Friday, April 24, 2009
Facebook and Social Networking
Just like pretty much everyone in our class, I have a facebook account. This is not say that facebook is necessarily a bad things, but I feel that once you get one, it's hard to get away from it. I remember when we had to track our time on facebook, I found that I was on anywhere from 5-15 minutes a day. I hadn't really posted any comments on walls, but I was drawn in by the fact that someone would have posted something on mine, or the ever changing status updates of all my acquaintances. Facebook is presently the standard of social networking, and with so much to do on the website, it seems rightfully so. Facebook creates a sense of connection and interaction with your friend list through updates, applications, and instant messaging. This helps enable people to be themselves online because of the lack of social pressures around you, and also allow people to reply to certain things according to their own liking. So social networking sites act as a way to keep updated on people around you, without you actually having to talk to them. Also, with social networking sites, the material you present is (as mentioned above) the way you want, so again, the social networking media is helping enable only what you want to come out. In a way, social networking has acted as a crutch for some of us who are shy about just what exactly to share to people we hardly know. As I surfed the internet for information, I found that some of the main reasons why people use facebook is because of its easy use. Along with easy use, came the fact that many people wanted to connect or reconnect to people they may or not have known. To me this just seems like another way of putting our own personality out there for the world to see, and thus, we have another media that helps us enable who we really are. Along with these findings online, I must also include the findings we had from our very own class. It seems as though many people used the aforementioned tools of facebook very reguarly, and it comes to me as no surprise. I found that about 3.85 million members of facebook are just strictly college students within the supported facebook colleges. The number is jaw-dropping, but it only seems as though the new wave of facebook and social networking is just beginning to come into fruition. Facebook already is supporting over 200 million active users, and plans to only get bigger by including community college and high school networks. It seems as though our generation of kids and teens will be using social networking media to showcase their personalities daily, that's how much social networking sites bring to the table.
Tuesday, April 21, 2009
MMORPG's and Personal Identity
As both a gamer and player in the MMORPG realm, I have always wondered "Just what about video games (MMORPGs in particular) is so addicting?" As I conducted some research online, I found a list of nine main reasons for why gamers, game. In a survey conducted with gamers, it was found that there were nine reoccurring reasons for why people play games, and MMORPGs in particular.
Number 1: Entertainment Value- When a game can draw your attention without you really even knowing it, that's when you are really gaming. This is the driving factor for most people when considering buying a video game. In terms of MMORPGs the entertainment value is entirely different because of the next eight reasons below.
Number 2: Story- In MMORPGs not only do you have a character and a story to follow, but you can do it all online by yourself or with others. In most MMORPGs you have choices in what missions you want to accomplish, who you want to save and etc. so this leads the gamer down the road that he/she wants to continue on. The story is based on how the gamer wants to play it, this is the real crowd-pleaser. The gamer is given chances to experience both ends of the spectrum without any real repercussions, something that cannot always be done in real life.
Number 3: Atmosphere- MMORPGs create almost surreal type atmospheres, with close attention to the details. This leads gamers to believe that they might be part of a ghost-town, space station, you name it. Gamers are able to kind of get away from their own current surroundings and enter a sort of paradise of their choice, and this is huge factor in reeling in gamers.
Number 4: Role- What is so captivating about MMORPGs is the fact that each specific player, has a specific role. Some people can be absolute tanks, magic casters, medics, etc. and this opens up a world of options and variety. Each individual role has its strengths and weaknesses, but as a team, each individual cog is important. This creates a sense of acceptance and importance that may not always be felt outside of the gaming world.
Number 5: Interactivity- As mentioned above, there may be teams (guilds, clans, etc.)that one may want to join, but there are also a lot of other interactive things gamers can choose from. Players can barter with one another to help benefit both sides, or players can also duel one another to claim supremacy, the freedom is almost endless. This helps enable players who might not otherwise express their true identities face to face, to express themselves online.
Number 6: Progress- We all know the feeling of joy we feel when we know we have made progression in our lives. This may be getting better in sports, or getting better grades throughout the year, etc. but if you can recreate that feeling online with your very own little personality, the feeling is almost identical. There is something about seeing your avatar go from a weak little pansy, to an unstoppable juggernaut that brings satisfaction to gamers. This is especially rewarding when you see that those around you are still pathetically weak around you.
Number 7: Social Aspect- All of the reasons stated above kind of fall together to bring us to the social aspect that is involved with gaming. When you play online with other people it makes you feel that you're not the only person doing it. This creates a sense of reinforcement where you feel like you apart and representing something. It is definitely easier to express your thoughts and opinions on something when you have hundreds of thousands, and even millions in some cases, backing your claim up. This is what MMORPGs bring to the table, a place where people with common interests can get together and do the things they enjoy.
Number 8: Competitive Aspect- Along with the social aspect of gaming, there is also the competitive side. When you are in a group as big of MMORPG gamers, its nice to have a little flair and individuality as well. So the best way to gain that kind of notoriety is to be the best out there. When people see your name and can make associations to it, then your essentially a star in your own right. You are no different than David Beckham or Kobe Bryant, because your gamer tag is instantly associated with something, just like professional athletes or movie stars, except you're doing it online. Something like that is just absolutely mind blowing.
Number 9: Carnage- To top things all off, people sometimes just want to experience something they may never try in real life, this is where the carnage steps in. I never plan on killing someone or something in real life, but if given the chance to do it online and feel what its like without consequences, who wouldn't do it? It's like breaking the law in real life, but not having to take responsibility for it. We would all jump on the opportunity to do so, because we never know when the opportunity might present itself again.
To end this post, I must say that these nine reasons are almost precisely why I game, and with MMORPGs now covering all these aspects, maybe I should start playing those. All nine reasons all help enable our own personal identities in our own way, and if by playing a video game and having fun while being myself is the new wave of the future, then count me in.
Number 1: Entertainment Value- When a game can draw your attention without you really even knowing it, that's when you are really gaming. This is the driving factor for most people when considering buying a video game. In terms of MMORPGs the entertainment value is entirely different because of the next eight reasons below.
Number 2: Story- In MMORPGs not only do you have a character and a story to follow, but you can do it all online by yourself or with others. In most MMORPGs you have choices in what missions you want to accomplish, who you want to save and etc. so this leads the gamer down the road that he/she wants to continue on. The story is based on how the gamer wants to play it, this is the real crowd-pleaser. The gamer is given chances to experience both ends of the spectrum without any real repercussions, something that cannot always be done in real life.
Number 3: Atmosphere- MMORPGs create almost surreal type atmospheres, with close attention to the details. This leads gamers to believe that they might be part of a ghost-town, space station, you name it. Gamers are able to kind of get away from their own current surroundings and enter a sort of paradise of their choice, and this is huge factor in reeling in gamers.
Number 4: Role- What is so captivating about MMORPGs is the fact that each specific player, has a specific role. Some people can be absolute tanks, magic casters, medics, etc. and this opens up a world of options and variety. Each individual role has its strengths and weaknesses, but as a team, each individual cog is important. This creates a sense of acceptance and importance that may not always be felt outside of the gaming world.
Number 5: Interactivity- As mentioned above, there may be teams (guilds, clans, etc.)that one may want to join, but there are also a lot of other interactive things gamers can choose from. Players can barter with one another to help benefit both sides, or players can also duel one another to claim supremacy, the freedom is almost endless. This helps enable players who might not otherwise express their true identities face to face, to express themselves online.
Number 6: Progress- We all know the feeling of joy we feel when we know we have made progression in our lives. This may be getting better in sports, or getting better grades throughout the year, etc. but if you can recreate that feeling online with your very own little personality, the feeling is almost identical. There is something about seeing your avatar go from a weak little pansy, to an unstoppable juggernaut that brings satisfaction to gamers. This is especially rewarding when you see that those around you are still pathetically weak around you.
Number 7: Social Aspect- All of the reasons stated above kind of fall together to bring us to the social aspect that is involved with gaming. When you play online with other people it makes you feel that you're not the only person doing it. This creates a sense of reinforcement where you feel like you apart and representing something. It is definitely easier to express your thoughts and opinions on something when you have hundreds of thousands, and even millions in some cases, backing your claim up. This is what MMORPGs bring to the table, a place where people with common interests can get together and do the things they enjoy.
Number 8: Competitive Aspect- Along with the social aspect of gaming, there is also the competitive side. When you are in a group as big of MMORPG gamers, its nice to have a little flair and individuality as well. So the best way to gain that kind of notoriety is to be the best out there. When people see your name and can make associations to it, then your essentially a star in your own right. You are no different than David Beckham or Kobe Bryant, because your gamer tag is instantly associated with something, just like professional athletes or movie stars, except you're doing it online. Something like that is just absolutely mind blowing.
Number 9: Carnage- To top things all off, people sometimes just want to experience something they may never try in real life, this is where the carnage steps in. I never plan on killing someone or something in real life, but if given the chance to do it online and feel what its like without consequences, who wouldn't do it? It's like breaking the law in real life, but not having to take responsibility for it. We would all jump on the opportunity to do so, because we never know when the opportunity might present itself again.
To end this post, I must say that these nine reasons are almost precisely why I game, and with MMORPGs now covering all these aspects, maybe I should start playing those. All nine reasons all help enable our own personal identities in our own way, and if by playing a video game and having fun while being myself is the new wave of the future, then count me in.
Tuesday, March 31, 2009
NASA's Version of Crowd Sourcing
I had just read about the new "NASA" version of crowdsourcing, and i must say, it seems rather ridiculous... Now from what I could gather, I found that crowdsourcing can be defined as "Delegating a task to a large group of semi-organized individuals (via the internet). So by this definition, it seems as though NASA is acting a the crowdsourcing manner. Yet from what I understand, NASA feels that by relinquishing its power over something as minor as a name for a particular building/wing, would be too overwhelming. So I ask the question, "Why make this option available to the public if you still reserve the right to overturn their decision? This reminds me a lot of the Chevy challenge in which the crowd was able to make their own Chevy commercial with certain parameters. So with certain parameters already being laid out for the public, it seems almost inevitable that the crowd begins to lash out at NASA for their poor attempt in conjuring a usable name for its new wing. I think if the name and reputation of this new wing was the real motive behind this contest, then why not have a contest where people relay their thoughts for a good name, and ultimately have NASA decide which name they receive is best suited for the new wing. This seems like a perfect way for NASA to publicly showcase their new wing, as well as having people interact with NASA and its employees. To me this seems like a better fit for garnering public attention, along with an enticing name to go with the wing. After conducting some research about NASA and its crowdsourcing, I found that NASA is actually very active in its crowdsourcing community. NASA routinely embraces the idea of using the internet to interact with its followers and community. They have started a twitter with a lander on Mars named "Phoenix," and even gained some recognition for it by receiving the Shorty Award. (The Shorty Award recognizes individuals that have the best tweets) NASA has also started a crowdsourcing project where the public can vote on the next galaxy that will be viewed through a very powerful telescope. The galaxy with the most votes will then proceed to be photographed NASA, and available to be viewed on its website. These online projects would suggest one to assume that NASA has learned to harness public opinion and knowledge, but the clear misuse of crowdsourcing concerning this new wing suggests otherwise. I think this particular use of crowdsourcing actually disables the personal identity, and ultimately, the general population will let it be known. Everyone wants the world to know who he or she is, but with NASA's approach to this preventing this drive, the population will use other media (newspapers, television, radio, etc.) to regain its own individuality. This is how I believe individuals use media, to enable his or her's own personality. New media that doesn't comply with this belief usually end up being filtered out (think Chevy), and I don't see this case being any different.
Sunday, March 15, 2009
Goldfarming/Leveling
Now this is kind of a follow up to the last blog. When we had read about gold farming and discussed the topic in class, I felt that I had a sufficient understanding of what to hear and expect. I had come to know what gold farming was through playing a once very popular MMO by the name of "Diablo 2." In my personal experiences with the game, there had always been what is known as "spam bots" that joined games and channels only to relay information about the prices of items/gold that they were selling on their particular website. As a player, I always felt that it was almost shameful if you will, to ever buy a product online only with real money, only to play a video game. Then we discussed a particular individual by the name of "ChillyBubbly" (I think) who powerleveled her WOW character all the way up to 40 for a certain amount of money. If I were told of her actions initially before class, I would have said she was cheating the people online who do play the game, and cheating herself of the time you have to put in, to get the results at the end. After hearing some of the reasoning from fellow classmates for what she decided to partake in her actions, I found that maybe gold farming and powerleveling isn't the shameful act it is portrayed out to be. Becoming the best character in a realm requires hundreds of hours in front of a glaring computer screen, repeating thousands of repetitive tasks, so as it was so nicely put in class "Gaming is all about time, and if you can pay for your time, then its no different then actually gaming itself." Personally, I still have that gaming bias inside of me, where you have to pay your dues to the video game, in order to get such outstanding results, but I feel that in this specific media of gold farming/powerleveling actually dis enables one's personal identity. I know that my who blog site is about enabling one's personal identity, but the more I think about it, the more I can see that these acts take away from our identities. Not only are you having other people build your character, you are excluding yourself from the full gaming experience. The way I look at it is, if you were trying to become a better basketball player, you could practice by yourself or hire a personal trainer of some sort. Either option you take, you still have to put in the time for yourself regardless of the kind help around you. It all comes down to how much time you put in to get better, and its a very gradual process that takes dedication and hard work. There is no amount of money that can instantly make you better without putting the time, and I feel the same way about gold farming and powerleveling. Sure in MMO's money can buy you the premium character, but you don't experience the highs and lows of the game for yourself. It is said that the most important part of a journey is not the start of the end, but the journey itself, That's exactly how I feel about gold farming and powerleveling. So you have the best character possible and you have everything at your disposal, so now what? You kill some monsters here and there, brag to some friends, but you didn't see the gradual improvement of you character throughout the game, all you have is this elite character that you cannot relate to at all. I just look at it like, why buy the game if you're not going to play it the way it was meant to be played. That is what I really feel disables one's personal identity, the lack relation you share with your fellow players. You don't know what it feels like to do the monotonous tasks, or the near-impossible missions, all you know is what it feels like to be the best without putting in any of the time.
Sunday, March 8, 2009
Gold Farming
I just finished reading the Gold farming and gaming outsource articles, and I must say, it was one of the more interesting ones. I say this because I have played MMO games before, although I have never really experienced the game play of WOW. The descriptions of these "Gold farmers" didn't really entirely surprise me, but I did find their wages and daily schedules a little riveting. I never knew the exact details behind the "gold farming," but to see that they live such a repetitive lifestyle was rather shocking. Now gold farming doesn't exactly help reinforce my blog topic, but when given the chance, these individuals want to show their own individuality. An example of this would be when one of the employees is given the opportunity to form a guild with about 40 other farmers to obtain elite items. He cherishes the change in his job, and is devastated when he forced to return to his monotonous job of farming in the same old areas, against the same old monsters. What I am trying to say is that even though these gamers are essentially viewed as pawns, they do relish at the chance of displaying their own uniqueness. The particular individual had the chance to "tank" and blend his skills in with many other employees just like himself. This displays the importance of each individual in accomplishing a greater task than any one man or woman could achieve by his or herself. This only reiterates the fact each person has a purpose and a particular identity. Now I understand the argument that these players soon make these elite tasks monotonous again by achieving them in sheer silence, but I again will point to the shock that overcame these individuals when they were asked to return to their previous duties. The success of these missions is dependent solely on the production
of each individual and what they bring to the table. There are designated healers, tanks, warlocks etc. and each of these characters are essential, which only hammers home the point that even in the MMO media, the personal identity of each individual will show its face.
of each individual and what they bring to the table. There are designated healers, tanks, warlocks etc. and each of these characters are essential, which only hammers home the point that even in the MMO media, the personal identity of each individual will show its face.
Sunday, March 1, 2009
How Crowdsourcing Enables Personal Identity
The other day in class, we had a guest speaker by the name of Daren Brabham. He opened my eyes on what crowd sourcing is, and how people may use/misuse it. From what I got, crowd sourcing is a company or corporation presenting the general/knowledgeable public with a dilemma for some kind of compensation. This compensation can be varied from merchandise to a certain amount of money. So with this kind of incentive, the public adapts the theory of "Nobody knows nothing everybody knows something" and utilizes to its fullest. A very prime example we read about was the Threadless designer t-shirt company. This company depends on the innovation of the general public and their designs, which then in turn, are voted upon by the very same public to determine which design will be the next hot seller. The winner of this contest is then rewarded with a cash reward, as well as a giftcard for a certain amount of merchandise. With passionate designers and the casual buyers coming togehter to express their own style and personality, this represents my blog topic to its very core. What I mean by that is the people who buy the products display their particular style of clothing, and those who producve the products, display their ingenuity and innovation. So through crowdsourcing we can not only present our talents and brillance, we can be rewarded for doing so. So through the the internet media and crowdsourcing, we have opened yet another gateway for the world to catch a glimpse of just who we as people really are.
Sunday, February 22, 2009
The first of many blogs to come
As I am writing this down at this very moment, I am entering a realm that I have never stepped foot into. This "Blogging Realm" if you will, is something that is completely foreign to me, but here is where I begin my first post. As you all can see from the title of my blog post, it is my belief that any media (whether it be internet, cellphone etc.) can help enable an individual's personal identity. A prime example of this would be a discussion we held in class concerning "Second Life" I believe. Now initially I had no clue what the hell that was, but after learning it was carrying a "Second Life" online, I could see why it was so popular. Second Life ties into my topic in several ways, beginning with the fact that not all people in this world are what they seem to be when we first meet them. Some of us are shy, some of us are outspoken, but these characteristics we portray to the world don't necessarily always tell the world just who we are inside. It is my assumption that it easier to be yourself around friends and family than around a group of complete strangers. We as humans are very self-conscious and constantly worry about the impressions we may display to others in public, but imagine if an individual could recreate a level of comfort similar to that of the comfort around their friends and family, what would that do for individual in terms of letting people know who they really were? Well the only way I see it is, the individual can finally shine some light on who he or she really is without all the hassle of wondering what the other people around her are thinking. This is exactly what I think Second Life does, it creates a sense of comfort for its users through online interaction, as opposed to real life interaction. It is much easier for me as an individual to say "Hey I think you're attractive." to a complete stranger online, than it is for me to say that to someone else in the reality. The online connection enables individuals to say more of what is on their minds, because it essentially negates the consequences that may follow what they say. If I call you out online over something, it is my understanding that you will never find me and thus, I can express more of what think and feel. I think this plays a major part in how media can help individuals convey who they really are. If there is a way to express how you feel without experiencing most of the repercussions that may follow, why wouldn't any sane individual take that path? This is what Second Life offers to those who may want to avoid the sting of getting shot down before even getting a chance to show who they really are. Cellphones, instant messaging, emails, all these things enable us to do what Second Life takes to another level, and that is let people know who we are without all the negative that may come with it. I find it a lot easier to text or email something to someone about how I feel, than it is to say it to their face. I can plan what I am going to say, I can respond whenever I want, and I can even ignore the individual, but that may not always be the case in a face to face confrontation.
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