Saturday, January 31, 2009

nolongerlonely.

during speed-research-grouping on thursday I mentioned to a few of you an online dating website I stumbled upon geared towards people with mental disorders. the consensus among everyone was pretty much like "holy crap!" which was also my reaction. I've posted the link so everyone can check it out for themselves.

I'd like to do something with this for our research project; whether it focuses on this site specifically, or other niched/fetishized dating websites in general (more of which I'm looking for) and their potential problems, or identity construction and access on the web for people with mental disorders. 

let me know what you guys think, or if anyone knows of any other somewhat outlandish dating sites/web communities.

postsecret.

obviously there's quite a bit that could be discussed about postsecret itself in our class, but that's not what I'm posting about. rather, I thought I'd share this secret that someone sent in last week before the page gets refreshed tomorrow.


here we have another example of the lines between the physical world and the virtual world blurring, with special attention to commerce, or barter, as the case may be. 

The status updater


I was just curious if anyone else in constantly, quietly, updating their facebook status every 15mins in their head- ok maybe only on some days

I find this particularly annoying- for myself- but cant really seem to escape it. I even tried staying away from facebook for a few weeks- but to no avail. I find myself updating myself every time I walk to class, think a funny thought, or see a pretty flower.

freecity is contemplating...
freecity enjoys the flowers
freecity is wondering if this will ever stop

And although I find this annoying, its also interesting. Why is it that I actually want people to know what I'm doing or thinking? In class we've talked about other people wanting to know these things, but not really about wanting others to know about ourselves.

I found status updating so intriguing that I actually started a Twitter account. Twitter is a site that acts primarily as a status updating site- like on Fb. Different from a blog, Twitter allows only for a short 1-2 sentence update, and a Friends page- that lists all your friends' updates

On this site I felt like I could update as much as my heart desired, and not have to worry about being called a facebook addict. The problem was, I didn't have any friends on Twitter. I spent about 2 weeks without any friends- occasionally trying to locate some of my fb gang. After 2 weeks of not being active, someone "followed me", which is about the equivalent of "friending" on facebook.

To my luck it was just a band. This brought back bad myspace memories- but at least it got me back on the site. After browsing the site I manged to figure out how to upload my address book to my gmail account, and then search for friends through there.

Unfortunately for me, I only had 3 connected friends, and one was an ex boyfriend. After deciding it might not be good to follow him, I was down to 2.

I looked through my friend's friends, and found who they were following. After about 10 mins I was up to about 10 people- and I was in business.

So how many people need to be watching in order for you to feel a status update is worthwhile? 10? 20? Would I be twittering if I only had 2 friends? Even now I don't really twitter as much as I facebook update. But if this because having others know out status makes the whole experience worth it?

Sounds Really matter

Yes sounds totally matter in an language but so is the way of saying it. I think it is so interesting that some words in a language like Korean can have so little variations and signify something completely different. Similarly in Chinese, that slight bit of difference is crucial when spoken. From personal experience, traveling back to Asia, geography influences how people pronounce a language. Take Cantonese and Mandarin for example, they are all chinese but spoken with very distinctly.  

Group Project

hello, I would love to be apart of a group that is interested in Studying relationships between people and why and how they become friends with people online and what they categorize as a friendship etc. 


Friday, January 30, 2009

Don't stand on me!

"Does it bother you when another character stands on top of your character?"

I became very interested by this question after hearing about Videoplace.  I play World of Warcraft and have played various other MMORPG's.  I have asked this question to many online friends and friends in real life (IRL) who I play World of Warcraft with.  So far everyone I have asked has said that someone else standing on them bothers them.

If proximity is a signifier of intimacy, then how to people who are dating IRL feel about standing on top of each other in World of Warcraft?  I posed the question to a couple that date IRL and play World of Warcraft together.  The two of them felt that standing on another persons character does not represent intimacy but rather disrespect.  They went on to give me an analogy of a person coming up to me IRL, wrapping his arms around me, intertwining his legs between mine and pressing his face against mine.  

This analogy caught me off guard because they were using examples of why it would bother them in the physical world.  After all, we're playing a game where you can fly on magic carpets, kill dragons and monsters, and shoot magical spells.  World of Warcraft is very far removed from my idea of real life, yet it is still shaped by many social norms in the physical world.  Is proximity such a powerful learned cultural norm that we are unable to disregard it in a virtual world?  There may be a time when future games really seek out to disconnect people from everything in the physical world, but for now it seems that games still expect real world cultural patterns to persist in a virtual space.

Thursday, January 29, 2009

Growing Up Online

During the speed-meeting round on Tuesday, I talked with some people who were interested in researching minors in virtual worlds.  Well, I came across a Frontline report about children and growing up online.  The documentary interviews high schoolers and their parents along with experts.  It gives an overview of what youths do online and the concerns it raises for parents.  Interestingly, educators have the need to teach "proper" netiquette (network + etiquette) in light of the controversy over cyber-bullying.
I hope this is somewhat useful to the cyber-youth research group.

P.S. Is there anyone interested in researching economics online? (e.g. labor, wealth, trade)

Internet Addiction

I'm not sure if anyone posted this article yet, but I was browsing through Digg and I stumbled upon this article:
http://www.time.com/time/world/article/0,8599,1874380,00.html

China is trying to "solve" internet addiction by developing camps where children and young adults are sent to be treated for their addiction. Internet Addiction boot camps? Seriously? They even have a "camp" or treatment facility in the U.S.

I'm now questioning if I have an addiction problem, since I'm on the computer or internet for hours on end each day. I wouldn't say I'm addicted, since it's just a norm now to be constantly connected. Are these internet addiction treatment camps a bit severe?
"Once checked in, most patients are required to stay for three months, without access to the outside world, cell phones, or, of course, computers."

-May Ann

Facebook Palantir

I was just fooling around with google, looking up anything new going on with facebook and I found an interesting new thing they're doing called Project Palantir. It's sort of a 3-d way of showing the facebook updates, which I thought was interesting because of how often facebook seems to be making it easier and easier to stay updated, almost by the second, on what people are doing. If you want to read the article
click here.

Wednesday, January 28, 2009

From EQ to WoW: Expansion Packs in MMORPGs

This is a something I wrote for my own blog (yay marketing) about my experiences with MMORPGs. It may be relevant to those of you interested in how online games evolve gradually over time, or the difference between hardcore and casual gamers but it mostly pertains to a personal interest: how storytelling works in online worlds; how the developers tell a narrative that shapes the world, how players use the world to tell their own stories. For most I suspect it will be TLDR. You've been forewarned.

My first experiences in online gaming were with Sony’s EverQuest just after it had launched Ruins of Kunark, the game’s first expansion pack. I was exhilarated by the rich potential the product represented, but repeatedly heartbroken as I attempted wring it from the world. Despite the title’s implied promise, it was incredibly difficult to find quests. I knew they existed through snippets from the general chat, and high level characters who ran around wearing their rewards, but they always seemed to lay somewhere just beyond the edge of my periphery. Whenever I found a quest giver, the chain was either broken, restricted to a different class/race/deity, or simply not worth the effort. The mechanics of the game were also obnoxiously punitive. I spent the vast majority of my early playtime corpse running; an activity every ounce as unpleasant as it sounds. There was a period where, if you could not retrieve your body within a certain time limit, the game would delete your body and everything you were carrying on it, leading to many tearful nights where I struggled to retrieve my mangled cyber body from some wretched pit. Since you had no armor or items, subsequent deaths were almost inevitable, and each one produced another decoy which would frustrate your search for the original. Amusing in hindsight. In practice? Not so much.

As with most things massive, multiplayer and online, the social component was at the core of my experience. I enjoyed wandering around the tunnel in Eastern Commons where high level characters would gather to barter, and I found a limited sense of belonging in conversation with other introverted kids. Naturally, that all went to hell when Sony launched Shadows of Luclin, the game’s infamous third expansion. The organic barter economy was abandoned in favor of a game run bazaar system which did not work at launch and a graphics ‘upgrade’ that replaced the game’s endearingly blocky avatars with some of the most hideous character models the world will ever witness. The increased hardware requirements caused a lot of players to leave, exacerbating the exodus to other MMO’s of the time; a trend the update was designed to forestall. Perhaps this is the best analogy for Shadows of Luclin's impossible lameness.

Yet nearly a decade later, EverQuest is still soldiering on, having launched its fifteenth expansion pack last November. One thing which has certainly helped the game’s longevity is that Sony learned its lesson with Shadows of Luclin and has not substantially changed the game's hardware requirements since. But one has to wonder who is still playing EQ, to say nothing of why. It is tempting to conclude that after years of abuse and torment, the dark forces at SOE have broken something inside their customers, convincing them that being beaten is a privilege, and that the willingness to withstand such treatment is a desirable trait called “Hardcoredness.” I exaggerate, especially considering how much crueler Ultima Online was, and the game has made some genuine improvements over the years. I tenuously continued to play EQ until the fifth expansion, Legacy of Ykesha, when Sony convinced me to quit in earnest by making Frogloks into a godly playable race. Not only did this break the balance of the game, it dealt a fatal blow to the tone of the game's narrative, according to my fifteen year old sensibilities. For those of you who play WoW, an approximate equivalent would be if Blizzard suddenly decided to make Murlocs into a playable hero-race in the next expansion. Actually, knowing their sense of humor, it’s a prospect which seems frighteningly plausible.

When I started playing World of Warcraft in 2004, I felt like a third world refugee, delighted and mystified by conveniences others took for granted: Quests clearly displayed by bright gold exclamation points hanging over character heads and on an ever present GPS-like minimap, chairs your character could actually sit in, and most importantly of all, dying was not a tremendous ordeal. It was even kind of cool, with the grayed out color pallet and your ghost character’s ability to run on water. The starting zones were very welcoming, abundant with easy tutorial-like quests that yield the necessary equipment for players to progress. Rather than making the game rewarding by building a system so unforgiving that any degree of success feels like an achievement, Blizzard presents players with a steady stream of new items and spells, while making the process as convenient as possible, even to the point of being nonsensical at times (the same size of armor and weapons fit every race of character), yet for some reason, people find this idealized, convenient world more appealing than the alternative. It's almost like they play video games to escape reality's inconveniences.

Yet these are mere trimmings. The greatest appeal of WoW’s gameplay is that each class presents players with a unique, but versatile combat system while remaining relatively balanced in power. Even though EQ’s character creation system gave players more classes to choose from, controlling them felt identical. Worst of all, some race and class combinations will end up being fundamentally weaker than others, considerably stifling one's creativity. In WoW, a character’s race is mostly cosmetic, and any available class/race combination is viable. Also, while each class has distinct gameplay mechanics and a specific role to fulfill in parties, they can be adapted to fit whatever play style you prefer (solo play, PVP, or dungeon raiding). I don’t mean to say WoW is perfectly balanced, but Blizzard constantly tweaks the classes to keep them on even footing.

Yet while the classes are relatively even in power to one another, level-based elitism endures. Since the game's system is based on numerical levels of power, clear stratification and discrimination are inevitable. Even if you’re just in the game for the story, you won’t be able to debate your way into a cool dungeon if you can’t fight its mobs yet. That part of the universe is closed to you until you can pay your dues in the currency of experience, and graduate to a new grade in ass kicking.

Blizzard has done its best to allow average customers to get the most out of a subscription, which I believe is a noble endeavor. Whenever such changes are made however, the elite players will start in with the “When I was your level I had to fight both ways through a dungeon, debuffed and I learned to like it!” speeches. It’s reasonable to want your hard work to amount to something, but it always strikes me as strange when people gauge the value of their leisure activities in terms of quantifiable work. Then again, where the game’s first expansion, The Burning Crusade, was concerned, they had a right to grouse. Epic gear people spent months obtaining in the original game was rendered obsolete by basic equipment found in the expansion. The fairly even correlation between effort and rewards people had come to expect from the game was broken. Most people didn’t complain too bitterly, since they were getting superior gear, and I was surprised by how little bitching actually occurred.

The other shift that occurred during the BC launch was that Blizzard suddenly realized just how marketable their universe was. The resulting ‘growth’ subjected their lore to the same sort of weary dissolution which plagues other serialized bodies of fiction: stories rife with nearly nonsensical alliances and ret-conned deaths. While EQ had to weave its fantasy world from whole cloth, the original trilogy of Warcraft strategy games provided Blizzard with recognizable characters, locations, and a fairly compelling story to build on; yet that considerable advantage had become a liability as fans were left to argue what canonical Warcraft should resemble. One could make a strong argument that this is the inevitable fate of a fiction opened up to its loving public: “the tragedy of the creative commons” so to speak.

I like to think that there is genuine narrative potential for MMOs however, and Wrath of the Lich King has done a lot to keep my optimism alive. The earliest teaser had a strong narrative vibe, which only grew stronger in CGI movie, but I was skeptical until I heard about the pre-launch event. Capital cities, thought of as safe havens, were over-run with throngs of undead that would infect players and force them to turn against other players, even on non-pvp servers. It was a ballsy move met with a harsh outcry and more than a couple canceled subscriptions, but it also showed that Blizzard is serious about telling a story in their world. I must confess I don’t know how bad the zombiefest was, since I was taking a break from the game. Such rest periods are vital, lest you be drawn too deeply into the virtual world and lost to the real one. The quest chain which introduces the much talked about Death Knight “hero class,” is also decidedly story driven. Arthas also frequently pops up throughout Northrend, establishing him as a more imminent threat than Illidan (the previous villain) was in The Burning Crusade.

In addition to the buffed storytelling, the increase in item power feels much more natural than it was in the crusade and Blizzard has continued to promote accessibility by giving all dungeons and raids a five-player mode, so you can tackle the really awesome dungeons without finding twenty other people who are free, well-equipped and competent. If you’ve tried WoW, and it didn't tickle you, Lich King won’t change your mind. But if you’ve never played, and you can budget your time responsibly, now would be a good time to try.

internet inauguration

It's been a little over a week since the historic inauguration of President Obama, and while it is dying off, I feel like Obama fever is still in full swing. The day of the inauguration, I was a little sad because I wasn't able to watch the entirety to Obama's speech because I had work from 9:20am to 2pm. I had been watching all the preparation news stories, the concerts, interviews all during inauguration weekeknd, so it was upsetting knowing I couldn't watch everything because I would be at work. But then, I realized, I don't need a TV, I just need CNN.com. So at my desk at work, I was able to watch all of the coverage of inauguration day- a replay of the speech, parts of the luncheon (including updates of when Senator Kennedy collapsed), the parade, and preparations for the inaugural balls. And so I kept the live feed window open on my desktop while I was working- and I noticed a Facebook feature on the window too. Then, I noticed that on the broadcast, they were showing how people could get involved in providing comments and updates through Facebook and CNN. Then, I noticed that people were posting their status updates about the inauguration on CNN and CNN.com. Then, I noticed that a few of my friends names were popping up on those updates. It was pretty cool. I started reading the status updates, most of them were positive, "John Doe is OBAMA RAMA" or "Jane Doe never thought this day would come, but I'm glad it did"- and some of them were negative or funny like, "Jack Smith can't believe all this hype for an inexperienced hack" or "Molly Sue hates Aretha Franklin's hat- it's hideous!". And I couldn't stop reading them. It was like we were all sharing a conversation, me and millions of people, and because we were doing so, we made ourselves part of this historic event. Turns out I wasn't the only one that felt the same way. The live feed from CNN gained a record number of people watching online video, so much so that there were waiting rooms to be able to watch online. What a good start to a new age of politics I think.

Another Idea...

Thursday's activity of "speed dating" was a great activity and I got to know so many of my fellow classmates in less than 2 minutes! Everyone had really interesting ideas and seemed excited, something you rarely encounter in a class. So I am posting an idea that me and one other classmate have talked about together and we are looking for anyway who might interested. Being the case that my classmate and I are both artists in a very modern day era, we find that artists these days are turning to website providers such as flicker (mostly photography), devianart.com, the market place, artfair365, and many artists such as myself have created their own website for post artwork on a myspace/facebook profile.
We are interested in looking at why artists are turning more to online marketing and selling rather than approaching the physical institutions of galleries, art dealers, and even local coffee shops to show their artwork. What makes or breaks an artist today? If an artist can create a profile/account on a website catering to their interest and has built an online art community, simply click to upload jpegs of their artwork, why bother with the physical world of selling art? These are some of the interesting things we want to look at besides the main use of these website "art world" providers and what social links they have made for an artist, or if they have distanced the artist.
My peer and I are very open though to many more suggestions and other factors to bring into the research and look at. So if anyone is interested in something a little different than studying facebook or myspace or doesn't know too much about second life, or has some artistic background/knowledge, feel free to email me or my peer at:
madelineandfun@gmail.com
kpham@uci.edu

Research Topic: Online Social Networking vs. Corporeal Networking

On Tuesday, Professor surprised us again with another wake-up activity. The class definitely woke up. We had to do a thirty-second research "speed dating" in hopes to become familiar with other people in our class, and find out about their ideas for research topics. I found that I chatted with people more than thirty seconds and couldn't canvas the whole class, everyone had so many interesting research topics that I found myself chatting away.

So, just in case anyone is interested in creating a group or has similar ideas that is discussed below-- let's work together!

My idea for a research topic is to take a virtual social networking site (Facebook) and compare the "interactivity" levels between Facebook networking and Physical world (Orange County based) networking.
Such research would contain (but I'm also open to suggestions):
  • The response time between adding people as "friends" to their facebook (and what stems afterwards) versus the response time people would take to come up to any individual physically to create some "small talk"
  • The interactivity of people when they meet outside of facebook, and the form of follow ups (facebook wall posts) that arise
  • What happens when one actually meets a facebook friend they've never met before? How it affects their interactivity between Facebook and the real-world.

Leave a comment, email, or hey, add me to your Facebook if you're interested!

Hope to hear from you,

~Ej Cruz

Tuesday, January 27, 2009

celebrating Obama's elect in Second Life





I was going over the Korean newspapers last week and found an interesting article about the Second Life. Like some of laggers, I am not really familiar with using Facebook or myspace(I do use messangers and cyworld.com though.. which is kinda like myspace I guess), especially internet games like Second Life, Sims, Warcrafts, Lineage and so on before taking this class. And it was kind of a surprise for me to find out that the Second Life is actually becoming not only a new investment tool but it's also gradually starting to gain some sort of political impact on our real world.
The news reports :to celebrate the inauguration of the new U.S president Obama, a virtual Korean community within Second Life(www.joywindkorea.com) held a special event on January 22nd. The event lasted for an hour and about 100 users around the world were reported to be participated in this event. On top of a virtual inauguration, Joywind specially designed the smaller version of the house in Indonesia where the new president spent his childhood at ceremony to congratulate this historic event. The ceremony included different countries flags flying and the Korea's president Lee's avatar, which was created by a private nongovernmental cyber-culture organization, also joined the ceremony to give a short speech.

Prop 8 supporters on google maps

Relating to today's discussion about people taking on different personas on the internet, and hiding themselves behind the internet. There was an incident where someone had posted all of the addresses of people who had supported Prop 8 on Google maps. It seems like a cowardice thing to do because it can cause harm to the people who donated, but here are a few links to various sites with more information.

http://www.eightmaps.com/
http://marriageequalitynow.com/2009/01/08/google-maps-prop-8-donors-which-neighbor-isnt-getting-a-wedding-invitation/

Virtual Prostitution in Second Life

Before this class, I had never heard of Second Life. (imagine that...) So as I was googling SL to find out more about it, I stumbled upon dozens of articles discussing one of SL's most fascinating phenomenons- escorts in Second Life. I was not going out of my way to seek out the sexual side of SL, but it is apparently such a major and controversial aspect of the virtual world that even my very shallow and brief foray into researching SL brought up a myriad of articles discussing this topic.

One of the most interesting articles I found discussed tried-and-true tactics of becoming a successful Second Life escort, here.

Having just recently discovered Second Life, it was amazing to me that there was this entire developed world I had never heard of that was so complex and had even developed a sex industry. Within this industry, thousands of people (male and female) create customized avatars within SL through which they make real-life money selling digital "sex" to men willing to pay for an interactive pornographic experience.

I researched it a little further and found a CBS news report (video) detailing the "Steamier side of Second Life." At first I found all this a little disturbing, but then I realized the genius of it all. Women (and men masquerading as women), in their spare time and in addition to a full-time job, could potentially make thousands of dollars fulfilling the sexual fantasies of anonymous men, without ever having to see or meet them, all the while maintaining complete anonymity and at little cost to themselves. I say "little cost," because in order to become a desireable and quality escort, most women invest in custom-designed boobs, butts, and genitalia that can be purchased for low prices at specialty online boutiques (Come on, I had to post an example).

When all is said and done, I can't say I'm too shocked by all of this. The internet has always had a very prominent sexual side, in addition to humans being such sex-oriented creatures. Why shouldn't a virtual online world powered by the whims of its users be host to a thriving sexual industry? Not surprising at all, actually.

-S Hu

Monday, January 26, 2009

Indonesia's nonbelievers find refuge online

I stumbled upon this news article about atheist Indonesians forming a community in the virtual world. Essentially, online social networks have enabled them to share their ideas about (non)religion which are not tolerated by Indonesia in the actual world. The infrastructure of the Web 2.0 platforms have allowed them to stay anonymous so that they do not have to fear violence from their neighbors, religious authorities, and the government.

If one of the basic pillars of culture is sharing meanings, then the atheist Indonesian culture only exists online. Non-believers might arrive at these ideas by themselves, however it is only online that they can establish a community of the like-minded. Another perquisite of this community is interacting on online social networks.

Although the Internet connects benign people, it has been prominently featured as the major communication tool of globalized Islamic terrorism.

I recall that the world "religion" is derived from Latin religio meaning "to bind, connect". Though the archeology of this word is subject to a diverse array of interpretation, I think its original meaning referred to the combining of different people under one social order by common ritual and common cosmology. The government of Indonesia has required that all citizens identify with a religion to show the demographic strength of Muslims and to unify the various ethnicities in the archipelago under one nation. Ironically, disbelief has become a religion where one of the key rituals is logining on to facebook.

WoW Project: Real World Avatars

">WoW Project Video

I read this article about a art project/experiment called WoW Project by Aram Bartholl where he explains, "The WoW project is a workshop and intervention in public space that uses computer play-worlds as a means of calling attention to the changing ways people deal with privacy and identity in the public sphere."

He does this by cutting names out of cardboard and tinting them green (the same shade of green used with WoW avatars). Then he'll have people follow behind "an avatar" in real life. A person will rome around the city with his/her name floating above his/her head during the day. By doing this, he is breaking someone's privacy barrier by revealing this person's identity into the public sphere. The reason why people are so comfortable on the internet is because they have a huge amount of privacy and would normally do and say things they would not tend to enact in their actual life. I found this to be a really interesting method of breaking the sphere between public vs. private because WoW has become very well-known and recognized to the point that many people would follow the concept of the WoW project when it was done on the streets.

This would be a fun event to do as a class one afternoon at UCI... possibly a flash mob style. Aram Bartholl links to a DIY PDF guide on his website it you want to make a cardboard name for yourself.

Play keeps the doctor at bay

While I was in my anthropology of madness class last week, the professor showed us a YouTube clip similar to this about Video Game Therapy for soldiers who have come back from Iraq with Post-Traumatic Stress Disorder. The sights, sounds, smells, and feelings from Iraq are all revisited in "virtual Iraq," so the soldier basically re-lives the trauma that he faced while in combat. The clip that was shown in class also mentioned that the graphics aren't of the best quality so the the solder undergoing treatment can fill in a more realistic image of Iraq with his own memory of it.

At first, I thought it was counterintuitive to have someone, who suffered through so much, re-live the terror they faced in Iraq. The more I thought about it however, the more I realized that facing fear is the only way to overcome that fear. Hence, what the therapists are doing in this situation is making the soldiers face their fear; they must come face-to-face with what is causing their P.T.S.D., and so far the results seem quite promising. The soldiers have a better understanding of what they had to suffer through, and are even able to talk about what they saw, heard, and felt while in Iraq.

This idea of video games being used as therapy really intrigued me, so I Googled it and found several articles including this one about children with ADD using games to help focus their attention. Another article mentions the use of video game therapy for many types of diseases and disorders, from a child fighting leukemia to a person with Asperger's syndrome.

It is so amazing that something that used to be seen as a waste of time is now being used to help people live better lives. I just can't help but wonder if in the future, all psychological disorders will be treated and cured with video games. I guess we'll have to wait and see...

-Melissa Flores

Sunday, January 25, 2009

Pope now has a youtube channel

So, I was browsing through the news just a few hours ago and I came across this interesting article, this article talks about how the pope recently approved the making of an official Vatican youtube channel. The article says that the reasoning behind this would be to broaden the audience. however the article also states that "Benedict praised as a "gift to humanity" the benefits of social networking sites such as Facebook and MySpace in forging friendships and understanding." (Associated Press 2009). It later says that he also warned against "virtual socializing" stating that it would prevent people from interacting in the physical world. What suprised me even more was the fact that the vatican already uses text messaging to send out the prayer of the day. The article also mentions that this channel follows channels that were recently made by President Obama and Queen Elizabeth.

I guess what made it especially suprising for me was the fact that the pope was embracing the internet. I come from a family where for the most part my grandparents have never touched a computer in their life. So to hear that the pope, one of the oldest religious symbols that I know, is joining us in the 21st century. haha, hmm I think that the approach is interesting and I understand that he is trying to expand his audience. But I wonder if by taking advantage of the internet that the vatican will soon be swept up...In other words....Does the Vatican know what it's getting itself into? The vitual world lacks any formal set of rules, the 10 commandments do not hold, nor does any state have command over the internet. The article mentions that a few of the arch bishops already have facebook profiles. But with all the things that happen online... Do we really want the church to be there? Watching over people. Website, facebook, youtube.....I think its rather frightening that both the church and state (refering to the Obama and Queen Elizabeth's channels) are creeping into the internet.

hmmm...when I imagine the virtual world I think of world of chaos....everyone pretty much gets to do what they want, however they want it. they get to say anything about anyone... and other than argue back there isn't anything that that person can do about it. Crime, Adultery...all of this exists in the vitual world. Part of the appeal of the virtual world is the freedom of it... a person can marry whomever they want, present themselves however they want...in fact, there are many people who present themselves differently online in comparison to who they are in the physical world.An example is how in second life or even in facebook a person can be engaged with or have a relationship with anyone they please, I have many friends that say they are married to their best friends (of the same sex) eventhough both persons are in seperate relationships in the physical world.

now that the church and state are joining us in this chaotic world....I feel that they will attempt to use their influence in the physical world and bring it into the virtual one and though the idea may be farfetched if both church and state achieve influence over online users will this lead to a online war between the church and the state and will those living online get caught inbetween? hmmm...this is starting to sound very familiar.... Land of the free, church, state...war... haha will will the virtual world become the new frontier?

I know we arent supposed to post long annoying theories...hahaha but I just had to share it...

-David P.

Saturday, January 24, 2009

Social Networking Sites - New Way of Delivering the News??

I’m not big on gaming at all, and never have been, (except like Mario Kart and Tetris – which is totally from YEARS ago!) so the topics discussed in class are really new and interesting for me. I do feel out of the loop sometimes, but the discussions definitely do help clarify a lot and I do get a better understanding of online gaming. I may not be big on games, but of course like everyone else in the world today, I’m always on Facebook and Myspace. (I hate to admit it, but it is so true!) It’ really interesting how it is not only used for “social networking” purposes, but these sites have expanded into things like sharing news and starting discussions about things that are going on in the world. I personally think it is a great way to get information out there. To tie this into our class discussion from last week, our modern technology has greatly evolved and it isn’t like the telegraph anymore - which would take days to deliver - but with our high speed internet today, we can deliver and share information instantly.  

So, I was online reading the news and found this article on social networking sites and how it has been an effective way to share breaking news. 

For example, there was a guy who took a picture of the recent emergency plane landing in the Hudson River on his iPhone and uploaded it onto his Twitter account. He was on a ferry and got took the picture to share with his “friends” because he thought it was newsworthy. He got so many views of it after it was loaded on the site, that it even caused the server of TwitPic to crash!

I’m personally not that big on TV so I never really watch the news. I am so dependent on the internet, so having the news online and the news being shared on sites like Facebook is actually really helpful for me, and I’m thinking it is the same way for many other people as well. I think sooner or later, it is not just going to be just TV news, newspaper, radio, magazines and online news, but these sites are going to be sources that people rely on for the news. 

On the Subject of Operation Chanology

A quick primer on a current ongoing internet phenomenon – awhile ago members of 4Chan got their hands on a secret material from the church of scientology and posted it on the internet. The material was a promotional video featuring an interview of Tom Cruise. CoS found out and took the video out. This prompted members of 4Chan (called “anons” because the bulk of posters on the site post under the “anonymous” title) to issue a message to Scientology akin to a declaration of war. They then, of course, reposted the stolen material in other places on the web.

Before this internet uprising, the church practiced a fair amount of censorship from people who were critical of the church. Historical accounts of harassment against reporters, authors, ex-members, etc., are long and graphic. Usually the church would sue people who published critical material against the church, or attempted to share church secrets to the public. The court system was the church's best way of "attacking" its detractors. However, the internet is a relatively new "world." As such, and this connects to our readings this week, legality in the internet world is fuzzy at best.

Over time anons gathered more and more official CoS material, many of which was posted on the internet before, and combined their forces with other anti-Scientology groups. Eventually, anons got the idea to protest, in person, the churches themselves – peacefully – by educating the public about past church actions and policies. Their entire cause is aimed to change the legality of scientology as a religion – since in America religious institutions are tax-exempt.

Now I’m not on anyone’s side in particular. I wrote this because, in my opinion, this movement would make for an interesting ethnographic study – specifically, the growing community of anons and non-anons under Operation Chanology. For example – the V for Vendetta masks protesters wear are representative of their “anonymous” nature as well as its symbolic link to Guy Fawkes, as anons consider themselves fighting against an overwhelming and oppressive presence represented by the church. When they protest they play “Never Gonna Give You Up,” so as to Rick-Roll the church, and at the same time, in their minds, promise to so-called brainwashed scientologists to “never give them up.” It’s interesting to look at how power roles play out in formulating the identity of the two sides, and to examine the historical, economic, political, philosophical, psychological, and legal interplay of the real-world and the virtual-world manifested in these protestors.

Another interesting point I’d like to address is the internet’s power in protest. I personally think Operation Chanology is mind-blowing. Not only are they winning the online battle, they are also exploring a new frontier in protest organization and maintenance. For example: an anon protest occurred in Los Angeles, Britain, Germany, and Australia all on September 13 of last year. A simultaneous, world-wide protest. Added to the fact that it all occurred under no central leadership makes it even more jarring. I'd go so far as to posit Operation Chanology will be the forefather of all future protest movements. If I were an anthropologist – this would be my dream research project.

Here's a bit of a lengthy read on one of Operation Chanology's founders.
Here's an anon and anti-scientologist supported website.
More could be read on Wikipedia, of course. But here's a special Wiki page for you detectives out there.
And here is another montage made of the September 13 protests:



Again, I'm not here to push any politics or whatever, I just think this community would be worthy of an anthropological examination.

Etic and Emic

It is important to keep in mind the emic perspective of the person, group, or society in study. However I do not feel like we should deviate too far from the Etic perspective that the cultural deems as the norm. For example, when we accept the emic view on "love" too liberally, it makes studying why people are "in love" in the cyber world very difficult to study and quantify. There has to be perimeters on how far fetched the research draws the line when testing a hypothesis. 

Using games to defend our nation

Reading this article shouldn't amaze me. I mean ... that's what the world's come to? I'm sure elder generations wouldn't approve of such approaches to recruiting new Army members, but the AEC is living proof that somehow this approach works.

Though personally, I believe that such approaches should be studied carefully (descriptive), I truly hold the belief that the repercussions will be devastating after returning from war of any kind. I feel that though videogames may prepare and tempt people into joining the army, they're still just ... games.

They don't prepare you for post-traumatic stress disorder, or any other psychological problems that come with facing battle, death, and destruction. Though the Recruiting center believes they're not forcing people, they're surely fooling innocent teenagers into believing war is nothing but "us v. them" - and as soon as the war's over, you can settle into a normal lifestyle upon return.

A prescriptive measure should be taken upon this theory, and those being recruited should be given opportunities to be aware that these games don't tell the full truth in terms of how veterans are affected post-war. Translating the impacts of war and such cultures through videogames is nearly impossible, which is where the idea of incommensurability comes in. The idea that Professor Boellstorff mentioned in terms of data/theory/method surely comes into play and can be seen in this article in that perhaps this videogame exercise is a theory that actually yields a legitimate method to recruit, and generate a surplus of recruits which in turn would yield perhaps reasonable data.

The results of the videogames, and the ability of the Army to recruit members through such methods is perhaps based solely on participant observation, however, I feel that a deeper analysis and understanding of the repurcussions of war should be researched, and that the theory shouldn't be taken for granted. But we'll see where this goes, shall we? :)

it's heard 'round the world .... in about 2 nanoseconds.

We've all experienced this in some way shape or form - especially lately.

Many memories come screaming back to me ... and I must admit, not all of them are good. It's usually the bad news that travels fast - through Facebook updates, Orkut updates, text messages, away messages on AIM - "RIP Heath Ledger" or "___ is praying for the victims of the India bomb blasts" or "___is livid about the VT massacre"

Though I love my unlimited texting, FB, Orkut and AIM, every now and then, I wonder - where would we be if it weren't for technology? Like Professor Boellstorff spoke about in class...Our ancestors would have heard about the inauguration a good four months after the actual date had passed. So put yourself in an international context. Without technology, our cousins/family/friends would have never known about 9/11, our safety - the economic recession. Technology has become an inherent part of our culture. We've become immersed in symbols - so much so, that a simple colon and a sideways bracket has come to mean so much to us ... " :( " And it's not something that's limited to those living in the continguous US - technology has homogenized emotions through emoticons - perhaps some symbols no longer seem to be as arbitrary as we thought. The internet culture seems to mediate how we view the world, and how we experience life around us - and technology seems to help us keep up in this fast paced world by passing on the news to others the moment we receive it. The simple fact of elementary school kids getting Facebook now illustrates the fact that they're already becoming accustomed and encultured to our technology-driven lives.

Though I myself don't have a Twitter account, this article made me realize how much technology has become a part of our everyday lives - and how harmful and helpful it can both be at the same time. This is the cultural debate of our times. Though we hear necessary, important breaking news through our friends/colleagues on these social networking sites, the simple act of pressing a button and updating a status creates so much frenzy (good AND bad) around us. Culture's being shared in front of our eyes... The world's getting smaller ... and I can't wait to see what technology has in store next!

For the "lolz"

I remember logging onto the internet at the age of twelve. At the time, I was completely computer illiterate, yet I managed to find my way to a video gaming forum where I could talk about RPGs. Even though it has been six years since then, I can still distinctly remember the awe and fascination that captured me when I learned how to post a smiley. Over time, I grew up alongside the internet. Yes, that is a very "nerdy" and "loser-like" think to say, but it is true. For a period of time, I developed this "troll" complex where my friends and I would surf the internet and join in communities and discussions around just to "mess with people."

Long before To Catch a Predator existed, my friends and I made it a hobby to "expose, embarrass" certain types of people. The easiest "prey" were perverts that lingered on chat rooms. So we all made AIM accounts with provocative names like "sexyblonde234" or, my favorite, "urtitsrmine." We then went into chat rooms for single and lonely people who were willing to hit on "underaged" girls. When they inquired, "asl?" We'd often reply, "13/f/ny." Or some variation of that.

If the person behind the other computer catches the bait, we often had a bag of tricks in store for them. One of my friend's favorites was telling two men at the same time he'd (in the minds of the victim, "she'd") call them and give them a "good time." More often than not, the idiots would resign their phone numbers. My friend would then switch the phone numbers from the two victims and have them call each other. Surprise, surprise! I usually preferred saying, "hey i want sum pics." And request to be directly connected to the victim (a function on AIM's messaging system which allows quick and easy transferring of images, large amongst of text, etc.)." If they fell for the trap, I'd be able to find their IP address registered onto my computer and I would often times be able to trace the address to a city or a state. If I was successful, I'd stop typing like a ten year old and say, "Sir, we know where you live, [location]. We are apart of the FIB and we know where you live. You have broken the laws and you have attempted to sexually harass a minor . We will now --" By then, the person in question usually, A. logs off, or B. blocks me.

Moral of the story? Why did we do this? It wasn't because of "justice" or we felt the urge to create a genocide of internet perverts. We did this for the "lulz" or "lols," "laugh out loud(s)." Whatever you want to call it. Yes, we went through the trouble of doing this pranks because we thought it was funny, hilarious, a source of entertainment.

Though this isn't just a story about a immature and bored group of teenagers having fun in their own weird and individual way.

In recent times, there has been controversy over an increasingly popular website called 4Chan (by the way, you might want to reconsidering visiting the site if you have a weak stomach) and it's offspring (7Chan, 420Chan, etc.) ... particularly over "raids," and "harassment issues." (To clarify, raids is basically a mass group of people invading a site, game and etc. to disrupt it (basically grieving or trolling in a massive amount)). A good example would be the Church of Scientologist incident where at least hundreds of 4Chan members throughout the world (primarily Britain and the United States) wore masks from V for Vendetta to protest outside of church.


Source: 4chan - /b/

In an etic perspective, this looks absolutely crazy. V for Vendetta Masks? The Church of Scientologist? Conglomerates of nerds gathering outside of these institutions? What is this madness? This incident has been met with varied opinions. Ranging from praise about the group's vigiliance to disgust about the group's intolerance. Before more is thought or said, from an emic perspective, the vast majority of the people in 4Chan (except for a few, because there is always debate in a "culture!") view of this entire endeavor as a joke, much like how my friends and I went through the trouble of harassing random strangers on the internet. In response to these pranks (which can range from being playful to nasty) victims will often times react vehemently--which provokes people to harass them even more. Unfortunately, not many people understand this concept, as evident from the television report below:



I lol'ed.

- Khuyen Lam

Friday, January 23, 2009

Common MMORPG Terms Translated to English


Hi everyone. My name’s Hank and I’ve spent an unhealthy amount of my life playing online games, so I decided to put my experience to good purpose and write up a list of common gaming terms. This list is by no means definitive or comprehensive; I just tried to keep things brief, humorous and easy to understand. If you can’t understand or don’t agree with a definition, let me know and I’ll do my best to clarify. Feel free to add your own definitions in comments.

General Computer and Online Gaming Jargon:

Bots: Bots are essentially programs that fulfill human functions to varying degrees. They can act as automated game masters, artificial opponents. Also see NPC under RPG Slang.

Character: A player’s avatar in the game world.

FPS: In discussions of graphics and animation, FPS refers to Frames Per Second, or the overall smoothness of the games animation. With regards to video game genres, FPS stands for First Person Shooter; the sort of game where you run around with a gun.

GM: Short for Game Masters; the people who monitor the game and respond to player complaints.

Game Engine: A game engine is less like an engine and more like a chasis that provides developers with code for things like graphics and physics.

GPU: Graphics Processing Unit. The chipset that lets you run impressive graphics.

Haxor: A cute way of calling somebody a hacker. Somebody who cheats by hacking the game engine, abusing a bug, or using illegal bots.

Instance: A copy of a zone reserved for a specific group of players, allowing multiple groups to explore the same area without interfering with each other. Most dungeons in MMORPG’s are instanced, and frequently referred to as instances.

Launch: The release of a game or a patch.

MMO: A Massive Multiplayer Online game. Implies a game environment with a large, explorable world and customizable characters. Most (but not all) MMO’s are RPGs.

Noob: A pejorative but not terribly offensive name for inexperienced players.

Patch: A software download that fixes bugs and adjusts the game as necessary.

PVE: Player vs. Enemy combat; players fighting against computer controlled enemies as opposed to other players.

PVP: Player vs. Player combat. Some games restrict PVP to specific servers or zones, while in others PVP is the whole idea.

RPG: A role-playing game, where the player assumes the role a fictional character in a fictional universe. While early role playing games were designed to facilitate actual role-play; speaking like the character and acting out story lines; such theatrics are optional and largely ignored in most MMOs.

RTS: Refers to games in the Real Time Strategy genre, where you build an army and manage resources.

Server: The computers that host the game world. If it crashes, all the characters are disconnected.

Zone: A distinct region or environment in an online game.

RPG Slang: Cyber phrases and colloquialisms specific to role playing games.

AFK: Away from Keyboard.

ASL?: Asking one’s age, sex and location, or “How to look like a creep in just 3 letters.”

Agro: When used as a verb, agro refers to a monster attacking a player. When used as a noun it refers to the monster’s hostile attention. Agro is quantified by Threat.

Armor: Though occasionally used in reference to equipment (see Gear), people usually speak of armor in reference to the protective value assigned to an item.

Balance: Gamese for fair. Balance refers to a equal balance of power between players of the same level.

Build: See Spec.

Buff:
An upgrade. Usually it refers to temporary beneficial effects for a character, though positively adjusting a character’s stats through patching are also referred to as buffing.

Boss: A powerful enemy typically encountered in a dungeon or instance.

Botting: Illegally using bots for activities like gold farming.

CC: Crowd control; characters and abilities that stun or incapacitate enemies to make hostile groups easier to manage.

Gold Farmer: A person who harvests money or game items for real world profit.

Class: What your character does in the game’s universe. Classes vary according to genre; fantasy games come in flavors like knight and wizard, while sci-fi games feature hackers, starship captains and the like. Generally, a character’s class is the primary factor in determining a player’s abilities and group role (Healer, Tank, DPS, CC…). Not all MMORPGs have classes.

Chuck Norris: The fall-back topic of conversation in most zones.

Debuff: A temporary effect which harms, weakens, or disables a character.

Ding!: Gamese for “I just leveled up!”

DPS: Short for damage per second, also refers to characters in a damage dealing role.

Dungeon: An especially challenging game environment designed for group play. Dungeons are generally instanced, and more structured than typical zones. The enemies are harder, but they drop better loot.

Gear: A character’s equipment.

Geared: Being well or sufficiently equipped for a given task (usually a dungeon).

GG: Good game.

Grats: Short for congratulations; the polite response to Ding!.

Grinding: Doing a boring task repetitively in an effort to get stronger quickly.

Hax: Short for ‘hacks,’ and used to express dismay or disbelief at another character’s abilities. It is not necessarily an accusation of hacking (see Haxor), but rather suggests that a player (or class of character, or even a specific ability) is too powerful and has broken the balance of the game. Usually leads to cries for nerfing.

Level: How strong your character is. When used as a verb (“I’m gonna go level”), it means I will fight monsters or do quests in an effort to get stronger. Also see grinding and power-leveling.

LFG: Looking for group.

Loot: The money and items dropped by a defeated mob or player.

Macro: A player designed custom command to quickly perform spells or attacks.

Mob: A common computer controlled enemy. The monsters players fight to get stronger.

Nerf: A permanent negative adjustment to a class, item, or ability to balance the game system. The name likens the act to padding something with nerf-foam to make it safer.

Ninja-looter: Somebody who unfairly claims an item from a defeated monster. A serious accusation if it is made in earnest, though it is often used lightly because it sounds funny.

NPC: Non-player character. Every character in a game which is not controlled by a player (quest givers, vendors, town guards, townspeople, etc) is an NPC. Monsters are also technically NPCs but players generally refer to them as mobs.

Nuker: Refers to a damage dealing character, specifically a character that uses abilities with high damage and broad areas of effect.

OOC: Out of character chat. Used to discuss technical aspects of the game in situations where people take traditional role play seriously.

Power Leveling: Having a high level character assist a lower level character with grinding so it can level up faster.

PVP Server: A server where PVP combat is always fair game.

Quest-Giver: An NPC that issues missions to players in exchange for rewards.

QQ: An unsympathetic response to another player’s complaints, similar to calling somebody a crybaby. In fact, double Qs are intended to resemble crying eyes.

Race: Your character’s race in the game. May affect your starting stats, abilities, class or role.

Re-roll: Starting a character over from scratch. A reference to old D&D systems, where character stats were determined by dice rolls.

Role: The function your character fulfills in groups.

RP Server: A game server designed for people who enjoy traditional role playing. Again, even on RP server’s most players don’t put in the effort.

Solo: Playing alone. When used as a verb, as in “I soloed X!” it means the character beat whatever X is without assistance from other players.

Stats: The numerical values given for your character’s strength, agility, intelligence and so forth, determining your effectiveness and power. Stats gradually increase as your character levels up, and are further increased by the gear you are equipped with.

Spec: The role a character has been specialized and customized to fulfill.

Tank: The character responsible for keeping other characters alive by drawing the mobs attention and receiving their attacks. Tanks have lots of health and armor but generally deal a mediocre amount of damage.

Threat: How much a mob wants to kill your character. If multiple characters are attacking the same monster, it fights back against the character with the highest threat.

WTB: “I want to buy…”

WTS: “I want to sell…”

Whew. Hope this helps somebody!

wife murdered for facebook status

http://news.bbc.co.uk/2/hi/uk_news/england/staffordshire/7845946.stm

"Richardson became enraged when Sarah changed her marital status on Facebook to single and decided to go and see her as she was not responding to his messages."

I read this grim article this morning on BBC news. The strange thing is that the killer did not verbally consult his wife. All he saw was a change in facebook marital status to "single", and he went and killed her, no questions asked. This reminds me of people who are often sensitive to others' ways of interacting on facebook. If they don't receive a response in a while, or if they see an ex-girlfriend/boyfriend in a picture with someone new, they jump to conclusions dangerous to their emotional wellbeing without talking it out with the other person. The way texting and the internet is changing interaction is interesting. The text written on your profile can be interpreted in ways you might not want. Do you guys think this terrible murder could have happened without facebook? what role does facebook play? Someone else could have been playing a joke and changed her status. She may have had computer complications that didn't allow her to answer his messages. So many things could have been an explaination. what do you guys think about this?

Thursday, January 22, 2009

Google getting scary?

Personally, I love Google. They're doing a lot of innovative and helpful things for the world. They have bike routes on the maps section as well as public transit routes. They even got this new feature where you can see how many parking spaces are left in certain spots. Currently, that feature is only for heavy public areas or institutions such as a public library. However, at sometimes it does seem like they are taking over the world... getting "too good" at the stuff they are doing. It is a bit reminiscent of the Terminator or Big Brother.

For instance, Google maps started out very simple; it was directions from Point A to Point B. Then they got different terrians (interfaces). Google Traffic shows people heavy to light traffic flow. Public Transit, Bikes, and Walking distances are estimated. There is a creepy street view where I can see my house. I appreciate everything Google is doing and I know it will all be a thing of the past in a couple years. The video though echos my deepest fears, which are more hypothetical then real.

Does the internet bolster cultural circularity?

Just an example of "viral" internet trends growing outside their birth-realm of the internet, sparking a bit "IRL" before returning to their very origins.

One wonders if the "inside joke" does more when providing insight into a given culture. Perhaps it is a light sketch of the developmental path of adaptive culture? No doubt the following examples exhibit the "shared" aspect of culture... and the power of societies to dictate their respective trends beginning with nothing more than effective word-of-mouth.

Of course, Leroy Jenkins
It begins with: A.
And finds popularity in its given mode of hilarity.
It travels to: B.
Though I must mention, the pop culture question goes unanswered.
And finishes where it began with: C. D. E.
As a result, Blizzard acknowledging the viral nature of the event has re-established the joke and the story of "Jenkins" continues.

And now, ...
Numa Numa
An obscure Moldovan pop song receives new interpretation through: A.
And the video finds popularity given the quirky humor.
Now, the viral song finds a new following through: B.
One can only speculate what will develop further, but the movement of this particular song to capture the current trends of American pop music is amazing just in itself.

The Telegraph Has The Last Laugh!

I thought this might be interesting for you all to read in light of our conversations about telegraphs and texting in class today. Perhaps the telegraph isn't dead yet!

Texting in Spain

In regards to what we talked about today in class-texting as a intimate or non-intimate form of communication, texting money transfers, drop calls, and texting competitions, I went online and did some digging-but not on Digg. haha.

It is always fascinating to study how texting is reflective of other cultures and how culture can create a individualistic sub culture or universal sub culture. Technology arises differently in different regions. For example, laptops are predominant in Spain-Barcelona or Madrid, but cell phones are a second nature for Spaniards. Approximately 44 million people live in Spain, but in January of this year the number of cell phones in Spain reached 50 million. There are more phones than people! Relationships evolve differently reflecting upon the culture of that region just like the Spanish relationship with the cell phone that has evolved differently when compared to America, India, Japan, the Philippines, and other parts of the world.

Reading an interesting article on texting in Spain by Jennifer Woodward Maderazo (editor of PBS Media Shift and blogger and marketer covering latino cultures) revealed that the cell phone for Spain has become more than a technological object for communication but almost a character of its own in Spanish culture. (This fortells that my studying abroad in Spain next fall will def. require a cell phone) TV in Spanish culture also draws upon this fad, constantly commercializing SMS codes to get the latest Rihana rington or to get a popular reality show logo for your cell phone wallpaper. Maderazo points out that "in Spain this is what most people think of when you say 'mobile content'" and that mobile content has produced a huge money making business on accessorizing the cell phone by ordering games over SMS or "to be able to see your comment crawl across the TV screen when you've got something to say, moments after sending a text message to your favorite show". Compared to Americans, its hard to imagine that we would spend money on this kind of stuff but Spain leades the entire European region in buying this type of content. Maderazo also reports that recently studies have shown that "Spaniards will download over 17 million games for their cell phones this year over WAP or SMS." Wow! I can't even imagin buying a ringtone for my phone in this economy. But this reminds me of how some of us today don't feel complete or 'naked' without our cell phone always in hand. Another note, is if that Spaniards' SMS messages are much more evolved because of this new markt and demand. Maderazo explains that "if you ask someone to go out with you, and they might reply "NT1D" ("I don't have a cent"). You might tell them you'll pay and will meet them ">o<" (downtown). If they ask why you are so kind, answer "pqtqm" ("because I like you a lot")." Reminiscent of the telegraph? I think so! This is similar to our abbreviations of phrases or words we use in the English language, that to us implies certain meanings. For Spaniards this code has primarily developed in order for them to save money on their pre-paid cards by only having to send one instead of multiple messages. She points out that "along with the jargon in Spanish, it has developed in parallel (but to a lesser degree) with the other official languages of Spain, such as Catalan and Basque". Text messaging has also been doing this to the French. Oh how money influences us in every way! But so does everything else. What starts out as one thing in the beginning--developing a new lexicon of abbreiviations and codes to save money--transforms into something else, always changing.

Este muy interesante!

article can be found at:
http://www.pbs.org/mediashift/2008/06/spains-national-obsession-with-mobiles-texting165.html

Wednesday, January 21, 2009

Which Social Network to Friend?



In summary, the embedded video shows a person talking to the anthromorphs of four social networking platforms: MySpace, Facebook, Friendster, and Second Life. MySpace is personified as a person desperate for attention. Facebook as a sophisticate. Friendster as a runt. And Second Life as an escapist charmer. This video creates the premise that a person can only commit to only one social network, since most of one's friends are members on that due to the "network effect" and most of one's time will be spent checking up on the network with the most friends. So interaction in other networks is extremely minimal. Build from this premise, a person can only be "friends" with one social network. Somewhere to emote, share ideas, and expand the social web.

Since the social networks are personified, the creators could attach several symbols to the icons to situate them with the growing publicity that molds their perceived characteristics. First, the attention-seeking and pursuit stems from the recognition that these social networks need an audience. If they can successfully build an audience, then they can finally turn a profit from selling lucrative advertising space. Second, Friendster is portrayed as an unpopular runt because its US membership had sharply fallen since its inital popularity resulting from its novelty. MySpace with its open registration had diverted interest away from Friendster since it was still in beta testing and more people were becoming more impatient to get an invitation.

The tennis sweater wrapped around Facebook's shoulders brings up issue of social class. A controversial research paper written by sociologist danah boyd, suggested that the preference between MySpace and Facebook tended to indicate which class the person belonged. The findings asserted that college-bound high school students tended to use Facebook, whereas those who tended to work right out of school would find their friends on MySpace.

The end sequence shows the person in the "actual" world and declaring that it is "lame". This could imply that the "actual" would could be a social network with its own set of rules for interaction. And moreover, the internet generation would perfer to interact in the "virtual" world at the speed of broadband.

--Brian

A griefing story

We haven't gotten to learning about "griefers" yet, but I want to take this opportunity to present a little prelude to the subject.

For years I've been keeping up-to-date with the Goons at SomethingAwful. They are masters at the griefing game. Though I've never participated in any of their operations I have kept a watchful eye on their projects. After so long, I've come to the conclusion that to know these people is to know the heart of darkness. Yet it's made them no less endearing to me. Today I want to present one of my favorite examples of cyber-terrorism, conduct by the Goons at the beginning of last year.

Awhile back, Tyra Banks put out an online video game called Tyra's Virtual Studio. It plays and looks like a lesser-quality Second Life with a more urban theme. Now, every so often the Goons will try out a new MMO and give a review after messing everything up. For Tyra's Virtual Studio, the Goons created a makeshift gang of shirtless, red-pants-wearing characters. They then took to terrorizing the online community. They harassed other players verbally, randomly spamming the "windmill" dance option, hacked the game to make their characters fly - just doing anything to frustrate the other gamers and moderators. Eventually, they managed to make the mods ban every account that had an avatar wearing red pants. This meant innocent red-pants-wearing gamers were banned as well.

Not to let an IP ban stop them, they returned, each time with some new antic. The moderators eventually went ban-crazy. Suddenly people were being banned for staring at a moderator or dancing near a moderator. Sometimes standing at one place for too long resulted in a ban. Even pretending to be or remotely looking like Jesus got a ban. By the end of their toomfoolery, the Goons claimed to have amassed roughly 71 bans.

This is a montage one of the Goons made of their time in the virtual studio:


Tuesday, January 20, 2009

Gender domination online

It's been said several times in lectures, supported by statistics, that the majority of gamers are male. Yet, according to this, the gender distribution of the American internet population is firmly skewed towards females. More women are currently online than men, and future projections show that the gap will only widen, and women will outnumber men online by over 8 million in 2012.

So, where are all these women?

Apparently, they are the driving force behind the success of blogs, journals, and other such social networks found online. OpenSocial and Facebook Stats from Rapleaf, posted in 2007, revealed that Facebook and MySpace users were 63% female, and other social networking sites such as Friendster and Plaxo were also significantly dominated by female users rather than male users. Livejournal is also female dominated, where 66.4% of users are female.

I've experienced the last first hand, as LJ is my virtual community of choice. I've had my LJ account for over five years now, and have several friends that I've never met physically, but trust and confide in as much as I do my friends who live near me. I'm a member of several communities, where I've seen the gender domination in action. The default assumption by many in these comms seems to be that all the users are female, except the ones who clearly state their male gender through their username by attaching "-boy" (or "-man" or "-guy") to the end.

Over the years, there have been several instances where users in a comm have, in the midst of a discussion or a debate, had to say specifically, "Um...I'm a guy." Almost inevitably, the response is something along the lines of, "Wha? You're a GUY?" And then another user will add, "I'm a guy, too." Then a few more will chime in with the admission that, yes, they too are males, to which they get something like this in reply: "I didn't know we had guys in here. Hey, guys!" Males on LJ are like the bunnies and squirrels on campus: they're there, and we know they're there, probably in more numbers than we suspect - but we don't register their existence until they come into our line of sight so we can marvel at their presence. (Or, you know, we run them over with our cars...but that was only the once and I felt horrible about it.)

So, yes, while guys may dominate virtual games like WoW and Ultima, us girls are out there, too, only in different places. Just something I thought I should throw out there. :)

Kentucky gaming!!!

This is not really about online gaming in the sense that WOW is. online gambling is one of the many untapped taxing sources of this time. many players can access illegal online gaming sites and will real money from online games such as poker and black jack. I found this article that had an interesting tie in with Obama's inoguration today.

Breaking News: Kentucky Appeals Court Rules in Favor of Online Gambling

Submitted by C Costigan on Tue, 01/20/2009 - 16:23.

The online gambling industry has won a Kentucky Court of Appeals decision. That court has ruled that the commonwealth cannot seize over 140 domain names of Internet gambling firms.

The decision was handed down Tuesday afternoon.

Joe Brennan Jr., founder of The Interactive Media Entertainment & Gaming Association, was ecstatic by the ruling.

“This is a huge day for our industry!” he declared.

It is also a huge day for iMEGA, which filed the appeal on behalf of the industry. They were in the process of issuing an official statement following the decision which was handed down shortly before 3 pm EST.

Kentucky Governor Steve Beshear has announced he wanted to shut down 141 illegal Internet gambling sites in the state in an effort to stop unregulated online gaming.

Beshear filed a civil suit against the 141 domain names and was asking a circuit court to force the sites to block access to Kentucky users or give up control of their domain names.

"Unlicensed, unregulated, illegal Internet gambling poses a tremendous threat to the citizens of the Commonwealth because of its ease, availability and anonymity," Governor Steve Beshear said.

"The owners and operators of these illegal sites prey on Kentucky citizens, including our youth, and deprive the Commonwealth of millions of dollars in revenue. It's an underworld wrought with scams and schemes."

A circuit court in Franklin, Kentucky ruled that the commonwealth could seize the domain names. He later granted iMEGA's Motion to Stay after the appeal was filed.

The decision comes on the same day that President Barack Obama officially entered into the White House. The online gambling sector, reeled by the past administration, is hoping for change on a federal level.

The ruling essentially prevents other states from taking similar actions.



I find this interesting because I never thought that a state could ban their residences from entering a website. This gives new implications and possibilities from blocking other sites and limiting access by geographic location. I am sure this could entise other states to try and introduce laws similar to this. The governers argument is that these are illegal sites that do not pay taxes to kentucky's common wealth funds and therefore have tax evaisoin and should be band from being accessable to all people in that states borders. Any comments on how this rulling will be used in other states to further try and control people?.... for me utah and pornographic websites (illegal ones) comes to mind.....

Gaming: What's the Hype?

So, I have to admit that cyberspace and these virtual worlds really are something else. Though I was born and raised in SoCal, my experience with the internet and the computer has been limited by my parents, which is strange seeing that my father is a tech manager for a large company. Instead of being taught the ins and outs of the computer and learning to cruise the internet, I was always encouraged to get out and play, read, or any leisure activity that involves movement.
This kind of mentality is rare in this contemporary world where computers dominate our mainstream culture. With this heavy dependence, the health of the world, especially Americans, is taking a toll. From sitting in front of the computer, numerous health studies have shown that hours spent typing and playing games can be hazardous for one's health. Because of the comotose and lethargic position that is required for using a computer, people are continually becoming obese. Over 30% of the youths in America are overweight and 80% of them will be obese adults. Researchers have found that this correlates with the amount of time spent in front of the T.V. or computer; the more hours spent on the devices, the more likely a child was to be obese. Furthermore, frequent typing and staring at a computer screen can cause vision problems, back problems, wrist problems, and a whole host of physical difficulties.
With these kinds of consequences, I can't understand why people will spend so much time in front of a computer, playing games like World of Warcraft. Wouldn't it be more productive to spend that time doing something else? I think that if people spent less time on these games and more time on their "real" or physical lives they might be more happy and free from needless physical injuries. I'm not saying we should get rid of video games all together, but it might be beneficial to start imposing limits on the amount of time adults and children spend playing them.

Monday, January 19, 2009

You Said How Much For Those Virtual Pants?!

OK so I'm one of those people who does not have a myspace account, didn't know what facebook was until joining this class and had never heard of world of warcraft, so if i seem a bit ignorant or shocked by this article please forgive me. I really don't know how popular virtual worlds are or if it is even a new thing anymore. but this is the first I've heard of it. Also, before I proceed I would like to apologize if my post takes a critical or judgemental tone, I'm really not judging, I'm just a bit shocked.
I found an article titled: A PG-Rated Second Life in the latest issue of Time magazine that is about Sony Playstation's new virtual world, Home. Home provides virtual environments such as a mall, town plaza, a bowling alley, an arcade and apartments (time, 2009). So the article says that you can create your own life like avatar and then lounge and interact with other gamers. How Sony plans to make money off of "Home" is through virtual merchandise (this is where my disbelief comes in). Apparently Sony has partenered with companies like RedBull, Deisel, and Ligne Roset and will have their virtual products available for sale in their virtual stores at the virtual mall. Sure you could dress your avatar in free off the rack stuff but if you want your avatar in the latest trends and in designer labels, you're gonna have to come out the pocket. Sony wants you to pay Real money for virtual designer furniture, I can barely make rent (I'm not judging)! The article didn't say how much i would have to pay for my avatar to drink RedBull and it did state that "Home" was still in the works. the writers main complaint of "Home" was that it didn't give the gamers option to build/create anything, i guess everything offered was already made and for sale. Anyhow i found this article interesting especially since Professor Boellstorff had mentioned "Second Life" in class. I'm still not entirely sure how this works (both Second Life and Home), but i hope to gain further knowlegde on this matter and more through this course. PS this was my first blog ever, i was nervous, hope it was ok!