100,035 research outputs found
Evaluating the social and cultural implications of the internet
Since the Internet's breakthrough as a mass medium, it has become a topic of discussion because of its implications for society. At one extreme, one finds those who only see great benefits and consider the Internet a tool for freedom, commerce, connectivity, and other societal benefits. At the other extreme, one finds those who lament the harms and disadvantages of the Internet, and who consider it a grave danger to existing social structures and institutions, to culture, morality and human relations. In between one finds the majority, those who recognize both benefits and harms in the Internet as it currently exists and who recognize its usefulness while worrying about some of its negative impacts.As an example of a positive appraisal of the Internet, consider what Esther Dyson, one of the early enthusiasts for the Internet, states in her book Release 2.0. There, she claims: "The Net offers us a chance to take charge of our own lives and to redefine our role as citizens of local communities and of a global society. It also hands us the responsibility to govern ourselves, to think for ourselves, to educate our children, to do business honestly, and to work with fellow citizens to design rules we want to live by." (Dyson, 1997). Dyson argues that the Internet offers us the chance to build exciting communities of likeminded individuals, enables people to redefine their work as they see fit, fosters truth-telling and information disclosure, helps build trust between people, and can function for people as a second home.For a negative appraisal, consider the opinion of the Council of Torah Sages, a group of leading orthodox rabbis in Israel who in 2000 issued a ruling banning the Internet from Jewish homes. The Council claimed that the Internet is "1,000 times more dangerous than television" (which they banned thirty years earlier). The Council described the Internet as "the world's leading cause of temptation" and "a deadly poison which burns souls" that "incites and encourages sin and abomination of the worst kind." The Council explained that it recognized benefits in the Internet, but saw no way of balancing these with the potential cost, which they defined as exposure to "moral pollution" and possible addiction to Internet use that could quash the motivation to learn Torah, especially among children. ( See Ha'aretz, January 7, 2000.)Even the greatest critics of the Internet, like the Council of Torah Sages, see benefits in the technology, and even the greatest advocates recognize that there are drawbacks to the medium. People have different opinions on what the benefits and disadvantages are and also differ in the way in which they balance them against each other. Underlying these different assessments of the Internet are different value systems. Esther Dyson holds a libertarian value system in which the maximization of individual freedom, property rights and free market capitalism are central values. Her positive assessment of the Internet is based on the potential she sees in this technology to promote these values. In contrast, the values Council of Torah Sages are values of Hareidi, a variety of orthodox Judaism, according to which the highest good is obedience to God's law as laid out in the Torah, and they concluded, based on these values, that the Internet is harmful.Yet, it is not just differences in value systems that determine one's appraisal of a technology like the Internet. Such an appraisal is also determined by one's empirical understanding of how the technology works and what its consequences or implications are. People often come to unduly positive or negative appraisals of technology because they assess its consequences wrongly. For instance, some people believe that Internet use increases the likelihood of social isolation, but empirical research could conceivably show that in fact the opposite is the case. Disagreements about the positive and negative aspects of the internet may therefore be either normative disagreements (disagreements about values) or empirical disagreements (disagreements about facts). Of course, it is not always easy to disentangle values and empirical facts, as these are often strongly interwoven.Next to contested benefits and harms of the Internet, there are also perceived harms and benefits that are fairly broadly acknowledged. For instance, nearly everyone agrees that the Internet has the benefit of making a large amount of useful information easily available, and nearly everyone agrees that the Internet can also be harmful by making dangerous, libelous and hateful information available. People have shared values and shared empirical beliefs by which they can come to such collective assessments.My purpose in this essay is to contribute to a better understanding of existing positive and negative appraisals of the Internet, as a first step towards a more methodical assessment of Internet technology. My focus will be on the appraisal of social and cultural implications of the Internet. Whether we like it or not, policy towards the Internet is guided by beliefs about its social and cultural benefits and harms. It is desirable, therefore, to have methods for making such beliefs explicit in order to analyze the values and empirical claims that are presupposed in them.In the next two sections (2 and 3), I will catalogue major perceived social and cultural benefits and harms of the Internet, that have been mentioned frequently in public discussions and academic studies. I will focus on perceived benefits and harms that do not seem to rest on idiosyncratic values, meaning that they seem to rest on values that are shared by most people. For instance, most people believe that individual autonomy is good, so if it can be shown that a technology enhances individual autonomy, most people would agree that this technology has this benefit. Notice, however, that even when they share this value, people may disagree on the benefits of the technology in question, because they may have different empirical beliefs on whether the technology actually enhanced individual autonomy.Cataloguing such perceived cultural benefits and harms is, I believe, an important first step towards a social and cultural technology assessment of the Internet and its various uses. An overview of perceived benefits and harms may provide a broader perspective on the Internet that could be to the benefit of both friends and foes, and can contribute to a better mutual understanding between them. More importantly, it provides a potential starting point for a reasoned and methodical analysis of benefits and harms. Ideas on how such an analysis may be possible, in light of the already mentioned facts that assessments are based on different value systems, will be developed in section 4. In a concluding section, I sketch the prospects for a future social and cultural technology assessment of the Internet
Visual Representations of Gender and Computing in Consumer and Professional Magazines
Studies in the nineteen-eighties showed that advertising images of computers were gendered, with women relatively less represented, and shown with less empowered roles, problems or presented as sexual objects. This paper uses a mix of content and interpretative analysis to analyse current imagery in consumerist and professional society publications. It reveals the present variation and complexity of the iconography of computers and people across different domains of representation, with the continuation of gender bias in subtle forms
Education vs. Entertainment: A Cultural History of Children's Software
Part of the Volume on the Ecology of Games: Connecting Youth, Games, and Learning This chapter draws on ethnographic material to consider the cultural politics and recent history of children's software and reflects on how this past can inform our current efforts to mobilize games for learning. The analysis uses a concept of genre as a way of making linkages across the distributed but interconnected circuit of everyday play, software content, and industry context. Organized through three genres in children's software -- academic, entertainment, and construction -- the body of the chapter describes how these genres play out within a production and advertising context, in the design of particular software titles, and at sites of play in after-school computer centers where the fieldwork was conducted
Simulation modelling: Educational development roles for learning technologists
Simulation modelling was in the mainstream of CAL development in the 1980s when the late David Squires introduced this author to the Dynamic Modelling System. Since those early days, it seems that simulation modelling has drifted into a learning technology backwater to become a member of Laurillard's underutilized, âadaptive and productiveâ media. Referring to her Conversational Framework, Laurillard constructs a pedagogic case for modelling as a productive student activity but provides few references to current practice and available resources. This paper seeks to complement her account by highlighting the pioneering initiatives of the Computers in the Curriculum Project and more recent developments in systems modelling within geographic and business education. The latter include improvements to system dynamics modelling programs such as STELLAÂź, the publication of introductory textbooks, and the emergence of online resources. The paper indicates several ways in which modelling activities may be approached and identifies some educational development roles for learning technologists. The paper concludes by advocating simulation modelling as an exemplary use of learning technologies â one that realizes their creativeâtransformative potential
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Centralized vs. decentralized computing : organizational considerations and management options
The long-standing debate over whether to centralize or decentralize computing is examined in terms of the fundamental organizational and economic factors at stake. The traditional debate is examined and found to focus predominantly on issues of efficiency vs. effectiveness, with solutions based on a rationalistic strategy of optimizing in this tradeoff. A more behavioralistic assessment suggests that the driving issues in the debate are the politics of organization and resources, centering on the issue of control. The economics of computing deployment decisions is presented as an important issue, but one that often serves as a field of argument that is based on more political concerns. The current situation facing managers of computing, given the advent of small and comparatively inexpensive computers, is examined in detail, and a set of management options for dealing with this persistent issue is presented
Thumb-bangers : exploring the cultural bond between video games and heavy metal
« Heavy Metal Generations » is the fourth volume in the series of papers drawn from the 2012 Music, Metal and Politics international conference (http://www.inter-disciplinary.net/publishing/product/heavy-metal-generations/).Heavy metal and video games share an almost simultaneous birth, with Black Sabbathâs debut album in 1970 and Nolan Bushnellâs Computer Space in 1971. From Judas Priestâs âFreewheel Burningâ music video in 1984 to Tim Schaferâs BrĂŒtal Legend in 2009, the exchanges between these two subcultures have been both reciprocal and exponential. This chapter will present a historical survey of the bond between video games and heavy metal cultures through its highest-profile examples. There are two underlying reasons for this symbiosis: 1) the historical development and popular dissemination of the video game came at an opportune time, first with the video game arcades in the 1970s and early 1980s, and then with the Nintendo Entertainment System, whose technical sound-channel limitations happened to fall in line with the typical structures of heavy metal; 2) heavy metal and video games, along with their creators and consumers, have faced similar sociocultural paths and challenges, notably through the policies set in place by the PMRC and the ESRB, and a flurry of lawsuits and attacks, especially from United States congressmen, that resulted in an overlapping of their respective spaces outside dominant culture. These reasons explain the natural bond between these cultural practices, and the more recent developments like Last Chance to Reasonâs Level 2 let us foresee a future where new hybrid creations could emerge
Looking Ahead
[Excerpt] The American entertainment industry and its system of labor-management relations is now at a crossroads. Its future will be determined to a great extent by emerging developments that could either hinder or facilitate expansion, depending on the course of affairs approaching the year 2000. The key trends will converge to influence the course of collective bargaining in the industry and the choices made by unions and employers
Bitcoin: the wrong implementation of the right idea at the right time
This paper is a study into some of the regulatory implications of cryptocurrencies using the CAMPO research framework (Context, Actors, Methods, Methods, Practice, Outcomes). We explain in CAMPO format why virtual currencies are of interest, how self-regulation has failed, and what useful lessons can be learned. We are hopeful that the full paper will produce useful and semi-permanent findings into the usefulness of virtual currencies in general, block chains as a means of mining currency, and the profundity of current âmedia darlingâ currency Bitcoin as compared with the development of block chain generator Ethereum.
While virtual currencies can play a role in creating better trading conditions in virtual communities, despite the risks of non-sovereign issuance and therefore only regulation by code (Brown/Marsden 2013), the methodology used poses significant challenges to researching this âcommunityâ, if BitCoin can even be said to have created a single community, as opposed to enabling an alternate method of exchange for potentially all virtual community transactions. First, BitCoin users have transparency of ownership but anonymity in many transactions, necessary for libertarians or outright criminals in such illicit markets as #SilkRoad. Studying community dynamics is therefore made much more difficult than even such pseudonymous or avatar based communities as Habbo Hotel, World of Warcraft or SecondLife. The ethical implications of studying such communities raise similar problems as those of Tor, Anonymous, Lulzsec and other anonymous hacker communities. Second, the journalistic accounts of BitCoin markets are subject to sensationalism, hype and inaccuracy, even more so than in the earlier hype cycle for SecondLife, exacerbated by the first issue of anonymity. Third, the virtual currency area is subject to slowly emerging regulation by financial authorities and police forces, which appears to be driving much of the early adopter community âundergroundâ. Thus, the community in 2016 may not bear much resemblance to that in 2012. Fourth, there has been relatively little academic empirical study of the community, or indeed of virtual currencies in general, until relatively recently. Fifth, the dynamism of the virtual currency environment in the face of the deepening mistrust of the financial system after the 2008 crisis is such that any research conclusions must by their nature be provisional and transient.
All these challenges, particularly the final three, also raise the motivation for research â an alternative financial system which is separated from the real-world sovereign and which can use code regulation with limited enforcement from offline policing, both returns the study to the libertarian self-regulated environment of early 1990s MUDs, and offers a tantalising prospect of a tool to evade the perils of âprivate profit, socialized riskâ which existing large financial institutions created in the 2008-12 disaster. The need for further research into virtual currencies based on blockchain mining, and for their usage by virtual communities, is thus pressing and should motivate researchers to solve the many problems in methodology for exploring such an environment
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