Digital culture

Digitalisation has become a particularly pervasive influence on culture due to the emergence of the internet as a mass form of communication, and the widespread use of personal computers and other devices such as smartphones. Digital technologies are so omnipresent around the world that the study of digital culture potentially encompasses all aspects of everyday life, and is not limited to the internet or modern communication technologies. 

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Economy of virality

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The economy of virality grounds in the commercialization of our society. The content is not sold anymore, but our attention is (which has to be quantified in clicks, likes, etc.)! 

Junk News

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news spread that is only time-consuming and addicting but not relevant (Venturini, 2019)

Media Frames

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Media frames in the context of mass-media communication refers to the way interpretations of a message are encouraged or discouraged. It was first introduced by Erving Goffman in 1974 through his book, ‘Frame Analysis’.

Hyperlinks

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Hyperlinks are links from one hypertext document to another and usually consist of a highlighted word, phrase, or image. The term was used and elaborated on by Juliette De Maeyer in her article, 'Towards a hyperlinked society: A critical review of link studies'.

Data void

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Data voids are engine queries that turn up little to no results.

Data double

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A data double is a data-generated profile of an individual based on aggregated online surveillance.

Surveillance

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Surveillance is a mode of power based on the detailed and totalized observation of behavior. It is the prevailing form of power developed and deployed in modernity

Multimodal Discourse Analysis

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Multimodal discourse analysis is a method that takes into account multiple modes of communication and how they interact with one another.

Actor-Network Theory (ANT)

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Actor-Network Theory is a theoretical and methodological approach that sees all social phenomena as the product of network interactions. It is unique in that it recognizes both objects and technologies as network nodes equal with human actants.

Chronotope

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A chronotope, as defined by Bakhtin, is a specific spacetime context enabling a plot, characters, and rules for action and meaning.

Identity

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Identity refers to various aspects of how we see ourselves, how we show ourselves to others, and how we perceive others.

Enoughness

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Enoughness is a theory of contemporary identity that states that identities are constructed out of a particular portion ("enough") of emblematic identity features.

Memes

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Memes are “a group of digital items sharing common characteristics of content, form; created with awareness of each other; circulated, imitated and transformed via the internet by many” (Phillips, 2016).

Frame

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A frame is a set of meaningful signs connected to specific types of social action. Together they create a 'logic' of action and make the action understandable for those involved in it.

Formats

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Formats are recognizably patterned forms of behavior, subject to norms and judged accordingly by others.

Globalization

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Globalization refers to the process of increasing interconnectedness between different parts of the world, creating global modes of organization and conduct. 

Digital culture

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Digital culture refers to culture shaped by the emergence and use of digital technologies.

Virality

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The spreading of digital content, such as images, videos, or links, in a short period of time through online media such as Social Networking Sites (SNSs) and electronic mail,  shared by a large number of people.

Shitposting

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The act of posting memes, photos, tweets or other social media content, often in response to earlier posts, that does not have any relation to the post they refer to.

Digital Privacy

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Can we still have privacy in the digital age? What should be done by our governments and what can we do as citizen's in this digital world? Read all about it in this new Diggit File.

games, gaming, culture, politics

Games, Gaming and Culture

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Gaming has not only become a multibillion industry, it is now a sports and a network of different socio-cultural scenes. In this Diggit file, our authors dig deep into the world of gaming by focusing on gaming from different angles. 

Collage of the Marvel Cinematic Universe film posters

The Power of Transmedia Storytelling in the Marvel Cinematic Universe

Paper
Paige Christianne Andres
06/10/2021
13 minutes to read

The Marvel Cinematic Universe is regarded as the pioneer of modern transmedia storytelling, keeping the perfect balance between innovation and familiarity, yet it has its flaws. Learn more about the MCU's highs and lows as a transmedia empire here.

algorithms, echo chamber, radicalization, luggenpresse

Dangers of being trapped in an echo chamber

Article
Eva de Jonge
04/10/2021
10 minutes to read

Algorithms, echo chamber and fake news. How echo chambers are created by algorithms and how fake news within them can cause many problems.

Misleading Marketing: the sh*tty truth about diet culture

Paper
Jitske Verhagen
21/09/2021
11 minutes to read

The new phenomena created by diet culture are investigated in light of the promotion of 'weight-loss teas' by companies and influencers who create a discourse focused on body weight health on social media platforms such as TikTok.

WiFi tracking: a violation of privacy?

Article
Simone Sprangers
15/10/2021
12 minutes to read

Earlier this year, the Dutch Data Protection Authority fined Enschede for allegedly violating the privacy of its citizens by using WiFi tracking. How is the Enschede WiFi tracking case related to the larger debate about privacy?

Alice being warned by the rabbit he is terribly late

Alice in Wonderland and the power of medium

Paper
Rebecca de Jongh
16/08/2021
6 minutes to read

A beloved story like Alice in Wonderland can completely change if the narrative is told through a different medium, such as a video game. 

digital vigilantism

Digital Vigilantism

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Digital vigilantism relates to a public that unites on virtual networks and puts in a joined effort, or crowdsources, in order to find justice.