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Political Theorist Jennifer Forestal’s new book is a fascinating exploration of contemporary democracy and how it operates in different spaces. Forestal’s avenue into the question of democracy and the space in which it functions comes out of the idea of how spaces are designed and for what reasons. This idea of built environments—be they city centers in urban areas, software architecture, or the existence and width of sidewalks—contribute to how we, as individuals and community members, operate in those spaces. Forestal is paying particular attention to participatory democracy, where community members come together to solve problems collectively.
Designing for Democracy: How to Build Community in Digital Environments (Oxford UP, 2021)weaves together the concrete, the actual spaces where we can gather together or where we are pushed apart, and the theoretical, the way democracy, as a concept, draws on the will of the people to govern themselves. In examining democratic theory, Forestal integrates work from Aristotle, Alexis de Tocqueville, and John Dewey, all of whom provide frameworks for thinking about and understanding interactions between individuals and the effort to share responsibility to govern in common.
Forestal unpacks the many ways that built environments guide our choices and behavior—from how the layout of a grocery store pushes us towards certain kinds of purchases, to the design of sidewalks or the absence of sidewalks as determining our public engagement or disengagement—and how this is an often overlooked or obscured exertion of power, especially political power. The power of the built environment trains us in a variety of ways, and this is an area where changing the design of the space in which we exist can also change our behavior and can shift our perspectives. Democratic theory is predicated on individuals acting together, and the space in which we do this contributes to the success of these efforts, or their fragmentation. Social media spaces are very much like the physical built environment, and Forestal examines three different social media spaces, Twitter, Facebook, and Reddit, exploring how they are and are not hospitable spaces for democracy.
Designing for Democracy: How to Build Community in Digital Environments is an original analysis of how physical and virtual spaces provide individuals with barriers or openings to engagement, and how these spaces can shift our behavior and our priorities. Ultimately, democracy is an idea that must be translated by real people in real spaces and places, and how we all engage with one another is not just important, it is the basis for the implementation of this concept of self-government.
Lilly J. Goren is a professor of political science at Carroll University in Waukesha, WI. She is co-editor of The Politics of the Marvel Cinematic Universe (University Press of Kansas, 2022), as well as co-editor of the award winning book, Women and the White House: Gender, Popular Culture, and Presidential Politics (University Press of Kentucky, 2012). Email her comments at [email protected] or tweet to @gorenlj.
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Sociologist Juan Pablo Pardo-Guerra, a professor at University of California San Diego, talks about his book Automating Finance: Infrastructures, Engineers, and the Making of Electronic Markets with Peoples & Things host Lee Vinsel. The book traces the long, largely anonymous, and in some senses boring history of how experts applied computers to financial systems since the 1970s, creating a digital infrastructure of the trading world. The conversation also touches on Pardo-Guerra’s more recent work on how systems of quantitative metrics have been applied to the management of universities and what might be done about it.
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Historian Hanna Rose Shell, a professor at University of Colorado, Boulder, talks about her book Shoddy: From Devil’s Dust to the Renaissance of Rags with Peoples & Things host Lee Vinsel. Along the way, Shell raises a number of important and interesting things, including the long history of reuse and recycling and how forms of technology and work become tied to social status. With shoddy, it was the anxieties of low class, low social status work and poverty. Shell also discusses how individual technologies become mirrors for the worries, fears, hatreds, and other feelings of society – how when we look into the history of any technology we often see ourselves reflected back.
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Patrick Chung, assistant professor of history at the University of Maryland, talks about his research on the rise of shipping and manufacturing in South Korea with Peoples & Things host Lee Vinsel. Along the way, Chung provides fascinating insights into the role that both the US Department of Defense and local South Korean actors played in globalization.
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Daniel Armanios, associate professor of Engineering and Public Policy at Carnegie Mellon University, talks about his work on infrastructure and inequality with Peoples & Things host Lee Vinsel. Armanios’ recent work has focused on coming up with quantitative measures of how infrastructure relates to inequalities around race, gender, and class, both to address historical injustices and to inform future infrastructure construction. Armanios also talks about how he brings these topics into his teaching and his larger project around engineering and social justice.
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Is it ever morally wrong to enjoy fantasizing about immoral things? Many video games allow players to commit numerous violent and immoral acts. But should players worry about the morality of their virtual actions? A common argument is that games offer merely the virtual representation of violence. No one is actually harmed by committing a violent act in a game. So, it cannot be morally wrong to perform such acts. While this is an intuitive argument, it does not resolve the issue.
Focusing on why individual players are motivated to entertain immoral and violent fantasies, Christopher Bartel's book Video Games, Violence, and the Ethics of Fantasy: Killing Time (Bloomsbury, 2020) advances debates about the ethical criticism of art, not only by shining light on the interesting and under-examined case of virtual fantasies, but also by its novel application of a virtue ethical account. Video games are works of fiction that enable players to entertain a fantasy. So, a full understanding of the ethical criticism of video games must focus attention on why individual players are motivated to entertain immoral and violent fantasies.
Video Games, Violence, and the Ethics of Fantasy engages with debates and critical discussions of games in both the popular media and recent work in philosophy, psychology, media studies, and game studies.
Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok.
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Medieval manuscripts are our shared inheritance, and today they are more accessible than ever—thanks to digital copies online. Yet for all that widespread digitization has fundamentally transformed how we connect with the medieval past, we understand very little about what these digital objects really are. We rarely consider how they are made or who makes them. Digital Codicology: Medieval Books and Modern Labor (Stanford UP, 2022) demystifies digitization, revealing what it's like to remake medieval books online and connecting modern digital manuscripts to their much longer media history, from print, to photography, to the rise of the internet.
Examining classic late-1990s projects like Digital Scriptorium 1.0 alongside late-2010s initiatives like Bibliotheca Philadelphiensis, and world-famous projects created by the British Library, Corpus Christi College Cambridge, Stanford University, and the Walters Art Museum against in-house digitizations performed in lesser-studied libraries, Bridget Whearty tells never-before-published narratives about globally important digital manuscript archives. Drawing together medieval literature, manuscript studies, digital humanities, and imaging sciences, Whearty shines a spotlight on the hidden expert labor responsible for today's revolutionary digital access to medieval culture. Ultimately, this book argues that centering the modern labor and laborers at the heart of digital cultural heritage fosters a more just and more rigorous future for medieval, manuscript, and media studies.
Jen Hoyer is Technical Services and Electronic Resources Librarian at CUNY New York City College of Technology and a volunteer at Interference Archive. She is co-author of What Primary Sources Teach: Lessons for Every Classroom and The Social Movement Archive.
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Meredith Whittaker, co-founder and faculty director of the AI Now Institute and Minderoo Research Professor at New York University, talks about the politics of digital technologies with Peoples & Things host Lee Vinsel. The conversation examines Whittaker’s fascinating career moving between industry and academia, her role in the Google walkout, and her hopes for the future, including the role of social movements in fomenting political change.
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Data journalist Meredith Broussard talks about her book, Artificial Unintelligence: How Computers Misunderstand the World, with Peoples & Things host Lee Vinsel. The book how artificial intelligence systems do and don’t work and why people have come to have such unrealistic understandings of the technologies’ capabilities. One central factor is what Broussard calls technochauvinism, “the belief that technology is always the solution.” Broussard also discusses her early career as a computer scientist, why she became her journalist, and her hopes for a more humane technological future.
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What needs are satisfied in digital gaming? And what does the shift of these need satisfactions into the digital space say about the social realities in which they are embedded?
Harald Koberg lets gamers themselves have their say and follows their traces of the described fascinations and passions in his latest book Free Play: Digital Gaming and the Longing for Effectiveness (Freies Spiel: Digitales Spielen und die Sehnsucht nach Wirkmächtigkeit). The answers found aim at experiences of efficacy: digital games and the communication spaces around them offer particular opportunities to experience one's own decisions and actions as relevant and effective. It is not only about narrated stories and interactions with the game, but also about the rules and limits of communication, spaces of unfolding, self-dramatization, and norm-setting.
Using the examples of adolescent search for free spaces, insecure masculinity, and achievement society overload, Harald Koberg shows why critique of the medium of video games must focus on people and how much can be determined about larger social contexts along the way.
Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok.
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