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LIFEIN MEDIA  力影传媒

A GLOBAL INTRODUCTION TO MEDIA STUDIES
媒体研究的全球概论

MARK DEUZE  马克·杜兹

Life in Media  媒体生活

A Global Introduction to Media Studies
媒体研究的全球概论

Mark Deuze  马克·杜兹

The MIT Press  麻省理工学院出版社Cambridge, Massachusetts  马萨诸塞州剑桥市London, England  英国伦敦

© 2023 Massachusetts Institute of Technology Original photographs © 2023 Piet Hermans
© 2023 麻省理工学院原始照片 © 2023 皮特·赫尔曼斯

This project has been made possible with support from the Amsterdam University Fund.
该项目在阿姆斯特丹大学基金的支持下得以实现。

All rights reserved. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher.
保留所有权利。未经出版商书面许可,不得通过任何电子或机械方式(包括影印、录制或信息存储和检索)以任何形式复制本书的任何部分。
The MIT Press would like to thank the anonymous peer reviewers who provided comments on drafts of this book. The generous work of academic experts is essential for establishing the authority and quality of our publications. We acknowledge with gratitude the contributions of these otherwise uncredited readers.
麻省理工学院出版社要感谢对本书草稿提供评论的匿名同行评审员。学术专家的慷慨工作对于建立我们出版物的权威和质量至关重要。我们衷心感谢这些未被认可的读者的贡献。
Library of Congress Cataloging-in-Publication Data
美国国会图书馆出版物编目数据

Names: Deuze, Mark, author.
姓名:Deuze、Mark、作者。

Title: Life in media : a global introduction to media studies / Mark Deuze.
标题:媒体生活:媒体研究的全球介绍 / Mark Deuze。

Description: Cambridge : The MIT Press, 2023. | Includes bibliographical references and index.
描述:剑桥:麻省理工学院出版社,2023 年。|包括参考书目和索引。

Identifiers: LCCN 2022038286 (print) | LCCN 2022038287 (ebook) | ISBN 9780262545587 (paperback) | ISBN 9780262374613 (epub) | ISBN 9780262374620 (pdf) Subjects: LCSH: Mass media-Study and teaching. | Mass media-Social aspects-Study and teaching.
标识符:LCCN 2022038286 (print) |LCCN 2022038287(电子书) |ISBN 9780262545587 (平装本) |ISBN 9780262374613 (epub) |ISBN 9780262374620 (pdf) 主题:LCSH:大众媒体研究和教学。|大众传媒 - 社会方面 - 学习和教学。

Classification: LCC P91.3 D485 2023 (print) | LCC P91.3 (ebook) | DDC 302.23/071/1— dc23/eng/20221031
分类: LCC P91.3 D485 2023 (打印) |LCC P91.3 (电子书) |DDC 302.23/071/1— dc23/eng/20221031

LC record available at https://lccn.loc.gov/2022038286
https://lccn.loc.gov/2022038286 提供 LC 记录

LC ebook record available at https://lccn.loc.gov/2022038287
LC 电子书记录可在 https://lccn.loc.gov/2022038287 获取

d_r0
Dedicated to students, sharing stories and experiences of their lives in media
致力于学生,在媒体上分享他们的生活故事和经历

Contents  内容

1 Media Life  1 媒体生活
2 Your Life  2 你的生活
3 Public Life  3 公共生活
4 Real Life  4 现实生活
5 Love Life  5 热爱生活
6 Change Life  6 改变生活
7 Make Life  7 创造生活
8 Life in Media  8 媒体生活
Appendix 1: Annotated Sources
附录 1:带注释的源

Appendix 2: Key Concepts in Tweets
附录 2:推文中的关键概念

Appendix 3: Ten Tips for a Life in Media Index
附录 3:媒体生活的十个技巧索引

1

Media Life  媒体生活

We do not live with media but in media. Media are everywhere and cannot be switched off. This is not a new situation; nor is a life in media unique to our time. Media are fun and complicated, and they offer plenty of ethical dilemmas-critical debates that are crucial elements of media studies for a life in media.
我们不是与媒体共存,而是与媒体共存。媒体无处不在,无法关闭。这不是一个新情况;媒体生活也不是我们这个时代独有的。媒体既有趣又复杂,它们提供了大量对道德困境的批判性辩论,这些辩论是媒体研究的关键要素。
Media are part of every single aspect of our lives, including our most intimate feelings and experiences. How we grow up and learn, love, work, and play-it is all to some extent circumscribed by our media. In the process, media influence and structure our lives in all kinds of subtle ways -for better and for worse. At the same time, we are not without agency when it comes to using media to experience, understand, and express ourselves about the world around us. In media, we create worlds: networks, communities, groups, teams, clans, and countless relationships. These worlds spill over, affect us deeply, and complicate as much as inspire life. We get much of our information and insight through social media and news providers; images and ideas are endlessly supplied through films and television; developing tactics and strategies for everyday life get animated by how-to videos or role-playing games online; and navigating public space has its own soundtrack of cool tunes on our headphones. None of these tools and resources is neutral, enabling as much as constraining certain ways of doing things. In other words: we use media to figure out what to do, while media in turn structure our thoughts and actions. It is up to all of us-as we are together alone in media, superconnected to each other and
媒体是我们生活方方面面的一部分,包括我们最亲密的感受和经历。我们如何成长、学习、热爱、工作和娱乐——这一切都在某种程度上受到我们的媒体的限制。在这个过程中,媒体以各种微妙的方式影响和构建我们的生活——无论是好的还是坏的。与此同时,在使用媒体来体验、理解和表达我们周围的世界时,我们并非没有能动性。在媒体中,我们创造了世界:网络、社区、群组、团队、氏族和无数的关系。这些世界溢出来,深深地影响着我们,使生活变得复杂,也激发了生活。我们通过社交媒体和新闻提供商获得大部分信息和见解;图像和思想通过电影和电视无休止地提供;为日常生活制定战术和策略 通过在线作视频或角色扮演游戏获得动画效果;在我们的耳机上,Navigating Public Space 有自己的酷炫曲调配乐。这些工具和资源都不是中立的,只能限制某些做事方式。换句话说:我们使用媒体来弄清楚该做什么,而媒体反过来构建我们的思想和行为。这取决于我们所有人——因为我们独自一人在媒体中,彼此之间有着超级的联系,并且

the world yet also stuck inside our own personal information space-to figure out the best way forward.
世界也困在我们自己的个人信息空间里——找出最好的前进方向。
At the heart of this book and its approach to the role media play in society and everyday life is the fairly straightforward notion that we do not live with media but in media. Media are to us like water is to fish. Such a view on media as all-encompassing and inevitable is not new; nor is it particular to our current digital environment. Media and communication scholars from around the world-from Canada to Nigeria, Germany to Sri Lanka, China to Colombia (please see appendix 1 for an annotated bibliography for all arguments in this book)-have suggested throughout the twentieth century that it is most fruitful to think of all kinds of media, including the “mass” media of television, radio, books, and magazines as well as such traditional forms of shared narratives in society as poetry, plays, song, and dance, as a deeply interdependent ensemble of devices, technologies, contents, communicative relations, and interactions that together (and in conjunction) make up people’s experience of media life. Our current digital environment integrates all of this into a more or less seamless lived experience of media.
这本书的核心及其对媒体在社会和日常生活中的作用的方法是一个相当直截了当的概念,即我们不是生活在媒体中,而是生活在媒体中。媒体之于我们,就像水之于鱼。这种将媒体视为包罗万象和不可避免的观点并不新鲜;也不是我们当前的数字环境所特有的。来自世界各地的媒体和传播学者——从加拿大到尼日利亚,从德国到斯里兰卡,从中国到哥伦比亚(本书中所有论点的注释书目见附录 1)——在整个 20 世纪都建议,考虑各种媒体是最富有成效的,包括电视的“大众”媒体。 广播、书籍和杂志,以及诗歌、戏剧、歌曲和舞蹈等社会共享叙事的传统形式,作为设备、技术、内容、交际关系和互动的深度相互依存的整体,它们共同(并结合)构成了人们对媒体生活的体验。我们当前的数字环境或多或少地将所有这些整合到无缝的媒体生活体验中。

Studying media from a perspective of life in media presupposes three essential qualities of people’s experience in and with media:
从媒体生活的角度研究媒体,人们在媒体中以及与媒体相关的体验具有三个基本品质:
  1. Media disappear, in that the ways people use and think of media tends to be highly intuitive, ritualistic, and blissfully unaware of the inner workings of media (both as technologies and how media act as industries).
    媒体消失了,因为人们使用和思考媒体的方式往往是高度直观的、仪式性的,并且幸福地不知道媒体的内部运作(无论是作为技术还是媒体如何作为工业)。
  2. Media are what people do, in that everything people do in life either directly or indirectly involves media of some kind, subtly structuring, stimulating, and specifying what we observe, feel, process, and perform.
    媒体就是人们所做的,因为人们在生活中所做的一切都直接或间接地涉及某种媒体,巧妙地构建、刺激和指定我们观察、感受、处理和执行的东西。
  3. People love media, in that our primary relation with media is both intimate and emotional, as people take their media intensely personally, having a range of strong feelings about media-ranging from passion and excitement to frustration and fear.
    人们喜欢媒体,因为我们与媒体的主要关系既亲密又感性,因为人们非常重视他们的媒体,对媒体有一系列强烈的感受——从激情和兴奋到沮丧和恐惧。
Throughout all chapters of this book, we unpack and explore these fundamental elements of life in media, all the time combining an appreciation of effects, things, and what happens with a deliberate focus on processes, practices, and what can be done. Media need us as much as we need media, a give-and-take that opens up opportunities for intervention, for ways of doing (and designing) things and experiences differently. While it is crucial for media studies to be critical of its object, I would very much encourage us to commit to a hopeful perspective on (our) media. Hope in this context means to actively look for and act on chances and opportunities to change things for the better, based on the assumption that the world is fluid, plastic, and capable of being molded by people’s willingness, motivation, and agency. This is not a naive hope! It is a hopeful recognition of the permanently unfinished (and imperfect) nature of society as realized in media and technology, waiting for us to participate and cocreate, to take action, to imagine differently, and to fight whatever evil can be found-no matter how daunting the prospect or task ahead.
在本书的所有章节中,我们解开并探索了媒体中生活的这些基本要素,始终将对效果、事物和发生的事情的欣赏与对过程、实践和可以做什么的有意识的关注相结合。媒体需要我们,就像我们需要媒体一样,这种给予和接受为干预、以不同的方式做(和设计)事情和体验提供了机会。虽然媒体研究对其对象进行批判至关重要,但我非常鼓励我们承诺对(我们的)媒体持乐观的看法。在这种情况下,希望意味着积极寻找并抓住机会和机会采取行动,让事情变得更好,基于世界是流动的、可塑的,并且能够被人们的意愿、动机和能动性塑造的假设。这不是一个天真的希望!这是对媒体和技术所实现的社会永久未完成(和不完美)本质的充满希望的认识,等待我们参与和共同创造,采取行动,以不同的方式想象,并与任何可能发现的邪恶作斗争——无论未来的前景或任务多么艰巨。
Changing the world in media (and with media) necessarily means making a difference in the world outside of media. A life in media inevitably means that the worlds of media and life are inexorably entwined. While such arguments have been made in the scholarly literature since as far back as the 1960s, real-life examples from the 2020s onward show how a life in media has truly become the basis of lived experience of people all over the world. Consider, for example, the global coronavirus crisis. Early in 2020, the World Health Organization (WHO) described the disinformation swirling across all media amid the global coronavirus crisis as a massive infodemic-a major driver of the pandemic. To the WHO and many other experts, organizations, and governments around the world, stopping the spread of misinformation is just as important as providing accurate information about the crisis. As WHO director general Tedros Adhanom Ghebreyesus stated at a conference in Munich, Germany, on February 15, 2020: “We’re not just fighting an epidemic; we’re fighting an infodemic. Fake news spreads faster and more easily than this virus, and is just as dangerous.” 1 1 ^(1){ }^{1} This was a significant public recognition of how the realities inside and outside of media have collapsed, how there is no outside to media anymore. Getting people protected from infection and disease during the pandemic would be as crucial as fighting the spread of rumor,
改变媒体(以及媒体)的世界必然意味着改变媒体之外的世界。媒体生活不可避免地意味着媒体世界和生活世界不可避免地交织在一起。虽然学术文献中早在 1960 年代就提出了这样的论点,但从 2020 年代开始的现实生活例子表明,媒体生活如何真正成为世界各地人们生活经验的基础。例如,考虑一下全球冠状病毒危机。2020 年初,世界卫生组织 (WHO) 将在全球冠状病毒危机期间席卷所有媒体的虚假信息描述为大规模信息流行病——大流行的主要驱动力。对于 WHO 和世界各地的许多其他专家、组织和政府来说,阻止错误信息的传播与提供有关危机的准确信息同样重要。正如世卫组织总干事谭德塞于 2020 年 2 月 15 日在德国慕尼黑举行的一次会议上所说:“我们不仅仅是在与流行病作斗争;我们正在与信息疫情作斗争。假新闻比这种病毒传播得更快、更容易,而且同样危险。 1 1 ^(1){ }^{1} 这是公众对媒体内外的现实如何崩溃、媒体如何不再有外部的重大认可。在大流行期间保护人们免受感染和疾病与打击谣言的传播一样重要。

disinformation campaigns, and so-called fake news about the virus, its causes, and potential treatments. With the acknowledgment of a parallel pandemic and infodemic having equal consequences for the health and safety of us all, our speculations about the role and impact of technology and media in society move beyond the realm of science fiction or academic debate into the humdrum of everyday life. Such recognition of the porous, disintegrating, or even disappearing boundaries between the real and the virtual-between media and life-makes us realize to what extent our lives have become enmeshed with media and how intimate our relations with and through media are.
虚假信息运动,以及关于病毒、其原因和潜在治疗方法的所谓假新闻。随着人们认识到并行的大流行病和信息流行病对我们所有人的健康和安全具有同等影响,我们对技术和媒体在社会中的作用和影响的猜测超越了科幻小说或学术辩论的领域,进入了单调乏味的日常生活。这种对真实与虚拟之间——媒体与生活之间——渗透、瓦解甚至消失的界限的认识,使我们意识到我们的生活已经在多大程度上与媒体交织在一起,以及我们与媒体的关系以及通过媒体的关系是多么亲密。
In this chapter, you will find an outline of the key ideas and discussions inspiring contemporary media studies for a life in media. To be sure, this is not an exhaustive survey of the field-it is intended as a starting point for discussion and your own exploration of what a life in media possibly entails. Every chapter in this book can be read on its own, and there is no necessary order to the arguments developed in each. While this opening chapter ostensibly deals with life, a comprehensive discussion and definition of media can be found in the next chapter. The first and final chapters are attempts at making overarching statements about the elements and prospects of the study and scholarly understanding of media, whereas all in-between chapters tackle life in media through different experiences: how we define and use media in everyday life, how we experience our private lives in public, how we draw distinctions between what is real and what is fake, how we love, how we (can) make a difference in the world, and how media as industries work (as well as how media professionals “make it work”).
在本章中,您将找到启发当代媒体研究的关键思想和讨论的大纲。可以肯定的是,这并不是对该领域的详尽调查——它旨在作为讨论和您自己探索媒体生活可能意味着什么的起点。这本书的每一章都可以单独阅读,每章中发展的论点没有必要的顺序。虽然开篇表面上是关于生活的,但对媒体的全面讨论和定义可以在下一章中找到。第一章和最后一章试图对媒体的研究要素和前景以及学术理解做出总体陈述,而中间的所有章节都通过不同的经历来处理媒体生活:我们如何在日常生活中定义和使用媒体,我们如何在公共场合体验我们的私人生活,我们如何区分真实和虚假, 我们如何爱,我们如何(能够)改变世界,以及媒体作为行业的运作方式(以及媒体专业人士如何“让它发挥作用”)。
Before diving in, a brief note about the interchangeable use of the terms people, we, and you in these pages. It is clear that people’s experiences of, with, and in media in different parts of the world, coming from different backgrounds, with different motivations and skills, and opting for different kinds of media can be quite different. Something as straightforward as watching television or posting something on social media can mean something vastly different depending on whether you are using a mobile device on the road or settling down in front of a television set at home, whether you are part of a large family or are used to using media on your own, whether you are a white man or a Black woman, whether you seek out
在深入研究之前,请简要说明一下这些页面中术语 people、we 和 you 的可互换用法。很明显,人们在世界不同地区、来自不同背景、具有不同动机和技能以及选择不同类型媒体的媒体体验可能大不相同。像看电视或在社交媒体上发布内容这样简单的事情可能意味着截然不同的事情,具体取决于您是在路上使用移动设备还是在家中的电视机前安顿下来,无论您是大家庭的一员还是习惯于自己使用媒体, 无论您是白人男性还是黑人女性,无论您寻找

media to battle feelings of loneliness or just to get away from it all. It is important to disentangle such differences and compound inequalities, aspects of life and media that serve to either include or exclude, ways in which media can both emancipate and disempower.
媒体来对抗孤独感,或者只是为了摆脱这一切。重要的是要理清这些差异和复合不平等,了解生活和媒体的方面,这些方面要么包含,要么排除,媒体既可以解放,也可以剥夺权力。
In this book, I mostly talk in general terms about life in media, using examples and cases from a variety of peoples and societies, offering a narrative supported by findings from research around the world in an attempt to discuss what we have in common and what connects us rather than focusing on all the circumstances that divide us. Of course, in all of this we must stay mindful of a straightforward result from many, if not most, studies on media influence and effects, (digital) inequality, and exclusion: media have a tendency to amplify and accelerate existing phenomena in society. Unless people act deliberately-as designers and developers, manufacturers, policy makers, makers and audiences-media in general, and digital products and services in particular, tend to exacerbate such social issues as misogyny, racial and gender discrimination, poverty, war and conflict, and even climate and refugee crises. Yet media can also contribute to meaningfully addressing such issues. It is exactly for this reason that I have opted for a hopeful perspective in this book, grounded in people’s efforts and actions in their efforts to reduce harm and improve their lives and those of others.
在这本书中,我主要笼统地谈论媒体中的生活,使用来自不同民族和社会的例子和案例,提供由世界各地研究结果支持的叙述,试图讨论我们的共同点以及将我们联系在一起的东西,而不是关注所有使我们分裂的情况。当然,在这一切中,我们必须牢记许多(如果不是大多数)关于媒体影响和影响、(数字)不平等和排斥的研究的直接结果:媒体有放大和加速社会现有现象的趋势。除非人们有意识地行事——作为设计师和开发者、制造商、政策制定者、制造者和受众——一般媒体,特别是数字产品和服务,往往会加剧厌女症、种族和性别歧视、贫困、战争和冲突,甚至气候和难民危机等社会问题。然而,媒体也可以为有意义地解决这些问题做出贡献。正是出于这个原因,我在这本书中选择了充满希望的视角,以人们为减少伤害和改善自己和他人的生活所做的努力和行动为基础。

Living in Media  生活在媒体中

The first time I remember directly experiencing an almost complete collapse of the realities of media and life was early in 2003. I had just moved from Amsterdam to Los Angeles to do research at the University of Southern California, when in March the war in Iraq started with the American, British, and Australian invasion of the country. Of course, the Los Angeles Times reported extensively on the proceedings, filling most of its pages with news and backgrounds about Operation Iraqi Freedom (as the US government called the war). However, the neighborhood I was living in, University Park, was mostly Latino-and in this part of the sprawling city the second-most-read newspaper in Los Angeles was dominant: the Spanish-language La Opinión. In that paper, the war was only mentioned briefly on page 5. On television, networks like Fox News and CBS provided nonstop live coverage of the invasion of Iraq, illustrated with a
我记得第一次直接经历媒体和生活的现实几乎完全崩溃是在 2003 年初。我刚刚从阿姆斯特丹搬到洛杉矶,在南加州大学做研究,当时伊拉克战争在 3 月以美国、英国和澳大利亚入侵该国开始。当然,《洛杉矶时报》对整个过程进行了广泛的报道,大部分版面都充斥着有关伊拉克自由行动(美国政府称之为战争)的新闻和背景。然而,我居住的社区 University Park 主要是拉丁裔——在这个庞大的城市中,洛杉矶阅读量第二大的报纸占据主导地位:西班牙语的 La Opinión。在那篇论文中,战争只在第 5 页简要提及。在电视上,福克斯新闻(Fox News)和哥伦比亚广播公司(CBS)等网络不间断地对入侵伊拉克进行了现场报道,并配有

waving American flag in a corner of the screen. Yet television ratings figures of those early weeks of the war showed that more Americans watched televised reruns of the popular comedy series Friends than tuning in to news coverage of the war. All of this made me realize how my neighbors were living in a parallel world, how the media we choose to use does not simply act like neutral providers of news, information, and entertainment-through the interaction of production, content, and usage, people and their media cocreate certain worlds, worlds we all live in and move through daily. While those were the early days of our digital environment, today’s media surroundings are much more seamless, intuitive, and interconnected-at the same time, we are more likely (and with less effort) to retreat into deeply personalized media enclaves than ever before.
在屏幕的一角挥舞着美国国旗。然而,战争最初几周的电视收视率数据显示,观看热门喜剧系列《老友记》(Friends)电视重播的美国人多于收看战争新闻报道的美国人。所有这一切都让我意识到我的邻居是如何生活在一个平行世界中的,我们选择使用的媒体如何不仅仅是像新闻、信息和娱乐的中立提供者——通过生产、内容和使用的互动,人们和他们的媒体共同创造了某些世界,我们都生活在其中并每天移动的世界。虽然这些是我们数字环境的早期阶段,但今天的媒体环境更加无缝、直观和相互关联——与此同时,我们比以往任何时候都更有可能(而且付出更少的努力)退回到深度个性化的媒体飞地。
As media evolve, all aspects of our lives play out in media, and it is in media that we find each other and ourselves. Take love, for example. Using popular dating platforms like Badoo, Bumble, and Tinder, Grindr and Lex (for queer lovers), Aisle (India), AfroIntroductions (across Africa), Latin American Cupid (owned by the Australian company Cupid Media), Matchmallows (Middle East), and Tantan (China), finding some kind of love has never been easier, regardless of where or who you are in the world. Hundreds of millions of people have an account on one or more online dating services, where potential partners are available day and night. With a few swipes, clicks, and chats, you could be off on your next amorous adventure. At the same time, it can also be much more difficult to develop and maintain romantic relationships, as there seem to be endless alternatives available, and the supply of potential paramours never stops. Even if you are matched with someone else, once they put your name into a search engine, your entire life history, including experiences and events that are perhaps not so appealing (especially when taken out of context), may be exposed. Furthermore, are you really “matching” with someone, or is the interface of the site or app you are using subtly steering you a certain way? Is this love, or is it the outcome of a program that runs in the background to connect profiles not necessarily based on mutual amorous preference but governed by the formal indifference of a computer algorithm? What about all the people who do not have online dating profiles, who are less savvy or uncomfortable presenting and promoting themselves in a way that befits the
随着媒体的发展,我们生活的方方面面都在媒体中发挥作用,正是在媒体中,我们找到了彼此和自己。以爱为例。使用 Badoo、Bumble 和 Tinder、Grindr 和 Lex(面向酷儿爱好者)、Aisle(印度)、AfroIntroductions(非洲各地)、拉丁美洲 Cupid(澳大利亚公司 Cupid Media 拥有)、Matchmallows(中东)和 Tantan(中国)等流行的约会平台,无论您身在何处或身在何处,找到某种爱情从未如此简单。数亿人在一个或多个在线约会服务上拥有帐户,潜在的合作伙伴日夜可用。只需几次滑动、点击和聊天,您就可以开始下一次多情的冒险了。与此同时,发展和维持浪漫关系也可能更加困难,因为似乎有无穷无尽的选择,而且潜在情人的供应从未停止。即使您与其他人匹配,一旦他们将您的名字输入搜索引擎,您的整个生活史,包括可能不那么吸引人的经历和事件(尤其是在断章取义时),也可能会暴露出来。此外,您真的与某人“匹配”吗,或者您正在使用的网站或应用程序的界面是否巧妙地以某种方式引导您?这是爱,还是一个程序在后台运行的结果,它连接个人资料不一定基于彼此的恋爱偏好,而是由计算机算法的形式冷漠所支配的?所有没有在线约会资料的人呢,他们不太精明或不舒服以适合的方式展示和宣传自己

laws of attraction as determined by the affordances of an app or website or who simply did not log on that day?
吸引力法则是由应用程序或网站的可供性决定的,或者谁只是在那天没有登录?

As media evolve, all aspects of our lives play out in media, and it is in media that we find each other and ourselves.
随着媒体的发展,我们生活的方方面面都在媒体中发挥作用,正是在媒体中,我们找到了彼此和自己。
In these brief examples, many issues related to life in media come together, all of them extensions of the three fundamental elements (of media as disappearing, interwoven with everything we do, and engaging us primarily on an emotional level) of media studies:
在这些简短的例子中,许多与媒体生活相关的问题汇集在一起,所有这些都是媒体研究的三个基本要素(媒体正在消失,与我们所做的一切交织在一起,主要在情感层面上吸引我们)的延伸:
  • living in media, even our most intimate feelings and experiences somehow involve media;
    生活在媒体中,即使是我们最亲密的感受和经历也以某种方式与媒体有关;
  • media structure our lives in ways that have become rather invisible, their influence difficult to disentangle;
    媒体以一种变得相当隐蔽的方式构建我们的生活,它们的影响难以理清;
  • “the” media includes a variety of industries, including media firms, technology companies, and telecommunications corporations, all working together as well as competing for our time and engagement;
    “the” media 包括各种行业,包括媒体公司、科技公司和电信公司,所有这些行业都在共同努力,并争夺我们的时间和参与度;
  • using media tends to include some kind of production of media (from sharing personal data each time we log on to composing and sharing countless posts, memes, blogs, and vlogs online);
    使用媒体往往包括某种媒体制作(从每次登录时共享个人数据到在线撰写和分享无数帖子、模因、博客和视频博客);
  • in media, participating in private also makes your life public to some extent;
    在媒体上,私下参与也在一定程度上让你的生活公开化;
  • to be certain about what is genuine, authentic, true, or real in media can be complicated and frustrating;
    确定媒体中的真实、真实、真实或真实可能很复杂且令人沮丧;
  • we can appreciate how we clearly love media, considering how we use media not just for fun, information, education, and work but for anything in life, including to channel our deepest infatuations, passions, and desires; and
    我们可以体会到我们显然是多么热爱媒体,考虑到我们如何不仅将媒体用于娱乐、信息、教育和工作,而且用于生活中的任何事情,包括引导我们最深的迷恋、激情和欲望;和
  • all this sometimes makes us feel a bit uncomfortable, and we even may want to do something about it-without necessarily throwing out our coveted devices or logging off indefinitely.
    这一切有时会让我们感到有点不舒服,我们甚至可能想做点什么——而不必扔掉我们梦寐以求的设备或无限期地注销。
In this opening chapter, I invite you to explore these and related issues, using as case studies the 2010 and 2020 versions of the crowdsourced Life in a Day films on YouTube. These films, composed of video clips of everyday life submitted by people from every continent, offer a unique window on contemporary life in media as documented a decade apart.
在开篇章节中,我邀请您以 YouTube 上 2010 年和 2020 年版的众包电影《一日生活》电影为例,探讨这些问题和相关问题。这些电影由来自各大洲的人们提交的日常生活视频剪辑组成,提供了一个独特的窗口,让人们了解相隔十年的媒体当代生活。
Using these films, we can consider the collapse of the boundaries between media and (everyday) life and the subsequent mediation of everything. Subsequently, we have a chance to engage the discussion about media in society and everyday life in terms of what people worldwide are actually doing with media-a consideration of which is (or should be) the core of studying and understanding (the) media.
通过这些电影,我们可以思考媒体和(日常)生活之间界限的瓦解,以及随之而来的一切中介。随后,我们有机会参与关于社会和日常生活中媒体的讨论,即全世界的人们实际上都在做什么——对此的考虑是(或应该是)研究和理解媒体的核心。
Welcome to your life in media. This is not a revolution; nor is it an emergency. If it was, you would be told where the exits are! The question is not so much how to escape media or stay above it all. The key is to dive, with head and heart, into the ocean of media we all swim in. What we explore is the issue of how we got here and what we can do now that we find ourselves living in media.
欢迎来到您的媒体生活。这不是一场革命;也不是紧急情况。如果是这样,您将被告知出口在哪里!问题不在于如何逃离媒体或凌驾于这一切之上。关键是要用头脑和心灵潜入我们都在其中游泳的媒体海洋中。我们探索的是我们如何来到这里的问题,以及我们现在发现自己生活在媒体中可以做什么。

Life in a Day  一日生活

In 2010, the online video platform YouTube (launched in 2005, since 2006 owned by Google) asked people around the world to chronicle a single day in their lives and share their recording. The platform received over 80,000 submissions, totaling 4,500 hours of footage, from 192 countries. The director Kevin Macdonald and executive producer Ridley Scott turned this into a ninety-minute film, Life in a Day, intending to show what it means to be human in the world on July 24, 2010. Ten years later, the team repeated this effort, this time receiving 324,000 videos submitted from 192 countries, documenting life in a day during the worldwide coronavirus crisis on July 25, 2020.
2010 年,在线视频平台 YouTube(于 2005 年推出,自 2006 年起归 Google 所有)要求世界各地的人们记录他们生活中的一天并分享他们的录音。该平台收到了来自 192 个国家/地区的 80,000 多份提交,总计 4,500 小时的镜头。导演凯文·麦克唐纳 (Kevin Macdonald) 和执行制片人雷德利·斯科特 (Ridley Scott) 将其改编成一部 90 分钟的电影《一日生活》,旨在展示 2010 年 7 月 24 日作为人类在世界上的意义。十年后,该团队再次努力,这次收到了来自 192 个国家/地区的 324,000 个视频,记录了 2020 年 7 月 25 日全球冠状病毒危机期间一天的生活。
In several interviews about the Life in a Day films, the Scottish director talks about how all the contributors were generous enough to share often quite intimate moments from their lives as part of a huge, life-affirming filmmaking experiment. Macdonald also reflects on how people’s relationship to filming themselves has changed over a decade, noting how camera-enabled phones were much more common in 2020 than in 2010 and how YouTube has since become a truly global video-sharing platform. The intention behind the films was to give voice to ordinary people and to show the intricacy and strangeness of the seemingly mundane in everyday life. In 2010, about 75 percent of the film’s content came from people contacted through YouTube, traditional advertising, TV shows, and newspapers; the remaining 25 percent came from cameras sent out to the developing world.
在几次关于 Life in a Day 电影的采访中,这位苏格兰导演谈到了所有贡献者如何慷慨地分享他们生活中通常非常私密的时刻,作为一项巨大的、肯定生命的电影制作实验的一部分。Macdonald 还反思了十年来人们与拍摄自己的关系发生了怎样的变化,他指出,与 2010 年相比,2020 年支持相机的手机要普遍得多,以及 YouTube 此后如何成为一个真正的全球视频共享平台。这些电影背后的意图是让普通人发声,并展示日常生活中看似平凡的事物的复杂性和陌生性。2010 年,这部电影大约 75% 的内容来自通过 YouTube、传统广告、电视节目和报纸联系的人;其余 25% 来自发往发展中国家的相机。
In 2020, everything was autonomously submitted via a dedicated website. None of the individual filmmakers whose clips ended up in the films were compensated for their effort. Reviewing Life in a Day for the British news site the Guardian (on February 2, 2021), Peter Bradshaw found the film to be “about everything and nothing,” suggesting that the most significant change has been in the areas of technology and technical skill: “A decade on from the first film, smartphones with higher-quality cameras have probably resulted in a technically more sophisticated haul; people have better equipment and are arguably more savvy about curating their content.”
2020 年,所有内容都通过专用网站自主提交。那些剪辑最终出现在电影中的电影制作人都没有得到他们的努力的报酬。彼得·布拉德肖 (Peter Bradshaw) 于 2021 年 2 月 2 日为英国新闻网站《卫报》评论《一日人生》时,发现这部电影“关于一切,什么都没有”,这表明最显着的变化是在技术和技术技能领域:“从第一部电影上映十年过去了,配备更高质量相机的智能手机可能会导致技术更加复杂;人们拥有更好的设备,可以说在策划他们的内容方面也更精明。
Speaking online at the 2021 Sundance Film Festival in the United States, Macdonald noted how he considered both films as amazing levelers. "They really make us feel as a viewer that ‘everyone is like me.’ I can see they care about the same things as I do whether they are Egyptians or Congolese or Siberian. They care about the same basic things. There are very few strong, powerful parts of human life that we don’t share."2 Writing for the New York Times (on February 5, 2021), Chris Azzopardi considered the crowdsourced film “a call for empathy with some genuinely moving moments,” a sentiment echoed throughout many comments available on the popular review-aggregation sites Rotten Tomatoes and Metacritic. 3 3 ^(3){ }^{3} A poignant moment in the 2020 film is when a mother reveals that her teenage son, who appeared in a funny opening sequence of the first Life in a Day (where she tries to get him to wake up in the morning), has died of COVID-19-introducing him by way of turning the camera on his funerary urn. The juxtaposition of such genuinely moving moments with more ordinary, contextless snapshots of everyday life for many reviewers was either an exemplary showcase of how kaleidoscopic and confusing life can be or a reason to condemn the film for being scattershot, voyeuristic, and in the end quite conventional given the abundance of “slice of life” content now available on social media and video platforms all over the world.
在美国 2021 年圣丹斯电影节上,麦克唐纳在线发表讲话时指出,他认为这两部电影都是了不起的平衡器。“他们真的让我们作为观众觉得'每个人都像我一样'。我可以看到他们和我关心的事情一样,无论他们是埃及人、刚果人还是西伯利亚人。他们关心相同的基本事物。人类生活中很少有我们不分享的强大部分。2 克里斯·阿佐帕迪 (Chris Azzopardi) 于 2021 年 2 月 5 日为《纽约时报》撰稿,认为这部众包电影“通过一些真正感人的时刻呼吁人们产生共鸣”,这种观点在流行的评论聚合网站 Rotten Tomatoes 和 Metacritic 上的许多评论中得到了回应。 3 3 ^(3){ }^{3} 2020 年电影中的一个凄美时刻是,一位母亲透露,她十几岁的儿子出现在第一部《一日人生》的有趣开场片段中(她试图让他在早上醒来),已经死于 COVID-19——通过打开他的葬礼骨灰盒上的相机介绍他。对于许多评论家来说,将这些真正感人的时刻与更普通、更无背景的日常生活快照并置,要么是万花筒般混乱的生活的典型展示,要么是谴责这部电影散漫、,而且鉴于现在世界各地的社交媒体和视频平台上有大量的 “生活片段 ”内容,最终相当传统。
There is much to say about Life in a Day. We can examine the film moving from clip to clip and wonder about the selection and editing process. There are important questions to be asked about the way various people-teenagers and the elderly, men and women, people from different backgrounds and different parts of the world-are represented and used in the film. There is a metaprocess of curation going in this film: people were asked to film and select from their daily lives, while a team of editors-Nse
关于一日生活有很多话要说。我们可以检查从一个剪辑移动到另一个剪辑的电影,并想知道选择和编辑过程。关于电影中各种人——青少年和老年人、男人和女人、来自不同背景和世界不同地区的人们——是如何被表现和使用的,有一些重要的问题需要提出。这部电影中有一个策展的元过程:人们被要求拍摄并从他们的日常生活中进行选择,而一个编辑团队 - Nse
Asuquo, Mdhamiri Á Nkemi, and Sam Rice-Edwards-curated all their submissions, and Macdonald in turn edited their selections for his director’s cut. In every instance, crucial decisions were made about who gets a voice, how people are framed, and what stories warrant inclusion. A critical debate furthermore involves the use of all of us as free labor by commercial corporations, specifically Alphabet, Google’s American parent company; Ridley Scott’s production company, RSA Films; and Flying Object, the British advertising agency hired to coordinate and promote the project.
Asuquo、Mdhamiri Á Nkemi 和 Sam Rice-Edwards 策划了他们所有提交的作品,而 Macdonald 则反过来为他的导演剪辑版编辑了他们的选择。在每一次事件中,都做出了关于谁有发言权、人们如何被构建以及哪些故事值得被收录的关键决定。一场批判性的辩论还涉及商业公司将我们所有人用作免费劳动力,特别是谷歌的美国母公司 Alphabet;雷德利·斯科特 (Ridley Scott) 的制作公司 RSA Films;以及受雇协调和推广该项目的英国广告公司 Flying Object。
While all these approaches are perfectly valid in media studies, and a critical reading of a text such as Life in a Day would most certainly be a key element in learning to be media literate, an approach to media studies for a life in media compels us to look more closely at what these films may have to say about us and our lived experience in, with, and of media. Overall, carefully considering the Life in a Day films is a good example of how we can reflect on our media life and that of others around the world. Using both films as a case study, it is possible to explore key insights and concerns grounding media studies for a life in media on a global level.
虽然所有这些方法在媒体研究中都是完全有效的,而且对《一日生活》等文本的批判性阅读无疑是学习成为媒体素养的关键因素,但媒体生活的媒体研究方法迫使我们更仔细地观察这些电影可能对我们和我们的生活经历有什么影响。 与和的媒体。总的来说,仔细考虑 Life in a Day 电影是一个很好的例子,说明我们如何反思我们的媒体生活和世界各地其他人的媒体生活。以这两部电影为案例研究,可以探索在全球范围内为媒体生活奠定媒体研究基础的关键见解和关注点。

Eight Key Insights Informing Media Studies for a Life in Media
为媒体生活的媒体研究提供信息的八个关键见解

  1. Media are pervasive and ubiquitous.
    媒体无处不在。
  2. Media have long histories that are complicated.
    媒体历史悠久,但很复杂。
  3. Media raise all kinds of ethical issues.
    媒体提出了各种各样的道德问题。
  4. Media are a source of profound pleasure and fun.
    媒体是深深的乐趣和乐趣的源泉。
  5. People seem to be increasingly comfortable with media.
    人们似乎越来越适应媒体。
  6. People seem to be relatively confident about their media.
    人们似乎对他们的媒体相对有信心。
  7. People seem to accept surveillance as familiar and ordinary.
    人们似乎认为监控是熟悉的和普通的。
  8. People seem to have little concern about doing the work for media.
    人们似乎对为媒体做工作并不关心。
Half of these key ideas have to do with media; the other half, with life. All these issues may seem redundant, obvious perhaps, even cliché. It is exactly the banality of (life in) media that demands our time and effort to analyze, as it is in their mundane, everyday nature that media disappear and have a significant impact on society and power over our daily lives. With this understanding as a starting point, we can in fact achieve some critical
这些关键思想中有一半与媒体有关;另一半,与生命有关。所有这些问题可能看起来都是多余的,也许是显而易见的,甚至是陈词滥调。正是媒体的平庸性需要我们花时间和精力来分析,因为正是在它们平凡的日常性质中,媒体消失了,并对社会和我们日常生活的权力产生了重大影响。以这种理解为起点,我们实际上可以实现一些关键的

distance from our media, while at the same time never forgetting how deeply we are always already entangled with media.
与我们的媒体保持距离,同时永远不要忘记我们总是与媒体纠缠得有多深。

Media Are Pervasive and Ubiquitous
媒体无处不在

Living in media means appreciating that media are pervasive-we cannot simply switch media off. Quite literally, it has become rather difficult to switch off any of our devices-especially our smartphones and smart televisions, tablets, laptop and desktop computers, and handheld and console gaming devices. Finding the actual off switch on many devices can be quite difficult sometimes. Even when switched off, many devices remain operational and connected in some way, retrieving messages, running an operating system, updating and upgrading software, checking in with cell towers and Wi-Fi hotspots to report their location and status (or that of the applications running on such devices).
生活在媒体中意味着欣赏媒体的普遍性——我们不能简单地关闭媒体。毫不夸张地说,关闭我们的任何设备都变得相当困难——尤其是我们的智能手机和智能电视、平板电脑、笔记本电脑和台式电脑,以及掌上电脑和控制台游戏设备。有时在许多设备上找到实际的关闭开关可能非常困难。即使关闭,许多设备仍可正常运行并以某种方式连接、检索消息、运行作系统、更新和升级软件、检查手机信号塔和 Wi-Fi 热点以报告其位置和状态(或此类设备上运行的应用程序)。
Another way of considering the pervasive nature of media acknowledges how everything is mediated: all our experiences, relationships, and ways of making sense of the world around us involve and are shaped and influenced by media. This is one explanation for the rich and eclectic diversity of scenes, moments, and everyday life sequences present in the films. This does not mean life is determined by media-it just suggests that, whether we like it or not, every aspect of our lives takes place in media. Quite often this “mediation of everything” involves people actively challenging and resisting media-for example, when people demand a different version of the truth than the one received through mainstream media or when we use social media to rally for a cause. Other times we use media to make our own version of events and, in doing so, purposefully create our own reality. Alternatively, we can try to avoid media as much as possible-when going on a romantic date, for example, or when parenting about screen time. On the other hand, it is inevitable that media play a prominent role in what we talk about, in what makes us laugh or cry, and what we find significant or trustworthy. Seen this way, embracing, resisting, and avoiding media all are part of and contribute to the pervasive nature of media in our lives.
另一种考虑媒体无处不在的方式承认一切都是如何被中介的:我们所有的经历、关系和理解我们周围世界的方式都涉及媒体,并受到媒体的塑造和影响。这是对电影中场景、时刻和日常生活序列丰富而不拘一格的多样性的一种解释。这并不意味着生活是由媒体决定的——它只是表明,无论我们喜欢与否,我们生活的方方面面都发生在媒体中。很多时候,这种“万物调解”涉及人们积极挑战和抵制媒体——例如,当人们要求与通过主流媒体获得的真相版本不同时,或者当我们使用社交媒体为某项事业集结时。其他时候,我们使用媒体来制作我们自己的事件版本,并在此过程中有目的地创造我们自己的现实。或者,我们可以尝试尽可能避免使用媒体——例如,在浪漫约会时,或者在为人父母关于屏幕时间时。另一方面,媒体不可避免地在我们谈论的内容、让我们欢笑或哭泣的内容以及我们认为重要或值得信赖的内容中发挥重要作用。从这个角度来看,拥抱、抵制和避免媒体都是媒体在我们生活中无处不在的一部分,并有助于媒体在我们生活中的普遍性。

Next to pervasiveness, living in media entails considering media in all their omnipresence-to see media as an environment rather than a series of discrete technologies. Instead of thinking of different kinds of media separately-such as newspapers, magazines, books, radio and television, films, the internet, digital games, apps on your mobile device, and so on-a life in media means that we look at media as ubiquitous, where not being exposed to or not using some form of media has become quite rare, and most of our media use involves multiple media simultaneously. Research around the world documenting how people go about their daily lives consistently shows how so many of us spend most of our time with media and how much of this media exposure is concurrent, beyond conscious deliberation. We do not “multitask” our media, as this implies deliberate effort on our part to pick and focus on specific media. We also do not generally pay much attention to all the media around us, as we are often in situations involving multiple media-on the phone, with the TV on, perhaps also paging through a magazine, maybe listening to music, walking outside with headphones on yet also surrounded by (electronic or print) billboards
除了普遍性之外,生活在媒体中还需要考虑无处不在的媒体——将媒体视为一个环境,而不是一系列离散的技术。与其单独考虑不同类型的媒体——例如报纸、杂志、书籍、广播和电视、电影、互联网、数字游戏、移动设备上的应用程序等等——媒体生活意味着我们将媒体视为无处不在,不接触或不使用某种形式的媒体已经变得非常罕见。 我们的大多数媒体使用同时涉及多个媒体。世界各地记录人们日常生活方式的研究一致表明,我们中的许多人如何将大部分时间花在媒体上,以及这些媒体曝光有多少是并发的,超出了有意识的考虑。我们不会 “多任务处理” 我们的媒体,因为这意味着我们会刻意努力挑选和专注于特定的媒体。我们通常也不会太关注我们周围的所有媒体,因为我们经常处于涉及多种媒体的情况下——打电话、开着电视、也许还翻阅杂志、也许听音乐、戴着耳机走在外面,但也被(电子或印刷)广告牌包围

and signs on bus stops and park benches, as well as adverts on cars and buildings. Both Life in a Day films remind us of the ubiquity of media, especially when showing scenes in places far away from the hustle and bustle of cities around the world.
以及公共汽车站和公园长椅上的标志,以及汽车和建筑物上的广告。两部《一日人生》电影都提醒我们媒体无处不在,尤其是在远离世界各地城市喧嚣的地方展示场景时。
Living in media is inattentive rather than focused, distracted more so than task oriented. It could be argued that people are generally semi-aware of themselves and their surroundings when using media and consume media while blissfully unaware of how media work. Switching on your smartphone has become a thoughtless habit as much as putting on a dress or a pair of pants in the morning. Clicking your way around a variety of websites, apps, and software programs can be just as comforting a ritual as eating your favorite snack. Listening to music, browsing a newsfeed or someone’s timeline-all of this also comes with ignoring other media, disconnecting from devices, turning away from countless other options you may have. The key is to appreciate how all the different media in your life are both unique to you-as your experience of and in them is quite personal and intimate-while this media manifold is also the same for almost everyone, awash as we are with screens, advertisements, news headlines, and seemingly endless entertainment choices.
生活在媒体中是注意力不集中而不是专注的,分心而不是任务导向。可以说,人们在使用媒体和消费媒体时,通常对自己和周围环境一无所知,而对媒体的运作方式却一无所知。打开智能手机已经成为一种轻率的习惯,就像早上穿裙子或裤子一样。点击浏览各种网站、应用程序和软件程序就像吃您最喜欢的零食一样令人欣慰。听音乐、浏览新闻源或某人的时间线——所有这些都伴随着忽略其他媒体、断开与设备的连接、放弃您可能拥有的无数其他选择。关键是要欣赏你生活中所有不同的媒体对你来说都是独一无二的——因为你对它们和其中的体验是非常个人和亲密的——而这个媒体流形对几乎每个人来说也是一样的,充斥着屏幕、广告、新闻头条和看似无穷无尽的娱乐选择。
There is a paradox at work in the way media function in our lives. The digital environment of media is exactly so irresistible to us because it makes all our interactions with it seem special. Website functionalities, viewing options, game play characteristics, and app selections are all unique to the individual media user. No one has the same experience in media. Furthermore, most adverts seem to be talking directly to you, and algorithms running in the background make sure that the next ad you see seems to coincide with what you are thinking about, and the next song appearing in your playlist is something you really feel like listening to. In media, we are all individuals. Yet … most people visit the same handful of websites, click on the same top search engine results, binge-watch the same shows everyone else is talking about, listen to the same selection of songs on repeat, and tune in to the same live sports broadcasts. It is quite hard to find something truly uncommon or surprising (let alone original) in the media, despite their ubiquity and potential for personalization. Seen as such, a life in media contributes to making us feel more remarkable and unique while simultaneously contributing to a more superficial, more-of-the-same
媒体在我们生活中的运作方式存在一个悖论。媒体的数字环境对我们来说是如此不可抗拒,因为它使我们与它的所有互动都显得特别。网站功能、查看选项、游戏特征和应用程序选择对于单个媒体用户来说都是独一无二的。没有人在媒体领域有相同的经验。此外,大多数广告似乎都在直接与您交谈,在后台运行的算法可确保您看到的下一个广告似乎与您正在考虑的内容一致,并且播放列表中出现的下一首歌曲是您真正想听的歌曲。在媒体中,我们都是个体。还。。。大多数人访问相同的网站,点击相同的热门搜索引擎结果,狂欢观看其他人都在谈论的相同节目,重复收听相同的歌曲选择,并收听相同的体育直播。在媒体中很难找到真正不常见或令人惊讶的东西(更不用说原创了),尽管它们无处不在并且具有个性化的潜力。从这个角度来看,媒体生活有助于让我们感觉更非凡和独特,同时也有助于更肤浅、更相同的

kind of universal experience. This inspires a reading of Life in a Day as rather mundane or not particularly revealing, as the many scenes blend into a rather undifferentiated whole, which was the point of the film to begin with-to underscore what binds us as documented through personal devices. Yet at the same time, being truly exposed to the private lives of people around the world often feels like an exceptional experience. In media, you are (not) special.
一种普遍的体验。这激发了对《一日生活》的解读,认为它相当平凡或不是特别具有启发性,因为许多场景融合成一个相当无差别的整体,这就是这部电影的起点——强调通过个人设备记录的将我们联系在一起的东西。但与此同时,真正接触到世界各地人们的私人生活往往感觉是一种非凡的经历。在媒体界,你(不是)特殊。

Media Have Long Histories That Are Complicated
媒体有着悠久而复杂的历史

It certainly seems as if our lives in media are particular to contemporary technologies, to the rise of digital devices and applications, and to the “right here, right now” culture of being always online. On the other hand, humankind has forever been feverishly documenting its existence, its relation to the world, and what all of this means in media-especially since the days that we traded in our nomadic ways, settled in permanent dwellings, and formed more or less stable communities. It is from this period on that we find, in gradual succession over thousands of years, increasingly widespread media, such as cave paintings, musical instruments, public forums and theaters, writing systems, scrolls, printed books, and so on. Perhaps we have always lived in media, and it is not our media that are new but rather their intimacy, pervasiveness, and ubiquity, as exemplified throughout these two films and the lives of the people featured in it.
当然,我们在媒体中的生活似乎与当代技术、数字设备和应用程序的兴起以及永远在线的“此时此地”文化有关。另一方面,人类一直在狂热地记录它的存在、它与世界的关系,以及这一切在媒体中的意义——尤其是自从我们以游牧方式进行交易、定居在永久住所并或多或少形成稳定社区的时代以来。正是从这一时期开始,我们发现,在数千年的时间里,逐渐相继地出现了越来越广泛的媒体,如洞穴壁画、乐器、公共论坛和剧院、书写系统、卷轴、印刷书籍等。也许我们一直生活在媒体中,新的不是我们的媒体,而是它们的亲密性、普遍性和无处不在,正如这两部电影和其中人物的生活所体现的那样。
All so-called new media invariably contain versions, elements, and uses of media that came before (more about this remediation of media in chapter 2). Whether it is Apple’s iPhone debuting in the United States in 2007, the invention of printing on paper in ninth-century China, the start of radio broadcasting early in the twentieth century around the world (from Argentina to Sri Lanka, from England to Australia, and elsewhere), or the introduction of a fully functional mobile internet platform in Japan in 1999, all such technologies and devices have components and functionalities that came from and were inspired by older media. Touch-screen technology was invented and developed in the 1960s and 1970s in England and the United States, printing on cloth in China dates as far back as the second century, broadcasting via telephone lines was in place by 1980 in various European countries, and the first mobile phones with internet access were pioneered
所有所谓的新媒体总是包含之前媒体的版本、元素和用途(第 2 章中有关媒体修复的更多信息)。无论是 2007 年苹果的 iPhone 在美国首次亮相,还是 9 世纪中国发明了纸上印刷术,还是 20 世纪初开始在世界各地进行无线电广播(从阿根廷到斯里兰卡,从英国到澳大利亚等),还是 1999 年在日本推出功能齐全的移动互联网平台, 所有这些技术和设备都具有来自旧媒体并受其启发的组件和功能。触摸屏技术于 1960 年代和 1970 年代在英国和美国发明和发展,中国的布面印刷可以追溯到 2 世纪,到 1980 年,欧洲各国通过电话线广播已经到位,第一部可以上网的手机是开创性的

in Finland in the mid-1990s. Beyond specific technologies and components, the way we use newer media always contains traces of the past, as new media practices tend to follow old media habits. Television news originally consisted of presenters reading the radio news on camera. When the internet was introduced into newspaper newsrooms, journalists primarily used it to look up information they previously used books and archives for-such as addresses and phone numbers. And whenever we get our hands on a gadget -a fancy television set, a shiny new smartphone, the next-generation game console-we tend to replicate what we did with earlier versions of such devices.
1990 年代中期在芬兰。除了特定的技术和组件之外,我们使用新媒体的方式总是包含过去的痕迹,因为新媒体实践往往遵循旧媒体的习惯。电视新闻最初由主持人在镜头前阅读广播新闻组成。当互联网被引入报纸新闻编辑室时,记者主要使用它来查找他们以前使用书籍和档案的信息——例如地址和电话号码。每当我们接触到一个小工具时——一台花哨的电视机、一部闪亮的新智能手机、下一代游戏机——我们往往会复制我们对此类设备的早期版本所做的工作。
Next to the technologies and ways of using media, history also plays a profound role in media content, as every story, song, film, or game contains parts or patterns from previous media. Such sampling occurs through the recurring use of certain narrative structures, closely adhering to genre conventions, copying and pasting elements of earlier media, and through the countless ways of referring to characters, memorable licks and lines, and any other building blocks of media products that came before. Often, such references are overt, such as in the sampling pioneered in modern classical music in the 1940s and 1950s and popularized in rap, hip-hop, house, and dance music. Other examples of the remix culture that is particular to media are mash-ups and parodies in film and video production and all the countless gifs and memes circulating online.
除了使用媒体的技术和方式之外,历史在媒体内容中也发挥着深远的作用,因为每个故事、歌曲、电影或游戏都包含以前媒体的部分或模式。这种采样是通过反复使用某些叙事结构、严格遵守流派惯例、复制和粘贴早期媒体的元素,以及通过无数种指代角色的方式、令人难忘的舔舐和台词以及之前媒体产品的任何其他构建块来实现的。通常,此类引用是公开的,例如在 1940 年代和 1950 年代现代古典音乐中率先出现并在说唱、嘻哈、浩室和舞曲中流行的采样中。媒体特有的混音文化的其他例子是电影和视频制作中的混搭和模仿,以及网上流传的无数 GIF 和模因。
More subtle ways of remixing happen when different media texts refer to each other at different levels and across genres. This kind of intertextual referencing also occurs in the process by which we, as media audiences, make meaningful connections across the formal boundaries of specific media objects (such as songs, movies, and games). The advertising and marketing industry makes good use of this, for example, by letting wellknown actors promote a product as a character of a famous film or using a popular hit song in the soundtrack for an election campaign. Such collaborations become increasingly complex and tend to involve much more than commercial cross-promotion. Global examples include media users, audiences, and fans following (and, through their engagement, collaborating with) artists like the South Korean boy band BTS and American singer-songwriter Taylor Swift-from their award-winning music and decidedly personal lyrics to their sponsored concert tours, to their
当不同的媒体文本在不同级别和不同类型中相互引用时,就会出现更微妙的混合方式。这种互文引用也发生在我们作为媒体受众跨越特定媒体对象(如歌曲、电影和游戏)的正式边界建立有意义联系的过程中。广告和营销行业很好地利用了这一点,例如,让知名演员将产品作为著名电影的角色进行宣传,或者在竞选活动的配乐中使用流行的热门歌曲。此类合作变得越来越复杂,并且往往涉及的不仅仅是商业交叉推广。全球示例包括媒体用户、观众和粉丝关注(并通过他们的参与,与韩国男子乐队 BTS 和美国创作歌手泰勒·斯威夫特 (Taylor Swift) 等艺术家合作——从他们屡获殊荣的音乐和绝对的个人歌词到他们赞助的音乐会巡演,再到他们的

advocacy against violence (where they partner with such organizations as UNICEF) and support for the lesbian, gay, bisexual, transgender, queer, and questioning (LGBTQ) community, their involvement in numerous philanthropic actions and charitable causes, and across the many brands both artists partner with (including Diet Coke, Apple Music, and Keds footwear for Swift and Puma, Samsung, and Coca-Cola for BTS). Such partnerships go beyond appearances of the artists in commercial campaigns and include becoming ambassadors and spokespersons where a brand associates itself with causes the artist advocates for and involves cocreative design on products as varied as greeting cards, fragrances, fashion apparel, footwear, accessories, and other merchandise. BTS furthermore collaborates with McDonald’s with their own meal-the BTS Meal-which was released gradually around the world during 2021 with great fan engagement on social media, to such enthusiasm that some restaurants had to be shut down temporarily. The intertextual relationship between artists, advertisers, and audiences makes everyone a participant in the remix culture of our digital environment.
倡导反对暴力(他们与联合国儿童基金会等组织合作)并支持女同性恋、男同性恋、双性恋、跨性别者、酷儿和质疑 (LGBTQ) 社区,他们参与众多慈善行动和慈善事业,以及两位艺术家合作的众多品牌(包括健怡可乐、Apple Music 和斯威夫特的 Keds 鞋类,以及 Puma 的三星和防弹少年团的可口可乐)。这种伙伴关系不仅仅是艺术家在商业活动中的露面,还包括成为品牌与艺术家倡导的事业联系在一起的大使和代言人,并涉及对贺卡、香水、时尚服装、鞋类、配饰和其他商品等各种产品的共同创意设计。防弹少年团还与麦当劳合作推出了他们自己的餐点——BTS 餐点——该餐点于 2021 年逐步在全球发布,在社交媒体上引起了极大的粉丝参与,热情如此之高,以至于一些餐厅不得不暂时关闭。艺术家、广告商和观众之间的互文关系使每个人都成为我们数字环境混音文化的参与者。
We could say, as the American filmmaker Kirby Ferguson stated in his 2010 online documentary series of the same title, everything is a remix (see www.everythingisaremix.info). The same goes for the style and approach of the Life in a Day projects, as the director deliberately remixed earlier work. In many interviews, Kevin Macdonald acknowledged how original inspiration came from the work of the English television and film director and producer Michael Apted, in particular his Up series of documentary films following the lives of fourteen British individuals from 1964 (when they were seven years old) to 2019. Another influence was the English documentary filmmaker Humphrey Jennings, one of the founders of the Mass Observation project, running from 1937 to the mid-1960s (and relaunched in 1981). The Mass Observation organization originally called on people around the United Kingdom via ads in newspapers to record and submit a day-to-day account of their lives in the form of a diary. Later, a panel of around five hundred volunteers regularly maintained diaries or responded to open-ended questionnaires about their everyday lives. The organization also paid investigators to anonymously record British citizens’ conversations and behavior at work, on the street, and at various public occasions including public meetings and sporting and religious events-all
我们可以说,正如美国电影制片人柯比·弗格森 (Kirby Ferguson) 在他 2010 年的同名在线纪录片系列中所说,一切都是混音(见 www.everythingisaremix.info)。Life in a Day 项目的风格和方法也是如此,因为导演故意重新混合了早期的作品。在许多采访中,凯文·麦克唐纳 (Kevin Macdonald) 承认最初的灵感来自英国电视和电影导演兼制片人迈克尔·阿普特德 (Michael Apted) 的作品,尤其是他的 Up 系列纪录片,这些纪录片记录了 14 名英国人从 1964 年(当时他们 7 岁)到 2019 年的生活。另一个影响者是英国纪录片制片人汉弗莱·詹宁斯 (Humphrey Jennings),他是 1937 年至 1960 年代中期开展的大众观察项目的创始人之一(并于 1981 年重新启动)。Mass Observation 组织最初通过报纸上的广告呼吁英国各地的人们以日记的形式记录和提交他们的日常生活记录。后来,一个由大约 500 名志愿者组成的小组定期维护日记或回答有关他们日常生活的开放式问卷。该组织还付钱给调查人员,让他们匿名记录英国公民在工作中、在街上以及在各种公共场合(包括公共会议、体育和宗教活动)上的对话和行为

of which led to complaints about surveillance and invasion of privacy. Another concern was the projects’ lack of representativeness, given the fact that only middle-class, educated, and literate people participated. Similar concerns can be expressed about the Life in a Day films.
其中导致了对监控和侵犯隐私的投诉。另一个问题是这些项目缺乏代表性,因为只有中产阶级、受过教育和有文化的人参与。对 Life in a Day 电影也可以表达类似的担忧。
Nothing in media is necessarily new nor original-even if some new device is remarkable (as the iPhone, block printing, broadcasting, and imode clearly are) and films, games, and books are often wonderfully creative and innovative in their take on a particular issue. Contemporary collaborations and sponsorships between musicians and brands take their cue from the high-profile and generally mutually profitable relationship between Michael Jackson, Nike, and Pepsi Cola in the 1980s, whereas the practice of celebrity branding and endorsements goes much further back.
媒体中没有什么是新的或原创的——即使一些新设备非常出色(如 iPhone、木版印刷、广播和 imode),电影、游戏和书籍在处理特定问题时通常具有极好的创意和创新性。音乐家和品牌之间的当代合作和赞助从 1980 年代迈克尔杰克逊、耐克和百事可乐之间备受瞩目且普遍互利的关系中汲取灵感,而名人品牌和代言的做法则可以追溯到更久以前。
All of this serves to remind us that nothing of what is happening now in media is truly, uniquely, and exclusively related to our time, and it is enormously helpful to investigate the past to find answers to what we care about today. Considering media historically is crucial, as it prevents us from being blinded by all the shiny new toys introduced every year in the consumer electronics market and should stop us from becoming overly invested in the novelty of a new initiative, narrative, product, or service. A property of all media technologies is that they seem to persist in defiance of all assumptions to the contrary. Despite its century-old history, radio survives today, is in fact the prominent medium in some parts of the world (such as in local communities across the African continent), and through podcasting remains highly relevant worldwide. The same can be said for books, newspapers, and television, as well as for the various ways in which media are used in society and everyday life. Newer media therefore do not replace older media-they adopt and remix features of older media while becoming increasingly intuitive to operate and use, which in turn contributes to their ubiquity.
所有这些都有助于提醒我们,现在媒体中发生的事情与我们这个时代无关,没有什么是真正、独特和完全相关的,调查过去以找到我们今天关心的答案非常有帮助。从历史上考虑媒体是至关重要的,因为它可以防止我们被消费电子市场上每年推出的所有闪亮的新玩具所蒙蔽,并且应该防止我们过度投资于新举措、叙事、产品或服务的新颖性。所有媒体技术的一个特性是,它们似乎无视所有相反的假设。尽管广播拥有百年的历史,但它今天仍然存在,实际上是世界某些地区(例如非洲大陆的当地社区)的主要媒体,并且通过播客在世界范围内仍然具有高度相关性。书籍、报纸和电视,以及媒体在社会和日常生活中的各种使用方式也是如此。因此,新媒体并不能取代旧媒体——它们采用和重新混合旧媒体的功能,同时变得越来越直观地作和使用,这反过来又促进了它们的普遍性。

Media Raise All Kinds of Ethical Issues
媒体引发各种道德问题

As media over time gradually nestle themselves in all aspects and experiences of everyday life and in the various ways in which society functions, we naturally invest much into our media-our emotions, our relationships, our memories, what we believe in, what we think the truth is, what we feel is right and wrong. At the same time, the media we surround
随着时间的推移,随着媒体逐渐融入日常生活的方方面面和经验,以及社会运作的各种方式,我们自然而然地对我们的媒体投入了大量精力——我们的情感、我们的人际关系、我们的记忆、我们的信仰、我们认为的真相是什么、我们觉得是对的和错的。与此同时,我们周围的媒体

ourselves with shape us too, as each device, each message, and each way of using media has a limited range of characteristics and actions we can take, all contributing to a specific way of understanding and comprehending the world. Our existence as human beings-and humanity as a wholetherefore cannot be seen separate from media. It follows that living in media is neither a “good” or “bad” thing for us-it is simply our reality; it is who we are and what we do. Importantly, this position does not negate critical debates about the media; nor does it dissolve us from the responsibility to carefully reflect on the role media play in society and everyday life. It is, however, really challenging to critically reflect on “the” media when our lives and our common humanity are so much conjoined with media. Perhaps the only time we see media abundantly clear is when they break down and when they fail to do what we expect them to. On the other hand, most of us do not use media as we are intended to. We generally do not read user manuals carefully, and as we overwhelmingly use newer media in ways that we have grown accustomed to from older media, we miss out on a lot of new options and functionalities. The very fact that we all have our own idiosyncratic ways of using (and understanding) media complicates claims we can make about their supposed impact or influence. It is good to acknowledge, right from the start, that our media (like all relationships) are both particular and really complicated.
我们自己也塑造了我们,因为每个设备、每条信息和每种使用媒体的方式都有我们能采取的特征和行动的有限范围,所有这些都有助于以一种特定的方式理解和理解世界。因此,我们作为人类和整个人类的存在不能脱离媒体来看待。因此,生活在媒体中对我们来说既不是“好”也不是“坏”的事情——它只是我们的现实;而是我们是谁,我们做什么。重要的是,这一立场并不否定关于媒体的批判性辩论;它也不会消除我们仔细反思媒体在社会和日常生活中的作用的责任。然而,当我们的生活和我们共同的人性与媒体如此紧密地联系在一起时,批判性地反思“媒体”确实具有挑战性。也许我们唯一一次看到媒体非常清楚的时候是当它们崩溃时,当它们没有按照我们的期望去做的时候。另一方面,我们大多数人并没有按照我们的意图使用媒体。我们通常不会仔细阅读用户手册,并且由于我们绝大多数以我们已经习惯于旧媒体的方式使用新媒体,因此我们错过了很多新的选项和功能。事实上,我们都有自己独特的使用(和理解)媒体的方式,这使得我们可以对它们所谓的影响或影响力的主张变得复杂。从一开始就承认我们的媒体(就像所有关系一样)既特殊又非常复杂,这是件好事。

When making sense of media in society and everyday life, it is key to consider context-what is problematic for some can be helpful for others, what clearly does not work in some situations is of excellent use somewhere else. The material context of media reminds us how the technologies and devices we often take for granted are prospective for a possible future for many. The number of people around the world without access to the internet is about the same as those who do not have access to safe drinking water-about one-third of the global population. Whereas most households around the world own one or more TV sets (and pay for their television), household sizes vary sharply by region and country, with many sharing the viewing experience with six or more family members (especially in sub-Saharan Africa, North Africa, and the Middle East), while some have much more individualized access (mostly in Europe and North America). Such geographic awareness of media distribution, access, and use is important to prevent all too easy generalizations. For example, the Life in a Day films exclude submissions from Cuba, Iran, North Korea, Sudan, Syria, and the Crimea due to American export controls and sanctions governing the production process.
在理解社会和日常生活中的媒体时,考虑背景是关键——对某些人来说有问题的东西可能对另一些人有所帮助,在某些情况下显然不起作用的东西在其他地方非常有用。媒体的物质背景提醒我们,我们通常认为理所当然的技术和设备对许多人来说可能的未来是可能的。全世界无法上网的人数与无法获得安全饮用水的人数大致相同,约占全球人口的三分之一。虽然世界上大多数家庭都拥有一台或多台电视机(并支付电视费用),但家庭规模因地区和国家而异,许多家庭与六名或更多家庭成员分享观看体验(尤其是在撒哈拉以南非洲、北非和中东),而有些人则拥有更加个性化的访问(主要在欧洲和北美)。这种对媒体分发、访问和使用的地理意识对于防止太容易的概括非常重要。例如,由于美国对制作过程的出口管制和制裁,“一日人生”电影不包括来自古巴、伊朗、朝鲜、苏丹、叙利亚和克里米亚的提交。
The context of media is more than just their materiality and includes people’s feelings and attitudes toward media. Despite our lives in media, many people are not all that interested in going online; some fear computers or are overwhelmed if not intimidated by new technologies. This contributes to a lack of (digital) experience and skills to use complex and insufficiently user-friendly media devices. Digital literacy and media education programs are still relatively rare and often inadequate in many parts of the world, especially when it comes to adult learning and the experience of seniors. At home and in private, despite our unique ways of configuring and using media devices, people from all over the world tend look for similar things-games and entertainment, some news and information, and mostly to connect with other people (via email, chat apps, and online social networks). All these contexts-material, psychological, experiential, and differential-of how people access media combine in their impact on digital inequality around the world. Someone who does not have access to certain technologies is less likely to develop advanced skills and experiences; a person who does not engage in a particular way online is also less likely to engage in other ways, all which results in a less than ideal
媒体的背景不仅仅是它们的物质性,还包括人们对媒体的感受和态度。尽管我们生活在媒体中,但许多人对上网并不那么感兴趣;有些人害怕计算机,或者如果不被新技术吓倒,就会不知所措。这导致缺乏使用复杂且用户友好程度不足的媒体设备的(数字)经验和技能。在世界许多地方,数字素养和媒体教育计划仍然相对罕见,而且往往不足,尤其是在成人学习和老年人体验方面。在家中和私下,尽管我们配置和使用媒体设备的方式独特,但来自世界各地的人们倾向于寻找类似的东西——游戏和娱乐、一些新闻和信息,并且主要是为了与其他人联系(通过电子邮件、聊天应用程序和在线社交网络)。人们如何访问媒体的所有这些背景——物质、心理、经验和差异——结合在一起,对全球数字不平等的影响。无法使用某些技术的人不太可能发展高级技能和经验;一个不以特定方式在线参与的人也不太可能以其他方式参与,所有这些都导致不太理想

media experience. Any kind of statement about a certain consequence or implied impact of media in society immediately involves critical questions: Who is involved, and which people get excluded? What kind of uses and outcomes are we talking about? A (perspective on) life in media therefore inevitably calls for an ethical stance: What do we want from this mediated life, and how are we going to take responsibility for it? Is our digital environment and economy solely about (the extraction and monetization of) data, energy, and attention, or can we expect more from the various media industries, technology companies, and telecommunications corporations that provide us with their products and services? Ethics are a fundamental aspect of a life in media, as it centers our attention on what can or should be done as much as what is happening to us.
媒体体验。任何关于媒体在社会中的某种后果或隐含影响的陈述都会立即涉及关键问题:谁参与其中,哪些人被排除在外?我们谈论的是什么样的用途和结果?因此,媒体生活的(观点)不可避免地需要一种道德立场:我们想从这种媒介化的生活中得到什么,我们将如何为它负责?我们的数字环境和经济是否仅仅与数据、能源和注意力有关(提取和货币化),或者我们是否可以对为我们提供产品和服务的各种媒体行业、技术公司和电信公司抱有更多期望?道德是媒体生活的一个基本方面,因为它将我们的注意力集中在可以或应该做什么上,就像发生在我们身上的事情一样。

Media Are a Source of Profound Pleasure and Fun
媒体是深刻的乐趣和乐趣的源泉

Next to these critical considerations for media studies, it is crucial that we do not forget that media primarily are a source of pleasure, joy, and fun. It is hard to watch these two films without smiling now and then, without being moved. Such affect sometimes makes us forget what we are doing with media; it makes us vulnerable to commercial exploitation and can lead us down a rabbit hole of never-ending YouTube playlists and countless hours spent on completing a quest in a digital game. Yet all these sensations, desires, and thrills are important to keep in mind when making sense of media-if only because it reminds us that our entire body plays a part in the media experience. A life in media is not just the images in our head or the thoughts we have about bits of news and information; nor is it reducible to a set of cognitive skills. It involves our innermost feelings, wants, and desires. It encompasses how we move physically through the worldpreferring to travel through areas with wireless connectivity, customizing the experience of our surroundings by wearing (noise-canceling) headphones, changing our posture while we are absorbed in a screen or paging through a magazine. Our whole being is involved, body and soul, from head to toe.
除了媒体研究的这些关键考虑因素之外,至关重要的是,我们不要忘记媒体主要是快乐、喜悦和乐趣的源泉。看这两部电影,很难不时不时地微笑,不被感动。这种影响有时会让我们忘记我们对媒体所做的工作;它使我们容易受到商业利用,并可能使我们陷入无休止的 YouTube 播放列表和花费无数时间完成数字游戏中的任务的兔子洞。然而,在理解媒体时,所有这些感觉、欲望和刺激都很重要,要牢记在心——哪怕只是因为它提醒我们,我们的整个身体都在媒体体验中发挥着作用。媒体生活不仅仅是我们脑海中的图像或我们对新闻和信息的想法;它也不能简化为一组认知技能。它涉及我们内心深处的感受、欲望和欲望。它包括我们如何在世界上物理移动更喜欢穿越具有无线连接的区域,通过佩戴(降噪)耳机来定制我们周围的体验,在我们全神贯注于屏幕或翻阅杂志时改变我们的姿势。我们的整个存在都参与其中,身体和灵魂,从头到脚。
In short, if we want to dig deeper into the role, meaning, and influence of media in society and everyday life in the context of our lives as lived in media, we need to be mindful of their pervasiveness and ubiquity, historicity and complexity, ethics, and pleasure. We have always used and relied on media to experience, express, and comprehend our humanity, and it is up to us to take responsibility for the world we want in media.
简而言之,如果我们想在媒体生活中的生活背景下更深入地挖掘媒体在社会和日常生活中的作用、意义和影响,我们需要注意它们的普遍性和普遍性、历史性和复杂性、道德和乐趣。我们一直使用并依赖媒体来体验、表达和理解我们的人性,我们有责任在媒体中为我们希望的世界负责。

People Seem to Be Increasingly Comfortable with Media
人们似乎越来越适应媒体

It is not always easy to own up to our entanglement with media, especially as our media often mean so much to us, and their use has become second nature. The enormous success of the worldwide crowdsourcing approach used by the team behind the films suggests the relative ease with which people show themselves in media. Almost no aspect of life is left out of the many submissions-from heartfelt celebrations of pure joy to painful moments of intense sorrow and everything in between. It all gets recorded, sometimes slightly edited, and shared without hesitation for all to see. When people started expressing themselves online (starting in the late 1970s, accelerating globally from the late 1980s) in newsgroups, within virtual worlds, via personal websites, blogs, and vlogs, observers were quick to note the unique and uneasy balance between mass media and selfcommunication. As people were talking about their personal lives, feelings, and experiences, they were sharing these stories not just with family and friends but with the world online, adding a distinct public element to otherwise private messages. Such blurring of the boundaries between public and private life in media was met with concern and inspired much debate about the nature of online communication. Fast forward well into the twenty-first century, and mass self-communication has become the primary way people use media, which in part explains the enormous success of the crowdsourcing approach used in the Life in a Day projects. All around the world, social networks and online communities are the most visited and most used places online. It is not that we do not care about privacy anymore; it is just that connecting with others, expressing ourselves, and sharing our lives for many people seems to be more essential-and, importantly, more fun-than any concerns we may have about what is done with our personal information. Furthermore, the privacy rules and controls in place at all these sites, apps, and communities are generally so dense and
承认我们与媒体的纠葛并不总是那么容易,尤其是因为我们的媒体对我们来说往往意义重大,它们的使用已经成为第二天性。电影背后的团队使用的全球众包方法取得了巨大成功,这表明人们在媒体上展示自己相对容易。许多提交的作品中几乎没有遗漏生活的任何方面——从衷心庆祝纯粹的快乐到强烈悲伤的痛苦时刻,以及介于两者之间的一切。这一切都被记录下来,有时经过轻微编辑,并毫不犹豫地分享给所有人。当人们开始在新闻组、虚拟世界、个人网站、博客和视频博客中在线表达自己(从 1970 年代后期开始,从 1980 年代后期开始在全球范围内加速)时,观察者很快就注意到大众媒体和自我交流之间独特而令人不安的平衡。当人们谈论他们的个人生活、感受和经历时,他们不仅与家人和朋友分享这些故事,而且在网上与全世界分享这些故事,为原本私密的信息增添了独特的公共元素。媒体中公共生活和私人生活之间界限的这种模糊化引起了人们的关注,并引发了关于在线通信性质的许多辩论。快进到 21 世纪,大众自我交流已成为人们使用媒体的主要方式,这在一定程度上解释了 Life in a Day 项目中使用的众包方法的巨大成功。在全球范围内,社交网络和在线社区是访问量最大、使用最多的在线场所。 这并不是说我们不再关心隐私;只是,对许多人来说,与他人联系、表达自己和分享我们的生活似乎比我们对个人信息被如何处理的任何担忧更重要——更重要的是,也更有趣。此外,所有这些网站、应用程序和社区的隐私规则和控制通常都非常密集和

complex that users report feeling overwhelmed, intimidated, or just powerless to do anything about it.
复杂,用户报告说感到不知所措、被吓倒或无能为力。
People Seem to Be Relatively Confident about Their Media
人们似乎对他们的媒体相对有信心

A further observation must be that many of us are apparently quite comfortable with all the (personal) media in our lives-wielding all kinds of smartphones and video cameras, effortlessly composing compelling narratives and making skillful shots, and documenting, editing, and curating our lives with abandon using a wide range of electronics, hardware, and software applications. Although in theory everyone was invited to participate, those who submitted high-quality videos are not a cross-section of the global population, and their work was furthermore selected and compiled by various editors, adapting the final rendition of the films to fit the expectations and professional standards of the producers at RSA Films. On the other hand, it is quite remarkable how even the most basic personal media devices can quite efficiently record, store, and share our experiences to the extent that these can be featured in a professional motion picture. This is not just an option available and used by those in privileged parts of the world, as global smartphone sales and market reach continue to grow on all continents. Several nonprofit organizations, such as Free Press Unlimited (based in Amsterdam, overseeing media projects in more than forty countries worldwide) and OpenUp (a civic technology organization based in Cape Town, South Africa), offer free-to-use smartphone applications-called StoryMaker and PocketReporter-with the purpose to enable and educate people to produce their own multimedia stories, specifically in places and communities underserved by existing media or without access to a free press. Community, alternative, independent, and indigenous media initiatives thrive all over the world-from Australia to Mexico, the favelas in Brazil to shantytowns in Pakistan, within neglected neighborhoods in the Netherlands as much as by rural associations in countries like Ethiopia and Uganda (see chapter 6 for more detail on how people use media to change their world). People are becoming more media literate and more comfortable in using their devices not just as users but also as makers of media.
进一步的观察是,我们中的许多人显然对我们生活中的所有(个人)媒体都相当自在——挥舞着各种智能手机和摄像机,毫不费力地撰写引人入胜的叙述并制作巧妙的镜头,以及使用各种电子产品、硬件和软件应用程序记录、编辑和策划我们的生活。虽然理论上每个人都被邀请参加,但那些提交高质量视频的人并不是全球人口的横截面,他们的作品还被各种编辑选择和汇编,改编了电影的最终版本,以适应 RSA Films 制片人的期望和专业标准。另一方面,即使是最基本的个人媒体设备也可以非常有效地记录、存储和分享我们的经验,以至于这些可以出现在专业电影中,这是非常了不起的。这不仅仅是世界上特权地区的人们可以使用和使用的选项,因为全球智能手机的销量和市场覆盖率在各大洲都在不断增长。一些非营利组织,如 Free Press Unlimited(总部位于阿姆斯特丹,负责监督全球 40 多个国家/地区的媒体项目)和 OpenUp(一家位于南非开普敦的公民技术组织)提供免费使用的智能手机应用程序,称为 StoryMaker 和 PocketReporter,目的是使人们能够制作自己的多媒体故事,特别是在现有媒体服务不足或无法获得新闻自由的地方和社区。 社区、替代、独立和土著媒体倡议在世界各地蓬勃发展——从澳大利亚到墨西哥,从巴西的贫民窟到巴基斯坦的棚户区,在荷兰被忽视的社区内,以及埃塞俄比亚和乌干达等国家的农村协会(有关人们如何利用媒体改变世界的更多详细信息,请参阅第 6 章)。人们的媒体素养越来越高,不仅作为用户,而且作为媒体的制作者,也更自在地使用他们的设备。

People Seem to Accept Surveillance as Familiar and Common
人们似乎认为监控是熟悉和普遍的

Another important inference we can make about the two editions of Life in a Day is how commonplace, perhaps even unremarkable surveillance is in contemporary society. Traditionally we think of surveillance as something that is happening to us-a panoptic form of surveillance, where the many are systematically monitored by the few (such as companies and government agencies). Although few people would be surprised to learn how widespread such types of surveillance have become, the global coronavirus crisis has accelerated the introduction and use of increasingly sophisticated digital surveillance mechanisms-including health-check applications, online vaccination passes, thermal cameras and facialrecognition software to screen for access to public places, digital contact tracing (using Bluetooth and geolocation data to track individuals and their proximity to others), and a wide variety of telemedicine (using video conferencing and other tools to provide care remotely) and e-health (platforms for electronic patient records) protocols. Numerous organizations continue to raise significant concerns about privacy, civil liberties, and the rights of already vulnerable groups in society, releasing reports and documenting instances of widespread surveillance without clear norms or ethical considerations in place (see chapter 3 for much more detail on this). Similarly, people worldwide protest and resist unbridled tracking and monitoring, sharing their uneasiness and misgivings via social media and using hashtags (such as #antisurveillance for Twitter or #instasurveillance for Instagram) to publicize their efforts and gather support. Such protest campaigns are a form of surveillance as well: synoptic surveillance, where the many-organizations, researchers, and networks of individual citizens -scrutinize the few.
关于这两个版本的《一日人生》(Life in a Day),我们可以得出的另一个重要推论是,监控在当代社会是多么普遍,甚至可能不起眼。传统上,我们认为监控是发生在我们身上的事情——一种全景形式的监控,其中许多人被少数人(例如公司和政府机构)系统地监控。尽管很少有人会惊讶地发现此类监控已经变得如此普遍,但全球冠状病毒危机加速了日益复杂的数字监控机制的引入和使用——包括健康检查应用程序、在线疫苗接种通行证、热像仪和面部识别软件来筛查进入公共场所、数字接触者追踪(使用蓝牙和地理位置数据跟踪个人及其与他人的距离), 以及各种远程医疗(使用视频会议和其他工具远程提供护理)和电子健康(电子病历平台)协议。许多组织继续对隐私、公民自由和社会中已经脆弱的群体的权利提出重大关注,发布报告并记录在没有明确规范或道德考虑的情况下进行广泛监控的实例(有关这方面的更多详细信息,请参阅第 3 章)。同样,世界各地的人们抗议并抵制肆无忌惮的跟踪和监控,通过社交媒体分享他们的不安和疑虑,并使用标签(例如 Twitter 的 #antisurveillance 或 Instagram 的 #instasurveillance)来宣传他们的努力并寻求支持。 这样的抗议活动也是一种监视形式:综合监视,其中许多组织、研究人员和公民个人网络 - 审查少数人。
It is remarkable that during the pandemic the Life in a Day project was able to collect detailed digital recordings of people’s private lives, willingly shared by the tens of thousands of participants around the world. In these clips, people carefully monitor and record themselves and each other, suggesting a third form of surveillance at play: omnoptic surveillance, as in a life in media everyone is (or can be) monitoring everyone else, using readily and widespread available technologies such as smartphones and mobile internet connectivity. With more than half of the world’s population using mobile internet and having access to smartphones, and mobile
值得注意的是,在大流行期间,Life in a Day 项目能够收集人们私人生活的详细数字记录,这些记录被世界各地数以万计的参与者自愿分享。在这些剪辑中,人们仔细地监控和记录自己和彼此,暗示了第三种形式的监控:omnoptic 监控,就像在媒体生活中一样,每个人都在(或可以)监控其他人,使用现成且广泛的技术,如智能手机和移动互联网连接。世界上超过一半的人口使用移动互联网,可以使用智能手机和移动设备

ownership and internet usage forecast to increase in the future, so will the opportunities for all kinds of surveillance. The two films showcase the everydayness of massive mutual monitoring via media, making us aware of our own participation in global systems of surveillance.
据预测,未来所有权和互联网使用量将会增加,各种监控的机会也将增加。这两部电影展示了通过媒体进行大规模相互监控的日常性,让我们意识到我们自己参与了全球监控系统。
People Seem to Have Little Concern about Doing the Work for Media
人们似乎对为媒体做工作并不关心

With so many people participating in the Life in a Day experiment by submitting clips of their carefully recorded and edited life, the project had a wealth of material to curate. Every minute of every day, hundreds of hours of video are uploaded to YouTube alone, all becoming the exclusive property of Google. This does not consider the additional millions of posts, apps, emails, tweets, clicks, and scrolls and all the other images, video, audio, text, and data people share on any of the hundreds, if not thousands, of online platforms and social networks around the world. With over half of the world’s population using the internet and social media being among the most visited and used places online, all of us have become part of a commercial enterprise that spans the globe. The part we play is that of providing free labor: we do the hard work-in terms of our activities and engagement, sharing of personal information, and leaving a digital shadow of every place we visit online-that provides value to the platforms offering us their services, generally for free. Life in a Day is a film that attracts attention and online traffic, thereby generating value for YouTube (and its parent company, Google), while every clip is provided for free.
有这么多人通过提交他们精心录制和编辑的生活片段来参与 Life in a Day 实验,该项目有丰富的材料需要策划。每天每一分钟,数百小时的视频都上传到 YouTube,所有这些都成为 Google 的专有财产。这还不包括人们在全球数百甚至数千个在线平台和社交网络上分享的额外数百万个帖子、应用程序、电子邮件、推文、点击和滚动以及所有其他图像、视频、音频、文本和数据。世界上超过一半的人口使用互联网,而社交媒体是在线访问和使用最多的地方之一,我们所有人都已成为遍布全球的商业企业的一部分。我们扮演的角色是提供免费劳动力:我们做艰苦的工作——在我们的活动和参与、共享个人信息以及为我们在线访问的每个地方留下数字阴影——这为向我们提供服务的平台提供价值,通常是免费的。Life in a Day 是一部吸引注意力和在线流量的电影,从而为 YouTube(及其母公司 Google)创造价值,而每个剪辑都是免费提供的。
The phenomenon of free labor is not new-it forms the basis of the advertising business model of mass media, where audiences (for books and newspapers, shows on radio and television, and titles in magazines) are generated to be sold to advertisers. Back in 1973, the American video artists Richard Serra and Carlota Fey Schoolman created a short film titled Television Delivers People, consisting of a scrolling text while generic music plays in the background. A repeated memorable line in the film reads: “You are the product of television,” a sentiment that fuels much of the critique against media as an industry. A similar argument is made in the docudrama The Social Dilemma, directed by Jeff Orlowski and released on Netflix on September 9, 2020, to record viewing numbers around the world. The Social Dilemma focuses on how social media companies like Facebook, Google, and Twitter use algorithms to encourage people to spend
免费劳动力的现象并不新鲜——它构成了大众媒体广告商业模式的基础,在大众媒体中,观众(书籍和报纸、广播和电视节目以及杂志标题)被产生并出售给广告商。早在 1973 年,美国视频艺术家 Richard Serra 和 Carlota Fey Schoolman 创作了一部名为《Television Deliver People》的短片,由滚动的文本组成,背景中播放通用音乐。电影中一句令人难忘的台词反复出现:“你是电视的产物”,这种情绪助长了对媒体作为一个行业的批评。由杰夫·奥洛夫斯基执导并于 2020 年 9 月 9 日在 Netflix 上映的纪录片《社会困境》中也提出了类似的论点,创下了全球收视率纪录。《社交困境》的重点是 Facebook、Google 和 Twitter 等社交媒体公司如何使用算法来鼓励人们消费

all their online time on their platforms, in the process collecting enormous amounts of personal data to be repackaged and sold to advertisers. In 1973, the product of television was the viewing audience. Today, it is all of us, clicking and swiping our way through the digital environment, recording, archiving, and sharing our lives online while making money for the platforms and services involved.
他们所有的在线时间都在他们的平台上,在此过程中收集了大量的个人数据,然后重新打包并出售给广告商。1973 年,电视的产品是收视观众。今天,我们所有人都在数字环境中点击和滑动,在线记录、存档和分享我们的生活,同时为所涉及的平台和服务赚钱。

Media Life  媒体生活

Of course, there can be many more topics for discussion relevant for media studies distilled from the two Life in a Day films. The issues introduced here address the main reasons why studying the media is both important and almost impossible. Important, because our experiences and ways of making sense of the world are deeply entangled with media, suggesting that they have considerable power and influence over our lives. Impossible, because how media saturate our lives makes it very difficult to reflect on media at a distance. The examples and cases offered here (and throughout this book) serve to unpack phenomena typical of a life in media (or media life), showing how we can perhaps reclaim analytical potential for study
当然,从两部《一日人生》电影中提炼出来的与媒体研究相关的讨论主题还有很多。这里介绍的问题解决了为什么研究媒体既重要又几乎不可能的主要原因。很重要,因为我们的经验和理解世界的方式与媒体深深纠缠在一起,这表明它们对我们的生活具有相当大的力量和影响力。不可能,因为媒体如何浸透我们的生活,使得从远处反思媒体变得非常困难。这里(以及贯穿本书)提供的例子和案例有助于解开媒体(或媒体生活)中生活的典型现象,展示我们如何或许可以恢复分析研究的潜力

and critical reflection in a context where media underpin the experience of everyday life.
以及在媒体支撑日常生活体验的背景下的批判性反思。
Looking back at the various issues, concerns, and debates about media life raised in this opening chapter, it is possible to identify some fundamental properties of media studies for a life in media. When we study the media (and the digital environment in particular), we must start from their sheer pervasiveness and ubiquity. This comes into clear focus when
回顾本章开篇中提出的关于媒体生活的各种问题、关注点和辩论,可以确定媒体研究的一些基本属性。当我们研究媒体(尤其是数字环境)时,我们必须从它们的普遍性和无处不在开始。当
  • examining our own media use, finding how every single aspect of our lives is enmeshed in media;
    审视我们自己的媒体使用情况,发现我们生活的方方面面是如何与媒体交织在一起的;
  • acknowledging how we feel about (our) media and how much we enjoy and love media;
    承认我们对(我们的)媒体的感受以及我们多么喜欢和热爱媒体;
  • considering the research on how people around the world spend their time, showing that we use media more than doing anything else in life (including sleeping); and
    考虑到对世界各地人们如何度过时间的研究,表明我们使用媒体的次数超过了生活中的其他任何事情(包括睡觉);和
  • exploring the “black box” of technology and production techniques that make media work, seeing how they are designed to keep us engaged and to monetize that engagement.
    探索使媒体发挥作用的技术和制作技术的“黑匣子”,了解它们如何设计以保持我们的参与度并将这种参与度货币化。
Although it seems obvious to appreciate the pervasiveness and ubiquity of media in our lives, it needs constant reminding as the digital environment has become so natural to us. For sure, we need to thoroughly question any causal claims about the effects media have on us, yet it is safe to say that the power of media exponentially increases when we become oblivious to their omnipresence. In other words, it takes real effort, all the time, to bring forth the media around us. When doing so, we are not just aware of all the different ways in which media are really involved in almost anything we do and in what happens in society but also how every act of using media changes our experience and understanding of the world around us.
尽管欣赏媒体在我们生活中的普遍性和无处不在似乎是显而易见的,但随着数字环境对我们来说已经变得如此自然,它需要不断提醒。当然,我们需要彻底质疑任何关于媒体对我们影响的因果关系,但可以肯定地说,当我们忘记媒体的无处不在时,媒体的力量会呈指数级增长。换句话说,需要付出真正的努力,每时每刻,才能让我们周围的媒体出现。这样做时,我们不仅意识到媒体真正参与我们所做的几乎所有事情和社会中发生的事情的所有不同方式,而且还意识到使用媒体的每一个行为如何改变我们对周围世界的体验和理解。
The second analytical step we can take is to deal with their past, present, and (possible) futures while recognizing how complex media are. We can establish this by
我们可以采取的第二个分析步骤是处理它们的过去、现在和(可能的)未来,同时认识到媒体的复杂性。我们可以通过以下方式确定这一点
  • looking beyond media as shiny new toys to see what people are actually doing with (their) media;
    将媒体视为闪亮的新玩具,看看人们实际上在用(他们的)媒体做什么;
  • documenting how all media are versions of each other, both in terms of their design and content and relating to the various ways in which people use media;
    记录所有媒体如何成为彼此的版本,无论是在设计和内容方面,还是在人们使用媒体的各种方式方面;
  • acknowledging that media, if anything because of their combined everywhereness and everydayness, are hard to see and think about critically; and
    承认媒体,如果有的话,因为它们无处不在和日常性相结合,很难被批判性地看待和思考;和
  • respecting the fact that it is therefore never easy to use, understand, and make sense of media-neither as a scholar or student of media nor in the practice of everyday life.
    尊重这样一个事实,即使用、理解和理解媒体从来都不容易——无论是作为媒体的学者或学生,还是在日常生活的实践中。
Media are so much part of everything we do, from such an early age onward, that it is sometimes easy to forget how little we know about how exactly they operate, how complicated all their functionalities are, how differently people engage and make sense of media, and how intricate the story lines and narrative structures are of every single media messagewhether it is a chat message, a novel, a television show, a motion picture, a level in a digital game, or just a single photograph. All media are amazing and, in many ways, quite magical in how they convey messages and meaning, how they produce certain ways of seeing the world, and how they invite (or limit) possible understandings. At the same time, media are inherently messy: they tend to break or do not do what they are supposed to do without clear cause; the way people understand them can differ widely depending on even the slightest variations in how media operate and function; and many of the effects of media are unintentional, counterintuitive, and unpredictable.
从很小的时候开始,媒体就是我们所做的一切的一部分,以至于有时很容易忘记我们对它们究竟是如何运作的、它们的所有功能有多么复杂、人们参与和理解媒体的方式有多么不同,以及每条媒体信息的故事情节和叙事结构有多么复杂,无论是聊天信息, 小说、电视节目、电影、数字游戏中的关卡,或者只是一张照片。所有媒体都是令人惊叹的,而且在许多方面,它们在如何传达信息和意义、它们如何产生某些看待世界的方式以及它们如何邀请(或限制)可能的理解方面都非常神奇。与此同时,媒体本质上是混乱的:它们往往会在没有明确原因的情况下崩溃或不做他们应该做的事情;人们理解它们的方式可能会有很大差异,这取决于媒体运作方式的哪怕是最微小的变化;媒体的许多影响是无意的、违反直觉的和不可预测的。
A final step in the study of media involves developing and taking up ethical positions vis-à-vis the phenomena and experiences people have in media, based on research past and present. Recurring themes and issues here include
媒体研究的最后一步涉及根据过去和现在的研究,针对人们在媒体中的现象和经验发展和采取道德立场。这里反复出现的主题和问题包括
  • all the different ways in which people use, accommodate, or resist the media;
    人们使用、迁就或抵制媒体的所有不同方式;
  • struggles over access and participation in the media;
    为获得和参与媒体而进行的斗争;
  • which people, values, and ideas get represented and promoted via media and which identities and voices are marginalized or unheard;
    哪些人、价值观和思想通过媒体得到代表和推广,哪些身份和声音被边缘化或被忽视;
  • the ownership, business models, and control of the media (including the technology and telecommunications sectors);
    媒体(包括技术和电信行业)的所有权、商业模式和控制;
  • how the key institutions of society, such as politics and the state, security forces and the police, health care, education and schools, families and households, and the media as an industry function under the influence of media;
    社会的关键机构,如政治和国家、安全部队和警察、医疗保健、教育和学校、家庭和家庭,以及媒体作为一个行业如何在媒体的影响下运作;
  • how the media, telecommunications, and technology sectors can or should be regulated; and
    媒体、电信和技术部门可以或应该如何受到监管;和
  • what the role is of (increasing) automation in the inner workings of media devices and industries, specifically when it comes to processes governed by algorithms (i.e., automated instructions) or more complex sets of algorithms working largely independent of human intervention (as in the case of applications involving machine learning and artificial intelligence).
    在媒体设备和行业的内部工作中(增加)自动化的作用是什么,特别是当涉及到由算法控制的流程(即自动指令)或更复杂的算法集在很大程度上独立于人工干预工作时(如涉及机器学习和人工智能的应用程序)。
Media are important to study and understand as, in media, we are drawn into all kinds of struggles-over representation, identity, access, community, belonging, and so on. In a media life, it matters who gets to use the media and who does not, what kind of values and ideas circulate in the media and which are ignored, sidelined, or marginalized, and how people and institutions get represented and present themselves in the media.
研究和理解媒体很重要,因为在媒体中,我们被卷入了各种斗争——关于代表性、身份、访问、社区、归属感等等。在媒体生活中,谁可以使用媒体,谁不能,什么样的价值观和思想在媒体中流传,哪些被忽视、边缘化或边缘化,以及人们和机构如何在媒体上被代表和展示自己,这都很重要。
What is of additional significance here is the role of nonhuman actors in the media: the hardware, software, technological infrastructure, and programming that makes everything in our digital environment work. In the media industries, algorithms are used for producing such media content as written news stories and adverts, generating subtitles and any other additional information, filtering out specific content (like hate speech), and making recommendations and suggestions, up to and including advanced uses of such technologies to enhance or replace humans (e.g., news anchors, actors in film and television, and the people who work in media manufacturing and production; see chapters 7 and 8) with digital copies. Society’s key institutions-including the financial sector, health care and medicine, police and security forces, and the government-rely on algorithms, automation, and machine-to-machine communication to make decisions that affect people in their everyday life. All of this suggests that
这里具有额外意义的是非人类行为者在媒体中的作用:硬件、软件、技术基础设施和编程,使我们数字环境中的一切都能正常工作。在媒体行业中,算法用于制作书面新闻报道和广告等媒体内容、生成字幕和任何其他附加信息、过滤掉特定内容(如仇恨言论)以及提出建议和建议,包括此类技术的高级使用来增强或替代人类(例如,新闻主播、电影和电视演员、 以及从事媒体制造和制作工作的人;见第 7 章和第 8 章)。社会的主要机构(包括金融部门、医疗保健和医学、警察和安全部队以及政府)依靠算法、自动化和机器对机器通信来做出影响人们日常生活的决策。所有这些都表明

the study of our life in media goes well beyond people’s concurrent exposure to all kinds of media and includes the various technological and computational processes that run in the background, shaping what kind of world we visit when we enter the media.
对我们在媒体中生活的研究远远超出了人们同时接触各种媒体的范围,还包括在后台运行的各种技术和计算过程,这些过程塑造了我们进入媒体时所访问的世界。
In the next chapter, we will carefully unpack what it is that we are talking about when we talk about media. We will see that media are not just the devices we surround ourselves with, not just the things we do with all these technologies, and not just the ways in which we organize and arrange our social environment, including the industries that media are part of. Media are all of this.
在下一章中,我们将仔细解读当我们谈论媒体时,我们正在谈论的内容。我们将看到,媒体不仅仅是我们周围的设备,不仅仅是我们利用所有这些技术做的事情,也不仅仅是我们组织和安排社会环境的方式,包括媒体所属的行业。媒体就是这一切。
  1. Tedros Adhanom Ghebreyesus, remarks, Munich Security Conference, February 15, 2020. https:// www.who.int/director-general/speeches/detail/munich-security-conference
    谭德塞,2020 年 2 月 15 日在慕尼黑安全会议上发表讲话。https:// www.who.int/director-general/speeches/detail/munich-security-conference
  2. Geoffrey Macnab, “Sundance Interview: Kevin Macdonald on Life in a Day 2020,” Business Doc Europe, January 28, 2021, https://businessdoceurope.com/sundance-interview-kevin-macdonald-on-life-in-a-day-2020/.
    Geoffrey Macnab,“圣丹斯访谈:Kevin Macdonald 谈 2020 年一天的生活”,欧洲商业文档,2021 年 1 月 28 日,https://businessdoceurope.com/sundance-interview-kevin-macdonald-on-life-in-a-day-2020/
  3. Chris Azzopardi, “'Life in a Day 2020’ Review: A Video Diary of a Difficult Year,” New York Times, February 5, 2021, https://www.nytimes.com/2021/02/05/movies/life-in-a-day-2020-review .html.
    Chris Azzopardi,“'2020 年一日生活'回顾:艰难一年的视频日记”,《纽约时报》,2021 年 2 月 5 日,https://www.nytimes.com/2021/02/05/movies/life-in-a-day-2020-review .html。

2

Your Life  您的生活

Media are the devices and channels we use to communicate-including what we communicate, the industries that are in the business of communication, and how all of this fits into our everyday lives.
媒体是我们用来交流的设备和渠道,包括我们交流的内容、从事通信业务的行业,以及所有这些都如何融入我们的日常生活。
To understand and ask meaningful questions about what it means to live in media, it is necessary first to thoroughly define media. When people talk about media, they usually refer to information carriers-such as newspapers, magazines, television, radio, computers, tablets, and mobile phones. What such a definition does is to reduce media to devices (or channels that transport information) that are external to us-which we can use to communicate with each other; to inform, entertain, and educate ourselves; and to connect with others and the world around us. It is a promising first step toward a definition of media. What it lacks is a critical awareness of how the relations we have with our devices are much more intimate and personal than simply switching them on or off to communicate, to be informed, or to be entertained. A definition of media based on technological specificities also ignores the fact that we generally are not all that aware of how we use media, and most of us do not understand how media work. In other words, a definition of media strictly in terms of devices and technologies runs the risk of rendering media imperceptible-or perhaps only observable when media reveal their “thingness,” that is, when they break down.
要理解并提出关于生活在媒体中意味着什么的有意义的问题,首先必须彻底定义媒体。人们在谈论媒体时,通常指的是信息载体——如报纸、杂志、电视、收音机、电脑、平板电脑和手机。这样的定义所做的是将媒体简化为我们外部的设备(或传输信息的渠道)——我们可以用它来相互交流;告知、娱乐和教育自己;并与他人和我们周围的世界建立联系。这是迈向媒体定义的有希望的第一步。它缺乏的是一种批判性的认识,即我们与设备的关系如何更加亲密和个人化,而不是简单地打开或关闭它们以进行交流、了解情况或娱乐。基于技术特性的媒体定义也忽略了这样一个事实,即我们通常并不完全了解我们如何使用媒体,而且我们大多数人不了解媒体是如何运作的。换句话说,严格根据设备和技术来定义媒体可能会使媒体难以察觉——或者可能只有在媒体揭示其“事物性”时,即当它们崩溃时才能被观察到。
Another way of defining media is to look at content: What do we say in the messages we send to each other? How do people respond to a particular
定义媒体的另一种方式是看内容:我们在发送给彼此的消息中说了什么?人们如何响应特定

news item? What kind of advertisement persuades us to make a purchasing decision? What is a director trying to achieve with their new film? How did the designers decide to depict the female characters in their game? Considering the content of media allows us to dig deeper into what kind of values and ideas they convey, whose voices are heard and who gets excluded, and where the biases and assumptions of media makers lie, making us aware of the polysemy of mediated communication and exploring all the different ways we can make sense of the media that surround us. If we combine a focus on media as content with a definition of media as devices, we get to appreciate that the same message can look and feel quite different when seen on another device or when created or accessed through a particular platform and interface. A music clip on TikTok is not the same nor does it have the same meaning and impact as a message via WhatsApp, a video on YouTube, or a scene from a big-budget movie-even though all of these media can transmit the same message. Having a loved one break up via a phone call, a text message, or a Facebook status update (“It’s complicated”) affects us differently. The materiality of media matters, just as media content does, and much can be gained if we consider these two aspects of media together when we define media.
新闻项目?什么样的广告说服我们做出购买决定?导演想通过他们的新电影达到什么目的?设计师是如何决定在游戏中描绘女性角色的呢?考虑媒体的内容使我们能够更深入地挖掘它们传达了什么样的价值观和思想,谁的声音被听到,谁被排除在外,以及媒体制作者的偏见和假设在哪里,让我们意识到中介传播的多义性,并探索我们可以理解我们周围的媒体的所有不同方式。如果我们将对媒体作为内容的关注与将媒体定义为设备相结合,我们就会体会到,当在另一台设备上看到或通过特定平台和界面创建或访问时,相同的信息看起来和感觉可能会完全不同。TikTok 上的音乐剪辑与通过 WhatsApp 发送的消息、YouTube 上的视频或大制作电影中的场景不同,也不具有相同的意义和影响——即使所有这些媒体都可以传递相同的信息。让所爱的人通过电话、短信或 Facebook 状态更新(“这很复杂”)分手对我们的影响不同。媒体的物质性很重要,就像媒体内容一样,如果我们在定义媒体时将媒体的这两个方面放在一起考虑,可以获得很多好处。

A complication in defining media in terms of their materiality and content is the notion that media are felt and experienced differently for everyone. For some, a scary Japanese horror film that pushes the boundaries of man-machine relations-like director Shinya Tsukamoto’s 1989 cult hit Tetsuo, in which people turn into metal killing machines-is the ultimate form of relaxation. Someone else (like me) would rather take refuge in an adventurous computer game like Heroes of Might and Magic II (published in 1996 by the now defunct 3DO Company), a turn-based strategy game filled with angels, unicorns, and castles. Others would turn to the news, to their favorite book, to pornography, or to scrolling through social media updates, listening to a specific playlist on a music streaming service, or tapping away happily on their phone with immensely popular games like PlayerUnknown’s Battlegrounds (PUBG; published in 2017 by the South Korean video game company Bluehole) and Honor of Kings (published in 2015 by the Chinese media giant Tencent). All of this has to do with taste, with what we are used to, with our social context, with access to particular technologies and having the ability to use them, with different levels of media literacy, and so forth.
根据媒体的物质性和内容来定义媒体的一个复杂之处在于,每个人对媒体的感受和体验都不同。对于一些人来说,一部突破人机关系界限的恐怖日本恐怖片——就像导演冢本伸弥 1989 年的邪典热门电影《铁雄》一样,其中人们变成了金属杀人机器——是放松的终极形式。其他人(像我一样)宁愿躲在像《魔法门之英雄无敌 II》(由现已解散的 3DO 公司于 1996 年发行)这样的冒险电脑游戏中,这是一款充满天使、独角兽和城堡的回合制策略游戏。其他人会转向新闻、他们最喜欢的书、色情内容,或者浏览社交媒体更新,在音乐流媒体服务上收听特定的播放列表,或者在手机上愉快地点击非常受欢迎的游戏,如绝地求生(PUBG,由韩国视频游戏公司 Bluehole 于 2017 年发行)和王者荣耀(由中国媒体巨头腾讯于 2015 年发行)。所有这些都与品味有关,与我们习惯的东西有关,与我们的社会环境有关,与获得特定技术的机会并有能力使用它们有关,与不同程度的媒体素养有关,等等。
Media are mixed with our everyday life and social context to such an extent that it is exceedingly difficult to divine precisely which device carries what kind of information, what is communicated, and what people do with all this. A fully operational definition of media must therefore take into account the various ways in which media are integrated into our lives: how we fit routines and rituals around them, both as individuals and institutions; how media, even if we are not using them, continue to shape our conversations, affect what we do, and provide a meaningful backdrop to our daily lives. The downside of such an expansive definition of media is that it can be problematic to put to practical use. On the other hand, reducing one’s definition to a single device, industry, or piece of content runs the risk of making any analyses of the role of media in someone’s life impossible to sustain. A definition of media must be both precise and applicable to a variety of contexts. It must consider the materiality of media, the various ways in which people use media, and how media as devices, channels, and uses fit into everyday life. Whenever we talk about media, we are therefore talking about three things at once:
媒体与我们的日常生活和社会环境混合在一起,以至于很难准确判断哪种设备承载了什么样的信息,传达了什么,以及人们如何处理这一切。因此,对媒体的全面定义必须考虑到媒体融入我们生活的各种方式:作为个人和机构,我们如何围绕它们调整常规和仪式;媒体,即使我们没有使用它们,它们如何继续塑造我们的对话,影响我们的工作,并为我们的日常生活提供有意义的背景。如此宽泛的媒体定义的缺点是,将其用于实际使用可能会有问题。另一方面,将一个人的定义简化为单个设备、行业或内容,就有可能使任何关于媒体在某人生活中的作用的分析变得无法维持。媒体的定义必须既精确又适用于各种环境。它必须考虑媒体的物质性、人们使用媒体的各种方式,以及媒体作为设备、渠道和用途如何融入日常生活。因此,每当我们谈论媒体时,我们都会同时谈论三件事:
  1. Media as artifacts or devices, incorporating distinct devices and technologies
    作为对象或设备的媒体,包含不同的设备和技术
  2. Media as activities or practices, considering all the different ways of using media
    媒体作为活动或实践,考虑使用媒体的所有不同方式
  3. Media as different social arrangements and organizational forms in society and in everyday life
    媒体作为社会和日常生活中的不同社会安排和组织形式
In this chapter (as in the rest of this book), we deploy these three dimensions of the definition of media-as artifacts, activities, and (social) arrangements-to explore how media shape and influence people’s daily lives. The focus in each instance of media is on an evolutionary perspective: showing how different media evolve, how our uses and behaviors unfold in the process, and what we can extrapolate from these developments in terms of what to expect of our future life in media. The combination of these three approaches to a definition of media enriches our understanding and, most of all, makes us mindful of the different ways in which we can appreciate and understand media in our life.
在本章中(与本书的其余部分一样),我们部署了媒体定义的这三个维度——作为人工制品、活动和(社会)安排——来探索媒体如何塑造和影响人们的日常生活。每个媒体实例的重点都放在进化的角度上:展示不同的媒体如何演变,我们的使用和行为在此过程中如何展开,以及我们可以从这些发展中推断出我们对未来媒体生活的期望。这三种定义媒体的方法相结合,丰富了我们的理解,最重要的是,让我们注意到我们在生活中欣赏和理解媒体的不同方式。

Media as Artifacts  媒体作为对象

The history of media as artifacts suggests a gradual convergence of formerly distinct devices and technologies, increased user control and personalization, as well as a development toward ubiquitous computing, rendering media increasingly intuitive and imperceptible.
媒体作为人工制品的历史表明,以前不同的设备和技术逐渐融合,用户控制和个性化程度的提高,以及向无处不在的计算发展,使媒体变得越来越直观和难以察觉。
When we consider media as artifacts, we have to look carefully at our devices - whether digital or analog, used for work or just for fun, both from the outside and on the inside. A material perspective on media additionally calls for an exploration of their family history: where all the constituent parts came from, how different functionalities and affordances emerged, and when different people, companies, and institutions in different parts of the world introduced us to the technologies that play such a profound role in the world. When doing so, we first realize that media history is evolutionary and nonlinear. Second, as people become increasingly intimate and affectionate about (and with) their media, devices converge and become more complex, turning into magical black boxes. Finally, our media even seem to disappear as distinct technologies. At the same time, and perhaps
当我们把媒体看作是人工制品时,我们必须仔细审视我们的设备——无论是数字的还是模拟的,用于工作还是娱乐,无论是从外部还是内部。从物质角度来看,媒体还需要探索他们的家族历史:所有组成部分来自哪里,不同的功能和可供性是如何出现的,以及世界不同地区的不同人、公司和机构何时向我们介绍在世界上发挥如此深远作用的技术。当这样做时,我们首先意识到媒体历史是进化的和非线性的。其次,随着人们对他们的媒体越来越亲密和深情,设备趋于融合并变得更加复杂,变成了神奇的黑匣子。最后,我们的媒体似乎甚至作为独特的技术消失了。与此同时,也许

somewhat paradoxically, an exploration of some of the most common and widely used media artifacts-such as the remote control, the video recorder, the joystick, the computer mouse, the mobile phone, and the computer interface-leads to the conclusion that we, as individual users, throughout history are increasingly put in control of our media experience. This apparent tension between intuitive use and deliberate choice-between disappearance and reappearance-is at the core of any definition and discussion of media.
有点矛盾的是,对一些最常见和最广泛使用的媒体制品的探索——如遥控器、录像机、纵杆、电脑鼠标、手机和计算机界面——得出的结论是,我们作为个人用户,在整个历史上越来越多地控制着我们的媒体体验。这种直觉使用和刻意选择之间——在消失和再现之间——之间的明显紧张关系,是任何媒体定义和讨论的核心。
All media have long material and social histories. This can be hard to see, blinded as we sometimes are by every new technological invention and every subsequent iteration of an exciting device. For example, the introduction of Apple’s iPhone in 2007 seemed like a stunning revolution compared to the standard key phones available up to that time, but the device was an updated version of the Simon from 1994: a mobile phone with a touch screen, offering various applications (such as a calendar, address book, and notebook) and featuring mobile internet access, which was patented and designed by the American technology company IBM and manufactured by the Japanese electronics company Mitsubishi Electric. The Simon was not revolutionary either, as it combined two existing artifacts: a cellular phone and a personal digital assistant. In fact, technologies for the touch screen, a mobile communication protocol, and the internet have been around since the 1960s and were imagined and conceptualized well before that time. Even Apple itself came up with a concept prototype of a tablet computer featuring a gesture-based interface and a virtual assistant decades earlier (in 1987), calling it the Knowledge Navigator. Combining this conceptual device with the successful iPhone led to the announcement of the iPad in 2010-a tablet computer envisioned by twentieth-century science fiction writers, such as the Polish author Stanislaw Lem and British futurist Arthur C. Clarke, and developed in many different versions by various companies in Japan, South Korea, the United States, and the United Kingdom since the mid-1980s. The iterative development of media toward ever-greater complexity suggests an evolutionary rather than revolutionary history that is indicative of all media.
所有媒体都有悠久的物质和社会历史。这可能很难看到,因为我们有时被每一项新技术发明和令人兴奋的设备的每一次后续迭代所蒙蔽。例如,与当时可用的标准键盘手机相比,2007 年推出的 Apple iPhone 似乎是一场惊人的革命,但该设备是 1994 年 Simon 的更新版本:一款带触摸屏的手机,提供各种应用程序(如日历、地址簿和笔记本)并具有移动互联网访问功能, 它由美国科技公司 IBM 获得专利和设计,由日本电子公司三菱电机制造。Simon 也不是革命性的,因为它结合了两个现有的文物:一部手机和个人数字助理。事实上,触摸屏、移动通信协议和互联网的技术自 1960 年代就已经存在,并且早在那之前就已经被想象和概念化了。甚至苹果自己也在几十年前(1987 年)提出了一种平板电脑的概念原型,它具有基于手势的界面和虚拟助手,称之为 Knowledge Navigator。将这种概念设备与成功的 iPhone 相结合,导致 iPad 在 2010 年发布——一种由 20 世纪科幻作家(如波兰作家斯坦尼斯拉夫·莱姆和英国未来学家亚瑟·克拉克)设想的平板电脑,并由 1980 年代中期以来由日本、韩国、美国和英国的多家公司开发出许多不同的版本。媒体向着越来越复杂的迭代发展表明了一段代表所有媒体的进化历史,而不是革命性的历史。
The process whereby each medium contains elements of previous media while combining these and adding new options and features is called remediation. Especially with the current generation of so-called smart
每个媒体都包含先前媒体的元素,同时组合这些元素并添加新选项和功能的过程称为修复。尤其是当前一代所谓的智能

devices, older media get swallowed up whole, becoming part of such digitally connected technologies as televisions, tablets, and phones. It would be logical to expect that this development will eventually lead to one superior kind of device that combines all the elements and functionalities of the media we like to use. One device to rule them all … What is certain is that the companies that make and market all kinds of consumer electronics keep trying to sell us their equipment with exactly that promise. Smart televisions, fully integrated game consoles, advanced new phones, any and all wireless technologies-they are pushed out and promoted as a solution to the problem of too many appliances, cables, plugs, and remote controls in the home. This is a black box fallacy, as the number of devices in an average household is more likely to increase every year, while people also hold on to the media they love. In many places around the world, various media are shared across families, groups, and communities (based on necessity, motivation, and competence), suggesting that the existence of many different devices is not a problem but rather a solution. Here, too, the hand of evolution can be seen, since Charles Darwin’s theory explains not only that all species are related and gradually change over time but that this process does not develop neatly and linearly.
设备、旧媒体被整个吞噬,成为电视、平板电脑和手机等数字连接技术的一部分。合乎逻辑地预期这种发展最终将导致一种卓越的设备,它结合了我们喜欢使用的媒体的所有元素和功能。一个设备统治他们所有人......可以肯定的是,制造和销售各种消费电子产品的公司一直试图以这种承诺向我们推销他们的设备。智能电视、完全集成的游戏机、先进的新手机、任何和所有无线技术——它们被推出并推广为解决家中电器、电缆、插头和遥控器过多问题的解决方案。这是一个黑匣子谬误,因为普通家庭的设备数量每年都有可能增加,而人们也坚持他们喜欢的媒体。在世界上的许多地方,各种媒体在家庭、团体和社区之间共享(基于必要性、动机和能力),这表明许多不同设备的存在不是一个问题,而是一个解决方案。在这里,也可以看到进化之手,因为查尔斯·达尔文的理论不仅解释说所有物种都是相关的,并且会随着时间的推移逐渐变化,而且这个过程并不是整齐和线性地发展的。
In terms of history, the road forks endlessly, making the future increasingly complex and manifold. It is therefore necessary to recognize that media, as devices, are elaborate and difficult to master-if anything because the underlying technologies change all the time. A funny side effect of this complex material history of media is how our bodies also evolve to adapt to new ways of operating media. Consider for example making a landline phone call on a key phone: pressing a receiver button, putting your finger into a rotary dial and twisting it around many times, waiting patiently for a connection to be made. Such physical gestures are hard to imagine for those who have grown up with touch screen devices, for whom tapping and swiping is second nature. Every device comes with its own embodied routines that become familiar and even inspire feelings of nostalgia, such as winding an audio cassette with a pencil or splicing a videotape with a razor blade.
从历史的角度来看,岔路无止境,使未来变得越来越复杂和多变。因此,有必要认识到媒体作为设备是复杂的,很难掌握——如果有的话——因为底层技术一直在变化。这种复杂的媒体材料历史的一个有趣的副作用是,我们的身体也如何进化以适应新的媒体作方式。例如,考虑在键盘电话上拨打固定电话:按下接收器按钮,将手指放入旋转拨号盘并多次旋转,耐心等待接通。对于那些在触摸屏设备中长大的人来说,这样的身体手势是难以想象的,对他们来说,点击和滑动是第二天性。每个设备都有自己的具体例程,这些例程会让人熟悉,甚至激发怀旧之情,例如用铅笔缠绕录音带或用剃须刀片拼接录像带。
The gradual development of media is messy rather than revolutionary. What appears above all is that every new information carrier-from scrolls, pamphlets, and books to newspapers and glossy magazines, via radio and
媒体的逐渐发展是混乱的,而不是革命性的。首先出现的是,每一种新的信息载体——从卷轴、小册子和书籍到报纸和光鲜亮丽的杂志,通过广播和

television or personal computers, smartphones, and tablets, to the cloudhas managed to conquer a permanent place in our living environment more quickly throughout history. It has taken each new medium less time to be adopted and embraced by more than half of households in any given society. Remediation to some extent explains this speeding up of media, as every new medium has characteristics that we already know from the devices we used before so that it becomes more plausible and easier to try out the next shiny new toy. The messiness of media history is also at work when it comes to the fallacy of thinking that newer media are somehow “better” than older media simply by virtue of being new. Video standards such as VHS, operating systems such as Windows, and screen resolutions such as Ultra HD are not necessarily better than what was already available before. In fact, new technologies often cause all kinds of sentimental reactions in media users-in part because an older technology (V2000 or Betamax, a previous version of Windows, or just Full HD) worked better, felt more comfortable, and was simpler to use. Such warm feelings stem from our affectionate relations with media, as we bond strongly to certain devices (hardware as well as software), especially those that we used or needed in an earlier phase of our life. Nearly every family has a box somewhere-usually in the attic or stored away in a basement-sprawling with old cables, recording equipment, tapes, adapters, and other more or less obsolete media that people are genuinely fond of. This is because media connect us with other people, with communities and shared narratives, with certain places and events, and with memories that are meaningful to us, offering us something to hold on to.
电视或个人电脑、智能手机和平板电脑,到云已经成功地在我们的生活环境中更快地征服了永久的位置。在任何特定社会中,每种新媒体被超过一半的家庭采用和接受所需的时间都更短。补救在一定程度上解释了这种媒体加速的原因,因为每种新媒体都具有我们已经从我们以前使用的设备中了解的特性,因此尝试下一个闪亮的新玩具变得更加合理和容易。媒体历史的混乱也起作用于认为新媒体仅仅因为是新媒体而在某种程度上比旧媒体“更好”的谬误。视频标准(如 VHS)、作系统(如 Windows)和屏幕分辨率(如超高清)不一定比以前已经可用的更好。事实上,新技术通常会在媒体用户中引起各种情绪反应——部分原因是旧技术(V2000 或 Betamax,Windows 的早期版本,或者只是全高清)效果更好,感觉更舒适,使用更简单。这种温暖的感觉源于我们与媒体的深情关系,因为我们与某些设备(硬件和软件)有着紧密的联系,尤其是那些我们在生命的早期阶段使用或需要的设备。几乎每个家庭在某个地方都有一个盒子——通常在阁楼上或存放在地下室——里面堆满了旧电缆、录音设备、磁带、适配器和其他人们真正喜欢的或多或少过时的媒体。这是因为媒体将我们与其他人、社区和共同叙事、某些地点和事件以及对我们有意义的记忆联系起来,为我们提供了可以坚持的东西。
We associate media with some of the most intense emotions in our lives. Couples identify their love through a particular tune that played when they met. Lovers draw on various media to express their adoration, when for example one lover says to another, “You are the Jamal to my Latika,” referencing the amorous couple in the film Slumdog Millionaire (2008), or “the Ennis to my Jack” in a reference to the main characters of the romantic drama Brokeback Mountain (2005). Partners furthermore tend to carefully maintain some sort of archive of the first messages that were exchanged (whether through a dating app or with handwritten love letters). Likewise, people grow quite attached to their phones, as much as many of us develop meaningful fandoms of a certain film franchise or television series, a
我们将媒体与我们生活中一些最强烈的情绪联系起来。情侣通过他们相遇时播放的特定曲调来识别他们的爱情。恋人利用各种媒体来表达他们的爱慕,例如,当一个恋人对另一个爱人说:“你是我拉蒂卡的贾马尔”,指的是电影《贫民窟的百万富翁》(2008 年)中的多情夫妇,或者“我的杰克的恩尼斯”,指的是浪漫剧《断背山》(2005 年)的主角。此外,合作伙伴倾向于小心翼翼地维护交换的第一条消息的某种档案(无论是通过约会应用程序还是手写情书)。同样,人们也越来越依恋他们的手机,就像我们中的许多人对某部电影、特许经营权或电视连续剧建立了有意义的粉丝圈一样,一个

musical genre, or any other media. Throughout media history, these affectionate relations with and through media have grown stronger, inspiring increasingly reciprocal intimacies. In the heyday of broadcast media and cinema, people would sometimes develop strong feelings for certain characters and celebrities in the media. These relationships were rather unidirectional, of course. When social media came around, such connections intensified, as we can now follow, befriend, like, and favorite celebrities-and sometimes, albeit rarely, they respond. I remember the pleasant surprise one day when my students alerted me to the fact that U.S. president Barack Obama was following me on Twitter. Although that is fun, usually such high-profile accounts are managed by professional public relations professionals. Lesser-known media figures-such as journalists, musicians, practitioners in film and television, and especially social media influencers-tend to put a lot of work into maintaining profiles across several online social networks, promoting their work, interacting with audiences, and managing their persona. Many media scholars do this hard work of managing and maintaining relations (with colleagues, students, and the wider audience), too. This kind of relational labor builds on and gets amplified by the progressively intimate connection people feel with media and through media with each other.
音乐流派或任何其他媒体。纵观媒体历史,这些与媒体并通过媒体建立的深情关系越来越牢固,激发了越来越多的互惠亲密关系。在广播媒体和电影的鼎盛时期,人们有时会对媒体中的某些人物和名人产生强烈的感情。当然,这些关系是相当单向的。当社交媒体出现时,这种联系加强了,因为我们现在可以关注、交朋友、喜欢和最喜欢的名人——有时,尽管很少,他们会做出回应。我记得有一天,当我的学生提醒我美国总统巴拉克·奥巴马 (Barack Obama) 在 Twitter 上关注我时,我感到非常惊喜。虽然这很有趣,但通常这种备受瞩目的账户是由专业的公关专业人士管理的。鲜为人知的媒体人物——例如记者、音乐家、电影和电视从业者,尤其是社交媒体影响者——往往会投入大量工作来维护多个在线社交网络的个人资料、推广他们的作品、与观众互动以及管理他们的角色。许多媒体学者也从事管理和维护关系(与同事、学生和更广泛的受众)的艰苦工作。这种关系劳动建立在人们与媒体以及通过媒体彼此之间逐渐亲密的联系之上并被放大。
Our love for media tends to grow stronger the longer we use any particular medium. As a result, such an artifact begins to fulfill an almost structural role in life, and it becomes harder and harder to imagine that you could do without a particular device. This explains, for example, the fact that today newspapers are still printed and enjoyed by so many people, while for the daily news there are so many other offerings online. For sure, many people find it important to follow the news. But the newspaper as a medium has less and less to do with that-for most readers, the printed paper provides an anchor in everyday life, just as the daily scheduled evening news on television can fulfill such a role.
我们对媒体的热爱往往会随着我们使用任何特定媒体的时间而变得更强烈。结果,这样的人工制品开始在生活中发挥几乎结构性的作用,越来越难以想象没有特定设备也能做到。例如,这解释了今天报纸仍然被印刷并被这么多人享用的事实,而对于每日新闻,网上还有许多其他产品。当然,许多人发现关注新闻很重要。但报纸作为一种媒介,与此的关系越来越小——对于大多数读者来说,印刷报纸在日常生活中提供了一个锚点,就像电视上每天预定的晚间新闻可以扮演这样的角色一样。
The affective, intimate, and personal connections we have in and through media increase the likelihood of us becoming quite attached to (our) media, embracing newer versions while keeping the older ones around. The same goes for the content of the media-as every new piece of music, every film, and every game contains components, characters, story lines, or other references to older media. Even when media as technologies and content
我们在媒体中或通过媒体建立的情感、亲密和个人联系增加了我们对(我们的)媒体非常依恋的可能性,接受新版本,同时保留旧版本。媒体内容也是如此——因为每首新音乐、每部电影和每款游戏都包含组件、角色、故事情节或其他对旧媒体的引用。即使媒体作为技术和内容

are constantly changing, they also stay the same and can even be said to be nostalgic in some way. What is more, as consumers of media and generally eager to find something new and fun, people keep coming back to the media of their youth, of their early adult years. To rephrase it: in how we consume, use, make, and feel about media, we keep media timeless or, at the very least, complicate any notion of a straightforward linear history of media. All of this contributes to the enormous and ever-growing popularity of media, reminding us how the distinction between “old” versus “new” media is often not particularly useful nor helpful in explaining the role of media, which makes it harder for us to stay mindful of all the media artifacts swirling around us at any given moment.
不断变化,它们也保持不变,甚至可以说在某种程度上是怀旧的。更重要的是,作为媒体的消费者,人们通常渴望找到新的和有趣的东西,他们不断回到他们年轻时、成年早期的媒体上。换言之:在我们如何消费、使用、制造和感受媒体时,我们保持媒体的永恒性,或者至少使任何简单的线性媒体历史的概念复杂化。所有这些都促成了媒体的巨大和不断增长的普及,提醒我们 “旧 ”和 “新 ”媒体之间的区别往往不是特别有用,也无助于解释媒体的作用,这使得我们更难在任何特定时刻注意我们周围的所有媒体产物。
Assessing the long history of media as artifacts, something fascinating is going on: they seem to be disappearing. Consider, for example, the two most common consumer electronics on our planet: the television and the telephone. Virtually all households in the developed world own a TV set, while a majority owns at least one set in developing countries. About half of the world’s population owns a mobile phone, and many more use mobile devices. Until the early 1990s, televisions around the world remained about the same size, with an average screen diameter of about thirty centimeters. From 1992, the Dutch electronics firm Philips introduced wide-screen televisions to the European market, and not much later the first (flat) plasma televisions appeared, resulting in an ever-increasing screen size. At the end of the nineties, the diameter could increase to over one meter. People owning such large screens at the time reported feeling the viewing practice to be more intense and more “real,” almost like a nonmediated experience. Manufacturers subsequently switched to somewhat more energy-efficient and cheaper LED televisions and, since the early 2000s, introduced a series of variations on this technology. With each subsequent step, the average available screen size of the TV screen increased further-with some brands launching slightly curved screens whose main purpose is to make the viewing experience even more immersive. The average diameter increased further to almost one and a half meters, with some models available up to well over three meters.
评估媒体作为人工制品的悠久历史,正在发生一些令人着迷的事情:它们似乎正在消失。例如,考虑一下我们星球上最常见的两种消费电子产品:电视和电话。几乎所有发达国家的家庭都拥有一台电视机,而在发展中国家,大多数人至少拥有一台电视机。世界上大约有一半的人口拥有手机,还有更多人使用移动设备。直到 1990 年代初,世界各地的电视尺寸都差不多,平均屏幕直径约为 30 厘米。从 1992 年开始,荷兰电子公司飞利浦将宽屏电视引入欧洲市场,不久之后出现了第一台(平面)等离子电视,导致屏幕尺寸不断增加。在 90 年代末,直径可能会增加到 1 米以上。当时拥有如此大屏幕的人报告说,感觉观看练习更强烈、更 “真实”,几乎就像一种无中介的体验。制造商随后转向更节能、更便宜的 LED 电视,并且自 2000 年代初以来,引入了这项技术的一系列变体。随着每一步的进行,电视屏幕的平均可用屏幕尺寸进一步增加——一些品牌推出了略微弯曲的屏幕,其主要目的是使观看体验更加身临其境。平均直径进一步增加到近 1 米半,有些型号可达 3 米以上。

People around the world have quickly become accustomed to a huge screen in their living environment-whether at home, a neighborhood bar, in the classroom, a nearby community center. Contemporary television almost completely consumes the viewer. Additionally (and consequently), TV makers pull out all the stops to transport us even more: deploying canny special effects, surround sound, complex story lines that often run over into other media (such as dedicated websites and apps), clever narrative structures, audience feedback options (including live broadcast voting), and social media integration (e.g., stimulating additional conversation and engagement online via show-specific hashtags). We are, as it were, wrapped up in media, and the distinctive thingness of television disappears into an enveloping experience of image, sound, story, interaction, and participation. The device also quite literally disappears, as people replace televisions much faster than they used to.
世界各地的人们很快就习惯了他们生活环境中的巨大屏幕——无论是在家里、社区酒吧、教室里,还是在附近的社区中心。当代电视几乎完全消耗了观众。此外(因此),电视制作人竭尽全力让我们更加舒适:部署精巧的特效、环绕声、经常出现在其他媒体(如专用网站和应用程序)中的复杂故事情节、巧妙的叙事结构、观众反馈选项(包括直播投票)和社交媒体集成(例如,通过特定于节目的主题标签刺激额外的在线对话和参与)。我们仿佛被媒体包裹着,电视的独特性消失在图像、声音、故事、互动和参与的包围体验中。该设备也确实消失了,因为人们更换电视的速度比以前快得多。
The telephone has followed a somewhat parallel development, changing in size over time, integrating other technologies and functionalities, and steadily disappearing from our active awareness of the device as it becomes a truly universal apparatus. When the landline telephone with a rotary dial was introduced in the late nineteenth century, becoming a staple of most households by the mid-twentieth century, the device usually could be found in a dedicated spot in the middle-class home-such as on a small table in the hallway. Calling someone would require memorizing their phone number and rotating the dial for every digit. Even when the dial got replaced by a push-button system (from the 1960s), people still had to be quite deliberate in making calls-for example, having to remember phone numbers. Until the end of the 1990s, most people owned a fixed telephone, as mobile telephony only broke through with the rapid spread of GSM (global system for mobile communications) networks and the rollout of fast mobile internet from the early twenty-first century onward. These mobile telephones gradually became smaller and lighter-the former American telecommunications company Motorola’s first mobile phone, the DynaTAC 8000X (introduced to the market in 1984 with an astronomical price tag), weighed nearly a kilo and was referred to as “the brick” by fans and critics alike. The average weight quickly dropped to around two hundred grams for the current generation of smartphones. During this time, the devices did not just get lighter, smaller, and more affordable-they also absorbed other
电话在某种程度上遵循着平行的发展,随着时间的推移,尺寸发生了变化,集成了其他技术和功能,并随着它成为一种真正的通用设备,逐渐从我们对设备的主动意识中消失。当带有旋转拨号的固定电话在 19 世纪后期推出,到 20 世纪中叶成为大多数家庭的主食时,该设备通常可以在中产阶级家庭的专用位置找到——例如走廊上的小桌子上。打电话给某人需要记住他们的电话号码并为每个数字旋转表盘。即使表盘被按钮系统取代(从 1960 年代开始),人们在打电话时仍然必须非常谨慎——例如,必须记住电话号码。直到 1990 年代末,大多数人都拥有固定电话,因为移动电话只是随着 GSM(全球移动通信系统)网络的迅速普及和从 21 世纪初开始快速移动互联网的推出而取得突破。这些手机逐渐变得越来越小、越来越轻——前美国电信公司摩托罗拉的第一部手机 DynaTAC 8000X(1984 年以天文数字的价格上市)重近一公斤,被粉丝和评论家称为“砖头”。当前一代智能手机的平均重量迅速下降到 200 克左右。在此期间,这些设备不仅变得更轻、更小、更实惠——它们还吸收了其他设备

media gadgets, components, and capabilities in a process of extreme remediation. The contemporary smartphone is a composite product containing the most popular consumer electronics of the twentieth century: the telephone, newspapers and magazines, books, a television, radio, remote control, computer mouse, game console, and joystick all in one. In fact, we can no longer call the mobile phone a “telephone” as making calls is one of the things people are perhaps least likely to do with the device. The particular telephone, taking up space at a dedicated place in the home, has disappeared, making way for a warm, thin black screen nestled close to our body and incessantly pinging with the promise of a new message, experience, or encounter. Some people say, “My phone is my life” (especially when they just lost the device), which may be a little dramatic but can be seen as indicative of the all-encompassing experience mobile media and communications have come to provide.
媒体小工具、组件和功能。现代智能手机是一种复合产品,包含 20 世纪最流行的消费电子产品:电话、报纸和杂志、书籍、电视、收音机、遥控器、电脑鼠标、游戏机和纵杆合二为一。事实上,我们不能再将手机称为“电话”,因为拨打电话可能是人们最不可能使用该设备做的事情之一。占据家中专用空间的特殊电话已经消失,取而代之的是靠近我们身体的温暖、薄薄的黑色屏幕,并不断发出新的消息、体验或相遇的承诺。有些人说,“我的手机就是我的生命”(尤其是当他们刚刚丢失设备时),这可能有点戏剧化,但可以被视为移动媒体和通信所提供的包罗万象的体验的标志。
It is striking to notice how media as standalone machines and technologies, each with a specific functionality-such as reading, watching, calling, or listening-are gradually disappearing, even though their existence as devices continues. This is often a literal disappearance, because in the process of remediation they are partially or wholly absorbed by other, newer media. Specific applications of media also become more or less invisible-consider, for example, the keyboard on a smartphone, which remains as a haptic illusion, or how our bodies have taken over the process of a remote control and joystick by means of motion sensors built into TV sets and game consoles. With all this device convergence, it is exceedingly difficult to understand exactly what is going on inside. For example, the computing power of a modern smartphone is millions of times greater than the mainframe that controlled flights to the moon in the 1960s, and even the best computers of the 1990s are nowhere near a brand-new smartphone in terms of processor speed. As modern media are integrated with digital technologies, their already imperceptible operations become altogether opaque.
令人震惊的是,媒体作为独立的机器和技术,每一种都具有特定的功能(如阅读、观看、通话或收听)正在逐渐消失,即使它们作为设备的存在仍在继续。这通常是字面上的消失,因为在补救过程中,它们部分或全部被其他较新的媒体吸收。媒体的特定应用也或多或少变得不可见——例如,想想智能手机上的键盘,它仍然是一种触觉错觉,或者我们的身体如何通过电视机和游戏机内置的运动传感器接管遥控器和纵杆的过程。由于所有这些设备趋同,要准确了解内部发生了什么非常困难。例如,现代智能手机的计算能力比 1960 年代控制月球飞行的大型机高出数百万倍,即使是 1990 年代最好的计算机,就处理器速度而言,也远不及全新的智能手机。随着现代媒体与数字技术相结合,它们本已难以察觉的作变得完全不透明。
The touch screen, as the common interface of contemporary mobile media such as smartphones, tablets, and laptop computers, is another good example of media attempting to fade into the background of everyday life. An interface is the program that links our actions to specific functions of a digital device. It conjures specific ways of handling devices that have
触摸屏作为智能手机、平板电脑和笔记本电脑等现代移动媒体的通用界面,是媒体试图淡入日常生活背景的另一个很好的例子。接口是将我们的作与数字设备的特定功能联系起来的程序。它让人联想到处理具有

consequences for how we appropriate and understand media. The interface is a bridge between humans (sometimes referred to as “wetware”), computer hardware, and software and therefore a crucial element in our use and making sense of (digital) media.
对我们如何利用和理解媒体的影响。界面是人类(有时称为“湿件”)、计算机硬件和软件之间的桥梁,因此是我们使用和理解(数字)媒体的关键要素。
The original way to get computers to perform certain functions was via a command line interface (CLI), where you had to type in specific commands on a screen to get the machine to do anything. It required some understanding of computer programming and, above all, purposivenessjust clicking around made no sense because nothing would happen. The computer literally had to be instructed what to do: go there, open that folder, run this program. The next evolutionary step was the graphic user interface (GUI)—popularized with the first Apple Macintosh computer in 1984 and the first Windows computer in 1985-where you can activate all kinds of functions and options by clicking on small images and icons. This made our use of digital media a bit more chaotic and unpredictable, as the rules for using media via the GUI are less strict. With the introduction of the GUI, computers also moved from places of work into people’s homes. Although different icons - a trashcan to delete files, a calendar to see the date and time, a camera roll to play different types of video-referred to dedicated functions, it was possible for people to customize the look and appearance of it all, so everyone organized their desktop differently. We do this all the time-changing icons, backgrounds, and folder structures as if we are decorating our home. Replacing written commands with visual metaphors thus contributed to making the functions that a medium such as a computer fulfilled both more abstract and more personal.
让计算机执行某些功能的原始方法是通过命令行界面 (CLI),您必须在屏幕上输入特定命令才能让机器执行任何作。它需要对计算机编程有一定的了解,最重要的是,目的性只是点击是没有意义的,因为什么都不会发生。实际上,必须指示计算机做什么:去那里,打开那个文件夹,运行这个程序。下一个进化步骤是图形用户界面 (GUI) — 随着 1984 年第一台 Apple Macintosh 计算机和 1985 年第一台 Windows 计算机的推出而普及 — 您可以通过单击小图像和图标来激活各种功能和选项。这使得我们对数字媒体的使用更加混乱和不可预测,因为通过 GUI 使用媒体的规则不那么严格。随着 GUI 的引入,计算机也从工作场所进入了人们的家中。虽然图标不同 - 用于删除文件的垃圾桶、用于查看日期和时间的日历、用于播放不同类型视频的相机胶卷 - 指的是专用功能,但人们可以自定义它的外观和外观,因此每个人都以不同的方式组织他们的桌面。我们一直在这样做,改变图标、背景和文件夹结构,就像我们在装饰我们的家一样。因此,用视觉隐喻取代书面命令有助于使计算机等媒介所实现的功能更加抽象和个性化。
The touch screen of a smartphone, tablet, or laptop computer is an example of the next generation of a so-called natural user interface (NUI), designed around the idea that we should be able to use all kinds of media interchangeably without being immediately aware of the various technologies or devices involved. A first step in this direction-of what the computer engineering community refers to as the “calm” technology of ubiquitous computing-is the emergence of computers with sensors that respond to our hand and body movements. The next step is to integrate these types of devices wirelessly with all objects in our environment: walls, desks, windows, lamps, refrigerators, streetlamps, bicycles, and so on. The third phase of predictions about the natural user interface is to turn the
智能手机、平板电脑或笔记本电脑的触摸屏是下一代自然用户界面 (NUI) 的一个例子,其设计理念是我们应该能够互换使用各种媒体,而无需立即意识到所涉及的各种技术或设备。朝着这个方向迈出的第一步——计算机工程界所说的无处不在的计算的“平静”技术——是带有传感器的计算机的出现,这些传感器可以响应我们的手和身体运动。下一步是将这些类型的设备与我们环境中的所有物体无线集成:墙壁、书桌、窗户、灯、冰箱、路灯、自行车等。关于自然用户界面的预测的第三阶段是将

human body itself into an interface-for example, through the use of biocompatible pieces of electric skin, epidermal electronics (applying skinfriendly wearable patches), and digital tattoos. These wireless devices are linked to the internet, providing us, the companies that provide these services, and anyone else who has access with endless information about who we are, how we are (monitoring our heartbeat and sleep patterns, for instance), where we are, and what we do. All of this happens while making our experiences in media more intuitive, personal, and seamless.
人体本身进入一个界面——例如,通过使用生物相容性的电动皮肤、表皮电子设备(应用亲肤可穿戴贴片)和数字纹身。这些无线设备连接到互联网,为我们、提供这些服务的公司以及任何可以访问有关我们是谁、我们如何(例如监测我们的心跳和睡眠模式)、我们在哪里以及我们做什么的无穷无尽的信息。所有这一切的发生,使我们的媒体体验更加直观、个性化和无缝。
In this gradual development of interfaces, the same process is at work that also applies to the history of televisions and (mobile) telephony: media slowly but surely disappear from our view, as artifacts settle in the background and become deeply entangled within the living environment, working everywhere around us and trying to anticipate our actions. Media become, as it were, invisible. When Mark Zuckerberg announced in October 2021 that his company was “going to be metaverse-first, not Facebook-first,” 1 1 ^(1){ }^{1} and rebranded Facebook as Meta, he was in fact hoping to deliver on the promise of ubiquitous computing introduced in the 1980s. It could be argued that worldwide computer industries, even though various companies are in fierce competition with each other, are unified in their quest to develop technologies that disappear, weaving themselves into the fabric of everyday life until they are indistinguishable from it. The metaverse idea of a seamlessly integrated virtual or augmented reality experience is simply an extension of the historical trend in all media artifacts, becoming so embedded, fitting, and natural that we use media without even thinking about it. While this may be the grand vision and design expectation of many within the technology industry, it is safe to say that such a future will neither be untroubled nor uniform, will generally not work the way it is envisioned, and will affect people in different ways dependent on context. What does seem rather straightforward considering the genealogy of media as artifacts is the gradual disappearance of artifacts.
在这种界面的逐步发展中,同样的过程也适用于电视和(移动)电话的历史:媒体缓慢但肯定地从我们的视野中消失,因为人工制品在背景中沉淀并深深地纠缠在生活环境中,在我们周围无处不在,并试图预测我们的行为。媒体变得无形。当马克·扎克伯格 (Mark Zuckerberg) 在 2021 年 10 月宣布他的公司“将首先是元宇宙优先,而不是 Facebook 优先” 1 1 ^(1){ }^{1} 并将 Facebook 更名为 Meta 时,他实际上是希望兑现 1980 年代引入的无处不在的计算的承诺。可以说,全球计算机行业,尽管不同的公司彼此之间竞争激烈,但他们都团结一致地寻求开发正在消失的技术,将自己编织到日常生活的结构中,直到与日常生活无异。无缝集成的虚拟现实或增强现实体验的元宇宙理念只是所有媒体制品中历史趋势的延伸,变得如此嵌入、合适和自然,以至于我们甚至不假思索地使用媒体。虽然这可能是技术行业内许多人的宏伟愿景和设计期望,但可以肯定地说,这样的未来既不会一帆风顺,也不会一成不变,通常不会按照设想的方式运作,并且会根据环境以不同的方式影响人们。考虑到媒体作为人工制品的谱系,似乎相当简单的是人工制品的逐渐消失。
Media impose themselves on us in all kinds of ways, claiming a prominent place in all aspects of our lives, and in the operation of any social institution to such an extent that people can’t stop talking about media. Their existence as technologies requires constant care and maintenance, they are upgraded and reinvented at an accelerating pace, and their ubiquity means that more and more processes come to rely on their internal (and
媒体以各种方式将自己强加给我们,在我们生活的方方面面以及任何社会机构的运作中都占据着突出的地位,以至于人们无法停止谈论媒体。它们作为技术的存在需要不断的照顾和维护,它们以更快的速度升级和重塑,它们的无处不在意味着越来越多的流程开始依赖其内部(和

invisible) operations: shopping, learning, keeping in touch with friends and family, maintaining relationships, working, policing, governing, and so on. Now that we have become less aware of media in our digital environment, the question is how great their influence exactly is-since what is invisible to us usually has the most profound consequences for our behavior.
隐形)作:购物、学习、与朋友和家人保持联系、维护关系、工作、治安、治理等。现在我们已经不那么了解数字环境中的媒体,问题是它们的影响到底有多大——因为我们看不见的东西通常会对我们的行为产生最深远的影响。

Media as Activities  媒体作为活动

Media as what we do comprise all the activities that make society and everyday life work. Media use in a digital environment has become synonymous with media making, drawing us even further in. In the process, our active awareness of media activities disappears, as media envelop and enfold our lives.
我们所做的媒体包括使社会和日常生活运转的所有活动。数字环境中的媒体使用已成为媒体制作的代名词,进一步吸引我们。在这个过程中,我们对媒体活动的积极意识消失了,因为媒体包围并包裹了我们的生活。
In addition to media as artifacts, it is important to consider what we all do with these devices to get to a comprehensive definition of media. The activities involving media are just as diverse and complex as media are. First of all, let us have a look at the time we spend on media. Although the results of time use research differ per method used, it can generally be concluded that people around the world on average spend most of their time with media: at least eight hours per day. That number does not differ much from our media time five, ten, or even twenty years ago, nor does this average differ wildly from one part of the world to the next. Every year people acquire more media than the year before-mainly televisions, mobile phones and tablets, and game consoles. If the sale of these types of devices is slightly less one year, this is not due to our saturated desires but because there is no major international sporting event planned that year or because it is a year in which, for example, the game industry is in a period of technological transition (from one generation console to the next), when a major new hardware or software standard is on the way.
除了作为人工制品的媒体之外,重要的是要考虑我们如何使用这些设备来全面定义媒体。涉及媒体的活动与媒体一样多样化和复杂。首先,让我们看看我们在媒体上花费的时间。尽管时间使用研究的结果因使用的方法而异,但通常可以得出结论,世界各地的人们平均将大部分时间花在媒体上:每天至少 8 小时。这个数字与我们五年、十年甚至二十年前的媒体时代没有太大区别,这个平均值在世界不同地区也没有太大差异。每年人们获取的媒体都比前一年多,主要是电视、手机和平板电脑以及游戏机。如果这些类型设备的销量一年略少,这不是因为我们的欲望饱和,而是因为那一年没有计划重大的国际体育赛事,或者因为这是一年,例如,游戏行业正处于技术过渡期(从一代游戏机到下一代), 当主要的新硬件或软件标准即将推出时。

The typical household, in Iran as much as in Mexico, in Malaysia as well as Denmark, slowly but surely fills up with media. Internationally, it is not uncommon for an average of two televisions, two computers or laptops, two tablets, and two smartphones to circulate in a household, next to a wide array of books, magazines, and the odd newspaper. Oftentimes these types of devices lead different lives in a family, with a computer migrating, for example, from an office-related function on a working parent’s desk to a game function in a child’s room to a backup for family photos and financial documents stored in a basement or attic. Throughout the life cycle of media, devices and technologies acquire new meanings through our use, and we continually assign new feelings, memories, and functions to them. It is possible to argue that our media, just like all the members of the household, grow up together and in that process never remain completely the samebut also do not fundamentally change. This increasingly intimate and everevolving relationship between people and their media as growing out of everyday use suggests that media are charismatic technologies, in that they contribute to processes of personal transformation, identity formation, and
在伊朗,就像在墨西哥、马来西亚和丹麦一样,典型的家庭会慢慢但肯定地被媒体填满。在国际上,平均两台电视、两台电脑或笔记本电脑、两台平板电脑和两部智能手机在一个家庭中流通的情况并不少见,旁边是各种书籍、杂志和奇怪的报纸。通常,这些类型的设备在家庭中过着不同的生活,例如,计算机从在职父母办公桌上的办公室相关功能迁移到儿童房间的游戏功能,再到家庭照片和财务文件的备份存储在地下室或阁楼。在媒体的整个生命周期中,设备和技术通过我们的使用获得了新的意义,我们不断地为它们分配新的感受、记忆和功能。可以说,我们的媒体,就像所有家庭成员一样,是一起成长的,在这个过程中,永远不会完全一样,也不会从根本上改变。随着人们与媒体之间日益亲密和不断发展的关系,这种关系逐渐从日常使用中发展出来,这表明媒体是一种有魅力的技术,因为它们有助于个人转变、身份形成和

expression. A good example of a smartphone as a charismatic device is how it moves through a typical household or community, changing primary purpose and identity as it is handed from one person to the next:
表达。智能手机作为一种有魅力的设备的一个很好的例子是,它如何在典型的家庭或社区中移动,在从一个人传给另一个人时改变主要目的和身份:
  • the phone starts its life as a business purchase, to be used by a parent for work;
    这款手机最初是商业购买,供父母用于工作;
  • after a while, the phone is replaced by a newer model, at which time it gets passed on to one of the children;
    一段时间后,手机被更新的型号取代,这时它会传递给其中一个孩子;
  • the child primarily uses the phone for games, and as she grows up, it becomes more important as a way to connect to her peers;
    孩子主要使用手机玩游戏,随着她的成长,它作为与同龄人联系的一种方式变得更加重要;
  • soon she acquires a phone of her own, and the device moves on to the youngest family member;
    很快,她就获得了一部自己的手机,该设备转移到了最年轻的家庭成员身上;
  • as phones accumulate in a household, they also get shared with other members of the family or community, each time getting new affordances and meanings;
    随着手机在家庭中的积累,它们也会与家庭或社区的其他成员共享,每次都会获得新的功能和意义;
  • this cycle continues until the phone is either recycled or stored in a desk drawer for future reference.
    这个循环一直持续到手机被回收或存放在桌面抽屉中以备将来参考。
It is perhaps somewhat surprising that the time people spend on media is not only quite similar around the world, but it also remains relatively constant. This similarity is also paramount in what people do with media, as all of us primarily turn to our media for entertainment, social networking, or just to kill some time-regardless of whether we live in China, Brazil, Scotland, South Africa, the United States, or almost anywhere else in the world. Digital inequalities persist, and it would be a mistake to ignore local, cultural, and material specificities when making claims about the role and impact of “the” media anywhere in the world based only on your own situation and frame of reference. However, simply because someone is (economically) poor or lives in a so-called developing country does not mean they do not have access to newer media, do not want to play games, do not find love online, or do not watch fun movies. In every society, those who tend to be already marginalized in society experience different forms of digital exclusion. Furthermore, a distinct aspect of digital inequality can be the deliberate choice not to engage with some kinds of media.
也许有点令人惊讶的是,人们花在媒体上的时间不仅在世界各地非常相似,而且也相对稳定。这种相似性在人们使用媒体时也至关重要,因为我们所有人主要转向我们的媒体来娱乐、社交网络,或者只是为了消磨一些时间——无论我们是生活在中国、巴西、苏格兰、南非、美国,还是世界上几乎其他任何地方。数字不平等仍然存在,在仅根据您自己的情况和参考框架来声称世界上任何地方的“媒体”的作用和影响时,忽视当地、文化和物质的特殊性将是一个错误。然而,仅仅因为某人(经济上)贫穷或生活在所谓的发展中国家,并不意味着他们无法使用更新的媒体,不想玩游戏,不在网上找到爱情,或不看有趣的电影。在每个社会中,那些往往已经在社会中被边缘化的人都会经历不同形式的数字排斥。此外,数字不平等的一个独特方面可能是故意选择不与某些类型的媒体互动。
If we expand time spent with digital media to include all media (including press and broadcast), people’s media use today is perhaps not all that different from several decades ago. It is not the case that we suddenly spend more hours using media because of the introduction of smartphones or the popularity of social media. Perhaps the most striking thing about our “mediatime” is how much we forget that we use media. This is abundantly clear when considering the validity of people’s self-reported media use, as generally measured via (phone or online) surveys or asking people to keep diaries of their time spent throughout the day. Research consistently shows that self-reports are not an accurate reflection of actual media use-in contrast to, for example, as measured through direct observation or digital logging. In the past, people tended to grossly underestimate their media use, whereas in contemporary studies people often assume they spend more time with media than they actually do.
如果我们把花在数字媒体上的时间扩大到包括所有媒体(包括新闻和广播),那么今天人们的媒体使用可能与几十年前没有什么不同。并不是因为智能手机的推出或社交媒体的普及,我们突然花更多的时间使用媒体。也许我们的“媒体时间”最引人注目的是,我们忘记了我们使用媒体的程度。在考虑人们自我报告的媒体使用情况的有效性时,这一点非常明显,这通常是通过(电话或在线)调查或要求人们记录他们一整天所花费的时间来衡量的。研究一致表明,自我报告并不能准确反映实际的媒体使用情况,例如,与通过直接观察或数字记录来衡量的相比。过去,人们往往严重低估了他们的媒体使用情况,而在当代研究中,人们往往认为他们花在媒体上的时间比实际花的时间多。
The key to understanding media in terms of what we do with media is first to appreciate that we generally engage with media without much deliberation, not giving much thought to their omnipresence and remaining unfazed about the supersaturation of media and mediated messages in our environment. Second, the discrepancy between the mediatime we think we spend and the many hours we actually spend with media can partly be explained by our concurrent exposure to media, in that the majority of mediatime consists of being exposed to multiple devices at the same time. For example, a television can be on in the background while we thoughtlessly flip through a newspaper or magazine and every now and then grab our smartphone for a message or to check a notification from an app. As a consequence, it becomes almost impossible to remember, let alone distinguish between, all the different media in our environment at any given moment.
从我们对媒体的处理方式来理解媒体的关键是首先要认识到,我们通常与媒体互动时没有经过深思熟虑,没有过多考虑它们的无处不在,并且对我们环境中媒体和中介信息的过度饱和保持不安。其次,我们认为我们花在媒体上的媒体时间和我们实际花在媒体上的时间之间的差异可以部分地解释为我们同时接触媒体,因为大部分媒体时间包括同时接触多个设备。例如,当我们漫不经心地翻阅报纸或杂志时,背景中可能会打开电视,然后时不时地拿起智能手机发送消息或查看应用程序的通知。因此,在任何特定时刻,我们几乎不可能记住我们环境中的所有不同媒体,更不用说区分了。
The aforementioned evolution of media as artifacts also helps to explain our obliviousness regarding mediatime, as media become increasingly successful in melding into the background of our lives-making us less aware of what we are specifically doing with media. Different media blend together in a single device, making it a lot harder to figure out exactly what we are doing with it. A computer or laptop does not excel in unambiguous behavior either: people often have multiple tabs, documents, and programs open, such as a text document, a game, and a browser for email, a search
上述媒体作为人工制品的演变也有助于解释我们对媒体时间的忽视,因为媒体越来越成功地融入我们的生活背景——使我们不太了解我们具体使用媒体做什么。不同的媒体混合在一个设备中,这使得我们很难弄清楚我们到底在用它做什么。计算机或笔记本电脑也不擅长明确的行为:人们通常会打开多个选项卡、文档和程序,例如文本文档、游戏和电子邮件浏览器、搜索

engine, and an online community. This does not alter the fact that a radio, stereo, or television is often on in the background and that there are also all kinds of papers lying around. Since we are constantly shuffling back and forth between all these media, mindlessly assembling and reassembling a meaningful mosaic of media, messages, and meanings, it is difficult to keep track of exactly what we are doing.
引擎和在线社区。这并不能改变这样一个事实,即收音机、音响或电视经常在背景中播放,并且周围还躺着各种报纸。由于我们不断地在所有这些媒体之间来回切换,漫不经心地组装和重新组装一个有意义的媒体、信息和意义马赛克,因此很难准确跟踪我们在做什么。
By defining media in terms of what we do with media, a significant expansion of the verbs that apply to a description of our media use occurs. Until the end of the last century, there were generally only a handful of verbs for media as activities: reading, listening, watching, and calling. Gradually, some new words could be added: paging, tuning, zapping, tapping, button pushing, and pressing or clicking (on a keyboard, computer mouse, remote control, or joystick). Especially since the start of this century, the number of words we need to map media activities increased exponentially, each with its own function, rhythm, and context: checking, scanning, searching, linking, sharing, liking, recommending, commenting, up voting and down voting, uploading and downloading, posting, swiping, snapping, chatting, emailing, streaming, spamming, trolling, and so on. This proliferation of verbs stems in part from advancing insight and nuance among researchers studying these types of activities, but it is also due to a fundamental shift in how we engage our bodies when using media.
通过根据我们对媒体所做的来定义媒体,适用于描述我们的媒体使用的动词发生了重大扩展。直到上世纪末,媒体作为活动的动词通常屈指可数:阅读、聆听、观看和通话。渐渐地,可以添加一些新单词:paging、tuning、zapping、tapping、button pushing 以及 press 或 click(在键盘、计算机鼠标、遥控器或纵杆上)。特别是自本世纪初以来,我们需要绘制媒体活动地图的单词数量呈指数级增长,每个单词都有自己的功能、节奏和上下文:检查、扫描、搜索、链接、分享、点赞、推荐、评论、赞成和反对、上传和下载、发布、滑动、捕捉、聊天、电子邮件、流媒体、垃圾邮件、钓鱼等等。动词的激增部分源于研究这些类型活动的研究人员的洞察力和细微差别的提高,但这也是由于我们在使用媒体时与身体互动的方式发生了根本性转变。
Where in the past we consumed media by literally sitting in front of itpaging through a newspaper or watching a television program, for example -we tend to use newer media while leaning forward, working hard to keep track of things happening on the screen in front of us (whether in our hands, on our lap, or located further away in the room). As most media become part of an always online digital environment, we have gotten used to them constantly asking for our attention through notifications and updates. Even when we watch television or listen to music, we are often still bent over to keep an eye on a smartphone. Our body is actively involved in media use, and not only through touch screens and exposure to multiple media at the same time. Sometimes the body is involved from head to toe when we hop around in front of a screen via motion sensors to play the popular Just Dance game on the Nintendo Wii (or Just Dance Now on mobile devices) like my goddaughter and I used to do, despite my loud protests that this series of games never included any extreme metal music. As we grow
过去,我们通过坐在电视前翻阅报纸或观看电视节目来消费媒体,例如,我们倾向于在身体前倾时使用较新的媒体,努力跟踪我们面前屏幕上发生的事情(无论是在我们的手中、在我们的膝盖上,还是位于更远的房间里)。随着大多数媒体成为始终在线的数字环境的一部分,我们已经习惯了它们不断通过通知和更新来引起我们的注意。即使我们看电视或听音乐,我们仍然经常弯腰盯着智能手机。我们的身体积极参与媒体的使用,而不仅仅是通过触摸屏和同时接触多种媒体。有时,当我们通过运动传感器在屏幕前跳来跳去,在任天堂 Wii 上玩流行的《舞力全开》游戏(或移动设备上的《舞力全开》)时,身体会从头到脚参与其中,就像我和我的教女以前做的那样,尽管我大声抗议这一系列游戏从未包含任何极端金属音乐。随着我们的成长

accustomed to using specific media, our bodies also grow used to them, taking on specific shapes and quite literally wrapping themselves around media. Consider, for example, the slouching position for watching television, the smartphone slump, leaning forward and into the screen while playing a first-person shooter game, the way we stretch our arm to check messages on a mobile phone under a table during a meeting, a jump scare in a horror movie, and so forth. It is a reminder to always consider the body when (making sense of) using media, as it is intimately involved in all our media activities.
习惯于使用特定的媒体,我们的身体也逐渐习惯了它们,呈现出特定的形状,并毫不夸张地将自己包裹在媒体上。例如,考虑一下看电视时懒洋洋的姿势、智能手机的下垂、在玩第一人称射击游戏时向前倾斜并进入屏幕、我们在会议期间伸展手臂查看桌子下手机上的消息的方式、恐怖电影中的跳跃恐慌等等。它提醒我们在使用(理解)媒体时始终考虑身体,因为它与我们所有的媒体活动密切相关。
All of the many hours people spend using media consist of a bewildering variety of activities, often including a mix between consuming and producing information. On the one hand, we consume a large number of media products every day: we install, appropriate, and customize a wide range of gadgets and technologies for use at home or on and around our bodies. In the process, people domesticate such devices-finding a place for them, using them to connect to other people, developing specific routines and rituals around them. We binge-watch television series (which in turn can lead to binge bonding as a shared love for a series brings people together); broadcast live sports and popular events continue to attract massive audiences; we spend countless hours playing mobile games on the smartphone, and hundreds of millions of people around the world still regularly buy a newspaper or magazine. During the day (and especially before going to sleep), we click endlessly through YouTube playlists, scrolling through updates from the TikTok community or checking the latest on Instagram. Music, radio, and television furthermore provide the semipermanent backdrop and soundtrack to much of our daily being.
人们使用媒体花费的许多时间都由各种令人眼花缭乱的活动组成,通常包括消费和生产信息之间的混合。一方面,我们每天都会消耗大量的媒体产品:我们安装、调整和定制各种小工具和技术,以便在家中或身体上和周围使用。在这个过程中,人们驯化了这些设备——为它们找到一个地方,用它们与其他人联系,围绕它们发展特定的例程和仪式。我们狂看电视连续剧(这反过来又会导致暴饮暴食,因为对连续剧的共同热爱将人们聚集在一起);直播体育赛事和热门赛事继续吸引大量观众;我们花费了无数小时在智能手机上玩手机游戏,全球数亿人仍然定期购买报纸或杂志。白天(尤其是睡觉前),我们无休止地浏览 YouTube 播放列表,滚动浏览 TikTok 社区的更新或在 Instagram 上查看最新版本。音乐、广播和电视还为我们的大部分日常生活提供了半永久的背景和配乐。
As we are consuming media, we are also producing media. To some extent, this is done consciously-by maintaining one or more profiles on social media; by sharing updates, posts, and audio and video uploads on platforms; and by participating in discussions or leaving comments online. Other forms of deliberately making media are equally common in our digital environment: people create podcasts, keep weblogs or vlogs, help with the editing of entries on Wikipedia, maintain an email newsletter about their hobby or expertise, and manage a clan in a massively multiplayer online game. The lists containing these kinds of productive media activities go on and on, signaling a profound shift in what we do with media. The
当我们消费媒体时,我们也在生产媒体。在某种程度上,这是有意识地完成的——通过在社交媒体上维护一个或多个个人资料;通过在平台上分享更新、帖子以及音频和视频上传;以及通过参与讨论或在线发表评论。在我们的数字环境中,其他形式的刻意制作媒体同样常见:人们创建播客、保留博客或视频博客、帮助编辑维基百科上的条目、维护有关他们的爱好或专业知识的电子邮件通讯,以及在大型多人在线游戏中管理氏族。包含这些富有成效的媒体活动的清单不胜枚举,标志着我们对媒体的处理方式发生了深刻的转变。这

relation people have with media has become much more reciprocal than in the past and, in the process, more interdependent. Yet much of our media making is not entirely intentional nor necessarily voluntary at all. In a digital context, we produce and share an enormous amount of information about ourselves while using media. Every login, online search term, email, app or text message, and sometimes even every keystroke becomes part of the databases of telecommunications companies and media firms that facilitate and provide our media, feeding our digital shadow into algorithms that determine what kinds of advertisements we see and influence the recommendations, menu options, and content choices we have online.
人们与媒体的关系比过去更加互惠,在这个过程中,也更加相互依存。然而,我们的大部分媒体制作并不完全是有意为之,也不一定是自愿的。在数字环境中,我们在使用媒体的同时产生和分享大量关于自己的信息。每一次登录、在线搜索词、电子邮件、应用程序或短信,有时甚至每一次击键都会成为电信公司和媒体公司数据库的一部分,这些公司和媒体公司为我们的媒体提供便利和提供,将我们的数字影子馈送到算法中,这些算法决定了我们看到的广告类型,并影响我们在线的推荐、菜单选项和内容选择。
Much of the production implied in our media activities involves (personal) data that feeds a wide variety of algorithms-which are basically a series of instructions telling a computer how to transform data into useful knowledge. In our digital environment, given the extraordinary amount of data people generate on a daily basis, just about everything involves algorithms, including but not limited to
我们的媒体活动中隐含的大部分生产都涉及(个人)数据,这些数据为各种算法提供信息——这些算法基本上是一系列指令,告诉计算机如何将数据转化为有用的知识。在我们的数字环境中,鉴于人们每天生成的数据量巨大,几乎所有内容都涉及算法,包括但不限于
  • how news gets selected and ordered;
    新闻是如何被选择和排序的;
  • the order in which information appears on social media;
    信息在社交媒体上的显示顺序;
  • who gets what kind of bank loan;
    谁获得什么样的银行贷款;
  • who gets flagged as a risk by mortgage lenders, tax authorities, and security services;
    谁被抵押贷款人、税务机关和安全服务标记为风险;
  • what kind of prices you get to see when checking for products (such as flights) online;
    在线查看产品(例如航班)时可以看到什么样的价格;
  • the places where police officers get dispatched to;
    警察被派往的地方;
  • how sentences are calculated for people serving prison time;
    如何计算服刑人员的刑期;
  • how self-driving cars navigate cities;
    自动驾驶汽车如何在城市中行驶;
  • the recommendations and suggestions of any kind of digital media (from smart home speakers to video and game streaming services);
    任何类型的数字媒体(从智能家居扬声器到视频和游戏流媒体服务)的推荐和建议;
  • how dating sites and apps match potential lovers;
    约会网站和应用程序如何匹配潜在恋人;
  • the sequence of when medicine gets administered (in hospitals and care homes); and
    给药顺序(在医院和疗养院);和
  • how certain weapons could be deployed in warfare.
    某些武器如何在战争中部署。
Much more can and should be said about the role of algorithms and artificial intelligence (AI, which can be defined as a self-learning group of algorithms; see particularly chapters 4 and 8 for more discussion on the role of AI). For our definition of media as activities, it is important to note that pervasive algorithmic intervention suggests that what we do in media to some extent is coupled with, if not determined by, processes and programs that run underneath, operating in the background and often obscure to even the most skilled coders, data scientists, or statisticians given their complexity, opacity, and (in the case of AI) self-programming capability. We should hasten to add that this does not mean algorithms, fed by the data of our media use, are in control. That would be a story too seamless, too neat, and much too simple. Everyday life in media is always messy and imperfect, and if we consider only for a moment all the wildly differing ways in which people appropriate, resist, hack, repurpose, and otherwise more or less skillfully use media, straightforward conclusions about seemingly all-powerful algorithms can be rejected outright. Even so, what is abundantly clear is that through our actions in and with media, the coupling between who we are, what kind of social structures we create and participate in, and the role of media becomes progressively inseparable.
关于算法和人工智能(AI,可以定义为一组自学的算法;有关 AI 作用的更多讨论,请特别参见第 4 章和第 8 章)的作用,我们可以而且应该说得更多。对于我们将媒体定义为活动,重要的是要注意,普遍的算法干预表明,我们在媒体中所做的在某种程度上与运行在后台的流程和程序相结合,如果不是由这些流程和程序决定的话,考虑到它们的复杂性,即使是最熟练的编码人员、数据科学家或统计学家也往往不明白。 opacity 和 (在 AI 的情况下) 自编程能力。我们应该赶紧补充一点,这并不意味着由我们的媒体使用数据提供的算法处于控制之中。那将是一个太无缝、太整洁、太简单的故事。媒体的日常生活总是混乱和不完美的,如果我们只考虑一下人们挪用、抵制、黑客攻击、重新利用以及或多或少巧妙地使用媒体的所有截然不同的方式,那么关于看似无所不能的算法的直接结论就可以被彻底拒绝。即便如此,非常清楚的是,通过我们在媒体中以及与媒体一起的行动,我们是谁、我们创造和参与什么样的社会结构以及媒体的作用之间的耦合变得越来越不可分割。
Considering all the things people do with media, it may seem that media come at us from all sides, aided and abetted by huge corporations that provide and promote their hardware, software, products, and services on a global scale. On the other hand, we are the main source of our media activities. Especially in a digital environment, the potential for individual customization, for our own agency when constructing a practically singular information space for ourselves, is profound. People create all kinds of personally meaningful, playful, and practical rituals and routines with their media. Every computer user-whether a desktop, laptop, tablet, or smartphone-has their own habitual “click-round” or checking cycle along a range of sites, apps, platforms, and places online, which we visit at various moments during the day. We modify and personalize our media, decorating and rearranging their appearance and functionalities and filtering the things we read, see, and hear based on our personal preferences and settings. In turn, the algorithms that determine the inner workings of most services online try very hard to fit us into mathematically determined categories-white gay men in their thirties, Polish students living abroad,
考虑到人们利用媒体所做的所有事情,媒体似乎来自四面八方,并得到了在全球范围内提供和推广其硬件、软件、产品和服务的大公司的帮助和教唆。另一方面,我们是媒体活动的主要来源。尤其是在数字环境中,在为自己构建一个几乎单一的信息空间时,我们自己的机构进行个人定制的潜力是深远的。人们用他们的媒体创造了各种对个人有意义、有趣和实用的仪式和例行公事。每个计算机用户——无论是台式机、笔记本电脑、平板电脑还是智能手机——都有自己习惯性的“点击”或检查周期,我们会在一天中的不同时刻访问一系列网站、应用程序、平台和在线地点。我们修改和个性化我们的媒体,装饰和重新排列它们的外观和功能,并根据我们的个人喜好和设置过滤我们阅读、看到和听到的内容。反过来,决定大多数在线服务内部运作的算法非常努力地将我们归入数学确定的类别——30 多岁的白人男同性恋者、居住在国外的波兰学生、

dog owners from Spanish-speaking regions, and endlessly on, as indicated by the companies that purchased our data-while we aim to make media fit our idiosyncrasies. This is a delicate dance, where the individual user may not be powerful when compared to companies like Amazon, Ali Baba, or MercadoLibre but certainly is not powerless.
来自西班牙语地区的狗主人,而且源源不断,正如购买我们数据的公司所表明的那样——而我们的目标是让媒体适应我们的特质。这是一场微妙的舞蹈,与亚马逊、阿里巴巴或 MercadoLibre 等公司相比,个人用户可能并不强大,但肯定不是无能为力。
The starting point for every media choice is yourself. This prompted USbased Time magazine to choose “You” as its “Person of the Year” in 2006, featuring a front cover with a YouTube screen functioning as a mirror. The person holding up the magazine would be looking at herself. The centrality of ourselves as having to take responsibility for reconstructing the world and our lives in it through (the way we use) media cannot be underestimated. Although this would suggest that people make wellconsidered choices about what to do with media, usually this is not the case: our choices for media activities are generally anything but careful or deliberate. Media are what we do-switching on the smartphone in the morning is as basic an activity as putting on clothes before heading out the door. If you are the source of almost everything you do in media, and most of your mediatime is spent without much active awareness, the time you spend in media has a tendency to speed up, seeming to fly by. Our intensely embodied engagement with media amplifies this experience, as we feel strongly about our media, and the body responds to whatever we are doing with media-watching TV or a movie, reading a book, listening to music, or using social media-as if the event were unmediated. Getting a bit lost in media can therefore be seen as both a natural response to a fun, engaging, and often quite routinized experience, while it is also the goal pretty much all media, technology, and telecommunications industries would like to achieve with their products and services.
每个媒体选择的起点都是您自己。这促使美国《时代》杂志在 2006 年选择“您”作为其“年度人物”,其封面上有一个 YouTube 屏幕作为镜子。举起杂志的人会看着自己。我们自己必须承担起通过(我们使用)媒体重建世界和我们在其中的生活的责任,这一点不容小觑。尽管这表明人们会对如何处理媒体做出深思熟虑的选择,但通常情况并非如此:我们对媒体活动的选择通常不是谨慎或深思熟虑的。媒体就是我们所做的——早上打开智能手机就像出门前穿衣服一样基本。如果你是你在媒体上所做的几乎所有事情的来源,而你的大部分媒体时间都花在了没有太多积极意识上,那么你在媒体上花费的时间就有加速的趋势,似乎过得飞快。我们与媒体的强烈内在互动放大了这种体验,因为我们对自己的媒体有强烈的感觉,身体会对我们通过媒体所做的任何事情做出反应——看电视或电影、读书、听音乐或使用社交媒体——就好像事件是未经中介的。因此,在媒体中迷失一点可以被视为对有趣、引人入胜且通常相当常规化的体验的自然反应,同时这也是几乎所有媒体、技术和电信行业都希望通过其产品和服务实现的目标。
Beyond the use of media in everyday life, activities with media also have come to play a profound role in the functioning of all institutions in society. Whether it is politicians using social media to connect to (prospective) voters, police and security forces collecting data, brands commissioning expensive advertising campaigns, schools switching to hybrid teaching and requiring students to use a laptop for their homework, doctors offering online consultations, companies offering employees options to work from home using dedicated teleconferencing software, or parents installing remote monitoring software on their children’s smartphones, the inner
除了在日常生活中使用媒体之外,与媒体相关的活动也在社会所有机构的运作中发挥着深远的作用。无论是政客使用社交媒体与(潜在)选民建立联系,警察和安全部队收集数据,品牌委托昂贵的广告活动,学校转向混合教学并要求学生使用笔记本电脑做家庭作业,医生提供在线咨询,公司为员工提供使用专用电话会议软件在家工作的选项,还是父母在孩子的智能手机上安装远程监控软件, 内部

workings of all social institutions involve media. At the same time, institutional settings and practices change and transform because of their increased orientation toward media. It is likely that anything a politician, a celebrity, a corporate spokesperson, and even a friend or acquaintance posts online is both authentic as well as conforming to the rules of the medium involved-in order to get noticed, to acquire likes and shares, to engender empathy. A good example is the “thirst trap”: intentionally posting something provocative to trick people into responding, liking, and sharing your message. Although thirst traps usually involve sexy photographs, the phenomenon (common in social media) can also include politically charged statements or attention-grabbing news headlines. This kind of clickbait is not particular to our digital environment-as human beings, we are social animals and naturally crave validation, and the media as an industry have always sought people’s attention. The form and format of clickbait online is both a function of a person’s genuine need for recognition and approval, a more or less deliberate ploy to get attention for a particular product or cause, and a specific type of message that is preferred and accordingly receives preferential treatment by the algorithms governing online social networks. In conjunction, these elements work to further cloud our awareness of the time we spend in media.
所有社会机构的运作都涉及媒体。与此同时,机构设置和实践由于对媒体的日益导向而发生变化和转变。政治家、名人、公司发言人,甚至朋友或熟人在网上发布的任何内容都可能既真实又符合相关媒体的规则——为了引起注意,获得点赞和分享,产生同理心。一个很好的例子是 “口渴陷阱”:故意发布挑衅性的内容,以诱骗人们回复、点赞和分享您的信息。虽然口渴陷阱通常涉及性感照片,但这种现象(在社交媒体中很常见)也可能包括带有政治色彩的声明或引人注目的新闻头条。这种点击诱饵并不是我们数字环境所特有的——作为人类,我们是群居动物,天然渴望得到认可,而媒体作为一个行业,一直在寻求人们的关注。在线点击诱饵的形式和格式既是一个人对认可和批准的真正需求的功能,或多或少是为了获得对特定产品或事业的关注而故意采取的策略,也是一种特定类型的信息,该信息受到首选并因此受到管理在线社交网络的算法的优惠待遇。这些元素结合在一起,进一步模糊了我们对在媒体上花费的时间的认识。

We are absorbed in our media to the extent that we can be said to be living in media rather than with media.
我们全神贯注于我们的媒体,以至于我们可以说我们生活在媒体中,而不是与媒体一起生活。
The conclusion about seeing media in terms of what we do is similar to a definition of media as devices: using media is an intimate, personalized, self-preferential, and ultimately social process, whereby media come to play a part in all activities of everyday life and in the way institutions function in society. Media activities envelop and engulf us, making it harder to maintain an active awareness of all the different ways in which we use media (and how the media use us). We consume and produce so much news, information, and data that media seem to slowly but surely disappear as discrete devices and actions. We are absorbed in our media to the extent that we can be said to be living in media rather than with media.
关于从我们所做的事情的角度来看媒体的结论类似于将媒体定义为设备:使用媒体是一个亲密的、个性化的、自我偏好的、最终的社会化过程,媒体在日常生活的所有活动以及机构在社会中的运作方式中发挥作用。媒体活动包围并吞噬了我们,这使得我们更难保持对我们使用媒体的所有不同方式(以及媒体如何使用我们)的积极认识。我们消费和生产了如此多的新闻、信息和数据,以至于媒体似乎作为离散的设备和行动缓慢但肯定地消失了。我们全神贯注于我们的媒体,以至于我们可以说我们生活在媒体中,而不是与媒体一起生活。

Media as (Social) Arrangements
媒体作为(社交)安排

Media play an important role in society and everyday life, to the extent that they seem to disappear-as distinct devices as well as particular uses. In the process, we organize almost
媒体在社会和日常生活中发挥着重要作用,以至于它们似乎消失了——作为不同的设备和特定的用途。在这个过程中,我们几乎组织了

everything in our lives in one way or another with media and for media.
我们生活中的一切,都以这样或那样的方式与媒体有关,也为媒体服务。
In media we find love (and break up), work (and go in search of something new), knowledge, fun, and relaxation; we are part of a community, and we can really be alone. We no longer experience a public event-a concert, wedding, demonstration, or competition-without many people sharing what happened via media. This “mediation of everything” suggests that simply looking at media as devices, technologies, uses, and activities is not enough-we need to dig a little deeper and consider media as social arrangements as a crucial third element of our comprehensive definition of media.
在媒体中,我们找到爱情(和分手)、工作(和去寻找新事物)、知识、乐趣和放松;我们是社区的一部分,我们真的可以独自一人。我们不再经历公共活动——音乐会、婚礼、示威或比赛——没有很多人通过媒体分享发生的事情。这种“万物中介”表明,仅仅将媒体视为设备、技术、用途和活动是不够的——我们需要更深入地挖掘,将媒体视为社会安排,作为我们全面定义媒体的关键第三个要素。
Although the design of contemporary media prefers our devices to fade into the background of our lives, and our media use likewise lacks due diligence, there is still plenty of debate in society about the omnipresence of media. Publications about how to limit your mediatime abound, new phones and computers come with software that keeps track of your time spent with media (and can issue warnings if need be), hotels and resorts sometimes market themselves as media-free zones (whereas others supply free smartphones and Wi-Fi hotspots to customers), professionals advise on media diets, how to tackle “infobesity” and taking a news vacation have become a major industry, and governments and academic institutions worldwide are investing heavily in research on (the consequences and possible prevention of) so-called fake news, disinformation and misinformation campaigns online. Since 2019, the World Health Organization includes gaming disorder in its International Classification of Diseases (ICD), and moral panics about anything related to sex (and, to a lesser extent, violence) in the media occur regularly in countries all over the world. It would not be far-fetched to argue that this collective handwringing about media gives expression to a widespread feeling of anxiety about media becoming completely enmeshed with society and everyday life -especially because media as artifacts and activities are gradually disappearing.
尽管当代媒体的设计更希望我们的设备逐渐淡出我们生活的背景,而且我们的媒体使用同样缺乏尽职调查,但社会上仍然存在关于媒体无处不在的大量争论。关于如何限制媒体时间的出版物比比皆是,新的手机和电脑都配备了软件,可以跟踪您花在媒体上的时间(并在需要时可以发出警告),酒店和度假村有时将自己推销为无媒体区(而其他酒店则为客户提供免费的智能手机和 Wi-Fi 热点),专业人士就媒体饮食、如何解决“infobesity”和新闻假期提供建议已成为一个主要行业, 世界各国政府和学术机构正在大力投资研究所谓的在线假新闻、虚假信息和错误信息运动(后果和可能的预防)。自 2019 年以来,世界卫生组织将游戏障碍纳入其国际疾病分类 (ICD),世界各国对媒体中与性(以及较小程度的暴力)有关的任何事情的道德恐慌经常发生。毫不牵强地说,这种对媒体的集体抱怨表达了一种普遍的焦虑感,即媒体完全与社会和日常生活交织在一起——特别是因为媒体作为人工制品和活动正在逐渐消失。
Our intensive orientation toward media is not just something that occurs on an individual or community level-it also applies to any and all companies, organizations, and institutions in society. Without an up-to-date website, managing multiple profiles on social media, and a timely response
我们对媒体的强烈定位不仅仅是发生在个人或社区层面的事情——它也适用于社会中的任何公司、组织和机构。没有最新的网站,在社交媒体上管理多个个人资料,并且没有及时的响应

to emails, chat messages, and phone calls, it is difficult for anyonewhether a company, club, political party, or government agency-to achieve their goals. Effectively managing and as far as possible controlling your presence and representation in media can sometimes be just as important as simply doing your job (especially if managing social media is your job). We evolve certain ways of integrating media into our daily lives, such as wrapping devices in dedicated cases and covers, decorating computers with stickers and decals, establishing preferred pathways for zapping across TV channels, developing daily app-checking cycles, microcoordinating appointments via text and app messaging, and uploading memorable moments instantly to photo-sharing and video-sharing platforms. As we arrange media (as artifacts and practices) into our social environment this way, they come to provide the inescapable backdrop to our lives.
对于电子邮件、聊天消息和电话,任何人无论是公司、俱乐部、政党还是政府机构,都很难实现他们的目标。有效管理并尽可能控制您在媒体中的存在和代表性有时与简单地完成您的工作一样重要(尤其是如果管理社交媒体是您的工作)。我们发展了将媒体融入日常生活的某些方式,例如将设备包装在专用外壳和盖子中,用贴纸和贴花装饰电脑,建立跨电视频道的首选路径,开发日常应用程序检查周期,通过文本和应用程序消息微调约会,以及将难忘的时刻即时上传到照片共享和视频共享平台。当我们以这种方式将媒体(作为人工制品和实践)安排到我们的社会环境中时,它们就会成为我们生活不可避免的背景。
Media also give shape and meaning to the way people engage with the world, for example, through our participation with such public events as demonstrations and celebrations. Online expressions like #POIDH (short for “pictures or it didn’t happen”) or “hashtag or it didn’t happen” are a common comment received by people posting about experiences and events they are part of. People who have a bit more experience with managing a public persona-such as popular performers, high-profile reporters, and politicians-find themselves in the current digital environment confronted with increased visibility, necessitating constant vigilance regarding the ways in which they appear in media and how they cultivate and maintain relations with fans, audiences, and voters through media. Numerous news reports on refugee crises in, for example, North Africa, the Middle East, and across Europe and Latin America note how people generally have to leave everything behind-except their phones, which are as important to refugees as water and food. After Russia’s invasion of Ukraine in February 2022, it is striking to see how everyone involved makes media about this horrific war -from teenage TikTokers uploading videos from their bombarded apartment buildings to Ukrainian president Volodymyr Zelenskyy (himself a former professional media producer), from military regiments using drones to filmmakers producing full-length documentaries, from crowdsourced freelance war reporters to an army of graphic designers dedicating their art to the defense effort. The social arrangement of media in times of the Russian-Ukrainian war turns all of us into witnesses (rather
媒体还赋予人们与世界互动的方式以形式和意义,例如,通过我们参与示威和庆祝活动等公共活动。#POIDH(“pictures or it didn't happen”的缩写)或“hashtag or it didn't happen”等在线表达是人们在发布他们参与的体验和活动时收到的常见评论。在管理公众形象方面有更多经验的人——例如受欢迎的表演者、知名记者和政治家——发现自己在当前的数字环境中面临着越来越高的知名度,需要时刻警惕他们在媒体中的出现方式以及他们如何通过媒体培养和维持与粉丝、观众和选民的关系。例如,在北非、中东以及欧洲和拉丁美洲,许多关于难民危机的新闻报道都指出,人们通常不得不抛下所有东西——除了手机,手机对难民来说就像水和食物一样重要。在 2022 年 2 月俄罗斯入侵乌克兰之后,令人震惊的是,所有参与其中的人都如何为这场可怕的战争制作媒体——从从他们被轰炸的公寓楼上传视频的青少年 TikTokers 到乌克兰总统弗拉基米尔·泽伦斯基(他本人是一名前专业媒体制作人),从使用无人机的军事团到制作长篇纪录片的电影制作人,从众包自由战地记者到将他们的艺术奉献给防御努力。俄乌战争时期媒体的社会安排使我们所有人都成为见证者(而不是

than just consumers) of what is happening on the ground, raising all kinds of complex ethical questions about our involvement.
而不仅仅是消费者),这引发了关于我们参与的各种复杂的道德问题。
For refugees and victims of war alike, smartphones and social media provide a lifeline during their perilous journey-maintaining online communities to help figure out unknown circumstances, enabling regular contact with families and friends (and the people that help them), using digital navigation and communication to find their way, and switching between locatability and invisibility as their profoundly precarious situation dictates. Similarly, decisions by Google Maps to disable geolocation from its service in Ukraine (to prevent Russian troops from tracking the whereabouts of defending forces) or an army of IT volunteers using relatively simple software to hack into Russian radio traffic and share the transcripts online signal the significance of media in the context of war. These widely differing social arrangements are similar in their subtle perspectival shift from using media to organize certain aspects of everyday life simply for fun and social connection to media providing a primary orientation for the way people move about and act in the world.
对于难民和战争受害者来说,智能手机和社交媒体在他们危险的旅程中提供了一条生命线——维护在线社区以帮助弄清楚未知的情况,实现与家人和朋友(以及帮助他们的人)的定期联系,使用数字导航和通信来找到他们的路,并根据他们极其危险的处境在可定位和不可见之间切换。同样,谷歌地图决定在乌克兰的服务中禁用地理定位(以防止俄罗斯军队追踪防御部队的下落),或者一支 IT 志愿者大军使用相对简单的软件入侵俄罗斯无线电流量并在线分享文字记录,这表明媒体在战争背景下的重要性。这些截然不同的社会安排在微妙的视角上是相似的:从使用媒体来组织日常生活的某些方面,仅仅为了娱乐和社交联系,到媒体为人们在世界上的移动和行为方式提供主要方向。
Looking at media as social arrangements involves not only an appreciation of how interdependent media, society, and everyday life are; it also includes recognition of the influential role media play as a global industry. The media as an industry-from the telecommunications sector to the film world, from publishers to broadcasting companies, from advertising agencies to marketing and public relations firms, from record companies to internet platforms-is a potent and economically powerful player in society. Their power to some extent flows from our love for media and from their provision of the channels and stories that we use to connect to each other and to organize our everyday lives.
将媒体视为社会安排,不仅涉及对媒体、社会和日常生活的相互依存程度的理解;它还包括对媒体作为一个全球行业所发挥的有影响力的作用的认可。媒体作为一个行业——从电信行业到电影界,从出版商到广播公司,从广告公司到营销和公共关系公司,从唱片公司到互联网平台——在社会中是一个强大且经济强大的参与者。它们的力量在某种程度上来自我们对媒体的热爱,以及它们为我们提供的渠道和故事,我们用它来相互联系和组织我们的日常生活。
The significance of media as an industry is exemplified by the ways in which states all over the world use direct and indirect policies to protect, manipulate, or control the media. As globally operating media corporations such as Netflix and Newscorp offer channels, platforms, and content around the world, governments implement rules to protect and promote local media production, sometimes even trying to prevent “outsiders” from coming in altogether. State or public broadcasting is supported around the world through a variety of taxes and subsidies-in many countries, also aimed at influencing media content to be favorable to ruling parties and politicians.
媒体作为一个行业的重要性体现在世界各国使用直接和间接政策来保护、纵或控制媒体的方式上。由于 Netflix 和 Newscorp 等全球运营的媒体公司在全球范围内提供频道、平台和内容,政府实施规则来保护和促进本地媒体制作,有时甚至试图阻止“外人”完全进入。在许多国家,国家或公共广播通过各种税收和补贴在世界各地得到支持,其目的也是为了影响媒体内容,使其对执政党和政治家有利。
The business of media industries, largely based on charging consumers for access to content (either through subscriptions, direct sales, or indirectly via advertising), is furthermore enabled by strict international copyright legislation protecting vast content libraries. In recent decades, many governments around the world ramped up efforts to support and promote local creative industries (of which media are part), in an effort to redirect their national economies away from agriculture and manufacturing-which tend to be seen as unable to sustain significant employment numbers in the (near) future.
媒体行业的业务主要基于向消费者收取访问内容的费用(通过订阅、直销或间接通过广告),此外,严格的国际版权立法保护了大量内容库。近几十年来,世界各地的许多政府加大了支持和促进当地创意产业(媒体是其中的一部分)的努力,以努力将其国民经济从农业和制造业转移出去——这些行业往往被认为无法在(不久的)将来维持大量的就业人数。
A darker indicator of the media’s significance in the governance of entire countries is the ways in which governments seek to both control their national media and curtail the operations of international media. The Russian state’s media watchdog Roskomnadzor, for example, has bit by bit dismantled the country’s independent media infrastructure and, by the time Russian tanks rolled into Ukraine (in February 2022), all but shut down every single independent journalistic platform, requiring all remaining media organizations to publish President Putin’s propaganda. The annual World Press Freedom Index of Reporters without Borders is a stark indicator of how governments all over the world seek to tighten or restrict media pluralism and independence, reduce transparency, and control the infrastructure that supports investigative journalism. In 2021, the index showed that journalism is totally blocked or seriously impeded in 73 countries and constrained in 59 others, which together represent 73 percent of the 180 countries evaluated.
媒体在整个国家治理中的重要性的一个更黑暗的指标是政府试图控制其国家媒体和限制国际媒体运作的方式。例如,俄罗斯国家的媒体监管机构 Roskomnadzor 已经一点一点地拆除了该国的独立媒体基础设施,当俄罗斯坦克开进乌克兰时(2022 年 2 月),几乎关闭了所有独立新闻平台,要求所有剩余的媒体机构发布普京总统的宣传。无国界记者的年度世界新闻自由指数(World Press Freedom Index of Reporters without Borders)是一个鲜明的指标,表明世界各国政府如何寻求收紧或限制媒体多元化和独立性,降低透明度,并控制支持调查性新闻的基础设施。2021 年,该指数显示,新闻业在 73 个国家/地区完全受阻或严重阻碍,在其他 59 个国家/地区受到限制,这些国家合计占接受评估的 180 个国家/地区的 73%。
Another deeply troubling indicator of how much the media as an industry -and its professions, such as journalism, film and television production, game development, and social media entertainment-matter is the singling out of media firms and professionals as targets for attacks, abductions, imprisonment, and killings around the world. Journalists in particular have come under threat, by state actors, terrorist networks, and even by ordinary citizens-especially when they cover public events and protests or try to do their work in the world’s conflict zones. It is a testament to the media’s significance that people can get so worried, upset, and even violently angry about the way reporters do their work. In the context of a life in media, it really matters what the media do.
另一个令人深感不安的指标是,媒体作为一个行业及其职业,如新闻、电影和电视制作、游戏开发和社交媒体娱乐,在多大程度上是媒体公司和专业人士成为世界各地攻击、绑架、监禁和杀戮的目标。尤其是记者受到威胁,来自国家行为者、恐怖主义网络,甚至普通公民——尤其是当他们报道公共事件和抗议活动或试图在世界冲突地区开展工作时。这证明了媒体的重要性,人们可以对记者的工作方式感到如此担忧、不安,甚至非常愤怒。在媒体生活的背景下,媒体做什么真的很重要。
The process by which the media take a prominent role in society, both as an industry and as the functions that media have in the daily life of people and institutions, is called mediatization (see also chapter 5). The mediatization of society and everyday life mainly works in four dovetailing ways:
媒体在社会中发挥重要作用的过程,无论是作为一个行业,还是作为媒体在人们和机构的日常生活中所具有的功能,都被称为媒体化(另见第 5 章)。社会和日常生活的媒介化主要以四种相吻合的方式发挥作用:
  1. Media increase the possibilities we have as humans to connect with the world around us. Without the intervention of media, our human communication is limited to a specific place, a specific moment, and our senses. With media, we can suddenly see further, hear more, and connect with many more people, places, and ideas anywhere in the world.
    媒体增加了我们作为人类与周围世界联系的可能性。如果没有媒体的干预,我们的人类交流就局限于特定地点、特定时刻和我们的感官。借助媒体,我们可以突然看到更远的地方,听到更多,并与世界上任何地方的更多人、地点和想法建立联系。
  2. Media can also replace things-for example, we can play an online computer game with friends instead of playing football outside, transfer money via internet banking instead of going to the branch, and have fun sexting instead of (or in addition to) writing traditional love letters.
    媒体也可以取代事物——例如,我们可以和朋友一起玩在线电脑游戏而不是在外面踢足球,通过网上银行转账而不是去分行,享受色情短信的乐趣,而不是(或除此之外)写传统的情书。
  3. Media also converge, and our exposure to media tends to be concurrent -that is, we use different media more or less simultaneously throughout the day. This convergence contributes to the mixing of our social reality with the reality of media.
    媒体也会趋同,我们接触媒体往往是并发的——也就是说,我们在一天中或多或少地同时使用不同的媒体。这种融合有助于我们的社会现实与媒体现实的混合。
  4. Finally, people, organizations, and institutions adapt in all kinds of ways to omnipresent media.
    最后,人们、组织和机构以各种方式适应无处不在的媒体。
Whereas the mediation of everything helps us to appreciate the nature and characteristics of media as artifacts and activities, the concept of mediatization makes us more acutely aware of how deep the entanglement of media and life goes. Mediatization does not decrease by, for example, killing your internet connection or no longer watching television. Not only is it a luxury to disconnect (as engaging online for many is essential for their livelihood, and networks of families and friends can be scattered all over the globe); it is also unlikely that all your friends, neighbors, and family members will log off too, as society is now almost completely organized in and around media. Our own media use also suggests that we are less and less aware of what exactly we do with media and how much time of the day this consumes. Even the devices themselves disappear into the background of our living environment. In this process, media come to
万物的中介有助于我们欣赏媒体作为人工制品和活动的本质和特征,而媒体化的概念则让我们更敏锐地意识到媒体和生活的纠葛有多深。例如,关闭您的互联网连接或不再看电视不会减少媒体化。断开连接不仅是一种奢侈(因为在线参与对许多人的生计至关重要,而且家人和朋友的网络可能分散在全球各地);你所有的朋友、邻居和家人也不太可能退出,因为社会现在几乎完全组织在媒体内部和周围。我们自己的媒体使用也表明,我们越来越不了解我们究竟是用媒体做什么的,以及它消耗了一天中多少时间。甚至设备本身也消失在我们生活环境的背景中。在这个过程中,媒体来到

co-organize our social reality. With media, we both have the tools and resources to do something about this; at the same time, it becomes easier to simply ignore our individual and shared responsibility to just get lost in the immersive experience. It takes effort to stay mindful and to truly take responsibility for a life in media.
共同组织我们的社会现实。有了媒体,我们都有工具和资源来解决这个问题;与此同时,我们更容易忽视我们的个人和共同责任,而迷失在身临其境的体验中。保持正念并真正对媒体生活负责需要付出努力。

Your Life  您的生活

It is perhaps somewhat paradoxical that, as media become more entangled with everyday life, all institutions in society consider media imperative for their functioning (and even survival), and media as a global industry has become an economic, cultural, and political force to be reckoned with, we struggle to accurately define what media are. The approach here, to consider media as artifacts, activities, and (social) arrangements, is an attempt to do justice to the far-reaching presence and coexistence of media, while at the same time offering a somewhat practical definition. As is hopefully clear from the review, this does not mean that media determine our lives. There is a process of mutual shaping, of codetermination going on, whereby we create, make, and use media, and in turn media form and influence us. This process is never-ending, messy, context-dependent, and complex. The history of media does not seem to have a linear progression; nor does it tend toward any goal other than securing survival-both for us and for our media.
也许有点矛盾的是,随着媒体与日常生活越来越纠缠,社会中的所有机构都认为媒体对其运作(甚至生存)至关重要,而媒体作为一个全球性的产业已经成为一种不可忽视的经济、文化和政治力量,我们很难准确定义什么是媒体。这里的方法,将媒体视为人工制品、活动和(社会)安排,是试图公正地对待媒体的深远存在和共存,同时提供一个有点实际的定义。正如希望从评论中可以清楚地看出的那样,这并不意味着媒体决定了我们的生活。这是一个相互塑造、共同决定的过程,我们在这个过程中创造、制造和使用媒体,反过来媒体塑造和影响我们。这个过程是永无止境的、混乱的、依赖于上下文的和复杂的。媒体的历史似乎没有线性的发展;除了确保生存之外,它也不倾向于任何目标——无论是为了我们还是为了我们的媒体。
Life in media may not be determined by technologies and machines; nor does it make us all-powerful in shaping a metaverse, where all our mediated experiences are seamless and we are safely in control. It does draw us into the world, whether we like it or not. We are witnesses to the lives of countless others, consumers of events and experiences far and wide, and suppliers of personal information that feeds the algorithmic way our digital environment works. It follows that living in media is life lived in public. In the next chapter, we explore what life is like in a global surveillance society, where most of the surveilling is done by ourselves, to each other.
媒体中的生命可能不是由技术和机器决定的;它也不会使我们在塑造元宇宙方面无所不能,在元宇宙中,我们所有的中介体验都是无缝的,并且我们可以安全地控制。它确实将我们吸引到这个世界上,无论我们喜欢与否。我们见证了无数其他人的生活,是世界各地事件和体验的消费者,也是为我们的数字环境运作方式提供信息的个人信息提供者。因此,生活在媒体中就是生活在公共场所的生活。在下一章中,我们将探讨全球监控社会中的生活是什么样的,在这个社会中,大部分监控都是由我们自己完成的,也是对彼此的。
  1. Mark Zuckerberg, “Founder’s Letter, 2021,” Facebook, October 28, 2021, https://about.fb.com /news/2021/10/founders-letter/.
    马克·扎克伯格,“创始人信,2021 年”,Facebook,2021 年 10 月 28 日,https://about.fb.com /news/2021/10/founders-letter/。

3

Public Life  公共生活

A life in media is, to a certain extent, a public life. It used to be difficult to get attention for your life-unless you were a prominent politician, a popular athlete, or some kind of celebrity from the music or film world. In our digital environment, it is difficult to keep something really private.
在某种程度上,媒体生活是一种公共生活。过去,你的生活很难获得关注——除非你是一位杰出的政治家、受欢迎的运动员,或者音乐或电影界的某种名人。在我们的数字环境中,很难保持真正的私密性。
Mark Zuckerberg, founder and CEO of Meta (formerly Facebook), wants “to give people the power to build community and bring the world closer together”-according to his company’s mission statement. Zuckerberg finds evidence for this vision in his “law” of social sharing, which he discussed in a 2008 conversation with Federated Media’s John Battell: “Next year, people will share twice as much information as they share this year, and next year, they will be sharing twice as much as they did the year before.” 1 1 ^(1){ }^{1} As people around the world share and reveal more information about themselves in media every year, it seems that we are all opting into a massively monitored world, where we are being watched by everything and everyone. To some, this is a utopian vision, connecting the world and making us more aware of each other and our shared humanity. To others, a global community based on collective inspection and observation is a deeply disturbing scenario, riddled with issues related to a lack of privacy, the loss of personal freedoms, and significant risks associated with selfcensoring, stalking, trolling, and other problematic behaviors.
Meta(前身为 Facebook)的创始人兼首席执行官马克·扎克伯格 (Mark Zuckerberg) 希望“赋予人们建立社区和使世界更紧密联系的力量”——根据他公司的使命宣言。扎克伯格在他的社交分享“法则”中找到了这一愿景的证据,他在 2008 年与 Federated Media 的 John Battell 的对话中讨论了这一观点:“明年,人们分享的信息将是他们今年分享的两倍,而明年,他们分享的信息将是前年的两倍。 1 1 ^(1){ }^{1} 随着世界各地的人们每年都在媒体上分享和披露更多关于自己的信息,我们似乎都在选择进入一个受到大规模监控的世界,在这个世界里,我们被所有人和每个人监视着。对一些人来说,这是一个乌托邦式的愿景,连接世界,让我们更加了解彼此和我们共同的人性。对其他人来说,基于集体检查和观察的全球社区是一个令人深感不安的场景,充斥着与缺乏隐私、丧失个人自由以及与自我审查、跟踪、挑衅和其他有问题的行为相关的重大风险相关的问题。
A life in media makes all of us participants in a global surveillance society, where the sharing, collecting, and repurposing of personal information is paramount. Surveillance in such a society, where the lines
媒体生活使我们所有人都参与到一个全球监控社会中,在这个社会中,个人信息的共享、收集和再利用是最重要的。在这样一个社会中,界限

between private and public life are less than clear, has a simultaneous panoptic, synoptic, and omnoptic character:
私人生活和公共生活之间不太清晰,同时具有全景、概要和 omnoptic 特征:
  • In a panoptic context, a small group-usually the state and a few large corporations-keeps an eye on the rest of the population to gather information, manage, and possibly influence or even control people. This kind of top-down or vertical surveillance can be obviated by antisurveillance, intended to either avoid monitoring altogether (e.g., internet browsers tend to include options to block companies from tracking you online) or make observation more difficult to achieve. Several companies, for instance, offer sunglasses that stay dark when scanned by facial recognition software (which otherwise would make them transparent); artists around the world create modified jewelry, unique hairstyles, specialized clothing items, and even entire fashion lines that aim to confuse or defeat cameras, trackers, and scanners to raise awareness and critique widespread surveillance.
    在全景环境中,一小群人(通常是国家和一些大公司)密切关注其他人口,以收集信息、管理、可能影响甚至控制人们。这种自上而下或垂直的监控可以通过反监控来避免,反监控旨在完全避免监控(例如,互联网浏览器往往包含阻止公司在线跟踪您的选项)或使观察更难实现。例如,几家公司提供的太阳镜在通过面部识别软件扫描时会保持黑暗(否则会使它们变得透明);世界各地的艺术家创造了经过修改的珠宝、独特的发型、专门的服装,甚至整个时装系列,旨在迷惑或击败相机、追踪器和扫描仪,以提高认识并批评广泛的监控。
  • Synoptic surveillance occurs when the roles are reversed, as people collaboratively monitor, evaluate, and rate the products and services of companies, municipalities, and state actors online. Examples include feedback platforms like Yelp, Trustpilot, and a dating review app called Lulu that asked female users to evaluate the romantic appeal of their male dates. (Lulu launched in 2013 and was sold to Badoo-one of the mostdownloaded dating apps in the world, originally launched in Moscow-in 2016 after much controversy.) Another prominent instance of synoptic surveillance (or coveillance) is people using their smartphone to record and share footage of police brutality. These kinds of inverse surveillance tactics have become part of the operating procedures of many grassroots organizations around the world, deliberately recording their experiences of being watched and using this to analyze and question surveillance practices.
    当角色颠倒时,就会发生概要监控,因为人们在线协作监控、评估和评价公司、市政当局和国家行为者的产品和服务。示例包括 Yelp、Trustpilot 等反馈平台,以及一款名为 Lulu 的约会评论应用程序,该应用程序要求女性用户评估男性约会对象的浪漫吸引力。(Lulu 于 2013 年推出,并在饱受争议后于 2016 年出售给 Badoo——世界上下载次数最多的约会应用程序之一,最初在莫斯科推出。天气监视(或贪婪)的另一个突出例子是人们使用智能手机记录和分享警察暴行的镜头。这种反向监控策略已成为世界各地许多草根组织作程序的一部分,故意记录他们被监视的经历,并以此来分析和质疑监控行为。
  • With omnoptic surveillance, everyone keeps an eye on everyone else in a digital culture in which more and more devices are always on, and people can be permanently accessible, which makes every media user a potential target as well as a source of observation and inspection. With this kind of horizontal surveillance-sometimes referred to as sousveillance-you,
    通过 omnoptic 监控,每个人都可以在数字文化中密切关注其他人,在数字文化中,越来越多的设备始终开启,人们可以永久访问,这使得每个媒体用户都成为潜在的目标以及观察和检查的来源。通过这种水平监控——有时被称为监控——你,

    your friends, fellow students or coworkers, family members, and anyone else potentially participate in all kinds of observation and monitoring practices in media. Women in particular experience the dark side of omnoptic surveillance quite regularly, as men (often already at a very young age) stalk them, send or solicit sexual images, bully, and otherwise harass females online (mainly via social media).
    您的朋友、同学或同事、家人以及任何其他人都可能参与媒体中的各种观察和监控实践。尤其是女性经常经历 omnoptic 监控的阴暗面,因为男性(通常已经非常年轻)跟踪她们、发送或索取性图片、欺凌或以其他方式在网上骚扰女性(主要通过社交媒体)。

In our global surveillance society, all forms of mediated monitoring are intertwined, given the entanglement between us and our devices. It could be argued that a fourth type of surveillance can be added to this list: that of self-surveillance, referring to the attention one pays to one’s behavior when facing the actuality or virtuality of immediate or mediated monitoring. This observation can be by others whose opinion seems relevant or by someone in the everyday context of caring about themselves. Self-surveillance in media has many forms, including checking up on and maintaining one’s profiles across several online social networks, quantifying and tracking all kinds of health-related data (e.g., using step counters, smartphone
在我们的全球监控社会中,鉴于我们与设备之间的纠葛,所有形式的中介监控都是交织在一起的。可以说,第四种类型的监控可以添加到这个列表中:自我监控,指的是一个人在面对即时或中介监控的现实或虚拟时对自己行为的关注。这种观察可以由其他观点似乎相关的人进行,也可以由日常环境中关心自己的人进行。媒体中的自我监控有多种形式,包括在多个在线社交网络上检查和维护个人档案、量化和跟踪各种与健康相关的数据(例如,使用计步器、智能手机

applications to log food calories, and wearable devices such as a Fitbit to document daily activities), and dutifully recording and sharing various aspects of one’s everyday life (also known as “lifelogging” or “lifestreaming” when using a camera to broadcast one’s life in real time). In the context of a life in media, omnoptic surveillance tends to subsume practices of self-surveillance, as the information we collect about ourselves becomes part of the archives and databases of network providers, telecommunications services, and platform companies. There has always been some form of monitoring of ourselves and each other in larger communities. Surveillance by states, nobles, and other authorities is a historical feature of diverse societal arrangements all over the world. What is perhaps new or different today is the scope and scale of the monitoring. Our collective lives in media constitute a comprehensive and allencompassing surveillance society, with everyone involved in the practice of massive mutual monitoring and potentially participating in all kinds of observation practices through sophisticated information and communication technologies.
记录食物卡路里的应用程序,以及用于记录日常活动的可穿戴设备(如 Fitbit),并尽职尽责地记录和分享日常生活的各个方面(在使用相机实时广播一个人的生活时也称为“生活记录”或“生活流”)。在媒体生活中,监控往往包含自我监控的做法,因为我们收集的关于自己的信息成为网络提供商、电信服务和平台公司的档案和数据库的一部分。在更大的社区中,我们自己和彼此之间总是存在某种形式的监控。国家、贵族和其他权威的监控是世界各地不同社会安排的历史特征。今天可能新的或不同的是监控的范围和规模。我们在媒体中的集体生活构成了一个全面而包罗万象的监控社会,每个人都参与到大规模的相互监控实践中,并可能通过复杂的信息和通信技术参与各种观察实践。
Before we can estimate the consequences of living in a surveillance society, we need to find out exactly how mediated monitoring works. Surveillance, as almost everyone experiences it, takes place in at least seven basic ways, as enacted by
在我们估计生活在监控社会中的后果之前,我们需要确切地了解中介监控是如何运作的。正如几乎每个人都经历的那样,监视至少以七种基本方式进行,如
  • the state and security forces,
    国家和安全部队,
  • health care agencies (including hospitals and insurance companies),
    医疗保健机构(包括医院和保险公司),
  • industries and businesses,
    行业和企业,
  • social institutions (including the workplace, school, and family),
    社会机构(包括工作场所、学校和家庭),
  • everyone,  每个人 都
  • you (tracking yourself), and
    您(跟踪您自己),以及
  • machines.  机器。
In this chapter, we consider all of these forms of surveillance via media to raise awareness of the intensity and complexity of the surveillance society in which we all live and participate. To get us started, I outline and explore where the various expectations and assumptions about surveillance
在本章中,我们考虑了所有这些通过媒体进行的监控形式,以提高人们对我们所有人生活和参与的监控社会的强度和复杂性的认识。首先,我概述并探讨了对监控的各种期望和假设

historically come from and how this shapes the debates we have today about the observational context of our digital environment.
历史来源以及这如何影响我们今天关于数字环境观察背景的辩论。

The Panopticon  全景

When we worry about surveillance, it usually has to do with a top-down, vertical, or panoptic (literally, “all-seeing”) form of surveillance. The notion of panoptic surveillance originates from a series of letters that the English philosopher Jeremy Bentham wrote to his father in 1786 during a visit to his brother Samuel in Belarus, who was hired by the Russian Prince Grigory Potemkin to oversee the work and workers in the ports and factories on the estate of Krichev. Faced with a large number of complex processes, a largely unskilled workforce, undisciplined (British) migrant laborers, and pressure from Russian nobles to do well quickly, Samuel devised a managerial system that would oversee who issued orders on his behalf. He also designed a new kind of factory building, where the manager could inspect the work from a central office in the complex. The ingenuity of this management system, according to Jeremy Bentham, was its “inspection principle”: the workers supposed that his brother was or could be everywhere, doing their work in a disciplined manner under the assumption that they could always be watched. This got the reformist philosopher thinking: Could this imagined omnipresence of a supervising authority be a way to organize and control the whole of society?
当我们担心监控时,它通常与自上而下、垂直或全景(字面意思是“全视”)形式的监控有关。全景监控的概念起源于英国哲学家杰里米·边沁 (Jeremy Bentham) 于 1786 年在白俄罗斯拜访他的兄弟塞缪尔 (Samuel) 时写给他父亲的一系列信件,塞缪尔受雇于俄罗斯王子格里戈里·波将金 (Grigory Potemkin) 监督克里切夫庄园港口和工厂的工作和工人。面对大量复杂的流程、大部分不熟练的劳动力、不守纪律的(英国)移民劳工以及来自俄罗斯贵族要求迅速做好工作的压力,塞缪尔设计了一个管理系统来监督谁代表他发布命令。他还设计了一种新型的工厂大楼,经理可以从综合体的中央办公室检查工作。根据 Jeremy Bentham 的说法,这种管理系统的独创性在于它的“检查原则”:工人们认为他的兄弟无处不在,在假设他们可以始终被监视的情况下,以有纪律的方式进行工作。这让改革主义哲学家思考:这种想象中的监督机构无处不在会成为组织和控制整个社会的一种方式吗?
In his letters, Bentham elaborated on the idea of indirectly watching everyone using the hypothetical case of a prison complex, where a guard from the center of a circular building could keep an eye on prisoners without being seen. This principle inspired the construction of these types of penitentiary complexes all over the world, in countries as varied as Cuba, the Netherlands, Vietnam, and the United States. Yet Bentham envisioned that this would not only keep prisoners in line but could also be applied to mental hospitals, factories, and schools. The core of a panoptic surveillance system is not so much that everyone is under surveillance but that people feel that they can be monitored at all times and adapt their behavior accordingly. The expectation of surveillance is enough, according to Bentham-as long as the observation would be visible, verification would not be necessary. Control of people in a surveillance society is not carried out by an all-powerful state or some other authority but is embodied and
在他的信件中,边沁详细阐述了使用监狱综合体的假设案例间接监视每个人的想法,其中来自圆形建筑中心的警卫可以在不被发现的情况下监视囚犯。这一原则激发了世界各地这些类型的监狱综合体的建设,包括古巴、荷兰、越南和美国等不同国家。然而,边沁设想这不仅可以让囚犯遵守规则,还可以应用于精神病院、工厂和学校。全景监控系统的核心不是每个人都受到监视,而是人们觉得他们可以随时被监视并相应地调整他们的行为。根据边沁的说法,对监视的期望就足够了——只要观察是可见的,就不需要验证。在监控社会中,对人们的控制不是由一个全能的国家或其他一些权威来实施的,而是具体化的和

enacted by people themselves in response to omnipresent cameras, scanners, sensors and trackers. Seen as such, our world of ubiquitous and pervasive media would inspire a kind of self-disciplining practice called panopticism. Interestingly, an all-seeing surveillance system from which anyone could derive authority in the end depends on the voluntary participation of those it inspects to function effectively. Some therefore consider our lives in media as constituting a participatory Panopticon, given so many people’s apparent comfort with sharing (details of) their lives online.
由人们自己制定,以应对无处不在的相机、扫描仪、传感器和跟踪器。从这个角度来看,我们这个无处不在的媒体世界将激发一种称为全景主义的自律实践。有趣的是,一个无所不知的监控系统,任何人最终都可以从中获得权威,取决于它所检查者的自愿参与才能有效运作。因此,有些人认为我们在媒体中的生活构成了一个参与式的全景图,因为很多人显然对在网上分享他们的生活(细节)感到自在。
What makes a surveillance society play such a powerful role in people’s lives is not so much supervision from above but-as Bentham suggested well over two hundred years ago-more precisely the way in which everyone properly participates in the system. What this origin story also shows is that expectations and concerns about surveillance are not particular to our current life in media. Surveillance has a long history across different countries and cultures, and our current “digital by default” context can be seen as vastly expanding and extending the various ways in which monitoring can take place while traveling, at work, in school, out and about with friends, or simply staying at home.
监控社会在人们生活中发挥如此强大作用的原因不是来自上层的监督,而是——正如边沁在 200 多年前所指出的——更准确地说,是每个人都正确参与系统的方式。这个起源故事还表明,对监控的期望和担忧并不是我们目前的媒体生活所特有的。监控在不同的国家和文化中有着悠久的历史,我们目前的“默认数字”环境可以被视为极大地扩展和扩展了在旅行、工作、学校、与朋友外出或仅仅呆在家里进行监控的各种方式。
In the context of our lives as lived in media, two key critical debates about surveillance to engage in some detail involve the role and consequences of surveillance capitalism and technology bias. First, we can consider the role of surveillance as providing the global digital economy with its main currency: our personal information. Data about the places we visit and people we hang out with, where we are going, how we are feeling, and what we are saying tend to be gathered primarily to identify and promote new commercial opportunities (beyond functioning as entry points for potential oversight and control by state actors). All of this is happening in real time: as you start typing a term into a search engine, software runs in the background anticipating your query, selling top results to the highest bidder. Ultimately, the purpose in surveillance capitalism (for companies large and small) is to directly influence and modify people’s behavior for financial gain. Although we certainly have agency in putting together our own media diet, and sometimes people use media to resist prescriptive notions of what we are supposed to be saying or doing, it is important to note that the dominant identity we are ascribed to (by the media,
在我们生活在媒体中的背景下,关于监控的两个关键关键辩论涉及监控资本主义和技术偏见的作用和后果。首先,我们可以将监控的作用视为为全球数字经济提供其主要货币:我们的个人信息。关于我们去过的地方、我们一起玩的人、我们要去哪里、我们的感受以及我们所说的数据往往主要是为了识别和促进新的商业机会(超越作为国家行为者潜在监督和控制的入口)。所有这些都是实时发生的:当您开始在搜索引擎中输入一个术语时,软件会在后台运行,预测您的查询,将排名靠前的结果出售给出价最高的人。归根结底,监控资本主义(对于大大小小的公司)的目的是直接影响和改变人们的行为以获取经济利益。尽管我们当然有代理权来整理自己的媒体饮食,有时人们利用媒体来抵制我们应该说什么或做什么的规定性观念,但重要的是要注意,我们被赋予的主导身份(由媒体,

telecommunications, and technology sector) when watching television, surfing the web, or tapping an app is that of a consumer: someone who buys or contemplates buying certain products and services. This passion for personal information for the purpose of profit, coupled with the desire to be able to predict what we want, drives the global push for more channels, services, devices, places, and spaces to become smart: to come online, to be equipped with chips, sensors, and other tracking technologies for collecting people’s personal information, and to automate their operations.
电信和技术部门)是指消费者:购买或考虑购买某些产品和服务的人。这种以盈利为目的对个人信息的热情,加上能够预测我们想要什么的愿望,推动了全球推动更多的渠道、服务、设备、地点和空间变得智能:上线,配备芯片、传感器和其他跟踪技术来收集人们的个人信息,并实现他们的作自动化。
Second, the consequences of institutions basing some or all of their operations on the outcome of algorithmic procedures derived from digital data should be carefully examined. This is a widespread concern primarily fueled by the fundamental insight that such technologies as statistical formulas (which form the beating heart of algorithms and artificial intelligence), computational software, and machine learning protocols are neither objective nor neutral. There is an inherent bias in all our technologies, in part as a direct consequence of the particular perspectives and prejudices of the people involved in producing and programming them. This, for instance, results in mass surveillance systems reproducing the racial-profiling practices of security forces, such as the EU policing unit Frontex’s use of drones patrolling the Mediterranean (rather than conducting sea patrols that come with the human rights requirement to assist vessels in distress), and automated decision-making in immigration applications regarding refugees and the undocumented. Another outcome of technology bias can be the imposition of specific social values and behaviors on citizens through a social credit system tracking and evaluating citizens for trustworthiness, as developed by the government of the People’s Republic of China with the assistance of the country’s technology and telecommunications sector. A third example involves computer hardware and software unjustly assisting in data-driven policing efforts by relying on old, often corrupted, and contaminated datasets and databases to predict potential crimes and would-be criminals. This is sometimes referred to as caused by the problem of GIGO, or “garbage in, garbage out,” meaning that the quality of information produced by a computer or statistical program can be only as good as that of the data entered into it.
其次,应仔细审查机构将其部分或全部运营基于数字数据衍生的算法程序的结果的后果。这是一个普遍的担忧,主要是由于统计公式(构成算法和人工智能的跳动心脏)、计算软件和机器学习协议等技术既不客观也不中立的基本见解。我们所有的技术都存在固有的偏见,部分原因是参与制作和编程这些技术的人的特定观点和偏见的直接结果。例如,这导致大规模监控系统复制了安全部队的种族定性做法,例如欧盟警务单位 Frontex 使用无人机在地中海巡逻(而不是进行人权要求附带的海上巡逻以协助遇险船只),以及在有关难民和无证移民的移民申请中做出自动决策。技术偏见的另一个结果可能是通过社会信用系统跟踪和评估公民的可信度,将特定的社会价值观和行为强加给公民,该系统由中华人民共和国政府在该国技术和电信部门的协助下开发。第三个例子涉及计算机硬件和软件不公正地协助数据驱动的警务工作,依靠旧的、经常损坏和受污染的数据集和数据库来预测潜在的犯罪和潜在的罪犯。 这有时被称为由 GIGO 问题引起,或“垃圾进,垃圾出”,这意味着计算机或统计程序产生的信息质量只能与输入其中的数据的质量一样好。
All these examples of technology bias combine the seeming innocence of a computational approach to data gathered through mediated inspection
所有这些技术偏见的例子都结合了通过中介检查收集的数据的计算方法看似无辜

with the subjectivities of the people commissioning and operating such hardware and software, as well as with those who have little choice but to integrate such systems of surveillance into their daily routines. For the perspective of a life in media, where the boundaries between media and life are blurred beyond distinction, it is crucial to additionally note that technology bias is sometimes an actual feature of specific devices and computer programs, well beyond the intentions or control of humans. Facial recognition software for example tends to falsely match people with darker skins with profiles in existing databases, as well as women, to a much greater extent than white males. Explanations for this bias point to structural limitations of the technology: cameras struggle with taking good pictures of people with a dark skin tone, and it is difficult to program a computer to meaningfully distinguish someone’s makeup from facial features.
与调试和作此类硬件和软件的人以及那些别无选择只能将此类监控系统整合到日常生活中的人的主观性有关。从媒体生活的角度来看,媒体和生活之间的界限变得模糊得无差别,重要的是要另外注意,技术偏见有时是特定设备和计算机程序的实际特征,远远超出了人类的意图或控制范围。例如,面部识别软件倾向于将肤色较深的人与现有数据库中的个人资料以及女性错误地匹配,其程度比白人男性大得多。对这种偏见的解释指出了该技术的结构性局限性:相机难以拍摄出肤色较深的人的好照片,而且很难对计算机进行编程以有意义地区分某人的妆容和面部特征。
Even if provided with “perfect” data, computers and algorithms still produce outcomes that disproportionately affect anyone who does not fit the “mainstream” or dominant profile as defined by machines. This is the main reason for such organizations as the United Nations calling for a moratorium on the use of certain surveillance technologies, especially those directed at displaced people. Examples include robotic lie detector tests at airports, eye scans for refugees, and voice-imprinting software for use in asylum applications. All of this should remind us that whatever is considered the social norm in any given society is neither a neutral nor an objective indicator, yet it will be one that is inevitably replicated in the technological systems we surround ourselves with, further marginalizing anyone who somehow deviates from the norm. Given the fact that we have manifold selves and our identities, actions, and behaviors always change over time, all of us at some point meander and swerve from the norm. No one truly fits the one-size-fits-all bias in technology.
即使提供了“完美”的数据,计算机和算法仍然会产生不成比例的结果,这些结果不成比例地影响了任何不符合机器定义的“主流”或主导形象的人。这就是联合国等组织呼吁暂停使用某些监控技术的主要原因,尤其是那些针对流离失所者的监控技术。例如,机场的机器人测谎仪测试、难民的眼睛扫描以及用于庇护申请的语音印记软件。所有这些都应该提醒我们,在任何特定社会中,任何被认为是社会规范的东西都不是中立的也不是客观的指标,但它将不可避免地在我们周围的技术系统中被复制,进一步边缘化任何以某种方式偏离规范的人。鉴于我们拥有多种自我,我们的身份、行动和行为总是随着时间的推移而变化,我们所有人都在某个时候蜿蜒曲折,偏离了常态。没有人真正符合技术中一刀切的偏见。
The same mechanisms that create potential problems can be used to tackle some of these issues. Artificial intelligence can, for example, be used to prevent ageism in corporate hiring practices, and opt-in data gathering methods offered by service providers can assist in making sure people get the kind of products or help they really need. By making procedures, computational protocols, and data public, the organizations involved can contribute to more transparent and principled surveillance processes. A
产生潜在问题的相同机制可用于解决其中一些问题。例如,人工智能可用于防止企业招聘实践中的年龄歧视,服务提供商提供的选择性数据收集方法可以帮助确保人们获得他们真正需要的产品或帮助。通过公开程序、计算协议和数据,相关组织可以为更加透明和有原则的监控过程做出贡献。一个

society relying on surveillance to function inherently faces complex and critical questions about the ethics of an expansive data-driven economy and an overreliance on machines and automation to make decisions that affect people’s lives.
依赖监控来运作的社会本质上面临着复杂而关键的问题,这些问题涉及广泛的数据驱动型经济的道德问题,以及过度依赖机器和自动化来做出影响人们生活的决策。

How Surveillance Works  监控如何运作

In 1637, the French philosopher René Descartes famously wrote "“Je pense, donc je suis,” which was later translated into Latin as “cogito ergo sum,” arguing that the only real certainty we have as human beings is the doubt of our own existence. In 2010 the American television comedian Stephen Colbert suggested on his daily talk show The Colbert Report (on the Comedy Channel television network) that, in the context of people sharing their entire lives in media, a better variant of this statement would be “cognoscor ergo sum,” roughly translated as “I am known, therefore I am.” Later that same year, the late Polish philosopher Zygmunt Bauman put forward his update to Descartes’s famous statement with specific reference to our life in media: “I am seen, therefore I am.” In a TED (short for “technology, entertainment, and design”) talk on April 3, 2012, Harvard sociologist Sherry Turkle added her take on this famous phrase: “I share, therefore I am.” Turkle, Bauman, and Colbert primarily refer in their respective proposals to the popularity of social media, the process of massive mutual monitoring typical of a surveillance society, and our tendency to share all aspects of our lives with everyone online. It does indeed seem as if life in media is a public life, where it is increasingly difficult to keep separate what is private and what is public. In what follows, let’s unpack the basic ways in which surveillance works within and across all aspects of media life.
1637 年,法国哲学家勒内·笛卡尔 (René Descartes) 写下了著名的“Je pense, donc je suis”,后来被翻译成拉丁语“cogito ergo sum”,认为我们作为人类唯一真正的确定性是对自身存在的怀疑。2010 年,美国电视喜剧演员斯蒂芬·科尔伯特 (Stephen Colbert) 在他的每日脱口秀节目《科尔伯特报告》(The Colbert Report)(在喜剧频道电视网络上)上建议,在人们在媒体上分享他们的整个生活的背景下,这种说法的更好变体是“cognoscor ergo sum”,大致翻译为“我为人所知,故我在”。同年晚些时候,已故波兰哲学家齐格蒙特·鲍曼 (Zygmunt Bauman) 对笛卡尔的名言进行了更新,特别提到了我们在媒体中的生活:“我被看到,故我在。在 2012 年 4 月 3 日的 TED(“技术、娱乐和设计”的缩写)演讲中,哈佛大学社会学家 Sherry Turkle 补充了她对这句名言的看法:“我分享,故我在。Turkle、Bauman 和 Colbert 在他们各自的提案中主要提到了社交媒体的流行、监控社会典型的大规模相互监控过程,以及我们倾向于在网上与每个人分享我们生活的各个方面。媒体生活确实似乎是一种公共生活,越来越难以区分私人和公共。在下文中,让我们解读监控在媒体生活的各个方面和各个方面发挥作用的基本方式。

Forms of Surveillance: The State and Security Forces
监控形式:国家和安全部队

State surveillance is one aspect that has been known to just about everyone worldwide since the revelations of the former CIA and NSA operative Edward Snowden in June 2013. Snowden provided collaborating journalists at The Guardian, the New York Times, and the US-based nonprofit investigative news organization ProPublica with secret documents, detailing how the American government, working together within the Five Eyes Intelligence Alliance of Australia, Canada, New Zealand, the United
自 2013 年 6 月前中央情报局和美国国家安全局特工爱德华·斯诺登 (Edward Snowden) 被揭露以来,全世界几乎所有人都知道国家监控的一个方面。斯诺登向《卫报》、《纽约时报》和美国非营利性调查新闻机构 ProPublica 的合作记者提供了秘密文件,详细介绍了美国政府如何在澳大利亚、加拿大、新西兰和美国的五眼情报联盟内合作
Kingdom, and the United States, was in the process of intercepting billions of phone records and emails and conducting all kinds of other forms of unwarranted surveillance on citizens of countries all over the world. The revelations produced headlines worldwide and caused plenty of political and public debate about the extent and purpose of widespread government surveillance. Snowden became world famous, the subject of the Oscarwinning documentary Citizenfour (2014) by Laura Poitras-one of the journalists Snowden originally shared his documents with-and the biographical thriller Snowden (2016), written and directed by Oliver Stone; he published his autobiography in 2019.
王国和美国正在拦截数十亿份电话记录和电子邮件,并对世界各国的公民进行各种其他形式的无端监视。这些披露成为全世界的头条新闻,并引发了关于政府广泛监控的范围和目的的大量政治和公众辩论。斯诺登举世闻名,是劳拉·波伊特拉斯 (Laura Poitras) 的奥斯卡获奖纪录片《第四公民》(2014 年)的主题——斯诺登最初与之分享文件的记者之一——以及由奥利弗·斯通 (Oliver Stone) 编剧和导演的传记惊悚片《斯诺登》(2016 年);他于 2019 年出版了自传。

The government, police, and security services monitor us in all kinds of ways. This type of supervision consists of three main approaches: overt surveillance, covert surveillance, and the processing of data gathered through surveillance.
政府、警察和安全部门以各种方式监视我们。这种类型的监督包括三种主要方法:公开监控、秘密监控和处理通过监控收集的数据。
First of all, the networks that people use to connect with each other can be monitored: telephone lines, internet cables, computer servers, satellite
首先,可以监控人们用来相互连接的网络:电话线、互联网电缆、计算机服务器、卫星

connections. This process, usually governed by laws and legal frameworks, can be done directly-where the state literally listens in on telephone conversations, reads our emails or chat messages, and records us in public spaces using omnipresent closed-circuit television (CCTV) cameras-or indirectly, whereby representatives of a government request this type of data from a technology or telecommunications company (such as some of the corporations mentioned in the Snowden files, including Microsoft, Yahoo, Google, Facebook, and Paltalk). All of this is contingent on such companies cooperating with the state. Sometimes, such collaboration is actively sought by the corporations involved to secure lucrative software-as-a-service (SaaS) contracts, providing the necessary programs, training, and maintenance for automated surveillance systems to operate. For example, facial recognition technology is developed partly through the scraping of images from social media profiles without permission to train the software to recognize people’s faces. On the other hand, some of these companies have been reluctant to provide state actors with access to their infrastructure and data, citing privacy concerns or simply being protective of their proprietary software and services. In efforts to combat the spread of disinformation and hate speech online, the Cyberspace Administration of China announced in 2021 that platforms should display each users’ unique Internet Protocol (IP) address. This was feared by many as another form of overt state surveillance, yet several companies such as Weibo and Douyin followed suit in 2022.
连接。这个过程通常受法律和法律框架的约束,可以直接完成——国家确实监听电话交谈,阅读我们的电子邮件或聊天信息,并在公共场所使用无处不在的闭路电视 (CCTV) 摄像机记录我们——或者间接地,政府代表向技术或电信公司(例如斯诺登文件中提到的一些公司、 包括 Microsoft、Yahoo、Google、Facebook 和 Paltalk)。所有这些都取决于这些公司与国家合作。有时,相关公司会积极寻求此类合作,以获得利润丰厚的软件即服务 (SaaS) 合同,为自动监控系统的运行提供必要的程序、培训和维护。例如,面部识别技术部分是通过未经许可从社交媒体资料中抓取图像来训练软件识别人脸而开发的。另一方面,其中一些公司一直不愿意向国家行为者提供访问其基础设施和数据的权限,理由是隐私问题或只是为了保护他们的专有软件和服务。为了打击虚假信息和仇恨言论在网上的传播,中国国家互联网信息办公室于 2021 年宣布,平台应显示每个用户的唯一互联网协议 (IP) 地址。许多人担心这是另一种形式的公开国家监控,但微博和抖音等几家公司在 2022 年纷纷效仿。
In addition to public network monitoring, a second method of observation is somewhat more subtle and tactical, in which security services secretly record what we do with media by using dedicated hardware and software operating in the background. Consider, for example, spying on all the connections we make via open Wi-Fi networks (in public spaces, in coffee shops, libraries, and shopping malls) or the installation of spyware on a connected computer. This type of monitoring is covert, difficult to trace, and legally operates in muddy waters.
除了公共网络监控之外,第二种观察方法更微妙、更具策略性,其中安全服务通过使用在后台运行的专用硬件和软件,秘密记录我们对媒体所做的工作。例如,考虑监视我们通过开放 Wi-Fi 网络(在公共场所、咖啡店、图书馆和购物中心)建立的所有连接,或者在连接的计算机上安装间谍软件。这种类型的监控是隐蔽的,难以追踪,并且在泥水中合法运作。
The third approach to state surveillance refers to what the police and other security services do with the collected data. This involves all kinds of protocols, methods, and techniques for handling, combining, codifying, and further processing information-something virtually no one has either the capacity or capability to adequately oversee.
第三种国家监控方法是指警察和其他安全部门如何处理收集到的数据。这涉及处理、组合、编码和进一步处理信息的各种协议、方法和技术——几乎没有人有能力或能力充分监督这些信息。
Although government surveillance has a history that goes back for centuries, our digital environment offers many more opportunities to do this on a grand scale compared to the past, when it depended on the individual tracking of people and covertly opening written letters that suspects sent to each other. Later, technologies were added, such as binoculars (invented by a Dutchman at the beginning of the sixteenth century) and eavesdropping on radio communication (through wiretapping, for example). From the beginning of the twentieth century, governments around the world established their national security services, whereas the two world wars spurred the development of international cooperation and exchange in surveillance efforts. The combination of mail, radio, telephone, and CCTV surveillance dominated state monitoring efforts in the last century. At the start of the twenty-first century, state and security forces have greatly expanded their surveillance operations-a process further accelerating during the global coronavirus crisis of 2020 and 2021, with governments and police forces linking existing efforts to monitor public spaces with facial recognition software to process and prosecute people-with euphemistic titles like “Domain Awareness System” in New York, “Safe City” in Moscow, and the “Ring of Steel” in London and Belfast. In 2021, Amnesty International, with the support of numerous local organizations, launched the #BantheScan campaign to protest the use of facial recognition software, stating that such technologies amplify racially discriminatory policing and threaten the right to protest. This highlights a problematic feature of all surveillance regarding our lives in media: with every new information and communication technology that state actors use for supervision, the meshwork for data collection gets drawn wider, with the result that everyone can be monitored-not just people who, on the basis of clear and (legally) verifiable criteria, pose a threat to others’ safety. Surveillance begets surveillance.
尽管政府监控的历史可以追溯到几个世纪前,但与过去相比,我们的数字环境提供了更多大规模执行此作的机会,当时它依赖于对人员的个人跟踪和秘密打开嫌疑人发送给彼此的书面信件。后来,增加了一些技术,例如双筒望远镜(由荷兰人在 16 世纪初发明)和窃听无线电通信(例如通过窃听)。从 20 世纪初开始,世界各国政府建立了国家安全部门,而两次世界大战则刺激了监控工作方面的国际合作和交流的发展。邮件、无线电、电话和闭路电视监控的组合在上个世纪主导了国家监控工作。在 21 世纪初,国家和安全部队大大扩展了他们的监控行动——在 2020 年和 2021 年的全球冠状病毒危机期间,这一过程进一步加速,政府和警察部队将现有的公共场所监控工作与面部识别软件联系起来,以处理和起诉人员——委婉的标题,如纽约的“域意识系统”, 莫斯科的“安全城市”,以及伦敦和贝尔法斯特的“钢铁之环”。2021 年,国际特赦组织在众多当地组织的支持下发起了 #BantheScan 运动,以抗议使用面部识别软件,并指出此类技术放大了种族歧视性警务并威胁到抗议权。 这凸显了所有关于我们媒体生活的监控的一个问题特征:随着国家行为者用于监督的每一种新的信息和通信技术,数据收集的网格变得更广,其结果是每个人都可以被监控——而不仅仅是那些根据明确和(法律)可验证的标准对他人安全构成威胁的人。监视产生监视。
The overall process of state-directed surveillance tends to be a lot more messy than dystopian visions of an all-encompassing Big Brother-type society suggest. There are many different services that provide surveillance for the state, collecting information on a wide variety of human activity, including but not limited to financial, education, travel and transportation actions, medical, housing, taxes, and communications records. The data that various agencies collect are stored in all kinds of different ways, and in
国家主导的监控的整个过程往往比一个包罗万象的老大哥式社会的反乌托邦愿景所暗示的要混乱得多。有许多不同的服务为国家提供监控,收集有关各种人类活动的信息,包括但不限于财务、教育、旅行和交通行动、医疗、住房、税收和通信记录。各个机构收集的数据以各种不同的方式存储,并且

general, different departments do not know who exactly does what; nor are there uniform and transparent procedures in place on how the collected data can be archived, collated, and effectively used. The state, security, and police tend to experience data glut. Confusion about what data is stored, who is responsible for which files, when data is considered to be obsolete (and on the basis of what criteria), how many copies of certain records exist (and where), how to prevent data hoarding, and poor data management protocols all contribute to an imperfect state of affairs.
一般来说,不同的部门不知道谁到底做什么;也没有关于如何存档、整理和有效使用所收集数据的统一和透明的程序。国家、安全和警察往往会遇到数据过剩的问题。关于存储哪些数据、谁负责哪些文件、何时认为数据过时(以及基于什么标准)、存在某些记录的副本数量(以及位置)、如何防止数据囤积以及糟糕的数据管理协议的混淆都会导致不完美的状态。
The point of all this kind of state surveillance is not so much the fact that citizens are being watched in all kinds of ways. These kinds of monitoring processes have been commonplace for quite some time, and we have slowly but surely come to accept that someone is almost always watching us. What makes the surveillance society from the perspective of citizens and the state so relevant to consider is, on the one hand, the complex and messy way in which all these data are acquired and archived and, on the other hand, what exactly the state, police, and security services are doing with all the information gathered. Rather than being stored in a database as a unique individual (and a department or agency therefore looking at us as an indivisible human being), our personal information ends up fragmented across all kinds of files, digital archives, and databases, housed in different departments, located on computer servers nearby and far away, and resulting in a digital self torn to pieces. As a result, people get reduced to being members of all kinds of statistically aggregated groups and population segments associated with different risk levels-such as the traffic-light model authorities around the world use to classify people according to a series of criteria into green (ignore), orange (keep an eye on), and red (check) risk management levels. For example, people from different backgrounds may end up in the same statistical group because they live in a certain neighborhood, travel to certain regions, or shop at certain retailers. In the meantime, all those files get compromised, and the transparency and supervision of the data, the information flow, and the surveillance process become obscured.
所有这些国家监控的重点不在于公民受到各种形式的监视。这种监控过程已经司空见惯了很长一段时间,我们已经慢慢但肯定地接受了有人几乎总是在看着我们。从公民和国家的角度来看,监控社会之所以如此重要,一方面是所有这些数据的获取和归档方式复杂而混乱,另一方面是国家、警察和安全部门究竟如何处理收集到的所有信息。我们的个人信息不是作为一个独特的个体(以及一个部门或机构因此将我们视为不可分割的人)存储在数据库中,而是最终分散在各种文件、数字档案和数据库中,存放在不同的部门,位于附近和远方的计算机服务器上,并导致数字自我被撕成碎片。结果,人们沦为与不同风险级别相关的各种统计汇总群体和人口细分的成员,例如世界各地的当局使用红绿灯模型根据一系列标准将人们分为绿色(忽略)、橙色(密切关注)和红色(检查)风险管理级别。例如,来自不同背景的人可能最终会归入同一个统计组,因为他们住在某个街区、去某个地区旅行或在某些零售商处购物。与此同时,所有这些文件都遭到破坏,数据的透明度和监督、信息流和监控过程变得模糊不清。
Meanwhile, all kinds of commercial entrepreneurs have jumped into this gap in the market of enormous yet polluted data. One of the most prominent is the American data analytics company Palantir, founded in 2003 by the people behind the internet payment system PayPal. Palantir develops
与此同时,各种商业企业家纷纷跳入这个庞大但被污染的数据市场的空白。其中最著名的是美国数据分析公司 Palantir,该公司由互联网支付系统 PayPal 背后的人于 2003 年创立。Palantir 开发

software that combines and analyzes data from many different sources-the police, the judiciary, the municipality, and the financial sector-making it easier to detect patterns and connections in the data. Palantir is used by multiple government services in the United States-such as the CIA, FBI, customs, and the military. According to the company, governments and other organizations in over 150 countries also use Palantir’s software. One of these is the International Consortium of Investigative Journalists (ICIJ), the international network of investigative journalists responsible for breaking the impactful story of the Panama Papers in 2016-exposing the use of offshore shell corporations by prominent businesses and politicians around the world for illegal purposes, including fraud, tax evasion, and dodging international sanctions. Palantir’s cofounder and current chairperson, the German American entrepreneur Peter Thiel, a prominent financial backer of conservative politicians, served on Meta’s board of directors from 2005 to 2022. His political influence stretches far and wide and has a particular life in media quality, as the people he financially supports with his “Thielbucks” (in reference to the currency V-Bucks in the popular digital game Fortnite) are all connected through what is jokingly called his “Thielverse” (referring to Mark Zuckerberg’s plans for a metaverse).
该软件可组合和分析来自许多不同来源(警察、司法机构、市政当局和金融部门)的数据,从而更容易检测数据中的模式和联系。Palantir 被美国的多个政府服务机构使用,例如 CIA、FBI、海关和军队。据该公司称,150 多个国家/地区的政府和其他组织也在使用 Palantir 的软件。其中之一是国际调查记者联盟 (ICIJ),这是一个国际调查记者网络,负责揭露 2016 年巴拿马文件的影响力故事——揭露世界各地知名企业和政客利用离岸空壳公司进行非法目的,包括欺诈、逃税和逃避国际制裁。Palantir 的联合创始人兼现任董事长、德裔美国企业家彼得·蒂尔 (Peter Thiel) 是保守派政客的著名金融支持者,于 2005 年至 2022 年在 Meta 董事会任职。他的政治影响力广泛而广泛,并且在媒体质量方面具有特殊的生命力,因为他用他的“Thielbucks”(指流行的数字游戏 Fortnite 中的货币 V-Bucks)在经济上支持的人都通过被开玩笑地称为他的“Thielverse”(指马克扎克伯格的元宇宙计划)联系在一起。
There are also more playful and critical ways of dealing with the practice and technology of state surveillance. For example, the New York-based theater group Surveillance Camera Players has been performing regularly since 1996 in places where a lot of CCTV can be found. The group calls its approach “guerrilla programming” and wants to make the public of its performances, consisting of security personnel and police, aware of the fact that they themselves are being monitored too. In doing so, the actors denounce the indiscriminate supervision of people. Another example is the game Camover, invented in Berlin in 2013. Players had to destroy as many CCTV cameras as possible in a short time while they were being filmed. These videos then ended up on websites like YouTube, adding a meta layer to the game: an action intended to criticize surveillance in the public space was itself captured on video and shared via social media. A third example is the project #NotABugSplat in 2014 by a Pakistani, French, and American art collective. This project involved the reproduction of a young girl’s portrait on a vast vinyl poster, displayed in a field outside the city of
还有更有趣和批判的方式来处理国家监控的做法和技术。例如,总部位于纽约的剧团 Surveillance Camera Players 自 1996 年以来一直定期在有很多闭路电视的地方演出。该组织称其方法为“游击式编程”,并希望让由安保人员和警察组成的表演公开,让他们意识到他们自己也受到监控。这样做,行为者谴责了对人们的不分青红皂白的监督。另一个例子是 2013 年在柏林发明的游戏 Camover。玩家必须在拍摄期间在短时间内摧毁尽可能多的闭路电视摄像机。这些视频随后出现在 YouTube 等网站上,为游戏增加了一个元层:旨在批评公共场所监控的行动本身被录制成视频并通过社交媒体分享。第三个例子是 2014 年由巴基斯坦、法国和美国艺术团体 #NotABugSplat 的项目。该项目涉及在一张巨大的乙烯基海报上复制一个年轻女孩的肖像,展示在城外的一块田野上
Peshawar in Pakistan-not far from where the girl’s family was killed by a drone strike in 2010. The poster cannot be seen close up and was only fully visible from the air. The artists targeted military drone operators sitting thousands of miles away who refer to kills as “bugsplats” (which is a term used by US authorities for humans killed by drone missiles, a term also commonly used in the game industry to indicate a software crash), as well as the larger public exposed to the many media reports of the workincluding on social media using the project’s hashtag. Another audience for this installation was the intelligence community, who watch videos of drone strikes on their computers-a kind of horrible “predator porn” (Predator was the name of the first-generation remotely piloted aircraft used by, among others, the US, Italian, and Turkish military for observation and offensive capabilities), something Edward Snowden also talked about in his many interviews with reporters. These are but some examples of a rich global genre of surveillance art, using media artifacts and activities intended to record human behavior in a way that offers revealing commentary on the process of surveillance and the technologies used to surveil.
巴基斯坦的白沙瓦——距离女孩的家人在 2010 年被无人机袭击杀死的地方不远。海报无法近距离看到,只能从空中完全可见。艺术家们将目标对准了坐在数千英里外的军用无人机作员,他们将杀戮称为“bugsplats”(这是美国当局用来指代被无人机导弹杀死的人的术语,这个词在游戏行业也常用于表示软件崩溃),以及接触到许多媒体对作品的报道的公众,包括在社交媒体上使用该项目的标签。这个装置的另一个观众是情报界,他们在他们的电脑上观看无人机袭击的视频——一种可怕的“捕食者色情片”(捕食者是美国、意大利和土耳其军队使用的第一代遥控飞机的名称,用于观察和进攻能力),爱德华·斯诺登在接受记者的多次采访中也谈到了这一点。这些只是丰富的全球监控艺术流派的一些例子,它们使用媒体人工制品和活动,旨在以一种对监控过程和用于监控的技术提供揭示性评论的方式记录人类行为。

Forms of Surveillance: Health Care
监测形式:医疗保健

From the cradle to the grave, a vast amount of information about us is produced, collected, and stored by the various organizations and agencies involved in health care. Health surveillance warrants separate discussion here, as it pertains to the most intimate information and knowledge about ourselves, affecting not just how we make sense of the world but also our continued embodied existence within it. Public health surveillance is the continuous process of collection, analysis, and interpretation of data and the subsequent dissemination of this information to policy makers and health care providers. From the moment parents go to a hospital or clinic for a pregnancy test, your health data gets collected and archived. Throughout life, a wide variety of people and institutions are involved in health surveillance, including but not limited to primary care clinicians, researchers and technicians in hospital laboratories, consultants in communicable disease control, environmental health officers, health administrators, insurance companies, providers of specialized care, pharmacies, pharmaceutical companies, and software providers for electronic patient dossiers. Since these organizations, companies, and
从摇篮到坟墓,涉及医疗保健的各种组织和机构产生、收集和存储了大量关于我们的信息。健康监测在这里值得单独讨论,因为它涉及关于我们自己的最私密的信息和知识,不仅影响我们理解世界的方式,还影响我们在其中的持续具体存在。公共卫生监测是收集、分析和解释数据的持续过程,随后将这些信息传播给政策制定者和医疗保健提供者。从父母去医院或诊所进行妊娠试验的那一刻起,您的健康数据就会被收集和存档。在一生中,各种各样的人和机构都参与健康监测,包括但不限于初级保健临床医生、医院实验室的研究人员和技术人员、传染病控制顾问、环境卫生官员、卫生管理人员、保险公司、专业护理提供者、药房、制药公司和电子患者档案软件提供商。由于这些组织、公司和

providers generally do not communicate with each other much and in most cases are not allowed to exchange health care data, in the process of health care monitoring we get reduced to an ever-multiplying series of files, without there being any way for either doctor or patient to monitor all this information to check, verify, share, or track.
提供者通常彼此之间不经常交流,并且在大多数情况下不允许交换医疗保健数据,在医疗保健监测过程中,我们被简化为一系列不断增加的文件,医生或患者都无法监控所有这些信息以检查、验证、共享、 或 track 的 Track。
There are important questions about the most effective use of the data collected through surveillance of our health and care. From 2004 to 2013, I worked for several universities in the United States, where I was privileged to have a decent work contract including health insurance with the company Anthem-one of the largest for-profit managed health care companies in the United States. As part of my package, I was offered a free full medical check-up once a year to see how I was doing. If I could demonstrate that I did not smoke or if the data showed that my BMI (body mass index-a questionable measure of someone’s health invented in the early nineteenth century)-had remained steady for another year, my monthly payment would go down, and I would qualify for “premium” care if I ever ended up in hospital. This case provides a direct link between health surveillance, financial incentives, and behavior influence, which can be problematic, as I have to admit it felt quite good to be rewarded for a relatively healthy lifestyle. I think I would otherwise be less likely to actively think about sports, lifestyle, or diet (or to find out what good options would be for my precise circumstances). Yet such rewards also make it unlikely for me to consider critically the consequences of surveillance as applied to people’s health and well-being, let alone question the statistics my health care was based on.
关于如何最有效地使用通过监测我们的健康和护理收集的数据,存在一些重要的问题。从 2004 年到 2013 年,我在美国的几所大学工作,在那里我有幸与美国最大的营利性管理医疗保健公司之一 Anthem 公司签订了一份体面的工作合同,包括健康保险。作为我套餐的一部分,我每年都会获得一次免费的全面体检,以了解我的状况。如果我能证明我不吸烟,或者如果数据显示我的 BMI(体重指数——19 世纪初发明的一种衡量某人健康状况的可疑指标)——又保持了一年的稳定,我的月供就会下降,如果我最终住院,我将有资格获得“高级”护理。这个案例提供了健康监测、经济激励和行为影响之间的直接联系,这可能是有问题的,因为我不得不承认,相对健康的生活方式得到奖励感觉相当不错。我认为否则我不太可能积极考虑运动、生活方式或饮食(或找出适合我的具体情况的好选择)。然而,这样的回报也使我不太可能批判性地考虑监测对人们健康和福祉的影响,更不用说质疑我的医疗保健所依据的统计数据了。
Part of these kinds of ethical issues is the question of to whom your data actually belongs. Many medical records cannot be viewed by patients themselves, or its archiving and management are the responsibility of technology companies that are not even located in your country of residence (as the provision of e-health hardware and software tends to be outsourced). An example is the multinational VINCI Energies Group, providing information technology and computing services globally to transform medical centers into “connected hospitals” featuring a wide array of interlinked digital health applications, such as remote access to medical files, dedicated Wi-Fi for patients and virtual consultations, contact tracing apps (which became a global phenomenon during the coronavirus crisis),
这类道德问题的一部分是您的数据实际上属于谁的问题。许多医疗记录无法由患者自己查看,或者其存档和管理由甚至不位于您居住国家/地区的技术公司负责(因为电子健康硬件和软件的提供往往是外包的)。一个例子是跨国公司 VINCI Energies Group,在全球范围内提供信息技术和计算服务,将医疗中心转变为“互联医院”,具有一系列相互关联的数字健康应用程序,例如远程访问医疗文件、患者专用 Wi-Fi 和虚拟咨询、接触者追踪应用程序(在新冠病毒危机期间成为一种全球现象),

direct-to-consumer or on-demand telemedicine, automated bots that screen and refer patients, telehealth visits by doctors or nurses, electronic intensive care unit monitoring programs, and so on. Questions of transparency, ownership, and responsibility over all the data such a system collects, processes, and archives are quite pertinent.
直接面向消费者或按需远程医疗、筛查和转诊患者的自动化机器人、医生或护士的远程医疗就诊、电子重症监护病房监控计划等。此类系统收集、处理和存档的所有数据的透明度、所有权和责任问题非常相关。
Just as with state and security surveillance, the quality of the information collected about us through public health surveillance is a key concern. As with any form of data gathering and archiving in media, there is always information contamination. The hardware and software that process our data become obsolete, falter, or fail completely and are vulnerable to hacking and computer viruses; the maintenance of these systems generally leaves a lot to be desired. And again, if your data somehow skirts the edges of whatever is considered to be the norm-especially in terms of gender, race, age, ability, sexual orientation, or any combination thereof-these issues with health surveillance can become even more problematic. All this (handling of) information has major implications for people, as decisions about medicines, treatments, and insurance depend to some extent on what the computer spews out in a particular office, at a particular part of the vast health care network, in a place somewhere in the world.
与国家和安全监控一样,通过公共卫生监控收集的有关我们的信息的质量是一个关键问题。与媒体中任何形式的数据收集和存档一样,信息污染总是存在的。处理我们数据的硬件和软件会过时、不稳定或完全失效,并且容易受到黑客攻击和计算机病毒的攻击;这些系统的维护通常还有很多不足之处。再说一次,如果你的数据以某种方式绕过了被认为是常态的边缘——尤其是在性别、种族、年龄、能力、性取向或它们的任何组合方面——这些健康监测问题可能会变得更加棘手。所有这些(处理)信息对人们都有重大影响,因为关于药物、治疗和保险的决定在某种程度上取决于计算机在世界某个地方的某个特定办公室、庞大的医疗保健网络的特定部分、特定位置输出的内容。
Health care is the subject of debates and projects aimed at developing innovative forms of supervision and monitoring of patient information. For example, since 2012 the worldwide Hacking Health movement organizes activities in which a variety of community hospitals, academic medical centers, faculties of medicine, clinics and pharmacies, information technology vendors, pharmaceutical companies, insurers, granting agencies, patient organizations, health care professionals, clinicians, physicians, nongovernmental organizations, and entrepreneurial hubs and networks, as well as various local, state, provincial, and federal agencies, participate to come up with ways to give people more power in the collection of data and making health information accessible. The network has chapters across all continents, located in such metropolitan centers as Athens, Kuala Lumpur, Lyon, Melbourne, Mexico City, San Francisco, Toronto, and Utrecht.
医疗保健是旨在开发创新形式的患者信息监督和监控的辩论和项目的主题。例如,自 2012 年以来,全球 Hacking Health 运动组织了各种活动,其中各种社区医院、学术医疗中心、医学院、诊所和药房、信息技术供应商、制药公司、保险公司、赠款机构、患者组织、医疗保健专业人员、临床医生、医生、非政府组织和创业中心和网络,以及各种地方、州、省、 和联邦机构参与进来,想出方法,让人们在收集数据和提供健康信息方面有更大的权力。该网络在各大洲设有分会,位于雅典、吉隆坡、里昂、墨尔本、墨西哥城、旧金山、多伦多和乌得勒支等大都市中心。

As with developments in state surveillance, the field of surveillance in health care is complex and evolving. The global coronavirus crisis of 2020 and beyond exposed a related development in public health surveillance, beyond the panoptic data collection efforts of agencies and institutions involved with health care: the synoptic surveillance of people all over the world, collectively monitoring global media-news providers as much as online social networks-for information about all things related to the coronavirus. In some cases, this led to increased anxiety, heightened stress responses, and misplaced health-protective and help-seeking behaviors, all of which was further amplified by exposure to (and participation in the sharing of) disinformation and misinformation about the virus-with equally serious consequences.
与国家监控的发展一样,医疗保健监控领域是复杂且不断发展的。2020 年及以后的全球冠状病毒危机暴露了公共卫生监测的相关发展,超越了参与医疗保健的机构和机构的全景数据收集工作:对世界各地人们的天气监测,共同监控全球媒体——新闻提供者和在线社交网络——以获取有关冠状病毒的所有信息。在某些情况下,这会导致焦虑增加、压力反应加剧以及错误的健康保护和寻求帮助行为,所有这些都因接触(和参与分享)有关病毒的虚假信息和错误信息而进一步放大——后果同样严重。

Forms of Surveillance: Business and Industry
监控形式:商业和工业

It has become something of a cliché: data is the lubricant of the global information society. The rise of surveillance capitalism-of collecting and mining personal data for profit-is a worldwide phenomenon. The economy progressively revolves around data obtained by persistently tracking
这已经成为一种陈词滥调:数据是全球信息社会的润滑剂。监控资本主义的兴起——收集和挖掘个人数据以牟利——是一个世界性的现象。经济逐渐围绕着通过持续跟踪获得的数据展开

consumers. This vision for all-encompassing industry surveillance was articulated in detail by Eric Schmidt, chief executive officer of Google from 2001 to 2011 (and chairperson of Google and its parent company, Alphabet, until 2017), in a keynote for a conference in Berlin, in September 2010, where he stated: “Ultimately, search is not just the web but literally all of your information-your email, the things you care about, with your permission-this is personal search, for you and only for you … We can suggest what you should do next, what you care about. Imagine: We know where you are, we know what you like … A near-term future in which you don’t forget anything, because the computer remembers. You’re never lost.” 2 2 ^(2){ }^{2}
消费者。2001 年至 2011 年担任 Google 首席执行官(在 2017 年之前担任 Google 及其母公司 Alphabet 的董事长)Eric Schmidt 在 2010 年 9 月于柏林举行的一次会议上发表主题演讲时详细阐述了这一包罗万象的行业监控愿景,他表示:“归根结底,搜索不仅仅是网络,而是您的所有信息——您的电子邮件, 你关心的事情,在你的允许下——这是个人搜索,只为你......我们可以建议你下一步应该做什么,你关心什么。想象一下:我们知道你在哪里,我们知道你喜欢什么......在不久的将来,你不会忘记任何东西,因为计算机会记住。你永远不会迷路。 2 2 ^(2){ }^{2}
Data are the “digital air” that we breathe in media life.
数据是我们呼吸的媒体生活中的“数字空气”。

Not only can companies envision such a predictable future because newer media enable all kinds of monitoring, but corporate surveillance is especially straightforward because people seem to generally agree with it or give up trying to prevent or circumvent it despite sometimes having serious misgivings about relinquishing their data. Every time a website or software program asks whether we agree with tracking cookies or a new user agreement, we sign to allow being followed online. A second cliché from our life in media applies here: if a service is free, then its users are the product that is being sold. And this product-our personal information-is extremely valuable. The three largest personal data traders in the world are also among the highest-listed companies in the world based on market value: Apple (which collects information through people’s interconnected use of the products and services in its proprietary ecosystem, including iPhones, iPads, Macbooks, the Apple Watch and software such as iOS, Apple Music, the App Store, iTunes, Safari, and iWork), Microsoft (which uses the same principle), and Alphabet (Google’s parent company). Data are the “digital air” that we breathe in media life.
公司不仅可以设想这样一个可预测的未来,因为新的媒体可以进行各种监控,而且公司监控也特别简单,因为人们似乎普遍同意它,或者放弃试图阻止或规避它,尽管有时对放弃他们的数据有严重的疑虑。每次网站或软件程序询问我们是否同意跟踪 Cookie 或新的用户协议时,我们都会签署允许在线跟踪。我们媒体生活中的第二个陈词滥调在这里适用:如果一项服务是免费的,那么它的用户就是被销售的产品。而这个产品——我们的个人信息——非常有价值。全球三大个人数据交易商也是全球市值最高的上市公司之一:苹果(通过人们互联使用其专有生态系统中的产品和服务来收集信息,包括 iPhone、iPad、Macbook、Apple Watch 以及 iOS、Apple Music、App Store 等软件, iTunes、Safari 和 iWork)、Microsoft(使用相同的原理)和 Alphabet(Google 的母公司)。数据是我们呼吸的媒体生活中的“数字空气”。
The data hunt of companies did not start with the rise of the internet. Market research, surveys, and focus group interviews for many decades have been a staple for the commercial operations of businesses. We have been providing personal details to stores by completing and submitting discount forms and by taking advantage of the benefits offered by numerous
对公司的数据搜寻并不是从互联网的兴起开始的。几十年来,市场研究、调查和焦点小组访谈一直是企业商业运营的主要内容。我们一直在通过填写和提交折扣表格以及利用众多提供的好处向商店提供个人详细信息

customer loyalty and membership programs. In this scenario, a company’s insight into our individual behavior is limited to when we buy something. Of much greater value is information about the phase just before that, when we are thinking about a particular purchase, coupled with data that says something about our socioeconomic context: where we live, what other products and services we find interesting, what people like us tend to do in similar circumstances. Loyalty programs have existed at least since the eighteenth century but suffered from a lack of information about the customer. This changed with the rise of membership schemes in the late twentieth century (such as airline frequent flier programs) and in-store loyalty programs (like the plastic cards you can get at supermarkets). Both arrangements require the customer to register their personal details. As electronic commerce (or e-commerce) and teleshopping became possibleconsider, for example, the launch of the vast online marketplaces Amazon in 1995 and Alibaba in 1999-the amount of data about who we are, what we want and need, what we think about, and what we like or do not like increased exponentially.
客户忠诚度和会员计划。在这种情况下,公司对我们个人行为的洞察仅限于我们购买东西的时间。更有价值的是关于在此之前的阶段的信息,当我们考虑特定购买时,再加上关于我们的社会经济背景的数据:我们住在哪里,我们觉得哪些其他产品和服务感兴趣,像我们这样的人在类似情况下倾向于做什么。忠诚度计划至少自 18 世纪以来就存在,但缺乏有关客户的信息。随着 20 世纪后期会员计划(例如航空公司常旅客计划)和店内忠诚度计划(例如您可以在超市买到的塑料卡)的兴起,这种情况发生了变化。这两种安排都要求客户注册他们的个人详细信息。例如,随着电子商务(或电子商务)和电话购物成为可能,考虑一下 1995 年亚马逊和 1999 年阿里巴巴这两个庞大的在线市场的推出——关于我们是谁、我们想要什么和需要什么、我们怎么想以及我们喜欢什么或不喜欢什么的数据量呈指数级增长。
Particular to the discussion about participatory surveillance is the insight that much of the monitoring we are subjected to regarding business and industry is the outcome of our active involvement. Next to surrendering our personal information through the digital shadow we leave behind when we are online and registering for all kinds of customer loyalty and membership programs, we are regularly asked to fill in or answer a variety of surveys and review questions to assess a product or service of a particular company. Whether it is a board of smileys right after the baggage check at the airport to assess the customs procedure or a reminder to leave a review of a movie, dining out experience, or a repair service, we are constantly asked to evaluate. Each time we share important information about ourselves: our tastes and preferences regarding specific products and services, at a particular place and time. The consequences of these free reviews of products and services are sometimes quite substantial. For example, restaurants get reservations primarily through such review sites as Yelp, OpenTable, Tripadvisor, and Zomato, where everyone can leave evaluations of the places they have been. While this is useful to find out where to have lunch or a drink, establishments have to pay to participate in this system. Tripadvisor, as one of the largest review communities operating around the
关于参与式监控的讨论特别之处在于,我们所受到的关于商业和工业的大部分监控都是我们积极参与的结果。除了通过我们在线时留下的数字影子交出我们的个人信息并注册各种客户忠诚度和会员计划之外,我们还经常被要求填写或回答各种调查和审查问题,以评估特定公司的产品或服务。无论是在机场行李检查后立即使用笑脸板来评估海关程序,还是提醒留下电影评论、外出就餐体验或维修服务,我们都会不断被要求进行评估。每次我们分享关于自己的重要信息时:我们在特定地点和时间对特定产品和服务的品味和偏好。这些对产品和服务的免费评论的后果有时非常严重。例如,餐厅主要通过 Yelp、OpenTable、Tripadvisor 和 Zomato 等评论网站获得预订,每个人都可以在这些网站上留下对他们去过的地方的评价。虽然这对于找出在哪里吃午餐或喝饮料很有用,但场所必须付费才能参与该系统。Tripadvisor 作为围绕

world, charges a monthly membership rate as well as a fee per booking, while collecting data from each reviewer as well as anyone who visits one of its sites. Other sectors of the digital economy, such as comparison sites for hotel rooms (e.g., Booking.com, a Dutch company that pioneered the business model behind these data-driven systems) and airline tickets, work the same way-as vast surveillance operations (where panoptic and synoptic modes of monitoring are combined) at a cost to participating restaurants, hotels, and airlines.
World 收取月度会员费和每次预订费用,同时从每位评论者以及访问其网站之一的任何人那里收集数据。数字经济的其他领域,例如酒店客房的比较网站(例如,Booking.com,一家荷兰公司,开创了这些数据驱动系统背后的商业模式)和机票,其运作方式与大规模监控作(全景和天气监控模式相结合)相同,参与的餐厅、酒店和航空公司需要付出代价。
Since over half of the world’s population uses the internet, the databases companies have acquired are colossal in size. This is the age of big data, where data sets with thousands of variables measured among hundreds of thousands if not millions of people are quite common. All these data on their own are of little value. That is why specialized departments and companies perform statistical calculations-generally in formulaic ways, using algorithms-to extract patterns from the data. Statistics enriches data, adding value by linking every button push, click, swipe, and keystroke to arithmetics and databases. As we have seen, the problem is that statistical formulas-just like technologies in general-are never neutral. Each calculation has limiting conditions, excludes certain options, and assumes many factors as given. The patterns that statistical programs extract from data can therefore best be understood as the product of the operations and calculations that have been applied to them, more so than a somehow accurate reflection of the people the data were gathered from.
由于世界上超过一半的人口使用互联网,因此公司收购的数据库规模巨大。这是大数据时代,在数十万甚至数百万人中测量数千个变量的数据集非常普遍。所有这些数据本身都没有什么价值。这就是为什么专业部门和公司执行统计计算的原因 - 通常以公式化的方式,使用算法 - 从数据中提取模式。统计数据通过将每个按钮按下、单击、滑动和击键链接到算术和数据库来丰富数据并增加价值。正如我们所看到的,问题在于统计公式——就像一般的技术一样——从来都不是中立的。每个计算都有限制条件,排除某些选项,并假设给定的许多因素。因此,统计程序从数据中提取的模式最好被理解为已应用于它们的作和计算的产物,而不是以某种方式准确地反映数据收集者。
There is both belief in and fear of these kinds of gigantic datasets and the influence they have on society. The belief, common among programmers and engineers in the technology sector, is based on the assumption that so much data put together make the question of why people do what they do redundant as we now know everything about what people do. Based on this information, it should be possible to predict how the world can be set up efficiently so that everyone is catered to. In an economic sense, this means that advertisers can predict, based on patterns in the data, when a certain group of people wants a certain product or when they need a specific service, immediately connecting them with companies that are able to provide it. You have experienced this scenario, as in the uncanny sensation of seeing an ad in your social media newsfeed for a product or service you were just talking about with a friend. It is not you that the advertiser is
人们对这些巨大的数据集及其对社会的影响既有信心又恐惧。这种信念在技术领域的程序员和工程师中很常见,其基础是这样一个假设,即如此多的数据放在一起,使得人们为什么做他们所做的事情的问题变得多余,因为我们现在对人们所做的事情了如指掌。根据这些信息,应该可以预测如何有效地设置世界,以便满足每个人的需求。从经济意义上讲,这意味着广告商可以根据数据中的模式预测特定人群何时需要某种产品或何时需要特定服务,并立即将他们与能够提供该产品的公司联系起来。您曾经历过这种情况,例如在社交媒体新闻源中看到您刚刚与朋友谈论的产品或服务的广告,这种不可思议的感觉。广告商不是你

following (or knows about); it is the outcome of the statistical analysis of certain characteristics people like you have in common at a given moment. You are not special! Your data, combined and compiled with the personal information of countless others, are.
关注(或知道);它是对像你这样的人在特定时刻具有的某些共同特征进行统计分析的结果。你并不特别!您的数据与无数其他人的个人信息相结合和编译,是。
On the other hand, the fear of an economy governed by big data tends to be inspired by the fact that decisions about what to do with data and the patterns that are extracted from them are often taken by computers based on artificial intelligence-where the software independently learns from previous calculations and applies these lessons to each new assignment. This loss of human control and oversight is a scary proposition to many. I experienced a telling example of this when I was moving from the United States back to the Netherlands in 2013, after living and working abroad for about ten years. After all this time, I had built up some savings that I wanted to transfer with me-which would have been extraordinarily expensive to do through the regular banking system. Using PayPal, I started monthly transfers of small amounts of money from my American bank account to myself in the Netherlands, thus bypassing the expensive fees and exchange rates that banks charge. Admittedly, I was quite pleased with myself about this little trick-until it failed after a couple of times, and the payment order was refused. No matter what I tried, nothing worked. Finally, I called the company and asked for an explanation. After navigating a maze of computer menus, I finally got through to a customer service representative who patiently overheard my story and offered a solution: to wait a week and then try the transfer again. When asked how this would solve the problem, the man audibly shrugged and told me, “The algorithm does this every now and then.” Can’t you intervene, I asked-especially if it happens again. “No, we can’t,” he explained. “No one can touch the algorithm.”
另一方面,对大数据治理经济的恐惧往往受到以下事实的启发:关于如何处理数据以及从中提取的模式的决定通常由基于人工智能的计算机做出——软件独立地从以前的计算中学习并将这些经验教训应用于每个新任务。这种失去人类控制和监督的情况对许多人来说是一个可怕的命题。当我在国外生活和工作了大约十年后,于 2013 年从美国搬回荷兰时,我经历了一个生动的例子。经过这么长时间,我已经积累了一些储蓄,我想用这些钱来转移——通过常规银行系统进行转账会非常昂贵。使用 PayPal,我开始每月从我的美国银行账户向我在荷兰的自己转账小额资金,从而绕过了银行收取的昂贵费用和汇率。诚然,我对这个小技巧还挺满意的——直到几次后都失败了,付款单被拒绝了。无论我尝试什么,都没有效果。最后,我打电话给公司,要求解释。在浏览了迷宫般的计算机菜单后,我终于联系了一位客户服务代表,他耐心地无意中听到了我的故事并提供了一个解决方案:等待一周,然后再次尝试转移。当被问及这将如何解决问题时,该男子耸耸肩告诉我,“算法时不时地这样做。你不能干预吗,我问——特别是如果它再次发生的话。“不,我们不能,”他解释说。“没有人可以触及算法。”
An interesting trend among companies that deal with big data is their hiring policy, whereby, in addition to computer programmers, data analysts, and statisticians, positions come up for people trained in ethnography, ethics, and qualitative methods. This is because many realize that big data cannot do without small or “thick” data: insights gained from research among a limited number of people with full attention to their unique and specific emotions, stories, and ways of looking at the world. Where large databases provide insight into what applies to most people, small-scale projects offer insight into what all this means for people on an individual
在处理大数据的公司中,一个有趣的趋势是他们的招聘政策,根据该政策,除了计算机程序员、数据分析师和统计学家之外,还有受过民族学、道德学和定性方法培训的人的职位。这是因为许多人意识到大数据离不开小数据或“厚”数据:从对少数人的研究中获得的见解,这些人充分关注他们独特而具体的情感、故事和看待世界的方式。大型数据库可以深入了解适用于大多数人的内容,而小型项目则可以深入了解所有这些对个人意味着什么

level, in a particular context. Making sense of the complex mix of gigantic data files, algorithmic analysis, and small-scale ethnographic research furthermore requires data empathy. Om Malik, founder of the technology news website GigaOm, argued back in 2013 that data without a soul is worthless: “As we move towards a fully quantified society, a society shaped by data, we run the risk of ignoring things that are difficult to measure. Empathy, emotion and storytelling-these are as important parts of good business as they are of life.” 3 3 ^(3){ }^{3}
级别。要理解大量数据文件、算法分析和小规模民族志研究的复杂组合,还需要数据同理心。早在 2013 年,科技新闻网站 GigaOm 的创始人 Om Malik 就认为,没有灵魂的数据毫无价值:“当我们走向一个完全量化的社会,一个由数据塑造的社会时,我们冒着忽视难以衡量的事物的风险。同理心、情感和讲故事——这些是良好业务的重要组成部分,也是生活中的重要部分。 3 3 ^(3){ }^{3}
In concrete terms, data empathy means to enrich the deindividualized statistical analysis of big data with personal stories, backgrounds, and context that give meaning to the material. The somewhat paradoxical consequence of the development of surveillance capitalism may very well be that more attention is paid to the personal, the particularity, and the affective nature of the experiences we have in media. The dark side of this development is the far-reaching commodification of our innermost feelings and desires through the commercial integration of big and thick data.
具体来说,数据同理心意味着用个人故事、背景和背景来丰富大数据的非个体化统计分析,这些故事、背景和背景赋予了材料意义。监控资本主义发展的有点矛盾的后果很可能是,我们在媒体中所经历的个人性、特殊性和情感性质受到了更多的关注。这种发展的阴暗面是通过大数据的商业整合,将我们内心深处的感受和欲望深远的商品化。

Supervision by Institutions
机构监管

In addition to governments, health care, and business, our lives are steeped in contacts with social institutions, such as political organizations, schools, and universities, numerous charities and nonprofits, and of course the rich nature of social life in cafés, bars, nightclubs, and concert venues. Most of these institutions are mediatizing along with the rest of society, meaning that they pivot increasingly toward publicity and use media to manage and monitor their current and prospective members, constituents, customers, and visitors. International nongovernmental organizations such as Greenpeace constantly develop new media campaigns, asking people to fill in online forms (e.g., to show support for a specific action), to sign up for email updates and newsletters (calling on us to use and follow hashtags on social media), and to post things related to the theme of a campaign. For these types of projects, Greenpeace works together with companies that supply extensive databases of people who are likely to be interested in nature and the environment. This is but one example of how civil society retools its existence to accommodate media, information, and communication technologies across the board.
除了政府、医疗保健和企业之外,我们的生活还沉浸在与社会机构的接触中,例如政治组织、学校和大学、众多慈善机构和非营利组织,当然还有咖啡馆、酒吧、夜总会和音乐会场地等丰富的社交生活。这些机构中的大多数都与社会其他部分一起进行调解,这意味着它们越来越多地转向宣传,并利用媒体来管理和监控其当前和潜在的成员、选民、客户和访客。绿色和平组织等国际非政府组织不断开展新的媒体活动,要求人们填写在线表格(例如,表示对特定行动的支持),注册电子邮件更新和时事通讯(呼吁我们在社交媒体上使用和关注主题标签),并发布与活动主题相关的内容。对于这类项目,绿色和平组织与公司合作,这些公司提供广泛的数据库,这些数据库涵盖了可能对自然和环境感兴趣的人。这只是公民社会如何调整其存在以全面适应媒体、信息和通信技术的一个例子。
The field of education is another distinct site of institutional surveillance. Digital media are prominent everywhere in schools, universities, and other settings for teaching and learning-including digital whiteboards in primary schools, laptops for children (that may contain secretly installed software to keep track of how the device gets used), the use of Google Workspace for Education and other cloud-based free services, comprehensive learning management systems (such as Blackboard or Canvas) for all coursework, and complete virtual teaching modules (so-called MOOCs, or massive open online courses). Just about everything that pupils, students, teachers, and professors do is digitally recorded and stored. Direct forms of surveillance include the many tests and exams that children have to take from primary school (and sometimes even before that at the day care center) onward, throughout their education career. Parents receive reports at home with statistical analyses of how their child relates to the average line of all other children. Schools and all other stakeholders in the education system use a variety of surveillance-based data that are processed by computer programs to make predictions about how children in certain groups are expected to develop over the following years. In a digital environment, the entire learning process of a child gets mapped out accordingly. Ideally, such a surveillance-data-driven personalization of education provides more tailormade challenges and can contribute to an engaging education fine-tuned to each individual student. A more critical perspective would note that the more or less exclusive focus on data contributes to the management and direction of education by computer software and administrative systems beyond the particular wants and needs-and, most importantly, voice-of the child.
教育领域是机构监控的另一个独特场所。数字媒体在学校、大学和其他教学环境中无处不在——包括小学的数字白板、儿童笔记本电脑(可能包含秘密安装的软件以跟踪设备的使用情况)、使用 Google Workspace 教育版和其他基于云的免费服务、用于所有课程作业的综合学习管理系统(例如 Blackboard 或 Canvas), 以及完整的虚拟教学模块(所谓的 MOOC,或大规模开放式在线课程)。学生、学生、教师和教授所做的几乎所有事情都是以数字方式记录和存储的。直接形式的监控包括儿童从小学开始(有时甚至在此之前在日托中心)必须参加的许多测试和考试,贯穿他们的整个教育生涯。父母在家里会收到报告,其中包含有关他们的孩子与所有其他孩子的平均线的关系的统计分析。学校和教育系统中的所有其他利益相关者使用各种基于监控的数据,这些数据由计算机程序处理,以预测某些群体中的儿童在未来几年的预期发展情况。在数字环境中,孩子的整个学习过程都会相应地规划出来。理想情况下,这种监控数据驱动的个性化教育提供了更多量身定制的挑战,并有助于为每个学生微调的引人入胜的教育。 更批判性的观点会注意到,或多或少地完全关注数据有助于计算机软件和管理系统对教育的管理和指导,而不仅仅是儿童的特定愿望和需求——最重要的是,儿童的声音。
As in other sectors (such as health care), education professionals around the world tend to complain that they spend an increasing amount of their working time filling out forms online, maintaining data files, and doing administrative work for a range of supervisory bodies. Extensive records are kept of all aspects of education-from programs and subjects to individual teachers and students, whereby it is not always clear what these data are intended for, how they are exactly used, and who ultimately has control and direction over all the information gathered. The administration and practice of surveillance at all levels of education, as throughout other organizations and sectors of society, generate many critical responses. For
与其他部门(如医疗保健)一样,世界各地的教育专业人士往往抱怨他们花费越来越多的工作时间在线填写表格、维护数据文件以及为一系列监管机构进行行政工作。从课程和科目到教师和学生个人,教育的各个方面都保存了大量记录,因此并不总是清楚这些数据的用途、它们的确切用途以及最终谁可以控制和指导收集到的所有信息。与社会的其他组织和社会部门一样,各级教育的监督管理和实践产生了许多批评性反应。为

example, there is an international countermovement that organizes informally around the concept of the “edufactory,” since higher educationwhere more and more students (from all over the world) are taught by fewer and fewer staff-according to these critics looks more like a faceless knowledge factory than a place where autonomous learning is central.
例如,有一个国际反运动围绕“教育工厂”的概念非正式地组织起来,因为高等教育越来越多的学生(来自世界各地的)由越来越少的工作人员授课——根据这些批评者的说法,看起来更像是一个不露面的知识工厂,而不是一个以自主学习为中心的地方。
Surveillance in a life in media extends to all sectors and domains of social life, as no aspect of our growing up, learning, working, and living together is left untouched. This also includes the workplace, since many sectors of the economy work with proprietary software packages that streamline the business process while keeping track of what everybody is doing. It is not unusual for CCTV to be installed in the offices of companies and for employees to have to report being at work by swiping a card, using smart tags, or clocking in via any other form of digital check-in system. Contracts often stipulate the possibility that company hardware and software (including electronic correspondence) may be monitored from time to time, while overt workplace surveillance becomes commonplace at corporations around the world-for example, through remote tracking of the location and use of company vehicles, computers, and phones, using facial recognition software to monitor the expression and mood of staff while working, and demanding employees carry handheld or wearable devices with them at all times to document their exact location and movements. Some companies introduce software (with such titles as Impraise, Crewmojo, and Engagedly) to get employees to rate and review each other-just like consumers are asked to do on such sites as Amazon and Tripadvisor. All these initiatives, services, and practices generate detailed data on peoples’ whereabouts, movements, actions, and feelings at work. During the global coronavirus crisis, many employees working from home are subject to intensified forms of monitoring through the use of remote network connections, shared software tools (such as Slack or Microsoft Teams), and other dedicated corporate applications, extending the reach of workplace surveillance deep into the home.
媒体生活中的监控延伸到社会生活的所有部门和领域,因为我们共同成长、学习、工作和生活的任何方面都不受影响。这也包括工作场所,因为许多经济部门都使用专有软件包来简化业务流程,同时跟踪每个人在做什么。在公司的办公室安装闭路电视,员工必须通过刷卡、使用智能标签或通过任何其他形式的数字签到系统打卡来报告上班情况,这种情况并不少见。合同通常规定公司硬件和软件(包括电子通信)可以不时受到监控,而公开的工作场所监控在世界各地的公司中变得司空见惯——例如,通过远程跟踪公司车辆、计算机和电话的位置和使用情况,使用面部识别软件监控员工在工作时的表情和情绪, 要求员工始终随身携带手持或可穿戴设备,以记录他们的确切位置和活动。一些公司引入软件(标题为 Impraise、Crewmojo 和 Engagedly)来让员工相互评分和评论——就像消费者在 Amazon 和 Tripadvisor 等网站上被要求做的那样。所有这些举措、服务和做法都会生成有关人们在工作中的行踪、行动、行动和感受的详细数据。 在全球冠状病毒危机期间,许多在家工作的员工通过使用远程网络连接、共享软件工具(如 Slack 或 Microsoft Teams)和其他专用企业应用程序而受到加强形式的监控,从而将工作场所监控的范围扩展到家庭。
An institution most of us have extensive experience with is the familyand it is riddled with surveillance. Numerous companies sell hardware and software enabling parents to track and monitor their children’s media use. So-called teleparenting styles have become quite common, as parents are in almost constant electronic touch with their children as they grow up-for
我们大多数人都有丰富经验的机构是家庭,它充满了监视。许多公司销售硬件和软件,使父母能够跟踪和监控孩子的媒体使用情况。所谓的远程育儿方式已经变得非常普遍,因为随着孩子的成长,父母几乎一直与孩子保持电子联系

example, by interacting incessantly via messaging, chat, and video telephony services. My social media newsfeed fills with friends near and far sharing photos and videos of all the funny and quirky things their offspring are doing. I regularly come across babies napping or (not) eating, kids singing and dancing, teenagers driving away in their first car or receiving a diploma, and so on. Despite all our legitimate concerns about the loss of privacy, this type of “sharenting” is widespread. As a result, the lives of children from the cradle (and before, when parents share their first ultrasound online) and well into puberty are preserved and published in all kinds of more or less invasive ways. By the time children become teenagers, it is not uncommon that they have to contend with a vast digital archive of snapshots, videos, sound recordings and many kinds of other data associated with them, without having ever been in a position to give permission to record, archive, or share any of it. At the same time, kids get online at ever earlier ages, with major platforms catering specifically to them-such as Facebook’s Messenger Kids and YouTube Kids-and advertisers using “kidtech,” such as that provided by the UK-based company SuperAwesome to target children online without violating strict privacy laws that prohibit advertising directly to specific children’s profiles. This is why some in the scholarly and legal community argue for the right to be forgotten online, especially for teenagers.
例如,通过消息传递、聊天和视频电话服务不断交互。我的社交媒体新闻源中充满了远近的朋友,他们分享他们的后代正在做的所有有趣和古怪的事情的照片和视频。我经常遇到婴儿打盹或(不)吃东西、孩子们唱歌跳舞、青少年开着他们的第一辆车离开或获得文凭,等等。尽管我们对隐私丧失的担忧是合理的,但这种类型的 “共享” 现象很普遍。因此,儿童从摇篮(以及之前,当父母在网上分享他们的第一次超声波检查时)到青春期的生活都以各种或多或少的侵入性方式被保存和发布。当孩子成为青少年时,他们不得不面对大量的数字档案,其中包括快照、视频、录音和与他们相关的许多其他数据,而从未获得过录制、存档或共享任何数据的许可,这种情况并不少见。与此同时,孩子们上网的年龄越来越小,主要平台专门迎合他们——例如 Facebook 的 Messenger Kids 和 YouTube Kids——以及广告商使用“儿童技术”,例如英国公司 SuperAwesome 提供的“儿童技术”来在线定位儿童,而不会违反严格的隐私法,禁止直接向特定儿童的个人资料投放广告。这就是为什么学术和法律界的一些人主张在网上被遗忘的权利,尤其是对青少年。
Companies are taking advantage of parental pride by offering devices that make sharing everything your baby or child does even easier. A farreaching example of this was the Aristotle (a product of the American multinational toy manufacturer Mattel), announced in 2017 as an “all-inone voice-controlled smart baby monitor,” taken off the market only a few months later after protests from consumer organizations, child psychologists, and privacy advocates. The device had a Wi-Fi connection, a built-in camera, and was running on artificial intelligence programmed to grow up with the child. According to the company, the Aristotle would be able to independently monitor babies and small children, teach them to spell and speak, warn of dangers, read them bedtime stories, soothe them if they cried in the night, and correct inappropriate behavior. Even though this product is no longer available, similar smart devices are popping up in households all over the world, such as the Amazon Echo, Google Home, the Apple Homepod, and Xiaoyu Zaijia (Little Fish) from Baidu. These are all
公司通过提供设备来利用父母的自豪感,让分享您的婴儿或孩子所做的一切变得更加容易。一个影响深远的例子是 Aristotle(美国跨国玩具制造商 Mattel 的产品),它于 2017 年宣布为“一体式语音控制智能婴儿监视器”,仅在几个月后就因消费者组织、儿童心理学家和隐私倡导者的抗议而下架市场。该设备具有 Wi-Fi 连接和内置摄像头,并在人工智能上运行,该人工智能经过编程,可与孩子一起成长。据该公司称,亚里士多德将能够独立监测婴儿和幼儿,教他们拼写和说话,警告危险,给他们读睡前故事,如果他们在晚上哭泣,安抚他们,并纠正不当行为。尽管该产品已不再可用,但类似的智能设备正在世界各地的家庭中出现,例如 Amazon Echo、Google Home、Apple Homepod 和百度的小鱼再家(小鱼)。这些都是

permanently online devices that collect detailed information about us while we use them for everyday household things: asking for a particular song at dinner, dimming the lights for a romantic setting, keeping track of how long our food has been in the oven, contacting a delivery service. The global technology industry hopes that in the near future our homes will be equipped with “social robots,” such as the Jibo-developed through a crowdfunding campaign by the American roboticist Cynthia Breazeal and acquired in 2020 by the Japanese telecommunications company NTT. The Jibo closely resembles the Extraterrestrial Vegetation Evaluator (EVE) robot in the Disney movie Wall-E (from 2008)—a film that offers a stark warning about the possible consequences of omnipresent surveillance and control by technology.
永久在线设备,当我们将它们用于日常家居用品时收集有关我们的详细信息:晚餐时要求一首特定的歌曲,调暗灯光以获得浪漫的环境,跟踪我们的食物在烤箱中放置了多长时间,联系送货服务。全球科技行业希望在不久的将来,我们的家能配备“社交机器人”,例如 Jibo,它是通过美国机器人专家 Cynthia Breazeal 的众筹活动开发的,并于 2020 年被日本电信公司 NTT 收购。Jibo 与迪斯尼电影《瓦力》(2008 年)中的外星植被评估器 (EVE) 机器人非常相似,这部电影对无处不在的技术监视和控制可能产生的后果发出了严厉的警告。

Despite this lengthy list of examples of surveillance in the realm of civil society and social life, there are plenty more instances to be found across all social institutions (including religion, sports, and law). Taken together, there
尽管在公民社会和社会生活领域有如此长长的监控例子,但在所有社会机构(包括宗教、体育和法律)中都可以找到更多的例子。综合起来,有

are a few trends common across all cases of institutional surveillance as it has developed over time and accelerated in our digital environment:
是所有机构监控案例中常见的一些趋势,因为它随着时间的推移而发展,并在我们的数字环境中加速发展:
  1. An ever-growing data hunger that is never satisfied as each subsequent generation of hardware and software demands additional information
    不断增长的数据需求永远不会得到满足,因为每一代后续硬件和软件都需要额外的信息
  2. A general lack of overview and consensus regarding responsibilities and control over all the different types of monitoring involved
    对于所涉及的所有不同类型监控的责任和控制,普遍缺乏概述和共识
  3. A lack of transparency as to for whom and to what purpose all these data are obtained, how they get archived, and how all this information may be subsequently used
    对于这些数据的获取对象和目的、如何存档以及随后如何使用所有这些信息,缺乏透明度

Observing Each Other  互相观察

On April 30, 2008, then senator Barack Obama visited the Indiana University campus in Bloomington-the American university I was associated with at the time. In a packed basketball stadium, he addressed a wildly enthusiastic crowd as part of his campaign for the Democratic Party’s presidential nomination. His opponent, Hilary Clinton, visited a few weeks earlier but was significantly less popular among the students and in the region. On the way to the stadium, I was approached by a cheerful young woman, who asked if I would like to take a seat on the stage with the senator, clearly an offer I could not refuse. Everyone onstage was supplied with signs-half of them official “Change We Can Believe” campaign placards, the rest consisting of fake (yet equally professional) makeshift yard signs roughly painted with various slogans: “Barack Rocks,” “Fired Up,” and “Obama Oh Yeah.” I was seated directly behind where Obama would address the crowd-right across from a battery of television cameras from all the major US networks (such as CNN, ABC, NBC) and the BBC. Our role as stage audience was clear: we would be visible to the people at home and served as the decor for the candidate with our supposedly homemade signs and posters. When the senator finally climbed onstage, the stadium erupted with cheers. Caught in the moment, I could not help myself but cheer along-and take photographs. As I stood directly behind Senator Obama, the pictures I took showed his back and the upturned faces of the crowd in front of him. Looking back at these pictures, I realized that every single person in that audience carried some sort of camera. In effect I was taking pictures of other people taking pictures of me. This was the first time
2008 年 4 月 30 日,时任参议员巴拉克·奥巴马 (Barack Obama) 访问了位于布卢明顿的印第安纳大学校园——当时我所在的美国大学。在一个座无虚席的篮球场上,他向热情高涨的人群发表了演讲,这是他竞选民主党总统候选人提名的一部分。他的对手希拉里·克林顿(Hilary Clinton)几周前就来了,但在学生和该地区明显不那么受欢迎。在去体育场的路上,一位开朗的年轻女士走近我,她问我是否愿意和参议员一起在舞台上坐下,显然这是我无法拒绝的提议。台上的每个人都拿到了标语——其中一半是官方的“Change We Can Believe”竞选标语牌,其余的则是伪造的(但同样专业的)临时庭院标语,上面粗略地画着各种口号:“Barack Rocks”、“Fired Up”和“Obama Oh Yeah”。我坐在奥巴马将要向人群发表讲话的正后方,对面是来自美国所有主要网络(如 CNN、ABC、NBC)和 BBC 的一连串电视摄像机。作为舞台观众,我们的角色很明确:我们会让家里的人看到,并用我们所谓的自制标语和海报作为候选人的装饰品。当这位参议员终于登上舞台时,体育场里爆发出欢呼声。被捕捉到这一刻,我情不自禁地欢呼起来——并拍照。当我站在参议员奥巴马的正后方时,我拍的照片显示了他的背影和他面前人群仰起的面孔。回头看这些照片,我意识到观众中的每个人都携带着某种相机。实际上,我正在拍摄其他人拍摄我的照片。这是第一次

that it occurred to me to what extent we experience the reality of the world and the people around us in media, as much as having a direct, immediate experience of it. What was also clear was not just the staged nature of the political performance but more so the reciprocal surveillance and sousveillance that was going on: the television cameras dutifully recorded the stage show, myself and several others providing the backdrop, in front of a roaring crowd in the process of documenting and sharing the event as it unfolded, all of us in various ways constructing or “worlding” a moment in terms of the media we were using at the time.
我突然想到,我们在媒体中体验到世界和周围人的现实程度,就像对它有直接、直接的体验一样。同样清楚的不仅仅是政治表演的舞台性质,更重要的是正在进行的相互监视和监视:电视摄像机尽职尽责地记录了舞台表演,我和其他几个人在咆哮的人群面前提供背景,记录和分享事件的发展过程。 我们所有人都以各种方式根据我们当时使用的媒体来构建或“世界化”一个时刻。
Since that special afternoon in 2008, this kind of omnoptic surveillancewhere everyone is (or can be) monitoring everyone else-has become paramount. In fact, it could be argued that this is the default experience of a life in media. Whenever we engage with the digital, some personal information gets collected, archived, sold, and subsequently acted upon. Although it may seem that the rapid rise of online social networks since the early 2000s (such as Friendster starting in 2002 and MySpace and Facebook in 2004) can be blamed for the grand reciprocal mediated observation that so many of us are part of, there have been crucial coveillance moments in media before. Consider, for example, the history of reality television genres, from programs pulling pranks on regular people and all kinds of contest shows-including cameras installed in the homes of “regular” people via structured reality shows (e.g., An American Family in the United States in 1973 and its British spin-off, The Family, in 1974)-to combinations and remixes of all these genres, including most famously Survivor (debuting in 1997 on Swedish television) and Big Brother (first airing in the Netherlands in 1999). Adaptations of these and other shows circle the globe, and producers in countries all over the world introduce innovative variations using local scenery and celebrities to attract audiences, such as Keep Running (from China, with contestants participating in outdoor challenges involving a lot of running), Little Cabin in the Woods (from South Korea and featuring entertainment stars locked up in a cabin), La Cenicienta (made in the United States and aimed at Latinx audiences, a version of the hugely popular The Bachelorette franchise), and the Nigerian edition of Big Brother, Big Brother Naija, which has spawned several reality shows starring its most popular contestants (such as I Am LAYCON, Shoot Your Shot, and Mercy & Ike). We are used to spying on people like us.
自 2008 年那个特殊的下午以来,这种每个人都在(或可以)监视其他人的 omnoptic 监视已经变得至关重要。事实上,可以说这是媒体生活的默认体验。每当我们与数字设备接触时,一些个人信息都会被收集、存档、出售并随后采取行动。尽管自 2000 年代初以来在线社交网络的迅速崛起(例如 2002 年开始的 Friendster 以及 2004 年的 MySpace 和 Facebook)似乎可以归咎于我们许多人参与的盛大互惠中介观察,但媒体之前也曾有过关键的贪婪时刻。例如,考虑一下真人秀类型的历史,从对普通人恶作剧的节目和各种竞赛节目——包括通过结构化真人秀节目安装在“普通”人家中的摄像机(例如,1973 年的美国家庭及其英国衍生剧 1974 年的家庭)——到所有这些类型的组合和混音, 包括最著名的 Survivor(1997 年在瑞典电视台首播)和 Big Brother(1999 年在荷兰首次播出)。 这些节目和其他节目的改编遍及全球,世界各国的制作人利用当地风景和名人引入创新变体来吸引观众,例如 Keep Running(来自中国,参赛者参加涉及大量跑步的户外挑战)、Little Cabin in the Woods(来自韩国,以被关在小屋里的娱乐明星为特色), La Cenicieta(在美国制造,针对拉丁裔观众,是广受欢迎的《单身女郎》系列的一个版本),以及尼日利亚版的《老大哥,老大哥奈贾》(Big Brother Naija),该节目已经催生了几个由其最受欢迎的参赛者主演的真人秀节目(如 I Am LAYCON,Shoot Your Shot 和 Mercy & Ike)。我们已经习惯了监视像我们这样的人。
Even though the sharing of details about our lives-voluntarily as part of a good conversation, involuntary because others gossip about us in the café or teahouse-can be said to be a historical and even somewhat healthy feature of society, in media such exchanges get supercharged, magnified, and commodified: suddenly, we can enjoy the most intimate details of the lives of others, whenever and wherever we want, and this information gets immediately sold on a global marketplace. This sharing goes so far that people who do not participate or stay offline for a few weeks are approached by concerned friends and family members to see if they are all right. While this may be done with the best intentions, it also makes all of us excellent workers in the service of surveillance capitalism. Media industries contribute to this-games you have not played for a while send messages suggesting your avatar needs you, applications remind you that friends are waiting for you, and most commercial services would love it if you registered your email address with them, so they can regularly send you updates and information about new products and sales. Dedicated insurance policies for your digital life, such as My Life Locker, founded in 2009 by the Canadian mortgage councillor Sandra Tisiot, offer services that assume that you have died after a certain period of inactivity in the digital world, automatically initiating a farewell protocol across all your profiles online so that all your documents and accounts are protected and preserved. Perhaps we never have to die in a digital environment-as there is enough personal information about (people like) us stored in databases to allow a sufficiently developed computer program to endlessly keep posting and sharing a life for us.
尽管分享我们生活的细节——作为良好对话的一部分自愿分享,因为别人在咖啡馆或茶馆里八卦而自愿分享——可以说是社会的历史特征,甚至有点健康的特征,但在媒体上,这种交流被放大、放大和商品化:突然之间,我们可以享受他人生活最私密的细节, 无论何时何地,我们都可以随时随地在全球市场上出售这些信息。这种分享的程度如此之高,以至于关心的朋友和家人会找到不参与或离线几周的人,看看他们是否还好。虽然这可能是出于最好的意图,但它也使我们所有人成为为监控资本主义服务的优秀工作者。媒体行业为此做出了贡献——你有一段时间没有玩的游戏会发送消息暗示你的头像需要你,应用程序提醒你朋友正在等你,如果你在他们那里注册了你的电子邮件地址,大多数商业服务都会喜欢它,这样他们就可以定期向您发送有关新产品和销售的更新和信息。为您的数字生活提供专门的保险单,例如由加拿大抵押贷款顾问 Sandra Tisiot 于 2009 年创立的 My Life Locker,提供的服务假定您在数字世界中闲置一段时间后去世,自动启动告别协议您的所有在线个人资料,以便您的所有文档和帐户都得到保护和保存。也许我们永远不必在数字环境中死去——因为数据库中存储了足够多的关于(像这样的人)的个人信息,让一个足够发达的计算机程序可以无休止地不断发布和分享我们的生活。
Even if you really do not participate (anymore) in all the hustle and bustle online, it is still unlikely you can escape the indirect surveillance of social media. For example, outside of Facebook, you still have to deal with the platform in all kinds of ways. Indirectly, it tracks nonusers through its vast advertising network that follows people as they click around online (via any site or app featuring Facebook like and share buttons), and by shadow profiling: using data collected about nonusers to create profiles of people who have never signed up for Facebook. Google’s mobile operating system Android does something similar. Increasingly, our experience of online social networks extends to all other aspects of the internet (such as shopping, finding news and information, and playing games), a process
即使您真的不再参与所有在线的喧嚣,您仍然不太可能逃脱社交媒体的间接监视。例如,在 Facebook 之外,您仍然需要以各种方式与平台打交道。它通过其庞大的广告网络间接跟踪非用户,该网络跟踪人们在网上点击(通过任何具有 Facebook 点赞和分享按钮的网站或应用程序),以及通过影子分析:使用收集到的有关非用户的数据创建从未注册过 Facebook 的人的个人资料。Google 的移动作系统 Android 也做了类似的事情。我们对在线社交网络的体验越来越多地扩展到互联网的所有其他方面(例如购物、查找新闻和信息以及玩游戏),这是一个过程

called the platformization of the World Wide Web. Direct surveillance on platforms, even if you do not operate a personal profile, occurs when acquaintances post about you on their profile. This form of coveillancewhere someone close to you records an activity you participate in and shares this online-has a dark side in online bullying (or cyberbullying). This has major consequences for people-when such harassment occurs as part of a networked, more or less coordinated campaign involving group trolling and stalking, for example, as well as doxxing (publicly providing personally identifiable information about an individual or organization) and real-life harassment.
称为万维网的平台化。即使您没有作个人资料,当熟人在他们的个人资料上发布有关您的信息时,也会在平台上进行直接监视。这种形式的贪婪,您身边的人记录您参与的活动并在网上分享 - 在在线欺凌(或网络欺凌)中具有阴暗面。这对人们有重大影响——当这种骚扰是网络化的、或多或少协调的活动的一部分时,涉及群体钓鱼和跟踪,例如,以及人肉搜索(公开提供有关个人或组织的个人身份信息)和现实生活中的骚扰。
Coveillance can be particularly damaging to people in already vulnerable or otherwise marginalized positions in society. Importantly, this involves children online. For example, teasing and bullying each other in the schoolyard can be magnified in media to such an extent that children see no other way out than suicide. Women, BIPOC (Black, Indigenous, and people of color), and members of the LGBTQ+ community who speak out in their professional role on television and social media are regularly confronted with hateful reactions and forms of harassment online. There is a thin line between visibility and vulnerability for people in the public eye.
贪婪对社会中已经脆弱或被边缘化的人尤其有害。重要的是,这涉及儿童上网。例如,在校园里互相取笑和欺凌可以在媒体上放大到如此程度,以至于孩子们除了自杀之外别无选择。女性、BIPOC(黑人、原住民和有色人种)以及 LGBTQ+ 社区成员在电视和社交媒体上以专业角色发声,他们经常在网上面临仇恨反应和各种形式的骚扰。公众眼中的人们的可见性和脆弱性之间只有一条细线。
An example of a ludic protest against this kind of problematic synopticism is the traveling theater show Hate Poetry in Germany (performing from 2011 onward), where prominent journalists with a migrant background read and poke fun onstage at the death threats, threatening emails, and public calls on violence they or the publications they work for regularly receive, shocking and entertaining audiences everywhere. Platforms take measures against bullying and other forms of online misconduct, for example, by hiring curators and offering users more opportunities to report and take action against abuses. Given the overwhelming number of digital communications, the absence of universal standards of what can or cannot be tolerated, and a general lack of transparency about the way protocols about abuse get established, this does not seem to be very effective in the long run. Online misconduct, broadly conceived as dark participation, poses a challenge to legislators as countries around the world are trying to put into effect special antibullying laws. Persistent problems surrounding hatred and harassment in media suggest that responsibility does not rest with one person or party but is
对这种有问题的通观主义进行荒谬抗议的一个例子是德国的巡回戏剧表演 Hate Poetry(从 2011 年开始表演),具有移民背景的著名记者在舞台上阅读和取笑死亡威胁、威胁电子邮件和公开呼吁他们或他们工作的出版物经常收到的暴力。 震撼和娱乐各地的观众。平台采取措施打击欺凌和其他形式的在线不当行为,例如,聘请策展人,为用户提供更多举报和采取行动打击滥用行为的机会。鉴于数字通信的数量庞大,缺乏可以容忍或不能容忍的通用标准,以及关于虐待协议的建立方式普遍缺乏透明度,从长远来看,这似乎不是很有效。网络不当行为被广泛认为是黑暗参与,对立法者构成挑战,因为世界各国都在努力实施特殊的反欺凌法律。围绕媒体仇恨和骚扰的持续问题表明,责任不在于一个人或一方,而在于一个人或一方

shared by all participants in the process: the attacker, followers and bystanders, all relevant authorities, the law, platforms, and the material infrastructure of the media used for such dark participation.
由该过程的所有参与者共享:攻击者、追随者和旁观者、所有相关机构、法律、平台以及用于此类黑暗参与的媒体的物质基础设施。
A world in which everyone shares everything with each other and where most aspects of everyday life run through platforms forms the basis of the book The Circle by American writer Dave Eggers (published in 2013) that was turned into a motion picture for Netflix (in 2017, with Emma Watson and Tom Hanks in the lead roles). Eggers’s book and film describe the enormous success of the Circle, a company modeled after a hybrid of Facebook, Google, and Amazon, pressuring everyone to publicly share everything about their lives on its platform. To belong and be popular, it is crucial to keep a constant eye on your reputation score on the network and to never ever turn off your smartphone. Having a memorable personal experience yet failing to share it with the network is, according to the logic of the Circle, selfish. Soon, the characters in the book (and the movie) learn that meeting the demands of the Circle software has all kinds of benefits: discounts, recognition, preferential treatment, and so on. All they give up is their personal privacy, and this goes so far that the protagonist puts a tiny camera on her clothes that permanently broadcasts everything she sees online for the whole world to watch. The only character in the book that is critical of such oversharing-a previous boyfriend of the lead character-in the end commits suicide to escape (and protest) omnipresent surveillance. The 2010 book Super Sad True Love Story by the Russian American writer Gary Shteyngart offers a similar, slightly more satirical view of a life in media where everyone can wear a so-called äppärät (similar to smartwatches such as the Apple Watch or a Fitbit), enabling people to publicly live stream all their thoughts, conversations, and experiences. The device also produces a popularity and personal beauty score. Everything in this rather bleak media life revolves around how you are perceived by others-while society collapses in the background.
一个每个人都彼此分享一切的世界,日常生活的大部分方面都通过平台运行,构成了美国作家戴夫·艾格斯 (Dave Eggers) 的《圆圈》(The Circle) 一书(2013 年出版)的基础,该书被改编成 Netflix 的电影(2017 年,艾玛·沃特森和汤姆·汉克斯担任主角)。艾格斯的书和电影描述了 Circle 的巨大成功,这是一家以 Facebook、谷歌和亚马逊的混合体为蓝本的公司,迫使每个人在其平台上公开分享他们生活的一切。要归属感和受欢迎程度,持续关注您在网络上的声誉得分并且永远不要关闭智能手机至关重要。拥有难忘的个人经历却没有与网络分享,根据 Circle 的逻辑,这是自私的。很快,书中(和电影)中的角色了解到,满足 Circle 软件的需求有各种好处:折扣、认可、优惠待遇等等。他们放弃的只是自己的个人隐私,以至于主角在她的衣服上放了一个微型摄像头,永久播放她在网上看到的一切,供全世界观看。书中唯一一个批评这种过度分享的角色——主角的前男友——最终自杀以逃避(和抗议)无处不在的监视。俄裔美国作家加里·施泰恩加特 (Gary Shteyngart) 于 2010 年出版的《超级悲伤的真爱故事》(Super Sad True Love Story) 一书对媒体生活提出了类似、略带讽刺意味的观点,每个人都可以佩戴所谓的 äppärät(类似于 Apple Watch 或 Fitbit 等智能手表),使人们能够公开直播他们所有的想法、对话和经历。 该设备还会产生人气和个人美容评分。在这个相当黯淡的媒体生活中,一切都围绕着别人如何看待你——而社会却在后台崩溃。
In the meantime, the reality of our life in media has caught up with the gloomy vision of Eggers and Shteyngart. Tiny cameras-no bigger than a screw-that can record and broadcast razor-sharp images are, for example, commonly available online. Between 2012 and 2016, the Swedish company Narrative marketed the Clip (previously known as Memoto): a stamp-sized camera that records and shares high-definition video online to one or more
与此同时,我们在媒体中的现实生活已经赶上了 Eggers 和 Shteyngart 的悲观愿景。例如,可以录制和广播清晰图像的微型相机(比螺丝还大)在网上很常见。2012 年至 2016 年期间,瑞典公司 Narrative 销售了 Clip(以前称为 Memoto):一种邮票大小的相机,可以在线录制高清视频并将其共享给一个或多个

platforms of your choosing. For some time now, all kinds of websites and applications make it possible to use your computer (with web camera) or smartphone as a personal television channel, such as Stickam (operational between 2005 and 2013), Justin.TV (founded in 2007, spinning off in 2011 into the popular streaming service Twitch, and sold to Amazon in 2014), Ustream and Bambuser (online since 2007; Bambuser got global headlines for being widely used by protesters in Egypt during the Arab Spring in the early 2010s), Livestream (as of 2009), and Periscope (part of Twitter, founded in 2015, discontinued in 2021). Facebook is also committed to this trend and has been allowing its users to broadcast video of their lives via the platform since 2016-a service it was forced to curtail after it was used to live stream a terrorist attack on a mosque in Christchurch, New Zealand, in March 2019.
您选择的平台。一段时间以来,各种网站和应用程序都可以将您的计算机(带有网络摄像头)或智能手机用作个人电视频道,例如 Stickam(2005 年至 2013 年运营)、Justin.TV(成立于 2007 年,2011 年分拆为流行的流媒体服务 Twitch,并于 2014 年出售给亚马逊)、Ustream 和 Bambuser(自 2007 年起上线;Bambuser 因在 2010 年代初的阿拉伯之春期间被埃及的抗议者广泛使用、Livestream(截至 2009 年)和 Periscope(Twitter 的一部分,成立于 2015 年,于 2021 年停产)而成为全球头条新闻。Facebook 也致力于这一趋势,自 2016 年以来一直允许其用户通过该平台播放他们的生活视频——在 2019 年 3 月用于直播新西兰基督城一座清真寺的恐怖袭击后,它被迫减少这项服务。
As with everything in and about media, these developments are neither without controversy nor really new. For example, researchers at Yale University developed software in the mid-1990s that made it possible for people to keep a kind of permanent electronic diary of everything they encountered in their lives-from a digital birth certificate to any other official document, all photos and videos, letters, bills, tickets (for concerts and movies and the like), voicemails, software, and so on. This inspired Microsoft to sponsor the MyLifeBits project (running from 2001 to 2010), aimed at making it easier to live a life in media while your devices would document everything, turning all of these recordings into a searchable and shareable digital “lifetime store of everything,” as the researchers involved called their application.
与媒体内和媒体的一切一样,这些发展既不是没有争议的,也不是真正的新鲜事。例如,耶鲁大学的研究人员在 1990 年代中期开发了软件,使人们能够保留一种永久性的电子日记,记录他们在生活中遇到的一切——从数字出生证明到任何其他官方文件、所有照片和视频、信件、账单、门票(音乐会和电影等)、语音邮件、 软件,依此类推。这激发了 Microsoft 赞助 MyLifeBits 项目(从 2001 年到 2010 年运行),旨在让人们更轻松地在媒体中生活,而您的设备将记录所有内容,将所有这些记录变成可搜索和共享的数字“一切的终身存储”,正如参与的研究人员所说的他们的应用程序。
What makes The Circle and Super Sad True Love Story particularly dystopian in their analyses of life lived in a context of a global surveillance society is the uniform and superficial culture that ensues. In these books, the humans gradually come to perform their lives more or less exclusively as set by the parameters and rules of the media. Media, in terms of hardware and software, come to determine how we live in these narratives, reducing everyone to an individual statistic to compare and contrast yourself with. Greeting someone just a little less pleasantly, occasionally not participating in a social event, or opting out of a party harms your reputation score. Self-disciplining seems to be the only solution. Constantly worrying about your score is also not science fiction anymore. It is common
在分析全球监控社会背景下的生活时,《圆环》和《超级悲伤的真爱故事》特别反乌托邦的是随之而来的统一和肤浅的文化。在这些书中,人类逐渐或多或少地完全按照媒体的参数和规则来表演他们的生活。媒体,就硬件和软件而言,决定了我们如何在这些叙事中生活,将每个人简化为一个单独的统计数据,以便与自己进行比较和对比。与某人打招呼时不那么愉快,偶尔不参加社交活动,或选择退出聚会,都会损害您的声誉评分。自律似乎是唯一的解决方案。不断担心你的分数也不再是科幻小说。这很常见

practice for agencies, companies, and platforms to quantify their relationship with us, scores that to some extent come to determine our access to and experience of various services and institutions. Banks maintain credit ratings, tax authorities attribute risk levels to citizens, health care providers rate and rank people’s medical needs in later life, customers review your reliability on online marketplaces, and dating applications maintain a desirability score for every user. As the volume of data increases, such scores get cross-tabulated and enhanced through algorithmic calculations, adding an unpredictable yet highly influential element to an already nontransparent system.
机构、公司和平台量化他们与我们的关系的实践,分数在一定程度上决定了我们对各种服务和机构的访问和体验。银行维护信用评级,税务机关将风险级别归因于公民,医疗保健提供者对人们晚年的医疗需求进行评级和排名,客户在在线市场上审查您的可靠性,约会应用程序为每个用户维护一个合意性分数。随着数据量的增加,这些分数通过算法计算进行交叉制表和增强,为已经不透明的系统增加了一个不可预测但极具影响力的元素。
Whether all this surveillance by each other necessarily leads to a more uniform, perhaps even depressingly bland global culture is very much the question. In general, it could be argued that massive mutual monitoring amplifies and accelerates both conformity as it does idiosyncrasy, based on a variety of variables including one’s personality, local and cultural context, time, and place. The number of databases, digital archives, scores, and algorithmic computations affecting our lives seems to be increasing rather than decreasing, suggesting complexity more than entropy. What seems clear is that (without formal legislation and enforceable protections) the responsibility for surveillance in a synoptic context shifts from top to bottom on the basis of self-tracking-from the state to the citizen, from the company to the consumer, from the public sphere to the private circumstances of the individual.
所有这些彼此的监视是否必然会导致一种更加统一、甚至令人沮丧的平淡无奇的全球文化,这在很大程度上是一个问题。一般来说,可以说,大规模的相互监督放大和加速了一致性,因为它基于各种变量,包括一个人的个性、当地和文化背景、时间和地点。影响我们生活的数据库、数字档案、分数和算法计算的数量似乎在增加而不是减少,这表明复杂性多于熵。似乎很清楚的是,(没有正式的立法和强制性的保护措施)在自我追踪的基础上,监控的责任从上到下转移——从国家到公民,从公司到消费者,从公共领域到个人的私人情况。

Supervision by Ourselves  我们自己监督

Ultimately, we are perhaps best at keeping an eye on ourselves. In the past, the art of vetting yourself was generally reserved for a small social elitepeople who had the time, resources, and skills necessary to keep a personal or financial diary, for example. So-called egodocuments or self-life writings -such as autobiographies, diaries, memoirs, and personal letters-were traditionally the provenance of famous rulers, politicians, artists, military leaders, and scientists. Writers and poets have been known to keep autobiographical notes from about the seventeenth century onward, followed later by members of the upper class and, in rare cases, their children. Of particular interest for a life in media is Otto van Eck’s diary from the period 1791 to 1797, written from his tenth to eighteenth year of
归根结底,我们也许最擅长关注自己。过去,审查自己的艺术通常是为一小撮社会精英保留的,例如,他们有时间、资源和技能来写个人或财务日记。所谓的自我文件或自我生活著作——例如自传、日记、回忆录和个人信件——传统上是著名统治者、政治家、艺术家、军事领袖和科学家的来源。众所周知,作家和诗人从大约 17 世纪开始保留自传式笔记,后来上流社会的成员和他们的孩子(在极少数情况下)紧随其后。对于媒体生活来说,特别有趣的是 Otto van Eck 在 1791 年至 1797 年期间的日记,写于他 10 岁到 18 岁

life (he died of tuberculosis in 1798). Otto came from a Dutch family of high-ranking public officials and regents. His parents had him keep a diary as a means of self-disciplining and to get to know their son better. What makes this diary special is not only that it is one of the first and most extensive kept by a child but also that Otto entrusted all aspects of his life to the diary in great detail: documenting his relations with all the people in his environment (parents, sisters, friends at school, neighbors), what books he read, details about his personal health and how he was feeling, and what he did day in and day out. Otto van Eck’s diary can therefore be seen as a true precursor to the ways in which we report to ourselves and about ourselves in the contemporary digital environment of the internet, smartphones, and wearable media. Otto’s example additionally raises a fascinating question about self-surveillance: To what extent does documenting one’s life contribute to genuine self-knowledge, and where can we draw the line-if any-between such insight and the practice of self-disciplining? This is a pertinent historical conundrum, especially given the fact that the details of our digital dairies are not necessarily private (either archived online or published via social media), just as Otto’s personal archive of his life was not.
一生(他于 1798 年死于肺结核)。奥托来自荷兰一个高级公职人员和摄政王家庭。他的父母让他写日记,以此作为自律和更好地了解儿子的一种方式。这本日记的特别之处不仅在于它是孩子最早也是最广泛的日记之一,而且奥托将他生活的方方面面都非常详细地托付给了这本日记:记录他与周围所有人(父母、姐妹、学校朋友、邻居)的关系,他读了什么书, 关于他的个人健康状况和他的感受,以及他日复一日的工作的详细信息。因此,Otto van Eck 的日记可以被视为我们在互联网、智能手机和可穿戴媒体的当代数字环境中自我报告和自我报告的真正先驱。奥托的例子还提出了一个关于自我监控的有趣问题:记录一个人的生活在多大程度上有助于真正的自我认识,我们可以在这种洞察力和自我约束的实践之间划清界限(如果有的话)?这是一个相关的历史难题,特别是考虑到我们的数字乳品厂的细节不一定是私人的(无论是在线存档还是通过社交媒体发布),就像 Otto 的个人生活档案一样。
With rising literacy rates and media becoming more intimate, people keep track of and report on themselves in all kinds of ways. Sometimes the doctor asks you to monitor a certain aspect of your health, and in media, people use a variety of mobile applications for this purpose. Since everything we do in a digital context is stored and we live in media, just about every aspect of our lives becomes available for self-tracking and quantification. The output of all this self-surveillance can be categorized into passive, active, and affective data. We measure passive data by keeping track of where we are (via the GPS function on our mobile devices), what time it is, what our body temperature and heart rate is, logging our weight and counting calories of what we eat and drink, whether we stand or sit down, and so on. Active data include the number of steps you take per day, logging any kind of exercise, time spent on a variety of activities (including how much time we spend on our media devices), what we do when using media (e.g., saving the movies and television programs you watch, which games you play, the music you listen to, and everything you read in books, magazines, and newspapers), how many hours you sleep, how many words
随着识字率的提高和媒体变得更加亲密,人们以各种方式跟踪和报告自己。有时医生会要求您监控您健康状况的某个方面,而在媒体中,人们为此目的使用各种移动应用程序。由于我们在数字环境中所做的一切都被存储起来,并且我们生活在媒体中,因此我们生活的几乎每个方面都可以进行自我跟踪和量化。所有这些自我监控的输出可以分为被动、主动和情感数据。我们通过跟踪我们在哪里(通过移动设备上的 GPS 功能)、现在几点、我们的体温和心率、记录我们的体重和计算我们吃喝的卡路里、我们是站着还是坐着来测量被动数据,等等。活跃数据包括您每天的步数、记录任何类型的锻炼、在各种活动上花费的时间(包括我们在媒体设备上花费的时间)、我们使用媒体时执行的作(例如,保存您观看的电影和电视节目、您玩的游戏、您听的音乐、 以及你在书籍、杂志和报纸上读到的一切),你睡了多少小时,读了多少字

you type, how many kilometers you swim, cycle, or run, and so on. Third, a distinct trend is to register affective data, such as keeping files on daily routines, cravings and tendencies, personal goals and motivation, moods and feelings, your thoughts, ideas, and dreams.
您键入、游泳、骑行或跑步的公里数等。第三,一个明显的趋势是注册情感数据,例如保存日常生活、渴望和倾向、个人目标和动机、情绪和感受、您的想法、想法和梦想的文件。

Data produced by self-surveillance supposedly help us to lead a better life: to watch our weight, keep us moving, make room for new discoveries (e.g., regarding books, films, and music), and even to get enough sleep. Finding out more about yourself, pursuing personal goals (such as losing or gaining weight), a friendly competition with others, keeping an eye on one’s health or simply out of curiosity: people have a variety of reasons to dig deep for data about themselves. It is unclear what exactly we do with all that data (and what happens to the vast digital archive of all our selftracking in the hands of the companies providing the necessary hardware, software, and connectivity), and it remains to be seen whether this selftracking is really all that effective. For example, calorie trackers and pedometers are notoriously unreliable. Specialist (medical) knowledge and
自我监控产生的数据据说可以帮助我们过上更好的生活:注意我们的体重,让我们保持运动,为新的发现腾出空间(例如,关于书籍、电影和音乐),甚至获得充足的睡眠。更多地了解自己、追求个人目标(例如减肥或增重)、与他人进行友好竞争、密切关注自己的健康状况或仅仅是出于好奇:人们有各种理由深入挖掘有关自己的数据。目前尚不清楚我们究竟如何处理所有这些数据(以及提供必要硬件、软件和连接的公司手中所有自我跟踪的庞大数字档案会发生什么),这种自我跟踪是否真的那么有效还有待观察。例如,卡路里跟踪器和计步器是出了名的不可靠。专业(医疗)知识和

analysis are required to interpret and assess the scores of any individual. The recommendations of an algorithm based on past musical preferences may lead to new discoveries but is equally likely to send you down a rabbit hole of endless recycling and repetition. Companies come up with products such as a Body Battery-a Garmin smartwatch feature combining heart rate, stress, and activity monitoring to score a users’ energy level as determined by an algorithm. No one can verify how it works, and legitimate questions can be asked about its reliability across different people and contexts (as with the use of BMI), yet it builds on people’s motivation to self-monitor and self-discipline.
需要分析来解释和评估任何个人的分数。基于过去音乐偏好的算法推荐可能会带来新的发现,但同样有可能将您送入无休止的回收和重复的兔子洞。公司推出了 Body Battery 等产品——Garmin 智能手表功能结合了心率、压力和活动监测,以根据算法确定用户的能量水平进行评分。没有人可以验证它是如何工作的,并且可以就其在不同人群和环境中的可靠性提出合理的问题(如使用 BMI),但它建立在人们自我监控和自律的动机之上。
And while we engage in self-surveillance, people worldwide consistently express serious concerns about their privacy online. Often those same people survey themselves in media in one way or another. While it is tempting to point to others, the state, or the commercial world when it comes to our worries about how “Big Brother is watching you,” it is safe to say that “little brother” surveillance-the kind of mundane tracking and monitoring we do to ourselves and each other-is a prominent omnoptic feature of our everyday lives in media.
在我们进行自我监控的同时,世界各地的人们始终对他们的在线隐私表示严重担忧。通常,这些人在媒体上以这样或那样的方式审视自己。虽然当我们担心“老大哥在监视你”时,很容易将矛头指向他人、国家或商业世界,但可以肯定地说,“小弟弟”监控——我们对自己和彼此所做的那种平凡的跟踪和监控——是我们日常生活中媒体的一个突出特征。

Monitoring by Machines  机器监控

Finally, we have to consider a form of surveillance that affects everyone but remains invisible: dataveillance. In this process, machines record, store, exchange, process, and repurpose the data obtained from all the various forms of surveillance documented in this chapter and more. All parties involved (including the government, police and security services, companies, and organizations) outsource the processing of our digital shadow to machines that extract patterns from this endless data stream on the basis of mathematical formulas and algorithms. At its heart, this process works the same for the police when they engage in predictive policing and for all of us when we let an online social network like Facebook determine whose news and updates we see first when we log in. As the algorithms that collate and translate all our data tend to be self-learning, and the sheer amount of data flowing through the global internet at any given moment is beyond the comprehension of human beings, only other machines are involved in the supervision of machines. Every year machine-to-machine communication grows more rapidly than other types of communication-
最后,我们必须考虑一种影响所有人但仍然不可见的监控形式:数据监控。在此过程中,机器记录、存储、交换、处理和重新利用从本章及更多内容中记录的所有各种形式的监控中获得的数据。所有相关方(包括政府、警察和安全服务、公司和组织)将我们的数字影子处理外包给机器,这些机器根据数学公式和算法从这个无休止的数据流中提取模式。从本质上讲,这个过程对警察进行预测性警务时的作用是一样的,当我们让像 Facebook 这样的在线社交网络决定我们登录时首先看到谁的新闻和更新时,这个过程对我们所有人来说都是一样的。由于整理和翻译我们所有数据的算法往往是自我学习的,并且在任何特定时刻流经全球互联网的绝对数据量超出了人类的理解范围,因此只有其他机器参与机器的监督。每年,机器对机器通信的增长速度都比其他类型的通信更快——

with the possible exception of our mobile communication. None of these interactions and the algorithms that govern them are neutral. Computational devices tend to reproduce every bias, error, misconception, and inequality in society as expressed in data. Left unchecked, dataveillance tends to exacerbate social inequalities in part because of the GIGO problem (as discussed earlier) and insofar as mathematical formulas are programmed to identify and reproduce patterns in the data. Although this can be corrected for, the volume of data processed at any given moment, the tremendous variety of data sources involved, and the limited capacity of human oversight make for a potentially problematic, ethically challenging, and altogether rather messy situation.
我们的移动通信可能除外。这些交互以及控制它们的算法都不是中立的。计算设备往往会复制数据中表达的社会中的每一个偏见、错误、误解和不平等。如果不加以控制,数据监控往往会加剧社会不平等,部分原因是 GIGO 问题(如前所述),并且数学公式被编程来识别和复制数据中的模式。尽管这可以纠正,但在任何特定时刻处理的数据量、涉及的数据源种类繁多以及人工监督能力的有限性,都会导致潜在的问题、道德挑战和完全相当混乱的情况。
More and more everyday objects wirelessly connect to the internetgenerating a worldwide internet of things (IoT) with connections and communication flowing between the servers and routers that make up the internet backbone and our digital televisions, washing machines, and cameras to office photocopiers, self-driving cars, and entire so-called smart cities equipped with a multitude of sensors. The question is not so much whether we are (or can be) monitored by machines but who has access to all the data, what uses are made of the data, and who can be held accountable for actions undertaken based on the information produced by endless data processing (using computational methods, algorithms, and artificial intelligence). It is clear that regulatory issues about responsibility, accountability, and ethics in the context of dataveillance still leave much to be desired and that technological developments move faster than sustained critical reflection on these trends seems to allow for.
越来越多的日常物品无线连接到互联网,产生了全球物联网 (IoT),构成互联网骨干的服务器和路由器之间有连接和通信,我们的数字电视、洗衣机和相机到办公室复印机、自动驾驶汽车和整个配备大量传感器的所谓智慧城市。问题不在于我们是否受到(或可以)机器的监控,而在于谁可以访问所有数据,数据的用途是什么,以及谁可以对根据无休止的数据处理(使用计算方法、算法和人工智能)产生的信息所采取的行动负责。很明显,在数据监控的背景下,关于责任、问责制和道德的监管问题仍然有很多不足之处,而且技术发展的速度似乎比对这些趋势的持续批判性反思所允许的要快。
There are all kinds of (mostly technological) strategies to discover, avoid, or resist dataveillance-such as only using public or shared facilities like internet cafés or libraries for going online, keeping up to date with the latest information and software regarding privacy and surveillance, opting to encrypt emails and chat messages, paying with cash only, and so on. Tactical approaches to minimize surveillance include anonymized web surfing, sharing accounts with family and friends across different devices, providing fake information when registering for anything online, and other attempts to keep using all that our digital environment has to offer while trying to remain unseen. In fact, all kinds of digital resistance can be found around the world, by individuals as much as communities; institutional
有各种(主要是技术性的)策略可以发现、避免或抵制数据监控——例如仅使用网吧或图书馆等公共或共享设施上网,了解有关隐私和监控的最新信息和软件,选择加密电子邮件和聊天消息,仅使用现金支付,等等。最大限度地减少监控的战术方法包括匿名网上冲浪、在不同设备上与家人和朋友共享帐户、在线注册任何内容时提供虚假信息,以及其他尝试继续使用我们的数字环境所提供的一切,同时试图保持不可见。事实上,世界各地的个人和社区都可以找到各种数字阻力;制度

networks (such as local organizations, specific groups of citizens, and employees of a certain company) and even national governments can enact tactics to circumvent the surveillance operations of other states. However, none of this seems to be a long-term sustainable solution, as it requires a level of skill and understanding not available to all; the technological context tends to evolve faster than people’s discussions and competences can keep up with, and a focus on avoidance and resistance outsources the responsibility for dataveillance to those surveilled. Beyond strategic and tactical resistance, a perhaps more democratic approach involves critical reflection on how to live with surveillance in all its forms and guisesincluding an appreciation of why we all participate in the rise of a global surveillance society, where panopticism, synopticism, and omnopticism exist side by side.
网络(例如地方组织、特定公民群体和某家公司的员工)甚至国家政府都可以制定策略来规避其他州的监控行动。然而,这些似乎都不是长期的可持续解决方案,因为它需要一定程度的技能和理解力,并不是所有人都能具备的;技术环境的发展速度往往比人们的讨论和能力能够跟上的要快,而对回避和抵抗的关注将数据监控的责任外包给了那些被监视的人。除了战略和战术抵抗之外,一种可能更民主的方法还涉及对如何与各种形式和伪装的监控共存的批判性思考,包括理解为什么我们都参与到一个全球监控社会的崛起中,在这个社会中,全景主义、对观主义和逻辑主义并存。

Public Life  公共生活

The question why we keep an eye on ourselves and each other and why so many people continue to make so much effort to share their lives in media can be answered to some extent by looking at possible technological, economic, cultural, psychological, and biological explanations of why people choose to live in public. To conclude this overview of how surveillance works on so many levels of society and everyday life, let us explore the reasons we all have to collaborate with the current global surveillance system and its inspection principle enabled, amplified, and accelerated by our digital environment.
为什么我们密切关注自己和彼此,以及为什么这么多人继续付出如此多的努力在媒体上分享他们的生活,这个问题可以通过查看人们为什么选择生活在公共场所的可能技术、经济、文化、心理和生物学解释在某种程度上得到解答。为了概述监控如何在社会和日常生活的许多层面发挥作用,让我们探讨一下我们都必须与当前的全球监控系统合作的原因,以及我们的数字环境启用、放大和加速其检查原则的原因。
Technological advances can be deployed to encourage organizations and institutions to be more cooperative, productive, and creative rather than nontransparent, controlling, and disciplining, depending on what people actually want from technology and how we are going to take responsibility for our desires.
可以部署技术进步来鼓励组织和机构更加合作、高效和创造性,而不是不透明、控制和纪律化,这取决于人们真正希望从技术中获得什么以及我们将如何对自己的愿望负责。
Technology Developments in technology make forms of direct and indirect surveillance possible and in some cases even unavoidable. The abundance of increasingly smart devices, providing all kinds of household or otherwise everyday objects with wireless connections and computing power, speaks to this trend. Even though developments in consumer electronics are somewhat predictable-every new device contains elements and parts of older media, which also applies to how we use newer media-
技术 技术的发展使直接和间接监控的形式成为可能,在某些情况下甚至是不可避免的。越来越多的智能设备为各种家庭或其他日常物品提供无线连接和计算能力,这说明了这一趋势。尽管消费电子产品的发展在某种程度上是可预测的——每个新设备都包含旧媒体的元素和部分,这也适用于我们使用新媒体的方式——

it can feel as if technology is running away from us as people and society. For example, it sometimes seems that surveillance happens to us, while in practice it is the result of a long-term historical development, occurring within and across all levels of society and everyday life, generally based on our more or less voluntary participation in it. From a technological point of view, each new media artifact (hardware and software) contributes to our surveyance. Given this development, growing concerns about the potent role of technology, machines, and media in society align with more hopeful expectations of abundant digital data contributing to better social systems. Technological advances can be deployed to encourage organizations and institutions to be more cooperative, productive, and creative rather than nontransparent, controlling, and disciplining, depending on what people actually want from technology and how we are going to take responsibility for our desires.
感觉好像技术正在远离我们这个人和社会。例如,有时监视似乎发生在我们身上,而实际上它是长期历史发展的结果,发生在社会和日常生活的各个层面内部和之间,通常基于我们或多或少自愿参与其中。从技术的角度来看,每个新媒体工件(硬件和软件)都有助于我们的调查。鉴于这一发展,人们对技术、机器和媒体在社会中的潜在作用的日益担忧,与对丰富数字数据有助于改善社会系统的更有希望的期望相一致。可以部署技术进步来鼓励组织和机构更加合作、高效和创造性,而不是不透明、控制和纪律化,这取决于人们真正希望从技术中获得什么以及我们将如何对自己的愿望负责。

Economy Keeping an eye on each other and ourselves offers all kinds of economic benefits. In a best-case scenario, criminals can be caught faster through predictive police work, patient care improves through the effective exchange of medical data, keeping track of your body statistics inspires a healthier lifestyle ensuring long life, and enrolling in a business loyalty program provides helpful discounts in the store and supermarket. Accepting surveillance has its rewards: access, discounts, and preferential treatmentall powerful motivators for participation. At the same time, avoiding or resisting inspection often comes with penalties, such as decisions that may get a mortgage delayed, one’s ability to travel curtailed, or an application for a loan or grant denied. Whereas these kinds of outcomes highlight the problematic nature of surveillance, overall people seem to accept less-thantransparent forms of mediated monitoring to benefit from its real or perceived rewards.
经济 密切关注彼此和我们自己,提供各种经济利益。在最好的情况下,可以通过预测性警察工作更快地抓获罪犯,通过有效交换医疗数据改善患者护理,跟踪您的身体统计数据可以激发更健康的生活方式,确保长寿,加入商业忠诚度计划可以在商店和超市提供有用的折扣。接受监视有其回报:访问、折扣和优惠待遇,这些都是参与的强大动力。同时,逃避或抗拒检查通常会带来处罚,例如可能导致抵押贷款延迟的决定、旅行能力受到限制或贷款或赠款申请被拒绝。虽然这些结果凸显了监控的问题性质,但总体而言,人们似乎接受了不透明的中介监控形式,以从其真实或感知的回报中受益。

Culture From a cultural and sociological perspective, our more or less spirited participation in ubiquitous top-down, bottom-up, and collective espionage can be interpreted as a possible solution to the complexities of being part of a global community. Every time we tag someone in a photo, hand out a like, or leave a kind comment online can be seen as equivalent to giving someone a hug, shaking a hand, or saying hello. These are small yet significant gestures of communication that contribute to the maintenance of
文化 从文化和社会学的角度来看,我们或多或少地积极参与无处不在的自上而下、自下而上和集体间谍活动,可以被解释为解决作为全球社区一部分的复杂性的可能解决方案。每次我们在照片中标记某人、点赞或在网上发表善意评论时,都可以被视为等同于给某人一个拥抱、握手或打个招呼。这些是微小但重要的沟通姿态,有助于维持

social relationships, enhancing our feeling of belonging. Similarly, a key reason for us to tune in to the latest episode of a popular TV show, to check out an exciting new artist on a music streaming service, to follow a live sports broadcast, or to read that book that everyone is talking about is to be able to do exactly that: talk about it, on social media as much as at the office, on the playground, and in the pub or teahouse. It is through such moments of “small” sociability and idle talk that a sense of community gets established. In a way, all the public interactions we perform online-from liking, favoriting, and sharing something to leaving comments, uploading pictures, curating, and cultivating our (multiple) profiles-can be considered as acts of social bonding and grooming when we are part of communities beyond our physical copresence. Surveillance plays a significant role in this display and expression of shared feelings and social connection, as it allows us to sustain a sense of community despite the size of the groups we (would like to) belong to. Media in general and online social networks in particular contribute to the establishment of trust, identity, and cooperation among groups of people-especially those that do not necessarily live in proximity to each other.
社会关系,增强我们的归属感。同样,我们收听热门电视节目的最新一集,在音乐流媒体服务上观看令人兴奋的新艺术家,关注体育直播,或阅读每个人都在谈论的那本书,一个关键原因是能够做到这一点:谈论它, 在社交媒体上,就像在办公室、场上、酒吧或茶馆一样。正是通过这种 “小” 社交和闲聊的时刻,一种社区意识得以建立。在某种程度上,我们在网上进行的所有公共互动——从点赞、收藏和分享内容到发表评论、上传图片、策划和培养我们的(多个)个人资料——都可以被视为社会联系和修饰的行为,当我们是社区的一部分时超越了我们的身体共存。监控在这种共同情感和社会联系的展示和表达中发挥着重要作用,因为它使我们能够维持一种社区意识,尽管我们(想要)属于多少群体。一般的媒体,特别是在线社交网络,有助于在人群之间建立信任、身份和合作,尤其是那些不一定住得很近的人群。

Psychology Massive mutual monitoring feeds (and is an expression of) our desire to see and be seen. The human need for recognition is a crucial psychological interpretation of our participation in a surveillance society. Recognition and appreciation can translate into feeling powerful or even superior, but for most people this mainly means that they just want to be seen and acknowledged in some way. With a global rise in prosperity and the gradual spread of education and literacy, being able to express yourself and be heard and seen becomes an important part of life for people around the world. If a roof over your head and food on the table is something you do not have to worry about, postmaterial values such as self-expression and recognition rise in significance. Despite our misgivings about platformization and a loss of privacy, sharing our lives online is a clear-cut way to gain recognition, appreciation, and understanding.
心理学 大规模的相互监控滋养了(并且是)我们渴望看到和被看到的愿望。人类对认可的需求是我们参与监控社会的重要心理学解释。认可和欣赏可以转化为强大甚至优越的感觉,但对于大多数人来说,这主要意味着他们只是想以某种方式被看到和认可。随着全球繁荣的兴起以及教育和识字的逐渐普及,能够表达自我并被听到和看到成为世界各地人们生活的重要组成部分。如果你不必担心头上的屋顶和餐桌上的食物,那么自我表达和认可等后物质价值就会显得尤为重要。尽管我们对平台化和隐私的丧失感到担忧,但在线分享我们的生活是获得认可、欣赏和理解的明确方式。
Another uniquely psychological aspect of our media use as it relates to mutual monitoring comes from our knowledge that people are watching us. When online, every post, every upload, every share of a photo, video, or piece of text, and possibly even every keystroke potentially has an
我们与相互监控相关的媒体使用的另一个独特的心理方面来自我们知道人们正在监视我们。在线时,每个帖子、每个上传、照片、视频或文本的每次分享,甚至可能的每个按键都可能具有

audience. In practice, we never know who exactly reads our posts or watches that funny video we just uploaded. This makes our mediated interaction online oriented toward an indefinite range of potential recipients, which in a general way explains how we tend to stretch ourselves to make sure people understand the point we are trying to makefor example, through the use of emojis and emoticons, by making use of all kinds of filters to change the feel and color of our pictures and videos, or simply by expressing ourselves more forcefully than we would do in a face-to-face situation. Our enthusiastic engagement with surveillance in part stems from a deep-seated desire to be seen and to be understood-a quest for authenticity that, at the same time, becomes muddled through our active direction of it.
观众。在实践中,我们永远不知道到底是谁在阅读我们的帖子或观看我们刚刚上传的那个有趣的视频。这使得我们的在线中介互动面向无限范围的潜在接收者,这在一般情况下解释了我们如何倾向于扩展自己以确保人们理解我们试图表达的观点例如,通过使用表情符号和表情符号,通过使用各种过滤器来改变我们图片和视频的感觉和颜色, 或者只是通过比面对面情况更有力地表达自己。我们对监控的热情部分源于一种根深蒂固的渴望,即被看到和被理解——一种对真实性的追求,同时,在我们积极的指导下,这种渴望变得混乱。
Biology Every time something or someone interacts with us in a kind or pleasant way, we tend to enjoy this recognition in an embodied way: it just feels good! This feeling extends to life in media. Every thumbs-up on Facebook, every advertisement that seems to address us directly, every time we beat a level in a computer game, and just about any message or notification from all our apps cause our brain to produce a tiny bit of dopamine. Dopamine is sometimes called the “happiness hormone,” a substance that our brains produce throughout the day that makes us feel good, especially during activities that require some concentration and focus. The blue light from omnipresent television, computer, tablet, and smartphone screens also influences our body in various ways, contributing to the production of dopamine at times when the body generally needs to relax and wind down from the day. Media companies make good use of this biological insight by appealing to us to stick around for more of that show after the break, to produce narratives (whether for a full-length motion picture, a long-running TV series, or an advertising campaign) with recurring hooks to entice us to stay on, to watch yet another video, to click on one more link. In a reference to the promise of ubiquitous computing (see chapter 2), Mark Zuckerberg at a 2011 developers conference called this the principle of frictionless sharing, where people keep on using media, unhindered by due deliberation. Another example of a specific step platforms take to reduce friction and get us to spend more time with them are all the statistics we are being shown: how many friends you have, how
生物学 每当某事或某人以友好或愉快的方式与我们互动时,我们往往会以一种具体的方式享受这种认可:感觉很好!这种感觉延伸到媒体生活中。Facebook 上的每一个竖起大拇指,每一个似乎直接针对我们的广告,每次我们在电脑游戏中通关时,以及来自我们所有应用程序的任何消息或通知,都会使我们的大脑产生一点点多巴胺。多巴胺有时被称为“幸福荷尔蒙”,这是我们大脑全天产生的一种物质,让我们感觉良好,尤其是在需要一些注意力和专注力的活动中。无处不在的电视、电脑、平板电脑和智能手机屏幕发出的蓝光也会以各种方式影响我们的身体,在身体通常需要从一天中放松和放松的时候促进多巴胺的产生。媒体公司充分利用了这种生物学洞察力,呼吁我们在休息后留下来观看更多的节目,制作具有反复出现的钩子的叙事(无论是完整的电影、长篇电视剧还是广告活动),以吸引我们留下来,观看另一个视频,点击一个链接。在 2011 年的一次开发者大会上,Mark Zuckerberg 提到了无处不在的计算的承诺(参见第 2 章),称这是无摩擦共享的原则,人们可以继续使用媒体,不受适当考虑的阻碍。平台为减少摩擦并让我们花更多时间与他们相处而采取的具体步骤的另一个例子是向我们展示的所有统计数据:你有多少朋友,如何

many people like your holiday photos, how often others have shared your funny status update (and who clicked on it again), and so on. It really takes conscious, considered effort to wean yourself off media-and this difficulty in part has to do with how our bodies react to living in media.
很多人喜欢你的假期照片,其他人分享你的搞笑状态更新的频率(以及谁再次点击它)等等。让自己摆脱媒体的束缚真的需要有意识的、深思熟虑的努力——而这种困难部分与我们的身体对生活在媒体中的反应有关。
A life in media seems to come at a price: we live our lives in public. Beyond the plentiful instances where it produces deeply problematic outcomes-especially for minorities; such vulnerable populations as children, refugees and migrants; or anyone who deviates from a dominant social norm - the most profound danger of a global surveillance society is arguably its inspection principle: how people gradually adapt their behavior based on the expectation of being constantly monitored. Self-censorship vis-à-vis invisible, nontransparent, and uncontrollable oversight stifle diversity and dissent. In fact, it is precisely this kind of conforming behavior that makes us less human. Contrastingly, living in a world where everything and everyone is potentially visible in media reminds us that we are all interconnected, that we can use that link for things other than selfdisciplining or self-promotion, and that we are not powerless, as the true power of omnipresent surveillance ultimately depends on our willing participation in it.
在媒体中的生活似乎是有代价的:我们在公共场合生活。除了它产生严重问题结果的大量例子之外——尤其是对少数族裔;儿童、难民和移民等弱势群体;或者任何偏离主流社会规范的人——全球监控社会最深刻的危险可以说是它的检查原则:人们如何根据被持续监控的期望逐渐调整他们的行为。针对无形、不透明和无法控制的监督的自我审查扼杀了多样性和异议。事实上,正是这种顺从的行为使我们变得不那么人性化。相比之下,生活在一个所有事物和每个人都可能在媒体上可见的世界里,这提醒我们,我们都是相互关联的,我们可以利用这种联系来做除自律或自我推销之外的事情,而且我们并非无能为力,因为无处不在的监控的真正力量最终取决于我们是否愿意参与其中。
  1. Mark Zuckerberg, speaking to John Battell at the Web 2.0 Summit 08, November 5, 2008.
    Mark Zuckerberg 在 2008 年 11 月 5 日的 Web 2.0 峰会上与 John Battell 交谈。
  2. Eric Schmidt, speech at 2010 IFA Consumer Electronics event in Berlin, September 7, 2010, https://www.youtube.com/watch?v=DtMfdNeGXgM.
    Eric Schmidt,2010 年 9 月 7 日在柏林举行的 2010 年 IFA 消费电子活动上的演讲,https://www.youtube.com/watch?v=DtMfdNeGXgM
  3. Om Malik, “Coffee & Empathy: Why Data without a Soul Is Meaningless,” OM (blog), March 26, 2013, https://om.co/gigaom/why-data-without-a-soul-is-meaningless/.
    Om Malik,“咖啡与同理心:为什么没有灵魂的数据毫无意义”,OM (博客),2013 年 3 月 26 日,https://om.co/gigaom/why-data-without-a-soul-is-meaningless/

4

Real Life  现实生活

As society and everyday life become more entangled with media, significant questions emerge about the nature of human-machine relations, the usefulness of maintaining distinctions between humanity and technology, and the extent to which we are able to determine the reality (or authenticity) of events, information, and behavior.
随着社会和日常生活与媒体的纠葛越来越紧密,关于人机关系的性质、保持人与技术之间区别的有用性以及我们能够在多大程度上确定事件、信息和行为的真实性(或真实性)的重大问题出现了。
There are few things of which the present generation is more justly proud than of the wonderful improvements which are daily taking place in all sorts of mechanical appliances… We refer to the question: What sort of creature man’s next successor in the supremacy of the earth is likely to be. It appears to us that we are ourselves creating our own successors; we are daily adding to the beauty and delicacy of their physical organisation; we are daily giving them greater power… We take it that when the state of things shall have arrived which we have been above attempting to describe, man will have become to the machine what the horse and the dog are to man… Day by day, the machines are gaining ground upon us; day by day we are becoming more subservient to them… The upshot is simply a question of time, but that the time will come when the machines will hold the real supremacy over the world and its inhabitants… Our opinion is that war to the death should be instantly proclaimed against them. Every machine of every sort should be destroyed.
当代人最引以为豪的事情莫过于每天在各种机械设备中发生的奇妙改进......我们指的是这个问题:人类在地球霸主地位上的下一个继承者可能是什么样的受造物。在我们看来,我们自己正在创造自己的继任者;我们每天都在增加他们身体组织的美丽和精致;我们每天都在赋予他们更大的能力......我们认为,当我们上面试图描述的事物状态到来时,人之于机器将变得就像马和狗之于人一样......机器一天天地向我们袭来;我们一天比一天更顺从他们...结果只是一个时间问题,但机器将真正掌控世界及其居民的时刻终将到来......我们认为,应该立即向他们宣战至死。每一种机器都应该被摧毁。

These words read like the screenplay for a science fiction movie, closely resembling the scripts of the various Terminator movies and television
这些词读起来就像科幻电影的剧本,与各种《终结者》电影和电视的剧本非常相似

series (between 1984 and 2009) starring the Austrian American actor Arnold Schwarzenegger as a murderous cybernetic organism, half human, half machine. One would be forgiven to look at media this way, given the inseparability of media from society and our daily lives. In the process of this mediation of everything, media permeate the inner workings of society’s institutions and the practice of everyday life-up to and including our most intimate processes and feelings. This can be a rather unsettling realization. Media (as artifacts, activities, and arrangements; see the definition of media outlined in chapter 2) are gradually disappearing, nestling in the background and providing an environment within which we find meaning and express ourselves-and where we live our lives increasingly in public, often acting assuming we are being watched (as explored in chapter 3). All of this can be said to obscure and blur the boundaries between life and media, between reality and virtuality, between humanity and technology. This state of confusion, of constantly moving or altogether collapsing frontiers between human life and its mediation, is of key significance to media studies, just as the general anxiety about the increasingly prominent place of media and machines in social affairs is. What is particularly striking about the perspective expressed in this quote is that it is not a critical response to, for example, the rapid rise of artificial intelligence, a global surveillance society, or the ever-increasing intimacy between people and their media. Instead, these words were penned and published much earlier-in the summer of 1863.
系列(1984 年至 2009 年间)由奥地利裔美国演员阿诺德·施瓦辛格 (Arnold Schwarzenegger) 主演,饰演一个凶残的控制论有机体,一半人,一半机器。鉴于媒体与社会和我们的日常生活密不可分,以这种方式看待媒体是可以原谅的。在这种对一切进行调解的过程中,媒体渗透到社会机构的内部运作和日常生活的实践中——直到并包括我们最私密的过程和感受。这可能是一个相当令人不安的现实。媒体(作为人工制品、活动和安排;参见第 2 章中概述的媒体定义)正在逐渐消失,依偎在背景中,为我们提供一个环境,让我们找到意义并表达自己——我们越来越多地在公共场合生活,通常假设我们被监视(如第 3 章所探讨的那样)。所有这些都可以说是模糊了生活与媒体、现实与虚拟、人与技术之间的界限。这种混乱的状态,人类生活与其中介之间不断移动或完全崩溃的边界,对媒体研究具有关键意义,就像人们对媒体和机器在社会事务中日益突出的地位的普遍焦虑一样。这句话所表达的观点特别引人注目的是,它并不是对人工智能的迅速崛起、全球监控社会或人与媒体之间日益增长的亲密关系的批判性回应。相反,这些话是在更早的时候——1863 年夏天写成和出版的。
In September 1859, Samuel Butler-a young Englishman disillusioned after losing his faith while preparing for the priesthood-boarded the fullrigged ship the Roman Emperor to New Zealand,. Upon his arrival in Christchurch (in January 1860), he set out to work as a sheep farmer and started reading a book that was published during the long voyage to widespread discussion in scientific circles: Charles Darwin’s On the Origin of Species (published November 24, 1859). In this book-which is considered one of the most influential works of scientific literature, inspiring a global “Darwin industry” of dedicated scholarship-Darwin explains in a delicate but determined way that man is not the measure of all things. On June 13, 1863, the editor of The Press-at the time a newly established New Zealand newspaper-published a letter captioned “Darwin among the Machines,” written by Butler using the pseudonym Cellarius
1859 年 9 月,塞缪尔·巴特勒 (Samuel Butler) - 一个年轻的英国人,在准备成为神职时失去了信仰,幻想破灭 - 登上了前往新西兰的罗马皇帝号船。1860 年 1 月抵达基督城后,他开始从事养羊工作,并开始阅读一本书,该书是在科学界广泛讨论的漫长航行中出版的:查尔斯·达尔文的《物种起源》(1859 年 11 月 24 日出版)。在这本书中——被认为是最具影响力的科学文献之一,激发了全球“达尔文工业”的专注学术研究——达尔文以微妙而坚定的方式解释了人并不是万物的尺度。1863 年 6 月 13 日,The Press(当时一家新成立的新西兰报纸)的编辑发表了一封题为“机器中的达尔文”的信,由巴特勒使用笔名 Cellarius 撰写

(which is Latin for “butler”), extending Darwin’s argument about evolution to what he called “mechanical life.” If technology evolves as humanity does, Butler argued, sooner or later they would take over-as machines are better equipped for survival than us fragile human beings. A copy of the paper was sent to Charles Darwin via his publisher, who responded with a letter stating that he considered Butler’s take on his theory “remarkable from its spirit.”
(在拉丁语中是“管家”的意思),将达尔文关于进化论的论点扩展到他所谓的“机械生命”。巴特勒认为,如果技术像人类一样发展,它们迟早会接管——因为机器比我们脆弱的人类更有能力生存。该论文的副本通过出版商寄给了查尔斯·达尔文,达尔文在一封信中回复说,他认为巴特勒对他的理论的看法“从精神上看是非凡的”。

Darwin’s theory of evolution suggests that humans in their present form are no more than a very well-adapted organism. Humanity is therefore neither necessary nor the best outcome of evolution. This was a stark departure from the received wisdom of the time, which was heavily influenced by religious dogma. This dogma included the work of his grandfather Erasmus Darwin, who also acknowledged evolution but saw it as having a purpose, with human life and the progression toward civilized society as its logical outcome. Upon his return to England, Butler paid several visits to Darwin, getting to know the family well. After his initial
达尔文的进化论表明,目前形式的人类只不过是一个非常适应的有机体。因此,人类既不是进化的必要结果,也不是进化的最佳结果。这与当时公认的智慧截然不同,当时的智慧深受宗教教条的影响。这个教条包括他的祖父伊拉斯谟·达尔文 (Erasmus Darwin) 的工作,他也承认进化论,但认为进化是有目的的,人类生活和向文明社会的进步是其合乎逻辑的结果。回到英国后,巴特勒多次拜访达尔文,对这个家庭有了很好的了解。在他最初的

letter to The Press, Butler proceeded with his line of inquiry, anonymously self-publishing a novel in 1872 titled Erewhon (to be understood as “nowhere” backward) about a fictional society that deliberately functions without machines, considered by the Erewhonians to be potentially dangerous as they might develop consciousness and thereby render human beings obsolete.
写给新闻界的信中,巴特勒继续他的调查路线,在 1872 年匿名自行出版了一部名为 Erewhon 的小说(理解为“无处”倒退),讲述了一个虚构的社会,该社会故意在没有机器的情况下运作,Erewhonian 认为具有潜在危险,因为它们可能会发展意识,从而使人类过时。
It is in these early intellectual skirmishes about humanity’s relationship with technology that we can find debates that strike at the heart of contemporary concerns about the role of pervasive and ubiquitous media in society and everyday life:
正是在这些关于人类与技术关系的早期知识分子冲突中,我们可以发现一些辩论,这些辩论直击当代对无处不在的媒体在社会和日常生活中的作用的关注核心:
  • the growing interdependence of humanity and technology tends to be met with concern and uneasiness;
    人类和技术之间日益增长的相互依存关系往往会让人感到担忧和不安;
  • peoples’ hopes and fears about omnipresent media can be traced throughout (and are subsequently deeply shaped by) the history of humanmachine relationships;
    人们对无处不在的媒体的希望和恐惧可以追溯到整个人类机器关系的历史(并随后被其深深塑造);
  • discussions and anxieties about the relations between humanity and technology (including about what is real or virtual, true or fake) are about much more than our current news, information, and entertainment landscape, inviting a fundamental consideration of what it means to be human in a comprehensively mediated, algorithmic and to some extent automated context; and
    关于人性与技术之间关系的讨论和焦虑(包括关于什么是真实或虚拟、真实或虚假)远不止我们当前的新闻、信息和娱乐景观,它引发了对在全面中介、算法和某种程度上自动化的环境中作为人类意味着什么的根本思考;和
  • taking up a critical and ethical stance regarding media life is complex in a situation where the boundaries between humanity, nature, and technology seemingly blur beyond meaningful distinction.
    在人类、自然和技术之间的界限似乎变得模糊而无法区分的情况下,对媒体生活采取批判和道德立场是复杂的。
In this chapter we explore these discussions, first by unearthing the origins of media and mass communication theory and research in the late nineteenth century out of a growing concern-among both academics and the public-about the various ways in which mediated communication distorts, manipulates, circumvents, and altogether shapes what people experience and recognize as reality and truth. This leads to the realization that media come, as a strict definition of media suggests, in between us and whatever we perceive “reality” to be and that people’s historical interdependency with technologies in general and media in particular is
在本章中,我们探讨了这些讨论,首先挖掘了 19 世纪后期媒体和大众传播理论和研究的起源,这是由于学术界和公众对中介传播扭曲、纵、规避和完全塑造人们体验和认知为现实和真理的各种方式的日益关注。这导致我们意识到,正如对媒体的严格定义所暗示的那样,媒体介于我们和我们认为的“现实”之间,并且人们与一般技术,特别是媒体的历史相互依存关系是

especially controversial because of this. Over time, this inspires people to develop three more or less distinct (and often overlapping) strategies to deal with the ongoing interference of media with society and everyday life, which we consider in some detail in this chapter (and further on in this book) by focusing on the implications of each approach:
因此尤其有争议。随着时间的推移,这激发了人们制定三种或多或少不同(且经常重叠)的策略来应对媒体对社会和日常生活的持续干扰,我们将在本章(以及本书的进一步部分)中详细考虑这些策略,重点关注每种方法的含义:
  1. Following Samuel Butler’s call, we can wage war against the machines. This can be done quite literally by, for example, destroying or discarding media, dismantling hardware, uninstalling software, disconnecting from networks, deliberately opting against using certain devices (such as a smartphone), and through active nonparticipation in online social networks. A more indirect way of warfare includes developing a critical, if not suspicious, attitude toward media-for example, by advocating for rigorous media literacy programs and education.
    遵循塞缪尔·巴特勒 (Samuel Butler) 的号召,我们可以向机器发动战争。这可以通过销毁或丢弃媒体、拆除硬件、卸载软件、断开网络连接、故意选择不使用某些设备(如智能手机)以及积极不参与在线社交网络来实现。一种更间接的战争方式包括培养对媒体的批判性态度,如果不是可疑的话——例如,通过倡导严格的媒体素养计划和教育。
  2. We can also submit to a mediated existence, recognizing the inevitable boundary-blurring characteristics of a life in media and trusting ourselves to technology without surrendering to machines. This, for instance, means that people develop more deliberate choices and cultivate some level of critical awareness about their media, while still enjoying the digital environment for what it has to offer.
    我们也可以屈服于一种中介化的存在,认识到媒体生活中不可避免的界限模糊特征,并将自己托付给技术,而不屈服于机器。例如,这意味着人们会做出更深思熟虑的选择,并培养对媒体的一定程度的批判意识,同时仍然享受数字环境所提供的一切。
  3. A third option would be to become media, as it were: becoming like the character Neo in The Matrix franchise (of motion pictures, animation series, comics, and digital games, beginning in 1999) by either accepting the reality with which we are presented or embracing a notion of reality as open source: malleable, subject to hacking and cocreation. Examples of such an approach would be designing alternative social media that are not built on the exploitation of people’s personal information, investing in free and open-source software, and developing a not-for-profit digital commons.
    第三种选择是成为媒体,就像:成为《黑客帝国》系列(从 1999 年开始的电影、动画系列、漫画和数字游戏)中的角色尼奥,要么接受我们所看到的现实,要么接受现实是开源的:可塑性,受黑客攻击和共同创造。这种方法的例子是设计不建立在利用人们个人信息的替代社交媒体,投资于免费和开源软件,以及开发非营利性数字共享资源。
Each of these options has its corollary in the study of media and (mass) mediated communication, including quite critical as well as more hopeful perspectives. To investigate these options is important, as this touches on some of the most consequential debates in our time, for example, regarding so-called post-truth or fact-free politics, the role and impact of “fake” news
在媒体和(大众)媒介传播的研究中,这些选项中的每一个都有其必然结果,包括相当批判和更有希望的观点。调查这些选项很重要,因为这触及了我们这个时代一些最重要的辩论,例如,关于所谓的后真相或无事实政治,“假”新闻的作用和影响

and disinformation campaigns, people’s susceptibility to manipulation (by politicians as much as advertisers), and our common quest for authenticity (especially when we are online, which is almost always). The chapter concludes with an argument that perhaps we have already become media and that this rather uncanny sensation provides a fruitful way forward to study and understand our digital environment.
以及虚假信息运动,人们容易受到纵(政客和广告商纵),以及我们对真实性的共同追求(尤其是当我们在网上时,这几乎总是如此)。本章以一个论点结束,也许我们已经成为媒体,这种相当不可思议的感觉为研究和理解我们的数字环境提供了一条富有成效的前进道路。

On the Imperfection of Communication
关于沟通的不完美

Whether it is one’s love life and romantic relationships, the organizational forms that make work and the functioning of companies and corporations possible, the processes and processing of mass migration and urbanization, or the intricacies of democratic politics and the political system-in all of these areas, media and mediated communication play a formative role. This fundamental realization, dawning in the late nineteenth and early twentieth century with the first mass media of newspapers, magazines, and radio, gave rise to much hand-wringing about the potentially problematic impact media would have on people and institutions. The first studies on the effects and influence of media emerged shortly thereafter-offering inconclusive evidence, which would become the dominant theme of media impact and effects research (see also chapter 8). Media have some effects on some people some of the time-but effects are generally ambiguous, the direction of such effects remains unclear, and individual differences between people turn out to be much more powerful predictors of effects than anything that can be generally ascribed to particular media or certain groups of people. It is important to note that this does not mean that media do not have effectsquite the contrary. Media clearly play a powerful role in all aspects of human existence; it is just that the research shows how complex and contextual such influence always is.
无论是一个人的爱情生活和浪漫关系,使公司和公司的工作和运作成为可能的组织形式,大规模移民和城市化的过程和处理,还是民主政治和政治制度的复杂性——在所有这些领域,媒体和中介传播都发挥着形成作用。这一基本认识在 19 世纪末和 20 世纪初随着报纸、杂志和广播的第一批大众媒体的出现而出现,引发了人们对媒体对个人和机构可能产生的问题影响的不满。此后不久,关于媒体影响和影响的第一批研究出现了——提供了不确定的证据,这将成为媒体影响和影响研究的主要主题(另见第 8 章)。媒体有时对某些人有一些影响——但影响通常是模棱两可的,这种影响的方向仍然不清楚,而且人与人之间的个体差异比通常可以归因于特定媒体或某些人群的任何东西都更能有效地预测影响。重要的是要注意,这并不意味着媒体没有影响恰恰相反。媒体显然在人类存在的方方面面都发挥着强大的作用;只是研究表明,这种影响总是有多么复杂和有背景。
Undeterred by evidence to the contrary, both politicians, researchers, and the wider public have, since the early twentieth century, recurrently projected their fears onto media as a massive unidirectional influencing machine. This, for example, involved historical fears, such as
自 20 世纪初以来,政治家、研究人员和更广泛的公众都没有被相反的证据吓倒,他们一再将他们的恐惧投射到媒体上,作为一个巨大的单向影响机器。例如,这涉及到历史恐惧,例如
  • the technological threat from more advanced civilizations, as depicted in the War of the Worlds serialized stories of the English author H. G. Wells (published between April and December 1897);
    来自更先进文明的技术威胁,如英国作家 H. G. Wells 的连载小说《世界大战》(1897 年 4 月至 12 月出版)中所描述的那样;
  • scary predictions about robots rebelling and exterminating human life, as in the 1921 play Rossum’s Universal Robots by the Czech writer Karel Čapek (which introduced the word robot into the English language, derived from the Czech word robota, meaning “forced labor,” and which narrative, interestingly, ends with robots displacing humans from power, proclaiming, “Mankind is no more. Mankind gave us too little life. We wanted more life”);
    关于机器人反抗和灭绝人类生命的可怕预言,如捷克作家卡雷尔·恰佩克 (Karel Čapek) 1921 年的戏剧《罗森的通用机器人》(该剧将机器人一词引入英语,源自捷克语 robota,意思是“强迫劳动”),有趣的是,该叙述以机器人取代人类下台结束,宣布:“人类已不复存在。人类给我们的生命太少了。我们想要更多的生命“);
  • the rallying potential of propaganda posters before and during the Second World War;
    第二次世界大战前和战期间宣传海报的号召力潜力;
  • investigations and even court cases about popular music (including The Beatles in the 1960s, Led Zeppelin in the 1970s, Queen and Slayer in the 1980s, Motörhead in the 1990s-all among my favorite bands) “backmasking” their music to insert evil messages;
    关于流行音乐的调查甚至法庭案件(包括 1960 年代的披头士乐队、1970 年代的齐柏林飞艇、1980 年代的皇后乐队和杀手乐队、1990 年代的 Motörhead——都是我最喜欢的乐队)“掩盖”他们的音乐以插入邪恶信息;
  • the widespread panic about violence in video games after the 1999 Columbine high school shooting in the United States; and
    1999 年美国哥伦拜恩高中枪击案后对电子游戏中暴力的广泛恐慌;和
  • global distress about the supposed power of online social networks to target political advertisements to individual users and thereby sway elections (as claimed in 2017 by the data-mining firm Cambridge Analytica, using Facebook data to create customized propaganda for its clients) and about online platforms acting as amplifiers of disinformation and especially widespread conspiracy theories about COVID-19 (from March 2020 onward).
    全球对在线社交网络将政治广告定位到个人用户从而影响选举的力量(正如数据挖掘公司剑桥分析公司在 2017 年声称的那样,使用 Facebook 数据为其客户创建定制的宣传)以及在线平台充当虚假信息的放大器,尤其是关于 COVID-19 的广泛阴谋论(从 2020 年 3 月开始)。
Time and time again, people’s deepest fears and anxieties are marshalled and projected onto the (mass) media of the time, whether it is propaganda, rock ‘n’ roll, erotic literature, fake news, or artificial intelligence. More often than not, such angst is specifically reserved for children and teenagers, whereby a global field of experts continually seem to fall victim to ephebiphobia: the irrational fear of young people as expressed by adults throughout history. Consider, for example, this statement about media’s supposed impact on the young: “The popularity of this new pastime among children has increased rapidly. This new invader of the privacy of the home has brought many a disturbing influence in its wake. Parents have become aware of a puzzling change in the behavior of their children. They are bewildered by a host of new problems; and find themselves unprepared,
人们最深的恐惧和焦虑一次又一次地被整理并投射到当时的(大众)媒体上,无论是宣传、摇滚乐、色情文学、假新闻还是人工智能。通常情况下,这种焦虑是专门为儿童和青少年保留的,因此,全球专家领域似乎不断成为麻黄恐惧症的受害者:历史上成年人对年轻人的非理性恐惧。例如,考虑一下关于媒体对年轻人的所谓影响的声明:“这种新的消遣方式在儿童中的受欢迎程度迅速增加。这个对家庭隐私的新入侵者带来了许多令人不安的影响。父母已经意识到他们孩子的行为发生了令人费解的变化。他们被许多新问题所困扰;发现自己毫无准备,

frightened, resentful, helpless.” This statement is not about smartphones or video-sharing platforms like YouTube or TikTok; nor is it about problems caused by the endless hours children spend on games like Minecraft, Roblox, and Fortnite. It comes from a high-profile study on the perceived effects of radio on children, published in 1936 . 1 1936 . 1 1936.^(1)1936 .{ }^{1} From as early as the late seventeenth century, representatives of religious institutions, learned societies, universities, and other authorities would regularly publish scathing missives about the ruinous consequences of reading, followed up in rapid succession throughout recent history with references to the dangers of television, comic books, film, popular music, video games, and social media. Taken together, all these fearful expectations of what media do to us have much in common, generally centering on the loss of control over one’s emotions with a corresponding loss of focus on one’s duties and responsibilities in society.
害怕、怨恨、无助。本声明与智能手机或 YouTube 或 TikTok 等视频共享平台无关;也不是关于孩子们在 Minecraft、Roblox 和 Fortnite 等游戏上花费无休止的时间所引起的问题。它来自一项备受瞩目的关于广播对儿童感知影响的研究,该研究发表在 1936 . 1 1936 . 1 1936.^(1)1936 .{ }^{1} 《早在 17 世纪末,宗教机构、学术团体、大学和其他权威机构的代表就会定期发表关于阅读的毁灭性后果的严厉信件,并在近代历史上迅速接连地提及电视的危险。 漫画书、电影、流行音乐、视频游戏和社交媒体。综上所述,所有这些对媒体对我们所做的事情的恐惧期望有很多共同点,通常集中在失去对自己情绪的控制上,以及相应地失去对自己在社会中的义务和责任的关注。
The twentieth century can plausibly be described as the “first age of mass media” in the institutional sense of the concept-as earlier forms of mass media and communication existed in many parts of the world. However, the kind of industrial organization, institutional arrangement, and networked infrastructure available marked the twentieth century as a turning point. As shown, this period inspired both wonder and much alarm at the perceived predominance of various mass media. Despite enormous changes in media institutions and technologies and in society itself and considering the rise of media studies and communication research as a more or less distinct field of scholarly work, the terms of public debate about the potential social significance of the media have changed remarkably little. The early twentieth century formed the backdrop for the first studies into the role and influence of the media on what was generally considered a largely illiterate and anonymous mass of people. Beyond the particulars of the research and its less than straightforward conclusions, what is of interest in the context of a life in media is the underlying unease about what media do when they come between us-that is, when they disrupt and distort what are generally considered more authentic, pure, and real interpersonal communication and experiences.
20 世纪可以合理地被描述为概念制度意义上的“大众媒体的第一个时代”——因为早期的大众媒体和传播形式存在于世界许多地方。然而,可用的工业组织、机构安排和网络化基础设施的种类标志着 20 世纪是一个转折点。正如所展示的,这一时期激发了人们对各种大众媒体的主导地位的惊奇和警觉。尽管媒体机构和技术以及社会本身发生了巨大变化,并且考虑到媒体研究和传播研究的兴起或多或少是一个独特的学术工作领域,但关于媒体潜在社会意义的公共辩论术语几乎没有变化。20 世纪初是首次研究媒体对通常被认为是大部分文盲和匿名人群的作用和影响的背景。除了研究的细节和不那么直接的结论之外,在媒体生活的背景下,令人感兴趣的是,当媒体出现在我们之间时,它们会做什么——也就是说,当它们破坏和扭曲通常被认为是更真实、更纯粹和真实的人际交流和体验时,它们会带来潜在的不安。
A consistent trope throughout the history of technology in general and media in particular is the assumption that without or outside of media, our communication, experience, and (mutual) understanding would be better-
纵观技术史,尤其是媒体,一个一致的比喻是假设,如果没有或之外媒体,我们的交流、体验和(相互)理解会更好——

if not perfect. In Western thought, this kind of thinking can be traced as far back as the work of Plato in the fourth century BC, who documented his teacher, Socrates, explaining to a student outside the walls of Athens how much he loathes the tools of speechmaking, musical instruments, and writing, as they prohibit genuine interaction and dialogue-which was his preferred method of teaching and communicating. Relying on media such as books, Socrates argued:
如果不是完美的。在西方思想中,这种想法可以追溯到公元前 4 世纪柏拉图的著作,他记录了他的老师苏格拉底向雅典城墙外的一名学生解释他多么讨厌演讲、乐器和写作的工具,因为它们禁止真正的互动和对话——这是他最喜欢的教学和交流方法。苏格拉底依靠书籍等媒体,认为:

will create forgetfulness in the learners’ souls, because they will not use their memories; they will trust the external written characters and not remember of themselves. The specific which you have discovered is an aid not to memory, but to reminiscence, and you give your disciples not truth, but only the semblance of truth; they will be hearers of many things and will have learned nothing; they will appear to be omniscient and will generally know nothing; they will be tiresome company, having the show of wisdom without the reality. 2 2 ^(2){ }^{2}
会在学习者的灵魂中造成健忘,因为他们不会使用他们的记忆;他们会相信外部的书面字符,而不会记住自己。你所发现的具体不是对记忆的帮助,而是对回忆的帮助,你给你的门徒的不是真理,而只是真理的表象;他们要听许多事,却一无所获;他们会显得无所不知,通常一无所知;他们将是令人厌烦的伙伴,有智慧的展示,却没有现实。 2 2 ^(2){ }^{2}

Of interest here is, first and foremost, Socrates’s reference to reality and real experience as something that inevitably gets lost when media are involved. Second, this anecdote highlights the historically profound assumption that the role of media in communication necessarily makes for less-than-perfect interaction. A critical perspective on this would start with the suggestion that all communication is inevitably impaired, taking place between people who cannot really understand each other as they are intrinsically different. All communication is-or at the very least containsmiscommunication, and we tend to project our pain about this inevitable imperfection onto media.
这里有趣的是,首先,苏格拉底提到现实和真实经验,当媒体参与其中时,不可避免地会丢失。其次,这个轶事突出了一个历史上深刻的假设,即媒体在传播中的作用必然会导致不完美的互动。对此的批判性观点可以从以下建议开始:所有沟通都不可避免地会受到损害,发生在无法真正理解彼此的人之间,因为他们本质上是不同的。所有的沟通都是——或者至少包含沟通不畅,我们倾向于将我们对这种不可避免的不完美的痛苦投射到媒体上。
A second point of critique of the assumption, that face-to-face communication through direct dialogue somehow leads to a “better” form of mutual understanding, is that in conversation two (or more) people ideally achieve consensus through the art of compromise. In the process, one or more of the discussants would have to surrender their own unique way of looking at and understanding the issue, in effect losing their authentic voice. A dialogue can even be seen as a rather aggressive and exclusive form of communication, as it forces people into interaction, often privileging those with certain personality characteristics, better training, capacity for empathy, or a talent to express themselves charismatically.
对这一假设的第二点批评是,通过直接对话进行的面对面交流以某种方式导致“更好”的相互理解形式,即在对话中,两个(或更多)人理想情况下通过妥协的艺术达成共识。在这个过程中,一个或多个讨论者将不得不放弃他们自己看待和理解问题的独特方式,实际上失去了他们真实的声音。对话甚至可以被视为一种相当激进和排他性的交流形式,因为它迫使人们进行互动,通常会优先考虑那些具有某些性格特征、更好的训练、同理心能力或有魅力地表达自己的才能的人。
A final, more fundamental reflection concerns the wistful premise that pure, authentic, and immediate communication is indeed possible and would culminate in perfect understanding-between a romantic couple, within a group of friends, across society and its citizens. It is, for example, no surprise that a key piece of advice for people in a relationship is that partners-romantic or otherwise-just need to communicate. All of this supposes that people, as individuals, are or can be completely true selves (and true to themselves) to the extent that they possess some kind of coherent core or inner self that can be openly, honestly, and effectively communicated to others. Yet such a classic, Platonic notion of people having a true self that can be known, seen, and understood and expressed authentically is subject to much criticism in the literature, as scholars (in such fields as psychology, psychiatry, anthropology, and philosophy) suggest that whomever we think we are can perhaps best be understood as a temporary and situated model, intersubjectively constituted out of the countless experiences, emotions, and interactions we have on a daily basis throughout our life. In other words, we are a complex and contingent mess, just as our media are.
最后,更基本的反思涉及一个渴望的前提,即纯粹、真实和即时的交流确实是可能的,并将以一对浪漫情侣之间、一群朋友之间、整个社会及其公民之间的完美理解而告终。例如,对恋爱中的人们的一个关键建议是,伴侣——无论是浪漫的还是其他的——只需要沟通,这并不奇怪。所有这些都假设人们作为个体,是或可以是完全真实的自我(并且忠于自己),只要他们拥有某种连贯的核心或内在自我,可以公开、诚实和有效地与他人交流。然而,这样一个经典的、柏拉图式的观念,即人们有一个真实的自我,可以被真实地认识、看到、理解和表达,这在文献中受到了很多批评,因为学者们(在心理学、精神病学、人类学和哲学等领域)认为,无论我们认为自己是谁,也许最好被理解为一个临时的、有位置的模型。 主体间性构成于我们一生中每天的无数经历、情感和互动。换句话说,我们是一个复杂的、偶然的烂摊子,就像我们的媒体一样。
Of course, this critical take on the supposed merits of communication without media does not negate our desire and need to be seen and understood. In fact, it perhaps explains why people are so invested in their media and care so much how they come across to others in media. For our lives in media, it is important to recognize the historical nature of how we think about machines and technology in general and media in particular, as they come between us and reality, ensconcing themselves in the background of our lives, influencing and shaping all possible interaction, and forever frustrating yet also facilitating our deep-seated desire for pure, authentic, and uncorrupted communication and understanding.
当然,这种对没有媒体的通信的所谓优点的批判性观点并不能否定我们渴望和需要被看到和理解的愿望和需求。事实上,这也许可以解释为什么人们如此投入到他们的媒体中,并且如此关心他们在媒体中如何给其他人留下印象。对于我们在媒体中的生活,重要的是要认识到我们如何看待机器和技术的历史性质,特别是媒体,因为它们介于我们和现实之间,将自己置于我们生活的背景中,影响和塑造所有可能的互动,永远令人沮丧,但也促进了我们对纯粹、 真实、公正的沟通和理解。
Since human society, throughout history, has increasingly relied on the power of all kinds of machines, technologies, and media to function, our dependence on them has expanded. Especially since the late nineteenth century, technological developments have followed each other at an accelerating pace, amplifying anxieties about their role in human affairs. In this process, it is perhaps unsurprising that people project much of their anxieties, frustrations, and especially all the negative emotions associated with the loss of perfect communication in a fast-moving, rapidly expanding,
由于人类社会在历史上越来越依赖各种机器、技术和媒体的力量来运作,我们对它们的依赖也扩大了。特别是自 19 世纪末以来,技术发展以更快的速度接踵而至,放大了人们对它们在人类事务中的作用的焦虑。在这个过程中,人们将他们的大部分焦虑、挫折,尤其是与失去完美沟通相关的所有负面情绪投射到一个快速移动、迅速扩大的、

and increasingly technological environment onto the machines and media of their time. In 1919, the famed psychologist Sigmund Freud’s former student Victor Tausk-a Slovakian psychiatrist-published his essay “On the Origins of the Influencing Machine,” one of the first research-based analyses interrogating our fundamentally ambivalent relationship with technologies, machines, and media. Tausk outlines the case of one of his patients, Natalija A., who was convinced that her body and emotions were being manipulated from afar by a grotesque machine. She felt that all her family and friends were under the influence of similar machines, everyone connected to their own device, living their lives in an exact simulacrum of the world. As with the Terminator story line seemingly inspired by the letters of Samuel Butler, we see hints of the main premise of The Matrix film franchise in Natalija’s nightmare. Indeed, contemporary representations in popular culture about all-powerful media and machines are never really all that new nor original.
以及越来越多的技术环境影响到他们那个时代的机器和媒体上。1919 年,著名心理学家西格蒙德·弗洛伊德 (Sigmund Freud) 以前的学生维克多·陶斯克 (Victor Tausk) ——一位斯洛伐克精神病学家——发表了他的文章《影响机器的起源》,这是最早基于研究的分析之一,质疑我们与技术、机器和媒体之间根本矛盾的关系。陶斯克概述了他的一位患者 Natalija A. 的案例,她确信她的身体和情感正在被一台怪诞的机器从远处纵。她觉得她所有的家人和朋友都受到了类似机器的影响,每个人都连接到自己的设备,在与世界完全相同的模拟中生活。与似乎受到塞缪尔·巴特勒 (Samuel Butler) 信件启发的《终结者》故事情节一样,我们在 Natalija 的噩梦中看到了《黑客帝国》电影系列主要前提的暗示。事实上,流行文化中关于全能媒体和机器的当代表现从来都不是那么新颖或原创。
The patient talked about her influencing machine as some kind of magic lantern or cinematograph, noted by Tausk as making her see onedimensional images of reality. During his sessions with her, Tausk deduced that this machine-described as a jumble of wires, screws, batteries, metal plates, handles, knobs, and cranks-was a projection of the patient’s own deep desires and frustrations. Before he could conclude his analysis, the patient broke off all contact, suspecting he had become under the influence of a machine as well, like everyone else in her life. Other analysts followed up on Tausk’s work, suggesting that this case can be seen as a typical byproduct of the industrial age, a time understood by many as gradually reducing humans to automatons-powerless cogs in the machine of industry and ever-advancing technology. It can be argued that the recurring worries and fears about media in society are similar expressions about “influencing machines” that make us lose touch with reality and force and direct us, alienating us from our bodies, feelings, and selves, just like the device did in the case of Tausk’s patient, the unfortunate Natalija.
患者谈到她的影响机器是某种神奇的灯笼或电影摄影机,Tausk 指出它使她看到现实的一维图像。在与她的会面中,陶斯克推断,这台机器——被描述为一堆杂乱的电线、螺丝、电池、金属板、手柄、旋钮和曲柄——是患者自身深切欲望和挫折的投射。在他结束分析之前,病人断开了所有联系,怀疑他也受到了机器的影响,就像她生活中的其他人一样。其他分析家对陶斯克的工作进行了跟进,认为这个案例可以被视为工业时代的典型副产品,许多人认为这个时代逐渐将人类沦为工业机器和不断进步的技术中无能为力的齿轮。可以说,社会上对媒体反复出现的担忧和恐惧与“影响机器”的表达类似,它让我们与现实和力量失去联系,并引导我们,使我们与身体、情感和自我疏远,就像这个装置在陶斯克的病人,不幸的娜塔莉亚的案例中所做的那样。
Tausk’s essay is a classic in psychiatric literature, its influence stretching far and wide-including in popular culture (such as in the 1962 novel and 1975 film One Flew Over the Cuckoo’s Nest), and most notably in science fiction, providing the inspiration for many to suggest worlds where people live as or among body doubles, governed by an omnipresent technological
陶斯克的文章是精神病学文学的经典之作,其影响范围广泛——包括流行文化(如 1962 年的小说和 1975 年的电影《飞越布谷鸟巢》),尤其是在科幻小说中,为许多人提供了灵感,让他们提出人们作为或生活在身体替身中的世界,由无处不在的技术支配

society or universal machine (for more prominent examples, see appendix 1). Throughout literature, comic books, animation, films, television, and digital games, numerous cases can be found that feature parallel virtual worlds and social systems determined by powerful machines-involving behaviors and life-forms that blend humanity with media and machines and offering a technological illusion of reality that almost without fail ultimately becomes problematic, potentially endangering our survival.
Society 或 Universal Machine 的 S 或 Universal Machine(有关更突出的例子,请参阅附录 1)。在文学、漫画书、动画、电影、电视和数字游戏中,可以发现许多案例,这些案例以平行的虚拟世界和社会系统为特色,这些虚拟世界和社会系统由强大的机器决定——涉及行为和生命形式,将人类与媒体和机器融合在一起,并提供一种现实的技术幻觉,几乎无一例外地最终成为问题,可能危及我们的生存。
In short, media are considered powerful because they are perceived as coming between us and who we really are, thereby corrupting the chance for real interaction, pure communication, and genuine understanding. It is possible to argue that what fuels our most fundamental interest in media and all things mediated-and what continues to inspire and shape theory and research in this area-is our continued longing for true communication, pure and unadulterated interaction, and the immediate experience of reality. When media and communication students and scholars ask questions about influence, impact, and effects, about how to improve the transmission, distribution, and reception of messages, about how people process and give meaning to content, and so on, they are giving expression to a deep-seated desire for perfect communication.
简而言之,媒体被认为是强大的,因为它们被认为介于我们和我们的真实身份之间,从而破坏了真正互动、纯粹交流和真正理解的机会。可以说,激发我们对媒体和所有媒介事物最根本的兴趣——并继续激发和塑造这一领域的理论和研究的——是我们对真正交流、纯粹和纯粹的互动以及对现实的直接体验的持续渴望。当媒体和传播专业的学生和学者提出有关影响力、影响和效果的问题,关于如何改善信息的传输、分发和接收,关于人们如何处理和赋予内容意义的问题,等等时,他们正在表达对完美沟通的根深蒂固的渴望。
In short, media are considered powerful because they are perceived as coming between us and who we really are, thereby corrupting the chance for real interaction, pure communication, and genuine understanding.
简而言之,媒体被认为是强大的,因为它们被认为介于我们和我们的真实身份之间,从而破坏了真正互动、纯粹交流和真正理解的机会。
Whenever we privilege dialogue over dissemination, direct social contact over mediated quasi-interaction online, or interpersonal communication over broadcast communication, we are projecting our anxiety about the lack (or loss) of true communication onto media as our influencing machine. It is for this reason that questions about values and truth in the context of a life in media are significant, as the strategies we pursue to get closer (or back) to each other and to reality are codetermined by the place and meaning we assign to media in life. Whether we worry about the power of magic lanterns or the subtle steering of algorithms and artificial intelligence, in doing so we give shape and form to our longing for authentic individual expression and the possibility of shared narratives in society.
每当我们优先考虑对话而不是传播,直接的社交接触而不是媒介化的在线互动,或者人际交流而不是广播通信时,我们就会将我们对缺乏(或失去)真实沟通的焦虑投射到媒体上,作为我们的影响机器。正是出于这个原因,在媒体生活中的背景下,关于价值观和真理的问题是重要的,因为我们追求更接近(或回到)彼此和现实的策略是由我们在生活中赋予媒体的位置和意义共同决定的。无论我们担心魔灯的力量,还是算法和人工智能的微妙纵,在此过程中,我们都会将我们对真实个人表达和社会共享叙事可能性的渴望塑造和形式化。

The three core strategies for our actions vis-à-vis the increasingly intimate entanglement of media, society, and everyday life are to wage war against the machines, to submit to a mediated existence, or to become media. Each of these strategies is discussed in terms of its historical analogy, resonance in popular culture and public debate, and scholarly response.
面对媒体、社会和日常生活之间日益紧密的纠葛,我们行动的三个核心策略是向机器发动战争,屈服于中介化的存在,或成为媒体。这些策略中的每一种都从其历史类比、流行文化和公共辩论中的共鸣以及学术回应的角度进行了讨论。

The Options We Have: War against the Machines
我们的选择:与机器开战

The 1909 short story “The Machine Stops” by the British author E. M. Forster (best known for A Passage to India from 1924) describes a society that is completely dependent on machines and technology. In this world, people live underground in hexagonal rooms that are fully equipped with a variety of networked devices and screens, supplying food, health care, and entertainment all controlled by a single powerful machine that stretches across the globe. Communication takes place via video and instant messaging-with which Forster seemed to presage such contemporary media as the internet, Skype, and WhatsApp, although the technologies necessary for telecommunications and videotelephony already existed in his
英国作家 EM Forster(最著名的作品是 1924 年的《印度之旅》)于 1909 年创作的短篇小说《机器停止》描述了一个完全依赖机器和技术的社会。在这个世界上,人们生活在地下的六边形房间里,这些房间配备了各种联网设备和屏幕,提供食物、医疗保健和娱乐,所有这些都由一台横跨全球的强大机器控制。通信通过视频和即时消息进行——福斯特似乎预示着互联网、Skype 和 WhatsApp 等当代媒体的出现,尽管电信和视频电话所需的技术已经存在于他的

time. Nobody gets outside anymore, and everyone seems satisfied with the connections and services that the machine provides. Everything is fake in this world-even the video link between a mother and her son is filtered by the machine so that they do not really have to see each other’s true feelings and facial expressions-especially when they express any kind of negative emotions such as sadness, anger, or fear. Instead, they are presented with a sort of sanitized version of each other-a version that is only just sharp enough to distinguish (reminiscent of the “touch up my appearance” option or beauty filter in applications like Zoom and FaceApp). Through the machine, people make contact with many others-with hundreds, even thousands of others-even though people no longer meet in real life, and no one ever touches anyone anymore. The manual of the machine (and with it of all aspects of life) is sacred scripture for the world’s population. Eventually the machine falls into disrepair, and when it finally stops, society falls apart completely. Most people die, but a few manage to escape, naked and vulnerable, to the world above.
时间。没有人再出去了,每个人似乎都对机器提供的连接和服务感到满意。这个世界上一切都是假的——即使是母亲和她儿子之间的视频链接也被机器过滤,这样他们就不必真正看到彼此的真实感受和面部表情——尤其是当他们表达任何负面情绪时,如悲伤、愤怒或恐惧。相反,它们呈现的是彼此的一种净化版本——一个仅足够清晰以区分的版本(让人想起 Zoom 和 FaceApp 等应用程序中的“修饰我的外表”选项或美颜滤镜)。通过这台机器,人们与许多人接触——成百上千的人——即使人们在现实生活中不再相遇,也不再有人接触任何人。机器的手册(以及随之而来的生活的各个方面)是世界人口的神圣经文。最终,机器年久失修,当它最终停止时,社会彻底崩溃。大多数人都死了,但也有少数人设法赤身裸体,脆弱地逃到了上面的世界。
Forster concludes that the same technology that freed people from their worries also made them utterly dependent, unable to truly express themselves or experience life and incapable of fending for themselves. “The Machine Stops” has been a major source of inspiration for all kinds of books and films about problematic relations between man and machine, as authors, artists, and directors have further explored its theme of a machinecontrolled society. Examples of influential popular cinema in this vein include Fritz Lang’s epic Metropolis from 1927, George Lucas’s 1971 graduation film THX 1138 (made six years before he rose to fame with Star Wars, extending Forster’s story with an underground society controlled by androids), the Matrix franchise, Austrian director Michael Haneke’s 2005 thriller Caché (focusing on the haunting experience of surveillance) and the Oscar-winning drama Her (2013).
福斯特得出结论,使人们摆脱烦恼的相同技术也使他们完全依赖,无法真正表达自己或体验生活,也无法自生自灭。随着作家、艺术家和导演进一步探索其机器控制社会的主题,“机器停止”一直是各种关于人与机器之间问题关系的书籍和电影的主要灵感来源。这方面有影响力的流行电影的例子包括弗里茨·朗 1927 年的史诗般的《大都会》、乔治·卢卡斯 1971 年的毕业电影《THX 1138》(在他因《星球大战》成名前六年制作,通过机器人控制的地下社会扩展了福斯特的故事)、黑客帝国系列、奥地利导演迈克尔·哈内克 2005 年的惊悚片《Caché》(专注于令人难以忘怀的监控体验)和奥斯卡获奖戏剧《她》(2013 年)。
Nearly a century before the worldwide breakthrough of the web and social media, Forster’s story suggests that it is precisely these kinds of apparently well-intentioned machines, technologies, and media that are capable of destroying human society. The very fact that in his dystopian society people worship their devices as a kind of God is fascinating, indicating a relationship between people and media that is much more profound than pure convenience or pleasure. Apart from this interpretation,
在网络和社交媒体在全球范围内取得突破的近一个世纪前,福斯特的故事表明,正是这些显然是善意的机器、技术和媒体才有能力摧毁人类社会。在他的反乌托邦社会中,人们将他们的设备视为一种上帝来崇拜这一事实本身就令人着迷,这表明人与媒体之间的关系比纯粹的便利或快乐要深刻得多。除了这种解释之外,

it is good to realize that in all his work Forster subtly criticized the repressive class society in England of his time. His glorification of the outdoors, natural life, and the liberating experience of the machine breaking down in this story is also a representation of his dream to escape that kind of (political, economic, social, and sexual) oppression. The theme of ubiquitous machines and media bringing about a rather mechanical and loveless culture is also reflected in many contemporary novels, such as throughout the work of the notorious French author Michel Houellebecqespecially his Possibility of an Island (2005), where people endlessly clone themselves to achieve immortality while living in electronic cocoons and having no feelings, free from both pleasure and pain.
值得一提的是,福斯特在他的所有作品中都巧妙地批评了他那个时代英国的压迫性阶级社会。他在这个故事中对户外活动、自然生活的赞美以及机器发生故障的解放体验,也代表了他逃离那种(政治、经济、社会和性)压迫的梦想。无处不在的机器和媒体带来一种相当机械和无爱的文化的主题也反映在许多当代小说中,例如臭名昭著的法国作家米歇尔·维勒贝克 (Michel Houellebecq) 的作品,尤其是他的《岛屿的可能性》(2005 年),人们无休止地克隆自己以实现永生,同时生活在电子茧中,没有感情, 既没有快乐,也没有痛苦。
Samuel Butler perhaps said it first: war against the machines can be a primal response to the prospect of ubiquitous and pervasive media that potentially produce an oppressive, heartless culture, rendering humans and humanity obsolete. Of course, he made his point quite literally, calling for the destruction of any and all machines. Contemporary variations of his call to arms can be found in neo-Luddism, which is a particular antitechnological point of view taking its name from a movement of disgruntled English textile workers in the early eighteenth century, who destroyed factory machinery to put pressure on employers to improve working conditions. Recent examples of neo-Luddite (or reform Luddite) movements tend to be less violent, instead advocating an overall slowing down in our media use, arguing for a disconnection of devices (described as a digital “detox” to counteract online media overuse) and deliberate nonuse of information and communication technologies. In this context people develop such tactics as taking a news vacation, leaving their smartphone at home when they go out, or picking hotels while on holiday that do not offer Wi Fi Wi Fi Wi-Fi\mathrm{Wi}-\mathrm{Fi} access. Electronics manufacturers like Apple even market such products as smart watches as supposedly coming in handy when you do not want to be bothered by your smartphone while out with your friends. Such a “soft” war against the machines is not entirely unproblematic, as for many people being permanently available and online is a sheer necessity because of their work (think, for example, about freelance and so-called gig workers on short-term projects and assignments) or their particular social bondsconsider diasporic families with parents, children, and grandparents scattered around the world, trying to maintain kinship over distance, for
塞缪尔·巴特勒 (Samuel Butler) 也许首先说了一句话:与机器的战争可能是对无处不在的媒体前景的原始反应,这些媒体可能会产生一种压迫性、无情的文化,使人类和人性过时。当然,他非常直白地表达了他的观点,呼吁摧毁任何和所有的机器。他的战斗号召的当代变体可以在新卢德主义中找到,这是一种特殊的反技术观点,其名称来源于 18 世纪初不满的英国纺织工人的运动,他们摧毁了工厂机器,向雇主施加压力,要求他们改善工作条件。最近新卢德分子(或改革卢德分子)运动的例子往往不那么暴力,相反,他们主张全面放慢我们的媒体使用速度,主张断开设备连接(被描述为数字“排毒”,以抵消在线媒体的过度使用)和故意不使用信息和通信技术。在这种情况下,人们会发展出诸如度假、外出时将智能手机留在家里或在度假时选择不提供 Wi Fi Wi Fi Wi-Fi\mathrm{Wi}-\mathrm{Fi} 访问权限的酒店等策略。像 Apple 这样的电子产品制造商甚至销售智能手表等产品,据说当您不想在与朋友外出时被智能手机打扰时,它们会派上用场。 这种针对机器的“软”战争并非完全没有问题,因为对于许多人来说,永久可用和在线是绝对必要的,因为他们的工作(例如,想想自由职业者和短期项目和任务中的所谓零工)或他们特殊的社会纽带考虑到父母、孩子和祖父母分散在世界各地的侨民家庭, 试图保持远距离的亲属关系,因为

whom (mobile) phones and internet connectivity are crucial technologies of love.
WHO (移动) 电话和互联网连接是爱的关键技术。
Although all-out war against machines is a well-worn narrative device in literature, television, film, and digital games, in public debates about technology in general and media in particular, concerns tend to be less alarmist, albeit still expressed quite forcefully. Well before the global coronavirus crisis of 2020, warlike wrangles about the perceived dangers of (and proposed limits to) media have been common across all levels of society, such as
尽管在文学、电视、电影和数字游戏中,与机器的全面战争是一种老生常谈的叙事手段,但在关于技术,特别是媒体的公共辩论中,担忧往往不那么危言耸听,尽管它们仍然相当有力地表达出来。早在 2020 年全球冠状病毒危机之前,关于媒体的感知危险(和拟议的限制)的战争性争论在社会各个层面都很常见,例如
  • widespread parental unease about screen time for children and teenagers, especially since the introduction of game consoles (like the PlayStation, Xbox, GameBoy and Switch);
    父母普遍对儿童和青少年的屏幕时间感到不安,尤其是在游戏机(如 PlayStation、Xbox、GameBoy 和 Switch)推出后;
  • surveys among media users in general (and young people in particular) consistently finding that many feel their media use has become excessive, experiencing a lack or loss of control and finding it difficult to withdraw;
    对一般媒体用户(尤其是年轻人)的调查一致发现,许多人觉得他们的媒体使用变得过度,缺乏或失去控制,发现很难退出;
  • researchers from a variety of fields (especially since the late 1990s) focusing on the question of problematic media use, with “internet gaming disorder,” for example, being added in 2013 to the fifth edition of the authoritative Diagnostic and Statistical Manual of Mental Disorders (a primary classification system for psychiatric disorders) and intense scholarly engagement on such issues as compulsive internet use, pornography addiction, and smartphone dependency; and
    来自各个领域的研究人员(尤其是自 1990 年代后期以来)专注于有问题的媒体使用问题,例如,“网络游戏障碍”于 2013 年被添加到权威的《精神疾病诊断与统计手册》(精神疾病的主要分类系统)第五版中,并就强迫性互联网使用等问题进行了深入的学术参与。 色情成瘾和智能手机依赖;和
  • political apprehension about the role and impact of disinformation campaigns, the extraordinary reach and perceived power of internet platforms (such as Facebook), and the lack of privacy protections for citizens online, inspiring new laws around the world such as the 2016 General Data Protection Regulation (GDPR) and 2022 Digital Services Act of the European Union, a newly amended Act on the Protection of Personal Information in Japan (2017), Chile amending its constitution to include data privacy as a human right in 2018, and numerous governments around the world introducing similar legislation concerning the protection of personal information in the 2020s (including Brazil, India, South Africa, Australia, New Zealand, Switzerland, and China).
    对虚假信息活动的作用和影响的政治担忧,互联网平台(如 Facebook)的非凡影响力和感知力量,以及缺乏对在线公民的隐私保护,激发了世界各地的新法律,例如 2016 年通用数据保护条例 (GDPR) 和 2022 年欧盟数字服务法,新修订的日本个人信息保护法(2017 年), 智利于 2018 年修改宪法,将数据隐私列为一项人权,全球许多政府在 2020 年代出台了有关个人信息保护的类似立法(包括巴西、印度、南非、澳大利亚、新西兰、瑞士和中国)。
Generally, anxieties such as these have been common regarding all mass media throughout history, yet this was never followed up by much official response. In fact, it could be argued that the political and regulatory response to media (both as an industry and as a formidable force in society) has been generally lackluster, with state actors opting for nonintervention and deregulation rather than strict policy interventions (with the possible exception of copyright legislation). Similarly, in the scholarly and educational community, early approaches to media education primarily centered on promoting national media cultures, for example, teaching students about the rich history of local and regional film and journalism. With the rise of television as a mass medium and the emergence of video games (in the 1980s and beyond), this changed, as policy makers, educators, and researchers around the world proposed and pushed for more direct action against the media. Numerous media literacy initiatives were launched, culminating in a wide variety of workshops, courses, and even entire school curricula intended to train people to survive a context of media abundance, warning pupils against a variety of risks and harms associated with media use and generally using strictly skills and protocolsbased approaches in teaching about media (more on media literacy in chapter 8).
一般来说,像这样的焦虑在历史上所有大众媒体中都很常见,但从未得到太多的官方回应。事实上,可以说,政治和监管对媒体的反应(无论是作为一个行业还是作为社会中的一股强大力量)总体上乏善可陈,国家行为者选择不干预和放松管制,而不是严格的政策干预(版权立法可能例外)。同样,在学术和教育界,早期的媒体教育方法主要集中在促进国家媒体文化上,例如,向学生传授当地和地区电影和新闻的丰富历史。随着电视作为大众媒体的兴起和电子游戏的出现(在 1980 年代及以后),这种情况发生了变化,因为世界各地的政策制定者、教育工作者和研究人员提出并推动对媒体采取更直接的行动。发起了许多媒体素养计划,最终形成了各种各样的研讨会、课程,甚至整个学校课程,旨在培训人们在媒体丰富的环境中生存,警告学生注意与媒体使用相关的各种风险和危害,并在媒体教学中通常使用严格的基于技能和协议的方法(更多关于媒体素养的信息见第 8 章)。
With the introduction and rapid rise of the World Wide Web, mobile communication, and online gaming, critical political and pedagogical approaches further proliferated around the world, generally inspired by a protectionist philosophy-whereby digital literacy is considered a defense against (potentially) dangerous online content and experiences. As literacy initiatives have matured and become more evidence based, since the early twenty-first century calls have been made-such as by the United Nations Educational, Scientific and Cultural Organization (UNESCO) in consultation with teachers and researchers from all over the globe-for programs that are more geared toward empowerment, while still recognizing the potential perils associated with media. Within the overall war against machines frame, learning about the constructedness of media seems to be possible too, with programs focusing on the exploration and enjoyment of media, as well as helping children to make their own media.
随着万维网、移动通信和在线游戏的引入和迅速崛起,批判性的政治和教育方法在世界范围内进一步扩散,通常受到保护主义哲学的启发,即数字素养被视为对(潜在)危险在线内容和体验的防御措施。随着扫盲倡议的成熟和更加以证据为基础,自 21 世纪初以来,人们呼吁制定更注重赋权的计划,同时仍然认识到与媒体相关的潜在危险。在整体的“反机器战争”框架内,学习媒体的建构性似乎也是可能的,这些课程侧重于对媒体的探索和享受,以及帮助孩子们制作自己的媒体。
Interestingly, a prominent source for a more hopeful and less fearful stance regarding media and technology, yet mindful of their powerful
有趣的是,这是一个对媒体和技术更充满希望、更少恐惧的立场的重要来源,但同时也要注意它们的强大

presence in society and everyday life, comes from the work of Ivan Illich, an ordained Austrian Catholic priest and philosopher, living and working for most of his life in Puerto Rico and Mexico, as well as in the United States, Germany, France, and Italy. Illich wrote and published the seminal book Tools for Conviviality in 1973 to worldwide acclaim, wherein he argues that technology should be a tool with which we must learn to live together to the benefit of all. Illich envisioned a relationship with machines as potentially freeing people from their dependency on political elites, corporations, and other top-down institutions (including schools). In earlier work, he advocated using computer networks to achieve a truly universal education system, by peer matching people to learn in cooperation. What makes his work relevant to considerations of a life in media is the influence he had on the people involved with designing and building the first personal computers in the 1970s and 1980s. These (mainly American) engineers and computer scientists considered Illich an inspiration for building machines that would enable each individual user to have their own terminal, connected to peers anywhere else, making them less dependent on the industry-owned and operated mainframe computers of the time. As today’s media are, in some way, all versions of those very first personal computers and networks, the devices that make up our digital environment embody an empowering ideal, even though they carry potential danger as well, and now mostly are commodities produced and marketed by global commercial corporations. History suggests, however, that our digital environment is by design generative and potentially emancipatory-in that we can connect, create, and program in and on top of it.
伊万·伊利奇 (Ivan Illich) 在社会和日常生活中的存在来自他的作品,他是一位被任命的奥地利天主教神父和哲学家,他一生中的大部分时间都在波多黎各和墨西哥以及美国、德国、法国和意大利生活和工作。Illich 于 1973 年撰写并出版了开创性著作《欢乐的工具》,享誉全球,他在书中认为,技术应该成为一种工具,我们必须学会共同生活,以造福所有人。Illich 设想与机器的关系有可能使人们摆脱对政治精英、公司和其他自上而下的机构(包括学校)的依赖。在早期的工作中,他倡导使用计算机网络来实现真正的普及教育系统,通过同伴匹配人们合作学习。他的工作与媒体生活的思考相关的是他对 1970 年代和 1980 年代参与设计和制造第一台个人电脑的人的影响。这些(主要是美国)工程师和计算机科学家认为 Illich 是制造机器的灵感来源,这些机器将使每个用户都能拥有自己的终端,连接到其他任何地方的同行,从而减少对当时行业拥有和运营的大型计算机的依赖。由于今天的媒体在某种程度上是那些最早的个人电脑和网络的所有版本,构成我们数字环境的设备体现了一种赋权的理想,尽管它们也带有潜在的危险,现在大多数是由全球商业公司生产和销售的商品。然而,历史表明,我们的数字环境在设计上是生成性的,并且可能具有解放性,我们可以在其中和之上进行连接、创建和编程。
In the practice and discipline of media studies, a warring approach to omnipresent media in society and everyday life continues to inspire a vast area of research focused largely on
在媒体研究的实践和学科中,对社会和日常生活中无处不在的媒体的交战方法继续激发着主要集中在
  • the (consequences of) concentration of media ownership and state (or corporate) control over the media,
    媒体所有权集中和国家(或公司)对媒体的控制(后果),
  • hidden messages in the content of the media (generally assumed to promote a consensual, mainstream and distinctly commercial view of the world), and
    媒体内容中的隐藏信息(通常被认为是为了促进双方同意的、主流的和明显的商业世界观),以及
  • the extent to which people understand (and act on) the media content they consume.
    人们理解 (并处理) 他们消费的媒体内容的程度。
Fears about the real or perceived impact of media in this tradition of scholarly research frame people predominantly as powerless audiences addressed by companies and the state. Media tend to be seen as relatively uniform, promoting a corporate or dominant political view of the world, stifling diversity and dissent in media production and content. Raising critical awareness about this presumed role of media becomes a key strategy in the academic war against the machines. This is especially the case in more authoritarian and dictatorial regimes, where control of the media and regulations against their undue influence are part of the policy toolkit of ruling parties. In such contexts, whatever the dominant narrative is that gets produced and published tends to have real consequences for the people and communities involved, and struggles about reality and truth in media have profound political significance. Consider, for example, the way a war gets framed and promoted in the national media of an aggressor, versus those of victims and defenders. Such framing is not just a matter of representation, as it tends to have significant consequences related to people’s willingness to accept armed conflict, or to pursue peace.
在这种学术研究传统中,对媒体的真实或感知影响的恐惧主要将人们塑造成公司和国家对的无权无势的受众。媒体往往被视为相对统一,宣传企业或主导的世界政治观,扼杀媒体生产和内容中的多样性和异议。提高对媒体这一假定作用的批判性认识成为与机器进行学术战争的关键策略。在更专制和独裁的政权中尤其如此,在这些政权中,对媒体的控制和对其不当影响的监管是执政党政策工具的一部分。在这样的背景下,无论制作和发表的主流叙事是什么,往往会对所涉及的人和社区产生真正的影响,而媒体中关于现实和真相的斗争具有深远的政治意义。例如,考虑一下侵略者在国家媒体上被构图和宣传战争的方式,而不是受害者和防御者的战争。这种框架不仅仅是一个代表性问题,因为它往往会产生与人们接受武装冲突或追求和平的意愿相关的重大后果。
The Options We Have: Surrender to a Mediated Reality
我们有哪些选择:屈服于一个有中介的现实

What if there really is no difference at all anymore between life and media, between the real and the virtual, between humans and machines? What if we, in other words, surrender to a comprehensively mediated reality? Although this may seem like a far-fetched scenario, some of the earliest formal considerations of such a likelihood reach far back into history. The fusion of human and nonhuman with direct reference to machines owes tribute to an emerging mechanistic worldview in the seventeenth century. During that time, intellectuals increasingly came to see the world less as divine creation and more as a vast machine subject to human manipulation -a worldview inspired by the many mechanical inventions at the time (such as the printing press, steam engine, and calculating machine). The English philosopher Thomas Hobbes, credited with developing the now common notion of the need for a social contract in society between a governing authority and its citizens to prevent warfare and chaos, in 1651
如果生活与媒体之间、真实与虚拟之间、人类与机器之间真的不再有任何区别呢?换句话说,如果我们屈服于一个全面中介的现实呢?尽管这似乎是一个牵强附会的情景,但对这种可能性的一些最早的正式考虑可以追溯到很久以前。人类和非人类的融合与机器的直接联系,归功于 17 世纪新兴的机械主义世界观。在那段时间里,知识分子越来越多地将世界视为受人类纵的巨大机器,而不是神圣的创造物——这种世界观受到当时许多机械发明(如印刷机、蒸汽机和计算机器)的启发。1651 年,英国哲学家托马斯·霍布斯 (Thomas Hobbes) 因发展了现在普遍的概念而受到赞誉,即统治当局与其公民之间需要社会契约以防止战争和混乱

wrote (in his most famous work, Leviathan): “For seeing life is but a motion of limbs, the beginning whereof is in some principal part within, why may we not say that all automata (engines that move themselves by springs and wheels as doth a watch) have an artificial life? For what is the heart, but a spring; and the nerves, but so many strings; and the joints, but so many wheels, giving motion to the whole body, such as was intended by the artificer?” 3 3 ^(3){ }^{3}
在他最著名的著作《利维坦》中写道:“因为看到生命只不过是四肢的运动,其开始是在内部的某个主要部分,为什么我们不能说所有的自动机(像手表一样通过弹簧和轮子移动的发动机)都有人造生命呢?因为心是什么,不过是泉源;和神经,但有这么多的弦;还有关节,但有这么多的轮子,使整个身体运动,就像神器师所想的那样? 3 3 ^(3){ }^{3}
For Hobbes, seeing humans in terms of mechanical parts and understanding society through the metaphor of a machine offered the freedom to imagine and construct an ostensibly hierarchical, authoritarian system of civil government within which everyone would function as parts of the whole in orderly fashion. His contemporaries expounded upon these ideas, including the French physician Julien Offray de La Mettrie, who in his 1747 essay “L’homme machine” (translated into English as “Man a Machine”) put forward the argument that human beings did not have souls, as all processes in our minds and bodies are related, and we should therefore think of ourselves as machines following the laws of nature (rather than those of, for example, dictates of the church): “I think that everything is the work of imagination, and that all the faculties of the soul can be correctly reduced to pure imagination in which they all consist. Thus judgment, reason, and memory are not absolute parts of the soul, but merely modifications of this kind of medullary screen upon which images of the objects painted in the eye are projected as by a magic lantern.” 4 4 ^(4){ }^{4}
对霍布斯来说,从机械部件的角度看待人类,并通过机器的隐喻来理解社会,为想象和构建一个表面上等级森严、威权主义的公民政府体系提供了自由,在这个体系中,每个人都将作为整体的一部分有序地运作。他的同时代人阐述了这些想法,包括法国医生朱利安·奥弗雷·德·拉梅特里 (Julien Offray de La Mettrie),他在 1747 年的文章“L'homme machine”(翻译成英文为“Man a Machine”)中提出了一个论点,即人类没有灵魂,因为我们思想和身体的所有过程都是相关的,因此我们应该将自己视为遵循自然法则的机器(而不是自然法则, 例如,教会的命令):“我认为一切都是想象力的工作,灵魂的所有官能都可以正确地简化为纯粹的想象力,它们都包含在其中。因此,判断、理性和记忆并不是灵魂的绝对部分,而只是这种髓质屏风的变体,眼中绘制的物体的图像像魔灯一样投射在上面。 4 4 ^(4){ }^{4}
La Mettrie’s conceptual move beyond a mind and body distinction and beyond divine governance (while invoking the notion of reality as projected by a magic lantern similar to Victor Tausk’s patient Natalija almost two centuries later) got him into trouble with the authorities, forcing him to flee his native France. However controversial, his ideas were just another expression of what the German thinker Gottfried Leibniz wrote about earlier, in 1714, as part of his comprehensive theory of everything. At the end of an extraordinarily prolific career, Leibniz tied all the strands of his work and thinking across a variety of fields (including mathematics, philosophy, science, religion, and politics) together in “La Monadologie,” an essay putting forward the argument that everything in the universehumanity, technology, nature, and the cosmos-is made up of monads: simple, invisible substances that are all interconnected, acting in
拉·梅特里 (La Mettrie) 的概念性转变超越了身心的区别,超越了神圣的治理(同时援引了近两个世纪后维克多·陶斯克 (Victor Tausk) 的病人娜塔莉娅 (Natalija) 的魔灯所投射的现实概念)使他陷入了与当局的麻烦,迫使他逃离了他的祖国法国。无论多么有争议,他的想法只是德国思想家戈特弗里德·莱布尼茨 (Gottfried Leibniz) 在 1714 年早些时候所写的另一种表达,作为他关于万物的综合理论的一部分。在他非凡多产的职业生涯结束时,莱布尼茨在《La Monadologie》中将他在各个领域(包括数学、哲学、科学、宗教和政治)的所有工作和思想联系在一起,这篇文章提出了宇宙中的一切人类、技术、自然和宇宙——都是由单子组成的:简单、无形的物质,它们都是相互关联的。 代理

preprogrammed unison and harmony without or beyond human intervention. He considered every organic body as a “divine machine or natural automaton,” drawing no distinctions between people, animals, and machines. Unlike La Mettrie (and to a lesser extent Hobbes), his work did not run afoul of the church, as Leibniz was quick to add that the only necessary monad in his entire system was God and that therefore the world we live in is and always will be “the best of all possible worlds” (as quoted from his earlier book Théodicée, published in 1710).
预编程的 union and harmony,无需或超越人工干预。他将每一个有机体视为“神圣的机器或自然的自动机”,不区分人、动物和机器。与拉梅特里(以及较小程度的霍布斯)不同,他的工作并没有与教会发生冲突,因为莱布尼茨很快补充说,在他的整个体系中,唯一必要的单子是上帝,因此我们生活的世界现在是,将来也将是“所有可能世界中最好的”(引自他早期的著作《泰奥狄塞》, 出版于 1710 年)。
The anecdotal examples of Hobbes, Leibniz, and La Mettrie are used here to show how our current distress about a mediated reality (where distinctions between true and fake, real and virtual, and between humans and their intimate technologies are imperceptibly disappearing) have powerful, far-reaching historical antecedents. This in turn is important to prevent a certain “nowism” in our analyses of life in media, avoiding the point of view that whatever we are observing or experiencing right now has no history, is unique and particular to this moment (marked by the technologies of the day), and can only be understood in its own temporal context. Making sense of media can fall victim to shiny new toy syndrome and technomyopia, meaning that we tend to be overly invested in the latest technological breakthrough, fancy new smartphone, hit TV series, or tentpole movie franchise, thereby forgetting the genealogy of such media and underestimating the long-term impact of any particular media artifact, activity, and social arrangement. At the same time, I have to caution against selectively quoting from venerable texts to sustain arguments about what is happening right now, as that runs the risk of obscuring historical nuance and context. For our consideration of a life in media, it is simply fascinating to note that the boundarylessness between humanity and technology has a deep history and cannot just be seen as an exemplary aspect of only our current experience of virtual reality games and documentaries, augmented reality mobile apps, and extended reality (XR) software-all contributing to an overarching metaverse, where social and mediated reality collapse into each other. Revisiting age-old debates that have relevance to our current predicament illuminates where our thinking comes from and possibly offers some inspiring ways of sense making while preventing earlier mistakes and pitfalls.
霍布斯、莱布尼茨和拉梅特里 (La Mettrie) 的轶事例子在这里用来说明我们当前对中介现实的痛苦(真实与虚假、真实与虚拟以及人类与其私密技术之间的区别正在不知不觉中消失)如何具有强大而深远的历史先例。反过来,这对于防止我们在媒体中分析生活时出现某种“现在主义”很重要,避免了我们现在所观察或经历的任何东西都没有历史,是这一刻独特和特殊的(以当时的技术为标志),只能在其自身的时间背景下理解的观点。理解媒体可能会成为闪亮的新玩具综合症和技术短视的受害者,这意味着我们往往过度投资于最新的技术突破、花哨的新智能手机、热门电视剧或主打电影特许经营权,从而忘记了此类媒体的谱系,低估了任何特定媒体人工制品、活动和社会安排的长期影响。与此同时,我必须警告不要选择性地引用古老的文本来支持关于现在正在发生的事情的争论,因为这有可能掩盖历史的细微差别和背景。对于我们思考媒体生活,令人着迷的是,人类与技术之间的无界限有着悠久的历史,不能仅仅被视为我们当前虚拟现实游戏和纪录片、增强现实移动应用程序和扩展现实 (XR) 软件体验的一个典型方面——所有这些都有助于一个总体的元宇宙, 在这里,社会和中介现实相互坍塌。 重新审视与我们当前困境相关的古老辩论,可以阐明我们的思维来源,并可能提供一些鼓舞人心的意义构建方法,同时防止早期的错误和陷阱。
From the seventeenth century onward, machines became increasingly complex and gradually took over more aspects of human action. People’s reliance on technology grew-and with it came accounts throughout literature, the arts, and intellectual life of human-machine blending and coming together, expressing deep ambivalence about our relations with technology. In 1731, during the time of Leibniz and La Mettrie, the Irish author, clergyman, and satirist Jonathan Swift-famous for his 1726 book Gulliver’s Travels-composed the poem “A Beautiful Young Nymph Going to Bed,” in which he describes in detail how a sex worker comes home at night and before going to bed strips off everything that makes her beautiful: a wig, a glass eye, mouse-hair eyebrows, and a steel corset. Without all these tools and devices, there is nothing left of her when she wakes up in the morning. A century later, this poem inspired the American writer Edgar Allen Poe-credited as the inventor of the detective fiction genre-for his short story “The Man Who Was Used Up” (published in 1839). He describes an encounter with a nearly perfect man—one John A. B. C. Smith -who, on closer inspection, turns out to be nothing more than a composite mechanism of cork legs and arms, a metal chest, wooden shoulders, dentures, and wig, and even his palate was specially crafted by a doctor. In both stories, technology conjures an image of pure perfection that ultimately serves to disguise (and solve the problem of) the fragile and messy nature of the human body. Another important influence on Poe was the work of the German author E. T. A. Hoffmann, especially his story Der Sandmann (appearing in 1816). In this novel, a young man (Nathanael) falls in love with a woman (Olimpia) who seems absolutely perfect to him, and they get married, only for him to discover to his horror that she is in fact an automaton. He runs away from her and tries to come to terms with himself again but eventually cannot tell the difference between humans and mechanical beings anymore.
从 17 世纪开始,机器变得越来越复杂,并逐渐接管了人类行为的更多方面。人们对技术的依赖与日俱增,随之而来的是文学、艺术和知识生活中人机融合和融合的描述,表达了我们对与技术关系的深刻矛盾。1731 年,在莱布尼茨和拉梅特里时代,爱尔兰作家、神职人员和讽刺作家乔纳森·斯威夫特(Jonathan Swift)——以其 1726 年的著作《格列佛游记》而闻名——创作了一首诗《美丽的年轻仙女上床》,其中他详细描述了性工作者如何在晚上回家,在睡觉前脱掉一切使她美丽的东西: 假发、玻璃眼、老鼠毛眉毛和钢制紧身胸衣。没有所有这些工具和设备,当她早上醒来时,她什么都没有留下。一个世纪后,这首诗激发了美国作家埃德加·艾伦·坡 (Edgar Allen Poe) 的灵感,他的短篇小说《被用尽的人》(1839 年出版)被誉为侦探小说体裁的发明者。他描述了与一个近乎完美的人的相遇——一个叫约翰·史密斯(John A. B. C. Smith)的人——仔细观察,发现他只不过是软木腿和手臂、金属胸部、木肩、假牙和假发的复合机构,甚至他的上颚也是由医生特制的。在这两个故事中,技术让人联想到纯粹完美的形象,最终掩盖(并解决了)人体脆弱和凌乱的本质。对爱伦·坡的另一个重要影响是德国作家 E. T. A. 霍夫曼 (E. T. A. Hoffmann) 的作品,尤其是他的故事《三明治》(Der Sandmann,1816 年出版)。 在这部小说中,一个年轻人(纳撒内尔)爱上了一个在他看来绝对完美的女人(奥林匹亚),他们结婚了,但他惊恐地发现她实际上是一个机器人。他逃离了她,试图再次与自己和解,但最终无法分辨人类和机械生物之间的区别。
The literary works of Swift, Hoffmann, and Poe fit into an artistic tradition and era in which humans begin to develop an uneasy alliance with machines - in part inspired by important works in the fields of mechanical engineering and technological design of (at times collaborating) Arab, Jewish and Christian scholars from the 11 th 11 th  11^("th ")11^{\text {th }} century onward, and innovations coming from trade and conflict between European, Southeast Asian and Sub-Saharan peoples. On the one hand, technological
斯威夫特、霍夫曼和坡的文学作品符合人类开始与机器建立不稳定联盟的艺术传统和时代——部分灵感来自本 11 th 11 th  11^("th ")11^{\text {th }} 世纪以来阿拉伯、犹太和基督教学者(有时合作)在机械工程和技术设计领域的重要著作,以及来自欧洲、 东南亚和撒哈拉以南人民。一方面,技术

applications offer all kinds of outcomes for people: a wig makes you look more youthful; glasses, binoculars, telescopes, and microscopes allow us to see better and further; electricity makes life easier; industrial production simplifies and speeds up the work process. On the other hand, people’s dependence on all this technological ingenuity systematically advancesand with it our apprehension accumulates. It is in the inextricable correlation between opportunity and dependence that we may lose ourselves to machines, technology, and media, in the process discovering different ways of making sense of the interdependence that ensues.
应用程序为人们提供了各种结果:假发让你看起来更年轻;眼镜、双筒望远镜、望远镜和显微镜让我们看得更清楚、更远;电力让生活更轻松;工业生产简化并加快了工作流程。另一方面,人们对所有这些技术独创性的依赖系统性地推进了我们的担忧。正是在机会和依赖之间密不可分的关联中,我们可能会迷失在机器、技术和媒体的过程中,在这个过程中发现理解随之而来的相互依存关系的不同方式。

At the beginning of the twentieth century, we meet Sigmund Freud again, as the Austrian neurologist uses Hoffmann’s story of the bizarre love of Nathanael for a robot to describe and diagnose what he considers a primary psychological process: the fundamental unease we all sometimes feel about who we are and how we stand in the world. In two famous essays from 1919 and 1930, Freud elaborates on his proposition that, although technological developments allow people to overcome all kinds of imperfections of body and mind, we are also increasingly further away from a direct, natural experience of reality. Being both what Freud calls “a feeble animal organism” and a "prosthetic God"5-divine because of our superior powers made possible by the technology, machines, and media-fills us with agonizing ambivalence and uncertainty. Freud suggests that even what seems comfortably familiar and thus known to us becomes (or can become) profoundly unfamiliar, unsatisfying, and even eerie when we look at it differently-like happened when Nathanael looked at Olimpia, his bride to be, through a spyglass, both falling deeply in love with a seemingly perfect companion and disgusted at the sight of a soulless automaton. In the process, we cannot tell real from fake anymore, causing confusion and anxiety, highlighting how the experience of losing touch with a settled notion of reality can be vexing, even horrific. Freud coined such fundamental feelings of ambivalence and internal conflict about our place in an increasingly technological world as a general sense of uncanniness. It is an uncanny experience that shines through all accounts, throughout history, of what happens when we gradually let go of holding on to strict frontiers between humans and machines and between media and (the reality of) life. The experience of uncanniness is quite unsettling, as all of a sudden the rules, protocols and rituals that structure everyday life become meaningless and even absurd. In the context of a life in media we consider how media amplify and accelerate feelings of the uncanny in ways that are both unnerving as well as encouraging new ways of observing, learning and understanding.
20 世纪初,我们再次遇到了西格蒙德·弗洛伊德 (Sigmund Freud),这位奥地利神经学家用霍夫曼 (Hoffmann) 关于纳撒内尔 (Nathanael) 的奇异爱情故事来描述和诊断他认为的主要心理过程:我们有时都对自己是谁以及我们在世界上的地位感到根本的不安。在 1919 年和 1930 年的两篇著名文章中,弗洛伊德详细阐述了他的命题,即尽管技术发展使人们能够克服身心的各种缺陷,但我们也越来越远离对现实的直接、自然的体验。由于技术、机器和媒体赋予了我们卓越的力量,我们既是弗洛伊德所说的“虚弱的动物有机体”,又是“义齿神”5 神圣的上帝,这让我们充满了痛苦的矛盾和不确定性。弗洛伊德认为,即使是我们看起来舒适熟悉并因此熟悉的事物,当我们以不同的方式看待它时,也会变得(或可能变得)非常陌生、不满意,甚至令人毛骨悚然——就像拿但业通过望远镜看着他的新娘奥林匹亚时发生的那样,两人都深深地爱上了一个看似完美的伴侣,并对看到一个没有灵魂的自动机感到厌恶。在这个过程中,我们无法再分辨真假,造成困惑和焦虑,凸显了与既定的现实概念脱节的经历是多么令人烦恼,甚至是可怕的。弗洛伊德创造了这种基本的矛盾情绪和内部冲突,即我们在一个日益技术化的世界中所处的位置,作为一种普遍的不可思议的感觉。 这是一次不可思议的经历,贯穿于历史上的所有叙述中,当我们逐渐放弃对人类与机器之间、媒体与生活(现实)之间的严格界限的坚持时会发生什么。不可思议的经历相当令人不安,因为突然之间,构成日常生活的规则、协议和仪式变得毫无意义,甚至荒谬。在媒体生活的背景下,我们考虑了媒体如何以既令人不安又鼓励新的观察、学习和理解方式的方式放大和加速对诡异的感觉。
One of the best-known examples of our all-too-human feeling of uncanniness in relation to technology comes from the field of robotics. In 1970, the Japanese roboticist Masahiro Mori published an article in which he explores how far our tendency to anthropomorphize machines-also known as the ELIZA effect (after the 1966 chatbot ELIZA that mimicked a
我们太人性化的对技术感到不可思议的最著名的例子之一来自机器人领域。1970 年,日本机器人学家 Masahiro Mori 发表了一篇文章,他在文章中探讨了我们将机器拟人化的倾向有多大——也称为 ELIZA 效应(在 1966 年模仿 a 的聊天机器人 ELIZA 之后

psychotherapist and, unexpectedly at the time, elicited strong emotional responses from its users) - stretches when robots are designed to be more human looking. In his work, Mori noticed that robots-such as a prosthetic hand or a mechanical puppet-were more appealing when they looked more human, up to a certain point. When robots appear very close but not entirely human, people tend to feel uncomfortable or even disgusted. This feeling of uncanniness disappears, Mori argued, when robots become truly lifelike. He called the gap between robots as somewhat realistic (yet making us feel apprehensive) and as perfect human replicas the “uncanny valley” 6 6 ^(6){ }^{6} -a concept that researchers all over the world have explored and tested since, finding evidence particularly in the media industries. Examples include children’s responses to early screenings of the character Princess Fiona in the 2001 animated film Shrek (produced by DreamWorks) as too real and a public outcry on social media upon the release of the 2019 film adaptation of Cats (directed by the British Australian filmmaker Tom Hooper) for its creepily realistic depiction of almost-human felines. The uncanny valley is vitally used in horror movies, giving nonhuman entities such as dolls human characteristics and using the unsettling ambiguity that follows for full dramatic effect.
心理治疗师,出乎意料的是,它引起了用户的强烈情绪反应)- 当机器人被设计得更像人类时,伸展。在他的工作中,Mori 注意到机器人(例如假肢手或机械木偶)在某种程度上看起来更像人类时,会更吸引人。当机器人看起来非常接近但不完全是人类时,人们往往会感到不舒服甚至厌恶。森认为,当机器人变得真正栩栩如生时,这种不可思议的感觉就会消失。他称机器人之间的差距在某种程度上是现实的(但让我们感到担忧)和完美的人类复制品,即“恐怖谷” 6 6 ^(6){ }^{6} ——此后,世界各地的研究人员一直在探索和测试这个概念,特别是在媒体行业找到了证据。例如,儿童对 2001 年动画电影《怪物史莱克》(由梦工厂制作)中角色菲奥娜公主的早期放映的反应过于真实,以及 2019 年电影改编版《猫》(由英裔澳大利亚电影制片人汤姆·霍珀执导)上映后在社交媒体上公开抗议,因为它对几乎人类猫科动物的描绘令人毛骨悚然。恐怖谷在恐怖电影中被至关重要地使用,赋予娃娃等非人类实体人类特征,并利用随之而来的令人不安的模糊性来获得完整的戏剧效果。
In addition to being a source of inspiration for Freud’s psychoanalysis, Hoffman’s account of the intimate relationship between man and automaton formed the basis for the most famous and influential science fiction film of all time: Stanley Kubrick’s 2001: A Space Odyssey from 1968, based on a novel by the English futurist Arthur C. Clarke. The film mainly revolves around the relationship between an astronaut and the onboard computer of his spaceship. This computer, HAL (short for “heuristically programmed algorithmic computer”), is an advanced artificial intelligence capable of having and expressing feelings such as pleasure, suspicion, jealousy, fear, and anger. Although the relationship between the astronaut and HAL is very warm at the beginning of their space journey, the computer turns out to be untrustworthy. An intense cat-and-mouse game ensues between the two, in which they try to kill each other. The so-called replicants in Ridley Scott’s Blade Runner films from 1982 and 2017 (based on Philip K. Dick’s 1968 novel Do Androids Dream of Electric Sheep?) are also modeled as artificial life forms after the automaton in Hoffmann’s narration. The replicants resemble humans to such an extent that the difference can only be proven
霍夫曼对人与自动机之间亲密关系的描述不仅是弗洛伊德精神分析的灵感来源,还构成了有史以来最著名和最有影响力的科幻电影的基础:斯坦利·库布里克 (Stanley Kubrick) 1968 年的《2001:太空漫游》,改编自英国未来学家阿瑟·克拉克 (Arthur C. Clarke) 的小说。这部电影主要围绕着一名宇航员和他的飞船机载计算机之间的关系展开。这台计算机,HAL(“启发式编程算法计算机”的缩写),是一种先进的人工智能,能够拥有和表达快乐、怀疑、嫉妒、恐惧和愤怒等感受。尽管宇航员和 HAL 之间的关系在太空之旅开始时非常温暖,但事实证明计算机并不值得信赖。两人之间展开了一场激烈的猫捉老鼠游戏,他们试图杀死对方。雷德利·斯科特 (Ridley Scott) 1982 年和 2017 年的《银翼杀手》电影(根据菲利普·迪克 (Philip K. Dick) 1968 年的小说《仿生人会梦见电子羊吗》)中的所谓复制人也被建模为霍夫曼叙述中自动机的人造生命形式。复制人与人类的相似程度如此之高,以至于这种差异只能得到证明

by means of a special psychological test. In fact, even the replicants themselves do not know whether they are robots or human (this enigma also applies to the role of one of the main characters, in both movies played by the American actor Harrison Ford).
通过特殊的心理测试。事实上,即使是复制人自己也不知道他们是机器人还是人类(这个谜团也适用于美国演员哈里森·福特 (Harrison Ford) 扮演的两部电影中主角之一的角色)。
The evolution of machines from Swift’s sex worker to the replicants in Blade Runner in popular fiction is remarkable and fairly consistent. Each time, technological applications and innovations come a little closer, and they take over more and more functions and actions of humans, only to be exposed as hostile and dangerous. Even some more recent and nuanced popular film adaptations of increasing intimacy and boundary-blurring relations between man and machine, such as Spike Jonze’s Her from 2013 and the low-budget production Ex Machina from 2015, do not escape a story line in which quite lovable media-a computer operating system and an intelligent humanoid robot, respectively-ultimately leave human beings behind.
机器从斯威夫特的性工作者到通俗小说中《银翼杀手》中的复制人的演变是非凡的,而且相当一致。每一次,技术应用和创新都离我们更近一些,它们接管了人类越来越多的功能和行动,结果却被暴露为敌对和危险的。即使是一些最近更微妙的流行电影改编,人与机器之间日益亲密和界限模糊的关系,例如 2013 年斯派克·琼斯 (Spike Jonze) 的《她》和 2015 年低成本制作的《机械姬》,也未能逃脱一个故事情节,其中相当可爱的媒体——分别是计算机作系统和智能人形机器人——最终将人类抛在后面。
Beyond the arts, the public and political response to the boundaryblurring capacities of life in media has been equally mixed. Policy makers as well as individual people around the world have passionately protested the camera-equipped cars from Google’s Street View taking pictures in their neighborhoods, cities, and countries. After Street View’s launch in 2007, lawsuits and formal complaints were filed in countries as varied as Brazil, Canada, India (where Street View has been rejected by the government), and Germany (where hundreds of thousands of households have opted out of the system). However, in most places, Google continued operations after the initial turmoil. Equally ambivalent has been the use of augmented reality applications on mobile phones, such as the Pokémon Go game developed by Niantic (originally a startup within Google) together with Nintendo. It uses mobile devices to locate, capture, train, and battle virtual creatures, called Pokémon, which appear as if they are in the player’s realworld location. When the game launched in 2016, its global popularity regularly caused traffic jams and urban chaos around the world in places where rare virtual beings were said to be found. While the game was banned in some locations-such as historic and religious sites, election polling stations, and military bases-the developers were also called on to increase the number of Pokémon spawns and Pokéstops (places where
在艺术之外,公众和政治对媒体中模糊生活能力的反应同样复杂。世界各地的政策制定者以及个人都强烈抗议谷歌街景中配备摄像头的汽车在他们的社区、城市和国家/地区拍照。街景于 2007 年推出后,巴西、加拿大、印度(政府拒绝使用街景)和德国(数十万住户选择退出街景系统)等多个国家/地区都提起了诉讼和正式投诉。然而,在大多数地方,谷歌在最初的动荡之后继续运营。同样矛盾的是手机上的增强现实应用程序的使用,例如由 Niantic(最初是 Google 内部的一家初创公司)与任天堂共同开发的 Pokémon Go 游戏。它使用移动设备来定位、捕捉、训练和战斗称为 Pokémon 的虚拟生物,这些生物看起来就像在玩家的真实世界位置一样。当该游戏于 2016 年推出时,它的全球流行经常在世界各地发现稀有虚拟生物的地方引起交通拥堵和城市混乱。虽然游戏在某些地方被禁止——例如历史和宗教遗址、选举投票站和军事基地——但也呼吁开发人员增加 Pokémon 生成和 Pokéstops(其中

players can get free items for the game) in minority neighborhoods and rural areas to enable a more diverse range of people to participate.
玩家可以获得免费的游戏物品),以使更多不同的人能够参与。
The developments in augmented and extended reality hardware and software development generally proceed without much political or public intervention, suggesting that the ongoing blending of the real and the virtual has become more mundane. The worldwide use of COVID-19 smartphone contact-tracing applications provides a case in point, with countries all over the world commissioning and advocating the use of such apps, embracing a bewildering variety of technological systems and protocols without a coherent regulatory framework in place-for example, to protect user privacy and prevent widespread surveillance. Some apps are supported and developed by local or regional governments (such as in North America and Russia), some government mandated (as in China, South Korea, and Singapore, as well as France, Norway, and Hungary), and some based on a joint interface by such corporations as Google and Apple (incorporated in their operating systems as of late 2020, used by Germany, the Netherlands, and the United Kingdom among others). These apps are based on various techniques that can provide users with infection-risk-level information specific to their communities and notify users who have been exposed to COVID-19. At the same time-and with occasional rapidly rising infection rates-people report feeling frustrated with living with a “pingdemic” as such apps continually notify users after close contact with someone who tested positive with the virus.
增强现实和扩展现实硬件和软件开发的发展通常没有太多的政治或公众干预,这表明现实与虚拟的持续融合已经变得更加平凡。COVID-19 智能手机接触者追踪应用程序在世界范围内的使用就是一个很好的例子,世界各国都在调试和倡导使用此类应用程序,采用各种令人眼花缭乱的技术系统和协议,而没有一个连贯的监管框架——例如,保护用户隐私和防止广泛监控。一些应用程序由地方或地区政府(如北美和俄罗斯)支持和开发,一些应用程序由政府授权(如中国、韩国和新加坡,以及法国、挪威和匈牙利)支持和开发,还有一些应用程序基于 Google 和 Apple 等公司的联合界面(截至 2020 年底已纳入其作系统, 德国、荷兰和英国等国使用)。这些应用程序基于各种技术,可以为用户提供特定于其社区的感染风险级别信息,并通知接触过 COVID-19 的用户。与此同时,随着感染率偶尔迅速上升,人们报告说对生活在“流行病”中感到沮丧,因为此类应用程序在与病毒检测呈阳性的人密切接触后不断通知用户。
The combination of a near-global rollout of mobile software applications for digital contact tracing and vaccination passes with ongoing critical debates about privacy and surveillance is a good example of misgivings signaled throughout historical accounts of man-machine association, as is the general consensus that without such programs our options for fighting a pandemic would be much more limited. A similar instrumental position is taken up in many, if not most, early twenty-first-century approaches to digital and media literacy curricula for primary and secondary schools, which often tend to focus on what some critics would call “button pressing” on computers and mobile devices and pared-down skills, such as managing privacy settings in an online social network or installing and using a virtual private network (VPN) to prevent tracking and securely go online. While such competences are clearly important, the absence of critical uses of
用于数字接触者追踪和疫苗接种通行证的移动软件应用程序的近乎全球的推出,与正在进行的关于隐私和监控的批判性辩论相结合,是贯穿人机关联历史记载中所表达的疑虑的一个很好的例子,人们普遍认为,如果没有这样的计划,我们对抗大流行的选择将更加有限。21 世纪初,许多(如果不是大多数)中小学数字和媒体素养课程都采取了类似的工具性立场,这些课程往往侧重于一些批评者所说的计算机和移动设备上的“按钮按下”和精简的技能,例如管理在线社交网络中的隐私设置或安装和使用虚拟专用网络 (VPN) 来防止跟踪和安全上网。虽然这些能力显然很重要,但缺乏

media (including deliberate nonuse) suggests that the war against media may be over.
媒体(包括故意不使用)表明针对媒体的战争可能已经结束。
The scholarly strategy in media studies within an overall surrendering position sees in the media less a controlling and corralling force, instead appreciating more complex and reciprocal understandings of the relations between people, technologies, and media. Researchers in this tradition look closely at how people appropriate, understand, and give meaning to media in recognition of the fact that none of this may align with the uses and interpretations as intended or preferred by media creators, companies, or corporations. Rather than consider mediated communication a one-way, linear process leading from a select few people that make and send messages-governments, media corporations, professional media makers, elites-to influence relatively indistinct masses and shape public opinion, media are seen as part of an entire circuit of culture indicative of the interdependent relations between people and media, featuring five interconnected elements:
在整体投降立场下的媒体研究学术策略认为,媒体不再是一种控制和围堵的力量,而是欣赏对人、技术和媒体之间关系的更复杂和相互的理解。这一传统的研究人员密切关注人们如何挪用、理解和赋予媒体意义,同时认识到这些都可能与媒体创作者、公司或公司的预期或偏好的用途和解释不一致。媒体不认为中介传播是一个单向的线性过程,由少数人(政府、媒体公司、专业媒体制作人、精英)来制造和发送信息,以影响相对模糊的大众并塑造公众舆论,而是被视为整个文化回路的一部分,表明人与媒体之间相互依存的关系,具有五个相互关联的要素:
  • production, or the process of making media (from conception to creation, marketing and distribution);
    生产或制作媒体的过程(从构思到创作、营销和分销);
  • identity, or who the people, groups, and networks (and their norms and values) are involved in the various stages of making, distributing, regulating, and using media;
    身份,或者人们、群体和网络(及其规范和价值观)在制作、分发、监管和使用媒体的各个阶段中参与了谁;
  • representations, or the form, format, and genre of a media product or message;
    媒体产品或消息的表示形式或形式、格式和流派;
  • regulations, or the formal and informal rules and controls regarding media (including laws, policies, cultural norms, and expectations) and how these are enforced; and
    法规,或有关媒体(包括法律、政策、文化规范和期望)的正式和非正式规则和控制措施,以及这些法规的执行方式;和
  • consumption, or all the different ways in which people engage with media.
    消费,或者人们与媒体互动的所有不同方式。
Such multifaceted approaches to the study of media indicate a gradual laying down of arms against them. Instead, media are seen as part of a much broader system of meaning making in society, perhaps unavoidable yet certainly not all-powerful. A key assumption is that people have agency
这种多方面的媒体研究方法表明,人们逐渐放下武器来反对它们。相反,媒体被视为社会中更广泛的意义建构系统的一部分,也许是不可避免的,但肯定不是万能的。一个关键的假设是人们有能动性

at various stages in the circuit of culture, even though there is still much apprehension about our increasingly intimate relations with media.
在文化循环的不同阶段,尽管人们对我们与媒体日益亲密的关系仍然有很多担忧。

The Options We Have: We Become Media
我们拥有的选择:我们成为媒体

As shown before, prominent thinkers have argued as far back as the seventeenth century that humans can perhaps be seen as machines. The account of man-as-machine is part of even older narratives, dating back thousands of years. Consider, for example, the ancient Greek myth of Talos, a giant bronze man built by Hephaestus, the Greek god of invention and blacksmithing. What made Talos an early imaginary form of artificial life was a tube running from his head to one of his feet that carried a mysterious life source, enabling him to walk around the island of Crete and protect it from invaders. The same inventor designed several other mechanical beings -including Pandora, an artificial life form sent to earth to mingle with humans and unleash her box of evil (as punishment for the discovery of fire).
如前所述,早在 17 世纪,杰出的思想家就认为人类或许可以被视为机器。人作为机器的描述是更古老叙述的一部分,可以追溯到数千年前。例如,考虑一下古希腊神话中的塔洛斯,这是希腊发明和锻造之神赫菲斯托斯建造的一个巨大的青铜人。使塔洛斯成为早期虚构的人造生命的原因是一根从他的头延伸到他的一只脚的管子,它承载着一个神秘的生命源,使他能够在克里特岛周围行走并保护它免受入侵者的侵害。同一发明家还设计了其他几种机械生物——包括潘多拉,这是一种被送到地球与人类混在一起并释放她的邪恶盒子的人造生命形式(作为对发现火的惩罚)。
These kinds of stories are not particular to Western legends and religions. In fact, most creation myths around the world involve deities creating human-like life forms out of raw materials of the earth such as clay, sand, twigs, and water and charging them with some divine or otherwise vital spark. This includes the Chinese goddess Nüwa creating people from river mud as she felt lonely, while Sumerian mythology suggests the primeval mother Namma gave birth to humans by kneading clay and placing it in her womb. World religions such as Judaism, Christianity, and Islam all have similar origin stories where God breathes life into humans after creating them from dust and clay. The potent mix of earthy ingredients and a divine life force at the heart of all these narratives provides the groundwork for the third option we have in media life: to take to heart the intrinsic and inevitable interwovenness of humanity and nonhuman elements (including technology) and to become media.
这类故事并不是西方传说和宗教所特有的。事实上,世界上大多数创世神话都涉及神灵用泥土、沙子、树枝和水等地球的原材料创造类似人类的生命形式,并为其注入一些神圣或其他重要的火花。这包括中国女神女娲在感到孤独时用河泥造人,而苏美尔神话则暗示原始母亲 Namma 通过揉捏粘土并将其放入子宫中生下了人类。犹太教、基督教和伊斯兰教等世界宗教都有类似的起源故事,上帝在用灰尘和粘土创造人类后将生命注入人类。所有这些叙事的核心是泥土成分和神圣生命力的有力组合,为我们在媒体生活中的第三种选择奠定了基础:将人性和非人类元素(包括技术)的内在和必然的交织性放在心上,并成为媒体。
What makes the part-human, part-machine characters in literature, film, and other works of fiction creepy is their lack of life force. The various mechanical creatures, automatons, robots, and cybernetic organisms populating popular culture (as mentioned throughout this chapter and book) may look like humans, move like humans, and talk like humans-but they all tend to miss something. However, this seems to be changing.
文学、电影和其他小说作品中半人半机器的角色之所以令人毛骨悚然,是因为他们缺乏生命力。流行文化中的各种机械生物、自动机、机器人和控制论生物(如本章和本书所述)可能看起来像人类,像人类一样移动,像人类一样说话——但它们都倾向于错过一些东西。然而,这种情况似乎正在改变。
Contemporary imaginary human-machine hybrids often are compassionate living entities, worthy of affinity and even admiration and capable of loving and being loved. This subtle shift in perspective-from waging war against the machines via some kind of uneasy coexistence to an empathic embrace of artificial life forms-coincides with the worldwide popularity of the World Wide Web, a global shift toward mobile broadband communication, and the ongoing computerization of all kinds of everyday devices (initially including phones, cameras, printers, and cars, while the tech industry intends to make just about everything “smart”).
当代想象中的人机混血儿往往是富有同情心的生命体,值得亲和甚至钦佩,能够爱和被爱。这种微妙的视角转变——从通过某种不安的共存向机器发动战争到对人工生命形式的同理心拥抱——与万维网的全球普及、全球向移动宽带通信的转变以及各种日常设备(最初包括电话、相机、打印机和汽车、 而科技行业打算让几乎所有东西都变得“智能”)。
To some extent, the apex of benevolent human-machine convergence in modern fiction has been the aforementioned Matrix franchise (including motion pictures, animation series, comics, and digital games, debuting in 1999). The film tetralogy is part of an overall storyworld-a narrative universe consisting of (potentially) unlimited stories. The central theme of the Matrix storyworld is the technological fall of humankind, in which the creation of artificial intelligence led the way to a race of self-aware machines that imprisoned humankind in a virtual reality system-the Matrix—while their bodies are farmed as a power source. The storyworld approach taken for the Matrix is now considered a benchmark for transmedia storytelling efforts throughout the media industries (more about this in chapter 7 on making media), where different media are used for different parts of the story, with each medium deployed as it is most suitable for that particular part of the world.
在某种程度上,现代小说中仁慈的人机融合的顶峰是前面提到的黑客帝国特许经营权(包括电影、动画系列、漫画和数字游戏,于 1999 年首次亮相)。电影四部曲是整个故事世界的一部分——一个由(可能)无限的故事组成的叙事宇宙。Matrix 故事世界的中心主题是人类的技术衰落,其中人工智能的创造导致了一场具有自我意识的机器竞赛,这些机器将人类囚禁在虚拟现实系统——矩阵——而他们的身体被作为动力来源。矩阵中采用的故事世界方法现在被认为是整个媒体行业跨媒体叙事工作的基准(更多内容见第 7 章关于制作媒体),其中不同的媒体用于故事的不同部分,每种媒体都部署为最适合世界特定部分。
The comic Bits and Pieces of Information (written by the directors of the Matrix films, Lana and Lily Wachowski, published in 1999) opened the overarching narrative with a backstory about self-aware robots, the start of a global civil rights movements for machines, and the beginnings of what would become an all-out machine war (which the robots initially lost). This story was retold in an animated short called The Second Renaissance as part of The Animatrix -a collection of nine such short films commissioned in Japan by the Wachowski’s after the release and global success of the first Matrix motion picture. The other shorts served to add details to the overall narrative and bridged story lines between the three main films and several video games, told mainly from the machine point of view. The game Enter the Matrix (released in 2003, created by the American game studio Shiny Entertainment) connects the story of the Animatrix short Final Flight of the
漫画《点点滴滴的信息》(由《黑客帝国》电影的导演 Lana 和 Lily Wachowski 撰写,于 1999 年出版)以关于自我意识机器人的背景故事、全球机器民权运动的开始以及全面机器战争的开始(机器人最初输掉了)开启了总体叙事。这个故事在一部名为《第二次文艺复兴》的动画短片中被重述,作为 The Animatrix 的一部分 - 在第一部 Matrix 电影上映并取得全球成功后,Wachowski's 在日本委托制作了九部这样的短片。其他短片用于为整体叙事添加细节,并在三部主要电影和几款电子游戏之间架起桥梁,主要从机器的角度讲述。游戏 Enter the Matrix(于 2003 年发布,由美国游戏工作室 Shiny Entertainment 创建)连接了 Animatrix 短片 Final Flight 的故事。
Osiris with the events of the second Matrix film Reloaded (released a week after the game), while the online video game The Matrix Online (2005) acted as a direct sequel to Revolutions (which was released later in 2003, as the second and third installments of the franchise were originally intended to be one film).
奥西里斯与第二部矩阵电影 Reloaded(游戏后一周发布)的事件,而在线视频游戏 The Matrix Online (2005) 作为 Revolutions 的直接续集(于 2003 年晚些时候发布,因为该系列的第二部分和第三部分最初打算成为一部电影)。
What made the Matrix storyworld more than just another rehash of Samuel Butler’s call to wage war on the machines was its complex and deliberately confusing story line, where the fine line between the human resistance versus all-powerful machines was continually questioned and problematized throughout the various installments of the franchise. The Wachowskis’ main source of inspiration for this was the work of Jean Baudrillard. The French philosopher’s most famous book, Simulacra and Simulation (1981), can be seen in the opening scene of the first Matrix film, as Thomas Anderson (the generic human name of Keanu Reeves’s character Neo) opens it to a chapter entitled “On Nihilism.” In the movie, the book turns out to be hollow, serving as Neo’s hiding place for black market software. In this influential work, Baudrillard develops an argumentwhich he would sustain throughout his career until his passing in 2007that in a comprehensively mediated society, whatever we think “reality” is, is in fact a simulation consisting of symbols and signs we derive from the media. At the time of writing his book, Baudrillard primarily used magazines, television, and especially advertising as his frame of reference. He considered the real world as a lifeless desert, unable to grow and generate new versions of itself, instead generating endless copies of images and ideas taken from the media, which seem to have more vitality than their now hollow, emptied out, and meaningless originals.
使 Matrix 故事世界不仅仅是塞缪尔·巴特勒 (Samuel Butler) 呼吁对机器发动战争的又一次重述,还在于其复杂且故意混淆的故事情节,其中人类抵抗与全能机器之间的细微差别在特许经营的各个部分中不断受到质疑和问题化。沃卓斯基夫妇的主要灵感来源是让·鲍德里亚 (Jean Baudrillard) 的作品。这位法国哲学家最著名的著作《模拟与模拟》(Simulacra and Simulation,1981 年)可以在第一部《黑客帝国》电影的开场看到,托马斯·安德森(Thomas Anderson,基努·里维斯饰演的角色尼奥的通用人类名字)在开篇就进入了题为“论虚无主义”的章节。在电影中,这本书被证明是空洞的,是 Neo 黑市软件的藏身之处。在这部颇具影响力的作品中,鲍德里亚提出了一个论点,直到 2007 年去世,他将在他的整个职业生涯中一直坚持下去,即在一个全面中介的社会中,我们认为的“现实”是什么,实际上是由我们从媒体中获得的符号和符号组成的模拟。在写这本书时,鲍德里亚主要使用杂志、电视,尤其是广告作为他的参考框架。他认为现实世界是一片没有生命的沙漠,无法生长和产生新的自我,而是产生从媒体上获取的图像和想法的无穷无尽的副本,这些图像和想法似乎比它们现在空洞、空虚和无意义的原件更有生命力。
In true intertextual fashion, Baudrillard was inspired for his argument by a conceit offered in a short story titled “On Exactitude in Science” (originally published in 1946), written by the Argentinian friends and coauthors Jorge Luis Borges and Adolfo Bioy Casares. In this narrative, they explore the devastation caused by an empire that commissioned a map of itself completely true to 1 : 1 1 : 1 1:11: 1 scale. The map became so all-encompassing that the empire lost itself within it. Subsequent generations, lacking the skill and knowledge of the original cartographers, could not see any more that they were living in a perfect map of the empire rather than its now deserted and foregone original. Baudrillard comes to a similar conclusion in his take
鲍德里亚的论点以真正的互文方式受到阿根廷朋友兼合著者豪尔赫·路易斯·博尔赫斯(Jorge Luis Borges)和阿道夫·比奥伊·卡萨雷斯(Adolfo Bioy Casares)撰写的一篇名为《论科学的精确性》(On Exactitude in Science,最初出版于 1946 年)的短篇小说中的自负启发。在这个叙述中,他们探索了一个帝国所造成的破坏,该帝国委托制作了一张完全符合 1 : 1 1 : 1 1:11: 1 比例尺的地图。地图变得如此包罗万象,以至于帝国在其中迷失了自己。后代缺乏原始制图师的技能和知识,无法再看到他们生活在一张完美的帝国地图中,而不是现在被遗弃和放弃的原始地图中。鲍德里亚在他的观点中得出了类似的结论

on the role of media in people’s perception and experience of reality, suggesting that, ultimately, in a fully mediated existence any relation with an original place that would have existed before its rendering in media gets destroyed: “Abstraction today is no longer that of the map, the double, the mirror or the concept. Simulation is no longer that of a territory, a referential being or a substance. It is the generation by models of a real without origin or reality: a hyperreal. The territory no longer precedes the map, nor survives it… It is the real, and not the map, whose vestiges subsist here and there, in the deserts which are no longer those of the Empire, but our own. The desert of the real itself.” 7 7 ^(7){ }^{7}
关于媒体在人们对现实的感知和体验中的作用,他认为,最终,在一个完全中介的存在中,任何与原始地点的关系,在它在媒体中的呈现被破坏之前就已经存在了:“今天的抽象不再是地图、替身、镜子或概念的抽象。模拟不再是一个领域、一个参照物或一种物质。它是由模型生成一个没有起源或现实的真实:一个超现实。领土不再位于地图之前,也不再存在于地图之上......它是真实的,而不是地图,它的遗迹到处都存在着,在沙漠中,这些沙漠不再是帝国的,而是我们自己的。真实本身的沙漠。 7 7 ^(7){ }^{7}
Baudrillard’s dramatic reference to a “desert of the real” (an allusion to Borges and Casares) is used in the first Matrix film, where the character Morpheus introduces the hero Neo to the only part of the earth not yet taken over by machines with the words “Welcome to the desert of the real.” What sets the Matrix storyworld apart from earlier approaches to the humanity-versus-technology conundrum is its deliberate choice to complicate the existence of these two factions. Is the real still there, or is it a figment of our imagination? Or perhaps it is just a simulation created by computers and machines? Even more so, could it be that the humans in the story are, themselves, machines-and vice versa? None of these questions gets effectively answered, leading Baudrillard, when asked what he thought of the franchise, to remark (in an interview with French magazine L’Obs from July 2004): “The Matrix is surely the kind of film about the matrix that the matrix would have been able to produce.” 8 8 ^(8){ }^{8}
鲍德里亚戏剧性地引用了“真实的沙漠”(暗指博尔赫斯和卡萨雷斯)在第一部《黑客帝国》电影中,角色墨菲斯向英雄尼奥介绍了地球上唯一尚未被机器接管的部分,并说“欢迎来到真实的沙漠”。Matrix 故事世界与早期解决人性与技术难题的方法的不同之处在于,它故意选择使这两个派系的存在复杂化。真实还在,还是我们想象的虚构?或者,也许它只是由计算机和机器创建的模拟?更何况,故事中的人类本身就是机器,反之亦然吗?这些问题都没有得到有效的回答,以至于当被问及他对这个系列的看法时,鲍德里亚在 2004 年 7 月接受法国杂志《L'OBS》的采访时说:“《黑客帝国》肯定是那种关于矩阵的电影,矩阵本来可以制作出来。 8 8 ^(8){ }^{8}
The theme of being lost in an alternate reality produced by (or in) media and being unable to escape or return runs throughout twentieth- and early twenty-first-century popular fiction. In some instances, the heroes of such stories ultimately succeed in getting back to reality-which perpetuates earlier conceits about a supposed clear boundary between humanity and technology. Especially in speculative fiction that explores emotional aspects of human-machine collusion, another narrative can be found: that of the possibility of real connection, empathy, and even love. The aforementioned motion pictures Her (2013) and Ex Machina (2015), for example, deliberately create situations where we, as an audience, are meant to feel empathy and even affection for the artificially intelligent virtual assistant and intelligent humanoid robot featured in these films, thereby questioning
迷失在媒体制造(或制造)的替代现实中,无法逃脱或返回的主题贯穿了 20 世纪和 21 世纪初的流行小说。在某些情况下,这些故事的主人公最终成功地回到了现实——这延续了早期关于人性与技术之间所谓的明确界限的自负。特别是在探索人机勾结的情感方面的推理小说中,可以找到另一种叙事:真实联系、同理心甚至爱的可能性。例如,前面提到的电影《她》(2013 年)和《机械姬》(2015 年)故意创造了这样的情境,让我们作为观众对这些电影中的人工智能虚拟助手和智能人形机器人产生同情甚至感情,从而质疑

our own humanness (as the main human characters in these films do). Similarly, the traditional science fiction franchises of the Terminator, Star Trek, and Battlestar Galactica series in their latter iterations feature cybernetic organisms as creatures capable of love and being loved (see chapter 5 for a more detailed discussion of media love).
我们自己的人性(就像这些电影中的主要人类角色所做的那样)。同样,《终结者》、《星际迷航》和《太空堡垒卡拉狄加》系列的传统科幻小说系列在其后期迭代中将控制论生物描述为能够爱和被爱的生物(有关媒体爱的更详细讨论,请参阅第 5 章)。

Real-world telling examples of ongoing communion between media and life can be found throughout the strategy documents and business plans of tech companies. Speaking at the World Government Summit in Dubai in February 2018, Tesla, Twitter, and SpaceX chief executive Elon Musk told the audience that people need to become cyborgs to remain relevant in an artificial intelligence age, claiming the necessity of “a merger of biological intelligence and machine intelligence.” 9 Musk’s involvement with the neurotechnological company Neuralink (founded in 2016) speaks to his belief in electronic brain-computer interfaces as a future for all humanity, not just for paralyzed people-who are among the first beneficiaries of
媒体与生活之间持续交流的真实例子可以在科技公司的战略文件和商业计划中找到。在 2018 年 2 月于迪拜举行的世界政府峰会上,特斯拉、Twitter 和 SpaceX 首席执行官埃隆·马斯克 (Elon Musk) 告诉听众,人们需要成为半机械人才能在人工智能时代保持相关性,并声称有必要“生物智能和机器智能的融合”。9 马斯克参与神经技术公司 Neuralink(成立于 2016 年)表明他相信电子脑机接口是全人类的未来,而不仅仅是瘫痪者的未来——他们是

brain implants and eye trackers to be able to communicate directly with and through computers.
大脑植入物和眼动仪能够直接与计算机或通过计算机进行通信。
Google also works hard to integrate hardware and software in human operations. Since 2008, the company has funded the work of Ray Kurzweil, a technology forecaster and evangelist of artificial intelligence. Kurzweil got hired full-time by the company in 2012 to develop software able to independently learn, predict, and replicate human language. Before this, he is credited with inventing a computer scanner, the first speech computer, and, together with musician Stevie Wonder, a synthesizer that mimics the sound of a piano. The core of Kurzweil’s inventions is always replacement: digital scans instead of books, a synthesizer for a piano, software that substitutes speech and writing. In addition to being an inventor and engineer, Kurzweil regularly publishes books in which he foresees a future of complete human-machine fusion. In The Singularity Is Near (2005) he predicts that artificial intelligence will develop so rapidly that humanity will no longer be able to keep up by 2045. The only option left to survive, Kurzweil suggests, is to merge completely with intelligent machines. He sees that moment-called the singularity-as a future full of promise, proclaiming that we can all live forever in (and as) media. This quest for immortality is as old as human history. One of the earliest known literary writings in the world, The Akkadian poem The Epic of Gilgamesh (written down on stone tablets around 2200 BC), tells the story of a Sumerian King in search of everlasting life out of grief over a lost friend. Throughout the world’s literature, references can be found of people seeking out eternal life through special herbs, fountains, stones, and potions. The historical link between immortality and the nonhuman gets renewed articulation in our current anxiety about artificial intelligence extending or even replacing life.
Google 还努力将硬件和软件集成到人工作中。自 2008 年以来,该公司一直资助人工智能的技术预测者和传播者 Ray Kurzweil 的工作。Kurzweil 于 2012 年被公司全职聘用,负责开发能够独立学习、预测和复制人类语言的软件。在此之前,他因发明了计算机扫描仪、第一台语音计算机以及与音乐家 Stevie Wonder 一起发明了模仿钢琴声音的合成器而受到赞誉。Kurzweil 发明的核心始终是替代品:用数字扫描代替书籍,用钢琴合成器代替,用软件代替语音和写作。除了作为一名发明家和工程师之外,Kurzweil 还定期出版书籍,在这些书籍中他预见了完全人机融合的未来。在《奇点近》(2005 年)中,他预测人工智能将发展如此迅速,以至于到 2045 年人类将无法再跟上。Kurzweil 建议,剩下的唯一选择是与智能机器完全融合。他将那个被称为奇点的时刻视为充满希望的未来,宣告我们都可以永远生活在媒体中(并作为媒体)。这种对不朽的追求与人类历史一样古老。阿卡德诗歌《吉尔伽美什史诗》(约公元前 2200 年写在石板上)是世界上已知最早的文学作品之一,讲述了一位苏美尔国王因对失去的朋友的悲痛而寻求永生的故事。在世界文学中,可以找到人们通过特殊的草药、喷泉、石头和药水寻求永生的参考资料。 永生和非人类之间的历史联系在我们当前对人工智能延长甚至取代生命的焦虑中得到了新的阐述。
Kurzweil’s views on the fantastic implications of a universal artificial intelligence are not particular to Google (or its parent company, Alphabet). Beyond Silicon Valley and the tendency of its dominant companies to see human beings (and our problems) primarily in terms of technological and computing solutions, the expectation of an immortal future for humanity as fused with machines tends to be shared by others, including the Russian media mogul Dmitry Itskov. In 2011 Itskov founded the 2045 Initiative: a nonprofit organization with a mission “to create technologies enabling the transfer of an individual’s personality to a more advanced non-biological
Kurzweil 对通用人工智能的奇妙影响的看法并不仅限于 Google(或其母公司 Alphabet)。除了硅谷及其主导公司主要从技术和计算解决方案的角度来看待人类(和我们的问题)的倾向之外,其他人往往对人类与机器融合的不朽未来的期望相同,包括俄罗斯媒体大亨德米特里·伊茨科夫 (Dmitry Itskov)。2011 年,Itskov 创立了 2045 Initiative:一个非营利组织,其使命是“创造技术,使个人的人格能够转移到更高级的非生物

carrier, and extending life, including to the point of immortality.” 10 10 ^(10){ }^{10} This “neo-humanity” (as Itskov calls it) would also necessitate a new religious and political order to cope with people living forever. In the same vein, the former Google engineer Anthony Levandowski, along with some other technology enthusiasts, in 2017 founded the religious company Way of the Future, whose main mission was to “develop and realize a God based on artificial intelligence and through understanding and worship of this God contribute to the betterment of society” (the church closed in 2021).
载体,以及延长生命,包括到不朽的地步。 10 10 ^(10){ }^{10} 这种“新人性”(伊茨科夫称之为)也需要一种新的宗教和政治秩序来应对人们永生。同样,前谷歌工程师安东尼·莱万多夫斯基 (Anthony Levandowski) 和其他一些技术爱好者于 2017 年创立了宗教公司 Way of the Future,其主要使命是“开发和实现基于人工智能的上帝,并通过理解和崇拜这位上帝为改善社会做出贡献”(教堂于 2021 年关闭)。
An equally ambitious proposition comes from the Japanese roboticist Hiroshi Ishiguro, director of the Intelligent Robotics Laboratory at Osaka University, whose Geminoid Project aims to build a robot that is as similar as possible to a live human being. Ishiguro believes it may be possible to build an android in the near future that is indistinguishable from a human. In his 2014 book How Human Is Human (published in English in 2020), Ishiguro documents his lifelong experiences of designing increasingly sophisticated humanoid robots (including a copy of himself), exploring the principle of body ownership transfer by downloading his identity, his memories, and his emotions into his android double-to live forever through his surrogate.
同样雄心勃勃的提议来自日本机器人专家 Hiroshi Ishiguro,他是大阪大学智能机器人实验室的主任,他的 Geminoid 项目旨在构建一个尽可能类似于真人的机器人。石黑一雄认为,在不久的将来,有可能建造出一个与人类没有区别的机器人。在他 2014 年出版的书《How Human Is Human》(2020 年以英文出版)中,石黑一雄记录了他设计越来越复杂的类人机器人(包括他自己的复制品)的毕生经历,通过将他的身份、他的记忆和他的情感下载到他的机器人替身中来探索身体所有权转移的原理——通过他的代理人永远活着。
Perhaps all of this sounds a bit fantastic, figments of the lively imagination of privileged emperors and kings, Hollywood filmmakers, technology entrepreneurs, roboticists, and the superrich, well beyond the reach of the rest of us. Yet it can be argued that, in many ways, you and I have already become media. This point can be pursued by following the definition of media (as outlined in chapter 2)-as the artifacts we use, the activities we undertake with media, and how all of this fits into the daily routines of our lives-regarding how all of us become media.
也许这一切听起来有点不可思议,是享有特权的皇帝和国王、好莱坞电影制作人、科技企业家、机器人专家和超级富豪的生动想象的虚构,远远超出了我们其他人的能力范围。然而,可以说,在许多方面,你和我已经成为了媒体。这一点可以通过遵循媒体的定义(如第 2 章所述)来追求——作为我们使用的人工制品,我们使用的媒体进行的活动,以及所有这些都如何融入我们日常生活——关于我们所有人如何成为媒体。

Becoming media: as artifacts We operate smartphones through touch and voice control, wave our arms around and dance in front of a motion sensor to operate game characters on a screen, sometimes shop at supermarkets and convenience stores using self-checkout systems enabled by electromagnetic tracking and scanning, and are increasingly confronted with digital biometric identifiers and authentication systems (including facial and voice recognition software, fingerprint scanners, automated analysis of keystroke patterns, and DNA matching databases). In each
成为媒体:作为人工制品 我们通过触摸和语音控制作智能手机,在运动传感器前挥舞手臂跳舞以作屏幕上的游戏角色,有时使用电磁跟踪和扫描实现的自助结账系统在超市和便利店购物,并且越来越多地面临数字生物识别标识符和身份验证系统(包括面部和语音识别软件、 指纹扫描仪、击键模式自动分析和 DNA 匹配数据库)。在每个

instance, some part of who we are permanently becomes digitized and part of a vast machine-to-machine communication infrastructure, which has ramifications for how things work in our immediate environment. Quite literally, our bodies become remote controls, joysticks, wallets, and passports.
例如,我们的一部分永久地变得数字化,并且是庞大的机器对机器通信基础设施的一部分,这对我们周围环境中的运作方式产生了影响。毫不夸张地说,我们的身体变成了遥控器、纵杆、钱包和护照。
Another way we are becoming media through the artifacts in our environment can be traced via fast-paced developments in the design and implementation of a global internet of things (IoT), the miniaturization of computer chips, and all kinds of wearable technologies. This includes activity trackers, heart rate monitors, smart watches, virtual reality headsets, augmented reality glasses, biocompatible electronics and digital tattoos, as well as e-textiles and smart fabrics in the fashion industry that combine clothing with electronic components. Granted, many of these devices and technologies are not available (yet) all over the world, but it can be argued that the effects of media are not just instrumental-as occurring when people use specific media-but also environmental, meaning that media contribute to shaping the kind of activities and arrangements that seem possible for each specific medium from the moment we imagine and talk about such devices (well before people’s actual use of them). The worldwide push to make the objects in our environment increasingly smart is an example of the power of imagination, shaping how we envisage the implementation and use of future media. On a sidenote: this is why science fiction (in literature, film, and digital games) is such a fruitful area to study, as it provides a touchstone for the design and intentionality of emerging technologies from the perspective of today’s expectations, hopes and fears.
我们通过环境中的人工制品成为媒体的另一种方式可以通过全球物联网 (IoT) 的设计和实施、计算机芯片的小型化以及各种可穿戴技术的快节奏发展来追溯。这包括活动追踪器、心率监测器、智能手表、虚拟现实耳机、增强现实眼镜、生物相容性电子产品和数字纹身,以及时尚行业中将服装与电子元件相结合的电子纺织品和智能面料。诚然,其中许多设备和技术(尚)在世界范围内不可用,但可以说,媒体的影响不仅仅是工具性的——就像人们使用特定媒体时发生的那样——而且还是环境性的,这意味着媒体有助于塑造每种特定媒体的活动和安排,从我们想象和谈论这些设备的那一刻起(远在人们实际使用它们之前)。全球范围内推动我们环境中的物体越来越智能,这是想象力力量的一个例子,它塑造了我们对未来媒体实施和使用的看法。顺便说一句:这就是为什么科幻小说(在文学、电影和数字游戏中)是一个如此富有成效的研究领域,因为它从今天的期望、希望和恐惧的角度为新兴技术的设计和意图提供了试金石。
Benchmarked by the ability to tag objects with information that can be read at a distance by other objects, the internet of things provides ways to identify, track, and coordinate flows of information, products, and people between different technological systems, across time and space. Human implantable microchips and remote biosensor systems-including the kind of enhancements intended by Musk’s Neuralink-further conjure up uses for health care, defense, and education, as much as commerce and entertainment. The world of objects, devices, and technologies around us ceases to be one that is passive and inert. Instead, we are now movingwhether we want to or not-through a progressively animate environment, where artifacts are not just meaningful through our handling of them (i.e.,
物联网以使用其他对象可在远处读取的信息标记对象的能力为基准,提供了识别、跟踪和协调不同技术系统之间跨时间和空间的信息、产品和人员流动的方法。人体植入式微芯片和远程生物传感器系统——包括马斯克的 Neuralink 旨在实现的那种增强功能——进一步让人联想到医疗保健、国防和教育,以及商业和娱乐。我们周围的物体、设备和技术世界不再是一个被动和惰性的世界。相反,无论我们是否愿意,我们现在都在一个渐进式动画的环境中移动,在这个环境中,人工制品不仅通过我们对它们的处理而有意义(即,

switching something on or off, clicking, touching or swiping, voice activating) but that are also powerful as they handle us-by sharing data gathered in real time and enacting automated and algorithmic decisionmaking protocols on the basis of this exchange. In a context of global surveillance and an internet of things, maintaining a clear-cut distinction between “us and them” is perhaps less useful than careful consideration of how the entire human-machine environment acts in unison-as always not seamlessly but rather messily.
打开或关闭某些东西、点击、触摸或滑动、语音激活),但它们在处理我们时也很强大——通过共享实时收集的数据并在此交换的基础上制定自动化和算法决策协议。在全球监控和物联网的背景下,在“我们和他们”之间保持明确的区分可能不如仔细考虑整个人机环境如何一致行动有用——一如既往地不是无缝的,而是混乱的。

Becoming media: as activities Quite often, when we use media, we forget not just what we are doing (as outlined in chapter 2), but we also unlearn that we are interacting with distinct hardware and software. We tend to respond to media in fundamentally social and natural ways, equating media with real persons or places. When a laptop freezes just when we want to share an important document, the television shows a blank screen at a crucial point of the game, or an automated voice assistant on the phone is particularly kind to us, we have an emotional response to the computer, TV set, and telephone that is comparable to what we would have if these were just other human beings: we become upset, angry, or friendly. The notion that media are not simply tools or channels for transmitting and receiving messages but function as actual and active participants in our social world and that we respond to them as such is at the heart of this kind of thinking about the role of media. This can be coupled with the crucial awareness that media also perform a variety of actions affecting us without any human intervention-such as when computers are taken over by a virus or when an algorithm determines that you pose a risk as a traveler or taxpayer.
成为媒体:作为活动 很多时候,当我们使用媒体时,我们不仅忘记了我们正在做什么(如第 2 章所述),而且还忘记了我们正在与不同的硬件和软件进行交互。我们倾向于以基本的社会和自然方式对媒体做出反应,将媒体等同于真实的人或地点。当笔记本电脑在我们想分享重要文档时死机,电视在比赛的关键时刻显示空白屏幕,或者手机上的自动语音助手对我们特别友好时,我们对电脑、电视机和电话的情绪反应与如果这些只是其他人所拥有的相当: 我们变得不安、生气或友好。媒体不仅仅是传输和接收信息的工具或渠道,而是我们社交世界中实际和积极的参与者,我们以此来回应它们,这是这种关于媒体角色的思考的核心。这与媒体也可以在没有任何人工干预的情况下执行影响我们的各种行动的关键意识相结合,例如当计算机被病毒接管时,或者当算法确定您作为旅行者或纳税人构成风险时。
We tend to take our media intensely personally. People spend so much time using and being exposed to multiple media that those media become their life, in effect treating media as their home. This results in typical household idioms and rituals being translated into media contexts, for example, by repeatedly decorating devices (putting stickers on a laptop, dressing up a smartphone with a cool cover), adding colors, emoji and other personal touches to social media profile pages, dressing up and customizing avatars, and rearranging and tidying up the files and folders on one’s personal computer or laptop. Just as the home gets infused with media and reshaped in the process-for instance, with a dedicated home cinema or
我们倾向于非常个人化地看待我们的媒体。人们花费大量时间使用和接触多种媒体,以至于这些媒体成为他们的生活,实际上将媒体视为他们的家。这导致典型的家庭习语和仪式被转化为媒体环境,例如,通过反复装饰设备(在笔记本电脑上贴贴纸,用酷炫的外壳装扮智能手机),在社交媒体个人资料页面上添加颜色、表情符号和其他个人风格,装扮和自定义头像,以及重新排列和整理个人电脑或笔记本电脑上的文件和文件夹。就像家庭被注入媒体并在此过程中重塑一样——例如,拥有专门的家庭影院或

media room, the addition of specific furniture to store and use media hardware, and complex cabling running everywhere-our media become domesticated spaces typified by mass personalization: customized ringtones, individualized screensavers and wallpapers, fine-tuned arrangements of favorite websites (as bookmarks) and television stations, all kinds of emotes specific to your character in a game or online environment (such as dance moves in Fortnite, dedicated emoticons on Twitch, and unique filters for Instagram), and so on. When doing all of this, we extend ourselves-our personalities and identities, norms and values, tastes and affinities-to our media. In this boundary-blurring process, the mediated experience becomes more meaningful to us.
媒体室、添加特定家具来存储和使用媒体硬件,以及到处运行的复杂布线——我们的媒体成为以大众个性化为代表的驯化空间:定制的铃声、个性化的屏幕保护程序和壁纸、最喜欢的网站(作为书签)和电视台的微调安排、游戏或在线环境中特定于您的角色的各种表情(例如 Fortnite 中的舞蹈动作、 Twitch 上的专用表情符号,以及 Instagram 的独特过滤器)等等。在做这一切时,我们将自己——我们的个性和身份、规范和价值观、品味和亲和力——扩展到我们的媒体。在这个界限模糊的过程中,中介化的经验对我们来说变得更有意义。
Another excellent example of how intimate the merger of humans and their media can become in terms of our activities is the case of virtual personal assistants, available for a multitude of media devices-from televisions to mobile phones, wristwatches, and personal computers. A genealogy of such assistants includes
就我们的活动而言,人类及其媒体的融合可以变得多么亲密的另一个很好的例子是虚拟个人助理,可用于多种媒体设备——从电视到手机、手表和个人电脑。此类助手的谱系包括
  • the earlier mentioned ELIZA chatbot in the 1960s,
    前面提到的 1960 年代的 ELIZA 聊天机器人,
  • innovations in voice recognition technology in the 1970s and 1980s,
    1970 年代和 1980 年代语音识别技术的创新,
  • the introduction of text-based digital companions in the early 2000s,
    2000 年代初期基于文本的数字伴侣的引入,
  • the inclusion of Siri on the Apple iPhone in 2011,
    2011 年在 Apple iPhone 上包含 Siri,
  • and the growing popularity of smart speakers in the home, such as those powered by Alexa (Amazon’s voice-controlled intelligent personal assistant), launched in 2014.
    以及智能音箱在家中的日益普及,例如由 Alexa(亚马逊的语音控制智能个人助理)提供支持的音箱,于 2014 年推出。
Just like ARPANET-the 1960s computer network that provided the backbone of today’s internet-Siri was originally financed and developed by the U.S. Department of Defense as part of a large artificial intelligence research project. The software program that came out of this enterprise, the Cognitive Assistant that Learns and Organizes (CALO), was sold as a separate company to Apple, laying the groundwork for Siri. According to Apple, its digital assistant fulfills billions of requests each month, each time letting the program learn from its users in order to better predict and recommend what we would want next. After some initial hesitation, Siri (and other programs like it) became popular all over the world, which was
就像 1960 年代为当今互联网提供支柱的计算机网络 ARPANET 一样,Siri 最初由美国国防部资助和开发,作为大型人工智能研究项目的一部分。从这家企业出来的软件程序,即学习和组织认知助手 (CALO),作为一家独立的公司出售给 Apple,为 Siri 奠定了基础。据 Apple 称,其数字助理每月满足数十亿个请求,每次都让该程序从用户那里学习,以便更好地预测和推荐我们接下来想要什么。经过最初的犹豫,Siri(和其他类似程序)风靡全球,这是

an achievement largely accomplished by making its voice more human. Today, to many people, such a computer companion is just nice to listen and talk to. In the process, people’s interactions with Siri and her counterparts have become quite chummy, additionally giving users the illusion of control while at the same time outsourcing more operations and agency to the computing systems and algorithms working underneath its interface.
这一成就在很大程度上是通过使其声音更加人性化来实现的。今天,对许多人来说,这样的计算机伴侣很好听和交谈。在这个过程中,人们与 Siri 和她的同行的互动变得非常亲密,此外还给用户带来了控制的错觉,同时将更多的作和代理外包给在其界面下工作的计算系统和算法。
People often use multiple media simultaneously-mostly unaware of the concurrent exposure involved. This multiplication of mediated experiences not only contributes to a lack of awareness of media in our lives; it also amplifies and accelerates an ongoing fusion of all domains of life (such as home, work, school, love, and play) with and in media. Such intense and immersive media use-while also an ordinary aspect of everyday life-can be seen as turning us into helpless addicts, slaves to machines: zombies. Perhaps we are zombies in that we mindlessly succumb to the drive of our devices; we are zombies because we use media in ways that erase our distinctiveness as individuals, our preferences and predilections increasingly determined and automated by algorithms. As much, if not most, of our media use and exposure is anything but deliberate, the zombie metaphor seems somewhat appropriate. In Germany, the winner of the annual Youth Word of the Year contest in 2015 was smombie: a merger of smartphone and zombie to indicate how people can at times completely tune out the world around them when they are on their mobile devices. When questioned, many of us would say that a lot of our media use is a way to resurrect dead time-for instance, listening to music on headphones as we traverse the city, browsing magazines or endlessly scrolling through social media updates and smartphone apps while waiting for a train or a friend to arrive. The zombie metaphor can be deployed widely to appreciate a life in media, as we are potentially less aware of our surroundings, less tuned in to our senses, and thus living more like lifeless automatons. Yet at the same time, living in media extends our senses and enhances our ability to connect with others, to witness and experience different cultures and ideas, and helps us to manage the growing social complexity of our world. If our media activities turn us into beings neither living nor dead, entities beyond conceptual capture in terms of the aliveness of humanity or deadness of technology, the zombie is perhaps a fitting abstraction to appreciate the increasing integration of our lives (and bodies) with technology and media,
人们经常同时使用多种媒体 - 大多数情况下,他们不知道所涉及的并发暴露。这种媒介体验的倍增不仅导致我们生活中缺乏对媒体的认识;它还放大并加速了生活的所有领域(如家庭、工作、学校、爱情和娱乐)与媒体的持续融合。这种强烈和身临其境的媒体使用——虽然也是日常生活的一个普通方面——可以看作是将我们变成无助的瘾君子,机器的奴隶:僵尸。也许我们是僵尸,因为我们盲目地屈服于我们设备的驱动;我们是僵尸,因为我们使用媒体的方式抹杀了我们作为个体的独特性,我们的偏好和偏好越来越多地被算法决定和自动化。尽管我们的媒体使用和曝光大部分(如果不是大多数)绝非故意的,但僵尸的比喻似乎有点合适。在德国,2015 年年度青年词汇大赛的获胜者是 smombie:智能手机和僵尸的合并,旨在表明人们在移动设备上有时可以完全忽略周围的世界。当被问到这个问题时,我们中的许多人会说,我们的很多媒体使用都是让死时间复活的一种方式——例如,当我们穿越城市时用耳机听音乐,浏览杂志或在等待火车或朋友到来时无休止地浏览社交媒体更新和智能手机应用程序。僵尸的比喻可以被广泛地用于欣赏媒体中的生活,因为我们可能不太了解周围的环境,不太适应我们的感官,因此更像是没有生命的自动机。 然而,与此同时,生活在媒体中扩展了我们的感官,增强了我们与他人联系的能力,见证和体验不同的文化和思想,并帮助我们管理世界上日益增长的社会复杂性。如果我们的媒体活动将我们变成既不活也不死的存在,超越了人类的生机或技术的死气沉沉的概念捕捉的实体,那么僵尸也许是一个合适的抽象概念,可以欣赏我们的生活(和身体)与技术和媒体的日益融合。

inevitably producing ambivalent and incongruous outcomes, experiences, and feelings.
不可避免地产生矛盾和不协调的结果、体验和感受。

Becoming media: as arrangements Throughout the history of media, there have been periods in which they were first heralded as platforms for innovation and change, connecting people to the wider world and vitalizing anything from the economy to democracy, culture, and education. Soon, however, such lofty expectations were countered with equally over-the-top dystopian assessments-media came to be seen as dangerous, as the enemy, as threatening the very foundations upon which society is built. Such moral panics about media often coincide with a certain device, text, or practice reaching mass status-as when the popularity of a rockstar or game franchise, particular smartphone application or highdefinition screen, quickly reaches widespread uptake among the population in any given country. Most recently, this role is reserved for the internet. It was initially heralded as a force for good, connecting the world and bringing more people into the global conversation. We now find governments, research institutes, international nongovernmental organizations, and a whole host of other groups and people sincerely worried about the consequences of unfettered access to what was once touted as the “information superhighway” (way back in the 1970s in policy documents, statements of futurists, and artists’ manifestos around the world). Various stakeholders in these debates have joined forces in the Forum on Information and Democracy (FID), a network created in 2019 by eleven organizations, including Reporters without Borders, the Digital Rights Foundation, Free Press Unlimited, and Research ICT Africa, endorsed by 43 countries around the world at the United Nations, exemplifying the global unease about the digital environment we find ourselves in.
成为媒体:作为安排纵观媒体的历史,在某些时期,它们首先被预示为创新和变革的平台,将人们与更广泛的世界联系起来,并振兴从经济到民主、文化和教育的任何事情。然而,很快,这种崇高的期望就被同样夸张的反乌托邦评价所抵消——媒体开始被视为危险的,作为敌人,威胁着社会的基础。这种对媒体的道德恐慌往往与某种设备、文本或实践达到大众地位相吻合——例如,当摇滚明星或游戏特许经营权、特别是智能手机应用程序或高清屏幕的流行迅速在任何特定国家的人口中得到广泛接受时。最近,此角色保留给 Internet。它最初被誉为一股向善的力量,连接世界并让更多人参与全球对话。我们现在发现政府、研究机构、国际非政府组织以及一大堆其他团体和人们都真诚地担心不受限制地进入曾经被吹捧为“信息高速公路”(早在 1970 年代的政策文件、未来主义者的声明和世界各地的艺术家宣言中)的后果。这些辩论中的各利益相关者在信息与民主论坛 (FID) 中联手,这是一个由无国界记者、数字权利基金会、自由新闻无限和非洲信息通信技术研究等 11 个组织于 2019 年创建的网络,在联合国得到了全球 43 个国家的支持,体现了全球对我们所处数字环境的不安。
Current anxious assessments about the state of media generally and that of the internet in particular tend to fall in two related categories. First is an ongoing concern about the spread of false or misleading information online about the global coronavirus crisis-labeled an infodemic by the World Health Organization (WHO) early in 2020. The FID is just one of a profusion of organizations, networks, policy briefs, statements, and declarations worldwide by governments, academics, and other stakeholders
当前对媒体状况,特别是互联网状况的焦虑评估往往分为两个相关类别。首先是对有关全球冠状病毒危机的虚假或误导性信息在网上传播的持续担忧——世界卫生组织 (WHO) 在 2020 年初将其标记为信息流行病。FID 只是全球政府、学术界和其他利益相关者发布的众多组织、网络、政策简报、声明和宣言之一

alike, all critically discussing and lamenting the proliferation of disinformation, invariably labeling the way misinformation travels online as a crisis. The core components of the infodemic include misleading rumors, conspiracy theories, racism, fearmongering, and various instances of fake news. The WHO additionally pushed for the development of a scientific discipline: infodemiology-a term coined earlier, in 2002, to describe the study of the determinants and distribution of health information to identify possible gaps between best evidence (what experts know) and practice (what people do or believe). As stated at the outset of this book, the conflation of a pandemic with an infodemic and considering these just as dangerous to people’s lives all over the world is a clear indication that our lifeworld has become mediatized (see chapter 5 for detailed discussion of mediatization).
同样,他们都在批判性地讨论和哀叹虚假信息的扩散,总是将错误信息在网上传播的方式贴上危机的标签。信息疫情的核心组成部分包括误导性谣言、阴谋论、种族主义、散布恐惧和各种假新闻实例。WHO 还推动了一门科学学科的发展:信息病学——一个早先在 2002 年创造的术语,用于描述对健康信息的决定因素和分发的研究,以确定最佳证据(专家知道什么)和实践(人们做什么或相信什么)之间可能存在的差距。正如本书开头所说,将大流行病与信息流行病混为一谈,并认为它们对全世界人们的生活同样危险,这清楚地表明我们的生活世界已经变得媒介化(有关媒介化的详细讨论,请参见第 5 章)。
The term infodemic is more a framing device than an accurate, evidencebased description of what happens in people’s lives as they come to terms with the coronavirus. Following the WHO announcements in February 2020, news media all over the world uncritically adopted the term, using it to frame their coverage of the world’s response to the virus. Scholarly reports in fields as varied as data science, education, human geography, immunology, and cardiovascular medicine similarly refer to infodemic as a concept-generally without making much effort in defining and operationalizing it. In media and communication studies, this tends to be met with some concern, as there is little evidence that informationmisleading or otherwise-spreads the same way a virus does, and the underlying assumption in the use of epidemiological language that individuals can somehow be “infected” by information and unthinkingly carry it over to others implies a rather problematic assumption about how people ordinarily use media and handle information. In fact, research on how people use media consistently documents that
“信息疫情”一词更像是一种框架工具,而不是对人们在接受冠状病毒时生活中发生的事情的准确、循证的描述。在 2020 年 2 月世卫组织宣布之后,世界各地的新闻媒体不加批判地采用了这个词,用它来构建他们对世界应对病毒的报道。数据科学、教育、人文地理学、免疫学和心血管医学等不同领域的学术报告同样将信息流行病作为一个概念——通常没有花太多精力来定义和实施它。在媒体和传播研究中,这往往会引起一些担忧,因为几乎没有证据表明信息会误导或以其他方式以与病毒相同的方式传播,而且使用流行病学语言的基本假设是,个人可以以某种方式被信息“感染”,并不假思索地将其传递给他人,这意味着关于人们通常如何使用媒体和处理信息的假设相当有问题。事实上,关于人们如何使用媒体的研究始终如一地记录了
  • people’s exposure to deliberately misleading information (about COVID19 or any other issue) is generally quite limited;
    人们接触到故意误导性信息(关于 COVID19 或任何其他问题)的情况通常相当有限;
  • when confronted with an overabundance of information, people typically process all of this in a variety of active, idiographic, and at times quite
    当面对过多的信息时,人们通常会以各种主动的、独特的、有时相当的方式处理所有这些

    critical ways and are overall less likely to take things at face value if the topic concerns something they have direct personal experience with;
    批判性的方式,如果话题涉及他们有直接个人经验的事情,他们总体上不太可能只看表面价值;
  • the source of most misinformation tends to be political leaders and other authorities rather than social (or any other particular) media; and
    大多数错误信息的来源往往是政治领导人和其他权威,而不是社交(或任何其他特定)媒体;和
  • throughout periods of mass upheaval (such as the global coronavirus crisis), people tend to turn to legacy news media and trust science more than they otherwise do.
    在大规模动荡的时期(例如全球冠状病毒危机),人们倾向于转向传统新闻媒体,并比其他媒体更信任科学。
None of this means that we should not worry about disinformation campaigns, the deliberate manipulation of facts for political gain, the role and influence of those peddling fake news, and so on. During the coronavirus crisis, there are significant segments of the population around the world that are hesitant about getting a vaccination, in part because of false or misleading information spread on social media. However, resistance to immunization has a long history, going at least as far back as the early 1800s when the first smallpox vaccine was developed in England, somewhat inspired by the practice of variolation common in Turkey, China, and across Africa. Throughout history and around the world, significant parts of the population in any given country have questioned or outright opposed vaccination. The role that online social networks and platforms play in all of this today is the role that all media play: that of amplifier and accelerator. It is questionable that the role of media in people’s lives is that of an independently operating outside agitator making us think and do things we would otherwise never consider. What is much more likely-and what the available evidence bears out-is that most people generally are quite comfortable living in media and making up their own mind, somehow coping with high-choice media environments, negotiating and navigating an endless variety of channels, systems, genres, and mediated experiences in generally nondeliberate but nonetheless active and distinct ways.
这并不意味着我们不应该担心虚假信息运动、为政治利益故意纵事实、兜售假新闻的人的角色和影响力等等。在新冠病毒危机期间,世界各地有相当一部分人对接种疫苗犹豫不决,部分原因是社交媒体上传播的虚假或误导性信息。然而,对免疫接种的抵抗由来已久,至少可以追溯到 1800 年代初,当时英国开发了第一种天花疫苗,这在某种程度上受到了土耳其、中国和整个非洲常见的天花疫苗做法的启发。纵观历史和世界各地,任何特定国家的大部分人口都曾质疑或彻底反对疫苗接种。在线社交网络和平台在当今这一切中扮演的角色是所有媒体所扮演的角色:放大器和加速器。值得怀疑的是,媒体在人们生活中的作用是一个独立运作的外部煽动者,让我们思考和做一些我们原本永远不会考虑的事情。更有可能的是——也是现有证据所证明的——大多数人通常都很自在地生活在媒体中并做出自己的决定,以某种方式应对高选择性的媒体环境,以通常非刻意但仍然积极和独特的方式协商和驾驭无穷无尽的渠道、系统、流派和中介体验。
It is questionable that the role of media in people’s lives is that of an independently operating outside agitator making us think and do things we would otherwise never consider.
值得怀疑的是,媒体在人们生活中的作用是一个独立运作的外部煽动者,让我们思考和做一些我们原本永远不会考虑的事情。
Beyond the problematic frame of a dangerous infodemic affecting us all indiscriminately and in ways unprecedented in history, a second category of
除了以历史上前所未有的方式不分青红皂白地影响我们所有人的危险信息流行病的问题框架之外,第二类

concern about media today is at the heart of all discussions in this chapter: How do we know whether something-anything-is true or real? Who or what can we trust? Considering our lives in media in terms of how we make media fit into our daily routines and ways of making sense of the world around us, the extent to which a degree of unreality has creeped into everyday life seems disconcerting. Take, for instance, the various ways in which people continually manage and maintain all their profiles, avatars, and accounts in online environments as varied as digital games, social media, platforms, and e-commerce contexts. Such intense digital curation is a skill crucial for (surviving, let alone enjoying) a life in media yet entails some degree of editing, which in turn raises the question to what extent the myriad digital versions of ourselves are accurate representations of us and to what extent we are an approximate version of them.
对当今媒体的关注是本章所有讨论的核心:我们如何知道某事是真的还是真的?我们可以信任谁或什么?从我们如何让媒体融入我们的日常生活以及理解我们周围世界的方式来考虑我们在媒体中的生活,一定程度的不真实已经渗透到日常生活中似乎令人不安。例如,人们在数字游戏、社交媒体、平台和电子商务环境等各种在线环境中持续管理和维护他们的所有个人资料、头像和帐户的各种方式。如此密集的数字策展对于媒体生活至关重要(生存,更不用说享受了),但需要一定程度的编辑,这反过来又提出了一个问题:我们自己的无数数字版本在多大程度上是我们的准确代表,我们在多大程度上是它们的近似版本。
We are so used to images we are confronted with in media being manipulated that most of us would not hesitate to expect any picture to be photoshopped-verbing the name of a computer program for editing photographs originally released in 1980. Image adjusting, retouching, editing, and manipulation has been possible (if prohibitively expensive and complicated) since the late nineteenth century, remaining the provenance of professionals until the introduction of digital cameras and editing software in the 1990s. Digitization made image adjustment simple, giving rise to much debate among both scholars and professionals about the prospects for photographic truth. The introduction (in 2010) of dedicated filters for images taken with (generally substandard) smartphones by Instagram and the video-sharing platform TikTok (owned by China’s ByteDance, introducing video editing features such as camera face filters, animations, stickers, music add-ons, and themes when it launched in 2016) made image doctoring even more straightforward-and fun! Social media influencers often use their own proprietary filters to give all their messages the same look and feel, offering followers the opportunity to purchase their presetsadding yet another level of subtle deception. Sharing anything on social media with #nofilter (or #nocrop, #nozoom, #original, #allnatural, and other similar claims expressed via hashtags) represents a fascinating collective claim to authenticity in a context where realness is almost impossible to check and verify and where the veracity of any truth claim can be contested
我们已经习惯了在媒体中面对的图像纵,以至于我们大多数人都会毫不犹豫地期望任何图片都经过 Photoshop 处理——这是最初于 1980 年发布的用于编辑照片的计算机程序的名称。自 19 世纪后期以来,图像调整、修饰、编辑和作一直是可能的(尽管非常昂贵和复杂),直到 1990 年代引入数码相机和编辑软件,它仍然是专业人士的起源。数字化使图像调整变得简单,在学者和专业人士之间引起了关于摄影真实前景的许多争论。Instagram 和视频共享平台 TikTok(中国字节跳动拥有,在 2016 年推出时引入了视频编辑功能,如相机面部滤镜、动画、贴纸、音乐插件和主题)为使用(通常不合标准)智能手机拍摄的图像引入专用滤镜,使图像篡改变得更加简单和有趣!社交媒体影响者经常使用他们自己专有的过滤器来赋予他们所有消息相同的外观和感觉,为追随者提供购买他们的预设的机会,从而增加了另一个微妙的欺骗层次。在社交媒体上与 #nofilter 分享任何内容(或 #nocrop、#nozoom、#original、#allnatural 和其他通过主题标签表达的类似声明)代表了对真实性的迷人集体主张,在这个背景下,真实性几乎不可能被检查和验证,并且任何真相声明的真实性都可以受到质疑

by the fact that anything captured on camera inherently represents only a partial and incomplete account of reality.
事实上,相机捕捉到的任何东西本质上都只代表了对现实的部分和不完整的描述。

It is people’s daily navigation of unreality-and our apparent comfort with it-that gets eagerly exploited by those wanting to push certain narratives to challenge what is actually happening and further their own agenda. Examples are politicians and other state actors distributing disinformation to rally support for their cause, as in the case of Russia flooding the media both at home and abroad with numerous alternate theories and stories during its ongoing war with Ukraine since the Russian annexation of Crimea in 2014 and particularly after its invasion in 2022 to confuse and diffuse public opinion. Within Russia, media are only allowed to refer to the war as a “special military operation” (or risk fines and prison time), and Russian institutions abroad-such as embassies, missions, and consulates-and their followers share press releases and social media updates attacking foreign news coverage of the war or submit alternate versions of events on the ground. Russian state-owned media outlets
正是人们每天对非现实的导航——以及我们表面上对它的舒适感——被那些想要推动某些叙事以挑战实际发生的事情并推进他们自己的议程的人急切地利用。例如,政客和其他国家行为者散布虚假信息以争取对他们事业的支持,例如自 2014 年俄罗斯吞并克里米亚以来,尤其是在 2022 年入侵克里米亚之后,俄罗斯在与乌克兰的持续战争中向国内外媒体发送了大量替代理论和故事,以混淆和传播公众舆论。在俄罗斯境内,媒体只被允许将战争称为“特别军事行动”(否则将面临罚款和监禁),俄罗斯海外机构(如大使馆、使团和领事馆)及其追随者分享新闻稿和社交媒体更新,攻击外国对战争的新闻报道,或提交当地事件的替代版本。俄罗斯国有媒体

publishing in English, such as Russia Today (RT) and Sputnik, also contribute to such propaganda efforts, as RT editor in chief Margarita Simonyan explained during an April 2022 broadcast on Russian television, defending censorship and blaming freedom of the press for the fall of the Soviet Union.
正如 RT 主编玛格丽塔·西蒙尼扬 (Margarita Simonyan) 在 2022 年 4 月俄罗斯电视台播出时解释的那样,以今日俄罗斯 (RT) 和卫星通讯社 (Sputnik) 等英文出版也有助于此类宣传工作,她为审查制度辩护,并将苏联的解体归咎于新闻自由。
In the early years of the World Wide Web, Usenet newsgroups, and socalled MUDs (short for “multi-user dungeons,” which are text-based online communities), experts predicted people would play around with their identities a lot, especially swapping one’s gender (also known as genderbending), age, or ethnicity. As it turns out, such behavior did not become as widespread as predicted. It happens primarily in massively multiplayer online games (such as World of Warcraft, developed by Blizzard Entertainment in California, with a global player base of roughly six million people) and seems to be done primarily by male gamers for a variety of reasons, including the experience that female avatars are treated better and more likely to receive gifts and help from other people in the game. This is an extension of the “what is beautiful is good” stereotype, also known as the halo effect. Beyond the all too human tendency of people wanting to present a socially desirable, positive self-view to others, the halo effect plays a part in how people present and perform themselves in media, generally making themselves look slightly better than is the case AFK (i.e., “away from keyboard”). Such exaggerated self-presentations contribute to concerns about the degree of unreality in our digital environment. On the other hand, studies show that all these self-expressions, while somewhat idealized and fanciful, tend to not veer too far off one’s real persona and experience, as the social nature of internet platforms customarily acts as an accountability mechanism. In other words, as with online dating, on the whole it does not pay off to completely misrepresent yourself, especially if you also plan to meet people offline. A similar argument goes for the propaganda efforts of politicians, diplomats, and other state actors: it is hard to maintain alternate truths when the same media you use to do so can be effectively used to gather and show evidence to the contrary.
在万维网、Usenet 新闻组和所谓的 MUD(“多用户地牢”的缩写,基于文本的在线社区)的早期,专家预测人们会经常玩弄他们的身份,尤其是交换一个人的性别(也称为性别弯曲)、年龄或种族。事实证明,这种行为并没有像预测的那样普遍。它主要发生在大型多人在线游戏中(例如由加利福尼亚州暴雪娱乐开发的魔兽世界,全球玩家群约为 600 万人),并且似乎主要由男性游戏玩家完成,原因有很多,包括女性化身受到更好的待遇,更有可能收到游戏中其他人的礼物和帮助。这是“美丽的就是好的”刻板印象的延伸,也称为光环效应。除了人们希望向他人展示一个社会上理想的、积极的自我观点这种过于人性化的倾向之外,光环效应还影响了人们在媒体上展示和表现自己的方式,通常会使自己看起来比 AFK(即 “远离键盘”)略好。这种夸张的自我介绍加剧了人们对我们数字环境中不真实程度的担忧。另一方面,研究表明,所有这些自我表达虽然有些理想化和幻想化,但往往不会偏离一个人的真实角色和经历太远,因为互联网平台的社交性质通常充当一种问责机制。换句话说,与在线约会一样,总的来说,完全歪曲自己是没有回报的,特别是如果您还打算离线结识新朋友。 类似的论点也适用于政治家、外交官和其他国家行为者的宣传努力:当你用来这样做的相同媒体可以有效地用于收集和展示相反的证据时,就很难维持替代真理。
Every individual always balances delicately between self-idealization and authentic self-expression, both online and offline. A certain degree of misrepresentation is therefore to be expected in any kind of communication -especially in the context of mass self-communication. The role of media
每个人总是在线上和线下的自我理想化和真实的自我表达之间微妙地平衡。因此,在任何类型的传播中,都会出现一定程度的虚假陈述——尤其是在大众自我传播的背景下。媒体的作用

in this unavoidable experience of unreality makes it more likely that we will share somewhat inauthentic information about ourselves through the interaction between the circuit of artifacts, activities, and social arrangements of online social networks, including:
在这种不可避免的不现实体验中,我们更有可能通过人工制品的循环、活动和在线社交网络的社交安排之间的互动来分享一些关于自己的不真实信息,包括:
  • platform interface design that encourages the sharing of beautiful, funny, and ostensibly happy slices of life;
    平台界面设计,鼓励分享美丽、有趣和表面上快乐的生活片段;
  • built-in software properties that enliven photographs and videos to fit the characteristics of visual communication people are accustomed to in commercial media production;
    内置软件属性,使照片和视频栩栩如生,以适应人们在商业媒体制作中习惯的视觉通信特征;
  • positive, visually rich, and emotive updates tend to become more visible (as pushed by platform algorithms that determine what kind of posts people get to see first) and get more likes and comments, which inspires people to contribute more of the same kind of updates;
    积极的、视觉丰富的和情感化的更新往往会变得更加明显(由决定人们首先看到哪种帖子的平台算法推动)并获得更多的点赞和评论,这会激发人们贡献更多相同类型的更新;
  • the same reasons we can have for participating in a global surveillance society (see the conclusion of chapter 3) compel us to sharing the best parts of our lives online: smart technologies making sharing straightforward and easy, sharing stirring news tends to get more likes and comments and keeps us connected to people near and far, making us feel seen and heard (in ways that we can somewhat control), all of which in turn can make us feel good.
    我们参与全球监控社会的相同原因(见第 3 章的结论)迫使我们在网上分享我们生活中最好的部分:智能技术使分享变得简单易行,分享激动人心的新闻往往会获得更多的点赞和评论,并使我们与远近的人保持联系, 让我们感到被看到和听到(以我们可以在某种程度上控制的方式),所有这些都反过来可以让我们感觉良好。
While we may not be surprised if celebrities and stars (such as musicians, actors, social media influencers, and models) are not exactly as they seem to be in media, there is still some debate over the representation of politicians and other authorities. Pundits, professors, and media professionals alike regularly express their fears about a “post-truth” and “fact-free” political culture particular in the twenty-first century and extend their alarm to an emerging “post-reality” altogether. In 2016 Oxford Dictionaries announced post-truth as their word of the year, defining the adjective as “relating to or denoting circumstances in which objective facts are less influential in shaping public opinion than appeals to emotion and personal belief.” Ten years earlier, Merriam-Webster made “truthiness” their word for the year 2006. American TV comedian Stephen Colbert first
虽然如果名人和明星(如音乐家、演员、社交媒体影响者和模特)与媒体中的形象不完全一样,我们可能不会感到惊讶,但关于政治家和其他权威人士的代表性仍然存在一些争论。专家、教授和媒体专业人士都经常表达他们对 21 世纪特有的“后真相”和“无事实”政治文化的恐惧,并将他们的警惕扩展到完全新兴的“后现实”。2016 年,牛津词典宣布后真相为年度词汇,将这个形容词定义为“与客观事实在塑造公众舆论方面的影响力不如诉诸情感和个人信仰的情况有关或表示情况。十年前,Merriam-Webster 将 “truthiness” 作为 2006 年的关键词。美国电视喜剧演员斯蒂芬·科尔伯特 (Stephen Colbert) 第一

introduced the term in October 2005, meaning, in his words, “truth that comes from the gut, not books.” 11 11 ^(11){ }^{11}
2005 年 10 月推出了这个词,用他的话来说,意思是“来自直觉的真理,而不是书本”。 11 11 ^(11){ }^{11}
The conflation of truth with what feels true rather than (or next to) what can be factually verified as truthful tends to be attributed to our digital environment, with its easy opportunities for editing and manipulation, the fast-paced networked way in which rumor and misinformation travels online, and a superabundance of alternate narratives and versions of the truth. Beyond the editing, curation, and manipulation of texts and images, the representation of the real in video is the subject of recent concern, coinciding with the rise of moving images autogenerated by artificial intelligence software. Such examples of “deepfake” (a combination of deep learning and fake) or synthetic media (referring to any kind of media that is produced through automated means) already have a rich history in pornography, political parody, acting in film, and of course in art. With the introduction of free next-generation video-editing software such as Unreal Engine 5 (released in the spring of 2022 by Epic Games, the company behind the popular free-to-play Fortnite game), and image-generating artificial intelligence model DALL-E (made available from 2021 onward by the non-profit OpenAI research laboratory), anyone is potentially able to construct still and moving images and even entire virtual worlds that are almost indiscernible from reality.
将真相与感觉真实的东西而不是(或旁边)可以被事实验证为真实的事物混为一谈,这往往归因于我们的数字环境,它很容易被编辑和纵,谣言和错误信息在网上传播的快节奏网络方式,以及大量的替代叙述和真相版本。除了对文本和图像的编辑、策展和处理之外,视频中真实的表现是最近关注的主题,这与人工智能软件自动生成的动态图像的兴起相吻合。诸如“deepfake”(深度学习和伪造的结合)或合成媒体(指通过自动化方式产生的任何类型的媒体)的例子在色情、政治模仿、电影表演,当然还有艺术方面已经有着悠久的历史。随着免费的下一代视频编辑软件的推出,例如虚幻引擎 5(由流行的免费游戏《堡垒之夜》背后的公司 Epic Games 于 2022 年春季发布)和图像生成人工智能模型 DALL-E(从 2021 年起由非营利性 OpenAI 研究实验室提供),任何人都可以构建静态和动态图像,甚至几乎无法与现实区分开来的整个虚拟世界。
Before the particulars of our digital environment, similar claims about the impossibility of concepts like truth, authenticity, and originality in and through media were made by prominent theorists in the late twentieth century (including the aforementioned Jean Baudrillard). Suggestions have, for example, been made that some kind of mediology should replace ontology as the primary source of how and what we can know about the world. Media historians hasten to add that complaints about fake news and less-than-truthful information and journalism go back much further, reaching as far back as the start of the first newspapers in the sixteenth century. Throughout this chapter, we have seen that worries about the media as coming between us and reality run throughout the course of human history. While a certain degree of unreality may be an ordinary feature of human beings and their media worlds, the rise of mass media in the twentieth century and our current digital environment have supercharged the ambivalence and confusion about what constitutes reality and truth-an
在我们数字环境的细节之前,20 世纪后期的著名理论家(包括前面提到的让·鲍德里亚)就真理、真实性和原创性等概念在媒体中和通过媒体不可能性提出了类似的主张。例如,有人建议某种中论应该取代本体论,成为我们如何了解世界以及了解世界内容的主要来源。媒体历史学家赶紧补充说,对假新闻、不真实信息和新闻的抱怨可以追溯到更久以前,可以追溯到 16 世纪第一批报纸的诞生。在这一章中,我们看到,对媒体的担忧贯穿于我们和现实之间,贯穿于人类历史的进程中。虽然一定程度的不真实可能是人类及其媒体世界的常见特征,但 20 世纪大众媒体的兴起和我们当前的数字环境加剧了关于什么是现实和真理的矛盾和困惑。

uncanniness exploited to full effect by propaganda peddlers, populist politicians, and authoritarian regimes around the world.
世界各地的宣传商、民粹主义政客和威权政权充分利用了这种不可思议的性情。
The media as an industry contributes to this process of reality-unreality boundary blurring, exemplified by the professionalization of media production-in particular journalism and advertising. Over the last century, both professions experienced an uneasy transition from a propensity to produce reality-based narratives to increasingly including more tendentious and emotional ways of telling stories and relating to audiences, thereby contributing to making the “authenticity puzzle”-the delicate negotiation between media producers and consumers about what is fake or real-just a little more complicated than it already is.
媒体作为一个行业,为这种现实--非现实的边界模糊的过程做出了贡献,媒体生产的专业化就是一个例子--特别是新闻和广告。在上个世纪,这两个职业都经历了一个不安的转变,从倾向于产生基于现实的叙事,到越来越多地包含更具倾向性和情感性的讲故事和与观众建立联系的方式,从而促成了 “真实性拼图”--媒体生产者和消费者之间关于什么是假的或真实的微妙谈判--只是比现在复杂了一点。
Journalism, starting out with distinctly partisan and unabashedly biased reporting, came to embrace the norm of objectivity during the second half of the twentieth century, preferring the self-image of a discipline of factual verification. Although this development meant different things in different cultures of journalism, in general journalists all over the world self-identify with similar core values such as telling the truth and getting news to the public quickly. As the century progressed, prominent voices in the profession proclaimed the necessity of additional approaches to the news, for example, suggesting that journalism needed to embrace more engaged, inclusive, constructive, and attached forms of reporting-whether that would be in an effort to nurture indigenous and native forms of journalism (e.g., throughout Africa, Australia, and Latin America) or to counter detached ways of covering the news as a way to reconnect with increasingly disenfranchised and distrustful audiences (in much of Europe and North America). This apparent tension is paramount in contemporary news media, and it is quite common to find-within a single news broadcast or newspaper online and in print-strictly fact-based coverage of high-profile events right next to highly opinionated pieces and emotionally charged reports, as well as branded content sponsored by advertisers (see also chapter 7 on making media). While the differences between these genres may be clear to the reporters and editors involved, most people visiting a news site or reading a magazine do not make such distinctions when assessing content.
新闻业从明显的党派性和毫不掩饰的偏见报道开始,在 20 世纪下半叶开始接受客观性的规范,更喜欢事实验证学科的自我形象。尽管这种发展在不同的新闻文化中意味着不同的事情,但总的来说,世界各地的记者都认同相似的核心价值观,例如说真话和迅速向公众提供新闻。随着世纪的发展,该行业的杰出声音宣布有必要采用其他新闻方法,例如,建议新闻业需要接受更多参与、包容、建设性和依附的报道形式——无论是为了培养本土和本土新闻形式(例如,在整个非洲、澳大利亚和拉丁美洲),还是为了对抗超然的新闻报道方式,以此作为与越来越多的新闻重新建立联系的方式被剥夺权利和不信任的观众(在欧洲和北美的大部分地区)。这种明显的紧张关系在当代新闻媒体中是最重要的,在单一的新闻广播或在线报纸中,以及在印刷品中,在高度固执己见的文章和情绪化的报道,以及广告商赞助的品牌内容旁边,找到对备受瞩目的事件进行严格基于事实的报道是很常见的(另见第7章关于制作媒体)。虽然这些类型之间的差异对于所涉及的记者和编辑来说可能很明显,但大多数访问新闻网站或阅读杂志的人在评估内容时不会做出这样的区分。
Advertising is, much like journalism, a profession that matured in the latter half of the twentieth century after having been around for quite some
广告,就像新闻业一样,是一个在存在了相当长一段时间后在 20 世纪下半叶成熟起来的职业

time. Initially, most advertising was focused on promoting specific products based on evidence-based arguments on why they were supposedly better or just good for you. Advertisements would often include all kinds of facts and data about the product, using scientific-looking persona to make the case (men in white lab coats are to this day a particularly prominent feature in campaigns for a variety of products). This traditional model of advertising got upended quite radically in the 1990s. Of key importance is what the industry calls its “Marlboro moment” in 1993, when Philip Morris, the parent company of cigarette manufacturer Marlboro, slashed the price of a packet of cigarettes by 20 percent in an effort to keep up with cheaper brands (in the United States, its key market). All of a sudden, it became clear to everyone that advertising on its own simply did not compel people to keep buying a certain product. Despite having one of the longest-running and most recognizable advertising campaigns in history-the famous “Marlboro Man” ads originally created by the American advertising executive Leo Burnett-the brand apparently could only continue to appeal to consumers by price. The stunning move produced a cascade effect among other globally operating consumer-products manufacturers (including Heinz and Coca-Cola), with companies losing billions in the process. This paved the way for a new type of branding to become dominant throughout the global media industries, focusing on a mix of emotive messages related to lifestyle, identity, and engagement as the key elements of contemporary advertising campaigns-whether to promote a particular product (such as a soft drink or car) or a person (like a politician or influencer).
时间。最初,大多数广告都专注于根据基于证据的论点来推广特定产品,这些论点说明为什么它们被认为更好或对您有好处。广告通常会包括有关产品的各种事实和数据,使用看起来很科学的角色来说明情况(直到今天,穿着白色实验室大褂的男人在各种产品的广告中是一个特别突出的特征)。这种传统的广告模式在 1990 年代被彻底颠覆。至关重要的是该行业在 1993 年所说的“万宝路时刻”,当时香烟制造商万宝路的母公司菲利普莫里斯将一包香烟的价格降低了 20%,以跟上更便宜的品牌(在其主要市场美国)。突然之间,每个人都清楚地意识到,广告本身并不能强迫人们继续购买某种产品。尽管拥有历史上运行时间最长、最知名的广告活动之一——著名的“万宝路人”广告,最初由美国广告高管利奥·伯内特 (Leo Burnett) 创作——但该品牌显然只能继续通过价格吸引消费者。这一惊人的举动在其他全球运营的消费品制造商(包括亨氏和可口可乐)中产生了级联效应,公司在此过程中损失了数十亿美元。这为一种新型品牌在整个全球媒体行业占据主导地位铺平了道路,专注于与生活方式、身份和参与度相关的情感信息混合,作为当代广告活动的关键要素——无论是推广特定产品(如软饮料或汽车)还是个人(如政治家或影响者)。
The role of media in election campaigns provides a special case, where the duplicity of media and society comes together with profound consequences for the way in which people live. Arguably one of the most referenced examples of the role media play in choosing a political leader is the first-ever televised presidential debate in the United States, between Senator John F. Kennedy and Vice President Richard Nixon, broadcast on September 26, 1960. As few people in the country had a television at home, many prospective voters listened to the debate on the radio. The results from the debate were mixed. The majority of the people that listened to the debates on the radio tended to think that the candidates were evenly matched, while TV viewers leaned more toward John F. Kennedy. Nixon looked pale and weak-in part because he refused makeup-while
媒体在竞选活动中的作用提供了一个特例,媒体和社会的两面性结合在一起,对人们的生活方式产生了深远的影响。可以说,媒体在选择政治领导人方面所扮演的角色被引用最多的例子之一是 1960 年 9 月 26 日播出的美国参议员约翰·肯尼迪和副总统理查德·尼克松之间的首次电视总统辩论。由于该国很少有人家里有电视,许多潜在选民都在收音机里收听辩论。辩论的结果喜忧参半。大多数在广播中收听辩论的人倾向于认为候选人势均力敌,而电视观众则更倾向于约翰·肯尼迪(John F. Kennedy)。尼克松看起来苍白而虚弱——部分原因是他拒绝化妆——
Kennedy was in great shape. It changed the dynamics of the election. Ever since, campaigning for election to positions of national significance has become as much about how a candidate looks and feels like to voters as it is about the substance of their political message. This fragile orchestration seems to have tipped over into post-real territory in the 2000s, as illustrated by a much-quoted statement attributed to a White House official by American journalist Ron Suskind in a 2004 piece on the Bush presidency: “The aide said that guys like me were ‘in what we call the reality-based community,’ which he defined as people who ‘believe that solutions emerge from your judicious study of discernible reality.’ … ‘That’s not the way the world really works anymore,’ he continued. 'We’re an empire now, and when we act, we create our own reality.” 12 12 ^(12){ }^{12}
肯尼迪的身体状况很好。它改变了选举的动态。从那时起,竞选具有国家意义的职位就变成了候选人在选民眼中的外表和感觉,以及他们的政治信息的实质。这种脆弱的编排似乎在 2000 年代已经转向后现实领域,美国记者罗恩·萨斯金德 (Ron Suskind) 在 2004 年一篇关于布什总统任期的文章中引用了一位白宫官员的一句话:“助手说,像我这样的人处于'我们所谓的基于现实的社区',他将其定义为'相信解决方案来自你对可辨别现实的明智研究'的人。“这已经不是世界真正运作的方式了,”他继续说道。“我们现在是一个帝国,当我们采取行动时,我们创造了我们自己的现实。” 12 12 ^(12){ }^{12}
To many, claiming to belong in a “reality-based community” is a badge of honor, a statement of pride. On the other hand, it is hard to ignore the phenomenon that national and international politics around the world has become as much about how it is presented in the media as how it represents substantial governance.
对许多人来说,声称属于“基于现实的社区”是一种荣誉徽章,一种自豪的声明。另一方面,很难忽视这样一个现象,即世界各地的国家和国际政治已经变得与媒体如何代表实质性治理一样重要。
In media studies, the dissolution of media and life boundaries takes shape in a wave of theoretical and empirical work emerging in the late 1980s, while gaining traction in the early 2000s, critiquing typical taxonomies and traditional distinctions upheld between media production and audience reception, between sending and receiving mediated messages, between professionals and amateurs making and circulating media, and between different kinds, genres, and channels of media fighting for people’s attention. Instead, there is now a wealth of research detailing how such categories and definitions of media lack explanatory power when we try to make sense of our digital environment. Questions are asked about media production as an element of consumption, and vice versa-for example, when investigating the role of fans in the viability of film or game franchises and television shows. The usefulness of drawing distinctions between television, radio, film, games, newspapers, magazines, mobile media, and the internet is similarly called into question, with scholars increasingly opting to consider all media in concert, as an ensemble or environment that people move in and through on a daily basis. Furthermore, problems of accurate or biased representation-while certainly still highly relevant (see chapter 8)—are perhaps less pronounced today than questions
在媒体研究中,媒体和生活界限的消解在 1980 年代末出现的理论和实证工作浪潮中形成,同时在 2000 年代初期获得关注,批判媒体生产和观众接受、发送和接收中介信息、专业人士和业余爱好者制作和传播媒体之间所坚持的典型分类法和传统区别, 以及在不同种类、流派和渠道的媒体之间争夺人们的注意力。相反,现在有大量的研究详细说明了当我们试图理解我们的数字环境时,媒体的这些类别和定义是如何缺乏解释力的。人们询问了媒体生产作为消费要素的问题,反之亦然——例如,在调查粉丝在电影或游戏特许经营权和电视节目的可行性中的作用时。区分电视、广播、电影、游戏、报纸、杂志、移动媒体和互联网的有用性同样受到质疑,学者们越来越多地选择将所有媒体视为人们每天进出和经过的整体或环境。此外,准确或有偏见的表示问题——虽然肯定仍然高度相关(见第 8 章)——在今天可能不如问题那么明显

about the embodied, emotional, and affective nature of people’s relations with media and via media with the world. Unique methodological and theoretical challenges emerge from such work, suggesting a shared reckoning with both an age-old and brand-new mediated reality.
关于人们与媒体以及通过媒体与世界的关系的具身、情感和情感本质。这些工作出现了独特的方法论和理论挑战,表明了对古老和全新中介现实的共同清算。
To consider all the different ways in which media, as a social arrangement, have nestled themselves in even the most fundamental processes of society and across the intimacies of everyday life (as we explore in the next chapter on love), we are confronted with the very real possibility that trying to maintain a line between us and our media may take away a significant option we have when faced with a digital environment of pervasive and ubiquitous media: to (re)connect with reality in and through media.
考虑到媒体作为一种社会安排,甚至在社会最基本的过程中和日常生活的亲密关系中以各种不同的方式存在(正如我们在下一章关于爱的章节中所探讨的那样),我们面临着一个非常真实的可能性,即试图在我们和媒体之间保持一条界限可能会剥夺我们在面对无处不在的数字环境时拥有的重要选择以及无处不在的媒体:在媒体中并通过媒体与现实(重新)建立联系。

Real Life  现实生活

All the developments outlined in this chapter-relating to what media supposedly do to people and how media (as technologies, the way we use them, and how media as industries operate) possibly contribute to a postreal experience of the world-underscore how a position outside of media may be impossible for us. This inability for reality to remain real may be a deeply frustrating one, but it is not caused or uniquely determined by our current digital environment-it is a phenomenon that runs throughout human history. The key strategies we have for engaging with the dilemma of the real in a comprehensively mediated context-waging war on our machines, finding some kind of precarious coexistence, or becoming media -each contain much promise.
本章概述的所有发展——与媒体应该对人做什么以及媒体如何(作为技术、我们使用它们的方式以及媒体作为行业的运作方式)如何为世界的后现实体验做出贡献有关——都强调了媒体之外的位置对我们来说是不可能的。这种现实无法保持真实可能是一个非常令人沮丧的问题,但它不是由我们当前的数字环境引起或唯一决定的——这是一个贯穿整个人类历史的现象。我们在全面调解的语境中应对真实困境的关键策略——对我们的机器发动战争,寻找某种不稳定的共存,或成为媒体——每一项都包含着很大的希望。
Keeping alive the struggle against omnipresent and pervasive media can be done through structural investments in digital and media literacy, both for primary and secondary education as well as through programs of adult instruction. Media literacy, long left to the sidelines in discussions about the principal components of lifelong learning, in some parts of the world has become a panacea for many societal problems-especially those related to a real or perceived infodemic in the context of the global coronavirus crisis, political polarization, and concerns about information overload (see chapter 8 for more discussion on digital and media literacies around the world).
通过与中小学教育的数字和媒体素养的结构性投资以及成人教学计划,可以继续与无处不在和无处不在的媒体进行斗争。在世界某些地区,媒体素养在关于终身学习的主要组成部分的讨论中长期被搁置一旁,已成为解决许多社会问题的灵丹妙药,尤其是在全球冠状病毒危机、政治两极分化和对信息过载的担忧的背景下,与真实或感知的信息流行病相关的问题(有关世界各地数字和媒体素养的更多讨论,请参见第 8 章)。
Surrendering to the significant role of media in society and everyday life comes with its own set of potential schemes to counter their influence in
屈服于媒体在社会和日常生活中的重要作用,有其自身的一套潜在计划来对抗它们在

democratic societies aiming to empower people to stay one step ahead of the media in their life-or in the very least learning how to maintain some sense of control. Understanding basic computer skills, knowing how to bypass or even hack the settings and requirements of smart devices and software programs, and learning how media as industries operate are dedicated tactics within this strategy.
民主社会旨在赋予人们权力,让他们在生活中领先于媒体一步——或者至少学习如何保持某种控制感。了解基本的计算机技能,知道如何绕过甚至破解智能设备和软件程序的设置和要求,以及了解媒体作为行业的运作方式是该策略中的专用策略。
Letting go of clear or necessary boundaries between media, the world, and us involves a significant rethink of man-machine relations. This third perspective acknowledges a certain indivisibility between media and life and would require acceptance of the uncanniness that inevitably follows. While all three strategies are valid and useful, it is important to note that they are not mutually exclusive. Certain situations and contexts clearly call for different approaches. In some circumstances, questioning reality and truthfulness is a luxury effectively exploited by propagandists, while in other cases willfully embracing a more fluid reading of information can contribute to better understanding between people. Much depends on the extent to which we are willing to take responsibility for our choices in media.
放弃媒体、世界和我们之间明确或必要的界限,涉及对人机关系的重大重新思考。这第三种视角承认媒体和生活之间存在某种不可分割性,并且需要接受随之而来的不可避免的不可思议性。虽然这三种策略都是有效且有用的,但重要的是要注意它们并不是相互排斥的。某些情况和背景显然需要不同的方法。在某些情况下,质疑现实和真实性是宣传者有效利用的一种奢侈,而在其他情况下,故意接受更流畅的信息解读有助于人与人之间更好的理解。这在很大程度上取决于我们愿意在多大程度上为我们在媒体中的选择负责。
Despite media’s entanglement with life and a certain degree of unreality that ensues, it still matters what kind of claims someone makes and what kind of world is presented to us. The difference with earlier strategies can be found in letting go of either reality or one’s own feelings as the benchmark to which any kind of mediated version of people and events is tested against. Instead, the focus shifts toward the possibility of creating, sharing, and cultivating shared narratives in media, to understanding media through making your own media in collaboration with others and learning how to listen-how to be a witness rather than just a consumer-in a mediated context.
尽管媒体与生活纠葛不绝,随之而来的是一定程度的不真实,但一个人提出什么样的主张,呈现在我们面前的是什么样的世界,这仍然很重要。与早期策略的不同之处在于,放弃现实或自己的感受作为测试任何一种媒介化的人和事件版本的基准。相反,重点转移到在媒体中创建、分享和培养共享叙事的可能性,通过与他人合作制作自己的媒体来理解媒体,并学习如何倾听——如何在中介环境中成为见证者,而不仅仅是消费者。
In December 2021, Keanu Reeves and Carrie-Ann Moss embarked on a public relations tour to promote both the release of the fourth Matrix film (titled Resurrections) and the Unreal Engine 5 tech demo The Matrix Awakens. The film continues the plotline of questioning boundaries all-tooeasily drawn between humans and machines, and between reality and a computer simulation thereof. The demo features a minigame where you play as Reeves and Moss, fighting off agents while driving through a vast photorealistic city. In one of the interviews-with American technology
2021 年 12 月,基努·里维斯和凯莉-安·莫斯开始了一次公关之旅,以宣传《黑客帝国》第四部电影(名为《复活》)和虚幻引擎 5 技术演示《黑客帝国觉醒》的发行。这部电影延续了质疑人类与机器之间、现实与计算机模拟之间太容易划定的界限的情节。该演示包含一个迷你游戏,您可以在其中扮演 Reeves 和 Moss,在驾车穿过广阔的逼真城市时与特工作战。在其中一次采访中——与美国技术

news website The Verge 13 13 ^(13){ }^{13} —the two Canadian actors discuss the uncanny experience of seeing themselves as avatars, pontificating about a possible future where they can just “stay home” while their avatars star in all kinds of projects. The conversation quickly moves on to philosophizing about the digital world “that is becoming more and more real,” for example, addressing the already well-established practice of archiving one’s digital self for future reference (and commercial exploitation). When asked how they feel about this near-complete blending of the virtual and the real, Keanu Reeves offered an anecdote about having dinner at a friends’ house and trying to explain the premise of the Matrix franchise to a teenager. As he talked about the struggles of his character-Thomas Anderson or Neofiguring out his life in a virtual world and a real world, his friends’ daughter asks him why this is important: “Who cares if it’s real?” Reeves considered her indifference to whether a digital life is more or less real than an analogue, embodied and physical one, “awesome,” whereas Moss remained quizzical. In a nutshell, the girl’s trivialization of any meaningful distinction between the real and the virtual in the context of digital life, Keanu Reeves’s awe of how much such a perspective opens up opportunities for expression and experience, as well as Carrie-Anne Moss’s incredulity all capture the uncanny experience of life in media. People find their way in media through an at times unsettling mix of device dependency and the dizzying freedom information and communication technologies provide, juggling attention, boredom, and distraction in an always-on digital environment, trying to strike a balance between authenticity and visibility. It is, above all, an emotional roller-coaster, while also providing plenty of challenges regarding media and information literacies.
新闻网站 The Verge 13 13 ^(13){ }^{13} — 这两位加拿大演员讨论了将自己视为化身的不可思议的经历,并大谈未来可能的情况,他们可以“呆在家里”,而他们的化身则出演各种项目。对话很快转向对“越来越真实”的数字世界进行哲学思考,例如,解决已经确立的将数字自我存档以供将来参考(和商业开发)的做法。当被问及他们对这种近乎完全的虚拟与现实融合有何看法时,基努·里维斯 (Keanu Reeves) 讲述了一个关于在朋友家吃晚饭并试图向青少年解释《黑客帝国》系列的前提的轶事。当他谈到他的角色托马斯·安德森 (Thomas Anderson) 的挣扎或在虚拟世界和现实世界中新弄清楚他的生活时,他朋友的女儿问他为什么这很重要:“谁在乎它是不是真的?里夫斯认为她对数字生活是否比模拟、具体和物理生活更真实或更不真实的漠不关心“太棒了”,而莫斯仍然疑惑不解。简而言之,这个女孩在数字生活的背景下轻视了真实与虚拟之间任何有意义的区别,基努·里维斯对这种视角为表达和体验提供了多少机会的敬畏,以及凯莉-安妮·莫斯 (Carrie-Anne Moss) 的怀疑,都捕捉到了媒体中生活的不可思议的体验。人们通过有时令人不安的设备依赖和信息和通信技术提供的令人眼花缭乱的自由混合来寻找媒体,在始终在线的数字环境中处理注意力、无聊和分心,试图在真实性和可见性之间取得平衡。 最重要的是,它是一个情绪上的过山车,同时也提供了许多关于媒体和信息素养的挑战。
What real life in media is, ultimately, requires a realization that people feel quite strongly about (their) media. In fact, it could be argued that our relation with media is, first and foremost, affective. In chapter 5, this heartfelt aspect of life in media gets explored in detail, as it gets us closer to ourselves-via media. This visceral relation we have with ourselves, each other, and the world in and through media furthermore fuels the way people engage with the world-especially if there is something about it that they want to change. This is the subject of chapter 6 . Finally, as we have seen for the media professions of journalism and advertising, strong feelings are the
归根结底,媒体中的真实生活需要人们意识到人们对(他们的)媒体有相当强烈的感受。事实上,可以说我们与媒体的关系首先是情感的。在第 5 章中,详细探讨了媒体生活中发自内心的一面,因为它通过媒体让我们更接近自己。我们在媒体中或通过媒体与自己、彼此和世界之间的这种发自内心的关系进一步推动了人们与世界互动的方式——尤其是当他们想要改变世界的某些事情时。这是第 6 章的主题。最后,正如我们所看到的,对于新闻和广告等媒体职业,强烈的情感是

primary currency for the media industries and determine the way media are made-which we explore in chapter 7.
媒体行业的主要货币,并确定媒体的制作方式——我们将在第 7 章中探讨。
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5

Love Life  爱情生活

People really love media. What is more, our love lives increasingly involve media in all kinds of intimate ways. This affective entanglement of media, life, and love raises fascinating questions about our interdependence with media and technologies, issues that are tackled in this chapter by focusing on the ways in which people use media in everyday life to find and maintain love, exploring the circulation of information and ideas about love via media, and looking at how we express and understand our love for media.
人们真的很喜欢媒体。更重要的是,我们的爱情生活越来越多地以各种亲密的方式涉及媒体。媒体、生活和爱的这种情感纠葛提出了关于我们与媒体和技术相互依存的有趣问题,本章通过关注人们在日常生活中使用媒体寻找和维持爱的方式,探索通过媒体传播关于爱的信息和想法,并研究我们如何表达和理解我们对媒体的爱。
  • I heart my media. I really do. Who doesn’t anyway? I love the way they make me feel, the way they make my life easier, even the way they look.
    我爱我的媒体。我真的喜欢。反正谁不呢?我喜欢他们给我的感觉,他们让我的生活更轻松的方式,甚至他们看起来的样子。
  • I heart media because it is the most human part of me. I want to be part of media like it is part of me.
    我热爱媒体,因为它是我最人性化的部分。我想成为媒体的一部分,就像它是我的一部分一样。
These quotes, taken from my website WhyIHeartMyMedia¹-where media students from all over the world leave comments and stories documenting their feelings about media-express a widely shared sentiment: we love media. Couples, sports teams (and their supporters), and even entire revolutionary social movements have their favorite song signifying their passion and commitment; teenagers experience symptoms of depression and anxiety when going offline for a while or when they lose their phone; parents use the threat of limiting screen time as a way to exert parental authority; fans fawn over their favorite character in a book or television series, motion picture, or digital game; many households have storage boxes somewhere full of “ancient” media technologies that are not discarded because they have some emotional significance. Users of Apple
这些引述摘自我的网站 WhyIHeartMyMedia¹——来自世界各地的媒体学生在这里留下评论和故事,记录他们对媒体的感受——表达了一种广泛共享的情感:我们热爱媒体。情侣、运动队(及其支持者),甚至整个革命性的社会运动都有他们最喜欢的歌曲来表达他们的激情和承诺;青少年在离线一段时间或丢失手机时会出现抑郁和焦虑的症状;父母利用限制屏幕时间的威胁来行使父母的权威;粉丝们喜欢书籍或电视连续剧、电影或数字游戏中他们最喜欢的角色;许多家庭在某个地方的储物箱里装满了“古老”的媒体技术,这些技术并没有因为它们具有一些情感意义而被丢弃。Apple 用户

and Microsoft computers argue passionately about the merits of their respective device and software ecosystems, gamers wax poetically about their console of choice, and in the context of the global coronavirus crisis, animated debates rage about the pros and cons of various video-calling programs. It is clear that our media are intimate and intensely personal. We genuinely care about media and about the experiences we have in and through them: the friendships we make and maintain, our triumphs and failures and those of the people we follow, what we have learned, what we have achieved, and what we can escape from-even if it is for just a moment. And let’s not forget it is not just the users of media that are so deeply enamored-the people who make media are generally in it for the love, too. “I can’t believe I’m getting paid to do this!” expresses a common sentiment among those who get to make media for a living (see chapter 7). Media love, in all its manifestations, is everywhere.
Microsoft 计算机热情地争论各自设备和软件生态系统的优点,游戏玩家诗意地谈论他们选择的游戏机,在全球冠状病毒危机的背景下,关于各种视频通话程序的优缺点展开了激烈的辩论。很明显,我们的媒体是亲密的和高度个人化的。我们真诚地关心媒体以及我们在媒体中和通过媒体获得的经验:我们建立和维持的友谊,我们的成功和失败,以及我们关注的人的成功和失败,我们学到了什么,我们取得了什么成就,以及我们可以逃避什么——即使只是片刻。我们不要忘记,不仅仅是媒体用户如此深深地着迷——制作媒体的人通常也是为了热爱而参与其中的。“我不敢相信我做这个会得到报酬!”表达了那些以制作媒体为生的人的共同情绪(见第 7 章)。媒体之爱,以其各种表现形式,无处不在。

As discussed in the previous chapter, our already strong feelings about and for media get supercharged by our desire for true, authentic
正如上一章所讨论的,我们对媒体和对媒体的强烈情感被我们对真实、真实的渴望所增强

communication. We wish to be seen and understood; we are frustrated by the forever imperfect nature of making ourselves heard in a complex and globalizing world; we want to belong to communities of like-minded people. In all of this, media play both an enabling and corrupting role: it is through media we can build and sustain relations at a distance, yet it is those same media that amplify noise, misunderstanding, and polysemy (as content always contains multiple meanings, dependent on context). Our media love comes-like all instances of love-with a variety of intense emotions, including desire, longing, amazement, and joy but also annoyance, anger, boredom, and disgust.
通信。我们希望被看到和理解;我们对在一个复杂和全球化的世界中让自己的声音永远不完美的本质感到沮丧;我们希望属于志同道合的人的社区。在这一切中,媒体既扮演着助长角色,也扮演着腐败的角色:正是通过媒体,我们可以建立和维持远距离的关系,但正是这些媒体放大了噪音、误解和多义性(因为内容总是包含多种含义,取决于上下文)。我们的媒体爱就像所有爱的例子一样,伴随着各种强烈的情绪,包括欲望、渴望、惊奇和喜悦,但也有烦恼、愤怒、无聊和厌恶。
In all of this, it is important to remind ourselves how much fun and enjoyment we get from media. Sure, we need to be critical and reflective about the way media are made and used, but it would be equally, if not more, important to recognize the profound pleasure that media bring, as devices as much as content, as what we do with them and how they fit into the way society and everyday life works. In our endeavor to think deeply about media, to dissect and scrutinize the media, and to build sophisticated theoretical and methodological models and approaches to study media, it is easy to forget our love for media. All this love clearly warrants careful consideration. In this chapter, we dive deeply into the role love plays in how we use, talk about, and give meaning to the media in our life. First, this chapter covers how the “erotics” of media-how media amuse and entertain us, make us laugh and cry, and connect to (and reflect) our deepest desires -has historically been looked at in scholarship and research and what love’s role is in our current digital environment. Secondly, we consider all the different ways in which we can think about media love based on the three distinct building blocks of thinking about media, society, and everyday life used throughout media studies:
在这一切中,重要的是要提醒自己我们从媒体中获得了多少乐趣和享受。当然,我们需要对媒体的制作和使用方式进行批判和反思,但认识到媒体带来的深刻乐趣同样重要,如果不是更重要的话,它既是设备,也是内容,我们如何使用它们,以及它们如何适应社会和日常生活的运作方式。在我们努力深入思考媒体、剖析和审查媒体以及建立复杂的理论和方法模型和方法来研究媒体的过程中,很容易忘记我们对媒体的热爱。所有这些爱显然都值得仔细考虑。在本章中,我们将深入探讨爱在我们生活中如何使用、谈论和赋予媒体意义方面所扮演的角色。首先,本章涵盖了媒体的“情色”——媒体如何娱乐和娱乐我们,让我们欢笑和哭泣,以及连接(和反映)我们最深切的欲望——历来在学术和研究中被研究,以及爱在我们当前的数字环境中的作用。其次,我们根据整个媒体研究中使用的关于媒体、社会和日常生活的三个不同的构建块来考虑我们可以思考媒体之爱的所有不同方式:
  1. Understanding media as practice related to love, allowing us to focus on the various ways in which people use media in everyday life to find and maintain love, to make love, and what happens when their love for media gets out of control
    将媒体理解为与爱相关的实践,使我们能够关注人们在日常生活中使用媒体寻找和维持爱、做爱的各种方式,以及当他们对媒体的爱失控时会发生什么
  2. Exploring the mediation of love, an approach that deals with the circulation and appropriation of information and ideas via media (as
    探索爱的中介,一种处理信息和思想通过媒体传播和挪用的方法(如

    institutions) about love-such as popular depictions in literature and film of romantic love in general and of love involving humans and their media in particular
    机构)关于爱情的 - 例如文学和电影中对一般浪漫爱情的流行描述,特别是涉及人类及其媒体的爱情
  3. Appreciating the mediatization of love, a speculative way of looking at the central and historical role media play for our understanding and expression of love-specifically our love for media
    欣赏爱的媒介化,一种思考媒体在我们理解和表达爱方面所发挥的核心和历史作用的思辨方式——特别是我们对媒体的爱
The conceptual taxonomy of media as practice, mediation, and mediatization allows us to determine specific areas of investigation, of research focus. To consider media as practice, we ask a simple question: What are people doing in relation to media in all the different contexts of everyday life? Rather than assuming that watching television or scrolling through social media means the same thing for everyone, a practice perspective suggests that everyone does things differently and makes sense of what they are doing in different ways-and that these differences matter. Such an approach additionally reminds us that media are not the center of people’s existence, even though our lives are awash with media. When studying the mediation of something, we are most interested in what media, as institutions, tell us about the world we live in, helping us to understand our role in it, and how these stories reflect the (changing) customs, conventions, and culture of a particular community (or society as a whole) with respect to the topic or issue we are interested in. Mediatization offers an even broader point of view, as it assumes that media play a formative role in whatever it is we are researching and that this role has deep historical roots. It furthermore reminds us that media are not just the artifacts, activities, and social arrangements of our environment. Media, as social institutions, also play a powerful role in the way society functions and need to be considered as such-in tandem with how people use and make sense of media. Within each of these areas of investigation, this chapter offers examples to help us understand and explain our evolving and deeply affectionate relationship with media and through media with our innermost feelings.
媒体作为实践、中介和媒介化的概念分类法使我们能够确定具体的研究领域和研究重点。为了将媒体视为实践,我们提出了一个简单的问题:在日常生活的所有不同背景下,人们与媒体相关的工作是什么?实践观点不是假设看电视或浏览社交媒体对每个人来说都是一样的,而是认为每个人做事的方式都不同,并且以不同的方式理解他们正在做的事情——这些差异很重要。这种方法还提醒我们,媒体并不是人们存在的中心,即使我们的生活充斥着媒体。在研究某物的中介时,我们最感兴趣的是媒体作为机构,告诉我们关于我们生活的世界的信息,帮助我们理解我们在其中的角色,以及这些故事如何反映特定社区(或整个社会)与我们感兴趣的话题或问题相关的(变化的)习俗、习俗和文化。媒体化提供了一个更广泛的视角,因为它假设媒体在我们正在研究的任何事情中都发挥着形成性作用,并且这种作用具有深厚的历史根源。它还提醒我们,媒体不仅仅是我们环境的人工制品、活动和社会安排。媒体作为社会机构,在社会运作方式中也发挥着强大的作用,需要与人们如何使用和理解媒体一起考虑。在每一个研究领域中,本章都提供了一些例子,帮助我们理解和解释我们与媒体以及通过媒体与我们内心深处的情感之间不断发展和深情的关系。
In conclusion, I return to the overarching theme of this chapter: the role and meaning of love in everyday life. Following the insights of love studies as an emerging discipline (with roots in feminist scholarship, social
最后,我回到本章的首要主题:爱在日常生活中的作用和意义。遵循爱情研究作为一门新兴学科的见解(植根于女权主义学术、社会

psychology and philosophy, anthropology, and historical studies), the point is made that taking love seriously involves an appreciation of its transformative power. Love makes us take action, often doing things we did not contemplate before and allowing us to take risks, to step outside our comfort zone in an attempt to make something happen. Love also inspires and encourages hope-for a better way of living, a better world even. In other words, given the notion that people love media, it follows that media (can) play both aspirational and transformative roles in society and everyday life. All of this forms the prelude to the next chapter, where we explore the various ways in which people engage with their situation in and through media to change it, focusing on media activism around the world.
心理学和哲学、人类学和历史研究),其中指出,认真对待爱涉及对它的变革力量的欣赏。爱让我们采取行动,经常做我们以前没有考虑过的事情,让我们冒险,走出我们的舒适区,试图让一些事情发生。爱也激发和鼓励希望——对更好的生活方式,甚至一个更好的世界。换句话说,鉴于人们热爱媒体的概念,媒体(可以)在社会和日常生活中发挥令人向往和变革的作用。所有这些都构成了下一章的前奏,我们将探索人们在媒体中或通过媒体参与改变其处境的各种方式,重点关注世界各地的媒体激进主义。

Media Love  媒体之爱

The erotics of media are significant for any consideration of the role of media in society and everyday life. The pleasure (and sometimes pain) we get from our media is the product of any relationship between the makers of media, the content of the media, and the audiences of media. All the associated feelings of the erotic-sensation, desire, pleasure, excitement, and so on-tend to be notably absent from formal scholarly discussions of media. As our experiences with media inevitably contain elements that arouse us, that bring us pleasure, that inspire and seduce, it seems clear that we should make this explicit. However, even as consumers and users we are often apologetic about our love for media-people tend to talk about bingewatching television or playing a mobile game as a “guilty” pleasure, respond to researchers who study their media behavior with socially desirable answers (by either downplaying their media time or overreporting the hours spent each day), and often state that they “should” follow the news and watch the latest documentaries instead of seeing a rerun of a sitcom or the latest superhero movie. It can be hard to acknowledge that we love media-even though we all clearly do.
媒体的色情对于任何考虑媒体在社会和日常生活中的作用都具有重要意义。我们从媒体中获得的快乐(有时是痛苦)是媒体制造者、媒体内容和媒体受众之间任何关系的产物。所有与情欲、欲望、快乐、兴奋等相关的感受,往往在正式的媒体学术讨论中明显缺失。由于我们对媒体的体验不可避免地包含了唤起我们、给我们带来快乐、启发和诱惑的元素,很明显我们应该明确这一点。然而,即使作为消费者和用户,我们经常为我们对媒体的热爱而道歉——人们倾向于将狂看电视或玩手机游戏作为一种 “有罪 ”的乐趣,以社会上理想的答案来回应研究他们的媒体行为的研究人员(通过淡化他们的媒体时间或高估每天花费的时间),并经常说他们 “应该 ”关注新闻并观看最新的纪录片,而不是看到重播的情景喜剧或最新的超级英雄电影。承认我们热爱媒体可能很困难——尽管我们都显然热爱媒体。
When we study people and their media devices, the way people respond and give meaning to mediated messages, how people make media professionally, we are studying forms and aspects of love. Historically, researchers either problematized such love-passionate media professionals are clearly blind to their own exploitation, fans are suckers for corporate franchising practices, and device love gets classified as addiction and
当我们研究人和他们的媒体设备,人们如何回应和赋予中介信息意义,人们如何专业地制作媒体时,我们就是在研究爱的形式和方面。从历史上看,研究人员要么对这种热爱爱情的媒体专业人士显然对自己的剥削视而不见,要么粉丝是企业特许经营行为的吸盘,要么设备之爱被归类为成瘾和

disorder—or glossed over all the love we have with a throwaway line about people’s care or passion for a favorite character, show, or game. Such resistance to, reluctance about, or subtle redirection of the topic of love in media studies can be explained by a variety of reasons:
无序——或者用一句关于人们对最喜欢的角色、节目或游戏的关心或热情的一次性台词来掩盖我们所有的爱。这种对媒体研究中爱这个话题的抵制、不情愿或微妙的重定向可以用多种原因来解释:
  • Media and communication researchers until quite recently did not really consider nor study the human body and its role in how we use and make sense of our media. As all emotions are inevitably embodied and involve some kind of expression (in other words, we feel something and talk about it), studying people’s feelings about media necessarily involves taking the body into consideration.
    直到最近,媒体和传播研究人员才真正考虑或研究人体及其在我们如何使用和理解媒体方面的作用。由于所有的情感都不可避免地被体现出来,并涉及某种表达(换句话说,我们感觉到某件事并谈论它),研究人们对媒体的感受必然涉及对身体的考虑。
  • Love traditionally has been associated with the realm of women, the home, the private, and the apolitical, and all its related emotions and experiences therefore were considered less relevant or important compared to the privileged place rational discourse, politics, and the economy were afforded in scholarship and public debate.
    传统上,爱与女性、家庭、私人和非政治的领域联系在一起,因此,与理性话语、政治和经济在学术和公共辩论中提供的特权地位相比,其所有相关的情感和经历被认为不那么相关或重要。
  • Until well into the twentieth century, love was generally not considered to be such a fundamental feeling-its presence in academic discourse, in literature, and in music still quite limited and its role as a cornerstone of, for example, committed romantic relationships seen as much less fundamental than it is today.
    直到 20 世纪,爱情通常不被认为是一种如此基本的感觉——它在学术话语、文学和音乐中的存在仍然相当有限,它作为基石的作用,例如,承诺的浪漫关系被认为远不如今天那么重要。
  • Love as a distinct field of study-love studies-is still a nascent field, emerging from a growing awareness in numerous scientific disciplines that our feelings and bodies play a profound role in how we make sense of the world around us and that such an awareness matters in that it opens up new lines of inquiry and new ways of appreciating how the experience of life (in media) is different and unique to every individual.
    爱作为一个独特的研究领域——爱的研究——仍然是一个新兴的领域,它源于许多科学学科的日益增长的意识,即我们的感受和身体在我们如何理解周围的世界方面发挥着深远的作用,而这种意识很重要,因为它开辟了新的探究路线和新的方式来欣赏(在媒体中)的生活体验对每个人来说都是不同的和独特的。
When we study people and their media devices, the way people respond and give meaning to mediated messages, how people make media professionally, we are studying forms and aspects of love.
当我们研究人和他们的媒体设备,人们如何回应和赋予中介信息意义,人们如何专业地制作媒体时,我们就是在研究爱的形式和方面。
Generally speaking, media and (mass) communication theory and research throughout much of the previous century tended to take love either as a given, studying it only in “extreme” manifestations (e.g., in studies on fandom), or otherwise saw it as troublesome. Some of the dominant theories
一般来说,在上个世纪的大部分时间里,媒体和(大众)传播理论和研究倾向于将爱视为理所当然的,只以“极端”的表现形式来研究它(例如,在对同人圈的研究中),或者认为它是麻烦的。一些主流理论

and concepts from twentieth-century scholarship about media have a direct bearing on this problematization of people’s love for media. People were seen as somehow dependent on media-for information, entertainment, and understanding the world. Our limited capacity to process all the media around us was seen as a problem to be solved, and the enormous amount of time people spent with their preferred media-especially since the rise of television as a mass medium-led to much speculation about problematic media use as a possible addiction or disorder. With the rapidly growing popularity of the World Wide Web at the end of the 1990s-and perceiving people’s passion to express themselves online (in chat and discussion groups and on weblogs)-came academic debates about whether we feel more or less now that our lives had become digital, including the question of whether our feelings as shown in media (OMG! LOL!) are genuine or just performed and perhaps always over-the-top.
而 20 世纪学术界关于媒体的概念与人们对媒体的热爱这一问题有直接关系。人们被视为在某种程度上依赖媒体来获取信息、娱乐和了解世界。我们处理周围所有媒体的能力有限,这被视为一个需要解决的问题,人们花在他们喜欢的媒体上的大量时间——特别是自从电视作为大众媒体崛起以来——导致了很多关于有问题的媒体使用可能是一种成瘾或障碍的猜测。随着 1990 年代末万维网的迅速普及——以及人们在网上(在聊天和讨论组以及网络博客中)表达自己的热情——出现了关于我们现在的生活已经变得数字化后我们是否或多或少的感受的学术辩论,包括我们在媒体中展示的感受(天哪!哈哈!是真实的或只是表演的,也许总是夸张的。
Today, media studies as a field tends to tackle love head on. Love is not necessarily seen as a problem anymore-although there is most certainly a lot of fretting about the problem of misinformation, fake news, and disinformation campaigns online as corrupting people’s access to (and participation in) well-informed public discourse. One way of interpreting the persistence of misinformation and the fact that it tends to spread faster than factual information verified by society’s experts is through the lens of love. Why would people willingly and voluntarily ignore the truth, even when confronted with irrefutable evidence as provided by the falsified work of scientists, the reasoned voice of institutional authorities, and diligent fact-checking efforts by journalists? One answer could be that we prefer the people and ideas we already know and love-including our self-love fueling the feeling of being “right”-over the supposedly rational discourse of strangers.
今天,媒体研究作为一个领域,倾向于直面爱情。爱不再被视为一个问题——尽管可以肯定的是,人们经常担心网上的错误信息、假新闻和虚假信息运动的问题会腐蚀人们获得(和参与)消息灵通的公共话语。解释错误信息的持续存在以及它往往比社会专家验证的事实信息传播得更快的事实这一事实的一种方式是通过爱的镜头。为什么人们会心甘情愿地无视真相,即使面对科学家的伪造工作、机构当局的理性声音和记者勤奋的事实核查努力提供的无可辩驳的证据?一个答案可能是,我们更喜欢我们已经认识和喜爱的人和想法——包括我们的自爱助长了“正确”的感觉——而不是陌生人所谓的理性话语。
Similarly, the widespread concern noted throughout the popular as well as scientific literature about filter bubbles, echo chambers, “telecocoons,” and other forms of social polarization and fragmentation online that are seen as either determined or at the very least amplified by technological affordances involves love, in that people are considered as either loving themselves and people like them too much (and therefore only bonding with like-minded individuals and networks), or as not having enough love for those that look and act differently. On the other hand, the available evidence
同样,在流行和科学文献中,人们普遍关注过滤气泡、回声室、“远程茧”和其他形式的在线社会两极分化和碎片化,这些形式被视为被技术可供性决定或至少被放大,涉及爱,因为人们被认为要么爱自己,要么太喜欢他们(因此只与志同道合的个人和网络建立联系), 或者对那些外表和行为不同的人没有足够的爱。另一方面,现有证据

tends not to support a diagnosis of widespread polarization online, so perhaps we underestimate the complexity of our love in and through media -love seems to allow for more kaleidoscopic understandings of the world than a simple notion of people directly swayed and manipulated by a handful of targeted messages on Facebook or TikTok.
往往不支持对网络普遍两极分化的诊断,所以也许我们低估了我们在媒体中或通过媒体的爱的复杂性——爱似乎允许对世界有更多的万花筒般的理解,而不是人们直接被 Facebook 或 TikTok 上的少数目标信息所左右和纵的简单概念。

As discussed in the previous chapter, beneath the largely latent and oblique relation with love runs another current throughout all the research and theorizing about media: our deeply felt desire for perfect union with one another, a true fusion of souls-whether between romantic partners, between citizens and society, or among all of us together in humanity vis-àvis the vast emptiness of the cosmos. Desperately wanting perfect communication to be possible-in our shared all-too-human quest to be heard, seen, understood, and recognized-we turn to the rigorous study of media and communication to control, fix, or restore the process. The origins and foundation of the field of media and (mass) communication studies can be characterized as a quest to solve the profound problem of
正如上一章所讨论的,在与爱的大部分潜在和隐晦的关系之下,贯穿所有关于媒体的研究和理论化的另一股潮流:我们深切渴望彼此完美结合,灵魂的真正融合——无论是在浪漫的伴侣之间,在公民和社会之间,还是在我们所有人的人类中共同面对宇宙的浩瀚空虚。我们迫切希望完美的沟通成为可能——在我们共同的、人类的追求中——被听到、被看到、被理解和被认可——我们转向对媒体和通信的严格研究,以控制、修复或恢复这个过程。媒体和(大众)传播研究领域的起源和基础可以被描述为对解决以下深刻问题的追求

communication: its imminent imperfection. Hence the more or less exclusive direction of early twentieth-century studies toward media effects, impact, and influence, focusing either on achieving the effects that were preferred or on preventing those that were considered to be problematic.
沟通:它迫在眉睫的不完美。因此,20 世纪初的研究或多或少地专注于媒体效应、影响和影响力,要么专注于实现首选的效果,要么关注防止那些被认为有问题的效果。
Love is not just something media scholars articulate, however implicitly, in their work on popular culture, fandom, or problematic media making and use; nor is it solely a smoldering fire inspiring so many questions, concepts, and themes in media and (mass) communication research. Love clearly inspires all of us in how we use media. Especially during the global coronavirus crisis of 2020 onward, variations of “media love” have been in full swing during the various lockdowns and social distancing protocols, policies, and experiences around the world. Consider, for example, the exponential growth of video calling, of (old and new) social network applications on smartphones and tablets, and of streaming services (for games, film, and television) facilitating a range of shared experiences. Another example would be the rapid rise of telemedicine and digital health applications, such as smartphone contact-tracing apps, as well as social media hashtag campaigns and activism-including trending topics #StayHomeStaySafe and #YoMeQuedoEnCasa-connecting people all over the world in the fight against the virus. Even the rise of online communities around conspiracy theories and other so-called alternative truths can be seen as an expression of love-an intense love for only a particular side of the story that is the global coronavirus crisis. It is all indicative of our desire to connect and communicate with ourselves and each other, and of our inexorable interdependence with information and communication technologies.
爱不仅仅是媒体学者在他们关于流行文化、粉丝圈或有问题的媒体制作和使用的工作中表达的东西,无论多么含蓄;它也不仅仅是一团阴燃的火焰,激发了媒体和(大众)传播研究中的许多问题、概念和主题。爱显然激励着我们所有人如何使用媒体。特别是在 2020 年全球冠状病毒危机期间,在世界各地的各种封锁和社交距离协议、政策和体验期间,“媒体之爱”的变化如火如荼。例如,考虑一下视频通话、智能手机和平板电脑上的(新旧)社交网络应用程序以及促进一系列共享体验的流媒体服务(用于游戏、电影和电视)的指数级增长。另一个例子是远程医疗和数字健康应用程序的迅速崛起,例如智能手机接触者追踪应用程序,以及社交媒体标签活动和激进主义——包括 #StayHomeStaySafe 和 #YoMeQuedoEnCasa 的热门话题——将世界各地的人们联系在一起抗击病毒。即使是围绕阴谋论和其他所谓另类真相的在线社区的兴起,也可以被视为一种爱的表达——一种只对故事中特定一面的强烈爱,即全球冠状病毒危机。这一切都表明我们渴望与自己和彼此联系和交流,以及我们与信息和通信技术不可阻挡的相互依存。
It is one thing to acknowledge the role love plays in why we use, make, and study media. It is another to appreciate how this has always been the case. Throughout history, people have relied on media of all kinds to inform themselves, to establish rules and rituals governing community life, to establish a sense of belonging, and simply to be entertained, including but not limited to
承认爱在我们为什么使用、制作和研究媒体中所起的作用是一回事。欣赏这种情况一直以来是另一回事。纵观历史,人们一直依靠各种媒体来了解自己,建立管理社区生活的规则和仪式,建立归属感,以及简单地娱乐,包括但不限于
  • cave paintings in Spain and Indonesia depicting hunting routines and shamanic practices;
    西班牙和印度尼西亚的洞穴壁画,描绘了狩猎习惯和萨满教习俗;
  • clay tablets documenting trade, royal protocols, and divine commandments;
    记录贸易、皇家礼仪和神圣诫命的泥板;
  • papyrus scrolls containing political and trade agreements for the library archive;
    包含图书馆档案的政治和贸易协议的纸莎草卷轴;
  • hand-painted advertisements for sword fights, wrestling matches, and theater plays on the walls of ancient cities (across the Roman Empire, the Indian subcontinent, and China);
    在古城(横跨罗马帝国、印度次大陆和中国)的墙壁上手绘剑斗、摔跤比赛和戏剧广告;
  • individually made books about important political figures, religious traditions, and the myths and legends of a particular society; and
    单独制作的关于重要政治人物、宗教传统以及特定社会的神话和传说的书籍;和
  • all the mechanical and electronic media since the invention of the printing press, truly opening up media making and use to almost anyone.
    自印刷机发明以来的所有机械和电子媒体,真正向几乎任何人开放了媒体制作和使用。
In all these media, we observe a common theme: media are primarily used for telling stories that serve the purpose of letting us know who we are, where we belong, what we are supposed to do. In doing so, we use media to express love-for ourselves, each other, and the culture and community we belong to. An important difference between the walls on which we painted in the past and today’s Facebook wall is the local specificity of our media. Where media in the past were particular and often unique to a locale and the traditions of a group or community, platforms like Facebook offer a singular (and intensely commodified) experience for all their billions of users worldwide. Given that universality of experience, it is no surprise that so many of us try our best to adorn the platform experience with localizing details-such as national flags and regional symbols, using locally specific hashtags and filters, expressions in local languages added to profile pictures, and so on. Media can be seen as crucial for the formation and survival of communities, both local, regional, national, and even global. Our love for media is, to some extent, also a love for communion, for connection and contact with others (like us). And it is through media that we not just establish social bonds and build bridges between different people and groups-we also find, maintain, and sometimes break up romance and relationships.
在所有这些媒体中,我们遵循一个共同的主题:媒体主要用于讲述故事,目的是让我们知道我们是谁,我们属于哪里,我们应该做什么。在此过程中,我们使用媒体来表达对自己、彼此以及我们所属的文化和社区的爱。我们过去绘画的墙壁和今天的 Facebook 墙之间的一个重要区别是我们媒体的本地化特性。过去的媒体是特殊的,而且往往是某个地区以及一个团体或社区的传统所独有的,而像 Facebook 这样的平台则为全球数十亿用户提供了独特的(且高度商品化的)体验。鉴于这种体验的普遍性,我们中的许多人尽最大努力通过本地化细节来装饰平台体验也就不足为奇了,例如国旗和区域符号、使用当地特定的主题标签和过滤器、添加到个人资料图片中的当地语言表达等等。媒体可以被视为对地方、区域、国家甚至全球社区的形成和生存至关重要。在某种程度上,我们对媒体的爱也是对共融的爱,对与他人(如我们)的联系和接触的爱。正是通过媒体,我们不仅建立了社会纽带并在不同的人和群体之间建立了桥梁——我们还发现、维持,有时还会破坏浪漫和关系。

The Practice of Media Love
媒体之爱的实践

People use media in a variety of ways to look for love. Especially at a time of globalization and urbanization (as over half the world’s population lives in cities), meeting someone new, falling in love and taking the time to explore the possibility of a relationship, is perhaps not as straightforward as it was less than a century ago, when most people would get together with someone from the same neighborhood or coupling was arranged through family ties and other networks based on proximity and kinship. Today, hundreds of millions of people around the world turn to online dating services and apps to facilitate their search for (some kind of) love. In doing so, the practice of using media for the purpose of love also creates a specific way of arranging and being in love. This does not mean that love found online is necessarily different than one explored elsewhere (at school, work, parties, or in the neighborhood)-it just suggests that the role of media in love arranges and shapes the ensuing possibilities of romance. Considering media as practice is a way to be mindful of this world-making capacity of using certain media for specific purposes in everyday life.
人们以各种方式使用媒体来寻找爱情。尤其是在全球化和城市化的时代(因为世界上一半以上的人口生活在城市),结识新朋友、坠入爱河并花时间探索恋爱的可能性,可能不像不到一个世纪前那么简单,当时大多数人会与来自同一社区的人聚在一起,或者通过家庭关系和其他基于接近和亲属关系的网络安排耦合。今天,全球数亿人转向在线约会服务和应用程序,以帮助他们寻找(某种)爱情。在此过程中,以爱为目的使用媒体的做法也创造了一种特定的安排和恋爱的方式。这并不意味着在网上找到的爱情一定与其他地方(在学校、工作、聚会或社区)探索的爱情不同——它只是表明媒体在爱情中的作用安排并塑造了随之而来的浪漫可能性。将媒体视为实践是一种方式,可以注意在日常生活中将某些媒体用于特定目的的这种创造世界的能力。
Finding love in and through media, whether through dedicated services or via all the other ways in which people come into contact with each other, has become a common, normalized aspect of romantic life-and certainly is not particular to the online environment as love letters, talk radio programs, and dating reality television programs predate the current platformization of love through a wide variety of sites and apps online. Online dating, as an industry, tends to get little love from scholarly observers, maligned for its muddying of romantic waters with cold-hearted mass consumption, endless choice, efficiency, and standardization. On the other hand, the ultimate goal of people using any of these services is still to meet someone new, a stranger-which necessitates some kind of honest, authentic self-disclosure, exposing our vulnerabilities even though we may be looking for a one-night stand.
在媒体中和通过媒体寻找爱情,无论是通过专门的服务还是通过人们相互接触的所有其他方式,都已成为浪漫生活中一个常见的、常态化的方面——当然也不是在线环境所特有的,因为情书、谈话广播节目和约会真人秀节目早于当前通过各种在线网站和应用程序实现爱情平台化。在线约会作为一个行业,往往很少受到学术观察家的喜爱,他们因将浪漫的水域与冷酷无情的大众消费、无休止的选择、效率和标准化混浊而受到诟病。另一方面,使用这些服务中的任何一个的人的最终目标仍然是结识新朋友、陌生人——这需要某种诚实、真实的自我披露,暴露我们的脆弱性,即使我们可能正在寻找。
An extension of our quest for love in media is the practice of enacting, sublimating, and automating sex and sexuality in media-from consensual sexting and consuming (and producing) pornography to using teledildonics (using technology to mimic and extend sexual interaction) to be in touch despite distance, all the way to the 2018 launch of the world’s first
我们在媒体中追求爱的延伸是在媒体中实施、升华和自动化性和性行为的实践——从双方同意的色情短信和消费(和制作)色情作品到使用远程假(使用技术来模仿和扩展性互动)不受距离限制保持联系,一直到 2018 年推出世界上第一个

commercially available sex robot called Harmony. As with all media, there is a dark side to such playful acts of sexual exploration. Sexting without mutual trust or consent can have devastating consequences, there are reports of exploitation of performers throughout the porn industry, and the Campaign against Sex Robots (starting in 2015) makes critical points about the objectification and commodification of the human body. In all these activities, media play a formative role, and in the process people’s ideas about love and sex both change-yet also stay very much the same, requiring careful attention to detail and respect for all possible positions.
名为 Harmony 的市售性爱机器人。与所有媒体一样,这种俏皮的性探索行为也有阴暗面。未经相互信任或同意的色情短信可能会产生毁灭性的后果,有报道称整个色情行业都剥削表演者,反对性爱机器人的运动(从 2015 年开始)对人体的物化和商品化提出了批评。在所有这些活动中,媒体都起着塑造作用,在这个过程中,人们对爱情和性的看法都发生了变化,但也基本保持不变,需要仔细关注细节并尊重所有可能的立场。
Smart sex toys (such as voice-controlled oral sex machines and longdistance vibrating devices) and humanoid sex robots may seem at the cutting edge of innovation when it comes to relationships meshing humanity and technology but, at the same time, signal a continuation of rather traditional practices and routines-for example, reinforcing the “coital imperative” in the design and marketing of devices for virtual sex. Sexting similarly on the one hand can be a liberating practice, taking control over your own body and sharing intimacy with a significant other in media, while on the other hand it can come with social pressures that reinforce gender stereotypes-for example, as girls tend to be judged and criticized much more than boys, both if they practice sexting and if they do not want to. When it comes to porn, media scholars tend to highlight the emergence of new, often playful yet also sometimes abusive rituals around romance and sexual activities. All of this serves to underscore both the significant place media and technology has in our most intimate encounters and the ambivalent, complex nature of such technologies and experiences.
当涉及到人性与技术相结合的关系时,智能性玩具(如语音控制机和远程振动设备)和类人性机器人似乎处于创新的前沿,但与此同时,也标志着相当传统的做法和惯例的延续——例如,在虚拟性爱设备的设计和营销中加强了“要求”。一方面,发送短信可能是一种解放的做法,可以控制自己的身体并在媒体上与重要的另一半分享亲密关系,而另一方面,它可能伴随着强化性别刻板印象的社会压力——例如,因为女孩往往比男孩更容易受到评判和批评,无论是如果她们练习色情短信还是不想这样做。当谈到色情片时,媒体学者倾向于强调围绕浪漫和性活动的新的、通常是俏皮的、但有时也是虐待性的仪式的出现。所有这些都有助于强调媒体和技术在我们最亲密的接触中的重要地位,以及此类技术和体验的矛盾、复杂的本质。
Beyond dating apps, sexting, pornography, and smart sex toys, media play all kinds of roles in love life, such as through music-with couples identifying their love through particular tunes that played when they met, when they kissed for the first time, and when they got married or when romantic partners draw on various media to express their adoration (e.g., when one says to another “You are the Mork to my Mindy,” “the Kirk to my Spock,” or “the Bella to my Edward”). Media love also plays a role in the ways in which couples enact and give meaning to their togetherness, for example, making a ritual out of deleting a dating app from each other’s smartphones to signal their commitment. In family life, parental monitoring and control of media plays a profound role in shaping and expressing
除了约会应用程序、色情短信、色情和智能性玩具之外,媒体在爱情生活中还发挥着各种作用,例如通过音乐——情侣通过相遇时播放的特定曲调来识别他们的爱情,当他们第一次接吻时,当他们结婚时,或者当浪漫伴侣利用各种媒体表达他们的爱慕时(例如, 当一个人对另一个人说“你是我明迪的莫克”、“我的斯波克的柯克”或“我的爱德华的贝拉”)时。媒体之爱在情侣们的共同行为和意义方面也发挥着作用,例如,从彼此的智能手机上删除约会应用程序以表明他们的承诺。在家庭生活中,父母对媒体的监督和控制在塑造和表达方面起着深远的作用

relationships, hierarchies, and connections. Parents threaten their children with device restrictions as a way to maintain discipline, while teenagers circumvent parental supervision by flocking to sites, networks, and services that give them more control over who can access their personal information. At the same time, families try to establish joint rituals-often involving media, such as watching a TV series together (or its exact opposite: all family members agree to switch off their smartphones at the dinner table).
关系、层次结构和连接。父母用设备限制来威胁他们的孩子,以此来维持纪律,而青少年则通过涌向网站、网络和服务来规避父母的监督,这些网站、网络和服务使他们能够更好地控制谁可以访问他们的个人信息。与此同时,家庭试图建立联合仪式——通常涉及媒体,例如一起看电视连续剧(或者恰恰相反:所有家庭成员都同意在餐桌上关掉他们的智能手机)。
Beyond such literal instances of media love, we can and should also ask questions about what can happen because of our love for media-especially when such attachment leads to problematic media use. Excessive mediatime has often been viewed as harmful and unhealthy, leading to addiction, dissociation from reality, reduced social contacts, diversion from education, and displacement of more worthwhile activities. Television has traditionally been the usual suspect, and before that, films and comics were regarded similarly—even radio was once considered harmful (especially to children), and book reading before that. Today, digital games, the internet, and social media have become the latest perpetrators. Specific genres-especially those related to sex-tend to be singled out for concerns about media.
除了这些对媒体的热爱之外,我们还可以也应该提出问题,因为我们对媒体的热爱会发生什么——特别是当这种依恋导致有问题的媒体使用时。过多的媒体时间通常被视为有害和不健康的,导致成瘾、脱离现实、减少社交接触、转移教育以及取代更有价值的活动。电视传统上是常见的嫌疑人,在此之前,电影和漫画也被视为相似——甚至广播也曾被认为有害(尤其是对儿童),在此之前读书也被认为是有害的。今天,数字游戏、互联网和社交媒体已成为最新的犯罪者。特定的类型——尤其是那些与性相关的类型——往往因为对媒体的担忧而被挑出来。
Given people’s love for their media, recognizing the fact that we spend the majority of our time concurrently exposed to media and considering how these devices converge and become increasingly mobile and personal in an always online capacity, substantial attention and scholarship have been dedicated in recent decades to the question of media addiction, and discussions abound on such issues as problematic internet use and smartphone dependence. Internet gaming and online gambling disorder was, for example, included in the 2020 version of the International Classification of Diseases (ICD-11) of the World Health Organization. Harmful media use tends to be defined either as a psychiatric disorder or as part of a broader set of behavioral conditions involving excessive humanmachine interactions. Such disorders differ in definition across the literature but generally contain two main components: compulsivity (the inability to control a certain type of media use) and impairment (how such media use harms or interferes with a person’s life).
鉴于人们对媒体的热爱,认识到我们大部分时间都同时暴露在媒体上,并考虑这些设备如何融合并变得越来越移动和个人化,始终在线,近几十年来,人们对媒体成瘾问题投入了大量关注和学术研究,并就互联网使用有问题和智能手机依赖等问题进行了大量讨论。例如,互联网游戏和在线赌博障碍被纳入世界卫生组织 2020 年版国际疾病分类 (ICD-11) 中。有害的媒体使用往往被定义为一种精神疾病,或者被定义为涉及过度人机交互的更广泛行为状况的一部分。此类疾病在文献中的定义不同,但通常包含两个主要组成部分:强迫性(无法控制某种类型的媒体使用)和损害(此类媒体使用如何伤害或干扰一个人的生活)。

Overall, there is much important scholarly debate about the difference between addiction, harmful use, dependency, and “high engagement” with media, about the appropriateness of addiction criteria when making sense of time spent with media, the neglect and significance of context, and a general lack of expert consensus on how to approach and measure disorders and addictions regarding media. What is uncontested, however, is that people’s relationship with media is invariably intimate, which at times can lead to problematic or harmful media use. While media scholars would hesitate to contribute to the medicalization of media use, it would behoove our field to stay mindful of people’s intense, intimate, and indeed loving relations with media in all their various forms and manifestations.
总的来说,关于成瘾、有害使用、依赖和与媒体的 “高度参与” 之间的区别,关于在理解与媒体共度的时间时成瘾标准的适当性,背景的忽视和重要性,以及关于如何接近和衡量媒体障碍和成瘾的普遍缺乏专家共识,存在许多重要的学术辩论。然而,无可争议的是,人们与媒体的关系总是亲密的,这有时会导致有问题或有害的媒体使用。虽然媒体学者不愿为媒体使用的医学化做出贡献,但我们这个领域应该注意人们与各种形式和表现的媒体之间的强烈、亲密和真正的爱的关系。

The Mediation of Love  爱的中介

The study of mediation most certainly includes what people do with media yet can be applied more broadly to account for the various ways in which media contributes to (and subsequently shapes) public debates and sensemaking practices in society. From a mediation perspective, meanings are formed and social, cultural and technological forces operate freely
对中介的研究当然包括人们如何利用媒体,但可以更广泛地应用于解释媒体促进(并随后塑造)社会中的公共辩论和意义建构实践的各种方式。从中介的角度来看,意义是形成的,社会、文化和技术力量自由运作

according to various logics, with no predictable outcome-other than the fact that media never play a neutral role. The process of mediation inevitably influences or changes the meaning received, and there is a documented tendency for “reality” to be adapted to the demands and criteria of media presentation rather than vice versa. In other words, the way things look like in media affects how we see things outside of media, which in turn prompts people to record and present experiences in terms of media. This, for example, explains that people’s photographs of their holiday travels to popular cities like Amsterdam, Sydney or Rio de Janeiro all look remarkably like the typical images of these places in travel guides and as the backdrop of films and television shows. Mediation also works the other way around, as governments around the world invest heavily in convincing studios to turn their countries into filming locations for major franchisessuch as Star Wars, Harry Potter and Game of Thrones-in order to attract tourists.
根据各种逻辑,除了媒体从来没有扮演中立角色这一事实之外,没有可预测的结果。调解的过程不可避免地影响或改变所接受的意义,并且有一种记录在案的趋势,即“现实”适应媒体呈现的需求和标准,而不是相反。换句话说,媒体中事物的样子会影响我们在媒体之外看待事物的方式,这反过来又促使人们从媒体的角度记录和呈现经验。例如,这解释了人们在阿姆斯特丹、悉尼或里约热内卢等热门城市度假的照片,看起来都与旅游指南以及电影和电视节目中这些地方的典型图像非常相似。调解也反其道而行之,因为世界各国政府都投入巨资说服制片厂将他们的国家变成《星球大战》、《哈利波特》和《权力的游戏》等主要特许经营权的拍摄地,以吸引游客。
In the context of this chapter, the concept of mediation inspires us to look at the different (re)presentations of media love in, for example, literature and cinema as an indicator of how our sensemaking of media and love has changed and evolved over time. When referencing and discussing specific films, television shows, and digital games, I use specific stories and scenes to illustrate my point. In doing so, I am analyzing media as texts-a methodological approach that is foundational to the academic discipline of media studies. Anything can be a “text”: an interview, a blog post or online social network update, a photograph, a book, a film or television program (or even just one particular scene), a game, and so on. The analysis thereof generally involves a close reading of all aspects of the text, documenting the process in detail to find out what it is trying to say. Given the media industry’s convergence and its creative and commercial quest to integrate characters and story lines across a variety of media (see chapter 6), textual analysis increasingly involves investigating relations between different texts as well as between the makers and audiences of a text to find out what its intended meaning is. Such scholarship of intertextuality looks for and builds bridges between, for example, a game, its advertisements and promotional materials, related toys, fan communities, the studio, other entities involved with its production and design, and so on (see chapter 2 for examples featuring Taylor Swift and BTS). A third approach to textual analysis looks
在本章的上下文中,中介的概念启发我们看待文学和电影中对媒体之爱的不同(重新)呈现,以此作为我们对媒体和爱的意义构建如何随着时间的推移而变化和发展的指标。在引用和讨论特定的电影、电视节目和数字游戏时,我会使用特定的故事和场景来说明我的观点。在此过程中,我将媒体作为文本进行分析——一种对媒体研究学术学科奠定基础的方法论方法。任何东西都可以是 “文本”:采访、博客文章或在线社交网络更新、照片、书籍、电影或电视节目(甚至只是一个特定场景)、游戏等等。对其分析通常涉及对文本的各个方面的仔细阅读,详细记录该过程以找出它想表达的内容。鉴于媒体行业的融合及其在各种媒体中整合人物和故事情节的创造性和商业追求(见第 6 章),文本分析越来越多地涉及调查不同文本之间以及文本的制作者和受众之间的关系,以找出其预期的含义。这种互文性的学术研究在游戏、其广告和宣传材料、相关玩具、粉丝社区、工作室、参与其生产和设计的其他实体等之间寻找并建立桥梁(参见第 2 章以泰勒·斯威夫特和防弹少年团为特色的例子)。文本分析的第三种方法看起来

even more broadly at the text as part of how specific communities or even society at large makes sense of itself. The assumption here is that media, as texts, represent something more than just the creativity and intentions of their maker(s), the strategies of the media as an industry, or the interpretations and uses of its audience. Texts, in whatever shape or form, are considered significant as a source of meaning for (and about) a particular culture or community. This cultural analysis of media supplements intertextual scholarship and close reading as the three key approaches to study texts in media studies.
更广泛地说,文本是特定社区甚至整个社会如何理解自身的一部分。这里的假设是,媒体作为文本,所代表的不仅仅是其创作者的创造力和意图、媒体作为一个行业的策略或其受众的解释和使用。文本,无论以何种形式或形式,都被认为是特定文化或社区(以及关于)的重要意义来源。这种媒体文化分析补充了互文学术和精读作为研究媒体研究中文本的三种关键方法。
Examples of love and sex in media are countless-it is safe to say that it is the dominant theme in the world’s literature, music, film, and television. That said, it is remarkable that the two most popular media genres featuring love around the world-popular romantic fiction novels and soap operas on television-take up much less space in the academic literature than, for example, work on political and economic structures (such as democracy and capitalism), despite valiant and rigorous scholarly efforts regarding romance books and their authors, soap operas and women’s magazines and their audiences, pornography, and digital games. As researchers in these fields would note, formerly distinct style conventions, design elements, and narrative structures from all these popular genres can now be found across all other storytelling forms, increasingly complicating all-too-easy categorizations of media. Indeed, a crucial aspect of the history of media studies is its recognition of popular culture as worthy of scholarly research.
媒体中爱情和性的例子数不胜数——可以肯定地说,它是世界文学、音乐、电影和电视的主导主题。也就是说,值得注意的是,尽管对浪漫小说及其作者进行了英勇而严格的学术努力,但以全世界流行的爱情为主题的两种最受欢迎的媒体类型——浪漫小说和电视上的肥皂剧——在学术文献中占据的空间要比政治和经济结构(如民主和资本主义)的工作要小得多。 肥皂剧和女性杂志及其观众、色情和数字游戏。正如这些领域的研究人员所指出的那样,所有这些流行类型中以前不同的风格惯例、设计元素和叙事结构现在可以在所有其他讲故事的形式中找到,这使得过于简单的媒体分类越来越复杂。事实上,媒体研究史的一个重要方面是它承认流行文化值得进行学术研究。
To reconstruct a complete picture of the stories we tell and are told about love and how we in the process construct an idea of what love is regrettably falls beyond the scope of this book. Here I focus on the specific issue of love for and with media as a theme in popular culture. Consider, for example, narratives about the human love for artificial beings, such as in Nobel Prize-winner Kazuo Ishiguro’s 2021 novel, Klara and the Sun, telling the story of the love of an “Android Friend” for children from the perspective of the machine. Such human-nonhuman relationships date as far back as E. T. A. Hoffmann’s influential short story “The Sandman” from 1819 (as discussed in detail in chapter 4), wherein the protagonist falls in love with an automaton. Whereas the robot in Hoffmann’s story was decidedly eerie, the android in Ishiguro’s novel is in fact the protagonist,
遗憾的是,要重建我们讲述和被讲述的关于爱的故事的完整画面,以及我们如何在这个过程中构建关于爱是什么的概念,这超出了本书的范围。在这里,我专注于流行文化中对媒体的热爱和以媒体为主题的具体问题。例如,考虑一下关于人类对人造生物之爱的叙述,例如诺贝尔奖获得者石黑一雄 2021 年的小说《克拉拉与太阳》中,从机器的角度讲述了“Android 朋友”对儿童的爱的故事。这种人类与非人类的关系可以追溯到 E. T. A. 霍夫曼 1819 年颇具影响力的短篇小说《睡魔》(详见第 4 章),其中主人公爱上了一个自动机。霍夫曼故事中的机器人绝对是怪异的,而石黑一雄小说中的机器人实际上是主角,

demanding our empathy. However, in the end, even she gets discarded to a robot scrapyard.
要求我们的同理心。然而,到最后,即使是她也被扔进了机器人废品场。
A theme of more or less fundamental incompatibility of humans and machines recurs across literature and the arts more generally, at least until the 2000s, when more generous readings of our intimacy with technology emerge. Consider for example the role of cybernetic organisms such as the Cylons (short for “cybernetic lifeform nodes”) in the Battlestar Galactica TV series and movies (in 1978, 1980, and 2004), the Terminators in the Terminator franchise of motion pictures and TV series (from 1984 to 2009), and the Borg collective as part of the Star Trek universe (originally appearing in 1989 in the second season of Star Trek: The Next Generation). Cyborgs were originally depicted as cold, heartless villains, murderers, and assassins, reflecting the kind of deep-seated anxiety about human-machine mixing also found in Hoffmann’s work, whereas in later iterations of these respected popular franchises, more personal, even intimate relationships between humans and cyborgs evolve, featuring Cylons, Terminators, and even the Borg as creatures capable of love and being loved.
人类和机器或多或少根本不相容的主题在文学和艺术中更普遍地反复出现,至少在 2000 年代之前,当时出现了更慷慨的解读我们与技术的亲密关系。例如,考虑控制论生物的作用,例如《太空堡垒卡拉狄加》电视剧和电影(1978 年、1980 年和 2004 年)中的 Cylons(“控制论生命体节点”的缩写),电影和电视剧《终结者》系列中的终结者(1984 年至 2009 年),以及作为《星际迷航》宇宙一部分的博格集体(最初出现在 1989 年的《星际迷航》第二季中: 下一代)。半机械人最初被描绘成冷酷、无情的恶棍、杀人犯和刺客,反映了霍夫曼作品中也发现了对人机混合的那种根深蒂固的焦虑,而在这些受人尊敬的流行特许经营权的后期迭代中,人类和半机械人之间发展出更个人化、甚至亲密的关系,以赛隆、终结者甚至博格为能够爱和被爱的生物。
The history of human sexuality as interfaced in all kinds of fascinating ways with technology finds glorious expression in the genre of speculative fiction, as it gives artists considerable freedom to imagine alternate universes, different societies, and spectacularly atypical realities. A prominent theme running throughout late twentieth-century and early twenty-first-century popular culture is that of technologies providing people with sexual pleasure, such as
人类性行为的历史以各种迷人的方式与技术相连接,在推理小说类型中得到了光荣的表达,因为它给了艺术家相当大的自由来想象平行宇宙、不同的社会和壮观的非典型现实。贯穿 20 世纪末和 21 世纪初流行文化的一个突出主题是技术为人们提供性快感,例如
  • the “orgasmatron” in the 1964 French science fiction comic book created by Jean-Claude Forest and its motion picture adaptation Barbarella (1964, directed by Roger Vadim and starring Jane Fonda);
    让-克劳德·福雷斯特 (Jean-Claude Forest) 创作的 1964 年法国科幻漫画书及其电影改编版《芭芭拉》(Barbarella,1964 年,由罗杰·瓦迪姆 (Roger Vadim) 执导,简·方达 (Jane Fonda) 主演)中的“性高潮”;
  • an electromechanical cube also called the “orgasmatron” in Woody Allen’s film Sleeper (1973, starring Allen and Diane Keaton); and
    一个机电立方体,在伍迪·艾伦的电影《沉睡者》(1973 年,由艾伦和黛安·基顿主演)中也被称为“高潮仪”;和
  • high-tech headgear intended to substitute sexual intercourse in Demolition Man (1993, directed by Marco Brambilla, starring Sandra Bullock, Wesley Snipes, and Sylvester Stallone).
    旨在替代《爆破人》(1993 年,由马可·布兰比拉执导,桑德拉·布洛克、韦斯利·斯奈普斯和西尔维斯特·史泰龙主演)中的高科技头饰。
In all instances, people achieve sexual pleasure by outsourcing their orgasms to machines-yet these media texts, from different eras, show a subtle evolution of the role of technology in sublimating sexual pleasure. In Barbarella the orgasmatron was designed for torture but conquered by Barbarella for her own pleasure, whereas the orgasmatron in Sleeper and the simulation headgear in Demolition Man are featured as rather mundane aspects of people’s sex lives in a near-distant future. Despite this normalization of human-machine relations, there still seems a slight unease at work-as exemplified by Sandra Bullock’s character in Demolition Man, who appears appalled (as are all other people in her time) by the idea of sexual intercourse without media:
在所有情况下,人们都是通过将性高潮外包给机器来实现性快感——然而,这些来自不同时代的媒体文本展示了技术在升华性快感方面的作用的微妙演变。在 Barbarella 中,性高潮管是为折磨而设计的,但被 Barbarella 为了自己的快乐而被征服,而 Sleeper 中的 orgasmatron 和 Demolition Man 中的模拟头饰则被描绘成在不久的将来人们性生活的相当平凡的方面。尽管人机关系正常化,但工作中似乎仍然存在轻微的不安——正如桑德拉·布洛克 (Sandra Bullock) 在《爆破人》中的角色所体现的那样,她似乎对没有媒体的的想法感到震惊(就像她那个时代的所有人一样):

John Spartan [Sylvester Stallone]: Look, Huxley, why don’t we just do it the old-fashioned way?
约翰·斯巴达 [西尔维斯特·史泰龙]:听着,赫胥黎,我们为什么不用老式的方式呢?

Lenina Huxley [Sandra Bullock]: Eeewww, disgusting! You mean … fluid transfer?
Lenina Huxley [Sandra Bullock]:哎呀,恶心!你是说。。。液体转移?
Another fascinating example of media entering into our innermost feelings and experiences related to love and sex is the Oscar-winning 2013 film Her, where the main character (Theodore Twombly, played by Joaquin Phoenix) develops a romantic relationship with Samantha (voiced by Scarlett Johansson), an artificially intelligent virtual assistant living in the operating system of his (and everyone else’s) computer. It is both an unusually warm and intimate story about human-machine relationships, as it is a stark reminder of technology’s supposed otherness in that Samantha in the end abandons Theodore, leaving him desperate and alone.
媒体进入我们与爱和性相关的内心深处感受和体验的另一个引人入胜的例子是 2013 年获得奥斯卡奖的电影《她》,其中主角(西奥多·托姆布雷,由华金·菲尼克斯饰演)与萨曼莎(由斯嘉丽·约翰逊配音)发展了一段浪漫关系,萨曼莎是一个人工智能虚拟助理,生活在他(和其他人)的电脑作系统中。这既是一个关于人机关系的异常温暖和亲密的故事,因为它清楚地提醒了技术所谓的他者性,因为萨曼莎最终抛弃了西奥多,让他绝望而孤独。
In these examples of American popular cinema, the mediation of love (and sex) in media suggests an evolution of media love from scary, unsettling, and even hostile to ambivalent, sometimes reciprocal, and possibly benign. This is not a linear progression, of course-I am reminded of the Oscar-winning 2014 thriller Ex Machina (written and directed by Alex Garland, starring Domhnall Gleeson, Alicia Vikander, and Oscar Isaac), wherein a computer programmer falls for the intelligent humanoid robot Ava, who ultimately manipulates and betrays him, in the process making him question his own humanness. In a fascinating marketing twist, a Tinder profile of Ava (using the image of Alicia Vikander) appeared upon
在这些美国流行电影的例子中,媒体中爱(和性)的中介表明媒体爱从可怕、令人不安甚至充满敌意演变为矛盾的、有时是互惠的,也可能是良性的。当然,这不是一个线性的进展——我想起了 2014 年获得奥斯卡奖的惊悚片《机械姬》(由亚历克斯·加兰编剧和导演,多姆纳尔·格里森、艾丽西亚·维坎德和奥斯卡·艾萨克主演),其中一名计算机程序员爱上了智能人形机器人艾娃,艾娃最终纵并背叛了他,在这个过程中让他质疑自己的人性。在一个引人入胜的营销转折中,出现了 Ava 的 Tinder 个人资料(使用 Alicia Vikander 的形象)

the premiere of the film in the United States (at a festival in Austin, Texas), leading her matches to the Instagram account promoting the film.
这部电影在美国首映(在德克萨斯州奥斯汀的一个电影节上),将她的配对对象引导到宣传这部电影的 Instagram 帐户。
Our love for media may have matured somewhat, and people perhaps recognize and appreciate their omnipresence and sway, but this does not mean we have truly come to terms with media unambiguously. Moral panics and public freakouts about media endure, across all cultures, regardless of more complex, complimentary constructions of humanmachine relations in literature, the arts-such as in the work of new media artists like Nam Jun Paik (from South Korea) and Linda Dounia (from Senegal)—and science fiction. Despite their familiarity and intimacy, media to some extent remain a somewhat alien other, at times credited with great power.
我们对媒体的热爱可能已经有些成熟,人们可能会认识到并欣赏它们的无处不在和影响力,但这并不意味着我们已经真正明确地接受了媒体。在所有文化中,无论文学、艺术(如白南俊(Nam Jun Paik,来自韩国)和琳达·杜尼亚(Linda Dounia,来自塞内加尔)等新媒体艺术家的作品——以及科幻小说中对人机关系的更复杂、更互补的构建,都存在。尽管他们熟悉和亲密,但媒体在某种程度上仍然是一个有点陌生的他者,有时被认为拥有强大的力量。

Mediatization of Love  爱的媒介化

In recent years, it has become clear to many, if not most, scholars that media and mass communication are not just influencing established processes in society but are also creating routines within and across society’s institutions on their own. It is, for example, not too far-fetched to
近年来,许多(如果不是大多数)学者都清楚地认识到,媒体和大众传播不仅影响着社会的既定进程,而且还在社会机构内部和机构之间自行创造例行公事。例如,它并不太牵强

consider how contemporary politics seems to be oriented toward getting and maintaining media attention, as much as conducting good governance. The same can be said about managing a business: without a significant media presence, it can be hard to survive for businesses large and small. To grasp the far-reaching consequences of this double articulation of media and society, the concept of mediatization helps us to appreciate the profound and ubiquitous role of media next to other metaprocesses shaping societies all over the world-such as globalization, urbanization, and individualization.
想想当代政治似乎是如何以获得和维持媒体关注为导向的,就像进行良好的治理一样。管理企业也是如此:如果没有重要的媒体存在,大大小小的企业都很难生存。为了理解媒体和社会的这种双重衔接的深远影响,媒体化的概念有助于我们理解媒体在塑造世界各地社会的其他元过程(如全球化、城市化和个人化)旁边所扮演的深刻而无处不在的角色。
The mediatization of love works in two ways. First, as a process in which all society’s institutions-governments, political parties, companies and businesses, religious and nonprofit organizations, communities, and neighborhoods-have to adapt to the rules, aims, production logics, and constraints of the media to function. In all this, institutions find themselves facing a digital environment that requires a continuous mediated presence, including
爱的媒介化以两种方式发挥作用。首先,作为一个过程,所有社会机构——政府、政党、公司和企业、宗教和非营利组织、社区和社区——都必须适应媒体运作的规则、目标、生产逻辑和限制。在这一切中,机构发现自己面临着一个需要持续中介存在的数字环境,包括
  • operating and regularly updating a website,
    运营并定期更新网站,
  • being responsive to phone calls and email queries,
    对电话和电子邮件查询做出回应,
  • developing a social media strategy,
    制定社交媒体策略,
  • looking to earn publicity through actions and campaigns that warrant the attention of media, and, in general,
    希望通过值得媒体关注的行动和活动来赢得公众关注,总的来说,
  • always being available to the spotlight of media attention.
    总是在媒体关注的聚光灯下。
It is not just institutions that over time find themselves increasingly oriented toward media to secure their survival-a similar observation can be made about all of us as individuals acting in and interacting with the world. As mentioned in chapter 2, a popular online expression such as “hashtag or it didn’t happen” serves to remind us of the necessity of a mediated element to almost any kind of social event. Managing our public persona in media has become an ordinary aspect of life in media, and curating ourselves online can be done to ever-increasing levels of sophistication. Given the abundance of digital tools, filters, and effects, it is clear that we care greatly about all this-or at the very least are inspired to care by the media around us. As always, this process is not particular to the
随着时间的推移,不仅仅是机构发现自己越来越倾向于媒体以确保其生存——我们所有人都可以作为个体在世界中行动并与世界互动。如第 2 章所述,诸如“hashtag or it didn't happen”之类的流行在线表达方式提醒我们,几乎任何类型的社交事件都需要中介元素。在媒体中管理我们的公众形象已成为媒体生活中的一个普通方面,在线策划自己可以达到越来越复杂的水平。鉴于数字工具、滤镜和效果的丰富性,很明显我们非常关心这一切——或者至少受到我们周围媒体的启发而关心这一切。与往常一样,此过程并不特定于

contemporary digital context, as an orientation to media life can be said to be emerging ever since those who featured in media were not just people of nobility, authority, and celebrity but started to include everyone. As the cameras of media turned on us in the course of the twentieth century, we subtly and inevitably changed our behavior. As we have seen in the discussion about our role in a global surveillance society (in chapter 3), participation in an all-seeing system of observation comes at a price. The good news is that all this surveillance has not made us all the same; nor have we uniformly become more disciplined and controllable because of it. On the other hand, it would be naive to assume that media simply offer us a window to the world and a mirror to ourselves. As explored in the previous chapter and considering the perspective of mediation, media intervene in all kinds of ways and are anything but neutral, so whatever is seen by media transforms in the process.
当代数字语境作为媒体生活的一种取向,可以说是自从媒体中出现的人不仅仅是贵族、权威和名人,而是开始包括所有人以来就出现了。在 20 世纪,随着媒体的镜头对准我们,我们微妙而不可避免地改变了我们的行为。正如我们在讨论我们在全球监控社会中的角色(在第 3 章)中看到的那样,参与一个全知的观察系统是有代价的。好消息是,所有这些监控并没有使我们变得一样;我们也没有因此而变得更加自律和可控。另一方面,如果认为媒体只是为我们提供了一扇通往世界的窗户和一面镜子,那就太天真了。正如上一章所探讨的,并考虑到调解的观点,媒体以各种方式进行干预,绝非中立的,因此媒体所看到的任何东西都会在这个过程中发生变化。
The presence of media in all aspects of society influences and changes the way decisions are made, what kind of products and services are developed and introduced, and how any kind of information travels and arrives at its destination, up to and including how we use and make sense of sounds, images, and words in the identity-building practices of everyday life. In the realm of love, mediatization would suggest that media affect how we find, organize, and take care of romance, what kind of relationships evolve in and through media, and how we give meaning to such dalliances. Online dating, for example, to some extent changes the geography and socioeconomic status of relationships, as people are more likely to connect and hook up with others outside of where they work and live and beyond their usual social circles. On the other hand, the prevalence of increasingly specific and boundaried dating services-exclusive for farmers, particular to certain income or education levels, only for Muslims-negates such diversification of amorous engagements. Similarly, it can be argued that the relative ease with which to find potential paramours makes romantic encounters much flimsier and more ephemeral. On the other hand, the primary allure of online dating is not so much finding a soulmate-as there is no evidence that the matching algorithms of websites and applications are effective in predicting love-but can be better understood as an effort of people trying to assume control over their love lives in a digital age. In all
媒体在社会各个方面的存在影响和改变了决策的方式,开发和推出什么样的产品和服务,以及任何类型的信息如何传播和到达目的地,包括我们在日常生活的身份构建实践中如何使用和理解声音、图像和文字。在爱情领域,媒体化意味着媒体会影响我们如何寻找、组织和照顾浪漫,在媒体中并通过媒体发展什么样的关系,以及我们如何为这种关系赋予意义。例如,在线约会在一定程度上改变了关系的地理和社会经济地位,因为人们更有可能在工作和生活地之外以及通常的社交圈之外与他人建立联系和联系。另一方面,越来越具体和有界限的约会服务的普遍存在——仅适用于农民,特别是某些收入或教育水平,仅适用于穆斯林——否定了这种多情订婚的多样化。同样,可以说,找到潜在情人相对容易,这使得浪漫的相遇更加脆弱和短暂。另一方面,在线约会的主要吸引力并不是找到灵魂伴侣——因为没有证据表明网站和应用程序的匹配算法可以有效地预测爱情——而是可以更好地理解为人们试图在数字时代控制自己的爱情生活的努力。一起

this, we are once more reminded of how profound the role of media is in all matters that matter and how ambivalent this influence is.
这再次提醒我们,媒体在所有重要事务中的作用是多么深远,以及这种影响是多么矛盾。
Beyond such an institutionalist perspective on the mediatization of love, a second approach involves a careful consideration of the role media play in the arrangement, experience, and expression of our most intimate feelings -in other words, to acknowledge the love people feel for their media. Clearly, we all have strong feelings for and about our media. These are feelings of frustration, anger, fear, and hate as well as very warm, affectionate, pleasurable, and even passionate emotions. Capturing such feelings, exploring what they tell us about our relationship with media, and considering how this contributes to our understanding of life in media are doubtlessly of great significance.
除了这种关于爱的媒介化的制度主义观点之外,第二种方法涉及仔细考虑媒体在我们最亲密情感的安排、体验和表达中所扮演的角色——换句话说,承认人们对媒体的爱。显然,我们都对我们的媒体有强烈的感情。这些是沮丧、愤怒、恐惧和仇恨的感觉,以及非常温暖、深情、愉快甚至热情的情绪。捕捉这种感受,探索它们告诉我们与媒体的关系,并考虑这如何有助于我们理解媒体生活,无疑具有重要意义。
Since 1998 I have been teaching an undergraduate course at various universities around the world about our life in media. These courses generally have hundreds of students, with on average at least one-third of students coming from countries outside the one I happen to be teaching in. As part of my pedagogical approach, I regularly conduct an exercise inviting the students to talk about why they love (their) media so much. They do this by posting their personal answers on the group weblog “Why I Heart My Media” (whyiheartmymedia.com), which started in 2011. Students are free to share all their feelings about media, including more critical or otherwise fearful ones-the exercise is all about unearthing the full bandwidth of emotions about media. After perusing the responses of these young people, the affective motivations they have for (their) media can be divided into four thematic categories: self-expression, identity, belonging, and passion. Together, these feelings help us to understand love for media, as well as appreciate how fundamental this love is to our humanity.
自 1998 年以来,我一直在世界各地的多所大学教授本科课程,讲述我们在媒体中的生活。这些课程通常有数百名学生,平均至少有三分之一的学生来自我碰巧任教的国家以外的国家。作为我教学方法的一部分,我定期进行一项练习,邀请学生谈论他们为什么如此热爱(他们的)媒体。他们通过在 2011 年开始的小组博客“Why I Heart My Media”(whyiheartmymedia.com)上发布他们的个人答案来做到这一点。学生可以自由地分享他们对媒体的所有感受,包括更批判或其他恐惧的感受——这个练习就是为了挖掘关于媒体的全部情感。在仔细阅读了这些年轻人的反应之后,他们对(他们的)媒体的情感动机可以分为四个主题类别:自我表达、身份、归属感和激情。总之,这些感受有助于我们理解对媒体的热爱,并欣赏这种热爱对我们的人性有多么重要。
First of all, the students that contribute to the group blog love media because these devices allow them to express themselves. This can be done by sending or uploading something yourself-such as making a video and putting it on YouTube or TikTok or maintaining a photo gallery on Instagram-or by simply enjoying a nice movie or cool game. As one student puts it, “I like media because it allows me to escape from everyday problems.” One could argue that media are primarily so seductive because they offer us the opportunity to self-express and thus be ourselves (in
首先,为小组博客做出贡献的学生喜欢媒体,因为这些设备可以让他们表达自己。这可以通过自己发送或上传一些东西来完成——例如制作视频并将其放在 YouTube 或 TikTok 上或在 Instagram 上维护照片库——或者只是通过欣赏一部漂亮的电影或很酷的游戏来完成。正如一位学生所说,“我喜欢媒体,因为它让我能够逃避日常问题。有人可能会说,媒体之所以如此诱人,主要是因为它们为我们提供了自我表达的机会,从而成为我们自己(在

whatever form or version of ourselves), and media companies and professionals tend to make good use of that temptation. Examples thereof are incentives to share what we are consuming with others online (via social media or directly through a synchronized “watch party” on a streaming service) and to interact with content in different ways (by leaving comments, sharing stories with friends, liking and favoriting posts, voting for candidates on reality television shows, calling into radio broadcasts, submitting letters to the editor, etc.). Throughout the media industries, there has been a marked shift in thinking about audiences from reaching as many people as possible to getting a significant group of people really engaged with a specific product or service. With the decline of mass audiencesexpected to congregate around the same news headlines, television programs or blockbuster films-an emerging business strategy is that of engagement, trying to get us involved with a product using as many media as possible. The key to all this is to see the audience as more than just consumers, focusing on people’s preference to interact, express themselves, and be recognized when doing so. In this way, media industries tap into one of the most powerful emotions we have that explains our attachment to our various devices, channels, and platforms.
无论我们是什么形式或版本),媒体公司和专业人士往往会很好地利用这种诱惑。例如,激励我们在线与他人分享我们正在消费的内容(通过社交媒体或直接通过流媒体服务上的同步“观看派对”)以及以不同的方式与内容互动(通过发表评论、与朋友分享故事、点赞和收藏帖子、在真人秀节目中为候选人投票、拨打电台广播电话、 向编辑提交信件等)。在整个媒体行业,对受众的思考已经发生了明显的转变,从覆盖尽可能多的人转变为让大量人群真正参与到特定的产品或服务中。随着预计聚集在相同新闻标题、电视节目或大片周围的大众观众的减少,一种新兴的商业策略是参与,试图让我们使用尽可能多的媒体参与产品。这一切的关键是要把受众看作不仅仅是消费者,还要关注人们互动、表达自己和在互动时得到认可的偏好。通过这种方式,媒体行业利用了我们拥有的最强大的情感之一,它解释了我们对各种设备、渠道和平台的依恋。
In addition to self-expression, the ability to discover who we are explains a large part of our strong feelings about media. “Media is my life,” writes one of the students. “I wouldn’t know what I would do without media.” Another student adds, “I don’t exist without media,” referring to maintaining a profile on various online social networks. Others note that media benchmark their existence, for example, by tagging, recording, and archiving the places they have been, including the people they were with at the time. We furthermore associate media with who we are-our identitymainly because we can use and shape media in all kinds of ways as we please: “Media is practical, it is entertainment, media is really whatever you want. Maybe that’s why I love media: the way media can adapt to any lifestyle, including the kind of life you’d like to lead.” Here one of the students points out something significant: in the game that we play with our identity in media, we can give free rein to our hopes and ambitions. From a critical perspective, we might raise questions about how we in this way run the risk of creating a fantasy world for ourselves, losing all sense of reality in the process. A more optimistic look at this phenomenon recognizes that
除了自我表达之外,发现我们是谁的能力在很大程度上解释了我们对媒体的强烈感受。“媒体就是我的生命,”其中一名学生写道。“如果没有媒体,我不知道我该怎么办。”“另一名学生补充说,”没有媒体我就不存在“,指的是在各种在线社交网络上维护个人资料。其他人指出,媒体对他们的存在进行了基准测试,例如,通过标记、记录和存档他们去过的地方,包括他们当时一起去过的人。我们进一步将媒体与我们是谁——我们的身份联系起来,主要是因为我们可以随心所欲地以各种方式使用和塑造媒体:“媒体是实用的,它是娱乐的,媒体真的是你想要的任何东西。也许这就是我喜欢媒体的原因:媒体可以适应任何生活方式的方式,包括你想过的生活。在这里,其中一位学生指出了一些重要的事情:在我们在媒体中与我们的身份玩的游戏中,我们可以自由地发挥我们的希望和抱负。从批判的角度来看,我们可能会提出这样的问题,即我们如何以这种方式冒着为自己创造一个幻想世界的风险,在这个过程中失去了所有的现实感。对这一现象的更乐观的看法认识到

media provide a space for people to be themselves in a way that is perhaps not safe elsewhere (especially at home) because of issues related to identity, such as their sexual orientation or (lack of) religious beliefs.
媒体为人们提供了一个空间,让他们以一种在其他地方(尤其是在家里)可能不安全的方式做自己,因为与身份相关的问题,例如他们的性取向或(缺乏)宗教信仰。
Looking around to see where you belong and how you fit in is a natural desire for humans as the social animals we are. A third aspect of our love for media concerns all the feelings that accompany this notion of belonging. “I love my media because it keeps me in touch with my family and friends,” says one student after another. One of them further explains: “Last night when I was in my room my phone stopped working. I felt lost and cut off from everything and everyone. It’s sad but my phone is my connection to the world. That’s why I love media.” For many people, their significant others-loved ones, friends, and relatives-are scattered everywhere, across the country, region, and world. For them (and especially in pandemic times for so many), media are indispensable.
环顾四周,看看你属于哪里,你如何适应,这是人类作为社会性动物的自然愿望。我们对媒体的热爱的第三个方面涉及伴随这种归属感的所有感受。“我喜欢我的媒体,因为它让我与家人和朋友保持联系,”一个接一个的学生说。其中一位进一步解释说:“昨晚当我在房间里时,我的手机停止工作了。我感到迷茫,与所有事物和每个人隔绝。这很遗憾,但我的手机是我与世界的联系。这就是我喜欢媒体的原因。对于许多人来说,他们的重要他人——亲人、朋友和亲戚——分散在各个国家、地区和世界各地的任何地方。对他们来说(尤其是在疫情时期对许多人来说),媒体是必不可少的。
Beyond self-expression, identity play, and developing a sense of belonging, a fourth love for media can be distinguished from the various accounts on the WhyIHeartMyMedia website: the ability to have, express, and give meaning to what could be considered more extreme emotions. The chance to express strong emotions, to be passionate in whatever shape or form for which there is or seems to be no space elsewhere, makes media powerfully attractive. Some contributors to the group blog describe how they found old social media posts of themselves expressing heartache after a breakup or total elation seeing an amazing live performance. We probably all remember the first time hearing a certain song or seeing a particular movie scene that changed our life in some way, of ducking behind a friend’s shoulder during an especially scary moment of a film or laughing until you cried and regularly reliving that moment by looking up the clip of that segment on YouTube. Sometimes, as students and scholars, it is easy to forget such magical moments in and of media, so deeply involved as we are in our critical analyses, sophisticated research methods, and rigorous documentation of our findings. The various posts of students on the WhyIHeartMyMedia blog remind me of how amazing media can be and how important it is to be mindful of that. At the same time, the relative freedom to express extreme emotions in media also comes at a price: some people-predominantly men-clearly feel quite uninhibited to use online social networks to disseminate hate and find pleasure in attacking others
除了自我表达、身份游戏和培养归属感之外,对媒体的第四种热爱可以与 WhyIHeartMyMedia 网站上的各种账户区分开来:拥有、表达和赋予可能被认为是更极端的情感事物意义的能力。有机会表达强烈的情感,以任何形式或形式充满激情,而其他地方没有或似乎没有空间,这使得媒体具有强大的吸引力。该小组博客的一些贡献者描述了他们如何发现自己在分手后表达心痛或看到精彩现场表演时欣喜若狂的旧社交媒体帖子。我们可能都记得第一次听到某首歌或看到以某种方式改变了我们生活的特定电影场景,在电影中特别可怕的时刻躲在朋友的肩膀后面,或者笑到哭泣,并定期通过在 YouTube 上查找该片段的剪辑来重温那一刻。有时,作为学生和学者,很容易忘记媒体中和媒体中如此神奇的时刻,因为我们如此深入地参与我们的批判性分析、复杂的研究方法和对我们发现的严格记录。学生在 WhyIHeartMyMedia 博客上的各种帖子提醒了我媒体是多么神奇,以及注意这一点是多么重要。与此同时,在媒体上表达极端情绪的相对自由也是有代价的:一些人——主要是男性——显然觉得使用在线社交网络传播仇恨并从攻击他人中获得乐趣

(especially women and any kind of minorities). Such dark participation (as also discussed in chapter 4) is a regrettable byproduct of the love we have for media.
(尤其是女性和任何类型的少数群体)。这种黑暗的参与(正如第 4 章所讨论的)是我们对媒体的热爱的令人遗憾的副产品。

This is by no means a complete or comprehensive study, but I hope this account of the mediatization of love-in institutionalist terms, as the ways in which media scholars come to talk about and conceptualize our affective digital environment, and in constructionist terms, how we, in everyday life, give expression to our love for media-may be useful to further explore the concept, make it explicit, and contribute to our overall understanding of life in media.
这绝不是一项完整或全面的研究,但我希望这篇关于制度主义术语中爱的媒介化的描述,作为媒体学者来谈论和概念化我们的情感数字环境的方式,以及用建构主义的术语来说,我们如何在日常生活中表达我们对媒体的热爱——可能有助于进一步探索这个概念。 使其明确,并有助于我们对媒体生活的整体理解。

Media Love  媒体之爱

This chapter has been a deep dive into a variety of ways to consider, investigate, and understand our love for (and with) media. The importance of this topic cannot be underestimated: people care about their media, our devices and what we do with them are personal to us, and all the feelings associated with this color and shape the way we interact with and give
本章深入探讨了思考、调查和理解我们对媒体(以及与媒体)的热爱的各种方式。这个话题的重要性不容低估:人们关心他们的媒体、我们的设备以及我们如何使用它们对我们来说都是个人的,与这种颜色相关的所有感受都塑造了我们互动和给予的方式

meaning to the media in our lives. Taking this intimacy seriously is a way of taking responsibility for the fact that we study media in the first place. We love media.
对我们生活中的媒体的意义。认真对待这种亲密关系是一种对我们首先研究媒体的事实负责的方式。我们热爱媒体。
The exploration of media love followed a fundamental taxonomy of approaches to media, society, and everyday life, understanding media first as practice (focusing on the various ways in which people use media, second to look at the role of media as a form of mediation), dealing with the circulation and appropriation of information and ideas via media, and finally considering the mediatization of love-involving an appreciation of the central position and influence of media as one of society’s key institutions and of the ways in which we all make sense of our love for media. The principal material for this analysis were selected media textsnovels, television shows, films, online services, and mobile applicationsthat were subjected to a close reading, connected to each other through intertextuality, and articulated with broader cultural transformations. In doing so, the key theoretical and methodological tenets of media studies as a scholarly discipline were applied to achieve a slightly better understanding and appreciation of people’s love for media.
对媒体之爱的探索遵循了对媒体、社会和日常生活方法的基本分类法,首先将媒体理解为实践(关注人们使用媒体的各种方式,其次是研究媒体作为中介形式的作用),处理信息和思想通过媒体的流通和挪用, 最后,考虑爱的媒介化——包括欣赏媒体作为社会关键机构之一的中心地位和影响力,以及我们所有人理解我们对媒体的热爱的方式。本分析的主要材料是选定的媒体文本小说、电视节目、电影、在线服务和移动应用程序,这些文本经过仔细阅读,通过互文性相互联系,并与更广泛的文化变革相衔接。在此过程中,媒体研究作为一门学术学科的关键理论和方法论原则被应用于更好地理解和欣赏人们对媒体的热爱。
If anything, what we have learned from this exploration of media love is, first and foremost, how our love for communication fuels all media studies. Second, the issues discussed in this chapter inspire a renewed appreciation of the porous boundaries between media and life, opening our eyes to the intense feelings we have for and about media and how intimate our relations with and through media have become. When operationalizing media love as practice, we can take this literally and explore the use of media to find romantic love and to enable relations at a distance. A practical perspective on media additionally helps us to ask more fundamental questions about what happens because of our love for media-for example, when all this infatuation leads to problematic media use. In all these activities, we find much ambivalence and vulnerability, as well as adventure and fun. When exploring the mediation of love (and sex) in media, we can document an evolution of love between humans and media from scary, unsettling, and even hostile in the past to mostly equivocal, sometimes reciprocal, and possibly benign in contemporary literature, film, and television. Finally, when considering the mediatization of love, we get to
如果有的话,我们从这种对媒体之爱的探索中学到的,首先是我们对传播的热爱如何推动所有的媒体研究。其次,本章讨论的问题激发了我们对媒体和生活之间多孔界限的新认识,让我们看到我们对媒体的强烈情感,以及我们与媒体和通过媒体的关系变得多么亲密。当将媒体之爱作为实践进行作时,我们可以从字面上理解,并探索使用媒体来寻找浪漫的爱情并建立远距离的关系。对媒体的实用观点还有助于我们提出更基本的问题,即由于我们对媒体的热爱而会发生什么——例如,当所有这些迷恋导致有问题的媒体使用时。在所有这些活动中,我们发现了很多矛盾和脆弱,也发现了冒险和乐趣。在探索媒体中爱(和性)的中介时,我们可以记录人类与媒体之间爱的演变,从过去的可怕、令人不安甚至充满敌意,到当代文学、电影和电视中大多数模棱两可、有时是互惠的、可能是良性的。最后,在考虑爱的媒介化时,我们要

appreciate the affective role media play in people’s lives through the various reasons people have for loving (their) media.
通过人们热爱(他们的)媒体的各种原因,欣赏媒体在人们生活中所扮演的情感角色。
Love is not just important as a topic because it is an essential element of all our motivations for using media-it is pivotal as a primary force inspiring and moving us. Considering love carefully involves an appreciation of its transformative power. Love makes us take action, often doing things we would not normally do in an attempt to make something happen, in the process changing us and our environment. Love inspires and encourages hope-for a better way of living, a better world even. The potent mix of hope and action at the heart of love offers inspiration little else can aspire to. The various examples of media activism (as documented in chapter 6) all serve as reminders of the affective and aspirational qualities of media, and how people in and through media not just make worlds, but also inject their love, hopes, and dreams into those worlds.
爱不仅仅是一个重要的话题,因为它是我们所有使用媒体的动机的基本要素——它是激励和推动我们的主要力量的关键。仔细考虑爱包括欣赏它的变革力量。爱让我们采取行动,经常做我们通常不会做的事情,试图让某事发生,在这个过程中改变我们和我们的环境。爱激发和鼓励希望——追求更好的生活方式,甚至更美好的世界。爱的核心是希望和行动的有力结合,提供了其他人无法渴望的灵感。媒体行动主义的各种例子(如第 6 章所述)都提醒人们媒体的情感和抱负品质,以及人们在媒体中并通过媒体如何创造世界,并将他们的爱、希望和梦想注入这些世界。
Love is not just important as a topic because it is an essential element of all our motivations for using media-it is pivotal as a primary force inspiring and moving us.
爱不仅仅是一个重要的话题,因为它是我们所有使用媒体的动机的基本要素——它是激励和推动我们的主要力量的关键。
In the next chapter, we look more closely at how media love can also translate into media activism, as throughout history people have taken to media to change their world.
在下一章中,我们将更仔细地研究媒体之爱如何转化为媒体行动主义,因为纵观历史,人们利用媒体来改变他们的世界。
  1. https://whyiheartmymedia.com/.
    https://whyiheartmymedia.com/

6

Change Life  改变生活

People do not just use media as consumers nor more or less exclusively as producers. For many of us, we use media to change something in our lives and to change something in the world. It is in these instances that the boundary-erasing properties of a life in media become apparent, and this offers us a tremendous opportunity to both study and experience what living in media is really like.
人们不仅仅作为消费者使用媒体,也或多或少完全作为生产者使用媒体。对于我们中的许多人来说,我们使用媒体来改变我们生活中的某些东西,也改变世界上的某些东西。正是在这些情况下,媒体生活的边界擦除特性变得明显,这为我们提供了一个巨大的机会来研究和体验媒体生活的真实面貌。
In 2013, the American freelance programmer Ivan Pardo created the smartphone application Buycott to promote conscious consumerism. The premise of the app is that shoppers should know whether the products they buy meet ethical standards. With the app, you can scan the barcode of any product and find out information about the company that produces it. Buycott also allows users to support a wide variety of campaigns aimed at spreading awareness of unethical business practices.
2013 年,美国自由程序员 Ivan Pardo 创建了智能手机应用程序 Buycott,以促进有意识的消费主义。该应用程序的前提是购物者应该知道他们购买的产品是否符合道德标准。使用该应用程序,您可以扫描任何产品的条形码并查找有关生产它的公司的信息。Buycott 还允许用户支持各种旨在传播对不道德商业行为的认识的活动。
In 2009, the British artist Duncan Speakman organized the first “subtlemob”: an offline assembly of people, all listening to prerecorded soundtracks on their personal media devices-an integration of social and physical space intended to make the participants look more closely and carefully at their surroundings. In 2019, the project celebrated its tenth anniversary, having hosted such gatherings around the world.
2009 年,英国艺术家邓肯·斯皮克曼 (Duncan Speakman) 组织了第一次“微妙的暴民”:人们的离线集会,所有人都在他们的个人媒体设备上收听预先录制的配乐——社交和物理空间的整合旨在让参与者更仔细地观察周围的环境。2019 年,该项目庆祝成立十周年,并在世界各地举办了此类聚会。
During 2014, many people in Hong Kong peacefully demonstrated for direct democracy, protecting themselves with umbrellas against police pepper spray and the use of tear gas (in turn inspiring a movement of “umbrella art” throughout the city). The protesters used Facebook to organize the event, Twitter to keep the world updated as it was happening,
2014 年,许多香港人和平示威,要求直接民主,他们用雨伞保护自己免受警察的胡椒喷雾和催泪瓦斯的使用(反过来又激发了整个城市的“雨伞艺术”运动)。抗议者使用 Facebook 来组织这次活动,使用 Twitter 让世界了解最新情况,

and YouTube to show the events afterward-using the hashtag #UmbrellaRevolution to track all posts, uploads, and comments across platforms and generating much support and inspiring solidarity rallies all over the world (including in mainland China).
和 YouTube 在之后展示事件——使用标签 #UmbrellaRevolution 来跟踪跨平台的所有帖子、上传和评论,并在世界各地(包括中国大陆)产生大量支持和鼓舞人心的团结集会。
From 2014 onward, the world has been shocked by the footage of executions and other horrific propaganda materials distributed via social media by the militant group IS (Islamic State; Daesh in Arabic) operating in Iraq and Syria, with affiliate networks in Afghanistan and elsewhere. The posts, songs, and videos by IS were intended to terrify as well as serving as a recruitment tool, yet they also galvanized efforts throughout the Arab world to remix, parody, and make fun of their militant interpretation of Sharia (Islamic law).
从 2014 年开始,激进组织 IS(伊斯兰国;Daesh)在伊拉克和叙利亚开展业务,在阿富汗和其他地方设有附属网络。伊斯兰国的帖子、歌曲和视频旨在恐吓并作为招募工具,但它们也激发了整个阿拉伯世界对伊斯兰教法(Sharia)的激进解释的重新混合、模仿和取笑的努力。

A 2017 post on Twitter by the Hollywood actress Alyssa Milano using the hashtag #MeToo started a global trend of sharing experiences online of
2017 年,好莱坞女演员 Alyssa Milano 在 Twitter 上使用 #MeToo 标签的一篇帖子掀起了在线分享体验的全球趋势。

sexual abuse and harassment. The phrase was used originally in 2006 on the MySpace online social network (between 2005 and 2008 the largest of its kind), and similar postings about widespread sexual harassment spread virally across social media before 2017 (such as in Ukraine in 2016 with the hashtag #янебоюсясказати, meaning #IAmNotAfraidToSpeak) and afterward in different languages.
性虐待和性骚扰。该短语最初于 2006 年在 MySpace 在线社交网络上使用(2005 年至 2008 年期间,同类网络中最大的),类似的关于广泛性骚扰的帖子在 2017 年之前(例如 2016 年在乌克兰使用标签 #янебоюсясказати,意思是 #IAmNotAfraidToSpeak)和之后以不同的语言传播。
In all these instances, people used media to affect social changeengaging with the world through media in ways that obliterate the boundaries between online and offline life. The examples mentioned here indicate a variety of contemporary forms of media activism (each with different levels of societal relevance and impacts):
在所有这些情况下,人们利用媒体来影响社会变革,通过媒体以消除线上和线下生活之间界限的方式与世界互动。这里提到的例子表明了各种当代形式的媒体行动主义(每种形式都有不同程度的社会相关性和影响):
  • using media for fun (or simply artistically and aesthetically) to create awareness, instigate ethical debates, and deliberation about one’s mediated presence in public spaces;
    使用媒体来娱乐(或仅仅在艺术和美学上)来创造意识,煽动道德辩论,并就一个人在公共空间中的中介存在进行审议;
  • using media to inspire conscious shopping and other acts of participating more critically-reflexively in the daily rituals of everyday life;
    利用媒体激发有意识的购物和其他行为,以更批判性的方式参与日常生活的日常仪式;
  • using media to organize, coordinate, publicize and promote, archive and document, and galvanize support for political protests;
    利用媒体组织、协调、宣传和促进、存档和记录,并激发对政治抗议的支持;
  • using media to cause terror and to radicalize supporters for militant causes;
    利用媒体制造恐怖,使激进事业的支持者激进化;
  • using media to take part in a variety of activist campaigns (about issues profoundly affecting people’s private lives) without necessarily being physically co-present.
    利用媒体参与各种活动家活动(关于深刻影响人们私人生活的问题),而不必亲自出席。
This is just the tip of the iceberg of media activism, of course-more recent forms include data activism, involving practices by people and organizations using big data for political purposes or simply advocating more critical awareness about the collection of large amounts of data on citizens. Also, deliberately not using or even disabling media has become a form of media activism. In such cases of “disconnection activism,” media are used to disrupt or corrupt digital systems-for example, through coordinated denial-of-service attacks on certain websites or by installing software anonymizing one’s identity while using online devices and services. More subtle examples of disconnection activism are lifestyle
当然,这只是媒体激进主义的冰山一角——最近的形式包括数据激进主义,涉及个人和组织将大数据用于政治目的的做法,或者只是倡导对收集大量公民数据的更批判性意识。此外,故意不使用甚至禁用媒体已成为媒体激进主义的一种形式。在这种“断开连接行动主义”的情况下,媒体被用来破坏或破坏数字系统——例如,通过对某些网站进行协调的拒绝服务攻击,或者在使用在线设备和服务时安装匿名身份的软件。断开连接行动主义更微妙的例子是生活方式

choices, such as taking a news vacation, quitting online social networks and encouraging others to do so (the online service Web 2.0 Suicide Machine, for example, automates the “killing” of your accounts on Facebook, Twitter, and LinkedIn), going on a digital “detox” for a while, strictly curtailing screen time (for everyone in the household), and adopting company policies against sending work e-mails after office hours. Finally, as media come to matter more to people’s lives, there is much media activism about the media -for example, when fans take to the internet to create their own versions of existing franchises (i.e., fan fiction) or when avid viewers use social media to campaign for additional seasons of their favorite show or to protest the continuation of the contract for a particular musician, anchor, or actor based on their actions offstage or off-screen. Such types of media activism suggest a worldwide vigilant media audience, scrutinizing what people (especially public figures) do in media and calling and actively campaigning for either their continuation or cancelation.
选择,例如休假、退出在线社交网络并鼓励其他人这样做(例如,在线服务 Web 2.0 Suicide Machine 会自动“杀死”您在 Facebook、Twitter 和 LinkedIn 上的帐户),进行一段时间的数字“排毒”,严格减少屏幕时间(针对家中的每个人),并采用公司政策禁止在下班后发送工作电子邮件。最后,随着媒体对人们的生活越来越重要,媒体也有很多关于媒体的激进主义——例如,当粉丝们在互联网上创建他们自己的现有特许经营权(即粉丝小说)时,或者当狂热的观众使用社交媒体来宣传他们最喜欢的节目的额外季节或抗议特定音乐家的合同继续时, anchor 或 actor 的 actor 的 actor 的 action。这种类型的媒体行动主义表明全世界的媒体受众保持警惕,仔细审查人们(尤其是公众人物)在媒体上的行为,并呼吁并积极开展运动,要求他们继续或取消。
Media play a crucial role in processes of social change, and it certainly seems that in our current digital context people all over the world discover and appropriate media in a variety of ways to further their goals-whether these be personal or explicitly political. Following our definition of media, their involvement in societal transformation is never neutral:
媒体在社会变革过程中发挥着至关重要的作用,在我们当前的数字环境中,世界各地的人们似乎以各种方式发现和利用媒体来推进他们的目标——无论是个人的还是明确的政治目标。按照我们对媒体的定义,他们参与社会转型从来都不是中立的:
  • as distinct artifacts, media enable and shape activist or revolutionary networks, groups, and movements in specific ways;
    作为独特的人工制品,媒体以特定的方式支持和塑造活动家或革命家的网络、团体和运动;
  • using media for activist purposes inevitably includes and excludes particular people (based on having the ability, access, and motivation to use particular technologies); and
    将媒体用于活动家目的不可避免地包括和排除特定的人(基于拥有使用特定技术的能力、访问权限和动机);和
  • different kinds of media become a principal part of all the ways in which individuals as much as entire social movements organize and express themselves.
    不同种类的媒体与整个社会运动一样,成为个人组织和表达自己的所有方式的主要部分。
In this chapter, we explore the history and role of media activism, looking at various uses of media for social and political transformation while distinguishing between different types of media activism and considering what is new and significant about the current context of digital (often singularly social media-based) activism-such as #MeToo and
在本章中,我们探讨了媒体行动主义的历史和作用,研究了媒体在社会和政治转型中的各种用途,同时区分了不同类型的媒体行动主义,并考虑了当前数字(通常基于社交媒体)行动主义的新奇和重要之处——例如 #MeToo 和

#FridaysForFuture globally, #BLM (BlackLivesMatter) in the United States, #YoSoy132 in Mexico, #EleNão in Brazil, #FeesMustFall in South Africa, and so on. It is also crucial to note some problematic and critical aspects of media activism and engage with the debate about the kind of impact and success-if any-such actions and campaigns have in the “real” world of politics and social justice. Furthermore, we have to recognize the dangers of digital activism, as governments around the world tend to prosecute activists as criminals or even terrorists-often to protect the corporate interests of technology and telecommunications firms.
#FridaysForFuture 全球,美国的 #BLM (BlackLivesMatter)、墨西哥的 #YoSoy132、巴西的 #EleNão、南非的 #FeesMustFall 等。同样重要的是,要注意媒体行动主义的一些有问题和关键的方面,并参与关于此类行动和运动在政治和社会正义的 “真实 ”世界中产生的影响和成功(如果有的话)的辩论。此外,我们必须认识到数字激进主义的危险,因为世界各国政府倾向于将活动人士作为罪犯甚至恐怖分子进行起诉——这通常是为了保护技术和电信公司的企业利益。
The chapter concludes with an appreciation of the widespread appropriation of popular culture-such as the Avatar, Harry Potter, and Star Wars franchises, as well as rock and pop music-for civic and protest purposes, in true intertextual fashion (see chapter 2 as well). For better or worse, our media seem to have an aspirational quality, throughout history contributing to our desire to improve our lives and that of others. While industries seek to capitalize on our affective engagement with media, people and communities are definitely not without tactics or strategies to counteract, resulting in a fascinating and enduring struggle for (communication and symbolic) power. This is a truly global phenomenonwhich is a further indicator of the pervasiveness and ubiquity of media in people’s lives.
本章最后赞赏了流行文化(如《阿凡达》、《哈利波特》和《星球大战》系列,以及摇滚和流行音乐)以真正的互文方式被广泛挪用为公民和抗议目的(另见第 2 章)。无论好坏,我们的媒体似乎都有一种令人向往的品质,纵观历史,它有助于改善我们和他人的生活。虽然行业试图利用我们与媒体的情感互动,但人们和社区绝对不是没有策略或策略可以抵消,从而导致一场引人入胜且持久的争夺(沟通和象征性)权力的斗争。这是一个真正的全球现象,这进一步表明了媒体在人们生活中的普遍性和无处不在性。
For better or worse, our media seem to have an aspirational quality, throughout history contributing to our desire to improve our lives and that of others.
无论好坏,我们的媒体似乎都有一种令人向往的品质,纵观历史,它有助于改善我们和他人的生活。
On the Inseparability of Media and Social Change
论媒体与社会变革的不可分割性

In the context of activism, media are a medium for activists to communicate and interact, a space to raise awareness and provide visibility for social causes and revolutionary aspirations, and a battlefield where different people and groups try hard to get their voice heard and their cause recognized-a fight over impact and meaning in media that takes place in many localities, as well as on a global stage. Given the proliferation of media activism all over the globe, it may seem as if this engagement is a distinct sign of our times, a phenomenon engendered by the current omnipresence of (digital) media. As with every aspect of our life in media, this is not the case. Social movements, revolutionary groups and
在激进主义的背景下,媒体是活动家交流和互动的媒介,是提高认识并为社会事业和革命愿望提供可见性的空间,也是不同人和团体努力让他们的声音被听到、他们的事业得到认可的战场——一场发生在许多地方的媒体影响力和意义的斗争, 以及在全球舞台上。鉴于媒体行动主义在全球范围内的扩散,这种参与似乎是我们这个时代的一个明显标志,一种由当前无处不在的(数字)媒体产生的现象。就像我们在媒体生活中的方方面面一样,情况并非如此。社会运动、革命团体和

associations, people banding together in protest: the origins of all this run deep in the histories of societies around the world and can be seen as part of the engine that make contemporary democracies (as much as dictatorships) work. In all these histories, media play a formative role.
协会、人们联合起来抗议:这一切的根源深深植根于世界各地社会的历史中,可以被视为使当代民主(和独裁政权一样)运转的引擎的一部分。在所有这些历史中,媒体都起着塑造作用。
From the middle of the nineteenth century, women in various countriesincluding the United States, England, Germany, Australia, New Zealand, Finland, Norway, and Denmark-started to organize themselves around their right to vote in elections and around the issue of equal rights more generally. This, for example, led to the foundation of the International Woman Suffrage Alliance in 1904 in Berlin (Germany), an organization that continues to this day as the International Alliance of Women, a nongovernmental organization with representatives in major international councils, such as the United Nations, the Arab League, and the Council of Europe. The history of the international fight for women’s suffrage is, to a significant extent, a media history. Key to the success of the campaign after many decades of struggle was its effective use of media in myriad forms, including various printings, posters, postcards, editorial cartoons, advertising campaigns, and news releases to invite coverage of its parades, pageants, mass meetings, protests, and other mediagenic gatherings. During the twentieth century, another important role of media was the editorial support the movement enjoyed from some popular mainstream newspapers and magazines, next to the continuing professionalization of women’s own print publications. The significance of creating news outlets of their own cannot be underestimated, as such defiant efforts can be credited with helping to redefine what it meant to be a woman in male-dominated contexts and cultures. The movement also made good use of pamphleteering: distributing inexpensive printed statements everywhere to be read aloud in churches, in taverns and pubs, and at meetings. This practice had its origins in sixteenth-century England at a time of great debates around religious controversies and political upheaval. Next to newspapers that were still very much a medium for a small literate elite, pamphlet warfare proved to be a relatively quick and easy way to reach many people, even those without the skills to grasp the intricacies of the written word. Interestingly, despite most newspapers initially being openly hostile toward the suffragettes, they reported extensively on their meetings
从 19 世纪中叶开始,包括美国、英国、德国、澳大利亚、新西兰、芬兰、挪威和丹麦在内的多个国家的妇女开始围绕她们在选举中的投票权和更普遍的平等权利问题组织起来。例如,这导致 1904 年在柏林(德国)成立了国际妇女选举权联盟,该组织作为国际妇女联盟一直延续到今天,这是一个非政府组织,在联合国、阿拉伯联盟和欧洲委员会等主要国际理事会中设有代表。国际争取妇女选举权的历史在很大程度上是一部媒体史。经过几十年的斗争,该运动成功的关键是它有效地利用了各种形式的媒体,包括各种印刷品、海报、明信片、社论漫画、广告活动和新闻稿,以邀请报道其游行、选美、群众集会、抗议和其他媒体集会。在 20 世纪,媒体的另一个重要作用是该运动从一些流行的主流报纸和杂志获得编辑支持,其次是女性自己的印刷出版物的持续专业化。创建自己的新闻媒体的重要性不容低估,因为这种挑衅的努力可以被认为有助于重新定义在男性主导的环境和文化中作为女性的意义。该运动还充分利用了小册子:到处分发廉价的印刷声明,以便在教堂、小酒馆和酒吧以及会议上大声朗读。 这种做法起源于 16 世纪的英国,当时围绕宗教争议和政治动荡展开了激烈的辩论。除了报纸在很大程度上仍然是少数识字精英的媒介之外,事实证明,小册子战争是一种相对快速和简单的方式,可以接触到许多人,即使是那些没有技能掌握书面文字复杂性的人。有趣的是,尽管大多数报纸最初公开敌视妇女参政论者,但他们还是广泛报道了他们的会议

and events and published their letters-in part because the women’s movement made for sensational headlines helping to sell a lot of papers.
和活动并发表了她们的信件——部分原因是妇女运动成为耸人听闻的头条新闻,帮助销售了大量报纸。
The campaign for women’s rights around the world is but one among many examples of how activist campaigns cannot be understood separately from the role various media play in it. Its history also underscores the ways in which social movements can tactically co-opt the commercial mechanisms of corporate media to further their own goals-for example, by staging spectacular protests to generate attention-grabbing headlines-next to strategically developing autonomous media. The same conclusions can be drawn about more contemporary struggles, such as the various so-called indignation movements emerging in the 2010s. This includes the Arab Spring (throughout the Middle East and North Africa), the 15M movement and Los Indignados in Spain, the Occupy Wall Street initiative in the United States of September 2011 (in subsequent months spiraling into a global Occupy movement), the Come to the Street Movement (also known as the Brazilian Spring) in 2013 and its more conservative counterpart Movimento Brasil Livre (Free Brazil movement) from 2014 onward, and less highprofile yet equally significant forms of widespread resistance and political mobilizations involving the frenetic use of many different media, such as favela media activism in Brazil, township media activism in South Africa, and countless examples of community and Indigenous activist initiatives, projects, and movements throughout Africa, Latin America, and Australia (and elsewhere) involving community radio, online social networks, poster and flyer production, mobile messaging campaigns, staged events for the news media, and crucially the production of independent media. Common themes in many of these social movements are collective action for housing and other basic human rights, protests against police and state violence, and critical reactions to discrimination and racism-all in the context of intense and autonomous media use for activist purposes.
世界各地的妇女权利运动只是众多例子之一,说明不能将激进主义运动与各种媒体在其中的作用分开来理解。它的历史还强调了社会运动可以战术性地利用企业媒体的商业机制来推进自己的目标——例如,通过举办壮观的抗议活动来产生引人注目的头条新闻——除了战略性地发展自主媒体之外。对于更现代的斗争,例如 2010 年代出现的各种所谓愤慨运动,也可以得出同样的结论。这包括阿拉伯之春(整个中东和北非)、西班牙的 15M 运动和 Los Indignados、2011 年 9 月美国的占领华尔街倡议(在随后的几个月中演变成全球占领运动)、2013 年的 Come to the Street 运动(也称为巴西之春)以及 2014 年以后更保守的 Movimento Brasil Livre(自由巴西运动), 以及不太引人注目但同样重要的广泛抵抗和政治动员形式,涉及疯狂使用许多不同的媒体,例如巴西的贫民窟媒体激进主义、南非的乡镇媒体激进主义,以及非洲、拉丁美洲和澳大利亚(以及其他地方)涉及社区广播的社区和土著激进主义倡议、项目和运动的无数例子, 在线社交网络、海报和传单制作、移动消息活动、新闻媒体的舞台活动,以及至关重要的独立媒体的制作。 许多这些社会运动的共同主题是争取住房和其他基本人权的集体行动、对警察和国家暴力的抗议,以及对歧视和种族主义的批判性反应——所有这些都是在强烈和自主地使用媒体用于活动目的的背景下进行的。
Historically, social movements tended to emerge tied to a specific physical place, involving people operating in a local network and context, addressing issues close at hand: farmers rebelling against their landowners, citizens rallying against discriminatory practices in their neighborhoods, people protesting a social injustice experienced by someone in their community. Today, social movements are all that and much more in part because of media-sometimes even operating almost exclusively online. A
从历史上看,社会运动往往与特定的物理场所联系在一起,涉及在当地网络和环境中运作的人们,解决手头的问题:农民反抗他们的土地所有者,公民团结起来反对他们社区的歧视性做法,人们抗议他们社区中某人所经历的社会不公正。今天,社会运动就是这样,而且更多部分是因为媒体——有时甚至几乎完全在网上运作。一个

seminal example thereof was the Kony2012 campaign, propelled into the global spotlight by a short documentary published online on March 5, 2012, about the indicted war criminal Joseph Kony, a Ugandan cult and militia leader. The professionally produced film went viral on YouTube-it was the first video on the platform to reach over one million likes (and well over one hundred million views within the first six days of its release). The Kony2012 video was part of an awareness campaign about the atrocities committed by Kony and his followers in the hope of getting him hunted down and arrested. In the months to follow, the organization behind the documentary-Invisible Children-utilized a variety of media to get the public actively involved to continue the campaign, for example, by asking people to put up posters and wear T-shirts with a Kony2012 logo and making action kits available that included campaign buttons, posters, bracelets, and stickers. Various (American) celebrities endorsed the campaign as well, generating much publicity. Online, the response was massive-while offline participation remained rather limited. The phenomenon is an example of what is sometimes mockingly called slacktivism, as the campaign inspired people to participate through little more than sharing the video (and its core message) via media. The use of “slacking” in this context is interesting, as it suggests that those who choose to pursue their activism in media lack ambition, do not take responsibility, and are not really engaged with the issue at hand-simply because they solely (or mainly) use media to express their support. As a side note, the Kony documentary was the culmination of many years of lobbying and charity work by Invisible Children and its founder, Jason Russell—often via quirky media schemes, including the production (in 2006) of a silly dance video staged at a high school, featuring the message that children in Uganda were “in bad times” because of the horrors inflicted upon them by Kony’s army.
其中的开创性例子是 Kony2012 运动,2012 年 3 月 5 日在网上发布的一部关于被起诉的战争罪犯、乌干达邪教和民兵领袖约瑟夫·科尼 (Joseph Kony) 的短纪录片将该运动推向了全球聚光灯下。这部专业制作的电影在 YouTube 上风靡一时——这是平台上第一个获得超过 100 万个赞的视频(在发布的前六天内观看次数超过 1 亿次)。Kony2012 视频是关于 Kony 及其追随者犯下的暴行的宣传活动的一部分,希望能追捕和逮捕他。在接下来的几个月里,纪录片《看不见的孩子》背后的组织利用各种媒体让公众积极参与以继续这项活动,例如,要求人们张贴带有 Kony2012 标志的海报和穿着 T 恤,并提供包括活动按钮、海报、手环和贴纸在内的行动工具包。各种(美国)名人也为这项运动背书,产生了很大的知名度。线上的反响很大,而线下的参与度仍然相当有限。这种现象是有时被嘲笑地称为懒惰主义的一个例子,因为该活动仅通过媒体分享视频(及其核心信息)来激励人们参与。在这种情况下使用“偷懒”很有趣,因为它表明那些选择在媒体上追求行动主义的人缺乏雄心壮志,不承担责任,也没有真正参与手头的问题——仅仅是因为他们仅仅(或主要)使用媒体来表达他们的支持。 顺便说一句,科尼纪录片是隐形儿童组织及其创始人杰森·拉塞尔 (Jason Russell) 多年游说和慈善工作的结晶——通常是通过古怪的媒体计划,包括制作(2006 年)在一所高中上演的愚蠢舞蹈视频,该视频传达了乌干达儿童“处于困境”的信息,因为科尼的军队对他们施加了恐怖。
Grassroots and citizen activism, in short, occurs throughout history and can be plotted on a continuum from small-scale, street-level organizing to global and largely virtual forms of participation and engagement. While the role of media in processes of social change needs to be taken seriously, it would be a mistake to consider media as the causes or even the main drivers of protest, organization, cooperation, and coalition building by people in an attempt to change the world. The specific (social, cultural, economic, and
简而言之,草根和公民行动主义贯穿整个历史,并且可以绘制在一个连续体上,从小规模的街道组织到全球性的、主要是虚拟的参与和参与形式。虽然媒体在社会变革过程中的作用需要得到认真对待,但将媒体视为人们试图改变世界的抗议、组织、合作和建立联盟的原因甚至主要驱动力是错误的。特定的(社会、文化、经济和

political) context of a situation primarily affects both the ability of people to gain access to different kinds of media, as it shapes their motivation to take to the streets.
political) 情况的背景主要影响人们获得不同类型媒体的能力,因为它塑造了他们走上街头的动机。

Addendum: The Role of Media in War and Conflict
附录:媒体在战争和冲突中的作用

When states and governments opt for war, this can be understood as a horrific way to enact change in the world as well. The role of media in war and conflict has always been close, especially because of the major news value of warfare. War sells, and news coverage of combat and military action can contribute to the escalation, as well as de-escalation, of hostilities. The presence of journalists, cameras and microphones in hand, can prompt soldiers to start shooting. At the same time, ongoing news coverage of fighting and bloodshed has been known to negatively influence public support for war. Conflict journalism is complex, difficult, and often traumatic for the reporters involved. An often-used quote-attributed to several prominent politicians around the time of the First World War-is that in war, truth is the first casualty. While it can be true that journalists often struggle to report in times of war, a deliberate response can be to invest in conflict resolution journalism or peace journalism, whereby reporters and editors make choices of what to report and how to report it focusing on nonviolent opportunities to resolve conflict, uncovering the causes behind a war, and making sure to humanize all victims.
当国家和政府选择战争时,这也可以被理解为一种可怕的方式来改变世界。媒体在战争和冲突中的作用一直很密切,特别是因为战争具有重大的新闻价值。战争的推销以及关于战斗和军事行动的新闻报道都可能导致敌对行动的升级和降级。记者、相机和麦克风的存在可以促使士兵开始射击。与此同时,众所周知,关于战斗和流血事件的持续新闻报道会对公众对战争的支持产生负面影响。冲突新闻是复杂、困难的,而且对参与其中的记者来说往往是创伤性的。第一次世界大战期间几位著名政治家经常引用的一句话是,在战争中,真理是第一个受害者。虽然记者在战争时期经常难以报道,但深思熟虑的回应可能是投资于解决冲突的新闻或和平新闻,记者和编辑可以选择报道什么和如何报道,专注于解决冲突的非暴力机会,揭示战争背后的原因。 并确保所有受害者都人性化。
In the professional practice of peace journalism, there is specific attention for the various ways in which news and information gets manipulated by the warring parties. This highlights the role of governments and other state actors in times of war, including the military, when it comes to media. During (the run up to) the war, states tend to expect compliance and support of their national media, often introducing new laws in service of the war effort. During the Russo-Ukrainian war (from 2014 onward), for example, the Russian government made it illegal for their news media to refer to the Russian invasion of 2022 other than as a “special military operation,” while the Ukrainian government issued a decree that combined nationwide TV channels into one platform-arguing that “in a state of war, the implementation of a unified information policy is a priority issue of national security.” Especially since the rise of mass media in the early twentieth century, nations at war increasingly rely on media as part of the military
在和平新闻的专业实践中,特别关注交战各方纵新闻和信息的各种方式。这凸显了政府和其他国家行为者在战争时期(包括军队)在媒体方面的作用。在战争期间(准备阶段),各州往往期望其国家媒体的遵守和支持,通常会引入新的法律来为战争努力服务。例如,在俄乌战争期间(从 2014 年开始),俄罗斯政府规定他们的新闻媒体将 2022 年的俄罗斯入侵称为“特别军事行动”是非法的,而乌克兰政府则颁布了一项法令,将全国电视频道合并为一个平台——认为“在战争状态下,实施统一信息政策是国家安全的优先问题”。特别是自 20 世纪初大众媒体兴起以来,处于战争中的国家越来越依赖媒体作为军队的一部分

effort. This includes the use of propaganda during the First World War (1914-1918), which led to much hand-wringing afterward about the perceived power of such persuasive media. Before that, colonial powers such as France and the British Empire enacted deliberate policies to suppress rebellious movements and influence subjugated populations, whereas the United States in its wars in Vietnam and Iraq committed to a strategy of “winning the hearts and minds” of the local people. These influencing tactics always included media, such as producing news in local languages to promote efforts (by occupying forces) to help Indigenous people, dropping leaflets from planes calling on people to support their efforts, broadcasting positive news on local and community radio in native languages, and so on.
努力。这包括第一次世界大战(1914-1918 年)期间的宣传使用,这导致事后对这种有说服力的媒体的感知力量感到非常不安。在此之前,法国和大英帝国等殖民大国制定了深思熟虑的政策来镇压叛乱运动并影响被征服的人口,而美国在越南和伊拉克的战争中则致力于“赢得当地人的民心”的战略。这些影响策略总是包括媒体,例如用当地语言制作新闻以促进(占领军)帮助原住民的努力,在飞机上投放传单呼吁人们支持他们的努力,在当地和社区广播中以母语广播正面新闻,等等。
What makes the contemporary context for the role of media in war and conflict of such importance for our considerations of life in media is the military notion of hybrid warfare, whereby a nation’s government and military combine information warfare (specifically, propaganda and disinformation campaigns) and cyber warfare (attacks to weaken or destroy an opponents’ information and communication infrastructure) with conventional warfare (which would involve an invasion with troops, tanks, and other military equipment). The concept is not necessarily new as it can be traced back as far as to the wars between Athens and Sparta in ancient Greece, and it has been taken up in military discourse around the world (including, for example, in China and among terrorist networks like IS). There is a specifically Russian equivalent to hybrid warfare called gibridnaya voyna that defines the country’s approach to war, the primary purpose of which is to subvert, manipulate, and confuse the enemy-in Russia’s case, the West. The governing idea is that media are used in all kinds of different ways to undermine whatever the enemy is doingincluding meddling in the elections of other countries, fueling social and political polarization (e.g., through coordinated campaigns on social media), engaging in hacking attempts of foreign computer systems, and especially by producing an endless variety of stories, alternate theories, and counterfactual statements aimed to distort and pervert any kind of consensual message or narrative coming from the enemy. The notion of hybrid war seems directly inspired by the digital environment we all find
对于我们思考媒体生活而言,媒体在战争和冲突中的作用的当代背景如此重要的原因是混合战争的军事概念,即一个国家的政府和军队将信息战(特别是宣传和虚假信息运动)和网络战(削弱或摧毁对手信息和通信基础设施的攻击)与常规战争(这将涉及军队入侵, 坦克和其他军事装备)。这个概念不一定是新的,因为它可以追溯到古希腊雅典和斯巴达之间的战争,并且它已经被用于世界各地的军事话语中(包括,例如,在中国和伊斯兰国等恐怖主义网络中)。有一种特别相当于俄罗斯的混合战争,称为 gibridnaya voyna,它定义了该国的战争方法,其主要目的是颠覆、纵和迷惑敌人——就俄罗斯而言,是西方。其主导思想是,媒体以各种不同的方式被用来破坏敌人正在做的事情,包括干预其他国家的选举,助长社会和政治两极分化(例如,通过社交媒体上的协调活动),参与外国计算机系统的黑客攻击企图,特别是通过制作无穷无尽的故事, 替代理论和反事实陈述旨在歪曲和歪曲来自敌人的任何类型的共识信息或叙述。混合战争的概念似乎直接受到我们都发现的数字环境的启发

ourselves in, turning warfare into an unlimited (and possibly never-ending) enterprise.
我们自己参与进来,将战争变成一项无限的(也可能是永无止境的)事业。

Within the current digital environment and in the context of hybrid warfare, media play a profound role in armed conflict. Beyond the parties involved trying to control media and steer the narrative, it must be noted that in the twenty-first century everyone directly and indirectly involved in war produces media on the conflict, making any kind of real control over the message an almost impossible task. Keeping the Russo-Ukrainian war example as a case in point, it is truly striking to see all kinds of parties engaged in telling stories and providing versions of the war, including (but not limited to)
在当前的数字环境和混合战争的背景下,媒体在武装冲突中发挥着深远的作用。除了试图控制媒体和引导叙事的各方之外,必须指出的是,在 21 世纪,每个直接或间接参与战争的人都在制作关于冲突的媒体,这使得对信息的任何形式的真正控制几乎都是一项不可能完成的任务。以俄乌战争为例,看到各种各方参与讲述故事和提供战争版本,包括(但不限于)
  • the respective presidents and their governments;
    各自的总统及其政府;
  • the armies involved, both officially sanctioned communiqués and soldiers on the ground uploading smartphone and drone footage of what they are doing;
    参与其中的军队,包括官方批准的公报和地面士兵上传他们正在做什么的智能手机和无人机镜头;
  • thousands of Ukrainian and foreign journalists (and their local helpers, often called fixers, stringers, or producers);
    数以千计的乌克兰和外国记者(以及他们的当地帮手,通常被称为协调人、特约工或制片人);
  • all kinds of other professional media makers in Ukraine, such as famous film directors, musicians and bands, game developers, and advertising and marketing creatives; and
    乌克兰的各类其他专业媒体制作人,如著名电影导演、音乐家和乐队、游戏开发者以及广告和营销创意人员;和
  • people both locally and all over the world using platforms, chat applications, and social media, such as TikTok, Facebook, YouTube, Telegram, and Twitter.
    本地和世界各地的人们使用平台、聊天应用程序和社交媒体,例如 TikTok、Facebook、YouTube、Telegram 和 Twitter。
Each actor on the media battlefield produces, distributes, and shares a complex variety of media, utilizing an equally bewildering variety of platforms, services, and technologies. A direct consequence of this collective construction of the war is how the conflict is made in media differently, depending on where and who you are (in the world).
媒体战场上的每个参与者都利用同样令人眼花缭乱的各种平台、服务和技术来制作、分发和共享各种复杂的媒体。这种对战争的集体建构的直接后果是,媒体对冲突的描述方式不同,这取决于你在哪里和你是谁(在世界上)。

Revolution, Rebellion, and Activism in Media
媒体中的革命、反叛和激进主义

While protest movements, rebellions, and revolutions have always been a crucial aspect of human history, activism is a relatively new term, introduced in the mid-1970s to refer to the ability and intention of people to act to bring about social or political change-without necessarily resorting to violent uprisings or otherwise radical action. The term gained prominence largely in response to a rapid expansion of protest movements and identity politics around the world, as Indigenous populations-from Basque nationalists in Spain to Native Americans in the United States, including a Māori renaissance in New Zealand and anti-apartheid student uprisings in the townships of South Africa-as well as groups such as gay men, lesbians, and women organized to oppose discriminatory laws and pursue government support for their interests. While some of these struggles certainly involved violent action and suppression, it did not lead to the kind of civil wars, mass rebellions, or nationwide armed conflicts as with, for example, the American, European, Russian, or Chinese revolutions (occurring between the late eighteenth to the mid-twentieth centuries).
虽然抗议运动、叛乱和革命一直是人类历史的一个重要方面,但激进主义是一个相对较新的术语,于 1970 年代中期引入,指的是人们采取行动带来社会或政治变革的能力和意图——而不必诉诸暴力起义或其他激进行动。这个词之所以受到重视,主要是为了应对世界各地抗议运动和身份政治的迅速扩张,因为原住民——从西班牙的巴斯克民族主义者到美国的美洲原住民,包括新西兰的毛利文艺复兴和南非乡镇的反种族隔离学生起义——以及男同性恋者等群体, 女同性恋者和妇女组织起来反对歧视性法律,并为她们的利益寻求政府支持。虽然其中一些斗争肯定涉及暴力行动和镇压,但它并没有导致那种内战、大规模叛乱或全国性的武装冲突,例如美国、欧洲、俄罗斯或中国革命(发生在 18 世纪末至 20 世纪中叶之间)。
The relatively recent switch from rebellion and revolution to activism in the way people band together to change the(ir) world does make one wonder what made it such a global force from the second half of the twentieth century onward. Beyond the particulars of local conditions, placebound protests and grievances, and struggles particular to a certain community, country, or region, some general trends can be discerned. First and foremost, we have to consider the political context of widespread protest. Scholarship suggests that the larger the gap between what people want from their society and a government’s ability to adjust to the demands of the people (further framed by the level of democracy in a country), the more likely people are to take matters into their own hands. Economic indicators also play a prominent role, as precarity proves to be a powerful motivator for activism. Beyond such general indicators predicting the potential for activism, people’s personal values and ideals cannot be ignored. Since 1981, the World Values Survey has been documenting social, political, economic, religious, and cultural values of people through regular surveys in more than 120 societies all over the world. The project’s goal is to assess how people’s values change over time. Researchers involved with the project note that rising levels of education combined with the spread of self-expression predict the motivation and tendency of people to demand (and gain) more freedom of choice in how to live their own lives. In other words, in the modern era, a high level of existential security encourages openness to change, diversity, and new ideas-as much as poverty, oppression, and misery propel people into action. Regardless of important differences in culture, location, and context, the breeding ground for activism seems to have deepened and broadened in the last couple of decades, and cannot be disentangled from people’s access to-and comfort with-media.
相对较近的从叛乱和革命到激进主义的转变,人们团结起来改变世界的方式确实让人想知道是什么让它从 20 世纪下半叶开始成为如此全球的力量。除了当地条件、地方性的抗议和不满以及某个社区、国家或地区特有的斗争等细节之外,还可以辨别出一些总体趋势。首先,我们必须考虑广泛抗议的政治背景。学术研究表明,人们希望从社会得到的东西与政府适应人民需求的能力之间的差距越大(进一步受到一个国家的民主水平的构成),人们就越有可能把事情掌握在自己手中。经济指标也起着突出的作用,因为不稳定性被证明是激进主义的强大动力。除了这些预测行动主义潜力的一般指标之外,人们的个人价值观和理想也不容忽视。自 1981 年以来,世界价值观调查一直在通过对全球 120 多个社会的定期调查来记录人们的社会、政治、经济、宗教和文化价值观。该项目的目标是评估人们的价值观如何随着时间的推移而变化。参与该项目的研究人员指出,教育水平的提高与自我表达的普及相结合,预示着人们要求(并获得)在如何过自己的生活方面有更多自由的动机和倾向。换句话说,在现代,高水平的存在安全鼓励对变化、多样性和新思想的开放性——就像贫困、压迫和苦难推动人们采取行动一样。 无论文化、地点和背景存在重大差异,激进主义的滋生地似乎在过去几十年中已经加深和扩大,并且无法与人们接触媒体和舒适媒体脱钩。
In a context of generally rising standards of living around the world (especially for those born after the Second World War), the role of media comes into sharper focus. Regarding the mass media of print newspapers and magazines, radio, television, and film, throughout the twentieth century, people increasingly got exposed to ways of living, value systems, and information from sources and places unseen and unheard of before. Media are a universal comparison machine, showing us how “the other half” lives. With the introduction of (personal) computers, the internet, and later on the
在世界各地生活水平普遍提高的背景下(尤其是对于二战后出生的人),媒体的作用变得更加突出。关于印刷报纸和杂志、广播、电视和电影等大众媒体,在整个 20 世纪,人们越来越多地接触到生活方式、价值体系以及来自以前看不见和闻所未闻的来源和地方的信息。媒体是一台万能的比较机器,向我们展示“另一半”是如何生活的。随着(个人)计算机的引入、互联网以及后来的
World Wide Web and mobile communication, we are drawn into a world that we can participate in-with the push of a button, the click of a mouse, the movement of a joystick, a screen tap or a swipe, and the rattling of keys on a keyboard. Despite the efforts of corporate publishers and technology companies to close down and control the ways in which we use our devices -for example, through closed app stores (instead of maintaining an open marketplace for all transactions), cloud-based storage (rather than using your own hard drive), and subscription software (contrasted with one-off sales or open-source software that would free up programs for us to modify and use as we please)-people all over the world find supporters for their cause, self-organize, express their opinions and protest, and make a difference beyond the screen.
万维网和移动通信,我们被吸引到一个我们可以参与其中的世界——只需按一下按钮、点击鼠标、移动纵杆、点击屏幕或滑动,以及键盘上的按键嘎嘎作响。尽管企业出版商和技术公司努力关闭和控制我们使用设备的方式——例如,通过封闭的应用商店(而不是为所有交易维护一个开放的市场)、基于云的存储(而不是使用您自己的硬盘)和订阅软件(与一次性销售或开源软件形成对比,它们可以释放程序供我们随意修改和使用)——世界各地的人们为他们的事业寻找支持者,自我组织,表达他们的观点和抗议,并在屏幕之外有所作为。
In our digital environment, we tend to use the same platforms and networks that activists use to publish and consume all kinds of content, making it much more likely that we stumble across critical debates, political messages, and calls to action that we would otherwise miss. Despite efforts by such platforms as Facebook or TikTok to be seen as neutral facilitators, they end up being quite political in how they are used as vehicles for both funny memes and campaigns for social change. The Russo-Ukrainian conflict shows that even in times of war digital media and online social networks play crucial roles for mobilization, either to rally people to support and defend a country under attack or to influence and steer people toward propaganda and disinformation intended to promote an aggressor. Interestingly, when platform providers step in to, for example, ban certain practices-or when governments threaten to shut down popular sitespeople can all of a sudden become activists simply because their favorite network or service to share fun facts with friends stops working. Sharing, connecting, and participating are all activities that are designed into our digital environment-whether we, companies and corporations, security forces, dictators, or governments like it or not. Other than completely pulling the plug, there is always a possibility that people get involved with some kind of activist cause or campaign who otherwise would not consider themselves to be politically engaged at all.
在我们的数字环境中,我们倾向于使用活动家用来发布和消费各种内容的相同平台和网络,这使得我们更有可能偶然发现我们本来会错过的批判性辩论、政治信息和行动呼吁。尽管 Facebook 或 TikTok 等平台努力被视为中立的促进者,但它们最终在如何被用作搞笑模因和社会变革运动的工具方面颇具政治性。俄乌冲突表明,即使在战争时期,数字媒体和在线社交网络在动员方面也发挥着至关重要的作用,要么团结人们支持和保卫受到攻击的国家,要么影响和引导人们进行旨在宣传侵略者的宣传和虚假信息。有趣的是,当平台提供商介入,例如,禁止某些做法时,或者当政府威胁要关闭受欢迎的网站时,人们可能会突然成为活动家,仅仅因为他们最喜欢的与朋友分享有趣事实的网络或服务停止工作。分享、连接和参与都是为我们的数字环境而设计的活动——无论我们、公司和公司、安全部队、独裁者还是政府是否喜欢。除了完全拔掉插头之外,人们总是有可能参与某种激进主义事业或运动,否则他们根本不会认为自己参与政治。
From a life in media perspective, it could be argued that the potential for (and global expansion of) participation and activism is, at least in part, also due to a subtle shift throughout the twentieth and twenty-first centuries
从媒体生活的角度来看,可以说参与和行动主义的潜力(和全球扩张)至少部分是由于整个 20 世纪和 21 世纪的微妙转变

from a “sit-back-and-be-told” media culture (particular to mass media) to today’s abundant “making-and-doing” media (based on personal computing). This corresponds with a historical evolution from “read-only” culture-where most people could only read, listen to, or watch prepackaged and professionally produced media-to todays’ ubiquity of “read and write” technologies, inviting more interactive uses of media. This development got its start with audio cassette recording (in the 1960s), home video taping (starting in the 1970s), programmable personal computers (appearing in households in the 1980s), and the introduction of rewritable CDs (in the late 1990s). In each instance, more people were drawn into an increasingly customizable, interactive, and participatory media environment. The global shift online further led to participation in internet forums, blogs and vlogs, podcasts, and all of today’s social media. Of course, this history is neither a neat progression nor does it work similarly (or seamlessly) around the world. However, it can be argued that the material context of our digital environment prefers us to take action and to engage rather than to sit back, relax, and consume.
从“坐下来被告知”的媒体文化(特别是大众媒体)到今天丰富的“制造和行动”媒体(基于个人计算)。这与从“只读”文化(大多数人只能阅读、收听或观看预先打包和专业制作的媒体)到今天无处不在的“读写”技术的历史演变相对应,从而邀请了媒体的更多互动使用。这一发展始于盒式录音(1960 年代)、家庭录像(从 1970 年代开始)、可编程个人电脑(1980 年代出现在家庭中)和可擦写 CD 的引入(1990 年代后期)。在每一次事件中,都有更多的人被吸引到一个日益可定制、互动和参与性的媒体环境中。全球在线化进一步导致了互联网论坛、博客和视频博客、播客以及当今所有社交媒体的参与。当然,这段历史既不是一个整齐的进展,也不是在世界范围内以相似(或无缝)的方式运作。然而,可以说,我们数字环境的物质环境更希望我们采取行动和参与,而不是坐下来放松和消费。
As shown in the case of the worldwide women’s rights movement (and all other social movements), activism is inseparable from both its representation in news media and its ability to utilize and self-produce media. Throughout history, different types of media have been appropriated for activist purposes in medium-specific ways. Print media have been creatively used to copy and distribute leaflets (such as neighborhood newsletters), with people, for example, cutting and pasting clippings from magazines and newspapers to assemble new narratives. Radio from its early days also spawned a lively field of hobbyists as well as activists producing free radio, sometimes labeled as “pirate” radio-referring to unlicensed or otherwise unauthorized transmissions through the airwaves. On television, the movement toward activist and do-it-yourself media has been perhaps less widespread, even though groups of people set up independent stations and signal transmitters around the world, in places as varied as Jamaica, Saudi Arabia, Ireland, Israel, Canada, Italy, Greece, and Spain. Although quite a few of these pirate media were distinctly commercial in structure and operation, the philosophy of the movement tended to be much more activist in character-with the operators and facilitators of such stations pointing out that the airwaves belong to the people, emphasizing their
正如全球女权运动(以及所有其他社会运动)所表明的那样,激进主义与其在新闻媒体中的代表性以及利用和自我生产媒体的能力密不可分。纵观历史,不同类型的媒体以特定于媒体的方式被挪用用于活动家目的。印刷媒体被创造性地用于复制和分发传单(例如社区通讯),例如,人们从杂志和报纸上剪切和粘贴剪报以组合新的叙述。无线电从早期开始还催生了一个活跃的业余爱好者和活动家领域,制作免费无线电,有时被贴上“海盗”无线电的标签——指的是未经许可或其他未经授权的无线电波传输。在电视上,向活动家和自己动手的媒体的运动可能不太普遍,尽管有一群人在世界各地建立了独立的电台和信号发射器,地点包括牙买加、沙特阿拉伯、爱尔兰、以色列、加拿大、意大利、希腊和西班牙。尽管这些盗版媒体中有相当多在结构和运营上具有明显的商业色彩,但该运动的理念在性质上往往更加激进——这些电台的运营商和促进者指出电波属于人民,强调他们的

allegiance to amplifying the stories and opinions of individuals and communities not able to express themselves in media otherwise. The power of scheduling and influencing public opinion is not the only characteristic of mass media institutions. Indeed, the history of media as an industry is also very much a history of Indigenous, community, alternative, and diasporic networks claiming and securing voices of their own vis-à-vis state or corporate media offerings. In a digital context, the production of independent, or indie, media has proliferated, despite (as well as in outright opposition to) an ever-increasing commercial presence online.
致力于放大无法在媒体上表达自己的个人和社区的故事和观点。调度和影响公众舆论的力量并不是大众媒体机构的唯一特征。事实上,媒体作为一个行业的历史在很大程度上也是一部土著、社区、另类和侨民网络在国家或企业媒体产品中声称和确保自己的声音的历史。在数字环境中,独立或独立媒体的制作已经激增,尽管(以及完全反对)在线商业存在不断增加。
A case in point is the rise of Independent Media Centers (better known as Indymedia, or Centro de Medios Independientes in Spanish-speaking countries) from 1999 onward. With protests against what many saw as unbridled capitalist expansion gearing up around the world during the 1990s-embodied in intergovernmental financial-economic networks, such as the World Trade Organization (WTO), the World Economic Forum (WEF), and the International Monetary Fund (IMF), as the targets of such criticism-plans were made by activists to network, coordinate, and publish the various actions, demonstrations, and initiatives on a single platform. The first Independent Media Center (IMC), made possible by donated computers and running on open publishing software, came online to cover the intense protests against a WTO meeting in Seattle in November 1999, followed by similar IMCs operating in Melbourne around protests against the WEF, and in the Czech Republic vis-à-vis a meeting of the IMF in Prague (in 2000). The activists involved coupled the end-to-end infrastructure of the internet-connecting computers from all over the world to each other without much control, oversight, or hierarchy-with emerging networks of resistance and protest worldwide. With the rallying cry “make media, make trouble,” volunteers used the IMC website to mobilize support and organize protests, publish news and report in real time on events and demonstrations, write short posts, produce audio and video, and host active discussions. A print publication (called The Blind Spot) was also published to accommodate those without internet connection. Many more Indymedia sprang up all over the world, forming loose coalitions of a variety of existing and new protest groups and social movements. From a life in media point of view, it is fascinating to note that observers and
一个很好的例子是 1999 年以后独立媒体中心(更广为人知的是 Indymedia,或西班牙语国家的 Centro de Medios Independientes)的兴起。随着 1990 年代世界各地爆发了反对许多人认为的资本主义肆无忌惮扩张的抗议活动——体现在政府间金融经济网络中,例如世界贸易组织 (WTO)、世界经济论坛 (WEF) 和国际货币基金组织 (IMF),作为此类批评的目标——活动家制定了网络、协调和公布各种行动的计划, 演示和倡议。第一个独立媒体中心 (IMC) 由捐赠的计算机实现,并在开放出版软件上运行,上线以报道 1999 年 11 月在西雅图举行的反对 WTO 会议的激烈抗议活动,随后在墨尔本围绕反对 WEF 的抗议活动开展类似的 IMC,并在捷克共和国针对布拉格的 IMF 会议(2000 年)。参与其中的活动家将来自世界各地的互联网连接计算机的端到端基础设施与世界各地新兴的抵抗和抗议网络相结合,而没有太多的控制、监督或等级制度。在“制造媒体,制造麻烦”的口号下,志愿者使用 IMC 网站动员支持和组织抗议活动,发布新闻并实时报道事件和示威活动,撰写短文,制作音频和视频,并主持积极的讨论。还出版了一份印刷出版物(称为 The Blind Spot)以适应那些没有互联网连接的人。更多的 Indymedia 在世界各地涌现,形成了由各种现有和新的抗议团体和社会运动组成的松散联盟。 从媒体生活的角度来看,值得注意的是,观察者和

participants at the time likened the fluid organizational structures of IMCs to the infrastructure of the internet itself.
当时的参与者将 IMC 的流动组织结构比作互联网本身的基础设施。
At the time, I was working with a colleague in Amsterdam, Sara Platon, who was involved with setting up Indymedia in Sweden and the Netherlands, witnessing up close the complexities involved. After much enthusiasm and energy in the first years, Indymedia faced some serious problems. In several countries, its volunteers were persecuted and arrested, web servers seized, and some centers ordered closed by law. Within the movement-a loosely organized, globally networked constellation of various groups without clear leadership-tensions emerged, for example, between those involved with maintaining the technological infrastructure and the activists pursuing various political agendas. There were also fierce debates online about (potential) sources of funding for the various Indymedia, illustrating the difficulty of reaching consensus across a global network. Similar struggles took place during the global Occupy protests of 2011 (and beyond).
当时,我正在与阿姆斯特丹的一位同事 Sara Platon 合作,她参与了在瑞典和荷兰建立 Indymedia 的工作,亲眼目睹了其中的复杂性。在最初几年充满热情和精力之后,Indymedia 面临着一些严重的问题。在一些国家,它的志愿者受到迫害和逮捕,网络服务器被没收,一些中心被依法勒令关闭。在这场运动中——一个组织松散、全球网络化的各种团体星座,没有明确的领导层——出现了紧张关系,例如,在参与维护技术基础设施的人和追求各种政治议程的活动家之间。网上也存在关于各种 Indymedia 的(潜在)资金来源的激烈辩论,这表明在全球网络中达成共识的难度。类似的斗争发生在 2011 年(及以后)的全球占领抗议活动期间。
While people in local IMCs organized face-to-face, many IMC projects had international involvement, and discussion about them happened primarily through email lists and, secondarily, through chat channels, breaking down the boundaries between local and global information flows and protests. The independence of Indymedia was also not strict, as the software code and content of the various websites were made and maintained by people that were, in one way or another, affiliated with many different groups and movements providing their own content, representing a wide variety of perspectives and goals. Independent in the context of Indymedia rather meant being free from commercial and corporate interests, as the main premise of Indymedia as a form of media activism was a vital critique of commercial, corporate mainstream media organizations, next to acting as a publishing and organizational hub for various protest initiatives. During the 1999 protests, the IMC site in Seattle had an average of two and a half million visitors every two hours. This high figure doubled during intense protests around the meeting of the so-called Group of Eight (G8) major economies in Genoa in 2001. At its height, there were well over 150 Indymedia worldwide. Today, only a handful remain.
虽然当地 IMC 的人们面对面组织起来,但许多 IMC 项目都有国际参与,关于它们的讨论主要通过电子邮件列表进行,其次是通过聊天渠道进行,打破了本地和全球信息流和抗议之间的界限。Indymedia 的独立性也不严格,因为各种网站的软件代码和内容是由以某种方式隶属于许多不同的团体和运动的人制作和维护的,这些团体和运动提供自己的内容,代表各种各样的观点和目标。在 Indymedia 的背景下,独立意味着不受商业和企业利益的影响,因为 Indymedia 作为一种媒体激进主义形式的主要前提是对商业、企业主流媒体组织的重要批评,其次是充当各种抗议活动的出版和组织中心。在 1999 年的抗议活动期间,西雅图的 IMC 站点平均每两个小时就有 250 万访客。在 2001 年热那亚所谓的八国集团 (G8) 主要经济体会议周围的激烈抗议活动中,这一高数字翻了一番。在鼎盛时期,全球有超过 150 家 Indymedia。今天,只剩下少数几个。
Independent Media Centers and the various social movements and groups of protesters that powered them were rooted in a surge of what can be called
独立媒体中心以及为它们提供动力的各种社会运动和抗议团体植根于可以称为的浪潮

cyberactivism starting in the mid-1990s as activists around the world embraced online bulletin boards and discussion forums, internet chat channels, email lists, and fledgling websites to get organized and spread the word about their causes and actions. A benchmark example thereof is the creative use of the internet to garner support for their cause by the Zapatista Army of National Liberation (from 1994 onward). The Zapatistas-a grassroots resistance movement based in southern Mexico-seek Indigenous control over land and resources, using guerilla radio, bulletin board systems, email lists, websites, and other media strategies to set up a network of Indigenous peoples in the region, across the Americas, and elsewhere. One of their rallying cries is to “become the media” as a way to develop networks of alternative communication rather than relying on established media forms and organizations. Starting in 1996, the Zapatistas organized annual Intercontinental Indigenous Encounters, at times hosting thousands of activists and their supporters from forty-two countries on five continents to discuss their struggles. In their proposal, the movement outlined its vision for alternate networks for communication online to provide a platform for sharing experiences, discussion of strategies, and exchange of a wide variety of self-produced media: “Let’s make a network of communication among all our struggles and resistances … This intercontinental network of alternative communication is not an organizing structure, nor has [it] a central head or decision maker, nor does it have a central command or hierarchies. We are the network, all of us who speak and listen.” 1 1 ^(1){ }^{1}
网络激进主义始于 1990 年代中期,因为世界各地的活动家接受了在线公告板和论坛、互联网聊天频道、电子邮件列表和新兴网站,以组织起来并传播有关他们事业和行动的信息。一个典型的例子是萨帕塔民族解放军(从 1994 年开始)创造性地利用互联网来获得对他们事业的支持。萨帕塔主义者——一个位于墨西哥南部的草根抵抗运动——寻求原住民对土地和资源的控制,利用游击电台、公告板系统、电子邮件列表、网站和其他媒体策略在该地区、美洲和其他地方建立一个原住民网络。他们的口号之一是 “成为媒体”,以此作为发展替代性通信网络的一种方式,而不是依赖既定的媒体形式和组织。从 1996 年开始,萨帕塔人组织了一年一度的洲际土著聚会,有时会接待来自五大洲 42 个国家的数千名活动家及其支持者,讨论他们的斗争。在他们的提案中,该运动概述了其对在线通信替代网络的愿景,以提供一个分享经验、讨论策略和交流各种自制媒体的平台:“让我们在所有这些斗争和抵抗之间建立一个通信网络......这个洲际的替代通信网络不是一个组织结构,也没有中央负责人或决策者,也没有中央指挥或层次结构。我们是网络,我们都是说话和倾听的人。 1 1 ^(1){ }^{1}
This combination of local, place-based activism with the global reach of digital media provoked new awareness among academics and activists alike of the much broader (and older) phenomenon of Indigenous revival and struggle. It also got specific attention from media scholars due to the innovative and autonomous ways in which the movement appropriated (and claimed to be) media.
这种基于地方的激进主义与数字媒体的全球影响力相结合,激发了学者和活动家对更广泛(和更古老)的土著复兴和斗争现象的新认识。由于该运动挪用(并声称是)媒体的创新和自主方式,它也受到了媒体学者的特别关注。
From the late 1990s onward, digital activism proliferated around the world, often linked to widespread concerns about corporate globalization, protest against the war in Iraq (in the context of the US-led “war on terror” following the attacks of September 11, 2001), calls for more democratic participation and addressing social inequalities in major economies (such as Brazil, Russia, India, and China), growing global awareness about
从 1990 年代后期开始,数字激进主义在世界各地激增,通常与对企业全球化的广泛担忧、对伊拉克战争的抗议(在 2001 年 9 月 11 日袭击后美国领导的“反恐战争”的背景下)、呼吁更多民主参与和解决主要经济体的社会不平等问题有关(如巴西、 俄罗斯、印度和中国),全球对

government spying and state surveillance (especially following the revelations in 2013 by Edward Snowden about the overreach in global surveillance; see chapter 3), and common concerns about the accelerating pace of climate change.
政府间谍和国家监控(尤其是在 2013 年爱德华·斯诺登 (Edward Snowden) 揭露全球监控过度之后,见第 3 章),以及对气候变化加速步伐的普遍担忧。
The early Zapatista and Indymedia examples as much as contemporary forms of digital activism should remind us of how specific characteristics of media-in this case, the combination of the internet, mobile communication, and broadband connectivity-influence (as well as reflect) the particulars of different kinds of activism and social movements using such media, which in turn has consequences for the ways in which we can understand and appreciate media activism as a global phenomenon. A few features stand out in these and many other forms of networked media activism around the world:
早期的 Zapatista 和 Indymedia 的例子以及当代形式的数字行动主义应该提醒我们,媒体的具体特征——在这种情况下,互联网、移动通信和宽带连接的结合——如何影响(以及反映)使用此类媒体的各种行动主义和社会运动的细节,这反过来又影响了我们理解和欣赏媒体行动主义作为一种全球现象的方式。在世界各地的这些和许多其他形式的网络媒体行动主义中,有几个特点很突出:
  • online activism generally extends from offline actions, whereas offline engagement at times proceeds from online exchanges;
    在线行动主义通常从线下行动延伸,而线下参与有时来自在线交流;
  • the distinctions between local events, groups, and participants versus global initiatives and campaigns become less clear-cut as everything gets mixed up in the digital environment;
    随着数字环境中的一切都变得混淆,本地活动、团体和参与者与全球倡议和活动之间的区别变得不那么明显;
  • different kinds of communities are co-present in an online contextinterpersonal networks consisting of individuals and working groups, organizational networks consisting of local groups and affiliate organizations, and a global (virtual) community of participants and supporters-all interacting and mutually shaping the activism involved;
    不同类型的社区在在线环境中共同存在由个人和工作组组成的人际网络,由当地团体和附属组织组成的组织网络,以及由参与者和支持者组成的全球(虚拟)社区——所有这些都相互作用并共同塑造所涉及的行动主义;
  • in a networked context, the involvement of a diverse range of people and groups ebbs and flows, divides and fuses, and can be really intense while sometimes it altogether disappears;
    在网络化的环境中,各种各样的人和群体的参与起伏不定,分裂和融合,可能非常强烈,有时甚至完全消失;
  • among all the participants, both near and far, there is a less-than-clear expression or experience of rank and hierarchy, and at different moments, different people take the lead or otherwise become influential.
    在所有参与者中,无论远近,对等级和等级的表达或体验都不太明确,在不同的时刻,不同的人起着带头作用或以其他方式变得有影响力。

All of this suggests both a strength and a weakness of contemporary media activism: on the one hand, these types of networked engagements for social change tend to be flexible and able to quickly adapt to rapid-paced developments on the ground and in the world at large, while on the other hand their loose organizational forms and fluid, often temporary structures make for a precarious existence, always teetering on the brink of falling apart. What tends to keep such new and networked social movements together are the distinct personalities and personal motivations of individual participants rather than (appointed or elected) leaders, bureaucratic organizational structures, the characteristics of technologies, or any specific political ideology. Even the Indymedia and Zapatistas, despite having much in common as grassroots struggles, are hard to pin down politically, as are their supporters around the world. Under broad headings (such as social justice, human rights, and anti-globalization protest), people from different walks of life and different parts of the planet come together in and through
所有这些都表明了当代媒体行动主义的优势和劣势:一方面,这些类型的社会变革网络化参与往往是灵活的,能够快速适应实地和整个世界的快速发展,而另一方面,它们松散的组织形式和流动性, 通常,临时结构会导致不稳定的存在,总是在分崩离析的边缘摇摇欲坠。往往使这种新的和网络化的社会运动结合在一起的是个体参与者的独特个性和个人动机,而不是(任命或选举的)领导人、官僚组织结构、技术特征或任何特定的政治意识形态。即使是印地媒体和萨帕塔主义者,尽管在草根斗争方面有很多共同点,但在政治上也很难确定,它们在世界各地的支持者也是如此。在广泛的标题下(如社会正义、人权和反全球化抗议),来自各行各业和地球不同地区的人们聚集在一起

media to voice as well as act on their multifaceted concerns. Like with the aforementioned shift from rebellion to activism since the 1970s, the 1990s saw a shift from ideology to identity as providing the primary fuel for the formation of activist networks. In both shifts, the media of that erarespectively mass media and online media-played a formative role.
媒体发声并针对他们多方面的担忧采取行动。就像前面提到的自 1970 年代以来从叛逆到激进主义的转变一样,1990 年代见证了从意识形态到身份的转变,为激进主义网络的形成提供了主要燃料。在这两个转变中,那个时代的媒体,即大众媒体和网络媒体,都发挥了塑造作用。

Defining and Understanding Media Activism
定义和理解媒体激进主义

When a significant event takes place-an election, a natural disaster or terrorist attack, a pandemic, or some form of mass protest-people turn to a variety of media to find out what is going on. This has historically been the domain and role of legacy news media. However, professional journalism tends to privilege state and institutional authorities and academic experts in their coverage of such phenomena, generally marginalizing or downplaying the voices of ordinary people-especially those who are protesting or otherwise agitating against the status quo or established social order. In today’s context of social media and a ubiquitous interactive media cultureas well as an increasingly digitally literate population-news about what is happening anywhere in the world gets produced, disseminated, and shared on a real-time basis, where the voices of journalists and politicians have little more status than those of social media influencers, vloggers, the occasional eyewitness or bystander, and the networks of people (and bots) that like, favorite, share, and forward their posts. The exponential growth of self-produced media (in the context of our mass self-communication) can in part be attributed to the reluctance of conventional media to include a greater variety of voices. This hesitation can partly be explained by the pressure on mainstream media to address and attract a mass audience. In the context of a digital environment that encourages engagement and selfexpression, it is perhaps unsurprising that many people and groups feel their concerns and perspectives are not represented in the media.
当发生重大事件时——选举、自然灾害或恐怖袭击、流行病或某种形式的大规模抗议——人们会求助于各种媒体来了解正在发生的事情。这在历史上一直是传统新闻媒体的领域和角色。然而,专业新闻在报道此类现象时往往优先考虑国家和机构当局以及学术专家,通常边缘化或淡化普通人的声音——尤其是那些抗议或以其他方式煽动反对现状或既定社会秩序的人。在当今社交媒体和无处不在的互动媒体文化以及日益增长的数字素养的人口新闻的背景下,关于世界任何地方发生的事情的新闻都是实时制作、传播和分享的,记者和政治家的声音比社交媒体影响者、视频博主、偶尔的目击者或旁观者的声音更重要。 以及点赞、收藏、分享和转发其帖子的人员(和机器人)网络。自我生产媒体的指数级增长(在我们大众自我交流的背景下)可以部分归因于传统媒体不愿意包含更多不同的声音。这种犹豫可以部分解释为主流媒体应对和吸引大众受众的压力。在鼓励参与和自我表达的数字环境背景下,许多人和团体认为他们的担忧和观点没有在媒体上得到体现,这也许不足为奇。
Activism is action for social, cultural, political, and national (including local) change. Media activism is a form of activism that either has the media as the object to be reformed or uses a variety of media to further its goals. All in all, media are essential to all forms of activism, and the way people use media for activist purposes in turn shapes such activism: how people express themselves, how they interact, and how things get organized in the context of the ongoing campaign. In each protest, during each
行动主义是推动社会、文化、政治和国家(包括地方)变革的行动。媒体激进主义是一种激进主义形式,它要么以媒体作为改革的对象,要么利用各种媒体来推进其目标。总而言之,媒体对于所有形式的行动主义都是必不可少的,而人们为行动主义目的使用媒体的方式反过来又塑造了这种行动主义:人们如何表达自己,如何互动,以及在正在进行的运动中事情如何组织起来。在每次抗议中,在每次

campaign, different media tend to have different functions. Even a single medium, such as an online platform, offers diverse opportunities. For example, Twitter comes in handy to spread and update information in real time and has been used during demonstrations to quickly arrange alternate meetups or redirect the movements of a group of protesters based on the actions of security forces. Facebook is a practical tool to promote events or facilitate debates, while video hosting services like YouTube, TikTok, and Vimeo can at times assist in spreading compelling videos or even short documentaries about what is going on. Instant messaging applications like WhatsApp, Signal, and Telegram furthermore facilitate instantaneous communication with the additional benefit of different levels of security and encryption.
活动,不同的媒体往往具有不同的功能。即使是单一媒介,例如在线平台,也提供了多种机会。例如,Twitter 可以方便地实时传播和更新信息,并在示威活动期间用于快速安排交替聚会或根据安全部队的行动改变一群抗议者的行向。Facebook 是宣传活动或促进辩论的实用工具,而 YouTube、TikTok 和 Vimeo 等视频托管服务有时可以帮助传播引人入胜的视频,甚至是关于正在发生的事情的短纪录片。WhatsApp、Signal 和 Telegram 等即时通讯应用程序还通过不同级别的安全性和加密的额外好处促进即时通信。
Prior to platforms and social media, media such as mobile phones, handheld video cameras, and personal computers changed the way social movements self-organized and documented their activities, and before that (community, Indigenous, and alternative) radio played an important role in activism, with print media-such as magazines, flyers, and pamphletsalso influential in various struggles around the world. Although the narrative of this history suggests a somewhat linear trajectory from the activist use of analog media to today’s engagement with the digital environment, it is important to note that media of all shapes and sizesfrom print to electronic, online as well as offline-are part of the activist’s toolkit today. The notion of tactical media is useful here, as this concept does not privilege either digital or analog media to be deployed to further one’s cause-the only requirement is that do-it-yourself media of all sorts can be used by groups and individuals who feel their voice or cause is not heard, recognized, or included. The use of tactical media also underscores how any kind of medium can be exploited for activist purposes, depending on the requirements, available resources, and particular context of the community or cause involved. At the same time, media are not a neutral playground of possibilities for activists and social movements to explore, as their uses are to a certain degree determined and prescribed by the affordances of specific technologies, interfaces, and policies (e.g., those set by platforms), and anything people do with media becomes visible-not just to supporters and stakeholders but also to the very institutions and authorities people are rebelling against.
在平台和社交媒体出现之前,手机、手持摄像机和个人电脑等媒体改变了社会运动自我组织和记录其活动的方式,在此之前(社区、土著和另类)广播在激进主义中发挥了重要作用,杂志、传单和小册子等印刷媒体也影响了世界各地的各种斗争。尽管这段历史的叙述表明了从激进主义者使用模拟媒体到今天与数字环境的互动的线性轨迹,但重要的是要注意,各种形式和大小的媒体,从印刷到电子,从在线到离线——都是当今活动家工具包的一部分。战术媒体的概念在这里很有用,因为这个概念并不偏爱数字或模拟媒体被用来促进一个人的事业——唯一的要求是各种自己动手的媒体可以被那些觉得自己的声音或事业没有被听到、认可或包容的团体和个人使用。战术媒体的使用还强调了任何类型的媒体都可以被用于活动目的,这取决于要求、可用资源以及所涉及的社区或事业的特定背景。与此同时,媒体并不是活动家和社会运动探索可能性的中立游乐场,因为它们的用途在一定程度上是由特定技术、界面和政策(例如,由平台设定的)的提供性决定和规定的,人们使用媒体所做的任何事情都会变得可见——不仅对支持者和利益相关者,而且对人们所反抗的机构和当局也是如此。
In each instance, the role various media play in activism is that of
在每种情况下,各种媒体在行动主义中的作用是
  • a tool for planning, organization, and coordination, including fundraising, networking, and coalition building;
    用于规划、组织和协调的工具,包括筹款、网络和联盟建设;
  • a vehicle for participation and engagement, as well as mobilization and recruitment;
    参与和参与以及动员和招募的工具;
  • an amplifier for messages, actions, events, and news involving the movement and its cause; and
    一个放大器,用于涉及运动及其原因的消息、行动、事件和新闻;和
  • an archive for preserving the histories of social movements and protest networks.
    一个保存社会运动和抗议网络历史的档案。
Although activism, throughout history, cannot be considered separate from the media that shape and sustain it, it would be an overreach to give media a role beyond that of a (at times powerful) facilitator of people’s political and social engagement. A significant increase in the use of media is much more likely to follow a significant amount of activist activity than to precede it. The new media environment seems to provide protesters and activists around the world powerful, easy-to-use and relatively low-cost tools, yet studies show that the greater the level of internet and social media penetration (which generally corresponds to people living in wealthier environments enjoying uncensored access to various media), the lower the level of protest in any given community. It is precisely those populations that have the greatest need to mobilize that tend to find it most difficult to exploit the digital environment due to lack of access, freedoms, skills, and resources.
尽管纵观历史,不能将激进主义与塑造和维持它的媒体分开,但赋予媒体超越(有时是强大的)促进人们政治和社会参与的角色将是一种过度。媒体使用的显著增加更有可能发生在大量活动之后,而不是之前。新的媒体环境似乎为世界各地的抗议者和活动家提供了强大、易于使用且成本相对较低的工具,但研究表明,互联网和社交媒体的渗透率越高(通常对应于生活在较富裕环境中的人们可以不受审查地访问各种媒体),任何特定社区的抗议水平就越低。正是那些最需要动员起来的人群,由于缺乏访问、自由、技能和资源,往往发现最难利用数字环境。
In the specific context of today’s digital environment, once we become aware and engaged to do something-using media for social or political transformation-our activism can be characterized along four types of activities:
在当今数字环境的特定背景下,一旦我们意识到并参与做某事——利用媒体进行社会或政治转型——我们的行动主义就可以被描述为四种类型的活动:
  • various forms of slacktivism or clicktivism and metavoicing (reacting to other people’s online presence and posts), where we are mostly spectators or cheerleaders of activist campaigns;
    各种形式的懒散主义或点击主义和元声音(对其他人的在线存在和帖子做出反应),我们主要是激进主义运动的旁观者或啦啦队长;
  • supporting activities, such as contributing to crowdfunding campaigns, signing up for activist newsletters (and other online registrations of
    支持活动,例如为众筹活动做出贡献、注册 Activist 时事通讯(以及其他在线注册

    interest), and signing digital petitions;
    interest) 和签署数字请愿书;
  • engaging in direct action, for example, participating in gathering and analyzing data, helping to hack online sites and services (known as hacktivism), organizing and publicizing campaigns and events, coordinating actions online, and making media (including memes, short videos, and so on); and
    参与直接行动,例如,参与收集和分析数据,帮助黑客入侵在线网站和服务(称为黑客行动主义),组织和宣传活动和活动,协调在线行动,以及制作媒体(包括模因、短视频等);和
  • all types of actions where participants digitally organize yet lack a clear cause, getting involved in media without necessarily being all that committed to the specific group or objective, but still feel engaged, which can also be labeled as a kind of affective or somatic solidarity, often motivated simply by a desire to be connected and belong.
    参与者以数字方式组织但缺乏明确原因的所有类型的行动,参与媒体而不必完全致力于特定的群体或目标,但仍然感到参与,这也可以被贴上一种情感或躯体团结的标签,通常只是出于对联系和归属感的渴望。
It is clear that all activities people (can) engage in may overlap and lack hierarchy-present-day media activism generally needs activities on all four levels to have any chance of succeeding. It could be argued that for many contemporary movements, the power of digital media is precisely its potential to raise awareness so that people engage offline-to inspire “unwired” interventions in streets, parks, and offices. There is an important relationship here between avatars and bodies: for any type of activist movement to propel people into action, it needs “bodies in the streets” (including in such operational roles as making phone calls, keeping social media updated, running all kinds of errands, and scouting locations for protest), whereas people’s actions and involvement can quite effectively be triggered and mobilized through engaging their avatars (in other words, their virtual presence and profiles on countless networks, platforms, sites, apps, and services online). The online and offline aspects of activism therefore mutually reinforce each other, signaling an inevitable blurring of the boundaries between media and life when it comes to changing the world. While some would argue that the risks taken by bodies-for example, by physically facing police-are quite distinct from those by avatars, we cannot ignore the fact that online political engagement can be monitored and tracked by security forces, in some circumstances having severe consequences for the people involved. Political organizations and social movements today combine a variety of ways of organizing and mobilizing, mixing online and offline efforts, connecting local issues with
很明显,人们(可以)参与的所有活动都可能重叠并且缺乏等级制度——当今的媒体激进主义通常需要所有四个层面的活动才有机会成功。可以说,对于许多当代运动来说,数字媒体的力量恰恰在于它有可能提高人们的意识,以便人们在线下参与——以激发对街道、公园和办公室的“无线”干预。这里,化身和身体之间存在着重要的关系:对于任何类型的激进主义运动来说,要推动人们采取行动,它都需要“街头的尸体”(包括拨打电话、保持社交媒体更新、跑各种差事和寻找抗议地点等运营角色),而人们的行动和参与可以通过让他们的化身参与来相当有效地触发和动员(换句话说, 他们在无数在线网络、平台、站点、应用程序和服务上的虚拟存在和个人资料)。因此,行动主义的线上和线下方面相辅相成,标志着在改变世界时,媒体和生活之间的界限不可避免地变得模糊。虽然有些人会争辩说,身体所承担的风险——例如,身体面对警察——与化身所承担的风险截然不同,但我们不能忽视这样一个事实,即在线政治参与可以被安全部队监控和跟踪,在某些情况下会对相关人员造成严重后果。今天的政治组织和社会运动结合了各种组织和动员方式,将线上和线下工作相结合,将地方问题与

global struggles and vice versa, participating in virtual networks as much as engaging with people on the ground, spreading as well as sharing risk, and engaging their bodies as well as their avatars to further the cause of political transformation or social change.
全球斗争,反之亦然,参与虚拟网络以及与实地人员互动,传播和分担风险,以及让他们的身体和化身参与进来,以推动政治变革或社会变革的事业。

Key Issues when Changing the World in and through Media
在媒体中和通过媒体改变世界时的关键问题

At any moment, there are numerous worldwide shareholder and investor activism campaigns underway to force corporations into greening their operations, hiring more female executives, and improving working conditions (an example of environmental, social, and governance oriented activism), making strategic use of media channels to publicize their demands and prompt greater pressure from other shareholders. Every year, there are more cases of such business-oriented activism around the world than the year before.
在任何时候,世界各地都有许多股东和投资者的激进主义运动正在进行,以迫使公司实现绿色运营,雇用更多的女性高管,改善工作条件(以环境、社会和治理为导向的激进主义的一个例子),战略性地利用媒体渠道来宣传他们的要求,并促使其他股东施加更大的压力。每年,世界各地这种以商业为导向的行动主义的案例都比前一年多。
Francisco Vera is an enterprising twelve-year-old Colombian who makes headlines around the world for his brave environmental campaigning, specifically gathering support through Instagram (using the handle franciscoactivista).
弗朗西斯科·维拉 (Francisco Vera) 是一位富有进取心的 12 岁哥伦比亚人,他因勇敢的环保运动而成为世界各地的头条新闻,特别是通过 Instagram(使用用户名 franciscoactivista)获得支持。
The American film industry faced a massive strike in 2021 by members of the International Alliance of Theatrical Stage Employees, Moving Picture Technicians, Artists and Allied Crafts (IATSE), one of the most powerful unions representing film crews in North America, generating support with the hashtag #IASolidarity while fighting exploitative working practices of streaming services like Netflix.
美国电影业在 2021 年面临戏剧舞台雇员、电影技术人员、艺术家和联合工艺国际联盟 (IATSE) 成员的大规模罢工,该联盟是代表北美电影摄制组的最强大的工会之一,通过标签 #IASolidarity 获得支持,同时打击 Netflix 等流媒体服务的剥削性工作做法。
Patients around the world who continue to suffer from the symptoms of COVID-19 months after they have been infected rally online on private Facebook community pages, using Twitter hashtags like #longCOVID, sharing videos on YouTube, and starting the web-based support group Body Politic-all of which got the attention of the World Health Organization, helping to get long COVID formally recognized as a medical diagnosis.
世界各地在感染 COVID-19 几个月后继续遭受 COVID-19 症状的患者在私人 Facebook 社区页面上在线集会,使用 #longCOVID 等 Twitter 标签,在 YouTube 上分享视频,并启动基于网络的支持小组 Body Politic——所有这些都引起了世界卫生组织的注意,帮助长期 COVID 正式承认为医学诊断。
Employee activism in Australia and elsewhere has grown as a consequence of remote and hybrid working arrangements during the coronavirus crisis, which many workers want to keep (at the very least as a flexible option regarding caring duties).
由于新冠病毒危机期间的远程和混合工作安排,澳大利亚和其他地方的员工维权主义有所增长,许多员工希望保留这种安排(至少作为照顾职责的灵活选择)。
Global brands such as Carlsberg, Oreo, Nike, and others partner with activist campaigns on a variety of issues, such as to advocate for the
嘉士伯、奥利奥、耐克等全球品牌与激进主义运动合作,就各种问题进行合作,例如倡导
LGBTQ+ community and people with disabilities in the screen industry or to champion local businesses-using their mighty media marketing budgets to simultaneously promote themselves and the subjects they support.
LGBTQ+ 社区和银幕行业的残疾人或支持当地企业——利用他们强大的媒体营销预算来同时宣传自己和他们支持的主体。
Throughout 2021, students across all twenty-six public universities in South Africa protested-using such hashtags as #FreeEducationNow and #FeesMustFall2021—against high registration fees and for the provision of adequate funding and resources (in a repeat of similar nationwide protests in 2015 and 2016).
在整个 2021 年,南非所有 26 所公立大学的学生都使用 #FreeEducationNow 和 #FeesMustFall2021 等标签进行抗议,反对高昂的注册费和提供足够的资金和资源(重复了 2015 年和 2016 年的类似全国性抗议活动)。
Overall, the Global Protest Tracker (maintained by the Carnegie Endowment for International Peace) counts well over 230 significant antigovernment protests erupting in 110 countries between 2017 and 2022 (many of which specifically related to the coronavirus pandemic).
总体而言,全球抗议追踪器(由卡内基国际和平基金会维护)统计了 2017 年至 2022 年间在 110 个国家爆发的 230 多起重大反政府抗议活动(其中许多与冠状病毒大流行特别相关)。
Considering this global snapshot of people taking action in different ways (yet all involving media), it certainly seems that something is afoot. Activism, in all shapes and sizes, amplified by voices, channels, platforms, and services in the media, seems to be spreading and accelerating worldwide. So much so that US television network CBS greenlit a new reality television show in 2021 called The Activist, featuring a competition between six activists based on missions, media stunts, digital campaigns, and community events to promote health, educational, and environmental causes. The winner-based on online engagement, social metrics, and input from the show’s hosts-would get the chance to lobby world leaders at a G20 Summit. The announcement resulted in a worldwide outcry against the show’s rather cynical equation of social media success with achieving activists’ goals and for having activists competing against each other. Soon thereafter the international advocacy group Global Citizen, coproducer of the show, released a statement saying that “global activism centers on collaboration and cooperation, not competition. We apologize to the activists, hosts, and the larger activist community-we got it wrong,” whereafter the network postponed the broadcast date and changed the format to a one-time documentary special.
考虑到人们以不同方式采取行动(但都涉及媒体)的全球快照,似乎肯定正在发生一些事情。各种形式和规模的激进主义,被媒体的声音、渠道、平台和服务放大,似乎正在世界范围内传播和加速。以至于美国电视网络 CBS 在 2021 年批准了一个名为 The Activist 的新真人秀节目,该节目以六名活动家之间的比赛为特色,内容基于任务、媒体噱头、数字活动和社区活动,以促进健康、教育和环境事业。获胜者 - 基于在线参与度、社交指标和节目主持人的意见 - 将有机会在 G20 峰会上游说世界领导人。这一宣布引起了全世界的强烈抗议,反对该节目将社交媒体的成功与实现活动家的目标以及让活动家相互竞争相提并论。此后不久,该节目的联合制片人、国际倡导组织全球公民(Global Citizen)发表声明称,“全球行动主义的重点是协作和合作,而不是竞争。我们向活动家、主持人和更大的活动家社区道歉——我们弄错了,“随后该网络推迟了播出日期,并将格式更改为一次性纪录片特别节目。
Our participation in all kinds of activism in, about, and through media exposes a critical tension of life in media: whereas our digital environment certainly invites participation, and there is some emancipatory, playful, and cocreative potential built into the technological infrastructure of the internet (and all its attendant technologies), at the same time these affordances are
我们在媒体中、围绕媒体和通过媒体参与各种行动主义,暴露了媒体生活中的关键张力:虽然我们的数字环境当然邀请参与,并且互联网的技术基础设施(及其所有伴随的技术)中内置了一些解放、有趣和共同创造的潜力,但与此同时,这些可供性是

circumscribed by a distinctly corporate and overarching controlling context. Overall, the production and circulation of technologies and knowledge are predominantly guided by economic interests and profits. The technology, media, and telecommunications industries tend to be managed and controlled by a relatively small subsection of people and companies from less than a handful of countries-mainly the United States, China, and Japan-that fiercely self-defend their interests and privileges against any kind of democratic governance or public oversight.
受明显的公司和总体控制环境的限制。总体而言,技术和知识的生产和流通主要受经济利益和利润的指导。技术、媒体和电信行业往往由来自少数几个国家(主要是美国、中国和日本)的相对一小部分人和公司管理和控制,这些国家激烈地自我捍卫自己的利益和特权,反对任何形式的民主治理或公众监督。
The inclusivity of digitally mediated activism is exemplified by providing a relatively affordable and convenient arrangement for participation, while its exclusivity is amplified by different kinds of digital inequalities, divides, and forms of digital marginalization. Of particular concern here is the popular and sometimes necessary use of corporate social media for purposes of crucial civic engagement. Such commercial online social networks both flatten as well as create hierarchies by a combination of their technological affordances, the ways in which they are used, and what kind of actions, expressions, and organizations they propagate. All of this greatly benefits larger and very active networks, favoring people with clear awareness of platform logics, and prefers any kind of noncontroversial discourse. Smaller groups with people coming from a diverse range of backgrounds, skill sets, and perspectives tend to find popular platforms like Twitter, Facebook, and YouTube less user-friendly. At the same time, these networks remain popular tools for activism as they tend to be stable and durable, are available almost everywhere, and remain difficult to censor or control completely.
数字媒介的行动主义的包容性体现在提供相对实惠和方便的参与安排上,而其排他性则被各种数字不平等、鸿沟和数字边缘化形式放大。这里特别令人担忧的是,为了关键的公民参与,企业社交媒体的普遍使用有时是必要的。这种商业在线社交网络既扁平化,又通过其技术功能、使用方式以及它们传播的行为、表达和组织的组合来创造等级制度。所有这些都极大地有利于更大且非常活跃的网络,有利于对平台逻辑有清晰认识的人,并更喜欢任何一种无争议的话语。由来自不同背景、技能和观点的人组成的较小群体往往会发现 Twitter、Facebook 和 YouTube 等流行平台对用户不太友好。与此同时,这些网络仍然是流行的激进主义工具,因为它们往往稳定耐用,几乎无处不在,并且仍然难以审查或完全控制。

A second and related insight about the history of media activism, particularly regarding the rise of digital activism in recent years, is the danger of universality. Digital media in relation to activism are often considered universal in the ways in which activists use them for their purposes. Given the omnipresence of digital media around the world, an assumption could be that building a website; maintaining a blog, vlog, or podcast; setting up a wiki or email list, coining a hashtag; and so on work and feel the same regardless of local, political, economic, or cultural context, that accessing platforms like Twitter, TikTok, YouTube, and Facebook provides the same affordances and challenges globally, and that all these digital services offer similar opportunities, thereby greatly democratizing people’s civic engagement. Time and again, examples and cases of media activism turn out to be deeply situated and context dependent much more so than universally comparable. Another related expectation would be that, because of the appropriation of the digital environment, contemporary protest movements are necessarily spontaneous, horizontally organized, inclusive, and leaderless. Again, the evidence suggests otherwise. Hierarchies within social movements often emerge (or preexist) especially regarding the very digital tools and technologies that are supposed to enable participation for all-if anything because digital media are complex and require significant maintenance and upkeep.
关于媒体行动主义历史的第二个相关见解,特别是关于近年来数字行动主义的兴起,是普遍性的危险。与激进主义相关的数字媒体通常被认为是普遍的,因为活动家将其用于其目的的方式。鉴于数字媒体在世界各地无处不在,一个假设可能是建立一个网站;维护博客、视频博客或播客;设置 wiki 或电子邮件列表,创建主题标签;等等,无论当地、政治、经济或文化背景如何,访问 Twitter、TikTok、YouTube 和 Facebook 等平台在全球范围内提供了相同的可供性和挑战,所有这些数字服务都提供了类似的机会,从而大大实现了人们的公民参与民主化。一次又一次,媒体激进主义的例子和案例被证明是根深蒂固的,并且更依赖于环境,而不是普遍的可比性。另一个相关的预期是,由于数字环境的挪用,当代抗议运动必然是自发的、横向组织的、包容性的和无领导的。同样,证据表明并非如此。社会运动中的等级制度经常出现(或预先存在),特别是关于非常数字化的工具和技术,这些工具和技术应该使所有人都能参与,因为数字媒体很复杂,需要大量的维护和保养。
Although (digital) media clearly play a profound role in all kinds of activism, the part various media play is difficult to generalize and seems more particular to the identity of a specific social movement (or even of the unique individuals involved) than whatever a platform or application claims or promises to offer. In fact, this insight highlights the unique tension between the universal and the particular that a life in media perspective offers regarding any phenomenon under investigation. The role of media in activism is both a feature of the technologies, platforms, and services used as well as distinctly rooted in local struggles and contexts, having some universal features alongside many quite particular characteristics. All this reminds us not to overly romanticize nor idealize the emancipatory potential of media activism.
尽管(数字)媒体显然在各种行动主义中发挥着深远的作用,但各种媒体所扮演的角色很难概括,而且似乎更特定于特定社会运动的身份(甚至所涉及的独特个人),而不是平台或应用程序声称或承诺提供的任何身份。事实上,这种洞察力凸显了媒体视角中的生活对任何正在研究的现象所提供的普遍性和特殊性之间独特的张力。媒体在行动主义中的作用既是所使用的技术、平台和服务的一个特征,也是明显植根于当地斗争和背景的信息,具有一些普遍的特征和许多非常特殊的特征。所有这些都提醒我们不要过度浪漫化或理想化媒体行动主义的解放潜力。
A subsequent third insight is that digital activism, on its own, cannot be said to be very successful in a traditional sense. We continue the delicate
随后的第三个见解是,数字行动主义本身不能说是传统意义上的非常成功。我们继续精致

discussion of “success” further on in this chapter; for now, the historical record generally suggests that media activism has a much better chance of achieving at least some of its goals if
本章将进一步讨论“成功”;就目前而言,历史记录通常表明,如果满足以下条件,媒体激进主义至少更有可能实现其至少部分目标
  • it is combined with offline, physical, and proximate engagement, such as street work, social organizing, and community and grassroots activities;
    它与线下、实体和近距离参与相结合,例如街头工作、社会组织以及社区和基层活动;
  • the informal and flexible networks typical of mediated connections are supported by some kind of formal organization; and
    中介联系典型的非正式和灵活的网络由某种正式组织支持;和
  • the strategies and tactics of the people and social movement(s) involved are politically aligned.
    所涉及的人民和社会运动的战略和战术在政治上是一致的。
Such a realization of the necessary inseparability of online and offline actions fits the overall thesis in this book of a crucial coupling of life and media as the baseline for understanding media (and for contemporary media studies). The conjunction of events, networking, and community organizing happening on the streets and in neighborhoods with people connecting, sharing, and participating in media is more than just a recognition of mutual reinforcement-it necessitates an appreciation of interdependence. The identity of a movement and its technological infrastructure mutually constitute each other. What happens in media definitely does not stay in media-it shapes and influences circumstances, conventions, and conversations outside of media. The various ways in which people engage with civic issues and social transformations in turn direct and give form to particular expressions, actions, and networks in media. Although this insight governs all the arguments developed in this book, it is striking to see it at work so specifically in both the history and the contemporary practice of revolution, rebellion, and activism.
这种对线上和线下行为必不可分性的认识,符合本书的总体论点,即生活和媒体的关键耦合是理解媒体(以及当代媒体研究)的基线。在街道和社区发生的活动、网络和社区组织与人们联系、分享和参与媒体的结合,不仅仅是对相互加强的认可——它需要对相互依存的理解。一个运动的身份及其技术基础设施相互构成。媒体中发生的事情绝对不会停留在媒体中——它塑造并影响媒体之外的环境、惯例和对话。人们参与公民问题和社会转型的各种方式反过来又指导并赋予了媒体中的特定表达、行动和网络。尽管这种洞察力支配着本书中提出的所有论点,但令人震惊的是,在革命、叛乱和激进主义的历史和当代实践中,如此具体地看到它发挥作用。

On the Properties of Media Activism Today
论当今媒体行动主义的特性

Beyond their long histories, all the different kinds of currently proliferating forms of media activism have properties that give rise to unique types of civic engagement. As noted earlier, simply the fact that digital media are omnipresent-which makes them obvious gear in the activist toolkit-does not mean the groups, communities, or movements involved are necessarily egalitarian or otherwise horizontally organized; nor are the ways in which
除了悠久的历史之外,目前所有不同种类的媒体激进主义形式都具有产生独特类型的公民参与的特性。如前所述,数字媒体无处不在的事实——这使它们在活动家工具包中显而易见——并不意味着所涉及的团体、社区或运动一定是平等主义的或以其他方式横向组织;其方式也不是

people use (digital) media for social change intrinsically empowering and spontaneous. That said, it is clear that popular, everyday digital media devices, platforms, and services enable many more people to engage, contribute, and establish new tactics for mobilization and resistance, generally lowering the (physical, financial, and to some extent even emotional) cost of political participation. Being part of protest or struggle becomes much more common and seems to be part of the media repertoires we all have when going online-even if it is just liking a post, using a hashtag for an update, and changing one’s profile picture to show solidarity with a particular event or cause.
人们使用(数字)媒体进行社会变革,本质上是赋权和自发的。也就是说,很明显,流行的日常数字媒体设备、平台和服务使更多的人能够参与、贡献并建立新的动员和抵抗策略,通常降低了政治参与的(身体、财务,甚至在某种程度上是情感的)成本。成为抗议或斗争的一部分变得更加普遍,并且似乎是我们上网时所有人的媒体节目的一部分——即使它只是喜欢一个帖子,使用主题标签进行更新,以及更改一个人的头像以表示对特定事件或事业的声援。
In all this, digital activism is not that different compared with offline social movements, although it looks and feels quite different from traditional political participation. Online activism can develop and blossom in an instant, dissipating almost as quickly as it emerged. The transient nature of online participation sometimes is mirrored in intense yet often brief offline engagement, such as in the case of a strike, protest march, or mass event. A distinct example of new opportunities for innovative action are the rise of what have been called microrebellions all over the world: acts of protest and resistance by one person (or only a few individuals), documented and shared on popular social media, spreading a message far and wide. Much of the activism of a network such as the protest group Femen (founded in 2008 by a group of Ukrainian feminists) gets organized as a series of microrebellions, with women around the world using their naked bodies to raise awareness and seek publicity about a wide variety of issues-including a lack of public toilets in Ukraine, the oppression of women in Morocco, the imprisonment of influencers in Iran, and the lack of prison time for sex offenders in South Korea. From its modest beginnings, Femen now has branches and affiliates around the world. This connectedness can have an energy effect on a local action or microrebellion, potentially turning it into an international event, as in the online context individual voices get amplified and can make a difference-sometimes even on a global scale. The same process can happen the other way around, as local groups or individuals co-opt a struggle from far away. Examples include the Black Lives Matter (BLM) movement, which found fertile ground in long-standing movements for racial justice, such as the Coalizão Negra Por Direitos (Black Coalition for Rights) in Brazil, and inspired
在这一切中,数字激进主义与线下社交运动相比并没有什么不同,尽管它的外观和感觉与传统的政治参与完全不同。网络激进主义可以在瞬间发展和开花,几乎与它出现一样迅速消散。在线参与的短暂性有时反映在激烈但通常短暂的线下参与中,例如罢工、抗议游行或大规模活动。创新行动新机会的一个明显例子是世界各地所谓的微叛乱的兴起:一个人(或只有几个人)的抗议和抵抗行为,被记录下来并在流行的社交媒体上分享,将信息传播得更远更广。诸如抗议组织 Femen(由一群乌克兰女权主义者于 2008 年创立)等网络的大部分激进主义被组织为一系列小型叛乱,世界各地的女性使用她们的裸体来提高人们对各种问题的认识并寻求公众关注——包括乌克兰缺乏公共厕所。 摩洛哥对女性的压迫,伊朗对影响者的监禁,以及韩国性犯罪者缺乏监禁时间。Femen 从最初的不起眼开始,现在在世界各地设有分支机构和分支机构。这种联系可以对地方行动或微叛乱产生能量影响,有可能将其变成一个国际事件,因为在网络环境中,个人的声音被放大并可以产生影响——有时甚至在全球范围内。同样的过程可能反过来发生,因为当地团体或个人从远处拉拢了一场斗争。 例子包括 Black Lives Matter (BLM) 运动,该运动在长期的种族正义运动中找到了肥沃的土壤,例如巴西的 Coalizão Negra Por Direitos(黑人权利联盟),并激发了

marches in Japan and across Europe, while in Australia BLM got linked to the local issue of Aboriginal deaths in custody. At the same time, the networked inflammation of people’s passions can result in rapid energy depletion, as people’s passionate engagement is hard to sustain, especially if it has no corresponding local structure to back all the media activism up.
在日本和欧洲各地的游行,而在澳大利亚,BLM 与当地原住民在押死亡问题有关。与此同时,人们激情的网络化炎症会导致能量的快速消耗,因为人们的热情参与很难维持,特别是如果它没有相应的本地结构来支持所有媒体激进主义。
In the digital context, there occurs an interplay of individual, local, and otherwise distinct stories with much larger cross-regional or even global narratives and collectivities. This dynamic can be quite powerful for the chances of activists involved with underresourced and unpopular social movements, such as LGBTQ+ movements and support networksespecially in regions where questioning people and their supporters are few and far between and where it is risky to come out at such. For example, in 2011 the open discussion platform Ahwaa was launched for Arab LGBT individuals, using anonymity (through the use of avatars and pseudonyms) and game mechanics (helpful contributions to the site unlock special features) to protect and engage its community. Ahwaa is an initiative of Majal, a regional not-for-profit organization (founded in 2006) focused on “amplifying voices of dissent” throughout the Middle East and North Africa (MENA) via digital media. The founder of Majal, Bahraini civil rights activist Esra’a Al Shafei, also started Mideast Tunes (in 2010), a platform for underground musicians throughout the MENA region. Ahwaa, Majal, and Mideast Tunes are supported by a variety of awards, grants, and funding agencies, including the Omidyar Network (a self-proclaimed philanthropic investment firm established by eBay founder Pierre Omidyar) and the Arab Fund for Arts and Culture (registered in Lebanon and Jordan). Through a combination of international sources of funding and support with distinctly local activities, mixing both anonymity and public exposure and thus being able to both mobilize constituents as well as evade unwanted public attention, Ahwaa embodies the many fascinating contradictions of contemporary media activism.
在数字环境中,个人、本地和其他不同故事与更大的跨区域甚至全球叙事和集体发生相互作用。这种动态对于参与资源不足和不受欢迎的社会运动的活动家的机会非常强大,例如 LGBTQ+ 运动和支持网络,尤其是在质疑者及其支持者很少且相距甚远的地区,并且在此类活动中出柜是有风险的。例如,2011 年,为阿拉伯 LGBT 个人推出了开放式讨论平台 Ahwaa,该平台使用匿名(通过使用头像和假名)和游戏机制(对网站的有用贡献解锁特殊功能)来保护和吸引其社区。Ahwaa 是区域性非营利组织 Majal 的一项倡议(成立于 2006 年),专注于通过数字媒体在整个中东和北非 (MENA) “放大异见声音”。Majal 的创始人、巴林民权活动家 Esra'a Al Shafei 还于 2010 年创办了 Mideast Tunes,这是一个面向整个中东和北非地区的地下音乐家的平台。Ahwaa、Majal 和 Mideast Tunes 得到了各种奖项、赠款和资助机构的支持,包括 Omidyar Network(由 eBay 创始人 Pierre Omidyar 创立的自称慈善投资公司)和阿拉伯艺术和文化基金(在黎巴嫩和约旦注册)。通过将国际资金和支持来源与独特的本地活动相结合,将匿名和公众曝光相结合,从而既能够动员选民,又能逃避不必要的公众关注,Ahwaa 体现了当代媒体激进主义的许多迷人矛盾。
Through digital activism new issues are continuously put into public contention. As shown before, at the moment there does not seem to be a shortage of options to protest and take action. All this engagement is enormously varied and highly unpredictable. People participate in activities and activisms with varying levels of commitment and belief, flexible engagement that is greatly facilitated by our life in media. Some people
通过数字行动主义,新问题不断成为公众争论的焦点。如前所述,目前似乎并不缺乏抗议和采取行动的选择。所有这些参与都是千差万别的,而且非常不可预测。人们以不同程度的承诺和信念参与活动和行动主义,灵活的参与极大地促进了我们在媒体中的生活。有些人

may get radicalized because of this-immersing themselves in endless YouTube playlists, intense hashtag-driven debates, and echo-chamber-like forums and channels online. Connection is convenient, it is easy to join in, algorithms tend to provide more of the same all the time, and sometimes all you have to do is to watch and cheer on real-life activities unfolding online. However, the same dynamic can be reversed, given the abundance and variety of viewpoints and sources of information available online, while disconnection is uncomplicated and generally without consequence. This precarious aspect of digital activism does not deter the formation and proliferation of transnational advocacy networks (TANs) around ethical issues faced by people around the world. TANs are composed of a variety of actors, including (individuals within) nongovernmental organizations, civic groups, international organizations, academia, media companies, and governments that come together around such issues as the banning of cyanide-based mining in central and eastern Europe, the rights and protections of children in the context of armed conflict, and support for the movement against female genital mutilation in such African countries as Guinea, Kenya, and Somalia. Some of these TANs are completely virtual, such as hacker groups like Anonymous, emerging in 2003 on the image board 4chan, regularly enacting loosely coordinated series of protests, pranks, parodies, and outright hacks against organizations like the Church of Scientology, numerous corporations, and prominent individuals (including captains of industry, government officials, and political leaders). Anonymous even declared formal “cyberwar” against the Russian government after its invasion of Ukraine in February 2022. The endurance of TANs is but one example that belies the supposed fragility of connective activism.
可能会因此而变得激进——沉浸在无休止的 YouTube 播放列表、激烈的话题标签驱动的辩论以及类似回音室的在线论坛和频道中。连接很方便,很容易加入,算法往往一直在提供更多相同的内容,有时您所要做的就是观看在线展开的现实生活活动并为之欢呼。然而,鉴于在线可用的观点和信息来源的丰富多样,同样的动态是可以逆转的,而断开连接并不复杂,通常不会产生任何后果。数字行动主义的这一不稳定方面并不能阻止围绕世界各地人们面临的道德问题建立和扩散跨国倡导网络 (TAN)。TAN 由各种行为者组成,包括非政府组织、公民团体、国际组织、学术界、媒体公司和政府,他们围绕禁止中欧和东欧的氰化物采矿、武装冲突背景下儿童的权利和保护以及支持几内亚等非洲国家反对女性生殖器切割运动等问题走到一起。 肯尼亚和索马里。其中一些 TAN 是完全虚拟的,例如像 Anonymous 这样的黑客组织,于 2003 年在图像板 4chan 上出现,定期针对山达基教等组织、众多公司和知名人士(包括行业领袖、政府官员和政治领袖)进行一系列松散协调的抗议、恶作剧、模仿和公然黑客攻击。匿名者甚至在 2022 年 2 月入侵乌克兰后宣布对俄罗斯政府正式发 “网络战”。 TAN 的持久性只是一个例子,它掩盖了连接性激进主义的所谓脆弱性。
Overall, digital activism is both an extension and amplification of different ways in which media activism played out before, as it is a new kind of connective action, using the infrastructures of information and communication technologies to change both the content, activities, and arrangement of traditional ways in which people have used media to change the world. As digital media have become a constituent element of any kind of contemporary activism, social and digital media themselves have become political agents-whether they like it or not. No matter how much platforms and online social networks would like to claim their role as neutral or
总的来说,数字行动主义既是媒体行动主义以前不同方式的延伸和放大,因为它是一种新型的连接行动,利用信息和通信技术的基础设施来改变人们使用媒体改变世界的传统方式的内容、活动和安排。随着数字媒体已成为任何一种当代激进主义的组成部分,社交和数字媒体本身也已成为政治代理人——无论他们喜欢与否。无论平台和在线社交网络多么希望声称自己的角色是中立的或

simply facilitative, their cultural and political footprint all over the world is unmistakable. Platforms like Facebook, YouTube, and Twitter to some extent curate their networks, removing posts and suspending accounts for hate speech, spreading harmful conspiracy theories, or inciting political violence-such as during the coronavirus crisis of 2020 onward. To a large extent, platforms take action well after the harm was done, after facing accusations of facilitating the hate speech and propaganda of autocratic regimes in Myanmar, the Philippines, Brazil, Poland, and Russia-often with dire consequences for the people involved. Facebook for example admitted in 2018 that it had not done enough to prevent the incitement of violence and hate speech against the Rohingya, the Muslim minority in Myanmar. An independent report commissioned by the company found that “Facebook has become a means for those seeking to spread hate and cause harm, and posts have been linked to offline violence.” 2 2 ^(2){ }^{2} As it is facing legal repercussions for this (and other scandals), the company is among many in the tech sector now investing heavily in both automated and in-person curation, albeit still without any kind of transparency or formal oversight. Chinese-owned TikTok is another case in point, in March 2022 stopping its users in Russia from live-streaming and uploading new content while blocking access to most foreign accounts in response to increasingly restrictive media regulations. In doing so, it effectively created a separate online environment for the country. Such actions of platforms on the national level contribute to the growth of the so-called splinternet, where platforms increasingly regulate content based on individual national laws. In doing so, these corporations add another unpredictable element to the already complex mix of properties that make up the contemporary global media activism landscape.
仅仅是促进性的,他们在世界各地的文化和政治足迹是显而易见的。Facebook、YouTube 和 Twitter 等平台在某种程度上策划了他们的网络,删除了仇恨言论的帖子并暂停了账户,传播了有害的阴谋论,或煽动了政治暴力——例如在 2020 年新冠病毒危机期间。在很大程度上,在面临为缅甸、菲律宾、巴西、波兰和俄罗斯的独裁政权的仇恨言论和宣传提供便利的指控后,平台在伤害发生后很久就采取行动了——这往往会给相关人员带来可怕的后果。例如,Facebook 在 2018 年承认,它在防止煽动针对缅甸穆斯林少数民族罗兴亚人的暴力和仇恨言论方面做得不够。该公司委托的一份独立报告发现,“Facebook 已成为那些寻求传播仇恨和造成伤害的人的手段,帖子与线下暴力有关。 2 2 ^(2){ }^{2} 由于它正面临因此(和其他丑闻)而面临的法律影响,该公司是科技领域的众多公司之一,现在在自动化和面对面策展方面都投入了大量资金,尽管仍然没有任何透明度或正式监督。中国拥有的 TikTok 是另一个例子,2022 年 3 月,为了应对日益严格的媒体法规,中国拥有的 TikTok 阻止其在俄罗斯的用户直播和上传新内容,同时阻止访问大多数外国账户。通过这样做,它有效地为该国创造了一个单独的在线环境。平台在国家层面的此类行动助长了所谓的 splinternet 的发展,其中平台越来越多地根据个别国家法律来监管内容。 在此过程中,这些公司为构成当代全球媒体激进主义格局的本已复杂的属性组合增加了另一个不可预测的元素。

Problems of Changing Life in Media
改变媒体生活的问题

The potency of digital activism comes with potential drawbacks. To wage a successful campaign online, activists often make use of popular corporate platforms, which in turn privilege and promote specific ways of organizing and expressing yourself. To get noticed and raise awareness, those involved in all kinds of often precarious and dangerous struggles have to promote themselves and their causes just like you or I may want to highlight going on a fun vacation or attending a cool concert. Difficult, complex, and
数字行动主义的效力伴随着潜在的缺点。为了在网上开展成功的竞选活动,活动家经常利用流行的企业平台,这些平台反过来又赋予特权并促进组织和表达自己的特定方式。为了引起注意并提高认识,那些参与各种往往不稳定和危险的斗争的人必须宣传自己和他们的事业,就像你我可能想强调的那样:去度过一个有趣的假期或参加一场很酷的音乐会。困难、复杂和

sensitive issues generally do not sit well with the way the algorithms of social media work-that tend to prefer quick, direct, and visually appealing updates (that users can like, favorite, or o.\odot ) over lengthy texts and nuanced explication. Furthermore, by using popular online networks, digital activism runs the risk of platform dependence, which is problematic given that such companies have the power to evict, censor, or otherwise obscure users and groups on a whim (or in response to suddenly changing national regulations).
敏感问题通常与社交媒体算法的运作方式不符——社交媒体算法往往更喜欢快速、直接和视觉上吸引人的更新(用户可以喜欢、收藏或 o.\odot ),而不是冗长的文本和细致的解释。此外,通过使用流行的在线网络,数字行动主义存在平台依赖的风险,这是有问题的,因为这些公司有权一时兴起(或为了应对突然变化的国家法规)驱逐、审查或以其他方式掩盖用户和团体。
As mentioned earlier, the use of digital tools and platforms privileges those who have the necessary access, skills, and know-how-and are furthermore motivated to use these media accordingly. These different levels of digital exclusion have a compounded effect, reproducing and magnifying already existing offline inequalities. Beyond celebrating the participatory potential of new media for the purpose of changing the world, a critical awareness of various types of digital exclusion is necessary. A crucial question is how social media and digital platforms can be appropriated in alternative ways by individuals, groups, and movements beyond or outside the mainstream of society, ideally including the widest variety of voices and truly delivering on the empowering promise of participation for everyone. At the same time, such a participatory ideal can also be quite problematic when nonregulated platforms and services become the staging ground for communities deeply invested in fear-based conspiracy theories, for a variety of (now increasingly interconnected) hate groups, and for others championing less-than-peaceful rhetoric and ideals.
如前所述,使用数字工具和平台使那些拥有必要访问权限、技能和专业知识的人享有特权,并且有动力相应地使用这些媒体。这些不同程度的数字排斥具有复合效应,复制和放大了已经存在的线下不平等。除了庆祝新媒体改变世界的参与潜力之外,还需要对各种类型的数字排斥进行批判性认识。一个关键问题是,个人、团体和运动如何以其他方式挪用社交媒体和数字平台,超越社会主流或之外,理想情况下包括最广泛的声音,并真正兑现每个人参与的赋权承诺。与此同时,当不受监管的平台和服务成为深度投资于基于恐惧的阴谋论的社区、各种(现在越来越相互关联)仇恨团体以及其他倡导不太和平的言论和理想的社区的舞台时,这种参与性的理想也可能是相当有问题的。
Beyond looking at how to tactically use or manipulate commercial platforms, it is vital to explore the possibilities offered by a wide range of nonprofit, cooperative, and commons-based initiatives online. A promising field of study, for example, focuses on the cooperative digital economy, looking at initiatives that provide communal and sustainable alternatives to commercial services like Facebook, Uber, Spotify, and AirBnB. Some examples of such platform cooperatives are
除了研究如何战术性地使用或纵商业平台之外,探索各种在线非营利组织、合作社和基于公共资源的倡议提供的可能性也至关重要。例如,一个有前途的研究领域专注于合作数字经济,着眼于为 Facebook、Uber、Spotify 和 AirBnB 等商业服务提供公共和可持续替代方案的举措。此类平台合作社的一些示例包括
  • the German eBay alternative global marketplace Fairmondo (launched in 2013);
    德国 eBay 另类全球市场 Fairmondo(于 2013 年推出);
  • the collectively owned ride-sharing app Eva (started in 2017 in Canada);
    集体拥有的拼车应用程序 Eva(2017 年在加拿大成立);
  • the UK-based music streaming service Resonate (operating since 2015), which is jointly owned by artists, listeners, and volunteers;
    总部位于英国的音乐流媒体服务 Resonate(自 2015 年起运营),由艺术家、听众和志愿者共同拥有;
  • several initiatives to challenge or provide an alternative to online social networks like Facebook and Twitter, including MeWe (since 2015), Mastodon (since 2016), CounterSocial (since 2017), and BeReal (since 2020), generally offering more control over privacy; and
    一些挑战或提供 Facebook 和 Twitter 等在线社交网络替代品的举措,包括 MeWe(自 2015 年起)、Mastodon(自 2016 年起)、CounterSocial(自 2017 年起)和 BeReal(自 2020 年起),通常提供对隐私的更多控制;和
  • the Dutch coalition of organizations PublicSpaces, “committed to providing an alternative software ecosystem that serves the common interest and does not seek profit” (quoting from its manifesto, published in 2018).
    荷兰组织联盟 PublicSpaces,“致力于提供一个服务于共同利益而不追求利润的替代软件生态系统”(引自 2018 年发布的宣言)。
A crucial question is how social media and digital platforms can be appropriated in alternative ways by individuals, groups, and movements beyond or outside the mainstream of society, ideally including the widest variety of voices and truly delivering on the empowering promise of participation for everyone.
一个关键问题是,个人、团体和运动如何以其他方式挪用社交媒体和数字平台,超越社会主流或之外,理想情况下包括最广泛的声音,并真正兑现每个人参与的赋权承诺。
The central idea behind such initiatives is the notion that our digital environment should not necessarily be more or less exclusively based on either economic profit or political control. The notion of platform cooperatives furthermore pushes people to imagine a different future rather than one dependent on corporate platforms and state actors. In the field of governance and political organization in the context of media, a similar set of initiatives under the header of digital commons can be found around the world. The impetus here is to come up with new, more inclusive, and democratic ways to envision public debates and the sharing of resources and decision-making processes less driven and determined by either market-based approaches (primarily oriented toward prices and profit) or states (that generally produce difficult-to-navigate bureaucracies and do not lean toward easy collaboration with other nations). Driven by a global ecological crisis and widespread concerns about unbridled commodification (and corresponding growing social inequalities) and enabled by the networked structure of the internet, digital commons projects pop up all over the world-with the online encyclopedia Wikipedia and internet browser Firefox being among the most well-known and successful examples. Free (and open-source) software, open standards, and open access policies are similar instances of digital-commons-inspired
这些举措背后的中心思想是这样一种观念,即我们的数字环境不一定或多或少完全基于经济利润或政治控制。平台合作社的概念进一步推动人们想象一个不同的未来,而不是一个依赖于企业平台和国家行为者的未来。在媒体背景下的治理和政治组织领域,在数字共享的标题下,世界各地都可以找到类似的举措。这里的动力是提出新的、更具包容性和民主的方式来设想公共辩论、资源共享和决策过程,而不是由基于市场的方法(主要以价格和利润为导向)或国家(通常产生难以驾驭的官僚机构,不倾向于与其他国家轻松合作)驱动和决定。在全球生态危机和对肆无忌惮的商品化(以及相应的日益严重的社会不平等)的广泛担忧的推动下,在互联网网络结构的支持下,数字共享项目在世界各地涌现——在线百科全书维基百科和互联网浏览器 Firefox 是最著名和成功的例子之一。免费(和开源)软件、开放标准和开放获取政策是受数字共享启发的类似实例

developments pursued by companies like IBM (through its open-source subsidiary Red Hat) and Google, such governmental organizations as the European Union, and universities all over the world in an effort to make science available for everyone.
IBM(通过其开源子公司 Red Hat)和 Google、欧盟等政府组织以及世界各地的大学都在追求发展,以努力让每个人都能获得科学。
A third problem facing digital activism around the world is based on recognizing that media are complex and difficult-not just how to operate them but also (and very much so) how to understand mediated messages. Mediated communication is never unambiguous and always involves polysemy (as words, signs, and symbols have multiple meanings), and messages come across differently across different media. Providing a platform for protests does not always mean everyone understands the content of a message or knows what action to take upon seeing or hearing it. Activists working in African and Latin American countries in particular sometimes note with frustration how their messages and campaigns are picked up by Western media and audiences-admittedly with great enthusiasm but often without much appreciation for (or understanding of) local contexts, which can hinder or even silence work on the grassroots level. Furthermore, the spread of inaccurate information (which is an inevitable byproduct of mass participation) about events, demonstrations, issues, and movements can certainly hurt the cause, adding another level of complexity to the work of social and political transformation.
世界各地数字行动主义面临的第三个问题是基于认识到媒体是复杂和困难的——不仅是如何运作它们,而且(而且非常重要的是)如何理解中介信息。中介通信从来都不是明确的,并且总是涉及多义词(因为单词、符号和符号具有多种含义),并且信息在不同的媒体上呈现方式不同。为抗议活动提供平台并不总是意味着每个人都理解信息的内容,或者知道在看到或听到信息后应该采取什么行动。特别是在非洲和拉丁美洲国家工作的活动家有时会沮丧地注意到他们的信息和活动是如何被西方媒体和观众接受的——诚然,他们非常热情,但往往对当地环境没有太多的欣赏(或理解),这可能会阻碍甚至压制基层的工作。此外,有关事件、示威、问题和运动的不准确信息的传播(这是大众参与不可避免的副产品)肯定会损害这项事业,从而为社会和政治转型的工作增加另一层复杂性。
A fourth potential problem that occurs as media activism goes online is that of a possible reversal of democratic gains, as state actors, security forces, and corporate entities are in the process of heightening their efforts to surveil, police, and sanction activist activity on publicly available platforms. Despotic regimes are notorious for spying and censoring, clamping down on the supposedly liberating space of social media, and stifling digital dissent with impunity. Yet (as seen in chapter 4), surveillance is a global phenomenon, affecting anyone going online, and also works the other way around-with the actions of oppressors coming into full view online. Related to this is the additional risk women, minorities, and members from otherwise marginalized groups take when they speak out in media, often resulting in personal attacks. Women suffer from censorship and state surveillance throughout the MENA region and in the Global North are the primary victims of cyberbullying and online harassment by men.
随着媒体行动主义在网上出现的第四个潜在问题是民主成果可能逆转,因为国家行为者、安全部队和企业实体正在加大对公开平台上活动进行监视、监管和制裁的行动力度。专制政权因间谍和审查、压制本应解放的社交媒体空间以及扼杀数字异见而不受惩罚而臭名昭著。然而(如第 4 章所示),监控是一种全球现象,影响到任何上网的人,并且也反过来——压迫者的行为在网上得到了充分的展示。与此相关的是,女性、少数族裔和来自其他边缘化群体的成员在媒体上发声时要承担额外的风险,这通常会导致人身攻击。在整个中东和北非地区,女性都受到审查和国家监控,而在北半球,女性是男性网络欺凌和在线骚扰的主要受害者。

A fifth and final problematic issue regarding digital activism is the question of whether all this engagement online and in media generally really challenges the powers that be in meaningful ways, or does it do little more than reinforcing the status quo, not necessarily drawing new or more people into participating in conventional techniques of protesting? Accounts of success and failure differ in their assessment of what constitutes social transformation, and the needs of different movements (operating in different parts of the world) vary wildly. Many researchers who study media activism and social movements participate in such actions, strongly believing in their purpose and value and taking responsibility for the inevitably hopeful nature of doing scholarly work. There are certainly ample opportunities for resistance and counterhegemonic struggle everywhere.
关于数字行动主义的第五个也是最后一个有问题的问题是,所有这些在线和媒体的参与是否真的以有意义的方式挑战了权力,或者它是否只不过是加强现状,不一定吸引新的或更多的人参与传统的抗议技术?他们对社会转型的构成构成的评估对成功和失败的描述各不相同,不同运动的需求(在世界不同地区开展)也大相径庭。许多研究媒体激进主义和社会运动的研究人员都参与了此类活动,他们坚信其目的和价值,并为从事学术工作不可避免的希望承担责任。当然,到处都有充足的抵抗和反霸权斗争的机会。

On the Successes and Failures of Media Activism
关于媒体行动主义的成功与失败

A fundamental issue about any and all kinds of media activism is whether or not it is successful: Does the use of media for the purpose of changing the world-however modest or ambitious one’s goals-have any real effect? Historically, it is clear that the use of media has contributed to processes of profound social and political transformation-as illustrated, for example, regarding the struggle of women’s rights and indeed human rights generally. Similarly, continuing environmental activist campaigns have consistently built support, mobilized people, and spurred policy makers into action (albeit slowly) throughout history and all over the world. Environmental media campaigns stem from early publications about the need to protect nature in the eighteenth century, including an eloquent argument for animal rights from Jeremy Bentham, who also proposed the design of the Panopticon prison (discussed in chapter 3) which in turn inspired contemporary concerns about all-encompassing surveillance. More recently there have been prominent actions from such organizations as Greenpeace, Ecology Action, the Environmental Foundation for Africa, and the Delegación Joven (formed in 2021, representing Latin America youth at UNICEF to participate in debates about how to tackle the climate crisis) to raise awareness about the consequences of climate change. All this got supercharged by the lone voice and actions of then sixteen-year-old Swedish activist Greta Thunberg in September 2018 when she started her
关于任何和所有类型的媒体行动主义,一个根本问题是它是否成功:利用媒体来改变世界——无论一个人的目标多么温和或雄心勃勃——是否有任何实际影响?从历史上看,很明显,媒体的使用促进了深刻的社会和政治变革进程——例如,关于妇女权利和一般人权的斗争就说明了这一点。同样,纵观历史和世界各地,持续的环保活动始终如一地建立支持、动员人们并激励政策制定者采取行动(尽管速度缓慢)。环境媒体运动源于 18 世纪关于保护自然必要性的早期出版物,包括杰里米·边沁 (Jeremy Bentham) 为动物权利提出的雄辩论点,他还提出了 Panopticon 监狱的设计(在第 3 章中讨论),这反过来又激发了当代对全方位监控的关注。最近,绿色和平组织、生态行动组织、非洲环境基金会和 Delegación Joven(成立于 2021 年,在联合国儿童基金会代表拉丁美洲青年参与关于如何应对气候危机的辩论)等组织采取了重大行动,以提高人们对气候变化后果的认识。2018 年 9 月,当时 16 岁的瑞典活动家 Greta Thunberg 独自一人的声音和行动加剧了这一切,当时她开始了她的

strike for climate action, inspiring the #FridaysForFuture hashtag and activist movements involving untold numbers of youths worldwide.
罢工气候行动,激发了 #FridaysForFuture 标签和涉及全球无数青年的活动家运动。
When it comes to digital activism, there is much debate about its effect and effectiveness. The use of (and possibly reliance on) popular social media, the brittleness of people’s participation online, the relative quality of clicktivism, the obstinacy of offline power structures versus the affective outrage on social media-all these can be put forward as a forceful argument against digital activists’ conceivable success. On the other hand, one could point at the role of Los Indignados in Spain, paving the way for the foundation of Podemos, a left-wing populist party that later became part of the country’s first coalition government. Similarly, the so-called Tea Party, a fiscally conservative political movement in the United States (operating from 2009 onward, later becoming part of the so-called alt-right movement in American society and politics), contributed to the platform for Donald Trump’s 2016 election as president of the United States. The #MeToo movement keeps leading to high-profile exposures (as well as cancelations and court cases) of sexual abusers and predators across the various media, cultural, and creative industries.
当谈到数字行动主义时,关于其效果和有效性存在很多争论。流行社交媒体的使用(可能对这种依赖)、人们在线参与的脆弱性、点击主义的相对质量、线下权力结构的顽固与社交媒体上的情感愤怒——所有这些都可以作为反对数字活动家可以想象的成功而提出的有力论据。另一方面,人们可以指出 Los Indignados 在西班牙的作用,为 Podemos 的成立铺平了道路,Podemos 是一个左翼民粹主义政党,后来成为该国第一个联合政府的一部分。同样,所谓的茶党是美国财政上保守的政治运动(从 2009 年开始运作,后来成为美国社会和政治中所谓的另类右翼运动的一部分),为唐纳德·特朗普 2016 年当选美国总统做出了贡献。#MeToo 运动不断导致各种媒体、文化和创意产业中性虐待者和性侵犯者的高调曝光(以及取消和法庭案件)。
Beyond specific examples of media activism that quite clearly makes a difference, sustained social and political change seems to be somewhat lacking for many, if not most, digital campaigns. Much depends on how we define and attribute success in this context. Is getting people engaged, involved, and participating in itself a measure of success? Is structural change in a traditional sense-for instance, referring to political transformation, the introduction of new laws, and the better enforcement thereof-the best way to indicate success or failure? Several frameworks have been developed as guidelines for social movement success, mostly looking beyond the direct role of media. Indicators in such models include the clarity of the cause, the professionalization of methods and tools used, the lasting image of the activists in the public’s eye, the extent to which any movement or campaign succeeds in articulating a clear and unified message, how many people are involved, and how much effort everyone puts into it. Other elements of consideration are the ability of activists to mobilize people and to keep people involved and the extent to which a movement can build coalitions that would also help sustain itself over time.
除了明显产生影响的媒体行动主义的具体例子之外,许多(如果不是大多数)数字活动似乎都缺乏持续的社会和政治变革。这在很大程度上取决于我们如何定义和归因于在这种情况下的成功。让人们参与进来、参与进来并参与进来本身就是衡量成功的标准吗?传统意义上的结构性变化——例如,指政治变革、新法律的出台以及更好地执行——是表明成功或失败的最佳方式吗?已经开发了几个框架作为社会运动成功的指导方针,其中大部分超越了媒体的直接作用。此类模型中的指标包括事业的明确性、所用方法和工具的专业化、活动家在公众眼中的持久形象、任何运动或运动在多大程度上成功地表达了清晰和统一的信息、有多少人参与其中,以及每个人为此付出了多少努力。其他需要考虑的因素是活动家动员人们并保持人们参与的能力,以及运动可以在多大程度上建立联盟,这也将有助于随着时间的推移而维持自身。
It can be argued that, for all these aspects, media are indispensable, especially in the context of our lives as lived in media.
可以说,对于所有这些方面,媒体都是必不可少的,尤其是在我们生活在媒体中的背景下。

Change Life  改变生活

Considering media activism in terms of the kinds of media used for activist purposes should also include using the kinds of stories produced for and by such campaigns. This is what happens when activists adopt, adapt, remix, or parody elements of news and entertainment to further their cause and to enhance their narrative. It is here we find all kinds of playful, ironic, imaginative, and performative as well as serious and engaged ways of using media to change life.
根据用于活动目的的媒体类型来考虑媒体激进主义,还应包括使用为此类活动制作的故事类型。当活动家采用、改编、混合或模仿新闻和娱乐元素以推进他们的事业并增强他们的叙述时,就会发生这种情况。在这里,我们发现了各种有趣的、讽刺的、富有想象力的、表演性的,以及使用媒体改变生活的严肃和参与的方式。
Consider for example the inhabitants of Bil’in, a Palestinian village located west of the city of Ramallah in the central West Bank. Over the years, Bil’in has become the center of resistance and protest for the Palestinian community against the building of a wall by the Israeli Defense Force (since 2002) to separate Palestinians and their neighboring Israeli settlements. Israel calls this a “security barrier,” while Palestinians refer to it as the “apartheid wall” or “segregation wall”-not in the least because it at times cuts off communities from family members and farmland. Since January 2005, the village community has organized weekly protests against the barrier. These protests take the form of marches from the village to the site of the barrier with the aim of halting construction and climbing sections already constructed. From a life in media point of view, the otherwise tragic plight of the Palestinian people is fascinating because of the way the community orients itself toward media to get support for its cause. Villagers used to operate a professional multilingual and multimedia website, and the protests themselves are often staged in mediagenic ways-dressing in costumes of national soccer teams around the time of a World Cup or as characters of famous movies. In 2010, for example, protesters painted themselves blue and wore bright blue clothes inspired by the Na’vi people in James Cameron’s highly successful film Avatar (2009). The villagers’ choice to dress like the Na’vi people in the film was explained by pointing out a parallelism in the narrative, suggesting that Palestinians also fight imperialism. This demonstration in particular garnered worldwide attention and outrage, as pictures and video of blue protestors sprayed with tear gas canisters spread across the globe-both by the participants’ efforts to
以位于约旦河西岸中部拉马拉市以西的巴勒斯坦村庄 Bil'in 的居民为例。多年来,Bil'in 已成为巴勒斯坦社区抵抗和抗议以色列国防军(自 2002 年以来)建造隔离墙以分隔巴勒斯坦人及其邻近以色列定居点的中心。以色列称其为“安全屏障”,而巴勒斯坦人则将其称为“种族隔离墙”或“隔离墙”——这不仅仅是因为它有时会切断社区与家庭成员和农田的联系。自 2005 年 1 月以来,该村社区每周组织一次反对屏障的抗议活动。这些抗议活动的形式是从村庄游行到屏障所在地,目的是停止施工和攀爬已经建造的路段。从媒体生活的角度来看,巴勒斯坦人民的悲剧困境令人着迷,因为该社区以媒体为导向,以获得对其事业的支持。村民们过去经营着一个专业的多语言和多媒体网站,抗议活动本身也经常以媒体化的方式上演——在世界杯期间穿着国家足球队的服装,或者作为著名电影中的角色。例如,在 2010 年,抗议者将自己涂成蓝色,并穿着亮蓝色的衣服,其灵感来自詹姆斯·卡梅隆 (James Cameron) 非常成功的电影《阿凡达》(2009 年)中的纳美人。村民选择穿得像电影中的纳美人一样,通过指出叙事中的平行性来解释,暗示巴勒斯坦人也与帝国主义作斗争。 这次示威活动尤其引起了全世界的关注和愤怒,因为蓝色抗议者喷洒催泪瓦斯罐的照片和视频传播到全球——这两者都是由于参与者的努力

upload material to YouTube and through international news coverage. Cameron’s films have been co-opted by numerous activist and community initiatives around the world, such as by the Dongria Kondh tribe in the eastern state of Orissa in India to fight against plans of the British mining company Vedanta Resources to dig up mineral resources around a mountain the tribe considers its homeland. The Kayapo Indians, living along the Xingu River in the Amazon, also called on Cameron’s support to oppose the construction of a dam sponsored by the Brazilian government that threatened the livelihoods of the Indigenous peoples along the Xingu.
将材料上传到 YouTube 并通过国际新闻报道。卡梅隆的电影被世界各地的众多活动家和社区倡议所采用,例如印度东部奥里萨邦的 Dongria Kondh 部落,以对抗英国矿业公司 Vedanta Resources 的计划,该计划在该部落认为是其家园的一座山周围挖掘矿产资源。居住在亚马逊新古河沿岸的卡亚波印第安人也呼吁卡梅伦支持反对巴西政府赞助修建大坝,该大坝威胁到新古河沿岸原住民的生计。
The avatar activism of Indigenous communities in Palestine, India, and Brazil is just one of the more high-profile cases of people appropriating media in terms of their texts as well as their technologies. Especially among youths around the world, a combination of using digital media with fan activism proves to be a popular way of engaging with political projects. The international nonprofit organization Fan Forward-initially founded in 2005 as the Harry Potter Alliance, renaming itself in 2021—has become a significant force, with chapters in thirty-five countries across six continents. The organization uses characters, elements, and story lines from popular media franchises, such as the Harry Potter books, films, and games to raise awareness and gather support for campaigns on such issues as literacy, gay rights, sexism, mental health, and climate change. The movement, initially started by the American comedian Andrew Slack and the wizard rock band Harry and the Potters, rallies around the idea that fans can use their passion and creativity to make the world a more loving, equitable place-an appealing notion embraced by hundreds of thousands of fan activists. In the early years, Warner Brothers sometimes would try to shut down the group regarding copyright issues, which ended up getting more fans involved and raising people’s awareness about intellectual property and free speech issues. Since 2005 the organization sponsors, collaborates with, and initiates campaigns around the world, while also providing coaching and training services for activists. The organization links people’s stories and personal pleasures related to media with social justice issues, which turns out to be a powerful motivator to get like-minded people involved.
巴勒斯坦、印度和巴西原住民社区的化身激进主义只是人们在文本和技术方面挪用媒体的更引人注目的案例之一。特别是在世界各地的年轻人中,使用数字媒体与粉丝激进主义相结合被证明是参与政治项目的一种流行方式。国际非营利组织 Fan Forward——最初成立于 2005 年,前身为哈利波特联盟,于 2021 年更名——已成为一支重要力量,在六大洲的 35 个国家/地区设有分会。该组织使用流行媒体特许经营权(如哈利波特书籍、电影和游戏)中的角色、元素和故事情节来提高认识,并为有关扫盲、同性恋权利、性别歧视、心理健康和气候变化等问题的活动筹集支持。该运动最初由美国喜剧演员安德鲁·斯莱克 (Andrew Slack) 和巫师摇滚乐队哈利与波特 (Harry and the Potters) 发起,围绕着粉丝可以利用他们的热情和创造力使世界变得更加充满爱心、公平的理念而团结起来——这一吸引人的理念被数十万粉丝活动家所接受。早些年,华纳兄弟有时会试图因版权问题关闭该组织,这最终吸引了更多的粉丝参与进来,提高了人们对知识产权和言论自由问题的认识。自 2005 年以来,该组织赞助、合作和发起世界各地的活动,同时还为活动家提供指导和培训服务。该组织将人们的故事和与媒体相关的个人乐趣与社会正义问题联系起来,事实证明,这是让志同道合的人参与进来的强大动力。
Next to activism related to popular media franchises, all kinds of products and brands today use media activism as a way to both differentiate themselves and to support a range of causes. Of particular relevance to the
除了与流行媒体特许经营相关的激进主义之外,如今各种产品和品牌都使用媒体激进主义作为一种既能区分自己又能支持一系列事业的方式。与

discussion in this chapter is the role of influencers on social media, such as Instagram, TikTok, and YouTube. On the one hand, part of their popularity (and often a significant source of their income) is the flaunting of a luxury lifestyle, promoting products, and showcasing their commercial enterprise. On the other hand, calling on people to get vaccinated against COVID-19 and pontificating about viral social justice issues, such as #BlackLivesMatter and #MeToo, have become very much part and parcel of gaining attention and being considered authentic as a public figure online.
本章讨论的是影响者在社交媒体(如 Instagram、TikTok 和 YouTube)上的作用。一方面,他们受欢迎的部分(通常是他们收入的重要来源)是炫耀奢华的生活方式、推广产品和展示他们的商业企业。另一方面,呼吁人们接种 COVID-19 疫苗并就病毒式社会正义问题(例如 #BlackLivesMatter 和 #MeToo)发表演讲,已成为获得关注并被视为在线公众人物真实的重要组成部分。
Activism has gone mainstream, in the process getting co-opted by commercial forces as much as it has become a way for people from all walks of life and backgrounds to engage and express themselves about issues affecting their lives. It is not an inherently democratizing movement; nor is it necessarily constrained and exclusive given its reliance on digital media and use of corporate platforms. It can be profoundly pleasurable to participate as much as it is precarious and dangerous for many, regardless of whether they become active with their avatar or their body. All in all, media activism is a significant phenomenon particular to life in media, as much as it is a way of living life infused with social or even radical hope: the promise of collectively (and collaboratively) making a better world by taking action in it-despite misgivings as to whether any of this really can make a difference.
激进主义已成为主流,在这个过程中被商业力量收编,同时它已成为来自各行各业和背景的人们参与和表达影响他们生活的问题的一种方式。它本身并不是一场民主化的运动;鉴于它对数字媒体的依赖和对企业平台的使用,它也不一定受到限制和排他性。尽管对许多人来说既不稳定又危险,但参与其中可能是非常愉快的,无论他们是用自己的化身还是自己的身体变得活跃。总而言之,媒体行动主义是媒体生活中特有的重要现象,它也是一种充满社会甚至激进希望的生活方式:承诺通过采取行动来集体(和合作)创造一个更美好的世界——尽管人们对这些是否真的能产生影响心存疑虑。
  1. Zapatista Army of National Liberation, “First Declaration of La Realidad for Humanity and against Neoliberalism,” quoted in DeeDee Halleck, Hand-held Visions: The Impossible Possibilities of Community Media (New York: Fordham University Press, 2002 ), 415.
    萨帕塔民族解放军,“为人类和反对新自由主义而发表的《现实宣言》”,引自 DeeDee Halleck,《手持愿景:社区媒体的不可能可能性》(纽约:福特汉姆大学出版社,2002 年),第 415 页。
  2. Alex Warofka, “An Independent Assessment of the Human Rights Impact of Facebook in Myanmar,” Meta, November 5, 2018, https://about.fb.com/news/2018/11/myanmar-hria/.
    亚历克斯·瓦罗夫卡(Alex Warofka),〈脸书在缅甸人权影响的独立评估〉,Meta,2018 年 11 月 5 日,https://about.fb.com/news/2018/11/myanmar-hria/

7

Make Life  创造生活

To explore the inner workings and structures of the media as a global industry, we can look at film, television, games, journalism, music, and advertising from the perspective of the people at work in these worlds. Media professionals create stories that inform and entertain us, while media users increasingly engage in productive activities too. The result is an industry dynamic, full of contradictions, complex to navigate even by the most skillful of practitioners-and changing rapidly to accommodate our lives in media.
为了探索媒体作为一个全球性产业的内部运作和结构,我们可以从在这些世界中工作的人的角度来看待电影、电视、游戏、新闻、音乐和广告。媒体专业人士创造的故事为我们提供信息和娱乐,而媒体用户也越来越多地参与富有成效的活动。其结果是一个充满矛盾的行业动态,即使是最熟练的从业者也难以驾驭,并且迅速变化以适应我们在媒体中的生活。
It is one thing to recognize the various ways in which media entangle with all elements of everyday life and how media shape (and are shaped by) the way society works. It is another to appreciate the historical nature of such mutual shaping, considering how who we are as people-as humanitycannot be extricated from media, technology, and machines, as much as we are linked to nature. Throughout it all, there is a third factor to ponder, one that gives meaning and form to a life in media: the growing significancein terms of both economic impact and cultural influence-of media as industries. From journalism to advertising, from the cinema to television, from book publishing, adult and social media entertainment, and digital games to music and recording, all uniquely benchmarked by today’s digital environment dominated by platforms, media industries play a profound role in the kind of stories we tell, what our shared narratives are, how we connect and feel connected, and how we experience and cocreate our life in media.
认识到媒体与日常生活所有元素纠缠的各种方式以及媒体如何塑造(并被塑造)社会的运作方式是一回事。欣赏这种相互塑造的历史本质是另一回事,考虑到我们作为人的身份——作为人类的身份,就像我们与自然的联系一样,无法脱离媒体、技术和机器。纵观这一切,还有第三个因素值得思考,一个赋予媒体生活意义和形式的因素:媒体作为产业在经济影响和文化影响力方面日益增长的重要性。从新闻到广告,从电影院到电视,从图书出版、成人和社交媒体娱乐,从数字游戏到音乐和录音,所有这些都以当今由平台主导的数字环境为唯一基准,媒体行业在我们讲述的故事类型、我们共同的叙述是什么、我们如何联系和感觉联系方面发挥着深远的作用。 以及我们如何在媒体中体验和共同创造我们的生活。
Beyond their significance as profitable industries and producers of culture, the media (and the professionals at work in them) are crucial to consider because of the ways in which the words, sounds, and images of
除了它们作为有利可图的行业和文化生产者的重要性之外,媒体(以及在其中工作的专业人士)也至关重要,因为

media not just reflect but also direct the world in which we live. Given the ubiquity of (mass) media in society, the history of making media is also a history of media practitioners producing a certain way of looking at the world. This does not mean we all see the world in the same way because we have all watched the same movies, binged the same (or similar) television series, or rocked out on the dance floor to the same tunes. It does suggest, however, that we have all grown accustomed to a stunningly similar way of experiencing the world and expressing ourselves in media. The particular genre conventions, production techniques, storytelling formats, formulas, and scripts of media industries such as journalism, film, and advertising have become mundane to us. Tactically framing a photograph, angling the camera to get the best possible light, composing a message in a compelling way, using various songs to collate a soundtrack for our life, adding a filter or digitally touching up our appearance before posting something onlinenone of this seems strange or unusual. Even more so, so many of us seem to just know what to do in such circumstances-often without any formal training. We seem to sense what to do with media because we have been living with (and in) media for all our lives.
媒体不仅反映而且指导我们生活的世界。鉴于(大众)媒体在社会中的无处不在,制作媒体的历史也是一部媒体从业者产生某种看待世界的方式的历史。这并不意味着我们都以相同的方式看待世界,因为我们都看过相同的电影,狂欢过相同(或类似)的电视连续剧,或者在舞池中随着相同的曲调摇滚。然而,它确实表明,我们都已经习惯了一种惊人相似的方式来体验世界和在媒体上表达自己。新闻、电影和广告等媒体行业的特定类型惯例、制作技术、讲故事格式、公式和脚本对我们来说已经变得平凡。战术性地构图、调整相机角度以获得最佳光线、以引人注目的方式撰写信息、使用各种歌曲为我们的生活整理配乐、添加滤镜或在在线发布内容之前对我们的外表进行数字修饰这些都不奇怪或不寻常。更重要的是,我们中的许多人似乎只知道在这种情况下该怎么做——通常没有任何正式的培训。我们似乎感觉到该如何处理媒体,因为我们一生都与媒体共存(并在媒体中生活)。

How media are made is important as the media produce, frame, legitimize, and circulate ideas, attitudes, and information in and about society. As we all participate in this process through our mass selfcommunication, we are inevitably caught up in this process of “making life” in media. It therefore makes sense to look more closely at those who make media professionally-such as the reporters and editors in journalism, the creatives and planners in advertising, the production crews and cast members in film and television, the developers and designers in digital games, vloggers, influencers, and so on-to see how they make it work, how they navigate the digital environment and develop new ways of telling stories, imagining new approaches to engage us.
媒体的制作方式很重要,因为媒体在社会中和关于社会中生产、构建、合法化和传播思想、态度和信息。当我们都通过大众自我传播参与这一过程时,我们不可避免地会陷入这个在媒体中“创造生命”的过程。因此,更仔细地观察那些专业媒体制作的人是有意义的——例如新闻业的记者和编辑、广告业的创意人员和策划者、电影和电视的制作人员和演员、数字游戏的开发人员和设计师、视频博主、影响者等等——看看他们是如何让它运作的,他们如何驾驭数字环境并开发新的讲故事的方式。 想象新的方法来吸引我们。
The chapter sets out with a reflection on why studying the media as an industry is important for understanding life in media. This is followed by a definition of media industries, including an all-important appreciation that, in the context of the contemporary digital environment, a clear boundary
本章反思了为什么将媒体作为一个行业进行研究对于理解媒体生活很重要。接下来是对媒体行业的定义,包括在当代数字环境的背景下,一个明确的界限

between what a media industry is and what it is not is almost impossible to draw. This opens up tremendous opportunities for new ways to tell stories and experience the world in and through media for media professionals, amateurs, users, and consumers alike, while simultaneously introducing new uncertainties into an already precarious field of business and work. Third, we do a deep dive into the various paradoxes of making media from the perspective of those who work in and for the various media industrieslooking at how the industry is organized and managed; how companies, firms, and (groups of) individual media professionals make it work; and finally what working in the various media industries looks and feels like for the people involved. In conclusion, we explore how media industries both structure and respond to our life in media, as new storytelling formats and user experiences are developed and introduced at a sometimes breathtaking pace, affecting the ways in which we can study and understand what making media means.
在媒体行业是什么和不是什么之间几乎不可能划清界限。这为媒体专业人士、业余爱好者、用户和消费者等在媒体中并通过媒体讲述故事和体验世界的新方式开辟了巨大的机会,同时也为本已岌岌可危的商业和工作领域带来了新的不确定性。第三,我们从各个媒体行业工作的人的角度深入研究了制作媒体的各种悖论,着眼于该行业是如何组织和管理的;公司、公司和(团体)个人媒体专业人士如何使其发挥作用;最后,在各种媒体行业工作对相关人员来说是什么样子和感觉。总之,我们探讨了媒体行业如何构建和响应我们在媒体中的生活,因为新的讲故事形式和用户体验以有时惊人的速度开发和引入,影响了我们研究和理解制作媒体意味着什么的方式。
A crucial consideration of this focus on professionals in the media is the fact that so many who study the media consider pursuing a career in the media. For sure, media firms seem like a wonderful place to work: collaborating with like-minded people on a film or game, chasing down leads and interviewing people to uncover a news story, coming up with a slogan or motto that defines a product that will be recognized by people all over the world-what is not to love? In the decades I have researched media professionals all over the world, the sentiment most often expressed in countless conversations was “I cannot believe I am getting paid to do this!” When we see interviews with media workers or watch “making of” featurettes, we see lots of happy people. When stars receive their industry awards-whether a Shorty (for real-time short-form content on social media), Hugo (for best science fiction magazine), the Game Developers Choice award, a Media Excellence Award (for international broadcasting), a Lion (at the Cannes Festival of Creativity), the Oscar (for the American and international film industry), or any of the other countless national and international prizes for professional media work-recipients inevitably exclaim how wonderful the work is, how lovely their peers and colleagues are, how much they have been able to achieve. It certainly looks like the media industry is a fun, exciting, and overall playful place to be. At the same time, the media as a global industry operates pretty much exclusively
对媒体专业人士的关注的一个关键考虑因素是,许多研究媒体的人都在考虑从事媒体事业。可以肯定的是,媒体公司似乎是一个很棒的工作场所:与志同道合的人合作制作电影或游戏,寻找线索并采访人们以发现新闻故事,提出定义产品将被全世界人们认可的口号或座右铭——什么是不爱的呢?在我研究世界各地的媒体专业人士的几十年里,在无数次对话中最常表达的情绪是“我不敢相信我这样做会得到报酬!当我们看到对媒体工作者的采访或观看 “制作 ”专题时,我们会看到很多快乐的人。当明星获得他们的行业奖项时——无论是 Shorty(社交媒体上的实时短篇内容)、Hugo(最佳科幻杂志)、游戏开发者选择奖、媒体卓越奖(国际广播)、Lion(戛纳创意节)、奥斯卡奖(美国和国际电影业),还是其他无数的国内和国际专业媒体作品奖项——获奖者都不可避免地会惊叹这些作品有多么精彩就是,他们的同龄人和同事有多可爱,他们能够取得多少成就。看起来媒体行业确实是一个有趣、令人兴奋且整体上有趣的地方。与此同时,媒体作为一个全球性的行业,几乎是独家运作的

on the basis of a so-called nobody knows principle: a deep-seated uncertainty because it is extremely difficult to predict the audience response to a product beforehand, and market success or failure is not easily understood afterward. Despite centuries of management and work, of ongoing growth, of collecting endless data on consumer tastes and market development, and of becoming a truly global industry, the media today are a business built on profound risk, uncertainty, and precarity, much of which gets offloaded onto its practitioners, who often are not paid much (or not at all) for the work that they do. The burden of risk, in other words, is shouldered by everyone throughout the media industries-just not equally.
基于所谓的 Nobody Knows 原则:根深蒂固的不确定性,因为事先很难预测受众对产品的反应,而事后不容易理解市场的成功或失败。尽管经历了几个世纪的管理和工作,不断增长,收集有关消费者口味和市场发展的无休止数据,并成为一个真正的全球性行业,但今天的媒体是一个建立在深刻风险、不确定性和不稳定性之上的行业,其中大部分都转移到了从业者身上,他们所做的工作往往没有得到多少报酬(或根本没有)。换句话说,风险负担由整个媒体行业的每个人都承担——只是不平等。
It is fascinating how an industry that provides a product we do not formally need-unlike food, water, medicine, transport, and electricity, for example-has become one of the most influential and powerful in the world, while also remaining one of the most precarious places to work. This is one of the key tensions we explore in this chapter. Exploring these strains and conflicts is a critical exercise in the study of media industries and production (and a vital part of media studies as a discipline), as it makes us aware of profound sources of inequality and exploitation, as much as it highlights different (and other) ways of doing things. Consider for example the industry-wide paradox between sustaining revenue growth and earning little or no profit. The value of the global media market is well over two trillion US dollars-more than double that of the consumer electronics market (which includes smartphones, personal computers, and television sets) and coming close to the market size of the worldwide car and automobile manufacturing industry. However, beyond such seemingly clear-cut statistics lies a fundamental aspect of the media as an industry: even if it does generate revenue, profitability tends to be elusive as the operating costs of media production often far exceed any kind of income. Typical costs of running a media business include
令人着迷的是,一个提供我们并不正式需要的产品的行业——例如,与食品、水、医药、交通和电力不同——如何成为世界上最有影响力和最强大的行业之一,同时也是最不稳定的工作场所之一。这是我们在本章中探讨的关键紧张关系之一。探索这些压力和冲突是研究媒体行业和生产的一项关键练习(也是媒体研究作为一门学科的重要组成部分),因为它让我们意识到不平等和剥削的深刻根源,同时也突出了不同的(和其他)做事方式。例如,考虑维持收入增长与赚取很少或没有利润之间的全行业悖论。全球媒体市场的价值远超过 2 万亿美元,是消费电子市场(包括智能手机、个人电脑和电视机)的两倍多,接近全球汽车和汽车制造业的市场规模。然而,在这些看似明确的统计数据之外,还有一个媒体行业的基本方面:即使它确实产生了收入,盈利能力也往往难以捉摸,因为媒体制作的运营成本往往远远超过任何类型的收入。经营媒体业务的典型成本包括
  • publicizing and marketing media products and services to get people’s attention;
    宣传和营销媒体产品和服务以吸引人们的注意力;
  • incessantly investing in new technologies, talent, and production techniques in the hope of securing future markets;
    不断投资于新技术、人才和生产技术,以期获得未来的市场;
  • acquiring, maintaining, and upgrading expensive advanced equipment, studios, technical know-how and expertise, and all other production facilities and resources; and
    收购、维护和升级昂贵的先进设备、工作室、技术知识和专业知识,以及所有其他制作设施和资源;和
  • paying off debts to third parties, such as investment firms, technology platforms, and corporate owners.
    偿还对第三方的债务,例如投资公司、技术平台和公司所有者。
Like most companies and firms in the industry, practitioners take on substantial risk for the reward of making media professionally.
与业内大多数公司和公司一样,从业者为了专业制作媒体的回报而承担了巨大的风险。
All these risks carry over to the individual media professional, who faces similar pressures to aggressively self-promote (via professional associations, networking, and social media), to constantly focus on reskilling and upskilling to keep pace with changes in industry practices and new technologies, generally having to cover the cost of necessary equipment and training in order to maintain their career in the media. This is especially the case for freelancers, who tend to form the majority of those working in various media professions. Although extremely few professionals strike it rich in the media-and for many such success tends to be short-lived-most media professionals experience a distinct imbalance between the effort they put into the work and the rewards they reap from it (e.g., regarding earning a decent salary, getting an annual pay raise, enjoying a healthy work-life balance, and predictable career progression). Like most companies and firms in the industry, practitioners take on substantial risk for the reward of making media professionally.
所有这些风险都转移到了媒体专业人士个人身上,他们面临着类似的压力,积极地自我推销(通过专业协会、网络和社交媒体),不断专注于技能再培训和技能提升,以跟上行业实践和新技术的变化,通常必须支付必要的设备和培训费用,以维持他们在媒体领域的职业生涯。自由职业者尤其如此,他们往往构成了在各种媒体行业工作的人的大多数。尽管极少数专业人士在媒体中致富——而且对许多人来说,这样的成功往往是短暂的——但大多数媒体专业人士在工作中付出的努力和他们从中获得的回报之间经历了明显的不平衡(例如,关于赚取体面的薪水、获得年度加薪、享受健康的工作与生活平衡以及可预测的职业发展)。与业内大多数公司和公司一样,从业者为了专业制作媒体的回报而承担了巨大的风险。
An excellent example of the risky paradox between high revenue and low profit is the American streaming service Netflix, starting out in 1997 as a mail-based DVD rental service, piggybacking on the introduction that year of the first DVD players and discs (pioneered in Japan) in the United States. Netflix’s subscriber model was unique as users could keep the DVDs for as long as they liked but could only rent a new movie after returning their existing one. As the company’s subscriber base kept growing rapidly, it started development of its own hardware-a Netflix box that would enable people to download and play movies directly from the company’s servers. After the introduction and enormous popularity of YouTube in 2006, Netflix abandoned the box and switched completely to video on demand, launching its streaming service in 2007 (expanding to Latin America in 2011, across
高收入和低利润之间风险悖论的一个很好的例子是美国流媒体服务 Netflix,它于 1997 年作为基于邮件的 DVD 租赁服务开始,借着当年在美国推出的第一台 DVD 播放器和光盘(在日本率先推出)的东风。Netflix 的订户模式是独一无二的,因为用户可以随心所欲地保留 DVD,但只能在归还现有电影后租借新电影。随着公司的用户群不断快速增长,它开始开发自己的硬件——一个 Netflix 盒子,使人们能够直接从公司的服务器下载和播放电影。在 2006 年 YouTube 推出并广受欢迎后,Netflix 放弃了盒子,完全转向视频点播,于 2007 年推出了其流媒体服务(2011 年扩展到拉丁美洲,跨越
Europe from 2012 onward, entering Australia in 2015, Russia and Africa in 2016; it is not available in China, and suspended its service in Russia to protest the country’s invasion of Ukraine in 2022). During peak times, “the service” (as Netflix is called in the film industry) consumes more online bandwidth than YouTube and Amazon combined. As of 2013, it started coproducing its own original content, next to acquiring licenses to stream existing films, shows, and series. Over the years, the company signed more and more deals with creators around the world to develop original content, subsequently launching its own production hubs in the United States, England, Spain, Sweden, and Canada. With each step, Netflix sought to control costs and solidify its subscriber base-hoping to bring more predictability to the company-while at the same spending extraordinary amounts of money to develop and secure new products, services, and facilities, as well as ramping up massive marketing budgets as it faces increased competition. Competition mainly comes from such streaming services as Amazon Prime, Disney+, and HBO Max, as well as many smaller or regional local video on-demand businesses, including iQiyi in China, Vix for the Latin American market, Britbox in the United Kingdom, Showmax in South Africa, and Takflix in Ukraine. Companies like Netflix and Amazon Prime significantly invest in local content, signing deals and acquiring talent throughout the Middle East, Europe, Latin America, and elsewhere. The bottom line: while Netflix may generate huge revenue from its hundreds of millions of subscribers, it also has to burn more cash on maintaining, marketing, and expanding its products and services. Furthermore, a sudden dip in subscriber numbers can make the service lose significant share value, indicating the fundamental uncertainty governing Netflix’s business model.
从 2012 年开始进入欧洲,2015 年进入澳大利亚,2016 年进入俄罗斯和非洲;它在中国不可用,并暂停了在俄罗斯的服务,以抗议该国于 2022 年入侵乌克兰。在高峰时段,“该服务”(Netflix 在电影行业中的称呼)消耗的在线带宽比 YouTube 和 Amazon 的总和还要多。截至 2013 年,它开始联合制作自己的原创内容,然后获得流式传输现有电影、节目和连续剧的许可证。多年来,该公司与世界各地的创作者签署了越来越多的协议以开发原创内容,随后在美国、英国、西班牙、瑞典和加拿大推出了自己的制作中心。在每一步中,Netflix 都寻求控制成本并巩固其用户群——希望为公司带来更多的可预测性——同时花费大量资金来开发和保护新产品、服务和设施,并在面临日益激烈的竞争时增加大量营销预算。竞争主要来自 Amazon Prime、Disney+ 和 HBO Max 等流媒体服务,以及许多小型或区域性本地视频点播企业,包括中国的爱奇艺、拉丁美洲市场的 Vix、英国的 Britbox、南非的 Showmax 和乌克兰的 Takflix。Netflix 和 Amazon Prime 等公司在中东、欧洲、拉丁美洲和其他地方大力投资本地内容、签署协议和招聘人才。底线:虽然 Netflix 可以从其数亿用户那里获得巨额收入,但它也必须花费更多的现金来维护、营销和扩展其产品和服务。 此外,用户数量的突然下降可能会使该服务失去大量份额价值,这表明 Netflix 商业模式存在根本性的不确定性。
All this suggests a profound paradox, as the global media industries clearly bring in enormous revenue, producing publicly visible engaging and enjoyable news and entertainment experiences, while at the same time it is an industry riddled with risk, uncertainty, and (corresponding) tension. Understanding the media as an industry requires an appreciation of this quandary. In this chapter, various media industries-journalism, advertising (including marketing and public relations), film and television, digital games, music and recording, and social media entertainment-are considered in terms of a range of these structural dilemmas, contradictions,
所有这些都表明了一个深刻的悖论,因为全球媒体行业显然带来了巨大的收入,产生了公开可见的引人入胜和愉快的新闻和娱乐体验,而与此同时,它是一个充满风险、不确定性和(相应的)紧张局势的行业。将媒体作为一个行业来理解需要理解这种困境。在本章中,各种媒体行业——新闻、广告(包括营销和公共关系)、电影和电视、数字游戏、音乐和录音以及社交媒体娱乐——根据一系列这些结构性困境、矛盾、

and conflicts that together color and shape the way professionals and firms operate and “make it work” on a day-to-day basis-whether it is a corporation like Netflix extending its operations all over the world, a local advertising agency working for a client just down the road, or a freelance reporter doing the kind of investigative journalism that she really cares about.
以及冲突,这些冲突共同影响和塑造了专业人士和公司的日常运作方式,并 “使其运作” - 无论是像 Netflix 这样将业务扩展到世界各地的公司,还是为不远处的客户工作的当地广告公司,还是从事她真正关心的调查新闻的自由记者。

On Defining Media as Industries
关于将媒体定义为行业

What makes media an industry is complex and is always the result of some kind of artificial boundary drawing. Examples thereof are generally quantified-such as distribution, profits, number of productions, personnel employed, and so on. The problem with such numbers is that they also serve political goals, intended to make the industry seem productive, successful, innovative, or otherwise constantly busy with exciting new things. As media industries for their financial survival tend to rely on shareholders, investors, commercial owners, partners, or-especially in the case of public service media-government officials, much of the way we see them as industries has a certain image-boosting quality. The numbers produced by the various industries are certainly impressive, documenting global reach, mass market penetration, widespread consumer uptake, and fabulous sales figures. At the same time, we should keep in mind that these statistics are performative, portraying the industry as serious: if companies are able to measure themselves and produce numbers consistently, they can be taken to be well organized and worthy of trust and investment. Generally, such investments do not take note of the oftentimes problematic story those numbers tell-for example, regarding the discrepancies between revenue and profit and about the precarious nature of what it is like to work in the media.
使媒体成为一个行业的东西是复杂的,而且总是某种人为划定边界的结果。其示例通常是量化的——例如分配、利润、生产数量、雇用的人员等。这些数字的问题在于,它们也服务于政治目标,旨在使该行业看起来富有成效、成功、创新,或者不断忙于令人兴奋的新事物。由于媒体行业为了财务生存而往往依赖于股东、投资者、商业所有者、合作伙伴,或者——尤其是在公共服务媒体——政府官员的情况下,我们将其视为行业的大部分方式具有一定的形象提升品质。各个行业产生的数字无疑令人印象深刻,记录了全球影响力、大众市场渗透率、广泛的消费者接受度和惊人的销售数据。同时,我们应该记住,这些统计数据是表演性的,将行业描绘成严肃的:如果公司能够衡量自己并始终如一地产生数字,那么它们就可以被认为是组织良好的,值得信任和投资。一般来说,这样的投资不会注意到这些数字经常存在的问题——例如,关于收入和利润之间的差异,以及在媒体工作所带来的不稳定性质。
Beyond the performative and somewhat mystifying nature of media industry statistics, a third problem with defining media as an industry in terms of the way it reports on itself is the illusion of coherent and singular organization of activities such numbers suggest, as if all the different aspects of making media-from ideation to acquisition and preproduction, from financing to production, via packaging, design, and promotion to marketing and distribution, and ultimately to distribution and consumption -can be neatly captured in a single narrative or number. For example, to
除了媒体行业统计数据的表演性和有点神秘的性质之外,根据媒体自我报告的方式将媒体定义为一个行业,第三个问题是这些数字所暗示的活动的连贯和单一组织的错觉,仿佛制作媒体的所有不同方面——从构思到收购和预生产, 从融资到生产,通过包装、设计和促销,再到营销和分销,最后到分销和消费 - 都可以巧妙地用一个叙述或数字来捕捉。例如,到

talk about “the film industry” runs the risk of overgeneralization as there are so many different ways of making and distributing film around the world, and local film industries-Hollywood in the United States, Bollywood in India, and Nollywood in Nigeria to name a few high-profile sectors-are both internationally networked (through financing, coproduction, and distribution arrangements) and locally specific (in terms of production cultures and talent pools). Given the overall trend of industry convergence -where various sectors (such as media, telecommunications, and technology companies), channels (such as television, print, and online), and companies collaborate or even become part of the same corporation or network-defining the industry also essentializes it, reducing it to a particular feature without recognizing the many linkages, crossovers, and interdependencies between different media professionals, departments, and firms.
谈论“电影业”存在过度概括的风险,因为世界各地有许多不同的电影制作和发行方式,而当地电影业——美国的好莱坞、印度的宝莱坞和尼日利亚的诺莱坞等等——都是国际网络化的(通过融资、联合制作和发行安排)和本地特定的(在制作文化和人才库方面)。鉴于行业趋同的总体趋势——不同部门(如媒体、电信和科技公司)、渠道(如电视、印刷和在线)和公司合作,甚至成为同一公司或网络的一部分——定义行业也将其本质化,将其简化为一个特定特征,而没有认识到不同媒体专业人士之间的许多联系、交叉和相互依存关系, 部门和公司。
A fourth issue with traditional definitions of the media is the relatively recent entry of social media entertainment as a distinct sector of productivity in the industry. When YouTube cofounder Jawed Karim uploaded an eighteen-second video titled Me at the Zoo to his newly formed website (on April 24, 2005) this kickstarted a movement, culminating in a truly global industry of vloggers, influencers, social media entertainers and entrepreneurs, and microcelebrities. Karim’s site and upload fit into a much longer history of people sharing stories and scenes from their everyday lives online in more or less spontaneous fashion. In the late 1990s, weblogs emerged out of people’s online diaries, which in turn were inspired by newsgroups in the 1980s. An early example of serially sharing slices of life publicly can be found in the late nineteenth-century investigative journalism of the American writer and inventor Nellie Bly. She documented her trip around the world in eighty days between November 1889 and January 1890 for the New York World newspaper. During her journey, she sent short progress reports via electric telegraph, filing longer stories by regular mail service. In doing so, she pioneered a genre (and a way of being professional about it) that, more than a century later, has come to define a new type of global industry online.
传统媒体定义的第四个问题是社交媒体娱乐作为该行业的一个独特生产力领域相对较新。当 YouTube 联合创始人 Jawed Karim 在他新成立的网站上上传了一段名为 Me at the Zoo 的 18 秒视频时(2005 年 4 月 24 日),这引发了一场运动,最终形成了一个真正的全球性行业,由视频博主、影响者、社交媒体艺人和企业家以及微型名人组成。Karim 的网站和上传内容适合人们或多或少自发地在线分享日常生活中的故事和场景的悠久历史。在 1990 年代后期,网络博客从人们的在线日记中出现,而这些日记又受到 1980 年代新闻组的启发。连续公开分享生活片段的早期例子可以在 19 世纪末美国作家和发明家内莉·布莱 (Nellie Bly) 的调查性新闻中找到。她为《纽约世界报》记录了她在 1889 年 11 月至 1890 年 1 月期间用 80 天的时间环游世界。在旅途中,她通过电报发送简短的进度报告,并通过普通邮件服务提交较长的故事。在此过程中,她开创了一种类型(以及一种专业的方式),一个多世纪后,这种类型已经定义了一种新型的全球在线行业。
What sets social media creators apart from traditional notions of media producers and industries is their lack of ownership and control of both the channels they use (such as LiveJournal, YouTube, Instagram, or TikTok)
社交媒体创作者与传统媒体制作者和行业概念的不同之处在于,他们对他们使用的渠道(如 LiveJournal、YouTube、Instagram 或 TikTok)缺乏所有权和控制权

and the intellectual property of their work. Formats, genres, and formulas that determine much of professional media production tend to be largely absent in social media entertainment as well, as almost everything these creators (or wanghong as they are known in China) make is determined by the extent to which it seems authentic-not to be confused with real. Although in the context of mass self-communication most of us can be considered to be creators of content and experiences online, only very few people manage to turn this into a sustainable business. Successful creators manage to aggregate and engage online communities, which they convert into varying forms of value-for example, through sponsored content and other kinds of commercial partnerships, viewer donations, and receiving revenue from the advertisements displayed around (or within) their published content.
以及他们工作的知识产权。决定专业媒体制作的格式、流派和公式在社交媒体娱乐中也往往在很大程度上不存在,因为这些创作者(或他们在中国被称为网红)所做的几乎所有事情都取决于它看起来真实的程度——不要与真实混淆。尽管在大众自我交流的背景下,我们大多数人都可以被认为是在线内容和体验的创造者,但只有极少数人能够将其转变为可持续的业务。成功的创作者设法聚合和参与在线社区,并将其转化为各种形式的价值——例如,通过赞助内容和其他类型的商业合作伙伴关系、观众捐赠以及从他们发布的内容周围(或内部)展示的广告中获得收入。
Although genre conventions certainly exist on various online social networks, the rules of production change faster for any routines or formats to sink in. New technological developments, a constant influx of new voices and characters from around the world, and changes in platform policies contribute to this dynamic—which is both exciting and exhausting. Creators have to maintain a permanent stream of updated material, engage in selfbranding, and do the relational work of engaging with followers and fans, as well as incessantly finding and securing sources of revenue-all in the context of the algorithmic volatility of media platforms over which they have no control whatsoever.
尽管各种在线社交网络上肯定存在流派惯例,但制作规则的变化会更快,任何常规或格式都会适应。新技术的发展、来自世界各地的新声音和角色的不断涌入以及平台政策的变化都促成了这种动态——这既令人兴奋又令人筋疲力尽。创作者必须维护永久的更新材料流,参与自我品牌化,并从事与追随者和粉丝互动的关系工作,以及不断寻找和确保收入来源——所有这些都是在他们无法控制的媒体平台的算法波动性背景下进行的。
Some truly fascinating media forms emerge from this creator culture, especially where instances from the mundane everyday interact and mix with stories and genres that have widespread (and possibly commercial) appeal. This is, for example, quite pertinent in the fast-growing popularity of such music genres as tecnobrega (coming out of north Brazil since the 2000s) and amapiano (emerging out of South African townships around Johannesburg and Pretoria from the 2010s), both in local clubs and around the continent. In both instances, traditional rhythms and melodies are combined with basic beats powered by computers-often acquired through the recycling of electronic waste-by musicians, DJs, and fans alike, gaining massive popularity through social media without the support of the traditional music industry.
这种创作者文化中出现了一些真正迷人的媒体形式,尤其是当平凡的日常实例与具有广泛(也可能是商业)吸引力的故事和流派互动和混合时。例如,这与 tecnobrega(自 2000 年代起起的爵士乐流派)等音乐流派在当地俱乐部和非洲大陆各地的流行起起就非常相关。在这两种情况下,传统的节奏和旋律都与由计算机驱动的基本节拍相结合——通常是通过音乐家、DJ 和粉丝回收电子垃圾获得的——在没有传统音乐产业支持的情况下通过社交媒体获得广泛人气。
Another genre particular to technology-driven, self-sharing, and highly commodified creator culture is the mukbang, or eating broadcast, becoming massively popular in the 2010s in South Korea, later on spreading across Asia and North America via YouTube and Twitch. In these shows-at times watched live by millions-someone eats copious amounts of food, earning money through ads on their channels. The success of mukbang tends to be explained by social factors, such as loneliness and people’s desire to feel connected, and technological developments, especially the rise of social media.
另一种技术驱动、自我分享和高度商品化的创作者文化特有的类型是 mukbang,或吃广播,在 2010 年代在韩国广泛流行,后来通过 YouTube 和 Twitch 传播到亚洲和北美。在这些节目中——有时有数百万人现场观看——有人吃大量的食物,通过他们频道上的广告赚钱。mukbang 的成功往往可以用社会因素来解释,例如孤独和人们渴望建立联系,以及技术发展,尤其是社交媒体的兴起。

A third creator trend on social media I like to highlight is the emergence (and popularity) of virtual influencers. In 2018, Time magazine named Miquela Sousa one of the twenty-five most influential people on the internet, despite the fact she is not a person at all. Sousa, or Lil Miquela, as she is known on Instagram (where she has millions of followers, known as
我想强调的社交媒体上的第三个创作者趋势是虚拟影响者的出现(和流行)。2018 年,《时代》杂志将 Miquela Sousa 评为互联网上最具影响力的 25 人之一,尽管她根本不是一个人。Sousa,或 Lil Miquela,她在 Instagram 上被称为 Lil Miquela(她在那里拥有数百万粉丝,被称为

“Miquelites”), is a computer-generated person, representing a fictional Brazilian American teenager, created in 2016 by the Los Angeles-based content production company Brud. She works as a model and spokesperson for brands like Prada and Samsung and releases her own music videos. Her story, as a young woman establishing herself online with a huge following all the while not being entirely real-which is something none of her fans seems too bothered by-reminds me of the early YouTube phenomenon lonelygirl15. Between 2006 and 2008, a young woman called Bree Avery posted regular slice-of-life videos to the platform, created an account on MySpace as well as a personal website, and rapidly built up a massive fan base. Some of her videos included product placement, and she starred in an antipoverty campaign for the United Nations. At some point it was revealed that she was a fictional character, played by the New Zealand actress Jessica Rose and created by American filmmakers. Although her posts stayed popular, the actress chose not to renew her contract for a new seasonsomething a virtual star would of course never do. The examples of lonelygirl15 and Lil Miquela additionally suggest that many peoplefollowers and fans-do not seem to be particularly bothered by the fact that these characters are not real (see chapter 4 on real and virtual life).
“Miquelites”)是一个计算机生成的人,代表一个虚构的巴西裔美国少年,由总部位于洛杉矶的内容制作公司 Brud 于 2016 年创建。她是 Prada 和 Samsung 等品牌的模特和代言人,并发布自己的音乐视频。她的故事,作为一个年轻女性在网上建立自己的地位,拥有大量的追随者,但并不完全真实——她的粉丝似乎都不太在意这一点——让我想起了早期的 YouTube 现象 lonelygirl15。2006 年至 2008 年间,一位名叫 Bree Avery 的年轻女性定期在该平台上发布生活片段视频,在 MySpace 上创建了一个帐户以及一个个人网站,并迅速建立了庞大的粉丝群。她的一些视频包括植入式广告,她还出演了联合国的反贫困运动。在某个时候,人们发现她是一个虚构人物,由新西兰女演员杰西卡·罗斯 (Jessica Rose) 扮演,由美国电影制作人创作。尽管她的帖子仍然很受欢迎,但这位女演员选择不续签新一季的合同,这当然是虚拟明星永远不会做的。lonelygirl15 和 Lil Miquela 的例子还表明,许多人的追随者和粉丝似乎并没有特别为这些角色不是真实的事实而感到困扰(参见第 4 章关于真实和虚拟生活)。
All things considered, it is important to keep an open mind when thinking about the media, as any definition of media as an industry is ultimately a theoretical construct, both useful and limited. Media represent meeting points for multiple industries, which today most notably involve three distinct areas of economic activity:
考虑到所有因素,在考虑媒体时保持开放的心态很重要,因为将媒体定义为一个行业的任何定义最终都是一种理论结构,既有用又有限。媒体代表了多个行业的交汇点,当今最引人注目的是涉及三个不同的经济活动领域:
  1. The businesses of news, film, television, games, music, advertising, and social media
    新闻、电影、电视、游戏、音乐、广告和社交媒体业务
  2. Telecommunications, including the development and provision of telecom equipment, services, and wireless communication
    电信,包括电信设备、服务和无线通信的开发和提供
  3. The technology industry, specifically the manufacturing of consumer electronics, and any information technology-related products and services (including software development, web design, and platforms)
    技术行业,特别是消费电子产品的制造,以及任何与信息技术相关的产品和服务(包括软件开发、网页设计和平台)
The contemporary media industry can be said to compose a part of a larger telecommunications-media-technology (TMT) sector, while the TMT
可以说,当代媒体行业构成了更大的电信媒体技术 (TMT) 行业的一部分,而 TMT

sector itself has become a global media industry. Firms within each of these areas are currently in the business of one or more of the key things that a media company tends to do:
行业本身已经成为一个全球性的媒体行业。这些领域的公司目前都从事媒体公司倾向于做的一项或多项关键业务:
  • financing content, generally through private investors and investment firms, grants and subsidies (including tax incentives), sponsorship (including advertising, branding, and product placement), and presales;
    为内容融资,通常通过私人投资者和投资公司、赠款和补贴(包括税收优惠)、赞助(包括广告、品牌推广和植入广告)和预售;
  • producing (original) content, which can involve employing professionals or inviting anyone to contribute (generally for free);
    制作(原创)内容,这可能涉及雇用专业人士或邀请任何人贡献(通常免费);
  • distributing content so that it may appear on your screen, speakers, or doorstep in one way or another; or
    分发内容,使其可能以某种方式出现在您的屏幕、扬声器或门口;或
  • exhibiting content directly to people by offering a unique gateway (e.g., a cinema or a dedicated application) to access it.
    通过提供独特的网关(例如,电影院或专用应用程序)来访问内容,直接向人们展示内容。
It is fascinating in this context that companies in the information technology domain tend to insist they are not in the media business. As Mark Zuckerberg of Meta (including Facebook, WhatsApp, and Instagram) has repeatedly stated: “We are a tech company, not a media company. When you think about a media company, you know, people are producing content, people are editing content, and that’s not us. We’re a technology company. We build tools.” 1 1 ^(1){ }^{1}
在这种背景下,信息技术领域的公司往往坚称他们不从事媒体业务,这很有趣。正如 Meta(包括 Facebook、WhatsApp 和 Instagram)的马克·扎克伯格 (Mark Zuckerberg) 一再表示的那样:“我们是一家科技公司,而不是一家媒体公司。当你想到一家媒体公司时,你知道,人们在制作内容,人们在编辑内容,但这不是我们。我们是一家科技公司。我们构建工具。 1 1 ^(1){ }^{1}
Zuckerberg’s counterpart at Alphabet (the parent company of Google, Fitbit, Waymo, and other subsidiaries) Sundar Pichai has made similar statements, despite the fact that both companies do not just curate, distribute, and exhibit content but also invest directly into content production. Platforms shift toward media content acquisition and production to have exclusive material to offer users. Traditional or legacy media firms-such as news publishers, movie studios, and digital game developers-also are likely to strike deals and work together with technology and telecommunications companies to produce, promote, and disseminate their work. The tech sector’s reluctance to embrace an identity as media industries stems from its fear of being held legally responsible for the content uploaded and shared on their platforms (as media companies are). Another consideration is their tax rate, which tends to be much lower than that of media companies.
扎克伯格在 Alphabet(谷歌、Fitbit、Waymo 和其他子公司的母公司)的同行桑达尔·皮查伊 (Sundar Pichai) 也发表了类似的声明,尽管这两家公司不仅策划、分发和展示内容,而且还直接投资于内容制作。平台转向媒体内容获取和制作,为用户提供独家材料。传统或传统媒体公司(如新闻出版商、电影制片厂和数字游戏开发商)也可能达成交易并与技术和电信公司合作,以制作、推广和传播他们的作品。科技行业不愿意接受媒体行业的身份,是因为它害怕对其平台上上传和分享的内容承担法律责任(就像媒体公司一样)。另一个考虑因素是他们的税率,往往比媒体公司的税率低得多。
All this collusion and convergence in the TMT sector is in part driven by technological developments. Our lives in media also have something to do with it as we become less loyal to particular channels, media, and franchises, instead each of us assembling our own personalized information environment. The challenge for media makers is not just to come up with compelling stories or to get us to pay attention to their work but to meet us where we are in our digital environment, surrounded by a plethora of options. The industry tends to respond to this challenge by collaborating across the various devices, channels, and platforms that make up the whole of our media experience. On the other hand, mergers and acquisitions have always been the bread and butter of the global media economy. One of the few ways in which media corporations make a profit is by consolidating and bundling their offerings across a variety of media channels (a process called horizontal media integration) or by controlling all the elements of the production value chain (known as vertical media integration). While various kinds of media integration have been a historical phenomenon in the industry, the recent decades have seen an acceleration of this trend, coupled with an equally fast-paced process of media deconcentration as companies seek to divest themselves of unprofitable (or otherwise unwanted) ventures. This feverish dynamic contributes to an overall sense of restlessness as well as excitement, as the media industry constantly changes and the management of such integrated firms is anything but straightforward or uneventful.
TMT 行业的所有这些共谋和融合在一定程度上是由技术发展推动的。我们在媒体中的生活也与此有关,因为我们对特定频道、媒体和特许经营权的忠诚度降低,相反,我们每个人都在组装自己的个性化信息环境。媒体制作者面临的挑战不仅仅是想出引人入胜的故事或让我们关注他们的工作,而是在数字环境中满足我们的需求,周围环绕着众多的选择。该行业倾向于通过跨各种设备、渠道和平台进行协作来应对这一挑战,这些设备、渠道和平台构成了我们的整个媒体体验。另一方面,并购一直是全球媒体经济的生计。媒体公司盈利的少数方式之一是在各种媒体渠道上整合和捆绑他们的产品(这个过程称为水平媒体整合)或通过控制制作价值链的所有元素(称为垂直媒体整合)。虽然各种媒体整合一直是该行业的历史现象,但近几十年来,这一趋势加速发展,随着公司寻求剥离无利可图(或其他不需要的)企业,媒体去集中化进程同样快节奏。这种狂热的动态导致了整体的不安和兴奋感,因为媒体行业不断变化,而这些综合公司的管理绝非简单或平淡无奇。
Given these developments, it becomes quite difficult to pin media down. For sure, we can point to big media corporations, such as WarnerMedia, NewsCorp, and the Walt Disney Company, that own and partner with thousands of smaller companies and firms, but most of their operations do not involve the making of media anymore. These globally networked companies are copyrights industries, investing mainly in content libraries to be marketed and licensed around the world. Their own productions are, relatively speaking, a small part of their business portfolio. This pattern emerges time and again when we look at each main media industry separately. In advertising, a handful of big holding companies-Publicis Groupe, InterPublic, Omnicom, Vivendi’s Havas, Dentsu Aegis Network, and WPP—own or control most of the global market. On the other hand, countless small advertising, marketing, and public relations agencies around
鉴于这些发展,确定媒体变得相当困难。当然,我们可以指出大型媒体公司,如华纳媒体、新闻集团和华特迪士尼公司,它们拥有数以千计的小公司和公司并与之合作,但他们的大部分业务不再涉及媒体制作。这些全球联网的公司是版权行业,主要投资于内容库,以便在世界各地进行营销和许可。相对而言,他们自己的作品只占其业务组合的一小部分。当我们单独观察每个主要媒体行业时,这种模式一次又一次地出现。在广告方面,少数大型控股公司——阳狮集团、InterPublic、宏盟、维旺迪的哈瓦斯、电通安吉斯集团和 WPP——拥有或控制着全球大部分市场。另一方面,周围有无数的小型广告、营销和公关机构

the world work mainly as independent contractors to create campaigns. As in all other media industries, these holding firms are gradually losing market share to technology companies, and brands are increasingly producing their own advertising and marketing. The global game industry exhibits a similar pattern, where the largest publishers-Electronic Arts, Ubisoft, Activision Blizzard, Bandai Namco, Capcom, Tencent-tend to license, franchise, and market games produced by thousands of small studios all over the world. Some corporations-Nintendo, Microsoft, Sony, Apple, and Google-are also in the hardware and software business, offering unique opportunities to develop controlling strategies across games, consoles, and operating systems. As in advertising, film, and television, these corporations gain market share primarily by acquiring content-producing companies more so than developing and producing their own unique intellectual property. The music and recording industry tends to be equally dominated by less than a handful of megacorporations-Sony Music, Warner Music Group, and the Universal Music Group-versus countless independent (or indie) record labels. Each of these corporations owns or controls many sublabels that are nominally independent, most importantly sharing accounting and pricing systems.
全世界主要作为独立承包商来制作活动。与所有其他媒体行业一样,这些控股公司的市场份额逐渐被科技公司夺走,品牌越来越多地制作自己的广告和营销。全球游戏行业也呈现出类似的模式,最大的发行商——Electronic Arts、Ubisoft、Activision Blizzard、Bandai Namco、Capcom、Tencent——倾向于授权、特许经营和销售全球数千家小型工作室制作的游戏。一些公司(任天堂、Microsoft、索尼、苹果和谷歌)也从事硬件和软件业务,为开发跨游戏、游戏机和作系统的控制策略提供了独特的机会。与广告、电影和电视一样,这些公司主要通过收购内容制作公司而不是开发和生产自己独特的知识产权来获得市场份额。音乐和唱片行业往往由不到少数几家大型公司(索尼音乐、华纳音乐集团和环球音乐集团)与无数独立(或独立)唱片公司平分秋色。这些公司中的每一个都拥有或控制着许多名义上独立的子标签,最重要的是共享会计和定价系统。
In every media industry, professionals are most likely to work for a company, agency, or studio with only a handful of colleagues rather than at one of the global behemoths. It gets even more complicated when we consider how all these corporations, publishers, agencies, firms, and studios are connected beyond relatively straightforward structures, such as financing and ownership. It is quite common for films and television series to be distributed in different parts of the world by a competitor of the company that owns the copyrights. In the production phase, firms and professionals working for a variety of larger corporations or holding enterprises can form temporary alliances or project ecologies to work on a specific product or service (such as a campaign, film, or news investigation). In journalism, for example, it is slowly becoming commonplace for independent reporters, legacy news organizations, and professional associations to collaborate on covering major international news stories. Among the more high-profile cross-border collaborations are the Panama Papers (2016), Paradise Papers (2017) and Pandora Papers (2021) investigations, all based on leaks of millions of files from the
在每个媒体行业中,专业人士最有可能为只有少数同事的公司、机构或工作室工作,而不是在一家全球巨头工作。当我们考虑到所有这些公司、出版商、代理机构、公司和工作室是如何在相对简单的结构(例如融资和所有权)之外相互联系时,情况就变得更加复杂了。电影和电视剧由拥有版权的公司的竞争对手在世界不同地区发行是很常见的。在生产阶段,为各种大型公司或控股企业工作的公司和专业人士可以组建临时联盟或项目生态,以开发特定的产品或服务(例如活动、电影或新闻调查)。例如,在新闻业,独立记者、传统新闻机构和专业协会合作报道主要国际新闻报道正慢慢变得司空见惯。其中更引人注目的跨境合作包括巴拿马文件(2016 年)、天堂文件(2017 年)和潘多拉文件(2021 年)调查,所有这些都基于数百万个文件的泄露。

databases of law firms and other companies involved in setting up tax havens for the rich and famous. Journalists-both independents and those working for legacy news organizations worldwide-worked together through the International Consortium of Investigative Journalists (ICIJ) to scrutinize the documents, turning them into an ongoing stream of stories about tax evasion and corruption on a global scale. The ICIJ is a nonprofit network of investigative reporters (from more than one hundred countries and territories) and partner media organizations from around the world, facilitating these kinds of complex collaborations. The implications of these networked investigations reverberate around the world, as details continue to emerge about athletes, celebrities, politicians, and billionaires setting up companies in low-rate (or no-rate) tax places like the British Virgin Islands, where their businesses and identities are hidden from the public.
参与为富人和名人建立避税天堂的律师事务所和其他公司的数据库。独立记者和为全球传统新闻机构工作的记者通过国际调查记者联盟 (ICIJ) 共同审查这些文件,将它们转化为全球范围内关于逃税和腐败的持续报道。ICIJ 是一个由调查记者(来自 100 多个国家和地区)和来自世界各地的合作媒体组织组成的非营利性网络,旨在促进此类复杂的合作。随着运动员、名人、政治家和亿万富翁在英属维尔京群岛等低税率(或无税率)税收场所设立公司的细节不断浮出水面,他们的业务和身份对公众隐藏,这些网络化调查的影响在世界范围内产生反响。
Temporary alliances in media production are a standard way in which the work of making media gets done, across all industries-adding complexity to any kind of consistent definition of media as an industry. A big brand advertising campaign usually involves many professionals and firms with different contractual obligations, forming teams at various instances of the production process, in many circumstances never meeting in person yet still involved with making such a campaign work. A tentpole or blockbuster movie-an industry term for a production with a higher-than-average development and marketing budget (in the games industry, labeled as a triple-A game)—does not just employ hundreds of professionals; its entire value chain also includes a large number of partner firms. For instance, the 2021 James Bond film No Time to Die directly or indirectly involved 107 different production companies, from tiny firms such as the two-person animatics shop MonkeyShine in the United Kingdom and the two-person catering company Eirik & Pedro in Norway to global distributors like Universal Pictures and Metro-Goldwyn-Mayer (MGM).
媒体制作中的临时联盟是所有行业完成媒体制作工作的标准方式,这增加了对媒体作为行业的一致定义的复杂性。一个大品牌的广告活动通常涉及许多具有不同合同义务的专业人士和公司,在生产过程的不同情况下组建团队,在许多情况下从未亲自见面,但仍参与使这样的活动发挥作用。主打电影或大片——一个行业术语,指开发和营销预算高于平均水平的作品(在游戏行业,被称为 AAA 级游戏)——不仅雇佣了数百名专业人士;其整个价值链还包括大量的合作伙伴公司。例如,2021 年詹姆斯·邦德电影《无暇赴死》直接或间接涉及 107 家不同的制作公司,从像英国的双人动画店 MonkeyShine 和挪威的双人餐饮公司 Eirik & Pedro 这样的小公司,到像环球影业和 Metro-Goldwyn-Mayer(米高梅)这样的全球发行商。
The impermanent nature of all these collaborations and projects within and across the media, technology, and telecommunications sector raises the question of how we can best capture the media as an industry from the perspective of the people working in it: Is it a network of a diverse range of institutions and organizations? An ecosystem of interdependent entities? A field of people, practices, and values? Or perhaps it is best understood as a world, as the production of a media product or service is never exclusively
媒体、技术和电信行业内部和之间的所有这些合作和项目的无常性提出了一个问题,即我们如何从从业人员的角度最好地捕捉媒体这个行业:它是一个由各种机构和组织组成的网络吗?一个由相互依存的实体组成的生态系统?一个由人、实践和价值观组成的领域?或者,也许最好将其理解为一个世界,因为媒体产品或服务的生产从来都不完全是

the act of an individual practitioner but rather involves a collective endeavor of various people, organizations, and institutions (temporarily) working together based on mutually shared and understood ideas and understandings that facilitate their cooperative activity.
个体从业者的行为,而是涉及各种人、组织和机构(临时)的集体努力,基于相互分享和理解的想法和理解共同努力,促进他们的合作活动。
The media industry, when seen as a world, involves a rather heterogeneous and always changing set of participants, practices, and professional norms and values-all of which are necessary for the production of media content and services. Considering our approach in this book to media as activities, arrangements, and artifacts, the notion of a world of media as industries and work must also include the various technologies, appliances, and material contexts that are part of media production, as these give shape to the work:
当媒体行业被视为一个世界时,涉及一组相当异质且不断变化的参与者、实践、专业规范和价值观——所有这些都是制作媒体内容和服务所必需的。考虑到我们在本书中将媒体视为活动、安排和人工制品的方法,将媒体世界视为工业和工作的概念也必须包括作为媒体生产一部分的各种技术、设备和物质背景,因为这些赋予了作品的形状:
  • the various working environments of media professionals, ranging from newsrooms and other open office-type environments to temporary settings (such as filming locations outside of a studio complex or journalists reporting out in the field), individuals working in shared workspaces (including cafés, hotel lobbies, and libraries), as well as countless people working from the intimate place of their home;
    媒体专业人士的各种工作环境,从新闻编辑室和其他开放式办公类型的环境到临时环境(例如工作室综合体外的拍摄地点或在现场报道的记者)、在共享工作空间工作的个人(包括咖啡馆、酒店大堂和图书馆),以及无数在家中私密场所工作的人;
  • the full range of hardware and software that make specific media production possible, including dedicated computer programs for the organization of television production, content management systems for news publications, and the requisite equipment for designing and developing games, vlogs, and any other digital form; and
    使特定媒体制作成为可能的全套硬件和软件,包括用于组织电视制作的专用计算机程序、新闻出版物的内容管理系统,以及用于设计和开发游戏、视频博客和任何其他数字形式的必要设备;和
  • the material context of production as determined by the complex contractual, financial, legal, and otherwise economic arrangements under which the work takes place.
    由工作发生的复杂合同、财务、法律和其他经济安排决定的生产的物质环境。
All this comes together in a variety of production cultures, specific to a place and time, to a particular constellation of people and resources, and to a certain type of project. It is important to include the role of all of us as audiences in this approach as well.
所有这些都汇集在各种生产文化中,特定于某个地点和时间,特定于特定的人员和资源群,以及某种类型的项目。在这种方法中,包括我们所有人作为受众的角色也很重要。
In the context of a life in media, the media as an industry emerges as part of a new economic supersector, where telecommunications, technology companies, and media corporations compete and collaborate to capture the
在媒体生活的背景下,媒体作为一个行业作为新经济超级部门的一部分出现,电信、技术公司和媒体公司在这里竞争和合作以捕捉

time and attention of media consumers-consumers who are increasingly also in the business of making media. We create media directly by populating and posting on social media, by uploading and disseminating our own content, and by liking, sharing, and forwarding (and thereby promoting) the content made by others. Indirectly, our lives in media produce endless data that fuel the global digital economy. Through our attention to commercial media, we also do the work for media as audiences that are sold to advertisers. Considering media as industries implicates all of us-anyone who uses any kind of media-in an interdependent economic relationship.
媒体消费者的时间和注意力 - 消费者越来越多地从事媒体制作业务。我们通过在社交媒体上填充和发布、上传和传播我们自己的内容以及点赞、分享和转发(从而推广)他人制作的内容来直接创建媒体。间接地,我们在媒体中的生活产生了无穷无尽的数据,为全球数字经济提供动力。通过我们对商业媒体的关注,我们还为媒体作为受众开展工作,并将其出售给广告商。将媒体视为行业意味着我们所有人——任何使用任何类型媒体的人——都处于一种相互依存的经济关系中。
Taken together, these considerations for a definition of media as industries suggest an at once global sector dominated by multinational conglomerates and a distinctly local field of professionals, firms, and networks making it work, all of whom invest their time, talent, money, and resources into a risky business where nobody knows whether the project at hand will be successful-let alone commercially viable. Much of the management and organization of media production is therefore based on efforts to reduce (or even control) that risk, which partly contributes to a somewhat performative quality of the various ways the industry presents and talks about itself. The nature of media work is much more messy, temporary, and complex than any definition of the media suggests. Media firms and professionals are quite likely to be working together with people from different fields, even from completely different sectors, including all of us in the process of cocreating content and experiences.
综上所述,将媒体定义为行业的这些考虑因素表明,一个由跨国企业集团主导的全球性部门,以及一个由专业人士、公司和网络组成的明显本地领域,他们都将自己的时间、人才、金钱和资源投入到一个有风险的业务中,没有人知道手头的项目是否会成功——更不用说商业上可行的了。因此,媒体制作的大部分管理和组织都是基于减少(甚至控制)这种风险的努力,这在一定程度上有助于该行业以各种方式呈现和谈论自己的某种表演性。媒体工作的性质比任何媒体定义所暗示的要混乱、临时和复杂得多。媒体公司和专业人士很可能会与来自不同领域的人合作,甚至来自完全不同的部门,包括我们所有人在共同创造内容和体验的过程中。

The Paradoxes of Professionally Producing Culture
专业生产文化的悖论

At the heart of all this is an industry that produces culture-as the primary value of the products and services of the media have aesthetic, emotional, spiritual, and ethical qualities for us. Although media are inseparable from the way society and everyday life function nowadays, in the strictest sense media are not necessary for our survival as, for example, clean water, sustainable agriculture, and adequate shelter are. The apps, games, films, shows, music, and stories we love so much may not be directly practical, but the value(s) they represent are clearly essential to our sense of identity and belonging. Next to producing culture, media industries are a production culture-involving a range of practices, routines, norms, and beliefs that are
这一切的核心是一个生产文化的行业——因为媒体产品和服务的首要价值对我们来说具有审美、情感、精神和道德品质。尽管媒体与当今社会和日常生活的运作方式密不可分,但从最严格的意义上讲,媒体并不是我们生存所必需的,例如,清洁的水、可持续的农业和适当的住所。我们如此喜爱的应用程序、游戏、电影、节目、音乐和故事可能并不直接实用,但它们所代表的价值显然对我们的身份感和归属感至关重要。除了生产文化之外,媒体行业还是一种生产文化——涉及一系列实践、惯例、规范和信仰

often specific to a generally agreed upon way of doing things of a particular project, team, or organization.
通常特定于特定项目、团队或组织的普遍商定的做事方式。
In what follows, we unpack the production cultures of media industries on the basis of a series of paradoxes that codetermine what the experience of making media professionally is like. The choice for such tensions or ambivalences as the starting point for analysis is to pinpoint the sometimes baffling nature of media work and to focus our attention on the continuous struggles that are particular to producing culture and the production cultures of the media. The many ambivalences of media work to some extent feel like constant conflicts and certainly require a lot of shuffling and careful navigation, while also suggesting that there are always other ways of doing things. In other words, media professionals have agency despite (and to some extent, by virtue of) being part of a precarious and sometimes quite exploitative industry, and it is in this resolutely hopeful spirit that the account of what it is like to work in the media is offered.
在下文中,我们将根据一系列悖论来解读媒体行业的生产文化,这些悖论共同决定了专业制作媒体的体验是什么样的。选择将这种紧张或矛盾作为分析的起点,是为了指出媒体工作有时令人困惑的本质,并将我们的注意力集中在与生产文化和媒体生产文化特有的持续斗争上。媒体工作的许多矛盾性在某种程度上感觉像是不断的冲突,当然需要大量的洗牌和谨慎的导航,同时也暗示着总是有其他的做事方式。换句话说,尽管(在某种程度上,凭借)媒体专业人士是一个不稳定的、有时相当剥削的行业的一部分,但媒体专业人士还是有能动性的,正是本着这种坚定的希望的精神,人们才得以讲述在媒体工作的感觉。
In total, this chapter covers twelve distinct paradoxes that inform and influence media work, framed along micro-, meso-, and macrolevels of analysis. On the microlevel, we look at the individual media professional at work, where you find tensions that are generally particular to anyone’s distinct experience of working in one or more of the main media industries -journalism, advertising, film and television, (digital) games, social media entertainment, and music. This is not to suggest that it doesn’t matter who you are or what your background is (including gender, ethnicity, life phase, and ability). Each media professional tends to be confronted by the issues mentioned here, affecting everyone differently and prompting and inspiring many different ways of taking action. On the mesolevel, issues are highlighted that tend to be unique to the ways in which media companies and production projects are organized and managed. Finally, on the macrolevel, we look at the key overall pressures and strains that shape media production, to some extent dictating how the media as an industry is able to make it work both in terms of financial and commercial viability as well as being able to do satisfying and meaningful work.
本章总共涵盖了 12 个不同的悖论,这些悖论为媒体工作提供信息和影响,并围绕微观、中观和宏观分析的层面进行构建。在微观层面上,我们着眼于工作中的个体媒体专业人士,在那里你会发现紧张关系通常是任何人在一个或多个主要媒体行业(新闻、广告、电影和电视、(数字)游戏、社交媒体娱乐和音乐——工作的独特经历所特有的。这并不是说你是谁或你的背景是什么(包括性别、种族、人生阶段和能力)无关紧要。每个媒体专业人士都倾向于面临这里提到的问题,这些问题对每个人的影响不同,并促使和激发许多不同的行动方式。在中层层面上,突出了往往是媒体公司和制作项目的组织和管理方式所特有的问题。最后,在宏观层面上,我们研究了影响媒体生产的关键整体压力和压力,在某种程度上决定了媒体作为一个行业如何能够在财务和商业可行性方面发挥作用,以及能够做出令人满意和有意义的工作。
Of course, the partition in different levels of analysis for understanding media work is a construct, as much as the dual structure of the various contradictions is. Considering the way media work as an industry like this offers a conceptual shortcut, and I hasten to add that these paradoxes can
当然,理解媒体工作的不同层次分析中的划分是一种建构,就像各种矛盾的双重结构一样。考虑到媒体作为一个行业的运作方式,这提供了一个概念性的捷径,我赶紧补充一点,这些悖论可以

occur on other levels than stated here, mean different things to different professionals working in different industries, and translate into a wide variety of practices. What makes this conceptualization of media work a handy tool is that it allows us to look across the media industry in its entirety, being mindful of the emotional impact and lived experience of working in the media.
发生在此处所述以外的其他层面,对在不同行业工作的不同专业人士意味着不同的事情,并转化为各种各样的实践。这种媒体工作的概念化之所以成为一种方便的工具,是因为它使我们能够从整体上看待媒体行业,同时注意在媒体中工作的情感影响和生活经历。
Macrolevel: media industries making it work, where the work is profitable and loss making datafied and creative switched on and switched off impactful and disconnected
宏观层面:媒体行业使其发挥作用,其中工作有利可图,亏损,数据化和创造性的开关有影响力和断开连接
Mesolevel: the organization of work, where the work is artisanal and industrial informal and militarized dynamic and routinized collective and fragmented
中层:工作组织,其中工作是手工和工业的、非正式的和军事化的、动态的和常规化的、集体的和碎片化的
Microlevel: the individual at work, where the work is empowering and exploitative liberating and interdependent idealistic and homogenous pleasurable and precarious
微观层面:工作中的个体,工作是赋权和剥削的、解放的、相互依存的、理想主义的、同质的、快乐的和不稳定的
Macrolevel: media industries making it work, where the work is profitable and loss making datafied and creative switched on and switched off impactful and disconnected Mesolevel: the organization of work, where the work is artisanal and industrial informal and militarized dynamic and routinized collective and fragmented Microlevel: the individual at work, where the work is empowering and exploitative liberating and interdependent idealistic and homogenous pleasurable and precarious| Macrolevel: media industries making it work, where the work is profitable and loss making datafied and creative switched on and switched off impactful and disconnected | | :--- | | Mesolevel: the organization of work, where the work is artisanal and industrial informal and militarized dynamic and routinized collective and fragmented | | Microlevel: the individual at work, where the work is empowering and exploitative liberating and interdependent idealistic and homogenous pleasurable and precarious |
Profitable and Loss Making
盈利和亏损

Most media organizations are run as businesses yet tend to include goals beyond turning a profit-such as creating original, beautiful, or otherwise meaningful products and services. Some media are run primarily for idealistic social or cultural purposes, without seeking profit-but they still have to pay the bills. For instance, public service media have generally had a bureaucratic form of organization but with nonprofit social and cultural goals. Most major film studios also operate smaller, “arthouse” studios to experiment with smaller budgets, to earn a reputation and credibility as a nurturer of talent, and to diversify their portfolio of movies-even though these productions tend to be written off (in advance) as loss makers. In this delicate balancing act, most media companies do not turn a profit on the basis of what they make. Despite at times impressive sales figures of digital games, some box office success of films, and huge viewing numbers for
大多数媒体机构都是以企业的形式运营的,但往往包括盈利以外的目标——例如创造原创、美观或其他有意义的产品和服务。一些媒体主要是为了理想主义的社会或文化目的而运营的,不追求利润——但他们仍然必须支付账单。例如,公共服务媒体通常采用官僚主义的组织形式,但具有非营利性的社会和文化目标。大多数主要电影制片厂还经营较小的“艺术”工作室,以较小的预算进行试验,以赢得作为人才培养者的声誉和信誉,并使他们的电影组合多样化——尽管这些作品往往被(提前)注销为亏损者。在这种微妙的平衡行为中,大多数媒体公司不会根据他们的收入来盈利。尽管数字游戏的销售数据有时令人印象深刻,电影也取得了一些票房成功,并且观看人数众多。

shows on streaming services or for vlogs on video-sharing platforms, all this revenue can quickly disappear when set against the long-term expenses involved in sustaining the business.
流媒体服务上的节目或视频共享平台上的视频博客,与维持业务所涉及的长期费用相比,所有这些收入都会很快消失。

This tension between the ideals of creativity and commerce runs through all decision-making in media organizations, inspiring competing logics that govern the production process. Generally speaking, a media company or professional tends to embrace or prefer an editorial logic, meaning that they feel creative decisions should be made based on what the media practitioners deem worthy to pursue. However, a definite market logic is present, too. In that context, goals are set as determined by such issues as target audience tastes and needs, client demands, and commercial appeal. Success in this context is measured by such metrics as viewing or listening figures, ticket sales, hits and clicks, and time spent. Taken together, these competing goals and logics inspire much of the tension and potential for conflict within media organizations and operations. Other governing logics can be present too, including one that privileges user engagement, interactivity, and cocreation. As many media companies and individual professionals work at the behest of clients, a fourth logic governs decisions on the basis of strict accordance to rules and parameters set elsewhere. In practice, all these logics and goals of media organizations often conflict and at times converge. Different logics also play out on the level of individual practitioners, as many (if not most) media professionals work as freelancers or on temporary contracts, requiring them to constantly balance competing pressures and opportunities. A common formula for navigating all these different pressures and constraints (especially as a free agent) in the media is to strike a balance between finance, fun, and fame:
创意与商业理想之间的这种紧张关系贯穿于媒体组织的所有决策中,激发了支配制作过程的竞争逻辑。一般来说,媒体公司或专业人士倾向于接受或更喜欢编辑逻辑,这意味着他们认为应该根据媒体从业者认为值得追求的东西来做出创造性的决定。然而,也存在明确的市场逻辑。在这种情况下,目标的设定取决于目标受众的品味和需求、客户需求和商业吸引力等问题。在这种情况下,成功是通过观看或收听数据、门票销售、点击和点击以及花费的时间等指标来衡量的。综上所述,这些相互竞争的目标和逻辑激发了媒体组织和运营内部的大部分紧张局势和潜在冲突。也可以存在其他管理逻辑,包括优先于用户参与、交互性和共同创造的逻辑。由于许多媒体公司和个人专业人士都应客户的要求工作,因此第四种逻辑严格按照其他地方设定的规则和参数来支配决策。在实践中,媒体机构的所有这些逻辑和目标经常发生冲突,有时甚至趋同。不同的逻辑也发生在个体从业者的层面上,因为许多(如果不是大多数)媒体专业人士是自由职业者或临时合同,要求他们不断平衡竞争的压力和机会。在媒体中应对所有这些不同的压力和限制(尤其是作为自由球员)的一个常见公式是在财务、娱乐和名声之间取得平衡:
  • Does the project/gig/assignment pay (enough)?
    项目/演出/任务的报酬(足够)吗?
  • Does the work inspire/bring joy?
    这项工作是否激发/带来快乐?
  • Would this product or service build or sustain reputation/prestige in the field?
    该产品或服务能否在该领域建立或维持声誉/声望?
If the answer to any or all of these questions is no, a media professional would do well to seriously consider turning down the project or opportunity on offer.
如果这些问题中的任何一个或所有问题的答案是否定的,那么媒体专业人士最好认真考虑拒绝所提供的项目或机会。

Datafied and Creative  数据化和创意

Following up on the presence of multiple and at times conflictual guiding principles in the production process, another decision-making logic
跟进生产过程中存在多个有时相互冲突的指导原则,另一个决策逻辑

emerges, given the growing significance of data, metrics, predictive analytics, and key performance indicators (KPIs) in the media industries. Such data logic can govern any kind of course of action, from what kind of projects to pursue and determining planning and strategy to playing a role in the creative process itself. At the same time, most organizations tend to privilege intuition and talent as the basis of the media production process, while creativity is prized above all else when articulating the quality of a colleague (or competitor). In a digital environment, more and more aspects of the media production process become datafied, setting the stage for clashes with the discourse and expectations around people’s creativity and craftmanship. It is important to note that despite embracing an algorithmic turn, data-driven decision-making at digital-only companies such as Netflix has yet to solve the media industries’ nobody-knows dilemma-given the fact that most of its greenlighting choices and productions fail to provide significant return on investment.
鉴于数据、指标、预测分析和关键绩效指标 (KPI) 在媒体行业中的重要性日益增加。这样的数据逻辑可以支配任何类型的行动方案,从追求什么样的项目和确定规划和策略到在创作过程本身中发挥作用。与此同时,大多数组织倾向于将直觉和才能作为媒体制作过程的基础,而在表达同事(或竞争对手)的品质时,创造力则高于一切。在数字环境中,媒体制作过程的越来越多的方面变得数据化,为与围绕人们的创造力和工艺的话语和期望发生冲突奠定了基础。值得注意的是,尽管接受了算法转向,但 Netflix 等纯数字公司的数据驱动决策尚未解决媒体行业无人知晓的困境——鉴于其大多数绿灯选择和制作未能提供显着的投资回报。
Data logic across the various media industries tends to play two primary roles: that of demand predictor and content creator. Mining vast databases of people’s preferences, subscriptions, clicks, and channel choices is expected to produce accurate predictions on what will be a hit. Increasingly, media workplaces get outfitted with tracking software that shows in real time what the audience is doing and where they are going. The potential for forecasting seems profound. The same goes for content creation through data, which contains the promise of much of the production process to be automated-as already has been applied to copy writing for news organizations or marketing companies and music (for use in digital games and films) created by an artificial intelligence. At the same time, the expectation of creativity and the charisma of certain individuals within the media company or production team often do not take kindly to statistical references, algorithmic influences, and automated solutions to production outcomes. Just as the gut feeling of a creative is never infallible, the results from number crunching are imperfect predictors of success, and the kind of creative work produced by computers tends to lack a certain somethinghowever vague that “something” may be. The tension between these two aspects of all media work does produce interesting clashes and challenges, though.
各种媒体行业的数据逻辑往往扮演两个主要角色:需求预测者和内容创建者。挖掘人们的偏好、订阅、点击和渠道选择的庞大数据库有望准确预测什么会成为热门。媒体工作场所越来越多地配备了跟踪软件,可以实时显示受众在做什么以及他们要去哪里。预测的潜力似乎是巨大的。通过数据创建内容也是如此,它包含了大部分生产过程自动化的承诺——因为已经应用于新闻机构或营销公司的文案写作以及人工智能创建的音乐(用于数字游戏和电影)。与此同时,媒体公司或制作团队中某些人对创造力的期望和魅力往往不善于接受统计参考、算法影响和制作结果的自动化解决方案。正如创意人员的直觉从来都不是万无一失的一样,数字运算的结果并不是成功的完美预测指标,而计算机产生的那种创造性作品往往缺乏某种东西,无论“某物”可能多么模糊。不过,所有媒体工作的这两个方面之间的紧张关系确实产生了有趣的冲突和挑战。

Switched On and Switched Off
开启和关闭

Ask around, and anyone will tell you: working on the set of a film, doing crunch time (extreme overworking to deliver on deadline) on a digital game, digging deep on an investigative journalism project, recording new music in the studio while trying to stay on time and within budget-it can all be very exciting, meaningful, and intense. Media professionals often describe the work in such instances as going all in, feeling part of a family with their coworkers, purely living on adrenaline (as well as caffeine and alcohol). When it is done, it is not uncommon to celebrate-if anything to let out all the repressed emotions associated with the previously stressful period. On the other hand, the work styles (ways of working and being at work) of media professionals tend to be marked by extended periods of boredom, inaction, and unemployment. Quite a lot of the work in media can be tedious, consisting of sitting at a computer and spending days filling out forms, making phone calls, and performing logistical and other menial tasks, up to and including just getting people coffee or lunch. One professional I once interviewed, a seasoned Hollywood movie assistant director, told me he got his big break in the industry by picking up Steven Spielberg’s Christmas presents. In between projects, practitioners can experience tedium as there is not much to do until a new client, project, or account presents itself or is found. For many, if not most, workers this period is unpaid, as crews go on hiatus after a season ends, and many (smaller) companies do not necessarily have new projects lined upresulting in letting most nonessential staff go.
四处打听,任何人都会告诉你:在电影片场工作,在数字游戏上做关键时间(极度超负荷工作以按时交付),深入挖掘调查新闻项目,在录音室录制新音乐,同时努力保持准时和预算——这一切都可能非常令人兴奋、有意义和紧张。媒体专业人士经常这样描述这项工作,例如全力以赴,感觉与同事成为家庭的一部分,纯粹靠肾上腺素(以及咖啡因和酒精)生活。完成后,庆祝并不少见——如果有的话,以释放与先前压力时期相关的所有压抑情绪。另一方面,媒体专业人士的工作方式(工作方式和工作方式)往往以长时间的无聊、无所作为和失业为标志。媒体中的很多工作可能很乏味,包括坐在电脑前花几天时间填写表格、打电话、执行后勤和其他琐碎的工作,甚至包括给人们买咖啡或午餐。我曾经采访过一位专业人士,一位经验丰富的好莱坞电影助理导演,他告诉我,他通过购买史蒂文·斯皮尔伯格 (Steven Spielberg) 的圣诞礼物获得了这个行业的重大突破。在项目之间,从业者可能会感到乏味,因为在出现或找到新客户、项目或帐户之前,没有太多事情可做。对于许多(如果不是大多数)工人来说,这段时间是无薪的,因为工作人员在赛季结束后会休息,而且许多(较小的)公司不一定有新项目排队,导致大多数非必要员工离开。
For most people in the media industry, their time at work is matched with significant periods out of work as nonstandard employment or “atypical” work is the norm in media production-which means that most professionals do not have an open-ended contract with an employer. Roughly speaking there are four types of atypical media work:
对于媒体行业的大多数人来说,他们的工作时间与长时间的失业时间相匹配,因为非标准工作或“非典型”工作是媒体制作的常态——这意味着大多数专业人士没有与雇主签订无限期合同。粗略地说,有四种类型的非典型媒体作品:
  1. Temporary employment: fixed-term contracts (including project- or taskbased contracts), casual work, and daily work
    临时工作:定期合同(包括基于项目或任务的合同)、临时工作和日常工作
  2. Part-time and on-call work: normal working hours (yet fewer than fulltime equivalents), marginal part-time employment, on-call work (including zero-hours contracts)
    兼职和随叫随到的工作:正常工作时间(但少于全职工作时间)、边际兼职工作、随叫随到的工作(包括零工时合同)
  3. Multiparty employment relationships: including temporary agency work, being on call as subcontracted labor
    多方雇佣关系:包括临时代理工作、作为分包劳动力随叫随到
  4. Disguised employment / dependent self-employment: work that is not part of a formal employment relationship (including false employment, where a freelancer works for one company exclusively), as well as speculative work (meaning work that is unpaid but done in the hopes of securing future gigs, clients, or employment)
    变相就业/受抚养自雇:不属于正式雇佣关系的工作(包括虚假就业,自由职业者只为一家公司工作),以及投机性工作(指无薪但为了获得未来的演出、客户或就业而完成的工作)
As a macrolevel development, atypical work is the dominant mode of employment in the media industries, as it is one of the key ways in which companies manage their financial risk. The tension between being (and feeling) completely switched on and alternately experiencing a switchedoff, languishing existence plays out differently yet structurally for many, if not most, media professionals. This is not to say that being switched on is an on the whole enjoyable feeling, as it comes with negative health impacts (such as stress, burnout) and a decrease in the quality of the work and work experience, and the overwork involved is often uncompensated. The same can be said for the uneventfulness of being in between jobs, gigs, or projects, which can be an opportunity to recharge, to retrain, and to reconnect with friends and family.
作为宏观层面的发展,非典型工作是媒体行业的主要就业模式,因为它是公司管理财务风险的关键方式之一。对于许多(如果不是大多数)媒体专业人士来说,存在(和感觉)完全开启和交替经历关闭、萎靡不振的存在之间的紧张关系以不同的方式但在结构上发挥作用。这并不是说开机总体上是一种愉快的感觉,因为它会带来负面的健康影响(如压力、倦怠)和工作质量和工作经验的下降,而所涉及的过度工作往往是没有补偿的。在工作、演出或项目之间平淡无奇也是如此,这可能是充电、再培训以及与朋友和家人重新联系的机会。

Impactful and Disconnected
有影响力且断开连接

A fourth macrolevel friction of media production is being involved with work that intends to reach and affect many, while concurrently working far removed from any meaningful interaction with the public. The products and services of the media industries potentially reach audiences far and wide. Media work at times can make a powerful difference in the lives of people all over the world. Although considerations of the public do not always feature prominently in the ways in which media professionals talk about their work, the media as an industry cannot consider what it does without or beyond the public. In fact, the imagination of an audience-what it needs, what it wants-fuels many aspects of the production process. Some of these reflections are commercial in nature, as decisions can follow a distinct market logic, while the public can also play a role in terms of one’s sense of social responsibility and personal motivation to do work that contributes to the common good. However, in the contemporary digital environment, it is
媒体制作的第四个宏观层面的摩擦是涉及旨在接触和影响许多人的工作,同时又远离与公众进行任何有意义的互动。媒体行业的产品和服务可能会覆盖广泛的受众。媒体工作有时可以对全世界人们的生活产生巨大的影响。尽管在媒体专业人士谈论他们的工作的方式中,公众的考虑并不总是突出的,但媒体作为一个行业,不能在没有公众或公众之外考虑它所做的事情。事实上,观众的想象力——他们需要什么,他们想要什么——推动了制作过程的许多方面。其中一些反映本质上是商业的,因为决策可以遵循不同的市场逻辑,而公众也可以在一个人的社会责任感和个人动机方面发挥作用,为共同利益做出贡献。然而,在当代数字环境中,它是

safe to say that reaching a mass or otherwise large audience is something few, if any, media productions can ever hope to achieve. Although much of our media use can still be labeled as consuming content, simultaneous multiple media use is now the norm, with people going online with their mobile devices while watching television, and spending time online (specifically with social media) outperforms all other media use. Subsequently, there is a noticeable shift throughout the industry from thinking in terms of distribution and reach toward notions of participation and engagement. It is not just about getting people to notice and pay attention to your product or service-which is difficult enough-but more so to get people to become involved, share their thoughts online, and forward and recommend to each other the new series to watch, the new music to listen to.
可以肯定地说,接触大众或其他大量观众是很少有媒体作品能够希望实现的。尽管我们的大部分媒体使用仍然可以被贴上消费内容的标签,但同时使用多种媒体现在已成为常态,人们在看电视时使用移动设备上网,并花时间上网(特别是使用社交媒体)优于所有其他媒体使用。随后,整个行业发生了明显的转变,从分销和接触的角度思考,转向了参与和参与的概念。这不仅仅是让人们注意到和关注您的产品或服务——这已经够难的了——但更重要的是让人们参与进来,在网上分享他们的想法,并转发和推荐给彼此观看的新系列,要听的新音乐。
There is a specific tension here between getting audiences engaged, while being quite disconnected from society. This disconnect between media producers and consumers is evident in the informal hierarchies of media work, where those that operate furthest removed from interactions with the audience-such as the creatives in advertising, producers and directors in film and television, parliamentary and investigative reporters in journalism, and creative leads in game design-tend to be the professionals with the highest status. Community managers in the games industry, market researchers in advertising and marketing communications, and reader representatives in journalism are lowest on the professional ladder. Furthermore, among peers it is generally frowned upon to use the public as a reference when discussing creativity or quality. Audiences in media industries are imagined (and, to some extent, datafied in surveys, focus groups, and metrics, such as clicks and view counts) rather than experienced. Trying to get access to a building where media work takes place is next to impossible-unless you are there by invitation.
在让观众参与和与社会完全脱节之间,存在着一种特定的紧张关系。媒体生产者和消费者之间的这种脱节在媒体工作的非正式等级制度中很明显,那些与观众互动最远的人——如广告中的创意人员、电影和电视中的制片人和导演、新闻业的议会和调查记者以及游戏设计的创意负责人——往往是具有最高地位的专业人士。游戏行业的社区经理、广告和营销传播的市场研究人员以及新闻业的读者代表在专业阶梯上处于最低水平。此外,在同行中,在讨论创造力或质量时,通常不赞成使用公众作为参考。媒体行业的受众是想象的(并且在某种程度上,在调查、焦点小组和指标,如点击和观看次数等指标中得到数据化),而不是有经验的。试图进入进行媒体工作的建筑物几乎是不可能的——除非你是受邀而来的。
For an industry so dependent on knowing, understanding, and engaging people, its practitioners commonly have little or no actual contact with the public. Industry-audience interactions tend to be staged and managed rather than authentic and organic, focused on extracting data and information rather than soliciting feedback and genuine collaboration. Some professionals and companies choose to act differently, however-investing in cocreation with communities, taking the time to get to know their
对于一个如此依赖了解、理解和吸引人们的行业来说,其从业者通常很少或根本没有与公众的实际接触。行业与受众的互动往往是分阶段和管理的,而不是真实和有机的,专注于提取数据和信息,而不是征求反馈和真正的合作。一些专业人士和公司选择采取不同的行动方式,然而——投资于与社区的共创,花时间了解他们的

audience and reconstituting them as club members or constituencies, respecting their engagement beyond the free labor that people do as fans. Examples of this can be found throughout all media industries and in today’s digital environment are often the source of inspiration for new companies, such as the American firm Hearken, founded by Jennifer Brandel in 2015 to consult news organizations on ways to better listen to their communities (using a dedicated online platform) and to integrate a diversity of voices into their operations. In 2021, Hearken worked with over one hundred newsrooms in fourteen countries around the world in a direct attempt to bridge the industry’s societal disconnect with its desire to do impactful work.
观众,并将他们重组为俱乐部成员或选区,尊重他们作为球迷所从事的免费劳动之外的参与。这方面的例子可以在所有媒体行业中找到,在当今的数字环境中,这通常是新公司的灵感来源,例如美国公司 Hearken,该公司由 Jennifer Brandel 于 2015 年创立,旨在向新闻机构咨询如何更好地倾听其社区(使用专门的在线平台)并将各种声音整合到他们的运营中。2021 年,Hearken 与全球 14 个国家/地区的 100 多家新闻编辑室合作,直接尝试弥合该行业的社会脱节与其做有影响力的工作的愿望。

Artisanal and Industrial  手工业

On the mesolevel, or organizational level, of media work, a key strain features in the coexistence of artisanal and small-scale production methods next to producing content on an industrial scale. Much of the work in the media industry depends on craft, talent, and creativity-often using such complex technologies as digital cameras, content management systems, recording equipment, and editing software. Projects tend to be run by teams consisting of people with a variety of skills, backgrounds, and professional roles, requiring careful calibration to make things run smoothly. Much of this fine-tuning is all about building rapport, doing the emotional labor to establish a circle of intimacy and trust. While on a specific assignment or task, the work is meaningful in part because of both its high-pressured intensity and its collaborative spirit. Some of the spectacle of media work is its performative aspect toward colleagues-looking for opportunities to show off your talent and skills, trying to impress coworkers in part to secure future employment and simply to have fun.
在媒体工作的中层或组织层面上,除了工业规模的内容制作之外,手工和小规模生产方法共存是一个关键压力。媒体行业的大部分工作都依赖于工艺、人才和创造力 - 通常使用数码相机、内容管理系统、录制设备和编辑软件等复杂技术。项目往往由具有各种技能、背景和专业角色的人员组成的团队运行,需要仔细校准才能使事情顺利进行。这种微调的大部分都是关于建立融洽的关系,做情感劳动来建立一个亲密和信任的圈子。在执行特定任务或任务时,这项工作之所以有意义,部分原因是其高压强度和协作精神。媒体工作的一些奇观在于它对同事的表演性 - 寻找机会展示你的才华和技能,试图给同事留下深刻印象,部分原因是为了确保未来的工作,只是为了玩得开心。
These are all the benchmarks of artisan-like processes, relying on skilled workers dedicated to quality (of both the work and the working experience). At the same time, the media industries rely on mass reproducibility of its goods and services, churning out content to accommodate an ever-growing array of channels and platforms. Such an industrial configuration of media work is paramount in generally patterned and routinized production processes and practices, in the development of and strict adherence to genres, formats, and conventions, the rationalization of management (e.g.,
这些都是工匠式流程的基准,依赖于致力于质量(工作和工作经验)的熟练工人。与此同时,媒体行业依赖于其商品和服务的大规模可重复性,大量生产内容以适应不断增长的渠道和平台。这种媒体作品的工业配置在通常模式化和常规化的制作过程和实践中,在发展和严格遵守流派、格式和惯例、管理合理化(例如,

by outsourcing significant parts of the process to external professionals or firms) and of sticking to well-worn patterns of mass distribution and promotion. This tension makes it possible for media professionals to deny (or remain willfully naive to) the fact that their work is part of a vast factory-like global industry, as much as it enables the media as an industry to privilege intuition, craftsmanship, and artfulness as a primary frame of reference, despite the often highly formulaic and repetitive nature of the industrial production process.
通过将流程的重要部分外包给外部专业人士或公司)并坚持陈旧的大规模分销和推广模式。这种紧张关系使媒体专业人士有可能否认(或故意天真地否认)他们的工作是一个巨大的工厂式全球产业的一部分,尽管工业生产过程往往高度公式化和重复性,但它使媒体作为一个行业能够将直觉、工艺和艺术性作为主要参考框架。

Informal and Militarized  非正式和军事化

In a post to his personal weblog (on April 29, 2008), the Chinese-Canadian photographer and digital effects designer Roger Wong describes a typical day at work at the digital effects studio Weta Digital-based in Wellington, New Zealand (founded by Peter Jackson, Richard Taylor, and Jamie Selkirk in 1993 and having won numerous awards for their work on The Lord of the Rings and contributing to such major franchises Avatar, The Avengers, and X X XX-Men):
在他的个人博客帖子中(2008 年 4 月 29 日),加拿大华裔摄影师和数字效果设计师 Roger Wong 描述了在新西兰惠灵顿的数字效果工作室 Weta Digital(由彼得·杰克逊、理查德·泰勒和杰米·塞尔柯克于 1993 年创立,并因在《指环王》中的工作和为《阿凡达》等主要特许经营权做出贡献而赢得了无数奖项。 复仇者联盟和 X X XX -Men):
If you work in our industry then you know what our standard dress code is like, but if you don’t work in our industry, the standard dress code … is none whatsoever! 😃 It’s pretty much wear what you wanna wear to work. I’ve seen everything from flip flops and board shorts, to tear away/warm up pants, to jeans and khakis. But the last thing anyone will wear to work is proper business attire … no suits, no ties, maybe a dress shirt but it won’t be buttoned up or tucked in … So yes, here at Weta we have a tradition called “Formal Fridays” … An excuse for us to “dress up” … Formal Fridays means an excuse to pile into the photo studio to act like school kids at photo time.
如果您在我们行业工作,那么您就会知道我们的标准着装要求是什么样的,但如果您不在我们的行业工作,标准着装要求......什么都没有!😃 它几乎就是穿你想穿的衣服去上班。我见过从人字拖和冲浪短裤,到撕裂/热身裤,再到牛仔裤和卡其布,应有尽有。但是,任何人上班时都会穿的最后一件事是合适的商务装......没有西装,没有领带,也许是一件正装衬衫,但它不会扣上纽扣或塞进去......所以,是的,在 Weta,我们有一个叫做“正式星期五”的传统......我们“打扮”的借口......正式的星期五意味着一个借口,可以涌入照相馆,在拍照时间表现得像小学生一样。

This account of a fun ritual where employees regularly “pretend” to be working at an office, complete with official attire and conventions, is rather typical of the generally casual, informal character of the media workplace. Combined with the unusually intense team-based and creative aspects of the work, this explains part of the appeal of a media career. However, this cherished informality also has all kinds of problems. In 2020, numerous reports came out about a toxic working environment at Weta, marked by sexism, bullying, and harassment. The news prompted an independent investigation based on a company-wide survey, interviews with more than
这种对员工经常“假装”在办公室工作,穿着正式服装和惯例的有趣仪式的描述,是媒体工作场所通常随意、非正式特征的典型特征。结合工作中异常紧张的团队和创造性方面,这解释了媒体职业的部分吸引力。然而,这种珍视的非正式也存在各种问题。2020 年,有大量报告称 Weta 的工作环境有毒,以性别歧视、欺凌和骚扰为特征。这一消息促使一项基于全公司范围调查的独立调查,采访了超过
200 current and former crew members, and inviting written statements from everyone involved. The report thereof (published on December 22, 2020) remarked that the company-employing well over 1,500 people-is “energetic, fluid, focused on excellence, but also undisciplined, overstretched, reactive and cliquish.” Although it did not find evidence of a “toxic” work environment throughout, the company exhibited the same problems with its culture that can be found in other visual effects companies and in the screen industry more generally. As the author of the report, barrister (and Queen’s Counsel) Miriam Dean, concluded: “Weta Digital’s crew love their work and the people there, but they do not all love the culture. The company often asks too much of them, it does not consult them, it does not always treat them-or promote them-fairly and it does not always protect them against poor (sometimes even bad) behaviour by others.” 2 2 ^(2){ }^{2}
200 名现任和前任船员,并邀请所有相关人员提供书面声明。该报告(发布于 2020 年 12 月 22 日)指出,这家拥有 1,500 多名员工的公司“精力充沛、流畅、专注于卓越,但也缺乏纪律、过度劳累、反应迟钝和陈词滥调”。尽管它没有发现整个工作环境“有毒”的证据,但该公司在其文化方面表现出的问题与其他视觉效果公司和更普遍的屏幕行业相同。正如该报告的作者、大律师(兼御用大律师)Miriam Dean 总结道:“Weta Digital 的团队热爱他们的工作和那里的人,但他们并不都热爱这里的文化。公司经常对他们要求太多,不咨询他们,并不总是公平地对待或推广他们,也不总是保护他们免受他人的不良(有时甚至是不良)行为的影响。 2 2 ^(2){ }^{2}
Similar stories and reports can be found throughout the media industries. Especially in the digital games industry, numerous high-profile efforts are underway to address issues related to problematic working conditions and office culture. During 2021 and 2022, several lawsuits and investigations unfolded at the American game studio Blizzard Activision-home of such successful titles as World of Warcraft, Guitar Hero, and Call of Duty (with billions of US dollars in annual revenue). Employees complain about different kinds of abuse, such as “cube crawls” in which drunk male employees subjected women to unwanted advances, a lack of women in leadership positions, and unequal pay for women, and accuse the studio of fostering a “frat boy” culture and “rock star” mentality that is a breeding ground for “rampant sexism,” including sexual harassment and discrimination against women. In the weeks following the initial lawsuit against the company, thousands of employees organized to stand with their colleagues who experienced mistreatment or harassment of any kind, releasing statements critical of executives, and staging walkouts and work stoppages. Numerous media-including the New York Times, Vice, IGN (Imagine Games Network), and the Wall Street Journal, published their own investigations into the company’s lackluster handling of employee complaints. Throughout it all, current and former workers posted their experiences and reflections online combining such references as #MeToo and #timesup with game-industry-specific hashtags #WomenWhoCode and
类似的故事和报道可以在媒体行业中找到。特别是在数字游戏行业,许多备受瞩目的努力正在进行中,以解决与有问题的工作条件和办公室文化相关的问题。2021 年和 2022 年期间,美国游戏工作室暴雪动视展开了几起诉讼和调查,该工作室是《魔兽世界》、《吉他英雄》和《使命召唤》(年收入数十亿美元)等成功游戏的发源地。员工抱怨各种虐待行为,例如“立方体爬行”,其中醉酒的男性员工对女性进行不必要的挑逗,领导职位上缺乏女性,以及女性薪酬不平等,并指责工作室培养了“兄弟会男孩”文化和“摇滚明星”心态,这是滋生“猖獗的性别歧视”的温床,包括性骚扰和对女性的歧视。在对该公司提起初步诉讼后的几周内,数千名员工组织起来与遭受任何形式的虐待或骚扰的同事站在一起,发表批评高管的声明,并举行罢工和停工。包括《纽约时报》、Vice、IGN (Imagine Games Network) 和《华尔街日报》在内的众多媒体都发表了他们自己的调查,调查了该公司对员工投诉的处理不力。在整个过程中,现任和前任员工在网上发布了他们的经验和感想,将 #MeToo 和 #timesup 等参考资料与游戏行业特定的标签 #WomenWhoCode 和

#gamergirls, in conjunction with company-specific tags like #actiblizzwalkout and #ActivisionBlizzard. Over one thousand of their colleagues at the rival French game company Ubisoft pledged support by starting the #ABetterUbisoft campaign, demanding that management do more to end abuse at its own company. Another competitor, Bungiedeveloper of the hugely popular Halo and Destiny franchises-announced in September 2021 it would hire a diversity and inclusion director, update hiring practices, and improve training and tools about social safety, among other efforts to address problems with its working conditions, which include overt sexism, a boys’ club culture, and systemic inequalities.
#gamergirls,与公司特定的标签(如 #actiblizzwalkout 和 #ActivisionBlizzard)结合使用。他们在竞争对手法国游戏公司育碧(Ubisoft)的 1000 多名同事发起了 #ABetterUbisoft 运动,承诺提供支持,要求管理层采取更多措施来结束自己公司的滥用行为。另一个竞争对手,广受欢迎的 Halo 和 Destiny 特许经营权的 Bungiedeveloper 于 2021 年 9 月宣布,它将聘请一名多元化和包容性总监,更新招聘实践,并改进有关社会安全的培训和工具,以及其他解决其工作条件问题的努力,包括公开的性别歧视、男孩俱乐部文化和系统性不平等。

It is not just the games industry that is confronting concerns that partly arise from a working culture where largely informal and intensely collaborative practices clash with an industrialized and high-pressured professional way of doing things. As mentioned in chapter 6, the global
不仅仅是游戏行业面临担忧,部分原因在于工作文化,在这种文化中,大部分非正式和紧密协作的做法与工业化和高压的专业做事方式相冲突。如第 6 章所述,全局

#MeToo movement got a major impetus from social media posts of female professionals in the global film, television, and music industry, reporting sexual harassment on the job. These developments coincide with a surge of labor organizing and employee activism within media institutions around the world, including in journalism, advertising, public relations, and television (see chapter 8 for more detail on workers’ rights across the media industries).
#MeToo 运动从全球电影、电视和音乐行业女性专业人士报告工作中性骚扰的社交媒体帖子中得到了重大推动。这些发展与世界各地媒体机构内部的劳工组织和员工行动主义的激增相吻合,包括新闻、广告、公共关系和电视(有关媒体行业工人权利的更多详细信息,请参见第 8 章)。
Online and offline activism (see chapter 6) among media professionals coincide in these highlights of just some of the cases and stories showing how the high-pressure yet informal working environment can be both fun and exciting, as well as harmful and problematic. Part of what explains the particularity of the problems experienced in the media industries is a paradox in its office culture-between lively informality on the one hand and a rather militarized organizational structure on the other. Such structures can be hard to observe in the actual workplace but are quite clear in organizational flow charts of professional roles in media work-consider, for example, the list of credits at the end of a film, the colophon of a print publication, or the ordering of people receiving recognition at industry award ceremonies. It is clear that notwithstanding an easygoing workstyle the media production process is in fact highly structured, where all positions function in distinct hierarchical and dependent relation to each other. This sometimes has severe consequences to those breaching protocol, regardless of how laid-back such rules are formulated (if the rules are made explicit at all). Let’s return to the investigation into the problems at Weta in the spring of 2020: “Crew said the organisation was extremely hierarchical; real leadership was scarce; few wanted to rock the boat by speaking up about bad behaviour or heavy workloads because their contracts might not be renewed; and shifting blame to others was common. Favouritism was rife, so promotions were often less about merit than connections; the company reacted rather than acted; strategic planning was lacking, resulting in often chaotic implementation; stress was high because of the heavy workloads and long hours; communication was poor; and technical or artistic excellence … trumped all other considerations.” 3 3 ^(3){ }^{3}
媒体专业人士的线上和线下行动主义(见第 6 章)在这些案例和故事的亮点中相吻合,这些案例和故事展示了高压但非正式的工作环境如何既有趣又令人兴奋,同时又有害和有问题。媒体行业所经历的问题的特殊性,部分原因在于其办公室文化中的一个悖论——一方面是活泼的非正式,另一方面是相当军事化的组织结构。这样的结构在实际的工作场所中可能很难观察到,但在媒体工作中专业角色的组织流程图中却非常清晰——例如,考虑电影结尾的演职名单、印刷出版物的版权页或行业颁奖典礼上获得表彰的人的顺序。很明显,尽管工作风格随和,但媒体制作过程实际上是高度结构化的,其中所有位置都以不同的等级和相互依赖关系发挥作用。这有时会对那些违反协议的人产生严重的后果,无论这些规则的制定多么轻松(如果规则是明确的)。让我们回到 2020 年春天对 Weta 问题的调查:“Crew 说这个组织等级森严;真正的领导力是稀缺的;很少有人愿意通过公开谈论不良行为或繁重的工作量来动摇船,因为他们的合同可能不会续签;将责任推给他人是很常见的。 偏袒盛行,因此晋升往往不是功绩,而是关系;公司反应过来而不是采取行动;缺乏战略规划,导致实施经常混乱;由于工作量大和工作时间长,压力很大;沟通不畅;以及卓越的技术或艺术......胜过所有其他考虑。 3 3 ^(3){ }^{3}
What makes working in the media industries so much fun is partly the reason why the experience can be so frustrating and problematic, especially for people from minority and otherwise marginalized backgrounds. The
在媒体行业工作如此有趣的部分原因是这种经历如此令人沮丧和有问题的原因,尤其是对于来自少数族裔和其他边缘化背景的人来说。这

much-celebrated informality of working arrangements, set against a distinctly hierarchical, interdependent, often male-dominated, and to some extent militarized structure of relations, effectively demands better policies, protocols, and procedures to protect those in vulnerable positions. Thankfully, because of prominent cases and campaigns and an increase of digital as well as on-the-ground organizing, companies and professionals seem to be taking all this increasingly seriously.
备受赞誉的非正式工作安排,与明显的等级森严、相互依存、通常由男性主导,并在某种程度上军事化的关系结构形成鲜明对比,实际上需要更好的政策、协议和程序来保护那些处于弱势地位的人。值得庆幸的是,由于突出的案例和活动以及数字和实地组织的增加,公司和专业人士似乎越来越认真地对待这一切。

Dynamic and Routinized  动感和路由化

An extension of the pressured and constantly changing working environment is a distinctly dynamic feel to the work. Beyond the periods when workers are on hiatus, between jobs, or without a new client or gig, the work (as the people you are working with) can be genial and quite animated. The context of an always changing digital environment, a nearconstant stream of new or upgraded channels and technologies, and all our less-than-loyal uses of media provides additional fuel for the already enterprising nature of media work. In the same breath-and as noted before -much of the production process across the various media industries tends to be tightly prescribed, following well-established conventions, routines, and procedures developed over time to meet the demands of a deadlinedriven culture of production. A common phrase in a media company is “that is just the way we do things around here,” referring to certain practices to be internalized by every intern, recent hire, or junior employee to fit in. It is the dynamic nature of media work that in fact necessitates a somewhat formulaic approach to the production process. Routinization is also a managerial response to an industry marked by uncertainty, as the majority of professionals only get hired on a temporary basis to do the work and often need to fit in on a moments’ notice. The increased complexity introduced by our digital environment further pushes the industry into standardized action, especially given the permanent deadline of publishing online.
压力和不断变化的工作环境的延伸是工作中明显的动态感觉。除了员工间歇、工作之间或没有新客户或演出的时期之外,工作(作为与您合作的人)可以是和蔼可亲的,而且非常生动。不断变化的数字环境、几乎源源不断的新频道或升级的渠道和技术,以及我们对媒体的所有不忠诚的使用,都为媒体工作本已具有进取性的性质提供了额外的动力。同样,如前所述,各种媒体行业的大部分制作过程往往是严格规定的,遵循随着时间的推移而形成的既定惯例、惯例和程序,以满足截止日期驱动的制作文化的需求。媒体公司的一个常用短语是“这就是我们这里做事的方式”,指的是每个实习生、新员工或初级员工都需要内化的某些做法,以适应。事实上,正是媒体工作的动态性质需要对制作过程采取某种公式化的方法。Routinization 也是对一个充满不确定性的行业的管理回应,因为大多数专业人士只是临时受雇来做这项工作,而且经常需要在短时间内适应。我们的数字环境引入的复杂性增加,进一步推动该行业采取标准化行动,尤其是考虑到在线发布的永久截止日期。

Collective and Fragmented
集体和碎片化

A somewhat counterintuitive tension typical of media work exists between an overall team- and network-based approach to the production process and what is often a fragmented, highly individualized experience of being a media professional. Working in teams suggests collaborating closely with
媒体工作中存在一种有点违反直觉的典型紧张关系,它存在于基于团队和网络的整体制作过程方法与作为媒体专业人士的碎片化、高度个性化的体验之间。团队合作意味着与

colleagues and peers to get the job done. This collective nature of the work translates to the material context of media production. It is rare to find closed-door workspaces in the buildings of media companies, as open-plan offices tend to be the norm. It is fascinating to see such a relatively uniform design aesthetic dominating media firms around the world, as newsrooms, agency workspaces, or game studios tend to look remarkably alike, preferring shared working environments that privilege coworking over privacy. Yet, given the predominance of atypical working arrangements (as mentioned earlier), the majority of media professionals in fact spend much of their time isolated and alone, working from home or at a coffee shop, only meeting colleagues when they check in with a client or participate on a project for a while. That, in addition to the irregular stop-and-start nature of assignments and careers in the media, suggests a rather disjointed experience.
同事和同事来完成工作。作品的这种集体性质转化为媒体制作的物质背景。在媒体公司的大楼里很少能找到闭门工作空间,因为开放式办公室往往是常态。看到这样一种相对统一的设计美学主导着世界各地的媒体公司,这很有趣,因为新闻编辑室、机构工作区或游戏工作室往往看起来非常相似,更喜欢共享工作环境,将联合办公置于隐私之上。然而,鉴于非典型工作安排的主导地位(如前所述),大多数媒体专业人士实际上将大部分时间花在孤立和独自一人身上,在家或在咖啡店工作,只有在与客户签到或参与项目一段时间时才会与同事见面。“ 除了媒体任务和职业的不规则断断续的性质外,这表明了一种相当脱节的经历。
On top of that, the professional advancement of media workers tends not to follow a neatly linear or steppingstone kind of progression, whereby someone gradually moves up the corporate ladder into more senior positions. Instead, for most practitioners, one’s career resembles a spiral staircase structure, where one moves around constantly without necessarily moving forward much nor even finding some kind of job security along the way. Clear lines or protocols for compensation and promotion tend to be notably absent anywhere in the industry. While this may be inspiring as one’s work life can be said to be anything but dull, the sometimes-jumbled and unpredictable experience of a patchwork career also causes people (and voices) to leave the profession or to opt out of pursuing work in the media altogether.
最重要的是,媒体工作者的专业发展往往不会遵循一种整齐的线性或垫脚石式的发展,即有人逐渐在公司的阶梯上晋升到更高级的职位。相反,对于大多数从业者来说,一个人的职业生涯就像一个螺旋楼梯结构,一个人不断地四处走动,而不必向前发展太多,甚至在此过程中找到某种工作保障。薪酬和晋升的明确界限或协议在行业中的任何地方往往明显缺失。虽然这可能很鼓舞人心,因为一个人的工作生活可以说一点也不乏味,但有时杂乱无章和不可预测的职业生涯也会导致人们(和声音)离开这个行业或选择完全不在媒体工作。

Empowering and Exploitative
赋权与剥削

When it comes to the microlevel of media work, the individual experience of making media professionally can be deeply meaningful and empowering. This is an industry that encourages and even demands self-expression, prizes autonomy, and organizes the production process in ways that fit those who are comfortable controlling their own time, managing themselves, and handle uncertainty as much as intense pressure well. By contrast, what relies on individual mastery is also an exploitative aspect of the work, as most media professionals are left to fend for themselves in an industry that
当涉及到媒体工作的微观层面时,专业制作媒体的个人经历可能具有深远的意义和赋权。这是一个鼓励甚至要求自我表达、重视自主权的行业,并以适合那些能够自如地控制自己的时间、管理自己、很好地处理不确定性和巨大压力的人的方式组织生产过程。相比之下,依赖于个人掌握的东西也是工作的剥削性方面,因为大多数媒体专业人士都只能在一个行业中自生自灭

offers little in the way of open-ended contracts, retirement plans, medical or any other insurances, maternity leave, child-friendly working hours, or any other typical employers’ responsibilities. In the media, almost everyone is expected to be entrepreneurial regarding their career, taking on much of the risk associated with the business and becoming a “business of one” in the process.
在开放式合同、退休计划、医疗或任何其他保险、产假、儿童友好型工作时间或任何其他典型雇主的责任方面,它几乎没有提供什么。在媒体上,几乎每个人都被期望在他们的职业生涯中具有企业家精神,承担与业务相关的大部分风险,并在此过程中成为“一个人的企业”。
If you want to be successful as a professional media maker, you may find yourself managing, promoting, and performing yourself as a brand. Media workers, to some extent, have always adopted branding tactics for themselves: building a reputation, carefully managing their emotions in mostly informal working environments, performing this professional identity dutifully to make it work. The prevalence of atypical work and the rise of digital media amplify and accelerate the branding trend, potentially raising the level of self-promotion to extremely stressful levels. Even with a contract in hand, in many media firms, this is now seen as a business-tobusiness deal in which you, as a business, are contracted to provide temporary solutions to another business’s market-specific problems-such as completing a specific project (like wrapping a season of a television show or editing news before it goes online). The digital environment contributes to expectations of permanent availability and has workers stretching their professional identity across a variety of self-branding platforms (including LinkedIn, Instagram, personal homepages, social media contributions, and so on). On the one hand, this can be seen as offering more ways to control one’s self-presentation and image, while on the other hand all this puts even more pressure on already struggling professionals.
如果您想成为一名成功的专业媒体制作者,您可能会发现自己作为一个品牌进行管理、推广和表演。在某种程度上,媒体工作者总是为自己采用品牌策略:建立声誉,在大多数非正式的工作环境中小心管理自己的情绪,尽职尽责地履行这种职业身份以使其发挥作用。非典型工作的盛行和数字媒体的兴起放大并加速了品牌趋势,可能会将自我推销的水平提高到极度紧张的水平。即使手头有合同,在许多媒体公司中,这现在也被视为企业对企业的交易,在这种交易中,您作为一家企业签订合同,为另一家企业的特定市场问题提供临时解决方案,例如完成特定项目(例如结束一季电视节目或在新闻上线之前编辑新闻)。数字环境有助于实现对永久可用性的期望,并让员工在各种自有品牌平台(包括 LinkedIn、Instagram、个人主页、社交媒体贡献等)上扩展他们的专业身份。一方面,这可以被视为提供了更多控制自我展示和形象的方法,而另一方面,所有这些都给已经苦苦挣扎的专业人士带来了更大的压力。

Liberating and Interdependent
解放和相互依存

What binds media practitioners around the world, across professions and disciplines, is a desire for creative autonomy. In many ways, professionals are motivated like fans, in that they primarily want creative autonomy to tell their own stories (or participate in meaningful shared narratives) and would like to be recognized in some way for their work. All this passion can be quite problematic, as it is much harder to develop a substantial critique of the industry you are in if what keeps you at work inside this industry is your own individual passion. You would end up being critical of the very thing
将世界各地不同专业和学科的媒体从业者联系在一起的是对创意自主权的渴望。在许多方面,专业人士的动力与粉丝一样,因为他们主要希望拥有创造性的自主权来讲述自己的故事(或参与有意义的共享叙述),并希望他们的工作以某种方式得到认可。所有这些热情都可能是一个相当大的问题,因为如果让你在这个行业内工作的是你自己的个人激情,那么对你所处的行业进行实质性的批评要困难得多。你最终会对这件事持批评态度

that connects most deeply to who you (think you) are. At the same time, the freedom to express yourself, tell your story, and possibly earn a living on the basis of this is undoubtedly a powerful motivator for people to pursue careers in the media industries.
这与你(认为你)是谁有着最深的联系。与此同时,表达自己、讲述自己的故事并可能在此基础上谋生的自由无疑是人们在媒体行业追求事业的强大动力。
As the digital context offers a growing number of channels, platforms, and ranges of options for storytelling, it should come as no surprise that media work holds much appeal for its opportunities-not just in terms of making money but of having your voice heard and seen. Inversely, the way the media as an industry works is suffused with dependent relationsbetween different departments and businesses, funders and financiers, employers and clients, professionals from a wide variety of specialized skill sets and disciplines, and a growing range of technologies, channels, and platforms. As mentioned earlier, any work in the world of media is the product of a collective activity that involves numerous people, organizations, and material contexts in interdependent relation. The prized freedom in media work is heavily circumscribed by cooperative and symbiotic associations, where individual voice is both celebrated and erased in the aggregate production process-which can be complementary, collaborative, and harmonious as much as it is marked by codependence, imbalance, conflict, and exploitation.
随着数字环境提供了越来越多的渠道、平台和讲故事的选择范围,媒体工作对其机会具有很大的吸引力也就不足为奇了——不仅在赚钱方面,而且在让你的声音被听到和看到方面。相反,媒体作为一个行业的运作方式充满了不同部门和企业、资助者和金融家、雇主和客户、来自各种专业技能和学科的专业人士以及越来越多的技术、渠道和平台之间的依赖关系。如前所述,媒体世界中的任何工作都是集体活动的产物,其中涉及众多相互依存关系中的许多人、组织和物质环境。媒体工作中珍贵的自由在很大程度上受到合作和共生协会的限制,其中个人的声音在总体生产过程中既受到赞扬,又被抹去——这个过程可以是互补的、协作的、和谐的,尽管它的特点是相互依赖、不平衡、冲突和剥削。

Idealistic and Homogenous
理想主义和同质化

On the whole, the workforce of the media industry is overpopulated with relatively young, well-educated individuals who are generally in a socioeconomic position that affords them the option to live in or near thriving urban centers-as this is where most media companies are located -and to spend a significant portion of their career in underpaid or unpaid positions. This situation produces a rather unique twist in the experience of media work, as most of your colleagues and competitors will be similar in outlook on life, often favoring emancipatory ideals and valuing (personal) freedom above all else. The documented informality of production cultures in the media contributes to an overall feeling of being part of a family of like-minded people who all seem to love what they do and who are chiefly motivated to make beautiful and meaningful things that people find useful and enjoy.
总的来说,媒体行业的劳动力中充斥着相对年轻、受过良好教育的人,他们通常处于社会经济地位,可以选择居住在繁荣的城市中心或附近——因为这是大多数媒体公司的所在地——并在他们职业生涯的很大一部分时间里度过在低薪或无薪的职位上。这种情况在媒体工作的体验中产生了相当独特的转折,因为你的大多数同事和竞争对手在人生观上都很相似,往往倾向于解放理想,把(个人)自由看得高于一切。媒体中记录的制作文化的非正式性有助于整体感觉自己是志同道合的人家庭的一员,这些人似乎都热爱他们所做的事情,他们的主要动机是制作人们认为有用和喜欢的美丽而有意义的东西。
You would be forgiven to expect that this lays the foundation for a mostly progressive, diverse, and idealist professional community of peers. However, the majority of studies instead suggest homogeneity rather than diversity among the media rank and file. Pretty much all media industries are still quite male dominated and have little or no representation from the country’s minority groups (including people with disabilities). The executive layers of media companies-featuring those with so-called greenlight power (referring to the people who have the authority to approve or deny projects to go ahead)-have the least diverse constellation. Among chief editors, executive producers, team leads, and other leadership positions, homophily is still the rule. The life phase of media professionals trends younger, as the precarious nature of media work is less than ideal later in life-when many people, for example, are more likely to be responsible for a family and a mortgage. Combined with the economic cost of making it work in the media-getting degrees at expensive educational institutions, living in costly cities, and taking on internships, apprenticeships, or other forms of underpaid or unpaid labor-this makes for a culturally and socioeconomically largely homogenous workforce. Diversity, while acknowledged as key for a more representative (and economically viable) as well as more creative industry, turns out to be quite an issue throughout the media.
你可以期待这为大多数进步、多元化和理想主义的同行专业社区奠定基础。然而,大多数研究反而表明媒体基层之间存在同质性,而不是多样性。几乎所有的媒体行业仍然以男性为主,很少或根本没有来自该国少数群体(包括残疾人)的代表。媒体公司的高管层——以那些拥有所谓绿灯权力的人(指有权批准或拒绝项目进行的人)为特色——具有最少的多样性。在主编、执行制片人、团队负责人和其他领导职位中,同性恋仍然是规则。媒体专业人士的生活阶段趋于年轻化,因为媒体工作的不稳定性质在以后的生活中并不理想——例如,当许多人更有可能负责家庭和抵押贷款时。再加上在媒体上运作的经济成本——在昂贵的教育机构获得学位,生活在昂贵的城市,以及实习、学徒或其他形式的低薪或无薪劳动——这使得劳动力在文化和社会经济上基本上是同质的。多样性虽然被认为是更具代表性(和经济上可行)以及更具创意的行业的关键,但事实证明,在整个媒体中都是一个相当大的问题。
The overall lack of diversity in the media industries is a stark reminder of how intersectionality helps us to understand how exclusion and marginalization works on multiple levels simultaneously. Whether considering the position, role, and experience of (for instance) women in journalism, people of color in advertising, workers in their forties and beyond in film and television, or disabled people in all disciplines, the solution is never as easy as pushing for more diversity hires. The significant problem of the media industries becoming a more inclusive and welcoming workplace runs much deeper than getting more women hired or creating positions specifically for whomever organizations feel is underrepresented on their team. Time and time again, those who are in the minority in the media feel marginalized, sidelined, either not taken seriously, or mainly seen as representing “their” background. This points to an intersectional explanation, where socioeconomic status (or class), gender, ethnicity, age, ability, and even one’s level of education, fashion style, and knowledge of
媒体行业总体上缺乏多样性清楚地提醒我们,交叉性如何帮助我们理解排斥和边缘化如何同时在多个层面上发挥作用。无论是考虑(例如)新闻界的女性、广告界的有色人种、电影和电视界 40 多岁及以上的工人,还是所有学科的残疾人的职位、角色和经验,解决方案都不像推动更多多元化招聘那么容易。媒体行业成为一个更具包容性和热情的工作场所,其重大问题比雇用更多女性或专门为组织认为团队中代表性不足的人创造职位要深刻得多。一次又一次,那些在媒体中处于少数地位的人感到被边缘化、被边缘化,要么没有被认真对待,要么主要被视为代表 “他们” 的背景。这指向了一个交叉解释,其中社会经济地位(或阶级)、性别、种族、年龄、能力,甚至一个人的教育水平、时尚风格和知识

popular culture and art all codetermine your “fit” and chance for success at work. Media professionals, generally speaking, perhaps are not necessarily racist, ageist, or misogynist, but the media workforce most definitely has a tendency toward conformist, in-crowd style behavior, preferring shared norms and values over alternate ways of thinking, talking about, and doing things-in part because of the informal nature of the working environment, coupled with the always present pressure to get things done quickly, leaving little room for challenging reflection and exploration. This stands in stark contrast with the idealistic, ambitious, and quite often progressive outlook industry professionals have (or claim to cherish).
流行文化和艺术都共同决定了你的 “适合 ”和在工作中取得成功的机会。一般来说,媒体专业人士可能不一定是种族主义者、年龄歧视者或厌恶女性的人,但媒体工作者绝对有一种墨守成规的倾向,喜欢人群中的行为,更喜欢共同的规范和价值观,而不是其他的思考、谈论和做事的方式——部分原因是工作环境的非正式性质,再加上总是存在快速完成工作的压力。 几乎没有留下具有挑战性的反思和探索的空间。这与行业专业人士所拥有(或声称珍视)的理想主义、雄心勃勃且往往是进步的观点形成鲜明对比。
Diversity discussions and actions abound throughout the industries on all continents. Consider just a few of the many current initiatives to document and address diversity issues in the various media industries:
各大洲的行业都在进行多元化讨论和行动。考虑一下当前记录和解决各种媒体行业多样性问题的众多举措中的一小部分:
  • the International Game Developers Association (IGDA) collecting and publishing data on the lack of diversity in the game industry since it started its annual worldwide developer satisfaction surveys in 2014;
    国际游戏开发者协会 (IGDA) 自 2014 年开始年度全球开发者满意度调查以来,收集和发布有关游戏行业缺乏多样性的数据;
  • the notable #Oscarssowhite social media and boycott campaign in the US film industry (ignited in 2015 by media strategist April Reign);
    美国电影业著名的 #Oscarssowhite 社交媒体和抵制运动(由媒体策略师 April Reign 于 2015 年发起);
  • the annual UK screen industries’ Project Diamond reports providing longterm monitoring of diversity data (launched in 2016);
    英国屏幕行业的年度 Project Diamond 报告,提供对多样性数据的长期监控(于 2016 年推出);
  • the Walkley Foundation’s Media Diversity Australia award (since 2019) honoring journalists who report on diverse people and issues in Australia;
    沃克利基金会的澳大利亚媒体多样性奖(自 2019 年起),表彰报道澳大利亚不同人群和问题的记者;
  • the World Federation of Advertisers’ first-ever global diversity, equity, and inclusion (DEI) census of the marketing and advertising industry launched in 2021; and
    2021 年启动的世界广告商联合会 (World Federation of Advertisers) 首次全球营销和广告行业多元化、公平性和包容性 (DEI) 普查;和
  • throughout the music industry, labels and professional associations’ reports and projects such as the Universal Music Group’s Taskforce for Meaningful Change (in 2021), after earlier announcements (in 2020) of the “big three” companies Universal, Warner, and Sony, to set up funds for social and racial justice organizations.
    在整个音乐行业,唱片公司和专业协会的报告和项目,例如环球音乐集团的有意义变革工作组(2021 年),在“三大”公司环球、华纳和索尼早些时候宣布(2020 年)为社会和种族正义组织设立基金。
While there clearly seems to be a growing commitment to tackle the lack of diversity in the media across the various industries involved, all these
虽然显然人们似乎越来越致力于解决所涉及的各个行业媒体缺乏多样性的问题,但所有这些都是

(and many, many more) projects underscore how profoundly problematic this issue is.
(以及更多、更多)项目强调了这个问题的严重性。

Pleasurable and Precarious
愉快而不稳定

It can be said, not only by practitioners themselves, that working in the media is fun. While there are certainly problematic aspects to it all-as documented in the various tensions discussed here-it can be an absolute thrill to be uncovering injustice on an investigative journalism project, to wrap a new season of an exciting television show, to put the finishing touches on a digital game before it “goes gold” (meaning when it is playable enough to be published), or to see the campaign you have worked so hard on across billboards and screens all over town. The intensity of working toward a deadline, being among colleagues that feel like family, investing your whole self into the work-we should not underestimate how pleasurable and deeply fulfilling all this can be. At the same time, almost every single aspect of media work is suffused with uncertainty-from people’s job prospects (or lack thereof) to the success (or failure) of all media products and services, from the decisions made in executive boardrooms to the constantly changing role of technologies in the creative process. Perhaps the relation between pleasure and precarity forms the most fundamental absurdity of professionally making media and explains how, at times, work in the media may feel like an addiction. It provides intermittent happiness and buzz, proves extremely hard to quit, and sometimes becomes harmful to other aspects of people’s lives (such as family and friends).
可以说,不仅从业者自己,在媒体工作很有趣。虽然这一切肯定存在问题的方面——正如这里讨论的各种紧张局势所记录的那样——揭露调查性新闻项目中的不公正现象,结束一个激动人心的电视节目的新一季,在数字游戏 “变金”(意味着当它足够可玩以发布)之前对它进行最后的润色,这绝对是一种刺激。 或者在全城的广告牌和屏幕上看到您辛苦工作的活动。为截止日期工作的压力,与感觉像家人一样的同事在一起,将整个自我投入到工作中——我们不应该低估这一切是多么愉快和深刻的满足。与此同时,媒体工作的几乎每一个方面都充满了不确定性——从人们的工作前景(或缺乏)到所有媒体产品和服务的成功(或失败),从执行委员会的决策到技术在创意过程中不断变化的角色。也许快乐和不稳定之间的关系构成了专业制作媒体最基本的荒谬之处,并解释了有时在媒体工作如何让人感觉像是一种瘾。它提供间歇性的快乐和嗡嗡声,事实证明非常难以戒掉,有时会对人们生活的其他方面(例如家人和朋友)有害。

Media Work for a Life in Media
媒体工作,媒体生活

The gradual transition from either watching television, reading a book (or a magazine or newspaper), or listening to the radio to being concurrently exposed to multiple media in a digital environment-additionally marked by our own productivity as media makers whenever we post, upload, like, forward, or otherwise share something online-proves to be a profound challenge for media industries. As our lives are lived in media, the media as an industry has to come to terms with a profound shift in the storytelling experience, roughly speaking evolving from one-off narratives produced for a particular medium to complex and continuously developing story lines moving across different media. In the process, all the paradoxes and
从看电视、读书(或杂志或报纸)或听广播逐渐过渡到在数字环境中同时接触多种媒体——此外,每当我们在网上发布、上传、点赞、转发或以其他方式分享内容时,我们作为媒体创作者的生产力也标志着这一点——被证明是媒体行业的一个深刻挑战。由于我们的生活生活在媒体中,媒体作为一个行业必须接受讲故事体验的深刻转变,粗略地说,从为特定媒体制作的一次性叙事演变为跨不同媒体移动的复杂且不断发展的故事情节。在这个过程中,所有的悖论和

tensions that codetermine media work are jacked up, introducing exciting creative challenges as well as new stressors in an already intense situation.
共同决定媒体工作的紧张局势加剧,在已经紧张的情况下引入了令人兴奋的创意挑战和新的压力源。
Envisioning the future of the British Broadcasting Corporation (BBC) in 2004, the company embraced the “Martini media” principle, suggesting that people want to access media anytime, anyplace. 4 4 ^(4){ }^{4} The Martini concept is a reference to a series of 1970s European television and radio commercials for Martini, a popular brand of Italian vermouth. The advertisements featured a jingle with the memorable words “capture a moment-that Martini moment-any time, any place, anywhere-there is a wonderful place you can share-and the right one, the right one-that’s Martini” (the original advertising score was composed in 1970 by the British composer Christopher Gunning, later on becoming a hit single in 1977 for the South African singer Danny Williams, adapted and titled “Dancin’ Easy”). This Martini media principle, originally referring to content moving freely between different devices and platforms, today extends to the entire media production process as practitioners come to terms with developing story lines that work across a variety of media, while also considering a cocreative role for the audience as people who participate and collaborate in finding, producing, sharing, curating, and remixing content.
2004 年,该公司设想了英国广播公司 (BBC) 的未来,采用了“Martini media”原则,建议人们希望随时随地访问媒体。 4 4 ^(4){ }^{4} 马提尼概念参考了 1970 年代意大利苦艾酒流行品牌马提尼的一系列欧洲电视和广播广告。广告中有一个叮当声,上面写着令人难忘的词语“捕捉一个时刻——那个马提尼时刻——任何时间、任何地方、任何地方——都有一个你可以分享的好地方——正确的一个——那就是马提尼”(最初的广告配乐是由英国作曲家克里斯托弗·冈宁于 1970 年创作的,后来在 1977 年成为南非歌手丹尼·威廉姆斯的热门单曲, 改编并命名为“Dancin' Easy”)。这个马提尼媒体原则,最初指的是内容在不同设备和平台之间自由移动,今天延伸到整个媒体制作过程,因为从业者开始接受开发跨各种媒体工作的故事情节,同时也考虑观众作为参与和合作寻找的人的共同创造角色, 制作、共享、策划和重新混合内容。

From a creative point of view, the evolution toward a Martini media universe is quite exhilarating. A pervasive and ubiquitous digital media environment inspires new forms of storytelling, combining stories and experiences within and across media in a recognition of people’s migratory behavior as we combine and use multiple media devices, channels, and platforms for our daily dose of news, information, and entertainment. Instead of making media for a particular medium, makers now can consider narratives that span the entire digital environment. Beyond the technological challenge this provides, it is important to note that much of the creativity of media making is ensconced in well-established genre conventions, formats, and formulas that are particular to different types of media. For example, a newspaper story customarily follows an inverted pyramid format-whereby the most important information comes first in a story as copy editors need to be able to cut off the last paragraphs of a story (without having to read it) in case there is not enough room on the printed
从创意的角度来看,向马提尼媒体世界的演变是相当令人振奋的。无处不在的数字媒体环境激发了新的讲故事形式,将媒体内部和媒体之间的故事和经验相结合,以识别人们的迁移行为,因为我们结合和使用多种媒体设备、渠道和平台来获取日常新闻、信息和娱乐。创客现在可以考虑跨越整个数字环境的叙事,而不是为特定媒体制作媒体。除了这带来的技术挑战之外,重要的是要注意,媒体制作的大部分创造力都包含在特定于不同类型媒体的既定类型约定、格式和公式中。例如,报纸报道通常采用倒金字塔格式,其中最重要的信息在报道中排在第一位,因为文字编辑需要能够剪掉报道的最后几段(而不必阅读它),以防印刷品上没有足够的空间

page. In many commercial motion pictures, the main characters and story line need to be established within the first twenty minutes of a film, because market research suggests that audiences otherwise become distracted and are less likely to suspend their disbelief. In this way, every industry has its own set of genres, which get established over time:
页。在许多商业电影中,主要人物和故事情节需要在电影的前 20 分钟内建立起来,因为市场研究表明,否则观众会分心,不太可能暂停他们的怀疑。通过这种方式,每个行业都有自己的一组流派,这些流派会随着时间的推移而建立起来:
  • by companies and publishers, as a way of organizing and taming the sprawling and unpredictable economy for cultural products into separate, narrowly defined markets;
    由公司和出版商组织起来,将庞大而不可预测的文化产品经济组织起来,并将其驯服为独立的、狭隘的市场;
  • by media professionals, to meet the demands of specific technologies, to develop and deploy available skills and competences, and to meet the expectations of clients and employers;
    由媒体专业人士提供,以满足特定技术的需求,开发和部署可用的技能和能力,并满足客户和雇主的期望;
  • by audiences, enabling people to identify themselves along specific styles and traditions (e.g., by stating “I am not into sci-fi” or “I’m a metalhead”) to differentiate themselves; and
    通过观众,使人们能够根据特定的风格和传统来识别自己(例如,通过说“我不喜欢科幻”或“我是金属乐迷”),以区分自己;和
  • by the material context of media production, as specific technologiessuch as the printing press, a studio complex, the open-plan office, (proprietary) software and interfaces-impose structural limitations (and possibilities) for storytelling practices.
    通过媒体制作的物质环境,如印刷机、工作室综合体、开放式办公室、(专有)软件和界面等特定技术,为讲故事的实践施加了结构性限制(和可能性)。
As the context of cultural production changes from media that have specific boundaries-television as distinct from radio, both quite different from print-to a digital environment where video, images, audio, and text seamlessly interact and flow across a variety of devices and uses, notions of genre and format do not necessarily disappear but are much less subject to consensus and control (either by industries, practitioners, or audiences) than they used to be. In other words, nobody really knows what kind of stories work and in what way they can best be told online-adding yet another layer to the nobody-knows dilemma fundamental to the inner workings of media industries.
随着文化生产的语境从具有特定界限的媒体(电视与广播不同,两者都与印刷品截然不同)转变为视频、图像、音频和文本在各种设备和用途之间无缝交互和流动的数字环境,流派和格式的概念不一定会消失,但受共识和控制的影响要小得多(无论是行业、 从业者或观众)。换句话说,没有人真正知道什么样的故事是有效的,以及它们以何种方式最好地在网上讲述——这为媒体行业内部运作的基本无人知晓的困境增添了另一层。
In terms of developing compelling narratives that somehow flow and work across multiple media, a distinction can be made between multimedia, crossmedia, and transmedia storytelling practices. A multimedia approach takes a single story, breaks it down using different forms of media, and gets published on a single channel. Crossmedia takes the single story and uses
在开发引人入胜的叙事,以某种方式跨多种媒体流动和工作方面,可以区分多媒体、跨媒体和跨媒体讲故事的实践。多媒体方法采用单个故事,使用不同形式的媒体对其进行分解,然后在单个渠道上发布。Crossmedia 获取单个故事并使用

different media and multiple channels for publication. Transmedia storytelling involves the creation of an entire storyworld containing many stories, in a variety of forms, published across different channels. Each of these approaches can be coupled with participatory modes of storytelling, where media users contribute to one or more phases of the production process. This could be already in the financing stage through a crowdfunding campaign, at the preproduction and information-gathering phase by crowdsourcing data and intelligence, or as part of the creative process by offering feedback, up to and including after formal publication by inviting comments and enticing the audience to like, share, and respond using social media.
不同的媒体和多种发布渠道。跨媒体叙事涉及创建一个完整的故事世界,其中包含许多故事,以各种形式,在不同渠道发布。这些方法中的每一种都可以与参与式讲故事模式相结合,其中媒体用户为制作过程的一个或多个阶段做出贡献。这可以通过众筹活动处于融资阶段,通过众包数据和情报在前期制作和信息收集阶段,或者作为创意过程的一部分,通过提供反馈,直到正式发布后,通过邀请评论并吸引观众使用社交媒体点赞、分享和回应。
Although the various modes of storytelling using multiple media are not necessarily new, with the digitization of both work and life comes all kinds of interesting opportunities to connect people, content, and services in ways that were not readily available earlier on. Some examples that have become benchmark cases in different media industries can be highlighted here, each setting the stage for subsequent developments that are very much ongoing and subject to much intervention by companies and practitioners around the world.
尽管使用多种媒体的各种讲故事模式不一定是新的,但随着工作和生活的数字化,出现了各种有趣的机会,以以前不容易获得的方式将人、内容和服务联系起来。这里可以重点介绍一些已成为不同媒体行业基准案例的例子,每个案例都为后续发展奠定了基础,这些发展正在进行中,并受到世界各地公司和从业者的大量干预。
In multimedia storytelling, the production of a story can take on many forms-spoken and written word, music, photography and video, animations, illustrations, and infographics-yet generally is produced within one specific channel (e.g., a website, or within a mobile application). In journalism, this is sometimes referred to as “snowfalling” the news-a respectful reference to an influential multimedia reportage titled “Snow Fall” by the New York Times published December 13, 2012 (winning the Pulitzer Prize in Feature Writing, as well as a prestigious Peabody Award). The multichapter series of reports on events surrounding a deadly avalanche integrated video, photos, and graphics on a single webpage, with content almost seamlessly flowing across the screen. The package became a benchmark for multimedia storytelling in journalism, successfully replicated by news organizations around the world. Another option for storytellers combines the potential of different media forms with the opportunity to reach and engage audiences across more than just one channel. In effect, such crossmedia storytelling takes a story and tells it in ways particular to the form best suited for the channel it gets published on.
在多媒体讲故事中,故事的制作可以采用多种形式——口语和书面文字、音乐、摄影和视频、动画、插图和信息图表——但通常是在一个特定的渠道(例如,网站或移动应用程序)内制作的。在新闻业中,这有时被称为“降雪”新闻——这是对《纽约时报》2012 年 12 月 13 日发表的一篇有影响力的多媒体报道《降雪》的尊重(获得普利策专题写作奖,以及著名的皮博迪奖)。关于致命雪崩周围事件的多章系列报告将视频、照片和图形集成到一个网页上,内容几乎无缝地在屏幕上流动。该软件包成为新闻业多媒体叙事的基准,被世界各地的新闻机构成功复制。讲故事的人的另一种选择是将不同媒体形式的潜力与通过多个渠道接触和吸引受众的机会相结合。实际上,这种跨媒体叙事方式将故事以最适合其发布频道的形式讲述它。
The Star Wars franchise can be seen as one of the first attempts to use a crossmedia approach to the overall narrative, as no matter what kind of product you would get-the films, books, comic series, board games, video games, and so on-the basic storyline would stay the same, catered to the particular medium you would use. As the franchise crossed into the twentyfirst century, it began to include much more complex narrative structures across all its products and even recognized fan-produced work as contributing to the overall storyline. In its contemporary form, Star Wars is -much like other popular science fiction and fantasy franchises such as The Matrix and the Marvel Cinematic Universe-an example of transmedia storytelling, as the idea of a complete and finished full story is abandoned in favor of a complex array of multiple stories, using different media forms, appearing in as many channels, and requiring an active and creative role from the media user to piece together the elements of the comprehensive storyworld that gets created across a variety of media. Beyond big budget franchises, countless examples exist of relatively small scale transmedia, including the Cheese in the Trap online comics, website, television series, and film in South Korea (also popular in China), the Argentinian Aliados series of television episodes, webisodes and website, mobile applications, a print magazine, live musical, social media accounts, and more, followed by fans throughout Latin America, as well as numerous collaborative transmedia projects by African, American, and European media makers combining radio, animation, and documentary film to explore stories particular to local folklore, cultural histories, and major events in countries such as Rwanda, Nigeria, and South Africa.
星球大战特许经营权可以被视为使用跨媒体方法进行整体叙事的首次尝试之一,因为无论您获得什么样的产品——电影、书籍、漫画系列、棋盘游戏、视频游戏等——基本故事情节都将保持不变,迎合您将使用的特定媒体。随着特许经营权进入 21 世纪,它开始在其所有产品中包含更复杂的叙事结构,甚至认识到粉丝制作的作品有助于整体故事情节。就其现代形式而言,《星球大战》很像其他流行的科幻小说和奇幻特许经营权,如《黑客帝国》和《漫威电影宇宙》——是跨媒体讲故事的一个例子,因为放弃了完整和完成的完整故事的想法,取而代之的是一系列复杂的多个故事,使用不同的媒体形式,出现在尽可能多的渠道中, 并且需要媒体用户发挥积极和创造性的作用,将跨各种媒体创建的综合故事世界的元素拼凑在一起。除了大预算的特许经营权之外,还有无数相对小规模的跨媒体的例子,包括 Cheese in the Trap 在线漫画、网站、电视剧和韩国电影(在中国也很受欢迎),阿根廷的 Aliados 系列电视剧集、网络剧和网站、移动应用程序、印刷杂志、现场音乐剧、社交媒体账户等等,受到整个拉丁美洲粉丝的追随。 以及非洲、美国和欧洲媒体制作人的众多合作跨媒体项目,结合广播、动画和纪录片,探索卢旺达、尼日利亚和南非等国家的当地民间传说、文化历史和重大事件特有的故事。
Emerging multimedia, crossmedia, and transmedia modes of storytelling inspire much more than the production of a one-off, finished story. Instead, media professionals face the option of designing content and experiences across multiple platforms, integrating user-generated content and other interactive features, and expanding the reach of the story line beyond its initial publication. Ideally this is a chance to tell better stories, using multiple media in complex and engaging ways and integrating the creativity of consumers. From a more critical perspective, combining and integrating multiple media gives media corporations even more reason to merge or acquire different companies to seek more control (and more ways to extract value) of our media experience. An additional complicating factor for
新兴的多媒体、跨媒体和跨媒体叙事模式所激发的不仅仅是制作一次性的成品故事。相反,媒体专业人士面临着跨多个平台设计内容和体验、集成用户生成的内容和其他互动功能以及将故事情节的范围扩展到其初始发布之外的选择。理想情况下,这是一个讲述更好故事的机会,以复杂和引人入胜的方式使用多种媒体,并整合消费者的创造力。从更关键的角度来看,结合和整合多种媒体让媒体公司更有理由合并或收购不同的公司,以寻求对我们的媒体体验的更多控制权(以及更多提取价值的方式)。另一个复杂因素

corporations and individual media makers alike is the fact that there seems to be no professional or economic monopoly on the potential to reach a large audience by way of the internet, although the search and recommendation algorithms of platform companies act as new gatekeepers up to a point. Furthermore, social media act both as sources, producers, distributors, and promoters of media content, partly because of deliberate strategies by media organizations but generally beyond the control of professional media makers.
公司和个人媒体制作者都认为,尽管平台公司的搜索和推荐算法在一定程度上充当了新的守门人,但似乎没有专业或经济垄断通过互联网接触大量受众的潜力。此外,社交媒体既是媒体内容的来源、生产者、分销商又是推广者,部分原因是媒体机构的深思熟虑的策略,但通常超出了专业媒体制作者的控制范围。
A life in media is, in many ways, a life of mixed realities-albeit one perhaps less virtualized and commodified than the one envisioned by the technology industry.
在许多方面,媒体生活是一种混合现实的生活——尽管它可能不像技术行业所设想的那样虚拟化和商品化。
Although technological developments can most certainly be described in terms of the rise of new digital intermediaries, platformization, datafication, and algorithms, we should not ignore the tremendous affordances new media also offer to makers. The “underdetermined” nature of digital media enables practitioners to experiment with telling stories in all kinds of ways. Opportunities arise in the field of extended reality (XR), where multimedia, crossmedia, and transmedia storytelling experiences may come together with immersive technological applications that provide so-called mixed reality experiences, where physical and digital objects coexist and interact, such as voice recognition, motion sensing, augmented reality (on mobile devices), 360-degree video, and virtual reality. Claims about an effortless integration of all of these forms of mediated realities in the near future-for example, through a metaverse as heralded by companies like Epic Games (creators of Fortnite) and Meta (including Facebook, WhatsApp, Instagram, and Oculus)-tend to be grounded in a fallacy of “perfect” machines (as explored in chapter 4). On the other hand, one could argue that such a metaverse already exists, as our current digital environment composes versions of all these applications that interact through the communication and exchange of people’s personal data. Furthermore, life during the global coronavirus crisis shows how video chatting and using virtual hangouts for just about any experience (including weddings and funerals) can quickly become commonplace. Additionally, extending the technology-driven notion of a metaverse to what some call a “pluriverse”-meaning a storyworld where multiple worlds coexist, each offering unique characters, values, and ideas (often informed and inspired by local, indigenous, and
尽管技术发展可以肯定地用新的数字中介、平台化、数据化和算法的兴起来描述,但我们不应该忽视新媒体也为创作者提供了巨大的可供性。数字媒体的“不确定”性质使从业者能够尝试以各种方式讲述故事。扩展现实 (XR) 领域出现了机会,其中多媒体、跨媒体和跨媒体叙事体验可以与沉浸式技术应用程序相结合,这些应用程序提供所谓的混合现实体验,其中物理和数字对象共存和交互,例如语音识别、运动感应、增强现实(在移动设备上)、360 度视频和虚拟现实。关于在不久的将来毫不费力地整合所有这些形式的中介现实的说法——例如,通过 Epic Games(《堡垒之夜》的创造者)和 Meta(包括 Facebook、WhatsApp、Instagram 和 Oculus)等公司所预示的元宇宙——往往基于“完美”机器的谬误(如第 4 章所探讨的那样)。另一方面,有人可能会争辩说这样的元宇宙已经存在,因为我们当前的数字环境由所有这些应用程序的版本组成,这些应用程序通过人们个人数据的通信和交换进行交互。此外,全球冠状病毒危机期间的生活表明,视频聊天和使用虚拟聚会进行几乎任何体验(包括婚礼和葬礼)都会很快变得司空见惯。 此外,将元宇宙的技术驱动概念扩展到一些人所说的“多元宇宙”——即多个世界共存的故事世界,每个世界都提供独特的角色、价值观和想法(通常来自当地、土著和

marginalized voices)—can be a wonderfully exciting prospect for inclusive storytelling. A life in media is, in many ways, a life of mixed realitiesalbeit one perhaps less virtualized and commodified than the one envisioned by the technology industry.
边缘化的声音)——对于包容性故事讲述来说,这可能是一个非常令人兴奋的前景。在许多方面,媒体生活是一种混合现实的生活,尽管它可能不像技术行业所设想的那样虚拟化和商品化。
Through new (and often relatively cheap and easy-to-use) technologies, more people can participate in making media than ever before, stimulating both the emergence of a global market for media makers and local playgrounds for the inclusion of many different voices and communities. The possibilities to interact with audiences have increased significantly, paving the way for various forms of cocreation. Although traditional (advertising, subscription and sales-based) business models of media organizations are under pressure, the opportunities to monetize media content and products expand, just as the platforms on which content can be shared multiply, potentially providing media makers with more autonomy and creative freedom.
通过新的(通常相对便宜且易于使用的)技术,比以往任何时候都更多的人可以参与媒体制作,这既刺激了媒体制作者的全球市场的出现,也刺激了包含许多不同声音和社区的当地游乐场的出现。与观众互动的可能性显着增加,为各种形式的共同创造铺平了道路。尽管媒体机构的传统(基于广告、订阅和销售)商业模式面临压力,但媒体内容和产品货币化的机会不断扩大,就像可以共享内容的平台成倍增加一样,有可能为媒体制作者提供更多的自主权和创作自由。

Make Life  创造生活

Any description of how the process by which media products come to us gets coordinated and managed has to allow for the ambivalent and sometimes counterintuitive nature of how media production is organized. Who has the power to make decisions and sway things in one way or another and who can become powerful under certain circumstances are key questions that do not always have the same or easy answers. Similarly, the at times intimidating concentration of ownership and size of multinational media corporations belies their vulnerable position in the field (especially vis-à-vis the technology sector), their dependency on talent, and the extent of economic failure throughout the industry. Finally, the nature of work across the media industries is at once fun and inspiring, as much as it can be deeply frustrating and disempowering. One’s degree of freedom to move and navigate within these forces is to a large extent determined by a range of forces, varying from the economic, political, material and cultural context of the work; the norms and values of the media organization for (or with) which a media professional works; the particular conventions, rituals, and routines of the field; and the personal characteristics (including level of education, training background, history and experience, socialization, and attitude) of the individual practitioner.
任何关于媒体产品如何到达我们的过程如何协调和管理的描述都必须考虑到媒体制作组织方式的矛盾性,有时甚至是违反直觉的本质。谁有能力做出决定并以某种方式影响事物,以及谁可以在某些情况下变得强大,这些都是关键问题,并不总是有相同或简单的答案。同样,跨国媒体公司的所有权和规模有时令人生畏的集中掩盖了它们在该领域的脆弱地位(尤其是相对于技术行业)、它们对人才的依赖以及整个行业经济失败的程度。最后,整个媒体行业的工作性质既有趣又鼓舞人心,但也可能令人深感沮丧和失去力量。一个人在这些力量中移动和导航的自由程度在很大程度上取决于一系列力量,这些力量与作品的经济、政治、物质和文化背景不同;媒体专业人士所工作(或与之合作)的媒体组织的规范和价值观;该领域的特定惯例、仪式和例行公事;以及个体从业者的个人特征(包括教育水平、培训背景、历史和经验、社会化和态度)。
In all the considerations about what it is like to make media professionally, much depends on the question of power. While different affordances, opportunities, and scenarios are always possible in the dynamic, fast-paced context of the media industries, whether people are able to take advantage of such possibilities revolves around having at least some power to act. Power in this context refers to skills, access, position, and motivation, which collectively enable or constrain one’s agency in any given situation:
在所有关于专业媒体制作是什么感觉的考虑中,很大程度上取决于权力问题。虽然在动态、快节奏的媒体行业环境中,不同的可供性、机会和场景总是可能的,但人们是否能够利用这些可能性,至少取决于至少拥有一些行动的能力。在这种情况下,权力是指技能、访问、地位和动机,它们共同促进或限制一个人在任何特定情况下的能动性:
  • skills—possessing the expertise and ability necessary to make the best use of people, material conditions, and expectations in a given context;
    技能——拥有在特定环境中充分利用人员、物质条件和期望所需的专业知识和能力;
  • access-having the capability, reputation, and clout to make something happen, including having access to particular people and resources;
    访问 - 拥有实现某事的能力、声誉和影响力,包括获得特定的人员和资源;
  • position-being in a position where you can make a difference in your activities and circumstances or in those of others as related to one’s role in the working environment (e.g., based on workplace seniority and level of experience);
    职位 - 您可以改变自己的活动和环境,或改变他人的活动和环境,这与自己在工作环境中的角色相关(例如,基于工作场所的资历和经验水平);
  • motivation-attitudes and reasons for (not) using the opportunities available to you (as sometimes you can push for some kind of change but are not enthusiastic about doing it).
    动机 - 态度和(不)利用你可用的机会的原因(因为有时你可以推动某种改变,但并不热衷于去做)。
These four individual-level dimensions of power directly relate to securing work in the media, finding your own creative voice in the media, and getting to do the kind of meaningful, inspiring, and enjoyable work that inspired you to pursue a career in the media in the first place. This is not to say that simply by acquiring such skills every individual media professional gets to do what they want to do. The global media industries are not really known for genuine care and respect for their talent-as exemplified by the countless instances of discrimination and exploitation, as documented in this chapter and throughout the field of media production studies. One way of dealing with this is to develop tactics to creatively navigate the complex and paradoxical nature of working in the media, align with peers you trust, and set clear standards for yourself. A second way of looking at this would be to strategically engage the industry to fight for reform, inspire collective organization, and negotiate for change (we return to this aspect of workers’
这四个个人层面的权力维度与在媒体中获得工作、在媒体中找到自己的创造性声音以及从事那种有意义、鼓舞人心和令人愉快的工作直接相关,这些工作最初激发了你在媒体领域追求事业。这并不是说仅仅通过获得这些技能,每个媒体专业人士都可以做他们想做的事情。全球媒体行业并不真正以真诚的关心和尊重他们的人才而闻名——正如本章和整个媒体制作研究领域所记录的无数歧视和剥削实例所证明的那样。解决这个问题的一种方法是制定策略,创造性地驾驭在媒体工作的复杂性和矛盾性,与你信任的同行保持一致,并为自己设定明确的标准。看待这个问题的第二种方式是战略性地让行业参与进来,为改革而战,激发集体组织,并为变革进行谈判(我们回到工人的这一方面。

rights in chapter 8). The industry itself needs to take responsibility too, which, for example, means
权利)。该行业本身也需要承担责任,例如,这意味着
  • reducing the effort-reward imbalance experienced by media workers, and commit to fair treatment and just pay for everyone involved in the creative process;
    减少媒体工作者所经历的努力与回报不平衡,并承诺公平对待和公正地为参与创作过程的每个人支付报酬;
  • being much more transparent and explicit about hiring, firing, and promotion procedures;
    在招聘、解雇和晋升程序方面更加透明和明确;
  • establishing clear protocols that prevent and combat sexism and any other kind of workplace discrimination; and
    制定明确的协议,防止和打击性别歧视和任何其他形式的工作场所歧视;和
  • controlling the culture of overwork throughout.
    全程控制过度工作的文化。
The rationale for wanting to work in the media tends to be universal across all disciplines and professions, as most practitioners-including but not limited to reporters and editors; film or television producers, actors, and crews; buyers, planners, and creatives in advertising and marketing communications; game developers, artists, and programmers; musicians, recording engineers, artist and repertoire managers, vloggers, social media creators, and so on-simply want a chance to tell stories. That story can be about a homeless person you want to help out, about the corruption of a local politician, or about a superhero protecting the planet from an evil superpower, or it can be coming up with a slogan like “Just Do It” (coined by the American advertising executive Dan Wieden in 1988) that everyone around the world remembers. The combination of this drive to create powerful, meaningful, or just successful stories and making it work (which can refer to anything from earning a decent living, aspiring to run a profitable business, achieving stardom, or simply having fun) propels the media as an industry-as a world-into constant action. This anything-butpredictable dynamic should inspire doubt and concern about any kind of blanket statement on how power works in the media.
想要在媒体工作的理由往往在所有学科和职业中都是普遍的,因为大多数从业者——包括但不限于记者和编辑;电影或电视制片人、演员和工作人员;广告和营销传播领域的买家、策划人员和创意人员;游戏开发人员、艺术家和程序员;音乐家、录音工程师、艺术家和曲目经理、视频博主、社交媒体创作者等等 - 只是想要一个讲故事的机会。这个故事可以是关于你想帮助的无家可归者,关于当地政客的腐败,或者关于保护地球免受邪恶超级大国侵害的超级英雄,或者它可以提出一个口号,比如“Just Do It”(由美国广告主管 Dan Wieden 于 1988 年创造),全世界每个人都记得。这种创造强大、有意义或只是成功的故事并使其发挥作用的动力(可以指从赚取体面的生活、渴望经营有利可图的企业、成为明星或仅仅享受乐趣的任何事情)相结合,推动媒体作为一个行业——作为一个世界——不断采取行动。这种不可预测的动态应该激发人们对媒体中任何关于权力如何运作的笼统声明的怀疑和担忧。
For sure, multinational corporations strive to control most aspects of the media production value chain, and many media professionals work in precarious and at times exploitative circumstances. At the same time, uncertainty and volatility are rampant throughout the industry, extending precarity from the individual experience of working in the media to the
可以肯定的是,跨国公司努力控制媒体制作价值链的大部分方面,许多媒体专业人士在不稳定甚至有时是剥削的环境中工作。与此同时,整个行业的不确定性和波动性猖獗,从个人在媒体工作的经验延伸到

overall way in which the media as a global industry is organized and managed. A continuous stream of technological developments and different kinds of innovation (including product, process, and genre innovations) supercharge this state of flux. Media professionals are thrown into all this, fueled by their passion for storytelling and eager to make a difference. And thrown they are, as work in the media is easy to find while jobs are hard to get. The entire media industry runs on an undercurrent of intrinsically motivated talent, often willing to work for next to nothing as interns, doing speculative or other kinds of unpaid work, or accepting underpayment for their time and services because of the promise of better days ahead. While this suggests a profound power imbalance, it is fascinating to see how the various paradoxes as outlined in this chapter keep opening up the industry to intervention, transformation, and change.
媒体作为一个全球行业的总体组织和管理方式。源源不断的技术发展和不同类型的创新(包括产品、流程和类型创新)加剧了这种变化状态。媒体专业人士被投入到这一切中,他们对讲故事的热情和渴望有所作为。他们被扔掉了,因为媒体工作很容易找到,而工作很难找到。整个媒体行业在一股内在激励人才的暗流中运行,他们通常愿意作为实习生几乎不劳而获,从事投机性或其他类型的无偿工作,或者因为承诺未来的更好日子而接受他们的时间和服务支付过低的报酬。虽然这表明存在深刻的权力不平衡,但看到本章概述的各种悖论如何不断为行业开放干预、转型和变革,这令人着迷。
Above all, making media professionally is a form of affective labor: work that elicits an affective investment from its practitioners exceeding conscious deliberation and that is intended to evoke a similarly emotional response among audiences. In an industry that does not produce nor sell goods that we need for our survival, it seems senseless that it relies so much on deep and prolonged engagement among its producers as well as consumers. Why should we care about anything that is going in and with our media? Perhaps it is exactly our lives as lived in media that explain the industry-wide shift from audience orientation to engagement, from mass markets to individual-level targeting, from medium-specific and neatly packaged products to complex, immersive storyworlds that stretch across multiple media, as media quite clearly have become so much more to us as the nonutilitarian goods and services they were seen as providing in the past.
最重要的是,将媒体专业化是一种情感劳动的形式:这项工作会引起从业者的情感投入,超越有意识的深思熟虑,并旨在在观众中引起类似的情感反应。在一个不生产也不销售我们生存所需商品的行业中,它如此依赖生产者和消费者之间深入而持久的参与似乎毫无意义。我们为什么要关心我们的媒体和媒体的任何事情?也许正是我们生活在媒体中的生活解释了整个行业从受众导向到参与,从大众市场到个人层面的定位,从特定媒体和整齐包装的产品到跨越多种媒体的复杂、身临其境的故事世界的转变,因为媒体显然对我们来说已经变得如此重要,就像它们在过去被视为提供的非功利性商品和服务一样。
  1. Susmita Baral, “Is Facebook Is A Tech Or Media Company? CEO Mark Zuckerberg Weighs In,” International Business Times, August 30, 2016, https://www.ibtimes.com/facebook-tech-or-media-company-ceo-mark-zuckerberg-weighs-2409428.
    Susmita Baral,“Facebook 是一家科技公司还是媒体公司?首席执行官马克·扎克伯格 (Mark Zuckerberg) 发表评论“,国际商业时报,2016 年 8 月 30 日,https://www.ibtimes.com/facebook-tech-or-media-company-ceo-mark-zuckerberg-weighs-2409428
  2. Miriam Dean, “Independent Review of Workplace Culture for Weta Digital,” 1 News, December 23, 2020, https://www.1news.co.nz/2020/12/23/independent-review-of-workplace-culture-for-wetadigital/.
    Miriam Dean,“Weta Digital 工作场所文化独立审查”,1 News,2020 年 12 月 23 日,https://www.1news.co.nz/2020/12/23/independent-review-of-workplace-culture-for-wetadigital/
  3. Dean, “Workplace Culture for Weta.”
    院长,“Workplace Culture for Weta”。
  4. Ashley Highfield, “The On-Demand World Is Finally Coming,” speech given to FT New Media & Broadcasting Conference 2004, March 2, 2004, https://www.bbc.co.uk/pressoffice/speeches/stories /highfield_ft.shtml.
    Ashley Highfield,“按需世界终于来了”,在 2004 年 FT 新媒体与广播会议上的演讲,2004 年 3 月 2 日,https://www.bbc.co.uk/pressoffice/speeches/stories /highfield_ft.shtml。

8

Life in Media  媒体生活

Using, making, and studying media have a “dark” side, as much as there is a light side to media. Articulating a good life in media therefore includes an exploration of what makes media problematic, as well as how it brings so much joy. The question is how we can study, understand, and critique media when we are living in media. The answer can be found both in a famous advertising campaign and in the philosophy that inspired a motion picture franchise: think differently.
使用、制作和研究媒体有“黑暗”的一面,就像媒体有光明的一面一样。因此,在媒体中阐明美好生活包括探索媒体问题的原因,以及它如何带来如此多的快乐。问题是当我们生活在媒体中时,我们如何研究、理解和批评媒体。答案既可以在著名的广告活动中找到,也可以在激发电影特许经营权灵感的哲学中找到:以不同的方式思考。
In August 2021, the American science fiction action-comedy film Free Guy premiered, after being in different stages of production for five years. The movie stars the Canadian actor Ryan Reynolds as Guy, a bank teller who gradually finds out he is not human but a nonplayer character (NPC) in a massively multiplayer online game. Embedded in his programming is a piece of code helping Guy to gain consciousness-allowing him to adapt to changing circumstances with character development based on machine learning, making decisions that are not intended by the game (nor the corporation that owns it). Without necessarily wanting to become a hero, Guy ends up rallying his in-game friends to resist attempts by the studio that runs the game to shut their world down to delete unruly NPCs. In many ways, Free Guy is a twenty-first-century version of the 1998 film The Truman Show, where the Canadian actor Jim Carrey plays Truman Burbank, who lives in a lovely small town called Seahaven, unaware of the fact that he is the star of his very own reality television show. The television show is Truman’s life, from birth. His family, neighbors, colleagues, and friends are all actors. Slowly but surely, Truman realizes that he is imprisoned and must flee. Beyond the difference of setting in a TV show or
2021 年 8 月,美国科幻动作喜剧电影《自由人》首映,此前该片经过五年的不同制作阶段。这部电影由加拿大演员瑞安·雷诺兹 (Ryan Reynolds) 饰演盖伊 (Guy),他是一名银行出纳员,他逐渐发现自己不是人类,而是大型多人在线游戏中的非玩家角色 (NPC)。在他的编程中嵌入了一段代码,帮助 Guy 获得意识——使他能够通过基于机器学习的角色发展来适应不断变化的环境,做出游戏(或拥有它的公司)不打算做出的决定。Guy 不一定想成为英雄,他最终召集了他在游戏中的朋友,抵制运营游戏的工作室关闭他们的世界以删除不守规矩的 NPC 的企图。在许多方面,《自由人》是 1998 年电影《楚门的世界》的 21 世纪版本,加拿大演员金凯瑞在其中扮演杜鲁门·伯班克,他住在一个名叫 Seahaven 的可爱小镇,不知道他是自己真人秀节目的明星。电视节目就是杜鲁门从出生开始的生活。他的家人、邻居、同事和朋友都是演员。杜鲁门慢慢但肯定地意识到他被囚禁了,必须逃跑。除了电视节目中的设置差异或

a game world, the films primarily diverge on their solution for the life in media their main characters are experiencing: either opting to escape or fighting to stay.
作为一个游戏世界,这两部电影主要在他们对主角所经历的媒体生活的解决方案上存在分歧:要么选择逃跑,要么为留下而战。
In a not-so-subtle intertextual reference regarding their names, the characters of Truman and Free Guy rely on their individual ability, as the only “real” people in their respective worlds, to figure out whether all the other people are authentic (or to what extent they act or are programmed) and how far their lives can stretch within the studio or game world. In both cases, their confrontation with what amounts to the limit of their existence is symbolized by a beach and whatever lies beyond the horizon of this body of water. Love plays a powerful role in both films too. For Truman, his love for an American girl called Sylvia (played by the British actress Natascha McElhone) ignites an interest in his surroundings and what may be possible. Sylvia is an actress in Truman’s reality show who plays Lauren Garland, a girl from his high school. At one point in the film, Sylvia tries to tell Truman the truth about his reality (quoting parts from the movie transcript) as they make a run for it to the beach surrounding Truman’s hometown:
在关于他们名字的不那么微妙的互文引用中,Truman 和 Free Guy 的角色依靠他们的个人能力,作为各自世界中唯一“真实”的人,来弄清楚所有其他的人是否都是真实的(或者他们在多大程度上行动或被编程),以及他们的生活在工作室或游戏世界中可以延伸多远。在这两种情况下,他们与构成他们存在的极限的对抗都以海滩和这片水域地平线之外的任何东西为象征。爱在这两部电影中也都扮演着强大的角色。对杜鲁门来说,他对一个名叫西尔维亚的美国女孩(由英国女演员娜塔莎·麦克尔洪 (Natascha McElhone) 饰演)的爱点燃了他对周围环境和可能的事情的兴趣。西尔维亚 (Sylvia) 是杜鲁门 (Truman) 真人秀节目中的女演员,她扮演他高中的女孩劳伦·加兰 (Lauren Garland)。在电影的某个时刻,西尔维亚试图告诉杜鲁门关于他现实的真相(引用电影剧本中的部分内容),他们正逃往杜鲁门家乡周围的海滩:
LAUREN: Listen to me. Everybody knows about it-everyone knows everything you do. They’re pretending, Truman. Do you, do you understand? Everybody’s pretending.
LAUREN:听我说。每个人都知道它 - 每个人都知道你所做的一切。他们在假装,杜鲁门。你明白吗?每个人都在假装。

TRUMAN: Lauren, I don’t know what …
杜鲁门:劳伦,我不知道是什么......

LAUREN: No, no, no, my name’s not Lauren. It’s Sylvia. My name’s Sylvia.
LAUREN:不,不,不,我不叫 Lauren。是 Sylvia。我叫 Sylvia。

LAUREN: This … it … it’s fake. It’s all for you.
劳伦:这个......它。。。这是假的。这一切都是为了你。

TRUMAN: I don’t understand.
杜鲁门:我不明白。

LAUREN: And … And the sky and the sea, everything. It’s a set. It’s a show.
劳伦:还有......还有天空和大海,一切。这是一个集合。这是一场表演。
TRUMAN: What’s goin’ on? I really would like to know what’s going on!
杜鲁门:这是怎么回事?我真的很想知道发生了什么!

LAUREN: Get out of here. Come and find me.
劳伦:离开这里。快来找我吧。

The forbidden love-according to the show’s creators, Truman is supposed to fall in love with another actress, who he subsequently marries -prompts a lifelong search for Lauren and what happened to her. This is one of many ways in which the film introduces an element of uncanniness in Truman’s life, an eeriness that he simply cannot shake off. In Free Guy, Ryan Reynolds’s character begins to diverge from his rigid NPC script when he falls in love with Molotovgirl-the American avatar of the game developer Millie, played by the British actress Jodie Comer. For the remainder of the film, she acknowledges the thoroughly uncanny feeling that she is falling for Guy, despite the fact that he is an NPC, at one point sighing: “The only non-toxic guy I meet is a robot.”
根据该剧的创作者的说法,杜鲁门应该爱上另一位女演员,他随后娶了她——促使他终生寻找劳伦和她发生的事情。这是这部电影在杜鲁门的生活中引入一种不可思议的元素的众多方式之一,这种诡异是他根本无法摆脱的。在《自由人》中,瑞安·雷诺兹 (Ryan Reynolds) 的角色开始与他僵化的 NPC 剧本分道扬镳,因为他爱上了由英国女演员朱迪·科默 (Jodie Comer) 饰演的游戏开发商米莉 (Millie) 的美国化身莫洛托夫女孩 (Molotovgirl)。在电影的其余部分,她承认自己爱上了盖伊的那种完全不可思议的感觉,尽管他是一个 NPC,她一度叹息道:“我遇到的唯一一个无毒的家伙是一个机器人。
Both Free Guy and The Truman Show somewhat self-consciously appeal to our experience of living in a comprehensively mediated environment. Our world is similarly characterized by pervasive and ubiquitous media that we are constantly and concurrently deeply immersed in, that we seem to be
《自由人》和《楚门的世界》都在某种程度上自觉地诉诸于我们生活在一个综合中介环境中的体验。我们的世界同样以无处不在的媒体为特征,我们不断且同时深深地沉浸在其中,我们似乎就是这样

the stars of, and that influence and structure all aspects of our everyday life. The twin powers of love and the uncanny that provide so much of the fuel that propels the narratives of these reality-within-a-reality movies are also what gives our lives in media energy and purpose. We clearly love (our) media, and our subsequent immersion in media generates continuous experiences of uncanniness-corresponding with a sense of unrealityabout the nature of our existence. Importantly, in this world it is also up to each of us to navigate the largely unwritten rules and hidden passages of an ocean of media on our own-a personal charge that seems to be unattainable by most, if not all, of us. Our desire to project a somewhat authentic, whole self gets propelled as much as frustrated by our mediated environment. Media extend and amplify our originality as well as make the project of being a true person forever unrealizable-always chasing the shareable moment in any experience, trying to delete (or retrieve) some particular personal data, and constantly updating and upgrading our hardware, our software, and ourselves (sometimes referred to as wetware).
明星,影响和构建我们日常生活的方方面面。爱和不可思议的双重力量为这些现实中的现实电影的叙事提供了如此多的燃料,这也是赋予我们媒体生活活力和目标的原因。我们显然热爱(我们的)媒体,而我们随后沉浸在媒体中会产生持续的神秘体验——这与对我们存在本质的不真实感相对应。重要的是,在这个世界上,我们每个人都有责任靠自己在媒体海洋中导航,这些规则基本上是不成文的规则和隐藏的通道——这是我们大多数人(如果不是全部)似乎无法实现的个人责任。我们投射出一个有点真实、完整的自我的愿望,既被我们的中介环境所推动,也被挫败了。媒体扩展和放大了我们的原创性,也使永远无法实现成为一个真实的人的项目——在任何体验中总是追逐可分享的时刻,试图删除(或检索)一些特定的个人数据,并不断更新和升级我们的硬件、软件和我们自己(有时被称为湿件)。
We clearly love (our) media, and our subsequent immersion in media generates continuous experiences of uncanniness-corresponding with a sense of unrealityabout the nature of our existence.
我们显然热爱(我们的)媒体,而我们随后沉浸在媒体中会产生持续的神秘体验——这与对我们存在本质的不真实感相对应。
When seen as such, these completely mediatized worlds are rather bleak, conformist, and devoid of life in all its messy, unpredictable, and contradictory forms. When asked how the show can be so successful in convincing Truman that his world is real even though it so clearly features a fake reality filled with fake people, the director of Truman’s reality show (named Christof in the film, a not-so-subtle reference to the divine authority of a godlike director) answers: “We accept the reality of the world with which we are presented.” It is important to note the implication of this narrative, as it does not seem to be premised on a notion that Truman’s world is unreal-it just means that the protagonist of such a world is unaware of being on camera at all times. The televised Truman Show and the game environment of Free Guy are just other versions of the real, carefully staged, concisely scripted and programmed, and completely mediated. Christof’s explanation is taken from Plato’s famous essay “Allegory of the Cave” (written as the introduction of the Greek philosophers’ seminal work The Republic, published around 380 BC). In
当这样看时,这些完全媒介化的世界是相当凄凉的、墨守成规的,并且没有各种混乱、不可预测和矛盾形式的生命。当被问及该节目如何如此成功地说服杜鲁门相信他的世界是真实的时,即使它如此明显地展示了一个充满虚假人的虚假现实时,杜鲁门真人秀节目的导演(在电影中叫克里斯托夫,不那么微妙地提到了一位神一般导演的神圣权威)回答说:“我们接受我们所面对的世界的现实。重要的是要注意这种叙述的含义,因为它似乎并不以杜鲁门的世界是虚幻的观念为前提的——它只是意味着这样一个世界的主角在任何时候都不知道自己在镜头前。电视转播的《楚门秀》和《自由人》的游戏环境只是真实的其他版本,经过精心编排,简洁的剧本和编程,并且完全中介化。克里斯托夫的解释摘自柏拉图的著名文章《洞穴寓言》(Allegory of the Cave)(作为希腊哲学家的开创性著作《共和国》的序言,出版于公元前 380 年左右)。在

this story, Plato suggests that all of us mistake appearances for reality-that we live our lives like prisoners locked in a cave, unable to see the true nature of things. Eventually, one prisoner could manage to break free and see the light outside-the kind of person able to take on the role of an enlightened philosopher. Plato’s conceit makes a prominent appearance in many other stories (including E. M. Forster’s short story “The Machine Stops” from 1909 as discussed in chapter 4), and quite explicitly so in the Matrix transmedia franchise, as the human resistance to the world of machines congregates in a massive cave, only to be led out by Keanu Reeves’s character Neo (a divinely inspired anagram for “One”). As such, these films seem to promote one of two options for our life in media: either to become “blue shirt guy” or any other stereotypical office or factory worker, barely distinguishable from a robot (or NPC), just going along while pushing the right buttons and following fixed programming and routines; or to join the resistance, become some kind of freedom fighter (or terrorist, depending on your point of view), and either attack, hack, or escape the system.
这个故事中,柏拉图建议我们所有人都把表象误认为是现实——我们像囚犯一样生活,被锁在山洞里,看不到事物的真实本质。最终,一个囚犯能够设法挣脱并看到外面的光明——那种能够扮演开明哲学家角色的人。柏拉图的自负在许多其他故事中都得到了突出的体现(包括第 4 章讨论的 E.M.福斯特 1909 年的短篇小说《机器停止》),在《黑客帝国》跨媒体系列中也非常明确地出现,因为人类对机器世界的抵抗聚集在一个巨大的洞穴中,却被基努·里维斯(Keanu Reeves)的角色尼奥(Neo,“一”的神灵感词)引导出来。因此,这些电影似乎为我们在媒体中的生活提供了两种选择之一:要么成为“蓝衫男”或任何其他刻板的办公室或工厂工人,与机器人(或 NPC)几乎没有区别,只是按下正确的按钮并遵循固定的编程和例程;或者加入抵抗组织,成为某种自由斗士(或恐怖分子,取决于你的观点),然后攻击、黑客攻击或逃离系统。
As discussed earlier (in chapter 4), there are many more strategies and tactics we have at our disposal when considering the long chronicle of media and society entanglement. As a reminder, such approaches can be grouped along three dimensions:
如前所述(第 4 章),在考虑媒体和社会纠葛的漫长编年史时,我们还有更多的战略和战术可供我们使用。提醒一下,这些方法可以分为三个维度:
  1. We can fight the media-either through disconnection and digital “detoxing” activities and destroying the machines around us or by “arming” ourselves with the insights and instrumental skills of media literacy.
    我们可以与媒体作斗争——要么通过断开连接和数字 “排毒 ”活动,摧毁我们周围的机器,要么通过用媒体素养的洞察力和工具技能 “武装 ”自己。
  2. We can surrender to a mediated existence-either by becoming players with information, utilizing the various affordances of our digital environment to get the most out of the media experience, or by truly embracing the uncanny notion that who we are is and always has been interconnected with our technologies and media.
    我们可以屈服于一种中介化的存在——要么成为信息的参与者,利用我们数字环境的各种功能来充分利用媒体体验,要么真正接受一个不可思议的概念,即我们是谁,并且一直与我们的技术和媒体相互联系。
  3. We can become media-either by adapting carefully (if not critically) to what media want from us or by learning how to reprogram and hack the system, making it a participatory rather than imposed reality.
    我们可以成为媒体——要么通过仔细地(如果不是批判性的)适应媒体对我们的期望,要么通过学习如何重新编程和破解系统,使其成为参与式的而不是强加的现实。
For Truman and Guy, these options would translate to
对于 Truman 和 Guy 来说,这些选项将转化为
  • figuring out how the media in their environment work and trying to escape from or take to bits the gaze of trackers, cameras, and programmers, or exploiting all the technologies at their disposal to consciously change the narrative;
    弄清楚他们环境中的媒体是如何运作的,并试图逃避或接受追踪器、摄像机和程序员的目光,或者利用他们可以使用的所有技术有意识地改变叙事;
  • opting to live the (screenwritten, preprogrammed) mediated life to the fullest or to engage other people in the mediated environment (e.g., characters, actors, avatars) in continuous self-reflective debate about the various roles to play in this environment;
    选择充分地过上(编剧的、预先编程的)中介生活,或者让中介环境中的其他人(例如,角色、演员、化身)参与关于在这个环境中扮演的各种角色的持续自我反思辩论;
  • gaining and raising awareness about all the subtle (and not so subtle) ways in which technologies in general and media in particular nudge and direct us, or find ways to completely rewrite the script or code to create a different (yet still mediated) world.
    获得并提高对技术,特别是媒体推动和指导我们的所有微妙(和不那么微妙)方式的认识,或者找到完全重写脚本或代码的方法,以创造一个不同的(但仍然是中介的)世界。
The deceptively straightforward strategy to go to war with the machines is in effect the only way out suggested by the media industry. In the practice of everyday life, all these tactics and strategies overlap, cross over, and influence each other, however deliberately or accidentally so.
与机器开战的看似简单的策略实际上是媒体行业提出的唯一出路。在日常生活的实践中,所有这些策略和策略相互重叠、交叉和相互影响,无论多么有意或无意。
It is fascinating to see, after well over a century of mass media, how our public debates as well as depictions in popular culture still do not seem to have come much further than considering media and life as an “either/or” rather than a “not only, but also” relation. In this final chapter, we cut across the historical (as much as contemporary) dichotomy between a completely mediated or nonmediated existence. Instead, I offer a perspective that synthesizes the apparent contradictions between the problematic, or “dark side,” of life in media and its lighter side. We need to move to an understanding of media studies as a disposition: a powerful way of observing, analyzing, and understanding media in terms of possibilities rather than properties. This, for example, prompts us to consider media less in terms of effects, things, and what happens, instead focusing on process, practices, and what can be done. Importantly, this means that neither media nor life are given. Both are always in a process of becoming, influencing, and reinforcing each other and, through their entanglement over time, produce an endless variety of experiences, feelings, and ways of being in
令人着迷的是,在一个多世纪的大众媒体之后,我们的公共辩论以及流行文化中的描述似乎仍然没有走得更远,只是将媒体和生活视为“非此即彼”而不是“不仅如此,而且也是”的关系。在最后一章中,我们跨越了完全中介或非中介的存在之间的历史(以及当代)二分法。相反,我提供了一个观点,综合了媒体生活中有问题的或“阴暗面”与其光明面之间的明显矛盾。我们需要将媒体研究理解为一种倾向:一种从可能性而不是属性的角度观察、分析和理解媒体的有力方式。例如,这促使我们减少从效果、事物和发生的事情的角度来考虑媒体,而是关注过程、实践和可以做什么。重要的是,这意味着既没有媒体也没有生命。两者总是处于相互形成、影响和加强的过程中,并且通过随着时间的推移而纠缠,产生无穷无尽的各种体验、感受和存在方式

the world. Some of these states can be problematic, many are exciting or simply enjoyable, and almost all are quite mundane elements of everyday life and of the way society functions.
世界。其中一些状态可能是有问题的,许多是令人兴奋的或只是令人愉快的,而且几乎所有状态都是日常生活和社会运作方式的相当平凡的元素。

The Dark Side (and the Light)
黑暗面(和光明)

Sometimes it seems as if the early twentieth-first century offers a unique, singular perspective on the media, as it is rather difficult to ignore the countless speeches, blogs and vlogs, reports, news stories, moral panics, and public outcries on or about (the) media. Media are quite clearly crucial in the eyes of many, which to some extent explains why people project so much of their anxieties and fears-as well as hopeful expectations-onto them. This does not mean media are innocent or inculpable! In fact, quite the opposite should be argued: media play a pivotal part in society and everyday life, and this role is far from flawless-the impact of media is messy and inconsistent, changes often over time, and works differently for different people in different contexts. However, such a nuanced perspective on the general role of media as it affects most of us runs the risk of glossing over some distinct dark sides of a life lived in media that often only affect some of us. In what follows, I highlight three distinct areas of profound concern that should be part of any critical perspective in (media studies for) a life in media. Concurrent to this expose is an exploration of what is or can be done about these various problems with media. It is important to emphasize that this juxtaposition is not intended as offering a false balance (or “both-sidesism” as it is sometimes called in journalism), somehow suggesting that these are both equally powerful developments. In fact, both the dark and light sides of the life in media equation need work (from people and physical infrastructures alike) to become apparent. What highlighting the tension between problems and their potential solutions offers us is a perspective on agency, on the hopeful possibility of doing something about it.
有时,20 世纪初似乎为媒体提供了一个独特、独特的视角,因为很难忽视媒体上或关于媒体的无数演讲、博客和视频博客、报告、新闻故事、道德恐慌和公众抗议。媒体在许多人眼中显然至关重要,这在一定程度上解释了为什么人们将如此多的焦虑和恐惧——以及充满希望的期望——投射到他们身上。这并不意味着媒体是无辜的或无罪的!事实上,应该说恰恰相反:媒体在社会和日常生活中发挥着关键作用,而这种作用远非完美无缺——媒体的影响是混乱和不一致的,经常随着时间的推移而变化,并且对不同背景下的不同人有不同的作用。然而,对媒体的一般作用如此细致入微的看法,因为它影响着我们大多数人,有可能掩盖生活在媒体中生活的一些明显的阴暗面,而这些阴暗面往往只影响我们中的一些人。在下文中,我将重点介绍三个不同的深刻关注领域,它们应该成为媒体生活(媒体研究)任何批判性观点的一部分。与这次曝光并行的是探索如何解决媒体的这些不同问题。需要强调的是,这种并置并不是为了提供虚假的平衡(或新闻业有时称为“两面主义”),而是以某种方式表明这两者都是同样强大的发展。事实上,媒体方程式中生活的阴暗面和光明面都需要努力(来自人和物理基础设施)才能变得明显。 突出问题及其潜在解决方案之间的紧张关系为我们提供了一种关于能动性的观点,以及采取行动的希望可能性。
The three key problematic aspects of life in media, and their prospective solutions-structured from the moment media are born to when they dieare
媒体生活中存在的三个关键问题方面,以及它们从媒体诞生到死亡的前瞻性解决方案是
  1. The environmental impact of (mining for and discarding of) media and efforts to green the media
    媒体对环境的影响(开采和丢弃)以及绿色媒体的努力
  2. The workers’ rights aspect of precarious conditions in electronics factories, hardware and software development and engineering, and media production facilities versus corporate social responsibility, fan and shareholder activism, and increased collective organizing (including unionization)
    电子工厂、硬件和软件开发和工程以及媒体制作设施的不稳定条件的工人权利方面与企业社会责任、粉丝和股东激进主义以及增加的集体组织(包括工会化)的对比
  3. The representational quality of media (e.g., regarding issues of intersectionality in film, games, and the news and considering the dominance of platforms, surveillance, and algorithmic systems in our digital environment) versus consumer activism as well as a growing media literacy movement around the world.
    媒体的代表性质量(例如,关于电影、游戏和新闻中的交叉性问题,并考虑到平台、监控和算法系统在我们的数字环境中的主导地位)与消费者激进主义以及世界各地日益增长的媒体素养运动。
Not part of this list is the global concern about the impact of disinformation campaigns, propaganda, and fake news. I have to admit that, from a media studies perspective, we have to ask serious questions about the presumed consequences of disinformation on the way people live their lives or on how society functions. First, the research consistently suggests that most people read, hear, or see relatively little disinformation in the media they use. Second, people use multiple media concurrently, and it is doubtful that all the media in their information diet transmit the exact same messages (that in turn are all understood and acted upon in the same way). Third, the fact that so many people espouse suspicion, criticism, or even fully fledged conspiratorial thinking online on just about anything may be less of a consequence of media life and more a window onto a world full of gossip, hearsay, and partial truths that is typical of discussions in the neighborhood café and sports club, only now amplified online for the world to see. The expectation of humanity to come to consensus about reality and truth is problematic to begin with, and concerns about disinformation tend to gloss over this. Of course, this does not mean there is nothing to worry about, and clearly there are circumstances where a dispute over truth as accelerated and amplified in media has dire consequences for the people involved-the genocide of the Rohingya people in Myanmar in 2017 and the suffering of Ukrainians during the Russian invasion of 2022 come to mind, as well as mounting evidence that the spread of misinformation about COVID-19 and its vaccines caused many preventable deaths. What makes disinformation problematic in media studies is not so much the fact that
这份名单中没有全球对虚假信息运动、宣传和假新闻影响的担忧。我不得不承认,从媒体研究的角度来看,我们必须严肃地质疑虚假信息对人们生活方式或社会运作方式的假定后果。首先,研究一致表明,大多数人在他们使用的媒体中阅读、听到或看到的虚假信息相对较少。其次,人们同时使用多种媒体,他们信息饮食中的所有媒体是否都传输完全相同的信息(反过来都以相同的方式理解和行动)是值得怀疑的。第三,事实上,有这么多人在网上对任何事情都持怀疑、批评,甚至完全成熟的阴谋论思考,这可能不是媒体生活的结果,而更像是一扇窗户,通向一个充满八卦、道听途说和部分真相的世界,这是附近咖啡馆和体育俱乐部讨论的典型特征。 现在才在网上放大,让全世界都能看到。期望人类对现实和真相达成共识的期望一开始就存在问题,而对虚假信息的担忧往往掩盖了这一点。当然,这并不意味着没有什么可担心的,显然在某些情况下,媒体加速和放大的真相争论会对相关人员造成可怕的后果——我想到了 2017 年缅甸罗兴亚人的种族灭绝和 2022 年俄罗斯入侵期间乌克兰人的苦难, 以及越来越多的证据表明,有关 COVID-19 及其疫苗的错误信息的传播导致了许多可预防的死亡。使虚假信息在媒体研究中成为问题的原因并不是

some people sometimes fall for conspiracy theories or half-baked truths but rather the ways in which certain people, narratives, and ideas find their way into media and in turn how we can digest and understand these stories. Chapter 4 speaks extensively to the issue of media and the unreal, whereas the discussion on the representational quality of media below addresses the ways in which we can appreciate and give meaning to the media in our lives. Interestingly, the impact of disinformation could be far greater on those professionally responsible for providing people with the truth-journalists-than the average media user. Journalists tend to fall victim to propagandists who skillfully exploit their professional news values such as reporting on both sides of the story and staying neutral in stories involving conflict. In doing so, reporters and editors of news organizations can unintentionally become pawns in the game of influencing and manipulating public opinion over time. Yet again, we have to stay mindful about overemphasizing unidirectional impact or effects news coverage may have on people, always returning to the most fundamental research question of what someone is actually doing with (their) media.
有些人有时会被阴谋论或半生不熟的真相所迷惑,而是某些人、叙述和想法进入媒体的方式,反过来我们如何消化和理解这些故事。第 4 章广泛讨论了媒体和虚幻的问题,而下面关于媒体的代表性质量的讨论则讨论了我们在生活中欣赏媒体并赋予其意义的方式。有趣的是,虚假信息对那些专业负责为人们提供真相的人——记者——的影响可能比普通媒体用户大得多。记者往往成为宣传者的受害者,他们巧妙地利用他们的专业新闻价值观,例如报道故事的两面,并在涉及冲突的故事中保持中立。在此过程中,新闻机构的记者和编辑可能会随着时间的推移无意中成为影响和纵公众舆论的游戏中的棋子。再一次,我们必须注意不要过分强调新闻报道可能对人们产生的单向影响或影响,总是回到最基本的研究问题,即某人实际上在做什么(他们的)媒体。

Environmental Impact  环境影响

A significant proportion of the world’s metals-such as tin, cobalt, palladium, copper, silver, and gold-are the basic elements that make up our smartphones, computers, cameras, and televisions. Much of these metals is mined in developing nations. Cobalt provides a case in point. It is an essential mineral used for batteries in, for example, laptop computers, tablets, and smartphones. Most of the world’s cobalt is produced in the Democratic Republic of the Congo (DRC) in Africa, often by small-scale mining operations that lack the kind of (international) oversight and control large conglomerates to some extent adhere to. Copper, another key element for consumer electronics, is primarily mined in Chile in Latin America. Because of its significance to the economy, the copper industry has been left largely deregulated, resulting in little or no oversight regarding its environmental impact. The life cycle of mining for minerals such as cobalt and copper is damaging its surroundings, as it involves setting off explosions to break and split off rock blocks (a process called blasting or crushing), releasing all kinds of polluting elements into the environment,
世界上很大一部分金属(如锡、钴、钯、铜、银和金)是构成我们的智能手机、电脑、相机和电视的基本元素。这些金属大部分是在发展中国家开采的。Cobalt 就是一个很好的例子。它是一种必需矿物,用于笔记本电脑、平板电脑和智能手机等的电池。世界上大部分钴产自非洲的刚果民主共和国 (DRC),通常由小规模采矿作业生产,这些作业在某种程度上缺乏大型企业集团遵守的(国际)监督和控制。铜是消费电子产品的另一个关键元素,主要在拉丁美洲的智利开采。由于其对经济的重要性,铜行业在很大程度上被放松了管制,导致对其环境影响的监督很少或根本没有。开采钴和铜等矿物的生命周期会破坏其周围环境,因为它涉及引发爆炸以打破和劈开岩石块(称为爆破或粉碎的过程),将各种污染元素释放到环境中,

and using massive amounts of water, electricity, and oil in the mining process.
以及在采矿过程中使用大量的水、电和油。
Once media devices find their way into our hands and homes, their carbon footprint primarily consists of electricity use and how anything with plugs, cords, and electronic components get disposed of and turned into electronic waste (or e-waste). Although the power consumption of a single household may not amount to much, media industries are historically known as heavy users and polluters-consider, for example, poisonous solvents, inks, fumes, dust, and wastewater as the byproducts of printing books, magazines, and newspapers and the manufacturing of film stock, as well as the massive destruction of trees and usage of substantial amounts of land and water resources to print, produce, and distribute media. In today’s digital environment, we additionally have to consider the environmental costs involved with powering and cooling the vast data centers that connect us with the digital products and streaming services offered by the media industries, especially regarding the top three cloud computing companies in the world: Amazon Web Services, Google Cloud Platform, and Microsoft Azure.
一旦媒体设备进入我们的手和家中,它们的碳足迹主要包括用电以及任何带有插头、电线和电子元件的东西如何被丢弃并转化为电子垃圾(或电子垃圾)。虽然一个家庭的用电量可能不多,但媒体行业在历史上被称为重度用户和污染者——例如,将有毒溶剂、油墨、烟雾、灰尘和废水视为印刷书籍、杂志和报纸以及制造胶片的副产品,以及大量破坏树木和使用大量土地和水资源进行印刷。 制作和分发媒体。在当今的数字环境中,我们还必须考虑为将我们与媒体行业提供的数字产品和流媒体服务连接起来的庞大数据中心供电和冷却所涉及的环境成本,尤其是关于世界三大云计算公司:Amazon Web Services、Google Cloud Platform 和 Microsoft Azure。

To offer an example of how sensitive ethical and environmental issues are to the companies directly involved, we can consider the fate of Timnit Gebru, co-leader of a group at Google that studies the social and ethical ramifications of artificial intelligence (AI). She was let go by the company
为了举一个例子来说明道德和环境问题对直接参与的公司有多么敏感,我们可以考虑一下 Google 一个研究人工智能 (AI) 的社会和道德影响的小组的联合负责人 Timnit Gebru 的命运。她被公司解雇了

in December 2020 after coauthoring a paper (at the request of Google) about the downsides of relying on large language models, which are AI trained by using gigantic amounts of text data. Gebru is an Ethiopian American computer scientist much celebrated for her critical work in facial recognition-showing that it is less accurate at identifying women and people of color, which means its use ends up discriminating against them. She also cofounded (with fellow Ethiopian computer scientist Rediet Abebe) the Black in AI network in 2017 to champion diversity in the tech industry. Gebru outlined several key problems for the kind of AI that companies like Google use, focusing on, among other issues, the extraordinary carbon footprint of huge data centers to perform the kind of calculations necessary to run such programs. Managers at Google clearly felt this paper did not focus enough on its efforts to become more energy efficient and demanded Gebru and her colleagues change their research accordingly, which she refused. Thousands of Google employees (“Googlers”) and outside experts signed a public letter in support of the paper and Tinmit Gebru’s work, to no avail. Gebru went on to found and direct the Distributed Artificial Intelligence Research Institute (DAIR) to continue her work. Concern about the water and electricity use of data centers also plays an important role in the field of blockchain, cryptocurrencies, and AI more generally, as all these applications need a lot of computing power. As a side note, blockchain technology also gets touted (by organizations such as the World Economic Forum) as a tool that could help in tackling climate change, for example, by enabling people and companies to respond almost in real time to changes in data patterns about weather conditions.
2020 年 12 月,在合著了一篇关于依赖大型语言模型的缺点的论文后(应 Google 的要求),这些模型是使用大量文本数据进行 AI 训练的。Gebru 是一位埃塞俄比亚裔美国计算机科学家,因其在面部识别方面的重要工作而备受赞誉——这表明它在识别女性和有色人种方面不太准确,这意味着它的使用最终会歧视她们。她还于 2017 年与埃塞俄比亚计算机科学家 Rediet Abebe 共同创立了 Black in AI 网络,以倡导科技行业的多元化。Gebru 概述了谷歌等公司使用的人工智能的几个关键问题,重点关注大型数据中心执行运行此类程序所需的计算所需的巨大碳足迹等问题。谷歌的管理人员显然认为这篇论文没有足够关注其提高能源效率的努力,并要求 Gebru 和她的同事相应地改变他们的研究,但她拒绝了。数千名 Google 员工(“Google 员工”)和外部专家签署了一封公开信,支持该论文和 Tinmit Gebru 的工作,但无济于事。Gebru 继续创立并指导分布式人工智能研究所 (DAIR) 继续她的工作。对数据中心水电使用的关注在区块链、加密货币和更普遍的人工智能领域也发挥着重要作用,因为所有这些应用程序都需要大量的计算能力。 顺便说一句,区块链技术也被吹捧(被世界经济论坛等组织)吹捧为一种有助于应对气候变化的工具,例如,它使人们和公司能够几乎实时地响应有关天气状况的数据模式的变化。
Electronic waste is one of the fastest growing waste categories in the world. The amount of e-waste doubled in the first decade of the twenty-first century and shows no sign of slowing down. This development gets spurred on by the ever-increasing popularity of media, rising income and literacy levels around the world, increased bandwidth and connectivity, and technological changes. We adopt new media as fast as we discard them, in part because our television sets, personal computers, stereo systems, and smartphones tend to be designed for a limited life span-in industrial terms called the “planned obsolescence” of consumer commodities. Other factors that play into the short life cycle of media are product failures, changing
电子垃圾是世界上增长最快的垃圾类别之一。电子垃圾的数量在 21 世纪的第一个十年翻了一番,并且没有放缓的迹象。媒体的日益普及、全球收入和识字水平的提高、带宽和连接性的增加以及技术变革推动了这一发展。我们采用新媒体的速度与丢弃它们的速度一样快,部分原因是我们的电视机、个人电脑、立体声系统和智能手机往往是为生命周期有限的工业术语而设计的,称为消费品的“计划过时”。影响介质较短生命周期的其他因素包括产品故障、变化

customer needs, and technological transitions (such as from VHS to DVD and Blu-Ray, from one generation gaming console to the next, or from 2G to 3 G and onward in mobile connectivity). Our media are also quite complicated to maintain, fix, or repair, as the different parts are often located within glued-shut plastic enclosures, warranties are voided if we attempt to break open our devices, and support for outdated media quickly gets discontinued. What is furthermore striking about our media refuse is that most of these devices are still working (or have many working parts) when we throw them away.
客户需求和技术转型(例如从 VHS 到 DVD 和 Blu-Ray,从一代游戏机到下一代游戏机,或从 2G 到 3 G 及更高版本的移动连接)。我们的媒体的维护、修理或维修也相当复杂,因为不同的部件通常位于胶合的塑料外壳内,如果我们试图打开我们的设备,保修将失效,并且对过时媒体的支持很快就会停止。此外,我们的媒体垃圾还值得注意的是,当我们扔掉这些设备时,它们中的大多数仍在工作(或有许多工作部件)。
What makes e-waste unique is that it is a hazardous waste that also has significant economic value through the recycling or recovery of valuable metals (e.g., copper, gold, silver, and palladium). As a result, it is traded between the developed and developing world-mostly without any kind of scrutiny or oversight, as the vast majority of e-waste is collected and dumped without any formal documentation. Our unwanted devices generally end up this way in e-waste graveyards across Ghana, India, and China. Agbogbloshie, outside of Ghana’s capital city Accra, is the world’s largest e-dump, where people-including many children-make a living by taking apart and burning down electronics. The Chinese city of Guiyu and Moradabad (just east of New Delhi) in India have similarly become the main sites of a lucrative media scavenging industry, operating largely beyond the purview of regulators and without much in the way of safeguards for people working there. All these irregular recycling activities are not keeping pace with the global growth of e-waste, in part because of the dangerous nature of the recycling process.
电子垃圾的独特之处在于,它是一种危险废物,通过回收或回收有价金属(例如铜、金、银和钯)也具有重要的经济价值。因此,它在发达国家和发展中国家之间交易——大多没有任何形式的审查或监督,因为绝大多数电子垃圾是在没有任何正式文件的情况下收集和倾倒的。我们不需要的设备通常以这种方式进入加纳、印度和中国的电子垃圾墓地。Agbogbloshie 位于加纳首都阿克拉郊外,是世界上最大的电子垃圾场,人们(包括许多儿童)在这里以拆解和焚烧电子产品为生。中国城市桂屿和印度的莫拉达巴德(位于新德里以东)同样成为利润丰厚的媒体清理行业的主要场所,其运作在很大程度上超出了监管机构的职权范围,也没有为在那里工作的人提供太多保障。所有这些不规则的回收活动都跟不上全球电子垃圾的增长,部分原因是回收过程的危险性。
In recent years, efforts have been made by international nongovernmental organizations, governments, and corporations to improve working conditions in mines, manufacturing plants, and recycling industries around the world. A significant effort is underway to make the water and electricity use of the industries involved more sustainable, for example, by switching to renewable energy sources. A wide variety of stakeholders invest in formalizing and standardizing the mining of metals and minerals as much as the recycling of e-waste to both protect workers and reduce harm to the environment. For example, in the Democratic Republic of Congo, the government strives to become the only legal buyer from miners in the informal sector-both to capitalize on the international demand and to end
近年来,国际非政府组织、政府和企业都在努力改善世界各地矿山、制造厂和回收行业的工作条件。为了使相关行业的水和电使用更具可持续性,例如,通过改用可再生能源,人们正在努力实现这一目标。各种各样的利益相关者投资于金属和矿物的正规化和标准化开采,以及电子废物的回收利用,以保护工人并减少对环境的危害。例如,在刚果民主共和国,政府努力成为非正规部门矿工的唯一合法买家——既要利用国际需求,又要结束

unsafe working practices. International firms active in the region-such as the Swiss-based Trafigura and Chinese cobalt-processing firm Huayou-are furthermore involved in formalizing mining operations to protect workers from accidents and prevent child labor. In Chile, mining corporations such as Anglo American have started using green-hydrogen generators, reusing water and solar energy in an attempt to become carbon neutral. In the production of devices, companies like Apple, Amazon, and Samsung conduct annual audits of the factories they contract to assemble their iPhones, Alexas, and Galaxies, publicly demanding action on any irregularities found. One of the largest such manufacturers is Foxconn (otherwise known as Hon Hai Precision Industry), headquartered in Taiwan and operating electronics manufacturing factories mainly in China, Brazil, Mexico, India, and Malaysia-but also in Hungary, Slovakia, the Czech Republic, Turkey, South Korea, Japan, and the United States. Especially since a series of prominent news reports and documentaries showcasing the poor working conditions at its factories in China in 2006 (and continuing in the years after), the company has been under increased scrutiny by both its corporate clients and government oversight committees. This in part accelerated the company’s plans to automate the work in its factories.
不安全的工作实践。活跃在该地区的国际公司,如瑞士的 Trafigura 和中国的钴加工公司华友,还参与使采矿作业正规化,以保护工人免受事故影响并防止使用童工。在智利,英美资源集团 (Anglo American) 等矿业公司已开始使用绿色氢气发生器,重复利用水和太阳能,以期实现碳中和。在设备生产方面,苹果、亚马逊和三星等公司对他们承包组装 iPhone、Alexas 和 Galaxies 的工厂进行年度审计,公开要求对发现的任何违规行为采取行动。最大的此类制造商之一是富士康(也称为鸿海精密工业),总部位于台湾,主要在中国、巴西、墨西哥、印度和马来西亚经营电子制造工厂,但也在匈牙利、斯洛伐克、捷克共和国、土耳其、韩国、日本和美国。特别是自 2006 年(并在之后的几年里)一系列著名的新闻报道和纪录片展示了其中国工厂恶劣的工作条件以来,该公司受到了企业客户和政府监督委员会的日益严格的审查。这在一定程度上加快了公司在其工厂实现工作自动化的计划。
It is important to appreciate the significant ways in which local (informal) economies, organizations, and individual people appropriate, make inventive and creative use of, and repurpose materials in the process of mining, developing, and assembling our media. The people who engage in recycling and reusing electronics often do so to pursue a viable and valued trade in affordable secondhand computers, empowering many local businesses as well as artists. An example thereof is the Agbogbloshie Makerspace Platform (AMP), a youth-driven project to promote maker ecosystems in Africa, starting in Ghana-receiving international recognition for its work to help coordinate and organize the many local recycling, making, sharing, and trading initiatives. AMP was launched in 2012 by the Ghanaian materials scientist Kwadwo Osseo-Asare with the French architect and designer Yasmine Abbas, aiming to create and support an “open architecture for crafting space” that includes modular, prefabricated kiosks, kits, and a mobile application for makers. Among its many inspired projects: building a prototype spacecraft.
重要的是要认识到,在挖掘、开发和组装我们的媒体的过程中,地方(非)经济、组织和个人以何种重要方式挪用、创造性地使用和重新利用材料。从事回收和再利用电子产品的人通常这样做是为了追求可行且有价值的二手电脑交易,从而赋予许多当地企业和艺术家权力。其中一个例子是 Agbogbloshie 创客空间平台 (AMP),这是一个由青年驱动的项目,旨在促进非洲的创客生态系统,从加纳开始,因其帮助协调和组织许多当地回收、制作、共享和交易计划的工作而获得国际认可。AMP 由加纳材料科学家 Kwadwo Osseo-Asare 与法国建筑师兼设计师 Yasmine Abbas 于 2012 年推出,旨在创建和支持“用于打造空间的开放式架构”,其中包括模块化、预制的信息亭、套件和面向创客的移动应用程序。在众多启发性的项目中,有:建造原型宇宙飞船。
Within the corporate players in this worldwide system, there is widespread collective organizing and worker resistance-including at the various Foxconn factories around the world. Quite often mining operations sustain the livelihoods of entire communities through several generations, where people are critically involved in managing the process. The people in Ghana, the DRC, Chile, and elsewhere cannot and should not be reduced to passive victims of exploitation. Of course, state repression, corporate control, and long histories of operating in the shadows complicate the agency of the people involved, but it is crucial that we ask the same questions of the mining, assembly, and design of media that we ask of media production and consumption more generally: What is exactly happening, what are people precisely doing, and how does all this make a difference?
在这个全球体系中的企业参与者中,存在着广泛的集体组织和工人抵抗——包括在世界各地的富士康工厂。很多时候,采矿作业可以维持整个社区几代人的生计,人们在很大程度上参与管理这一过程。加纳、刚果民主共和国、智利和其他地方的人民不能也不应该沦为剥削的被动受害者。当然,国家镇压、企业控制和长期在暗中运作的历史使相关人员的能动性复杂化,但至关重要的是,我们要提出与更普遍地询问媒体生产和消费相同的媒体挖掘、组装和设计问题:到底发生了什么,人们到底在做什么, 这一切又有何不同呢?
A second key insight from an environmental exploration of life in media for the student, scholar, and ardent user of media points to our shared responsibility to take apart and look inside the black boxes of the technologies and electronics that we all love so much. Exploring the building blocks and materials that make up our media does not just help to demystify their inner workings-tracing the various histories of these components helps us understand and appreciate how all new media contain versions of older media (see also the definition of media as outlined in chapter 2). Such “unboxing” and historicizing of media is at the heart of media archaeology, which seeks to unpack the often erratic and idiosyncratic technological pasts of specific media. Tracing the genealogy of media-in terms of their materials and components, the production cycle (see chapter 7), and their genres, formulas, and conventions, as well as the ways in which people use and give meaning to them-is one of the foremost ways in which we can take responsibility for the media we use and love so much.
对于学生、学者和媒体的热心用户,对媒体生活的环境探索中,第二个关键见解指出,我们共同的责任是拆解和审视我们都非常喜爱的技术和电子产品的黑匣子。探索构成我们媒体的构建块和材料不仅有助于揭开它们内部运作的神秘面纱——追溯这些组成部分的各种历史有助于我们理解和欣赏所有新媒体如何包含旧媒体的版本(另见第 2 章中概述的媒体定义)。这种媒体的“拆箱”和历史化是媒体考古学的核心,它试图解开特定媒体经常不稳定和特殊的技术过去。追溯媒体的谱系——从它们的材料和组成部分、生产周期(见第 7 章)和它们的流派、公式和惯例,以及人们使用和赋予它们意义的方式——是我们能够对我们如此使用和热爱的媒体负责的最重要方式之一。

Workers' Rights  工人权利

Working in the media at all stages of the life span and product cycle-from mining to manufacturing, from hardware design to software engineering, from ideation to production, from promotion to distribution, up to and including community management and audience engagement-can be stressful, precarious, and even hazardous. To some, this is one of very few
在生命周期和产品周期的所有阶段(从采矿到制造,从硬件设计到软件工程,从构思到生产,从推广到分销,直至社区管理和受众参与)的媒体工作可能会带来压力、不稳定甚至危险。对一些人来说,这只是极少数的

ways to make a living. Others consider working in the media as a dream job and would make media even if they weren’t paid to do so. In some ways, the miners digging up cobalt and copper, the software engineers coding and building websites and apps, the countless professionals creating media content and experiences, and social media creators and entertainers are in the same league of generally precarious working circumstances with little or no regard for their rights as workers. Of course, we cannot compare the situation of underage minors in the DRC with that of someone working for an advertising agency in the center of a major European city. What is possible, however, is to appreciate the significance of workers’ rights at every step of the media lifecycle. At all ends of the broad spectrum of work related to media, the job can be dangerous to your physical and mental health, for a variety of reasons:
谋生之道。其他人认为在媒体工作是一份梦寐以求的工作,即使他们没有报酬,他们也会做媒体。在某些方面,挖掘钴和铜的矿工、编码和构建网站和应用程序的软件工程师、创建媒体内容和体验的无数专业人士,以及社交媒体创作者和艺人,都处于通常不稳定的工作环境中,很少或根本没有考虑他们作为工人的权利。当然,我们不能将刚果民主共和国未成年未成年人的状况与在欧洲主要城市中心的广告公司工作的人的情况进行比较。然而,可能的是认识到工人权利在媒体生命周期的每一步的重要性。在与媒体相关的广泛工作的各个方面,这份工作都可能对您的身心健康造成危险,原因有很多:
  • people generally work in largely informal circumstances, generally unregulated and without clear policies and standards (both regarding bodily and social safety);
    人们通常在很大程度上在非正式的环境中工作,通常不受监管,没有明确的政策和标准(关于身体和社会安全);
  • the transforming technological context of the work expects workers to constantly learn and adapt to new requirements, skills, and procedures;
    工作不断变化的技术环境要求工人不断学习和适应新的要求、技能和程序;
  • the work tends to be (physically, cognitively, emotionally) involving and demanding, for example, leading to long working hours and having to be “always on” to keep going and make it work;
    工作往往(身体上、认知上、情感上)涉及和要求很高,例如,导致工作时间长,必须“永远在线”才能继续前进并使其发挥作用;
  • jobs are few and far between, often without formal benefits (such as sick pay, medical or legal protections, and scheduled time off); and
    工作机会很少,而且相距甚远,通常没有正式的福利(如病假工资、医疗或法律保护以及预定的休假);和
  • the labor market and culture at work can be quite competitive, highstrung, and full of conflict, characterized by looming deadlines, intense schedules, and pressured productivity.
    劳动力市场和工作文化可能竞争激烈、紧张且充满冲突,其特点是截止日期迫在眉睫、日程安排紧张和生产力压力。
As mentioned before, workers in the cobalt and copper mines in Congo and Chile (and elsewhere where gold, silver, and other metals and minerals necessary for our media devices are extracted from the earth) are vulnerable to the hazardous and claustrophobic conditions of mining operations and suffer from lung disease, heart failure, and cancer from exposure to the toxic materials used. Similarly, the informal economy that governs much of the recycling of e-waste means that people inhale toxic fumes (from
如前所述,刚果和智利的钴和铜矿(以及从地球中提取金、银和其他媒体设备所需的金属和矿物的其他地方)的工人容易受到采矿作业的危险和幽闭恐惧症条件的影响,并因接触所用的有毒材料而患上肺病、心力衰竭和癌症。同样,管理大部分电子垃圾回收的非正规经济意味着人们吸入有毒烟雾(来自

burning down computers and other devices to retrieve precious materials), causing chest pains and persistent headaches, and have little or no access to proper medical treatment. Workers on e-waste sites can experience decreased lung function, skin disorders, and gastric diseases that cause cramps and liver damage.
烧毁计算机和其他设备以取回珍贵资料),导致胸痛和持续头痛,并且很少或根本无法获得适当的医疗。电子垃圾场的工人可能会出现肺功能下降、皮肤病和胃病,从而导致痉挛和肝损伤。
Reports on the working conditions at the factories of Foxconn and other manufacturers are similarly distressing, documenting excessive overtime work, unhealthy and unsafe working conditions, use of student labor, a militarized disciplinary regime, and workers’ suicides. When people get a job at one of Foxconn’s factories, the preface of their copy of the Employee Handbook states: “Hurry toward your finest dreams, pursue a magnificent life. At Foxconn, you can expand your knowledge and accumulate experience. Your dreams extend from here until tomorrow.” Behind this morale-boosting language stands the managerial philosophy of Foxconn founder and CEO Terry Gou as expressed in a collection of quotations his managers and workers are required to learn:
关于富士康和其他制造商工厂工作条件的报告同样令人痛心,记录了过度加班、不健康和不安全的工作条件、使用学生劳工、军事化的纪律制度和工人自杀。当人们在富士康的一家工厂找到工作时,他们的《员工手册》的序言中写道:“赶快走向你最美好的梦想,追求壮丽的人生。在富士康,您可以扩展您的知识并积累经验。你的梦想从这里一直延伸到明天。在这种鼓舞士气的语言背后,是富士康创始人兼首席执行官郭台铭的管理理念,正如他的经理和员工必须学习的一系列名言所表达的那样:
Successful people find a way, unsuccessful people find excuses. Growth thy name is suffering.
成功的人会找到方法,不成功的人会找借口。成长,你的名字就是苦难。

A harsh environment is a good thing.
恶劣的环境是一件好事。

Obey, obey, and absolutely obey!
服从,服从,绝对服从!

Execution is the integration of speed, accuracy and precision.
执行是速度、准确性和精度的集成。

As Foxconn (and other companies like it) expand their operations around the world, similar labor conditions and managerial practices emerge in and around the factories it builds or takes over. The role of unions in all this is limited, as unionization is generally weak and the collective organization that does exist often operates at the service of the companies involvedgiven workers’ dependence on these kinds of menial jobs to survive and provide for their families.
随着富士康(和其他类似的公司)在全球范围内扩张业务,类似的劳动条件和管理实践在其建造或接管的工厂内部和周围出现。工会在这一切中的作用是有限的,因为工会组织通常很薄弱,而且确实存在的集体组织往往为相关公司服务,因为工人依靠这些卑微的工作来生存和养家糊口。
Once (digital) media devices leave the factories, they have to be programmed. The operating systems, games, and applications we all use daily are developed and programmed by software engineers. Since the 1980s, reports on the long-term effects of working conditions in software development consistently show that the same conditions that make the work pleasurable-working in teams of like-minded individuals, being creative and building something from scratch in a dynamic environment, meaningfully contributing to a product that people use around the world-
一旦(数字)媒体设备离开工厂,就必须对其进行编程。我们日常使用的作系统、游戏和应用程序都是由软件工程师开发和编程的。自 1980 年代以来,关于软件开发中工作条件的长期影响的报告一致表明,使工作愉快的相同条件——在志同道合的人的团队中工作,在动态环境中发挥创造力并从头开始构建一些东西,为人们在世界各地使用的产品做出有意义的贡献——

also give rise to the more frustrating aspects of such work: not getting along with colleagues (and poorly managed group work), constantly having to learn new technologies (such as specific programming languages and accommodating new hardware standards), experiencing intense pressure to meet high demand. Remote working, already well established in this industry, has become increasingly common throughout the software industry (in part because of the coronavirus crisis), introducing additional stress and burnout factors, such as uncertainties about expectations in the absence of coworkers (to ask questions of or to get direction from) and a blurring of boundaries between work and home, coupled with an inability to switch off.
这类工作还带来了更令人沮丧的方面:不与同事相处(以及管理不善的小组工作),不断学习新技术(例如特定的编程语言和适应新的硬件标准),承受满足高需求的巨大压力。远程工作在这个行业已经很成熟,在整个软件行业变得越来越普遍(部分原因是冠状病毒危机),引入了额外的压力和倦怠因素,例如在没有同事的情况下期望的不确定性(向同事提问或获得指导)以及工作和家庭之间的界限模糊, 再加上无法关闭。
Although the role of unions is traditionally weak in the new media industries, coders, programmers, and developers do form informal networks, within countries and internationally, as the tech workforce is spread worldwide. An example would be a form of collective organization among employees of a single company, such as Google (as a subsidiary of the Alphabet conglomerate). Tensions within the company between employees and management have grown over such issues as the company’s decision to censor its search engine for the Chinese market, its collaboration with US military and law enforcement on surveillance projects, and more generally the way the company struggles to provide a safe and supportive working environment for women and people of color (the case of Timnit Gebru comes to mind). This culminated in a walkout of more than twenty thousand employees in November 2018. Subsequently, workers at Google started to formally organize, forming the Alphabet Workers Union in 2021 -invoking the concluding statement in Google’s internal Code of Conduct: “And remember … don’t be evil, and if you see something that you think isn’t right-speak up!” 1 1 ^(1){ }^{1} This was followed by a global union alliance called Alpha Global, composed of thirteen different unions representing tech workers in such countries as the United States, United Kingdom, Ireland, Sweden, and Switzerland. In the United States, the national union of the Communications Workers of America launched a Campaign to Organize Digital Employees (CODE) in 2020 targeting tech and video game workers.
尽管工会在新媒体行业中的作用传统上很弱,但随着技术劳动力遍布全球,编码员、程序员和开发人员确实在国内和国际上形成了非正式网络。一个例子是单个公司的员工之间的集体组织形式,例如 Google(作为 Alphabet 集团的子公司)。公司内部员工和管理层之间的紧张关系因公司决定审查其针对中国市场的搜索引擎、与美国军队和执法部门在监控项目上的合作,以及更普遍地说,公司努力为女性和有色人种提供安全和支持性工作环境的方式等问题而加剧(我想到了 Timnit Gebru 的案例)。这最终导致 2018 年 11 月有 2 万多名员工罢工。随后,谷歌的工人开始正式组织起来,于 2021 年成立了 Alphabet 工会——援引谷歌内部行为准则中的结论性声明:“请记住......不要作恶,如果你看到你认为不对的事情,就说出来吧! 1 1 ^(1){ }^{1} 紧随其后的是一个名为 Alpha Global 的全球工会联盟,该联盟由代表美国、英国、爱尔兰、瑞典和瑞士等国家技术工人的 13 个不同的工会组成。在美国,美国通信工人全国工会于 2020 年发起了一项针对技术和视频游戏工作者的组织数字员工 (CODE) 运动。

One of the key contributing factors in the hurdles to organizing in the information and communication technology sector is an aspect of labor relations that strikes at the heart of all work in the media industries: the fact that many, if not most, professionals are contractors, not employees. This means that the majority works on a temporary basis, moving from project to project within and across multiple clients and companies, therefore often lacking any real power on the job. Furthermore, as the production pipelines of both the tech and media industries stretch across the globe involving countless smaller businesses, offices, and studios, the workforce is fragmented. Historically, management of both multimedia conglomerates and tech companies alike resisted efforts to organize-resistance that in part explains the industry’s reliance on outsourcing labor, temporary contracts, and atypical working arrangements. It is fascinating to see how there seems to be real momentum behind efforts to collectively organize-not just in the tech industry but also in the media more generally.
信息和通信技术行业组织障碍的关键因素之一是劳资关系的一个方面,它触及了媒体行业所有工作的核心:许多(如果不是大多数)专业人士是承包商,而不是雇员。这意味着大多数人都是临时性的,在多个客户和公司内部和之间从一个项目转移到另一个项目,因此在工作中往往缺乏任何真正的权力。此外,由于科技和媒体行业的制作管道遍布全球,涉及无数小型企业、办公室和工作室,因此劳动力是分散的。从历史上看,多媒体集团和科技公司的管理层都抵制组织抵抗的努力,这在一定程度上解释了该行业对外包劳动力、临时合同和非典型工作安排的依赖。令人着迷的是,集体组织的努力背后似乎有真正的动力——不仅在科技行业,而且在更普遍的媒体中。
In the advertising industry, a parody video produced by the Canadian ad agency Union Creative after it was shortlisted for an agency of the year award (in 2014) went viral, making headlines all over the world. The video poked fun at the work-life balance of its employees, suggesting that the company’s owners celebrated the nomination by letting their employees see their families-if only for a few minutes. As they mockingly conclude the video: “At Union, family and friends come first. After clients and revenue. And awards.” Interestingly, much of the coverage this video got in the trade magazines and social media applauded the way Union managed to successfully self-promote its commitment to the work. As one industry observer wrote at the time: “I would venture to guess that every single employee at Union would agree that they don’t see their families as much as they’d like.” 2 2 ^(2){ }^{2} The workaholic mindset parodied in the video features prominently throughout the marketing, advertising, and public relations field. In a 2018 industry-wide survey, two-thirds of professionals in British advertising and marketing said they considered leaving the industry at some point due to work negatively impacting their well-being. A series of industry surveys between 2018 and 2020 conducted by Mentally Healthyan initiative by people in the Australian creative, media, and marketing industries-documented that about half of the participating practitioners struggle with depression. Aspects of the work that these media professionals felt positively affected their mental health and well-being yet were reportedly lacking in their careers included the following:
在广告行业,加拿大广告公司 Union Creative 在入围年度代理商奖(2014 年)后制作的模仿视频在网上疯传,成为世界各地的头条新闻。该视频嘲笑了员工的工作与生活平衡,暗示公司所有者通过让员工见家人来庆祝提名——即使只有几分钟。正如他们嘲讽地结束视频时说:“在 Union,家人和朋友是第一位的。在客户和收入之后。还有奖项。有趣的是,这段视频在行业杂志和社交媒体上得到的大部分报道都赞扬了 Union 成功地自我推广其对工作的承诺的方式。正如一位行业观察家当时所写的那样:“我敢猜测,Union 的每一位员工都会同意,他们不会像希望的那样经常见到家人。 2 2 ^(2){ }^{2} 视频中模仿的工作狂心态在整个营销、广告和公共关系领域都占有突出地位。在 2018 年的一项全行业调查中,三分之二的英国广告和营销专业人士表示,由于工作对他们的福祉产生负面影响,他们曾考虑过离开该行业。2018 年至 2020 年期间,澳大利亚创意、媒体和营销行业人士由 Mental Healthyan 倡议进行一系列行业调查,记录了大约一半的参与从业者患有抑郁症。据报道,这些媒体专业人士认为工作对他们的心理健康和福祉产生了积极影响,但据报道,他们在职业生涯中缺乏的方面包括:
  • a variety of tasks,  各种任务,
  • learning new things,  学习新事物,
  • not doing the same things over and over, and
    而不是一遍又一遍地做同样的事情,以及
  • having decision authority on when and how to work.
    对何时以及如何工作拥有决策权。
Beyond the intensity of the workload, the global advertising and marketing field as organized in the World Federation of Advertisers (WFA) is acutely aware of the need for its industry to tackle enduring problems regarding diversity, equity, and inclusion. In 2021 the WFA took its first global census (among professionals across twenty-seven countries) on these matters by asking about people’s perceptions of fairness and sense of
除了工作量大之外,世界广告商联合会 (WFA) 组织的全球广告和营销领域还敏锐地意识到其行业需要解决有关多样性、公平性和包容性的长期问题。2021 年,WFA 对这些问题进行了第一次全球人口普查(在 27 个国家/地区的专业人士中),询问了人们对公平的看法和公平感

belonging. A third of respondents reported feeling stressed and anxious at work. The most reported forms of discrimination were on the basis of age, followed by family status and then gender. As the WFA indicates, the intersections between these different facets of who people are provide the most damning results in their census, as the professionals who report the lowest sense of belonging in the industry tend to be people, particularly women, with disabilities and an ethnic minority background.
归属感。三分之一的受访者表示在工作中感到压力和焦虑。报告最多的歧视形式是基于年龄,其次是家庭岗位,然后是性别。正如 WFA 所表明的那样,人们的这些不同方面之间的交集在他们的人口普查中提供了最糟糕的结果,因为该行业归属感最低的专业人士往往是残疾人和少数族裔背景的人,尤其是女性。
The good news from these and other reports out of the industry is that there is much more understanding and appreciation of stressful working conditions and mental health problems than in the past. Some agencies and networks implement such measures as a dedicated employee hotline to report issues, rolling out in-house mental health programs and employing counselors for one-on-one consultations. Especially during the pandemic, agencies around the world have accelerated these and other initiatives, although there is also some backlash to such offerings as mindfulness and yoga sessions as not addressing the underlying structural problems of excessive overwork, lack of autonomy, and overall precarious working arrangements.
从这些报告和其他行业报告中获得的好消息是,与过去相比,人们对压力大的工作条件和心理健康问题有了更多的理解和欣赏。一些机构和网络实施了诸如专门的员工热线来报告问题、推出内部心理健康计划以及聘请顾问进行一对一咨询等措施。尤其是在大流行期间,世界各地的机构都加快了这些和其他举措,尽管正念和瑜伽课程等服务也存在一些反弹,因为它们没有解决过度工作、缺乏自主权和整体不稳定的工作安排等潜在的结构性问题。
Similar stories can be told about practitioners in film and television, as well as among those in music and recording and digital games. The Film and TV Charity-a British nonprofit fund—started a 24 / 7 24 / 7 24//724 / 7 support phone line in 2018, followed up by an industry-wide survey on mental health and well-being. The findings amount to a mental health crisis in the industry, according to the organization: out of well over nine thousand participating professionals, 87 percent experienced a mental health problem, and more than half at some point considered taking their own life related to stress at work. These numbers are even higher for professionals working freelancewho make up the majority in the media industry-and those who identify as BAME (Black, Asian, and minority ethnic; a controversial UK designation for nonwhite minority communities), LGBTQ+, or disabled. This crisis is caused by what Alex Pumfrey, CEO of the Film and TV Charity (and former digital strategist and strategy director at several British media companies), considers as “three Cs” of the media industries: conditions of work, the industry’s culture, and its capability to provide support for those who need it. Specifically, the worst aspects of working conditions include unusually high work intensity, little or no work-life balance, and ever-
电影和电视的从业者,以及音乐、录音和数字游戏的从业者也可以讲述类似的故事。英国非营利基金 Film and TV Charity 于 2018 年开设了一条 24 / 7 24 / 7 24//724 / 7 支持电话线,随后对心理健康和福祉进行了全行业范围的调查。据该组织称,这些发现相当于该行业的心理健康危机:在 9000 多名参与的专业人士中,87% 的人经历过心理健康问题,超过一半的人在某个时候考虑过与工作压力相关的生活。对于在媒体行业占大多数的自由职业者专业人士以及 BAME(黑人、亚裔和少数族裔,英国对非白人少数族裔社区的有争议的称呼)、LGBTQ+ 或残疾人的人来说,这些数字甚至更高。这场危机是由电影和电视慈善机构首席执行官(也是几家英国媒体公司的前数字战略师和战略总监)Alex Pumfrey 认为媒体行业的“三个 C”造成的:工作条件、行业文化及其为有需要的人提供支持的能力。具体来说,工作条件最糟糕的方面包括异常高的工作强度、很少或根本没有工作与生活的平衡,以及永远——

tightening budgets. The industry’s culture can all too often be characterized by workplace bullying and sexual harassment (experienced by the majority of women in the industry), with practitioners feeling disposable and expendable on the job, and an expectation to always be tough and “suck it up” to succeed. Thirdly, the industry is seen as lacking the capability to recognize when and how its people are in distress and offering little in the way of opportunities to discuss (let alone meaningfully address) mental health and well-being at work. These findings are not particular to the situation in the UK-earlier well-being studies among film and television professionals in other parts of the world show similar findings, which, for example, prompted the Media, Entertainment and Arts Alliance (Australia’s largest union for creative professionals) in 2016 to start its Equity Wellness initiative, including mental health first-aid training. Several companies in the field offer counseling sessions, giving employees free access to digital meditation and health-related smartphone apps, such as Headspace and Maven, and schedule events around mental health and wellness.
紧缩预算。该行业的文化往往以工作场所欺凌和性骚扰为特征(该行业的大多数女性都经历过),从业者在工作中感觉自己是可有可无的,是被消耗的,并且期望总是很强硬并“努力”取得成功。第三,该行业被认为缺乏识别员工何时以及如何陷入困境的能力,并且几乎没有提供讨论(更不用说有意义地解决)工作中的心理健康和福祉的机会。这些发现并不特定于英国的情况——世界其他地区的电影和电视专业人士的早期健康研究显示了类似的发现,例如,这促使媒体、娱乐和艺术联盟(澳大利亚最大的创意专业人士工会)在 2016 年启动了其公平健康倡议,包括心理健康急救培训。该领域的几家公司提供咨询课程,让员工可以免费使用数字冥想和与健康相关的智能手机应用程序,例如 Headspace 和 Maven,并围绕心理健康安排活动。
The International Game Developers Association (IGDA), a nonprofit organization of professionals involved in digital game development (founded in 1994), has had its fingers on the pulse of game workers for a long time. A pivotal moment for the industry was the so-called EA_Spouse controversy in November 2004. The American game developer and writer Erin Hoffman posted an anonymous blog to LiveJournal, sharply criticizing the labor practices of Electronic Arts (EA, one of the largest game publishers in the world), as experienced by her fiancé, EA employee Leander Hasty. Her post opens: “EA’s bright and shiny new corporate trademark is ‘Challenge Everything.’ Where this applies is not exactly clear. Churning out one licensed football game after another doesn’t sound like challenging much of anything to me; it sounds like a money farm. To any EA executive that happens to read this, I have a good challenge for you: how about safe and sane labor practices for the people on whose backs you walk for your millions?” 3 3 ^(3){ }^{3}
国际游戏开发者协会 (IGDA) 是一个由从事数字游戏开发的专业人士组成的非营利组织(成立于 1994 年),长期以来一直密切关注游戏工作者的脉搏。该行业的一个关键时刻是 2004 年 11 月的所谓 EA_Spouse 争议。美国游戏开发者兼作家艾琳·霍夫曼 (Erin Hoffman) 在 LiveJournal 上发表了一篇匿名博客,尖锐地批评了 Electronic Arts(EA,世界上最大的游戏发行商之一)的劳动行为,正如她的未婚夫、EA 员工 Leander Hasty 所经历的那样。她的帖子开头写道:“EA 光鲜亮丽的新企业标志是'挑战一切'。这在哪里适用尚不清楚。制作一款又一款获得许可的橄榄球游戏对我来说听起来并没有什么挑战;这听起来像一个金钱农场。对于任何碰巧读到这篇文章的 EA 高管,我有一个很好的挑战给你:为那些你为数百万人背着走的人们提供安全和理智的劳动实践怎么样? 3 3 ^(3){ }^{3}
Hoffman’s post went viral, leading to three class-action lawsuits against EA and some changes throughout the industry at large, especially raising awareness about the treatment of entry-level workers and the expectation of extreme overwork (known as crunch, as discussed in chapter 7). Around the same time, the IGDA launched its first worldwide Quality of Life survey to
Hoffman 的帖子在网上疯传,导致了三起针对 EA 的集体诉讼,以及整个行业的一些变化,特别是提高了对入门级工人的待遇和对极端超负荷工作(称为 crunch,如第 7 章所述)的期望的认识。大约在同一时间,IGDA 发起了第一次全球生活质量调查,以

gain more understanding of the issues that affect working life as a game developer, later on followed by a diversity survey. In subsequent years, these studies were combined and expanded into a regular Developer Satisfaction Survey among its members around the world. The various reports suggest that game developers experience a high degree of employment volatility regardless of whether they are contracted, freelance, or self-employed. Long working hours are part of the job for most, with over one-third feeling the pressure to crunch. Overtime remains poorly compensated, as only very few get paid overtime. Interestingly, between 2019 and 2021 union membership doubled, with the majority saying they would vote in favor of a formal union at either their company or for the sector at large, indicating a growing desire to organize. Overall, the IGDA reports suggest a fast-growing awareness throughout the industry of the pressing need for more equity, diversity, and inclusion: “Many respondents (74%) felt that there is not equal treatment and opportunity for all in the industry. In addition, 56 % 56 % 56%56 \% of respondents perceived inequity towards themselves and 71 % 71 % 71%71 \% perceived inequity towards others based on gender, age, ethnicity, ability, or sexual orientation.” 4 4 ^(4){ }^{4}
更深入地了解影响游戏开发者工作生活的问题,然后进行多元化调查。在随后的几年里,这些研究被合并并扩展为针对其全球成员的定期开发人员满意度调查。各种报告表明,游戏开发者的就业波动性很大,无论他们是合同工、自由职业者还是个体经营者。长时间工作是大多数人工作的一部分,超过三分之一的人感到压力很大。加班费的补偿仍然很差,因为只有极少数人能得到加班费。有趣的是,在 2019 年至 2021 年期间,工会会员人数翻了一番,大多数人表示他们会投票支持在他们的公司或整个行业成立正式工会,这表明组织起来的愿望越来越强烈。总体而言,IGDA 报告表明,整个行业对更加公平、多元化和包容性的迫切需求的认识正在迅速提高:“许多受访者 (74%) 认为该行业没有为所有人提供平等的待遇和机会。此外, 56 % 56 % 56%56 \% 的受访者认为基于性别、年龄、种族、能力或性取向对自己 71 % 71 % 71%71 \% 和他人的不公平。 4 4 ^(4){ }^{4}
Consider this headline from a news story in November 2020 from the Society of Editors (representing about four hundred editors and directors from a variety of news media in the United Kingdom): " 77 % 77 % 77%77 \% of journalists suffer from work-related lockdown stress, mental health survey finds." 5 5 _(5){ }_{5} Reports on significant challenges to the mental health of journalists have been paramount-not just during but also before the global coronavirus crisis. We have to consider the consequences of decades of waves of layoffs, ongoing newsroom restructuring, and the rapid rise of atypical working arrangements in journalism. The risk of being a reporter in part stems from often covering emotionally laden events, conflict, and traumafactors external yet intrinsic to the work of journalists. The hazardous nature of journalism also comes from factors internal to the profession, given the extraordinary amount of emotional labor journalists have to do on a day-to-day basis, to manage, manipulate, and anticipate the emotions of their colleagues, their sources, an (imagined) audience, and their own feelings. As in other media industries, mental health problems do not just follow from the intense feelings and pressures that practitioners experience at work. Stress and ill effects often result from having to suppress these
想想 2020 年 11 月编辑协会(代表英国各种新闻媒体的约 400 名编辑和导演)的一篇新闻报道中的标题:“心理健康调查发现, 77 % 77 % 77%77 \% 的记者遭受与工作相关的封锁压力。 5 5 _(5){ }_{5} 关于记者心理健康面临重大挑战的报道一直至关重要——不仅在全球冠状病毒危机期间,而且在全球冠状病毒危机之前也是如此。我们必须考虑几十年来的裁员浪潮、正在进行的新闻编辑室重组以及新闻业非典型工作安排迅速崛起的后果。成为记者的风险部分源于经常报道记者工作中外部但内在的充满情感的事件、冲突和创伤因素。新闻业的危险性也来自该行业的内部因素,因为记者每天必须做大量的情感劳动,以管理、纵和预测他们的同事、他们的消息来源、(想象中的)受众和他们自己的感受的情绪。与其他媒体行业一样,心理健康问题不仅仅是从业者在工作中经历的强烈感受和压力造成的。压力和不良影响通常是由于不得不抑制这些造成的

feelings or from a lack of mental health literacy-as in not understanding when you are (or a colleague is) in distress and not knowing how to offer or find help.
感觉或缺乏心理健康素养——比如不理解你(或同事)何时处于困境中,不知道如何提供帮助或寻求帮助。
There is some movement on the front of mental health awareness and literacy in journalism-as in the other media industries discussed here. In several countries, former-journalists-turned-therapists offer workshops and counseling to their colleagues, with international professional networks emerging to support working journalists. Examples include The SelfInvestigation, a foundation providing online courses, a newsletter and coaching aimed at improving media professionals’ well-being, and the Headlines Network, offering podcasts, training (supported by the Google News Initiative), and an online mental health toolkit. Journalism educators have formed the Journalism Education and Trauma Research Group (JETREG), with regional research hubs across all continents, in their own words “to respond to the body of research which shows that practicing journalists are at risk for physical, emotional, moral and psychological injury due to exposure to traumatic events in the course of their career.” 6 6 ^(6){ }^{6} Several international organizations exist to support journalists who cover (and experience) conflict, crime, and violence. Publishers and broadcasters sometimes offer training for their employees-especially female reporters -on how to handle online harassment. In the United States, numerous newsrooms have unionized in recent years. Freelance journalists in several countries organize themselves-with many national journalism unions now counting independently working reporters as their largest member segment. Other forms of collective organization include reporters and editors joining forces in various cross-border coalitions, such as the International Consortium of Investigative Journalists (based in the United States), European Investigative Collaborations (based in Germany), the Centro Latinoamericano de Investigación Periodística (CLIP, based in Costa Rica), the Environmental Reporting Collective (with board members in Malaysia, Japan, China, Hong Kong, Taiwan, and Indonesia), and the Global Investigative Journalism Network (featuring 211 member groups in eightytwo countries).
新闻业的心理健康意识和素养方面有一些运动——就像这里讨论的其他媒体行业一样。在一些国家,前记者转行的治疗师为他们的同事提供研讨会和咨询,国际专业网络正在兴起以支持在职记者。例如,The SelfInvestigation,一个提供在线课程、时事通讯和辅导的基金会,旨在改善媒体专业人士的福祉,以及 Headlines Network,提供播客、培训(由 Google News Initiative 支持)和在线心理健康工具包。新闻教育工作者成立了新闻教育与创伤研究小组 (JETREG),在各大洲设有区域研究中心,用他们自己的话来说,“以回应表明在职记者因其职业生涯中暴露于创伤事件而面临身体、情感、道德和心理伤害风险的研究。 6 6 ^(6){ }^{6} 存在多个国际组织来支持报道(和经历)冲突、犯罪和暴力的记者。出版商和广播公司有时会为他们的员工——尤其是女记者——提供如何处理在线骚扰的培训。在美国,许多新闻编辑室近年来都成立了工会。一些国家的自由记者组织起来——许多国家的新闻工会现在将独立工作的记者视为他们最大的成员群体。 其他形式的集体组织包括记者和编辑在各种跨境联盟中联合起来,例如国际调查记者联盟(总部设在美国)、欧洲调查合作组织(总部设在德国)、拉丁美洲调查期刊调查中心(CLIP,总部设在哥斯达黎加)、环境报道集体(董事会成员遍布马来西亚、日本、中国、 香港、台湾和印度尼西亚)和全球调查新闻网络(由 82 个国家的 211 个成员团体组成)。
With all this attention for the mental health of people making media, I am not discrediting nor diminishing concerns about the health consequences of problematic media use (as documented in chapters 4 and 5). A key
通过对媒体制作人的心理健康的所有这些关注,我并没有诋毁或减少对有问题的媒体使用对健康后果的担忧(如第 4 章和第 5 章所述)。一个 key

difference is that harmful effects of time spent with media affect some people, in some ways, some of the time-whereas the various reports on the mental health and well-being of media professionals clearly suggest that work-related stress and burnout are features of the work and do not just represent an incidental bug in the system.
不同之处在于,与媒体共度时光的有害影响在某些方面影响了一些人——而关于媒体专业人士的心理健康和福祉的各种报告清楚地表明,与工作相关的压力和倦怠是工作的特征,而不仅仅是系统中的一个偶然错误。
What is crucial about all these issues that arise from working in the media is that the professionals in these fields (are expected to) bring their “whole selves” to (the) work. This means that all aspects of who they aretheir socioeconomic background, gender, ethnicity and ability, personality and character, tastes and preferences, skills, feelings, and emotions-are considered assets of their professional identity. In media work, just like all other creative professions, this results in people going all in when it comes to their projects, assignments, and jobs. As discussed in chapter 7, such intense engagement amounts to a profound paradox related to workers’ rights: what makes the work most alluring-its intensity, the empowering experience of being self-expressive and creative, of building meaningful relationships with colleagues, peers, fans, and audiences-also sets up many of its workers to fail. The permanent pressure to make it work (both commercially, financially, and in terms of cultivating a reputation and professional identity), to meet constant deadlines, to manage one’s emotions and those of all the other people involved in the production cycle, and to always perform can be distressing liabilities to one’s mental health and well-being.
对于在媒体工作中出现的所有这些问题,至关重要的是,这些领域的专业人士(被期望)将他们的 “整个自我” 投入到工作中。这意味着他们是谁的所有方面,他们的社会经济背景、性别、种族和能力、个性和性格、品味和偏好、技能、感受和情感——都被视为他们职业身份的资产。在媒体工作中,就像所有其他创意职业一样,这导致人们在项目、任务和工作方面全力以赴。正如第 7 章所讨论的,如此激烈的参与构成了一个与工人权利相关的深刻悖论:使工作最吸引人的原因——它的强度、自我表达和创造力的赋权体验、与同事、同行、粉丝和观众建立有意义的关系——也让许多工人失败。让它发挥作用(无论是在商业上、财务上,还是在培养声誉和职业身份方面)、满足不断的期限、管理自己和生产周期中所有其他人的情绪以及始终执行的持续压力可能会对一个人的心理健康和福祉造成令人痛苦的责任。
The work clearly matters to the professionals involved-and that passionate engagement in turn makes everything personal. That means that a compliment from a colleague goes a long way, just as much as any rejection (of an idea, a gig, or project) can make one feel hurt and vulnerable. This is not to say that working in the media is inevitably awful, nor is this long list of potential problems with workers’ rights in media production intended to discourage anyone from wanting to work there. Quite the opposite-media work is (or can be) genuinely fun and fulfilling and at its best contributes to society and the greater good in all kinds of meaningful ways. It is perhaps not a stretch to say-with specific reference to those in creative roles - that the pain of working in the media in part makes the work pleasurable. I would argue that students and scholars in the field of media studies have a responsibility to highlight and tackle some of
这项工作显然对参与其中的专业人士很重要——而这种热情的参与反过来又使一切都变得个性化。这意味着同事的赞美大有帮助,就像任何拒绝(对一个想法、一个演出或项目)都会让人感到受伤和脆弱一样。这并不是说在媒体工作就一定很糟糕,也不是说这一长串与媒体制作中工人权利有关的潜在问题并不是为了阻止任何人想在那里工作。恰恰相反,媒体工作是(或可以)真正有趣和充实的,并且在最好的情况下以各种有意义的方式为社会和更大的利益做出贡献。也许可以毫不夸张地说——具体提到那些担任创意角色的人——在媒体工作中的痛苦在一定程度上使工作变得愉快。我认为,媒体研究领域的学生和学者有责任强调和解决一些

the more problematic issues about working in the media-not in the least because the majority of students taking courses in media and communication are primarily interested in pursuing a career in the media. This is how the subdiscipline of production studies emerged at the start of the twenty-first century, highlighting a growing interest and awareness among media scholars about the conditions, norms, and values that structure how media get made. In line with how the media as an industry is transforming, audience studies and production studies in recent years of scholarship tend to converge in recognition of a growing interdependency between those who make media and those who consume it-such as between professionals working on a TV series and fans of the show, between developers working on new editions of a game and gamers online, between those working on a film set and the communities where they are filming. As using media to some extent also involves producing media, it seems productive to collapse the categories of production and audience in our studies of media, particularly when we include the role of platforms, online social networks, and other interactive media in our analyses.
在媒体工作的问题更多——这主要是因为大多数参加媒体和传播课程的学生主要对从事媒体事业感兴趣。这就是生产研究的子学科在 21 世纪初的出现方式,凸显了媒体学者对构成媒体制作方式的条件、规范和价值的兴趣和意识日益浓厚。与媒体作为一个行业的转变方式一致,近年来学术研究的受众研究和制作研究趋于一致,因为认识到媒体制作者和消费者之间日益增长的相互依存关系——例如,在制作电视剧的专业人士和节目的粉丝之间,在开发新版本游戏的开发人员和在线游戏玩家之间, 在电影布景工作人员和他们拍摄的社区之间。由于使用媒体在某种程度上也涉及媒体的生产,因此在我们的媒体研究中,折叠生产和受众的类别似乎是有益的,特别是当我们在分析中包括平台、在线社交网络和其他互动媒体的作用时。

Representational quality One of the most powerful contributions that media studies make to public awareness and debate relate to the representational quality of the media-in the various ways in which our media reflect and present the world to us. Traditionally, media representation has been studied as a process, whereby those who make media professionally imbue their work with all kinds of values, ideas, and conventions, and the people who read, listen, and view media interpret and give meaning to all of this. Although makers generally try to do their best to get their imagined audience to “get it” in the way they intended, this is rarely the case-as each of us understands media and information in our own idiosyncratic ways. Media are powerful because they present the world in a specific way; makers use all kinds of skills and techniques to produce a particular version of the world, while audiences actively engage with media to fit or question their own way of looking at the world. This circular, dynamic, and generally quite unpredictable process of representation opens
代表性质量 媒体研究对公众意识和辩论做出的最有力贡献之一与媒体的代表性质量有关——以我们的媒体反映和向我们展示世界的各种方式。传统上,媒体表现被作为一个过程进行研究,在这个过程中,那些专业地制作媒体的人将各种价值观、想法和惯例灌输给他们的工作,而阅读、聆听和观看媒体的人则解释并赋予这一切以意义。尽管制作者通常会尽最大努力让他们想象中的受众以他们想要的方式 “理解它”,但这种情况很少见——因为我们每个人都以自己独特的方式理解媒体和信息。媒体之所以强大,是因为它们以特定的方式呈现世界;创作者使用各种技能和技巧来制作特定版本的世界,而观众则积极与媒体互动,以适应或质疑他们自己看待世界的方式。这个循环的、动态的、通常相当不可预测的表现过程开始了

media to a variety of critical questions about the way in which different peoples and places are featured (or marginalized) in the media, how people act on things they learn from the media, and how all this contributes to ongoing debates about the degree of “derealization” felt and experienced as everything is mediated (see chapter 5 for an extended discussion on the mediation and mediatization of society).
媒体对各种关键问题进行了讨论,这些问题涉及不同民族和地方在媒体中的展示方式(或边缘化),人们如何根据他们从媒体中学到的东西采取行动,以及所有这些都如何有助于正在进行的辩论,即在一切都被中介时感受到和体验到的“现实去现实化”程度(关于社会中介和中介化的扩展讨论,见第 5 章)。
While all this seems straightforward, in our digital environment the representational quality of media is subject to intense discussion. We live in a context where everyone produces media-either professionally, by people uploading and sharing content just for fun, or by everyone when going online (as this produces a digital shadow consisting of all the data you leave behind when visiting sites and using apps). To some extent, this means that we are all implicated in representing the world, in effect continuously shaping and cocreating a world in media to such an extent that we do not live with media but in media-as is the foundational premise of this book. Just as there is a struggle over authenticity in media life (see chapter 4), there can be said to be a pervasive crisis of representation in the media, a condition amplified by a surge of possible realities produced by AI software and applications (including ChatGPT, Midjourney, DALL-E 2, Synthesia, and many more). It is, for example, fascinating to observe that many, if not most, people, groups, and entire communities feel they (or their issues, hopes, and fears) are not heard or seen in today’s media-even though almost everyone operates one or more profiles on social media. Many turn away from the news because it does not represent their lives, although journalists spend more time than ever before doing street interviews, quoting the tweets and other online contributions from regular people in their stories, and featuring grassroots perspectives in the news. Much of contemporary media activism (as reported in chapter 6) focuses on representation as a part of demanding real change in people’s lived experience. Especially when it comes to the so-called cage of our identity (short for “class, age, gender, ethnicity”; sometimes used as cages to include “sexuality” or caged to add “disability”), claims about media representation are paramount yet possibly also more complex than they were in the past as we are all involved, in one way or another, in the direct mediated communication and construction of each other’s identities.
虽然这一切看起来都很简单,但在我们的数字环境中,媒体的代表性质量受到了激烈的讨论。我们生活在一个每个人都生产媒体的环境中——要么是专业地,要么是人们上传和分享内容只是为了好玩,要么是每个人上网(因为这会产生一个数字影子,由您在访问网站和使用应用程序时留下的所有数据组成)。在某种程度上,这意味着我们都与代表世界有关,实际上不断地在媒体中塑造和共同创造一个世界,以至于我们不是生活在媒体中,而是生活在媒体中——这就是本书的基本前提。正如媒体生活中存在着关于真实性的斗争一样(见第 4 章),可以说媒体中存在着普遍的代表性危机,这种状况被人工智能软件和应用程序(包括 ChatGPT、Midjourney、DALL-E 2、Synthesia 等)产生的可能现实的激增放大。例如,令人着迷的是,观察到许多人(如果不是大多数)个人、团体和整个社区觉得他们(或他们的问题、希望和恐惧)在今天的媒体中没有被听到或看到——尽管几乎每个人都在社交媒体上运营一个或多个个人资料。许多人回避新闻,因为它不代表他们的生活,尽管记者们花比以往任何时候都多的时间进行街头采访,在他们的故事中引用普通人的推文和其他在线贡献,并在新闻中展示草根观点。许多当代媒体激进主义(如第 6 章所述)都集中在代表性上,作为要求人们生活经验发生真正改变的一部分。 特别是当涉及到我们身份的所谓牢笼(“class, age, gender, ethnicity”的缩写,有时用作笼子以包括 “性”或笼子以添加 “残疾”),关于媒体代表的主张是最重要的,但也可能比过去更复杂,因为我们都以某种方式参与其中。 在直接中介的交流和彼此身份的构建中。
What all this relates to is a fundamental shift in the development of-and thinking about-media. For much of the twentieth century, media have been mostly thought about in terms of their seminal role in the process of mass communication, referring to messages transmitted to a large audience via one or more media. Media were seen as the (technological and formally organized) means of transmission of such messages. The terminology of mass media and communication (originally coined in the 1920s) matters, as this shaped expectations about the power, influence, and effects of media on people. The mass audience was considered large, heterogeneous, and widely dispersed, and its members did not and could not know each other. The context for developments in mass media and communication since the start of the twentieth century has been one of rapid and constant change. It has been a time of growth and concentration of population in large cities, of the mechanization and bureaucratization of all aspects of life, and imperialist expansion (as well as disintegration) by the great powers of the time. It was also a period of profound political change, of large social movements, unrest within nations, and catastrophic warfare between states. Populations were mobilized toward national achievement or survival, and the new mass media played their part in these events as well as providing the masses with the means of relaxation and entertainment. Against this background, the concepts of mass media and mass communication were forged and rose to a dominant status as objects of public concern, which in turn inspired the first studies of the media-for example, about the purported effects of listening to the radio, going to the cinema, or the dangers of people falling for the manipulations of populist politicians and wartime propaganda. Although we now know that this notion of a mass audience never correlated with the reality of mass media-as audiences are industry constructs more so than concrete phenomena in the real worldpreconceived ideas about how mass media work and affect people continue to this day. Consider, for example, the global fears about the consequences of disinformation, especially in the context of the coronavirus disease. The early days of fears about all-powerful media certainly seem to have returned, roughly a century later, in the context of our digital environment.
所有这一切都与媒体发展和思考的根本转变有关。在 20 世纪的大部分时间里,媒体主要根据它们在大众传播过程中的开创性作用来思考,指的是通过一种或多种媒体传递给大量受众的信息。媒体被视为传播此类信息的(技术和正式组织的)手段。大众媒体和传播的术语(最初创造于 1920 年代)很重要,因为它塑造了人们对媒体的力量、影响和对人们的影响的期望。大众观众被认为是庞大、异质和广泛分散的,其成员彼此不认识也不可能认识。自 20 世纪初以来,大众媒体和传播的发展环境一直处于快速和持续的变化之中。这是一个人口增长和向大城市集中的时代,生活各个方面的机械化和官僚化,以及当时大国的帝国主义扩张(以及解体)的时代。这也是一个深刻的政治变革、大规模社会运动、国家内部动荡和国家间灾难性战争的时期。人们被动员起来以实现国家成就或生存,新的大众媒体在这些活动中发挥了自己的作用,并为大众提供了放松和娱乐的手段。 在这种背景下,大众媒体和大众传播的概念被锻造并上升为公众关注的主导地位,这反过来又激发了对媒体的第一批研究——例如,关于听广播、去电影院的所谓影响,或者人们被民粹主义政客和战时宣传的纵所欺骗的危险。尽管我们现在知道,这种大众受众的概念从未与大众媒体的现实相关——因为受众是行业结构,而不是现实世界中的具体现象,但关于大众媒体如何运作和影响人们的先入为主的想法一直持续到今天。例如,考虑一下全球对虚假信息后果的恐惧,尤其是在冠状病毒病的背景下。大约一个世纪后,在我们的数字环境背景下,早期对全能媒体的恐惧似乎又回来了。
The history of public debate as well as academic scholarship on mass media and communication did not just produce specific ways of thinking about the impact and effects of anything mediated but also fashioned stable
公共辩论的历史以及大众媒体和传播的学术研究不仅产生了关于任何中介的影响和影响的具体思考方式,而且还塑造了稳定的

concepts and structures through which scholars claimed to understand how media production, content and representation works. Examples of such seemingly stable media and mass communication structures informing much research and theorizing in the field are
学者们声称通过这些概念和结构了解媒体生产、内容和表现是如何运作的。这种看似稳定的媒体和大众传播结构为该领域的许多研究和理论化提供信息的例子是
  • media production taking place in newsrooms, within the film and television studio system, in creative agencies and game studios, organized through publishers and broadcasters, large holding firms, and multinational corporations;
    在新闻编辑室、电影和电视工作室系统、创意机构和游戏工作室中进行的媒体制作,通过出版商和广播公司、大型控股公司和跨国公司组织起来;
  • media content that is based on routinized, scripted, and formulaic industry formats and genre conventions;
    基于常规化、脚本化和公式化的行业格式和类型惯例的媒体内容;
  • media audiences that are massively aggregated and programmed around release schedules and predictable media events (such as the Olympics, the Eurovision song festival, and a press conference by a country’s political leader).
    媒体受众是围绕发布时间表和可预测的媒体活动(例如奥运会、欧洲歌唱大赛和国家/地区政治领导人的新闻发布会)进行大规模聚合和编程的媒体受众。
The problem or challenge in a life in media is that these three constituent structures of the mass media and communication process are increasingly unstable and become fluid, in that their constituent elements seem to change faster than it takes new structures to sediment. First, in media production, the dominant trend around the world today (as outlined in chapter 7) is the emergence of multiplatform and multichannel industry structures and value chains (within and across the media, telecommunications, and technology sectors), with production increasingly organized through atypical working arrangements as professionals combine different media, serving different clients and employers and coming up with new storytelling experiences. Furthermore, the “people formerly known as the audience” contribute in all kinds of ways to the media-either through their data or by actively cocreating content-which amplifies the confusion between the respective roles that various people and media play in the production process.
媒体生活中的问题或挑战在于,大众媒体和传播过程的这三个构成结构越来越不稳定并变得流动,因为它们的构成元素变化似乎比新结构沉淀的速度要快。首先,在媒体制作中,当今世界的主导趋势(如第 7 章所述)是多平台和多渠道行业结构和价值链的出现(在媒体、电信和技术部门内部和之间),随着专业人士结合不同的媒体,为不同的客户和雇主服务,并提出新的讲故事体验,制作越来越多地通过非典型的工作安排进行组织。此外,“以前被称为观众的人”以各种方式为媒体做出贡献——要么通过他们的数据,要么通过积极地共同创造内容——这放大了各种人和媒体在制作过程中各自扮演的角色之间的混淆。
Secondly and correspondingly, content increasingly flows across different media-in part because we copy and paste media across all our accounts and profiles and in part because it deliberately gets designed to do so. This signals the rapid development of a wide variety of multimedia, crossmedia, and transmedia storytelling forms throughout contemporary
其次,相应地,内容越来越多地在不同媒体之间流动——部分原因是我们在所有帐户和个人资料中复制和粘贴媒体,部分原因是它被故意设计为这样做。这标志着整个当代各种多媒体、跨媒体和跨媒体叙事形式的快速发展

media productions (see chapter 7). Online, content tends to be a quite unstable category, as stories and campaigns are often produced in multiple versions (to see which one generates the most engagement online) or are produced until further notice as more information, characters, items, and even entire story lines get added down the line. As media users, we collect, curate, remix, share, and forward content all the time, taking information and entertainment out of context and in the process collapsing and converging the various contexts within which media were made. A news story can become the basis for ridicule by turning it into a meme, an advertising campaign is the source of satire through parody, a famous movie scene turns into an inspirational sequence for some kind of activism, and a song becomes the soundtrack of a revolution.
媒体制作(见第 7 章)。在线上,内容往往是一个非常不稳定的类别,因为故事和活动通常以多个版本制作(以查看哪个版本在网上产生最多的参与度),或者随着更多信息、角色、项目甚至整个故事情节的添加而制作,直到另行通知。作为媒体用户,我们无时无刻不在收集、策划、混合、分享和转发内容,将信息和娱乐脱离上下文,并在此过程中折叠和融合制作媒体的各种环境。一个新闻故事可以通过把它变成一个模因而成为嘲笑的基础,一个广告活动是通过模仿来讽刺的来源,一个著名的电影场景变成了某种激进主义的鼓舞人心的序列,一首歌变成了一场革命的配乐。
Thirdly, audiencing today-being part of the audience for a particular media product or experience-most of the time involves concurrent media exposure (see chapters 1 and 2) as we use media as an ensemble (and thereby experience the digital as an environment) rather than dedicating our time exclusively or deliberately to either a television set, a smartphone, or a print magazine. On top of that, when doing so, we are not just actively interpreting and giving our own meaning to what we consume; in a digital context, we are dedicating a significant amount of effort and emotion creating our own media-in effect turning being part of a media audience into an individual act of media production. This process of mass selfcommunication clearly unsettles much of our understanding of media users as audiences. Seen as such, one could argue that in our current digital environment mass media and communication converge with interpersonal media and communication-although not all the time and not for everyone equally.
第三,今天作为特定媒体产品或体验的受众的一部分,大多数时候都涉及并发的媒体曝光(见第 1 章和第 2 章),因为我们将媒体作为一个整体来使用(从而体验作为一种环境的数字),而不是专门或有意识地将我们的时间投入到电视机、智能手机、 或印刷杂志。最重要的是,在这样做时,我们不仅仅是在积极解释和赋予我们自己消费的意义;在数字环境中,我们投入了大量的精力和情感来创造我们自己的媒体效果,将媒体观众的一部分转变为媒体制作的个人行为。这种大众自我传播的过程显然动摇了我们对媒体用户作为受众的大部分理解。从这个角度来看,人们可以争辩说,在我们当前的数字环境中,大众媒体和传播与人际媒体和传播融合在一起——尽管并非一直如此,也不是每个人都平等。
Beyond the ways in which industries and people disrupt age-old notions about the way to study and understand media, the contemporary context demands that we take the role of machines, computing, and data seriously as producing its own unique and distinct mediatic process. How we imagine, share, create, transmit, promote, and respond to media transforms under the influence of big data (notably in combination with so-called thick data; see chapter 3), machine learning, and artificial intelligence. Given that data collection (through all our mouse clicks, swipes, and keystrokes), data archiving (in countless databases), and data repurposing (through the use of
除了行业和人如何打破关于研究和理解媒体方式的古老观念之外,当代语境还要求我们认真对待机器、计算和数据的作用,因为它们产生了自己独特而独特的媒体过程。在大数据(特别是与所谓的厚数据相结合,见第 3 章)、机器学习和人工智能的影响下,我们如何想象、共享、创建、传输、推广和响应媒体转型。鉴于数据收集(通过我们所有的鼠标单击、滑动和击键)、数据存档(在无数数据库中)和数据再利用(通过使用

statistics and algorithms) together form the governing principle of our digital environment, it is safe to say that its role in creating media, distributing content, and turning people into audiences needs to be considered carefully and critically. As we have seen in chapter 7, algorithmically driven decision-making and content-creating tools play a formidable role in the contemporary process of producing media content, albeit not breaking through and dominating to the extent that both their fans and detractors make them out to be.
统计数据和算法)共同构成了我们数字环境的主导原则,可以肯定地说,它在创建媒体、分发内容和将人们转变为受众方面的作用需要仔细和批判性地考虑。正如我们在第 7 章中所看到的,算法驱动的决策和内容创建工具在当代媒体内容的制作过程中发挥着强大的作用,尽管它们并没有突破和主导到粉丝和批评者都认为的程度。
The most likely explanation for the continued popularity of computer software, big data, statistical analyses, and automation in (the management of) creative work is that it touches upon a deep anxiety about audiences, the profoundly risky nature of the business, and the rapid rise of the technology sector as a source of deep influence in the media industries. All these worries get projected onto seemingly perfect machines of automation, datafication, and artificial intelligence, which in turn come to play a profound role in the process of media making.
计算机软件、大数据、统计分析和创意工作(管理)自动化持续流行的最可能的解释是,它触及了对受众的深刻焦虑、业务的极大风险性质以及技术部门作为媒体行业深度影响力来源的迅速崛起。所有这些担忧都投射到看似完美的自动化、数据化和人工智能机器上,而这些机器反过来又在媒体制作过程中发挥了深远的作用。
Both individual media professionals and large corporations invest in creating one-on-one relations with audience members, using the exchange of detailed information this provides to create unique content and experiences. Journalists turn to subscription-based newsletters and social media channels as a source of income (i.e., crowdfunding), as a platform to tell stories, and as a way to crowdsource newsgathering. Many performers and creators turn to dedicated online platforms for the chance to share content directly with paying subscribers rather than offering their work through established publishers. Such more or less new business models upend the traditional taxonomy of producer, content, and consumption, as every step in the process gets governed by the exchange of complex data (in the form of money, shares and likes, comments, tips and stories, feedback and discussion, and so on), which in turn creates opportunities for new ways to tell, sell, acquire, and participate in stories. On the corporate level, such approaches get explored as well and are taken to new transmedia heights. Consider, for example, the November 2020 launch of South Korean four-member girl group Aespa by SM Entertainment. The “Ae” in their name stands for “avatar experience,” as each of the band members-Winter, Karina, Ningning, and Giselle-also has a fully-fledged avatar that fans can download onto their smartphones to interact with in real time. Ultimately,
个人媒体专业人士和大公司都投资于与观众建立一对一的关系,利用由此提供的详细信息交换来创造独特的内容和体验。记者们将基于订阅的新闻通讯和社交媒体渠道作为收入来源(即众筹),作为讲故事的平台,以及作为众包新闻采集的一种方式。许多表演者和创作者转向专门的在线平台,以获得直接与付费订阅者分享内容的机会,而不是通过成熟的出版商提供他们的作品。这种新的商业模式或多或少颠覆了生产者、内容和消费的传统分类法,因为流程中的每一步都受到复杂数据交换的支配(以金钱、分享和点赞、评论、提示和故事、反馈和讨论等的形式),这反过来又为新的讲述方式创造了机会。 销售、获取和参与 Stories。在企业层面,这些方法也得到了探索,并被带到了新的跨媒体高度。例如,2020 年 11 月,SM Entertainment 推出了韩国四人女子组合 Aespa。他们名字中的“Ae”代表“头像体验”,因为乐队的每一位成员——Winter、Karina、Ningning 和 Giselle——也都有一个成熟的头像,粉丝们可以下载到他们的智能手机上进行实时互动。最终

the goal is to have these avatars act autonomously-based on artificial intelligence, programmed with the musician’s personality-and develop one-on-one relationships with fans. The group quickly signed on as advertisement models for various industries around the world, including gaming, banking, beauty, apparel, and telecommunications, both appearing in person and giving virtual concerts and online showcases as their avatars. Every single and corresponding video released by the group furthermore continues an overall story line and virtual universe, within which fans can interact and experience the lives of these pop stars, also adding their own fan content through SM Entertainment’s dedicated TikTok channel, PinkBlood.
目标是让这些化身基于人工智能自主行动,根据音乐家的个性进行编程,并与粉丝建立一对一的关系。该集团很快签约成为全球各个行业的广告模特,包括游戏、银行、美容、服装和电信,他们都亲自出现,并以他们的头像举办虚拟音乐会和在线展示。该集团发布的每一个视频都延续了整体故事情节和虚拟宇宙,粉丝可以在其中互动和体验这些流行歌星的生活,还可以通过 SM Entertainment 的专用 TikTok 频道 PinkBlood 添加自己的粉丝内容。
The Aespa example suggests fascinating if not entirely unproblematic futures for media-consider, for example, the authenticity puzzle involved with relating to AI-driven stars, the role and rights of fans as they participate in furthering the narrative, the commodification of every single aspect of an entertainers’ personality (including all their interactions with audiences), and the discussion about whether avatars and AI, like humanoid robots, have rights. The American game designer Raph Koster-lead designer of the award-winning massively multiplayer online game Ultima Online and founder in 2006 of the virtual world software platform Metaplace-published one of the first formal articulations of the rights of avatars in 2000. In this influential declaration, Koster starts from the notion that avatars are equal in rights, as they are manifestations of actual people. He furthermore assumes: "The aim of virtual communities is the common good of its citizenry, from which arise the rights of avatars. Foremost among these rights is the right to be treated as people and not as disembodied, meaningless, soulless puppets. Inherent in this right are therefore the natural and inalienable rights of man. These rights are liberty, property, security, and resistance to oppression."7
Aespa 的例子为媒体提出了引人入胜的未来,如果不是完全没有问题的话——例如,与 AI 驱动的明星相关的真实性之谜,粉丝在参与进一步叙事时的角色和权利,艺人个性的各个方面的商品化(包括他们与观众的所有互动),以及关于化身和 AI 是否的讨论, 就像人形机器人一样,拥有权利。美国游戏设计师 Raph Koster——屡获殊荣的大型多人在线游戏 Ultima Online 的首席设计师,以及 2006 年虚拟世界软件平台 Metaplace 的创始人——于 2000 年发布了第一批正式阐述化身权利的文章之一。在这份有影响力的宣言中,科斯特从化身在权利上平等的概念开始,因为它们是真实人物的表现。“他进一步假设:”虚拟社区的目标是其公民的共同利益,由此产生了化身的权利。在这些权利中,最重要的是被当作人对待的权利,而不是被当作无形体、无意义、没有灵魂的傀儡。因此,这项权利固有的是人类的自然和不可剥夺的权利。这些权利是自由、财产、安全和反抗压迫。7
While Koster clearly sees avatars as extensions of humans in the context of a virtual world and therefore equal in rights, the overall and ongoing debate about granting rights to avatars, AI, and robots tends to be less about whether these technologies and machines are the same as humans, instead focusing on their continuing evolution, increasing complexity, and growing significance in the way society and everyday life function. Consider, for example, developments in increasingly autonomous drone warfare, in
虽然 Koster 清楚地将化身视为人类在虚拟世界背景下的延伸,因此在权利上是平等的,但关于授予化身、人工智能和机器人权利的整体和正在进行的辩论往往不是关于这些技术和机器是否与人类相同,而是关注它们的持续进化,增加复杂性。 以及在社会和日常生活运作方式中日益增长的重要性。例如,考虑一下越来越自主的无人机战争的发展,在

algorithmic operations that become opaque to their programmers and managers (such as in the PayPal example described in chapter 3), and the accelerating climate cost of the tech industry as the key sector that designs and programs automation and AI applications. We can and should expect and stimulate more critical and ethical discussion about rights and responsibilities to evolve particular to emerging hybrid and automated forms of life in media.
算法作对程序员和管理者来说变得不透明(例如第 3 章中描述的 PayPal 示例),以及作为设计和编程自动化和 AI 应用程序的关键部门的科技行业不断加速的气候成本。我们可以而且应该期待并激发更多关于权利和责任的批判性和道德性讨论,特别是媒体中新兴的混合和自动化生活形式。
While media studies, as a field, contributes in significant ways to discussions about representation in today’s complex media landscape, it sometimes seems as if the traditional ways in which we would classify, organize, and interrogate this fast-moving digital, datafied, and virtualizing world may not be all that useful or applicable in the context of a life in media. This real or perceived knowledge gap opens up exciting opportunities for new sense-making approaches, for instance, in the development of new forms of digital, media, and information literacies. Especially since the 2010s, media and information literacy moved to the forefront of debates in political and societal circles about how to handleand what to do about-our all-encompassing digital environment. Media (or, more specifically, digital) literacy is considered by many stakeholders (including schools, political groups, nongovernmental organizations, foundations, and academics) as a panacea-a general solution for a variety of troubling issues associated with our lives in media. In recent years, significant resources have been pushed toward a variety of media and information literacy (MIL) initiatives around the world. A 2016 mapping report of MIL practices and actions across the European Union by the European Audiovisual Observatory, for example, identified close to a thousand funded organizations, groups, and programs spread across civil society, public authorities, and academia. Similar developments can be observed in other parts of the world, leading to a bewildering proliferation of activities.
虽然媒体研究作为一个领域,在当今复杂的媒体环境中对关于代表性的讨论做出了重要贡献,但有时我们分类、组织和询问这个快速发展的数字、数据化和虚拟化世界的传统方式似乎在媒体生活中的背景下可能并不那么有用或适用。这种真实或感知的知识差距为新的意义建构方法开辟了令人兴奋的机会,例如,在开发新形式的数字、媒体和信息素养方面。特别是自 2010 年代以来,媒体和信息素养成为政治和社会界关于如何处理我们包罗万象的数字环境以及如何应对的辩论的前沿。许多利益相关者(包括学校、政治团体、非政府组织、基金会和学者)将媒体(或更具体地说,数字)素养视为灵丹妙药——解决与我们媒体生活相关的各种令人不安的问题的通用解决方案。近年来,世界各地的各种媒体和信息素养 (MIL) 计划已投入大量资源。例如,欧洲视听观察站 (European Audiovisual Observatory) 2016 年发布的一份关于欧盟媒体与信息素养实践和行动的摸底报告确定了近 1000 个受资助的组织、团体和项目,这些组织、团体和项目分布在民间社会、公共机构和学术界。在世界其他地区也可以观察到类似的发展,导致令人困惑的活动激增。
It is important to note that media literacy, both as a research discipline and a field of practice, has been around for quite some time. Several governments have consistently supported education about their national press and cinema from the 1960s onward-including countries such as Russia, France, the United Kingdom, Canada, and the United States. The United Nations Educational, Scientific and Cultural Organization
值得注意的是,媒体素养作为一门研究学科和实践领域,已经存在了相当长的一段时间。从 1960 年代开始,一些政府一直支持对其国家新闻和电影的教育,包括俄罗斯、法国、英国、加拿大和美国等国家。联合国教育、科学及文化组织

(UNESCO) has promoted the development of media education since the mid-1970s, urging member states to promote a critical understanding of media among their citizens. Such programs generally morphed into more comprehensive approaches to media education in the 1980s and 1990s. Gradually, the focus shifted from learning about the rich history and traditions of national media cultures to more instrumental approaches to media, including learning skills and competences associated with handling technological equipment (such as cameras and computers) and the ability to distinguish between different types of information (such as between news and advertising). Today, the number of programs, initiatives, and centers in some form of digital/media/information literacy, training, and education is truly astounding, prompting initiatives to come up with a global governance structure around media and information literacies, generally focusing on primary and secondary education-yet also mindful of the fact that media literacy involves a lifelong learning process, as media continually transform and evolve.
(联合国教科文组织)自 1970 年代中期以来一直推动媒体教育的发展,敦促会员国促进其公民对媒体的批判性理解。此类计划在 1980 年代和 1990 年代通常演变为更全面的媒体教育方法。渐渐地,重点从学习国家媒体文化的丰富历史和传统转移到更工具性的媒体方法,包括学习与处理技术设备(如相机和计算机)相关的技能和能力,以及区分不同类型信息的能力(如新闻和广告)。今天,某种形式的数字/媒体/信息素养、培训和教育的计划、倡议和中心的数量确实令人震惊,这促使倡议围绕媒体和信息素养提出全球治理结构,通常侧重于中小学教育,但也要考虑到媒体素养涉及终身学习过程的事实, 随着媒体的不断转变和发展。

In the context of a complex and converging digital environment, some inspiring MIL interventions regarding our life in media have been madefor example, by schools in Australia, Colombia, France, Finland, Italy, Portugal, Spain, the United Kingdom, and Uruguay-animated by two related concepts: transliteracy and transmedia literacy. Transliteracy is an approach to media literacy that takes as its cue a convergence of media literacy, information literacy, and computer literacy, focusing on:
在复杂而融合的数字环境背景下,澳大利亚、哥伦比亚、法国、芬兰、意大利、葡萄牙、西班牙、英国和乌拉圭的学校已经对我们的媒体生活进行了一些鼓舞人心的媒体与信息素养干预,并以两个相关概念为动力:跨文化素养和跨媒体素养。跨素养是一种媒体素养方法,它融合了媒体素养、信息素养和计算机素养,侧重于:
  • reading, writing, and interacting with and across a range of platforms, tools, and media and
    阅读、写作以及与一系列平台、工具和媒体互动,以及
  • navigating through multiple domains (including the ability to search, to evaluate, to test, to validate, and to modify information).
    在多个域中导航(包括搜索、评估、测试、验证和修改信息的能力)。
Transliteracy, in other words, is less interested in developing particular literacies about various media-newspapers, radio, television, film, social
换句话说,跨文化对发展关于各种媒体(报纸、广播、电视、电影、社会)的特定素养不太感兴趣

media, and so on. Instead, this approach engages our concurrent media exposure head on by helping people to figure out what they are doing and how to make sense of this moving between and across different media. Although each medium can be said to have its own literacy-applying a distinction between text, visual, and digital literacy, for example-a transliterate perspective involves the interaction and cross-pollination between these literacies.
media 等。相反,这种方法通过帮助人们弄清楚他们在做什么以及如何理解这种在不同媒体之间和跨媒体的移动,直接参与我们并发的媒体曝光。尽管可以说每种媒介都有自己的素养——例如,区分文本、视觉和数字素养——但音译视角涉及这些素养之间的互动和交叉授粉。
Transmedia literacy adds a crucial dimension to transliteracy: informal learning and participatory practices. The central assumption here is that most of us, when we use media, do not just consume news, information, and entertainment-we in fact actively participate in the creation, curation, and circulation of it. Rather than following specific protocols on what people should know about different media, transmedia literacy includes the informal, everyday ways of using and making media as sources of learning and insight. Of particular significance is a notion of collaboration and participation, coupled with an emphasis on play, informal learning, and problem solving. Much of what people learn about media does not happen neatly organized and structured in a classroom or seminar but at home, among friends, and while simply living our lives. This intimate and social aspect of media use has to be integrated with how we study and understand media if we are to make much headway in appreciating what life in media truly means. Media, in other words, are not just technologies, uses, and representations-media are also feelings, emotions, and experiences. As argued quite forcefully in chapter 5 , we love media.
跨媒体素养为跨文化素养增加了一个关键维度:非正式学习和参与式实践。这里的核心假设是,我们大多数人在使用媒体时,不仅仅是消费新闻、信息和娱乐——我们实际上积极参与了它们的创作、策划和传播。跨媒体素养不是遵循关于人们应该了解的不同媒体的特定协议,而是包括使用和制作媒体作为学习和洞察力来源的非正式、日常方式。特别重要的是协作和参与的概念,再加上对游戏、非正式学习和解决问题的强调。人们学习的媒体知识并不是在课堂或研讨会上整齐地组织和结构化的,而是在家里、朋友之间,以及简单地过着我们的生活。如果我们要在欣赏媒体生活的真正意义方面取得很大进展,就必须将媒体使用的这种亲密和社会性方面与我们研究和理解媒体的方式相结合。换句话说,媒体不仅仅是技术、用途和表征——媒体也是感觉、情感和体验。正如在第 5 章中非常有力地论证的那样,我们热爱媒体。
In conclusion, some of the most pressing challenges for media studies as outlined here-the environmental impact of media, the way the media as an industry works for the professionals involved, and the complexity of media representation in a digital environment-can be met by a variety of inspiring interventions from within and beyond the field:
总之,这里概述的媒体研究面临的一些最紧迫的挑战——媒体对环境的影响、媒体作为一个行业为相关专业人士工作的方式,以及数字环境中媒体表现的复杂性——可以通过来自该领域内外的各种鼓舞人心的干预措施来应对:
  • media archaeology, opening the black box of media devices to explore their material as well as cultural history and genealogy;
    媒体考古学,打开媒体设备的黑匣子,探索其材料以及文化历史和家谱;
  • production studies, casting a critical eye on the way media get made, both by professionals as well as all of us as audiences, participants, and cocreators of media content and experiences;
    制作研究,批判性地看待媒体的制作方式,无论是专业人士还是我们所有人,作为媒体内容和体验的受众、参与者和共同创造者;
  • transliteracy and transmedia literacy, developing a way to learn and play with(in) a complex and converging digital environment.
    跨文化素养和跨媒体素养,开发一种在复杂而融合的数字环境中学习和玩耍的方法。

On the Possibilities of Media (Studies)
论媒体的可能性 (研究)

What I hope to have shown in this book is that media studies as a field offers tremendous possibilities to help us understand and appreciate the potential challenges, opportunities, and problems of a life in media. The strength of media studies and communication research lies quite possibly exactly therein that these are not disciplines in a traditional sense but rather act as intellectual trading zones where philosophy, literature studies, biology, neuroscience, psychology, sociology, anthropology, political science, and other fields meet in their common quest to study and understand the role of media in society and everyday life. The field of media and communication teaching and research, whether departing from the humanities, the social sciences, or (as is increasingly the case) from an interdisciplinary point of view, has a postdisciplinary character, as it is a permanently impermanent field of study, loosely built on the foundations of many other disciplines while never really coalescing around a more or less consensual paradigm, set of theories, or research methods. Instead of a weakness, this is a strength, making the field flexible, adaptive, and well positioned to take on new challenges such as the ones outlined here. As just about every academic discipline these days makes claims about media, I would argue that a key difference is that while these fields-including, but not limited to psychology, anthropology, political science, and sociologysee media as something that happens to us, while in media studies we tend to consider how people make worlds happen in and through media.
我希望在这本书中展示的是,媒体研究作为一个领域提供了巨大的可能性,可以帮助我们理解和欣赏媒体生活中的潜在挑战、机遇和问题。媒体研究和传播研究的优势很可能正是在于,它们不是传统意义上的学科,而是哲学、文学研究、生物学、神经科学、心理学、社会学、人类学、政治学和其他领域的知识交易区,共同研究和理解媒体在社会和日常生活中的作用。媒体和传播教学和研究领域,无论是从人文科学、社会科学,还是(越来越多地)从跨学科的角度出发,都具有后学科特征,因为它是一个永久无常的研究领域,松散地建立在许多其他学科的基础上,但从未真正围绕或多或少达成共识的范式融合。 一套理论或研究方法。这不是弱点,而是一种优势,使该领域变得灵活、适应性强,并能够很好地应对新的挑战,例如此处概述的挑战。由于当今几乎每个学科都对媒体提出了主张,我认为一个关键的区别是,虽然这些领域(包括但不限于心理学、人类学、政治学和社会学)将媒体视为发生在我们身上的事情,而在媒体研究中,我们倾向于考虑人们如何在媒体中并通过媒体创造世界。
Throughout its history, the scholarly study of (mass) media and communication went through a handful of phases, always inspired and informed by the concomitant rise of new technologies, growing public concerns about the media, and breakthroughs in academic research. Before there were departments of media studies and communication research, scientific exploration of the media focused more or less exclusively on their perceived power in shaping and manipulating public opinion. From the early twentieth century onward, numerous studies were conducted about the potentially damaging influence of radio (in the 1930s), television (in the 1960s), the internet (the late 1990s), and social media and smartphones (the
纵观其历史,对(大众)媒体和传播的学术研究经历了几个阶段,总是受到新技术兴起、公众对媒体日益增长的担忧以及学术研究突破的启发和启发。在媒体研究和传播研究部门出现之前,对媒体的科学探索或多或少完全集中在它们在塑造和纵公众舆论方面的感知力量。从 20 世纪初开始,对广播(1930 年代)、电视(1960 年代)、互联网(1990 年代后期)以及社交媒体和智能手机(
2010s), and today it is the infodemic and the way people get bamboozled by misinformation online. In each instance, media tend to be considered as allpowerful, or at least as having an impact well beyond what can be considered good for us. A second phase of work in this field coincided with the emergence of dedicated research teams and schools for media and communication and unsurprisingly started from much more nuanced perspectives. Instead of highly influential media messages, attention shifted to the exact nature of mediated messages (using increasingly sophisticated techniques for content and textual and visual analysis) and the various ways in which audiences used, interpreted, talked about, and acted on media. While much work in Europe and North America focused on mass media, research traditions in Africa and Latin America tended to be more oriented toward grassroots and community media, including a specific interest in how people managed to resist the meanings that corporate or state-owned media had with their messages, whether this was advertising, political propaganda, or just the news.
2010 年代),而今天是信息流行病和人们被网上错误信息所迷惑的方式。在每种情况下,媒体都倾向于被认为是无所不能的,或者至少具有远远超出我们认为对我们有益的影响。该领域的第二阶段工作恰逢媒体和传播专业研究团队和学校的出现,并且不出所料地从更微妙的角度开始。注意力不再是极具影响力的媒体信息,而是转移到中介信息的确切性质(使用越来越复杂的技术进行内容以及文本和视觉分析)以及受众使用、解释、谈论和行动媒体的各种方式。虽然欧洲和北美的许多工作都集中在大众媒体上,但非洲和拉丁美洲的研究传统往往更倾向于草根和社区媒体,包括对人们如何设法抵制企业或国有媒体对其信息的意义的特殊兴趣,无论是广告、政治宣传、 或者只是新闻。
The third phase of work in the field, developing alongside the rapid worldwide growth in mobile communication and the internet from the late 1990s onward, included production much more specifically, especially how media users could also be considered to be productive when they go online. The role of technology became more prominent in media and communication research, to some extent leading to a resurgence of the “powerful media” thesis that gave the field its original impetus. As households, organizations, and institutions become suffused with media, surely this must have some profound consequences. Given the fact that the measurable impact of all these pervasive and ubiquitous media remains elusive, the most recent phase in the development of media studies and communication research (as a postdiscipline) can be characterized as a search for individual and collective agency in the context of a comprehensive, all-encompassing digital environment.
该领域的第三阶段工作,随着 1990 年代后期以来全球移动通信和互联网的快速增长而发展,更具体地包括制作,特别是媒体用户在上网时也可以被视为高效。技术在媒体和传播研究中的作用变得更加突出,在某种程度上导致了“强大媒体”论点的复兴,该论点为该领域提供了最初的动力。随着家庭、组织和机构充斥着媒体,这肯定会产生一些深远的后果。鉴于所有这些无处不在的媒体的可衡量影响仍然难以捉摸,媒体研究和传播研究(作为一门后学科)发展的最新阶段可以被描述为在全面、包罗万象的数字环境中寻找个人和集体能动性。
While there is much to be said about the rather hasty and generalized nature of this categorization of the field, it is fair to assume that media studies for a life in media is predominantly conceived from the perspective of our power and agency (or lack thereof). Does a life in media inspire a new culture of autonomy and communication power now that we all participate in the process of (mass) communication, mediation, and
虽然关于该领域的这种分类相当仓促和笼统的性质有很多话要说,但可以公平地假设,媒体生活的媒体研究主要是从我们的权力和能动性(或缺乏)的角度来构思的。媒体生活是否激发了一种新的自主和传播能力文化,因为我们都参与了(大众)传播、调解和

mediatization? Or are we just pawns in the age-old chess game where large companies, multinational corporations, and dominant political forces act in ways that keep their privileged positions intact? Perhaps these questions pose an unnecessary dualism, one that does not lead to helpful answers. Instead, I would like to conclude this section with three concrete options that media studies, as a scholarly endeavor, provides to give our quest for agency some necessary impetus.
媒介化?或者我们只是古老国际象棋游戏中的棋子,大公司、跨国公司和占主导地位的政治力量以维持其特权地位的方式行事?也许这些问题构成了一种不必要的二元论,一种不会带来有益答案的二元论。相反,我想用媒体研究作为一项学术努力提供的三个具体选项来结束本节,为我们对能动性的追求提供一些必要的动力。
Does a life in media inspire a new culture of autonomy and communication power now that we all participate in the process of (mass) communication, mediation, and mediatization?
既然我们都参与了(大众)传播、调解和媒体化的过程,媒体生活是否激发了一种新的自治和传播力量文化?
First, it must be clear from the point of view adopted throughout this book that, for us to say anything meaningful about what the consequences of (digital, social, always online) media are, we need to look at what people -as individuals, in groups, and as part of larger communities-are doing with media. This is such a straightforward notion-yet one that is not always followed in research designs nor readily apparent in theoretical constructs. Concerns about ecological validity (in the social sciences) and lived experience (in the humanities) abound as people are generally only asked about their media use, or their media use is documented in artificial settings (such as a laboratory), or the only way in which media is made sense of is how people talk about and interpret media. What is key here is to gather up-close and personal data on what people do with digital media, for example, based on the affordances of the digital (through eye tracking, data scraping, collecting log files, downloading personal account information, and so on), as well as through observation and self-observation (such as through diary keeping, reflective journaling, and a range of creative methodologies). This would add crucial nuance to claims about media influence and effects, showing how people playfully and affectively assemble and mix their media diet-enabling us to assess its nutritional value beyond panicky claims about screen time for children or an infodemic for adults. This idiographic, embodied, and experiential perspective runs throughout this book, framing the various arguments and insights about what media do to us and what we do to media.
首先,从本书中采用的观点来看,必须清楚地表明,要让我们对(数字、社交、始终在线)媒体的后果说出任何有意义的话,我们需要看看人们——作为个人、群体和更大社区的一部分——正在用媒体做什么。这是一个如此简单的概念,但在研究设计中并不总是遵循,在理论结构中也不容易明显。对生态有效性(在社会科学中)和生活经验(在人文学科中)的担忧比比皆是,因为人们通常只被问及他们的媒体使用情况,或者他们的媒体使用被记录在人工环境(如实验室)中,或者理解媒体的唯一方式是人们如何谈论和解释媒体。这里的关键是收集有关人们如何使用数字媒体的近距离个人数据,例如,基于数字的可供性(通过眼动追踪、数据抓取、收集日志文件、下载个人账户信息等),以及通过观察和自我观察(例如通过日记、反思日记、 以及一系列创意方法)。这将为关于媒体影响力和效果的说法增加关键的细微差别,展示人们如何以游戏和情感的方式组合和混合他们的媒体饮食--使我们能够评估其营养价值,而不是关于儿童屏幕时间或成人信息流行病的恐慌声明。这种独特的、具体的和经验的视角贯穿于本书中,构建了关于媒体对我们做什么以及我们对媒体做什么的各种论点和见解。
A second consideration must be that media use and reflections on what media mean have to be seen in both historical and material context. The
第二个考虑因素是,必须在历史和物质背景下看待媒体的使用和对媒体含义的反思。这

same media experience last week (or yesterday) may mean something quite different today, in part influenced by what device, platform, or technology someone is using, when and where they are using it, and in what context all of this takes place. As detailed at various instances in this book, history is important when making any kind of claims about our media today, especially if we take to heart the material, phenomenological and affective dimensions of media-how we experience media and what media feel like. Appreciating the materiality of media-their existence as minerals, metals, plastics, wires, cables, discs, chips, screens, paper, pixels, interfaces, bits, and bytes and so on-is equally significant, not in the least because this material context grounds our life in media in particular places, at specific moments in time, using certain devices, and reminds us of their environmental impact. A historical and material consideration helps us to avoid the narrow viewpoint of nowism as the habitual pitfall when studying new media. It also allows us to make the role that specific media play explicit-for instance, by looking at the subtleties of swiping or seeing the world through a camera viewfinder-as it helps us to decenter the media, instead focusing more carefully on all the elements of life that play out around, next to, and beyond the devices and technologies we care about so much.
上周(或昨天)相同的媒体体验可能在今天意味着完全不同的事情,部分影响了某人使用的设备、平台或技术,他们何时何地使用它,以及所有这些都是在什么背景下发生的。正如本书中详细描述的那样,在对当今的媒体做出任何形式的主张时,历史是很重要的,特别是如果我们把媒体的物质、现象学和情感维度——我们如何体验媒体以及媒体的感觉放在心上。欣赏媒体的物质性——它们以矿物、金属、塑料、电线、电缆、光盘、芯片、屏幕、纸张、像素、接口、比特和字节等形式存在——同样重要,尤其是因为这种物质背景将我们的生活建立在特定地点、特定时刻、使用某些设备的媒体中,并提醒我们它们对环境的影响。历史和物质的考虑有助于我们避免将现在主义作为研究新媒体时惯常的陷阱的狭隘观点。它还允许我们明确特定媒体所扮演的角色——例如,通过观察滑动或通过相机取景器看世界的微妙之处——因为它帮助我们分散媒体的中心,而是更仔细地关注围绕我们如此关心的设备和技术周围、旁边和之外播放的所有生活元素。

For the third possibility that media studies offers in understanding our lives in media, I would like to acknowledge the inherently (and at times radically) hopeful nature of the field. The scholarship of media studies and communication research is infused with a sense of hope for a change for the better in the present and a prospective of chances given to the future. While hope inspires the actions of most people, it has a unique character in our research and teaching, in that all our arguments about what media are, how media get entangled with (the inner workings of) society and everyday life, and why we should care about this process at all can be seen as deliberate strategies to articulate how things can or should be better-even when faced with daunting evidence suggesting some very real problems and consequences of media. I have strived to make that hopeful perspective explicit in the book by documenting what is and has been going on, while always also outlining what is or can be done about it. This is not some kind of naive celebration of balance nor relativism or optimism but comes from
对于媒体研究为理解我们在媒体中的生活提供的第三种可能性,我想承认该领域内在的(有时是激进的)充满希望的本质。媒体研究和传播研究的学术研究充满了对现在变得更好的希望和对未来机会的展望。虽然希望激发了大多数人的行动,但它在我们的研究和教学中具有独特的特点,因为我们所有关于媒体是什么、媒体如何与社会和日常生活的(内部运作)纠缠在一起,以及为什么我们应该关心这个过程的争论都可以被视为深思熟虑的策略,以阐明事情如何能够或应该变得更好——即使面对表明一些非常现实问题的令人生畏的证据以及媒体的后果。我努力在书中明确表达这种充满希望的观点,记录正在发生的事情和已经发生的事情,同时也总是概述正在或可以做些什么。这不是某种对平衡、相对主义或乐观主义的天真庆祝,而是来自

genuine intent to show that there always are different ways of thinking about and doing things-ways for us to commit theoretical violence in a comprehensively mediated context where things sometimes seem to be completely prescribed and predetermined by impenetrable corporations, algorithms, and institutions. There can be a radical element to this hope, as many in their research and teaching of media push for an end to surveillance capitalism, for greening the media, and for a truly diverse, equitable and inclusive media workforce and representation in contentideals that require a fundamental reorientation of how the technology, media and telecommunications sector has traditionally operated all over the world.
真诚的意图是表明,思考和做事的方式总是不同的——我们在一个全面中介的背景下实施理论暴力的方式,在这种背景下,事情有时似乎完全由难以理解的公司、算法和机构规定和预定。这种希望可能有一个激进的元素,因为许多人在他们对媒体的研究和教学中推动结束监控资本主义,推动媒体绿色化,以及真正多元化、公平和包容的媒体劳动力和内容理念的代表性,这需要从根本上重新定位技术、媒体和电信行业在世界各地的传统运作方式。
Admittedly, I personally find joy in a digital culture rife with parodies, remixes, memes, and oppositional readings of commercial and political messages, take pleasure in the way people idiosyncratically put together their own unique media life, and revel in the fact that both technologies and human beings are much messier and more unpredictable than our models and theories generally make them out to be. Hope inspires looking for many possible solutions and the development of a moral consciousness that provides ample ammunition to fight whatever evil we encounter. It also propels us into action-which is why hope and love are such crucial elements to study, teach, and theorize the role of media in people’s lives.
诚然,我个人在充斥着模仿、混音、模因和对商业和政治信息的对立解读的数字文化中找到了乐趣,为人们以独特的方式组合自己独特的媒体生活的方式感到高兴,并陶醉于技术和人类都比我们的模型和理论通常所描述的要混乱和更不可预测的事实。希望激发了寻找许多可能的解决方案,并激发了道德意识的发展,这种道德意识为对抗我们遇到的任何邪恶提供了充足的弹药。它还推动我们采取行动——这就是为什么希望和爱是研究、教授和理论化媒体在人们生活中的作用如此关键的要素。
Looking at what people are doing and feeling, considering all this in historical and material context, and allowing inspiration to come from a perspective of social, even radical hope-these are the possibilities that media studies and communication research most definitely bring to a life in media. This is a point of view that goes beyond offline romanticism or seeing empowerment outside media. At the same time, it is not an ignorant embrace of all things media! It is a grounded, embodied, real-world approach to the way we are in the world, suffused by media-but neither determined by media nor completely in charge of their programming. This leaves us with a final question: How can we live a good life in media?
观察人们的所作所为和感受,在历史和物质背景下考虑这一切,并允许灵感来自社会的角度,甚至是激进的希望——这些是媒体研究和传播研究最肯定地为媒体带来的可能性。这是一种超越线下浪漫主义或在媒体之外看到赋权的观点。同时,它并不是对所有媒体事物的无知拥抱!这是一种扎实的、具体化的、现实世界的方法,它反映了我们在世界上的方式,充满了媒体——但既不是由媒体决定的,也不是完全负责他们的节目。这给我们留下了最后一个问题:我们如何在媒体中过上美好的生活?

The Truman Show Delusion  楚门秀妄想

In conclusion, I would like to return to The Truman Show and Free Guy cases mentioned at the start of this chapter. These are not just interesting examples of popular culture providing the playground for intellectual
最后,我想回到本章开头提到的《楚门的世界》和《自由人》案件。这些不仅仅是流行文化为知识分子提供游乐场的有趣例子

fantasies about life in media-both films can also be seen as offering a perspective that could be tremendously helpful for our way forward. Specifically, the films could be seen as suggesting a way to be authentic and “true” in media that goes beyond either surrendering to omnipresent media or desperately trying to escape.
对媒体生活的幻想——这两部电影也可以被视为提供了一个对我们前进的道路有很大帮助的视角。具体来说,这些电影可以被视为暗示了一种在媒体中保持真实和“真实”的方式,超越了屈服于无处不在的媒体或拼命试图逃避。
During the summer of 2008, the American psychiatrists Joel and Ian Gold made headlines around the world with their diagnosis of a new condition in five of their patients, which they coined the “Truman Show Delusion” (TSD). These patients developed the delusional belief that they were the star of a reality television show secretly broadcasting their daily life. In follow-up publications and in an interview I did with Ian Gold (in 2011), the brothers suggest that the combination of ubiquitous and pervasive media and a digital culture where the boundaries between the physical and virtual world are blurring with classic personality disorders, such as narcissism and paranoia, produces this new type of psychosis. Their aim in this analysis was to show that people’s mental health and well-being cannot be seen as separate from cultural and technological contexts. Changes in our environment influence and shape our mental makeup, the Golds argue, and some delusions are particularly sensitive to culture and technology. Soon thereafter their diagnosis got confirmed by colleagues elsewhere in the world, identifying three common symptoms of the Truman Show Delusion:
2008 年夏天,美国精神病学家乔尔和伊恩·戈尔德 (Joel and Ian Gold) 被诊断出五名患者患有新病症,他们创造了“杜鲁门秀妄想症”(TSD),成为世界各地的头条新闻。这些患者产生了妄想症,认为他们是秘密直播他们日常生活的真人秀节目的明星。在后续出版物和我对伊恩·戈尔德 (Ian Gold) 的采访中(2011 年),兄弟俩提出,无处不在的媒体与数字文化的结合,其中物理世界和虚拟世界之间的界限与自恋和偏执狂等经典人格障碍变得模糊,产生了这种新型精神病。他们在本分析中的目的是表明,人们的心理健康和福祉不能被视为与文化和技术背景分开。戈尔德夫妇认为,我们环境的变化会影响和塑造我们的心理构成,而一些妄想对文化和技术特别敏感。此后不久,他们的诊断得到了世界其他地方的同事的证实,确定了杜鲁门秀妄想症的三个常见症状:
  • people feel that the ordinary is changed or different and that there is particular significance in this (consider the discussion of the uncanny inherent to the entanglement of media and life in chapter 4);
    人们觉得平凡是改变的或不同的,这其中有特别的意义(想想第四章中对媒体和生活纠缠所固有的不可思议的讨论);
  • this is coupled with a search for meaning, trying to find out what is really going on, which in this case results in the “Truman explanation,” where everyone seems to be fake (to some extent), and you are the only real person;
    这与对意义的寻找相结合,试图找出真正发生的事情,在这种情况下,这导致了“杜鲁门解释”,其中每个人似乎都是假的(在某种程度上),而你是唯一真实的人;
  • an always present feeling develops of unrest and uncertainty about who you are, what is real or fake, what your role is, and how everything makes sense.
    一种始终存在的不安感和不确定性,关于你是谁,什么是真的或假的,你的角色是什么,以及一切都是如何有意义的。
As one of their inspirations, Gold refers to the Austrian psychoanalyst Victor Tausk’s 1933 paper “On the Origin of the ‘Influencing Machine’ in Schizophrenia” (as discussed in chapter 4), arguing that the mediatization of everyday life can clearly be deeply problematic to some. However-and this is what I asked Ian Gold during our conversation-could it be that the TSD, in a mild and nonthreatening form, in fact be helpful to us as we try to navigate and make sense of a life in media? After laughing out loud, the psychiatrist reconsidered and suggested that the TSD indeed is something like optimism: an at times useful bias toward life.
作为他们的灵感之一,戈尔德引用了奥地利精神分析学家维克多·陶斯克 (Victor Tausk) 1933 年的论文“论精神分裂症中”影响机器“的起源”(如第 4 章所述),认为日常生活的媒介化显然对某些人来说可能存在严重问题。然而——这就是我在谈话中问 Ian Gold 的问题——TSD 是否真的以温和且无威胁的形式,在我们试图导航和理解媒体生活时对我们有所帮助?在大笑之后,精神科医生重新考虑了一下,并提出 TSD 确实是一种类似于乐观主义的东西:有时是对生活的有益偏见。
A delusion about being cast adrift in an ocean of media where finding truth, originality, and clear direction is a daunting enterprise seems quite an accurate description of what most of us feel in and about media. In a life in media, our world can certainly seem like a television studio or virtual world (as in The Truman Show or Free Guy), with the significant difference that there is no exit. There is no door that leads out of the studio, no sea to cross to get out, no final epic boss fight to win our freedom. What the characters of the true man and free guy offer us is a perspective beyond escape or surrender-a way of living in media with full knowledge of how media work, consistently claiming our own narrative and choosing to enjoy life while remaining staunchly reflective and critical about their uncanny ability to mediate, to come between whatever is going on and whomever we think we are.
在媒体的海洋中漂流的妄想,寻找真理、原创性和明确的方向是一项艰巨的任务,这似乎非常准确地描述了我们大多数人在媒体中和对媒体的感受。在媒体生活中,我们的世界当然可以看起来像一个电视演播室或虚拟世界(如《楚门的世界》或《自由人》),但显着区别在于没有出口。没有通往工作室的门,没有可以穿越大海才能出去,没有最后的史诗般的 Boss 战来赢得我们的自由。真正的男人和自由人的角色为我们提供了一种超越逃避或投降的视角——一种在媒体中生活的方式,充分了解媒体的运作方式,始终如一地主张我们自己的叙事并选择享受生活,同时对他们不可思议的调解能力保持坚定的反思和批判,在正在发生的任何事情和我们认为我们是谁之间穿梭。
Media studies for a life in media is, in other words, a way to embrace a Truman Show Delusion necessary to appreciate and effectively critique how media affect and direct us and the world we live in, while avoiding the pitfalls of seeing all-powerful media everywhere or simply advocating for finding our way out. The revolution of a life in media is that it is just another step in our evolution. Like all evolutionary moments, it adds much complexity and confusion and does not necessarily lead to a good life or a better world. For that, we need ourselves, armed with the knowledge and insights of media studies and communication research. There is no outside to media, and it is in and with media that we can make our stand for a better world. Media studies helps us to take responsibility for it.
换句话说,媒体研究是一种接受杜鲁门秀妄想的方式,这是欣赏和有效批评媒体如何影响和指导我们和我们生活的世界所必需的,同时避免到处看到全能媒体的陷阱,或者只是倡导寻找出路。媒体生活的革命在于,它只是我们进化的又一步。就像所有进化的时刻一样,它增加了许多复杂性和混乱,不一定会导致美好的生活或更好的世界。为此,我们需要自己拥有媒体研究和传播研究的知识和见解。媒体没有外部,只有在媒体中并与媒体一起,我们才能为一个更美好的世界站稳脚跟。媒体研究帮助我们承担责任。
  1. Google, “Code of Conduct,” last updated January 24, 2022, https://abc.xyz/investor/other/google-code-of-conduct/.
    Google,“行为准则”,最后更新日期为 2022 年 1 月 24 日,https://abc.xyz/investor/other/google-code-of-conduct/
  2. Will Burns, “Ad Agency, Union, Proves Its Usefulness in Self-promo Video,” Forbes, November 7, 2014, https://www.forbes.com/sites/willburns/2014/11/07/ad-agency-union-proves-its-usefulness-in-self-promo-video/?sh=18db2b6d1b98.
    Will Burns,“广告代理公司 Union 在自我宣传视频中证明了其有用性”,福布斯,2014 年 11 月 7 日,https://www.forbes.com/sites/willburns/2014/11/07/ad-agency-union-proves-its-usefulness-in-self-promo-video/?sh=18db2b6d1b98
  3. Ea_Spouse, “EA: The Human Story,” LiveJournal, November 10, 2004, https://easpouse.livejournal.com/274.html?page=59.
    Ea_Spouse,“EA:人类故事”,LiveJournal,2004 年 11 月 10 日,https://easpouse.livejournal.com/274.html?page=59
  4. Johanna Weststar, Shruti Kuman, Trevor Coppins, Eva Kwan, and Ezgi Inceefe, Developer Satisfaction Survey, 2021: Summary Report (Toronto, Canada: International Game Developers Association, 2021), https://igda-website.s3.us-east-2.amazonaws.com/wp-content/uploads/2021/10 /18113901/IGDA-DSS-2021_SummaryReport_2021.pdf.
    Johanna Weststar、Shruti Kuman、Trevor Coppins、Eva Kwan 和 Ezgi Inceefe,《2021 年开发者满意度调查:总结报告》(加拿大多伦多:国际游戏开发者协会,2021 年),https://igda-website.s3.us-east-2.amazonaws.com/wp-content/uploads/2021/10 /18113901/IGDA-DSS-2021_SummaryReport_2021.pdf。
  5. “77% of Journalists Suffer from Work-Related Lockdown Stress, Mental Health Survey Finds,” Society of Editors, November 11, 2020, https://www.societyofeditors.org/soe_news/77-of-journalists -suffer-from-work-related-lockdown-stress-mental-health-survey-finds/.
    “心理健康调查发现,77% 的记者遭受与工作相关的封锁压力”,编辑协会,2020 年 11 月 11 日,https://www.societyofeditors.org/soe_news/77-of-journalists -遭受与工作相关的锁定-压力-心理健康-调查结果/。
  6. “About JETREG,” Journalism Education and Trauma Research Group, https://jetreg.blogs.lincoln .ac.uk/about-jetreg/.
    “关于 JETREG”,新闻教育和创伤研究小组,https://jetreg.blogs.lincoln .ac.uk/about-jetreg/。
  7. Raph Koster, “Declaring the Rights of Players,” Raph Koster’s Website, August 27, 2000, https:// www.raphkoster.com/games/essays/declaring-the-rights-of-players/.
    Raph Koster,“宣布玩家的权利”,Raph Koster 的网站,2000 年 8 月 27 日,https:// www.raphkoster.com/games/essays/declaring-the-rights-of-players/

Appendix 1: Annotated Sources
附录 1:带注释的源

Unlike most academic works, this book does not have any references embedded in the text. This has been a deliberate choice to keep the overall story of (media studies for a) life in media flowing. However, all the arguments and insights featured in the book are grounded in scholarly research in the field of media studies and communication research, and like all other researchers, I lean heavily on colleagues all over the world for the arguments and words I use. For every chapter, this appendix offers a rough guide through the academic literature and includes some tips for additional widely available resources where relevant. The focus is on readings that are made open access by publishers or otherwise self-archived by authors (on such services as Academia, ResearchGate, arXiv, and Humanities Commons). Although many of the insights in media studies rest on the work of giants-as in any field of study-there is a preference in the selection of materials for current work. This choice partly depends on the relatively recent life in media perspective chosen throughout the book, while it simultaneously satisfies a desire to be more inclusive and diverse when it comes to the range of authors and perspectives represented. In what follows, I start with some preliminary comments and bibliographical notes about the literature. Second, the main premise of life in media as a grounding perspective for this book is outlined. After that, key references are annotated, organized by chapter. These are the main sources of the insights shared in the text, which hopefully inspire you to read on.
与大多数学术著作不同,这本书的文本中没有嵌入任何参考文献。这是一个经过深思熟虑的选择,以保持(媒体研究论坛)生活在媒体中的整个故事的流畅性。然而,书中的所有论点和见解都是基于媒体研究和传播研究领域的学术研究,并且像所有其他研究人员一样,我使用的论点和词语严重依赖世界各地的同事。对于每一章,本附录都提供了学术文献的粗略指南,并在相关的情况下提供了一些其他广泛可用的资源的提示。重点是出版商开放获取的读物或作者以其他方式自行存档的读物(在 Academia、ResearchGate、arXiv 和 Humanities Commons 等服务上)。尽管媒体研究的许多见解都建立在巨人的工作之上——就像在任何研究领域一样——但在为当前工作选择材料时存在偏好。这种选择部分取决于整本书选择的相对较新的媒体视角,同时它同时满足了在所代表的作者和观点范围方面更具包容性和多样性的愿望。在下文中,我首先对文献进行了一些初步的评论和书目注释。其次,概述了作为本书基础视角的媒体生活的主要前提。之后,对关键参考文献进行注释,按章节组织。这些是文本中分享的见解的主要来源,希望能激发您继续阅读。
During the writing and editing of the manuscript, several colleagues and scholarly friends from around the world have been so kind as to read, offer comments, and make suggestions on draft chapters, and I am deeply indebted to them: Beatriz Becker (Federal University of Rio de Janeiro),
在手稿的撰写和编辑过程中,来自世界各地的几位同事和学术朋友非常友好地阅读、提供评论并对章节草稿提出建议,我深深地感谢他们:Beatriz Becker(里约热内卢联邦大学),
Alexandra Wake (RMIT University Melbourne), Zizi Papacharissi (University of Illinois at Chicago), Cecilie Givskov (Copenhagen), Johana Kotišová (Masaryk University in Brno, Czech Republic), Erwin van 't Hof (University of Amsterdam), Stina Bengtsson (Södertörn University in Stockholm), Svetlana Bodrunova (St. Petersburg State University), Ignacio Bergillos (CESAG in Mallorca) and Martha Evans (University of Cape Town). Overall, the book is a reflection of more than two decades of lecturing courses, workshops, and seminars on media, society, and everyday life at numerous universities, reminding me once more how lucky and privileged I am to work with students around the world.
Alexandra Wake (墨尔本皇家墨尔本理工大学)、Zizi Papacharissi (伊利诺伊大学芝加哥分校)、Cecilie Givskov (哥本哈根)、Johana Kotišová (捷克共和国布尔诺马萨里克大学)、Erwin van 't Hof (阿姆斯特丹大学)、Stina Bengtsson (斯德哥尔摩南南大学)、Svetlana Bodrunova (圣彼得堡州立大学)、Ignacio Bergillos (马略卡岛 CESAG 酒店) 和 Martha Evans (开普敦大学)。总的来说,这本书反映了二十多年来在众多大学举办关于媒体、社会和日常生活的讲座课程、讲习班和研讨会,再次提醒我,我是多么幸运和荣幸能与世界各地的学生一起工作。

Disparity in the Field  现场差异

There are significant calls throughout the field to de-Westernize, decolonize, and more generally to internationalize media studies and (mass) communication research. This does not just mean that we have to be critical and reflective about any sources, cases, and examples commonly used in what we reference-it also assumes responsibility to actively include (native, Indigenous, universal) voices, experiences, and topics in our own work, as much as discuss and cite research published beyond the provincialism of the Western world. A second consideration is that of tackling the white, male-dominated, and heteronormative nature of scholarship in the study of media and communication throughout the humanities and social sciences. Such issues get raised time and time again in the field, as well as via social media using hashtags like #CommunicationSoWhite (inspired by the #OscarsSoWhite campaign started in 2015; see chapter 7). The composition of editorial boards of scholarly journals and the reviewer panels of academic publishers lack diversity as much as the selection of topics to be researched, the (theoretical and methodological) perspectives deployed, and among the authors cited in the papers published there. There is much work to be done here, for sureand for established scholars as well as students, this can start by critiquing and diversifying the kind of references traditionally used in handbooks and textbooks.
整个领域都强烈呼吁去西化、去殖民化,更广泛地说,将媒体研究和(大众)传播研究国际化。这不仅意味着我们必须对我们参考内容中常用的任何来源、案例和例子进行批判和反思——它还有责任在我们自己的工作中积极包含(本地、土著、普遍的)声音、经验和主题,以及讨论和引用在西方世界地方主义之外发表的研究。第二个考虑因素是解决整个人文和社会科学中媒体和传播研究中学术的白人、男性主导和异性恋规范的性质。此类问题在该领域一次又一次地被提出,以及通过社交媒体使用 #CommunicationSoWhite 等标签(灵感来自 2015 年开始的 #OscarsSoWhite 活动;见第 7 章)。学术期刊的编辑委员会和学术出版商的审稿人小组的组成缺乏多样性,就像要研究的主题的选择、部署的(理论和方法论)观点以及在那里发表的论文中引用的作者一样。当然,这里还有很多工作要做,对于成熟的学者和学生来说,这可以从批评和多样化传统手册和教科书中使用的参考类型开始。
For a comprehensive intersectional review, Alison Harvey’s Feminist Media Studies (Polity Press, 2020) offers a magnificent introduction that instantly makes one aware of the profound role our gender, race, class,
对于全面的交叉回顾,艾莉森·哈维 (Alison Harvey) 的《女权主义媒体研究》(政治出版社,2020 年)提供了一个宏伟的介绍,使人们立即意识到我们的性别、种族、阶级、

sexuality, ethnicity, ability, religion, and location in the world play in anything we (can) do with media in terms of access, activities, how representation works, what kind of media are produced and analyzed, and who gets to participate in media practices and research. Another remarkable element of Harvey’s book is its truly studentcentric perspective, which also inspires the approach in my work. For more detail on these crucial debates in the postdiscipline of media studies and (mass) communication research, I would suggest starting with the papers listed below, offering richly documented examples of the various intersectional disparities in the field (references are organized alphabetically unless indicated otherwise):
性取向、种族、能力、宗教信仰和在世界上的位置影响着我们(可以)用媒体做的任何事情,包括访问、活动、代表性如何运作、制作和分析什么样的媒体,以及谁可以参与媒体实践和研究。Harvey 这本书的另一个显着元素是其真正以学生为中心的视角,这也激发了我工作中的方法。有关媒体研究和(大众)传播研究后学科中这些关键辩论的更多详细信息,我建议从下面列出的论文开始,提供该领域各种交叉差异的丰富记录示例(除非另有说明,否则参考文献按字母顺序组织):
  • Chakravartty, Paula, Rachel Kuo, Victoria Grubbs, and Charlton McIlwain. 2018. “#CommunicationSoWhite.” Journal of Communication 68 (2): 254-266.
    Chakravartty、Paula、Rachel Kuo、Victoria Grubbs 和 Charlton McIlwain。2018. “#CommunicationSoWhite。”传播杂志 68 (2): 254-266。
  • Demeter, Marton. 2018. “The Winner Takes It All: International Inequality in Communication and Media Studies Today.” Journalism and Mass Communication Quarterly 96 (1): 37-59.
    德墨忒耳,马顿。2018. “赢家通吃:当今传播和媒体研究中的国际不平等。”新闻与大众传播季刊 96 (1): 37-59。
  • Ekdale, Brian, Abby Rinaldi, Mir Ashfaquzzaman, Mehrnaz Khanjani, Franklin Matanji, Ryan Stoldt, and Melissa Tully. 2022. “Geographic Disparities in Knowledge Production: A Big Data Analysis of PeerReviewed Communication Publications from 1990 to 2019.” International Journal of Communication 16:2498-2525.
    Ekdale、Brian、Abby Rinaldi、Mir Ashfaquzzaman、Mehrnaz Khanjani、Franklin Matanji、Ryan Stoldt 和 Melissa Tully。2022. “知识生产的地理差异:1990 年至 2019 年同行评审通信出版物的大数据分析。”国际传播杂志 16:2498-2525。
  • Ganter, Sarah Anne, and Félix Ortega. 2019. “The Invisibility of Latin American Scholarship in European Media and Communication Studies: Challenges and Opportunities of De-Westernization and Academic Cosmopolitanism.” International Journal of Communication 13:68-91.
    甘特、莎拉·安妮和费利克斯·奥尔特加。2019. “拉丁美洲学术在欧洲媒体和传播研究中的隐蔽性:去西方化和学术世界主义的挑战和机遇。”国际传播杂志 13:68-91。
  • Sims, Yelana, and Nina Lorenz. 2021. “Looking Back, Thinking Forward: A Digital Humanities Assessment of Equity, Diversity, and Representation in Twenty Years of Publishing in Cinema Journal and JCMS.” Journal of Cinema and Media Studies 61 (5): 1-30.
    Sims、Yelana 和 Nina Lorenz。2021. “回顾过去,向前思考:在 Cinema Journal 和 JCMS 出版的 20 年中对公平、多样性和代表性的数字人文评估。”电影与媒体研究杂志 61 (5): 1-30。
  • Yep, Gust A. 2003. “The Violence of Heteronormativity in Communication Studies.” Journal of Homosexuality 45 (2-4): 11-59.
    是的,Gust A. 2003 年。“传播研究中异性恋的暴力。”同性恋杂志 45 (2-4):11-59。
The overall point of view in this book takes its cue from my earlier monographs Media Life (Polity Press, 2012) and Leven in Media (in Dutch;
本书的总体观点来自我早期的专著《媒体生活》(Polity Press,2012 年)和 Leven in Media(荷兰语;
Amsterdam University Press, 2017). The new book extends this work, offering a way to look at the discipline of media studies from the perspective of media life. Beyond the books, several essays exploring the basic premise of all this work-about considering our lives as lived in rather than with media-have been published in various journals and edited volumes before (available open access or self-archived online, organized by publication year), for your information:
阿姆斯特丹大学出版社,2017 年)。新书扩展了这项工作,提供了一种从媒体生活的角度看待媒体研究学科的方法。除了这些书之外,还有几篇探讨了所有这些工作的基本前提的文章——关于将我们的生活视为生活而不是与媒体一起生活——已经在各种期刊上发表并编辑过(可开放获取或在线自我存档,按出版年份组织),供您参考:
  • Deuze, Mark. 2010. “Survival of the Mediated.” Cultural Science 3 (2). https://www.researchgate.net/publication/263565923_Survival_of_the _mediated.
    杜兹,马克。2010. “中介的生存。”文化科学 3 (2)。https://www.researchgate.net/publication/263565923_Survival_of_the _mediated。
  • Deuze, Mark. 2011. “Media Life.” Media Culture and Society 33 (1): 137-148.
    杜兹,马克。2011. “媒体生活”。媒体文化与社会 33 (1): 137-148。
  • Deuze, Mark. 2014. “Media Life and the Mediatization of the Lifeworld.” In Mediatized Worlds: Culture and Society in a Media Age, edited by Andreas Hepp and Friedrich Krotz, 207-220. London: Palgrave Macmillan.
    杜兹,马克。2014. “媒体生活和生活世界的媒体化。”在《媒介化的世界:媒体时代的文化与社会》中,由 Andreas Hepp 和 Friedrich Krotz 编辑,第 207-220 页。伦敦:帕尔格雷夫麦克米伦。
  • Deuze, Mark. 2017. “No One Listens when Everyone Speaks: On the Future of Media in Media Life.” Mediapolis 4:11-37.
    杜兹,马克。2017. “当每个人都说话时没有人倾听:关于媒体生活中媒体的未来。”梅迪奥波利斯 4:11-37。
  • Deuze, Mark. 2021. “On the 'Grand Narrative’ of Media and Mass Communication Theory and Research: A Review.” Profesional de la Información 30(1), e300105.
    杜兹,马克。2021. “关于媒体和大众传播理论与研究的'宏大叙事':综述。”Profesional de la Información 30(1), e300105.
  • Deuze, Mark, Peter Blank, and Laura Speers. 2012. “A Life Lived in Media.” Digital Humanities Quarterly 6 (1). http://www.digitalhumanities .org/dhq/vol/6/1/000110/000110.html.
    Deuze、Mark、Peter Blank 和 Laura Speers。2012. “媒体生活”。数字人文季刊 6 (1)。http://www.digitalhumanities .org/dhq/vol/6/1/000110/000110.html。
The argument presented in this work stands, like all other scholarly work, on the shoulders of giants. It fits within a long history of considerations about the role of media as entangled, suffused, and mixed with society and everyday life to such an extent that a holistic, comprehensive perspective on media is needed to help us understand, study, and capture its influence and impact. The origins of recognizing the primacy of technology in general and media in particular as driving the development of human societies and sense-making practices can be traced to the foundational media and communication theories of the Canadian scholars Harold Innis in the 1950s
与所有其他学术著作一样,这部作品中提出的论点站在巨人的肩膀上。它符合关于媒体角色的悠久历史,即媒体与社会和日常生活纠缠、弥漫和混合,以至于需要一个全面、全面的媒体视角来帮助我们理解、研究和捕捉其影响和影响。认识到技术,特别是媒体在推动人类社会发展和意义建构实践方面的首要任务,可以追溯到加拿大学者哈罗德·英尼斯 (Harold Innis) 在 1950 年代的基础媒体和传播理论

and Marshall McLuhan in the 1960s. Innis attributed the characteristic features of successive civilizations throughout history to the prevailing and dominant modes of communication, each of which has its own “bias” in terms of societal form. McLuhan extended his work into the twentieth century, focusing specifically on the characteristics of electronic media in suggesting that telecommunications, radio, and television all contribute to feeling part of a global village-a world in which communication is instantaneous and distances disappear by technological evolution. McLuhan was rather skeptical about this development, predicting that such instantaneity would ensure maximal disagreement among people, as everyone’s personal issues and causes would come to dominate all mediated interactions. For McLuhan, discontinuity, division, and diversity are the central themes in a world characterized by omnipresent media and realtime, instant communication. What furthermore sets McLuhan apart as an important source of influence and inspiration for my approach to media studies is his commitment to classical literature and the arts on the one hand and to engaging all the senses when making sense of-and writing aboutthe media on the other. Throughout this book, I have therefore sought to bring in historical examples and cases as illustrations of contemporary debates. McLuhan’s sensuous approach to thinking and writing furthermore reminds us to appreciate the role of the body (or “bodymind”) when using and making sense of media.
和 1960 年代的马歇尔·麦克卢汉 (Marshall McLuhan)。Innis 将历史上连续文明的特征归因于盛行和占主导地位的通信模式,每一种在社会形式方面都有自己的“偏见”。麦克卢汉将他的工作扩展到 20 世纪,特别关注电子媒体的特点,认为电信、广播和电视都有助于让人感觉自己是地球村的一部分——在这个世界里,通信是即时的,距离随着技术的发展而消失。麦克卢汉对这一发展持怀疑态度,他预测这种即时性将确保人们之间出现最大的分歧,因为每个人的个人问题和原因都将主导所有中介互动。对麦克卢汉来说,不连续性、分裂和多样性是当今世界的中心主题,其特点是无处不在的媒体和实时、即时的通信。此外,麦克卢汉作为我媒体研究方法的重要影响和灵感来源的区别在于,他一方面致力于古典文学和艺术,另一方面在理解和撰写媒体时参与所有感官。因此,在本书中,我一直试图引入历史例子和案例作为当代辩论的例证。麦克卢汉的感性思考和写作方法进一步提醒我们在使用和理解媒体时要欣赏身体(或“身心”)的作用。
From the 1960s onward, numerous scholarly traditions emerged around the world that consider different media forms and channels of communication as an integrated whole when theorizing their impact on the development of identities, communities, and social life. The Brazilian scholar Luiz Beltrão, for example, developed a theory of “folkcommunication” in the 1960s to account for interpersonal and group forms of cultural expression preceding and existing next to mass and industrialized forms of communication, always influencing each other. The Nigerian scholar Frank Okwu Ugboajah coined a somewhat similar notion of “oramedia” in the African context (in the 1980s), emphasizing the interaction between print and electronic mass media with various forms of Indigenous media, including opera, music, dance, drama, poetry, and folktales. Around the same time, Régis Debray proposed the term “mediology” (médiologie) in France in 1979 as an entire field of study
从 1960 年代开始,世界各地出现了许多学术传统,它们在理论化它们对身份、社区和社会生活发展的影响时,将不同的媒体形式和传播渠道视为一个综合的整体。例如,巴西学者路易斯·贝尔特朗 (Luiz Beltrão) 在 1960 年代提出了一种“民间交流”理论,以解释人际和群体文化表现形式在大众和工业化交流形式之前和旁边存在,总是相互影响。尼日利亚学者 Frank Okwu Ugboajah 在非洲背景下(1980 年代)创造了一个有点类似的“oramedia”概念,强调印刷和电子大众媒体与各种形式的土著媒体之间的互动,包括歌剧、音乐、舞蹈、戏剧、诗歌和民间故事。大约在同一时间,Régis Debray 于 1979 年在法国提出了“mediology”(médiologie)一词,作为一个完整的研究领域

focused on the fuzzy zone of interactions between technology and culture. In the United States, the discipline of media ecology emerged in the 1970s and 1980s-spearheaded by Neil Postman-to theorize the media as environments within which our perception, understanding, feelings, and values are shaped. Much influenced by Marshall McLuhan and Harold Innis, American communication theorist James Carey subsequently developed an influential perspective on the intersections of culture, ritual, and belief systems with the whole of media and (mass) communication. His German colleague Hermann Bausinger similarly suggested that different media and the role they play (as content, technologies, and the ways people use them) in social life should always be considered as an ensemble. Much like Beltrão, Ugboajah, and Carey, Bausinger ( 1984 , 351 ) ( 1984 , 351 ) (1984,351)(1984,351) deliberately drew folk culture into the world of technology and (mass) media, articulating his perspective beautifully: “The surrealism of our media world does not merely consist of the content of the media, but includes all the bewildering interplay of intentional and unintentional acts of deliberate and incidental actions related to the media, to people, to the environment-the whole opaque panoply of the everyday.”
专注于技术与文化之间互动的模糊区域。在美国,媒体生态学学科出现在 1970 年代和 1980 年代——由尼尔·波斯特曼 (Neil Postman) 带头——将媒体理论化为塑造我们的感知、理解、感受和价值观的环境。深受马歇尔·麦克卢汉 (Marshall McLuhan) 和哈罗德·英尼斯 (Harold Innis) 的影响,美国传播理论家詹姆斯·凯里 (James Carey) 随后在文化、仪式和信仰体系与整个媒体和(大众)传播的交叉点上发展了有影响力的观点。他的德国同事赫尔曼·鲍辛格 (Hermann Bausinger) 同样建议,不同的媒体及其在社会生活中扮演的角色(如内容、技术和人们使用它们的方式)应该始终被视为一个整体。就像 Beltrão、Ugboajah 和 Carey 一样,Bausinger ( 1984 , 351 ) ( 1984 , 351 ) (1984,351)(1984,351) 有意将民间文化带入技术和(大众)媒体的世界,并优美地阐述了他的观点:“我们媒体世界的超现实主义不仅包括媒体的内容,还包括与媒体相关的有意和无意行为的所有令人困惑的相互作用, 对人,对环境——日常生活的整个不透明的全景。
The American cultural theorist Lawrence Grossberg ( 1988 , 389 ) ( 1988 , 389 ) (1988,389)(1988,389) also foresaw an emerging “everyday world of media life” experienced every day in terms of people’s orientation to omnipresent media-a perspective outlined well before the always-on, digitally networked media of our time. Meanwhile, in Latin America, the Spanish Colombian researcher Jesús Martín-Barbero produced a rich body of work (from the early 1980s on) around a perspective of mediation, seeing culture as a process constituted out of a complex interplay between the evolution of new communication technologies, the way media industries work, and how people use and appropriate media in their everyday lives. What ties all these perspectives together for the argument outlined in this book is their intentional meshing of technological developments, the rise of (mass) media and communication, transformations in social life, and the lived experience of the everyday by people like you and me-all in appreciation that these trends, circumstances, and feelings cannot be understood separately but should be considered as mutually shaping, influencing, and interdependent. Some key early references and primary texts to explore for the origins of
美国文化理论家劳伦斯·格罗斯伯格 (Lawrence Grossberg) ( 1988 , 389 ) ( 1988 , 389 ) (1988,389)(1988,389) 也预见了一个新兴的“媒体生活的日常世界”,从人们对无处不在的媒体的定位来看,每天都在经历——这一观点在我们这个时代永远在线、数字网络化的媒体之前就已经勾勒出来了。与此同时,在拉丁美洲,西班牙哥伦比亚研究员 Jesús Martín-Barbero 围绕中介的观点发表了丰富的著作(从 1980 年代初开始),将文化视为一个过程,由新通信技术的演变、媒体行业的运作方式以及人们在日常生活中使用和挪用媒体之间的复杂相互作用构成。将所有这些观点联系在一起以进行本书概述的论点的是,它们有意地将技术发展、(大众)媒体和通信的兴起、社会生活的转变以及像你我这样的人的日常生活经验结合起来,以理解这些趋势、环境和感受不能单独理解,而应该被视为相互塑造。 影响和相互依赖。一些关键的早期参考文献和原始文本可供探索

the life in media argument are (listed in order of year of publication) as follows:
Life in Media 的论点如下(按出版年份顺序列出):
  • Innis, Harold. 1951. The Bias of Communication. Toronto: University of Toronto Press.
    因尼斯,哈罗德。1951. 沟通的偏见。多伦多:多伦多大学出版社。
  • McLuhan, Marshall. 1964. Understanding Media: The Extensions of Man. Repr. ed. Boston: MIT Press.
    麦克卢汉,马歇尔。1964. 理解媒体:人的延伸。波士顿:麻省理工学院出版社。
  • Beltrão, Luiz. 1971. Comunicação e Folclore. São Paulo: Melhoramentos.
    贝尔特朗,路易斯。1971. Comunicação e Folclore.圣保罗:Melhoramentos。
  • Bausinger, Hermann. 1984. “Media, Technology and Daily Life.” Translated by Liliane Jaddou and Jon Williams. Media, Culture and Society 6 (4): 343-351.
    鲍辛格,赫尔曼。1984. “媒体、技术和日常生活。”由 Liliane Jaddou 和 Jon Williams 翻译。媒体、文化与社会 6 (4): 343-351。
  • Ugboajah, Frank Okwu. 1986. “Communication as Technology in African Rural Development.” Africa Media Review 1 (1): 1-19.
    Ugboajah,弗兰克·奥克乌。1986. “非洲农村发展中的通信技术”。非洲媒体评论 1 (1): 1-19。
  • Martín-Barbero, Jesús. (1987) 1993. Communication, Culture and Hegemony: From the Media to Mediations. London: Sage. Originally published as De los Medios a las Mediaciones. Comunicación, cultura y hegemonía (Mexico: Gustavo Gilli).
    马丁-巴贝罗,赫苏斯。(1987) 1993.传播、文化和霸权:从媒体到调解。伦敦:Sage。最初出版为 De los Medios a las Mediaciones。Comunicación, cultura y hegemonía (Mexico: Gustavo Gilli).
  • Grossberg, Lawrence. 1988. “Wandering Audiences, Nomadic Critics.” Cultural Studies 2 (3): 377-391.
    格罗斯伯格,劳伦斯。1988. “流浪的观众,游牧的批评家。”文化研究 2 (3):377-391。
  • Carey, James. (1989) 2009. Communication as Culture: Essays on Media and Society. Rev. ed. Boston: Unwin Hyman.
    凯里,詹姆斯。(1989) 2009.作为文化的传播:关于媒体与社会的论文。波士顿牧师:Unwin Hyman。
With the introduction of the World Wide Web, mobile telecommunications, and portable devices, the study of (new) media proliferated in the 1990s and 2000s, leading to a renewed interest in theorizing media as an interconnected whole. In this period, a tradition of media philosophy emerged in the German-speaking world to account for the ways in which global media and technologies of (mass) communication penetrated everyday life, changing how we think. In the Anglo-American world, interest grew in a phenomenological perspective on media, focusing on the embodied and sensual experience of media beyond a more traditional psychoanalytic perspective. Laura Glitsos’s work on how the embodied listening experience to music transforms through interaction with digital media is a key reference here. This redirected attention from the realm of
随着万维网、移动电信和便携式设备的引入,对(新)媒体的研究在 1990 年代和 2000 年代激增,导致人们对将媒体理论化为一个相互关联的整体重新产生兴趣。在这一时期,德语世界出现了一种媒体哲学传统,以解释全球媒体和(大众)传播技术渗透日常生活的方式,从而改变了我们的思维方式。在英美世界,人们对媒体的现象学观点产生了兴趣,专注于媒体的具身和感性体验,超越了更传统的精神分析视角。Laura Glitsos 关于音乐的具身聆听体验如何通过与数字媒体的互动而发生转变的工作是这里的一个关键参考。这转移了人们的注意力

consciousness and reflection alone to include embodied, aesthetic, and ethical senses emerging “in the flesh” as we use and give meaning to various media. Although these schools of thought come at media from wildly different viewpoints-engaging in dialectic between a materialist and technical versus an experientialist and affective perspective-all seek to tackle the challenge of studying and understanding media as profoundly interwoven with the practice of everyday life, where the boundaries between us and our media are less than clear.
仅意识和反思就包括当我们使用和赋予各种媒体意义时“在肉体中”出现的具身、审美和道德意义。尽管这些思想流派从截然不同的角度看待媒体——在唯物主义和技术与经验主义和情感视角之间进行辩证——但都试图应对研究和理解媒体的挑战,因为媒体与日常生活实践紧密交织在一起,我们和媒体之间的界限并不清晰。
Throughout the 1990s and 2000s, numerous scholars developed a domestication perspective on media, monitoring closely how information and communication technologies get to be integrated into people’s everyday life and made to fit daily practices, rituals, and social relations (such as parent-child relationships or office hierarchies) and in the process reconfigure the dynamics and arrangements between people and within particular places. In this domestication process, both the (next generation of) technologies and their users change as they gradually adapt to each other. Domestication theory, as introduced by Roger Silverstone in 1992, made its way into twenty-first-century media studies under the header of “digital domesticity” research as a powerful tool to appreciate the comprehensively mediated nature of modern life. Among the many reasons why Silverstone is such a crucial reference in media studies and for the argument in this book is his insistence for students and scholars (as fabulously expressed in his 1999 book Why Study the Media?) to always consider the erotics of our life in media. Eros is everywhere in media, Silverstone argued, as all our media and all our experiences with media inevitably contain elements that arouse us, that bring us pleasure, that inspire and seduce. We would do well to make these experiences, feelings, and sensations explicit when studying (the) media, as erotics determine so much about what media mean to us, how media affect us, and how we (can) make sense of our media (chapter 5 is deeply inspired by this point of view). In his final book, Media and Morality (2006, 111), Silverstone proposed the concept of an all-encompassing “mediapolis” to capture how our lives in media offer tremendous ethical opportunities to take responsibility for the kind of world we want to live in, emphasizing our agency as participants and citizens rather than mere passive consumers of media: “The mediapolis … signals the presence in everyday life, both
在整个 1990 年代和 2000 年代,许多学者对媒体形成了一种驯化的观点,密切关注信息和通信技术如何融入人们的日常生活并使其适应日常实践、仪式和社会关系(如亲子关系或办公室等级制度),并在此过程中重新配置人与人之间和特定场所内部的动态和安排。在这个驯化过程中,(下一代)技术及其用户会随着逐渐相互适应而变化。1992 年,罗杰·西尔弗斯通 (Roger Silverstone) 提出驯化理论,在“数字家庭性”研究的标题下进入了 21 世纪的媒体研究,作为欣赏现代生活全面中介性质的有力工具。西尔弗斯通之所以成为媒体研究领域如此重要的参考,以及本书中论点的众多原因之一,是他坚持让学生和学者(正如他在 1999 年的著作《为什么要研究媒体》中所精彩地表达的那样)始终考虑我们在媒体中生活的色情。西尔弗斯通认为,爱神在媒体中无处不在,因为我们所有的媒体和我们对媒体的所有体验都不可避免地包含了唤起我们、给我们带来快乐、启发和诱惑的元素。在研究媒体时,我们最好将这些体验、感受和感觉明确化,因为情色在很大程度上决定了媒体对我们的意义,媒体如何影响我们,以及我们如何(能够)理解我们的媒体(第 5 章深受这一观点的启发)。 在他的最后一本书《媒体与道德》(2006,111)中,西尔弗斯通提出了一个包罗万象的“媒体城”的概念,以捕捉我们在媒体中的生活如何提供巨大的道德机会,让我们对我们想要生活的那种世界负责,强调我们作为参与者和公民的能动性,而不仅仅是媒体的被动消费者:“媒体城......标志着日常生活中的存在,两者

empirically and potentially, of that mediated space within which as participants we confront the world, and where, as citizens, we might confront each other.”
从经验和潜在角度来看,作为参与者我们面对世界的中介空间,以及作为公民我们可能相互面对的空间。
Given the ongoing digitalization, convergence, and multiplication of media in our lives, I have found much inspiration in readings that cut up and remix insights from science and technology studies, human-computer interaction, communication research, and cultural and media studies with medium theory, which seeks to understand how elements of particular media as artifacts and infrastructures shape and influence people’s experience beyond the role and impact of media as texts. Of seminal importance here is the work by such prominent thinkers as Leah Lievrouw, Lev Manovich, Sherry Turkle, Donna Haraway, John Durham Peters, and Katherine Hayles (all from the United States), Leopoldina Fortunati and Rosi Braidotti (from Italy), and Paddy Scannell, Roger Silverstone, Sonia Livingstone, and Sadie Plant (from the United Kingdom), as all these authors in various ways seek to understand what happens-and what is possible-when we have to consider the agency not just of humans but also of nonhuman actors (such as computers, virtual communities, robots, artificial intelligence, and the cloud) in society and everyday life.
鉴于我们生活中媒体的持续数字化、融合和倍增,我在阅读中发现了很多灵感,这些阅读将科学和技术研究、人机交互、传播研究以及文化和媒体研究的见解与媒介理论进行切割和混合,旨在理解作为人工制品和基础设施的特定媒体元素如何塑造和影响人们的体验,超越媒体作为文本的角色和影响。具有开创性意义的是 Leah Lievrouw、Lev Manovich、Sherry Turkle、Donna Haraway、John Durham Peters 和 Katherine Hayles(均来自美国)、Leopoldina Fortunati 和 Rosi Braidotti(来自意大利)以及 Paddy Scannell、Roger Silverstone、Sonia Livingstone 和 Sadie Plant(来自英国)等杰出思想家的著作,因为所有这些作者都以各种方式试图理解当我们必须考虑代理时会发生什么——以及什么是可能的——而不仅仅是人类,以及社会和日常生活中的非人类行为者(如计算机、虚拟社区、机器人、人工智能和云)。
In recent years, elements of all these schools of thought and approaches to research have come together in the global study of media, contributing to a postdisciplinary field that is getting bolder and more confident in how it expresses itself (and articulates its significance) in the world. In their numerous publications together and alone, Nick Couldry and Andreas Hepp have done much to integrate media studies as a theory and research practice with insights from a wide variety of fields, patiently building a comprehensive framework for understanding the mediated construction of reality. Jonathan Gray and Laurie Ouellette (2017) show in their Keywords for Media Studies book and website how beneficial an approach to media studies beyond specific media can be, by focusing on a careful selection of key concepts and tracing, defining, and problematizing the terminology of the field (and, in passing, introducing the reader to a wonderful and diverse range of authors). In the work of these and many other colleagues around the world, some inspiring concepts emerge for contemporary media studies that, taken together, benchmark the overall approach outlined in this book:
近年来,所有这些思想流派和研究方法的元素都汇集到全球媒体研究中,为后学科领域做出了贡献,该领域对如何在世界上表达自己(并阐明其意义)变得越来越大胆和自信。在他们共同和单独出版的众多出版物中,Nick Couldry 和 Andreas Hepp 做了大量工作,将媒体研究作为一种理论和研究实践与来自各个领域的见解相结合,耐心地构建了一个理解现实中介建构的综合框架。Jonathan Gray 和 Laurie Ouellette (2017) 在他们的《媒体研究关键词》一书和网站中展示了超越特定媒体的媒体研究方法是多么有益,它专注于仔细选择关键概念并追踪、定义和问题化该领域的术语(顺便向读者介绍一系列精彩而多样的作者)。在这些同事和世界各地的许多其他同事的工作中,出现了一些鼓舞人心的当代媒体研究概念,这些概念结合在一起,对本书中概述的整体方法进行了基准测试:
  • mediatization, a concept with a long history yet as a core concept recoined co-opted in the 2010s to recognize that media do not just influence society and daily life but as industries and technologies also create routines across society’s institutions (such as politics, education, and the family) on their own;
    媒体化是一个历史悠久的概念,但作为一个核心概念在 2010 年代被重新创造,以认识到媒体不仅影响社会和日常生活,而且因为行业和技术还自行在社会机构(如政治、教育和家庭)中创造了常规;
  • polymedia, introduced by Mirca Madianou (with her coauthor Daniel Miller) in 2012 to shift analyses from a focus on qualities of each particular medium as a discrete technology to a holistic understanding of new media as an entire environment of affordances;
    polymedia,由 Mirca Madianou(与她的合著者 Daniel Miller)于 2012 年推出,将分析从关注作为离散技术的每种特定媒体的质量转变为将新媒体作为整个可供性环境的整体理解;
  • transmedia work, coined by Swedish colleagues Karin Fast and André Jansson in 2019 as an appropriate term for our management, use, and meaning making of the various interconnected media in our environment (a similar approach, focused specifically on how people give meaning to media as they move across, mix, and combine a variety of media, is coined as intermedial studies by Jørgen Bruhn and Beate Schirrmacher); and
    跨媒体工作,由瑞典同事 Karin Fast 和 André Jansson 于 2019 年创造,作为我们对环境中各种相互关联的媒体的管理、使用和意义创造的适当术语(一种类似的方法,专门关注人们在穿越、混合和组合各种媒体时如何赋予媒体意义,由 Jørgen Bruhn 和 Beate Schirrmacher 创造为中间研究);和
  • the digital environment, conceptualized by Pablo Boczkowski and Eugenia Mitchelstein (in 2021) to consider media as enveloping and shaping virtually all major facets of everyday life, experienced by people as an encompassing system of interconnected technical and social possibilities.
    数字环境,由 Pablo Boczkowski 和 Eugenia Mitchelstein(2021 年)构思,将媒体视为包罗和塑造日常生活的几乎所有主要方面,人们体验为一个相互关联的技术和社会可能性的包罗万象的系统。
To conclude this brief discussion of intellectuals and ideas that inform and inspire the overall premise of this book, some crucial references to consider for further reading to see where the field is going are (chronologically ordered) listed below. A special note has to be made for the four edited volumes Zizi Papacharissi published with Routledge in 2018, collecting work from scholars all over the world to work through the profound changes in the way people make sense of themselves and the world in the context of our digitally as well as socially networked environment. All these books are titled A Networked Self (inspired by her earlier book with that title, published in 2011), respectively exploring the themes of love, artificial intelligence, platforms, and (life and) death. In all this work, she continually reminds us to keep an open mind to the always-
为了结束对为本书的整体前提提供信息和启发的知识分子和思想的简短讨论,下面列出了一些可供进一步阅读以了解该领域发展方向的重要参考资料(按时间顺序排列)。值得特别注意的是,Zizi Papacharissi 于 2018 年与 Routledge 合作出版了四卷编辑的书,该书收集了世界各地学者的作品,以研究人们在数字和社交网络环境中理解自己和世界的方式的深刻变化。所有这些书都以 A Networked Self 为标题(灵感来自她 2011 年出版的早期同名书籍),分别探讨了爱情、人工智能、平台和(生与死)的主题。在所有这些工作中,她不断提醒我们始终保持开放的心态——

changing, undeniably creative, and invariably inconsistent ways in which society evolves in the context of a life in media.
在媒体生活的背景下,社会的发展方式不断变化,无疑是创造性的,而且总是不一致的。
  • Silverstone, Roger. 2006. Media and Morality: On the Rise of the Mediapolis. Cambridge: Polity.
    银石,罗杰。2006. 媒体与道德:媒体城的崛起。剑桥:政体。
  • Hjarvard, Stig. 2008. “The Mediatization of Society: A Theory of the Media as Agents of Social and Cultural Change.” Nordicom Review 29 (2): 105-134.
    Hjarvard, 斯蒂格。2008. “社会的媒体化:媒体作为社会和文化变革推动者的理论。”Nordicom 评论 29(2):105-134。
  • Manovich, Lev. 2009. “The Practice of Everyday (Media) Life.” Critical Inquiry 35:319-331.
    Manovich, Lev. 2009 年。“日常(媒体)生活的实践。”批判性探究 35:319-331。
  • Turkle, Sherry. 2011. Alone Together: Why We Expect More from Technology and Less from Each Other. New York: Basic Books.
    特克尔,雪利酒。2011. 独自一人:为什么我们对技术的期望更高,而对彼此的期望更少。纽约:Basic Books。
  • Hayles, Katherine. 2012. How We Think: Digital Media and Contemporary Technogenesis. Chicago: University of Chicago Press.
    海尔斯,凯瑟琳。2012. 我们如何思考:数字媒体和当代技术发生。芝加哥:芝加哥大学出版社。
  • Scolari, Carlos. 2012. “Media Ecology: Exploring the Metaphor to Expand the Theory.” Communication Theory 22 (2): 204-225.
    斯科拉里,卡洛斯。2012. “媒体生态学:探索隐喻以扩展理论。”传播理论 22 (2):204-225。
  • Hartley, John. 2012. Digital Futures for Cultural and Media Studies. Hoboken: John Wiley & Sons.
    哈特利,约翰。2012. 文化和媒体研究的数字未来。霍博肯:约翰·威利父子。
  • Madianou, Mirca, and Daniel Miller. 2013. “Polymedia: Towards a New Theory of Digital Media in Interpersonal Communication.” International Journal of Cultural Studies 16 (2): 169-187.
    Madianou、Mirca 和 Daniel Miller。2013. “多媒体:迈向人际通信中数字媒体的新理论。”国际文化研究杂志 16 (2): 169-187。
  • Hepp, Andreas, Stig Hjarvard, and Knut Lundby. 2015. “Mediatization: Theorizing the Interplay between Media, Culture and Society.” Media, Culture and Society 37 (2): 314-324.
    Hepp、Andreas、Stig Hjarvard 和 Knut Lundby。2015. “媒体化:将媒体、文化和社会之间的相互作用理论化。”媒体、文化与社会 37 (2): 314-324。
  • Krämer, Sybille. 2016. Medium, Messenger, Transmission: An Approach to Media Philosophy. Amsterdam: Amsterdam University Press.
    Krämer, Sybille.2016. 媒介、信使、传播:媒体哲学方法。阿姆斯特丹:阿姆斯特丹大学出版社。
  • Couldry, Nick, and Andreas Hepp. 2016. The Mediated Construction of Reality. Cambridge: Polity.
    库尔德里、尼克和安德烈亚斯·赫普。2016. 现实的中介建构。剑桥:政体。
  • Durham Peters, John. 2016. The Marvelous Clouds. Chicago: University of Chicago Press.
    达勒姆·彼得斯,约翰。2016. 奇妙的云。芝加哥:芝加哥大学出版社。
  • Markham, Tim, and Scott Rodgers, eds. 2017. Conditions of Mediation: Phenomenological Perspectives on Media. New York: Peter Lang.
    Markham、Tim 和 Scott Rodgers,编辑 2017 年。中介条件:媒体的现象学观点。纽约:Peter Lang。
  • Gray, Jonathan, and Laurie Ouellette, eds. 2017. Keywords for Media Studies. New York University Press.
    Gray、Jonathan 和 Laurie Ouellette,编辑 2017 年。媒体研究关键词。纽约大学出版社。
  • Fast, Karin, and André Jansson. 2019. Transmedia Work: Privilege and Precariousness in Digital Modernity. London: CRC Press / Routledge.
    Fast、Karin 和 André Jansson。2019. 跨媒体工作:数字现代性的特权和不稳定性。伦敦:CRC Press / Routledge。
  • Kennedy, Jenny, Michael Arnold, Martin Gibbs, Bjorn Nansen, and Rowan Wilken. 2020. Digital Domesticity: Media, Materiality, and Home Life. Oxford: Oxford University Press.
    肯尼迪、珍妮、迈克尔·阿诺德、马丁·吉布斯、比约恩·南森和罗文·威尔肯。2020. 数字家庭生活:媒体、物质性和家庭生活。牛津:牛津大学出版社。
  • Hjorth, Larissa, Kana Ohashi, Jolyanna Sinanan, Heather Horst, Sarah Pink, Fumitoshi Kato, and Baohua Zhou. 2020. Digital Media Practices in Households. Amsterdam: Amsterdam University Press.
    Hjorth、Larissa、Kana Ohashi、Jolyanna Sinanan、Heather Horst、Sarah Pink、Fumitoshi Kato 和 Baohua 周。2020. 家庭中的数字媒体实践。阿姆斯特丹:阿姆斯特丹大学出版社。
  • Boczkowski, Pablo, and Eugenia Mitchelstein. 2021. The Digital Environment: How We Live, Learn, Work, and Play Now. Boston: MIT Press.
    Boczkowski、Pablo 和 Eugenia Mitchelstein。2021. 数字环境:我们现在如何生活、学习、工作和娱乐。波士顿:麻省理工学院出版社。
  • Bruhn, Jørgen, and Beate Schirrmacher, eds. 2022 Intermedial Studies: An Introduction to Meaning Across Media. London: Routledge.
    Bruhn、Jørgen 和 Beate Schirrmacher,编辑 2022 年中级研究:跨媒体意义简介。伦敦:劳特利奇。
  • Scolari, Carlos. 2022. On the Evolution of Media: Understanding Media Change. London: Routledge.
    斯科拉里,卡洛斯。2022. 关于媒体的演变:了解媒体变化。伦敦:劳特利奇。
Much of this chapter takes its cue from the central insights developed in my book Media Life (2012), as well as Pablo Boczkowski and Eugenia Mitchelstein’s The Digital Environment (2021). For more detail, I would like to recommend an interview with the authors I had the pleasure to do on February 23, 2021, for my Deuzevlog-a series of conversations with media scholars and professionals from around the world, published somewhat regularly to YouTube (and available as podcasts via Anchor/Spotify and other platforms; all of these interviews can be found using “Deuzevlog” as the search term). It is always a good idea to watch the two Life in a Day crowdsourced documentaries. The films, as well as some additional clips, stories, and updates, are archived on YouTube (youtube.com/user/lifeinaday).
本章的大部分内容都来自我的书《媒体生活》(2012 年)以及巴勃罗·博茨科夫斯基 (Pablo Boczkowski) 和尤金妮娅·米切尔斯坦 (Eugenia Mitchelstein) 的《数字环境》(2021 年)中提出的核心见解。有关更多详细信息,我想推荐我在 2021 年 2 月 23 日有幸对作者的采访,用于我的 Deuzevlog——与来自世界各地的媒体学者和专业人士的一系列对话,定期发布到 YouTube 上(并通过 Anchor/Spotify 和其他平台作为播客提供;所有这些采访都可以使用“Deuzevlog”作为搜索词找到)。观看两部 Life in a Day 众包纪录片总是一个好主意。这些电影以及一些额外的剪辑、故事和更新都存档在 YouTube (youtube.com/user/lifeinaday) 上。
A crucial point in this chapter deals with the necessity to consider media from a historical perspective, recognizing how all our so-called new media are, in so many ways, versions of what came before, with both the technologies and the ways we use them having long histories. A great resource here is Asa Briggs, Peter Burke, and Espen Ytreberg’s review A Social History of the Media: From Gutenberg to Facebook. Another useful historical and comparative analysis of different media systems around the world (and how these interact with a society’s politics and culture) are the various books and reviews by Daniel Hallin and Paolo Mancini. As Hallin and Mancini argue-along the lines of prominent media historians including Bridget Griffen-Foley, Jane Chapman, Lisa Gitelman, Susan Aasman, Gianluigi Negro, Fackson Banda, and others-media studies would do well to adopt and integrate more sociological-historical approaches to scholarship, helping us to understand the evolving relations between social formations, the rise (and fall) of new technologies, genres and ways of using media, and the way different people integrate and give meaning media into daily life.
本章的一个关键点涉及从历史角度考虑媒体的必要性,认识到我们所有的所谓新媒体在很多方面都是以前的版本,技术和我们使用它们的方式都有悠久的历史。这是一个很好的资源,是 Asa Briggs、Peter Burke 和 Espen Ytreberg 的评论《媒体的社会史:从古腾堡到 Facebook》。对世界各地不同媒体系统(以及这些系统如何与社会政治和文化互动)的另一项有用的历史和比较分析是丹尼尔·哈林 (Daniel Hallin) 和保罗·曼奇尼 (Paolo Mancini) 的各种书籍和评论。正如 Hallin 和 Mancini 所争论的那样——按照包括 Bridget Griffen-Foley、Jane Chapman、Lisa Gitelman、Susan Aasman、Gianluigi Negro、Fackson Banda 等在内的著名媒体历史学家的思路——媒体研究可以很好地采用和整合更多的社会学历史方法进行学术研究,帮助我们理解社会形态之间不断发展的关系,新技术的兴起(和衰落)。 使用媒体的类型和方式,以及不同的人将媒体融入日常生活并赋予意义的方式。
One key insight such a perspective delivers is that nothing (in or about media) is ever really new and that new media mean different things to different groups of people at different points in time. The American documentary filmmaker Kirby Ferguson produced a four-part video series called Everything Is a Remix (which originally ran from 2010 to 2012,
这种观点提供的一个关键见解是,没有什么是真正的新事物(在媒体中或关于媒体),新媒体在不同时间点对不同的人群意味着不同的东西。美国纪录片制片人柯比·弗格森 (Kirby Ferguson) 制作了一个名为 Everything Is a Remix 的四集视频系列(最初于 2010 年至 2012 年播出,

remixed and updated in 2105 and 2021) which offers a highly entertaining and well-resourced take on this seeming lack of originality in popular culture. Some good scholarly references to get you started on (social and cultural) media histories:
在 2105 年和 2021 年进行了混音和更新),它为流行文化中看似缺乏原创性提供了极具娱乐性和资源丰富的视角。一些很好的学术参考资料,可以帮助你开始(社会和文化)媒体历史:
  • Briggs, Asa, Peter Burke, and Espen Ytreberg. 2020. A Social History of the Media. 4th ed. Cambridge: Polity.
    布里格斯、阿萨、彼得·伯克和埃斯彭·伊特雷伯格。2020. 媒体的社会史。第 4 版剑桥:政体。
  • Chapman, Jane. 2005. Comparative Media History, an Introduction: 1789 to the Present. Cambridge: Polity.
    查普曼,简。2005. 比较媒体史,导论:1789 年至今。剑桥:政体。
  • Gitelman, Lisa. 2006. Always Already New: Media, History, and the Data of Culture. Cambridge, MA: MIT Press.
    吉特尔曼,丽莎。2006. 永远已经是新的:媒体、历史和文化数据。马萨诸塞州剑桥:麻省理工学院出版社。
  • Hall, Nick, and John Ellis, eds. 2020. Hands on Media History. Oxford, UK: Routledge (open access).
    Hall、Nick 和 John Ellis,编辑 2020 年。动手了解媒体历史。英国牛津:劳特利奇(开放获取)。
  • Hallin, Daniel, and Paolo Mancini. 2004. Comparing Media Systems: Three Models of Media and Politics. Cambridge: Cambridge University Press.
    Hallin、Daniel 和 Paolo Mancini。2004. 比较媒体系统:媒体与政治的三种模型。剑桥:剑桥大学出版社。
  • Hallin, Daniel, and Paolo Mancini, eds. 2012. Comparing Media Systems beyond the Western World. Cambridge: Cambridge University Press.
    Hallin、Daniel 和 Paolo Mancini,编辑,2012 年。比较西方世界以外的媒体系统。剑桥:剑桥大学出版社。
Next to considering media as a (digital) environment and appreciating their social history, a third overall conceptual insight guiding the opening chapter of the book considers how the emerging convergent, allencompassing media environment not only mediates everything but also unsettles traditional categories we use when making sense of media-such as the distinction between media producers and consumers. In a life in media, we make media as much as we use media, in the process doing the work for media industries (e.g., of promoting their work by liking, sharing, and forwarding it). At the same time, these industries become more dependent on our active engagement with their work, creating a kind of mutual dependency that only reinforces the overall experience of living in media. Such authors as David Gauntlett and Henry Jenkins-among many others, including danah boyd, Mimi Ito, Adrienne Russell, Jean Burgess, Divina Frau-Meigs, Carlos Scolari, Sonia Livingstone, and Zizi Papacharissi-strongly suggest that in making media we can find new forms of (individual and collective) agency, offering hopeful perspectives
除了将媒体视为一个(数字)环境并欣赏它们的社会历史之外,指导本书开篇的第三个整体概念见解考虑了新兴的融合、包罗万象的媒体环境如何不仅调解一切,而且扰乱我们在理解媒体时使用的传统类别——例如媒体生产者和消费者之间的区别。在媒体生活中,我们制作媒体的程度与使用媒体的程度一样多,在这个过程中为媒体行业工作(例如,通过点赞、分享和转发来推广他们的作品)。与此同时,这些行业变得更加依赖我们积极参与他们的工作,创造了一种相互依赖的状态,这只会加强生活在媒体中的整体体验。大卫·冈特利特 (David Gauntlett) 和亨利·詹金斯 (Henry Jenkins) 等作家,包括 danah boyd、Mimi Ito、Adrienne Russell、Jean Burgess、Divina Frau-Meigs、Carlos Scolari、Sonia Livingstone 和 Zizi Papacharissi,强烈表明,在制作媒体时,我们可以找到新形式的(个人和集体)能动性,提供充满希望的前景

on social learning with media by looking at what people do with their media and helping people to turn their hopes and dreams via media into reality. At the same time, this turns our everyday media practices into products and data to be commodified for the benefit of global corporations. Some excellent references for this critical debate in media studies follow:
通过观察人们如何使用他们的媒体并帮助人们通过媒体将他们的希望和梦想变为现实,通过媒体进行社交学习。同时,这将我们的日常媒体实践转化为产品和数据,以便商品化,以造福全球公司。以下是媒体研究中这场批判性辩论的一些优秀参考资料:
  • Bird, S. Elizabeth. 2011. “Are We All Produsers Now?” Cultural Studies 25 (4-5): 502-516.
    伯德,S. 伊丽莎白。2011. “我们现在都是 Produsers 吗?”文化研究 25 (4-5):502-516。
  • Gauntlett, David. 2018. Making Is Connecting: The Social Power of Creativity, from Craft and Knitting to Digital Everything. 2nd ed. Cambridge: Polity.
    大卫·冈特利特。2018. 制作就是连接:创造力的社会力量,从工艺和编织到数字一切。第 2 版剑桥:政体。
  • Jenkins, Henry. 2008. Convergence Culture: Where Old and New Media Collide. Updated ed. New York: New York University Press.
    詹金斯,亨利。2008. 融合文化:新旧媒体碰撞的地方。更新版。纽约:纽约大学出版社。
  • Jenkins, Henry, Gabriel Peters-Lazaro, and Sangita Shresthova, eds. 2020. Popular Culture and the Civic Imagination: Case Studies of Creative Social Change. New York: New York University Press.
    詹金斯、亨利、加布里埃尔·彼得斯-拉扎罗和桑吉塔·什雷斯托娃,编辑 2020 年。流行文化与公民想象力:创造性社会变革的案例研究。纽约:纽约大学出版社。
  • Livingstone, Sonia. 2009. “On the Mediation of Everything.” Journal of Communication 59 (1): 1-18.
    利文斯通,索尼娅。2009. “论万物的中介。”传播杂志 59 (1): 1-18。
  • Silverstone, Roger. 2002. “Complicity and Collusion in the Mediation of Everyday Life.” New Literary History 33 (5): 745-64.
    银石,罗杰。2002. “日常生活调解中的共谋与共谋。”新文学史 33 (5): 745-64。
  • Terranova, Tiziana. 2000. “Free Labor: Producing Culture for the Digital Economy.” Social Text 18 (2): 33-57.
    特拉诺瓦,蒂齐亚纳。2000. “自由劳动力:为数字经济生产文化”。社会文本 18 (2): 33-57。
  • Wasko, Janet. 2018. “Studying Political Economies of Communication in the Twenty-First Century.” Javnost / The Public 25 (1-2): 233-239.
    瓦斯科,珍妮特。2018. “研究 21 世纪传播的政治经济学。”Javnost / 公众 25 (1-2):233-239。

Chapter 2: Your Life  第 2 章:你的生活

The purpose of this chapter is to develop a comprehensive definition of media and to subsequently explore what we can say about the status and appearance of media today (and the near future) based on their historical development and impact. The approach chosen here is to consider media as infrastructures, providing much of the scaffolding for life. In doing so, I follow the definition of media offered by Leah Lievrouw and Sonia Livingstone in their Handbook of New Media (2006, 2; italics in original), a volume in which they collected groundbreaking scholarly work from a wide variety of scholars to introduce students to an exciting new field of study: “Media are infrastructures with three components: the artifacts or devices used to communicate or convey information, the activities and practices in which people engage to communicate or share information, and the social arrangements or organizational forms that develop around those devices and practices.”
本章的目的是对媒体进行全面的定义,并随后根据媒体的历史发展和影响来探索我们可以对当今(和不久的将来)媒体的现状和外观的看法。这里选择的方法是将媒体视为基础设施,为生活提供大部分脚手架。在此过程中,我遵循了 Leah Lievrouw 和 Sonia Livingstone 在他们的《新媒体手册》(2006 年第 2 页;原文为斜体字)中提供的媒体定义,他们在该书中收集了来自不同学者的开创性学术著作,向学生介绍了一个令人兴奋的新研究领域:“媒体是基础设施,由三个部分组成: 用于交流或传达信息的人工制品或设备,人们参与交流或共享信息的活动和做法,以及围绕这些设备和做法发展的社会安排或组织形式。
Lievrouw and Livingstone’s approach offers a middle ground between what Andrea Miconi and Marcello Serra (2019, 3457) in their survey of the field map as a proliferation of both weak and strong definitions of media: “According to the weak conception, media are nothing but neutral instruments in the communication process, seen as mere channels that transport information. Alternatively, the strong conception assumes that they have the power of shaping human reality.”
Lievrouw 和 Livingstone 的方法在 Andrea Miconi 和 Marcello Serra(2019,3457)在他们对媒体的弱和强定义的调查中提供了一个中间地带:“根据弱概念,媒体只不过是传播过程中的中性工具,被视为仅仅是传输信息的渠道。或者,强烈的概念假设他们有能力塑造人类现实。
Miconi and Serra suggest that the lack of consensus in media studies about what media is, is a sign of healthy intellectual exploration, noting that the digital transformation of our living environment puts the medium back at the core of scientific debate (as it was during the 1950s, 1960s, and early 1970s in the work of Innis, McLuhan, and Debray). An infrastructural definition of media-whereby we consider both the specific role of technology, how devices get used (and appropriated into everyday life) and what all this means from a cultural perspective-owes much to a specific perspective on technology and society as processual, dynamic, and coconstituent. This point of view was developed mainly by European scholars in the 1980s (under such headings as SCOT [social construction of technology] and ANT [actor-network theory]), including Wiebe Bijker, Trevor Pinch, John Law, Bruno Latour, Madeleine Akrich, and Michel
Miconi 和 Serra 认为,媒体研究中对媒体是什么缺乏共识,是健康智力探索的标志,并指出我们生活环境的数字化转型使媒体重新成为科学辩论的核心(就像 1950 年代、1960 年代和 1970 年代初在 Innis 的工作中一样, McLuhan 和 Debray)。媒体的基础设施定义——我们既考虑了技术的具体作用、设备如何使用(并挪用到日常生活中)以及这一切从文化角度来看意味着什么——在很大程度上归功于将技术和社会视为过程、动态和共同组成部分的特定视角。这一观点主要是由 1980 年代的欧洲学者发展起来的(在 SCOT [技术的社会建构] 和 ANT [行动者网络理论] 等标题下),包括 Wiebe Bijker、Trevor Pinch、John Law、Bruno Latour、Madeleine Akrich 和 Michel
Callon. After the 1980s, these ideas found new fertile ground in the emerging scholarship on ubiquitous computing-a term introduced by Mark Weiser in 1991 to recognize and predict the evolution of technologies as those that gradually disappear, weaving themselves into the fabric of everyday life until they are indistinguishable from it. In their 2011 review of ethnographic approaches to ubiquitous computing, Paul Dourish and Genevieve Bell remind us of the importance of acknowledging the complex and contested realities of how people use and interpret everyday technologies, such as personal computers, smartphones, and any other digital devices. The industry’s vision of omnipresent and “calm” technologies is, in fact, far removed from the rather restless and messy day-to-day experience of life in media. Some fundamental texts on defining media and technologies in everyday life to consider:
卡隆。1980 年代后,这些思想在新兴的关于无处不在的计算学术研究中找到了新的沃土——这是 Mark Weiser 于 1991 年提出的术语,用于识别和预测技术的演变,即那些逐渐消失的技术,将自己编织到日常生活的结构中,直到它们与日常生活没有区别。在 2011 年对无处不在的计算的民族志方法的回顾中,Paul Dourish 和 Genevieve Bell 提醒我们,承认人们如何使用和解释日常技术(如个人电脑、智能手机和任何其他数字设备)的复杂和有争议的现实的重要性。事实上,该行业对无处不在和 “平静 ”技术的愿景与媒体中相当不安和凌乱的日常体验相去甚远。关于在日常生活中定义媒体和技术的一些基本文本需要考虑:
  • Bijker, Wiebe, Thomas Hughes, and Trevor Pinch, eds. (1989) 2012. The Social Construction of Technological Systems. Anniv. ed. Cambridge, MA: MIT Press.
    Bijker、Wiebe、Thomas Hughes 和 Trevor Pinch,编辑 (1989) 2012 年。技术系统的社会建构。周年纪念日。编辑。马萨诸塞州剑桥:麻省理工学院出版社。
  • Dourish, Paul, and Genevieve Bell. 2011. Divining a Digital Future. Cambridge, MA: MIT Press.
    杜里什、保罗和吉纳维芙·贝尔。2011. 预测数字未来。马萨诸塞州剑桥:麻省理工学院出版社。
  • Law, John. 1992. “Notes on the Theory of the Actor-Network: Ordering, Strategy, and Heterogeneity.” Systems Practice 5:379-393.
    劳,约翰。1992. “参与者网络理论笔记:排序、策略和异质性。”系统实践 5:379-393。
  • Lievrouw, Leah, and Sonia Livingstone, eds. 2006. Handbook of New Media: Social Shaping and Social Consequences. Fully rev. student ed. London: SAGE Publications.
    Lievrouw、Leah 和 Sonia Livingstone,编辑 2006 年。新媒体手册:社会塑造和社会后果。完全修订学生教育。伦敦:SAGE Publications。
  • Miconi, Andrea, and Marcello Serra. 2019. “On the Concept of Medium: An Empirical Study.” International Journal of Communication 13:34443461.
    Miconi、Andrea 和 Marcello Serra。2019. “关于媒介的概念:一项实证研究。”国际传播杂志 13:34443461。
  • Weiser, Mark. 1991. “The Computer for the 21s Century.” Scientific American 265 (3): 94-104.
    韦瑟,马克。1991. “21 世纪的计算机。”科学美国人 265 (3): 94-104。
In this chapter, I use the tripartite definition of media offered by Lievrouw and Livingstone to explore some historical trends in the role and use of media in people’s daily lives, borrowing liberally from Jay Bolter and Richard Grusin’s work on remediation, which suggests that all media contain versions of previous media. To account for the ways in which media
在本章中,我使用 Lievrouw 和 Livingstone 提供的媒体的三方定义来探讨媒体在人们日常生活中的作用和使用的一些历史趋势,大量借鉴了 Jay Bolter 和 Richard Grusin 关于补救的工作,该研究认为所有媒体都包含以前媒体的版本。考虑媒体

physically and charismatically restructure our homes and how a household functions over time, I recommend the publications of American media historian Lynn Spigel and Italian feminist scholar Leopoldina Fortunati. In their 2011 textbook for media studies, the Australian scholars Graham Meikle and Sherman Young ( 2012 , 10 ) ( 2012 , 10 ) (2012,10)(2012,10) intriguingly observe that, “for many people, the media are no longer just what they watch, listen to or read-the media are now what people do.” As mentioned earlier, the work on mediatization in recent years is an important reference for thinking deliberately about how deep the rabbit hole goes of media’s role and influence in society. At the same time, critics of the theory, such as Cristina Archetti, posit evidence-based arguments to prevent hasty conclusions about any kind of inevitability of media in the process and practice of everyday life, reminding us to stay mindful of our bodies, feelings, and social relations as mediators of any kind of effects by media and technologies (compare the reference to her work with Jesper Strömbäck’s argument about the mediatization of politics, for example). The key references used here include the following:
从物理和魅力上重组我们的家庭以及家庭如何随着时间的推移而运作,我推荐美国媒体历史学家林恩·斯皮格尔 (Lynn Spigel) 和意大利女权主义学者莱奥波迪娜·福图纳蒂 (Leopoldina Fortunati) 的出版物。在他们 2011 年的媒体研究教科书中,澳大利亚学者 Graham Meikle 和 Sherman Young ( 2012 , 10 ) ( 2012 , 10 ) (2012,10)(2012,10) 有趣地观察到,“对许多人来说,媒体不再只是他们观看、聆听或阅读的东西——媒体现在是人们所做的事情。如前所述,近年来关于媒介化的研究工作,是认真思考媒体在社会中的角色和影响力的兔子洞有多深的重要参考。与此同时,该理论的批评者,如克里斯蒂娜·阿切蒂(Cristina Archetti),提出了基于证据的论点,以防止对媒体在日常生活过程和实践中的任何一种必然性得出草率的结论,提醒我们注意我们的身体、情感和社会关系,作为媒体和技术的任何影响的中介(将她的工作与 Jesper Strömbäck 关于政治媒体化的论点进行比较。 例如)。此处使用的关键参考包括:
  • Archetti, Cristina. 2017. “Image, Self-Presentation and Political Communication in the Age of Interconnection: An Alternative Understanding of the Mediatization of Politics.” Northern Lights 15:89109.
    阿切蒂,克里斯蒂娜。2017. “互联时代的图像、自我展示和政治传播:对政治媒体化的另一种理解。”北极光 15:89109。
  • Bolter, Jay, and Richard Grusin. 1996. “Remediation.” Configurations 4 (3): 311-358.
    博尔特、杰伊和理查德·格鲁辛。1996. “补救。”配置 4 (3):311-358。
  • Fortunati, Leopoldina. 2001. “The Mobile Phone: An Identity on the Move.” Personal and Ubiquitous Computing 5:85-98.
    福图纳蒂,莱奥波迪娜。2001. “移动电话:移动中的身份。”个人和无处不在的计算 5:85-98。
  • Hepp, Andreas, Stig Hjarvard, and Knut Lundby. 2015. “Mediatization: Theorizing the Interplay between Media, Culture and Society.” Media, Culture and Society 37 (2): 314-324.
    Hepp、Andreas、Stig Hjarvard 和 Knut Lundby。2015. “媒体化:将媒体、文化和社会之间的相互作用理论化。”媒体、文化与社会 37 (2): 314-324。
  • Meikle, Graham, and Sherman Young. 2011. Media Convergence: Networked Digital Media in Everyday Life. London: Palgrave Macmillan.
    Meikle、Graham 和 Sherman Young。2011. 媒体融合:日常生活中的网络化数字媒体。伦敦:帕尔格雷夫麦克米伦。
  • Spigel, Lynn. 2001. “Media Homes: Then and Now.” International Journal of Cultural Studies 4 (4): 385-411.
    斯皮格尔,林恩。2001. “媒体之家:过去和现在。”国际文化研究杂志 4 (4): 385-411。
  • Strömbäck, Jesper. 2008. “Four Phases of Mediatization: An Analysis of the Mediatization of Politics.” International Journal of Press/Politics 13 (4): 228-247.
    Strömbäck, Jesper.2008. “媒体化的四个阶段:政治媒体化分析。”国际新闻/政治杂志 13 (4): 228-247。
In the final sections of the chapter, I turn to how media and their uses produce (new) social arrangements and how this contributes to different ways of organizing social life. Of course, the literature on how people use and give meaning to media is incredibly rich and varied, yet I would like to single out a few publications that have specifically addressed issues of media use from an integrated, convergent, and environmental point of view. Thorsten Quandt and Thilo von Pape’s notion of the home as a “mediatope” is, for example, a really useful concept to define and appreciate the complex entanglement of media and daily practices as these evolve over time. For more than a year, Quandt and Pape followed a hundred German households (through interviews, observations, and surveys), showing how media move through the household in flocks, how the identities of various devices change over time, and how younger and older media fight for survival as they are domesticated and discarded by various family members. This intimate connection between the lives of people and their media “paints a picture of an evolving, living media world within the domestic environment of the household” (2010, 343). Their work fits in a broader international tradition of carefully considering media use as a reciprocal practice between devices, a variety of contents, and different people in different social and material contexts, a “worlding” process that produces particular kinds of reality and experience. The latest iterations of this kind of research focuses specifically on our “natural” uses of newer media through haptics, motion sensing, and other embodied practices.
在本章的最后部分,我转向媒体及其用途如何产生(新的)社会安排,以及这如何促进组织社会生活的不同方式。当然,关于人们如何使用媒体并赋予媒体意义的文献非常丰富和多样,但我想挑出一些出版物,它们从综合、融合和环境的角度专门解决了媒体使用问题。例如,Thorsten Quandt 和 Thilo von Pape 将家视为“媒体平台”的概念是一个非常有用的概念,可以定义和欣赏媒体和日常实践之间的复杂纠葛,因为它们会随着时间的推移而演变。在一年多的时间里,Quandt 和 Pape 跟踪了 100 个德国家庭(通过采访、观察和调查),展示了媒体如何在家庭中成群结队地移动,各种设备的身份如何随着时间的推移而变化,以及年轻和年长的媒体如何在被各种家庭成员驯化和丢弃时为生存而战。人们的生活与其媒体之间的这种密切联系“在家庭的家庭环境中描绘了一个不断发展的、充满活力的媒体世界”(2010,343)。他们的工作符合更广泛的国际传统,即仔细考虑媒体使用作为设备、各种内容和不同社会和物质背景下的不同人之间的互惠实践,一个产生特定类型现实和经验的“世界化”过程。此类研究的最新版本特别关注我们通过触觉、运动感应和其他具体实践对新媒体的“自然”使用。
While most researchers recognize how people inherently combine and mix multiple media, platforms, and channels, it is important to consider work that isolates the unique features of technologies, especially today’s omnipresent locative media (such as mobile devices and wireless internet access) in creating what the Brazilian media scholar Adriana de Souza e Silva calls “hybrid spaces” between where we are and how we are connected in media. Ethnographic studies are essential here, as colleagues such as Laura Glitsos, Sarah Pink, Ilana Gershon, David Nemer, Liesbet de Block, David Buckingham, Payal Arora, and many others shed light on how
虽然大多数研究人员都认识到人们天生就如何结合和混合多种媒体、平台和渠道,但重要的是要考虑在创造巴西媒体学者 Adriana de Souza e Silva 所说的我们所处的位置和我们在媒体中的联系方式之间的“混合空间”的工作,尤其是当今无处不在的位置(如移动设备和无线互联网接入)。人种学研究在这里是必不可少的,因为 Laura Glitsos、Sarah Pink、Ilana Gershon、David Nemer、Liesbet de Block、David Buckingham、Payal Arora 和许多其他人等同事阐明了如何

people from a variety of more or less privileged backgrounds and across locations around the world use and give meaning to the different devices, channels, and platforms they appropriate and domesticate.
来自世界各地不同特权背景的人们使用并赋予他们所挪用和驯化的不同设备、渠道和平台以意义。
Beyond the qualitative nature of such work, more quantitative (surveyand experiment-based) research on media use can be a powerful tool to open up ways of understanding and appreciating how media fit in the various ways in which people organize their lives. Ultimately, the way forward is in mixed methods work-something advocated by many yet practiced by few (often due to budgetary and time constraints). Some fascinating examples of such necessary multimethodological research that deeply informs the narrative in this chapter and book come from Anabel Quan-Haase’s SocioDigital Lab at Western University in Ontario, Canada (sociodigital.info; see also our interview on Deuzevlog), and Patti Valkenburg’s Project AWeSome at the University of Amsterdam in the Netherlands (project-awesome.nl). Another significant ongoing project to be mentioned here is Global Kids Online, a collaborative initiative between UNICEF, the London School of Economics and Political Science, and the EU Kids Online network. The project, led by Sonia Livingstone and Jasmina Byrne, uses surveys, focus groups, and interviews with children around the world, aiming to bring evidence to important discussions about children’s well-being and rights in the digital age (see globalkidsonline.net, as well as my interview with Sonia Livingstone on Deuzevlog). These kinds of projects make us mindful that people perhaps are not all that different in terms of what they desire from their media-while at the same time acting as a reminder that living in (or coming from) a certain place, being of a certain age, and having a particular kind of background really matters for being able and motivated to use, understand, and enjoy media. Some references to get started in this area:
除了此类工作的定性性质之外,对媒体使用的更定量(基于调查和实验)的研究可以成为一个强大的工具,以打开理解和欣赏媒体如何适应人们组织生活的各种方式的方法。最终,前进的道路是混合方法工作——许多人提倡但很少有人实践(通常是由于预算和时间限制)。加拿大安大略省西部大学 Anabel Quan-Haase 的 SocioDigital 实验室(sociodigital.info;另见我们在 Deuzevlog 上的采访)和荷兰阿姆斯特丹大学的 Patti Valkenburg 的 AWeSome 项目(project-awesome.nl).这里要提到的另一个正在进行的重要项目是全球儿童在线,这是联合国儿童基金会、伦敦政治经济学院和欧盟儿童在线网络之间的合作倡议。该项目由 Sonia Livingstone 和 Jasmina Byrne 领导,使用调查、焦点小组和对世界各地儿童的采访,旨在为关于数字时代儿童福祉和权利的重要讨论提供证据(参见 globalkidsonline.net,以及我在 Deuzevlog 上对 Sonia Livingstone 的采访)。这类项目让我们注意到,人们在希望从媒体中获得什么方面可能并没有那么不同——同时提醒我们,生活在(或来自)某个地方,处于一定的年龄,拥有特定的背景,对于能够和积极地使用确实很重要。 了解并享受媒体。此领域的一些入门参考资料:
  • Arora, Payal. 2019. The Next Billion Users. Boston: Harvard University Press.
    阿罗拉,帕亚尔。2019. 下一个十亿用户。波士顿:哈佛大学出版社。
  • Baym, Nancy. 2015. Personal Connections in the Digital Age. 2nd ed. Cambridge: Polity.
    贝姆,南希。2015. 数字时代的个人联系。第 2 版剑桥:政体。
  • Croci, Valentina. 2008. “Natural Methods of Interaction or Natural Interaction in the Everyday Digital World.” Architectural Design 78 (1):
    克罗奇,瓦伦蒂娜。2008. “日常数字世界中的自然交互方法或自然交互。”建筑设计 78 (1):
120-123.
  • de Block, Liesbet, and David Buckingham. 2008. Global Children, Global Media: Migration, Media and Childhood. London: Palgrave.
    de Block、Liesbet 和 David Buckingham。2008. 全球儿童,全球媒体:移民、媒体和童年。伦敦:帕尔格雷夫。
  • Gershon, Ilana. 2010. “Breaking Up Is Hard to Do: Media Switching and Media Ideologies.” Journal of Linguistic Anthropology 20:389-405.
    格尔松,伊拉娜。2010. “分手很难做到:媒体切换和媒体意识形态。”语言人类学杂志 20:389-405。
  • Glitsos, Laura. 2019. Somatechnics and Popular Music in Digital Contexts. New York: Springer.
    格利索斯,劳拉。2019. 数字环境中的 Somatechnics 和流行音乐。纽约:施普林格。
  • Helsper, Ellen. 2021. The Digital Disconnect: The Social Causes and Consequences of Digital Inequality. London: Sage.
    赫尔斯珀,艾伦。2021. 数字脱节:数字不平等的社会原因和后果。伦敦:Sage。
  • Kim, Su Jung. 2016. “A Repertoire Approach to Cross-Platform Media Use Behavior.” New Media and Society 18 (3): 353-372.
    金秀贞。2016. “跨平台媒体使用行为的曲目方法。”新媒体与社会 18 (3): 353-372。
  • Pink, Sarah, Martin Berg, Deborah Lupton, and Minna Ruckenstein, eds. 2022. Everyday Automation: Experiencing and Anticipating Emerging Technologies. Oxford, UK: Routledge (open access).
    平克、莎拉、马丁伯格、黛博拉·卢普顿和明娜·鲁肯斯坦,编辑 2022 年。日常自动化:体验和预测新兴技术。英国牛津:劳特利奇(开放获取)。
  • Pink, Sarah, and Heather Leder Mackley. 2013. “Saturated and Situated: Expanding the Meaning of Media in the Routines of Everyday Life.” Media, Culture and Society 35 (6): 677-691.
    平克、莎拉和希瑟·莱德·麦克利。2013. “饱和与定位:在日常生活中扩展媒体的意义。”媒体、文化与社会 35 (6): 677-691。
  • Quan-Haase, Anabel, Hua Wang, Barry Wellman, and Renwen Zhang 2018. “Weaving Family Connections on and Offline: The Turn to Networked Individualism.” In Connecting Families? Information & Communication Technologies in a Life Course Perspective, edited by Barbara Barbosa Neves and Cláudia Casimiro, 00-00. Bristol, UK: Policy.
    全哈斯、安娜贝尔、华、巴里·韦尔曼和张仁文 2018。“在线上和线下编织家庭联系:转向网络化个人主义。”在 Connecting Families?由 Barbara Barbosa Neves 和 Cláudia Casimiro 编辑的《信息与通信技术在生命历程视角》,00-00。英国布里斯托尔:政策。
  • Quandt, Thorsten, and Thilo von Pape. 2010. “Living in the Mediatope.” Information Society 26 (5): 330-345.
    Quandt、Thorsten 和 Thilo von Pape。2010. “生活在媒体站。”信息社会 26 (5):330-345。
  • Souza e Silva, Adriana de. 2006. “From Cyber to Hybrid: Mobile Technologies as Interfaces of Hybrid Spaces.” Space and Culture 9 (3): 261-278.
    Souza e Silva, Adriana de.2006. “从网络到混合:移动技术作为混合空间的接口。”空间与文化 9 (3):261-278。

Chapter 3: Public Life  第 3 章:公共生活

At the heart of this chapter lies a poignant statement published in 2010 by the American media researcher danah boyd: “It’s just that, in many situations, there is more to be gained by accepting the public default than by going out of one’s way to keep things private. And here’s where we see the shift. It used to take effort to be public. Today, it often takes effort to be private.” 1 1 ^(1){ }^{1}
本章的核心是美国媒体研究员丹娜·博伊德 (danah boyd) 在 2010 年发表的一句尖锐的声明:“只是,在许多情况下,接受公开违约比不遗余力地保持私密能获得更多好处。这就是我们看到转变的地方。过去,公开需要付出努力。今天,要做到私密往往需要付出努力。 1 1 ^(1){ }^{1}
Living in media means living in a global surveillance society, which is not necessarily a society of discipline or control (as suggested by many theorists) as it is also very much a world in which we opt in to live in public. This attitude brings great profit to merchants of personal information (such as platform and streaming service providers, telecommunications companies, and online social networks) as it serves the purposes of all kinds of institutions, activists, communities and individuals alike. At the same time, all this public engagement online feeds the inner workings of algorithms, machine learning, and artificial intelligence, datadriven systems that deeply structure and give shape to the world we see and experience in media (and therefore also to the world AFK, “away from keyboard”). The ongoing and accelerating datafication of all aspects of life -for children as much as for adults, for refugees just as well as for everyone else, for those in the Global North and the Global South alikerequires an appreciation of life in media as both embodied and datafied, as simultaneously human and nonhuman or something Deborah Lupton fittingly calls a “more-than-human” understanding of the reciprocal and interdependent relations between people, media, and information technologies throughout the life course.
生活在媒体中意味着生活在一个全球监控社会中,这不一定是一个纪律或控制的社会(正如许多理论家所建议的那样),因为它也是一个我们选择生活在公共环境中的世界。这种态度为个人信息商家(例如平台和流媒体服务提供商、电信公司和在线社交网络)带来了巨大的利润,因为它服务于各种机构、活动家、社区和个人的目的。与此同时,所有这些在线公众参与都为算法、机器学习和人工智能的内部运作提供了信息,这些数据驱动的系统深入构建并塑造了我们在媒体中看到和体验的世界(因此也包括世界 AFK,“远离键盘”)。生活各个方面的持续和加速数据化——无论是对儿童还是对成年人,对难民还是其他人,对全球北方和全球南方的人们来说,都需要欣赏媒体中的生活,既是体现的,也是数据的,同时是人类和非人类,或者黛博拉·卢普顿(Deborah Lupton)恰当地称之为对人与人之间相互依存关系的“超越人类”的理解。 媒体和信息技术贯穿整个生命历程。
A second key insight from the rich literature on surveillance in media studies is the often ambivalent, inconsistent, and contradictory nature of people’s relations with media in the context of monitoring behavior. Research shows how people may feel strongly about privacy and personal freedom, while also embracing and even endorsing all kinds of intrusive forms of surveillance. Tama Leaver, for example, points out that the choice not to closely survey and track your children can be seen as a failure of parenting, which contributes to the normalization of intimate surveillance. Likewise, David Lyon theorizes a culture of surveillance that is not only
从关于媒体研究中监控的丰富文献中得出的第二个关键见解是,在监控行为的背景下,人们与媒体的关系往往是矛盾的、不一致的和矛盾的。研究表明,人们可能对隐私和个人自由有强烈的感受,同时也接受甚至支持各种侵入性形式的监控。例如,Tama Leaver 指出,选择不仔细调查和跟踪您的孩子可以被视为养育子女的失败,这有助于亲密监控的正常化。同样,大卫·里昂 (David Lyon) 理论化了一种监控文化,这种文化不仅

done to us-it is something we do in everyday life. In this context, Jakob Linaa Jensen coined the concept of the “omnopticon”: a situation where everyone monitors (or at least potentially surveys) everyone else.
对我们所做的——这是我们在日常生活中做的事情。在这种情况下,Jakob Linaa Jensen 创造了“omnopticon”的概念:每个人都在监控(或至少可能调查)其他人的情况。
See the following for some key sources of insights into this technological bias of surveillance capitalism, how surveillance affects and changes our physical environment, and including nuanced appraisals of our interdependent, imagined, ambivalent, incongruent, and overall quite messy expectations and practices regarding surveillance:
请参阅以下内容,了解对监控资本主义的这种技术偏见、监控如何影响和改变我们的物理环境的一些关键见解,包括对我们对监控的相互依存、想象、矛盾、不一致和总体上相当混乱的期望和做法的细致评估:
  • Duffy, Brooke Erin, and Ngai Keun Chan. 2019. “‘You Never Really Know Who’s Looking’: Imagined Surveillance across Social Media Platforms.” New Media and Society 21 (1): 119-138.
    Duffy、Brooke Erin 和 Ngai Keun Chan。2019 年。“'你永远不知道谁在看':社交媒体平台上的想象监控。”新媒体与社会 21 (1): 119-138。
  • Hayles, Katherine. 2009. “Waking Up to the Surveillance Society.” Surveillance and Society 6 (3): 313-316.
    海尔斯,凯瑟琳。2009. “唤醒监控社会。”监视与社会 6 (3):313-316。
  • Jensen, Jakob Linaa. 2007. “The Internet Omnopticon.” In New Publics with/out Democracy, edited by Henrik Bang and Anders Esmark, 351380. Copenhagen: Samfundslitteratur Press.
    詹森,雅各布·利纳。2007. “互联网 Omnopticon”。在《没有/没有民主的新公共》中,由 Henrik Bang 和 Anders Esmark 编辑,351380。哥本哈根:Samfundslitteratur Press。
  • Kazansky, Becky. 2021. “'It Depends on Your Threat Model’: The Anticipatory Dimensions of Resistance to Data-Driven Surveillance.” Big Data and Society 8 (1). https://doi.org/10.1177/2053951720985557.
    卡赞斯基,贝基。2021. “'这取决于你的威胁模型':抵抗数据驱动监控的预期维度。”大数据与社会 8 (1)。https://doi.org/10.1177/2053951720985557
  • Kostelac, Hille. 2000. “‘The Gaze without Eyes’: Video-Surveillance and the Changing Nature of Urban Space.” Progress in Human Geography 24 (2): 243-265.
    科斯特拉克,希勒。2000. “'没有眼睛的凝视':视频监控和城市空间不断变化的性质。”人文地理学进展 24 (2): 243-265。
  • Leaver, Tama. 2017. “Intimate Surveillance: Normalizing Parental Monitoring and Mediation of Infants Online.” Social Media + Society 3 (2). https://journals.sagepub.com/doi/10.1177/2056305117707192.
    离开者,多摩。2017. “亲密监视:使父母在线婴儿监控和调解正常化。”社交媒体 + 社会 3 (2)。https://journals.sagepub.com/doi/10.1177/2056305117707192
  • Lupton, Deborah. 2020. “Thinking with Care about Personal Data Profiling: A More-than-Human Approach.” International Journal of Communication 14:3165-3183.
    卢普顿,黛博拉。2020. “谨慎思考个人数据分析:一种超越人类的方法。”国际传播杂志 14:3165-3183。
  • Lyon, David. 2018. The Culture of Surveillance: Watching as a Way of Life. Cambridge: Polity.
    里昂,大卫。2018. 监控文化:观看是一种生活方式。剑桥:政体。
  • Pink, Sarah, Deborah Lanzeni, and Heather Horst. 2018. “Data Anxieties: Finding Trust in Everyday Digital Mess.” Big Data and Society 5 (1). https://doi.org:/10.1177/2053951718756685.
    平克、莎拉、黛博拉·兰泽尼和希瑟·霍斯特。2018. “数据焦虑:在日常数字混乱中寻找信任。”大数据与社会 5 (1)。https://doi.org:/10.1177/2053951718756685.
  • Verbeek, Peter Paul. 2008. “Cyborg Intentionality: Rethinking the Phenomenology of Human-Technology Relations.” Phenomenology and the Cognitive Sciences 7:387-395.
    Verbeek, Peter Paul.2008. “赛博格意向性:重新思考人类与技术关系的现象学。”现象学与认知科学 7:387-395。
  • Zuboff, Shoshana. 2015. “Big Other: Surveillance Capitalism and the Prospects of an Information Civilization.” Journal of Information Technology 30:75-89.
    祖博夫,肖沙娜。2015. “大他者:监控资本主义和信息文明的前景。”信息技术杂志 30:75-89。
Beyond the particulars of surveillance, how the various ways in which different actors-states, security and police forces, corporations, platforms and telecommunications companies, institutions, families, and friendsmonitor and survey us, and how so many people embrace sophisticated forms of self-tracking (as I write this, I’m self-consciously aware of the smart watch I am wearing on my wrist), it is crucial to think through the implications of surveillance. The most clear-cut discussion about surveillance engages the eternal dilemma of privacy and freedom versus security and control. Increased monitoring tends to be advocated by those promising better (and more) security, which leads those opposed to surveillance to rally for greater personal autonomy and the freedom to be left alone. On the other hand, one could argue that the condition and experience of being free greatly depends on all kinds of formal structures, regulations, and boundaries set and policed by institutions (such as the state). A similar conundrum occurs with the reference to security as the impetus and legitimation of surveillance, as it implies that there is something to be secured-which generally (albeit implicitly) refers to the liberty and self-determination of people. In other words, the relationship between freedom and security inevitably involves a complex negotiation, and a surveillance society produced by our lives as lived in media has a context of massive mutual monitoring that seems voluntary, even desirable.
除了监控的细节之外,不同的行为者——国家、安全和警察部队、公司、平台和电信公司、机构、家庭和朋友——如何以各种方式监控和调查我们,以及这么多人如何接受复杂的自我跟踪形式(在我写这篇文章时,我不自觉地意识到我手腕上戴着的智能手表), 仔细考虑监控的影响至关重要。关于监控的最明确的讨论涉及隐私和自由与安全和控制的永恒困境。那些承诺更好(和更多)安全的人往往提倡加强监控,这导致那些反对监控的人团结起来,争取更大的个人自主权和独处的自由。另一方面,有人可能会争辩说,自由的条件和体验在很大程度上取决于机构(如国家)设定和监管的各种正式结构、法规和界限。类似的难题发生在将安全作为监控的动力和合法性时,因为它意味着有东西需要得到保障——这通常(尽管是隐含的)指的是人们的自由和自决。换句话说,自由和安全之间的关系不可避免地涉及一场复杂的谈判,而一个由我们的生活在媒体中的生活所产生的监控社会具有大规模相互监控的背景,这似乎是自愿的,甚至是可取的。
The delicate dance between security and liberty is the kindling of an important (and recurring) fiery debate. In media studies, scholars tend to be additionally interested in how people experience and give meaning to surveillance and how this shapes our relations with technology and media and each other and how we perceive our role in society. The dominant impetus for scholarship on surveillance in media studies has come through the work of Michel Foucault. Foucault used Jeremy Bentham’s eighteenth-
安全与自由之间的微妙舞蹈是一场重要(且反复出现的)激烈辩论的导火索。在媒体研究中,学者们往往还对人们如何体验和赋予监控意义,以及这如何影响我们与技术和媒体以及彼此的关系以及我们如何看待我们在社会中的角色感兴趣。媒体研究中监控学术研究的主要推动力来自米歇尔·福柯 (Michel Foucault) 的工作。福柯使用了杰里米·边沁 (Jeremy Bentham) 的第 18 个——

century design of a Panopticon to think about how the modern state (and all its institutions, such as schools, factories, and prisons) is able to function so effectively by getting everyone to participate in it-without overt repression. For Foucault, real power is not something simply done to people but something that is always subject to negotiation and contestation. Power is a living force. To get power to consistently flow in one direction, the French philosopher argued, it needs to function almost automaticallywhich only can be achieved if everyone is convinced of this power without having the means to verify its existence. In the panoptic process, people internalize surveillance and discipline-like the parents do in Tama Leaver’s analysis of intimate surveillance and we all do through our mass self-communication online.
世纪设计了一个 Panopticon,以思考现代国家(及其所有机构,如学校、工厂和监狱)如何通过让每个人都参与其中而能够如此有效地运作——而没有公开的压制。对福柯来说,真正的权力不是简单地对人所做的事情,而是总是需要谈判和争论的东西。权力是一种有生命的力量。这位法国哲学家认为,为了让权力始终朝着一个方向流动,它需要几乎自动地运作,这只有在每个人都相信这种力量而没有办法验证其存在的情况下才能实现。在全景过程中,人们将监视和纪律内化,就像 Tama Leaver 对亲密监视的分析中的父母所做的那样,我们都通过在线的大众自我交流来做到这一点。
Perhaps this is indeed the crux of the surveillance society as exemplified through our life in media: we all know our digital actions and practices are recorded, stored, and datafied, but we do not (and cannot) know how this process works. For Foucault, this produces the kind of disciplined subject exemplified in the identity of a prisoner. It is somewhat bizarre that the most sophisticated tracking technologies today can be both what some would pay to be free of, such as a prisoner’s ankle monitor, while others happily spend significant money to be able to wear it all the time, such as a smart watch.
也许这确实是监控社会的关键所在,正如我们在媒体中的生活所体现的那样:我们都知道我们的数字行为和实践被记录、存储和数据化,但我们不知道(也不能)知道这个过程是如何运作的。对福柯来说,这产生了那种以囚犯的身份为代表的纪律严明的主体。有点奇怪的是,当今最先进的跟踪技术既可以是一些人愿意付费免费的东西,例如囚犯的脚踝监视器,而另一些人则很乐意花大价钱以便能够一直佩戴它,例如智能手表。
Another French philosopher, Gilles Deleuze, followed in the footsteps of Foucault, suggesting that the end product of a surveillance society built on digital culture was not discipline as internalized by people when participating in all the public spaces and institutions of society but rather total control, as access to just about anything and any place in society becomes governed and supervised through an increasingly complex system of gates, checks, and monitoring apparatuses. In Deleuze’s analysis, there is quite literally no outside to surveillance anymore, and we are all both the victims and enforcers of a system of control. To Deleuze, this produces a contrasting self, a “dividual”-which inspires me to think of who we are as digital selves, that is, information scattered in bits and pieces of data across a multitude of archives and databases, only to be recomposed by algorithms into statistical aggregates on the basis of which an endless variety of decisions are made, from allowing or denying access, offering a discount, extending a warranty, granting a mortgage, and much, much more.
另一位法国哲学家吉尔·德勒兹 (Gilles Deleuze) 追随福柯的脚步,提出建立在数字文化基础上的监控社会的最终产品不是人们在参与社会的所有公共空间和机构时内化的纪律,而是完全控制,因为对社会中几乎任何事物和任何地方的访问都通过日益复杂的门系统进行管理和监督。 检查和监控设备。在德勒兹的分析中,监控已经完全没有外部了,我们都是控制系统的受害者和执行者。对德勒兹来说,这产生了一个对比鲜明的自我,一个“分裂”——它激发了我将我们是谁视为数字自我,即散布在众多档案和数据库中的零碎数据中的信息,只是被算法重新组合成统计聚合体,在此基础上做出无穷无尽的决策。 从允许或拒绝访问、提供折扣、延长保修、授予抵押贷款等等。
Soon thereafter, Armand Mattelart extended both Foucault’s expectation that surveillance would contribute to the exercise of power through selfdiscipline and Deleuze’s conviction that we all have become part of totalizing control societies. Mattelart traces omnipresent surveillance systems back to, for example, the nineteenth-century tradition of anthropometry: the systematic collection and correlation of measurements of the human body, data at the time that were often used to support theories associating biological race with levels of cultural and intellectual development (as a sidenote: the omnipresent Body Mass Index - a deeply flawed measure of someone’s health - derives from this questionable practice). The Belgian philosopher uses this genealogy of surveillance to question its fundamental motivation: suspicion. Taken together, these three analyses inspired much of the subsequent literature and research on surveillance and the role pervasive and ubiquitous media play therein. More recently, Shoshana Zuboff bundled and significantly added to these and other prominent perspectives, suggesting how the historical use of personal information to drive political and commercial developments accelerated with the internet and specifically the rise of platforms (such as Facebook, YouTube, and others) to produce a particularly aggressive and intrusive kind of surveillance capitalism. Whereas previous work predominantly focused on inspection and monitoring as a political force, Zuboff focuses on how the mix of technology firms, personal media, and capitalist logic can overpower the very essence of human freedom, as human behavior gets subtly modified-through algorithmic recommendation systems, targeted advertising, and all kinds of nudges, pokes, and jabs-for commercial ends. The genealogy of these approaches to surveillance is one of ever-increasing scope, depth, and detail. As with the overall observation of a life in media, there does not seem to be an outside to surveillance anymore.
此后不久,阿曼德·马特拉特 (Armand Mattelart) 扩展了福柯的期望,即监控将有助于通过自律行使权力,以及德勒兹的信念,即我们都已成为总体控制社会的一部分。例如,马特拉特将无处不在的监控系统追溯到 19 世纪的人体测量学传统:系统地收集和关联人体测量值,这些数据在当时经常被用来支持将生物种族与文化和智力发展水平联系起来的理论(顺便说一句:无处不在的体重指数——一种存在严重缺陷的衡量某人健康状况的指标——源自这种有问题的做法)。这位比利时哲学家用这种监控谱系来质疑它的根本动机:怀疑。综上所述,这三项分析启发了随后关于监控以及无处不在的媒体在其中所扮演的角色的大部分文献和研究。最近,肖莎娜·祖博夫 (Shoshana Zuboff) 捆绑并显着增加了这些和其他突出的观点,表明历史上使用个人信息来推动政治和商业发展如何随着互联网,特别是平台(如 Facebook、YouTube 等)的兴起而加速,从而产生一种特别具有侵略性和侵入性的监控资本主义。以前的工作主要集中在作为一种政治力量的检查和监控上,而 Zuboff 则专注于技术公司、个人媒体和资本主义逻辑的组合如何压倒人类自由的本质,因为人类行为通过算法推荐系统、定向广告以及各种推、戳和戳戳来巧妙地改变——以达到商业目的。 这些监控方法的谱系范围、深度和细节不断增加。就像媒体对生活的整体观察一样,监控似乎不再有外部环境。
Here are some key references to get started with unpacking the various layers of our contemporary surveillance society-next to checking out the various issues of the dedicated open-access scholarly journal Surveillance and Society: 2 2 ^(2){ }^{2}
以下是一些关键参考资料,可以开始解开我们当代监控社会的各个层面——接下来查看专门的开放获取学术期刊《监控与社会》的各种问题: 2 2 ^(2){ }^{2}
  • Andrejevic, Mark. 2002. “The Work of Being Watched: Interactive Media and the Exploitation of Self-Disclosure.” Critical Studies in Media Communication 19 (2): 230-248.
    安德烈耶维奇,马克。2002. “被监视的工作:互动媒体和自我披露的利用。”媒体传播批判研究 19 (2): 230-248。
  • Best, Kirsty. 2010. “Living in the Control Society.” International Journal of Cultural Studies 13 (1): 5-24.
    最好,Kirsty。2010. “生活在控制社会中。”国际文化研究杂志 13 (1): 5-24。
  • Deleuze, Gilles. 1992. “Postscript on the Societies of Control.” October 59:3-7.
    德勒兹,吉尔。1992. “关于控制社会的后记。”10 月 59:3-7。
  • Elmer, Greg. 2003. “A Diagram of Panoptic Surveillance.” New Media and Society 5 (2): 231-247.
    埃尔默,格雷格。2003. “全景监控图。”新媒体与社会 5 (2): 231-247。
  • Foucault, Michel. (1975) 1995. Discipline and Punish: The Birth of the Prison. New York: Vintage Books.
    福柯,米歇尔。(1975) 1995.管教与惩罚:监狱的诞生。纽约:古董书。
  • Lyon, David. 2018. The Culture of Surveillance. Cambridge: Polity.
    里昂,大卫。2018. 监控文化。剑桥:政体。
  • Mattelart, Armand. (2007) 2010. The Globalization of Surveillance. Cambridge: Polity.
    马特拉特,阿尔芒。(2007) 2010.监控的全球化。剑桥:政体。
  • Zuboff, Shoshana. 2019. The Age of Surveillance Capitalism: The Fight for a Human Future at the New Frontier of Power. London: Profile Books.
    祖博夫,肖沙娜。2019. 监控资本主义时代:在权力的新前沿为人类未来而战。伦敦:Profile Books。
Surveillance inspires a lot of excellent journalism and reporting around the world, and it has engendered its own distinct art form in surveillance art, documented and archived at galleries, educational institutions, and media organizations around the world (including the Tate Modern Gallery in the United Kingdom, the Art and Surveillance project at the University of Calgary in Canada, and ongoing collections at Vice, Artsy, and many other online places around the world). Indeed, such artists as the German filmmaker Michael Klier and the American practitioner Julia Scher produced installations and video projects appropriating CCTV cameras, burglar alarms, electronic security systems, and other surveillance technologies in the 1980s and 1990s, well before our current age of social media, Google Street View, and facial recognition software. As mentioned in the chapter, the Oscar-winning 2014 Edward Snowden documentary Citizenfour, directed by Laura Poitras, is worth watching, and there are countless films centered on surveillance. In fact, there is so much attention paid to surveillance in both fiction and nonfiction media that it makes one wonder whether this is exactly the power of surveillance in Foucauldian terms: we are all constantly reminded that we are being watched, without ever seeing (and for most of us, directly experiencing) surveillance.
监控激发了世界各地许多优秀的新闻和报道,并在监控艺术中产生了自己独特的艺术形式,在世界各地的画廊、教育机构和媒体组织(包括英国泰特现代美术馆、加拿大卡尔加里大学的艺术与监控项目、 以及 Vice、Artsy 和全球许多其他在线场所正在进行的收藏)。事实上,德国电影制作人迈克尔·克莱尔 (Michael Klier) 和美国从业者朱莉娅·谢尔 (Julia Scher) 等艺术家在 1980 年代和 1990 年代制作了装置和视频项目,这些装置和视频项目采用了闭路电视摄像机、防盗警报器、电子安全系统和其他监控技术,远早于我们当前的社交媒体时代、谷歌街景和面部识别软件。正如本章所述,由劳拉·波伊特拉斯 (Laura Poitras) 执导的 2014 年奥斯卡获奖爱德华·斯诺登 (Edward Snowden) 纪录片《第四公民》值得一看,以监控为中心的电影数不胜数。事实上,在小说和非小说媒体中,对监控的关注是如此之多,以至于让人怀疑这是否正是福柯式的监控的力量:我们都在不断提醒我们,我们正在被监视,而从未看到过(对我们大多数人来说,直接经历过)监控。

Chapter 4: Real Life  第 4 章:现实生活

A crucial inspiration for thinking through the problematic nature of media in society and everyday life as somehow corrupting the possibility of true, perfect communication comes from the seminal work of the American media historian John Durham Peters (1999, 2), whose 1999 book Speaking into the Air: A History of the Idea of Communication posits that the privileging of dialogue as the ideal kind of (interpersonal) communication is flawed, in part because it is based on the promise of “a utopia where nothing is misunderstood, hearts are open, and expression is uninhibited.” In his review of Peters’ work, the British media scholar Paddy Scannell (2004, 95) documents how this argument inspired him to rethink all our assumptions about the role media and communication play, seeing how “the premium we place on sincerity and authenticity … is precisely indicative of our continued longing for ‘true’ communication.” This is an impossible goal -for, as Truman Burbank in the 1998 movie The Truman Show says, “You never had a camera in my head”-meaning that each of us is contained in their very own “heart-shaped box,” unable to peer into anyone else’s. From this point, Scannell comes to the realization that the communicative infrastructure of the world is inevitably impersonal, available to anyoneand that this is not a depressing or fatalistic view but rather hopeful. It is “indicative of worldly as of divine love-amor mundi, the world’s care-for-itself-and our transcendent human, historical essence” (105). With Durham Peters, Scannell concludes that love is the mediating agency between everything and everyone-an insight that profoundly influences my overall perspective for teaching and research and guides every sentence in this book (while chapter 5 is wholly dedicated to the idea of media love).
美国媒体历史学家约翰·达勒姆·彼得斯(John Durham Peters,1999,2)的开创性著作是思考社会和日常生活中媒体的问题本质在某种程度上破坏了真实、完美交流的可能性,他于 1999 年出版的《对着空气说话:传播理念的历史》一书提出了一个重要的启发,认为对话作为理想的(人际)交流的特权是有缺陷的。 部分原因是它基于“一个没有任何东西被误解、心悚然、表达不受限制的乌托邦”的承诺。英国媒体学者 Paddy Scannell (2004, 95) 在他对 Peters 作品的评论中记录了这一论点如何激发他重新思考我们对媒体和传播所扮演角色的所有假设,看到“我们对真诚和真实性的重视......恰恰表明了我们对'真实'沟通的持续渴望。这是一个不可能实现的目标——因为,正如杜鲁门·伯班克在 1998 年的电影《楚门的世界》中所说,“你的脑子里从来没有相机”——这意味着我们每个人都被装在自己的“心形盒子”里,无法窥视别人的盒子。从这一点上,Scannell 开始意识到,世界上的通信基础设施不可避免地是非个人的,任何人都可以使用,这不是一个令人沮丧或宿命论的观点,而是充满希望的观点。它“表明了世俗和神圣的爱——amor mundi,世界对自身的关怀——以及我们超然的人性历史本质”(105)。 在 Durham Peters 的著作中,Scannell 得出结论,爱是万物和每个人之间的中介机构——这一洞察力深刻地影响了我对教学和研究的整体看法,并指导了本书的每一句话(而第 5 章则完全致力于媒体爱的概念)。
From this perspective, it is remarkable to see how our field continues to be preoccupied with solving the “problem” of communication in and through media. The notion that media, quite literally, come between us and (our experience of) the world and thereby inevitably introduce some level of distortion in the possibility of real or true experience (and communication) is not particular to the digital environment. Indeed, concerns about this role of media have been voiced throughout history in both philosophical treatises and popular culture. Especially since the sixteenth and seventeenth centuries, as development in all aspects of society
从这个角度来看,看到我们的领域如何继续专注于解决媒体内和通过媒体传播的“问题”,这是很了不起的。媒体,毫不夸张地说,介于我们和(我们对世界的体验)之间,因此不可避免地在真实或真实的体验(和交流)的可能性中引入了某种程度的扭曲,这种概念并不是数字环境所特有的。事实上,历史上哲学论文和流行文化中都表达了对媒体这一作用的担忧。特别是自 16 世纪和 17 世纪以来,随着社会各个方面的发展

-economic, cultural, social, technological-accelerated due to the mechanical (and later on industrial) revolution, we can find much handwringing about the nature of reality and the question of what (and who) is “real,” and I would strongly recommend sampling some of these older texts and debates to learn about different ways of making sense of these fundamental dilemmas. An additional advantage of such work is that it tends to be out of copyright and is therefore freely available online. The work of authors like Edgar Allen Poe, E. M. Forster, E. T. A. Hoffmann, Jorge Luis Borges, Robert A. Heinlein, Mary Shelley, Philip K. Dick, various short stories in the collection of ancient Arab folk tales One Thousand and One Nights involving encounters with various robots, and many others-often referenced in this book-are warmly recommended.
-由于机械(以及后来的工业)革命,经济、文化、社会、技术加速发展,我们可以发现很多关于现实的本质以及什么(和谁)是“真实”的问题的痛苦,我强烈建议你抽样一些这些较旧的文本和辩论,以了解理解这些基本困境的不同方法。此类作品的另一个优点是它往往不受版权保护,因此可以在网上免费获得。热烈推荐埃德加·艾伦·坡、E. M. 福斯特、E. T. A. 霍夫曼、豪尔赫·路易斯·博尔赫斯、罗伯特·海因莱因、玛丽·雪莱、菲利普·迪克等作家的作品,古代阿拉伯民间故事集《一千零一夜》中涉及与各种机器人相遇的各种短篇小说,以及本书中经常引用的许多其他作品。
A second strand of references for the various arguments and life in media strategies-fight, surrender, and to become media-comes from some of the classics of modern science. It is both important and fun to trace the genealogy of contemporary discussions and arguments about the nature of our reality as it relates to technology, machines, and media-if anything, to appreciate that we have been here before. What makes us human, whether there ever was (or will be) consensus about reality and the truth, how machines are set to replace us (or not)—all these and many other current debates have a long history in the world’s literature and arts. Some good references used for the argument in this chapter include
媒体策略中的各种论点和生活的第二条参考链——战斗、投降和成为媒体——来自现代科学的一些经典。追溯关于我们现实本质的当代讨论和争论的谱系,因为它与技术、机器和媒体有关——如果有的话,要欣赏我们以前曾经历过,这既重要又有趣。是什么让我们成为人类,是否曾经(或将来)对现实和真理达成共识,机器将如何取代(或不取代)我们——所有这些以及当前的许多其他辩论在世界文学和艺术中都有悠久的历史。本章中用于论点的一些很好的参考资料包括
  • Gottfried Leibniz’s The Monadology (written in 1714);
    戈特弗里德·莱布尼茨 (Gottfried Leibniz) 的《单子论》(The Monadology)(写于 1714 年);
  • Charles Darwin’s On the Origin of Species (published on November 24, 1859);
    查尔斯·达尔文的《物种起源》(1859 年 11 月 24 日出版);
  • the French sociologist, criminologist, and science fiction author Gabriel Tarde’s work, linking the monadology, Darwin’s theory of evolution, and the technological changes of his time, for example, his The Laws of Imitation (1890, published in English translation in 1903) and Monadologie et sociologie (1893);
    法国社会学家、犯罪学家和科幻小说作家加布里埃尔·塔尔德 (Gabriel Tarde) 的作品,将单子论、达尔文的进化论和他那个时代的技术变革联系起来,例如他的《模仿法则》(1890 年,1903 年英译出版)和《单道学与社会学》(1893 年);
  • Victor Tausk’s paper “The Origin of the Influencing Machine in Schizophrenia” (first published in 1919, translated from German to English in 1933 by Dorian Feigenbaum and printed in the journal Psychoanalytic Quarterly that year); and
    维克多·陶斯克 (Victor Tausk) 的论文《精神分裂症影响机器的起源》(1919 年首次发表,1933 年由多里安·费根鲍姆 (Dorian Feigenbaum) 从德语翻译成英语,并于当年在《精神分析季刊》杂志上发表);和
  • Sigmund Freud’s Civilization and Its Discontents (first published in German in 1930).
    西格蒙德·弗洛伊德 (Sigmund Freud) 的《文明及其不满》(1930 年首次以德语出版)。
When it comes to concrete discussions on the elements of our mediated reality, three strands of scholarly literature stand out. From such disciplines as media theory and media philosophy, we get crucial arguments about the material dimension of media. Media theory considers how mediated messages mean different things to different people as determined by the different channels used to communicate them, whereas media philosophy tends to advocate an even more fundamental role for media as providing the ontological basis for knowing and understanding reality.
当谈到关于我们中介现实要素的具体讨论时,学术文献的三个分支脱颖而出。从媒体理论和媒体哲学等学科中,我们得到了关于媒体的物质维度的关键论点。媒体理论认为,中介信息对不同的人意味着什么,这取决于用于传达信息的不同渠道,而媒体哲学倾向于主张媒体发挥更基本的作用,因为它为认识和理解现实提供了本体论基础。
  • Baudrillard, Jean. (1981) 1998. Simulacra and Simulations. In Mark Poster, ed., Jean Baudrillard, Selected Writings, 166-184. Stanford, CA: Stanford University Press.
    鲍德里亚,让。(1981) 1998.模拟和模拟。马克·波斯特 (Mark Poster) 编辑,让·鲍德里亚 (Jean Baudrillard) 编,《文选》,166-184。加利福尼亚州斯坦福:斯坦福大学出版社。
  • Debray, Régis. (1994) 1996. Media Manifestos: On the Technological Transmission of Cultural Forms. Translated by Eric Rauth. London: Verso.
    德布雷,雷吉斯。(1994) 1996.媒体宣言:关于文化形式的技术传播。由 Eric Rauth 翻译。伦敦:Verso。
  • Floridi, Luciano 2009. “Against Digital Ontology.” Synthese 168:151178.
    Floridi, Luciano 2009 年。“反对数字本体论。”综合 168:151178。
  • Hansen, Mark. 2006. “Media Theory.” Theory, Culture and Society 23 (23): 297-306.
    汉森,马克。2006. “媒体理论。”理论、文化与社会 23 (23):297-306。
  • Hayles, Katherine. 1999. How We Became Posthuman. Chicago: University of Chicago Press.
    海尔斯,凯瑟琳。1999. 我们如何成为后人类。芝加哥:芝加哥大学出版社。
  • Kittler, Friedrich. 2009. “Towards an Ontology of Media.” Theory, Culture and Society 26 (2-3): 23-31.
    基特勒,弗里德里希。2009. “迈向媒体本体论。”理论、文化与社会 26 (2-3):23-31。
  • Vandenberghe, Frédéric. 2007. “Régis Debray and Mediation Studies.” Thesis Eleven 89:23-42.
    范登堡,弗雷德里克。2007. “Régis Debray 和中介研究。”论点十一 89:23-42。
A second strand of academic research connects the way media represent the world and the various ways in which people communicate and give meaning to (mass) mediated communication regarding what reality is (or seems to be). Media, considered in terms of what people do, in this process inevitably produce a reality that is not subject to consensus. It is a reality
学术研究的第二部分将媒体呈现世界的方式与人们就现实是什么(或似乎是什么)进行交流和赋予(大众)媒介交流以意义的各种方式联系起来。从人们所做的事情来看,媒体在这个过程中不可避免地会产生一个不受共识约束的现实。这是一个现实

that is always contested, negotiated, and full of conflict and contradiction. As the research shows, all of us tend to have complex, multidimensional ideas about what constitutes realness (in media). Furthermore, when news media and documentaries report on reality, the practitioners involved tend to be committed to being truthful and factual, while their representations end up creating realities of their own. Such an analysis is neither relativistic nor postmodern-as many scholars would point out, it really matters what we, our media, and the way we communicate consider real, true, and authentic. Pursuing these discussions in and through media and mediated communication perhaps brings us closer to reality than simply observing the real-as the late Chilean cyberneticist and biologist Humberto Maturana remarked: “Everything said is said by an observer to another observer that could be him or herself.” 3 3 ^(3){ }^{3} The world is not simply “out there” for us to either access or ignore with our media. We produce data and information for and about ourselves by making all kinds of choices in media and in so doing cocreate the world we live in. Some helpful entries into the literature on how media as activities challenge notions of truth and reality:
它总是充满争议、谈判和充满冲突和矛盾。正如研究表明的那样,我们所有人都倾向于对什么是真实(在媒体中)有复杂的、多维的想法。此外,当新闻媒体和纪录片报道现实时,参与其中的从业者往往致力于真实和事实,而他们的表现最终创造了自己的现实。正如许多学者所指出的那样,这样的分析既不是相对主义的,也不是后现代的——我们、我们的媒体和我们的交流方式认为真实、真实和真实的东西真的很重要。在媒体和媒介传播中并通过媒体和媒介传播进行这些讨论,也许比简单地观察现实更接近现实——正如已故智利控制论学家和生物学家温贝托·马图拉纳 (Humberto Maturana) 所说:“所说的一切都是由一个观察者对另一个可能是他或她自己的观察者说的。 3 3 ^(3){ }^{3} 世界不仅仅是 “在那里” 供我们访问或忽视我们的媒体。我们通过在媒体上做出各种选择来为自己生产数据和信息,并在此过程中共同创造我们生活的世界。文献中关于媒体作为活动如何挑战真理和现实概念的一些有用条目:
  • Aguado, Juan Miguel. 2009. “Self-Observation, Self-Reference and Operational Coupling in Social Systems: Steps towards a Coherent Epistemology of Mass Media.” Empedocles 1 (1): 59-74.
    阿瓜多,胡安·米格尔。2009. “社会系统中的自我观察、自我参照和作耦合:迈向大众媒体连贯认识论的步骤。”恩培多克勒 1 (1):59-74。
  • Chalmers, David. 2022. Reality+: Virtual Worlds and the Problems of Philosophy. New York: W. W. Norton.
    查尔默斯,大卫。2022. 现实+:虚拟世界和哲学问题。纽约:W. W. Norton。
  • Enli, Gunn. 2015. Mediated Authenticity: How the Media Constructs Reality. New York: Peter Lang.
    恩利,冈恩。2015. 中介真实性:媒体如何构建现实。纽约:Peter Lang。
  • Funkhouser, Ray, and Eugene Shaw. 1990. “How Synthetic Experience Shapes Social Reality.” Journal of Communication 40 (2): 75-87.
    Funkhouser、Ray 和 Eugene Shaw。1990. “综合经验如何塑造社会现实。”传播杂志 40 (2): 75-87。
  • Hall, Alice. 2003. “Reading Realism: Audiences’ Evaluations of the Reality of Media Texts.” Journal of Communication 53 (4): 624-641.
    霍尔,爱丽丝。2003. “阅读现实主义:观众对媒体文本现实的评价。”传播杂志 53 (4): 624-641。
  • Kepplinger, Hans Mathias, and Johanna Habermeier. 1995. “The Impact of Key Events on the Presentation of Reality.” European Journal of Communication 10 (3): 371-390.
    Kepplinger、Hans Mathias 和 Johanna Habermeier。1995. “关键事件对现实呈现的影响。”欧洲传播杂志 10 (3): 371-390。
  • Luhmann, Niklas. (1996) 2000. The Reality of the Mass Media. Cambridge: Polity.
    卢曼,尼克拉斯。(1996) 2000.大众媒体的现实。剑桥:政体。
  • Maturana, Humberto R. 1988. “Reality: The search for objectivity or the quest for a compelling argument.” The Irish Journal of Psychology 9 (1): 25-82.
    马图拉纳,Humberto R. 1988 年。“现实:寻求客观性或寻求令人信服的论点。”爱尔兰心理学杂志 9 (1): 25-82。
The third scholarly area of exploring media and reality relations can be classified as considering the social arrangements of media in society and everyday life. Arguably this is the richest and most developed kind of research tradition in media and communication studies, as scholars in the field ultimately aim to say something about how people and humanity change (or could be changed) in the context (or as a consequence of) media. The references I tend to turn to for inspiration-most of which are documented more extensively in the various editions of the late Denis McQuail’s seminal handbook, which I have the privilege to take on as coauthor and editor-question and complicate assumptions about the direction of such changes, the quality of communication, and the universal applicability of theories and methods about the media. Importantly, it is especially here that humanities-based traditions of media studies find common cause with social scientific approaches to communication research, as most scholars in these fields argue that mixed, integrated, triangulated, or otherwise collaborative approaches are necessary to grasp the complexities of life in media. The earlier mentioned work of Patti Valkenburg and her team is a key reference here. The few truly interdisciplinary projects that do exist tend to conclude that the key to understanding the role and impact of media in everyday life lies in idiographic explanations, appreciating individuals in their particular social, material, cultural, spatial, and economic context. Despite the fact that this chapter is somewhat mediacentric in its analysis of our relationship with the real, I remain mindful of Zizi Papacharissi’s conclusion throughout her work that while it is crucial to acknowledge how specific technologies and certain media shape us and our worldviews, it is ultimately up to us to connect and create shared narratives.
探索媒体和现实关系的第三个学术领域可以归类为考虑媒体在社会和日常生活中的社会安排。可以说,这是媒体和传播研究中最丰富、最发达的研究传统,因为该领域的学者最终目标是就人和人类如何在媒体的背景下(或作为媒体的结果)发生变化(或可能被改变)有所了解。我倾向于从中寻找灵感——其中大部分在已故的丹尼斯·麦奎尔 (Denis McQuail) 开创性手册的各个版本中得到了更广泛的记录,我有幸作为合著者和编辑参与了这些手册——对有关此类变化的方向、传播质量以及有关媒体的理论和方法的普遍适用性的假设提出了问题并使其复杂化。重要的是,特别是在这里,基于人文学科的媒体研究传统与传播研究的社会科学方法找到了共同的原因,因为这些领域的大多数学者都认为,混合、整合、三角或其他协作方法是掌握媒体生活复杂性所必需的。前面提到的 Patti Valkenburg 和她的团队的工作是这里的关键参考。为数不多的真正存在的跨学科项目往往得出结论,理解媒体在日常生活中的作用和影响的关键在于独特的解释,在特定的社会、物质、文化、空间和经济背景下欣赏个人。 尽管本章在分析我们与现实的关系时在某种程度上以媒体为中心,但我仍然牢记 Zizi Papacharissi 在她的著作中得出的结论,即虽然承认特定技术和某些媒体如何塑造我们和我们的世界观至关重要,但最终取决于我们是否连接和创造共享叙事。
  • Deuze, Mark, and Denis McQuail. 2020. McQuail’s Media and Mass Communication Theory. 7th edition. London: Sage.
    Deuze、Mark 和 Denis McQuail。2020. 麦奎尔的媒体与大众传播理论。第 7 版。伦敦:Sage。
  • Fortunati, Leopoldina. 2005. “Is Body-To-Body Communication Still the Prototype?” Information Society 21:53-61.
    福图纳蒂,莱奥波迪娜。2005. “身体与身体的交流仍然是原型吗?”信息社会 21:53-61。
  • Hepp, Andreas, Andreas Breiter, and Uwe Hasebrink, eds. 2018. Communicative Figurations: Transforming Communications in Times of Deep Mediatization. New York: Springer.
    Hepp、Andreas、Andreas Breiter 和 Uwe Hasebrink,编辑 2018 年。交际形象:在深度媒体化时代改变通信。纽约:施普林格。
  • Papacharissi, Zizi. 2016. “Affective Publics and Structures of Storytelling: Sentiment, Events and Mediality.” Information, Communication and Society 19 (3): 307-324.
    帕帕查里西,齐兹。2016. “情感公众和讲故事的结构:情感、事件和媒介性。”信息、通信与社会 19 (3):307-324。
  • Peters, John Durham. 1994. “The Gaps of which Communication Is Made.” Critical Studies in Mass Communication 11 (2): 117-140.
    彼得斯,约翰·达勒姆。1994. “沟通的差距。”大众传播批判研究 11 (2):117-140。
  • Risam, Roopika. 2018. New Digital Worlds: Postcolonial Digital Humanities in Theory, Praxis, and Pedagogy. Chicago: Northwestern University Press.
    里萨姆,鲁皮卡。2018. 新数字世界:理论、实践和教育学中的后殖民数字人文。芝加哥:西北大学出版社。
  • Spence, Patric. 2019. “Searching for Questions, Original Thoughts, or Advancing Theory: Human-Machine Communication.” Computers and Human Behavior 90:285-287.
    斯宾塞,帕特里克。2019. “寻找问题、原创想法或推进理论:人机交流。”计算机与人类行为 90:285-287。
  • Sundar, Shyam. 2020. “Rise of Machine Agency: A Framework for Studying the Psychology of Human-AI Interaction (HAII).” Journal of Computer-Mediated Communication 25 (1): 74-88.
    桑达尔,夏姆。2020. “机器代理的兴起:研究人机交互心理学 (HAII) 的框架。”计算机介导通信杂志 25 (1): 74-88。
  • Valkenburg, Patti M. 2022. “Social Media Use and Well-Being: What We Know and What We Need to Know.” Current Opinion in Psychology 45 (10): 1294.
    法尔肯堡,帕蒂 M. 2022 年。“社交媒体使用和福祉:我们所知道的和我们需要知道的。”心理学最新观点 45 (10):1294。
  • Valkenburg, Patti M., Jochen Peter, and Joseph B. Walther. 2017. “Media Effects: Theory and Research.” Annual Review of Psychology 67:315338.
    法尔肯堡、帕蒂 M.、约亨·彼得和约瑟夫·瓦尔特。2017. “媒体效应:理论与研究。”心理学年鉴 67:315338。
When it comes to ever-increasing intimacies between people and media (including all variations of blending of humans, robots, and artificial intelligence), popular culture offers countless inspiring references beyond high-profile Hollywood movies, for example, in the works of such contemporary science fiction authors as Zen Cho, Marge Piercy, Becky Chambers, Robin Wasserman, Octavia Butler, and Nnedi Okorafor. As always, many of the themes involved can be found in earlier works, both in literature, film, games, and elsewhere. Some notable mentions of titles that
当谈到人与媒体之间日益增长的亲密关系(包括人类、机器人和人工智能的各种混合形式)时,流行文化提供了无数鼓舞人心的参考,超越了备受瞩目的好莱坞电影,例如,在 Zen Cho、Marge Piercy、Becky Chambers、Robin Wasserman、Octavia Butler 和 Nnedi Okorafor 等当代科幻作家的作品中。与往常一样,所涉及的许多主题都可以在早期作品中找到,包括文学、电影、游戏和其他地方。一些值得注意的标题

explicitly explore the bewildering consequences of realities suffused by a variety of media that have served me well in articulating the perspective in this chapter and book include
明确探索各种媒体充斥的现实的令人困惑的后果,这些媒体很好地帮助我阐明了本章和本书中的观点,包括
  • the novel La invención de Morel by the Argentine writer Adolfo Bioy Casares (published in 1940) about a man losing himself in a parallel virtual world, made into several film versions in Italy and France and serving as the main inspiration for the American television show Lost, running from 2004 to 2010;
    阿根廷作家阿道夫·比奥伊·卡萨雷斯 (Adolfo Bioy Casares) 的小说《莫雷尔的奇迹》(La invención de Morel)(1940 年出版)讲述了一个男人在平行虚拟世界中迷失自我的故事,在意大利和法国被拍成多个电影版本,并作为 2004 年至 2010 年播出的美国电视节目《迷失》的主要灵感来源;
  • Simulacron-3 by Daniel F. Galouye (published in 1964), about people oblivious to the fact that they are living in a computer-generated city simulation, adapted as a German television film by Rainer Werner Fassbinder in 1974 and as the motion picture The Thirteenth Floor by Jozef Rusnak in 1999;
    Daniel F. Galouye 的 Simulacron-3(1964 年出版),讲述了人们忘记了他们生活在计算机生成的城市模拟中的事实,1974 年由 Rainer Werner Fassbinder 改编为德国电视电影,1999 年由 Jozef Rusnak 改编为电影《十三楼》;
  • Philip K. Dick’s novel VALIS (from 1981), about a vast network of satellites (including the title character, Vast Active Living Intelligence System) projecting images and information directly into people’s minds, also serving as a reference for the Lost series (in its seventy-sixth episode, characters can be seen reading Dick’s book as well as Casares’s novel);
    菲利普·迪克 (Philip K. Dick) 的小说《瓦利斯》(VALIS)(1981 年),讲述了一个巨大的卫星网络(包括主角,巨大的主动生活智能系统)将图像和信息直接投射到人们的脑海中,也作为《迷失》系列的参考(在第 76 集中,可以看到人物阅读迪克的书和卡萨雷斯的小说);
  • the science fiction novel Snow Crash by the American novelist Neal Stephenson (published in 1992), about a world where a computer virus simultaneously affects people’s real and virtual bodies (in an online world called the Metaverse, also the name for Facebook’s initiative into virtual reality and the inspiration for its name change to Meta); the book is credited for popularizing the term avatar and influencing the development and design of Google Earth and such virtual worlds as Second Life, as well as Microsoft’s online multiplayer gaming network Xbox Live;
    美国小说家尼尔·斯蒂芬森 (Neal Stephenson) 的科幻小说《雪崩》(Snow Crash)(1992 年出版),讲述了一个计算机病毒同时影响人们真实和虚拟身体的世界(在一个名为 Metaverse 的在线世界中,也是 Facebook 进军虚拟现实的名称,也是其更名为 Meta 的灵感来源);这本书因普及了“阿凡达”一词并影响了 Google 地球和虚拟世界的开发和设计而受到赞誉,例如 Second Life,以及 Microsoft 的在线多人游戏网络 Xbox Live;
  • the comic book series The Invisibles by the Scottish artist Grant Morrison (appearing between 1994 and 2000) and the Matrix film franchise, originally written and directed by Lana and Lily Wachowski yet claimed by Morrison as stealing the idea and design from his series about a secret organization battling an alien system of control over humanity;
    苏格兰艺术家格兰特·莫里森 (Grant Morrison) 的漫画系列《隐形人》(The Invisibles)(出现在 1994 年至 2000 年之间)和黑客帝国电影系列,最初由 Lana 和 Lily Wachowski 编剧和导演,但莫里森声称从他的系列中窃取了关于一个秘密组织与外星人控制人类系统作斗争的想法和设计;
  • the 2020 digital game Cyberpunk 2077 (part of the Cyberpunk game universe introduced by the American designer Mike Pondsmith in 1988), developed by the Polish studio CD Projekt Red; the story world focuses
    2020 年数字游戏《赛博朋克 2077》(美国设计师 Mike Pondsmith 于 1988 年推出的赛博朋克游戏世界的一部分),由波兰工作室 CD Projekt Red 开发;故事世界的重点

    on humanity coming to terms with a technological future of hybrid human-machines, featuring cybernetic prosthetics, organic computer circuitry, and direct human-machine interfaces; the 2020 game has a starring role for the Canadian actor Keanu Reeves, who also plays the protagonist (Neo) in the Matrix story world; the cyberpunk genre has its roots in 1960s and 1970s science fiction (notably including the novels of Philip K. Dick), with a distinct Japanese variant emerging in the 1980sespecially in the work of the manga artist Katsuhiro Otomo, in turn inspiring the groundbreaking 1989 film Tetsuo: The Iron Man (as mentioned in chapter 2).
    关于人类接受混合人机的技术未来,以控制论假肢、有机计算机电路和直接人机界面为特色;2020 年的游戏由加拿大演员基努·里维斯主演,他还在《黑客帝国》故事世界中扮演主角 (Neo);赛博朋克类型起源于 1960 年代和 1970 年代的科幻小说(特别是包括 Philip K. Dick 的小说),1980 年代出现了明显的日本变体,尤其是在漫画家 Katsuhiro Otomo 的作品中,反过来又激发了 1989 年的开创性电影 Tetsuo:钢铁侠(如第 2 章所述)。
Love is a central organizing principle and the mediating agency in all arguments throughout this book-not in the least because people clearly love (their) media. It is this kind of love, as well as the role media play in our understanding and enacting of love, which is at the heart of this chapter. To focus specifically on love as a subset of emotions and media is still relatively rare, despite the fact that people clearly love (their) media. A significant reference in this chapter is the work of Roger Silverstone, especially his highlighting of the erotics of media. Catherine Stimpson (2009, 14) reminds us how “the humanities are being snobbish and condescending about love. These attitudes lead to a neglect of teaching and learning about love and with love in all its varietals, permutations, vicissitudes, necessities, values, and victories.”
爱是本书中所有争论的中心组织原则和中介机构——这不仅仅是因为人们显然喜欢(他们的)媒体。正是这种爱,以及媒体在我们理解和实践爱中所扮演的角色,才是本章的核心。专门关注爱作为情感和媒体的一个子集仍然相对罕见,尽管人们显然喜欢(他们的)媒体。本章的一个重要参考是罗杰·西尔弗斯通 (Roger Silverstone) 的工作,尤其是他对媒体色情的强调。凯瑟琳·斯汀普森 (2009, 14) 提醒我们“人文学科对爱情是多么势利和居高临下。这些态度导致忽视了关于爱的教学和学习,以及爱的所有种类、排列、沧桑、必需品、价值观和胜利。
Following Stimpson, bringing love into media studies is a trifurcated exercise: we need to explore how whatever we study is a lover or capable of loving, what it says about love, and how we can love it. This inspired my reading of media love in terms of a taxonomy of media as practice, mediation, and mediatization.
按照 Stimpson,将爱带入媒体研究是一个三叉戟:我们需要探索我们研究的任何东西如何是爱人或有能力爱,它对爱有什么说明,以及我们如何爱它。这激发了我从媒体分类法的角度来阅读媒体之爱,即实践、中介和媒介化。
Emotions enjoy increased attention in the study of media and (mass) communication-in the twenty-first century linked to an “affective turn” in cultural studies more generally and an “emotional turn” specific to media studies. Love, however, is much less explicitly articulated with media studies, even though in recent years there seems to be a surge of scholarship across the social sciences and humanities regarding theories of love. Noteworthy is the emergence of love studies as a coherent field of theory and research with roots in comparative literature, linguistics, and social and feminist theory. As Leopoldina Fortunati ( 2009 , 14 ) ( 2009 , 14 ) (2009,14)(2009,14) poignantly concludes: “Theories with heart are needed in order to understand properly processes so complex as body-to-body and mediated communication.” Some explicit references to get us started on love and media:
情感在媒体和(大众)传播研究中受到越来越多的关注——在 21 世纪,它与更普遍的文化研究中的“情感转向”和媒体研究特有的“情感转向”有关。然而,爱在媒体研究中并没有那么明确地表达出来,尽管近年来社会科学和人文科学中似乎出现了关于爱理论的学术浪潮。值得注意的是,爱情研究作为一个连贯的理论和研究领域出现,其根源在于比较文学、语言学以及社会和女权主义理论。正如 Leopoldina Fortunati ( 2009 , 14 ) ( 2009 , 14 ) (2009,14)(2009,14) 尖锐地总结道:“需要有心的理论才能正确理解像身体对身体和中介交流这样复杂的过程。一些明确的参考资料让我们开始了解爱情和媒体:
  • Blum, Virginia L. 2005. “Love Studies: Or, Liberating Love.” American Literary History 17(2. pages 335-348.
    Blum, Virginia L. 2005 年。“爱情研究:或者,解放爱情。”美国文学史 17(2. pages 335-348。
  • Deuze, Mark. 2022. “Media Love: On the Media(tiza)tion of Love and Our Love for Media.” in Mediatization of Emotional Life, edited by
    杜兹,马克。2022. “媒体之爱:关于爱的媒体和我们对媒体的爱。”在情感生活的媒体化中,由
Katarzyna Kopecka-Piech and Mateusz Sobiech, 26-40. London: Routledge. (This chapter was a first draft of what is now chapter 5 in this book.)
Katarzyna Kopecka-Piech 和 Mateusz Sobiech,26-40。伦敦:劳特利奇。(本章是本书现在第 5 章的初稿。
  • Fortunati, Leopoldina. 2009. “Theories without Heart.” In Cross-Modal Analysis, edited by Anna Esposito and Robert Vích, 5-17. New York: Springer.
    福图纳蒂,莱奥波迪娜。2009. “没有心的理论。”在跨模态分析中,由 Anna Esposito 和 Robert Vích 编辑,5-17。纽约:施普林格。
  • Jónasdóttir, Anna. 2014. “Love Studies: A (Re)New(ed) Field of Knowledge Interests.” In Love-a Question for Feminism in the TwentyFirst Century, edited by Anna Jónasdóttir and Ann Ferguson, 11-30. London: Routledge.
    Jónasdóttir, 安娜.2014. “爱情研究:一个(重新)新的(编辑)知识兴趣领域。”在爱——二十一世纪女权主义的问题中,由 Anna Jónasdóttir 和 Ann Ferguson 编辑,11-30。伦敦:劳特利奇。
  • Malinowska, Ania. 2022. Love in Contemporary Technoculture. Cambridge: Cambridge University Press.
    马利诺夫斯卡,阿尼亚。2022. 当代科技文化中的爱。剑桥:剑桥大学出版社。
  • Rusu, Mihai Stelian. 2018. “Theorising Love in Sociological Thought: Classical Contributions to a Sociology of Love.” Journal of Classical Sociology 18 (1): 3-20.
    鲁苏,米哈伊·斯特利安。2018. “社会学思想中的爱理论化:对爱社会学的经典贡献。”古典社会学杂志 18 (1): 3-20。
  • Scannell, Paddy. 2004. “Love and Communication: A Review Essay.” Westminster Papers in Communication and Culture 1 (1): 93-102.
    斯坎内尔,帕迪。2004. “爱与沟通:一篇评论文章。”威斯敏斯特传播与文化论文 1 (1): 93-102。
  • Silverstone, Roger. 1999. Why Study the Media? London: Sage.
    银石,罗杰。1999. 为什么要研究媒体?伦敦:Sage。
  • Stimpson, Catherine. 2009. “Loving an Author, Loving a Text: Getting Love back into the Humanities.” Confrontation 104:13-29.
    斯汀普森,凯瑟琳。2009. “爱一个作家,爱一个文本:让爱回到人文学科。”对抗 104:13-29。
Interestingly, the current interest in affect, feelings, and emotions is partly due to developments in cybernetics and new insights about humanmachine relations (see also chapter 4). This kind of work, following the course of the late twentieth century with the advance of personal computing and the omnipresence of digital devices, suggests that the neat divisions people like to draw between technology and humanity-between media and life-are anything but clear when we, for example, carefully study the way organic and inorganic beings make decisions, relate, and communicate, finding that both living and nonliving systems can have purpose. Another distinct element of the affective turn is its emphasis on (and attention to) the body as an essential part of how people live and act in the world and make sense of it. Such nondualist thinking about mind and body can be traced back to Charles Darwin’s work-specifically where he emphasizes the
有趣的是,目前对情感、情感和情感的兴趣部分是由于控制论的发展和关于人机关系的新见解(另见第 4 章)。这类工作紧随 20 世纪后期个人计算的进步和数字设备的无处不在,表明当我们仔细研究有机物和无机物的决策方式时,人们喜欢在技术和人性之间——媒体和生活之间——划定的整齐界限是不清楚的。 联系和交流,发现有生命的系统和非有生命的系统都可以有目的。情感转向的另一个独特元素是它强调(和关注)身体,将其作为人们在世界上生活和行为以及理解它的重要组成部分。这种关于身心的非二元论思考可以追溯到查尔斯·达尔文的著作——特别是他强调

evolutionary link between emotions and instincts. While inclusion of the body is perhaps rather straightforward in some other scientific disciplines, in the history of media studies the body (in all its complicated messiness) has been rather neglected. Not anymore though.
情感和本能之间的进化联系。虽然在其他一些科学学科中,身体的包含可能相当简单,但在媒体研究的历史中,身体(在其所有复杂的混乱中)一直被相当忽视。但现在不是了。
Media and communication scholars today tend to focus on how emotion and affect are produced by media, the way they are communicated through media, and the kinds of emotion people develop when using media. Jens Eder, Julian Hanich, and Jane Stadler ( 2019 , 91 ) ( 2019 , 91 ) (2019,91)(2019,91) offer a helpful categorization of the different ways in which media studies engages the emotions today:
今天的媒体和传播学者倾向于关注媒体如何产生情感和情感,它们通过媒体传播的方式,以及人们在使用媒体时产生的情感类型。Jens Eder、Julian Hanich 和 Jane Stadler ( 2019 , 91 ) ( 2019 , 91 ) (2019,91)(2019,91) 对当今媒体研究参与情感的不同方式进行了有益的分类:
  • Emotion representation: How are different emotions represented and expressed in media, and through what means?
    情感表征:不同的情感如何在媒体中表示和表达,以及通过什么方式?
  • Emotion elicitation: Which emotions do media evoke in users, and by what forms and structures?
    情感激发:媒体在用户中唤起了哪些情感,通过什么形式和结构?
  • Emotion practice: In which practices are emotions integrated, and how are they interwoven with particular media uses and characteristics of specific media?
    情感实践:情感在哪些实践中被整合,它们如何与特定的媒体用途和特定媒体的特征交织在一起?
  • Emotion culture: Which socio-cultural causes and effects do media emotions have in certain cultures and epochs? How are they linked to power, ethics and politics, and how do they change over time?
    情感文化:在某些文化和时代,媒体情感有哪些社会文化原因和影响?它们如何与权力、道德和政治相关联,它们如何随着时间的推移而变化?
Some typical contemporary examples of media studies where (strong) emotions feature prominently in the research are studies on how young people express and experience sexual intimacy via social media and dating applications, on the affective nature of people’s political participation (and polarization) online, and on all the practices related to people’s fandom and fannish behavior. In other words, the majority of studies tend to dwell on the issue of what kind of emotions different media provoke rather than looking at (for example) how our emotional traits and states influence and inspire media design, use, and function. Research that connects these emotional dimensions opens up much more fundamental ways to appreciate their significance in everything we do when it comes to (our) media. Inspiring examples are Misha Kavka’s consideration of reality television as a “technology of intimacy,” danah boyd’s work on the complicated reasons
一些典型的当代媒体研究例子中,(强烈的)情绪在研究中占有突出地位,包括关于年轻人如何通过社交媒体和约会应用程序表达和体验性亲密关系的研究,关于人们在线政治参与(和两极分化)的情感性质的研究,以及与人们的粉丝和粉丝行为相关的所有实践的研究。换句话说,大多数研究倾向于关注不同媒体会引发什么样的情绪,而不是研究(例如)我们的情绪特征和状态如何影响和激发媒体的设计、使用和功能。将这些情感维度联系起来的研究开辟了更基本的方式来理解它们在我们所做的一切中(我们的)媒体的重要性。鼓舞人心的例子是米沙·卡夫卡 (Misha Kavka) 将真人秀视为一种“亲密技术”,丹娜·博伊德 (Danah Boyd) 关于复杂原因的研究

why youths love social media, and Perry Parks’s proposal for joy as a news value, while Mirca Madianou and Daniel Miller recognize such media as mobile phones and internet cafés as “technologies of love” for transnational families that try to keep in touch as they are scattered across the globe.
为什么年轻人喜欢社交媒体,以及佩里·帕克斯 (Perry Parks) 关于快乐作为新闻价值的提议,而 Mirca Madianou 和 Daniel Miller 将手机和网吧等媒体视为跨国家庭的“爱的技术”,这些家庭试图保持联系,因为他们分散在全球各地。
Overall, a turn to emotion and affect helps us to build a bridge between what often seem mutually exclusive domains or unnecessary dualities, such as between culture and nature, inside and outside, online and offline, human and nonhuman, the body and the mind, male and female, and so on. It is for this reason that a life in media perspective needs to engage emotions head on, starting with perhaps the most powerful feelings of all: those associated with love. As with all work that deliberately considers emotions, this can best be done with a component approach that includes how people experience media (including bodily sensations, such as sweating, heavy breathing, changes in heart rate, goosebumps, and so on) and how we describe, share, and evaluate such feelings and appreciates the broader cultural and social context within which all these emotions take shape. Love, as a broad concept or category of emotions, in media can be seen both as a universal human experience and as a range of feelings and ways of making sense that are particular to a situation and unique to each individual. Foundational texts to hit the ground running with media love include the following:
总的来说,转向情感和情感有助于我们在通常看起来相互排斥的领域或不必要的二元性之间架起一座桥梁,例如文化与自然之间、内在与外在、线上与线下、人类与非人类之间、身体与心灵之间、男性与女性之间,等等。正是出于这个原因,媒体视角中的生活需要直面情感,也许是从最强烈的情感开始:那些与爱相关的情感。与所有刻意考虑情绪的工作一样,这最好通过一种组件方法来完成,包括人们如何体验媒体(包括身体感觉,如出汗、呼吸沉重、心率变化、鸡皮疙瘩等)以及我们如何描述、分享和评估这些感受,并欣赏所有这些情绪形成的更广泛的文化和社会背景。爱,作为一个广泛的概念或情感类别,在媒体中既可以被视为一种普遍的人类体验,也可以被看作是一系列特定于某种情况和每个人的感受和理解方式。以媒体之爱开始行动的基础文本包括以下内容:
  • boyd, danah. 2015. It’s Complicated: The Social Lives of Networked Teens. New Haven, CT: Yale University Press.
    博伊德,丹娜。2015. 这很复杂:联网青少年的社交生活。康涅狄格州纽黑文:耶鲁大学出版社。
  • Clough, Patricia Ticineto, ed. 2007. The Affective Turn: Theorizing the Social. Durham, NC: Duke University Press.
    Clough, Patricia Ticineto, ed. 2007.情感转向:社会理论化。北卡罗来纳州达勒姆:杜克大学出版社。
  • Eder, Jens, Julian Hanich, and Jane Stadler. 2019. “Media and Emotion: An Introduction.” NECSUS European Journal of Media Studies 8 (1): 91104.
    Eder、Jens、Julian Hanich 和 Jane Stadler。2019. “媒体与情感:简介。”NECSUS 欧洲媒体研究杂志 8 (1):91104。
  • Gregg, Melissa, and Gregory Seigworth, eds. 2010. The Affect Theory Reader. Durham, NC: Duke University Press.
    Gregg、Melissa 和 Gregory Seigworth,编辑 2010 年。影响理论读者。北卡罗来纳州达勒姆:杜克大学出版社。
  • Kavka, Micha. 2008. Reality Television, Affect and Intimacy: Reality Matters. London: Palgrave.
    卡夫卡,米哈。2008. 真人秀电视,情感与亲密关系:现实很重要。伦敦:帕尔格雷夫。
  • La Caze, Marguerite, and Henry Martyn Lloyd. 2011. “Philosophy and the ‘Affective Turn.’” Parrhesia 13:1-13.
    La Caze、Marguerite 和 Henry Martyn Lloyd。2011. “哲学与'情感转向'。”帕雷西亚书 13:1-13。
  • Lünenborg, Margreth, and Tanja Maier. 2018. “The Turn to Affect and Emotion in Media Studies.” Media and Communication 6 (3): 1-4.
    Lünenborg、Margreth 和 Tanja Maier。2018. “媒体研究中转向情感和情感。”媒体与传播 6 (3): 1-4。
  • Madianou, Mirca, and Daniel Miller. 2012. Migration and New Media: Transnational Families and Polymedia. London: Routledge.
    Madianou、Mirca 和 Daniel Miller。2012. 移民与新媒体:跨国家庭和多媒体。伦敦:劳特利奇。
  • Papacharissi, Zizi. Affective Publics: Sentiment, Technology, and Politics. Oxford: Oxford University Press.
    帕帕查里西,齐兹。情感公众:情感、技术和政治。牛津:牛津大学出版社。
  • Parks, Perry. 2021. “Joy Is a News Value.” Journalism Studies 22 (6): 820-838.
    帕克斯,佩里。2021. “快乐是一种新闻价值。”新闻学 22 (6): 820-838。
  • Wahl-Jorgensen, Karin. 2019. “Questioning the Ideal of the Public Sphere: The Emotional Turn.” Social Media + Society 5 (3).
    Wahl-Jorgensen,卡琳。2019. “质疑公共领域的理想:情感转向。”社交媒体 + 社会 5 (3)。
For the analysis specific to this chapter, I turned to work by Alice Mattoni and Emiliano Treré, who used three fundamental concepts of media studies-media practices, mediation, and mediatization-to build a conceptual framework to study social movements and the media. Their inspired work returns in the next chapter on media activism. Understanding media as practice assumes that what we do and how we interact with our environment in turn shapes and changes our experience of social life. As a theoretical approach it is inspired by what is called the “practice turn” in the social sciences and humanities (of the late twentieth century), which is a response to the frustration among researchers that phenomena were either explained by looking at the individual or by pointing at broad structures in society and social systems. In media studies, this, for example, meant scholars traditionally tended to consider the agency and sense making of a specific media user or looked at the media at large for their explanatory frameworks. In recent scholarship, the earlier mentioned affective turn in media studies gets combined with a focus on practice and experience to take seriously all the different ways in which people make sense of themselves and their environment-including the cognitive dimension (of the mind), the sensorial (visual, touch, sound, smells, and so on), the emotional, embodiment (movement, posture, cravings, aches, pains, etc.), and the imagination. Some key readings in (media and) practice theory:
对于本章的具体分析,我转向了 Alice Mattoni 和 Emiliano Treré 的工作,他们使用媒体研究的三个基本概念——媒体实践、中介和媒体化——构建了一个研究社会运动和媒体的概念框架。他们鼓舞人心的工作将在关于媒体行动主义的下一章中回归。将媒体理解为实践的前提是,我们所做的以及我们如何与环境互动,反过来塑造和改变我们的社会生活体验。作为一种理论方法,它受到社会科学和人文科学(20 世纪后期)中所谓的“实践转向”的启发,这是对研究人员的挫败感的回应,即现象要么通过观察个人来解释,要么通过指出社会和社会系统中的广泛结构来解释。例如,在媒体研究中,这意味着学者们传统上倾向于考虑特定媒体用户的能动性和意义建构,或者从整体上看待媒体的解释框架。在最近的学术研究中,前面提到的媒体研究中的情感转向与对实践和经验的关注相结合,以认真对待人们理解自己和环境的所有不同方式——包括认知维度(心灵)、感官(视觉、触觉、声音、气味等)、情感、体现(运动、 姿势、渴望、疼痛、痛苦等)和想象力。(媒体和)实践理论中的一些关键读物:
  • Ahva, Laura. 2017. “Practice Theory for Journalism Studies.” Journalism Studies 18 (12): 1523-1541.
    阿瓦,劳拉。2017. “新闻学研究的实践理论”。新闻学 18 (12): 1523-1541。
  • Archetti, Cristina. 2022. “Researching Experience in Journalism: Theory, Method, and Creative Practice.” Journalism Studies. https://doi.org/10 .1080/1461670X.2022.2061576.
    阿切蒂,克里斯蒂娜。2022. “新闻研究经验:理论、方法和创意实践。”新闻学。https://doi.org/10 .1080/1461670X.2022.2061576。
  • Bräuchler, Birgit, and John Postill, eds. 2010. Theorising Media and Practice. New York: Berghahn Books.
    Bräuchler、Birgit 和 John Postill,编辑 2010 年。理论化媒体与实践。纽约:Berghahn Books。
  • Couldry, Nick. 2004. “Theorising Media as Practice.” Social Semiotics 14 (2): 115-132.
    库尔德里,尼克。2004. “将媒体理论化为实践”。社会符号学 14 (2): 115-132。
  • Mattoni, Alice, and Emiliano Treré. 2014. “Media Practices, Mediation Processes, and Mediatization in the Study of Social Movements.” Communication Theory 24:252-271.
    马托尼、爱丽丝和埃米利亚诺·特雷雷。2014. “社会运动研究中的媒体实践、调解过程和媒体化。”传播理论 24:252-271。
  • Schatzki, Theodore, Karin Knorr Cetina, and Eike von Savign, eds. 2001. The Practice Turn in Contemporary Theory. London: Routledge.
    Schatzki、Theodore、Karin Knorr Cetina 和 Eike von Savign,编辑 2001 年。当代理论中的实践转向。伦敦:劳特利奇。
Mediation and mediatization are well-established concepts in media studies, with mediation theory particularly inspired by the work of Roger Silverstone and Jesús Martín-Barbero.
中介和中介化是媒体研究中公认的概念,中介理论尤其受到 Roger Silverstone 和 Jesús Martín-Barbero 工作的启发。
  • Martín-Barbero, Jesús. 2006. “A Latin American Perspective on Communication/Cultural Mediation.” Global Media and Communication 2 (3): 279-297.
    马丁-巴贝罗,赫苏斯。2006. “拉丁美洲对传播/文化中介的看法。”全球媒体与传播 2 (3): 279-297。
  • Couldry, Nick. 2008. “Mediatization or Mediation? Alternative Understandings of the Emergent Space of Digital Storytelling.” New Media and Society 10 (3): 373-391.
    库尔德里,尼克。2008. “媒介化还是中介?对数字叙事的新兴空间的另类理解。新媒体与社会 10 (3): 373-391。
  • Silverstone, Roger. 2002. “Complicity and Collusion in the Mediation of Everyday Life.” New Literary History 33 (4): 761-780.
    银石,罗杰。2002. “日常生活调解中的共谋与共谋。”新文学史 33 (4): 761-780。
Mediatization theory is a more recent scholarly intervention, spearheaded by work done in the Nordic countries by Stig Hjarvard and Knut Lundby and in Germany by Andreas Hepp, Maren Hartmann, and Tanja Thomas. See also earlier references to work by Jesper Strömbäck and Cristina Archetti mentioned in this appendix. Some argue that mediatization should be seen as one of the metaprocesses in the transformation of societies around the world, on par with globalization, individualization, secularization, and marketization. Others regard it more as a sensitizing
媒体化理论是一种较新的学术干预,由 Stig Hjarvard 和 Knut Lundby 在北欧国家以及德国 Andreas Hepp、Maren Hartmann 和 Tanja Thomas 所做的工作带头。另请参阅本附录中提到的对 Jesper Strömbäck 和 Cristina Archetti 作品的早期引用。一些人认为,媒体化应该被视为世界各地社会转型的元过程之一,与全球化、个人化、世俗化和市场化相提并论。其他人则更多地将其视为一种敏感

concept, keeping us aware of how media not only influence individual and social life but also have become significant actors in their own right as industries. The media (as part of the cultural industries) today wield formidable economic and political power, beyond their appeal as artifacts, activities, and social arrangements.
概念,让我们意识到媒体不仅影响个人和社会生活,而且还作为行业本身已成为重要的参与者。今天,媒体(作为文化产业的一部分)拥有强大的经济和政治力量,超越了它们作为人工制品、活动和社会安排的吸引力。
  • Corner, John. 2018. “'Mediatization’: Media Theory’s Word of the Decade.” Media Theory 2 (2): 79-90.
    科纳,约翰。2018. “'媒体化':媒体理论的十年词汇。”媒体理论 2 (2):79-90。
  • Hepp, Andreas. 2019. Deep Mediatization. Abingdon, UK: Routledge.
    赫普,安德烈亚斯。2019. 深度媒体化。英国阿宾登:劳特利奇。
  • Hjarvard, Stig. 2008. “The Mediatization of Society: A Theory of the Media as Agents of Social and Cultural Change.” Nordicom Review 29 (2): 105-134.
    Hjarvard, 斯蒂格。2008. “社会的媒体化:媒体作为社会和文化变革推动者的理论。”Nordicom 评论 29(2):105-134。
  • Krotz, Friedrich. 2007. “The Meta-Process of 'Mediatization’ as a Conceptual Frame.” Global Media and Communication 3 (3): 256-260.
    克罗茨,弗里德里希。2007. “作为概念框架的'媒介化'的元过程。”全球媒体与传播 3 (3):256-260。
  • Lundby, Knut, ed. 2009. Mediatization: Concept, Changes, Consequences. New York: Peter Lang.
    Lundby, Knut,2009 年版。媒介化:概念、变化、后果。纽约:Peter Lang。
  • Lunt, Peter, and Sonia Livingstone. 2016. “Is 'Mediatization’ the New Paradigm for Our Field?” Media, Culture and Society 38 (3): 462-470.
    伦特、彼得和索尼娅·利文斯通。2016. “'媒体化'是我们领域的新范式吗?”媒体、文化与社会 38 (3): 462-470。
  • Schulz, Winfried. 2004. “Reconstructing Mediatization as an Analytic Concept.” European Journal of Communication 19 (1): 87-102.
    舒尔茨,温弗里德。2004. “重建媒体化作为一个分析概念。”欧洲传播杂志 19 (1): 87-102。
Overall, there is no shortage of media about love, and our love for media also knows plenty of art forms worthy of exploration-many of which are referenced in the chapter. It is particularly fascinating to watch older science fiction films (or read such books) in comparison with contemporary work in popular culture in terms of the role technology, media, and machines play in the context (or as the subject) of the narrative.
总的来说,不乏关于爱情的媒体,我们对媒体的热爱也知道很多值得探索的艺术形式——其中许多在本章中都有引用。与流行文化中的当代作品相比,观看较旧的科幻电影(或阅读此类书籍)尤其令人着迷,因为技术、媒体和机器在叙事的背景(或作为主题)中的作用。
To conclude, any discussion of media love should include a thoughtful consideration of sex and media. Luckily, there is some phenomenal work in media studies on the topic - including a subdiscipline of porn studies - of which I warmly recommend (as it has informed my work) the following:
总而言之,任何关于媒体之爱的讨论都应该包括对性和媒体的深思熟虑。幸运的是,在媒体研究中有一些关于这个主题的现象级工作——包括色情研究的一个分支学科——我热情地推荐(因为它为我的工作提供了信息)以下内容:
  • Attwood, Feona. 2006. “Sexed Up: Theorizing the Sexualization of Culture.” Sexualities 9 (1): 77-94.
    阿特伍德,费奥娜。2006. “性化:将文化的性化理论化。”性行为 9 (1): 77-94。
  • Attwood, Feona, and Clarissa Smith. 2014. “Porn Studies: An Introduction.” Porn Studies 1 (1-2): 1-6.
    阿特伍德、费奥娜和克拉丽莎·史密斯。2014. “色情研究:导论。”色情研究 1 (1-2):1-6。
  • Faustino, Maria João. 2008. “Rebooting an Old Script by New Means: Teledildonics-the Technological Return to the ‘Coital Imperative.’” Sexuality and Culture 22:243-257.
    福斯蒂诺,玛丽亚·若昂.2008. “用新方式重启旧剧本:Teledildonics--对'命令'的技术回归。”性与文化 22:243-257。
  • Jacobs, Katrien, Marije Janssen, and Matteo Pasquinelli, eds. 2007. C’Lick me: A Netporn Studies Reader. Amsterdam: Institute for Network Cultures.
    Jacobs、Katrien、Marije Janssen 和 Matteo Pasquinelli,编辑 2007 年。C'Lick me: A Netporn Studies Reader.阿姆斯特丹:网络文化研究所。
  • Tulloch, John, and Belinda Middleweek. 2017. Real Sex Films: The New Intimacy and Risk in Cinema. Oxford: Oxford University Press.
    Tulloch、John 和 Belinda Middleweek。2017. 真实性爱电影:电影中的新亲密和风险。牛津:牛津大学出版社。

Chapter 6: Change Life  第 6 章:改变生活

Given the hopeful nature of media scholarship, it should come as no surprise that there is a vibrant field of research available on (the role of) media and social change. For the purposes of this chapter, I divide titles into five distinct categories: historical reviews of media (and digital) activism, international case studies, contemporary theoretical interventions, hybrid warfare, and the link between activism and popular culture. This bibliography starts with works that offer a historical perspective on media, activism, and social movements, with a bias toward titles published in the twenty-first century given the extraordinary role online, social, and networked media play in processes of social transformation and change.
鉴于媒体学术的希望本质,关于媒体和社会变革(作用)的充满活力的研究领域也就不足为奇了。出于本章的目的,我将标题分为五个不同的类别:媒体(和数字)激进主义的历史回顾、国际案例研究、当代理论干预、混合战争以及激进主义与流行文化之间的联系。本参考书目从提供媒体、激进主义和社会运动历史视角的作品开始,鉴于在线、社交和网络媒体在社会转型和变革过程中发挥的非凡作用,偏向于 21 世纪出版的书目。
  • Carpentier, Nico. 2011. Media and Participation: A Site of IdeologicalDemocratic Struggle. Bristol, UK: Intellect.
    卡彭蒂埃,尼科。2011. 媒体与参与:意识形态民主斗争的场所。英国布里斯托尔:智力。
  • Castells, Manuel. 2012 Networks of Outrage and Hope: Social Movements in the Internet. Cambridge: Polity.
    卡斯特尔斯,曼努埃尔。2012 年愤怒与希望的网络:互联网中的社会运动。剑桥:政体。
  • Gerbaudo, Paolo. 2017. “From Cyber-Autonomism to Cyber-Populism: An Ideological History of Digital Activism.” tripleC 15 (2): 477-489.
    Gerbaudo, Paolo.2017. “从网络自治到网络民粹主义:数字行动主义的意识形态历史。”tripleC 15(2):477-489。
  • Karatzogianni, Athena. 2015. Firebrand Waves of Digital Activism 19942014: The Rise and Spread of Hacktivism and Cyberconflict. London: Palgrave.
    Karatzogianni,雅典娜。2015. 数字激进主义的煽动浪潮 19942014:黑客行动主义和网络冲突的兴起和传播。伦敦:帕尔格雷夫。
  • Kaun, Anne, and Julie Uldam. 2018. “Digital Activism: After the Hype.” New Media and Society 20 (6): 2099-2106. This is the introductory overview essay of a journal special issue on digital activism, including articles on cases in China, Russia, and Italy.
    Kaun、Anne 和 Julie Uldam。2018. “数字激进主义:炒作之后。”新媒体与社会 20 (6): 2099-2106。这是一篇关于数字行动主义的期刊特刊的介绍性概述文章,包括关于中国、俄罗斯和意大利案例的文章。
  • Özkula, SuayMelisa. 2021. “The Problem of History in Digital Activism: Ideological Narratives in Digital Activism Literature.” First Monday 26 (8). https://doi.org/10.5210/fm.v26i8.10597.
    Özkula, SuayMelisa.2021. “数字行动主义中的历史问题:数字行动主义文学中的意识形态叙事。”第一个星期一 26 (8)。https://doi.org/10.5210/fm.v26i8.10597
  • Mutsvairo, Bruce, and Massimo Ragnedda. 2019. “Does Digital Exclusion Undermine Social Media’s Democratizing Capacity?” New Global Studies 13 (3): 357-364. The authors offer a cautionary tale of all-too-easy celebrations of the democratizing potential of social media, especially in the context of considering using media for social change.
    Mutsvairo、Bruce 和 Massimo Ragnedda。2019. “数字排斥会破坏社交媒体的民主化能力吗?”新全球研究 13 (3):357-364。作者提供了一个警示故事,说明对社交媒体的民主化潜力的庆祝太容易了,尤其是在考虑利用媒体进行社会变革的背景下。
  • Valera-Ordaz, Lidia, and Guillermo López-García. 2019. “Activism, Communication and Social Change in the Digital Age.” Communication and Society 32 (4): 171-172. This is the introductory overview essay of a journal special issue on digital activism including articles on cases in Spain, Brazil, and Mexico.
    Valera-Ordaz、Lidia 和 Guillermo López-García。2019. “数字时代的激进主义、沟通和社会变革。”传播与社会 32 (4): 171-172。这是关于数字行动主义的期刊特刊的介绍性概述文章,包括关于西班牙、巴西和墨西哥案例的文章。
A second set of titles broadens the scope of the literature to deliberately include cases and studies from different parts of the world, which is in many ways a typical aspect of scholarly research on media activism.
第二组标题扩大了文献的范围,有意识地包括了来自世界各地的案例和研究,这在许多方面是媒体行动主义学术研究的一个典型方面。
  • Bosch, Tanja. 2017. “Twitter Activism and Youth in South Africa: The Case of #RhodesMustFall.” Information, Communication and Society 20 (2): 221-232.
    博世,坦雅。2017. “南非的 Twitter 激进主义和青年:#RhodesMustFall 的案例。”信息、通信与社会 20 (2):221-232。
  • Custódio, Leonardo. 2017. Favela Media Activism: Counterpublics for Human Rights in Brazil. Lanham, MD: Lexington Books.
    卡斯托迪奥,莱昂纳多。2017. 贫民窟媒体激进主义:巴西人权的反公众。马里兰州拉纳姆:列克星敦图书。
  • Khamis, Sahar, and Katherine Vaugn. 2013. “Cyberactivism in the Tunisian and Egyptian Revolutions: Potentials, Limitations, Overlaps and Divergences.” Journal of African Media Studies 5 (1): 69-86.
    Khamis、Sahar 和 Katherine Vaugn。2013. “突尼斯和埃及革命中的网络激进主义:潜力、局限性、重叠和分歧。”非洲媒体研究杂志 5 (1): 69-86。
  • Lee, Francis, and Joseph Chan. 2018. Media and Protest Logics in the Digital Era: The Umbrella Movement in Hong Kong. Oxford: Oxford University Press.
    Lee, Francis, and Joseph Chan. 2018.数字时代的媒体和抗议逻辑:香港的雨伞运动。牛津:牛津大学出版社。
  • Martens, Cheryl, Cristina Venegas, and Etsa Franklin Salvio Sharupi Tapuy, eds. 2020. Digital Activism, Community Media, and Sustainable Communication in Latin America. London: Palgrave. Of interest to note, Etsa Franklin Salvio Sharupi Tapuy is a researcher as well as an Amazonian leader of Quijos and Shuar heritage.
    Martens、Cheryl、Cristina Venegas 和 Etsa Franklin Salvio Sharupi Tapuy,编辑 2020 年。拉丁美洲的数字激进主义、社区媒体和可持续传播。伦敦:帕尔格雷夫。值得注意的是,Etsa Franklin Salvio Sharupi Tapuy 是一名研究员,也是 Quijos 和 Shuar 遗产的亚马逊领导人。
  • Podkalicka, Aneta, and Ellie Rennie. 2018. Using Media for Social Innovation. Bristol, UK: Intellect. This is an open-access volume featuring numerous activist initiatives, case studies, and action research on the use of (new) media in and by Australian indigenous communities.
    Podkalicka、Anita 和 Ellie Rennie。2018. 利用媒体促进社会创新。英国布里斯托尔:智力。这是一本开放获取的卷,收录了许多关于澳大利亚土著社区使用(新)媒体的激进主义倡议、案例研究和行动研究。
  • Sreberny, Annabelle. 2015. “Women’s Digital Activism in a Changing Middle East.” International Journal of Middle East Studies 47 (2): 357361.
    斯雷伯尼,安娜贝尔。2015. “不断变化的中东中的女性数字行动主义”。国际中东研究杂志 47 (2):357361。
  • Treré, Emiliano, Sandra Jeppesen, and Alice Mattoni. 2017. “Comparing Digital Protest Media Imaginaries: Anti-Austerity Movements in Spain, Italy and Greece.” tripleC 15 (2): 404-422.
    特雷雷、埃米利亚诺、桑德拉·杰普森和爱丽丝·马托尼。2017. “比较数字抗议媒体的想象:西班牙、意大利和希腊的反紧缩运动。”tripleC 15 (2):404-422。
A third set of titles I highlight because of their profound theoretical engagement with the mutual constitution of media and activist projects, events, and processes of social change. Although much of the scholarly literature warns against technological determinism, and very few (if any) academics would consider media only as an afterthought in their analyses of contemporary protest movements, work that brings both ends of the intellectual spectrum of thinking through technological and social change together (within the specific context of activism) is still relatively rare.
我之所以强调第三组标题,是因为它们对媒体和激进主义项目、事件和社会变革过程的共同构成进行了深刻的理论参与。尽管许多学术文献都警告要反对技术决定论,而且很少有(如果有的话)学者在分析当代抗议运动时仅将媒体视为事后的想法,但通过技术和社会变革将知识光谱的两端结合在一起的工作(在激进主义的特定背景下)仍然相对罕见。
  • Cammaerts, Bart. 2021. “The New-New Social Movements: Are Social Media Changing the Ontology of Social Movements?” Mobilization: An International Quarterly 26 (3): 343-358. This work suggests that the mix between the opportunities and challenges social media offer to activists amounts to an emerging ontology of social movements, a framework that augments the argument in this chapter.
    卡马茨,巴特。2021 年。“新的社会运动:社交媒体是否改变了社会运动的本体论?”动员:国际季刊 26 (3): 343-358。这项工作表明,社交媒体为活动家提供的机遇和挑战之间的混合构成了一种新兴的社会运动本体论,这一框架增强了本章的论点。
  • Dahlberg-Grundberg, Michael. 2016. “Technology as Movement: On Hybrid Organizational Types and the Mutual Constitution of Movement Identity and Technological Infrastructure in Digital Activism.” Convergence 22 (5): 524-542.
    达尔伯格-格伦德伯格,迈克尔。2016. “技术即运动:关于数字行动主义中的混合组织类型以及运动身份和技术基础设施的共同构成。”收敛 22 (5):524-542。
  • George, Jordana, and Dorothy Leidner. 2019. “From Clicktivism to Hacktivism: Understanding Digital Activism.” Information and Organization 29 (3). https://doi.org/10.1016/j.infoandorg.2019.04.001. This article offers a useful categorization of different kinds of digital activism.
    乔治、乔丹娜和多萝西·莱德纳。2019. “从 Clicktivism 到 Hacktivism:了解数字激进主义。”信息和组织 29 (3)。https://doi.org/10.1016/j.infoandorg.2019.04.001。本文对不同类型的数字激进主义进行了有用的分类。
  • Hancox, Donna. 2017. “From Subject to Collaborator: Transmedia Storytelling and Social Research.” Convergence 23 (1): 49-60. This piece combines activism online and offline with storytelling and performativity, aptly including a discussion of KONY2012.
    汉考克斯,唐娜。2017. “从主题到合作者:跨媒体叙事和社会研究。”收敛 23 (1): 49-60。这篇文章将线上和线下的激进主义与讲故事和表演性相结合,恰如其分地包括了对 KONY2012 的讨论。
  • Jackson, Sarah, Moya Bailey, and Brooke Foucault Welles. 2020 #HashtagActivism: Networks of Race and Gender Justice. Boston: MIT Press (open access).
    杰克逊、莎拉、莫亚·贝利和布鲁克·福柯·威尔斯。2020 #HashtagActivism:种族和性别正义网络。波士顿:麻省理工学院出版社(开放获取)。
  • Stefania, Milan, and Lonneke van der Velden. 2016. “The Alternative Epistemologies of Data Activism.” Digital Culture and Society 2 (2): 5774. This article sets a research agenda on data activism focused on our agency vis-à-vis datafication.
    Stefania、Milan 和 Lonneke van der Velden。2016. “数据激进主义的替代认识论”。数字文化与社会 2 (2):5774。本文设定了关于数据激进主义的研究议程,重点关注我们的机构与数据金融化的关系。
The chapter contains an addendum on the role of media in war, admittedly inspired by the fact that during the writing and editing of this book, Russia invaded Ukraine-a war that affected me both professionally and personally. In 2021 the Academic Council of the Faculty of Journalism at Moscow State University (MSU) kindly conveyed the title of “Foreign Honorary Professor of the Faculty” to me. After Russia’s illegal invasion in February 2021 and MSU’s public support for this illegal war (as expressed in a formal statement as well as in a letter from the Russian Union of Lectors that echoed President Putin’s propaganda), it was clear that keeping a formal institutional relation intact was untenable, and I relinquished this title upon due deliberation. What kept me from immediately rescinding my position at the university are the good relations I have with colleagues and students in Moscow.
本章包含关于媒体在战争中的作用的附录,诚然,在撰写和编辑本书期间,俄罗斯入侵了乌克兰——这场战争对我的职业和个人都有影响。2021 年,莫斯科国立大学 (MSU) 新闻学院学术委员会向我颁发了“该学院外籍荣誉教授”的称号。在 2021 年 2 月俄罗斯非法入侵以及 MSU 公开支持这场非法战争之后(正如在一份正式声明以及俄罗斯讲师联盟的一封信中所表达的那样,这与普京总统的宣传相呼应),很明显,保持正式的制度关系完整是站不住脚的,经过深思熟虑,我放弃了这个头衔。使我没有立即撤销我在大学的职位的原因是我与莫斯科的同事和学生的良好关系。
When it comes to media and war, much scholarship focuses on the role of journalism and the news coverage of war, as well as on war propaganda. In his review of numerous books on war and media, McQuail argues that it is clear that war in the twenty-first century enters a new situation, requiring information dominance and public diplomacy. He concludes that “there is no doubt that the media have become more involved in issues of war and peace, but they are not the main source of the problem and they do show some potential to contribute to solutions.” 4 4 ^(4){ }^{4} In the context of pervasive and ubiquitous media, research now adds more ethnographic approaches, mindful of the fact that everyone participates in using and making media in times of armed conflict. In doing so, war becomes a shockingly banal lived experience rather than something that happens to people exclusively because of artillery and armies. It is exactly at this everyday level that media come in as a powerful agent affecting the social fabric of conflict.
当谈到媒体和战争时,许多学术研究都集中在新闻的作用和战争的新闻报道,以及战争宣传上。在他对众多关于战争和媒体的书籍的评论中,麦奎尔认为,很明显,21 世纪的战争进入了一个新的局面,需要信息主导和公共外交。他总结道,“毫无疑问,媒体已经更多地参与到战争与和平问题中,但它们并不是问题的主要根源,它们确实显示出为解决方案做出贡献的潜力。 4 4 ^(4){ }^{4} 在无处不在的媒体背景下,研究现在增加了更多的人种学方法,同时考虑到在武装冲突时期每个人都参与使用和制作媒体的事实。这样一来,战争就变成了一种令人震惊的平庸的生活经历,而不是仅仅因为大炮和军队而发生在人们身上的事情。正是在这个日常层面上,媒体成为影响冲突社会结构的强大媒介。
  • Budka, Philipp, and Brigit Bräucher. 2020 Theorising Media and Conflict. New York: Berghahn Books.
    Budka、Philipp 和 Brigit Bräucher。2020 理论化媒体与冲突。纽约:Berghahn Books。
  • Fridman, Ofer. 2017. “Hybrid Warfare or Gibridnaya Voyna?” RUSI Journal 162 (1): 42-49. Fridman also published a subsequent monograph on Russian hybrid warfare that informs my discussion of the concept in this chapter.
    弗里德曼,奥弗。2017. “混合战争还是 Gibridnaya Voyna?”RUSI 杂志 162 (1): 42-49。弗里德曼随后还出版了一本关于俄罗斯混合战争的专著,为我在本章中对这个概念的讨论提供了信息。
  • McQuail, Denis. 2006. “On the Mediatization of War.” Gazette 68 (2): 107-118.
    麦奎尔,丹尼斯。2006. “关于战争的媒体化”。公报 68 (2): 107-118。
  • Murray, Williamson, and Peter Mansoos. 2012. Hybrid Warfare: Fighting Complex Opponents from the Ancient World to the Present. Cambridge: Cambridge University Press.
    默里、威廉姆森和彼得·曼苏斯。2012. 混合战争:与从古代世界到现在的复杂对手作战。剑桥:剑桥大学出版社。
  • Ogunyemi, Ola, ed. 2017. Media, Diaspora and Conflict. New York: Springer.
    Ogunyemi, Ola,2017 年编辑。媒体、侨民和冲突。纽约:施普林格。
Finally, I would like to add a fifth set of bibliographic references for this chapter, particularly regarding the relation between popular culture, activism, and participation in media. Of interest is the Civic Imagination Project run out of the University of Southern California’s (USC) Annenberg School of Communication and Journalism in Los Angeles (see civicimaginationproject.org). A disclaimer for this source is that I used to work at USC as a Fulbright scholar back in 2003. What makes this project so relevant here is how it provides both an intellectual framework and a tool to work with communities to “identify, map, and analyze stories that have inspired social action.” It is one of arguably countless cases from around the world where grassroots issues, media, popular culture, and people jumping into action all come together, in a way operationalizing all the arguments about life in media. If media is coconstitutive of conflict, it can also coproduce a better world.
最后,我想为本章添加第五组书目参考,特别是关于流行文化、激进主义和媒体参与之间的关系。有趣的是南加州大学 (USC) 洛杉矶安纳伯格传播与新闻学院的 Civic Imagination Project(见 civicimaginationproject.org)。此来源的免责声明是,我曾在 2003 年作为富布赖特学者在南加州大学工作。这个项目之所以如此重要,是因为它提供了一个知识框架和一个工具,与社区合作,以 “识别、绘制和分析激发社会行动的故事”。它可以说是来自世界各地的无数案例之一,草根问题、媒体、流行文化和人们的行动都汇集在一起,在某种程度上将媒体中关于生活的所有争论付诸实践。如果媒体是冲突的共构成物,它也可以共同产生一个更美好的世界。
  • Brough, Melissa, and Sangita Shresthova. 2012. “Fandom Meets Activism: Rethinking Civic and Political Participation.” Transformative Works and Cultures 10:1-27.
    Brough、Melissa 和 Sangita Shresthova。2012. “粉丝遇上激进主义:重新思考公民和政治参与。”变革性工作和文化 10:1-27。
  • Carpentier, Nico, and Henry Jenkins. 2022. “What Does God Need with a Starship? A Conversation about Politics, Participation, and Social Media.” In The Social Media Debate, edited by Devan Rosen, 203-21. London: Routledge.
    Carpentier、Nico 和 Henry Jenkins。2022. “上帝需要星际飞船什么?关于政治、参与和社交媒体的对话。在社交媒体辩论中,由 Devan Rosen 编辑,203-21。伦敦:劳特利奇。
  • Ito, Mizuko. 2010. Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media. Boston: The MIT Press.
    伊藤美津子。2010. 闲逛、闲逛和极客:孩子们与新媒体一起生活和学习。波士顿:麻省理工学院出版社。
  • Jenkins, Henry, Sangita Shresthova, Liana Gamber-Thompson, Neta Kligler-Vilenchik, and Arely Zimmerman. 2016. By Any Media Necessary: The New Youth Activism. New York: NYU Press.
    詹金斯、亨利、桑吉塔·什雷斯托娃、利亚娜·甘伯-汤普森、内塔·克利格勒-维伦奇克和阿雷利·齐默尔曼。2016. By Any Media Necessary: The New Youth Activism(由任何必要的媒体:新青年激进主义)。纽约:纽约大学出版社。
  • Jenkins, Henry, Gabriel Peters-Lazaro, and Sangita Shresthova. 2020. Popular Culture and the Civic Imagination: Case Studies of Creative Social Change. New York: NYU Press.
    詹金斯、亨利、加布里埃尔·彼得斯-拉扎罗和桑吉塔·什雷斯托娃。2020. 流行文化与公民想象力:创造性社会变革的案例研究。纽约:纽约大学出版社。
  • Mina, An Xiao. 2019. Memes to Movements: How the World’s Most Viral Media Is Changing Social Protest and Power. Boston: Beacon.
    Mina, An Xiao.2019. 模因到运动:世界上最具病毒性的媒体如何改变社会抗议和权力。波士顿:灯塔。
  • Moreno-Almeida, Cristina. 2021. “Memes as Snapshots of Participation: The Role of Digital Amateur Activists in Authoritarian Regimes.” New Media and Society 23 (6): 1545-1566.
    莫雷诺-阿尔梅达,克里斯蒂娜。2021. “模因作为参与快照:数字业余活动家在威权政权中的作用。”新媒体与社会 23 (6): 1545-1566。

Chapter 7: Make Life  第 7 章:创造生活

To be honest, this should be the “easiest” chapter for me to provide an annotated bibliography for, yet it is also the hardest. Arguably, most of my academic life I have spent researching how media get made professionally. I was a freelance culture and arts reporter before joining the university and have carried my passions and frustrations about the work with me to my research and teaching agenda ever since. Thanks to the support of colleagues and students and the participation of so many media professionals, I have been privileged to be able to publish several articles and books on media work, appearing alongside the work of academics I admire and respect. That kind of personal connection also makes it difficult to list the works that inform the argument in this chapter and that could set the reader on their way to dig deeper into the phenomena of media work and production studies. Not to argue that my work in this area should be anyone’s starting point, but merely to state for the record where I base my claim of expertise for the arguments presented in this chapter, here are some references to the work that I have done in this area:
老实说,这应该是我“最容易”提供注释书目的章节,但它也是最难的一章。可以说,我的大部分学术生涯都花在了研究媒体如何专业地制作上。在进入大学之前,我是一名自由文化艺术记者,从那时起,我就将我对工作的热情和挫折带到了我的研究和教学议程中。感谢同事和学生的支持以及众多媒体专业人士的参与,我有幸能够发表多篇关于媒体工作的文章和书籍,与我钦佩和尊重的学者的作品一起出现。这种个人联系也使得很难列出为本章的论点提供信息的作品,这可能会使读者走上更深入地挖掘媒体工作和制作研究现象的道路。并不是说我在这个领域的工作应该是任何人的起点,而只是为了记录我在本章中提出的论点所声称的专业知识,以下是我在这一领域所做的工作的一些参考资料:
  • Deuze, Mark. 2007 Media Work. Cambridge: Polity.
    杜兹,马克。2007 媒体工作。剑桥:政体。
  • Deuze, Mark. 2009. “The Media Logic of Media Work.” Journal of Media Sociology 1 (1-2): 22-40.
    杜兹,马克。2009. “媒体工作的媒体逻辑”。媒体社会学杂志 1 (1-2):22-40。
  • Deuze, Mark, ed. 2011. Managing Media Work. London: Sage.
    Deuze, Mark,2011 年编辑。管理媒体工作。伦敦:Sage。
  • Deuze, Mark, and Nicky Lewis. 2013. “Professional Identity and Media Work.” In Theorizing Cultural Work: Transforming Labour in the Cultural and Creative Industries, edited by Mark Banks, Stephanie Taylor, and Rosalind Gill, 161-174. London: Routledge.
    Deuze、Mark 和 Nicky Lewis。2013. “专业身份和媒体工作”。在《文化工作理论化:文化和创意产业中的劳动力转型》中,由 Mark Banks、Stephanie Taylor 和 Rosalind Gill 编辑,161-174。伦敦:劳特利奇。
  • Deuze, Mark, Gemma Newlands, Johana Kotišová, and Erwin van ‘t Hof. 2020. “Toward a Theory of Atypical Media Work and Social Hope.” Artha Journal of Social Sciences 19 (3): 1-20. This essay was part of a special issue on work in the creative realm.
    Deuze、Mark、Gemma Newlands、Johana Kotišová 和 Erwin van 't Hof。2020. “迈向非典型媒体工作和社会希望的理论。”阿尔塔社会科学杂志 19 (3): 1-20。本文是关于创意领域工作的特刊的一部分。
  • Deuze, Mark, and Mirjam Prenger, eds. 2019. Making Media: Production, Practices and Professions. Amsterdam: Amsterdam University Press.
    Deuze、Mark 和 Mirjam Prenger,编辑,2019 年。制作媒体:生产、实践和专业。阿姆斯特丹:阿姆斯特丹大学出版社。
  • Elefante, Phoebe, and Mark Deuze. 2012. “Media Work, Career Management, and Professional Identity: Living Labour Precarity.” Northern Lights 10 (1): 9-24.
    Elefante、Phoebe 和 Mark Deuze。2012. “媒体工作、职业管理和职业身份:活的劳动不稳定。”北极光 10 (1):9-24。
  • Van 't Hof, Erwin, Deuze, Mark. 2022. “Making Precarity Productive.” In Precarity in Journalism, edited by Linda Steiner and Kalyani Chadha, 189-202. London: Routledge.
    Van 't Hof, Erwin, Deuze, Mark.2022. “使不稳定富有成效。”在新闻中的不稳定性中,由 Linda Steiner 和 Kalyani Chadha 编辑,189-202。伦敦:劳特利奇。
It is important to note that media production was not really a distinct field of study (within media studies) until well into the twenty-first century. However, there was a vibrant twentieth-century literature on media work before it coalesced into a field. Many excellent works have been published dating as far back as the 1950s on what working in the media is like, for example, in Hollywood, within local newsrooms, and in television, film, and music production cultures around the world. An approach consolidating such efforts; integrating media industries, management, and production; and considering both political economy perspectives and the lived experience of workers across various media professions was lacking until David Hesmondhalgh’s seminal book on the cultural industries, the first edition of which was published in 2002. Ever since, a rapidly growing list of works appeared-mostly as books and edited volumes, as a dedicated scholarly journal for the study of media production was not introduced until 2014 with the launch of the Media Industries Journal.
重要的是要注意,直到 21 世纪,媒体制作才真正成为一个独特的研究领域(在媒体研究中)。然而,在它合并成一个领域之前,20 世纪有一部充满活力的媒体工作文献。早在 1950 年代,就已经发表了许多关于媒体工作情况的优秀作品,例如,在好莱坞、当地新闻编辑室以及世界各地的电视、电影和音乐制作文化中。一种整合这些努力的方法;整合媒体行业、管理和制作;在大卫·赫斯蒙德哈尔 (David Hesmondhalgh) 关于文化产业的开创性著作于 2002 年出版第一版之前,缺乏对政治经济学观点和各种媒体职业工人生活经验的考虑。从那时起,迅速增长的作品清单出现——主要是书籍和编辑卷,因为直到 2014 年《媒体行业杂志》的推出,才推出了研究媒体生产的专门学术期刊。
The references suggested here are organized along the lines of doing media production studies, general works on media industries and work, some key titles in the area of media management and organization, and concluding with what are some key issues of critical interest for studies on making media: the role of data, algorithms, automation, and platformization on the one hand and the mental health and well-being of media professionals on the other hand. It has to be said that attention for the wellbeing of workers is a relatively recent phenomenon in media studies-but then again, almost all the topics raised in this chapter and in the bibliography offered here are to some extent.
这里建议的参考文献是按照媒体制作研究、媒体行业和工作的一般工作、媒体管理和组织领域的一些关键标题组织的,并总结了对媒体制作研究至关重要的一些关键问题:一方面是数据、算法、自动化和平台化的作用,另一方面是媒体专业人士的心理健康和福祉。不得不说,对工人福祉的关注在媒体研究中是一个相对较新的现象——但话又说回来,本章和这里提供的参考书目中提出的几乎所有主题在某种程度上都是如此。
Studying and understanding how media get made, what the lived experience of media professionals looks like and feels like, and how all this ties into broader explanations of how the media as an industry work
研究和理解媒体是如何形成的,媒体专业人士的生活经历是什么样的和感觉,以及所有这些都如何与媒体作为一个行业如何运作的更广泛解释联系起来

requires a great deal of theoretical and methodological legwork. Production scholars tend to combine insights and approaches from a variety of disciplines, using this creatively to overcome unique obstacles when doing fieldwork-for example, a lack of access and facing distrust from practitioners (or their employers, clients, or funders). Additionally, we have to be careful when documenting the work lives of media professionals as this can lead to what Vicki Mayer ( 2008 , 145 ) ( 2008 , 145 ) (2008,145)(2008,145) describes as “bizarre forms of complicity,” with the researcher becoming enmeshed in the very control chain and subsequent uneven power relationships they are critiquing. To get us going, here are some reflections on the intricacies of production studies:
需要大量的理论和方法论工作。生产学者倾向于结合来自不同学科的见解和方法,创造性地利用这些来克服在进行田野工作时的独特障碍——例如,缺乏访问和面临从业者(或其雇主、客户或资助者)的不信任。此外,在记录媒体专业人士的工作生活时,我们必须小心,因为这可能会导致 Vicki Mayer ( 2008 , 145 ) ( 2008 , 145 ) (2008,145)(2008,145) 所说的“奇怪形式的共谋”,研究人员会卷入他们所批评的控制链和随后不平衡的权力关系中。为了让我们继续前进,以下是对生产研究复杂性的一些思考:
  • Arsenault, Amelia, and Alisa Perren, eds. 2016. Media Industries: Perspectives on an Evolving Field. Self-published, Amazon CreateSpace.
    Arsenault、Amelia 和 Alisa Perren,编辑 2016 年。媒体行业:对不断发展的领域的看法。自行发布的 Amazon CreateSpace。
  • Banks, Miranda, Bridget Conor, and Vicki Mayer, eds. 2016. Production Studies, The Sequel! Cultural Studies of the Global Media Industries. London: Routledge.
    班克斯、米兰达、布里奇特康纳和维姬·梅尔,编辑 2016 年。制作研究,续集!全球媒体行业的文化研究。伦敦:劳特利奇。
  • Caldwell, John, Vicki Mayer, and Miranda Banks, eds. 2009. Production Studies: Cultural Studies of Media Industries. London: Routledge.
    考德威尔、约翰、维姬·梅尔和米兰达·班克斯,编辑 2009 年。制作研究:媒体行业的文化研究。伦敦:劳特利奇。
  • Havens, Timothy, Amanda Lotz, and Serra Tinic. 2009. “Critical Media Industry Studies: A Research Approach.” Communication, Culture and Critique 2 (2): 234-253.
    Havens、Timothy、Amanda Lotz 和 Serra Tinic。2009. “批判性媒体行业研究:一种研究方法。”传播、文化和批评 2 (2):234-253。
  • Hesmondhalgh, David, and Sarah Baker. 2011. Creative Labour: Media Work in Three Cultural Industries. London: Routledge.
    Hesmondhalgh、David 和 Sarah Baker。2011. 创意劳动:三个文化产业中的媒体工作。伦敦:劳特利奇。
  • Mayer, Vicki. 2008. “Studying Up and F**cking Up: Ethnographic Interviewing in Production Studies.” Cinema Journal 47 (2): 141-148.
    梅耶,维姬。2008. “Studying up and F**cking Up: Ethnographic Interviewing in Production Studies”(学习与奋斗:生产研究中的民族志访谈)。电影杂志 47 (2):141-148。
  • Paterson, Chris, David Lee, Anamik Saha, and Anna Zoellner, eds. 2015. Advancing Media Production Research. London: Palgrave.
    Paterson、Chris、David Lee、Anamik Saha 和 Anna Zoellner,编辑 2015 年。推进媒体制作研究。伦敦:帕尔格雷夫。
Research documenting what working in the media is like proliferates, often organized around specific cases (such as a newsroom, movie set, or advertising agency) and particular countries. Although it is encouraging to see more research being done outside of the United States and United Kingdom, it would be too much to list all such excellent entries in production studies of, for example, Nollywood, Hong Kong’s creative
记录媒体工作是什么样的研究激增,通常围绕特定案例(如新闻编辑室、电影布景或广告公司)和特定国家进行组织。虽然看到在美国和英国以外的地方进行更多的研究是令人鼓舞的,但在制作研究中列出所有这些优秀的条目,例如香港的创意公司诺莱坞,那就太过分了。

industries, or eastern European screen cultures. Instead, my argument in this chapter seeks to address issues and ambivalences that cut across countries and professions, and the following references are tremendously useful in doing so. I would like to highlight the importance of Mark Banks’s (2017) work, calling on those of us who study media production to pursue and push for “creative justice,” which means that we should respect all the “internal” benefits, capacities, and pleasures media work provides, without discounting the “external” structures and pressures (such as exploitation, alienation, low pay, and stress) that can make media work deeply unfair and unjust; that we should always advance social arrangements that allow for the maximum range of people to enter and participate in the work, in which they will be fairly treated and justly paid and rewarded for their efforts; and that our studies should ideally contribute to reducing the physical and psychological harms and injuries inflicted by media work, making sure that practitioners are treated fairly and justly as dignified and deserving human beings.
行业或东欧屏幕文化。相反,我在本章中的论点旨在解决跨越国家和职业的问题和矛盾心理,以下参考资料在这方面非常有用。我想强调 Mark Banks (2017) 工作的重要性,呼吁我们这些研究媒体制作的人追求和推动“创造性的正义”,这意味着我们应该尊重媒体工作提供的所有“内部”利益、能力和乐趣,而不忽视“外部”结构和压力(如剥削、疏远、低工资、 和压力),这可能会使媒体工作变得非常不公平和不公正;我们应该始终推进社会安排,允许最大程度的人们参与和参与工作,让他们的努力得到公平的对待和公正的报酬和奖励;我们的研究在理想情况下应该有助于减少媒体工作造成的身心伤害和伤害,确保从业者得到公平公正的对待,成为有尊严和应得的人。
  • Banks, Mark. 2017. Creative Justice: Cultural Industries, Work and Inequality. Lanham, MD: Rowman & Littlefield.
    班克斯,马克。2017. 创意正义:文化产业、工作和不平等。兰纳姆,马里兰州:罗曼和利特菲尔德。
  • Christopherson, Susan. 2006. “Behind the Scenes: How Transnational Firms Are Constructing a New International Division of Labor in Media Work.” Geoforum 37:739-751.
    克里斯托弗森,苏珊。2006. “幕后花絮:跨国公司如何在媒体工作中构建新的国际分工。”地理论坛 37:739-751。
  • Curtin, Michael, and Kevin Sanson, eds. 2016. Precarious Creativity: Global Media, Local Labor. Oakland: University of California Press.
    Curtin、Michael 和 Kevin Sanson,编辑,2016 年。不稳定的创造力:全球媒体,本地劳动力。奥克兰:加利福尼亚大学出版社。
  • Freeman, Matthew. 2016. Industrial Approaches to Media: A Methodological Gateway to Industry Studies. London: Palgrave.
    弗里曼,马修。2016. 媒体的工业方法:工业研究的方法论门户。伦敦:帕尔格雷夫。
  • Hesmondhalgh, David. 2010. “Media Industry Studies, Media Production Studies.” In Media and Society, edited by James Curran, 45-163. London: Bloomsbury.
    赫斯蒙德哈尔,大卫。2010. “媒体行业研究,媒体制作研究。”在媒体与社会中,詹姆斯·柯伦 (James Curran) 编辑,45-163。伦敦:布鲁姆斯伯里。
  • Hesmondhalgh, David. 2018. The Cultural Industries. 4th ed. London: Sage.
    赫斯蒙德哈尔,大卫。2018. 文化产业。第 4 版伦敦:圣人。
  • Hill, Erin. 2016. Never Done: A History of Women’s Work in Media Production. New Brunswick, NJ: Rutgers University Press.
    希尔,艾琳。2016. 从未完成:女性在媒体制作领域的工作史。新泽西州新不伦瑞克省:罗格斯大学出版社。
  • Jenkins, Henry. 2006. Convergence Culture: Where Old and New Media Collide. New York: NYU Press.
    詹金斯,亨利。2006. 融合文化:新旧媒体碰撞的地方。纽约:纽约大学出版社。
  • Laaksonen, Salla-Maaria, and Mikko Villi, eds. 2022. “New Forms of Media Work and Its Organizational and Institutional Conditions.” Special issue of Media and Communication 10 (1).
    Laaksonen、Salla-Maaria 和 Mikko Villi,编辑 2022 年。“新形式的媒体工作及其组织和制度条件。”媒体与传播特刊 10 (1)。
  • Maxwell, Richard, ed. 2017. The Routledge Companion to Labor and Media. London: Routledge.
    麦克斯韦,理查德,2017 年编辑。劳特利奇劳工与媒体伴侣。伦敦:劳特利奇。
  • Miller, Toby, and Marie-Claire Leger. 2001. “Runaway Production, Runaway Consumption, Runaway Citizenship: The New International Division of Cultural Labor.” Emergences 11 (1): 89-115.
    Miller、Toby 和 Marie-Claire Leger。2001. “失控的生产、失控的消费、失控的公民身份:新的国际文化劳动分工。”出现 11 (1):89-115。
  • Perren, Alisa, and Jennifer Holt, eds. 2009. Media Industries: History, Method, and Theory. Oxford: Blackwell.
    Perren、Alisa 和 Jennifer Holt,编辑 2009 年。媒体行业:历史、方法和理论。牛津:布莱克威尔。
  • Winseck, Dwayne, and Dal Yong Jin, eds. 2011. The Political Economies of Media: The Transformation of the Global Media Industries. London: Bloomsbury.
    Winseck、Dwayne 和 Dal Yong Jin,编辑 2011 年。媒体的政治经济学:全球媒体行业的转型。伦敦:布鲁姆斯伯里。
Although media studies tend to move quickly from the macrolevel of media and society relations to the microlevel of individual experience and sense-making practices, the in-between or mesolevel of organization and management is of crucial importance when interpreting media production. Most research in this area consistently finds that organization-level dynamics, such as ownership structure, workplace environment and production culture, and professional socialization, to a significant extent determine what happens and how things work-more so than who the individual workers are or within what kind of overall media and social system they operate.
尽管媒体研究倾向于迅速从媒体和社会关系的宏观层面转移到个人经验和意义建构实践的微观层面,但在解释媒体生产时,组织和管理的中间或中间层面至关重要。该领域的大多数研究一致发现,组织层面的动态,如所有权结构、工作环境和生产文化,以及职业社会化,在很大程度上决定了发生的事情和事情的运作方式——比工人个人是谁或他们在什么样的整体媒体和社会系统中运作更重要。
  • Albarran, Alan, Bozena Mierzejewska, and Jaemin Jung, eds. 2018. Handbook of Media Management and Economics. 2nd ed. London: Routledge.
    Albarran、Alan、Bozena Mierzejewska 和 Jaemin Jung,编辑 2018 年。媒体管理与经济学手册。第 2 版伦敦:劳特利奇。
  • Cottle, Simon. 2003. Media Organization and Production. London: Sage.
    科特尔,西蒙。2003. 媒体组织和制作。伦敦:Sage。
  • Johnson, Derek, Derek Kompare, and Avi Santo, eds. 2014. Making Media Work: Cultures of Management in the Entertainment Industries. New York: NYU Press.
    Johnson、Derek、Derek Kompare 和 Avi Santo,编辑 2014 年。让媒体发挥作用:娱乐行业的管理文化。纽约:纽约大学出版社。
  • Küng, Lucy. 2017. Strategic Management in the Media. 2nd ed. London: Sage.
    昆,露西。2017. 媒体战略管理。第 2 版伦敦:圣人。
  • Lampel, Joseph, Theresa Lant, and Jamal Shamsie. 2000. “Balancing Act: Learning from Organizing Practices in Cultural Industries.” Organization Science 11(3): 263-269. This paper inspired my approach to paradoxes (called “polarities” in the article) in how media are managed to create value.
    兰佩尔、约瑟夫、特蕾莎·兰特和贾马尔·沙姆西。2000. “平衡行为:从文化产业的组织实践中学习。”组织科学11(3):263-269。这篇论文启发了我对媒体如何管理以创造价值的悖论(在文章中称为“两极”)的方法。
  • Lowe, Gregory Ferrell, and Charles Brown, eds. 2016. Managing Media Firms and Industries. New York: Springer.
    Lowe、Gregory Ferrell 和 Charles Brown,编辑 2016 年。管理媒体公司和行业。纽约:施普林格。
Specific mention must be made of contemporary scholarship that looks specifically at the role of data, algorithms, automation, and platformization in media industries and production, as such “technologization” of the creative process has profound consequences for the work of practitioners across all media professions (including journalism).
必须特别提到当代学术研究,专门关注数据、算法、自动化和平台化在媒体行业和生产中的作用,因为创作过程的“技术化”对所有媒体专业(包括新闻业)的从业者的工作产生了深远的影响。
  • Arsenault, Amelia. 2017. “The Datafication of Media: Big Data and the Media Industries.” International Journal of Media and Cultural Politics 13 (1-2): 7-24.
    阿森诺,阿米莉亚。2017. “媒体的数据化:大数据和媒体行业。”国际媒体与文化政治杂志 13 (1-2):7-24。
  • Bilton, Chris. 2017. The Disappearing Product: Marketing and Markets in the Creative Industries. Cheltenham, UK: Edward Elgar.
    比尔顿,克里斯。2017. 消失的产品:创意产业的营销和市场。英国切尔滕纳姆:爱德华·埃尔加。
  • Napoli, Philip. 2014. “On Automation in Media Industries: Integrating Algorithmic Media Production into Media Industries Scholarship.” Media Industries Journal 1 (1): 33-38. This article conceptualizes the notion of data as content creator and demand predictor in media production.
    那不勒斯,菲利普。2014. “关于媒体行业的自动化:将算法媒体制作整合到媒体行业奖学金中。”媒体行业杂志 1 (1): 33-38。本文概念化了数据作为媒体制作中的内容创建者和需求预测器的概念。
  • Poell, Thomas, David Nieborg, and Brooke Erin Duffy. 2021. Platforms and Cultural Production. Cambridge: Polity.
    Poell、Thomas、David Nieborg 和 Brooke Erin Duffy。2021. 平台和文化生产。剑桥:政体。
In conclusion, work on the mental health and (subjective) well-being of media professionals needs to be mentioned, given the extraordinary pressures these workers face on the job. This selection is also inspired by the fact that so many students in media and communication programs worldwide seek careers in the media and need to prepare effectively not just for the skills and competences involved but also for how they can practice self-care and pursue creative justice for themselves and others while doing
总之,鉴于媒体专业人员在工作中面临的巨大压力,需要提到这些工作,即媒体专业人员的心理健康和(主观)福祉。这一选择还受到以下事实的启发:世界各地媒体和传播课程的许多学生都在寻求媒体职业,他们不仅需要为所涉及的技能和能力做好准备,还需要为他们如何练习自我保健并在做事时为自己和他人追求创造性的正义做好准备

so. The following works either directly or indirectly address these issues in more detail.
所以。以下工作直接或间接地更详细地解决了这些问题。
  • Baym, Nancy. 2018. Playing to the Crowd: Musicians, Audiences, and the Intimate Work of Connection. New York: NYU Press.
    贝姆,南希。2018. 向人群演奏:音乐家、观众和亲密的联系工作。纽约:纽约大学出版社。
  • Bulut, Ergin. 2020. A Precarious Game: The Illusion of Dream Jobs in the Video Game Industry. Ithaca, NY: Cornell University Press.
    布卢特,埃尔金。2020. 不稳定的游戏:电子游戏行业梦想工作的幻觉。纽约州伊萨卡:康奈尔大学出版社。
  • Deuze, Mark, and Tamara Witschge. 2018. “Beyond Journalism: Theorising the Transformation of Journalism.” Journalism 19 (2): 165181.
    Deuze、Mark 和 Tamara Witschge。2018. “超越新闻:新闻转型理论化。”新闻学 19 (2): 165181。
  • Ertel, Michael, Eberhard Pech, Peter Ullsperger, Olaf Von Dem Knesebeck, and Johannes Siegrist. 2005. “Adverse Psychosocial Working Conditions and Subjective Health in Freelance Media Workers.” Work and Stress 19 (3): 293-299.
    Ertel、Michael、Eberhard Pech、Peter Ullsperger、Olaf von Dem Knesebeck 和 Johannes Siegrist。2005. “自由媒体工作者的不良社会心理工作条件和主观健康。”工作与压力 19 (3):293-299。
  • Heyman, Lucinda, Rosie Perkins, and Liliana Araújo. 2019. “Examining the Health and Well-Being Experiences of Singers in Popular Music.” Journal of Popular Music Education 3 (2): 173-201.
    Heyman、Lucinda、Rosie Perkins 和 Liliana Araújo。2019. “检查流行音乐中歌手的健康和福祉体验。”流行音乐教育杂志 3 (2): 173-201。
  • Kotišová, Johana. 2019. “Devastating Dreamjobs: Ambivalence, Emotions, and Creative Labor in a Post-Socialist Audiovisual Industry.” Iluminace 31 (4): 27-45.
    Kotišová, Johana.2019. “毁灭性的梦境工作:后社会主义视听行业的矛盾、情感和创造性劳动。”铝 31(4):27-45。
  • Liu, Huei-Ling, and Ven-hwei Lo. 2018. “An Integrated Model of Workload, Autonomy, Burnout, Job Satisfaction, and Turnover Intention among Taiwanese Reporters.” Asian Journal of Communication 28 (2): 153-169.
    Liu, Huei-Ling 和 Ven-hwei Lo.2018. “台湾记者的工作量、自主性、倦怠、工作满意度和离职意向的综合模型。”亚洲传播杂志 28 (2): 153-169。
  • Mayer, Vicki. 2011. Below the Line: Television Producers and Production Studies in the New Economy. Durham, NC: Duke University Press.
    梅耶,维姬。2011. 线下:新经济中的电视制片人和生产研究。北卡罗来纳州达勒姆:杜克大学出版社。
  • McRobbie, Angela. 2002. “Clubs to Companies: Notes on the Decline of Political Culture in Speeded Up Creative Worlds.” Cultural Studies 16 (4): 516-531.
    麦克罗比,安吉拉。2002. “俱乐部到公司:关于加速创意世界中政治文化衰落的笔记。”文化研究 16 (4):516-531。
  • Monteiro, Susana, Alexandra Marques Pinto, and Magda Sofia Roberto. 2016. “Job Demands, Coping, and Impacts of Occupational Stress among Journalists: A Systematic Review.” European Journal of Work and Organizational Psychology 25 (5): 751-772.
    蒙泰罗、苏珊娜、亚历山德拉·马克斯·平托和玛格达·索菲亚·罗伯托。2016. “记者的工作需求、应对和职业压力的影响:系统评价。”欧洲工作与组织心理学杂志 25 (5):751-772。
  • Rimscha, Bjørn von. 2015. “The Impact of Working Conditions and Personality Traits on the Job Satisfaction of Media Professionals.” Media Industries Journal 2 (2). https://doi.org/10.3998/mij.15031809.0002.202.
    Rimscha, Bjørn von.2015. “工作条件和性格特征对媒体专业人士工作满意度的影响。”媒体行业杂志 2 (2)。https://doi.org/10.3998/mij.15031809.0002.202
  • Šimunjak, Maja, and Manuel Menke. 2022. “Workplace Well-being and Support Systems in Journalism.” Journalism. https://doi.org/10.1177 /14648849221115205
    Šimunjak、Maja 和 Manuel Menke。2022. “新闻业中的工作场所福祉和支持系统。”新闻业。https://doi.org/10.1177 /14648849221115205
In this concluding chapter, all the different arguments and lines of exploration come together, and the sources used for the various points are detailed in previous annotations. Media studies for a life in media is an approach that seeks to combine the various affective, practice, and material turns in the scholarship on the role of media in society and everyday life and infuse it with a distinct ethical and hopeful perspective. At the end of the book, I therefore want to share some key resources in media studies regarding the environmental impact of media, an appreciation of workers’ rights in the various media industries, and how the field responds to rapid changes in our digital environment. The fourth and final category of references for the book and this chapter is the area of media (and information) literacy as a place where the hopeful promise of media studies meets the practice of media education.
在最后一章中,所有不同的论点和探索路线汇集在一起,用于各个观点的来源在前面的注释中都有详细说明。媒体生活的媒体研究是一种方法,它试图将关于媒体在社会和日常生活中的作用的学术研究中的各种情感、实践和材料转向结合起来,并为其注入独特的道德和希望视角。因此,在本书的结尾,我想分享媒体研究中的一些关键资源,这些资源涉及媒体对环境的影响、对各种媒体行业工人权利的理解,以及该领域如何应对我们数字环境的快速变化。本书和本章的第四类也是最后一类参考文献是媒体(和信息)素养领域,作为媒体研究的希望与媒体教育实践相遇的地方。
When it comes to ethical and sustainability issues, media studies as a field still has some catching up to do. Beyond Richard Maxwell and Toby Miller’s seminal book on greening the media, most of the work in this area is published outside of the discipline. In the context of the International Panel on Social Progress (its report launched in 2018), media scholars from around the world discussed the role of media and communications in contributing to social progress, arguing that effective media access is a core component of social progress and signaling various ethical and regulatory roadblocks along the way-important work, although the panel did not discuss the environmental impact of such a life in media. When it comes to teaching (about) media, I would advocate always integrating ecological awareness of what happens when media are born, produced, used, and when media die.
当涉及到道德和可持续性问题时,媒体研究作为一个领域仍有一些工作要做。除了理查德·麦克斯韦 (Richard Maxwell) 和托比·米勒 (Toby Miller) 关于绿色媒体的开创性著作之外,该领域的大部分工作都是在学科之外出版的。在国际社会进步小组(2018 年发布的报告)的背景下,来自世界各地的媒体学者讨论了媒体和通信在促进社会进步方面的作用,认为有效的媒体访问是社会进步的核心组成部分,并指出了沿途的各种道德和监管障碍——重要的工作。 尽管该小组没有在媒体上讨论这种生活对环境的影响。当谈到媒体教学时,我主张始终整合对媒体诞生、生产、使用和媒体消亡时会发生什么的生态意识。
  • Berkhout, Frans, and Julia Hertin. 2004. “De-materialising and Rematerialising: Digital Technologies and the Environment.” Futures 36 (8): 903-920. This presents a nuanced analysis that suggests that the diffusion and use of information and communication technologies lead to both positive and negative environmental impacts.
    Berkhout、Frans 和 Julia Hertin。2004. “去物质化和再物质化:数字技术与环境。”期货 36 (8):903-920。这提出了一个细致入微的分析,表明信息和通信技术的传播和使用会导致对环境的积极和消极影响。
  • Couldry, Nick, Clemencia Rodriguez, Göran Bolin, Julie Cohen, Ingrid Volkmer, Gerard Goggin, Marwan Kraidy, Koichi Iwabuchi, Jack
    库尔德里、尼克、克莱门西亚·罗德里格斯、戈兰·博林、朱莉·科恩、英格丽德·沃尔克默、杰拉德·戈金、马尔万·克雷迪、岩渊浩一、杰克
Linchuan Qiu, Herman Wasserman, Yuezhi Zhao, Omar Rincón, Claudia Magallanes-Blanco, Pradip Ninan Thomas, Olessia Koltsova, Inaya Rakhmani, and Kwang-Suk Lee. 2018. “Media, Communication and the Struggle for Social Progress.” Global Media and Communication 14 (2): 173-191.
邱林川、赫尔曼·沃瑟曼、赵月芝、奥马尔·林孔、克劳迪娅·麦哲伦-布兰科、普拉迪普·尼南·托马斯、奥莱西娅·科尔佐娃、伊纳亚·拉赫马尼和李光淑。2018. “媒体、通信和社会进步的斗争。”全球媒体与传播 14 (2): 173-191。
  • Craig, Geoffrey. 2019. Media, Sustainability and Everyday Life. London: Palgrave. This book offers a textual analysis of the way a variety of media (social media, television, newspapers, and advertising campaigns) present sustainability primarily through commercial contexts and processes of consumption.
    克雷格,杰弗里。2019. 媒体、可持续性和日常生活。伦敦:帕尔格雷夫。这本书对各种媒体(社交媒体、电视、报纸和广告活动)主要通过商业环境和消费过程来呈现可持续性的方式进行了文本分析。
  • Lopez, Antonio. 2021. Ecomedia Literacy: Integrating Ecology into Media Education. London: Routledge.
    洛佩兹,安东尼奥。2021. 生态媒体素养:将生态学融入媒体教育。伦敦:劳特利奇。
  • Maxwell, Robert, and Toby Miller. 2012. Greening the Media. Oxford: Oxford University Press. This is a key source for many of the arguments in this chapter.
    麦克斯韦、罗伯特和托比米勒。2012. 绿色媒体。牛津:牛津大学出版社。这是本章中许多论点的关键来源。
The resources referenced for chapter 7 already cover most of the issues covered in this final chapters’ point on the rights of workers in the global media industries. It is interesting to note that media professionals are increasingly likely to self-organize, either formally through unions and other professional associations or informally via online communities using Whatsapp, Telegram, Signal, and Facebook groups. Some early scholarly work in this area:
第 7 章引用的资源已经涵盖了最后几章关于全球媒体行业工人权利的观点中涵盖的大部分问题。有趣的是,媒体专业人士越来越有可能通过工会和其他专业协会正式组织起来,或者通过使用 Whatsapp、Telegram、Signal 和 Facebook 群组的在线社区非正式地组织起来。该领域的一些早期学术著作:
  • Cohen, Nicole, and Greig de Peuter. 2020. New Media Unions: Organizing Digital Journalists. Abingdon, UK: Routledge.
    科恩、妮可和格雷格·德·彼得。2020. 新媒体工会:组织数字记者。英国阿宾登:劳特利奇。
  • McKercher, Catherine. 2002. Newsworkers Unite: Labor, Convergence and North American Newspapers. Lanham, MD: Rowman & Littlefield.
    麦克彻,凯瑟琳。2002. 新闻工作者联合起来:劳工、融合和北美报纸。兰纳姆,马里兰州:罗曼和利特菲尔德。
  • Rossiter, Ned. 2006. Organized Networks: Media Theory, Creative Labour, New Institutions. Rotterdam: Nai Publishers.
    罗西特,内德。2006. 有组织的网络:媒体理论、创造性劳动、新机构。鹿特丹:Nai Publishers。
On the issue of representation and how media studies can tackle this issue in today’s polymedia, intermedial, or transmedia context, I would reference earlier mentioned work by such scholars as Mirca Madianou, Andreas Hepp, Karin Fast, Jørgen Bruhn, Beate Schirrmacher, Patti
关于再现问题以及媒体研究如何在当今的多媒体、中介或跨媒体背景下解决这个问题,我想引用前面提到的 Mirca Madianou、Andreas Hepp、Karin Fast、Jørgen Bruhn、Beate Schirrmacher、Patti 等学者的工作
Valkenburg, and others who have offered different approaches to theorize and empirically address doing research on people and their media as an ensemble. Over the last few decades, numerous interventions have been made to invigorate, challenge, push, and tickle the field of media studies to change its core premise, to reconceptualize, to rethink, and to engage more deliberately in public debates-since so many of the issues the world is facing (the parallel pandemic and infodemic, hybrid warfare, and even the climate crisis) are mediatized. Some key texts that inspire the argument as outlined in this book are listed below.
法尔肯伯格和其他提供不同方法的理论化和实证化者将对人及其媒体的研究作为一个整体进行研究。在过去的几十年里,已经进行了许多干预来振兴、挑战、推动和刺激媒体研究领域,以改变其核心前提,重新概念化,重新思考,并更有意识地参与公共辩论——因为世界面临的许多问题(平行大流行和信息流行病、混合战争,甚至气候危机)都被调解化了。下面列出了激发本书中概述的论点的一些关键文本。
  • Cardoso, Gustavo. 2008. “From Mass to Networked Communication: Communicational Models and the Informational Society.” International Journal of Communication 2:587-630.
    卡多佐,古斯塔沃。2008. “从大众到网络通信:通信模型和信息社会。”国际传播杂志 2:587-630。
  • Castells, Manuel. 2007. “Power and Counter-Power in the Network Society.” International Journal of Communication 1:238-266. This paper introduced the concept of “mass self-communication” into the field.
    卡斯特尔斯,曼努埃尔。2007. “网络社会中的权力与对抗权力”。国际传播杂志 1:238-266。本文将“大众自我交流”的概念引入该领域。
  • Chaffee, Steven, and Miriam Metzger. 2001. “The End of Mass Communication?” Mass Communication and Society 4 (4): 365-379. This article suggests that mass communication, as a concept, should be replaced with media.
    查菲、史蒂文和米里亚姆·梅茨格。2001. “大众传播的终结?”大众传播与社会 4 (4):365-379。本文建议大众传播作为一个概念,应该被媒体所取代。
  • Hallin, Daniel. 2020. “Comparative Research, System Change, and the Complexity of Media Systems.” International Journal of Communication 14:5775-5786.
    哈林,丹尼尔。2020. “比较研究、系统变化和媒体系统的复杂性。”国际传播杂志 14:5775-5786。
  • Fuchs, Christian, and Jack Linchuan Qiu. 2018. “Ferments in the Field: Introductory Reflections on the Past, Present and Future of Communication Studies.” Journal of Communication 68 (2): 219-232. This is an introduction to a special issue discussing the state and possible future of the field.
    Fuchs, Christian 和 Jack Linchuan Qiu。2018. “田间发酵:对传播研究的过去、现在和未来的介绍性反思。”传播杂志 68(2):219-232。这是对一期特刊的介绍,讨论了该领域的现状和可能的未来。
  • Jensen, Klaus Bruhn. 2018. “The Double Hermeneutics of Communication Research”, Javnost / The Public 25 (1-2): 177-183. This article reminds us that studying media and communication is a practical discipline: we study something that people do and, in doing so, make ways of using and thinking about media possible.
    詹森,克劳斯·布鲁恩。2018. “传播研究的双重解释学”,Javnost / The Public 25 (1-2): 177-183。本文提醒我们,研究媒体和传播是一门实用学科:我们研究人们所做的事情,并在此过程中使使用和思考媒体的方式成为可能。
  • Kraidy, Marwan. 2018. “Global Media Studies: A Critical Agenda.” Journal of Communication 68 (2): 337-346. This article urges us to step out of our comfort zones (of research and academia) to deliberately engage in public debates.
    克雷迪,马尔万。2018. “全球媒体研究:关键议程”。传播杂志68(2):337-346。本文敦促我们走出(研究和学术界)的舒适区,有意识地参与公共辩论。
  • Krajina, Zlatan, Shaun Moores, and David Morley. 2014. “Non-MediaCentric Media Studies: A Cross-Generational Conversation.” European Journal of Cultural Studies 17 (6): 682-700. This essay reminds us that studying media requires a genuine interest in social life, including embodied practices that are always meaningful to people in the everyday.
    Krajina、Zlatan、Shaun Moores 和 David Morley。2014. “非以媒体为中心的媒体研究:跨代对话。”欧洲文化研究杂志 17 (6): 682-700。这篇文章提醒我们,研究媒体需要对社会生活有真正的兴趣,包括对日常生活中总是有意义的具体实践。
  • Matassi, Mora, and Pablo Boczkowski. 2021. “An Agenda for Comparative Social Media Studies: The Value of Understanding Practices from Cross-National, Cross-Media, and Cross-Platform Perspectives.” International Journal of Communication 15:207-228.
    Matassi、Mora 和 Pablo Boczkowski。2021. “比较社交媒体研究的议程:从跨国、跨媒体和跨平台的角度理解实践的价值。”国际传播杂志 15:207-228。
  • Mihelj, Sabina, and James Stanyer. 2019. “Theorizing Media, Communication and Social Change: Towards a Processual Approach.” Media, Culture and Society 41 (4): 482-501. This article draws a distinction between media and communication as an agent of social change and as an environment for social change, advocating an integrated approach for all research in the field.
    Mihelj、Sabina 和 James Stanyer。2019. “媒体、传播和社会变革理论化:迈向过程方法。”媒体、文化与社会 41 (4): 482-501。本文区分了媒体和传播作为社会变革的推动者和社会变革的环境,倡导对该领域的所有研究采用综合方法。
  • Miller, Toby. 2009. Media Studies 3.0. Television and New Media, 10 (1): 5-6.
    米勒,托比。2009. 媒体研究 3.0。电视与新媒体,10 (1):5-6。
  • Poell, Thomas. 2020. “Three Challenges for Media Studies in the Age of Platforms.” Television and New Media 21 (6): 650-657.
    波尔,托马斯。2020. “平台时代媒体研究的三大挑战。”电视与新媒体 21 (6): 650-657。
  • Waisbord, Silvio. 2019. The Communication Manifesto. Cambridge: Polity. Similar to Marwan Kraidy, Waisbord calls on us to engage in public scholarship.
    Waisbord, Silvio.2019. 传播宣言。剑桥:政体。与 Marwan Kraidy 类似,Waisbord 呼吁我们参与公共学术研究。
In the end, it is fascinating to consider the rapidly growing field of media and information literacy, both in terms of research and practical applications. Media scholars get increasingly involved in these debates, and the field develops in interesting ways accordingly-focusing more and more on creative, playful, informal, and imaginative ways in which we can learn to use media rather than simply appreciating media as critical consumers.
最后,考虑快速发展的媒体和信息素养领域,无论是在研究和实际应用方面,都是令人着迷的。媒体学者越来越多地参与这些辩论,该领域也相应地以有趣的方式发展——越来越多地关注创造性、好玩、非正式和富有想象力的方式,我们可以在这些方式中学习使用媒体,而不是简单地将媒体欣赏为批判性消费者。
  • Frau-Meigs, Divina. 2012. “Transliteracy as the New Research Horizon for Media and Information Literacy.” Medijske Studije 3(6): 14-27.
    Frau-Meigs,迪维娜。2012. “跨素养作为媒体和信息素养的新研究视野。”医学研究 3(6):14-27。
  • Gauntlett, David. 2018. Making Is Connecting. 2nd ed. Cambridge: Polity.
    大卫·冈特利特。2018. 制作就是连接。第 2 版剑桥:政体。
  • Hartley, John. 2007. “There Are Other Ways of Being in the Truth: The Uses of Multimedia Literacy.” International Journal of Cultural Studies 10 (1): 135-144. This article signals the importance of read-write literacy beyond read-only literacy.
    哈特利,约翰。2007. “还有其他存在于真理中的方式:多媒体素养的用途。”国际文化研究杂志 10 (1): 135-144。本文表明了读写读写能力的重要性,而不仅仅是只读读写能力。
  • Jenkins, Henry. 2009. Confronting the Challenges of PC: Media Education for the 21st Century. Chicago: John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning.
    詹金斯,亨利。2009. 面对 PC 的挑战:21 世纪的媒体教育。芝加哥:John D. 和 Catherine T. MacArthur 基金会关于数字媒体和学习的报告。
  • Livingstone, Sonia. 2004. “Media Literacy and the Challenge of New Information and Communication Technologies.” Communication Review 7 (1): 3-14.
    利文斯通,索尼娅。2004. “媒体素养和新信息和通信技术的挑战。”传播评论 7 (1):3-14。
  • Meyrowitz, Joshua. 1998. “Multiple Media Literacies.” Journal of Communication 48 (1): 96-108. Meyrowitz makes a distinction between content literacy (media as transmitters of messages), medium literacy (seeing media as environment), and media grammar literacy (considering production variables for each medium).
    梅罗维茨,约书亚。1998. “多种媒体素养。”传播杂志 48 (1): 96-108。Meyrowitz 区分了内容素养(媒体作为信息的传递者)、媒介素养(将媒体视为环境)和媒体语法素养(考虑每种媒体的生产变量)。
  • Scolari, Carlos, Maria-José Masanet, Mar Guerrero-Pico, M.-J. Masanet, M. Guerrero-Pico, and María-José Establés. 2018. “Transmedia Literacy in the New Media Ecology: Teens’ Transmedia Skills and Informal Learning Strategies.” El profesional de la información 27 (4): 801-812.
    斯科拉里、卡洛斯、玛丽亚-何塞·马萨内、马尔·格雷罗-皮科、M.-J.Masanet、M. Guerrero-Pico 和 María-José Establés。2018. “新媒体生态中的跨媒体素养:青少年的跨媒体技能和非正式学习策略。”El profesional de la información 27 (4): 801-812.
  1. danah boyd, “Public by Default, Private when Necessary,” apophenia, January 25, 2010, https:// www.zephoria.org/thoughts/archives/2010/01/25/public_by_defau.html.
    danah boyd,“默认公开,必要时私密”,apophenia,2010 年 1 月 25 日,https:// www.zephoria.org/thoughts/archives/2010/01/25/public_by_defau.html
  2. Surveillance and Society, https://ojs.library.queensu.ca/index.php/surveillance-and-society/index
    监控与社会,https://ojs.library.queensu.ca/index.php/surveillance-and-society/index
  3. Humberto R. Maturana, “Reality: The search for objectivity or the quest for a compelling argument.” The Irish Journal of Psychology 9, no. 1 (1988): 27.
    Humberto R. Maturana,“现实:寻求客观性或寻求令人信服的论点”。爱尔兰心理学杂志 9,第 1 期(1988 年):27。
  4. Denis McQuail, “On the Mediatization of War,” Gazette 68, no. 2 (2006): 118.
    丹尼斯·麦奎尔,“论战争的媒介化”,《公报》第 68 期,第 2 期(2006 年):118。

Appendix 2: Key Concepts in Tweets
附录 2:推文中的关键概念

  1. Active data: data about people’s movements and activities
    活动数据:有关人员移动和活动的数据
  2. Affective data: data about people’s thoughts, ideas, feelings, and emotions
    情感数据:有关人们的想法、想法、感受和情绪的数据
  3. Affordance (vs. functionality): the potential action that is possible by a given object or environment (versus the ability of a particular device or technology) 4. Algorithm: a series of instructions telling a computer how to transform data into useful knowledge
    可供性(相对于功能):给定对象或环境可能采取的潜在行动(相对于特定设备或技术的能力) 4.算法:告诉计算机如何将数据转化为有用的知识的一系列指令
  4. Ambient intimacy: being able to keep in touch with people with a level of regularity and intimacy enhanced by (social) media 6. Anti-surveillance: behavior intended to either avoid monitoring altogether or make observation more difficult to achieve 7. Artificial intelligence: a self-learning group of algorithms
    环境亲密关系:能够与人保持联系,并通过(社交媒体)媒体增强一定程度的规律性和亲密感 6.反监视:旨在完全避免监视或使监视更难实现的行为 7.人工智能:一组自学习的算法
  5. Atypical work: work that people get paid for but without the benefits usually associated with formal employment (e.g., a contract, health care, pension plan) 9. Augmented reality (AR): a direct or indirect view of a physical environment merged with or enhanced by virtual computer-generated imagery (see also: Mixed reality) 10. Authenticity puzzle/contract: the delicate negotiation between media producers and consumers about what is fake or real
    非典型工作:人们获得报酬但没有通常与正式就业相关的福利(例如,合同、医疗保健、养老金计划)的工作 9.增强现实 (AR):与虚拟计算机生成的图像合并或增强的物理环境的直接或间接视图(另见:混合现实) 10.真实性拼图/合同:媒体制作人和消费者之间关于什么是假或真的微妙谈判
  6. Avatar activism: the appropriation of popular culture-such as film franchises, games, rock and pop music-for civic and protest purposes 12. Blockbuster (see also Tentpole, triple-A): industry term for a best-selling media product such as a film or digital game
    阿凡达激进主义:为公民和抗议目的挪用流行文化,如电影特许经营权、游戏、摇滚和流行音乐 12.Blockbuster(另请参阅 Tentpole、Triple-A):最畅销媒体产品(如电影或数字游戏)的行业术语
  7. Blockchain: a digital ledger of transactions duplicated and distributed across a network of computers instead of centrally organized by (for
    区块链:在计算机网络中复制和分发交易的数字分类账,而不是由 (for

    example) a bank 14. Charismatic technologies: media that contribute to processes of personal transformation, identity formation, and expression 15. Circuit of culture: concept that highlights interdependent relations between people and media, focusing on production, identity, representations, regulations, and consumption 16. Clicktivism: the use of online media (such as social networks, websites, blogs, and vlogs) to publicize, promote, and support causes for social change 17. Close reading of media: a systematic analysis of all aspects of a specific text, documenting the process in great detail to find out what it is trying to say 18. Command line interface: an interface whereby users interact with a computer by typing in text commands to run programs and manage files 19. Concurrent media exposure: being exposed to multiple media at the same time, whether people are aware of such exposure or not 20. Convergence culture: the parallel integration of multiple media (in corporations and storytelling practices) and the cultures of media production and consumption (by inviting audiences to cocreate stories) 21. Convergence logic: A creative decision-making process (in the media industry) that considers people as cocreators of products and services.
    示例) A Bank 14.魅力技术:有助于个人转变、身份形成和表达过程的媒体 15.文化回路:强调人与媒体之间相互依存关系的概念,侧重于生产、身份、表现、法规和消费 16.Clicktivism:利用在线媒体(如社交网络、网站、博客和视频博客)来宣传、促进和支持社会变革的事业 17.媒体的精读:对特定文本的各个方面进行系统分析,非常详细地记录该过程以找出它想说什么 18.命令行界面:用户通过键入文本命令来运行程序和管理文件来与计算机交互的界面 19.同时媒体曝光:同时接触多种媒体,无论人们是否意识到这种曝光 20.融合文化:多种媒体(在公司和讲故事的实践中)与媒体生产和消费文化(通过邀请观众共同创造故事)的平行整合 21.收敛逻辑:一种创造性的决策过程(在媒体行业中),将人们视为产品和服务的共同创造者。
  8. Coveillance (see Synoptic surveillance, Inverse surveillance)
    Coveillance ( 天气监测, 反向监测)
  9. Cross-media storytelling: to publish or push the same story using multiple forms of media
    跨媒体叙事:使用多种形式的媒体发布或推送同一故事
  10. Crowdfunding: raising money to finance projects and businesses from a large number of people via online platforms (such as Indiegogo, Kickstarter, Patreon) 25. Crowdsourcing: obtaining work, information, ideas, or opinions from a large group of people who submit their contribution online (via websites, social media, or dedicated platforms) 26. Crunch time: working extreme overtime to get a media production project finished on deadline (term mainly used in the games industry) 27. Cryptocurrencies: digital currency organized through a blockchain (see Blockchain) and protected by cryptography rather than a bank.
    众筹:通过在线平台(如 Indiegogo、Kickstarter、Patreon)向大量人群筹集资金,为项目和企业提供资金 25.众包:从一大群在线提交贡献的人那里获取工作、信息、想法或意见(通过网站、社交媒体或专用平台) 26.关键时间:极度加班以按时完成媒体制作项目(该术语主要用于游戏行业) 27.加密货币:通过区块链组织的数字货币(参见区块链),并由密码学而不是银行保护。
  11. Cultural analysis of media: analysis of media texts as a source of meaning for (and about) a particular culture or community.
    媒体的文化分析:将媒体文本作为特定文化或社区(和关于)的意义来源的分析。
  12. Cyborg: a cybernetic organism, partly human and partly machine
    Cyborg:一种控制论有机体,部分是人类,部分是机器
  13. Dark participation: various forms of malicious online participation, including offensive speech, hate speech, cyberbullying, producing and distributing fake news and conspiracy theories 31. Data empathy: enriching the statistical analysis of big data with personal stories, backgrounds, and context that give meaning to the material 32. Data glut: an overwhelming and ever-increasing amount of information gathered and stored (by individual people, organizations, or institutions) 33. Data logic: a creative decision-making process (in the media industry) that is primarily oriented toward data, metrics, predictive analytics, and key performance indicators (KPIs) 34. Data mining: finding patterns and relations in large data sets using statistical methods
    暗参与:各种形式的恶意在线参与,包括冒犯性言论、仇恨言论、网络欺凌、制作和传播假新闻和阴谋论 31.数据同理心:通过个人故事、背景和背景丰富大数据的统计分析,赋予材料意义 32.数据过剩:收集和存储的大量信息(由个人、组织或机构) 33.数据逻辑:主要面向数据、指标、预测分析和关键绩效指标 (KPI) 的创造性决策过程(在媒体行业) 34.数据挖掘:使用统计方法在大型数据集中查找模式和关系
  14. Data portability: controlling personal information based on open software standards allowing people to reuse their data across different applications online 36. Dataveillance: the use of information and communication technologies in the surveillance of people, where data is primarily gathered (and analyzed) by computers 37. Digital commons: a form of communal ownership of data, information, culture, and knowledge (possibly including underlying technological infrastructure and services) 38. Digital culture: an emerging value system and set of practices and expectations as expressed in computermediated communication 39. Digital democracy: democracy enhanced by information and communication technologies, enabling people to find information, engage in deliberation, and participate in political decision-making online 40. Digital disconnection/detox: a range of practices related to disconnecting or disengaging from (online) media for different purposes, including protest and activism, self-regulation and health, freedom and sustainability 41. Digital divide: the gap between people with a high degree of access to information and communication technologies and those with limited access or no access at all 42. Digital inequality: differences between people in the material, cultural, and cognitive resources required to use information and communication technology 43. Digital shadow: the information you create about yourself and the information others
    数据可移植性:根据开放软件标准控制个人信息,允许人们在不同的在线应用程序中重复使用他们的数据 36.数据监控:利用信息和通信技术对人员进行监控,其中数据主要由计算机收集(和分析)37.数字共享:数据、信息、文化和知识(可能包括底层技术基础设施和服务)的一种公共所有权形式 38.数字文化:一种新兴的价值体系以及以计算机为媒介的通信所表达的一系列实践和期望 39.数字民主:信息和通信技术增强了民主,使人们能够在线查找信息、参与审议和参与政治决策 40.数字断开连接/解毒:为不同目的与(在线)媒体断开连接或脱离相关的一系列做法,包括抗议和激进主义、自我调节和健康、自由和可持续性 41.数字鸿沟:信息和通信技术获取量大的人群与获取受限或根本无法获取的人群之间的差距 42.数字不平等:人们在使用信息和通信技术所需的物质、文化和认知资源方面的差异 43.数字影子:您创建的有关自己和他人的信息

    (including algorithms) create about you online 44. Disinformation: the dissemination of false or misleading information with the deliberate intent to manipulate and deceive 45. Double articulation (of media and society): media influence established processes in society, as well as independently creating routines within and across society’s institutions 46. Editorial logic: A creative decision-making process (in the media industry) that is primarily oriented toward (perceived) peers, colleagues, and competitors 47. Egodocuments (or self-life writings): all forms of voluntary and involuntary autobiographical writing, such as memoirs, diaries, letters, travel accounts, blogs, vlogs, and social media posts 48. ELIZA effect: people’s tendency to anthropomorphize machines (often specifically referring to an artificial intelligence) 49. Environment / ensemble / manifold / communicative figuration / intermediality (see also Concurrent media exposure): Different concepts to describe the sensation and experience of living with (and using) multiple media somewhat simultaneously 50. Ephebiphobia: an irrational fear of adolescents or teenagers
    (包括算法) 创建关于您在线 44.虚假信息:传播虚假或误导性信息,故意纵和欺骗 45.(媒体与社会的)双重衔接:媒体影响社会中的既定过程,以及在社会机构内部和之间独立创建常规 46.编辑逻辑:主要面向(感知的)同行、同事和竞争对手的创造性决策过程(在媒体行业中) 47.自我文件(或自我生活著作):所有形式的自愿和非自愿自传体写作,例如回忆录、日记、信件、旅行记录、博客、视频博客和社交媒体帖子 48.ELIZA 效应:人们倾向于将机器拟人化(通常特指人工智能) 49.环境 / 合奏 / 流形 / 交际形象 / 中介性 (另见 并发媒体曝光):不同的概念来描述与多种媒体同时生活(和使用)的感觉和体验 50.恐惧症:对青少年的非理性恐惧
  15. Everydayness: everyday experience is made up out of cycles (day and night, life and death, etc.) and repetitive behaviors, making life both mundane and always changing 52. Frictionless sharing: steps platforms take to reduce friction and get people to spend more time online using their products and services; friction refers to deliberate choice in media use 53. Functionality (vs. affordance): the ability of a particular device or technology (vs. the potential action that is possible by a given object or environment) 54. Gender-bending: acting in away (online or offline) that defies or challenges traditional notions of gender, especially with respect to dress or behavior 55. Graphic user interface: an interface that allows people to interact with electronic devices via visual indicators (such as menus, icons, pointers, and windows) 56. Greenlighting: giving permission for a project to go ahead (generally involving financial expenditure)
    日常性:日常经验由循环(白天和黑夜、生与死等)和重复的行为组成,使生活既平凡又不断变化 52。无摩擦共享:平台采取步骤减少摩擦并让人们花更多时间在线使用他们的产品和服务;摩擦是指媒体使用中的刻意选择 53。功能(与可供性):特定设备或技术的能力(与给定对象或环境可能采取的潜在行动相比) 54.性别扭曲:在外出(在线或离线)行动,违背或挑战传统的性别观念,尤其是在衣着或行为方面 55.图形用户界面:允许人们通过视觉指示器(如菜单、图标、指针和窗口)与电子设备交互的界面 56.绿灯:允许项目继续进行(通常涉及财务支出)
  16. Hacking: the reconfiguration or reprogramming of a computer system to function in ways not intended by the producer(s)
    黑客攻击:对计算机系统进行重新配置或重新编程,使其以生产者不打算的方式运行
  17. Hacktivism: the act of hacking (see Hacking) for politically or socially motivated purposes
    黑客行动主义:出于政治或社会动机目的的黑客行为(参见黑客攻击)
  18. Halo effect: the “what is beautiful is good” stereotype
    光环效应:“美就是好”的刻板印象
  19. Horizontal integration (of media industries): media companies consolidating and bundling their offerings across a variety of media channels 61. Hourglass structure (of media industries): the media consist of a handful of big corporations, few middle-sized companies, and many tiny companies and single contractors 62. Hybrid warfare: when a nation’s government and military combine information warfare and cyberwarfare with conventional warfare 63. Infodemic: a rapidly spreading large amount of information about a problem that is typically unreliable or the product of a disinformation campaign 64. Interface (see Command line interface, Graphic user interface, Natural user interface)
    横向整合(媒体行业):媒体公司在各种媒体渠道上整合和捆绑他们的产品 61.沙漏型结构(媒体行业):媒体由少数大公司、少数中型公司和许多小公司和单一承包商组成 62.混合战争:当一个国家的政府和军队将信息战和网络战与常规战争相结合时 63.信息流行病:关于通常不可靠的问题的大量信息,或者是虚假信息运动的产物 64.界面(请参阅命令行界面、图形用户界面、自然用户界面)
  20. Intertextual(ity) / intertextual referencing: parts of a media text (i.e., any work, object, or event that communicates meaning) that refer to other texts, for example, when media industries integrate characters and story lines across a variety of media 66. Inverse surveillance (see Synoptic surveillance, Coveillance): a form of surveillance where the many observe and monitor the few 67. Lean-forward media: media that (physically, emotionally, or cognitively) engage the user directly, requiring people to pay close attention 68. Life in media / media life: media disappear, media are what people do, and people love media
    互文性/互文引用:媒体文本中引用其他文本的部分(即任何传达意义的作品、物体或事件),例如,当媒体行业在各种媒体中整合人物和故事情节时 66.反向监视(见 Synoptic surveillance, Coveillance):一种监视形式,许多人观察和监视少数人 67.前倾媒体:(身体上、情感上或认知上)直接与用户互动的媒体,需要人们密切关注 68.媒体生活 / 媒体生活:媒体消失,媒体是人们的工作,人们热爱媒体
  21. Market logic: a creative decision-making process (in the media industry) that is primarily oriented toward (intended or imagined) consumers, audiences, and markets 70. Martini media: (making or using) media that are available anytime, anyplace, anyhow
    市场逻辑:主要面向(有意或想象的)消费者、受众和市场的创造性决策过程(在媒体行业中) 70.Martini media:(制作或使用)随时随地可用的媒体
  22. Mass self-communication: the circulation and reformatting of any digitally formatted content, generally consisting of egodocuments (see Egodocuments) posted online 72. Material access to media: having access to media as determined by media artifacts (i.e., hardware and software)
    大众自我传播:传播和重新格式化任何数字格式的内容,通常由在线发布的自我文档(见自我文档)组成 72.对媒体的 Material Access:对媒体的影响(由媒体工件(即硬件和软件)确定)
  23. Materiality: the assumption that the physical properties of an artifact have consequences for how it is or can be used (see also Affordances, Functionality) 74. Media activism (also, digital/cyberactivism): a form of activism that either has the media as the object to be reformed or uses a variety of media to further its goals of social or political transformation 75. Media activities: the activities and practices involved when people use media
    重要性:假设人工制品的物理特性会影响其使用方式或可以使用方式(另见可供性、功能) 74.媒体激进主义(也称为数字/网络激进主义):一种激进主义形式,要么以媒体作为改革的对象,要么利用各种媒体来推进其社会或政治转型的目标 75.媒体活动:人们使用媒体时涉及的活动和做法
  24. Media archaeology: a way to think about material media cultures in a historical perspective (e.g., by taking media artifacts apart and tracing the genealogy of their constituent parts) 77. Media arrangements: how people organize and coordinate their lives with and around media
    媒体考古学:一种从历史角度思考物质媒体文化的方法(例如,通过拆解媒体人工制品并追溯其组成部分的谱系) 77.媒体安排:人们如何组织和协调他们的生活与媒体以及媒体
  25. Media artifacts: the devices (i.e., hardware and software) people use to live in media
    媒体伪影:人们用来生活在媒体中的设备(即硬件和软件)
  26. Media as practice: studying the open-ended range of practices focused directly or indirectly on media (see also Media activities) 80. Media multitasking: deliberate use of multiple media at the same time
    媒体作为实践:研究直接或间接关注媒体的开放式实践范围(另见媒体活动) 80.媒体多任务处理:故意同时使用多个媒体
  27. Media repertoire: a collection of media sources that people regularly use or a particular way in which people manage and use various media 82. Mediatime: all the time people spend concurrently exposed to media
    媒体库:人们经常使用的媒体源的集合,或人们管理和使用各种媒体的特定方式 82.Mediatime:人们同时接触媒体的所有时间
  28. Mediagenic: when something or someone fits the criteria for selection by media
    Mediagenic:当某事或某人符合媒体选择的标准时
  29. Mediation: the circulation and appropriation of information and ideas via media (as institutions)
    调解:通过媒体(作为机构)传播和挪用信息和思想
  30. Mediatization: the process by which the media takes a prominent role in society, both as an industry and as the function that media have in the daily life of people and institutions 86. Mediology: replacing ontology as the primary source of how and what we know about the world 87. Meme(s): an idea (digitally represented in a phrase, image, video) that spreads from person to person by replication and adaptation (and is copied or changed along the way) 88. Metaverse: (hard definition) a network of virtual worlds accessible via headsets or (soft definition) the notion of a seamlessly integrated media
    媒体化:媒体在社会中发挥突出作用的过程,既作为一个行业,也作为媒体在人们和机构的日常生活中的作用 86.Mediology:取代本体论成为我们如何了解世界以及了解世界内容的主要来源 87.模因:一种想法(以短语、图像、视频的形式以数字方式表示),通过复制和改编(并在此过程中被复制或更改)在人与人之间传播 88.元宇宙:(硬定义)可通过耳机访问的虚拟世界网络或(软定义)无缝集成媒体的概念

    experience 89. Metavoicing: reacting to other people’s online presence and posts (particularly used in the context of activism)
    经验 89.Metavoicing:对其他人的在线状态和帖子做出反应(特别是在激进主义的背景下使用)
  31. Microrebellions: acts of protest and resistance by one person (or only a few individuals), documented and shared on popular social media 91. Motivational access to media: personal reasons for wanting to engage or not engage or participate with the media
    微叛乱:一个人(或只有几个人)的抗议和抵抗行为,记录并在流行的社交媒体上分享 91.动机性地接触媒体:想要或不参与或参与媒体的个人原因
  32. Natural user interface: an interface that makes you use electronic media using touch, gestures, or voice, in effect naturalizing the interface (and making it invisible) 93. Neo-Luddite (or reform Luddite): someone who opposes (the indiscriminate use of) technology or believes the use of technology has problematic consequences 94. Nowism (see also Presentism): excessive focus on the present or on immediate gratification
    自然用户界面:一种界面,让您通过触摸、手势或语音使用电子媒体,实际上是使界面自然化(并使其不可见) 93.新卢德分子(或改革卢德分子):反对(不分青红皂白地使用)技术或认为使用技术会产生问题后果的人 94.现在主义(另见当下主义):过度关注当下或即时满足
  33. Omnopticism (see Sousveillance): a situation where everyone monitors (or can monitor) everyone else
    Omnopticism (see Sousveillance):每个人都监控(或可以监控)其他人的情况
  34. Open source: an approach to software design where anyone can freely view, edit, modify, and distribute the source code
    开源:一种软件设计方法,任何人都可以自由查看、编辑、修改和分发源代码
  35. Panopticism (see Vertical surveillance): the systematic ordering and controlling of people by their perception or knowledge of being under constant surveillance 98. Participatory surveillance: the extent to which people willingly submit to having their personal information collected and tracked 99. Passive data: data about people at a particular time and place
    全景主义(见垂直监视):通过人们的感知或对持续监视的认知对人们进行系统的排序和控制 98.参与式监视:人们愿意接受收集和跟踪其个人信息的程度 99.被动数据:有关特定时间和地点的人员的数据
  36. Personal information economy: an economy where value is primarily extracted by the gathering of (or providing access to) personal data 101. Pervasive media: media are always on, impossible to (completely) turn off
    个人信息经济:主要通过收集(或提供对个人数据的访问)来提取价值的经济 101.无处不在的媒体:媒体始终开启,无法(完全)关闭
  37. Platform cooperatives: a collectively owned and democratically governed digital platform designed to provide a service or sell products 103. Platformization: the penetration of infrastructures, economic processes, and governmental frameworks of digital platforms in different economic sectors and spheres of life and the reorganization of practices and imaginations around platforms 104. Polysemy: media content always has multiple meanings 105.
    平台合作社:一个集体拥有和民主管理的数字平台,旨在提供服务或销售产品 103.平台化:数字平台的基础设施、经济进程和政府框架在不同经济部门和生活领域的渗透,以及围绕平台的实践和想象的重组 104.多义词:媒体内容总是具有多重含义 105.
Precarity: employment that is extremely unpredictable, where jobs tend to be irregular, often temporary, flexible, and casualized (see also Atypical work).
不稳定性:极度不可预测的就业,工作往往是不规则的,通常是临时的、灵活的和临时的(另见非典型工作)。

106. Presentism (see also Nowism): the view that only the present exists
106. 现在主义(另见现在主义):认为只有现在存在的观点

107. Reciprocal surveillance (see also Omnoptic surveillance): a type of mutual surveillance, where people are monitoring each other potentially on a mass scale 108. Relational labor: the work involved (for creative professionals, such as performers, artists, journalists, etc.) to build and sustain connections with audiences 109. Remediation: all media are interdependent, in that media are always a remix of older media forms and newer ones
107. 互惠监测(另见眼前监测):一种相互监测,人们可能在大规模范围内相互监测 108。关系劳动:为建立和维持与观众建立联系而参与的工作(对于创造性的专业人士,如表演者、艺术家、记者等) 109.补救:所有媒体都是相互依存的,因为媒体总是旧媒体形式和新媒体形式的混合

110. Self-surveillance: the attention one pays to one’s behavior when facing the actuality or virtuality of immediate or mediated monitoring 111. Shadow profiling: using data collected about nonusers to create profiles of people who have never signed up for online social networks 112. Sharenting: the practice of parents continually publishing and publicizing content about their children online (generally without consent) 113. Shiny (New) Toy Syndrome: always wanting or being oriented toward the latest or newest piece of technology or gadget
110. 自我监控:当面对即时或中介监控的现实或虚拟时,一个人对自己行为的关注 111.影子分析:使用收集到的有关非用户的数据创建从未注册过在线社交网络的人的档案 112.Sharenting:父母不断在网上发布和公布有关其孩子的内容的做法(通常未经同意) 113.闪亮(新)玩具综合症:总是想要或以最新或最新的技术或小工具为导向

114. Singularity: the moment when humans merge completely with intelligent machines
114. 奇点:人类与智能机器完全融合的时刻

115. Sit-back media: media that require a low level of active (physical, emotional, or cognitive) engagement
115. 坐下来的媒体:需要低水平主动(身体、情感或认知)参与的媒体

116. Skills access to media: media access shaped by the level of knowledge of how to manage and use media
116. 媒体获取技能:媒体获取受如何管理和使用媒体的知识水平的影响

117. Slacktivism (see also Clicktivism): participating in media activism doing little more than messaging, following, or sharing hyperlinks online 118. Social media: websites or devices that offer content and experiences generated by the users of those sites and devices
117. 懒散主义(另见 Clicktivism):参与媒体激进主义,除了在线消息传递、关注或分享超链接外,别无他法 118.社交媒体:提供由这些网站和设备的用户生成的内容和体验的网站或设备

119. Sousveillance (see Omnoptic surveillance): a form of reciprocal surveillance or coveillance, where everyone is (or can be) monitoring everyone else 120. Speculative work: work that is unpaid but done in the hopes of securing future gigs, clients, or employment
119. 监视(见眼睑监视):一种相互监视或监视的形式,每个人都在(或可以)监视其他人 120.投机性工作:无薪但为希望获得未来的演出、客户或就业而完成的工作

121. Splinternet: a trend whereby the global internet is fragmenting based on such factors as technology, commerce, religion, and divergent national interests 122. Supersaturation (of media): the notion that media completely saturate the average household and in doing so become unremarkable 123. Surveillance capitalism: collecting and mining personal data for profit
121. 互联网分裂:全球互联网根据技术、商业、宗教和不同的国家利益等因素而分裂的趋势 122.(媒体的)过饱和:媒体完全饱和了普通家庭的概念,并在此过程中变得不起眼 123.监控资本主义:收集和挖掘个人数据以牟利

124. Surveillance: the systematic monitoring of the many (i.e., people’s behavior, actions, and communications) by the few (e.g., companies and government agencies) 125. Synoptic surveillance (see Coveillance, Inverse surveillance): a type of surveillance where the many monitor the few
124. 监视:少数人(例如公司和政府机构)对许多人(即人们的行为、行动和通信)进行系统监控 125.概要监视(见 Coveillance, Inverse surveillance):一种多数人监视少数人的监视类型

126. Synthetic media: any kind of media that is produced through automated means
126. 合成媒体:通过自动化方式生产的任何种类的媒体

127. Tactical media: “do-it-yourself” media of all kinds used by groups and individuals who feel aggrieved by or excluded from the wider culture 128. Technology bias: technological objects are not just passive or neutral instruments but actively connect us with the environment in which we live and in doing so shape our lived experience in particular ways 129. Technomyopia: people tend to overestimate the short-term impact of technology while simultaneously underestimating the longterm potential 130. Teledildonics: using technology to mimic and extend sexual interaction
127. 战术媒体:对更广泛的文化感到不满或被排斥在更广泛的文化之外的团体和个人使用的各种“自己动手”媒体 128.技术偏见:技术对象不仅仅是被动或中立的工具,而是积极地将我们与我们生活的环境联系起来,并在此过程中以特定的方式塑造我们的生活体验 129。技术短视:人们往往高估了技术的短期影响,同时低估了长期潜力 130。远程假:利用技术来模仿和扩展性互动

131. Teleparenting: a parenting style where parents are in almost constant electronic touch with their children as they grow up 132. Thingness: the actual state of being a (real, material) thing
131. 远程育儿:一种育儿方式,父母在孩子成长过程中几乎一直与孩子保持电子联系 132.物性:作为(真实的、物质的)事物的实际状态

133. Transmedia storytelling: storytelling across multiple forms of media, with each element making distinctive contributions to people’s understanding of the story 134. Transmedia literacy: developing media literacy collaboratively across a variety of media based on people’s existing knowledge, skills, and creativity 135. Transliteracy: an approach to media and information literacy that helps people navigate and make use of a variety of media.
133. 跨媒体讲故事:跨多种形式的媒体讲故事,每个元素都为人们理解故事做出独特的贡献 134.跨媒体素养:根据人们现有的知识、技能和创造力,在各种媒体上合作发展媒体素养 135.Transliteracy:一种帮助人们浏览和利用各种媒体的媒体和信息素养方法。

136. Truman Show Delusion: feeling that the ordinary has changed, constantly searching for meaning, and experiencing a fluidity of the
136. 楚门秀妄想症:感觉平凡已经改变,不断寻找意义,体验到平凡的流动性

basic sense of identity.  基本身份感。
137. Ubiquitous computing: technology that works in the background, is intuitive and easy to use, is available anywhere, and is interconnected 138. Ubiquitous media: the notion that media are everywhere, impossible to (completely) escape from
137. 无处不在的计算:在后台运行、直观易用、随处可用且互联互通的技术 138.无处不在的媒体:媒体无处不在,不可能(完全)摆脱的概念

139. Usage access to media: media access in terms of the time and types (e.g., uploading, downloading) of media use
139. 媒体使用访问:根据媒体使用的时间和类型(例如,上传、下载)进行媒体访问

140. Vertical media integration: a media company buying up firms providing services in the same line of production (e.g., a film studio buying a movie theater chain)
140. 垂直媒体整合:一家媒体公司收购在同一生产领域提供服务的公司(例如,一家电影制片厂收购一家连锁电影院)

Appendix 3: Ten Tips for a Life in Media
附录 3:媒体生活的十个技巧

In February 2018, at the invitation of a Dutch network organization for media literacy education, I published a list of ten tips for a good life in media. It was translated into English and posted to the online publishing platform Medium. For the purpose of this book, I went back to that list and updated it. It is printed here for your information, in the hope that it helps.
2018 年 2 月,应荷兰媒体素养教育网络组织的邀请,我发布了一份清单,列出了媒体美好生活的十个秘诀。它被翻译成英文并发布到在线出版平台 Medium。出于这本书的目的,我回到了那个列表并更新了它。打印在这里供您参考,希望对您有所帮助。
For us, media are like water for fish. In this appendix, I offer ten tips for a good life in media-a happy and healthy media life. Media in general and digital media in particular are inevitable and indispensable. What makes media so special is the opportunity that technology offers us to give shape to the world in which we live. What we do in and with media has consequences for reality and our world offline. That gives us power. The question now is what we will do with this power (as with great power comes great responsibility).
对我们来说,媒体就像水之鱼。在本附录中,我提供了 10 个美好媒体生活的秘诀——快乐健康的媒体生活。一般来说,媒体,特别是数字媒体,是不可避免的,也是不可或缺的。媒体之所以如此特别,是因为技术为我们提供了塑造我们生活的世界的机会。我们在媒体中以及与媒体一起做的事情会对现实和我们的离线世界产生影响。这给了我们力量。现在的问题是我们将如何利用这种权力(因为能力越大,责任越大)。
Media are so ubiquitous and pervasive in our lives that we cannot really switch them off or do without anymore. The question is therefore less whether media and information technologies are good or bad for us but rather what it is that we want from our world and how we take responsibility for that desire. We have to use media as a tool with which we can work, instead of as a crutch on which we depend.
媒体在我们的生活中无处不在,以至于我们不能真正关闭或不再没有它们。因此,问题不在于媒体和信息技术对我们来说是好是坏,而在于我们想从我们的世界得到什么,以及我们如何为这种愿望负责。我们必须将媒体作为我们工作的工具,而不是我们依赖的拐杖。
Media can contribute to a good life-a life where we have fun, take responsibility, and have a chance to tell the story of who we are and what matters most to us. It also means that the great issues of our timecatastrophic climate change, war and conflict, the refugee crisis, the instability of the global financial market, pandemics, and the increasing scarcity of drinkable water-are, in part, mediatized and therefore rely on media to be addressed effectively.
媒体可以为美好的生活做出贡献——在这种生活中,我们玩得开心,承担责任,并有机会讲述我们是谁以及什么对我们来说最重要。这也意味着我们这个时代的重大问题,如灾难性的气候变化、战争和冲突、难民危机、全球金融市场的不稳定、流行病以及饮用水的日益短缺,在一定程度上是经过调解的,因此需要媒体来有效解决。
From this action-oriented and hopeful perspective, I offer ten tips for a life in media. My advice appeals to our shared and individual responsibility regarding living a happy and healthy life. This certainly does not mean that education, government, and business do not have a role to play in creating a productive, responsible, and safe media environment. Critical media literacy and digital life skills should be required in all types of formal education. Governments need to work together to enforce safeguards for our privacy and identity online, and businesses should take appropriate steps toward establishing transparency and accountability mechanisms based on clearly defined public values. Beyond these necessary steps, we all have a daily life to lead, and for this purpose, these ten tips have been conceived.
从这个以行动为导向和充满希望的角度,我为媒体生活提供了十个建议。我的建议呼吁我们共同承担个人责任,过上幸福健康的生活。这当然并不意味着教育、政府和企业在创造一个富有成效、负责任和安全的媒体环境方面没有作用。所有类型的正规教育都应要求具备批判性的媒体素养和数字生活技能。政府需要共同努力,为我们的在线隐私和身份实施保护措施,企业应采取适当措施,根据明确定义的公共价值观建立透明度和问责机制。除了这些必要的步骤之外,我们都有日常生活要过,为此,我们构思了这十个技巧。

1. Forgive Yourself  1. 原谅自己

Media are difficult. Just as we mastered the manual and workings of a specific device or platform, an update or alternative comes out with which everything starts again. Media are tempting, and creators and developers are very good at tempting us.
媒体很难。正如我们掌握了特定设备或平台的手册和工作原理一样,出现了更新或替代方案,一切都会重新开始。媒体很诱人,创作者和开发者非常擅长诱惑我们。
Media are “experience machines” in which we can easily lose ourselves as we connect with friends and loved ones, play cool games, get lost in a YouTube playlist, or watch well-crafted television series. Such behavior generally does not have any greater consequences than that you sleep a little less or occasionally do not pay enough attention to what is going on around you. Sometimes we click on links without thinking, share or like without reading, forward without checking. And for some people, in some particular contexts, all this listening, watching, clicking, and liking makes them really anxious, feeling isolated and alone despite being connected to so many others online.
媒体是“体验机器”,当我们与朋友和亲人联系、玩酷炫的游戏、迷失在 YouTube 播放列表中或观看精心制作的电视连续剧时,我们很容易迷失自我。这种行为通常不会比您睡得少一点或偶尔没有对周围发生的事情给予足够的关注而产生任何更大的后果。有时我们不假思索地点击链接,不阅读就分享或点赞,不检查就转发。对于一些人来说,在某些特定的情况下,所有这些倾听、观看、点击和点赞让他们感到非常焦虑,尽管在网上与许多人保持联系,但他们仍然感到孤立和孤独。
It is unavoidable to make mistakes with (and in) media. Forgive yourself! If you do worry, try to plan on losing yourself in media (e.g., by bingewatching a series or pulling an all-nighter playing your favorite game) a bit more carefully. Just realize that there is no way of doing it right, so you may as well come to terms with the way you do it.
在媒体上(和媒体中)犯错是不可避免的。原谅自己!如果您确实担心,请尝试更仔细地计划让自己沉浸在媒体中(例如,通过狂欢观看连续剧或通宵玩您最喜欢的游戏)。只要意识到没有办法做对,所以你不妨接受你做事的方式。

2. Technorealism  2. 技术现实主义

Life in media is not better, nor is it worse, than life without or outside of media. Experiences in media are not fake or unnatural simply because the connection, knowledge, and information in media comes to us through technology. The opposite is also true: something you experience in media is not necessarily more intense or immersive than what you can sense and perceive without using any devices. Techno-utopianism and dystopic viewpoints can be useful to really consider and think through the potential impact of technologies in the long term but do little to help us in navigating our daily lives in media.
媒体中的生活并不比没有媒体或媒体之外的生活更好,也不比更差。媒体中的体验并不是虚假或不自然的,仅仅因为媒体中的联系、知识和信息是通过技术来到我们的。反之亦然:你在媒体中体验到的东西不一定比你在不使用任何设备的情况下所能感知和感知的更强烈或更身临其境。技术乌托邦主义和反乌托邦观点对于真正考虑和思考技术的长期潜在影响是有用的,但对我们在媒体中驾驭日常生活几乎没有帮助。
A grounded attitude begins with recognizing that everything we know about ourselves, each other, and the world around us is shaped and formed in one way or another by media. Media on the one hand and humanity on the other are inseparably linked by an endless feedback loop. From the earliest cave paintings to the wall in our social media timeline where we scribble notes about ourselves and the people we care about, media are part of who we (think we) are.
扎实的态度始于认识到我们对自己、彼此和周围世界的了解都是由媒体以这样或那样的方式塑造和形成的。一方面,媒体和人类被一个无休止的反馈循环不可分割地联系在一起。从最早的洞穴壁画到我们社交媒体时间线上的墙上,我们在那里写下关于自己和我们关心的人的笔记,媒体是我们(认为我们)的一部分。
Our interdependence with media does not mean that nothing or no one can be trusted anymore. We all sense that no one is entirely honest when they present themselves in media-whether that is the politician vying for our vote on television or a friend posting selfies of a successful life on a social networking platform. However, we must guard against a “suspicion society” where the way we relate to each other is based on mutual mistrust, inspired by the omnoptic surveillance context we live in-a world where everyone is (or can be) monitoring everyone else via a complicated network of mutual, mediated surveillance, mass media phenomena, and 24/7 activities online.
我们与媒体的相互依存并不意味着不再信任任何事物或任何人。我们都感觉到,当他们在媒体上展示自己时,没有人是完全诚实的——无论是在电视上争夺我们选票的政客,还是在社交网络平台上发布成功生活的自拍的朋友。然而,我们必须警惕一个“多疑社会”,在这个社会中,我们彼此相处的方式是基于相互的不信任,这受到我们生活的 omnoptic 监控环境的启发——在这个世界里,每个人都在(或可以)通过一个由相互中介的监控、大众媒体现象和 24/7 在线活动的复杂网络来监控其他人。
It is better to keep looking at each other deliberately, with an open heart -especially at people with different opinions and people with backgrounds different from yourself. Sure, we must reclaim conversation, both online and offline-based on the fundamental insight that the distinction between both ways of living has vanished (and perhaps never existed).
最好是继续用一颗开放的心去刻意地看待对方——尤其是面对有不同意见的人和背景与你不同的人。当然,我们必须重新开始线上和线下的对话,基于这样一个基本见解,即两种生活方式之间的区别已经消失(也许从未存在过)。

3. Media Are Magic and Messy
3. 媒体是神奇而混乱的

Most of us do not really know how media work. How does the news come about? How is a film made? What is involved in developing a computer game? What about the hardware and software of the internet and online social networks? What is inside your smartphone, where do those electronics come from, and how does this charismatic device we love so much work? Most of us do not know. It’s like magic.
我们大多数人并不真正了解媒体是如何运作的。这个消息是怎么来的?电影是如何制作的?开发电脑游戏涉及什么?互联网和在线社交网络的硬件和软件呢?您的智能手机里装着什么,这些电子设备来自哪里,我们如此喜爱的这个有魅力的设备是如何工作的?我们大多数人都不知道。这就像魔术一样。
Media are magical: we put so much into them-our emotions, expressions, and expectations-and, as if by magic, out comes an awesome array of experiences, content, services, and knowledge and information. At the same time, it is helpful to remind ourselves of the fact that the black box of media never works perfectly: the technology is messy, fickle, charismatic, and unreliable-just like we are.
媒体是神奇的:我们在其中投入了如此多的东西——我们的情感、表达和期望——就像变魔术一样,产生了一系列令人敬畏的体验、内容、服务以及知识和信息。同时,提醒自己媒体的黑匣子从来都不是完美的,这是有帮助的:技术是混乱的、善变的、有魅力的、不可靠的——就像我们一样。
Smartphones stall, and laptops crash; television signals disappear, and internet connectivity drops for unclear reasons. It is in those momentswhen media break down-when we suddenly realize we are indeed living in media. So do assume media have power, and enjoy the wild ride; just never assume computers, media, and all associated technologies are in any way perfect machines. They are not coming for us. People are messy, and technology is too.
智能手机停滞不前,笔记本电脑崩溃;电视信号消失,互联网连接因不明原因而中断。正是在那些媒体崩溃的时刻——当我们突然意识到我们确实生活在媒体中时。所以,假设媒体有权力,并享受狂野的旅程;永远不要假设计算机、媒体和所有相关技术在任何方面都是完美的机器。他们不是冲着我们来的。人是混乱的,技术也是。

4. We Have Been Here Before
4. 我们以前就来过这里

New media do not exist. All newer media are versions of older media. To some extent, we all suffer from shiny new toy syndrome: the tendency to fall in love, over and over again, with updates or new releases of cool consumer electronics and software. I mean, all those extra pixels and gigabytes must do something, right?
新媒体不存在。所有较新的媒体都是较旧的媒体版本。在某种程度上,我们都患有闪亮的新玩具综合症:倾向于一遍又一遍地爱上酷炫的消费电子产品和软件的更新或新版本。我的意思是,所有这些额外的像素和 GB 必须做点什么,对吧?
Yet newer media are not necessarily better nor all that much different than older devices and applications. We are all part of a culture of planned obsolescence: we replace our technologies every couple of years or so, partly because that is how the industry works, partly because what consumers desire changes so much. That means we are not powerless in the context of the upgrade culture that typifies our life in media. It just suggests that oftentimes reusing, recycling, and repurposing existing technologies is
然而,较新的媒体不一定比较旧的设备和应用程序更好,也不一定有太大区别。我们都是计划过时文化的一部分:我们每隔几年左右就会更换一次我们的技术,部分原因是该行业的运作方式,部分原因是消费者的需求发生了很大变化。这意味着我们在媒体生活中典型的升级文化背景下并非无能为力。它只是表明,通常重用、回收和重新利用现有技术是

the best solution for you and your family-especially because it is in fact quite unlikely that we do something different with all our new stuff.
这是您和您的家人的最佳解决方案——特别是因为事实上,我们不太可能对所有新事物做一些不同的事情。
Media do not program us; nor do media make us do things we would otherwise-as human beings-never do. Media amplify and accelerate what we think about, how we feel, and how we act in life. The conversation that society has with itself in media is like the buzz in a crowded caféonly with thousands, millions, or even billions of participants. The themes of that conversation-especially in social media-are as old as humanity itself and can therefore be seen as crucial for us as human beings, as being part of a society: anger, contempt, fear, disgust, happiness, sadness, and surprise. Media coconstitute our humanity.
媒体不会对我们进行编程;媒体也不会让我们做我们作为人类永远不会做的事情。媒体放大并加速了我们对生活的看法、感受和行为方式。社会在媒体上与自身的对话就像一个拥挤的咖啡馆里的嗡嗡声,只有成千上万、数百万甚至数十亿的参与者。那次对话的主题——尤其是在社交媒体上——与人类本身一样古老,因此可以被视为对我们人类至关重要,作为社会的一部分:愤怒、蔑视、恐惧、厌恶、快乐、悲伤和惊喜。媒体构成了我们的人性。
Technomyopia-overestimating the short-term effects of media, while underestimating their long-term influence-is a predictable and very human response to technology. It is a trap for us to think that a new device, platform, or service will change everything in the short term. On the other hand, in the long term, media play an extremely important role in the way we make sense of the world, how we organize our lives, and how we relate to each other. Some historical awareness is very useful for a good understanding of media. We have been here before.
技术短视——高估媒体的短期影响,同时低估其长期影响——是对技术的一种可预测的、非常人性化的反应。我们认为新设备、平台或服务将在短期内改变一切,这是一个陷阱。另一方面,从长远来看,媒体在我们理解世界的方式、如何组织我们的生活以及我们如何与他人相处方面发挥着极其重要的作用。一些历史意识对于很好地理解媒体非常有用。我们以前也经历过这种情况。

5. Don't Overdo It  5. 不要过度

Try things out! Download cool games, click and read everything, let your child play with a tablet, discover new music, just … don’t overdo it. There is generally no such thing as using “too much” media. Sure, there is such a thing as excessive and problematic media use, but media addictionregarding social media, video games, or any other medium-tends to be grossly overstated, medicalizing a condition that most of us have at times experienced. Consider, for example, screen time rules for kids: it seems like good parenting, but if it becomes an excuse not to watch, read, converse, or play with your child, then such rules are useless. Generally speaking, parental media monitoring works well-but we must beware of simplistic generalizations when it comes to media: every household is different.
试试看!下载很酷的游戏,点击并阅读所有内容,让您的孩子玩平板电脑,发现新音乐,只是......不要过度。通常没有使用“太多”媒体这样的事情。当然,存在过度和有问题的媒体使用,但关于社交媒体、视频游戏或任何其他媒体的媒体成瘾往往被严重夸大,将我们大多数人有时经历过的疾病医学化。例如,考虑一下孩子的屏幕时间规则:这似乎是很好的育儿方式,但如果它成为不看、不读、不和孩子聊天或不玩耍的借口,那么这些规则就毫无用处。一般来说,家长媒体监控效果很好——但当涉及到媒体时,我们必须提防简单化的概括:每个家庭都是不同的。
What seems to make sense is to take a little media vacation every now and then. Give yourself a break from the news once in a while. If possible, do a digital detox. On the other hand, the deceptive attraction of this type of advice comes from a position of profound privilege: What if your family is
时不时地放个小小的媒体假期似乎是有道理的。偶尔让自己从新闻中休息一下。如果可能的话,做一次数字排毒。另一方面,这种建议的欺骗性吸引力来自一个非常特权的地位:如果你的家人是

scattered all over the world and media are the only lifeline to your loved ones? What if media are your technologies of love, enabling and sustaining relationships across the world in times of global migration?
散布在世界各地,媒体是你所爱之人的唯一生命线?如果媒体是你热爱的技术,在全球移民时期支持和维持世界各地的关系呢?
As a rule of thumb, mindful and wholehearted media use should go hand in hand. Next to doing everything online, why not also ask someone out without using an online dating service, send an email instead of an app, write a letter instead of email, call instead of writing, or strike up a conversation rather than stare at a screen?
根据经验,谨慎和全心全意地使用媒体应该齐头并进。除了在网上做所有事情之外,为什么不在不使用在线约会服务的情况下约某人出去,发送电子邮件而不是应用程序,写信而不是电子邮件,打电话而不是写信,或者开始对话而不是盯着屏幕呢?
Media only become problematic when they replace and push out other actions and experiences. Media only become powerful when we take them for granted.
只有当媒体取代和排挤其他作和体验时,它们才会成为问题。只有当我们认为媒体是理所当然的时,它们才会变得强大。

6. Realize You Are a Maker
6. 意识到你是创客

In the past, until the end of the last century, media use for most of us was synonymous with media consumption. That is to say, we listened to, read, and watched the media. Nowadays almost all our media use is productive: we make media when we use media. This is the era of convergence culture, where the production of media takes place alongside the consumption of media. As media industries converge to produce increasingly compelling experiences for consumers, we-as users-come together online to share our own stories and participate in all the wildly varied ways we are informed and entertained. What is amazing is that we do all this often without realizing the communication power we have.
在过去,直到上个世纪末,我们大多数人的媒体使用都是媒体消费的同义词。也就是说,我们倾听、阅读和观看媒体。如今,我们几乎所有的媒体使用都是生产性的:我们在使用媒体的同时制作媒体。这是融合文化的时代,媒体的生产与媒体的消费同时发生。随着媒体行业融合,为消费者提供越来越引人注目的体验,我们作为用户聚集在一起,在线分享我们自己的故事,并以各种不同的方式参与其中。令人惊奇的是,我们经常做这一切,却没有意识到我们拥有的通信能力。
The verbs we use today for our media use are all active, forward leaning, and engaging: we check, surf, click, link, share, like, favorite, forward, upload, download, install, scan, comment, and post. That means on the one hand that we share a lot of personal information in media-which makes quite a few companies rich and contributes to a global surveillance society. On the other hand, we now have much more media power than ever before. It is time to use that power.
我们今天用于媒体使用的动词都是主动的、前瞻性的和引人入胜的:我们检查、浏览、点击、链接、分享、点赞、收藏、转发、上传、下载、安装、扫描、评论和发布。这意味着一方面我们在媒体上分享了大量个人信息——这使得相当多的公司变得富有,并为全球监控社会做出了贡献。另一方面,我们现在拥有比以往任何时候都多得多的媒体力量。现在是利用这种力量的时候了。
The stories we tend to tell in media-our mass self-communication-are generally about ourselves. However, we are more than the bits and bytes that make up our lives: we care about (certain) others, about (some) social and political issues, about the planet. What stories are we sharing about those people and things, the issues that do so much more than just generate data for companies? What world did you make today?
我们倾向于在媒体上讲述的故事——我们的大众自我交流——通常是关于我们自己的。然而,我们不仅仅是构成我们生活的点点滴滴:我们关心(某些)他人,关心(某些)社会和政治问题,关心地球。我们分享了哪些关于这些人和事的故事,这些问题不仅仅是为公司生成数据?你今天创造了什么世界?

7. Be Mediawise  7. 明智地使用 Media

Being media literate and becoming mediawise are survival-relevant skills in today’s information society. After many years of advocacy and lobbying efforts by academics, foundations, industry watchdogs, policy makers, and teachers, media education is slowly but surely beginning to make it into the classroom.
在当今信息社会中,具备媒体素养和成为媒体智慧是与生存相关的技能。经过学者、基金会、行业监管机构、政策制定者和教师多年的倡导和游说努力,媒体教育正在缓慢但肯定地开始进入课堂。
In the United States, media literacy is included in common teaching standards for English language arts. In the Netherlands, the government has made digital literacy a key element in secondary education required by law. Similar developments are underway in Canada, Australia, and England. At the European Union level, media literacy education is heavily promoted to the member states. Latin America, the Middle East, and Africa are the fastest growing regions in the world in terms of internet penetration, and organizations are scrambling to provide access and literacy education in such countries as Rwanda, Nigeria, South Africa, Algeria, Chile, and Venezuela.
在美国,媒体素养包含在英语语言艺术的通用教学标准中。在荷兰,政府已将数字素养作为法律要求的中等教育的关键要素。加拿大、澳大利亚和英格兰也在进行类似的发展。在欧盟层面,媒体素养教育向成员国大力推广。就互联网普及率而言,拉丁美洲、中东和非洲是世界上增长最快的地区,组织正在争先恐后地在卢旺达、尼日利亚、南非、阿尔及利亚、智利和委内瑞拉等国家提供入学和扫盲教育。
Overall, there is a growing awareness about the profound role (digital) media play in the daily life of all (including the aging population). We should prevent this common quest for digital skills and critical literacy to be based on instrumentalist button pushing, fear, and distrust. What we can and should do is enjoy our media life by becoming mediawise.
总体而言,人们越来越意识到(数字)媒体在所有人(包括老龄化人口)的日常生活中发挥的深远作用。我们应该防止这种对数字技能和批判性素养的共同追求建立在工具主义的按钮按下、恐惧和不信任的基础上。我们可以而且应该做的是通过成为 mediawise 来享受我们的媒体生活。
Check local and international reports and resources, such as those produced and collected by UNESCO, the Center for Media Literacy (United States), MediaSmarts (Canada), Mediawijzer (Netherlands), Ofcom (United Kingdom), ACMA (Australia), the Association Development of Education in Africa (ADEA), the GO Digital ASEAN initiative of the Asia Foundation, and all the organizations, schools, and programs involved in the rich Latin American tradition of educomunicación, and many others. Contact community centers and advocacy groups; search for media scholars, trainers, and educators, and ask questions. Ignorance is no excuse.
查看本地和国际报告和资源,例如由联合国教科文组织、媒体素养中心(美国)、MediaSmarts(加拿大)、Mediawijzer(荷兰)、Ofcom(英国)、ACMA(澳大利亚)、非洲教育发展协会 (ADEA)、亚洲基金会的 GO Digital ASEAN 倡议以及所有参与拉丁美洲丰富的 educomunicación 传统的组织、学校和项目制作和收集的报告和资源, 以及许多其他人。联系社区中心和倡导团体;搜索媒体学者、培训师和教育工作者,并提出问题。无知不是借口。

8. True Play  8. 真实游戏

It is true that in a digital environment, much is determined by algorithms: statistical formulas that, based on your personal information and correlated with the data of countless other people, provide you with products and
的确,在数字环境中,很多事情都是由算法决定的:统计公式,基于您的个人信息并与无数其他人的数据相关联,为您提供产品和

services (or deny access and participation). Algorithms-especially those continually tweaked by social media firms-are generally just as opaque as media are to us in general. This lack of transparency, coupled with the often rather ridiculous rhetoric around artificial intelligence and machine learning, inspires quite a bit of hand-wringing and fear-mongering.
服务(或拒绝访问和参与)。算法——尤其是那些被社交媒体公司不断调整的算法——通常和媒体对我们来说一样不透明。这种缺乏透明度,再加上围绕人工智能和机器学习的往往相当荒谬的言论,激发了相当多的痛苦和恐惧。
Recommendation systems, automated playlists, and news feeds would inevitably lead us to a life locked inside our own personal telecocoon, blind to others, where all information we get comes to us through our very own filter bubble. This is a questionable argument. Not only are all these assumptions underresearched and overhyped; studies and common sense suggest that people in the real world do not rely on just one source or platform for all their news and information. This does not mean algorithms are inherently benevolent, let alone neutral-it just suggests we can use statistics-driven platforms to get what we want and should consider being more deliberate about it. For example, use sites like Yelp, Booking, and Momondo to orient yourself, but book your reservation with the restaurant, the hotel, and the airline directly if you want your money to go to the people who cook your food, make your bed, and get you to your destination safely.
推荐系统、自动播放列表和新闻提要将不可避免地引导我们进入一种被锁在自己的个人电话茧中的生活,对他人视而不见,我们获得的所有信息都通过我们自己的过滤气泡提供给我们。这是一个值得怀疑的论点。不仅所有这些假设研究不足和过度炒作;研究和常识表明,现实世界中的人们并不仅仅依赖一个来源或平台来获取所有新闻和信息。这并不意味着算法天生就是仁慈的,更不用说中立的了——它只是表明我们可以使用统计驱动的平台来获得我们想要的东西,并且应该考虑更加谨慎地对待它。例如,使用 Yelp、Booking 和 Momondo 等网站来定位自己,但如果您希望您的钱花在为您烹饪食物、整理床铺并带您安全到达目的地的人手中,请直接与餐厅、酒店和航空公司预订。
Take some time now and then to look for other things, ideas, and people than you are used to, not just because that is fascinating and fun but also so that the advertisements and recommendations you see everywhere on the internet clearly do not know what to do with you anymore.
时不时地花一些时间寻找您习惯的其他事物、想法和人,不仅因为这很迷人和有趣,而且您在互联网上随处可见的广告和推荐显然不知道该如何处理您了。
Whatever you do, do not forget to have fun and embrace true play: not everything we do and share in media has to be serious; not all information we seek out is supposed to have educational value; not every comment we make or message we send must be full of well-argued, thoughtful insights. The often meaningless, silly, and otherwise mundane forms of everyday communication we engage in online are in fact what promote social harmony-what make us human.
无论你做什么,都不要忘记玩得开心,拥抱真正的游戏:并非我们在媒体上所做的和分享的一切都必须是严肃的;并非我们寻找的所有信息都应该具有教育价值;并非我们所做的每一条评论或发送的每条信息都必须充满论据充分、深思熟虑的见解。我们在网上进行的日常交流往往毫无意义、愚蠢且平凡的形式,实际上是促进社会和谐的原因——使我们成为人类的原因。

9. Study Media  9. 学习媒体

In recent years, numerous books, documentaries, and reports have appeared around the world warning people about the dangers of (the) media. Despite addressing legitimate concerns, the level of fear and panic engendered by these publications is problematic. In an effort to focus more on the evidence
近年来,世界各地出现了许多书籍、纪录片和报告,警告人们注意媒体的危险。尽管解决了合理的担忧,但这些出版物引起的恐惧和恐慌程度是有问题的。为了更多地关注证据

and on (digital) empowerment, media scholars around the world have made efforts to make their research and insights available (often for free) to everyone.
在(数字)赋权方面,世界各地的媒体学者努力向所有人提供他们的研究和见解(通常是免费的)。
Some excellent examples can be found in the work of my colleagues Patti Valkenburg and Jessica Taylor Piotrowski (at the University of Amsterdam), Payal Arora (at Erasmus University Rotterdam), Tanja Bosch (at the University of Cape Town), Sonia Livingstone (at the London School of Economics), Lynn Schofield Clark (at the University of Colorado), Anabel Quan-Haase (at the University of Western Ontario) and danah boyd (at New York University). These are all experienced authors with an impeccable status in the field, having conducted countless studies, experiments, and interviews with children, teenagers, and young adults around the world about the formative role media play in their daily lives.
在我的同事 Patti Valkenburg 和 Jessica Taylor Piotrowski(阿姆斯特丹大学)、Payal Arora(鹿特丹伊拉斯谟大学)、Tanja Bosch(开普敦大学)、Sonia Livingstone(伦敦经济学院)、Lynn Schofield Clark(科罗拉多大学)、Anabel Quan-Haase(西安大略大学)和 Danah Boyd(纽约大学)的工作中可以找到一些很好的例子。这些都是经验丰富的作者,在该领域具有无可挑剔的地位,对世界各地的儿童、青少年和年轻人进行了无数的研究、实验和采访,了解媒体在他们的日常生活中发挥的形成作用。
Time and time again, the conclusion from these (and other) scholars in the field is that media are complicated, that people have similar reasons and motivations for using media but their ways of doing so are wildly differing, and that all these media most certainly have consequences for our lives, both positive and negative, and although it is next to impossible to generalize conclusions, people (young and old) tend to be both resilient and critical when it comes to media. The kids are all right.
一次又一次,该领域的这些(和其他)学者得出的结论是,媒体很复杂,人们使用媒体的原因和动机相似,但他们的使用方式却大相径庭,所有这些媒体肯定会对我们的生活产生影响,无论是积极的还是消极的,尽管几乎不可能概括结论, 当涉及到媒体时,人们(年轻人和老年人)往往既有韧性又有批判性。孩子们都没事。
Media studies and communication research have a long, rich tradition of helping us to understand and bring nuance to concerns about the role of media in shaping public opinion and affecting people’s lives. Today, many other academic disciplines-from management and economics to philosophy and psychology-talk about media. What media scholars do especially well is offer a critical view of media while still being mindful of the central role media play in people’s lives. In media studies, we (should) start our research and theories from a place of curiosity and wonder rather than fear and judgment.
媒体研究和传播研究有着悠久而丰富的传统,可以帮助我们理解并揭示媒体在塑造公众舆论和影响人们生活方面的作用的细微差别。今天,许多其他学科——从管理和经济学到哲学和心理学——都在谈论媒体。媒体学者特别擅长的是提供对媒体的批判性观点,同时仍然注意媒体在人们生活中发挥的核心作用。在媒体研究中,我们(应该)从好奇和好奇而不是恐惧和评判的角度开始我们的研究和理论。
For all of us, the important thing is to keep reading, discussing, and sharing media scholarship that is grounded in everydayness. If you need help finding, reading, and understanding the research, just ask. We are here to help.
对我们所有人来说,重要的是继续阅读、讨论和分享植根于日常生活的媒体学术成果。如果您在查找、阅读和理解研究时需要帮助,请询问。我们随时为您提供帮助。

10. Media Art(s)  10. 媒体艺术

Artists are often the best sources for perspectives, possibilities, and opportunities concerning what our life in a media world looks like-or could look like. Artists show us a truth that is difficult to see in daily life, that escapes the confines of a carefully crafted research project, that moves beyond the insights of a deeply philosophical take on media. Likewise, artistic methods make headway in scholarly work as a profound source of insight into the embodied or “somatechnic” experience of a life in mediabeyond rationalization and deliberation.
艺术家通常是关于我们在媒体世界中的生活是什么样子或可能是什么样子的观点、可能性和机会的最佳来源。艺术家向我们展示了一个在日常生活中难以看到的真相,它摆脱了精心设计的研究项目的界限,超越了对媒体的深刻哲学见解。同样,艺术方法在学术工作中取得进展,作为洞察媒体生活中的具身或“体技术”体验的深刻来源,超越了合理化和深思熟虑。
There are numerous amazing festivals around the world where the mix of art, media, technology, and creativity is central to the works on display, and I always find it illuminating and inspiring to explore these kinds of exhibitions and performances. There will be an event, exhibition, performance, festival, display, or installation near you.
世界各地有许多令人惊叹的节日,艺术、媒体、技术和创造力的结合是展出作品的核心,我总是发现探索这类展览和表演很有启发性和启发性。您附近将有活动、展览、表演、节日、展示或装置。

Index  指数

Abbas, Yasmine, 229  亚斯敏·阿巴斯,229
#ABetterUbisoft, 204  #ABetterUbisoft,204
Access, 217  访问,217
#Actiblizzwalkout, 204  #Actiblizzwalkout,204
Active data, 77, 297. See also Data
活动数据,77,297。另请参阅 数据

#ActivisionBlizzard, 204  #ActivisionBlizzard,204
Activism, 153-154, 171-174. See also Media activism; War and conflict
激进主义,153-154,171-174。另见媒体激进主义;战争和冲突

analog media in, 165  模拟媒体输入,165
co-optation of, 176, 180  增选,176,180
cyber, 161-162  网络, 161-162
employee, 167  员工,167
environmental, 178  环境, 178
inclusivity and exclusivity, 168, 170
包容性和排他性,168,170

as mainstream, 181  作为主流,181
media’s role in, 165-166  媒体在其中的作用,165-166
online vs offline, 162, 166-167, 205
在线与离线,162,166-167,205

platforms for, 149, 159-160
平台,149,159-160

representation and, 239  代表和,239
use of term, 157-158  术语的使用,157-158
Activist, The (TV show), 168
活动家,The (电视节目),168

Advertising  广告
actors, use in, 14  演员, 使用, 14
audiences sold to, 21  观众 销售 , 21
campaigns, 194  战役,194
market control in, 193  市场控制,193
Martini media principle, 211-212
马提尼媒体原理,211-212

Mass Observation project, 14
大众观察项目,14

reality-unreality in, 121-122
实相-非实在,121-122

work/life balance, 233-234
工作/生活平衡,233-234

Aespa (girl group), 242  Aespa(女子组合),242
Affect, 78, 218, 278-279, 281-282, 297
情感, 78, 218, 278-279, 281-282, 297

Affordances, 28, 132, 165, 170, 248, 297
可供性, 28, 132, 165, 170, 248, 297

Agbogbloshie Makerspace Platform (AMP), 229
Agbogbloshie 创客空间平台 (AMP),229

Agency  机构
collective, 247, 263  集体, 247, 263
consumption and, 258  消费和,258
love as a mediating, 273, 278
爱作为中介,273,278

media and, 1, 60, 196, 263
媒体和,1,60,196,263

in media studies, 281-282
在媒体研究中,281-282

nonhuman, 259  非人类,259
power and, 217  幂和,217
Aging, 57  衰老, 57
Ahwaa (discussion platform), 172
Ahwaa(讨论平台),172

Airline industry, 66  航空业,66
Algorithms. See also Artificial intelligence
算法。参见 人工智能

data use by, 41  数据使用者,41
disproportionate outcomes of, 56
不成比例的结果,56

humans circumventing, 67  人类规避,67
media production and, 242
媒体制作和,242

positivity prioritized by, 120
积极性优先,120

preferences of, 174  偏好,174
sameness of, 173  相同性,173
social media, 22  社交媒体,22
surveillance and, 55-56, 78
监视和,55-56,78

Alibaba, 66  阿里巴巴,66 岁
Alphabet (tech company), 9, 65, 192, 232. See also Google
Alphabet(科技公司),9、65、192、232。另请参阅 Google

Alpha Global, 232. See also Work and labor: unions
阿尔法全球,232。另请参阅工作和劳动:工会

Amazon, 66, 71, 226  亚马逊,66、71、226
Analog media. See Old media
模拟媒体。查看旧媒体

Android, 74. See also Google
安卓,74。另请参阅 Google

Animatrix, The (anthology film), 108
Animatrix, The (选集电影), 108

Anonymous (hacker group), 173
匿名(黑客组织),173

Anthem (health care company), 62
Anthem(医疗保健公司),62

Anthropometry, 271  人体测量学,271
Apple, 29-30, 35, 65, 71, 96. See also iPhone
苹果,29-30、35、65、71、96。另请参阅 iPhone

Appropriation, 175, 180  拨款,175,180
Apted, Michael, 14  迈克尔·阿普特德,14 岁
Arab Fund for Arts and Culture, 173
阿拉伯艺术和文化基金,173

Arab Spring, 153  阿拉伯之春,153
Archaeology. See Media archaeology
考古学。参见 Media Archaeology

Archetti, Cristina, 265, 282
克里斯蒂娜·阿切蒂,265、282

Aristotle (baby monitor), 70-71
亚里士多德(婴儿监视器),70-71

Arora, Payal, 311  阿罗拉,帕亚尔,311
ARPANET (computer network), 114
阿帕网(计算机网络),114

Arrangements of media, 27, 44-49, 115-124, 266
媒体安排, 27, 44-49, 115-124, 266

Artifacts, 27-36, 112-113, 151. See also Devices
文物,27-36,112-113,151。另请参阅设备

Artificial intelligence, 297. See also Kurzweil, Ray
人工智能,297。另见 Kurzweil, Ray

in 2001: A Space Odyssey, 104
2001 年:太空漫游,104

aging and, 57  老化和,57
algorithms and, 41  算法和,41
DALL-E, 121  DALL-E,121
ethical aspects, 243  道德方面,243
facial recognition, 227  面部识别, 227
God based on, 111  上帝为基础,111
social/ethical aspects, 226-227
社会/道德方面,226-227

Artists, 312  艺术家, 312
Attachment to media, 30-31
依恋媒体,30-31

Attention, 12  注意,12
Atypical work, 200-201, 297. See also Work and labor
非典型工作,200-201,297。另请参阅 工作和人工

Audiences, 240-241  观众,240-241
Augmented reality (AR), 297
增强现实 (AR),297

Authenticity, 128, 221, 250, 297
真实性,128、221、250、297

Autobiography, 77  自传,77
Avatar (Cameron), 180  阿凡达(卡梅隆),180
Avatars, 166-167, 180, 242-243, 297
头像,166-167,180,242-243,297

Avery, Bree, 191  布里·艾弗里,191
Azzopardi, Chris, 9  克里斯·阿佐帕迪,9 岁
Banking, 76  银行业,76
Banks, Mark, 290  班克斯,马克,290
#BantheScan, 59-60  #BantheScan,59-60
Battell, John, 51  约翰·巴特尔,51 岁
Battlestar Galactica series, 110
太空堡垒卡拉狄加系列,110

Baudrillard, Jean, 108-9  让·鲍德里亚,108-9
Bauman, Zygmunt, 57  齐格蒙特·鲍曼,57 岁
Bausinger, Hermann, 256-257
赫尔曼·鲍辛格,256-257

BBC (British Broadcasting Corporation), 211
BBC(英国广播公司),211

“A Beautiful Young Nymph Going to Bed” (Swift), 101
“一个美丽的年轻仙女上床睡觉”(斯威夫特),101

Becoming media, 106-24, 112-124
成为媒体,106-24,112-124

Bell, Genevieve, 264  贝尔,吉纳维芙,264
Beltrão, Luiz, 256  路易斯·贝尔特朗,256
Bentham, Jeremy, 54, 178. See also Panoptic surveillance
杰里米·边沁,54、178。另见全景监控

BeReal (social network), 175
BeReal(社交网络),175

Berkhout, Frans, 294  Berkhout, 法国, 294
Big Brother (tv show), 73
老大哥(电视节目),73 岁

Big data, 66-67. See also Data
大数据,66-67。另请参阅 数据

Bil’in (Palestine), 179-180
比尔因(巴勒斯坦),179-180 年

Bioy Casares, Adolfo, 108-9
比奥伊·卡萨雷斯,阿道夫,108-9

Bits and Pieces of Information (Wachowski and Wachowski), 108
点点滴滴的信息(沃卓斯基和沃卓斯基),108

Black box fallacy, 29  黑匣子谬误,29
Black in AI (network), 227
AI 中的黑色(网络),227

Black Lives Matter movement, 172
“黑人的命也是命”运动,172

Blade Runner (Scott), 104
银翼杀手(斯科特),104

Blizzard Activision (game studio), 204. See also Video games
暴雪动视(游戏工作室),204。参见 视频游戏

#BLM (BlackLivesMatter), 152
#BLM (BlackLivesMatter),152

Blockchain, 227, 297  区块链, 227, 297
Bly, Nellie, 189  布莱,内莉,189
Boczkowski, Pablo, 260-261
巴勃罗·博茨科夫斯基,260-261

Bodies, 29-30, 35, 40, 62, 166-167
身体, 29-30, 35, 40, 62, 166-167

Body Battery (smartwatch), 78
身体电池(智能手表),78

Body Politic (support group), 167
Body Politic(支持小组),167
Bollywood, 188  宝莱坞,188
Bolter, Jay, 265  杰伊·博尔特,265
Borges, Jorge Luis, 108-109
豪尔赫·路易斯·博尔赫斯,108-109

Bosch, Tanja, 311  博斯,塔尼娅,311
Boyd, danah, 268, 311  博伊德,达纳,268,311
Bradshaw, Peter, 8  彼得·布拉德肖,8 岁
Brandel, Jennifer, 202  詹妮弗·布兰德尔,202
Branding, 122  品牌, 122
Brazilian Spring, 153  巴西之春,153
Breazeal, Cynthia, 71  辛西娅·布雷泽尔,71 岁
Brokeback Mountain (Lee), 30
断背山 (李), 30

BTS (musical group), 14  BTS(音乐组合),14
Bullying, 74-75  欺凌,74-75
Bungie (games developer), 204-205
Bungie(游戏开发者),204-205

Burnett, Leo, 122  里奥·伯内特,122
Bush, George W., 123  乔治·布什,123 岁
Business and industry, 64-68, 141-142, 197-198, 204-205, 207. See also Work and labor
商业与工业,64-68,141-142,197-198,204-205,207。另请参阅 工作和人工

Butler, Samuel, 86-87, 96. See also The Matrix
塞缪尔·巴特勒,86-87,96。参见 The Matrix

Buycott (app), 149  Buycott (app), 149
Byrne, Jasmina, 267  伯恩,贾斯米娜,267
Caché (Haneke), 95  Caché (Haneke), 95
Cameron, James, 180  詹姆斯·卡梅隆,180
Camover, 61  卡蒙弗,61 岁
Campaign to Organize Digital Employees (CODE), 232. See also Work and labor: unions
组织数字员工运动 (CODE),232。另请参阅工作和劳动:工会

Capek, Karel, 89  卡雷尔·恰佩克,89 岁
Capitalism, 55, 160, 167. See also Work and labor
资本主义,55,160,167。另请参阅 工作和人工

Carey, James, 256  詹姆斯·凯里,256
Carlsberg, 167-168  嘉士伯,167-168
Casares, Adolfo Bioy, 277
卡萨雷斯,阿道夫·比奥伊,277

Cats (Hooper), 104  猫 (Hooper), 104
CBS, 5  哥伦比亚广播公司,5
CCTV (closed-circuit television), 58, 61, 69, 272
闭路电视(闭路电视),58、61、69、272

CD Projekt Red, 278  CD Projekt 红色,278
Celebrity branding and endorsements, 14-15, 154
名人品牌和代言,14-15,154

La Cenicienta (tv show), 73
La Cenicienta (电视节目), 73

Censorship, 83, 119, 170, 175, 178, 231
审查制度,83、119、170、175、178、231

ChatGPT, 239  ChatGPT,239
Charismatic technologies, 37-38, 297
灵恩科技, 37-38, 297

Children, 70-71, 90, 96, 267
儿童,70-71岁,90岁,96岁,267岁

CIA, 61  中央情报局,61 岁
Circle, The (Eggers), 75  Circle, The (Eggers), 75
Citizenfour (Poitras), 58, 272
公民四(普瓦特拉斯),58,272

Civic engagement, 171  公民参与,171
Civic Imagination Project (University of Southern California), 287
公民想象项目(南加州大学),287

Clarke, Arthur C., 29, 104
克拉克,亚瑟 C.,29,104

Clickbait, 43  点击诱饵,43
Clicktivism, 166, 179, 298, 303
《Clicktivism》,166,179,298,303
Clinton, Hilary, 72  希拉里·克林顿,72 岁
Clip (camera), 75  剪辑(摄像机),75
Coalizão Negra Por Direitos (Black Coalition for Rights Brazil), 172
巴西黑人权利联盟,172

Cobalt, 225  钴,225
Cognitive Assistant that Learns and Organizes (CALO), 114
学习和组织的认知助手 (CALO),114

Colbert, Stephen, 57, 120
斯蒂芬·科尔伯特,57、120

Collaborations, 15  合作, 15
Come to the Street movement, 153
来到街头运动,153

Command line interface (CLI), 34, 298
命令行界面 (CLI),34、298

Communication, 25, 89-94, 133, 162, 256, 301
通信, 25, 89-94, 133, 162, 256, 301

#CommunicationSoWhite, 254
#CommunicationSoWhite,254

Community, 82, 123, 133-134
社区, 82, 123, 133-134

Concurrent media exposure, 11, 24, 39, 47, 114, 136, 224-225, 298
同时进行媒体曝光, 11, 24, 39, 47, 114, 136, 224-225, 298

Confidence in media, 19-20
对媒体的信心,19-20

Congo, Democratic Republic of the (DRC), 225, 230
Congo、Democratic Republic of the (DRC)、225、230

Conspiracy theories, 133  阴谋论,133
Consumption, 39-40, 106, 123, 130-132, 308-309
消耗,39-40、106、123、130-132、308-309

Content  内容
cross-platform, 212, 241  跨平台, 212, 241
financing of, 191  融资,191
media defined by, 25, 27
媒体定义者, 25, 27

polysemy, 128  多义词,128
regulation of, 174  规定,174
Convergence, 47, 188-189, 298
收敛,47,188-189,298

Copyright, 180  版权所有,180
Coronavirus crisis  冠状病毒危机
contact tracing, 105  接触者追踪, 105
depictions of, 9  描述,9
digital surveillance and, 20, 64, 70
数字监控和,20、64、70

disinformation about, 116-117, 224-225
关于虚假信息,116-117,224-225

influencers on, 181  影响者,181
as infodemic, 116, 124  作为 InfoDemic, 116, 124
life in media and, 3
媒体生活 3

long covid, 167  长期新冠,167
media love and, 133  媒体爱与,133
media’s danger and, 96  媒体的危险和,96
mediatization of, 116  媒介化,116
work conditions during, 216, 231, 234
期间的工作条件,216,231,234

Couldry, Nick, 259  尼克·库尔德里,259
CounterSocial (social network), 175
CounterSocial(社交网络),175

Coveillance, 74  Coveillance,74 岁
Craig, Geoffrey, 294  杰弗里·克雷格,294
Creation myths, 107. See also God
创世神话,107。另见上帝

Creator culture, 189-190  创作者文化,189-190
Crimea, 119  克里米亚,119
Crossmedia, 213, 298  跨媒体,213,298
Crowdfunding campaigns, 166, 214, 242, 298
众筹活动,166、214、242、298

Crowdsourcing, 18, 298  众包, 18, 298
Crunch time, 200. See also Time
关键时刻,200。另请参阅 时间

Cryptocurrency, 227  加密货币,227
Cybernetics, 279  控制论, 279
Cyberpunk, 278  赛博朋克,278
Cyberspace Administration of China, 59
中国国家互联网信息办公室, 59

Cyborgs, 110, 298  半机械人,110,298
DALL-E, 121. 239  DALL-E,121 岁。239
Dark participation, 74, 298
黑暗参与,74,298

Darwin, Charles, 29, 86-87, 279
查尔斯·达尔文,29,86-87,279

Darwin, Erasmus, 87  伊拉斯谟·达尔文,87
Data  数据
access to, 79-80  访问,79-80
activism, 151  激进主义,151
analysis, 61  分析, 61
archiving, 242  存档, 242
carbon footprint of, 227  碳足迹,227
collection, 242  收藏, 242
content creation and, 200
内容创作和,200

as digital air, 65  饰演 Digital Air, 65
everyday life and, 268  日常生活和,268
forms of, 66, 77-78, 297, 302
形式,66,77-78,297,302

glut, 60, 298  余烬,60,298
in health care, 62  在医疗保健方面,62 人
logic, 199-200, 299  逻辑,199-200,299
mining, 299  采矿, 299
ownership of, 63  所有权,63
portability, 299  便携性,299
predictive uses of, 67  预测用途,67
repurposing, 242  再利用,242
state’s use of, 60  国家使用,60
surveillance and, 78-80, 299
监视和,78-80,299

Dating apps, 5, 134, 136, 143, 280. See also Romantic relationships
约会应用程序,5、134、136、143、280。参见 浪漫关系

Dean, Miriam, 204  米里亚姆·迪恩,204
Death and dying, 9, 73
死亡与垂死,9,73

Debray, Régis, 256  德布雷,雷吉斯,256
Deepfakes, 121  深度伪造,121
Deleuze, Gilles, 270-271  吉尔斯·德勒兹,270-271
Descartes, René, 57  勒内·笛卡尔,57 岁
Devices. See also Artifacts; Materiality; Subtlemob
设备。另请参见 伪像;重要性;微妙生物

attachment to, 30  依恋,30
disconnecting from, 10-11, 96, 151, 299
断开连接,10-11,96,151,299

domestication of, 40  驯化,40
expression enabled by, 143-144
表达式启用者,143-144

international use, 37  国际使用,37
media defined as, 25, 27, 44
媒体定义为 25、27、44

programming, 231  编程, 231
sales, 36-37  销售,36-37
Dialogue, 272-273  对话,272-273
Dick, Philip K., 104, 277
迪克,菲利普 K.,104、277

Digital  数字
activism, 162, 173-175  激进主义,162,173-175
commons, 88  下议院, 88
as default, 55  默认为 55
democracy, 299  民主,299
detoxing, 96, 151, 173, 222, 299
排毒, 96, 151, 173, 222, 299

economy, 175-176  经济,175-176
health care, 133  医疗保健,133
inequality, 299  不平等,299
insurance, 73  保险,73
selfhood, 271  自我,271
shadow, 299  影子, 299
Digital commons, 176, 299
数字共享, 176, 299

Digital inequality, 17  数字不平等,17
Digital literacy, 17, 20, 106
数字素养,17,20,106

Digital Services Act of the European Union, 97
欧盟数字服务法,97

Digitization, 112, 118  数字化, 112, 118
Disconnection, 49, 96, 151, 173, 202, 222, 299
断开连接,49、96、151、173、202、222、299

Disney Company, 193  迪斯尼公司,193
Distributed Artificial Intelligence Research Institute (DAIR), 227
分布式人工智能研究院 (DAIR),227

Domestication theory, 258
驯化理论,258

Dongria Kondh tribe, 180  Dongria Kondh 部落,180
Dopamine, 83  多巴胺,83
Dourish, Paul, 264  保罗·杜里什,264
Drones, 56, 61-62  无人机, 56, 61-62
DynaTAC 8000X (Motorola), 33
DynaTAC 8000X(摩托罗拉),33

Eck, Otto van, 77  埃克,奥托·范,77 岁
Economics and economies  经济与经济
content creation, 191  内容创作, 191
cryptocurrency, 227  加密货币, 227
digital, 175-176  数字, 175-176
e-waste, 227-228  电子垃圾,227-228
media industries, 186, 195
媒体行业, 186, 195

surveillance and, 81  监视和,81
Eder, Jens, 279-280  延斯·埃德尔,279-280
Editorial logic, 9, 198  编辑逻辑, 9, 198
Education, 68-69, 97-98, 106, 158
教育, 68-69, 97-98, 106, 158

Edufactory, 69  教育工厂,69 岁
Eggers, Dave, 75  戴夫·艾格斯,75 岁
Eirik & Pedro, 194  Eirik & Pedro, 194
Election campaigns, 72, 122-123
竞选活动,72,122-123

Electricity, 225-226  电力,225-226
Electronic Arts (EA), 235. See also Video games
电子艺界 (EA),235。参见 视频游戏

Electronic waste, 227-228, 230
电子垃圾, 227-228, 230

#EleNão, 152  #EleNão,152
ELIZA effect, 103, 114, 300
ELIZA 效果,103、114、300

Embodiment, 29-30, 131  实施例,29-30,131
Emotions  情绪
categorizing, 279-280  分类,279-280
expression of, 145  表达,145
responses to media, 113, 125-126, 131, 143
对媒体的回应,113,125-126,131,143

scholarship on, 278  奖学金,278
socialization of, 145-146
社会化,145-146

Enter the Matrix (video game), 108
进入黑客帝国(电子游戏),108

Environment, 224-229, 243
环境, 224-229, 243

Ephebiphobia, 300  恐惧症,300
Epic Games, 215  Epic Games,215 家
Epic of Gilgamesh, 111  吉尔伽美什史诗,111
Erewhon (Butler), 87  埃雷洪(巴特勒),87 岁
Erotics, 129-134, 258  情色,129-134,258
Ethical issues and media, 15-18, 23-24
伦理问题与媒体,15-18,23-24

Ethnography, 266, 286  民族志, 266, 286
Eva (ride-sharing app), 175
Eva(拼车应用程序),175

Everyday life. See also Life in a Day
日常生活。另请参阅 Life in a Day

content creation and, 190
内容创作和,190

domestication theory, 258
驯化理论,258

everydayness of, 300  日常,300
love in, 130  爱在,130
and/in media, 7-8, 41  和/在媒体中, 7-8, 41
mediatization of, 251  媒介化,251
on YouTube, 189, 191  在 YouTube 上, 189, 191
Everything is a remix (documentary series), 14, 18-19, 262
一切都是混音(纪录片系列),14,18-19,262

Evolutionary theory, 87. See also Darwin, Charles
进化论,87。另见达尔文,查尔斯

Ex Machina (Garland), 104, 109-10
Ex Machina (花环), 104, 109-10

Experiences as mediated, 72
作为中介的经验,72

Extended reality (XR), 215
扩展现实 (XR),215

Facebook, 22, 35, 70, 75, 83, 149, 159, 165, 174
脸书,22、35、70、75、83、149、159、165、174

Facial recognition technology, 59-60
面部识别技术,59-60

Failure of media, 15, 17, 23
媒体失败,15,17,23

Fairmondo (global marketplace), 175
Fairmondo(全球市场),175

False information, 88, 97, 116-117
虚假信息,88,97,116-117

Family surveillance, 70  家庭监控,70
Fan Forward (organization), 180-181
Fan Forward (组织), 180-181

Fassbinder, Rainer Werner, 277
法斯宾德,莱纳·维尔纳,277

Fast, Karin, 259  法斯特,卡琳,259
FBI, 61  联邦调查局,61
Fear of computers, 17  对计算机的恐惧,17
#FeesMustFall, 152  #FeesMustFall,152
Femen (protest group), 172
Femen(抗议团体),172

Ferguson, Kirby, 14. See also Everything is a remix (documentary series)
弗格森,柯比,14。参见 一切都是混音 (纪录片系列)

Five Eyes Intelligence Alliance, 57
五眼情报联盟,57

Folkcommunication (Beltrão), 256
民间通讯 (Beltrão), 256
Forgiveness, 306  宽恕,306
Forster, E. M., 94-96  福斯特,EM,94-96
“The Machine Stops,” 222  “机器停止”,222
Fortnite, 114  堡垒之夜,114
Fortunati, Leopoldina, 265, 278
福尔图纳蒂,利奥波迪娜,265,278

Forum on Information and Democracy (FID), 115
信息与民主论坛 (FID),115

Foucault, Michel, 270  米歇尔·福柯,270
Foxconn, 228, 230-231  富士康, 228, 230-231
Free Brazil movement, 153
自由巴西运动,153

Free Guy (Levy), 219-223, 250-252
自由人(利维),219-223,250-252

Freelancers, 186. See also Work and labor
自由职业者,186。另请参阅 工作和人工

Free Press Unlimited, 19  Free Press Unlimited,19 岁
Freud, Sigmund, 103  西格蒙德·弗洛伊德,103
Frictionless sharing, 83  无摩擦共享,83
#FridaysForFuture, 152, 178
#FridaysForFuture、152、178

Fun, 18, 150, 211. See also Joy; Pleasure
乐趣,18,150,211。另见 Joy;快乐

Functionality, 28, 300  功能,28,300
G20 Summit, 168  G20 峰会,168
Galouye, Daniel F., 277  丹尼尔·加洛耶,277
#Gamergirls, 204  #Gamergirls,204
Gaming disorder, 45  游戏障碍,45
“Garbage in, garbage out,” 56, 79
“垃圾进,垃圾出”,56,79

Gauntlett, David, 263  大卫·冈特利特,263
Gebru, Timnit, 226-227  蒂姆尼特·格布鲁,226-227
Gender, 119, 209, 300  性别,119,209,300
General Data Protection Regulation (GDPR), 97
通用数据保护条例 (GDPR),97

Genre conventions, 189  属约定, 189
Ghana, 228  加纳,228
Ghebreyesus, Tedros Adhanom, 3
谭德塞,谭德塞,3

Gibridnaya voyna (war term), 156-157
Gibridnaya voyna(战争术语),156-157

GigaOm, 68  GigaOm,68 岁
Glitsos, Laura, 258, 266  劳拉·格利索斯,258、266
Global Kids Online, 267  全球儿童在线,267
Global Protest Tracker, 168
全球抗议追踪者,168

God, 100, 103, 111. See also Creation myths
上帝,100,103,111。另见创世神话

Gold, Ian, 250-251  戈尔德,伊恩,250-251
Gold, Joel, 250-251  戈尔德,乔尔,250-251
Google. See also Alphabet (tech company); Android
谷歌。另见 Alphabet(科技公司);人造人

algorithm use by, 22  算法使用者,22
artificial intelligence and, 226-227
人工智能和,226-227

Cloud, 226  克劳德,226
digital commons projects and, 176
数字共享项目和,176

hardware/software integration, 110-111
硬件/软件集成, 110-111

Home, 71  家,71
Maps, 46  地图, 46
Street View, 105, 272  街景, 105, 272
worker organization, 231-232
工人组织,231-232
Workspace for Education, 69
Workspace 教育版,69

Gou, Terry, 231  苟,特里,231
Governments, 46-47, 59-60
政府,46-47,59-60

Graphic user interface (GUI), 34-35, 300
图形用户界面 (GUI),34-35、300

Gray, Jonathan, 259  乔纳森·格雷,259
Greenlighting, 199, 209, 300
绿灯,199、209、300

Greenpeace, 68  绿色和平组织,68 岁
Grossberg, Lawrence, 257  劳伦斯·格罗斯伯格,257
Group of Eight (G8), 161
八人组 (G8),161

Grusin, Richard, 265  理查德·格鲁辛,265
GSM (global system for mobile communications) networks, 33
GSM(全球移动通信系统)网络,33

Guerrilla theater, 61  游击剧院,61
Hacking, 166, 300  黑客, 166, 300
Hacking Health movement, 63
黑客健康运动,63

Hallin, Daniel, 262  丹尼尔·哈林,262
Halo effect, 119, 300  光晕效应,119、300
Haneke, Michael, 95  迈克尔·哈内克,95 岁
Hanich, Julian, 279-280  朱利安·哈尼奇,279-280
Hardware, 195  硬件,195
Harmony (sex robot), 135  Harmony(性爱机器人),135
Harry Potter (series), 180
哈利波特(系列),180

Hartmann, Maren, 282  哈特曼,马伦,282
Harvey, Alison, 254  艾莉森·哈维,254
Hashtags, 45, 142. See also Social media
标签,45,142。另请参阅社交媒体

Hasty, Leander, 235  哈斯蒂,利安德,235
Hate Poetry (theater show), 74
《仇恨诗歌》(戏剧表演),74

Headlines Network, 236  Headlines Network,236
Headspace (app), 235  顶空(应用程序),235
Health care, 62-64, 77, 133
医疗保健,62-64,77,133

Hearken (firm), 202  Hearken (坚定), 202
Hepp, Andreas, 259, 282  赫普,安德烈亚斯,259,282
Her (Jonze), 95, 104, 109-10
她(琼斯),95,104,109-10

Heroes of Might and Magic II (New World Computing), 27
《魔法门之英雄无敌 II》(New World Computing),27

Hertin, Julia, 294  朱莉娅·赫廷,294
Hesmondhalgh, David, 289  大卫·赫斯蒙德哈尔,289
Hjarvard, Stig, 282  Hjärvard, 斯蒂格, 282
Hobbes, Thomas, 99  托马斯·霍布斯,99 岁
Hoffman, Erin, 235  艾琳·霍夫曼,235
Hoffmann, E. T. A., 101, 103-104
霍夫曼,ETA,101、103-104

Homes. See also Intimacy  家庭。参见 亲密关系
media as, 113-114  媒体 AS,113-114
as mediatopes (Quandt and Pape), 266
作为 mediatopes (Quandt 和 Pape), 266

Honor of Kings (Tencent), 27
王者荣耀 (腾讯), 27

Horizontal integration, 192-193, 300
水平积分, 192-193, 300

Hormones, 83  荷尔蒙,83
Houellebecq, Michel, 95-96
米歇尔·维勒贝克,95-96

How Human Is Human (Ishiguro), 112
人如何成为人(石黑一雄),112
Hugo (award), 185  雨果(奖项),185
Humans  人类
agency of, 117  机构,117
digitization of, 112  数字化,112
media as coconstituting, 308
作为共构成物的介质,308

neo- (Itskov), 111  新-(伊茨科夫),111
sociality of, 144-145  社会性,144-145
technology (relationship to), 87-88, 92, 100-101, 107, 125
技术(关系),87-88,92,100-101,107,125

as zombies, 114-115  作为僵尸, 114-115
Hybrid warfare, 156-157. See also War and conflict
混合战争,156-157。另见战争和冲突

#IAmNotAfraidToSpeak, 150
#IAmNotAfraidToSpeak,150

#IASolidarity, 167  #IASolidarity,167
IBM, 28-29, 176  IBM,28-29,176
Identity, 106, 196  身份,106,196
IGN (Imagine Games Network), 204
IGN(Imagine Games Network),204

Illich, Ivan, 98  伊利奇,伊万,98 岁
Image modification, 117-118
图像修改,117-118

Independent Media Centers, 160-162, 164
独立媒体中心,160-162,164

India, 180  印度,180
Indiana University, 72  印第安纳大学,72
Indigenous media and communities, 20, 154, 156, 161-162, 180, 256
土著媒体和社区,20,154,156,161-162,180,256

Indirect surveillance, 74, 81. See also Surveillance
间接监视,74,81。另见监控

Individualization, 42, 207, 271
个体化,42,207,271

Industries. See also Work and labor
行业。另请参阅 工作和人工

convergence in, 188-189  收敛,188-189
culture of, 234  文化,234
discrimination in, 203-204
歧视,203-204

diversity in, 209-211  多样性,209-211
film, 188  胶片, 188
heterogeneity of, 194-195
异质性,194-195

media as, 183, 185, 188-196
媒体 AS,183、185、188-196

structure of, 300  结构,300
work conditions, 234  工作条件,234
Indymedia, 160-162, 164  印地媒体,160-162,164
Influencers, 181, 191. See also Creator culture; Social media
影响者,181,191。另请参阅 Creator culture;社交媒体

Infodemic, 3, 116-117, 124, 247-248, 295, 300
信息流行病, 3, 116-117, 124, 247-248, 295, 300

Information  信息
contamination of, 63  污染,63
dis-, 224, 299  dis-, 224, 299
infobesity, 44  Infobesity,44 岁
infodemics, 3, 116, 124  信息流行学, 3, 116, 124
media as carrying, 25  介质作为承载,25
misinformation, 132  错误信息, 132
sharing of, 51  分享,51
spread of, 116  传播,116
tagging, 113  标记, 113
Infrastructure, 168, 263-264
基础设施, 168, 263-264
Innis, Harold, 256  哈罗德·英尼斯,256
Instagram, 20, 114, 118, 167
Instagram 的,20、114、118、167

Instant messaging, 165  即时通讯, 165
Institutional surveillance, 68-72. See also Surveillance
机构监控,68-72。另见监控

Integration, 192-193  集成, 192-193
Intellectual property, 189
知识产权,189

Intelligence community, 61
情报界,61

Intelligent Robotics Laboratory, 111-12
智能机器人实验室, 111-12

Interfaces  接口
definitions, 34  定义,34
design aspects, 120  设计方面,120
histories of, 34-36  历史,34-36
Intermediality, 259, 300. See also Transmedia
中介性,259,300。参见 Transmedia

International Classification of Diseases (ICD-11), 136
国际疾病分类 (ICD-11),136

International Consortium of Investigative Journalists (ICIJ), 61, 194
国际调查记者联盟 (ICIJ),61,194

International Game Developers Association (IGDA), 210, 235
国际游戏开发者协会 (IGDA),210、235

International Panel on Social Progress, 293
国际社会进步小组,293

Internet  互联网
access to, 17, 59, 106
访问,17,59,106

fragmentation on, 132-133
碎片化,132-133

histories of, 13, 114  历史,13,114
infrastructural aspects, 168
基础设施方面, 168

vs offline life, 150-151, 171, 179
S. S

production on (by users), 247
生产时间(用户),247

scholarship on, 247  奖学金,247
sharing on, 82  分享,82
splinternet, 174  Splinternet,174
of things (IoT), 79, 112-113
物联网 (IoT),79,112-113

tracking on, 65  追踪,65
Internet gaming disorder, 96-97
网络游戏障碍,96-97

Interpersonal surveillance, 72-76
人际监视,72-76

InterPublic, 193  InterPublic,193
Intersectionality, 196, 209-210, 254
交叉性, 196, 209-210, 254

Intertextual analysis, 152, 219, 300-301
互文分析, 152, 219, 300-301

Intimacy, 7, 13, 28, 37, 146, 277, 280, 297
亲密关系, 7, 13, 28, 37, 146, 277, 280, 297

Investigations, 194  调查,194
Invisible Children (documentary), 154
《看不见的孩子》(纪录片),154

Invisibles, The (Morrison), 277-278
隐形人,The (Morrison),277-278

IPad, 29. See also Apple
国际广告,29。另请参阅 Apple

IP addresses (Internet Protocol), 59
IP 地址(Internet 协议),59

IPhone, 13, 28-29, 114, 228. See also Apple
iPhone, 13, 28-29, 114, 228.另请参阅 Apple

Iraq. See also War and conflict
伊拉克。另见战争和冲突

war in, 5, 162  战争,5,162
IS (Islamic State), 149-150
IS(伊斯兰国),149-150

Ishiguro, Hiroshi, 111-12, 111-112
石黑浩,111-12,111-112

Israeli Defense Force, 179-180
以色列国防军,179-180

Itskov, Dmitry, 111  德米特里·伊茨科夫,111
Jackson, Michael, 15  迈克尔·杰克逊,15 岁
Jackson, Peter, 203  彼得·杰克逊,203
Jansson, André, 259  安德烈·杨松,259
Jenkins, Henry, 263  詹金斯,亨利,263
Jennnings, Humphrey, 14  汉弗莱·詹宁斯,14 岁
Jensen, Jakob Linaa, 268  詹森,雅各布·利纳,268
Jibo (social robot), 71  Jibo (社交机器人), 71 岁
Journalism, 46-47, 121-122, 155, 164, 194, 214, 236-237
新闻学, 46-47, 121-122, 155, 164, 194, 214, 236-237

Journalism Education and Trauma Research Group (JETREG), 236
新闻教育与创伤研究小组 (JETREG),236

Joy, 18, 250, 280. See also Fun; Pleasure
乔伊,18,250,280。另见 Fun;快乐

Karim, Jawed, 189  卡里姆,下巴,189
Kavka, Misha, 280  卡夫卡,米沙,280
Keep Running (TV show), 73
继续奔跑(电视节目),73

Kennedy, John F., 122  约翰·肯尼迪,122 岁
Key performance indicators (KPIs), 199
关键绩效指标 (KPI),199

Kidtech, 70  儿童科技,70 岁
Klier, Michael, 272  迈克尔·克莱尔,272
Knowledge (self), 77  知识(自我),77
Knowledge Navigator (Apple), 29
知识导航器 (Apple),29

Kony, Joseph, 154  约瑟夫·科尼,154
Kony2012 campaign, 154  科尼2012 年竞选活动,154
Korea, South, 190, 242  韩国, 韩国, 190, 242
Koster, Raph, 243  拉夫·科斯特,243
Kurzweil, Ray, 110-11, 110-111
雷·库兹韦尔,110-11、110-111

Labor. See Work and labor
劳动。参见 工作和劳动

La invención de Morel (Casares), 277
莫雷尔的发明(卡萨雷斯),277

La Mettrie, Julien Offray de, 99-100
La Mettrie, Julien Offray de, 99-100

Lang, Fritz, 95  弗里茨·朗,95 岁
Leaver, Tama, 268, 270  利弗,多摩,268,270
Leibniz, Gottfried, 100  戈特弗里德·莱布尼茨,100
Lem, Stanislaw, 29  斯坦尼斯瓦夫·莱姆,29 岁
Levandowski, Anthony, 111
安东尼·莱万多夫斯基,111

Leviathan (Hobbes), 99  利维坦(霍布斯),99
LGBTQ community, 14, 167-168, 172, 234
LGBTQ 社区,14,167-168,172,234

Lievrouw, Leah, 263-265  利亚·利夫鲁,263-265
Life in a Day (YouTube films), 7-10, 17-21, 261. See also Everyday life; YouTube
Life in a Day (YouTube 电影), 7-10, 17-21, 261.另见日常生活;优酷

Life in media, 301  媒体生活,301
everyday life and, 251-252
日常生活和,251-252

mass media and, 241  大众传媒和,241
media work for a, 211-216
媒体工作论坛,211-216

mixed reality and, 215  混合现实 AND,215
pervasiveness and, 13  普遍性和,13
political response to, 105
政治回应,105

as private, 57  饰演 private, 57
as public, 83  作为公共,83
tips for, 305-312  提示,305-312
uncanniness and, 125  不可思议和,125
Lifelogging/lifestreaming, 53, 75-76
生活记录/生活流, 53, 75-76

Lil Miquela, 191  Lil Miquela,191 岁
Lion (award), 185  狮子(奖项),185
Literacy  识字
digital, 17, 20, 106  数字, 17, 20, 106
initiatives, 97  倡议,97
media, 124, 244-245, 309-310
媒体, 124, 244-245, 309-310

scholarship on, 296  奖学金,296
transmedia, 245-246, 304  跨媒体,245-246,304
Little Cabin in the Woods (tv show), 73
树林里的小木屋(电视节目),73

Live streaming, 53, 75-76
直播, 53, 75-76

Living standards, 158  生活水平,158
Livingstone, Sonia, 263-265, 267, 311
索尼娅·利文斯通,263-265、267、311

Logic, 198-200, 299  逻辑学, 198-200, 299
Lonelygirl15 (YouTube user), 191
Lonelygirl15 (YouTube 用户), 191

#LongCOVID, 167. See also Coronavirus crisis
#LongCOVID,167。另见 冠状病毒危机

Los Angeles (United States), 5
洛杉矶 (美国), 5

Los Indignados (social movement), 153, 179
Los Indignados(社会运动),153,179

Lost (TV show), 277  迷失(电视节目),277
Love  
dating apps, 5, 134, 136, 143, 280
约会应用程序, 5, 134, 136, 143, 280

importance of, 147  重要性,147
in life, 130  在生活中,130
for media, 31, 127, 143, 221
媒体 , 31, 127, 143, 221

in media, 44, 220-221  in 媒体, 44, 220-221
in media studies, 130-132
在媒体研究中,130-132

as mediating agency, 273, 278
作为调解机构,273,278

mediation of, 129  调解,129
mediatization of, 129  媒介化,129
studies, 130-131, 278  研究, 130-131, 278
technologies of (Madianou and Miller), 280
(Madianou 和 Miller)的技术,280

Loyalty programs, 65-66  忠诚度计划,65-66 岁
Lucas, George, 95  乔治·卢卡斯,95 岁
Luddites, 302  卢德分子,302
Lundby, Knut, 282  伦德比,克努特,282
Lupton, Deborah, 268  黛博拉·卢普顿,268
Lyon, David, 268  大卫·里昂,268
Macdonald, Kevin, 8-9, 14
凯文·麦克唐纳,8-9,14

Machines, 88, 94-99, 103-104
机器, 88, 94-99, 103-104

“Machine Stops, The” (Forster), 94-96
“机器停止,The”(福斯特),94-96

Madianou, Mirca, 259, 280
马迪亚努,米尔卡,259,280

Magic of media, 307  媒体的魔力,307
Majal (MENA organization), 172
马贾尔(中东和北非组织),172

Making media. See Industries; Work and labor
制作媒体。见 行业;工作和劳动

Malik, Om, 68  马利克,奥姆,68
Mancini, Paolo, 262  保罗·曼奇尼,262
Manuals, 17  手册,17
Maps, 46, 108-9  地图, 46, 108-9
Marginalized individuals, 74, 206, 234, 254. See also Identity; Intersectionality
边缘化个体,74,206,234,254。另见 身份;交叉性

Market control and logic, 193, 198-199
市场控制与逻辑, 193, 198-199

Marlboro, 122  万宝路,122
Martín-Barbero, Jesús, 257, 282
马丁-巴贝罗,赫苏斯,257,282

Martini media principle, 211-212
马提尼媒体原理,211-212

Marvel Cinematic Universe, 214
漫威电影宇宙,214

Mash-ups, 13  混搭,13
Mass communication theory, 87-88
大众传播理论,87-88

Mass media, 2, 90-91, 97, 240, 246-247
新闻来源, 2, 90-91, 97, 240, 246-247

Mass Observation project, 14
大众观察项目,14

Mass self-communication, 19, 164, 309
大众自我传播,19,164,309

Mastodon (social network), 175
Mastodon (社交网络), 175

Materiality of media, 17, 23, 27, 123, 207, 248-249, 301. See also Devices
媒体的物质性,17、23、27、123、207、248-249、301。另请参阅设备

Matrix, The series (Wachowski and Wachowski), 88, 92, 95, 107-109, 125, 214, 277-278
矩阵,系列(沃卓斯基和沃卓斯基),88、92、95、107-109、125、214、277-278

Mattelart, Armaud, 271  马特拉特,阿莫德,271
Mattoni, Alice, 281  爱丽丝·马托尼,281
Maturana, Humberto, 275  温贝托·马图拉纳,275
Maven (app), 235  Maven(应用程序),235
Maxwell, Richard, 293  理查德·麦克斯韦,293
Mayer, Vicki, 289  维姬·梅耶,289
McLuhan, Marshall, 256  麦克卢汉,马歇尔,256
McQuail, Denis, 276, 286  丹尼斯·麦奎尔,276、286
Me at the Zoo (YouTube video), 189
我在动物园(YouTube 视频),189

Media activism, 147, 149-181, 301. See also Activism
媒体激进主义,147,149-181,301。另见 激进主义

Media archaeology, 229, 246, 301
媒体考古学, 229, 246, 301

Media Diversity Australia award, 210
澳大利亚媒体多样性奖,210

Media education, 97  媒体教育, 97
Media Entertainment and Arts Alliance (union), 234
媒体娱乐和艺术联盟(工会),234

Media Excellence Award (award), 185
媒体卓越奖(奖项),185

Media Industries Journal, 289
媒体行业杂志, 289

Media literacy. See Literacy: media
媒体素养。参见 素养:媒体

Media love, 127-147. See also Love
媒体之爱,127-147。参见 Love

Media studies, 1-2  媒体研究,1-2
communication in, 133  通讯输入,133
as a disposition, 223  作为一种性情,223
ethical/sustainability issues in, 293
道德/可持续性问题,293

fearful tone in, 98-99  恐惧的语气,98-99
human/media relationship in, 106
人/媒体关系,106

importance of, 22, 311  重要性,22,311
-levels of analysis in, 291-292
-分析层次,291-292

love for media in, 130-131
对媒体的热爱,130-131

love in, 130-132, 146  爱在,130-132,146
media-life boundaries in, 123
媒体生活的界限,123

methodologies of, 242-245
方法,242-245

optimism, need for, 3, 249-250
乐观,需要,3,249-250

origins of media theory, 87-88
媒体理论的起源,87-88

possibilities of, 246-250
可能性,246-250

sociological-historical scholarship in, 262
社会学-历史学术研究,262

working in media and, 237-238
在媒体工作和,237-238

Mediated monitoring, 53-54
介导监测,53-54

Mediation  调解
about, 242, 301  关于, 242, 301
of everything, 10 , 44 , 47 , 49 , 85 86 10 , 44 , 47 , 49 , 85 86 10,44,47,49,85-8610,44,47,49,85-86  万物, 10 , 44 , 47 , 49 , 85 86 10 , 44 , 47 , 49 , 85 86 10,44,47,49,85-8610,44,47,49,85-86
of existence, 88  存在,88
of experience, 72  经验,72
historical precedence of, 99-100
历史优先级,99-100

of love, 129, 137-141  爱,129,137-141
mass media and, 241-242  大众媒体和,241-242
of reality, 99-106  现实,99-106
scholarship on, 257, 282  奖学金,257,282
Mediatization  媒体化
about, 259, 301  关于, 259, 301
coronavirus crisis as example of, 116
以冠状病毒危机为例,116

definitions, 47, 49, 129-130
定义,47,49,129-130

of everyday life, 251  日常生活,251
of fictional worlds, 221  虚构世界,221
of institutions, 68  机构数 68
of love, 129, 146  爱,129,146
as metaprocess, 282-283  作为元过程,282-283
scholarship on, 282-283  奖学金,282-283
Mediology, 121, 256, 302  医学, 121, 256, 302
Medium specificity, 27, 160, 212-213
中等特异性, 27, 160, 212-213

Meikle, Graham, 265  格雷厄姆·梅克尔,265
Memes, 302  模因, 302
Memory and media, 30  内存和介质,30
Mental health, 233-237, 251
心理健康,233-237,251

Mentally Healthy (initiative), 233
心理健康(倡议),233

Meta (technology company), 35, 215. See also Facebook
Meta(科技公司),35,215。另请参阅 Facebook

Metacritic, 9  Metacritic,9 岁
Metaplace (software platform), 243
Metaplace(软件平台),243

Metaverse, 36, 61, 215-216, 302
元宇宙, 36, 61, 215-216, 302

#MeToo, 150, 152, 179, 204-205
#MeToo、150、152、179、204-205

Metropolis (Lang), 95  Metropolis (Lang), 95
MeWe (social network), 175
MeWe(社交网络),175

MGM (Metro-Goldwyn-Mayer), 194
米高梅 (Metro-Goldwyn-Mayer),194

Miconi, Andrea, 264  安德里亚·米科尼,264
Microsoft, 65, 76, 226  Microsoft,65、76、226
Midjourney, 239  中途,239
Milano, Alyssa, 150. See also #MeToo
米兰,艾丽莎,150。另请参阅 #MeToo

Miller, Daniel, 259, 280  米勒,丹尼尔,259,280
Miller, Toby, 293  米勒,托比,293
Mind and body dualism, 100
身心二元论,100

Mindfulness, 308-309  正念,308-309
Mitchelstein, Eugenia, 260-261
尤金妮娅·米切尔斯坦,260-261

Mitsubishi Electric, 29  三菱电机,29 岁
Monitoring, 53-54, 82, 270. See also Surveillance
监测,53-54,82,270。另见监控

MonkeyShine, 194  MonkeyShine,194 岁
MOOCs (massive open online courses), 69. See also Education
MOOC(大规模开放在线课程),69。另请参阅教育

Mori, Masahiro, 103-4  森正弘,103-4
Morris, Philip, 122  菲利普·莫里斯,122
Morrison, Grant, 277-278  格兰特·莫里森,277-278
Moss, Carrie-Ann, 125  莫斯,嘉莉-安,125
Motivation, 217  动机,217
Motorola DynaTAC 8000X, 33
摩托罗拉 DynaTAC 8000X, 33

Movimento Brasil Livre, 153
自由巴西运动,153

MUDs (multi-user dungeons), 119
MUD(多用户地牢),119

Mukbang, 190  穆克邦,190
Musk, Elon, 110  马斯克,埃隆,110
Myanmar, 224  缅甸, 224
MyLifeBits (Microsoft project), 76
MyLifeBits(Microsoft 项目),76

MySpace, 150  MySpace,150
Namma (Sumerian mythology), 107
Namma(苏美尔神话),107

Narrative (tech company), 75
Narrative(科技公司),75

Narrative techniques, 96, 107-108, 134
叙事技巧,96,107-108,134

Nationalism, 240  民族主义,240
Natural user interface (NUI), 35
自然用户界面 (NUI),35

Neohumanity, 111. See also Humans
新人类,111。另请参阅 人类

Neo-Luddism, 96  新卢德主义,96
Netflix, 46, 167, 187, 199
Netflix,46、167、187、199

Neuralink (neurotechnological company), 110, 113
Neuralink(神经技术公司),110、113

New media. See also Remediation
新媒体。另请参阅 补救

international access to, 37-38
国际通道,37-38

monitoring enabled by, 65
监控启用者,65

vs older media, 15, 31, 261-262, 307-308
vs 老媒体, 15, 31, 261-262, 307-308

participatory potential of, 175
参与潜力,175

scholarship on, 257-258  奖学金,257-258
version history of, 13  版本历史,13
NewsCorp, 46, 193  新闻集团,46,193
Newsgroups, 19  新闻组,19 个
News media, 3, 44, 88, 97, 116, 121-122, 164
新闻媒体, 3, 44, 88, 97, 116, 121-122, 164

Newspapers, 5, 31, 89, 153, 213
报纸, 5, 31, 89, 153, 213

New York Times, 204, 214
纽约时报,204,214

New York World (newspaper), 189
纽约世界(报纸),189

NGOs (nongovernmental organizations), 68, 228
非政府组织(NGO),68,228

Nike, 15, 167-168  耐克,15,167-168
Nixon, Richard, 122-123  理查德·尼克松,122-123
Nkemi, Mdhamiri, Á, 9  恩凯米,姆达米里,河,9
“Nobody knows” principle, 185
“没有人知道”原则,185

#Nofilter, 118  #Nofilter,118
Nollywood, 188, 290  诺莱坞,188,290
Nonhuman actors, 24, 268  非人类行为者,24,268
Nonplayer character (NPC), 219, 222
非玩家角色 (NPC),219、222

#NotABugSplat, 61  #NotABugSplat,61 岁
No Time to Die (Fukunaga), 194
《无暇赴死》(福永),194

Nowism, 249, 302  现在主义,249,302
Nse Asuquo, 9  Nse Asuquo,9 岁
NTT (telecommunications company), 71
NTT(电信公司),71

Nüwa (Chinese mythology), 107
女娲(中国神话),107

Obama, Barack, 72  巴拉克·奥巴马,72 岁
Objectivity in journalism, 121-122. See also Journalism; Reality
新闻业的客观性,121-122。另见新闻学;现实

Obsolescence, 307-308  过时,307-308
Occupy Wall Street initiative, 153, 161
占领华尔街倡议,153,161

Offline life, 150-151, 171, 179
离线生活,150-151,171,179

Old media, 15, 31, 127, 227, 307-308. See also Remediation
旧媒体,15、31、127、227、307-308。另请参阅 补救

Omidyar Network, 173  奥米迪亚网络,173
Omnicom, 193  宏盟,193
Omnoptic surveillance, 20, 53, 72-76, 268, 302. See also Surveillance
眼球监测,20,53,72-76,268,302。另见监控

“On Exactitude in Science” (Borges and Bioy Casares), 108-9
“论科学的精确性”(博尔赫斯和比奥伊·卡萨雷斯),108-9

Online. See internet  在线。见互联网
On the Origin of Species (Darwin), 86. See also Darwin, Charles
论物种起源(达尔文),86。另见达尔文,查尔斯

Ontology, 121  本体论,121
Open access, 176, 253, 302
开放获取,176,253,302

OpenTable, 66  OpenTable,66 人
OpenUp, 19  OpenUp,19
Oramedia (Ugboajah), 256  奥拉梅迪亚 (Ugboajah),256
Oreo, 167-168  奥利奥,167-168
Originality in media, 15  媒体的原创性,15
Orlowski, Jeff, 22  杰夫·奥洛夫斯基,22 岁
Oscar (award), 185, 210, 254
奥斯卡(奖项),185、210、254

Osseo-Asare, Kwadwo, 229  Osseo-Asare, 夸德沃, 229
Otomo, Katsuhiro, 278  大友 胜弘 278
Ouellette, Laurie, 259  劳里·奥莱特,259
Pakistan, 61  巴基斯坦,61
Palantir (data analytics company), 61
Palantir(数据分析公司),61 岁

Palestinian community, 179-180
巴勒斯坦社区,179-180

Pamphleteering, 153  小册子,153
Panama Papers, 61, 194  巴拿马文件,61,194
Pandora Papers, 194  潘多拉文件,194
Panopticism, 270, 302  全景主义,270,302
Panoptic surveillance, 51-52, 54-57, 64, 178. See also Surveillance
全景监测,51-52,54-57,64,178。另见监控

Papacharissi, Zizi, 260, 276
帕帕查里西,齐兹,260,276

Pape, Thilo von, 266  蒂洛·冯·帕普,266
Paradise Papers, 194  天堂文件,194
Paraodies, 13  Paraodies, 13
Pardo, Ivan, 149  伊万·帕尔多,149
Parenting, 70, 127, 136, 303-304
育儿,70,127,136,303-304

Parks, Perry, 280  帕克斯,佩里,280
Participatory surveillance, 66
参与式监视,66

Passive data, 77, 302  无源数据, 77, 302
PayPal, 67  PayPal,67 岁
Pedagogical techniques, 143
教育技术,143

Pepsi Cola, 15  百事可乐,15 岁
Personal assistants, 114  个人助理,114
Personalization, 42  个性化,42
Pervasive, media as, 10-12
普遍,介质为,10-12

Peters, John Durham, 272-273
约翰·达勒姆·彼得斯,272-273

Philosophy, 258  哲学,258
Pichai, Sundar, 192  皮查伊,桑达尔,192
Planned obsolescence, 307-308
计划报废,307-308

Platformization, 74, 82, 135, 302
平台化, 74, 82, 135, 302

Plato, 91, 222  图版, 91, 222
Platon, Sara, 160  萨拉·柏拉图,160
PlayerUnknown’s Battlegrounds (Bluehole), 27
PlayerUnknown's Battlegrounds (Bluehole) (绝地求生) (Bluehole), 27

Pleasure, 18, 130, 211. See also Fun; Joy
快乐,18,130,211。另见 Fun;喜悦

Pluriverse, 216  多元宇宙,216
PocketReporter (app), 19  PocketReporter (应用程序), 19
Podcasting, 15  播客,15
Poe, Edgar Allen, 101  爱伦·坡,埃德加·艾伦,101 岁
POIDH, 45  波伊德,45 岁
Poitras, Laura, 58  劳拉·普瓦特拉斯,58 岁
Pokémon Go (Niantic), 105
精灵宝可梦围棋 (Niantic),105

Policing, 56, 59-60, 79  警务,56,59-60,79
Polymedia, 259  Polymedia,259
Polysemy, 25, 128, 176, 303
多义词, 25, 128, 176, 303

search pdf, 0  搜索 PDF, 0
Pornography, 135-136  色情,135-136
Positionality, 217  位置性,217
Possibility of an Island (Houllebecq), 95-96
岛屿的可能性 (Houllebecq),95-96

Postman, Neil, 256  邮递员,尼尔,256
Post-reality, 124  后现实,124
Post-truth, 120  后真相,120
Power, 216-217, 239, 270  电源,216-217、239、270
Practice, media as, 129, 301
实践,媒体作为,129,301

Predictive policing, 79. See also Policing
预测性警务,79。另请参阅 监管

Press, The (newspaper), 87
新闻,The (报纸),87

Prisons, 54-55. See also Panoptic surveillance
监狱,54-55。另见全景监控

Privacy, 7, 19, 51  隐私,7,19,51
Production  生产
cultures, 195  文化, 195
emergence as field of study, 289
作为研究领域的出现,289

material context of, 195  物质背景,195
of media, 7, 123, 239
媒体数量, 7, 123, 239

as messy/magical, 307  饰演 Messy/Magical, 307
as productivity, 247  作为生产力,247
professional, of culture, 196-198
专业, 文化, 196-198

studies, 246  研究, 246
Project AWeSome (University of Amsterdam, Netherlands), 266-267
AWeSome 项目(荷兰阿姆斯特丹大学),266-267
Project ecologies, 193  项目生态学, 193
Propaganda, 89, 155, 225, 286
宣传,89,155,225,286

ProPublica (news organization), 57
ProPublica(新闻机构),57

Protests, 20, 149, 168, 173, 180
抗议集会,20,149,168,173,180

Psychology and surveillance, 82
心理学与监视,82

Publicis Groupe, 193  阳狮集团,193
Public life, 7, 19, 51-83, 142, 201
公共生活,7,19,51-83,142,201

PublicSpaces (organization coalition), 175
PublicSpaces(组织联盟),175

Pumfrey, Alex, 234  亚历克斯·彭弗雷,234
Putin, Vladimir, 47  弗拉基米尔·普京,47 岁
Quandt, Thorsten, 266  Quandt, Thorsten, 266
Quan-Haase, Anabel, 266-267, 311
安娜贝尔·昆-哈斯,266-267,311

Radio, 15, 59, 89-90, 160, 247
无线电, 15, 59, 89-90, 160, 247

Rating systems, 70  评级系统,70
Read and write technology, 159
读写技术,159

Reality  现实
community and, 123  社区和,123
as copies (Baudrillard), 108-109
作为副本(鲍德里亚),108-109

derealization, 239  现实解体, 239
evaluating, 117  评估中,117
lost in, 109-110  迷失方向,109-110
media as distorting/losing, 91, 273
媒体扭曲/丢失,91,273

mediation of, 99-106  调解,99-106
news media on, 275  新闻媒体,275
post-, 124  邮报-, 124
as a projection, 100  作为投影,100
representation of, 120  代表,120
unreality, 118-119, 121  虚幻,118-119,121
vs virtuality, 3  vs 虚拟 3
Reality TV shows, 73, 280. See also Television
真人秀节目,73,280。另请参阅电视

Rebellion and revolution, 157-164, 172, 302. See also Protests
叛乱与革命,157-164,172,302。参见 抗议

Reeves, Keanu, 125, 278  里夫斯,基努,125、278
Regulations, 106  法规,106
Relational labor, 31. See also Work and labor
关系劳动,31。另请参阅 工作和人工

Remediation, 29-30, 34, 265, 303. See also New media; Old media
补救,29-30,34,265,303。另见新媒体;旧媒体

Remixing, 13-14  混音,13-14
Representation, 106, 222, 224, 238-246, 294-295
代表,106、222、224、238-246、294-295

Resonate (streaming service), 175
Resonate(流媒体服务),175

Review sites, 66  评论网站, 66
Reynolds, Ryan, 219  瑞安·雷诺兹,219
Rice-Edwards, Sam, 9  赖斯-爱德华兹,山姆,9 岁
Ritual and belief systems, 256-257
仪式和信仰体系,256-257

Robots, 89, 103-4, 111-12
机器人, 89, 103-4, 111-12

Romantic relationships, 134-135, 142-143. See also Dating apps
浪漫关系,134-135,142-143。参见 约会应用

Rose, Jessica, 191  杰西卡·罗斯,191
Roskomnadzor (media watchdog), 47
Roskomnadzor(媒体监督机构),47

Rossum’s Universal Robots (Èapek), 89
Rossum 的优傲机器人 (Èapek),89
Rotten Tomatoes, 9  烂番茄, 9
RSA Films, 19  RSA 电影公司,19
Rusnak, Jozef, 277  约瑟夫·鲁斯纳克,277
Russell, Jason, 154  杰森·罗素,154
Russia, 46-47, 119  俄国,46-47,119
Russo-Ukrainian War, 45-47, 119, 155, 157, 159, 224, 286
俄乌战争,45-47、119、155、157、159、224、286

SaaS (software-as-a-service), 59
SaaS(软件即服务),59

Sampling, 13  采样,13
Der Sandmann (Hoffmann), 101, 103
睡魔(霍夫曼),101,103

Scannell, Paddy, 273  斯坎内尔,帕迪,273
Scher, Julia, 272  朱莉娅·谢尔,272
Schmidt, Eric, 64-65  埃里克·施密特,64-65 岁
Scholarship  奖学金
annotated sources, 253-296
注释来源,253-296

biases of, 254  偏见,254
humanities- and social scientific approaches, 276
人文和社会科学方法,276

open access, 253  开放获取,253
practice turn in, 281  练习上交,281
qualitative vs quanitative, 266-267
定性与定量,266-267

Schoolman, Carlota Fey, 21-22
Schoolman, Carlota Fey, 21-22 岁

Science fiction, 3, 29, 93, 110, 112, 141, 277-278
科幻小说, 3, 29, 93, 110, 112, 141, 277-278

Scott, Ridley, 8, 104  斯科特,雷德利,8,104
Screens and screen time, 33, 96, 127
屏幕和屏幕时间,33、96、127

Search engines, 5, 65  搜索引擎, 5, 65
Self  自我
branding, 189  品牌, 189
censorship, 83  审查制度,83
communication, 301  通信, 301
expression, 119, 144  表情,119,144
knowledge, 77, 92  知识,77,92
love, 132  爱,132
organization, 294  组织,294
presentation, 119  演示文稿, 119
promotion, 186, 208  促销, 186, 208
surveillance, 53, 77-79 (See also Surveillance)
监视, 53, 77-79 (另见监视)

tracking, 269-270  跟踪, 269-270
true/authentic, 92  真/真,92
at work, 237  在工作中,237
Self-Investigation (educational foundation), 236
自我调查(教育基金会),236

Selkirk, Jamie, 203  杰米·塞尔柯克,203
Serra, Marcello, 264  塞拉,马塞洛,264
Serra, Richard, 21-22  理查德·塞拉,21-22
Sex and sexuality, 135  性与性行为,135
Shadow profiling, 74, 303
阴影剖析, 74, 303

Sharenting, 303. See also Parenting
沙伦廷,303。另请参阅 育儿

Sharing, 57, 83, 120, 300, 303
分享, 57, 83, 120, 300, 303

Shorty (award), 185  Shorty (奖项), 185
Shrek (Jenson and Adamson), 104
史莱克(简森和亚当森),104

Shteyngart, Gary, 75  加里·施泰恩加特,75 岁
Signal (app), 165  Signal (应用程序), 165
Silverstone, Roger, 258, 278, 282
罗杰·西尔弗斯通,258、278、282

Simon (mobile phone), 28-29
西蒙(手机),28-29 岁

Simonyan, Margarita, 119  玛格丽塔·西蒙尼扬,119
Simulacron-3 (Galouye), 277
Simulacron-3 (Galouye),277

Singularity, 111, 303  奇点,111,303
Singularity Is Near, The (Kurzweil), 111
《奇点近了》,The (Kurzweil),111

Siri, 114. See also IPhone
Siri,114 岁。参见 iPhone

Slack, Andrew, 180  安德鲁·斯莱克,180
Slacktivism, 154, 166, 303
懒惰主义,154,166,303

Slumdog Millionaire (Boyle), 30
贫民窟的百万富翁(博伊尔),30 岁

Smartphones  智能手机
as charismatic devices, 37-38
作为灵恩的手段,37-38

computing power, 34  计算能力,34
contact tracing using, 105
接触者追踪使用,105

as digitizing us, 112  数字化我们,112
environmental aspects, 225
环境方面,225

factory conditions, 228  出厂条件,228
histories of, 28-29  历史,28-29
materiality of, 33-34  物质性,33-34
zombies and, 115  僵尸和,115
Smart technology, 29, 70-71, 78, 96, 114, 135-136
智能技术, 29, 70-71, 78, 96, 114, 135-136

Smombie (smartphone/zombie), 115
Smombie(智能手机/僵尸),115

Snow Crash (Stephenson), 277
雪崩(斯蒂芬森),277

Snowden, Edward, 57-58, 62
爱德华·斯诺登,57-58,62

“Snow Fall” (New York Times special), 214
“Snow Fall”(纽约时报特别),214

Social arrangements. See arrangements
社会安排。查看安排

Social change, 150-155  社会变革,150-155
Social Dilemma, The (Orlowski), 22
《社会困境》,《The (Orlowski)》,第 22 页

Social media. See also Influencers
社交媒体。另请参阅 影响者

appropriation of, 175  拨款,175
authenticity on, 120  真实性开启,120
creators on, 189  创作者,189
election swaying, 90  选举摇摆不定,90
as entertainment, 189  作为娱乐,189
indirect surveillance of, 74
间接监视,74

influencers, 31  影响者,31
popularity of, 57  受欢迎程度,57
roles of, 215  角色,215
sharenting, 70  分享,70 岁
vs traditional media, 189
vs 传统媒体, 189

Society of Editors, 236  编辑协会,236
SocioDigital Lab (Western University, Canada), 266-267
SocioDigital Lab(加拿大西部大学),266-267

Somatechnic, 312  体工,312
Sony Music, 193  索尼音乐,193
Sousa, Miquela, 191  索萨,米克拉,191
Sousveillance. See Omnoptic surveillance
苏斯维兰斯。参见 Omnoptic 监测

South Africa, 168  南非, 168
Souza e Silva, Adriana de, 266
Souza e Silva, Adriana de, 266

Speakman, Duncan, 149  邓肯·斯皮克曼,149
Spielberg, Steven, 200  史蒂文·斯皮尔伯格,200
Spigel, Lynn, 265  林恩·斯皮格尔,265
Splinternet, 174  分裂互联网,174
Sponorships, 15  Sponorships, 15
Sputnik, 119  人造卫星,119
Stadler, Jane, 279-280  简·斯塔德勒,279-280
Star Trek (franchise), 110
星际迷航(特许经营),110

Star Wars (franchise), 214
星球大战(特许经营),214

#StayHomeStaySafe, 133  #StayHomeStaySafe,133
Stephenson, Neal, 277  尼尔·斯蒂芬森,277
Stimpson, Catherine, 278  凯瑟琳·斯汀普森,278
StoryMaker (app), 19  StoryMaker (应用程序),19
Storytelling  故事
in digital activism, 172-173
在数字行动主义中,172-173

media’s role in, 134, 211
媒体在其中的作用,134,211

practices and methods, 213-215
实践与方法,213-215

transmedia, 304  跨媒体, 304
Streaming services, 187. See also Netflix; YouTube
流媒体服务,187。另请参阅 Netflix;优酷

Strömbäck, Jesper, 265, 282
斯特伦贝克,杰斯珀,265,282

Subtlemob, 149  微妙的暴徒,149
Suffrage movement, 153. See also Women
选举权运动,153。参见 女性

Sundance Film Festival, 8
圣丹斯电影节,8

Super Sad True Love Story (Shteyngart), 75
Super Sad True Love Story (Shteyngart), 75 岁

Surrealism, 257  超现实主义,257
Surveillance, 304. See also Monitoring
监视,304。另请参阅监控

activism and, 102, 176-178
激进主义和,102,176-178

algorithms and, 55-56, 78
算法和,55-56,78

anti-, 52, 297  反 , 52, 297
art, 61-62, 272  艺术,61-62,272
capitalism, 55-56, 73, 250, 303
资本主义,55-56,73,250,303

coronavirus crisis and, 20, 64, 70
冠状病毒危机和,20、64、70

coveillance, 74  Coveillance,74 岁
covert, 58  隐蔽,58
culture and, 81-82  文化和,81-82
data and, 78-80, 299  数据和,78-80,299
economics and, 81  经济学和,81
familiarity of, 20  熟悉度,20
family surveillance, 70  家庭监控,70
indirect, 74, 81  间接, 74, 81
institutional, 68-72  机构,68-72
interpersonal, 72-76  人际关系,72-76
life in media and, 51, 268
媒体生活和,51,268

omnoptic, 20, 53, 72-76, 268, 302-303
奥姆诺普蒂克, 20, 53, 72-76, 268, 302-303

overt, 58  公开,58
panoptic, 51-52, 54-57, 64, 178
全景, 51-52, 54-57, 64, 178

participation in, 55, 66, 142, 302
参与,55,66,142,302

psychology and, 82  心理学和,82
public life and, 80-83  公共生活和,80-83
resistance to, 80, 270-271
抵抗力,80,270-271

security as justification for, 270
安全作为理由,270

self-, 53, 77-79  自我-, 53, 77-79
social media and, 74  社交媒体和,74
state/security forces, 57-62
国家/安全部队,57-62

synoptic, 20, 52, 64, 304
概要, 20, 52, 64, 304

us vs them (importance of), 113
美国 vs 他们(重要性),113

vertical, 51-52  立式, 51-52
at work, 69-70  在工作中,69-70 岁
YouTube and, 61  YouTube 和,61
Surveillance art, 61-62, 272
监视艺术,61-62,272

Surveillance Camera Players, 61
监控摄像机玩家,61

Surveillance capitalism, 55-56, 73, 250, 303
监视资本主义,55-56,73,250,303

Survivor (tv show), 73  幸存者(电视节目),73
Suskind, Ron, 123  罗恩·萨斯金德,123
Suspicion, 271  怀疑,271
Swift, Jonathan, 101  斯威夫特,乔纳森,101
Swift, Taylor, 14  泰勒·斯威夫特,14 岁
Synoptic surveillance, 20, 52, 64. See also Surveillance
天气监视,20,52,64。另见监控

Synthesia, 239  合成,239
Synthetic media, 121  合成培养基,121
Tactical media, 165, 304  战术媒体, 165, 304
Talos (Greek mythology), 106-7, 106-107
塔洛斯(希腊神话),106-7,106-107

Tausk, Victor, 92-93, 251
维克多·陶斯克,92-93,251

Taylor, Richard, 203  理查德·泰勒,203
Technological specificity, 25, 192
技术特异性, 25, 192

Technology  科技
access to, 17-18  访问,17-18
anti, 96  反,96
bias, 55-56  偏见,55-56
charismatic, 37-38  灵恩派,37-38
dependence on, 101, 103  依赖,101,103
evolution of, 87  进化,87
freedom and, 95  自由和,95
human’s relationship to, 87-88, 92, 100-101, 107, 125
人类与的关系,87-88, 92, 100-101, 107, 125

moratoriums on, 56  暂停,56
optimistic views on, 98  乐观观点,98
primacy of, 256  首要地位,256
“read and write,” 159  “读与写”,159
Technomyopia, 100, 304, 308
技术近视,100,304,308

Technorealism, 306-307  技术现实主义,306-307
Tecnobrega, 190  Tecnobrega, 190 [特克诺布雷加]
Telecommunications-media-technology sector (TMT), 191-192
电信媒体技术行业 (TMT),191-192
Teledildonics (sexual technology), 135, 304
远程假学(性技术),135,304

Telegram (app), 165  电报(应用程序),165
Teleparenting, 70, 304  远程育儿, 70, 304
Telephones, 33-34  电话, 33-34
Television  电视
activist media, 160  激进媒体,160
environmental aspects, 225
环境方面,225

histories of, 13, 33, 35
历史,13,33,35

news on, 31  新闻 ON, 31
reality television, 73  真人秀电视,73
Russo-Ukrainian War and, 155
俄乌战争和,155

scholarship on, 247  奖学金,247
watching, 5, 130, 136  观看, 5, 130, 136
Television Delivers People (Serra and Schoolman), 21-22
电视传递人(Serra 和 Schoolman),21-22

Terminator (movie series), 85, 92, 110
终结者(电影系列),85、92、110

Tetsuo: The Iron Man (Tsukamoto), 27, 278
Tetsuo:钢铁侠 (Tsukamoto),27、278

“The Man Who Was Used Up, The” (Poe), 101
《被耗尽的人》(爱伦·坡),101

Thiel, Peter, 61  彼得·蒂尔,61 岁
Thingness, 25, 33, 304  物性,25,33,304
Thirteenth Floor, The (Rusank), 277
十三楼,The (Rusank),277

Thomas, Tanja, 282  托马斯,塔尼娅,282
Thunberg, Greta, 178  桑伯格,格蕾塔,178
THX 1138 (Lucas), 95  THX 1138 (卢卡斯), 95
TikTok, 27, 45-46, 118, 159, 165, 242-243
TikTok,27、45-46、118、159、165、242-243

Time, 36, 38-39, 200, 298
时间,36,38-39,200,298

#Timesup, 204  #Timesup,204
Tisiot, Sandra, 73  桑德拉·蒂西奥特,73 岁
Tools for Conviviality (Illich), 98
欢乐的工具 (Illich),98

Touch screen, 34-35  触摸屏,34-35
Transmedia, 107-8, 213-215, 245-246, 259, 304
跨媒体, 107-8, 213-215, 245-246, 259, 304

Transnational advocacy networks (TANs), 173
跨国倡导网络 (TAN),173

Treré, Emiliano, 281  埃米利亚诺·特雷雷,281
Tripadvisor, 66  Tripadvisor,66 岁
Truman Show, The (movie), 219-223, 250-252, 273
楚门秀,(电影),219-223,250-252,273

Truth, 120-121, 133, 155, 224
真理,120-121,133,155,224

Turkle, Sherry, 57  特克尔,雪利酒,57
Twitch, 114  抽搐,114
Twitter, 20, 22, 149, 165, 174
推特,20、22、149、165、174

2001: A Space Odyssey (Kubrick), 104
2001 年:《太空漫游》(库布里克),104

2045 Initiative, 111  2045 倡议,111
Ubiquitous computing, 35, 264, 304
无处不在的计算, 35, 264, 304

Uganda. See Kony2012  乌干达。请参阅 Kony2012
Ugboajah, Frank Okwu, 256
弗兰克·奥克乌·乌博阿贾,256

Ultima Online (online game), 243
Ultima Online(在线游戏),243

Ultra HD, 30  超高清,30
Umbrella art, 149  伞艺术,149
Uncanniness, 103-104, 125
诡异,103-104,125
Union, desire for, 133  联合,渴望,133
Union Creative (ad agency), 233
Union Creative(广告公司),233

United Nations Educational, Scientific and Cultural Organization (UNESCO), 97, 244-245
联合国教育、科学及文化组织 (UNESCO),97,244-245

Universality, 170  普遍性,170
Universal Music Group, 193, 210
环球音乐集团,193,210

Universal Pictures, 194  环球影业, 194
Unreal Engine, 5, 121  虚幻引擎,5,121
Up (documentary series), 14
Up (纪录片系列), 14

Usenet newsgroups, 119  Usenet 新闻组,119
Vaccination, 117, 181  疫苗接种, 117, 181
VALIS (Dick), 277  瓦利斯(迪克),277
Valkenburg, Patti, 266-267, 276, 311
法尔肯堡,帕蒂,266-267、276、311

Vedanta Resources (mining company), 180
Vedanta Resources (矿业公司), 180

Vera, Francisco, 167  弗朗西斯科·维拉,167
Verge, The (news site), 125
Verge, The (新闻网站), 125

Vertical integration, 192-193, 304
垂直整合, 192-193, 304

Vertical surveillance, 51-52. See also Surveillance
垂直监视,51-52。另见监控

Vice, 204  副,204
Video games, 89, 96-97, 193, 204, 235, 243
电子游戏, 89, 96-97, 193, 204, 235, 243

Vimeo, 165  Vimeo,165
VINCI Energies Group, 63  VINCI Energies Group,63 岁
Virtuality, 3, 191. See also Nonplayer character (NPC)
虚拟性,3,191。参见非玩家角色 (NPC)

Visibility and vulnerability, 74. See also WhyIHeartMyMedia (website)
可见性和脆弱性,74。另请参阅 WhyIHeartMyMedia(网站)

Vlogs, 19  视频博客, 19
Voice recognition technology, 114
语音识别技术,114

VPNs (virtual private networks), 106. See also Internet
VPN(虚拟专用网络),106。另请参阅 Internet

Wall-E (Stanton), 71  瓦力 (斯坦顿), 71
Wall Street Journal, 204  《华尔街日报》,第 204 页
Walt Disney Company, 193  华特迪士尼公司,193
Wanghong (creators, Chinese term), 189
望宏(创作者,中文术语),189

War and conflict. See also Activism
战争和冲突。另见 激进主义

autonomous drones, 243  自主无人机, 243
as escape, 223  饰演 Escape, 223
forms of, 156-157  形式,156-157
hybrid warfare, 156, 300  混合战争, 156, 300
against machines, 88, 94-99
反对机器, 88, 94-99

media’s role in, 46, 155-157, 286
媒体在其中的作用,46,155-157,286

news coverage of, 5  新闻报道, 5
Warner Brothers, 180  华纳兄弟,180
WarnerMedia, 193  华纳媒体,193
Warner Music Group, 193  华纳音乐集团,193
War of the Worlds (Wells), 89
世界大战(威尔斯),89

Waste, 227-228, 230  废物,227-228,230
Way of the Future (religious company), 111
未来之路(宗教公司),111

Websites, 19  网站, 19
Weiser, Mark, 264  马克·韦瑟,264
Wells, H. G., 89  威尔斯,HG,89 岁
Weta Digital (effects studio), 203-204, 206
Weta Digital(效果工作室),203-204、206

WhatsApp, 27, 165  WhatsApp,27 岁,165 岁
WHO (World Health Organization), 3
WHO(世界卫生组织),3

WhyIHeartMyMedia (website), 127, 143-146
WhyIHeartMyMedia(网站),127,143-146

Wi-Fi networks, 59, 63, 71. See also Internet
Wi-Fi 网络,59、63、71。另请参阅 Internet

Wikipedia, 176  维基百科,176
Windows, 30, 35  窗户,30 岁,35 岁
“Winning the hearts and minds” (saying), 156
“赢得人心”(说),156

Wireless connectivity, 18, 35
无线连接, 18, 35

Women, 153, 172, 178  女性 , 153, 172, 178
#WomenWhoCode, 204  #WomenWhoCode,204
Wonder, Stevie, 111  史蒂夫·汪达,111
Wong, Roger, 203  黄,罗杰,203
Work and labor  工作和劳动
affective, 218  情感,218
atypical, 200-201, 207-208, 297
非典型, 200-201, 207-208, 297

contractors vs employees, 232-233
承包商与雇员,232-233

demographics, 209  人口统计, 209
descriptions of, 203-204, 206-207
描述,203-204,206-207

emotional, 202  情感,202
free, 8-9, 21  免费, 8-9, 21
as fun, 211  作为乐趣,211
life balance, 233-234  生活平衡,233-234
for media, 21  媒体, 21
mental and health, 233-234
心理与健康,233-234

overtime, 235  加班,235
policies, 217  政策, 217
precarity of, 186, 303  不稳定,186,303
relational, 31  关系型,31
remote, 231  远程,231
resistance of workers, 229
工人的抵抗,229

robots and, 89  机器人和,89
scholarship on, 289-290  奖学金,289-290
surveillance at, 69-70  监视,69-70
unions, 231-232, 234-237, 294
工会,231-232,234-237,294

workers’ rights, 224, 229-238
工人权利,224,229-238

working conditions, 228  工作条件,228
World, 99-100, 239, 266, 274-275
世界, 99-100, 239, 266, 274-275

World Federation of Advertisers (WFA), 210, 233-234
世界广告商联合会 (WFA),210,233-234

World Health Organization (WHO), 116, 136
世界卫生组织 (WHO),116,136

World Values Survey, 158  世界价值观调查,158
Xiaoyu Zaijia (Little Fish, Baidu), 71
Xiaoyu Zaijia (小鱼, 百度), 71

Yelp, 66  Yelp,66 岁
#YoMeQuedoEnCasa, 133  #YoMeQuedoEnCasa,133
#YoSoy132, 152  #YoSoy132,152
You  
as person of the year (Time magazine), 42
年度人物(时代杂志),42

use of term, 4  术语的使用,4
Young, Sherman, 265  杨,谢尔曼,265
Youth, media’s impact on, 90
青年,媒体对的影响,90

YouTube. See also Life in a Day
YouTube 的。另请参阅 Life in a Day

everyday life videos on, 191
日常生活视频开启,191

Kids, 70  儿童,70 岁
medium specificity of, 27
中等特异性,27

moderation issues, 174  审核问题,174
Netflix and, 187  Netflix 和,187
as protest documentation tool, 149, 165
作为抗议文件工具,149,165

surveillance and, 61  监视和,61
Zapatista Army of National Liberation, 161-162
萨帕塔民族解放军,161-162 年

Zomato, 66  Zomato,66 岁
Zombies, 114-115  僵尸, 114-115
Zuboff, Shoshana, 271  祖博夫,肖沙娜,271
Zuckerberg, Mark, 35, 51, 83, 192
扎克伯格,马克,35、51、83、192