Skip to main content

Home/ Writing about Literature in the Digital Age/ Contents contributed and discussions participated by Krista S

Contents contributed and discussions participated by Krista S

Krista S

Report: Mafia Wars, Farmville Creator Scammed Player - 1 views

  • The man who created some of the most popular social networking games on Facebook is admitting he "did every horrible thing in the book just to get revenues," according to Consumerist.com.
  • Some of the spam ends up as malware and adware installed on your computer that can be impossible to remove. Others leave players with a monthly $9.99 credit card charge that they may not even be aware they subscribed to.
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

Internet Use and Child Development - 0 views

shared by Krista S on 16 Jun 10 - No Cached
  •  
    In the context of middle class families, elements in the techno-subsystem (e.g., Internet access) may not necessarily facilitate child cognitive development; effective use of those elements, highly dependent upon parent behavior, may promote development. For example, Cho and Cheon (2005) surveyed families and found that parents' perceived control, obtained through shared web activities and family cohesion, reduced children's exposure to negative Internet content. Using the Internet at home to learn was reported in 65 cases, to play was reported in 57 cases, to browse in 35 cases, and to communicate in 27 cases. Fuchs and Wößmann (2005) inferred, having controlled for socioeconomic status, "a negative relationship between home computer availability and academic achievement, but a positive relationship between home computer use for Internet communication" (p. 581). DeBell and Chapman (2006) concluded that Internet use promotes cognitive development in children, "specifically in the area of visual intelligence, where certain computer activities -- particularly games -- may enhance the ability to monitor several visual stimuli at once, to read diagrams, recognize icons, and visualize spatial relationships" (p. 3). Van Deventer and White (2002) observed proficient 10- and 11-year-old video gamers and noted extremely high levels of self-monitoring, pattern recognition, and visual memory. In a comprehensive review of the literature of the time (when interactive digital games were relatively unsophisticated), Subrahmanyam, Kraut, Greenfield, and Gross (2000) concluded that "children who play computer games can improve their visual intelligence" (p. 128). It should be noted, however, that playing video games has also been linked to childhood distractibility, over-arousal, hostility, and aggression (Anderson, Gentile, & Buckley, 2007; Funk, Chan, Brouwer, & Curtiss, 2006).
Krista S

Facebook Users Average 7 hrs a Month in January as Digital Universe Expands | Nielsen Wire - 0 views

  • Top 10 Parent Companies/Divisions for January 2010 (U.S., Home and Work) Rank Parent Unique Audience (000) Time Per Person (hh:mm:ss) MOM UA % Change MOM Time % Change 1 Google 162,536 2:05:19 4.4% -11.7% 2 Microsoft 143,893 1:57:58 5.9% -4.1% 3 Yahoo! 138,850 2:28:33 6.6% -15.8% 4 Facebook 116,329 7:01:41 5.8% 9.7% 5 AOL LLC 87,629 2:14:12 -0.8% -7.5% 6 News Corp. Online 83,540 1:10:56 4.2% -9.4% 7 InterActiveCorp 75,433 0:14:16 5.4% -9.3% 8 Amazon 70,942 0:25:23 -4.7% -28.4% 9 eBay 68,909 1:18:41 1.4% -5.8% 10 Apple Computer 68,877 1:18:58 7.9% -10.0%
Krista S

The Rumors Are True: We Spend More And More Time Online - 0 views

  • Survey results published by Harris Interactive suggest that adult Internet users are now spending an average of 13 hours a week online. About 14% spends 24 or more hours a week online, while 20% of adult Internet users are online for only two hours or less a week.
Krista S

Industry Statistics - Worldwide Internet users grow their time spent online - Internet ... - 0 views

  • December 13, 2002
  • U.S. consumers were online the next longest times, spending 12 hours, 6 minutes on the Internet
Krista S

Average Net user now online 13 hours per week | Digital Media - CNET News - 0 views

  • Those who surf the Net spend an average of 13 hours per week online, but that figure varies widely. Twenty percent are online for two hours or less a week, while 14 percent are there for 24 hours or more.
  • The age group that spent the most time online per week: 30- to 39-year-olds, at 18 hours.
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.
  • ...7 more annotations...
  • 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
  • ...2 more annotations...
  • 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

Motivations for Play in Online Games - 0 views

  •  
    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.
Krista S

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

  •  
    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.
Krista S

The 4 C's of Catalytic Connections - 0 views

  •  
    Don't just talk about yourself, talk about the world and show that you're listening.
1 - 12 of 12
Showing 20 items per page