Privacy, copyright, classified documents and state secrets, but also spontaneous network phenomena like flash mobs and hashtag revolutions, reveal one thing – we lost control over the digital world. We experience a digital tailspin, or as Michael Seemann calls it in this essay: a loss of control or Kontrollverlust. Data we never knew existed is finding paths that were not intended and reveals information that we would never have thought of on our own. Traditional institutions and concepts of freedom are threatened by this digital tailspin. But that doesn’t mean we are lost. A new game emerges, where a different set of rules applies. To take part, we need to embrace a new way of thinking and a radical new ethics – we need to search for freedom in completely different places. While the Old Game depended upon top-down hierarchies and a trust in the protective power of state justice systems, the New Game asks you to let go of all these certainties. Strategies to play the game of digital tailspin rely on flexibility, openness, transparency and what is dubbed ‘antifragility’. In Digital Tailspin: Ten Rules for the Internet After Snowden Michael Seemann examines which strategies are most appropriate in the New Game and why.
Within a short period of time, the Netherlands transformed itself from a relatively tolerant country to a nation that called for cultural assimilation, tough measures and neo-patriotism. The discursive genre of 'new realism' played a crucial role in this retreat from multiculturalism, and that had a dual effect for immigrant women. Whereas formerly they were virtually ignored by both the integration and the emancipation policy, since the triumph of new realism they are in the centre of both policy lines and there is now more policy attention for their needs and interests. Yet in the public debate the culture card is drawn frequently and immigrant women are portrayed as either victims or accomplices of their oppressive cultures. Policy makers and practitioners in the field, however, succeeded in avoiding cultural stereotyping by developing cultural-sensitive measures, while naming them in culture-blind terms.
A research theme examining diversity and inclusion in video games, using an intersectional perspective and typically addressing issues related to the representation of gender, race, and LGBTQ+ people, but also touching broader topics such as class, age, geographic privilege, physical and neurodiversity, the (unevenly distributed) impacts of the climate crisis, and other aspects of identity.