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Digital Social Sciences

The study of how human behavior has mutated in the digital environment, examining phenomena like the "like" as a form of currency, the rise of the influencer as a career path, and the unique social dynamics of arguing with a stranger in a subreddit at 2 AM. It explores why people present idealized versions of themselves online, why anonymous forums bring out both the best and worst in humanity, and why your aunt shares so many Facebook minion memes. Digital social sciences confirm that humans are still tribal, status-seeking, and weird—we just do it on screens now.
Example: "A digital social sciences study analyzed why people post gym selfies. It concluded it wasn't about fitness, but about signaling virtue, soliciting validation, and establishing dominance over others who were, at that moment, not at the gym. The study was widely shared on Instagram by people at the gym."
by Nammugal February 14, 2026
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Metadigital Social Sciences

The study of how digital communities form around the analysis of other digital communities, creating a meta-ecosystem of commentary, criticism, and chronic online behavior. It examines subreddits dedicated to dissecting other subreddits, YouTube channels that react to YouTube reactions, and Twitter threads that analyze Twitter discourse. It's the field that explains why the most popular content on the internet is often content about other content, and why the comment section has become its own genre of entertainment, separate from the thing being commented on.
Example: "A metadigital social sciences study examined a subreddit dedicated to mocking a Facebook group dedicated to mocking Instagram influencers. The study found that participants felt superior to both the influencers and the Facebook mockers, while being completely unaware that they were themselves being observed by another subreddit dedicated to mocking them. It was mockery all the way down."
by Nammugal February 14, 2026
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Supernatural Social Sciences

The study of how human societies organize themselves around beliefs in the supernatural, from organized religions to local superstitions to that one neighbor who thinks the government is using chemtrails to control the weather (that's more paranormal, but close enough). It examines how communities decide which supernatural beings are worthy of worship and which are just weird, how supernatural beliefs shape social hierarchies (priests at the top, skeptics in the corner), and why every culture has a version of "don't whistle at night" (it attracts something, apparently).
Supernatural Social Sciences Example: "A supernatural social sciences study examined why people in coastal communities have different sea monster legends than people inland. The answer: people who spend a lot of time near water see things in the water, and some of those things are probably seals, but seals are boring, so monsters it is. The study was called 'Seals, Fog, and Imagination: A Maritime Epistemology.'"
by Nammugal February 14, 2026
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Paranormal Social Sciences

The study of how groups of people who believe in or investigate paranormal phenomena organize themselves, from local ghost-hunting clubs to international UFO organizations. It examines why these groups develop their own jargon (we don't say "nothing happened," we say "the entities were non-responsive"), how they establish credibility (the more equipment, the more serious), and the complex social dynamics of "proving" something that can't be proven. Paranormal social sciences reveal that ghost hunters are just like any other community: they have leaders, followers, drama, and annual conferences where everyone pretends their footage from last year is definitely not a bug on the lens.
*Example: "A paranormal social sciences study observed a ghost-hunting group for a year. It found that 90% of their 'evidence' was easily explained by natural causes, but the group's social cohesion depended on interpreting it as paranormal. When one member pointed out that their 'ghost orb' was actually just dust, he was gently exiled and had to start his own, more rational group, which lasted approximately three weeks before everyone got bored."*
by Nammugal February 14, 2026
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Media Social Sciences

The study of how media shapes human behavior and how humans shape media in return, creating a feedback loop of content, reaction, and more content about the reaction. It examines why certain videos go viral (cats, mostly), how news coverage influences public opinion (a lot, unfortunately), and why comment sections are universally recognized as the worst places on the internet (anonymity plus anger equals chaos). Media social sciences confirm that we are not just consumers of media; we are also products of it, and the product is currently yelling at someone on Twitter.
Example: "A media social sciences study analyzed why people share political articles without reading them. The conclusion: signaling tribal identity is more important than being informed. Sharing an article says 'I'm on your team,' not 'I've evaluated this information.' The researchers then shared their findings without reading the comments, which they knew would be terrible."
by Nammugal February 14, 2026
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Game Social Sciences

The study of how human behavior manifests in game contexts, from cooperation in team games to cheating in solitaire (we've all done it). It examines why players form guilds and clans (tribalism extends to pixels), why some people rage-quit (emotional regulation issues, usually), and why virtual economies develop real-world value (people will pay actual money for a digital sword if it makes them feel powerful). Game social sciences reveal that games are not escapes from society; they're societies in miniature, with all the same drama, just with more loot.
Example: "A game social sciences study examined why players in an online game formed a powerful guild that dominated the server. The answer: the guild leader was a charismatic former middle manager who applied corporate team-building techniques to orc-slaying. Members reported feeling 'valued' and 'productive,' which are not words usually associated with sitting in front of a screen for six hours."
by Nammugal February 14, 2026
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Gaming Social Sciences

The study of how people behave when they're playing games, from the cooperative (teamwork, strategy, shared victory dances) to the competitive (smack talk, rage quitting, blaming lag) to the bizarre (players who spend hours just decorating their virtual houses). It examines why gaming communities develop their own languages (GG, noob, pwned), why some players become toxic (anonymity plus frustration equals disaster), and why watching someone else play games has become a multi-billion-dollar industry (parasocial relationships, mostly, plus it's easier than playing yourself).
Example: "A gaming social sciences study observed a team of players in a competitive shooter. When they were winning, they were friendly and coordinated. When they started losing, they immediately began blaming each other, the game's balance, their internet connections, and, finally, the alignment of the planets. The study concluded that winning has friends; losing has excuses."
by Nammugal February 14, 2026
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