When i was on facebook earlier i got an ad on my ad bar that said something about making groups for your family, and so i clicked on it and got this: http://www.facebook.com/family/create_group.php
Now, my research for the paper is on fbook groups and identity (coincidence? right?) so i found it interesting. I mean, on other social networking site we've found family groups internetting together: On YouTube people post vids of the baby's first words for grandma to see, on gaming communities families raid together, etc. But on Facebook we had yet to see this. Even if your parents or other relatives (who aren't really of your peer status) got a Facebook, the group intearction isn't really there.
What do you guys think:
Will this take off?
Will family albums become obsolete?
Will your mom have a new outlet to complain to the family about how you're not settiling down yet?
Ahh, facebook...
Showing posts with label groups. Show all posts
Showing posts with label groups. Show all posts
Wednesday, March 4, 2009
Monday, February 9, 2009
Daedalus Project: Guild Demographics
I noticed on the syllabus that we'll be reading Yee's "The Social Life of Guilds in World of Warcraft" next week. From Nick Yee's website, I thought that these figures might prove useful for anyone looking into broader guild relations and demographics.
http://www.nickyee.com/daedalus/archives/001635.php?page=1
What I found most interesting was the first chart on page three of the study, that supports the theory of MMOs maintaining real life social connections. Findings showed that a majority of players surveyed (59%) joined guilds where they knew someone in real life (defined as someone the player knew before joining the guild).
This is a startlingly statistic for me because, as an outsider, I was always given the impression that the "guild" sphere was built upon relationships formed entirely online. In the past, the idea of grouping "guild members" and "friends" in the same category was challenging for me to understand. I feel I should also note that this perspective is strengthened by myself falling victim to an absolutely terrifying incident of "web-rage" escaping into the real-world more than three years ago.
Regardless, I do feel that these figures have given me deeper insight into guild demographics, and I do intend on researching guilds further for my study.
http://www.nickyee.com/daedalus/archives/001635.php?page=1
What I found most interesting was the first chart on page three of the study, that supports the theory of MMOs maintaining real life social connections. Findings showed that a majority of players surveyed (59%) joined guilds where they knew someone in real life (defined as someone the player knew before joining the guild).
This is a startlingly statistic for me because, as an outsider, I was always given the impression that the "guild" sphere was built upon relationships formed entirely online. In the past, the idea of grouping "guild members" and "friends" in the same category was challenging for me to understand. I feel I should also note that this perspective is strengthened by myself falling victim to an absolutely terrifying incident of "web-rage" escaping into the real-world more than three years ago.
Regardless, I do feel that these figures have given me deeper insight into guild demographics, and I do intend on researching guilds further for my study.
Labels:
groups,
guilds,
internet,
MMO,
nick yee,
real world,
virtual world,
warcraft,
WoW
Facebook Flashmobs
By utilizing Facebook groups and events, numerous people (including strangers) have the ability to organize scheduled flashmobs. Individuals invite friends to join the group or event, and in turn those invited pass the message along by inviting more friends. Thus we can see that news travels fast via social networking sites and more generally the internet itself.
One specific incident involves a T-Mobile ad, featuring people dancing at the Liverpool Street Station in London.
After watching the ad on TV, a Facebook member created the group "Liverpool Street Station Silent Dance” to organize something similar for friends. The group grew virally as friends invited their friends, and so on. An event was made, and when it occured it was enormous and filled with great energy. The amount of people at the station was so large that it closed down the station.
One specific incident involves a T-Mobile ad, featuring people dancing at the Liverpool Street Station in London.
After watching the ad on TV, a Facebook member created the group "Liverpool Street Station Silent Dance” to organize something similar for friends. The group grew virally as friends invited their friends, and so on. An event was made, and when it occured it was enormous and filled with great energy. The amount of people at the station was so large that it closed down the station.
With this incident, it is interesting to compare it to the one mentioned by Niedzviecki's article "Facebook in a Crowd." In both incidents, random people were invited to attend. However, in Niedzviecki's event barely anyone showed up. It brings up the question of why the Londan flashmob event was so much more successful.
Thursday, February 5, 2009
Project Group: Social Status in WoW
Hey, our group doesn't really have a name yet, but we are going to be examining social status in World of Warcraft. It's a broad aspect, but each member of our team will be examining a specific in game factor that influences what people think and know about your character online.
Claire will research Guilds (in-game player-made organizations).
Bryan is looking at levels and loot (items and gold).
Rebecca is working with Player vs. Player interactions.
Hank wants to examine roleplaying.
Right now, we're planning to use participant observation (playing the game) and interviewing (chatting with people in game) as our primary methods for collecting datum. Give me a message if you have any questions or suggestions for us!
Claire will research Guilds (in-game player-made organizations).
Bryan is looking at levels and loot (items and gold).
Rebecca is working with Player vs. Player interactions.
Hank wants to examine roleplaying.
Right now, we're planning to use participant observation (playing the game) and interviewing (chatting with people in game) as our primary methods for collecting datum. Give me a message if you have any questions or suggestions for us!
Labels:
gaming,
general awesomeness,
groups,
research project
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