While many studies explore the way that individuals represent themselves online, a less studied but equally important question is the way that individuals who cannot represent themselves are portrayed. This paper outlines an investigation into some of those individuals, exploring the ends of identity – birth and death – and the way the very young and deceased are portrayed via the popular mobile photo sharing app and platform Instagram. In order to explore visual representations of birth and death on Instagram, photos with four specific tags were tracked: #birth, #ultrasound, #funeral and #RIP. The data gathered included quantitative and qualitative material. On the quantitative front, metadata was aggregated about each photo posted for three months using the four target tags. This includes metadata such as the date taken, place taken, number of likes, number of comments, what tags were used, and what descriptions were given to the photographs. The quantitative data gives also gives an overall picture of the frequency and volume of the tags used. To give a more detailed understanding of the photos themselves, on one day of each month tracked, all of the photographs on Instagram using the four tags were downloaded and coded, giving a much clearer representative sampling of exactly how each tag is used, the sort of photos shared, and allowed a level of filtering. For example, the #ultrasound hashtag includes a range of images, not just prenatal ultrasounds, including both current images (taken and shared at that moment), historical images, collages, and even ultrasound humour (for example, prenatal ultrasound images with including a photoshopped inclusion of a cash, or a cigarette, joking about the what the future might hold). This paper will outline the methods developed for tracking Instagram photos via tags, it will then present a quantitative overview of the uses and frequency of the four hashtags tracked, give a qualitative overview of the #ultrasound and #RIP tags, and conclude with some general extrapolations about the way that birth and death are visually represented online in the era of mobile media.
I’m pleased to announced that the special themed issue of Digital Culture and Education on Facebook in Education, edited by Mike Kent and I, has been released. The issue features an introductory article by Mike and I, ‘Facebook in Education: Lessons Learnt’ in which we may have some opinions about whether the hype around MOOCs and disruptive online education ignores the very long history of learning online (hint: it does). As something of a corrective to that hype, this issue explores different aspects of the complicated relationship between Facebook as a platform and learning and teaching in higher education.
Having some form of anonymity online offers many people a kind of freedom. Whether it’s used for exposing corruption or just experimenting socially online it provides a way for the content (but not its author) to be seen.
But this freedom can also easily be abused by those who use anonymity to troll, abuse or harass others, which is why Facebook has previously been opposed to “anonymity on the internet”.
CEO Mark Zuckerberg has been committed to Facebook as a site for users to have a single real identity since its beginning a decade ago as a platform to connect college students. Today, Facebook’s core business is still about connecting people with those they already know.
But there have been concerns about what personal information is revealed when people use any third-party apps on Facebook.
So this latest announcement aims to address any reluctance some users may have to sign in to third-party apps. Users will soon be able to log in to them without revealing any of their wealth of personal information.
That does not mean they will be anonymous to Facebook – the social media site will still track user activity.
It might seem like the beginning of a shift away from singular, fixed identities, but tweaking privacy settings hardly indicates that Facebook is embracing anonymity. It’s a long way from changing how third-party apps are approached to changing Facebook’s entire real-name culture.
Having the option to log in to third-party apps anonymously does not necessarily mean Facebook users will actually use it. Effective use of Facebook’s privacy settings depends on user knowledge and motivation, and not all users opt in.
A recent Pew Research Center report reveals that the most common strategy people use to be less visible online is to clear their cookies and browser history.
Only 14% of those interviewed said they had used a service to browse the internet anonymously. So, for most Facebook users, their experience won’t change.
Facebook login on other apps and websites
Facebook offers users the ability to use their authenticated Facebook identity to log in to third-party web services and mobile apps. At its simplest and most appealing level, this alleviates the need for users to fill in all their details when signing up for a new app. Instead they can just click the “Log in with Facebook” button.
For online corporations whose businesses depend on building detailed user profiles to attract advertisers, authentication is a real boon. It means they know exactly what apps people are using and when they log in to them.
Automated data flows can often push information back into the authenticating service (such as the music someone is playing on Spotify turning up in their Facebook newsfeed).
While having one account to log in to a range of apps and services is certainly handy, this convenience means it’s almost impossible to tell what information is being shared.
Is Facebook just sharing your email address and full name, or is it providing your date of birth, most recent location, hometown, a full list of friends and so forth? Understandably, this again raises privacy concerns for many people.
How anonymous login works
To address these concerns, Facebook is testing anonymous login as well as a more granular approach to authentication. (It’s worth noting, neither of these changes have been made available to users yet.)
Given the long history of privacy missteps by Facebook, the new login appears to be a step forward. Users will be told what information an app is requesting, and have the option of selectively deciding which of those items Facebook should actually provide.
Facebook will also ask users whether they want to allow the app to post information to Facebook on their behalf. Significantly, this now places the onus on users to manage the way Facebook shares their information on their behalf.
Sometimes people want to try out apps, but they’re not ready to share any information about themselves.
It’s certainly useful to try out apps without having to fill in and establish a full profile, but very few apps can actually operate without some sort of persistent user identity.
The implication is once a user has tested an app, to use its full functionality they’ll have to set up a profile, probably by allowing Facebook to share some of their data with the app or service.
Taking on the competition
The value of identity and anonymity are both central to the current social media war to gain user attention and loyalty.
Facebook’s anonymous login might cynically be seen as an attempt to court users who have flocked to Snapchat, an app which has anonymity built into its design from the outset.
Snapchat’s creators famously turned down a US$3 billion buyout bid from Facebook. Last week it also revealed part of its competitive plan, an updated version of Snapchat that offers seamless real-time video and text chat.
By default, these conversations disappear as soon as they’ve happened, but users can select important items to hold on to.
Whether competing with Snapchat, or any number of other social media services, Facebook will have to continue to consider the way identity and anonymity are valued by users. At the moment its flirting with anonymity is tokenistic at best.
Tama Leaver receives funding from the Australian Research Council (ARC).
Emily van der Nagel does not work for, consult to, own shares in or receive funding from any company or organisation that would benefit from this article, and has no relevant affiliations.
While the mainstream press have often used the accusation of trolling to cover almost any form of online abuse, the term itself has a long and changing history. In scholarly work, trolling has morphed from a description of newsgroup and discussion board commentators who appeared genuine but were actually just provocateurs, through to contemporary analyses which focus on the anonymity, memes and abusive comments most clearly represented by users of the iconic online image board 4chan, and, at times, the related Anonymous political movement. To explore more mainstream examples of what might appear to be trolling at first glance, this paper analyses the Channel Nine Fail (Ch9Fail) Facebook group which formed in protest against the quality of the publicly broadcast Olympic Games coverage in Australia in 2012. While utilising many tools of trolling, such as the use of memes, deliberately provocative humour and language, targeting celebrities, and attempting to provoke media attention, this paper argues that the Ch9Fail group actually demonstrates the increasingly mainstream nature of many online communication strategies once associated with trolls. The mainstreaming of certain activities which have typified trolling highlight these techniques as part of a more banal everyday digital discourse; despite mainstream media presenting trolls are extremist provocateurs, many who partake in trolling techniques are simply ordinary citizens expressing themselves online.
At the end of January 2014 I was delighted to participate in the Surveillance, Copyright, Privacy: The end of the open internet conference held at the University of Otago in New Zealand. It was an inspiring three days looking critically at the way privacy and surveillance are increasingly at war in contemporary culture, which the eternal bugbear of copyright continues to look large. For a sense of the conference, Rosie Overell has collated the tweets from the event in four Storify collections: day one; morning of day 2; afternoon of day 2; and day 3.
The paper I presented was entitled ‘Captured at Birth? Intimate Surveillance and Digital Legacies’. Here’s the slides and abstract:
From social media to CCTV cameras, surveillance practices have been largely normalised in contemporary cultures. While sousveillance – surveillance and self-surveillance by everyday individuals – is often situated as a viable means of subverting and making visible surveillance practices, this is premised on those being surveyed having sufficient agency to actively participate in escaping or re-directing an undesired gaze (Albrechtslund, 2008; Fernback, 2013; Mann, Nolan, & Wellman, 2002). This paper, however, considers the challenges that come with what might be termed intimate surveillance: the processes of recording, storing, manipulating and sharing information, images, video and other material gathered by loved ones, family members and close friends. Rather than considering the complex negotiations often needed between consenting adults in terms of what material can, and should, be shared about each other, this paper focuses on the unintended digital legacies created about young people, often without their consent. As Deborah Upton (2013, p. 42) has argued, for example, posting first ultrasound photographs on social media has become a ritualised and everyday part of process of visualising and sharing the unborn. For many young people, their – often publicly shared – digital legacy begins before birth. Along a similar line, a child’s early years can often be captured and shared in a variety of ways, across a range of platforms, in text, images and video. The argument put forward is not that such practices are intrinsically wrong, or wrong at all. Rather, the core issue is that so many of the discussions about privacy and surveillance put forward in recent years presume that those under surveillance have sufficient agency to at least try and do something about it. When parents and others intimately survey their children and share that material – almost always with the very best intentions – they often do so without any explicit consideration of the privacy, rights or (likely unintended) digital legacy such practices create. A legacy which young people will have to, at some point, wrestle with, especially in a digital landscape increasingly driven by ‘real names’ policies (Zoonen, 2013). Inverting the overused media moral panic about young people’s sharing practices on social media, this paper argues that young people should be more concerned about the quite possibly inescapable legacy their parents’ documenting and sharing practices will create. Ensuring that intimate surveillance is an informed practice, better educational resources and social media literacy practices are needed for new parents and others responsible for managing the digital legacies of others.
Albrechtslund, A. (2008). Online Social Networking as Participatory Surveillance. First Monday, 13(3). Retrieved from http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/2142/1949
Fernback, J. (2013). Sousveillance: Communities of resistance to the surveillance environment. Telematics and Informatics, 30(1), 11–21. doi:10.1016/j.tele.2012.03.003
Lupton, D. (2013). The Social Worlds of the Unborn. Basingstoke: Palgrave MacMillan.
Mann, S., Nolan, J., & Wellman, B. (2002). Sousveillance: Inventing and Using Wearable Computing Devices for Data Collection in Surveillance Environments. Surveillance & Society, 1(3), 331–355.
Zoonen, L. van. (2013). From identity to identification: fixating the fragmented self. Media, Culture & Society, 35(1), 44–51. doi:10.1177/0163443712464557
For me the trip to Dunedin had the added bonus of spending some time visiting family and reacquainting myself after far too long away with the beautiful city I was born in.
On 5 December 2013, I attended a fascinating symposium on 3D Printing: Social and Cultural Trajectories held at Swinburne University. It brought together industry, military, business and academic perspectives on the emergence and popularisation of 3d printing as a technology, a practice and a cultural form.
My paper focused on the relationship (or lack thereof) between 3D printing and peer-to-peer distribution networks, with particularly interest in The Pirate Bay who attempted to strategically position themselves as a locus of 3D printable designs or, as they dubbed them, physibles.
In January 2012, the (in)famous BitTorrent hub The Pirate Bay (TPB) launched a new section dubbed ‘Physibles’, featuring links to files containing various 3d printable designs. The blog post announcing the new section argued with revolutionary zeal that in an era where most media and data are “born digital”, the “next step in copying will be made from digital form into physical form. It will be physical objects … We believe that things like three dimensional printers, scanners and such are just the first step. We believe that in the nearby future you will print your spare parts for your vehicles. You will download your sneakers within 20 years” (WinstonQ2038, 2012). Yet, despite The Pirate Bay’s seeming call to arms, eighteen months later the physibles section remains a tiny corner of the filesharing site, with less than 200 active files being shared, while Makerbot’s Thingiverse repository of 3d printable designs, or the print-and-sell service Shapeways, both show far more rapid growth. Moreover, a “3d Printing and Physibles” page on Facebook, launched shortly after TPB’s new section debuted, has over 39,000 likes and an active community. It is possible that the fact that TPB became the default source for 3d printable firearms designs after they were effectively banned from other repositories (Van Der Sar, 2013) has shaped the physible section; the top fifteen most seeded designed (ie shared by the most users) on TPB are either firearms of related accessories.
While the Thingiverse and other repositories have captured and held the attention of the Maker communities from which 3d printing emerged, this is beginning to change. In February 2013, HBO set and cease and desist letter, demanding that Fernando Sosa (and his company NuProto.com) stop selling a 3d printed iPhone charging dock created in the likeness of the distinctive Iron Throne from the HBO series Game of Thrones (Hurst, 2013). While the Iron Throne Dock is not the first legal battle over 3D printing (Thompson, 2012) it appears to have been one of the most high-profile battles (with the exception of the moral panic issue of 3d printing guns). Similarly, Shapeways, a popular online service selling bespoke 3d printed objects, despite only receiving 5 cease and desist letters in 2012, is proactively policing designs for those which may violate trademarks or copyright (Kharif & Decker, 2013). Where Shapeways draws the line, though, is hard to judge; a popular item on Shapeways at present is an iPhone 5 case modelled on the likeness of a Star Wars Stormtrooper.
In order to better understand the relationship between ‘piracy’ and certain aspects of 3d printing this paper will: (a) analyse the various media responses to launch of TPB’s physibles section; (b) examine the way that the physibles banner has been taken up elsewhere (for example, a “3d Printing and Physibles” Facebook page); (c) how TPB becoming the default source for 3d printable firearm designs shifted media reporting of physibles; and (d) how increasingly public cease and desist instructions from copyright holders may galvanise a more resistant ‘pirate’ movement in relation to 3d printing.
Hurst, N. (2013, February 13). HBO Blocks 3-D Printed Game of Thrones iPhone Dock. Wired. Retrieved from http://www.wired.com/design/2013/02/got-hbo-cease-and-desist/
Kharif, O., & Decker, S. (2013, August 26). 3D-printed iPhone gear stirs Game of Thrones copyright clash. The Sydney Morning Herald. Retrieved from http://www.smh.com.au/digital-life/digital-life-news/3dprinted-iphone-gear-stirs-game-of-thrones-copyright-clash-20130823-2sgeq.html
Thompson, C. (2012, May 30). Clive Thompson on 3-D Printing’s Legal Morass. Wired. Retrieved from http://www.wired.com/design/2012/05/3-d-printing-patent-law/
Van Der Sar, E. (2013, May 10). Pirate Bay Takes Over Distribution of Censored 3D Printable Gun. TorrentFreak. Retrieved September 13, 2013, from http://torrentfreak.com/pirate-bay-takes-over-distribution-of-censored-3d-printable-gun-130510/
WinstonQ2038. (2012, January 23). Evolution: New category. The Pirate Bay. Retrieved from http://thepiratebay.sx/blog/203
On 3 December 2013 I had the pleasure of participating in the Doing Cultural Studies: Interrogating ‘Practice’ symposium backed by the CSAA and Swinburne University, and very professionally organised and run by the postgraduate trio Jenny Kennedy, Emily van der Nagel and James Meese. The day highlighted some impressive emerging work by postgraduate students and early career researchers in cultural studies, and featured an outstanding Keynote provocation by Katrina Schlunke (video here).
My contribution was as part of a panel addressing Academic Career Practice which was addressed more practical questions about balancing research, careers and teaching. The panellists were myself, Esther Milne and Brendan Keogh, with Ramon Lobato chairing. A recording of the panel discussion is below:
The talk abstract: While social media services including the behemoth Facebook with over a billion users, promote and encourage the ongoing creation, maintenance and performance of an active online self, complete with agency, every act of communication is also recorded. Indeed, the recordings made by other people about ourselves can reveal more than we actively and consciously chose to reveal about ourselves. The way people influence the identity and legacy of others is particularly pronounced when we consider birth – how parents and others ‘create’ an individual online before that young person has any identity in their online identity construction – and at death, when a person ceases to have agency altogether and becomes exclusively a recorded and encoded data construct. This seminar explores the limits and implications for agency, identity and data personhood in the age of Facebook.
The hugely successful franchise Angry Birds by Finnish company Rovio is synonymous with the new and growing market of app-based games played on smartphones and tablets. These are often referred to as ‘casual games’, highlighting their design which rewards short bursts of play, usually on mobile media devices, rather than the sustained attention and dedicated hardware required for larger PC or console games. Significantly, there is enormous competition within the mobile games, while the usually very low cost (free, or just one or two dollars) makes a huge ranges of choices available to the average consumer. Moreover, these choices are usually framed by just one standardised interface, such as the Google Play store for Android powered devices, or the Apple App store for iOS devices. Within this plethora of options, I will argue that in addition to being well designed and enjoyable to play, successful mobile games are consciously situated within a social network market.
The concepts of ‘social network markets’ reframes the creative industries not so much as the generators of intellectual property outputs, but as complex markets in which the circulation and value of media is as much about taste, recommendations and other networked social affordances (Potts, Cunningham, Hartley, & Ormerod, 2008). For mobile games, one of the most effective methods of reaching potential players, then, is through the social attentions and activity of other players. Rovio have been very deliberate in the wide-spread engagement with players across a range of social media platforms, promoting competitive play via Twitter and Facebook, highlighting user engagement such as showcasing Angry Birds themed cakes, and generally promoting fan engagement on many levels, encouraging the ‘spreadability’ of Angry Birds amongst social networks (Jenkins, Ford, & Green, 2013). In line with recognising the importance of engagement with the franchise, Rovio have also taken a very positive approach of unauthorised merchandising and knock-offs, especially in China and South-East Asia. In line with Montgomery and Potts’ (2008) argument that a weaker intellectual property approach will foster a more innovative creative industries in China, rather than attempting to litigate of lock down unauthorised material, Rovio have stated they see this as building awareness of Angry Birds and are working to harness this new, socially-driven market (Dredge, 2012). As Rovio now license everything from Angry Birds plush toys to theme parks, social network markets can be perpetuated even by unauthorised material, which builds awareness and interest in the official games and merchandising in the long run. Far from a standalone example, this paper argues that not only is Rovio consciously situating Angry Birds within a social network market model, but that such a model can drive other mobile games success in the future.
Dredge, S. (2012, January 30). Angry Birds boss: “Piracy may not be a bad thing: it can get us more business.” The Guardian. Retrieved from http://www.guardian.co.uk/technology/appsblog/2012/jan/30/angry-birds-music-midem
Jenkins, H., Ford, S., & Green, J. (2013). Spreadable Media: Creating Value and Meaning in a Networked Culture. New York and London: New York University Press.
Montgomery, L., & Potts, J. (2008). Does weaker copyright mean stronger creative industries? Some lessons from China. Creative Industries Journal, 1(3), 245–261. doi:10.1386/cij.1.3.245/1
Potts, J., Cunningham, S., Hartley, J., & Ormerod, P. (2008). Social network markets: a new definition of the creative industries. Journal of Cultural Economics, 32(3), 167–185. doi:10.1007/s10824-008-9066-y
I’m currently working on a chapter for the forthcoming Locative Media edited collection; the piece I’m co-writing with Clare Lloyd examines some of the pedagogical strategies that have arisen to better inform users about the data that they generate whilst using locative media in various forms (from explicit check-ins with Foursquare to less obvious locative metadata on photographs, tweets and so forth). We’ve been looking at several tools and services like PleaseRobMe.com, I Can Stalk U and Creepy which visualise the often hidden layer locative media layers of mobile devices and services.
Given this context, I was fascinated to see Foursquare’s release of their ‘Time Machine’ (deployed as a promotion for Samsung’s S4) which creates an animation and eventual infographic visualising the a user’s entire Foursquare check-in history. Since I’m very conscious of where I do and don’t use Foursquare, I was fascinated to see what sort of picture of my movements this builds. The grouping of check-ins in Perth (where I live) and the places I’ve travelled to for conferences (which is the main time I use Foursquare) was very smooth, and made my own digitised journey through the world look like a personalised network diagram. The eventual infographic produced is fairly banal, but does crunch your own Foursquare numbers. I’ve embedded mine below.
While Foursquare users are probably amongst the most aware locative media users and generators of locative data, it’s still fascinating to see what a rich and robust picture these individual points of data look like when aggregated. In line with the writing I’m doing, I can’t help wonder how people would respond to a similar sort of visualisation based on their smartphone photos or Facebook posts or some other service which is less explicit or transparent in the way locative metadata is produced and stored.