
This is the project site for the Cultural History of the Internet course at Johns Hopkins University.
A collective project, it takes a critical approach to internet history, considering a wide spectrum of cultural practices involved in web services and apps, while exploring questions of access and algorithmic bias. It takes an interest in not only the common narratives of innovation, extending from the military infrastructure of ARPANET to the nineties dot-com boom to the emerging internet of things, but also the host of dead ends and lost sites, net ephemera, and once thriving web cultures that risk being forgotten.
The course’s guiding framework is the circuit of culture approach developed by du Gay et al. (1997), which emphasizes the role of meaning in the creation of cultural commodities and outlines five interconnected areas for analyzing any cultural object: “how it is represented, what social identities are associated with it, how it is produced and consumed, and what mechanisms regulate its distribution and use” (3). Significantly, it is an approach that developed in the same cultural moment as the internet was coming into everyday life and might itself be seen as an artifact of that moment.
Taught by Kyle Stine.
Analysis of Culture on Fanfiction.net
Introduction The internet today thrives on user-created content, especially for already existing media. For many, liking a book, movie, or show is not the end of a journey, but the beginning. Fans not only consume content, but transform; exploring wildly different media, styles, and perspectives. These fan-creations can sometimes even overshadow the original work in…
The Beginnings of Gaia Online
In 1999, Derek “Lanzer” Liu was a Network Engineer who was a fan of Anime, Manga, and Video Games. An active member of Usenet, he met his close friend John Kim four years prior on alt.binary.anime. John convinced Lanzer to come to Anime Expo with him, where he would meet Josh” L0cke” Gainsbrugh, Long Vo,…
Gaming Culture and Game Experts
When one thinks of video game players nowadays, what comes to mind typically tends to be what we call “streamers” or more often “gamers”. The video game industry has taken a huge leap in the past decade, going from a nicher uncool hobby in the 90’s to early 2000’s, to becoming a typical widely accepted…
