221,879 research outputs found

    Digital native identity development in virtual worlds

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    In the transition from childhood to adolescence, teens are engaged in defining who they are and finding a place in the wide world creates insecurity. Digital natives are growing up as part of digital generation where technology is ubiquitous in a young person’s life. One online technology commonly used by digital natives are virtual worlds. Increasingly, they have come to rely on this digital media to help them navigate the challenges and issues they face in this period of life. This paper presents a research framework designed to provide a road map for the IS community in conducting research into this new and exciting area of virtual worlds and their impact on digital native identity development

    Responding to class theft: Theoretical and empirical links to critical management studies

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    Redrafted submission for inclusion in Remarx Section of Rethinking MarxismThis paper suggests closer linkages between the fields of Postmodern Class Analysis (PCA) and Critical Management Studies (CMS)2 are possible. It argues that CMS might contribute to the empirical engagement with the over-determined relations between class and non-class processes in work organizations (this appears to have received relatively little attention in PCA) and that PCA's theoretical and conceptual commitments may provide one means for CMS to engage in class analysis. CMS's focus on power and symbolic relations has led to the relative neglect of exploitation and class, in surplus terms. Both fields share similar although not identical political and ethical commitments

    Issues in the study of virtual world social movements

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    Virtual worlds are online three-dimensional worlds that are often constructed to look much like the real world. As more people begin to use these virtual worlds, virtual communities are emerging enabling various social activities and social interactions to be conducted online. Based on a literature review of social movements, virtual communities and virtual worlds, this paper suggests a framework to guide IS research into this new and exciting area

    The Spanish Gitanos of Mexico City: Rhythmicity, Mimesis and Domestication of the Payos

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    This text addresses a tentative approach to groups in Mexico such as the Roma, who remain poorly known. The analysis focuses on problematizing the particular cultural and economic reproduction strategies of an urban group of Gitanos (Calós) in Mexico City. Greater attention is placed particularly onthe performance and the mimesis in economic exchange with the Payos (non-Gitanos). The idea is that the processes of cultural identification refer to the basic Caló social universe, which reveals epistemological beliefs and assumptions shared by the group in relation to the Payo universe. The idea is that the Calós construct idealized models of the real world during everyday experience in the ecological context within the community. Instead, it relates to the direct perceptual involvement of subjects in a relational context of shared patterns of daily activities in environments that are experienced. The effect is the domestication of the Payo’s world

    Filtration Failure: On Selection for Societal Sanity

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    This paper focuses on the question of filtration through the perspective of “too much information”. It concerns Western society within the context of new media and digital culture. The main aim of this paper is to apply a philosophical reading on the video game concept of Selection for Societal Sanity within the problematics of cultural filtration, control of behaviors and desire, and a problematization of trans-individuation that the selected narrative conveys. The idea of Selection for Societal Sanity, which derives from the first postmodern video game Metal Gear Solid 2: Sons of Liberty (2001), is applied into a philosophical framework based on select concepts from Bernard Stiegler’s writing and incorporating them with current events such as post-truth or fake news in order to explore the role of techne and filtration within social organizations and individual psyches. Alternate forms of behavior, which contest cultural paradigms, are re-problematized as tension between calculability and incalculability, or market value versus social bonding

    Policing football in Scotland: the forgotten team

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    Définition de l'équipe basée sur celle d'Erving Goffman. Cette équipe opère en plusieurs petites équipes indépendantes qui réagissent au public de façons différentes. L'auteur suggère l'adoption d'une attitude plus unifiée

    Ethnographies of the imagined, the imaginary and the critically real: Blackness, whiteness, the north of England and rugby league

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    Rugby league is part of the white, working-class (male) culture of the north of England, and is a sport that is used by its supporters to (re)produce both an imagined community of nostalgic northernness and an imaginary community of locally situated hegemonically masculine belonging. The invented traditions of its origins link the game to a white, working-class twentieth-century culture of mills, pits, terraced houses and pubs; a culture increasingly marginalised, reshaped and challenged in this century. In this paper we use two medium-term, ethnographic research projects on rugby league (one from Spracklen; the other an on-going project by Timmins) to explore northernness, blackness, whiteness and our own roles in the ethnographies as 'black' and 'white' researchers researching 'race' and identity in a community that remains (but not exclusively) a place for a working-class whiteness to be articulated. We argue that our own histories and identities are pivotal in how we are accepted as legitimate ethnographers and insiders, but those histories and identities also posea critically real challenge to us and to those in the community of rugby league with whom we interact. © 2010 Taylor & Francis

    Social movements in world of warcraft

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    Virtual worlds provide new forms of social interaction. They offer alternative spaces where social functions can be carried out in online three-dimensional virtual environments. In this paper we explore how collective action on a global scale is enabled by these virtual worlds. We used qualitative research to examine the organization of one social movement in World of Warcraft (WoW), the most widely used massively multiplayer online role playing game in the world. Using New Social Movement Theory, our paper suggests that there are a number of differences between real world and virtual world social movements, namely in their (a) locality, (b) issues, (c) periods of activity, (d) hierarchies, and (e) membership

    A game theoretic model for digital identity and trust in online communities

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    Digital identity and trust management mechanisms play an important role on the Internet. They help users make decisions on trustworthiness of digital identities in online communities or ecommerce environments, which have significant security consequences. This work aims to contribute to construction of an analytical foundation for digital identity and trust by adopting a quantitative approach. A game theoretic model is developed to quantify community effects and other factors in trust decisions. The model captures factors such as peer pressure and personality traits. The existence and uniqueness of a Nash equilibrium solution is studied and shown for the trust game defined. In addition, synchronous and asynchronous update algorithms are shown to converge to the Nash equilibrium solution. A numerical analysis is provided for a number of scenarios that illustrate the interplay between user behavior and community effects
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