What I've been up to lately
Jul. 14th, 2010 02:58 pmToo much reading for one day. Apparently I've already forgotten what it was like last time I tried to read the whole internet, and now my head hurts. I'm attempting to write an overview of social media in Australia - starting with a basic timeline of the major players, and it's driving me nuts.
What's happened since 2006, when Facebook went public-access and Twitter appeared? I'm having trouble finding "new" social media to write about after that point, and I suspect it's because many of them have integrated themselves into the existing entities. Other than Dreamwidth (2008), Foursquare (March 2009) and Google Wave (May 2009), I'm having trouble spotting the others. Can you think of anything to add?
Lately, I've been writing more over at
lineofthought than I have in this journal, because my PhD is (predictably) consuming most of my waking life. I'm enjoying it, but it means that I'm finding less and less to write about over here. I've just managed to get
xjournal working through the RMIT wireless network, though, which means I can switch back and forth between accounts a bit more easily. This bodes well for the future of both journals :)
I've also been using Twitter a lot more often, posting via @morsla. It's been handy for meeting new people in the city, via many good conversations at the #socialmelb meetups every Friday. I use Tweetie to sift through the deluge of posts - unlike LJ, I can't read everything that comes past in a day. Hell, even on LJ I've been steadily filtering things down over the years, courtesy of friends groups and the wondrous Default View list.
The real trick seems to be finding a balance: cutting down on noise (if you post dozens of times every day, I'm unlikely to read it all) while still paying enough attention to find the people who only speak up occasionally.
So, for the lurkers out there: How are you? There are a lot of people I haven't seen much of this year, and I often wonder what you're all doing these days. How's life?
What's happened since 2006, when Facebook went public-access and Twitter appeared? I'm having trouble finding "new" social media to write about after that point, and I suspect it's because many of them have integrated themselves into the existing entities. Other than Dreamwidth (2008), Foursquare (March 2009) and Google Wave (May 2009), I'm having trouble spotting the others. Can you think of anything to add?
Lately, I've been writing more over at
I've also been using Twitter a lot more often, posting via @morsla. It's been handy for meeting new people in the city, via many good conversations at the #socialmelb meetups every Friday. I use Tweetie to sift through the deluge of posts - unlike LJ, I can't read everything that comes past in a day. Hell, even on LJ I've been steadily filtering things down over the years, courtesy of friends groups and the wondrous Default View list.
The real trick seems to be finding a balance: cutting down on noise (if you post dozens of times every day, I'm unlikely to read it all) while still paying enough attention to find the people who only speak up occasionally.
So, for the lurkers out there: How are you? There are a lot of people I haven't seen much of this year, and I often wonder what you're all doing these days. How's life?
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Date: 2010-07-14 05:16 am (UTC)no subject
Date: 2010-07-14 05:27 am (UTC)I forgot all about Formspring. That's a good example of one that's designed to link in with other social networking sites from the outset, instead of building in the capability later on.
Tumblr was the only other one on my list for 2007. I'm amazed at just how many things launched in 2006 or earlier... the most apt quote about social media that I've seen so far was "an overnight revolution ten years in the making." It's been creeping up slowly for quite a while now.
Actually, now that I think about it, the GFC would also have slowed down the growth of risky new startup ventures.
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Date: 2010-07-15 12:11 am (UTC)no subject
Date: 2010-07-14 10:27 am (UTC)no subject
Date: 2010-07-14 10:21 pm (UTC)no subject
Date: 2010-07-15 01:10 am (UTC)no subject
Date: 2010-07-15 01:42 am (UTC)SixApart.com looks like it's the earliest of the social network services commonly seen these days, and it launched back in 1997.
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Date: 2010-07-14 11:35 am (UTC)Course, World of Warcraft was a large part of my online socialising, and the new Real ID thing might make it even more of a social network, but DRAMA and getting-a-job happened, so it's not really anymore...
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Date: 2010-07-14 10:40 pm (UTC)Google has lots of bits of social media in its collection. There's a nice infographic here, and a text timeline here. I'm not sure quite where to put RSS readers, but I want to squeeze them in somewhere... there's a blurry line between the point where they stopped just being reading/aggregation tools, and started letting people share their own comments.
MMO games are something I'd like to fit in if possible, but it's hard knowing where to start (and how relevant they would be to the rest of the chapter). I guess it's less a part of the games themselves, and more a part of the communities that form around them - using out-of-game things like forums and YouTube.
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Date: 2010-07-15 01:45 am (UTC)and increase disproportionately through:
Everquest (1999) - Establishment of team play, requiring multiple characters to meet expected challenges causing a need for socialisation
Establishment of Guilds as linked groups after the game is turned off for that session, need for reputation as a good player as death was harshly punished
Establishment of PvP as part of a server, instead of a toggled option
Everquest II (2004) - Decreased penalties and decreased ability to "grief" other players by pulling creatures they are unable to fight to them and waiting for the creature to detect the weaker target.
Decreased ability to "kill steal" taking an important timed encounter off another group.
Introduced area-wide "yell" command.
World of Warcraft (2005) - Large-scale socialisation due to established franchise
Adjusted difficulty of all but "cutting edge" content lowered over time.
Encouragement of community building outside the game and not only using game media through avenues such as art and comic contests. Deliberate attention to forum initially with specialised Mods for specific purposes such as one for each class, several for raids and other general ones for gameplay.
Tacitly supported addons and other sites to help build gameplay and have integrated some highly influential addons into the game itself while deliberately blocking others which led to increased automation of certain tasks.
Made Chinese "gold farmers" famous, but undoubtedly was not the first game in which real-world currency was exchanged for virtual currency.
Need to organise up to 40 people for a single purpose leading to large-scale management politics and eventual fracturing of almost every large, successful guild due to arguments over loot, approaches or goals.
Used for real-world epidemiological modelling after a "Corrupted Blood" plague escaped from inside a raid instance through a pet and infected major cities, as it was spread through proximity to others, cities were unable to entirely get rid of the plague and players were forced into country outposts. Blizzard eventually had to write new code to remove this effect from the plague.
Other important titles include:
Original MUDs, which MMOS are derived from in some senses (Mazewar, MUD1),
Maple Story (Asian 2D platformer with many, many microtransactions, but free to play and download),
Final Fantasy XI (Distinctly Japanese design, very challenging solo play, difficult to raise trade skills, play only one character as default, but can change classes at will, must level again as each new class),
Phantasy Star Online (First Console-based MMO for the Dreamcast, credited with widespread development of need for Consoles to access internet and social networks),
Neverwinter Nights (First fully Graphical multi-user RPG)
Runescape (Restricted free content, subscription required to access full game)
EVE Online (Focussed on complex economy and alliance-building, deliberate removal of most social rule structures governing behaviour, very few safe spaces and no way to advance past a certain point without being open to PvP)
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Date: 2010-07-15 01:54 am (UTC)no subject
Date: 2010-07-15 01:55 am (UTC)no subject
Date: 2010-07-17 02:55 am (UTC)- Pownce.com launched 27/5/2007 and died 15/12/2008. I thought it was a better version of twitter. The rest of the internet did not agree.
- vimeo.com launched in 2004 (before youTube!) but in 2007 it started allowing hi-def video, something youTUbe wouldn't catch up on for about 6 months I think.
- kongregate.com was October 2006 according to wiki. I'm not a big player myself, but it was pretty popular amongst the indy games developers that I spoke to at Freeplay last year and I know a bunch of people that spend way too much time (but at least not a lot of money) there.
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Date: 2010-07-17 02:56 am (UTC)