TikTok is commonly known as a playful, silly platform where teenagers share 15-second videos of crazy stunts or act out funny snippets from popular culture. In the past few years, it has experienced exponential growth and popularity, unseating Facebook as the most downloaded app. Interestingly, recent news coverage notes the emergence of TikTok as a political actor in the Indian context. They raise concerns over the abundance of divisive content, hate speech, and the lack of platform accountability in countering these issues. In this article, we analyze how politics is performed on TikTok and how the platform’s design shapes such expressions and their circulation. What does the playful architecture of TikTok mean to the nature of its political discourse and participation? To answer this, we review existing academic work on play, media, and political participation and then examine the case of Sabarimala through the double lens of ludic engagement and platform-specific features. The efficacy of play as a productive heuristic to study political contention on social media platforms is demonstrated. Finally, we turn to ludo-literacy as a potential strategy that can reveal the structures that order playful political participation and can initiate alternative modes of playing politics.
This article proposes a new model of privacy: infrastructural surveillance. It departs from Agre’s classic distinction between surveillance and capture by examining the sociotechnical claims of connected and autonomous vehicles (CAVs) as requiring totalising surveillance of passengers and environment in order to operate. By doing so, it contributes to the ongoing debate on the commodification and platformisation of life, paying attention to the under-explored infrastructural requirements of certain digital technologies, rather than its business model. The article addresses four distinct characteristics of infrastructural surveillance: the aggregation of data, initialisation of protocols limiting possible actions, the prioritisation of distributed modes of governance and the enclosure of the driver in a personalised bubble of sovereign power. Ultimately, unlike previous modes of computer privacy in which activities are being constructed in real time from a set of institutionally standardised parts specified by a captured ontology, we observe the creation of new ontologies.
This article examines contemporary practices of ‘idling’ (playing ‘idle games’) and ‘let’s playing’ (watching ‘Let’s Play’ [LP] videos of performed gameplay) as forms of power and resistance in the attention economy. Through
the prism of interpassivity, a theory developed by Robert Pfaller and Slavoj Žižek, it establishes idling as relegating certain enjoyment from gameplay to the machine, while reproducing the anxieties associated with digital work as a whole. LPs, on the other hand, position the
viewer as a critical analyst rather than a hands-on player. This vicarious experience of delegating play to others can allow avoidance and disengagement, which in turn may allow for a critical examination of the system as whole. As I will argue in this article, such interpassive practices
can thus be seen as forms of resistance enabling users to step outside the controlling mechanism of digital media and the associated cybernetic feedback loops.
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