PAX East Panel Submissions

If you’re awesome and in Boston, MA from March 26th to 28th, 2010, you’ll obviously be attending Penny Arcade Expo: East!

Today is the deadline for panel submissions, and last night I sent in three presentations that will hopefully make it onto the schedule in a few months. Check them out below!

1) Memes, Microcultures, and 2D Chicks: Our Future in the Otaku Gamer

A singing idol who doesn’t exist. Perverted text adventures boasting dozens of female prizes. And a popular, anime-tized evolution of the classic Space Invaders shooter that has spawned a global fandom. Japan’s subcultural players are obsessed with games that, well, aren’t actually about the gaming. Alex Leavitt (Comparative Media Studies, MIT) explains how a new generation of entertainment is succeeding in a market which chooses to de-emphasize the games in favor of the characters. And as the Japanese fans influence the industry through their own amateur initiatives, what will the future of American gaming hold when online fandoms adopt similar appetites?

2) Exploring International Geek Cultures Through Games

Even in the era of Internet forums and online gaming communities, our understanding of how and why geeks come together through games is pretty pathetic. From Europe to Asia to America, this panel takes a look at the technological environment in which gamers grew up and the transnational space in which geeks play today. Join Alex Leavitt (Comparative Media Studies, MIT) as he moderates a discussion between Philip Tan (Singapore-MIT GAMBIT Game Lab), Prof. Mia Consalvo (Visiting Professor, MIT), and Dr. Clara Fernández-Vara (GAMBIT) on the modern convergence and recurrent differences of the national geek factions that make up the global gaming ecosystem.

3) Trolling the Tubes: Culture Hacking Through Online Gaming

Thousands of Internet users cultivate pixelated gardens in Farmville, raise cyber-chickens in Second Life, and earn livings on Mechanical Turk without realizing that they are changing the face of online culture. From FreeRice to OKCupid, from gold miners in China to 4chan-ers in America, Alex Leavitt (Comparative Media Studies, MIT) takes a look at how online communities are redefining our friends, reorganizing our lives, and restructuring our society into a gaming culture. What will the future of the Internet look like when social networking might mean a social battleground of bots, trolls, and colorful flamewars?

Internet Culture Research: New (?) Thoughts on Memes

This article is highly experimental and has been published merely as a thought-provoking piece; therefore, please forgive any rambling that takes place throughout. – The Management

Ever since I got involved with ROFLcon (I attended the very first one and have been working with the team on hosting the smaller ROFLthing events since), I have had Internet culture research on my mind. Tim Hwang and I have talked over potentially writing co-writing a book on Internet memes, but recently the project has sunk below our interest in meme research, specifically that of engineering. But ever since “meme” because the Internet buzzword of our generation, I’ve constantly been at odds with the odd term. What exactly is a meme? Why are we using that specific word? And what do we learn about the Internet by studying memes, or vice versa?

If you haven’t decided to discover the term’s etymology, I’ll try to provide a basic explanation. Trying to explain the meaning of meme by looking at Wikipedia illustrates the issue of defining the word: throwing “meme” into Google provides you with both two articles on Wikipedia, the first entitled Meme and the second, Internet Meme. The discussion of meme here draws from the article Internet Meme; however, we cannot ignore the history behind the former article, especially since work around Internet memes borrows heavily from studies of memetics.

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Girugamesh, Sakura-Con, & Copywhat?

Since Sakura-con‘s release of their promotional commercial to YouTube, a lot of buzz, both positive and negative, has swept across the Internet.

On top of the initial reactions in pure text (such as the video’s 2000+ comments as of the publication of this article), even Anime News Network’s Chicks on Anime picked up on the fandom’s backlash.

As much as anyone would like it, I’m not here to discuss the fandom or whatnot. Instead, my interest lies in a connection to a project that I’m helping out on and blogged about before: YouTomb, a project through the Students for Free Culture group at MIT where we look at the takedowns on YouTube.

The tale I will relate has already been told numerous times across the blogosphere. Little Kuriboh, a video producer on Yu-Gi-Oh!: The Abridged Series. He, as well as many other creators on YouTube, made spin-off productions of the Sakura-con commercial. The commercial seems to have caused quite a ruckus over at 4chan and even made it into the Encyclopedia Dramatica, which catalogues most of the memes and miscellaneous “creativity” that occurs on the 4chan boards. On top of the multiple mashups available on YouTube, LK decided to post his own version of the commercial, entitled GUHROOGAMESH!!!1, onto the video site, which parodied the commercial’s audio using clips from the Yu-Gi-Oh animated series. Eventually, the video was removed by YouTube.

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