ALEENA L. CHIA
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automation & Game Engines

This project investigates how generative AI shapes cultural production, specifically within the development of multimodal media such as videogames. Existing research often generalises the "human-in-the-loop" as a degradation of creative work, failing to account for the varying degrees and conditions of automation across roles, ranks, tasks, and sectors. Departing from generalised studies of large generative AI models across professions, this project focuses on the application layer of game engines as software frameworks: where generative AI tools rely on smaller, focused models with specialised datasets to drive context-constrained generation of media content. This project challenges conventional narratives of generative AI disruption by exploring game engines as the mediating interface between the granularity of creative work and datafied amalgamation of generative systems. Game engines gain dominance as mediating platforms through proprietary real-time 3D (RT3D) infrastructures that provide general contexts for sector-specific applications that incorporate generative AI techniques. As platforms for generative media, do game engines frame emergent working conditions in line with established theories of labour fragmentation and fissuring (in cognitive  capitalism) and taskification and disaggregation (in platform work)? This research is supported by a BA/Leverhulme Small Research Grant. 

  • Chia, A. (2025) "Photogrammetric Race-Making in the MetaHuman Creator." in The Screens of Virtual Production What is Real? Edited By Sian Mitchell, Colin Perry, Sean Redmond, Lienors Torre.
  • Chia, A. (2022) “The Artist and the Automaton in Digital Game Production.” OA Download: Convergence. 28(2): 389-412
  • Chia, A., J. Malazita, C. Young, D. Nieborg, D. Joseph and M. Gantt (2022) "The Engine is the Message: Game Engines and the Future of Platforms."  AoIR Selected Papers of Internet Research. ​
  • Chia A. (2022) "The Metaverse, but not the way you think: Game engines and automation beyond game development." OA Download: Critical Studies in Media Communication. 39(3): 191-200.​

The work of games & play

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The desire to “do what you love” energizes employment and engagement in creative industries such as digital gaming yet drains hobbyists and aspirants by normalizing expectations to sacrifice job security for passionate work. This article investigates how individuals regulate their aspirations through taken-for-granted trade-offs between vocational compromise and compensation. Multi-sited ethnographic fieldwork with players at fan conventions and recruitment events in North America suggests a moral calculus of corruption and sublimation between passion and profit, which can be traced back to industrialization’s cleavage of labor from recreation and its institution of hobbies as productive leisure. Building on existing research about waged labor’s imagined denigration of hobbies, this argument juxtaposes the passion that is corruptible by work and the passion that promises to sublimate work from drudgery. Interrogating this confounding logic cultivates counter-narratives for purposeful livelihoods beyond industrial-era notions of productivity and neoliberal notions of passion.
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  • Chia, A. (2021) "Self-making and Game-making in the Future of Work​​​." Game Production Studies.  Amsterdam University Press.
  • Chia, A., Keogh, B, Leorke, D., & Nicoll, B. (2020) "Platformization in Game Development." Internet Policy Review. 9(4)
  • Chia, A. (2020) "Productive Leisure in Post-Fordist Fandom." Journal of Fandom Studies.
  • Chia, A. (2020) "Diagrams of Flexibility in the Future of Work." Centre for Ethics Journal. 
  • Chia, A. (2019) "The Moral Calculus of Vocational Passion in Digital Gaming​​​." Television & New Media. 
  • Chia, A. (2017) "Scaling Technoliberalism for Massively Multiplayer Online Games." Journal of Virtual Worlds Research.
  • Chia, A. (2012) “Welcome to Me-Mart: The Politics of User Generated Content in Personal Blogs.” American Behavioral Scientist.

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Wellness & Dream hacking

SCMS Panel: Networks & Neuropolitics, March 20, 2021:
​In 2014, engineers and entrepreneurs began meeting up in San Francisco to explore how virtual reality and lucid dreaming headsets, transcranial magnetic stimulation and biofeedback meditation wearables stimulate mindfulness and altered mental states. They called these practices “consciousness hacking” and referred to the use and design of these wearables as a movement. Unlike Quantified Self enthusiasts who combine bodily self-tracking and population analytics to optimize health and productivity, these ‘hackers’ use data-driven stimulation of their bodies to gain immediacy to their consciousness. By turning perception inward, they attempt to transform their minds into the ultimate medium for purposeful dreams, flow states, positive emotions, and secular revelations about the self, unconscious, and nature of experience. This paper uses media archaeology to examine how discursive and material techno-spiritual practices around consciousness hacking reconciles New Age assumptions about the sacred essence of the self with biopolitical assumptions about the self as a database to be rationalized. By probing historical antecedents of datalogical fantasies, this project demonstrates the value of critical inquiry into data cultures, its models and mechanisms for the human sensorium, and its metaphors that we live by.

  • Chia A. and Neves, J. (2022) "The Data Pharmacy: Wearables from Sensing to Stimulation." OA Download: Media Theory. 6(2): 77-110. 
  • Neves, J., Chia, A., Paasonen, S., & Sundaram, R. (2022). TechnoPharmacology. In Search of Media Series. Meson/University of Minnesota Press.
  • Chia, A. (2020) "There are infinities within the mind": Isolation tanks and psychonautic capitalism." New Age Media. InMediaRes.
  • Chia, A. (2019) "Virtual Lucidity: A Media Archaeology of Dream Hacking Wearables." Communication +1. 7(2)​

Social Media Disconnection

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Once celebrated for connecting people and circulating ideas, social media are facing mounting criticisms about their anticompetitive reach, addictive design, and toxicity to democracy. Known cumulatively as the “techlash,” journalists, users, and politicians are asking social media platforms to account for being too big, too engaging, too unruly. In the age of the techlash, strategies to regulate how platforms operate technically, economically, and legally, are often stacked against individual tactics to manage the effects of social media by disconnecting from them. These disconnection practices—from restricting screen time and detoxing from device use, to deleting apps and accounts—often reinforce rather than confront the ways social media organise attention, everyday life, and society. Reckoning with Social Media challenges the prevailing critique of social media that pits small gestures against big changes, that either celebrates personal transformation or champions structural reformation. This edited volume reframes evaluative claims about disconnection practices as either restorative or reformative of current social media systems by beginning where other studies conclude: the ambivalence, commodification, and complicity of separating from social media. 
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  • Chia, A., Jorge, A. and Karppi, T. eds. (2022) Reckoning with Social Media. Rowman & Littlefield.
  • Chia, A. and Beattie, A. (2022) “Ethics and Experimentation in The Light Phone and Google Wellbeing.” In Chia, A., Jorge, A. and Karppi, T, (Eds) Reckoning with Social Media. Rowman & Littlefield. 
  • Karppi, T. Chia, A., Lampinen, A., Feldman, Z., Dieter, M., Ferreira, P. and Beattie, A. (2020) "Disconnection: Designs and Desires." AoIR Selected Papers of Internet Research. 
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