Report on "digital natives." Includes studies of relationships, online gaming, facebookery, etc. Interesting resource and shows the mainstreaming of these topics.
CELEBDAQ is a celebrity stock exchange game. Instead of shares in companies you buy shares in celebrities. The aim of the game: to make as much profit as you can by buying and selling 'shares' in listed celebrities.
An essay on computer games as a "folk genre," situated between high art and popular culture, and very much invented by its users. Includes useful reference to the Sims.
Here's an online book about networked art - and the book itself (the essays posted online) are open to revision, commentary, alteration... so you can participate in creating an academic book.
Cell phone novels are a big deal in Japan. The novel are written via cell phone using short text messages. Unfortunately for us, they're in Japanese. According to Wired: "A mobile phone novel typically contains between 200 and 500 pages, with each page containing about 500 Japanese characters. The novels are read on a cell phone screen page by page, the way one would surf the web, and are downloadable for around $10 each."
A website of cool stuff, diverse topics and opinions. Some of it's nutty, some fascinating. Much of it relates to individual freedom of expression on the net and beyond - a fundamental issue of authorship. It's also a great source for useful tools.
About Josh Harris, crucial though little-known internet cultural pioneer. He created situations where people lived or partied or etc. completely in public - in front of webcams. It was sensationalistic and tabloid-like but also capitalized on the narrative possibilities of the net, with the multimediated websites creating narratives out of the banal and everyday and voyeuristic.
This is an article about what makes an object on the web valuable, what gives it "quality," in a world where everything is a copy of copy of copy (as the digital world it).