algorithmic culture

By Hannah Ackermans, 18 March, 2016
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ISBN
978-0-8166-4851-1
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xiii, 143
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Approved by librarian
Abstract (in English)

Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed worlds and manipulate digital avatars with a vast—and in some cases, almost unlimited—array of actions and choices. In Gaming, Alexander Galloway instead considers the video game as a distinct cultural form that demands a new and unique interpretive framework. Drawing on a wide range of disciplines, particularly critical theory and media studies, he analyzes video games as something to be played rather than as texts to be read, and traces in five concise chapters how the “algorithmic culture” created by video games intersects with theories of visuality, realism, allegory, and the avant-garde. If photographs are images and films are moving images, then, Galloway asserts, video games are best defined as actions. Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, incorporating standard elements of gameplay as well as software crashes, network lags, and the use of cheats and game hacks. In subsequent chapters, he explores the overlap between the conventions of film and video games, the political and cultural implications of gaming practices, the visual environment of video games, and the status of games as an emerging cultural form. Together, these essays offer a new conception of gaming and, more broadly, of electronic culture as a whole, one that celebrates and does not lament the qualities of the digital age. (Source: https://www.upress.umn.edu/book-division/books/gaming)

Creative Works referenced
By Hannah Ackermans, 10 November, 2015
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Abstract (in English)

With half a century’s worth of profound social and technological change, the 1960s protest movement is far removed from today’s world. Networks, databases, video games, social media, and the rise of algorithmic culture and the sharing economy have irrevocably altered our landscape. What, in this world, is the 21st century equivalent of that key feature of the sixties protest movement: the protest song? This paper argues that one possible answer is the protest bot, a computer program that algorithmically generates social and political critiques on social media.

Using Habermas’s imperfect account of the public sphere as my starting point, I suggest that five characteristics define protest bots—or bots of conviction, as I also call them. Bots of conviction are topical, data-based, cumulative, oppositional, and uncanny. After explaining these five characteristics, I explore several well-known and lesser-known bots on Twitter, showing how they are or are not protest bots. Throughout this paper I adopt a critical code studies approach, diving into the procedural DNA of several bots of conviction of my own creation.

This paper situates bots of conviction within a larger bot ecology, which includes spambots, chatbots, generative poetry bots, art bots, and absurdist avant-garde bots. Unlike these other forms of computer-generated social media, protest bots are a promising form of tactical media, a kind of media activism that destabilizes dominant narratives, perspectives, and events. This micropolitical activism, I argue, should complement the creative dimensions of digital art, poetry, and literature, serving as one of “the ends” of electronic literature.

(source: ELO 2015 conference catalog)

By Rita Raley, 18 August, 2015
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978-0262572477
0262572478
Pages
xiii, 205
Record Status
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Approved by librarian
Abstract (in English)

In Always Already New, Lisa Gitelman explores the newness of new media while she asks what it means to do media history. Using the examples of early recorded sound and digital networks, Gitelman challenges readers to think about the ways that media work as the simultaneous subjects and instruments of historical inquiry. Presenting original case studies of Edison's first phonographs and the Pentagon's first distributed digital network, the ARPANET, Gitelman points suggestively toward similarities that underlie the cultural definition of records (phonographic and not) at the end of the nineteenth century and the definition of documents (digital and not) at the end of the twentieth. As a result, Always Already New speaks to present concerns about the humanities as much as to the emergent field of new media studies. Records and documents are kernels of humanistic thought, after all―part of and party to the cultural impulse to preserve and interpret. Gitelman's argument suggests inventive contexts for "humanities computing" while also offering a new perspective on such traditional humanities disciplines as literary history. Making extensive use of archival sources, Gitelman describes the ways in which recorded sound and digitally networked text each emerged as local anomalies that were yet deeply embedded within the reigning logic of public life and public memory. In the end Gitelman turns to the World Wide Web and asks how the history of the Web is already being told, how the Web might also resist history, and how using the Web might be producing the conditions of its own historicity.

Source - amazon.com