Tag: digital technology

“I Just Want to Be Happy!”: Singing, Scrolling, and Healing in a Chinese Senior’s Digital Life

Once considered a funny truth, Douglas Adams’s “three rules of technology” now feels increasingly outdated—especially his claim that any technology introduced after age 35 is against the natural order of things and therefore threatening. Today, millions of older adults who had little prior exposure to digital tools are not only using technology, but actively embracing the new worlds it opens up. (read more...)

Neoliberal Morality: Shame and Self-Improvement as Control over Young People’s Digital Productivity

“Put your phone away!” “Why are you always on your phone?” “Being on your phone this much isn’t healthy!” These are words we all have probably heard before or said (in a well-meaning way) to friends, family members, or partners. While people of all ages spend increasing amounts of time with digital media, notably due to the COVID-19 pandemic, young people are especially scrutinized for doing so. (read more...)

On Drones and Ectoplasms: Breath of Gaia

(Editor’s Note: This blog post is part of the Thematic Series Data Swarms Revisited) How do concepts such as the human condition, human mind, or collectivity transform in a technologically enmeshed world? And how is our understanding of relationality and agency changed in the context of hybrid tech and built infrastructures, networked systems of control? This ongoing project constitutes an artistic performative reflection on the entanglement between human agency and technological advances. In this project, the artist focuses on aerial multicopter technological systems—also known as drones—emphasizing the idea of interdependency and control within human-nonhuman systems, which are capable of informing the sustainable and collective futures of our world. (read more...)

GameStop, the Platform-Democracy-Complex and the Promise of Crypto

The trading platform Robinhood tried to wiggle itself back into the heart of the masses with a prime-time ad during the Super Bowl break the first weekend of February. The headline was simple: we are all investors. Unsurprisingly, people got mad very quickly: what were the company executives thinking? They had in fact just done the exact opposite during the recent GameStop Saga, which saw the platform (temporarily) suspend stocks and prevented people from trading. (read more...)

Living in a Time When “Death Feels Closer”

“I know I’m young, and dying isn’t something I’m ‘supposed’ to think about yet, but how can I not? Death feels like it is everywhere,” earnestly intoned Autumn, a twenty-five-year-old woman I met in late 2020. Autumn was a recent college graduate whose grandfather and roommate had both died during the vicious summer surge of Covid-19 in Los Angeles. The deep sense of loss she felt—not only from their deaths but also from the lack of national acknowledgment—had led her to seek out others whose lives had been touched by death. (read more...)

Content Moderation: Mediating Public Speech Privately

Social media constitutes a universe of more images, text and videos than can be humanly experienced, read, and heard. However, disinformation, terrorist content, harassment, and other kinds of negative content have made ‘content moderation’ one of the most pressing demands from large online communication platforms (“intermediaries”), such as Facebook, YouTube, and Twitter. Every single day, major platforms like Facebook, Twitter, and YouTube receive thousands of requests to review or take down content that violates their internal policies or an external law. Sometimes they receive requests, both from the US government and foreign governments, for information on users, or to censor specific people and accounts. Content moderation can be defined as “the organized practice of screening user-generated content (UGC) posted to Internet sites, social media, and other online outlets, in order to determine the appropriateness of the content for a given site, locality, or jurisdiction” (Roberts 2017). The rules for content (read more...)

Hetero-Comfortable Avatars

Content warning from author: This post will have instances of sexism, transphobia, and sexual violence. I noticed a masculine voice near me say: “wow Wow WOW!” I turned my body to see a couple of masculine avatars looking at me, or rather looking at my breasts. I said nothing, afraid I might be “found out” — that my voice wouldn’t quite match what the body of my avatar “should” have. As my avatar stood there, blinking in silence, one of the masculine avatars got closer and began to rub my body, taking particular interest in my breasts. I looked down and shared eye contact with him, and he said “Don’t worry. It’s ok, it’s VRChat. This is what happens. You won’t really feel anything anyway.” The others did the same. (read more...)

Privacy and Piracy: Investigating Unauthorized Online Gaming

Editor’s Note: This is the third post in our Law in Computation series. When we play an online game like World of Warcraft, where are we? This is not just a metaphysical question—are we in the fantasy world of Azeroth or in front of our computers—but a legal one as well. And there are multiple answers to that legal question. We might take a look at the space of intellectual property at the level of code and creation, whether corporate or by the players. There is also the space of law within the game, of the rules and norms guiding play (De Zwart and Humphreys 2014). What I’m concerned with here, though, are the servers, located in physical places, that connect players through infrastructures of connection whose worlds are sometimes disconnected by proprietary and computational decisions of game world owners. Servers keep online games alive. When online gamers talk about a game world being disconnected, they often point to the server as being “unplugged” or “turned off.” While official game servers are typically owned by game developers and corporations, players are now harnessing this power themselves, using privately-owned servers (“private servers”) as a viable solution for restoring and sustaining older versions of online games previously consigned to oblivion. But why? (read more...)