10 research outputs found

    When Actual Meets Virtual: Values, Perceptions and Experiences in World of Warcraft

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    World ofWarcraft, a Massively Multiplayer Online Role Playing Game, is a rich, complex virtual world where people play and interact without leaving their physical space. This thesis examines the ways in which World of Warcraft players bring their values, perceptions, and experiences into the game space through several different avenues: gender, sexuality, sex, race, ethnicity, and multinationalism. I discuss how this affects players experience of the game and community, as well as how it influences player identity. Through their behavioural assumptions and actions, players bring aspects of each of the listed avenues into the game, which changes the way interactions occur, and how identity is experienced

    Prevalence of Low Birth Weight, Premature Birth, and Stillbirth Among Pregnant Adolescents in Canada: A Systematic Review and Meta-analysis

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    Although most studies show that adolescent pregnant women are at a higher risk for adverse birth outcomes, there has been limited research examining this relationship in Canada. This systematic review and meta-analysis investigated the prevalence of low birthweight (LBW), preterm birth (PTB), and stillbirth in Canadian adolescent women compared to adult women. Studies were included if they were primary research and included a sample of adolescent mothers (≤19 years) and adult mothers (≥20 years) who gave birth to singleton infants in Canada. Birth outcomes must have been measured consistently in at least 3 studies for inclusion. Comprehensive electronic literature searches were conducted from database inception until August 2020 in 5 databases. Random effects meta-analysis models were used to estimate pooled odds ratios (pOR) for LBW, PTB, and stillbirth between adolescent and adult pregnant women. Outcomes reported included PTB (8 studies), LBW (6 studies), and stillbirth (3 studies). Compared to adult mothers, adolescent mothers had a 56% increase in the prevalence of LBW (pOR 1.56, 95% confidence interval [CI] 1.24, 1.97), a 23% increase in PTB (pOR 1.23, 95% CI 1.06, 1.42), a 20% increase in stillbirth (pOR 1.20, 95% CI 1.05, 1.37). Heterogeneity, as assessed by I2, was high for LBW and PTB and was low for stillbirth. A subgroup analysis did not remove the high heterogeneity, and some studies did not adjust for confounding variables and were missing information on sociodemographic and behavioral factors. Future research is needed to investigate the mechanisms surrounding these differences by maternal age

    Mobilizing User-Generated Content for Canada’s Digital Content Advantage

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    The goal of the Mobilizing User-Generated Content for Canada’s Digital Content Advantage project is to define User-Generated Content (UGC) in its current state, identify successful models built for UGC, and anticipate barriers and policy infrastructure needed to sustain a model to leverage the further development of UGC to Canada\u27s advantage.This poster session is based on the report, Mobilizing User-Generated Content For Canada’s Digital Advantage (http://ir.lib.uwo.ca/fimspub/21/) and is related to the Brown Bag presentation also presented on March 23, 2011 (http://ir.lib.uwo.ca/fimspres/11/)

    Mobilizing User-Generated Content For Canada’s Digital Advantage

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    Executive Summary: The goal of the Mobilizing User-Generated Content for Canada’s Digital Content Advantage project is to define User-Generated Content (UGC) in its current state, identify successful models built for UGC, and anticipate barriers and policy infrastructure needed to sustain a model to leverage the further development of UGC to Canada\u27s advantage. At the outset, we divided our research into three domains: creative content, small scale tools and collaborative user-generated content. User-generated creative content is becoming increasingly evident throughout the technological ecology through online platforms and online social networks where individuals develop, create and capture information and choose to distribute content through an online platform in a transformative manner. The Internet offers many tools and resources that simplify the various UGC processes and models. Social networking sites such as Facebook, Twitter, YouTube, Vimeo, Flickr and others provide functionality to upload content directly into the site itself, eliminating the need for formatting and conversion, and allowing almost instantaneous access to the content by the user’s social network. The successful sites have been able to integrate content creation, aggregation, distribution, and consumption into a single tool, further eroding some of the traditional dichotomies between content creators and end-users. Along with these larger scale resources, this study also treats small scale tools, which are tools, modifications, and applications that have been created by a user or group of users. There are three main categories of small scale tools. The first is game modifications, or add-ons, which are created by users/players in order to modify the game or assist in its play. The second is modifications, objects, or tools created for virtual worlds such as Second Life. Third, users create applications and tools for mobile devices, such as the iPhone or the Android system. The third domain considers UGC which is generated collaboratively. This category is comprised of wikis, open source software and creative content authored by a group rather than a sole individual. Several highly successful examples of collaborative UGC include Wikipedia, and open source projects such as the Linux operating system, Mozilla Firefox and the Apache platform. Major barriers to the production, distribution and aggregation of collaborative UGC are unduly restrictive intellectual property rights (including copyrights, licensing requirements and technological protection mechanisms). There are several crucial infrastructure and policies required to facilitate collaborative UGC. For example, in the area of copyright policy, a careful balance is needed to provide appropriate protection while still allowing downstream UGC creation. Other policy considerations include issues pertaining to technological protection mechanisms, privacy rights, consumer protection and competition. In terms of infrastructure, broadband internet access is the primary technological infrastructure required to promote collaborative UGC creation. There has recently been a proliferation of literature pertaining to all three of these domains, which are reviewed. Assessments are made about the most effective models and practices for each domain, as well as the barriers which impede further developments. This initial research is used as a basis for generating some tentative conclusions and recommendations for further research about the policy and technological infrastructures required to best mobilize and leverage user-generated content to create additional value in the digital economy internal and external to Canada. Policy recommendations based on this research focus on two principles: balancing the interest of both content owners and users, and creating an enabling environment in which UGC production, distribution, aggregation, and re-use can flourish

    Community in World of Warcraft: The Fulfilment of Social Needs

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    User-generated content 2: Policy implications.

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    This paper examines the policy dimensions of user–generated content (UGC). It argues that policy–makers must create a policy environment that both balances both creator and end user’s rights and allows for the flourishing of UGC production and distribution because of both its economic and cultural value and ability to stimulate innovation. This paper emphasizes that UGC is an important creative outlet because it possesses either or both originality and transformativity. It discusses the multitude of means through which UGC generates value, serves as a medium for cultural expression and allows innovative activity. Despite the importance of UGC numerous barriers exist to inhibit its production including private ordering mechanisms such as licenses and technological protection measures and both major branches of intellectual property law (patents and copyrights). This paper reviews the current policy framework for UGC in the U.S., U.K., and E.U. before presenting a case study of the proposed UGC exception in Canadian copyright law. It concludes by discussing the how policy–makers can create a flourishing UGC environment and provides specific policy recommendations

    User-generated online content 2: Policy implications

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    This paper examines the policy dimensions of user–generated content (UGC). It argues that policy–makers must create a policy environment that both balances both creator and end user’s rights and allows for the flourishing of UGC production and distribution because of both its economic and cultural value and ability to stimulate innovation. This paper emphasizes that UGC is an important creative outlet because it possesses either or both originality and transformativity. It discusses the multitude of means through which UGC generates value, serves as a medium for cultural expression and allows innovative activity. Despite the importance of UGC numerous barriers exist to inhibit its production including private ordering mechanisms such as licenses and technological protection measures and both major branches of intellectual property law (patents and copyrights). This paper reviews the current policy framework for UGC in the U.S., U.K., and E.U. before presenting a case study of the proposed UGC exception in Canadian copyright law. It concludes by discussing the how policy–makers can create a flourishing UGC environment and provides specific policy recommendations

    User-generated online content 1: Overview, current state and context

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    This paper reviews a wide range of scholarly and popular literature to provide an overview of the current state of online user–generated content (UGC). We describe the UGC value chain, introduce three varieties of content (creative content, small–scale tools, and collaboratively–created content), and describe the factors unique to each variety. We then identify the common elements across varieties: motivations for content creation, mechanisms to support content creation and control content quality, and value creation. Throughout the article we identify the interrelationships between social and commercial forces on UGC creation and distribution
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