This article explores why governments do not respond to public compliance problems in a timely manner with appropriate instruments, and the consequences of their failure to do so. Utilising a case study of Italian vaccination policy, the article considers counterfactuals and the challenges of governing health policy in an age of disinformation. It counterposes two methods of governing vaccination compliance: discipline, which uses public institutions to inculcate the population with favourable attitudes and practices, and modulation, which uses access to public institutions as a form of control. The Italian government ineffectively employed discipline for a number of years. Epistemological and organisational constraints stymied its efforts to tackle a significant childhood vaccination compliance problem. With a loss of control over the information environment, vaccinations were not served well by exogenous crises, the sensationalism of the news cycle and online misinformation. Hampered by austerity, lack of capacity and epistemic shortcomings, the Italian government did not protect the public legitimacy of the vaccination programme. Instead of employing communications to reassure a hesitant population, they focused on systemic and delivery issues, until it was too late to do anything except make vaccinations mandatory (using modulation). The apparent short-term success of this measure in generating population compliance does not foreclose the need for ongoing governance of vaccine confidence through effective discipline. This is evident for the COVID-19 vaccination campaign, with many Italians still indicating that they would not accept a vaccine despite the devastation that the disease has wrought throughout their country.
Recent increases in the number of women becoming involved in video game culture have been met with dissent by males, producing a tense atmosphere online and offline. These tensions reached a peak when video games journalist Ryan Perez attacked female video game celebrity Felicia Day over Twitter in June 2012, questioning the value of her work and calling her a 'glorified booth babe'. The Incident quickly became notorious, and Perez was subsequently fired from his writing role with the gamer community site Destructoid. In order to gain an understanding of women's status in video game communities, we analyse the Twitter Incident in historical context and with reference to feminist and technology theory. The Twitter Incident may have functioned either as an act of catharsis or a watershed; Perez's punishment might have released tensions regarding misogyny, or signalled a change in attitude towards women in game culture. Continued mistreatment of women in the game community and industry implies that the Incident functioned as an act of catharsis. However, the notoriety that was raised and criticism Perez received has marked an increase in awareness of misogyny in video game communities and culture.
The use of algorithms to mine big data for media preferences presents a transformation in the structure of the public sphere that is amplifying the tyranny of the majority. Whereas previous scholarship has lamented the fragmentation of the public sphere caused by the use of big data to inform audience analysis and media production, I argue here that fragmentation itself is not an implicitly bad thing for public debate, as fragmentation can encourage participation from the otherwise disempowered. Instead, I suggest that the use of big data to inform media production causes problems in the public sphere not because it fragments public debate, but because it somewhat paradoxically recentres public engagement around the complementary interests of the broad majority and profitability. The problem for public engagement is not that there are no overarching or all-encompassing media structures anymore but rather that these systems are informed by algorithms that promote a particularly populist ‘profitable and normal’ media experience.
IntroductionAhead of the implementation of a COVID-19 vaccination programme, the interdisciplinary Coronavax research team developed a multicomponent mixed methods project to support successful roll-out of the COVID-19 vaccine in Western Australia. This project seeks to analyse community attitudes about COVID-19 vaccination, vaccine access and information needs. We also study how government incorporates research findings into the vaccination programme.Methods and analysisThe Coronavax protocol employs an analytical social media study, and a qualitative study using in-depth interviews with purposively selected community groups. Participant groups currently include healthcare workers, aged care workers, first responders, adults aged 65+ years, adults aged 30–64 years, young adults aged 18–29 years, education workers, parents/guardians of infants and young children (<5 years), parents/guardians of children aged 5–18 years with comorbidities and parents/guardians who are hesitant about routine childhood vaccines. The project also includes two studies that track how Australian state and Commonwealth (federal) governments use the study findings. These are functional dialogues (translation and discussion exercises that are recorded and analysed) and evidence mapping of networks within government (which track how study findings are used).Ethics and disseminationEthics approval has been granted by the Child and Adolescent Health Service Human Research Ethics Committee (HREC) and the University of Western Australia HREC. Study findings will be disseminated by a series of journal articles, reports to funders and stakeholders, and invited and peer-reviewed presentations.
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