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Rob Gallagher is a lecturer in film and media at Manchester Metropolitan University. His research interests include digital aesthetics, videogame culture, and theories of embodiment, identity, and subjectivity. Rob’s work for Ego Media addressed topics such as videogame modding, animated GIFs, ASMR vlogs, and interactive autobiographies, appearing in journals such as Convergence, Games and Culture, Game Studies, Film Criticism, and the European Journal of Life Writing, for which he co-edited the special issue "Digital Media: Life-Changing Online" with Ego Media’s Clare Brant. His book Videogames, Identity and Digital Subjectivity was published by Routledge in 2017. Rob has written for The Guardian, The Observer, The New Inquiry, and The Architectural Review, and has collaborated with artists, curators, vloggers, and musicians to create projects for Resonance FM, Furtherfield, the Serpentine, and NTS. As part of Field Work (https://fieldworklondon.tumblr.com/) he has contributed to club nights and AV performances at venues including DIY Space for London, Tate Modern, and Videofag Toronto.

Rob on his projects and collaboration

Video 1. Dr. Rob Gallagher outlines his Ego Media projects and talks about collaboration. Ego Media / Lisa Gee

My name’s Rob Gallagher, and I’m a postdoctoral researcher with the Ego-Media project here at King’s. My academic background is in literature but I’ve always – with my PhD work and with my other postdoc post – been attracted to multidisciplinary research settings. So Ego Media was attractive for that reason; there was a team of researchers from different fields, but there was also that pedigree in literature and life writing, that made me think this was a project for me. My personal Ego Media research, I've been breaking it down into five categories. There’s my work on ASMR videos on YouTube, there’s some work on grime music and gaming, there’s the book project which is about videogames and identity, there’s a project called Moving Past Present that was a collaboration with Janina Lange and looked at reanimating the Gaiety Girls as digital avatars, and there was a project with Ana Parejo Vadillo, which resulted in a digital edition of a poem from 1893, that we thought about as part of the prehistory of digital identity work and avatar play. These collaborative projects were all very different, my role was different in each of them. In some cases I was much more doing background research and facilitating other people’s creativity. Janina really led with the Gaiety project and with the help of Meghan Treadway – a performer – and Moses Attah – a 3D animator – she created a pop-up motion capture studio more or less out of nothing. Other projects, I had more of a kind of creative role; I worked with two ASM artists who make videos on YouTube, and produced a series of texts that they read for a podcast and then we talked about the ideas in the texts.

For me, it was really valuable seeing people work with technologies with which I’m not particularly au fait. I think you can obviously get people to talk about their process, or about these platforms and technologies in the abstract, but if you’re working together to produce a particular product, it gives it a kind of frame of reference and a kind of concrete goal. And that’s really kind of illuminated types of practice and types of technology that I didn't know too much about.

Rob discusses mixing theory with practice

Video 2. Rob on the relationship between theory and practice. Ego Media / Lisa Gee

Theory and practice both have a role to play in studies of digital culture, and I think there’s sometimes a tendency, maybe, to place too much emphasis on practice at the cost of kind of theorizing and thinking. By having the relationship between theory and practice, you have at least one example of what you’re trying to talk about, because you’ve produced one. By trying to address the ideas both of the level of abstract arguments in articles and at the level of artworks or performances that try to convey them in another form, that was quite useful duality.

There’s also a kind of ethical dimension with kind of studies of digital culture, where rather than appropriating something someone else has made, and not necessarily knowing the context from which it emerged, or whether they would be happy with what you’re doing with it, or saying about it, you’re inflicting that on your own creations.

I’m quite aware that as a researcher there’s this sometimes dubious stance of standing on the sidelines, claiming to understand things that you’re not necessarily personally involved or invested in. There’s an issue with studies of online culture of how invested you ought to be, or have to be, in the phenomena you’re studying. To kind of seem to pass judgment on all selfie takers as someone who’s never taken a selfie, strikes me as potentially dubious. But to be so bound up in a culture that you’re unable to see it from the outside, also seems like it’s not going to necessarily generate useful knowledge.

Sections

Avatars, Alter Egos, and Ventriloquists’ Dummies: Voice and Vicariousness Online > Auto/biographical Avatars

Auto/biographical Avatars

hazy/abstracted image of a person in blue-green integrated into an abstract patterned blue-green background

An essay addressing the use of surrogates and personae in digital identity work, encompassing games, memes, social media, art and experimental music

  • Interaction
  • Self
  • Rob Gallagher
  • access
  • aesthetics
  • affect
  • agency
  • art history
  • audio
  • authenticity
  • class
  • communities
  • critical theory
  • cultural studies
  • digital/computer games
  • embodiment
  • english
  • ethnicity/race
  • feminism
  • gender
  • GIFs
  • google
  • historicity
  • history
  • identity
  • images
  • interactive non-fiction
  • life writing
  • mashups/remixes/ spoofs
  • memes
  • metaphor
  • nationality
  • networks
  • performance
  • platforms
  • postcolonial studies/theory
  • practice-based research
  • recontextualization
  • search engines
  • sexuality
  • subjectivity (inter-subjectivity)
  • video
  • virtual worlds
  • visibility
  • voice

This sections provides an introduction to Rob Gallagher’s research on avatars and the networked voice.

Self-Observation Online > Mass Observation Directive

Mass Observation Directive

Mass Observation logo
  • Forms and Practices
  • Interaction
  • Self
  • Software and the Self
  • Time
  • Max Saunders
  • Rebecca Roach
  • Rob Gallagher
  • access
  • affect
  • age
  • assessments
  • blogs
  • close reading
  • critical theory
  • cultural studies
  • datafication
  • diaries
  • digital ethnography & tracking
  • english
  • feminism
  • history
  • identity
  • images
  • impact
  • life writing
  • participation
  • performance
  • place/space
  • privacy, public/private
  • qualitative research
  • quantification
  • questionnaires
  • search engines
  • sharing everyday life
  • social media
  • text messages
  • twitter
  • video
  • web 2.0

Avatars, Alter Egos, and Ventriloquists’ Dummies: Voice and Vicariousness Online > The Networked Voice

The Networked Voice

Abstract blue-green image of jumbled letters in lots of sizes symbolizing sounds/voice

An essay on the politics and aesthetics of the networked voice, from sampling to Siri, vocal fry to speaker verification software

  • Forms and Practices
  • Self
  • Rob Gallagher
  • aesthetics
  • affect
  • agency
  • AI/machine learning
  • audio
  • black box(es)
  • class
  • critical theory
  • cultural studies
  • digital/computer games
  • feminism
  • gender
  • identity
  • influencers
  • interviews
  • life writing
  • literary theory
  • mashups/remixes/ spoofs
  • media theory
  • nationality
  • networks
  • performance
  • place/space
  • platforms
  • postcolonial studies/theory
  • practice-based research
  • qualitative research
  • recontextualization
  • sexuality
  • social media
  • stories
  • subjectivity (inter-subjectivity)
  • tone
  • video
  • visibility
  • visuality
  • voice