Showing posts with label Social Shaping Technology Theory. Show all posts
Showing posts with label Social Shaping Technology Theory. Show all posts

Monday, May 26, 2008

Book review: Karatzogianni, A. (2006) The Politics of Cyberconflict

By Andrew Robinson


In The Politics of Cyberconflict, Athina Karatzogianni’s central thesis is that the possibilities offered by internet technologies are used differently by different kinds of social movements, depending on how easily they take to the network form. Socio-political movements such as peace, pro-democracy, anti-capitalist, ecological, and single-issue groups take enthusiastically to the new media, constructing networks of activism which themselves operate rhizomatically. In contrast, ethno-religious movements such as American and Chinese nationalists, political Islamists, and Israeli and Palestinian hackers are trapped within a differential model of identity which precludes the adoption of network forms, and instead end up deploying new technologies in ways compatible with their identity-structure, imitating models of hierarchical political organisation and warfare. They also make use of the new technologies, but are constrained by their ideological structures, and therefore use them in a more instrumental way. As Karatzogianni notes, “The structure of the internet is ideal for network groups … However, in ethnoreligious cyberconflicts … this network form is not always evident. This is why there is a dual modality of cyberconflict: one rhizomatic and one hierarchical” (88). The empirical sections of the book use the distinction to categorise a range of different instances of online activity, effectively demonstrating in practice the importance of the distinction.

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Wednesday, March 12, 2008

People power transforms the web in next online revolution

By: Charles Leadbetter/The Observer, March 9 2008

n July 2004, US cinema advertisements for Halo 2, the science fiction computer game, briefly carried the address for a website - ilovebees.com - which appeared to belong to a beekeeper who had mysteriously disappeared. Her honey-based recipes had been replaced by an apparently random list of numbers. Over four months 600,000 people joined in solving the mystery of what the numbers meant. What unfolded was a striking display of 'We Think': structured, mass collaborative creativity and intelligence.

People set up blogs and bulletin boards, websites and instant message groups. One 4,000-strong group, the Beekeepers, became the community's core, and discovered that the numbers were 210 sets of global positioning co-ordinates around the world and at each there was a public payphone.

The game's designers at 42 Entertainment in Los Angeles set the players a series of complex tasks and on the final day started calling 1,000 payphones on the East Coast of America. Whoever answered had to provide five words of intimate information, such as the name of their first girlfriend. The caller would then call another phone within the hour and expect to be told the five words. In the last of 12 challenges that day, the players had just 15 seconds to get the five words. They never once failed.

If ingenious games designers can inspire thousands of people to collaborate to solve a puzzle, could we do something similar to tackle global warming, keep communities safe, provide support for the elderly, help disaster victims, lend and borrow money, conduct political and policy debates, teach and learn, design and make physical products?

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