Dr James Ash
Senior Lecturer in Media and Cultural Studies
- Email: firstname.lastname@example.org
- Telephone: 0191 208 5804
- Personal Website: http://www.jamesash.co.uk
- Address: School of Arts and Cultures,
2nd Floor Armstrong Building,
Newcastle Upon Tyne
PhD - Bristol University
MSc - Bristol University
BA(hons) - Royal Holloway, University of London
James is a social scientist working at the intersections of media, cultural studies and human geography. James' research interests revolve around the cultures, economies and politics of digital interfaces. James is currently exploring these themes in relation to digital credit and debt, as primary investigator on an ESRC funded research project entitled: 'Digital Interfaces and Debt: understanding mediated decision making processes in high cost short term credit products' (£202,657 2016-2018). Previously he has examined the design and use of videogame interfaces through an ESRC funded PhD studentship (£65,000 2004-2008), which culminated in a monograph entitled 'The Interface Envelope: Gaming, Technology, Power' (Bloomsbury 2015). His next book 'Phase Media: Space, Time and the Politics of Smart Objects' is due to be published by Bloomsbury in 2017. Beyond these texts, James has also published a number of articles and book chapters in academic journals and edited collections on interfaces, technology and games design.
James is currently second supervisor for Mr Robin Bootes, who is conducting his PhD research on videogame magazines from the 1980's and Mr Altman Peng, who is conducting his PhD research on social media, self-representation and social norms.
James is also 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 forms part of the media, affect and interpersonal relations research cluster in the department and can be split into three areas.
Digital Interfaces, Credit and Debt (funded by ESRC, value £202,657, 2016-18)
I am 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 and Dr Paul Langley.
This 18 month project seeks 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 proposes 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 will generate 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.
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.
Further to this, I have also become interested in theorising technology as a category of being that is distinct from either human or animal life. Drawing upon ideas from new materialist and continental philosophy I have published and am currently writing a number of papers on how a range of technologies, from mobile phones to speakers, generate and shape the spaces and times that humans find themselves in. Through this research, my work contributes to debates in media and cultural studies and human geography around the role that technology plays in everyday life as well as rethinking the status of technology in the social sciences more generally.
COM1023 'Introduction to Media'
COM3081 'Digital Culture in a Networked World'.
COM8057 'Media Analysis'
COM3073 'Research Dissertation'
COM8199 'Research DIssertation'.
- Ash J. Phase Media: Space, Time and the Politics of Smart Objects. New York: Bloomsbury, 2017. In Press.
- Ash J. Visceral methodologies, bodily style and the non-human. Geoforum 2017, (ePub ahead of Print).
- Ash J, Kitchin R, Leszczynski A. Digital Turn, Digital Geographies?. Progress in Human Geography 2016, (ePub ahead of print).
- 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.
- 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, 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.
- Ash J, Valiaho P. Interview with Pasi Valiaho on Video Games and Rhythm. Theory Culture & Society 2015, 32(7-8), 291-300.
- 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. Technology and affect: Towards a theory of inorganically organised objects. Emotion, Space and Society 2015, 14, 84-90.
- Ash J. The Interface Envelope: Gaming, Technology, Power. New York, NY, USA: Bloomsbury, 2015.
- Ash J. Computer games and the social imaginary by Graeme Kirkpatrick [Book review]. Information, Communication & Society 2014, 17(9), 1173-1175.
- Ash J, Simpson S. Geography and Post-phenomenology. Progress in Human Geography 2014.
- 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.
- Ash J. Rethinking affective atmospheres: Technology, perturbation and space times of the non-human. Geoforum 2013, 49, 20-28.
- Ash J. Technologies of Captivation: videogames and the attunement of affect. Body and Society 2013, 19(1), 27-51.
- Ash J. Videogames. In: Dittmer, J., Craine, J., Adams, P, ed. Ashgate Research Companion to Media Geography. Aldershot: Ashgate, 2013. In Press.
- Ash J. Attention, videogames and the retentional economies of affective amplification. Theory, Culture and Society 2012, 29(6), 3-26.
- 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.
- Ash J. Technology, technicity, and emerging practices of temporal sensitivity in videogames. Environment and Planning A 2012, 44(1), 187-203.
- Ash J, Gallacher L. Cultural Geography and Videogames. Geography Compass 2011, 5(6), 351-368.
- 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. Teleplastic Technologies: charting practices of orientation and navigation in videogaming. Transactions of the Institute of British Geographers 2010, 35(3), 414-430.
- Ash J. Emerging spatialities of the screen: video games and the reconfiguration of spatial awareness. Environment and Planning A 2009, 41(9), 2105-2124.
- 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, Anderson B, Gordon R, Langley P. Unit, vibration, tone: a post-phenomenological method for researching digital interfaces. Cultural Geographies 2017, Epub ahead of print.