Papers by Kalina Dancheva

"This thesis aims to contribute for the discussions on online research methods, by suggesting the... more "This thesis aims to contribute for the discussions on online research methods, by suggesting the concept of a holistic approach to the study of social media. This idea argues that data, online platforms and tools cannot be perceived as isolated objects, but as assemblages of heterogeneous agents. Employing this view, I build a case on research with data from the microblogging site Twitter, analysing the processes of knowledge-making afforded by the platform, the APIs, the database and the software tool for data visualisation Gephi. As a result of this empirical exploration, I argue that social interactions are inherently implicit and appropriated by Twitter users and thus, scholars need to develop tactics that would allow them to look beyond the logic of the database. Moreover, I show that social media research takes place on several levels and on each stage, the method of research is shaped by the actors. Thus, I argue that the concept of online research method cannot be confined within the traditional frames, but instead, it should be perceived as an evolving process, being in a state of constant flux, where heterogeneous actors influence the research decisions, mobilise traditional and new methods and negotiate the research choices of scientific exploration. The main argument of this thesis is that social media studies are not only a technological accomplishment, but should be understood as a complex holistic process.
Key words: online research methods, holistic approach, Twitter, big data, actor-network theory, software tools."

"In the contemporary technologically dominated era, powerful software programs and applications h... more "In the contemporary technologically dominated era, powerful software programs and applications have the agency to redefine the traditional stable perception of the cultural artifact of the book. By the affordances of computer technologies, books are not only digitalized in the format of e-books but have also reshaped them as multi-modal interactive objects known as interactive book. This new artifact of the book is enabled by the properties of the software which transfer it into a rich multimedia environment that includes text, pictures, sound effects and video in an integrated, holistic form. Interactive books present a transformative experience for readers and writers as they engage in new practices for consumption and creation of stories. This article will explore how the software reconfigures the space of the book and can give an agency to a new type of digital artifact. The goal of the article is to present how the digital artifact invites readers and writers to adopt new practices, skills and roles which give a new meaning to the perception of the book. By examining the case study of the educational digital book Inanimate Alice, the article aims to illustrate the new ways of experiencing literature.
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In the recent years social networks have given a rise to the game genre of social games, which cu... more In the recent years social networks have given a rise to the game genre of social games, which currently enjoys an exponential growth among millions of users. In 2010 Facebook and the largest social game producer Zynga were on the edge of a potential split in their relations. The situation was overcome, but it marked a crucial moment in the policy of the social network towards social game producers and third parties. This paper explores the political economy between Facebook and Zynga by drawing a network of relations using the method of Actor-Network Theory. Social games will be examined from the perceptive of two-sided platforms that have matured into a potential competitor of the hosting platform of Facebook. By following the trail of the money in this network, the article will analyse the economic logic that underpins the decision of Facebook and Zynga to prolong their partnership. The paper argues that currently, there is an emerging new type of relation between the social network and the social games which is regulated by a specific business model. This tie creates an economic symbiosis, designed to benefit primary the social network but it also has an economic value to the social games developers as well as to other third parties. Based on this research, the article will suggest a model that illustrates this market logic which can be a valuable source in the future analysis of the economy of social games.

In the contemporary computer dominated era, digital presentations have become a prevailing compon... more In the contemporary computer dominated era, digital presentations have become a prevailing component in information presentation in governmental, business and educational settings. Microsoft software application PowerPoint is currently the most dominant presentation tool but its use and efficiency have been widely discussed by scholars, thus becoming not only the most used but also the most controversial presentation application. In recent years, the prevalence of slideware tools is challenged by new type of information presentation, which uses the technology of zooming user interface. This article will explore the potential of this type of interface by using the case study of the application editor Prezi. The paper argues that Prezi can be categorized as a new type of cultural interface which has the potential to overcome the drawbacks of PowerPoint. The paper will also show that the style of the interface presents new type of setbacks which can harm the information presentation and can interrupt the audience’s attention. By analysing the affordances of Prezi, the paper will finally suggest that this application highlights a moment of cultural transformation in the way digital presentations are used and consumed as epistemic objects.
newmediastudies.nl
The editorial article, part of magazine edition, written for the mastercourse 'Spaces of New Medi... more The editorial article, part of magazine edition, written for the mastercourse 'Spaces of New Media'. The articles in this issue were written by a team of students that together created the best journal of the entire course under the name "Digital Artifacts: New Roles, Skills and Practices". This piece introduces the articles in the journal and elaborates on the theoretical approach of actor-network theory (ANT) which is a common standpoint for all papers in the magazine.
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Papers by Kalina Dancheva
Key words: online research methods, holistic approach, Twitter, big data, actor-network theory, software tools."
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