Sunday, October 10, 2010

Twitter: The Change Engine


Twitter, a social networking application based on the concept of microblogging, has grown rapidly since its 2006 inception, and now claims over 100 million users. In direct opposition to bloated social networking applications that overwhelm their users with functionality, Twitter users log on for a single reason: to post an update (often called a tweet) and to read other’s updates. Furthermore, a strict 140-character restriction imposes brevity of updates and can serve as a vehicle for creativity. When faced with such a low limit, users are forced to concisely state whatever information they would like to get across. This, in turn, makes it easier for others to read others’ tweets without losing attention. This streamlined functionality has been lauded by critics who appreciate the ability to use the application as much or as little as possible.
One of the most interesting features of Twitter is its implementation of “Trending Topics,” which is a real-time Top Ten list the site posts organizing the phrases most often contained in user tweets. The user can customize the list to be specific to a certain geographic region or allow the topics to be ranked worldwide. In this way, he or she has access to what are-in theory-the most interesting conversational topics in the world. The usage of trending topics to unite people from drastically different geographic regions by shared interest perfectly validates the idea of cultural citizenship.

Wednesday, October 6, 2010

Alternate Reality Games: Ultimate Convergence

Our reading assignment concerning Henry Jenkins' description of convergence culture, "... where old and new media collide, where grassroots and corporate media intersect, where the power of the media producer and the power of the media consumer interact in unpredictable ways," reminded me of a 2007 Wired article discussing Alternate Reality Games.

ARGs, according to Wikipedia, create an interface between the real and virtual worlds, often involving "multiple media and game elements," unraveling a story that "may be affected by participants' ideas or actions." They are usually created for promotional purposes-the Wired article discusses a campaign created by the Nine Inch Nails-in the hopes that the higher degree of interaction will yield a greater deal of buzz surrounding the product being advertised.

Recent games have embedded hints on web sites such as Twitter and YouTube; additionally, clues can often be found in physical locations that have some relevance to the game. In effect, the scope of the game is world-wide, allowing people from all over to become players. By using a variety of medium to more effectively engage the consumer, it is evident that advertising companies are savvy to Jenkins' vision of convergence culture.