space: the ARG</title>
		<link>http://blog.ulisesmejias.com/2009/12/07/openspacearg/</link>
		<comments>http://blog.ulisesmejias.com/2009/12/07/openspacearg/#comments</comments>
		<pubDate>Mon, 07 Dec 2009 18:01:52 +0000</pubDate>
		<dc:creator>ulises</dc:creator>
				<category><![CDATA[FLEFF]]></category>
		<category><![CDATA[online learning]]></category>
		<category><![CDATA[teaching]]></category>

		<guid isPermaLink="false">http://blog.ulisesmejias.com/?p=317</guid>
		<description><![CDATA[Here&#8217;s a project for FLEFF I just launched. You are all invited to participate!

Can you help a bunch of ghosts wage topological war, one Google Map at a time? 
Welcome to Open Space, the Alternate Reality Game hosted by the Finger Lakes Environmental Film Festival (FLEFF).
An Alternate Reality Game (ARG) is an interactive, multiplayer Web-based [...]]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s a project for FLEFF I just launched. You are all invited to participate!</p>
<p><a href="http://openspace.ulisesmejias.com/"><img class="alignnone size-full wp-image-318" title="openspacearg" src="http://blog.ulisesmejias.com/wp-content/uploads/2009/12/openspacearg.jpg" alt="openspacearg" width="380" height="153" /></a></p>
<p><strong>Can you help a bunch of ghosts wage topological war, one Google Map at a time? </strong></p>
<p><strong></strong>Welcome to Open Space, the Alternate Reality Game hosted by the Finger Lakes Environmental Film Festival (FLEFF).</p>
<p>An Alternate Reality Game (ARG) is an interactive, multiplayer Web-based exercise in collective storytelling and distributed inquiry. Everyone can play, and participants can shape the actions of the characters and the outcome of the story.</p>
<p>The theme for this year&#8217;s FLEFF is Open Space. This ARG is intended to help us explore how exactly space is opened &#8212; not just physical space, but conceptual and political space as well.</p>
<p><strong>How the Game Works</strong></p>
<ul>
<li>Each month or so, we provide a street-view Google Map, a little window into our modern world.</li>
<li>Then we ask our rival teams of dead or imaginary characters (including intellectuals like Marshall McLuhan, revolutionaries like Commander Ramona, or even mythical creatures like Jingwei) to explore the myriad forms and meanings of ‘open space.’</li>
<li>Waging a discursive battle (a high-brow flame war), they fight to defend or liberate the Google Map.</li>
<li>What does it mean to defend or liberate a Google Map? Well, that&#8217;s up to you! Go to our website, get more information, and start playing!</li>
</ul>
<p><strong>Play the Game<br />
</strong><br />
<a href="http://openspace.ulisesmejias.com/" target="_blank">http://openspace.ulisesmejias.com/</a></p>
<p><strong>More on Alternate Reality Games (ARGS):<br />
</strong><br />
<a href="http://en.wikipedia.org/wiki/Alternate_reality_game" target="_blank">http://en.wikipedia.org/wiki/Alternate_reality_game</a><br />
<a href="http://www.worldwithoutoil.org/" target="_blank">http://www.worldwithoutoil.org/</a></p>
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		<title>Presentation at CIT 09</title>
		<link>http://blog.ulisesmejias.com/2009/05/20/presentation-at-cit-09/</link>
		<comments>http://blog.ulisesmejias.com/2009/05/20/presentation-at-cit-09/#comments</comments>
		<pubDate>Wed, 20 May 2009 11:23:04 +0000</pubDate>
		<dc:creator>ulises</dc:creator>
				<category><![CDATA[online learning]]></category>
		<category><![CDATA[presentations]]></category>

		<guid isPermaLink="false">http://blog.ulisesmejias.com/?p=265</guid>
		<description><![CDATA[
I&#8217;ll be presenting a paper at this year&#8217;s SUNY Conference on Instructional Technology (CIT 2009).
Active Learning, Social Media, and Serious Games: Case Studies
Dr. Ulises A. Mejias
Friday May 22, 10:15 &#8211; 10:45 am
Alternate Reality Games, played with everyday communication and information technologies, can be used as forms of active learning and research that involve students in [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.ulisesmejias.com/wp-content/uploads/2009/05/citstandardlogo50p.jpg"><img class="size-medium wp-image-266 alignnone" title="citstandardlogo50p" src="http://blog.ulisesmejias.com/wp-content/uploads/2009/05/citstandardlogo50p.jpg" alt="" width="85" height="85" /></a></p>
<p>I&#8217;ll be presenting a paper at this year&#8217;s SUNY <a href="http://www.cit.suny.edu/">Conference on Instructional Technology</a> (<a href="http://guest.cvent.com/i.aspx?5S,M3,22bd8683-8d13-4448-993f-d9b2f2e9b545">CIT 2009</a>).</p>
<p><span style="color: #000080;"><strong>Active Learning, Social Media, and Serious Games: Case Studies</strong><br />
Dr. Ulises A. Mejias<br />
Friday May 22, 10:15 &#8211; 10:45 am<br />
Alternate Reality Games, played with everyday communication and information technologies, can be used as forms of active learning and research that involve students in analyzing a real-life problem, collectively articulating a multitude of realistic and possible responses to it, and addressing the ethical imperative for action.</span></p>
<p>Also, some of you might be interested in the webcast of the keynote by Liz Lawley (of <a href="http://mamamusings.net/">mamamusings</a> fame). Dr. Elizabeth Lane Lawley is Director of the Lab for Social Computing and Associate Professor of Information Technology at the Rochester Institute of Technology. She will be giving two talks on Thursday May 21 (free and open to the online public, as far as I can tell): <em>Technology &#8211; Technical, Tangible, Social</em> (10:15am ET) and <em>Gaming and Learning</em> (2:15 pm ET). To watch, <a href="https://affinityacademy158.eduvision.tv/SchoolLiveSchedules.aspx">go here</a>.</p>
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		<title>Save Oswego! &#8211; An Alternate Reality Game</title>
		<link>http://blog.ulisesmejias.com/2009/04/07/save-oswego-an-alternate-reality-game/</link>
		<comments>http://blog.ulisesmejias.com/2009/04/07/save-oswego-an-alternate-reality-game/#comments</comments>
		<pubDate>Tue, 07 Apr 2009 14:19:21 +0000</pubDate>
		<dc:creator>ulises</dc:creator>
				<category><![CDATA[online learning]]></category>
		<category><![CDATA[teaching]]></category>
		<category><![CDATA[ARG]]></category>
		<category><![CDATA[SUNY Oswego]]></category>

		<guid isPermaLink="false">http://blog.ulisesmejias.com/?p=263</guid>
		<description><![CDATA[I&#8217;m currently coordinating a second (s)ARG. Here&#8217;s the info:
What would you do if you were not able to graduate because of cuts to SUNY Oswego&#8217;s budget? Stop panicking&#8230;. start acting!
Save Oswego! is an Alternate Reality Game (ARG) developed as a class project for the courses Social Networks and the Web and Videogame Theory and Analysis [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m currently coordinating a second (s)ARG. Here&#8217;s the info:</p>
<p><strong>What would you do if you were not able to graduate because of cuts to SUNY Oswego&#8217;s budget? Stop panicking&#8230;. start acting!</strong></p>
<p><a href="http://saveoswego.wordpress.com/">Save Oswego!</a> is an Alternate Reality Game (ARG) developed as a class project for the courses <a href="http://courses.ulisesmejias.com/networks09/">Social Networks and the Web</a> and <a href="http://courses.ulisesmejias.com/videogames09/">Videogame Theory and Analysis</a> at <a href="http://oswego.edu">SUNY Oswego</a>. It could be called an experiment in collective storytelling, a radical new media project, or an internet ‘hoax’ with a social message! Anyone can play, and the whole Internet is the playground (participants interact with the narrative in real-time using a variety of communication technologies such as email, blogs, SMS, video and audio podcasts, etc.). By framing the experience as an ARG, this project seeks to involve various members of the Oswego community in analyzing a real-life problem, collectively articulating a multitude of realistic and possible responses to it, and examining the ethical question of what form action should take after the game.</p>
<p>This ARG is entirely produced by students and is being coordinated by Prof. Ulises Mejias of the Communication Studies department. The project is not officially affiliated with any SUNY organization, and the content does not reflect the views or opinions of anyone other than the authors. You can play the game by going to <a href="http://saveoswego.wordpress.com/">saveoswego.wordpress.com</a> from April 7 to April 16, 2009. You can also join us for a wrap-up discussion during Quest on April 22 at 4:00 PM.</p>
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		<title>Gold Farming and the Geopolitics of Trade: The ARG</title>
		<link>http://blog.ulisesmejias.com/2009/03/27/gold-farming-and-the-geopolitics-of-trade-the-arg/</link>
		<comments>http://blog.ulisesmejias.com/2009/03/27/gold-farming-and-the-geopolitics-of-trade-the-arg/#comments</comments>
		<pubDate>Fri, 27 Mar 2009 10:55:54 +0000</pubDate>
		<dc:creator>ulises</dc:creator>
				<category><![CDATA[online learning]]></category>
		<category><![CDATA[presentations]]></category>
		<category><![CDATA[teaching]]></category>
		<category><![CDATA[ARG]]></category>
		<category><![CDATA[FLEFF]]></category>
		<category><![CDATA[gold farming]]></category>

		<guid isPermaLink="false">http://blog.ulisesmejias.com/?p=258</guid>
		<description><![CDATA[I&#8217;m going to be coordinating a couple of ARGs this Spring. Here&#8217;s the announcement for the first one. Please join us!
&#8216;Stop Gold Farming!&#8217; is an Alternate Reality Game (ARG) developed for the Finger Lakes Environmental Film Festival. It could be called an experiment in collective storytelling, a radical new media project, or an internet &#8216;hoax&#8217; [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m going to be coordinating a couple of ARGs this Spring. Here&#8217;s the announcement for the first one. Please join us!</p>
<p>&#8216;Stop Gold Farming!&#8217; is an Alternate Reality Game (ARG) developed for the <a href="http://www.ithaca.edu/fleff/">Finger Lakes Environmental Film Festival</a>. It could be called an experiment in collective storytelling, a radical new media project, or an internet &#8216;hoax&#8217; with a social message! Anyone can play (participants interact with the narrative in real-time using a variety of communication technologies such as email, blogs, SMS, digital video, podcasts, etc.), and therefore anyone can shape the outcome. The game revolves around a fictional controversy unfolding at Ithaca College related to the issue of gold farming, or the practice of selling virtual goods that can be used in massive multiplayer online role playing games (MMORPGs) such as World of Warcraft or Final Fantasy. These goods are often produced under sweatshop conditions in developing countries for the consumption of First World clients. &#8216;Stop Gold Farming!&#8217; is the story of a student organization demanding that an IC student engaged in the distribution of virtual goods be expelled from the college. As part of the &#8216;Trade&#8217; stream of FLEFF, the goal of this ARG is to engage students and festival participants in an exploration of gold farming as an embodied economic practice in a gaming context characterized by virtuality and disembodiment, and in the context of globalization and trade as a process that reinforces “unequal human relations rather than merely intensifying connectedness” (Biao, 2008). By framing the experience as an ARG, this <a href="http://www.ithaca.edu/fleff/flefflab/">FLEFF LAB</a> involves various communities in analyzing a real-life problem, collectively articulating a multitude of realistic and possible responses to it, and examining the ethical question of what form action should take after the game. This FLEFF LAB was conceptualized and is being coordinated by Prof. Ulises Mejias from SUNY Oswego, and produced in collaboration with FLEFF interns. You can join the experience by visiting <a href="http://stopgoldfarming.wordpress.com/">stopgoldfarming.wordpress.com</a>. You can also join us on April 3 from 9:00 to 10:30 AM in the Park soundstage (Ithaca College) for a discussion that will include a gold farming demo and a live conference call with a team of researchers in China.</p>
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		<title>How does social media educate? &#8211; iDC wrap up</title>
		<link>http://blog.ulisesmejias.com/2007/02/23/how-does-social-media-educate-idc-wrap-up/</link>
		<comments>http://blog.ulisesmejias.com/2007/02/23/how-does-social-media-educate-idc-wrap-up/#comments</comments>
		<pubDate>Fri, 23 Feb 2007 08:21:33 +0000</pubDate>
		<dc:creator>ulises</dc:creator>
				<category><![CDATA[online learning]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[social media]]></category>

		<guid isPermaLink="false">http://blog.ulisesmejias.com/2007/02/23/how-does-social-media-educate-idc-wrap-up/</guid>
		<description><![CDATA[Here is my summary of this month&#8217;s discussion at the iDC forum. The archive of the discussion can be found here.
**********************************************************
It&#8217;s time to wrap up this discussion on the question of &#8216;How does social media educate?&#8217; I would like to thank everyone who contributed to it, even by lurking! As the moderator, the one responsible [...]]]></description>
			<content:encoded><![CDATA[<p>Here is my summary of this month&#8217;s discussion at the iDC forum. The archive of the discussion can be found <a href="http://mailman.thing.net/pipermail/idc/2007-February/date.html">here.</a></p>
<p>**********************************************************</p>
<p>It&#8217;s time to wrap up this discussion on the question of &#8216;How does social media educate?&#8217; I would like to thank everyone who contributed to it, even by lurking! As the moderator, the one responsible for reading everything and trying to engage all opinions, I am thankful because I probably benefited the most from these exchanges. At the same time, I want to apologize if I somehow failed to fulfill my duties responsibly.</p>
<p>Below I offer a summary of some of the main themes I took away from the discussion.</p>
<p><strong>What is social about social media?</strong></p>
<p>The conversation started by questioning the term &#8217;social media&#8217; itself, and wondering what the word &#8217;social&#8217; is supposed to be telling us if all media is, by definition, already a social construct. Perhaps the redundancy is a good reminder that the assumptions behind the word &#8217;social&#8217; are precisely what we should be dissecting. As Latour says in his book <em>Reassembling the social</em>, those who treat the social as a black box &#8220;have simply confused what they should explain with the explanation. They begin with society or other social aggregates, whereas one should end with them&#8221; (p. 8). In other words, one should not take the word &#8217;social&#8217; as something no longer in need of explanation. When looking at various instances of the application of sociable web media in education, we need to take these social aggregates as points of departure, as what needs to be explained in the first place.</p>
<p>The goal, then, is to trace the interactions of humans and technologies as they go about redefining the social, inventing new forms of sociality. Just as the concept of &#8216;virtual reality&#8217; (with its own set of assumptions, contradictions and delusions) helped us to question what was real, &#8217;social media&#8217; should help us question what is social, how the social is being put together in the world of education.</p>
<p><strong>The politics of networked participation</strong></p>
<p>Interpreting the meaning of new social assemblages is not a neutral exercise that can be accomplished by means of scientific inquiry exclusively. We rely on ideologies and metanarratives to explain the impact of new media on society. Throughout this discussion, there was much debate about which framework is best suited to explain new social assemblages. There was even some arguing over which assemblages (corporate, independent, etc.) are more worthy of analysis!</p>
<p>One side seems to espouse a Lyotard-influenced framework that sees the increasing role that digital media play in our societies as solidifying the spread of a capitalist culture that commodifies *knowledge* by transforming it into *information* that can be easily exchanged and consumed. To us, the educational applications of sociable web media should not be analyzed without considering the ethical implications of capitalism and a market economy. This is not to say that the architectures of participation that social media engenders cannot present an authentic challenge to the dynamics of the market, even right in the middle of corporate-controlled platforms. But to fail to acknowledge the context from which these technologies emerge can only result in incomplete analyses.</p>
<p><strong>Learning 2.0 &#8211; Opportunities and challenges</strong></p>
<p>Depending on how it is applied, social media can be a site for a liberatory or an oppressive education. As educators and learners, we need to be aware of our own practices, simultaneously teaching and learning &#8216;with&#8217; and &#8216;against&#8217; social media. Simply embracing new technologies or taking for granted the pedagogical assumptions behind the new &#8216;Youniversity&#8217; is not enough. The fact is that we live in a world where education is not a &#8216;good&#8217; distributed equitably or always for the benefit of the learner, and some applications of social media will continue this trend. Increasingly, the &#8216;public&#8217; education system is being used to separate the unproductive members of society (the ones that need to be &#8216;managed&#8217; by the growing private incarceration business) from the productive ones (the ones who demonstrate compliance and aptitude for jobs in the service industry). The kinds of social media applications the latter are more likely to see will probably be in alignment with the needs of a control society:</p>
<blockquote><p>&#8220;In disciplinary societies you were always starting all over again (as you went from school to barracks, from barracks to factory), while in control societies you never finish anything&#8230; school is replaced by continuing education and exams by continuous assessment. It&#8217;s the surest way of turning education into a business.&#8221; (Deleuze (1995), Negotiations, p. 179)</p></blockquote>
<p>This definitely puts a sinister spin on &#8216;life-long&#8217; learning. The &#8216;constant student&#8217; is not one who engages in an ongoing perfection of the self, but one who is constantly assessed according to the performance standards of a service economy. Social media can be used to ensure that education for the constant student becomes something that can be delivered anytime and anywhere, and which &#8211;more importantly&#8211; can be used to monitor performance throughout the &#8216;learning&#8217; life of the individual.</p>
<p><a href="http://www.dailykos.com/story/2007/2/10/144519/723">Daily Kos: They Hate us for Our Freedom </a>(the Assessment Movement in Higher Ed)</p>
<p><strong>Social media literacy</strong></p>
<p>For a long time, educational technologists have put their faith in technology as a way to change education, and even the world. Access to the technology is seen as the magical solution that will end disparity:</p>
<p><a href="http://www.scidev.net/content/opinions/eng/web-20-can-benefit-the-worlds-poor.cfm">Web 2.0 can benefit the world&#8217;s poor &#8211; SciDev.Net</a></p>
<p>Unfortunately, for the reasons discussed above and during this whole month, access is not enough, and narratives of bridging the &#8216;digital divide&#8217; do not help us better understand how digital technologies such as sociable web media contribute to the commodification of education.</p>
<p>The work of a new generation of educators and learners shows us that social media <em><strong>can</strong></em> be used to promote positive change in the world. This work demonstrates that the issue is not universal access, but rather the strategies through which those who benefit from access to social media are able to transform those benefits into benefits for the greater society, extending the value of social media beyond the privileged minorities that have access to it.</p>
<p>And so I end by recapitulating some of the skills I mentioned earlier in the discussion that I think we need to develop as part of a critical literacy of social media:</p>
<ul>
<li>The ability to articulate the difference between open (FLOSS) and proprietary social media platforms (including how to tell when the former mutates into the latter, and what to do about it).</li>
<li>The ability to determine when it&#8217;s appropriate to use open (FLOSS) or proprietary social media platforms to promote social change with maximum effect.</li>
<li>The ability to understand the social agency of code of a particular technology, i.e., how the program promotes, constricts or redefines social functions through its affordances.</li>
<li>The ability to identify the benefits of contributing to a social media environment that operates as a gift economy versus a market economy (including the ability to identify social media environments that operate as both simultaneously).</li>
<li>The ability to articulate in personal terms how networked participation is changing the relationship with one&#8217;s local environment, and be able to calculate tradeoffs and assume responsibility for one&#8217;s choices.</li>
</ul>
<p>I hope you can help us continue to refine these, within or outside of the iDC forum.</p>
<p>-Ulises</p>
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		<title>Confinement, Education and the Control Society</title>
		<link>http://blog.ulisesmejias.com/2006/08/25/confinement-education-and-the-control-society/</link>
		<comments>http://blog.ulisesmejias.com/2006/08/25/confinement-education-and-the-control-society/#comments</comments>
		<pubDate>Fri, 25 Aug 2006 08:53:44 +0000</pubDate>
		<dc:creator>ulises</dc:creator>
				<category><![CDATA[online learning]]></category>
		<category><![CDATA[politics and global justice]]></category>
		<category><![CDATA[control]]></category>
		<category><![CDATA[prisons]]></category>
		<category><![CDATA[technocracy]]></category>

		<guid isPermaLink="false">http://blog.ulisesmejias.com/2006/08/25/confinement-education-and-the-control-society/</guid>
		<description><![CDATA[Perhaps it&#8217;s not surprising that Foucault, the &#8220;panopticon guy&#8221;, is characterized as a thinker of power, discipline, and punishment. But as Deleuze (1995) points out, Foucault also believed that we are increasingly moving away from being societies based on discipline to societies based on control. According to Deleuze&#8217;s reading of Foucault: &#8220;We&#8217;re moving toward control [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://blog.ulisesmejias.com/wp-content/uploads/2007/12/prison.jpg" alt="Prison" align="right" border="0" height="240" width="177" />Perhaps it&#8217;s not surprising that Foucault, the &#8220;<a href="http://en.wikipedia.org/wiki/Panopticon">panopticon</a> guy&#8221;, is characterized as a thinker of power, discipline, and punishment. But as Deleuze (1995) points out, Foucault also believed that we are increasingly moving away from being societies based on <em>discipline</em> to societies based on <em>control</em>. According to Deleuze&#8217;s reading of Foucault: &#8220;We&#8217;re moving toward control societies that no longer operate by confining people but through <em>continuous control and instant communication</em>&#8221; (1995, p. 174, my emphasis).</p>
<p>Did Foucault prematurely announce the end of confinement? It sure looks like it when looking at the US, which incarcerates more people than any other country in the world. According to government statistics, the number of people in prison and jail is outpacing the number of inmates released, <em>even while the crime rate continues to fall</em>. By June 2004 there were 2.1 million people in US jails, or one in every 138 residents (<a href="http://www.usatoday.com/news/nation/2005-04-24-prison-population_x.htm">ref</a>, <a href="http://www.pbs.org/newshour/extra/teachers/lessonplans/math/incarceration_story_9-05.html">ref</a>). Race has everything to do with this issue: &#8220;blacks comprise 13 percent of the national population, but 30 percent of people arrested&#8230; and 49 percent of those in prison&#8230; One in three black men between the ages of 20 and 29 was either in jail or prison, or on parole or probation in 1995.&#8221; (<a href="http://www.hrw.org/reports/2000/usa/Rcedrg00-01.htm">ref</a>).</p>
<p>And that&#8217;s just at home. The US is also in the business of confining people abroad. According to the article <em>American Gulag</em> in Harper&#8217;s Sept. 2006 issue, 450 prisoners are being held at Guantanamo, approximately 13,000 in Iraq, 500 in Afghanistan, and an estimated 100 in secret CIA &#8220;black sites&#8221; around the world. They have not been formally charged, and have little legal recourse. In essence, they are guilty until the US decides they are innocent. While the man in charge of the facility <a href="http://abcnews.go.com/Nightline/story?id=2126364&amp;page=1">&#8220;firmly believes&#8221;</a> that there are no innocent men in Guantanamo, a <a href="http://law.shu.edu/news/guantanamo_report_final_2_08_06.pdf">report</a>  based on data from the Dept. of Defense indicates that 55% of the detainees are not determined to have committed any hostile acts against the United States or its allies (<a href="http://www.commondreams.org/headlines06/0208-02.htm">ref</a>, <a href="http://www.huffingtonpost.com/jeralyn-merritt/guantanamo-by-the-numbers_b_15317.html">ref</a>). According to Harper&#8217;s, 98 Guantanamo detainees have died to date, it is safe to assume not from natural causes.</p>
<p>But it&#8217;s not simply the case that this society is a bit behind in the transition from discipline to control. It is actually advancing equally well on both fronts. In fact, increased control goes hand in hand with increased confinement because increased control means more precise ways of identifying those who fail to perform to society&#8217;s expectations. In a technocracy, control is surveillance: the continuous monitoring of public, private and work life, and the &#8220;intelligent&#8221; identification of any deviance. But while new control technologies afford more effective and efficient methods of management and surveillance, you still need an apparatus for controlling those who fall outside the established parameters. This group includes those who have failed in the educational system and therefore cannot productively contribute to the service economy, enemies of the state (preemptively defined), non-conforming minorities, etc. (I&#8217;m not suggesting there are no criminals in prison; I&#8217;m merely drawing some conclusions from trends in the makeup of the prison population). The trick is then to turn the confinement of these &#8216;burdens&#8217; of society into a business opportunity by benefiting from their cheap labor or by privatizing the industry of confinement itself (think Halliburton).</p>
<p>I hinted above at the role of education as a control mechanism that helps differentiate the productive members of society from those who should be confined and disciplined. The fact that the same groups who are disproportionately represented in the incarcerated population are also those most likely to drop out of the educational system is not a coincidence (only about half of Black and Hispanic youth graduate with a high-school degree; <a href="http://www.blackcommentator.com/134/134_cover_blacks_down_out.html" title="ref">ref</a>). But for everyone else who succeeds, what does education look like? The answer is: continuous control. I was struck by Deleuze&#8217;s comments regarding the changing nature of education in a control society:</p>
<blockquote><p>In disciplinary societies you were always starting all over again (as you went from school to barracks, from barracks to factory), while in control societies you never finish anything&#8230; <em>school</em> is replaced by <em>continuing education</em> and exams by continuous assessment. It&#8217;s the surest way of turning education into a business. (1995, p. 179)</p></blockquote>
<p>This definitely puts a sinister spin on &#8216;life-long&#8217; learning. The constant student is not one who engages in an ongoing perfection of the self, but one who is constantly assessed according to the performance standards of a service economy. Thanks to distance education, e-learning and technologies such as the Learning Management System (LMS), education becomes something that can be delivered anytime and anywhere, and which —more importantly— can be used to monitor performance throughout the &#8216;learning&#8217; career of the individual. Thus, assessment-based education helps reconcile control and discipline in society by helping to effect, in the case of those who fail, a transition from controlled subject to disciplined object.</p>
<p>I want to go back briefly to Deleuze&#8217;s comment about control societies also operating through &#8220;<em>instant communication&#8221; </em>(1995, p. 174, my emphasis). It would make sense to assume that, in a crude way, control societies would want to control communication. But that is not the case. According to the standard technophile discourse, thanks to technology our societies enjoy an unprecedented freedom of speech and expression. Communication technologies with low operational cost and low barriers of entry (such as blogs) are praised for giving &#8220;everyone&#8221; a chance to express themselves. But Deleuze points out that &#8220;Repressive forces don&#8217;t stop people expressing themselves but rather force them to express themselves&#8230; What we&#8217;re are plagued by these days isn&#8217;t any blocking of communication, but pointless statements&#8221; (1995, p. 129). Deleuze is suggesting that there is a connection between control and an over-abundance of (meaningless) expression. <em>More</em> of this type of communication has not resulted in stronger social bonds, but in increased isolation: concurrent with advances in ICTs, the last U.S. census shows that 25% of the nation&#8217;s households (27.2 million) consist of just one person, compared to 10% in 1950 (<a href="http://cbs3.com/health/health_story_217195709.html">ref</a>).</p>
<p>This is the paradox of social media that has been bothering me lately: an &#8216;empowering&#8217; media that provides increased opportunities for communication, education and online participation, but which at the same time further isolates individuals and aggregates them into masses —more prone to control, and by extension more prone to discipline.</p>
<p>Offline Reference:<br />
Deleuze, G. (1995). <span style="font-style: italic">Negotiations, 1972-1990.</span> New York: Columbia University Press.</p>
<p>Creative Commons photo credit: <a href="http://www.flickr.com/photos/thost/160982969/">thost</a></p>
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		<title>Video Games, Authority, and Problem-based Thinking</title>
		<link>http://blog.ulisesmejias.com/2006/08/14/video-games-authority-and-problem-based-thinking/</link>
		<comments>http://blog.ulisesmejias.com/2006/08/14/video-games-authority-and-problem-based-thinking/#comments</comments>
		<pubDate>Mon, 14 Aug 2006 08:29:57 +0000</pubDate>
		<dc:creator>ulises</dc:creator>
				<category><![CDATA[online learning]]></category>
		<category><![CDATA[control]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://blog.ulisesmejias.com/2006/08/14/video-games-authority-and-problem-based-thinking/</guid>
		<description><![CDATA[[UPDATE: Raph Koster has replied to this post over at his blog, and Gus offers some interesting thoughts as well.]
The September 2006 issue of Harper&#8217;s Magazine (contents not online, unfortunately) has a piece titled Grand Theft Education: Literacy in the Age of Video Games. It is a conversation between Jane Avrich (author and English teacher), [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://blog.ulisesmejias.com/wp-content/uploads/2007/12/gta.jpg" alt="Gta" align="left" border="0" hspace="5" />[UPDATE: Raph Koster has <a href="http://www.raphkoster.com/2006/08/16/a-literacy-of-appropriation/">replied</a> to this post over at his blog, and <a href="http://www.twistedmatrix.com/~gus/dswj/arch/001263.html">Gus</a> offers some interesting thoughts as well.]</p>
<p>The September 2006 issue of <a href="http://harpers.org/Newsstand200609.html">Harper&#8217;s Magazine</a> (contents not online, unfortunately) has a piece titled <em>Grand Theft Education: Literacy in the Age of Video Games</em>. It is a conversation between Jane Avrich (author and English teacher), Steven Johnson (author of <em>Everything Bad is Good for You</em>), Raph Koster (video-game designer, including Ultima Online and Star Wars Galaxies), Thomas De Zengotlta (author, teacher) and moderator Bill Wasik (senior editor of Harper&#8217;s).</p>
<p>The participants were asked to discuss how video games could be used to teach literacy. The guys (Jane is allowed to interject here and there) immediately get to the task, envisioning various kinds of possible games for this purpose, including a zombie game where you have to type a word correctly in order to off a Z. But the conversation does include more interesting nuggets. For instance, the group wonders about the changing definition of literacy, and what current technologies are doing to our literacy practices:</p>
<blockquote><p>KOSTER: &#8230;To me, there&#8217;s a question hanging over our conversation, which is: What kind of writing do we hope to teach? We might like to teach kids to write like Proust, but no one writes like Proust anymore. Appropriation and annotation are becoming our new forms of literacy. Think of blogs, for example: most blog posts are reblogs, they&#8217;re parasitic on things other people have written. It&#8217;s a democratized writing, a democratized literacy. (p.39)</p></blockquote>
<p>Not sure I see the connection between democracy and literacy as appropriation. If anything, it reminds me of certain critiques of technology (such as <a href="http://ideant.typepad.com/ideant/2006/06/technology_with.html">Rivers&#8217;</a>) which argue that our current technosocial systems stamp out individuality and are responsible for the erasure of the individual by the mass. One could argue that appropriation and annotation are the natural forms of a mass literacy, operationalized through the extreme individualism of the blogosphere (masses are not collectives as much as they are homogenous collections of isolated individuals). That resulting kind of democracy, therefore, is one which blocks authentic difference and makes the masses more susceptible to control. And speaking of control, the Harper&#8217;s group briefly touches upon the issue of authority:</p>
<blockquote><p>WASIK: But you&#8217;re suggesting that increasingly it&#8217;s the social network itself, through reputation systems or what have you, that is acting as the authority?</p>
<p>JOHNSON: This is especially true in the online network games, too, which are really the most influential games in the world right now. Raph, actually, helped to create some of the biggest ones. With Ultima Online and other online games, we&#8217;ve had the rise of guild structures, these distributed systems for collaborating. A player who wants to slay a particular dragon will need to get twelve people together, and put one in charge of this, another in charge of at. (p. 37)</p></blockquote>
<p>The kind of authority described here, however, is very simplistic. It is more interesting to explore the question of how in social media (and networked games) the masses are not susceptible to a central form of authority, but to a distributed form of control emanating from the mass itself, from what are considered to be &#8216;objective&#8217; rules and values. It&#8217;s rationalism all over again, with logical thinking as the only valid method for interpreting the world. At one point, the Harper&#8217;s group confronts this problem:</p>
<blockquote><p>ZENGOTITA: &#8230; But when the players go out into the real world, I think there&#8217;s a real danger—and I see signs of this in my students, and young people in general—of failing to understand not just the complexity of the real world but also its mystery. I&#8217;m using &#8220;mystery&#8221; as opposed to &#8220;problem&#8221; on purpose: problems have solutions, mysteries don&#8217;t. People are profoundly mysterious entities, I think, and understanding them in the real world involves understanding that you&#8217;re never going to entirely understand them.</p>
<p>&#8230;</p>
<p>KOSTER: To bring solely a gamist perspective to the world is a really big mistake. But of course this perspective predates video games. It harkens back to behaviorist psychology, and a variety of unsavory political movements as well.</p>
<p>ZENGOTITA: It&#8217;s systems-based thinking, model-based thinking. I can&#8217;t claim that Donald Rumsfeld or Robert McNamara were products of video-game education. But they show all the symptoms of it. (p. 35)</p></blockquote>
<p>Zengotita sets up a dichotomy between problems that have solutions and mysteries that don&#8217;t, and points out how the gamist perspective inculcates problem-solving skills but not the skills required to live with the ambiguity of complex &#8216;mysteries.&#8217; The thing with rationalism is that it inverts the problem-solution relation in such a way that only problems that have solutions it can handle are made relevant. Problems, in other words, are subordinated to solutions. This makes, ultimately, for a very impoverished relationship with reality. As DeLanda (2004) warns: “The crucial task is to avoid the subordination of problems to solutions brought about by the search for simple linear behaviour” (2004, p. 171).</p>
<p>Interestingly, while this threat was identified early in the Harper&#8217;s piece, the participants quickly move on to describe <em>more</em> ways in which games can teach literacy. It is as if we are required to surrender our agency in a technocracy, and while we can make observations, we are beyond questioning the progress of technology. So what if video-games produce more Rummi&#8217;s?</p>
<p>(Disclaimer: I own a Gameboy)</p>
<p>I&#8217;d love to hear from the literacy and gaming people what they think about the Harper&#8217;s piece or my reading of it.</p>
<p><em>References:</em></p>
<p>De Landa, M. (2002).<em> Intensive science and virtual philosophy</em>. London; New York: Continuum.</p>
<p>Creative Commons photo credit: <a href="http://www.flickr.com/photos/gperez/21738551/">gregoryperez</a></p>
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		<title>&#8220;Socialist&#8221; Software</title>
		<link>http://blog.ulisesmejias.com/2006/05/05/socialist-software/</link>
		<comments>http://blog.ulisesmejias.com/2006/05/05/socialist-software/#comments</comments>
		<pubDate>Fri, 05 May 2006 15:03:52 +0000</pubDate>
		<dc:creator>ulises</dc:creator>
				<category><![CDATA[collaboration and technology]]></category>
		<category><![CDATA[online learning]]></category>
		<category><![CDATA[politics and global justice]]></category>
		<category><![CDATA[democracy]]></category>
		<category><![CDATA[social media]]></category>
		<category><![CDATA[socialism]]></category>
		<category><![CDATA[technocracy]]></category>

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		<description><![CDATA[
A case can be made that Social Software contributes to the commodification of knowledge and social interactions, or that it is simply a way for companies to make money off your labor/data. But as we know, there&#8217;s more to it than that. Social Software can also embody a set of social practices that are downright, [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://blog.ulisesmejias.com/wp-content/uploads/2007/12/marx.jpg" alt="Marx" align="right" border="0" /><br />
A case can be made that Social Software <a href="http://ideant.typepad.com/ideant/2006/02/in_defense_of_t.html">contributes to the commodification of knowledge and social interactions</a>, or that it is simply a way for companies to <a href="http://bopuc.levendis.com/weblog/archives/-2006/03/28/its_not_about_you.php">make money off your labor/data</a>. But as we know, there&#8217;s more to it than that. Social Software can also embody a set of social practices that are downright, well, socialist!</p>
<p>I was thinking of that as I was reading Andrew Feenberg&#8217;s essay <em><a href="http://dogma.free.fr/txt/AF_democratic-rationalization.htm">Democratic Rationalization: Technology, Power, and Freedom</a></em> (originally published in 1992, before social software and the internet were really mainstream). Feenberg speaks of technology in the context of democracy. A truly democratic society is one where people have a say in determining what technology will produce through their labor, and Feenberg uses Marx&#8217;s concept of socialism to refer to a society where political agency is derived from work:</p>
<blockquote><p>[Marx] claimed that we will remain disenfranchised and alienated so long as we have no say in industrial decision-making. Democracy must be extended from the political domain into the world of work. This is the underlying demand behind the idea of socialism. (p. 652)</p></blockquote>
<p>How we work is a very political issue, and democracy (in this Marxist view) is the result of a system where workers have control over production processes and the fruits of those processes.</p>
<p>Of course, technology is a part of all aspects of our lives, not just work. Accordingly, Feenberg sees democracy as being enacted in everyday social life through the technologies we use. In other words, democracy is closely tied to how technology is actualized or put into practice. One of the problems of our age is that we tend to see our use of technology as inherently de-politicized. To save democracy, according to Feenberg, we need to stop thinking of it as something that politicians enact in government buildings, and start thinking of it in terms of our everyday technological practices:</p>
<blockquote><p>The common sense view of technology limits democracy to the state. By contrast, I believe that unless democracy can be extended beyond its traditional bounds into the <em>technically</em> mediated domains of social life, its use value will continue to decline, participation will wither, and the institutions we identify with a free society will gradually disappear. (p. 653, my emphasis)</p></blockquote>
<p>This point might sound familiar to those who have read Lessig&#8217;s (2004) views on <a href="http://www.free-culture.cc/">free culture</a>, in particular the way he associates the technological practice of &#8216;re-mixing&#8217; content with a healthy democratic culture, and the way this practice is currently endangered by those who put unreasonable costs on our ability to remix. The irony is that many times those costs can be enforced by the same technologies that allow re-mixing! That is why Feenberg&#8217;s rejects views of technology as deterministic or neutral, and instead sees technology as &#8220;a scene of social struggle, a &#8220;parliament of things,&#8221; on which civilizational alternatives contend (p. 656).&#8221; To him, technology is not a static given but something that needs to be interpreted:</p>
<blockquote><p>As a social object, technology ought to be subject to interpretation like any other cultural artifact, but is generally excluded from humanistic study. We are assured that its essence lies in a technically explainable function rather than a hermeneutically interpretable meaning. (p. 656)</p></blockquote>
<p>Which is why Actor-Network Theory, I guess, sees technology as an actor in a complex network of associations, an actor whose role is open to interpretation depending on where you are standing. When I speak of the<a href="http://ideant.typepad.com/ideant/2004/12/open_affordance_1.html"> open affordances</a> of technology, I refer to this issue: the fact that the same technologies can be used for different purposes according to different political agendas, and evolve accordingly. Feenberg argues that:</p>
<blockquote><p>&#8230;differences in the way social groups interpret and use technical objects are not merely extrinsic but make a difference in the nature of the objects themselves. <em>What</em> the object <em>is</em> for the the groups that ultimately decide its fate determines what it <em>becomes</em> as it is redesigned and improved in over time. If this is true, then we can only understand technological development by studying the sociopolitical situation of the various groups involved in it. (p. 657)</p></blockquote>
<p>So when people complain that social media undermines final communities and real commitment (Dreyfus, Borgmann), that it commodifies knowledge (Lyotard), or that is sets up a virtual domain that undermines reality (Baudrillard et al.), they are right to the extent that they are describing how technology is being used by a hegemonic authoritarian system. But that doesn&#8217;t mean that this &#8216;machine v. (human) nature&#8217; model is the ONLY way technology can be used:</p>
<blockquote><p>This is the point of Herbert Marcuse&#8217;s important critique of Weber. Marcuse shows that the concept of rationalization confounds the control of labor by management with control of nature by technology. The search for control of nature is generic, but management only arises against a specific social background, the capitalist wage system. Workers have no immediate interest in output in this system, unlike earlier forms of farm and craft labor, since their wage is not essentially linked to the income of the firm. Control of human beings becomes all-important in this context. (p. 657)</p></blockquote>
<p>Which brings us back to technology, socialism, and democracy. Technological rationalization that puts emphasis on efficiency at the cost of the workers&#8217; freedom is a function of capitalist reasoning, not just <em>any</em> kind of logic. Alternatives exist. Of course, some of those alternatives are now failed experiments (the wise words of Homer Simpson come to mind: &#8220;In theory, Communism works. In theory.&#8221;). But as Feenberg acknowledges, at least in socialism the democratization of technology was formulated as a goal. Unfortunately, because this point was made by Marx (and anything related to Marx must be evil and why don&#8217;t I go back to Russia), the power of this critique has been lost:</p>
<blockquote><p>Machine design mirrors back the social factors operative in the prevailing rationality. The fact that the argument for the social relativity of modern technology originated in a Marxist context has obscured its most radical implications. We are not dealing here with a mere critique of the property system, but have extended the force of that critique down into the technical &#8220;base.&#8221; This approach goes well beyond the old economic distinction between capitalism and socialism, market and plan. Instead, one arrives at a different distinction between societies in which power rests on the technical mediation of social activities and those that democratize technical control and, correspondingly, technological design. (p. 658)</p></blockquote>
<p>What Feenberg describes here (democratizing technological control and design) is starting to sound a lot like (certain applications of) Social Software. But the majority of applications do not aspire to this goal because, as Feenberg argues, hegemonies legitimatize certain applications of technology and not others:</p>
<blockquote><p>The narrow focus of modern technology meets the needs of a particular hegemony; it is not a metaphysical condition. Under that hegemony technological design is unusually decontextualized and destructive. It is that hegemony that is called to account, not technology per se, when we point out that today technical means form an increasing threatening life environment. It is that hegemony, as it has embodied itself in technology, that must be challenged in the struggle for technological reform. (p. 663)</p></blockquote>
<p>But how do we challenge the hegemony that has been coded into the technology? How do we set about reforming technology? Is violent revolution necessary or do we need, as Latour would say, to change the way we change?</p>
<blockquote><p>The legitimating effectiveness of technology depends on unconsciousness of the cultural-political horizon under which it was designed. A recontextualizing critique of technology can uncover that horizon, demystify the illusion of technical necessity, and expose the relativity of the prevailing technical choices. (p. 658)</p></blockquote>
<p>In other words, we need to un-think the encoded hegemony by becoming conscious of the agendas that motivate a particular application of technology, by questioning the choices embedded in the machine. This is similar to the notion of the <a href="http://ideant.typepad.com/ideant/2006/02/in_defense_of_t.html">digital divide as paralogy</a> I&#8217;ve been thinking about recently.</p>
<p>But we must be careful to avoid falling into a chicken-egg trap here: Which comes first, the sociopolitical systems that engender truly democratic technologies, or the technologies that facilitate more democratic societies? Neither. Remember, we are talking about &#8220;a scene of social struggle, a &#8220;parliament of things,&#8221; on which civilizational alternatives contend (Feenberg, p. 656),&#8221; not a zero sum game of good v. evil that will be decisively won at some point in the future.</p>
<p>Technology can facilitate more than one type of technological civilization, and each generation must struggle to define which type of civilization it wants, or have someone else&#8217;s desires imposed on them. There is no point in waiting for the democratic technologies of the future, because they have always been at our reach. This is certainly true when we look at what is going on in the Open Source, Open Content and Open Learning movements (greatly facilitated by Social Software). And it is also true when we look at other grassroots expressions of democracy that do not require the kind of affordances embodied by Social Software (let&#8217;s not assume that only a society with access to these technologies can give expression to democracy!).</p>
<p>The Open Source, Open Content and Open Learning movements might seem like an insignificant contribution in light of the magnitude of the World&#8217;s problems, in particular when we take into account the small percentage of people involved in these movements. But as I have <a href="http://ideant.typepad.com/ideant/2005/11/_a_nomads_guide.html">noted before</a>, these movements can transform the benefits of Social Software into other kinds of benefits for larger sections of the world. And as far as manifestations of democracy go, I believe they are a worthy challenge to a status quo that revolves around private ownership and profit.</p>
<p>If —by whatever combination of strategies and happy historical accidents— Social Software manages to change the way we produce things (artifacts, knowledge), will these changes in the means of production result in more egalitarian societies? In other words, will Social Software prove Marx was right about the link between democracy and technology?</p>
<p><strong>Reference:</strong><br />
Feenberg, A. (2003). Democratic rationalization: Technology, power and freedom. In R. C. Sharff &amp; V. Dusek (Eds.), <em>Philosophy of technology: The technological condition: An anthology</em>. (pp. 652-665). Malden, MA: Blackwell Publishers. Accessed on May 5, 2006 from <a href="http://http://dogma.free.fr/txt/AF_democratic-rationalization.htm">http://dogma.free.fr/txt/AF_democratic-rationalization.htm</a></p>
<p><strong>Flickr Photo Credit:</strong><br />
<a href="http://www.flickr.com/photos/kimpierro/118600161/">Kim Pierro</a></p>
<p><strong>Tags:</strong><br />
<a href="http://del.icio.us/tag/Andrew.Feenberg">Andrew.Feenberg</a><br />
<a href="http://del.icio.us/tag/Karl.Marx">Karl.Marx<br />
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</a><a href="http://del.icio.us/tag/democracy">democracy<br />
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