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  1. Last 7 days
  2. Oct 2020
    1. Digital texts embody the intersections between history and biography that Mills (1959) thought inherent to understanding social relations. Content from my blog is a ready example. I have access to the entire data set. I can track its macro discursive moments to action, space, and place. And I can consider it as a reflexive sociological practice. In this way, I have used my digital texts as methodologists use autoethnographies: reflexive, critical practices of social relationship.

      I wonder a bit about applying behavioral economics or areas like System 1/System 2 of D. Kahneman and A. Tversky to social media as well. Some (a majority?) use Twitter as an immediate knee-jerk reaction to content they're reading and interacting with in a very System 1 sense while others use longer form writing and analysis seen in the blogosphere to create System 2 sort of social thinking.

      This naturally needs to be cross referenced in peoples' time and abilities to consume these things and the reactions and dopamine responses they provoke. Most people are apt to read the shorter form writing because it's easier and takes less time and effort compared with longer form writing which requires far more cognitive load and time expenditure.

    1. game theory

      Game theory is the study of mathematical models of strategic interaction among rational decision-makers.[1] It has applications in all fields of social science, as well as in logic, systems science and computer science. Originally, it addressed zero-sum games, in which each participant's gains or losses are exactly balanced by those of the other participants. Today, game theory applies to a wide range of behavioral relations, and is now an umbrella term for the science of logical decision making in humans, animals, and computers.

      --Wikipedia: https://en.wikipedia.org/wiki/Game_theory

  3. Sep 2020
    1. Franceschini, C., Musetti, A., Zenesini, C., Palagini, L., Pelosi, A., Quattropani, M. C., Lenzo, V., Freda, M. F., Lemmo, D., Vegni, E., Borghi, L., Saita, E., Cattivelli, R., De Gennaro, L., Plazzi, G., Riemann, D., & Castelnuovo, G. (2020). Poor quality of sleep and its consequences on mental health during COVID-19 lockdown in Italy [Preprint]. PsyArXiv. https://doi.org/10.31234/osf.io/ah6j3

  4. Aug 2020
    1. Models can create what data scientists call a behavioral loop. A person feeds in data, which is collected by an algorithm that then presents the user with choices, thus steering behavior.