Posts Tagged ‘social networking’

Indonesia’s craze for mobile social networking visualized

Tuesday, March 8th, 2011

This comes as no surprise to me. I’ve been describing this love of high-tech and all things ‘modern’ among Jakartans in my dissertation.

Chris McDowall on the “Seeing Data” section of SciBlogs reports: Mapping a Day in the Life of Twitter. He notes that Jakarta glows brightly 24 hours, day and night…

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(see full animation at SciBlogs)

Mark Graham on Floating Sheep notes:

As Chris points out, we can see Indonesia (particularly Java) producing an unexpected amount of content. Well, at least unexpected until we realise that Twitter is enormously popular in Indonesia. The country apparently has world’s highest proportion of internet-users on Twitter.

From the CNN article linked to:

Indonesia is the world’s fourth largest user of Facebook and has been dubbed the most Twitter-addicted nation on the planet by online research firm comScore. The country beat every other nation in the percentage of online Twitter users. […] Most people use their mobile phones to access the web.

(via Floating Sheep)

Bernie DeKoven on Play Communities and Game Communities

Monday, January 12th, 2009

‘Funsmith’ Bernie DeKoven wrote a post on his site Deepfun about the differences between game communities and play communities.

The post consists of the usual little snippets of well-worn wisdom about play and game (play is informal and open-ended, games are formal and rule-based; game are competitive, play is more about spontaneity and shared fun). As also noted on another blog, this largely coincides with James P. Carse’s distinction between finite and infinite games (1986). Or even the paidia vs ludus distinction which we find with Roger Caillois (1958), and which has been extended and adapted by many contemporary game researchers. But what makes this useful, I guess, is that DeKoven connects the game/play distinction with ‘community’. Thus, games and play become prime organizing principles of technologically mediated communities:

It is no coincidence that the Internet, though it serves both kinds of community (play and game), is so easily characterized as a play community, dependent on openness and trust shared by its players, succeeding to the degree in which it can respond to their constantly evolving, individual and collective interests.

People are increasingly active on various online/mobile/hybrid social networks. See my earlier post on online social networking as a game, in particular this quote: “Social networks offer a revolutionary way for people to play with friends and communities that have meaningful value to them in their real life”. Such a communal view on identity-formation is a nice addition to the more individualistic view, in which identity as a project of choosing and building a self involves ‘playful’ experiments and (re)configurations on a personal level (‘playing oneself’).

The question remains: does sharing the same play experiences with other people logically lead to self-understanding in terms of ‘play’? Metaphors (play/game) become ‘real’ when they account for people’s sense of similarity and belonging. The metaphor then becomes a medium. It seems such a powerful line of reasoning in favor of the ‘playful identities’ thesis: when former fixed essences and circumscribed narratives of identity are debunked, unmasked, or simply no longer believable, playing together is a very powerful way of reconnecting (‘re-ligare’) to a larger body of people.

Finally on Twitter…

Tuesday, December 23rd, 2008

Yeah yeah, so much for participatory observation in research… I am finally on Twitter. Reading this article – which appeared a few months ago – convinced me to have a go and see what this “ambient awareness” thing is all about in practice. Now I gotta find some friends to twitter to…

Online social networking as game

Wednesday, June 11th, 2008

This BBC article “The power of play on the internet” is interesting in the light of our overarching “Playful Identities” research question: How do new (group) identities appear or how are old identities articulated and experienced? What is the role of digital media in this proces? And how can this be understood as “playful”?

The claim is made that online social networking is a type of game (not really a new idea). Impicitly it is suggested that gaming is the form of contemporary social bonding. Additionally, the relevance of online gaming for “real life” is underlined. This further undermines the old dichotomy between an isolated cyberspace versus real life as two separate domains. Interesting as well to me is the fact that there are reputation systems built into these social networking games. These become mechanisms to enforce reciprocity, which is an important term in theories about gift exchange (Mauss).

Some interesting quotes from the article:

Game design and social networks are merging into one of the most persuasive forces on the net. That assertion was made by a string of speakers at the Web 2.0 Expo in San Francisco.

“Social networking is a game in and of itself,” explained Jennifer Pahlka, co-chair of the conference.

….

“Social networks offer a revolutionary way for people to play with friends and communities that have meaningful value to them in their real life,”

….

“Logging in and playing with strangers was exciting when the internet was new but the modern web is personal and social and it is clear that the internet is being used for social purposes to connect people rather than isolate them.”

….

“We build up these reputation systems with levels and rankings just as you would if it was a game and by applying these gaming principles it helps build these thriving successful communities.”

KPN & Hyves cooperate: proximity-based social networking

Wednesday, April 16th, 2008

[I wrote this blogpost earlier for The Mobile City]

hyves_baseline_net.png

Dutch tech/nerd blog tweakers.net report that Hyves, Holland’s most popular social network, has struck a deal with operator KPN (the biggest telcom in NL) to add locational information to text messages Hyves users send to each other. According to KPN, questions such as “where are you?” and “what are you doing?” are often asked by mobile phone users.

KPN customers can switch the service on by first registering for this service on Hyves. Whenever they send a text message containing information about what they are currently doing to a specific number, they will be positioned on a Google Maps application within Hyves, which may be seen by other Hyves users.

This is just another step in the field of LBS (location based services) that telcoms are seemingly desperately trying to develop. LBS had been a buzzword for some time now, but the real “killer-app” hasn’t come up yet. I’m curious to see how this will develop, since these are very strong partners indeed.

Just a thought, I think questions as quoted above like “where are you?” and “what are you doing?” shouldn’t be taken too literary. We don’t really need or even want to know this information all the time. They are often just a sign of reciprocal involvement with the life of the other person, a type of mobile gift exchanges.

Moreover, part of the fun in talking through the mobile phone is also the joy of imagining what someone else is doing at the moment, and trying to picture where he or she is. It is part of the process of creating “imagined proximity” or “co-presence”. I wonder what kind of new imaginings will arise when this kind of background information is already given through location based services? If we know all this kind of stuff in advance, is there even sense in still making the actual phone call? Perhaps in an unexpected way, LBS as the chicken with the golden eggs may turn out to be a bullet in the telcoms own foot.