Friday, December 18, 2009

Clinic Wars: Circumventing Death in Health Care

  • Imagine A Movie Scenario: An unusual virus strain causes a potentially deadly disease with flu-like symptoms. The public is forced to turn to hospitals for help, where many find themselves turned away because they don’t have adequate insurance. Only later could they return, after the insured got their shots. And then the horror unfolds as it is revealed that a nefarious agent of profit and domination set this up so they could inject the poor and vulnerable to kill off those putting financial strains on the new teams of health networks set up by the government to undertake reform.
  • Now Imagine A Second Scenario: The same devious idea. Only this time the public has the chance from the beginning to turn to welcoming local community clinics which, again because of reform, now populate every community and stay connected and linked through progressive collaborations of care and advocacy. Only in this case the evil doers’ plot is uncovered early and stopped because of social networking collaborations, instant connectivity between angry activists and the political influence of elected officials, up to and including the president of the United States because they had all bought into the idea of partnerships for justice for all.

Neither scenario is true. One is too creapy to consider. The other without a foundation!

But the sad fact is that there is probably some feasibility that the first could occur but almost none that scenario two could happen.

 
And the reason is because we have no role models, no media or pragmatic representations of what heroes and heroines might look like and what they might be capable of in the popular and powerful media sectors that virtually all of us count upon to reinforce normative and behavioral actions.

 
Instead, as a people who are addicted to and love our entertainment mediums, have only military, police and even government-as-dictator normative models who effectively take over and take away freedoms in the name of safety and security.

 
Entertainment Justice is one step in seeking to open literary, cyber and connectivity portals of a different nature.

 
I’d love to hear your thoughts and ideas about how we can together put advocates into media action! Creators of all domains welcome.

My efforts are geared toward putting together the publishing, screen writing, gaming, social networking and related network of advocates to make your ideas happen.

 

 

 

 

 

Wednesday, December 16, 2009

Just the Beginning: What is EJ?

OUR RIGHTS OF PARTICIPATION!

I've been working for a while on attempting to start a public cyber movement of some sort to allow the public as a whole to do what needs to be done: redefine and give technological relevance to the concept of the United States' Rights of Privacy.

Many people know that we do not have quantified rights of privacy. What rights we have are legal and business rulings and operating presumptions about the need for certain core protections of liberty, freedom and privacy--most originating from arguments about the importance of protecting creative rights of commerce.

In light of technological advancements, it seems necessary that we collaboratively and openly redefine and refine these rights with an eye toward participatory engagement. How can we, how should we, what issues, problems, concerns and expectations should grow from continue to maintain assumptions of privacy when we so easily and unknowingly give away those rights with "user agreement" and similar clicks to be involved?

A campaign to develop Rights of Participation would allow for moving in this direction.

HERE WE SEEK TO BUILD FROM WITHIN!

Entertainment Justice ideas assume a good deal of participatory protections and seek to incorporate social, political, economic and humanitarian justice principles into a variety of entertainment methods and mechanisms.

Most people don't realize that from our literary beginnings, people have always sought to incorporate normative rules and expectations within good, bad and in-between literature. Short-stories and novels, written forms of cultural learning, first reflected this, of course, and soon began to give over some of its credible authority in this regard to other mediums. Including, most recently, the fantastically popular and profitable domains of online and virtual gaming.

The first computer games, developed by Atari, were designed specifically to incorporate Japanese moral standards and lessons within the Mario Bros. sessions. Only later would that valuable intention evolved to packaged and cloud-based CGI games--games that increasingly literally transforms the player into an animated Avatar who interacts with and plays out strategies with other creatures of every shape and form.

Unfortunately, the overwhelming majority of these massively multiplayer products continue the trend of ensuring that the heroes and heroines of these stories have weapons and tactics limited almost exclusively to war-making and police tactics.

Almost no real or real-life representations of role models who use social justice tools and techniques to right wrongs exists--and, in my opinion, no applicable progress will be made toward a better culture until we have developed a way to make sure the superpowers we celebrate reflect the principles of justice we claim allegiance to!

RIGHT NOW THERE IS NOT STRUCTURE

Instead, what I am seeking in general guidance on how to set such standards ... suggestions for determining how to encourage the media makers to both seriously and realisticly explore this avenue and do so in a way that does not exploit but actually reveres America's cultural expectations.

TELL ME YOUR IDEAS

My desire is to gather together these ideas and then present a workable posting where the concepts can be spelled out, wordsmithed, discussed, argued about and ultimately worked into a viable strategic document and plan of action.

YOUR SUGGESTIONS?