150 research outputs found

    Disrupting the dissertation: linked data, enhanced publication and algorithmic culture

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    This article explores how the three aspects of Striphas’ notion of algorithmic culture (information, crowds and algorithms) might influence and potentially disrupt established educational practices.  We draw on our experience of introducing semantic web and linked data technologies into higher education settings, focussing on extended student writing activities such as dissertations and projects, and drawing in particular on our experiences related to undergraduate archaeology dissertations. The potential for linked data to be incorporated into electronic texts, including academic publications, has already been described, but these accounts have highlighted opportunities to enhance research integrity and interactivity, rather than considering their potential creatively to disrupt existing academic practices. We discuss how the changing relationships between subject content and practices, teachers, learners and wider publics both in this particular algorithmic culture, and more generally, offer new opportunities; but also how the unpredictability of crowds, the variable nature and quality of data, and the often hidden power of algorithms, introduce new pedagogical challenges and opportunities

    Marx’s "Capital"in the Information Age

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    This article argues that a media and communication studies perspective on reading Marx’s Capital has thus far been missing, but is needed in the age of information capitalism and digital capitalism. Two of the most popular contemporary companions to Marx’s Capital, the ones by David Harvey and Michael Heinrich, present themselves as general guidebooks on how to read Marx, but are actually biased towards particular schools of Marxist thought. A contemporary reading of Marx needs to be mediated with contemporary capitalism’s structures and the political issues of the day. Media, communications and the Internet are important issues for such a reading today. It is time to see Marx not just as a critic of capitalism but also as a critic of capitalist communications

    Precarious, Always-On and Flexible: A Case Study of Academics as Information Workers

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    The higher education landscape has changed in the last decades. The neoliberal restructuring of universities has led to transformations such as reducing public expenditure, allocating resources based on competition and quasi-market disciplines. These structural transformations have also an effect on the working conditions, practices and relations of subjects within universities. Questions that need to be addressed: How do different working contexts and conditions in the academia shape feelings of autonomy, flexibility and reputation on the one hand and precariousness, overwork and dissatisfaction on the other? What are the broader political realities and potentials in terms of solidarity, participation and democracy at universities? I address these questions based on a theoretical analysis and qualitative interviews with precariously employed academics

    Game Workers and the Empire: Unionisation in the UK Video Game Industry

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    This article investigates some of the key debates that have emerged within the nascent union organising project Game Workers Unite, with a specific focus on its UK branch (GWU UK). The analysis is based on a period of participatory observation and a series of interviews with board members of GWU UK. This article evaluates Game Workers Unite (GWU) in relation to other recent attempts at unionising the game industry. It concludes that the strategies adopted to counter the hyper-visibility and individualisation of the game worker are key contributions of GWU in contemporary video game labour. This article draws on the work of Dyer-Witheford and de Peuter (2009) Games of empire: Global capitalism and video games to evaluate the historical specificity of GWU and the importance of the organisation for the contemporary video game industry

    Understanding Video Game Developers as an Occupational Community

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    The video game industry has rapidly expanded over the last four decades; yet there is limited research about the workers who make video games. In examining these workers, this article responds to calls for renewed attention to the role of the occupation in understanding project-based workers in boundaryless careers. Specifically, this article uses secondary analysis of online sources to demonstrate that video game developers can be understood as a unique social group called an occupational community (OC). Once this classification has been made, the concept of OC can be used in future research to understand video game workers in terms of identity formation, competency development, career advancement and support, collective action, as well as adherence to and deviance from organizational and industry norms

    The New ‘Hidden Abode’: Reflections on Value and Labour in the New Economy

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    In a pivotal section of Capital, volume 1, Marx (1976: 279) notes that, in order to understand the capitalist production of value, we must descend into the ‘hidden abode of production’: the site of the labour process conducted within an employment relationship. In this paper we argue that by remaining wedded to an analysis of labour that is confined to the employment relationship, Labour Process Theory (LPT) has missed a fundamental shift in the location of value production in contemporary capitalism. We examine this shift through the work of Autonomist Marxists like Hardt and Negri, Lazaratto and Arvidsson, who offer theoretical leverage to prize open a new ‘hidden abode’ outside employment, for example in the ‘production of organization’ and in consumption. Although they can open up this new ‘hidden abode’, without LPT's fine-grained analysis of control/resistance, indeterminacy and structured antagonism, these theorists risk succumbing to empirically naive claims about the ‘new economy’. Through developing an expanded conception of a ‘new hidden abode’ of production, the paper demarcates an analytical space in which both LPT and Autonomist Marxism can expand and develop their understanding of labour and value production in today's economy. </jats:p

    Extra-Activism: Counter-Mapping and Data Justice

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    Neither big data, nor data justice are particularly new. Data collection, in the form of land surveys and mapping, was key to successive projects of European imperialist and then capitalist extraction of natural resources. Geo-spatial instruments have been used since the fifteenth century to highlight potential sites of mineral, oil, and gas extraction, and inscribe European economic, cultural and political control across indigenous territories. Although indigenous groups consistently challenged maintained their territorial sovereignty, and resisted corporate and state surveillance practices, they were largely unable to withstand the combined onslaught of surveyors, armed personnel, missionaries and government bureaucrats. This article examines the use of counter-mapping by indigenous nations in Canada, one of the globe’s hubs of extractivism, as part of the exercise of indigenous territorial sovereignty. After a brief review of the colonial period, I then compare the use of counter-mapping during two cycles of indigenous mobilization. During the 1970s, counter-mapping projects were part of a larger repertoire of negotiations with the state over land claims, and served to re-inscribe first nation’s long-standing history of economic, social and cultural relations in their territories, and contribute to new collective imaginaries and identities. In the current cycle of contests over extractivism and indigenous sovereignty, the use, scope and geographic scale of counter-mapping has shifted; maps are used as part of larger trans-media campaigns of Indigenous sovereignty. During both cycles, counter-mapping as data justice required fusion within larger projects of redistributive, transformative and restorative justice

    The Discourse of Digital Dispossession: Paid Modifications and Community Crisis on Steam

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    This article is a chronicle and analysis of a community crisis in digital space that took place on Valve Corporation’s digital distribution platform, Steam. When Valve and Bethesda (publisher and developer of Skyrim) decided to allow mods to be sold by mod makers themselves, there ensued a community revolt against the commodification of leisure and play. I put this crisis of play and work in dialogue with Harvey’s concept of “accumulation by dispossession,” firmly placing it within a longer history of disruptive capital accumulation strategies. I then conduct a discourse analysis of community members on reddit, as they make sense of and come to terms with this process of dispossession. Arising in the discourse was not class consciousness per se, but instead a pervasive feeling of helplessness and frustration as games, play, and leisure began to feel like work
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