Final Flashcards

(43 cards)

1
Q

Metcalfes law

A

The value of a network is proportional to the square of the number of connected users in the system (n2)

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2
Q

Moores Law

A

Computing doubles every 18-24 month at same size and same cost

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3
Q

Diana Kimball: history of pocket technology (5)

A

Radio circuit > cellular:analog > cellular: digital > broadband:cdma > broadband LTE

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4
Q

Kate Shilton

A

Participatory Sensing

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5
Q

Ludology

A

Specific to games studies. How games are goal driven but also an experience of play

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6
Q

Narratology

A

Thinking about the game as a sort of story telling:drama with structure

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7
Q

Games theory

A

analysis of strategies for dealing with competitive situations where the outcome of a participant’s choice of action depends critically on the actions of other participants. Game theory has been applied to contexts in war, business, and biology.

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8
Q

Golden Age

A

Late 70s-early 80s. Computing power increases and size decreases

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9
Q

Sandbox games

A

Creative productive versions of creating identity and worlds

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10
Q

Gameificaton

A

Captures how you can turn anything into a game and it will help people learn: edu-tainment

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11
Q

Rewards culture

A

People get used to getting positive reinforcement

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12
Q

Audience commodity in games

A

Games open door of exploitation of children, turning them into something that can generate profit

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13
Q

Role playing

A

Games where you have to play cooperatively with other people

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14
Q

Casual games

A

Candy crush, words with friends

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15
Q

Anita sakessian

A

Feminist frequency, stereotyped women in video games.need to diversify

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16
Q

3 ways of diversifying game development

A

Online authoring tools, crowdfunding models to take away production from big studios, digital distribution

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17
Q

Charles Davis

A

Creative industry deliberately produce culture as a product or service and copyright protected: film, tv, music

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18
Q

3 aspects of new media

A

IT/communications networks/digitilized content

19
Q

Newness

A

Relative, historical and mediated

20
Q

TCP/IP

A

Transmission Control Protocol / Internet Protocol

21
Q

Properties of www

A

Open and decentralized, hypertext documents, easy to use

22
Q

Circuit of culture

A

Representation, regulation, identity, consumption, production

23
Q

Affordances (3)

A

Unexpected results from tech, uses of tech (social) can shape tech, negotiation

24
Q

Technical agency

A

Shapes behaviour of users, controls freedom abilities

25
GUI originally crafted by
Xerox star
26
Semiotics
Teaches cultural meanings are political and related to power and ideology
27
Meme
Richard Dawkins: gene+mimeme ( to imitate)concept for discussion of evolutionary principles in explaining the spread of ideas and cultural phenomena.
28
Limor shipman
Hyper signification
29
Erving golfmann
Dramaturgy: performative
30
Computer mediated communication: rains and wellman
Personal, interacting with multiple people
31
Haythorne Thwaite
Strong, weak and latent ties: multiple channels
32
Andrew watts
Identity for global engagement
33
Imagined collective
Imagine yourself to be part of a group, always in communication
34
Disintermediation
Opening new platforms based on sharing economy- proams
35
Common carriage
The principle that internet service providers should enab,e access to all content without favouring
36
Copyright
Auto given to literary and artistic works
37
Copyleft
Alt licences such as Creative Commons
38
Lawrence Lessing
Internet regulators are law, norms, market and architecture
39
Information highway advisory council
Formed to consider the implications and recommend actions for the government on digital info arrival in homes concerns
40
IHAC CONCERNS AREAS
Create jobs, reinforces culture and provide access
41
Aggregate data
Taking a whole bunch of people's information to make clusters to bring out patterns and trends
42
Context collapse
When you post something you have an imagined audience, sometimes people's are seeing your info that are not apart of your imagined audience
43
Affordances of network publics
Persistence, replicability, scalability and search ability