Human Technology 2022-01-28T15:15:43+02:00 Yuriy Bilan Open Journal Systems <header> <div class="documentDescription description"> <h1 class="documentFirstHeading">Human Technology</h1> <p><strong>ISSN 1795-6889</strong></p> </div> <div class="documentDescription description"><strong>Investigating the human role in existing and emerging technologies.</strong></div> </header> <section id="viewlet-above-content-body"></section> <section id="content-core"> <div id="parent-fieldname-text" class=""> <p>Continually evolving information and communication technologies (ICTs) touch nearly every aspect of contemporary life. Development of these modern technologies is closely intertwined with human practices and social innovations. The human–technology interaction and the human role in various technologies require constant investigation—investigation that is, by nature, highly interdisciplinary and multidisciplinary and human focussed. <em>Human Technology</em> is a scholarly online journal that provides an outlet for this kind of essential research and scientific discussion.</p> <p><em>Human Technology</em> presents innovative, peer-reviewed articles that explore the issues and challenges surrounding the human role in all areas of contemporary ICT-infused societies. The journal seeks to draw research from multiple scientific disciplines with an eye toward how applied technology can affect human existence or how it can, for instance, foster personal development or enhance the research and development industry, education, communication and other fields. <em>Human Technology's</em> dynamic and forward-looking articles are intended for use in both the scientific community and industry and the journal does not set limits regarding the specialization of its authors. <em>Human Technology</em> welcomes also difficult or controversial topics, and is interested in publishing nonparadigmatic and nontraditional ideas that meet the criteria for good scientific work.</p> <p>Through <em>Human Technology</em>, researchers are encouraged to collaborate on and to explore the interdisciplinary nature of the human-technology interaction from multiple and equally valid perspectives. This distinctive journal intends to serve as the meeting place for interdisciplinary dialogue about how humans and societies both affect and are affected by the diversity of ICTs.</p> </div> </section> Introduction to the special issue of Human Technology: Games and play at the margins: Between visibilities and invisibilities 2022-01-28T14:39:31+02:00 Florence M. Chee <p>How does one code for silence? In which ways, subtle and otherwise, are voices present and accounted for, yet not in certain spaces? Sometimes, the important work is indeed being done, but the means of communicating that contribution faces substantial barriers to its conveyance. This is the everyday reality of scholarship, and one goal of this special issue of Human Technology has been to focus on the publication of research that provides insight into the niches and nuances of online game communities. Academic researchers and media scholars stand to be bridges, rather than barriers, in this process. Among members of the media, their multitudinous audiences, stakeholders in a game industry in convulsions, and decision-makers at every level of education and training has been frustration at the lack of progress, and sometimes regression, when it comes to opportunities to create and participate.</p> 2019-11-11T00:00:00+02:00 Copyright (c) 2019 EVE online is not for everyone: Exceptionalism in online gaming cultures 2022-01-28T14:53:58+02:00 Kelly Bergstrom <p>EVE Online is a space-themed massively multiplayer online game that has developed a reputation for being difficult and unwelcoming to new players. In this article, I explore how an emphasis on exceptionalism is present throughout discussions about EVE by its developer, the enthusiast gaming press, and survey responses of current players (N = 647). Taken together, information from these sources reinforces a public perception that EVE is a game that is of interest only to a very specific kind of player. In turn, these findings add further evidence to the long-argued position of feminist game scholars: Not all gaming communities are open to all players. Rather, who plays, what they play, when they play, and/or how often they play is shaped by the larger social context in which play occurs.</p> 2019-11-11T00:00:00+02:00 Copyright (c) 2019 Toward a formal sociology of online harassment 2022-01-28T15:03:19+02:00 Katherine Cross <p>Online harassment and various subcategories of it, like doxing and swatting, have attracted enormous interest for several years now—and particular interest in the world of game studies in the wake of 2014’s GamerGate harassment campaign. Such protracted, crowdsourced campaigns remain undertheorized, however. Using contemporary research to modify Georg Simmel’s formal sociological method, I provide researchers and the wider public with an easily visualized structure that most harassment campaigns follow: the form of an inverted pyramid bearing down on an individual target, stratified into three orders of harassment, each defined by level of severity and invasiveness. With this form, the public can more clearly visualize online harassment as a structural rather than individual phenomenon. This form makes a significant contribution to social media research by providing an approachable theoretical framework for future studies and can also frame design interventions on harassment.</p> 2019-11-11T00:00:00+02:00 Copyright (c) 2019 Growing the otome game market: Fan labor and otome game communities online 2022-01-28T15:10:14+02:00 Sarah Christina Ganzon <p>Otome games are a niche category of Japanese games marketed toward women. Outside its country of origin and the infrastructure of the anime media mix, its predominantly female player communities traditionally have defined these games as those that feature romance or dating simulation. In this paper, I look into how fan bloggers talk about their own work in marketing and distributing otome games beyond Japan. In the case of otome game fan blogging, the ability to shape discussions surrounding otome games also relies upon maintaining the image of players as good consumers. Although this work focuses on the practice of fan blogging, it is part of an ongoing study on otome games in English and otome game players outside Japan.</p> 2019-11-11T00:00:00+02:00 Copyright (c) 2019 (Re-)balancing the triforce: Gender representation and androgynous masculinity in the Legend of Zelda series 2022-01-28T15:15:43+02:00 Sarah M. Stang <p>The Legend of Zelda series is one of the most beloved and acclaimed Japanese video game franchises in the world. The series’ protagonist is an androgynous male character, though recent conversations between Nintendo and players have focused on gender representation in the newest title in the series, Breath of the Wild. Considering these discussions, this article provides an analysis of Link, the protagonist and player character of The Legend of Zelda series. This analysis includes a discussion of the character’s androgynous design, its historical context, official Nintendo paratextual material, developer interviews, and commentary from fans and critics of the series. As an iconic androgynous character in an incredibly successful and popular video game series, Link is an important case study for gender-based game scholarship, and the controversies surrounding his design highlight a cultural moment in which gender representation in the series became a central topic of discussion among players and developers.</p> 2019-11-11T00:00:00+02:00 Copyright (c) 2019