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Sökning: id:"swepub:oai:DiVA.org:hb-10049" > Quantified academic...

LIBRIS Formathandbok  (Information om MARC21)
FältnamnIndikatorerMetadata
00003348naa a2200373 4500
001oai:DiVA.org:hb-10049
003SwePub
008160617s2016 | |||||||||||000 ||eng|
024a https://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-100492 URI
040 a (SwePub)hb
041 a engb eng
042 9 SwePub
072 7a ref2 swepub-contenttype
072 7a art2 swepub-publicationtype
100a Hammarfelt, Björnu Högskolan i Borås,Akademin för bibliotek, information, pedagogik och IT4 aut0 (Swepub:hb)BJHA
2451 0a Quantified academic selves :b the gamification of research through social networking services
264 1c 2016
338 a print2 rdacarrier
520 a Introduction. Our study critically engages with techniques of self-quantification in contemporary academia, by demonstrating how social networking services enact research and scholarly communication as a 'game'.Method. The empirical part of the study involves an analysis of two leading platforms: Impactstory and ResearchGate. Observed qualities of these platforms will be analyzed in detail with concrete examples of gaming features in focus. Subsequently, we relate the development of these digital platforms to a broader 'quantified self movement'. Special attention will also be paid to how these platforms contribute to a general quantification of the academic (authorial) self. Theory. Theoretically we relate the 'gamification' of research to neoliberal ideas about markets and competition. Our analysis then extends to long-standing and fundamental ideas about self-betterment expressed in the philosophy of Peter Sloterdijk. Findings. Our study shows how social networking services, such as ResearchGate and Impactstory, enact researchers as 'entrepreneurs of themselves' in a marketplace of ideas, and the quantification of scholarly reputation to a single number plays an important role in this process. Moreover, the technologies that afford these types of quantifiable interactions affect the 'unfolding ontology' of algorithmic academic identities. Conclusions. The gamification of quantified academic selves intensifies the competitive nature of scholarship, it commodifies academic outputs and it might lead to goal displacement and cheating. However, self-quantification might also serve as a liberating and empowering activity for the individual researcher as alternative measures of impact and productivity are provided by these platforms.
650 7a SAMHÄLLSVETENSKAPx Medie- och kommunikationsvetenskapx Biblioteks- och informationsvetenskap0 (SwePub)508052 hsv//swe
650 7a SOCIAL SCIENCESx Media and Communicationsx Information Studies0 (SwePub)508052 hsv//eng
653 a Quantification
653 a altmetrics
653 a bibliometrics
653 a neoliberalism
653 a gamificiation
653 a Library and Information Science
653 a Biblioteks- och informationsvetenskap
700a de Rijcke, Sarahu CWTS, Leiden University4 aut
700a Rushforth, Alexu CWTS, Leiden University4 aut
710a Högskolan i Boråsb Akademin för bibliotek, information, pedagogik och IT4 org
773t Information researchg 21:2q 21:2x 1368-1613
856u http://InformationR.net/ir/21-2/SM1.html
8564 8u https://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-10049

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