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Anthropologist counters Zoom-fatigue: "Your next video conference might resemble a video game"

Why can we spend hours playing video games while many of us get exhausted by much shorter video-conferences?

That is without doubt no bad question that [the magazine Inverse asks](https://www.inverse.com/innovation/zoom-fatigue). They turn to an anthropologist who has researched our relation to the internet for at least 15 years: [Tom Boellstorff](https://faculty.sites.uci.edu/boellstorff/). In 2007 I wrote about his fieldwork in Second Life about the “virtually human”: [“Second Life is their only chance to participate in religious rituals”](https://www.antropologi.info/blog/anthropology/2007/second_life_is_their_only_chance_to_part).

Now he is part of the research project [Virtual Cultures in Pandemic Times](https://faculty.sites.uci.edu/boellstorff/virtual-cultures-in-pandemic-times/) that explores “how COVID-19 is reshaping online interaction” according to the project website:

> As many have noted, what we call “social distancing” is really physical distancing. Due to the pandemic, an unprecedented number of people have been socializing online, in new ways. Better understanding these new digital cultures will have consequences for COVID prevention: successful physical distancing will rely on new forms of social closeness online. It will also have consequences for everything from work and education to climate change.

[Zoom](https://www.tomsguide.com/news/zoom-security-privacy-woes) and other video conference solutions (including open source alternatives as [Jitsi Meet](https://meet.jit.si) or [Bigbluebutton](https://bigbluebutton.org)) let us constantly stare at many faces that in turn also stare at us. This never happens in real-life conferences and causes what is now coined [“Zoom fatigue”](https://www.bbc.com/worklife/article/20200421-why-zoom-video-chats-are-so-exhausting).

The anthropologist says in the Inverse-interview:

> “Whether it’s a conference or a class… so much of what happens [socially] in these environments has to do with talking in the halls on the way to the bathroom [or] grabbing a cup of coffee. Zoom is almost like a phone call in that sense, where you miss all this other activity, and that’s part of what can make it exhausting for people.”

Boellstorff thinks that there’s much to be learned from video games like [World of Warcraft](https://www.antropologi.info/blog/anthropology/2011/video-games) or [Animal Crossing](https://en.wikipedia.org/wiki/Animal_Crossing_(video_game)) where you are constantly interacting with others in a “more emotionally and psychologically fruitful” way. Game-like video conference platforms, he thinks, are likely to become more popular.

Boellstorff himself has started teaching his courses in Second Life, [as Wired explained in an earlier article](https://www.wired.com/story/zoom-not-cutting-it-virtual-world-online-town/):

> Boellstorff custom-built Anteater [Island] to include an office, spaces for lectures and group projects, areas to hang out, and even a roller coaster. He uses the island in tandem with Zoom for classes, partially because Second Life doesn’t run well on older computers and can’t be accessed from a smartphone. So far, the setup is working well. Being in the same virtual space “does seem to have supported interactions that would not have happened if only using Zoom or a similar conference call program,” he says.

In an [interview with University of California, Irvine News website](https://news.uci.edu/2020/06/01/anteater-island/) he says:

> “We need to get away from talking about the physical world as the real world. Online sociality is a set of cultures that can be just as real as what’s in the physical world.”

Both *Wired* and *Inverse* present some video conference solutions that already incorporate elements from video games: [Kumospace](https://www.kumospace.com) and [Gather Town](https://gather.town) that is based on [Online Town](https://theonline.town).

Gather Town Product Hunt Video

Check Out KumoSpace!

Why can we spend hours playing video games while many of us get exhausted by much shorter video-conferences?

That is without doubt no bad question that the magazine Inverse asks. They turn to an anthropologist who has researched our relation to…

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Pregnancy and baby apps, smart home devices: Anthropologist shows how surveillance capitalism targets children


When we are online we are constantly being watched and tracked. A huge industry has evolved to build profiles about us so that they can predict and influence our behavior – to make us buy products or vote for a specific politician. Our personal behavioural data is the new oil. We are living in [an age of surveillance capitalism](https://en.wikipedia.org/wiki/The_Age_of_Surveillance_Capitalism), as scholar [Shoshana Zuboff](https://en.wikipedia.org/wiki/Shoshana_Zuboff) explains in her famous and very disturbing book from 2018 (that I am currently listening).

The good news is that more and more people have become aware of this threat to privacy and democracy and try to move away from companies and services that operate within this surveillance economy (Google, Microsoft, Amazon, Zoom etc) and never browse the web without an ad- and tracking blocker.

It is also good news that anthropology has become engaged in this struggle. Anthropologist [Veronica Barassi](https://childdatacitizen.com/about/) for example has published a book a few weeks ago about how even small children and babies are tracked, how their personal information is collected, archived, sold, and aggregated into unique profiles that can follow them across a lifetime. It is called [Child Data Citizen. How Tech Companies Are Profiling Us from before Birth](https://mitpress.mit.edu/books/child-data-citizen).

Her goal was not only to understand but “to empower parents to seek legal change”, she writes in the introduction:

> I wrote this book for my daughters, my family, and all the parents and families I met in this life-changing and personal research journey. I owe them everything. Their stories, their thoughts, and their everyday experiences have shaped my understanding of the injustice of surveillance capitalism. They made this book possible; they inspired me, questioned me, surprised me, and reminded me of why we need publicly engaged ethnographic research.
(…)

> Governments must step up and recognize that our data rights are tightly interconnected with our civil rights; as parents we need to start working together as collectives, organizations, and institutions to demand a political change.

The anthropologist is mother of two young girls. The idea for this book (and three year research project) came to her, when she realized that there are “vast—almost unimaginable—amounts of data traces that are being produced and collected about children”:

> Not only my fellow peers (and myself included) were recording important medical data on mobile apps, but we were extensively sharing photos of our children online through public and private social media platforms. (…)

> Hence I started wondering: How were children’s data traces produced? How were parents negotiating with online privacy, data mining, and digital profiling? What type of data were companies collecting? Were companies profiling children from before birth?

> After staring my project, I became pregnant with my second daughter (A) and Google knew I was pregnant before my family did!

Positive as well: The anthropologist made a very [informative website](https://www.childdatacitizen.com/) that also include some of her [research findings](https://childdatacitizen.com/project/research-findings/) and useful [background information](https://childdatacitizen.com/project/things-to-know/) and a [blog](https://childdatacitizen.com/news/). (I could not find any practical tips and information about tools and alternatives, though, I hope she will add them in future posts. Personally I learned a lot by visiting Reddit’s subreddits [Privacytoolsio](https://old.reddit.com/r/privacytoolsIO/) and [selfhosted](https://old.reddit.com/r/selfhosted/)).

She received some media attention, see among others the first review of the book [An anthropologist investigates how data surveillance intersects with the 21st-century family](https://mitpress.mit.edu/books/child-data-citizen “An anthropologist investigates how data surveillance intersects with the 21st-century family”) (Kate Eichhorn, ScienceMag 16.12.2020), [Call for smart home devices to bake in privacy safeguards for kids](https://techcrunch.com/2018/09/18/call-for-smart-home-devices-to-bake-in-privacy-safeguards-for-kids/) (Techcrunch 19.9.2018) and [Children ‘need protection’ from AI home devices that collect and share their data](https://www.telegraph.co.uk/technology/2018/09/19/children-need-protection-ai-home-devices-collect-share-vast/) (Telegraph 19.9.2018) about her earlier report [Home Life Data and Children’s Privacy](https://childdatacitizen.com/home-life-data-childrens-privacy/).

There are [several open access articles](https://journals.sagepub.com/action/doSearch?target=default&ContribAuthorStored=Barassi,+Veronica) by her, and below you will find an [11 minute-Ted Talk](https://www.ted.com/talks/veronica_barassi_what_tech_companies_know_about_your_kids), and she is [active on Twitter](https://twitter.com/veronicabarassi).

**SEE ALSO:**

[Ethnographic Study: Social Websites Important For Childhood Development](https://www.antropologi.info/blog/anthropology/2008/ethnographic_study_social_websites_impor) (antropologi,info 24.11.2008 – from old times before the age of surveillance capitalism)

When we are online we are constantly being watched and tracked. A huge industry has evolved to build profiles about us so that they can predict and influence our behavior - to make us buy products or vote for a…

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"Religion in Digital Games": Relaunch of Open Access journal "Online"

“Second Life is their only chance to participate in religious rituals”: This seven year old post about the research by anthropologist Tom Boellstorff on the virtual world Second Life came into my mind when I heard about the new special issue “Religion in Digital Games” of the interdisciplinary Open access journal “Online. Heidelberg Journal of Religions on the Internet”.

The journal is published by the Institute of Religious Studies at the University of Heidelberg and has just been relaunched and redesigned.

Religion in online games seems to be still a new topic in the university world.

“Until now this certainly huge field of research remains mostly untapped and digital games have only recently been declared an interesting object for scholars of religion”, Simone Heidbrink, Tobias Knoll, and Jan Wysocki write in their contribution “Theorizing Religion in Digital Games- Perspectives and Approaches”.

As universities generally are conservative institutions, Simone Heidbrink and Tobias Knoll start their introduction with an apology for leaving established paths:

When researching a rather new, unusual or controversial topic in nowadays academia it seems to be a new kind of “tradition” to apologize in great length for doing something the scholar thinks the readerships thinks he is not supposed to study (or something equally confusing along those lines), based on the assumption that it is scientifically unworthy, insignificant or plain nonsense. That was our experience with the topic at hand. (…)

In order to follow the apparently mandatory academic ritual of apologizing and legitimizing, we would herewith like to express our deepest regrets for publishing this special issue of Online – Heidelberg Journal of Religions on the Internet topics on “Religion and Digital Games. Multiperspective and Interdisciplinary Approaches”.

Religion plays a role in many games, as Simone Heidbrink, Tobias Knoll, Jan Wysocki show. This is also true for religious stereotypes that might be reproduced in “neglected media” like video games in more explicit forms – partly because these media are considered to be less relevant in cultural discourse and thus less subject to media critique.

They refer among others to Vít Šisler who in his research shows how Muslims are being stereotyped in different video games. The topic of the Middle East as war zone and virtual battleground has become even more significant in the post 9/11 era. Not only have the numbers of games with an objective of fighting terrorism increased significantly according to him. The stereotyping, the “othering” of the (virtual) Muslim counterpart have become even more racist as well.

>> Visit the specia issue “Religion in Digital Games”

SEE ALSO:

Anthropologist: World of Warcraft can be good for your mental health

Play as research method – new Anthropology Matters is out

Cyberanthropology: “Second Life is their only chance to participate in religious rituals”

Overview over Open access journals

"Second Life is their only chance to participate in religious rituals": This seven year old post about the research by anthropologist Tom Boellstorff on the virtual world Second Life came into my mind when I heard about the…

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Visions of Students Today – More Digital Ethnography

(LINKS UPDATED 22.4.2020)

Michael Wesch and his Digital Ethnography Research Team of 2011 has released Visions of Students Today: an exciting “video collage” about student life created by students themselves.

The collage consists of a large number of vidoes that can be watched seperately by clicking directly on the thumbnails (or on YouTube). Each of the students has been working for months to put together their own vision.

Striking: Several students criticize the current education system… (here the video by Derek Schneweis)

Academic Vaccination

Or check here a summary:

A Vision of Students Today

One of the aims of the project is to enhance the students and the public’s media literacy in the digital age and to prevent that many of the basic freedoms we have become accustomed to” as for example net neutrality”, sharing and mixing (…) may be stripped away without the public even noticing”.

>> more about the project

Wesch is the creator of the most popular anthropology videos online, among others

” and

SEE ALSO:

Interview with Michael Wesch: How collaborative technologies change scholarship

Via YouTube: Anthropology students’ work draws more than a million viewers

Interview: Meet Dai Cooper from The Anthropology Song on YouTube!

“YouTube clips = everyday ethnography”

New media and anthropology – AAA meeting part III

antropologi.info survey: Six anthropologists on Anthropology and Internet

Anthropology and the challenges of sharing knowledge online: Interview with Owen Wiltshire

(LINKS UPDATED 22.4.2020)

Michael Wesch and his Digital Ethnography Research Team of 2011 has released Visions of Students Today: an exciting “video collage” about student life created by students themselves.

The collage consists of a large number of vidoes that can…

Read more

Anthropologist: World of Warcraft can be good for your mental health


The anthropologist and his virtual research team in World of Warcraft. Photo: Colorado State University

It’s always refreshing when anthropologists challenge wideheld assumptions, for example about video- and onlinegames. Many video game studies focus on the negative and addictive aspects of game play.

In two recent studies, Jeffrey Snodgrass and his team show, that video game playing can be healthy.

In a press release, the anthropologist says:

The idea is that if you lose yourself, you escape. So it’s deeply relaxing, what some gamers describe as akin to meditation, or at other times positively challenging and stimulating, like a great chess match where you’re actually one of the pieces, and we show that there are strong associations between these various states of consciousness and the game’s health benefits.

But it is important to note that the escape must be controlled and temporary to be positive so that it leads to rejuvenation rather than simple problem avoidance, which in the end only increases the experience of stress.”

He hopes that people will start to understand that addiction is only one side of video game usage.

According the press release, “both articles are currently available online”. That’s true, but they’re behind a pay wall.

LINKS UPDATED 28.12.2023

SEE ALSO:

Ethnographic Study: Social Websites Important For Childhood Development

Cyberanthropology: “Second Life is their only chance to participate in religious rituals”

Interview with Michael Wesch: How collaborative technologies change scholarship

maxmod :: online among the gamemodders – a research-project in cyberanthropology

How gaming wealth is reviving American Indian traditions

Play as research method – Anthropology Matters

The anthropologist and his virtual research team in World of Warcraft. Photo: Colorado State University

It's always refreshing when anthropologists challenge wideheld assumptions, for example about video- and onlinegames. Many video game studies focus on the negative and addictive aspects…

Read more