Category Archives: Midterm

Revised Midterm Draft— The iPod: The Good, The Bad, and The Ugly

Play  Song

October 23, 2001. Steve Jobs, CEO of Apple, summoned a small group of media-related and music industry-minded individuals to the Apple Town Hall in Cupertino California to hear about the future of how people listen to digital music. Up until this date, people knew Apple for their Macintosh computer and iBook, both of which revolutionized the way people interacted with the digital world, but after this particular announcement Apple would be known worldwide for its innovations in music. I was six years old when Jobs announced “the 21st century Walkman,” also known as the iPod. At the time I didn’t grasp the magnitude of the impact the iPod was about to have on the music world, and to go even further, society and the world at large, but I did grasp the concept that music, at the very least, played an integral role in everyone’s life to some extent. Jobs capitalized on just this concept as he rattled off all the restrictions and impracticalities of the then-current music-listening devices. With that said, Jobs introduced the iPod, a pocket-sized mp3 player with a sleek and intuitive interface as well as a 5-gigabyte mp3 storage capacity. With the introduction of the iPod into society, Apple had forever changed the way a majority of the population of the world would listen to music. Now, Kevin Kelly would assert, with the following statement being aligned with the views he expresses in his book What Technology Wants, that the progression of the mp3 player in the form of the iPod has had a greater positive impact on society rather than negative. Most people would probably agree with that statement as it’s been shown that the iPod has been used for many noble causes. For example, the iPod has been used as a quality-of-life enhancing tool, which is an extremely beneficial aspect of the iPod. Many people tend to overlook the more negative and darker attributes of the device, such as its toxicity to the environment and its effect on human social behavior, to even worse negative impacts such as its role in the heavy decline of the music industry. To me, the Apple iPod impact could be best summed up as being good, bad, and then just straight-up ugly. Thus, I would argue that the Apple iPod’s negative impacts out weigh that of its positive impacts because of the degree of severity of its adverse environmental, social, and worse yet, industry-killing effects.

Excerpt of Steve Jobs iPod Key Note Address Video

I don’t entirely disagree with the following statement by Kelly in regards to progress: “I think the balance settles out at higher than 50 percent positive, even if only slightly higher”(77). I agree that there are positive impacts associated with the progression of the mp3 player in the form of the iPod, but I don’t agree with Kelly’s assessment that progression in regards to that of technological devices has been more beneficial for society than it has been negative. With that said, I can’t lay down my counter to Kelly’s argument without exploring all aspects of the impact of the device both positively and negatively.

 

The good. When the schematics of the iPod were introduced to society, many individuals saw it as a tool that could be utilized for the benefit of human society, or to be  more specific, a quality-of-life enhancing tool. Heather Holmes would fall under this category of individuals. Holmes, a member of the Good Samaritan Society as well a therapy-teaching Professor at the University of Nebraska-Omaha, saw potential in the iPod’s customizable music playlist feature, specifically in that the feature could be used therapeutically. Through the implementation of personalized music programs, Holmes and her crew, “create an experience [through the usage of the iPod], and all of a sudden, someone in the group [that is a part of the program] will have a moment when they speak five or six words—like ‘I remember dancing at my wedding.” Keep in mind that the people who take part in these programs have severe cases of dementia and Alzheimer’s, both of which impair their ability to recollect memories greatly. I believe that in respect to the therapeutic field, that only the iPod as a mp3-playing device has the capability to “create a[] [memory triggering] experience” like the one Holmes describes. I sincerely believe that listening to music, especially music that I sincerely enjoy, has a therapeutic impact on my mental psyche, and the progression of the mp3 player in the form of the iPod caters to just that impact exactly.

 

The bad. People tend to skip over the underlying negative environmental facets of a device because they propose unsettling thoughts and scenarios. For instance, a majority of society tends to not realize or flat out ignore the fact that the energy used to power society’s music storage devices is derived from the burning of coal—an activity “that leads to air pollution, climate change, and other problems tucked neatly away behind an electronic screen”(Biello, “How Toxic Is Your iPod?”). David Biello alerts his listeners to the environmental problems associated with the original iPod in the following podcast.

Play Podcast

 

Although, as Biello puts it in his podcast, “Apple is more brown than green. But it’s getting greener” (Biello, “How Toxic is Your iPod?”), the fact that iPod is still overall “brown,” meaning bad for the environment, is cause for concern seeing as recently the consequences of the continual promotion of climate change through anthropological actions, such as the burning of coal, have a detrimental impact on the future of human society. Another phenomenon that can be attributed to the iPod is that it promotes a static human behavior, or to be more specific, promotes what Tom de Castella refers to as “headphone culture”. “Headphone culture” is best described as the generational movement of isolating oneself by listening to digital music via headphones linked to an mp3 player, in this case the iPod. The statements of psychologist Oliver James best sum up the psychological, antisocial impact the iPod causes. James argues that the iPod puts people in a “self-absorbed and atomized” state of mind, which causes people to prefer being alone in their own bubble (Castella, “Has the iPod made us Anti-Social”). I find this assessment of where the collective mental state that society is moving towards by Oliver James as being very similar to that of the future collective mental state of society E.M. Forster suggests in his book The Machine Stops. Forster describes in his book the future of human society’s preference of technological isolation in what Forster describes as “a small room, hexagonal in shape, like the cell of a bee”(1). Although the iPod doesn’t create an actual physical cell that blocks people from their human counterparts, the iPod does create an intangible social barrier that removes people from their human surroundings. Both the collective psychological and environmental impact the iPod has on society is overtly detrimental. It is hard to believe that this is also only the tip of this big, bad iceberg.

 

The ugly. What most music fans, and people in general, will point at, as the largest negative impact attributed to the progression of the mp3 player in the form of the iPod is its role in the rapid decline of the sale of physical records by music stores. NBC News author Rosa Golijan elaborates on the iPod’s role by stating, “Once you had an iPod, the iTunes Store had you. Who wanted to purchase an overpriced CD, go home, pop it into a computer, rip the tunes and then sync them to a gadget? The iPod allowed Apple to make its mobile computing revolution, with a little help from its red-hot media store.”(Golijan, “iTunes turns 10: How Apple Music Store Killed Old Music Industry”). The answer to Golijan’s rhetoric question is not many people as illustrated by the pie chart below.

Graph music

 

As the data of the pie chart above suggests, the revenue stream of the U.S. music industry has experienced a gigantic shift in its landscape in just the last eight years. With this information in mind, it’s not hard to understand why “Tower Records, a hallowed music store chain with a 46-year history, shuttered its doors at the end of 2006”(Golijan, “iTunes turns 10: How Apple Music Store Killed Old Music Industry”). Some editorials such as The Nation went as far as to say that the day Tower Records “shuttered its doors” was “The Day the Music Died,” because all of the events that transpired that caused this collapse of a record giant can be traced back to Apple’s initial introduction of the iPod. If the mp3 player had never progressed into what is the iPod, record stores such as Tower Records may still be bustling with business today. I personally hold this to be true seeing as I would have never discarded my first CD player if the iPod had not captivated me with its dazzling and versatile features, and I think a lot of people would agree with me. Once the iPod had entered my life paired with iTunes, I lost the desire to purchase entire albums and ultimately saw buying albums as economically impractical because most of the time I didn’t enjoy every track on an album and thus moved in favor of just purchasing one or a couple of my favorite cuts off of an album. Thus, the iPod effectively conditioned my generation as a whole into purchasing music in a much different format than that of past generations, which were conditioned in the way to buy music by the record labels. Apple had flipped the music industry’s record selling model on its head, and not surprisingly, the industry declined because of the rapid increase of volatility in the market.

 

Now that I have touched on the good, the bad, and the ugly aspects of the iPod in my analysis, I think it is hard for one to disagree with my argument that the Apple iPod’s negative impacts outweigh its positive ones because of its adverse environmental, social, and worse yet, industry-killing effects. The continued distress of the music industry and the increasing anti-social behavior of society to this day make me wonder if society would have been better off without the iPod. It’s a steep claim, but at the same time, taking in all the evidence I have presented, it is an understandable one. Maybe in the case of the progress of technology the positive-negative balance nature of it comes out to a slightly more positive impact on human society, but in the case of the iPod, I would argue that this is not the case. The progress of technological devices and instruments is a tricky thing, which we as humans have yet to perfect; we still make mistakes that set us back. Ultimately, we can learn from the progression of the iPod to weigh the impacts of certain creations more carefully in the future. If we don’t, we might witness the disillusionment of an industry like that of the record industry once again.

Works Cited:

Forster, E. M. The Machine Stops. London: Penguin, 2011. Print.

“Full Access to IPods Enhances Quality of Life at Good Samaritan Society-Millard.” Music and Memory. Web. 25 Oct. 2014. <http://musicandmemory.org/2013/04/23/full-access-to-ipods-enhances-quality-of-life-at-good-samaritan-society-millard/>.

“Has the IPod Made Us Anti-social?” BBC News. Web. 26 Oct. 2014. <http://www.bbc.com/news/magazine-15066957>.

“How Toxic Is Your IPod?” Scientific American Global RSS. Web. 23 Oct. 2014. <http://www.scientificamerican.com/podcast/episode/how-toxic-is-your-ipod-08-10-15/>.

Kelly, Kevin. What Technology Wants. New York: Viking, 2010. Print.

Miller, Jared T. “The IPod Turns 10: How It Shaped Music History | TIME.com.” Time. Time. Web. 24 Oct. 2014. <http://techland.time.com/2011/10/21/the-ipod-turns-10-how-it-shaped-music-history/>.

“ITunes Turns 10: How Apple Music Store Killed Old Music Industry – NBC News.” NBC News. Web. 26 Oct. 2014. <http://www.nbcnews.com/tech/tech-news/itunes-turns-10-how-apple-music-store-killed-old-music-f6C9633923>.

 

 

App App Revolution

In our current era of ubiquitous social media use, there is much debate about the potential uses of new media for purposeful information distribution and social justice rather than solely economic purposes. The boom of smartphones in the last 8 years or so has catalyzed the app industry with the Apple App Store boasting over a million apps and 60 billion downloads to date. Due to the potential for mass exposure, developers race to come up with the next successful mobile application and make it big. According to a study by 148Apps, games make up a bit over 20% of all mobile apps, clearly showing where the profit lies. It is difficult to combine activism with revenue yet more and more apps dedicated to making the world a better place continue to pop up.

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The use of mobile apps began long ago in the prehistoric era of the 1990’s. Back then, apps were mostly used for simple tasks and were pre-programmed into the handsets. Tools like calculators, calendars and basic games, such as Snake, were labeled as mobile applications. In time, users began to demand more functionality, but mobile phone companies weren’t willing to open up the handsets’ code to outside developers. Up to this point, all app builds had been done in-house, with company coders, to minimize security risks. Lacking the financial motivation to fund these applications themselves, the companies sought a safe way to allow outside developers to build them. Their solution for these early phones was a dumbed down version of a web browser, since data rates were exorbitant and the hardware couldn’t handle regular HTTP pages. However, WML, as it was called, did not work for long. While the mobile phone companies raked in large profits from the data charges (less than what it would’ve been if they tried to run HTTP, but still very high), developers and consumers, on the other hand, got the short end of the stick. The primitive and simplified language limited the complexity of the online applications, rendered it impossible to adjust the viewing experience for different models of phones and made billing a struggle for the user, hence limiting developer revenue. Everything changed, though, around 2008 when mobile phone companies like Apple and Android (Google-owned) began releasing Software Development Kits (SDKs) to the public so that anyone could develop an application. These SDKs had the API frameworks that allowed developers to test their products and assure that they worked on different handsets. This jump-started the app industry because the range of options available with native apps, as opposed to web and in-browser apps, was humongous. The mobile phone companies reviewed the apps before releasing them and took a 30% or more commission from all revenue, so unregulated marketplaces sprung up in “jailbroken”, or unlocked, phones. The companies, however, mitigated this loss of clientele by voiding the warranties for any device which had been jailbroken, and the number of unlocked devices subsequently decreased substantially. Nokia evolucion

Mobile applications provide a plethora of educational, informational and productivity tools, yet the majority are inaccessible without an Internet connection. A large part of media justice is ensuring Internet access to as many people in the world as possible. One app developer working to solve this problem is Open Garden, based in San Francisco. They offer a free platform for “mesh networking,” where users share their Internet connection with others nearby. This isn’t much different than the concept of mobile hotspots, but it circumvents the hefty fees that mobile carriers tend to charge for users to share their connection. Additionally, Open Garden users can activate Fire Chat, which allows them to connect with nearby users without the need for a connectivity infrastructure. Fire Chat also allows for the creation of a network between devices, a “free, secret web” of sorts that is very conducive to activism. In Taiwan, for example, protesters organizing about a trade agreement with China feared that the government would shut down the Internet and decided to set up a humongous (and hidden) Fire Chat. (cite) This tool is especially useful in countries where free speech is limited and consequences for speaking out can be lethal. To those under the radar of ‘big brother’, this is a blessing. A decentralization of Internet access is beneficial to many more than if the power distribution remains at status quo.Thousands of Ukrainians are continuing to express support to eur

Boycotts are often ineffective; not enough people join the cause and after a while the fervor fades and many forget. Marketing and branding influence many of our spending habits and decisions, but they never tell the whole story. An app founded in Berkeley, California by UCB students and faculty is seeking to change the way consumers make their spending decisions on a day-to-day basis. GoodGuide is a website, and mobile app, that rates and scores consumer products from cars to shampoos. One can even scan the bar code of an item while grocery shopping to see more information about it. This intensifies corporate responsibility because the average, uninformed consumer can choose to support a company that aligns more closely with their desires about social and environmental impact. In fact, GoodGuide offers a system where one can select which corporate responsibilities they feel are most important, after which it provides suggestions as well as alternatives to less responsible products. Their 0 to 10 rating scale is intuitive, their platform sleek, simple and attractive and their research well founded. Another example of this sort of crowdsourcing social activism is the Human Rights Center app with a workplace equality guide. This guide, with a focus on LGBTQ rights, allows users to select products and view their producers’ standing on workplace equality, with detailed breakdowns on which policies are affecting the score.goodguide-mobile-3

The Internet has brought massive amounts of information to the individuals’ fingertips, but with this comes responsibility. The primary focus should be to guarantee Internet access to anyone who desires it across the globe; financial constraints should not be an issue. With this in hand, the dated establishment of technology as a social construct will fall, making way for a truly global community. With many free online resources to learn coding, individuals across the world will continue to express themselves through the creation of mobile applications that find innovative methods to tackle social issues.

THE SOCIAL REALITY OF TUMBLR (FINAL)

Tumblr is a social network that is apart from other networks because it is driven by content and not by the social graph, harboring different communities of shared interests (Cheshire). Sufferers and victims of depression, eating disorders, anxiety and so forth can especially find blogs that expound and understand their problems helpful and supportive. It can have a therapeutic effect as such individuals can gain acceptance and avoid the alienation that they usually experience in the outside world.

Tumblr has played an incredibly positive role in my life. It’s posts of inspiration and self-acceptance really helped me during my battle with depression. They encouraged me to believe in the optimism of life and to see myself in a positively different way. However, lately I have been observing that there has been an increase in the number of depression-related posts that express tragic and suicidal messages that frankly serve to worsen depression if not actually causing it. There are also ‘pro-ana’ blogs that promote the eating disorder anorexia nervosa as a lifestyle choice, which I found truly horrifying, as I have suffered from anorexia nervosa because of my depression. Such blogs also help in causing depression and inculcate the belief that starving yourself is a beneficial choice. Hence girls who are not able to adopt these ideas can have low self-esteem, which may progress into depression. I chose the topic of depression because not only do I have personal experience dealing with it, but also because I am curious to know whether Tumblr that helped me in my recovery is actually at the root of the problem. It is my opinion that Tumblr actually creates a paradox – it certainly helps people gain acceptance and achieve freedom of self-expression, but it can also inflict and exacerbate psychological and emotional damage and cultivate a community of victims.

There has been a growing online cultivation of beautiful sadness related to depression on Tumblr: users can take a photo, manipulate it into black and white, pair it with a quote about misconstrued grief, and instantly be consoled with compassion and sympathy by other bloggers (Figure 1) (Bine). However, this has serious psychological ramifications. According to Dr. Mark Reinecke, a chief psychologist at Northwestern Memorial Hospital, it is tempting for adolescents during their vulnerable years to seek out self-affirmation and recognition from others, this hope of being recognized as strong, beautiful and mysterious by Tumblr followers. But more often than not, it results in more teenagers believing they are depressed, self-pitying, and self-harming. It is very easy for such glorification of self-pity to occur on Tumblr (Bine). The aforementioned ‘reblogging’ mechanism makes it very easy to proliferate pictures and graphic gifs. The exhibition of suicide, depression, self-harm or self-loathing under the assumption that it is beautiful, romantic and deep has resulted in a flourishing community of people feeding off each other’s emotions (Bine).

 

FIGURE 2. EXAMPLES OF ‘BEAUTIFUL SADNESS’ POSTS ON TUMBLR

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FIGURE 1. EXAMPLES OF ‘BEAUTIFUL SADNESS’ POSTS ON TUMBLR

Therefore, searching the “depression” tag on Tumblr produces a disclaimer at the top of the page: “If you or someone you know is dealing with an eating disorder, self harm issues, or suicidal thoughts, please visit our Counseling & Prevention Resources page for a list of services that may be able to help” (Bine).

However, the word depression is slowly losing its meaning on Tumblr and in people’s minds. There is a critical lack of understanding as adolescents confuse normal, everyday challenges with clinical disorders such as depression. This over-diagnosis has become a social trend on Tumblr (Bine). This phenomena can acutely observed in teenage girls: between 2008 and 2010, 12 percent of teenage girls aged between 12 and 17 suffered from a major depressive episode, which is three times higher than the rate of teenage boys (4 percent), according to a report by the Substance Abuse and Mental Health Services Administration in 2012 (Bine).

In my opinion, the increase in depressive episodes can be a direct cause of social media like Tumblr because of the content that tends to circulate. Certainly teenagers might delve into self-pitying and glorification of depression on Tumblr, but they are also subjected to images and posts that continually reiterate the same message that are not necessarily positive and uplifting. Examples of messages include “I want to be skinny”, “I want to die” and one pretty abysmal one: “Happiness is for beautiful people. Not me.” Such messages show that Tumblr does not always inspire or help others. It might just worsen the very problem it tries to solve through self-expression. Moreover, I disagree to some extent with Bine’s view that there has been an over-diagnosis of depression as teenagers have a misguided notion of what entails depression. These tragic and desolate messages are a strong indication that depression is a serious problem. I think classifying it as some misunderstood idea conceived by teenagers severely undermines the grave need to address the root cause of depression. Unfortunately, popular social media such as Tumblr might just be one of the plenitude of reasons that trigger depression in these adolescents.

Furthermore, emotional and psychological harm in the form of depression is also perpetuated by another overt mechanism of Tumblr: the “trigger warning.” These are tags attached to posts that may contain content that might be viscerally disturbing to some users (Bell). For example, if a post mentions depression, the writer will add a tag saying “trigger warning: depression.” Issues such as rape and self-harming also carry trigger warnings (Figure 2). Such warnings are justified, as survivors would not want reminders of their experiences. However, it is possible that such trigger warnings are possibly contributing to the creation of a community of victims (Bell). The existence of these warnings heightens the reader’s sense of danger and also pre-empts psychic pain and behave in a similar way as Post Traumatic Stress Disorder briefings. Studies have shown that debriefing people during disasters and terrorist attack on PTSD resulted in more people qualifying for the disorder and feel depressed and anxious (Bell). In other words, early interventions were actually hindering the brain’s natural recovery process. The trigger warnings in their attempt to protect the users are more likely to increase feelings of fear and victimization. Warning people of potential trauma is a self-fulfilling promise of trauma (Bell). Therefore, Tumblr’s attempt to create a utopian safe community is actually creating one of entitled victims.

 

trigger

FIGURE 3. EXAMPLES OF POSTS WITH ‘TRIGGER WARNINGS’
FIGURE 3. EXAMPLES OF POSTS WITH ‘TRIGGER WARNINGS’

Overall, Tumblr can be a platform where different kinds of people find their community and avoid the humiliation and alienation they may experience in the external world. It can psychologically and emotionally support them. But one must also be wary of Tumblr. The microblogging website might actually cause emotional harm as posts relating to depression keep circulating and trigger warnings inflict more pain on emotionally vulnerable people.

 

WORKS CITED

Bell, Lenor. “Trigger Warnings: Sex, Lies and Social Justice Utopia on Tumblr.” 6.1 (2013): n. pag. Print. (Im)Personal Desires: Pornography, Sexuality And Social Networks Of Desire.

Bine, Anne-Sophie. “Social Media Is Redefining ‘Depression.’” The Atlantic. N.p., 28 Oct. 2013. Web. 14 Oct. 2014.

Cheshire, Tom. “Tumbling on Success: How Tumblr’s David Karp Built a £500 Million Empire (Wired UK).” Wired UK. N.p., 2 Feb. 2012. Web. 14 Oct. 2014.

Everything is so lovely. So why do I feel so sad? Digital image. Blogger, 14 Apr. 2013. Web. 14 Oct. 2014. <http://huishan0420.blogspot.com/2013/04/im-lucky-because-im-surrounded-by.html>.

Stedeford, Sarah Louise. Amelia Zadro Smoke Break Outtake. Digital image. Sarah Louise Stedeford. Tumblr, 30 Sept. 2013. Web. 14 Oct. 2014. <http://sarahstedeford.tumblr.com/post/62718243127/amelia-zadro-smoke-break-outtake-by-sarah-louise>.

Trigger warning of alcohol. Digital image. AMERICAblog. AMERICAblog News, 3 Apr. 2014. Web. 14 Oct. 2014. <http://americablog.com/2014/04/trigger-warning-article-critical-trigger-warnings.html>.

Trigger warnings of homophobic slurs. Digital image. AMERICAblog. AMERICAblog News, 3 Apr. 2014. Web. 14 Oct. 2014. <http://americablog.com/2014/04/trigger-warning-article-critical-trigger-warnings.html>.

Is Facebook ‘Like’-able?

Joe Lipari, a well-known American comedian took to the extremely common social media site Facebook to share the frustrating experience he had at the Apple Store. Lipari, using Facebook as it was intended, responded to the prompt ‘What’s on your mind?’ and updated his status accordingly. Lipari posted an aggressive quote from the movie Fight Club targeted towards the Apple Store, in an attempt to de-stress from his unsatisfying experience. Moments later an NYPD Swat team occupied his apartment, “their guns drawn” already starting to “tear the place apart”(Hoback, Terms and Conditions May Apply). Only after the fact did Lipari realize that this was in response to his aggressive Facebook status. The authorities flagged the status and Lipari’s address was immediately retrieved prompting the instantaneous search of his apartment. This begs the question of personal privacy on the Internet. While Facebook users believe the information they post is private, and only accessible according to their personal privacy settings, in reality it seems that no information put on the Internet is private at all.

 

Mark Zuckerberg founded Facebook, the popular social media site, in 2004. Since then, the site has grown exponentially to be the world’s most popular social media site, used as a database for people’s personal information. Initially a benign web database for exclusive users with Harvard.edu email addresses, the site opened to the public and “people [began] willingly publiciz[ing] where they live, their religious and political views, an alphabetized list of all their friends, personal email addresses, phone numbers, hundreds of photos of themselves, and even status updates about what they were doing moment to moment” (Hoback, Terms and Conditions May Apply). Christopher Startinsky, the Deputy Director of the CIA claims this “is truly a dream come true for the CIA… after years of secretly monitoring the public”; this information is voluntarily made accessible. This begs the question of personal privacy. Taking a closer look at Facebook’s Terms and Agreements, users seem to not realize their diminishing privacy when they use Facebook as it was intended.

Is the CIA really behind Facebook? It wouldn't be hard to believe if it were true...
Is the CIA really behind Facebook? It wouldn’t be hard to believe if it were true…

 

While we brainlessly click through privacy settings and privacy policy agreements when we sign up for Facebook, users are missing the very important fine print. After years of operation, it is clear that Facebook now has the largest database of collected information on any given person. Trudy Howels, a professor of Computer Science at the Rochester Institute of Technology cautions “privacy considerations become an issue as soon as any data are made public; one could argue that simply the collection and storage of the data presents some level of risk” (Data, Data Quality, and Ethical Use, 8). Howels poses a very important point that once data is public, the modes that this information could be used are unforeseeable to the common Facebook user. Howels also points out that the mere storage of such data implies a desire to use this information for ulterior reasons to why it was put online in the first place. Derek S. Witte, a commercial litigator and eDiscovery lawyer, writes in Journal of Internet Law: Privacy Deleted, “once an individual posts information on Facebook, neither the courts, nor Facebook itself, can promise that the information will remain private and confidential” (19). In its current Privacy Policy, Facebook promises law enforcement that they would respond to requests seeking information on any given profile in its database. Facebook’s current privacy policy details that they “[do] not actually require any particular criminal subpoena or warrant simply provided that ‘we review each request for records individually’” (Witte, 18). Facebook could not essentially deny the NSA or CIA a request to access a profile as Julian Assange, the founder of WikiLeaks notes, “US Intelligence is able to bring legal and political pressure to Facebook” (Facebook, Google, Yahoo are Spying Tools). The ease at which a person’s information from Facebook can be accessed is eye opening and should pose a red flag to all Facebook users.

 

 

Most users are under the assumption that they can altar their Facebook privacy settings giving them a greater sense of control on their privacy. Each aspect of the profile can be adjusted to the users comfort level, which is presumably totally private. In 2009 Facebook changed their privacy settings, and changed the defaults of sharing, without notifying its users in advance. Facebook “turned what was once private information into totally public information” overnight (Hoback, Terms and Conditions May Apply). The default setting was changed so that ‘everyone’ could view and search a given users information. Zuckerberg explained, “the way we’ve designed the site is that it’s a community thing. So people want to share with just there friends but a lot of people also want to share with the community around them”. However, Dana Boyd, Senior Research Manager rightfully states “the problem with defaults is that you get comfortable with whatever the default is” and “as time passed, more and more information was being shared by default”(Hoback, Terms and Conditions May Apply). This desensitizes Facebook users on the whole notion of privacy and makes it acceptable to publicize this information so freely without understanding the consequences, later described in this article.

 

Do you want "Everyone" to be able to see your Facebook posts? Didn't think so.
Do you want “Everyone” to be able to see your Facebook posts? Didn’t think so.

While it is understood that the mere collection of data posses a threat to personal privacy and security, more troubling is the way this data is used. Users should pay attention “not that data are collected and stored, often without knowledge or permission, but how the data stored and collected are used” (Howels, 7). Julian Assange sat down with Russia Today and explained that there is a blurred line between the interest of the state and the interest of commercial business in the West (Facebook, Google, Yahoo are Spying Tools). Assange believes that “Facebook in particular is the most appalling spying machine that has ever been invented” with “the worlds most comprehensive database about people… all sitting within the United States, all accessible to US intelligence” (Facebook, Google, Yahoo are Spying Tools).

 

This would only be an issue if US intelligence wanted to use this type of data, however it is a fact that they do. With this large amount of data, “according to the department of homeland security, Facebook has replaced almost every other CIA information gathering program since it was launched in 2004” (Hoback, Terms and Conditions May Apply). Derek S. Witte, a commercial litigator and eDiscovery lawyer, writes in Privacy Deleted, a Journal of Internet Law, “it is difficult to understand how Justices of the US Supreme Court can openly oppose the creation of an American “Big Brother” when “Big Brother” already exists in the guise of Google, Facebook and, now it seems, the NSA” (13). Whistle blower, Edward Snowden was the first to bring the NSA’s spying database to light, to which “the government responded to Snowden’s allegations by contending that Section 215 of the Patriot Act allows for this indiscriminate collection of data because it could be relevant to a terrorism investigation at some point in time” (Witte, 13). This preventative clause that gives the NSA cause to continuously monitor web and cell traffic, including Facebook activity, is not only a violation of privacy but is strongly misleading as seen in the Joe Lipari case.

 

As anxieties about the constant collection of data arise, “the NSA continues to justify its massive data collections by stressing that the majority of the data is only collected and never used” (Witte, 14). What Facebook users might do upon reading this information is delete all the information they find on their profile they no longer want accessible to the public or government organization. However, information put on Facebook stays in their database even after it has been deleted. Countries other than the US have laws that allow citizens to access any information a given company has on them, including Facebook (Hoback, Terms and Conditions May Apply). An Austrian law student delved deeper into his own Facebook catalogue and found that “if you hit the remove button, it just means it’s flagged as deleted. So you hide it, actually, from yourself. But anyone, like Facebook or any Government Agency that wants to look at it later can still retrieve it and get it back” (Hoback, Terms and Conditions May Apply). Data and information put online lingers behind a screen that the general public can’t see. It waits for the opportunity to be used against you, otherwise why would government agencies feel the need to retain it? The consequences for trusting Mark Zuckerberg with, in essence, your whole life may be extremely detrimental, that is if you have something to hide.

 

"Zuck" or Mark Zuckerber: The man that you are "trusting" very personal information with.
“Zuck” or Mark Zuckerber: The man that you are “trusting” very personal information with.

Most could argue that they do not care their information is being harbored as they have nothing to hide. Zeynep Tufeki, Professor of Sociology at the University of Baltimore responds to this question saying, “You have nothing to hide, until you do. And you are not necessarily going to know what you have to hide or not” (Hoback, Terms and Conditions May Apply).

 

What Facebook really does, to the educated user, is manifest a sense of anxiety within society about never knowing what will be used against you. The information that is put on Facebook is etched in stone the moment you press Agree and Publish. The notion that there is a shred of privacy online contradicts Facebook’s whole purpose, to share information with others. Even now this technology has been valued as the most important database of information for the sole purpose of violating privacy in return for safety. But is this constant fear and anxiety really safe? It seems now that Facebook’s opaque privacy policy has turned transparent, displaying is complete lack of privacy for users.

 

Your personal information is up for grabs.
Your personal information is up for grabs.

 

 

Works Cited:

 

Willis, Lauren E.1, lauren.willis@lls.edu. “Why Not Privacy by Default?” Berkeley Technology Law Journal 29, no. 1 (Spring 2014): 61–134.

 

Witte, Derek S.1. “Privacy Deleted: Is It Too Late to Protect Our Privacy Online?” Journal of Internet Law 17, no. 7 (January 2014): 1–28.

 

Howles, Trudy, tmh@cs.rit.edu. “Data, Data Quality, and Ethical Use.” Software Quality Professional 16, no. 2 (March 2014): 4–12.

 

Facebook, Google, Yahoo Are Spying Tools. Interview. Accessed October 13, 2014. http://topdocumentaryfilms.com/assange-facebook-google-yahoo-spying-tools/.

 

Hoback, Cullen. Terms and Conditions May Apply. Documentary, 2013. http://www.netflix.com/WiMovie/70279201?trkid=13462100.

Privacy and Gender within Tumblr and Modern Blogging (Revised)

Privacy and Gender within Tumblr and Modern Blogging

In the 7 years that Tumblr has existed, it has evolved into quite the site for social activism and recording; it was a location for people to feel comfortable and secure partly due to the originally ad free environment.  Although I’ve come across a variety of discussions of social issues during my Tumblr usage, I’d like to focus on the rise of the LGBTQ community within and throughout the Tumblr-verse, specifically those who are collectively comfortable with admitting openly that they are gender queer, transsexual, or any other disposition that defies the binary gender domain of popular media. It was created for many reasons, but has become a place for interest driven groups of people to coalesce and throw together their vastly different individual backgrounds in one spot. As people find and view things they like (this may range from animated gifs of cats to news articles to transsexual porn and back to cute gifs), they either ‘like’ or ‘reblog’ a post with the click of a button, moving it to display on their dashboards (the homepage) along with the dashboards of any blog that follows them. Though this is the central form of communication, which functions in a fashion similar to a stream of consciousness, there are other ways to privately message blogs or people. The people that make it up have come a long way and the dynamic between them and the new media site becomes even more peculiar when one considers the fact that Tumblr was sold to Yahoo! in 2013, a corporation known for its policies of data collection (a method of advertisement that completely goes against the Tumblr first established in 2007).

Figure 1 – A comedic introduction to the website.

Throughout my high school life, Tumblr very quickly became popular among females around 2011 (my sophomore year), or at least this was when I first noticed its ubiquity. I myself had already created one because of my sister’s influence the year prior, but rarely used it until this time. As the feminist movement and LGBTQ life spread to the site, I started hearing the circulation of terms such as ‘Tumblr feminism(ist)’ and ‘SJW(Social Justice Warrior)’ being used in ways to deride the overt beliefs of avid Tumblr users. I’ve realized that these groups have retreated to this social media website in particular because of the safety and security it harbors from the prevailing society around them, which many of this type deem to be a ‘patriarchy’.  I don’t necessarily think this is true (though I do think males have clearly had the upper hand in society for far too long), and it seems more likely that many Tumblr users resort to generalizing men in society as being misogynistic and patriarchal because these incredibly broad terms provide a simple way to paint a group as the enemy. I think there is clearly truth in the assertion, but it’s much easier to point at the world around you and claim it to be the source of your problems and insecurities than it is to take responsibility for those issues yourself.

In the Tumblr domain, “queer trans tumblrs have facilitated collective departures from cis and trans norms in ways that illuminate the range of possibilities online” (Fink and Miller 621). What these authors meant was that Tumblr provided a place for people to incorporate sexuality, and very individual interpretations of gender, into normal daily life and interests and simultaneously “in the intertextual spaces carved out by the links between tumblrs, genderqueer and queer trans self-representations integrate seamlessly with lesbian, gay, bi, pan, poly, and asexual culture” (Fink and Miller 621). This goes hand in hand with the concept of ‘NSFW’ or ‘Not Safe For Work’, which categorizes mostly sexually explicit content that could be littered within other random images and content. Considering the lack of corporate intrusion upon Tumblr users and the design aesthetic of the site, which promotes intimate yet momentary posting of ones thoughts, ideas, or interests, it only makes sense that this specific community has been built in this specific habitat. They now have a home for content that outsiders (who would otherwise outcast them as sexual miscreants) can no longer find unless they truly want to understand the LGBTQ community and become a helpful part in it.

Another important factor in the construction of a home for trans and gender queers within Tumblr had to do specifically with how the website itself was built and the way people view other people and make a name for themselves. I know from experience with the site that it’s difficult to make an impression unless you really devote time to getting involved in your interest areas (or what you make them seem to be). You cannot become an essential cog in the machine of a Tumblr community by simply reblogging and liking random posts. To delve into gender related groups, or anything for that matter, you must normally post authentic content, which can range from picture sets to videos to (often) short text posts. Depending on who likes or reblogs your post, and what they like and post, and what their followers like and post, it’s a long and intricate map of tangential connections based solely on interest and paying attention to who’s who. As said by Fink and Miller, “these elements make tumblr’s taste-based subcultures different from the profiles on a site like Facebook in that, to thrive within Tumblr’s format, you need to labor and gain credibility according to particularly intense systems of distinction” (615). I believe the secret to Tumblr’s intimacy lies in this delicate mapping of individuals who are hopefully accepting and in similar situations to you. By looking through another blog, you’ll sometimes find deep, insightful knowledge, heartbreaking tales of struggle, or perhaps hilarious internet memes. Whatever it is, there’s often a close bond that forms just by looking through someone’s posts, which happens to be something that’s much harder to find on sites such as Facebook and Twitter. The next step comes with the Ask function, which works on the surface as a private messaging system, yet can be sent anonymously and in order to respond, the blog owner must either choose to ignore it or post a response publicly, and with that the deep web of connections is fertilized even further.

Figure 2 – A commericial blog run by Denny’s and promoting it’s own content

As an essential aspect of the information era, social media and social networking have been labeled by some as “the most revolutionary technological [developments] since the invention of the printing press” (Blakely 343).  As of right now, Tumblr is at the forefront of the social networking scene, along with Facebook and Twitter, being one of the most popular blogging platforms. Robert Scheer states it quite clearly and concisely when he says that the appeal of Tumblr comes from the fact that it is “a six year-old social blogging service that has yet to earn much money because it has shunned advertising, thereby gaining the trust of its users, who willingly share massive amounts of private data”. Although it’s hard to believe that Tumblr strayed away from all forms of advertising, this was true in reference to the design and aesthetics of the actual site. It’s almost never cluttered on the sides except for the main dashboard, which constantly refreshes with posts from blogs that you follow. In my usage of the site, I rarely discovered any ad material except from commercial blogs, but sometimes I will also find content which I doubt is real. “This sneaky fake user-generated content proliferates on other corporate owned sites like Facebook, and issues of where content comes from and in whose interests content grows now comes further to the fore” (Fink and Miller 613). Even so, my generation has been bred to look past this and look past the entirety of demographical data collection as we are so intimately comfortable with the internet and general sharing of what was once private information. We have grown idle and instead of making something like encryption required learning for all, we “readily allow others to trace [our] movements, purchases, reading and viewing practices, as well as contacts with friends and associates” (Scheer). Corporations and web companies like Yahoo! will easily take advantage of this, and as it’s been shown before, “data is at the heart of Yahoo!’s ability to sell online advertising across its sites, based on what it knows about its people’s interests,” (Scheer). Though this sense of false security is the catalyst for Tumblr’s success with groups of individuals who have never had the notion of a collective before they created their tumblr blog, it could also be frighteningly detrimental when keeping in mind what Yahoo!’s been known to do in order for commercial success.

Tumblr as a social media and blogging device provides the perfect combination of privacy for intimate thought and information with interpersonal connection and it is this dynamic duo that so healthily fostered the growth of not only an LGBTQ community in recent years, but specifically the growth of a trans and gender queer population that is no longer afraid to be open about their unique sexualities. Throughout my research, I have discovered the key to this as being the development of the site with the lack of corporate ads, but unfortunately that may not be the case anymore as Yahoo! has taken over in the past year. It was apparent to me the last time I logged on to my Tumblr that not too much had changed, but of course there was no way for me to tell for sure if data harvesting and collection had become more prominent there (as there has been no significant evidence released to point to this fact). No matter what the case, I’ve decided the only information I want to leak about myself will be from messages, and now I rarely post openly on social media sites. I appreciate Tumblr for what it is, but it’s no longer for me and I think it’s time more people stop asking “well why is it a problem if corporations know everything about me as long as I’ve done nothing wrong?” and begin to be more vigilant about protecting their personal freedoms, because there’s no telling what a business or government agency will do with your information.

Sources

Blakley, Johanna. “Media In Our Image.” Women’s Studies Quarterly 40.1/2, VIRAL (2012): 341-50. JSTOR. Web. 18 Oct. 2014. <http://www.jstor.org/stable/10.2307/23333465?ref=no-x-route:9c371754d96262a78a61ef52c61c56fe>.

Fink, Marty, and Quinn Miller. “Trans Media Moments: Tumblr, 2011–2013.” Sage Journals. SAGE, 23 Oct. 2013. Web. 9 Oct. 2014. <http://tvn.sagepub.com/content/15/7/611.full.pdf+html>.

Matteson, Adrienne. “Do You Tumble? Tumblr could Change the Way You Blog.” School Library Monthly 27.5 (2011): 54-6. ProQuest. Web. 18 Oct. 2014.

“Reddit and Tumblr among Websites Protesting NSA Surveillance.” Telegraph.co.ukFeb 11 2014. ProQuest. Web. 18 Oct. 2014 .

Scheer, Robert. “Tumblr’s Exploitative Potential Sells.” Columbia Daily TribuneMay 23 2013. ProQuest. Web. 18 Oct. 2014 .

Figure 1 – https://www.youtube.com/watch?v=2m-e4PgiVfM

Figure 2 – http://cnet3.cbsistatic.com/hub/i/2013/05/30/b4a33040-f07b-11e2-8c7c-d4ae52e62bcc/5694d30097531c5efe85acc68d117933/tumblr_2.png

 

Assault, Anonymity, and Social Media

In this day and age it is unfortunate that the idea of new media, specifically the internet, and sexual assault is not uncommon. This happens far more often than one would think, especially with websites like Chatroulette, YouTube, and Reddit. These websites usually come with screen names, which leads to the idea of anonymity. Anonymous Reddit users are exploiting women without their consent while anonymous girls come out to say they have been raped by popular internet personalities. These sorts of things are happening on a daily basis, and no matter how people try to justify these actions as “okay”, they definitely are not. Sexual harassment has been occurring for hundreds of years and social media has only made it easier for the culprit to attain the means for harassment and assault.

Because of people posting rude and crude things online anonymously, there has been major controversy over the question of people being able to keep their online identity a secret. In 2013 Google decided to link Youtube accounts to Google Plus. This means that instead of a username showing up, whatever name you have linked to your Google Plus or Gmail account will show up on YouTube. This ended in Google getting a ton of backlash and making it so that you can still have a username as opposed to your real name (Humphrey). Why were people so upset at the loss of their anonymity? Anonymity online is used for a plethora of things, some good and some bad. Some people use screen names to make uncomfortable topics more comfortable, like abuse, medical conditions, etc. However some people use screen names to make other people uncomfortable. Bullying, hurtful comments, and other forms of online abuse have become a part of everyday life. It is impossible to click on a YouTube video without seeing multiple negative comments below it. Although they do exist, the positive factors outweigh the negative factors. Anonymity enables basic freedom of speech. When people are behind a screen name, they are more likely to say how they are truly feeling. This is proven beneficial through organizations like Emotional Health Anonymous and many anonymous suicide hotlines. Anonymity allows people to feel more comfortable while expressing their views, whereas if they were not anonymous they might be more hesitant. Many people would refute this argument claiming that online anonymity has led to cyber bullying. However, anonymity is actually not too common in cyber bullying.  A study done by Harvard’s Berkman Center shows that 73% of the participants who were victims of cyber bullying knew the real identity of the person/people bullying them (Collier).

September 22, 2014 was the day Sam Pepper, a popular YouTuber with nearly 2.5 million subscribers, uploaded a video entitled “Fake Hand Ass Pinch Prank” in which he walked around pinching female’s bottoms without their consent.

Screen Shot 2014-10-17 at 5.45.35 PM

This so-called “prank” video left not only the Youtube community in horror and outrage, but became a viral topic. Pepper took the video down, claiming it was a “social experiment”, but it was too late to save his nice-guy facade (McCamley).Though this event was not the first case of popular YouTube personalities committing sexual assault crimes, this particular case began to bring attention to all of the other YouTubers who have been using their status to take advantage of young girls.

After Pepper’s video went viral, many girls came forward to say that his actions did not surprise them. Upwards of ten girls came out to admit that Pepper had either asked them for nude photos, inappropriately touched them, and even raped them. The majority of these girls came out anonymously. One girl, who was raped by Pepper, filmed a video of herself telling her story. She does not give out her name, and does not show her full face. Her Google Plus account is under “I’m Anonymous”. She states that “she is still scared to say her name and show her face, but she is not afraid to tell her story.” If this girl was not able to tell her story, she would be doing the world a disservice. Because the internet is allowing her to be anonymous, she has the courage to share her story with the world. In the video, she claims that she never told anyone about what he did to her because she was scared. She never filed a police report because she was “too scared to file a police report against a celebrity…Scared of backlash, scared of people not believing [her], people telling [her] she was seeking attention, being told [she] was a liar. Scared of never having a career in this industry. Scared that [she] would lose [her] job, scared that [her] friends would take his side because they were all his fans” (I’m Anonymous).

www.youtube.com/watch?v=8vIh2-q0NTs

This statement clearly demonstrates how people put famous YouTubers on a pedestal and make it seem like they can do no wrong. However in this case, we can see the obvious damage that has been done.

After these girls admitted what Pepper did to them, other girls came out to accuse over 15 other YouTubers of sexual assault. When all of these cases came into the public eye, many people were left with the same question: how have these people gotten away with such disgusting acts and for such a long time? YouTube is no longer just a place for viral videos, but functions very similarly to television. Structured programming has become the force of the website (Smith). Because the site has taken a turn from cat videos to mini-series’, many people look at these people with millions of subscribers as a different kind of celebrity. They aren’t big-screen celebrities, they are self-made from filming videos of themselves doing skits in their bedrooms. They are celebrities on a more relatable level.

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Sam Pepper at a fan meet-and-greet in LA.

When watching their videos, they make it seem as if you are actually friends with them. People don’t like to see their friends in bad positions or doing poorly. This is no different with YouTubers. Subscribers put their favorite YouTubers on a pedestal and think that they can do no wrong, so these subscribers just shake off any rumors they have heard. Even though they know the rumors might be true, they don’t want to believe their “friends” could do such horrible things. This is why no one came forward about being abused and assaulted by popular YouTubers until Pepper uploaded a video clearly demonstrating that he was assaulting girls without their consent.

Similarly to Youtube, Reddit has also recently been a part of a cause of assault. The website, another social networking site primarily used for entertainment, has had multiple assault scandals under the anonymous user Violentacrez. Violentacrez created and moderated numerous sub-Reddit sections violating women.“Jailbait” was a sub-Reddit in which people posted pictures of minors in very little clothing. This sub-Reddit became increasingly popular until it ended up on the news and was eventually banned. Another sub-Reddit entitled “Creepshots” was not created by Violentacrez, but once it started gaining attention the user was brought on as a moderator. Creepshots was a section in which users posted secret photos they had taken of women’s private parts. The question here is very similar to the question about the YouTubers: how was he getting away with this? Reddit allows for free speech, and Violentacrez took the idea of free speech to another level. However what was unknown by most is that he had connections to many administrators. He was almost an unpaid employee, helping them work out the early kinks of the website (“Unmasking Reddit’s Violentacrez, The Biggest Troll on the Web”). Although he did not specifically go against anything in Reddit’s official policy, these connections allowed him to seriously push the boundaries of what is actually allowed.

Screen-shot-2012-10-15-at-15.27.041

In 2012, Adrian Chen outed Violentacrez as Michael Brutsch. As a consequence of his disgusting actions, Brutsch lost his job at the programming company he had worked for for almost 10 years (“Reddit’s Biggest Troll Fired From His Real-World Job; Reddit Continues to Censor Gawker Articles”).

Sexual assault through media has become all too common. YouTube and Reddit are just a few of the websites this has been occurring on. Women are exploited on a daily basis and social media has only made it easier for the culprit to obtain the materials used for harassment.

Works Cited

Chen, Adrian. “Reddit’s Biggest Troll Fired From His Real-World Job; Reddit Continues to Censor Gawker Articles.” Gawker. N.p., 15 Oct. 2012. Web. 16 Oct. 2014.

Chen, Adrian. “Unmasking Reddit’s Violentacrez, The Biggest Troll on the Web.” Gawker. N.p., 12 Oct. 2012. Web. 12 Oct. 2014.

Collier, Anne. ”The Pros and Cons of Online Anonymity.” The Christian Science Monitor. The Christian Science Monitor, 21 Aug. 2013. Web. 12 Oct. 2014.

Humphrey, Michael. “You Can Still Be Anonymous on YouTube, But When You Comment…” Forbes. Forbes, 14 Nov. 2013. Web. 12 Oct. 2014.

Jaworski, Michael. “More Women Are Coming Forward to Accuse Sam Pepper of Rape.” The Daily Dot. N.p., 3 Oct. 2014. Web. 7 Oct. 2014.

McCamley, Frankie. “YouTube Star Sam Pepper Faces Sexual Harassment Claims.” BBC News. BBC, 1 Oct. 2014. Web. 7 Oct. 2014.

“Sam Pepper – The Real “Reveal”” YouTube. YouTube, 24 Sept. 2014. Web. 7 Oct. 2014.

Smith, Grady. “How YouTube Is Boldly Becoming More like TV.” EW.com. Entertainment Weekly, 30 Mar. 2013. Web. 11 Oct. 2014.

 

 

Peer review workshop

Peer Workshop

The purpose of this workshop is to improve your writing on both the global, and local levels. This means you are not only correcting grammar and mechanics, but content as well. Read your partner’s paper twice. On the first reading, DO NOT make any corrections. Just read the paper and take in the story in the same way you would as if you were reading an academic article. On the second reading, answer the following questions:

  1. What is the point of this paper? What is the thesis? Does the thesis clearly reflect the point? Is the thesis a claim that argues the author’s opinion on the subject of the paper, or a statement of fact?
  2. Is there evidence of research in this paper? Are the sites reliable? Are the sources clearly cited? Check the works cited page, are the sources listed there as well?
  3. Does the author utilize summary, paraphrase and quotation? Do they over use any particular device? Have the quotations been properly incorporated?
  4. Are the supporting points clear, relevant, and well organized? Would it benefit the reader to re-organize this essay?
  5. Highlight or underline examples of good, compelling details in the paper. Are there any instances where the author could use more detail? Less?
  6. What point(s) in this essay were you most convinced by? Why? What did you learn from reading this essay?
  7. What suggestions for improvement can you offer to the writer? Identify the weaknesses and help consider corrections.
  8. Did the use of multimedia enhance the writer’s argument. Can the author incorporate more/less media in effective ways?
  9. Finally, alert the reader to any spelling, grammar and mechanical errors they made.

Now switch papers! Ask me if you have any questions.

Gender, Sexuality, and Representation in the Fighting Game Community

Josh Melnick

The Fighting Game community (FGC) does not have a great track record as far as the treatment of women goes. Dating back to the earliest days of the first modern fighting game, Street Fighter II, gendered terminology has played a significant role in the language of the community. “Raping someone,” “playing gay,” and specifically gendered insults directed at female characters have always been commonplace. Women who choose to compete are simultaneously subjected to huge amounts of harassment and unwanted attention.

So where do these issues come from? Why are women a minority in an otherwise diverse community? The answer to these questions can be found between cultural norms of competition, in game representation, and the self-fulfilling prophecy of entrenched sexism.

In 2012, the FGC’s gender problem became a public issue when commentator and community leader Aris “Aris” Bakhtanians made a series of remarks about sexism and harassment being as fundamental to fighting games as the use of a basketball is to the NBA. Video game criticism and news publication Giant Bomb posted a lengthy article about Aris’ statements. During the lead up to the release of a fighting game, the game’s developer ran a community challenge called Cross Assault. Players auditioned via reality tv like video clips, and would be split up in to two teams. One player, Miranda “Super_Yan” Pakozdi, was selected for team Tekken, the team led by Aris. Over the course of the training for the tournament, which was live streamed not unlike a reality show, Aris made increasingly invasive and sexual comments to Pakozdi, a few times causing her to forfeit the games and walk away. His actions ranged from aiming the cameras at her chest and thighs to sniffing her while she was playing. Later, the community manager of the livestreaming service hosting Cross Assault interviewed Aris about his actions, and Aris defended them, claiming that the FGC is defined by how it treats women.

Miranda Pakozdi (left) with Aris Bakhtanians (right)

Unsurprisingly, this angered some members of the community, and sparked a discussion around why so many women feel excluded and in danger. After Cross Assault concluded, Pakozdi unregistered for a number of events that she had previously said she would attend. She made statements on twitter about how uncomfortable and unsafe she felt in the community following the incident, and a number of other women echoed her statements. Much of the FGC wrote off Aris’ comments as an extreme example of a sentiment not echoed by the rest of the community, but this is not the only example of women in the FGC being treated this way. While explosive moments like these are few and far between, with Cross Assault being the last time this discussion rose in 2012, micro aggressions and smaller scale harassment happens constantly.

Milktea plays Smash Bros. with other members of the NYC community

Recently, this issue has come back in to the forefront of public thought. Competitive Smash Brothers player, Lilian “Milktea” Chen published an article for the TED website about her experiences in fighting games. She talks about the ways people demeaned her and made he separate from the community. When videos of her play would get posted online, they would receive comments like this.She talks about how she put up with this kind of treatment saying she “came to think it was normal” (Chen). Chen talks about the attention that she received at events. Not sure why she was receiving it, all she knew was that she enjoyed it. At the time, though, she was unaware that attention was part of what made some men around her bitter towards her. She goes on, writing “worse: I started adopting some of these boys’ attitudes toward women, thinking, ‘Why is that girl wearing a skirt to a tournament?’ ‘Why does she have to be so girly?’ ‘Why is she giggling?’ ‘Ew, is she even a real gamer?'” (Chen) She begins to touch on one of the main ideas that makes sexism in fighting games so hard to combat. Sexism and misogyny is so thoroughly embedded in the culture, that women become a part of it too. Without realizing it, they adapt to be able to survive in the system, and that adaptation can require women to think in harmful ways too.

But the lack of gender diversity had to have started somewhere. There have been numerous studies about the kinds of games that men and women tend towards; These studies give us insight in to why there has been a gender imbalance in the FGC since day one. One theory of the root of the imbalance is the idea “that girls like to cooperate in their gameplay, whereas boys like to compete” (Jenson and De Castell).  However, in examining that statement, they discover that the problem actually lies in our notions of competition vs. cooperation. They talk about ideas of benevolent competition, an idea that can also be found prominently in fighting games as well as the folly of placing “benevolent” competition in a dichotomy against “male competition.” They discuss studies showing that “many girls we interviewed (over 80) said that they enjoy the same kinds of competitive gameplay boys do” and specifically listing fighting games as an activity that they enjoy (Jenson and De Castell). 

Another study, conducted with girls aged 9-13, showed that among a selection of 30 odd games, the girls tended towards games with some element of competition in them, specifically a fighting game called Dead or Alive (Carr). Both of these studies show that women enjoy playing and wish to compete, and I was unable to find any studies that showed data to counter this idea. So why then, in the history of Street Fighter, the most popular and longest standing fighting game franchise, has there only ever been one internationally competitive female player?

This is where the issue of representation comes in to play. Dead or Alive is a game with a cast of characters evenly split between men and women. Street Fighter has, at it’s most representative, had about a third as many women as men. While there is a separate discussion to be had about the kinds of representation in Dead or Alive versus Street Fighter, much of the association between Dead or Alive and female competitors comes from the representation in its cast. Street Fighter, in its current incarnation, has 10 female characters to its 34 male characters. Of the 44 characters, two are queer. Featuring a gay man and a trans woman, interestingly, the two largest sexual minorities present in the fighting game community.

The cast of the current edition of Street Fighter, Ultra Street Fighter IV

In small doses, though, representation can serve to reinforce some problems that it can help solve on larger scales. In games with just a few female characters, people who play those characters are subjected to similar kinds of gendered insults as female players. Players of characters like Sheik in Smash Bros. or Morrigan in Marvel vs. Capcom or Poison from Street Fighter are familiar with a small scale of harassment simply due to the characters they pick.

Language plays a large role in how harassment functions in the FGC. While physical abuse does happen, verbal abuse is much more common. Phrases that I listed earlier like “playing gay,” a term used to describe playing defensively and avoiding confrontation, is ubiquitous among all fighting game subcommunities. Similarly, the idea of “raping” someone, meaning to dominate them in the game, can be heard in tournaments and friendly matches alike. Discussion over the use of these terms gets heated, and even those with the best of intentions sometimes miss the problems.

In this clip, a documentarian covering the history of the competitive Smash Brothers scene talks to community members (Including Lilian Chen) about how the language affects them. While many of the statements do help illuminate how harmful the language is, the closing note of the section misunderstands how the issues actually harm people.

Wes, the player who makes the final statement about everyone being raised differently, fails to understand that, in spite of our different upbringings, the way that people use words like rape and gay not only separate those who are impacted by the use of the words, but also solidifies the idea that they are targets. When someone uses the term rape, they are forcing people who have personal histories with the word to deal with that history again. This is a reason why some women who have either been victims or simply know people who have been victims of sexual assault can’t compete. Additionally, while statistically less likely, men can also be victims of sexual assault. Regardless of any specific victims, these words also contribute to a hostile environment that makes people feel like it is an exclusionary space. Community, especially community founded on common interest, does not benefit from this kind of gating, and it is a large reason why we don’t see more high level competitive women. In order to become the best, you have to start local, and when local communities are unwelcoming, people don’t get a chance to grow.

Works Cited
         Beauchamp, Travis. “The Smash Brothers: Episode 8 – The Natural (Remastered).” YouTube. YouTube, Nov.-Dec. 2013. Web. 17 Oct. 2014. <https://www.youtube.com/watch?v=h2mcEHjOrt8&index=8&list=PLoUHkRwnRH-IXbZfwlgiEN8eXmoj6DtKM&t=1011>.
         Carr, Diane. “Contexts, Pleasures and Preferences: Girls Playing Computer Games.” Digital Games Research Association (2005): n. pag. Http://www.digra.org/. DiGRA. Web. Oct.-Nov. 2014. <http://www.digra.org/wp-content/uploads/digital-library/06278.08421.pdf>.
         Chen, Lilian. “What’s It like to Be a Woman in Competitive Gaming? A Female Gamer Explains.” Ideastedcom. TED, 18 Sept. 2014. Web. 16 Oct. 2014.
         Cross Assault Sexual Harassment Controversy Overshadows On-screen Combat. N.d. VentureBeat. By Marcos Valdez. Web. 16 Oct. 2014.
         Jenson, Jennifer, and Suzanne De Castell. “Theorizing Gender and Digital Gameplay: Oversights, Accidents and Surprises.” Jenson. Eludamos, 2008. Web. 16 Oct. 2014.
         Klepek, Patrick. “When Passions Flare, Lines Are Crossed [UPDATED].” Giant Bomb. CBSi, 28 Feb. 2012. Web. 16 Oct. 2014.
         Ultra Street Fighter IV Wallpaper by SBlister on DeviantART. N.d. Ultra Street Fighter IV Wallpaper by SBlister on DeviantART. DeviantART. Web. 17 Oct. 2014. <http://sblister.deviantart.com/art/Ultra-Street-Fighter-IV-Wallpaper-459579779>.

The Power of Social Media

Through social media and public efforts, Invisible Children raised global awareness about Ugandan dictator, Joseph Kony. Invisible Children was founded in 2003 by three college students who went to Uganda to find and film a story. Instead of finding just a story, they found Joseph Kony’s movement. The three filmmakers realized that there was a war going on for over 20 years, led by warlord Joseph Kony and his rebel army. Befriending an escaped child soldier named Jacob, the trio learned his gut-wrenching story. Jacob and his brother were captured by the army and forced to fight for Kony against their will. The Lord’s Resistance Army (LRA) murdered Jacob’s brother, and scared for his life, Jacob ran away from the LRA. The three filmmakers promised Jacob that they would stop Kony and end the war. Prior to Kony 2012, Invisible Children had already produced 11 films about the war in Uganda and gained a loyal following, which set them up for Kony 2012 to become one of the fastest spreading Internet sensations of all time. The campaign to find Joseph Kony was created to pressure the Ugandan government and United States advisers to find Joseph Kony. Young and in touch with society’s desires, the three filmmakers recognized that social media has the power to illuminate specific political injustices and catalyze global efforts. Through Youtube, Facebook, and Twitter, the Stop Kony movement gained millions of worldwide followers in just a matter of days. Invisible Children’s use of social media to convey their point led to increasing worldwide awareness about Kony and even affected policy. Kony 2012 transformed my view and the world’s view about the power of social media and consequentially led to a global social media movement that eventually led to other campaigns such as the ALS Ice Bucket Challenge.

With the release of Invisible Children’s Kony 2012 video, the power of social media prevailed with the video reaching 100 million views in six days-the fastest campaign yet. As the founder of Invisible Children, Jason Russell, says in the video, “the game has new rules. But in order for it to work, you have to pay attention” (Kony 2012). Through Youtube and Vimeo, the video created it’s own rules and shattered all previous records for 100 million views. Once it gained recognition within the United States and other European nations, Invisible Children tweeted:

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In order to increase their worldwide following, Invisible Children utilized the power of communication and translated their message so millions more people could understand the importance of Kony 2012 movement.

Following the release of the Kony 2012 video, there were millions of shares on Facebook and Twitter. As Russell proclaimed, “our goal is to change the conversation of our culture, and get people to ask ‘Who is Joseph Kony?’” (Kony 2012). Revolutionizing charity campaigns, Invisible Children aimed to raise global awareness about Joseph Kony. By sharing and liking the Kony 2012 video, more and more people become aware of the brutal reality that Joseph Kony is a part of.

Cutting their message down to 140 characters, Invisible Children capitalized on their young following by creating engaging tweets, such as the one below.

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By creating engaging hashtags and provocative points, Invisible Children appealed to their massive fan base and propelled their campaign further than ever before. With young people using social media as the primary means of communication, Twitter was ripe with conversation about Kony. Isaac Hepworth, who works for Twitter, released a graph showing the amount of times Kony was mentioned on Twitter since the beginning of the month. There are nearly 10 million mentions during the month of March 2012.

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In a public call to action, Invisible Children relied on some of the nation’s celebrities with a large base of followers to share the video and get the word out. Celebrities such as Oprah Winfrey, Ryan Seacrest, and Kim Kardashian all tweeted about Kony.

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Through the viral movement, people could sign up to receive “action kits” with Joseph Kony posters, stickers, and buttons to participate in “Cover the Night” events on April 20th. Facebook groups were made and then created specific meeting places where groups where go into their town at night and cover it with Kony posters, such as the one shown below.

Invisible Children started Kony 2012 as a social media campaign, but it transformed into a global movement. Eventually the Kony 2012 campaign became such a massive force that the United Nations was forced to confront it. Radhika Coomaraswamy, the UN secretary-general’s special representative for children and armed conflict, thought that the Kony 2012 campaign would have been better off if it had focused its efforts on reintegration of the child soldiers rather than the capturing of Kony (Les Roopanarine). Creating a conversation about the way to handle Joseph Kony, Invisible Children’s social media campaign had launched a full-scale international debate.

Nationally, the Kony 2012 movement gained attention from Congress and the House of Representatives even made a resolution supporting the mission to disband Kony and the LRA (Jim McGovern). Demonstrating the power of a social media movement, Kony 2012 captured the world’s attention and created policy changes, an amazing feat for an internet sensation. One of the first of it’s kind, Kony 2012 was unique in that it became an issue that millions of people cared about and thus Congress and the UN were forced to address it. Going forward, this is what I will use to create campaigns. You want everyone to care about the issue so it has to be addressed because Congress cannot ignore its constituents or the members will not be reelected.

Kony 2012 was successful in that it created an international dialogue about Joseph Kony. However, the Internet led to the collapse of the Kony 2012 movement when Invisible Children was scrutinized for its questionable spending practices. A 19-year-old college student looked into Invisible Children’s spending and found that it only spent 32% of the 8 million raised in 2011 on direct efforts (Chris Roper). Invisible Children still maintains these claims are false, but it does not undo the damage done to their reputation. Millions of people read about the controversy and the nation’s spark to catch Kony diminished with the questioning of Invisible Children. Another downfall of the Kony 2012 campaign was Invisible Children’s oversimplified message to capture Kony. Invisible Children chose to stand by their belief that capturing Kony would stabilize northern Uganda. Once Kony was gone, Invisible Children believed, or rather conveyed to the mass public, that the children soldiers would have no one to follow and then would disband. However, this ignores the engrained, fighting attitude that these children grew up with. You can disband an army, but you cannot undo the mental tendencies towards fighting that these child soldiers learned from such a young age. Joseph Kony is just one person that these children could follow. Who is to say that another Kony could not just come along and use these child soldiers for another war? Additionally, Invisible Children offered support to the Ugandan dictator, Museveni, in order to catch Kony. This tunnel vision of capturing Kony could have ended up strengthening Museveni and creating other problems with an empowered dictator like Museveni. Finally, Invisible Children ignored the fact that Joseph Kony was not in Uganda, nor had he been for six years (Anthony Kosner). His army was dwindling in numbers, and although the LRA was still causing suffering, millions of misinformed people are not able to help with such an engrained and complicated situation. Invisible Children’s oversimplified message was devised to engage people over social media, a platform where one only has 140 characters or a post to convey a point.

Although Invisible Children’s message was oversimplified, the idea of using social media to bring about change is a brilliant one. Sharing a video is simple and many viewers were happy to be helping just by spreading the information. As Allison Fine, a social media and activism writer, said, “[Invisible Children] [is] deputizing all of us to click this guy away” (David J. Goodman). Invisible Children struck a chord with viewers and allowed them to feel like they were making a difference by sharing the video. The success of Kony 2012 was that the campaign utilized social media as a means to present a global issue in a way that the average person can relate to.

As one who does social media for many companies, I found Kony intriguing because it demonstrated the power of social media. Kony proved to the world that the world can listen. Both Kony 2012 and the ALS Ice Bucket Challenge represent the ways in which an organization used social media to generate revenue.Going forward, I can use the techniques that Kony 2012 taught me, such as raising mass awareness, which then generates profit, to grow companies into huge entities. I heard you Kony 2012 and I am listening.

 

Works Cited:

Goodman, J. David, and Jennifer Preston. “How the Kony Video Went Viral.”The Lede How the Kony Video Went Viral Comments. New York Times, 09 Mar. 2012. Web. 11 Oct. 2014.

 

Khan, Belal. Digital image. Leechon. N.p., 19 Mar. 2012. Web. 13 Oct. 2014.

 

 

“KONY 2012.” YouTube. YouTube, 05 Mar. 2012. Web. 12 Oct. 2014.

 

Kosner, Anthony. “12 Lessons from KONY 2012 from Social Media Power Users.” Forbes. Forbes Magazine, 09 Mar. 2012. Web. 12 Oct. 2014.

 

McGovern, Jim. H. RES. Ll (n.d.): 1-7. United States House of Representatives. Web. 13 Oct. 2014.

 

“Our Story | Invisible Children.” Invisible Children Our Story. Invisible Children, 2014. Web. 12 Oct. 2014.

 

Roopanarine, Les. “Kony2012 Funds Would Be Best Spent on Former Child Soldiers, Says UN Official.” The Guardian. Bill & Melinda Gates Foundation, 20 Mar. 2012. Web. 8 Oct. 2014.

 

Roper, Chris. “Kony 2012: Taking A Closer Look At The Social Media Sensation.” Konrad-Adenauer-Stiftung. N.p., 22 Mar. 2012. Web. 9 Oct. 2014.

 

 

Video Game Business Ethics

There is no greater motivation in this world quite like the promise of having a thicker wallet. Entertainment has arguably been at the forefront of this sentiment. Whether someone is a pop diva or an NFL running back, they all belong to something called the entertainment industry. The keyword there is “industry”. Although comparatively young in regards to sports and music, the video game industry has become wildly successful over the past decade. What started off as being nothing more than a specialized hobby has grown into a massive mainstream form of media. With triple-A video game releases even beating out Hollywood in terms of revenue there is clearly something they are doing right. Still, despite all of these impressive sales figures, inevitably greed will come into play. From creative business models to practically stealing from customers, the video game industry has undoubtedly affected modern business ethics both positively and negatively.

Perhaps it would be best to start off with the good. It is common knowledge by now that expanding your target market to be more inclusive will rake in bigger profits. While the console wars rage on between Sony’s Playstation and Microsoft’s Xbox, Steam remains practically unchallenged in the PC gaming market share. While Steam does rely on some exclusives such as Counterstrike and Dota 2, much of its success can be attributed to the large library of games that it provides from a myriad of different developers and publishers. Playstation, and more specifically, Xbox try to stay in the game by providing a number of other services such as Netflix and blue ray players in their machines. The Wii U trails far behind all three platforms due to its lack of third party developer support. Consoles may not necessarily be dead but PC elitism has grown over the past few years due to the number of titles Steam has accumulated over the years. Similar to how the Xbox 360 arguably won the console war several years back due to Playstation’s loss of certain exclusives (Final Fantasy and Grand Theft Auto to name a few), Steam may understandably win this war of platforms as they continue to forge alliances with dozens of other developers in order to cater to the many different kinds of gamers.

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Speaking of PC gaming, World of Warcraft, although fallen in numbers, still remains the biggest MMORPG of all time. It once was able to claim a whopping 12 million players. How is all of this possible? It relied on subscriptions. Most video games at the time of its release were single products that had a one-time purchase and less reason to revisit the game once you were done. World of Warcraft’s formula offered more than just a product. It was also a service. Constant patches and add-ons convinced players that they were living in an ever-changing and ever-growing online world. Off course server maintenance and constant reworks would cost money, but they made all of it back through subscription fees. Blizzard had successfully created an IP that would last more than a decade and still go strong. Other companies needed to constantly innovate creating new products that could keep the company afloat or destroy them.

Trying to capitalize on Blizzard’s success, a number of other companies tried their stab at a big MMO release. Bioware’s The Old Republic appeared promising at first, but does not appear to have the longevity that World of Warcraft does. However, it still is far from being a failure by including an in-game store. People are quick to nay-say micro-transactions, but it is all about the manner in which they are implemented. The reason why micro-transactions and in-game stores are criticized is because of their encouragement of a pay-to-win model. This essentially means that people can pay to pass levels and not give the time or effort required to progress in the game. The Old Republic relies more on selling in-game items that offer no real gameplay rewards, but you can give your character a cool looking hat. There’s really nothing advantageous about a hat. Small purchases like this keep the game alive and running.

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Wildstar, a new MMO on the scene, makes money from an even more far-fetched angle. Knowing that entering the MMO market is difficult, they came up with a formula that encourages its current subscribers to keep playing. They believe that there are essentially two different kinds of people that play their games. Person A is fine with paying subscriptions but does not have enough time to play in order to progress in the game. Person B has plenty of time but cannot keep playing because he/she is unable to keep up with the subscription fees. Wildstar allows person A and B to alleviate their problems. Person A can give some of the time purchased through his subscription to pay for some of person B’s hard-earned in-game currency/items. This is basically a trade between money and time. Person A gets the in-game items he/she needs to progress without having to dedicate their life to the game while person B gets the time needed to play longer. Interestingly enough, this is not the first time a video game company has let players trade directly between each other.

Eve Online has more than just a simply trade system. It has an entire living economy in its virtual space that players control and utilize with real money. The market inside this virtual reality is so complex that it has actual inflation and deflation rates for the in-game items being traded. Players themselves set prices and can make auctions at their own will. Very little is monitored in this in-game economy except for any “illegal” trades. Plume, a game journalist, describes the game as being its own “small country” even going into further detail about how players “speculate on commodities” while forming “trade coalitions and banks”. The amount of user power in this game is remarkable. There is virtually no middleman. At no point does the game developer itself step in to moderate trades. They give power to the people, and through this ideology they have secured the loyalty of their players ensuring that their IP will stay relevant in years to come.

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Unfortunately not all video games are sunshine and rainbows in the way they handle their businesses. Let’s take a look at the most casual of games. Just about everyone with a smartphone has played or at least heard of a little something called Candy Crush saga. The entire game is just swiping candy in four directions trying to match colors. For anyone who has had a phone before the iphone era, this concept sounds a lot like bejeweled doesn’t it? The premise of the game has been around longer than most people believe in various different forms ranging from a Facebook equivalent to classic NES games. Despite being predated, King Digital, the creators of Candy Crush saga, made it their mission to sue every other game that was similar to theirs. Games that simply have the words “Candy” or even “saga” were not safe from the legal attacks by King Digital. Even more outraging is the way they make money off of their game. Players cannot go 1 minute without a shameless plead for more of the user’s money. Smosh Honest Game Trailers puts it best saying that players “are given options like paying to unlock new levels, paying for power-ups, paying to make more moves, paying for more lives and paying for the ability to pay for more lives”.

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Corporate video game crimes do not end there. DLC, also known as downloadable content, has been greatly panned by fans and critics alike. These digital expansions have been accused of allowing the developers to market games with missing content to consumers and selling that same missing content as an “add-on”. I have to admit that this is a generalization and that some DLC expansions have earned the right to actually call themselves an expansion. The most blatant example of DLC abuse was with a game called Street Fight vs Tekken. This particular game actually came with the content on the disc but could only be accessed through a purchasable code. It’s like selling a book that was fully written but only selling half of it to their customers. Understandably, outrage spread through the community prompting the developer to review their DLC practices although no real action has taken place.

If selling your game in chopped up pieces one at a time to your customers was bad, selling an unfinished game to your customers is downright inexcusable. Steam, along with other publishers, have allowed players to partake in early beta tests to judge games that are still in development. The catch is that some beta tests actually require players to pay a fee. Gamers are not doing themselves a favor by paying to criticize unfinished games. This problem has extended to kickstarters. Games that began as kickstarter projects receive funding from hype that builds as they get closer to their release date. Not every game gets fully developed and some projects eventually get scrapped. While some kickstarters are legitimate, others abuse the mysteriousness of their projects reeling in consumers to sink their money into something that may not even be finished.

Sadly, even one of the most popular series, Halo, cannot escape the lure of becominga corporate sellout. The embarrassing alliance Halo 4 made would forever be the laughing stock of gamers everywhere. Halo 4 was at the forefront of the Doritos and Mountain Dew campaign at the time of its release. By buying Doritos and Mountain Dew gamers could level up faster than those who did not purchase their products. High profile game journalist Geoff Keighley was nothing more than a mere puppet promoting Doritos and Mountain Dew through Halo 4’s popularity. Capitalizing on an IP’s popularity can destroy a company’s integrity, and doing it so blatantly directly insults their customers.

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More pressing than the Doritos incident is gaming journalism itself. Corruption always finds a way to snare its tendrils into the innocent. There has been great speculation about whether publishers have any power over those that review their games. GMU, a video game awards ceremony came under fire in 2012 when it was revealed that the journalists invited to the ceremony were voted for and sponsored by video game publishers. Journalists were encouraged to tweet positive statements about certain games. In return, they would get a free PS3. Joe Vargas, a youtuber specializing in video game reviews, describes the process as “favors for positive coverage”. Promotion through shady deals have become an increasing problem in the video game industry. Incidents such as this practically destroy the legitimacy of video game journalism all over the internet. It may be too soon to claim that all game journalism is bad, but the tensions between gamers, journalists and the puppet master publishers have not helped its image in the slightest.

It may be wrong to praise all of the business practices of the video game industry over the past years, but the events that have transpired have nonetheless become important lessons in business ethics as a whole. Each success and each folly have become a stepping stone further shaping what it means to be a good business. There is no shame in huge profits as long as they are earned by just means. The tales of the video game industry will undoubtedly transform the corporate world into something that both consumers and businessmen can rally behind.

Works Cited:

“Business Model.” Wildstar, n.d.http://www.wildstar-online.com/en/game/features/business-model/.

Candy Crush Saga (Honest Game Trailers), 2014.https://www.youtube.com/results?search_query=candy+crush+criticism.

William, Volk. “Free-to-Play Games Are Having Their Soupy Sales Moment,” August 6, 2013.http://venturebeat.com/2013/08/16/free-to-play-games-are-having-their-soupy-sales-moment/.

How to Run a Successful Videogame Kickstarter, n.d.http://www.dorkly.com/post/66182/how-to-run-a-successful-videogame-kickstarter.

“League of Legends.” League of Legends, n.d.http://na.leagueoflegends.com/.

Phil, Owen. “No, Game Journalists Are Not Paid by Publishers for Review Scores,” July 28, 2013.http://www.gamefront.com/are-paid-by-game-publishers-for-review-scores-nope/.

“Steam.” Steam, n.d.http://store.steampowered.com/.

Brad, Gallaway. “The Consumer’s Seven Laws of DLC,” April 8, 2010.http://www.gamecritics.com/brad-gallaway/the-consumers-seven-laws-of-dlc.

Brad, Plumer. “The Economics of Video Games.” The Washington Post, September 28, 2012.http://www.washingtonpost.com/blogs/wonkblog/wp/2012/09/28/the-economics-of-video-games/.

“The Old Republic.” The Old Republic, n.d.http://www.starwarstheoldrepublic.com/.

Top 10 Gaming Controversies of 2012!, 2013.https://www.youtube.com/watch?v=54s_jyjMUxY.

“Top 10 Gaming Controversies of 2013!,” n.d.https://www.youtube.com/watch?v=voVpvKlntDM.

Kyle, Orland. “Valve Lets You Pay for the Beta with Steam ‘Early Access’ Program,” March 20, 2013.http://arstechnica.com/gaming/2013/03/valve-lets-you-pay-for-the-beta-with-steam-early-access-program/.

Tom, Chatfield. “Videogames Now Outperform Hollywood Movies.” The Guardian, September 26, 2009.http://www.theguardian.com/technology/gamesblog/2009/sep/27/videogames-hollywood.

“World of Warcraft.” World of Warcraft, n.d.http://us.battle.net/wow/en/.