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    <item rdf:about="https://cis-india.org/raw/histories-of-the-internet/blogs/transparency-and-politics/of-the-state-and-the-governments-the-abstract-the-concrete-and-the-responsive">
    <title>Of the State and the Governments - The Abstract, the Concrete and the Responsive   </title>
    <link>https://cis-india.org/raw/histories-of-the-internet/blogs/transparency-and-politics/of-the-state-and-the-governments-the-abstract-the-concrete-and-the-responsive</link>
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        &lt;b&gt;This post examines the concepts of state and government to lay the ground for understanding responsiveness enforced through transparency discourses and the deployment of ICTs, the Internet and e-governance programmes. It also lays the context for understanding why and how ICTs. Internet and e-governance have been deployed in India for improving government-citizen interfaces, eliminating middlemen, delivering services electronically and for introducing a range of similar reforms to institute transparency and a responsive state.&lt;/b&gt;
        
&lt;p&gt;&lt;/p&gt;
&lt;p&gt;In the &lt;a href="https://cis-india.org/raw/histories-of-the-internet/blogs/transparency-and-politics/the-responsive-state-introduction-to-the-series" class="external-link"&gt;introductory post&lt;/a&gt;, I had suggested that we needed
to examine the notion of the ‘responsive state’, particularly in the context of
discourses around transparency and the use of information and communication
technologies (ICTs) and the Internet to institute transparency and thereby create
a responsive state. I argued that interrogating the notion of the ‘responsive
state’ is necessary to understand how responsiveness and even statehood actually
translate on the ground for different citizen groups when ICTs and the Internet
are deployed to provide information to citizens, to deliver services
electronically, to eliminate middlemen, to re-engineer processes in government
departments and state institutions, and to make the state more visible and
(therefore, supposedly) more accessible and responsive to its people.&lt;/p&gt;
&lt;p&gt;In this post, I want to open up the concepts of the state
and the government in a more fundamental way to begin our explorations
regarding ‘responsiveness’ and the ‘responsive state’. Attending to the idea
and the practice of the state and the government in everyday life will open up
the meanings that ‘responsiveness’ and transparency, ICTs and the Internet are
attributed within different contexts and in the range of relationships that
exist between the state and its citizens, governments and citizens, and across
state and government institutions. It is necessary to understand how relationships
between citizens and governments and across the range of government and state
institutions get shaped by the contexts within which governance is carried out,
and the “fields”&lt;a name="_ednref" href="#_edn1"&gt;&lt;span class="MsoEndnoteReference"&gt;[i]&lt;/span&gt;&lt;/a&gt; within which
we locate and study governments, governance, transparency and technology. This will
enable us to nuance the notion and the translation of responsiveness in its
online, offline, transparent, secretive, overt and/or surreptitious avatars.&lt;/p&gt;
&lt;p&gt;I will begin this post by explaining the similarities and
differences between the concepts (and ground realities) of state and the
government as well as the relationships that exist between these entities. This
conceptual clarification will set the context for understanding the genesis and
application of responsiveness and transparency and the deployment of ICTs and
the Internet to usher responsiveness and transparency in India in subsequent
blog posts.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;The
State – Abstract-Concrete, Composite-Fragmented, Homogeneous-Heterogeneous: &lt;/strong&gt;The
state is an abstract idea which has its concrete basis in a physical territory.
The state is also reified through an organizational structure that is referred
to as the bureaucracy. We, as citizens, give legitimacy and authority to the idea
of the state and statehood by conferring powers on certain representatives,
institutions and systems to make decisions on our behalf and to exercise power
for maintenance of law and order. The notion of the state (more concretely the
institutions representing and exercising powers on behalf of the state) also derives
legitimacy and authority from the Constitution and the laws of the land. The image
of the state, as has been passed down to us by particular narratives of history
and certain strands of political philosophy as well as through the print and
electronic media is that the state is a composite, compact structure which has
absolute - and in certain contexts unlimited powers. The “state idea” (Abrams, 1988) remains a powerful organizing concept
in the lives of citizens as well as the employees and representatives of the
state. This is because the concept of the state provides a sense of structure
and coherence in our lives which in turn creates a sense of belongingness to a
territory (physical space) and/or an institution (such as public services,
public sector institutions, municipality, government departments, etc). This
sense of structure, coherence and order is further reinforced by the following
beliefs:&lt;/p&gt;
&lt;p&gt;&amp;nbsp;1.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
That the state, organized and reified through its
bureaucratic machinery, functions in a rational, orderly manner. This is the
classic idea of the state promoted by Max Weber;&lt;/p&gt;
&lt;p&gt;2.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
That the state is the source as well as the
guardian of laws. These laws will protect and preserve the integrity of the
territory and in turn, the integrity (and compositeness) of the state (where
the notion of the state and its notional boundaries are based on an actual,
physical territory);&lt;/p&gt;
&lt;p&gt;3.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
That laws are supreme and everyone is equal before
the law;&lt;/p&gt;
&lt;p&gt;4.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
That laws will enforce order and provide relief,
redressal, entitlements and access to welfare to one and all.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;The state is thus imagined as a benign authority, a
benefactor, which must protect its people, provide them with welfare and at the
same time, safeguard order and integrity of the territory (and therefore, order
and integrity of the state structure/organization). The state also remains the
last resort that people have for articulating their claims and getting them
fulfilled. There is therefore, a tenuous relationship with the state where as
much as certain ideological groups/belief systems/world views and various
citizen groups desire the state’s role and intervention in the individual’s
life to be minimized, they still continue to view the state i.e., the law
courts and the common judicial system&lt;a name="_ednref" href="#_edn2"&gt;&lt;span class="MsoEndnoteReference"&gt;[ii]&lt;/span&gt;&lt;/a&gt;, to be the
ultimate source of law and the final arbiter of disputes. To cite an example,
even though the private property rights framework gives precedence to the
individual over the state, advocates of private property invariably assume or necessitate
the existence of an overarching/central legal system to which individuals can
take their disputes and grievances. This kind of advocacy automatically creates
a paradox for individual freedom because a centralized legal system functions
on the basis of uniform laws that may not consider the particularities and the
uniqueness of each dispute over private property. Moreover, such a centralized
legal system has the capacity to impinge on the individuals’ and groups’
freedoms especially when individuals’ and groups’ practices of ownership and
usufruct (which can be social, historical, cultural and negotiated over time)
do not comply with corresponding legalistic notions and practices.&lt;/p&gt;
&lt;p&gt;The concept of the state is also associated with the
notion of power where the state holds and wields power. The relationship
between the state and its citizens is defined by this power equation. The
notion of democracy is hinged on the idea that since people confer powers upon
the state and they elect representative governments by voting at elections,
citizens should also be able to contain the powers of the state and prevent the
state from becoming an absolute, authoritarian entity. Deliberations, debate
and discussion over the state’s policies and decisions (and a free press) are
viewed as tools through which the state’s actions can be questioned, criticized
and when necessary, contained. It is for the purposes of deliberations, debate
and discussion that publishing of information about state policies as well as
the processes through which decisions are made is deemed as quintessential in
certain frameworks (and corresponding policies) of the ‘responsive state’.&lt;/p&gt;
&lt;p&gt;The notion of the state remains a powerful idea in
people’s imaginations and actions. The belief in the existence of a state
system/organization enables people to make claims on what they see as state
institutions or employees of the state. At the same time, as researchers and
theorists excavating the “everyday state” argue, what also matters is how
people ‘encounter’ the state when they make claims and/or seek resources, who
they ‘mark’ as the state in these encounters, and what their ‘experience’ of
the state is – a monolith, a bureaucratic mess, a sloth, a responsive entity and/or
apathetic (Corbridge, Srivastava, et al, 2005; Fuller and Benei, 2000;
Elyachar, 2005; Tarlo, 2003). The nature of the encounters with ‘the state’ and
consequently the perceptions of power and authority vary depending on the
institutions/personnel that different people approach. This implies that the
institutions within the state system are different from each other and they
function in diverse ways and contexts. These institutions are also not equally
and cordially aligned with the idea of the state and the state system.
Moreover, the resources that they variously control have different kinds of
significance and meanings for both, the officials in charge of the respective
institutions as well as the people vying for those resources. In short, not all
institutions within the state system are equally statist in terms of the way in
which they control resources, wield power, maintain territorial integrity and
statist quo and interact with different citizen groups. To explain this in more
concrete terms, let us take the instance of the forest authorities in India. Forest
departments tend to be much more authoritarian and controlling of forest lands
and forest resources and consequently the people within their jurisdictions and
territory. This authority of the forest department stems from historical
factors and it has been further reinforced through the laws passed in the post-independence
period regarding protection of wildlife and various resources and produces of
forests. Moreover, as mandated in the Constitution of India, forests symbolize an
essential aspect of the territorial integrity of the state. Hence, the powers
that have been conferred, both constitutionally and by central governments and
cabinet ministries on forest departments and officials over time, is more than
the powers that have been granted to other state institutions and departments
in the context of control over the state’s natural resources. Therefore, the
manner in which forest departments function in relation with citizens as well
as in relation with other state institutions and government departments
produces and reinforces certain perceptions of the state i.e., authoritarian,
autocratic, corrupt, wielding excessive power, curbing group liberties, punitive,
among others. In yet some other aspects of governance and everyday life, we
find that police forces have unlimited powers and depending on socio-economic
status and networks, different citizen groups have different perceptions of and
relationships with the police and therefore, of the state which the police
forces represent. Groups living in slums and squatter settlements tend to fear
and dread police forces most because these groups tend to be marked as criminal
owing to their (supposedly) ‘illegal’ occupancy of state/public/private land
which in turn makes them the first targets of law and order and markers of
criminality. Hence, community based organizations (CBOs) train slum dwellers
and squatters, foremost, on how to interact with the police, how to conduct themselves
in police stations, and provide them with information regarding the laws and
procedures which immediately affect poor people’s lives and their relationship
with the police and law and order&lt;a name="_ednref" href="#_edn3"&gt;&lt;span class="MsoEndnoteReference"&gt;[iii]&lt;/span&gt;&lt;/a&gt;. On the
other hand, vehicle owning populations tend to the loathe the police (mainly
traffic police and beat station cops) for demanding unnecessary bribes and
engaging in what are seen to be as extortionist practices.&lt;/p&gt;
&lt;p&gt;At this point, it will be instructive and insightful to
ask the questions who/what is the state and where is it located (both
physically and symbolically). There are myriad answers to this question, as one
strand of sociologists, anthropologists and political scientists variously
studying the “everyday state” in India and across the world have demonstrated
and argued. In the past, scholars such as Philipp Abrams (1988) have questioned
whether the state really exists in reality or is it simply an idea, a powerful
construct that has been passed down to us by history and theory? Abrams has simultaneously
asked questions about the methodologies for studying the state – do we go back
to histories and theories to locate and understand the state or do we examine the
practices of state more carefully. Each of these approaches carries with it its
own problems of studying and explaining the state. Abrams fundamentally suggests
that the state is associated with coherence, homogeneity and compositeness, all
of which are imaginary attributes that do not exist on the ground. Then, is the
concept of the state useful at all and if so, why?&lt;/p&gt;
&lt;p&gt;For the purposes of this series on the ‘responsive state’
as well as the larger monograph which tries to trace the history of
transparency, ICTs, Internet and politics in India, it is necessary for us to
deal with the idea and the different practices of state in as much entirety and
variety as may be possible. This is because discourses of transparency,
e-governance policies and programmes and the use of ICTs to create/reform
citizen-government interfaces are based on a particular idea of the state i.e.,
a notion of order as stemming from conformity/adherence to law, ‘the state’ as
the final arbiter of disputes between peoples, ‘the state’ as the provider of
welfare and therefore, ‘the state’ as a benefactor and a benevolent leviathan,
and ‘the state’ as rational and orderly and internally coherent, cogent and
composite. As I will explain in subsequent posts, ICTs, e-governance systems
and the Internet are deployed precisely to reinforce these ideas of the Indian
state to the people as well as to reorder, realign and re-engineer processes and
personnel who are seen as stepping outside the lines of law and due process.
Whether such technological interventions and the technology itself succeeds in
enforcing this vision of order and absolute alignment is an issue that
necessitates asking several nuanced questions:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;How does the state – primarily decision-makers and
policy-makers – imagine and understand technology and its application?&amp;nbsp;&lt;/li&gt;&lt;li&gt;How are e-governance policies interpreted and
implemented by government officials (and even private parties) on the ground?&amp;nbsp;&lt;/li&gt;&lt;li&gt;How do officials internalize the visions ingrained
in e-governance policies and deployments of ICTs and how does this impact the
manner in which they implement directives from the state in this regard and
subsequently interact with citizens?&lt;/li&gt;&lt;li&gt;Who gains and who loses when ICTs, e-governance
and the Internet are deployed to deliver services to people electronically, to
provide information and to create better government-citizen interfaces?&amp;nbsp;&lt;/li&gt;&lt;li&gt;How are gains and losses assessed and why are they
assessed as such? Who assesses the gains and losses and why?&lt;/li&gt;&lt;li&gt;Are gains and losses absolute and irreversible?&amp;nbsp;&lt;/li&gt;&lt;li&gt;Do some deployments of ICTs, e-governance
strategies and the Internet produce impacts that can only be seen and evaluated
in the long run?&amp;nbsp;&lt;/li&gt;&lt;li&gt;How does the state – in terms of power, authority,
implementation of law and order and preservation of territorial integrity –
manifest through the various deployments of ICTs and e-governance policies in
different contexts?&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;These questions regarding the impact of ICTs, Internet
and e-governance programmes on different citizen groups as well as the notions
and practices of the state require us to turn our attention towards
understanding the concepts of government, governance and administration and
grounding our understandings of these concepts in the manner in which various
government departments and institutions interact with citizens, on an everyday
basis, in the process of governing and administering. Revisiting and opening up
these concepts is further essential because governments and administrators are
responsible for interpreting (and therefore, translating) and implementing the
state’s policies and visions on the ground. This does not imply that the state
is separate from government and administration. In fact, as we saw in the
example of the forest departments and police forces, certain arms of the government
and administration can be highly statist in the manner in which they exercise
powers, control resources, make decisions and interact with citizens. We also
saw above that not all government departments and state institutions are
equally comfortable with and aligned with the state idea i.e., in terms of
notions of law, order, authority and power. It therefore, becomes necessary to
understand how different government departments and administrators understand,
embody and even negotiate notions of law, order and power, what are the
historical, political and social sources which shape the functioning and
ideologies of different government departments, and how are notions of law,
order, responsiveness and transparency configured when these different government
departments implement various e-governance policies and transparency
initiatives in an effort to become responsive.&lt;/p&gt;
&lt;p&gt;Let us briefly examine the concept of government and in
the process, tackle the important issue of state-society relationship.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Government
– the State in Society and the Society in State:&lt;/strong&gt;
Governments are the concrete face of the state and the state idea. They are
bodies/institutions/organizations which perform duties of the state and
discharge the state’s obligations towards its people. Some of the primary
obligations include:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;&amp;nbsp;delivering the state’s welfare resources to
different citizen groups,&lt;/li&gt;&lt;li&gt;&amp;nbsp;attending to and fulfilling and/or negotiating
people’s varied claims and demands for entitlements,&lt;/li&gt;&lt;li&gt;resolving people’s complaints, disputes and
grievances,&lt;/li&gt;&lt;li&gt;maintaining law and order and ensuring compliance
with law,&lt;/li&gt;&lt;li&gt;providing infrastructure and services that are
considered necessary for people’s well-being as well as for the physical
territory’s (i.e., the state’s) development and progress.&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;Governments are expected to function in ways that aid in
maintaining the integrity of the territory and therefore, the authority of the
state. Governments must therefore, follow the policies formulated by the state
and implement them in letter and spirit. However, implementation rarely happens
in the exact letter and spirit because of a variety of factors including:&lt;/p&gt;
&lt;p&gt;1.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
Inadequate release of funds which in turn is
triggered by factors such as competition over power, territory and loyalty, competition
between political parties, poor allocation to essential budgetary heads in the
programme implementation, desire within government agencies to curb the
autonomy of individual departments/personnel by providing fewer funds, etc.&lt;/p&gt;
&lt;p&gt;2.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
Existing competition between administrative
agencies, government employees and decision-makers which can be altered because
of implementation. This, in turn, can prevent implementation altogether or, the
implementing authorities may implement policies in a way that aids in
preserving certain kinds of autonomy, powers and interests of the implementing
agencies.&lt;/p&gt;
&lt;p&gt;3.&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
Multiple claims that arise in the course of
implementation which in turn puts implementation on a sticky course and alters
the letter(s) and spirit of the original policies as government agencies,
administrators and the various implementing authorities negotiate (and even
suppress) the claims made by different interest groups (which includes citizen
groups, government agencies themselves, middlemen, competing political parties,
among others).&lt;/p&gt;
&lt;p&gt;Essentially then, government institutions and departments
– the concrete faces of the state – are mired in multiple claims and interests
not only with respect to implementation but also in the way in which they
function in everyday life. These claims are advanced not only by citizen groups
but also by the very employees of governments and by agencies and authorities
related with various aspects of the governments’ functioning. Here, we need to
address the issue of state-in-society and society-in-state which tends to be
overlooked and even ignored in accounts and theories about the state. The state
– wherever is experienced and however, it is sighted – is part of the gamut
known as society. This means that the people working as government
employees/state employees are simultaneously members of other networks and
social groups. Consequently, they hold and embody various views and ideas that
may be in consonance with as well as contradictory to notions of power,
authority, law and order. These government employees also compete for the
resources of the state – water, sanitation, housing sites, roads, electricity –
as much as they are responsible for delivering the same resources to different
citizen groups. In the process of delivery of welfare and service provision
then, interests are shaped from time to time depending on the socio-economic
and political positions of the administrators, bureaucrats and people’s
representatives in charge as well as their association with various kinds of
networks that enable them to maintain/enhance their personal/institutional
positions and powers. Some of these interests and networks also shape the roles
of government employees and administrators i.e., elected representatives,
municipal field staff, engineers, etc., can also become middlemen in the process
of delivering services and resources. How they function as middlemen depends on
the resources in question as well as the political, social and administrative
contexts in which the services are provided.&lt;/p&gt;
&lt;p&gt;This aspect of state-in-society which is visible when we closely
examine how governments and administrative departments and institutions
function is an important factor that not only shapes interests and policy
implementation but also influences that manner in which the state – power,
authority, law and order – manifests in the interactions between citizens and
governments. Therefore, when attempts are made to reconfigure or reform the
interfaces between governments and citizens by introducing e-governance tools
and ICTs, essentially the entire gamut of networks, social norms, conventions
and negotiations that underlies government-citizen interfacing is tried to be
put in line with a rational conception of law, due process and order. This
implies that certain arms of the state attempt to reinforce and reorder
particular government departments and functionaries in line with the idea of
the rational, orderly and law enforcing state. (These arms of the state could
be the central government in New Delhi, central government departments in New
Delhi and state governments trying to align departments and functionaries
working at different levels in the federal system hierarchy.) In turn, this
means that the complexities in government-citizen interfacing – middlemen,
opaque procedures, inadequate information, use of personal discretion, mobilization
of political, economic and personal networks - are tried to be straightened
through the application of technology which is viewed as neutral and capable of
enforcing order and uniformity in procedures and service delivery. Therefore,
it becomes essential to understand how different government departments
function and how various services are delivered in order to assess where
technology is/gets situated and how technology reorders/realigns government
functionaries in line with the statist notions of law, order and fairness.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;By way
of a conclusion …: &lt;/strong&gt;I will end this post here, leaving it for readers
to ruminate and think over the ideas presented here. I will return back in the
next post with a more concrete history of how and why ICTs, e-governance and
Internet have been deployed in India to usher transparency and responsiveness
in the functioning of the state via government agencies and departments. The
concrete description will help put into perspective some of the conceptual
issues and insights discussed in this post.&lt;/p&gt;
&lt;p&gt;Till then, adios!&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;References:&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Abrams,
Philip. March 1988. “Notes on the Difficulty of Studying the State”. &lt;em&gt;Journal of Historical Sociology&lt;/em&gt;. Vol. 1
(1): 58-89.&lt;/p&gt;
&lt;p&gt;C. J. Fuller and V. Benei (eds). 2000. &lt;em&gt;The Everyday State and Society in Modern India&lt;/em&gt;. New Delhi: D. K.
Publishers.&lt;/p&gt;
&lt;p&gt;Corbridge, Stuart, Glynn Williams, Manoj Srivastava and Rene Veron.
(2005) &lt;em&gt;Seeing the State: Governance and
Governmentality in India. &lt;/em&gt;Cambridge: Cambridge University Press.&lt;/p&gt;
&lt;p&gt;Elyachar,
Julia. 2005. &lt;em&gt;Markets of Dispossession:
NGOS, Economic Development and the State in Cairo.&lt;/em&gt; Duke University Press:
Durham and London.&lt;/p&gt;
&lt;p&gt;Moore, Sally
Falk. 1973. “Law and Social Change: The Semi-Autonomous Social Field as an
Appropriate Subject of Study.” &lt;em&gt;Law and
Society Review.&lt;/em&gt; Vol. 7 (4): 719-746.&lt;/p&gt;
&lt;p&gt;Tarlo, Emma.
2003. &lt;em&gt;Unsettling Memories: Narratives of
India’s ‘Emergency’.&lt;/em&gt; Delhi: Permanent Black.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Also see …&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Gupta, Akhil
and James Fergusson. 2002. “Spatializing States: Towards An Ethnography of
Neoliberal Governmentality”. &lt;em&gt;American Ethnologist.&lt;/em&gt;
Vol. 29 (4): 981-1002. &lt;u&gt;See mainly part one on conceptual issues –
spatializing states.&lt;/u&gt;&lt;em&gt;&lt;/em&gt;&lt;/p&gt;
&lt;div&gt;&lt;br clear="all" /&gt;
&lt;hr align="left" size="1" width="33%" /&gt;
&lt;div id="edn"&gt;
&lt;p class="MsoEndnoteText"&gt;&lt;a name="_edn1" href="#_ednref"&gt;&lt;span class="MsoEndnoteReference"&gt;[i]&lt;/span&gt;&lt;/a&gt;
The concept of “field” is borrowed from Sally Falk Moore’s (1973) model of the
“semi-autonomous social field”. Moore suggests that a ‘field’ is a concrete,
observable arena that generates rules and is simultaneously influenced by
agencies and forces from outside (720). The notion of the ‘field’ aids in more
a concrete and nuanced study of institutions especially the immediate and
larger contexts in which institutions function and how this influences their
functioning, why actors make particular decisions in certain circumstances, and
how rules are formulated, adhered and resisted. Analyses will vary depending on
how we map the field and which actors and factors we include/exclude and give
primacy to in the given field.&lt;/p&gt;
&lt;/div&gt;
&lt;div id="edn"&gt;
&lt;p class="MsoEndnoteText"&gt;&lt;a name="_edn2" href="#_ednref"&gt;&lt;span class="MsoEndnoteReference"&gt;[ii]&lt;/span&gt;&lt;/a&gt;
Here, it is important to note that despite advocacy and practice of
independence of judiciary, the judicial system of a nation functions on the
principle of the ‘law of the land’ and maintaining the integrity and
compositeness of the physical territory. In this respect, belief in the state’s
judicial system continues to perpetuate the belief that there is a singular and
ultimate source and arbiter of law, in this case the judicial system, even when
the judiciary can strike down the decisions made by the executive organs of the
state. Therefore, even if the judiciary is independent, the way in which it
functions is to maintain and preserve the state system (i.e. the territory) and
the statist quo (i.e. the state system and authority).&lt;/p&gt;
&lt;/div&gt;
&lt;div id="edn"&gt;
&lt;p class="MsoEndnoteText"&gt;&lt;a name="_edn3" href="#_ednref"&gt;&lt;span class="MsoEndnoteReference"&gt;[iii]&lt;/span&gt;&lt;/a&gt;
Interviews with social workers from community based organizations in Mumbai,
conducted between May and November 2009.&lt;/p&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;p&gt;

&lt;/p&gt;

        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/raw/histories-of-the-internet/blogs/transparency-and-politics/of-the-state-and-the-governments-the-abstract-the-concrete-and-the-responsive'&gt;https://cis-india.org/raw/histories-of-the-internet/blogs/transparency-and-politics/of-the-state-and-the-governments-the-abstract-the-concrete-and-the-responsive&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>zainab</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>ICT</dc:subject>
    

   <dc:date>2011-08-03T09:56:52Z</dc:date>
   <dc:type>Blog Entry</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/events/unesco-open-forum">
    <title>UNESCO's Open Forum</title>
    <link>https://cis-india.org/events/unesco-open-forum</link>
    <description>
        &lt;b&gt;As UNESCO organized Freedom of Expression related workshops, this Open Forum will be
dedicated to other key IGF topics, notably multilingualism in cyberspace, open access to
scientific information, open educational resources, and accessibility for marginalized groups.
In addition, UNESCO will take this opportunity to announce new initiatives and share
experiences with participants. The interactive panel format will start with brief presentations from experts, followed by a moderated discussion with participants.&lt;/b&gt;
        
&lt;p&gt;&lt;strong&gt;Organizer:&lt;/strong&gt; UNESCO&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Moderator:&lt;br /&gt;&lt;/strong&gt;Mr Jānis Kārkliņš, Assistant Director-General for Communication and Information, UNESCO&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Opening by Mr Jānis Kārkliņš&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Introductory remarks&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Mr Nitin Desai, Chair of the Internet Governance Forum (IGF) will speak about:&amp;nbsp;The future of the IGF and UNESCO’s opportunities&lt;/li&gt;&lt;li&gt;Mr Rod Beckstrom, CEO ICANN, on cooperation with UNESCO, next steps&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;1. &lt;strong&gt;Multilingualism in cyberspace&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Proposed speakers:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Mr Baher Esmat, Manager, Regional Relations – Middle East, ICANN&lt;/li&gt;&lt;li&gt;Mr Daniel Pimienta, President of FUNREDES (Fundacion Redes y Desarrollo)&amp;nbsp;Saint Domingue, Dominican Republic&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;&lt;em&gt;Open discussion&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;2. &lt;strong&gt;Open access to scientific information and open educational resources&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Proposed speakers:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Mr Indrajit Banerjee, Director, Information Society Division, Communication and&amp;nbsp;Information Sector, UNESCO&lt;/li&gt;&lt;li&gt;Mr Abel Packer, Director of the SciELO.org Open Access (OA) initiative&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;&lt;em&gt;Open discussion&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;3. &lt;strong&gt;An initiative on developing inclusive information policies using ICTs in education for&amp;nbsp;&lt;/strong&gt;&lt;strong&gt;persons with disabilities&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Proposed speakers:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Mr Axel Leblois, Executive Director, the Global Initiative for Inclusive Information&amp;nbsp;and Communications Technologies 9G3ict), An Advocacy Initiative of the United&amp;nbsp;Nations Global Alliance for ICT and Development&lt;/li&gt;&lt;li&gt;Ms Anja Kovacs, Centre for Internet and Society (India)&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;&lt;em&gt;Open discussion&lt;/em&gt;&lt;/p&gt;

        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/events/unesco-open-forum'&gt;https://cis-india.org/events/unesco-open-forum&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Internet Governance</dc:subject>
    

   <dc:date>2011-04-05T03:58:47Z</dc:date>
   <dc:type>Event</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/events/charlotte-lapsansky-talk">
    <title>A Talk by Charlotte Lapsansky</title>
    <link>https://cis-india.org/events/charlotte-lapsansky-talk</link>
    <description>
        &lt;b&gt;Charlotte Lapsansky will give a lecture on the "Mobile Voices project" at the Centre for Internet and Society, Bangalore on Thursday, 16 September 2010. &lt;/b&gt;
        
&lt;p&gt;Mobile Voices is an academic-community partnership to research and design a platform for low-wage immigrants in LA to publish stories about their lives and their communities directly from their mobile phones. This low-cost, open source, customizable, and easy to deploy multimedia mobile storytelling platform will be designed in collaboration with its users, and will help recent immigrants who lack computer access gain greater participation in the digital public sphere.&lt;/p&gt;
&lt;p&gt;In this talk, Charlotte will describe the Mobile Voices project and discuss key themes that have arisen for the Mobile Voices project team, including participatory technology design, community digital storytelling, and digital inclusion through mobile-phone based platforms. She will then describe the key technological and social issues that have arisen in the process of adapting Mobile Voices for India and the opportunities and challenges this presents.&lt;/p&gt;
&lt;h2&gt;About Charlotte Lapsansky&lt;/h2&gt;
&lt;p&gt;&lt;img src="https://cis-india.org/home-images/Charlotte_Lecture.jpg/image_preview" alt="Charlotte" class="image-inline image-inline" title="Charlotte" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Charlotte Lapsansky&lt;/strong&gt; is a PhD Candidate and American Association of University Women Dissertation Fellow at the Annenberg School for Communication at the University of Southern California. Charlotte has a background in development communication and mass media campaigns addressing gender and health in India. At Annenberg, her research interests include communication for social change, participatory development communications, community mobilization and strategic campaign planning. For the past two years, she has been a team member for Mobile Voices, a participatory project which has created a Drupal-based digital storytelling platform for first-generation, low-wage migrant workers in Los Angeles, allowing them to create and publish stories about their communities directly from their mobile phones. &amp;nbsp;Currently, Charlotte is collaborating with organizations in India to customize and adapt the mobile voices platform social endeavours in India. &lt;strong&gt;&lt;br /&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;VIDEOS&lt;/strong&gt;&lt;/p&gt;
&lt;embed height="250" width="250" allowfullscreen="true" allowscriptaccess="always" type="application/x-shockwave-flash" src="http://blip.tv/play/AYKHrycA"&gt;&lt;/embed&gt;

&lt;embed height="250" width="250" allowfullscreen="true" allowscriptaccess="always" type="application/x-shockwave-flash" src="http://blip.tv/play/AYKHsE8A"&gt;&lt;/embed&gt;

&lt;embed height="250" width="250" allowfullscreen="true" allowscriptaccess="always" type="application/x-shockwave-flash" src="http://blip.tv/play/AYKHsTgA"&gt;&lt;/embed&gt;

&lt;embed height="250" width="250" allowfullscreen="true" allowscriptaccess="always" type="application/x-shockwave-flash" src="http://blip.tv/play/AYKH%2BD0A"&gt;&lt;/embed&gt;

&lt;embed height="250" width="250" allowfullscreen="true" allowscriptaccess="always" type="application/x-shockwave-flash" src="http://blip.tv/play/AYKIm3UA"&gt;&lt;/embed&gt;

&lt;embed height="250" width="250" allowfullscreen="true" allowscriptaccess="always" type="application/x-shockwave-flash" src="http://blip.tv/play/AYKInF4A"&gt;&lt;/embed&gt;

&lt;embed height="250" width="250" allowfullscreen="true" allowscriptaccess="always" type="application/x-shockwave-flash" src="http://blip.tv/play/AYKInR8A"&gt;&lt;/embed&gt;

&lt;embed height="250" width="250" allowfullscreen="true" allowscriptaccess="always" type="application/x-shockwave-flash" src="http://blip.tv/play/AYKIomIA"&gt;&lt;/embed&gt;

&lt;embed height="250" width="250" allowfullscreen="true" allowscriptaccess="always" type="application/x-shockwave-flash" src="http://blip.tv/play/AYKI9FQA"&gt;&lt;/embed&gt;
        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/events/charlotte-lapsansky-talk'&gt;https://cis-india.org/events/charlotte-lapsansky-talk&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Internet Governance</dc:subject>
    

   <dc:date>2011-04-22T07:41:20Z</dc:date>
   <dc:type>Event</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/raw/histories-of-the-internet/blogs/revolution-2.0/whats-in-a-name-or-why-clicktivism-may-not-be-ruining-left-activism-in-india-at-least-for-now">
    <title>What's in a Name? Or Why Clicktivism May Not Be Ruining Left Activism in India, At Least For Now</title>
    <link>https://cis-india.org/raw/histories-of-the-internet/blogs/revolution-2.0/whats-in-a-name-or-why-clicktivism-may-not-be-ruining-left-activism-in-india-at-least-for-now</link>
    <description>
        &lt;b&gt;In a recent piece in the Guardian titled “Clicktivism Is Ruining Leftist Activism”, Micah White expressed severe concern that, in drawing on tactics of advertising and marketing research, digital activism is undermining “the passionate, ideological and total critique of consumer society”. His concerns are certainly shared by some in India: White's piece has been circulating on activist email lists where people noted with concern that e-activism may be replacing “the real thing” even in this country. But is the situation in India really this dire?&lt;/b&gt;
        
&lt;p align="JUSTIFY"&gt;Among those
who consider themselves activists in a more traditional fashion,
critical debates on what it means to be an activist certainly remain
alive and well.  Among India's social movements, perhaps most
prominent, over the past decade, have been those that protest against
large-scale “development” projects and the displacement they tend
to cause – projects of which especially India's tribal people, or
&lt;em&gt;adivasis&lt;/em&gt;,
often are the victims.  In these circles, arguments against the use
of the Internet for activism often focus on the elitist character of
this tool: in a country where Internet penetration rates continue to
hover around a meagre five percent, frequently neither the people
affected nor the wider groups that need to be mobilised have access
to this resource.  Clearly then, organising online is never
sufficient and, perhaps not surprisingly, debates about what is
called “armchair activism” consequently are both common and
intense.  In a recent &lt;a href="http://www.youtube.com/watch?v=bTnncO8kc-Y"&gt;video&lt;/a&gt;
posted on YouTube, for example, the respected Himanshu Kumar – who
everyone will recognise as a grassroots activist –
called on the nation to support the &lt;em&gt;adivasis&lt;/em&gt;
and their causes.  In the same video, he also explicitly requested
people to get off the Internet: &lt;/p&gt;
&lt;blockquote&gt;
&lt;p align="JUSTIFY"&gt;
&lt;em&gt;Is
me jo shehero me rehne wale log hai, mujhe unse khas tor se kehna hai
ki aap sheher me baithe rahenge, net par thoda sa likh denge – usse
sarkar ko koi farak padne wala nahi hai.  Na janta Internet padthi
hai na sarkar Internet padthi hai. Hum jo activist hai wohi aapas
mein Internet par pad lethe hai. Usse sarkar ki koi policiyan nahi
badal payenge, sarkar par pressure nahi create kar payenge. Jab tak
ham aam janta ke beech mein nahi jayenge, na to hame desh ki problems
pata challenge, na ham desh ke logon ko jaga payenge. &lt;/em&gt;&lt;/p&gt;
&lt;p align="JUSTIFY"&gt;
[To
the people in the cities, I want to especially say that, you keep
sitting in the cities, you write something on the Internet - it
doesn't make any difference to the government. Neither do people read
the Internet, nor does the government read the Internet.  Only
activists like you and me read on the Internet.  Through that, we
cannot change the policies of the government, we cannot create
pressure on the government.  As long as we don't go among/approach
the common people, neither will we come to know the country's
problems, nor will we be able to awaken the people].  &lt;/p&gt;
&lt;/blockquote&gt;
&lt;p align="JUSTIFY"&gt;Not
everybody I spoke to would have agreed with Kumar's argument.  The
importance of mass mobilisation and the need to be in touch with
grassroots realities are recognised by all movement activists, as is
consequently the requirement to get active offline as much as online.
 But whether mass mobilisation at the grassroots is the &lt;em&gt;only&lt;/em&gt;
way forward is not something that everyone is convinced of.  In the
context of the &lt;a href="http://www.binayaksen.net/"&gt;Free Binayak Sen
campaign&lt;/a&gt;, for example, there is considerable recognition that the
website was a vital complement to a well-organised offline campaign
to free Dr. Binayak Sen from jail, which kicked off in the spring of
2008.  Sen is a community health doctor and civil liberties activist
who had worked for more than twenty five years among the &lt;em&gt;adivasis&lt;/em&gt;
of Chhattisgarh, the heart of the current Maoist conflict, when he
was arrested on the basis of what many considered completely
baseless, yet non-bailable charges of being a Maoist himself, and
left to languish in jail for two years.  A regularly updated website,
and related Facebook group and email list, soon became the focal
point for a massive outpouring of support for Sen from different
parts of the world, including in the form of a letter from twenty
Nobel Prize winners, as well as an important source of information on
the campaign for activists within the country.  In May 2009, the
Indian Supreme Court finally released granted bail to Dr. Binayak
Sen.  The Doctor's trial is currently ongoing.&lt;/p&gt;
&lt;p align="JUSTIFY"&gt;In
this context of critical debates, how do those who do see themselves
as activists, yet draw on the Internet as a significant tool to
publicise struggles, justify themselves?  If the Internet can play a
role in changing matters at the grassroots, and has proven to do so
in the past, does it become possible to intensely use this tool and
still be recognised as an activist in a more traditional reading of
this word?  The fact that most middle-class English speaking cadres
of movements are online, despite their protestations against online
activism for being elitist, may well play in the favour of advocates
of online protest: it does open up a space to argue for the relevance
of this medium, even if for a limited group, and for the importance
of its responsible use.  Indeed, it may well be for this reason that
it is possible to watch on YouTube a number of videos in which
Himanshu Kumar shares his experiences at the grassroots, his own
discomfort with the medium notwithstanding.  But it is not this
ambiguity that is at the heart of the claims to credibility of
advocates of online activism.  Rather, as has always been the case,
it is their continued connectedness to the grassroots.  How much you
are in the know of what happens at the grassroots; whether you have
physically joined struggles; to what extent you get your hands dirty
offline and show up for meetings, rallies, poster pasting, rather
than limiting your engagement to the online route – these are the
kind of elements that determine whether you are an online &lt;em&gt;activist&lt;/em&gt;.
 What you do offline remains as important as ever. To only
work online is not sufficient.       &lt;/p&gt;
&lt;p align="JUSTIFY"&gt;Importantly,
such readings are frequently mirrored by those who do not have such
connections to the grassroots.  In my research, I have more than once
come across “online activists” who started their conversation
with me by stating that they were not, in fact, activists at all. 
Interestingly, Maesy Angelina has observed a similar reluctance to
identify as an activist among participants in the &lt;a href="http://www.blanknoise.org/"&gt;Blank
Noise&lt;/a&gt; project (personal communication and Angelina, forthcoming),
a campaign to combat street sexual harassment and, with its extensive
use of online tools over the seven years of its existence, one of the
paragons of online activism in India.  While Maesy herself will blog
more about how Blank Noise participants understand activism later on
&lt;a href="https://cis-india.org/research/dn"&gt;here,&lt;/a&gt; (earlier
posts are available as well) at least in my research, the reason why
people refused the “activist” label was generally not because
they disapproved of what it might stand for.  Rather, they saw a
clear difference between their own contribution and that of the
full-time activists who ceaselessly mobilise and organise people on
the ground, those who in many cases draw on a distinct and
easily-recognisable language of protest that infuses everything from
the shape protests take to activists' dressing sense in the process –
the “jholawallahs”, as
one person I follow on Twitter calls them, after the trademark cotton
bag that they often carry around.  Those who refused the namecard of
an “activist” were clear that they would never have chosen such a
full-time activist's life; what new technology allowed them to do,
however, was to nevertheless make a contribution, even if often on a
smaller scale, of their own.  As one person put it quite movingly:&lt;/p&gt;
&lt;blockquote&gt;
&lt;p align="JUSTIFY"&gt;
I believe that, I think that ordinary people, and I am &lt;em&gt;convinced&lt;/em&gt;,
that they can do, can use this medium to actually make a difference,
you know or bring about change, to change the world.  You know, these
dreams that you have sometimes, “I want to change the world in some
way” [laughs]. You know?  I do believe that... it's possible.  And
you don't have to be an activist or working in an NGO. You can be
working anywhere, you can be doing anything as your day job, you
know, or your regular job.  But, you can contribute.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p align="JUSTIFY"&gt;Clearly,
then, critical readings of what it means to be an activist are common
not only among those who are activists in a more traditional sense,
but among those who focus on exploring the use of new tools for
social change as well: the kind of credibility, based on offline
experience, that attaches to more traditional activists is not
something they claim for themselves.  But what they understand is
that new technologies have facilitated a qualitatively new kind of
engagement with movements, with activism, with social change.  And
what such “not-activists” do claim is that this has made it
possible for ordinary people to now also make a difference, even
though small that difference often may be.  &lt;/p&gt;
&lt;p align="JUSTIFY"&gt;In
many ways this type of involvement is actually not new, as
contributions of non-activists have always played an important role
in the survival and evolutions of movements, especially at times of
great urgency: doctors who are ready to treat patients for free;
lawyers who supply legal advice without expecting anything in return;
people with comfortable jobs in the private sector who one knows one
can rely on for donations when required (most movements in India
survive financially by relying solely or mostly on donations by
private persons).  What is new with the introduction of the Internet
is that the possibility of contributions by people who are not
activists are now extended into new areas, as it has become much
easier to contribute to publicising and building community around
issues that are close to movements' heart as well.&lt;/p&gt;
&lt;p align="JUSTIFY"&gt;So
how to evaluate White's claim that clicktivism is ruining Left
activism in the Indian context then?  For one thing, it is important
to remember that we simply do not – or not yet at least – have
platforms such as &lt;a href="http://moveon.org/"&gt;MoveOn&lt;/a&gt; or &lt;a href="http://avaaz.org/"&gt;Avaaz&lt;/a&gt;,
that draw, as White explains, on market ideology to conveniently
break down a seemingly endless number of political campaigns into
little bites for easy individual consumption with the click of a
mouse button.  Left activism in India, even online, remains firmly
embedded in &lt;em&gt;communities&lt;/em&gt;
of engagement.  Surely e-petitions, for example, are popular here as
much as elsewhere.  But the point to remember is that they rarely
circulate in isolation.  Instead, they emerge from the email lists,
from the postings and repostings as well as conversations on
Facebook, from the blogs around which much Left activism online
revolves.  And crucial to these uses of the Internet as a tool for
social change is not clicking, but engagement and conversation. 
Perhaps it is for this reason that even a landmark campaign such as
Free Binayak Sen has hardly received any attention in the
international online activists' arena: campaigns such as this do not
revolve around the number of clicks they get, nor around flash-points
or events shaped to satisfy the hunger of the international media,
valuable as some may argue these can be; rather, they are intended
for the long haul, as they attempt to build on existing collectives
to extend the communities of solidarity around issues that move and
drive the Left in this neoliberal age.  Even online, the politics can
and does infuse the method, at least for now. &lt;/p&gt;
&lt;p align="JUSTIFY"&gt;This,
then, gives something to ponder over.  It is true that working among
people, offline, remains of crucial importance if Left movements in
the country are to achieve their goals.  But perhaps it is worth
considering more seriously the value and role of this pool of people
willing and available to help building such communities in a more or
less sustained fashion online (I am not talking about the accidental
activist here), without necessarily wanting to take on a core
“activist”'s role. Yes,  perhaps their work does not amount to
activism as we know it.  But nevertheless, it may well be that in
many cases the efforts of these committed individuals do not amount
to distractions, but to gravy: extras that help ensuring that more
and more people start to care as the message of social movements is
amplified to a much larger audience than might have otherwise been
the case, perhaps even getting many more people involved, while also
acutely aware of their own limitations when it comes to achieving
fundamental, lasting social change.  In fact, perhaps the Left would
also do well to wonder whether it can afford to lose this valuable
support: as I will document in a future blog post, with the rise of
the Internet in India, online initiatives have also emerged that take
neither of the stances described above, but that instead explicitly,
and at times aggressively, seek to present themselves as a
forward-looking &lt;em&gt;alternative&lt;/em&gt; to the existing progressive
politics in this country.  A lack of engagement on the part of the
Left with supporters online would effectively entail a ceding of the
space to such challengers.  &lt;/p&gt;
&lt;p align="JUSTIFY"&gt;The
point to remember for now, however, is that many of those active in
online campaigns are acutely aware themselves not only of the
potential of their work, but also of its limitations.  What we do
need to do, however, is to keep firmly alive this tension and debate
surrounding what it means to be an activist, as well as to remain
vigilant that the dazzling charms of the tools do not, in the long
term, blind us to our politics.    At the moment, it seems to be the
continuing vibrancy of the Left in India that makes it difficult for
anyone who wants to get seriously involved with movement politics to
consider online activism a sufficient replacement. It is the
endurance of these attitudes of continuous critical inquiry that will
ensure that, clicktivism or not, Left activism will remain firmly
alive in this country in the future as well – in  the hearts and
minds of activists and non-activists alike. &lt;br /&gt;&lt;/p&gt;
&lt;p align="JUSTIFY"&gt;&lt;br /&gt;&lt;/p&gt;
&lt;p align="JUSTIFY"&gt;&lt;em&gt;With
thanks to Prasad Krishna for assistance with the translation.&lt;/em&gt;&lt;/p&gt;
&lt;p align="JUSTIFY"&gt;&amp;nbsp;&lt;/p&gt;
&lt;p align="JUSTIFY"&gt;&lt;strong&gt;References&lt;/strong&gt;&lt;/p&gt;
&lt;p align="JUSTIFY"&gt;Angelina,
M. (forthcoming). 'Beyond the Digital: Understanding Contemporary
Youth Activism in Urban India' (working title). MA thesis. The Hague,
International Institute of Social Studies – Erasmus University of
Rotterdam.&lt;/p&gt;
&lt;p align="JUSTIFY"&gt;&amp;nbsp;&lt;/p&gt;
&lt;p align="JUSTIFY"&gt;&amp;nbsp;&lt;/p&gt;
&lt;p align="JUSTIFY"&gt;&amp;nbsp;&lt;/p&gt;

        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/raw/histories-of-the-internet/blogs/revolution-2.0/whats-in-a-name-or-why-clicktivism-may-not-be-ruining-left-activism-in-india-at-least-for-now'&gt;https://cis-india.org/raw/histories-of-the-internet/blogs/revolution-2.0/whats-in-a-name-or-why-clicktivism-may-not-be-ruining-left-activism-in-india-at-least-for-now&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>anja</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>histories of internet in India</dc:subject>
    
    
        <dc:subject>Digital Activism</dc:subject>
    
    
        <dc:subject>movements</dc:subject>
    
    
        <dc:subject>Research</dc:subject>
    

   <dc:date>2011-08-02T09:25:39Z</dc:date>
   <dc:type>Blog Entry</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/openness/blog-old/free-access-to-law-is-it-here-to-stay-environmental-scan">
    <title> Free Access to Law—Is it here to Stay? An Environmental Scan Report</title>
    <link>https://cis-india.org/openness/blog-old/free-access-to-law-is-it-here-to-stay-environmental-scan</link>
    <description>
        &lt;b&gt;The following is a preliminary project report collaboratively collated by the researchers of the "Free Access to Law" research study. This report aims to highlight the trends, as well as the risks and opportunities, for the sustainability of Free Access to Law initiatives in each of the country examined. &lt;/b&gt;
        &lt;p&gt;
&lt;p&gt;The Environmental Scans are the first component of the “Free Access to Law – Is it Here to Stay” global study, examining the sustainability of Free Access to Law (FAL) initiatives. &amp;nbsp;The overall goal of this research is to respond to a need to study what free access to law initiatives do and how they do it. This will lead to an understanding of the effects FAL initiatives have on society and to an exploration of the factors determining their sustainability.&lt;/p&gt;
&lt;p&gt;For the Environmental Scans, Local Researchers were asked to collect data according to the Environmental Scan Matrix and draft a synopsis of the data, highlighting the trends, risks and opportunities for the field of online legal research publication in general and for the FAL initiative in particular. In sum, the researchers looked at how the individual indicators listed in the Environmental Scan Matrix work together to impact free access to law. &amp;nbsp;The results of the Scans provided the local researchers and their audiences with a rich knowledge on the field of law and informatics in each respective country examined.&lt;/p&gt;
&lt;p&gt;The project covers the following regions: (1) Southern and Eastern Africa, (2) Western Africa, (3) Asia and the Pacific and (4) Canada. In order to complete a cross-case comparative analysis, countries have been selected to represent multiple legal traditions with FAL initiatives at various stages of development.&lt;/p&gt;
&lt;div&gt;The report can be accessed &lt;a class="external-link" href="http://www.lexum.com/en/projects/fal-es.pdf"&gt;here&lt;/a&gt;.&lt;/div&gt;

        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/openness/blog-old/free-access-to-law-is-it-here-to-stay-environmental-scan'&gt;https://cis-india.org/openness/blog-old/free-access-to-law-is-it-here-to-stay-environmental-scan&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>rebecca</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Open Access</dc:subject>
    

   <dc:date>2012-03-20T18:36:08Z</dc:date>
   <dc:type>Blog Entry</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/a2k/blogs/softtware-patents-and-the-commons">
    <title>Seminar on Software Patent and the Commons</title>
    <link>https://cis-india.org/a2k/blogs/softtware-patents-and-the-commons</link>
    <description>
        &lt;b&gt;A pre-grant opposition has been filed against a software patent application filed in the patent office by Certicom, a wholly owned subsidiary of Research in Motion (RIM), manufacturers of Blackberry. The opposition was filed on August 31, 2010 by the Software Freedom Law Centre which has recently expanded its operations to India. This exciting development was announced by Mishi Choudhary from SFLC on the lines of the seminar on “Software Patents and the Commons” organised on 1 September 2010 in Delhi jointly by SFLC, the Centre for Internet and Society, the Society for Knowledge Commons and Red Hat. Filing more such oppositions to software patents in India was in the pipeline and this is just the beginning of a movement to take on monopolisation of knowledge and ideas through patenting software, the organisers said.&lt;/b&gt;
        &lt;p&gt;Software patent opposition is still in its nascent stage in India while several oppositions have been filed against software patents in the US and the EU. The harmful effects of software patents are little known to the Indian public, especially from the context of its danger to development in small and medium size enterprises, as pointed out by Pranesh Prakash from the Centre for Internet and Society who spoke about why software patents are bad for innovation and development in society and also in the software industry, in particular.&lt;/p&gt;
&lt;p&gt;In the same context, Venkatesh Hariharan from Red Hat as also Mr. T.C. James, Director of the National Intellectual Property Organisation spoke about the growing importance of free and open source software in education, governmental agencies and as a key agent in information technology policy making in India. “Out of 500 super computers in the world, 446 are running on Linux”, he said, talking about how open source software makes computing highly accessible and affordable while allowing for improvements to be made to the software by any user and releasing it back to benefit the whole community. Dr. Anshu Bhardwaj involved in the Open Source Drug Discovery project undertaken by CSIR, spoke at length about the project as a live demonstration of the power of open source software in impacting drug access and development and health care reform across communities at highly economical rates.&lt;/p&gt;
&lt;p&gt;Prof. Eben Moglen, Executive Director of Software Freedom Law Centre in New York who was the keynote speaker at the conference spoke about the growth of the free software and open source movement based on the principle of equating knowledge with commons – that is, a good to be commonly shared by all members of the public – resulting in access to and sharing of knowledge and distribution of information in society for greater innovation, creation of new ideas, communication and development. Dr. Abhijit Sen, member of the Planning Commission was the other keynote speaker who stressed on the role of the government and the policy making bodies to ensure that knowledge and education is accessible and shared without restrictions in such a way that it is not misused by the members of the society.&lt;/p&gt;
&lt;p&gt;Other notable speakers in the event included Prabir Purkayastha from the Society for Knowledge Commons, Pradyut Bora, Chief Convenor of BJP's information and technology cell, Jaijit Bhattacharjee from Hewlett Packard and Sudhir Krishnaswamy, Professor, National University of Juridical Sciences. The event also witnessed the participants discuss the various strategies to be used from the perspective of legal analysis as well as policy reform, for opposing software patents filed or granted in India. Indian patent law clearly declares computer programmes per se or software patents to be unpatentable. Prabir Purkayastha pointed out that the most important and major scientific discoveries in history have not been patented and that this has, in no way prevented new ideas from being created and has in fact fostered such innovation. In spite of such a clear legal restriction on grant of software patents, around 1000 software patents have been filed in the patent offices in India in the last year. This trend is extremely disturbing since it poses a serious threat to access to knowledge and distribution of information in society in addition to stifling innovation and development in the software industry.&lt;/p&gt;
&lt;p&gt;The seminar was attended by people from diverse backgrounds including the IT industry, civil society organisations, and groups working in pharma patent advocacy, media persons and government officials.&lt;/p&gt;
&lt;h3&gt;Videos&lt;/h3&gt;
&lt;p&gt;
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        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/a2k/blogs/softtware-patents-and-the-commons'&gt;https://cis-india.org/a2k/blogs/softtware-patents-and-the-commons&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Intellectual Property Rights</dc:subject>
    
    
        <dc:subject>Software Patents</dc:subject>
    
    
        <dc:subject>Access to Knowledge</dc:subject>
    

   <dc:date>2011-10-23T14:22:15Z</dc:date>
   <dc:type>Blog Entry</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/internet-governance/blog/beyond-access-as-inclusion">
    <title>Beyond Access as Inclusion</title>
    <link>https://cis-india.org/internet-governance/blog/beyond-access-as-inclusion</link>
    <description>
        &lt;b&gt;On 13 September, the day before the fifth Internet Governance Forum opens, CIS is coorganising in Vilnius a meeting on Internet governance and human rights. One of the main aims of this meeting is to call attention to the crucial, yet in Internet governance often neglected, indivisibility of rights. In this blog post, Anja Kovacs uses this lens to illustrate how it can broaden as well reinvigorate our understanding of what remains one of the most pressing issues in Internet governance in developing countries to this day: that of access to the Internet.&lt;/b&gt;
        
&lt;p align="JUSTIFY"&gt;One of the most attractive characteristics of the
Internet – and perhaps also one of the most debated ones – is its
empowering, democratising potential. In expositions in favour of
access to the Internet for all, this potential certainly often plays
a central role: as the Internet can help us to make our societies
more open, more inclusive, and more democratic, everybody should be
able to reap the fruits of this technology, it is argued. In other
words, in debates on access to the Internet, most of us take as our
&lt;em&gt;starting point&lt;/em&gt; the desirability of such access, for the above
reasons. But how justified is such a stance? Is an Internet-induced
democratic transformation of our societies what is actually happening
on the ground?&lt;/p&gt;
&lt;p align="JUSTIFY"&gt;I would like to move away, in this blog post, from
the more traditional approaches to the issue of access, where debates
mostly veer towards issues of infrastructure (spectrum, backbones,
last mile connectivity, …) or, under the banner of “diversity”,
towards the needs of specific, disadvantaged communities (especially
linguistic minorities and the disabled). To remind us more sharply of
the issues at stake and of the wide range of human rights that need
our active attention to make our dreams a reality, I would like to
take a step back and to ask two fundamental questions regarding
access: why might access be important? And what do we actually have
access to?&lt;/p&gt;
&lt;p align="JUSTIFY"&gt;Let me start, then, by exploring the first question:
why, actually, is Internet access important? In his canonical work on
the information age, and especially in the first volume on the rise
of the network society, Manuel Castells (2000) has perhaps provided
the most elaborate and erudite description of the ways in which new
technologies are restructuring our societies and our lives. We are
all all too familiar with the many and deep-seated ways in which the
Internet changes the manner in which we learn, play, court, pay, do
business, maintain relationships, dream, campaign. And yet, the exact
nature of the divide created by the unequal distribution of technical
infrastructure and access, despite being so very real, receives
relatively little attention: this divide is not simply one of
opportunities, it is crucially one of power. If in traditional
Marxist analysis the problem was that the oppressed did not have
access to the means of production, today, one could well argue, the
problem is that they do not have access to the means of communication
and information.&lt;/p&gt;
&lt;p align="JUSTIFY"&gt;Indeed, the Internet is not something that is simply
happening to us: there are people who are responsible for these new
evolutions. And so it becomes important to ask: who is shaping the
Internet? Who is creating this new world? Let us, by way of example,
consider some figures relating to Internet use in India. So often
hailed as the emerging IT superpower of the world, there are, by the
end of 2009, according to official government figures, in this
country of 1 billion 250 million people slightly more than 15 million
Internet connections. Of these, only slightly more than half, or
almost 8 million, are broadband connections – the rest are still
dial-up ones (TRAI 2010). The number of Internet users is of course
higher – one survey estimates that there are between 52 million and
71 million Internet users in urban areas, where the bulk of users is
still located (IAMAI 2010). But while this is a considerable number,
it remains a fraction of the population in a country so big. What
these figures put in stark relief, then, is that the poor and
marginalised are not so much excluded from the information society
(in fact, many have to bear the consequences of new evolutions made
possible by it in rather excruciating fashion), but rather, that they
are fundamentally excluded from shaping the critical ways in which
our societies are being transformed.&lt;/p&gt;
&lt;p align="JUSTIFY"&gt;To have at least the possibility to access the
Internet is, then, of central significance in this context for the
possibility of participation it signals in the restructuring of our
societies at the community, national and global level, and this in
two ways: in the creation of visions of where our societies should be
going, and in the actual shaping of the architecture of our societies
in the information age.&lt;/p&gt;
&lt;p align="JUSTIFY"&gt;If we agree that access attains great significance
in this sense, then a second question poses itself, and that is: in
practice, what exactly are we getting access to? This query should be
of concern to all of us. With the increasing corporatisation of the
Internet and the seemingly growing urges of governments on all
continents to survey and control their citizens, new challenges are
thrown up of how to nurture the growth of open, inclusive, democratic
societies, that all of us are required to take an interest in.&lt;/p&gt;
&lt;p align="JUSTIFY"&gt;Yet it is in the case of poor and marginalised
people that the challenges are most pronounced.&amp;nbsp; Efforts to
include them in the information society are disproportionately
legitimised on the basis of the contribution these can make to
improving their livelihoods. Initiatives, often using mobile
technology, that allow farmers to get immediate information about the
market prices of the produce they are intending to sell, are perhaps
the most well-known and oft-cited examples in this category. Other
efforts aim to improve the information flow from the government to
citizens: India has set up an ambitious network of Common Service
Centres, for example, that aim to greatly facilitate the access of
citizens to particular government services, such as obtaining birth
or caste certificates – and going by first indications, this also
seems to be succeeding in practice. Only rarely, however, do
initiatives to “include” the poor in the information society
address them as holistic beings who do not only have economic lives,
but political, emotional, creative and intellectual existences as
well.&amp;nbsp; This is not to say that economic issues are not of
importance. But by highlighting only this aspect of poor people's
lives, we promote a highly impoverished understanding of their
existences.&lt;/p&gt;
&lt;p align="JUSTIFY"&gt;The focus on a limited aspect of the poor's identity
- important as that aspect may be - has a function, however: it makes
it possible to hide from view the extremely restrictive terms on
which poor people are currently being integrated into the information
society. Even initiatives such as the Common Service Centres are in
fact based on a public-private-partnership model that explicitly aims
to “align [..] social and commercial goals” (DIT 2006: 1), and in
effect subordinates government service design to the requirements of
the CSC business model (Singh 2008). The point is not simply that we
need strong privacy and data protection policies in such a context –
although we clearly do. There is a larger issue here, which is that
efforts to include the poor in the information society, in the
present circumstances, really seem to simply integrate them more
closely into a capitalist system over which they have little control,
or to submit them to ever greater levels of government and corporate
surveillance. Their own capacity to give shape to the system in which
they are “included”, despite the oft-heralded capacities of the
Internet to allow greater democratic participation and to turn
everybody into a producer and distributor, as well as a consumer,
remains extremely limited.&lt;/p&gt;
&lt;p align="JUSTIFY"&gt;Such tendencies have not gone unnoticed. For
example, unlike in many other parts of the world, social movements in
India fighting against dams, special economic zones or mining
operations in forest areas - all initiatives that lead to large-scale
displacement – have not embraced technology as enthusiastically as
one might have expected. There are various reasons for this. Within
Indian nationalism, there have always been strands deeply critical of
technology, with Gandhi perhaps their most illustrious proponent. But
for many activists, technology often also already comes with an
ideological baggage: an application such as Twitter, for example, in
so many of its aspects is clearly manufactured by others, for others,
drawing on value sets that activists often in many ways are reluctant
to embrace. And such connotations only gain greater validity because
of the intimate connections that exist in India between the IT boom
and neoliberalism: technology has great responsibility for many of
the trends and practices these activists are fighting against. While
the Internet might have made possible many new publics, most
movements do not – as movements – recognise these publics as
their own (Kovacs, forthcoming).&lt;/p&gt;
&lt;p align="JUSTIFY"&gt;To some extent, these are of course questions of the
extent of access that people are granted. But they also raise the
important issue of the value structure of the Internet. Efforts at
inclusion always take for granted a standard that is already set. But
what if the needs and desires of the many billions that still need to
be included are not served by the Internet &lt;em&gt;as it exists&lt;/em&gt;? What
if, for it to really work for them, they need to be able to make the
Internet a different place than the one we know today? While it is
obvious that different people will give different answers in
different parts of the world, such debates are complicated
tremendously by the fact that it is no longer sufficient to reach a
national consensus on the issues under discussion, as was the case in
earlier eras. The global nature of the Internet's infrastructure
requires that the possibility of differing opinions, too, needs to be
facilitated at the global level. What are the consequences of this
for the development of democracy?&lt;/p&gt;
&lt;p align="JUSTIFY"&gt;For access to the Internet to be substantively
meaningful from a human rights perspective in the information age, it
is crucial, then, that at a minimum, the openness of the Internet is
ensured at all levels. Of course, openness can be considered a value
in itself. But perhaps more importantly, at the moment, it is the
only way in which the possibility of a variety of answers to the
pressing question of what shape our societies should take in the
information age can emerge. Open standards and the portability of
data, for example, are crucial if societies are to continue to decide
on the role corporations should play in their public life, rather
than having corporations &lt;em&gt;de facto&lt;/em&gt; rule the roost. Similarly,
under no circumstances should anyone be cut off from the Internet, if
people are to participate in the public life of the societies of
which they are members. And these are not just concerns for
developing countries: if recent incidents from France to Australia
are anything to go by, new possibilities facilitated by the Internet
have, at least at the level of governments, formed the impetus for a
clear shift to the right of the political spectrum in many developed
countries. In the developed world, too, the questions of access and
what it allows for are thus issues that should concern all. In the
information age, human rights will only be respected if such respect
is already inscribed in the very architecture of its central
infrastructure itself.&lt;br /&gt;&lt;br /&gt;&lt;/p&gt;
&lt;p align="JUSTIFY"&gt;&lt;strong&gt;List of References&lt;/strong&gt;&lt;/p&gt;
&lt;p align="JUSTIFY"&gt;Castells, Manuel (2000). &lt;em&gt;The Rise of the Network
Society, 2&lt;sup&gt;nd&lt;/sup&gt; edition&lt;/em&gt;. Oxford: Blackwell.&lt;/p&gt;
&lt;p align="JUSTIFY"&gt;Department of Information Technology (DIT) (2006).
&lt;em&gt;Guidelines for the Implementation of Common Services Centers
(CSCs) Scheme in States&lt;/em&gt;. New Delhi: Department of Information
Technology, Government of India.&lt;/p&gt;
&lt;p align="JUSTIFY"&gt;Internet and Mobile Association of India (IAMAI)
(2010). &lt;em&gt;I-Cube 2009-2010: Internet in India&lt;/em&gt;. Mumbai: Internet
and Mobile Association of India.&lt;/p&gt;
&lt;p align="JUSTIFY"&gt;Kovacs, Anja (forthcoming). &lt;em&gt;Inquilab 2.0?
Reflections on Online Activism in India&lt;/em&gt; (working title).
Bangalore: Centre for Internet and Society.&lt;/p&gt;
&lt;p align="JUSTIFY"&gt;Singh, Parminder Jeet (2008). &lt;em&gt;Recommendations for a
Meaningful and Successful e-Governance in India&lt;/em&gt;. IT for Change Policy
Brief, IT for Change, Bangalore.&lt;/p&gt;
&lt;p align="JUSTIFY"&gt;Telecom Regulatory Auhority of India (TRAI) (2010).
&lt;em&gt;The Indian Telecom Services Performance Indicators,
October-December 2009&lt;/em&gt;. New Delhi: Telecom Regulatory Auhority of
India.&lt;/p&gt;
&lt;p align="JUSTIFY"&gt;&amp;nbsp;&lt;/p&gt;

        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/internet-governance/blog/beyond-access-as-inclusion'&gt;https://cis-india.org/internet-governance/blog/beyond-access-as-inclusion&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>anja</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Development</dc:subject>
    
    
        <dc:subject>Digital Access</dc:subject>
    
    
        <dc:subject>Internet Governance</dc:subject>
    
    
        <dc:subject>human rights</dc:subject>
    

   <dc:date>2011-08-02T07:29:03Z</dc:date>
   <dc:type>Blog Entry</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/internet-governance/blog/UID-public-meeting">
    <title>Summary of UID Public Meeting, August 25 2010</title>
    <link>https://cis-india.org/internet-governance/blog/UID-public-meeting</link>
    <description>
        &lt;b&gt;A summary of the "No UID" public meeting that took place on Aug. 25th at the Constitution Club, New Dehli. &lt;/b&gt;
        
&lt;h2&gt;The Meeting and Project&lt;/h2&gt;
&lt;p&gt;&amp;nbsp; On August 25, 2010 in Delhi, a public meeting was organized by civil society groups from Mumbai, Bangalore, and Delhi to discuss and answer questions surrounding the UID, and to present the concerns of the public to members of parliament. The meeting was successful, with many important concerns raised by both the speakers and the audience. An action plan was developed, and&amp;nbsp; MPs were able to come, listen, and share their opinions.&amp;nbsp;&lt;/p&gt;
&lt;h2&gt;The Project&lt;br /&gt;&lt;/h2&gt;
&lt;p&gt;The UID is a project that is supported by the government of India, and is led by Nandan Nilekani, the former CEO of Infosys.&amp;nbsp; The project is being presented as a cure to the PDS system, as a mechanism to bring benefits to the poor, and as a project that will make India an inclusive society by providing every citizen with a verifiable identity. The draft National Identification Authority of India Bill will be placed before the Lok Sabha in the current session. If the Bill is approved by parliament, the official implementation of the Bill will take place in Winter 2010 -2011.&amp;nbsp;&lt;/p&gt;
&lt;h2&gt;Technological Flaws &lt;br /&gt;&lt;/h2&gt;
&lt;p&gt;Speaking first, Jude D'Souza, a free software professional, presented the entire technical aspect of the UID scheme. He became involved with the UID project through his work on biometrics, and he expressed shock that the UID scheme would rely on a deeply flawed system such as biometrics.&amp;nbsp; Flaws in such a system include -- but are not limited to -- duplication, verification problems, and the lack of infrastructure needed to collect biometrics properly. Explaining in detail how fingerprint and iris scanners work, he showed how both are actually very simple technologies.&amp;nbsp; An iris scanner is&amp;nbsp; essentially a camera coupled with auto-focusing. The camera focuses on one’s eye, takes a snapshot, and then divides the eye into concentric segments, conducts a type of numbering scheme for each segment, and then generates a number that represents the pattern. A fingerprint scanner works in a similar manner. First a&amp;nbsp; picture is taken of your finger-print,&amp;nbsp; the system then generates an inverted image of the finger, with darker areas representing more reflected light and lighter areas representing less reflected light. The image is then compared against the stored fingerprint.&amp;nbsp; Both technologies&amp;nbsp; are easily spoofed. Iris scanners cannot detect contact lenses, and a scientist in Japan found that fingerprint scanners can be “tricked” easily with materials costing under 10 dollars. D'Souza explained how all identification systems go through an enrollment and authentication process which includes: the capturing of the image, the processing of the image, extraction of features, the creation of a template, encryption, duplication and storage of the information. If a step in either the enrollment or authentication process goes wrong, the whole process is brought&amp;nbsp; back to square one – manual recording&amp;nbsp; of information. For instance, if a fingerprint is swiped, and the machine cannot read it because it has changed with age, or the machine is malfunctioning, or the fingerprint is logged with water (something that is not uncommon in India) – the person would either have to re-enroll, and then re-verify who they are manually. If this scenario applies to, say, someone coming into a hospital, the consequences of his/her fingerprints not being read are grave.&lt;/p&gt;
&lt;p&gt;Another concern is the compromising of the system. Bogus templates can easily be created and switched with the real template, key duplication is possible, or the system could be hacked and a virus introduced. In general, it is dangerous when any database containing personal information is compromised; a database that contains biometrics is twice as dangerous. D'Souza closed his presentation by making the point that biometrics cannot be withdrawn – if your password (biometrics) is compromised, you are still stuck with it for life. Once you leave your&amp;nbsp; footprint through biometrics, it is irrevocable.&lt;/p&gt;
&lt;h2&gt;Civil Rights &lt;br /&gt;&lt;/h2&gt;
&lt;p&gt;The second speaker of the day was Usha Ramanathan, an internationally recognized expert on law and poverty, who spoke on human rights and the UID. From the beginning of her presentation she challenged the audience to think deeply about the question “Why would the government want to put this project in place?” She brought to the table many points about how the project violates human rights, including the fact that no type of feasibility study has been done on the technology or the financial cost of the project; a white paper was never issued at the genesis of the project; and Nandan Nilekani and other members of the authority refused directly to answer the concerns brought forth to them when they were approached.&amp;nbsp; To her, the corporatization of the project is also very clear. From the marketing of the scheme, to the implementation of the scheme, to the fact that the convergence of databases will allow business and corporate powers to network using individual’s data that they obtain from the database – the issuance of a Unique Identification Number provides opportunities for huge profits to be made by corporations and the government. What makes the consequences of a UID number even more powerful is the fact that even though the Authority says that the number is voluntary, businesses, shop owners, banks and hospitals have the ability to deny access if one does not have&amp;nbsp; number.&amp;nbsp; In this way, the number is at least de-facto compulsory. This number also threatens violations to an individual’s privacy.&lt;/p&gt;
&lt;h2&gt;Benefits to the Poor &lt;br /&gt;&lt;/h2&gt;
&lt;p&gt;When analyzing the benefits to the poor that the number promises, the 
picture begins to look less and less beneficial. The Authority has been 
stressing the benefit of the portability of a Unique Identification 
Number. The positive aspects of having a portable ID stem from the idea 
that a person living in one village could be traveling and would still 
be able to collect his or her rations from the Free Trade Shop in the 
location he or she is visiting. No longer would people have to return 
home to collect their rations.&amp;nbsp; Though this seems to be a useful benefit
 indeed, problems begin to arise if the Free Trade Shop in that village 
does not have enough grain in stock to provide for the unexpected 
visitor or if the biometric data malfunction.&amp;nbsp; Other complications that 
the poor might have with a unique ID number is that to enroll you must 
know your address and name, and be able to spell them correctly. When 
looking at if the UID will plug the leakages of the PDS system, it will 
perhaps make the delivery of grain more efficient – theoretically it 
could stop the use of fake ration cards etc, but it does not stop the 
waste of grain, and at the end of the day – it still only a number, it 
does not regulate the person authenticating the individual and 
distributing the grain. Other difficulties the rural populations 
face are power outages: what if the power goes out – no one can be 
authenticated, what if the notice that benefits are available are 
electronically transmitted and do not arrive? What if data are lost 
during power outages?&lt;/p&gt;
&lt;h2&gt;Response of the Audience&amp;nbsp;&lt;/h2&gt;
&lt;p&gt;After lunch the floor was opened up to discussion about steps that need 
to be taken in the future. It&amp;nbsp; was determined that&amp;nbsp; academics need to 
be&amp;nbsp; consulted, the NO UID campaign needs to be presented in a language 
that everyone can understand and relate to,&amp;nbsp; more political leaders need
 to be contacted, volunteers from Universities need to be recruited, 
petitions need to be written, and emails and contact information shared for open communication amongst each other. Another response from the audience was that privacy is an issue for the elite – the poor are concerned with surviving day to day. What is interesting, though, is how untrue that is. The issuance of a UID number brings privacy of the poor into the limelight. Privacy is a question of a person’s ability to control individual information, to know how it is being used, and by whom. A Unique Identification Number given to the poor suddenly places all of his or her personal data on the grid. It places it into networks, business databases, and governmental data banks. The current lack of data protection and lack of control an individual has over these data under the scheme creates a privacy crisis for anyone who has a number.&amp;nbsp; And, given the ability to deny services to someone who does not have a number, it creates a crisis for those who opt out as well.&lt;/p&gt;
&lt;h2&gt;The Opinion of the MPs &lt;br /&gt;&lt;/h2&gt;
&lt;p&gt;Many of the MPs were unable to come, but the two who did were in opposition to the UID. MP Syed Azeez Pasha (CPI)&amp;nbsp; commented on the need for a campaign to have started earlier, while Senior Member of Parliament from the Revolutionary Socialist Party of India (RSP) Abani Roy called for the launching of a massive campaign to resist this expensive and dangerous project through which several companies will gain massive contracts from the public exchequer.&lt;/p&gt;
&lt;h2&gt;Conclusion &lt;br /&gt;&lt;/h2&gt;
&lt;p&gt;As the UID project continues to unroll, it seems that&amp;nbsp; that Nandan Nilekani has imagined a new India – one that looks to technology as its solution to its political and social problems. If this is the case, a UID number that will work to shift the entire population onto a digital database could just be the beginning of many&amp;nbsp; other changes to come. Indian citizens should carefully consider if this is the India that they have imagined.&lt;/p&gt;
&lt;h2&gt;&amp;nbsp;Resources from the Meeting&lt;/h2&gt;
&lt;p&gt;&lt;a class="external-link" href="http://www.slideshare.net/anivar/biometrics-vulnerabilities-exploits"&gt;D'Souza powerpoint presentation &lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://cis-india.org/internet-governance/uid-booklet-aug25" class="internal-link" title="UID Booklet"&gt;UID Booklet&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://cis-india.org/internet-governance/uid-appeal-to-mps" class="internal-link" title="UID Appeal to MPs"&gt;UID Appeal to MPs&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://cis-india.org/internet-governance/uid-booklet-hindi" class="internal-link" title="UID Booklet in Hindi"&gt;UID in Hindi&lt;/a&gt;&lt;/p&gt;

        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/internet-governance/blog/UID-public-meeting'&gt;https://cis-india.org/internet-governance/blog/UID-public-meeting&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>


   <dc:date>2011-08-02T07:28:46Z</dc:date>
   <dc:type>Blog Entry</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/raw/histories-of-the-internet/blogs/gaming-and-gold/attentional-capital-online-gaming">
    <title>Attentional Capital in Online Gaming : The Currency of Survival</title>
    <link>https://cis-india.org/raw/histories-of-the-internet/blogs/gaming-and-gold/attentional-capital-online-gaming</link>
    <description>
        &lt;b&gt;This blog post by Arun Menon discusses the concepts of production, labour and race in virtual worlds and their influence on the production of attention as a currency. An attempt is made to locate attentional capital, attentional repositories and attention currencies within gaming to examine 'attention currencies and its trade and transactions in virtual worlds. A minimal collection of attention currencies are placed as central and as a pre-requisite for survival in MMOs in much the same way that real currency become a necessity for survival. The approach is to locate attentional capital through different perspectives as well as examine a few concepts around virtual worlds.&lt;/b&gt;
        
&lt;p&gt;Virtual Worlds&lt;strong&gt;1&lt;/strong&gt; have been examined extensively for their capacities in creating simulated spaces for fun, play, and entertainment. Presently there is a trend in&amp;nbsp; research studies worldwide to focus on examining questions of informational labour, production, ownership, racism, and the currencies of trade. By drawing examples from the published works of some of the leading writers in this field , I explore these questions and their connections with attention currency and the attention economy&lt;strong&gt;2&lt;/strong&gt; in gaming. I posit attention currency as a third currency&amp;nbsp; in addition to virtual and real currencies in the ability in which it operates as a currency. Through the concepts put forth, an attempt is made for a reading of attentional capital, attention currencies, attention repositories, trades in attention, and the functions of attention as a currency in gaming economies besides a reading of&amp;nbsp; confluences in terminologies and application&amp;nbsp; and&amp;nbsp; to expand them to examine attention economies in gaming. The games examined for this purpose are wide ranging, such as Eternal Duel, Rising Era from the Fantasy RPG Genre, Travian, T.K.O from the RTS genre, and select and limited readings of and around WoW. All of these fall under the MMO genre.&lt;strong&gt;3&lt;/strong&gt;&lt;/p&gt;
&lt;h2&gt;Introduction&lt;/h2&gt;
&lt;p&gt;Edward Castronova is a professor at Indiana University and has prolifically written on virtual economies. His most prominent works are 'Synthetic Worlds: The Business and Culture of Online Games' and 'Exodus to the Virtual World: How Online Fun is Changing Reality' and has done extensive research and commentaries on the economies of virtual worlds and online games. His concept the 'Avatarial Capital' (Castronova 2005) is articulated in a similar manner as Human Capital&lt;strong&gt;4 &lt;/strong&gt;, and Cultural Capital.&lt;strong&gt;5&lt;/strong&gt; Castronova's Avatarial capital is approached as a set of non-material factors such as in-game knowledge, experience, growth, skills and other character related functions. Along the same lines as human capital and cultural capital, increases in the investments in Avatar Capital proportionally increases the power of the entity (p. 41 Castronova 2005 also refer p. 110-114).&lt;/p&gt;
&lt;p&gt;What would be ideally termed, in a broader fashion, as 'attentional capital' is articulated by Castronova as Avatar Capital in a minimalist manner, such that it can be argued that avatar capital forms an essential and basic part of attentional capital in gaming. Some concepts that are accepted as exemptions (real world problems – race, class, and gender – devoid in Synthetic Worlds) are addressed by Nakamura when she engages with questions of human capital and cultural capital in fantasy warfare games such as World of Warcraft (WoW). By examining concepts of production and segregation of production processes as well as organic systems of production and designed systems of production, an attempt is made to read racialisation of informational labour within virtual worlds in light of designed races, rather than real races and posit that other forms of racism and racial warfare exist. This in contrast to Nakamura's examination dealing with racial stereotyping of informational labour, particularly of the fourth world labour, an attempt is made to posit that racial and/or class warfare (not similar in the manner that Nakamura addresses racial warfare) is present and inevitable in any designed world that has characteristics of Role Play. I posit that such forms of racial warfare need not necessarily be examined as a proxy warfare among leisure gamers and worker gamers but as inherent in any fantasy construct that places racial choices as essential to imagining certain types of roles within the game.&lt;/p&gt;
&lt;p&gt;Lisa Nakamura is a professor in the Institute of Communications Research and Director of the&amp;nbsp; &lt;a class="external-link" href="http://www.aasp.illinois.edu/people/lnakamur"&gt;Asian American Studies program&lt;/a&gt; at the University
of Illinois, Urbana-Champaign. Her work revolves around questioning race, ethnicity, and identity in Virtual Worlds. Robbie Cooper who has written expansively on Avatar Identities and their relation with the real identities of gamers (and thus relevant to locating any shifts in attention trades) has been approached through secondary readings, reviews and a partial (limited preview) reading of the text, due to the availability or lack thereof of the text in question. By addressing avatar identities and their links to real world identities, connections can be made in the way attentional capital and attention currency interacts with, and between, virtual, and real world currencies. Although questions of the Virtual - Real Binary6 arise through multiple tangents, it is only examined as a part of discussing the Earth - Synthetic binary that Castronova uses. An attempt is made to clarify some of the terms which are common to this field and place them in perspective. The terms, their limitations and some binaries are juxtaposed for discussion. This is not to imply that Castronova cannot be used to read virtual worlds (or rather their economies), on the contrary his narrative becomes more central as his predictions on exponential growth and impact&lt;strong&gt;7&lt;/strong&gt; of virtual worlds (economies) are realized.&lt;strong&gt;8&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;By using these authors and their concepts, I posit that Attention can be read as a currency of transaction&amp;nbsp; that enables the survival of the player in virtual gaming worlds and at most stages forms a pre-requisite often similar to real world currencies – a basic amount of which ensures human survival. Drawn from the concepts of Goldhaber who posits that attention is an essential pre-requisite to human survival, I extend his reading to virtual worlds to locate the transactions in attention and attentional capital and how they influence the flows of attention as a currency – making a collection of attention currency essential to survival in a virtual world.&lt;/p&gt;
&lt;p&gt;In the following segments some of the terminologies, their dichotomies, and a commentary is made on the terms common to this area. The specific usage by these writers and the commentary is speculative, interpretative, and by no means a closed debate. I explore the terms and attempt to make connections with the attention economy in gaming and in the process explore the possibilities of expanding or broadening some of the terms.&lt;/p&gt;
&lt;h2&gt;Synthetic Worlds&lt;/h2&gt;
&lt;p&gt;Castronova (2005) describes Synthetic Worlds as[C]rafted places inside computers that are designed to accommodate large numbers of people. He goes on to describe Synthetic Worlds as the playgrounds of imagination being host to ordinary human activity. The only notable difference between simulated worlds in offline settings and online settings is that the latter can accommodate a large number of people. This definition basically stands for almost all online games, be they client-server, browser-based, persistent worlds,&lt;strong&gt;9&lt;/strong&gt; text based (also&amp;nbsp; MUDs&lt;strong&gt;10&lt;/strong&gt;),and many more where multiple users can engage with each other in an online setting, but by focusing on MMORPGs and visual superiority. Castronova in this process isolates multiple genres of games that are capable of social, political, and economic activity similar to that of graphically constructed worlds.&lt;/p&gt;
&lt;p&gt;On developing his thesis Castronova seems to suggest an undue emphasis on worlds that are graphically represented and superior (visually well defined and designed), and such games/worlds being viable synthetic worlds. Viability can be interpreted as the immersion of the player in the game as one factor. On the other hand the economic viability of the synthethic world could be another factor, economic in that there are active gold farming (termed secondary) markets in that game. In such a case synthetic worlds as a term is applicable to even non-graphical text based constructs that run online. Julian Dibbell's documentation of the LambdaMoo community reiterates a certain complexity in the textual construction of the synthetic world, even though it is not visually or graphically represented.&lt;/p&gt;
&lt;p&gt;On a similar note, virtual economic activity is not restricted to graphical worlds either.&lt;strong&gt;11&lt;/strong&gt; The economic activities and organizations that Castronova ascribes to these synthetic worlds are present in almost every virtual world (graphically or textually defined), where there is an aggregation of human activity and congregation of human avatars.&lt;strong&gt;12&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;The possibilities of human economic activity both within the virtual world and the real world can be connected through an examination of gold farming. Depending on attentional capital (and the attentional repository of the entire virtual world) economic activity connects to real world trade as well. Here the popularity of the game and the ability of the secondary market to generate profits is paramount. Synthetic Worlds or in an expansive definition Virtual Worlds and the attentional capital and repositories of attention are examined that support basic forms of communication, social interaction and game play.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;In 'what is a synthetic world' an essay in Space, Time, and Play, Castronova, et al uses the term 'Synthetic Worlds' interchangeably with virtual worlds, the difference being a focus on the 'interconnections' between the two worlds. A reading of Castronova (2005), would suggest that his usage limited what synthetic (or virtual) worlds are capable and constitute of. By using Synthetic Worlds and Virtual Worlds interchangeably throughout this article, I intend to broaden Synthetic Worlds beyond Castronova's imposed limitations.&lt;strong&gt;13&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;When Castronova says that all synthetic worlds are MMORPGs, he has arguably limited the usage to only games that have an RPG element – furthermore, those with graphical clarity and representation. If say the Virtual World in question such as Eternal Duel were to be examined, it would not fall under what Castronova describes as a synthetic world largely because of its focus on a text based construction of Etheria. Interestingly, Etheria is not identified as a 'diasporic' homeland as much as the cities, the clans, or the game itself. In Eternal Duel, players tended towards their clans identity or the city they were based close to rather than 'Etheria' the Land itself. Unlike SL, WoW, and others where there is an identification towards the whole game 'land' such as a citizen of Lindenberg or Azeroth. Agreed that graphical constructions use visual aids to better connect with an imagined homeland, whereas the same immersive effect is restricted through text. Text based games such as these depend on the interpretative and subjective interpretations of the gamer to create, in the imagination, an idea of the homeland.&lt;/p&gt;
&lt;p&gt;Even though Castronova (2005) states that virtual worlds as a conceptual term is closed and synthetic worlds are more open and interconnected (such that its not possible to read them as sealed and separate disconnected systems), it is possible that synthetic worlds are in fact limited in that they are applicable to certain graphically functional and visual worlds (MMORPGs according to Castronova) by express definition.&lt;/p&gt;
&lt;p&gt;Perhaps it is relevant to look at MMORPGs as one among many other genres of online games, where there is a collection of avatars and a common synthetic world is constructed. Mizuko Ito in her documentation and usage of the 5thD project notes that the gamer and paired guide were able to construct 'micro-worlds' through narrative experiences of the real world in Simcity 2000, a city building simulation game. This construction of the micro-world was facilitated through a transfer of narrative experiences from the guide to the young gamer, through what is percieved as logical in the real world without actual knowledge of the scripts and algorithms behind the game that dictated its response. Reading micro-worlds as synthetic worlds has its own pitfalls and problems but such a reading is possible particularly when using the alone together phenomenon. Though an 'out of context' reading might be appropriate in an offline setting as well, where games have a sustainable&lt;strong&gt;14&lt;/strong&gt; capacity for immersion, the only failure, if any, would be evolution which is a predominant characteristic of virtual worlds in a massive setting.&lt;/p&gt;
&lt;p&gt;Whereas RPG games in an offline setting do not have any types of evolution that is sustainable, this feature is resultant of the 'massive' effect in online games, such that narratives of the game are constantly rewritten and brief, even short periods of disconnections leads to a narrative disjunct in the player, which may surface as a diasporic experience. Diasporic experiences here are similar to real world diasporic displacements in that there is a severance from the imagined 'homeland' of the avatar. A severance results in the displacement of the avatar. Evolution of the world is a prominent feature in any persistent or even a temporary time-bound world, where there is an aggregation of human interest. Constant human activity, economic, social, and political create narrative disjuncts in the timeline for those players who are removed from that particular community. MMORPGs have strong evolutionary elements drawn from and often ascribed to the massive element&lt;strong&gt;15&lt;/strong&gt; such that any form of change within virtual synthetic worlds are resultant of the activities of thousands of people participating in that world including their organization, collective achievements in the achievement hierarchies and engagement in their virtual worlds.&lt;/p&gt;
&lt;p&gt;There are often diasporic experiences faced by players on withdrawal from a community of gamers. The Uru Diaspora was one such – the diasporic effects were documented by Celia Pearce in Communities of Play. An extensive reading of identities, associations and severance of the homeland has been documented – examining concepts like the virtual homeland and association with the homeland such that there is a sense of rights and citizenship that arise out of this 'belonging', to eventually lead to a 'resurrection'. I would interpret diasporic experiences such as these as indicative of the immersive nature of the narrative architecture in an online game. Although the concept of the narrative architecture as one is largely applied to offline games, a confluence of human activity produces its own narrative, such that importing 'narrative architecture' to read into online spaces becomes possible.&lt;/p&gt;
&lt;p&gt;Castronova's suggestion that there are possibilities of a thriving parallel economy in and through secondary markets&lt;strong&gt;16 &lt;/strong&gt;makes it possible to locate avatar capital and by extension attentional capital more accurately. That is by terming avatar capital as a part of attentional capital, the outworld&lt;strong&gt;17&lt;/strong&gt; relevance of avatar capital and the possibility of attention flows functioning as a currency within virtual worlds and between the real world is made.&lt;strong&gt;18&lt;/strong&gt; It is possible to argue that Castronova implies certain attentional repositories when he posits that exploration, expansion, and advancement (p.110 Castronova 2005) are necessities to build up the player level, experience, and other intangible capital, which develops as the Avatar[ial] Capital, much in the same manner as Human Capital, Cultural Capital, and Gaming Capital (Pierre Bordieu's term 'Cultural Capital' is influential to both Castronova's 'Avatar[ial] Capital' and later Consalvo's 'Gaming Capital'). In the following sections, an attempt is made at approaching attention currency and its operations and positing attention as the currency of survival rather than the investments of either virtual or real world currencies.&lt;/p&gt;
&lt;h2&gt;Avatarial Capital, Attentional Capital, and the Repositories of Attention&lt;/h2&gt;
&lt;p&gt;Whereas Castronova places avatar skills and experience&lt;strong&gt;20&lt;/strong&gt; as 'avatar capital'
alone is limiting, in that the focus is on one avatar rather than a
set of avatars. This limit also manifests in the set of resources
that the avatar has access to, particularly attention, which changes
the accesses to resources in-world and out-world and effects the
production of attention currency in its turn. Thus, it is almost
cyclical in that attentional capital in repositories ensure survival,
 survival leads to greater activity and production in virtual worlds,
 which in turn gives greater accesses to in-world resources and
avatarial capital and  which then through the hierarchies of
achievement produces more attentional capital.&lt;/p&gt;
&lt;p&gt;Even though Castronova articulates the avatarial capital as a necessity (along with physical capital) for survival, he leaves out the relevance of ranking systems (that Hamari and Lehdonvirta (2010) posit as the achievement hierarchy) that seemingly organize a massive amount of data into statistically and graphically available information in almost every virtual world and through this activity build channels of attention. Attention&amp;nbsp; then flows in often unpredictable manners&lt;strong&gt;21&lt;/strong&gt; and ensures the survival of the player or avatar character in that game. Every game has a system that organizes seemingly irrelevant information on avatars to provide a daily statistical representation on growth, (re-)investment, level, experience, amount of virtual gold, player vs player and non-player character 'kills' . In some hierarchies attemtpted attacks and successful kills are also recorded and made public with a ratio in percentage, the time aristocracy that lehdonvirta 2005, 2007 addresses can be located by this percentage represented in the achievement hierarchy, and so forth in a ranked&amp;nbsp; hierarchy . Depending on the design and architecture of the game world (Synthetic Worlds), there may be detailed statistical data that provides for in-game information and players that are active, joined recently, completed a certain quest, requests assistance with another quest, etc., are news items that are filtered into general gameverse ranking, clan, community, alliance or group ranking.&lt;strong&gt;22&lt;/strong&gt; Central to the attentional capital and its flows are these gameverse&lt;strong&gt;23&lt;/strong&gt; ranking systems both internal to the game and external tools that pull data from the server to plot out potential targets for attacks, raids, and so forth.&lt;strong&gt;24&lt;/strong&gt; Metagaming, or influences on the game from outside the game and its rules, affects every scenario of gaming in some manner. Metagaming most often than not, dictates the attention of individuals and their investments in time and labour.&lt;/p&gt;
&lt;p&gt;For instance – Travian which is a popular MMORTS&lt;strong&gt;25&lt;/strong&gt; has an array of scripts, tools, paid services, external data aggregators – i.e., external to the game - that assist in finding other players/alliances and groups for warfare. Although the game itself has sufficiently developed communication and social interaction systems&lt;strong&gt;26&lt;/strong&gt;, players ranking 1-1500&lt;strong&gt;27&lt;/strong&gt;  most often use a variety
of external tools and IM programs to support their gameplay.&lt;strong&gt;28&lt;/strong&gt; Skype or MSN&lt;strong&gt;29&lt;/strong&gt; becomes preferred means of communication, coordination, and policy&lt;strong&gt;30&lt;/strong&gt; discussion – and this is not limited to one game server (Travian) whose example I am citing. The number ranges that have been chosen select players whose achievements ranking is comparatively in the top 10 – 20 per cent in terms of activity, presence, and by extension, economic activity, in an international server this number would be a maximum of 1500-2000 whereas on regional servers which witness lower members the number ranges of active gamers with a reasonable growth rate are fixed at around 500-1000. These players have sufficient amount of attentional capital invested in their game to join larger groups based on common cultural symbols and perceived commonalities, which may amount to social commonalities.&lt;/p&gt;
&lt;p&gt;Attentional Capital, though it draws from avatarial capital, is broader than just in-game related ranking.&lt;strong&gt;31 &lt;/strong&gt;Attentional capital (and attentional repositories, which makes attention the basic currency of survival) would ideally encompass a larger sphere including real life associations as well as virtual world associations and experiences&lt;strong&gt;32&lt;/strong&gt; Avatarial capital limits itself to the collection of intangible non-material capital within gaming worlds alone, there is very little discussion (by Castronova or Nakamura who uses avatarial capital) on the extent to which avatarial capital can be streched. If the term is indeed limited to single virtual worlds, a concept of consolidation of avatars (naturally avatarial capital), which occurs at multiple points should also be articulated in light of attentional repositories which allow for the aggregation of attention to reach the threshold required for survival (and thus trade, activity, and so forth). This is not constant but almost always in flux, a lack of investment for a short period would mean death gradual or instant, and depends entirely on the disposition and design of the game in question.&lt;/p&gt;
&lt;p&gt;Advancement and progression of an avatar is addressed by Castronova (2005) as the accumulation of the various forms of avatar capital within a virtual world enabling the 'avatar' greater access to the virtual world and the systems of production within the virtual world, defined or rather limited by a requirement&amp;nbsp; for progression. If the avatar grows, more accesses to the game's systems become available, stagnation on the other hand limits these accesses. In a collective sense the growth of a lot of avatars (in an MMORPG) collectively denotes the growth of a synthetic world. Thus, essential to the aggregation of Avatarial Capital as well as attentional capital is the evolution of a synthetic world. Evolution that may be incorporated into the design of the game but is also in a state of constant change and extremely dynamic. A stagnation in the growth of avatars (in a collective) has repurcussion s in the exchanges of attention, exchanges of virtual currencies as well as the collective attention that resides in a synthetic world.. Stagnation even in markets inflicts attrition that destabilizes the virtual world – a lack of attention could well mean the stagnation and eventual decay of the virtual world – this effect can be attributed to Illusory Attention and the decay of attention – for more refer Goldhaber (1997, and 2008). The evolution and advancement could be rapid such that a break from this world for even a short duration, may result in minor diasporic effects. A loss of contact with a community that has developed and evolved in absentia of the player-avatar and non-investment, either of time or resources by the player makes the narrative disjunct more pronounced.By narrative disjunct, I imply that the narrative of the player and the narrative of the community is not in tune, such that diasporic yearnings may be present even without the closure of the game world which is what transpired in Uru – The uru diaspora is documented very well by Celia Pearce and Artemesia in “Communities of Play: Emergent Cultures in multiplayer games and virtual worlds”, 2009 MIT Press. This narrative growth and subsequent disjunct captures the essence of persistent worlds and evolution within them most appropriately. Thus, Synthetic Worlds as a conceptual term is limiting rather than liberating as Castronova (2003, 2005) implies, even with its conceptual failings at achieving a state of 'inter-connectedness'&lt;strong&gt;34&lt;/strong&gt; with the Real World, Virtual World is a conceptually anchored term to articulate human activity in online gaming spaces, perhaps broader than synthetic worlds.&lt;/p&gt;
&lt;p&gt;Avatar capital can locate the influences of attentional capital. Castronova (2005) describes “the accumulated experience points and skills and attributes [as] &lt;em&gt;avatar capital&lt;/em&gt; ”, which is the advancement&amp;nbsp; through specific actions resulting in the growth or increment of non-physical capital of the avatar. What are the non-physical capital of the avatar? Non-physical capital is dependent on the design and genre of the game or MMORPG oriented games will have forms of character development that as represented as levels and stages, which when attained allows for further progression in gameplay. Some of these include but are not limited to the attributes, the skills, experience points, all depending on the design and model of the game world concerned. Empire building games on the other hand would design a different set of avatarial capital altogether.&lt;/p&gt;
&lt;p&gt;Avatar capital enables further progression in the game world and makes accessible quest lines&lt;strong&gt;36&lt;/strong&gt;, virtual goods linked to those quest lines, and higher growth, ability to gain more from attacks and so forth (The Sway of the stars as a Elvish&lt;strong&gt;37&lt;/strong&gt; race weapon grants additional gold income and experience points with each kill –&amp;nbsp; largely for NPC attacks, i.e., Non Player Character attacks, other weapons&lt;strong&gt;38&lt;/strong&gt; are preferred for PvP {Player vs Player} attacks). At this stage the attempt is not to examine the 'real' value attached to the weapon in a fashion that Castronova et al (2008) does, but to locate the attentional capital that is generated by the possession of such a virtual good which enhances avatar capital. Thus, an almost cyclical progression, I extrapolate this further when examining production. So, its possible to articulate avatarial capital as a small part of attentional capital and its collection in what I would term as attentional repositories.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Whereas the Physical Capital is juxtaposed as the virtual money or goods/items and rewards that the avatar earns as part of gameplay (and subsequent reinvestment of rewards), and is the distinguishing link between real and virtual currencies. The time that is invested in production of virtual goods and the subsequent investment in attention (as a currency) and attentional capital (as the non material investments – such as expertise and the abstract concept called experience) can be located in the growth in what Castronova terms as the Avatar Capital.&lt;/p&gt;
&lt;p&gt;Castronova et al (2009) examines the virtual world/synthetic world EverQuest and attempts a mapping of its economy. The authors attempt to read macroeconomic behaviours using real world definitions and attempt an economic mapping quite similar to how real world economies are mapped, the research concludes that real world patterns are present in virtual worlds and in the ways and means that virtual goods are traded. They examine the 'reality' of a virtual sword [Footnote: Please refer page 686, New media and society, 5, 11, 2009, the examination of the reality of the sword, similar to the painting 'this is not a pipe' points to reality of value associated with that object, an object that is considered unreal, non exitent in many terms, Michel Foucault also comments on issues of perception, reality, and the painting and its paradox of Rene` Magritte's painting “the Treachery of Images” 1929-30 – Foucault's focus on representation and simulcura is not necessary to interpreting castronova et al's reading of virtual reality and the real value associated with a virtual good. ] . Are they 'really real'? Castronova et al notes through their study that virtual goods often follow real world patterns and thus can be mapped with real world usages and affordances. Items are classified and graphically represented as furniture, food, clothing, accessories, collectibles and so forth. Castronova et al (2009) by noting that all virtual goods had certain real world categories, armour - clothing, food – what avatars ate and drank, furniture – solid items avatars kept in their huts (homes, etc), and so forth, locate the relevance and psychological value of virtual goods, even if they serve no 'real' purpose. They also noted that virtual worlds scarcely held items that had “no real world uses or affordances”. This is incidentally reiterated to some effect in the AVEA report, which also notes that the demand for virtual goods are a result of the designed spaces (Hamari and Lehdonvirta 2010). The attempt by Williamson et al (2010) and Castronova (2003, 2005) have been locating the shifts in 'Real Life' towards 'Avatar Life'. Castronova himself dictates that such a shift towards virtual worlds is inevitable and as discussed earlier, and although speculative, has materialized and noted by none other than Consalvo (2007) and Nakamura (2009).&lt;/p&gt;
&lt;p&gt;Returning to the discussion, the authors&amp;nbsp; note that currency is representational (The value of the paper currency we use is backed by gold from the treasury of the government), thus items and in-world currencies also serve the representational purpose and in trades against real currency indicate the investment of time and labour. Such that the value of a virtual good, or in some extreme gold farming cases the value of an avatar and character, are dependent on the time and effort that has been invested in its development and the level that it holds in the ranking statistics. A virtual good such as a sword may then indicate value associated with the time it would take to develop the sword. For instance: Race levels in the fantasy text-based browser game Eternal Duel require opals to gain race experience, Opals as a gem acts as any other gem in the game except that it cannot be traded and has to be earned through grinding, farming, mining, and similar other means that would require an investment in a great deal of time. Higher race levels bring higher access for each of the six races that are available in the game – the game in question is Eternal Duel [henceforth E.D.] and Rising Era. The elf&lt;strong&gt;39&lt;/strong&gt; race gets a higher healing rate after each activity related to production such as mining and attacks, whereas the human race gets a higher gold bonus, increasing the chances of each race to develop in its own course. The higher the experience level, the higher the chances of earning opals in attacks. Race weapons and armour provide added advantage in that any other activity of production would return higher returns for the investment of time. Thus, in the end, the value that is assigned to virtual goods where real money trades come into effect are:&amp;nbsp;&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;That they denote an investment in time and labour which is saved in the means by which most virtual goods in gaming are acquired, and&lt;/li&gt;&lt;li&gt;The investment in the focused cognitive resources&amp;nbsp; termed as attention transacts as real value and by extension as currency. This would be one method of locating attentional capital.&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;Attentional capital when it performs the functions of a currency is also representational in that the value of the item (the virtual good – including any virtual item that can be traded including avatars) depends on the market listings, the time (invested in development of that virtual good) and associated 'illusory attention' (a term borrowed from Goldhaber to situate attention and its potential and capacity to act as a currency), which is traded against real money. This form of trade saves the time that is otherwise invested in the production of this item, thus saving the purchasing party a considerable amount of time, which is transacted for real currency. Such gold farming trades are also called as RMT (real money trades – noted by Nakamura p.5 who cites Consalvo p.149-150, also refer lehdonvirta 2005, lehdonvirta and hamari and lehdonvirta 2010), the AVEA report classifies MMORPGs as the first genre of RMT. Why is the representational aspect of currencies necessary? Very simply if real currencies are representational and 'acquires' (however, that may be interpreted) a certain amount of 'reality' such that value associated with the currency and the item can be balanced and traded. It is clearly possible to interpret attentional capital having similar potential to 'acquire' real value and then emulate the functions of a currency that can be transacted for goods. But is attentional capital the same as attention currency (or for that matter attentional repository)?&amp;nbsp;&lt;/p&gt;
&lt;p&gt;I posit that Attentional Capital and by extension Attentional Repositories are dependent on the construction (visual and textual) of the avatar, in-group or out-group racial, ethnic, cultural, and other means of identification, symbolic associations with a particular identity or group, or a perception of a common shared culture, this is similar to constructing communities and Derek Lomas (2008) uses Benedict Anderson's 'Imagined Community' to explore notions of associations (through self-representation) that can locate attentional capital in social networking.&lt;strong&gt;40&lt;/strong&gt; Lomas (2008) examines attentional capital that is built and developed through the elaborate constructions (including self representation) of profiles, through which there is an accumulation of attention (which is what I posit as the attention repository – a collection of attentional capital). The attention repository can be construed of as independent – associated to a player, or as a complex network of repositories that feed into each other through association, expression, and representation – as in a collective or a small group. Thus, the known/recognizable group identification of a particular player would mean a larger repository of attentional capital than a player with little or a lesser known group identification, even though that player may have a higher level of avatarial capital and physical capital to match. The repositories of the group would then feed into the attentional capital of the player, making identification (in-group, out-group, and so forth) easier and granting a certain amount of attention to the profile, which later results in an increased activity (and therefore, survival) in the concerned virtual world. On the notion of survival Goldhaber (1997) states thus:&lt;/p&gt;
&lt;div class="pullquote"&gt;“[P]ractically everyone must have some money to survive, so attention in some quantities is pretty much a prerequisite for survival, and attention is actually far more basic.”&lt;/div&gt;
&lt;p&gt;In a similar manner,&amp;nbsp; Goldhaber locates the relevance of currency (money) as 'the' essential pre-requisite for survival and suggests that attention is as relevant (if not more), I posit that attention in gaming (in all its capacities discussed earlier) is required minimally, as a pre-requisite amount, or what I would articulate as a threshold in the repositories for ensuring survival. This is where I propose that a threshold exits, which can be achieved or realized by the collection of attentional capital when there is&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;a certain amount built in the repository through what Castronova terms as Avatarial Capital&lt;strong&gt;42&lt;/strong&gt;, and&amp;nbsp;&lt;/li&gt;&lt;li&gt;the threshold limit is achieved through other associations or connections to other repositories.&amp;nbsp;&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;This is where the discussion earlier on the connections of attention repositories comes into clearer focus. These associations&lt;strong&gt;43&lt;/strong&gt; have their own repositories (not necessarily unintended when represented in player profiles)&lt;strong&gt;44&lt;/strong&gt;&amp;nbsp; and often these associations are capable of feeding attention into the players own repository.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;The repositories of attention that I have explored and mentioned here are situated outside of the player avatars in other synthetic worlds, which is to say that there are – in some instances – multiple points of consolidation of avatars (and their repositories) to result in this threshold of survival being realized earlier without the collection of Avatarial capital. This is complex to articulate as well as demonstrate largely because it requires an in depth analysis, the data for which is nearly inaccessible (although, it is true that Castronova and his team were granted full access by Sony into their EverQuest Databases).&lt;/p&gt;
&lt;p&gt;The multiple points of consolidation of avatars implies the consolidation of their attentional repositories of multiple avatars in multiple similar or different (in terms of genre) virtual worlds. In gold farming practices most trades are dependent on this threshold for survival as well as trades, for the threshold limit in the attentional repositories also implies the point at which trade can take place.&lt;strong&gt;45 &lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;For instance, avatar A is present on server 1 &lt;strong&gt;46&lt;/strong&gt; but has in earlier periods taken part in other servers 1-'n' and these avatars would be A1-A'n', where n is the identifiable version of the avatar in any synthetic world regardless of classification.&lt;strong&gt;47&lt;/strong&gt; Server 1 being a new game, avatar A will have a very short threshold of attentional capital and avatarial capital – assuming that, as yet, there has been no or minimal investments of time and labour in the development of the avatar that results in avatarial or physical capital.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;The repository of avatar A at this juncture will be minimal in that particular synthetic world. For transactions of A1 avatar (that is gold farming for that avatar as a 'virtual good') there has to be an aggregation of attentional repository, which should ideally realize a threshold. This is achieved either through association or inter-connectedness of social viral networks, such that there are higher chances of survival, and in the case of gold farming higher chances of trade. In the event that there is minimal avatarial capital aggregation in A1, the possibility of avatarial consolidation at multiple points still exist. The pre-requisite threshold is achieved not by investments in A, but the investments made earlier in A'n' which feeds into the repository of A1 and survival is ensured. The repositories A1-A'n' would have a consolidated repository that enables avatar A1 to either initiate trade (a real world trade) or equally ensure survival rests in this consolidated repository, which has achieved a certain threshold. Note that this theory of multiple points of consolidation of avatars is not a&amp;nbsp; common occurrence and is largely noticed in successful gold farming trades, and prominent players in any game server that incorporates avatar self representation through profiles, much like social networking profiles. The consolidated repository would mean that the threshold is reached at an earlier stage, than if the normal route of game play were to be taken where avatarial and non physical capital are built up.&lt;/p&gt;
&lt;p&gt;To substantiate with a real world example, SARSteam&lt;strong&gt;48&lt;/strong&gt; is present on at least 2 of the 10 Travian international servers and is familiar with 8ag.&lt;strong&gt;49&lt;/strong&gt; Both having served in common and prominent alliances in multiple Travian servers for a considerable period of time, such that each ensure the others protection, if and when, by chance, they are present in nearby strategic locations in any server. In any new server &lt;strong&gt;50&lt;/strong&gt; a chance encounter would mean that either player would list a PNAP&lt;strong&gt;51&lt;/strong&gt; in their profiles naming the other. This connection takes place regardless of actual contact and negotiation for a PNAP and ensures that the other multitudes of players planning an attack are made aware of strategic connections that the player possess to his advantage thus enabling a further exchange of attentional capital against illusory attention. Players viewing the PNAP and alliance markings, tags, and so forth will cease offensive strategies. As Goldhaber (1997) states there is always an exchange of illusory attention in such cases&lt;strong&gt;52&lt;/strong&gt;, attention may be seen as flowing in both direction when in actuality attention flows are unidirectional compensated by Illusory attention. Lomas (2008) suggests that attention flows are regulated by self representation through profile pages and in the gaming context the same is true. Self representation is deliberative (also noted by Lomas 2008) and by representing selective information an attempt is made at controlling the attentional flows from that profile. For instance, in E. D. listing a mine's quality in&amp;nbsp; the profile page might enable other players to invest their time and labour at mining so as to make a profit and to 'mine out' the mine and thus also make a profit for the owner.&lt;/p&gt;
&lt;p&gt;In both the instances above, the focus is on one or two players and in such an out of context state, attention repositories and the threshold of trade and survival do not seem relevant, add to this the sheer numbers of an MMO and viral connections in an ever increasing spiral and attention repositories and the threshold becomes an essential part of survival in gaming and trade in gold farming.&lt;/p&gt;
&lt;h2&gt;Markets and Synthetic Worlds&lt;/h2&gt;
&lt;p&gt;In this section an attempt is made to read into trading and markets for virtual goods in synthetic worlds and outside of it thereby attempting to place secondary markets and their assumed or presumed legality and/or some form of incorporation into the regular internal market of the game. This would&amp;nbsp; make reading production and segregation of production more accessible later on. Castronova (2003, 2005) does not directly engage with describing the secondary market in Synthetic Worlds, although the market activities that he points out – such as selling game goods on online auction sites (p.16), GNP of Norrath (the country in EverQuest – Sony) being higher than the per-capita income of India and China (p.19) – are activities that connect the internal game markets to the external ones, namely the secondary market, or more commonly known and accessible as the gold farming markets. Are gold farming markets the same as secondary (as external) markets , how are they different from the primary (internal) markets? Almost all secondary markets are external auction markets such as Ebay, or more formalized gold farming trade markets such as Virtualeconomies.net, agamegold.com, myMMOshop.com, gamegoldcentral.com and many others collectively form the external trading markets and economic organizations in the real world that profit from virtual labour and investment (in time and real money). Gold farming also takes place through listings in from forums to social networking sites and gold farming in India largely thrives through such listings. Dibbell (2006) notes the emergence of brokers, traders, and a multitude of intermediaries in the professional transactions of virtual game gold. The AVEA report corroborates thus:&lt;/p&gt;
&lt;p class="callout"&gt;[It is] now possible for any player, no matter how experienced or inexperienced, dedicated or casual, to obtain high-ranking avatars and possessions simply by purchasing them from a website. Virtual goods were commodified.&lt;/p&gt;
&lt;p align="left"&gt;&lt;strong&gt;- AVEA report 2010 p.11&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;The core feature(s) of synthetic worlds as Castronova puts it would be applicable to any immersive environment such that his definition is applicable to most games particularly the ones recently released such that those functions are no longer limited in Online Gaming but contributes to the Alone Together phenomenon as well. Castronova states these worlds as "worlds—the fact that they are radically manufacturable places that can be shared by many people at once." The manner of sharing of worlds from a distanced perspective makes it possible to read some synthetic worlds as offline games that are shared in online spaces not directly with other players but as hinted earlier through the achievements hierarchy that is constructed online, even though actual gameplay is strictly offline. For instance, the recent release of games such as Mass Effect, Dragon Age, The Witcher, and many more allow for a certain type of alone together phenomenon which takes place through forum posts, player profiles, and&amp;nbsp; discussions. Note that although there is no online gameplay, similar effects of online gameplay are reflected in the statistics that appear online and create an achievement hierarchy regardless of online activity. Although attentional capital plays a role in such spaces, there is very little connections to survival and team play that it results in.&amp;nbsp;&lt;/p&gt;
&lt;h2&gt;Immersion and Immersive Environments - A Different Perspective&lt;/h2&gt;
&lt;p&gt;Immersive environments can be considered as emotionally invested spaces, spaces where there is a investment in the character as well as the synthetic world. Ethnographic interviews point to immersion being a key motivator for role playing games. Role Play or games that implemented certain elements of role play.&lt;/p&gt;
&lt;p&gt;Immersive environments are often described as the emotional investments that the player makes in the character or the game environment. Turkle (1995) describes role play as the practice of pretending to be someone else within a fictional space.&lt;/p&gt;
&lt;p&gt;The reinvestment of virtual physical and non physical capital enables the avatar better access to production and production capacities. This is manifested dependent on the design of the synthetic world and almost any item can be assigned a value. Castronova (2005) notes thus:&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;“The advancement system can be used to induce a player’s emotional investment in all kinds of actions. It can endow seemingly trivial and inconsequential acts—the slaying of a digital dragon—with significant personal and social consequences. Prestige shifts; alliances change; power and wealth flow in new channels; and, most important of all, people feel happier. In the historical record of MMORPGs, the willingness of people to acquire vast storehouses of truly arcane knowledge (the casting times of hundreds of spells; the order of birth of various gods; the number of iron ingots required to make a medium-quality dwarven hammer) has been demonstrated over and over. Advancement mechanisms turn the synthetic world into a place where value can be assigned to anything, and behaviour directed accordingly. ”&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;The emotional investment that Castronova notes through the investment of virtual and real resources in advancement, is probed into by Williamson et al. (2010, in print). Williamson et al suggest through their hypothesis that immersion may take on two (central) functions -&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;that of a journey for the player to discover their 'true self', through a character constructed in role play as a space for role freedom, and &lt;br /&gt;&lt;/li&gt;&lt;li&gt;as a means of escapism.&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;On a superficial reading both hypotheses seem very similar, Williamson et al distinguishes these two features using an ethnographic approach. Players who engage in the first central element describe virtual worlds (refer Williamson et al 2010, in print) as a space where they can express which is otherwise socially constrained offline. To paraphrase a quoted comment, a player feels they can be anything they want in&amp;nbsp; role-play whereas in real life they are who they are. Another player feels that their Avatar is similar to their&amp;nbsp; real life but is capable of doing or being more (flirty, casual, and outgoing) than they are in their real lives. Williamson et al support their second hypotheses on immersion, namely as a means of escapism by using ethnographic studies. Players focus on the Virtual World as something to 'get away' from real life hassles, largely all comments that Williamson et al notes are positive, as such there is no indication if there were any connotations of addiction involved with immersion. Not an avoidance of real life situations but more in terms of relaxation, rest, a break and so forth. In fact Williamson et al seem to be moving away from such connotations by making this remark. Although I do not want to address questions of addictions and violence arising out of excessive gaming, these arise out of some of the discourses I point out. More can be found in the works of Florence Chee. The &lt;a class="external-link" href="http://www.sfu.ca/cprost/docs/InteractiveConvergenceCheeSmithCh92005.pdf"&gt;article in particular&lt;/a&gt;&amp;nbsp; can be accessed &lt;a class="external-link" href="http://florencechee.blogspot.com/"&gt;on her page&lt;/a&gt;. Henry Jenkins and his stand on immersion has been addressed in an earlier blog post and would be relevant when addressing immersion in role play (and RPGs) in offline games.&lt;/p&gt;
&lt;h2&gt;The Segregation of Production&amp;nbsp; - Reading Nakamura and Racial Production&lt;/h2&gt;
&lt;p&gt;Lisa Nakamura provides an insight into reading racial stereotypes in virtual worlds and posits that&amp;nbsp; subjects carefully avoid real world racism, and racial references shifts into narratives of racial warfare in the imaginary world. Nakamura problematizes the informationalized capitalism that constructs Asian players as informational labourers and outsiders to the aesthetic integrity of the world of warcraft that the beauty of the game has somehow been polluted or tarnished by third world and fourth world informational labourers.&lt;/p&gt;
&lt;p&gt;Nakamura addresses the informational dispossession of fourth world workers and gold farmers in particular and the real world racism that is inherently present in the caricaturisation that follows informational labour. She compares Consalvo and Castronova to discuss racialization, among other social evils, which as far as Castronova (2005)&amp;nbsp; describes is ideally exempt from virtual worlds.&lt;/p&gt;
&lt;p&gt;A strong focus on racialization in the real world being imported into virtual spaces and the connotations that accompany farming or for that matter how race becomes a derogatory insult in communities that have farming cultures is present. This takes the form of (almost) imagined racial warfare in virtual worlds and Nakamura attempts to locate this in light of Chinese (and Korean) informational labour and gold farming. The derogatory connotations associated with Chinese (and Korean) players as stereotypical farmers, and thus contaminated where the aesthetic integrity of MMO worlds are concerned (Nakamura substantiates using Consalvo, p. 6). Gold farming except for legally accepted modes are considered as cheating. Consalvo points out that cheating need not be approached as a flaw or weakness in the game design that is exploited or circumvented by players, rather cheating is an inherent part of gaming culture and is a necessary element that contributes to sustained immersion.&lt;/p&gt;
&lt;p&gt;One problem would be the actual produsage of virtual goods that are dependent on racial factors that often separate production and consumption. This form of segregation of production on racial and accumulated avatarial terms would lead to a more nuanced reading of production on racial factors. Produsage is a term recently used in the New Media and Culture Journal to locate the production and simultaneous consumption on the Internet in the larger picture. In the virtual world produsage can stand for the production and consumption patterns of virtual worlds – a detailed report on the same has been recently published by the Advanced Virtual Economy Applications Project in conjunction with the Helsinki Institute of Information and Technology.&lt;/p&gt;
&lt;p&gt;Is produsage similar to prosumption, the convergence of production and consumption in social media? Whereas produsage is limited to examining the dissemination of content and the engagement with creative, collaborative, and often adhoc content, prosumption is more applicable in the virality of that content through the networks that it flows through. I would interpret the former as being form and style specific and the latter architecturally informed in that the structures of technology through which content flows rather than the form of the content is given more weightage.&lt;/p&gt;
&lt;p&gt;An examination of avatarial capital and its influences on racial production leads to the flows of attention that influence production processes. Influencing production in a systematic manner, attention as a currency dictates the prosumption of virtual goods. The AVEA report notes MMORPGs as the first genre in RMT (Real money trades). Although the AVEA reports literature focuses on 'Game Time' investments in grinding, mining, and farming – repetitive tasks that produce avatarial material and non material capital. A distinction should be made that the Game economy is not dependent on time factors alone, such that the investments of virtual and real money does not always translate into time spent in the acts of virtual production. Attention often mediates this process, such that the flow of attention would effectively enhance a player of low net worth (materially) and disenfranchise players who have invested time, effort, and money in the game and have a higher net worth in material functions. Virtual material wealth and non material wealth plays very little role in the enhancement and disenfranchisement of players and their respective investments in the virtual worlds. This is not to suggest that this is a common norm, production inevitably draws attentional capital in the automated ranking and listings that showcase this 'achievement', which also results in contest and conquest over command on virtual commodities. The AVEA report and works by Lehdonvirta (Ville) and Hamari (Juho) interpret the achievement hierarchy that those who have worked, deserve the fruit of their labour.&lt;/p&gt;
&lt;p&gt;Avatar rights&lt;strong&gt;53&lt;/strong&gt; and the Declaration of the rights of avatars are tied into the concepts of this achievement hierarchies that Hamari and Lehdonvirta uses and their materialization, if you will, in real value. Production and time are classically linked through labour and effort and to import that reading into a virtual space devoid of certain nuanced reformulations would be regressive. This is reflected in the AVEA report findings, although their trajectories are ideologically motivated. To posit that early MMORPGs had an achievement structure through which players steadily climbed the backbone of social and economic structure destabilized by the emergence of secondary markets is highly problematic. Firstly for it locates an evolutionary trajectory, the idyll (almost echoing of a Christian pre-lapsarian) state followed by the fall, so to speak, or destabilisation of the idyllic aesthetic beauty and 'integrity' by secondary markets or gold farming markets and resellers – Nakamura (2009) reiterates this perceived violation of 'western' aesthetics by eastern guest works and informational labourers. Secondly it locates all investments as a simple matter of time investment (which flows in either/both way), and to locate the connections between real and virtual currencies as simple matters of produsage or prosumption linked to time (whichever term seems more appropriate, i.e., depending on the form of content or the structure that enables its flow – naturally please read content also as virtual content, digital content, and so forth inclusive of virtual goods and services) is limiting and problematic. The problematics are not the input of time and effort but the flow of attention that dictates most gameplay formation&lt;strong&gt;54&lt;/strong&gt; and strategy in any game that has a massive environment with a PvP structure. In intense-PvP-character focused MMORPGs such as Eternal Duel the avatarial capital are a) different parameters central to role play and character development and b) dependent on racial choices that allow for different progression pathways.&lt;/p&gt;
&lt;p&gt;Nakamura notes that “China-men” are often equated with NPCs or non-player characters whose only role in the game is either grinding, or providing information and equipment. Grinding is a repetitive task, largely of killing monsters again and again to gain items, currencies, and experience in-game. By equating NPCs and Chinese players together, PvP attacks becomes nothing more than 'taking a stroll in the wilderness' and attacking 'monsters'. People who are profiled as Asian, either through their avatars or through their actions, mannerisms, associations and so forth (earlier I made an argument on in-group and out-group associations that facilitated certain forms of attentional capital flows, note that both negative and positive flows are possible). Such profiling along with informational labour dehumanizes the subjects as mere characters in a racial war. I posit that outworld racism, racist tendencies, and remarks such as that noted above and documented by Nakamura becomes only one half of racial production and game play in virtual worlds. Most fantasy genres are built on concepts of warfare with often racial connotations, such that survival, quest progression, and the accumulation of avatarial capital depends on the imaginary, constructed, and designed racial warfare in virtual worlds. All MMORPGs have some element of conflict, warfare which is often a part of design. Survival is not just a matter of survival in harsh game environment but also from other avatars. Survival also depends on the ability of the avatar to exercise command over other goods and services within the virtual world.&lt;/p&gt;
&lt;p&gt;This ability to command better resources in the virtual world dictates the survival of the avatar and in cases of warfare (constant struggle is an element of MMORPGs and warfare is the eventual representation of that struggle) the more virtual goods that an avatar commands, the better its chances of survival.&amp;nbsp; Although a commentary of Nakamura's text, an attempt is made to locate instances where attentional capital and its accumulation need not necessarily assist survival in the game.&lt;/p&gt;
&lt;p&gt;Racial production or what I would posit as the production of virtual goods dependent on race in MMO Fantasy RPGs is dependent on the attentional shifts that are regulated by the games own internal market ranking systems. What the AVEA project report terms as the achievement hierarchies, for the hierarchy or ranking is not singular but varied and distributed across multiple aspects of development in a game. These hierarchies also facilitate shifts in attentional capital and its flows (other than self representation through profiles and avatars) and locate racial characteristics of an avatar and achievement hierarchies linked to race. For instance, ED ranks players based o their race choices, for all six races in the game with race trophies being awarded to the first three in the list. The trophies are much sought after for the bonus-benefits that they provide. This leads to a form of racial warfare, within the races - for the race trophy, and outside the races for higher achievement ranking. Quests which&amp;nbsp; require the collection of one soul from each race for access to higher capability weapons have players in a constant state of warfare. Attentional capital here dictates the production, often racial production in that the high level weapons, armour, and other virtual goods that are produced are race specific. Often players tend to speculate and buy race weapons only to resell in the internal market after making enhancements to it, even though the weapon or armour itself is quite useless in terms of race compatibility. A look at the top seven race weapon internal market listings in ED and comparison with the players character profiles and race choice will show that four out of seven players have listed weapons they cannot use or equip. Race armour and other weapons have similar statistics in the internal markets in that most are not items of use by players but for speculation general compatibility armour on the other hand has very few players investing in major enhancements. Their efforts at producing these weapons and enhancing them is to speculate on the market and on possible players who will need them as they progress to level 300, and thus make a considerable profit by selling it, or renting it out through an in-game contract system.&lt;/p&gt;
&lt;p&gt;In conclusion I also introduce the concept of class production and game world race production of virtual goods and items, such that character race plays a relevant part in imagined racial warfare but not so much in the production of virtual goods, which is driven by market demand and supply. Attentional capital and avatarial capital plays pivotal roles in the systems of production and I have made an attempt to locate them from different perspectives. I posit that attentional capital flows through the self representation in profiles and the ingroup and outgroup identitification along with associations to race, class, and identity which are not necessarily outworld alone. As Nakamura (2009) notes there are no real world races in virtual worlds but the image of the farmer has been associated with real world Chinese and Korean players such that it forms a basic dichotomy between leisure players and worker players, worker players who are dehumanized subjects similar to non player characters run by the artificial intelligence of the game. Attentional currency through many of these perspectives performs the role of a currency that facilitates or enables further progress and survival. Trading in race weapons and armour and virtual goods, that are of no other interest to the game character than pure profit, assists the collection and expansion of other forms of material and non material avatarial capital.&amp;nbsp;&amp;nbsp;&lt;/p&gt;
&lt;h3 align="JUSTIFY"&gt;References&lt;br /&gt;&lt;/h3&gt;
&lt;ol&gt;&lt;li&gt;AVEA Project Report. (2010). The Advanced Virtual Economy Applications Project, Helsinki Institute of Information Technology, Accessed June 12th 2010. &amp;lt;http://virtual-economy.org/files/AVEA%20Project%20Final%20Report%208%20June%202010.pdf&amp;gt;.&lt;/li&gt;&lt;li&gt;Castronova, E. (2003). &lt;em&gt;On Virtual Economies&lt;/em&gt;, in Game Studies: The International Journal of&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Computer Game Research. Vol 3. Issue 2.&lt;/li&gt;&lt;li&gt;Castronova, E. (2005). Synthetic worlds: The Business and Culture of Online Games. Chicago: &lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; University of Chicago Press. &lt;br /&gt;&lt;/li&gt;&lt;li&gt;Castronova, E., James J. Cummings, Will Emigh, Michael Fatten, Nathan Mishler, Travis Ross and Will Ryan. (2007). &lt;em&gt;What is a Synthetic World?&lt;/em&gt; In Space Time Play Computer Games, Architecture and Urbanism: the Next Level. Birkhäuser Basel (p. 174–177).&amp;nbsp;&amp;nbsp; &lt;br /&gt;&lt;/li&gt;&lt;li&gt;Castronova, E., Dmitri Williams, Cuihua Shen, Rabindra Ratan, Li Xiong, Yun &lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; Huang, and Brian Keegan. (2009). &lt;em&gt;As real as real? Macroeconomic Behavior in a Large-scale Virtual &amp;nbsp;&amp;nbsp;&amp;nbsp; World&lt;/em&gt;. New Media &amp;amp; Society. 11. 685. Accessed 22 April 2010. &amp;lt;http://nms.sagepub.com/cgi/content/abstract/11/5/685&amp;gt;.&lt;/li&gt;&lt;li&gt;Consalvo, M. (2007). Cheating: Gaining Advantage in Video Games. Cambridge: The MIT Press. &lt;br /&gt;Cooper, R. (2007). Alter Ego: Avatars and Their Creators. London: Chris Boot. &lt;br /&gt;&lt;/li&gt;&lt;li&gt;Dibbell, J. (2006). Play Money. New York: Basic Books.&lt;/li&gt;&lt;li&gt;Davenport, T. H., &amp;amp; Beck, J. C. (2000). Getting the attention you need. Harvard Business Review, 78(5), pp. 118-126.&amp;nbsp; &lt;br /&gt;&lt;/li&gt;&lt;li&gt;Davenport, T. H., &amp;amp; Beck, J. C. (2001). The attention economy: Understanding the new currency of businesses. Boston, MA: Harvard Business School Press. &lt;br /&gt;&lt;/li&gt;&lt;li&gt;Goldhaber, M. (1997). The Attention Economy: The Natural Economy of the Net.&lt;/li&gt;&lt;li&gt;Hamari, J., and V. Lehdonvirta. (2010). Game Design as Marketing: How
Game Mechanics Create Demand for Virtual Goods, in Journal of
Business Science and Applied Management. Vol 5. Issue 1. Accessed 21
May 2010. 
&lt;/li&gt;&lt;li&gt;Lehdonvirta, V. (2005) Real-Money Trade of Virtual Assets: Ten Different User Perceptions. In: Proceedings of Digital Arts and Culture (DAC 2005), 52-58. IT University of Copenhagen: Copenhagen. &lt;br /&gt;&lt;/li&gt;&lt;li&gt;Lehdonvirta, V. (2007) MMORPG RMT and sumptuary laws. Virtual Economy Research Network. &amp;lt;http://virtual-economy.org/blog/ mmorpg_rmt_and_sumptuary_laws&amp;gt;. &lt;br /&gt;&lt;/li&gt;&lt;li&gt;Lomas, D. (2008). Attentional Capital and the Ecology of Online Social Networks. In M. Tovey (Ed.), &lt;em&gt;Collective Intelligence&lt;/em&gt;, (pp 163-172) Oakton: EIN Press. &lt;br /&gt;&lt;/li&gt;&lt;li&gt;Nakamura, L. (2009). &lt;em&gt;Don't Hate the Player, Hate the Game: The Racialization of Labor in World of Warcraft&lt;/em&gt;, in Critical Studies in Media Communication. Vol 26. Issue 2. Accessed 12 Feb. 2010 &amp;lt;http://www.informaworld.com/10.1080/15295030902860252 &amp;gt;.&lt;/li&gt;&lt;li&gt;Simon, H. A. (1971). Designing organizations for an information-rich world. In M. Greenberger (Ed.), Computers, communications and the public interest (pp.40-41). Baltimore, MD: Johns Hopkins Press.&amp;nbsp; &lt;br /&gt;&lt;/li&gt;&lt;li&gt;Williams, D., T. Kennedy &amp;amp; R. Moore (2010, in press). Behind the Avatar: The Patterns, Practices and Functions of Role Playing in MMOs. &lt;em&gt;Games &amp;amp; Culture&lt;/em&gt;.&lt;br /&gt;&lt;/li&gt;&lt;/ol&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;ol&gt;&lt;li&gt;
&lt;p class="discreet"&gt;The Virtual Worlds Research Project {VWRP} has conducted extensive studies and workshops on defining virtual worlds – three main prominent characteristics of which are depiction, space and analogic – for more please refer their report published and&lt;a class="external-link" href="http://worlds.ruc.dk/archives/2891"&gt; freely available&lt;/a&gt;.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;The Attention economy was first implied in the works of Simon H.A (1971) who focuses on the exchange of attention as a relevant factor in the information economy – that the resource that is made scarce is not information but attention expended in its consumption is one of the seminal points made by Simon H. A. The term although was popularized by the writings of Davenport and Beck 2000, 2001 and Goldhaber 1997, 2008. For more details for the “&lt;a class="external-link" href="http://goldhaber.org/blog/?p=197"&gt;attention economy hypothesis in brief&lt;/a&gt;”.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Three kingdoms online is a merger of MMORPG and MMORTS with a focus on Real Time Strategy similar to Travian. World of Warcraft is a classical Role Playing Game Set in the Massive Environment where millions of players can join in a game – Which is what is termed an MMORPG. Eternal Duel and Rising Era are Text Based MMORPGs that have a smaller base and depends entirely on textual and not graphical representation.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Although similar to Peirre bourdieu's (Bourdieu and Passeron 1973) concept of human capital, it involves the examination of non material gains that are linked to an avatar, such as in-game experience, in-game knowledge and so forth.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Refer Bourdieu and Jean Claude Passeron &lt;strong&gt;"Cultural Reproduction and Social Reproduction" (1973)&lt;/strong&gt;.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;The Virtual - Real Binary has been addressed in many disciplines in different capacities, concerning identity, presence, production, and labour. Here I skirt the actual binary but use it to lend credence to the virtual currency and by extention also the attention currency.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;What Castronova would like to term as part of&amp;nbsp; 'the exodus'.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Nakamura and Consalvo note this limitation in different manners and points to the realization of Castronova's speculative predictions.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Either browser- or client-based.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;MUDs stands for Multi-user Domain.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;The term graphical worlds may be misleading, I use the term to denote the visually superior worlds that Castronova&amp;nbsp;&amp;nbsp; seems to imply as Synthetic Worlds, his main case study being Sony's EverQuest. Doing this I also posit that text based virtual worlds are active economically, even if not as much as graphical worlds, and the term synthetic worlds can be expanded to include the text based genre as well.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;As against NPCs or non player characters.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;And thus subjective in nature.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;By sustainable I suggest that immersion (emotional or otherwise) in the game world does not face massive disjuncts or breaks. A game that has a cohesive narrative architecture (please refer Jenkins works on narrative architectures) could be immersive.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;The 'massive element' is used to locate some central points of departures between RPGs and MMORPGs, evolution being one of them.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Also defined as gold farming markets, there are some questionable problems is definitions due to legality, concepts of cheating and so forth. Mia Consalvo (2007) approaches cheating as part of gaming culture and admits that even EULAs do not sufficiently address what activities and circumventions maybe regarded as cheating and how exactly that affects some players. Some players have the ability to pay for farming services, but that does not necessarily mean its cheating, since he is still investing labour (through a process of outsourcing of that labour) into the game.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;This term is not common, I use this term outworld synonymously with out-game, and as a antonym to in-game and inworld. The term implies activities within the game and its impact, influence, or some other variable that is outside of that game mostly in the real world. Thus, although technically, these terms are not synonymously cohesive - for the purposes here is used as such.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Although Castronova urges that there is an impact of synthetic economies on real world economies, I believe locating the attentional capital and its function as a currency within virtual worlds and its shifts and flows effected through real world stereotypes, uses, and affordances (as Castronova himself notes that there are very almost no virtual goods that do not have some form of real world categorization and uses and/or affordances), can be located through gold farming as a trade practice.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Can attentional capital also be read as linked to “all” non-material capital?&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Presuming that they are obtained within the game and not through metagaming, Castronova does not examine metagaming in this manner except to locate gold farming practices that he terms as secondary market activities.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Considering that social and viral networks and their effects can be often hinted at but rarely predicted beforehand. Without sufficient avatar capital, there may be very little attentional capital and trades in attentional capital that ensure survival in any game. As such predicting outcomes based on possible attentional capital can be unproductive.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Depending on how communities and groups are
organized in the game world. They could be limited to 60 as in
Travian, or above 200 as in Eternal Duel, depending on certain
circumstances membership is also often limited, a reason why
attentional capital of high performing groups stay well above the
threshold of survival. Almost all groups will have internal
communications, IGM – In-Game Mailing/Messaging, internal or
devised chat functionality – for instance   Travian has a server
chat that accommodates players of the clan but is rarely used, Skype
is preferred and if not Gtalk and Msn is preferred means of
communication and strategizing as well. This is noticeable in
International .com servers and the English .in servers, as for other
servers this may not hold true. Eternal Duel also has chat
functionality but is not clan specific. Both games have their own
internal forums for the clan pages as well as game support forums
internationally and regionally.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Also termed Metaverse where factors external to the game influence the game – practices that are termed as metagaming.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Although at this juncture Bots and their usage should be explored, it might derail the argument on attentional capital flows. Automated programs are forms of circumventions that are often banned in the TOS and EULA of the game, but still used by many players. Multihunters or staff of the game working specifically on detecting circumvention arose out of modding and circumvention. Consalvo explores cheating to a fair amount and places cheating as a part of game culture, such that it allows players who are stuck at certain points to bypass the narrative requirement to complete a certain quest, do a certain activity and so forth. Therefore, she places cheating not so much as loopholes in design exploited by circumvention rather an essential part of a game in its ability to maintain, or sustain immersion.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Massively Multiplayer Online Real Time Strategy is a subdivision of games that focus on Empire building in a persistant or resetting massive environment.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Technologies that facilitate communication and interaction are necessary for any forms of trade and activity to develop online. An ingame messaging system, a contract system, in-game chat functionality make up for synergized communities that can strategize better in such games.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;This ranking range depends entirely on the server and the number of people playing the game. The range denotes the highest investors in the game, in terms of activity, presence, and production. These number ranges&amp;nbsp; are applicable for the international .com travian servers. The numbers would be much lower compared to Indian or other regional servers. A report can be obtained on Travian World analyzer but is limited to server resets – every 300 days for normal servers. &lt;a class="external-link" href="http://travian.ws/"&gt;http://travian.ws/&lt;/a&gt; - note that this is not the original travian site or in any manner supported by travian or their staff, but an external site that aggregates travian data for assistive gameplay.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Gathered from the Travian Forums and Strategy guides. The exact tools are numerous including user scripts and is not elaborated further.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Both are Chat and Instant Messaging Clients.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Policy here implies in-game production - From basics such as War and Peace to profit sharing, production sharing, resource collection for common growth and so forth.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Avatar capital is largely represented in the player profile page or in the in-game ranking system or external tools that pull data off the server to provide ranking and player search functionalities. One such case would be the extensive in-game ranking systems in Eternal Duel a text-based fantasy MMORPG, another instance would be Travian Servers which run on time bound resets and has extensive external tools to locate, plan, and strategize ideal locations, attack maneuvers, defense, farm finders and so forth. These systems act in the ways attention flows from particular activities that avatars undertake.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Attentional currency as the currency of survival is part of the paper
currently in a draft version and will be linked on my personal blog
when published.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Avatrial death naturally.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Castronova suggests that the term is more
appropriate as it indicates an interconnected relationship that is
not part of the real- virtual binary.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Quest lines would be particular pathways that a player character/avatar can choose for development depending on racial attributes experience points and so forth. For example, the Sway of the stars in a High eld RW1 (Race weapon 1) which is available after crossing a certain level (indicated by experience points gathered). Note that all of this is dependent on the virtual world and the design and plot of the world concerned. The example is taken from Eternal Duel.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Quest lines would be particular pathways that a player character/avatar can choose for development depending on racial attributes experience points and so forth. For example, the Sway of the stars in a High eld RW1 (Race weapon 1) which is available after crossing a certain level (indicated by experience points gathered). Note that all of this is dependent on the virtual world and the design and plot of the world concerned. The example is taken from Eternal Duel.&amp;nbsp;&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;The game does not name the weapon as elvish, rather it is just termed as a high elf race weapon. The word Elvish is not particularly popular either for some reason.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Which are also virtual goods. In the paper macroeconomic behavior in large scale virtual worlds, the authors attempt to locate if the virtual 'sword' can be considered as having 'real' value.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;or the Elven Race, one of the race choices when building a character. Race choices in character building has benefits including race weapons, race specific growth benefits and so forth, all of which are tied into the production of avatarial capital and indirectly attentional capital.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;His study is on social networks, particularly Myspace.com, but can be used to read into attentional capital in gaming.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;And hints at the reduction of identities into interests where self representation is concerned.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;I would choose to expand this concept and make it broader so as to make it applicable to other social networks and is not limited to gaming.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Such as&amp;nbsp; ethnic, cultural, racial, to form an in-group or out-group association, or through common cultural symbols and so forth as mentioned earlier.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;I quote a recent debate with a few colleagues who suggested that I seem to suggest through my writing that the formation of these repositories are resultant of vague unintended actions on part of players and argued that the associations noticeable in the profiles of players are not always unintended but in most cases calculated and placed with deliberative intent. Without going into too much detail, I should clarify that that there might be the influence of the smart cow syndrome (for the lack of a better term for articulating this), where prominent groups have players who game for attention so as to be able to enter these groups (again I suggest that this would be a tactic for survival) failure to be associated with the group and other high level players often imply certain death (virtual avatar death that is). In such a case arguably there is deliberation and contemplation before networking or creating associations through profiles. For instance, a low level player would choose group A or group B – Z dependent on their position and the assumed allegiance and loyalty of the group portrayed through their own profile pages and thus their own repositories (yes this is illusory attention at work), and capabilities of the group to ensure survival of the player – this is deliberative. To return to my point there are often other messages and profile tags that the player uses to denote either strategy or tactics employed by the player and this I posit is unintended, a Gual character posting a Roman slogan on the profile, or some message indicative of strategy. So many troops killed in the first few weeks, so many players farmed and so forth, are unintended but assists in the inter-connection of these repositories perhaps a little more than group identities which are in constant flux (in worlds like travian from which this example is sourced).&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;assuming that it is non coercive and profitable.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Thus represented as A1 avatar on server 2 would be A2 and n number of servers to indicate A'n'.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;For instance SARSteam on Travian interbational severs would be A1 and A2, and on ED servers would be A3 and so forth provided that avatar is linked or recognizable to SARSteam, or any of its members.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;SARSteam is a prominent avatar of a player in
Travian.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;The authors Travian Avatar.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Travian servers reset after approx 300 days, where the endgame is the successful completion of a Wonder of the World.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;A PNAP is a personal non aggression pact regardless of alliance affiliations, such that in the event that two players are in opposing and competitive alliances a PNAP would mean that either alliance would consider non aggression on the listed player regardless of alliance stand on other players. Applicable mostly unless in the event of war when PNAPs are suspended. The notion of the PNAP is similar to the NAPs forged between alliances, except its between a few players. Alone together phenomenon occurs to some extent in such cases.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Goldhaber (1997) places Illusory attention in
perspective with that of a speaker and an audience. Through a reading
of Lomas (2008) I posit that a similar situation is present in the
self representation in player profiles.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Avatar rights are interesting concepts that question notions of property and copyrights and ownership.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;By formation, I imply how game play progresses and forms dependent on attention flows towards a particular strategy in the game.&lt;/p&gt;
&lt;/li&gt;&lt;/ol&gt;

        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/raw/histories-of-the-internet/blogs/gaming-and-gold/attentional-capital-online-gaming'&gt;https://cis-india.org/raw/histories-of-the-internet/blogs/gaming-and-gold/attentional-capital-online-gaming&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Gaming</dc:subject>
    
    
        <dc:subject>Gaming Economy</dc:subject>
    
    
        <dc:subject>Internet Histories</dc:subject>
    
    
        <dc:subject>Histories of Internet</dc:subject>
    
    
        <dc:subject>Researchers at Work</dc:subject>
    

   <dc:date>2015-04-03T10:46:56Z</dc:date>
   <dc:type>Blog Entry</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/about/newsletters/august-2010-bulletin">
    <title>August 2010 Bulletin</title>
    <link>https://cis-india.org/about/newsletters/august-2010-bulletin</link>
    <description>
        &lt;b&gt;Greetings from the Centre for Internet and Society. We bring you news and media coverage, research and event updates for the month of August 2010&lt;/b&gt;
        &lt;h3&gt;News Updates&lt;/h3&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;RIM Offered Security Fixes&lt;br /&gt; &lt;/b&gt;In India Talks, BlackBerry Maker Said It Could Share Metadata, Notes Show&lt;br /&gt; &lt;a href="http://bit.ly/ahT7jD" target="_blank"&gt;http://bit.ly/ahT7jD&lt;/a&gt;&lt;br /&gt; &lt;br /&gt; &lt;b&gt;New Project to Assess Potential of Creating Open Government Data&lt;/b&gt; &lt;b&gt;Initiatives in Chile, Ghana and Turkey&lt;/b&gt;&lt;br /&gt; Steve Bratt, CEO of the World Wide Web Foundation (founded in 2009 by Tim Berners-Lee) has made an announcement on moving forward with a project to assess the potential of creating open government data&lt;br /&gt; initiatives in Chile, Ghana, and Turkey - the first step of what we hope to be a global initiative focusing on low- and middle-income countries.&lt;br /&gt; &lt;a href="http://bit.ly/d337Ex" target="_blank"&gt;http://bit.ly/d337Ex&lt;/a&gt;&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Govt and BlackBerry firm wait for the other to hang up&lt;/b&gt;&lt;br /&gt;Sunil Abraham speaks to Archna Shukla on the stand-off between the Government of India and RIM. The news was published in expressindia.com.&lt;br /&gt; &lt;a href="http://bit.ly/cGeipL" target="_blank"&gt;http://bit.ly/cGeipL&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Call, text, email complaint against rogue auto driver&lt;/b&gt;&lt;br /&gt; Harassed by an auto driver? Helplines give you no relief? Here's the people's way to help you out. Just report your issue online, call or even SMS sitting in a noisy restaurant, and be heard.&lt;br /&gt; &lt;a href="http://bit.ly/atiiGW" target="_blank"&gt;http://bit.ly/atiiGW&lt;/a&gt;&lt;br /&gt; &lt;br /&gt; &lt;b&gt;Call to increase awareness of intellectual property rights&lt;br /&gt; &lt;/b&gt;We need more knowledge on IPR itself, says IT Secretary&lt;br /&gt; &lt;a href="http://bit.ly/avxY16" target="_blank"&gt;http://bit.ly/avxY16&lt;/a&gt;&lt;br /&gt; &lt;br /&gt; &lt;b&gt;Civil Society groups urge State Judicial Academy to restructure agenda for Judges' Roundtable meet&lt;/b&gt;&lt;br /&gt; Some of the Civil Society groups in the country have urged the Maharashtra State Judicial Academy to restructure the agenda for the 'Judges Roundtable on Intellectual Property Rights Adjudication' being held in Mumbai on July 24 and 25 to promote public interest and a deeper understanding of intellectual property amongst judicial officers. FICCI is the joint organiser of the event.&lt;br /&gt; &lt;a href="http://bit.ly/dCDZl0" target="_blank"&gt;http://bit.ly/dCDZl0&lt;/a&gt;&lt;br /&gt; &lt;br /&gt; &lt;b&gt;More Debate on UID Project Needed&lt;br /&gt; &lt;/b&gt;A press conference on UID was held at the Press Club in Bangalore on 26 July, 2010. It was co-organised by Citizen's Action Forum, Alternate Law Forum and the Centre for Internet and Society. Mathew Thomas and Vinay Baindur spoke about the UID. Proceedings from the conference was covered in the Hindu on 27 July, 2010.&lt;br /&gt; &lt;a href="http://bit.ly/cSEsaP" target="_blank"&gt;http://bit.ly/cSEsaP&lt;/a&gt;&lt;br /&gt; &lt;br /&gt; &lt;b&gt;UID coverage in Udayavani&lt;/b&gt;&lt;br /&gt; A press conference was held at the Press Club in Bangalore on 26 July, 2010. It was co-organised by Citizen's Action Forum, Alternate Law Forum and the Centre for Internet and Society. Mathew Thomas and Vinay Baindur were the speakers. Leading Kannada newspaper Udayavani covered this event.&lt;br /&gt; &lt;a href="http://bit.ly/c3AU5s" target="_blank"&gt;http://bit.ly/c3AU5s&lt;/a&gt;&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Open is the Future&lt;br /&gt; &lt;/b&gt;The third Open World Forum will gather together decision-makers from the open digital world, in Paris. 1,500 participants from 40 countries will come together to analyze the technological, economic and social impact of Open Source, the invisible engine behind the digital revolution. The aim: to interpret future trends and cross-fertilize initiatives.&lt;a href="http://bit.ly/amY9Qc" target="_blank"&gt;&lt;br /&gt;http://bit.ly/amY9Qc&lt;/a&gt;&lt;/p&gt;
&lt;h3 style="text-align: justify; "&gt;&lt;a href="http://bit.ly/amY9Qc" target="_blank"&gt; 
&lt;hr /&gt;
&lt;/a&gt;Upcoming Events&lt;/h3&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;No UID till Complete Transparency, Accountability and People's Participation: A Public Campaign &lt;br /&gt;&lt;/b&gt;An interactive meeting on UID's lack of a feasibility study, cost involved and dangers of abuse is being held in New Delhi at the Constitution Club Auditorium, Rafi Marg on 25 August, 2010. The meeting is jointly organised by INSAF, PEACE, Citizens' Action Forum, People's Union for Civil Liberties - Karnataka, Slum Janandolana - Karnataka, Alternate Law Forum, The Centre for Internet and Society and concerned individuals.&lt;br /&gt; &lt;a href="http://bit.ly/8YsBIJ" target="_blank"&gt;http://bit.ly/8YsBIJ&lt;/a&gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Internet Governance and Human Rights: Strategies and Collaborations for Empowerment&lt;/b&gt;&lt;br /&gt;Leading up to the 2010 IGF, The Association for Progressive Communications (APC), Global Partners, the Centre for Internet and Society (CIS) and the Dynamic Coalition on Internet Rights and Principles are hosting, on 13 September 2010 in Vilnius, an event on 'Internet Governance and Human Rights: Strategies and Collaborations for Empowerment'.&lt;br /&gt; &lt;a href="http://bit.ly/aoOkPR" target="_blank"&gt;http://bit.ly/aoOkPR&lt;/a&gt;&lt;br /&gt; &lt;br /&gt; &lt;b&gt;Freedom of Expression or Access to Knowledge: Are We Taking the Necessary Steps Towards an Open and Inclusive Internet?&lt;/b&gt;&lt;br /&gt; The Centre for Internet and Society is co-organising a workshop on Freedom of Expression or Access to Knowledge: Are We Taking the Necessary Steps towards an Open and Inclusive Internet? at the Internet&lt;br /&gt; Governance Forum on 14 September, 2010.&lt;br /&gt; &lt;a href="http://bit.ly/dl1WRL" target="_blank"&gt;http://bit.ly/dl1WRL&lt;/a&gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Sexual Rights, Openness and Regulatory Systems&lt;/b&gt;&lt;br /&gt;The Centre for Internet and Society is co-organising a workshop on Sexual Rights, Openness and Regulatory Systems at the Internet Governance Forum on 14 September, 2010.&lt;br /&gt; &lt;a href="http://bit.ly/dl1WRL" target="_blank"&gt;http://bit.ly/dl1WRL&lt;/a&gt;&lt;br /&gt; &lt;br /&gt; &lt;b&gt;Data in the Cloud: Where Do Open Standards Fit In?&lt;br /&gt; &lt;/b&gt;The Centre for Internet and Society is co-organising a workshop on Data in the Cloud: Where do Open Standards Fit In? on 16 September, 2010 at the Internet Governance Forum.&lt;br /&gt; &lt;a href="http://bit.ly/94AF4h" target="_blank"&gt;http://bit.ly/94AF4h&lt;/a&gt;&lt;br /&gt; &lt;br /&gt; &lt;b&gt;International Conference on Enabling Access to Education through ICT&lt;br /&gt; &lt;/b&gt;The Centre for Internet and Society (CIS), Bangalore in cooperation with the Global Initiative for Inclusive ICT (G3ICT), a flagship advocacy organization of the UN Global Alliance on ICT and Development (UN-GAID), the International Telecommunications Union (ITU), UNESCO, Digital Empowerment Foundation, Society for Promotion of Alternative Computing and Employment and the Deafway Foundation is organizing an international conference, Enabling Access to Education through ICT in New Delhi from&lt;br /&gt; 27th to 29th October, 2010....Registrations to begin soon!&lt;br /&gt; &lt;a href="http://bit.ly/9flyEK" target="_blank"&gt;http://bit.ly/9flyEK&lt;/a&gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;h3 style="text-align: justify; "&gt;Research&lt;/h3&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Political is as Political does&lt;br /&gt; &lt;/b&gt;The Talking Back workshop has been an extraordinary experience for me. The questions that I posed for others attending the workshop have hounded me as they went through the course of discussion, analysis and dissection. Strange nuances have emerged, certain presumptions have been questioned, new legacies have been discovered, novel ideas are still playing ping-pong in my mind, and a strange restless excitement – the kind that keeps me awake till dawning morn – has taken over me, as I try and figure out the wherefore and howfore of things. I began the research project on Digital Natives in a condition of not knowing, almost two years ago. Since then, I have taken many detours, rambled on strange paths, discovered unknown territories and reached a mile-stone where I still don’t know, but don’t know what I don’t know, and that is a good beginning.&lt;br /&gt; &lt;a href="http://bit.ly/9hY9sR" target="_blank"&gt;http://bit.ly/9hY9sR&lt;/a&gt;&lt;br /&gt; &lt;br /&gt; &lt;b&gt;Digital Natives: Talking Back&lt;br /&gt; &lt;/b&gt;One of the most significant transitions in the landscape of social and political movements, is how younger users of technology, in their interaction with new and innovative technologised platforms have taken up responsibility to respond to crises in their local and immediate environments, relying upon their digital networks, virtual communities and platforms. In the last decade or so, the digital natives, in universities as well as in work spaces, as they experimented with the potentials of internet technologies, have launched successful socio-political campaigns which have worked unexpectedly and often without precedent, in the way they mobilised local contexts and global outreach to address issues of deep political and social concern. But what do we really know about this Digital Natives revolution?&lt;br /&gt; &lt;a href="http://bit.ly/bZNoSX" target="_blank"&gt;http://bit.ly/bZNoSX&lt;/a&gt;&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Beyond the Digital: Understanding Digital Natives with a Cause&lt;/b&gt;&lt;br /&gt;Digital Natives with a cause: the future of activism or slacktivism? Maesy Angelina argues that the debate is premature given the obscured understanding on youth digital activism and contends that an effort to&lt;br /&gt; understand this from the contextualized perspectives of the digital natives themselves is a crucial first step to make. This is the first out of a series of posts on her journey to explore new insights to understand youth digital activism through a research with The Blank Noise Project under the Hivos-CIS Digital Natives Knowledge Programme.&lt;br /&gt; &lt;a href="http://bit.ly/b1GS7F" target="_blank"&gt;http://bit.ly/b1GS7F&lt;/a&gt;&lt;/p&gt;
&lt;h3 style="text-align: justify; "&gt;Accessibility&lt;/h3&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Access to Knowledge: Barriers and Solutions for Persons with Disabilities in India&lt;/b&gt;&lt;br /&gt; Consumers International, Kuala Lumpur and Consumers Association of India in association with Madras Library Association organised a seminar on Access to Knowledge on 31st July, 2010 at the Tamil Nadu Pollution Control Auditorium in Guindy, Chennai. The Principal Secretary to the Government of Tamil Nadu Department of Information Technology was the chief guest. Former Central Vigilance Commissioner N. Vittal gave the keynote address. Prof Subbiah Arunachalam, Nirmita Narasimhan and Pranesh Prakash participated in the seminar. Nirmita and Pranesh made presentations on access to knowledge.&lt;br /&gt; &lt;a href="http://bit.ly/cJXSX8" target="_blank"&gt;http://bit.ly/cJXSX8&lt;/a&gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;h3 style="text-align: justify; "&gt;Intellectual Property&lt;/h3&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Privacy and the Indian Copyright Act, 1857 as Amended in 2010 &lt;br /&gt;&lt;/b&gt;In this post the author examines the issue of privacy in light of the Indian Copyright Act, 1857 as amended by the Copyright Amendment Bill in 2010. Four key questions are examined in detail and the author gives&lt;br /&gt; suitable recommendations for each of the questions that arise.&lt;br /&gt; &lt;a href="http://bit.ly/cJXSX8" target="_blank"&gt;http://bit.ly/cJXSX8&lt;/a&gt;&lt;/p&gt;
&lt;h3 style="text-align: justify; "&gt;Internet Governance&lt;/h3&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Does the Government want to enter our homes?&lt;/b&gt;&lt;br /&gt;When rogue politicians and bureaucrats are granted unrestricted access to information then the very future of democracy and free media will be in jeopardy. In an article published in the Pune Mirror on 10 August,&lt;br /&gt; 2010, Sunil Abraham examines this in light of the BlackBerry-to-BlackBerry messenger service that the Government of India plans to block if its makers do not allow the monitoring of messages. He says that civil society should rather resist and insist on suitable checks and balances like governmental transparency and a fair judicial oversight instead of allowing the government to intrude into the privacy&lt;br /&gt; and civil liberties of its citizens.&lt;br /&gt; &lt;a href="http://bit.ly/dkVHoS" target="_blank"&gt;http://bit.ly/dkVHoS&lt;/a&gt;&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;UID Project in India - Some Possible Ramifications&lt;/b&gt;&lt;br /&gt;Having a standard for decentralized ID verification rather than a centralized database that would more often than not be misused by various authorities will solve ID problems, writes Liliyan in this blog entry. These blog posts to be published in a series will voice the expert opinions of researchers and critics on the UID project and present its unique shortcomings to the reader.&lt;br /&gt; &lt;a href="http://bit.ly/bOyBS8" target="_blank"&gt;http://bit.ly/bOyBS8&lt;/a&gt;&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Civil Liberties and the amended Information Technology Act, 2000&lt;/b&gt;&lt;br /&gt;This post examines certain limitations of the Information Technology Act, 2000 (as amended in 2008). Malavika Jayaram points out the fact that when most countries of the world are adopting plain English instead of the conventional legal terminology for better understanding, India seems to be stuck in the old-fashioned method thereby, struggling to maintain a balance between clarity and flexibility in drafting its laws. The present Act, she says, is although an improvement over the old Act and seeks to address and improve on certain areas in the right direction but still comes up short in making necessary changes when it comes to fundamental rights and personal liberties. The new Act retains elements from the previous one making it an abnormal document and this could have been averted if there had been some attention to detail.&lt;br /&gt; &lt;a href="http://bit.ly/croc9T" target="_blank"&gt;http://bit.ly/croc9T&lt;/a&gt;&lt;br /&gt; &lt;br /&gt; &lt;b&gt;Feedback to the NIA Bill&lt;br /&gt;&lt;/b&gt;Malavika Jayaram and Elonnai Hickok introduce the formal submission of CIS to the proposed National Identification Authority of India (NIA) Bill, 2010, which would give every resident a unique identity. The submissions contain the detailed comments on the draft bill and the high level summary of concerns with the NIA Bill submitted to the UIDAI on 13 July, 2010.&lt;br /&gt; &lt;a href="http://bit.ly/bhinUB" target="_blank"&gt;http://bit.ly/bhinUB&lt;/a&gt;&lt;/p&gt;
&lt;h3 style="text-align: justify; "&gt;Openness&lt;/h3&gt;
&lt;p style="text-align: justify; "&gt;Open Access to Science and Scholarship - Why and What Should We Do? The National Institute of Advanced Studies held the eighth NIAS-DST training programme on “Multidisciplinary Perspectives on Science, Technology and Society” from 26 July to 7 August, 2010. The theme of the project was ‘Knowledge Management’. Dr. MG Narasimhan and Dr. Sharada Srinivasan were the coordinators for the event. Professor Subbiah Arunachalam made a presentation on Open Access to Science and Scholarship.&lt;br /&gt; &lt;a href="http://bit.ly/ciohYy" target="_blank"&gt;http://bit.ly/ciohYy&lt;/a&gt;&lt;br /&gt; &lt;br /&gt; &lt;b&gt;Civic Hacking Workshop&lt;br /&gt; &lt;/b&gt;CIS, with the UK Government's Foreign Office and the Cabinet Office Team for Digital Engagement, and Google India, is organizing a workshop on open data (or the lack thereof) and 'civic hacking'.&lt;br /&gt; &lt;a href="http://bit.ly/c3TF2t" target="_blank"&gt;http://bit.ly/c3TF2t&lt;/a&gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;h3 style="text-align: justify; "&gt;Telecom&lt;/h3&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;'Containing Inflation' - A myth&lt;/b&gt;&lt;br /&gt; We need problem-solving, not confused rhetoric or misguided action, says Shyam Ponappa. The article was published in Business Standard on 7 August, 2008.&lt;br /&gt; &lt;a href="http://bit.ly/9frC8q" target="_blank"&gt;http://bit.ly/9frC8q&lt;/a&gt;&lt;/p&gt;
&lt;div id="_mcePaste"&gt; 
&lt;p class="MsoNormal"&gt;&lt;span&gt; &lt;/span&gt;&lt;/p&gt;
&lt;/div&gt;
        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/about/newsletters/august-2010-bulletin'&gt;https://cis-india.org/about/newsletters/august-2010-bulletin&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Access to Knowledge</dc:subject>
    
    
        <dc:subject>Digital Natives</dc:subject>
    
    
        <dc:subject>Telecom</dc:subject>
    
    
        <dc:subject>Accessibility</dc:subject>
    
    
        <dc:subject>Internet Governance</dc:subject>
    
    
        <dc:subject>CISRAW</dc:subject>
    
    
        <dc:subject>Openness</dc:subject>
    

   <dc:date>2012-08-10T10:40:34Z</dc:date>
   <dc:type>Page</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/a2k/blogs/bilski-case">
    <title>The Bilski Case - Impact on Software Patents</title>
    <link>https://cis-india.org/a2k/blogs/bilski-case</link>
    <description>
        &lt;b&gt;The Supreme Court of the United States gave its decision in Bilski v Kappos on 28 June, 2010. In this case the petitioners’ patent application sought protection for a claimed invention that explains how commodities buyers and sellers in the energy market can protect, or hedge, against the risk of price changes. The Court in affirming the rejection by the Court of Appeals for the Federal Circuit also held that the machine- or-transformation test is not necessarily the sole test of patentability.  The Court’s ruling of abstract ideas as unpatentable and its admission that patents do not necessarily promote innovation and may sometimes limit competition and stifle innovation have provided a ray of hope. In the light of the developments, the Bilski decision as far as patentability of software is concerned may not be totally insignificant, says Krithika Dutta Narayana.&lt;/b&gt;
        
&lt;p&gt;The United States Supreme Court’s much awaited decision of last month in &lt;em&gt;Bilski v. Kappos&lt;/em&gt; (2010) (Bilski), a case that was touted as a potential watershed in the debate surrounding patentability of software, was disappointing, even though it was not without any impact. While the Supreme Court affirmed the rejection by the Court of Appeals for the Federal Circuit (CAFC) of a patent claim for a business method, it failed to define with clarity, any test for patentability which might have constituted a precedent for future cases involving patentability of software or business method. At the same time, it held that the “machine- or- transformation” test which was the test followed by the CAFC in rejecting the claim, was not the sole test to determine patentability, thus effectively providing no guideline to determine patentability of software or business methods in future cases.&lt;/p&gt;
&lt;p&gt;The Supreme Court in Bilski, affirmed the rejection by the CAFC in &lt;em&gt;In&lt;/em&gt; &lt;em&gt;re Bilski&lt;/em&gt; (2008) of a patent claim involving a method of providing insurance against fluctuating energy prices due to changes in weather. The applicants, Bernard L. Bilski and Rand Warsaw filed a patent application for such a method of hedging risks – essentially a claim for a business method – under Section 101 of US Patent Act before the United States Patent and Trademark Office (USPTO). The examiner at the USPTO rejected the claim on the ground that the claim was not for patentable subject matter and that “the invention is not implemented on a specific apparatus and merely manipulates (an) abstract idea and solves a purely mathematical problem without any limitation to a practical application, therefore, the invention is not directed to the technological arts”. The Board of Patent Appeals and Interferences (BPAI) took a re-look at the examiner’s decision and held that the “machine or apparatus” test was in itself insufficient to determine patentability since a claim that included transformation of a physical object from one state to another would also be patent eligible subject matter. The BPAI also struck down the requirement of the invention to be a “technological art”. Thus, it rejected the Bilski claim on the ground that it did not cause transformation of a physical object from one state to another, since transformation of financial liabilities and risks does not constitute transformation of physical matter.&lt;/p&gt;
&lt;p&gt;In its decision on October 30, 2008, the CAFC affirmed the ruling of the BPAI and laid down the machine or transformation test for patentability and held that Bilski’s claim was neither tied to any machine or apparatus to derive the result nor did it cause transformation of any physical object from one state to another and is hence, unpatentable subject matter. The Court reasoned that the “machine or transformation” test was crucial for determining patentability as it ensured that the claim based on a fundamental principle did not preempt all other uses of the principle. This test was the first test since the US Supreme Court’s decision in Diamond v. Diehr (1981) – which held that laws of nature, mathematical formulae and algorithms are not patentable – that had a huge potential for laying down definitive rules for patentability including declaring software and business methods to be outside the realm of patentable subject matter. If this test was upheld in the Supreme Court, that would effectively put an end to the rise of software patents since software, in most cases, did not cause transformation of physical object from one state to another. Thus, the decision of the Supreme Court had huge stakes for both sides of the software patent debate.&lt;/p&gt;
&lt;p&gt;In light of the same, the Supreme Court’s ruling holding that the machine or transformation test is not the sole test for determining patentability and at the same time, failing to provide any other test on which to determine patentability, was a sore disappointment. Though, it affirmed the rejection of Bilski’s patent claim on the ground that the subject matter claimed was abstract and thus not a patentable “process” under section 101, its core decision was only limited to this particular claim and it did not lay down a concrete and definitive guideline for future claims. However, one must not be too quick to dismiss this decision as either going against the interests of open society and free software or as a completely inconsequential case that simply maintains status quo. There are important takeaways for the patentability of software in the Bilski decision – The Court did not totally reject the machine or transformation test relied on by the CAFC. It only held that the machine or transformation test is not the sole test on basis of which the patentability of a subject matter of a claim can be decided. The Court, in fact, held that the “machine or transformation test” was a “useful and important clue, an investigative tool for determining whether some claimed inventions are processes under section 101.”&amp;nbsp; This leaves open the possibility of using the test to determine patentability in future cases and this is good news for opponents of software patents since software (an algorithm designed to be operated upon by a computer) is merely an abstract idea which, in most cases, does not involve transformation of a physical object from one state to another.&lt;/p&gt;
&lt;p&gt;Bilski’s claim was essentially interpreted to be a patent for a business method. The Supreme Court was completely silent on the issue of patentability of software in its decision and stuck to only the narrow issue in hand – that of the patentability of a particular business method. This means that the “machine or transformation test”, whose applicability was ruled out in this particular case, may still be applicable for software patents. Nothing in this case precludes an opponent of a software patent from urging the courts to use the “machine or transformation test” to rule on patentability. Thus, the very fact that the Supreme Court only dealt with the narrow issue in hand ensures that the “machine or transformation test” is not altogether dismissed.&lt;/p&gt;
&lt;p&gt;The main ground on which Bilski’s claim was rejected was that the patent claim was for an overly abstract idea which was not patent-eligible. The Court held that the basic concept on which the claim was based – the concept of hedging risks against risk is an unpatentable abstract idea. Further, some of the claims are constituted by equations and are purely mathematical in nature and are abstract and thus not patentable. This means that basic concepts and use of mathematical formulae constitute abstract ideas which are unpatentable. This test can strike down many software patents as these are simply algorithms executed by a computer and incorporate very fundamental and basic concepts which are abstract in nature and are thus, not patentable. This test for determining patentability on the basis of the claim being abstract as laid down in Bilski reaffirms the patentability test laid down in Diamond v. Deihr which kept laws of nature, mathematical formulae and algorithms outside the scope of patentable subject matter. This may serve as an important test to determine and especially, limit the patentability of software in coming years.&lt;/p&gt;
&lt;p&gt;Notwithstanding the fact that Bilski’s claim has been interpreted to be one of a business method patent, when examined in detail, the claims indicate that the ‘method’ cannot be implemented without a computer. Certain claims for calculating probability (and risk), although mathematical or algorithmic in nature, have too many variables to be executed in any way other than by using a computer.&lt;strong&gt;1&lt;/strong&gt; Such algorithms which can be executed only by a computer fall under the category of software and the patent is thus, also, a software patent. That being said, the ruling of the Court that the claim is for an overly abstract idea and thus not patentable lends credence and indicates that software patents can be validly claimed to be abstract ideas not falling under the scope of patentable subject matter.&lt;/p&gt;
&lt;p&gt;Another important outcome of the Supreme Court’s ruling was the invalidation of the 1998 CAFC decision in &lt;em&gt;State Street Bank v. Signature Financial Group&lt;/em&gt;&lt;strong&gt;2&lt;/strong&gt; which opened the floodgates for software patents by holding that a practical application of an algorithm or formula to produce “useful, concrete and tangible result” was sufficient to constitute patentable subject matter. The State Street test was too broad and afforded an opportunity for many frivolous patent applications to be admitted. In fact, Justice Stevens, in his concurring opinion, has stated that it would be a “grave mistake” to follow the test. By clearly striking down and dismissing such a test to determine patentable subject matter, the Court in Bilski has precluded future software patent claims for taking recourse to this test and has effectively, to an extent, made it that much harder for a software to be granted patent. The test in &lt;em&gt;State Street Bank&lt;/em&gt; which opened the floodgates for software patents was definitively dismissed.&lt;/p&gt;
&lt;p&gt;The Court in the 1978 case of &lt;em&gt;Parker v. Flook&lt;/em&gt;, had rejected patent for a mathematical algorithm on the ground that an algorithm was a law of nature although its use was limited to a specific field in this case (the “field of use” test) and added an insignificant post solution activity (“post solution activity” test). The test laid down in Flook had been subsequently questioned and thus, subtly dismissed by the Court in &lt;em&gt;Diehr &lt;/em&gt;in 1991. The Court in Bilski emphasized on the test for patentability laid down in &lt;em&gt;Flook&lt;/em&gt; and opined that the two tests may well come in handy in future challenges or oppositions to a patent claim while determining if the claim pertained to an idea that was abstract and hence, not patentable. Thus, this test can be used in future for invalidating software patents which are characterized by broad claims adding insignificant post solution activity.&lt;/p&gt;
&lt;p&gt;It is heartening to note that the Court looked at the importance of patent law while recognizing that patents are not always necessary to encourage innovation. It noted that patents could also limit competition and stifle innovation. They can have ill effects such as increasing prices while slowing progress and could actually be deterrent to free flow of information within society. By recognizing and validating this, the ruling not only helped increase awareness about the debate surrounding software patents but also showed that the Courts are open to such an approach to patent law in future. This can only be good news for busting software patents.&lt;/p&gt;
&lt;p&gt;For &lt;a class="external-link" href="http://www.supremecourt.gov/opinions/09pdf/08-964.pdf"&gt;further reading&lt;/a&gt;&lt;/p&gt;
&lt;ol&gt;&lt;li&gt;
&lt;p class="discreet"&gt;Claim 4 of Bliski's claims is as follows -&amp;nbsp; “perform a Monte Carlo simulation across all deals at all locations ... over the last 20 years of weather patterns and establish the payoffs from each deal under each historical weather pattern “ Such a simulation would involve multiple parameters such as deals, locations, weather patterns, to establish a payoff.&lt;/p&gt;
&lt;/li&gt;&lt;li&gt;
&lt;p class="discreet"&gt;149 F.3d. 1368.&lt;/p&gt;
&lt;/li&gt;&lt;/ol&gt;

        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/a2k/blogs/bilski-case'&gt;https://cis-india.org/a2k/blogs/bilski-case&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Intellectual Property Rights</dc:subject>
    
    
        <dc:subject>Access to Knowledge</dc:subject>
    

   <dc:date>2011-08-23T03:24:31Z</dc:date>
   <dc:type>Blog Entry</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/about/newsletters/july-2010-bulletin">
    <title>July 2010 Bulletin</title>
    <link>https://cis-india.org/about/newsletters/july-2010-bulletin</link>
    <description>
        &lt;b&gt;Greetings from the Centre for Internet &amp; Society. We bring you updates of our research, news and media coverage, information on our events and other updates for the month of July 2010.&lt;/b&gt;
        &lt;h2&gt;&lt;b&gt;News Updates&lt;/b&gt;&lt;/h2&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Call for Case Studies on ICT&lt;/b&gt;&lt;br /&gt; CIS invites organisations to participate in a study focusing on best practices in the use of ICTs in education for persons with disabilities.&lt;br /&gt; &lt;a href="http://bit.ly/d03jS0"&gt;http://bit.ly/d03jS0&lt;/a&gt;&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Networking? Not working&lt;/b&gt;&lt;br /&gt; Concerns about privacy, wastage of time and trivialized communication are some reasons ‘refuseniks’ are going off sites such as Facebook and MySpace, writes Shreya Ray in Livemint.&lt;br /&gt; &lt;a href="http://bit.ly/dpdKhX"&gt;http://bit.ly/dpdKhX&lt;/a&gt;&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Digital them about yourself?&lt;/b&gt;&lt;br /&gt; If you’re on Facebook or have a blog, you could be a digital native, says Akhila Seetharaman.&lt;br /&gt; &lt;a href="http://bit.ly/ahA6Ts"&gt;http://bit.ly/ahA6Ts&lt;/a&gt;&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Next CPOV Conference in Leipzig&lt;/b&gt;&lt;br /&gt; Two CPOV conferences have been held so far. The first one in Bangalore and the second one in Amsterdam, the third is to be held in Leipzig.&lt;br /&gt; &lt;a href="http://bit.ly/cLN8XE"&gt;http://bit.ly/cLN8XE&lt;/a&gt;&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;CIS featured in the &lt;span class="visualHighlight"&gt;Report on Research and Funding Landscape within the Arts and Humanities in India&lt;/span&gt;&lt;br /&gt; Centre for Internet and Society has been listed as an area of excellence and innovative research in this report.&lt;br /&gt; &lt;a href="http://bit.ly/9GJsJ7"&gt;http://bit.ly/9GJsJ7&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;UID Act may be released for debate, may be introduced in monsoon session&lt;/b&gt;&lt;br /&gt; An article by Karen Leigh &amp;amp; Surabhi Agarwal in livemint on June 30, 2010.&lt;br /&gt; &lt;a href="http://bit.ly/9Hq5dg"&gt;http://bit.ly/9Hq5dg&lt;/a&gt;&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;A New Age in News&lt;/b&gt;&lt;br /&gt; Citizen journalism and online piracy were key topics during the opening day of the Mekong Information and Communication Technology conference. The 2010 Mekong ICT conference in Chang Mai, Thailand, has brought together an experienced crowd of experts from all over the globe. They have gathered to discuss the status, trends and the current situation of the ICT world.&lt;br /&gt; &lt;a href="http://bit.ly/bdGzbQ"&gt;http://bit.ly/bdGzbQ&lt;/a&gt;&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Activists welcome privacy Bill, but point out concerns&lt;/b&gt;&lt;br /&gt; Experts have welcomed the government's move to bring in a law for protecting individual privacy, amid concerns about the potential misuse of personal data it is collecting to execute social welfare and security schemes.&lt;br /&gt; &lt;a href="http://bit.ly/bnddaJ"&gt;http://bit.ly/bnddaJ&lt;/a&gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;h2&gt;&lt;b&gt;Upcoming Events&lt;/b&gt;&lt;/h2&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Locating Gender Politics in the New Techno-Industrial Complex: A Lecture by Dr. Lisa McLaughlin&lt;/b&gt;&lt;br /&gt; The Centre for the Study of Culture and Society (CSCS), IT for Change and the Centre for Internet and Society (CIS) are hosting a lecture by Dr. Lisa McLaughlin, Associate Professor in Media Studies and Women's Studies, Miami University, Ohio, USA at CIS, Bangalore on 23 July, 2010.&lt;br /&gt; &lt;a href="http://bit.ly/9zy2Fa"&gt;http://bit.ly/9zy2Fa&lt;/a&gt;&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Promoting Education through ICT&lt;/b&gt;&lt;br /&gt; ICT workshop in New Delhi from 27th to 29th October, 2010...Registrations to begin soon!&lt;br /&gt; &lt;a href="http://bit.ly/9flyEK"&gt;http://bit.ly/9flyEK&lt;/a&gt;&lt;/p&gt;
&lt;h2&gt;&lt;b&gt;Research&lt;/b&gt;&lt;/h2&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;The Attention Economy - A Brief Introduction&lt;/b&gt;&lt;br /&gt; This post examines attention economy as a brief prelude to a paper and monograph to be published on it. It examines the current theses on attention economy and a few approaches to reading attention economy in gaming besides foregrounding the attention economy and its functions and influence in MMORPGs.&lt;br /&gt; &lt;a href="http://bit.ly/OP7QFl"&gt;http://bit.ly/OP7QFl&lt;/a&gt;&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;The Making of an Asian City&lt;/b&gt;&lt;br /&gt; Nishant Shah attended the conference on 'Pluralism in Asia: Asserting Transnational Identities, Politics, and Perspectives' organised by the Asia Scholarship Foundation, in Bangkok, where he presented the final paper based on his work in Shanghai. The paper, titled 'The Making of an Asian City', consolidates the different case studies and stories collected in this blog, in order to make a larger analyses about questions of cultural production, political interventions and the invisible processes that are a part of the IT Cities.&lt;br /&gt; &lt;a href="http://bit.ly/MXxyXP"&gt;http://bit.ly/MXxyXP&lt;/a&gt;&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Internet, Society and Space in Indian City: First Report&lt;/b&gt;&lt;br /&gt; This is the first report on the progress of the research on Internet, Society and Space in Indian City. The post is a collection of some of the initial focus of these studies. I have started simultaneously exploring and testing various arguments and have listed some key observations from the ones that are nearing completion.&lt;br /&gt; &lt;a href="http://bit.ly/Ndmday"&gt;http://bit.ly/Ndmday&lt;/a&gt;&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Digital Natives Workshop in Taipei: Only a Few Seats Left!!!&lt;/b&gt;&lt;br /&gt; The Centre for Internet and Society in collaboration with the Frontier Foundation is holding a three day Digital Natives workshop in Taipei from 16 to 18 August, 2010. The three day workshop will serve as an ideal platform for the young users of technology to share their knowledge and experience of the digital and Internet world and help them learn from each other’s individual experiences.&lt;br /&gt; &lt;a href="http://bit.ly/P4mCKv"&gt;http://bit.ly/P4mCKv&lt;/a&gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;h2&gt;&lt;b&gt;Accessibility&lt;/b&gt;&lt;/h2&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;NMEICT Funds Book Conversion Project for the Print Disabled&lt;/b&gt;&lt;br /&gt; IIT, Kharagpur, Daisy Forum of India, Inclusive Planet and the Centre for Internet and Society have joined hands to undertake a project for the print disabled. The National Mission on Education through Information and Communication Technology (NMEICT) is funding this project.&lt;br /&gt; &lt;a href="http://bit.ly/bWHi00"&gt;http://bit.ly/bWHi00&lt;/a&gt;&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Right to Read: Campaign Updates&lt;/b&gt;&lt;br /&gt; A nationwide campaign on Right to Read was co-organised by CIS along with the Daisy Forum of India and Inclusive planet to highlight the lack of content in accessible formats and accelerate change in the provisions of the Indian Copyright Act, 1957, which presently does not permit the conversion of books in accessible formats for the benefits the blind, visually impaired and other reading disabled persons. The campaign is affiliated with the global R2R campaign started by the World Blind Union in April 2008.&lt;br /&gt; &lt;a href="http://bit.ly/akoaSj"&gt;http://bit.ly/akoaSj&lt;/a&gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;h2&gt;&lt;b&gt;Intellectual Property&lt;/b&gt;&lt;/h2&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Analysis of the Copyright (Amendment) Bill, 2010&lt;/b&gt;&lt;br /&gt; CIS analyses the Copyright (Amendment) Bill, 2010, from a public interest perspective to sift the good from the bad, and importantly to point out what crucial amendments should be considered but have not been so far.&lt;br /&gt; &lt;a href="http://bit.ly/KLBQDx"&gt;http://bit.ly/KLBQDx&lt;/a&gt;&lt;/p&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;A Guide to Key IPR Provisions of the Proposed India-European Union Free Trade Agreement&lt;/b&gt;&lt;br /&gt; The Centre for Internet and Society presents a guide for policymakers and other stakeholders to the latest draft of the India-European Union Free Trade Agreement, which likely will be concluded by the end of the year and may hold serious ramifications for Indian businesses and consumers.&lt;br /&gt; &lt;a href="http://bit.ly/Rw7whN"&gt;http://bit.ly/Rw7whN&lt;/a&gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;h2&gt;&lt;b&gt;Openness&lt;/b&gt;&lt;/h2&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Open Access to International Agricultural Research&lt;/b&gt;&lt;br /&gt; Open access advocates have urged the top management of the Consultative Group on International Agricultural Research to give open access to its research publications. A report by Subbiah Arunachalam on 3 June, 2010 was also circulated to all the signatories of the letter.&lt;br /&gt; &lt;a href="http://bit.ly/cspMYY"&gt;http://bit.ly/cspMYY&lt;/a&gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;h2&gt;&lt;b&gt;Telecom&lt;/b&gt;&lt;/h2&gt;
&lt;p style="text-align: justify; "&gt;&lt;b&gt;Catching up on broadband&lt;/b&gt;&lt;br /&gt; The govt can invest some of the Rs 1,00,000 crore from the spectrum auctions to help India catch up on broadband, says Shyam Ponappa in his latest article published in the Business Standard on July 1, 2010.&lt;br /&gt; &lt;a href="http://bit.ly/ag67TU"&gt;http://bit.ly/ag67TU&lt;/a&gt;&lt;/p&gt;
        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/about/newsletters/july-2010-bulletin'&gt;https://cis-india.org/about/newsletters/july-2010-bulletin&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Access to Knowledge</dc:subject>
    
    
        <dc:subject>Digital Natives</dc:subject>
    
    
        <dc:subject>Telecom</dc:subject>
    
    
        <dc:subject>Accessibility</dc:subject>
    
    
        <dc:subject>Internet Governance</dc:subject>
    
    
        <dc:subject>CISRAW</dc:subject>
    
    
        <dc:subject>Openness</dc:subject>
    

   <dc:date>2012-08-10T09:41:01Z</dc:date>
   <dc:type>Page</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/events/internet-governance-human-rights">
    <title>Internet Governance and Human Rights: Strategies and Collaborations for Empowerment </title>
    <link>https://cis-india.org/events/internet-governance-human-rights</link>
    <description>
        &lt;b&gt;Leading up to the 2010 IGF, The Association for Progressive Communications (APC), Global Partners, the Centre for Internet and Society (CIS), IT for Change, and the Dynamic Coalition on Internet Rights and Principles are hosting, on 13 September 2010 in Vilnius, an event on 'Internet Governance and Human Rights: Strategies and Collaborations for Empowerment'. &lt;/b&gt;
        
&lt;p&gt;Internet governance has significant impact on human rights. This is reflected by the inclusion of human rights considerations in the Geneva Declaration of Principles and the Tunis Agenda, which gave the IGF its mandate. However, human rights discussions have not featured prominently at the IGF. What discussions there have been tended to focus on civil and political rights without also sufficiently considering how the internet relates to cultural, social and economic rights. The indivisibility of rights has not received the attention it requires.&lt;/p&gt;
&lt;p&gt;The Internet governance and human rights communities work in different spaces and rarely have the opportunity to interact. The presence of the UN Special Rapporteur on Freedom of Expression, Frank la Rue at the 2009 IGF and again at the 2010 IGF shows that this is beginning to change. The 2010 IGF presents a valuable opportunity to place human rights more firmly on the Internet governance map and to identify opportunities for collaboration with mainstream human rights communities.&lt;/p&gt;
&lt;p&gt;With an increasing emphasis on the development agenda in the IGF it is also a good opportunity to look at the links between human rights, development and the Internet.&lt;/p&gt;
&lt;p&gt;Join the conversation with human rights, Internet governance and development activists as we review pressing IG issues such as access, diversity, equality, freedom, openness and development with a view to strengthening the human rights agenda at the IGF.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;More concretely, we hope to:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;continue building effective collaborations promoting human rights in Internet governance, and,&amp;nbsp;&lt;/li&gt;&lt;li&gt;identify appropriate spaces for intervention in the 2010 IGF.&amp;nbsp;&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Agenda:&amp;nbsp; &lt;br /&gt;&lt;/strong&gt;&lt;/p&gt;
Moderator: Chad Lubelsky. Global Networking, Policy &amp;amp; Advocacy Coordinator,
&lt;p&gt;Association for Progressive Communications (APC)&lt;/p&gt;
&lt;p&gt;14:00 Introduction: Background and rationale of the session, aims and objectives. Anriette Esterhuysen (APC)&lt;/p&gt;
&lt;p&gt;Keynote speaker : Frank La Rue, UN Special Rapporteur on the Right to Freedom of Opinion and Expression.&lt;/p&gt;
&lt;p&gt;Keynote speaker: Arvind Ganesan, Director or Business and Human Rights Program, Human Rights Watch.&lt;/p&gt;
&lt;p&gt;14:45 Questions&lt;/p&gt;
&lt;p&gt;15:00 Open discussion session on 'Human rights and internet policy: the interconnectedness of economic, social, cultural, civil and political rights'. Moderated by Lisa Horner (Global Partners) and Anja Kovacs (the Centre for Internet and Society).&lt;/p&gt;
&lt;p&gt;15:40 Coffee/tea break&lt;/p&gt;
&lt;p&gt;16:00 Breakout group discussions&lt;/p&gt;
&lt;p&gt;16:40 Report Backs&lt;/p&gt;
&lt;p&gt;17:00 Plenary discussion on the way forward (Anriette Esterhuysen, APC and Parminder Jeet Singh, IT for Change)&lt;/p&gt;
&lt;p&gt;17:20 Closing remarks&lt;/p&gt;

        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/events/internet-governance-human-rights'&gt;https://cis-india.org/events/internet-governance-human-rights&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Internet Governance</dc:subject>
    

   <dc:date>2011-04-05T03:59:50Z</dc:date>
   <dc:type>Event</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/events/freedom-of-expression">
    <title>Freedom of Expression or Access to Knowledge: Are We Taking the Necessary Steps Towards an Open and Inclusive Internet? </title>
    <link>https://cis-india.org/events/freedom-of-expression</link>
    <description>
        &lt;b&gt;The Centre for Internet and Society is co-organising a workshop on Freedom of Expression or Access to Knowledge: Are We Taking the Necessary Steps Towards an Open and Inclusive Internet? at the Internet Governance Forum on &lt;/b&gt;
        
&lt;p&gt;Although cyber-utopian visions have long been discredited, the promise that the Internet contains as a tool to work towards democratisation and greater social justice has not yet lost its attraction. This workshop will consider what kind of Internet architecture is needed, what kind of 'openness' and Internet 'freedom' is required to ensure that such visions can actually translate into reality. While the importance of freedom of expression has been fairly widely acknowledged, a concerted approach to many more Internet governance issue is urgently required if those who are at the forefront of struggles for social justice online are to continue to do their important work. The interplay between access to knowledge (including access to information and access to culture) on the one hand and human rights on the other, too, for example, requires our urgent attention.&lt;/p&gt;
&lt;p&gt;The aim of this workshop will be, then, to come to a more in-depth and more rounded understanding of what issues impact the democratising potential of the Internet and how exactly they do so, so that we can also start communicating about these with greater clarity. To reach this aim, the workshop will bring together activists, researchers and other stakeholders with expertise on different regions of the world and, consequently, at times diverging opinions on what the problems and solutions with regard to Internet governance are, and will bring them in debate with each other.&lt;/p&gt;
&lt;p&gt;The workshop will be organized in a roundtable format in order to increase the involvement of the participants. Initial remarks of the speakers will be followed by debate, and active moderation will ensure that the discussions are dynamic. The issues raised by the speakers will be grouped under several axes, including: (i) Civic empowerment online: towards a new public sphere?; (ii) governmental and private control over information and personal data; (iii) Cases of tension between copyright protection and access to knowledge online. Cases such as the adoption of laws following the three strikes model and the adoption of open data regulations will be taken into consideration.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Which of the five broad IGF Themes or the Cross-Cutting Priorities does your workshop fall under?&lt;br /&gt;&lt;/strong&gt;Security, Openness and Privacy&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Have you organized an IGF workshop before?&lt;/strong&gt; Yes&lt;br /&gt;&lt;strong&gt;If so, please provide the link to the report&lt;/strong&gt;:&lt;br /&gt;&lt;a class="external-link" href="http://www.intgovforum.org/cms/index.php/component/chronocontact/?chronoformname=Workshopsreports2009View&amp;amp;curr=1&amp;amp;wr=94"&gt;http://www.intgovforum.org/cms/index.php/component/chronocontact/?chronoformname=Workshopsreports2009View&amp;amp;curr=1&amp;amp;wr=94&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Provide the names and affiliations of the panellists you are planning to invite:&lt;br /&gt;Civil Society:&lt;/strong&gt;&lt;br /&gt;Robert Guerra – Freedom House, US&lt;br /&gt;Anja Kovacs – Centre for Internet and Society, India&lt;br /&gt;Kevin Bankston – EFF, US&lt;/p&gt;
&lt;p&gt;Academics:&lt;br /&gt;Marília Maciel - Center for Technology and Society - Brazil &lt;br /&gt;Jeremy Malcolm - Consumers International, Kuala Lumpur, Malaysia&lt;/p&gt;
&lt;p&gt;Government:&lt;br /&gt;Johan Hallenborg – Swedish Ministry for Foreign Affairs, Sweden&lt;br /&gt;José Murilo Junior – Brazilian Ministry of Culture, Brazil&lt;/p&gt;
&lt;p&gt;Business sector:&lt;br /&gt;Alan Davidson – Director of Public Policy and Government Affairs for the Americas&lt;br /&gt;Cornelia Kutterer, Microsoft, Belgium&lt;/p&gt;
&lt;p&gt;Multistakeholder initiative:&lt;br /&gt;Susan Morgan, Global Network Initiative&lt;/p&gt;
&lt;p&gt;Remote moderator: &lt;br /&gt;Carlos Affonso Pereira de Souza - Center for Technology and Society, Getulio Vargas Foundation, Brazil&lt;/p&gt;
&lt;p&gt;(A moderator is still to be determined but will be chosen from among the civil society and academic speakers. All speakers have confirmed their participation)&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Biographies&lt;/em&gt;:&lt;br /&gt;There are no panelists biographies associated to this workshop at the moment.&lt;/p&gt;
&lt;p&gt;Provide the name of the organizer(s) of the workshop and their affiliation to various stakeholder groups:&lt;br /&gt;Carlos Affonso Pereira de Souza - Center for Technology and Society, Getulio Vargas Foundation – civil society&lt;br /&gt;Johan Hallenborg, Swedish Ministry for Foreign Affairs - government&lt;br /&gt;Anja Kovacs, Centre for Internet and Society - civil society&lt;br /&gt;Jeremy Malcolm. Consumers International - civil society&lt;br /&gt;Marília Maciel - Center for Technology and Society, Getulio Vargas Foundation – civil society&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Organization&lt;/strong&gt;:Centre for Internet and Society, India, and Center for Technology and Society of the Getulio Vargas Foundation, Brazil&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Contact Persons&lt;/strong&gt;: Anja Kovacs and Marília Maciel&lt;/p&gt;

        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/events/freedom-of-expression'&gt;https://cis-india.org/events/freedom-of-expression&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Internet Governance</dc:subject>
    

   <dc:date>2011-04-05T03:59:34Z</dc:date>
   <dc:type>Event</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/events/sexual-rights-openness-regulatory-systems">
    <title>Sexual Rights, Openness and Regulatory Systems</title>
    <link>https://cis-india.org/events/sexual-rights-openness-regulatory-systems</link>
    <description>
        &lt;b&gt;The Centre for Internet and Society is co-organising a workshop on Sexual Rights, Openness and Regulatory Systems at the Internet Governance Forum on 14 September, 2010.&lt;/b&gt;
        
&lt;p&gt;Content regulation remains remains a critical area where competing rights and interests are played out. Within this, sexuality and sexual rights lie at the centre of the debate. Protection from the "harm" of pornography and other sexually related content are often the principal reason forwarded for regulating content. At the same time, the internet is a critical space for the exercise and realisation of sexual rights, especially by people who have less access to power and resources, such as migrants, sex workers, differently abled communities, young women etc. In recent years, internet content regulation has increasingly become more of a norm than an exception. Despite the slippery definitions of 'obscene', 'illegal' and 'harmful' content, governments, the private sector and civil society are shaping and implementing regulatory mechanisms, sometimes in partnership with each other.&lt;/p&gt;
&lt;p&gt;To what extent has it worked to protect the rights of all users, particularly those that such regulations assert their protection over, such as internet users, young people and women? What can be some of the indicators to monitor and measure to what extent the internet is 'open', especially in relation to sexual rights? What happens when regulation works to instead compromise or infringe on users' sexual rights, including the right to access information, communicate, share knowledge, build communities, exercise control over their personal data, embodiment and spaces? What are some of the mechanisms of redress - both formal and informal - within existing regulatory systems, and how far are they able to respond to these issues? What is needed to ensure that transparency, accountability and a rights-based framework - principles that last year's IGF workshop participants agreed were key - are built into them?&lt;/p&gt;
&lt;p&gt;Drawing from current research initiatives in this area, this workshop aims to facilitate an open dialogue and exchange of ideas, knowledge and best practices to respond to some of the questions above. Research papers will also be commissioned to investigate some of the key questions raised above to initiate debate and discussion prior to IGF, which will be shared at the workshop.&lt;/p&gt;
&lt;p&gt;Which of the five broad IGF Themes or the Cross-Cutting Priorities does your workshop fall under?&lt;br /&gt;Security, Openness and Privacy&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Have you organized an IGF workshop before?&lt;/strong&gt; Yes&lt;br /&gt;&lt;strong&gt;If so, please provide the link to the report&lt;/strong&gt;:&lt;br /&gt;&lt;a class="external-link" href="http://www.intgovforum.org/cms/hydera/IGFBook_the_first_two_years.pdf"&gt;http://www.intgovforum.org/Athens_workshops/Content_Regulation.pdf (2006); &lt;br /&gt;http://intgovforum.org/Rio_event_report.php?mem=19 (2007); &lt;br /&gt;http://www.intgovforum.org/cms/index.php/component/chronocontact/?&lt;br /&gt;chronoformname=Workshopsreports2009View&amp;amp;curr=1&amp;amp;wr=93 (2&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Provide the names and affiliations of the panellists you are planning to invite:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Nadine Moawad, Founder, Take Back The Tech Arabia; Project Leader, EROTICS - Lebanon&lt;/li&gt;&lt;li&gt;Dorothy Atwood, Vice President - Public Policy, and the Chief Privacy Officer of the telecommunications company AT&amp;amp;T, USA&lt;/li&gt;&lt;li&gt;Joy Liddicoat, human rights lawyer and Commissioner with the New Zealand Human Rights Commission.&lt;/li&gt;&lt;li&gt;Clarissa Smith, Member of the Onscenity Research Network; Programme Leader, MA Media and Cultural Studies and MA Film &amp;amp; Cultural Studies, University of Sunderland, UK.&lt;/li&gt;&lt;/ul&gt;
&lt;p&gt;&lt;em&gt;Biographies&lt;/em&gt;:&lt;br /&gt;There are no panelists biographies associated to this workshop at the moment.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Provide the name of the organizer(s) of the workshop and their affiliation to various stakeholder groups&lt;/strong&gt;:&lt;br /&gt;Association for Progressive Communications, Women's Networking Support Programme&lt;br /&gt;Co-organisers: &lt;br /&gt;Centre for Internet and Society&lt;br /&gt;Alternative Law Forum&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Organization&lt;/strong&gt;:Association for Progressive Communications, Women's Networking Support Programme&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Contact Person&lt;/strong&gt;: Jac sm Kee&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;

        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/events/sexual-rights-openness-regulatory-systems'&gt;https://cis-india.org/events/sexual-rights-openness-regulatory-systems&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>praskrishna</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Openness</dc:subject>
    

   <dc:date>2011-04-05T03:59:22Z</dc:date>
   <dc:type>Event</dc:type>
   </item>




</rdf:RDF>
