Friday, December 11, 2009
'Claiming' & social norming in social sites
Labels: critical thinking, Megan Moreno, new media literacy, social networking, social norming
Thursday, December 10, 2009
FTC's milestone report on virtual worlds
The report goes into measures these 27 VWs surveyed take to keep minors away from explicit content, including "age screens" designed to keep minors from registering below a site's minimum age (what the FTC calls "only a threshold measure"); "adults only" sections requiring subscriptions or age verifications (see "'Red-light district' makes virtual world safer"); abuse reporting and other flagging of inappropriate content; human moderation; and some filtering technology. "The report recommends that parents and children become better educated about online virtual worlds" and that virtual-world "operators should ensure that they have mechanisms in place to limit youth exposure to explicit content in their online virtual worlds." In the two pages of Appendix A (of the full, 23-page report + appendices), you'll find a chart of all the virtual worlds the FTC reviewed. [See also my VW news roundup last week and "200 virtual worlds for kids."]
This is a great start. As purely user-driven media, virtual worlds are a frontier for research on online behavior. The FTC was charged by Congress "merely" with determining the level of harmful content, not behavior – I really think because adults continue to think in a binary, either-or way about extremely fluid environments that are mashups of content and behavior. Where is it really just one or the other, what is "content" in social media, and how do we define "harmful"? We also need to define "virtual worlds." Some of these properties are largely avatar chat, some are games (with quests), some are worlds with games but not quests in them. Still, we've got some great talking points and very useful data to build on.
Labels: age verification, FTC, online safety, Second Life, social media, social Web, virtual worlds
Students on digital activism, citizenship
Labels: 21st century learning, digital citizenship, digiteens, Vicki Davis
Wednesday, December 09, 2009
Facebook's privacy changes
As for what's entailed: Everybody will eventually experience a little "wizard" window that'll pop up and say they have to configure their settings (if they've already done so, they can keep their current ones, and the wizard will show you what they are). Having seen the process, I can say it's very easy – if it seems annoying, only a small annoyance. All in all, the changes – straight from the horse's mouth – are:
Facebook says these changes "have no impact" on the site's advertising system or how it makes money. For the company's own thinking behind the changes, see Facebook's Ana Muller's blog post here, and pls see Larry's CNET piece for much more detail than I have here. In related news, ConnectSafely.org has been appointed to Facebook's new Safety Advisory Board. Here's CNN's coverage.
Labels: Chris Kelly, Facebook, online privacy, privacy features, redesign
Tuesday, December 08, 2009
Net-safety leadership: UK Council unveils strategy
Clearly, we have kindred spirits across the Atlantic (see some similar thinking in ConnectSafely's"Online Safety 3.0: Empowering & Protecting Youth"). But what we all need to consider adding, now, to our work on both sides of the Pond, I feel, is a *layered* approach to online safety education, mapped to the need and the audience and based on the research showing that not all youth are equally at risk, and the young people most at risk online are those most at risk offline....
One thing I'd add: Levels of Net-safety ed needed
A logical way to organize Net-safety education is to map it to the levels of prevention which the risk-prevention community has adapted from disease prevention, I realized in talking with risk-prevention practitioner Patti Agatston of the Atlanta area's Cobb County School District. In a conversation started by Nancy Willard of the Center for Safe & Responsible Internet Use, it dawned on me that this tiered approach is exactly what online-safety ed needs as well – and I hope colleagues agree. The levels are simply:
Key take-aways: School, industry, child services
As for the headlines in the UK, the most common was that, starting in September 2011, it'll be compulsory in British schools for kids aged 5+ to be taught Internet safety (see The Telegraph's). I hope the universal education piece will evolve quickly to new media literacy and citizenship (online and offline), which by definition include the critical thinking about potentially harmful incoming messages from mean peers, adult strangers, and all sorts of manipulators as well as harmful outgoing messages from young stakeholders in constructive community at school and home and online.
The strategy calls on the Internet industry to move beyond the self-regulation it had apparently hoped for. According to the Times Online, "child safety campaigners have been locked in months of tortuous negotiations with internet industry leaders over what companies could do to make children safer. The industry has agreed [to] a range of new requirements, such as offering parents more rigorous privacy settings which, for example, include a secret password," including "reluctant agreement ... to have progress on safety assessed independently by one of the big consultancy firms."
And for everybody who works with children, the 140-member Council pledges that: "In England and Wales by March 2010 we will include online safety in the ‘Common Core’ of skills and knowledge for people who work with children and work to make sure this is reflected in qualifications for people who work with children." The next step is to teach the same experts (mentioned in the Tertiary level above) how to function easily in the media environments youth love (texting, virtual worlds, online games, social network sites, etc.). A clinical psychologist I met in Mexico City couldn't get an extremely shy teenage boy to talk with him until he went to see the boy in World of Warcraft, where the latter felt comfortable to talk with him; then the boy was able to talk with the psychologist in his office. I heard a similar story from a Texas mother, who was able to keep in touch with her college-student son once they played World or Warcraft together on Sunday afternoons (he at his distant college and she at home).
Some key data in the report
The Strategy reported that...
Related links
Labels: Click Clever Click Safe, Online Safety 3.0, online-safety education, Tanya Byron, UK Council for Child Internet Safety
Quest Atlantis, VWs & academic situational awareness
Labels: education technology, MacArthur Foundation, Quest Atlantis, Sasha Barab, virtual worlds
Monday, December 07, 2009
Virtual-world news update
1. Avatar PR
Now (if not yesterday or last year) is a good time to fold avatars into family discussion about reputations and self-representation online. Even if your child's favorite avatar is waddling around in Club Penguin, it would be good to ask to see the penguin, if you haven't already, talk about that penguin's favorite activities in-world, how many friends it has, and what sorts of things they do together. Why am I telling you all this? Early lessons in social Web spin control – not to mention early prep for the business world.
By the end of 2013, 70% of businesses will have behavior and dress code policies for employees whose online avatars represent their organization," Virtual World News reports. Gartner recently published "Avatars in the Enterprise: Six Guidelines to Enable Success," CNET reports.
As for the littlest VW citizens, Virtual Worlds News recently reported that, at 27% growth between now and 2015, children aged 5-9 are the biggest growth sector of a global virtual world population (which itself will grow from 186 million to 640 million by 2015). VW News was citing Strategy Analytics figures. For insights into day-to-day life in a teen virtual world, check out this YPulse interview with Gaia Online's Joe Hyrkin.
2. Two new arrivals
3. Second Life's booming economy
On average, users of virtual world Second Life spend 100 minutes in-world per visit, adding up to more than 1 billion hours so far, PC World reports. Even more interesting, though, is the virtual world's very real economy. "The equivalent of more than US$1 billion has been transacted between residents in Second Life, who purchase virtual goods and services from one another." The in-world economy grew 54% year-over-year (between third quarter 2008 and third quarter this year), Virtual Worlds News reported more recently. This is a multinational economy: "Users from the United States accounted for 37% of the economy, followed by Germany and Italy at 8% each, France at 7%, and the UK at 5%." Here's a list of dozens of businesses that have a presence in Second Life – in retail, manufacturing, technology, travel, real estate, finance, communications, etc. (I couldn't find anything more recent than this, but I doubt the number has gone down.)
4. Avatars in MySpace
MySpace, which has always been as much a self-expression tool as a social utility is expanding those self-expression features. In an arrangement with the newly profitable teen virtual world Meez Nation, MySpace users can now create avatars, Ad Week reports (CNET mentioned Meez's profitable status).
Meez and MySpace have music and other media sharing in common, Meez CEO John Cahill said in an interview with YPulse. "Our users watch popular videos together, listen and dance to music together, and we're always offering new virtual goods and "Roomz" tied to events like Halloween, for example. See YPulse for more.
5. Virtual worlds in the movies
Hollywood's all over it – not so much making money in virtual worlds as telling stories about them, the San Jose Mercury News reports. There's Second Skin (which I blogged about here), recently released Gamer and Surrogate, James Cameron's Avatar in December, and next year's Tron Legacy from Disney and Christopher Nolan's Inception. [See also "'Red-light district' makes virtual world safer."]
Related link
KZERO, a virtual worlds research and consulting firm in the UK, has a slide show showing more than 10 dozen companies marketing in virtual worlds (with screen shots of their locations) here. [They put out great resources but are not great at returning press calls.]
Labels: avatars, kidcommand, online safety, Second Life, Shidonni, virtual worlds