Who Steals My Purse Steals Trash
“Who steals my purse steals trash,” Shakespeare wrote, “but he that filches from me my good name robs me of that which not enriches him, and makes me poor indeed.”
“Who steals my purse steals trash,” Shakespeare wrote, “but he that filches from me my good name robs me of that which not enriches him, and makes me poor indeed.”
Today is Safer Internet Day, an annual international event sponsored by Insafe to promote a safer Internet for children. Recent research on Internet life has shown that the greatest threat to kids online comes from kids themselves, both in the form of risky behaviour and online harassment, or cyber bullying. Cyber bullying can take forms such as harassing e-mails or text messages, social exclusion and spreading private photos and videos, among others, and presents a particular challenge for parents and teachers because it often happens outside the home or classroom. Because the Internet has become an essential part of kids' social lives, cyber bullying can also have more devastating effects as youth feel they have no escape.
There's an old urban legend called “the water engine,” which tells of the discovery of a way to turn water into fuel. There are variations to the story – sometimes it's tap water, sometimes sea water; in recent versions it's specified the fuel is nonpolluting – but the ending is always the same: the invention is suppressed by the oil companies, either by buying the invention and burying it or by forcing the inventor into ruin and suicide. One reason the legend has persisted so long – it's been recorded as early as the 1950s, and probably dates to the first time someone grumbled about the cost of filling up his car – is because it confirms something we already believe, which is that the oil companies are evil and would rather murder a man and doom the world than sacrifice a dime of profit.
In Japan, cell phones and texting are much more widespread among young people than they are here. Much of what we do on computers is done through phones there, with the result that those students that own cell phones spend an average of two hours a day on them. Japanese TV dramas even feature scenes where the dialogue is entirely done through texting, with characters thumb-typing furiously while the messages appear as subtitles. Now another part of life has been squeezed onto the one-inch screen, resulting in the creation of the cell phone novel.
On March 17th (in most markets) PBS's Frontline will feature The Secret History of the Credit Card, a documentary that looks at how credit cards came to be a nearly ubiquitous part of our lives.
The Super Bowl has long been seen as the “tent pole” of American consumer culture: an annual game that routinely pulls in viewers at a scale otherwise achieved only by one-off events like series finales and celebrity car chases. It actually drives sales of TVs: the Retail Advertising and Marketing Association reports that 2.5 million people plan to buy a new TV for the express purpose of watching the game, part of an overall $8.7 billion in Super Bowl-related consumer spending.
If anyone still doubts that youth need to learn how to evaluate online information, those doubts should have been dispelled by a recent hoax perpetrated by the group called the Yes Men. This group, which has a history of staging fake press conferences, decided to draw attention to Canada's position at the Copenhagen conference on climate change by creating a number of fake Web sites purporting to be, among others, the Copenhagen summit site, the Wall Street Journal, and Environment Canada's site. While it didn't take long for Environment Canada to make a statement exposing the hoax, by that time many journalists had reported the story as fact and the story had been widely distributed by wire services.
If you're a parent, chances are there was at least one video game under the tree this Christmas. Even though your kids may be thrilled by a new title, as a parent you may be less enthusiastic. Even those of us who grew up with Alone in the Dark may balk at the detailed level of violence in Modern Warfare and Fallout: New Vegas, at least when considered as fare for kids. Both of these games receive an “M” rating, which means that they are considered unsuitable for players under 17; as with all other things, though, labeling these titles as ‘for adults only' often makes them more appealing to the unintended youth audience. In addition to the violence question, there remain issues of meaning in videogames which are harder to track but no less important. So how concerned should parents be about indulging their children's appetite for virtual violence?
This is the second in a series of columns looking at the history and future of Web 2.0. In the last instalment of this series we examined the origins of the Do-It-Yourself (DIY) ethic and some of the issues around the definition of “user-created content.” Turning from the theoretical to the practical, we'll now take a look at just what is actually out there, and begin to examine some of the ethical and legal implications.
Malcolm Gladwell's recent New Yorker article “Small Change” has set the blogosphere buzzing with its strongly stated argument that social networks such as Facebook and Twitter will not usher in a new age of social activism, as some digital evangelists have proposed, but that they and the relationships they foster are actually detrimental to real social change. As Gladwell puts it, "The instruments of social media are well suited to making the existing social order more efficient. They are not a natural enemy of the status quo."