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Cyberculture and YOU!

Cyberculture and YOU!.  . Learning outcomes:. Understand how the internet determines the way we interact Highlighting the subjective uses of the internet Key points of readings Understand the functions of internet Demographics Professional and personal, dating, social networking

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Cyberculture and YOU!

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  1. Cyberculture and YOU!  

  2. Learning outcomes: • Understand how the internet determines the way we interact • Highlighting the subjective uses of the internet • Key points of readings • Understand the functions of internet • Demographics • Professional and personal, dating, social networking • Educational (Blackboard) • Peer reviews, user generation • Surveillance • Support • Escapism (catharsis and entertainment) What we will focus on: identity, public sphere, privacy

  3. Functions of the Internet • Forums/virtual communities • Gaming • Entertainment • Pornography • Education • Email • Remote Access • File Sharing

  4. From Levy: • Cyberspace attempts to build a particular type of relationship among people • Cyberspace is a form of mutual interactive communication, within and among communities • We are always connected

  5. From Bakardjieva: • Online users are capable of narrowing private interest and experience • Users have different situational motivations, needs and ideologies when using the Internet • The internet is not the same for everyone • It can be beneficial for some, but may have no effect at all on others • Some people attempt to change themselves online, however their true personalities can show through regardless of their online persona

  6. Interconnectivity: The public sphere (Jurgen Habermas 1989)

  7. The public domain

  8. A Brief HistoryOfMeta-tagging

  9. What we say we do on the internet. (Crowley 2001)

  10. Public sphere vs. Private sphericules? (Todd Gitlin 1998) • “There's no such thing as society. There are individuals and there are families.” (Margaret Thatcher 1987) • Does the internet extend our sense of community and belonging or does it promote the fragmentation of the public sphere?

  11. Virtual Communities • Builds and binds “Virtual togetherness” (through personal needs and interests) • Shaped from “collective intelligence” and how much one contributes • Different forms online: • Social Networking (Facebook, eHarmony) • Blogging (Live Journal) • Vlogging (YouTube) • Online gaming (World of War Craft) • Chat rooms/Forums (found within interest based websites) • List serves/mailing lists/RSS feeds

  12. Social Networks

  13. Web Logs (Blogs)

  14. Video Logs (Vlogs)

  15. Toronto’s 8.8.8 http://www.youtube.com/watch?v=84RNAHO-TvI&feature=related

  16. Online Gaming • Formulation of new terms (i.e. PWND, NOOB/NEWB) • Creating relationships, alliances or enemies • Recreating an alternate universe (with similar or different maintenance of social order)

  17. Virtual Communities • “Medium is the message” (McLuhan) • User generation  people who produce also consume • Provide feedback, share positive or negative opinions, communicate, update, empower or infuriate • Similar to the “real world”  etiquette in reality transfers to the virtual –netiquette • Adds/brings change within the “real world”

  18. Virtual identity “Identity on the Internet is a limitless virtual world that defies real world customs and principles through digital representations of users, how we broadcast ourselves and divisions of cultures through online successes and personal experiences”

  19. Digital Representations of Me “dashboardkids4life@hotmail.com” Username: sa1L0rm0on

  20. Identity Formation: Does the internet enhance or weaken identity formation in the real and/or virtual world?

  21. Effects of Anonymity Masking Effect Polarizing Effect Disinhibition Effect

  22. Masking Effect

  23. Polarizing Effect

  24. Disinhibition Effect

  25. Does the internet foster friendship? “Nobody Knows I’m A Dog” by Alan David Perkins What do you think?

  26. Virtual World

  27. Functions of Second Life • Identity • Relationships • Business Opportunity • Entertainment • Education

  28. Identity

  29. Functions of Second Life Business Opportunities

  30. Entertainment

  31. Education

  32. Virtual Reality (continued) • Economic potentials • Small businesses vs. corporate privatization of internet

  33. PRIVACY • Data mining and social marketing • Collaborative filtering • “Mean world syndrome” –cultivation theory • Identity theft • Notions of public and private • On social networks? (Facebook pulse) • Accessible=acceptable • Semi-public semi-private

  34. Concluding thoughts… • The internet and cyberculture is an extension of the real world • Virtual reality is not a replacement for real • Still need hapticity and interaction • Patterns of consumption of cyberculture can be paralleled in real life • The cyberculturez is part of culture!

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