9,134 research outputs found

    Concurrent Bursty Behavior of Social Sensors in Sporting Events

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    The advent of social media expands our ability to transmit information and connect with others instantly, which enables us to behave as "social sensors." Here, we studied concurrent bursty behavior of Twitter users during major sporting events to determine their function as social sensors. We show that the degree of concurrent bursts in tweets (posts) and retweets (re-posts) works as a strong indicator of winning or losing a game. More specifically, our simple tweet analysis of Japanese professional baseball games in 2013 revealed that social sensors can immediately react to positive and negative events through bursts of tweets, but that positive events are more likely to induce a subsequent burst of retweets. We also show that these findings hold true across cultures by analyzing tweets related to Major League Baseball games in 2015. Furthermore, we demonstrate active interactions among social sensors by constructing retweet networks during a baseball game. The resulting networks commonly exhibited user clusters depending on the baseball team, with a scale-free connectedness that is indicative of a substantial difference in user popularity as an information source. While previous studies have mainly focused on bursts of tweets as a simple indicator of a real-world event, the temporal correlation between tweets and retweets implies unique aspects of social sensors, offering new insights into human behavior in a highly connected world.Comment: 17 pages, 8 figure

    Exploring Cyberbullying and Other Toxic Behavior in Team Competition Online Games

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    In this work we explore cyberbullying and other toxic behavior in team competition online games. Using a dataset of over 10 million player reports on 1.46 million toxic players along with corresponding crowdsourced decisions, we test several hypotheses drawn from theories explaining toxic behavior. Besides providing large-scale, empirical based understanding of toxic behavior, our work can be used as a basis for building systems to detect, prevent, and counter-act toxic behavior.Comment: CHI'1

    Reconfiguring the twenty first-century reader : an analysis of interpretation and performance

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    This article discusses how contemporary technological trends and new media have reconfigured the reader into a multiplicity of roles, suggesting that a number of dualisms formerly associated with the act of reading are no longer valid. Notions of writing and reading, creation and interpretation have been adapted to new convergence models of textual production and reception, and whilst 'story' remains translatable across media, in the process of multiplatforming, various narrative techniques are used to create different levels of engagement with the text at each stage. The promise of the reader's much-celebrated creative authority at the turn of the century is problematised here through a discussion of distributed aesthetics and tele-theories of representation. Taking the fantasy genre as a case study, the contemporary influence of cultish trends, together with the effect of cybernetic communication dynamics on traditional genre stylistics and the fulfilment of narrative meaning, will be analysed as essential considerations in establishing which aspects of the traditional reader are translatable to a future that seems increasingly dependent on connectivity, interactivity and speed. The article will argue that, in a number of instances, the contemporary cultural scenario suggests that fulfilment of meaning is often successfully executed through strategies previously associated with the performative rather than the literary text, and will conclude that specific technological developments are responsible for this adaptation.peer-reviewe

    The Death of Fair Use in Cyberspace: YouTube and the Problem With Content ID

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    YouTube has grown exponentially over the past several years. With that growth came unprecedented levels of copyright infringement by uploaders on the site, forcing YouTube’s parent company, Google Inc., to introduce a new technology known as Content ID. This tool allows YouTube to automatically scan and identify potential cases of copyright infringement on an unparalleled scale. However, Content ID is overbroad in its identification of copyright infringement, often singling out legitimate uses of content. Every potential case of copyright infringement identified by Content ID triggers an automatic copyright claim on behalf of the copyright holder on YouTube and subsequently freezes all revenue streams, for all parties, regardless of the legitimacy of the underlying claim. Using the plight of one video game reviewer known as “Angry Joe” as a paradigmatic example of the problems that Content ID can create, this Issue Brief argues that in its present form, Content ID has had disastrous consequences for the doctrine of fair use, YouTube itself, and ultimately, the very spirit of copyright law. By shifting the neutral presumption accompanied with fair use against the uploader, Content ID effectively overrides judicial precedent

    Reconfiguring Interactivity, Agency and Pleasure in the Education and Computer Games Debate – using Žižek’s concept of interpassivity to analyse educational play

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    Digital or computer games have recently attracted the interest of education researchers and policy-makers for two main reasons: their interactivity, which is said to allow greater agency, and their inherent pleasures, which is linked to increased motivation to learn. However, the relationship between pleasure, agency and motivation in educational technologies is under-theorised. This paper aims to situate these concepts within a framework that might identify more precisely how games can be considered to be educational. The framework is based on Zizek’s theory of subjectivity in cyberspace, and in particular his notion of interpassivity, which is defined in relation to interactivity. The usefulness of this concept is explored firstly by examining three approaches to theorizing cyberspace and their respective manifestations in key texts on educational game play. Zizek’s analysis of cyberspace in terms of socio-symbolic relations is then outlined to suggest how games might be considered educational insofar as they provide opportunities to manipulate and experiment with the rules underpinning our sense of reality and identity. This resembles Brecht’s notion of the educational value of theatre. The conclusion emphasizes that the terms on which games are understood to be educational relates to the social interests which education is understood to serve

    The Strategic Adaptation of Party Organizations to New Information and Communication Technologies : A Study of Catalan and Spanish Parties

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    Aquest document se centra en els casos dels dos principals partits espanyols (PP i PSOE) i catalans (PSC i CDC) en el període immediatament després de les eleccions generals espanyoles de maig de 2008, quan aquests celebraren els seus congressos. En general, es poden distingir tres tipus d'actors: en primer lloc, els ciberactivistes que tracten d'obtenir el reconeixement formal de la seva activitat en els seus partits. Així com, els líders del partit que poden intentar promoure la presència del partit en el ciberespai, però que també poden romandre indecisos perquè no és clar l'impacte electoral a la xarxa del ciberactivisme. Finalment, alguns militants tradicionals (off-line) solen ser reticents al reconeixement del ciberactivisme perquè amenaça les recompenses previstes dins del partit. Aquest article mostra com els nostres partits varen respondre al desafiament del ciberactivisme i arriba a la conclusió que la seva situació electoral, mediada per la seva ideologia, estructura organitzativa i el tipus de militància, poden ajudar-nos a comprendre el grau diferent d'institucionalització en l'organització del partit.Este documento se centra en los casos de los dos principales partidos españoles (PP y PSOE) y catalanes (PSC y CDC) en el período inmediatamente después de las elecciones generales de mayo de 2008, cuando estos celebraron sus congresos. En general, se pueden distinguir tres tipos de actores: en primer lugar, los ciberactivistas que tratan de obtener el reconocimiento formal de su actividad en sus partidos. Así como, los líderes del partido que pueden intentar promover la presencia del partido en el ciberespacio, pero que también pueden permanecer indecisos porque no está claro el impacto electoral en la red del ciberactivismo. Finalmente, algunos militantes tradicionales (off-line) suelen ser reticentes al reconocimiento del ciberactivismo porque amenaza las recompensas previstas dentro del partido. Este artículo muestra cómo nuestros partidos respondieron al desafío del ciberactivismo y llega a la conclusión de que su situación electoral, mediada por su ideología, estructura organizativa y el tipo de militancia, pueden ayudarnos a comprender el grado diferente de institucionalización en la organización del partido.This paper focuses on the cases of the two major Spanish (PP and PSOE) and Catalan parties (PSC and CDC) in the period just after the Spanish general elections of May 2008, when these parties held their party conferences. In general, three kind of actors can be distinguished: first, cyber-activists that try to get formal recognition of their activity in their parties. Then, party leaders that can try to promote the presence of the party in cyberspace but that can also remain undecided because it is not clear the net electoral impact of the cyber-activism. Finally, some traditional off-line militants are typically reluctant to the recognizance of the cyber-activism because it threatens their expected payoffs within the party. This paper shows how our parties responded to the challenge of cyber-activism and concludes that their electoral situation, mediated by their ideology, organizational structure and type of membership, can help us to understand their differential degree of party organizational institutionalization
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