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[Commlist] CfP: Media Archaeology 2.0: Rethinking Media Histories with the Digital Humanities

Fri Feb 21 03:56:31 GMT 2025





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CfP: “Media Archaeology 2.0: Rethinking Media Histories with the Digital Humanities”
TMG Journal for Media History, special issue spring 2026

https://tmgonline.nl/announcements#call-for-papers-media-archaeology-20-rethinking-media-histories-with-the-digital-humanities

This special issue will explore the academic potential of crossovers between media archaeology and digital humanities. How can media archaeology, as a heterogeneous field interested in alternative and non-linear media trajectories, utilize computational tools, methods, and infrastructures to rethink media histories in the digital age? And how can digital humanities approaches draw on media-archaeological principles in research, database or interface design? In other words, how can we rethink media archaeology with the digital humanities and provoke a mutually beneficial dialog between them?

In the past few decades, media archaeology has emerged as a vibrant and interdisciplinary field, uncovering the forgotten paths and alternative histories of media technologies. From Friedrich Kittler's foundational work on discourse networks of technical media (1990; 1999) and Jonathan Crary's analysis of modern visuality and subjectivity (1990) to the influential studies of Erkki Huhtamo (1997; 2004; 2012), Siegfried Zielinski (1999; 2006), Thomas Elsaesser (2004; 2016), Wolfgang Ernst (2006; 2013), Anne Friedberg (2006), and Jussi Parikka (2007; 2010; 2012), among others, the field has evolved dramatically. Driven by a generally shared interest in the materiality and temporality of past media technologies and their associated cultural discourses, practices and imaginaries (Kluitenberg 2006), media archaeologists have been "excavating" the past in order to better understand contemporary media cultures (Parikka 2012: 2). This collective effort ranges from reassessing the histories of modern media and communication technologies – such as cinema (Gunning 1990, Elsaesser 2016), radio (Peters 1999), television (Sconce 2000), and smartphones (Strauven 2021) – to analyzing phenomena like computer viruses (Parikka 2007), software (Chun 2011; Manovich 2001), and "elemental media" (Peters 2015).

In recent years, media archaeology, as a field, method, and way of understanding the world, has been embraced by diverse linguistic communities worldwide (Okubo 2023; Ito, ed. 2023) and has diversified both in its theoretical focus and methodology. We have seen it expand to theatre and performance (Wynants, ed. 2019), dashboards and data (Tkacz 2022), image compression (Jancovic 2023), archaeology and gaming (Reinhard 2018), or appear as an organizing principle in recent Spanish-language edited volumes on media in artistic practice (Martínez, ed. 2022) as well as in chronicles documenting artist’s works (West 2022). While Erkki Huhtamo and Jussi Parikka argued in Media Archaeology: Approaches, Applications, and Implications that there are no "correct principles or methodological guidelines" for conducting media archaeology (2011: 2), Ben Roberts and Mark Goodall position the practical question "How is media archaeology?" at the center of their volume New Media Archaeologies (2019: 11). In recognition of the latest tendencies, including an increased interest in hands-on, experimental, and laboratory-based approaches (Hall and Ellis, ed. 2019, Fickers and Van den Oever 2019; Wershler, Parikka, and Emerson 2022; Fossati and Van den Oever 2016), they propose three directions: Media Archaeology Theory, Experimental Media Archaeology, and Media Archaeology at the Interface.

However, the question of how recent developments in the digital humanities – including artificial intelligence and computer vision technologies (Arnold and Tilton 2023), 3D modelling and printing (Van der Heijden and Wolf 2022; Devadder et al. 2024), and AR/VR/XR technologies (Elkhuizen et al. 2024; Harkema and Rosendaal 2020) – can be leveraged for media-archaeological and historical inquiry, and possibly for new forms of digital storytelling (Georgiakakis and Van der Heijden 2024; Miller 2004), remains largely unexplored.

This special issue aims to address this gap and further investigate the exciting intersections between media archaeology and digital humanities (cf. Dang, Van der Heijden, and Olesen 2025). How do computational tools, methodologies, and infrastructures reshape the ways we excavate, analyze, and reimagine media histories? How can these technologies be used to construct (and deconstruct) data-driven media-historical narratives? In what ways might AR/VR/XR technologies enable new sensory modes of media-archaeological and historical inquiry? How can digital technologies facilitate media-archaeological experimentation and documentation (Van der Heijden and Kolkowski 2023; Fickers and Van den Oever 2022)? Can 3D modelling simulate the materiality, functionality, and histories of use of media artefacts? How can such digital reconstruction methods stimulate historical imagination in both scholarly and pedagogical contexts? And could computational methods provide a solution to some of the criticisms that media-archaeological writings have faced for being closed off to issues of corporeality, disability, gender or sexuality (Mills and Sterne 2017; Skågeby and Rahm 2018; Törneman 2019; Jancovic 2023)?

Conversely, could the digital humanities benefit from a media-archaeological commitment to play, hacking, tinkering, and breaking things (Strauven 2015)? Can media archaeology’s anti-teleological mindset – oriented towards the non-linear, fragmented, overlooked, imagined and anomalous – inform different ways of collecting, interpreting and representing data? Can an awareness of the dissonant and overlapping temporalities of media and perception provoke more nuanced strategies for working with datasets or digital collections? Could a media-archaeological emphasis on failure, obsolescence or recurrence expand the theoretical repertoire of digital humanities? Could combining, exchanging and borrowing methods and concepts across both these fields lead to new insights about media, materiality, and the environment?

This special issue of TMG Journal for Media History seeks to reflect on these questions and stimulate what we provocatively call "Media Archaeology 2.0". We invite contributors to examine the potentials and challenges of digital approaches to media-archaeological research and teaching, and, vice versa, of media-archaeological perspectives on digital humanities, as well as their methodological and epistemological implications, frictions, and consonances.

We welcome contributions dealing with, but not limited to, the following topics: - Digital approaches and methods in media-archaeological research and teaching, including AI and computer vision, 3D modelling, AR/VR/XR technologies - Digital materialities, temporalities, infrastructures and ecologies in media archaeology research
- Digital archives, media laboratories, and audiovisual collections
- Digital pedagogies and experimental methods in online teaching
- Digital storytelling and annotation in media-archaeological narratives
- Non-linear, speculative and innovative forms of data visualization and storytelling
- Data- and database-driven modes of media-archaeological exploration
- Use of computational tools in experimental practices or investigations of "elemental media" - Digital humanities approaches to the materiality and temporality of media: subdued and forgotten histories of raw materials, techno-ecologies, and media practices
- Ludic, experimental and “archaeological” ways of doing digital humanities
- Digital archaeologies of gender, colonialism, and of the more-than-human
- Politics of digitization, archiving, standardization, image compression, and digital media formats - Materialities and future imaginaries of digital media, networks, infrastructures, and artificial intelligence - Artistic applications of digital methodologies, including 3D animations, data visualizations, and interfaces for media historical collections - Histories/archaeologies and future possibilities of media archaeology as a field of practice - Challenges and opportunities that recent computational/media technologies like AI and LLMs pose to scientific practice and to archaeologies of scientific knowledge

Submission guidelines​
Abstract submissions are due on 1 May 2025. Please send a 300-word abstract and short bio via e-mail to: (tim.vanderheijden /at/ ou.nl). Selected authors shall be invited to submit an article of 6,000-8,000 words (including notes) by 15 September 2025. Revised drafts are expected by 15 January 2026. The expected publishing date of this special issue of TMG Journal for Media History is in spring 2026.

Contributions should be in English. Authors are to submit original papers that are not under consideration for publication elsewhere. No payment from the authors will be required. Final acceptance depends on a double-blind peer review process of the manuscripts. Contributions that receive positive reviews but are not accepted for the special issue may be considered for publication in another issue of TMG Journal for Media History.

No payment from the authors will be required.

If you have questions, please contact the editors of the special issue, dr. Tim van der Heijden ((tim.vanderheijden /at/ ou.nl)) and dr. Marek Jancovic ((m.jancovic /at/ vu.nl)).

References
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