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Screenshot of Apple's ScreenTime app. The "Today" tab is highlighted the time is presented on a bar graph with usage statistics listed.

Dark Patterns, or Shades of Grey?

Auto-playing videos. Bottomless social media newsfeeds. Accentuated “I consent” buttons. The internet may appear as a Choose Your Own Adventure, but some pathways and actions are more enticing than others. Persuasion has become part of the online furniture and is largely by design; central to the architecture of user experience (UX) is the use of behavioral and social psychology to make particular aspects of digital products or services engaging and easy to use. (read more...)

Photograph of a padded case open and containing electronic parts covered with glass with the World of Warcraft logo etched onto it.

The Server Souvenir: Taking Home Remnants of Virtual Worlds

“It’s amazing to think those little circuits that we can carry around were an entire world to us.” –Diana*, interviewee “We might say that this capacity of objects to serve as traces of authentic experience is, in fact, exemplified by the souvenir.” –Susan Stewart, On Longing: Narratives of the miniature, the gigantic, the souvenir, the collection (1984) In 2011, just seven years after the birth of World of Warcraft (WoW), the game’s development company decided to implement some major changes to their server architecture. Rather than disposing of the decommissioned server hardware that had helped run the game world since the beginning, they auctioned it off for charity. For long-time players of WoW, these pieces of server hardware hold value because they are pieces of the virtual game world that hold spatial memory. WoW players have historically viewed servers as persistent and discrete places, places where players played together, formed relationships, and faced challenges. In this short post, I will outline how owners of commemorative WoW server hardware treat these objects as mementos of their time in the world of WoW.** (read more...)

Overhead photo of excavation site in Smerquoy, Scotland on a sunny day with the sea in the background. Translucent text over the photo says "What are you doing down there"

Neolithic Plumbing: The Landscape is a Machine

Water is, among its many attributes, fluid. Left to its own devices it runs, spills, flows, leaks, crashes, and splashes. Holding H2O still is nearly impossible above 0°C. An ambitious enough goal in water management is containment and, if lucky, control. Mastery over the whims of water is of paramount concern today across a number of socio-environmental spheres—coasts flood, deserts desiccate, Flint contaminates, and California incinerates. The various infrastructural and political hydrology problems posed by Anthropocene conditions have inspired a number of technocratic and neoliberal solutions (e.g., the $118 billion storm surge gates in New York or monetization of dehydration in Africa). A brief look at archaic relationships between water and society, however, suggests conceptual alternatives to such high-energy and high-cost survival designs. Two such examples are examined below: the gravitational plumbing at the Neolithic* site of Smerquoy in the Orkney Islands and the Persian yakhchāl, a pre-Alexandrian ‘icebox’. These (read more...)

A young man wearing large headphones sits in a gaming chair at a PC playing a game in a dark room filled with purple and blue light.

Video Games, Mental Health, and the Complicated Nature of Playing

He melted into the shadows, pressing the ‘E’ key on his keyboard, activating his stealth skill, allowing his form to vanish into the grass around him and making him invisible to his prey. A short distance away, in the dense forest tree line, a group of adventurers waited for the established sign: a flare! That flare marked that the cloaked figure had achieved his task of poisoning the nearby camp’s healing pool, a vital resource in this war against their enemy.  For many of these participants, video games are mechanisms that bring them together digitally, often forming a bond that lasts for many years. The scene above is familiar to many, including myself. In fact, the spirit of gaming is something I have lived since I was young. Perhaps it was my early involvement in video games that guided me to consider them as a professional. As a mental health professional with a background in anthropology, I have long been interested in the intersection of video games and mental health. Over the past 15 years, my interest has been framed by my clinical experiences as a therapist. As part of my wider conversation about video games and mental health, I hold a weekly online forum about mental health depictions in video games and then mental health among gamers. While games are often demonized for their association with addiction and violence, I find that some of the things that help link video games to negative associations also have the opportunity to help address some people’s social and mental health concerns. (read more...)

Before They Erase It: Memory and the social media archive

This afternoon, I began to notice increasingly alarming images, posts, and tweets from my interlocutors in Santiago. It appeared that Santiago was on fire, and that the military was in the streets. Images of familiar streets and landmarks now felt doubly familiar, as their similarity to images taken during the coup of 1973 were undeniable. A quick Google search confirmed my fears; Piñera had declared a state of emergency in response to the student metro protests, that there were already deaths, disappearances, and torture reported, and that a curfew had been implemented. Switching over to Whatsapp, I sent frantic messages to my interlocutors and former host family to check that they were safe (they were.) However, it was clear that—even for seasoned activists—this felt different. Many recalled memories or iconic images of the 1973 coup, wondering if history might be about to repeat itself. As the day progressed, I began (read more...)

An infographic of "menstruapps" with a, illustration of a uterus, ovaries, and vagina in the center.

Period Tracking Apps: Something Old, Something New

They’re sleek and colorful, “fun and easy”, full of icons and dials. Period tracking apps, or “menstruapps,” are an increasingly common way a large segment of the population attends to their health and embodied experience of menstruation. In some ways, these apps are part of very recent trends towards the Quantified Self, the datafication of health, and reliance on biometric tracking devices to “optimize” one’s habits. In other ways, they evoke older legacies of feminist health care, notably the Our Bodies, Ourselves movement begun in 1969. Fifty years later, what does it mean to use technology to “understand how your body works”, as Clue advertises, or “take control of your body,” the tagline for Natural Cycles, which are two of the most popular menstruapps? (read more...)

Logo for STS Futures Lab. It is a circle with the name along the top and a tree shape with technology textures.

Critical Imagination at the Intersection of STS Pedagogy and Research

*This post was co-authored by Emily York and Shannon Conley*   In 2017, we established the STS Futures Lab—a space to critically interrogate plausible sociotechnical futures and to develop strategies for integrating pedagogy and research. But why a lab, and why a ‘futures’ lab? In a broader societal context in which futures thinking and futures labs are often subsumed within innovation speak, entrepreneurialism, and implicit bias regarding whose futures matter, it might seem counter-intuitive to establish a futures lab as a space for critical pedagogies. And yet, it is precisely because of our concern with the politics and ethics of technological world-making that we are inspired to intervene in this space. A futures lab, as we conceive it, is a space to cultivate capacities for critical and moral imagination that serve to check dominant assumptions about the future. “In the marketplace, the word creativity has come to mean the generation of ideas applicable to practical strategies to make larger profits…. I don’t use it any more, yielding it to capitalists and academics to abuse as they like. But they can’t have imagination.” (Ursula K. Le Guin, “The Operating Instructions”)   We believe STS pedagogies are at their best when they are at the same time critical pedagogies—connected to the politics of knowledge production (Freire, 2018), and congruent with education as a ‘practice of freedom’ (hooks 1994, 4). Moreover, STS understandings of the messiness of knowledge production align well with reflexive practices of learning with our students in the classroom. However, to develop critical STS pedagogies that effectively engage our students, we have to start where we are in terms of our particular location and the students with whom we are working. The STS Futures Lab is an example of how critical STS pedagogies can, and perhaps must, emerge as a situated practice. One of the factors that makes STS pedagogies such a rich and varied set of practices is that they are developed and implemented in a wide array of disciplinary, institutional, and geographically diverse spaces, often heavily shaped by these spaces as faculty attempt to make material relevant to their students and aligned with learning objectives. This is to say, the very factors that constrain approaches to implementing critical STS pedagogies also constitute an opportunity. (read more...)

Portending the Posthuman on YouTube

During this most spooky time of year, it is apropos to explore our transmogrification into posthumanity—a concept that instills fear in the hearts of many scholars, including many anthropologists, who are especially afraid that exploring this terrain precipitates the end of their discipline. For humanities studies scholar Rosi Braidotti (2013: 5), there is an “undeniably gloomy connotation to the posthuman condition, especially in relation to genealogies of critical thought.” In her view, our lack of theorization of posthuman subjectivity has brought us into a “zombified landscape of repetition without difference and lingering melancholia” (Braidotti 2013: 5). To be honest, I share numerous concerns about posthumanist claims and their implications. However, whether widespread posthuman-phobia is warranted remains to be explored. (read more...)