Introduction
Digitized and born-digital audiovisual material today amounts to a steadily
increasing body of data to research — and do research with [
Brügger 2016]. Yet, other media modalities than text is still
relatively poorly represented in the field of DH. As is well known, the focus on
the modality of text is (and has remained) strong; textual scholarship has been
the discipline’s core concern — from Busa’s concordances, to various text
encoding initiatives and distant
reading. Naturally, there are a
number of exceptions, especially regarding visual culture, and the way that
images as datasets have been researched within major frameworks as cultural
analytics, or the abilities to algorithmically use computers to read and analyze
a film’s formal elements. Then again, most analytical DH-frameworks are derived
from text, and it remains illustrative that as late as 2014, a special interest
group focusing on “audiovisual material in digital
humanities” was set up within ADHO. Its purpose is to expand the
role of audiovisual media within DH, and serve as “a venue for exchanging knowledge, expertise, methods
and tools by scholars who make use of audiovisual data”
[
AVinDH 2016].
Following John F. Barber’s claim, sound and music are especially “overlooked” within DH. The “tilization of sound as a methodology for information representation”
has remained odd, or at best intriguing for digital humanities research [
Barber 2016]. As of lately, however, there seems to be an
increased scholarly DH-interest in the media modality of sound. As Erica
Robles-Anderson and Patrik Svensson has argued in their excellent piece on
Powerpoint in
Computational Culture, oral
presentation culture “is a powerful reminder that before
Gutenberg much reading was listening”. [
Robles-Anderson and Svensson 2016]. Situated within a wider cultural analysis
of audio collections, the first issue of the,
Journal of
Cultural Analytics, featured an intriguing article by Tanya Clement
and Stephen McLaughlin on how to measure applause [
Clement and McLaughlin 2016].
Clement has also published in this journal on the infrastructural analyses of
sound collections within the so called, HiPSTAS-project [
Clement 2016]. In addition, two of our colleagues at Humlab are
also pursuing research around sound, particularly regarding representational
strategies of oral antiquity [
Foka and Arvidsson 2016].
The purpose of this article is hence to make another contribution towards a
greater variety of media modalities within DH-research. Our article provide some
initial findings from an ongoing research project that deals with various
experiments, interventions and the reverse engineering of Spotify’s algorithms,
aggregation procedures, and valuation strategies. The article focuses an
experiment which we have called, the
SpotiBot intervention. Via
multiple bots running in parallel our idea was, in short, to examine if it is
possible to provoke — or even undermine — the Spotify business model (based on
the so called “30 second royalty rule”). The intervention
resembled a Turing test, where we asked ourselves what happens when — not if —
streaming bots approximate human listener behavior in such a way that it becomes
impossible to distinguish between a human and a machine. As is well known, in
the original Turing test the question was whether a
human could
distinguish between a person and a machine [
Turing 1950], whereas
in our case
Spotify’s algorithms were implicitly
“asked” to make this distinction. Basically, the SpotiBot
interventions we conducted hence approximated a repetitive Turing test — i.e.
our bots interacted with the Spotify system, which (in one way or the other)
tried to decide (via various unknown fraud detection tools) if communication was
human or machine based.
While most previous scholarship on Spotify has primarily focused the service role
within the music industry, its alterations of the digital music economy, or
causing the eventual end of piracy [
Wikström 2013]
[
Wikström and DeFilippi 2016]
[
Anderson 2015][
Galuszka 2015]
[
Schwarz 2013], our research project on Spotify takes a software
studies and DH approach towards streaming media. In general, the key idea is to
“follow music files” — rather than the people making,
using, collecting or listening to them — on their distributive journey through
the Spotify streaming ecosystem [
Fleischer and Snickars 2017].
[1] Basically, our scholarly purpose
is thus to draw a more holistic picture by using Spotify as a lens to explore
social, technical, and economic processes associated with digital media
distribution. Building on the tradition of “breaching
experiments” in ethnomethodology [
Garfinkel 1967] —
where “reactions” are caused by disturbing or even violating
commonly accepted rules or norms — our project has tried (in different ways) via
repeated and modified interventions, to “break into” the
hidden infrastructures of digital music distribution. The interventionist
approach in many ways resembles the simple way a postman would follow the route
of a parcel — from packaging to delivery.
The project also engages in reverse engineering Spotify’s algorithms and
aggregation procedures, all in order to study platform logics, including
underlying norms and structures. As is well known, reverse engineering starts
with the final product (the music service Spotify in our case) and tries to take
it apart — backwards, step by step “seeking clues as to why
it was put together in the way it was and how it fits into an overall
architecture”
[
Gheel 2014, 10]. As an attempt to reveal the procedures of
culture and technology at work, reverse engineering can be linked to various
forms of hacking practices. Within studies of media reverse engineering has been
used both by academic scholars [
Friesinger and Herwig 2014] as well as by
tech journalist wanting to understand and analyze, for example, how Netflix’s
sorting algorithms, vocabulary and grammar work [
Madrigal 2014].
On the one hand, we have within our project been interested in broadly studying
different data patterns and media processes at Spotify. On the other hand, we
have also been keen on producing and obtaining research data, for example by
documenting (and tracing) Spotify’s history through constantly changing
interfaces, or by tracking and archiving advertisement flows (through debugging
software as Fiddler or Ghostery). One point of departure is that Spotify
resembles a black boxed service, metaphorically as well as practically (at least
from an academic media studies perspective). Another, is that Spotify does not —
to put it bluntly — share any data. Lack of access to data today confronts both
media scholars, (digital) humanists and social science researchers working
within media studies. As a consequence, since Spotify user data is not
available, it has had to be acquired and compiled through other means in order
to perform research — for example by deploying bots as research informants [
Eriksson 2018 (forthcoming)].
Bots as Informants
Bots
appear to be human — which is why they are interesting. Bots
give an impression of being able to act as a normal user and/or person. The
computer scientist Joseph Weizenbaum programmed what is often regarded as the
first bot, ELIZA in the 1960s, which could then (almost) pass for human. Today,
the possibilities of such intelligent machines (or rather
software
robots) have naturally increased [
Boshmaf et al. 2011]. The
most sophisticated contemporary bots react instantly to public information, like
the advanced algorithmic bots on the stock option market. They seems almost like
disembodied cyborgs, part human and part automaton.
The bots we have programmed in our research project, however, are far from
cyborgs. Our so called “BOT step-by-step behavior-scheme”
rather testifies to rudimentary tasks like: “BOT requests access to
play.spotify.com; BOT enters credentials; BOT submits credentials; Read
current play position; BOT waits until search link is clickable; Enter
search string that identifies track to play”, etcetera. Still, our
bots have proven to be very useful in order to explore,
investigate, mimic, and (even) subvert Spotify’s notions of usage and
listening.
Under the computational hood of streaming music services all streams are equal,
yet unlike at Apple Music every stream at Spotify Free means (potentially)
increased revenue from advertisers. The ad supported streaming model — giving
away music for free — has been controversial (especially in the U.S.). Yet, it
has enabled Spotify to acquire a lot of customers, and the company’s conversion
rate (to Premium subscription) lies around 25 percent. Established in Sweden in
2006, Spotify is today the dominant player in the streaming music market. With a
user base now officially reaching more than 100 million — including 50 million
paying subscribers — the music streaming service is today widely recognized as
the solution to problems caused by recent decades of digital disruption within
the music and media industries. Spotify resembles Netflix, YouTube and Apple
Music as an epitome of streaming’s digital zeitgeist envisioned to shape our
future, and has during the last years emerged as the giant within
the streaming music business. Even outcompeting Apple Music, Spotify’s market
share lies above 40 percent.
One success factor is arguably the ease by which a listening account can be set
up at Spotify. For a number of years it was, for example, extremely simple to
sign in to Spotify — both for humans and bots. In endless discussions with
record labels (around rights management) Spotify took the stance that the
continuous offering of a zero-price version with recurrent advertisement
(Spotify Free) would in the long run be the best solution as well as incentive
to scale businesses and attract global listeners. The importance of
scaling and constantly adding new listeners might hence be one reason for
Spotify’s low security thresholds. There is no way of knowing how many fake
accounts are registered among the service’s 100 million ‘users’. No CAPTCHA was
for example needed (for our bots) when we performed the interventions and data
capture for this article (during late spring 2016), and obviously, one should in
this context remember what the CAPTCHA abbreviation originally stands for:
“Completely Automated Public Turing test to tell
Computers and Humans Apart”.
As is well known, a CAPTCHA is a program that protects websites against bots by
generating a simple test that humans can pass but computer programs cannot.
Given that different forms of
click fraud — with
automated bots pretending to be consumers — has been an increasing problem
within the online advertising industry, the lack of CAPTCHA’s at Spotify did
trigger discussions on the community blog, for example as a way to stop bot fake
listenings. In March 2016 user Jdwhicker asked if there was an “issue with fraudulent plays going on. What if
non-premium accounts had to pass a captcha instead of listen to an
advertisement every so often?”
[
Jdwhicker 2016]. As a possible consequence, during late summer of 2016, Spotify started
using CAPTCHAs as well as reCAPTCHAs (with image identification) — allegedly to
better protect their system.
Prior to these altered security measures, however, within our research project we
used and deployed multiple bots to study the explicit and implicit logics of the
Spotify web client. We were even been able to automate account registration (for
fast bot setups). In one intervention, for instance, we deployed 288 bots,
within 48 parallel Spotify sessions. Departing from the idea that software is
normative and regulatory — and, hence, that the streaming architecture of
Spotify promotes and materializes certain world views (and not others) — our
bots have been programmed to explore (and to some extent disrupt) the
socio-technical protocols that endow music files with cultural meaning.
While setting up our different experiments and interventions, we have asked
ourselves questions like: How are music files repeatedly recontextualized and
rearranged by Spotify? How many steps does ‘raw’ audio data have to take before
it can become a streamed listening experience? How is the social life of a file
imagined (and fostered) by this system? Another fundamental question we have
asked ourselves is what sounds are actually perceived as music (or not)
according to Spotify, and at various adjacent music aggregating services that
regulate content appearing on streaming platforms [
Morris and Powers 2015].
Bots, in short cannot only “listen” to music; they can also
produce content (in the form of “music”). Our interventionist
methods and explorations with uploading (more or less artificial) sounds and
music have, for example, resulted in different responses. The same music (or
sounds) pass some aggregators — while others define it not to be music content
at all. When principles as to what is considered music vary, and when rejection
criteria at music aggregators turn more or less arbitrary — usually depending on
whether users pay an aggregation fee or not — the line between music and
non-music, artist and machine, human and bot becomes increasingly blurred.
In general, and arguably due to the fact that more music is usually better music
at Spotify, the service seems likely to include — rather than reject — various
forms of (semi-)automated music [
Snickars 2016]. Even though the
service differs from open platforms such as SoundCloud or YouTube, it is
definitively ajar to (un)intentional and/or calculated musical t(h)inkering,
whether brought about by humans or bots. In short, what is labeled as
music on Spotify is quite arbitrary — machines can for example
produce sounds and aggregate these. Then again, what is labeled as a
listener on Spotify is also random — our bots have as a matter
of fact “listened” to quite a lot of music.
Another major research issue we have struggled with is the type of knowledge that
can be gained (and gleaned) from working with bots as informants. Are they to be
trusted? Can they produce valid empirical data to be used in, for example,
scholarly publications? We do think so. Yet, as a kind of virtual informants our
bots do not interactively and explicitly
collect information,
rather they have been designed and set up to acquire and log certain data via
the “actions” and different functions they have been
programmed to perform. Nearly all of our bots have been Spotify Free users. The
setup has involved a few similar steps. Firstly, bots are named (selenium44,
selenium45, radon17, radion18 etcetera) and each given certain specified (or
random) characteristics (age, nationality, gender etcetera). Secondly, the bots
— in the form of virtual users — have been programmed to do specific tasks and
hence act as research informants within the Spotify web client. Within our
research project these have varied depending on what scholarly issues or tasks
we have been interested in. Some bots have been used to massively play a single
track repeatedly (as the many SpotiBots), others have been programmed to test
music recommendations based on gender (or age), and a third category have been
deployed to research so called “radio looping”, i.e the
algorithmic song recommendations that follow automatically when (in our case) a
bot picks a song and starts a “radio channel” within the
Spotify web client [
Snickars 2017].
A typical “bot experiment description” (from the Spotify Radio
intervention above) gives a hint as to the ways we have been trying to design
our bots as
active research informants. Usually our bot experiments
have been iterative. Importantly, all bots have been instructed to
log all their programmable actions and outcomes. Sometimes we
have also recorded their actions on video.
All radio looping bots sign into the web client and starts Spotify's radio
function — based on the following specifications:
Bot1 (the obedient listener): Starts a radio station based on Abba's "Dancing Queen"
and passively listens to the full loop. Run time 12 hours.
If the radio loop stops playing, the bot should be prepared to restart.
Bot2 (the skipper): Starts a radio station based on Abba's "Dancing Queen"
and skips every fifth song. Run time 12 hours.
If the radio loop stops playing, the bot should be prepared to restart.
Bot3 (the liker): Starts a radio station based on Abba's "Dancing Queen"
and likes every fifth song. Run time 12 hours.
If the radio loop stops playing, the bot should be prepared to restart.
Bot4 (the disliker): Starts a radio station based on Abba's "Dancing Queen"
and dislikes every fifth song. Run time 12 hours.
If the radio loop stops playing, the bot should be prepared to restart.
It is sometimes said that when bots can pass for humans in a conversation — it
will be a milestone in artificial intelligence. “We live in
a world of bots”, a recently published “botifesto” furthermore stated. Bots — in the form of sets of
algorithms — this botifesto argues, are both responsible for much of what
happens at “the backend of the internet”, as well “as playing a more active role in our everyday
lives”
[
Woolley et al. 2016]. Automated systems’ increasing (in)ability to understand humans, in
short, point to the fact that bots are in vogue. It has even been suggested that
the obsession with bots is driven by a perceived fatigue with apps. Developers
are hence looking for new ways to reach consumers — Facebook has, for example,
decided that various businesses are allowed to deliver automated customer
support through chatbots within their messaging application Messenger. Given
that Spotify’s data exchanges with Facebook go back to 2011, it should hence
come as no surprise that in April 2017 Spotify announced that it was now “easier than ever to share and discover music within Facebook
Messenger with the new Spotify bot for Messenger with the all-new Chat
Extensions feature”
[
Spotify Team 2017].
Acting as informants our research bots can be perceived as a similar kind of
virtual assistants. In a way they resemble the digital assistants that Silicon
Valley currently seems to favor — with the hope that AI-powered bot assistants
as Siri, Alexa, Cortana etcetera "will manage more and more of our digital
activities", as the hype goes [
Newton 2016]. We are, naturally,
aware of that bots are today programmed for a variety of reasons. They send news
articles to people (and write some of these too); bots can be used to manipulate
likes and followers; the bot-friendly design of Twitter differs from the
regulated one on Facebook (even if that is likely to change), and
public
service bots as for example @earthquakeBot — “I
am a robot that tweets about any earthquakes 5.0 or greater as they
happen” — informs about important geological circumstances.
Even if some Twitter bots can search the Web for information (as well as post
collected material at predetermined times), bots are not usually programmed to
act as informants
per se — and especially not in a music
environment. Naturally, there are exceptions: so called
political
bots are for example increasingly used for ideological purposes to
gather information, change opinion, and enhance specific political objectives
(for good, ill, or in-between). It has even been argued that bots could become
the “go-to mode for negative campaigning in the age of
social media”
[
Woolley and Howard 2016]. In addition,
undercover bots have
for years been deployed to act as “insiders” when security
firms have tried to outsmart hackers, literally working as semi-automatic
informants. Bots have also increasingly started to get integrated into various
forms of cloud based team collaboration tools, as for example Slack. Such
collaborative bots facilitate and assist conversation. Still,
the difference between bot users and regular users is of course that instead of
interacting with a team via one of Slack’s apps, bot users are controlled
programmatically via a bot user token.
The bots described above are all sophisticated ones. Yet, given the increasing
interest in bots and research around them [
Woolley 2016]
[
Davis et al. 2016]
[
Abokhodair et al. 2015], we have refrained from simulating and building
really human-like bots. If a “social bot” is
a computer algorithm that automatically “produces content
and interacts with humans on social media, trying to emulate and possibly
alter their behavior”
[
Ferrara et al. 2016] — then our bots run on simpler versions of code.
Then again, it remains to be stressed that even if our bots are not the most
sophisticated on the market (or in the academy), experiments and interventions
with them have been informed by profound considerations around bot culture and
its subsequent implications.
Essentially, the bots we have programmed are scripted algorithms that exhibit
human-like behavior (in one way or the other) when
“listening” to music. Implemented in the Python
programming language, and using a web UI testing frameworks, our SpotiBot engine
has been able to automate the Spotify web client by simulating user interaction
within the web interface. In the implementation to conduct experiments with the
Spotify web client we have used a system framework originally designed for
automated tests of web pages. Normally its purpose has been to validate correct
behavior of software. Consequently, our bots have been designed to program user
activities and — importantly — log and record output of these (i.e. customize
scheduling, actions and logging of outcomes). Initially, our research project
designed and developed a rudimentary virtual machine (or run time engine) with
the capability to execute about 15 high level machine instructions such as
“register_account”, “login”, “logout”, “play_media”,
“follow_artist” that targeted a streaming media service provider
(Spotify). The selected instruction set hence corresponded to the most common
user interactions (in a web interface), and the set has also included primitives
for data capture (screenshots, playlists, video), as well as loops and
conditional execution. Using these instructions as buildings blocks, we have
been able to design various user scenarios (case studies). In short, given a
sequence of instructions, the virtual machine can execute them in turn, until an
end condition is reached. The selected instruction set has thus been generic
enough to, in theory, target basically any streaming service provider; that is,
the machine uses a streaming service driver and abstracts, as well as implements
each instruction for targeted services (Spotify, YouTube etcetera). Importantly,
the machine also includes features for management of timed and repeated
executions (of a case study), a reporting system to view results of executions,
as well as features for monitoring ongoing executions. Finally, our virtual
machine has used the popular Web testing framework, Selenium for access and
control of various web browsers.
SpotiBot — Results and Anomalies
One of the major controversies regarding the transition to streaming music
platforms involves payouts to artists. The sometimes heated discussion has, in
short, been centered around the issue if streaming music will be
able to generate a sustainable income for musicians — or not. Statistics vary
(and are often very hard to find), but estimations usually state that revenue
per played track range from $0,0003 to $0,0013 at streaming services as Spotify,
Apple Music or Deezer. Within the music industry this has led to considerable
debate; Taylor Swift decided to remove her entire back catalogue from Spotify,
and lesser known artists have experimented with different music-hacks or pranks.
These have ranged from the funk band Vulfpeck, and their conceptual album,
“Sleepify” — containing five minutes and 16
seconds of pure silence; asking fans to stream the album on repeat (while
sleeping) — and hacks by the band Ohm & Sport and their application
Eternify, were for a (very) short time one could enter the name of a favorite
artist and play songs on repeat for economic support in 31-second intervals — to
the music spammer Matt Farley, who has personally released over 15,000
songs.
At Humlab (Umeå University) we therefore set up an intervention — SpotiBot — with
the purpose to determine if it was possible to provoke, or to some extent
undermine, the Spotify business model in a similar manner. Confidential
agreements and record label contracts with Spotify vary, but royalties are
usually disbursed to artists (or more precisely, record labels) once a song or
track is registered as a play, which happens after 30 seconds. The
SpotiBot engine — with the ability to run a multiple of pre-programmed user bots
— was hence instructed to play a single track repeatedly for more and less than
30 seconds, and sometimes simultaneously with different accounts. Tracks
consisted both of self-produced music (from our research project; the artist Fru
Kost with the song “Avplock”) and Abba’s “Dancing Queen”. The fixed repetition scheme ran from
100 to n times. The first round of bot experiments played
Fru Kost, the second round played Abba, and the third round played Abba again —
but with increasing multiple bots at the same time. The SpotiBot engine was, in
short, programmed to automate the Spotify web client by simulating bot
interaction within the interface in the following way:
1.1 SpotiBots plays Fru Kost "Avplock" for 25 seconds – repeat 100 times.
1.2 SpotiBots plays Fru Kost "Avplock" for 35 seconds – repeat 100 times.
1.3 SpotiBots plays Fru Kost "Avplock" for 35 seconds – repeat 1,000 times.
1.4 10 SpotiBots plays Fru Kost "Avplock" for 35 seconds – repeat n times ...
2.1 SpotiBots plays Abba "Dancing Queen" for 25 seconds – repeat 100 times.
2.2 SpotiBots plays Abba "Dancing Queen" for 35 seconds – repeat 100 times.
2.3 SpotiBots plays Abba "Dancing Queen" for 35 seconds – repeat 1,000 times.
3.1 10 SpotiBots plays Abba "Dancing Queen" for 25 seconds – repeat 100 times.
3.2 10 SpotiBots plays Abba "Dancing Queen" for 35 seconds – repeat 100 times.
3.3 100 SpotiBots plays Abba "Dancing Queen" for 35 seconds – repeat 100 times.
3.4 1,000 SpotiBots plays Abba "Dancing Queen" for 35 seconds – repeat n times ...
From a computational perspective the Spotify web client appeared as a black box;
the logics that the Spotify application was governed by was, for example, not
known in advance, and the web page structure (in HTML) and client side scripting
quite complex. It was not doable within the experiment to gain a fuller
understanding of the dialogue between the client and the server. As a
consequence, the development of the SpotiBot-experiments was (to some extent)
based on ‘trial and error’ to find out how the client behaved, what kind of data
was sent from the server for different user actions etcetera. In addition, since
our bot experiments violated (some of) Spotify’s user agreements, a VPN
connection was used that hid the running clients behind a public proxy IP
outside of the university network. The selected VPN proxy service was very cheap
(used by private consumers) and the stability of the connection was not entirely
predictable.
Figure 1 and Figure 2 give a graphic estimation of some results from our
experiments. In the first one, the SpotiBot engine was able to play Fru Kost’s
track, repeatedly for 25 and 35 seconds. The bot “selenium57”
for example played the track 229 times, and the
“selenium_bot” as many as 1,141 times repeatedly — that
is, after 35 seconds of “Avplock”, the bot started
the song again, and again, and again (i. e. more than eleven hundred times in a
row). Similarly, in the second experiment, “selenium_bot37”
was able to repeatedly play Abba’s “Dancing Queen”
for 35 seconds, at repeated intervals of 16 times, 208, 30, 1,141, 19, 20 times
etcetera — to repeat: after 35 seconds of “Dancing
Queen”, the bot started the song again, and again, and again.
Apart from the possibility of actually being able to automatically
(and repeatedly) play tracks on Spotify via bots, one preliminary result
indicate that there was no major difference between our bots playing artist like
Fru Kost or Abba for 25 or 35 seconds. For the Spotify
system, both artists were simply content. Our hypothesis was that playing tracks
repeatedly for 25 seconds would (at least in theory) not be a problem, since
such plays are not regarded as a registered play by the Spotify system. This was
also true. On one occasion the bot "selenium51" played Abba 550 repeated times
for 25 seconds, and on another the "selenium_bot" managed to play Fru Kost 100
repeated times for 25 seconds. Then again, we did not discover any
statistical difference if the same songs were played repeatedly during 35
seconds — even if they were then registered as a play (and subsequent royalties
were registered).
A second preliminary result was that our third experiment (using a large number
of parallel bots to play Abba’s “Dancing Queen”)
could not really be executed on available hardware since it would have required
investment in a lot of new machines. In a lighter setup, however, we used more
than 20 bots running in parallel on two computers (virtual machines) each
interacting with a Spotify web client, repeatedly playing the same Abba track
hundreds of times. Chart 3. gives a graphic estimation of some of the results.
In theory (if we had the financial abilities) we definitively believe it would
be possible to perform a massive “bot setup” with hundreds of
clients running in parallel on a larger number of (possibly cloud based)
servers. Our simple experiments, in fact, clearly indicates the ease in which
hundreds of bots can be setup in parallel. In another experiment at Humlab we
have, for example, set up 50 parallel bots using five virtual machines (Windows
10 clients) on two computers running Microsoft Hyper-V server (in total ten
virtual machines running five bots each). It is easy to extrapolate this to
hundreds, perhaps even thousands, of bots running in parallel with additional
hardware, or the use of leaner clients, cloud services or distributed computing
efforts.
In fact, this type of massive music hack (seems to) have been executed
previously. In an article on Motherboard.com, the music journalist William
Bedell, for example describes how he decided to “prototype a
robot with an endless appetite for music to see if Spotify could detect what
it was doing”. His aim was to program a botnet on his “old laptop to generate $30 a day in fake Spotify
listens”" — and he claims to have succeeded (even if there is no
documentation of how he actually coded his bots). Automated streaming, following
Bedell, could thus be seen as “a lucrative heist involving
robots emulating humans”. Performing his hack he did not “encounter many Turing tests … There wasn’t even a CAPTCHA or
email verification when creating accounts”. His conclusion was hence
similar to ours: “The barriers to entry are clearly minimal.”
[
Bedell 2015]
Bedell’s hack resembles a similar one made in 2013 by Peter Filmore. As a
payments security expert, Filmore wanted to test the robustness of
music-streaming services, and particularly if they had any fraud detection
systems in place — which it turned out, they hadn’t. Apparently, Fillmore made
around a thousand dollar (he claims he was repeatedly playing his own
“music”) on the streaming service Rdio. One of his
conclusions was that many music streaming services lacked automated analysis
regarding suspected fraudulent plays [
Fiveash 2013].
Basically, the results from our experiments with the SpotiBot engine, confirm
Bedell’s and Filmore’s hacks. The defense mechanisms used by Spotify to prevent
our experiments have been insufficient — or remained unknown. In fact, it has
proven more or less impossible in advance to predict how, or when, different
kind of fraud detection systems have been activated (or not). It is worth
stressing, however, that our bots are more advanced than the ones Bedell and
Filmore programmed. They appear to have been “fixed
programmed” with the purpose to only play songs — not
register and log any outcomes, nor “interact” with a web
client or be able to perform different tasks. Filmore’s bots were programmed in
Bash, a command-line interface in Linux — indeed scalable, yet without any form
of web interface interaction.
One of the core assumptions in our research project has been to use bots as
informants in multiple ways. As a consequence, they have been designed as
“programmable bots” with the ability to receive
instructions to perform different task (depending on the purpose of the
intervention or experiment). Then again, even if our programmable bots were
arguably more sophisticated than Bedell’s and Filmore’s, an important result
from our SpotiBot interventions is still that a huge number of deviations did
interrupt the Spotify web client, causing a number of our bots to stop playing.
The SpotiBot setup was based on an ideal bot usage flow, and
all deviations would in practice interrupt the client
execution. This is the main reason (we believe) why so many of our bots did not
perform the exact amount of repeated plays they were programmed to perform. If
truth be told, nearly all of our bots — within the three rounds of
experiments — stopped at random occasions. Most frequently deviations were
caused by wrong behavior by the bot, due to lack of knowledge of client logic. A
lot of the interrupts were, in addition, caused by synchronization problems,
where a bot tried to access parts of the user interface not yet loaded (or not
yet visible). A number of fixes for synchronization issues were, consequently,
added to various actions in order to compensate for waits or components/features
to become available. Still, even though the used framework, Selenium, had a good
support for these kind of errors, the software didn’t always behave as we
expected. Bot ‘clicking’ on a component not visible on the screen (that is, not
within the scroll region) caused a number of errors with the Chrome browser, for
instance — something that would almost never happen for a real user
since it would be impossible to click outside a visible window area. Other
problems were even harder to counteract, as for example network problems,
performance problems related to used hardware, or unexpected resource usage of
the Spotify web clients.
Our setup used the same IP for all clients which also made it difficult to
determine if interruptions were caused by the actual setup, or by high volume
originating from the same IP. Given more resources, it would however (in theory)
be simple to use multiple VPN proxies to distribute the net load over several
IP’s. Some Spotify web client interrupts were also (most likely) caused by
network problems at the VPN service provider. The client VPN, in short,
sometimes refused to reconnect automatically after disconnects, which caused the
SpotiBots to halt execution. Furthermore, a single virtual machine (under
Microsoft-V system) was used for all of our SpotiBot experiments. The VM ran in
a shared environment with several other virtual machine on a host machine
running Microsoft Server 2012. Some interrupts of the experiments were caused by
inappropriate system configuration (automated software updates on both host
server and client), system maintenance that unexpectedly disconnected the VPN, a
couple of power outages (badly configured UPS), as well as limited resources
(physical memory) assigned to the client virtual machine.
To sum up our problems, the bots we programmed to listen to the Spotify web
client were not only disobedient — they were inserted into a non-compliant
system full of latent errors. As a consequence, our SpotiBots stopped
“listening” on (in)numerous occasions. This led to a
situation where much more supervision and program correction than anticipated
was needed. In addition, lots of interrupts in our experiments occurred off
hour, when the SpotiBot engine was without supervision at Humlab. It caused
repeated restarts of interventions as well as delays in the execution. All in
all, our bots weren’t really ‘battle-tested’ before our experiments began, and a
lot of bugs were constantly found that needed fixing. Certain aspects of the
bots logic also needed fine-tuning, most often related to waits for element to
be present, visible, clickable etcetera. Bots focused on the single task of
playing music could have been designed in much simpler way like Bedell’s and
Filmore’s bots. But we kept our design — mainly due to the data capture features
that was a crucial part of the “bot tasks”. In later
experiments and interventions within our project, however, our bots have shown a
high level of stability.
Conclusion
It has sometimes been argued that digitization “drives
botification”, where the use of technology in “a
realm of human activity enables the creation of software to act in lieu of
humans”. When bots become sufficiently sophisticated and numerous, as
well as embedded within the systems within which they operate, “these automated scripts can significantly shape” human
systems [
Hwang et al. 2012]. These are considerations and reflections
around the relationship between man and machine worth thinking twice about.
Within our project we have, for example, repeatedly asked ourselves if
aggregated “music” or “listeners” at
Spotify “drive botification” as some have assumed —
and if so: how do these automated scripts feedback and reshape listening
behaviors? We have basically, deployed our bots in a
single manner
— yet, naturally, a more intricate situation would occur if one started looking
at our bots
collectively, and in a more systematic manner. That is,
not as isolated units of code, but as a kind of
complex of bots, a
botnet “acting” together within the Spotify environment,
shaping and tuning the system, evolving and transforming over time. The relation
between listener and system in a streaming music environment as Spotify is hence
complicated — not the least due to the vast amount of available music.
Estimations vary, but roughly one-fifth of Spotify’s catalogue of some 30
million songs haven’t once been listened to by anyone (neither man, nor
machine). In fact, the main reason for purchasing manipulated
bot
promotion in the form of fake likes, followers or listeners are due
to Spotify’s swelling back catalogue — of unheard music.
Working with bots as research informants, this article has suggested a set of
concrete methodologies for performing humanist inquiry on black-boxed media
services (as Spotify) that today increasingly serve as key delivery mechanisms
for cultural materials. Essentially, we used uncomplicated bots in order to test
a streaming music environment — again, one of the used system frameworks
(Selenium) originally deals with automations of web pages. Yet, even if we
encountered a number of problems within our SpotiBot intervention, our bots
demonstrated an ability to continuously play tracks, indicating that the Spotify
business model can indeed be tampered with. One finding from our intervention is
hence that that Spotify’s algorithms (at least at the time of our experiment)
could not tell human and bot listening apart. Later experiments within our
research project — for example around measurements of loop patterns and
repetitiveness on Spotify Radio [
Snickars 2017] — has also gained
a lot of insights from the ironing out of bugs within the SpotiBot intervention,
which consequently has made our bot engine much more stable. Even if we
encountered a number of problems and random deviations that interrupted client
execution, the general results from our SpotiBot intervention do indicate that
it is possible to automatically play tracks for thousands of repetitions that
exceeds the royalty rule at Spotify. Admittedly, a more robust setup, with
frequent and repeated testing — based on increased knowledge around client logic
— would have made our bots less disobedient, and more successful in their
listening habits. Still, since our experiments do raise a number of research
ethical issues [
Eriksson 2018 (forthcoming)], such a resilient intervention infrastructure would all likely
have increased our hesitations around musical manipulation. In the end, Abba
become a tiny fraction wealthier — and we also made (a very, very small amount
of) money ourselves. Research can be rewarding.