Emoticons and digitally meditated communication

In this final blogpost, I would like to share with you all the ongoing research for my final project in another class I am taking at Wheaton College: Community in the Digital Age. I decided to study the widespread use of emoticons (emotion icons) and their relationship with digitally mediated communication. Are emoticons damaging our…

The Dilemma: Safety versus Censorship

Raiford Guins enters the ongoing discussion regarding digital censorship with with a different perspective. Censorship in the digital age does not limit only to government and authority controlling our access to information and surveilling our Internet usage, but censorship is also in our hands – the digital consumers. We, as “consumers, in particular, have entered…

The collision: Trolling, Corporate Media and Detournement

Trolling can be considered a prevailing “privilege” of the virtual world. The anonymity of user identities, the vastness of the platform, the increased exposure for collective action make Internet forums an ideal destination for trolls. They are often associated with online harassment, generating transgressive and highly offensive content, engaging collectively in destructive actions. 4chan’s /b/…

“Broadcast Your Brand”

YouTube describes itself as “the world’s most popular online video community”. When it was first created in 2005, it lived up to its promise : offering a platform that encourages user-generated content, information sharing and active, constructive participation among users. When it got bought by Google at the price of 1.65 billion dollars, the essence…

HBO versus technology

The concept of convergence culture introduced by Henry Jenkins has become an essential element when studying new media. Jenkins asserts “Media convergence is an ongoing process, occurring at various intersections of media technologies, industries, content, and audiences”. In our network society, convergence is one of the key elements that show the interconnectedness among people, cultures,…

Their Threat, Our Gift

In the article “Working as playing? Consumer labor, guild and the secondary industry of online gaming in China”, Lin Zhang and Anthony Fung analyze online gaming guilds, or the “intermediary between the corporations and the community of gamers” (Zhang & Fung 2), which have now become a secondary industry in the online gaming world in…

Identity and Individuality – a trade-off?

Now that our class is discussing the issue of racial formation and its ramification in virtual world, I find it a good time to dig further into a concern I have always had, and experienced: why is this that even though there is such a significant amount of Asian users on multiple virtual communities and…