JOURNAL OF ELECTRONIC COMMERCE RESEARCH: SPECIAL ISSUE ON VIRTUAL WORLDS
CALL FOR PAPERS: Special Issue on Virtual Worlds
Submissions due: November 1, 2007
Scheduled Publication date: August 2008
The emergence of virtual worlds and Web 3.D change the way of doing business. Web 3.D is the synonym for Internet-based virtual worlds, where people can create own 3-D virtual personalities. Virtual Worlds such as Second Life and others are undergoing an evolution similar to that of the Internet in the mid nineties and might impact profoundly the way people cooperate, communicate, collaborate, and conduct business.
The recent entering of companies such as Toyota, American Apparel, Nissan, or Adidas indicate the upcoming role of this platform for the next generation of conducting electronic business. This call for papers is intended to cover a wide range of business and research topics that fall within the broad description of activities, challenges, opportunities, applications, innovations and implications associated with Virtual Worlds as the emerging new online business landscape.
Purpose of the Special Issue:
The purpose of this special issue is to encourage discussion and communication of important research issues that underpin Virtual Worlds as an important aspect of e-commerce and to showcase interesting and significant research work in this critical area. Specifically this issues is focusing on business and legal issues of doing business in Virtual Worlds.
Of particular relevance to the described focus are papers about business models, marketing, promotion, pricing, customer integration, consumer behavior, legal, cultural and cross-cultural research. The issue, however, will not be restricted to these topics; rather, it welcomes reports of theoretical or empirical research that examines pertinent business issues related to Virtual Worlds e-commerce. This special issue will be of interest to researchers, governments, small and large businesses, marketing and PR companies among others.
List of possible topics are:
- Product Development and Testing in Virtual Worlds
- Image, Branding, Advertising in Virtual Worlds
- Marketing in Virtual World
- Avatar-based Marketing
- Promotion of Virtual Goods in Virtual Worlds
- Pricing of Virtual Goods in Virtual Worlds
- Selling, Cross-Selling Real and Virtual Worlds
- Business Planning for Non-profits in Virtual Worlds
- Fundraising and Virtual Worlds
- Convergence of Real and Virtual Worlds
- Customer Integration and Virtual Worlds
- Technology, Business, Strategy in Virtual Worlds
- Financial Systems, Investments, Currency Exchange Real and Virtual Worlds
- Emerging Media Presence in Virtual Worlds
- Consumer Behavior, Consumer Acceptance and Virtual Worlds
- Trust, Cross-Cultural Studies and Virtual Worlds
- Intellectual Property, Copyright, Trademarks and Virtual Worlds
Submission of Manuscript:
JECR publishes original empirical research, theoretical and methodological articles, evaluative and integrative reviews, field research, business surveys, and application papers of interest to a general readership. A submission based on a paper appearing elsewhere (such as conference proceedings or newsletters) must have major value-added extensions to the earlier version. For conference papers, it should have at least 30% new material. The submitted manuscripts should follow the format as suggested in the Submission Guideline found in the journal website: http://www.csulb.edu/journals/jecr/s_guide.htm.
Of particular note is that the manuscript should be prepared in Microsoft Word format. The names, affiliations, and contact information (i.e., phone, fax, email addresses) of all authors should be provided only on the cover page. The submitted paper will undergo a double-blind review. Contributing authors may be asked to serve as reviewers for the special issue. Authors may submit completed manuscripts electronically at any time prior to November 1st 2007 deadline. Manuscripts and questions send to firstname.lastname@example.org.
Marc Fetscherin, Ph.D.
International Business Department
Winter Park, 32789, FL, USA
Tel: +1 407 691 1759
Fax: +1 407 646 1566
Deadline for Submission: November 1, 2007
Paper acceptance/rejection: January 15, 2008
Revised paper submission: March 15, 2008
Final acceptance following revisions: May 15, 2008
Publication Date: August 2008
Thursday, August 30, 2007
JOURNAL OF ELECTRONIC COMMERCE RESEARCH: SPECIAL ISSUE ON VIRTUAL WORLDS
The International Telecommunications Society is pleased to announce the
release of the 2008 Call for Papers for the
17th Biennial Conference of the International Telecommunications Society
The ITS 2008 is being held in Montreal Quebec (CANADA) June 24th - 27th, 2008
The theme of the conference is “The Changing Structure of the Telecommunications Industry and the New Role of Regulation.”
VOIP and other information technologies are accelerating industry convergence, and competition is intensifying among traditional telecommunications services providers, television, Internet, mobile, fixed, terrestrial and wireless firms. Mergers and acquisitions, vertical and horizontal integration, and new competitive strategies are increasingly used by major stakeholders to consolidate their positions.
Telecommunications service providers are using new pricing and bundling strategies and are increasingly demanding a hands-off approach to regulation. Regulators have difficulty reconciling the new industry realities with traditional ways of regulating.
The purpose of this Conference is to bring together academics, industry analysts, policy makers, consultants and other major stakeholders to present and discuss the most recent research findings.
The 17th ITS Biennial Conference will provide industry decision-makers, academic experts and government policy-makers an opportunity to explore and debate contemporary issues that are facing domestic and international telecommunications industry participants.
The Conference Program Committee would like to invite you to submit abstracts on any topic related to the conference theme. Suggested topics include, but are not restricted to, the following:
• Evolving Market Structure
• Competition, Regulation and Next Generation Networks
• Growth Strategies and Financial Performance
• Changing Demands for ICT Services
• Measuring Regulatory Efficacy and Effectiveness: Benchmarks, Models and Transferability
• ICT, Productivity and Demand Forecasting
• Changing Ownership Patterns and Forms: Privatization, Foreign ownership and Private Equity Ownership of Communications Entities
• Regulation, the Internet and Network Neutrality
• Universal Access: Definitions, Delivery and Alternatives
• Broadband Development
• Regulation and Competition Policy: Rivalry or Complementarity
• Telecommunications and Development
• International Trade Law and Telecommunications
• Impact on Labour of Changing Technologies
• Impact of Changing Technologies on Intellectual Property Rights
• Revision of the EU Telecom Framework and its Performance across Europe
• Service Convergence: Industry and Regulatory Implications
• Economics of Security and Data Protection
• Evolution of Wireless Services: Technology, Markets, Regulation
• Spectrum Management: Tools and Technology Impact
The Program Committee wants to emphasize that these topics are simply suggestions. All worthwhile topics will be considered. All proposals MUST be submitted online at:
Abstracts MUST be in English and may not exceed 500 words. Abstracts MUST be received by midnight Eastern Time on October 31, 2007 for consideration.
Authors of accepted papers will be notified by February 1, 2008.
To view the Call for Papers and for direct online submissions visit:
For any other inquiries please feel free to contact us at: ITS2008@canavents.com
All submissions are due no later than October 31st, 2007!
Th Embodied Research Group that meets in Second Life has now its own blog.
They are a group of researchers from a broad range of disciplines, involved in the study of embodiment, identity and related issues, and are particularly focussed on the way virtual worlds serve as laboratories for these questions, as well as providing unique opportunities to explore associated research methodologies and their limitations.
The site can be found at http://embodiedresearch.blogspot.com
Not much on the site yet, but I'm pretty sure that's gonna change. Go there now to read up on their foundations.
David Silver writes in his blog about a couple of good funding/grant opportunities for social media/new media researchers.
1. ACLS digital innovation fellowships
2. digital humanities start-up grants
3. knight news challenge
4. macarthur foundation's innovation awards and knowledge-networking awards
for the full post, move over to his blog!
CALL FOR PAPERS
St Mary's University College, Twickenham is holding a conference on Culture, Religion and Identity on 24th November 2007.
Speakers already confirmed include Prof. Michael Chanan of Roehampton University, Dr John McLeod of the University of Leeds and Kenan Malik of the University of Surrey.
Michael Chanan is a professor of Film & Video at Roehampton University, London. He is a documentary film-maker, author, editor and translator of books and articles on film and media and the social history of music. In 2006 he collaborated with George Steinmetz (University of Michigan) to produce Detroit: Ruin of a City, a unique documentary about Detroit and its ruination.
John McLeod works primarily in the field of postcolonial studies, and has a particular interest in postcolonial representations of London, England and Britain. His book Postcolonial London: Rewriting the Metropolis (Routledge 2004) explores how London has been rewritten by a variety of post-war writers, and his co-edited collection The Revision of Englishness (Manchester University Press 2004) considers the ways in which Englishness has been imaginatively reconsidered by different kinds of writers and film-makers.
Kenan Malik is a Senior Visiting Fellow at the Department of Political,International and Policy Studies at the University of Surrrey. He is a presenter of Analysis on BBC Radio 4 and has written and presented a number of radio and TV documentaries. His books include The Meaning of Race (1996) and Man, Beast and Zombie (2000).
Panels will be based on the Irish migrant community; Irish identity; the Catholic Church; identity and popular culture; diaspora; new hybridities and Israel and Palestine. Papers related to these themes are particularly welcome.
Abstracts of 250-300 words should be sent to Dr Richard Mills, Programme Director, Cultural Studies at email@example.com, telephone 020 8240 4090 by October 1st 2007.
Many naturally assume the growth in online video consumption is driven by teens and twenty-somethings watching amateur content. According to a survey conducted by Advertising.com and InsightExpress, they're wrong.
Rather, streaming video fans are by and large over-35 news junkies who tolerate in-stream ads in short bursts.
Researchers polled a random sample of 500 Internet users on their video viewing patterns during the first two quarters of this year. Among the findings: Well over half of respondents, fully 62 percent, said they view streaming video online. And those active viewers are predominantly Gen X and older. Among consumers aged 18 to 34, only 31 percent of respondents said they view streaming content online, compared with 69 percent of the 35-plus crowd. Also, 95 percent said they typically stream video content from home, versus work (4 percent) or school (1 percent).
Respondents indicated acceptance of advertising but hostility to lengthy in-stream spots. While 94 percent of consumers prefer ads to subscription fees, 63 percent said shorter ads would make the experience more pleasurable. Twenty-two percent said more relevant ads would improve the ads, and 13 percent said commercials should be created exclusively for the Internet.
News was by far the most popular content type, having been sought out by 62 percent of respondents during the period covered by the survey. It was followed by movie trailers (38 percent) in a distant second place and music videos (36 percent) in third.
Music videos appear to have lost favor in the past year. Only 36 percent of people said they were likely to stream music video content during the first half of 2007, compared with 47 percent in the year-ago period. All other categories gained in popularity, including TV shows in fourth place with 33 percent of people watching, user-created videos in fifth place (29 percent) and movies in sixth (28 percent). Sports clips, viewed by 21 percent of respondents, brought up the rear.
Survey subjects interested in user-generated clips such as those popular on YouTube and MySpaceTV grew significantly, though less dramatically than widespread media coverage would lead you to believe. Respondents who watch amateur video represented a less than 10 percent increase over last year's 21 percent.
The survey did not quiz people on their feelings about alternative in-video ad formats such as watermarks, tethered display ads and the overlays pioneered by video ad network VideoEgg and more recently embraced by YouTube.
That may be due to the fact Advertising.com doesn't offer such formats itself, citing continuing demand from advertisers for in-stream formats. However, the company will consider overlays going forward, said Aleck Schleider, Advertising.com's senior director of marketing.
"We do see and feel that as video becomes more popular and more consumers are viewing it… different formats are going to be required," Schleider told ClickZ News. "We will change with the industry as it changes and as demand increases."
With regard to the interplay of TV and online video habits, the survey found online clip watching is cutting into TV time only moderately, and for men more than for women. Twenty-nine percent of men and 16 percent of women indicated streaming video has replaced the boob tube to some degree.
watch new videos on NewsVids
CYBERFEMINISM IN NORTHERN LIGHTS: Digital Media and Gender in a Nordic Context
edited by Malin Sveningsson Elm and Jenny Sundén
What does it mean to study supposedly global media phenomena from a Nordic perspective? What would be particular and unique about Nordic cyberfeminism - compared to the “unmarked” version dominating the field today? Cyberfeminism in Northern Lights pushes the boundaries of contemporary cyberfeminism.
Against the background of an expanding body of research in the field of digital media and gender - which to this date has primarily been carried out from an Anglo-American perspective - the book argues that feminist studies of digital media need to become more inclusive and aware of their own geographical and cultural biases and limits.
The book is a step in this direction, focusing on the knowledge and experiences from the Nordic countries: Denmark, Finland, Iceland, Norway and Sweden.
TABLE OF CONTENTS:
Introduction, Jenny Sundén & Malin Sveningsson Elm
Digital Media and Gender in a Nordic Context
Part I: Sexualities, Bodies, and Desire
Chapter One, Jenny Sundén
On Cyberfeminist Intersectionality
Chapter Two, Susanna Paasonen
Online Pornography, Normativity and the Nordic Context
Chapter Three, Janne C.H. Bromseth
Nordic Feminism in a Cyberlight?
Part II: Gender Identities, Performance, and Presentations of Self
Chapter Four, Malin Sveningsson Elm
Doing and Undoing Gender in a Swedish Internet Community
Chapter Five, Charlotte Kroløkke
Performing and Positioning PowerBabes
Chapter Six, Cecilia Åsberg and Bodil Axelsson
Digital Performances of Gendered Pasts
Part III: Gendered Computing and Computer Use
Chapter Seven, AnnBritt Enochsson
Differences and Similarities in Girls’ and Boys’ Internet Use
Chapter Eight, Hilde Corneliussen
Cultural Appropriation of Computers in Norway 1980-2000
Chapter Nine, Gudbjörg Linda Rafnsdóttir and Lára Rún Sigurvinsdóttir
Surveillance Technology, Work and Gender
Chapter Ten, Fatima Jonsson
The Absence of Hackerettes in the Culture of Programming
Closing Essay, Anne Scott Sørensen
Digital Media and Cyberculture: A Feminist and Nordic Approach
ABOUT THE EDITORS:
Malin Sveningsson Elm is Assistant Professor at the Department of Media and Communication Studies at Karlstad University, Sweden. She is the author of Creating a Sense of Community: Experiences from a Swedish Web Chat, and co-author of Digital Borderlands: Cultural Studies of Identity and Interactivity on the Internet.
Jenny Sundén is Assistant Professor in Media Technology at the School of Computer Science and Communication, Royal Institute of Technology (KTH), Stockholm. She is the author of Material Virtualities: Approaching Online Textual Embodiment, and co-author of Digital Borderlands: Cultural Studies of Identity and Interactivity on the Internet.
Order it from Amazon.com
Order it from Amazon.co.uk
Convergence, Citizen Journalism & Social Change: Building Capacity
University of Queensland, BRISBANE
March 25-27, 2008
Asian Media Information and Communication Centre (AMIC)/ School of Journalism & Communication, University of Queensland/ Journalism, Media & Communication, Queensland University of Technology
The era of the digital has led to the problematisation of a number of issues once taken for granted: for example, understandings of the nature, practices and objectives of journalism. While traditional journalism remains a significant institution in the Asia-Pacific region, new forms of journalism – from blogs to online news services - have begun to offer audiences new sources for news and new opportunities for selfexpression.
This raises questions about what is journalism in the context of an era in which traditional notions and practices of journalism are continually challenged/matched/complemented by an explosion of digital practices, insurrections and resistances both within and outside mainstream media organisations. It also questions what it means to be a citizen in a digital era characterised by trans-national multiple flows of images, people, resources, in which our sense of place and time is being radically restructured by rapid technological innovations and consequent cultural and social dislocations. The Asia-Pacific region certainly provides a number of opportunities to explore these issues.
As well as providing the space to interrogate theory, this theme offers us an opportunity to interrogate the practices and pedagogies of the analogue and digital eras which inform our ways of thinking and doing – for example teaching and research into journalism and communication practice and their relation to social change, as well as broader media policy and practice which enables diverse social groups to gain a voice and stake in the social change process. While there is, for instance, evidence of the changes that are directly and indirectly impacting on the scope and practice of journalism as a result of a variety of public/citizen communication practices, we are less sure of the sustainability of such practices, and of the relationship these practices have to mainstream journalism and media policy. In this context of change, it makes sense to explore the capacities required for the next generation of media, communication and journalism students, and the pedagogies that are needed to nurture citizen journalism and other forms of community media.
This conference will be structured around the exploration of three distinct but related streams – theory, practice and capacities.
· Problematising Journalism Education in the Context of Convergence
· Citizen Journalism & Social Change
· Revisiting Resistance in an Era of the Digital
· Rethinking Media Politics, Democracy, and Social Movement Communication in the Digital Age. · Theorising power in an era of the Digital
· Media Education, New Media & Citizenship
· Community Radio, New Media and Social Change
· Indymedia as the Practice of Citizenship
· E-governance, the Right to Information and Citizenship
· Media Industries and Citizen Journalism
· Building Capacities for Citizen Journalists: Case Studies from the Asia-Pacific Region
· Indigenous: Capacity Building for Substantive Citizenship
· Journalism for Smart States: Creating Capacities in the Asia-Pacific Region
· Media Making Change: Building Capacities in Civil Society
· Capacity Building and the Role of Inter-governmental Agencies
see see http://www.uq.edu.au/sjc/docs/amisjc.pdf for more information
Wednesday, August 29, 2007
CALL FOR PAPERS
27th Annual Advertising and Consumer Psychology Conference
Virtual Social Identity and Consumer Behavior
The 27th annual Advertising and Consumer Psychology Conference will be held May 1-2, 2008 in Philadelphia, Pennsylvania. The conference is sponsored by the Society for Consumer Psychology (SCP)
The theme of the conference is Virtual Social Identity and Consumer Behavior. We encourage participation from a broad range of academic researchers and practitioners in such fields as marketing and consumer psychology, computer science, sociology, economics, and communications.
The creation and expression of identity (or of multiple identities) in immersive environments is rapidly transforming consumer behavior – even though at this point in time many mainstream consumers have not even heard of this phenomenon! The largest social networking, Second Life, currently has over 6 million registered users worldwide, while the gaming-oriented site World of Warcraft has close to 9 million users.
Consumers enter CME’s in digital form, as avatars. A user can design his or her avatar by choosing facial features, body types, clothing styles – and even nonhuman forms. These digital representations are socializing with one another in real time, taking virtual university courses, participating in corporate training programs, sharing reactions to new products, and of course shopping.
To date more than 40 RL (real life) companies including GM, Dell, Sony, IBM and Wells Fargo are staking their claim to online real estate in computer-mediated environments (CME’s) such as Second Life, There.com and Entropia Universe. In April 2007 alone, residents of the online “world” Second Life spent approximately $10 million (in real money) on virtual land, products and services.
Corporate America’s transition to the virtual world is an attempt to reach and entice the growing flood of consumers occupying these virtual worlds.
Clearly this expanding space will be pivotal in fueling new consumer trends over the next decade. In addition, the parallel growth in spending on advergaming continues to transfigure the online C2C world. Forecasts suggest that sales of branded messages embedded in videogames will reach $733 million by 2010. Eventually, these CME forums may rival traditional, marketer-sponsored E-commerce sites in terms of their influence on consumer decision-making and product adoption.
Despite this huge potential, we know very little about the best way to talk to consumers in these online environments. How will well- established research findings from the offline world transfer to CMEs? For example, can we be sure that our received wisdom regarding the impact of source credibility upon persuasion will readily apply to a situation where a “source” espousing adoption of a new product takes the form of an animated supermodel with exaggerated “attributes” or a bright green demon with fearsome horns? These new online platforms generate many fascinating research questions for the advertising and consumer psychology community. Here are some:
Avatars, the Self, and Attitude Change
• What does the consumer’s choice of his or her own avatar tell us about self-concept and role identity – especially since visitors often create multiple avatars to “experiment” with different identities?
• How important is it for visitors to be able to customize the avatars they encounter in advertising so that they control the image that speaks to them about its products?
• How effective are avatars as sources of marketing communications?
• What physical dimensions influence the consumer decision-making process when shoppers encounter avatars that represent RL organizations? Should a company’s “spokes-avatar” be modeled after a real person (perhaps the viewer herself)? A celebrity? A fantasy figure?
• How will the explosion in consumer-generated marketing communications now being posted in CMEs (including YouTube, Second Life and elsewhere) influence the process of attitude change and strategic communications decisions?
• How does the phenomenon of “presence” (the term communications researchers use to refer to the level of immersion in a virtual social environment) relate to flow states and high involvement situations documented in consumer research?
Virtual Influence and Decision Making
• What are the implications for information diffusion as consumers increasingly turn to CMEs for information about new products or to read other consumers’ reviews of these products?
• Can consumer researchers construct and populate virtual laboratories that will allow them to simulate RL decision-making contexts and better understand how heuristics, contextual cues, information displays and other variables will impact consumer behavior both offline and online?
• Can avatars’ conversations with one another, either in pairs or in groups, be a valuable starting point for buzz-building and word-of-mouth marketing campaigns?
• How will the growth in CME participation affect social interaction patterns such as dating?
• To what extent do consumers in CMEs participate in risk-taking behavior, and what implications does this have for RL?
• What are the implications for adolescent socialization, or for the ability of children to distinguish reality-based cues from fantasy?
• What are the ethical implications of the increasingly common practice of misrepresentation whereby companies pay individuals to promote their products on websites while masquerading as “ordinary” surfers?
Virtual Culture and Economies
• What is the potential of online prediction markets (like The Hollywood Stock Exchange) to improve researchers’ and practitioners’ ability to forecast consumer trends?
• How will norms regarding social etiquette, cheating, and gift-giving transfer to CMEs?
• What are the implications for cross-cultural consumer behavior as CME residents increasingly are able to interact with fellow avatars (and companies) from around the world?
• How will the integration of avatars on other internet platforms influence consumer behavior on e-commerce websites?
Submissions may be in one of two categories: 1) complete papers or 2) abstracts. Preference for acceptance will be given to papers that provide extensive integration of existing work and/or provide details of a relevant program of research that takes a psychological perspective.
Authors of the best papers will be invited to prepare a manuscript for a book to be published by the Society for Consumer Psychology. Complete papers that will be published in the book must be submitted in camera-ready format within 30 days of presentation at the conference. Publication of full papers based upon submitted abstracts is contingent upon satisfactory review of the full paper.
Submissions must be received by December 15, 2007. Papers should be sent to Natalie Wood (firstname.lastname@example.org) electronically as an attached Word file. All papers will be blind-reviewed, so please submit your manuscript with authors’ names and contact information on a separate cover page. Please limit the manuscript to 30 pages double-spaced (excluding Exhibits) with 1” margins.
The conference will be held at the Loews Hotel in Philadelphia (www.loewshotels.com). Conveniently located in the heart of downtown Philadelphia, the Loews Hotel is steps away from the historic district (Liberty Bell, National Constitution Center), shopping, restaurants and sports arenas. To make reservations, contact the Loews Philadelphia and identify yourself as an attendee of the Advertising and Consumer Psychology Conference to receive the conference hotel rate of $189 per night. Reservations must be made by April 1st, 2008 to receive the conference rate.
For more information about The Society for Consumer Psychology or the Advertising and Consumer Psychology Conference, please see our website at http://www.consumerpsych.org or contact one of the conference chairs:
Michael R. Solomon, Ph.D.
Department of Marketing
Haub School of Business
Saint Joseph’s University
5600 City Avenue
Philadelphia PA 19131
Natalie T. Wood, Ph.D.
Department of Marketing
Haub School of Business
Saint Joseph’s University
5600 City Avenue
Philadelphia PA 19131
In Medias Religiones
A Conference on Religion, Media, and Material Culture
Saturday, 02 February 2008
Duke University & UNC-Chapel Hill
Call for Papers
From oral history to sacred writing on papyrus to internet evangelism, religion has been tied closely with media that convey its message. What roles do specific media play in religious activities? What roles do specific religions play in media? Who produces religious media and what are their cultural affects? This undergraduate and graduate student conference explores how a variety of media and religious formations interact. We investigate religion as a material process by tracing how religious subjectivities are mediated by culturally-specific objects, images, and artifacts.
We invite 100-word abstracts for 20-minute papers on any topic dealing with religion & media.
Please submit abstracts to email@example.com by 01 November 2007.
Questions? Please visit www.unc.edu/~jdelam/inmediasreligiones/
This past Sunday 60 Minutes ran a feature on Negroponte and the One Laptop Per Child initiative. It was an update on a story they first reported in May:
Nicholas Negroponte, a professor at MIT, had a dream. In it every child on the planet had his own computer. In that way, he figured, children from the most impoverished places – from deserts and jungles and slums could become educated and part of the modern world. Poor kids would have new possibilities.
Negroponte thought he had a chance of actually seeing it happen if he could help invent a really inexpensive laptop.
So, two years ago he founded a non-profit organization called “One Laptop Per Child.” He recruited a cadre of geeks who designed a low-cost laptop - under $200 dollars - specifically for poor children.
But let’s go back to the beginning when Negroponte first got his idea in Cambodia.
The idea came to him in a remote village called Reaksmy – a 4-hour drive on a dirt Road from the nearest town. It’s as far from MIT as you can get. They don’t even have running water.
Negroponte and his family founded a school here in 1999, putting in a satellite dish and generators. Then they gave the children laptops. Instantly, school became a lot more popular.
Kids who had never seen a computer before were now crossing the digital divide.
Nicholas Negroponte was knocked out.
"The first English word of every child in that village was 'Google'," he says. "The village has no electricity, no telephone, no television. And the children take laptops home that are connected broadband to the Internet."
When they take the laptops home, the kids often teach the whole family how to use it. Negroponte says the families loved the computers because, in a village with no electricity, it was the brightest light source in the house.
"Talk about a metaphor and a reality simultaneously," he says. "It just illuminated that household."
Once the computers were there, school attendance went way up.
Negroponte says that in Cambodia this year 50 percent more children showed up for the first grade because the kids who were in first grade last year told the other kids, “school is pretty cool.”
Negroponte wanted this for all children, everywhere, but he realized conventional computers were too expensive. And so his dream of a hundred-dollar laptop was born.
Link to the video:
The business/political dynamics at play between the One Laptop Project and Craig Barrett/Intel are interesting. The CBS report implicitly raises some profound questions about how oligopolies can actually stifle technological progress and the diffusion of an innovation to the masses.
M/C - Media and Culture
is proud to present issue four in volume ten of M/C Journal 'home' - Edited by Andrew Gorman-Murray and Robyn Dowling
Home is emotive and powerful. A basic desire for many, home is saturated with the meanings, memories, emotions, experiences and relationships of everyday life. Long neglected as a focus of academic scrutiny, interest in home and domesticity is now growing apace across the humanities and social sciences. In this issue of M/C Journal we contribute to these critical voices, further untangling the intricate and multi-layered connections between home and everyday life in the contemporary world.
Home is ambiguous and multi-faceted. For many, home is a place of belonging, intimacy, security, relationship and selfhood. Many draw their sense of self, their identity, through an investment in their home, whether as house, hometown or homeland. But simultaneously, home is not always a well-spring of succour and goodness, and others experience alienation, rejection, hostility, danger and fear 'at home'. Home can be a site of domestic violence or 'house arrest'; young gay men and lesbians may feel alienated in the family home; asylum seekers are banished from their homelands; indigenous peoples are often dispossessed of their homelands.
Home is complex and multi-scalar. For many, house and home are conflated, so that a sense of home is coterminous with a physical dwelling structure. For others, home is signified by intimate familial or community relationships which extend beyond the residence and stretch across a neighbourhood. Without contradiction, we can speak of hometowns and homelands, so that home can be felt at the scale of the town, city, region or nation. For others - international migrants and refugees, global workers, communities of mixed descent - home can be stretched into transnational belongings.
Home is thus a spatial imaginary: a set of intersecting and variable ideas and feelings, which are related to context, and which construct places,extend across spaces and scales, and connects places. We are delighted to invite you to our home, in M/C Journal 10.4.
- Melissa Gregg
The dominant ideology of home in the Anglophonic West revolves around the imaginary 'ideal' of white, middle-class, heterosexual nuclear family households in suburban dwellings. Melissa Gregg explores how the ongoing normalisation of this particular conception of home in Australian politico-cultural discourse affects two marginalised social groups - sexual minorities and indigenous Australians. Her analysis is timely, responding to recent political attention to the domestic lives of both groups.
"The Extreme Connection Between Bodies and Houses"
- Lisa Roney
"And Then We Moved In: Post Factum Documentation of the House"
- Marian Macken
"The Architectural Nervous System: Home, Fear, Insecurity"
- Gilbert Caluya
"Domesticating the Lesbian?: Queer Strategies and Technologies of Home-
- Irmi Karl
"Home and Loss: Renegotiating Meanings of Home in the Wake of Relationship Breakdown"
- Susan Thompson
"What Happens When Your Home Is on Television?"
- Brett Mills
"At Home in Singaporean Sitcoms: Under One Roof, Living with Lydia and Phua Chu Kang"
- Peter Pugsley
"Hearth and Hotmail: The Domestic Sphere as Commodity and Community in Cyberspace"
- Donna Lee Brien, Leonie Rutherford and Rosemary Williamson
"Holding Environment as Home: Maintaining a Seamless Blend across the Virtual/Physical Divide"- Jennifer M. Gamble
"Home Meets Heimat"
- Alexandra Ludewig
"No Place like Home: Staying Well in a Too Sovereign Country"
- Lisa Slater
"The Long Road Home: Journeys in Rabbit-Proof Fence"
- Suneeti Rekhari
"Why I Call Australia 'Home'? A Transmigrant's Perspective"
- Nahid Kabir
"Homeward Bound or Housebound? Themes of Home in Popular Music"
- Wendy Varney
Further M/C Journal issues scheduled for 2007:
'error': article deadline 24 August 2007, release date 17 October 2007
'vote': article deadline 19 October 2007, release date 12 December 2007
M/C Journal 10.4 is now online:
Previous issues of M/C Journal on various topics are also still available.
Visit all four M/C publications at
All contributors are available for media contacts: firstname.lastname@example.org.
Portable Worlds (Second Edition) - Applications Now Open!
Touring Portable Intimate Mobile Art
The Australian Network for Art and Technology (ANAT) is seeking applications for Portable Worlds Second Edition from artists make work with or for mobile phones. Artworks must be complete or near completion at the time of application. Applications need to be received by close of business October 19th 2007.
The Second Edition hopes to attract works that explore notions of digital community, connection, scale and distance by seeking artwork that encounters mobile phones and portability in its display or creation.
The Portable Worlds Second Edition is planned to tour major Australian regional centres with a view to international exhibition opportunities.
ANAT is currently presenting its first edition of Portable Worlds, a touring exhibition of Australian Artists working with mobile and portable devices. The current exhibition focuses exclusively on artists working for the mobile phone screen, and has toured regional South Australian venues, to Tanks Art Centre in Cairns and to the International Pocket Film Festival in Paris.
For application details, assessment criteria and to see works from the first edition please visit www.anat.org.au/portableworlds. No development funding is available.
For more information please contact Portable Platforms Project Manager Sasha Grbich at email@example.com.
ANAT is assisted by the Australian Government through the Australia Council for the Arts http://www.ozco.gov.au its arts funding and advisory body, by the South Australian Government through Arts SA http://www.arts.sa.gov.au and the Visual Arts and Craft Strategy, an initiative of the Australian, State and Territory Governments.
By DAN MITCHELL
The idea of micropayments — charging Web users tiny amounts of money for single pieces of online content — was essentially put to sleep toward the end of the dot-com boom. In December 2000, Clay Shirky, an adjunct professor in New York University’s interactive telecommunications program, wrote a manifesto that people still cite whenever someone suggests resurrecting the idea. Micropayments will never work, he wrote, mainly because “users hate them.” . . . .
But wait. Amid the disdain, and without many people noticing, micropayments have arrived — just not in the way they were originally envisioned. The 99 cents you pay for a song on iTunes is a micropayment. So are the tiny amounts that some operators of small Web sites earn whenever someone clicks on the ads on their pages. Some stock-photography companies sell pictures for as little as $1 each.
“Micropayments are here,” said Benjamin M. Compaine, a consultant and lecturer at Northeastern University who specializes in media economics, “they just have not evolved in the way that everybody expected.”
$2000 Youth Digital Panoramic Art Prize
Horse Bazaar, Digital Fringe and Wild Animus present an exciting new youth digital arts prize. Make a video clip 20 metres wide!
$2000 will be awarded for the best panoramic digital art piece made to accompany a Wild Animus track. The prize will go to the screen-based content that best uses Horse Bazaar’s unique panoramic projection system. $500 runner up prize.
The panoramic projection system created at Horse Bazaar is inspired by the huge panoramic painted canvases of the 19th century. The system uses modern technology to create large-scale panoramas in digital form. Six projectors are tiled together to create a seamless 20 metre digital canvas that envelops the bar. Casting aside the traditional 4:3 screen format, visual artists are asked to produce digital content at an 8:1 ratio.
Download Wild Animus tunes and artwork, and make your piece by compiling your stills, animation or video in Watchout for the Horse Bazaar projection system. Come in and test the show in the space if you are able.
For detailed information on content preparation and submission see www.horsebazaar.com.au/contentcreation.html
To download Wild Animus tracks and art to incorporate into your piece, and to register your submission got to www.wildanimus.com.au/competition
Entrants must be students or 30yrs or under to enter.
Entries must be accompanied by any of the available Wild Animus music and incorporate one element of Wild Animus artwork.
On site show test date - Monday 14th September (by appointment) from 5pm
Submission deadline - Friday 21st September 5pm
Gala Prize Presentation and party - Thursday 27th September 6pm as part of the Digital Fringe program
Tuesday, August 28, 2007
*Digital Fringe* – Call for entries:
Seeking Digital Art submissions
Deadline closes Friday 21st September
Do you have some digital art that you want seen?
Digital Fringe is seeking submissions of digital visual material to broadcast over the Internet as a part of the The Age 2007 Melbourne Fringe Festival: September 26 to October 14.
We are calling for digital art works to display on all screens. These may be stills, animations, video art, short film, abstract pieces, audio, …whatever!
This material will make up part of the general stream which will play on all screens throughout the festival and can be accessed online. Artists will retain the copyright of all works under the Creative Commons licensing scheme.
Digital Fringe is an open access web based digital arts festival that runs in conjunction with The Age 2007 Melbourne Fringe Festival. Connecting to Melbourne and further afield through numerous screens, from the monster screen at Federation Square to a host of other screens around town, Digital Fringe will pop up in the most unlikely places.
For more info log onto www.digitalfringe.com.au
The Australian Research Council Centre of Excellence for Creative Industries and Innovation (CCi) (http://cci.edu.au) and Creative Commons Australia (http://creativecommons.org.au
This report draws upon the CCau Industry Forum, a research-focused industry engagement event hosted by CCi in November 2006. The event was designed to follow up a recommendation in the Australian Government's 2005 Digital Content Action Agenda report
that the industry should "engage with work occurring in the area of alternative approaches to intellectual property licensing, such as Creative Commons". Focusing on the government, education and the creative industries sectors, the Forum aimed to evaluate understanding of and attitudes towards copyright, open content licensing (OCL) and the Creative Commons initiative within Australia.
The Unlocking the Potential Through Creative Commons report evaluates and responds to the outcomes of this Forum and presents a strategy for continued research into Creative Commons in Australia. Full copies of the report can be downloaded at http://creativecommons.org.au/unlockingthepotential.
Mention video games in a conversation about interactive marketing, and in-game advertising immediately comes to mind. Yet video game publishers are online advertisers in their own right. And while interactive ad spending from this sector was for several years less than what one might have expected from an industry focused on the young and hyper-digitized, its investment in online ads has increased of late.
"Our budget's growth year-on-year has been in the double digits," said Ubisoft Senior Manager of Digital Marketing Paul Caparotta. "Our spends are rivaling print, we're seeing tremendous growth."
Spending on display advertising for Ubisoft increased from $1.6 million in 2004 to $2.6 million in 2005 and $3.2 million last year, according to data from TNS Media Intelligence. In the same time, the publisher's TV buy dwindled from $16.1 million in 2004 to $13.8 million in 2006. Ubisoft did not release figures on actual spending.
The budget shift has been echoed by other publishers. Electronic Arts' online display ad spend topped $5 million last year, according to TNS. TNS tracked video game publisher Capcom's online spend for 2006 at nearly half a million dollars, up from $388,000 in 2004. The TNS data do not include rich media, video or other non-display formats.
"It is a huge priority for EA, and has been a growing priority over the last five years," said Carolyn Feinstein, VP of consumer marketing at Electronic Arts. "We spend close to 20 percent of our media online."
Rich media and video units are common online media placements for many publishers, but building a brand identity often includes microsites, viral marketing, search, and the creation of entire communities. Budget allotments to fuel these campaigns for many companies have come directly from other media.
Each campaign is dynamic, and game publishers see themselves as progressive when it comes to execution. "One of the things I think is great about video game marketing and video gamers in general [is they're] open to ground-breaking media applications," said Ubisoft's Caparotta.
Gaming industry Web sites often serve as the foundation of video game industry ad campaigns, though certain game releases are aimed at a broader audience and include media buys on non-gamer sites.
"It's a balance," said Caparotta. "With the next generation of hardware… we are finding more video games are becoming pervasive, usage is growing, and mainstream sites are becoming more of a target for us."
Microsites are often a focal point of these campaigns, as was the case with a promotion for EA'sMadden Franchise last year. "Advertising took you to that site, and it was a place you wanted to go back to every day. We try to employ that tactic a fair amount," said Feinstein.
Community also plays a key role. Capcom launched a CAPCOMunity channel in the past year to provide a pipeline of early and exclusive information to its fanbase. Visitors get exclusive peeks at new titles and can read blogs authored by Capcom staff. "A lot of our activities are now linking back to CAPCOMunity," said Jack Symon, director of brand marketing at Capcom.
Capcom built its community in addition to individual Web sites for each brand, which the company calls brand worlds. These follow an entire franchise, including various games, licensed goods such as action figures, and TV and movie titles associated with each game series.
For the release of "Rayman: Raving Rabbids," Ubisoft created a hub on MySpace where it put up videos of the game's characters, and accepted user generated content. Work on the campaign was done by AKQA, and Ubisoft said it "fulfilled all the ROI benchmarks we established," Caparotta said.
Online advertising provides a deeper level of communication not easily achieved on other channels. "We use online advertising to tell a high-impact message," said Feinstein. "The online space keeps directing them to deeper and deeper interaction."
From the official Google Blog:
The Google Mountain View WiFi network just celebrated its first anniversary, and we thought you'd appreciate a few data points. The network's 400+ mesh routers cover about 12 square miles and 25,000 homes to serve approximately 15,000 unique users each week month. Since the beginning of 2007, traffic has grown almost 10 percent each month, and the network now handles over 300 gigabytes of data each day, sent to over 100 distinct types of WiFi devices. Virtually the entire city has been taking advantage of the network, with 95 percent of the mesh routers being used on any given day.
Around the globe and across the U. S., many people are still not able to access the online services that are increasingly helpful, if not essential, tools for our daily lives. This is why we're committed to promoting alternative platforms for people to access the web, no matter where you are, what you're doing or what device you're using.
For those who have been following the effort to create a free wireless network in San Francisco, we continue to hope that EarthLink and The City will find a way to enable all San Franciscans to enjoy the free WiFi network they deserve. On a broader scale, we hope that the success of the Mountain View model will encourage others to think creatively about how to address access issues in many other communities.
Monday, August 27, 2007
Call for Volume Chapters and Reviewers
Submission Deadline September 30, 2007
Electronic Government: Information, Technology, and Transformation (Volume Title)
To appear as a volume within the Advances in Management Information Systems (AMIS) series published by ME Sharpe, Armonk, NY. AMIS is a series of research monographs devoted to the principal aspects of information systems with Dr. Vladimir Zwass as the series editor. AMIS is intended to become a lasting record of both the knowledge about organizational information systems and of research methods for creating new knowledge. For more information about the AMIS monograph series, please visit http://www.mesharpe.com/amis.htm.
As the volume editor, I would also like to invite you to join the reviewer team, which will meet the highest standards of academic peer reviewing.
Please send contact information and a short statement of interest regarding either one or both (submission and reviewer team membership) to me (firstname.lastname@example.org). Thank you!
For further details please see
Since EG is a relatively new domain of study, the first contribution of this volume is to serve as a springboard and a steward for developing and demonstrating principles, accepted standards, and exemplars of disciplinary (e.g., IS), multidisciplinary, interdisciplinary, and perhaps transdisciplinary EG.
The second envisioned contribution of this volume would aim at sharpening and accentuating the various topical orientations within EG through review and representation of unique and exemplary research contributions. The third (and implicit) contribution of this volume would lie in furthering the development of a worldwide academic scholarship in EG.
For this volume theoretical, empirical, quantitative, or qualitative research contributions are sought.
Inquiries are welcome regarding any submission- or review-related question.
Please send your inquiries and submissions electronically to
Dr. Hans J Scholl
AMIS EG Volume Editor
University of Washington
The deadline for submitting a manuscript to the AMIS volume on EG is September 30, 2007.
However, we encourage you to submit your manuscript earlier and will send it out for review immediately upon receipt.
Again, please find further details under http://faculty.washington.edu/jscholl/CfP_AMIS_e_Gov.html
Poke 1.0 - a Facebook social research symposium
A half-day social research symposium organised by the London Knowledge Lab, University of London, UK
Thursday 15th November 2007
This social research symposium will allow academics who are researching the 'Facebook' social networking site to meet and exchange ideas.
Researchers are welcome from the fields of sociology, media, communication & cultural studies, information science, education, politics, psychology, geography and any other sphere of 'internet research'. PhD and post-doctoral researchers are especially welcome, as are researchers considering Facebook as a potential area of research.
It is intended that there will be five or six research papers presented as well as plenty of time for discussion and face-to-face networking.
Topics for discussion will include:
* Empirical studies of Facebook users and Facebook uses;
* Issues of ethics and access when researching Facebook;
* Other methodological issues when researching Facebook;
* The use of Facebook as a social research tool;
* The future of Facebook research - emerging trends and practices.
The symposium will be free of charge but spaces will be limited and allocated on an RSVP first-come-first-served basis. If you wish to attend then email Neil Selwyn (email@example.com) to reserve a place by Friday 31st August 2007.
If you wish to present a research paper then email an outline abstract of 500 words to Neil Selwyn (firstname.lastname@example.org) by Tuesday 31st July 2007. Accepted presenters will be informed by Friday August 31st 2007.
The symposium will take place between 13.00pm to 17.30 pm on Thursday 15th November 2007 in the London Knowledge Lab (located in the Bloomsbury/ Holburn area of central London).
CALL FOR PAPERS
LOCAL PRODUCTION STUDIES
Vicki Mayer, John Caldwell, Miranda Banks, Eds.
Given the shared interest among cultural studies and political economy scholars in production, I am working with 2 co-editors to bring together a collection of new approaches to film/TV/visual media production.
We stress the local as a way to highlight the unique challenges involved in developing grounded theories and ethnographically-informed methods. The collection will both lay out the global and interdisciplinary resources for studying production in the past, and add a fresh twist with new empirical research, whether the piece focuses on a specific production locale, a producer or production community, or a case study that illustrates problems of scale in doing production research.
We welcome more submissions to what I think will be a very original, interdisciplinary collection. Current contributors include Sherry Ortner, Laura Grindstaff, Denise Mann, and others.
We are particularly interested in receiving more submissions that deal with international resources/canons for production studies, studies outside of Hollywood, and studies that might address more than one medium/industry.
Please contact me at the email address below with a note of interest or questions if you are considering contributing. Drafts should be 5000 words each (abt. 20 pp.) and will be due mid-January 2008, in order for us to be on schedule to send to the publisher.
Associate Professor of Communication
Tulane University, New Orleans, LA
Users wrongly trust higher Google results
A U.S. study suggests Internet users mistakenly have an inherent trust of Google search results that appear higher on a page.
Microsoft, Yahoo Tailor Ads To Users' Behavior
Sunday, August 26, 2007
24th Chaos Communication Congress 2007: Call for Participation
24C3: Volldampf voraus!
24th Chaos Communication Congress
December 27th to 30th, 2007
The 24th Chaos Communication Congress (24C3) is the annual four-day conference organized by the Chaos Computer Club (CCC) in Berlin, Germany. First held in 1984, it since has established itself as “the European Hacker Conference”. Lectures and workshops on a multitude of topics attract a diverse audience of thousands of hackers, scientists, artists, and utopists from all around the world. The 24C3s slogan is Volldampf voraus! – the German equivalent of “full steam ahead” – a particular request for talks and projects featuring forward looking hands-on topics. The Chaos Computer Club has always encouraged creative and unorthodox interaction with technology and society, in the good tradition of the real meaning of “hacking”.
The 24C3 conference program is roughly divided into six general categories. These categories serve as guidelines for your submissions (and later as a means of orientation for your prospective audience). However, it is not mandatory for your talk to exactly match the descriptions below. Anything that is interesting and/or funny will be taken into consideration.
The ‘Hacking’ category addresses topics dealing with technology, concentrating on current research with high technical merit. Traditionally, the majority of all lectures at 24C3 revolve around hacking.
Topics in this domain include but are in no way limited to: programming, hardware hacking, cryptography, network and system security, security exploits, and creative use of technology.
The ‘Making’ category is all about making and breaking things and the wonderful stuff you can build in your basement or garage. Most welcome are submissions dealing with the latest in electronics, 3D-fabbing, climate-change survival technology, robots and drones, steam machines, alternative transportation tools and guerilla-style knitting.
The ‘Science’ category covers current or future objects of scientific research that have the potential to radically change our lives, be it basic research or projects conducted for the industry.
We are looking for talks and papers on the state of the art in this domain, covering subjects such as nano technology, quantum computing, high frequency physics, bio-technology, brain-computer interfaces, automated analysis of surveillance cctv, etc.
Technology development causes great changes in society and will determine our future. This category is for all talks on subjects like hacker tools and the law, surveillance practices, censorship, intellectual property and copyright issues, data retention, software patents, effects of technology on kids, and the impact of technology on society in general.
Shaping the world we live in means making it more interesting, entertaining and beautiful. The hacker culture has many facets ranging from electronic art objects, stand-up comedy, geek entertainment, video game and board game culture, music, 3D art to e-text literature and beyond. If you like to show your art and teach others how to make their lives more enjoyable, this category is for you.
In addition to individual speakers the Chaos Communication Congress is also inviting groups such as developer teams, projects and activists to present themselves and their topics.
Developer groups are also encouraged to ask for support to hold smaller on-site developer conferences and meetings in the course of the Congress.
The Chaos Communication Congress is a non-profit oriented event and speakers are not paid. However, financial help on travel expenses and accommodation is possible. It needs to be agreed upon after acceptance of the submission, though. Don't be shy and state your requirements when submitting your lecture and we'll work something out!
You can find the preliminary agenda and additional information on our 24C3 website at http://events.ccc.de/congress/2007/.
For further information and questions please feel free to contact email@example.com
All proposals must be submitted online using our online lecture submission system at https://cccv.pentabarf.org/submission/24C3. Please follow the instructions given there. If you have any questions regarding your submission, feel free to contact us at firstname.lastname@example.org but do NOT submit your lecture via e-mail.
24C3 is an international event and we want to have a lot of interesting talks in English for the benefit of our growing number of international guests. So ideally we are looking for speakers who can give lectures and/or workshops in either English or German. But while we are interested in maximum quality of presentation, the topic and its relevance to our community are our main concern. So don't worry about your English skills: the language of a submission is not a criteria for accepting or rejecting it!
If you feel insecure talking in English, have received criticism on your language skills from your audience before, or if you just fear that the value and understandability of your lecture might suffer, please offer your talk in German. Please tell us if you are a native speaker of English or have similar skills, when submitting your lecture.
Lectures should not exceed 45 minutes plus up to 10 minutes for questions and answers. Longer time slots are possible if we feel the topic demands it (please tell us if necessary). Workshops should include a talk on the basic principles and a practical hands-on section.
Dates and deadlines
The deadline for submission is October 12th, 2007 Midnight UTC. Notification of acceptance will be sent by e-mail on November 11th, 2007 the latest. However, you may very well get your notification earlier than that if needed. Final papers or slides are due by November 18th, 2007.
* October 12th, 2007 (Midnight UTC) Submission due
* November 11th, 2007 Final notification of acceptance (or earlier)
* November 18th, 2007 Final papers/presentations due
* December 27th - 30th, 2007 Chaos Communication Congress