Digital anthropology

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Digital anthropology is the anthropological study of the relationship between humans and digital-era technology. The field is new, and thus has a variety of names with a variety of emphases. These include techno-anthropology, [1] digital ethnography, cyberanthropology, [2] and virtual anthropology. [3]

Contents

Definition and scope

Most anthropologists who use the phrase "digital anthropology" are specifically referring to online and Internet technology. The study of humans' relationship to a broader range of technology may fall under other subfields of anthropological study, such as cyborg anthropology.

The Digital Anthropology Group (DANG) is classified as an interest group in the American Anthropological Association. DANG's mission includes promoting the use of digital technology as a tool of anthropological research, encouraging anthropologists to share research using digital platforms, and outlining ways for anthropologists to study digital communities.

Cyberspace or the "virtual world" itself can serve as a "field" site for anthropologists, allowing the observation, analysis, and interpretation of the sociocultural phenomena springing up and taking place in any interactive space.

National and transnational communities, enabled by digital technology, establish a set of social norms, practices, traditions, storied history and associated collective memory [4] , migration periods, internal and external conflicts, potentially subconscious language features [5] [6] and memetic dialects comparable to those of traditional, geographically confined communities. This includes the various communities built around free and open-source software, online platforms such as Facebook, Twitter/X, Instagram, 4chan and Reddit and their respective sub-sites, and politically motivated groups like Anonymous, WikiLeaks, or the Occupy movement. [7]

A number of academic anthropologists have conducted traditional ethnographies of virtual worlds, such as Bonnie Nardi's study of World of Warcraft [8] or Tom Boellstorff's study of Second Life. [9] Academic Gabriella Coleman has done ethnographic work on the Debian software community [10] and the Anonymous hacktivist network. [11] Theorist Nancy Mauro-Flude conducts ethnographic field work on computing arts and computer subcultures such as systerserver.net a part of the communities of feminist web servers [12] and the Feminist Internet network. [13] Eitan Y. Wilf examines the intersection of artists' creativity and digital technology and artificial intelligence. [14] Yongming Zhou studied how in China the internet is used to participate in politics. [15] Eve M. Zucker and colleagues study the shift to digital memorialization of mass atrocities and the emergent role of artificial intelligence in these processes. [4] [16] Victoria Bernal conducted ethnographic research on the themes of nationalism and citizenship among Eritreans participating in online political engagement with their homeland. [17]

Anthropological research can help designers adapt and improve technology. Australian anthropologist Genevieve Bell did extensive user experience research at Intel that informed the company's approach to its technology, users, and market. [18]

Methodology

Digital fieldwork

Many digital anthropologists who study online communities use traditional methods of anthropological research. They participate in online communities in order to learn about their customs and worldviews, and back their observations with private interviews, historical research, and quantitative data. Their product is an ethnography, a qualitative description of their experience and analyses.

Other anthropologists and social scientists have conducted research that emphasizes data gathered by websites and servers. However, academics often have trouble accessing user data on the same scale as social media corporations like Facebook and data mining companies like Acxiom.

In terms of method, there is a disagreement in whether it is possible to conduct research exclusively online or if research will only be complete when the subjects are studied holistically, both online and offline. Tom Boellstorff, who conducted a three-year research as an avatar in the virtual world Second Life, defends the first approach, stating that it is not just possible, but necessary to engage with subjects “in their own terms”. [19] [ citation needed ] [20] Others, such as Daniel Miller, have argued that an ethnographic research should not exclude learning about the subject's life outside the internet. [9]

Digital technology as a tool of anthropology

The American Anthropological Association offers an online guide for students using digital technology to store and share data. Data can be uploaded to digital databases to be stored, shared, and interpreted. Text and numerical analysis software can help produce metadata, while a codebook may help organize data.

Ethics

Online fieldwork offers new ethical challenges. According to the American Anthropological Association's ethics guidelines, anthropologists researching a community must make sure that all members of that community know they are being studied and have access to data the anthropologist produces. However, many online communities' interactions are publicly available for anyone to read, and may be preserved online for years. Digital anthropologists debate the extent to which lurking in online communities and sifting through public archives is ethical. [21]

The Association also asserts that anthropologists' ability to collect and store data at all is "a privilege", and researchers have an ethical duty to store digital data responsibly. This means protecting the identity of participants, sharing data with other anthropologists, and making backup copies of all data. [22]

Prominent figures

See also

Related Research Articles

<span class="mw-page-title-main">Anthropology</span> Scientific study of humans, human behavior, and societies

Anthropology is the scientific study of humanity, concerned with human behavior, human biology, cultures, societies, and linguistics, in both the present and past, including past human species. Social anthropology studies patterns of behavior, while cultural anthropology studies cultural meaning, including norms and values. A portmanteau term sociocultural anthropology is commonly used today. Linguistic anthropology studies how language influences social life. Biological or physical anthropology studies the biological development of humans.

<span class="mw-page-title-main">Cultural anthropology</span> Branch of anthropology focused on the study of cultural variation among humans

Cultural anthropology is a branch of anthropology focused on the study of cultural variation among humans. It is in contrast to social anthropology, which perceives cultural variation as a subset of a posited anthropological constant. The term sociocultural anthropology includes both cultural and social anthropology traditions.

<span class="mw-page-title-main">Ethnography</span> Systematic study of people and cultures

Ethnography is a branch of anthropology and the systematic study of individual cultures. Ethnography explores cultural phenomena from the point of view of the subject of the study. Ethnography is also a type of social research that involves examining the behavior of the participants in a given social situation and understanding the group members' own interpretation of such behavior.

An anthropologist is a person engaged in the practice of anthropology. Anthropology is the study of aspects of humans within past and present societies. Social anthropology, cultural anthropology and philosophical anthropology study the norms and values of societies. Linguistic anthropology studies how language affects social life, while economic anthropology studies human economic behavior. Biological (physical), forensic and medical anthropology study the biological development of humans, the application of biological anthropology in a legal setting and the study of diseases and their impacts on humans over time, respectively.

<span class="mw-page-title-main">George Murdock</span> American anthropologist

George Peter ("Pete") Murdock, also known as G. P. Murdock, was an American anthropologist who was professor at Yale University and University of Pittsburgh. He is remembered for his empirical approach to ethnological studies and his study of family and kinship structures across differing cultures. His 1967 Ethnographic Atlas dataset on more than 1,200 pre-industrial societies is influential and frequently used in social science research. He is also known for his work as an FBI informant on his fellow anthropologists during McCarthyism.

Cross-cultural studies, sometimes called holocultural studies or comparative studies, is a specialization in anthropology and sister sciences such as sociology, psychology, economics, political science that uses field data from many societies through comparative research to examine the scope of human behavior and test hypotheses about human behavior and culture.

<span class="mw-page-title-main">Visual anthropology</span> Subfield of social anthropology

Visual anthropology is a subfield of social anthropology that is concerned, in part, with the study and production of ethnographic photography, film and, since the mid-1990s, new media. More recently it has been used by historians of science and visual culture. Although sometimes wrongly conflated with ethnographic film, visual anthropology encompasses much more, including the anthropological study of all visual representations such as dance and other kinds of performance, museums and archiving, all visual arts, and the production and reception of mass media. Histories and analyses of representations from many cultures are part of visual anthropology: research topics include sandpaintings, tattoos, sculptures and reliefs, cave paintings, scrimshaw, jewelry, hieroglyphics, paintings and photographs. Also within the province of the subfield are studies of human vision, properties of media, the relationship of visual form and function, and applied, collaborative uses of visual representations.

<span class="mw-page-title-main">Judith Donath</span> American computer scientist

Judith Stefania Donath is a fellow at Harvard's Berkman Center, and the founder of the Sociable Media Group at the MIT Media Lab. She has written papers on various aspects of the Internet and its social impact, such as Internet society and community, interfaces, virtual identity issues, and other forms of collaboration that have become manifest with the advent of connected computing.

Daniel Miller is an anthropologist who is closely associated with studies of human relationships to things, the consequences of consumption and digital anthropology. His theoretical work was first developed in Material Culture and Mass Consumption and is summarised more recently in his book Stuff. This work transcends the usual dualism between subject and object and studies how social relations are created through consumption as an activity.

Online ethnography is an online research method that adapts ethnographic methods to the study of the communities and cultures created through computer-mediated social interaction. As modifications of the term ethnography, cyber-ethnography, online ethnography and virtual ethnography designate particular variations regarding the conduct of online fieldwork that adapts ethnographic methodology. There is no canonical approach to cyber-ethnography that prescribes how ethnography is adapted to the online setting. Instead individual researchers are left to specify their own adaptations. Netnography is another form of online ethnography or cyber-ethnography with more specific sets of guidelines and rules, and a common multidisciplinary base of literature and scholars. This article is not about a particular neologism, but the general application of ethnographic methods to online fieldwork as practiced by anthropologists, sociologists, and other scholars.

<span class="mw-page-title-main">T. L. Taylor</span> American academic

T. L. Taylor is an American sociologist and professor. Taylor specialises in researching the culture of gaming and online communities, in particular, esports, live-streaming, and MMOGs such as EverQuest and World of Warcraft.

<span class="mw-page-title-main">Anthropology of media</span> Scientific study of the creation of mass communications and its workers

Anthropology of media is an area of study within social or cultural anthropology that emphasizes ethnographic studies as a means of understanding producers, audiences, and other cultural and social aspects of mass media.

Tom Boellstorff is an anthropologist based at the University of California, Irvine. In his career to date, his interests have included the anthropology of sexuality, the anthropology of globalization, digital anthropology, Southeast Asian studies, the anthropology of HIV/AIDS, and linguistic anthropology.

The following outline is provided as an overview of and topical guide to anthropology:

<span class="mw-page-title-main">Sociology of the Internet</span> Analysis of Internet communities through sociology

The sociology of the Internet involves the application of sociological or social psychological theory and method to the Internet as a source of information and communication. The overlapping field of digital sociology focuses on understanding the use of digital media as part of everyday life, and how these various technologies contribute to patterns of human behavior, social relationships, and concepts of the self. Sociologists are concerned with the social implications of the technology; new social networks, virtual communities and ways of interaction that have arisen, as well as issues related to cyber crime.

Daniel Martin Varisco, is an American anthropologist and historian.

Cybermethodology is a newly emergent field that focuses on the creative development and use of computational and technological research methodologies for the analysis of next-generation data sources such as the Internet. The first formal academic program in Cybermethodology is being developed by the University of California, Los Angeles.

<span class="mw-page-title-main">Museum anthropology</span>

Museum anthropology is a domain of scholarship and professional practice in the discipline of anthropology.

<span class="mw-page-title-main">Cyborg anthropology</span>

Cyborg anthropology is a discipline that studies the interaction between humanity and technology from an anthropological perspective. The discipline offers novel insights on new technological advances and their effect on culture and society.

References

Notes

  1. "Techno-Anthropology course guide". Aalborg University. Retrieved 14 March 2013.
  2. Knorr, Alexander (August 2011). Cyberanthropology. Peter Hammer Verlag Gmbh. ISBN   978-3779503590 . Retrieved March 14, 2013.
  3. Weber, Gerhard; Bookstein, Fred (2011). Virtual Anthropology: A guide to a new interdisciplinary field. Springer. ISBN   978-3211486474.
  4. 1 2 Zucker, Eve Monique; Simon, David J. (2020). Mass Violence and Memory in the Digital Age: memorialization unmoored. Palgrave Macmillan Memory Studies. ISBN   978-3-030-39395-3.
  5. Word usage mirrors community structure in the online social network Twitter, EPJ Data Science, 25 February 2013
  6. Rodrigues, Jason (15 March 2013). "Twitter users forming tribes with own language, tweet analysis shows". The Guardian.
  7. "Abstract of 'The social construction of freedom in free and open source software: Hackers, ethics, and the liberal tradition'". FlossHub. Archived from the original on 1 December 2017. Retrieved 11 March 2013.
  8. Nardi, Bonnie (2010). My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft. University of Michigan Press. ISBN   978-0472050987.
  9. 1 2 Boellstorff, Tom (2010). Coming of Age in Second Life: An Anthropologist Explores the Virtually Human. Princeton University Press. ISBN   978-0691146270.
  10. Coleman, Gabriella (2010). "The Hacker Conference: A Ritual Condensation and Celebration of a Lifeworld". Anthropological Quarterly. 83 (1): 47–72. doi:10.1353/anq.0.0112. ISSN   0003-5491. JSTOR   20638699. S2CID   142356750.
  11. Coleman, G. (2014). Hacker, hoaxer, whistleblower, spy: The many faces of Anonymous. Verso Books. https://ashkanyeganeh.com/wp-content/uploads/2020/03/hacker-hoaxer-whistleblower-spy.pdf
  12. Mauro-Flude, Nancy (2022). 2021243?journalCode=ncdn20 "A feminist server stack". Codesign. 18 (1): 48–62. doi:10.1080/15710882.2021.2021243. ISSN   1571-0882. S2CID   245719879.{{cite journal}}: Check |url= value (help)
  13. Mauro-Flude, n. (2021). Mauro-Flude, Nancy (2021). "Chthonian Feminist Internet Theory for the twenty first century". Continuum: Journal of Media and Cultural Studies. 35 (1): 788–804. doi:10.1080/10304312.2021.1983260. ISSN   1469-3666. S2CID   244577481.
  14. Wilf, Eitan Y. The Inspiration Machine: Computational Creativity in Poetry and Jazz. Chicago, IL: University of Chicago Press.
  15. Zhou, Yongming (2006). Historicizing Online Politics: Telegraphy, the Internet, and Political Participation in China. Stanford: Stanford University Press. ISBN   978-0-8047-5127-8.
  16. Makhortykh, Mykola; Zucker, Eve M.; Simon, David J.; Bultmann, Daniel; Ulloa, Roberto (2023-07-18). "Shall androids dream of genocides? How generative AI can change the future of memorialization of mass atrocities". Discover Artificial Intelligence. 3 (1): 28. arXiv: 2305.14358 . doi:10.1007/s44163-023-00072-6. ISSN   2731-0809.
  17. Bernal, Victoria. Nation as Network: Diaspora, Cyberspace, and Citizenship. Chicago, IL: University of Chicago Press.
  18. "Intel's cultural anthropologist".
  19. Boellstorff, Tom (2015-12-31). Coming of Age in Second Life. Princeton: Princeton University Press. doi:10.1515/9781400874101. ISBN   978-1-4008-7410-1.
  20. Boellstorff, Tom (2021). Digital Anthropology (2nd ed.). California: Routledge. pp. 39–60. ISBN   9781350078840.
  21. Varis, Piia (2014). "Digital Ethnography". Tilburg Papers in Cultural Studies: 1–21 via Tilburg University.
  22. "Digital Data Management - Cultural Module - Learn and Teach". www.americananthro.org. Retrieved 2017-01-30.

Bibliography