5
Augmented graves and
virtual Bibles
Digital media and material religion
Tim Hutchings
Introduction
In the opening chapter of this volume, David Morgan speaks of material culture
in terms of ‘objects, spaces, bodies and the practices of using them . . . images,
emotions, sensations, spaces, food, dress or the material practices of putting the
body to work.’ ‘To study religious material culture’, he explains, ‘is to study how
people build and maintain the cultural domains that are the shape of their social
lives’, treating objects as primary aspects of what religion is and how it is lived.
This chapter seeks to explore and question this understanding of the material object by applying it to the realm of mediation. First, what would it mean
to think of websites, mobile phone apps or QR codes as objects, to be studied
as part of material cultures? Second, how can we apply Morgan’s approach to
“production” – in terms of medium, design and manufacture – to generate
insights into the place of digital media in contemporary religion?
I will begin by tracing the Internet’s shift over time from the alternative reality of “cyberspace” to its contemporary status as the mundane, often invisible
infrastructure of everyday life. Understanding this change in our relationship
with computer-mediated communication provides an important foundation
for material analysis. I will then discuss digital technology and online content
as kinds of “materiality”, drawing on recent discussions in material religion and
digital media studies.
To apply a material approach to the study of digital production, I will introduce examples taken from two rather different fields: digital Bibles and online
memorials. As we shall see, the materiality of digital media is not limited to
the level of technologies and devices. Digital software and content also function just like material objects: they are produced, classified and circulated, and
they guide, structure, constrain and make concrete our actions and relations.
By paying attention to the different dimensions of the materiality of media, we
can gain a more nuanced understanding of the ways in which religion today is
structured and provoked by material objects and their creators.
From cyberspace to infrastructure
In early visions of computer-mediated communication, the digital was positioned as the antithesis of embodiment and materiality. Computer networks
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offered us access to “cyberspace”, a separate realm in which identity could be
fluid, knowledge was open for access and all boundaries could be overcome by
the masters of new technology. William Gibson famously defined “cyberspace”
in his science fiction novel Neuromancer as ‘a consensual hallucination experienced daily by billions’ (1984: 67); for Case, his protagonist, cyberspace is ‘a
bodiless exultation’, an experience of speed and power compared to which the
human body is a prison of ‘meat’ (1984: 12).
Neuromancer became one of the foundational influences for the cyberpunk
genre of science fiction. This style of writing attracted a fascinated audience in
the early years of the Internet, for whom cyberpunk’s discussions of fluid identities, the freedom of anonymity, corporate control and the subversive power of
the hacker seemed to mirror what was already happening through computer
networks. Even in these fictional accounts of cyberspace, however, materiality
was crucial. The protagonists of early cyberpunk may have longed to escape
from the flesh into disembodied experience, but their narratives were driven by
material frustrations: bodily pain, broken technologies, the struggle to access the
right connection at the right moment.
Over time, academic study and popular imagination have moved away from
these early interests. As Internet use began to become more widespread in the
late 1990s, digital cultures became increasingly tied to offline identities and
social networks. Researchers are still studying the cultures of online communities, but ethnographer Christine Hine describes the contemporary Internet
as ‘embedded, embodied, and everyday’ (Hine 2015). It is embedded, because
the Internet is ‘entwined in use with multiple forms of context and frames
of meaning-making’ (2015: 33); it ‘means quite different things to different
people’ (2015: 38). The Internet is experienced as one option for action or
communication, one alternative among others. It is embodied, because virtual
identities are rarely separate from physical bodies: ‘rather than being a transcendent cyberspatial site of experience, the Internet has often become a part of
us’ (2015: 41). Online social network sites like Facebook are used as ‘a place to
express an embodied self rather than a place to leave the body behind’ (2015:
44). The Internet is everyday, acting as ‘a mundane, invisible infrastructure’ for
society (2015: 46). As an infrastructure, the Internet structures choices and priorities, does work and makes decisions for us, but we become aware of it only
when it is ‘topicalised’ in moments of crisis, ranging from national panic about
jihadi radicalisation to the personal disaster of losing access to Wi-Fi. When
infrastructure betrays us or fails us, we have a chance to relearn its significance.
Nonetheless, the early dream of the immaterial Internet remains powerful in
much public discourse. To pick just one example, a recent issue of the Swedish popular philosophy magazine Modern Filosofi chose the Internet as its cover
story (Modern Filosofi 2015), under the headline ‘Do I Exist on the Internet?
A Digital Humanity without a Body’ (‘Finns jag på nätet? En digital människa
utan kropp’). Philosophers, we are told, do not agree. Modern Filosofi interviews
two academic scholars (media theorist Amanda Lagerkvist and philosopher
Fredrik Svenaeus) and frames their conversation as a classic cyberspatial debate,
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opposing digital immateriality against physical embodiment and the ‘internet
self ’ against ‘my self in real life’ (2015: 33). Our lived experience of the Internet
may often be ‘embedded, embodied, and everyday’ (Hine 2015), but old hopes
and fears remain.
Digital media as material religion
In one of the first issues of the journal Material Religion, Chris Arthur tentatively
suggested that the Internet might be of interest to scholars of religious materiality. Digital content is a weak substitute for the real thing, he claims:
the gravity of the tangible, the authentic, attends objects in a way that is
impossible for the Web’s spectral presences. However ingeniously they may
construct their simulacra, there is always the whisper of the replica about
them rather than the roar of the real.
(Arthur 2005: 289)
Nonetheless, Arthur proposes, the Internet is full of images, sites and practices that could be considered a ‘novel (virtual) materiality’ (2005: 291), from
museum exhibitions to meditation rooms and virtual pilgrimages. Scholars
need to take these ‘virtual artefacts’ seriously.
Arthur was writing when the study of digital religion was in its infancy. Scholars initially found it difficult to take Internet religion seriously, and struggled to
give much credence to practitioners’ reports about the spiritual, personal and
emotional significance of websites and online conversations. Researchers today
are less likely to question the efficacy of online religious practices, and more
likely to explore their integration into the everyday lives of users – reflecting
the trend in Internet use and scholarship encountered earlier.
A decade later, digital media has become an accepted part of the study of religious materiality. A new volume of keywords in the study of material religion
(edited by S. Brent Plate) includes a chapter on “Digital”, in which Gregory
Price Grieve argues that ‘digital media have transformed the conditions of religious practice and peoples’ relationships to each other and to the divine’ (2015:
56). For example anyone can now open an “iRosary” app on their iPhone
and digitally recreate the experience of thumbing through a string of beads.
The app even causes the device to vibrate, to give a physical sensation to the
hand as the user moves from one bead to the next. The app tries to faithfully
represent the traditional Catholic practice of praying the rosary while using the
multimedia storage power of digital media to give the user access to a library
of prayers and imagery. Unlike Arthur, Grieve does not find this surprising; the
use of digital media by religious communities and practitioners is now taken
for granted.
Birgit Meyer has written extensively and influentially about the relationship
between mediation and material religion, including an article titled ‘Medium’
for a keywords issue of Material Religion in 2011. Meyer argues that ‘a focus
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on media is central to “rematerializing” our understanding of religion’ (Meyer
2011: 60). Mediation ‘produces belief ’ (2011: 61) by making the transcendent
accessible, present and sense-able – and that process ‘leads right to the question of religion and materiality’ (2011: 60). Different traditions accept or reject
different media forms, but their preferences are not static: ‘the negotiation and
adoption of new (or newly available) media . . . [are] central to the transformation, and hence continuation, of religion’ (2011: 60). We can see one example
of this development process in the contrast between Arthur’s suspicion of inauthentic websites and Grieve’s comfortable acceptance of mobile apps.
In the three articles we have just considered, Arthur, Grieve and Meyer insist
that material culture scholars should pay attention to digital media. Surprisingly,
however, they do not define what aspects of digital media they have in mind
or what makes those aspects “material.” All material religion might be a kind
of mediation, as Meyer argues, but it doesn’t necessarily follow that all media
are material objects. This lack of clarity in defining the “material” is not just an
oversight but a major feature of the field: discussions of material religion tend to
be much clearer about what they oppose than about what they affirm, as Joanne
McKenzie and I pointed out in our introduction to this volume.
Substantive definitions of the “materiality” of religion are not easy to find,
and most surveys of the field prefer to identify a set of common themes and
interests. S. Brent Plate’s recent definition of the field is helpful (Plate 2015: 3)
but creates a potential obstacle for our attention to the digital by describing
the study of material religion as ‘an investigation of the interactions between
human bodies and physical objects’. “Physical” seems to rule out electronic
media, but Plate then goes on to include “the Internet” as an example of
a human-made object on the next page (2015: 4). An “object”, it seems, is
simply that which is not an idea, and even ideas ‘begin in material reality’
(2015: 4).
This leaves us with a problem. It is commonplace to include studies of digital
media within the field of “material religion”, and to use the concept of “mediation” to think about how material objects work religiously, but what does it
actually mean to talk about the digital as part of material culture?
First, we must decide what aspects of the digital should be included in
discussion of materiality, and what has to be left out. Arthur and Grieve
both focus their attention on digital reproductions of the physical objects
and images of conventional religion; should that physical-digital contrast be
the limit of our concern? Digital religion today is much more diverse than
this kind of remediation; volumes on material religion have addressed topics
like online gaming, for example, which appear to go beyond such a limited
approach (Aupers 2012).
Second, we should remember that re-materialising the digital is a political
move, embedding media practice in everyday life in opposition to a particular vision of freedom and the future. Some early forms of online religious
practice were explicitly hostile to the body, sharing the cyberpunk vision of
computer-mediated escape from the limitations of materiality. These examples
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were uncommon, but Christian critics of online religion continue to accuse
practitioners of longing for immateriality. Popular imagination of the digital
has since moved away from “cyberspace” into a more embedded, infrastructural
understanding of digital technologies, but we still need to remember that the
materiality of the digital is not self-evident or politically neutral. Scholars of
digital religion need to think more clearly about what exactly we are calling
“material”, and who benefits from that materialisation.
Materialising the digital
Fortunately for this discussion, the idea of “materiality” has been debated in
great detail by digital media researchers, particularly in the digital humanities,
human-computer interaction and the newer field of digital anthropology. Paul
Leonardi (2010) identifies the key problem clearly: writers interested in “materiality” have tended to oppose the physical that can be touched against the
conceptual that cannot, but digital software is neither physical nor conceptual.
Material objects have affordances and properties that constrain people’s interaction with them, while the conceptual realm – which for Leonardi includes
norms, discourses, routines, institutions and rituals – offers greater freedom for
improvisation. Software does not fit into either category; it structures what we
can do, and yet it does not seem to be made of physical stuff.
In discussions of religion and material culture, we can identify two different ways of thinking about materiality: “essentialist” (in which material means
physical) and “binary” (in which the material is defined through its opposition to some alternative, usually “belief ”). For theorists of digital media, both
options are problematic. Instead, digital theorists tend to take what we could
term a “functionalist” approach, in which the “material” includes anything that
acts like a physical object. Material things constrain our freedom of action and
engage us in relationships; to the extent that digital media function in the same
way, they are material.
Digital humanists have been particularly interested in what happens to a text
when it is digitised, because the instantiation of a text in a medium strongly
influences how we interact with it.To address this, some have proposed separating the structuring role of material objects from their physicality, a good example of the “functionalist” approach. According to Marlene Manoff, a librarian,
‘electronic objects are material objects’ (2006: 312), with their own distinctive
range of material properties:
When studying the history of the book, attention to materiality means
analyzing such things as typography, binding, illustrations, and paper to
understand their role in the creation of meaning. In a world of digital artifacts, textual scholars may consider a whole new range of physical objects
and processes, including platforms, interfaces, standards, and coding . . . and
a new concern with the graphical elements of textuality.
(2006: 312)
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The imagined opponent here is not the scholar of beliefs but the careless
archivist, who believes we can copy a text from one medium to another – by
digitising a manuscript, or printing out an e-book – without a loss of meaning. For Manoff, ‘the properties of electronic objects alter our ways of creating
and consuming information’ (2006: 311). Knowledge is always ‘shaped by the
technologies used to produce and distribute it’.
Designers of digital technologies have also been fascinated by materiality.
Erica Robles and Mikael Wiberg have written a number of articles about the
materiality of digital media, drawing on their collaborative work in interaction
design. Robles and Wiberg point out that digital design has tended either to
treat materiality as a metaphor – for example in user interfaces that whimsically reference files, folders, paperwork and desktops – or to hide computation invisibly within everyday physical objects – for example in the field
of ubiquitous computing. They argue that ‘information technology seems to
exist in-between the material and the immaterial, with properties so flexible
it almost can take on any form imaginable’ (Robles and Wiberg 2010: 138),
and they call for designers to explore this through a new focus on the aesthetic
integration of digital and physical. Robles and Wiberg propose the concept of
‘texture’, which draws attention to the way underlying structure relates to surface appearances and ‘advocates investigating the range of properties exhibited
by digital and physical materials and crafting compositions from their relation’
(2010: 142).
More recently, Heather Horst and Daniel Miller have argued that a commitment to materiality must be one of the key principles of digital anthropology,
because digital worlds ‘are neither more nor less material than the worlds that
preceded them’ (Horst and Miller 2012: 4). We must not reduce the world
to social relations in our analysis – a particular temptation for sociologists –
because ‘social order itself is premised on a material order . . . it is impossible
to become human other than through socializing within a material world of
cultural artefacts’ (Horst and Miller 2012: 24). This emphasis on human interactions with objects is commonplace in introductions to material religion, but
Horst and Miller point out that we must also attend to ‘the order, agency and
relationships between things themselves and not just their relationship to persons’ (2012: 24). In the digital environment, software can talk to software, data
can be collected and analysed and Internet-connected objects can communicate with other objects, all without the involvement of human bodies.
So what, specifically, is material about digital worlds? Horst and Miller propose three answers: the materialities of ‘digital infrastructure and technology’, of
‘content’ and of ‘context’ (2012: 25). The materiality of ‘infrastructure’ reminds
us that the digital is ‘a material and mechanical process’.The digital is ultimately
made up of binary zeros and ones, stored electronically; saving, accessing and
deleting data can be difficult technical processes. Digital devices have a particular shape and feel, as Grieve observed in his study of the iRosary. Computers
must be made and disposed of, and networks must be connected with wires and
cables, all with considerable environmental consequences.
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The materiality of ‘content’ includes information, webpages and virtual
environments, the stuff produced, copied, accessed and circulated by digital
technologies. Visual culture studies can show us that websites ‘are systematically designed to seduce and entrap’ their target audience, while repelling those
whose attention is unwanted; online images, in other words, function just
like any other kind of artwork. The final kind of digital materiality, ‘context’,
reminds us that digital technologies can be used to help people and objects
communicate and connect, producing ‘a new kind of place’ online with new
boundaries, proximities and demands for attention (Horst and Miller 2012: 27).
As Horst and Miller demonstrate, study of digital media must pay close
attention to its physicality, as well as to how our action is shaped and constrained by digital content and our relationality is structured by digital contexts.
Robles and Wiberg offer an intriguing design approach to physicality through
their concept of ‘texture’, while Manoff reminds us of the distinctiveness of the
content and context of digital texts.
In the remainder of this chapter, I will explore these different kinds of materiality using examples drawn from recent research in the areas of Bible-reading
and bereavement. In both cases, material objects have historically played a crucial role in mediating relationships between the living, the dead and the divine,
engaging the body and the senses in ways that can at times be overwhelmingly
intense. These objects have also been highly contested, acting as focal points
for tension between and within religious traditions. As we shall see, Bibles and
memorials are supposed to educate and form the religious user, through their
materiality as well as their content.
First case study: digital media and the Bible
I have written extensively about digital Bibles elsewhere (e.g. Hutchings 2015),
focusing particularly on the apps produced by an American company called
YouVersion. YouVersion’s Bible App has been installed more than 200 million
times and offers free access to thousands of translations and audio versions in
hundreds of different languages. Users can select from a wide range of reading
plans, track their progress, program their app to issue regular reminders and
share their favourite passages through social media.
YouVersion’s Bible App is a material object, in all of the ways outlined earlier.
It is accessed through a mobile phone or tablet with specific kinds of affordances and capabilities, making it possible for users to have the Bible with them
at all times without needing to carry a physical book. The app is designed as
a “persuasive technology”, inviting the user to read and share the Bible more
frequently, in line with traditional evangelical Christian understandings of how
the Bible should be used. The Bible App’s traditional approach to the work of
reading is mirrored in some of its visual design, which follows the metaphorical
approach critiqued by Robles and Wiberg (2010): the app’s icon, for example,
is a brown leather-bound book with a ribbon as a placeholder. The app also
records data, which YouVersion can use to analyse user activity. The Bible App
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creates spaces and contexts for interaction between users, through shared use of
devices, circulation of messages to followers through social media and mutual
awareness among connected friends through the app’s own newsfeed. All three
aspects of Horst and Miller’s framework for digital materiality are at work here:
technology, content and context.
In this chapter, I will focus on a very different kind of digital Bible. ‘Uncover’
is a physical, printed book, a pocket-sized copy of Luke’s Gospel, produced
by the UK’s Universities and Colleges Christian Fellowship (UCCF) in 2013.
According to the UCCF website, the Uncover books ‘have been hailed [by
Christian leaders] as one of the best evangelistic resources ever to have been
produced by UCCF’, and more than 150,000 copies were distributed in 2013
(UCCF n.d.). While the Bible App tries to remediate the familiar image of a
leather-bound Bible, Uncover resembles an ordinary student notebook accompanied by a series of online videos. Uncover combines physical and digital
resources, and we can use this example to explore the materiality and immateriality of digital religion.
I discussed Uncover in an interview with UCCF’s head of communications, Pod Bhogal, in 2013. UCCF does use digital media, including Facebook,
Twitter and YouTube, but Bhogal argued that the most effective context for
evangelism is local, relational and informal. In a personal conversation, Christian students can address the questions that most interest the individual they
are seeking to persuade – an advantage over the more structured conversations
required by courses like Alpha. Finding the right tone for Uncover was crucial to enabling this kind of engagement. ‘We didn’t want to tell people what
to believe,’ Bhogal explained, but to encourage conversation and to make the
book ‘as accessible and interactive as possible’. Every other page is blank for
personal notes, and the inside covers of the book are decorated with images of
pencils, rulers and other study equipment, framing the object as a tool for the
student reader to mark and write on.
The digital element of the project appears in the form of QR codes, printed
on many of the book’s pages. If readers use their smartphone to scan one of
these codes, they find an online video in one of two different series. The first,
written and presented in six instalments by recent university graduates, leads
the reader on a twenty-minute ‘journey through the gospel’. Each video examines a section of the text and links to the next. According to Bhogal, this stream
introduces the whole gospel ‘in a way that is accessible and plausible, because
the amount they have to read is reduced and they are using a medium they are
familiar with’. If readers then return to the start of Uncover to read the whole
gospel in linear order, they will encounter further QR codes linking to videos
in which non-student “experts” answer questions about key aspects of Christian teaching.
UCCF thought carefully about how to combine digital and print. ‘Different
kinds of media have different kinds of appeals,’ Bhogal explained: for example blank pages added opportunities that digital media would have struggled
to provide. Despite the ease with which words can be typed and edited on a
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screen, the ‘immediacy’ of scribbling on paper still has ‘relevancy and power’.
On the other hand, including digital resources helps UCCF connect with its
target audience: ‘there’s something about a hardback book that will never go
out of fashion,’ but digital media offers greater accessibility and convenience,
and videos appeal to some readers more than text.
The physicality of Uncover’s printed book is also intended to speak to cultural understandings of giving and reciprocity. ‘The idea behind the hardback
gospel is that we want it to be a gift,’ Bhogal explained, to be presented by
the Christian student to a non-Christian friend. As a gift, the physical book
becomes a bond between giver and recipient and presents a material invitation
to share an act of reading. Sending a link to a website, UCCF felt, would not
have carried the same personal significance.
To work as a gift, Uncover had to pay careful attention to design. This was a
product that had to be ‘not cringey’, so Uncover was modelled after the fashionable, expensive Moleskine line of notebooks, with an attractive hardcover
design, additional paper sleeve and elastic strap – all visible, material suggestions
of quality and value. There are clear parallels to be drawn here with the recent
popularity of “niche Bibles”, marketed with attractive, high-quality covers and
demographic-specific commentary as gifts for children, or with the older tradition of high-quality Bibles designed as gifts and prizes. In each case, the physical
object is designed to enact a relationship between giver and receiver, to convey
a message about the quality of its textual contents, and to position the receiver
under an obligation to read it.
A material approach to digital religion must consider the differences between
digital and physical objects, as well as what they have in common. I have interviewed and surveyed users of digital Bible apps like YouVersion, and many of
them expressed reservations about material consequences of shifting from print
to screen (Hutchings 2015). Some argued that a digital Bible made it harder to
remember where a particular passage lay in the overall structure of the canon,
and reported that they were more likely to skim-read and jump between texts.
For others, the loss was more emotional. One respondent reported that ‘I feel
more distanced from it’ on screen, ‘frustrated at not having the personal contact
of the paper and print’. Their paper Bibles had built up memories and associations, as an object that they had received as a gift and carried with them through
life. The physical form of Uncover has been designed by UCCF to encourage
these kinds of material relationships with and through the book, dimensions
that the organisation feared a digital-only Bible might struggle to generate.
Second case study: digital memorials
This brief discussion of memory leads us to our second area of study. Paper
Bibles can act as memory objects, preserving constructions of relationships. As
José van Dijck has argued,‘concrete objects stand for relational acts of memory’,
and we use them to inscribe and communicate our identity and ‘to situate ourselves in contemporary and past cultures’ as well as to trigger recall of particular
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memories (2007: 24). As our identities develop and evolve, we reformulate and
edit our memory objects, which may involve discarding them, moving them to
new places or altering their contents. A Bible may move from a prominent shelf
to a less prominent storage box or back to a bedside table; it may be proudly
displayed at a funeral; it may acquire a new cover, additional annotations or new
additions to a family tree page. It may remain unchanged, embodying old memories and connections and awaiting their rediscovery by a future generation.
Memory objects play a particularly rich role in death, bereavement and commemoration. Memorialisation is of particular interest to scholars of religion – as
demonstrated in a number of chapters in this book – because it can be used to
explore the shifting boundaries between religion and non-religion. All social
groups must find ways to re-establish the security of their social bonds after the
loss of members, and some but not all of the resources required for this process
are drawn from religious traditions.
In times of mourning, memory is materialised across the spectrum of public
and private spaces: the living construct public memorials to the dead, erect
gravestones in separate cemeteries, preserve family photographs in their homes
and store personal items that may be seen by only one individual. Dorthe Refslund Christensen and Kjetil Sandvik have borrowed the language of digital
media to refer to graves as “interfaces”, surfaces through which the living can
interact with and perform their connection to the dead (2014: 251). Digital
technologies are now also very important in the memorial practices of many
families and social groups, perpetuating some customs and transforming others.
In some cases, digital media have been used to augment physical memorials, just as Uncover added QR codes to a paper Bible. Some stonemasons
have experimented with adding QR codes to graves, cutting a pattern onto
the tombstone that can be scanned by a visitor’s smartphone. The grave then
becomes a physical link to a digital memorial, in which the dead can be commemorated through photographs, videos, messages and other media. As Stine
Gotved has observed, this can generate problematic interruptions between public and private space (2015: 275). A very large QR code can be scanned from
a discreet distance, but visually marks the grave; a very small code is discreetly
hidden, but forces the visitor to invade the gravespace in order to access it. The
grave itself may be considered a space of private emotion, but it lies within the
more public cemetery, perhaps under the eye of other visitors. Digital resources
may be more private in tone, but they can be accessed from anywhere in the
world. A mobile phone is a personal communication device, but some would
still consider the use of a phone unacceptable within the sacred, silent space of
a cemetery. And, of course, there is no guarantee that QR codes will still be in
use in the future.
A QR code connects a grave to a digital resource, allowing a person at the
gravesite access to multi-modal memories of the deceased. Digital media are
thus embedded into the context of cemetery visiting. A different kind of connection between digital and physical is enacted by websites like Billion Graves
(billiongraves.com), which aims to serve local historians and family genealogists.
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Using the Billion Graves app, visitors to graveyards can take photographs of
each headstone, upload them to the website tagged with a GPS location, and
then transcribe as much information as they can still read. This information
is then stored in a searchable database, making it easier to find specific graves
around the world. In this case, digital technology archives data about physical
objects in order to help coordinate embodied visits to those objects.
A digital technology or resource can also become a memory object in its
own right. The dead now leave behind a legacy of devices, accounts and online
content, including their mobile phones, computers, folders of digital photographs, blogs, computer game characters and email accounts.The bereaved must
choose to access, archive, discard or delete the continuing digital presence of
those who have died, and this process is not always straightforward – accessing
online accounts may require finding passwords, for example.
Designers have also experimented with memorials that combine physical
and digital resources, experimenting with ‘textured’ materialities (to borrow
Robles and Wiberg’s terminology). These projects often remediate archives of
photographs or other legacies, incorporating media traces of the deceased into
multi-modal memorials. Daisuke Uriu and Naohito Okude’s ‘ThanatoFenestra’
is of particular interest to scholars of religion, because it is based on a traditional Japanese Buddhist family altar. The user lights a real candle, positioned
in front of a small round screen. The device registers each flickering movement
of the flame – which could be caused by a puff of air blown by the user – and
this triggers the display to cycle through a series of digital photographs of the
deceased. A bowl of aromatic oil above the candle sends smoke rising past
the image and ‘cleanses their spirits . . . as if burning incense sticks’ (Uriu and
Okude 2010: 423).
Wendy Moncur, Elise van den Hoven, Miriam Julius and David Kirk have
collaborated on a design project called ‘Story Shell’, working with a bereaved
parent, Mayra, to create a ‘bespoke, tangible, digital memorial’ for her home
(2015: 470). The object they produced is a smooth white sphere, comfortable
to hold, manufactured with a 3D printer. Through a hole in the top, the user
can see a spiral decoration, laser cut from paper. Beneath this lie a speaker, LED
lights and a sensor. Technology is made invisible, a design tendency identified
by Robles and Wiberg. Moncur and her colleagues do not explain this decision,
but it is possible that they felt that visible electronics would be inappropriate
for a memorial, falling outside the boundaries of the ‘sensational form’ (Meyer
2011) of contemporary grief.
When the user picks up the object, the sensor triggers replay of recorded
stories in which Mayra talks about her son, Andrew, and the speaker is powerful
enough to gently vibrate the sphere while the stories play. Unexpectedly, Mayra
chose to address Andrew directly in her storytelling, and for the researchers ‘this
implied that our central design goal of presence had been realised, as Andrew
was vividly present for Mayra during this experience’ (Moncur et al. 2015: 476).
The use of LEDs echoes Uriu and Okudo’s candle (2010), but Moncur and
her colleagues make no mention of religious or spiritual context for their use
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of light (or any other aspect of their design). As Marion Bowman demonstrates
in her chapter in this book, candles and lights ‘convey, express or produce a
range of purposes, meanings and emotions’, and they can do so ‘with or without precise articulation of the exact meaning attributed to what is being done’
(Bowman, this volume).
Memory objects can also be constructed or maintained entirely online.
A YouTube video, for example, can be created to commemorate a life, place or
event.When a Facebook user dies, his or her existing profile remains online, still
connected to the living.This kind of “continuing bond” with the dead can prove
traumatic for some, and Facebook now allows next-of-kin to delete or “memorialise” pages to limit and control the networks of the dead (Facebook n.d.).
Mourners are also creating memory objects and ritual practices in virtual
worlds, as Anna Haverinen has shown in her work on memorialisation in the
virtual world of Second Life (2014). Funeral events are now frequently held in
game settings, and visitors to Second Life can find memorial chapels, graveyards,
statues and crypts. Haverinen interviewed a group of friends at a cave in Second
Life that had belonged to a role-player called Yuki.When Yuki died, her Second
Life friends redecorated her cave as a memorial place, displaying a slideshow of
photographs of both the game character and the player herself.They also added
a burial mound, ‘in order for it to resemble an actual memorial familiar from
the offline world’ (2014: 167) – partly as a substitute grave for those who would
never be able to visit Yuki’s home country offline.Yuki’s story ends with a fascinating twist, as her friends begin wondering if her tragic death – which showed
a number of curious inconsistencies – might have been a hoax, a dramatic way
to move on from the community without breaking character. Such events are
not unusual online, but in this case Haverinen’s interviewees claim not to mind
too much. After all, they say, they did enjoy the role-play.
These case studies of memorialisation can all be understood as material
objects, using the definitions introduced earlier. At the most straightforward of
Horst and Miller’s three levels, “digital infrastructure of technology”, physical
objects are involved in their production, maintenance and access: QR codes
in ink or stone, mobile phones with touch screens, high-powered computers
capable of rendering the graphics of virtual worlds, 3D-printed plastic spheres
hiding physical lights and speakers, and so on. At the “digital content” level,
photographs, videos and audio recordings are preserved and circulated through
these memorials, inserted into virtual worlds and social media profiles and connected to physical objects. Email accounts and other online repositories of
content become troublesome legacies for the bereaved, who must find out
how to access them and decide what they are willing to save or delete. Digital
Bibles are often designed to train the user to read and think in new ways, and
the common practice of communicating with the dead through Facebook is
arguably encouraged by the design of that social networking site (Walter 2015).
This brings us to the third level of materiality,“digital context”: the architecture
of Facebook positions us within a network of contacts that includes both the
living and the dead, provides us with a range of options for more or less public
communication, and uses algorithms to calculate which of our communications
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Digital media and material religion 97
should be seen by which of our connections. Our social environment is structured by the media we use, even if we are unaware of the boundaries placed
around us.
Conclusion: the production of digital objects
In his contribution to this volume, David Morgan suggests analysing the “production” of a material object in three stages: medium, design and manufacture. To conclude this chapter we will discuss each of these in turn, bringing
together observations from the foregoing examples.
As we have seen, designers pay careful attention to the strengths and weaknesses of different media. In the case of Uncover, a range of media are combined into one product, reflecting particular understandings of how students
think. As a paper book, Uncover can be framed as a gift to read with a friend;
as a series of videos, it can offer direct, relatable instruction. YouVersion chose
to develop a mobile app instead, using digital media to provide easy access to
the text and encouraging collaborative and performative reading through social
media. Memorials can be physical (the deceased’s mobile phone), augmented
(graves with QR codes), virtual (memory caves in Second Life) or networked
(Facebook profile pages), or they can combine physical and digital in more
nuanced ways, like Story Shell’s use of plastic, paper, lights and audio recordings
(Moncur et al. 2015). All of these examples try to exploit the affordances and
minimise the limitations of particular media.
We have also seen examples of careful design.The creators of these books and
memorials are trying to produce something that will resonate with and shape
their target audiences. Adding QR codes to graves requires careful consideration, because users need to feel comfortable accessing them without breaking
norms of graveyard conduct or disturbing other visitors. Yuki’s cave included
visual elements designed to help visitors recognise the site as a grave, and Story
Shell’s shape, feel and function were all designed to encourage Mayra to use
the object, find it comforting and experience Andrew’s presence. Uncover and
YouVersion’s Bible App are explicitly designed to change how users think:
recipients are meant to be attracted into conversation by Uncover’s look and
content, while reading activity is tracked, analysed and prompted by the Bible
App. Design does not determine reception, of course, and a thorough study of
these objects would need to include attention to how users appropriate, resist
or reject them – themes considered in the later stages of “classification” and
“circulation” in Morgan’s model of material analysis.
Analysis of manufacture includes the techniques, technologies and networks
of an object’s production and trade. QR codes can be added to graves only by
experienced stonecarvers, so in this case digital technology is used to reinforce
the dominance of an established industry. In contrast, Yuki’s cave was created
within Second Life by volunteer users of that virtual world, without any need
to involve traditional memorial industries. Story Shell was produced through
3D printing, which also gives designers direct access to the processes and
resources of manufacturing. YouVersion is a more complicated example: it is
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98 Tim Hutchings
a digital product created by programmers, rather than printers, which liberates
the company from dependence on the infrastructure of the publishing industry;
however, this has enabled greater centralisation of control within the religious
production economy.YouVersion is owned by the megachurch Life.Church, so
its digital Bibles are being produced inside a Christian institution. In the digital
marketplace, traditionally independent publishers like the United Bible Societies have been reduced to content producers for church-owned apps.
The study of material religion argues that religious practices, identities and
relationships – including relationships between texts and readers, or between
the living and the dead – are shaped by and enacted through material objects.
Electronic and digital media have often been incorporated within considerations of the materiality of religion, and this essay has tried to demonstrate that
this inclusiveness can be justified. Digital Bibles and memorials are material
objects, both physically and functionally.They are created through physical processes, and made out of physical materials, but they can also – more interestingly – be shown to constrain and structure our action and relationships, just
as material objects do. They can also be profitably studied through application
of the methods of material analysis, as shown here using the first stage of David
Morgan’s nine-step model. At the same time, there are significant and meaningful differences for users between Bible apps and paper Bibles, or virtual world
memorials and QR-code gravestones. Designers and users reflect at length on
the opportunities, affordances and limitations of different digital and physical
media, and our analysis of digital materiality cannot overlook those debates.
The material approach also helps to remind us of the embeddedness of
religious content, ideas and practices in wider contexts. Bibles and memorials are produced in a specific medium by designers and manufacturers, and
to understand them as material objects we have to consider a wide range of
issues that are not exclusive to religion: media affordances, access to production
systems, the structure of the marketplace, cultural understandings of gifts and
obligations, and many other issues. Memorials can play a role in religious ritual,
symbolically express religious ideas and connect the bereaved with an afterlife,
but the need for memory objects is shared across religious and non-religious
groups. As this chapter has tried to demonstrate, materiality can be the point of
contact between the sociology of religion and research in anthropology, media
studies, the digital humanities, design studies, memory studies and more.This is,
perhaps, the most important advantage that the material turn can offer to the
study of religion.
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