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Here’s a quick blurb and the contents and contributors:
Social, casual and mobile games, played on devices such as smartphones, tablets, or PCs and accessed through online social networks, have become extremely popular, and are changing the ways in which games are designed, understood, and played. These games have sparked a revolution as more people from a broader demographic than ever play games, shifting the stereotype of gaming away from that of hardcore, dedicated play to that of activities that fit into everyday life.
Social, Casual and Mobile Games explores the rapidly changing gaming landscape and discusses the ludic, methodological, theoretical, economic, social and cultural challenges that these changes invoke. With chapters discussing locative games, the new freemium economic model, and gamer demographics, as well as close studies of specific games (including Candy Crush Saga, Angry Birds, and Ingress), this collection offers an insight into the changing nature of games and the impact that mobile media is having upon individuals and societies around the world.
1. Social networks, casual games and mobile devices: the shifting contexts of gamers and gaming / Tama Leaver and Michele Willson
Part I: The (New?) Gaming Landscape
2. Who are the casual gamers? Gender tropes and tokenism in game culture / Lina Eklund
3. Between aliens, hackers and birds: non-casual mobile games and casual game design / Brendan Keogh
4. Casual gaming: the changing role of the designer / Laureline Chiapello
5. Discussions with developers: F2Play and the changing landscape of games business development / Tom Phillips
Part II: Reasons to Play
6. The sociality of asynchronous gameplay: social network games, dead-time and family bonding / Kelly Boudreau and Mia Consalvo
7. Digital affection games: cultural lens and critical reflection / Lindsay Grace
8. Mobile games and ambient play / Larissa Hjorth and Ingrid Richardson
9. Affect and social value in freemium games / Fanny Ramirez
Part III: Locative Play
10. Riding in cars with strangers: a cross-cultural comparison of privacy and safety in Ingress / Stacy Blasiola, Miao Feng and Adrienne Massanari
11. Playful places: uncovering hidden heritage with Ingress / Erin Stark
12. Rewriting neighbourhoods: Zombies, Run! and the runner as rhetor / Jamie Henthorn
13. The de-gamification of Foursquare? / Rowan Wilken
Part IV: New Markets
14. Social games and game-based revenue models / Mark Balnaves and Gary Madden
15. Angry Birds as a social network market / Tama Leaver
16. From premium to freemium: the political economy of the app / David Nieborg
Part V. Cheating, Gambling and Addiction
17. Social casino apps and digital media practices: New paradigms of consumption / Cesar Albarran-Torres
18. Cheating in Candy Crush Saga / Marcus Carter and Staffan Bjork
19. Reflections on the casual games market in a post-Gamergate world / Adrienne Shaw and Shira Chess
Michele and I would like to publicly thank all of our wonderful contributors, the folks at Bloomsbury, and Troy Innocent for the rather nifty cover image. For the book’s launch Bloomsbury are offering 40% off the normal price, which makes the eBook version actually affordable for humans, not just libraries! Details here: http://www.bloomsbury.com/us/social-casual-and-mobile-games-9781501310584/
The front material and first chapter can be read online here (PDF).
Finally, here are the very generous cover jacket reviews:
“This book is an exciting rogue’s gallery of authors, games and topics at the forefront of modern gaming. The inclusion of issues discussing not only recent developments in design, playfulness and the definition of who plays games, but also attending to the darker aspects of contemporary gaming cultures such as the transition to Freemiun, cheating and GamerGate is an important step in examining new pathways into games and gaming culture. Social, Casual and Mobile Games: The Changing Gaming Landscapedemonstrates through an impressive series of chapters how this genre of games needs to be taken seriously as a cultural marker of today’s players and the games they engage with.”
– Esther MacCallum-Stewart, Research Fellow, Digital Cultures Research Centre, University of the West of England, UK
“Social, Casual and Mobile Games captures a wide array of scholarship from all corners of Game Studies. The authors explore, from a variety of empirical and theoretical perspectives, a rich tableau of games and players that often disappear from dominant narratives about what makes a game or a game player.”
– Casey O’Donnell, Associate Professor of Media and Information, Michigan State University, USA, and author of Developer’s Dilemma
“This terrific and timely book is an invaluable guide to the profound ways in which gaming – in all its casual, mobile, and social glory – will never be the same again. Critical research for the rest of the (gaming) world has finally arrived.”
– Gerard Goggin, Professor of Media and Communications, The University of Sydney, Australia
I’m pleased to note that my chapter ‘Born Digital? Presence, Privacy, and Intimate Surveillance’ is out now in the Re-Orientation: Trans-lingual, Trans-cultural, Trans-media. Studies in narrative, language, identity, and knowledge collection edited by John Hartley and Weiguo Qu for Fudan University Press. The collection is the outcome of the fantastic Culture+8: New Times, New Zones symposium in 2014 which explored cultural synergies between different countries and locations in the +8 timezone which include Perth where we hosted the event, and, of course, China.
My chapter is a key part of my Ends of Identity project; here I start to think about ‘intimate surveillance’ which is where parents and loved ones digitally document and survey their offspring, from sharing ultrasound photos to tracking newborn feeding and eating patterns. Intimate surveillance is a deliberately contradictory term: something done with the best of intentions but with possibly quite problematic outcomes. Here’s the full abstract:
The moment of birth was once the instant where parents and others first saw their child in the world, but with the advent of various imaging technologies, most notably the ultrasound, the first photos often precede birth (Lupton, 2013). In the past several decades, the question is no longer just when the first images are produced, but who should see them, via which, if any, communication platforms? Should sonograms (the ultrasound photos) be used to announce the impending arrival of a new person in the world? Moreover, while that question is ostensibly quite benign, it does usher in an era where parents and loved ones are, for the first years of life, the ones deciding what, if any, social media presence young people have before they’re in a position to start contributing to those decisions.
This chapter addresses this comparatively new online terrain, postulating the provocative term intimate surveillance, which deliberately turns surveillance on its head, begging the question whether sharing affectionately, and with the best of intentions, can or should be understood as a form of surveillance. Firstly, this chapter will examine the idea of co-creating online identities, touching on some of the standard ways of thinking about identity online, and then starting to look at how these approaches do and do not explicitly address the creation of identity for others, especially parents creating online identities for their kids. I will then review some ideas about surveillance and counter-surveillance with a view to situating these creative parental acts in terms of the kids and others being created. Finally, this chapter will explore several examples of parental monitoring, capturing and sharing of data and media about their children, using various mobile apps, contextualising these activities not with a moral finger-waving, but by surfacing specific questions and literacies which parents may need to develop in order to use these tools mindfully, and ensure decisions made about their children’s’ online presences are purposeful decisions.
The chapter can be read here.
When authenticity and advertising collide on social media
The answer, of course, is both. And 19-year-old Instagram model Essena O’Neill’s very public rejection of the inauthentic nature of social media last week can been read through both lenses.
On the one hand, O’Neill deleted her heavily trafficked Instagram, YouTube and Tumblr accounts, and re-directed her audience to her new blog decrying the artificiality of social media life. She was embraced by many for revealing the inner workings of a poorly understood social media marketplace. Deleting accounts with more half a million followers certainly does make a statement.
On the other hand, O’Neill’s actions have also been interpreted as a rebranding effort, shifting away from the world of modelling toward a new online identity as a vegan eco-warrior.
Influencing the influencers
Given the large numbers of followers, they are very attractive platforms for brands and marketers wanting to reach these “organic” social media audiences. Yet, while these social media channels often depict idyllic lives, O’Neill’s dramatic revelations have raised questions about the authenticity of many influencers.
Or, more specifically, questions about exactly what sort of money is changing hands, and how visible sponsored and paid posts ought to be on social media.
Clashes between authenticity and commerce have a long history on social media. A notable example occurred in 2009 when Nestlé courted influential “mommy bloggers”, effectively dividing the community between those happy to be flown to a Nestlé retreat and those who argued Nestlé’s history of unethical business practices in relation to breastfeeding were unforgivable.
More recently, influential YouTube star and fashion blogger Zoe “Zoella” Sugg faced a backlash following the revelations that her best-selling debut novel, Girl Online, was written at least in part by a ghostwriter.
Anthropologist and social media researcher Crystal Abidin has extensively studied and documented Singaporean influencers, noting a range of different practices, from explicit tags to implicit mentioning of brands, to indicate paid or sponsored posts.
Recognising these various tags and indicators requires a level of Instagram literacy that regular viewers will likely develop, but casual audiences could easily miss. Indeed, as Abidin and Mart Ots have argued, this lack of transparent standards can be understood as “the influencer’s dilemma”.
As Singaporean influencers have been around for a decade, some have aged sufficiently to shift from their own sponsored posts to endorsements featuring their children, becoming what Abidin describes as micro-microcelebrities.
Australia also has its own infant influencers, the most visible being PR CEO Roxy Jacenko’s daughter, four year old Instagram star Pixie Curtis. As a second generation influencers emerge, clear social norms about sponsorship and advertising transparency on Instagram become more pressing.
Australian newly launched marketing company Tribe has positioned itself as a broker between influencers – “someone with 5000+ real followers” on Facebook, Twitter or Instagram – and brands.
As Tribe notes, the ACCC does not currently require individuals on social media to reveal paid posts. However, it does recommend influencers add #spon to sponsored posts to flag identify paid content.
The difference between a recommendation and a rule aside, while a quick search reveals some 47,000 Instagram images tagged with #spon, many of these are not sponsored posts.
Of the top #spon tagged posts on Instagram yesterday (9 November), they feature influencers spruiking tea, videogames, resorts, beer and a mobile service provider along with two pets sponsored by a dog show and, as seems fitting, a dog food company.
An explicit marker like #spon would at least make sponsored posts identifiable, but no such norm currently exists, and even Tribe only “strongly recommends” rather than mandates its use.
In a post ironically titled “How To Make $$$ on Social Media”, Essena O’Neill notes that she was charging A$1,000 to feature a product on her Instagram feed, a fact she did not disclose until her recent rejection of her social media modelling past.
O’Neill’s own authenticity might not be helped by the fact that she took to Vimeo – another social media platform – and her own blog, to denounce social media.
This could be read as a clear reminder that social media isn’t inherently morally charged: the value of communication platforms depends in large part on what’s being communicated.
Moreover, as O’Neill’s actions have inspired other Instagram users and influencers to add “honest” captions about the constructedness of their images, if nothing else O’Neill has provoked a very teachable moment, potentially increasing the media literacy of many social media users.
Traditional media industries have long had regulations that ensure advertising and other content are clearly differentiated. While regulating social media is challenging, calling for social media influencers to self-regulate should not be.
Far from damaging their influence, such transparency may just add to what audiences perceive as their authenticity.
A slightly longer version of this piece, with the title I’d originally suggested – The Cost of Authenticity on Instagram – is available on Medium.
Today First Monday published A Methodology for Mapping Instagram Hashtags by Tim Highfield and myself. This methodology paper explains the processes behind the various media we’ve been tracking as part of the Ends of Identity project, although the utility of the methods go far beyond that. Beyond technical questions, we’ve included some important ethical and privacy questions that arose as we started to explore Instagram mapping. Here’s the abstract:
While social media research has provided detailed cumulative analyses of selected social media platforms and content, especially Twitter, newer platforms, apps, and visual content have been less extensively studied so far. This paper proposes a methodology for studying Instagram activity, building on established methods for Twitter research by initially examining hashtags, as common structural features to both platforms. In doing so, we outline methodological challenges to studying Instagram, especially in comparison to Twitter. Finally, we address critical questions around ethics and privacy for social media users and researchers alike, setting out key considerations for future social media research.
The full paper is available at First Monday, fully open access, with a Creative Commons license. As always, your comments, thoughts and feedback are welcome here, or on Twitter.
The newly-released edited collection Locative Media by Rowan Wilken and Gerard Goggin features a chapter from Clare Lloyd and me looking at issues of privacy and transparency relating to the data generated, stored and analysed when using mobile and locative-based services. Here’s the abstract:
A person’s location is, by its very nature, ephemeral, continually changing and shifting. Locative media, by contrast, is created when a device encodes a users’ geographic location, and usually the exact time as well, translating this data into information that not only persists, but can be aggregated, searched, indexed, mapped, analysed and recalled in a variety of ways for a range of purposes However, while the utility of locative media for the purposes of tracking, advertising and profiling is obvious to many large corporations, these uses are far from transparent for many users of mobile media devices such as smartphones, tablets and satellite navigation tools. Moreover, when a new mobile media device is purchased, users are often overwhelmed with the sheer number of options, tools and apps at their disposal. Often, exploring the settings or privacy preferences of a new device in a sufficiently granular manner to even notice the various location-related options simply escapes many new users. Similarly, even those who deactivate geolocation tracking initially often unintentionally reactivate it, and leave it on, in order to use the full functionality of many apps. A significant challenge has thus arisen: how can users be made aware of the potential existence and persistence of their own locative media? This chapter examines a number of tools and approaches which are designed to inform everyday users of the uses, and potential abuses, or locative media; PleaseRobMe, I Can Stalk U, iPhone Tracker and the aptly named Creepy. These awareness-raising tools make visible the operation of certain elements of locative media, such as revealing the existence of geographic coordinates in cameraphone photographs, and making explicit possible misuses of a visible locative media trail. All four are designed as pedagogical tools, aiming to make users aware of the tools they are already using. In an era where locative media devices are easy to use but their ease occludes extremely complex data generation and potential tracking, this chapter argues that these tools are part of a significant step forward in developing public awareness of locative media, and related privacy issues.
A version of the chapter is available at Academia.edu (and just for fun, the book has a 2015 publication date, so at the moment, it’s *from the future*!)
At last week’s Australian and New Zealand Communication Association (ANZCA) conference at Swinburne University in Melbourne I gave a new paper by myself and Tim Highfield entitled ‘Mapping the Ends of Identity on Instagram’. The slides, abstract, and audio recording of the talk are below:
While many studies explore the way that individuals represent themselves online, a less studied but equally important question is the way that individuals who cannot represent themselves are portrayed. This paper outlines an investigation into some of those individuals, exploring the ends of identity – birth and death – and the way the very young and deceased are portrayed via the popular mobile photo sharing app and platform Instagram. In order to explore visual representations of birth and death on Instagram, photos with four specific tags were tracked: #birth, #ultrasound, #funeral and #RIP. The data gathered included quantitative and qualitative material. On the quantitative front, metadata was aggregated about each photo posted for three months using the four target tags. This includes metadata such as the date taken, place taken, number of likes, number of comments, what tags were used, and what descriptions were given to the photographs. The quantitative data gives also gives an overall picture of the frequency and volume of the tags used. To give a more detailed understanding of the photos themselves, on one day of each month tracked, all of the photographs on Instagram using the four tags were downloaded and coded, giving a much clearer representative sampling of exactly how each tag is used, the sort of photos shared, and allowed a level of filtering. For example, the #ultrasound hashtag includes a range of images, not just prenatal ultrasounds, including both current images (taken and shared at that moment), historical images, collages, and even ultrasound humour (for example, prenatal ultrasound images with including a photoshopped inclusion of a cash, or a cigarette, joking about the what the future might hold). This paper will outline the methods developed for tracking Instagram photos via tags, it will then present a quantitative overview of the uses and frequency of the four hashtags tracked, give a qualitative overview of the #ultrasound and #RIP tags, and conclude with some general extrapolations about the way that birth and death are visually represented online in the era of mobile media.
And the audio recording of the talk is available on Soundcloud for those who are willing to brave the mediocre quality and variable volume (because I can’t talk without pacing about, it seems!).
At this week’s Digital Humanities Australasia 2014 conference in Perth, Tim Highfield and I presented the first paper from a new project looking a visual social media, with a particular focus on Instagram. The slides and abstract are below (sadly with Slideshare discontinuing screencasts, I’m not sure if I’ll be adding audio to presentations again):
Social media platforms for content-sharing, information diffusion, and publishing thoughts and opinions have been the subject of a wide range of studies examining the formation of different publics, politics and media to health and crisis communication. For various reasons, some platforms are more widely-represented in research to date than others, particularly when examining large-scale activity captured through automated processes, or datasets reflecting the wider trend towards ‘big data’. Facebook, for instance, as a closed platform with different privacy settings available for its users, has not been subject to the same extensive quantitative and mixed-methods studies as other social media, such as Twitter. Indeed, Twitter serves as a leading example for the creation of methods for studying social media activity across myriad contexts: the strict character limit for tweets and the common functions of hashtags, replies, and retweets, as well as the more public nature of posting on Twitter, mean that the same processes can be used to track and analyse data collected through the Twitter API, despite covering very different subjects, languages, and contexts (see, for instance, Bruns, Burgess, Crawford, & Shaw, 2012; Moe & Larsson, 2013; Papacharissi & de Fatima Oliveira, 2012)
Building on the research carried out into Twitter, this paper outlines the development of a project which uses similar methods to study uses and activity on through the image-sharing platform Instagram. While the content of the two social media platforms is dissimilar – short textual comments versus images and video – there are significant architectural parallels which encourage the extension of analytical methods from one platform to another. The importance of tagging on Instagram, for instance, has conceptual and practical links to the hashtags employed on Twitter (and other social media platforms), with tags serving as markers for the main subjects, ideas, events, locations, or emotions featured in tweets and images alike. The Instagram API allows queries around user-specified tags, providing extensive information about relevant images and videos, similar to the results provided by the Twitter API for searches around particular hashtags or keywords. For Instagram, though, the information provided is more detailed than with Twitter, allowing the analysis of collected data to incorporate several different dimensions; for example, the information about the tagged images returned through the Instagram API will allow us to examine patterns of use around publishing activity (time of day, day of the week), types of content (image or video), filters used, and locations specified around these particular terms. More complex data also leads to more complex issues; for example, as Instagram photos can accrue comments over a long period, just capturing metadata for an image when it is first available may lack the full context information and scheduled revisiting of images may be necessary to capture the conversation and impact of an Instagram photo in terms of comments, likes and so forth.
This is an exploratory study, developing and introducing methods to track and analyse Instagram data; it builds upon the methods, tools, and scripts used by Bruns and Burgess (2010, 2011) in their large-scale analysis of Twitter datasets. These processes allow for the filtering of the collected data based on time and keywords, and for additional analytics around time intervals and overall user contributions. Such tools allow us to identify quantitative patterns within the captured, large-scale datasets, which are then supported by qualitative examinations of filtered datasets.
Bruns, A., & Burgess, J. (2010). Mapping Online Publics. Retrieved from http://mappingonlinepublics.net
Bruns, A., & Burgess, J. (2011, June 22). Gawk scripts for Twitter processing. Mapping Online Publics. Retrieved from http://mappingonlinepublics.net/resources/
Bruns, A., Burgess, J., Crawford, K., & Shaw, F. (2012). #qldfloods and @ QPSMedia: Crisis Communication on Twitter in the 2011 South East Queensland Floods. Brisbane. Retrieved from http://cci.edu.au/floodsreport.pdf
Moe, H., & Larsson, A. O. (2013). Untangling a Complex Media System. Information, Communication & Society, 16(5), 775–794. doi:10.1080/1369118X.2013.783607
Papacharissi, Z., & de Fatima Oliveira, M. (2012). Affective News and Networked Publics: The Rhythms of News Storytelling on #Egypt. Journal of Communication, 62, 266–282. doi:10.1111/j.1460-2466.2012.01630.x
Earlier today my colleague Michele Willson and I ran the ANZCA PreConference Social, Casual, Mobile: Changing Games which went really well, bringing together 17 games scholars from Australia and Canada, including a fantastic keynote by Mia Consalvo and plenary by John Banks.
I also had the opportunity to present today, and the slides and audio from my talk are below:
And here’s the abstract if you’re interested:
The hugely successful franchise Angry Birds by Finnish company Rovio is synonymous with the new and growing market of app-based games played on smartphones and tablets. These are often referred to as ‘casual games’, highlighting their design which rewards short bursts of play, usually on mobile media devices, rather than the sustained attention and dedicated hardware required for larger PC or console games. Significantly, there is enormous competition within the mobile games, while the usually very low cost (free, or just one or two dollars) makes a huge ranges of choices available to the average consumer. Moreover, these choices are usually framed by just one standardised interface, such as the Google Play store for Android powered devices, or the Apple App store for iOS devices. Within this plethora of options, I will argue that in addition to being well designed and enjoyable to play, successful mobile games are consciously situated within a social network market.
The concepts of ‘social network markets’ reframes the creative industries not so much as the generators of intellectual property outputs, but as complex markets in which the circulation and value of media is as much about taste, recommendations and other networked social affordances (Potts, Cunningham, Hartley, & Ormerod, 2008). For mobile games, one of the most effective methods of reaching potential players, then, is through the social attentions and activity of other players. Rovio have been very deliberate in the wide-spread engagement with players across a range of social media platforms, promoting competitive play via Twitter and Facebook, highlighting user engagement such as showcasing Angry Birds themed cakes, and generally promoting fan engagement on many levels, encouraging the ‘spreadability’ of Angry Birds amongst social networks (Jenkins, Ford, & Green, 2013). In line with recognising the importance of engagement with the franchise, Rovio have also taken a very positive approach of unauthorised merchandising and knock-offs, especially in China and South-East Asia. In line with Montgomery and Potts’ (2008) argument that a weaker intellectual property approach will foster a more innovative creative industries in China, rather than attempting to litigate of lock down unauthorised material, Rovio have stated they see this as building awareness of Angry Birds and are working to harness this new, socially-driven market (Dredge, 2012). As Rovio now license everything from Angry Birds plush toys to theme parks, social network markets can be perpetuated even by unauthorised material, which builds awareness and interest in the official games and merchandising in the long run. Far from a standalone example, this paper argues that not only is Rovio consciously situating Angry Birds within a social network market model, but that such a model can drive other mobile games success in the future.
Dredge, S. (2012, January 30). Angry Birds boss: “Piracy may not be a bad thing: it can get us more business.” The Guardian. Retrieved from http://www.guardian.co.uk/technology/appsblog/2012/jan/30/angry-birds-music-midem
Jenkins, H., Ford, S., & Green, J. (2013). Spreadable Media: Creating Value and Meaning in a Networked Culture. New York and London: New York University Press.
Montgomery, L., & Potts, J. (2008). Does weaker copyright mean stronger creative industries? Some lessons from China. Creative Industries Journal, 1(3), 245–261. doi:10.1386/cij.1.3.245/1
Potts, J., Cunningham, S., Hartley, J., & Ormerod, P. (2008). Social network markets: a new definition of the creative industries. Journal of Cultural Economics, 32(3), 167–185. doi:10.1007/s10824-008-9066-y
I’m currently working on a chapter for the forthcoming Locative Media edited collection; the piece I’m co-writing with Clare Lloyd examines some of the pedagogical strategies that have arisen to better inform users about the data that they generate whilst using locative media in various forms (from explicit check-ins with Foursquare to less obvious locative metadata on photographs, tweets and so forth). We’ve been looking at several tools and services like PleaseRobMe.com, I Can Stalk U and Creepy which visualise the often hidden layer locative media layers of mobile devices and services.
Given this context, I was fascinated to see Foursquare’s release of their ‘Time Machine’ (deployed as a promotion for Samsung’s S4) which creates an animation and eventual infographic visualising the a user’s entire Foursquare check-in history. Since I’m very conscious of where I do and don’t use Foursquare, I was fascinated to see what sort of picture of my movements this builds. The grouping of check-ins in Perth (where I live) and the places I’ve travelled to for conferences (which is the main time I use Foursquare) was very smooth, and made my own digitised journey through the world look like a personalised network diagram. The eventual infographic produced is fairly banal, but does crunch your own Foursquare numbers. I’ve embedded mine below.
While Foursquare users are probably amongst the most aware locative media users and generators of locative data, it’s still fascinating to see what a rich and robust picture these individual points of data look like when aggregated. In line with the writing I’m doing, I can’t help wonder how people would respond to a similar sort of visualisation based on their smartphone photos or Facebook posts or some other service which is less explicit or transparent in the way locative metadata is produced and stored.
Links through to April 22nd (catching up!):
- Siri secrets stored for up to 2 years [WA Today] – “Siri isn’t just a pretty voice with the answers. It’s also been recording and keeping all the questions users ask. Exactly what the voice assistant does with the data isn’t clear, but Apple confirmed that it keeps users’ questions for up to two years. Siri, which needs to be connected to the internet to function, sends all of its users’ queries to Apple. Apple revealed the information after
Wired posted an article raising the question and highlighting the fact that the privacy statement for Siri wasn’t very clear about how long that information is kept or what would be done with it.”
- Now playing: Twitter #music [Twitter Blog] – Not content to be TV’s second screen, Twitter wants to be the locus of conversations about music, too: “Today, we’re releasing Twitter #music, a new service that will change the way people find music, based on Twitter. It uses Twitter activity, including Tweets and engagement, to detect and surface the most popular tracks and emerging artists. It also brings artists’ music-related Twitter activity front and center: go to their profiles to see which music artists they follow and listen to songs by those artists. And, of course, you can tweet songs right from the app. The songs on Twitter #music currently come from three sources: iTunes, Spotify or Rdio. By default, you will hear previews from iTunes when exploring music in the app. Subscribers to Rdio and Spotify can log in to their accounts to enjoy full tracks that are available in those respective catalogs.
- Android To Reach 1 Billion This Year | Google, Eric Schmidt, Mobiles [The Age] – “Google executive chairman Eric Schmidt predicts there will be more than 1 billion Android smartphones in use by the end of the year.”
- Soda Fountains, Speeding, and Password Sharing [The Chutry Experiment] – Fascinating post about the phenomenon of Netflix and HBO Go password sharing in the US. When a NY Times journalist admitted to this (seemingly mainstream) practice, it provoked a wide-ranging discussion about the ethics and legality of many people pooling resources to buy a single account. Is this theft? Is it illegal (apparently so)? And, of course, Game of Thrones take a centre seat!
- “Welcome to the New Prohibition” [Andy Baio on Vimeo] – Insightful talk from Andy Baio about the devolution of copyright into an enforcement tool and revenue extraction device rather than protecting or further the production of artistic material in any meaningful way. For background to this video see Baio’s posts “No Copyright Intended” and “Kind of Screwed”.
- Instagram Today: 100 Million People [Instagram Blog] – Instagram crosses the 100 million (monthly) user mark.
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