Abstract
The appropriation of digital artefacts involves their use, which has changed, evolved or developed beyond their original design. Thus, to understand appropriation, we must understand use. We define use as the active, purposive exploitation of the affordances offered by the technology and from this perspective; appropriation emerges as a natural consequence of this enactive use. Enaction tells us that perception is an active process. It is something we do, and not something that happens to us. From this reading, use then becomes the active exploitation of the affordances offered us by the artefact, system or service. In turn, we define appropriation as the engagement with these actively disclosed affordances—disclosed as a consequence of, not just, seeing but of seeing as. We present a small case study that highlights instances of perception as an actively engaged skill. We conclude that appropriation is a simple consequence of enactive perception.
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Notes
This is also know as “free running” which involves getting between two points in an urban setting. It differs from commuting in that its practitioners—traceurs/traceuses—deliberately make use of their bodies and the obstacles they encounter to propel themselves to their destinations. It said to be a sport, a philosophy and a creative process.
Tekkit is a popular mod.
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Flint, T., Turner, P. Enactive appropriation. AI & Soc 31, 41–49 (2016). https://doi.org/10.1007/s00146-015-0582-y
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DOI: https://doi.org/10.1007/s00146-015-0582-y