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Digital anthropology is the study of the relationship between humans and digital-era technology, and extends to various areas where anthropology and technology intersect. It is sometimes grouped with sociocultural anthropology, and sometimes considered part of material culture. The field is new, and thus has a variety of names with a variety of emphases. These include techno-anthropology,[1] digital ethnography, cyberanthropology,[2] and virtual anthropology.[3]
There are a number of different approaches to digital anthropology.
Some academics focus their study on the culturally informed interrelationships between human beings and technologies. These interrelationships include the attempts to fuse technological artifacts with human and other biological organisms, with human society, and with the culturally shaped environment.[4] As a sociocultural subfield of anthropology it is distinct from both media anthropology and visual anthropology in that it is informed by cybernetics.
Cyberspace itself can serve as a "field" site for anthropologists, allowing the observation, analysis, and interpretation of the sociocultural phenomena springing up and taking place in any interactive space.
A number of academic anthropologists have conducted traditional ethnographies of virtual worlds, the most prominent being Bonnie Nardi's study of World of Warcraft,[5] and Tom Boellstorff's study of Second Life.[6]
A number of national and transnational communities, enabled by digital technology, establish a set of social norms and practices comparable to those of a traditional, geographically confined community. This includes the various communities built around free and open source software, and more politically motivated groups like Anonymous, Wikileaks, or the Occupy movement.[7]
Academic Gabriella Coleman has done ethnographic work on the Debian software community,[8] and the Anonymous hacktivist network.
The traditional techniques of anthropology, such as ethnography, participant observation, and acknowledgement of reflexivity, can be used by designers to adapt and improve technology. Notable companies that have included anthropologists in technical projects include Intel, whose director of interaction and experience research, Genevieve Bell is a particularly prominent example.[9]
For most anthropologists, technology now has a tangible presence at the research stage, "in the field", and during the review and publication process.
DANG, the Digital Anthropology Group within the American Anthropological Association,[10] has five (of six) stated goals that relate to the use of digital technology to further the discipline of anthropology. This includes the use of blogging, engagement with the public, new teaching practices, open access, and modernised field methods.[11]
In terms of method, there is a disagreement in whether it is possible to conduct research exclusively online or if research will only be complete when the subjects are studied holistically, both online and offline. Tom Boellstorff, who conducted a three year research as an avatar in the virtual world Second Life, defends the first approach, stating that it is not just possible but necessary to engage with subjects “in their own terms”. Others, such as Daniel Miller, have argued that an ethnographic research should not exclude learning about the subject's life outside of the internet.
Theoretically, the debate is about what it is to be human, a problem that has direct implications to the discipline of anthropology since humanity (anthropos) is what frames anthropology as a discipline. This argument, arriving from postmodern theory, has been contested through the argument that the Internet did not create virtuality since culture exists intermediating our understandings of the world.
Numerous universities offer modules that cover the general area of digital anthropology, and some universities offer dedicated courses in digital anthropology (under various names), including University of Colorado at Boulder.
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