The device, the self and the other: A review of the self-tracking culture
Journal Title: Journal of Comparative Research in Anthropology and Sociology - Year 2019, Vol 10, Issue 1
Abstract
This paper takes self-tracking culture as the subject matter and provides an example of systematic academic literature review that explores the relationship between culture and nature. It illustrates how the embedding trajectory of a technological artefact in the social sphere can be revealed by a categorization process that uses concepts from different knowledge fields (anthropology, psychology, system studies etc.). Moreover, it shows how the interactions between core values of late modernity and core values of modernity and pre-modernity allow the emergence of a conflicting social mechanism of the self-tracking culture. From object to practices, the cultural embedding process of self-tracking devices is described as a function of their hardware or software nature, their self or body focus, their private or collective degree of exposure and their pushed or imposed degree of autonomy. The underling cultural mechanism of the self-tracking culture is portrayed in terms of a balancing loop between the purchasing behaviour motivated by late modernity values, practices created around the device, subjectivity/objectivity values-conflict and agency/trust beliefs variations.
Authors and Affiliations
Denis Iorga
Migrants’ houses built in homeland in the representations of Romanian migrants
Migrants’ houses built in homeland are endowed with different significations: several migrants perceives them as a way to validate their social status within the community of origin, while others may conceive them as an...
Types of phone usage: Age differences between younger and older persons
Even if more and more people use mobile phones, the gap between younger and older age groups persists and its importance is timely and widened given the present ageing and digital inequality phenomena. How wide is the di...
Collaborative learning through art games. Reflecting on corporate life with ‘Every Day the Same Dream’
A consistent thread of literature has been dedicated to video games as a learning medium. Recently, attention has been increasingly given to games as opportunities for philosophical or ideological reflection on life. In...
No crumb shall be left behind. Perceptions of food waste across generations
This paper aims to explore whether there are age-specific differences in perceptions about food waste in two groups of women living in Bucharest (born in/after 1989 vs mature in 1989), as well as the extent to which such...
The representation of older people playing a digital game in the short film ‘Pony Place’: A semiotic and narratological analysis
This article focuses on Dutch older adults’ use of digital devices in general, and digital games in particular, from an intergenerational perspective. We first present some facts related to provide insight into how Dutch...