DIGITAL PLACE-MAKING AND PLATFORM POLITICS: HOW USERS TRANSFORMED AND RECODED THEIR LIVES ONLINE IN THE WAKE OF COVID-19

dc.contributor.advisorPfister, Damien S.en_US
dc.contributor.authorPhipps, Elizabeth Brookeen_US
dc.contributor.departmentCommunicationen_US
dc.contributor.publisherDigital Repository at the University of Marylanden_US
dc.contributor.publisherUniversity of Maryland (College Park, Md.)en_US
dc.date.accessioned2024-06-29T05:35:42Z
dc.date.available2024-06-29T05:35:42Z
dc.date.issued2024en_US
dc.description.abstractDigital Place-making and Platform Politics: How Users Transformed and Recoded their Lives Online in the Wake of COVID-19 examines the political & cultural turmoil at the height of the COVID-19 pandemic, where daily life for millions around the world shifted to digital platforms. Digital users turned to the unique affordances of these platforms for civic activism through what I term “digital place-making,” the rhetorical activity involved in cultivating digital places through specific technologies and practices. Drawing from an ecological rhetorical approach and an understanding of digital experiences as transplatform, Digital Place-making and Platform Politics utilizes a methodology that incorporates rhetorical space & place theory, textual analysis, visual analysis, digital ethnographic work, and “in situ” field work to capture the overlapping and simultaneous nature of place-making for digital users. How does digital place-making impact the relations between users, platforms, and political culture? To render digital place-making as a concept, this dissertation navigates through three case studies between 2020-2022. The first chapter looks at the video game platform Animal Crossing: New Horizons, and how users experiencing lockdown conditions in 2020 repurposed the platform as a site for political expression. This first study establishes the foundational relationship between infrastructure, user practices, and their engagement with broader political discourse through place-making. The second chapter builds upon this role of infrastructure and user practice creating place by looking at how the platform Twitch trains streamers on their platform to create places for community, and then how streamers leveraged these places for resistance and activism on the platform itself throughout 2021-2022. This second study illuminates the way rhetorical place is constructed through both discourse and infrastructure, and how digital place possesses vulnerabilities unique to the condition of digitality. The third chapter addresses Epic Games’ fraught commemoration of Dr. Martin Luther King Jr. and the 1963 March on Washington, held in 2021 on the popular video game platform Fortnite. This final study serves as a capstone illustration of the unique vulnerabilities that digital place-making poses for public memory and political discourse.en_US
dc.identifierhttps://doi.org/10.13016/iqe0-qu6o
dc.identifier.urihttp://hdl.handle.net/1903/32858
dc.language.isoenen_US
dc.subject.pqcontrolledCommunicationen_US
dc.subject.pqcontrolledRhetoric and Compositionen_US
dc.subject.pqcontrolledMultimedia communicationsen_US
dc.subject.pquncontrolledDigital Studiesen_US
dc.subject.pquncontrolledEthnographyen_US
dc.subject.pquncontrolledPlace-makingen_US
dc.subject.pquncontrolledRhetoricen_US
dc.subject.pquncontrolledTechnocultureen_US
dc.subject.pquncontrolledVideo Gamesen_US
dc.titleDIGITAL PLACE-MAKING AND PLATFORM POLITICS: HOW USERS TRANSFORMED AND RECODED THEIR LIVES ONLINE IN THE WAKE OF COVID-19en_US
dc.typeDissertationen_US

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