alert your local authorities.
The simple genius of Second Life is that it combines elements of Big Brother culture with the spirit of eBay. It plays to the contemporary urge to project ourselves into every story, to write our own emotions larger than anyone else's, to perform rather than to listen, to blog rather than read. And it also offers unlimited opportunities to shop.
It's an emerging rule of thumb that suggests that if you get a group of 100 people online then one will create content, 10 will "interact" with it (commenting or offering improvements) and the other 89 will just view it.The information I've been waiting for. Hurrah!
It's a meme that emerges strongly in statistics from YouTube, which in just 18 months has gone from zero to 60% of all online video viewing.
Once upon a time, all residents of Second Life were ostensibly equal, but 3 years after the virtual world was launched, the population was split based into "Verified" and "Unverified" social classes. Classification is based on one's willingness or ability to submit identification and billing information to Linden Lab, maker of Second Life. Faced with a huge spike in service-outages caused by malicious users over the last 2 months, some residents say that the Unverified are becoming vilified.A comment contributor pointed out that this delineation is transforming Second Life into a (gasp) game:
In a move that further complicates matters, Linden Lab announced yesterday that it is considering adding another social class: The "Trusted" resident. The company aims to make denial of service attacks more difficult by affording global programming powers only to Trusted residents. According to Linden Lab, "It is planned that 'Trusted' Residents will be clearly defined, and there will be processes in place (not all payment oriented) to become 'trusted' if your account currently falls outside of that designation."
Not a game. My ass. We just leveled up. Proceed to the bunkers and defeat the helicoptermech boss. ;-)A social game, perhaps, but one which reflects social strivings moreso than the objective-oriented software that Second Life is most adamantly not
With MMORPGs (massively mulltiplayer online role playing games) rapidly gaining traction in the media world, will we soon be talking about the latest "virtual" reality shows instead of Big Brother?Emerging trends include: Entertainment tie-ins, UGC in games, MMOG software and MMOGs in the new media landscape.
In turn, this event will ask if UK creative suppliers, agencies and brands are ready to grasp emerging opportunities in this new media space.
1/3 have set up own website (1/3 of them have never put it online; for a school project 45%, 1/3 doing creative things); of those 2/3 who haven’t, ½ don’t know how toTell me how that bodes well for the future of UGC.DOES ANYONE HAVE ANY OTHER STATISTICS ON THIS?
Social movement – a collective group with an agenda
Repertoire of contention – need to contend with government bodies/opposition; the tactics used to contend (e.g., barricades, marches/rallies); the set of tactics you can draw on.
What can we do online? What is our e-repertoire of contention?
Diffusion: “cyberdiffusion” – allow different movements to communicate with one another.Note: a quick search for "cyberdiffusion" produced predominantly French pages, with only 7 English results (Google). A good-looking article, From the streets to the Internet: the cyberdiffusion of contention by JM Ayres (1999) in Annuals 566, 132-143, doesn't come up when I search for it...
Internet = resource (e.g., library) and venue (e.g., location of protest)
Avenue of communication
Venue for contestation (e.g., G8 rally; virtual
Taken offline and reinterpreted in online space (rally in online world) ****relay for life****
“hothouses of innovation” – venues are small, techno-savvy organisations who create activist tactics and pass them on
Web 2.0 = repository for information to platform for service: building, searching (sharing material)
Mobilise people around and issue
(e.g.,) Flickr = resources and venue; sharing (H2 “flipping the bird”), socialising (MySpace: Rock The Vote – engaging people in the demographic by using the tools that bring and link people; develop advocates, apostles and generate a movement; convert more people to the cause
social movements are key to identity and behaviour.
As online behaviour changes, our engagement as social activists in this space changes
These and other environments will remain rich sites for research.They invite and extension of social movement methodologies, but also CHALLENGE these methodologies
I'm proud to announce that I'll be interviewing Chris Anderson, acclaimed Editor-in-Chief of Wired Magazine, and author of the profoundly influential New York Times bestseller The Long Tail: The New Economics of Culture and Commerce. He'll be appearing in-world in avatar form to chat with me and a live audience about the book, then signing copies of the virtual edition (an excerpt from the full print version.) Seating is limited, but open to the Resident public. To reserve a place, send an Instant Message to event coordinator Rodica Millionsofus by the end of Thursday.Timely, I was just on Amazon looking at the book and thinking of finally plonking down some cash for it. Then again, my birthday's coming up soon...
Recently, social network sites like Cyworld, MySpace, orkut, and Facebook have captured the public's attention and attracted millions of users. Such sites typically enable individuals to create a profile that defines their online personae through the use of photographs, text, and multimedia elements. More importantly, social network sites enable individuals to articulate their social connections visibly on the site, a practice that may help individuals meet self-presentational and social goals. "Friends" links offer users a window into an emerging and fluid social landscape, allowing them to explore and interact with a larger network via profiles and the communication tools they offer. Together, profiles, traversable "friends" links, and communication tools comprise the backbone of social network sites. This special issue seeks to bring together scholarship on social network sites to highlight current understanding of the practices, implications, culture, and meaning of such sites.I've already been in touch with one of the guest editors, danah boyd, when she was looking for any researchers doing work in online social networking, but it seems they're interested in only formal social network sites like MySpace, orkut, Friendster etc.