127 Matching Annotations
  1. Jun 2021
    1. et's score each other for bravery. Whenever either of us clearly risks limb, if not life, in the attempt to return a shot, that player, whether or not she actually succeeds in returning the ball, gets a point. Let’s score each other for grace, flow, harmony, endurance, agility. Let’s score ourselves. Itall comes down to this: What do we want to get points for?

      Perspective on performance which will reflect on the game quality itself. Radically changing mindset + purpose of game.Focus on quality of game/ performance rather than outcome. Experience and self growth over winning.

    2. Playing well has to be a general state.

      sums up previous point-"general state"= the almost intangible spirt/ competitiveness and pride in a game. This state allows the fluid pace of a game -like 'ping pong' which is what makes an 'excellent game'

    3. suppose it happens that you begin to wonder about my motivations. Maybe all I really want to do is beat you. Maybe that’s why I’m so interested in changing the rules. | mean, what makes you so sure that I’m that community-minded?

      A community game that is completely built on trust and good intentions is difficult to maintain. Especially when that game is life and definitely not something you want to lose. Could this be the reason people may make bad or say questionable decisions sometimes?

    4. But this wasn’t a well-played game, actually. The game itself wasn’t well-played. We were disappointed, even though our team wiped the other team out. The other team disappointed us so much, they were in such poor shape, were playing so poorly. There was no challenge. No opportunity to make the whole game excellent. Even our team got bored and sloppy and stopped caring—though they won, though they accomplished what they were getting paid to accomplish, our team was bummed out.

      Honestly I agree with this a lot. It undermines a well-played game in like an online game when the enemy surrenders or when making a smurf account to play against lower ranked players.

  2. May 2021
    1. Sociologist Ray Oldenburg calls these kinds of hangouts third spaces (1989). They areplaces other than homes and workplaces—the first and second spaces—in which peoplespend time and relax, usually without a fixed agenda. While Oldenburg focuses on casualoffline places, such as coffee shops, pubs, beauty shops, etc., the concept is quite useful toalso describe the kinds of informal online spaces in which people simply hang out. Andsuch spaces are plentiful.

      I think this is interesting because some people might consider these virtual hangouts first spaces rather than third spaces as Oldenburg suggests. If first and second spaces are based on comfort and frequency in visits, then I think this would be even more true. Especially now with the recent quarantine, online spaces may contest or even beat out our home for first space rather than third or second spaces.

    1. Thing is, development on Xanadu began in 1960 — that’s 54 years ago — making it the most delayed software in history.

      54 years for a project? That's honestly crazy for me especially since the software in this day in age is probably obsolete. At the time, it was probably revolutionary on paper though.

    1. Tedros Adhanom Ghebreyesus, director-general of the World Health Organization (WHO), noted in a February 15 address that we are fighting not only an epidemic but also what he called an infodemic. And indeed, numerous cases of false information about the virus are already spreading online — sometimes intentionally, sometimes not. But perhaps worse than that, it is increasingly difficult for us to figure out which information we should trust.

      Haha, the amount of misinformation or ignorance regarding covid-19 is actually insane to me. Honestly is the only reason it has taken so long for us to leave Phase 1 and actually get vaccines out (and still people are trying to discredit those as well!)

    1. He said authorities in the west had failed to punish those practising social and other media manipulation, and “the result will be that while CA may have been exposed and eventually shut down, other, even more sophisticated actors will have been emboldened to interfere in our elections and sow social divisions”.
    1. Whether it’s Peppa Pig on children’s TV or a Disney movie, whatever one’s feelings about the industrial model of entertainment production, they are carefully produced and monitored so that kids are essentially safe watching them, and can be trusted as such. This no longer applies when brand and content are disassociated by the platform, and so known and trusted content provides a seamless gateway to unverified and potentially harmful content.

      Harmful content can be posted under the guise of a familiar and "safe" face like Peppa Pig

    2. Someone or something or some combination of people and things is using YouTube to systematically frighten, traumatise, and abuse children, automatically and at scale, and it forces me to question my own beliefs about the internet, at every level.

      Youtube creators are taking advantage of unsupervised children at a frightening level

    3. What concerns me is that this is just one aspect of a kind of infrastructural violence being done to all of us, all of the time, and we’re still struggling to find a way to even talk about it, to describe its mechanisms and its actions and its effects.

      As someone who started using the internet an unusually early age, I can say that this infrastructural violence literally applies to everybody. Content is marketed towards literally every existing human on Earth, and there isn't really a way to avoid it.

    4. What is occurring here is clearly automated. Stock animations, audio tracks, and lists of keywords being assembled in their thousands to produce an endless stream of videos.

      Honestly, all the animated children stuff (Billion Surprise Toys, etc.) always was so uncanny to me. It actually makes so much more sense that these things are automated. It's pretty genius actually. It definitely works and easily takes advantage of children.

    5. On-demand video is catnip to both parents and to children, and thus to content creators and advertisers. Small children are mesmerised by these videos, whether it’s familiar characters and songs, or simply bright colours and soothing sounds. The length of many of these videos — one common video tactic is to assemble many nursery rhyme or cartoon episodes into hour+ compilations —and the way that length is marketed as part of the video’s appeal, points to the amount of time some kids are spending with them.

      In order to create more benefits, broadcasters create a lot of videos that can attract children and parents, using colors, animations and music to attract attention.But I think they have not really considered the help and educational significance of these videos to children, and let more children indulge in these animations, occupying a lot of time in their lives.

    1. "Live in your world. Play in ours."

      gaming thrives on the fact that you are being immersed in a world as a new character, not as yourself like with gamification in the workplace

    2. The goal of the game is to turn the push-pull of data between us nonplayer characters and between us and our devices into money.

      Us (NPC) vs moneymakers, corporate companies (the game)

    3. when we turn on our smartphones, that they are there for us to play with, it's more that the possession of one turns you into a nonplayer character. You are now emitting a string of data, about location and activity, with which Apple and Google and Facebook and Samsung and Amazon and all the r est get to play the meta-game. The game that seems to be for us is really for them. They play against each other, with us as the nonplayer charac-ters, the meatbots

      This is an interesting sentiment, but I am able to see this point of view. When I see hordes of people walking around engrossed in their phones, it does remind me of meatbots.

    1. This rhetorical power derives from the "-ification" rather than from the "game". -ification involves simple, repeatable, proven techniques or devices: you can purify, beautify, falsify, terrify, and so forth. -ification is always easy and repeatable, and it's usually bullshit. Just add points.

      -ification is what corporate needs: repeated format and structure, not enjoyment

    2. More specifically, gamification is marketing bullshit, invented by consultants as a means to capture the wild, coveted beast that is videogames and to domesticate it for use in the grey, hopeless wasteland of big business, where bullshit already reigns anyway.

      Gaming does not equal fun, especially while in the hands of corporate

    3. Game developers and players have critiqued gamification on the grounds that it gets games wrong, mistaking incidental properties like points and levels for primary features like interactions with behavioral complexity.

      I find this specific selection interesting as games can be considered wrong. To me, I feel like games and their specific features could be subjective, and whether it can be enjoyed depends on individual players.

    4. Gamification is easy. It offers simple, repeatable approaches in which benefit, honor, and aesthetics are less important than facility. For the consultants and the startups, that means selling the same bullshit in book, workshop, platform, or API form over and over again, at limited incremental cost. It ticks a box. Social media strategy? Check. Games strategy? Check.

      Honestly I kinda feel this. An interactive element does not turn something that was better as a different medium into a full on game worth of someone's time.

  3. Apr 2021
    1. Facebook just started recommending more and more and more and more

      One of Facebook's most dangerous and unique thing is their algorithm. It essentially recommends you things that it predicts you would like and tries to keep you engaged and it can be super addicting. It's sort of scary thinking about how if you'd let a kid grow up completely on facebook and youtube with their algorithms, they'd probably have a serious addiction to it similar to that of a drug addict.

    2. “Facebook is a unique platform for recruitment and amplification,”

      There have been a lot of instances of Facebook being involved in different conspiracies. The algorithms that Facebook use have been abused to manipulate political elections and events.

    3. Q went briefly silent in 2019 when 8chan was forced offline in the wake of the El Paso massacre, but re-emerged on the new site founded by 8chan’s owners, 8kun.

      You can't get rid of it, Qanon has become so big that it's network of followers will make their own social media platform, if it comes down to that. We saw this earlier this year with the app Parlor

    4. Q went further, speculating that there had been a “coordinated media roll-out designed to instill ‘fear’” in believers and dissuade them from discussing QAnon on social media.

      Fueling the flames of "the media is fake" arguments

    5. More than just another internet conspiracy theory, QAnon is a movement of people who interpret as a kind of gospel the online messages of an anonymous figure – “Q” – who claims knowledge of a secret cabal of powerful pedophiles and sex traffickers.

      Qanon is an anonymous user with seriously incriminating "intel," while also preaching DT as the one who will expose these criminals and save America? Pretty much

    6. “I really do not think that QAnon as we know it today would have been able to happen without the affordances of Facebook.”

      I believe that Facebook's policies and guidelines changed shortly after this event regarding filters and safety

    7. These groups and pages play a critical role in disseminating Q’s messages to a broader audience and in recruiting more believers to the cult-like belief system, researchers say.“Facebook is a unique platform for recruitment and amplification,” said Brian Friedberg, a senior researcher at the Harvard Shorenstein Center’s Technology and Social Change Project who has been studying QAnon for years. “I really do not think that QAnon as we know it today would have been able to happen without the affordances of Facebook.”

      It shows that facebook has played an important role in the spread of QAnon. As a social platform facebook has a lot of users, so the scope of dissemination of any information is very large.

    8. ut the potential for damage from QAnon goes well beyond. For those individuals who truly believe in the QAnon narrative, the crimes of the “cabal” are so grievous as to make fighting them a moral imperative. “They’re talking about a group of people who are operating our government against our wishes and they’re molesting and torturing children and destroying our society,” said Joseph Uscinski, a professor of political science who studies conspiracy theories. “It’s an incitement to violence.”

      The fact that people are fighting this hard for something that is widely been discredited is crazy to me. What do families of followers think when they see this type of reasoning at play?

    9. More than 100 Facebook pages, profiles, groups, and Instagram accounts with at least 1,000 followers or members each dedicated to QAnon. The largest of these have more than 150,000 followers or members. In total, the documented pages, groups and accounts count more than 3m aggregate followers and members, though there is likely significant overlap among these groups and accounts.

      Honestly, the conspiracy group types are not exactly my favorite. This type of reasoning definitely reminds me of anti-vaxxers or flat-earthers.

    10. QAnon evolved out of the baseless Pizzagate conspiracy theory, which posited that Hillary Clinton was running a child sex ring out of a Washington DC pizza restaurant, and has come to incorporate numerous strands of rightwing conspiracy mongering. Dedicated followers interpret Q’s cryptic messages in a kind of digital scavenger hunt. Despite the fact that Q’s prognostications have reliably failed to come true, followers rationalize the inaccuracies as part of a larger plan.

      I've actually followed Anonymous on Facebook for a while and kept up a little with conspiracies on YouTube. I don't follow "Qanon" but I didn't realize that it was pushing more towards supporting right wing politics. I remember when conspiracy theories and New Age concepts had a community of people who supported left wing politics and were hippies. Now that's all flipped which is interesting.

    1. On November 9, it became clear that maybe much more is possible. The company behind Trump's online campaign—the same company that had worked for Leave.EU in the very early stages of its "Brexit" campaign—was a Big Data company: Cambridge Analytica.

      Big data helped Trump win, but now Big Data is the #1 public enemy to his supporters

    2. When he turned on the TV that morning, he saw that the bombshell had exploded: contrary to forecasts by all leading statisticians, Donald J. Trump had been elected president of the United States.

      This is the millenial/older gen Z's "Where were you when you found out JFK was shot" moment.

    1. The successes and failures of the virtual being Bead Bead (me in my vir-tual identity) are a delicious blend of my doing and not my doing.

      I love how this is worded, because while the character is being controlled by the player, that does not mean the player IS the character, nor do they have the same abilities or traits.

    2. First, there is a virtual identity: one's identity as a virtual character in the virtual world of Arcanum-in my case the Half-Elf Bead Bead.

      I feel like that in games there isn't any real boundaries, so when they say they pick pocket people in the game, I don't imagine them in real life doing that (they could, but I'd like to think they don't). It's games that allows people to do what they normally can't and what makes gaming so fun when you can try all these things; because it's a virtual identity, it's not really you(?).

    3. He can even re-alize that his former Catholic inhibitions will not let Bead Bead take up a madam's offer of a free trip to her (female) brothel.

      This reminds me of a game I play called Divinity Original Sin 2 with choices like this. The relationship between virtual and real-life identities that cause us and our characters to make these choices is very interesting.

    4. n my projective identity I wony about what sort of "person" I want her to be, what type of history I want her to have had by the time I am done playing the game.

      Honestly, I think the relationship between the 3 identities ties up very nicely ending with projective. Both virtual, real-life and projective identities go hand and hand and form a neat connection. The author does a good job showcasing this identity through Bead-Bead.

    5. A second identity that is at stake in playing a game like Arcanmn is a real-world identity:

      I thought that this section was interesting because I've heard some different perspectives about how people like to represent themselves in games. Some people like to pick a character that represents themselves, but others like to pick someone that does not represent themselves, but rather a character they would like to work with in the game.

    1. The abstraction of real world biases into gameplay systems is an imperfect way of capturing the complexities of systemic issues in reality but it positions the player clearly within certain places in the game world. It provides context.

      I find it really interesting that video game creators can make statements within their games without its players even really realizing it. These real world biases can be seen in multiple different patterns as well.

    2. How do you know? How does the game tell you these things? I think you’ll be surprised by how much you’ll be able to determine.

      I think this is a very interesting point because out of all the games that I've played that have not had definitive backstories, I've never really thought about thinking about what the history of the game might be. I oftentimes just accept what is happening and just play the game for what it is.

    3. Once you know an NPC schedule, there’s essentially no deviation. Still, a primary component of Hitman’s play does not occur on screen. It isn’t found in silent assassinations or donning disguises. It comes from observing a place and understanding what that place is and how it functions. Understanding the context of a room and how it relates to your targets and to you as a player.

      Hitman's play requires the player to think a lot because You have to calculate multiple steps after you start engaging.

    4. Next time you leap into a game, consider taking a moment ask where you are, what that place is, and what the history might be. How do you know? How does the game tell you these things? I think you’ll be surprised by how much you’ll be able to determine.

      With Alexandra pointing these out, I can recall times where I unintentionally ask myself these questions about a game. Like in Stardew Valley. I think about how this could connect to the real world and what state my farm might take place in.

    1. Constrain ts act as a fil ter o n inten t.

      Constraints influence but work within the bounds (rules) of the State. With two levels of interactivity, the audience (player) is able to stay engaged and potentially have a more positive experience with the model (game) because the model is constantly "shifting and evolving". This will make the audience experience something "new".

      I dont game, but i can understand this concept through the context of digital animation called "moving hold". The objective is make the scene/subject look like its passing through time and not just stay completely still (flat) when the scene is still.They achieve this by drawing the same scene/subject several times and animate it all together. The organic tracing will cause some differences when sequenced together. The outcome is the audience is not interrupted by abrupt stillness, instead they are met with an interesting "still" moment.

    2. If we are novice players, the rules may be writte n on the back of the box the ch ess set came in. Or they migh t be in a book on a bookshelf behind us. Or they might be d isplayed on a computer screen nearby. T he inte rest-in g thing, though, is that unless we are novice p layers the rules w ill no t be consulted during the game. The rules o f chess are written down in millions of locations around t he world, but when you are actually p laying a game of c h ess those physical manifesta tions of the ru les aren' t a part o f t he process. Wh en you are actually playing a gam e of ch ess, the only rules tha t matter are t he rules in your head

      I never noticed this before, but now that I realize it, it is very true. Even other than chess this applies to sports, tabletop games and even work in some cases

      bis236

    3. Unlike other shooters that emph asize a "run and gun" style of play, the most effective tactic in Rainbow Six is to move through the levels carefully and methodically, much as a real hostage-rescue team does. A second important difference is a "one-shot kill" dam-age model. In contrast with games in which a character can safely absorb dozens of bullets, each of the characters in Rainbow Six can be killed by a single well-placed shot.

      Didn't think I would see a game I play here haha. This game definitely rewards slower and more tactical play. Information is king, similar to Valorant and it's one of the reasons I like Siege a lot.

    4. T he i mporta n ce of this is hard to overstate. It is customary to think of play-ers an d games as distinct and separate entities. But w hen we ta ke a hard look a t a game such as ch ess, we discover that this d isti n ction is illusory.

      This is definitely an interesting concept to think about. The rules of chess are defined internationally but no one is really stopping someone from moving a pawn 3 sqaures up.

      This reminds of when I used to play YuGiOh card game with friends as a kid. Combining monster's attacks, summoning strong dudes out of nowhere and bending the rules was commonplace and no one can really stop us except ourselves.

    5. But with a videogame, we learn the rules mostly by experimentation.

      In order to play video games, there is a lot of experimentation to figure out the best possible solution to a game. For example in chess, you are looking at the board and testing each possible move and its outcome in your head, in order to play the best possible move.

    6. Think of a chess match in which neither p layer a dvances a pawn to the far side of the board, a n d the rule for pawn pro-motion thus never comes into play.

      I think comparing chess to video games is a great way to show what constraints and states are. The game of chess is very similar to the structure of other video games and comparing the two helped to understand some of the concepts and structures that we see in video games.

    7. Or think of a videogame that has a secret level t hat you never u n lock.

      I wonder if this is like one of those secret areas in a game that's hidden. Like in Mario when you have to go into one of the green tubes to find the gold coin.

    8. Dividing games into constra ints and state allows us to make a valuable d istinction between the framework tha t structures a play experience an d the p lay experience itself.

      Its easier for me to understand this concept when I say that state fits into constraint based on the individual choices made by the player.

    9. Most t raditional games rely heavily o n inte rnal constraints. Even wh en a referee is presen t, most p layers are self-policing.

      When thinking of traditional games, games such as basketball or football come to mind. The possible external constraints could be other players, teammates, coaches, viewers, etc.

    10. Consider c h ess, for example. The rules of c hess are a fixed set of constra ints.

      I thought this was a really good example of the difference between constraints and state when in the context of games. This line of thinking can easily be applied to any game if you take the time to compare the difference.

    11. The constraints are fixed; the state is flu

      this is basically defined the differences between the contrains and the state in the article from a overviewed way.

    12. Different games d raw the boundary between inte rnal and external in different ways

      this refers back to the basketball games, figure 2-4. and game interface can be looped by the role of a players. one player or one team can get the score continuous. so, the result is not directly caused by the term of the users played. this is not a reason-lead directed order in another ways, there is not a standrad way for the background to run the data, ( maybe a if loop in insert)

    1. The second paragraph on page 1 helps explain ergodic literature, but I'm wondering -- can ergodic literature go from nonergodic to ergodic based on time? What about language barriers?

    1. Some people communicate more freely about themselves in the absence of the physical.Put another way, the physical presence of a body can distract from the effort to get toknow another person.

      Some people find that they can be themselves online without having to deal with in-person judgments. For example, first impressions in-person are really important but online you have time to make a first impression and really cultivate your image.

    2. A bunch of individuals (or groups, or organizations) can be said to be networked whenthey are connected or tied together such that they have some relationship to and influenceover one another.

      I feel like everyone who uses social media to connect with others is networking. Online networking gives everyone a chance to share ideas and knowledge.

    3. The only computers I’d ever seen in those days were things the size of the side of abarn.

      We have now evolved to having "computers" in our pockets. Like phones and ipads.

    4. 43% of those aged 65 and older

      I was surprised to see that there was such a large percentage of older people using the internet. I would have though it would be under 35%

    5. AsianAvenue, BlackPlane

      Interesting sites. Never heard of them before

    6. The hashtag, in which the # symbol is followed by a word or phrase, is a way for people tomark a topic or a moment in a digital environment and then identify and find others usingthe same word or phrase—forming, if one wishes, a kind of group with them.

      This is one of the easiest ways to find people who share similar interests online. It's so much easier to find a community who share the same ideas, interests, hobbies, etc. It's really cool to see how big these online communities grow and in a way that offline ones can't do. With the help of social media, those from all around the world are able to connect and not limiting it to just one place or area.

    7. hey are shaped and reshaped, individually andjointly, again and again, as people enter and exit these spaces and come to feel a sense ofone another as truly there. In the process, digital environments are given form, texture,contour, depth, and detail—in short, reality.

      When I enter a hashtag in the height of it's trending moment, I become so energetic, like I am truly interacting with hundreds of users at once and we are all apart of a moment. When I browse hashtags that are stagnant, it feels more like I am reading about something that are already happened. There is a physical difference there.

    8. The most powerful description—the one that stuck—came fromGibson, who, in his 1984 novel Neuromancer, stated that when people use computers a“consensual hallucination” could emerge

      I love this. It is very reminiscent of the idea that social media is not true to real life, and the poster selectively chooses what they want you to see. With that being said, most of us social media users are aware of this, but still find ourselves comparing each other.

    9. Many mobile webusers rarely or never use a desktop, laptop, or tablet to access the web. Advancements inmobile tech and the technology of virtual reality, or immersive nonphysical environmentsthat simulate the physical, have also brought about a huge increase in games and gamingthat are enjoyed on mobile devices

      I never really considered the accessibility that cell phones have -- regardless of social class or income, it is incredibly common for everybody to have a cell phone, I would even consider it a basic necessity because it allows for basic communication.

    10. As social creatures who desire interpersonal closeness, humanbeings are highly creative in finding and forging intimacy, including in digital settings.While a wide variety of types of relationships can form online, spanning the spectrum ofhuman intimacy, even the most fleeting of relationships can be highly intimate when thoseinvolved disclose a great deal about themselves and feel that they have come tounderstand much about the other person as well

      I feel this kinda on an interpersonal/deep level. I've met a lot of my friends online and even the friends I am well acquainted with in real life I have strengthened my bonds with in the form of video calls or video games.

    11. We may experience bodily fatigue orpain, worry or be delighted, make a friend or become involved in an altercation,strengthen a relationship or destroy one.

      I've never thought about how much of an impact the online world has on me, especially in these social distancing times.

    12. By the 1900s, data could be stored and shared so widely, in so many ways, that the wordmedia had many meanings. It could be defined by the type of platform used to deliver it(broadcast, print, digital, mobile, social/interactive, multimedia), its content (news media,advertising media), or its recency (traditional media, new media).

      Huh, it's pretty's interesting that media was named this way initially to mean a broad definition of just something that delivers data and information.

      While news media is still prevalent, I find it interesting how media has become more closely associated with entertainment such as referencing a Facebook feed or a video game pertaining to a form of media.

    13. Human beings can respond to both digital and physical phenomena in similar ways aswell.

      This reminds me of how bullying can occur digitally but might not occur physically. The effects are still the same. Bullying physically or digitally will still produce the same outcome, but they are just separated by the digital or physical world.

    14. I heardmany descriptions of how unexpectedly deep and authentic these connections couldbecome.

      This is interesting because many people do go online seeking forms of communities or online relationships with others. However, they are never expecting to find anything authentic. This shows that it is somewhat easy to develop deeper connections online that in person.

    15. They can know one another’s qualities, characteristics, and inner statesand begin to perceive and experience one another as socially presen

      Because that they are not with you physically, you are forced to learn about the other person's personality traits instead of their physical traits. You get to really learn about them thus creating a sense of them being "present" while actually not being there in person.

    16. The human need and desire to form intimate relationships is so strong that it happens allthe time online, often without great difficulty. Mobile and social media play a big part inthis.

      This reminds me of 'FOMO', fear of missing out, which can be leads to depression and social anxiety among teenagers.

    17. Bullying, harassment, cruelty, and betrayal are harmful and troubling in anycontext—digital or face-to-face—and are the handiwork of humans, not machines

      Society is responsible to teach how to use technology/internet properly to prevent future cybercrimes and regulations as well.

    18. it is common to becomeso cognitively and emotionally engaged in the event that the body responds as if the eventwere unmediated

      In one of my previous classes that I took we practiced and learned about performance noticing where we use our bodies senses and etc in order to take notes on the performance. She spoke about although we're seeing it through a screen/online instead of physically in person, if you pay attention closely and allow your body to focus and notice you will still be able to end up with same reactions you would as in person.

    19. if people “definesituations as real, they are real in their consequences” (Thomas & Thomas, 1928). Digitalexperiences and the spaces in which they take place are quite real and have real, definiteconsequences

      This is interesting point of view of 'virtual' especially we are moving fast into VR and 4th industrial revolution.

    20. whether physical or digital in nature—are recorded in the same part of the brain.

      Although it may be thought of as two different things, in reality the brain picks it up either one as a real experience and our bodies are able to react accordingly equally.

    21. The burning of a flag, forexample, can feel like the actual destruction of the nation.

      symbolism and representation

    22. Shared symbols, such as language, images, sounds, gestures, and avatars, help peopleenvision, build, communicate about, and understand the meanings of these spaces

      However, we also ourselves begin to create alter versions of ourselves which we choose to show and portray within social spaces/digital environment. How we choose to be viewed or seen online.

    23. he notional space behind all ofthe computer screens would be one single universe... .

      everything connected

    24. Butthe conception of cyberspace as a “consensual hallucination” has become increasinglyproblematic over time because the experiences and consequences of computer use are nowwidely understood to be completely real.

      cyberbullying and its consequences

    25. People are farworse off (even more prone to suicide, Durkheim famously evinced [1897/1966]) whenthey are not firmly integrated within social groups and societies that have strong, cohesivenorms (expected behaviors) and values (beliefs)

      I feel like reason for this is because it allows the individual something to ground themselves to as well as gives them guideline or bases to form a sense of "self".

    26. The use of the term virtual ismisleading, though, for it implies that something is almost, but not quite, real.

      Example is like virtual reality where it is made to mimic the real world and seems the capture it exactly but it isn't real.

    27. Robots and bots—humanlike machines and web-based software applications that runautomated tasks—are becoming in some cases interactive and seemingly personable.

      In computing, a daemon is 'a background process that handles requests for services such as print spooling and file transfers, and is dormant when not required.' This is what the subconscious mind does 24/7. Humans are made of organic systems (bots) that work together to support the physical.

    28. The internet and digital media facilitate the perception and experience of proximity andpresence in ways that transcend the physical

      This transcends the perspective of the physical but everything we experience through digital media is also physical through it's emotional impact within the human neurosystem which, subsequently stimulates reaction and neuroplasticity.

    29. Symbols, therefore, are critical to helping people to express and experience the reality oftheir digital worlds.

      Semiotic archetypes are important to human consciousness and psychology. Many video games are strewn with repurposed symbolism.

    30. . But William Gibson’s viewof cyberspace as the universe “behind all the computer screens” was, and still is, critical tohelping us envision, understand, and define the environment and the experience ofbecoming involved in computer use.

      Check out "Snow Crash" by Neal Stephenson for an interesting presentation of 'cyberspace' and the digitization of human consciousness.

    31. Cyber has since come to suggest something computerized or modern,of the computer era.

      We can add 'cyberpsychology' which can be defined as being 'a developing field that encompasses all psychological phenomena associated with or affected by emerging technology.'

    32. The use of the term virtual ismisleading, though, for it implies that something is almost, but not quite, real.

      The Internet says, "1 : being such in essence or effect though not formally recognized or admitted a virtual dictator. 2 : being on or simulated on a computer or computer network print or virtual books a virtual keyboard : such as. a : occurring or existing primarily online virtual shopping." So the term applies as is, considering that these activities are facilitated by digital technology.

    33. Groups persist even inthe dearth or absence of physicality and even as members come and go

      This is exceptionally evident during this pandemic!

    34. A society is made up of the thoughts, ideas, information, norms, values, beliefs, andmorals of all of its members. It is a veritable “soup” of mental ingredients, plus thematerial products created by its members, such as art, books, buildings, and clothing.Collectively, we call these mental and material products the culture of a society. People’slives shape, and are shaped by, these products in a process so penetrating and constant thatthose groups of people who share cultural products are often themselves called a culture.And yet a society, and a culture, is even more than all of this. Something special, almostindefinable, happens when human beings get together. A group “effervesces” andproduces an energy, a force, a “vibe,” all its own. It is not only mental and moral, it isalive with energy and emotion (Durkheim, 1912/1965)

      This paragraph describes a process of 'enculturation', which "is the process by which people learn the dynamics of their surrounding culture and acquire values and norms appropriate or necessary to that culture and its worldviews." This promotes a cultural neuroplasticity that, once embrained is the "vibe" that is described.

    35. Sometimes, to be sure, people do not feel the nearness of others when they are online.They feel solitary, alone. But more often, they feel proximal and connected, part ofmeaningful social worlds.

      People have multiple emotions while using the internet, and that's why internet can kill. Does social media make people more or less lonely? It depends on how people use it. Social media affect us in both ways negatively and positively, and it is a place for people to express their life and personalities. The gap between two ways is actually huge, which is very important of how correctly using social media.

    36. Facebook has proven that social networking can be very big business. Social media andnetworking sites and blogging sites are now plentiful. Some, such as Twitter, Instagram,and Foursquare, and blogging sites like WordPress, Blogger, and Tumblr, have becomepopular and influential, with users numbering in the millions. Social media specialists,designers, writers, and managers have joined computer scientists, information technologyprofessionals, and other tech careerists in becoming a large and rapidly growing sector ofthe modern workforce.

      It is interesting to see how all of these sites have grown into larger businesses by creating ads geared towards its users. It is often hard to avoid the ads as sites such as Facebook and instagram use data mining to know exactly what a user would click on.

    1. The way a ratio works is simple. Divide the number of replies you get to a tweet by the number of likes and retweets. If the former category is much larger than the latter, you probably tweeted something awful.

      This was nothing really new to me considering I see ratios happen on twitter all the time. The idea of being ratioed on twitter isn't anything new, but the term was made more recently. No one wants to be ratioed, but some tweet what they know will get them attention whether it be good or bad.

    2. The defining narrative of our online moment concerns the decline of text, and the exploding reach and power of audio and video.

      I find this to be very true. I barely read anymore and I take any aoppurtunity to find video content instead.

    1. I certainly don't think online games can exactly make you anti-social. But I think games can be equally as damaging and have the ability to definitely make people isolate themselves and anti-social. Sexual harassments, hate speech, and many other bad things are amplified in online video games and having a person doing most of their socializing in these environments could lead to isolation and being anti-social. This is super debatable, but basically my thought process is if I had my kid grow up purely on games that have a toxic audience (ex. CS:GO or like most FPS games, not trying to hate) without any real social interactions, i'd feel like no one in the real world would want to talk to them due to them developing terrible and toxic social skills and in turn isolates them.

    2. "We're a generation of idiots -- smartphones and dumb people."

      I really appreciate this specific line, although blunt. I understand the general message of this video, but there are several points that I disagree with. Our world is constantly changing, and I do not think that deleting all of our social media would necessarily be beneficial.

  4. Mar 2021
    1. Digital life is, simply, real life.

      I think this is more important than ever for people to understand. It is important to remember that everyone you interact with online, via game, chatroom, etc, is a real person. It always pays to be kind and treat people with respect from the get-go, despite the anonymity that comes with being on the internet (That is slowly going away as time moves on). Your actions and words have real consequences despite being within a digital space.

    1. This is one of the reasons why a lot of people quit using Whatsapp. And there are some new texting platforms came out like signal and clubhouse which they claim there is no personal information to be sold and leaked out.

  5. Feb 2021
    1. All that matters to them is hiding their ignorance or bringing about their own benefit.

      interesting, this also connects with wanting to be correct

  6. Dec 2020
    1. While surveillance doesn’t cause monopolies, monopolies certainly abet surveillance.

      This is the definite true.

    2. Apple gets paid when you buy an app from its store and then continues to get paid every time you buy something using that app

      I remember Epic Games tried to go to court with Apple due to this, since Apple removed Fortnite since Epic Games would not give them any money from the in ad purchases.

    3. Facebook is heralded as the origin of all of our modern plagues

      I can definitely see that

    4. “if you’re not paying for the product, you’re the product.”

      I've actually never heard this before first time.

    5. monopolized

      I swear there were a few laws about monopolies, but then again these companies have so much many that it would not matter.

  7. Feb 2020
    1. I can say that I agree with some of the points in the video. And in my opinion, this article is just arguing for the sake of arguing.

    1. If the system cannot use algorithms to exclude videos that have a negative impact on children, then these video platforms should enable manual review.

  8. Aug 2019
    1. "In recent months Chinese regulators have taken steps to exert more control over tech companies." This is a big concern for American Tech companies that have to succumb to the powers of china. If Google doesnt move into china and comply with their censorship techniques, china will just copy google and put them out of business. So chinese policy has a large effect on the U.S.

    2. "The State Council has signaled that under the national social credit system people will be penalized for the crime of spreading online rumors, among other offenses, and that those deemed “seriously untrustworthy” can expect to receive substandard services." This is going to create a world that can be easily take advantage of to discourage certain people or groups to become obsolete and irrelevant in public discussion. It'll seclude people more than ever.

    3. "Ant Financial wasn’t the only entity keen on using data to measure people’s worth." This reminds of the black mirror epsidoe in which people were ranked socially by there interactions with people. Which in my opinion is very unhealthy and creates an even more unhealthy society.

    1. Gamification is easy. It offers simple, repeatable approaches in which benefit, honor, and aesthetics are less important than facility. For the consultants and the startups, that means selling the same bullshit in book, workshop, platform, or API form over and over again, at limited incremental cost. It ticks a box. Social media strategy? Check. Games strategy? Check.

      I agree with this, many business just use gamification as a tool to sell their products rather than focusing on the quality of the products. However, what's unexpected is that there are many consumers keep going with the flow of that strategy without knowing the truth behind it.

    1. Women writers and the willful obligation of refusing to give up on an asset to their work, my personal obligation in refusing to be silenced.

      Being trolled isn't the same as being silenced, or ejected from the digital public square. This article wouldn't exist if the author were truly being silenced.

    1. every user is at once a reader, a writer, and a publisher

      What happens to those labels when they are condensed into an individual? I would argue the ease of content engagement lends to the abundance of shortsighted, emotional responses when the participation barrier is as low as it is.

  9. Jul 2019
    1. The truth is, it’s always been taboo to talk to strangers, and as long as there have been trains, we’ve found things to look at besides other people.

      I don't agree with the author making this opposition. It depends on the culture and lifestyle. But I have to admit that technology really affects the way we asscosciate with strangers.

    1. The attribution of context is also an offscreen, imaginative process.

      Connections made during the video game

    2. This forces you to come up with a story in your mind and ascribe meaning to your journey and to the space. The filling in of narrative gaps is entirely in your mind. This process is not adjacent to play; it is an essential part of play itself.

      While imaginations happening, the meaning of what happening also comes up. (connections made during video game playing)

    3. While a majority of our focus rests in the moment to moment tactical decisions that we can carry in a game (“Do I shoot this barrel or do I shoot this dude?”), I think an important process happens offscreen as well in our imaginations.

      When we playing video games, between the moments that making the tactical decision, imaginations are also happening. (connections made during video game playing)

    4. This forces you to come up with a story in your mind and ascribe meaning to your journey and to the space. The filling in of narrative gaps is entirely in your mind. This process is not adjacent to play; it is an essential part of play itself.

      Connections made when playing a game

    1. People didn't want to read instructions. To be successful, I had to come up with a game people already knew how to play; something so simple that any drunk in any bar could play. (14)

      I think this would be a helpful tip for people who are starting with game development! As I reflect, I, as a game player, tend to play the games that is similar to the games I enjoyed playing.

    2. Learning how to play a game is often a matter of internalizing a set of external constraints. With chess, this process is explicit—we read the rules and memorize them. But with a videogame, we learn the rules mostly by experimentation. (11)

      It is very interesting and true that we learn to play video games by experimenting because there are many external constraints in video games compared to classic and board games. As we experimenting the external constraint in the video game, we start to figure out another way to resolve the problem, thus develop the new sets of rules in that circumstances, and the internal constraints will be modified a little bit to make the game more interesting.

    1. In ergodic literature, nontrivial effort is required to allow the reader to traverse the text.

      Tells us what is important for ergodic literature.

  10. Jun 2019
    1. From personal experience receiving harsh news via text message or phone call can be even worse than a social interaction. Depending on the news it is good to be in an environment in which you feel safe.

  11. Apr 2019
    1. public ownership

      The language of public ownership is pushing, dilegating the blame, responsibility and work of environmental damage to all communities, when really it's the big industrial and corporate companies that need to take ownership.

    2. ending unemployment for good

      In my opinion, I believe this is a lie that they are feeding that says hey we're doing good, giving back to these disadvantaged communities -- when in reality, all it's doing is providing jobs that will continue to exploit the labor of disadvantaged communities to clean-up the damage the privileged/big companies have done to the earth and have them and their labor solve the problems of climate-crisis. Also, why should disadvantaged communities work to clean-up and fix the enviroment and their land, when privileged, industrials are the ones who destroyed it the most?

    3. in response to the global financial crisis

      Why is this the catalyst for legislative reaction/response?

    4. I'm trying to grasp how it is that we're so concerned and focused on global economy and global financial crisis when money, finances, wealth, economy won't matter if the planet and environment is dead/dies. Further on that, why does it take an initiative around sustainable economy to catalyze what should immediately be of concern which is sustainable natural environment and life. Money controls people in disturbing/wrong ways -- it has to effect the white man's pockets in order for them to care.

    1. I often feel the same, in not just ecological issues but around a lot of human rights and social justice issues. It's a pain that you hold knowing there is an issue, you're doing your best to become knowledgable and do what you can as an individual, but inevitability there is still loss, whether an ecological loss, a person of color's loss, a loss of rights. It is a sense of mourning that we hold, but unsure how to move forward when it seems larger than you and the issue isn't resolved.

  12. Mar 2019
    1. Just Transition

      This.

    2. We need to reshape America to be about the people... as in, all people, not just the privileged few. Thinking about inclusion necessarily means we address climate change as it threatens any sort of social stability we seek.