News, Interactivity and the Digital Divide Practice-Based Research and the Contextualization of News
Transcript of News, Interactivity and the Digital Divide Practice-Based Research and the Contextualization of News
News, Interactivity and the Digital DividePractice-Based Research and the Contextualization of
News
Paper prepared for the IAMCR Conference, TheCommunication Policy and Technology Section,
Stockholm, July 20-25, 2008
Inger LindstedtProfessor of Media and Communication Studies
School of Arts and CommunicationMalmö University, Malmö[email protected]
Bo ReimerProfessor of Media and Communication Studies
School of Arts and Communication
Introduction
In an increasingly interconnected world, people become more and
more dependent on mediated news. Therefore, it is crucial that
news producers manage to present news in such ways that people
are able to better make sense of the world and of their
surroundings. But it is also crucial that they manage to reach
not only those sections of the population that already are
information rich; it is crucial that news producers aid in
decreasing the knowledge gaps that exist.
Much hope has been put on digital media to solve the knowledge
gap problem. But the potential of such media has not yet been
fulfilled. It may even be the case that the situation is
deteriorating; unequal access to information technology leads
to a digital divide, it is argued.
What is there to be done? In early discussions concerning the
promise of digital media, a key concept was the concept of
interactivity (Downes and McMillan, 2000; Kiousis, 2002). The idea
was to make it possible for citizens to interact with the
producers of mediated messages. Instead of just passively
receiving messages, citizens would be able to communicate; to
take part in discussions on equal terms. In this sense,
interactivity was closely linked to the notion of democracy.
However, thus far, interactivity has not had a radical impact
on communication patterns (cf. Oblak, 2005). It has primarily
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amounted to giving citizens control over when to consume
something, and to give the consumer the control over which
platform to consume the material on. Less attention has been
placed on what should be consumed, and how it should be
consumed
It could be argued that one of the reasons for the lack of
“true” interactivity is technology; the tools available have
not allowed more than simple response possibilities. It could
also be argued that media companies may not have a real
interest in dramatically changing the relationship between
producers and consumers.
But things may be changing. New technologies are being
developed and blogging, as well as activities on sites such as
MySpace, Flickr and YouTube, make it clear that consumers more and
more act as media producers themselves, and thereby challenge
the producer/consumer divide (cf. Lasica, 2005; Jenkins, 2006).
How will this affect the future media landscape? How will it
affect journalism? What does it mean for the possibilities of
decreasing knowledge gaps? And furthermore, what does this mean
for the role of academic work in relation to these questions?
Knowledge is increasingly produced either outside of academia
altogether or as collaborative work in various formations
between academia, industry, government, grass root
organisations and citizens, often in the shape of “collective
experiments” (Latour, 2001). What will – and what should –
academic work consist of in this situation?
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In this paper, we will discuss these questions with the point
of departure taken from a concrete example of collaborative
work on digital media and interactivity, the EU funded research
project New Millennium, New Media (NM2). In a collaboration
between technical experts, media theorists and media producers
from nine countries, a new production tool for non-linear media
productions was created, as well as eight new media productions
in different genres. Our work (the writers of this paper)
within the project consisted primarily in taking part in the
construction of a prototype for an interactive news service,
MyNews&SportsMyWay. We will discuss the ideas behind the news
service and present its features and we will discuss what it
means conducting practice-based research and collaborative work
together with non-academics. We will also reflect on the
implications of such work. We will start the paper by
contextualizing the problematic within the framework of
knowledge gaps and the digital divide, then move on to a
discussion of the NM2 project.
Knowledge Gaps and the Promise of Digital Media
The original knowledge gap hypothesis, as coined by Tichenor,
Donohue and Olien in 1970, stated that when the amount of
information available through the mass media increases, already
existing differences in knowledge levels tend to increase,
leading to an even greater knowledge gap between the
information rich and the information poor. Studies carried out
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since then seem to confirm the hypothesis (Viswanath and
Finnegan, 1996; cf. Rogers, 2001).
The result as such is not especially surprising. Generally, the
choices people make are on the whole social rather than
individual; when people are able to choose between different
options, they tend to make choices similar to those of others
positioned similarly in social space. And when the number of
choices increases, so do the differences between different
groups. This has been the case also in relation to the uses of
the mass media (Reimer, 1994).
What would be needed in order to turn such patterns around? The
knowledge gap hypothesis was based on an analysis of mass
media, of communication of the one-to-many kind. New
information and communication technologies (ICTs), or digital
media, are at least partly based on other kinds of
relationships, on the many-to-many kind, and with greater
possibilities of interaction (cf. Burnett and Marshall, 2003:
48). However, the roles these new technologies, or these new
media, can play, have been interpreted in two different ways.
In one view, access to easy to use technology will make it
possible for people on a global level to access and use
information in ways that was not possible with traditional mass
media. In the other view, digital media will lead to a further
increase of knowledge gaps; it will lead to a digital divide.
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Which view is the most reasonable one? It is not an easy
question to answer, of course. It may not even be a question
that can have one answer. The pessimistic view is based partly
on the notion that bad journalism does not get any better just
because it is made available over the Net, partly on the notion
that digital media’s technological possibilities are not
utilized. Scheufele and Nisbet (2002) argue that the role of
the internet in promoting citizenship is limited. And in an
article documenting the history of online journalism, Scott
argues that as long as the major actors within the news
industry continue to be the same, nothing can get better. He
writes:
A serious analysis of the state of online journalism in 2002 and beyond belies this façade with painful clarity and highlights the dangers of delusion. It ismy contention that not only has the internet failed to stem the crisis, it has aggravated it. The very trends that have served to batter the condition of journalism for years are aggressively exacerbated by the intentional actions of the major news providers coping with the conditions of the digital marketplace(2005:92).
In relation to the potential held by digital technology, in a
review essay about journalism and the internet, Robinson
writes:
But for the technology to be used to its greatest democratic potential, online news sites must contain more original editorial content, better opportunitiesfor reader interactivity and more profitable businessmodels. Right now, web publishers have yet to unleashfully the powers of the internet in such a way that enhances user gratification, improves perceptions of
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media credibility and otherwise assures a viable internet journalism (2006a:844).
The optimistic view is based on the notions that important
material through new technology is available and possible to
access in more meaningful forms than ever before and that
citizens are using digital media in creative ways, turning from
being mere consumers of media to being media producers. Major
newspapers – for instance Washington Post, New York Times and
Los Angeles Times – offer personalized news sites, making it
possible for citizens to access the material he or she wants.
Other news sites, such as Wikipedia News, CNNs iReport and
Independent Media Center (IndyMedia) are based on user generated
content. Some sites consist of a mixture of professional
material and user generated content. The South Korean site
OhMyNews was one of the first. One of the most elaborate is
Newsvine. Taken together, it is possible to speak of a new form
of citizenship. As Hermes argues: “Most of all Internet-based
communities make clear that new communication forms do allow
for (new) citizenships and new groups to take up citizen
identities” (2006:307). This new form of citizenship could be
called a “cultural citizenship” (Uricchio, 2004:87).
Conducting Collaborative Research on Digital Media: The New Millennium, New Media Project
As an academic, it is of course always possible to take a step
back and critically evaluate things going on, offering views as
above. But it is also possible to take a step forward and take
active part in developments. The New Millennium, New Media (NM2)
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collaborative research project is such an example. It was
funded by EU, and it consisted of twelve (from the beginning
thirteen) partners. The overall objective of NM2 was to create
new non-linear, interactive media genres as well as the tools
necessary for the production of these. It was funded within
Framework 6: Information Society Technologies, and lasted 2004-
2007. The funding was 4,8 million Euro for the three year
period (http://www.ist-nm2.org/; cf. Williams et al., 2004,
Williams et al., 2006, Larsson et al., forthcoming; Ursu et
al., forthcoming).
The partners came from both industry and academia. Some were
technical partners, some were media producers. The technical
partners were British Telecom (BT), Telefónica I+D, Joanneum
Research Forschungsgesellschaft, Dept. of Computing, Goldsmiths
College, Dept. of Informatics, Aristotle University of
Thessaloniki, TNO (Netherlands Organisation for Applied
Scientific Research Telecom) and initially Sony NetServices.
The media producers were The School of Arts and Communication
(K3), Malmö University, CUMIS (Cambridge University Moving
Images Studio), University of Art & Design Helsinki, The School
of Art and Design, Ulster University, and Illuminations
Television Limited.
Eight individual NM2 productions for broadband delivery –
ranging across news, documentary and fiction – were created;
productions exploring and challenging traditional genres. City
Symphonies made use of the classical screen language – montage –
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and explored the relationship between cinema and the
architecture of the city. Gods in The Sky – Choice was an
interactive version of a BBC programme exploring ancient myths
in drama, dance and puppet theatre form. Based on a BBC
Television production of the Mervyn Peak novel Gormenghast, the
interactive production Gormenghast Explore dealt with flexible
narrative structures in drama. In Runecast, the NM2 system was
used to enable engagers to compose their own coherent story
constellations of songs, tales, music and images from mixed
audio-visual media. Accidental Lovers was a participatory black
comedy about love for television, mobile phone and Internet,
where in real-time, the user was able to affect the unfolding
drama of the romantic couple. In A Golden Age, the arts of the
Renaissance in England could be explored by in versions
determined in real-time by the preferences or the user.
Interactive Village was a reconfigurable portrait of life in a Czech
village, functioning as an interactive ethnographic
documentary. Finally, MyNews&SportsMyWay was a digital,
interactive news service that made it possible for users via
broadband to discover, select and recombine news and sports
items and stories according to their individual tastes.1
During the whole project, the productions and the tools were
developed through collaborative work between the producers and
the technical partners. The first productions were made with an
embryo of the tools. The aim of these productions was to
specify the requirements from the producers, to test some
1 Although called MyNews&SportsMyWay, for financial reasons the project has focussed on news.
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functionality, and to lay the foundation for the work. The
requirements ranged from basic needs to more advanced
challenges. As the tools developed, the productions could
develop, and more and more facilities could be explored and
tested within the tools. The first productions laid the ground
for the second generation, which in turn made the third
generation of the productions possible.
The productions were mostly only meant to be part of the
development of the tools, and therefore never were meant to go
public. But some of the last productions were from the
beginning meant to be public, like Accidental Lovers, broadcast on
YLE, the Finnish television channel, during December 2007, and
A Golden Age. MyNews&SportsMyWay was a semi-public production as
it was shown and used during live trials at the premises at
SVT, The Swedish National Public Television, during one day.
Anybody working or visiting SVT that day could see and use the
news service.
The production and design of MyNews&SportsMyWay
The productions had very different needs and requirements
depending on genre and kind of production. For the fictional
productions the possibility to create a totally new experience
for the user every time was a core requirement. For the news
service, on the other hand, the objective was to make possible
a more in-depth and contextualized news consumption than what
traditional news services do. That is, the idea was to make
interactivity in relation to news more meaningful. This attempt
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was made by combining technical skills, design skills,
journalistic skills with theoretical media knowledge.
The work started by exploring the genre of news. A specific
characteristic of the genre is its rather formalized structure,
both concerning the news story’s structure and the news
programme’s structure. To challenge this genre can therefore be
done both on the micro level – the news item – and/or the macro
level – the news programme. For the MNSMW production we worked
on both levels, but primarily on the programme level.
The production was done in collaboration with SVT Syd, the
southern Sweden branch of Swedish National Public Television.
We thereby had access both to the latest news clips and to
SVT’s archive material, a kind of material that was used as an
extra resource for contextualization and more in depth viewing.
SVTs’ archive material is available through a digital archive
system called META. A database of news clips was created by
choosing and downloading news stories and programmes from this
system. The starting point was the journalistic workflow of the
day where an event happens and made into a news story. This
story is in itself often a development of a course of events.
We used that line of event to create a series of related clips.
The criteria for extracting the different news items from META
were based on our research and knowledge about news, news
events and the Swedish society. The news items were imported
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into the NM2 tools, tagged and marked with narrative
structures. In this way, the research group built a news
service with its own archive, based on SVT material.
For the user to be able to interact with the news service the
research group also created an interface. Three main objectives
were singled out for its design:
to aim for a TV experience (rather than a PC experience) to meet the challenge of many choices and to give the
feeling of an easy to use/leaned back experience to enable different modes of interaction within the same
interface.
In aiming for a TV experience rather than a PC experience, we
wanted to support the link between media consumption and the
routines of everyday life. Already today news are of course
consumed through the use of a computer, and this will become
even more common in the future, but we wanted to build on the
social experience of watching news and sports. It was a way of
trying to keep the consumption communal, making it possible for
consumers to discuss what they are watching at the time they
are watching.
One of the major challenges was trying to incorporate flexible
and interesting interaction functions in an easy way, suitable
both for user groups that are not common users of interactive
media and for groups that are highly experienced in active and
participatory media consumption. The goal was to lower the
knowledge threshold of using interactive possibilities and at
the same time enable interesting and attention grabbing
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interactions in a way that could engage audiences in or between
these polarized groups.
Since the production was situated in the borderline between
television and internet, certain decisions and issues had to be
dealt with. Firstly, a remote control was used for executing
the interactions and not a keyboard or a mouse. Secondly, the
television screen was the medium to design for and not the
computer monitor. Thirdly, the design did not demand audience
activity but rather enabled a passive consumption that engaged
the audience to interact.
The remote assured that the interactions were available on a
device everyone was used to, and was more or less comfortable
in using. It also made the interactions easy to reach since
they were all available by the click on a button. The
television screen is a device audiences have gathered in front
of for decades; consumption patterns may be changing but the
desires to enjoy moving images in a large screen format still
have great weight. A major factor of the news is that they are
there to be discussed and debated in the micro environment of
the living room; this is also one reason for designing for the
television screen.
Using the MyNews&SportsMyWay news service
The service is based on dividing news into six major sections:
MyNews, General News, Sports, Culture & Entertainment, Economy
and Home & Leisure. The four latter sections contain the latest
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edition of each programme section broadcast by SVT. It also
contains the four latest clips within each section. The user
can choose either to watch the latest edition or any of the
individual clips. General News is similar to these four
sections, but it contains one local news section and one
national.
Figure 1. Entry screen MyNews&SportsMyWay
MyNews is based upon a person’s user profile and it is compiled
automatically. It also adds new clips to the mix when available
– and relevant. The playing time for the MyNews programme is
normally 20 minutes, but that can be altered by the user. This
could be done in real-time.
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Figure 2. The MyNews section
One of the core goals for the project was to explore how to let
the users have more meaningful experiences than the ones
consumers are able to gain today. Two interaction modes were
therefore developed. The first, the More function, is a
possibility for the user to add clips on the same subject to
the currently playing news item. If the function More is
pressed a clip is added after the currently playing clip and
seamlessly a new clip starts playing automatically. After the
added clip has ended, you return to the same point as before
within the programme. If the button More is pressed during
playback of the added clip, another clip will be added in the
same manner as above.
The second interaction mode is the Related function, which is a
possibility for the user to view a list of clips that is
broadly related to what she or he is currently watching. The
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function is always available during playback. If the button
Related is pressed the user is presented to a populated list
with related stories to choose from after the current clip has
ended. After having watched the “related clip”, the user will
return to the same point as before within the programme he or
she was watching.
Reflections
As has already been described, the NM2 research project was a
collaborative project in many aspects. Collaborative work can
be both enriching and fraught with conflict; enriching as there
are great possibilities to learn from each other, fraught with
conflict as the interests for taking part in a project may
vary. Collaborative work may also be difficult due to
communication problems; people in different traditions do not
always speak the same language.
In this particular case, the Industry/Academia dimension was
not unimportant. Within academia we are at least normally used
to openness; research results are always made public. Within
the industry, market opportunities and market shares determine
ways of dealing with results. Within the academia we are also
used to, as researchers, to be able to make our own decisions
and say yes or no. Within the industry, decisions are often
made on a higher level in the organisation, above the project,
which means that many decisions must be anchored higher up in
the hierarchy. As researchers from the academia we therefore
had greater freedom in this project.
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The Industry/Academia distinction was not the only relevant
one, however. The twelve (originally thirteen) partners came
from eight countries, and they came from different disciplines.
Most importantly in this context was the distinction between
technicians (“techies”) and media producers (“creatives”). For
the technicians, the development of a general tool was of
highest importance, whereas for the media producers, the
specific productions were in themselves more crucial.
However, on a more a more general level, a major task for the
work within the NM2 project, shared by everybody, was coming up
with ideas on how to expand on the notion of interactivity; of
making it into something more than just time-shifting. The end
result is something we have termed shape-shifting. The objective
is to make it possible for a consumer not only to decide when
to watch something and on which platform, but also to be able
to shape the material he or she chooses to watch in ways that
make sense to him or her. It is of course not a question of
being on equal terms with the producers of the material but it
is a way of reconfiguring the material in a meaningful way
(http://shapeshift.TV; cf. Ursu et al., forthcoming; Larsson et
al., forthcoming).
An important feature of the MNSMW prototype is that it
facilitates the personalization of news, making it possible to
select items one is interested in altogether. But that feature
is not unique; that is something many news services offer. Much
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more important is the possibility of contextualization. With
the help of the “more” and “related” functions, it becomes
possible for a user both to “drill” down deeper into any
subject she or he is interested in, and to link it to other
similar events. The linkage is maybe the most important feature
in the sense that it on the one hand creates a concrete
contextualization of an event, but that it on the other hand
also can function as a movement away from an event to something
else, a movement which may be unexpected, but still rewarding.
In our live trials with the news service, we have seen examples
of users starting viewing a clip dealing with environmental
problems in a specific Swedish region but winding up watching –
with deep interest – a clip about something happening in
Africa. In a sense the function creates similarities between
interactive broadband/TV news viewing and newspaper, where the
sheer layout of a page opens the reader for unexpected stories.
It thereby deals with a critique often raised against
personalization: people only tune in to things they know they
are interested in. This way, people start with things they are
interested in but they wind up in completely different places.
How interactive is this news service? The features described
above are important components in an interactive service and in
the way collaborative projects work, they were developed in the
course of the project. It was not clear when the project
started that those features would be the outcome, but in the
end they were. At the same time, looking at the situation from
the perspective of today, it is clear that something is
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missing, and that is user generated content. The fact that such
material is not included is partly due to that one particular
project with a limited budget cannot do everything, but it is
also due to an extremely rapid development in the last couple
of years; when the NM2 project was planned, user generated
content was not the popular term it is today. But this does not
mean, of course, that the MNSMW service cannot be thought in
relation to such material. Quite the opposite. In the final
phase of the project, work was carried out on opening the
service for the possibility to integrate user generated content
with professionally produced content, and for the possibilities
of communication between users. This work was carried out under
the heading of OurNewsOurWays, and it has led to a concept
demo, showing a possible way ahead
(http://webzone.k3.mah/k3jolo/ONS).
What does this work on the MNSMW news service say about the
digital divide, then? Of course, in itself the construction of
a new news service prototype does not solve anything. But it
does show possibilities and problems in working with digital
media and interactivity. And conducting concrete, practical,
collaborative work makes it possible to find new perspectives
on the problematic. In relation to the field of media and
communication studies, which we come from, it is a matter of
experimenting with new ways of acquiring knowledge, or maybe
even experimenting with new forms of knowledge, in this
particular case knowledge in the shape of an artefact.
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But by working collaboratively with actors in the media
industry, it is also a case of getting insights that are
difficult to obtain from the outside. This is not the place to
go into this in detail. But a work such as ours means getting
into close discussions with media actors about what journalism
is all about, as well as what it should be about. Journalism is
changing. No one could seriously argue against that. It can be
seen, for instance, in the shape of public journalism, where
journalists try to find new, closer relationships to citizens.
But changes take time, and there is resistance. As Platon and
Deuze write in relation to public journalists: “The notion of
’us and them’ is still used to describe the difference between
journalists and citizens” (2003:340). In other words, citizens
can be important sources to news but the journalist is still
the one deciding “what’s news”. But there also changes due to
the arrival of new actors – at least on the digital stage. New
news sites, such as Indymedia, are based on contributions from
readers, and they work on the principle of open publishing,
thereby challenging the traditional way of doing journalism. As
Robinson writes, “the online medium is forcing journalism to
define a new identity” (2006b: 79). In our work, and especially
in our collaborations with SVT, the ambiguity with which
journalists at the public service company met with the ideas of
new ways of working with their audiences was very visible. On
the one hand, one could see the advantages of creating a news
service where work previously produced, available in the data
archive, could be put to use again. But there was also a clear
feeling of fearing the loss of control. Being used to being in
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command, making all choices, suddenly citizens themselves can
decide what to view – and how. That is for some journalists a
scary and unsettling thought. New digital media may not lead to
a reversal of existing power structures. But as Bentivegna
(2006:335) argues, they may have the power to destabilize the
system. That is not too bad.
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