Pub Date : 2020-01-01DOI: 10.17011/HT/URN.202011256763
Marc R. Thompson, J. Vuoskoski
Perhaps more than ever, technology influences how people experience music. We live in an era of online music streaming services such as Spotify, app-based musical instrument lessons such as Yousician, and user-friendly digital audio workstations like Garageband. Respectively, these tools increase the consumption and awareness of new music, gamify instrumental tuition, and democratize the once “experts only” area of musical production. The technology in these applications has evolved to an extraordinary level whereby the software could be considered a coparticipant within the experience. Indeed, music technology can act as song recommender, teacher, and collaborator. In addition to technological advancements, we also are witnessing in the current era a shift in perspectives toward music’s societal function: Music is no longer simply a purely artistic pursuit but also a reliable therapeutic and salutogenic tool (see MacDonald, Kreutz & Mitchell, 2012). Music’s healing power has been observed since antiquity (the story of David using his skillful harp-playing to cast out evil spirits residing inside King Saul comes to mind), yet the focus on music’s role as a tool for emotional mood regulation (Saarikallio & Erkkilä, 2007) and how music-based interventions in clinical settings can aid in the process of stroke rehabilitation (Särkämö et al., 2008), just two diverse examples, is indeed unprecedented in history. Taken together, technological advancement and changing attitudes toward music’s societal function have led to new questions and topics for researchers interested in music perception and cognition. How is technology rewiring the musical brain? What role can music technology play in music therapy and music education? In the midto late-20th century, these questions would have been answered using a cognitivist approach. Within that framework, mental processes would have been understood to be analogous to a digital computer with the mind operating as a central information processor of inputs and outputs. In a Cartesian sense, the mind would have been seen as separate from the physical
{"title":"Guest Editors' Introduction: Music as Embodied Experience","authors":"Marc R. Thompson, J. Vuoskoski","doi":"10.17011/HT/URN.202011256763","DOIUrl":"https://doi.org/10.17011/HT/URN.202011256763","url":null,"abstract":"Perhaps more than ever, technology influences how people experience music. We live in an era of online music streaming services such as Spotify, app-based musical instrument lessons such as Yousician, and user-friendly digital audio workstations like Garageband. Respectively, these tools increase the consumption and awareness of new music, gamify instrumental tuition, and democratize the once “experts only” area of musical production. The technology in these applications has evolved to an extraordinary level whereby the software could be considered a coparticipant within the experience. Indeed, music technology can act as song recommender, teacher, and collaborator. In addition to technological advancements, we also are witnessing in the current era a shift in perspectives toward music’s societal function: Music is no longer simply a purely artistic pursuit but also a reliable therapeutic and salutogenic tool (see MacDonald, Kreutz & Mitchell, 2012). Music’s healing power has been observed since antiquity (the story of David using his skillful harp-playing to cast out evil spirits residing inside King Saul comes to mind), yet the focus on music’s role as a tool for emotional mood regulation (Saarikallio & Erkkilä, 2007) and how music-based interventions in clinical settings can aid in the process of stroke rehabilitation (Särkämö et al., 2008), just two diverse examples, is indeed unprecedented in history. Taken together, technological advancement and changing attitudes toward music’s societal function have led to new questions and topics for researchers interested in music perception and cognition. How is technology rewiring the musical brain? What role can music technology play in music therapy and music education? In the midto late-20th century, these questions would have been answered using a cognitivist approach. Within that framework, mental processes would have been understood to be analogous to a digital computer with the mind operating as a central information processor of inputs and outputs. In a Cartesian sense, the mind would have been seen as separate from the physical","PeriodicalId":37614,"journal":{"name":"Human Technology","volume":"5 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76111880","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-11-29DOI: 10.17011/ht/urn.201911265025
Sarah Stang
The Legend of Zelda series is one of the most beloved and acclaimed Japanese video game franchises in the world. The series’ protagonist is an androgynous male character, though recent conversations between Nintendo and players have focused on gender representation in the newest title in the series, Breath of the Wild. Considering these discussions, this article provides an analysis of Link, the protagonist and player character of The Legend of Zelda series. This analysis includes a discussion of the character’s androgynous design, its historical context, official Nintendo paratextual material, developer interviews, and commentary from fans and critics of the series. As an iconic androgynous character in an incredibly successful and popular video game series, Link is an important case study for gender-based game scholarship, and the controversies surrounding his design highlight a cultural moment in which gender representation in the series became a central topic of discussion among players and developers.
{"title":"(Re-)Balancing the Triforce: Gender Representation and Androgynous Masculinity in the Legend of Zelda Series","authors":"Sarah Stang","doi":"10.17011/ht/urn.201911265025","DOIUrl":"https://doi.org/10.17011/ht/urn.201911265025","url":null,"abstract":"The Legend of Zelda series is one of the most beloved and acclaimed Japanese video game franchises in the world. The series’ protagonist is an androgynous male character, though recent conversations between Nintendo and players have focused on gender representation in the newest title in the series, Breath of the Wild. Considering these discussions, this article provides an analysis of Link, the protagonist and player character of The Legend of Zelda series. This analysis includes a discussion of the character’s androgynous design, its historical context, official Nintendo paratextual material, developer interviews, and commentary from fans and critics of the series. As an iconic androgynous character in an incredibly successful and popular video game series, Link is an important case study for gender-based game scholarship, and the controversies surrounding his design highlight a cultural moment in which gender representation in the series became a central topic of discussion among players and developers.","PeriodicalId":37614,"journal":{"name":"Human Technology","volume":"17 1","pages":"367-389"},"PeriodicalIF":0.0,"publicationDate":"2019-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79765142","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-11-29DOI: 10.17011/ht/urn.201911265024
S. Ganzon
{"title":"Growing the Otome Game Market: Fan Labor and Otome Game Communities Online","authors":"S. Ganzon","doi":"10.17011/ht/urn.201911265024","DOIUrl":"https://doi.org/10.17011/ht/urn.201911265024","url":null,"abstract":"","PeriodicalId":37614,"journal":{"name":"Human Technology","volume":"59 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89860554","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-11-29DOI: 10.17011/ht/urn.201911265023
Katherine Cross
Online harassment and various subcategories of it, like doxing and swatting, have attracted enormous interest for several years now—and particular interest in the world of game studies in the wake of 2014’s GamerGate harassment campaign. Such protracted, crowdsourced campaigns remain undertheorized, however. Using contemporary research to modify Georg Simmel’s formal sociological method, I provide researchers and the wider public with an easily visualized structure that most harassment campaigns follow: the form of an inverted pyramid bearing down on an individual target, stratified into three orders of harassment, each defined by level of severity and invasiveness. With this form, the public can more clearly visualize online harassment as a structural rather than individual phenomenon. This form makes a significant contribution to social media research by providing an approachable theoretical framework for future studies and can also frame design interventions on harassment.
{"title":"Toward a Formal Sociology of Online Harassment","authors":"Katherine Cross","doi":"10.17011/ht/urn.201911265023","DOIUrl":"https://doi.org/10.17011/ht/urn.201911265023","url":null,"abstract":"Online harassment and various subcategories of it, like doxing and swatting, have attracted enormous interest for several years now—and particular interest in the world of game studies in the wake of 2014’s GamerGate harassment campaign. Such protracted, crowdsourced campaigns remain undertheorized, however. Using contemporary research to modify Georg Simmel’s formal sociological method, I provide researchers and the wider public with an easily visualized structure that most harassment campaigns follow: the form of an inverted pyramid bearing down on an individual target, stratified into three orders of harassment, each defined by level of severity and invasiveness. With this form, the public can more clearly visualize online harassment as a structural rather than individual phenomenon. This form makes a significant contribution to social media research by providing an approachable theoretical framework for future studies and can also frame design interventions on harassment.","PeriodicalId":37614,"journal":{"name":"Human Technology","volume":"56 1","pages":"326-346"},"PeriodicalIF":0.0,"publicationDate":"2019-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90910549","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-11-29DOI: 10.17011/ht/urn.201911265021
Florence M. Chee
{"title":"Introduction to the Special Issue of Human Technology: Games and Play at the Margins: Between Visibilities and Invisibilities","authors":"Florence M. Chee","doi":"10.17011/ht/urn.201911265021","DOIUrl":"https://doi.org/10.17011/ht/urn.201911265021","url":null,"abstract":"","PeriodicalId":37614,"journal":{"name":"Human Technology","volume":"34 1","pages":"300-303"},"PeriodicalIF":0.0,"publicationDate":"2019-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90445321","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-11-29DOI: 10.17011/ht/urn.201911265022
K. Bergstrom
EVE Online is a space-themed massively multiplayer online game that has developed a reputation for being difficult and unwelcoming to new players. In this article, I explore how an emphasis on exceptionalism is present throughout discussions about EVE by its developer, the enthusiast gaming press, and survey responses of current players (N = 647). Taken together, information from these sources reinforces a public perception that EVE is a game that is of interest only to a very specific kind of player. In turn, these findings add further evidence to the long-argued position of feminist game scholars: Not all gaming communities are open to all players. Rather, who plays, what they play, when they play, and/or how often they play is shaped by the larger social context in which play occurs.
{"title":"EVE Online is not for Everyone: Exceptionalism in Online Gaming Cultures","authors":"K. Bergstrom","doi":"10.17011/ht/urn.201911265022","DOIUrl":"https://doi.org/10.17011/ht/urn.201911265022","url":null,"abstract":"EVE Online is a space-themed massively multiplayer online game that has developed a reputation for being difficult and unwelcoming to new players. In this article, I explore how an emphasis on exceptionalism is present throughout discussions about EVE by its developer, the enthusiast gaming press, and survey responses of current players (N = 647). Taken together, information from these sources reinforces a public perception that EVE is a game that is of interest only to a very specific kind of player. In turn, these findings add further evidence to the long-argued position of feminist game scholars: Not all gaming communities are open to all players. Rather, who plays, what they play, when they play, and/or how often they play is shaped by the larger social context in which play occurs.","PeriodicalId":37614,"journal":{"name":"Human Technology","volume":"26 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90548307","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-06-14DOI: 10.17011/HT/URN.201906123154
Kerstin B Andersson
Academic research on migration and the use of new media constitutes a growing field. The first studies dealing explicitly with the field appeared in the end of the 1990s. Now, it has become an esta ...
{"title":"Digital diasporas: An overview of the research areas of migration and new media through a narrative literature review","authors":"Kerstin B Andersson","doi":"10.17011/HT/URN.201906123154","DOIUrl":"https://doi.org/10.17011/HT/URN.201906123154","url":null,"abstract":"Academic research on migration and the use of new media constitutes a growing field. The first studies dealing explicitly with the field appeared in the end of the 1990s. Now, it has become an esta ...","PeriodicalId":37614,"journal":{"name":"Human Technology","volume":"36 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73363554","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-06-14DOI: 10.17011/HT/URN.201906123160
R. Pertierra
Book review of Marshall, Jonathan Paul, Goodman, James, Zowghi, Didar, & da Rimini, Francesca (2015). Disorder and the Disinformation Society: The Social Dynamics of Information Networks and Software. London, UK: Routledge; 310 pages.
{"title":"Book Review: Disorder and the disinformation society: The social dynamics of information networks and software","authors":"R. Pertierra","doi":"10.17011/HT/URN.201906123160","DOIUrl":"https://doi.org/10.17011/HT/URN.201906123160","url":null,"abstract":"Book review of Marshall, Jonathan Paul, Goodman, James, Zowghi, Didar, & da Rimini, Francesca \u0000(2015). Disorder and the Disinformation Society: The Social Dynamics of \u0000Information Networks and Software. London, UK: Routledge; 310 pages.","PeriodicalId":37614,"journal":{"name":"Human Technology","volume":"9 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78346091","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-06-14DOI: 10.17011/HT/URN.201906123153
J. Jouhki
Fifty years ago, a decade that was revolutionary in human development in many ways was drawing to a close. This period in the world’s history was as famous for love as for war, but also for big and small technological innovations. Consumers became acquainted with acronyms such as ATM, CD, LASER, LED, and UNIX—not to mention the mind-expanding LSD or the less dramatic medical innovation marketed as Valium, the “Mother’s Little Helper” epitomized by the Rolling Stones’ song available for purchase on the recently invented cassette audio tapes. Medical care took a huge step forward when, in April 1969, a mechanical heart was transplanted into a human. And, in the nascent computer field, the first message between two computers on the ARPANET was sent. This event, a half century ago, provided the roots for technological advances that eventually led to the modern-day Internet and World Wide Web (see, e.g., Drummer, 1997, pp. 185–202; Lindop, 2010, pp. 45–54). Perhaps the most ambitious technological innovation of the 1960s was space travel, with the first human in space being cosmonaut Yuri Gagarin of the Soviet Union in 1961. The space race between the Union of Soviet Socialist Republics (USSR) and the United States of America made the Americans determined to go to the moon before the Soviets and by the end of the decade. That ambitious vision, placing a man on the moon, was fulfilled in July 1969. The small step that astronaut Neil Armstrong took from the lunar lander onto the surface of the moon signified the giant leap forward for human innovation—the grand finale of the 1960s’ technological progress that simultaneously closed a major chapter of the technopolitical rivalry of the Cold War. One can certainly debate the many technological advances that have made greater immediate and long-term impact on humankind (e.g., the printing press, penicillin, the contraceptive pill, the steam engine) than the Apollo 11 mission to the moon. Nevertheless, the financial challenge, logistical demands, geopolitical significance, explorative dimensions, and the sheer drama of the event made the lunar mission the technological act of the 1960s, if not of human history. For example, after the moon landing and amid all the congratulatory greetings from foreign governments and dignitaries, U. S. President Nixon enthused that it was “the greatest week since
五十年前,在人类发展的许多方面具有革命性意义的十年即将结束。在世界历史上,这一时期因爱情和战争而闻名,但也因大大小小的技术创新而闻名。消费者开始熟悉ATM、CD、LASER、LED和unix等首字母缩略词,更不用说让人兴奋的LSD,或者像安定(Valium)这样不那么引人注目的医疗创新产品。安定是“母亲的小助手”的缩影,最近发明的盒式录音带上可以买到滚石乐队的歌。1969年4月,一颗机械心脏被移植到人体上,医疗保健迈出了巨大的一步。而且,在新生的计算机领域,阿帕网上两台计算机之间的第一条消息被发送。半个世纪前的这一事件为技术进步提供了基础,最终导致了现代互联网和万维网(参见,例如,Drummer, 1997, pp. 185-202;Lindop, 2010,第45-54页)。也许20世纪60年代最雄心勃勃的技术创新是太空旅行,1961年苏联宇航员尤里·加加林(Yuri Gagarin)首次进入太空。苏维埃社会主义共和国联盟(苏联)和美利坚合众国之间的太空竞赛使美国人决心在苏联人之前登上月球,并在本十年结束之前登上月球。1969年7月,把人类送上月球的雄心壮志实现了。宇航员尼尔·阿姆斯特朗从月球着陆器上迈出的一小步标志着人类创新的巨大飞跃——这是20世纪60年代技术进步的大幕,同时也结束了冷战技术政治竞争的重要篇章。人们当然可以对许多对人类产生更大的直接和长期影响的技术进步(例如,印刷机、青霉素、避孕药、蒸汽机)进行辩论,而不是阿波罗11号登月任务。然而,财政挑战、后勤需求、地缘政治意义、探索维度以及事件的戏剧性,使月球任务即使不是人类历史上的,也是20世纪60年代的技术行动。例如,在登月之后,在外国政府和政要的祝贺中,美国总统尼克松热情地说这是“自那以来最伟大的一周”
{"title":"The apparatgeist of the moon landing","authors":"J. Jouhki","doi":"10.17011/HT/URN.201906123153","DOIUrl":"https://doi.org/10.17011/HT/URN.201906123153","url":null,"abstract":"Fifty years ago, a decade that was revolutionary in human development in many ways was drawing to a close. This period in the world’s history was as famous for love as for war, but also for big and small technological innovations. Consumers became acquainted with acronyms such as ATM, CD, LASER, LED, and UNIX—not to mention the mind-expanding LSD or the less dramatic medical innovation marketed as Valium, the “Mother’s Little Helper” epitomized by the Rolling Stones’ song available for purchase on the recently invented cassette audio tapes. Medical care took a huge step forward when, in April 1969, a mechanical heart was transplanted into a human. And, in the nascent computer field, the first message between two computers on the ARPANET was sent. This event, a half century ago, provided the roots for technological advances that eventually led to the modern-day Internet and World Wide Web (see, e.g., Drummer, 1997, pp. 185–202; Lindop, 2010, pp. 45–54). Perhaps the most ambitious technological innovation of the 1960s was space travel, with the first human in space being cosmonaut Yuri Gagarin of the Soviet Union in 1961. The space race between the Union of Soviet Socialist Republics (USSR) and the United States of America made the Americans determined to go to the moon before the Soviets and by the end of the decade. That ambitious vision, placing a man on the moon, was fulfilled in July 1969. The small step that astronaut Neil Armstrong took from the lunar lander onto the surface of the moon signified the giant leap forward for human innovation—the grand finale of the 1960s’ technological progress that simultaneously closed a major chapter of the technopolitical rivalry of the Cold War. One can certainly debate the many technological advances that have made greater immediate and long-term impact on humankind (e.g., the printing press, penicillin, the contraceptive pill, the steam engine) than the Apollo 11 mission to the moon. Nevertheless, the financial challenge, logistical demands, geopolitical significance, explorative dimensions, and the sheer drama of the event made the lunar mission the technological act of the 1960s, if not of human history. For example, after the moon landing and amid all the congratulatory greetings from foreign governments and dignitaries, U. S. President Nixon enthused that it was “the greatest week since","PeriodicalId":37614,"journal":{"name":"Human Technology","volume":"120 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80606162","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-06-14DOI: 10.17011/HT/URN.201906123155
Sirpa Tenhunen
{"title":"Mobile media, gender, and power in rural India","authors":"Sirpa Tenhunen","doi":"10.17011/HT/URN.201906123155","DOIUrl":"https://doi.org/10.17011/HT/URN.201906123155","url":null,"abstract":"","PeriodicalId":37614,"journal":{"name":"Human Technology","volume":"179 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76776497","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}