“I Liked Everything…” Reading Response

Honan intended this article  for Facebook users who are also interested in the science behind their news feeds. Because it is on the website Wired, this article is meant to appeal to people who are interested in the other aspects of the website: technology, business, gaming, and design.

In this article, Honan discusses how algorithms used by Facebook affects what appears in the news feed. He conducted a personal experiment where he liked everything that appeared on his news feed. Rather quickly, his new feed became filled with posts from brands, posts from people left out. When it came to news sites, Honan noticed a trend. The posts were brief, two sentences explaining an event, followed by a query, inviting the reader to like the post. Additionally, as he went on liking things, the news related posts became more extreme. He could only continue this trend for two days before he got sick of all of the nonsense appearing before him.

Honan finds many aspects of the Facebook algorithms troubling. Instead of delivering anything close to unbiased news, Facebook delivers the news it believes we will agree with, or more importantly, click on. Other than news, the posts from sites like Buzzfeed became more and more ridiculous. In writing about this, Honan wants to inform Facebook users about how and why information is presented to them. It may be his hope that with this information, we can make the conscious choice to ignore the garbage and eventually it will no longer show up on our news feeds.

Before this article, I had noticed the very gimmicky nature of many Facebook posts are phrased. This is something that I find disgusting and annoying, and I was glad Honan mentioned it. I found this article fascinating, and it has changed the way I scroll through my Facebook feed. I find it interesting that the majority of updates on my news feed are from bands, since those are the posts I like and click on more. This article made me think about the reason I have a Facebook. The most important part of it is keeping up with the lives of those I don’t speak to on a regular basis. Although I may not “like” everything people post, I’m certainly interested in reading it. However, I also use Facebook to stay updated on bands. When a band posts a new song or a link to a tour, that is something I generally click on. As a result, my news feed becomes more and more filled up with bands. On the other hand, I’m wondering if a part of this is due to the fact that most of my friends do not post very much on Facebook, leading to their absence from my news feed.

 

Response to “I Liked Everything on Facebook for Two Days.”

Mat Honan’s article “I Liked Everything I Saw on Facebook for Two Days. Here’s What It Did to Me,” is an experiment in manipulating the content Facebook decides to show on the Newsfeed. Honan’s argument is that the Facebook Newsfeed is created to sell things to its user by appealing to their interests. In other words, Facebook and its advertisers have a profit-driven incentive to insulate the Newsfeed by only showing the user content that they agree with.

The article’s audience is ostensibly Facebook-users in general. However, give that it is published on Wired.com, I think it’s mainly targeted towards men in their late 20s and 30s; a quick scan of the site’s top stories reveals an interesting combination of articles about video games, international news, and public schools and children. Honan’s piece treads the line between entertainment and serious discussion, examining the social implications of Facebook’s algorithms while poking fun at some of the mindless content circulated over Facebook. For example, Honan warns that “we set up our political and social filter bubbles and they reinforce themselves,” something he believes can lead to extreme beliefs and an inability to interact with people who don’t share our views. I think Honan’s goal with this article was to make people more mindful of how the content on their Newsfeed is constructed.

One thing I especially enjoyed about Honan’s commentary is when he calls out the “sensational garbage” all over Facebook Newsfeeds: quizzes like “Which Titanic Character Are You?” and articles like “Katy Perry’s Backup Dancer Is the Man Candy You Deserve” that content mills like Buzzfeed and Upworthy churn out constantly. As someone who enjoys talking about pop culture, I really dislike seeing articles like those on my Newsfeed. To me they are exemplary of the worst way to talk about pop culture because they’re not challenging or productive, and ultimately boring in their sameness. After reading this article, I would like to know if it’s possible to curate “likes” on Facebook to get a good Newsfeed. Is there any way to encourage Facebook to display content that appeals to the user’s interests without isolating them from opinions different from their own? Should we even look to Facebook as a source for news and new perspectives?

Three Quarters of Whites Don’t Have Any Non-White Friends

This article by Christopher Ingraham discusses the racial divide between races and their social groups. Based on research conducted by the Public Religion Research Institute (PRRI), in a scenario where an American has 100 friends, an average white American has 91 white friends and 1 black friend, while an average black American has 83 black friends and 8 white friends. Ingraham uses these statistics as well as others compiled by PRRI to explain why this occurs and how it contributes to the racial divide on responses to racial events such as Ferguson. Ingraham speaks to the whole American population with a goal to inform them of this trend and force them to see how this impacts their daily lives.

I found this article astonishing. It was very surprising to learn the lack of diversity that exists in average American’s friend group, both white and black. I think mostly because I have grown up with so much diversity around that I never really noticed. It was mind boggling that 75% of white Americans only have white friends. However, after reading the article and thinking back to high school, I could definitely recall friend groups that existed that were 100% white, and it began to make sense on why some of them react a certain way when a racial issue arises. I could also reason to why some white Americans may only have white friends. Location plays a huge role. It is hard for a person to have diverse friends when they do not live in an diverse areas, and there are places in the US where little to black people reside there.

I am often the only black person in my friend circles, and during social injustice movements is often where I feel the disconnect. In most cases, many whites do not see the racial issue in these situations. They see it as playing the “race card.” They do not see the events are something racially driven, which I now understand because they have no experience or history. They have not been exposed to it. That is the problem with many movements driven by minorites. The majorities that such it down as not a problem have never experienced it or witnessed it. Therefore, do not believe it to be a problem. When Ferguson happened, my Twitter feed had never been so divided. They were people angered by the police’s action, wanting to join the protestors, and starting their own protests. While I noticed other people I followed, majority white, tweeting about how it was not a race issue. I even remember someone saying that Michael Brown was a “thug” who “deserved it.” it shows how lack of culture and diversity can close a person mind in order to only view it in one light. This article definitely touched at that. So my question would be how do we fix it?

How do we fix the lack of diversity in social groups? How do we open up the minds to those who have not experienced or witness discrimination to realize that it is a real problem? How do we create less of a divide in responses to human injustices?

 

Heroes and Villains

My twine game is titled, “Heroes and Villains”, and can be found at: http://philome.la/C_Kay_P/heroes-and-villains/play

Originally, my twine game’s concept was about a girl named Lucy branching out from her previous identity and becoming the hero. In the end, I added a few elements to make the story more interesting. I really wanted to incorporate elements from the class, while making it enjoyable and meaningful.

The story is pretty simple. It follows the story of Lucy, a girl from Georgia, that sees an old man crying. You could either follow the story of her ignoring the man and going to the mall, or her helping the man save his wife Lorraine from the ice king in the land of Chillings. Towards the end, you could also follow the story line of Lucy saving the ice king and teaching him how to change his ways. The overall goal of the game was to save Lorraine from the ice king. There were a few different possible outcomes. In terms of constraints, the only way to really win the game was to accept Lucy’s role as a hero–but a hero that also could use help from others to reach her goal.

When I made this game, I was trying to get my audience to see that women are often seen as incapable of being the hero or being brave. And also, the “villain” is often perceived as incapable of change. The alternate ending of Lucy saving the ice king shows that even the villain can have a happy ending. I think it’s important for people to realize that gender shouldn’t matter when looking at heroes. Women shouldn’t be labeled as weak and always in need of a male. I wanted to achieve a twist in what people usually expect from a heroes tale to show that games can be more diverse and still fun.

It connects with what we’ve discussed in class because it incorporates ideas of a women taking the role of what men are usually stereotyped to be. Women are usually seen as the “damsel in distress.” Like we learned from Sarkeesian in her Ted talk, this trope victimizes women and makes them seem as if they depend on men. In my game, I had Lucy be the hero that saves another women and possibly the fate of a man (if you chose that option in the game). Robert was dependent on Lucy to save his wife, which is different from most games. For example, Mario’s goal is to save Peach. This damsel in distress trope is a recurring issue, and I tried to mix things up a bit by going against this stereotype.

I think I succeeded in that I showed that women do not always need to be stereotyped as weak and that men aren’t always so strong–they need help at times too. The final product of my game is definitely better than my first draft because I initially had no idea how to use twine to make it more creative. I was able to have different storylines, add pictures, and change the colors in my game. The same idea was there, but I definitely made it more enjoyable to play while keeping the message intact.

Dining with Asia

http://philome.la/Amina8mazhar/dining-with-asia

The concept of my Twine game is pretty simple and straightforward. It’s based on stereotyping and it’s affects on interactions between various individuals. I wanted it to reflect how people think of others, based on real life stereotypes, but nothing that would offend anyone’s race or personal beliefs. I was going to base the situation portrayed in my game on religion but decided against it, because I didn’t want anything too controversial portrayed in the class. I decided on a more simplistic stereotype that I believe anyone in the class could relate to or believe in.

The plot of the game follows a woman who goes out to dinner with one of her friends named Fabio. Fabio tells her that he also invited one of his other friends to have dinner with them as well, who the main character has never met before. When the woman meets Fabio’s friend, Asia, she finds out that she works for the fashion industry and styles outfits for celebrities. The separate paths follow whether you like Asia based on what your beliefs are. You judge Asia based on the stereotypes of people in the fashion industry but end up being wrong about who she is as an individual.

I wanted people to understand how everyone stereotypes and judges others whether it be intentional or not. It somewhat comes naturally to us as humans to judge others on how they look or how we perceive the way they’re acting in front of us even when we don’t know them. This idea relates to what we discussed in the first lecture of this class regarding cultural operating systems. This system revolves around what people do based on the culture around them. If this norm is broken, you can be judged or stereotyped.

We talk a lot about gender in this class, which stereotypes can also play a big role in. Girls and boys are expected to act and talk in specific manors. The culture surrounding us teaches us what is expected out of different genders. However, not all girls act the same and not all boys act the same. Thus, this stereotype causes many problems for those individuals who are considered outside of the ‘norm.’ My game somewhat has this stereotype mixed in by portraying a ‘typical’ girl who loves makeup and fashion.

I believe that I developed a simple story in which stereotyping occurs. The type of situation portrayed could occur in many peoples’ lives, which makes it relatable and easy to understand. I believe that it relates to the topics we learn in class, and that it teaches people to think twice before intentionally stereotyping. Overall, I feel like I could have made the game more impactful. However, it did get my point across that everyone stereotypes whether it’s intentional or not.

Strange Crash

My game is titled “Strange Crash” and can be found at http://philome.la/chanman_80/strange-crash

             When I was creating this game I was simply trying to create a game that had a large entertainment value.  My first idea in regards to creating a game that would be entertaining was a mixture of action, drama, and a little bit of comedy.  I was attempting to make sure that whoever played the game would have a good experience.  The method that I chose to use in order to accomplish this goal was by adding a significant amount of plot twists and surprises that would be otherwise completely unexpected if the player hadn’t already experienced the gameplay previously.

During the design process I had nothing in mind in terms of meaning or connecting the subject matter to what we had read about and discussed in class; I simply wished to create something that I would find enjoyable.  However, after I had designed it, I realized that it did in fact relate to topics that we had discussed in class.  In creating a game that was appealing to myself, a white teenage male, I had created a game where a male character partakes in gender typical activities such as shooting a gun and killing people.  In addition to this I had failed to include any female characters in my game.  So, without even realizing it, I had participated in this gender excluding world that gaming has turned into.  I didn’t even realize that I had done this until another person pointed it out to me.  I can now see firsthand how easy it was for the gaming industry to end up in the place it is in today.  With the deficit of females in technical fields it isn’t hard to believe that big gaming companies make the same mistakes that I made as the predominantly straight white males are designing games that they believe that they will also enjoy.  So not only did my project end up directly connecting to the class discussion and readings, but I was also able to experience firsthand the experiences that we discussed.

As I had previously noted, my goal in creating this game was to develop an enjoyable experience that would provide excitement to those that play it.  In that aspect I believe that I was successful.  In terms of tying it into what we had talked about in class initially I had believed that I was unsuccessful however after discussion with others and some personal reflection I was able to determine that I had unknowingly interwoven class topics into this experience.  Also I believe that I was very successful from a technical aspect because everything worked and I was able to implement both HTML and CSS additions as I included the links from page to page, images, and changed the background and text color.  All of this technical addendums worked to enhance the overall experience.

Twine: The Dating Game

The Dating Game

The concept behind my Twine game is dating in college. The players play as a college girl named Sophie, who is trying to live an uncomplicated life this semester and focus on school, and boys seem to be the thing that complicates her life the most. The point of the game is not let the male characters that enter your life add drama and unnecessary complications. The idea of the game came from brainstorming with two of my girl friends. I was trying to develop a game that had a story line that would be appealing and not to confusing to implement. I attempted to create a lighthearted experience that all could relate to an enjoy because although from the female perspective, male players get one side of what girls experience in the dating.

I had many people play my game, both male and female. Almost all the female players loved the game. They became really invested and wanted to see where the storyline and their choices would lead them. Some claimed it to be just like their lives and others saw it as something they wanted to happen to them. It really appealed to their desires and interests. This fact relates to one of the first readings we did for this class, Rise of the Zinesters by Anna Anthropy. Anthropy discusses the need for more diverse games that appeal to the increasingly diverse gaming community. One of the solutions she suggested was for these diverse yet underrepresented parties to begin to create their own games that they would be interested in playing and other with similar interest would also enjoy the game too. I thoroughly enjoyed creating my game, and much like Anthropy said, many other people who had the same interests as me also enjoyed my game because it was something that related to them, which lacks in the video gaming world for minorities such as women and those part of the LGBT community.

On the other hand, the male players who played my game, although they said they did enjoy it, they also claimed it made them feel as though all guys were predators. It was a interesting perspective presented to me because on one hand, girls seemed to love both male characters, yet guys saw them in a negative view. It was reverse of what has been happening in the gaming community now. With #GamerGate, women do not enjoy the female representation in games – how they are either overly sexual or serve as only a person who needs to be saved. However, many male players see no wrong with the female characters and in some cases, enjoy it.

I feel as though I was successful in executing my game and properly conveying my ideas and goals. The process was definitely a lot more time consuming than I realized, but I actually enjoyed it when I did not have other assignments to stress about. However, I did cut out many other possible plot lines because of time.

Road to l0vE?

You can play my game Road to l0vE? here at http://philome.la/paulaw_dcc/road-to-l0ve.

I thought that this project was very interesting to make. Initially, I had a very hard time thinking of what I was going to make my game about. I heard some ideas from others in the class. I really like the idea of a reversal of genders in classic movie like the “The Lion King” that someone had mentioned before. I started brainstorming with some people, and they asked me what kind of game I would like to play. This started me thinking. I enjoy adventures which got me excited about spring break. My first spring break is coming up, so I thought that I could make this story interesting and fun. My game is about a college freshman named Alicia, who goes on a road trip from DC to California with her friend and her crush, Liam. Originally, I wanted to make the game about perceptions and how the guys and girls in the game viewed things differently. However, I was never able to make the guy’s perception because first, I don’t really know how guys think, and second because of time. After figuring this out, I wanted the main character to be girl.  Since girls often struggle with discovering their independence or their desire for love in their life, I wanted to make a game that displayed this view of women. Typically, women are viewed as fragile objects who are obsessed with boys. I emphasized this view of women in my game by making Alicia either end up in tears without Liam or with a possible relationship with him. However, Alicia is trying to find her own independence evident in the rebellious trip against her parent’s wishes. Alicia needs to make her own decisions whether to choose Liam or continue the road trip without his love.

I wouldn’t say I succeeded because I never finished everything I wanted to. However, I am satisfied with the end product. I like the story because of the fun element and the reality that Alicia faces. Most of the girls that played my game were very interested and had a lot of fun with the story. They could relate to some part of the story which I liked. I wanted to have the guys who played the game to have an insight into the struggles of a life a girl goes through. The guys who played also got very into the game, becoming happy that they got the happy ending with Liam or mortified at the ending without Liam.

Let’s go for a swim!, Game and Reflection

You can play my game at http://philome.la/Eyeagz/lets-go-for-a-swim !

My game is about a mermaid who is on her way somewhere in the ocean. As she swims through the sea, she is forced to interact with cat-calling mermen. The goal of the game is to get to the mermaid’s destination, which could be a coral reef, Poseidon’s castle, a sandbar, or the ocean floor, depending on the player’s choice. As far as possibilities and constraints, the player has the option to appease, ignore, or confront the cat-callers, but is not able to win the game if they choose to appease the cat-callers. I wanted the game to be understanding of how talking back is not always an option because sometimes you don’t feel safe doing it or you just don’t have the energy to confront street harassers; however, I wanted to discourage the player from appeasing the cat-callers. The concept for the game was for it to work as an exercise in empathy for people who do not experience cat-calling and as a rehearsal for possible things to do when cat-called.

In our class discussions we talked about forms of harassment other than street harassment. Our discussion about Gamergate, for example, looked at women like Anita Sarkeesian’s experience with harassment over the Internet. While the street harassment in my game never reaches a very threatening point, in the real world it can be much worse.

I think my game was successful in communicating some of the frustrations cat-calling can pose to women and how those situations can affect how they feel about themselves. For example, the main character feels good about herself when she confronts her cat-callers. If I were to continue working on the game, I would like to add more interactions with the cat-callers that explore how those situations affect the character’s feelings about herself. Other interactions with the cat-calling mermen I might add include having the main character give the mermen a fake number, which always kind of makes me feel guilty and embarrassed, or having the mermen follow the main character or act aggressively and looking at the feelings of fear and panic that come with that. I would also like to add more creative ways to stand up to a cat-caller; the player sometimes has the option to make weird faces at the cat-caller when they are asked to smile, but I’m sure I could think of many other ways to subvert a cat-calling situation and make the harassers feel uncomfortable. I think adding more interactions could make the game more useful both as an exercise in empathy and as a rehearsal for what to do when cat-called.

Thoughts of School, link and reflection

My game is Thoughts of School.

Don’t read my reflection unless you’ve played the game or don’t care for spoilers.

 

On the day where the class was making our first Twine game, I presented the idea of someone being in a dream without realizing it. I had just thought of it on the spot, but then I thought it would make a decently interesting game. As for the theme of the dream, I could have made it a fantasy world, but instead I decided to make it about a college student reflecting back on high school. It would be easier to construct a narrative on a somewhat similar personal experience.

For me, high school was overall an enjoyable time, but it was also filled with a lot of regrets. There were some things I wish I had done, and both good and bad memories revisit me whenever I’m sitting alone. I use the in-game dream as a way for the character to sort of “set things right” within his or her mind, even though it’s all in the past. There are some choices within the game that don’t affect the ending, but are meant to be significant within the player’s mind instead. I based the setting very loosely around my own experience, although I tried to give the player a good variety of choices while sticking to the main messages.

The main theme of my game was self-reflection and improvement. I wanted the player to possibly think about his or her own past, remember any possible good times, and reflect on what more could have been said or done. Dreams can’t change anything about the past, but the thought alone could change what’s to come. From the feedback in class, it seems like I was successful in immersing the player within the experience, although I know that not every student had as good of a time in high school. As for the self-improvement aspect, either that was just missed, or people focused more on the immersion and didn’t think too much about it. It was a pretty short segment compared to the rest of the game, so maybe it’s to be expected. Though not everything can reach the audience, I’m happy if people enjoy playing the game.

In terms of connecting to in-class readings, I put in the second part of the Duel Monsters scenario to encourage the player to be more inviting of new people. One of the recurring ideas within our readings is that much of the video game community is reportedly hostile to female gamers, to LGBT gamers, and to the games that appeal to those people. Within my game, it’s happier for everyone if the player invites the unknown girl to play Duel Monsters with them. The scenario is not blatant about the choice’s significance; it just mentally rewards the player for making the better choice.