Ways of Knowing When Research Subjects Care

Total Page:16

File Type:pdf, Size:1020Kb

Ways of Knowing When Research Subjects Care Ways of Knowing When Research Subjects Care Dorothy Howard Lilly Irani Communication & Design Lab Communication & Design Lab San Diego, CA San Diego, CA [email protected] [email protected] ABSTRACT 1 INTRODUCTION This paper investigates a hidden dimension of research with Research subjects rarely have the chance to reflect on their real world stakes: research subjects who care – sometimes experiences of participating in research in the worlds where deeply – about the topic of the research in which they partic- researchers discuss, debate, and reflect. The voices and re- ipate. They manifest this care, we show, by managing how flections of researchers, on the other hand, are common. they are represented in the research process, by exercising Yet subjects of research certainly have situated knowledge politics in shaping knowledge production, and sometimes in – knowledge born of their practices and social positionality experiencing trauma in the process. We draw first-hand re- [70]. They also have their own projects – projects in which flections on participation in diversity research on Wikipedia, researchers may be an instrument. transforming participants from objects of study to active ne- There are many reasons why participants in human-computer gotiators of research process. We depict how care, vulnerabil- interaction (HCI) research may have interests, needs, and ity, harm, and emotions shape ethnographic and qualitative desires beyond offering themselves as a repository of expe- data. We argue that, especially in reflexive cultures, research rience or a specimen of practice. People might participate subjects are active agents with agendas, accountabilities, and because they are passionate or curious about technological political projects of their own. We propose ethics of care and futures and want to explore how those futures get made; collaboration to open up new possibilities for knowledge this may interest them more than the particular domestic, production and socio-technical intervention in HCI. work, or social technologies of any given research study or experiment. They may care about a social media platform CCS CONCEPTS such as Facebook and see research participation as an op- • Human-centered computing → Collaborative and so- portunity to advocate for their own needs or network with cial computing; technology professionals. Anthropologists have recognized the way research can function not only as an encounter or KEYWORDS an opportunity to observe, but as a form of collaboration that Qualitative Methods, Online Communities, Ethics, Care, Fem- transforms researcher and researched in the process [121]. inism, Gender What researchers produce may not be all that is produced in the researcher-subject encounter. ACM Reference Format: The first author was involved in Wikipedia for years as Dorothy Howard and Lilly Irani. 2019. Ways of Knowing When an editor, as a event organizer, and as someone who worked Research Subjects Care. In CHI Conference on Human Factors in on diversity. In this position, she, like many others, became Computing Systems Proceedings (CHI 2019), May 4–9, 2019, Glasgow, deeply familiar with waves of scholarly research into gender Scotland UK. ACM, New York, NY, USA, 16 pages. https://doi.org/ dynamics in Wikipedia. She participated in not one, but ten 10.1145/3290605.3300327 interviews that positioned her as an informant on Wikipedia editors’ experiences. Far from catharsis, she found herself Permission to make digital or hard copies of all or part of this work for laboring to support researchers, to explain sometimes painful personal or classroom use is granted without fee provided that copies experiences, and to speak about what she had learned while are not made or distributed for profit or commercial advantage and that respecting that some stories were not hers to tell. This paper copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must is a meditation on the collaborative and ethical possibilities be honored. Abstracting with credit is permitted. To copy otherwise, or of qualitative research, research which informs the policy, republish, to post on servers or to redistribute to lists, requires prior specific design, and maintenance of high stakes, real world systems. permission and/or a fee. Request permissions from [email protected]. Our case study is Wikipedia. CHI 2019, May 4–9, 2019, Glasgow, Scotland UK HCI researchers have previously explored the ways that © 2019 Copyright held by the owner/author(s). Publication rights licensed research methodologies shape ethics. Ethics are modes of to ACM. ACM ISBN 978-1-4503-5970-2/19/05...$15.00 making decisions, and they are sometimes applied to under- https://doi.org/10.1145/3290605.3300327 stand how research impacts various actors and institutions at different predictable stages in the research process like 2 RELATED WORK: ETHICS, VALUES, POLITICS, informed consent, and in situ, as sometimes unpredictable AND CARE IN HCI scenarios arise [19, 24]. In this paper, we examine HCI re- Ethics search methods and ethics in studies that involve everyday Very broadly, ethics primarily concerns the relationship be- people in the production of knowledge – human subjects in tween intentions and consequences of ones’ actions. In phi- ethics broad parlance. But we do more than this; we explore losophy, for example, ethics can involve evaluating what how people assert themselves as knowing subjects in the is good according to different criteria. Within HCI, calls research process and attempt to disentangle how research for ethics can include ethics of research practice, as well subjects manage accountability and representation, as well as ethical evaluations of particular technologies such as AI, as the emotional labor that they may be asked to do. We find health activity trackers, or product design [19, 56, 65, 110]. that research participants have an essential and important Bruckman identifies a few recurrent ethical principles in HCI role in managing ethical accountabilities. These accountabil- research: obtaining informed consent, ‘do no harm’, privacy, ities are also hardly static, but socially constructed during and the distribution of risks, costs, and benefits [24]. research encounters as the roles of investigators and par- As technologies rework terrains of social interactions, re- ticipants are negotiated. The motivations people have for searchers must consider possible risks, harms, and conse- participating in qualitative studies work at multiple scales, quences for research subjects. Search engines or anonymized including the personal, interpersonal, and political – as re- open data sets might still enable committed searchers to dis- search disperses through different publics in the short and cover subject identities in ways not possible two decades long-term [34, 113]. We build on accounts of research that ago [114, 129]. Chatrooms and forums offer visibility, but re- understand it as ethical and political – in the knowledge it searchers cannot always rely on precedent to determine what produces [82, 135], in the relations it creates or reinforces constitutes public versus private spaces in networked set- [109], and in the politics it can make possible [70]. tings, or when informed consent is necessary[81]. Questions We offer an extended reflection on the experiences ofone of ethics often focus on dilemmas researchers face acting to participant, the first author, who became a frequent con- reduce potential harm to subjects of research or implicated tributor to research on gender and Wikipedia, and use this communities. Many have converged on how institutional grounded experience to open up questions about common review boards (IRB) procedures and formal guidelines can practices by which we engage research subjects – practices manage procedural ethics, including potential risks and harm, we teach, we often take for granted, and to which we have amid emerging digital and socio-technical research settings been habituated. We examine research as a process of com- [25]. ing to know the world – a world we inhabit as well – but Works drawing on feminist, postcolonial, and decolonial examine the kinds of subjectivities, social relations, and pos- approaches emphasize that these judgments and dilemmas sibilities for collaboration enabled or foreclosed by common are produced in part by the ways researchers and participants qualitative research practices [135]. By subjectivity, we mean relate to one another, often differentially privileged by power how people interpret, act, and make sense of the world us- structures, institutions, identities, and histories of coloniality ing the tools they carry from prior experiences and cultural [82, 113]. This paper takes up this concern for ethics amidst backgrounds. power relations between researcher and subject. However, This paper’s focus on the experiences of participants in our contribution is to demonstrate ethical dilemmas from Wikipedia research produces insight into how people gener- the position of a research subject. ate knowledge about platforms and practices in which they are deeply invested. These investments might be technical, Values social, or emotional. Such practices might include social me- dia use, online community participation, or participation in Another way HCI practitioners have evaluated social im- making and design. pact and ethics is in terms of human values [28, 85]. In a We extend these reflections to imagine
Recommended publications
  • 1 Wikipedia: an Effective Anarchy Dariusz Jemielniak, Ph.D
    Wikipedia: An Effective Anarchy Dariusz Jemielniak, Ph.D. Kozminski University [email protected] Paper presented at the Society for Applied Anthropology conference in Baltimore, MD (USA), 27-31 March, 2012 (work in progress) This paper is the first report from a virtual ethnographic study (Hine, 2000; Kozinets, 2010) of Wikipedia community conducted 2006-2012, by the use of participative methods, and relying on an narrative analysis of Wikipedia organization (Czarniawska, 2000; Boje, 2001; Jemielniak & Kostera, 2010). It serves as a general introduction to Wikipedia community, and is also a basis for a discussion of a book in progress, which is going to address the topic. Contrarily to a common misconception, Wikipedia was not the first “wiki” in the world. “Wiki” (originated from Hawaiian word for “quick” or “fast”, and named after “Wiki Wiki Shuttle” on Honolulu International Airport) is a website technology based on a philosophy of tracking changes added by the users, with a simplified markup language (allowing easy additions of, e.g. bold, italics, or tables, without the need to learn full HTML syntax), and was originally created and made public in 1995 by Ward Cunningam, as WikiWikiWeb. WikiWikiWeb was an attractive choice among enterprises and was used for communication, collaborative ideas development, documentation, intranet, knowledge management, etc. It grew steadily in popularity, when Jimmy “Jimbo” Wales, then the CEO of Bomis Inc., started up his encyclopedic project in 2000: Nupedia. Nupedia was meant to be an online encyclopedia, with free content, and written by experts. In an attempt to meet the standards set by professional encyclopedias, the creators of Nupedia based it on a peer-review process, and not a wiki-type software.
    [Show full text]
  • From Faculty Enemy to Faculty Enabler
    Wikipedia @ 20 • ::Wikipedia @ 20 9 The First Twenty Years of Teaching with Wikipedia: From Faculty Enemy to Faculty Enabler Robert E. Cummings Published on: Oct 15, 2020 Updated on: Nov 16, 2020 License: Creative Commons Attribution 4.0 International License (CC-BY 4.0) Wikipedia @ 20 • ::Wikipedia @ 20 9 The First Twenty Years of Teaching with Wikipedia: From Faculty Enemy to Faculty Enabler Wikipedia jumbles the faculty roles of teaching, researching, and service by challenging traditional notions of faculty expertise, but a more integrated approach for these roles is also possible. I have never been able to see Wikipedia without the lens of a faculty member. On the one hand, I subconsciously carry with me perpetual concerns about accuracy and reliability. I am often trying to prove to myself that Wikipedia is legitimate work: it is, after all, the world’s largest encyclopedia. Writing to Wikipedia follows a set of complicated rules. So if it is a serious project with rules and enforcers and the world relies on its information, it ought to be universally accepted. And on the other hand? I want Wikipedia to be a lark. I also want Wikipedia to be a place where I wander freely and learn lots and lots of information. A guilty pleasure, not unlike pulling a book off a library shelf and simply reading it. I suspect that these anxieties I experience might speak to inherent conflict in being a faculty member while engaging Wikipedia. Reading Wikipedia, contributing to Wikipedia, and certainly teaching with Wikipedia jumble and reconfigure the faculty identities of teacher and researcher because they recontextualize our relationships with expertise itself.
    [Show full text]
  • Gamergate and Resistance to the Diversification of Gaming Culture
    64 COMMENTARY: GamerGate and resistance to the diversification of gaming culture CHERIE TODD It is reported that there are now over one billion people worldwide who play multimedia video games, and the typical ‘gamer’ stereotype (mid 20s, single, white male) no longer applies (Reilly, 2015). Games are growing increasingly more pervasive as well as more social, and are now available any time on multiple platforms (PC, Xbox and PlayStation) and devices such as smart phones and iPads. Within less than a decade, video games have gone from being a niche area of entertainment for a few, to a mass medium that appeals to people of all ages and genders. Research continues to show an increase in the number of women who are now gaming, with the genders almost reaching parity. These statistics, however, tend to focus on gaming as a whole, and ignore gender splits within particular games and/or countries, where in many online games women are often a minority. As a result of this gender imbalance, the culture of games continues to be heavily influenced by highly masculinist discourse. There is an increasing diversification of gaming culture that is occurring due to the growing popularity of games. While many perceive this to be a positive step, there are some who are resistant to these fundamental shifts and who do not want the culture of games to change. Users of the hashtag #GamerGate have been the most vocal in their resistance to these changes. In 2014 reports of GamerGate activities started to circulate more widely, becoming a topical issue in the USA where news outlets began to describe the emergence of a ‘culture war’ over the diversification of gaming culture.
    [Show full text]
  • It's About Ethics in Games Journalism? Gamergaters and Geek
    SMSXXX10.1177/2056305116672484Social Media + SocietyBraithwaite 672484research-article2016 SI: Making Digital Cultures Social Media + Society October-December 2016: 1 –10 It’s About Ethics in Games Journalism? © The Author(s) 2016 Reprints and permissions: sagepub.co.uk/journalsPermissions.nav Gamergaters and Geek Masculinity DOI: 10.1177/2056305116672484 sms.sagepub.com Andrea Braithwaite Abstract #Gamergate is an online movement ostensibly dedicated to reforming ethics in video games journalism. In practice, it is characterized by viciously sexual and sexist attacks on women in and around gaming communities. #Gamergate is also a site for articulating “Gamergater” as a form of geek masculinity. #Gamergate discussions across social media platforms illustrate how Gamergaters produce and reproduce this gendered identity. Gamergaters perceive themselves as crusaders, under siege from critics they pejoratively refer to as SJWs (social justice warriors). By leveraging social media for concern-trolling about gaming as an innocuous masculine pastime, Gamergaters situate the heterosexual White male as both the typical gamer and the real victim of #Gamergate. #Gamergate is a specific and virulent online node in broader discussions of privilege, difference, and identity politics. Gamergaters are an instructive example of how social media operate as vectors for public discourses about gender, sexual identity, and equality, as well as safe spaces for aggressive and violent misogyny. Keywords Gamergate, gaming cultures, geek masculinity, online harassment, social media At the end of August 2014, many online gaming communities situate themselves as the “real” victims, oppressed by calls erupted into vicious arguments—ostensibly about ethics in for diversity and at risk of losing “their” games to more video game journalism, but more pointedly about gender, inclusive ones.
    [Show full text]
  • 'Acting Like 13 Year Old Boys?'
    ‘Acting like 13 year old boys?’ Exploring the discourse of online harassment and the diversity of harassers Lucy Fisher-Hackworth Submitted to the Department of Gender Studies, University of Utrecht In partial fulfilment of the requirements for the Erasmus Mundus Master's Degree in Women's and Gender Studies Main supervisor: Dr.Domitilla Olivieri (University of Utrecht) Second reader: Dr. Jasmina Lukic (Central European University) Utrecht, the Netherlands 2016 Approved: _________________________________________ 1 ABSTRACT In this thesis, I have undertaken research into the users behind online harassment. The impetus behind this was to investigate taken for granted assumptions about who harassers are, what they do online, and how they do it. To begin, I highlight the discourse of online harassment of women in scholarship and online-news media, discussing the assumptions made about who is harassing and why. I discuss the lack of consideration of multi-layered harassment and argue for more research that takes into consideration the intersectionality of harassing content, and the experiences of all women online. I provide an overview of online methodologies and of feminism on the internet. I then undertake an investigation into harassers behind online harassment of women, and find trends in user profiles, user behaviour, and in online communication patterns more broadly. I discuss how researching this topic affected me personally, reflecting on the impact of viewing high amounts abusive content. My findings challenged many of the assumptions initially identified, so, with that in mind, I provide a discussion of why such assumptions are problematic. I argue that such assumptions contribute to a discourse that homogenizes harassment and harassers, and overlooks broader internet-specific behaviours.
    [Show full text]
  • The Tragedy of the Gamer: a Dramatistic Study of Gamergate By
    The Tragedy of the Gamer: A Dramatistic Study of GamerGate by Mason Stephen Langenbach A thesis submitted to the Graduate Faculty of Auburn University in partial fulfillment of the requirements for the Degree of Master of Arts Auburn, Alabama May 5, 2019 Keywords: dramatism, scapegoat, mortification, GamerGate Copyright 2019 by Mason Stephen Langenbach Approved by Michael Milford, Chair, Professor of Communication Andrea Kelley, Professor of Media Studies Elizabeth Larson, Professor of Communication Abstract In August 2014, a small but active group of gamers began a relentless online harassment campaign against notable women in the videogame industry in a controversy known as GamerGate. In response, game journalists from several prominent gaming websites published op-eds condemning the incident and declared that “gamers are dead.” Using Burke’s dramatistic method, this thesis will examine these articles as operating within the genre of tragedy, outlining the journalists’ efforts to scapegoat the gamer. It will argue that game journalists simultaneously engaged in mortification not to purge the guilt within themselves but to further the scapegoating process. An extension of dramatistic theory will be offered which asserts that mortification can be appropriated by rhetors seeking to ascend within their social order’s hierarchy. ii Acknowledgments This project was long and arduous, and I would not have been able to complete it without the help of several individuals. First, I would like to thank all of my graduate professors who have given me the gift of education and knowledge throughout these past two years. To the members of my committee, Dr. Milford, Dr. Kelley, and Dr.
    [Show full text]
  • Understanding the Ethics of Wikipedia After Gamergate
    Selected Papers of Internet Research 16: The 16th Annual Meeting of the Association of Internet Researchers Phoenix, AZ, USA / 21-24 October 2015 ADIEU WIKIPEDIA: UNDERSTANDING THE ETHICS OF WIKIPEDIA AFTER GAMERGATE Andrew Famiglietti Saint Joseph's University Introduction This essay explores the possibilities for using the ethical thought of Emmanual Levinas to better understand ethical behavior within the Wikipedia project. At its inception, the free encyclopedia project Wikipedia was hailed by some as an example of a productive method capable of breaking from entrenched systems of power and privilege. However, as the project has matured it has has to deal with the ways these forms of power and privilege have reproduced themselves within its community. In particular, Wikipedia has struggled with a well documented gender gap in its editor base; according to the best estimates available, fewer than 16% of Wikipedia contributors identify as female (Hill and Shaw). Wikipedia's problematic gender dynamics were further highlighted when, in January 2015, the site's arbitration committee (or Arbcom) ruled to exclude editors deemed “disruptive” from participating in the article documenting the still-unfolding campaign of anti-feminist harassment dubbed “gamergate.” This action was reported in the press, somewhat inaccurately, as a “feminist purge” of Wikipedia (Hern), largely because of the Arbcom decided to include some high profile Wikipedia editors working to prevent gamergate related harassment in its sanctions. While initial press reports may have over-emphasized the impact of the gamergate arbcom decision, the engagement between Wikipedia and gamergate is still a useful case as it demonstrates how Wikipedia shies away from an understanding of its own ethical guidelines that would foreground the obligation to an embodied other, as found in the work of Levinas.
    [Show full text]
  • Women's Rights: Forbidden Subject
    1 WOMEN’S RIGHTS: FORBIDDEN SUBJECT © Pexel.com CONTENTSI Introduction 3 1. Covering women’s rights can kill 4 Miroslava Breach and Gauri Lankesh, journalists who provoked 4 Murdered with impunity 7 2. A range of abuses to silence journalists 8 The figures 8 Elena Milashina – price on her head 9 Online threats 10 3. Leading predators 12 Radical Islamists 12 Pro-life 14 Organized crime 15 4. Authoritarian regimes 17 Judicial harassment in Iran 17 Government blackout 19 Still off limits despite legislative progress 21 5. Shut up or resist 25 Exile when the pressure is too much 25 Resistant voices 26 Interview with Le Monde reporter Annick Cojean 28 Recommendations 30 © RSF © NINTRODUCTIONN “Never forget that a political, economic or religious crisis would suffice to call women’s rights into question,” Simone de Beauvoir wrote in The Second Sex. Contemporary developments unfortunately prove her right. In the United States, outraged protests against President Donald Trump’s sexist remarks erupted in early 2017. In Poland, a bill banning abortion, permitted in certain circumstances since 1993, was submitted to parliament in 2016. In Iraq, a bill endangering women’s rights that included lowering the legal age for marriage was presented to the parliament in Baghdad the same year. Covering women’s issues does not come without danger. A female editor was murdered for denouncing a sexist policy. A reporter was imprisoned for interviewing 3 a rape victim. A woman reporter was physically attacked for defending access to tampons, while a female blogger was threatened online for criticizing a video game.
    [Show full text]
  • Bridging the Gap Between Wikipedia and Academia
    Bridging the Gap Between Wikipedia and Academia Dariusz Jemielniak New Research on Digital Societies (NeRDS) group, Kozminski University, Jagiellonska 59, 03-301 Warszawa, Poland. E-mail: [email protected] Eduard Aibar Research Group on Open Science & Innovation, Universitat Oberta de Catalunya, Av. Tibidabo, 39-43, 08035 Barcelona, Spain. E-mail: [email protected] In this opinion piece, we would like to present a short liter- isms, and a community whose enthusiasm will inevitably ature review of perceptions and reservations towards wane: Since 2005 Eric Goldman, a professor of law at Santa Wikipedia in academia, address the common questions Clara University, keeps predicting that “Wikipedia Will Fail about overall reliability of Wikipedia entries, review the actual practices of Wikipedia usage in academia, and con- Within 5 Years” (Goldman, 2005), changing only the clude with possible scenarios for a peaceful coexistence. expected demise date (Anderson, 2009). Because Wikipedia is a regular topic of JASIST publica- Even people sympathetic to open collaboration models, tions (Lim, 2009; Meseguer-Artola, Aibar, Llados, consider Wikipedia to rely mainly on the wisdom of crowds, Minguillon, & Lerga, 2015; Mesgari, Okoli, Mehdi, Nielsen, & Lanamaki,€ 2015; Okoli, Mehdi, Mesgari, Nielsen, & not necessarily on actual expertise (Surowiecki, 2004). It is Lanamaki,€ 2014), we hope to start a useful discussion with called a “flawed knowledge community” (Roberts & Peters, the right audience. 2011, p. 36), a broken surrogate. And the common view
    [Show full text]
  • Feminist Cyber-Resistance to Digital Violence: Surviving Gamergate
    DEBATS · Annual Review, 5 · 2020 — 287 / 302 DOI: http://doi.org/10.28939/iam.debats-en.2020-17 ISSN 2530-898X (print) ISSN 2530-8262 (electronic) Feminist Cyber-resistance to Digital Violence: Surviving Gamergate Macarena Hanash Martínez UNIVERSIDAD PABLO OLAVIDE [email protected] ORCID: 0000-0003-3859-920X Received: 15/09/2019 Accepted: 20/03/2020 ABSTRACT Women in cyberspace do not escape patriarchal violence and are subject to strict social control exercised through technological means. Cyber-violence especially affects women with an explicitly feminist presence in virtual spaces. Their participation in and advocacy of feminist values are considered a transgression of the patriarchal mandate, which seeks to exclude women from public spaces or, failing that, to marginalise them. That is why they are the targets of grave intimidation, harassment and threats. At the same time, digital networks have spawned a plethora of spaces for women’s collective, political and social action. Thus, online activity has played a key role in the resurgence and revitalisation of feminist communities and debates. This paper analyses the projects launched by Zoë Quinn and Anita Sarkeesian, two of the main targets of the Gamergate movement. We will study: (1) Crash Override and Speak Up & Stay Safe(r), a helpline and a resource platform for cyber-violence victims, respectively; (2) feminist cyber-resistance projects, within the framework of cyber-feminism and the current paradigm shift in the culture of protest and feminist organisation. Keywords: cyber-feminism, cyber-violence, manosphere, Gamergate. Corresponding author: Macarena Hanash Martínez. Departamento de Economía, Métodos Cuantitativos e Historia Económica. Universidad Pablo de Olavide - Ctra.
    [Show full text]
  • “Me Too”: Questions of Consonance and Dissonance Between Digital Games and Reality
    “ME TOO”: QUESTIONS OF CONSONANCE AND DISSONANCE BETWEEN DIGITAL GAMES AND REALITY Bringing the Outside into the (Magic) Circle QUINN SPENCE Supervisor: John Fireman A Research Paper submitted to the Undergraduate Program in Art History in partial fulfillment of the requirements for the degree of Minor in Art History Undergraduate Program in Art History Maine College of Art Portland, Maine December 2016 1 Contents List of Illustrations 2 I Introduction 3 II Introduction to Semiotics and Games 8 III Primary Signifiers in Games 12 IV Bringing the Outside into the (Magic) Circle 24 V Questions for the Future 30 Illustrations 35 Gameography 40 Bibliography 41 2 List of Illustrations 1. Nintendo, Tomodachi Life box cover, 2013, video game. ​ ​ 2. BioWare, screenshot from Dragon Age: Inquisition, 2014, video game. ​ ​ 3. Riot Games, League of Legends “Starting Champions,” 2009, web page. ​ ​ 4. Blizzard Entertainment, Overwatch “Homepage,” 2016, web page. ​ ​ 5. Bungie, screenshot from Destiny, 2014, video game. ​ ​ 6. Bungie, screenshot from Destiny, 2014, video game. ​ ​ 7. Crystal Dynamics, screenshot from Tomb Raider, 2013, video game. ​ ​ 8. Ubisoft Montreal, screenshot from Assassin’s Creed IV: Black Flag - Freedom ​ Cry, 2013, video game. ​ 9. CD Projekt RED, screenshot from The Witcher 3: Wild Hunt, 2015, video game. ​ ​ 10. McKinney, screenshot from SPENT, 2011, video game. ​ ​ 3 I Introduction In 1938 Johan Huizinga theorized that the fictional worlds of games take place within a “magic circle” that separates them entirely from reality. This idea was based on a dice game performed within a circle drawn upon the ground, where Huizinga identifies that, “Inside the circle of the game the laws and customs of ordinary life no longer count.”1 This meant that the contents of the game were divorced from the systems and cultural traditions of the real world.
    [Show full text]
  • State of the Community.Pdf
    State of the community Dariusz Jemielniak, “pundit” (the WMF Trustee) Wikimania 2016 http://tiny.cc/wikimania Wikimedia community logo attribution: Artur Jan Fijałkowski pl.wiki/Commons: WarX, [email protected] [Public domain], via Wikimedia Commons https://commons.wikimedia.org/wiki/File:Wikimedia_Community_Logo.svg State of the community? Wikimedia community logo attribution: Artur Jan Fijałkowski pl.wiki/Commons: WarX, [email protected] [Public domain], via Wikimedia Commons https://commons.wikimedia.org/wiki/File:Wikimedia_Community_Logo.svg I do not know. And I am not sure anyone does Disclaimer User digest presentations are talks which provide an overview of a topic and are meant to be useful to anyone, without any particular background knowledge Read more here: https://wikimania2016.wikimedia.org/wiki/User_digest_presentations [[Wikimedia projects]] From https://wikimediafoundation.org/wiki/Our_projects ● Thus 16 different projects* ● 11 of them are content projects (Wikipedia, Wikibooks, Wikiversity, Wikinews, Wiktionary, Wikisource, Wikiquote, Wikivoyage, Wikimedia Commons, Wikidata, Wikispecies) ● 8 of them can be in different languages... *A full listing of Wikimedia projects is available here: https://wikimediafoundation.org/wiki/Special:SiteMatrix ● Wikipedias exist in almost 300 different languages... ○ But only around 100 of them are active and mature enough to be useful as encyclopedias *A list of Wikipedias is available here: https://meta.wikimedia.org/wiki/List_of_Wikipedias Structure ● A core element and basis is Volunteers
    [Show full text]