Sammendrag
Diversions are the aspects of contemporary screen-bound life, which attract us to procrastinate.
Rather than basing my research in regular responses to these as distractions to be critiqued, this
thesis examines how they actually function: What makes digital games, mindless webbrowsing, cute
animal clips and political mockery such attractive media forms? The thesis
develops a method of modelling production and engagement with diversions, to explore why
something diverts. Diversions are conceptualized as unintended consequences from the meeting
between populations of users, producers and media forms. Digital development is thus neither
entirely intentional, nor fully random. The thesis argues that our inclination to divert our
attention results from a common trait of human cognition. This is shown through rendering
cognition as a system with three central tendencies: it can crystallize into clear purposeorientation
or destabilize into open-ended sensory intensity, but mostly it stays in-between these
extremes, flowing together with whatever offers playful, stupid, cute and funny possibilities.
The emergence of diversions is traced from contemporary digital culture and the uniquely
human, reconfigured as dynamic behavior shared with microbes, vegetation, fungi, animals and
hunter-gatherers. Diversions are shown to be influential for evolution by retaining innovation
with stability, which increases rapidity and possibilities of change, with the likelihood of this
change being advantageous. More than any other species we have tapped into and differentiated
the evolutionary intensifiers of diversions. Our current preoccupation with diversions is
indicative of how vital diversions have been for our success in dominating the planet, and
diversifying our own possibilities here.
Vis fullstendig beskrivelse