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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, digital ethnography, cyberanthropology, and virtual anthropology.


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 The American Anthropological Association (AAA) is an American organization of scholars and practitioners in the field of anthropology. With 10,000 members, the association, based in Arlington, Virginia, includes archaeologists, cultural anthropo ...
. 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 Cyberspace is an interconnected digital environment. It is a type of virtual world popularized with the rise of the Internet. The term entered popular culture from science fiction and the arts but is now used by technology strategists, security ...
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 Collective memory is the shared pool of memories, knowledge and information of a social group that is significantly associated with the group's identity. The English phrase "collective memory" and the equivalent French phrase "la mémoire collect ...
, migration periods, internal and external conflicts, potentially subconscious language features and
meme A meme (; ) is an idea, behavior, or style that Mimesis, spreads by means of imitation from person to person within a culture and often carries symbolic meaning representing a particular phenomenon or theme. A meme acts as a unit for carrying c ...
tic dialects comparable to those of traditional, geographically confined communities. This includes the various communities built around
free and open-source software Free and open-source software (FOSS) is software available under a license that grants users the right to use, modify, and distribute the software modified or not to everyone free of charge. FOSS is an inclusive umbrella term encompassing free ...
, online platforms such as Facebook, Twitter/X, Instagram, 4chan and
Reddit Reddit ( ) is an American Proprietary software, proprietary social news news aggregator, aggregation and Internet forum, forum Social media, social media platform. Registered users (commonly referred to as "redditors") submit content to the ...
and their respective sub-sites, and politically motivated groups like
Anonymous Anonymous may refer to: * Anonymity, the state of an individual's identity, or personally identifiable information, being publicly unknown ** Anonymous work, a work of art or literature that has an unnamed or unknown creator or author * Anonym ...
,
WikiLeaks WikiLeaks () is a non-profit media organisation and publisher of leaked documents. It is funded by donations and media partnerships. It has published classified documents and other media provided by anonymous sources. It was founded in 2006 by ...
, or the
Occupy movement The Occupy movement was an international populist Social movement, socio-political movement that expressed opposition to Social equality, social and economic inequality and to the perceived lack of real democracy around the world. It aimed primar ...
. A number of academic anthropologists have conducted traditional ethnographies of virtual worlds, such as Bonnie Nardi's study of
World of Warcraft ''World of Warcraft'' (''WoW'') is a 2004 massively multiplayer online role-playing (MMORPG) video game developed and published by Blizzard Entertainment for Windows and Mac OS X. Set in the '' Warcraft'' fantasy universe, ''World of War ...
or Tom Boellstorff's study of
Second Life ''Second Life'' is a multiplayer virtual world that allows people to create an Avatar (computing), avatar for themselves and then interact with other users and user-created content within a multi-user online environment. Developed for person ...
. Academic Gabriella Coleman has done ethnographic work on the
Debian Debian () is a free and open-source software, free and open source Linux distribution, developed by the Debian Project, which was established by Ian Murdock in August 1993. Debian is one of the oldest operating systems based on the Linux kerne ...
software community and the Anonymous
hacktivist Hacktivism (or hactivism; a portmanteau of '' hack'' and ''activism''), is the use of computer-based techniques such as hacking as a form of civil disobedience to promote a political agenda or social change. A form of Internet activism with roo ...
network. 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 and the
Feminist Feminism is a range of socio-political movements and ideology, ideologies that aim to define and establish the political, economic, personal, and social gender equality, equality of the sexes. Feminism holds the position that modern soci ...
Internet network. Eitan Y. Wilf examines the intersection of artists' creativity and digital technology and artificial intelligence
Yongming Zhou
studied how in China the internet is used to participate in politics
Eve M. Zucker
and colleagues study the shift to digital memorialization of mass atrocities and the emergent role of artificial intelligence in these processes.Victoria Bernal
conducted ethnographic research on the themes of nationalism and citizenship among Eritreans participating in online political engagement with their homeland. 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.


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 Facebook is a social media and social networking service owned by the American technology conglomerate Meta Platforms, Meta. Created in 2004 by Mark Zuckerberg with four other Harvard College students and roommates, Eduardo Saverin, Andre ...
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 ''Second Life'' is a multiplayer virtual world that allows people to create an Avatar (computing), avatar for themselves and then interact with other users and user-created content within a multi-user online environment. Developed for person ...
, defends the first approach, stating that it is not just possible, but necessary to engage with subjects “in their own terms”. Others, such as Daniel Miller, have argued that an ethnographic research should not exclude learning about the subject's life outside the internet.


Digital technology as a tool of anthropology

The
American Anthropological Association The American Anthropological Association (AAA) is an American organization of scholars and practitioners in the field of anthropology. With 10,000 members, the association, based in Arlington, Virginia, includes archaeologists, cultural anthropo ...
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 Metadata (or metainformation) is "data that provides information about other data", but not the content of the data itself, such as the text of a message or the image itself. There are many distinct types of metadata, including: * Descriptive ...
, while a codebook may help organize data.


Ethics

Online fieldwork offers new ethical challenges. According to the
American Anthropological Association The American Anthropological Association (AAA) is an American organization of scholars and practitioners in the field of anthropology. With 10,000 members, the association, based in Arlington, Virginia, includes archaeologists, cultural anthropo ...
'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. 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.


Prominent figures

* Genevieve Bell is an Australian cultural anthropologist credited for pioneering the User Experience field. During her time working for Intel Corporation, Bell studied how various cultures from around the world interacted with and experienced technology. Researching and improving user experience allows companies and designers to gather data regarding how users utilize their digital products and what requires improvement or expansion. * Tom Boellstorff is an anthropologist known for ''Coming of Age in Second Life: An Anthropologist Explores the Virtually Human'' where he conducted research on how engaging in virtual worlds affects the player’s sense of self. * Gabriella Coleman is an American anthropologist concerned with the politics, ethics, and culture of hacking and online activism. Coleman’s most notable ethnography features the hacktivist collective Anonymous, where she argues that various genres of hacking exist according to the social conditions at play. Coleman is dedicated to making her ethnography accessible to a diverse audience, including academics and non-academics. * Diana E. Forsythe was an American anthropologist of science and technology and the author of the essays featured in ''Studying Those Who Study Us: An Anthropologist in the World of Artificial Intelligence''. She asked relevant questions such as how should humans interact with computers and how gender roles are maintained in technology-oriented occupations. *
Heather Horst Heather A. Horst is a Social anthropology, social anthropologist and media studies academic and author who writes on material culture, mobility, and the mediation of social relations. In 2020 she became the Director of the Institute for Culture a ...
is a sociocultural anthropologist interested in the relationship between digital social relations and material culture. * Mizuko Ito is a Japanese cultural anthropologist specializing in technology use and the intersection between computers and the social sciences. Her primary interest is in how young people utilize media technology and how it can be used to engage students in education. * Daniel Miller is an anthropologist with a concentration in digital anthropology. His research includes the smartphone and perpetual opportunism, the intent and consequences of posting on social media in various geographical locations, and how hospice patients use media to socialize in the last stage of their lives. * Mike Wesch is a cultural anthropologist interested in how people share their lives, cultures, and beliefs through digital media.


See also

* Sociology of the Internet * List of important publications in anthropology


References


Notes


Bibliography

* Bernal, Victoria. 2014. ''Nation as Network: Diaspora, Cyberspace, and Citizenship''. University of Chicago Press, * Budka, Philipp and Manfred Kremser. 2004
"CyberAnthropology—Anthropology of CyberCulture"
in ''Contemporary issues in socio-cultural anthropology: Perspectives and research activities from Austria'' edited by S. Khittel, B. Plankensteiner and M. Six-Hohenbalken, pp. 213–226. Vienna: Loecker. * Escobar, Arturo. 1994. "Welcome to Cyberia: notes on the anthropology of cyberculture." ''Current Anthropology'' 35(3): 211–231. * Fabian, Johannes. 2002. Virtual archives and ethnographic writing: "Commentary" as a new genre? ''Current Anthropology'' 43(5): 775–786. * Gershon, Ilana. 2010. ''The Break-up 2.0: Disconnecting over new media''. Cornell University Press * Ginsburg, Faye. 2008. Rethinking the Digital Age. In ''The Media and Social Theory''. Edited by Desmond Hesmondhalgh and Jason Toynbee. New York: Routledge * Hine, Christine. 2000. ''Virtual ethnography''. London, Thousand Oaks, New Delhi: Sage. * Horst, Heather and Daniel Miller. 2012. ''Digital Anthropology.'' London and New York: Berg *Jarzombek, Mark (2016). ''Digital Stockholm Syndrome in the Post-Ontological Age''. Minneapolis: University of Minnesota Press. * Kremser, Manfred. 1999. CyberAnthropology und die neuen Räume des Wissens. ''Mitteilungen der Anthropologischen Gesellschaft in Wien'' 129: 275–290. * Ito, Mizuko, Sonja Baumer, Matteo Bittanti, danah boyd, Rachel Cody, Rebecca Herr-Stephenson, Heather A. Horst, Patricia G. Lange, Dilan Mahendran, Katynka Z. Martinez, C.J. Pascoe, Dan Perkel, Laura Robinson, Christo Sims and Lisa Tripp. (2010) Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media. Cambridge: MIT Press. * Paccagnella, Luciano. 1997

. ''Journal of Computer-Mediated Communication'' 3(1). * Sugita, Shigeharu. 1987. "Computers in ethnological studies: As a tool and an object," in ''Toward a computer ethnology: Proceedings of the 8th International Symposium at the Japan National Museum of Ethnology'' edited by Joseph Raben, Shigeharu Sugita, and Masatoshi Kubo, pp. 9–40. Osaka: National Museum of Ethnology. (Senri Ethnological Studies 20) * Wilf, Eitan Y. 2023. The Inspiration Machine: Computational creativity in poetry and jazz. University of Chicago Press. * Wittel, Andreas. 2000

''Forum Qualitative Sozialforschung / Forum: Qualitative Social Research'' 1(1). * Zhou, Yongming. 2006. ''Historicizing Online Politics: Telegraphy, the internet, and political participation in China.'' Stanford University Press. * Zucker, Eve M. and David J. Simon. 2020. ''Mass Violence and Memory in the Digital Age: memorialization unmoored''. Palgrave-MacMillan.


External links


Computer Mediated Anthropology



Centre for Digital Anthropology (University College London)

Digital Ethnography Research Centre (RMIT University, Melbourne)

Intel Science & Technology Centre (University of California, Irvine)
{{Science and technology studies Cultural anthropology Cyberspace Digital media Digital technology Technology in society