Digital Health Tracking – Private Choice or Public Necessity?

This post was written by Vanessa Richter, Research Master student in Media Studies at the University of Amsterdam Since their inception, commercial digital health tracking (DHT) platforms, such as Apple Health and Google-owned Fitbit, pushed towards adoption by public institutions. We’re seeing them reimagine public health today through public-private partnerships. While DHT might still be…

Negation as the Informed Practice for Action: Exploring the Politics of Refusal in the Context of COVID-19

This post was written by Dieuwertje Luitse, Research Master student in Media Studies (New Media & Digital Culture) at the University of Amsterdam The COVID-19 pandemic has accelerated the global deployment of data-driven healthcare technologies (e.g., contact tracing apps) to mitigate the spread of the virus (Ada Lovelace Institute, 2021; Chiusi, 2020). However, as a…

Performing Sexual Identity With #KinkTok

This post was written by Veronica Fanzio, Research Master student in Media Studies, New Media, and Digital Culture at the University of Amsterdam. TikTok is arguably the most hectic and content-rich mainstream social media platform. We have all gotten lost in the paraphernalia of dance videos, cooking tutorials, kittens, and lip-synced songs. There are even…

Instagram’s New Guidelines: Their Impact on Freedom and Self-Expression

This post was written by Laura Köpping. There has long been a pattern across social media and membership-based platforms. Initially, platforms profit from the engagement of sex workers and from sex-oriented content, only to turn around and deplatform sex workers and marginalised sexual communities, such as queer- and kink-oriented accounts. Tumblr, Patreon, and OnlyFans, historically…

Everyday Gaming and Digital Urban Worlds

This post was written by Carolyn Birdsall, Wouter van Gent, Thijs Jeursen as part of the GDC-funded project “Gaming the Global City: Imagining and Experiencing Digital Urban Worlds” Digital gaming has become an increasingly important everyday pastime and a leading global cultural industry, with revenues for games now far surpassing that of films. Both the production…