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February 25, 2011

Podcast: Communications Forum: "Online News: Public Sphere or Echo Chamber?"

The digital age has been heralded but also pilloried for its impact on journalism. As newspapers continue their mutation into digital formats and as news and information are available from a seeming infinity of websites, what do we actually know about the dynamics of news-consumption online? What does the public do with online news? How influential are traditional news outlets in framing the news we get online?

Pablo Boczkowski is a Professor of Communications Studies at Northwestern Univeresity where he leads a research program that studies the transition from print to digital media. He is the author of Digitizing the News: Innovation in Online Newspapers (2004) and News at Work: Imitation in an Age of Information Abundance (2010).

Joshua Benton is the founding director of the Nieman Journalism Lab at Harvard University -- an effort to help the news business make the radical changes required by the Internet age. Before that, he was an investigative reporter, columnist, foreign correspondent and rock critic for two newspapers, The Dallas Morning News and The Toledo Blade.

Moderator: Jason Spingarn-Koff, a 2010-11 Knight Journalism Fellow at MIT, is a documentary filmmaker specializing in the intersection of science, technology, and society. His feature documentary Life 2.0, about a group of people whose lives are transformed by the virtual world "Second Life," premiered at the 2010 Sundance Film Festival and will be featured on Oprah Winfrey's documentary film club in 2011. He served as producer of NOVA's The Great Robot Race, and the development producer for PBS's Emmy-winning Rx for Survival, as well as documentaries for Frontline and Time magazine. He is a graduate of Brown University and the UC Berkeley Graduate School of Journalism.

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February 24, 2011

Podcast: "From Elsinore to Monkey Island: Theatre and Videogames as Performance Activities"

Clara Fernández-Vara

What do Shakespeare and videogames have in common? Clara Fernández-Vara, a Comparative Media Studies alumna, explains her journey from researching Shakespeare in performance to studying and developing videogames. Applying concepts from theatre in performance illuminates the relationship between the player and the game, as well as between game and narrative.

Videogames are not theatre, but the comparison gives way to productive questions: What is the dramatic text of the game? How does this text shape the actions of the player? Who are the performers? Who is the audience? These questions will be addressed in the context of adventure games, a story-driven genre where the player solves puzzles that are integrated in the fictional world of the game.

Clara Fernández-Vara is a post-doctoral researcher at the Singapore-MIT GAMBIT Game Lab, where she teaches courses on videogame theory and game writing, as well as develop games with teams of students. Clara is a graduate from the Comparative Media Studies program, and holds a PhD in Digital Media from the Georgia Institute of Technology. Her research concentrates on adventure games, game playing as a performance activity, and the integration of stories in simulated environments. She has released two experimental adventure games, Rosemary (2009) and Symon (2010).

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February 22, 2011

"VANISHED": Smithsonian and MIT to Launch Sci-Fi Infused Interactive Mystery Event

Vanished: The MIT:Smithsonian Science MysteryThe Smithsonian Institution and MIT announced the April 4 launch of VANISHED, an 8-week online/offline environmental disaster mystery game for middle-school children, meant to inspire engagement and problem solving through science.

Developed and curated by MIT's Education Arcade (a research group of Comparative Media Studies) and the Smithsonian Institution, VANISHED is a first-of-its-kind experience where participants become investigators racing to solve puzzles and other online challenges, visit museums and collect samples from their neighborhoods to help unlock the secrets of the game. Players can only discover the truth about the environmental disaster by using real scientific methods and knowledge to unravel the game's secrets.

To navigate through the mystery game's challenges, participants will gain access to Smithsonian scientists from such diverse disciplines as paleobiology, volcanology, forensic anthropology and entomology. Potential participants can sign-up for VANISHED at vanished.mit.edu beginning March 21.

"Current science instruction relies too heavily on memorization and activities with pre-determined outcomes causing many kids to lose interest in science and have misconceptions about what it means to be a scientist," said Scot Osterweil of MIT Education Arcade. "VANISHED will provide kids with real scientific mysteries to solve. The popularity of television shows like CSI, Bones, and NCIS tells us there is hunger for this kind of problem solving. We're eager to provide to VANISHED participants the genuinely fun and engaging experience of what it's like to be a scientist: trying to understand the unknown, asking why something has occurred, searching for evidence, and collaborating with other investigators."

As the weeks progress, VANISHED players become scientific investigators taking part in a wide variety of thought-provoking, collaborative, and engaging activities both on and offline. Participants will have the opportunity to communicate directly with Smithsonian scientists via videoconferences. During these sessions, players will tap into the experts' knowledge of key subject matters that have a major impact on cracking the mystery.

Online, VANISHED participants will take part in weekly tasks that help reveal more of the mystery. They will develop and investigate hypotheses, work with other players via online forums moderated by MIT students, and play games that help illustrate science concepts in order to unlock the secret of each aspect of the mystery.

Offline, they must collect scientific data from their neighborhoods and search for clues at Smithsonian affiliate museums across the country where exhibits will explain an area of science or history that players will need to understand to solve the mystery. Journal entries written by a game character will lead VANISHED players in different areas of the country to local participating museums, encouraging them to gather and decode clues. These local players report their findings back to the entire VANISHED community to spark discussion and hypotheses that in turn enable the story to progress and participants to inch closer to solving the mystery. The Field Museum in Chicago and seventeen Smithsonian-affiliated museums, including the Aerospace Museum of California, the Museum of the Rockies, and the Kansas Cosmosphere, have already signed on to contribute to this online/offline experience.

"Smithsonian educators are committed to providing young people with educational experiences that address real issues, while allowing participants to use a variety of resources as well as their creativity to solve problems," said Claudine Brown, the Smithsonian's Assistant Secretary for Education. "Projects like VANISHED demonstrate the power of collaboration as we work with museums across the country to share knowledge and inspire the next generation of young scientists."

Once VANISHED has reached its completion, the project's published findings will provide a blueprint for creating a range of similar activities that museums can deploy to engage their patrons. The Smithsonian Institution and MIT will publish a handbook that will document the project's design, techniques for mastering potential challenges, and an open-source software infrastructure to facilitate the development of similar games.

VANISHED has been developed with a grant from the National Science Foundation's Informal Science Education Program.

About Smithsonian Institution

Founded in 1846, the Smithsonian is the world's largest museum and research complex, consisting of 19 museums and galleries, the National Zoological Park and nine research centers. There are 6,000 Smithsonian employees and 6,500 volunteers. Approximately 30 million people from around the world visited the Smithsonian in 2009, with 188 million visits to the Smithsonian websites. The total number of objects, works of art and specimens at the Smithsonian is estimated at 137 million.

About The Education Aracde

The Education Arcade explores games that promote learning through authentic and engaging play. The Arcade's research and development projects focus both on the learning that naturally occurs in popular commercial games, and on the design of games that more vigorously address the educational needs of players.

February 17, 2011

Video: From Cities, Code, and Civics: "Enhanced serendipity"

Max Ogden of Code for America discusses taking "treasure troves" of government datasets to bring citizens and friends together.

From "Cities, Code, and Civics", a Civic Media Session of the MIT Center for Future Civic Media.

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Video: From Cities, Code, and Civics, "Customizing tools from city to city?"

Nick Grossman of OpenPlans, Nigel Jacob of the City of Boston Mayor's Office of New Urban Mechanics, and Max Ogden of Code for America respond to questions about how civic tools do (or need to) vary from city to city.

From "Cities, Code, and Civics", a Civic Media Session of the MIT Center for Future Civic Media.

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Video: Civic Media Session, "Bustling with Information: Cities, Code, and Civics"

Nick Grossman, Nigel Jacob, and Max Ogden

Moderator: Center director Chris Csikszentmihályi

Cities are vibrant, complicated organisms. A still-working 200 year old water pipe might rest underground next to a brand new fiber optic cable, and citizens blithely ignore both if they are working well. Cities are constantly rewriting themselves, redeveloping neighborhoods and replacing infrastructure, but deliberative structures like school boards and city council meetings continue to run much the way they have for generations. In what ways can information systems rewrite our understanding of civics, governance, and communication, to solve old problems and create new opportunities in our communities?

Nick Grossman is Director of Civic Works at OpenPlans. He oversees development of new products around smart transportation, open municipal IT infrastructure, participatory planning, and local civic engagement.

Nigel Jacob serves as the Co-Chair of the Mayor's Office of New Urban Mechanics, a group within City Hall focused on delivering transformative services to Boston's residents. Nigel also serves as Mayor Menino's advisor on emerging technologies. In both of these roles Nigel works to develop new models of innovation for cities in the 21st century.

Max Ogden is a fellow at Code for America and develops mapping tools and social software aimed at improving civic participation and communication. This year Max is working with Nigel and the Office of New Urban Mechanics to create technologies that better enable education in Boston's Public Schools.

Civic Media Sessions
Hosted by the MIT Center for Future Civic Media, these open sessions highlight cutting-edge media research and tools for community and political engagement.

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February 14, 2011

Symon -- from the 2010 GAMBIT summer program -- wins Kongregate Award at Indie Game Challenge

GAMBIT director Philip Tan announced the great news over the weekend:

Symon imageCongratulations to ZZZ Games! The 2010 GAMBIT summer team was responsible for developing Symon, which just won the Kongregate Award for Best Browser Game at the Indie Game Challenge, part of the D.I.C.E. Summit in Las Vegas. Kyle Orland from Gamasutra reported from the award ceremony, "Kongregate's Jim Greer came on stage during the ceremony to present a special award to Symon, a procedurally generated puzzle game set in the dreams of a paralyzed man. The award comes with prominent placement on the Flash game portal and one million sponsored views provided by the site."

We covered Symon in Game of the Week recently, so be sure to check out how the game was conceived and brought to life. Of course, you can play the game on our website, and stay tuned for more news about Symon in the coming months... we haven't let it lie fallow!

February 10, 2011

Podcast: Christoph Lindner, "Amsterdam and New York: Transnational Photographic Exchange in the Era of Globalization

This lecture examines the impact of globalization on the urban imaginary in relation to a recent art exhibition, commissioned by the Dutch government in 2009, in which a group of contemporary New York artists were invited to photograph Amsterdam to mark the 400th anniversary of Henry Hudson's discovery of Manhattan.

Registering a long history of transnational exchange between the two cities, the selected artists sought to produce work capable of defamiliarizing established images of Amsterdam. The claim of the exhibition was that seeing Amsterdam through the lens of New York photographers enabled new and surprising perspectives on four key aspects of the city: the street, the night, the water, and the outskirts. Interrogating this claim, the lecture will analyze individual artworks, the marketing and staging strategies of the exhibition, and -- most importantly -- the role that transnational exchange can play in both resisting and reinforcing dominant, globalized images of contemporary city spaces.

Christoph Lindner is Professor of Literature and Director of the Amsterdam School for Cultural Analysis (ASCA) at the University of Amsterdam in the Netherlands. He is also a Research Affiliate at the University of London Institute in Paris. His recent books include Globalization, Violence, and the Visual Culture of Cities (2010), Urban Space and Cityscapes (2006), and Fictions of Commodity Culture (2003).

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February 1, 2011

Dr. Sasha Costanza-Chock, civic media specialist, joins CMS faculty

An exciting announcement just went out on our email list from CMS director Jim Paradis:

Comparative Media Studies at MIT is pleased to announce that Dr. Sasha Costanza-Chock has been appointed as Assistant Professor of Civic Media and will begin teaching at MIT in the fall of 2011.

Sasha Costanza-Chock is a scholar and media maker who works in the interrelated areas of social movements and information and communication technologies; participatory technology design and community based participatory research; and the transnational movement for media justice and communication rights, including comunicación populár.

His work has involved the use of mobile phones for social change; digital literacies and digital inclusion; and race, class, and gender in digital space. He has done research on the transformation of public media systems; the political economy of communication; and information and communications policy.

Dr. Costanza-Chock holds a Ph.D. from the Annenberg School for Communication & Journalism at the University of Southern California, where he is currently a Postdoctoral Research Associate; he is also a Fellow at the Berkman Center for Internet & Society at Harvard University. He currently lives in Los Angeles, where he has worked on a variety of civic media projects with community-based organizations, including the award-winning VozMob.net platform <http://vozmob.net/en/about>. More information about Sasha's work can be found at http://schock.cc.