Technological Materiality And Assumptions About ‘Active’ Human Agency

2015 ◽  
Vol 1 (1) ◽  
pp. 95-110 ◽  
Author(s):  
Grant Bollmer

Abstract One of the most notable challenges to emerge from the materialist turn in media studies is the rejection of the ‘active audience’ paradigm of British cultural studies. And yet, in spite of the increasing attention to materiality, many of the problems associated with the split between German media studies traditions and those derived from cultural studies persist today. While no longer concerned with representation, privilege is nonetheless often granted to the material agency of ‘real people’ as that which shapes and determines the materiality of technology. This article is primarily a theoretical and methodological reflection on how materiality challenges - but sometimes relies on - long standing and often veiled traditions from cultural studies, especially as they move out of academic discussion and into the popular imaginary of social media and its ‘usergenerated content.’ I focus on some deliberate attempts at excluding materiality found in cultural studies’ history, arguing that an emphasis on the agency of ‘real people’ can only happen through the deliberate erasure of the materiality of technology. Drawing on Ien Ang’s Desperately Seeking the Audience (1991), which argued that television ‘audiences’ must themselves be understood as produced in relation to the demands and interests of broadcasting institutions, I suggest that digital media ‘audiences’ are produced in relationship to the infrastructural power of servers, algorithms, and software. This demonstrates that any attempt to identify ‘human agency’ must also look at how this agency is co-produced with and by technological materiality.

Author(s):  
Ned O'Gorman

Media technologies are at the heart of media studies in communication and critical cultural studies. They have been studied in too many ways to count and from a wide variety of perspectives. Yet fundamental questions about media technologies—their nature, their scope, their power, and their place within larger social, historical, and cultural processes—are often approached by communication and critical cultural scholars only indirectly. A survey of 20th- and 21st-century approaches to media technologies shows communication and critical cultural scholars working from, for, or against “deterministic” accounts of the relationship between media technologies and social life through “social constructivist” understandings to “networked” accounts where media technologies are seen embedding and embedded within socio-material structures, practices, and processes. Recent work on algorithms, machine learning, artificial intelligence, and platforms, together with their manifestations in the products and services of monopolistic corporations like Facebook and Google, has led to new concerns about the totalizing power of digital media over culture and society.


2021 ◽  
pp. 016344372110298
Author(s):  
Ida Willig

Media agencies have become one of the key actors in the contemporary media industry: by channelling marketing budgets to some media and some platforms and not to others, media agencies play an important role in creating the digital media infrastructure and laying the tracks of the public sphere. Yet we know very little about these commercial middlemen between advertisers and audiences, what they do, and how we should understand their role in the digital media ecology. This article discusses the role of media agencies in relation to platformization with a focus on the news media sector. Based on interviews, publicly available material and trade journals, the article depicts an industry deeply engaged in digitizing, tracking and commodifying media audiences, while at the same time aware of ethical challenges of the digital media infrastructure. This leads to a call for more political attention and critical research on the democratic implications of the new value chains between platforms, advertisers, audiences, media agencies and news media as well as the many tech companies providing derived digital services and products.


Author(s):  
Pedro Lázaro-Rodríguez

A study of digital news on public libraries is presented through media mapping and a thematic and consumption analysis based on Facebook interactions. A total of 7,629 digital news items published in 2019 have been considered. The media mapping includes the evolution of the volume of news publications, the most prominent media outlets and journalists, and the sections in which most news items are published. For the thematic and consumption analysis, the top 250 news items with the highest number of Facebook interactions are considered, defining 15 thematic categories. The most published topics include: new libraries and spaces, collections, and libraries from a historical perspective. The topics that generate the most interactions are the value of libraries (social, human, and cultural capital), libraries from other countries, and new libraries and spaces. The value and originality of the current study lie in the measurement of the consumption of news and digital media through Facebook interactions. The methods used and results obtained also provide new knowledge for the disciplines of Communication and Media Studies by developing the idea of media mapping for its application to other topics and media in future work, as well as for Librarianship, particularly the information obtained on public libraries. Resumen Se presenta un estudio de noticias digitales sobre bibliotecas públicas en España mediante un mapeo de medios y un análisis temático y de consumo basado en las interacciones en Facebook. Se han considerado 7.629 noticias publicadas en 2019. El mapeo de medios incluye la evolución del volumen de la publicación de noticias, los medios y periodistas más prominentes, y las secciones en las que más se publica. Para el análisis temático y de consumo se consideran las 250 noticias con mayores interacciones en Facebook definiendo 15 categorías temáticas. Los temas sobre los que más se publica son: nuevas bibliotecas y espacios, la colección y las bibliotecas desde la perspectiva de su historia. Los que más interacciones y consumo generan son: el valor de las bibliotecas (capital social, humano y cultural), bibliotecas de otros países y las nuevas bibliotecas y espacios. El valor y la originalidad del estudio consisten en considerar las interacciones en Facebook como medida del consumo de noticias y medios digitales. Los métodos y resultados alcanzados aportan además nuevo conocimiento para dos disciplinas: la comunicación y los medios de comunicación, por el desarrollo de la idea del mapeo de medios que puede aplicarse a otros temas y medios en futuros trabajos; y para la biblioteconomía y la documentación, por la información alcanzada sobre las bibliotecas públicas.


2018 ◽  
Vol 40 (8) ◽  
pp. 1151-1166
Author(s):  
Andrew Duffy

Bypassing the dominant Western bias in journalism scholarship is a challenge; it raises the question of what might replace it. Similarly, to evade the Western post-imperialism orthodoxies recurrent in cultural studies scholarship into travel and tourism would require other perspectives. This study combines the two and attempts to circumvent the Western bias in scholarship on travel journalism, given that its constituent parts are – for different reasons – becoming de-centred from the West. Textual analysis of Singaporean newspaper articles in Mandarin and English shows that questions of privilege and power remain but need not be associated with narratives of post-imperialism. Instead, destinations are textually constructed to justify the writer’s decision to travel. The intention for this article is to suggest ways that dominant Western perspectives in media studies may be balanced by other viewpoints which still expose issues of power and privilege but offer a less hegemonic, more culturally neutral starting point


Author(s):  
Thomas Apperley ◽  
Kyle Moore

Haptic media studies emphasize the centrality of touch in the experience of digital media. This article considers how the haptic effect created by relationship between touch, gesture and spatial practice in Pokémon GO cements new possibilities for ambient play and co-presence. The app effectively draws on the genealogies of Nintendo’s handheld Pokémon games, but through the shift to smartphone devices the app creates new forms of ambient play, co-presence and communication that are realized through the publicness of the touch, gesture and comportment which make up the haptic effect of the app. By making the smartphones camera an integral part the game, Pokémon GO suggests the wider relevance of the communicability of feeling and gesture by extending ambient play and co-presence into social media, allowing players to (re)-experience the feeling and touch of Pokémon GO through affective resonance. This suggests that the tactility and touch of the haptic affect are embedded in a matrix of embodied experiences that are revealed through how photography and social media become sites for extending and ambient play.


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2022 ◽  
Vol 14 (24) ◽  
pp. 70-89
Author(s):  
Cody Mejeur ◽  
Amanda Cote

While media studies have frequently assessed the importance of representation, research in this area has often been siloed by institutional and methodological norms that define academics as “gender”, “race”, or “class” scholars, rather than inclusive scholars of all these and more. This paper thus responds to recent calls for more intersectional work by simultaneously addressing the overlapping representations of race, gender, and gamer identity, and their relation to Lorde’s concept of the mythical norm, in the popular webseries, The Guild (YouTube, 2007-2013). Via a detailed, inductive thematic analysis of the show’s two characters of color, Zaboo and Tinkerballa, we find a doubly problematic intersection between standard “gamer identity” tropes and gendered Asian/American stereotypes. The show forecloses on its potential to be truly diverse and reinforces the oppressive, marginalizing practices it tries to mock, suggesting that gaming culture will not change until we address its intersecting axes of power and exclusion. This research also demonstrates how the constructed identity of media audiences-- in this case, stereotypical “gamer” identity-- can exacerbate and reaffirm existing power disparities in representation. We suggest that media scholars remain attentive to the intersecting articulations of media consumer and individual identities in considering how representation can influence systems of inclusion and exclusion, as well as viewers’ lived outcomes.


2018 ◽  
Vol 15 (1) ◽  
Author(s):  
Jimi Narotama Mahameruaji ◽  
Lilis Puspitasari ◽  
Evi Rosfiantika ◽  
Detta Rahmawan

This study explores the phenomenon of Vlogger as a new business in the digital media industry in Indonesia. Vlogger refer to social media users who regularly upload a variety of video content with various themes. We used case study to describe and analyze Youtube’s significant role in managing Vlogger communities, and also design support systems to make the communities growth and sustainable. We also explore Vlogger role as Online Influencer. This study is expected to be one of the references related to Vlogger phenomenon in the context of digital media studies in Indonesia.


The first two seasons of the television series Star Trek: Discovery, the newest instalment in the long-running and influential Star Trek franchise, received media and academic attention from the moment they arrived on screen. Discovery makes several key changes to Star Trek’s well-known narrative formulae, particularly the use of more serialized storytelling, appealing to audiences’ changed viewing habits in the streaming age – and yet the storylines, in their topical nature and the broad range of socio-political issues they engage with, continue in the political vein of the franchise’s megatext. This volume brings together eighteen essays and one interview about the series, with contributions from a variety of disciplines including cultural studies, literary studies, media studies, fandom studies, history and political science. They explore representations of gender, sexuality and race, as well as topics such as shifts in storytelling and depictions of diplomacy. Examining Discovery alongside older entries into the Star Trek canon and tracing emerging continuities and changes, this volume will be an invaluable resource for all those interested in Star Trek and science fiction in the franchise era.


Author(s):  
Liza Potts

The article titled “Realising Virtual Reality: A Reflection on the Continuing Evolution of New Media,” presented a technological deterministic analysis on the evolution of virtual reality. A major criticism of the technological deterministic viewpoint is that it does not consider context of use and human agency. Looking specifically at the work of Raymond Williams and other British Cultural Studies researchers, this response argues for a more balanced viewpoint of technology, determined more so by cultural use than by technological enforcement.


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