Final project Sources

Cirucci, Angela M. “First Person Paparazzi: Why Social Media Should Be Studied More like Video Games.” Telematics & Informatics, vol. 30, no. 1, Feb. 2013, pp. 47–59. EBSCOhost, doi:10.1016/j.tele.2012.03.006.

Collier, Joel E., et al. “Exposure of Violent Video Games to Children and Public Policy Implications.” Journal of Public Policy & Marketing, vol. 27, no. 1, 2008, pp. 107–112. JSTOR, http://www.jstor.org/stable/25651584.

Bickham, David S., et al. “Predictors of Children’s Electronic Media Use: An Examination of Three Ethnic Groups.” Media Psychology, vol. 5, no. 2, May 2003, pp. 107–137. EBSCOhost, doi:10.1207/S1532785XMEP0502_1.

I  use this source to inform on modern technological misuse of the youth. It provides me another theme to include in the game. For example preschoolers spending 2 1/2 hours per day watching tv. This article is very outdated though so it won't be much more than a reference. practically, I would take this fact (2 1/2 hours per day) and include its modern equivalent in the dialogue. 

Russworm, TreaAndrea M. “A Call to Action for Video Game Studies in an Age of Reanimated White Supremacy.” Velvet Light Trap: A Critical Journal of Film & Television, no. 81, Spring 2018, pp. 73–76. EBSCOhost, doi:10.7560/VLT8106.

This source provided basis and precedence for the use of video games as an analysis of  political  affairs and events. The author is a professor who has lectured about games and gaming. I have included this item into my sources to back up my idea that games can be used as a lens to view modern life. I agree with the author in that video games often have a lot more to say than what is on the back of the  jacket. 

Austin, Michael L. “From Mixtapes to Multiplayers: Sharing Musical Taste through Video Games.” Soundtrack, vol. 8, no. 1/2, Oct. 2015, pp. 77–88. EBSCOhost, doi:10.1386/st.8.1-2.77_1.

This article informs of the gamification of modern music mixtapes, on apps like Spotify and other participatory culture. I would use it to craft relevant dialogue about gamification. For example; Player to NPC, "where can I find the  tavern?" NPC " you can only enter our bar if you beat me in a coin toss" or something like that... Music is not very applicable to the creative project, but is very useful for seeing the evolution of sharing media.

screen time speedbump

In the UK, there is an proposal to limit what the younger, under 18, population can do on the social media apps Facebook, Snapchat, and Instagram. The general idea is to stop “nudge techniques” from unduly affecting young users. Those techniques include things like Snapchat’s streak system, Facebooks likes and the other bits of the social media that feed into reward seeking behaviors to keep its userbase online.

Cause and effect?!!! Pre-shattered Iphones coming to a thrift shop near you … (not true)

“Any new guidelines must be technically possible to implement in practice, and not stifle innovation and opportunities for smaller platforms,” said The Internet Association UK’s executive director Daniel Dyball.

Not only does the proposed rule target “nudge techniques” but also internet privacy. proposals related to privacy include, giving children choices over which elements of the servace they want to activate. The service then is to collect and retain the minimum amount of personal data. there is also a proposal to turn off location tracking by default after each session and to make it obvious when tracking had been activated.switch location-tracking off by default after each session and make it obvious when it had been activated.

Burying their phones provide the youth with a bit more net security… (not real)

These proposals take to task some of the social media traps we (as in internet using collective) had been letting our young get caught in/tacitly approving of. These proposals might not pass, but if they do, we can expect a lot more power to go towards those wanting to regulate the internet. Find the full story here…https://www.bbc.com/news/technology-47933521