Conceptualizing platformed conspiracism: Analytical framework and empirical case study of BitChute and Gab
This article introduces the notion of platformed conspiracism to conceptualize reconfigured forms of conspiracy theory communication as a result of the mutual shaping between platform specificities and emergent user practices. To investigate this relational socio-technological shaping, we propose a conceptual platform-sensitive framework that systematically guides the study of platformed conspiracism. To illustrate the application of the framework, we examine how platformed conspiracism unfolds on BitChute and Gab during the COVID-19 pandemic. Our findings show that both platforms have positioned themselves as technological equivalents to their "mainstream" counterparts, YouTube and Twitter, by offering similar interfaces and features. However, given their specific services, community-based and politically marketed business models, and minimalist approaches to content moderation, both platforms provide conspiracy propagators a fertile refuge through which they can diversify their presence and profit monetarily from their supply of conspiracy theories and active connection with their followers.
From Comic-Con to Amazon: Fan conventions and digital platforms
San Diego Comic-Con is North America's premiere fan convention and a key site for mediating between media industries and fandom. In 2020, the COVID-19 pandemic forced Comic-Con to abruptly move its programming onto an array of digital platforms in an apparent "platformization" of the con. Informed by research on fan conventions, media industries, and the platformization of cultural production, this analysis of the online convention argues that Comic-Con was primed for platformization because it is already platform-like. Conventions organize markets, infrastructures, and governance to bring together attendees, media industries, and other "complementors." Moreover, platform logics were already shaping the convention pre-pandemic in the form of experiential marketing and brand activations designed to capture attendee data. Rather than a radical break, the Comic-Con@Home online convention and in particular Amazon's Virtual-Con activation are part of a longer process of reconfiguring the relationships between fan conventions, cultural producers, and platforms.
Desirable work: Creative autonomy and the everyday turn in game production
Based on an ethnography of gamemaking in the Toronto game development scene, I introduce the concept of the everyday gamemaker to reveal how the everyday turn of game production work has transformed the identities of gameworkers. Whereas, previous research has documented the extensive self-exploitation and willingness of creative workers to accept difficult and precarious working conditions, I uncover how everyday gamemakers "make-do" with these modes of cultural production by their desires to going it alone as independent gamemakers, establish second careers through employment and craft work, and find professional development opportunities to make games. I argue these desires shape the nuanced work and leisure identities of everyday gamemakers and evoke their widespread struggle to achieve creative autonomy in the circuits of game production.
"The real ethernet": The transnational history of global Wi-Fi connectivity
Wi-Fi is an integral and invaluable part of our media practices. Wireless networks are blended into our media environment and, in terms of infrastructural importance, have become comparable with electricity or water. This article offers a new transnational perspective on the underexplored history of IEEE 802.11 standards by focusing on the tensions between the United States and Europe in terms of development trajectories of wireless technology. The goal is to analyze the standardization of wireless networking through a transnational lens and to contribute to enhanced understanding of the global proliferation of Wi-Fi technology. Four particular aspects of the transnational development of Wi-Fi technology are discussed: the rivalry between US and European standards, the constitutive choice to focus on data transmission, radio spectrum availability, and the peculiarities of network authentication.
Representativeness and face-ism: Gender bias in image search
Implicit and explicit gender biases in media representations of individuals have long existed. Women are less likely to be represented in gender-neutral media content (representation bias), and their face-to-body ratio in images is often lower (face-ism bias). In this article, we look at representativeness and face-ism in search engine image results. We systematically queried four search engines (Google, Bing, Baidu, Yandex) from three locations, using two browsers and in two waves, with gender-neutral (person, intelligent person) and gendered (woman, intelligent woman, man, intelligent man) terminology, accessing the top 100 image results. We employed automatic identification for the individual's gender expression (female/male) and the calculation of the face-to-body ratio of individuals depicted. We find that, as in other forms of media, search engine images perpetuate biases to the detriment of women, confirming the existence of the representation and face-ism biases. In-depth algorithmic debiasing with a specific focus on gender bias is overdue.
Online social connections and Internet use among people with intellectual disabilities in the United Kingdom during the COVID-19 pandemic
Having a disability, in particular, an intellectual disability, is associated with Internet non-use. This article explores how people with intellectual disabilities used the Internet across the United Kingdom during the COVID-19 pandemic. In April to May 2021, 571 adults with intellectual disabilities were interviewed. Participants most commonly used the Internet for being with family and friends, social media or doing online activities with other people. People who lived with family were the most likely to use social media; people who lived with other people with intellectual disabilities were the least likely. People who self-reported as not lonely were more likely to use the Internet for online activities with others and play video games with others. Social connections were identified as the best thing about the Internet. Many participants chose not to identify a worst thing about Internet use, while others reported issues with technology, online harm and threats to well-being.
'Conspiracy theories should be called spoiler alerts': Conspiracy, Coronavirus, and affective community on Russell Brand's YouTube Comment Section
This paper examines how conspiracy theories anchor affective communities through an analysis of the YouTube comment section for the actor and comedian turned political influencer Russell Brand. Comparing videos before and after Brand's shift to covid scepticism, I explore like counts, reply networks, and other commenting patterns in a dataset of 217,157 comments and conduct an in-depth analysis of 2000 top comments. The findings show first, a shift toward right-wing viewpoints; second, a reduction in comment length and comment replies alongside an increase in likes; third, a sharp rise in proclamations of Brand fandom; and fourth, a steep increase in references to conspiracy. The in-depth analysis reveals that comments focused not on narrating the content of conspiracies but on celebrating conspiracy as the basis of a political community and as a defence against accusations of paranoia. I argue that conspiracy theories can function as formal categories that anchor affective communities.
Social media literacy: A conceptual framework
Concerns over the harmful effects of social media have directed public attention to media literacy as a potential remedy. Current conceptions of media literacy are frequently based on mass media, focusing on the analysis of common content and evaluation of the content using common values. This article initiates a new conceptual framework of social media literacy (SoMeLit). Moving away from the mass media-based assumptions of extant approaches, SoMeLit centers on the user's self in social media that is in dynamic causation with their choices of messages and networks. The foci of analysis in SoMeLit, therefore, are one's selections and values that influence and are influenced by the construction of one's reality on social media; and the evolving characteristics of social media platforms that set the boundaries of one's social media reality construction. Implications of the new components and dimensions of SoMeLit for future research, education, and action are discussed.
Digital contact does not promote wellbeing, but face-to-face contact does: A cross-national survey during the COVID-19 pandemic
With restricted face-to-face interactions, COVID-19 lockdowns and distancing measures tested the capability of computer-mediated communication to foster social contact and wellbeing. In a multinational sample ( = 6436), we investigated how different modes of contact related to wellbeing during the pandemic. Computer-mediated communication was more common than face-to-face, and its use was influenced by COVID-19 death rates, more so than state stringency measures. Despite its legal and health threats, face-to-face contact was still positively associated with wellbeing, and messaging apps had a negative association. Perceived household vulnerability to COVID-19 reduced the positive effect of face-to-face communication on wellbeing, but surprisingly, people's vulnerability did not. Computer-mediated communication was particularly negatively associated with the wellbeing of young and empathetic people. Findings show people endeavored to remain socially connected, yet however, maintain a physical distance, despite the tangible costs to their wellbeing.
Influence of the pandemic lockdown on Fridays for Future's hashtag activism
Social movement organizations (SMOs) increasingly rely on Twitter to create new and viral communication spaces alongside newsworthy protest events and communicate their grievance directly to the public. When the COVID-19 pandemic impeded street protests in spring 2020, SMOs had to adapt their strategies to online-only formats. We analyze the German-language Twitter communication of the climate movement Fridays for Future (FFF) before and during the lockdown to explain how SMOs adapted their strategy under online-only conditions. We collected (re-)tweets containing the hashtag #fridaysforfuture ( = 46,881 tweets, = 225,562 retweets) and analyzed Twitter activity, use of hashtags, and predominant topics. Results show that although the number of tweets was already steadily declining before, it sharply dropped during the lockdown. Moreover, the use of hashtags changed substantially and tweets focused increasingly on thematic discourses and debates around the legitimacy of FFF, while tweets about protests and calls for mobilization decreased.
The visual politics of public police Instagram use in Canada
Public police now use online and social media spaces as forums for communication. Drawing from discourse and semiotic analysis, and contributing to literature on police image management, we analyze police Instagram communications from five Canadian cities. Focusing on public police services' Instagram posts, which are more indebted to visual communication than Twitter and Facebook, we examine the ways police communications frame community and diversity. Arguing that these communications resemble the fantastical authenticity found in other Instagram communications, we show how police mobilize images of community and diversity on Instagram to create positive affective relations with community. We argue that these communications amplify policing myths and operate to enhance police legitimacy. In the discussion, we assess what our findings mean for literatures on public police social media communications and policing myths.
Believing and sharing misinformation, fact-checks, and accurate information on social media: The role of anxiety during COVID-19
The COVID-19 pandemic went hand in hand with what some have called a "(mis)infodemic" about the virus on social media. Drawing on partisan motivated reasoning and partisan selective sharing, this study examines the influence of political viewpoints, anxiety, and the interactions of the two on believing and willingness to share false, corrective, and accurate claims about COVID-19 on social media. A large-scale 2 (emotion: anxiety vs relaxation) × 2 (slant of news outlet: MSNBC vs Fox News) experimental design with 719 US participants shows that anxiety is a driving factor in belief in and willingness to share claims of any type. Especially for Republicans, a state of heightened anxiety leads them to believe and share more claims. Our findings expand research on partisan motivated reasoning and selective sharing in online settings, and enhance the understanding of how anxiety shapes individuals' processing of risk-related claims in issue contexts with high uncertainty.
Games-as-a-service: Conflicted identities on the new front-line of video game development
As creative industries begin to experiment with service and subscriptions models, prior research suggests that such changes in production and consumption carry important implications for workers. Using the theoretical lens of occupational communities, this empirical study investigates the impact of servitization-that is, the transition from a product to a service-dominant logic-on the identity of video game developers. It theorizes that service workers' skills and mind-set, relationships with peers and players, internal and external reputation, as well as development principles and values all experience disruptions, leading to the emergence of a distinct identity.
Understanding news engagement on social media: A media repertoire approach
This study promotes the framework as an analytical approach best suited for studying news engagement on social media (SM), considering its multifaceted nature. To demonstrate the theoretical benefits of this proposal, the study seeks to (1) identify user profiles based on SM news viewing and sharing, and news consumption on other platforms; (2) determine profile predictors; and (3) evaluate their possible outcomes. A panel study ( = 1786) demonstrated the emergence of identifiable profiles, attributed to differences in SM use and political interest. In addition, profiles embodied different effects on political participation over time. A second study ( = 86) was conducted thereafter, in which users' Facebook news feed use was analyzed to determine differences in news supply according to profiles. Findings that could not have been achieved using the more common unidimensional news consumption methods are discussed in light of new theoretical gains provided by the repertoire approach.
"I did it without hesitation. Am I the bad guy?" Online conversations in response to controversial in-game violence
Video game content has evolved over the last six decades, from a basic focus on challenge and competition to include more serious and introspective narratives capable of encouraging critical contemplation within gamers. The "No Russian" mission from casts players as terrorists responsible for the murder of innocent bystanders, sparking debate around how players engage and react to wanton violence in modern video games. Through thematic analysis of 649 Reddit posts discussing the mission, 10 themes emerged representing complexity in player experiences. Those themes were grouped into categories representing (descending order), (1) rote gameplay experiences, (2) dark humor, (3) comparing the mission to other games and real-world events, and (4) self-reflective eudaimonic reactions to the mission. Although less common, the presence of eudaimonic media effects (in at least 15% of posts) holds promise for the use of video games as reflective spaces for violence prevention.
The first-level digital divide shifts from inequalities in physical access to inequalities in material access
For a long time, a common opinion among policy-makers was that the digital divide problem would be solved when a country's Internet connection rate reaches saturation. However, scholars of the second-level digital divide have concluded that the divides in Internet skills and type of use continue to expand even after physical access is universal. This study-based on an online survey among a representative sample of the Dutch population-indicates that the first-level digital divide remains a problem in one of the richest and most technologically advanced countries in the world. By extending basic physical access combined with material access, the study finds that a diversity in access to devices and peripherals, device-related opportunities, and the ongoing expenses required to maintain the hardware, software, and subscriptions affect existing inequalities related to Internet skills, uses, and outcomes.
Activating the past in the Ferguson protests: Memory work, digital activism and the politics of platforms
This article analyzes the Facebook page -set up during the 2014 Ferguson protests-in order to rethink the role of memory work within contemporary digital activism. We argue that, as a particular type of discursive practice, memory work on the page bridged personal and collective action frames. This occurred in four overlapping ways. First, the page allowed for affective commemorative engagement that helped shape Brown's public image. Second, Brown's death was contextualized as part of systematic injustice against African Americans. Third, the past was used to legitimize present action, wherein the present was continually connected to the past and future. And fourth, particular discursive units became recognizable symbolic markers during the protests and for future recall. Based on this typology, we show that memory work, although multidirectional and in flux, is stabilized by the interactions between the page administrator, users, and Facebook's operational logic.
Under the bridge: An in-depth examination of online trolling in the gaming context
Trolling is a subject of apparent academic confusion; the few studies conducted thus far yielded a variety of conflicting definitions regarding what constitutes trolling behaviour and little information regarding trolling motivations. In order to shed further light on this phenomenon, the present study aimed to (1) determine which behaviours actual trolls consider as trolling, (2) explore the motivations behind trolling, and (3) examine the online community's response to trolling as perceived by the troll. After performing semi-structured interviews with 22 self-confessed trolls, we found that there is a variety of behaviours trolls consider trolling which can now be put in clear categories based on target and method. Three key motivations to troll emerged: personal enjoyment, revenge, and thrill-seeking. Trolling also appears to be a cyclical, self-perpetuating phenomenon enabled by the online community at large. Theoretical implications for future trolling research are also discussed.
Does the rise of the Internet bring erosion of strong ties? Analyses of social media use and changes in core discussion networks
We derive hypotheses from popular accounts of how use of social media affects our strong ties. Several authors have suggested that social media use erodes our strong ties by increasing the volume of social interactions and decreasing their depth. Using two-wave panel data representative of the Dutch population between 15 and 45 years, we examine changes in the core discussion networks (CDNs) of 5312 respondents (with 10,896 relations). Contradicting an erosion of strong ties, we found positive effects of social media use on CDN size, both cross-sectionally and longitudinally. Social media use was positively related to talking to CDN members in our cross-sectional model. Finally, we found that the CDNs of frequent social media users were more dynamic than those of less frequent users: they are more likely to both lose old and gain new ties. This suggests that Internet use is associated with more, and more dynamic, social interaction.
A phased framework for long-term user acceptance of interactive technology in domestic environments
The temporal dimension of acceptance is under-researched in technology acceptance research. Yet, people's perceptions on technology use may change over time when gaining user experiences. Our 6-month home study deploying an interactive robot provides insight into the long-term use of use interactive technology in a domestic environment. We present a phased framework for the acceptance of interactive technology in domestic environments. Based on 97 interviews obtained from 21 participants living in different household types, the results provide an initial validation of our phased framework for long-term acceptance showing that acceptance phases are linked to certain user experiences which evolve over time when people gain experience with the technology. Involving end users in the early stages of development helps researchers understand the cultural and social contexts of acceptance and enables developers to apply this gained knowledge into their future designs.
Identity and collective action via computer-mediated communication: A review and agenda for future research
Since the start of large-scale waves of mobilisation in 2011, the importance of identity in the study of collective action via computer-mediated communication (CMC) has been a source of contention. Hence, our research sets out to systematically review and synthesise empirical findings on identity and collective action via CMC from 2012 to 2016. We found that the literature on the topic is broad and diverse, with contributions from multiple disciplines and theoretical and methodological approaches. Based on our findings, we provide directions for future research and propose the adoption of an integrative approach that combines the study of identity and networks to advance our understanding of collective action via CMC. This review contributes to the crossroad of social movement, collective action, communication and media studies. Our results also have practical implications for the organisation of collective action in a society characterised by the pervasive influence of CMC.