MIT Comparative Media Studies/Writing
Massachusetts Institute of Technology
Featuring a wide assortment of interviews and event archives, the MIT Comparative Media Studies/Writing podcast features the best of our field's critical analysis, collaborative research, and design -- all across a variety of media arts, forms, and practices.
You can learn more about us, including info about our faculty and academic programs and how to join us in person for events, at cmsw.mit.edu.
You can learn more about us, including info about our faculty and academic programs and how to join us in person for events, at cmsw.mit.edu.
Episodes
Mentioned books

Mar 26, 2012 • 1h 49min
Jesse Shapins, "Mapping the Urban Database Documentary"
The urban database documentary is a mode of media art practice that uses structural systems as generative processes and organizational frameworks to explore the lived experience of place. The genre emerges in the early 20th century, and can be read as symptomatic of panoramic perception, sensory estrangement and networked participation, cultural utopias which respond to modernity’s underlying paradoxes. As such, the invention of the computer did not give rise to the urban database documentary, it only enabled new forms of its realization. The hope is to shift the conversation from a fetishization of ever-new technological possibilities to a discussion of the underlying cultural aims/assumptions of media art practice and the specific forms through which works address modernity’s cultural tensions.
Jesse Shapins is a media theorist, documentary artist, and social entrepreneur whose work has been featured in The New York Times, Metropolis, PRAXIS and Wired, cited in books such as The Sentient City and Networked Locality, and been exhibited at MoMA, Deutsches Architektur Zentrum and the Carpenter Center for Visual Arts, among other venues. He is Co-Founder/Chief Strategy Architect of Zeega, Co-Founder/Associate Director of metaLAB (at) Harvard, and on the faculty of architecture at the Harvard Graduate School of Design, where he has invented courses such as The Mixed-Reality City and Media Archaeology of Place.

Mar 20, 2012 • 1h 58min
Documentary Film and New Technologies
Emerging digital technologies are opening powerful new ways to create and even to reconceptualize the documentary film. How will handheld video cameras and ubiquitous open-source computing change the nature of documentaries? What are the implications for makers and viewers of documentaries of today’s unprecedented access to online editing and distribution tools, to an ocean of data never before available to the general public? These and related questions will be central to our discussion. Panelists will include a scholar of digital culture, a director who has begun to exploit emerging technologies, and a representative of a newly-important specialty of the digital age – a curator of digital artifacts.
Gerry Flahive is a producer for the National Film Board of Canada. He has produced more than 50 films and new media projects including Project Grizzly, Waterlife and Highrise.
Shari Frilot is senior programmer for the Sundance Film Festival and curator of the New Frontier section of the event.
Ingrid Kopp, Tribeca Film Institute
Patricia R. Zimmermann is professor in the Department of Cinema, Photography and Media Arts at Ithaca College and codirector of the Finger Lakes Environmental Film Festival. She has curated the Robert Flaherty Film Seminar several times, including a retrospective on American documentary history and a documentary summit between Glasnost and American documentarians.
Moderated by MIT Comparative Media Studies co-director William Uricchio.

Mar 15, 2012 • 1h 56min
The Future of the Post Office
The American postal service has an impressive history, but an uncertain future. Older than the Constitution, it was a wellspring of American democracy and a catalyst for the creation of a nationwide market for information and goods. Today, however, its once indispensable role in fostering civic discourse and facilitating personal communications has been challenged by the Internet and mobile telephony. How is the post office coping? What are its prospects in the digital age?
Richard R. John is a professor in the Columbia University Journalism School who specializes in the political economy of communications in the United States. His many publications include two monographs: Spreading the News: The American Postal System from Franklin to Morse (1995) and Network Nation: Inventing American Telecommunications (2010).
Kent B. Smith is the manager of strategic business planning for the US Postal Service and is involved in developing perspectives of the future of the postal service and the mailing industry with such groups as the Institute for the Future, the Universal Postal Union, and the International Postal Corporation.
David C. Williams is the Inspector General (IG) of the US Postal Service. The IG’s office conducts independent audits and investigations of postal service operations. Previously, he served as IG for the Nuclear Regulatory Commission, Social Security Administration, Department of the Treasury and Housing and Urban Development.
Moderator:
V.A. Shiva Ayyadurai is a lecturer at MIT in both the Department of Biological Engineering and Comparative Media Studies. He directs the EMAIL Lab and works with the US Postal Service Office of Inspector General exploring ways to retain postal workers’ jobs through the provisioning of email services. His book The EMAIL Revolution is forthcoming this fall.

Mar 7, 2012 • 1h 48min
Sasha Costanza-Chock, "Media Culture in the Occupy Movement"
Scholars and activists have hotly debated the relationship between social media and social movement activity during the current global cycle of protest. This talk investigates media practices in the Occupy movement and develops an analytical framework of social movement media culture: the set of tools, skills, social practices, and norms that movement participants deploy to create, circulate, curate, and amplify movement media across all available platforms.
Movement media cultures are shaped by their location within a broader media ecology, and can be said to lean towards open or closed based on the diversity of spokespeople, the role of media specialists, formal and informal inclusion mechanisms, messaging and framing norms, and levels of transparency. The social movement media culture of the Occupy movement leans strongly towards open, distributed, and participatory processes; at the same time, highly skilled individuals and dedicated small groups play key roles in creating, curating, and circulating movement media. Insight into the media culture of the Occupy movement is based on mixed qualitative and quantitative methods. Qualitative insights come from semi-structured interviews with members of Media Teams and Press Working Groups, participant observation and visual research in multiple Occupy sites, and participation in Occupy Hackathons. Quantitative insights are drawn from a survey of over 5,000 Occupy participants, a crowdsourced database of the characteristics of approximately 1200 local Occupy sites, and a dataset of more than 13 million tweets with Occupy related hashtags.
Sasha Costanza-Chock is Assistant Professor of Civic Media in the Comparative Media Studies program at MIT. He is a Fellow at the Berkman Center for Internet & Society at Harvard University, co-PI of the MIT Center for Civic Media, and cofounder of the Occupy Research Network.

Feb 23, 2012 • 1h 36min
Heather Chaplin, "Games and Journalism"
As a journalist covering games since 2001, Chaplin has seen a lot of changes in the industry and among game academics. In this talk she will give an overview of the most important and interesting trends, including emerging thinking on ideas about game literacies and the acceptance of games as facilitators of transformative experiences. This will include ideas about play as a crucial part of human development and a potentially subversive act, and the rise of systems thinking. Chaplin is not a games evangelist, so the talk will cast a skeptical eye on the current trend of games as an answer for all that ails society. She will also talk about my experiences in general as a journalist during the rise of the Internet, and share my thinking on the journalism program she is developing at The New School.
Heather Chaplin is an assistant professor of journalism at The New School and author of the book, Smartbomb: The Quest for Art Entertainment and Big Bucks in the Videogame Revolution. Her work has appeared in The New York Times, The Los Angeles Times, GQ, Details, and Salon. She was a regular contributor for All Things Considered, covering videogames. She has been interviewed for and cited in on the topic of games for publications such as The New Yorker, The Atlantic Monthly, The New York Times Magazine, Businessweek, and The Believer and has appeared on shows such as Talk of the Nation, and CBS Sunday Morning.

Feb 16, 2012 • 1h 24min
Tracing Playographies: Methods and Approaches to Research Transformative Experiences in Video Games
“This game meant everything to me” – statements like this emphasize how players encounter deep and meaningful experiences playing video games in their lives. Playful mediated experiences strike players’ minds at particular phases of their lives, in relation to the space and time they inhabit, and in the context of specific subjective experiences. However, these transformative experiences cannot be standardized; they do not happen to everyone through the same game or at the same time and place. The question arises, how we can trace these highly subjective experiences. What methods are appropriate for researching, how players put meaning into their games and how their biographies reflect these experiences?
In this talk the methodology of playographies – a visualization of playful experiences as part of qualitative biographic interviews – is introduced. Insights from Mitgutsch’s research on transformative playful experiences are provided and the development of this mixed-method research tool will be outlined. Besides demonstrating the methods and presenting recent results, the theoretical framework guiding this study are outlined. It will be reflected why and how games foster transformative experiences of players. On this basis the limits and potentials of this research method will be debated and future research challenges will be discussed. This talk is accompanied with a small self-exploration exercise…
Konstantin Mitgutsch is Postdoctoral Researcher at the Singapore-MIT GAMBIT Game Lab. His research focuses on learning processes in computer games, empirical research on players’ experience, educational game design, and transformative learning in games. He worked in the fields of learning, media studies, computer games and age rating systems at the University of Vienna for several years. In 2010 he was Max Kade Postdoctoral Fellow at the Education Arcade at CMS. In his recent research project he investigates learning patterns in games and different methodologies of game evaluation.

Feb 9, 2012 • 1h 31min
Clara Fernández-Vara, "Performing Videogame Narratives in Space: Indexical Storytelling"
Videogames are performance activities, like theatre, sports, rituals or dance. The presentation will draw comparisons and contrasts with theatre to understand how videogames can incorporate narratives as part of the performance: games give cues to the player, who has to figure out the script of the story. How can these cues contribute to the narrative of the game? Focusing on the design of the space, and how it provides opportunities for action, provides some of the answers. The novel concept of indexical storytelling describes a series of strategies that use environmental design to help the player form the narrative script of a game. The game gives indications to the player to interpret, carry out, or even react against. These strategies help understand how videogames tell stories, create narrative opportunities, and open up new avenues for innovation.
Clara Fernández-Vara is a Postdoctoral Researcher at the Singapore-MIT GAMBIT Game Lab. She is particularly interested in applying methods from textual analysis and performance studies to the study of video games and cross-media artifacts. Her work concentrates on adventure games, as well as the integration of stories in simulated environments through game play. Her goal as a researcher is to bridge disciplines – humanities and sciences, theory and practice – in order to find ways to innovate and open new ground in video games studies and design.
Clara holds a Ph.D. in Digital Media from the Georgia Institute of Technology. She earned a BA in English Studies by the Universidad Autónoma de Madrid, and was awarded a fellowship from La Caixa Foundation to pursue a Masters in Comparative Media Studies at MIT. Clara has presented her work at various international academic conferences, such as DiGRA (Digital Games Research Association), Foundations of Digital Games and Future Play. She has also been a speaker at the Game Developer’s Conference, one of the main video game industry gatherings worldwide. She teaches courses on videogame theory and game writing at MIT, and has worked on two experimental adventure games as part of her research, Rosemary (2009), Symon (2010) and Stranded in Singapore (2011).

Feb 8, 2012 • 1h 43min
Contemporary Network Television News Reporting About Latinos
Otto Santa Anna presents findings from his forthcoming book, Juan in a Hundred: Faces and Stories of Latinos on the Network News (Texas). In it he elaborates standard cognitive metaphor analysis (as is used for printed texts), blending cognitive science with humanist scholarship, to attempt to capture the full semiotic range of televised reporting. His review of a full year of contemporary network news stories about Latinos reveals both the high production values and journalistic limitations of network reporting. This critical semiotic analysis offers an explanation about how news viewers construct partial understandings about Latinos from the news stories they watch. At the end of this talk he offers a range of recommendations, from modest to radical, to address these limitations.
Otto Santa Ana, UCLA Associate Professor, received his Ph.D. in Linguistics from University of Pennsylvania. Santa Ana’s scholarship has focused on language that constructs social hierarchies, particularly how the mass media reinforce unjust inequity in their representations of Latinos. His first book, Brown Tide Rising (2002) offered a close study of newspapers. The American Political Science Association named it Book of the Year on Ethnic and Racial Political Ideology. Santa Ana has now extended his research to multi-modal mass media. His forthcoming book, Juan in a Hundred: The Faces and Stories of Latinos on the Evening News, (University of Texas Press) analyzes a year of network news imaging of Latinos. He maps out an explicit procedure by which news consumers build their understandings out of the multimodal stimuli of television news stories using recent cognitive science scholarship (Lakoff, Fauconnier) as well as humanist theories (Foucault, Calvin McGee, Barthes, Hadyen White) to explain how news viewers construct their skewed understandings about Latinos from the news stories they watch. Throughout the book, Santa Ana offers explicit suggestions to television news professionals.

Feb 2, 2012 • 1h 28min
Jeremy Douglass, "Visualizing Play: Graphic Approaches to Game Analysis and Innovation"
Visualizing games and gameplay reveals both startling complexity…and stunning simplicity. This talk discusses many applications of information visualization to games: for theory, historical research, design, development, and creative art practice. Considering examples from across decades of video games (from blockbusters to art house experiments) reveals that most games are already information visualizations of a few particular kinds, and can be further transformed in ways that reveal the original through new eyes, suggesting new forms of play.
Jeremy Douglass is a researcher in games and playable media, electronic literature, and the art and science of data mining and information visualization. He is active in the Software Studies and Critical Code Studies research communities, which study software society and the cultural meaning of computer source code. Douglass is a founding member of Playpower, a MacArthur/HASTAC funded digital media and learning initiative to use ultra-affordable 8-bit game systems as a global education platform, and a participant in an NSF grant exploring creative user behavior in virtual worlds. His recording room for gameplay research includes systems spanning over three decades. The Atari 2600 has wood veneer; the PS3 does not.

Jan 29, 2012 • 1h 30min
T.L. Taylor, "Professional Play and the E-sports Industry"
The rise of e-sports signals a development in computer gaming well worth paying attention to. Not only are we witnessing the emergence and refinement of elite play in formalized competitive environments, but the growth of an industry around it — complete with team owners, league organizers, broadcasters, and corporate sponsors. Based on extensive qualitative research, this talk will explore the nature of professional computer game play as embodied, technical, and social practice. It will then situate these player performances within a broader context of various institutional actors that are also shaping how high-end competition is developing. In particular, it will look at issues around the ownership of e-sports playing fields, and the status of player action within them.
T.L. Taylor is Associate Professor in the Center for Computer Games Research at the IT University of Copenhagen. She has been working in the field of internet and multi-user studies for over fifteen years and has published on topics such as play and experience in online worlds, values in design, intellectual property, co-creative practices, game software modification, avatars and online embodiment, gender and gaming, pervasive gaming, and e-sports. As a qualitative sociologist, her research looks at the socio-cultural aspects of network life and play. Her book Play Between Worlds: Exploring Online Game Culture (MIT Press, 2006) presented an ethnographic study of a popular massively multiplayer online game and her new book, Raising the Stakes: E-sports and the Professionalization of Computer Gaming (MIT Press, forthcoming March 2012) will be the first published scholarly monograph looking extensively at the rising phenomenon of high-end competitive computer game play. She is also a co-author (along with Tom Boellstorff, Bonnie Nardi, and Celia Pearce) on the soon to be published Ethnography and Virtual Worlds: A Handbook of Method (Princeton University Press, forthcoming summer 2012). Her website (including copies of many of her articles) can be found at tltaylor.com.


