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    <item rdf:about="https://cis-india.org/internet-governance/what-is-dilligaf">
    <title>What is Dilligaf?</title>
    <link>https://cis-india.org/internet-governance/what-is-dilligaf</link>
    <description>
        &lt;b&gt;On the web, time moves at the speed of thought: Groups emerge, proliferate and are abandoned as new trends and fads take precedence. Nowhere else is this dramatic flux as apparent as in the language that evolves online. While SMS lingo – like TTYL (Talk To You Later) and LOL (Laughing Out Loud)– has endured and become a part of everyday language, new forms of speech are taking over.&lt;/b&gt;
        
&lt;p&gt;“Leetspeak” or “L33t” (derived the word “elite”), for example, incorporate numbers in words, giving geeks their own language. One that they use to bypass firewalls and filters trained to recognize certain words – so in “l33t”-speak, porn becomes Pr0n, and onwards moves mankind.&lt;/p&gt;
&lt;p&gt;These mutations are not permanent: Like organisms, they grow to form new constellations of words and expressions demanding that users keep pace. And while purists have bled their hearts out, lamenting the savage attack on the language and grammar that digital technology has spawned, there is also a recognition of the fact that these linguistic developments are not merely experiments – they capture the spirit of a democratized knowledge system and the opening up of the information highway. User-generated content sites like Wikipedia, YouTube and Tumblr embody these acronyms and attitudes, where any attempt at regulation, control or imposition of authority is usually met with the reply – DILLIGAF (Do I Look Like I Give A F***)?&lt;/p&gt;
&lt;p&gt;DILLIGAFers – people who live a significant part of their lives online – might scoff at older forms of institutional control, but they don’t necessarily live in a space of anarchy, either. For example, academic credentials, institutional affliations and geopolitical location might not bear the same weight on Wikipedia as while writing a book, but there are other ways in which digital rank can be pulled. Your overall Internet experience, editing history and ability to garner mass support for your views are more important in determining your place in Wikipedia’s hierarchy. Any attempt at pulling rank with assets like money, influence or name are casually discarded with succinct exclamations like WTF (What The F***) and BFD (Big F****ing Deal).&lt;br /&gt;&amp;nbsp;&lt;br /&gt;One of the defining characteristics of the DILLIGAF generation is their fiercely independent spirit. While they’re constantly connected and incessantly sharing information, they are also terribly alone. When it comes to searching for information, finding people or exploring the web, personal skills with different digital tools and platforms makes one independent. In fact, one of the deterrents for the less technically inclined to join online communities is the idea that they’re supposed to find their own way as they tread unknown digital paths. Hence, DILLIGAFers often resort to acronyms like RTFM (Read The F***ing Manual) for people (read: the rest of us) who ask for information that can be easily found. And with the rapid Googlization of the world, an obvious question is met with an obvious answer – RTFG (Read The F****ing Google).&lt;br /&gt;&amp;nbsp;&lt;br /&gt;Geeks have invented many interesting and creative acronyms to make their voices heard, and while some of the acronyms predate the Internet, they often capture the irony of online and offline existence. SNAFU (Situation Normal: All F***ed Up), an acronym that supposedly emerged in America during the Second World War, often finds its way into describing the complexity of our lives. The dramatic nature of interactions, the struggle to establish trust and the complex structure of experiences all find voice online. FML (F*** My Life), an acronym as well as a popular networking site, is a sterling example of such a space, where people share stories of how things went wrong for them, allowing other users to rate their stories on a sympathy meter.&lt;br /&gt;&amp;nbsp;&lt;br /&gt;One of the most delicious ironies of the online space is that while irreverence might find a way into acronyms, unnecessary profanity is looked down upon. If you go around swearing on discussion pages, you will immediately be ostracized, and quite possibly asked to STFU (Shut The F*** Up).&lt;/p&gt;
&lt;p&gt;This article by Nishant Shah was&lt;a class="external-link" href="http://www.gqindia.com/content/what-dilligaf"&gt; published in GQ India &lt;/a&gt;on September 4, 2011.&lt;/p&gt;

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

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

   <dc:date>2011-12-01T09:52:53Z</dc:date>
   <dc:type>Blog Entry</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/digital-natives/in-search-of-the-other-decoding-digital-natives">
    <title>In Search of the Other: Decoding Digital Natives</title>
    <link>https://cis-india.org/digital-natives/in-search-of-the-other-decoding-digital-natives</link>
    <description>
        &lt;b&gt;This is the first post of a research inquiry that questions the ways in which we have understood the Youth-Technology-Change relationship in the contemporary digital world, especially through the identity of ‘Digital Native’. Drawing from three years of research and current engagements in the field, the post begins a critique of how we need to look at the outliers, the people on the fringes in order to unravel the otherwise celebratory nature of discourse about how the digital is changing the world.&lt;/b&gt;
        
&lt;p&gt;In this first post, I chart the trajectories of our research at the Centre for Internet and Society (Bangalore, India) and Hivos (The Hague, The Netherlands) to see how alternative models of understanding these relationships can be built.&lt;/p&gt;
&lt;p&gt;The Digital Native has many different imaginations. From the short hand understanding of ‘anybody who is born after the 1980s’ (Prensky, 2001) to more nuanced definitions of populations who are ‘born digital’ (Palfrey &amp;amp; Gasser, 2008), the digital native has firmly been ensconced in our visions of technology futures. From DIY decentralized learning environments to viral and networked forms of engagements that span from the Arab Spring to Occupy Together, the Digital Native – somebody who has grown up with digital technologies (and the skills to negotiate with them) as the default mode of being – has become central to how we see usage and proliferation of new digital tools and technologies.&lt;/p&gt;
&lt;p&gt;Three years ago, when the identity Digital Native was already in currency but before the overwhelming examples that are now so easily available in the post MENA (Middle East-North Africa) world, we asked ourselves the question: “What does a Digital Native look like?” When we started sifting through the literature (published and grey), practice-based discourse and policy, we started spotting certain patterns: Digital Natives were almost always young, white, (largely male) middle class, affluent, English speaking populations who could afford education and were located in developed Information and Communication Technologies (ICT) contexts of ubiquitous connectivity. These users of technology were treated as the proto-type around which digital natives in the ‘rest of the world’ were imagined. The ‘rest of the world’ was not necessarily an exotic geography elsewhere, but often was a person whose relationships with the digital were impeded by class, education, gender, sexuality, literacy etc.&lt;/p&gt;
&lt;p&gt;Moreover, we found that the accounts of Digital Natives that were being discussed across the board were accounts of super stars. They either heralded the digital native as the young messiah who is drastically changing the world, overthrowing governments and building collaborative and participatory structures of openness. Or they feared the digital native as an unthinking, self contained, dysfunctional person who pirates and plagiarizes and needs to be rehabilitated into becoming a civic individual. Very little was said about Everyday Digital Natives – users who, through the presence of digital technologies, were changing their lives on an everyday basis.&lt;/p&gt;
&lt;h3&gt;Other Digital Natives&lt;/h3&gt;
&lt;p&gt;Based on this, we began the quest for the Other Digital Natives – people who did not necessarily fit the existing models of being digital but who often had to strive to ‘Become Digital’ and in the process produce possibilities and potentials for social change and political participation in their immediate environments. This was the first step to discover what being a digital native would be in emerging ICT contexts, where connectivity, access, usage, affordability, geo-political regulation, and questions of the biological and of living would give us new understandings of what a digital native is. This quest for the Other inspired us to work across Asia, Africa and Latin America, to talk to some of the most strident voices in the region who claimed to be digital natives, expressed discomfort with being called digital natives, refused to be called digital natives, and sought to provide critique of the existing expectations of digital nativity. The proceedings from these conversations in the Global South have been consolidated in the book Digital AlterNatives With a Cause? available for free download.&lt;/p&gt;
&lt;p&gt;For this post, I want to look at some of the presumptions in existing understanding of Digital Natives and how we can contest them to build Digital AlterNative identities.&lt;/p&gt;
&lt;h3&gt;Presumption 1: Digital Natives are always young&lt;/h3&gt;
&lt;p&gt;Even if we go by Mark Prensky’s problematic definition that everybody born after the 1980s is a digital native, we must realize that there is a large chunk of digital native users who are now in their thirties. They are in universities, work forces, governments and offices. They have not only grown older with technologies but they have also radically changed the technologies and tech platforms that they inhabit.&lt;/p&gt;
&lt;p&gt;It is time to let go of the Peter-Pan imagination of a Digital Native as always perpetually young. Moreover, we must realize that digital natives existed even before the name ‘Digital Native’ came into existence. There were people who built internets, who might not have been young but were still native to the digital environments that they were a part of.&lt;/p&gt;
&lt;p&gt;Instead of looking at a youth-centric, age-based exclusive definition of a digital native, it is more fruitful to say that people who natively interact with digital technologies – people who are able to inhabit the remix, reuse, share cultures that digitality produces, might be marked as digital AlterNatives.&lt;/p&gt;
&lt;h3&gt;Presumption 2: Digital Natives are born digital&lt;/h3&gt;
&lt;p&gt;It does sound nice – the idea that there were people who were born as preconfigured cyborgs, interacting with interfaces from the minute they were born. And yet, we know that people are taught to interact with technologies. True, technologies often define our own conceptions of who we are and how we perceive the world around us, but there is still a learning curve that is endemic to human technology relationships.&lt;/p&gt;
&lt;p&gt;Because of the ubiquitous and pervasive nature of certain kinds of technology mediated interaction, it is sometimes difficult to look at our habits of technology as learned interactions. Recognizing that there is a thrust, an effort and an incentive produced for people to Become Digital, is also to recognize that there are different actors, players, promoters and teachers who help young people enter into relationships with technologies, which can often be greater than the first interactions.&lt;/p&gt;
&lt;h3&gt;Presumption 3: Digital Natives live digital lives&lt;/h3&gt;
&lt;p&gt;This is a concern voiced by many people who talk about digital natives. They are posited as slacktivists – removed from their material realities and apathetic to the physical world around them. They are painted as dysfunctional screenagers who are unable to sustain the fabric of social interaction and community formation outside of social networking systems. They are discussed as a teenage mutant nightmare that unfolds almost entirely in the domains of the digital.&lt;/p&gt;
&lt;p&gt;But these kinds of imaginations forget that a digital native is not primarily a digital native, or at least, not exclusively digital. Being a digital native is one of many identities these users appropriate. The digital often serves as a lens that informs all their other socio-cultural and political interactions, but it is not an all-containing system. The bodies that click on ‘Like’ buttons on Facebook are also often the bodies that fill up the streets to fight for their rights. The division between Physical Reality and Virtual Reality needs to be dismissed to build more comprehensive accounts of digital native practices.&lt;/p&gt;
&lt;h3&gt;Presumption 4: Connectivity is digitality&lt;/h3&gt;
&lt;p&gt;This is often an easy conflation. It is presumed that once one has constant connectivity, one will automatically become a digital native. Especially in policy and development based approaches, connectivity and access have become the buzzwords by which the digital divide can be breached. However, we have now learned that this one-size, fits-all solution actually fits nobody. Being connected – by building infrastructure and affording gadgets – does not make somebody a digital native.&lt;/p&gt;
&lt;p&gt;The digital native identity needs to be more than mere access to the digital. It involves agency, choice, critical literacy and fluency with the digital media that we live with. So instead of thinking of anybody who is connected as a digital native, we are looking at people who are strategically able to harness the powers of the digital to produce a change in their immediate environments. These changes can range from making personal collections of media to mobilising large numbers of people for political protests. To be digital is to be intimately connected with the technologies so that they can augment and amplify the ways in which we respond to the world around us.&lt;/p&gt;
&lt;p&gt;I offer these as the building blocks of looking at the ‘Other’ of the Digital Natives as we have discursively produced them. From hereon, in my subsequent posts, I hope to drill deeper to locate nuances and differences, concepts and frameworks that we need to map in order to build a digital native model that is inclusive, differential and context based.&lt;/p&gt;
&lt;p&gt;Banner image credit: AFSC Photos &lt;a class="external-link" href="http://www.flickr.com/photos/afscphotos/6266795673/"&gt;http://www.flickr.com/photos/afscphotos/6266795673/&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;This&amp;nbsp;blog post&amp;nbsp;by Nishant Shah was published in &lt;a class="external-link" href="http://dmlcentral.net/blog/nishant-shah/search-other-decoding-digital-natives"&gt;DML central on 24 October 2011&lt;/a&gt;.&lt;/p&gt;

        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/digital-natives/in-search-of-the-other-decoding-digital-natives'&gt;https://cis-india.org/digital-natives/in-search-of-the-other-decoding-digital-natives&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>nishant</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Digital subjectivities</dc:subject>
    
    
        <dc:subject>Researchers at Work</dc:subject>
    
    
        <dc:subject>Digital Natives</dc:subject>
    

   <dc:date>2015-05-14T12:12:24Z</dc:date>
   <dc:type>Blog Entry</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/raw/material-cyborgs-asserted-boundaries-formulating-the-cyborg-as-a-translator">
    <title>Material Cyborgs; Asserted Boundaries: Formulating the Cyborg as a Translator</title>
    <link>https://cis-india.org/raw/material-cyborgs-asserted-boundaries-formulating-the-cyborg-as-a-translator</link>
    <description>
        &lt;b&gt;In this peer reviewed article, Nishant Shah explores the possibility of formulating the cyborg as an author or translator who is able to navigate between the different binaries of ‘meat–machine’, ‘digital–physical’, and ‘body–self’, using the abilities and the capabilities learnt in one system in an efficient and effective understanding of the other. The article was published in the European Journal of English Studies, Volume 12, Issue 2, 2008. [1]&lt;/b&gt;
        
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Download the paper &lt;a href="https://cis-india.org/publications-automated/cis/nishant/material%20cyborgs%20ejes.pdf/at_download/file" class="external-link"&gt;here&lt;/a&gt;&lt;/em&gt;.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Read the original paper published by Taylor &amp;amp; Francis &lt;a class="external-link" href="http://www.tandfonline.com/doi/abs/10.1080/13825570802151504"&gt;here&lt;/a&gt;&lt;/em&gt;.&lt;/p&gt;
&lt;hr /&gt;
&lt;h2&gt;I, the cyborg&lt;/h2&gt;
&lt;p&gt;The cyborg, a combination of hardware, software and wetware, stands as one of the most visible figures of the cybernetic age. A portmanteau of two words: cybernetic and organism, the term cyborg refers to a biological being with a kinetic state that can be transferred with ease from one environment to another, able to adapt to changing environments through technological augmentation. The first living Cyborg to find its way into the human family tree was a rat. Manfred Clynes and Nathan Kline – two astrophysicists, in 1960, thought of a ‘hybrid-organism’ system (a rat with an osmotic pump) that provided biological stability to an organism in response to its constantly changing environment. In their paper in Astronautics they wrote:&lt;/p&gt;
&lt;blockquote&gt;For the exogenously extended organizational complex ... we propose the term ‘cyborg’. The Cyborg deliberately incorporates exogenous components extending the self-regulating control function of the organism in order to adapt it to new environments. (Clynes and Kline, 1960: 1)&lt;/blockquote&gt;
&lt;p&gt;Notwithstanding this, the cyborg is most commonly thought of in a futuristic vein, escaping the confines of the physical body and recreated through various digital forms like databases, networks and archives.&lt;/p&gt;
&lt;p&gt;With the emergence of the WorldWide Web, the cyborg has strategically evolved in our imaginations as a metaphor of our times.We are already in the age where the ‘first living cyborg’ (Warwick, 2000: 15) has announced his arrival. In his autobiography I, Cyborg, Stephen Warwick, a professor of cybernetics and robotics, unveils how he became the first human cyborg through a series of path-breaking experiments. He begins his narrative by saying, ‘I was born human. But this was an accident of fate – a condition of time and place. I believe it’s something we have the power to change’ (Warwick, 2000: 5). Cybercultures theorist David Bell, on the other hand, especially with the proliferation of new digital technologies, in his preface to The Cybercultures Reader, locates the cyborg in ‘the crucial mechanics of urban survival’ (Bell, 2000: xxi) that produce everyday cyborgs through digital transactions and technologically augmented practices. Sherry Turkle, looking at the experiments in genetic engineering and reproductive practices, traces the processes of ‘cyborgification’ in the production of ‘techno-tots’ (Turkle, 1992: 154) – a new generation of designer babies who have been augmented by technology to have the perfect genetic composition.&lt;/p&gt;
&lt;p&gt;In this paper, I seek to explore the possibility of formulating the cyborg as an author or translator, who is able to navigate between the different binaries of ‘meat– machine’, ‘digital–physical’, ‘body–self’, using the abilities and the capabilities learnt in one system in an efficient and effective understanding of the other. What does the cyborg as a translator add to our understanding of the processes of translation? If we were to examine the formation of a cyborg identity embedded in the digital circuits of the World Wide Web, what is the text of translation? What are the translated objects? Who performs these translations? Is the user the omnipotent translator who brings to this site, her special knowledge of distinct systems to make meaning? When inflected by technology, does the process of translation, performed by the cyborg, enter into realms of incomprehensibility which get translated as illegality? How does the figure of the translating cyborg enable an analysis of the cyborg as materially bound and geographically contained, rather than the earlier ideas of the cyborg as residing in a state of ‘universal placelessness’ (Sorkin, 1992: 217)?&lt;/p&gt;
&lt;h2&gt;Configuring the cyborg as a translator&lt;/h2&gt;
&lt;p&gt;The cyborg, as fashioned by science fiction narratives, cinema and cartoons, conjures images of human–machine hybrids and the physical merging of flesh and electronic circuitry. Different representations of the cyborg abound in science fiction narratives in print, film, animation and games, from reengineered human bodies showcasing fin de millennia nostalgia for large robotic machines of power and strength to sleek and suave microchip-implanted silicon-integrated human beings who work in their artificially mutated enhancements. The cyborg has covered a wide imaginative range from looking at a happy human–machine synthesis to a degenerate human body made grotesque by machinistic implants to a rise of a potent cyborg community that threatens to overcome the human world of biological certainty and mortality. Some of the most famous instances of cyborgs in popular narratives illustrate this wide spectrum; from Maria the robot in Metropolis (Fritz Lang, 1927) to Lara Croft in the The Tomb Raider series (Toby Gard, 1996); from Case in William Gibson’s Neuromancer (1984) to Mr Anderson a.k.a. Neo in The Matrix Trilogy (The Wachowski Brothers, 1999–2003); from Johnny Quest (Hannah-Barbara Cartoons, 1996–7) in the eponymous animated series to avatars created on social networking sites and MMORPGs &lt;a name="fr2" href="#fn2"&gt;[2]&lt;/a&gt; like Second Life.&lt;/p&gt;
&lt;p&gt;However, with the popularization and democratization of new digital technologies of information and communication (ICTs), we see a certain evolutionary production of the cyborg as an increasing number of people interact with digital spaces and sites and adopt mobile gadgets of computation and information dissemination as an extension of their bodies. The cyborg, as imagined within the digital realms of cyberspace, is imagined differently from the more hyper-real, hypervisible constructs within the fictional narratives.&lt;/p&gt;
&lt;p&gt;Arjun Appadurai (1996), in his formulation of post-electronic modernity, explores how electronic media offer new everyday resources and disciplines for the imagination of the self and the world. He argues that the individual body and its ownership are wedded to the logic of capitalism and the notion of ownership that characterized most of the twentieth century. Appadurai suggests that the body becomes a site of critical inquiry and contestation because a capitalist state grants the individual the rights to his/her body and the choice to fashion that body through consumption patterns. When talking of Technoscapes &lt;a name="fr3" href="#fn3"&gt;[3]&lt;/a&gt;, Appadurai posits the idea of a technologically enhanced sphere of activities and identity formation that defy the processes of capitalism and produce new instabilities in the creation of subjectivities.&lt;/p&gt;
&lt;p&gt;Cyberspace has become such a site where the individual body, marked in its being (genetically, biologically, socially and culturally) and circumscribed by the (physical, reluctant and cumbersome) space, can free itself from the relentless materiality of a capitalist set of reference points, to create a truly global self and a universally accessible space. Katie Hafner and Matthew Lyon, in their comprehensive history of the origins of the web, mention how in 1968 Joseph Carl Robnett Licklider and Robert Taylor, who were research directors of the United States of America’s Department of Defense’s Advanced Research Projects Agency (ARPA) and who also set in place the first online community (ARPANET), prophesied that online interactive communities ‘will consist of geographically separated members, sometimes grouped in small clusters and sometimes working individually. They will be communities not of common location but of common interest’ (Hafner and Mathew, 1996: 44). This prophesy was realised by the end of the twentieth century, as scholars announce the construction of the ‘discontinuous, global agoras’ (Mitchell, 1996: 27) and the arrival of the new commons shaped within the technoscapes of the internet. The imagination of the internet as the new public sphere of communication, interaction and collaboration also brought into focus the skills that a cyborg requires in order to materially exist on the intersections of various domains. Donna Haraway, in her seminal essay ‘A cyborg manifesto’ (1991), posited one of the most influential imaginations of the cyborg as residing in the ‘optical illusion between social reality and science fiction’ (Haraway, 1991: 151) Haraway’s cyborg hints at the possibility of imagining the cyborg as a translator:&lt;/p&gt;
&lt;blockquote&gt;The cyborg is resolutely committed to partiality, irony, intimacy, and perversity. It is oppositional, utopian and completely without innocence. No longer structured by the polarity of public and private, the cyborg defines a technological polis based partly on a revolution of social relations in the oikos, the household.&lt;br /&gt;(Haraway, 1991: xxii)&lt;/blockquote&gt;
&lt;p&gt;This cyborg, in the blurring of the public and the private, in the diffusion of the physical and the virtual, and in the yoking together of economic practices and social identities, becomes an agential subjectivity that translates one system into another, using the referents of meaning making and processes of knowledge production in one system for deciphering and navigating through the other system. Haraway’s cyborg is a willing and conscious extension; an illustration of what Judith Butler, in Bodies That Matter (1993) calls the ‘performative’, thus infusing the figure of the cyborg with the ability to negotiate with its immediate environment and shape it through the material practices it engages with. The cyborg as a translator, thus has an interesting role as a mediator between the two systems. The cyborg no longer makes the distinction between an original and a translated text – the two systems occupy equal and often contesting zones of reality and authenticity for the cyborg.&lt;/p&gt;
&lt;p&gt;Sandy Stone, in her anthropological study on technosociality – the technologised social order that emerges with ICTs and the social order of the technologised communities – emphasizes this very critical role of the cyborg:&lt;/p&gt;
&lt;blockquote&gt;In technosociality, the social world of virtual culture, technics is nature. When exploration, rationalisation, remaking, and control mean the same thing, then nature, technics, and the structure of meaning have become indistinguishable. The technosocial subject is able successfully to navigate through this treacherous new world. S/he is constituted as part of the evolution of communication and technology and of the human organism, in a time in which technology and organism are collapsing, imploding, into each other.&lt;br /&gt;(Stone, 1991: 81)&lt;/blockquote&gt;
&lt;p&gt;Stone’s idea of the cyborg as collapsing the binary between the organism and technology is indicative of how the cyborg, in its processes of translation, reproduces both the worlds, and in fact allows for a dual process of translation between the two so that systems implode to form a complex set of references that determine the meanings of the text. This dual process of translation produces a critical episteme to revisit the notion of translation where the skills of the translator and the figure of the translator are generally looked upon as residing in a nuanced and close reading of the original text and the interpretative techniques by which it is reproduced in the ‘new’ or translated text, making sure that the original gets suffused with the meaning and ironies of the other language. Stone also adds to Haraway’s conception of the cyborg as she recognizes another distinction that the cyborg as a translator blurs in its being – the distinction between technique and the structure of meaning.&lt;/p&gt;
&lt;p&gt;The cyborg as a translator, because it produces its identities through the same techniques that it produces the translated texts, internalizes the very techniques of translation. However, this process of internalization, instead of making the techniques invisible, foregrounds them as essential to the comprehension and understanding of the meanings which have been produced in this dual process of translation. The next section of this paper does a close reading of an instance of particular cyberspatial form – the social networking systems – to illustrate the dual processes of translation and the textuality of the texts involved.&lt;/p&gt;
&lt;h2&gt;Lost in translation&lt;/h2&gt;
&lt;p&gt;Both Haraway and Stone imagine the cyborg in a process of self-authorship through the interaction with the digital technologies. However, both of them only deal with the conceptual category of the cyborg and do not really examine the specific practices that this cyborg produces. Within cyberspaces, social networking systems, blogs, MMORPGs, multiple user dungeons (MUD), discussion boards, media sharing platforms, p2p networks &lt;a name="fr4" href="#fn4"&gt;[4]&lt;/a&gt;, etc., all create different conditions within which the physical users, through their digital avatars, interact with each other and form complex models of social networking and personal narratives. In this section I look at the notion of this self-authoring cyborg, embedded in the social networking system of ‘Orkut’, to illustrate and examine the discussions in the preceding section.&lt;/p&gt;
&lt;p&gt;Orkut, a Google project, is one of the most thriving social networking systems that allows people to reacquaint themselves with people they have known in the past – friends, colleagues, acquaintances, family – who might be distributed across geography and lifestyles. Orkut also enables people with similar interests to form communities and interact, network and form new relationships with strangers in an unprecedented fashion. Orkut follows the AmWay &lt;a name="fr5" href="#fn5"&gt;[5]&lt;/a&gt; Economic model for its social networking, whereby an individual person inherits the friends of friends, thus often connecting themselves down more than 50 levels of friendship. Such a connection, such possibilities of networking, and the overall feeling of belonging to a dynamic, ever-growing network, gives the users a heady rush of emotions, using Orkut for various personal and professional reasons – from dating to holding meetings, from public performances to professional networking.&lt;/p&gt;
&lt;p&gt;Most users within Orkut find themselves members of communities which are created around themes, hobbies, issues, ideas, movies, heroes, idols, books, religions, universities and schools, organizations, institutions, subjects, disciplines and music. One of the pre-requisites for using the various services on Orkut to their full potential is the creation of a profile. The profile, unlike a personal ad, is a concentrated effort at translating the ‘physical’ self of the person into ‘digital’ avatars that refer to the ‘original’ user behind the profile. Because of the pseudonymous nature of cyberspatial interactions, there is also an extra effort at making these avatars more verifiable, more real and more trustworthy. As an increasing number of users use social networking systems to find friends, to connect with partners and form communities that often translate back into the physical world, they spend a lot of effort on their profiles, trying to simulate (or translate) their personal identities and ideas into the digital world.&lt;/p&gt;
&lt;p&gt;Most users put pictures of their face, along with populating their own virtual photo album with pictures of their pets, partners, friends, family and places they have visited. Profiles often change, adding ‘new pictures uploaded’ as a caption, to invite friends to visit their space and find out what is new about their virtual lives. Users can also keep track of all the changes that the people in their networks are making to their profiles, thus giving the sense of a fluid and a changing persona rather than a static description. Applications which allow the users to track birthdays, special dates, online calendars and the important events in their friends’ lives, add to the nature of communication and interaction. Most profiles have a fairly detailed narrative, using poetic imagery, exaggerated style, witticisms and pop philosophy to translate the person behind the screen. The profiles are also filled with their favourite activities, TV shows, music and books. This process of mapping a virtual body and producing texts of the physical body is the first level of translation that the users perform. The model of cyborgs that Haraway and Stone posit look upon the possibility of role playing, of fantasy, of adaptation and of authoring the self, in this process of cyborgification, as extremely liberating and subversive.&lt;/p&gt;
&lt;p&gt;The social networking system and the related profiles also draw our attention to the dynamic interactions of the translated self within the digital domains. Through a metonymic process, the digital profile – the translated self – comes to stand in for the bodies of the users who not only create the translated self but also mark it with desires and aspirations. The translated self is largely under the control of the physical body. And yet, there are several ways in which the translated self does not allow for the physical body to emerge as the original, the authentic or the primary self within the dynamics of this site. On the one hand, it is the physical body of the user that authors the digital self, and hence it should be looked upon as the primary or the authentic text. On the other hand, the interactions that happen within the social networking system are interactions of the authored/translated self. The responses that the profile receives, the way in which the self is represented, the techniques used to engage with more people or invite strangers to communicate, are all the practices of the digital self.&lt;/p&gt;
&lt;p&gt;Within Orkut, the profile of the person is bound to the physical body of the user behind the profile. While it is of course necessary to invoke a virtual avatar, because of the nature of social networking with people one already knows or has known, there is a certain disinvestment of fantasy within Orkut. Several users select pseudonyms which allow them to remain totally anonymous, but most of them have a visible face which tries to approximate their real-life persona online. Unlike the circuits of blogging or role playing games, Orkut emphasizes the need to be a ‘real’ person, thus validating its unique feature of ‘scrapping’. By employing it, users are encouraged to publicly perform their intimacies and relationships, which can be easily documented and tracked by others outside the one-to-one interaction. Thus, there seems to be a specific need to narrativize the self though the profile and the various functionalities available on Orkut. Members of the Orkut community are encouraged to think of themselves as part of a larger database – transmutable, transferable sets of data which they have authored for themselves – and can mobilize their virtual self across different networks to enhance their sense of social interaction and networking.&lt;/p&gt;
&lt;p&gt;Also, the digital self is not translated solely by the physical user. Orkut has a feature of testimonials where the people in the networks of the translated self, also author opinions, observations and endorsements for the profile. Moreover, the public nature of communication and the archiving of this, add to the meaning and the functioning of this translated self. This production of the meta-data introjects the translated self into a circuit of meaning making and producing narratives that is beyond the scope of the physical body. Thus, there is a strange tension between the physical body of the user and the translated self that the user produces, which leads to the emergence of a cyborg identity. The cyborg is neither the physical body nor the translated digital self. It resides in the interface between the two, each constantly referring to the other, creating an interminable loop of dependence. The cyborg, because it is produced by the very technologies of the two systems that it is straddling, makes these techniques or the technologisation of the self synonymous with the processes of producing the narratives or making meaning.&lt;/p&gt;
&lt;p&gt;This production of narratives of the self through different multimedia environments is not simply a process of writing biography or making self-representations. The users on Orkut (as well as other social networking sites like MySpace or blogging communities like Livejournal) are authoring avatars or substitute selves which are intricately and extensively a part of who they are. These translated selves do not live independent lives, but are firmly entrenched in the physical body and practices of the users. While there is a certain flexibility in the scripting of the avatar, the projections are more often than not premised upon the possibility of a Real. The avatars are also scripted as engaging in extremely mundane and daily activities to create verisimilitude and to map the physical body on to the avatar. To leave status messages like ‘stepped out for lunch’ or ‘Working really hard’ or ‘I am bored, entertain me’ is common practice for the users. As increasingly more users stay connected but are not always present on these digital platforms, they also let the avatars ‘sleep’ or ‘eat’ or ‘go away for some time’, synchronizing the avatar’s actions with their own.&lt;/p&gt;
&lt;p&gt;A look at many other similar sites like blogging communities on ‘Livejournal’, or dating communities like ‘Friendster’, can give us an idea that the first stage in authoring a cyborg rests in creating these profiles, or avatars. Users spend an incredible amount of time trying to create for themselves the best avatars, which will be continued projections of the self. These tend to rely mainly on the visual component, as in games like ‘Second Life’ and chatting platforms like ‘Yahoo!’, but they can also rely on a combination of visual and verbal elements. Thus, the cyborg starts a process of translation whereby both the physical body and the translated self are distilled into data sets that get distributed across different practices and platforms, changing continuously and feeding into each other. Thus, just the first step of translation – the translation of the physical body into the digital avatar – is already a complex state, where we it is not as if the cyborg exists ex-nihilo and then translates from one system to the other but that the cyborg is produced in this very process of translation. Moreover, the translated text is not simply the sole authorship of the cyborg but has other players, who are a part of either of the systems, adding meanings and layers to the text.&lt;/p&gt;
&lt;p&gt;The second step in this process is a reverse translation. Even within role playing games, where the alienation of the avatar from the body reaches its highest levels, there is an invested effort on the part of the gamer to provide physical and material contexts to the imagined bodies which they have created. Mizuki Ito (1992), in her work about online gamers, looks at how, with an increased investment in the digital lives, users tend to shape their own physical selves around their projected avatars. Many chronic users of cyberspaces have their language, their social interaction and even the way they dress and behave affected by their practices online. Sherry Turkle, in her analysis of the MUD world in Life on the Screen (1996), points out that an increasing number of users start looking upon their screen lives as a constitutive part of their reality rather than an escape from it.&lt;/p&gt;
&lt;blockquote&gt;A computer’s ‘windows’ have become a potent metaphor for thinking about the self as a multiple and distributed system. The hypertext links have become a metaphor for a multiplicity of perspectives. On the internet, people who participate in virtual communities may be ‘logged on’ to several of them (open as several open-screen windows) as they pursue other activities. In this way, they may come to experience their lives as a ‘cycling through’ screen worlds in which they may be expressing different aspects of self.&lt;br /&gt;(Turkle, 1996: 43)&lt;/blockquote&gt;
&lt;p&gt;In another essay, titled ‘Playblog: Pornography, Performance and Cyberspace’ (Shah, 2005), I illustrate how the process of ‘reverse embodiment’ takes place in the lifecycle of bloggers. This process entails a mapping of the translated avatar on to the physical body of the users. This process of reverse translation often leads to the users abandoning their avatars, cutting down on their public presence or sometimes actually committing ‘digital suicides’, killing their own selves to start new identities and networks. Julian Dibbell, in his celebrated essay, ‘A Rape Happened in Cyberspace’ (1994) looks at the dynamics of this reverse mapping or inverted translation as well. Dibbell was witness to one of the most popular cases of ‘digital violence’ in the late 1990s, when in an MUD, a particular user called Dr Bungle, devised a ‘voodoo doll’ on the Lambda MOO MUD, which gained control over two of the other users, making them enter into a series of involuntary sexual acts of deviousness and perversion, in a public ‘room’ where all the other users could see them. What might be looked upon as a simple gaming aesthetic of a more powerful player taking over the avatars of two players with lesser power became a topic of huge discussion as the physical users behind the translated avatars complained of feeling violated and ‘raped’. This claim had very serious consequences because it no longer allowed for a linear notion of the physical body being translated into a digital avatar but insisted that the translated avatar is always, because of the users’ emotional involvement but also because of the practices that the avatar initiates, mapped back on to the body of the physical user. This is a process of reverse embodiment where the presumed ‘original’ is now re-shaped and re-configured to suit the translated object. Such a phenomenon is perhaps possible only in the domains of the cyberspace. Also, the cyborg, generally presumed as residing in the physical body, is now relocated in this two-way process, at the borders where it not only facilitates meaning but also realizes itself in the process of facilitation.&lt;/p&gt;
&lt;p&gt;The digital transactions in which the users within such spaces engage have huge social, economic and cultural purport. The authoring of these selves, of these digital avatars, leads to the idea of the cyborg as not simply a synthesis – a site upon which the synthesis happens – but as a dynamic situation in which all subjects participate, producing and supporting its own identity. The cyborg exists in the interstices of the different oppositions of the real and the virtual, the physical and the digital, the temporal and the spatial, the biological and the technological. Moreover, the cyborg does not reside simply within the digital domains but becomes and embodied technosocial being, with a material body that enters into other realms of authorship and subjectification. It is necessary to recognize that the cyborg is not simply a self authored identity but is also subject to various other realms of governance. These material cyborgs, then, assert the need for the body as central to their imagination.&lt;/p&gt;
&lt;p&gt;This bounded cyborg is also subject to the territories that it resides within. The last section of the paper looks at the State as a critical part of the production of these material cyborg identities and analyses how the incomprehensibility of this particular identity reproduces it in a condition of illegality, rescuing it from the boundless universal imagination and reasserting the geographical and the territorial boundaries that the cyborg exists within. In this particular analysis, because of my own familiarity with the context and also because new digital technologies are still emerging and unfolding into new forms in India, I shall speak specifically of the Indian State but hope that the particular case that I analyse shall have resonances for other geo-cultural and socio-political contexts as well.&lt;/p&gt;
&lt;h2&gt;The state of the cyborg&lt;/h2&gt;
&lt;p&gt;The cyborg, thus residing on the interstices of so many different paradigms, can no longer be limited to aesthetized representations and narratives, but is becoming a part of everyday practices of global urbanism. The range of human–machine relationships is diverse and increasingly varied. We might not be complete cyborgs but we do deal with ‘intimate machines’ (Turkle, 1996: 142) and live in ‘cyborg societies’ (Haraway, 1991: 179). The cities where we we live constantly remind us of the machinations we are dependent on; sometimes they blind us of our dependence on the technology, sometimes they make it starkly visible. Different organizations like the Military, Space Studies, Medicine, Human Research and Education are using new forms of organism–technology interactions in the increasingly urbanised world. Just like the interactions of the translated avatara and the physical users, David Bell and Barbara Kennedy, in their introduction to The Cybercultures Reader, look at the interactions with various different technologies of communication and transport, and posit the notion of an ‘Everyday Cyborg’ that gets produced in everyday practices:&lt;/p&gt;
&lt;blockquote&gt;Taking Viagra, or [using] a pacemaker, or riding a bike, or withdrawing cash from an ATM, or acting out [our] fantasies as Lara Croft in the latest Tomb Raider game or as a Nato bomber pilot blitzing Kosovo, or anyone watching footage from Kosovo live on the late-night news.&lt;br /&gt;(Bell, 2000: ix)&lt;/blockquote&gt;
&lt;p&gt;In their list, the authors are more interested in looking at human–machine interaction and making historical continuities to the production of a technosocial identity or a cyborg self. This ‘naturalized’ cyborg robs the cyborg of its criticality or importance. It seems to posit the cyborg as simply a coupling of organism and machine, and hence a benign cultural formulation which can now be decontextualized and analysed in the digital domains. The cyborg as a translator – initiating a complex and intricate set of relationships between the different systems of meaning making that it&lt;/p&gt;
&lt;p&gt;straddles – questions this trvialization of the cyborg and instead helps produce the cyborg identity as an epistemological category which needs to be analysed to see the processes that produce it and the crises it produces in the pre-digital understanding of text and textuality.&lt;/p&gt;
&lt;p&gt;It is with these questions that I begin the analysis of what has popularly been dubbed as the ‘Lucknow Gay Scandal’ in India. In India, under the Section 377 of the Indian Penal Code, as a part of larger ‘Unnatural Sex Acts’, homosexual activity is a punishable offence &lt;a name="fr6" href="#fn6"&gt;[6]&lt;/a&gt;. However, the reading of this particular act has always been invoked in dealing with the act of same-sex sexual behaviour and not to punish a particular identity. However, when the queer rights and gay collectives started gaining momentum because of the rise of digital technologies (Singh, 2007), the production of the queer cyborg produced an anxiety about the fantasies, the digital avatars and the material practices of the users behind the avatars. In January 2006, policemen in the city of Lucknow, masquerading as gay men, registered with a popular queer dating website called ‘Guys4men’. Explicitly a gay dating site, it allows users to create their profiles, add pictures and text, translate their personal data in a scripted space, exchange messages and chat. Like the earlier discussed social networking sites, Guys4men also allows users to search and befriend each other, encouraging public discussions and arranging for physical encounters at a personal or a collective level.&lt;/p&gt;
&lt;p&gt;These policemen created profiles and listed themselves as gay men, to start interacting with the members of the site. They solicited sex and meetings and finally invited five men to come and meet them in a public garden in Lucknow. When four of the five men turned up for the rendezvous, they were arrested on charges of obscenity, of soliciting sex in public and engaging in homosexual fantasies. The media reported this as ‘Gay Club Running on the Net Unearthed’ (The Times of India, 5 January 2006). The website was looked upon as a physical space where people indulged in ‘unnatural sex acts’.&lt;/p&gt;
&lt;p&gt;The four men were punished, not for anything that they did in public or in the physical world but for their projected fantasies online. They were publicly humiliated, exhibited to the media as a ‘homosexual coup’ and put under arrest by the police. While a large part of the political society in India erupted in fury at the gross violation of the human rights and the punishment of fantasies, leading to a raging court case which still has not found resolution, what this paper hopes to glean from this particular case are four interesting points. Firstly, three of the four men, in their physical existence, were married and had children. They were not suspected to have homosexual inclinations by their family or friends, to whom this came as a huge shock. The evidence of the material practices of their physical bodies was not looked upon as strong enough to acquit them. Secondly, the policemen who were luring these men towards a homosexual encounter were themselves projecting similar fantasies. However, as theirs were sanctioned by some high authority, they gained validity and were not to be punished. It was almost as if the fantasies and the avatars that the policemen had were legitimate, sanctified translations of their selves, which made them different. Thirdly, while the men were caught in the physical meeting space, the charges against them were all based on their online activities. What was being produced was not even the act of translating their physical bodies into digital avatars. What was at stake in the particular case was the fact that, in the processes of translation, a reverse translation was also set into place, where the digital avatars and the circuits of consumption and interaction that these avatars entered into were mapped on to the physical bodies, reconfiguring them and marking them as queer. The men were punished not because they claimed a queer identity or because they had fantasies online which did not subscribe to the State’s directive. These men were being punished for the production of a cyborg self – a self which on the one hand was contained by the physical bodies of the users, thus subject to the processes of governance and administration applicable in the geography that they are located in, and on the other hand produced by the imagined selves – the translated avatars which reside outside of the geo-territorial regimes. It is this production of the queer cyborg, residing on the boundaries of sexuality, of nationality and subjectivity that was sought to be punished in this particular case.&lt;/p&gt;
&lt;p&gt;On the whole, this case seems to prove that there is a very definite move, on the part of the State, towards the recognition of online avatars as not only extensions of the self but as more powerful identities than the physical self. The State imagines the users of cyberspace as ‘real’ cyborgs and conceives their online activities, fantasies and role-plays as punishable offences. The State also recognizes their translated selves – their datasets that they authored – as verifiable proof of their existence and actions online. The story of the Lucknow incident brings to the fore the possibility that there might also be reluctant cyborgs. The notion of the translator is always somebody who is in a conscious condition of deploying knowledge in order to bridge the gap between different paradigms. However, as the digital world becomes more democratic and becomes a part of our daily transactions, an increasing number of users enter into conditions of translation which they might not recognize as translation. It is also imaginable that a large number of users might resort to the cyberspace to reach a particular aim, without wishing to produce any elaborate narratives of themselves. They might be completely unaware of the processes of reverse translation which follow. However, because of the State’s investment in digital technologies and its infrastructures, individuals get authored as cyborgs, having to take responsibility for their actions and fantasies online, against their will and outside of their knowledge.&lt;/p&gt;
&lt;p&gt;The implication of the State or other State-like bodies in the production of these cyborg identities and texts makes us aware of the fact that processes of translation are not simply about the intention and the effort of the translator, but are also severely embedded in the techniques used for translation and the contexts within which the translator and the translated identities are produced. In earlier discussions of testimonials and scraps on Orkut or commentating and editing on blogging platforms, we had already looked upon how the translated text, even when it is a self-narrative, on the digital interfaces, is already a product of multiple authorships and can no longer be attributed to a single individual translator. Similarly, the cyborg identity that is produced in the processes of translation – the cyborg as a translator – is also not a product of individual desire or intention but is often brought into being through the various other players within the internet as well as within the physical contexts of the users.&lt;/p&gt;
&lt;h2&gt;Why cyborg?&lt;/h2&gt;
&lt;p&gt;The everyday embodied cyberspace cyborg thus becomes subject to the state as well as the technology. People who enter the digital matrices are made accountable for their actions and travels in cyberspaces. There is an increased anxiety around monitoring these processes of translation, of reverse translation and production of translated cyborg identities that are becoming such an integral part of cyberspatial platforms.&lt;/p&gt;
&lt;p&gt;The virtual avatars are re-mapped onto the body of the user, thus reconfiguring the notion of the self and the body. The state, through its efforts, becomes a major player in the authoring of the cyberspace cyborg. Other surveillance technologies like Close Circuit Television (CCTV) for instance, also produce unwilling or unwitting technologized narratives of the users caught under the camera. It is possible to use CCTV in public spaces and capture users in different actions which they can be held responsible for later. However, the cyberspace cyborg differs significantly from this model because the users of cyberspace are willing participants of the spaces which they occupy.&lt;/p&gt;
&lt;p&gt;The positing of the cyborg as a translator and as an identity that emerges out of translation practices defines a clearer role for translation and a larger definition for translation as it gets inflected by digital technologies. Instead of the universal hyperreal agent, the cyborg as a translator emphasizes one of the fundamental principles of understanding translation – the context of the translator, the agential negotiations of the translator with the original text, the processes by which the self of the translator get produced and the importance of the technologies within which the translation occurs. The collaborative nature of digital technologies and cyberspatial forms illustrates how the process of translation is not singular and that the relationship between the presumed original and the translated text also need to be re-visited. However, more that anything else, the cyborg as a translator makes it clear that the translated text is not produced in isolation or by a single author. There are various contributions that emerge from the networks within which the cyborg translator operates and from the different technologies of governance that the cyborg translators as well as the translated texts are subject to. On the other hand, to the body of cybercultures which has sustained interest in the production and imagination of the cyborg, the cyborg as a translator offers a different way of locating the cyborg identity – not as an identity produced through cyberspaces, but as an embodied cyborg that emerges as an epistemological category to explain the processes of collaboration, sharing, collective authoring and possession of the new digital spaces.&lt;/p&gt;
&lt;h2&gt;Notes&lt;/h2&gt;
&lt;p&gt;[&lt;a name="fn1" href="#fr1"&gt;1&lt;/a&gt;] This paper owes huge intellectual and emotional debt to Rita Kothari who first invited me to contribute to this issue, helping me formulate the germ of the idea and to Elena Di Giovanni who has been an extremely patient editor, guiding me through the many drafts that gave shape to this final version.&lt;/p&gt;
&lt;p&gt;[&lt;a name="fn2" href="#fr2"&gt;2&lt;/a&gt;] MMORPG – Massively Multiple Online Role – playing game is a genre of gaming in which a large number of players interact with one another in a virtual world. The MUDs that Sherry Turkle studied can be looked upon as the direct antecedents to MMORPGs like Second Life and War of Warcraft – two of the most popular gaming platforms in current times.&lt;/p&gt;
&lt;p&gt;[&lt;a name="fn3" href="#fr3"&gt;3&lt;/a&gt;] Technoscapes are the landscapes of technology. They refer to technology as both high and low, informational and mechanical, and the speed at which it travels between previously impassible boundaries. Appadurai uses the idea of Technoscape to imagine a fluid and transmittable topography of technology, where the different transactions and the identities formed online have material consequences in economic flows and societal formations. The cyborg thus produced actively chooses and negotiates its identity. Identities are no longer solid, but become fractured, in that we no longer have to choose the identities or accept the ideas of the local community. We are actively choosing our programming based on that which is available to us. While the cyborg may choose to act in a manner most appropriate or relative to the cultures and geographies it is embedded within, that is no longer the only programming option available to it and many are choosing to look beyond their own cultural arenas.&lt;/p&gt;
&lt;p&gt;[&lt;a name="fn4" href="#fr4"&gt;4&lt;/a&gt;] P2P networks – peer-to-peer networks – inherit the cyberspatial aesthetics of decentralized networks; of nodes being distributed across the circuits of the internet and talking to each other, collaborating in projects, sharing information and exchanging digital material. The p2p networks have been under severe focus because they allow for unmonitored piracy and exchange of information&lt;/p&gt;
&lt;p&gt;[&lt;a name="fn5" href="#fr5"&gt;5&lt;/a&gt;] AmWay emerged in the 1960s as the first of its kind of multi-level marketing company where the individuals inherit each other’s customers and profits through a simple system of multi-directional networking.&lt;/p&gt;
&lt;p&gt;[&lt;a name="fn6" href="#fr6"&gt;6&lt;/a&gt;] The Wikipedia entry for IPC Section 377 reads: ‘Homosexual relations are technically still a crime in India under an old British era statute dating from 1860 called Section 377 of the Indian Penal Code which criminalises ‘‘carnal intercourse against the order of nature.’’ Since this is deliberately vague in the past it has been used against oral sex (heterosexual and homosexual), sodomy, bestiality, etc. The punishment ranges from ten years to lifelong imprisonment’. The relevant section reads: ‘Whoever voluntarily has carnal intercourse against the order of nature with any man, woman or animal, shall be punished with imprisonment for life, or with imprisonment of either description for a term which may extend to ten years, and shall also be liable to fine’.&lt;/p&gt;
&lt;h2&gt;References&lt;/h2&gt;
&lt;p&gt;Appadurai, Arjun (1996). &lt;em&gt;Modernity At Large&lt;/em&gt;. New Delhi: Oxford UP.&lt;/p&gt;
&lt;p&gt;Bell, David (2000). ‘Introduction I Cybercultures Reader: a User’s Guide’. &lt;em&gt;The Cybercultures Reader&lt;/em&gt;. Eds David Bell and Barbara M. Kennedy. London and New York; Routledge.&lt;/p&gt;
&lt;p&gt;Butler, Judith (1993).&lt;em&gt; Bodies That Matter: On the Discursive Limits of ‘Sex&lt;/em&gt;’. New York: Routledge.&lt;/p&gt;
&lt;p&gt;Clynes, Manfred and Nathan Kline (1960). ‘Cyborgs in Outerspace’ 20 November 2002. &lt;a href="http://search.nytimes.com/library/cyber/surf/022697surf-cyborg.html"&gt;http://search.nytimes.com/library/cyber/surf/022697surf-cyborg.html&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;Dibbell, Julian (1994). ‘A Rape in Cyberspace, or How an Evil Clown, a Haitan Trickster Spirit, Two Wizards, and a Cast of Dozens Turned a Database into a Society’.&lt;em&gt; The Village Voice&lt;/em&gt;.&lt;/p&gt;
&lt;p&gt;‘Gay Club Running on Net Unearthed’. &lt;em&gt;The Times of India&lt;/em&gt;. 5 January 2006. &lt;a href="http://timesofindia.indiatimes.com/Cities/Lucknow/Gay_club_running_on_Net_unearthed/articleshow/msid-1359203,curpg-2.cms"&gt;http://timesofindia.indiatimes.com/Cities/Lucknow/Gay_club_running_on_Net_unearthed/articleshow/msid-1359203,curpg-2.cms&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;Gibson, William (1994). &lt;em&gt;Neuromancer&lt;/em&gt;. New York: Ace Books.&lt;/p&gt;
&lt;p&gt;Hafner, Katie and Mathew Lyon (1996). &lt;em&gt;Where Wizards Stay up Late: The Origins of the Internet&lt;/em&gt;. New York: Simon and Shuster.&lt;/p&gt;
&lt;p&gt;Haraway, Donna (1991). ‘A Cyborg Manifesto: Science, Technology, and Socialist-Feminism in the Late Twentieth Century’. &lt;em&gt;Simians, Cyborgs, and Women&lt;/em&gt;. New York: Routledge, 149–81.&lt;/p&gt;
&lt;p&gt;Ito, Mizuko (1992). ‘Inhabiting Multiple Worlds: Making Sense of SimCity2000TM in the Fifth Dimension’. &lt;em&gt;Cyborg Babies: From Techno-Sex to Techno-Tots&lt;/em&gt;. Eds Robbie Davis-Floyd and Joseph Dumit. New York: Routledge.&lt;/p&gt;
&lt;p&gt;Licklider, C. R. and Robert Taylor (1968) ‘The Computer as Communication Device’. &lt;em&gt;Science and Technology&lt;/em&gt;, 21–31 April. &lt;a href="http://www.cc.utexas.edu/ogs/alumni/events/taylor/licklider-taylor.pdf"&gt;http://www.cc.utexas.edu/ogs/alumni/events/taylor/licklider-taylor.pdf&lt;/a&gt;. Accessed 5 November 2005.&lt;/p&gt;
&lt;p&gt;Mitchell, William (1996). &lt;em&gt;City of Bits: Space, Place and the Infobahn&lt;/em&gt;. Cambridge: MIT.&lt;/p&gt;
&lt;p&gt;Shah, Nishant (2005). ‘Playblog: Pornography, Performance and Cyberspace’. &lt;a href="http://networkcultures.org/blog/publication/the-art-and-politics-of-netporn/"&gt;http://networkcultures.org/blog/publication/the-art-and-politics-of-netporn/&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;Singh, Pawan Deep (2007). ‘Inside Virtual Queer Subcultures’. MA Thesis. Hyderabad Central University.&lt;/p&gt;
&lt;p&gt;Sorkin, Michael (1992). ‘See you in Disneyland’. &lt;em&gt;Variations on a Theme Park: The New American City and the End of Public Space&lt;/em&gt;. New York: Noonday Press.&lt;/p&gt;
&lt;p&gt;Stone, Sandy (1991). Cyberspace: First Steps. Ed. Michael Benedikt. Cambridge, MA: MIT Press. 81–118.&lt;/p&gt;
&lt;p&gt;Turkle, Sherry (1992). ‘Cyborg Babies and Cy-dough-plasm’. &lt;em&gt;Cyborg Babies: From Techno-Sex to Techno-Tots&lt;/em&gt;. Eds Robbie Davis-Floyd and Joseph Dumit. New York: Routledge.&lt;/p&gt;
&lt;p&gt;Turkle, Sherry (1996). &lt;em&gt;Life on the Screen: Identity in the age of the internet&lt;/em&gt;. London: Weidenfeld and Nicolson.&lt;/p&gt;
&lt;p&gt;Warwick, Stephen (2000). &lt;em&gt;I, Cyborg&lt;/em&gt;. London: University of Reading Press.&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/raw/material-cyborgs-asserted-boundaries-formulating-the-cyborg-as-a-translator'&gt;https://cis-india.org/raw/material-cyborgs-asserted-boundaries-formulating-the-cyborg-as-a-translator&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>nishant</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Body</dc:subject>
    
    
        <dc:subject>Research</dc:subject>
    
    
        <dc:subject>Cyborgs</dc:subject>
    
    
        <dc:subject>Net Cultures</dc:subject>
    
    
        <dc:subject>Publications</dc:subject>
    
    
        <dc:subject>Researchers at Work</dc:subject>
    

   <dc:date>2015-10-25T05:57:08Z</dc:date>
   <dc:type>Blog Entry</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/internet-governance/once-a-flash">
    <title>Once Upon  A Flash</title>
    <link>https://cis-india.org/internet-governance/once-a-flash</link>
    <description>
        &lt;b&gt;It was a dark and stormy evening. A young man in a dark blue Adidas jacket, collar turned up, eyes under green-black shades, hopped off a motorbike, tucked his thumbs into the front pockets of his low-slung retro jeans and surreptitiously made his way through a road thronging with rush-hour traffic and irate pedestrians yelping on their cellphones. He skipped across death traps with skilled ease: leaping over potholes, jumping over halfdug trenches, avoiding the occasional pair of doggy jaws that longed to mate with his ankles, ignoring the bikers who were using the pavements as new lanes for driving towards a honking traffic jam bathed in an orange and red neon that made the road look like a piece of burnt toast with dollops of vicious jam on it.&lt;/b&gt;
        &lt;p&gt;After five minutes of brisk walking, he slowed down as if he had reached just where he wanted to be – nowhere in particular. On his left were the large Acropolis buildings, towering over the world from their gated existence, structured in pompous Greek columns and facades of granite, stone and marble. On his right, on the other side of the road, if you looked over the metal head of the traffic, you could see the small roadside restaurant that announced fresh fish at cheap rates, sitting cosily under a starved-looking tree, happily encroaching upon the pavement, forcing the pedestrians to disembark, navigate the traffic and then come back to the relative safety of the footpath.&lt;/p&gt;
&lt;p&gt;Caught between these two ironies, he stayed put for a while, glancing at his chor bazaar Rado model that flashed on his left wrist. He headed towards the mall that rose in glass and neon, false curves and studious lines across the quickly staining sky of a Saturday evening. As he walked into the mall, the automatic doors that sensed his corporeal presence opened up for him and the girl in a polka-dotted blue-and-red dress threw him the smile that desk attendants save for strangers. The gush of cold airconditioned air and the noises of window shoppers greeted him to ease; mannequins in windows, draped in the latest fashions and various states of undress, winked at him; the smell of freshly brewed coffee came and enveloped him. He headed with ungrim determination towards the round performance area in the mall centre. Like many other hangers-out he too loitered without apparent intent around it, just another boy out on a Saturday evening.&lt;/p&gt;
&lt;p&gt;Suddenly his cell phone buzzed. His alarm sounded in loud tones to blend with the Britney Spears playing on the mall sound system. He fished out a bright bumblebee-yellow bandana and tied it to his head. As he did that, the performance area turned into a sea of people wearing varied shades of yellow, blasting their cell phone alarms at full volume till all you could hear was a grating disharmony that would have caused comment on a railway station in India. The phones soon faded and a group of about 70 people formed a human ring, holding hands, their heads swathed in yellow, and sang at the top of their voices the first two stanzas of Hum Honge Kamyaab – the Hindi rendering of the famous song We Shall Overcome. Once the song sank into a bewildered silence, the people in yellow bandanas fell on their knees, raised their hands towards heaven and roared with laughter before quickly pulling off their headgear and dispersing, leaving an empty space and a gawking audience who just had their first dose of a ‘flashmob’ – a group of people who assemble together, suddenly, in a public place, perform an unexpected sets of choreographed actions and disperse without as much as a by your leave or with your leave.&lt;/p&gt;
&lt;p&gt;Flashmobs trace their history to the early 18th century industrialisation, when a group of women working in the labour shops&lt;a href="#fn1" name="fr1"&gt;[1]&lt;/a&gt;in Australia used coded messages to meet and discuss the problems they had in their workplaces. These meetings were organised at random, and the women used the very technologies of production that they engaged with at work on a daily basis to fight the oppression and the injustice of the people at the top. The first modern flashmob, however, is attributed to Bill Wasik, editor of Harper’s Magazine, who, after the first failed attempt (May, 2003), managed to pull a successful flashmob where 200 people swarmed over the mezzanine floor of the Manhattan departmental store Macy’s, pretending to buy a ‘love rug’ for their commune where they supposedly all lived together; they left a bewildered audience and a bemused store staff behind them (3rd June, 2003).&lt;/p&gt;
&lt;p&gt;Organise, congregate, act, disperse – that is the anatomy of a flash mob. A polymorphous set of people are brought together through the commonality of subscribing to similar technological interfaces or gadgetry. Random e-mails, short messages (sms) on cell phones, discrete messages embedded in public works of art or media, blogs and wikis have now been successfully used to conjure these tenuous group formations that temporarily transform the space that they arrive at – flash sites – into something that neither the audience they perform to nor the state can comprehend, thus producing that space in a condition of social and physical illegality.&lt;/p&gt;
&lt;h3&gt;In The Name of Fun&lt;/h3&gt;
&lt;p&gt;One of the most overarching icons of a globalised economy has been the credit card – virtual money that has changed the way we think of money, capital and transactions. Visa Power, as the advertisement goes, is looked upon as the quintessential rhetoric of economic globalisation, where the power to change and to create is manifested through the processes of consumption. While technology has been heavily implicated in the creation of this new invisible money, it has remained on the background. The swiping of the card – the physical act of buying without ‘paying’ has become such a naturalised event that the technology it adopts or the networks it creates are not very visible... Flash mobs, in their construction, execution and ramifications, foreground technology as one of the most powerful tools of creating new formations of grouping and networking that, through their deliberately devised unintelligibility, transform the spaces they occupy.&lt;/p&gt;
&lt;p&gt;This is the story of the first flashmob in India, and how it can be understood through the tropes of illegality, enchantment and transformation. The story starts a little before the flashmob itself. In the year 2000, a shopping mall in Mumbai created a furore amongst the public. It was the first ‘genuine’ shopping mall in India. The first space that claimed mallhood was in Bangalore – Kemp Fort, but it was more a large shopping store rather than a mall. This first all American shopping mall – Crossroads, with its promises of unlimited pleasure and brand-tagged shopping – attracted the largest crowd in its opening week. Everybody wanted to see what the mall was like. Everybody was curious about this space. Everybody wanted to be a part of this exclusive zone that clearly demonstrated that modernity and progress had finally come to us. Then everybody found out that they were not allowed to enter the mall. As the director of the mall pointed out in his interview with The Times of India, (23rd August, 2000), “Crossroads is not meant for everybody".&lt;/p&gt;
&lt;p&gt;In those days when cell phones were still a novelty and definitely a curio for the upper classes, and when pagers were still struggling for a mass market, Crossroads passed a stipulation which restricted people not carrying a cell phone or a credit card from entering the mall. If you were still eager to enter the space, you paid extra fees of Rs 50 per head and thus made amends for not carrying a cell phone or a credit card. This was the first time a ‘public’ space made it very clear that the public it was looking for and attempting to effectively create was not “everybody”. The issue was talked about, shouted about, screamed at and criticised by all wings of the media, who passionately analysed this instance of discriminatory practices based  on socioeconomics. Later, a PIL (Public Interest Litigation) was filed against the mall; it lost, and had to throw its doors open to “everybody” who had been clamouring to get in ever since they found out they were not allowed to enter.&lt;/p&gt;
&lt;p&gt;On 4 October 2003, the mall again came into limelight in a manner it had not accounted for. This time it was initiated by an e-mail. About 5,000 original mailers went off to people all around Mumbai and even beyond the city, asking them to have a look at a new blog for Mumbai flashmobs. The blog posted a form asking for name, e-mail address and mobile number. On 3 October several cell phones rang, asking people who had submitted their details in the form to check their inboxes. The eager participants glided to their accounts to find a mail that agonisingly chalked out the time and space of the meeting venue – a flash site. The information was also sent by sms to all members who had volunteered. And then at exactly 5 pm a group of about a hundred participants entered Crossroads. They screamed at the top of their voices and sold imaginary shares belonging to Reliance India. They performed the garba. In the middle of dancing they all froze. And then without so much as a word, after two minutes of historic histrionics, they opened their umbrellas and dispersed, leaving a trail of bewilderment and confusion, as an audience of over a thousand watched with their jaws on the floor.&lt;/p&gt;
&lt;p&gt;This was India’s first recorded flashmob. A large crowd of people who did not know each other, did not have any largely political purpose in mind and did not really intend to extend the flashmob contact into relationships, got together to perform a set of ridiculous actions at Crossroads, thus marking it as the first flash site in India. Ironically, the group that converted the mall into mayhem consisted of whom Anne Balsamo calls the hyperreal people – people whose identities are created by the hypervisual and extra physical aesthetics of the digital technologies that they deploy - who were once the only legitimate owners of the space of that mall. This first flashmob sparked off many others all around the nation – most of them marking out spaces such as multiplexes, shopping malls, gaming parlours, body shops, large commercial roads and shopping complexes as their flashsite.&lt;/p&gt;
&lt;p&gt;Bill Wasik, the creator of the first flashmob in Manhattan, in a recent interview,&lt;a href="#fn2" name="fr2"&gt;[2]&lt;/a&gt; looked upon the flashmob experiment as a study in behavioural psychology of people he called “hipsters” – people who would join ‘new’ or ‘cool’ things for no reason or investment but to be visible in the new trends and social fads. To a large extent, Wasik’s surface analysis seems to hold true. While flashmobs have been used as a political weapon by several groups and activists in many areas of human rights, queer rights, feminism, political democracy, etc., flashmobs fundamentally exist, like pre-Raphaelite art, for a solipsist reason. Bijoy Venugopal, who produced one of the most celebrated accounts of the Crossroads flashmob&lt;a href="#fn3" name="fr3"&gt;[3]&lt;/a&gt;, mentions how it was all about having some “serious fun”. Increasingly, the flashmob organisers in and around the country have disavowed any ideological moorings for the gathering, and forcibly shelve it into the realms of entertainment or leisure. Following the banning of flashmobs in cities like Mumbai and Bangalore (Mid-day, 9th oct. 2003), even though they have invoked the right to freedom of speech and expression, the organisers and the participants have largely produced justifications by claiming to have no political agenda or inclinations in the construction or execution of flashmobs.&lt;/p&gt;
&lt;p&gt;In this repeated disavowal of the political, one can read the desire for re-enchantment that flashmobs and mobsters bring with them. Flashsites, defined by the organising of the flashmobs, are usually sites of globalised consumption – an enchanted world of brand names and designer lifestyles that can make you feel as perpetually disoriented as Alice in Wonderland. These sites serve as the symbols of enchantment in the logic of the city.&lt;a href="#fn4" name="fr4"&gt;[4]&lt;/a&gt; The new urban enchantment and mode of fantasy is located in the circuits of consumerism where, with plastic money and unlimited credit, the consuming citizen can buy all that the heart desires. However, flashmobs, outside these networks of consumption, and constituted by the same people who fit the bill of the citizen as imagined and promoted by the state and the market as they embrace globalisation and its technologies, demand a re-enchantment of the city. They force us to acknowledge the need for such public spaces to be accessible to all, and provide a strong critique of the easily accepted globalised dream in which the state is so heavily investing. Flashmobs become a manifestation of how tenuously networked, fragile communities, their collaboration inspired and enabled by cyberspatial technologies, can contest the very forces that promote and proliferate these technologies. Flashmobs become a site upon which the drama of globalisation, consumption, state and space is discursively and recursively enacted.&lt;/p&gt;
&lt;h3&gt;In The Name of The Law&lt;/h3&gt;
&lt;p&gt;That flashmobs are in a condition of illegality is perhaps one of the easiest claims to prove. The very fact that the Mumbai Police, after the first series of flashmobs, invoked Section 37(1) of the Bombay Police Act in the name of security and safety, clearly states how flashmobs are considered outside the law in the most literal sense of the word. The then Mumbai Police Deputy Commissioner of Police, Amitabh Gupta, contacted Rohit Tikmany, organiser of the first flashmob and moderator of the flashmob blogging community (&lt;a class="external-link" href="http://www.mumbaimobs.org/"&gt;http://www.mumbaimobs.org/&lt;/a&gt;), asking him to shut down the site and stop all further attempts at organising flashmobs. Following the ban in Mumbai, cities such as Ahmedabad, Bangalore and Delhi have enacted similar bans within the city limits. These censoring forces look at flashmobs as potentially destabilising elements that can be ‘misused’ for violent acts such as riots and bombings by fundamentalist organisations.&lt;/p&gt;
&lt;p&gt;However, of greater interest is the way in which flashmobs manage to reproduce flashsites in conditions of social and physical illegality by creative deliberate structures of transient unintelligibility. The leisure infrastructure of malls and multiplexes, cafes and large shopping complexes, gaming zones and commercial roads of consumption, are all aimed at the new citizenry that comes into being with these new urban economies falling into place. These spaces are not only legitimate spaces of self-expression through consumption, but also authorised spaces of public assembly and gathering. They promote an ethos of incessant consumption where the individual is also installed as a consumable product that relates to others in the processes of consumption. They are the locations where brands, accessories and lifestyles all come together as the figureheads of a sanitised economy which strives to make opaque the surrounding subcultures of piracy, theft, copying and distributing that emerge around such nodal points.&lt;a href="#fn5" name="fr5"&gt;[5]&lt;/a&gt; To belong to the space of a mall or a shopping complex, one needs to almost automatically endorse the original, the authentic, the expensive, as a way of making a conscious statement of style and lifestyle. These potential flashsites become the spaces that the state legitimises as the most visible and sanitised form of urbanisation in contemporary cities.&lt;/p&gt;
&lt;p&gt;However, flashmobs definitely subvert the sanctity or the sanity of such spaces by compelling them to suddenly introject disruptive conditions of unintelligibility. Flashmobs force the other participants of the space to enter into a narrative of confusion and chaos; of turbulence, thus rendering the space of consumption incomprehensible for the short time that the flashmob unfolds. Moreover, flashmobs do not fall under globalisation’s rhetoric of consumption, and do not require any special access powers or consumption rites, thus defying the discriminatory protocols that such spaces put in motion under the uneasily hovering sign “Rights of Admission Reserved”. Flashmobs, by rejecting the very use and expectation of the space, in spite of the heavy surveillance, state opposition and hi-tech policing, are able to distort the formulaic narratives of the space, thus creating alternative structures of resistance, of transformation, of transition. State apparatus gets completely paralysed when faced with such a radical reconfiguring, and thus goes out of its way to put a special ban upon flashmobs in a city where even a small defeat in a cricket match, or various emotional events such a public mourning or celebration, bring together crowds much louder, more aggressive, tenuous and destructive than conventional flashmobs. The transient illegality that flashmobs produce is not only at the level of the law but also at the level of legibility and comprehension.&lt;/p&gt;
&lt;p&gt;"What do the mobsters do when they come together for a flashmob?" is a wrong question to ask. While the actions of the mobsters might be bizarre and lacking in meaning, often uninformed by any obvious ideology, flashmobs do produce new modes of signification and networking patterns, unprecedented in modern history. The ephemeral nature of the flashmobs, the improbably pseudonymous identities of the participants, the technologically mediated communication and networking patterns, all hint towards a certain notion of technosociality, where the social world around us is profoundly affected by the technologies that we adopt. In these unexpected eruptions, flashmobs create a new relationship between actors, audience and the spaces that they inhabit, including all the three into the circuits of digital technologies. As a form of radical localised performance, flashmobs offer a way to question the hierarchical intentionality of the spaces that they transform; they embody new ways in which technologies interface with our daily life, producing new forms of technosocial living.&lt;/p&gt;
&lt;p&gt;This paper was published in Academia.edu. Click &lt;a class="external-link" href="http://cis-india.academia.edu/NishantShah/Papers"&gt;here&lt;/a&gt; to read the original. Download the file &lt;a href="https://cis-india.org/internet-governance/once-upon-a-flash" class="internal-link" title="Once Upon A Flash"&gt;here&lt;/a&gt;. [PDF, 129 kb]&lt;/p&gt;
&lt;hr /&gt;
&lt;p&gt;[&lt;a href="#fr1" name="fn1"&gt;1&lt;/a&gt;].These were probably the precedents to the modern day sweat shops that have characterized  Globalisation in the 21st century. The ‘labour shops’ were large stone and concrete buildings which housed workers working around the clock towards incessant production. Women and children were often preferred because they were given lesser wages than men and considered more easily malleable.&lt;/p&gt;
&lt;p&gt;[&lt;a href="#fr2" name="fn2"&gt;2&lt;/a&gt;].The transcript of the interview is available at &lt;a class="external-link" href="http://www.laweekly.com/ink/04/37/features-bemis.php"&gt;http://www.laweekly.com/ink/04/37/features-bemis.php&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;[&lt;a href="#fr3" name="fn3"&gt;3&lt;/a&gt;].Venugopal, himself a prolific blogger, blogged about the flashmobs at &lt;a class="external-link" href="http://www.laweekly.com/ink/04/37/features-bemis.php"&gt;http://www.laweekly.com/ink/04/37/features-bemis.php&lt;/a&gt;&lt;a href="http://www.laweekly.com/ink/04/37/features-bemis.php"&gt;http://www.laweekly.com/ink/04/37/features-bemis.php&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;[&lt;a href="#fr4" name="fn4"&gt;4&lt;/a&gt;]. Po Bronson, in his spectacular analysis of the Silicon Valley in The Nudist on the Late Shift, talks about how in a post-industrial city, the quantifiable icons of enchantment and progress – large factories, smoke spewing chimneys and huge barricaded stone and iron constructions have given way to small and homelike offices which are almost human and hence negligible. In his search for the new symbols of enchantment, Bronson conjures the figure of the nudist on the late shift – an eccentric double billionaire who works and lives in a cubicle and rides on the crest of the IT boom. In the case of third world countries like India, these symbols might well be these new sites of consumption that have come with globalization.&lt;/p&gt;
&lt;p&gt;[&lt;a href="#fr5" name="fn5"&gt;5&lt;/a&gt;].One of the more exciting facets of digital technologies and globalization has been the debate over property, ownership and theft. Easy duplication of brands and bypassing the traditional circuits of distribution or sale of property have created the glorified figure of the pirate who straddles the worlds of the legal and the illegal, the digital and the physical, the ephemeral and the tactical with great ease. Within the sanctuarised spaces of malls and shopping complexes, these referents to the other world of cheap duplicates and mobile consumables hang uneasily. There is a constant attempt at establishing the original and the legitimate over the fake or copied replicas which are available in the grey markets that emerge around them.&lt;/p&gt;
        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/internet-governance/once-a-flash'&gt;https://cis-india.org/internet-governance/once-a-flash&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>nishant</dc:creator>
    <dc:rights></dc:rights>

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

   <dc:date>2012-12-14T10:23:52Z</dc:date>
   <dc:type>Blog Entry</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/a2k/blogs/jesters-clowns-pranksters">
    <title>Of Jesters, Clowns and Pranksters: YouTube and the Condition of Collaborative Authorship</title>
    <link>https://cis-india.org/a2k/blogs/jesters-clowns-pranksters</link>
    <description>
        &lt;b&gt;The idea of a single author creating cinematic objects in a well-controlled scheme of support system and production/distribution infrastructure has been fundamentally challenged by the emergence of digital video sharing sites like YouTube, writes Nishant Shah in this peer reviewed essay published in the Journal of Moving Images, Number 8, December 2009.&lt;/b&gt;
        &lt;div&gt;
&lt;p&gt;The idea of the single author creating cinematic objects in a well-controlled scheme of support system and production/distribution infrastructure has been fundamentally challenged by the emergence of digital video sharing sites like YouTube. The recent state of controversies around YouTube, has foregrounded the question of authorship in collaborative conditions. Questions of who owns the particular videos and what is the role that the large communities of authorship play have not been resolved as the debaters have concentrated only on single videos and singular notions of authorship, dismissing the (this paper proposes) collaborators as jesters, clowns and pranksters, without recognizing their contribution to the videos.&lt;/p&gt;
&lt;h3&gt;Introduction&lt;/h3&gt;
&lt;p&gt;I shall begin by misquoting and possibly violating copyright regimes by invoking Dostoyevsky, to say that all dissimilar technologies are the same in their own way, but all similar technologies are uniquely different. Every technological innovation, but particularly innovations affecting authorship and the role of the author, brings with it a new set of anxieties and concerns. David Stewart, in his engrossing book on the history of technology and communication, for example, talks about how in the early years of postal service there were debates around who was the author of the mail that was being delivered. Through a particularly fascinating case that looked at a Lord in London holding the post office responsible for some objectionable mail delivered to his daughter, Stewart traces the origins of techno-neutrality and regulation to look upon technology as merely a bearer of knowledge – in this case, the mail – and the original author, this primordial figure that sits and writes or shoots or sings, as the only person upon whom the responsibility and hence also the credit can be placed.&lt;/p&gt;
&lt;p&gt;Mark Joffe, in his movie The Man Who Sued God, introduces us to the case of Steve Myers, an ex-lawyer in Australia, who sues God because his boat is struck by lightning and his insurance company refuses to pay, claiming it to be an act of God. By claiming to be God’s representatives on Earth, the Christian churches and the Jewish synagogues are held to be the liable party, putting them in the difficult position of either having to pay out large sums of money, or prove that God does not exist. But more than anything else, it is the attribution of responsibility to one particular, identifiable entity that lies at the centre of the movie. Even in the pre-Internet world, one of the biggest sources of anxieties has been determining authorship and putting into place a knowledge apparatus that reinforces the need for such a condition. The question of authorship, while it surfaces in a number of contexts – copyright infringements, intellectual property right regimes, plagiarism, crediting and referencing industries, etc – is perhaps most interestingly manifest on video sharing social networking sites like YouTube and Myspace.&lt;/p&gt;
&lt;p&gt;Rather than addressing what constitutes digital cinema or the future of celluloid, I would instead like to locate the emergence of the idea of authorship, through a historical examination of an ‘old media’. I will be looking at the early history of the book and the print revolution to argue that the condition of authorship that one presumes for the book, and subsequently, through a different trajectory, for cinema, is not something that was inherent to it; and in fact the early history of the book is filled with conflicts around the question of how you could attribute the book as an artefact to one individual author. By examining the conditions that enabled the establishment of the book as a stable object that can be linked to the author, I hope to return us to a different way of thinking about Youtube videos and the debates on authorship that surround it.&lt;/p&gt;
&lt;h3&gt;YouTube and the question of authorship&lt;/h3&gt;
&lt;p&gt;The world of YouTube stakeholders can roughly be divided into two camps: People who swear by it and people who swear at it. The camp has arisen mainly because of differences of opinions on who owns a YouTube video and the content therein. The critics of YouTube – largely recording companies and movie studios and distributors – argue that platforms like YouTube are killing their businesses, emptying their coffers, and are a direct threat to the sacred cow of all cultural productions – the livelihood and the integrity of the creative artist. They make claims that a site like YouTube infringes the copyright regimes because videos get published by somebody who has ripped it from another source, and often does no crediting. Also, that the sales of the music or the movies or television serials go down because of such activities.&lt;/p&gt;
&lt;p&gt;One of the most recent infamous example that can be cited is the case of the Let’s Go Crazy Dancing video case, were the world literally went crazy. In early February 2007, Stephanie Lenz’s 13-month-old son started dancing. Pushing a walker across her kitchen floor, Holden Lenz started moving to the distinctive beat of a song by Prince, “Let’s Go Crazy.” &lt;a href="#fn1" name="fr1"&gt;[1]&lt;/a&gt; Lenz wanted her mother to see the film so she did what any citizen of the 21st century would do: She uploaded the file to YouTube and sent her relatives and friends the link. They watched the video scores of times. It was a perfect YouTube moment: a community of laughs around a homemade video, readily shared with anyone who wanted to watch.&lt;/p&gt;
&lt;p&gt;Sometime over the next four months, however, someone from Universal Music Group also watched Holden dance. Universal manages the copyrights of Prince. It fired off a letter to YouTube demanding that it remove the unauthorized “performance” of Prince’s music. YouTube, to avoid liability itself, complied. YouTube sent Lenz a notice that it was removing her video. She wondered, “Why?” What had she done wrong? Her questions reached the Electronic Frontier Foundation and then started the battle, where on Lenz’s behalf, the EFF lawyers sent a ‘counter-notice’ to YouTube, that no rights of Universal were violated by Holden’s dancing video. Lenz as the author of the video was concentrating on her son’s dancing and that the presence of Prince’s song was negligible and definitely fair use. Yet Universal’s lawyers insist to this day that sharing this home movie is wilful copyright infringement under the laws of the United States. On their view of the law, she is liable to a fine of up to $150,000 for sharing 29 seconds of Holden dancing. They specifically state that Lenz is not the ‘original’ artist who made the music and thus she is appropriating authorship and violating the rights of the artist – Prince, to be identified as the creator of the song. The notice also informed her that they were unhappy with the ‘clowning’ around of Prince’s music which might offend his fan-base.&lt;/p&gt;
&lt;p&gt;The questions which come to the fore are very obvious and not new to the history of legal debates on cinema: What is the content of the video? Who is the author of the video? Who watches the video? What are the intentions of the video? The supporters of the ‘Free as in Beer’ access movements and also of YouTube clearly point out the farcical condition of this battle. As Lawrence Lessig very eloquently points out in his essay on the ‘Defence of Piracy’.&lt;/p&gt;
&lt;p&gt;How is it that sensible people, people no doubt educated at some of the best universities and law schools in the country, would come to think it a sane use of corporate resources to threaten the mother of a dancing 13-month-old? What is it that allows these lawyers and executives to take a case like this seriously, to believe there’s some important social or corporate reason to deploy the federal scheme of regulation called copyright to stop the spread of these images and music? “Let’s Go Crazy” indeed!&lt;a href="#fn2" name="fr2"&gt;[2]&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;In another instance, which is a competition on YouTube between two videos to reach the coveted “first video to be seen 1 million times” status, brings again these question of the author and the pranksters. Avril Lavigne fans, on the release of her recent Single ‘Girlfriend’, started campaigning to make that video the first to be viewed 1 million times on YouTube. They put it in direct competition with the then most viewed video – ‘History of Dance’ – and started activities that violated the Terms of Service for YouTube. They embedded the videos in many sites and started websites which played the videos automatically. They even created a website which auto reloaded the video every fifteen minutes and encouraged fans to keep the website opened, abusing the power of broad band, while they are browsing, surfing, or even sleeping. The efforts paid off and Avril Lavigne’s ‘Girlfriend’, in July 2008, became the first video to be watched 1 million times in the history of YouTube. One would have thought that such publicity is what a distributor’s wet dreams are made of. However, just after the video reached the 1 million mark and entered the heights of popularity, YouTube received a notice from Times Warner, to remove the video because it was a copyright violation. They also demanded that all the other compilations and samplings which included the song be removed from YouTube. The supporters of the move, condemned the Lavigne fans as ‘pranksters’ or ‘jesters’ who were in for the cheap publicity, because they were not really creators of the video or the authors. In a startling Op-Ed titled ‘How Avril Lavigne Killed YouTube’ in the New York Times, a spokesperson for Times Warner suggested.&lt;/p&gt;
&lt;p&gt;This is not respectable fan behaviour. A fan is somebody who loves and worships the author and not somebody who pretends to be the author. The avrilelavignebandaid group just turned out to be a group of pirates who passed off Lavigne’s video as their own and went on to promote it, forgetting the fact that they were using a democratic platform like YouTube for activities which can only be called theft!&lt;/p&gt;
&lt;p&gt;Predictably, the debate on the question of authorship takes place in a rather somber tone, whether it is the zealous claims of monopoly of production and authorship that the established industries claim for themselves, or the passionate defenses of the YouTubeians. What remains constant through the entire process is the fact that the idea of a singular, identifiable author remains stable and unchallenged. I would like to take a slightly different track here, and try and see how we can think the question of the “production of the author” by revisiting the history of the book and of early print culture, and look at the manner in which the idea of the author emerges.&lt;/p&gt;
&lt;p&gt;There is often an unstated assumption about the book as authored by a single person and authorship is spoken of in a value-neutral and ahistorical manner. It would be useful to situate the condition of authorship within a historical moment, where authorship is not seen to be an apriori condition but a constructed one, and one whose history is located in specific technological changes. The technology of print and paper brought about a set of questions around the question of authorship, and in the same way, the domain of Internet video sharing and collaborative authorship raises a set of questions and concerns.&lt;/p&gt;
&lt;h3&gt;The construction of author/ity&lt;/h3&gt;
&lt;p&gt;In many ways, the debate on authorship and knowledge is similar to the older debate in philosophy between body and self. Critics of self, such as Foucault, demonstrate that the notion of the self has often stemmed from very particular experiences in the Christian West, which were then posited as universal experiences. However, doing away with the notion of the self does not do away with the question of the body. In fact, Foucault goes on to explore the technologies of the self and how it informs our understanding of the body. In a similar vein, while the proponents of the Web 2.0 revolution (sometimes unknown to themselves, echoing debates that happened in print about a 100 years ago) announce either the death of the author or the availability of open licensing, fail to recognize that the question of authorship (and hence authority) are rooted both in particular practices as well as in technological forms. Hence the debates take familiar shapes: author versus pirate, digital versus celluloid, collaborative versus single author, etc.&lt;/p&gt;
&lt;p&gt;It is especially when posing the question of authorship in absolute terms that the cultural producers/consumers on YouTube get reduced to pranksters, jesters or clowns. The debate also excludes the temporal framework of the debate and forget that the Internet is still a work in progress. Even though an Internet year is akin to seven pre-digital years, and time is now experienced in accelerated modes, it is necessary to realize that the domain of collaborative online sharing and production of videos is a relatively new one.&lt;/p&gt;
&lt;p&gt;It may be more useful to think of the post-celluloid world as an extremely ambiguous and fluid period, undoubtedly marked by immense possibilities, but we have not reached any settled phase yet. So if we are to make comparisons, then it is more useful to compare the contemporary period with another moment in history, and the emergence of a cultural form other than cinema, which was marked by an equal fluidity. It is here that I go to the early history of print culture or ‘print in the making’&lt;a href="#fn3" name="fr3"&gt;[3]&lt;/a&gt; and the conflicts over the question of authorship, to demonstrate that the condition of authorship question is an important one, but it is not a question that is unique to YouTube or the Internet. And an examination of the conditions under which authorship came to be established may help us get over our anxieties about authorship, and better understand it with certain lightness – through pranks, jests and clowning around.&lt;/p&gt;
&lt;h3&gt;What’s in a name? – The author and the book&lt;/h3&gt;
&lt;p&gt;For us to understand the idea of print in the making, we need to understand some of the practices that preceded the idea of print. They also enable us to understand the specific nature of the disputes around the question of authorship, and more importantly rethink disputes over authorship as productive disputes. Lawrence Liang in his ‘A brief history of the Internet in 13th and 14th Century’ takes up the example of Chaucer, the father of English poetry. He demonstrates, through different readings, “how the structure and the form of the Canterbury Tales reflects, interestingly, the question of approaches to the idea of authorship as well as the conditions of the production of the Canterbury Tales itself.” Liang looks at the manuscript cultures and the ways in which authorship and rights were understood.&lt;/p&gt;
&lt;p&gt;Borrowing from Mark Rose, Liang shows how, in the Middle Ages, the owner of a manuscript was understood to possess the right to grant permission to copy it, and this was a right that could be exploited, as it was, for example, by those monasteries that regularly charged a fee for permission to copy one of their books. This was somewhat similar to copyright royalty with the crucial difference that the book-owner’s property was not a right in the text as such but in the manuscript as a physical object made of ink and parchment. The value provided by the monastery and the reason for their charging for their copy fee did not emerge just from the existence of the copy alone, but also from the fact that each monastery also had their unique elements in the form of the annotations, the commentary, corrections, which only the particular monastery’s copy might contain. The very act of copying and possession made you the author of that text and also the owner of the book.&lt;a href="#fn4" name="fr4"&gt;[4]&lt;/a&gt; The author was not only the reclusive solitary figure that coins the first word but the various scribes, writers, annotators and litterateurs who offered changes, as well as helped in distribution and copying.&lt;a href="#fn5" name="fr5"&gt;[5]&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;So, while the popular account of preprint cultures is of slavish copying by scribes, the story turns out to be slightly more complicated. Acting as annotators, compilers, and correctors, medieval book owners and scribes actively shaped the texts they read. For example, they might choose to leave out some of the Canterbury Tales, or contribute one of their own. They might correct Chaucer’s versification every now and then. They might produce whole new drafts of Chaucer by combining one or more of his published versions with others. And these were all legitimate, acceptable and engaged forms of authorship. While this activity of average or amateur readers differs in scale and quality from Chaucer’s work, it opens us to new questions of the relationship between author, text, and reader in the Middle Ages, and also what it may mean to understand contemporary practices of knowledge and cultural creation.&lt;/p&gt;
&lt;p&gt;Scribes and readers responded to Chaucer, Langland, and others, not by slavishly copying, canonizing, or passively receiving their texts, but by reworking them as creative readers. In doing so, they continue and contribute to the great layers of intertextual conversation that made the work of these now canonical authors relevant, interesting, and, fundamentally, possible. Similar debates surround the attribution of authorship to William Shakespeare for his work. Literary historians have periodically made claims that Shakespeare’s plays were written by the then court poet Ben Jonson, that Shakespeare’s plays were written by Christopher Marlowe, who is considered to be his arch enemy, that Shakespeare’s plays were written by another man named Shakespeare, and not the Shakespeare we think we know. At the basis of these arguments was the idea that the plays were designed not to be written but be performed and that in the lively rendering of the play, between different actors and producers, the original text changed. Interestingly, the Shakespearean technique of ‘asides’ and ‘taking the audience into confidence’ was actually a way of inviting the audience to not only receive the story but to read it differently, and edit it with their response to it.&lt;/p&gt;
&lt;p&gt;This invitation was accepted by late Elizabethans who took great pleasure in seeing the same play multiple times to see how it has changed in the performance. Moreover, as multiple copies of the same manuscript started appearing in the living public, along with the actors and the producers, the readers also took great pleasure in creating copies of the takes that drastically cut, expand, edit and otherwise Shakespeare’s plays.&lt;a href="#fn6" name="fr1"&gt;[6]&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;This activity goes beyond the mechanics of audience reception and looks at the plays as a collaborative effort which gets glossed over in the making of the authoritative folios which looked upon all such interventions as anomalies to the text. Before the fixity of text, there was a possibility to think of the text not as a finished product but a work in progress that elicits new responses, meanings and forms through its engagement with the audience. Moreover, the audience, in their rights of consumption, also seemed to possess the right to edit, change and circulate the text. They were the original jesters, pranksters and clowns, who, in their playful response to the text, constructed it to respond to their contexts and traditions. This sounds a lot like the debates we are experiencing on YouTube videos where the readers respond in kind to the poetics of reading and composing within which the YouTube videos operate.&lt;/p&gt;
&lt;h3&gt;Conclusion&lt;/h3&gt;
&lt;p&gt;Thus rather than speaking about authorship as something that is intrinsic to either a particular mode of authorship or intrinsic to any technological form, it might be more useful instead to consider the variety of knowledge apparatuses which come into play to establish its authority. In the case for the history of the book, it was clear that the establishment of authorship depended on the arrangements, classifications and kinds of assemblage that make it possible, maintain it as well as critique it. The conventions, for instance, by which the title and author of a work are identified play very specific functions in preparing for knowledge, as do the several kinds of documentation, attribution, citation and copyright.&lt;/p&gt;
&lt;p&gt;The preconditions for authorship cannot easily be made into the object that we identify as author. It is a matter of making evident (making known) the structures of authorship which emerge in ways that provide definitive proof of the imperfectability and ambiguity of the authorial position. To speak of the productive nature of conflicts over authorship is then to recognize that any author – either exalted or dismissed - is constructed in a condition of potential collaboration and revision. The question thus centres on how we use the notion of authorship, how we bring it to light and mobilize it today to understand cultural forms differently. The way the authorship debates take place, there is almost a theological devotion to an exalted idea of author, without a consideration of the apparatus that was established to construct that condition.&lt;/p&gt;
&lt;p&gt;The point is not to do away with the question of the author or construct another catch-all retainer that accepts all forms of engagement as authorship, but to recognize it not as something that is intrinsic or a given but something that is always transient, and to locate it, in the case of digital cinema, within specific practices and technologies. To return to the question of YouTube videos and the future of celluloid image; we are now faced with new questions about authorship and the very form that the digital cinema embodies: If the image itself is no longer made to bear the burden of meaning and intention, can we locate new forms of authorship – sometimes in incidental intertextuality, sometimes in creating conditions (as is in the case of DVDs or digital video sharing sites) narratives, meanings, interpretations and paraphernalia that simultaneously re-emphasize the sacredness of the image while deconstructing the apparatus that establishes a fixity of authorship over that image? Can we look at not only novel forms of interaction and consumption of the celluloid image but at a playful engagement with the image to create a galaxy of responses – sometimes as reciprocal videos, often through comments, embedding mechanisms, using the video not as an object unto itself but as a form of complex referencing and citation to a larger community of artists and authors?&lt;/p&gt;
&lt;p&gt;The future of celluloid, especially if we are locating it in the realm of the Digital Moving Objects of Web 2.0 technologies, is going to have debates which were relevant also to the making of the book. However, this is not to say that the challenges faced and the problematic that emerge are redundant. Indeed, the celluloid frame and its overpowering capacity to incorporate technology, content, response and remixes, to produce the spectacle of watching, posit certain challenges to the Web 2.0 celebrations while simultaneously expanding its own scope of production. YouTube debates around infantile abuse of video/cinema technologies to make dancing babies and furry animals popular need to be read as symptomatic of a much larger question of authorship, authority and the conditions of cultural production rather than signalling the death of celluloid. An escape from the authority question also allows for an escape from the celluloid-digital binary and posits a more fruitful engagement in looking at how celluloid technologies (and the constellation of factors therewith) inform our understanding and analysis of the DMIs that are slowly gaining popularity.&lt;/p&gt;
&lt;p&gt;This research was originally published in the &lt;a class="external-link" href="http://www.jmionline.org/jmi8_4.htm"&gt;Journal of Moving Images&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;See the research paper in &lt;a class="external-link" href="http://cis-india.academia.edu/NishantShah/Papers"&gt;Academia.edu&lt;/a&gt;.&lt;/p&gt;
&lt;hr /&gt;
&lt;/div&gt;
&lt;h3&gt;References&lt;/h3&gt;
&lt;div&gt;
&lt;p&gt;[&lt;a href="#fr1" name="fn1"&gt;1&lt;/a&gt;].Holden Lenz’s YouTube debut, that probably made him the most popular baby on the Internet is still available for viewing at &amp;lt;&lt;a href="https://cis-india.org/a2k/internet-governance/Holden%20Lenz%E2%80%99s%20YouTube%20debut,%20that%20probably%20made%20him%20the%20most%20popular%20baby%20on%20the%20Internet%20is%20still%20available%20for%20viewing%20at%20%3Chttp:/www.youtube.com/watch?v=N1KfJHFWlhQ%3E%20retrieved%2012:14%20a.m.%2022nd%20January%202010." class="external-link"&gt;http://www.youtube.com/watch?v=N1KfJHFWlhQ&lt;/a&gt;&amp;gt; retrieved 12:14 a.m. 22nd January 2010.&lt;/p&gt;
&lt;p&gt;[&lt;a href="#fr2" name="fn2"&gt;2&lt;/a&gt;].The essay is available for open access at &amp;lt;&lt;a class="external-link" href="http://online.wsj.com/article/SB122367645363324303.html"&gt;http://online.wsj.com/article/SB122367645363324303.html&lt;/a&gt;&amp;gt;&lt;/p&gt;
&lt;p&gt;[&lt;a href="#fr3" name="fn3"&gt;3&lt;/a&gt;].I am grateful to Lawrence Liang for this methodological framework where he looks at the emergence of Wikipedia and the pre-print cultures, to look at the similarities and differences between the two. “A Brief History of the Internet in the 13th and 14th Century”. Forthcoming 2010.&lt;/p&gt;
&lt;p&gt;[&lt;a href="#fr4" name="fn4"&gt;4&lt;/a&gt;].See Alberto Manguel’s A History of Reading. 1990. New York: Penguin Books.&lt;/p&gt;
&lt;p&gt;[&lt;a href="#fr5" name="fn5"&gt;5&lt;/a&gt;].Daniel Wolf, in Reading History in Early Modern England. 2005. Cambridge, UK: Cambridge University Press, explains in great detail how the reader as well as the author were imagined, constructed and recognized in the early days of print.&lt;/p&gt;
&lt;p&gt;[&lt;a href="#fr6" name="fn6"&gt;6&lt;/a&gt;].See Molly Abel Travis’s comprehensive account of the debates in Construction of Readers in the Twentieth Century. 1998. Illinois, Chicago: Southern Illinois University Press.&lt;/p&gt;
&lt;/div&gt;
        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/a2k/blogs/jesters-clowns-pranksters'&gt;https://cis-india.org/a2k/blogs/jesters-clowns-pranksters&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>nishant</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Intellectual Property Rights</dc:subject>
    
    
        <dc:subject>Copyright</dc:subject>
    

   <dc:date>2012-12-14T10:24:05Z</dc:date>
   <dc:type>Blog Entry</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/digital-natives/blog/digital-natives-and-politics-in-asia">
    <title>On Fooling Around: Digital Natives and Politics in Asia</title>
    <link>https://cis-india.org/digital-natives/blog/digital-natives-and-politics-in-asia</link>
    <description>
        &lt;b&gt;Youths are not only actively participating in the politics of its times but also changing the way in which we understand the political processes of mobilisation, participation and transformation, writes Nishant Shah. The paper was presented at the Digital Cultures in Asia, 2009, at the Academia Sinica, Taipei, Taiwan.&lt;/b&gt;
        
&lt;h3&gt;&lt;strong&gt;Abstract&lt;/strong&gt;&lt;/h3&gt;
&lt;p&gt;As an increasing population in Asia experiences a lifestyle mediated by digital technologies, there is also a correlated concern about the young Digital Natives constructing their identities and expressions through a world of incessant consumption, while remaining apathetic to the immediate political and social needs of their times. Governments, educators, civil society theorists and practitioners, have all expressed alarm at how the Digital Natives across emerging information societies are so entrenched in the rhetoric, vocabulary and practice of consumption, that they have a disconnect with the larger external reality and are often contained within digital deliriums. They discard the emergent communication and expression trends, mobilization and participation platforms, and processes of cultural production, as trivial or often unimportant. Such a perspective is embedded in a non-changing view of the political landscape and do not take into account that the youth's consumption of globalised ideas and usage of digital technologies, has led to a new kind of political revolution, which might not subscribe to earlier notions of change but nevertheless offer possibilities for great social transformation.&lt;/p&gt;
&lt;h3&gt;Context: Techno-Social Identities&lt;/h3&gt;
&lt;div&gt;It was the beginning of the 1990’s that ushered in the digital globalisation in Asia and emerging information societies were experiencing a moment of significant socio-political and econo-cultural transition. &amp;nbsp;Many countries in South and East Asia restructured their developmental agenda to accommodate the neo-liberal paradigm that opened their economic and cultural capital to the globalised world markets (Roy; 2005). Unlike in the West, especially in the United States of North America and North-Western Europe, where the internet technologies developed in hallowed spaces of academic and government research,&amp;nbsp;conceptualised in an idealised ethos of open source cultures, free speech and shared knowledges (Himanen; 2001), the emergence of digital ICTs were signifiers of a certain economic mobility, globalised aesthetic of incessant consumption, availability of lifestyle-choices and a reconfiguring of the State-Citizen relationship.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;As different countries in Asia invested in the physical infrastructure of ICTs and widespread access to cyberspatial technologies, they also posited the figure of a techno-social citizen-subject who was caught in a double bind: On the one hand, these new subjects were the wealth of the nations, providing a base for outsourcing and back-processing industries, using their skills with digital technologies to aid the State’s aspirations of economic progress and development. With the digital technologies appearing as the panacea for the various problems of illiteracy, population explosion and ethnic/regional conflicts that have marked many Asian countries in the second half of the Twentieth Century, these new subjects were looked upon as the pall-bearers who would usher in the much desired economic development and socio-cultural reform in these emerging information societies. On the other hand, the ability of these techno-social subjects to transcend their local, to circumvent State authority and regulation, and adapt to a new era of economic and cultural consumption, posited a huge problem for these States that strove to contain the spills of an economic decision into the domains of the social, cultural and the political (Bagga, et al; 2005).&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;Among the populations who were actively (or, as is often the case, unwittingly) embodying these changes, were the Digital Natives – younger children and youth who have embraced digital technologies and tools as central to their every-day lives and sense of the self – who used (and abused) these technologised spaces in unpredictable and creative ways beyond, and often against, the authority of the State (Shah; 2007) . This particular identity has raised a lot of concern from different authorities like the government, the educators, the legislators and policy makers, and even civil society practitioners and theorists. Most governments had their initial responses to these Digital Native identities as rooted in paranoia and pathologisation. The cyberspatial matrices are looked at with suspicion as creating a world of the forbidden, the dirty and the dangerous. Public debates over pornography, obscenity, need to control and censor the unabashed fantasies that the cyberspaces were catering to, and a call to govern, administer and contain these spaces (and consequently, the people occupying them), have riddled through information societies around the globe.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;The many anxieties that have surfaced from parents, teachers, interventionists and policy makers, have led to a global industry that is aimed at keeping the children and youth safe from the ‘ill-effects’ of being online. The responses have been varied and diverse: Radical measures from heavy censorship and regulation of all information accessed through the digital spaces to opening up de-addiction and rehabilitation centres; Strong anti-piracy and pornography drives to forming strict legislation on digital crimes; Extraordinary steps to educate the young people about the perils and pit-falls of internet usage to actual policies dissuade internet usage by regulating the physical spaces of access and the promise of dire punishments for ‘abuse’.&lt;/div&gt;
&lt;div&gt;&lt;br /&gt;Providing a litany of these anxieties – each made unique by the differential and contextual experience of digital technologies across regions and societies – can be a daunting and eventually a futile exercise because the landscape of digital technologies and spaces is extremely varied and fluid and each new crisis leads to the emergence of a new set of problems. However, there are certain common tensions and uncontested assumptions that run through these anxieties, which need to be understood and examined. It is the intention of this paper to extrapolate these less visible anxieties with a particular focus on the techno-social identity more popularly referred to as Digital Natives.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;h3&gt;Misunderstood &amp;amp; Misrepresented&lt;/h3&gt;
&lt;div&gt;The term ‘Digital Natives’ (Prensky, 2001) is slowly becoming ubiquitous in its usage amongst scholars and activists working in the youth-technology paradigm, especially in emerging Information Societies. The phrase is used to differentiate a particular generation – generally agreed upon as a generation that was born after 1980 – who has an unprecedented (and often inexplicable) relationship with the information technology gadgets. It is a phrase used to make us aware of the fact that these people are everywhere: On the roads taking pictures on their mobile phones and uploading them on their blogs and photo-streams; In public transport, in their own individually created islands where they listen to music and furiously typing text message their friends; In schools and universities, multitasking, preparing a classroom presentation while chatting with friends and keeping track of their online gaming avatars; In offices, glued in with equal passion on to dating and social networking sites as the geek mailing list that they moderate; In homes and bedrooms, uploading the most private and intimate details of their lives (or becoming subjects to other&amp;nbsp;peoples’ online activities) on live cam feeds and audio and video podcasts; In our imaginations, sometimes cracking into our machines, at others, helping us remove that malware, and at yet others, appearing as flesh-and-body familiar strangers just a click away.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;All of these are the common sense characteristics attributed to Digital Natives. These are all people born into globalised markets and liberal economies; into accelerated communication and digital representations. And they have skills (and choices) to navigate through the increasingly mediated and digitised technosocial&lt;a name="fr1" href="#fn1"&gt;[1]&lt;/a&gt; environments that we live in. Most of the stories around these Digital Natives, take on the expected tones of euphoria and paranoia. On the one hand, are the unabashed celebrations of this new digital identity and the possibilities and potentials it offers, and on the other are concerns and alarms about the lack of structures which can make meaning or shape these identities in meaningful and constructive ways which can contribute to a certain vision of democracy, equality, community building and freedom. Both these accounts often contain the Digital Native in geo-political (North-Western, developed countries) and socio-cultural (Educated, affluent, empowered), and do not provide much insight into the incipient potentials of social transformation and political participation with the rise of the Digital Native identity.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;There are strident voices that knell the toll of parting day when it comes to Digital Natives. There is a general outcry from scholars that the typical Digital Native is basically dumb. Mark Bauerlein (2008) calls them ‘The Dumbest Generation’ that is jeopardising our future. He paints them as being in a state of constant distraction made of multi-tasking and gadgets that demand their attention. Psychiatrist Edward Hallowell suggests that they exhibit, because of their scattered engagement with technology, symptoms that look like attention deficit disorders. The educators in class lament about how this is a copy + paste culture that refuses to read and write or even think on their own (Bennett et al, 2008) as Digital natives increasingly depend on machines and networks to do their work for them.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div class="pullquote"&gt;In 2008, China recorded its 100 millionth internet user and also witnessed the death of a 13-year-old Digital Native, who, after two days of non-stop gaming, jumped off an elevator to ‘meet another character from his game’ (China Times; 2008) – the gaming environment leading him to a state of hypnosis where he could not make a distinction between his physical&amp;nbsp;reality and his digital fantasy. Immediately following this, China started its first internet rehabilitation clinics, identifying internet addiction disorder (IAD) as significantly affecting young people’s mental growth as well as their social and interpersonal skills. Dan Tapscott has announced the birth of the “Screenagers” who are unable to look beyond their need for entertainment and personal gratification, all at their fingertips as they live their lives on the Infobahn.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;It is in the nature of the design of trust online (Nevejan, 2008) that the Digital Native in his/her transactions becomes the centre of his/her own universe. The recent explosion of news feeds on sites like Facebook, or the use of Twitter to create social networks, or blogging which is often contained in echo-chambers (as demonstrated by Howard Dean’s political campaign in the USA, 2004), often gives the young Digital Native an inflated sense of the self. The tools that the Digital Natives have for finding people who think exactly like them lead to a sense of intense self gratification (Shah, 2005) and also provide a dangerous outlet for violence to themselves and others, as they find validation for their actions within that group without facing any protest or conflict – what Loren Coleman (2007) calls the ‘copycat effect’. The phenomenon of younger users seeking internet celebrity status by engaging in dangerous activities like confessionals, recording and sharing of sexual escapades, bullying and exposing themselves in ridiculous situations to get attention and limelight, have raised concern among parents and educators (Gasser and Palfrey; 2007).&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;This list is by no means exhaustive but gives a clear indication of how the Digital Natives are contained in the matrices of the internet in their representations and are painted as irresponsible and irreverent individuals who appear as pranksters, jesters, and clowns, carrying with them, also the darker sides of cruel humour, dark deeds and sinister pranks which need to be regulated and censored – to save the society from this growing menace, and indeed, to save them from themselves.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;h3&gt;Pranksters, Jesters and Clowns?&lt;/h3&gt;
&lt;div&gt;It is easy, from such perspectives, to not only demonise (thus enabling regulation and control) of Digital Native identities but also ignoring their new aesthetics, politics and mechanisms of participation and change as trivial or ‘merely cultural’. There have been many instances, over the years, where each new technology and technologised space of cultural production has been treated as frivolous, infantile or faddy. Let me take this discussion through three case-studies where Digital Native spaces, engagements and activities have been perceived as juvenile or foolish to examine this particular presumption of trivialness that is often pegged on the Digital Natives and their activities. Each Case-Study has been structured in two parts: the first gives a short understanding of the technologised phenomenon and space, the second provides a brief summary of the event.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;h3&gt;&lt;strong&gt;Flash (Mob) in a Pan from India&lt;/strong&gt;&lt;/h3&gt;
&lt;div&gt;&lt;strong&gt;Flash-mobs&lt;/strong&gt;: Organise, congregate, act, disperse – that is the anatomy of a flash mob. Howard Rheingold, in his book titled Smart Mobs, suggests that the people who make up smart mobs co-operate in ways never before possible because they carry devices that possess both communication and computing capabilities. Their mobile devices connect them with other information devices in the environment as well as with other people's telephones. Dirt-cheap microprocessors embedded in everything from box tops to shoes are beginning to permeate furniture, buildings, neighbourhoods, products with invisible intercommunicating smartifacts. When they connect the tangible objects and places of our daily lives with cyberspace, handheld communication media mutate into wearable remote control devices for the physical world (Rheingold, 2001). &amp;nbsp;The flash-mobs, along with the now ubiquitous terms like viral-networking and crowd-sourcing are the most significant examples of the ways in which the digital networks can mobilise people towards a common cause within the digital matrices as well as in the physical world.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;&lt;strong&gt;The story&lt;/strong&gt;: India’s first recorded flash-mob started with a website asking for volunteers who wanted to ‘have some serious fun’. On the 3rd of October, &amp;nbsp;when several cell phones rang and email inboxes found an email that briefly chalked out the time and space for a venue – a Flash site. Text messages were sent to all the members who had volunteered by anonymous agencies. And then at 5:00 p.m., the next day, about a 100 participants assembled at a mall called Crossroads.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;At the Crossroads Flash-Mob, the mobsters screamed at the top of their voices and sold imaginary shares. They danced. They all froze still in the middle of their actions. And then without as much as a word, after two minutes of historic histrionics, they opened their umbrellas and dispersed, leaving behind them a trail of bewilderment and confusion. This was India’s first recorded flash-mob. People who never knew each other, did not have any largely political purpose in mind and did not really intend to extend relationships, got together to perform a set of ridiculous actions at Crossroads. This first flash mob sparked off many different flash mobs all around the nation – most of them marking out spaces like multiplexes, shopping malls, gaming parlours, body shops, large commercial roads and shopping complexes as their flash sites.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;One of the most celebrated accounts of the flash-mob was by Bijoy Venugopal, a serious blogger and writer (Venugopal; October 2003), who also reiterated the fact that the intention of participation was to have some ‘serious fun.’ Subsequent experience-sharing by other members of the flash-mobs also endorsed the idea that the flash-mob was like an extension of online gaming or the tenuous digital communities which are a part of the lifestyle choices and social networking for an increasing number of people in the large urban wi-fi centres of India. The Flash-mob seemed to carry with it all the elements that digital cyberspaces have to offer – a sense of tentative belonging, a grouping of people who seek to network with each other based on similar interests, a growing sense of a need to ‘enchant’ the otherwise quickly mechanised world around us, and an exciting space of novel experiences and unmonitored, pseudonymous (except for the physical presence) fun.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;The flash-mob gained huge media coverage and local buzz and was talked about and debated upon quite furiously in popular media. The organisers of the flash-mobs became instant celebrities and were questioned repeatedly about the reasons for organising the flash-mob. The answer was always unwavering – the organisers insisted that the flash-mobs were a way for them to instil fun and novelty in the very hurried life in Mumbai. On the website, Rohit Tikmany, one of the original organisers, very passionately argues:&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;blockquote&gt;
&lt;div&gt;We are not making any statement here - we are not protesting anything - we are not a revolution, a movement or an agitation. Our purpose (if any) is solely to have fun… None of us is here for anything except fun. We will not have any sponsors (covert or overt) and we will never respond to any commercial/political/religious influences. (Tikmany, 2003)&lt;/div&gt;
&lt;/blockquote&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;There was a particular and specific disavowal of the ‘political’. The organisers went out of their way to convince that they do not have any political cause that they endorse, that they are not affiliated with any socio-political organisations or parties in the city, and that their actions were guided only by the desire to have some fun and games. The popular media painted it as a fad that made its point about internet mobilisation but was nothing more than a flash in a pan. Initial responses to the flash-mobsters painted them as clowns – a bunch of young people having a bit of fun. It came as a particular shock, in the face of this celebratory mode of looking at flash-mobs and the composition of the crowd (largely upper class, English speaking, Educated, and implicated in the digital circuits of globalised consumption), when the flash-mobs came to be banned in Mumbai and then around the country, as ‘a serious threat the safety and security of the public’ and offering ‘unfavourable conditions of danger’ in the city.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;Flash-mobs have been recorded around the globe, for different reasons and to fulfil varied socio-political ambitions. However, most of them have been explicitly for fun. Tapio Makela at the Tempare University, Finland, suggests that flash-mobs are indeed the first real-time digital gaming experience that the internet can provide us with. And yet, flash-mobs are being regulated in almost all emerging Information Societies. While the political rhetoric of unsupervised mobilisation can be understood easily, what lies beneath it is a much more interesting story. For emerging information societies in the world, the digital technologies have a much more significant role to play in economic development and creation of global infrastructure. Most governments have invested highly in the creation of techno-social skill based identities and have a clear idea of the ‘correct’ usage of technology. The flash-mobs present a situation where the ‘ideal’ citizens who should be engaging with these technologies to enhance the labour markets and augment the nation’s efforts at restructuring in global times, are engaging in apparently frivolous activities which are aimed at self gratification and fun. Flash-mobs, through their aesthetic of irreverence and fun, also present a space for criticism and political negotiation to the Digital Natives, who, while they might not be equipped to engage with traditional channels of politics, are now finding ways by which to make their opinions and expressions heard.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;The Flash-mob in Mumbai, for example, builds upon a much richer contextual local history of politics and access. Crossroads, the flash-site, was also the first American Super-Mall in India. In 2001, when the mall opened, it was restrictive in its access, where it demanded the curious onlooker to either pay an entry fee of 50 Indian Rupees or be in possession of a Platinum Credit Card or a Cell phone to enter the mall. The idea was that only a certain kind of citizenship was welcome in this consumerist heaven. It was presumed that people who do not come from a class that can afford to purchase things in the mall might not know how to behave in the mall. A public interest litigation suit against the mall soon revoked these conditions of access and announced the mall as a public space of consumption. However, the lineage of the restrictive conditions that the mall opened with, resonates through the local knowledge systems. The first flash-mob at Crossroads, even though it was ‘fun’, managed to provide a critique of the new class based urban society that global India is building. Ironically, the people who constituted that flash-mob and managed to turn the mall into a place of total chaos for the brief performance were the ‘desirable’ people for the mall. Such a critique, while it might not be overtly articulated for different reasons, still manages to surface once the contextual histories of these events are produced.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;h3&gt;&lt;strong&gt;10 Legendary Obscene Beasts &amp;nbsp;from China&lt;/strong&gt;&lt;/h3&gt;
&lt;div&gt;&lt;strong&gt;User Generated Knowledge sites&lt;/strong&gt;: The world of knowledge production was never as shaken as it was with the emergence of the Wikipedia – a user generated knowledge production system, where anybody who has any knowledge, on almost anything in the world, can contribute to share it with countless users around the world. The camps around Wikipedia are fairly well divided: there are those who swear by it, and there are those who swear against it. There are scholars, activists and lobbyists who celebrate the democratisation of knowledge production as the next logical evolutionary step to the democratic access to knowledge. They appreciate the wisdom of crowds and revel in the joy that in the much discussed Nature magazine experiment, the number of errors in Wikipedia and its biggest opponent, Encyclopaedia Britannica, were almost the same. And then there are those who think of the Wikipedia and other such peer knowledge production and sharing systems as erroneous, unreliable and a direct result of collapsing standards that the vulgarisation of knowledge has succumbed to in the age where information has become currency. Add to this the hue and cry from academics around the globe who lament falling research standards as the copy+paste generations (Vaidhyanathan; 2008) in classrooms skim over subjects in Wikipedia rather than analysing and studying them in detail from those hallowed treasuries of knowledge – reference books.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;As can be expected, the questions about the veracity, verifiability, trustworthiness and integrity of Wikipedia and other such user generated knowledge sharing sites (including YouTube, Flickr, etc.) are carried on in sombre tones by zealots who are devoted to their beliefs. However, the one question that remains unasked, in the discussion of these sites, is the question of what purpose it might serve beyond the obvious knowledge production exercise.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;&lt;strong&gt;The Story&lt;/strong&gt;: In China, where the government exerts great control over regulating online information, Wikipedia had a different set of debates which would not feature in the more liberal countries – the debates were around what would be made accessible to a Wikipedia user from China and what information would be blanked out to fit China’s policy of making information that is ‘seditious ‘and disrespectful’, invisible. After the skirmishes with Google, where the search engine company gave in to China’s demands and offered a more censored search engine that filtered away results based on sensitive key-words and issues, Wikipedia was the next in line to offer a controlled internet knowledge base to users in China.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;However, another user-generated knowledge site, more popular locally and with more stringent self-regulating rules than Wikipedia, became the space for political commentary, satire, protest and demonstration against the draconian censorship regimes that China is trying to impose on its young users. The website Baidu Baike (pinyin for Baidu Encyclopaedia), became popular in 2005 and was offered by the Chinese internet search company Baidu. With more than 1.5 million Chinese language articles, Baidu has become a space for much debate and discussion with the Digital Natives in China. Offered as a home-grown response to Wikipedia, Baidu implements heavy ‘self-censorship to avoid displeasing the Chinese Government’ (BBC; 2006) and remains dedicated to removing ‘offensive’ material (with a special emphasis on pornographic and political events) from its shared space.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;It is in this restrictive regime of information sharing and knowledge production, that the Digital Natives in China, introduced the “10 legendary obscene beasts” meme which became extremely popular on Baidu. Manipulating the Baidu Baike’s potential for users to share their knowledge, protestor’s of China’s censorship policy and Baidu’s compliance to it, vandalised contributions by creating humorous pages describing fictitious creatures, with names vaguely referring to Chinese profanities, with homophones and characters using different tones.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;The most famous of these creations was &amp;nbsp;Cao Ni Ma &amp;nbsp; (Chinese: 草泥马), literally "Grass Mud Horse", which uses the same consonants and vowels with different tones for the Chinese language profanity which translates into “Fuck Your Mother” &amp;nbsp;cào nǐ mā (肏你妈) . This mythical animal belonging to the Alpaca race had dire enemies called héxiè (河蟹), literally translated as “river crabs”, very close to the word héxié (和谐) meaning harmony, referring to the government’s declared ambition of creating a “harmonious society” through censorship. The Cao Ni Ma, has now become a popular icon appearing in videos distributed on YouTube, in fake documentaries, in popular Chinese internet productions, and even in themed toys and plushies which all serve as mobilising points against censorship and control that the Chinese government is trying to control.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;However, the reaction from those who do not understand the entire context is, predictably, bordering on the incredulous. Most respondents on different blogs and meme sites, think of these as mere puns and word-plays and juvenile acts of vandalism. The Chinese monitoring agencies themselves failed to recognise the profane and the political intent of these productions and hence they survived on Baidupedia, to become inspiring and iconic symbols of the slow and steady protest against censorship and the right to information act in China. Following these brave acts, Baidu’s user base also experimented very successfully with well-formed parodies and satires, opening up the first spaces in modern Chinese history, for political criticism and negotiation.&lt;a name="fr2" href="#fn1"&gt;[2]&lt;/a&gt; What is discarded or overlooked as jest or harmless pranks, are actually symptomatic of a new generation using digital tools and spaces to revisit what it means to be politically active and engaged. The 10 obscene legendary creatures, like the flash-mobs, can be easily read as juvenile fun and the actions of a youth that is quickly losing its connection with the immediate contemporary questions. However, a contextual reading combined with a dismantling of the “Digital Native in a bubble” syndrome, can lead to a better understanding of the new aesthetic of social transformation and political participation – one which is embedded in the growing aesthetic of fun, irreverence, and playfulness.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;h3&gt;&lt;strong&gt;A 32 Year Old Dancing Global Nomad&lt;/strong&gt;&lt;/h3&gt;
&lt;div&gt;Context: The aesthetic of irreverence, of playfulness and of exuberant joy is perhaps the best demonstrated by the third case-study which deals with user generated content and sharing&amp;nbsp;sites like YouTube and Blip TV or social networking sites like Facebook and Livejournal.&amp;nbsp;With the easy availability of digital technologies of production – portable laptops and digital cameras, PDAs enabled with phones and multi-media services, webcams and microphones – and tools to share and exchange these productions, there has been an unprecedented amount of digital cultural production which has propelled what we now call the Web 2.0 explosion. There has been much criticism about how we are building a junkyard of digital information. Videos of cats and hamsters dancing, inane audio and video podcasts documenting personal anecdotes and opinions, blogs that publish everything from favourite recipes to sexual escapades, and social networking sites that map rising networks, all add to the immense amount of data that dwells in cyberspace. Questions of data mining, of data redundancy are coupled with alarms of the ‘infantile’ uses of technology have emerged in recent debates around this user generated content. Governments are also battling with problems of piracy, hate-speech, bullying and fundamentalism that have found pervasive channels through these platforms and networks.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;&lt;strong&gt;The Story&lt;/strong&gt;: In the middle of celebrity hamsters (Hampster the Hamster), popular dancing babies, and parodies of pop stars, there was one particular internet celebrity who is famous, because nobody knows where he is going to dance next. “Where the Hell is Matt?” is a viral video which shot to fame first in 2006, which features Matt Harding, a video game designer from America, who performs a singularly identifiable dance routine in front of various popular destinations in different countries around the world. It started off as a friend recording Matt Harding doing a peculiar dance in Vietnam became popular on the internet and became one of the most popular videos on cyberspace, with his second video released in 2008, viewed 19,860,041 times on YouTube as on 31st March 2009.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;Harding has now become a celebrity, featuring on TV talk shows, guest lecturing at universities, and is brand ambassador to a couple of global brands. He is now, also featured dancing on NASA’s Astronomy Picture of the Day website under the title “Happy People Dancing on Planet Earth”, claiming that it shows humans worldwide sharing a joy of dancing. Unlike the flash-mobs and the Baidupedia instances, Where The Hell is Matt? does not have any overt political position or agenda. It has not entered into a condition of strife or struggle with any authoritative regimes or systems of conflict. And yet, what Harding has managed, through his ‘pranks’ , is to create a series of videos which have now come to embody values of cultural diversity, tolerance and universal joy. Instead of making serious speeches, petitions or demonstrations, through his prankster image, Matt Harding has become the unofficial ambassador of peace and harmony around the globe, being discussed avidly by anybody who sees him, with a smile.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;One can either ignore this viral video as a short-lived meme that will soon be forgotten by the next dancing sensation. Even if it might be true, the impact that the “Where the Hell is Matt?” videos have created is significant. When Matt sarcastically said at Entertainment Gathering, that his videos were a hoax, that he was an actor and the videos were an exercise in animatronic puppets and video editing, he had everybody from fans on blogs to new reporters on television responding to it – some often with outrage at being ‘fooled’ by such morphing. Harding revealed his ‘hoax about a hoax’ at the Macworld convention to great amusement. While Matt’s dancing pranks might indeed be forgotten by the next big thing, it is still a fruitful exercise to read it as symptomatic of a much larger redefinition of notions of political participation and social transformation that the Digital Natives and their technology-mediated environments are bringing about.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;h3&gt;Digital Natives: Causes, Pauses&lt;/h3&gt;
&lt;div&gt;Running common, through all these three stories, in popular discourse as well as in academic scholarship, is the presumption of frivolity and non-seriousness that misses out on the much larger contexts of socio-political change. The youth have always been at the forefront of social transformation and political participation. The youth, traditionally, has also had an intimate relationship with new technologies of cultural production, producing influential aesthetics through experimentation and innovation. A brief look at the socio-political history of technologies, shows us that the young who grow up with certain technologies as central to their mechanics of life and living, have led to a reconfiguring of their role and function in the society. The emergence of the print culture, for example, led to the energising of the public spheres in Europe, where young people with access to education and books, could participate and restructure their immediate socio-political environments. Cinematic realism has had its heyday as the tool for political mobilisation through representing the voice of the underprivileged communities. The expansion of the tele-communication networks have led to the rise and fall of governments while changing the face of socio-political and economic activities.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;It is not as if these technologies were without their own concerns, questions and doubts. However, most of these anxieties have been successfully resolved through experience, experiment and analysis. Such practices and communities have Moreover, the promise and the potential of this youth-technology engagement have always surpassed the ensuing anxiety.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;With the Digital Natives, as a small percentage of the world’s population engages with technologies and tools that are quickly gaining currency and popularity, there seems to be a cacophony of alarms and anxieties which seem to have no scope for resolution or respite. And this alarm seems to be louder and more anxious than ever before because it marks a disconnect of the Digital Natives from the role that youth-technology relationships has borne through history – that the Digital Natives are in a state of apathy when it comes to engaging in processes of social transformation and political mobilisation and prefer to stay in isolated bubbles of consumerism and entertainment. This particular accusation that is levelled at the Digital Natives, if true, is not only alarming but also bodes dire fortunes for the whole world as a new generation refuses to engage with questions of politics, governance and transformation outside of the realm of the economic and the personal. This particular disconnect amplifies the other anxieties – moral anxieties around pornography and sexuality, ethical anxieties about plagiarism and piracy, intellectual anxieties about knowledge production and research – because the re-assurance that the Digital Natives will augment the processes of positive social transformation and fruitful political participation, is perceived as lost.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;Moreover, unlike earlier technologies, the youth is not being guided into the use of digital technologies but are actually spearheading the development, consumption and rise of these technologies. There is a strong reversal of the power structure, where the digital migrants and settlers have to depend upon the Digital Natives to traverse the terrain of the digital environments. The Digital Natives are in a uniquely singular position where, due to the economic and global restructuring of the world, their world-view and ideas are gaining more currency and visibility than those belonging to previous generations. However, the adults who enter the world of the Digital Natives, insist on viewing them through certain misapplied prisms:&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;&lt;strong&gt;Difference without change&lt;/strong&gt;: &amp;nbsp;These stories or anecdotal data almost always gives us a sense of marked difference of identity in an unchanging world. The Digital Native remains a category or identity which remains to be understood in its difference to integrate it into a world vision that precedes them. The difference is invoked only to emphasise the need for continuity from one generation to another; and thus making a call to ‘rehabilitate’ this new generation into earlier moulds of being.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;&lt;strong&gt;The social construction of loss&lt;/strong&gt;: A common intention of these stories is to mourn a loss. Each new technology has always been accompanied by a nostalgia industry that immediately recreates a pre-technologised, innocent world that was simpler, better, fairer, and easier to live in. Similarly, the Digital Native identity is premised on multiple losses&lt;a name="fr3" href="#fn3"&gt;[3]&lt;/a&gt; : loss of childhood, loss of innocence, loss of control, loss of privacy etc. Predicated on this list, is the specific loss of political participation and social transformation; a loss of the youth as the political capital of our digital futures.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;&lt;strong&gt;Trivialising the realm of the Cultural&lt;/strong&gt;: The third is that these anecdotes of celebration and fear, mark the Digital Native’s actions and practices as confined to some “My bubble, My space” personal/cultural &amp;nbsp;private world of consumption which, when they do connect to larger socio-political phenomena, is accidental. Moreover, they concentrate on the activities and the immediate usage/abuse of technology rather than concentrating on the potentials that these tools and interactions have for the future. They paint the Digital Native as without agency, solipsistic, and in the ‘pointless pursuit of pleasure’, thus dismissing their cultural interactions and processes as trivial and residing in indulgent consumption and personal gratification.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;Such perspectives and analytical impulses are a result of the pertinent and influential research methods and disciplinary baggage within contemporary cybercultures studies. Much of the imagination of the Digital Natives carries the baggage of false dichotomies and binaries of discourse around technologically mediated identities. Within cybercultures studies, as well as in earlier interdisciplinary work on digital internets, there has been an explicit and now an implied division of the physical and the virtual. The virtual seems to be a world only loosely anchored in the material and physical reality, and almost seems to be at logger heads with the real in producing its own hyper-visual reality. These distinctions, though not often invoked, are present in different imaginations of the Digital Natives. They seem to reside in virtual worlds producing a ‘disconnect’ from their everyday reality. The alternative public spheres of speech and expression created by the rise of the blogosphere and peer-to-peer networking&amp;nbsp;sites seem to reside only within the digital domain. The frenzied cultural production and consumption on sites like YouTube and Second Life are contained within digital deliriums. Similarly, when attention is paid to Digital Natives and their activities, it is confined to what they do, inhabit, consume and produce online, often forgetting their embodied presence circumscribed by different contexts.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;div&gt;The notion of contexts, as it is relevant and important to understand techno-social identities, is even more crucial when talking about Digital Natives. Contextualised understanding of their environments, histories, and engagement help us to realise that Digital Native is not a universal identity. Even though the technologies that they use are often global in nature, and the tools and gadgets they employ are shared across borders, the way a digital native identity is constructed and experienced is different with different contexts. As we see, in the case of the flash-mobs and the Baidupedia, the digital native, especially when it comes to social transformation and political participation, is a fiercely local and context based identity and community. It is because of this, that Ethan Zuckerman’s Cute Cat Theory (2005) actually makes sense – that the Digital Natives, when they do utilise digital tools for social transformation or mobilisation, will not go in search for new tools. Instead, they will use the existing platforms and spaces that they are already using to share pictures of cute cats across the globe. The idea of a context based Digital Native identity also leads me to suggest two things to conclude this paper: The first, that Digital Natives are not merely people who are using new tools and technologies to augment the ideas of change and participation that an earlier, development-centric generation has grown up with. By introducing and experimenting with their aesthetic of fun, playfulness and irreverence, they are re-visiting the terrain of what it means to be political and often embedding their politics into seemingly inane or fruitless cultural productions, which create sustainable conditions of change. The second, that the Digital Natives, while they seem to be a different generation and having a unique technology-human relationship, are not really different when it comes to envisioning the role of youth-technology paradigm in the society. What is really different, with this young generation of active, interested and engaged &amp;nbsp;people, is that their local movements and actions are globally shared and accessed, thus forging, perhaps in unprecedented ways, international and cross-cultural communities of support, help and interest. Moreover, these communities subscribe to a new paradigm and vocabulary of socio-political change which is often tied to their every-day actions of entertainment, leisure, networking and cultural production, which provide the potential for the next big change that the Digital Natives set themselves to.&lt;/div&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;hr /&gt;
&lt;p&gt;&lt;br /&gt;[&lt;a name="fn1" href="#fr1"&gt;1&lt;/a&gt;]. The term ‘techno-social’, coined by Arturo Escobar, refers to a social identity mediated by technology. It puts special emphasis that the digital and physical environments need to be seen in segue with each other rather than disconnected as is often the case in cybercultures and technology studies.&lt;/p&gt;
&lt;p&gt;[&lt;a name="fn2" href="#fr2"&gt;2&lt;/a&gt;].A more serious political satire that moves beyond just punning and avoiding censorship was found in the now-deleted entry for revolutionary hero Wei Guangzheng (伟光正, taken from 伟大, 光荣, 正确, "great, glorious, correct"). An excerpt from it is included here for sampling.&lt;/p&gt;
&lt;p class="discreet"&gt;&lt;strong&gt;Wei Guangzheng&lt;br /&gt;&lt;/strong&gt;Comrade Wei Guangzheng is a superior product of natural selection. In the course of competition for survival, because of certain unmatched qualities of his genetic makeup, he has a great ability to survive and reproduce, and hence Wei Guangzheng represents the most advanced state of species evolution.&amp;nbsp;Here is the evolution of Wei Guangzheng's thinking: Since the day of his birth, comrade Wei Guangzheng established a guiding ideology for the people's benefit, and in the course of connecting it with the real circumstances of his beloved Sun Kingdom, a process of repeated comparisons that involved the twists and turns of campaigns of encirclement and suppression, his ideology finally realized a historic leap forward and generated two major theoretic achievements. The first great theoretic leap was the idea of leading a handful of people to take up arms to cause trouble, rebellion, and revolution in order to build a brave new world, and to successfully seize power. This was the "spear ideology." The second great theoretic leap was a theory, with Sun Kingdom characteristics, in which Wei Guangzheng was unswervingly upheld as leader and the people were forever prevented from standing up. This was the "shield theory." Under the guidance of these two great theoretic achievements, comrade Wei Guangzheng won victory after victory. Practice has proven, "Without Wei Guangzheng, there would be no Sun Kingdom." Following the road of comrade Wei Guangzheng was the choice of the people of the Sun Kingdom and an inevitable trend of historical development.&lt;/p&gt;
&lt;p&gt;[&lt;a name="fn3" href="#fr3"&gt;3&lt;/a&gt;]Indeed, as Chris Jenks notes in his work on the construction of youth, through history, it is the function of civilisation to construct youth as not only an innocent category which needs to be saved but also a demonic identity which needs to be trained and taught into the roles and functions of civilisation. Each emergent technology of cultural production, in its turn, has been examined as potentially contributing to the notions of the youth and their role and function in the society.&lt;/p&gt;
&lt;hr /&gt;
&lt;h3&gt;References&lt;/h3&gt;
&lt;div&gt;
&lt;ol&gt;
&lt;li&gt;Bagga, R.K, Kenneth Keniston and Rohit Raj Mathur (Eds). (2005)&amp;nbsp;The State, IT and Development. New Delhi: Sage.&lt;/li&gt;
&lt;li&gt;Bauerlein, Mark. (2008). &lt;em&gt;The Dumbest Generation : How the Digital Age Stupefies Young Americans and Jeopardizes Our Future, or Don't Trust Anyone Under 30&lt;/em&gt;. New York : Tarcher/Penguin Books.&lt;/li&gt;
&lt;li&gt;BBC News. (2006). "Site Launches: Chinese Wikipedia". Available at &lt;a class="external-link" href="http://news.bbc.co.uk/2/hi/asia-pacific/4761301.stm"&gt;http://news.bbc.co.uk/2/hi/asia-pacific/4761301.stm&lt;/a&gt;.&lt;/li&gt;
&lt;li&gt;Bennett, Sue, Karl Maton and Lisa Kervin. 2008. “The ‘Digital Natives’ Report - &amp;nbsp;A Critical Review of the Evidence”, Melbourne. Available at &lt;a class="external-link" href="http://www.cheeps.com/karlmaton/pdf/bjet.pdf"&gt;http://www.cheeps.com/karlmaton/pdf/bjet.pdf&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;China Times, The. (2008). “Internet de-addiction centres in China”. Article available at &lt;a class="external-link" href="http://news.bbc.co.uk/2/hi/asia-pacific/4327258.stm"&gt;http://news.bbc.co.uk/2/hi/asia-pacific/4327258.stm&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;Coleman, Loren. (2007). &lt;em&gt;The Copycat Effect: How the Media and Popular Culture Trigger the Mayhem in Tomorrow's Headlines&lt;/em&gt;. Simon &amp;amp; Schushter.&lt;/li&gt;
&lt;li&gt;Escobar, Arturo. (1994). “Welcome to Cyberia: Notes on the Anthropology of Cyberculture.” The Cybercultures Reader. Eds. David Bell and Barbara Kennedy. NY:Routledge.&lt;/li&gt;
&lt;li&gt;Himanen, Pekka. (2001). &lt;em&gt;The Hacker Ethic&lt;/em&gt;. New York: &amp;nbsp;Random house Trade Paperbacks.&lt;/li&gt;
&lt;li&gt;Navejan, Caroline. (2008). &lt;em&gt;The Design of Trust&lt;/em&gt;. Utrecht University. (Forthcoming).&lt;/li&gt;
&lt;li&gt;Palfrey, John and Urs Gasser. (2008). Born Digital. New York: Basic Books.&lt;/li&gt;
&lt;li&gt;Prensky, Marc. (2001). Digital Natives, Digital Immigrants, available at &lt;a href="https://cis-india.org/digital-natives/blog/Prensky, Marc. 2001. Digital Natives, Digital Immigrants, available at http:/www.marcprensky.com/writing/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part1.pdf Retrieved January 2009." class="external-link"&gt;http://www.marcprensky.com/writing/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part1.pdf&lt;/a&gt;,&amp;nbsp;retrieved January 2009.&lt;/li&gt;
&lt;li&gt;Rheingold, Howard. (2001). Smart Mobs: the next social revolution . New York: Perseus Publishing.&lt;/li&gt;
&lt;li&gt;Roy, Sumit. (2005). &lt;em&gt;Globalisation, ICT and Developing Nations&lt;/em&gt;. New Delhi: Sage.&lt;/li&gt;
&lt;li&gt;Shah, Nishant. (2005). &amp;nbsp;“Playblog: Pornography, Performance and Cyberspace”. Available at &lt;a class="external-link" href="http://www.cut-up.com/news/detail.php?sid=413"&gt;http://www.cut-up.com/news/detail.php?sid=413 &lt;/a&gt;&lt;/li&gt;
&lt;li&gt;Shah, Nishant. (2007). “Subject to Technology” Inter Asia Cultural Studies Journal. Available at &lt;a href="https://cis-india.org/publications/cis-publications/nishant-shahs-publications" class="external-link"&gt;http://cis-india.org/publications/cis-publications/nishant-shahs-publications&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;Tapscott, John. (2008). Grown-Up Digital: How the Net Generation is Changing your World. New York: Vintage Books.&lt;/li&gt;
&lt;li&gt;Tikmany, Rohit. (2003). &lt;a href="https://cis-india.org/digital-natives/blog/Tikmany, Rohit. 2003. http:/www.mumbaiorgs.com 3rd March, 2004, 11:15 a.m. IST" class="external-link"&gt;http://www.mumbaiorgs.com&lt;/a&gt; 3rd March, 2004, 11:15 a.m. IST.&lt;/li&gt;
&lt;li&gt;Vaidhyanathan, Siva. (2008). Available at Chronicle of Higher Education, September 19, 2008. &lt;a class="external-link" href="http://chronicle.com/free/v55/i04/04b00701.htm"&gt;http://chronicle.com/free/v55/i04/04b00701.htm&lt;/a&gt;.&lt;/li&gt;
&lt;li&gt;Venugopal, Bijoy. (2003). &lt;a class="external-link" href="http://www.rediff.com/netguide/2003/oct/05flash.htm"&gt;http://www.rediff.com/netguide/2003/oct/05flash.htm&lt;/a&gt;. 20th December, 2003, 12:23 p.m. IST.&lt;/li&gt;
&lt;li&gt;Zuckerman, Ethan. (2008). "The Cute Cat Theory Talk at ETech". Available at &lt;a class="external-link" href="http://www.ethanzuckerman.com/blog/2008/03/08/the-cute-cat-theory-talk-at-etech/"&gt;http://www.ethanzuckerman.com/blog/2008/03/08/the-cute-cat-theory-talk-at-etech/&lt;/a&gt;&lt;/li&gt;&lt;/ol&gt;
&lt;div&gt;&amp;nbsp;&lt;/div&gt;
&lt;/div&gt;
&lt;p&gt;This research paper was published in&amp;nbsp;Academia.edu. It can be downloaded &lt;a class="external-link" href="http://cis-india.academia.edu/NishantShah/Papers"&gt;here&lt;/a&gt;&lt;/p&gt;

        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/digital-natives/blog/digital-natives-and-politics-in-asia'&gt;https://cis-india.org/digital-natives/blog/digital-natives-and-politics-in-asia&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>nishant</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Digital Activism</dc:subject>
    
    
        <dc:subject>Web Politics</dc:subject>
    
    
        <dc:subject>Researchers at Work</dc:subject>
    
    
        <dc:subject>Digital Natives</dc:subject>
    

   <dc:date>2015-05-14T12:11:33Z</dc:date>
   <dc:type>Blog Entry</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/raw/rewiringdoc">
    <title>Re:wiring Bodies - Dr. Asha Achuthan</title>
    <link>https://cis-india.org/raw/rewiringdoc</link>
    <description>
        &lt;b&gt;First draft of the monograph on "Rewiring Bodies" by Dr. Asha Achutan; format for Microsoft Office users&lt;/b&gt;
        
        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/raw/rewiringdoc'&gt;https://cis-india.org/raw/rewiringdoc&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>nishant</dc:creator>
    <dc:rights>Published under a Creative Commons License</dc:rights>

    
        <dc:subject>Cyborgs</dc:subject>
    
    
        <dc:subject>Cybercultures</dc:subject>
    
    
        <dc:subject>Archives</dc:subject>
    
    
        <dc:subject>Digital subjectivities</dc:subject>
    
    
        <dc:subject>Resources</dc:subject>
    
    
        <dc:subject>History</dc:subject>
    

   <dc:date>2011-09-21T07:23:44Z</dc:date>
   <dc:type>File</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/digital-natives/blog/dnbook">
    <title>Digital AlterNatives with a Cause?</title>
    <link>https://cis-india.org/digital-natives/blog/dnbook</link>
    <description>
        &lt;b&gt;Hivos and the Centre for Internet and Society have consolidated their three year knowledge inquiry into the field of youth, technology and change in a four book collective “Digital AlterNatives with a cause?”. This collaboratively produced collective, edited by Nishant Shah and Fieke Jansen, asks critical and pertinent questions about theory and practice around 'digital revolutions' in a post MENA (Middle East - North Africa) world. It works with multiple vocabularies and frameworks and produces dialogues and conversations between digital natives, academic and research scholars, practitioners, development agencies and corporate structures to examine the nature and practice of digital natives in emerging contexts from the Global South. &lt;/b&gt;
        
&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;I&lt;/strong&gt;&lt;strong&gt;ntroduction&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;In the 21&lt;sup&gt;st&lt;/sup&gt;
Century, we have witnessed the simultaneous growth of internet and digital
technologies on the one hand, and political protests and mobilisation on the
other. Processes of interpersonal relationships, social communication, economic
expansion, political protocols and governmental mediation are undergoing a
significant transition, across in the world, in developed and emerging
Information and Knowledge societies.&lt;/p&gt;
&lt;p&gt;The young
are often seen as forerunners of these changes because of the pervasive and
persistent presence of digital and online technologies in their lives. The “
Digital Natives with a Cause?” is a research inquiry that uncovers the ways in
which young people in emerging ICT contexts make strategic use of technologies
to bring about change in their immediate environments. Ranging from personal
stories of transformation to efforts at collective change, it aims to identify
knowledge gaps that existing scholarship, practice and popular discourse around
an increasing usage, adoption and integration of digital technologies in
processes of social and political change.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Methodology&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;In 2010-11,
three workshops in Taiwan, South Africa and Chile, brought together around 80
people who identified themselves as Digital Natives from Asia, Africa and Latin
America, to explore certain key questions that could provide new insight into
Digital Natives research, policy and practice. The workshops were accompanied
by a ‘Thinkathon’ – a multi-stakeholder summit that initiated conversations
between Digital Natives, academic researchers, scholars, practitioners,
educators, policy makers and corporate representatives to share learnings on
new questions: Is one born digital or does one become a Digital Native? How do
we understand our relationship with the idea of a Digital Native? How do
Digital Natives redefine ‘change’ and how do they see themselves implementing
it? What is the role that technologies play in defining civic action and social
movements? &amp;nbsp;What are the relationships
that these technology based identities and practices have with existing social
movements and political legacies? How do we build new frameworks of sustainable
citizen action outside of institutionalisation?&lt;/p&gt;
&lt;strong&gt;
&lt;/strong&gt;
&lt;p&gt;&lt;strong&gt;Rationale&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;One of the
knowledge gaps that this book tries to address is the lack of digital natives’
voices in the discourse around them. In the occasions that they are a part of
the discourse, they are generally represented by other actors who define the
frameworks and decide the issues which are important. Hence, more often than
not, most books around digital natives concentrate on similar sounding areas
and topics, which might not always resonate with the concerns that digital
natives and other stake-holders might be engaged with in their material and
discursive practice. The methodology of the workshops was designed keeping this
in mind. Instead of asking the digital natives to give their opinion or recount
a story about what we felt was important, we began by listening to their
articulations about what was at stake for them as e-agents of change. As a
result, the usual topics like piracy, privacy, cyber-bullying, sexting etc.
which automatically map digital natives discourse, are conspicuously absent
from this book. Their absence is not deliberate, but more symptomatic of how
these themes that we presumed as important were not of immediate concerns to
most of the participants in the workshop who are contributing to the book&lt;strong&gt;.&lt;/strong&gt;&lt;/p&gt;
&lt;strong&gt;
&lt;/strong&gt;
&lt;p&gt;&lt;strong&gt;Structure&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;The
conversations, research inquiries, reflections, discussions, interviews, and
art practices are consolidated in this four part book which deviates from the
mainstream imagination of the young people involved in processes of change. The
alternative positions, defined by geo-politics, gender, sexuality, class,
education, language, etc. find articulations from people who have been engaged
in the practice and discourse of technology mediated change. Each part
concentrates on one particular theme that helps bring coherence to a wide
spectrum of style and content.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Book 1: To Be: Digital AlterNatives with a Cause? Download &lt;a href="https://cis-india.org/digital-natives/dnbook1/at_download/file" class="external-link"&gt;here&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;strong&gt;
&lt;/strong&gt;
&lt;p&gt;The first
part, &lt;em&gt;To Be&lt;/em&gt;, looks at the questions
of digital native identities. Are digital natives the same everywhere? What
does it mean to call a certain population ‘Digital Natives”? Can we also look
at people who are on the fringes – Digital Outcasts, for example? Is it
possible to imagine technology-change relationships not only through questions
of access and usage but also through personal investments and transformations?
The contributions help chart the history, explain the contemporary and give ideas
about what the future of technology mediated identities is going to be.&lt;/p&gt;
&lt;strong&gt;Book 2: To Think: Digital AlterNatives with a Cause? Download &lt;a href="https://cis-india.org/digital-natives/dnbook2/at_download/file" class="external-link"&gt;here&lt;/a&gt;&lt;/strong&gt;&lt;strong&gt;
&lt;/strong&gt;
&lt;p&gt;In the
second section, &lt;em&gt;To Think,&lt;/em&gt; the
contributors engage with new frameworks of understanding the processes,
logistics, politics and mechanics of digital natives and causes. Giving fresh
perspectives which draw from digital aesthetics, digital natives’ everyday
practices, and their own research into the design and mechanics of technology
mediated change, the contributors help us re-think the concepts, processes and
structures that we have taken for granted. They also nuance the ways in which
new frameworks to think about youth, technology and change can be evolved and
how they provide new ways of sustaining digital natives and their causes.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Book 3: To Act: Digital AlterNatives with a Cause? Download &lt;a href="https://cis-india.org/digital-natives/dnbook3/at_download/file" class="external-link"&gt;here&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;To Act&lt;/em&gt; is the third part that concentrates on stories
from the ground. While it is important to conceptually engage with digital
natives, it is also, necessary to connect it with the real life practices that
are reshaping the world. Case-studies, reflections and experiences of people
engaged in processes of change, provide a rich empirical data set which is
further analysed to look at what it means to be a digital native in emerging
information and technology contexts.&lt;/p&gt;
&lt;strong&gt;
&lt;/strong&gt;
&lt;p&gt;&lt;strong&gt;Book 4: To Connect : Digital AlterNatives with a Cause? Download &lt;a href="https://cis-india.org/digital-natives/dnbook4/at_download/file" class="external-link"&gt;here&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;The last
section, &lt;em&gt;To Connect&lt;/em&gt;, recognises the
fact that digital natives do not operate in vacuum. It might be valuable to
maintain the distinction between digital natives and immigrants, but this
distinction does not mean that there are no relationships between them as
actors of change. The section focuses on the digital native ecosystem to look
at the complex assemblage of relationships that support and are amplified by
these new processes of technologised change.&lt;/p&gt;
&lt;p&gt;We see this
book as entering into a dialogue with the growing discourse and practice in the
field of youth, technology and change. The ambition is to look at the digital
(alter)natives as located in the Global South and the potentials for social
change and political participation that is embedded in their interactions
through and with digital and internet technologies. We hope that the book
furthers the idea of a context-based digital native identity and practice,
which challenges the otherwise universalist understanding that seems to be the
popular operative right now. We see this as the beginning of a knowledge
inquiry, rather than an end, and hope that the contributions in the book will
incite new discussions, invoke cross-sectorial and disciplinary debates, and
consolidate knowledges about digital (alter)natives and how they work in the
present to change our futures&lt;strong&gt;.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;a class="external-link" href="https://www.surveymonkey.com/MyAccount_Login.aspx"&gt;Click here&lt;/a&gt; to order your copy. We invite readers to contribute reviews of an essay they found particularly interesting. Contact us: nishant@cis-india.org and fjansen@hivos.nl if you want more information, resources, or dialogues&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Nishant
Shah&lt;/p&gt;
&lt;p&gt;Fieke
Jansen&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;For media coverage and book reviews,&lt;/strong&gt; &lt;a href="https://cis-india.org/digital-natives/media-coverage" class="external-link"&gt;read here&lt;/a&gt;.&lt;/p&gt;

        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/digital-natives/blog/dnbook'&gt;https://cis-india.org/digital-natives/blog/dnbook&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>nishant</dc:creator>
    <dc:rights></dc:rights>

    
        <dc:subject>Social media</dc:subject>
    
    
        <dc:subject>Digital Activism</dc:subject>
    
    
        <dc:subject>RAW Publications</dc:subject>
    
    
        <dc:subject>Campaign</dc:subject>
    
    
        <dc:subject>Digital Natives</dc:subject>
    
    
        <dc:subject>Agency</dc:subject>
    
    
        <dc:subject>Blank Noise Project</dc:subject>
    
    
        <dc:subject>Featured</dc:subject>
    
    
        <dc:subject>Cybercultures</dc:subject>
    
    
        <dc:subject>Facebook</dc:subject>
    
    
        <dc:subject>Publications</dc:subject>
    
    
        <dc:subject>Beyond the Digital</dc:subject>
    
    
        <dc:subject>Digital subjectivities</dc:subject>
    
    
        <dc:subject>Books</dc:subject>
    
    
        <dc:subject>Researchers at Work</dc:subject>
    

   <dc:date>2015-04-10T09:22:29Z</dc:date>
   <dc:type>Blog Entry</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/digital-natives/dnbook4">
    <title>Book 4: To Connect : Digital AlterNatives with a Cause?</title>
    <link>https://cis-india.org/digital-natives/dnbook4</link>
    <description>
        &lt;b&gt;In Book 4, To Connect of the Digital (Alter)Natives with a Cause? series, we try to understand digital natives through their environment. Digital natives do not operate in a vacuum, their actions are shaped by the fast changing geo-political landscape, interaction with other actors and the global architecture of technology. In our Digital Natives with a Cause? research, it has become clear that at the heart of all digital natives discourse lies the question of power. Along with power, questions of race, class, gender and socio-economic situation cannot be ignored when talking about digital natives. We found that on one hand digital natives are destabilising existing power structures and challenging the status quo. On the other, the geo-political context in which digital natives live, affect their activities, beliefs and opinions. Then there are actors that can destroy, influence or support digital native activity which give rise to questions of control that resonate within this new generation&lt;/b&gt;
        
        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/digital-natives/dnbook4'&gt;https://cis-india.org/digital-natives/dnbook4&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>nishant</dc:creator>
    <dc:rights></dc:rights>


   <dc:date>2011-09-15T14:47:04Z</dc:date>
   <dc:type>File</dc:type>
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    <item rdf:about="https://cis-india.org/digital-natives/dnbook3">
    <title>Book 3: To Act : Digital AlterNatives with a Cause?</title>
    <link>https://cis-india.org/digital-natives/dnbook3</link>
    <description>
        &lt;b&gt;In Book 3 of the Digital AlterNatives with a Cause? collective, we enter into dialogue with some of the severest and most heated debates around digital natives and their ability to effect change. To Act collides with the discourse on young people’s ability and role in technology mediated processes of change, heads-on. It deliberates on some very dense questions about how digital natives execute their visions of change using new forms of mobilisation of resources and sharing/production of information.&lt;/b&gt;
        
        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/digital-natives/dnbook3'&gt;https://cis-india.org/digital-natives/dnbook3&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>nishant</dc:creator>
    <dc:rights></dc:rights>


   <dc:date>2011-09-15T14:40:51Z</dc:date>
   <dc:type>File</dc:type>
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    <item rdf:about="https://cis-india.org/digital-natives/dnbook2">
    <title>Book 2: To Think: Digital AlterNatives with a Cause?</title>
    <link>https://cis-india.org/digital-natives/dnbook2</link>
    <description>
        &lt;b&gt;We started the Digital Natives with a Cause? Knowledge programme, with a series of questions, which were drawn from popular discourse, research, practice, policy and experiences of people engaging with questions of youth, technology and change. Our ambition was to consolidate existing knowledge and to look at knowledge gaps which can be addressed in order to build new frameworks to understand the role that digital natives see themselves playing in their own understanding and vision of change. This Book 2 To Think, takes up the challenge of constructing new approaches and each essay in this book, through case-studies, analyses and divergent perspectives, offers a novel way of understanding processes of technology mediated citizen-driven change.&lt;/b&gt;
        
        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/digital-natives/dnbook2'&gt;https://cis-india.org/digital-natives/dnbook2&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>nishant</dc:creator>
    <dc:rights></dc:rights>


   <dc:date>2011-09-15T14:35:43Z</dc:date>
   <dc:type>File</dc:type>
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    <item rdf:about="https://cis-india.org/home-images/arrows.jpg">
    <title>arrows</title>
    <link>https://cis-india.org/home-images/arrows.jpg</link>
    <description>
        &lt;b&gt;&lt;/b&gt;
        
        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/home-images/arrows.jpg'&gt;https://cis-india.org/home-images/arrows.jpg&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>nishant</dc:creator>
    <dc:rights></dc:rights>


   <dc:date>2011-09-07T17:17:30Z</dc:date>
   <dc:type>Image</dc:type>
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    <item rdf:about="https://cis-india.org/home-images/adrienneshaw">
    <title>Adrienne Shaw</title>
    <link>https://cis-india.org/home-images/adrienneshaw</link>
    <description>
        &lt;b&gt;&lt;/b&gt;
        
        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/home-images/adrienneshaw'&gt;https://cis-india.org/home-images/adrienneshaw&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>nishant</dc:creator>
    <dc:rights></dc:rights>


   <dc:date>2010-11-18T04:26:06Z</dc:date>
   <dc:type>Image</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/home-images/caonima">
    <title>Cao Ni Ma plushies</title>
    <link>https://cis-india.org/home-images/caonima</link>
    <description>
        &lt;b&gt;The Cao Ni Ma became so popular that plushies were sold in the markets.&lt;/b&gt;
        
        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/home-images/caonima'&gt;https://cis-india.org/home-images/caonima&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>nishant</dc:creator>
    <dc:rights></dc:rights>


   <dc:date>2010-02-23T11:09:33Z</dc:date>
   <dc:type>Image</dc:type>
   </item>


    <item rdf:about="https://cis-india.org/home-images/cybercafe">
    <title>Sleepover cyber cafes in Shanghai</title>
    <link>https://cis-india.org/home-images/cybercafe</link>
    <description>
        &lt;b&gt;Shanghai has introduced the popular slee-over cafes, which give space to young users of the internet from midnight till dawn, at a very cheap rate, where they can access the net and also sleep when need be. This is very reminiscent of the cardboard cities in Tokyo which offer similar safe havens of temporary internet access.&lt;/b&gt;
        
        &lt;p&gt;
        For more details visit &lt;a href='https://cis-india.org/home-images/cybercafe'&gt;https://cis-india.org/home-images/cybercafe&lt;/a&gt;
        &lt;/p&gt;
    </description>
    <dc:publisher>No publisher</dc:publisher>
    <dc:creator>nishant</dc:creator>
    <dc:rights></dc:rights>


   <dc:date>2009-09-21T13:58:33Z</dc:date>
   <dc:type>Image</dc:type>
   </item>




</rdf:RDF>
