![]() Prior to that, the dominant producer of video game consoles was Japan. As a result of new technology, like the Microsoft Xbox Console, hitting the market in the early 2000s, the term JRPG started becoming popular as consoles and computers gained the capacity to play games that were previously exclusive to either one or the other. This paper reveals an affective and nostalgic foundational component of the “Japanese Role-Playing-Game (JRPG)” video game genre through an investigation of its history and use as seen on gaming blogs, forums, and videos. The new infomediary logics at work are computational forms of power that shape popular culture and highlight the social implications of curation by code. Through a critical analysis of The Echo Nest, a music infomediary whose databases underpin many digital music services, I trace the shift from intermediation to infomediation and explore what is at stake at the intersection of data mining, taste making and audience manufacture. Expanding Bourdieu’s notion of cultural intermediaries to include technologies like algorithms, I argue that an emerging layer of companies – call them infomediaries – are increasingly responsible for shaping how audiences encounter and experience cultural content. ![]() Using music as a test case, this article examines the use of algorithms and data mining techniques for the presentation and representation of culture, and how these tools reconfigure the process of cultural intermediation. Automated recommendation systems now occupy a central position in the circulation of media and cultural products. ![]()
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