Beyond the black box: Digital media players as interoperable systems

被引:2
|
作者
Baumann, Chris [1 ]
机构
[1] Stockholm Univ, Dept Media Studies, Box 27062, SE-10251 Stockholm, Sweden
关键词
digital media players; sociotechnical systems; interoperability; media infrastructures; technology studies; Xbox One; TELEVISION;
D O I
10.1386/jptv.7.2.201_1
中图分类号
J9 [电影、电视艺术]; I235 [电影、电视、广播剧];
学科分类号
摘要
This article looks at the entanglement of materiality, social practices and institutional interventions connected to the emergence of digital media players, in order to understand the cultural practices that their development and stabilization provoke. After laying out a framework for studying interconnectivity in complex systems, and introducing the notion of interoperable systems as a conceptual intervention for the study of media technologies, I offer a case study of the development of Microsoft's Xbox One, in which particular attention is paid to the various 'repair practices' that the system's limitations motivated among different social groups. I argue that seemingly 'simple' and 'seamless' operations that an everyday phenomenon like the Xbox One promises, such as using the device to stream a video, are in fact made possible by a complex set of technological, social and organizational mechanisms that are deliberately negotiated and manipulated at different layers.
引用
收藏
页码:201 / 215
页数:15
相关论文
共 50 条
  • [31] BLACK-BOX MULTIGRID FOR SYSTEMS
    DENDY, JE
    APPLIED MATHEMATICS AND COMPUTATION, 1986, 19 (1-4) : 57 - 74
  • [32] Beyond the black box: Event-based inter-process communication in Process Support Systems
    Hagen, C
    Alonso, G
    19TH IEEE INTERNATIONAL CONFERENCE ON DISTRIBUTED COMPUTING SYSTEMS, PROCEEDINGS, 1999, : 450 - 457
  • [33] Beyond the black box: event-based inter-process communication in process support systems
    Hagen, Claus
    Alonso, Gustavo
    Proceedings - International Conference on Distributed Computing Systems, 1999, : 450 - 457
  • [34] Digital games and beyond: What happens when players compete?
    Liu, D. (de.liu@uky.edu), 1600, University of Minnesota (37):
  • [35] DIGITAL GAMES AND BEYOND: WHAT HAPPENS WHEN PLAYERS COMPETE?
    Liu, De
    Li, Xun
    Santhanam, Radhika
    MIS QUARTERLY, 2013, 37 (01) : 111 - +
  • [36] Unveiling the black box: understanding digital assets' complexity
    Elsayed, Raghda Abdellatif Abdelkhalik
    FUTURE BUSINESS JOURNAL, 2025, 11 (01)
  • [37] Black-box identification of digital waveform recorders
    Attivissimo, F
    Andria, G
    Cavone, G
    Giaquinto, N
    Trotta, A
    COMPUTER STANDARDS & INTERFACES, 2000, 22 (04) : 245 - 252
  • [38] How to go beyond the black-box simulation barrier
    Barak, B
    42ND ANNUAL SYMPOSIUM ON FOUNDATIONS OF COMPUTER SCIENCE, PROCEEDINGS, 2001, : 106 - 115
  • [39] Beyond the black box: Talk-in-interaction in the airline cockpit
    Baxter, G
    ERGONOMICS, 2006, 49 (01) : 107 - 108
  • [40] Beyond the State as "Black Box": Anti-Base Movements
    McVeigh, Brian J.
    INTERNATIONAL STUDIES REVIEW, 2014, 16 (01) : 161 - 163