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Internet Culture

Internet Culture. Computer Science 01i Introduction to the Internet Neal Sample 27 February 2001. We will talk about. Odds and ends: FTP What is a culture? Internet User Demographics Delayed Collaboration Communities Real-time Communities Virtual Societies Gaming Communities.

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Internet Culture

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  1. Internet Culture Computer Science 01i Introduction to the Internet Neal Sample 27 February 2001

  2. We will talk about... • Odds and ends: FTP • What is a culture? • Internet User Demographics • Delayed Collaboration Communities • Real-time Communities • Virtual Societies • Gaming Communities

  3. Odds and Ends: FTP • File Transfer Protocol (FTP) • Transfers files between two machines • Requires an FTP server on the host machine and an FTP client on user’s machine • Much like the webserver/webbrowser relationship (“client-server”) • Requests and replies for files instead of HTML documents and components

  4. FTP: manual ftp • Login to host machine • ftp sole.stanford.edu • username: bob • password: ****** • To request a file(s) • get program1.cc • get *.html • To send file(s) • put program2.cc • put *.html

  5. FTP: Getting Graphical • Many, many free graphical FTP programs are available • Two recommendations are: • WS_FTP LE • CuteFTP • Both are available at: • http://www.tucows.com

  6. FTP: GUI Login

  7. FTP: GUI Use

  8. Internet Culture What is a culture?

  9. What is a culture? • History • Habitat • Architecture • Community • Artifacts • Property and Commerce • Psychology • Behavior, Sanctions, Norms, Status • Political Structure

  10. Demographics Who do you think uses the net most?

  11. Age • Average age: 33

  12. Sex 1997: 68% male, 32% female W3C 1998: 59% male, 41% female GA Tech 2000: 60% male, 40% female user survey

  13. Education

  14. Income Average Income: $59,000/yr.

  15. Marital Status • Married: 41.1% • Single: 38.7% • Living w/ someone: 9.2% • Divorced or separated: 8.3%

  16. Geography • USA: 84.4% • Europe: 5.8% • Canada: 4.9% • All other: 4.9%

  17. Internet Experience • Under 6 mo.s: 7.9% • 6-12 mo.s: 10.5% • 1-3 years: 45% • 4-6 years: 27.2% • over 7 years: 9.4%

  18. Internet Usage • 78% of respondents use their web browser more than once a day • 38% use it more frequently than 4 times a day • 40% use the web 1-4 times a day • 19% use it less frequently than once a day

  19. Occupation • Educational: 24.9% • Computer related: 21.4% • Professional: 22.5% • Management: 11.4% • Other various fields: 19.8%

  20. Operating System (1999) • Windows: 81.3% • Macintosh: 13.0% • Unix: 2.7% • WebTV: 0.8% • Dos: 0.6% • OS2: 0.2% • Other or unknown: 1.4%

  21. Shopping Habits • 77.8% have purchased products or services online • 21.6% have never purchased a product or service online • 0.7% don't know • Of the females who responded, just over 70% have purchased online and of the males, 80% have purchased online. Not a vast difference in markets.

  22. Purpose on the net? • Browsing around (surfing): 79% • Entertainment: 65% • Work / research: 51%

  23. Odds and ends • Bookmarks • 77% have between 11-50 bookmarks • 19% have over 100 bookmarks • Access • 64% access the Net from home • 31% access from work • 5% other access • 81% are registered to vote • 98.3% use English as their primary language

  24. Who is John Q. Internet? • 33 year old married male • No children • College graduate, likely holds graduate degree • Earns about $59,000 • Live in the US, speaks English, votes • Been on the net 1-3 years • Surfs more than once a day • Uses Microsoft Windows

  25. Internet Communities • Communities as groups of related users • Each internet community has its own “culture” • Hackers and gamers and chatters and activists are all vastly different groups

  26. Delayed Collaboration Communities • Groups of people that share ideas and thoughts in stable messages • No “face-to-face” time, user interaction • Different types: • On the web, “newsgroups” on various topics • Bulletin boards • Instant Messaging (some flavors) • Email lists

  27. Delayed Collaboration Examples • www.dejanews.com • newsgroups on various topics • gsc@drizzle.stanford.edu • mailing list of all Stanford graduate students • www.stepfamily.net • email questions with public replies • ask the experts • like “Dear Abby” or NPR’s Car Talk • http://www.delphi.com/extremecompute/start/ • specific topic message boards, hardware

  28. Realtime Collaborative Communities • Groups of people that share ideas and thoughts • Actual “face-to-face” time, conversational • Different types: • IRC - Internet Relay Chat • AIM chat, ICQ chat • AOL chatrooms

  29. What “chat” looks like

  30. Virtually Societies • MUSH - MUltiuser Shared Hallucination • “rooms” connected to myriad other rooms • “walk-around”, explore, build, interact • Virtual Worlds • Ultima Online • EverQuest • Asheron’s Call “games” • Hitchhiker’s Guide to Earth • building knowledge, collaboratively • http://www.h2g2.com/

  31. Lang. of Abbr. • otoh: On the other hand. • rl: Real life. • rotfl: (I'm) rolling on the floor laughing. • spam: A lot of unwanted text on your screen, usually scrolling by so fast that it's difficult to read or text that you want to see gets lost in it. • ttyl: (I'll) talk to you later. • vr: Virtual reality. • wtf: What the [heck]? A vulgar exclamation of unpleasant surprise or confusion. • afk: Away from keyboard. • bbiab: (I'll) be back in a bit. • bbl: (I'll) be back later. • brb: (I'll) be right back. • btw: By the way. • fubar: [Messed] up beyond all repair (or recognition). • imho: In my humble opinion. • irl: In real life (as opposed to virtual reality). • jk: Just kidding. • lol: (I'm) laughing out loud.

  32. Gaming Communities • All sorts of games • Turn-based: Cards, chess, Trivial Pursuit • often use web-browsers, free, high latency ok • Realtime Strategy: War games, empire Building • purchased software, high latency not too bad • FPS: First person shooters • purchased software, low latency to be competitive

  33. Gaming Societies • By game, e.g., the “Quake Community” • http://www.planetquake.com/ • In team games, by group/clan/tribe • http://www.tribalwar.com/vanguard/

  34. Elements of game culture • The culture is very feudal • wars are waged on virtual battelfields • win and lose virtual turf http://www.ogl.org/cgi-bin/league.pl?league=ctf_open&mode=display_universe • Status derived from skill • Highly Uncivilized in nature

  35. “Professional Gamers?” • Dennis “Thresh” Fong, 25, Cal. dropout • The first “professional gamer” • industry consulting • endorsements • website: www.firingsquad.com • Is it lucrative? • 1997 E3 winnings: • $5000 • A new Intergraph PC workstation • oh yes, and a Ferrari

  36. Gamer Demographics • Last update Feb 27 2001 11:45am PST • www.theclq.com • Online Players: 12,873,958 • Online Teams: 261,366 • Online Servers: 316,940 • Typically Male, 16-24

  37. Other groups and cultural traits • Hackers • Status through exploits and “hacks” • Anarchists • Open Source Developers • “Gift culture” • Noosphere • LinusTorvalds - Linux • Socialists with “ego-profits”

  38. Sources and further reading • University of Colorado at Denver • http://www.cudenver.edu/~mryder/itc_data/culture.html • Gateway Virginia • http://www.gateway-va.com/ad/gvaad.htm • Survey.net (users add their own data) • www.survey.net • US Hostnet (marketers) • http://ushostnet.com/host/ • Protocol Communications (Georgia Tech Survey) • http://java.protocom.com/protomall/Protocom/benefit/who.html

  39. Project: Spice Girls? • In the immortal words of Ginger Spice: “Tell me what you want, what you really really want.…” • So many topics, so little time

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