Index

Ignas Kalpokas (Vytautas Magnus University, Lithuania)

Malleable, Digital, and Posthuman

ISBN: 978-1-80117-621-7, eISBN: 978-1-80117-620-0

Publication date: 10 September 2021

This content is currently only available as a PDF

Citation

Kalpokas, I. (2021), "Index", Malleable, Digital, and Posthuman, Emerald Publishing Limited, Leeds, pp. 163-169. https://doi.org/10.1108/978-1-80117-620-020211013

Publisher

:

Emerald Publishing Limited

Copyright © 2021 Ignas Kalpokas. Published under exclusive licence by Emerald Publishing Limited


INDEX

A/B testing
, 22, 82

Advertisers
, 8

Affect-based research methodology
, 13

Affective news
, 93

Affective proclivities
, 11–12, 15–16, 28, 42, 44

Affordance
, 4–5, 10–11, 67, 82–83, 104, 122, 127–128, 135

Agency
, 10, 13, 45, 70, 86, 107, 120, 127–128, 134–135

Agglomeration
, 1–2, 15, 81–82, 125–126, 137

anthropocentric to agglomeration-centric
, 128–136

Aggregation
, 88

Algorithmic/algorithms
, 22–23

algorithm-driven selection
, 98

architecture
, 63

bias
, 112

fabrication
, 19–20

logic of virality
, 77

media
, 27

processes
, 19

structuring of social
, 77–86

Algorithmisation
, 2–3, 118

Alpha testing
, 2–3

Analysis
, 31

Analytics
, 25–27, 37–38, 96, 99, 118, 137

Anthropocentric framework
, 1

Anthropocentric to agglomeration-centric
, 128–136

Anthropocentrism
, 13, 67, 107

Anti-anthropocentric developments
, 115

Anticipatory publics
, 88

Arbiters
, 80

Artificial intelligence (AI)
, 8–9, 24, 107–108

AI-driven economy
, 139

Ascription
, 83

Astroturfing
, 104

Attention
, 18

allocation
, 17–18

attention-hungry actors
, 25–26

attention-maximising form
, 77

capture
, 101

economy
, 11–12

struggle over
, 16–28

Audience

attention
, 17–18

democracy
, 101

power
, 5

Augmentation
, 10, 16–17, 45, 67, 75–76, 110–111

Authenticity
, 57, 63–64, 99

Automated mediatisation
, 4–5

Automated technology
, 118–119

Automation
, 107

Automatisation
, 21

Autonomous digital systems
, 109

Beta testing
, 3

Betafication
, 3–5, 15–17, 59, 82

of self
, 61

Bias
, 41, 81

algorithmic
, 112

cognitive
, 84–85

human
, 113, 116–117

Big Data
, 72–73, 79, 107–108, 110, 136

Black box
, 43, 81, 114–115, 120–121

Blogs
, 60–61

Bots
, 79–80, 92–93, 115

Bottom-up process
, 5

Branding
, 77, 87

Business model
, 22–23, 26–27

Business process as a service (BPaaS)
, 104–105

Capital
, 63–64

Capitalism
, 139

Captivation
, 59–60

Causation
, 2, 108–109

Celebrity
, 48–49

Centrisms
, 127

Choice architecture
, 16–17, 20, 43, 84–85

Citizenship
, 48–49

Classic snowballing principle
, 103

Climate change
, 4–5

Cloud party
, 93–94

Co-construction of self
, 60–61

Code
, 1

Cognitive bottleneck theory
, 16

Cognitive engagement
, 92

Cognitive overload
, 6, 26

Commodification. See also Betafication
, 5–6, 28–29, 56, 59–60, 74–75, 80

Commodity
, 5, 15–16, 28–29, 69, 76

Communication technologies
, 99–100

Computer
, 7

Connected strategy
, 37

Connective devices
, 27

Consciously formulating queries
, 45

Constant testing
, 3

Consumer
, 47

attitude
, 25

centricity
, 17–18

experience
, 19

satisfaction
, 54–55

Contemporary media. See also Social media

environment
, 16–17

technologies
, 47

Contemporary urban-first life
, 1–2

Content
, 7, 9, 11–12, 16, 53–54, 85–86, 100–101, 135–136, 139–140

Continuous reproduction process
, 96–97

Cornucopia
, 72–73

Coronavirus

lockdown of spring 2020
, 1

pandemic
, 1

Correlation
, 84–85, 108–109

Correlational machines
, 108–109

COVID-19 pandemic
, 137

Criminality
, 48–49

Curation
, 26, 52–53, 58, 98

Customers
, 8

Cutting-edge matching algorithms
, 24–25

Cyberspace
, 125

Cybertype
, 7–8

Cyborg
, 48

Data
, 1, 22–23

abstractions
, 137

analytics
, 118

circulations
, 137

data-based determinism
, 13

data-based models
, 3

data-crunching algorithms
, 47–48

data-driven apps
, 30

data-driven decisions
, 110–111

data-informed audience
, 99–100

extraction
, 34–35

harvesting process
, 23–24

interfaces
, 137

intermediaries
, 80

loops
, 3

mould
, 28–37

production
, 47

reality
, 109

science
, 107–108

sensing
, 29–30

Datafication. See also Betafication
, 2–3, 5, 15–16, 22, 29, 31–32, 47, 79, 107, 118

Dataism
, 31

Dataveillance
, 67

Debugging
, 16–17, 30–31, 57, 137

Deep learning
, 110–111

Deep mediatisation
, 5–6

Deep neural networks
, 113

Deepfake
, 86

Degree of commonality
, 78–79

Degree of interactivity
, 121

Degree of malleability
, 51

Degree of scrutiny
, 56

Delighting and detesting engagement
, 101–102

Dematerialization
, 60–61

Digital

augmentations
, 110–111

capture
, 38–39

communication infrastructure
, 80

digital-first world
, 62, 81–82

hybridity
, 114

immersive capacity
, 47–48

information
, 50

infrastructures
, 8

media
, 3

promises and challenges of
, 107–117

rationality
, 118

realm
, 28–29

self
, 18

systems
, 83–84

traces
, 81–82

transformations
, 7–8

Digital Influence Machine
, 21

Digitisation
, 79, 107

Discursive materiality
, 52

Disimagined communities
, 12, 95–96

Distributed memory
, 60–61

Dividual self
, 122

Doppelganger
, 3, 48–51, 54–55, 61

Economic model of supply and demand
, 26–27

Economy
, 77

Emotional persuasion
, 77

Emotive politics
, 93

Empowerment
, 54

Enthralment
, 59–60

Environment(al)
, 4

affordances
, 10–11

conditions
, 15

debugging
, 34–35

modification
, 18

Experience

aliveness of
, 135–136

consumer
, 19

data-for-experience
, 12

digital architectures
, 82

enthralling
, 18

personalised experience cocoons
, 15–16

product
, 21

of storytelling
, 51

Extended Reality technologies
, 139

False sense of isolation
, 119

Falsehood
, 96–97

Falsely anthropocentric civilisation
, 1–2

Finality, lack of
, 2–3

Flat topology
, 133

Fluidity
, 1, 134

Freedom
, 59

Friendship
, 48–49

Fundamental decipherability
, 111

Gameplay
, 74

Games
, 74

Gamification
, 25–26, 59

Gaming
, 120

Gaze
, 15–16, 30–31, 65

Gibson’s environmental psychology
, 10–11

Google
, 8–9, 63

Governance
, 59

algorithmic
, 41, 96

Hacking
, 67–68

Hooking
, 101, 103

Human(s)
, 1

dignity
, 122

embeddedness
, 137

human-data-algorithm agglomeration
, 79

human-data-code-technology-infrastructure agglomerations
, 127–128

human–computer interfaces
, 123

human–digital interactions
, 120

human–environment interactions
, 15

and technology
, 9

user
, 2–3

Hyper-competitive fragmentation
, 17–18

Hyper-productivity
, 71

Idealism
, 132

Identity
, 48–49, 63

political
, 90–91

of self
, 66

shifting
, 48

verification
, 135

Image cultivation
, 61

Immanent subjectivity
, 125–126

Immersion
, 47–48

world of
, 47–56

In-group radicalisation
, 78–79

Independent workers
, 62–63

Indicatorization
, 38–39

Industrial Revolution
, 10

Information value
, 83

Informational wrapping
, 102–103

Informative fictions
, 100

Infrastructure as a service (IaaS)
, 104–105

Integrated commodity
, 28–29

Inter-human interactions
, 15

Interactivity
, 52–54

Interfaces
, 22–23

Internet
, 16, 60–61

Internet of Things (IoT)
, 4–5, 27, 115

interconnectedness of
, 44

Interveillance
, 56–57

Knowledge
, 6, 13, 25–26, 31–32, 108, 110, 114–115, 121

algorithmic
, 108

statistical
, 110

Leader-qua-ventriloquist
, 96

Leadership
, 95

Leisure
, 22–23, 47–48, 59, 72–73, 111–112

Life
, 1–2

Logic of connective action
, 26

Love
, 48–49

Machine learning
, 24–25, 43, 107–108, 112

Machine models
, 116

Malleability
, 1, 3, 15–17, 32, 82, 138

Malleable environment

emergence of data mould
, 28–37

struggle over attention
, 16–28

technological-affective interface
, 37–46

Malleable political

(Re-)establishing collective
, 86–97

algorithmic structuring of social
, 77–86

political actors and audiences
, 97–106

Malleable self

all work and no play makes user dull commodity
, 69–76

work on/of self
, 56–69

world of immersion
, 47–56

Marketing strategies
, 42

Mass customisation
, 100–101

Mass personalization
, 19

Materialist approaches
, 124–125

Media technologies
, 4–5

Mediatisation
, 5–6, 43, 66

Meme-making process
, 90–91

Memes
, 88, 90–92

Message dissemination
, 77

Metadata
, 15–16, 21–22, 60–61

Metaphors
, 7

Metapopulist leader
, 99

Metaverse
, 139–140

Methodology
, 132–133

Mind-body dualism
, 123

Mobilization
, 52, 77, 85, 91–92, 101–102

Multi-dimensional calculative space
, 5–6

Multiple personalisation measures
, 20

Mutual domestication
, 123–124

Mutual reinforcement
, 70–71

Mythology
, 31

Narrative value
, 83

Necessity of debugging
, 2–3

Network effects
, 8

Network society
, 6–7

Neural networks
, 27–28

New reality
, 1–5

News-finds-me perception
, 86–87

Non-humans in co-creating
, 110

Non-materiality of digital
, 114

Non-representational theory
, 130–131

Normalisation of profile checking
, 33–34

Object-oriented ontology
, 131, 133

Ongoingness
, 128–131

Online games
, 60–61

Online platforms
, 8–9, 57

Online self
, 56–57

Ontology
, 1–2

of visibility
, 66

Opinion-incongruent information
, 101

Organisation-wise
, 83–84

Ownership
, 22–23

Pandemic
, 4–5

Participationist
, 94

Permanent beta-like malleability
, 45

Permanently beta life
, 15

Personal believability
, 99

Personalisation
, 19–21, 47, 49, 53–54, 58, 96

Persuasion process
, 85

Photo-sharing sites
, 60–61

Photography
, 53–54

Platform as a service (PaaS)
, 104–105

Platform economy
, 8, 62–63, 77–78, 94, 134

Platform ecosystem
, 77–78

Platform party
, 87, 93–94

Platform-based gig economy
, 94

Platformisation
, 2–3, 29, 107

Play
, 59

Political actors
, 104–106

and audiences
, 97–106

Political fandom
, 91

Political fragmentation
, 78–79

Political processes
, 77

Political promotionalism
, 98

Politics-as-a-service model (PolaaS model)
, 12, 104–105

Post-humanist research methodology
, 1, 108

Post-qualitative method
, 133

Post-truth
, 77

Posthuman
, 107, 114–115

from anthropocentric to agglomeration-centric
, 128–136

condition
, 137

ethic
, 107

promises and challenges of digital
, 107–117

revelations
, 117–128

Posthumanism
, 10, 118–120

Pre-empt reality
, 108

Prediction products
, 35–36

Predictive analytics
, 107

Predominant ideology
, 110–111

Preference-based targeting
, 85

Prescriptive analytics
, 107

Presidentialist
, 94

Producers
, 8

Profile
, 12, 66

checking
, 33–34

data
, 110

identifiable
, 56–57

profile-based consumer work
, 5–6

Profiling
, 107

Programmable objects
, 58–59

Programmed sociality
, 81–82

Progressive technological immersion
, 47–48

Promethean anthropocentrism
, 127

Prosumers
, 29

Protean shape-shifting self
, 138

Pseudo-objectivity
, 49

Public formation
, 88

Quantification
, 66–67

Quantitative inequalities
, 70

Rational debate
, 78–79

Rationality

digital
, 118

neoliberal
, 67–68

Reality
, 132

Reason

human
, 108–109

inductive reasoning
, 111

level of abstraction
, 128

Reembodiment
, 60–61

(Re-)establishing collective conditions
, 86–97

Regulators
, 80

Relationality
, 124

Resource

cognitive
, 116

exploitable
, 22

guided emotion acts as
, 97

information
, 34–35

symbolic
, 87

Rules-based approach
, 105

Satisfaction
, 7, 104

constant
, 103

consumer
, 54–55

user
, 22

Scrutiny
, 38, 56, 80–81

Search engine optimisation
, 23

Selectivity
, 16–17

(Self-)crafting
, 66

Self-optimisation
, 66–67

Self-presentation
, 63

Self-projection
, 61

Self-quantification
, 67–68

Self-tracking
, 69

Sensemaking
, 15–16

Sensing
, 32

Sensor

power
, 32

society
, 33

Sentiment analysis
, 98

Service providers
, 8

Sharing
, 60–61

Smart city
, 4

Smart devices
, 115

Smart media platforms
, 29–30

Social, algorithmic structuring of
, 77–86

Social embeddedness
, 112

Social media
, 12, 47, 53–54, 60–61, 138

platforms
, 78

profile
, 21–22

Social network services
, 27

Social robots
, 43–44

Society
, 77–78

Socio-political life
, 79

Socio-technico-natural compound
, 47–48

Software as a service (SaaS)
, 104–105

Space
, 6–7

Spectacularisation
, 66

Speed
, 21

Spotify
, 52–53

Statistical abstraction
, 6

Storytelling
, 101

Stress
, 38

Structuring
, 15–16

Subjectivity
, 114

Suppliers
, 8

Surveillance
, 24, 30

capitalism
, 31–32, 65

data-based surveillance
, 67

environmental
, 5–6

optimisation-oriented surveillance
, 67

Synchronous online teaching
, 1–2

Targeting
, 6, 17–18, 36–37, 78

capacity
, 105–106

possibilities
, 36–37

of pre-discovered affective proclivities
, 28

precision-targeting
, 78

real-time geodemographic
, 19

Tech platforms
, 9

Techno-paternalism
, 109

Technological/technology
, 1, 31, 60, 86

humans and
, 9

modification of human
, 127

technological-affective interface
, 37–46

unemployment
, 71–72

Time
, 6–7

Transcendental universalism
, 123

Transformations of leadership
, 98

Tribal affinity
, 92

Trolling
, 91–92

Truth
, 107–108

arbiter of
, 82–83

degree of
, 112–113

group-based truths
, 83

monopoly of
, 102

post-truth
, 77

Ubiquitous electronics
, 21–22

Universal basic income (UBI)
, 71–72, 74–75

Unsupervised machine learning algorithms
, 120

User

agreements
, 22–23

user-driven selection
, 98

user-generated content
, 29

user/consumer engagement
, 23

Valorization procedures
, 111–112

Value
, 24–25, 28–29, 122

of attention
, 26–27

economic
, 33

generation of
, 8

implicit
, 32

information
, 83

of object
, 18

surplus
, 33

Ventriloquism
, 96

Ventriloquist
, 96–97

Video-sharing sites
, 60–61

Virtual reality
, 35, 47, 52–54, 59–60, 74, 101

Virtual worlds
, 60–61

Visceral appeal
, 92

Visibility. See also Rationality
, 23, 25

algorithmic structuration of
, 65

games
, 63

glossy
, 97–98

permanent
, 19

politics of
, 97–98

technological optimisation of
, 61

Web pages
, 60–61

Western civilization
, 96

Western culture
, 120

Willingness-to-pay of a customer
, 29–30

Work on/of self
, 56–69

Wrapping
, 58

consumers
, 15–16, 33

Writing process
, 1