Panel: AoIR Estonia

Online/offline co-location



In our panel for AoIR 2017 in Tartu, Estonia, Annika Richterich, Karin Wenz Tim Jordan and I examined how communities engaged in digital practices rely on offline and online environments to maintain their networks, arguing that understanding how these kinds of spaces are used for private and public interaction is crucial in order to make sense of the networked practices of digitally grounded communities. Through four papers, we analysed gamer, hacker, and maker cultures as examples of networked actors known to rely on and create digital technologies. To what extent do networked publics require collocation (Trainer et al. 2016), i.e. physical co-presence more casually referred to as IRL, and direct face-to-face interaction? My paper took a look at the co-option of hacker practices by museums at sites for digital making and learning within arts institutions in the UK.