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John Fenn

Methods for Shaping Society | DMLcentral - 1 views

  • Research methods are routinely understood as objective techniques for getting to know the world. Yet they may be more influential and socially significant than this, particularly as more digital methods are being developed and deployed. So what, too, do digital methods do?
    • John Fenn
       
      post focused on 'digital media and learning' field, but how might these questions apply to "ethnography"?
  • However, underpinning the technicality of methods is the assumption that they are able to capture and represent the world just as it is. Methods are understood rather like a photographic device that can capture, freeze-frame and reproduce a facsimile of reality. As researchers, we can say we've done a good job if our methods have been up to the job of capturing a picture of an objective reality as it really is—or at least pretty accurately so.
  • But much the same can be said of anthropological ethnographers returning from fieldwork. Their fieldnotes, photographs, dictaphone recordings, transcripts and video data are much like the neuroscientist's CAT and PET scans. They represent a reality—a human brain, a culture, whatever—that has been recorded and made presentable enough for interpretation. But are research methods really so objective? Or do they do other things?
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  • It is that our research methods may in some important ways fabricate the very things we want to observe.
  • Methods are not neutral or innocent tools but necessarily construct, shape, configure, frame and make up the social worlds they study—methods help create society.
  • in 18th and 19th century map-making and census-taking, as well as popular contemporary methods such as sample surveys and focus groups, and the emergence of new digital methods in the 21st century.
    • John Fenn
       
      implication/application for this line of inquiry re: digital ethnography (across the many manifestations we've encountered thus far...)? Also, how do methods of "analysis" figure in to this conversation?
    • Mara Williams
       
      One way into this may be to carry out the author's exercise on the subject of the focus group (social, able to make choices, able to be influenced, likes sandwiches) on the subject of digital research. The piles of ideological baggage from the offline world are still in place - but what changes online? I'm really struggling with this one - maybe it's the water I'm swimming in - but I'm finding it difficult to describe (with any degree of texture) my online activity as separate from offline life.
  • Such details demonstrate the importance of recognizing the social life of methods. These are not neutral tools but politically charged instruments.
  • Methods are also social, however, because they in turn help to shape that social world—or, as it's put in the social life of methods program, methodologically speaking “what you see is what you get.”
  • Important questions are raised for research in digital media and learning by these insights. Newer forms of digital methods are now being developed and deployed that will enable researchers to make data on learning in new kinds of ways.
    • John Fenn
       
      To the point of questions/applicability around 'digital ethnography'...
  • open source social analytics are all beginning to change the ways in which learning can be tracked, recorded, visualized, patterned, documented and presented
  • Is this a big deal? If methods allow us to know more, then doesn't that mean we can intervene more effectively to improve learning? Isn't making new social worlds an admirable aim? Maybe so
    • John Fenn
       
      the ethical dilema...and not necessarily a 'new' one when it comes to ethnographic work; but what changes with the "digital"?
  • Perhaps the key point to be made about many such digital methods is that they generate transactional data without the awareness or intervention of research subjects—we are being aggregated as research data based on our transactions online without even thinking about it.
  • Digital media and learning research traces learning processes as they occur in new digital and networked spaces where they are inseparable from transactional data.
  • Yet one risk, as we have seen, is that the rise of digital methods has begun to emphasize transactional data over human participation in research
    • John Fenn
       
      Is this where "ethnographic" attention or impulse can fit?
    • Mara Williams
       
      That seems to be the argument - though it could be clearer. Transactional material != social and human activity. Perhaps an integrated approach that combines the transactional traces with stories from "actual" humans.
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    I really like this piece! I'm not super familiar with DML as a field, but the author's attention to the world-making capabilities (and not even capabilities - it's built in or "politically preloaded") of research methods. The post provides a clear defense against those who would argue that research is just objectively recording the world. At the same time, it doesn't slip into a poststructuralist wormhole about meaning. There's an attention to politics here that 's fruitful [Ah! but politics in general.. What are this author's projects' politics? What departmental/ disciplinary political fights shape the ground on which DML research takes place?]
Shannon East

Fighting breaks out in Rio de Janeiro as police move to clear 5,000 squatters from buil... - 2 views

  • As part of a program to quell the violence, 37 armed police bases have been established in favelas since 2008 in the run-up to the soccer World Cup this summer and the 2016 Summer Olympics. Some favelas have also been cleared to make way for works related to the events.
    • Shannon East
       
      Recent Important events related to the upcoming World Cup!
John Fenn

New Left Project | Articles | Feminist Music Worlds - Riot Grrrl, Ladyfest and Rock Cam... - 1 views

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    Thank you for sharing this! This is right up my alley in alignment with my research. This article is really helpful to compare other forms and locations where collective identity is shaped through culture and music and where social change can occur. "But perhaps Rock Camp for Girls is managing to challenge the status quo from a very early stage by getting young girls involved in positive creative activities and helping to build confidence and self-worth. Understanding the social networks of feminist music worlds can help minimise stress and improve the collaborative activist experience benefiting the local participants and a wider transnational audience by sharing lessons learned by organisers, participants and performers within a wider music based community." -https://diigo.com/01s7f5
John Fenn

"40% of the world is on the internet" and other 2014 stats | BRCK - 1 views

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    Digest of larger post of big study by International Telecommunication Union about mobile broadband use...
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    This is report does provide a sense of how mobile broadband is spreading globally. However, I wonder if this is necessarily a "good" thing. Sure, we could argue that eventually the spread of these technologies will happen, but is the source censored or monitored in any way? Is it available to "all" without loss of content or as a democratic platform for those in marginal communities?
David Martin

Sociology in Fantasia - Reason.com - 0 views

  • Players tend to reproduce many offline behaviors online, no matter how fantastic, imaginative, and unearthly the game world might be. Sometimes the results are pretty bleak. "Instead of an escape from the drudgeries of the physical world," Yee writes, "many online gamers describe their gameplay as an unpaid second job."
  • Some put in extensive hours at often unrewarding work ("grinding" being the well-suited in-game descriptor of choice), submitting themselves to "increasing amounts of centralized command, discipline, and obedience," Yee notes in a chapter with the sad title of "The Labor of Fun." While individual players may explore in a leisurely, ludic way, an MMO's complexity, challenges, and rewards elicit demanding practices from those who would take the game more seriously.
  • Racism is another grim import from the real world. Online gaming has seen the rise of "gold farming," whereby users rapidly play a game to a successful level in order to sell the results to other players not willing to invest the time. In short, players outsource the grinding. A skilled gold farmer can simultaneously take a game character to a very high level on one computer while churning out valuable magic items on another. Proteus Paradox doesn't dwell on the economics of gold farming, but notes that most gold farmers are Chinese-and also that other players tend to dislike them. Anti-Chinese racism surfaces in hostile in-game interactions and in YouTube rants.
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  • And then there are the ever-elusive lady gamers. Proteus outlines how male players denigrate, harass, and drive off female players.
  • But Yee offers two twists to this sadly familiar story. First, women report wanting to play for many of the same reasons men do-achievement, social interaction, and immersion-going against essentialist expectations of gender behavior difference. And second, MMOs offer a pedagogical benefit of sorts to male gamers who play under female avatars.
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    For those interesting in online communities, gaming or otherwise, you may find this article and the related book interesting.
younsong lee

T L Taylor talks about "Ethnography as Play" - 2 views

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    This is a video of one of Taylor's discussions on her research regarding the computer game Everquest. I thought this might be useful to anybody who found our discussion on "lurkers", ethics, and the gaming world interesting. TL Taylor is a world-renowned video game researcher, who spends a majority of her investigations viewing the interactions within a digital world. She researches topics like: how players choose to represent themselves in contrast to their physical appearance in reality, and even going so far as to see how and why relationships occur in a video game setting that are strong enough to get players to marry each other without ever meeting in person.
Rosalynn Rothstein

Folklore and the Internet : Vernacular Expression in a Digital World - 1 views

http://www.worldcat.org/title/folklore-and-the-internet-vernacular-expression-in-a-digital-world/oclc/422761150&referer=brief_results

started by Rosalynn Rothstein on 09 Apr 12 no follow-up yet
Mara Williams

Internet World Maps - 1 views

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    I'm taking this week's idea of "domains" a bit literally. Here's a quick blog post from Amit Agarwal (tech columnist for Wall Street Journal India). It links to several visualizations of internet activity. Some are physical: electricity; some are political (i.e. explicitly - all these maps are political!): censorship by country; some are social: use of SNS by country, the first edition of the xckd map of internet communities.* He offers these maps without much commentary. I'm interested in how these visual representations could help us think about the "where" of digital ethnography. My offline/physical context may be a coffee shop in Eugene, OR, am I also placed on these maps? What kinds of maps help you think about the "where" of the internet? * The second edition is worth looking at to think about the way time and technological development shapes our understanding of space.
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    Here's a link to the second version of the xckd map of internet communities. https://xkcd.com/802/ While not a "real" map, I often use it in presentations to explain the idea that online communities are particular and exist in relation to each other. I often pair it with the concept of "fractalized communities" found in Patrica Lange's work in youtube video bloggers. Both get at the specificity of online research; there isn't one internet that I can study - I can only tell you about my time in this particular community.
Maya Muñoz-Tobón

The Smithsonian Latino Virtual Museum (LVM) - 2 views

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    The Smithsonian using Second Life to create educational settings and museums. They are recreating real physical places such as Oaxaca, Mexico for people to go and explore cultural expressions of the people from that region of the world. Pretty interesting uses of this virtual reality
John Fenn

Free Music Archive - 1 views

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    "What is the Free Music Archive? The Free Music Archive is an interactive library of legal audio downloads directed by legendary freeform radio station WFMU. This project wouldn't be possible without our curators, who select and upload all the music you'll find here. Curators come from all over the world, and have a wide range of experience with good music. They include freeform radio stations, netlabels, artist collectives, performance spaces, and concert organizers. If the FMA were a radio station, the curators would be our awesomely obsessive DJs."
John Fenn

MIT Press Journals - International Journal of Learning and Media - Abstract - 5 views

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    ABSTRACT: Research on the digital and online environment poses several ethical questions that are new or, at least, newly pressing, especially in relation to youth. Established ethical practices require that research have integrity, quality, transparency, and impartiality. They also stipulate that risks to the researcher, institution, data, and participants should be anticipated and addressed. But difficulties arise when applying these to an environment in which the online and offline intersect in shifting ways. This paper discusses some real-life "digital dilemmas" to identify the emerging consensus among researchers. We note the 2012 guidelines by the Association of Internet Researchers, which advocates for ethical pluralism, for minimizing harm, and for the responsibility of the researcher where codes are insufficient. As a point of contrast, we evaluate Markham's (2012) radical argument for data fabrication as an ethical practice. In reflecting on how researchers of the digital media practices of youth resolve their dilemmas in practice, we take up Markham's challenge of identifying evolving practice, including researchers' workarounds, but we eschew her solution of fabrication. Instead, we support the emerging consensus that while rich data are increasingly available for collection, they should not always be fully used or even retained in order to protect human subjects in a digital world in which future possible uses of data exceed the control of the researcher who collected them.
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    Thanks for posting this, John. Considering the ethical concerns we all have expressed in class, I am sure this article will be helpful. I will be sure to put it on my reading list.
Mara Williams

Boellstorff, T., Nardi, B., Pearce, C., et al.: Ethnography and Virtual Worlds: A Handb... - 0 views

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    This book looks great and really helpful. However, it's not being published until September 2012. Just something to keep on our radar.
Maya Muñoz-Tobón

Confronting the Challenges of Participatory Culture: Media Education for the 21st Century - 0 views

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    This is the article by Henry Jenkins talking about the trends in young generations and their participation in the digital world creation. This article seem relevant because it explores how and why these digital communities are forming, which would give us a better sense of how to study them.
nathan_georgitis

The Reciprocal Research Network: Online access to First Nations Items from the Northwes... - 3 views

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    From the website: The Reciprocal Research Network (RRN) is a key component of the Museum of Anthropology's Renewal Project, "A Partnership of Peoples." In addition to the RRN, the Renewal Project comprises several complementary and innovative components, including a new Research Centre, Major Temporary Exhibition Gallery, and Community Suite. Together, they support collaborative, socially responsible, and interdisciplinary research across local, national, and international borders. The RRN is an online tool to facilitate reciprocal and collaborative research about cultural heritage from the Northwest Coast of British Columbia. The RRN enables communities, cultural institutions and researchers to work together. Members can build their own projects, collaborate on shared projects, upload files, hold discussions, research museum projects, and create social networks. For both communities and museums, the RRN is groundbreaking in facilitating communication and fostering lasting relationships between originating communities and institutions around the world.
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    There is not much access to the site without an account, so I requested one. I am interested in looking at how this site functions (where there seem to be numerous projects being created with the materials) in contrast with the Danish Folklore Nexus I posted earlier. Both resources might offer insight in to how new projects are being created with already collected materials.
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    I finally got an account set up and was able to look around the webpage. The images are worth looking at in the very least, although it looks like you have to join sections to see what is going on with projects. You can also see "user submitted" information in a specific heading to see what information users have contributed to the objects.
anonymous

http://vwbpe12.vwbpe.org/ 5th Annual Virtual Worlds Best Practices in Education Conference - 0 views

Some interesting topics listed; looks like video and transcriptions of select presentations will be available soon.

digital culture education

started by anonymous on 07 May 12 no follow-up yet
Savanna Bradley

50 posts about cyborgs - 6 views

Donna Haraway's "Cyborg Manifesto": http://molodiez.org/net/harraway.pdf ; a feminist view of the cyber world...

Rosalynn Rothstein

The Political Lives of Avatars - 1 views

http://uolibraries.worldcat.org/oclc/4563335991&referer=brief_results

week7 world of warcraft

started by Rosalynn Rothstein on 04 Apr 12 no follow-up yet
Mara Williams

Art/Research through online comics - 13 views

Fifth mention: http://spinweaveandcut.blogspot.com/ Nick Sousanis' blog - he is writing his dissertation about comics in comic form!

research media week8 art visualization zines presentation comics blogs week9

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