Category Archives: Algorithm

The Mythology of Pokémon Go: Surveillance, Big Data, and a Pretty Sweet Game

Pokémon Go is lulling the world in to a humungous augmented distraction. A distraction that is covering up some pretty intense politics. It is almost as if we stepped into Ernest Cline’s Ready Player One—where distraction through virtual reality meets the war between anonymity and surveillance.

PokemonGo3
Artist: Dani Diez. You can find more of Dani’s work at www.instagram.com/mrdanidiez/

It has been well publicized that this new app, of which is fueling a Pokemania (a nostalgic resurgence of interest in Pokémon every time a new rendition of the game is released), has some rather arbitrary and invasive access to your mobile phones data—particularly, unhinged access to your Google account and other features of your mobile device.

What is Pokémon Go? This almost seems pointless now, seeing the popularity of the game—but for those of you who have not tuned in to the pokemania. Pokémon was a TV show released in the late 90s, which became dream fuel for a generation of children and young adults. It featured a young boy, Ash Ketchum, who embarked on a Journey to capture Pokémon in a technology known as the “pokeball” through the direction of the Professor (A man who studies Pokémon). After the Pokémon is caught, the young boy (and the thousands of other Pokémon trainers) would aspire to train it to battle other Pokémon.

Shortly after the show caught on, Nintendo released Pokémon Red and Blue for the Gameboy Colour. These games became an absolute hit. I remember walking to school with my eyes glued to my little pixelated screen—traversing over roads and dodging cars while battling with Pokémon and trading them with my other schoolyard peers. The games slogan repeating through my cranial, “Gotta Catch Them All”.

Nintendo continued to release Pokémon games designed for their various game platforms up until present. Each successive game included an obsessive and nostalgic excitement that took over the gaming community. Or anyone who had grown up playing Pokemon Red and Blue, as well as collecting the Pokemon cards.

Pokémon Go is a game that can be played on a mobile smart phone that uses geolocational data and mapping technologies that turn the phone into a lens peering into the Pokémon world.  Through the interface of your mobile device, you can catch Pokémon wandering the “real” world, battle through gyms, and find items that will aid your journey. It augments the world around the user so that everything and everywhere becomes a part of the game.

Just like its predessor, a game known as Ingress, many of the geo features in the game were set up around important places: art exhibits, cultural or historical sites, and parks. Following the maps would lead you through a productive tour of a cities geographical culture.

I want to explore the obsessive and nostalgic excitement through a techno-socio-cultural lens. I will unpack this critique into three parts: (1) the sociology of privacy, (2) Big data and algorithmic surveillance, and (3) the culture of nostalgia and the digital sublime.

Before I continue with this post—I want to assert that it is not an all-in-all terrible, megalomaniac, Big Brother type game. Pokémon Go is enabling new ways for people to engage in the social world. Check out this sociological blog post exploring just that. However, it would be silly to not apply a critical perspective to this.

13814436_1773471672910323_275681057_n
Taken from Facebook Page: https://www.facebook.com/wokemon/?fref=ts

There are some restrictions I’d like to apply to my analysis: (1) Pokémon Go is not an immature or irrelevant activity, millions of people of all ages and cultural backgrounds are playing it—meaning it has a ton of significance. As well as, (2) The people playing Pokémon Go are not zombies or passive consumers, they are very intentional and unpredictable social actors that have the ability to understand their situation.

Sociology of Privacy

One thing that boggles the minds of surveillance studies scholars is how the vast population of people using social media and mobile applications do not care about invasive surveillance embedded in everything they use.

In my own interviews of Facebook users in 2014, many of my participants claimed, “I have nothing to hide”. A pervasive mentality that enables big corporate and governmental entities to gain access and control to large swaths of data. This nonchalant attitude towards surveillance allows for massive ground in the dismantling of our rights to privacy. Though such an attitude is not surprising, as the entire ecosystem of social media is set up to surveil.

David Lyon, in his book “Surveillance After Snowden”, asserts that privacy is generally seen as a natural and democratic right that should be afforded to all citizens—but admits that a problem lay in that informational privacy is not as valued as bodily or territorial privacy. Even if information, data, and metadata are much more revealing than the both bodily and territorial surveillance.

Lyon notes three important points about privacy that are all very relevant to the current epidemic of pokemania: 1) the collecting of information has now been directly connected to risk mitigation and national security, implying that we are not safe unless we are surveilled. 2) Everyone is now a target of mass surveillance, not just the criminal. 3) Data collected through mass surveillance is made to create profiles of people—these may be completely inaccurate depending on the data collected, but you will never know the difference.

I would like to add a fourth. How can the data be used to swing massive profits? The corporation Niantic, creators of Ingress and Pokémon Go, use their privacy policies to legitimate “sharing” (sic: selling) of data with governments and third party groups. Government surveillance is often the focus of criticism. However, capitalist corporations are not often held accountable to ethical practices. Who is selling this data? Who is buying this data? And what is this monetized data being used for?

As Lyon asserts, Privacy is not about individual concerns—it is important socially and politically for a well-balanced democracy. Edward Snowden has been known to say, “It’s not really about surveillance, it’s about democracy”. While we continue to allow powerful groups to chip away at our privacy for entertainment, we literally give up our ability to criticize and challenge injustice.

Snowden reminds us that when we give up our democracy to the control room—there is zero accountability, zero transparency, and decisions are made without any democratic process.

So while we are distracted trying to catch a Snorlax at the park, we are giving away more and more of our lives to mysterious and complicated groups that want nothing but large profits and control. For a much more scathing review of this, see this blog post on surveillance and Pokémon.

Big Data and Algorithms

So what about the data. What is big data? First off, it’s all the craze right now. As data scientists, social scientists, policy makers, and business gurus scramble to understand how to use, abuse, and criticise such a thing. Big data is consistent of two large disciplines—statistics and computer science. It is the collection and analysis of unthinkably large amounts of aggregated data that is collected and analyzed largely by computer software and algorithms.

Boyd and Crawford (2012) offer a much more precise definition. They assert that Big Data is a “cultural, technological, and scholarly phenomenon” that can be broken into three interconnected features:

  1. Technology – Computer science, large servers, and complicated algorithms.
  2. Analysis – Using large data-sets compiled from technological techniques to create social, political, cultural and legal claims.
  3. Mythology – Widespread belief of the power of Big Data to offer a superior knowledge that carries immense predictive value.

The big problem that remains is how to find, generate, and collect all of this data? In terms of social media and video games much of this has to do with offering a “free” service to consumers who take the role of the “prosumer”. The prosumer is a social actor that both produces and consumes the commodity they are “paying” for.

In terms of social media (like Facebook), while users interact with each other, they are producing affective or emotional data through liking things, sharing things, and discussing things, that are then collected by algorithms and fed back into the system through targeting advertisements. The user is implicit in both the production and consumption of that data.

The user is given free access to the social media platform, however, they pay for it through giving the platform a transparent window into their lives that is than monetized and sold for large profits. People’s reactions to this form of surveillance are variant: some people offer scathing criticisms, others don’t give two shits, and some act a little more cautious.

Why is this important for Pokémon Go? Because you trade your data and privacy for access to what Pokémon Go has to offer. It is incredibly clever of think tanks in Niantic—using the nostalgic Pokemania to usher users into consenting to ridiculous surveillance techniques.

It gets worse. As Ashley Feinberg from Gawker identified, the people responsible for Niantic have some shady connections to the international intelligence community. Causing some in the surveillance studies field to fear that Pokémon might just be an international intelligence conspiracy (It sounds crazy—but it makes complete sense).

David Murakami Wood coined to the concept of “vanishing surveillance”. This is a phenomenon, intentional and unintentional, that allows surveillance capacities in devices to fade into the background. Resulting in users not being aware, or at least completely aware, that they are being watched. Pokémon Go, an innocent video game that is enabling new ways of being social in public, becomes an invisible surveillance device that may have international and interpersonal consequences. And it is the Pokémon themselves that allow for the surveillance to vanish from sight and mind.

A Culture of Nostalgia

gameboypokemon

So what drives people to consent to all of this? What kinds of cultural patterns allow and shape us to an almost fanatical state when a Pokémon game is released?

The first factor within the culture of Pokémon is its appeal to nostalgia. Jared Miracle, in a blog post on The Geek Anthropologist, talks about the power of nostalgia. It taps into the childhoods of an entire generation—it even moves outside the obscure boundaries of gamer culture into the larger pop cultural context. It wasn’t only geeks that played Pokémon. It was just about everyone. This might provide an explanation to why so many people are wandering around with their cell phones before them (I’ve seen them wandering around Queen’s campus today, while I was also wandering around).

However, it is not all about nostalgia. I believe that the nostalgia plays a role in a bigger process of the digital sublime and the mythologizing of the power of media.

What is a mythology? According to Vincent Mosco, in his book The Digital Sublime, defines myth as, “stories that animate individuals and societies by providing paths to transcendence that lift people out of the banality of everyday life”. This is a form of reality that represent how people see the world from the every-day-life perspective.

Myths are also implicit in power. “’Myth’ is not merely an anthropological term that one might equate with human values. It is also a political term that inflects human values with ideology… Myths sustain themselves when they are embraced by power, as when legitimate figures… tell them and, in doing so, keep them alive”.

These myths, along with nostalgia for Pokémon paraphernalia, generate the digital sublime. A phenomenon that has us go head over heals for new technology. The mythologies that support it can be positive or negative.

Positive mythologies might sound a little like this: “Pokémon Go is allowing us to leave our homes and experience the world! We meet new people and we are empowered by new ways of interacting with each other. Hurrah!”.

Negative Mythologies are also important: “Pokémon Go is creating a generation of zombies. People are wasting their time catching those stupid Pokémon. They are blindly and dangerously wandering around, falling off cliffs, and invading private property. Damn those immature assholes”.

Both of these mythologies cross over each other to colour the experiences of those who play and those who watch.

We need to be careful of generating mythologies about the capacity for games to facilitate freedom, creativity, and sociality. We also need to be careful not to apply to much criticism. Such mythologies not only create a basic, overly simplistic way of understanding gaming, surveillance, and human culture, it also blinds us to nuance and detail that may be important in its broad understanding.

So while people dangerously block a highway to catch rare Pokémon, walk over cliffs because they aren’t paying attention, or disrespectfully attempting to catch Pokémon in Auschwitz, there are also people who are leaving their houses to engage with the world, using Pokémon to fight depression and other mental illnesses, and creating super cool maps of rare Pokémon spots.

Drawing things together—A Political Economy of Pokémon

200
Don’t be so paranoid.

Taking a techno-socio-cultural perspective allows us to engage with Pokémon Go with a nuanced understanding of its positive and negative characteristics. It is possible to look at how this media creates a complex ecosystem of social concerns, political controversies, and cultural engagements with nostalgia, mythologizing, and capitalist enterprise.

Pokémon Go is indeed enabling a ton of new ways of interacting and helping people with mental illness get out of their homes to experience the world—however, we can’t forget that it is also an advance technology developed by those who have interest in money and power.

Regardless of the benefits that are emerging from use of this application, there are still important questions about privacy and the collection and use of Big Data.

So Pokemon Go isn’t just enabling new ways of being social with the larger world. It is enabling new ways of engaging with issues of surveillance, neo-liberal capitalism, and social control through the least expected avenues.

After all of these problematics become more and more public—will we still trade off our freedom for entertainment?

rs_560x415-140917143530-1024.Tinder-Logo.ms.091714_copy

‘Software Mediated Intimacy’ in Tinder: have we ever been in love?

Tinder has become an almost ubiquitous dating app that has built quite a lot of controversy even as it sits in most of our mobile phones.

While users swipe left and right searching for people they might be interested in, questions of legitimacy and authenticity in love, intimacy and dating arise. I was motivated to write this blogpost after a debate with a great friend of mine about the authenticity of love in Tinder.

Questions arose for me: If love is a social/cultural construct, is it authentic? What does Tinder do to change how love manifests itself? What has changed that we can’t right away see?

These tensions hang about within an atmosphere of heavy technical mediation that silently organizes, classifies, and structures how users interact with each other.

In an article by Fast Company, Austin Carr had the wonderful opportunity to interview Tinder CEO Sean Rad about the algorithm that measures user desirability and matches users to their equivalents. This is the ‘Elo score’ program.

Tinder users do not have access to their desirability rating, however, this rating does predetermine who gets to see who. It brings together a large and heterogeneous set of data on users in order to measure their desirability. Users only have access to viewing profiles that share a similar scoring.

Algorithms are active mediators in the construction of networks of intimacy. I would like to call this ‘software mediated intimacy’. Before we explore this concept we need to understand the basics and histories of two concepts: actor-networks and intimacy.

On actors, networks and the silent power of algorithms

Actor-networks are a set of conceptual tools originally devised and made popular by science and technology studies scholars Latour, Callon, and Law.

The most fundamental distinction of this school of thought, sometimes referred to as actor-network theory (ANT) is the principle of generalized symmetry. This concept holds that humans and nonhumans (atoms, systems, computers and codes) are equal in their ability to shape intentions of actors in networks of associations.

An actor, which can be human and/or nonhuman, is made to act.

This act is always done in relation to other acts.

So actors, together acting, create actor-networks. Humongous, unpredictable webs of associations.

This model of understanding society—through complex, overlapping networks of humans and nonhumans, is very useful for understanding how actors shape each other over social media platforms.

There are countless nonhuman’s working in sprawling actor-networks that shape, structure, and mediate how we interact with others online. Most of this remains hidden within our electronic devices. Strings of codes and wires affect us in ways that are sometimes more meaningful than our interactions with humans.

Some ANT scholars call this the blackbox—where a vast actor-network becomes so stable it is seen to act together and it becomes a node in other, more expansive actor-networks. Think about how many blackboxes exist in the many components of your mobile devices.

I would go as far to say that most Tinder users are unaware how much their romances are mediated by algorithms. These algorithms are typically trade secrets and the musings of Science and Technology scholars—not quite specters in the imaginations of users.

On the social construction of love and intimacy

Love is not universal, it is a complex set of changing associations and psycho-socio-technical feelings that are tied to space, time and historical circumstance.

Anthony Giddens, in his book The Transformation of Intimacy, demonstrates the social and cultural influences that actively construct how we understand, perceive, and pursue, love and intimacy.

In the past, the pre-modern, relationships were forged through arranged marriages that were mainly tied to economic priorities. This is something that Foucault, in his work The History of Sexuality, called the deployment of alliance—in other words, the creation of social bonds and kinship alliances that shaped the distribution of wealth and ensured group and individual survival.

In a complicated move that I am unable to detail here—the deployment of sexuality emerged that changed the very nature of the family. It also led to the love and intimacy that we know today—a social bond that is not necessarily tied to the family unit.

Gidden’s follows, as Western societies began to experience the characteristics of modernity—intimacy and love began to emerge alongside it. Romance emerged when the family institution of premodernity collapsed.

Why am I talking about this? I am talking about the work of Giddens and Foucault in order to illustrate the love and intimacy are a constantly shifting social and cultural construct. Every generation experiences love and intimacy differently.

This is probably the reason why your parents scowl about your one night stands and the fact that you haven’t given them grandchildren yet.

Love and intimacy is going through a massive shift right now.

‘Software mediated intimacy’—algorithmic love

In his essay A Collective of Humans and Nonhumans, Latour speaks about our progression into modernity as a deepening intimacy between humans and nonhumans. An integration between humans and their technology. A folding of all sorts of intentions and agencies.

In this case, as humans become further enveloped in their associations with mobile devices and ubiquitous social media. Most of our interactions become mediated through strings of codes, complex algorithms and digital hardware.

In the case of Tinder—the algorithms are mediating and structuring how we meet and communicate with people who may become love interests. Of course, these algorithms don’t exactly control such love. Human actors enter into associations with the Tinder actor-network with all kinds of intentions and expectations.

Some actors want a fling, a one night stand. Others might want a long-term relationship. Others may even just want attention or friendship.

So even though Tinder is sorting who gets to talk to who—a heterogeneous and constantly shifting clusters of intentions are constantly shaping how Tinder-based relationships will turn out.

And it’s not perfect. Love and intimacy falter and wilt just as much as it blossoms.

But that’s not my point. ‘Software mediated intimacy’, like all of the forms of before it, is another form of social and culturally curated love and intimacy. So it’s not authenticity that is the primary question here. All forms of love emerge from some degree of construction or performance. There is no universal standard.

However, what is different and what is often not seen is the degree to which love can be engineered. Computer scientists and engineers, at the beckoning of large (or small) corporations, embed particular logics and intentions into the algorithms they construct.

As Dodge and Kitchin remind us, in their book Code/Space, this is not a perfect product of social control—but a constant problem to be shaped. Even so, it is disconcerting that so many users are being shaped by silent human and nonhuman mediators.

Tinder’s algorithm and the ‘Elo Score’ is a trade secret. Not opened up to the public. Or the academe. So I am left scrambling for an answer that only raises more questions.

‘Software mediated intimacy’ can offer us a new and novel way to construct relationships, whether they are temporary or sustained. It is a form of social interaction that is just as authentic as prior forms of love and intimacy. However, the codes and algorithms and the complexities of computer science and statistics make it overwhelmingly easy for corporations to shape users based on private interests.

We must learn how these processes work and how they might be democratized so that the user may benefit as much as the capitalist who produces and hordes such software. We must embrace ‘software mediated intimacy’, in order to learn about it and master how it works so we might sidestep the potential and precarious exploitation seeping through our engineered social bonds.

Note: This blog post will be followed by a more in-depth analysis of this understanding of Intimacy. I am seeking to expand this into a larger, theoretical project. Any comments, criticism, or thoughts would be incredibly useful.