Tag Archives: New Yorker

Information literacy as self defense: COVID-19 edition

The election of 2016 marked an deep downward pull for American democratic traditions. After the election the institutions that make up government became under attack by the President and the cabinet members. Each American agency seems to have been sapped of leadership, undercut, and in many cases, the people working at the State Department or the NEH found themselves directed to work 180 degrees opposite the purpose of the agency. The Environmental Protection Agency for instance:

EPA Administrator Andrew Wheeler, a former coal lobbyist, said he was freeing oil and gas companies from “burdensome and ineffective regulations.” By rolling back an Obama-era policy designed to curb gas leaks at pipelines and wells, the EPA administrator was essentially giving energy companies the go-ahead to release much more climate-warming methane into the atmosphere.

MSN – https://www.msn.com/en-us/news/politics/another-giveaway-to-polluters-from-the-trump-epa/ar-BB18ecp1

Let’s not pretend that the United States confidence in government was very strong before all this. But you pile on the increasingly refined ways that people gather news and form opinions and the genuine cynicism that everyone seems to share, and we face a deeper problem.

We risk losing the inability to discern fiction from truth – (and I’m a postmodernist), or the ability to debate complex ideas. I’m sure that the basic skills still exist on college campuses and the nod toward some shell of debate and rigorous argument can be found in corners of youtube.

Joshua Yaffa writes in the New Yorker about the continued focus on Russian propaganda (Yaffa outlines how much of this should be considered a threat) and the more problematic impact of the President and Fox News reporters muddying the waters over the significance and response to Covid-19.

Yaffa writes: “When it comes to COVID-19, the apparent result of the combined disinformation campaign of Trump and Fox News has been devastating. A working paper released by the National Bureau of Economic Research in May analyzed anonymous location data from millions of cell phones to show that residents of Zip Codes with higher Fox News viewership were less likely to follow stay-at-home orders. Another study, by economists at the University of Chicago and elsewhere, suggested a disparity in health outcomes between areas where Fox News viewers primarily tuned in to tucker Carlson, who, among Fox hosts, spoke early and with relative urgency about the danger of COVID-19, and places where viewers preferred Sean Hannity, who spent weeks downplaying its severity. The economists found that in March, viewership of Hannity over Carlson, in the locales they studied was associated with a thirty-two-per-cent increase in infections, and a twenty-three-per-cent increase in COVID-19-related deaths

(Yaffa, Joshua.”Believe it or Not.” New Yorker. September 14, 2020, p. 29)

With these kinds of numbers, we need to be making the connection that information literacy is a public health investment. In 2020 being able to discern if a source is lying to you is a survival skill. Fortunately it is one that a couple of hundred thousand teachers can resolve with some investment and support.

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Filed under academics, capitalism, communication, critique, health, juxtaposition, learning, media, propaganda, resistance, rhetoric, science, technology

cannibal capitalism and video game streaming

Cannibal capitalism is the mediated consumption of other people’s suffering. Usually someone gets paid for this. In the NFL players and owners get money while viewers watch men exchange ritualized interpersonal violence. Traditional televised sports are ripe with injury moments and the moral judgement that soothes and justifies the suffering.

Slightly less visible is the suffering that happens in order to bring us the entertainment. The New Yorker has a nice essay on video game streamers who broadcast their games to gigantic audiences of semi-interactive fans. Taylor Clark describes the harm that many streamers face from the occupation.

“At this summer’s PAX West–a yearly convention that inundates downtown Seattle with gaming fans–virtually every streamer I spoke with voiced concerns about the health risks of overwork. “My doctor told me I was going to die if I kept doing it like this,” a young broadcaster who goes by Bria Leigh said. ‘You spend ten hours a day in the chair. And you don’t even want to get up to use the bathroom, because you’re afraid you’ll lose viewers.'”(43) – Taylor Clark, “Revenue Streaming.” The New Yorker. November 20, 2017. P. 38-44

Clark’s article contains reference to a gamer who died during a 24-hour charity stream (Brian Vigneault) and a opens with the description of Roberto Garcia AKA Towelliee, a popular streamer.  Clark describes the impact on Garcia from his years of grinding out gaming for fans.

“Game streaming, Garcia discovered, required non-stop work.  The only way to attract viewers, and to prevent the ones you had from straying to other broadcaster, was to be online constantly, so he routinely streamed for eighteen hours a day.  “That’s what I had to do to grown the viewership,” he said.  His ankles swelled from sitting at this computer.  his weight grew to four hundred and twenty pounds.” (38) – Taylor Clark, “Revenue Streaming.” The New Yorker. November 20, 2017. P. 38-44

There is a lot to unpack in the representations of video gaming and new media.  My interest is to note that this new genre of entertainment has consequences for the producers.  Streamed live, viewers get to watch and comment on (consume) the streamers with a kind of interactivity that has seldom been seen before.  The invitation is there for viewers to chat directly with the producers and create community.

But the expectation is that the streamer is there for the viewer and in some ways is entitled to the viewing.  In this relationship where the streamer depends on the views to make a living there is a certain incentive to grind through moments of suffering in order to keep viewers.

This relationship is cannibal capitalism where viewers consume the suffering of someone else through the media.  It is visible through the twitch comments and the representations of streaming participants.  It is also in the bodily cost that is above-and-beyond other lines of employment.  (No doubt that people who cut down trees for a living have swelling feet and high blood pressure from their job, but few arborists have 10,000 people watching their successes and failures live).

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Filed under capitalism, communication, health, technology, video games, videogames, vulnerability