Sociology of Cyberspace - Abstracts |
Sociologyindex |
Sociology Books 2008 |
Visions of Excess: Cyberspace, Digital Technologies and New
Cultural Politics - By Stephen A. Webb (University of North London, UK)
Abstract: This paper critically situates contemporary concerns with cyberspace and digital
media within a cultural dimension. It begins by undertaking ground clearing work about the
nature of cyberspace and providing an analytical index of its position in relation to
claims that are made about its imaginary or real status. It is argued that cyberspace is
destined to attract two contradictory responses, first form being too true to life; and
second for not being true enough. This contradiction enables a number of competing
characterisations and claims to be made for digital media at the level of culture and
cultural politics. The paper then addresses how the cultural significance of spatial
metaphors, technological enhancement, digital communities and utopian aesthetics are
framed. Here the paper specifically examines the new materialism of transhumanist and
extroprian perspectives. This frontier discourse which relies on a 'disclosing space' for
digital media is criticised from a phenomenological perspective and shown to be a reified
space and unreflexive 'mode of becoming'.
Living in virtual communities: an ethnography
of human relationships in cyberspace - By Denise Carter (Sociology and Anthropology,
CASS, University of Hull, UK )
ABSTRACT: This paper outlines some of the issues involved in the development of human
relationships in cyberspace. Set within the wider context of the Internet and society it
investigates how geographically distant individuals are coming together on the Internet to
inhabit new kinds of social spaces or virtual communities. People 'live in' and
'construct' these new spaces in such a way as to suggest that the Internet is not a
placeless cyberspace that is distinct and separate from the real world. Building on the
work of other cyberethnographers, the author combines original ethnographic research in
Cybercity, a Virtual Community, with face-to-face meetings to illustrate how, for many
people, cyberspace is just another place to meet. Second, she suggests that people in
Cybercity are investing as much effort in maintaining relationships in cyberspace as in
other social spaces. Her preliminary analysis suggests that by extending traditional human
relationships into Cybercity, they are widening their webs of relationships, not weakening
them. Human relationships in cyberspace are formed and maintained in similar ways to those
in wider society. Rather than being exotic and removed from real life, they are actually
being assimilated into everyday life. Furthermore, they are often moved into other social
settings, just as they are in offline life. |
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Social networks and Internet connectivity effects
By Caroline Haythornthwaite (Graduate School of Library and Information Science,
University of Illinois)
ABSTRACT:
This paper explores the impact of communication media and the Internet on connectivity
between people. Results from a series of social network studies of media use are used as
background for exploration of these impacts. These studies explored the use of all
available media among members of an academic research group and among distance learners.
Asking about media use as well as about the strength of the tie between communicating
pairs revealed that those more strongly tied used more media to communicate than weak
ties, and that media use within groups conformed to a unidimensional scale, showing a
configuration of different tiers of media use supporting social networks of different ties
strengths. These results lead to a number of implications regarding media and Internet
connectivity, including: how media use can be added to characteristics of social network
ties; how introducing a medium can create latent tie connectivity among group members that
provides the technical means for activating weak ties, and also how a change in a medium
can disrupt existing weak tie networks; how the tiers of media use also suggest that
certain media support different kinds of information flow; and the importance of
organization-level decisions about what media to provide and promote. The paper concludes
with a discussion of implications for Internet effects.
The digital divide in Sydney : A sociospatial analysis
By Darren Holloway (Urban Frontiers Program, College of Arts, Education and Social
Science, University of Western Sydney, Campbelltown Campus)
ABSTRACT:
In Australia, there has been limited research into the issue of the digital divide. Even
less attention has been given to the social and spatial characteristics of this
phenomenon, particularly within metropolitan areas. This paper attempts to fill this gap
by examining the social and spatial characteristics of computer and Internet use in
Sydney. The findings suggest that those individuals who are socially and economically
disadvantaged have lower rates of computer and Internet use, and that these individuals
also risk exacerbating their disadvantage status if these demand-side barriers are not
addressed. If we are to address disparities in computer and Internet use in Australia we
need to consider more fully the social and spatial nature of such disparities that prevent
individuals from accessing such technologies in an increasingly 'wired' world.
The military in the noosphere : ICT adoption and website development in the Slovenian
Ministry of Defense
By Darren Purcell (Department of Geography, University of Oklahoma)
ABSTRACT:
Websites are often used by governments to articulate particular views on international
affairs, and even to lobby for a particular position. Using work by Arquilla and Ronfeldt
(1999), Castells (2001) and Chadwick (2001) as a theoretical framework for understanding
the importance that cyberspace holds for governments and states, the author analyzes the
efforts of the Slovenian Ministry of Defense (MoD) to adopt the Internet to communicate
with publics it defined as important. Through this website, the MoD literally served as a
combatant in the noosphere, while displaying tendencies that Chadwick argues serves
particular purposes in maintaining domestic political legitimacy. The analysis is based on
a socio-semiotic approach (Hodge & Kress 1988) dependent on a well-developed
understanding of the context within which signs and symbols exist. The paper outlines the
role of the military in Slovenia, incorporates interview data with public relations staff
in and then links these to a descriptive analysis of website content. The paper concludes
that it is important for non-hegemonic states to actively contest cyberspace images in the
noosphere, if only to serve the domestic public the state needs for legitimacy. Further
directions in comparative work are proposed.
ICT and institutional change at the British Library
By Martin Harris (Department of Accounting, Finance and Management, University of
Essex)
ABSTRACT:
The new information and communications technologies (ICTs) have stimulated a wide-ranging
debate on the future of learning institutions in the age of the 'network society'. Recent
academic commentary has tended to equate globalized information networks with
commodification, the delocalization of learning, and threats to the public service
traditions of higher education. This paper investigates the extensive programme of
digitisation now under way at the British Library (BL), one of the world's largest
knowledge providers and a key player in the UK research libraries network. The findings
presented in the paper do not reflect the belief that the spread of global information
networks will undermine the public service remit of large knowledge providers such as the
BL but the evidence does show that these providers are becoming more connected to
other players in the digital environment, with inherently complex, and potentially
far-reaching implications for the production of knowledge in the emergent 'network
society'.
Data protection legislation in the United Kingdom : From development to statute
196984
By Adam Warren and James Dearnley
ABSTRACT:
This paper is primarily concerned with development of data protection legislation in the
United Kingdom from the late 1960s through to the enactment of the 1984 Data Protection
Act. Following a series of private members' bills calling for varying degrees of privacy
legislation, the UK government commissioned two significant reports in the 1970s. The
first, the Younger Report on Privacy (1972), established 10 principles for the handling of
personal data that were to influence data protection statutes in Europe. The Lindop Report
on Data Protection (1978) examined public- and private-sector computer systems,
recommending a flexible legislative environment with a set of broad principles
guiding a data protection authority in its development of codes of practice aimed at
various sectors of the economy. The far-reaching nature of those recommendations can now
be appreciated in the work of the modern Information Commissioner's Office, 25 years after
the publication of the Lindop Report. However, the momentum created by the two studies
faded during the period 197982. Labour and Conservative governments respectively
consulted further and objected to additional bureaucracy involved in creating a data
protection authority. During this period of entropy, unpublished memoranda and
correspondence demonstrated how former members of the Lindop Committee maintained the
pressure on government, ensuring that their work was not forgotten. Eventually, overseas
legislation and the need for the UK to maintain its position at the 'crossroads of the
information highway' ensured that the UK, albeit grudgingly, enacted a Data Protection Act
in 1984. By that time, the UK had lost the lead in defining data protection law and policy
established by the Reports of Younger and Lindop. In highlighting findings from the
Committees and efforts by dedicated individuals in lobbying successive governments in the
late 1970s and early 1980s, the authors demonstrate the importance of preserving
historical memory.
The Internet and off-world power-flows
By David Lyon (Queen's University, Canada)
Abstract:
Surveillance, as the automatic electronic gleaning of personal data, has developed rapidly
on the Internet, and the process is likely to intensify with the commercialization of such
networked, computer-mediated communications. After placing this phenomenon in the context
of already existing surveillance systems, some aspects of 'cyberspace surveillance' are
examined. These include employment monitoring, policing and security, and marketing, the
latter of which is the most generalized and the least perceptible to data subjects.
'Cookies' and 'spiders' are among the newer technical innovations mentioned, in relation
to their social purposes. Possible explanatory frameworks are discussed, among which risk
management, simulated surveillance, panopticism, and biopower are of particular
importance.These may be used to question any mere theoretical preoccupation with discrete
individuals, and readily identifiable organizations. It is argued, however, that such
theoretical advances may often be complementary with, rather than exclusive of, those
explanations that focus on questions of identity and personhood, or of difference and
social division. How apparently 'off-world' powerflows in simulated surveillance
situations actually reinforce real social inequalities, and the vulnerability of certain
social groups to constraint or control, should be the focus of efforts to understand
'cyberspace surveillance'.
Preparing for Information-Age Conflict: Part One: Conceptual and Organizational
Dimensions
By John Arqilla (US Naval Postgraduate School, USA) and David Ronfeldt (RAND, USA)
Abstract:
Prevailing hopes for the peace-enhancing tendencies of interconnectivity must be tempered
by a realization that the information revolution augurs a new epoch of conflict, in which
new modes of armed combat and social upheaval will emerge. We propose a four-part vision
to prepare for this new epoch. This article spells out the first two parts - the
conceptual and organizational (a second article will convey the doctrinal and strategic
parts). In our vision, preparing for information-age conflict involves rethinking the very
concept of 'information'. This is achieved by adding to the dominant view, that
information is largely about 'information processing', a less-developed view that
emphasizes the 'structuring' roles of information. In this latter view, embedded
information is what enables a structure to hold its form; and this helps account for the
successful functioning of all sorts of actors and systems, in peace as well as in war. The
organizational dimension of our analysis holds that the information revolution favors the
rise of the network form, in particular the all-channel network in which every node may
communicate with every other. Transnational terrorist and criminal organizations in
particular are gaining strength by resorting to new network designs. For state actors to
cope with them, a key challenge is to develop hybrids of hierarchies and networks.
The Iron Cage of the Information Society
By Frank Webster (Oxford Brooks University, UK) and Kevin Robins (University of
Newcastle, UK)
Abstract:
This paper offers an analysis and critique of recent thought about the 'information
society'. It identifies two phases of futurism, the first a technological enthusiasm that
characterised the early 1980s, the second, in the 1990s, which emphasises the
transformative capacity of information itself. The second phase is examined at some
length, focussing on the concepts of 'symbolic analysts' and 'informational labour' in the
writing especially of Robert Reich and Manuel Castells.In current theory, information has
been promoted to centre stage of economic affairs. A new intellectual agenda has been
created, centring on features such as globalisation, the spread of networks, flexiblity,
and the crucial role of educated labour. Three key aspects are identified: the death of
communism and the triumph of capitalism, the re-emergence of meritocratic ideas, and the
depiction of new class structures based on information. These are queried by empirical
analysis of stratification trends and evidence from social history. Finally, it is argued
that informational developments perpetuate processes of rationalisation and control,
extending them to them in ways which might be seen as 'New Enclosures'.
Materializing Informatics: from Dataprocessing to Molecular Engineering
By Nigel Clark (University of Aukland, New Zealand)
Abtract:
Nanotechnology or molecular engineering is a hypothetical regime of technics based on the
precision manipulation of atoms to form workable devices or useful structures. Its
proponents suggest that 'nano' could extend the manipulability of digital
information-processing to the material realm, raising the possibility that the
'information revolution' is only part of a far more encompassing set of technocultural
transformations. Historical evidence of translation between systems of signification and
modes of material transformation suggests that this prospect deserves serious
consideration. Although the imperative of nanotech tends to be presented as one of
extending control and design, it is argued that the self-replicating and possibly
self-directing nature of 'intelligent' nanomachines raises the possibility of runaway
dispersals. In this sense, nanotech may turn out to have more in common with autonomous
digital entities - such as intelligent software agents, artificial life organisms or
computer viruses - than with conventional data processing. It is suggested that the rise
of autonomous, self-argumenting or 'autopoietic' machine systems - both digital and
materialized - has radical implications for received notions of agency, perception and
subjectivity in general. It also raises important questions about the desirability of
democratizing access to the forthcoming technologies. The possibility of unregulated
'molecular hacking' has frightening implications, but so too does the prospect of the
monpolization of nanotech developments by powerful social forces.
The World Wide Web of Surveillance: the Internet and off-world power-flows
By David Lyon (Queen's University, Canada)
Abstract:
Surveillance, as the automatic electronic gleaning of personal data, has developed rapidly
on the Internet, and the process is likely to intensify with the commercialization of such
networked, computer-mediated communications. After placing this phenomenon in the context
of already existing surveillance systems, some aspects of 'cyberspace surveillance' are
examined. These include employment monitoring, policing and security, and marketing, the
latter of which is the most generalized and the least perceptible to data subjects.
'Cookies' and 'spiders' are among the newer technical innovations mentioned, in relation
to their social purposes. Possible explanatory frameworks are discussed, among which risk
management, simulated surveillance, panopticism, and biopower are of particular
importance. These may be used to question any mere theoretical preoccupation with discrete
individuals, and readily identifiable organizations. It is argued, however, that such
theoretical advances may often be complementary with, rather than exclusive of, those
explanations that focus on questions of identity and personhood, or of difference and
social division. How apparently 'off-world' power-flows in simulated surveillance
situations actually reinforce real social inequalities, and the vulnerability of certain
social groups to constraint or control, should be the focus of efforts to understand
'cyberspace surveillance'.
Abstracts: Conference on Cultural Diversity in/and Cyberspace
Keynote Address: "Digital Diversity and Multiculturalism in Cyberspace" -
Ernest Wilson, Director
Center for International Development and Conflict Management, University of Maryland
In today's world there is growing global diversity in the international system, and
growing cultural diversity here in the U.S., a phenomenon that I call 'double diversity'
(i.e., diversity at home and abroad). This provides the context within which cyberspace is
being constructed. What are the special challenges and opportunities that confront the
United States in this context? (Asian Americans, Latinos and African Americans face
special challenges and opportunities, which I take up in the talk. What are the political,
institutional and cultural implications of the 'digitalization' of double diversity?
"The Same Old Gender Plot? Women Academics' Identities on the Web" - Jill
Arnold & Hugh Miller
Department of Social Sciences, The Nottingham Trent University
The World Wide Web has provided a new way for academics to find out about others' work and
to present versions of their identity. In previous discussions we analysed how people
present themselves in this new medium in terms of Goffman's ideas of the presentation of
self, and commented on gender differences and on how issues of credibility and authority
are handled by academics in their home pages. This paper reports discussions with women
academics about how they have responded to this opportunity, both in how they use the Web
to gain information and make contacts, how they present themselves in their own pages, and
how they deal with the problems involved in presenting an individual identity within an
institutional Web page framework. Women academics feel that the web has given them more
freedom, and reduced some traditional gender and status differences (as has been found
with other aspects of electronic communication), but they are still wary of it being
"yet another way of carrying on the same old gender plot". In presenting
themselves in personal home pages, many women academics feel a need to establish their
credentials and entitlement to an academic identity. We suggest that women wish to own a
gendered identity in order to challenge the assumed maleness of academic representation.
However, they were ambivalent about the use of a self-photo on their home pages (most
wanted to avoid it, but found it friendly and validating on other women's pages). This is
an example of how the vulnerability of themselves as women remains part of their persona
as academics. The findings are discussed in the context of Gergen & Gergen's idea of
the 'intelligible self', and the way the World Wide Web allows women academics new
possibilities for establishing and creating an identity acceptable to themselves.
The Turing Game - A Participatory Exploration of Identity in Online Environments -
Joshua Berman, Ph.D. Candidate, Amy Bruckman, Assistant Professor - College of Computing,
Georgia Institute of Technology, Atlanta, Georgia 30332-0280 -
Email:{berman,asb}@cc.gatech.edu
Issues of personal identity affect how we relate to others. As online culture becomes an
increasing part of everyday culture, it becomes more and more important for us to
understand how it affects who we are. However, identity in the online world is still
poorly understood by both the general public and the research community. At the Georgia
Institute of Technology, we have created an online game to help us explore and teach about
these issues. This environment, called The Turing Game, is available on the Internet, and
has been played by more than 9000 users. Players from seventy-six countries on all seven
continents have used the game to learn about issues of identity and diversity online
through direct experience.
The Importance of Understanding Identity In Online Environments
Online communities are becoming an increasingly important part of how we as societies
learn, work, and play. Educational initiatives such as Net Day (Benguerel, 2000) in the
United States and Computers For Schools (Government of Canada, 2000) in Canada are
connecting schools to the Internet in unprecedented numbers. Although many of the initial
applications of the Internet in educational settings has been for information retrieval,
there are now many projects for children and adult learners that involve participation in
shared social spaces, connecting children to each other (Bruckman, 1999). In these cases,
it is important to ask what these interactional spaces are like. Do gender, race, or other
issues affect the way students learning them? There are researchers who believe that
traditional classrooms are not gender-equitable, that is, male students are advantaged in
these spaces (c.f. American Institutes for Research, 1998). Is the same true in online
spaces? Is gender meaningful? The Turing Game hopes to help students, teachers and
families understand and address these issues.
In a similar way, we are increasingly using online communities as an important part of how
we work and play. From telecommuting to company bulletin boards, employees are working,
and being assessed online (Sproull, L. & Kiesler, S., 1991). How are these spaces
situated in cultural landscapes? Do they reflect the cultures that a corporation or other
entity already possesses? Do they alter the power structure with respect to proxemics such
as race, age and beauty? The Turing Game might help employers and employees alike to
understand these issues by directly experiencing them.
Finally, with the explosive rise in popularity of networked multiplayer games (c.f.
Gallagher, K. & Graves, M., 1996) it may be reasonable to expect that, for the
generations growing up today, a certain part of personal growth will take place in these
online spaces (Turkle, 1995). From dating to funerals, there are increasingly important
social rituals being performed online. Often, in these most intimate of moments, trust is
crucial. Can the Internet support this kind of trust when so much about identity appears
to be fluid? Play and pure social interaction in online communities may also raise
interesting issues of identity for participants. Therefore, we have also created the
Turing Game for those who play, and grow, online.
There are common questions in all of these cases. Do men and women behave differently
online? Can you tell who is a man and who is a woman based on how they communicate and
interact with others on the Internet? Can you tell how old someone is, or determine their
race or national origin? In the online world as in the real world, these issues of
personal identity affect how we relate to others. However, identity in the online world is
still poorly understood -- both by the general public and by many online community
designers.
At the Georgia Institute of Technology, we have created a game to help us explore and
teach about these issues. In this environment, which we call The Turing Game, a panel of
users all pretends to be a member of some group, such as women. Some of the panelists, who
are women, are trying to prove that fact to their audience. Others are men, trying to
masquerade as women. An audience of both genders tries to discover whom the imposters are,
by asking questions and analyzing the panel members' answers. Games can be about aspects
of gender, race, or any other cultural marker of the users' choice. After each game is
played, a complete log of the game is posted to the World Wide Web for reflection by the
participants and others. The Turing Game was released on the Internet in July of 1999 as a
free, downloadable application. It has attracted more than nine thousand users as of
February 2000, from all seven continents. These users have played more than seventy types
of games of their own design from race and gender to age and national origin.
Are You a Black, Jewish, Gay, Brazilian Woman? - The Games of The Turing Game
The game has been about whatever our users decide to make it about. By simply editing text
files on their own computers, Turing Game participants can create games about any subject
they would like. By looking at the popularity of different game types, and the special
characteristics or difficulties of certain game types, we can learn interesting lessons
about the state of cultural identity in online and other communities. The first two game
types given to participants were about gender, but more than 95% of the remaining game
types have been user-created, about other kinds of cultural categories. Table one shows
most commonly played of these game types.
Table One - Types of Games Played, By Popularity
Game Type Percentage
Gender 51%
Age 16%
Sexual Orientation 7%
Geography 7%
Honesty 6%
Religion 4%
Marital/Parental Status 2%
Race 1%
Other 6%
However, as the table indicates, more than half of the games that people play are gender
games. Gender games are most commonly written about in press accounts of the game, and
gender is the topic most talked about on the Turing Game mailing lists. The simplest
explanation is that gender was the first type of game provided, before users added their
own types. However, there may be additional deeper reasons. People play gender games with
both serious introspection and a spirit of fun. The games reflect the offline cultural
understandings of many of the users. It is okay to explore issues of stereotypes about
gender, to ask tough questions about the relationship between gender and discourse, or
gender and personal beliefs. It is even acceptable, as play, to pass as another gender, in
settings such as parties. This comfort in dealing with gender carries over and leads to
games with exploration and communication, games that are popular with both new and veteran
users. In contrast, the games about race have been largely unsuccessful. Users are much
less comfortable with pretending to be a member of another race, and they are
uncomfortable even admitting to the stereotypes they may have about race. Even when enough
users are willing to try one of these games, the game itself often lacks discussion, and
thus opportunities for reflection and exploration. Questions often stay with the mundane
and unemotional, and participants rarely try this game twice. In this way, the Turing Game
reflects, and can potentially give us insight into, our societal norms.
Other games have similar implications about the online and offline cultural groups that
they represent. Users are often surprised by types of games that are fun, and the types of
games that make them think the hardest. With more than 70 types of games created so far,
there are still new games appearing every week.
Conclusion - A Tool for Understanding
It is clear that online communities are becoming an increasingly important part of how we
learn, work and play. Issues of identity, then, in those communities, will continue to
grow in importance. The Turing Game is a tool to help people explore this poorly
understood area through direct, personal experience.
Citations
American Institutes for Research (1998) Gender Gaps: Where Schools Still Fail Our
Children. Foundation Report. Washington, DC, American Association of University Women
Educational Foundation.
Benguerel, Jason (2000) }Net Day [Website] The Net Day Corporation. Available from:
[Accessed 8 February, 2000]
Bruckman, Amy S. (1999) The Day After Net Day: Approaches to Educational Use of The
Internet. Convergence. 5:1, Spring, pp.24-26
Gallagher, Kevin M. and Graves, Michael (1996) Electronic Gaming: The Dawn of a New
Reality in Forrest, Edward J. (Ed.) Issues in Interactive Communication [Website] Florida
State University. Available from: [Accessed 14 February, 2000]
Government of Canada (2000) Computers for Schools - Programme des Ordinateurs Pour les
Ecoles [Website] Government of Canada. Available from: [Accessed 8 February, 2000]
Sproull, Lee and Kiesler, Sara (1991) Connections: New Ways of Working in the Networked
Organization. Boston, MIT Press.
Turkle, Sherry (1995) Life on The Screen: Identity in the Age of the Internet. New York,
Touchstone.
Cyberspace and Youth Cultural Styles - Brad Warren, M.A. (Dip. Ed.). - Deakin
University, Australia
Youth styles, especially spectacular subcultural styles such as Punk, Goth, Raver and so
on, have been dramatically revitalised and reconfigured as a result of their ongoing
development and promulgation over the internet.
In the latter half of the 1970s, "Spectacular Subcultures" were theorised by the
Birmingham Centre for Contemporary Cultural Studies (CCCS) to be organised reactions to
very specific socio-political conditions. Now, twenty years later, many of the subcultural
forms studied by the CCCS still exist (although often in increasingly diversified and
hybrid forms), not least because of their appearance on the 'net, in dedicated chat rooms,
as parts of personal websites, and as parts of the "official " websites
maintained by bands whose music has attracted a subcultural following.
Today, the relationship between subcultural participants and their styles is markedly
different from what it once was. In many cases, subcultural styles have either outlived or
moved beyond the socio-political conditions of their original emergence, thus the semiotic
relationships between styles and what they originally signified have become severed, to
the point where stylistic subcultural ensembles now hang in space - in cyberspace - and
can be selected, mixed-and-matched and adapted by each new subcultural affiliate to his or
her own ends. That is to say, today, an inversion has occurred whereby styles now assume
primacy; they are collections of signifiers without firm signifieds, readily available
over the internet for all to pursue and to manipulate and thus facilitate their own
meanings.
Originally, theorists of subculture placed an emphasis on "resistance " and
rebellion. Today, while such themes may still be important in a great many cases, I would
like to shift that emphasis and stress the importance of subcultural identity
construction, using tools and contexts available in cyberspace (there are many recent
publications that prove useful in this regard - cf.: Wallace: The Psychology of the
Internet (1999); Gordon: The Internet: A Philosophical Enquiry (1999).
The emphases of my paper will be threefold:
1. An introductory ethnographic analysis of contemporary youth subcultures, with
particular attention paid to where they may be found in cyberspace;
2. A comparison of "cyber-versions" of subcultures with their more
"earthbound" equivalents. It is interesting to note how the internet has aided
the perpetuation of many (sub)cultural forms that originally had no connection with
cyberspace whatsoever. Some time will be spent examining cross-referencing between
cyberspace and "real " space; take, for example, the widespread promotion of
websites in earlier media forms with already recognised positions as parts of subcultural
milieu, such as niche magazines, fanzines and CD covers. I maintain that these
inter-relationships are mutually beneficial, resulting in a symbiosis between the cyber-
and the "real" that enriches both.
Further, the uses and limitations of the `net in the perpetuation of subcultures are, to a
large extent, dictated by individuals' access to technology. Reconfigurations of
subcultures' socio-economic makeups are also occurring as a result of their promulgation
over the internet. This issue is of particular interest given that the original, CCCS
theorisations of subcultures stated that they were all decidedly working-class forms.
There is now considerable evidence to the contrary, not least the existence of youth
subculture on the internet at all, given the obvious correlations between technological
have-nots and financial have-nots. (The extent and nature of the gap between technological
information "haves" and "have nots " is addressed in detail in
Everard's Virtual States (2000));
3. Because of the relative anonymity of cyberspace (see, again, Wallace's The Psychology
of the Internet), it provides hitherto unavailable opportunities for people interested in
subcultural participation to test various subcultural identities without firm commitment.
Examples of internet sites where such "tests" might be conducted will be
provided, along with discussion of the tests\rquote relative validities (for example: how
easily are "real " Ravers distinguishable from "cyber-only " Ravers in
a chat room?; and how much can "chat-room Raving" really help a potential Raver
develop their chosen subcultural identity?).
It is hoped that this paper will facilitate, not only a greater understanding of the
potentials held out by the internet to youth subcultures, but also a heightened awareness
of the fruitful and (I would argue) essential cultural interactions between the cyber- and
the "real ".
Online Bonds and Offline Boundaries: Teens and discussions of difference - Lynn
Schofield Clark, Post-Doctoral Fellow and Research Associate - Center for Mass Media
Research, University of Colorado
Analyzing data from focus groups and in-depth interviews with African American and
Euro-American teens who have participated in Internet teen chat rooms, this paper examines
how teens talk about diversity and difference in their social circles, and how they
discuss what happens when they meet other young people online. While I detail some of what
I believe are the advantages of my methodology, the paper also explores some of the
conundrums of conducting offline qualitative research about online practices. In
particular, I consider the constraints on conversations of difference in light of both the
public scripts of tolerance and the ways in which the researcher is interpreted by the
research participant in interview situations.
The Digital Voice of Black Germany: Opportunities and Dangers of an Online Discussion
on Afro-German Identity - Isabell Cserno - Department of American Studies, University
of Maryland
German discourse on race and ethnicity, both in the past and in the present, failed to
develop usable theoretical frameworks for the Black German community. This paper attempts
to frame a developing discourse on German racial identity that is taking place on the
listserv of the Black German Cultural Society. Due to the lack of race as a central
category in German identity, and because of the cultural and historical connotations of
the German word Rasse' (race), namely its association with the mass murder of over
six million Jewish people, the American discourse of racial identity will be applied to
the Afro-German cultural and historical context in order to frame Black German identity
with theoretical concepts that allow Afro-Germans to express their distinct identity both
as blacks and Germans.
The paper will focus on the hazards as well as opportunities of the Internet and its
electronic discussion lists for the fruitful discussion of identity for the Black German
community. The majority of the discussion on this listserv is in English, largely because
many of the participants currently reside in the United States or because English is one
of their mother tongues since some of their parents are African American. Issues such as
American cultural imperialism regarding a discourse on blackness as well as the dominance
of the English language in discussions about racial identity both on- and offline,
especially in the context of Black Diaspora Studies, will be addressed in this paper.
Cultural diversity in cyberspace will be addressed through an analysis of the complex
relations between the dominance of English and Anglo-American discourses and discussion on
racial identities outside the English speaking world.
Building a Cyber Center with Community Art - Chris Drew - Uptown Multi-Cultural Art
Center, Chicago
This interactive presentation will invite the audience to participate in building a
"Cyber Center" devoted to diversity using an offline contribution form (see
samples enclosed). I will offer practical insights to on-line community building
activities, explaining our use of on-line volunteers and methods of including those not
yet on-line. I will share insights gleaned from building our site.
A "Cyber Center" is a website that is able through its content to attract a new
audience to a growing community and to sort and present the many related websites of its
extended community to its growing membership in an entertaining and useful manner. It is a
hub for a targeted audience and the sites seeking their traffic. It creates opportunities
for discourse and meeting similar to the BBS of the eighties but on a global scale using
graphics as well as text.
Any community growing around a topical area will likely find a number of such sites
actively promoting the community's growth. We are positioning the website of the Uptown
Multi-Cultural Art Center as a "Cyber Center" for a "Community of
Diversity" on the Internet. Our presentation will explain how we are accomplishing
the foundation for this endeavor on a shoestring budget.
ART-ACT, our Anti-Racist T-shirt Art Contest Tour, is an international art contest seeking
graphic black & white images on the theme of pro-diversity/anti-racist reflections. It
is an outgrowth of our summer-long annual "Art of the T-shirt " exhibit series
shown in Chicago public libraries for ten years and our seven year old "Screen Print
Workshop for Artists " program. ART-ACT is the focus of our on-line community
building effort. Our need to build the involvement of artists and our audience not yet
on-line encourages us to create interactive opportunities that include artists and the
public who are as yet untouched by the Internet. Through the interaction that results -
this on-going activity has the potential to attract global interest and new audiences to
our topic area promoting the activity and information on other related sites.
ART-ACT is a series of web pages presenting art work by artists submitting to our theme
contest. Artists may submit on-line or off-line. Below each featured art work on-line are
three opportunities for the public to help build our content. First - you - the public -
may write comments on the issues presented in the art work, building over time a
discussion around each work. Second, links to articles or essays related to the issues
reflected in the art are solicited for listing below the art. Third, space is provided to
list related websites. Below all this is a final link to a page of links providing
solutions to hatred for those who wish to create change.
ART-ACT and the website segment it is building will continue beyond the length of this
contest. We intend to seek funding to repeat this contest and to continue to show
previously submitted work by artists with their blessings. As the body of art builds
around our themes of Diversity and Anti-Racism, our networked community and traffic will
also grow. We intend to continue to seek out ways to publish the opinions and to involve
those off-line as well as those on-line.
Through our interactive forms we will invite those attending our presentation and the
conference to contribute. We hope this activity will help in bridging the digital divide
and to building a stronger Community of Diversity on the World Wide Web. Our initial
results and future plans will be included in this presentation.
Keynote Address: Transnational Digital Subjects: Constructs of identity and ignorance
in a Digital Economy -
Radhika Gajjala - Bowling Green State University
What do terms like "Race" and "Gender," "Ethnicity,"
"Nationality" and "Geographic location" mean in the context of
cyberspace/cyberculture? If, as the famous New Yorker cartoon says, "on the Internet
no one knows you're a dog," why bother with theories of culture and difference when
discussing computer-mediated-communication? One of my co-travelers in cyberspace has the
following signature file attached to his email messages:
New Yorker Cartoon (Internet Savvy Dog):
"On the Internet, no one knows that you're a dog."
Art McGee (Internet Ignorant Dog added to cartoon):
"What's wrong with being a dog? "
This signature file questions the need for us to disguise who we are. Indeed, why should
it be assumed that it is wonderful for "dogs" - women, colored people, and
people on the periphery of the westernized logics of consumerism - to be able hide who
they are and to be able to disguise their gender, race and culture in favor of passing as
white?
Transnational/travelling subjects at the present time in history come into being at the
intersection of traveling analogue and digital contexts within what has come to be termed
as the Digital Economy. Constructs of identity and ignorance occur within a discursive
framing of the Internet and digital technologies that allows the unconnected' in the
present to be negatively equated with the illiterate' of the past" (Warnick 5).
Furthermore, "silence" online as well as the inability to coherently articulate
self-identity within discursively and socially available categories and subject positions,
while adhering to the prevailing dictates of "nettiquette" within online
contexts could construct even the "connected" as "ignorant" or
marginally connected. The Internet is situated within an Anglo-American hegemony which
emphasizes the importance of modern Science and Technology for individual empowerment and
privileges the discursive production of "whiteness" as a mode of
assimilation/equality. In addition, mainstream discourses (for example, see Negroponte and
Tapscott) that surround the use of technology are immersed in Utopian narratives, rooted
in Enlightenment narratives of Progress, which are also implicit in notions of
"Development" and "Underdevelopment" that divide the world into
spatial hierarchies of the "developed North" as opposed to the
"underdeveloped South." These mainstream celebratory discourses regarding
technology are immersed in a technological imaginary (Robbins, 1995) that which is an
"intoxication" with the notion that technology will deliver us from the
imperfections of our present world.
In a climate where technology service industries such as those that recruit and
"traffic" in immigrant programmers (outsourcing, offshoring etc) are becoming
increasingly crucial to the functioning of a "Global" digital economy, what are
the socio-economic and cultural contradictions in relation to race, class and gender, that
emerge? The Digital Economy operates against an optimistic (euphoric) backdrop. Objectives
of the architects of Digital Capitalism are "to develop an economy wide network that
can support an ever-growing range of intracorporate and intercorporate business
processes." (Dan Schiller, 1999) Various transnational issues occur at the
intersection of configurations of power that emerge out of Digital Capitalism and
transnational labor flow. I ask - what might be dominant socio-cultural patterns and
directions embedded in Digital Capitalism. Will the implicit structuring of digital
finance and e-commerce allow for any kind of empowering or even "subversive"
uses of technology as is being claimed by various technophiliacs around the world? This
project examines digital communication at the intersection of various existing theoretical
frameworks, namely "global," "transnational,"
"international," "development," "subaltern studies,"
"feminist" and "postcolonial" approaches.
The Construction of Gender and Race in a Massive Multiplayer On-Line Role Playing Game
- Mindy Miron Basi, Ph.D. - University of Illinois at Urbana-Champaign
The increasing popularity of games played online in real time by thousands of computer
users has brought the construction of gender roles by the players into sharp focus. The
elements of these games, as conceived by game authors, programmers, and artists present
players with conflicting values and perceived gender roles. The addition of various
character races, aligned evil and good, add another dimension of interaction. The freedom
allowed in game play, as a function of the game as well as the construction of
player-characters by on-line users finds the environment of such gameplay rich in examples
of how gender and race are considered and constructed. Through an avatar of a moving
cartoon-like characters, virtual bodies express notions of Western masculine and feminine
behavior in group interactions.
The game Everquest, an example of such a massive multiplayer role playing game (MMRPG), is
the focus of my study of gender roles and construction in this medium. The game's parent
company, Sony Corporation, claims that Everquest has a subscriber base of 50,000
individuals and there can be as man y as 12,000 people on line at any given time playing
this game in real time. Players interact with one another on chat screens as they play the
game, the goal of which is to gain levels of "experience" and obtain in-game
money and items. The game is constructed to have both male and female characters of a
number of fantasy races, which include good and evil elves, humans, trolls. Ogres,
Erudites (a race of African-American appearing humans), Halflings (adopted from Tolkien's
fantasy fiction), dwarfs, and gnomes. Female characters in the game are drawn with very
obvious female characteristics: large breasts, tiny waists, and protruding buttocks. They
are dressed as a basic character in bikini outfits or harem-type clothing (as Barbara Eden
wore in I Dream of Jeannie). Male characters are drawn with bulging muscles if they are in
human form, and wear a significant amount of more clothing than the basic female
characters. Both male and female drawings both as three dimensional characters and the art
on the display box are obviously meant to evoke sexual imagery. Players can choose to play
either a male or female character. Despite the obvious gender differences, the characters
are designed to have no differences in game play-playing abilities are the same for
either. Once players create a character as a virtual body in cyberspace and give it a
personal name and identity, players give the character their own the notions of male and
female behavior.
The issues that arise from individuals who play the game through their characters, as
virtual bodies in space, is what makes the study of on-line gaming so fascinating.
Computer mediated communication highlights the dimensions of anonymity, distance, and the
breakdown of age barriers. As the interaction s between players unfold, the expectation of
gender roles, both male and female, come sharply into play. Women characters may be
discriminated against as being less than good fighters; sexist language is rampant, often
placing women in traditional roles of eyecandy' rather than equal partners in play;
sexual harassment and even virtual rape is not uncommon. Players are anonymous and it is
not possible to tell the age or gender of players during gameplay; however, the treatment
of women characters reflects many of the gender roles that occur outside of the virtual
world. The designers of Everquest made an attempt to create a virtual world that was not
encumbered with male and female differences; the players have taken that world and shaped
it into a reflection of their own attitudes toward gender and the roles of men and women
in a society. It is both chilling and enlightening to see how players from all over the
world establish a society where gender roles and characteristics are aligned with those
espoused in traditional Western culture. This paper explores some of the interactions in
the virtual environment of Everquest, using qualitative methods of observation and
interviews with players. I explore gender roles and the explication of gender in game
play, with attention to the roles male and female characters adopt as they animate the
virtual bodies of their characters. My paper will include general demographics of game
players, on-line interactions, and an analysis of the construction of gender in the world
of Everquest.
Virtually Belonging: Risk, Connectivity and Coming Out On-line - E. H Bassett and
K. O'Riordan - University of Brighton
This joint paper will look at the construction of identity in an online community
formulated through sexual difference. Cyberspatial communities have many components and
constitute varying levels of community. This paper will examine a self defined, lesbian
community, which collates home pages, provides chat forums and presents information and
entertainment specifically for groups defined through sexual difference. The focus of this
study will be on the construction and performance of identity in relation to coming out
on-line.
Coming out is a central narrative to lesbian identity. In considering the implications of
coming out in an on-line community issues of private and public space are central. Coming
out on-line can be seen as both an alternative to and augmentation of, coming out
off-line. The paper will question whether on-line communities sustain performative
utterances. For instance in what ways are statements of sexual identity in on-line and
off-line sites equivalent? The concepts of both performative and descriptive utterances
will inform this analysis.
In order to address how sexualised bodies emerge in virtual spaces an analysis of how
users present themselves on-line will be made. The signifiers used, perceived levels of
acceptance and rejection, and the construction of boundaries will be considered. In this
analysis the production, fostering and performance of community on-line will be viewed
through the themes of risk and connectivity.
The Post-Gender Identities as a Metaphor: Gender Construction in the Cyberspace -
Jasna Koteska - Central European University, Budapest, Hungary
The post-gender identities is a term taken from the "classical" work of Donna J.
Haraway, The Manifesto for the Cyborgs, 1991, about the late twentieth century identites
as a recognition of the world without gender. (p. 150) The construction of gender in the
Cyberspace and the resulting identities we are going to investigate, are taken from the
following Philip K. Dick's novels: Do Androids Dream Of Electric Sheep?, 1968; The
Simulacra, 1964; Dr. Bloodmoney, or How We Got Along After Bomb, 1965; Ubik, 1969;
Galactic Pot-Healer, 1969; and The Man Whose Teeth Were Exactly Alike, 1984.
The cyborgs, hybrids, chimeras, androids and other identites that are apearing in the
Philp Dick's novels invoke the nature/culture reduction, and the body/machine polarity;
Deckard, the main character from "Blade Runner", movie based on the Philip K.
Dick: Do the Androids Dream about the Electric Sheeps? says: "She didn't know that
she is a replicant", meaning that the self-reflection is bluring human/animal/machine
boundaries; but also male/female polarity is in the question. During the test Rachel
argues: "Are you trying to find out if I am a replicant, or a lesbian?" Philip
K. Dick's identities are body texts, codes, and you can no longer say who is a man and who
is a machine; or who is male or female. It leads to the new distribution of power, and is
not only dependant on "the myth of original uniity"(p. 151, Harraway), but it
goes the step beyond the myth, because the concept of the cyberspace includes the
ultimately liberating concept that rejects (gender) supposedly masculine
iconography.
The few questions we will try to answer during the work will be: In what way the notions
of cyborgs and coded text are represented, without the notion of the "other" or
even the gender itself? Why will the Para-Olympic games be more important in the future?
What is the role of the modern medical technology? Is biotechnology a metaphor in the
Philip Dick's work, or is it becoming a reality? Can a human being produce the object of
knowledge that will reduce the line between the humans and machines? Why is it that every
step beyond this boundary actually represents a search for a common language?
The following theoretical literature will be used: Donna J. Haraway, Simians, Cyborgs and
Women and Primate Vision; La Mettrie: Man a Machine; Gilbert Herdt, Third Sex, Third
Gender; G. Deleuze/F.Guattari: A Thousand Plateaus; J. F. Lyotard, The Inhuman; Leslie C.
Jones, Transgressive Femininity: Art and Gender in the Sixties and Seventies; Martine
Rothblatt, Apartheid of Sex, and A Manifesto on the Freedom of Gender; K. Bornstein, On
Man, Women, and the Rest of Us; Kessler L. The Medical Construction of Gender.
Surfing in Public: Race, Public Access, and the Internet Experience - Elizabeth
Tunstall - Sapient Corporation
This paper addresses the relationship between the public access of the Internet for many
blacks, Hispanics. and Native Americans in Chicago s Lakeview Area and their experiences
of the Internet content. While Asians/Pacific Islanders and Whites have relatively greater
access at to the Internet at home Native Americans, Blacks, and Hispanics [as those who
have relatively lower incomes, education levels, and/or levels of employment] tend to
access the Internet at public facilities, such as schools and libraries. Do the public
nature of their surfing' the 30 minutes time constraints, and class differentiation affect
their experience of Internet sites? These groups are said to engage in online activities
that can result in their economic advancement, such as taking educational courses,
engaging in school research, or conducting job searches, but how do they surf
entertainment sites. Looking at Internet users at Chicago public libraries, I examine both
the sites lower income and education Native Americans, Blacks. and Hispanics surf on the
Internet and how they "experience" the content of sites. I argue that they
experience these sites differently due to the public nature of their surfing and the
bourgeoisie content of most of these sites.
"'Black like virtual me': student reactions to online cultural diversity" -
Nicolas Proctor - Simpson College
During the fall of 1999, two of my sections of the first half of the American History
survey used the web to role-play people of various ethnic backgrounds. This was as part of
a web-based historical simulation that was an extension of my interest in having students
write about various historical issues from the "historical first person." This
simulation took this approach one step further by assigning students various multicultural
roles and allowing them to interact with one another in a historical context throughout
the course of the semester. (The site is available at:
www.simpson.edu/~proctorn/croatan).
The simulation began in the late 17th century. At the outset, I assigned each student a
family; they were then responsible for making key decisions for that family (where to
live, how to eat, how to participate in politics, etc.). When they made these decisions
they needed to consider factors like race, gender, property, location, and family
composition. They took these actions in the context of historical developments like the
development of the market, the American Revolution, and industrialization, which, they
soon realized, looked quite different depending on your position in society.
The reactions of my students to this imposition of "virtual cultural diversity"
were quite varied. For the most part, they expected the class to be a survey of great
accomplishments by great white men. A few were taken aback when confronted with the
challenges of taking the role of an enslaved Ibo woman or a family of Senecas. At first,
some students were paralyzed by the exoticism of their families. One student admitted.
"I can't think of any black women before Rosa Parks." Another asked, "What
can I do as an Indian, die?"
While some students expressed their frustration, others pitched into the project with
gusto and began researching subjects as varied as Seneca burial customs, the internal
economy of slavery and African drum communications. Later in the semester, several
families of (virtual) African decent attempted to coordinate a slave uprising. The brutal
suppression that followed came down hard on several African-American families who knew
nothing of the conspiracy. Their outrage in the classroom -- "why are we being
punished just because we are black?" -- brought the injustice of slavery and racism
home with dramatic force that ordinary lectures, class discussions, and readings rarely
equal. Interestingly, the students playing these particular families were all white.
I would like to present a paper that describes the project and the experiences of my
students. Several of the themes of your conference instantly suggest themselves, but two,
the construction of race in cyberspace and teaching issues of diversity in cyberspace,
seem like perfect fits. Presenting a paper at this conference would be particularly
rewarding since it would offer an opportunity tor informed discussion about these issues.
Other scholars would undoubtedly have valuable suggestions for how I might improve the
simulation for future use.
The Revolution Will (Probably) Not Be Digitized: An Overview and Analysis of MP3 and
the Recording lndustry - Vincent Stephens - University of Maryland at College
Park
Between the fall of 1998 through the present, various popular media publications have
reported on the MP3 technology and an assortment of issues related to the technology. Most
of the articles about MP3 focus on one or several selected topics including defining the
technology technically, describing its practical usage for consumers and assessing the
current and potential controversies MP3 has generated among record companies, recording
artists and MP3 users. The purpose of this paper is to give an overview of the technology
and its related controversies, including high profile court cases and record industry
responses. This paper also introduces several issues relevant to the integration of MP3
including the recording industry's historic relationship with recording technology and
consumers and the "real world" impact this technology will have in how the
public listens to music and accesses developing Internet-related technologies with a
particular focus on the "digital divide."
Encoding/Decoding Cyberspace: Towards a Theoretical Framework for Exploring Cultural
Diversity In and Out of the Net - David Silver - Department of American Studies,
University of Maryland
During the better half of the last decade, the majority of scholarship in the
interdisciplinary field of cyberculture has taken two major approaches. The first attempts
to situate cyberspace within its proper historical and cultural context, focusing
especially on the economic and institutional considerations of the development and
subsequent flourishing of cyberspace. The second examines the digital domain as an already
existing site of interaction, exploring the ways in which users communicate with one
another, from communities of shared interests, and experiment with online identities.
Significantly, not to mention surprisingly, the two approaches are seldom brought
together.
This presentation offers a theoretical framework with which to explore cultural diversity
and/on the Internet. Building off of Stuart Hall's Encoding-Decoding model, this
presentation suggests that cyberspace is best understood within a number of instances,
including an online environments' moment of inception, subsequent design, and application
by users. Framing my discussion within the study of two such environments the - Blacksburg
Electronic Village and the Seattle Community Network - I hope to reveal the relevance and
utility of Hall's model. In particular, I wish to argue that the potential for and
limitations to cultural diversity within the BEV and the SCN is informed significantly by
the ways in which the respective networks were developed, designed, and implemented.
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