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Jeremiah Favara

How riot rumours spread on Twitter - 3 views

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    Analysis of 2.6 million tweets shows Twitter is adept at correcting misinformation - particularly if the claim is that a tiger is on the loose in Primrose Hill This Guardian piece is an interesting way to think of scraping Twitter to show how mis-information moves across time in periods of crisis. I was living in London during this time period, and it was really amazing how influential social media was in shaping people's perceptions of the riots.
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    Twitter maybe correcting misinformation when it comes to riot rumors but its doing nothing to stop storytelling. https://twitter.com/1014retold Buzzfeed compared it to a re-life Game of Thrones http://www.buzzfeed.com/lukebailey/this-live-tweeted-medieval-irish-war-is-the-real-game-of-thr
Tongyu Wu

What we are not: us, them, and identity | Understanding Social Media - 3 views

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    The example of a web forum turning their "newbie" section into essentially an "unconverted" section very interesting example of how communities separate "us" and "them." I don't know how broadly we can apply that example, though. Vegans are an easy target as a community that identifies largely in opposition to an "other," since most definitions of veganism lay out what vegans *don't* do, eg use animal products. I'd be interested to see if other communities with, for lack of better phrasing, more "positive" or additive identifications, similarly segregate "others" on their sites. Then of course the question becomes, what do the "others" get out of being segregated on a community's site? Do they have their own subcommunity?
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    I do believe that it was religious scholar Robert Ellwood that said that a group most identifies in what they are not. So I do think that they create their own subcommunity, because they are identifying with the fact that they are the "other" and that they are not the "us." To give a real life example (but not a digital one, sorry) Dianic Paganism was created in response to second-wave feminism, they did not allow men into their circles. In response, you see this rise of men-only circles.
Jeremiah Favara

Virtual Methods - Edited Collection - 1 views

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    I've been reading this book and it has a bunch of stuff related to conducting ethnography in virtual spaces. The editor proposes the idea of cyber-social-scientific knowledge to get at the internet as both a cultural artefact and cultural context. Chapters 6 and 10 seem particularly relevant to discussions of digital ethnography.
Jenny Dean

Can Facebook Innovate? A Conversation With Mark Zuckerberg - NYTimes.com - NYTimes.com - 0 views

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    Interesting piece on the significance of different social apps.
emknott

Digital Practices in History and Ethnography IG - 0 views

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    The Interest Group for Digital Practices in History and Ethnography will address the data concerns of history as a research domain and those of the ethnographic disciplines (including cultural anthropology, folklore studies, ethnomusicology, interpretive sociology, and science and technology studies). This group proposes to build a medium sized tent (smaller than the whole of the digital humanities or of the social sciences, larger than a particular discipline) to explore strategies and frameworks for the collaborative care and use of research data of diverse types.
David Martin

Sociology in Fantasia - Reason.com - 0 views

  • Players tend to reproduce many offline behaviors online, no matter how fantastic, imaginative, and unearthly the game world might be. Sometimes the results are pretty bleak. "Instead of an escape from the drudgeries of the physical world," Yee writes, "many online gamers describe their gameplay as an unpaid second job."
  • Some put in extensive hours at often unrewarding work ("grinding" being the well-suited in-game descriptor of choice), submitting themselves to "increasing amounts of centralized command, discipline, and obedience," Yee notes in a chapter with the sad title of "The Labor of Fun." While individual players may explore in a leisurely, ludic way, an MMO's complexity, challenges, and rewards elicit demanding practices from those who would take the game more seriously.
  • Racism is another grim import from the real world. Online gaming has seen the rise of "gold farming," whereby users rapidly play a game to a successful level in order to sell the results to other players not willing to invest the time. In short, players outsource the grinding. A skilled gold farmer can simultaneously take a game character to a very high level on one computer while churning out valuable magic items on another. Proteus Paradox doesn't dwell on the economics of gold farming, but notes that most gold farmers are Chinese-and also that other players tend to dislike them. Anti-Chinese racism surfaces in hostile in-game interactions and in YouTube rants.
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  • And then there are the ever-elusive lady gamers. Proteus outlines how male players denigrate, harass, and drive off female players.
  • But Yee offers two twists to this sadly familiar story. First, women report wanting to play for many of the same reasons men do-achievement, social interaction, and immersion-going against essentialist expectations of gender behavior difference. And second, MMOs offer a pedagogical benefit of sorts to male gamers who play under female avatars.
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    For those interesting in online communities, gaming or otherwise, you may find this article and the related book interesting.
teridelrosso

Social Media Statistics - 1 views

http://www.socialbakers.com/

started by teridelrosso on 05 Jun 14 no follow-up yet
Erin Zysett

Looking out and Looking In: Ethnographic Evaluation as a Two-Way Mirror - 1 views

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    This is an interesting case study on how ethnographic methods are being used by arts and cultural groups to help make their case to funders. "There is growing pressure to provide concrete evidence of impact to funders and institutional and civic leaders. And yet, numbers and metrics rarely capture the complex individual transformation and collective social change at the heart of many impactful community-based arts and humanities-based endeavors. Stories and qualitative data more readily meet the challenge but are often viewed as "soft" evidence. How can we reap the valuable content- and context-rich learning that qualitative approaches to assessment afford, while enhancing the credibility of qualitative evidence toward more effective case making?"
John Fenn

New Media Literacies - Learning in a Participatory Culture - 1 views

  • One of our key goals is to stop focusing quite so much on “do kids have computers in their classroom?” and start focusing more on “do kids have the basic social skills and cultural competencies so that when they do get computers in their classroom
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