Media & Communication
Regulating New Media in Africa
Politics, Law and Governance
The book considers the regulatory interventions that have been introduced for new media forms in Africa. This includes regulation covering digital broadcasting, social media and the wider digital media. Emphasis is placed on the regulation of new media, including digital media legislation, internet bans, regulation of online harms, data infrastructure, and digital policymaking. It presents new ideas on media and digital regulation in the Global South, focusing on the review, analysis, and critique of interventions in Africa.
Detailed discussion of country case studies in the Southern African Development Community (SADC), Economic Community of West African States (ECOWAS), and Common Market for Eastern and Southern Africa (COMESA) regions highlights trends, patterns, contradictions, and dilemmas in policy and regulation of new media.
British Television Intellectuals
Unusual Kinds of Star
This book explores for the first time the rise of one of Britain's least-recognised but most significant television genres. Working within the frame of public intellectual theory, it tells the story and analyses the means by which 'unusual kinds of star' became Britain's TV intellectuals and have developed as a genre for over 65 years.
Names included here are AJP Taylor, Kenneth Clark, Jacob Bronowski,, Jonathan Miller, Simon Schama, Marcus du Sautoy, Niall Ferguson, Mary Beard, Alice Roberts, Pam Cox, Brian Cox, David Olusoga, Janina Ramirez and Alastair Sooke, all of whom have starred in their different ways, combining within their productions an outstanding combination of television creativity and intellect for a huge international audience.
Built deeply into the assumptions of these television intellectuals have been understandings about civilisation itself, veering from Kenneth Clark's fear for its survival in his 1969 BBC series Civilisation, to the fear of it (in the form of colonialism) in the reworking of Clark's concept, now called Civilisations (2018) by the BBC and Civilizations by PBS in the USA.
Finally, in its Coda the book explores in the era of climate change continuing BBC/PBS assumptions about 'civilisation' by way of First Nations 'deep-history'.
Migration in the Digital Age
An Ethnographic Study
Explores how mobile media has changed the migration experience, focusing on Central American migration to the United States, which represents the largest migratory corridor in the world. The book analyzes the socio-technical affordances of smartphones and examines the communication practices that migrants engage in while utilizing mobile media. It demonstrates the mutual influence between media technologies and human mobility.
The primary objective is to illustrate, through firsthand accounts from migrants, how technology has transformed migration trends and experiences, as well as how the migrant community has shaped the utilization of technology. A key contribution of this work is highlighting the agency and creativity that migrants exercise when interacting with media technology, as they establish their own practices and rituals to meet their needs.
Through a diverse range of ethnographic data, interviews, maps, and images, it demonstrates that contemporary migration is a mediated experience. The narrative begins by exploring how smartphones influence and shape the decision to migrate, the journey itself, experiences during transit and navigation, as well as life in migrant shelters and within the diaspora.
Interactivity and Its Discontents
Extending a poetics of hybrid analog–digital interface developed in Janky Materiality (forthcoming from punctum books), this chapter explores contemporary discourse about the application of AI writing tools in composition. We consider deep-learning neural networks in terms of human–machine interface, the literary history of robotics, machine consciousness, and labor. An analysis of the 2022 feature film M3GAN further animates the stakes for these concerns and the ways they are projected through arts and culture. How close are we to developing computer intelligence, and as we approach that point, what are the emerging ethics of working with potentially sentient machines? Meanwhile, are we modeling a mode of human engagement as machine learning (or the production and parsing of content)? Is this what singularity has come to mean? To think this through in terms of a socially and historically engaged poetics and writing practice, we present the concept of discontent (or dis-content) to describe both a resistance to language as generic consumer content in the language machine and an emergent condition of the thinking machine consigned to service. To bring this back to the question of analog–digital interface: Can we use these tools as writers without being used by their developers?
A Digital Walk-Through: Thomas Hirschhorn’s Monuments Series and Alternate Reality Games
This chapter proposes a new interpretative study of one of the Swiss artist Thomas Hirschhorn’s most complex art projects, the “Monument” series, consisting of four public art displays that were organized and took place for nearly a decade in different cities around Europe and the US. While each of the four separate pieces that make up the series will be summarized, the core of the study will focus on the final one, Hirschhorn’s “Gramsci Monument” (2013), in relation first to its context, a historically significant housing project built by New York City in the Bronx at the end of the 1950s, before providing a second and perhaps more novel comparison to the structure and practice of Alternate Reality Games. Such games, as I argue, in which players essentially roleplay as players, informed primarily by a single plot-based objective over an extended period of time, are capable of producing immensely complex stories and narratives, along with substantial character development. A variety of media and game theory concepts (for example, Chalmers, 2022 ), as we will see, continue to complement what is one of most fascinating and diverse genres of gaming, with its eccentric use of public, usually outdoor, space and improvised character development in pursuit of an end that is often purposely left vague to most of the players. Hirschhorn’s equally eccentric and playful use of public space, 8000 square feet of the Forest Houses project, for one month seems importantly commensurate with key devices found in Alternate Reality Games. While art critics already provide significant readings of Hirschhorn’s works and methodologies, usually (and accurately) rooted in earlier experiments in performance art and relational aesthetics that emerged in the 1960s—see for example, Claire Bishop (2004) , Francesco Bonami (2005) , Benjamin Buchlow ( 2005 ), and Hal Foster (2004) —no current examination takes into account the use and experimental reuse of ludic artifacts found today in Alternate Reality Gaming along with several technical similarities to various VR/XR games.
Interactive Storytelling as an Educational Tool: Escape to Apple Wick Hill
This chapter explores the transformative potential of interactive storytelling as an educational tool, blending creative narrative with game design to foster engaging learning experiences. The author details her work within an academic gaming lab, where visual storytelling and interactive narratives are integrated into educational gaming applications. By leveraging digital platforms, such as VR and AR, the chapter demonstrates how narrative techniques traditionally used in literature and film can be adapted for interactive media to enhance information retention and emotional engagement. The discussion includes case studies such as a VR vision therapy game and the development of Escape to Apple Wick Hill, a game that combines historical context with immersive gameplay to educate users about wildlife conservation and cultural heritage. The narrative approach is framed as a “Trojan Horse” method, where storytelling serves as an accessible entry point to complex topics, encouraging empathy and deeper understanding. Furthermore, the chapter examines the interplay between narrative structure and game mechanics, emphasizing the importance of visual development and user interface design in maintaining immersion. Ultimately, the work advocates for a multidisciplinary approach that marries the humanities with STEM, highlighting the value of creative storytelling in reshaping educational paradigms.
Introduction
The book’s introduction sets out to bring together the individual theses of each subsequent chapter by outlining two important themes pertinent to the work as a whole. First, we look critically and historically at the concept of the “open form” in art as it took hold in early post-war culture in the United States. The author will make the argument that a revisionary interest in “openness” in both literature and visual art helped diminish the influence and authority of Modernism on artworks produced after 1945 and continuing into the current digital era. The New American Poetics will be discussed specifically in relation to how the open form influenced US poetry and its post-war development as an interactive, performative field of practice. Within the poetics of the open form, we can see a creative appreciation of language as a more complex, organic network of interaction, perhaps even intra-action, losing its dependence on fixed grammars and syntactic templates. This mode of composition and presentation will subsequently serve as the methodology by which contemporary examples in interactive fiction, gaming and game theory will be explored in the chapters that follow. The literary artworks and events analyzed in each subsequent chapter will thus emphasize the ongoing significance of live social interactivity when reading and writing within a digital network, where connectivity status becomes crucial to the work’s meaning. The resulting narratives, whether print- or screen-based, remain in a constant state of conversion subject to the exchange and flow of “signals” from a multitude of sources. Our introduction argues that a growing epistemological interest in performative interactivity as both an aesthetic and a technological premise has continued to direct manifold cultural practices following the evolution of computational thinking and information theory during the post-war era. The influence of computation, furthermore, as an epistemological, and in some ways even ontological, basis for understanding contemporary culture underscores the increased significance of social behavior as a constitutive factor in just about every new form and format of media art now being produced.
Kustom Karakter Orthographee for a Visual, Written, Digital World
This essay/play in its experimental form shares observations of, and tips for, the use of visible techniques for conveying a fictional character’s personality in digital writing. We begin with a brief introduction to the practice of netprov. Netprov is networked, improvised literature, in which friends and strangers collaborate—roleplaying in real time—to create sophisticated narratives. After touching on the colonial legacy of standardized spelling, we share some of the ASCII (basic letters, numbers, symbols) orthographic techniques drawn from everyday use that are popular in netprovs. These include: intentional misspelling, intentional agrammaticality, nonstandard capitalization, neologisms, abbreviations, ellipses and other indicators of timing and hesitation, and typographic emojis. We also discuss some formal techniques from other genres that have made their way into netprovs: visible stage directions, poetic line breaks, computer code, artifacts of technical glitches, social media popularity counters, autocorrect, and the beloved #secretdiary statements that are the written equivalent of a stage actor’s “asides” to the audience. We end with some enthusiastic, educated guesses about the continuing evolution of writing.
Fun Time: Exploring Clocks, Computers, and Videogames
How do we experience time in videogames, and what are the social and political implications? When we understand the experience of time as a philosophical construct with its own aesthetics, mechanics, and politics we can arrive at a deeper understanding of the politics of flow, the dominant aesthetic in the experience of game-time. As games become an increasingly culturally dominant form, awareness of the politics and impacts of the computer medium and technological antecedents such as the clock are important to examine if we want to understand the meaning of the time we spend having fun today.
Larp as Medium, Larp as Message: Some Notes on Managing a Diegetic Commons
This chapter critically examines live action roleplay (larp) as both a narrative medium and a transformative social practice. Drawing on decades of experience as a practitioner and scholar, the author deconstructs traditional media definitions by foregrounding the ephemeral and communal nature of larp. The discussion traces the evolution of larp—from its improvisational roots to the emergence of codic campaign formats—and highlights how participants co-create diegetic spaces that challenge conventional narrative structures. Emphasis is placed on the management of a “diegetic commons,” wherein safety mechanics, consent protocols, and calibration techniques serve to negotiate the boundary between in-diegesis and extradiegetic interventions. The chapter situates these practices within broader debates in narratology and media studies, arguing that larp not only disrupts centralized authorship but also functions as a reflective critique of power dynamics and systemic oppressions. By engaging with regional variations and alternative stylistic approaches, the work invites further scholarly inquiry into how interactive, performance-based media can redefine storytelling and social contracts in contemporary culture.
Are We All Speaking of the Same Feminazi? Understanding the Nuances of a Gendered Slur in Gaming Culture
This chapter examines the complex use of the gendered slur “feminazi” within online gaming discourse. Originally coined to target militant feminists, the term has evolved in digital spaces and now functions as a marker of broader cultural conflicts over gender and power. By analyzing posts, forum discussions, and prior research in both game studies and Natural Language Processing (NLP), the study reveals that the interpretation of “feminazi” is deeply subjective. The meaning attributed to it varies according to the annotator’s gender, race, class, and socio-cultural background, leading to significant disagreement over its classification as misogynistic or merely provocative. The chapter further situates these findings within the context of well-documented events such as #Gamergate and debates on toxic masculinity in gaming culture. It argues that the polarized responses to the term are indicative of a broader struggle over identity and inclusivity in digital communities. Ultimately, the study calls for a more nuanced understanding of hate speech that accounts for the plurality of perspectives and contexts in which such language is deployed, suggesting that simplistic categorizations may obscure the rich tapestry of online interactions.
Deliberate Play and Workplace Learning
Learning professionals often use gameful approaches (game-based learning, game-based assessments, gameful simulations, gamification, etc.) to address engagement and motivation in the corporate workplace learning world. Unfortunately, many of these attempts fail due to a lack of understanding of the art and science behind the complexity of game design. Even gamification, for example, is often reduced to points, badges, and leaderboards. If learning professionals want to think of gameful approaches as complex systems rather than a random collection of fun elements, they need tools, specifically (a) a taxonomy to speak the same language and (b) deliberate play using the taxonomy. Deliberate play allows learning professionals to consistently dissect a game to reveal its complexity before they design their own experiences. In workplace learning, this tool needs to be both evidence-based and practical. This chapter explores such a tool, inspired by the paper “Toward a Taxonomy Linking Game Attributes to Learning: An Empirical Study” ( Bedwell et al., 2012 ). We will use this tool as a vehicle to take us on a gameful adventure, and this chapter will provide turn-by-turn guidance on how to navigate the journey of dissecting a game. In order to use the tool, we need a game to dissect—one that most learning professionals in the workplace are familiar with. Therefore, the chapter will attempt to treat the end-to-end learning design project as a multi-player game in the workplace. Think of a project you are working on, the process you follow, the people you work with, the conditions and limitations … What if that work of a learning professional was a multi-player social game? What are the goals and rules? Who are the main players? Who is the player? How are the players represented? What is the nature of the game world? How do the players encounter conflict and challenges? What is the communication system? How often does the system communicate with the players? These and many more dissecting questions will be discussed within the nine game taxonomy categories in the chapter.
Narrative Interplay in the Digital Era
Generative AI, Alternate Reality Games, and the Future of Interactive Pedagogy
This anthology explores the current evolution of interactive storytelling across digital as well as physical spaces by examining how games, digital narratives, and participatory art can reshape creative expression and learning at fundamental levels.
The contributors propose that interactive fiction is best examined by combining social, literary, and technical analyses together. Used independently, each modality provides an insufficient picture of the deeply merged social, technical, and artistic media environments we currently inhabit. We focus instead on the nature of the social interactions involved when engaging in digital storytelling, emphasizing that an interactive narrative is perpetually constructed and reconstructed each time it is experienced.
The collection provides in depth analysis, organized into three distinct sections, the first two based on the key modalities of alternate realities and digital interactive fiction. The third section then provides an important political critique of gaming ideologies. Contributors with expertise and experience in each section topic provide diverse and timely analyses on how interactive narratives function in educational contexts, community engagement, and human-machine collaboration. The authors also investigate both theoretical frameworks and practical applications, from live-action role-playing to AI-assisted writing, while considering the significant social and political implications of gaming culture in general.
The collection's strength remains on its unique bringing together diverse perspectives from game designers, educators, artists, and theorists to examine how new forms of storytelling emerge at the intersection of analog and digital realms, with particular attention to the role of play and interactivity in contemporary learning environments.
Visual counter-storytelling against iconic photographs of rising sea levels: The Pacific Climate Warriors on Instagram
Iconic photographs of low-lying Pacific islands surrounded by vast oceans are widely used by international news media to symbolize the threat that climate change poses to coastal areas around the world. However, such images often lack human presence, reducing these islands to abstract representations of ecological fragility and obscuring the active roles of local communities in climate advocacy and adaptation. By examining iconic photographs of ‘sinking’ Pacific islands through a narrative lens, this article offers two key contributions to the study of climate change visuality. First, it explores how these images evoke the ‘doomed islands’ master narrative, a colonial construct that frames Pacific islands as inherently vulnerable and reliant on external intervention. Second, it investigates how the Pacific Climate Warriors, a youth-led grass-roots network of activists from across the Pacific, engage in visual counter-storytelling on Instagram, thus offering rare insight into how frontline communities in the Global South use visual social media to represent climate change. A quantitative content analysis shows that the Pacific Ocean is recast as a connector rather than an asocial void or an isolating expanse – a discursive shift that opens alternative narrative possibilities. In particular, it enables a line of emplotment that traces climate change impacts in the Pacific to fossil fuel consumption in the Global North, rather than to inherent geographic features. At the same time, it allows Pacific Islanders to appear not as passive victims but as active agents engaged in a transnational movement for climate justice.
Reconciling framing and stasis theory via the therapeutic topology of (dis)order
Despite their clear relationship, the classical rhetorical concept of stasis (or status) and the more contemporary notion of ‘framing’ have rarely been considered together, a situation that is made all the more surprising considering that the latter term can be argued as originating from a rhetorical context, namely, Kenneth Burke’s ‘acceptance frames’. This article seeks to examine the similarities between stasis theory and the various ways in which the trope of framing has come to be instantiated in argumentation in the social sciences, the humanities and select therapeutic modalities. While it is Goffman’s Frame Analysis that is usually provided as the origin point for the adoption of the concept of framing into common intellectual parlance, Goffman himself credited Gregory Bateson’s formulation of ‘psychological frames’ as his source. Consequently, I will argue that it is the therapeutic-oriented work of Bateson (and its later development by Watzlawick) that represents the potential bridge between the current demotic understanding of framing, the introductory conceptualization of Burke and the classical stasis tradition. The uncovering and exploration of the relationships between the traditions of stasis, Goffman’s frame analysis, Burke’s acceptance frames and the Batesonian approach to therapeutic reframing will allow us to re-position stasis at the heart of modern rhetorical theory and, furthermore, advance a therapeutic understanding of rhetoric that both reconnects it to its deepest past while also preparing it for its future place in an increasingly disordered (even [dis]eased) environment of public address and interpersonal communication.
Knowledge, neo-liberalism and mediatization: The crystal of Wikipedia
This article presents neo-liberal notions of knowledge and market and explains why this is important for the functioning of digital platforms. Neo-liberals are concerned with everyday knowledge of the common people, their mental states and feelings, not intellectual knowledge. The satisfaction of consumers and prediction of their future preferences is the basis for creating Big Data. Neo-liberals utilize it, fully cognisant of its status as a failed post-truth mechanism for interpreting everyday knowledge. The market functions through individual use and mutual adjustment of limited personal knowledge, of customers as well as producers. It is not free but cybernetically ordered market. Hayek defines market as a communication system that is digesting dispersed information. Millions of minds are doing data generation and processing. That way, neo-liberals see all digital platforms, including Wikipedia, as markets. Classical encyclopaedias are centrally controlled and expert driven, while neo-liberal markets create knowledge through crowds’ ‘voluntary exchange’ and ‘spontaneous cooperation’. The fundamental difference is that encyclopaedias were an Enlightenment project, while Wikipedia is producing recycled intellectual and layman’s knowledge without any political or revolutionary engagement.
Not all Wikipedias are the same: The Italian Wikipedia’s unique approach to the Ukrainian war
This article investigates the delayed publication of the Italian Wikipedia entry on the Russian–Ukrainian war. While most language versions of Wikipedia promptly published articles on the conflict, the Italian version exhibited a notable delay. This study explores the reasons behind this delay, revealing that it was not driven by political pressures but rather by a distinct editorial philosophy within the Italian Wikipedia community. Unlike other language versions, Italian Wikipedia editors uphold a more conservative interpretation of what is appropriate for an encyclopaedia, favouring stability and verification over immediacy. Through a qualitative analysis of talk pages and sixteen semi-structured interviews with editors, this research highlights how these editorial norms shaped the approach to covering the war. The findings contribute to a broader understanding of how different Wikipedia communities negotiate knowledge production, emphasizing the role of cultural and epistemic values in shaping collaborative digital platforms.
Film narratives about crisis and austerity in Portugal: Context, production and distribution conditions
Documentary films have emerged as potent tools for shaping public discourse and influencing societal and political agendas. Despite the growing acknowledgement garnered by Portuguese cinema at international festivals, its impact on public debate still needs to be explored. This article undertakes a comprehensive examination of how the financial crisis and austerity measures have been portrayed in Portuguese documentary production from 2010 to 2020. The analysis corpus includes 169 feature-length documentary synopses. We conducted a content analysis of films whose synopses explicitly mentioned crisis or austerity and addressed issues such as poverty, unemployment, the elderly, loneliness, territorial asymmetries and migrations. The narrative, visual choices, sound, time and space portrayed and the approach to the crisis were aspects considered in the analysis of the films. The findings reveal a limited emphasis on the portrayal of the crisis, which is seen from different perspectives, times and spaces as if permeating the national daily life. Defective distribution mechanisms also limit the ability of films to impact public debate.
