engagement

Description (in English)

“Doomscrolling” refers to the ways in which people find themselves regularly—and in some cases, almost involuntarily—scrolling bad news headlines on their phone, often for hours each night in bed when they had meant to be sleeping. Certainly the realities of the pandemic necessitate a level of vigilance for the purposes of personal safety. But doomscrolling isn’t just a natural reaction to the news of the day—it’s the result of a perfect yet evil marriage between a populace stuck online, social media interfaces designed to game and hold our attention, and the realities of an existential global crisis. Yes, it may be hard to look away from bad news in any format, but it’s nearly impossible to avert our eyes when that news is endlessly presented via designed-to-be-addictive social media interfaces that know just what to show us next in order to keep us “engaged.” As an alternative interface, The Endless Doomscroller acts as a lens on our software-enabled collective descent into despair. By distilling the news and social media sites down to their barest most generalized messages and interface conventions, The Endless Doomscroller shows us the mechanism that’s behind our scroll-induced anxiety: interfaces—and corporations—that always want more. More doom (bad news headlines) compels more engagement (via continued liking/sharing/posting) which produces more personal data, thus making possible ever more profit. By stripping away the specifics wrapped up in each headline and minimizing the mechanics behind most interface patterns, The Endless Doomscroller offers up an opportunity for mindfulness about how we’re spending our time online and about who most benefits from our late night scroll sessions. And, if one scrolls as endlessly as the work makes possible, The Endless Doomscroller might even enable a sort of exposure or substitution therapy, a way to escape or replace what these interfaces want from and do to us. In other words, perhaps the only way out of too much doomscrolling is endless doomscrolling.

(Source: Author's description)

Screen shots
Image
Endless Doomscroller animated gif
Image
Endless Doomscroller animated gif 2
Multimedia
Remote video URL
By Hannah Ackermans, 27 November, 2015
Language
Year
Record Status
Abstract (in English)

Many digital narratives feature avatars onto which we project our agency, aspirations, and biases – consciously and unconsciously. This paper presents two projects towards understanding why we construct the avatars that we do and how these avatars impact us. The upshot is that electronic literature authors should take constructing avatars in digital systems seriously since they can potentially reinforce real-world stereotypes.

The first project consists of a system called AIRvatar (named for the Advanced Identity Representation), which is an avatar constructor for collecting analytical data such as mouse-click events and the amount of time spent in the different parts of the menu.

With AIRvatar, we found that social phenomena such as gender-related stereotyping could be observed through choices made by players (Lim, 2015). For example, female players appeared to conform more toward stereotypical notions of masculinity and femininity. Many gave male avatars significantly more strength and endurance points than female avatars, and significantly more intelligence and wisdom points for female avatars than male avatars. This effect appears related to the idea of “cross-­stereotyping,” a type of “identity tourism” (Nakamura, 2008) in which players attribute a more limited range of behaviors to other genders than they do to their own. The fact is that avatars constructed by users introduce new audience-driven types of stereotyping. Electronic literature authors must ask whether, if such stereotypes are commonplace, we want to subvert, challenge, or change them in the systems we create.

The second project studies how avatar construction impacts user performance, identity development, and emotional engagement (Kao and Harrell, 2015). Experiments were conducted in our game called Mazzy (1892 online participants total in the studies discussed here). We contrasted outcomes during which users either deployed a minimal avatar (black dot), an abstract avatar (geometrical shape), or a likeness avatar (that looks like the user). We also investigated the impacts of user face photos, famous figures, and user-selected role models.

Minimal and shape avatar users were more engaged, had significantly higher enjoyment, and less difficulty. Likeness avatar users had significantly higher affect towards their avatars, yet reported significantly higher difficulty. Results suggest that Black or African American participants have lower affect towards the game than White participants in the user face photo condition. Yet, women using famous figures performed better than when using shape avatars and low performing users with role-model avatars did better than low performing users with shape avatars.

Although game-oriented, our results are more broadly informative for electronic literature. The fact that the replayability and emotional engagement are impacted by the types of avatar used in light of the demographics of those users is important. We have shown that such systems impact how users see themselves, perform, and feel about themselves. As such, authors have a great responsibility to their users. We hope that the results and discussion here will help inform electronic literature authors who are concerned about their impacts on diverse audiences.

(Source: ELO 2015 Conference Catalog)

Event type
Date
-
Address

USF Verftet
Georgernes Verft 12
5011 Bergen
Norway

Short description

The Interventions exhibition features works that engage with contemporary cultural discourse and political reality, challenging audiences to consider digital artifacts and practices that reflect and intervene in matters of the environment, social justice, and our relation to the habitus. The program also includes a presentation of works originally made for 3D CAVEs adapted for the Oculus Rift, and in Cinemateket a performance of a “code opera” and screenings of a film about the field of electronic literature.

(source: ELO 2015 catalog)

Record Status
Description (in English)

Ink After Print is a digital literary installation exhibited in public settings such as libraries. The installation allows readers-users to perform, reenact and rewrite recombinant poems written by Peter-Clement Woetmann "and you" (user-reader). AS -- Ink After Print is an interactive, participatory, digital literary installation made in a collaboration between PIT-researchers, CAVI/Tekne Productions and Roskilde Libraries initiated during the Literature Takes Place (Litteraturen Finder Sted) project and first exhibited in 2012. Ink is designed to make people affectively engage with, and reflect on, the ergodic qualities of digital literature in public settings such as libraries and events. Through their engagement with Ink, people can – individually or collaboratively – produce poems by interacting with three books embedded with a custom-made sensor system, the DUL Radio. The interactive books let people control a floating sentence in an ocean of words toward a sheet of paper to produce a poem, all visualized on a large display. The sentences, written by Danish author Peter-Clement Woetmann, are retrieved from a database. When the poem reaches a limit of 350 characters, it is printed out in a form similar to a library receipt that people can take with them. The poems also appear on a blog updated in real-time (www.inkafterprint.dk) where people can read their own and others’ poems, and comment on them. (Source: http://www.inkafterprint.dk/?page_id=45)

Multimedia
Remote video URL
Video file
Technical notes

Built with Unity