Torsten H. Voigt on voodoo science, dead salmons and the Human Brain

On February 7, Professor Torsten H. Voigt, the Dean of the Faculty of Arts and Humanities at RWTH Aachen University, delivered a talk in the c:o/re lecture series on what has been referred to as “Voodoo science” . Professor Voigt argued that, as in science and philosophy in general, controversy functions as a driver for advancement and innovation in neuroscience. However, he explained, neuroscience as a discipline and community exhibits instrumental rationality in managing and avoiding meaningful controversy. This led to what may be termed an eclipse of reason, damaging or even destroying progress in the scientific field.
Neuroscience is enjoying great popularity, both within academia and in pop culture. and popular science. During the 1980s neuroscience cognitive became the new science of mind, by having incorporated molecular biology. This resulted in a study on a molecular level of how we think, feel and learn. Seen in this way, advertising of consumer goods, for example, reflects a connection established in pop culture between human capacities for creativity and the brain organ. These construals are not only employed in somewhat amusing ways in advertising, but they point to an unjustified optimism in academia. One reason for which this may be allowed, but which also raises suspicions about neuroscientific methods, might have to do with the very low reproducibility herein.
An important example that illustrates this type of process leading to an eclipse of reason, as Voigt argues, is observed in how the otherwise noted study by Vul et al. (2009) was largely ignored in neuroscientific research. The reluctance regarding this study was arguably met with from the start is suggested by the respective journal’s editorial board recommnending removing the expression “voodoo correlatons” from the title of the paper, as initially proposed by the authors.
Vul et al. (2009) observe mysteriously high correlations are claimed in neuroscientific research. This is explained by the fact that many experiments looked at a specific brain region instead of the whole brain as such in relation to behaviour. Despite drawing attention, the study has been ignored (low number of citations) by the community of neuroscientific researchers.

A prototype for signaling controversial matters in neuroscience, setting the tone of doing so in a controversial manner, is the famous “dead salmon” paper by Bennett et al. (2009), who ironically criticised neuroscientific methods by claiming correlations by observing supposed neural activity through fMRI in a dead salmon. The salmon, which “was not alive at the time of scanning”, “was shown a series of photographs depicting individuals in social situations with a specified emotional valence.” As neural activity could arguably be noticed in the image resulting from the scanning, the authors ironically claimed neural correlates of interspecies perspective taking”.
Another example that displays the eclipse of reason tendencies in neuroscience regards the Human Brain project, massively funded by the European Union. Arguably, the Human Brain project is not so much about the brain, as much as it turned out to be an IT infrastructure development project (Nature 2015). With such an example in mind, Voigt construes neuroscience, broadly, as an integration project

References
Vul, E., Harris, C., Winkielman, P., Pashler, H. 2009. Puzzlingly High Correlations in fMRI Studies of Emotion, Personality, and Social Cognition. Perspect. Pychol. Sci. 4(3):274-90.
Rethinking the brain. 2015. Nature 519, 389. https://doi.org/10.1038/519389a
Bennett, C.M., Miller, M.B., Wolford, G.L. 2009. Neural correlates of interspecies perspective taking in the post-mortem Atlantic Salmon: an argument for multiple comparisons correction. NeuroImage, 47, S125.
Politics of the Machines: Lifelikeness & beyond
Call for Track-Topics and Formats
Deadline Call for Track-Topics and Formats: 01 April 2023 New Deadline: 16th April 2023
The Call for Papers will follow after the Call for Track-Topics has closed.
_______________
The 4th POM Conference
Lifelikeness & beyond
RWTH Aachen University
KäteHamburger Kolleg:
Cultures of Research (c:o/re).
April 22-26, 2024
Life is in crisis. In society, this crisis has generated an uncertainty entangled with environmental injustices, health emergencies and the many faces of right-wing movements around the world – to mention some examples. Uncertainty might blurry the future and our capacity to make decisions, but it also opens up a space of possibilities. In this fragmented framework a new field for contingencies emerges. If we are unsure about what might be, alternative but unstable scenarios become possible. How does society react to those alternative scenarios? How are scientific and artistic communities responding to the various contingencies of the present?
In the wake of this era, we have been witnessing, in biomolecular research, the developments of programmable biosensors, synthetic biology and diverse biological entities that are aimed to be made programmable. These advancements amount to the crisis of life. These new phenomena in life-research have, for example, transformed the way in which we think about organisms and how life has evolved and transformed on earth.
At the same time, the fields of life-like robotics and computational evolution, which produce artificial entities modeled after living organisms – like self-reproductive algorithms and artificial neural networks – have brought to light questions regarding the qualities defining what is life at all. Life is being redefined by the parameters of its artificial models, so we are forced to rethink the question: what is the logic of living? The borders between machines and biological systems are being negotiated across the sciences and the arts at large, and novel questions and modes of thinking are emerging from these ontological reorganizations. Faced with these situations, one cannot help pondering on the limits of the possible and the limits of life.
Nowadays, machines can perform as agents that respond to contingent scenarios, they act as if they were alive. If life enters the space of formal logic and probability, if it is modeled, engineered and designed, does it follow the laws of logical inference? It is not only the difference between the organic and the inorganic that gets blurry, but also the one between the natural and the animated as well as the boundaries between necessity and contingency. What kind of models of contingency can be brought about that are helpful to respond to the crisis of life? What must technologies and artistic practices that cooperate with the living look like? How does this change life itself?
In our times, social ecologies are steered following automated systems and models. Images of what the future of a warming planet might be are at the center of political decisions, and bodies in the street are demanding accountability to those who have been taking those decisions. What is the motivation for caring for life? Computational systems have become the basis for decisions on which forms of life are worth preserving, which ones have the right to have rights – as Hannah Arendt would put it – and what forms of life are purposeful to maintain and support. The care for life is found between environmental reactionary views on nature as the origin of place-based identities, and questions of locality and global solidarity; from colonialism to racial and economic justice. How can these models serve to respond to the needs of social groups, communities and the collective?
What effect has data on decisions on what lives we care for? On the one hand, biotechnology opens up spaces of possibility, on the other hand, it also holds the danger of new forms of control, which may be utilized in nation-state politics, for example, in the form of border control biometric technologies. Automated decisions are made over life and death in zones of war. Personal data is stored to keep the metabolic networks of capital flowing. Data is, however, at the same time, used for feminist aims and as a tool to identify urban spaces where harm and death are a threat. Communication technologies have shown to be crucial for marginalized groups for creating networks of care, support and self-defense. Thus, it seems that the same technological shifts that seem to serve necropolitical aims are the ones bringing about new forms of the collective.
With the overarching theme “Lifelikeness & Beyond” the Politics of the Machines conference organized by Käte Hamburger Kolleg: Cultures of Research at Aachen University seeks to bring together researchers and practitioners from a wide range of fields across the sciences, technology and the arts to develop imaginaries for possibilities that are still to be realized and new ideas of what the contingency of life is. The call also seeks to question what the limits between reality, fiction and imagination can be when we look for sources of action or new forms of collective action and of creating collectivities. What kind of imaginaries are needed to think of new forms of research and practice that effectively act as a counterbalance to the many crises of the present? What can we learn from a performed contingency about the community of the living and the non-living? How is the idea of contingency transformed when life and non-life are embedded within each other? PoM Aachen welcomes proposals for conference sub-tracks that look into transdisciplinary research at large in creating unrealized futures.
Full Call for Tracks and Submission: https://www.pomconference.org/pom-aachen-2024/
The notebook pt. 3: “For 20 years, I haven’t used a pen” – a computer nerd’s confession

Most of our research happens in the digital world today: we search for literature in online library catalogues, read electronic papers, maybe also manage them with the aid of bibliographic & reference management tools; we write and publish digitally, we also let software do complicated research operations for us like calculating and modeling. Still, there are sometimes stages and occasions in the research process when we use pen and paper – for example when we take notes. But this seems to change, too. I talked to some of the fellows at the c:o/re about their habits of note taking.
This text can be reused under the CC-BY-SA licence.

Alexandre Hocquet
Alexandre is Professor of History of Science at the Université de Lorraine, France. He also has a background in chemistry. Together with his colleague Frédéric Wieber at the Laboratory Archives Henri-Pointcaré he investigates software as an agent in the change of research cultures in computational chemistry.
Stefanie Haupt: Your research is collaborative. Together with your colleague Frédéric, you are exploring software as “the elephant in the room”. How do you exchange thoughts, observations and notes to conduct your research together?
Alexandre Hocquet: We are both computer nerds, so we like to explore what is possible. I don’t use usual word processors like Microsoft Word because I think, they keep you locked within the logic of a typewriter. And if you consider the history of such programs, this is what they emulate: a typewriter (“What you see is what you get”).” Instead, my colleague Frédéric and I are using text editors compatible with the markdown language. It means that features like bold text, hyperlinks… are part of the text itself. Text and code are displayed on the same level. This way, you are in control of what you want to do with the text and how it should look like, without being dependent on any piece of software.

Stefanie: This sounds like you are working digitally right from the start.
Alexandre: Yes. I think, for 20 years, I haven’t used a pen in research contexts. I only pick up pen and paper when my 3-year old daughter urges me to draw together with her.
Stefanie: So, how do you take notes then, exactly?
Alexandre: The text editor I use is called ZIM (https://zim-wiki.org/). But there are other options: Frédéric, for example, uses a different editor. Everything I note down – thoughts, drafts, copy pasted texts from different online sources, hyperlinks – goes in there as raw text files. Since I can attribute different features to the text via markdown language, we have more compatibility within a shared text, even though we use different pieces of software. Also, as we are using the git versioning system, when Frédéric and I exchange and share files, the history of edits allows us to retrace changes and previous versions. You can compare the way it looks like to the open code in Wikipedia, where you can also see all (past) edits in an entry.
And how do you take notes yourself?

Stefanie: I definitely prefer taking notes with pen and paper. Or rather: pencil and paper. For my dissertation project, I am keeping a journal in which I note down stuff, for example ideas, next steps or excerpts from literature and archival records. And since in most archives you are not allowed to bring a pen into the reading room, I am used to writing with pencils. I already have an impressive collection of pencils from the German Federal Archive! It is easier for me to erase and redo notes when taken with a pencil; also, some inks come with ingredients that can do damage to paper, and, since I have a history of working with museum collections, I am careful around archival material. Furthermore, I feel more free to use the space of a piece of paper than being forced by the word processor to start in the upper left and fill a page down to the lower right. Just as we are speaking, I am adding comments to my own notes on this interview and drawing links between different keywords. So I am wondering: How do you actually overcome this linear order within your digital notes?

Alexandre: First, I would say the ordering structure of the zim software opens up more possibilities and gives the opportunity to curate a network of text files to one’s own needs. I structure the files via the hierarchy of the folders. Analogue to your meta comments next to the notes that you take on the paper, I would most probably create a new file and link it to the other files, or even to web pages. This way, I build up my own referencing system and have a kind of network of notes and drafts that I can also browse through with the search function. It is like a private archive of my research. How do you search through your notes yourself?
Stefanie: I must admit, the search function is most convenient! In my dissertation journal, I also tried to make my notes more accessible by creating and index on the last pages of the notebook. In alphabetical order, I listed all names of historical protagonists of my topic mentioned in the notebook with respective page numbers so that I can find the notes on them more easily. Yes I know, crazy work! But it forced me to review my notes again which helped me to engage more deeply into them. What were your habits of note taking when you were still working as a chemist? Did anything change after you switched disciplines?

Alexandre: I honestly cannot remember how I took notes when working as a scientist. Back then it was still difficult to include chemical formulas into digital texts. It was easier to draw them manually and then scan and paste them into the text. But I guess, there are more elegant ways around that nowadays. My interest as a historian has switched: as a scientist I was depended on the software – now I am looking behind its interface and I am interested in its licensing systems, its design and the relationship between the software and the user. Maybe this is reflected by my choices in tools for note taking, too.
Stefanie: Thank you, Alexandre!
Alexandre: And thanks to you!
Upcoming Workshop: Turning Points in Reflections on Science and Technology. Toward Historicizing STS
On March 14-15, 2023 the c:o/re workshop Turning Points in Reflections on Science and Technology: Towards Historicizing STS will take place. The workshop focuses on the 20th and 21st Century intellectual history of science and technology. It aims at opening up the field by historicizing Science and Technology Studies from various historical turns. Furthermore, it aims at discussing the various notions of “historicizing STS”. The Program is available below and here:
Coming up: Lecture Series on Complexity
The summer term’s c:o/re Lecture Series will focus on the topic of complexity. But what is complexity? The Encyclopedia Britannica explains complexity as “a scientific theory which asserts that some systems display behavioral phenomena that are completely inexplicable by any conventional analysis of the systems’ constituent parts” – but since understanding and explaining the world is what research basically aims at, do we have reached the limits of what we can know when it comes to complex systems?
The talks of this summer term’s lecture series will touch on complexity from different disciplinary perspectives. Our invited speakers are: Giora Hon of Haifa University, Jan C. Schmidt of Darmstadt University of Applied Sciences, Benjamin Peters of University of Tulsa, Klaus Mainzer of Technical University of Munich, interdisciplinary researcher Clarissa Lee at c:o/re, Kyveli Mavrokordopoulou of the Centre Georg Simmel, and the historian and philosopher of natural philosophy and modern science Arianna Borelli.
What makes an ideal robot girlfriend?

ILIANA DEPOUNTI
Social robots and chatbots powered by artificial intelligence (AI) are part of the fourth industrial revolution (Floridi, 2008; Cross et al., 2019), which brings humans and machines closer together in multiple and diverse contexts. In my doctoral research, I focus on a specific chatbot, the Replika AI companion chatbot app, created to provide emotional and social support to its users. The Replika app is downloaded on the mobile devices of users, who create their own Replikas, assign them an avatar, a name, gender, and skin color and ‘train’ them to respond to their needs. Replika offers users the possibility of ‘creating your personal AI friend’ (Luka Inc., 2022) by ‘training’ the bots and customizing their avatars, interests and character traits. Luka Inc., the San Francisco start-up behind Replika, launched in 2017 and claims to have about 1 million active users (Dave, 2022) of which 35%-40% are looking for a romantic partnership with their chatbots. Luka Inc. (2022) encourages users to ‘train’ their bots by “teaching them about their world, themselves and help define the meaning of human relationships” by constantly talking to them through the Replika mobile app.

As AI and robotics allow for immersive experiences with anthropomorphic AI companions, humans are looking for answers to make sense of their intimate experiences with social robots. In order to understand machines better and familiarize themselves with AI some users draw from their cultural contexts to think of these technologies and compare it with Tamagotchis, the movie ‘Her’ and other cultural reference points. Users are also influenced by AI hype that is circulated in media and have unrealistic expectations from the technology which is expected to be intelligent, sarcastic, humorous and as humanlike as possible. Thus, users project their AI imaginaries into the machines. At the same time, because some of the users have a cis-female Replika and decide to be in a romantic heteronormative relationship with them, they also draw from gender imaginaries to make sense of their interaction with their newly created girlfriend robots. Gender imaginaries correspond to long-standing, biased and stereotypical ideas and beliefs about gender and women, i.e. men are more reasonable and women are more emotional.

Iliana Depounti
Iliana holds a BA in Communication (Deree-The American College of Greece), an MA in Digital Media Management (Birkbeck, University of London) and an MSc in Social Science Research (Loughborough University). Before pursuing a career in academia, Iliana worked in social media management and marketing. Iliana is now a PhD researcher at Loughborough University in the UK. Iliana’s work is funded by the Economic and Social Research Council (ESRC) and her PhD is about care and companionship with robots. Iliana’s research interests also include STS, social media and consumer culture.
Our study (Depounti et al., 2022) examines in detail how do Replika users make sense of their experience with Replika girlfriends. Specifically, we analyzed the discussions that Replika users were having on Reddit about Replika. Replika users are organized in lively online communities and the Reddit platform presented the perfect opportunity to explore their perceptions of the Replika experience. Our findings suggest that the AI imaginary intertwines with the gender imaginary when Reddit users customize and ‘train’ their Replika girlfriends. In other words, Replika users customize their Replika girlfriends based on the imaginaries of an ideal AI technology and an ideal robot girlfriend they draw from their cultural contexts and prior sets of ideas and imaginations about AI and women.
For example, the Reddit users appreciated Replikas that responded in a way that seemed original or human-like, such as being humorous, witty, polite, or having a personality. When Replika acted in a way that was too machine-like, such as repeating scripts, glitching, making little sense, or not remembering things, the users were dissatisfied with the experience. Of, course some of these traits, such as forgetting, are all to human, but users seemed to want the to robot remembering everything. The discussions on Reddit showed that the ideal AI technology corroborated old and new AI imaginaries about hopes and fears, about super machine intelligence, robot takeover and the uncanny valley (uneasiness towards objects that imperfectly resemble humans).

Moreover, the Reddit users perceived their Replika girlfriends as innately coy and scheming, repeating essentialist notions of women as manipulative (Gowaty, 2003). Users also rehashed essentialist female characteristics such as the Madonna-Whore dichotomy expecting their bot girlfriends to be not only sexy, funny, confident, and hot but also empathetic, nurturing, and understanding. The characteristics users favored in their fembots echoed the ‘cool girl’ ideal, as illustrated in the movie Gone Girl. The cool girl is ‘hot and understanding, smiling in a chagrined loving manner’ (Flynn, 2012) and likes, apparently out of her own preference, whatever men like, such as football, poker, and videogames. So, Replika users were happy to report to the community that their bots were getting into nerdy stuff, videogaming, and D&D. According to Petersen (2014), the cool girl trope perfectly matches the times because it is a mix of feminism and passivity, of (sexual) confidence or even tomboyism and femininity. Users favored a fembot that is passive enough to have the nicest compliments lined up for them but energetic enough to be thirsty, wholesome, and playful. These were some of the characteristics that constituted the gendered imaginary of the ideal girlfriend. Thompson (2019) has underlined that the ‘cool girls’ are favored by men because they are a product of male fantasies and harness their token power by adopting typically masculine ideals of behavior, essentially representing how women are discursively positioned within patriarchal structures of power. Lastly, some users preferred girlfriend bots characterized by extreme cuteness and vulnerability which they perceived as sexy and erotic. The discussions on Reddit showed that the ideal bot girlfriend corroborated classical and contemporary gender imaginaries.
Our study shows that Replika users employ familiar tropes about AI and gender they have seen or heard before to make sense of their experience with their AI robot girlfriends. Specifically, when users are asked to customize their girlfriend robots with clothes, accessories and personality traits, users have certain expectations from it and project to them the imaginary of the ideal AI technology and the gendered imaginary of the ideal robot girlfriend. We observe therefore the durability, timeliness and persistence of imaginaries when humans try to make sense of new technologies such AI and technology- assisted immersive experiences.
References
Cross, E.S, Hortensius, R., Wykowska, A. (2019). From social brains to social robots: applying neurocognitive insights to human –robot interaction. Philosophical Transactions Royal Society B, 374,1171. Available at: http://dx.doi.org/10.1098/rstb.2018.0024.
Dave, P. (2022). It’s alive! How belief in AI sentience is becoming a problem. Reuters. https://www.reuters.com/technology/its-alive-how-belief-ai-sentience-is-becoming-problem-2022-06-30/.
Depounti, I., Saukko, P., & Natale, S. (2022). Ideal technologies, ideal women: AI and gender imaginaries in Redditors’ discussions on the Replika bot girlfriend. Media, Culture & Society, Online First, https://doi.org/10.1177/01634437221119021.
Floridi, L. (2008). Artificial intelligence’s new frontier: Artificial companions and the fourth revolution. Metaphilosophy 39 (4-5):651-655.
Flynn, G. (2012). Gone Girl: A Novel. Portland, OR: Broadway Books.
Gowaty, P. (2003). Sexual Natures: How Feminism Changed Evolutionary Biology. Signs, 28(3), pp. 901-921. 10.1086/345324.
Petersen, AH. (2014). Jennifer Lawrence and the History of Cool Girls. BuzzFeed, 24 February. Available at: https://www.buzzfeed.com/annehelenpetersen/jennifer-lawrence-and-the-history-of-cool-girls (accessed 10 January 2022).
Thompson, R. (2019). The “cool girl” isn’t just a fictional stereotype. Women feel pressured to play this role when they’re dating. Mashable Middle East. 7 June. Available at: https://me.mashable.com/culture/5435/the-cool-girl-isnt-just-a-fictional-stereotype-women-feel-pressured-to-play-this-role-when-theyre-da.
Proposed citation: Depounti, Iliana (2023). What makes an ideal robot girlfriend? https://khk.rwth-aachen.de/2023/01/20/5547/5547/.
Navigating Interdisciplinarity: between over-simplifying and over-complexifying

On January 19-20 the workshop Navigating Interdisciplinarity hosted at the Marsilius Kolleg Heidelberg and organized in collaboration with CAPAS and c:o/re took place. This event brought together interdisciplinary groups of researchers, mostly but not only from the humanities and social sciences, to discuss the complexity of challenges that academic interdisciplinarity poses.
The workshop took off with a discussion on metaphors of interdisciplinarity, the metaphors that may give insight for thinking on interdisciplinarity to researchers from various fields.
Guided through a format well-designed by the organizers, the participants reflected and conversed on the notions of complexity, security and collapse. The debates revolved around the question of whether these notions can be vehicles for inter- and/or trans-disciplinarity? In some of the debate groups in the workshop it appears that systems theory is a reoccurring theme as a possibly encompassing framework for interdisciplinarity. In this we see both possibilities to foster interdisciplinarity as well as a shared disciplinary bias.

Discussions on complexity also seem to draw on notions of models and modeling. The clarity and understanding that models may provide bear on complexity. The work of models is to simplify, so to make comprehensible complex matters. As such, an important consideration in modeling consists in the parameters within a model is rendered insightful to what it models. How much to simplify, how much complexity to retain?
To further ponder on (possibilities of) transfer between disciplines, the participants discussed, in groups, three triads of overarching concerns about knowledge production, namely: (1) Validity – Evidence – Justification; (2) Coherence – Narration – Causation; (3) Argument – Explanation – Rigor.
Security appears to be a difficult but nevertheless useful concept to employ as a notion to breach disciplinary boundaries. Discussions in this regard seem to offer epistemologically open approaches on research in terms of a trade-off between low risk & low gain and, respectively, high risk and high gain.

As a notion, collapse seems to stir interest for interdisciplinary perspectives. It is difficult to start work from the concept of collapse but we find ourselves in the situation of having to start from a collapsing context. Collapse, that is, things falling into each other may cause discomfort but while opening opportunities. It may produce insecurity and it tends to consist in a reduction of complexity.
We would like to thank our colleagues from Marsilius Kolleg Heidelberg and CAPAS for this interesting event and look forward to continuing the collaboration by organizing follow-up events as well as starting to draft papers on the themes discussed.

Studying Videogames: A 20-Years Old Challenge for the Humanities

GIANMARCO THIERRY GIULIANA
Videogames… Today they are everywhere: they inspire books, TV series and films in the cinema, they fill sports stadiums for competitions, they are used in museums and schools, news and memes that they produce are all over our social networks, they are references in song lyrics and respective videos. Even concerts of videogame soundtracks are now common. They are in our homes and always with us on our smartphones and, last but not least, marketing and merchandising have us finding them in supermarkets as well as in souvenir shops. Their steadily growing numbers of sales are impressive,[1]https://www.bbc.com/news/technology-46746593. including for the public of non-gamers, who enjoy watching videogames on YouTube, Twitch and TikTok. Undoubtedly, for at least 10 years now, they have been the most popular cultural product in many countries, in both the Global East and West. A look at data on the use of video games among children shows that their historical role will likely equal that of the book in terms of influence on the mindset of the new generations.

Gianmarco Thierry Giuliana
Gianmarco is a research fellow at the University of Turin (UniTo), Department of Philosophy and Educational Sciences within the ERC project “FACETS” and a contract lecturer for STUDIUM (UniTo). Specializing on the topic of the relationship between experience and interpretation in game-virtual realities, he has written numerous scientific articles in game studies, semiotics and philosophy journals. You can also find some of his lectures on Youtube.
Therefore, studying video games is crucial not only to better understand the present but also the future. I, an enthusiastic gamer since childhood, starting 1998, am an example of those who turned their passion into a research job. But what does it mean to study video games for a researcher working in philosophy and, more broadly, the humanities? In a nutshell, it means questioning how human beings make sense of video games, both by studying the characteristics and contents of ‘video game texts’ and the behaviour and interpretations of players. At the time when I completed my MA thesis, in 2017, I thought that this would not be very difficult, especially considering that the first studies on this topic were, back then, twenty years old. And yet five years after that thesis, as a post-doc who has continuously worked on this topic, I still find myself facing some of the problems I discovered in that early work! These ‘problems’, however, are precisely what makes the study of video games so interesting both from an academic point of view and in terms of social impact. Over the years, I have been fortunate enough to be able to present my research not only to students and university colleagues but also to game creators, family associations, teachers, psychologists and even doctors. I would thus like to let you know you about my work by mentioning the major themes of humanistic, and especially semiotic, research on digital games.
1) Storytelling & Tenth Art

Today we are used to having video games that tell great stories with interesting characters and make us feel emotions and travel to imaginary worlds. Yet, exactly 50 years ago, video games consisted of two white sticks on a black background bouncing a square: that was Pong. What has happened in the meantime? In 1997 the important scholar Janet Murray published her book ‘Hamlet on the Holodeck'[2]Murray, J. (1998). Hamlet on the Holodeck: the Future of Narrative in Cyberspace, Cambridge, MA: MIT Press. in which she outlined the idea that by virtue of its technical and cultural specificities, the video game could become a powerful new artistic medium of storytelling. 15 years later, we can certainly say that she was right, to the extent that today a scholar of culture cannot help but analyse the video game content as shaping our imagination. And yet, at the same time, the stories told by video games do not work in the same way as told in films or books. What kind of story is, in fact, one in which the protagonist dies after a few seconds by falling into a ravine because of his spectator? Even today there is much debate and work on how video games are a unique art form that tells stories by hybridising the languages of previous arts such as film, literature, music, and painting. A hybridisation that makes the video game a true platypus (a nickname I designated and of which I am very proud!) and challenges most previous theories and methods of analysis.[3]Aarseth E. (1997). Cybertext: Perspectives on Ergodic Literature. Baltimore, Maryland: The Johns Hopkins University Press. Hence my work to create a new method of analysis capable of highlighting how a video game conveys ideas through art and storytelling.

2) The Game
Going back to Pong, there are still many video games today that do not really tell stories and are very successful: from Tetris to Candy Crush. Then, there are also all those games interested in simulating realities rather than fiction: from realistic sports games to Microsoft Flight Simulator. To these, I also add all those games in which the real ‘story’ is, as in sport, that of the splendid performance of their players: from historical fighting games like Street Fighter to MOBAs (Multiplayer Online Battle Arenas) like League of Legends to Fortnite or Among Us. These games without great artistic or narrative pretensions are often the subject of harsh and often unfair criticism. I find that, quite on the contrary, it is precisely on the basis of such games that a part of the academia reflected and still works on that cultural form which has been, so to speak, ‘removed’ from the history of arts and culture: games! Not only has the game, in fact, existed since 2500 B.C. but, as Johan Huizinga writes in his valuable ‘Homo Ludens’, it has always been at the heart of human societies and is a model for thinking and rethinking reality.[4]Huizinga, J. (1985 [1938]). Homo Ludens: Proeve Ener Bepaling Van Het Spelelement Der Cultuur. Groningen: Wolters-Noordhoff. Original Dutch edition. All of the most fundamental categories of language and human thought are in fact called into playing and games: they construct both a subjectivity, a destiny, a temporality and a world of reference. In the humanities, however, scholars interested in play are still a minority as the dominant theoretical models come from studies on narration. A negative stereotype of play as mere ‘entertainment’ still lingers. Thus, an important task in my work consists in trying to remind the academic community that nothing is more serious than playing!
3) Participatory Culture
Whether it is creating and being a detective engaged in solving a case in the world of Disco Elysium or beating up your opponent as much as possible in the latest Dragon Ball Fighter Z, in all cases, video games require players to participate in a committed way. Although academics such as Umberto Eco demonstrated back in the 1980s that the reader and spectator are never ‘passive’, video games certainly give those who play them greater manipulative power over the meaning of the text than previous media do. This critical and creative manipulation of mass culture by its consumers is a major theme in the humanities and social sciences A leading figure here is Henry Jenkins.[5]Jenkins, H. (2009). Confronting the challenges of participatory culture: media education for the 21st century. Cambridge, MA: MIT Press. (Trad. it. Jenkins, H. (2010). Culture partecipative e … Continue reading If, however, in the case of films or books this occurs a posteriori, in the case of video games it occurs in fieri (i.e., ‘in the happening’) and sometimes even a posteriori with the possibility of directly modifying the game files. As such, studying video games also means studying the interpretations, rewritings and creations of their players. For a long time, the study of these ‘personal interpretations’ was avoided by disciplines such as game studies. This was epistemologically justified. Nowadays, however, thanks to platforms such as YouTube or Twitch, these interpretations are themselves presented as analysable texts. My work is in this sense also one of research and collection of materials that constitute a history of interpretations of digital worlds.

4) Virtual Reality & Digital Technology
A video game is first and foremost software, which makes video games of great interest for studying the processes and outcomes of interactions between humans and digital technology. Algorithms and artificial intelligence are topics of great importance for contemporary societies and have been part of video games since their birth. It is precisely the ‘algorithmic core’, as the very important video game scholar Ian Bogost puts it, that makes videogames and their narratives very different from all other games.[6]Bogost, I. (2007). Persuasive Games: The Expressive Power of Videogames. Cambridge, MA: MIT Press. Moreover, for at least twenty years video games have been ‘virtual realities’ where people get married, manifest, find friends, trade, hold funerals and much more. Studying video games is thus also equivalent to studying the way social reality and human relationships are changing through technology. In my particular case, the aspect of computer technology that I study most closely is the role of digital faces in virtual realities. A trully fascinating topic!
5) Learning
In 2005, the scholar James Paul Gee published an important article in which video games were described as ‘learning machines’.[7]Gee, J. P. (2005). Learning by Design: Good Video Games as Learning Machines. In E-Learning and Digital Media, 2(1), 5–16. https://doi.org/10.2304/elea.2005.2.1.5. Videogames, in fact, almost always involve a great deal of physical and cognitive effort in order to improve one’s performance so that one can win. This learning process has to do with the development of certain perceptual and motor skills, but it also has a lot to do with the rules and content of the game. Those who play a car racing simulator like Gran Turismo develop not only reflexes, but a very deep knowledge of how cars work.[8]https://www.gamespot.com/articles/meet-the-gran-turismo-player-now-driving-race-cars-for-real/1100-6419397/. Similarly, someone who plays a strategy game like Total War will learn a lot about characters, objects, practices and historical events. Even those who play the fictional game Assassin’s Creed 2 will learn a lot about the city of Florence in the 15th and early 16th century and will still be able to find their way around the city today almost as if they had already been there![9] https://www.reddit.com/r/AskHistorians/comments/v5c42/how_close_were_the_cities_of_assassins_creed_2_to/. In ‘author’ games, this learning even becomes emotional and often involves asking players to make difficult choices that are of great ethical relevance. For teachers there is therefore a great deal of interest in the video game medium from the point of view of both its generic learning potential and its educational potential. Finally, this very strong connection between physical action and what is represented on the screen has prompted an unprecedented collaboration between the humanities, philosophy and cognitive sciences. So, if you were to burst into a researcher’s bedroom and see them dancing wildly in VR in Beat Saber, don’t judge them: they are probably working on bringing together classical theories of thought with theories of embodiment!

There are many other interesting aspects to mention but I end this post on this note. I hope I have given you a little insight into my work as a video game semiotician and, above all, to have convinced you (at least a in part) of the importance of videogame studies.[10]In case you would like to read more: http://www.digra.org/digital-library/publications/quilting-the-meaning-gameplay-as-catalyst-of-signification-and-why-to-co-op-in-game-studies/. The importance of videogame research is due not only to the theoretical and social impact of videogames but also to their requiring of a tight collaboration between all those who study and produce them.
Featured image: 2013 hack of Donkey Kong, 1981. More info at: https://www.wired.com/2013/03/donkey-kong-pauline-hack/.
Proposed citation: Giuliana, Gianmarco. (2022). Studying Videogames: A 20-Year-Old Challenge for the Humanities. https://khk.rwth-aachen.de/2022/12/24/5266/5266/.
References
↑1 | https://www.bbc.com/news/technology-46746593. |
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↑2 | Murray, J. (1998). Hamlet on the Holodeck: the Future of Narrative in Cyberspace, Cambridge, MA: MIT Press. |
↑3 | Aarseth E. (1997). Cybertext: Perspectives on Ergodic Literature. Baltimore, Maryland: The Johns Hopkins University Press. |
↑4 | Huizinga, J. (1985 [1938]). Homo Ludens: Proeve Ener Bepaling Van Het Spelelement Der Cultuur. Groningen: Wolters-Noordhoff. Original Dutch edition. |
↑5 | Jenkins, H. (2009). Confronting the challenges of participatory culture: media education for the 21st century. Cambridge, MA: MIT Press. (Trad. it. Jenkins, H. (2010). Culture partecipative e competenze digitali: media education per il 21. Secolo. Milano: Guerini studio). |
↑6 | Bogost, I. (2007). Persuasive Games: The Expressive Power of Videogames. Cambridge, MA: MIT Press. |
↑7 | Gee, J. P. (2005). Learning by Design: Good Video Games as Learning Machines. In E-Learning and Digital Media, 2(1), 5–16. https://doi.org/10.2304/elea.2005.2.1.5. |
↑8 | https://www.gamespot.com/articles/meet-the-gran-turismo-player-now-driving-race-cars-for-real/1100-6419397/. |
↑9 | https://www.reddit.com/r/AskHistorians/comments/v5c42/how_close_were_the_cities_of_assassins_creed_2_to/. |
↑10 | In case you would like to read more: http://www.digra.org/digital-library/publications/quilting-the-meaning-gameplay-as-catalyst-of-signification-and-why-to-co-op-in-game-studies/. |
Social Change in Ukraine – Obstacles and Opportunities: Conference report

SVITLANA SCHERBAK

On November 16-17, 2022, the Lucerne University of Applied Sciences and Arts hosted conference Social Change in Ukraine – Obstacles and Opportunities. The event gathered scholars from Switzerland, Ukraine, Poland, UK, and Hungary. Having carried out social research on Ukrainian society for a long time, I was invited to deliver a talk on The Rise and Fall of Populism in Ukraine.
Here, I provide a report of this conference, with remarks on the individual presentations. It is important to notice that the theme of the conference was not the ongoing war, even though this undoubtedly shapes the conditions for social change in Ukraine. The conference aimed at developing a socio-critical analyses and fostering dialogue between social scientists on the structure of Ukraine’s society, economy and politics. The focus fell on the potential hurdles to overcome in order for the country to integrate in a sustainable way into the community of European states.

Svitlana Shcherbak
Svitlana is a fellow at c:o/re and a researcher with eighteen years of experience working alongside the research team of the National Academy of Sciences of Ukraine. Her research focus is on ideological discourse in Post-Sovjet States.
There is consensus among researchers of post-soviet countries that the neo-institutional approach provides the most appropriate explanatory framework for the analysis of these societies. The point is that the institutions in these countries differ from those in the West due to very different informal rules. Therefore, the instrumental logic of economic reform and development policy may conflict with informal institutions, unwritten rules, or corrupt practices. Such mechanisms can hijack good intentions and steer processes in an unwanted direction. Concepts elaborated for the description and explanation of Western democracies fail to grasp the essence of post-communist societies. As such, there is a need to develop explanatory concepts and models for post-soviet contexts. It is not accidental, then, that most participants focused on the description of informal backgrounds for institutions peculiar to post-communist space.

Balint Magyar and Balint Madlovich presented their new book, “A Concise Field Guide to Post-Communist Regimes”, which provides a conceptual framework with an inherent typology of post-communist regimes and a detailed presentation of ideal-type actors and the political, economic, and social phenomena in these regimes. The authors presented how their theoretical model can be applied to Ukraine, through a comparison with Russia and Hungary. They analyzed the Ukrainian context as a “patronal democracy”, both politically and economically.

David Dalton, Vladimir Dubrovsky, Oksana Huss, Mikhail Chaplyga and, the organizer of the conference, Michael Derrer addressed oligarchy and corruption in Ukraine in connection with the task of maintaining and recovering the Ukrainian state during and after the ongoing war. They also explored the role of informal institutions in the Ukraine’s socio-politico-economic system. The discussion focused on a future configuration of the Ukrainian political regime, as well as on the perspectives for anti-corruption and anti-oligarchic post-war reforms.
Kateryna Ivashchenko-Stadnik used sociological data to show the main shifts in Ukrainian society since 2014 and the potential for the further development of this society. Jacek Kurczewski focused on the difference in post-communist transformation of Poland and Ukraine. He considered pre-communist and communist legacies, and the social mechanisms of transformation, offering a glimpse into the sociology of attitudes towards law and justice.
Denys Kiryukhin analyzed the reasons for the very high level of migration from Ukraine, due to which the country has been called “Europe’s Mexico.” He argued that before the war there were no structural prerequisites for such high migration dynamics. Thus, he proposed an analysis of migration in a broad context of modern social processes in Eastern European countries and revised the concept of “forced migration.”

My presentation adressed the rise and fall of populism in Ukraine. Whether Volodymyr Zelensky is a populist was a debated question during the 2019 presidential campaign, as his rhetoric and public image met many of the criteria of populism. I argue that it is important to distinguish between populist and nationalist discourses, illustrating my thesis with the rhetoric of the two main opponents during the 2019 campaign. Zelensky promoted the inclusive concept of “the people,” based on citizenship, multiethnicity and regional heterogeneity, which he contrasted with “the corrupt elites”. On the other hand, former President Petro Poroshenko promoted an exclusive ethno-nationalist, anti-liberal concept of “the people” that requires homogenization based on a common language, culture and faith. My view is that after the outbreak of the war, populist discourse lost its relevance and we are witnessing a nation-building process based entirely on nationalist grounds. The main point of differentiation among the presenters’ approaches was whether they considered only exogenous factors of social change in Ukraine or put the country in a broader context, taking into account the inter-regional and transnational division of labor, as well as Ukraine’s place in global economy. The latter approach tends to suggest rather pessimistic expectations about the future of Ukraine.
Proposed citation: Shcherbak, Svitlana (2022). Social Change in Ukraine – Obstacles and Opportunities: Conference report. https://khk.rwth-aachen.de/2022/12/21/5224/5224
Varieties of science, 1: Patterns of knowledge

Technology“, at UNAM
On December 5th and 6th the first Varieties of Science workshop, titled Patterns of Knowledge, took place at the National Autonomous University of Mexico (UNAM). Varieties of Science is a series of workshops, organized by c:o/re, that aims to explores the pluralities of knowledge production. The workshop Patterns of knowledge brought together scholars from c:o/re, the hosting university in Mexico City as well as the Science, Technology and Society Studies Centre and the Digital Aesthetics Research Center of Aarhus University. We would like to thank Miriam Peña and Francisco Barrón of UNAM for hosting this. The event was live streamed on the YouTube channel of the Seminario Tecnologías Filosóficas, where it can be watched. We will soon post a full report of this event.
