Right, so my task for this week is to read some papers and informal articles, take notes on my thoughts and reactions, and then answer some questions (at length!). Let’s jump straight in, shall we?
Paper #1
Go, E., & You, K. H. (2016). But not all social media are the same: Analyzing organizations’ social media usage patterns. Telematics and Informatics, 33(1), 176–186. https://doi.org/10.1016/j.tele.2015.06.016
– Right off the bat, we’ve got six major “types” of social media applications listed (as referenced from Kaplan and Haenlein): blogs, collaborative projects, social networking sites, content communities, virtual social worlds, and virtual game worlds. The last two I find quite interesting to see listed as such, because I don’t see a sharp split between a virtual social world like Second Life and a virtual game world such as Wizard101 or World of Warcraft. The main difference I see is in whether there’s an overarching “quest” or plotline to be followed. If you ignore the “game” elements of a typical open-world MMORPG, it’s not dissimilar to an open-world virtual setting like Second Life or (I imagine) VR Chat. Even in those, you can import some game-themed elements. I think these two have blended together more now than they used to.
– I’m also amused that blogs, Wikipedia pages, and content-sharing sites (such as YouTube) are noted to be “often regarded as facilitating one-way asymmetrical communication, given they do not allow high levels of feedback or back-and-forth exchanges with their publics.” Anybody who was following my LiveJournal between 2004-2014 or so knows very well that the conversation was most assuredly two-way! Wikipedia articles are certainly one-way, because it’s not a platform for individual conversation–it’s intended to be an encyclopedia. But Wikipedia has always had talk pages with quite a bit of back-and-forth, much as YouTube comments will also often have the original poster responding to what others have to say.
– Corporate “blogs,” on the other hand, are often less about two-way conversation and more about one-way announcements in a less formal fashion than a full-fledged press release. This I can agree with. But that’s a limitation of usage, not a limitation of design.
– I generally want businesses to stay firmly out of my virtual worlds, whether gaming or social! But I can’t deny that some people might specifically want some company-branded virtual items to complete a “look” or self-presentational style, and I suppose there should be room for that. Preferably something that makes them available, but not forcibly shoved into everybody’s face as yet another “marketing opportunity.”
– It doesn’t surprise me that non-profits use social networking to a high degree. Non-profits often rely on volunteer work, and they are by definition not in their line of business in order to make a profit. These organizations survive on being able to engage people in conversation and action; social networking is a better fit for this need than most of the other application types covered in this paper.
Paper #2
Parikh, R. (2002). Social software. Synthese, 132(3), 187–211. https://doi.org/10.1023/A:1020391420768
– I’ve only just read two sentences into the abstract, and this is already a paper after my own heart! “Social procedures” described as “social software”! It’s like it’s made for those of us that everybody refers to as “walking computers.”
– Not sure about “implicature,” though. There are times when I am more vague than I could be. Using one of these examples, if I know the precise location of a person being sought, I may instead say they are “in the south of France” because I do not have permission to reveal their exact whereabouts to the seeker, and do not believe the seeker of this information to have already gained permission to this information. It is an assumption that I provide as much information as I have. (I wonder if this will be touched on later in the paper… aha, it’s in a footnote at the very end!)
– It occurs to me that, while both the Machiavellian and honest algorithms may have the same result, there are other ramifications. (In the example given, there was a gambit payment of $10 to incentivize the horse owners to go faster, when the actual reward was $100 for the slowest result. Conversely, by switching the riders, each was incentivized to make the other owner’s horse go faster.) The desired results are the same in both cases–a fast race and a payout for the owner of the slower horse–but there are results beyond this. The Machiavellian algorithm has achieved the desired result only when the scope is narrowed to the result of the game, but it has other effects such as increased suspicion of cheating, reduced trust from game participants, etc. Over time, the use of these algorithms will start to corrupt and degrade the reliability of all social algorithms. This is alluded to when Parikh mentions a more “stable” result from the honest algorithm, but the matter goes beyond just stability of the single result–really, it affects the stability and reliability of the entire framework over time.
Paper #3
Dron, J., & Anderson, T. (2014). On the nature and value of social software for learning. In Teaching crowds: Learning and social media (pp. 3–34). Athabasca University Press. https://read.aupress.ca/read/teaching-crowds/section/494844f9-0b73-4edc-b974-b054ec957e3b
– In my mind, there’s a difference between learning from people, versus learning with people. And in my experience, I enjoy learning from people; interacting with people gives all involved an opportunity to learn. But when it comes to learning with people–namely, a group of individuals all attempting to learn the same specified material–I must confess that I find this much more of a struggle. Frequently, I find it easier to learn the material on my own or directly from an expert, and then turn around to share the processed knowledge with my fellow learners.
– I suppose I should also place this statement in context with learning culture with people. As a member of a group, it’s relatively easy to be instructed on cultural procedures–the “do’s and don’ts” expected in a specific time and place. But so many will learn that only by rote, and never connect the dots to understand the reasons encoded into these commands and restrictions. Here again is where I divide between learning procedures from people (easy, even as a member of a group of fellow learners) and learning to understand the reasons (which I feel I do better either alone or directly from an expert).
– Put another way, one-to-one and one-to-many communications are feasible for me. If I speak to one or receive from one, that is a small, singular set, and I can handle that. If I, as a member of a group, am still receiving from one, it’s still a small, singular set. If I am broadcasting from myself to many others, there are techniques and habits I can use to limit and sequence / serialize the responses, keeping the total number of simultaneous communication streams low in number and within my grasp. Many-to-many communications are my weak point–simultaneously accepting and handling many communications inbound and outbound. That is what too easily overwhelms me.
– But then, Wikipedia is the perfect example of a many-to-many “communication” that works for me, isn’t it? Many people collectively contribute to that, but I experience it as a single unified communication stream and therefore it is no longer overwhelming to me in the way that experiencing 20 simultaneous separate conversations would be.
Paper #4
Messinger, P. R., Stroulia, E., Lyons, K., Bone, M., Niu, R. H., Smirnov, K., & Perelgut, S. (2009). Virtual worlds — past, present, and future: New directions in social computing. Decision Support Systems, 47(3), 204–228. https://doi.org/10.1016/j.dss.2009.02.014
– While the authors do acknowledge “thematic and fantasy role-playing” as a dimension of “content allure,” I’m not sure they fully appreciate just how significant a driver that is in the adoption and popularity of virtual worlds. Yes, this is bound up into the electronic games which gave birth to the virtual worlds appearing today, but I would posit that there would be little appetite to simply duplicate the real world into an online one without modifications. The urge to play a role, to not only tell but become part of the story, is a human impulse as old as time itself. Concomitant with that is the ability to perceive somebody as more than they are–to see someone as not just the person, but as the character they play. This has a natural effect of wanting to see our mere imagined perceptions given form, and I would therefore speculate that this would create a significant driving force which would push humanity to develop the capacity for virtual worlds anyway. Electronic gaming and online social networking certainly led the way to the virtual worlds we see today, but I do not ultimately see them as the creating forces behind the rise of virtual worlds–merely the proximate precursors.
– If 57% of people have purchased a product in Second Life, but only 6% have purchased something IRL because of seeing it in SL, maybe the potential of these crossovers is yet to be realized as the authors suggest… or maybe there are other factors that are significantly complicating this kind of jump. Maybe somebody who buys a Nissan from an eight-story vending machine in SL simply isn’t very likely (on average) to have the funds or interest to go to their local Nissan dealership and purchase a less customizable version IRL. Or maybe the RL version just isn’t quite as satisfying, or it comes with additional maintenance costs. (This dovetails with the later reported results that SL residents consider their SL activities to be more risk-taking than IRL.)
– “[E]vidence for a clear divide between people who spend real-life money in order to acquire Linden Dollars … and people who
don’t”: The term for those who spend RL money for online currency or objects is “whales.” To my understanding, this largely comes from the fact that these people are the trophies for online games and services, because they will be the biggest drivers of profit and monetization. I believe some online denizens dislike the whales, specifically because games and services will often cater to those who spend the most and fail to implement features which make the experience better for those who do not spend (or spend very little). Both the service’s prioritization of the whales, and the minnows’ dislike of the whales, make rational sense given these facts… but I still feel it’s a rather unfortunate outcome in many ways.
– As far as this finding goes about moderately-involved shoppers finding attractive-looking avatars more compelling, while highly-involved shoppers finding expert-looking avatars more compelling… I dare say this probably is also true offline in the real world! Those who are deeply involved in assessment and evaluation of a product are less likely to be distracted by attractiveness, whereas credibility and expertise is of more immediate use to the tasks at hand. Those who are less deeply involved will find the credibility and expertise less compelling, because that’s not currently their concern, leading to some degree of reversion to the mean in seeking general attractiveness. So I would theorize, anyway!
Informal Read #1
https://julianhopkins.com/how-to-define-social-media-an-academic-summary/
– I’m of two minds on these definitions of “social media.” On the one hand, it’s clearly useful to differentiate sites and service by available features and functionality. On the other hand, it’s very true that these are differences in the mediating platforms which then affect the social media and conduct carried out via those platforms. So is “social media” really best left as a descriptor of the content itself? And yet we still need to devote a lot of focus to the mediators of this interaction, because those act as unavoidable constraints which will force interactions to adapt to the limitations of the system.
– By Ellison and Boyd’s definition of a social networking site, Steam is clearly included! And yet I imagine few people would think to identify Steam as a “social networking site,” largely because it’s more often identified as a “gaming site” or “gaming service.” And yet, perhaps the term which encompasses both of these might be “gaming community.” Yes, clearly the main purpose of this service revolves around gaming… but it’s designed in such a way as to allow community connections to form via a social network, too.
Informal Read #2
https://www.lifewithalacrity.com/article/tracing-the-evolution-of-social-software/
– Wikipedia is Vannevar Bush’s “wholly new form of encyclopedia.” Unbelievably fascinating to see this being discussed in 1945!
– Licklider is clearly experienced in group dynamics! And I don’t think those have significantly changed from then into the present day. Effectively applying any new technology requires understanding and (to a degree) manipulating those who will use it, to best position everybody to achieve am optimal result. (I use “manipulate” here in the sense of carefully nudging and shifting people into voluntarily doing what is needed in the way that is needed. Aligning their motivations with your own, essentially.)
– CSCW feels far more focused on “work” than does the phrase “social computing.” Many of the principles might be the same, and I would bet that a lot of the collaborative effort in gaming or social communities, put forward towards a common goal, fits the definition of “work,” strictly defined. But the emphasis is different, because CSCW doesn’t highlight the social aspect of the cooperation or collaboration that is the focus.
Informal Read #3
https://www.zephoria.org/thoughts/archives/2005/11/03/what_is_social.html
– Bang to rights, this is. Software is, broadly speaking, the optional, flexible programming which allows a machine to operate. (In “wetware” terms, this might be conscious thought, as opposed to the built-in reflexes and autonomic responses that could be considered analogous to firmware.) Social software, then, could either be the “software” (culture, norms, group dynamics) enabling social connection and interaction offline, the computing software enabling the same in an online environment, or a combined reference to the whole smash.
Leading questions:
1. What is the difference between a blog and a wiki, and why do we need both?
Broadly speaking, I would say that a blog is generally written by one (or few) writer(s) with a single overarching viewpoint, theme, or purpose. Hyperlinks exist, but the emphasis is to present a coherent view of a single topic or set of information in a mostly self-contained fashion.
A wiki is cooperatively generated by several or many writers, all of whom contribute what they can, and is usually intensively hyperlinked to other concepts. There can be many viewpoints expressed within several articles or even a single article, and the emphasis is on allowing people to follow their own path through the information available as provided by many different contributors.
I would say that we need both of these because they fulfill different needs. If I want to know a single person’s point of view, or I want to focus on gathering information on a single topic without distraction, a blog is likely more useful to me than a wiki. Conversely, if I am on a journey of exploration and want to be able to branch off in many different directions as the search leads me, a wiki is the far better choice. Wikis tend to find a degree of reliability in being edited by many voices–low-quality signals with incorrect information can be “drowned out” by many people editing the page and providing corrected information instead. The reverse is also true; if there are few subject-matter experts, then a single authoritative blog may be able to provide more useful data than a page full of unsubstantiated guesses, speculation, and assumptions.
2. Is there such a thing as anti-social software?
Instinctively, my answer is an immediate “Yes!” If we take social software to be software which exists to facilitate communication and social interaction, then anti-social software exists to stop communication and inhibit social interaction. Anything which restricts or censors information flow meets this definition.
I would note that, in the same way that social software need not be intended to promote communication and social interaction, anti-social software need not be intended for an anti-social purpose. Web filters in corporate environments are certainly there to restrict external communication and reduce the “distractions” of outside socialization, but we would tend to view this as an allowable focus on workplace-appropriate activities and communication, more than we would view it as simply being anti-social. (Though it would chafe me nonetheless.)
3. Is ChatGPT social software?
I would not view ChatGPT as social software. True, it derives its value from the collective output of many other people, but there is nothing that ChatGPT does which is not contained in its training data. It does not depend on the people who use it now, after training. Further, it does not in of itself facilitate communication between different users, and there is some evidence that heavy users of ChatGPT (and similar services) can actually find this interaction more satisfying and more rewarding than actual social interaction.
The more these generative AI services are tuned to increase user interaction, the more addictive and anti-social they will become, as humans find true social interaction unable to deliver the same kind of “hit” as interacting with a software service that is only distilling the creative output of millions into a tokenized, regurgitated facsimile of interaction.
So how would I define social software? I suppose I already took a stab at this above in my notes on the third informal reading I did, but let’s see if I can’t try to make this slightly more formalized.
Social software is:
a. the collective, contextual set of standards, protocols, and processes used to enable communication or interaction between two or more people, and
b. computing software which promotes and facilitates meaningful communication or interaction between two or more people.
I distinguish between the “software” which allows us to interact offline in any capacity, versus the software which allows us to interact online in a meaningful capacity. Even if we interact on only the most cursory basis offline, that’s still, broadly, a “social” interaction, however limited. In an online environment, however, if I play a game where I am shooting other players and there is neither commentary nor other interaction before or after, there is no real difference between “interacting” with real players versus NPCs. For this reason, I include a somewhat higher bar of “meaningful” communication or interaction in an online environment.
I’m not sure how I would classify types of social software in the second sense of my proposed definition. Intended purpose is one classification system that comes to mind, but the ways in which we use software rarely follows the creator’s exact intentions! Classification by usage is equally flawed, because how I use a piece of software may not be how you use that software. Perhaps I would attempt to classify this by… presence. By which I mean the ability for a user to make themselves “present” in a perceivable manner by others.
Low-presence types of software would include things such as blogs, wikis, and really anything with a simple text chat system! We’re restricted to text communication in these types of software; however expressive we may be, we must rely on the imagination of the reader to “perceive” our tone of voice, our facial expression, our overall comportment.
Medium-presence types of software move into the realm of “multimedia”: this includes the use of pictorial, audio, and video media. A video-conferencing system fits this description aptly, but so do most modern instant-messaging services and “social networking” sites–these all have the capability to switch into a medium-presence mode of communication by opening a video call, or by including images in a post, or sending a voice message. Text may still be the predominant mode of communication, but we are no longer restricted to text only.
High-presence types of software include virtual worlds and virtual reality, where we do not just have multimedia at our command, but entire avatars with which we can express ourselves. Again, this may include text as a main method of communication (particularly for more complex communication), but few people would restrict themselves to text alone when they can express themselves via movement of their avatar–whether this is as simple as looking at people to convey attention, or performing emotive gestures for self-expression. Software in this category would include MMORPGs, VR Chat, Second Life, and other “virtual worlds” where users are given avatars that can interact with others in real-time.
Obviously, this is a working definition and subject to adaptation and modification as time progresses… but I think that’s an operative classification I’m satisfied with, for the time being…
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