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Social Media & Video Games

Social Media & Video Games. By: Megan & Megan. Here Comes Everybody by: Clay Shirky. New Leverage on Old Behaviors People form groups/networks that are complex Ability to organize as a group to complete complicated tasks “When we change the way we communicate, we change society.”

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Social Media & Video Games

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  1. Social Media & Video Games By: Megan & Megan

  2. Here Comes Everybody by: Clay Shirky • New Leverage on Old Behaviors • People form groups/networks that are complex • Ability to organize as a group to complete complicated tasks • “When we change the way we communicate, we change society.” • Self-assembly altered how groups organize • Tectonic Shift • Barriers to group action have collapsed • Competition to traditional institutional forms

  3. Cognitive Surplus: Shirky • Scarcity vs. Abundance • The world is defined by the relationships it contains • More media=cheaper=more experimentation • Love vs. Money • Media world of distributed authority • Creativity vs. Creation • Kittens on treadmills more creative than watching TV • When to publish and when to filter

  4. ‘Facebook Grows up’ By: Steven Levy • Open enrollment=movement to access the world through shared interests • Experience built around people that you know • Apps without having to leave the site • Privacy concerns

  5. ‘How Mark Zuckerberg Turned Facebook Into the Web’s Hottest Platform: Fred Vogelstein • Almost sold to Yahoo! • Two qualities: authenticity and identity • Free for all

  6. ‘Great Wall of Facebook’ by: Fred Vogelstein • Google interested in personal data • Facebook vs. Google • Facebook harbors more information about people than can be googled • Logging to comment with Facebook backseats anonymous postings • Facebook valuing data over users

  7. ‘Year the Audience Keynoted’ by: Lewis Wallace • Zuckerberg vs. SXSW • New Level of interactivity • Direct questioning • Simultaneous postings/chats Video 0:35

  8. Social Network Sites and Our Lives • Facebook • More active users, stronger relationships • Keeping closer ties • Users • Female Mainly 18-35 White

  9. Social ties: average user 634 • Twitter and LinkedIn have largest networks • Trust • Internet users trust people more • FB the most trusting • Support • Social networks create a supportive environment • Know people better online than next door

  10. ‘A Game Saved my Life’ by: Jane McGonigal • Playing games helps problem solve • Stanford said games boost motivation and self-efficacy • Creative strategies and self-visualization

  11. ‘She’s Playing Games with Your Lives’ by: Jane McGonigal • Superbetter: help users face personal challenges • Turing life into a game • Gameification • Using game techniques to solve real-world problems

  12. Can Videogames be Journalism? by: Ian Bogost • Journalism online same as print • Relevancy • Timelines, accessible, and editorial • Infographics becoming more like games • Visualize info to inform, reveal insight, and condense

  13. QRANK • Competitive, social game…about news, sports, politics • Share with your friends • Finding a way to integrate news into smaller timeframes • Every place would have different news material

  14. ‘Future of Gamification’ by: Janna Anderson • Rewards to drive action • Competition made Facebook and Twitter popular • Fold-it

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