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---
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title: "On Study Design in Computational Humanities"
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author: "Dennis Yi Tenen"
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date: "October 30, 2025"
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title: "What is Digital Ethnography? [draft]"
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author: "CUNIL"
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date: "December 29, 2025"
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documentclass: texMemo
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mainfont: "fbb"
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published: false
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published: true
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header-includes: |
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\usepackage{graphicx}
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\memoto{Recipient Name}
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\memofrom{Dennis Yi Tenen}
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\memosubject{Memo 3: Digital Ethnography in the Shadows}
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\memosubject{Memo 3: What is Digital Ethnography?}
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\memodate{\today}
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\memologo{\includegraphics[width=0.3\textwidth]{cunil-logo.png}}
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---
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I
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What is digital in digital ethnography? Setting aside the long and over-theorized history of
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ethnography as method, this note advances a deliberately partial and pragmatic account of doing
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ethnographic work online. Our approach combines qualitative and quantitative techniques while
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extending observational fieldwork beyond interaction and representation to include media,
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software, and platform analysis as first-order objects of inquiry.
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## Ethnography
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To think clearly about ethnography online, it helps to be explicit about what ethnographic
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fieldwork ordinarily demands. For our purposes, ethnography organizes itself around at least
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three complementary imperatives under the umbrella of fieldwork: to observe, describe, and
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participate.
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These do not unfold sequentially. They operate as co-present demands, each shaping how the
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others proceed. Observation calls for attention, curiosity, patience, and an eye for detail.
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Description introduces judgment—questions of interpretation, selection, and even literary
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form. No matter how thick the description, it cannot capture the fullness of experience. An
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ethnographer’s gaze remains bounded by position and point of view. And yet, especially in the
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early stages of fieldwork, I often do not know what I am looking for. Details that later appear
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incidental or superfluous often enter the record without their significance yet being clear
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(Malinowski 1922; Emerson, Fretz, and Shaw 1995).
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Description thus both exceeds and falls short of experience. It overwrites and underwrites
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at the same time, unfolding within a tension between what comes into view and what remains
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illegible, between what I notice and what only later coheres. Moving through familiar
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territory, smoothed and rendered invisible by repetition, I place myself deliberately in the
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position of a visitor—pretending to see things again for the first time, restoring a sense of
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friction and detail necessary for later analysis.
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Never definitive, ethnography records a singular encounter, awash in collective experience.
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This balancing act between subject and object demands participation. The observer cannot detach
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cleanly from what comes into view. To learn something about others requires stepping outside
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oneself; doing so entails exposure, complicity, and vulnerability. The line between subject and
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object blurs, but leaning too far to either side produces distortion. Complete identification
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courts hubris; claims of scientific detachment collapse under scrutiny (Clifford 1986; Marcus
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1995). Ethnographic observation proceeds in the tension between these positions, sustained
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rather than resolved.
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## Ethnography online
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Digital environments do not eliminate the imperatives of fieldwork; they redistribute them.
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Crucially, ethnographic practice no longer coheres around a shared material setting. The
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observed surface conditions online increasingly fall beyond reach, into media systems, software
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architectures, and platform infrastructures. Surface appearances may differ significantly
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from the conditions that make them possible, particularly under conditions of unequal access,
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platform opacity, and methodological constraint (Hargittai 2020).
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Online, observation rarely coincides with co-presence. Interfaces format what comes into
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view, platforms filter it, and computational systems constrain it in ways that remain largely
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inaccessible to both participants and observers. Participation likewise unfolds through
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accounts, avatars, metrics, and traces, often detached from the bodies that generate them and
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governed by rules enforced in code rather than articulated in practice. Description, in turn,
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confronts a field in which much of what structures social life operates below the threshold
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of perception. To describe online social life critically requires moving fieldwork beyond
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screen appearances to include the media, software, and platforms that actively delimit the
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possibilities of action, interaction, and meaning.
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In physical settings, the material properties of a specific place delimit the scope of
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ethnographic description. Consider a stadium sport. A football match unfolds within visible and
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shared constraints: the field, bodies in motion, and the published rules of the game. When that
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same game is played digitally, those constraints no longer coincide in the same way.
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The field persists as an image on screen, while its material instantiation—hardware, storage,
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and networked infrastructure—recedes from view. The body appears as a controllable avatar,
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governed by the physics of the game engine rather than the capacities of the player’s own body.
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What the avatar can do follows one set of constraints; what the player’s body can do follows
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another, shaped by interfaces, ergonomics, latency, and physical circumstance. Though the rules
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of the game remain legible, they now operate twice: once as an explicit system of play, and
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again as software code that enforces, supplements, and occasionally overrides them in ways
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opaque to both players and observers.
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In digital play, what appears unified in action no longer arrives as a single analytic object..
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Representation and constraint diverge, and the material conditions that organize action recede.
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from immediate observation The difficulty posed by this example is not that digital play .
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lacks materiality, but that its material conditions no longer arrive together with their .
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representations. The apparent unity of action must therefore be analytically delaminated if .
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it is to be described at all. The task of digital ethnography is not simply to notice this .
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separation, but to develop methods capable of tracing it .
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At the level of representation, the digital football match presents itself at the surface:
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the camera angle, the movements of avatars, the scoreboard, the timing of actions and
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outcomes. Here, ethnographic practice remains closest to its familiar form. Description,
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close observation, and comparison still apply, drawing on long-standing traditions that treat
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representation as both a site of meaning and a problem of mediation (Geertz 1973; Emerson,
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Fretz, and Shaw 1995; Clifford 1986).
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At the same time, representation in digital environments arrives already structured as data
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(Shaw and Hill 2014, 2018). This condition invites the augmentation of description through
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computational analysis, not as a replacement for ethnographic judgment but as a means of
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extending it across scale and repetition (Yi Tenen 2017). Screen captures, replay files,
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logs, and interaction traces can be collected and compared systematically, allowing patterns
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to surface that remain invisible in isolated observation. Computational methods thus support
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ethnographic description by testing intuitions, surfacing regularities, and situating local
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observations within broader distributions of play.
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In practice, this may involve recording multiple matches, annotating moments of play, and
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comparing how similar situations unfold across players, teams, or difficulty settings.
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Screen captures, replay files, logs, and interaction traces can be collected at scale,
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allowing patterns to emerge that remain invisible in isolated observation—for example,
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recurring formations of play, timing asymmetries between players, or systematic differences
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in outcomes tied to camera perspective or interface feedback. Computational methods do not
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replace description; they extend it, enabling the ethnographer to test intuitions, surface
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regularities, and situate local observations within broader distributions of play.
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Moving beyond representation changes what counts as method as well as focus. The media systems
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that structure play—interfaces, controller mappings, camera logics, latency, matchmaking,
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ranking, and feedback mechanisms—rarely announce themselves in interaction, yet they shape
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it continuously. In developing this orientation, we were influenced by work in the Chicago
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school, beginning with Robert E. Park’s insistence that urban artifacts become institutional
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only insofar as they connect, through use and habit, to the “vital forces” of collective life
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(Park 1915). This attention to artifacts as lived infrastructure—tools that acquire social
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form through practice rather than design alone—carries forward in later work on infrastructure
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as relational, historically contingent, and often visible only at moments of breakdown or
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strain (Star and Ruhleder 1996; Bowker and Star 1999; Edwards 2003). At this level, ethnography
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therefore draws on tools from platform and software studies, attending to how interfaces,
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affordances, and technical systems organize perception, action, and beyond what is visible at
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the interface (Larkin 2013; Gillespie 2018).
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At this level, researchers might map interface elements and control schemes, documenting
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how different camera settings or controller configurations alter play, or comparing how the
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same actions register across platforms, game modes, or hardware setups. Researchers might
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deliberately vary settings, switch input devices, or repeat identical sequences of play under
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controlled conditions to observe how affordances shift. In some cases, this work extends to
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reading documentation, patch notes, or developer materials; in others, it requires forensic
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reconstruction through experimentation, reverse engineering, or systematic probing of system
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behavior. Social dynamics that appear interpersonal at the surface—cooperation, competition,
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reputation—often reflect the operation of ranking systems, feedback loops, or network effects
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that only become visible through such comparative and iterative analysis.
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Regulatory constraints introduce a further methodological challenge. In the digital football
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game, enforcement does not occur only through explicit rules of play, but through automated
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systems: anti-cheat mechanisms, matchmaking thresholds, penalty regimes, content moderation,
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and account governance. These systems shape outcomes unevenly and often opaquely, operating at
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a distance from both player intention and situated interaction.
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Our approach here was influenced by work that treats regulation not simply as formal law
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or stated policy, but as a distributed set of mediating practices that materialize through
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technical systems, routines of enforcement, and differential visibility (Clifford 1986;
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Rabinow 1977; Lessig 1999; Gillespie 2018). As with infrastructure, regulatory force often
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becomes ethnographically visible only in moments of intervention—through warnings, sanctions,
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exclusions, or sudden changes in access—rather than through everyday compliance. Attending to
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these moments allows ethnography to register how governance operates through code, platforms,
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and automated decision-making, even when it remains absent from the screen (Burawoy 1998).
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Methodologically, this can involve tracking how identical actions receive different responses
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across accounts, matches, or time periods; documenting instances of warning, penalty,
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suspension, or exclusion; or comparing player experiences before and after rule changes or
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platform updates. Researchers might collect and analyze policy documents, community guidelines,
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patch notes, and enforcement notifications, while also attending to their practical effects
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as they register in play. Patterns of reward, restriction, or suppression often become
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visible only through longitudinal observation and comparison—by following accounts over time,
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contrasting sanctioned and unsanctioned behavior, or tracing how reputational and ranking
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systems modulate access and visibility. Regulation rarely appears directly on screen, but its
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effects accumulate, shaping who can play, under what conditions, and which forms of action
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remain viable.’
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## Case Study: Library Genesis
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The layered approach outlined above emerges directly from our own ethnographic work. In what
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follows, we briefly revisit a concrete case study drawn from earlier research on Library
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Genesis, one of the largest “shadow libraries” in the world, to show how digital ethnography in
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practice already requires movement across representation, media, and regulation.
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Library Genesis (often abbreviated as Libgen) is a distributed digital library that aggregates
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and preserves millions of scholarly books and articles outside formal publishing and library
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infrastructures. Rather than treating the project as a site of piracy alone, our study
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approached it ethnographically—as a sociotechnical system composed of people, texts, software,
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and governance mechanisms, oriented less toward mass distribution than toward long-term
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preservation of knowledge (Yi Tenen and Foxman 2014). The analysis combined close qualitative
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observation with computational and infrastructural methods, making it a useful illustration of
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the approach sketched here.
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At the level of representation, the study began with what was immediately visible: catalog
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records, metadata fields, file formats, interfaces for search and download, and traces of user
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interaction. We collected and analyzed bibliographic metadata at scale, examining patterns of
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duplication, classification, and absorption across collections. Computational analysis made it
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possible to identify how texts circulated, how collections grew, and how “canonical” packages
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emerged over time—patterns that could not be inferred from isolated observation alone.
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Moving beyond representation required attention to media systems and software architecture.
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The organization of Libgen depended on specific technical choices: hashing schemes for
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de-duplication, database structures for indexing, forum software for coordination, and
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BitTorrent-based distribution for redundancy and resilience. Understanding how the library
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functioned meant reading documentation, examining code paths where possible, reconstructing
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workflows through forum archives, and tracing how infrastructural decisions shaped
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participation, authority, and access. What appeared as a single library interface in fact
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rested on a layered media ecology that structured what contributors could do and how the
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archive could survive.
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Finally, the study confronted overlapping regimes of regulation. Library Genesis operated
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under community rules governing contribution, curation, and quality control, alongside
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corporate enforcement by publishers and state-level legal pressure that periodically reshaped
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the system’s visibility and topology. These regulatory forces rarely appeared directly in
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everyday use, yet their effects accumulated over time—through takedowns, migrations, mirroring
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strategies, and shifts in governance. Tracing these dynamics required longitudinal observation,
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comparison across versions of the system, and attention to enforcement events as ethnographic
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data rather than external context.
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Taken together, the Libgen case illustrates how digital ethnography proceeds in practice: by
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moving deliberately across surface representation, mediating infrastructures, and regulatory
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constraints, and by augmenting participant observation with computational analysis, platform
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study, and infrastructural inquiry. Surface representations never exhaust the field. The task
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of digital ethnography lies in assembling descriptions thick enough to register the conditions
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that make such appearances possible.
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Dennis Yi Tenen
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Barbara
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Linda
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Jaehyo
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Olivia
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Aya
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## Works Cited
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Bowker, Geoffrey C., and Susan Leigh Star. 1999. Sorting Things Out: Classification and Its Consequences. Cambridge, MA: MIT Press.
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Burawoy, Michael. 1998. “The Extended Case Method.” Sociological Theory 16 (1): 4–33.
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Clifford, James. 1986. “Introduction: Partial Truths.” In Writing Culture: The Poetics and Politics of Ethnography, edited by James Clifford and George E. Marcus, 1–26. Berkeley: University of California Press.
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Edwards, Paul N. 2003. “Infrastructure and Modernity: Force, Time, and Social Organization in the History of Sociotechnical Systems.” In Modernity and Technology, edited by Thomas J. Misa, Philip Brey, and Andrew Feenberg, 185–225. Cambridge, MA: MIT Press.
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Emerson, Robert M., Rachel I. Fretz, and Linda L. Shaw. 1995. Writing Ethnographic Fieldnotes. Chicago: University of Chicago Press.
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Geertz, Clifford. 1973. The Interpretation of Cultures. New York: Basic Books.
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Gillespie, Tarleton. 2018. Custodians of the Internet: Platforms, Content Moderation, and the Hidden Decisions That Shape Social Media. New Haven, CT: Yale University Press.
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Hargittai, Eszter. 2020. “Potential Biases in Big Data: Omitted Voices on Social Media.” Annals of the American Academy of Political and Social Science 659 (1): 63–76.
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Larkin, Brian. 2013. “The Politics and Poetics of Infrastructure.” Annual Review of Anthropology 42: 327–43.
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Lessig, Lawrence. 1999. Code and Other Laws of Cyberspace. New York: Basic Books.
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Marcus, George E. 1995. “Ethnography In/Of the World System: The Emergence of Multi-Sited Ethnography.” Annual Review of Anthropology 24: 95–117.
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Malinowski, Bronisław. 1922. Argonauts of the Western Pacific. London: Routledge.
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Park, Robert E. 1915. “The City: Suggestions for the Study of Human Nature in the Urban Environment.” American Journal of Sociology 20 (5): 577–612.
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Rabinow, Paul. 1977. Reflections on Fieldwork in Morocco. Berkeley: University of California Press.
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Shaw, Aaron, and Benjamin Mako Hill. 2014. “Laboratories of Oligarchy? How the Iron Law Extends to Peer Production.” Journal of Communication 64 (2): 215–238.
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Star, Susan Leigh, and Karen Ruhleder. 1996. “Steps Toward an Ecology of Infrastructure: Design and Access for Large Information Spaces.” Information Systems Research 7 (1): 111–134.
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Yi Tenen, Dennis. 2017. Plain Text: The Poetics of Computation. Stanford, CA: Stanford University Press.
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Yi Tenen, Dennis, and Maxwell Foxman. 2014. “Book Piracy as Peer Preservation.” Computational Culture 4.

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