School of Historical and Philosophical Studies - Research Publications

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    Robot death care: A study of funerary practice
    Gould, H ; Arnold, M ; Kohn, T ; Nansen, B ; Gibbs, M (SAGE PUBLICATIONS INC, 2021-07)
    Across the globe, human experiences of death, dying, and grief are now shaped by digital technologies and, increasingly, by robotic technologies. This article explores how practices of care for the dead are transformed by the participation of non-human, mechanised agents. We ask what makes a particular robot engagement with death a breach or an affirmation of care for the dead by examining recent entanglements between humans, death, and robotics. In particular, we consider telepresence robots for remote attendance of funerals; semi-humanoid robots officiating in a religious capacity at memorial services; and the conduct of memorial services by robots, for robots. Using the activities of robots to ground our discussion, this article speaks to broader cultural anxieties emerging in an era of high-tech life and high-tech death, which involve tensions between human affect and technological effect, machinic work and artisanal work, humans and non-humans, and subjects and objects.
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    Cybernetic Funeral Systems
    Arnold, M ; Gould, H ; Kohn, T ; Nansen, B ; Allison, F ; Love, H ; Adamson, G ; Gopal, TV (IEEE, 2021)
    Using Postphenomenology (one of many methods informed by Wiener's cybernetics) as an analytical approach, this paper examines three examples of robot participation in, and mediation of, funerals. The analysis of robot mediation of funerals challenges the idea that death rituals are exclusively human performances and experiences, and instead repositions them as cybernetic systems of entanglement and impact. The paper begins with an introduction to the relevance of postphenomenological theory, then moves to the case of CARL, a robot that enables remote participation in funeral ceremonies. We argue that the [Human-Robot-Funeral] relation and its variants are both engaging and alienating, through revealing-concealing, magnification-reduction and a more generalised enabling-constraining. Technological mediation is also evident in the case of Pepper, a robot that has officiated at funerals as a Buddhist monk. We describe similarities and differences in the way CARL and Pepper manifest the [Human-Robot-Funeral] relation. The final example is AIBO, a companion robot that becomes the locus of a funeral ritual. This offers a radical case that directly challenges humans' self-proclaimed exceptional ontology.
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    Automating Digital Afterlives
    Fordyce, R ; Nansen, B ; Arnold, M ; Kohn, T ; Gibbs, M ; Jansson, A ; Adams, PC (Oxford University Press, 2021-08-26)
    The question of how the dead “live on” by maintaining a presence and connecting to the living within social networks has garnered the attention of users, entrepreneurs, platforms, and researchers alike. In this chapter we investigate the increasingly ambiguous terrain of posthumous connection and disconnection by focusing on a diverse set of practices implemented by users and offered by commercial services to plan for and manage social media communication, connection, and presence after life. Drawing on theories of self-presentation (Goffman) and technological forms of life (Lash), we argue that moderated and automated performances of posthumous digital presence cannot be understood as a continuation of personal identity or self-presentation. Rather, as forms of mediated human (after)life, posthumous social media presence materializes ambiguities of connection/disconnection and self/identity.
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    The Ethics of Multiplayer Game Design and Community Management
    A. Sparrow, L ; Gibbs, M ; Arnold, M (ACM, 2021-05)
    Game industry professionals are frequently implementing new methods of addressing ethical issues related to in-game toxicity and disruptive player behaviours associated with online multiplayer games. However, academic work on these behaviours tends to focus on the perspectives of players rather than the industry. To fully understand the ethics of multiplayer games and promote ethical design, we must examine the challenges facing those designing multiplayer games through an ethical lens. To this end, this paper presents a reflexive thematic analysis of 21 in-depth interviews with games industry professionals on their ethical views and experiences in game design and community management. We identify a number of tensions involved in making ethics-related design decisions for divided player communities alongside current game design practices that are concerned with functionality, revenue and entertainment. We then put forward a set of design considerations for integrating ethics into multiplayer game design.
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    ‘Stood to rest’: reorientating necrogeographies for the 21st century
    Gould, H ; Arnold, M ; Dupleix, T ; Kohn, T (Taylor & Francis (Routledge), 2021)
    Human bodies are typically buried underground, horizontally ‘in repose’. To the extent that this orientation has become the standard; it is a non-choice that is under-interrogated by scholars. In this paper, we discuss innovations which allow for the vertical orientation of the body within the earth and for the vertical stacking of remains above the earth in high-rise structures. Both of these boundary-pushing forms of disposition address imminent shortages in the land allocated for cemeteries in the context of intense urbanisation and a peaking death rate. They also promise to transform the necrogeography of contemporary cities and intimate relations between the living and the dead. This paper is a collaboration between the DeathTech Research Team and the Managing Director of Upright Burials, where the dead are ‘stood to rest’ in shaft graves. The pragmatic advantages of vertical burial are easily explicated, but in this paper, we focus on the cultural and symbolic dimensions of this largely unfamiliar spatial relation and the challenges of ‘reorienting’ the public towards this new form of disposition.
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    Ludic Ethics: The Ethical Negotiations of Players in Online Multiplayer Games
    Sparrow, LA ; Gibbs, M ; Arnold, M (SAGE Publications, 2020-01-01)
    This study introduces the ludic ethics approach for understanding the moral deliberations of players of online multiplayer games. Informed by a constructivist paradigm that places players’ everyday ethical negotiations at the forefront of the analysis, this study utilises a novel set of game-related moral vignettes in a series of 20 in-depth interviews with players. Reflexive thematic analysis of these interviews produced four key themes by which participants considered the ethics of in-game actions: (1) game boundaries, (2) consequences for play, (3) player sensibilities, and (4) virtuality. These results support the conceptualisation of games as complex ethical sites in which players negotiate in-game ethics by referring extensively – although not exclusively – to a framework of ‘ludomorality’ that draws from the interpreted meanings associated with the ludic digital context.