Computers were first conceived as “thinking machines,” but in the twenty-first century they have become social machines, online places where people meet friends, play games, and collaborate on projects. In this book, Judith Donath argues persuasively that for social media to become truly sociable media, we must design interfaces that reflect how we understand and respond to the social world.
In the twenty-first-century digital world, virtual goods are sold for real money. Digital game players happily pay for avatars, power-ups, and other game items. But behind every virtual sale, there is a virtual economy, simple or complex. In this book, Vili Lehdonvirta and Edward Castronova introduce the basic concepts of economics into the game developer’s and game designer’s toolkits.
In December 2012, the exuberant video “Gangnam Style” became the first YouTube clip to be viewed more than one billion times. Thousands of its viewers responded by creating and posting their own variations of the video--“Mitt Romney Style,” “NASA Johnson Style,” “Egyptian Style,” and many others.
The vast majority of all email sent every day is spam, a variety of idiosyncratically spelled requests to provide account information, invitations to spend money on dubious products, and pleas to send cash overseas. Most of it is caught by filters before ever reaching an in-box. Where does it come from?
We live in the era of Big Data, with storage and transmission capacity measured not just in terabytes but in petabytes (where peta- denotes a quadrillion, or a thousand trillion). Data collection is constant and even insidious, with every click and every â€ślikeâ€ť stored somewhere for something. This book reminds us that data is anything but â€śraw,â€ť that we shouldnâ€™t think of data as a natural resource but as a cultural one that needs to be generated, protected, and interpreted. The bookâ€™s essays describe eight episodes in the history of data from the predigital to the digital.
The movement against restrictive digital copyright protection arose largely in response to the excesses of the Digital Millennium Copyright Act (DMCA) of 1998. In The Digital Rights Movement, Hector Postigo shows that what began as an assertion of consumer rights to digital content has become something broader: a movement concerned not just with consumers and gadgets but with cultural ownership. Increasingly stringent laws and technological measures are more than inconveniences; they lock up access to our “cultural commons.”
The Internet lets us share perfect copies of our work with a worldwide audience at virtually no cost. We take advantage of this revolutionary opportunity when we make our work “open access”: digital, online, free of charge, and free of most copyright and licensing restrictions. Open access is made possible by the Internet and copyright-holder consent, and many authors, musicians, filmmakers, and other creators who depend on royalties are understandably unwilling to give their consent.
The use of open-source software (OSS)--readable software source code that can be copied, modified, and distributed freely--has expanded dramatically in recent years. The number of OSS projects hosted on SourceForge.net (the largest hosting Web site for OSS), for example, grew from just over 100,000 in 2006 to more than 250,000 at the beginning of 2011. But why are some projects successful--that is, able to produce usable software and sustain ongoing development over time--while others are abandoned?
Daily life is connected life, its rhythms driven by endless email pings and responses, the chimes and beeps of continually arriving text messages, tweets and retweets, Facebook updates, pictures and videos to post and discuss. Our perpetual connectedness gives us endless opportunities to be part of the give-and-take of networking.