Jiaxin Liu | Unlocking the Past: Bridging Art, History, and Young People’s Media Environment Through Multisensory Extended Reality (XR) Engagement

Museums and art galleries play a crucial role in enlightening the public and improving appreciation and comprehension of art and cultural heritage. In today’s increasingly competitive and hyper-mediated world, attracting and engaging young people is one of the most challenging issues museums face; young people are constantly bombarded with information and entertainment options, making it difficult for museums to compete for their attention, museums must find ways to make their collections and programs engaging and relevant for youth.

Sanghwa Lee | PlatforMuse: Korean musicians’ identity and working conditions within the dynamics of the platformization of music

This project offers the first global analysis of how platforms are shaping – and being shaped by – the creative practices and working experiences of Korean music artists.

It has been well established that the cultural industries (television, film, music, publishing, gaming etc.) require academic attention not only for their economic clout, but for the influence they exert on shaping our knowledge and experiences of the world we live in (Hesmondhalgh, 2019). The importance of these industries in ‘the production of social meaning’, also directs our attention to the creative workers and cultural producers who work in these industries.

Jim Kroezen | PlatforMuse

PlatforMuse aims to investigate how online platforms shape—and are being shaped by—the
work of music artists. The project involves ethnographic fieldwork on the music industries of
three countries: The Netherlands, South Korea, and Nigeria. Digital platforms have become a
central part of contemporary capitalism and changed the way in which we produce and
consume culture. However, we still do not know much about how platforms change the actual
work conditions and creative practices of cultural producers.

Ilker Bahar | Digital transformation of body, identity and intimacy through social VR: The case of VRChat

Supported with gradually advancing AR and VR technologies, social VR platforms began to offer various opportunities for users to interact, communicate, and create with others in a shared digital space. Launched in 2014 and used by millions across the world today, VRChat platform is one such place where participants engage in practices such as role-playing, ASMR, and cross-gender avatar embodiment and form communities such as mirror dwellers, furries, and memers. Despite burgeoning research on the technological and economic aspects of virtual worlds and the parallel developments in blockchain, NFT, and immersive technologies, there is still a lack of scholarly research on the social and cultural dynamics of these digital ecosystems.