Staff Profile
Professor James Ash
Professor of Technology and Society
- Email: james.ash@ncl.ac.uk
- Telephone: +44 (0) 191 208 5804
- Address: School of Arts and Cultures,
Armstrong Building,
Newcastle University,
Newcastle Upon Tyne
NE1 7RU
Qualifications
- PhD - Bristol University
- MSc - Bristol University
- BA(hons) - Royal Holloway, University of London
Biography
James is a social scientist working at the intersections of media, cultural studies and human geography. James's research interests revolve around digital geographies and the cultures, economies and politics of smart technology and digital interfaces. He is author of 'Phase Media: Space, Time and the Politics of Smart Objects' (Bloomsbury 2017) and 'The Interface Envelope: Gaming, Technology, Power' (Bloomsbury 2015), co-author of Researching Digital Life : Orientations, Methods and Practice (Sage 2024) and co-editor of Digital Geographies (Sage 2018). James has been principal investigator on a two year ESRC funded project with Dr Sarah Mills (Loughborough University) that examined gambling style systems in digital games (£351,903 2019-2021) and co-investigator on a one year EPSRC funded network, led by Dr Jen Bagelman (Newcastle University), which worked with migrant mothers to examine practices of maternal care through virtual reality (£108,783 2020-21). Previously, James has been principal investigator on an eighteen month ESRC funded project that examined the role of digital interfaces in high cost credit use (£202,657 2016-2018).
Publications
Please see James's Google Scholar profile for a complete list of their published books and papers.
PhD Supervision
James has supervised three students to completion of their PhDs. Dr James Harper completed his AHRC Northern Bridge funded PhD research on Live Action Role Play (LARP) in 2020 and previous students include Dr Robin Bootes and Dr Altman Peng, both of whom successfully graduated from the PhD programme in 2017. James is keen to hear from students interested in pursuing a PhD in relation to topics including (but not limited to), digital interfaces, digital money and finance, app economies, phenomenology and new media, mobile media, media theory, new materialism, speculative realism and interdisciplinary projects across media studies and geography.
My research can be split into a number of projects that focus on digital interfaces and technology.
Between Gaming and Gambling: investigating children and young people’s experiences and understandings of gambling style systems in digital games (funded by ESRC, value £351,903, 2019-21)
I am currently principal investigator on an ESRC project with Dr Sarah Mills (Loughborough University) that is examining gambling style systems in digital games.
The digital games industry (broadly encompassing mobile, PC and console games) is increasingly adopting gambling style systems in their games in order to increase revenue. These gambling style systems take many forms, but primarily work to encourage players to unlock digital content in games that can only be accessed through systems of chance, which are purchased with real currency.
As Griffiths and King (2015) argue, there is a number of similarities between the techniques and mechanisms involved in the design of gambling style systems such as loot boxes in digital games and regulated gambling. For instance, both are designed to exploit desires for ‘one more go’ and the hope that the next box will have the item the player is looking for, thus making up for previous ‘failed’ purchases, where no desired or valuable item was present (Schull 2012). But, unlike gambling, which is a highly regulated activity in the UK and limited to people over the age of 18, gambling style systems in digital games are unregulated and regularly targeted at children and young people under 18.
Focusing on children’s experiences and practices and also engaging families and games designers, the project seeks to understand how young people use, make sense of and respond to gambling style systems in digital games in their everyday lives. Moving beyond purely legal or formal analyses of these systems, the project addresses the key societal question of whether these systems encourage gambling like behaviour and if they do then how can these systems and services be regulated? In doing so, the project will produce evidence to inform regulatory debate and influence public policy around gambling systems in digital games and changing definitions of digital gambling more broadly.
Digital Interfaces, Credit and Debt (funded by ESRC, value £202,657, 2016-18)
I was primary investigator on an ESRC funded project entitled 'Digital Interfaces and Debt: understanding mediated decision making processes in high cost short term credit products’ with co-investigators Dr Ben Anderson, Dr Paul Langley and Dr Rachel Gordon that ran between 2016-18.
This 18 month project sought to understand how consumers access HCSTC (High Cost Short Term Credit), such as cash and pay day loans through digital interfaces, on personal computers and mobile devices and in turn how these interfaces shape decision making processes regarding the purchasing of credit. The project developed a novel approach to debt as an everyday phenomenon that is mediated through the relationship between technology and embodied practice. Understanding how people become indebted through digital interfaces is critical to analyzing and explaining contemporary indebtedness because 82% of cash and pay day loans, a key form of HCSTC, are now applied for and managed via digital interfaces on laptops, tablets and smart phones (Competition and Markets Authority, 2015). Through original empirical investigation with designers and users of mobile interfaces, debt support charities and financial regulators, the research generated new evidence about everyday experiences of debt and indebtedness and contributes to important societal and academic debates about emerging forms of credit and problematic forms of economic subjectivity.
The project produced a final report and policy recommendations, an educational smart phone app for Apple and Android devices and a range of academic publications including articles in Environment and Planning D: Society and Space, Cultural Geographies and Economy and Society.
Game Interfaces (funded by ESRC 1 3 PhD studentship, value £61,500, 2004-08)
My ESRC funded MSc and PhD research at Bristol University examined how videogame environments are designed to capture and hold attention and generate positive affective and emotional states for players. This research drew upon qualitative data including interviews, observant participation and video ethnography with players and games designers. Since completing my PhD in 2009 I have published a range of work on videogames and games design from the project. This concern with videogames has lead to a broader interest in the role of the digital interface in everyday life, which culminated in a monograph entitled 'The Interface Envelope: Gaming, Technology, Power' published with Bloomsbury in 2015. The book develops a new theoretical model to understand how interfaces shape humans capacity to sense space and time. In doing so I argue interface designers attempt to manipulate spatio-temporal perception to generate new forms of affective value in the products they create.
Module leader:
MCH1023 'Introduction to Media'
MCH3081 'Digital Culture in a Networked World'
MCH3073 'Themes and Issues in Media and Cultural Studies'
Contributor:
MCH8057 'Media Analysis'
MCH3073 'Research Dissertation'
MCH8199 'Research DIssertation'
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Articles
- Mills S, Ash J, Gordon R. Digital geographies of home: parenting practices in the space between gaming and gambling. Children's Geographies 2024, epub ahead of print.
- Mills S, Ash J, Gordon R. Children and Young People’s Experiences and Understandings of Gambling-Style Systems in Digital Games: Loot Boxes, Popular Culture, and Changing Childhoods. Annals of the American Association of Geographers 2024, 114(1), 200-217.
- Ash J, Gordon R, Mills S. Geographies of the event? Rethinking time and power through digital interfaces. Cultural Geographies 2023, 30(1), 3-18.
- Ash J. Automation and environmental dispositions. Dialogues in Human Geography 2024, 14(1), 76-79.
- Ash J. Form and the Politics of World. Dialogues in Human Geography 2020, 10(3), 378-381.
- Ash J. Flat ontology and geography. Dialogues in Human Geography 2020, 10(3), 345-361.
- Anderson B, Langley P, Ash J, Gordon R. Affective Life and Cultural Economy: Payday Loans and the Everyday Space‐Times of Credit‐Debt in the UK. Transactions of the Institute of British Geographers 2020, 45(2), 420-433.
- Ash J. Post-phenomenology and space: a geography of comprehension, form and power. Transactions of the Institute of British Geographers 2019, 45(1), 181-193.
- Ash J, Simpson P. Postphenomenology and method: styles for thinking the (non)human. GeoHumanities 2019, 5(1), 139-156.
- Langley P, Anderson B, Ash J, Gordon R. Indebted life and money culture: payday lending in the United Kingdom. Economy and Society 2019, 48(1), 30-51.
- Ash J, Anderson B, Gordon R, Langley P. Unit, vibration, tone: a post-phenomenological method for researching digital interfaces. Cultural Geographies 2018, 25(1), 165-181.
- Ash J. Smart cities and the digital geographies of technical memory. Annals of the American Association of Geographers 2018, 109(1), 161-172.
- Ash J, Kitchin R, Leszczynski A. Digital Turn, Digital Geographies?. Progress in Human Geography 2018, 42(1), 25-43.
- Ash J, Anderson B, Gordon R, Langley P. Digital Interface Design and Power: Friction, Threshold, Transition. Environment and Planning D: Society and Space 2018, 36(6), 1136-1153.
- Ash J. Visceral methodologies, bodily style and the non-human. Geoforum 2017, 82, 206-207.
- Ash J. Technology and affect: Towards a theory of inorganically organised objects. Emotion, Space and Society 2015, 14, 84-90.
- Ash J, Valiaho P. Interview with Pasi Valiaho on Video Games and Rhythm. Theory Culture & Society 2015, 32(7-8), 291-300.
- Ash J, Simpson S. Geography and Post-phenomenology. Progress in Human Geography 2014.
- Ash J. Technologies of Captivation: videogames and the attunement of affect. Body and Society 2013, 19(1), 27-51.
- Ash J. Rethinking affective atmospheres: Technology, perturbation and space times of the non-human. Geoforum 2013, 49, 20-28.
- Ash J. Technology, technicity, and emerging practices of temporal sensitivity in videogames. Environment and Planning A 2012, 44(1), 187-203.
- Ash J. Attention, videogames and the retentional economies of affective amplification. Theory, Culture and Society 2012, 29(6), 3-26.
- Ash J, Gallacher L. Cultural Geography and Videogames. Geography Compass 2011, 5(6), 351-368.
- Ash J. Teleplastic Technologies: charting practices of orientation and navigation in videogaming. Transactions of the Institute of British Geographers 2010, 35(3), 414-430.
- Ash J. Architectures of affect: anticipating and manipulating the event in processes of videogame design and testing. Environment and Planning D: Society and Space 2010, 28(4), 653-671.
- Ash J, Trigg M, Romanillos J. Videogames, visuality and screens: reconstructing the Amazon in physical geographical knowledge. Area 2009, 41(4), 464-474.
- Ash J. Emerging spatialities of the screen: video games and the reconfiguration of spatial awareness. Environment and Planning A 2009, 41(9), 2105-2124.
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Authored Books
- Ash J, Kitchin R, Leszczynski A. Researching Digital Life: Orientations, Methods and Practice. London: Sage Publishing, 2024.
- Ash J. Phase Media: Space, Time and the Politics of Smart Objects. New York: Bloomsbury, 2017.
- Ash J. The Interface Envelope: Gaming, Technology, Power. New York, NY, USA: Bloomsbury, 2015.
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Book Chapters
- Simpson P, Ash J. Phenomenology and Phenomenological Geography. In: Kobayashi, A, ed. International Encyclopedia of Human Geography. London: Elsevier, 2020, pp.79-84.
- Ash J. Seeking Follows. In: Kitchin, R; Graham, M; Mattern, S; Shaw, J, ed. How to Run a City Like Amazon, and Other Fables. London: Meatspace Press, 2019.
- Ash J. Architecture and its Co-existing Atmospheres. In: Hansmann, S; Geipel, F, ed. Raummaschine: Exploring Manifold Spaces. Berlin: Jovis Press, 2019, pp.114-117.
- Ash J. Theorizing studio space: Spheres and atmospheres in a video game design studio. In: Farias, I; Wilkie, A, ed. Studio Studies: Operations, Topologies & Displacements. New York, NY, USA: Routledge, 2016, pp.91-104.
- Ash J. Sensation, Affect and the GIF: towards an allotropic account of networks. In: Hillis, K; Paasonen, S; Petit, M, ed. Networked Affect. Cambridge, MA, USA: MIT Press, 2015, pp.119-134.
- Ash J, Gallacher L. Becoming Attuned: Objects, Affects and Embodied Methodology. In: Perry, M; Medina, C, ed. Methodologies of Embodiment: Inscribing Bodies in Qualitative Research. London, UK: Routledge Publishing, 2015, pp.69-85.
- Anderson B, Ash J. Atmospheric Methods. In: Vannini, P, ed. Non-Representational Methodologies: Re-Envisioning Research. London, UK: Routledge Publishing, 2015, pp.34-51.
- Ash J. Videogames. In: Dittmer, J., Craine, J., Adams, P, ed. Ashgate Research Companion to Media Geography. Aldershot: Ashgate, 2013. In Press.
- Ash J. New Media and Participatory Cultures. In: Bragg, S., Kehily, M.J, ed. Children and Young People's Cultural Worlds. London: Policy Press, 2013, pp.219-268.
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Edited Book
- Ash J, Kitchin R, Leszczynski A, ed. Digital Geographies. London, UK: Sage Publications Ltd, 2018.
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Reviews
- Ash J. Technology of the Oppressed: Inequity and the Digital Mundane in Favelas of Brazil. The AAG Review of Books 2023, 11(1), 54-64.
- Ash J. A Politics of the Present?. New Formations 2022, 104-105, 247-249.
- Ash J. The Age of Disruption: Technology and Madness in Computational Capitalism. The AAG Review of Books 2020, 211-212.
- Ash J. Netflix Nations: The Geography of Digital Distribution. Cultural Geographies 2019, 27, 2.
- Ash J. For a techno-geography of sensing objects. Dialogues in Human Geography 2019, 9, 115-117.
- Ash J. Starworlds: freedom vs control in online gameworlds. Cultural Geographies 2017, 3, 509.
- Ash J. Computer games and the social imaginary by Graeme Kirkpatrick [Book review]. Information, Communication & Society 2014, 17(9), 1173-1175.
- Ash J. Between War and Play, Gameplay Mode: War, Simulation, and Technoculture by Patrick Crogan Minneapolis: University of Minnesota Press, 2011. Cultural Politics 2012, 8(3), 496-497.