Essential Melodiness

So, here is what I love about studying identities: we are all made up of a variety of identities. We get to choose which ones we show, which ones we prioritize, how we define then, how we refine them, and how we use them to interact. When you ask someone (or even better, a group  of someones) to tell you who they are, their answers will vary vastly. Give them the task of choosing how to tell you, and the vastness of the variations expands. The colors, graphics, sounds, pictures, videos, words, textures, etc. that we use to produce something representative of our core all roll into that description as well. For more information on identities, check out the great book below. Meanwhile, here is my Glog introducing who I am. Enjoy!

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Burke, P., & Stets, J. E. (2009). Identity theory. New York, NY: Oxford University Press.

Pro Gamers as Athletes?

A few days ago, I came across this article on whether professional gamers should be considered athletes. While I don’t necessarily think the work “athlete” is appropriate to describe professional gamers, my reasons are nothing more than technical. Consider the definition from Dictionary.com:

“A person trained or gifted in exercises or contests involving physical agility, stamina, or strength; a participant in a sport, exercise, or game requiring physical skill.”

From my point of view, the only reason this isn’t necessarily a good word is the inclusion of “requiring”.

During the League of Legends World Championship Playoffs last week, one of the commentators mentioned the need for gamers to be physically fit, get lots of rest, avoid harmful substances, and an excess of anything that could detract from stamina, strengths, and agility. Phyiscal health has been linked to improved neuropsychological functioning in elders (Dustman et al., 1984) so it’s not hard to imagine that a healthy young adult is likely to stay more focused and endure a long bout of gaming better than one who is less physically fit.

Don’t get me wrong, I’m not saying there’s no such thing as an unfit professional gamer. In fact, I’m saying the opposite. While I think it is more likely that the more successful pro gamers will be more physically fit, I don’t think it’s a requirement. Of course, sumo wrestlers don’t seem the picture of health either, but what makes someone good at what they do is the directly related training specific to the sport/game. Awareness, meditation, practice, drive… these things most definitely come into play during gaming, but jogging a 5k isn’t probably going to be the make or break factor.

And no, that is not a permission slip to run out and buy a bag of Doritos a 2-liter of Mt. Dew before hunkering down in mom’s basement; we don’t want to return to that stereotype… got it?

References:

Dustman, R., Ruhling, R., Russell, E., Shearer, D., Bonekat, W., Shigeoka, J., … Bradford, D. (1984). Aerobic exercise training improved neuropsychological function of older individuals. Neurobiology of Aging, 5, 35-42. Retrieved from http://jtoomim.org/brain-training/aerobic%20execise%20and%20improved%20neuropsychological%20function%20in%20older%20adults.pdf

What is Social Media?

Defining social media is just as important as operationally defining any variable in any research. When a term or concept remains undefined, communication breaks down on a fundamental level. Individuals may discuss the same word with two very different concepts in mind. Social media has been defined as any platform facilitating communication, as well as the content which people share over social networks. Either way, before progressing into a world thick with social media, we must define it.

Social media facilitate and enhance existing and prospective social connections (Donath, 2004). Social media, in all their numerous forms, create opportunities for individuals worldwide to communicate (Rutledge, 2012).

Social media types vary based on their main functions in communication (Rutledge, 2012). Categories includes searches, blogs, wikis, folksonomy, and social networking; each category comes with a variety of applications, sites, platforms, and technologies to facilitate their particular function (2012).  Additionally, individuals may use the same social media in a variety of ways (Chayko, 2008).

Twitter is used to connect like minded communities based on interests and geographical locations (Java, Finn, Song, & Tseng, 2007). Facebook tends to be used to maintain and strengthen pre-existing relationships (Ellison, Steinfield, & Lampe, 2007). MMORPGs have been used to develop skill such as teamwork and leadership, as have first-person shooters (Cole & Griffiths, 2007; Jansz & Tanis, 2007). Social media are also used as a means of identity verification (Burke & Stets, 2009), overcoming social phobias and marginalization (Cabiria, 2008; Orr et al., 2009), and education (Barnett & Coulson, 2010).

References:

Barnett, J., & Coulson, M. (2010). Virtually real: A psychological perspective on massively multiplayer online games. Review of General Psychology14(2), 167–179. doi:10.1037/a0019442
Burke, P., & Stets, J. E. (2009). Identity theory. New York, NY: Oxford University Press. Retrieved from http://site.ebrary.com/id/10329671
Cabiria, J. (2008). Real Life + Virtual Life = One life by Dr. Jonathan Cabiria [Web Video]. Retrieved from http://www.youtube.com/watch?v=N3qwdQLSt2I&feature=youtube_gdata_player
Chayko, M. (2008). Portable communities : the social dynamics of online and mobile connectedness. Albany: SUNY.
Cole, H., & Griffiths, M. (2007). Social interactions in massively multiplayer online role-playing gamers. CyberPsychology & Behavior10(4), 575-583. doi: 10.1089/cpb.200739988
 Donath, J. (2004). Sociable media.
Ellison, N. B., Steinfield, C., & Lampe, C. (2007). The benefits of Facebook “friends:” social capital and college students’ use of online social network sites. Journal of Computer-Mediated Communication12(4), 1143–1168.
Java, A., Finn, T., Song, X., & Tseng, B. (2007). Why we Twitter: Understanding microblogging usage and communities.
Jansz, J., & Tanis, M. (2007). Appeal of playing online first person shooter games. CyberPsychology & Behavior10(1), 133–136. doi:10.1089/cpb.2006.9981
Orr, E. S., Sisic, M., Ross, C., Simmering, M. G., Arseneault, J. M., & Orr, R. R. (2009). The influence of shyness on the use of Facebook in an undergraduate sample. CyberPsychology & Behavior12(3), 337–340. doi:10.1089/cpb.2008.0214

Rutledge, P. (2012, September). Social media 101 [PowerPoint].

Shadis Magazine – Strip #12

See on Scoop.itMedia Psychology Goodness

Dork Tower | This is a great example of prosumerism. Also, I’ve never been a fan of either show. But I LOVE John Kovalic.

See on www.dorktower.com

The History of Scrollbars [PIC]

See on Scoop.itOomph! Media Garage

Take a trip down memory lane with a look back at the history of scrollbars.

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