Crowd-Sourcing Shakespeare: Screen Work and Screen Play in Second Life®
Crowd-Sourcing Shakespeare: Screen Work and Screen Play in Second Life®
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众包莎士比亚:Second Life® 中的屏幕工作和屏幕播放
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发表时间:
2010
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通讯作者:
K. Rowe
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作者:
K. Rowe
ACADEMIC FILM STUDIES has dedicated many decades to establishing the principle that films are, in a deep intellectual sense, basically like books: richly historically situated, formally complex, inviting critical analysis and theoretical formulations. Understood in these ways, film texts could emerge as objects fitted to the structures of authority, oversight, and cultural value that organize academic practice. This process is contested and continuing, and reflection on its unevenness provokes speculation about the future. What opportunities and challenges to such institutional assimilation do new media offer academics--Shakespeareans in particular? To my mind the most compelling and urgent are those posed by the transformations colloquially known as "Web 2.0," less a term of technological change than of behavioral change. Web 2.0 denotes the collaborative, creative, socially networked behaviors of humans interacting with each other through shareable, dynamic content online. The labor and play that take place in this mode in virtual environments constitute an increasingly important kind of public engagement with Shakespeare. For literary scholars, closer attention to such engagements can expand our understanding of the public perceptions of value invested in Shakespeare specifically and the Renaissance generally. As important, Shakespeare environments online offer direct encounters with the core conflicts new modes of knowledge-making on the Web generate for scholars. * This essay explores those conflicts by focusing on the fictions of ownership governing three Shakespearean locations in Second Life[R], an online world that combines social networking, gaming, and 3-D design. The platform welcomes a growing number of academics as visitors and residents. Since it was launched, it has hosted five virtual Globe theaters, one with a regular acting company. In Second Life you may explore historical re-creations of sixteenth-century Europe inhabited by intentional communities, and you can enter simulations ("sims") of numerous literary works, including some remarkable multimedia installations. The client software's 3-D surround creates a powerful sense of proprioception and architectural space, making it attractive as a teaching space for theater studies. (1) Second Life provides a useful exemplum of the opportunities for creative, public engagement with Shakespeare online because its business model is rapidly becoming a dominant one: the drive to leverage user-generated content. Linden Lab created the platform in response to a growing recognition in the gaming industry that a player's ability to modify game environments is a key index of her enjoyment. Two technical features distinguish such virtual worlds. They are persistent: what you build here lasts when you log off. And they are extensible: designed for open-ended collaborative world building. Players interact through avatars in environments they build themselves. Imagine your avatar as a cross between a car, a telephone, a doll, and a puppet, and you will have a good sense of the interface Second Life provides for movement, communication, and self-performance. (2) A year or so into operation, Linden Lab added what was then a revolutionary feature to their terms of service, granting players intellectual property rights in their virtual creations. Yet ownership in Second Life remains a fiction in two important ways. In legal and commercial terms, the Lockean discourse of builder-ownership invoked in company slogans obscures far more complex intellectual property relations. Not only is the "extension of the body" in this platform predicated on a technical "interface of extensibility from which the company profits," but "the 'medium' with which game players mix or join their labor ... is neither undifferentiated nor common; Linden 'land' is always already code that is owned by the corporation." (3) What's more, within the socially immersive communities of Second Life, a virtual Globe theater can only exist in a real way by consent and participation of other residents. …