Digital afterlives: Tracing the resurrection process of dead online cultures

Nordicom Göteborgs universitet
Artikkeli
vertaisarvioitu
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Sihvonen, L., & Vaahensalo, E. (2026). Digital afterlives: Tracing the resurrection process of dead online cultures. Nordic Journal of Media Studies, 8(1), 117–136. https://doi.org/10.2478/njms-2026-0007
© 2026 Respective authors. This is an Open Access work licensed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International Public licence (CC BY-NC-ND 4.0). To view a copy of the licence, visit https://creativecommons.org/licenses/by-nc-nd/4.0/

Kuvaus

In this article, we discuss the different dynamics of the resurrection process of “dead” online cultures and objects. We have previously defined four life phases of online objects (active, passive, zombie, haunting), and this article adds resurrection as activities which affect both alive and dead objects. We explore resurrection through three case studies: the Finnish online platform IRC-Galleria, short-form–video content platform Vine, and the gamified online community Habbo Hotel. Our findings are based on traces and evidence found on the web by using the clue method. We identify three distinct forms of resurrection process: the narrative resurrection, which never materialises; partial or resuscitative resurrection, where a passive object is revived; and complete resurrection of a dead object. Our approach focuses on theory and its applicability, while building on media archaeology, online culture, and social media studies.

Emojulkaisu

ISBN

ISSN

2003-184X

Aihealue

Kausijulkaisu

Nordic journal of media studies|8

OKM-julkaisutyyppi

A1 Alkuperäisartikkeli tieteellisessä aikakauslehdessä (vertaisarvioitu)