Department of Journalism & Media Communication
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These digital collections include theses, dissertations, faculty presentations, and faculty publications from the Department of Journalism & Media Communication. Due to departmental name changes, materials from the following historical department are also included here: Journalism and Technical Communication.
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Browsing Department of Journalism & Media Communication by Subject "agency"
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Item Open Access Human-technology relationality and self-network organization: players and avatars in World of Warcraft(Colorado State University. Libraries, 2013) Banks, Jaime, author; Martey, Rosa Mikeal, advisor; Rouner, Donna, committee member; Champ, Joseph, committee member; Aoki, Eric, committee member; Folkestad, James, committee memberMassively multiplayer online roleplaying games, or MMOs, present an increasingly popular digital media experience whereby identity emerges as players contribute materially to play but contributions are governed by affordances and constraints of the game. Unique to this medium is the player's ability to create and control a digital body - an avatar - to represent the Self in the immersive gameworld. Although notions of identity and the Self in digital games have been examined through a number of approaches, it is still unclear how the way one sees the avatar in the uncanny situation of having two bodies - one digital, one physical - contributes to a sense of Self in and around these games. Further, it is unclear how non-human objects contribute to human senses of Self. In that vein, this study examines two research questions: How do players have relationships with their avatars in a digital game? And how does the Self emerge in relation to those relationships? Toward understanding how nonhumans play a role in the emergence of the Self, this study approaches these questions from an actor-network perspective, examining how human, nonhuman, material, and semiotic objects exist in complex webs of relations and how those relations give rise to particular senses of Self in relation to particular gameplay situations. Tracing the history of the construct of "Self" from romantic and singular to postmodern and pluralistic, I argue for an approach to Self that accommodates postmodern perspectives that embodiment is only one way that the Self is signified across spaces. Actor-Network Theory principles are integrated with postmodern notions of identity to propose a Network Model of Self. In this model, the Self is a network of personas that are, themselves, complex networks of objects. Following, I present a research approach called "object-relation mapping" that integrates phenomenology, Actor-Network Theory, social network analysis, and Grounded Theory to accommodate network structures and multiplicities of the Self as it is signified across spaces. To address the questions of how the Self emerges in relation to different player-avatar relationships, I conducted in-depth interviews with 29 players of the online digital game World of Warcraft. Transcripts of those interviews were analyzed via thematic analysis for patterns in player-avatar relationships and via object-relation mapping for semantic and structural patterns in how object-relations give rise to persona- and Self-networks. Through this analysis, a four-point typology of player-avatar relationships emerged, characterized by variations in emotional intimacy, self-differentiation, perceived agency, and primary gameplay focus. It is interpreted that the different relationships are the result of sense-making processes in response to the uncanny situation of having two bodies - one digital and one physical. Analysis revealed that players of different relationship types "activated" different types of personas, resulting in a Self that was more or less complex and consistent across game and non-game spaces. Further, players of each relationship type differently approached particular objects in crafting those personas. Ultimately a model of active Self-organization is presented, where players work with the affordances and against the constraints of objects in sense-making practices in order to maintain and protect preferred senses of agency and to achieve personal gameplay goals. These findings suggest that players see avatars as objects that are, to different degrees, both human and technological, and as resources in the purposeful organization of a Self that serves individual psychological, social, and functional purposes. Different phenomenal accounts of the player-avatar relationship emerge as players work to make sense of human-technology interactions and to maintain agency and Selfhood in the face of technological constraints. Implications for human-technology relationships, more broadly, are discussed.Item Open Access Mind over machine? The clash of agency in social media environments(Colorado State University. Libraries, 2022) McConnell, Stephen J., author; Kodrich, Kris, advisor; Wolfgang, David, committee member; Champ, Joe, committee member; Williams, Elizabeth A., committee member; Opsal, Tara, committee memberUnderlying many social media platforms are choice recommendation "nudging" architectures designed to give users instant content and social recommendations to keep them engaged. Powered by complex algorithms, these architectures flush people's feeds and an array of other features with fresh content and create a highly individualized experience tailored to their interests. In a critical realist qualitative study, this research examines how individual agency manifests when users encounter these tools and the suggestions they provide. In interviews and focus groups, 45 participants offered their experiences where they reflected on how they perceived the engines, e.g., their Facebook feed, influenced their actions and behaviors, as well as how the participants felt they controlled it to achieve personal aims. Based on these and other experiences, this study posits the Social Cognitive Machine Agency Dynamic (SCMAD) model, which provides an empirically supported explanatory framework to explain how individual agency can manifest and progress in response to these tools. The model integrates Albert Bandura's social cognitive theory concepts and emergent findings. It demonstrates how users react to the engines through agentic expressions not dissimilar to the real-world, including enacting self-regulatory, self-reflective and intentionality processes, as well as other acts not captured by Bandura's theory. Ultimately, the research and model propose a psycho-environmental explanation of the swerves of agency experienced by users in reaction to the unique conditions and affordances of these algorithmically driven environments. The study is the first known extension of social cognitive theory to this technology context. Implications of the findings are discussed and recommendations for future research provided. The study recommends that future research and media discourse aim for an individual-level psychological evaluation of these powerful technologies. This stance will afford a greater understanding of the technology's impacts and implications on individuals, particularly as it is anticipated to significantly evolve in the coming years.