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QR codes during the pandemic: Seamful quotidian placemaking 大流行期间的二维码:巧妙的日常场所设置
Pub Date : 2023-04-27 DOI: 10.1177/13548565231160623
Hugh Davies, L. Hjorth, M. Andrejevic, I. Richardson, R. DeSouza
During the COVID-19 pandemic, one technology for contact tracing has come to dominate – QR codes. As a technology pioneered in Japan two decades ago and mainstreamed in China, QR codes have quickly become part of quotidian placemaking. While locations such as China have fully incorporated QR code technology into everyday contexts including public transport and mobile wallet applications, QR codes in the West were relatively overlooked. That was, until the pandemic. In this article, we examine some of the ways QR codes are being imagined and reimagined as part of public placemaking practices. In order to do so, we begin with a short history of QR codes – emerging in Japan, becoming mainstream in China and their consequent uptake globally. We then discuss the methods of our Australian study conducted during the pandemic and the seamful/seamless findings from our study.
在2019冠状病毒病大流行期间,一种追踪接触者的技术占据了主导地位——二维码。作为20年前在日本首创并在中国成为主流的一项技术,二维码已经迅速成为日常场所的一部分。虽然中国等地已经将二维码技术完全融入公共交通和移动钱包应用等日常环境中,但二维码在西方相对被忽视。直到大流行爆发。在这篇文章中,我们研究了QR码作为公共场所建设实践的一部分被想象和重新想象的一些方式。为了做到这一点,我们从QR码的简短历史开始——在日本出现,在中国成为主流,随后在全球范围内被采用。然后,我们讨论了我们在大流行期间在澳大利亚进行的研究方法,以及我们研究的无缝/无缝结果。
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引用次数: 1
Mapping an online production network: The field of 'actual play' media. 绘制在线制作网络:“实际播放”媒体领域。
Pub Date : 2023-04-01 DOI: 10.1177/13548565221103987
Alex Chalk

This article maps out and analyzes relationships shaping production in a growing cultural field of online gaming media production called 'Actual Play' (AP). AP occupies an ambiguous economic space between fan production and professional media and is marked by widespread monetization. Drawing on qualitative semi-structured interviews with 24 AP producers, this article uses actor-network theory and the concept of cultural fields to understand that space through an account of the actors constituting it. This maps the how AP producers develop their practices through complex relational networks. The analysis identifies 'key actor types' - the varieties of technological, human and corporate actors whose activities give shape to producers' practices. The article concludes that despite pervasive pressures to professionalize, the field offers limited pathways to vocational sustainability.

这篇文章描绘并分析了影响在线游戏媒体制作的各种关系,这一文化领域被称为“实际游戏”(AP)。美联社在粉丝制作和专业媒体之间占据了一个模糊的经济空间,并以广泛的货币化为标志。通过对24位AP制片人的定性半结构化访谈,本文使用演员网络理论和文化领域的概念,通过对构成该空间的演员的描述来理解该空间。这映射了AP生产者如何通过复杂的关系网络发展他们的实践。该分析确定了“关键行动者类型”——各种技术、人力和企业行动者,他们的活动为生产者的实践提供了形式。文章的结论是,尽管专业化的压力无处不在,但该领域提供的职业可持续性途径有限。
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引用次数: 2
"Through the digits, through the fingers": Variations on the string figure as imaginary digital medium. “通过数字,通过手指”:作为假想数字媒介的字符串图形的变奏。
Pub Date : 2023-04-01 DOI: 10.1177/13548565221122912
Henry Adam Svec

This article considers artistic engagements with string figure performance and collection as 'imaginary' articulations of digital media. As an object of anthropological inquiry, the string figure emerges in 1888 with a short paper by Franz Boas. Encouraged by more mainstream publications by Caroline Furness Jansen (2008) and Kathleen Haddon (1930), over the course of the 20th century the string figure would become a model through which largely western writers and artists have explored both the anxieties and dreams of ideal, embodied and networked communication technologies. The present article explores, specifically, the collecting projects and films of Harry Smith in the 1960s and 1970s; the video-performance piece of 1974, titled String Games: Improvisations for Inter-City Video, by the interdisciplinary artist Vera Frenkel; and the string figure exhibit at David Wilson's Museum of Jurassic Technology in Culver City, California. Through a media-archeological lens, the history of string figure fascination takes shape as a repository of dreams about (digital) communication, which, it is additionally suggested in a final section, might yet allow for the expansion and enlargement of conceptions of both digitality and media.

本文认为,与弦乐人物表演和收藏的艺术接触是数字媒体的“想象”表达。作为人类学研究的对象,弦图出现在1888年弗朗茨·博阿斯的一篇短文中。在卡罗琳·弗内斯·詹森(2008)和凯瑟琳·哈登(1930)等主流出版物的鼓励下,在20世纪的整个过程中,弦图将成为一种模式,主要是西方作家和艺术家通过它来探索理想、具体化和网络化通信技术的焦虑和梦想。本文具体探讨了哈利·史密斯在20世纪60年代和70年代的收藏项目和电影;1974年,跨学科艺术家Vera Frenkel创作的视频表演作品《弦乐游戏:城市间视频的即兴创作》;以及加州卡尔弗城大卫·威尔逊侏罗纪科技博物馆的弦图展览。通过一个媒体考古学的镜头,弦图魅力的历史形成了一个关于(数字)通信的梦想储存库,在最后一节中还建议,这可能会允许数字和媒体概念的扩展和扩大。
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引用次数: 0
Shades of digital deception: Self-presentation among men seeking men on locative dating apps. 数字欺骗的阴影:在定位约会软件上寻找对象的男性的自我表现。
Pub Date : 2022-12-01 Epub Date: 2022-05-16 DOI: 10.1177/13548565221102714
Eric Filice, Corey W Johnson, Diana C Parry, Harrison Oakes

In recent years, location-based real-time dating apps like Grindr and Tinder have assumed an increasingly pivotal role in brokering socio-sexual relations between men seeking men and have proven to be fertile ground for the study of identity negotiation and impression management. However, current research has given insufficient consideration to how various contextual elements of technology use interact with one another to shape self-presentation behaviour. Through analysis of interview data, we found impression construction on these apps reflects tensions between authentic depiction of the self-concept and self-enhancement via deception. Whether and the extent to which one engages in deception depends on how a number of technological affordances, platform-specific community norms and userbase characteristics interact with each other. Self-presentational choices were a result of a combination of deception facilitators, for example, belief in the normalcy of lying, and constraining determinants, for example, the expectation of brokering physical connection. Impression construction determinants also interact in ways where the influence of any one element is dependent on others. This was most plainly evidenced in the interactions between stigma management concerns, the affordances of audience visibility/control and locatability and common ground reinforcing social hierarchy.

近年来,Grindr和Tinder等基于位置的实时约会应用程序在男性寻找男性之间的社会性关系中扮演着越来越重要的角色,并被证明是研究身份谈判和印象管理的沃土。然而,目前的研究没有充分考虑到技术使用的各种上下文元素如何相互作用以形成自我表现行为。通过对访谈数据的分析,我们发现在这些应用上的印象构建反映了真实的自我概念描述和通过欺骗来增强自我之间的紧张关系。一个人是否参与欺骗以及在多大程度上参与欺骗取决于许多技术支持、特定于平台的社区规范和用户群特征如何相互作用。自我表征性选择是欺骗促进因素(例如,相信说谎是正常的)和约束决定因素(例如,斡旋身体联系的期望)结合的结果。印象构建的决定因素也以任何一个因素的影响都依赖于其他因素的方式相互作用。这在污名管理问题、观众可见性/控制和可定位性的支持以及加强社会等级的共同点之间的相互作用中得到了最明显的证明。
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引用次数: 1
RPC-Lex: A dictionary to measure German right-wing populist conspiracy discourse online. RPC-Lex:一本衡量德国右翼民粹主义阴谋论的在线词典。
Pub Date : 2022-08-01 Epub Date: 2022-06-21 DOI: 10.1177/13548565221109440
Cornelius Puschmann, Hevin Karakurt, Carolin Amlinger, Nicola Gess, Oliver Nachtwey

We describe a novel computational dictionary for the study of right-wing populist conspiracy discourse (RPC) on the internet, specifically in the context of contemporary German politics. After first presenting our definition of conspiracy discourse and grounding it in antecedent research on mediated rhetoric at the intersection of right-wing populism and conspiracy theory, we proceed by outlining our approach to dictionary construction, relying on a combination of manual and automated methods. We validate our dictionary via parallel manual coding of 2,500 sentences using the categories contained in the dictionary as labels and compare the consensus result with the label assigned to each sentence by the dictionary, achieving satisfactory results. We then test our approach on two different datasets composed of alternative news articles and Facebook comments that spread conspiracy theories. Finally, we summarize our observations both on the methodological premises of the approach and on the object of populist right-wing conspiracy discourse and its dynamics more broadly. We close with an outlook on the potentials and limitations of the dictionary-based approach and future directions in applications of content analysis to the study of conspiracy discourse.

我们描述了一个新的计算字典右翼民粹主义阴谋话语(RPC)在互联网上的研究,特别是在当代德国政治的背景下。首先介绍了我们对阴谋话语的定义,并将其建立在对右翼民粹主义和阴谋论交叉点的中介修辞的先前研究基础之上,我们接着概述了我们的词典构建方法,依赖于手动和自动方法的结合。我们使用字典中包含的类别作为标签,通过对2500个句子进行并行手工编码来验证我们的字典,并将共识结果与字典分配给每个句子的标签进行比较,获得了令人满意的结果。然后,我们在两个不同的数据集上测试我们的方法,这些数据集由传播阴谋论的替代新闻文章和Facebook评论组成。最后,我们总结了我们对该方法的方法论前提和民粹主义右翼阴谋话语的对象及其更广泛的动态的观察。最后,我们展望了基于词典的方法的潜力和局限性,以及将内容分析应用于阴谋话语研究的未来方向。
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引用次数: 6
Conspiracy theories in digital environments: Moving the research field forward. 数字环境中的阴谋论:推动研究领域向前发展。
Pub Date : 2022-08-01 Epub Date: 2022-08-10 DOI: 10.1177/13548565221117474
Jing Zeng, Mike S Schäfer, Thaiane M Oliveira

In the past few years, the discussion of conspiracy theories has embroiled researchers, politicians and the public alike. During the COVID-19 pandemic in particular, the term 'conspiracy theory' became a buzzword in the news media, public communication and everyday discussions. The pandemic also demonstrated that conspiratorial narratives disseminated online are not benign, obscure and eventually harmless ideas, but can mislead policy making, hinder crisis relief and public health efforts, or undermine trust in institutions and science. Factors contributing to the prevalence of conspiracy theories are complex and include psychological as well as socio-political factors. This special issue focuses specifically on the role of digital media and how they shape the dissemination and mitigation of, as well as research on, conspiracy theories. The special issue includes 13 research articles by authors from 11 countries and regions, which provide timely insights into the phenomenon of conspiracy theories with cross-cultural and cross-platform advances.

在过去的几年里,阴谋论的讨论让研究人员、政治家和公众都深陷其中。特别是在 COVID-19 大流行期间,"阴谋论 "一词成为新闻媒体、公共传播和日常讨论中的热门词汇。这次疫情还表明,网上传播的阴谋论叙事并非良性、模糊和最终无害的观点,而是可能误导政策制定、阻碍危机救援和公共卫生工作,或破坏对机构和科学的信任。导致阴谋论盛行的因素错综复杂,既有心理因素,也有社会政治因素。本特刊特别关注数字媒体的作用,以及它们如何影响阴谋论的传播、缓解和研究。特刊收录了来自 11 个国家和地区的作者撰写的 13 篇研究文章,这些文章通过跨文化和跨平台的进展,对阴谋论现象提出了及时的见解。
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引用次数: 0
Streaming ambivalence: Livestreaming and indie game development. 流媒体的矛盾心理:直播与独立游戏开发。
Pub Date : 2021-12-01 Epub Date: 2021-07-28 DOI: 10.1177/13548565211027809
Felan Parker, Matthew E Perks

Commercial game makers at all scales of production have increasingly come to incorporate livestreaming into every stage of the game development cycle. Mainstream hits like Fortnite and League of Legends owe their ongoing success in no small part to their massive uptake by streamers, and triple-A releases from major publishers can reliably expect significant attention on streaming platforms. But what about smaller, lower budget games? For independent game developers, the costs and benefits of streaming are less clear. Based on interviews with small commercial indie developers in Toronto and Montréal, this article critically examines different discourses around streaming and commercial indie games, focusing on developer perceptions of the benefits and risks of streaming and its impacts on indie game-making practices, including production, promotion, and community-building. Contrary to persistent popular myths about streaming as the key to 'discoverability', commercial indie game development remains a precarious form of cultural work, and indie games collectively attract only a tiny fraction of the overall audience on streaming platforms. There is a high level of uncertainty about the factors that led to a given game's success, leaving many indie developers ambivalent about leveraging influencer attention and even as they commit significant time and energy trying to doing so.

各种规模的商业游戏制作商越来越多地将直播纳入游戏开发周期的各个阶段。堡垒之夜》(Fortnite)和《英雄联盟》(League of Legends)等主流热门游戏的持续成功在很大程度上归功于流媒体的大量使用,而大型发行商推出的三A级游戏也有望在流媒体平台上获得极大关注。但规模较小、预算较低的游戏呢?对于独立游戏开发商来说,流媒体的成本和收益并不那么明确。本文基于对多伦多和蒙特利尔小型商业独立游戏开发商的访谈,批判性地审视了围绕流媒体和商业独立游戏的不同论述,重点关注开发商对流媒体收益和风险的看法,以及其对独立游戏制作实践(包括制作、推广和社区建设)的影响。与流媒体是 "可发现性 "的关键这一长期流行的神话相反,商业独立游戏开发仍然是一种岌岌可危的文化工作形式,独立游戏总体上只吸引了流媒体平台总体受众中的一小部分。导致某款游戏成功的因素具有高度不确定性,这使得许多独立游戏开发者在利用有影响力者的关注度方面态度暧昧,即使他们投入了大量时间和精力来尝试这样做。
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引用次数: 0
Ageism in the era of digital platforms. 数字平台时代的年龄歧视。
Pub Date : 2020-12-01 Epub Date: 2020-06-25 DOI: 10.1177/1354856520930905
Andrea Rosales, Mireia Fernández-Ardèvol

Ageism is the most invisible form of discrimination. While there is some awareness of gender, racial, and socioeconomic discrimination on digital platforms, ageism has received less attention. This article analyzes some tools that are frequently embedded on digital platforms from an old-age perspective, in order to increase awareness of the different ways in which ageism works. We will firstly look at how innovation teams, following homophilic patterns, disregard older people. Secondly, we will show how ageism tends to be amplified by the methods often used on digital platforms. And thirdly, we will show how corporate values contradict the usability issues that mainly affect people with a low level of (digital) skills, which is more common among older people. Counterbalancing the abusive power control of the corporations behind digital platforms and compensating for the underrepresentation of groups in less favorable situations could help to tackle such discrimination.

年龄歧视是最隐形的歧视形式。虽然人们对数字平台上的性别、种族和社会经济歧视有一定的认识,但对年龄歧视的关注却较少。本文从老年视角出发,分析了数字平台上经常嵌入的一些工具,以提高人们对年龄歧视的不同作用方式的认识。首先,我们将探讨创新团队是如何按照同亲模式漠视老年人的。其次,我们将展示数字平台上经常使用的方法是如何放大年龄歧视的。第三,我们将展示企业价值观如何与可用性问题相矛盾,这些问题主要影响(数字)技能水平较低的人群,而这在老年人中更为常见。抵消数字平台背后企业滥用权力的控制,弥补处于不利地位群体的代表性不足,有助于解决此类歧视问题。
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引用次数: 0
期刊
Convergence (London, England)
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