In: New media & society: an international and interdisciplinary forum for the examination of the social dynamics of media and information change, Band 17, Heft 11, S. 1849-1866
This article contributes to research on the felt-experience of new media. It describes how the body's corporal capacities are augmented through one 12-year-old boy's play of the video game, Minecraft, while hospitalized. Expanding player-centric perspectives of video gameplay, the authors leverage work on place-events to develop an intra-actional methodology aligned with their relational materialist analysis. Their analysis illuminates how multiple human and nonhuman bodies become entangled in gameplace-events and potentially generate affective atmospheres. Analysis shows how these atmospheres reverberate and adhere within social space, revealing experiences of new media as less a one-to-one transaction between player and game and more an affective experience felt across multiple bodies and temporalities. Implications, suggesting both how intimate atmospheres developed during gameplay and how those atmospheres (re)shaped care in the hospital, point toward new media's potential to engage users in uniquely meaningful felt-experiences made visible—and felt—through methods of intra-action and relational materialism.
Despite the growing impact of algorithms on digital culture, and the importance of algorithmic awareness, little literacy research has investigated how algorithmic awareness and speculation shapes cultural production on digital platforms. Developing Bucher's concept of the "algorithmic imagination" for digital literacy research, we conduct a study of #BookTok, the home of book-related content on TikTok, the most algorithm-driven social media platform to date. Through a multimodal content analysis of 57 videos containing #algorithm and #BookTok, we propose and explore a typology of five categories of "algorithmic imaginings": critique, defense, explanation, how to work, and exploration of the algorithm. These imaginaries move beyond rational attempts to deconstruct the algorithm and critique its role in platform capitalism toward playful explorations of the human–algorithmic relationship. This constitutes for us another dimension of critical literacy, as producers anthropomorphize technology in a manner that addresses the symbiotic meaning-making of human and machine head-on.
The Sustainable Development and the Global South project was jointly conceived by the Innovation School at Glasgow School of Art in partnership with the Sustainable Futures in Africa Network (SFA), and the University of Glasgow. Graduating final year BDes Product Design students from the Innovation School were presented with a challenge-based project to produce a vision of the future based on current trends that relate to Sustainable Development work and the Global South. This project involved working closely with researchers, academics and professionals specialising in human geography, education, health, environment, engineering, cultural practice and community engagement who are part of the Sustainable Futures in Africa Network which includes a Scottish hub, led from the University of Glasgow. Included in the network was a representative from an NGO that builds schools in Malawi, an entrepreneur who runs an ethical clothing company that partners with producers in the Global South, a senior governance officer from the UK Government's Department for International Development (DFID), a research network administrator, and international graduate students from Africa based at Scottish institutions. In addition to the SFA, external experts from design studio AndThen and GOODD design consultancy were engaged. The objective of this project was to investigate, in both analytical and speculative ways, future forms and functions of Sustainable Development work in relation to the Global South in ten years from now, to develop future scenarios and design the artefacts, services and the experiences associated with these future visions. On completion of the project and learning experience it was intended that the students would be able to recognise and articulate the impact and sustainability of their design propositions, consider the life-cycle of their proposals and the values these might create for the intended users, communities and contexts. The project was completed in January 2020, as the Covid-19 pandemic was just beginning its spread around the world. This unprecedented catastrophe reinforced the importance of supporting those most in need – the citizens of developing regions in the Global South. In April 2020, the heads of all the UN's major agencies issued an open letter warning of the risks the virus posed to the world's most vulnerable countries. It called on wealthier nations to increase funding and help to tackle issues such as the cessation of aid as a result of cancelled flights and disrupted supply routes. These and many other concerns highlighted during the crisis are among the topics explored in this project, which feels even more relevant and urgent than when it was initiated in the summer of 2019. One of the most significant societal shifts currently taking place within the field of sustainable development work is its transformation from being understood as a process of growth or, at its most benign, poverty alleviation, to one of community empowerment and civic participation. The public's role is developing beyond once-passive community members and recipients of aid, into stakeholders valued for their local knowledge, lived experiences, participation in development projects, and contribution towards policy-making and decision-making. This new dynamic is changing the traditional North-South relationship and holds the potential to challenge the geopolitical hegemony of International Development. The impetus for this shift is a decolonial, collaborative approach to development, research and practice; increased local empowerment, and sustainable solutions to problems that are co-created in context with those affected by and affecting the issue in question. This project asked students to consider what happens in this global landscape ten years from now where Sustainable Development has evolved to the extent that new forms of work and communities of practice transform how people engage, learn and interact with each other, with stakeholders and with the global community around them. The brief gave students the opportunity to explore the underlying complexities regarding sustainable futures, the post-colonial dynamic between 'norths' and 'souths', post-capitalism and human agency, to envision a future world context, develop it as an experiential exhibit, and produce the designed products, services and experiences for the people who might live and work within it. The project was divided into two sections: The first was a collaborative stage where groups of students were assigned a specific domain to collectively research one aspect of the project challenge, these domains included; Health, Energy, Mobility, Economies, Education, Societal Structures and Environment. Each of these domains were examined through the lenses of Social, Technological, Economic, Ethical, Educational, Values, Political, Legal and Ecological (STEEEVPLE) and were tailored in use, as appropriate per domain. The groups focused on researching and exploring their specific domain and gathering as much information and understanding while working with the external experts to further their knowledge. This group stage culminated in a series of Future World exhibits which tangibly manifest the cohort's collective knowledge and collaborative understanding of what the future could look like in 10 years from now, after exploring the possible consequences of current actions. The second stage saw students explore their individual response to the Future World that had been created in the first stage. Each student developed their own response to the research by iteratively creating a design outcome that was appropriate to the subject matter. This culminated in each student producing a designed product, service or system and a visual communication of the future experience which they had created. A visual summary of the journey and stages (Project Journey Map) is included within the repository and outlines the collaborative process of designing and the innovative nature of the project's pedagogical model. The project aims to reveal and address the emerging possibilities collaboratively created by Sustainable Development professionals and designers interacting and learning from each other, to present preferable futures which reveal socio-ecological innovations in development work with the Global South in the near future. The deposited materials are arranged as follows: Readme files - two readme files relate to stage one and stage two of the project as outlined above. Project Journey Map - gives a visual overview of the pedagogical structure and timeline of the project. Data folders - the data folders for stage one of the project are named by the domains through which each group explored possible futures. The data folders for stage two of the project are named for the individual students who conducted the work.