Review article
jrai_1644
646..651
Researching the Internet
Boellstorff, Tom. Coming of age in Second
Life: an anthropologist explores the virtually
human. xiii, 316 pp., illus., bibliogr. Princeton:
Univ. Press, 2008. $29.06 (cloth), $17.90
(paper)
Hinkelbein, Oliver. Strategien zur digitalen
Integration von Migranten: Ethnographische
Fallstudien in Esslingen und Hannover. vii, 295
pp., illus., bibliogr. Unpublished Ph.D. thesis,
University of Bremen, 2008.
Kelty, Chris. Two bits: the cultural significance
of Free Software. xvi, 347 pp., illus., bibliogr.
Durham, N.C.: Duke University Press, 2008.
$89.95 (cloth), $21.55 (paper)
Roig, Antoni. Cap al cinema col.laboratiu:
pràctiques culturals i formes de producció
participatives. 825 pp., tables, illus., bibliogrs.
Unpublished Ph.D. thesis, Universitat Oberta
de Catalunya, 2008.
The turn of the millennium saw the publication of
four important Internet ethnographies:
Hakken’s Cyborgs@cyberspace? (), Zurawski’s
Virtuelle Ethnizität (), Hine’s Virtual ethnography
(), and Miller and Slater’s () The Internet: an
ethnographic approach. The authors of those
pioneering studies grappled with difficult questions
that still occupy Internet researchers today, such as
interaction and identity in cyberspace, the virtual vs
the actual, technological appropriation and
obsolescence, the digital divide, and the prospects and
limitations of on-line ethnography.
Of the four monographs, it is arguably Miller and
Slater’s that best foreshadows the studies reviewed in
the present article. These authors investigated the late
s uses of the Internet by Trinidadians both at
home and abroad. Distancing themselves from the
information and communication technology (ICT)
domestication literature (see Silverstone & Hirsch
), they argue that Trinidadians are not merely
‘appropriating’ the Internet; rather they are putting
themselves on the global stage via the Internet just as
much as users in metropolitan centres. Miller and
Slater take issue with much of the earlier Internet
literature for its postmodern celebration of
fluid/blurred on-line identities, which they found had
little bearing on Trinidadian uses of the Internet, and
for its assumption that ‘cyberspace’ is a placeless
‘virtual’ domain divorced from actual physical places.
Instead they urge Internet scholars to start from the
opposite assumption, namely that online domains are
part of – not apart from – everyday off-line contexts.
To these ethnographers, the Internet involves ‘many
different technologies, practices, contexts: it is no one
thing, and our study encompassed a wide range of
contexts, from ways of doing business to socializing in
cybercafes’ (Miller & Slater : ). One key finding
was Trinidadians’ seemingly ‘natural’ affinity with the
Internet, even in low-income areas where many
people’s access was mediated by friends or family. This
finding complicated their pre-fieldwork expectations
of a vast ‘digital divide’ separating rich and poor
Trinidadians – and indeed Trinidadians from
Westerners (: ).
The studies reviewed here were all completed or
published in following research trajectories that
differ notably from those of Miller and Slater. First,
they were conducted largely in metropolitan areas of
the global North and among mostly white
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Review article 647
middle-class Internet innovators. Second, rather than
being about ‘the Internet’ they each focus on a single
Internet platform or field of practice (Second Life,
Free Software, Internet filmmaking, digital
integration). Third, many of the Internet technologies
and practices described in these studies were either
not in existence or still in their infancy at the time of
Miller and Slater’s research. Finally, two of the four
texts are in languages other than English (i.e. German
and Catalan) – no small matter given the
overwhelming dominance of anglophone scholarship
to date.
Yet in spite of these contrasts, Miller and Slater’s
discussion of the main challenges facing late s
Internet ethnographers is still highly pertinent to all
four studies, as we shall see shortly. I shall argue that
the studies’ chief contributions to the field are the
strong case made for the existence of virtual places,
detailed accounts of a wide range of new and old
Internet practices, and the rigorous conceptual work
around key notions such as ‘third place’, ‘recursive
public’, ‘collaborative filmmaking’, and ‘digital
integration’. Like their precursors, these studies
provide further evidence that we are not at the dawn
of a new planetary era in which a totalizing
‘techno-logic’ (of networks, information, knowledge,
techne, or some other kind) will impose itself on all
other cultural logics. Instead, their greatest virtue is
that they confirm the ongoing differentiation of the
Internet into an expanding universe of ‘technologies,
practices, contexts’ – to use Miller and Slater’s apt
formulation.
A virtual place
Tom Boellstorff’s Coming of age in Second Life is an
ethnographic account of the D online environment
Second Life. The rationale of the project was both
methodological and pedagogical (Kelty ):
Boellstorff wished to explore what ethnography can
teach us about ‘virtual worlds’ such as Second Life.
With this aim in mind, from June to January
he ‘took up residence’ in Second Life as the
avatar Tom Bukowski. Coming of age describes in
fascinating detail the everyday lives and social
relations of the Second Life ‘residents’ encountered by
Bukowski during his stay there. Tackling Miller and
Slater’s challenge head-on (p. ), Boellstorff does not
see the need to embed on-line sociality in the ‘actual
world’, setting out instead to explain ‘inworld’
practices in their own terms, not as a pale reflection or
simulation of off-line practices. These inworld
practices include weaving, building, trading,
chatting, dancing, making love, flying, and many
others.
The most intriguing part of Boellstorff’s argument
is his extended discussion of Second Life as a place.
Questioning the media studies habit of regarding
virtual worlds as the antithesis of place-making, he
argues that Second Life is a ‘new kind of place’, or,
more precisely, a ‘set of locations’ where new forms of
human sociality and craft (techne) are flourishing (p.
). This is the fortuitous result of two separate s
breakthroughs. The first was Krueger’s invention of
Videoplace, a rudimentary machine that allowed two
or more people to interact virtually in a ‘third place’.
This constituted a break from existing forms of
telecommunication in that multiple people
experienced a place simultaneously as not being the
actual world. ‘People interacted within the virtual
world and also with the virtual world itself ’ (p. ).
The second innovation was the development of
first-person perspective in videogames. Together, these
two technical affordances allow Second Life avatars to
interact with other inworld objects – including other
avatars – not in a cyberspatial void but in specific
virtual locations such as rooms, corridors, paths,
gardens, or hot-air balloons.
Nowhere is the contrast between Boellstorff’s
position and that of Miller and Slater starker than on
the issue of virtuality and mediation. Citing
Anderson’s () famous example of how newspapers
convey the idea of the modern nation as an ‘imagined’
or virtual community, Miller and Slater conclude that
‘virtuality – as the capacity of communicative
technologies to constitute rather than mediate realities
and to constitute relatively bounded spheres of
interaction – is neither new nor specific to the
Internet. Indeed, it is probably intrinsic to the process
of mediation as such’ (: ). For Boellstorff, in
contradistinction, although humans have always
crafted themselves through culture (homo faber), what
is new about Internet sites such as Second Life is that
‘human craft ... can now create new worlds for human
sociality’ from within those worlds: ‘I cannot meet a
lover inside a novel and invite friends for a wedding
ceremony there, nor can I and a group of like-minded
persons buy joint property inside a television
program’ (p. ). This does not mean, though, that all
Internet sites can support virtual forms of sociality
and craft, says Boellstorff. For example, social network
sites such as MySpace or Facebook do not qualify as
virtual worlds as their significance derives – like the
Trinidadian websites and chat rooms described by
Miller and Slater – from ‘a direct relationship to the
actual world’ (p. ). Boellstorff concludes with the
cogent assertion that virtual worlds are ‘distinct
domains of human being’ that deserve being studied
on their own terms, not on those of actual worlds (p.
). Like Hine () before him, he regards on-line
ethnography as a strategy suited to certain research
projects but not necessarily to others.1
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Internet practices (and
practitioners)
One remarkable feature of the development of the
Internet is the sheer proliferation and diversification
of its practices. All four studies further our
understanding of this practical explosion by
documenting and discussing actual practices in great
detail. However, they do so in rather different ways
and with uneven success when it comes to their
theorization.
If Boellstorff’s Coming of age is firmly anchored in
the synchronous practices of Bukowski and his fellow
avatars, Chris Kelty’s Two bits is a historical
reconstruction of the emergence and stabilization of
the five key ‘geeky’ practices that make up the field of
Free Software. Kelty distinguishes between four basic
practices (sharing source code, conceptualizing
openness, applying copyright licences, and
co-ordinating and collaborating) and what we might
call a ‘meta-practice’ (Peterson ): the practice of
arguing and discussing about the other four practices,
which he terms ‘the movement’.
Kelty regards Free Software as constituting a
‘recursive public’ – that uniquely twenty-first-century
public sphere or commons in which geeks modify and
maintain the very technological conditions (or
infrastructure) of their own terms of discourse and
existence. The recursive public is a manner of social
imaginary (Taylor), a moral-technical understanding
of social order that is partly imagined, partly concrete
(as it entails computers, wires, waves, electrons, etc.).
For Kelty, Free Software is not an isolated
phenomenon but part of an ongoing global
reorientation of power/knowledge. This point is
pursued in the final part of the book, where he
discusses two related non-software projects based on
Free Software templates: Connexions and Creative
Commons. Kelty was deeply involved with the former
initiative as a mediator between the worlds of
academia, software, and copyright law. The aim was to
produce academic textbooks in a manner similar to
that of Free Software. Kelty found that his geeky
‘imagination of openness ... and social order’ stood
him in better stead than his anthropological training.
He found that Connexions managed to adapt or
‘modulate’ all basic Free Software practices save for the
meta-practice of movement – no Free Textbook
movement ensued. One major hurdle for the project’s
code-minded geeks was the prevalence of non-codified
academic custom. In trying to ‘figure out’ what they
were doing, project members struggled to define the
finality of a scholarly work. How do such works attain
identity, stability, completion? Connexions sought to
redefine finality in an open, public way, with
modifiability being integral to how knowledge is
stabilized, but many scholars resisted this idea.
This very same question of the uneven spread and
appropriation of Free Software practices into other
fields of cultural production surfaces in Antoni Roig’s
Ph.D. thesis, ‘Towards collaborative filmmaking’ (my
translation). The thesis investigates to what extent we
may be moving towards more collaborative forms of
filmmaking linked to the rise of Internet and other
digital technologies as well as to developments such as
Free Software. The case studies consist of the making
of two Internet ‘fan films’ (by X-ILE Pictures in the
United States and Energia Productions in Finland)
and a Free Software-inspired film (A swarm of angels
in Britain). Roig’s claim to originality rests on his
novel use of a practice-theoretical approach in an
emerging area of Internet research (see Bräuchler &
Postill ; Couldry ) to propose a typology of
collaborative practices that shows great comparative
potential. This ‘family of practices’ includes practices
of production, distribution, organization, and
self-promotion as well as their (meta-pragmatic?)
interrelations.
Thematically, Oliver Hinkelbein’s dissertation,
‘Strategies towards the digital integration of
immigrants’ (my translation), takes an altogether
different direction, bringing us back to one of Miller
and Slater’s main preoccupations: the so-called ‘digital
divide’. Yet Hinkelbein also pays careful attention to
actual practices, in his case the practices (Praktiken)
that make up the emergent field of ‘digital integration’
in Germany. His aim is to understand some of the
strategies whereby both public and civic organizations
seek to bridge the digital divide that reportedly
separates native Germans from foreign immigrants.
He does so through a multi-sited, comparative
ethnographic account based on participant
observation within Internet initiatives aimed at
immigrants in Esslingen (public) and Hanover (civic)
as well as at a number of ‘expert’ meetings in other
locations. Although ostensibly committed to
actor-network theory, the dissertation’s spotlight
follows the human rather than non-human agents
(computers, software, networks, printers, etc.),
particularly those humans who – not unlike Chris
Kelty in the Connexions project – act as go-betweens
across sites, technologies, and constituencies.
Hinkelbein takes us through the main
characteristics of each set of actors and their
socio-political contexts, stressing the importance of
close personal ties as well as the ‘blackboxed’ processes
of inclusion and exclusion into networks of digital
integration expertise. One crucial finding was the
existence of such invisible networks and their
concretization through computer clubs, mentoring
sessions, seminars, and so on. It is precisely the focus
on the practices of these ‘new mediators’ that
constitutes the study’s main contribution to a
strangely neglected area of research: Internet
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technologies and grassroots leadership in contexts of
socio-economic development (Postill in press). New
mediators face the challenge of having to recruit and
mobilize other social actors in pursuit of their goals
whilst surviving financially in the fiercely competitive
market of grassroots ICT initiatives. The upshot is a
relentless drive for creative innovation.
Conceptual gains
In a relatively new interdisciplinary field such as
Internet studies in which conceptual muddles are
common (Postill ), the rigorous conceptual work
undertaken in all four studies stands out. These
conceptual efforts take two main forms: (a) clearing
the conceptual ground around the study’s main
Internet formation (especially in Boellstorff and Kelty)
and (b) broadening the existing conceptual lexicon
around the chosen Internet research area (more
noticeably in Roig and Hinkelbein).
Both Kelty and Boellstorff are at pains to clarify
what their respective objects of Internet study are not
so that they can proceed to elucidate what they
actually are. Thus Kelty explains that Free Software is
not a collective, an informal organization, a crowd, or
even a social movement. Rather, as said earlier, it is an
Internet-mediated ‘recursive public’, a new kind of
public sphere in which operative systems and social
systems are inextricably entwined. Similarly,
Boellstorff explains that although Second Life may
approximate some elements of reality for purposes of
immersion, it is most emphatically not a simulation
(i.e. it is not ‘virtual reality’); nor is it a social network
site comparable to Facebook or MySpace but rather it
is a place; nor is it a posthuman realm (in fact, it
makes us more human) or a sensational world of wild
cybersex and rampant consumerism, as portrayed by
the news media (instead, mundane daily practices are
the norm).
For their part, both Roig and Hinkelbein guide
their readers with great aplomb through a number of
semantic minefields that lie at the heart of
contemporary Internet studies. Roig carefully unpacks
important but often muddled notions such as ‘new
media’, ‘cultural producers’, ‘digital filmmaking’, and
‘audiences’. He successfully manages to develop a set of
working definitions of key terms in the first half of the
thesis that he then applies to the empirical materials
in the second half. Likewise, Hinkelbein expends
considerable energy sharpening a set of conceptual
tools that he helpfully lists in a glossary (‘blackboxing’,
‘digital integration’, ‘new mediator’, ‘translation’, etc.).
Epochal claims
In the final part of Coming of age, Tom Boellstorff
makes an epochal forecast. He believes that Second
Life and other virtual worlds may be heralding the
advent of a new age driven not by information or
knowledge (as technology authors have told us for half
a century) but by craft or techne, as exemplified by
Second Life’s residents’ keen dedication to crafting
their own world and its virtual artefacts. Instead of the
promised Information Age or Knowledge Society,
suggests Boellstorff, we may be heading towards the
Age of Techne.
This is a questionable prognosis. In fact, the
evidence and arguments presented in Coming of age
demonstrate that Second Life is a highly specific
Internet environment that is markedly distinct from
sites devoted to on-line games, social networking,
(micro-)blogging, bookmarking, discussing, and so
on, where crafting is not a salient feature. To return to
Miller and Slater’s Trinidad argument, what all four
studies capture is not a totalizing epochal ‘logic’ but
rather ever more differentiated Internet ‘technologies,
practices, contexts’ (: ). The evidence provided in
the reviewed texts strongly suggests that the Internet –
and indeed the world – is becoming ever more plural
and that no universal ‘logic of practice’ (not even the
logic of techne) is gaining ascendancy at the expense
of all other logics. Second Life has found its own
niche within an Internet ecology that is expanding
dramatically as millions of new users join and myriad
new tools and practices are fashioned every year. This
is an Internet niche that attracts, like all niches, certain
kinds of people but not others. As someone who
suffers from acute time poverty, I for one could only
become an active Second Life resident if I turned such
participation into a research project. Even Internet
users with time on their hands and valid credit cards
may find no compelling reason to join, opting instead
for other platforms. Such refusenik stances point to
yet another Internet question worthy of further
investigation.
John Postill Sheffield Hallam University
NOTE
1
Boellstorff’s insistence that Second Life is a place
echoes Howard Rheingold’s () earlier argument
about the WELL, a pioneering ‘virtual community’ built
in the San Francisco Bay area. For Rheingold, the WELL
was a virtual – albeit text-based – ‘third place’ in Oldenburg’s () sense of the term: that is, a place of
suburban conviviality that is neither the home nor the
workplace. Both studies raise fascinating questions for
anthropologists working on Internet issues about what
constitutes an on-line place, particularly in view of the
current rethinking of notions such as ‘place’ and ‘space’
in anthropology and neighbouring fields (see Casey
; Ingold ; Massey ; Pink ; Thrift ).
Unfortunately these questions are beyond the scope of
the present article. For methodological debates around
on-line ethnographic research online, see the EASA
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650 Review article
Media Anthropology e-seminar ‘Researching the Internet’, September to October (http://
www.media-anthropology.net/braeuchler_eseminar.pdf)
and a discussion of Coming of age with its author on
the blog Savage Minds entitled ‘Ethnography of the
virtual’, June (http://savageminds.org////
ethnography-of-the-virtual/).
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John Postill has conducted fieldwork on media among
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