Digital Culture & Society
Journal Data
| Type | JOURNAL |
|---|---|
| Publisher | Transcript Verlag (DE) |
| ISSN | 2364-2114 / 2364-2122 |
| Wikidata | Q96705897 |
| OpenAlex | S4210209239 |
| MAG | 4210209239 |
| Website | http://www.transcript-verlag.de/zeitschriften/digital-culture-und-society/?f=79385 |
| Total publications | 172 |
| Coverage period | 2015 - 2026 |
| Country | DE |
| Language | EN |
| Cited by | 7 |
| Impact factor | 0.349 |
| h-index | 2 |
This journal focuses on digital culture and society, aligning with cultural studies and potentially science and technology studies (STS). These are cognate social science and humanities fields with regular anthropological intersection, especially concerning contemporary social phenomena
Archaeological Research and Protection · Art, Technology, and Culture · Artificial Intelligence in Games · Asian American and Pacific Histories · Cinema and Media Studies · Crafts, Textile, and Design · Cuban History and Society · Cultural Industries and Urban Development · Cybernetics and Technology in Society · Digital and Traditional Archives Management
Techno-futures with Chinese Characteristics? Negotiating Techno-Orientalism in Chinese Digitalized Lifestyle and Aesthetics
Mind the Mind. Analysis of Media Habits of the Future
Content
Internet Futuring. How Communities are Connecting Themselves
Constructing an “AI-driven Society”. Idealization and Anxiety in Japan’s National AI Strategy
Platform Futures Framework. A Methodological Framework to Assess Digital Platform Viability and Sustainability for Marginalized Users in the Global South
Digital Dimensions of Conflict. Analyzing Malian conflict and violence through Social Media and Mixed-Methods Approach
Visualizing the Invisible. Representations and Narrative Motifs of AI in Latin American Film
Afrofuturist Techno-Futures Reimagined. Magic, Dreams and Boundary-Crossings
Outdated Enchantments of Progress? Towards Global Techno Futures
Technology with its allure to extend, transform or even overcome the human, opens the gate to transcendental fictions and fantasies that paint vast futures.While Western and heroic readings proclaim an understanding of technology as social transformation, this article explores future imaginaries from different historical and geographical contexts.The paper offers a critical hermeneutical framework for various cultural case studies that unfold in …
Conflicting Values in Epidemiological Modelling, Simulation, and Dashboard-Design
Introduction Frictions
Gaming in Ruins. Alienation and Hope in NieR
Playing Adewale
The Truth(iness) is a Lie
Ruins and the Contemporary. Introduction
Ruin. A Call to Becoming-at-Home Again
“This Whole Place is Built from Ghosts“. Playfully Imagining Community and Hope in the Ruins of Capitalism in Citizen Sleeper
Article “This Whole Place is Built from Ghosts“. Playfully Imagining Community and Hope in the Ruins of Capitalism in Citizen Sleeper was published on October 1, 2024 in the journal Digital Culture & Society (volume 10, issue 2)
Historians Making Games
Moving Image. Changing Landscape
On “Super Likes” and Algorithmic (In)Visibilities
“A Beachfront Property in Gaza is Not a Dream”. Utopia, the Digital, and the Image of the Ruin in Palestine
Article “A Beachfront Property in Gaza is Not a Dream”. Utopia, the Digital, and the Image of the Ruin in Palestine was published on October 1, 2024 in the journal Digital Culture & Society (volume 10, issue 2)
Paratextual Anarchaeology. Revisiting WildStar Through its Residual Traces
To Be Real or Not to Be
Calculated Actions
Technological Materiality And Assumptions About ‘Active’ Human Agency
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 …
One-Eyed Archive
During 2016, the Royal Danish Library digitized more than 200.000 pages from the library’s, collections all of which related to the former colonies in the Caribbean. This included books and other printed matter, but also sheet music, manuscripts, personal documents, photographs and drawings. Images were published in Digital Collections, the library’s platform for digitized materials, and were accompanied by limited metadata, thereby posing challe…
Situating Hobby Drone Practices
Consumer drones are entering everyday spaces with increasing frequency and impact as more and more hobbyists use the aerial tool for recreational photography and videography. In this article, I seek to expand the common reference to drones as “unmanned aircraft systems” by conceptualising the hobby drone practice more broadly as a heterogeneous, mobile assemblage of virtual and physical practices and human and non-human actors. Drawing on initial…
Technological Materiality And Assumptions About ‘Active’ Human Agency
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 …
The Alternative Epistemologies of Data Activism
As datafication progressively invades all spheres of contemporary society, citizens grow increasingly aware of the critical role of information as the new fabric of social life. This awareness triggers new forms of civic engagement and political action that we term “data activism”. Data activism indicates the range of sociotechnical practices that interrogate the fundamental paradigm shift brought about by datafication. Combining Science and Tech…
Big Data and the Paradox of Diversity
This paper develops a critique of Big Data and associated analytical techniques by focusing not on errors - skewed or imperfect datasets, false positives, underrepresentation, and so forth - but on data mining that works. After a quick framing of these practices as interested readings of reality, I address the question of how data analytics and, in particular, machine learning reveal and operate on the structured and unequal character of contempo…
So ‘Hot’ Right Now Reflections on Virality and Sociality from Transnational Digital China
A reflection of both the intensity of sharing practices and the appeal of shared content, the term ‘viral’ is often seen as coterminous with the digital media age. In particular, social media and mobile technologies afford users the ability to create and share content that spreads in ‘infectious’ ways. These technologies have caused moral panics in recent years, particularly within heavily regulated and censored media environments such as the Peo…
Screen Screen Tourism
In the article, I discuss new forms of mobility allowed by digital practices, i. e. digital mobilities consisting in visiting geographical places from and through a screen. This discussion is based on my online ethnographic research on international fans of South Korean television series, K-Dramas. The international fandom of K-Dramas, and in a larger sense, South Korean pop cultural products - exemplified by the success of South Korean rapper Ps…
Situating Hobby Drone Practices
Consumer drones are entering everyday spaces with increasing frequency and impact as more and more hobbyists use the aerial tool for recreational photography and videography. In this article, I seek to expand the common reference to drones as “unmanned aircraft systems” by conceptualising the hobby drone practice more broadly as a heterogeneous, mobile assemblage of virtual and physical practices and human and non-human actors. Drawing on initial…
Content
Esports and Live Streaming
Feeling for an Audience
The practice of live streaming video games is becoming increasingly popular worldwide (Taylor 2018). Live streaming represents more than entertainment; it is expanding the practice of turning play into work. Though it is commonly misconstrued as “just playing video games,” live streaming requires a great deal of behind-the-scenes labor, especially for women, who often face additional challenges as professionals within video game culture (AnyKey 2…
Playful Work and Laborious Play in Super Mario Maker
Super Mario Maker (2015) and its sequel Super Mario Maker 2 (2019) have enabled a near-unprecedented amount of user-created level design, with well over seven million stages created to date by players from around the world. Within this vast library of levels, those built according to “troll” or “kaizo” level design rationales - which expect impressive feats of physical ability, puzzle-solving, psychological deduction, and emotional calm from thei…
Convergence of Rhetoric, Labour, and Play in the Construction of Inactive Discourses on Twitch
Twitch is a complex space that involves both laborious play and “playbour” through the commodification of streamers time and the gamification of streamer interaction through emotes and bits. As a result, this creates a rhetorical space where celebrity, race, and gender are tension points that reflect disproportionate power structures on Twitch. Coupled with the fact that Twitch also functions as the main broadcast platform for esports tournaments…
Play as Work
Contemporary images of desirable work (for example at gaming companies or at one of the tech giants) foregrounds creativity and incorporates and idealises elements of play. Simultaneously, becoming one of the best in some particular leisure activity can require many long hours of hard, demanding work. Between on the one hand work and on the other hand leisure and play, we enter the domain of games and sports. Most classical sports originally deve…
"Good Icing can''t Change an Average Cake"
Research on the impact of gameful experiences on the automation of labour and value creation is in need of a critical reformulation. The results presented in this study developed from a critical reading of the current literature on gamification and its internal struggles. I question what the gamification of work is, this time including knowledge collected by decades of academic research in the field of digital cultures and society, converging in …
Gaming Musical Instruments
This article addresses the relationship between labour and learning a popular musical instrument like the guitar in the specific context of a video game. Most gamification theories promise that using a video game makes it easy to learn (Kapp 2012; Deterding et al. 2011). Even if this holds true, I argue that this kind of playfulness causes some backlash, which I observed during an experiment in which students played the music video game Rocksmith…
Working on and at Play
As media objects, video games are imbued with values held by their makers. This is done intentionally by serious games practitioners but also occurs independently of design goals. One of the more problematic manifestations of ‘values at play’ is playbour, a putting-to-work of play that recalls Agamben’s mourning the loss of ‘menuchah’, an inoperativity that is more than a means to prepare one for more work. But is there a way to rescue leisure fr…
Owning It
This paper analyses the constructed reality TV show Made in Chelsea as a vision of a post-work world. Specifically I situate the programme as providing a more realistic vision of a post-work economy than that set out by left futurists advocating for fully automated luxury communism. Through an analysis of the depiction of work and play within the show it becomes apparent that any apparent boundaries between the two are rapidly collapsing, with bo…
One-Eyed Archive
During 2016, the Royal Danish Library digitized more than 200.000 pages from the library’s, collections all of which related to the former colonies in the Caribbean. This included books and other printed matter, but also sheet music, manuscripts, personal documents, photographs and drawings. Images were published in Digital Collections, the library’s platform for digitized materials, and were accompanied by limited metadata, thereby posing challe…
Craft and Artisan Initiatives of the Salvadoran Civil War (1980–1992)
This article describes the testimonies of two arts and crafts collectives during the Salvadoran Civil War in the 1980s. These collectives, open to victims and refugees of the war, emerged as creative spaces during a time of significant social unrest. As participants learned to make and produce arts and crafts, these activities encouraged individual expression and allowed them to heal traumatic experiences. By describing the aspects that motivated…
Man, Woman, Child
This paper is concerned with the ethical aspects of museum metadata. These are not always immediately evident when working with the metadata related to museum objects, although, I will argue, they are embedded in the object, accumulated at each phase of its journey into the institution; and continue to accumulate while it is part of a collection. This takes place against a backdrop of new development and possibilities afforded by digital technolo…
Politics of Patents
Content
Tracing the History of DIY and Maker Culture in Germany''s Open Workshops
This article presents preliminary research findings on the history of Do-It-Yourself (DIY) and maker culture in Germany. It aims to identify historical, political, economic and societal shifts that have led to the existence of approximately 1000 makerspaces of various kinds in Germany today. The article summarises the beginnings of DIY in the 20th century in West Germany and East Germany. It focuses on how infrastructures supporting DIY were crea…
Europeana, EDM, and the Europeanisation of Cultural Heritage Institutions
Over the past two decades, the European Commission has mobilised cultural heritage to bolster a European identity. One of the main flagship initiatives promoted to this end has been Europeana, the most extensive digital cultural project financed by the EU. At the core of the project stands europeana.eu, a digital cultural portal aggregating metadata provided by national and local heritage institutions. Central in our analysis is the Europeana Dat…
Pioneers and Feminisms
Feminist historiography is rife with debates about the nature and boundaries of women’s movements. Arguments over who to call an activist or a feminist sit at the heart of these definitional debates, which provide the groundwork for how scholars understand contemporary feminisms. Given the heated nature of ongoing disputes over the complicated identity politics of feminism and its archives, it is surprising that scholars have afforded so little a…
Enabling Multiple Voices in the Museum
Within the recently launched SPICE project, citizen curation methods and tools are being co-designed through five museum case studies in Finland, Ireland, Spain, Italy and Israel. In each case study a museum is working with partner groups and organisations to introduce tools and methods that support citizen curation for visitor groups that tend to be underrepresented in cultural engagement, including people living with disability, older people, a…