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2voteMs. Hargittai says the results show that online social networks evoke real-world communities and demographics. “Online actions and interactions cannot be seen as tabula rasa activities, independent of existing offline identities,” she writes. “Rather, constraints on one’s everyday life are reflected in online behavior, thereby limiting—for some more than others—the extent to which students from different backgrounds may interact with students not like themselves.”
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1voteFacebook, MySpace, and other social networking sites popular among college students boast users who claim hundreds of online friends. But new research shows the count of “real friends” — true intimates — is about five.
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1voteDigital media allows us to make both dramatic and subtle changes to our self-representations with an ease not available elsewhere. These changes can greatly affect how we interact with others in virtual environments. For example, facial and behavioral mimicry can make us more likeable and persuasive. In addition to gaining social advantages, our avatars (digital representations of ourselves) can also change how we behave. This occurs via conforming to expected behaviors of the avatar - a process referred to as the Proteus Effect.
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1voteI'll admit, being a female gamer can have it's advantages sometimes. However, the majority of the time, these advantages leave me feeling disgusting and somehow taken advantage of, not a fun way to feel while trying to play a game for fun. The advantages I refer to are the attention, but more importantly, the presents and gold you can receive by being a female gamer in World of Warcraft. But these advantages (of receiving gold from male gamers) soon turn into feeling yucky in general and sometimes worse.
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1voteTwo researchers at the University of Nebraska at Lincoln have completed a study on “deception in cyberspace,” and they’ve hit on something pretty interesting: In text-based chat rooms, people who are lying generally get anxious. But in virtual worlds that let people create avatars, that edginess seems to fade away. “This suggests that ‘wearing a mask’ in cyberspace may reduce anxiety in deceiving others,” the researchers conclude.
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1voteA group of Los Angeles high school students recently created a version of Pacman that is based on people that they have interacted with in their Pico-Union and Koreatown neighborhoods. (See the games here). This fact alone - that is, their choice of characters - suggests that the games will be quite different than any games these kids have ever played.
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1voteDavid Cooke, director of the BBFC, said: "Manhunt 2 is distinguishable from recent high-end video games by its unremitting bleakness and callousness of tone. "There is sustained and cumulative casual sadism in the way in which these killings are committed, and encouraged, in the game."
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1voteDescribes the incident of SVMaria - a girl from Chile who allegedly faked a miscarriage and other details of her life, set up a wish list when she was in the "fake" hospital, and maintained a number of fake LJ user accounts (sock puppets) who reported about her misfortunes and asked for gifts from the LJ community.
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1voteFemale high school athlete's picture goes viral online and, upsetting the student and her family.
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2voteThe 26 yr-old founder's idea was “to turn cyberlosers into social-networking magnets” by providing fictitious postings from attractive people. The postings are written by the client or by Mr. Walker and his employees, who base the messages on the client’s requests. FakeYourSpace says it does not post any messages that are threatening, pornographic or illegal.
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