Sökning: id:"swepub:oai:DiVA.org:hb-10049" > Quantified academic...
Fältnamn | Indikatorer | Metadata |
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000 | 03348naa a2200373 4500 | |
001 | oai:DiVA.org:hb-10049 | |
003 | SwePub | |
008 | 160617s2016 | |||||||||||000 ||eng| | |
024 | 7 | a 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 | 7 | a ref2 swepub-contenttype |
072 | 7 | a art2 swepub-publicationtype |
100 | 1 | a Hammarfelt, Björnu Högskolan i Borås,Akademin för bibliotek, information, pedagogik och IT4 aut0 (Swepub:hb)BJHA |
245 | 1 0 | a Quantified academic selves :b the gamification of research through social networking services |
264 | 1 | c 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 | 7 | a SAMHÄLLSVETENSKAPx Medie- och kommunikationsvetenskapx Biblioteks- och informationsvetenskap0 (SwePub)508052 hsv//swe |
650 | 7 | a 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 | |
700 | 1 | a de Rijcke, Sarahu CWTS, Leiden University4 aut |
700 | 1 | a Rushforth, Alexu CWTS, Leiden University4 aut |
710 | 2 | a Högskolan i Boråsb Akademin för bibliotek, information, pedagogik och IT4 org |
773 | 0 | t Information researchg 21:2q 21:2x 1368-1613 |
856 | 4 | u http://InformationR.net/ir/21-2/SM1.html |
856 | 4 8 | u https://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-10049 |
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