Monthly Archives: February 2015

Shifting Fields of Academic Publishing

I’ve been thinking about academic publishing lately. Some of that is related to being in the middle of Michigan State University’s tenure process. It also has to do with having chaired an ad-hoc committee to revise my department’s annual review process. It also has a bit to do with Issue 30.1 of the journal Cultural Anthropology (CA) being released last week. Since graduate school, I have wandered the borderlands between Anthropology, Game Studies and Science and Technology Studies. I’ve been (somewhat oddly sometimes) employed by “communication” colleges of various sorts, in part due to Game Studies having found its most disciplinary home in such locations. But I think most importantly it has put me in conversation with a variety of approaches to and perspectives on what academic scholarly activity should/ought/might look like. Add to this my work as a game designer/developer and conversations within the institutions I inhabit how those materials should/ought to/might be evaluated. (read more...)

Crowdsourcing the Expert

“Crowd” and “cloud” computing are exciting new technologies on the horizon, both for computer science types and also for us STS-types (science and technology studies, that is) who are interested in how different actors put them to (different) uses. Out of these, crowd computing is particularly interesting — as a technique that both improves artificial intelligence (AI) and operates to re-organize work and the workplace. In addition, as Lilly Irani shows, it also performs cultural work, producing the figure of the heroic problem-solving innovator. To this, I want to add a another point: might “human computation and crowdsourcing” (as its practitioners call it) be changing our widely-held ideas about experts and expertise? Here’s why. I’m puzzled by how crowdsourcing research both valorizes expertise while at the same time sets about replacing the expert with a combination of programs and (non-expert) humans. I’m even more puzzled by how crowd computing experts rarely specify the nature of their own expertise; if crowdsourcing is about replacing experts, then what exactly are these “human computation” experts themselves experts on? Any thoughts, readers? How might we think about the figure of the expert in crowd computing research, given the recent surge of public interest in new forms of — and indeed fears about — this thing called artificial intelligence? (read more...)

Country in the Cloud

We are accustomed to think of the “cloud” as a place-less, formless mass of data floating “out there.” It has even been argued that new computer technologies and the movement of companies’ data “to the cloud” might so transform our inherited notions of time, space, and power that it could mean the end of history, geography, and power. The case of “e-Estonia,” however, challenges this notion: Estonia is a country which, unlike people and companies going “to the cloud,” hopes to actually move itself “into the cloud,” with profound implications for how we understand both the cloud metaphor and geopolitics in the digital age. e-Estonia Estonia is a small former Soviet Republic in northern Europe, with a territory of only 45 thousand square kilometers and population of just 1.3 million. Since the collapse of the Soviet Union in 1991, it has made a number of moves towards building a digital state, or, as it is often referred to, an “e-Estonia.” As a Research Fellow with the Centre for Science and Technology Studies of the European University at St. Petersburg, I have been studying how with e-Estonia the “the cloud” actually becomes a new type of space, the contours of which affect other concrete spaces and feed into a new type of nation-building project. (read more...)

Developer’s Dilemma and Making as Privilege

A book I wrote, Developer’s Dilemma , was recently published by MIT Press. It is an ethnography that explores the secretive everyday worlds of game developers working in the global videogame industry. There is an excerpt of the book over at Culture Digitally if you’re interested in checking out some of the words prior to making a commitment to the rest of the text. But I didn’t really want to start this year off just plugging my book. I mean, I did plug it. Just then. You should check it out. But that isn’t the point of this post. I recently Skyped into Tom Boellstorff’s graduate seminar to discuss the book. One of the questions they asked me had to do with “game talk” and if I thought game talk had to do more with boundary policing than it had to do with actually having real utility and functionality. Game talk, in essence, is the use of game names as a shorthand means by which to reference the rather complex mechanics and ideas that set certain games apart. It was a wonderful question, because in the book I write: (read more...)