Saturday, December 5, 2020

Post #12 (Final): Auditing My Online Social Media Presence

My parents barely use any social media, the only one being WeChat, a Chinese multi-purpose messaging, social media, and mobile payment app developed by Tencent. Neither of them are very tech-savvy, and therefore they did not give me advice, nor monitor my social media as a kid. I had never heard of anything like a “digital footprint” and, for a long time, I was under the impression that deleting a post on Facebook or a picture on Instagram meant it was permanently deleted from the Internet for good.


It wasn’t until in middle school where I learned the truth about being safe online. I was finally taught the importance of being cautious about what I put online. Since then, I’ve done my best to be careful about what I reveal about my self, and have done a pretty good job in keeping a clean digital footprint.


My Online Footprint & Personal Website


I have a larger online footprint than I’d like to admit. I own an account for Facebook, Instagram, Twitter, Pinterest, Reddit, Twitch, and Linkedin. I don’t use most of these frequently, and some I don’t use anymore at all. However, they all still have some information on them from myself. Some of them have my full name, and many of them contain information about my personal interests, such as the games I enjoy and music I like.



I do have a personal website. This website is made to showcase my work as a game design student. I use my personal website as a portfolio so potential employers, as well as game design industry members, can see my work and potentially hire me.  I have a section for games I’ve created, personal art pieces/game art bibles, and an “About Me”. This website shows my full name, personal email, Linkedin, and game dev Twitter account.


A small section from my personal website



My Social Media Accounts


The first social media account I created as a Facebook account when I was 11 years old. However, I did not post things for years; the only use I had for Facebook was playing games like Farmville 2 and Restaurant City. I only started posting on Facebook when I entered high school. In high school, my main uses for Facebook were to post photos about my life as an online “album” and keep updated with my high school’s marching band. Last year, I used it to keep updated with my sorority and Greek life events, but now I don’t use it for anything at all.


I used Instagram much more actively in middle and high school than in college. I would post pictures from vacations, concerts, and winter guard competitions. In the past year, I have posted 5 times, with the last one being from nearly 6 months ago: 3 pictures about my sorority, 1 from a fun photoshoot with friends, and 1 about a BLM protest I participated in.


My Twitter is used as a casual place to showcase what I do in terms of game design. I post about art and 3D model WIPs and games I create. I tweet on it pretty irregularly, but I take extra care to make sure I do not tweet or post about controversial things that could be seen as unprofessional or problematic.


Screenshot from a game I created


I use Pinterest regularly for a variety of different interests. I save pictures of art tutorials and references, fashion that I like, ideas for my bullet journal, college dorm tips, writing prompts, and nail inspiration. It is a place that I draw a lot of creative inspiration from. I also use Reddit, but I am a “lurker” on that website, which means that I read through posts and comments from other users more often than I post and comment myself. Most of my posts and comments have to do with posting pictures of my bullet journal, which is a hobby that I’ve been very into since my senior year, as well as voicing my opinions on certain TV shows I like.

My "bullet journal" Pinterest board


My Twitch.Tv account is the social media site I use the most. It is a website that people can use to livestream to viewers, and is most commonly used for people to watch others play games--but streamers can also do non-gaming activities, such as art, “just chatting”, and more. I stream pretty regularly as a way to connect to other people who enjoy games and meeting others as much as I do. I mainly stream games such as League of Legends, Stardew Valley, and Among Us, but I also stream art and other variety games. Many streamers use their webcam to give their stream a more “personal” touch, but I go a different route. I am careful about what I reveal about myself on Twitch because I stream under an alias; viewers know my first name but not my last, and since I don’t want too much information about me revealed, I stream using a virtual avatar.


Virtual Model I use for streaming on Twitch


The last social media I use is LinkedIn. I don’t use LinkedIn too often. For me, its main purpose is to look at job listings and have recruiters be able to find me. I also use it to connect with professors, friends and industry members I meet. I make sure to keep my LinkedIn professional and clean, and list out a lot of my achievements and accomplishments to ensure that I look my best.


What information Have I Given Out?


As stated previously, I do give out a decent amount of information about myself on the internet. It varies from each of my different social media accounts. My Pinterest shows a lot of my interests and hobbies (interior design, journaling, writing, art), while Twitch shows only a few (games and art), while Reddit mainly shows that I like journaling, The Office, Hell’s Kitchen, and Taylor Swift. I like to think that the information I have given away is relatively harmless, and can’t easily be used against me in the future.





Wednesday, December 2, 2020

Post #11: EOTO Mediasphere (Online Influencers)

Being an online influencer is a relatively new job that has dramatically increased in popularity in the last few decades. Online influencers are regular people who have built a reputation for their knowledge and expertise on a specific topic. They make regular posts about that topic on their social media channels, and through this, they generate large followings of enthusiastic, engaged people who pay close attention to their views and opinions. Online influencers have the power to affect others' purchasing decisions because of their authority, knowledge, position, or relationship with their audience. 



There are many types of online influencers, such as artists, YouTubers, and more recently, Tiktokers.


YouTube was one of the first platforms that made “online influencing” a job. A few months after YouTube’s launch in 2005, the website was getting over 8 million views a day and growing more and more in popularity every day. Many regular people were creating at-home videos to share to others just like them. In December of 2017, YouTube launched its “Partner Program” to select popular creators, which allowed them to earn money from their content based on ad revenue. This allowed the possibility of making videos as a YouTuber go from a simple hobby to an actual career. Among the first content creators offered partnership were Smosh, Lonelygirl15, LisaNova and renetto. Not even a year later, the most successful creators were earning six figure salaries.


Today, online influencers have much bigger audiences than in the past. This can easily be seen through TikTok, a relatively new social media platform that launched in September of 2016. The most famous and popular TikToker, Charli D’Amelio, has over 102 million followers as a dancer and online influencer. The rise of her stardom and popularity has been attributed to her content being deemed relatable and authentic, but regardless, Charli is widely regarded as the “undisputed reigning queen of TikTok”.  She has appeared on a Super Bowl commercial, as well as ABC television and more. She stars on a reality TV show that features her family, published her own book, and has her own nail polish collection, makeup line, and sweatshirt collection. Dunkin Donuts even named a limited time drink after her called “The Charli” in September 2020. 

 

Addison Rae, 2nd most popular TikToker (right) with Charli D'Amelio, most popular Tiktoker (left)

Post #10: EOTO Theories (Agenda-Setting Theory)

The agenda-setting theory was first introduced in 1972 by two college professors, Maxwell McCombs and Donald Shaw. The pair surveyed North Carolina voters during the 1968 U.S. presidential election. Through the information they got, the two built the notion that the mass media sets the agenda for what people should care about. Thus, the agenda-setting theory was born.

Maxwell McCombs and Donald Shaw

The official definition of agenda-setting is described as the "ability (of the news media) to influence the importance placed on the topics of the public agenda.” This theory refers to how the media’s news coverage determines which issues become the focus of public attention. So, in other words, more news coverage means more public attention, which then means more weight, focus, and attention on a certain thing. This could also mean that the mass media is missing, or even ignoring, other stories that could be of equal or even higher importance.



An example of agenda-setting would be the BLM protests that were all over the news media earlier this year. Of course the BLM movement is extremely important and deserve the recognition, but many other happenings and events were being missed because a lot of the public’s attention was drawn towards the movement.


There are three types of agenda setting. The first one is public agenda setting, where the general public determines the agenda for which stories are considered important, and which ones are considered unimportant. The second one is media agenda setting, when the media determines the agenda for which stories are considered important. The third and final type is policy agenda setting, which is when both the public and media agendas influence the decisions of the public policy makers.


The agenda-setting theory rests on two assumptions. The first is that the media filters and shapes what we see rather than just reflecting stories to the audience. This would be similar to seeing a sensational or scandalous story at the top of a news site, as opposed to a story that happened more recently or one that affects more people, such as an approaching storm or a tax reform.


The second assumption is that the more attention the media gives to an issue, the more likely the public will consider that issue to be important.  Another way to look at it is this: mass media organizations are not telling us what to think or how we should feel about a story or issue, but rather, they are giving us certain stories or issues that people should think more about.



There are several criticisms of the agenda-setting theory. For one, the theory is very difficult to measure. There has not been much research on the theory, and the research shows that there is not too much correlation between public prominence and media coverage. Also, since the average person has access to internet and/or social media, people can find many news articles and sources on a topic, instead of just relying on one or two sources. 


The second criticism of the agenda-setting theory is that the theory does not work for people who have already made up their minds. For example, someone might believe that his or her elected official was the right choice for office, despite numerous compelling reports to the contrary presented by the mass media.


Overall, it is difficult to convince others that the mass media is setting the agenda.

Post #9: Privacy, Online & Off




In a world full of technology and information at everybody’s fingertips, privacy is essentially nonexistent. This is easy to forget--it seems that every person has a lot of privacy. Every email address, social media profile, bank account, etc. is password protected, and there are many ways to “hide” information, such as archiving or deleting posts and setting social media accounts to ‘private’, but nothing is really completely private. Websites retain information, and can sell that information to other companies. I watched a few Ted Talk videos that discussed privacy (and lack thereof) on the internet.


In Juan Enriquez’s Ted Talk Your online life, permanent as a tattoo, he discusses the lack of privacy on the internet today and compares it to a tattoo: permanent, and … The issue is, this kind of electronic tattoo is much more dangerous, as this kind of tattoo is immortal and will easily outlive the average person’s lifespan. He also delves into facial recognition, and how one single name can lead to finding someone’s Facebook, Google, Twitter, Tumblr, etc. This freaked me out quite a bit, and I looked up my name on Google out of curiosity. I found a ton of results relating to me and my personal life, which was kind of scary.


In Catherine Crump’s The small and surprisingly dangerous detail the police track about you, she introduces this technology that virtually nobody in the audience has heard about: a device that the police and government use to track license plates. This may not sound that crazy or an invasion of privacy, but this information is being stored by police “just in case” it is needed later. The police can see where people are going with these trackers, and paint a profile of a citizen without them even knowing. This was really shocking to me, especially since I had no idea this device existed. It would not affect my daily life that much, since I don’t (and will not) do anything to break the law or get me in trouble, but it is still unsettling, knowing that I can’t do anything about the government tracking my license plate.



The story that affected me the most was Darieth Chisolm’s How revenge porn turns lives upside down. She opens up with an incredibly emotional story about how her ex-husband being sent a website full of explicit photos of her. She details how she felt humiliated, embarrassed, and ashamed, and how she felt like “my world was coming to an end.” You can hear the raw emotion in her voice as she says this, and I could practically feel her pain and how devastating it was to her. 

Sunday, November 29, 2020

Post #8: Diffusion of Innovations

In this post, I will be applying the Diffusion of Innovation Theory to Discord, and how it changed over time.




Step One: Innovators

Discord was created by co-creators Jason Citron and Stan Vishnevskiy. Citron originally came up with the concept because it was difficult gaming with friends while using voice over IP (VoIP) software such as Skype and Teamspeak. Both were irritating to use and annoying to navigate, but they were the so-called “best” available VoIP at the time.


When Citron was in the process of creating Discord, he made a small company named Hammer & Chisel to help create his vision. There, Vishnevskiy assisted him a lot during the app’s development. The process was slow and there were a lot of issues in development; Citron would show his gamer friend group the app’s progress, and they tested it out as it developed. Citron, Vishnevskiy, H&C, and the friends were the Innovators of Discord.


Jason Citron and Stan Vishnevskiy




Step Two: Early Adopters


Discord was publicly released in May 13, 2015 under the domain name discordapp.com. At the time, there were no specific moves to target any specific audience. However, on its launch day, one person in the FFXIV subreddit posted about Discord (with a link to their server) to talk about a new expansion pack for the game on. Citron and Vishnevskiy jumped into the server as well, hopped into the server’s voice chat, and started talking to people who showed up. Those Redditors would go back on Reddit, talk about the application and the “pretty cool and chill developers”, and even more people would sign up for Discord. Several hundred people registered that first day.


All of these FFXIV players became Early Adopters of Discord.


Step Three: Early Majority

Soon, Discord became used widely by esports and LAN tournaments as a means to communication. It also was used a lot by Twitch streamers, who made servers to meet and connect with their community of viewers.  Discord’s tagline was “It’s time to ditch Skype and Teamspeak.” And many people did.


Those were not the only users of Discord; regular gamers used the application as well. I was one of them. I created my account August 2015, because I heard friends talking about a cool new voice-chatting app called Discord that wasn’t as finicky as Skype. 


Although Discord was made “by gamers, for gamers”, these aren’t the only people using Discord. Over the years, many subreddits have their own discord servers, such as r/HellsKitchen and r/Raleigh. A lot of online communities have servers as well, to discuss TV shows, hobbies, etc.




Step Four: Late Majority


The fourth category came at the beginning of this year (2020). After the COVID-19 pandemic forced a lot of schools, universities, workplaces, etc to essentially “shut down” and send everyone to WOH, Discord changed its motto from “Chat for Gamers” to “Chat for Communities and Friends”. This change introduced server templates on Discord, one of those being a “classroom”, so teachers and professors could turn to Discord to make sure students wouldn’t fall behind and can still continue to learn. 



Example Classroom Template on Discord



Step Five: Laggards


While Discord is now one of the top VoiP applications and is now friendly to non-gamers as well, there are still people who aren’t using it, and don’t plan on it. There are still some friend groups, communities, etc. who use VoiP apps such as Teamspeak, Skype, or Curse Voice.



 

Monday, November 23, 2020

Post #7: EOTO Communication Technology (Emoticons)

Blog 8:


On October 15th, one of my classmates, Hannah, presented her Each One Teach One assignment where she researched the history and pro/cons of emoticons.


Emoticons were discovered in 1982 by Scott Fahlman. It started with the simple “:-)” to represent a smiling face, and a “:-(” to represent a frowning face. The smiling face was for a humorous post and the frowning face meant a serious post on message boards. After the discovery of these faces, emoticons went viral on message boards everywhere.


In 1999, the first ever “emoji” was created by a Japanese artist. Later on, in 2010, Unicode (a system that unifies encoding throughout different platforms) adopted emojis, and a year later, Apple created an emoji keyboard for their products. Now, Apple products get new emojis every year, with the latest ones featuring a black cat, teapot, bubble tea, the transgender flag, and more.



Emoticons have many benefits. Emoticons can help convey the user’s emotions, and allows for a better understanding of a meaning behind a sentence. It prevents other people from taking a happy message in a mean context. It can also be understood despite languages, which is very important for global communication. Emoticons are quick and easy to use, and can convey a message faster than typing one out. It also makes messages and posts more personal; sending a message with an emoji usually resonates with someone more than without the emoji.


However, emoticons have many downsides too. They are seen as very unprofessional, and are usually not socially allowed in places of work or serious matter. Emoticons and emojis can also be very misleading, as certain emojis now have different interpretations rather than what they actually are. For example, the goat emoji  can be used to refer to the Greatest Of All Time, or the G.O.A.T.




Tuesday, October 13, 2020

Post #6: EOTO Communication Technology (Personal Computer)

I did my “Each One Teach One” assignment on the personal computer, or the PC. Everybody knows what as personal computer is, but the official definition of a PC is a digital computer designed for use by only one person at a time.


In the early 1970s, computers were large and really expensive. They would take up entire walls of big rooms, and the cost of making one was crazy high. They were owned by basically exclusively large corporations, universities, and government agencies. 


The personal computer industry truly began in 1977, with the introduction of three preassembled mass-produced personal computers: Apple Computer, Inc.’s (now Apple Inc.) Apple II, the Tandy Radio Shack TRS-80, and the Commodore Business Machines Personal Electronic Transactor (PET for short).  All 3 of these machines used eight-bit microprocessors.


IBM Corporation, the world’s dominant computer maker, entered the market in 1981 when it introduced the IBM Personal Computer, or IBM PC. The IBM PC was significantly faster than rival machines, had about 10 times their memory capacity, and was backed by IBM’s large sales organization. The IBM PC became the world’s most popular personal computer very quickly.





By 1990, some personal computers had become small enough to be completely portable. They included laptop computers, also known as notebook computers, which were about the size of a notebook.




By 2000, more than 50 percent of all households in the United States owned a personal computer, and this penetration increased dramatically over the next few years as people in the United States (and around the world) purchased PCs to access the world of information available through the Internet.


There are many pros and cons of the personal computer. The biggest benefit is the communication: a personal computer provides you with the ability to stay in touch with hundreds of people. You can send emails and instant messages to a specific person for personal or professional reasons. You can also send a message to many people at one time, you can write a blog or article or leave a post in a forum. 


There’s also a lot of information constantly at your fingertips. In just a few seconds, you can type a website URL into the search bar of your browser and visit a website full of information. There are online encyclopedias, books and user-submitted communities designed to provide specific types of information, such as video game walkthroughs.


PC’s also provide a lot of fun. Computers provide a wealth of opportunities for fun and relaxation. You can play computer games, watch digital TV shows or movies, draw using a tablet and digital artwork software, create your own video or write a digital diary. 


For personal computer cons, there are physical side effects that can have a negative impact on a person’s life. Frequent computer use leads to a variety of physical problems such as wrist soreness, back aches, tension headaches and tight hamstrings. Laptop users are especially prone to problems because they must hunch in order to appropriately view the screen. People who spend all day on the computer are susceptible to tight muscles, strained eyes and carpal tunnel syndrome. 


Another issue is internet addiction. Internet and computer addiction plague a small percentage of computer users and mildly affect many other users. Severe Internet addiction may include addiction to cyber-relationships, online gaming, online gambling or adult content found on the Internet. Though mild Internet use is healthy and normal, people who are addicted to the Internet feel as if they must constantly be on the Internet. This often leads to decreased work or school performance or losing touch with friends and family members.


Whenever a person uses their PC, they spend less time in the physical world. Personal computers often keep people from more traditional methods of having fun such as playing games with friends, reading books, watching TV or exercising. People with computers typically spend less time with their family and friends and may instead elect to communicate digitally, which does not provide the tone and body language required for effective conversation.

 Source: https://www.britannica.com/technology/personal-computer/Faster-smaller-and-more-powerful-PCs


Post #12 (Final): Auditing My Online Social Media Presence

My parents barely use any social media, the only one being WeChat, a Chinese multi-pur pose messaging, social media, and mobile payment app ...