Working for a Living (part two)
This is the second part of a two-part blog. The first part looked at some of the more straightforward ways of making money online such as sales, fee-for-service, subscription and brokerage.
This is the second part of a two-part blog. The first part looked at some of the more straightforward ways of making money online such as sales, fee-for-service, subscription and brokerage.
In our last instalment we contrasted the “hard path” of user-created media – which requires would-be creators to be highly talented, skilful, committed, or all three – with the “easy path” of services which make it possible for more people to create media. In this column we’ll be looking at a method which aspires to make everyone a creator: crowdsourcing.
One of the most famous images of online life is the New Yorker cartoon captioned “On the Internet, nobody knows you're a dog.” The cartoon, published in 1993, was hugely influential in fixing an image in the public imagination of the Internet as a place where anonymity reigned. It did not take long for that humorous view of anonymity to take on a darker cast, as parents began to fear that Internet predators would use this invisibility to lure their children in the guise of twelve-year-old girls. It's instructive, though, to realize just how long ago this cartoon was published, and how much the Internet has changed since then.
“Digital technology can have both positive and negative effects on child well-being, depending on the activity and how much time is spent.”[1]
“Screen time” is important…but not as important as what kids do with their screens:
Most kids see hate and prejudice in places like games, social networks, and online videos. They also say that they want to do something about it when they see it, but don't know what to do.
Screens and other media are a big part of kids’ lives, and they can be a healthy part too. Here are some ways that you can make sure your kids get the best possible start when using media and digital devices.
It’s been almost fifteen years since Mark Prensky coined the term “digital native” to describe young people who have grown up with the Internet and digital media. In fact, the children who were born the year Prensky’s book was published are now in high school. While for many, the public perception of young people taking to digital platforms like ducks to water persists – accompanied by the image of adults, particularly parents, who are seen (often by themselves) as hopelessly out of their depth – the question remains how close that image is to reality. Are Canadian youth truly digitally literate? And if they are not "digital natives" who effortlessly acquire their skills on their own or from peers, are students learning what they need from their parents or teachers?
Formerly a largely peaceful and orderly place, inhabited by craftspeople, entertainers and wise Jedi, the galaxy – that is to say, the world of Star Wars Galaxies, the massively multiplayer online game (MMO) based on the movie franchise – is now a world of ruthless bounty hunters and blaster-happy fighter pilots. Where success could once be achieved by a number of paths, it now consists of, in the words of the game's senior director Nancy MacIntye, “instant gratification: kill, get treasure, repeat.”
Witnesses play a critical role when they witness acts and forms of bullying” and may suffer negative effects that are as bad as or worse than those suffered by the target. At the same time, there is evidence that youth who witness some kinds of cyberbullying may actually be more likely to perpetrate it themselves later.
It’s important to note that there is no single profile of a child who bullies. While some fit the traditional image of someone who is generally aggressive and has poor impulse control, others may be very sensitive to social nuances and are able to use that understanding against their targets. Others may be motivated simply by boredom.