This article explores resurrection processes in online platforms, revealing how dead cultures can be revived, indicating the significance of digital life cycles.
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.
No takes yet. Share an insight, caveat, or question.
Sihvonen et al. (2026) studied this question.
Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context: