Monday, December 10, 2012

Reflection time

Self-directed Learning/ Personal Blog Posts
I've always had a love/hate relationship with technology, so I based my blog on seeing both the negative and positive aspects of digital culture. I used mostly my experience and that of my friends and family, but I also did some research on topics such as video game addiction(1, 2) and RFID tags. In Google +, I've mentioned research on Future shock (Nov. 19), civics (Nov. 6), RERO (Oct. 17), as well as other things with less formal research. I've used Diigo to categorize research for class - especially for my blog as well as others' posts and presentations from class.

Collaboration
My group was all about collaboration, but there are certain aspects which each group member had to work on in addition. I was in charge of the website and blog because I set them up originally, but the facebook was established by Jason. I tried to keep us on track and to make sure we each had something to contribute as well. I tried to view the videos from LBP as well as participating in early production meetings and google
+ posts to help make the project as good as possible. I tried to look at new iterations of each project, but the greatest help was with the presentations in class. I also tried to contribute in class, but found that I was much more fascinated by what others were saying.

Others' Assistance
I've especially loved Tasha, Jake, and Josh's comments in class, as they were varied and insightful. I felt like the badges and menagerie groups always had some way to contribute to the class in general, and it was very helpful and inspiring.

Digital Literacy
Although I've always been fairly tech-savvy - thanks to a movie-making father and computer engineer brothers - I've been skeptical of dependence on internet and computers. The class helped me to see how much more helpful it can be and how it can organize life while added to it. I created a pinterest account  by which I connect, but more importantly, I group all my favorite internet pictures. I joined a writing site, webook, which a classmate suggested, and it's been inspiring for me to connect with other on there as well as learn from their work. The class has helped me to see that the positives are not just about connecting with others, but connecting with aspects of yourself and just expanding the physical world into something more conceptual. I've realized that the internet/ digital culture is not really as different as I thought. It's simply a variation of the world we live in.

Monday, December 3, 2012

Final questions

1) Personal Connections in the Digital Age discusses a major shift in personal communication on a _______ level to that of a _______ level.

2) Diigo allows users to what?
  a. Bookmark sites
  b. Subscribe to RSS
  c. Create a website
  d. Take notes online
  e. All of the above
  f. A and D

3) Name three purposes for RFID tags...
  a. _____________________
  b. _____________________
  c. _____________________



1) Digital culture has allowed for further connections among people, especially across great distances, but it has also caused disruptions among families. There are ways for us to use the technology to reach out and ways to cut them off, so finding the best uses is imperative. See these posts: Digital sweet home and Digital sweet home: for the better.

2) Considering Jessica Lees' post, Copyright and the Open Movement, we have come to see in our modern society a kind of free enterprise unequaled in past generations. This freedom allows people to make use of innumerable resources and to push off from others ideas, but it also begs the question  of how we determine what is our own "property" and where copyright needs to go.

Wednesday, November 28, 2012

RFID tags - good and bad

I decided to look more into the RFID tags which our teacher briefly discussed in class on the 15th. These are Radio Frequency Identification tags, which can be used in a variety of ways. Wikipedia lists a few:

Access management
Tracking of goods
Tracking of persons and animals
Toll collection and contactless payment
Machine readable travel documents
Smartdust (for massively distributed sensor networks)
Tracking sports memorabilia to verify authenticity
Airport baggage tracking logistics

I never knew it had so many applications, but I have been familiar with these chips for many years...

I have loved dogs since I was very young, and learned about the pet tracking option with RFID tags. I used to think it was a snobbish idea, but now that I've adopted a rather run-crazy wolf-like dog that has one - though we've never needed it - I'm absolutely open to the idea. Every animal is checked for one of these chips when found by the pound. The computer system can then tell the employees all of the owner's information as well as information on the animal. This was an enormous comfort when first acclimating my dog to life with us in Utah.
This is also something that could be useful in commercial enterprises. Amazon uses something similar, and we are all familiar with the less sophisticated barcode. These chips, however, can be read from anywhere within up to 3 meters, whether or not they are visible. This would allow industries (I'd like to include the E-Commerce department of the BYU Bookstore where I work) to find and track items for customers without the nuisance of searching tags and matching barcodes.

Now, RFID chips do raise questions on personal security and privacy. If we can track animals and merchandise, why can't we track people? I know there are plenty of sci-fi stories in which the people have chips embedded in their skin so "Big Brother" can track them. It is certainly something to fear, but what if we could use those chips in emergency situations so doctors know exactly what healthcare to give? We could have easier and faster identification for police to use etc. Again, do we want that kind of overseeing, or do we retain independence? It's a question for the ages.

Tuesday, November 27, 2012

digital sweet home: for the better

Last time I wrote about how I visit my grandmother and how she has been cut off because of the internet and the culture that has evolved from it - and other technologies. Today, the focus is on how digital culture has helped to connect people like her despite the inaccessibility for people in her situation. 

 

Because of the internet, cell phones, tv, etc. we are able to connect on levels previously unimagined. Not only can we connect with friends through multiple sites, but through phones as well, storing every number within the same devise we use to call. It has never been easier to keep track of those we care about. We can alert a whole group of big events through texts or emails (although it may not be personal). We can see what people are doing with their lives without bombarding them with questions.

My mother lives in Washington, but always knows what is going on in the lives of her children, siblings, and nieces and nephews through facebook. She originally disliked the idea behind facebook, but now spends more time than any of her children on it. Through facebook, my mother and I are able to inform my grandmother of everything going on with the family. Without digital culture, we couldn't share this wealth of information with her, thus allowing her to still connect with children and grandchildren when we does see them.

How can we further this opportunity? How can we use this technology to improve the lives of many? Is it better that we are the go-between, or should those like my grandmother be introduced to the technology available so that they can access it themselves, but miss the interaction with "the messenger"?

Tuesday, November 20, 2012

digital sweet home

I've recently started visiting my grandmother every week so that she can see me during the week instead of only on Sundays when we invite her for dinner, and I've realized how our digital culture has cut off people like her from those they love... don't worry, I'll cover how it has connected them later... Whenever I visit, she asks me about the lives of my immediate family as well as aunts and cousins, because she cannot access all this information herself.

My grandmother has been cut off because she does not have the same access or understanding of modern technology as the rest of us. she understands some of what computers are capable of and is aware that nearly all our communication with the family is using the internet, but hasn't the wherewithal to use it. Because of this new technology, her descendants do not alert everyone via phone or letter, but quickly through facebook or email.

She feels cut off and ignored because we do not call her about all the things we post online. We, of course, cannot be expected to tell her everything, but because she is already cut off from the rest of the family, it makes it worse that we know things that she doesn't.

I wonder if Digital Sweet Home can use their presentation to help our others like her. could they perhaps present to a nursing home or retirement home so that those wonderful people can learn how to better interact with those they love. It would certainly be difficult, but if they could pull it off, I think it'd be incredibly rewarding.

Wednesday, November 14, 2012

collaborate and listen!

Collaborating our novel has been an adventure, and like any adventure, it's had ups and downs. I know I mentioned the "issues" in my previous post, but what's more important is how it was a success. The positives one would assume to be accompanied with a collaborative work are certainly there as well as the unexpected.

Going into this work, I knew that collaboration allows for work to be spread across the board, making less work for each individual. It was obvious that bad ideas could be weeded out as the crowd chose the best course. It was also clear that collaboration would allow for more support and better ideas overall.

Additionally, it's been an opportunity to work together and gain friendships. We've also all had to reach out to our own established friendships to encourage others to contribute. It has allowed others the chance to make a difference by being a part of a new project. They could enter the publishing world without the pressure of writing and editing their own novel.

I'd certainly suggest collaboration for any number of projects, and all students are similarly familiar with group projects. Collaboration is fun and exciting while allowing a distribution of work. The internet fully facilitates collaboration and should be embraced. There are certainly challenges associated with any group, but working through them is part of the fun.

courtesy of: https://sites.google.com/site/collaborationfornovels/file-cabinet

Monday, November 12, 2012

Collaboration Nation



I've always loved to hear, read, watch, and create stories, no matter the subject matter; although, I've always gravitated more towards chic flick stories and fantasy. The only "job" I've ever really felt that I could thoroughly enjoy is writing, but I've little talent for it. Because of this, I quickly linked collaboration with writing during our classes. This sparked the idea that some of us have been seeking: Collaborative Fiction.

Now, it's been a fantastic journey, and I've enjoyed the concept, but I'd like to focus on some of the difficulties today - like always, I'll focus on the positive aspect next time. We started out simply hoping to bring authors together in an easy environment where they can write without the stress of creating an entire novel. We had thought that many people would jump at the chance...

Sadly, that is not the case. I've learned that many people don't want to write for a novel that is not entirely their own idea. We may feel invested in it, but most people I've spoken to love the idea but don't care for the effort. No matter how we emphasize the ease in writing for the project, too many say they have no time.

Another set back is related: because so few have had genuine interest, we have had to reschedule our deadlines multiple times and push back dates. We had to write segments as well as our writers, but really can't do any more if we want to maintain the project's integrity. I've struggled with having to depend on third parties when I just want to finish the project, but the only thing I can do is involve others. I've had friends express interest, but only two have officially committed.

It's been frustrating and stressful, but worth it. There are plenty of positives about the project, and I've loved working on it, but collaboration does demand a certain mindset. It's not for the faint of heart. Collaboration means depending on others to do what you could do merely to create unity. It involves trust and flexibility; two traits severely lacking in this day and age.

Next time: why I've LOVED our project...

Wednesday, November 7, 2012

Age of Information?

As mentioned in my last post, this is an age of information. We can access almost any statistic or bit of knowledge with the click of a button. However, this does not mean that it is relevant, good to know, or even true. This is a part of Web  2.0; we can all contribute and improve the content, but are we all knowledgeable in the issues. Consider the election. Did everyone who voted have a clear idea of every candidate they voted for? I highly doubt it. otherwise, we couldn't choose vote all Rep or all Dem.

the greatest example I have of this is wikipedia. anyone can contribute and anyone can read it. There was a time when someone wrote on the LDS church and the Book of Mormon with entirely inaccurate information. How did this influence people studying the belief system? False ideas can cause more harm than good, and the only way to check it while still allowing the free flow of information is to have others edit it.

In the end, the majority will find the correct answer. I believe this was related to the concept of the long tail. This leads slightly to the idea of whether it is relevant. (: we can perform a google search and receive countless hits with nothing really matching what we are looking for. The information online is often not necessary or only relevant to a select minority. This does not make it bad, but it makes it wasteful. Luckily, we seem to not face limitations in the digital realm.

Information is widely distributed in this day and age, but not all of it is worthwhile. We still must search through it and seek other's opinions, but we can find vast amounts of information that would be difficult to attain without our modern culture.

Tuesday, November 6, 2012

Age of Information

Our modern digital culture has led to some wonderful opportunities in research and learning. People are able to search any topic  in the world and likely find a few hits that discuss it. There are websites for dictionaries, movies, books, games, news, and so much more; apps for the same as well as time or money converters; newsletters via email or subscriptions; text updates, and much, much more. It is an age of information, and we are right in the middle of it.

When students prepare to write a research paper, they do not search through pages and pages of obscure research hidden in some library, but use a search database to find research that meets specific needs. This pic has been circulating recently:

We can research political issues and platforms with the click of a button as well as find all the information we need to vote. Updates are *immediately* posted regarding voting, storms, movies and more.

What do we gain from this digital download of information? Just that, information. It may not be necessarily vital to our survival to know if the story about an orphan in Mexico is true according to Snopes, but it's there. We have an overflow of information that is *expertly* categorized for any and all to access. We can learn more, more quickly - perhaps foregoing formal institutions completely - and become experts without stepping foot in a university. We can learn about anything we want and with only the click of a button.

Wednesday, October 31, 2012

to find the good... and avoid the bad

Just because the internet can offer some terrible experiences, as noted in my previous post, there are ways to combat it. Numerous articles discuss how to avoid cyberbullying. Teens are encouraged to remember that millions can view their online information and that they can avoid contact with those who initiate bullying. It is still the same as real-world bullying: Do not let them find more ways to harm you.

Additionally, we are encouraged to be free online, using the idea of open sourcing, but we must be careful how much of ourselves we have available to unknown sources. Basically, be smart about your identity... online and off. do not trust someone simply because they follow you, but use your common sense.

Despite this grim warning and outlook, the internet is fun and exciting, allowing for all kinds of interactions
and learning. People enjoy connecting online, and as Drew Barrymore said in the film, "He's Just Not That into You,"
I had this guy leave me a voicemail at work, so I called him at home. And then he e-mailed me to my BlackBerry, and so I texted to his cell. Then he e-mailed me to my home account and the whole thing just got out of control. . . . And now you have to go around checking all these different portals just to get rejected by seven different technologies. It's exhausting.
We've found a new way to connect through our technology, and although we ought to embrace it, we also must be careful as we march forward each iteration...

Monday, October 29, 2012

negatives of social media

Although I like to focus on the positive side of things, this blog is still about the opposing views of digital culture. there is not simply the white fluffy goodness on the internet, but a dark underbelly that we sometimes try to hide. Now, these things occur outside of the internet as well, but our culture of openness and sharing has led to some dangerous scenarios brought about by social media.

There are simple difficulties associated with social media, such as decreased face-to-face communication and     the disconnect of truth and reality from a person's persona, or "profile." Other difficulties arise in the workplace and among students. Social media is easy to access and can be "addictive," especially when you are looking for an excuse not to work. Just look at sites such as I Waste So Much Time or FAIL Blog to see how we will willing *waste* our time.



You get the idea...

There are also the more serious issues: because people can hide behind a computer screen, there are sexual predators who are able to disguise their real identities and harm unsuspecting victims. You'll notice the above picture(courtesy of iwastesomuchtime.com). It's funny, right? or not? It's a real problem that I'm sure we're all aware of, but because of the open nature of the internet, there is not a great deal that we can do to protect against this behavior except warn people of its existence.

There is also cyberbullying to deal with. Again, it happens in our physical world, but the annonymity of the internet allows for a whole new avenue. There are extreme cases such as the Amanda Todd story (her YouTube video to follow) and small cases, but it's all negative. In fact, she is still bullied as people comment on her video...

Don't forget... There are positives, and plenty, of social media, but we must be careful and aware. Perhaps my next post will be on how to combat these negative aspects of social media...

Thursday, October 25, 2012

story


As you may guess from my major, as well as my group project (CCC), I love stories. I find that a story brings meaning to many situations. For example, when you find out that someone is engaged, or you even simply see their ring, do you accept that and move on without questions? no! You have to know how the guy proposed and how they met; you find out how long they have dated and their life stories. You have an innate desire to know the story behind the ring and how it got on that finger... at least, girls do.

Now, the thing it self is still very important - do we ever really consider a couple engaged if there is no ring? -  but without the story, it is rather meaningless. I'm sure you have all experienced this with a plethora of things, but with three cousins engaged, this is the one foremost in my mind. So, I ask myself, why is the story so important? Why would a story give credence to an item that has its own meaning? Because we live stories. Our lives are not stagnant, they are not proprietary. We are constantly moving through stories of our own, and the stories allow us to relate to any given thing.

How does this relate to digital culture? How do you think? Digital culture is all about the evolution of the human psyche in regards to technology. It is not about how the internet works now, but how we are changing it and how it changes us. Why did you join facebook? Was it so you could have another online presence, or was it so that you may see what others are doing and understand their life story (even if only in part)? We don't care about what the internet does, per se, but we care about how it has developed and changed the stories of our own lives.

Another part of this is the new iterations we are creating of our group projects. We are not simply creating something to create, but to experiment and experience. There is a story behind our endeavors, and it needs to be told. This is now people can find credence is what we are doing. The story gives the thing it's meaning. 
"Why would a story give credence to an item that has its own meaning?"
We live stories. Although our projects will have meaning of their own, they may not be interesting for a wide range of people. The story of how we made them, however, has an everlasting effect. People can gain inspiration from our ideas and discover how to create the items themselves. "Story" is everywhere. We must simply find it.

Saturday, October 20, 2012

Enabling

Although I do not think that digital communication is any substitute for face to face contact, it has helped many to create connections they never could otherwise. Because of my experience with games, digital communication was easy for me to embrace. You have time to collect your thoughts and there is no pressure, so it's typically easier to use for many people.

One of my best friends from a few years ago is VERY into online communication. she is part of multiple forums, and is a moderator for one or two as well because of her experience and expertise. She played a great deal of Final Fantasy for years, and digital communication is easier for her than the conventional conversation. Most of her friends now are from those forums or facebook, so the online community has been an important part of her life. She would never have made these connections without our digital culture.

Another friend of mine has had depression issues in the past and had extreme difficulty making friends when she was younger. She got through it because of video games and online friends. What does this tell me? Although a great deal of research has promoted face-to-face and degraded e-communication, such as this article, these experiences show that e-communication allow for connections and friendships that pure face-to-face contact cannot. this is also a big argument for my non-fiction book, Personal Connections in the Digital Age by Nancy Baym.

Tuesday, October 16, 2012

paradigm shift/midterm

I'm excited for this post, as I felt that it's about time to go over the paradigm shift I've experienced through this class, and it just happened to coincide with the requirements for the midterm. I was thinking that I'd discuss these things last week before the announcement, and that just makes this post that much more worth it.

The nonfiction book I was working on is periodically available on google books in nearly its entirety, but whenever I had time to work on reading, it wouldn't work or it would stop once I made it 20 or so pages (I'm not sure why it kept changing). I also placed a hold on it at our library, but it continually did not arrive. Amazingly, it came in yesterday. I have been able to do some of the reading I wasn't able to previously, but it's mostly more of what I was able to preview.

The book strongly supports the idea that things have not really changed, but that we are simply interacting and communicating in different ways. This is actually a new idea to me this semester. Nancy Baym, author of Personal Connections in the Digital Age, said on page 46, "As technologies are integrated into everyday life, they come to be seen as offering a nuanced mix of both positive and negative implications." There are still negative effects, but it's the same negative effects we've faced with every advance in communication technology. In fact, Nancy Baym mentioned that the telephone faced the same adverse reaction when it was a new device.

My fiction book, Northanger Abbey, by Jane Austen, is not much like our digital age, but there was a fundamental similarity that I saw which made me want to read it as a reference for digital culture: the ideas associated with fiction in the book and the internet now. Catherine is looked down on for her love of novels, and people continually argue how it can harm her and give her false ideas; today, the internet and digital culture is often warned against because it can absorb individuals and distance them from "real life." However, we have come to accept novels as wonderful things, especially in the English major, so I've come to see that our digital culture isn't such a negative thing, but an escape that we have yet to fully understand.

As far as my own self-directed learning, I've never been the kind to seek out my own research and find ways to interact online, but I've had to change that for this class. I have worried about spending so much time online and creating a greater online presence, but it's been good and exciting. I've had to force myself to interact using different mediums, but as I've worked on it, it's become easier and more enjoyable. I joined sites that I never even considered before - twitter, google+, and pinterest, for example - as well as those I'd not known of - such as diigo and the Google Chrome log in.

Besides reaching out online, I've also embraced more of the self-directed research and learning than I thought I would. I want to do research in order to create will-developed and thought-out blog posts. The research I've found has been exciting and I've enjoyed discussing it. I do see areas in which I can improve, such finding more research and reaching out more to those with experience in the areas I've discussing, but I have definitely made progress.

Other students have taught me a great deal about doing research and embracing digital culture. Seeing the work that Casey and Tasha have done, for instance, have been active presences on line that I've enjoyed hearing from. Seeing the work from other students on the Google+ steam has helped me to see what more I can be doing.

Wednesday, October 10, 2012

collaboration

As a part of the Collaboration group, I've begun some research on previous work. Although it seems like a new concept, at least to me, it seems that there are multiple sites which facilitate collaborative writing. Some are an online for of a writing group, so authors can submit work and hear suggestions from others. These include webook.com and protagonize.com - both sites allow for professional help with drafts and publication advice.

We have taken a slightly more drastic approach in that we are not only sharing our own work, but also working off of one another. Our book will have no one author, but in the spirit of digital culture, we will all work together to create this work of fiction. We will attempt to reach out to multiple audiences, and use their interests and expertise to make a book that each group can enjoy, be they fans of fiction, romance, sci-fi, or crime-action.

Some sites have incorporated this philosophy: storymash.com is a legitimate site which facilitates the same kind of thing we are endeavoring for. The site says: "Authors and writers hone your creative writing skills. Collaborate on new fiction stories, or branch an existing fiction story in a different direction by writing the next chapter or even a chapter into its middle! Authors, earn money for every chapter you write and self-publish on StoryMash. StoryMash rewards your creative writing talents by sharing at least 50% of the advertisement revenue." - this site has created a lucrative way for collaboration to work.

Wikipedia has a page on collaborative fiction which discusses what it is and how it often works. It also talks about the legal disadvantages and shortcomings of collaborative fiction. For example, when one author wants to continue the story or when one does not want to, the rest of the group is at a disadvantage. The page also references past books/projects done as a collaborative work.

The Wikipedia article mentions that collaborative writing may speed up the process of writing the book, and that there are many ways to approach a collaborative novel; however, there are many difficulties that can arise. If one writer has a different writing style than the others, it can change the entire feel of the book and sometimes authors will block the ideas of others and make group work nearly impossible. It seems to me that the key is to flexible and open. There also needs to be a group commitment to the work so that all are allowed to move forward. I hope our work is a success, but in case it isn't, we are documenting it all along the way at http://collaborationfornovels.blogspot.com/ so our mistakes can be recorded...Yes, so that our mistakes can be recorded as well as our successes.

It's going to be a fun ride!

Monday, October 8, 2012

video games and positive research

Video games can do more than bring people together. It can help to heal them from their ills. The Los Angelos Times said, "A game was recently tried by pediatric cancer patients at Primary Children’s Medical Center in Salt Lake City. The game is designed to improve resilience, empowerment by using visualization. Visualization has been shown to be helpful for competitive athletes' neurological recovery after injury, among other situations, the authors wrote." It's more than just a chance to have fun, but a chance to enjoy healing.

The same article discussed the health benefits from video games: "In an article that perhaps doesn’t surprise gamers, researchers say that games like Dance Dance Revolution can help fightobesity. And games like Packy & Marlon, designed to teach children and adolescents about a condition such as diabetes, can make users feel empowered to cope and even get better." I was once able to convince my family into getting a Wii console because of the wiifit games and because it uses more of they body than just your hands.

Video games have also been used to help in classrooms: http://www.edutopia.org/blog/video-games-in-english-classroom-terrell-heick. It allows for learning in a way previously impossible. Interactive learning with a medium that children, and adults, consider inviting and entertaining, would open up a new gateway to education for those who find traditional learning difficult and lengthy.
These are all wonderful ways that video games have been proven to help us. They are still a danger, as sites such as WebMD discusses, video game addiction is real and even requires measures as extreme as detox and rehabilitation. I remember hearing about missionaries in the MTC who were going through withdrawal from technology upon entering the MTC. I do not mean to say that video games and technology are a bad thing, we must simply be careful. Video games for relaxation or enjoyment is a wonderful tool until it goes too far. As long as it does not overtake other part of our lives, it can be a fantastic experience.

Thursday, October 4, 2012

Video games... rethought

I've been posting about collaborative writing lately, and that has been a wonderful adventure, but today I'd like to return to the topic of video games and thus continue my threat there. So far, I've talked about the harms and "addictions" from video games, mostly from my own perspective. Today, I'd like to focus on the positives.

As I believe I've already mentioned, one of the reasons I got into video games in the first place was because of my brothers. These geniuses - yes, I think of them as such - played plenty of games when I was a young girl, and I'd love to watch them because the games were so fascinating. One of them, I believe it was the second oldest, but it may have been the oldest, condescended to teach me how to play WarCraft. I couldn't believe it! My brother was teaching me how to play his games. From then on, I was hooked. What was to coolest thing about it was that I could play games with my brothers, either on their teams or against them. Mostly, my brothers had mercy on me and allowed me to tag along on the same team. That meant that my teenage brothers were selflessly giving their little sis. a break and playing something she wanted. What a teaching experience for all parties!

When these brothers moved out, I continued to play - alone or with friends - but it kept a kind of connection between us. When they came home to visit, we'd play xbox or N64 and the whole family would get involved - this was usually Tetris or Fusion Frenzy. I'd also play plenty of N64 games with cousins whenever we had a chance to get together. Later, my oldest brother tweaked my xbox for me, yet again a selfless act which made me respect and love him so much more. these games brought us all together and gave us reasons to just play.

After two brothers were married and had moved away, I rarely saw any of them. My youngest brother, still much older than myself, had a friend with the newest Zelda game: Twilight Princess. Knowing that I loved Zelda - he was the one who bought Ocarina of time with me - he invited me over to play it. What a lucky younger sister I was..

More recently, video games have brought me closer to friends and to my younger relations - A.K.A. nephews and nieces. When they visit, we always play the wii together and the kids all know they can count on me to have and play their favorite games. On the wii - and I believe most other up to date consoles - you can play with someone across the country as long as your consoles are connected via the internet. My nephews and nieces will play together in Boston and San Francisco. Who would have ever dreamed that was possible?

There are more benefits, but for now, these are the social positives I have seen. I will continue soon with research on health and cognitive benefits... You can also view positive aspects on gaming at https://docs.google.com/file/d/0B77j0wph5s9pcDFzLUhPbkd4WFU/edit. There will be more information on this project in following posts.

Monday, October 1, 2012

Introducing: CCC!

1. Project Title: Crowdsourcing Collaborative Creativity (CCC)
2. Description: We are attempting to create a novel from the ideas of many, following the ideas of crowdsourcing from our digital age. We will write the entire story together and allow others to determine where the story goes, allowing for totally collaborative text.
3. Project Members: Heather Andersen, Jason Hamilton, Hillary Ulmer, Jake Cannon, Christina Holt, Rebecca Ricks, and Ashley Barnes
4. Social Proof:
  • Evidence of informal social proof: We've set up a facebook page, which is open to everyone. We have proof that the idea is appealing to many: Jason Hamilton, I, and Alexandra Crafton have all posted on Google+ about collaborative writing with a great deal of feedback. 
  • Evidence of outside social proof: We have contacted professors and writers from the area (one creative writing group and a few BYU professors more particularly). Chris Crowe, a professor at BYU, has expressed interest in our project and is willing to offer further feedback. Kai Fierle-Hedrick is a woman on Google+ who works at Free Arts NYC as an educator. She works to promote collaborative creative practices to help at risk youth, and we plan to refer to her when we have more of our book. Emily Dyer, a creative writing teacher at BYU, is also excited about this project and will watch us on the way.
  • Annotated list of potential sources of further social proof: Webook.com is one source where authors can share what they are writing and receive feedback; Our Facebook page, again, will also function as a way for other writers to give input. We hope to work with Amazon.com when the book is close to completion in order to have it published as well. 
5. Literature Review:
  • Links to blog posts exploring the topic from group members: Rebecca Ricks, Hillary Ulmer, Jason Hamilton, and I have all posted regarding the topic. 
  • At least three books that establish the relevance and importance of the topic:  Marriage of Minds: Collaborative Fiction Writing; "Collaborative storytelling experiences in social media: Influence of peer-assistance mechanisms," an article by Liu, Chen-Chung et al (Discusses how much easier collaborative creative fiction is if you use hypermedia instead of a linear form); more to come...
6. Literary Component: 
  • Jane Austen's Northanger Abbey (me): This book would provide a groundwork were we to use the Austen video game story, but more importantly, it relates to identities and how media changes perceptions 
  • The Future of Us (Hillary): This was written as a collaborative work by two authors, and while ours will be done in a different format, we are drawing on this tradition of collaborative creative writing. 
7. Format(s) and Audience(s): We plan to publish our completed project on Amazon.com, making it available to anyone who is interested. We may charge up to $0.99 to purchase it, but large peices will be available for free via our facebook page and (upcoming) site.
8. Success Criteria: Our main goal is to successfully complete and publish a book which we have all contributed to; however, we hope to have at least one sale on Amazon from someone who has no relation to the members of our group.
9. Prototype: We have had multiple postings on Google+ regarding our topic as well as class discussions - mostly after class - but also created a google doc for us all to pool our ideas. We have also worked on idea via our blogs, mentioned earlier. multiple members have submitted plot outlines which we have all worked together to begin to fit into our ideal: Superheroes, Virtual Austen are the google doc versions, while the blog post versions have been preciously cited. Our prototype is outlined in this google doc, which is public, although we have another one which is specifically for us.

Wednesday, September 26, 2012

video game...hiatus

Although I am thoroughly enjoying writing about video games and my experiences with them, I am going to take a short break and instead talk about collaborative writing. I've been thinking on the concept for a few weeks now, and there are some things I'd like to flesh out regarding the matter. Don't worry - this is partly to myself - I will continue on video games and the positive outcomes soon.

I've always been a storyteller, although perhaps not openly; I think we all have an ability to create and tell stories - just think of little kids with their toys... do they just sit there and move them around, or do they come up with some imaginary tale explaining the movements? For me, it's been more than that. I started to really create stories while playing barbies - yes, barbies - with my best friends. It was fantastic, and I could visualize the story as it took place. I'm embarrased to admit that I "played" with my barbies far longer than I thought was normal (I'm not positive on the age at which I stopped, but it was around 11 to 13); however, only a year or two into barbies, I'd changed my focus in the play.

Barbies became my outlet for creating and telling stories - also done with animals and mega bloks dragons which used to be so much cooler than they are now - usually to music because that made it more theatrical (I get this from my father who makes movies, see http://ourdangerouselife.blogspot.com/2012/09/to-future.html) Ever since that time - and yes, I did leave the toys behind as they just became too cumbersome because I had to actually MOVE them (: - I've had at least three stories going in my head at once. No, they never get mixed up or twisted together, but they are all separate and distinct stories to which I can turn at the drop of a hat. Unfortunately, I've developed this fear of sharing those stories.

What is so fantastic about the idea of collaborative fiction is that stories like mine from all over can become part of something bigger. It is no longer about how silly your story is - in any stage - but about how others can help to make it a better, stronger story. Now, give me a situation and I'll create a story, but ask me to share one of my own patented stories, and I'll cringe. With collaboration, there's a chance to share with other authors who may feel the same way or who just want to reach out. What better opportunity could there be?

"Great minds think alike," and if those great minds can each contribute to one work - combining their interests and talents - that work could be fantastic. Just imagine how many more people it could reach. You have more than one perspective, more than one focus, but a plethora. Each mind brings with it a group of people with similar interests and values, thus increasing the reader population. Could this concept tie in with the long tail, in that a group publishing a work together instead of through a publication firm could amass more revenue by selling not at regular book rates, but at minimal cost? Could a profit be made? For the group or each individual? So many questions, so few answers.

I guess we'll need to discover that ourselves.

Monday, September 24, 2012

Stereotypes

I previously mentioned common stereotypes regarding video games (see http://ourdangerouselife.blogspot.com/2012/09/video-game-stereotypes.html), and I'd like to continue on that thread, perhaps focusing more on the positive aspects of gaming.

When I left off, I was mentioning how the "problem" varies in intensity depending on how much experience one has with video games. Those who've never played see little problem, unless they have someone close to them who plays; those who play just a little can see the addictive nature, and those who play heavily - 3+ hours per day - see no problem.

What non-gamers fail to understand is the games themselves. For instance, when my sister accused me of violent behavior as a child due to Warcraft, she had no idea what appeal video games could have. She still avoids video games like the plague because she sees no point to the games and has no enjoyment in them - even the social games. Non-gamers, like my sister, do not see the appeal, and thus cannot see the way that games can "suck you in." They tend to see games as some silly waste of time, and thus see no real benefit or danger unless they are close to someone who spends time playing instead of interacting with them. It then becomes something foreign and dangerous because it is misunderstood and threatening.

Games, like many things, can effect people differently depending on how susceptible they are to that particular addiction. The reason I worry so much about it is because I seem to be one of the more susceptible people towards these games. If I allow myself, I'll play for hours. My brothers, like most boys, have all played video games, but none have been "addicted." When I purchased the first Zelda Wii game, one told me that he was so jealous, but he knew that if he purchased it, he'd spend so much time on it that he'd lose his job. Now, most people would not get so sucked into a game that they would forsake such things, but the potential is there.

Those who I would consider addicted see no harm - much like any addiction. According to Wikipedia, "Classic hallmarks of addiction include: impaired control over substances/behavior, preoccupation with substance/behavior, continued use despite consequences, and denial." Those addicted cannot see the addiction because it has become something so important to them that it seemingly merits the attention they give to it.

Now, despite all of this, video games are NOT all bad. there are wonderful things with video games. Brandon Healy did a post regarding the positive outcomes of video games, such as cognitive development or the improvement of social skills. Although gaming receives such a terrible rap for addiction and taking away from home and family, there is plenty of research to support it instead. See his post, http://digitaltrailer.blogspot.com/2012/09/cognitive-benefits-of-video-games.html, for more details. I will also include some of his research in future posts.

Next time: how video games have helped me and others, despite the drawbacks. To view some of my sources, see my "sites regarding video games" page on the right.

Wednesday, September 19, 2012

Video Game Stereotypes

There are different views of video games, from a wonderful stress-reliever to an addictive moral wrong, but most people seem to push towards the middle. Most researchers go into the dangers of addiction to these interactive platforms, making most of what you hear on the news or in scholarly circles negative. Most video game enthusiasts think it's a wonderful way to unwind. Many people who've never played video games on their own don't understand why people do it and either don't understand the "addiction" or think it's no big deal. I'd like to address all of these with a little spin from my own experience.

I last posted with an inclusion of an article from a website that is entirely devoted to video game addition (see intro to MY gaming)  This article mentioned a study done by Brigham Young University regarding gaming and how it can effect families and individuals, but the website houses many other tools, such as how to spot addiction and how to aid it. One feature is a list of the most addictive video games: http://www.video-game-addiction.org/most-addictive-video-games.html

Although I personally see video game addiction as a real problem, many do not agree. For me, video games were an escape - still are sometimes - and I would play them for hours during the summer when I had few obligations. It wasn't necessarily a problem until it started affecting my behavior (again, see my previous post regarding Warcraft). It has also caused problems recently for me in the form of the newer Zelda games - for the wii. I would play those games even with family in town that I'd desperately missed because I just had to continue in the game. Remember, I was never severe enough to be addicted, and I only did it for fun, but it severely detracts from my life when I allow it.

When I've talked to friends about video game addictions, I've received different answers based on their video game history. Those who argued that video games are no problem are the heaviest video game users of the bunch, while those who don't really play them much see that it could be a problem. My first responder told me just months ago - when trying to stop his "addiction" to video games, going so far as to ask friends and family to hide and/or destroy his console - that it really did mess him us and suck the life out of him. He now plays regularly.

This all brought me to believe that because video games are not inherently evil, gamers cannot see the dangers when deeply involved. When we take a step back, however, the situation is telling.

to be continued...

Monday, September 17, 2012

Intro to MY Gaming

Although I've been looking more into how similar the internet is to regular life, I don't feel as if I have much to go on. On the other hand, I'm very interested in problems that arise emotionally and socially, especially in regards to internet use and video games. This topic actually has a place in my heart, as I have had some serious interaction with these ideas through my own experiences and what I have observed in others. However, the idea of the real affect of digital interaction didn't truly hit home until a SFL class at Brigham Young University. I have taken a few of these, as the home is something that primarily interests me, and one in particular focused on the effects of digital culture on the home and family.

Growing up, I played video games to no end. One of the coolest days of my childhood was when my brother purchased a N64 with me so that we could both play Zelda: ocarina of Time. Let me just say, that game is absolutely fantastic. I stray from my focus, however. In addition to Zelda, I came to love WarCraft II, Roller Coaster Tycoon, and other computer games. One day, however, I apparently threw a stool at my sister for some silly thing. She deduced that my time on WarCraft - granted, I did love the game, but I was by no means addicted - had made me more violent somehow. I thought it was crazy then, and for a long time after, but I think more and more that she had a point.


I struggled with "gaming" for a long time, but it never seemed to cause major issues. I have an xbox - the old version with classic Halo - the old N64, and a wii, all of which I thoroughly enjoyed, but increasingly came to realize, over the course of years, that they simply were not worth my time no matter how much fun they are. I still play occasionally, but it's become more of a waste of time than anything else. You know what? I've noticed dramatic differences. I can't really explain it, but just ceasing that time glued to a screen changed how I viewed the world.


I look at friends of mine who have "gamed" far more than I and I see the same trend in every one. There is a disconnect between them and society. It is often subtle, but for one who was once among their ranks, it's easy to see. I have one friend, though we hardly talk now, who had ceased playing xbox for a few months. We had so much fun together and he was really a great guy, but then he broke out his xbox. For months - and it still continues, hence the hardly talking - I could tell every time he played xbox. He'd be moody or sullen. He couldn't reach out to others the same way. He tried to stop...didn't happen.


Why would I argue that video games cause emotional problems? Some people don't see the harm. Meghan Vivo wrote an article on addiction to video games which discusses this an also mentions a study by Brigham young University which I was vaguely aware of:


http://www.video-game-addiction.org/video-game-addiction-articles/game-over-video-games-strain-relationships-with-friends-and-family.htm


It is difficult to see the emotional and social issues brought on by gaming, but when we look for it, it's obvious. I hope to delve deeper into this in further posts, including the whys and hows. I also see value in our digital age, and can see why people see no harm in gaming, especially when it brings people together. This is something else I want to flesh out. Is it good that I can play Mario Kart with my nephews and nieces across the country? yes. Is skype a wonderful tool to connect people? Yes. Can certain video games improve brain function and athleticism? I hope to find out.


Basically, although I can see how damaging video games and online influences can be, I am also a firm believer in the good it can do. I do not see any real harm in playing a few games, but I've seen what a few games can quickly lead to, and it's not all fun and games.

Wednesday, September 12, 2012

Thoughts on Northanger Abbey

Jane Austen's Northanger Abbey isn't among the more well-known of Austen's works, and it focuses on different aspects than I feel any of her other books, although I'm nowhere near an Austen scholar since I have only read a few of her books. Her other books seem to focus more on social class and how ridiculous society can be, but Northanger Abbey goes into other dilemmas.

The rise of the gothic novel - although I'm not positive where gothic novels came into play in relation to Austen's romantic novels - seemed to worry scholars and gentry alike. Young people would spend their time absorbed in books that were not really indicative of real life, and Austen played on that. I'd assume that some of the same people reading gothic novels also ventured to Austen's books. They may not portray the same ideas or type and level of excitement, but it may have been the same age group.

Austen *lightly* mocks gothic novels and the ridiculousness around them. Catherine, Northanger Abbey's heroine who "No one who had ever seen . . . in her infancy would have supposed her born to be an heroine" (opening line), falls prey to her imaginations because she has become too absorbed in gothic novels. Her reading material is openly ridiculed by others and by the author herself because it can lead young people to err.

I liken this to the internet. There are a few different ways one could go with this, but here are a few thoughts. We could see gothic novels as social networking sites where we create imaginary realities of communities etc. which can distort our reality - remember that Catherine was an ordinary girl with nothing "special" about her, yet she imagined great scenarios for herself because of what she was reading; gothic novels could be the internet in general, the way it sucks up your time because you become absorbed in it without question; the culture of today could be compared to the culture of the era regarding suitable behavior and unsuitable behavior as we are discovering together new culture online the same as Catherine discovered the existing culture she had yet to experience.

This has further merit in the idea I've been considering that the internet and digital age have made no big changes to us or our way of life, but simply given us new means to do the same things. Thus, Catherine discovers her society's mores just as we change ours.

What other ways does this text reflect our time and culture?

Monday, September 10, 2012

online collaboration



It seems that online collaboration has become a big deal in our modern society. There are numerous sites devoted to collaboration in different capacities. We talked about a few of these in class, such as Kompoz.com for music, but as discussion continued on googleplus, other students suggested some sites for writing collaboration - the only kind of sites where I feel I could be a useful contributor. Alexandra Crafton suggested "Wattpad" and Sarah Talley suggested "webook."

Now, with all these forms of online collaboration available, the question must be asked of who receives the credit for the idea? The finished product? Can credit rightfully be given to one individual or the group as a whole? Adding to this dilemma is the debate over copyright. Many people feel that copyrighting is becoming outdated, especially since there are ways to work around the system with the millions of sites online that allow one to move around without the typical rules in the digital world.

Another question I feel should be raised is the issue of cost. It seems that many of these online collaborations become free for public consumption, as the rights do no belong to one specific person and the contributors did so for the pure enjoyment instead of the monetary gain. What is the true cost of such goods? Could these be worth more since more minds went into them and more devoted minds. I don't know about you, but I think anyone who does something for fun instead of for pay is more devoted and more invested. Yes, money is a great motivator, but if you are doing it because you love it, that just adds something more.

Has this shift opened up the gate for more free goods of greater worth than those which cost? Perhaps not yet; however, I feel that the internet is quickly bringing us to that possibility. "Power corrupts, and absolute power corrupts absolutely" - attributed to multiple people - is an excellent example: when there is a monetary value associated with a good that one produces, their work can become corrupted, degrading it and eventually leading to poor quality, no matter the excellence in the beginning. Many contracted authors face the dilemma of a new book by a certain date, and when writing becomes a chore in this way, the quality deteriorates and everyone is left with a bitter taste.

Wednesday, September 5, 2012

Personal Connections in the Digital Age, by Nancy Baym


The internet has allowed for a blurring and changing of social interaction and human communication. It has not only allowed people to communicate across oceans when it was once impossible, but it allows instant communication all over the world.

This change creates a dichotomy between public and private: copyrighted and shared content, mass and interpersonal, fascinating and mundane,  and physical and digital - for instance, if someone really is a part of a "real life" conversation if he or she is focused on a cell phone or computer. People refer to their real life and their virtual identity as if they were two completely separate lives instead of one wrapped up inside the other, or their physical life revolves around their virtual one.

Phones and the internet allow for interaction without physical interaction. People build friendships entirely based on online profiles, which may or may not be accurate. The important aspects of face to face interaction are often forgotten in preference to text which is less personal and easier to use when dealing with emotional issues.

This book also goes through the shift from personal communication on a physical level to that of a digital level. The shift is gradual, but it changes the way we interact at a ever faster rate as the internet becomes ever more accessible through phones and other mediums.

This book is a well written and interesting read which emphasizes key issues regarding the digital age. This phenomenon allows for great progression and greater communication and connection while also pushing for fewer real life connections as people put their digital life before their regular interactions - this is easily seen in the use of a cell phone when other people are present.

Insightful and enjoyable. I'd love to see what the author has to say on the topic in a few years when we have moved further in this digital direction.
http://www.goodreads.com/review/show/408225456

to the future

Our world is progressing at a rapid pace. Where once computers were cutting edge technology, it's now strange to find a home without one, or an apartment for that matter. Cell phones are no longer a device for the extravagant businessman or woman, but a commodity that even young children enjoy. For example, my Nephew, who is 10 years old, has had a cell phone - with internet - since Christmas and will periodically text me.

Even physical spaces are being redefined by technology. It is no longer necessary to be in the same room with someone in order to talk, or even see each other. Entire classes occur online where students can interact with their teacher and other students. More and more regular classes are requiring interaction online for a large part of their participation grade - a grade that is primarily associated with attending class.

One exciting faction of the digitized world is video. I remember being a kid and wishing we could watch movies in the car on road trips. I could just envision that the dashboard where the clock shone to have a screen and the CD port to take DVDs instead. My family thought it was silly and cute. Now, it seems, every van comes already equipped with a DVD player etc. and many new cars have GPS systems included in the vehicle.

My father works in the film industry and is currently working with a company that allows end-users to choose what they watch. Not just channel surfing, but they can change what they are looking at during a sports game independently of other end-users. This amazing technology even allows you to watch in 3D, rewind and watch from a different angle etc. all with the click of a button.

How much further will technology take us? I often wonder what will come of the future. We cannot even now dream of all the possibilities that await. Will we have teleportation like Star Trek? Robots capable of human thought? Will cash or even credit cards be necessary in the coming decades? Will we ever look back on NOW and wonder how we lived in such a primitive society?

Tuesday, September 4, 2012

Us, remade

As a child, I was never really one for the "classics." I definitely read a few compound classics in elementary school, and loved the stories, but I stuck to wolf books, primarily; awkward, I know. :) I never even considered English as a major until my Junior year in college when I panicked about taking a mammalogy class (I would have to memorize all the mammals, including their prints and colorings). But really, how could I not have decided earlier? The only thing I've been truly passionate about (except perhaps dogs and my family) is reading.

Now, don't get me wrong. Novels were the bane of my existence until my best friends, Emily Heiss and Hannah Morse, practically forced me to read Harry Potter and the Chamber of Secrets. Suddenly, there was a world beyond my own, one I could live in while still physically living in this world. The classics didn't even appear on my radar until high school, however. What sparked a change, you might ask?

Pride and Prejudice...the adaptations and multiple BBC reproductions got me excited about a different age, a time when values were different and good writing could span the centuries.

Here's the thing, without our modern, digitized, world, I would have never made it this far. The Jane Austen movies have sparked my interest far more than the books could ever do alone, especially when they have a modern spin. We have the LDS Pride and Prejudice, Clueless; then there are the Shakespeare adaptations: 10 Things I hate about you, She's the Man, West Side Story, and more.

I know many young children, and plenty of adults, who wont find an interest in a book unless it's a movie first, or someone gives it a good review on Goodreads.com or some other media form. Our modern, digital, world has led to greater art and experience. It has showed people a richer, more vibrant part of our past. What has it done for you, and what will it do in the future?