Käte Hamburger Kolleg: Cultures of Research

Studying Videogames: A 20-Years Old Challenge for the Humanities

GIANMARCO THIERRY GIULIANA

Videogames… Today they are everywhere: they inspire books, TV series and films in the cinema, they fill sports stadiums for competitions, they are used in museums and schools, news and memes that they produce are all over our social networks, they are references in song lyrics and respective videos. Even concerts of videogame soundtracks are now common. They are in our homes and always with us on our smartphones and, last but not least, marketing and merchandising have us finding them in supermarkets as well as in souvenir shops. Their steadily growing numbers of sales are impressive,[1]https://www.bbc.com/news/technology-46746593. including for the public of non-gamers, who enjoy watching videogames on YouTube, Twitch and TikTok. Undoubtedly, for at least 10 years now, they have been the most popular cultural product in many countries, in both the Global East and West. A look at data on the use of video games among children shows that their historical role will likely equal that of the book in terms of influence on the mindset of the new generations.

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Gianmarco Thierry Giuliana

Gianmarco is a research fellow at the University of Turin (UniTo), Department of Philosophy and Educational Sciences within the ERC project “FACETS” and a contract lecturer for STUDIUM (UniTo). Specializing on the topic of the relationship between experience and interpretation in game-virtual realities, he has written numerous scientific articles in game studies, semiotics and philosophy journals. You can also find some of his lectures on Youtube.

Therefore, studying video games is crucial not only to better understand the present but also the future. I, an enthusiastic gamer since childhood, starting 1998, am an example of those who turned their passion into a research job. But what does it mean to study video games for a researcher working in philosophy and, more broadly, the humanities? In a nutshell, it means questioning how human beings make sense of video games, both by studying the characteristics and contents of ‘video game texts’ and the behaviour and interpretations of players. At the time when I completed my MA thesis, in 2017, I thought that this would not be very difficult, especially considering that the first studies on this topic were, back then, twenty years old. And yet five years after that thesis, as a post-doc who has continuously worked on this topic, I still find myself facing some of the problems I discovered in that early work! These ‘problems’, however, are precisely what makes the study of video games so interesting both from an academic point of view and in terms of social impact. Over the years, I have been fortunate enough to be able to present my research not only to students and university colleagues but also to game creators, family associations, teachers, psychologists and even doctors. I would thus like to let you know you about my work by mentioning the major themes of humanistic, and especially semiotic, research on digital games.

1) Storytelling & Tenth Art

Poster of Pong, source: Pong poster – Fonts In Use

Today we are used to having video games that tell great stories with interesting characters and make us feel emotions and travel to imaginary worlds. Yet, exactly 50 years ago, video games consisted of two white sticks on a black background bouncing a square: that was Pong. What has happened in the meantime? In 1997 the important scholar Janet Murray published her book ‘Hamlet on the Holodeck'[2]Murray, J. (1998). Hamlet on the Holodeck: the Future of Narrative in Cyberspace, Cambridge, MA: MIT Press. in which she outlined the idea that by virtue of its technical and cultural specificities, the video game could become a powerful new artistic medium of storytelling. 15 years later, we can certainly say that she was right, to the extent that today a scholar of culture cannot help but analyse the video game content as shaping our imagination.  And yet, at the same time, the stories told by video games do not work in the same way as told in films or books. What kind of story is, in fact, one in which the protagonist dies after a few seconds by falling into a ravine because of his spectator? Even today there is much debate and work on how video games are a unique art form that tells stories by hybridising the languages of previous arts such as film, literature, music, and painting. A hybridisation that makes the video game a true platypus (a nickname I designated and of which I am very proud!) and challenges most previous theories and methods of analysis.[3]Aarseth E. (1997). Cybertext: Perspectives on Ergodic Literature. Baltimore, Maryland: The Johns Hopkins University Press. Hence my work to create a new method of analysis capable of highlighting how a video game conveys ideas through art and storytelling.

Pong Game Test. source: wikimedia CC 3.0

2) The Game

Going back to Pong, there are still many video games today that do not really tell stories and are very successful: from Tetris to Candy Crush. Then, there are also all those games interested in simulating realities rather than fiction: from realistic sports games to Microsoft Flight Simulator. To these, I also add all those games in which the real ‘story’ is, as in sport, that of the splendid performance of their players: from historical fighting games like Street Fighter to MOBAs (Multiplayer Online Battle Arenas) like League of Legends to Fortnite or Among Us. These games without great artistic or narrative pretensions are often the subject of harsh and often unfair criticism. I find that, quite on the contrary, it is precisely on the basis of such games that a part of the academia reflected and still works on that cultural form which has been, so to speak, ‘removed’ from the history of arts and culture: games! Not only has the game, in fact, existed since 2500 B.C. but, as Johan Huizinga writes in his valuable ‘Homo Ludens’, it has always been at the heart of human societies and is a model for thinking and rethinking reality.[4]Huizinga, J. (1985 [1938]). Homo Ludens: Proeve Ener Bepaling Van Het Spelelement Der Cultuur. Groningen: Wolters-Noordhoff. Original Dutch edition. All of the most fundamental categories of language and human thought are in fact called into playing and games: they construct both a subjectivity, a destiny, a temporality and a world of reference. In the humanities, however, scholars interested in play are still a minority as the dominant theoretical models come from studies on narration. A negative stereotype of play as mere ‘entertainment’ still lingers. Thus, an important task in my work consists in trying to remind the academic community that nothing is more serious than playing!

3) Participatory Culture

Whether it is creating and being a detective engaged in solving a case in the world of Disco Elysium or beating up your opponent as much as possible in the latest Dragon Ball Fighter Z, in all cases, video games require players to participate in a committed way. Although academics such as Umberto Eco demonstrated back in the 1980s that the reader and spectator are never ‘passive’, video games certainly give those who play them greater manipulative power over the meaning of the text than previous media do.  This critical and creative manipulation of mass culture by its consumers is a major theme in the humanities and social sciences A leading figure here is Henry Jenkins.[5]Jenkins, H. (2009). Confronting the challenges of participatory culture: media education for the 21st century. Cambridge, MA: MIT Press. (Trad. it. Jenkins, H. (2010). Culture partecipative e … Continue reading If, however, in the case of films or books this occurs a posteriori, in the case of video games it occurs in fieri (i.e., ‘in the happening’) and sometimes even a posteriori with the possibility of directly modifying the game files. As such, studying video games also means studying the interpretations, rewritings and creations of their players. For a long time, the study of these ‘personal interpretations’ was avoided by disciplines such as game studies. This was epistemologically justified. Nowadays, however, thanks to platforms such as YouTube or Twitch, these interpretations are themselves presented as analysable texts. My work is in this sense also one of research and collection of materials that constitute a history of interpretations of digital worlds.

Screen capture of a 2020 “Black Lives Matter” manifestation in the videogame Animal Crossing. More info at: https://www.theguardian.com/games/2020/aug/07/black-lives-matter-meets-animal-crossing-how-protesters-take-their-activism-into-video-games

4) Virtual Reality & Digital Technology

A video game is first and foremost software, which makes video games of great interest for studying the processes and outcomes of interactions between humans and digital technology. Algorithms and artificial intelligence are topics of great importance for contemporary societies and have been part of video games since their birth. It is precisely the ‘algorithmic core’, as the very important video game scholar Ian Bogost puts it, that makes videogames and their narratives very different from all other games.[6]Bogost, I. (2007). Persuasive Games: The Expressive Power of Videogames. Cambridge, MA: MIT Press. Moreover, for at least twenty years video games have been ‘virtual realities’ where people get married, manifest, find friends, trade, hold funerals and much more. Studying video games is thus also equivalent to studying the way social reality and human relationships are changing through technology. In my particular case, the aspect of computer technology that I study most closely is the role of digital faces in virtual realities. A trully fascinating topic!

5) Learning

In 2005, the scholar James Paul Gee published an important article in which video games were described as ‘learning machines’.[7]Gee, J. P. (2005). Learning by Design: Good Video Games as Learning Machines. In E-Learning and Digital Media, 2(1), 5–16. https://doi.org/10.2304/elea.2005.2.1.5. Videogames, in fact, almost always involve a great deal of physical and cognitive effort in order to improve one’s performance so that one can win. This learning process has to do with the development of certain perceptual and motor skills, but it also has a lot to do with the rules and content of the game.  Those who play a car racing simulator like Gran Turismo develop not only reflexes, but a very deep knowledge of how cars work.[8]https://www.gamespot.com/articles/meet-the-gran-turismo-player-now-driving-race-cars-for-real/1100-6419397/. Similarly, someone who plays a strategy game like Total War will learn a lot about characters, objects, practices and historical events. Even those who play the fictional game Assassin’s Creed 2 will learn a lot about the city of Florence in the 15th and early 16th century and will still be able to find their way around the city today almost as if they had already been there![9] https://www.reddit.com/r/AskHistorians/comments/v5c42/how_close_were_the_cities_of_assassins_creed_2_to/. In ‘author’ games, this learning even becomes emotional and often involves asking players to make difficult choices that are of great ethical relevance. For teachers there is therefore a great deal of interest in the video game medium from the point of view of both its generic learning potential and its educational potential.  Finally, this very strong connection between physical action and what is represented on the screen has prompted an unprecedented collaboration between the humanities, philosophy and cognitive sciences. So, if you were to burst into a researcher’s bedroom and see them dancing wildly in VR in Beat Saber, don’t judge them: they are probably working on bringing together classical theories of thought with theories of embodiment!

Gris, 2018

There are many other interesting aspects to mention but I end this post on this note. I hope I have given you a little insight into my work as a video game semiotician and, above all, to have convinced you (at least a in part) of the importance of videogame studies.[10]In case you would like to read more: http://www.digra.org/digital-library/publications/quilting-the-meaning-gameplay-as-catalyst-of-signification-and-why-to-co-op-in-game-studies/. The importance of videogame research is due not only to the theoretical and social impact of videogames but also to their requiring of a tight collaboration between all those who study and produce them.

Featured image: 2013 hack of Donkey Kong, 1981. More info at: https://www.wired.com/2013/03/donkey-kong-pauline-hack/.


Proposed citation: Giuliana, Gianmarco. (2022). Studying Videogames: A 20-Year-Old Challenge for the Humanities. https://khk.rwth-aachen.de/2022/12/24/5266/5266/.

References

References
1https://www.bbc.com/news/technology-46746593.
2Murray, J. (1998). Hamlet on the Holodeck: the Future of Narrative in Cyberspace, Cambridge, MA: MIT Press.
3Aarseth E. (1997). Cybertext: Perspectives on Ergodic Literature. Baltimore, Maryland: The Johns Hopkins University Press.
4Huizinga, J. (1985 [1938]). Homo Ludens: Proeve Ener Bepaling Van Het Spelelement Der Cultuur. Groningen: Wolters-Noordhoff. Original Dutch edition.
5Jenkins, H. (2009). Confronting the challenges of participatory culture: media education for the 21st century. Cambridge, MA: MIT Press. (Trad. it. Jenkins, H. (2010). Culture partecipative e competenze digitali: media education per il 21. Secolo. Milano: Guerini studio).
6Bogost, I. (2007). Persuasive Games: The Expressive Power of Videogames. Cambridge, MA: MIT Press.
7Gee, J. P. (2005). Learning by Design: Good Video Games as Learning Machines. In E-Learning and Digital Media, 2(1), 5–16. https://doi.org/10.2304/elea.2005.2.1.5.
8https://www.gamespot.com/articles/meet-the-gran-turismo-player-now-driving-race-cars-for-real/1100-6419397/.
9 https://www.reddit.com/r/AskHistorians/comments/v5c42/how_close_were_the_cities_of_assassins_creed_2_to/.
10In case you would like to read more: http://www.digra.org/digital-library/publications/quilting-the-meaning-gameplay-as-catalyst-of-signification-and-why-to-co-op-in-game-studies/.

Social Change in Ukraine – Obstacles and Opportunities: Conference report

SVITLANA SCHERBAK

View of Lucerne from the terrace of the Lucerne University of Applied Sciences and Arts. Photograph: Svitlana Scherbak

On November 16-17, 2022, the Lucerne University of Applied Sciences and Arts hosted conference Social Change in Ukraine – Obstacles and Opportunities. The event gathered scholars from Switzerland, Ukraine, Poland, UK, and Hungary. Having carried out social research on Ukrainian society for a long time, I was invited to deliver a talk on The Rise and Fall of Populism in Ukraine.

Here, I provide a report of this conference, with remarks on the individual presentations. It is important to notice that the theme of the conference was not the ongoing war, even though this undoubtedly shapes the conditions for social change in Ukraine. The conference aimed at developing a socio-critical analyses and fostering dialogue between social scientists on the structure of Ukraine’s society, economy and politics. The focus fell on the potential hurdles to overcome in order for the country to integrate in a sustainable way into the community of European states.

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Svitlana Shcherbak

Svitlana is a fellow at c:o/re and a researcher with eighteen years of experience working alongside the research team of the National Academy of Sciences of Ukraine. Her research focus is on ideological discourse in Post-Sovjet States.

There is consensus among researchers of post-soviet countries that the neo-institutional approach provides the most appropriate explanatory framework for the analysis of these societies. The point is that the institutions in these countries differ from those in the West due to very different informal rules. Therefore, the instrumental logic of economic reform and development policy may conflict with informal institutions, unwritten rules, or corrupt practices. Such mechanisms can hijack good intentions and steer processes in an unwanted direction. Concepts elaborated for the description and explanation of Western democracies fail to grasp the essence of post-communist societies. As such, there is a need to develop explanatory concepts and models for post-soviet contexts. It is not accidental, then, that most participants focused on the description of informal backgrounds for institutions peculiar to post-communist space.

Balint and Balint present an interpretative framework of Post-Communist regimes

Balint Magyar and Balint Madlovich presented their new book, “A Concise Field Guide to Post-Communist Regimes”, which provides a conceptual framework with an inherent typology of post-communist regimes and a detailed presentation of ideal-type actors and the political, economic, and social phenomena in these regimes. The authors presented how their theoretical model can be applied to Ukraine, through a comparison with Russia and Hungary. They analyzed the Ukrainian context as a “patronal democracy”, both politically and economically.

Dalton et al. on reconceptualising the Ukrainian oligarchy

David Dalton, Vladimir Dubrovsky, Oksana Huss, Mikhail Chaplyga and, the organizer of the conference, Michael Derrer addressed oligarchy and corruption in Ukraine in connection with the task of maintaining and recovering the Ukrainian state during and after the ongoing war. They also explored the role of informal institutions in the Ukraine’s socio-politico-economic system. The discussion focused on a future configuration of the Ukrainian political regime, as well as on the perspectives for anti-corruption and anti-oligarchic post-war reforms.

Kateryna Ivashchenko-Stadnik used sociological data to show the main shifts in Ukrainian society since 2014 and the potential for the further development of this society. Jacek Kurczewski focused on the difference in post-communist transformation of Poland and Ukraine. He considered pre-communist and communist legacies, and the social mechanisms of transformation, offering a glimpse into the sociology of attitudes towards law and justice.

Denys Kiryukhin analyzed the reasons for the very high level of migration from Ukraine, due to which the country has been called “Europe’s Mexico.” He argued that before the war there were no structural prerequisites for such high migration dynamics. Thus, he proposed an analysis of migration in a broad context of modern social processes in Eastern European countries and revised the concept of “forced migration.”

Gostomel, Ukraine, after the retreat of Russian troops

My presentation adressed the rise and fall of populism in Ukraine. Whether Volodymyr Zelensky is a populist was a debated question during the 2019 presidential campaign, as his rhetoric and public image met many of the criteria of populism. I argue that it is important to distinguish between populist and nationalist discourses, illustrating my thesis with the rhetoric of the two main opponents during the 2019 campaign. Zelensky promoted the inclusive concept of “the people,” based on citizenship, multiethnicity and regional heterogeneity, which he contrasted with “the corrupt elites”. On the other hand, former President Petro Poroshenko promoted an exclusive ethno-nationalist, anti-liberal concept of “the people” that requires homogenization based on a common language, culture and faith. My view is that after the outbreak of the war, populist discourse lost its relevance and we are witnessing a nation-building process based entirely on nationalist grounds. The main point of differentiation among the presenters’ approaches was whether they considered only exogenous factors of social change in Ukraine or put the country in a broader context, taking into account the inter-regional and transnational division of labor, as well as Ukraine’s place in global economy. The latter approach tends to suggest rather pessimistic expectations about the future of Ukraine.


Proposed citation: Shcherbak, Svitlana (2022). Social Change in Ukraine – Obstacles and Opportunities: Conference report. https://khk.rwth-aachen.de/2022/12/21/5224/5224

Varieties of science, 1: Patterns of knowledge

Ana María Guzmán delivers her talk, “Local Technologies. The ontological Problem of the Plurality of
Technology
“, at UNAM

On December 5th and 6th the first Varieties of Science workshop, titled Patterns of Knowledge, took place at the National Autonomous University of Mexico (UNAM). Varieties of Science is a series of workshops, organized by c:o/re, that aims to explores the pluralities of knowledge production. The workshop Patterns of knowledge brought together scholars from c:o/re, the hosting university in Mexico City as well as the Science, Technology and Society Studies Centre and the Digital Aesthetics Research Center of Aarhus University. We would like to thank Miriam Peña and Francisco Barrón of UNAM for hosting this. The event was live streamed on the YouTube channel of the Seminario Tecnologías Filosóficas, where it can be watched. We will soon post a full report of this event.

New additions to the c:o/re library: “Historia de la Technologia y la invencion en Mexico” by Ramón Sánches Flores and “La Caligrafía como recurso creativo en la literatura expandida” by Itzel Palacios Ruiz, courtesy of Francisco Barrón and Itzel Palacios Ruiz

Fernando Pasquini’s proposal for an ergonomics of data science practices

Fernando Pasquini Santos asks how to consider the user in the “Data science lifecycle “

On December 14, 2022, c:o/re fellow Fernando Pasquini Santos explained his proposal Towards an ergonomics of data science practices, as part of the 2022/2023 c:o/re lecture series. While he acknowledged that the term is arguably outdated, Pasquini developed a broadly encompassing notion of ergonomics, spanning across modalities and modes of human-computer interaction. In this endeavour, Pasquini started by asking “how does it feel to work with data?” Tackling the question, he distinguished between challenges and directions in technology usability assessments.

In what was a rich and broadly encompassing study, Pasquini found particular inspiration in Coeckelbergh (2019), who notices a tradition in philosophy of technology that equates skilful acting with having a good life.

In this light, Pasquini proposed a “critical mediality” perspective in data science, that covers considerations from abstraction in data work to mathematical constructivism, embodiment and to blackboxing.

c:o/re team and fellows at Fernando Pasquini’s lecture

References

Coeckelbergh, Mark. 2019. Technology as Skill and Actvity:Revisitng the Problem of Alienation. Techné: Research in Philosophy and Technology 16(3): 208–230.

A look back: Art and Science: Openness Creates Something New

How can we develop holistic solutions in an increasingly complex world? This question was debated on April 30, 2022 at the panel discussion “Towards Eco-social Renewal: blueprints for collaboration between science and the arts” at the Amerikahaus in Munich.

c:o/re director Stefan Böschen and Vera Meyer, acatech member and Professor of Applied and Molecular Microbiology at TU Berlin, discussed how art and science can intertwine and what potential they hold.

An article about the debate can be found on acatech’s website.

Call for Contributions

For the international conference Nowhere(to)land? What Science Studies Contribute to Science Communication, that will take place in Bonn in June 14th to 16th, 2023, the Rhine Ruhr Center for Science Communication Research (RRC) and c:o/re are inviting researchers to submit proposals for contributions on the topic of STS and SCS. Deadline is January 15th, 2023.

Livestream to “Varieties of Science”

You can follow the workshop Varieties of Science: Patterns of Knowledge, that c:o/re organizes together with the Seminario Tecnologías Filosóficas at UNAM in Mexico City, live on Youtube. The Workshop starts on Monday 5th, Dec at 10 am (5pm CET) [LINK to Livestream] and continues on Tuesday 6th, at 10:30 (5.30 CET) [LINK to Livestream].

Decolonising Advertising through content creation, broadcast on social media, to inspire social transformation

posters in the streets of Mexico City

CARL W. JONES

I argue that Advertising in Mexico is a means employed by the ruling class in order to colonize Mexican society. It re-enforces a colonial thinking that started to be imposed five centuries ago by invaders of what is currently called the nation state of Mexico. My argument is based on a theoretical framework that maps the history of key concepts such as Post-colonisation and Decolonization. Anzaldua and Drussel’s definition of colonization from a Latin American point of view, and Mignolo’s observations on decolonization through ‘delinking knowledge’ are applied to advertising to reveal how this field can possibly be decolonized. The basis of the practice part of my PhD by Practice that is discussed in this article are theories of Detournement and Guerrilla semiotics. An important part of the strategy for this practice is using social media to search for solutions that can be reflected back at Mexican citizens in order to inspire a social transformation within the advertising industry.

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Carl W. Jones

Carl W. Jones is Senior Lecturer at the Westminster School of Media and Communication, research member of the Communication and Media Research Institute and a PhD candidate at the Royal College of Art in London. With a rich experience in marketing and advertising, he is now undertaking academic teaching and research on discrimination in advertising.

 

Please take a look at these four Mexican advertisements, and think about what is not there:

Fig. 1: freckles, fig. 2: old age, fig. 3: androgyny, fig 4: Overweight. Palacio ad 6.3.2018, source: https://www.excelsior.com.mx/de-la-red/2018/03/03/1223987

In a country like Mexico where 90% of the citizens are people of colour (POC) I ask why are indigenous or POC not appearing in these advertisements, or in the hundreds created every day in the metropolis of Mexico City? What is not shown is important, as it is a form of erasure, a way to forget certain peoples.

When I first moved to Mexico to work in the advertising industry in the 1990’s, my title was Creative Art Director and I couldn’t help but wonder why the people I saw on the street were not shown in the advertising, which featured what would be considered to a Mexican audience as mostly models with European features such as lighter skin. As part of my job, I had to recommend actors and models to appear in the advertisements and I would pick people of colour who reflected what I saw on the streets of Mexico. However, my clients would usually select models that appeared like a stereotypical European with lighter hair and eyes, even though those same clients were often what is termed in Mexico as ‘Moreno’ or mixed race that tend to have a darker skin tone and dark eyes.

After 20 years working in the practice of advertising I switched to academia and decided to investigate racism and decolonial theory for my PhD by practice.  My research revealed that many advertisements contain two meanings (Jones 2015). One that the brand wants consumers to see and the secondary messages that re-enforce colonial concepts such as race, class and gender (Jones 2018). Therefore, I propose that advertising is a tool used by the ruling class in order to colonize.

For over 100 years western advertising agencies have been invading developing countries and promoting their clients’ brands through the appropriation of cultural codes and signs, that are re-interpreted, in order to seek authenticity with both the consumers and what Marx called ‘the ruling class.’ The spectacle of Advertising is part of mass media and encourages consumerism. French theorist Guy Debord in his book Society of the Spectacle (Debord 1995) defines The spectacle as everything “that once was directly lived has become mere representation” (thesis 1) and this representation can be defined as the ‘mass media’ (thesis 24).

In 1957, Debord founded the Situationists International (SI) which was made up of “avant-guard groups” (Knabb. ix)  through an alliance with the mostly Paris based organization called Lettrist International (LI) merging with other vanguard organizations from Germany, England, and Scandinavia. (Debord 1992, p. 6). The S.I.  produced the journal Internationale Situationniste and its first 200 copies were made available in 1958 with Debord as editor. The journal criticised popular culture through words and images.

The Situationists International (S.I.) dissolved in 1972 but their work inspired various writers, artists, and movements, including punk rock whose leader was Malcom Maclaren and this work often critiqued the ruling classes, or ‘peoples in power’ through the method of detournement.  The advertising industry has also been directly challenged by the Canadian magazine Adbusters, through subvertisments, that make fun of commodity culture and capitalism.  Subvertising can be described as “the production and dissemination of anti-ads that deflect Madison Avenue’s attempts to turn the consumer’s attention in a given direction, is a ubiquitous form of jamming. Often, it takes the form of “sniping” — illegal, late-night sneak attacks on public space by operatives armed with posters, brushes, and buckets of wheatpaste.” (Derry 1993).  The world famous academic, book author and semiotician Umberto Echo claimed that in order to disrupt the mainstream, and keep control of the communication we need as a strategic solution, “to employ a guerrilla solution.” (Eco 1983, p. 11).

These are the main theories and methods that I employ to decode signs, including symbols which are then appropriated to ‘jam’ messaging through a weaponized advertising campaign. The rationale of this semiotic framework is to investigate if and how can advertising can be decolonized.

To accomplish this, I created seven different posters and placed them in sites close to where advertising agencies and their clients are located (Fig 5) in Mexico City. The name of the campaign is Racismo Neon (Neon racism) and the text printed on the posters is based on the literature review investigation.  In total 4,000 posters were printed.

posters in the streets of Mexico City
Fig. 5: Racism Neon posters in the streets of Mexico City. Photo Carl Jones (authors own) July 2022, photo: Carl W. Jones.

The Spanish language headlines translated into English are:

  • If advertising reflects society, then advertising is racist.
  • Whites are 10% of the population but are in 70% of the ads
  • If Morenos are 80% of the population, why are we not in 80% of the ads?
  • Advertising only reflects indigenous culture in charity ads
  • “Consumers dream of being white even though they are brown”
  • Why do ads favour white models and the American lifestyle?
  • “I want blue eyes so I will buy these potato crips”

An important part of my research practice involves broadcasting on social media. I use social media to create a social transformation within the advertising community through an online conversation on how to decolonise Mexican advertising. Therefore, I created Racismo Neon social media pages on Twitter, Facebook and Instagram. To inspire online discussion, I took photographs of the posters in-situ, to post as content on social media along with the hashtag #racismoneon. If the targeted consumer did not walk past the posters on the street, then they could still see them in the social media posts.

After creating the social media conversation, I am now analysing it through Social Listening and content analysis of the conversation on social media and in the press. My objectives are to see if the Mexican advertising community agrees whether there is an issue with racism in advertising and search for solutions. Already a consensus seems to be crystalizing that there is such a problem. In this case, analysis of the online conversation will produce solutions.

Social media is a tool that can be used to both instigate racism and assist in decolonizing advertising. Through weaponizing advertising and going out to the very people who create messages, my research through practice has generated a conversation on social media, with the objective of inspiring a social transformation within the community. I believe that social media can be applied both as a negative, and positive tool.  As a Negative tool it can be used as a method of control to spread disinformation. However, as a positive tool it can also be appropriated to generate a wide discussion with specific publics, and search for community-based solutions. My research through practice is not solving the process of decolonization, but is making a small contribution through the theoretical technique of subversive strategies.

References

Debord, G. (1992). Society of the spectacle and other films. London: Rebel press.

Debord, G. (1995). The society of the spectacle. New York: Zone books.

Dery, M. (2010 [1993]). Culture Jamming: Hacking, Slashing, and Sniping in the Empire of Signs. (last accessed November 25th 2022). This essay originally appeared in 1993, as Pamphlet #25 in the Open Magazine Pamphlet Series.

Eco, U. (1986). “Towards a Semiological Guerrilla Warfare.” In Travels in Hyperreality. New York: Harcourt Brace Jovanovich, pp. 138, 143, 144.

Jones, C. W. (2015). Ads send out more than the clients’ message. (last accessed April 2, 2021).

Jones, C. W. (2016). “Advertising tools and techniques appropriated to construct the global brand Mr. Clean”. In Proceedings of the world congress of the IASS/AIS 12th WCS Sofia 2014 New Semiotics. Sofia: NBU press. DOI: 10.24308/iass-2014-062.

Jones, C. W. (2018). Racism and Classism in Mexican Advertising.In Olteanu, A., Stables, A., Borţun, D. (eds) Meanings & Co. Numanities – Arts and Humanities in Progress, vol 6. Cham: Springer. https://doi.org/10.1007/978-3-319-91986-7_13.

Jones, Carl (2019) Personal Branding using advertising tools and techniques a case study. In Zantides, E. (ed.) Semiotics and Visual Communication III: Cultures of Branding, Newcastle upon Tyne: Cambridge Scholars.

Knabb, Kenn (2006) Situationist international anthology. revised and expanded edition. Berkley, Ca.: Bureau of public secrets.

Figures

Fig 1-4: “MI BELLEZA NO TIENE NADA QUE ESCONDER” / “MI JUVENTUD SE GANA CON LOS AÑOS” / “MI GÉNERO NO TIENE GÉNERO” / “SOY LA MEDIDA PERFECTA” Billboards. Espectacular. 2018. Client: Palacio de Hierro. Mexico City. Palacio Billboard broadcast in Mexico City, and other cities where Palacio De Hierro has stores. First air date TBC 6.3.2018. Images obtained from news article. Source. 03/03/2018. Excelsior. https://www.excelsior.com.mx/de-la-red/2018/03/03/1223987 (last accessed 23 Nov. 2022), see also: https://www.sdpnoticias.com/estilo-de-vida/2018/03/06/el-palacio-de-hierro-lanza-campana-que-busca-romper-con-estereotipos  (last accessed April 2nd 2021).

Fig 5: Racismo Neon posters in the streets of Mexico City. Photo Carl Jones (authors own) July 2022.


Proposed citation: Jones, Carl W. (2022). Decolonising Advertising through content creation, broadcast on social media, to inspire social transformation. https://khk.rwth-aachen.de/2022/12/02/5074/5074

c:o/re on film – highlights of the inauguration

On July 4th, we celebrated the Inauguration of our Center in Aachen’s Historical Town Hall with many friends and colleagues. The program included an insightful key lecture by STS scholar Karin Knorr Cetina on epistemic shifts in the digital age and a rich discussion on interdisciplinarity and the past and future transformations of research cultures with the journalist Jan-Martin Wiarda, historian Hans-Jörg Rheinberger, chemist Matthias Wessling, and microbiologist Lars Blank. If you would, besides our written report of the event, you can get an insight into the even by watching the highlights here:

Science night @RWTH Aachen University. c:o/re asks: what is science?

On November 11 a Science night (Wissenschaftsnacht) took place at RWTH Aachen University. This was an open-doors event in the University’s impressive CARL building, where various university departments and research groups exhibited their work, in a welcoming ambiance, aided by food and drinks (see program here). The c:o/re team took this opportunity to engage in dialog with the attendees. While many colleagues such as engineers and natural scientists represented their work by showcasing actual technological products, we thought to best represent our work by irritating and inspiring science-enthusiasts with the question what is science?

Interior of CARL building (RWTH Aachen University) during Science Night
Postcards & posters: c:o/re is ready for Science night.

That is, in the best of philosophical traditions, instead of pointing to solutions and giving answers, important and urgent as that is, we invited to reflection and dialogue through questioning. Specifically, prompted by materials that we prepared aiming to inspire conversation we asked the more subtle and challenging question addressing our interlocutors: what is your science?

Phillip Roth asks: What is (your) science? Photographer: Jule Janßen
Science is… magic. Photographer: Jule Janßen

This was an excellent event and we are grateful to the University for organizing it. It helped us both to better reach out to interested stakeholders that are not formally part of higher education institutions and, also, to connect with colleagues from other departments and faculties. As a result, many citizens from the Aachen region now know about the Käte Hamburger Research Centres and about c:o/re. We had very interesting and challenging discussions with a diverse public, from children to students and to professors, and we discovered many common interests with colleagues working in, for example, bioeconomics and teacher training. We used prompts, such as postcards and posters, to intrigue passers-by about the difficulties of pinning down what science is. The people we talked to left their impressions on what is science on post-it notes. We collected the notes, thus forming a collection that can now serve as an unusual set of data, at least for stimulating wonder and inspiring questions, if not for conducting concrete research. The many answers ranged from claiming that science is “magic”, to “applied imagination”, “ongoing” and to “what can be debunked” and “fallibilism”.

We are now pursuing the dialogues that we started with colleagues at this event and we look forward to next year’s Science night!

c:o/re team engage in dialog with attendees at the Science night. Photographer: Jule Janßen