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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?]
Maya Muñoz-Tobón

http://www.dourish.com/publications/1998/hci-technometh.pdf - 1 views

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    This article is written from the computer science perspective on how social sciences are used to analyze Human-computer-interactions (HCI) and computer-supported cooperative work (CSCW). Tthis article is talking about how ethnomethodology can help computer scientist to design systems allowing people to interact in groups through technology and computer networking. The article is concern on people's behaviors that takes them to interact with the technology and how they do it, some of these points can be stretched and transfer to understanding the behaviors of individuals that interact in digital communities. It continues talking about the influence of the participant in the design of the technology, which brings to my mind the discussion about how the data gathering and "aggregation of information" shape the actions, the behaviors and the data available, which at the same time can dictate how the technology is been developed
John Fenn

The new digital ethnographer's toolkit: capturing the participant's lifestream | Chris ... - 1 views

Maya Muñoz-Tobón

http://homes.chass.utoronto.ca/~wellman/publications/netsurfers/netsurfers.pdf - 1 views

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    An article to revisit the concepts of boundaries of communities
Staci Tucker

GAMBIT: Hate Speech Project - 0 views

http://gambit.mit.edu/projects/hatespeech.php Interesting ethnography done about video games and hate speech.

games ethnography digital hate speech culture

started by Staci Tucker on 04 Jun 12 no follow-up yet
Staci Tucker

Writing Game Ethnographies - 1 views

http://remixinganthropology.wordpress.com/2008/03/20/writing-game-ethnographies-the-poetics-and-politics-of-interactive-narrative/

games ethnography research digital culture

started by Staci Tucker on 04 Jun 12 no follow-up yet
Staci Tucker

The Accidental Carjack: Ethnography, Gameworld Tourism, and Grand Theft Auto - 0 views

http://gamestudies.org/0801/articles/miller

games ethnography single player research

started by Staci Tucker on 04 Jun 12 no follow-up yet
Maya Muñoz-Tobón

The PLOTS Archive | publiclaboratory.org - 0 views

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    This is the parent organization for Map Knitter. They have open data archive, the site serves as a repository for mapping data.
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
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.
Staci Tucker

Ventrilo - Voice Conferencing - 0 views

http://www.ventrilo.com/

digital voice tool

started by Staci Tucker on 04 Jun 12 no follow-up yet
John Fenn

Mozilla Popcorn | Making video work like the web - 0 views

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    What isPOPCORN? Popcorn makes video work like the web. We create tools and programs to help developers and authors create interactive pages that supplement video and audio with rich web content, allowing your creations to live and grow online
John Fenn

Popcorn.js | Mozilla Popcorn - 0 views

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    Popcorn.js is an event system for HTML5 media developers. Think jQuery for video. You can leave the heavy lifting to Popcorn, and concentrate on what you do best: writing awesome code.
John Fenn

All Our Ideas - A Suggestion Box for the Digital Age - 0 views

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    What is this? All Our Ideas is a platform that enables groups to collect and prioritize ideas in a transparent, democratic, and bottom-up way. It's a suggestion box for the digital age.
Ed Parker

Podcast, Craig Watkins: "The Digital Edge: Exploring The Digital Practices of Black and... - 0 views

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    Watkins studies young people's social and digital media behaviors. He teaches at the University of Texas, Austin, in the departments of Radio-Television-Film, Sociology, and the Center for African and African American Studies. C.
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.
Staci Tucker

Fraps - Game Video Capture - 1 views

http://www.fraps.com/

video games screen capture record tools

started by Staci Tucker on 04 Jun 12 no follow-up yet
Staci Tucker

ScreenFlow - Screen Capture Software - 0 views

http://www.telestream.net/screen-flow/

video games record tools

started by Staci Tucker on 04 Jun 12 no follow-up yet
Staci Tucker

HyperCam - Screen Capture Software - 1 views

http://www.hyperionics.com/hc/

record tools digital video

started by Staci Tucker on 04 Jun 12 no follow-up yet
Maya Muñoz-Tobón

Machinima | Gameplay Videos, Game Trailers, Gaming News and Original Shows - 0 views

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    I learned about this program while reading "Confronting the Challenges of Participatory Culture:Media Education for the 21st Century" by Henry Jenkins, Director of the Comparative Media Studies Program at the Massachusetts Institute of Technology. This is an interesting program were users of video games interact and remix the games to create their own movies and story lines. This brings more platforms for individuals to create self-representations in a digital form, bringing forward the possibilities of reinterpretation of cultural objects and creative participation of digital communities
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