14,163 research outputs found

    The mediation of gay men's lives: A review on gay dating app studies

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    A growing body of literature focuses on gay men's use of mobile dating applications or “dating apps.” Running on smartphones and working with GPS, dating apps connect users to others in close geographic proximity and often in real time. These apps allow users to create profiles to present themselves and interact with each other to reach multiple goals, such as casual sex, dating, or networking. Attending to the dynamics between communication technologies and society, this article reviews gay dating app studies that highlight the communicative practices and social relations mediated by dating apps. Using the mediation framework as a starting point, we examine major themes in these studies, including gay men's online self-presentation and interactions, gay community in the digital era, and gay men's interpersonal relationships. We suggest that future research should pay more attention to the technical development of dating devices and the transformation of gay men's social relations

    Being Anal About the Rules

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    Developing technologies, digital media and mobile internet access have allowed members of the MSM community the opportunity to integrate their lives more fully into a world once dominated by exclusively straight places and communities - the change fostered by hook-up apps and services has taken the socio-sexual interaction of men who have sex with men (MSM) from the old physical community spaces into digital sexual oases. This paper will discuss from a theoretical standpoint the changing sexual behaviours and new opportunities to create a sense of space for MSM individuals made possible by geolocation-based apps and the emergent playstyles that are born from the app developers’, and players’, gamification of sexual expression

    Affect and believability in game characters:a review of the use of affective computing in games

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    Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions

    Spartan Daily, February 13, 2004

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    Volume 122, Issue 10https://scholarworks.sjsu.edu/spartandaily/9945/thumbnail.jp

    Big Brother is Listening to You: Digital Eavesdropping in the Advertising Industry

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    In the Digital Age, information is more accessible than ever. Unfortunately, that accessibility has come at the expense of privacy. Now, more and more personal information is in the hands of corporations and governments, for uses not known to the average consumer. Although these entities have long been able to keep tabs on individuals, with the advent of virtual assistants and “always-listening” technologies, the ease by which a third party may extract information from a consumer has only increased. The stark reality is that lawmakers have left the American public behind. While other countries have enacted consumer privacy protections, the United States has no satisfactory legal framework in place to curb data collection by greedy businesses or to regulate how those companies may use and protect consumer data. This Article contemplates one use of that data: digital advertising. Inspired by stories of suspiciously well-targeted advertisements appearing on social media websites, this Article additionally questions whether companies have been honest about their collection of audio data. To address the potential harms consumers may suffer as a result of this deficient privacy protection, this Article proposes a framework wherein companies must acquire users\u27 consent and the government must ensure that businesses do not use consumer information for harmful purposes

    GAYME: The development, design and testing of an auto-ethnographic, documentary game about quarely wandering urban/suburban spaces in Central Florida.

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    GAYME is a transmedia story-telling world that I have created to conceptually explore the dynamics of queering game design through the development of varying game prototypes. The final iteration of GAYME is @deadquarewalking\u27. It is a documentary game and a performance art installation that documents a carless, gay/queer/quare man\u27s journey on Halloween to get to and from one of Orlando\u27s most well-known gay clubs - the Parliament House Resort. The art of cruising city streets to seek out queer/quare companionship particularly amongst gay, male culture(s) is well-documented in densely, populated cities like New York, San Francisco and London, but not so much in car-centric, urban environments like Orlando that are less oriented towards pedestrians. Cruising has been and continues to be risky even in pedestrian-friendly cities but in Orlando cruising takes on a whole other dimension of danger. In 2011-2012, The Advocate magazine named Orlando one of the gayest cities in America (Breen, 2012). Transportation for America (2011) also named the Orlando metropolitan region the most dangerous city in the country for pedestrians. Living in Orlando without a car can be deadly as well as a significant barrier to connecting with other people, especially queer/quare people, because of Orlando\u27s car-centric design. In Orlando, cars are sexy. At the same time, the increasing prevalence in gay, male culture(s) of geo-social, mobile phone applications using Global Positioning Systems (GPS) and location aware services, such as Grindr (Grindr, LLC., 2009) and even FourSquare (Crowley and Selvadurai, 2009) and Instagram (Systrom and Krieger, 2010), is shifting the way gay/queer/quare Orlandoans co-create social and sexual networks both online and offline. Urban and sub-urban landscapes have transformed into hybrid techno-scapes overlaying the electronic, the emotional and the social with the geographic and the physical (Hjorth, 2011). With or without a car, gay men can still geo-socially cruise Orlando\u27s car-centric, street life with mobile devices. As such emerging media has become more pervasive, it has created new opportunities to quarely visualize Orlando\u27s technoscape through phone photography and hashtag metadata while also blurring lines between the artist and the curator, the player and the game designer. This project particularly has evolved to employ game design as an exhibition tool for the visualization of geo-social photography through hashtag play. Using hashtags as a game mechanic generates metadata that potentially identifies patterns of play and ways of seeing across player experiences as they attempt to make meaning of the images they encounter in the game. @deadquarewalking also demonstrates the potential of game design and geo-social, photo-sharing applications to illuminate new ways of documenting and witnessing the urban landscapes that we both collectively and uniquely inhabit. \u27In Irish culture, quare can mean very or extremely or it can be a spelling of the rural or Southern pronunciation of the word queer. Living in the American Southeast, I personally relate more to the term quare versus queer. Cultural theorist E. Patrick Johnson (2001) also argues for quareness as a way to question the subjective bias of whiteness in queer studies that risks discounting the lived experiences and material realities of people of color. Though I do not identify as a person of color and would be categorized as white or European American, quareness has an important critical application for considering how Orlando\u27s urban design is intersectionally racialized, gendered and classed

    Privacy Risks in Mobile Dating Apps

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    Dating apps for mobile devices, one popular GeoSocial app category, are growing increasingly popular. These apps encourage the sharing of more personal information than conventional social media apps, including continuous location data. However, recent high profile incidents have highlighted the privacy risks inherent in using these apps. In this paper, we present a case study utilizing forensic techniques on nine popular proximity-based dating apps in order to determine the types of data that can be recovered from user devices. We recover a number of data types from these apps that raise concerns about user privacy. For example, we determine that chat messages could be recovered in at least half of the apps examined and, in some cases, the details of any users that had been discovered nearby could also be extracted

    Good practice guidance for the providers of social networking and other user-interactive services

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    Designing to support impression management

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    This work investigates impression management and in particular impression management using ubiquitous technology. Generally impression management is the process through which people try to influence the impressions that others have about them. In particular, impression management focuses on the flow of information between a performer and his/her audience, with control over what is presented to whom being of the utmost importance when trying to create the appropriate impression. Ubiquitous technology has provided opportunities for individuals to present themselves to others. However, the disconnection between presenter and audience over both time and space can result in individuals being misrepresented. This thesis outlines two important areas when trying to control the impression one gives namely, hiding and revealing, and accountability. By exploring these two themes the continuous evolution and dynamic nature of controlling the impression one gives is explored. While this ongoing adaptation is recognised by designers they do not always create technology that is sufficiently dynamic to support this process. As a result, this work attempts to answer three research questions: RQ1: How do users of ubicomp systems appropriate recorded data from their everyday activity and make it into a resource for expressing themselves to others in ways that are dynamically tailored to their ongoing social context and audience? RQ2: What technology can be built to support ubicomp system developers to design and develop systems to support appropriation as a central part of a useful or enjoyable user experience? RQ3: What software architectures best suit this type of appropriated interaction and developers’ designing to support such interaction? Through a thorough review of existing literature, and the extensive study of several large ubicomp systems, the issues when presenting oneself through technology are identified. The main issues identified are hiding and revealing, and accountability. These are built into a framework that acts as a reference for designers wishing to support impression management. An architecture for supporting impression management has also been developed that conforms to this framework and its evolution is documented later in the thesis. A demonstration of this architecture in a multi-player mobile experience is subsequently presented

    Two Face Personality in Identity Falsification and Catfishing Behavior on Online Dating Tinder

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    This research stems from using online dating, originally used to make it easier for users to find friends, relationships, or partners. However, online dating is often used to practice catfishing or identity fraud. This phenomenon arises as an implication of the ease of creating more than one personal account, which is used as a reflection of the identity that the perpetrator wants to display. This topic is related to the theme of computer-mediated communication (CMC), which allows individuals to communicate asynchronously, which makes it easier for perpetrators to find victims. This research aims to find out the experiences of catfishing perpetrators and how they interpret the experience of doing so. This research uses the phenomenological method, where each informant constructs meaning through their intersubjective side. Data collection techniques were conducted through in-depth interviews to obtain results from a first-person perspective. The results of this research describe the experience of catfishing perpetrators interacting and finding victims in online dating applications. In addition, the research also found that the perpetrators interpreted their catfishing practice not only as the fulfillment of sexual desires but also as the fulfillment of desires that are not in the real world (wanting to be praised, recognized, and have a sense of pride). The experiences and meanings of the research subjects reflect modernity and the fulfillment of sexual desires online. Unlike several previous studies, this phenomenological research can see the depth of the essence of catfishing behavior because it uses original data extracted from the perpetrator’s experience (first party)
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