53 research outputs found

    MAPPING THE MANOSPHERE: A SOCIAL NETWORK ANALYSIS OF THE MANOSPHERE ON REDDIT

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    The manosphere network is a dispersed collection of online spaces that proliferate an anti-feminist ideology that in some cases has been associated with violence. This thesis aims to observe the manosphere network structure as it exists on Reddit by using a mixed method research design of digital ethnography and social network analysis (SNA). This research identified a unifying anti-feminist framework and found that informal social divisions within the network faded over time, which indicates that both moderate and extreme manosphere subgroups are now sharing common online spaces. It also found that platform algorithms helped with network resilience by acting as gatekeepers of information that suggested related content and shielded unrelated content to users that helped to grow the network in size and interconnectivity.Civilian, Department of Homeland SecurityApproved for public release. distribution is unlimite

    On the Cultural Inaccessibility of Gaming: Invading, Creating, and Reclaiming the Cultural Clubhouse

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    This dissertation uses intersectional feminist theory and Autoethnography to develop the concept of “cultural inaccessibility”. Cultural inaccessibility is a concept I’ve created to describe the ways that women are made to feel unwelcome in spaces of game play and games culture, both offline and online. Although there are few formal barriers preventing women from purchasing games, playing games, or acquiring jobs in the games industry, this dissertation explores the formidable cultural barriers which define women as “space invaders” and outsiders in games culture. Women are routinely subjected to gendered harassment while playing games, and in physical spaces of games culture, such as conventions, stores, and tournaments. This harassment and abuse is intensified toward female journalists, developers and academics who choose to speak publicly about sexism within the culture, particularly since the 2014 rise of Gamergate. This dissertation illustrates the parallel development of games culture and women’s continued exclusion from it, from the exclusionary sexism of J. R. R. Tolkien’s writing to the development of the “Gamer” as a fixed (and stereotypically cis-male) identity in the pages of video game magazines of the 1980s and ‘90s, to the online “Gamer activism” of today. At the same time, I also explore my own experiences as a female gamer and academic in the 2010s, using projects I have been a part of as a means of reflecting on developments in the broader culture. I first discuss a short machinima (a film made within a video game) that Elise Vist and I created within the 2007 Massively Multiplayer Online Role-Playing Game Lord of the Rings Online entitled Lady Hobbits. Lady Hobbits becomes an entry point to consider the historical cultural inaccessibility of women’s representations in seminal male-dominated media such as The Lord of the Rings. I then discuss the gender and games advocacy group that I co-founded at the University of Waterloo, The Games Institute Janes (GI Janes), and the many gaming events that we ran, comparing the experience of our gender-integrated and women-only game nights. The challenges I experienced organizing GI Janes fuels my analysis of the cultural inaccessibility of game play for girls and women, as demonstrated by the tangled gender dynamics at play in the eSports community and Super Smash Brothers fandom. Lastly, I discuss my experiences as a staff member, and eventual first female editor-in-chief, of game studies publication First Person Scholar (FPS). This chapter interrogates the cultural inaccessibility of writing and publishing about games for women in the academic field of game studies, and the ways in which game studies’ links to gamer identity replicate games culture’s troubling sexism. The dissertation concludes with a discussion of the more recent connections between games culture, Gamergate, and conservative political groups such as the Alt-right. The conclusion asks how women can study games culture and the politically-motivated violence with which it is has recently been linked if doing so puts us at risk of becoming a target of harassment and abuse. It underscores the importance of future social justice-oriented work in academia and at large. In summary this dissertation moves from examining the historical inaccessibility of representation and participation (chapter 2), to the inaccessibility of game play (chapter 3), to the inaccessibility of participation in the discourse of games culture (chapter 4), before finally moving to a conclusion about Gamergate and politics in 2018 and how cultural inaccessibility has become a problem that is much larger than just games culture (chapter 5)

    Beyond the Gender Gap: Understanding Women\u27s Participation in Wikipedia

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    In 2010, UNU-MERIT researchers surveyed editors of Wikipedia, “the online encyclopedia that anyone can edit” (Glott, Ghosh, & Schmidt, 2010). When the report revealed that almost 90% of the editors were male, however, it suggested that perhaps not everyone “can edit” Wikipedia—especially women. As the resulting media and academic explanations of the Wikipedia “gender gap” have largely attributed the gap to ‘female lack’—lack of initiative, confidence, or technical skills—very little research has explored the treatment of women within Wikipedia culture. Thus, this paper first draws upon feminist technology scholars to problematize current explanations of the gender gap that frame it as a ‘woman problem’. Then, through in-depth interviews with 26 English Wikipedia women editors, it explores sociocultural norms within Wikipedia that influence women’s lived experiences and participation. The findings frame these norms as gendered organizational tensions, describing how women’s experiences of these tensions lead to their perceived outcomes of isolation, emotional exhaustion and distress, and attrition. Despite these effects, many women editors persist due to their deeply rooted sense of purpose in their work on Wikipedia. The findings also draw upon feminist standpoint theory to discuss the tensions in women’s sense-making of the gender gap, specifically its causes, appropriate editor responses, and solutions. While the standpoints of the participants are complex and fluid, two primary approaches emerged. These approaches can be conceptualized as two ends of a continuum, as women who espouse an essentialist view of gender and an individualistic approach to addressing the gender gap are on one side, and women who hold to gender constructionism and call for cultural and structural change to address the gap are on the other. Thus, this study suggests that gendered sociocultural factors do bear upon women’s participation within Wikipedia, and their sense-making of these gendered tensions—their causes, outcomes, and solutions—are textured by their own social locations and experiences, demonstrating the complexity of women’s participation within Wikipedia. Due to these findings, put simply, the gender gap is not just a ‘woman problem’

    Twining

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    Hypertext is now commonplace: links and linking structure nearly all of our experiences online. Yet the literary, as opposed to commercial, potential of hypertext has receded. One of the few tools still focused on hypertext as a means for digital storytelling is Twine, a platform for building choice-driven stories without relying heavily on code. In Twining, Anastasia Salter and Stuart Moulthrop lead readers on a journey at once technical, critical, contextual, and personal. The book’s chapters alternate careful, stepwise discussion of adaptable Twine projects, offer commentary on exemplary Twine works, and discuss Twine’s technological and cultural background. Beyond telling the story of Twine and how to make Twine stories, Twining reflects on the ongoing process of making

    Making Social Dynamics and Content Evolution Transparent in Collaboratively Written Text

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    This dissertation presents models and algorithms for accurately and efficiently extracting data from revisioned content in Collaborative Writing Systems about (i) the provenance and history of specific sequences of text, as well as (ii) interactions between editors via the content changes they perform, especially disagreement. Visualization tools are presented to gain further insights into the extracted data. Collaboration mechanisms to be researched with these new data and tools are discussed

    Uncovering Latent Topics in Text: Using Topic Models to Identify Discussion Themes in the Brett Kavanaugh Controversy

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    Social media texts are abundant and generated at a rapid pace; often, they discuss contentious issues in ways that can be extreme, with people defending counter-intuitive points of view. This project develops an understanding of how individuals discuss contentious issues in online fora. It examines gender as a contentious issue, and also examines the controversy surrounding Brett Kavanaugh's nomination to the U.S. Supreme Court amidst sexual assault allegations in 2018 as a gendered controversy. Social media posts about the controversy were collected from reddit and analyzed with a framework using topic models, which help uncover latent topics in text. Significant discussion throughout the corpus centered on four major themes: the search for and evaluation of evidence; the importance of a Supreme Court nomination and of an investigation into the allegations; sexual assault and gendered perceptions and expectations; and finally, a discussion of the judiciary hearing into the allegations. Discussion of the results suggests that notions of power and loss aversion may be at play throughout the corpus. Additional discussion reflects on the use of topic models as a qualitative research tool, suggesting that they can be an effective way of exploring broad themes within larger corpora

    The experience as a document: designing for the future of collaborative remembering in digital archives

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    How does it feel when we remember together on-line? Who gets to say what it is worth to be remembered? To understand how the user experience of participation is affecting the formation of collective memories in the context of online environments, first it is important to take into consideration how the notion of memory has been transformed under the influence of the digital revolution. I aim to contribute to the field of User Experience (UX) research theorizing on the felt experience of users from a memory perspective, taking into consideration aspects linked to both personal and collective memories in the context of connected environments.Harassment and hate speech in connected conversational environments are specially targeted to women and underprivileged communities, which has become a problem for digital archives of vernacular creativity (Burgess, J. E. 2007) such as YouTube, Twitter, Reddit and Wikipedia. An evaluation of the user experience of underprivileged communities in creative archives such as Wikipedia indicates the urgency for building a feminist space where women and queer folks can focus on knowledge production and learning without being harassed. The theoretical models and designs that I propose are a result of a series of prototype testing and case studies focused on cognitive tools for a mediated human memory operating inside transactive memory systems. With them, aims to imagine the means by which feminist protocols for UX design and research can assist in the building and maintenance of the archive as a safe/brave space.Working with perspectives from media theory, memory theory and gender studies and centering the user experience of participation for women, queer folks, people of colour (POC) and other vulnerable and underrepresented communities as the main focus of inquiring, my research takes an interdisciplinary approach to interrogate how online misogyny and other forms of abuse are perceived by communities placed outside the center of the hegemonic normativity, and how the user experience of online abuse is affecting the formation of collective memories in the context of online environments

    2018 - The Twenty-third Annual Symposium of Student Scholars

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    The full program book from the Twenty-third Annual Symposium of Student Scholars, held on April 19, 2018. Includes abstracts from the presentations and posters.https://digitalcommons.kennesaw.edu/sssprograms/1020/thumbnail.jp

    Collaborative video game design work and diversity

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    The video game design industry is one of the most significant fields for both producing and using Information and Communication Technologies (ICTs) today. Many industry leaders, researchers, and players continue to argue that diverse representation in both games and the workforce matters for the health of the industry and for an equitable society. Very little research thus far, however, has directly considered how to better support diversity within collaborative video game design work. I identified three concrete areas to study diversity within this field (understanding the structure of organizations, understanding collaborative work tool selection and use, and broadening the participation of underrepresented and marginalized groups) and developed three corresponding research questions. I addressed these questions by employing qualitative methods of multi-sited ethnography, digital ethnography, and modified grounded theory. I conducted 20 semi-structured interviews with game designers in different job roles within 19 different organizations; these interviews drew out instances related to diversity in participants’ daily practices and experiences. I then analyzed all interview data using an iterative process of thematic analysis, guided by my modified grounded theory approach. I inductively developed a list of salient structural features of participants’ video game design organizations that is directly based on their discussions, including: size, task division and allocation, coordination, decision making, and recruitment and hiring. I additionally developed a list of significant rationales for how and/or why particular tools were selected, including: fitting an existing workflow; size; cost; the influence of upper management; ubiquity or industry standard; ease of use; and familiarity with the tool. Both of these ontologies can be used to examine specific effects of diversity within an organization and to suggest changes accordingly. In addition to these conceptual contributions, I generated concrete recommendations that can be used to support the inclusion of underrepresented and marginalized groups within video game design organizations; these suggestions emphasize a need to place diverse people in diverse positions within an organization and to overcome the hiring conundrum. The conceptual and practical contributions of this dissertation can therefore positively impact diverse stakeholders within the video game industry and related research fields.Informatio

    The Trouble with Knowing: Wikipedian consensus and the political design of encyclopedic media

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    Encyclopedias are interfaces between knowing and the unknown. They are devices that negotiate the middle ground between incompatible knowledge systems while also performing as dream machines that explore the political outlines of an enlightened society. Building upon the insights from critical feminist theory, media archaeology, and science and technology studies, the dissertation investigates how utopian and impossible desires of encyclopedic media have left a wake of unresolvable epistemological crises. In a 2011 survey of editors of the online encyclopedia Wikipedia, it was reported that 87 per cent of Wikipedians identified as men. This statistic flew in the face of Wikipedias utopian promise that it was an encyclopedia that anyone can edit. Despite the early optimism and efforts to reduce this disparity, Wikipedias parent organization acknowledged its inability to significantly make Wikipedia more equitable. This matter of concern raised two questions: What kinds of knowing subjects is Wikipedia designed to cultivate and what does this conflict over who is included and excluded within Wikipedia tell us about the utopian dreams that are woven into encyclopedic media? This dissertation argues that answering these troubling questions requires an examination of the details of the present, but also the impossible desires that Wikipedia inherited from its predecessors. The analysis of these issues begins with a genealogy of encyclopedias, encyclopedists, encyclopedic aesthetics, and encyclopedisms. It is followed by an archeology of the twentieth century deployment of consensus as an encyclopedic and political program. The third part examines how Wikipedia translated the imaginary ideal of consensus into a cultural technique. Finally, the dissertation mobilizes these analyses to contextualize how consensus was used to limit the dissenting activities of Wikipedia's Gender Gap Task Force. The dissertation demonstrates that the desire and design of encircling knowledge through consensus cultivated Wikipedias gender gap. In this context, if encyclopedic knowledge is to remain politically and culturally significant in the twenty-first century, it is necessary to tell a new story about encyclopedic media. It must be one where an attention to utopian imaginaries, practices, and techniques not only addresses how knowledge is communicated but also enables a sensitivity to the question of who can know
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