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[Commlist] Call for proposals: From the Closed Internet to Infinite Metaverses? The future of technological mediation in journalism and the media
Wed Oct 05 21:37:07 GMT 2022
*Call for proposals*
*
*
*International conference*
/From the Closed Internet to Infinite Metaverses?/
/The future of technological mediation in journalism and the media/
https://metaverse.sciencesconf.org/ <https://metaverse.sciencesconf.org/>
Paris, 7 Mars 2023
/“ The road from the closed world of the Ancients to the open world of
the Moderns has been traveled with surprising speed: barely a hundred
years separate Copernicus' De Revolutionibus Orbium Coelestium (1543)
from Descartes' Principia Philosophiae (1644); barely forty years from
these Principia to Newton's Philosophiae Naturalis Principia
Mathematica (1687). This speed is all the more surprising given that
this road is difficult, full of obstacles and dangerous passages or, to
say it more simply, that the problems posed by the infinitization of the
Universe are too deep, the implications of the solutions extend too
far to allow continuous and constant progress.”/ (Alexandre Koyré, Du
monde clos à l'univers infini, 1973[i], p.14)
After 70 years of cyclical ups and downs in global economic development,
current environmental, social and political transformations suggest that
we are facing a shift from closed worlds to an infinite, multiple,
emerging, dynamic and creative universe. The relations between subjects
and objects, as well as our representations of these relations in the
digital domain are now strongly driven by the Internet and its
interfaces - often with a playful component. In particular, the
underlying impacts associated with the digitization of lifestyles lead
to new challenges for social actors to educate[ii],
inform[iii] and govern[iv]. Just as A. Koyré (1953) pointed out the
presence of "obstacles and dangerous passages" linked to modernity and
the emergence of a public sphere governed by civil law, science,
technology and the arts, we are today faced with major challenges to the
consolidation of more open, solid and sustainable models. The aim of
this conference is to explore and reflect upon the future of
technological mediation for journalism and the media. Its scope is
interdisciplinary, between Humanities[v] and Social Sciences[vi],
Economics[vii] and Law[viii].
As evidenced by the Brazilian Journalism Research[ix] journal’s
latest call for papers and the Media Party 2022 hackthon[x], the
relationship between journalism and decentralized virtual realities
raises both old and new questions, at the intersection of entertainment
and information, commercial and public interest. The impact of digital
technologies on newsrooms, journalism as a profession and the media
sector more broadly has been studied for several years. Reviewing this
literature in 2014, A. Mercier and N. Pignard-Cheynel[xi] put the French
context into perspective. A few notable examples include Réseaux’s
special issues on online press (2010) and information pluralism and the
internet (2012), that of tic & société on the transformations of
journalism (2012), and Cahiers du journalisme on digital journalism
(2011). In line with these works, this conference addresses what is
currently described as "High-Tech Journalism"[xii], "Augmented Reality
Journalism"[xiii] or the "Gamification of Journalism"[xiv]. We are
therefore seeking address the possibilities (and challenges) offered to
information professionals by virtual, connected and immersive
environments. How do gamification and the metaverse establish a new
paradigm for news professionals? How are they changing the production
and distribution of information? What opportunities do
decentralized technologies present? Could the blockchain help curb false
information[xv]? Is audience validation the key to validating
the gamification of journalism[xvi]? Can this be a new business model
for media organizations?
*/Gamification and metaverse, more than trendy expressions?
/*
Gamification can be described by three characteristics: the user
co-authors a playful experience (1), by manipulating technically
accessible features (2), using networked digital data (3). In this
sense, the metaverse accentuates these characteristics by creating a
"virtual world[xvii]" capable of centralizing all daily activities
(work, education, health, sports) and evolving in the absence of the
user. In other words, it could be “an immersive ecosystem where
interpersonal relationships are linked to the creation of monetized
content allowing for entertainment, communication and information in a
fluid and seamless navigation between digital platforms”[xviii]. In
these descriptions of a new virtual and unified world, one can trace
back the utopian narratives of the early days of the Internet, which are
frequently renewed according to the Web's evolutions (the end of
geographical and cultural boundaries, the information highway, the new
Habermasian public sphere, etc.[xix]). It is no coincidence that the
term "metaverse" originates from the science fiction genre of literature
and lies at the intersection of creative industries and academia. Philip
K Dick and Daniel Francis Galouye introduce the concept without
naming it, in The Simulacra and Simulacron 3 respectively. For
William Gibson, the "cyberspace" introduced in Neuromancer (1984) is a
virtual world, while Neal Stephenson’s Snow Crash (1992) finally
introduces the term. On the media side, Canal+ launched Le Deuxième
Monde (literally the Second world) in 1997, but this first virtual world
was quickly overtaken by the global phenomenon Second Life (2003)[xx], a
new digital space which successfully attracted brands[xxi] and French
political parties[xxii].
The metaverse is not a "browser window", but a place to exist (online
and offline, simultaneously[xxiii]) and especially to centralize
different aspects of life. Platformization[xxiv] has led users to
an intense multiplication of themselves on various media and
formats[xxv], as evidenced by the various profiles, pages and accounts
operated by most individuals today. A single platform is not enough,
despite Big Tech’s best efforts to centralize ever more tools in one
place. Facebook, for example, has become a platform for connecting
with friends, organizing events, creating discussion groups
with strangers, buying and selling goods and services, playing games,
watching videos and consuming news content. According to Anne Helmond,
Facebook is characterized by its “drive to make external web data
platform ready[xxvi]” in a dual movement of decentralizing platform
features while centralizing data. On the other hand, users rarely limit
themselves to Facebook and are present on other social networking
platforms offering similar functionalities. This multi-positionality
therefore goes beyond the logic of complementary usage.
While it cannot be defined by a specific technology, the current
development of the metaverse benefits from the democratization
of Internet access, the miniaturization of equipment and the recent
consolidation of cryptocurrencies, combined with the expansion of social
networking, online games and immersive virtual reality[xxvii]. The
concordance of these factors contributes to a certain maturity of
the current market[xxviii], so much so that in October 2021, Mark
Zuckerberg announced the recentering of Facebook around his vision of
the metaverse, even renaming the company Meta[xxix]. There are three
elements to how this episode can be interpreted. First, it demonstrates
the changes in the global economy due to digital transformations, what
G. Schwartz calls the “iconomy”[xxx]: technological changes in relation
to the media, journalism and the "knowledge society". Second, it
testifies to the accentuation of infomediation
processes[xxxi], illustrating the acceleration of three mechanisms above
all: the transposition of certain aspects of social life into
data (datafication), the transformation of online activities into
commodities (commodification), and the selection and personalization of
objects (curation)[xxxii]. Third, Zuckerberg's presentation reminds us
that the metaverse is not yet here. It still in the making, being built
by the largest (American[xxxiii]) companies in the field - Amazon,
Apple, Microsoft, Nvidia - which dictate the agenda. In his article
for Time magazine, Matthew Ball draws attention to this side of the
issue: “It's not difficult to imagine how different the internet would
be if it had been created by multinational media conglomerates in order
to sell widgets, serve ads, or harvest user data for profits”[xxxiv].
Contrary to over-enthusiastic narratives, can the metaverse be seen as a
trojan horse for the further commodification of the online realm, based
on blockchain technologies and NFTs?
In addition to economic and geopolitical questions, the metaverse also
raises other concerns, in relation to the environment (a), the
protection of personal data (b), and freedom of expression and content
regulation (c). First of all, the metaverse
is energy-intensive[xxxv] and thus, as for other digital
infrastructures[xxxvi], it stimulates risky energy cycles. Second,
it leads to a concentration of power and wealth through the accumulation
of personal data[xxxvii] in various forms (productive, financial,
social, symbolic and environmental). Finally, the metaverse also renews
current debates around the governance and regulation of platforms,
particularly in terms of content moderation (disinformation,
hate speech[xxxviii]), and trust and safety (terrorist
exploitation[xxxix], foreign interference).
/*Is a public, common[xl] and open metavers possible?*/
The University of São Paulo (USP) is the first public
academic institution in Latin America to receive an NFT (Non-Fungible
Token) to integrate with other institutions o USM Metaverse (United
States of Mars) [xli]. In other words, USP now has its own "land" to
build an immersive space for interaction between users (students,
professors, researchers, visitors) - called University Blockchain
Research Initiative[xlii] (UBRI). In this context, this conference
marks the launch of an international cooperation project around
the creation of an interdisciplinary research-action network between the
Center for Interdisciplinary Analysis and Media Research (Carism) at
Paris-Panthéon-Assas University and the School of Communication and Arts
of the University of São Paulo (ECA/USP). The project is supported by
the Institute of Iconomics in Paris, the Institute of Advanced
Studies in São Paulo (IEA/USP), the international movement Games
for Change Latin America (G4C) and the Mural agency (Brazil).
The goal is to open a space for discussion on the place of journalism
and media in Web3. How can we prepare for the arrival of this new
technology? What place will the media hold in this universe?
Three strands of research questions emerge:
*/Interactive and alternative narratives
/*
Gamification is already used by journalists in the construction of
interactive digital narratives: Rue 89 created a multimedia
fiction-reportage on the reconstruction of Haiti after the 2010
earthquake[xliii]. The Financial Times developed The Uber Game, an
interactive experience designed to inform the public about
drivers’ working conditions and raise awareness on the gig
economy[xliv]. The New York Times used 3D technology to address social
distancing during the Covid-19 pandemic[xlv]. These examples are still
on an ad hoc basis, leading us to question how gamification and the
metaverse can be used by the media: are all topics transposable and in
what way[xlvi]? Is it a new business model, at the crossroads of
media and creative industries[xlvii] ? In this sense, the GAME journal
recently published a call for papers for a special issue on “Interactive
Digital Narratives: Counter-Hegemonic Narratives and Expression of
Identity”[xlviii], to examine the place of minority narratives.
Other questions still pertain to inequalities marking the production and
distribution of information, for example questions of identity[xlix],
the relationship between Global North and South[l] in the metaverse and
issues of disinformation.
/*Audience and reception
*/
This axis addresses the reception experience and the relationship
between users, designer and device[li]. Firstly, in a society
characterized by the multiplication of the self and by multidimensional
media, it is a matter of questioning the capacity of users to manage a
complex digital identity, or their Media Literacy. Does acquiring new
digital skills become a condition for the reception of media content?
How can the participation of the public as co-author be interpreted?
What types of interactions, resistances and detours are possible? Is the
metaverse compatible with new forms of identity, of open and free,
public and moderated conversations? Secondly, issues tied to the
relationship to health[lii], the body[liii] and the self-image[liv] can
be explored. Screen time crystallizes in a way the discussions related
to the modes of participation in an immersive environment. Does
it revive media “effects” studies, in a bio-socio-creative logic? What
are the links between health and body that can be fostered by digital
technologies in societies marked by algorithms and artificial intelligence?
/*Changing practices and professional groups
*/
When he launched Meta, Mark Zuckerberg also announced the hiring
of 10,000 people in Europe to work on the creation of the metaverse[lv].
This last axis deals with the way professional groups are
metamorphosed[lvi]. First, the appropriation of journalistic practices
by other professional groups (computer scientists, engineers, designers)
can be questioned from a deontological point of view. Is the role
of these professionals still established? What skills will future
journalists need to acquire? How are journalism schools adapting their
curricula to gaming, Web3 and hence the metaverse? This also covers the
"branded content" aspect of journalistic work, following the example of
YouTube, which "sets highly commercial standards for content production
at a global scale[lvii] ”. Secondly, this axis also calls for a
reflection on how professional media organizations are adapting: how do
public and private media invest in the development of this technology?
Here, we encourage interventions from professionals to testify to the
transformations and negotiations underway within the sector.
*
How to participate*
Abstracts should be send to (jaercio-bento.da-silva /at/ u-paris2.fr)
<mailto:(jaercio-bento.da-silva /at/ u-paris2.fr)> and (schwartz /at/ usp.br) before
November 16, 2022. They must include:
* A title;
* A proposal of maximum 3,000 characters (including spaces), complete
with the object of the presentation, its disciplinary, theoretical
and methodological orientation, the research question(s) addressed
and main results;
* A short biography ;
We welcome proposals from all relevant disciplines: Media and
Communication Studies, Sociology, Economics, Law, Semiotics, Cinema,
Anthropology, History, Philosophy, Art, Computer engineering, etc. The
conference will be held in English and French. Beyond the three proposed
research axes, all proposals which fall within the scope of
the conference will be sent to the scientific committee for a
double-blind peer review.
*Working schedule:*
Diffusion of the call for proposals: Octobre 2022
Proposal submission deadline: 30 November 2022
Notification of acceptance: on the week of 5 January 2023
Publication of the programme: 15 January 2023
Conference: 7 March 2023 in Paris
*Organizers*
Marguerite Borelli (IFP/Carism, Université Paris-Panthéon-Assas)
Jaércio da Silva (IFP/Carism, Université Paris-Panthéon-Assas)
Thomas Jaffeux (IFP/Carism, Université Paris-Panthéon-Assas)
Gilson Schwartz (ECA, Université de São Paulo)
*Scientific committee*
Almir Almas (ECA, Université de São Paulo)
Vincent Berry (Labex ICA, Université Paris 13)
Romain Badouard (IFP/Carism, Université Paris-Panthéon-Assas)
Victor Blotta (ECA, Université de São Paulo)
Maude Bonenfant (Université du Québec à Montréal)
Alexandre Delbem (ICMC, Université de São Paulo)
Valérie Devillard (IFP/Carism, Université Paris-Panthéon-Assas)
Florence Dravet (Université catholique de Brasília, UCB)
Joëlle Farchy (EMNS/PcEn, Université Paris 1 Panthéon-Sorbonne)
Quentin Gilliotte (IFP/Carism, Université Paris-Panthéon-Assas)
Tristan Mattelart (IFP/Carism, Université Paris-Panthéon-Assas)
Cécile Méadel (IFP/Carism, Université Paris-Panthéon-Assas)
Camila Moreira Cesar (IRMÉCCEN, Université Sorbonne Nouvelle)
Gilson Schwartz (ECA, Université de São Paulo)
Marcos Simplício (École Polytechnique, Université de São Paulo)
Ricardo Uvinha (EACH, Université de São Paulo)
/
[i] Our translation from Koyré A., Tarr R. (1973). Du monde clos à
l’univers infini, Gallimard, Paris, France.
[ii] Pischetola M., Thediga de Miranda L. (2021). A sala de aula
como ecossistema: Tecnologias, complexidade e novos olhares para a
educação, Vozes, São Paulo.
[iii] Rebillard F., Smyrnaios N. (2010). « Les infomédiaires, au cœur de
la filière de l’information en ligne. Les cas de google, wikio et
paperblog », Réseaux, 160-161, n° 2-3, p. 163-194.
[iv] Voir le blog Métavers Tribune (https://metavers-tribune.com/)
[v] Péquignot J., Roussel F.-G. (2015). Les métavers: dispositifs,
usages et représentations, L’Harmattan, Paris, France.
[vi] Fuchs P. (2018). Théorie de la réalité virtuelle: les véritables
usages, Mines Paristech : PSL, Paris, France.
[vii] Hueber O. (2010). « Réseaux sociaux virtuels et création de valeur
», HAL Archives Ouvertes.
[viii] Laverdet C. (2020). Aspects juridiques des mondes virtuels, These
de doctorat, Université Paris-Panthéon-Assas, Paris.
[ix] Brazilian journalism research (2022). « Call for papers for 2023
(Vol. 19, n. 2): Virtual, Augmented and Mixed Realities in Journalism ».
[x] Zucarelli S. (2022). « Una hackathón para darle forma al periodismo
Web3.0 », Medium.
[xi] Mercier A., Pignard-Cheynel N. (2014). « Mutations du journalisme à
l’ère du numérique : un état des travaux », Revue française des sciences
de l’information et de la communication, n° 5.
[xii] Verdú F.J.M., Ruiz M.J.U. (2019). « Mapa de riesgos del periodismo
hi-tech », Hipertext.net, n° 18, p. 47-55.
[xiii] Aitamurto T., Aymerich-Franch L., Saldivar J., Kircos C., Sadeghi
Y., Sakshuwong S. (2020). « Examining augmented reality in journalism:
Presence, knowledge gain, and perceived visual authenticity », New Media
& Society, p. 146-192.
[xiv] Dowling D.O. (2021). The Gamification of Digital. Innovation
in Journalistic Storytelling, 1ère, Routledge, London.
Thulin A. (2021). « Let’s Play News. The gamification of journalism
», POLIS/LSE.
[xv] “Blockchain technologies allow for the creation of digital scarcity
(digital objects that can only exist in finite numbers), in order to
verify the authenticity and ownership of an object, to trace its
history, to allow its creator to collect a royalty on its resales
through ‘smart contracts’”, see : Roussel N., Guitton P. (2022). « Sur
quelles technologies les métavers reposent-ils ? », The Conversation.
[xvi] The combination of video game design and journalistic content on
new digital platforms. See : Vos T.P., Perreault G.P. (2020). « The
discursive construction of the gamification of journalism
», Convergence, 26, n° 3, p. 470-485.
[xvii] Roussel F.-G., Jeliazkova-Roussel M. (2012). Dans le labyrinthe
des réalités: la réalité du réel, au temps du virtuel, l’Harmattan,
Paris, France.
[xviii] Frau-Meigs D. (2021). « De quoi le « Meta » de Facebook est-il
le nom ? », The Conversation.
[xix] Proulx S. (2004). La Révolution Internet en question, Montréal,
Québec Amérique.
[xx] Sylvqin (2020). « Second Life : l’OVNI qui a voulu révolutionner
Internet (et qui l’a un peu fait en vrai) [Metaverse] », YouTube.
[xxi] Beurnez V. (n. d.). « Carrefour a acheté une parcelle virtuelle
dans le “métavers” de The Sandbox », BFMTV.
[xxii] Rédaction L’Obs (2007). « Manifestation virtuelle anti-FN sur
Second Life », L’Obs.
[xxiii] Roussel F.-G., Jeliazkova-Roussel M. (2012). Dans le labyrinthe
des réalités: la réalité du réel, au temps du virtuel, l’Harmattan,
Paris, France.
[xxiv] Poell T., Nieborg D., Dijck J. van (2019). « Platformisation
», Internet Policy Review, 8, n° 4.
[xxv] Da Silva J.B. (2022). Un concept sur la toile. Circulation
et traduction à bas bruit de l’intersectionnalité, These de
doctorat, Université Paris-Panthéon-Assas, Paris.
[xxvi] Helmond A., Nieborg D.B., Vlist F.N. van der (2019). « Facebook’s
evolution: development of a platform-as-infrastructure
», Internet Histories, 3, n° 2, p. 123-146.
[xxvii] Frau-Meigs D. (2021), Op. cit.
[xxviii] Bourliataux-Lajoinie S. (2021). « « Métavers » : le nouvel
Eldorado ? », The Conversation.
[xxix] META (2021). « The Metaverse and How We’ll Build It Together -
Connect 2021 », YouTube.
[xxx] Schwartz, G., Vianna, D. (2015). « The Iconomy of Creative
Currencies in the City of Knowledge: a Transmonetary Approach », 3rd
International Conference on Social and Complementary Currencies,
Management School at Federal University of Bahia.
Schwartz, G. (2015). « Iconomy, Cultural Diversity and Ludic
Monetization on the Internet of Things », in Richieri Hanania, L. e
Norodom, A.-T., Diversity of Expression in the Digital Era, Buenos Aires.
[xxxi] Rebillard F., Smyrnaios N. (2019). « Quelle « plateformisation »
de l’information ? Collusion socioéconomique et dilution éditoriale
entre les entreprises médiatiques et les infomédiaires de l’Internet
», tic&société, n° Vol. 13, N° 1-2, p. 247-293.
[xxxii] Frau-Meigs D. (2021), Op. cit.
[xxxiii] Laubier C. de (2022). « Réalité virtuelle : l’Europe peine à
s’armer dans la bataille du métavers », Le Monde.
[xxxiv] Ball M. (2022). « The Coming worlds. the metaverse is still
under construction, but it’s sure to change our lives », Time, 2022, p.
36-43.
[xxxv] Origas, M., Boulmane, N. (2022). « Métavers, le gouffre
énergétique », YouTube, SciencesMediasParis7.
[xxxvi] Marquet C. (2019). Binaire béton : Quand les infrastructures
numériques aménagent la ville, These de doctorat, Université
Paris-Saclay (ComUE).
[xxxvii] Fauré T. (2022). « Les enjeux du Métavers en matière de
protection des données personnelles », Réalités Industrielles, p. 67-70.
[xxxviii] Badouard R. (2020). Les Nouvelles Lois du web: Modération
et censure. Paris: Seuil
[xxxix] Borelli M. (2021). « Social media corporations as actors of
counter-terrorism », New Media & Society, p. 14614448211035120.
[xl] Bonenfant M. (2022). « Le métavers, une contrée numérique aux mille
facettes », The Conversation.
[xli] Rabelo A. (2022). « USP será a primeira universidade pública
brasileira no metaverso », Escola Politécnica da USP.
[xlii] See : https://sites.usp.br/ubri/
[xliii] See : http://apps.rue89.com/haiti/
[xliv] See: https://ig.ft.com/uber-game/
[xlv] See
: https://www.nytimes.com/interactive/2020/04/14/science/coronavirus-transmission-cough-6-feet-ar-ul.html
[xlvi] Jaffeux T. 2022. « Produire l’information au gré des plateformes
numériques et de leurs algorithmes : le cas des vidéos d’actualité »,
upcoming article.
[xlvii] Bogost I., Ferrari S., Schweizer B. (2010). Newsgames:
journalism at play, MIT Press, Cambridge.
[xlviii] Mariani I., Ciancia M., Ackermann J. (2022). « n. 11/2023 –
Interactive Digital Narratives « G|A|M|E », GAME – Games as Art, Media,
Entertainment.
[xlix] Derfoufi M. (2021). Racisme et jeu vidéo, Éditions de la Maison
des sciences de l’homme, Paris, France.
[l] Bouquillion P., Ithurbide C., Mattelart T. (2021). « Journée
d’étude : Digital platforms in the global south: shaping a
critical approach », ICCA.
[li] Crombet H. (2016). « Julien Péquignot, François-Gabriel Roussel,
dirs, Les Métavers. Dispositifs, usages et représentations », Questions
de communication, n° 29, p. 459-461.
[lii] Micheli-Rechtmann V. (2022). Les nouvelles beautés fatales: les
troubles des conduites alimentaires comme pathologies de l’image,
Éditions érès, Toulouse.
[liii] Cabannes V. (2022). « Le futur du numérique sera-t-il incarné ?
», Esprit, Juillet-Août, n° 7-8, p. 117-125.
[liv] Godart E. (2020). Le sujet du virtuel: transformation.
Métamorphose des subjectivités, Hermann, Paris.
[lv]Le Monde avec AFP (2021). « Facebook va recruter 10 000 personnes en
Europe pour créer le métavers », Le Monde.
[lvi] Ball M. (2022). The Metaverse: And How it Will Revolutionize
Everything, Liveright Publishing, New York.
[lvii] Mattelart T. (2021). « L’élaboration par YouTube d’un modèle
mondial de production de vidéos », Questions de communication, 40, n° 2,
p. 119-140.
/
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