Tag: digital media

Anti-Queer Violence, Bearing Witness, and Thinking with Algorithms on Social Media

In early June 2019, news began to break concerning the death of a Salvadoran transgender woman, Johana Medina León, of pneumonia, four days after being released from nearly six weeks in ICE custody. Before long, my Facebook feed was filled with stories detailing the persecution Johana faced in El Salvador because of her gender identity; her dangerous journey to the United States to seek asylum; and her final moments as she struggled to save her own life, as it became clear no one else would. She might have saved her own life, if she’d been given the resources. In El Salvador, Johana was a nurse. Johana’s death is tragic for many reasons, not the least of which is that had it not been for social media, it likely would have gone unnoticed. (read more...)

Happy Pride Month!

In support and solidarity with LGBTQIA+/Queer people around the world, we’re celebrating Pride Month with a collection of some of our most popular queer content from the blog. We take this moment to recognize the valuable contributions LGBTQIA+/Queer people make to our fields, our society, and our lives. Check out six of our favorites below! (read more...)

Writing disability

When writing inequalities, the language we use and our writings betray the power dynamics and the unequal relations that stem from the world we as researchers come from. This post explores how these inequalities play out in the worlds we embed ourselves in as outsider researchers and are apparent in what we write through a reflection on my own research with dDeaf  television producers and actors in Sweden. (read more...)

Do We Inherit Abandoned Game Worlds?

When you’re playing an online game and it gets shut down, typically a message flashes on the screen that says something like: “You have been disconnected from the server.” This very message indicates that it is not just “the game” per se that you’ve been disconnected from. What is “the game” after all? In reality, players are connected to a shared version of a virtual world thanks to the workings of servers, those digital devices that make up the backbone of the internet and of virtual worlds, like Second Life and World of Warcraft. When a virtual world dies, when it’s “turned off,” the player is no longer accessing the same server as their friends. In fact, they’re not accessing any server at all. When the server is turned off, the game world is popularly said to have been abandoned—its software becomes referred to as “abandonware.” And just like that, a whole world dies. This post reflects the work of one group of video game enthusiasts and how they are actively working to bring so-called “abandoned” online games back to life by reshaping copyright laws and redefining games as cultural heritage. (read more...)

How to Book an Appointment Online when you have Aphasia

I’m meeting a fellow speech therapist researcher at a weekly drop-in session for people with aphasia when Markus* comes in, brandishing an envelope.  “I went!” he exclaims. Markus has just arrived fresh from a visit to the head office of one of his home utility providers. He has taken matters into his own hands after coming up against a technological obstacle.  Markus regaled to us his story using an effective combination of short spoken utterances, gesture, a written note and an established communication dynamic with my fellow speech therapist.  I want to share with you his story to discuss the issue of technology and aphasia. Markus had received a letter telling him that his boiler (the British term for a home water-heating system) needed to be serviced.  The letter instructed him to call or go online to make an appointment.  Due to his aphasia, however, Markus had found himself unable (read more...)

Personal Computing and Personhood in Design and Disability

Editor’s Note: This is the third post in the series on Disabling Technologies When I try to explain augmentative and alternative communication (AAC) devices to those unfamiliar, I usually start with physicist Stephen Hawking, who has amyotrophic lateral sclerosis (ALS). Hawking speaks using a high-tech computerized AAC device with synthetic speech output (Mialet, 2012). The electronic voice communicates to others the text that Hawking selects from a cursor moving across the computer screen mounted to his wheelchair using his cheek movement as input. These sorts of ‘tools for talking’ are also used by those with other disabilities and medical conditions that potentially impair oral speech such as autism, cerebral palsy, or a stroke. AAC devices are mobile by definition, as they ought to move with a person as they move through the world (Reno, 2012). They are becoming more “mobile” in another sense too. Individuals increasingly have the option of using AAC devices that take the material form of ordinary smartphones, tablet computers, and mobile apps that simulate software on specialized computers dedicated to AAC (Alper, 2015). (read more...)

How Not to Be a Bot: An Interview with Natasha Dow Schüll

Natasha Dow Schüll is a cultural anthropologist and associate professor in New York University’s Department of Media, Culture, and Communication. In her 2012 book Addiction by Design, she explores how electronic slot machines facilitate the compulsive behavior of gambling addicts through their digital interfaces. Informed by extensive ethnographic research among designers and users, the book details how the interrelationship between humans and digital media is engineered and experienced, and how it relates to the demands and logics of life in contemporary capitalist society. In current research, Schüll has shifted her focus to the design and use of digital self-tracking technologies. Her recent article, “Abiding Chance: Online Poker and the Software of Self-Discipline,” which provides the starting point for the following interview, bridges her first and second projects. Adam Webb-Orenstein: What brought you to focus on players of online poker and how is this work related to the concerns of your earlier research on slot machine addicts? Natasha Dow Schüll: My approach as an anthropologist is to explore how technology mediates cultural demands in human experience, and slot machine play and online poker play are two cases I’ve examined to get at that. I see both forms of play as responses to contemporary life but the ways in which they are mediated by technology, and the experiences they afford, differ. (read more...)

Who are the Influencers?

It’s not a new idea, but the term “influencer” likely has not crossed the desks of those outside the world of marketing and advertising. On the surface, it’s a relatively straightforward concept: some individuals have more of an audience online than others. Among these, some have a knack for recommending products or services that are then purchased by others. For anthropologists and media researchers, the concept of an influencer recalls Bourdieu’s theory of social capital, and is a contemporary example of the kinds of influence addressed in social and actor/network theory (see here and also here). Attempting to understand the social uses of technology without considering monetization and the role of commerce is to ignore one of the strongest forces driving interpersonal dynamics online. Therefore, my intention here is to argue for both the relevance of “influencers” as an emerging concept, but also to highlight the ways in which it extends historical advertising concepts. (read more...)