Key Quotes (at least 5):
"After the arduous task of constructing your aesthetically pleasing and  accurate chuck of the ‘net, you have to be diligent enough to keep it  updated frequently.  Old information that is no longer of interest to  your target group can drastically impact how you and your online  identity are received by the public: you will look like a lazy vagabond  if you simply dump a truck load of pertinent personal information on  your site, but never update it for months at a time.  Band profiles are  perfect examples of why this is important.  If someone visits a band  profile and samples some of their tunes, they will most likely come back  every once and a while to see if something new has been uploaded.   Obviously, if fresh, new content, isn’t always being provided, the  listener will most likely lose interest and start frequenting a  different band’s profile (one who is on top of things and releases new  tracks once a month)." (Ryan Passey, http://www.pcmech.com/article/construct-your-online-identity-carefully/)
"While physical constraints such as the body, biological sex, race, or  age can have a profound effect on self-definition and self-presentation  (Collins & Kuczaj, 1991), many of these attributes become flexible  in online environments. In a virtual world, one even gets to construct  one's body. The anonymity afforded to youth within virtual worlds allows  adolescents more flexibility in exploring their identity through their  language, their role play, and the personae they assume" (  and  http://jcmc.indiana.edu/vol10/issue2/huffaker.html) 
"Sometimes referred to as netspeak, the language of the Internet  entails both traditional linguistic forms and adapted ones that include  slang and non-standard forms that are sometimes used in offline life.  Netspeak is an emergent discourse that is shaped entirely by the  creativity of its community (Crystal, 2001). The introduction of  acronyms (e.g., "lol = laugh out loud," "brb = be right back"), plays or  variations on words (e.g., "cya = see you", "latah = later"), graphical  icons that represent emotions, called emoticons (e.g., :) or ;-{} ) or graphical icons that represent a real person in a virtual context, called avatars,  are all examples of language produced by online communicators. This  language continues to evolve and remains an important area of study when  considering the ways in which Internet users interact and express who  they are" (  and  http://jcmc.indiana.edu/vol10/issue2/huffaker.html) 
"In everyday terms the argument is that children are largely defined by  the significant adults in their life, but in adolescence they have to  make a series of self-defining choices to allow them to function as  autonomous adults."Working with Adolescents: Constructing Identity. Contributors: John Head  - author. Publisher: Falmer Press. Place of Publication: London.  Publication Year: 1997. Page Number: 7.http://www.questia.com/read/103388342?title=Chapter%202%3a%20Acquiring%20a%20Sense%20of%20Identity). 
Key Links:
Constructing Identity and Community Online: http://proquest.umi.com/pqdlink?did=727231961&Fmt=7&clientId=25836&RQT=309&VName=PQD
Online Social Networking on Campus: http://www.insidehighered.com/news/2009/01/08/network
Key Books and Articles:  
Online Communication: Linking Technology, Identity and Culture by Andrw Wood 
Online Social Networking on Campus: Understanding what Matters in Student Culture by Ana M. Martinez Aleman and Katherine Lynk Wartman
Youth, Identity and Digital Media edited by David Buckingham
Case Study
Who is the artist/maker of the artwork/website/game?
What is its name?
When was it produced/released?
Describe it in detail
What is interesting/unusual/thought-rpovoking/aesthetically pleasing/puzzling about this artwork/website/game?
No comments:
Post a Comment