Wednesday, April 20, 2011
Foursquare's competitive edge
When I joined Foursquare, the "Mayor" system, where a member is rewarded with the status of Mayor for being the person to check in the most at a particular venue, was the most obvious way the site encouraged competition, but since I've been there, the site has taken it up a notch.
The point system, implemented about a month ago, gives users points for their check-ins. As far as I can tell, one only gets points for the sake of getting points. The site also awards "badges" for checking in at certain types of venues, for example, but there has not yet been any indication that members will be receiving badges based on their points. So why do we get points?
Well...members are now encouraged to keep going -- check in everywhere you can! Check in at places you've never been and get more points! Check in somewhere your friends have never been and get extra points! Check in somewhere at least three times a week and get extra points!
Every time you get points for a check in, Foursquare reminds you how many points you got, tells you if you passed any friends in total points for the week, and encourages you to pass the friend you're closest to catching. All of this seems to really just be competition for the sake of competition.
My guess is that this must be Foursquare's way of trying to get its members to check in at every venue they visit. Some people, as I've mentioned in class, only check in to certain places that will create a "cool" Foursquare persona. Perhaps the site is using its new point system as a way to boost its stats, so to speak. If people are checking in more often, as my friends have been since the change, Foursquare will be able to boast about the amounts of check-ins that are taking place on the site.
Have any of you seen your sites using competition in this way?
Thursday, April 14, 2011
I'm the kind of person who's always hated group projects...
I must say, I think Davidson's argument has value. She has students be more responsible through the whole process of taking the course and makes them responsible to one another for the quality of their work. From this angle, I think crowdsourcing grading sounds like a relatively great way to do it.
As a student, though, I don't think I could help but object to crowdsourcing. I don't think I would choose a class if it said this would be going on in its description, and I think the idea of my peers grading my papers and other assignments would make me...angry.
If Dr. Davis gives me a really awful grade on a paper, I'm not going to be happy, but I wouldn't question that she's the authority on the subject. Like with group projects, though, if a peer seemed to have not done a satisfactory job and caused me to have a poor grade, I'd be angry. This class, with these specific people, after reading your blogs and interacting with you in class, I MIGHT be willing to participate in this with.
I think Davidson's argument presents a sort of utopian idea of what classes are like. All the students are suddenly motivated to work hard when they have the opportunity to run the show (at least a little). My fear is that this wouldn't be as much of a motivation for other students as it would be for me and that those students who work hard would be subjected to the group project nightmare - all semester.
Tuesday, April 5, 2011
S/R 3: eXistenZ
Throughout the movie, the characters bring up the question of reality. Like in the Matrix, characters are given the choice between the game and reality, but in eXistenZ, the preferences and subconscious thoughts of the players create the world in which the game operates. As in the real world, those playing the game both bring their own thoughts to create the game and are changed and manipulated by the game itself. Pikul’s objection to the world of the game and its not giving him much free will leads Allegra to say “it’s like real life – just enough to make it interesting.” We have free will, Allegra the Designer would argue, but only so much as we’ve been given by our circumstances. This critique of life, by a woman who is intent on staying in a game that she created to mimic life, brings an audience to consider our own lives. It seems the game is both an imitation and a critique of the lives we lead. In a way, characters in the game are like people we deal with in our lives. We can at no point determine their true motives or know how their stories will cross with ours. We are at once a being that gets to make conscious choices and one that cannot decide for itself its next steps. We are constantly being shaped by the role we were given when entering the “game” and by the other players. When considering whether or not we have free will, many people determine that humans don’t have any. On the other hand, even people who believe that humans have free will would be remiss to ignore the fact that our position in society, the game character we’ve been given, has a huge impact on what we become, or even on what it is possible for us to become. The question of where our motivation comes from is a more complicated one, but it doesn’t take much a logical leap from here to see that the world we live in has a huge influence on what we desire. Reality, it seems, creates us and is in turn created by who we become.
eXistenZ: Too Real?
This comparison that Allegra makes is one that is well taken, whether or not our nervous systems are actually connected to the interface. In a way, me, the real me, the Jenna that people believe they know, is the one that can be found online on my Twitter and Facebook accounts. Online, on these sites and others, I am the character, and my life outside the "game" could be forever affected by my actions online. I never thought of myself as actually "in" Banjo-Kazooie or Sarge's Heroes (yes, my video game knowledge is small and not too up-to-date), and I was never too invested in the characters. I got multiple chances at life, and if I decided to, I could reset the world and start over. eXistenZ seems so real because it offers players a chance to feel that their actions truly have some consequence. In eXistenZ, the game has become so real that Pikul and Allegra end up having a hard time deciding whether or not they're actually in the game, and the audience, it turns out, has been tricked into its own dilemma about whether or not the game is still going. In a way, Pikul makes a great point, whether you're in eXistenZ, "jacked in", or posting on Twitter. You need to be worried about your body, your real body, because it might be in danger.
Tuesday, March 29, 2011
Separation on the Internet: What does it mean?
Sunday, March 20, 2011
How do you escape the grid?
This technology, it seems, makes the "real world" part of the grid. With a very common tool, a cell phone with apps and a camera, one can turn the world, while walking down the street, into a digital one. For me, this sounds a little scary. Not because it's not cool to be able to go apartment hunting by walking down the street, because I think that's pretty awesome. However, the way a government (or a powerful company, Google, for example) could use the technology seems a little scary. As I've said in a previous post, I've gotten in the habit of telling (presumably just my friends, but also the technology behind Foursquare) where I am at all times. Could AR be linked to this technology? Point your phone at the Union and find out that me and twenty other people are sitting here at this very minute? It doesn't seem too farfetched to me. This henges on human action, though. I have to say where I am (or at least carry my GPS-enabled iPhone with me, if you want to further the conspiracy) in order for me to show up on the grid. The question, I guess, isn't whether all this could happen, but whether we'll let it. If that's true, Benkoil's idea that we should just wait and see what happens, without much discussion, sounds like one I wouldn't suggest.
Thursday, March 10, 2011
S/R 2: William Gibson's Neuromancer
As we begin Neuromancer, we are immediately introduced to a world that is unlike our own. The story is set in Chiba and the color of the sky is defined by technology. The main character of the novel, Case, a rather young man, in his early 20s, is in an awful state. He uses drugs, alcohol, and any other remedy he can conceive of to attempt to forget the terrible thing that has happened to him – his nervous system has been damaged, seemingly beyond repair, and he can no longer “jack in” to the matrix, the cyberspace where he used to work as a hacker and to which he so desires to return. Suddenly, Molly and Armitage show up, Armitage offering Case a job. He needs a hacker, one who is desperate, both for money and for his life, and is willing to have Case’s nerves fixed, if only he’ll take the job. Case, being desperate to return to the matrix and to do what he loves, takes the job, and the story begins. As the book goes on, Case and Molly learn more about their mysterious employer, and are introduced to some AI, Artificial Intelligence, which they soon learn is really running the show. What they are working for, truly, is to bring Wintermute and Neuromancer together, both of them being very powerful AIs that were, conscientiously, separated from one another. In their quest to hack into ICE, similar to firewalls in the matrix, Molly and Case are confronted with many characters, each of them very different from our reality and more interesting when considering the human condition. 3Jane is a clone, Riviera is a sociopath, and Armitage, it turns out, is basically a shell of a man, built by a computer on the broken spirit of a soldier named Corto. In the end, Wintermute and Neuromancer are together, contacting AI from other galaxies, and Case, our antihero, goes on with his life, in a way that seems extremely normal after the whirlwind and game-changing job he has just been a part of.