Thursday, February 22, 2007

QotW5: Online Identities (pictures are overrated so i don't have any and it's not cos i was just being a pain and lazy. okay yeah it was but still...

Ever look in the mirror one morning and after cursing and swearing at the horrid beast that stared back at you, decide to go back to bed and never leave the house till either your appearance changed for the better or every one else suddenly turned blind? Yes, even I too have those days and the fact that I used ‘even’ doesn’t mean that I believe God chose to flaunt his talents by creating me, it just suggests it. So anyway, don’t you just wish there was some way to annihilate the feeling of insecurity which greets you every morning at the mirror? Well, there isn’t any way other than cosmetic surgery, which costs a bomb and a bag of chips to pay for and sorry folks, cause the norm is: one body, one identity (‘Identity and Deception in the Virtual World’ by Judith Donath, 1996); however you can confide in the fact that it’s possible to be the ‘perfect’ person or the person you’ve always wished you could be, in another realm – the virtual world. Enter the online identity.

In the physical world there is an inherent unity to the self, for the body provides a compelling and convenient definition of identity (‘Identity and Deception in the Virtual World’ by Judith Donath, 1996). In the virtual world, however, you can have as many different identities as you want to create! Fancy being a chick or a dude (or in some sick programs both)? Then be one! Games such as World of Warcraft which I play (no not really cause I’m not a geek like that and yes I’m stereotyping and yes I’m offending but that’s what your blogs are for – to get back at people like me who choose not to understand the ways of the geek) allows you to be anyone you want, from a warrior to a priest or even a I don’t know what they’re called but they have pets that follow them around! You can even choose your character’s appearance! Think The SIMS Online, only with a storyline and people who play it usually own several pairs of spectacles and comic book collections and most definitely are intimate with their right hand (the few minutes of the day that they’re not entirely engrossed in the game). It’s a way of ‘re-inventing’ oneself, living out one’s dream or fantasy but in a different world.

Online identities can however, be stolen – just like an actual real world identity, only much easier. All it takes for your online identity to be stolen is a hacker. Once hacked into your account, the hacker has full access. Scary but true, and all it takes is for the criminal to collect enough personal data on someone to impersonate the victim (Mitigating Identity Theft). It’s like how you’d forge your parents’ signatures on report cards to avoid them seeing the grades you so tragically got, or how you’d speak in a low voice to your principal or teacher over the phone, should they call and enquire on your whereabouts seeing how you skipped school and all, and pretend to be your dad.

Online identities can be a fun thing (if you’re a total geek and have nothing else to do with your time like all you people out there who play MMORPGs or whatever they’re called) if your account’s not been hacked into or if you’ve got hot friends involved in the community and you’re doing it just to have something to talk about at the lunch table. On the other hand, they can be pretty addictive, especially if you’re fat and a total nerd, and take away your social life. Oh wait, if you’re fat and nerdy you wouldn’t have one. The reason Bill Gates is cool is because he’s got a lot of money and although geeky, he’s not fat.

Merry Chinese new year!


References:

Donath, J (1996,11,12). Identity and Deception in the Virtual Community. Retrieved February 20,2007, from http://smg.media.mit.edu/people/Judith/Identity/IdentityDeception.html

Online Identity. (2007). Online Identity. In Wikipedia [Web]. Retrieved February 22,2007, from http://en.wikipedia.org/wiki/Online_identity

Schneier, B. (2005). “Mitigating Identity Theft”. Retrieved February 21, 2007 from http://www.schneier.com/blog/archives/2005/04/mitigating_iden.html

World of Warcraft Review, retrieved February 22, 2007 from http://www.firingsquad.com/games/world_of_warcraft_review/

Friday, February 9, 2007

QotW4: Gift Economies: Wha?!


Upon reading this week’s topic, I wanted to just go to bed. It’s so… meh-ish. I had no idea what it truly meant or what I had to do with it. So, inevitably, more reading had to be done. Oh yay.

From the term, you can roughly get a hint of what it’s about - an economic system in which the prevalent mode of exchange is for goods and services to be given without explicit agreement upon a quid pro quo (the Latin term for the concept of "a favor for a favor"). Typically, this occurs in a cultural context where there is an expectation either of reciprocation--in the form of goods or services of comparable value, or of political support, general loyalty, honor to the giver, etc.--or of the gift being passed on in some other manner" ("Gift Economy," 2007). In layman’s terms, although that was already pretty simple to understand, one favor begets another/you give to receive. A traditional gift economy is based on the obligation to gift, the obligation to accept, and the obligation to reciprocate (Lewis Hyde, 1983)

You might think that a gift is something tangible; however, for gift economies, the ‘gift’ in ‘gift economies’ shouldn’t be taken literally and is often in fact, attained through means other than monetary. I guess this’ why we might already be in one without knowing it (Kevin Lim, 2007)! It’s a good way for cheap people to still be useful – they can exchange advice, information, and etc. all without spending a penny!

In this modern age, more people are turning to the cyber world and spending their time there. Eventually, when enough people get online together, they start to realize and discover that many others out there have the same interests as them. When that happens, they then form virtual communities, which they use to talk about and share their interests. The interaction we see going on in these forums and communities is a trait of gift economy. Online communities such as forums are a huge part of today’s gift economy. I personally enjoy dabbling in discussions in some of them (okay not really, but I figured this piece would be a lot more authentic/believable if I said I did). Heavy Metal Realm is a forum I visit quite a bit.

At Heavy Metal Realm, angst-filled teenagers and those who lie to themselves that they’re still indeed young at heart because they have no jobs and still live in their parents’ garage come to talk about bands which play nothing but good music (noise to those over 25 and prefer classical, melodic music). We discuss upcoming tours, concerts and merchandise, often exchanging valuable information in the process like how the bass wasn’t tuned properly in the Iron Maiden concert of 2003 in Perth, Western Australia, or how the name ‘Black Sabbath’ came about when Geezer Butler, bassist for the band, saw it on a movie theatre marquee and thought it suited the band. Yeah… valuable information indeed. Members of this forum who’re more experienced with the scene and have ACTUAL valuable information such as tour dates and ticketing information post it up for the rest to know about. These people are often the ones contributing the most and by offering their experience and advice to the community, they seem to receive more help more quickly when they ask for something” (Wellman & Gulia, 1997; Rheingold, 1993).

Clearly, we can see that a gift economy is really a vicious cycle, only not vicious. The people contributing the most are at some point of time on the receiving end as well. When push comes to shove, it all boils down to people wanting and willing to give and take, and by having a balance of both give and take, online gift economies can certainly stay active and continue to be a way for people to interact and have a space to share their interests and passions.

Personally, I’d rather give than take, so I can hold it over the other person and have the upper hand whenever. But that’s just me and I reckon I have issues. Okay time for them references aye!




References:

Kollock, Peter (1999). 'The Economies of Online Cooperation; Gifts and Public Goods in Cyberspace" Retrieved February 8, 2007 from http://www.sscnet.ucla.edu/soc/faculty/kollock/papers/economies.htm

Wikipedia (2007). Gift economy. Retrieved February 8, 2007 from http://en.wikipedia.org/wiki/Gift_economy

Matzan, J. (2004). The gift economy and free software. Retrieved February 7, 2007, from http://software.newsforge.com/software/04/06/04/142238.shtml?tid=150&tid=82

Friday, February 2, 2007

QotW3: Virtual Pirates: Show Them Some Love (some of them might be really hot)!


We’re all familiar with the term ‘piracy’ or ‘software piracy’ and it’s easy to put an ugly face on it and deem it bad and a form of defamation to the industry. Too easy. Even though the Computer Crime Research Centre (CCRC) in Ukraine calls it ‘dirty campaigning,’ we should take a closer look at both sides of the coin, and examine the bigger picture to this controversial issue.

Personally, I feel that piracy is not such a big deal and if anything, is a mostly-positive attribute to technology and society. The attitude I’m harboring towards this matter might be due to the fact that I’m not losing billions of dollars in sales each year, like gaming companies such as Activision and Electronic Arts do. The truth of the matter is, computer piracy is a costly business for many companies and that is why governments are taking such a fervent stance against it. In 1997 alone, the worldwide estimate of losses due to piracy was approximately $11.4 billion (Software Publishers Association, 1997). That just makes you want to shout out in disbelief and envy doesn’t it? That’s enough to buy over Krispy Kreme and maybe a bag of cheetos and that’s all I really need!

As much as piracy brings disgrace and loss to companies, it has its advantages and positive points as well. If you think about it, I’m sure you’ll agree with me or at least give the whole issue a second thought before condemning it entirely.

Firstly, piracy is a form of flattery, just as imitating is. Software companies should instead take it as a compliment that their product is something so desirable and has acquired so much attention that it’s brought about other independent agencies manufacturing copies of it. It’s like starting a trend. I’d certainly take it as a compliment, should others adore my produce or me so much that it causes the majority of them to replicate what they see. Wouldn’t you?

Secondly, I see piracy as just another form of publicizing a product. Just as how although celebrities whine and complain about the paparazzi and tabloids being annoyances, they in fact need to be grateful to these sources for their fame and stature – without the press publicizing and promoting them and their work, mass recognition would be not be a possibility. Likewise, by reproducing computer games for example, pirates are actually helping to promote the manufacturers and their games! Instead of denouncing them, software giants such as Microsoft should give them credit for part of the publicity gained for the company or their software. It’s all about exposure, baby.

Thirdly, we all know that originals are a lot more expensive than copies. This poses a difficulty in acquisition for the poor and needy. Imagine what it’s like struggling to keep the family together financially and still having to purchase the latest version of Microsoft Office for your job, which pays as much as Walmart pays its deli workers. Caught between a rock and a hard place, wouldn’t it be a load easier if you could find something within your budget? Well piracy helps bridge the gap between the rich and the poor, in that aspect (of being able to buy a particular piece of software or item). It increases the accessibility of the good by selling it at a much lower price, so as to make certain that every one gets a fair, or should I say more apt, opportunity to buy it. See, there’s some good in their hearts after all! Awwwh…

Lastly, making replicas at low cost and high profit is but an extremely entrepreneurial way of making money. Though not the most creative or moral, or legal for that matter, the bottom line is that it makes money. No risk no gain right? It’s like having a franchise of the Olive Garden, only with the price and quality of the food lowered.

Conversely, the main reason that governments and authorities are coming down hard on piracy – ‘infringements can be punishable by up to five years in prison and $250,000 in fines’ (Penalties of Piracy, RIAA) – is that it makes money, a lot of money. Do you honestly reckon they’d give a New York minute’s worth of attention on an industry which, though illegal, only brings in about $500 a year – maybe something like illegal doughnuts or the unauthorized use of paper towels in restaurants? I don’t think so. Sure, it might also be due to the protection of intellectual property and all that jazz but c’mon, when push comes to shove it’s all about the moola!

In conclusion, maybe my perception is a little flawed, okay a lot, but I seem to think I make sense (either that or the weed’s kicking in). I hope that the next time you pass vendors retailing pirate software, movies, games, etc (doughnuts included), you’d patronize them instead of calling the cops, or at the very least just walk on by. They need to make a living too you know!


References:

Brian A. Cole (1998, Nov 5) ‘Computer Piracy’ Position Paper. Retrieved January 30, 2007 from:
http://u.cc.utah.edu/~bac2/piracy/paper/paper.html

Recording Industry Association of America ‘What the RIAA is Doing About Piracy’ Retrieved February 1, 2007 from:
http://www.riaa.com/issues/piracy/riaa.asp

Business Software Alliance ‘Software Piracy Figures’ Retrieved Febrary 1, 2007 from:
http://www.bsa.org/hongkong/press/newsreleases/Latest-Worldwide-Software-Piracy-Figures-Released-Five-Years-US-59_2-Billion-Lost-more-than-half-of-all-business-software-used-in-Hong-Kong-still-illegal.cfm

The Shadow Internet. Retrieved February 1, 2007 from:
http://www.wired.com/wired/archive/13.01/topsite_pr.html