Dippel Anne
Lehrstuhl für Volkskunde (Empirische Kulturwissenschaft), Institut für Kunst- und Kulturwissenschaften, Friedrich-Schiller Universität Jena, Zwätzengasse 3, 07743, Jena, Deutschland.
Cluster Bild-Wissen-Gestaltung, Humboldt Universität zu Berlin, Sophienstraße 22a, 10099, Berlin, Deutschland.
NTM. 2017 Dec;25(4):485-517. doi: 10.1007/s00048-017-0181-8.
This article looks at how games and play contribute to the big data-driven production of knowledge in High-Energy Physics, with a particular focus on the Large Hadron Collider (LHC) at the European Organization for Nuclear Research (CERN), where the author has been conducting anthropological fieldwork since 2014. The ludic (playful) aspect of knowledge production is analyzed here in three different dimensions: the Symbolic, the Ontological, and the Epistemic. The first one points towards CERN as place where a cosmological game of probability is played with the help of Monte-Carlo simulations. The second one can be seen in the agonistic infrastructures of competing experimental collaborations. The third dimension unfolds in ludic platforms, such as online Challenges and citizen science games, which contribute to the development of machine learning algorithms, whose function is necessary in order to process the huge amount of data gathered from experimental events. Following Clifford Geertz, CERN itself is characterized as a site of deep play, a concept that contributes to understanding wider social and cultural orders through the analysis of ludic collective phenomena. The article also engages with Peter Galison's idea of the trading zone, proposing to comprehend it in the age of big data as a Playground. Thus the author hopes to contribute to a wider discussion in the historiographical and social study of science and technology, as well as in cultural anthropology, by recognizing the ludic in science as a central element of understanding collaborative knowledge production.
本文探讨了游戏和玩耍如何促进高能物理学中大数据驱动的知识生产,特别关注欧洲核子研究组织(CERN)的大型强子对撞机(LHC),自2014年以来作者一直在该机构进行人类学田野调查。本文从三个不同维度分析了知识生产中的游戏(好玩)方面:符号维度、本体维度和认知维度。第一个维度指向CERN,它是一个借助蒙特卡罗模拟进行宇宙概率游戏的场所。第二个维度体现在相互竞争的实验合作的对抗性基础设施中。第三个维度展现在游戏平台上,如在线挑战和公民科学游戏,这些平台有助于机器学习算法的开发,而机器学习算法的功能对于处理从实验事件中收集的大量数据是必不可少的。遵循克利福德·格尔茨的观点,CERN本身被视为一个深度游戏场所,这一概念有助于通过分析游戏性集体现象来理解更广泛的社会和文化秩序。本文还探讨了彼得·加利森的交易区概念,提议在大数据时代将其理解为一个游乐场。因此,作者希望通过将科学中的游戏性视为理解协作知识生产的核心要素,为科学技术的历史编纂学和社会研究以及文化人类学中更广泛的讨论做出贡献。