64,146 research outputs found

    Flickr: A case study of Web2.0

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    The “photosharing” site Flickr is one of the most commonly cited examples used to define Web2.0. This paper explores where Flickr’s real novelty lies, examining its functionality and its place in the world of amateur photography. The paper draws on a wide range of sources including published interviews with its developers, user opinions expressed in forums, telephone interviews and content analysis of user profiles and activity. Flickr’s development path passes from an innovative social game to a relatively familiar model of a website, itself developed through intense user participation but later stabilising with the reassertion of a commercial relationship to the membership. The broader context of the impact of Flickr is examined by looking at the institutions of amateur photography and particularly the code of pictorialism promoted by the clubs and industry during the C20th. The nature of Flickr as a benign space is premised on the way the democratic potential of photography is controlled by such institutions. Several optimistic views of the impact of Flickr such as its facilitation of citizen journalism, “vernacular creativity” and in learning as an “affinity space” are evaluated. The limits of these claims are identified in the way that the system is designed to satisfy commercial purposes, continuing digital divides in access and the low interactivity and criticality on Flickr. Flickr is an interesting source of change, but can only to be understood in the perspective of long term development of the hobby and wider social processes

    A Picture Is Worth a Thousand Material-Connection Disclosures: Endorsers, Instagram, and the Federal Trade Commission’s Endorsement Guides

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    With the spread of social-media advertising, the Federal Trade Commission (FTC) has made many attempts to regulate the burgeoning field. However, the complexity of social media makes it difficult to regulate without violating the First Amendment. This difficulty is especially true for Instagram, a social-media platform where pictures—a form of speech protected by the First Amendment—are the primary focal point. This Note argues that the FTC’s material-connection disclosure requirement potentially violates the First Amendment as it applies to Instagram advertisements. Instead of focusing on audience perception when determining whether an endorser must include a material-connection disclosure, the FTC should instead consider the poster’s intent in sharing an Instagram post to prevent any chilling of speech or violations of posters’ First Amendment rights

    Social Media Strategic Plan For Under Armour

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    This thesis is a study of the effects of social media on an organization’s integrated marketing communications strategy in general and provides a proposal of how the sports apparel company Under Armour could use social media to enhance its promotional strategies. It is a discussion of the implications that social media has on consumer behavior with focus on how social media has changed the way today’s consumers interact with brands. This thesis provides an analysis of the growing importance of social media being implemented within a business. Benefits discussed include the appeal of social media over traditional media, increased customer satisfaction, increased loyalty, and brand awareness. A list of essential social media networking sites is discussed under the different platforms of networking, promoting and sharing, highlighting their importance to a business. Under Armour’s current social media presence is discussed and how social media has become a new component of the Integrated Marketing Communications (IMC) mix. An illustration of how Homeland/Embassy strategy uses social media is provided as an example of how Under Armour could use social media in its IMC mix

    The Business and Culture of Social Media: In Search of the People Formerly Known As the Audience

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    This presentation addresses three transformations: the transformation of the audience; of advertising models; and of media businesses. The talk describes how they were transformed first by digital technology, and how they are now being transformed by social media. It goes on to describe what we call the "three economies" which govern the era of social media and proposes some research needed in order to understand and to monetize the audiences of this era

    Privacy in Gaming

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    Video game platforms and business models are increasingly built on collection, use, and sharing of personal information for purposes of both functionality and revenue. This paper examines privacy issues and explores data practices, technical specifications, and policy statements of the most popular games and gaming platforms to provide an overview of the current privacy legal landscape for mobile gaming, console gaming, and virtual reality devices. The research observes how modern gaming aligns with information privacy notions and norms and how data practices and technologies specific to gaming may affect users and, in particular, child gamers. After objectively selecting and analyzing major players in gaming, the research notes the many different ways that game companies collect data from users, including through cameras, sensors, microphones, and other hardware, through platform features for social interaction and user-generated content, and by means of tracking technologies like cookies and beacons. The paper also notes how location and biometric data are collected routinely through game platforms and explores issues specific to mobile gaming and pairing with smartphones and other external hardware devices. The paper concludes that transparency as to gaming companies’ data practices could be much improved, especially regarding sharing with third party affiliates. In addition, the research considers how children’s privacy may be particularly affected while gaming, determining that special attention should be paid to user control mechanisms and privacy settings within games and platforms, that social media and other interactive features create unique privacy and safety concerns for children which require gamer and parent education, and that privacy policy language is often incongruent with age ratings advertised to children and parents. To contribute additional research value and resources, the paper attaches a comprehensive set of appendices, on which the research conclusions are in part based, detailing the technical specifications and privacy policy statements of popular games and gaming platforms for mobile gaming, console gaming, and virtual reality devices

    Teens, Social Media, and Privacy

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    Teens share a wide range of information about themselves on social media sites; indeed the sites themselves are designed to encourage the sharing of information and the expansion of networks. However, few teens embrace a fully public approach to social media. Instead, they take an array of steps to restrict and prune their profiles, and their patterns of reputation management on social media vary greatly according to their gender and network size
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