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Krista S

6 Maps of Digital Desires: Exploring the Topography of Gender and Play in Online Games - 1 views

  • Women in many MMOs perceive the game culture rather than the game mechanics to be the primary deterrent to poten-­ tial female gamers
  • On average, respondents spend twenty-­two hours each week in an MMO. The median was twenty hours per week—the equivalent of half a workweek. There were no significant gender or age differences in usage patterns; players over the age of forty play on average just as much as players under the age of twenty
  • While about 27 percent of female players were introduced to the game by a romantic partner, only 1 percent of male players were introduced in this way.
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  • Overall, about 25 percent of players play an MMO with their romantic partner. Female players are more likely to be playing with a romantic partner than male players (see figure 6.1). About two-­ thirds of female gamers are playing with a romantic partner, while less than one-­fifth of male gamers are
  • Men are allowed relatively free access to online games, but a woman’s presence in an online game is seen as legitimate only if it occurs via a relationship with a man.
  • It isn’t the case that women play only for socializing or that men play only to kill monsters. On the other hand, there are gender differences in these self-­identified motivations. Male players score higher in the Advancement, Mechanics, and Competition motivations, while female players score higher in the Relationship and Customization motivations. There were very small or no gender differences in the other five motivations—Socializing, Teamwork, Discovery, Role-­Playing, and Escapism.
  • In a recent survey, I asked female gamers about what they saw as potential deterrents to female gamers in the MMO they played. Almost every respondent cited the proportions and clothing options of the female avatars as problematic.
  • To a certain extent, this encourages players to think about women as token spectacles rather than actual players.
  • More important, many female players have learned that it is danger-­ ous to reveal your real-­life gender in MMOs because they will be branded as incompetent and constantly propositioned; In other words, they must either accept the male-­subject position silently, or risk constant discrimination and harassment if they reveal that they are female
  • Also, there are very few other places (in physical or virtual worlds) where high-­school students are collaborating with professors, retired war veterans, and stay-­at-­home moms
Krista S

Project Massive : The Social and Psychological Impact of Online Gaming - 0 views

  • Further, the re- sults indicate that participation in online gaming can lead to decreased isolation and en- hanced social integration for those players who use online gaming as a medium in which to spend time and interact with real life friends and relatives.
  • The average adult spends 4 hours per day (or 28 hours weekly) watching television (A.C. Neilsen, 2001). Average weekly video game play is estimated at 7.6 hours (ESA, 2004). It is reported that people who play massively multi- player online games do so for an average of 15 hours per week; however, weekly usage of 30 hours or more is not uncommon
  • It is assumed that 10% of online game players are addicted to the activ- ity, an extrapolation from the ABCNEWS.com survey finding that 10% of all users of the internet are addicted to it
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  • Killers are characterized by what Bartle refers to as a desire to impose themselves on the play experience of others. Most often this is done by killing other players for the joy of
  • “knowing that a real person, somewhere, is very upset by what you've just done, yet can themselves do nothing about it.” Killers are commonly referred to as “griefers” and their actions as “grief play” given their orientation toward annoying and aggravating others.
Krista S

The demographics, motivations, and derived experiences of users of massively multi-user... - 0 views

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    Male players were significantly more likely to be driven by the Achievement and Manipulation factors, while female players were significantly more likely to be driven by the Relationship factor. Also, the data indicated that users derived meaningful relationships and salient emotional experiences, as well as real-life leadership skills from these virtual environments. MMORPGs are not simply a pastime for teenagers, but a valuable research venue and platform where millions of users interact and collaborate using real-time 3D avatars on a daily basis.
Allison Frost

China's Orwellian Internet | The Heritage Foundation - 0 views

  • However, for China's 79 million Web surfers-the most educated and prosperous segment of the country's popula­tion-the Internet is now a tool of police surveil­lance and official disinformation.
  • Democratic reform in China is highly unlikely to come from the top down, that is, from the Chi­nese Communist Party. It will have to emerge from the grass roots. If the Internet is to be a medium of that reform, ways will need to be found to counter China's official censorship and manipulation of digital communications. The cultivation of demo­cratic ideals in China therefore requires that the U.S. adopt policies that promote freedom of infor­mation and communication by funding the devel­opment of anti-censorship technologies and restricting the export of Internet censoring and monitoring technologies to police states.[
  • As the central propaganda organs and police agencies maintain and tighten their grips on information flow and private digital communications, the average Chinese citizen now realizes that political speech on the Internet is no longer shrouded in anonymity: Private contacts with like-minded citizens in chat rooms, or even via e-mail text messaging, are not likely to escape police notice.
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  • On July 31, 2004, hundreds of villagers of Shiji­ahecun hamlet in rural Henan province demon­strated against local corruption. Provincial police from the capital at Zhengzhou dispatched a large anti-riot unit to the village, which attacked the crowd with rubber bullets, tear gas, and electric prods.[12] Propaganda officials immediately banned media coverage of the incident, and the outside world might not have learned of the clash if an intrepid local "netizen" had not posted news of it on the Internet. The Web correspondent was quickly identified by Chinese cybercops and arrested during a telephone interview with the Voice of America on August 2. While the infor­mant was on the phone with VOA interviewers in Washington, D.C., he was suddenly cut short, and the voice of a relative could be heard in the back­ground shouting that authorities from the Internet office of the Zhengzhou public security bureau (Shi Gonganju Wangluchu) had come to arrest the interviewee. After several seconds of noisy strug­gle, the telephone connection went dead
  • In April 2004, The Washington Post described a typical cyberdissidence case involving a group of students who were arrested for participating in an informal discussion forum at Beijing University. It was a chilling report that covered the surveillance, arrest, trial, and conviction of the dissidents and police intimidation of witnesses. Yang Zili, the group's coordinator, and other young idealists in his Beijing University circle were influenced by the writings of Vaclav Havel, Friedrich Hayek, and Samuel P. Huntington. Yang questioned the abuses of human rights permitted in the "New China." His popular Web site was monitored by police, and after letting him attract a substantial number of like-minded others, China's cyberpolice swept up the entire group. Relentlessly interrogated, beaten, and pressured to sign confessions implicat­ing each other, the core members nevertheless with­stood the pressure. The case demonstrated that stamping out cyberdissent had become a priority state function. According to the Post, Chinese leader Jiang Zemin considered "the investigation as one of the most important in the nation." In March 2003, the arrestees were each sentenced to prison terms of between eight and ten years-all for exchanging opinions on the Internet.[9] Then there is the case of Liu Di, a psychology student at Beijing Normal University who posted Internet essays under the screen name of Stainless Steel Mouse. She is an exception among cyberdis­sidents-after a year behind bars, she is now out of jail. The then 23-year-old Liu was influenced by George Orwell's 1984 and became well known for her satirical writing and musings on dissidents in the former Soviet Union. She defended other cyberdissidents, supported intellectuals arrested for organizing reading groups, attacked Chinese chauvinists, and, in a spoof, called for a new polit­ical party in which anyone could join and every­one could be "chairman." Arrested in November 2002 and held for nearly one year without a trial, she became a cause célèbre for human rights and press freedom groups overseas and apparently gained some notoriety within China as well. Although she had been held without trial and was never formally charged, she was imprisoned in a Beijing jail cell with three criminals. In December 2003, she was released in anticipation of Premier Wen Jiabao's visit to the U.S. Yet nine months after returning to the Beijing apartment that she shares with her grandmother, Liu still finds police secu­rity officers posted at her home. She has found it impossible to find a regular job, and police moni­tors block her screen name Stainless Steel Mouse from Web sites
  • In January 2004, Amnesty International documented 54 cases of individuals arrested for "cyberdissent," but concluded that the 54 cases were probably just "a fraction" of the actual number detained.[
  • Although President Hu's anti-porn crusade has superficially lofty goals, the nationwide crackdown conveniently tightens state control over the spread of digital information. In fact, more than 90 per­cent of the articles in China's legal regime govern­ing Internet sites is "news and information," and less than 5 percent is "other inappropriate con­tent."[
  • In February 2003, a mysterious virus swept through the southern Chinese province of Guang­dong, decimating the staffs of hospitals and clinics. According to The Washington Post, "there were 900 people sick with SARS [sudden acute respiratory syndrome] in Guangzhou and 45 percent of them were health care professionals." The Chinese media suppressed news of the disease, apparently in the belief that the public would panic, but: [News] reached the Chinese public in Guangdong through a short-text message, sent to mobile phones in Guangzhou around noon on Feb. 8. "There is a fatal flu in Guangzhou," it read. This same message was resent 40 million times that day, 41 million times the next day and 45 million times on Feb. 10.[36] The SARS epidemic taught the Chinese security services that mobile phone text messages are a powerful weapon against censorship and state control of the media. The Chinese government announced in 2003 new plans to censor text mes­sages distributed by mobile telephone.
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    written in 2004, a bit outdated, but gives great background into China's stance on internet censorship and individual accounts of citizens arrested and held (sometimes years without trail) for crimes committed online
Krista S

The Importance of Internet Activity Choices to Salient Relationships - 0 views

  • Multiple regression analyses indicated that Internet activity choice influenced later relationship quality in both best friendships and romantic relationships. Using instant messaging (ICQ) was positively associated with most aspects of romantic relationship and best friendship quality. In contrast, visiting chat rooms was negatively related to best friendship quality. Using the Internet to play games and for general entertainment predicted decreases in relationship quality with best friends and with romantic partners. These findings reflect the important and complex functions of online socialization for the development and maintenance of relationships in adolescence.
Krista S

Motivations for Play in Online Games - 0 views

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    While these results seem to confirm stereotypical assumptions of gendered play styles, the variation in the achievement component is in fact better explained by age than gender. Also worth noting is that there is a gender difference in the relationship subcomponent but not in the socializing subcomponent, although these two subcomponents are highly related. In other words, male players socialize just as much as female players, but are looking for very different things in those relationships.
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