A Case Study of the Reddit Community
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THE TRUTH CAN CATCH the LIE: the FLAWED UNDERSTANDING of ONLINE SPEECH in INRE Anonymous ONLINE SPEAKERS Musetta Durkeet
THE TRUTH CAN CATCH THE LIE: THE FLAWED UNDERSTANDING OF ONLINE SPEECH IN INRE ANoNYMous ONLINE SPEAKERS Musetta Durkeet In the early years of the Internet, many cases seeking disclosure of anonymous online speakers involved large companies seeking to unveil identities of anonymous posters criticizing the companies on online financial message boards.' In such situations, Internet service providers (ISPs)-or, less often, online service providers (OSPs)2-- disclosed individually- identifying information, often without providing defendants notice of this disclosure,' and judges showed hostility towards defendants' motions to quash.4 Often these subpoenas were issued by parties alleging various civil causes of action, including defamation and tortious interference with business contracts.s These cases occurred in a time when courts and the general public alike pictured the Internet as a wild west-like "frontier society,"' devoid of governing norms, where anonymous personalities ran C 2011 Musetta Durkee. t J.D. Candidate, 2012, University of California, Berkeley School of Law. 1. Lyrissa Barnett Lidsky, Anonymity in Cyberspace: What Can We LearnfromJohn Doe?, 50 B.C. L. REv. 1373, 1373-74 (2009). 2. As will be discussed below, there has been some conflation of two separate services that allow users to access the Internet, on the one hand, and engage in various activities, speech, and communication, on the other. Most basically, this Note distinguishes between Internet Service Providers (JSPs) and Online Service Providers (OSPs) in order to separate those services and companies involved with providing subscribers access to the infrastructure of the Internet (ISPs, and their subscribers) and those services and companies involved with providing users with online applications, services, platforms, and spaces on the Internet (OSPs and their users). -
Social Media Why You Should Care What Is Social Media? Social Network
Social Media Why You Should Care IST 331 - Olivier Georgeon, Frank Ritter 31 oct 15 • eMarketer (2007) estimated by 2011 one-half Examples of all Internet users will use social networking • Facebook regulary. • YouTube • By 2015, 75% use • Myspace • Twitter • Del.icio.us • Digg • Etc… 2 What is Social Media? Social Network • Social Network • Online communities of people who share • User Generated Content (UGC) interests and activities, • Social Bookmarking • … or who are interested in exploring the interests and activities of others. • Examples: Facebook, MySpace, LinkedIn, Orkut • Falls to analysis with tools in Ch. 9 3 4 User Generated Content (UGC) Social Bookmarking • A method for Internet users to store, organize, search, • or Consumer Generated Media (CGM) and manage bookmarks of web pages on the Internet with the help of metadata. • Based on communities; • Defined: Media content that is publicly – The more people who bookmark a piece of content, the more available and produced by end-users (user). value it is determined to have. • Examples: Digg, Del.icio.us, StumbleUpon, and reddit….and now combinations • Usually supported by a social network • Examples: Blogs, Micro-blogs, YouTube video, Flickr photos, Wiki content, Facebook wall posts, reddit, Second Life… 5 6 Social Media Principles Generate an activity stream • Automatic • Who you are – Google History, Google Analytics – Personalization • Blog • Who you know • Micro-blog – Browse network – Twitter, yammer, identi.ca • What you do • Mailing groups – Generate an activity stream -
Network Overlap and Content Sharing on Social Media Platforms
Network Overlap and Content Sharing on Social Media Platforms Jing Peng1, Ashish Agarwal2, Kartik Hosanagar3, Raghuram Iyengar3 1School of Business, University of Connecticut 2McCombs School of Business, University of Texas at Austin 3The Wharton School, University of Pennsylvania [email protected] [email protected] {kartikh, riyengar}@wharton.upenn.edu February 15, 2017 Acknowledgments. We benefited from feedback from session participants at 2013 Symposium on Statistical Challenges in eCommerce Research, 2014 International Conference on Information Systems, 2015 Workshop on Information in Networks, 2015 INFORMS Annual Meeting, and 2015 Workshop on Information Systems and Economics. The authors would like to thank Professors Christophe Van den Bulte, Paul Shaman, and Dylan Small for helpful discussions. This project was made possible by financial support extended to the first author through Mack Institute Research Fellowship, President Gutmann's Leadership Award, and Baker Retailing Center PhD Research Grant. 1 Network Overlap and Content Sharing on Social Media Platforms ABSTRACT We study the impact of network overlap – the overlap in network connections between two users – on content sharing in directed social media platforms. We propose a hazards model that flexibly captures the impact of three different measures of network overlap (i.e., common followees, common followers and common mutual followers) on content sharing. Our results indicate a receiver is more likely to share content from a sender with whom they share more common followees, common followers or common mutual followers after accounting for other measures. Additionally, the effect of common followers and common mutual followers is positive when the content is novel but decreases, and may even become negative, when many others in the network have already adopted it. -
The Culture of Wikipedia
Good Faith Collaboration: The Culture of Wikipedia Good Faith Collaboration The Culture of Wikipedia Joseph Michael Reagle Jr. Foreword by Lawrence Lessig The MIT Press, Cambridge, MA. Web edition, Copyright © 2011 by Joseph Michael Reagle Jr. CC-NC-SA 3.0 Purchase at Amazon.com | Barnes and Noble | IndieBound | MIT Press Wikipedia's style of collaborative production has been lauded, lambasted, and satirized. Despite unease over its implications for the character (and quality) of knowledge, Wikipedia has brought us closer than ever to a realization of the centuries-old Author Bio & Research Blog pursuit of a universal encyclopedia. Good Faith Collaboration: The Culture of Wikipedia is a rich ethnographic portrayal of Wikipedia's historical roots, collaborative culture, and much debated legacy. Foreword Preface to the Web Edition Praise for Good Faith Collaboration Preface Extended Table of Contents "Reagle offers a compelling case that Wikipedia's most fascinating and unprecedented aspect isn't the encyclopedia itself — rather, it's the collaborative culture that underpins it: brawling, self-reflexive, funny, serious, and full-tilt committed to the 1. Nazis and Norms project, even if it means setting aside personal differences. Reagle's position as a scholar and a member of the community 2. The Pursuit of the Universal makes him uniquely situated to describe this culture." —Cory Doctorow , Boing Boing Encyclopedia "Reagle provides ample data regarding the everyday practices and cultural norms of the community which collaborates to 3. Good Faith Collaboration produce Wikipedia. His rich research and nuanced appreciation of the complexities of cultural digital media research are 4. The Puzzle of Openness well presented. -
Introduction: Connections
Wikipedia @ 20 Introduction: Connections Joseph Reagle, Jackie Koerner Published on: Aug 22, 2019 Updated on: Jun 04, 2020 License: Creative Commons Attribution 4.0 International License (CC-BY 4.0) Wikipedia @ 20 Introduction: Connections Image credit: William Warby, Vasco da Gama Bridge B&W, 2018. Introduction: Connections Joseph Reagle and Jackie Koerner Twenty years ago, Wikipedia set out on its path toward providing humanity with free access to the sum of all knowledge. Even if this is a mission that can’t be finished, Wikipedia has made remarkable progress toward the impossible. How so? Wikipedia is an encyclopedia built on a wiki. And never has an application, gathering the sum of human knowledge, been so suited to its medium, easily interconnected web pages. Encyclopedias have long been reliant on interconnections. In 1755, the Encyclopédie’s Denis Diderot wrote that the use of cross-references (or renvois) was “the most important part of our encyclopedia scheme.”1 This feature allowed the Encyclopédie’s editors to depict the connective tissue of Enlightenment knowledge and to dodge state and church authorities by way of facetious and satirical references. For example, they expressed skepticism about the “Eucharist” and “Communion” by linking to them from the article on “Cannibals.” At the onset of each new informational medium—from paper, to microfilm, to silicon—connectivity was the impetus. There are many examples, but consider the names of the following. Among the documentalists of the early twentieth-century, there was Wilhelm Ostwald’s Brücke, a bridge, and Suzanne Briet’s indice, an indicator. Such documentalists advanced indexing and classification schemes to improve interconnections between information. -
Facebook Timeline
Facebook Timeline 2003 October • Mark Zuckerberg releases Facemash, the predecessor to Facebook. It was described as a Harvard University version of Hot or Not. 2004 January • Zuckerberg begins writing Facebook. • Zuckerberg registers thefacebook.com domain. February • Zuckerberg launches Facebook on February 4. 650 Harvard students joined thefacebook.com in the first week of launch. March • Facebook expands to MIT, Boston University, Boston College, Northeastern University, Stanford University, Dartmouth College, Columbia University, and Yale University. April • Zuckerberg, Dustin Moskovitz, and Eduardo Saverin form Thefacebook.com LLC, a partnership. June • Facebook receives its first investment from PayPal co-founder Peter Thiel for US$500,000. • Facebook incorporates into a new company, and Napster co-founder Sean Parker becomes its president. • Facebook moves its base of operations to Palo Alto, California. N. Lee, Facebook Nation, DOI: 10.1007/978-1-4614-5308-6, 211 Ó Springer Science+Business Media New York 2013 212 Facebook Timeline August • To compete with growing campus-only service i2hub, Zuckerberg launches Wirehog. It is a precursor to Facebook Platform applications. September • ConnectU files a lawsuit against Zuckerberg and other Facebook founders, resulting in a $65 million settlement. October • Maurice Werdegar of WTI Partner provides Facebook a $300,000 three-year credit line. December • Facebook achieves its one millionth registered user. 2005 February • Maurice Werdegar of WTI Partner provides Facebook a second $300,000 credit line and a $25,000 equity investment. April • Venture capital firm Accel Partners invests $12.7 million into Facebook. Accel’s partner and President Jim Breyer also puts up $1 million of his own money. -
From Warwick University to Apple Inc California…
DCS News Online January 2009 From Warwick University to Apple Inc California… infancy and development environments consisted Less than ten years after graduating from the of nothing Department of Computer Science (DCS), Hugo Fiennes was head hunted by Apple Computer Inc California to manage the hardware team responsible for a little known device called an ‘iPhone’. One year later the ‘iPhone’ is named Time magazines invention of the year, selling by conservative estimates over half a million units in its first weekend…So how did a relatively unknown student go from hacking code in the “Fyshbowl” to working on one of the most iconic multimedia smart-phones of the 21st Century? Rewind to 1994 Chandler, Monica and Friends have just premiered on US television, the first web browser “Netscape Navigator‟ is circulating the information super highway and a young Hugo Fiennes has arrived at the University of Warwick Hugo Fiennes outside his Apple HQ office in California to begin his undergraduate studies. At 23 Hugo more than text editors, compilers and low level was older than almost everyone else when he optimizers. For many DCS students, the first burst in on the infamous Warwick bubble. fyshbowl was home: it engendered a truly He didn't take a gap year after A-Levels; he took collaborative liberal atmosphere, supported in five, during which he built up his own company part by a AM-radio quality jukebox that students selling communications software and expansion had fashioned from a homebrew multi-user chat cards for the now legendary Acorn Computers. system. Sitting in the kitchen of his halls of residence, surrounded by a group of teenagers Hugo is Third Year Project feeling a little bit shocked at first, but trepidation In 1997, after years spent building everything soon turns to excitement as everyone becomes from a barcode reader to ping pong on a scope, intimately acquainted with the student union Hugo was ready to put everything he had learned and the tremendously potent wine & cider into practice building a networked webcam. -
Zach Christopherson PHIL 308 Term Paper March 22, 2009
Zach Christopherson PHIL 308 Term Paper March 22, 2009 Online Communities and the Ethics of Revolt With the creation and widespread use of the Internet in the 1980s came Internet communities. They were originally started in newsgroups, message boards, and Internet forums. A regular group of members would consistently post and exchange ideas and information with one another. Relationships were formed and these communities became permanent entities, usually remaining on the sites where they were created. From time to time a community’s home becomes threatened. This can occur when a site is taken down by the owners, the site becomes obsolete and is replaced by a competitor, or the community migrates to a new home for reasons like censorship or discrimination. Some of the largest online communities exist on message board sites such as GenMay.com (General Mayhem), LiveJournal.com, and 4chan.org. These members share common likes and dislikes which bring them together for general socialization. Over the span of a community’s life differences can arise between the site administrators and the site community that can cause a revolt by the community against the website on which it was created. One of the most popular social news websites on the Internet is Digg.com, which was launched on December 4, 2004 and has housed a strong Internet community since then. The purpose of Digg is to compile many user-submitted news stories and have the community either rate them up (Digg them) or rate them down (Bury them). These ratings are stored on the site and a running counter is shown to the left of the news article title. -
High-Performance Play: the Making of Machinima
High-Performance Play: The Making of Machinima Henry Lowood Stanford University <DRAFT. Do not cite or distribute. To appear in: Videogames and Art: Intersections and Interactions, Andy Clarke and Grethe Mitchell (eds.), Intellect Books (UK), 2005. Please contact author, [email protected], for permission.> Abstract: Machinima is the making of animated movies in real time through the use of computer game technology. The projects that launched machinima embedded gameplay in practices of performance, spectatorship, subversion, modification, and community. This article is concerned primarily with the earliest machinima projects. In this phase, DOOM and especially Quake movie makers created practices of game performance and high-performance technology that yielded a new medium for linear storytelling and artistic expression. My aim is not to answer the question, “are games art?”, but to suggest that game-based performance practices will influence work in artistic and narrative media. Biography: Henry Lowood is Curator for History of Science & Technology Collections at Stanford University and co-Principal Investigator for the How They Got Game Project in the Stanford Humanities Laboratory. A historian of science and technology, he teaches Stanford’s annual course on the history of computer game design. With the collaboration of the Internet Archive and the Academy of Machinima Arts and Sciences, he is currently working on a project to develop The Machinima Archive, a permanent repository to document the history of Machinima moviemaking. A body of research on the social and cultural impacts of interactive entertainment is gradually replacing the dismissal of computer games and videogames as mindless amusement for young boys. There are many good reasons for taking computer games1 seriously. -
PANAHI-.Pdf (1.237Mb)
© Copyright by Hesam Panahi, 2010 USER-GENERATED CONTENT AND REVOLUTIONS: TOWARDS A THEORIZATION OF WEB 2.0 A Dissertation Presented to The Faculty of the C.T. Bauer College of Business University of Houston In Partial Fulfillment Of the Requirements for the Degree Doctor of Philosophy By Hesam Panahi December, 2010 Introduction ............................................................................................................ 1 Dissertationʼs Research Objective ..................................................................... 2 Dissertationʼs Research Methodology ................................................................ 3 References ......................................................................................................... 5 Paper One: A Critical Study of Social Computing and Web 2.0: The Case of Digg ............................................................................................................................... 6 Introduction ........................................................................................................ 7 Theoretical Background ..................................................................................... 9 Critical Studies of IS ....................................................................................... 9 A Critical Framework for Studying Social Computing ................................... 10 Research Methods ........................................................................................... 15 Why an Interpretive Approach ..................................................................... -
Will the Quants Invade Sand Hill Road? | Venturebeat
Will the quants invade Sand Hill Road? | VentureBeat http://venturebeat.com/2010/10/21/will-the-quants-invade-sand-... VentureBeat Will the quants invade Sand Hill Road? October 21, 2010 | Alex Salkever 7 Comments Will the quants storm the clubby bastions of the venture capital world? That question has been coming up frequently of late. At the Demo 2010 conference, InLab Ventures rolled out a new venture capital program it dubbed VC3.0 that included elimination of carry fees and incentives for board members to spend time with invested startups. Most importantly, though, the InLab Ventures platform features back-tested screening technology that InLab claims can quickly and accurately identify which startups have a greater chance of success even before initial funding occurs. In other words, InLab says it has a mathematical and statistical model that can predict startup success. Apparently the technology is decent, as InLab general partner Greg Doyle told me that at least one major consulting firm doing research into VC markets has licensed the model for due diligence purposes. If InLab’s magical model works and math can replace that vaunted gut judgment that to date has been a critical criteria for deciding whether to invest in a startup, then why should VCs be using their gut to pick investments at all? (a point raised by VC gadfly Paul Kedrosky). Why not let the quants, the propeller-heads that designed trading models for Wall Street and for other hard-to-value asset classes do the same for Silicon Valley? 1 of 11 10/27/10 4:54 PM Will the quants invade Sand Hill Road? | VentureBeat http://venturebeat.com/2010/10/21/will-the-quants-invade-sand-.. -
30-Minute Social Media Marketing
30-MINUTE SOCIAL MEDIA MARKETING Step-by-Step Techniques to Spread the Word About Your Business FAST AND FREE Susan Gunelius New York Chicago San Francisco Lisbon London Madrid Mexico City Milan New Delhi San Juan Seoul Singapore Sydney Toronto To Scott, for supporting every new opportunity I pursue on and off the social Web and for sending me blog post ideas when I’m too busy to think straight. And to my family and friends for remembering me and welcoming me with open arms when I eventually emerge from behind my computer. Copyright © 2011 by Susan Gunelius. All rights reserved. Except as permitted under the United States Copyright Act of 1976, no part of this publication may be reproduced or distributed in any form or by any means, or stored in a database or retrieval system, without the prior written permission of the publisher. ISBN: 978-0-07-174865-0 MHID: 0-07-174865-2 The material in this eBook also appears in the print version of this title: ISBN: 978-0-07-174381-5, MHID: 0-07-174381-2. All trademarks are trademarks of their respective owners. Rather than put a trademark symbol after every oc- currence of a trademarked name, we use names in an editorial fashion only, and to the benefi t of the trademark owner, with no intention of infringement of the trademark. Where such designations appear in this book, they have been printed with initial caps. McGraw-Hill eBooks are available at special quantity discounts to use as premiums and sales promotions, or for use in corporate training programs.