interesting thesis on Facebook and privacy

Game designer Kate Raynes-Goldie just wrote an interesting doctoral thesis that examines Facebook and privacy. Her abstract says:

 

Most academic and journalistic discussions of privacy on Facebook have centred on users, rather than the company behind the site. The result is an overwhelming focus on the perceived shortcomings of users with respect to irresponsible privacy behaviours, rather than an examination of the potential role that Facebook Inc. may have in encouraging such behaviours. Aiming to counterbalance this common technologically deterministic perspective, this thesis deploys a multi-layered ethnographic approach in service of a deep and nuanced analysis of privacy on Facebook. This approach not only looks at both the users and creators of Facebook, it examines Facebook Inc. in the context of historical, cultural and discursive perspectives. Specifically, this thesis details how the company’s privacy policy and design decisions are guided not simply by profit, but by a belief system which which encourages “radical transparency” (Kirkpatrick, 2010) and is at odds with conventional understandings of privacy. In turn, drawing on Fiske’s model of popular culture, users “make do” with the limited privacy choices afforded them by the site, while at the same time attempting to maximise its social utility. As this dynamic demonstrates, Facebook Inc. plays a critical, yet often overlooked role in shaping privacy norms and behaviours through site policies and architecture. Taken together, the layers of this thesis provide greater insight into user behaviour with respect to privacy, and, more broadly, demonstrate the importance of including critical analyses of social media companies in examinations of privacy culture.

Stuff which might be useful for Facebook, social media & privacy researchers

  • In Chapters 3 and 8, I expand on my definition and application of social privacy as distinct from institutional privacy (which I first wrote about in in 2010) — that is, the management of information and disclosure about oneself in the context of one’s friends, acquaintances, co-workers — as an important concept in understanding privacy behaviours and attitudes on Facebook.
  • In Chapters 5, 6 and 7, I provide the origins, manifestations and consequences of the philosophy of Facebook — or what I call “radically transparent sociality,” which essentially explain why Facebook doesn’t want to protect the privacy of its users.
  • Chapter 4 provides a comprehensive chronological overview of Facebook’s history and evolution from 2004 until 2011.
  • Throughout the thesis, particularly in Chapter 8, I show how the idea that youth are privacy unconcerned (sometimes described as the “privacy paradox“) is an oversimplification, and is largely inaccurate.

 

The full text is here.

The three ways technology reaches end users

In this discussion, I suggest that all modern technological breakthroughs that affect normal people might be understood as belonging to one of three models:

First, I acknowledge the ‘normal’ model: publicly funded research yields technological breakthroughs, which are developed into mass-market tools. The selling of the tool generates profit.  The user applies the tools to generate value for himself, not the entity.

Typewriters –> IBM, Selectric
Mobile phones –> Motorola, Sprint
Smartphones –> Apple, Google, Samsung
eBooks –> Amazon
Video games –> EA, Sony, Valve

Second, the ‘fishhook’ model does not generate most of its value from selling the tool.  These entities develop a technology into a ‘fishhook:’ the tool is free, because the entity extracts value from users’ activity: the use of the tool, not the tool, generates the value.  Any free or advertising-supported tool is using the ‘fishhook’ model.

TV –> NBC, Foxtel, Comcast
Ad-supported Kindle –> Amazon
Video –> Youtube
Collaborative Planning –> Google Calendar, etc
Social science –> Facebook, LinkedIn, etc.

The third way are what I call ‘happy accidents’. For example, the personal computer, email, WWW, and torrents were all unharnessed breakthroughs. I argue these were accidents, not the plan, of the large entities that funded their research.  Apple largely failed to exploit the PC revolution with the Apple II. It did not make that mistake the second time with the iPhone.  Many entities today aim to intentionally induce these “accidents”. Free IP, indie media, maker movement, and open-source culture are examples.

I developed this idea during a discussion of consumer media literacy.  If I publish that, I’ll edit this line with a link to it.

I’m looking forward to your reasoned response.

an letter to kids who want to mod minecraft

A smart gamer kid recently emailed me:

> i forgot to say in my last email that it would be epic if you could show me how to make a mod for minecraft!!!

Here’s a public reply, for that kid and all the world of kids like him.

 

Are you a kid who wants to learn how to mod minecraft?

First: IF YOU CAN MOD GAMES, YOU ARE SERIOUSLY AMAZING!   Modding teaches you really important skills: how to program, create art, and work with the biggest, baddest kind of program ever: video games are hardcore.   So, it’s fun to make them, but it could be more than just fun. It could be a big deal if you take it seriously and stick with it.

The bad news is: it’s not easy!  Minecraft wasn’t designed for modding, so the code is confusing and complicated.  I love Minecraft too, but I would NOT suggest learning to mod on it.  Mod some other games first!  I know some way easier games to mod. Here’s 3:

  • If you can build lego, you can mod games with gamestarmechanic.com. By playing this game, you’ll learn to mod, and build your own, simple games – WITHOUT having to learn anything hard at all!  You just drag and drop little guys and blocks and click “play”.  SUPER easy.  What you learn here will help you mod harder games.
  • Once you’ve beaten GameStar Mechanic, you will probably want more controls than just a gravity slider and whatever.  You need a “game engine”.  Here’s two: Construct (www.construct.net) and GameMaker (yoyogames.com). No coding needed, and you can build some seriously fun games, or just mod the ones it comes with.  (but to build more complex games in GameMaker, you can also write code.
  • If you want 3D games, one really powerful game engine with lots of good tutorials is Unity (www.unity3d.com). You can build most kinds of games with Unity.

…but I bet some of you will ignore that list because YOU just want to mod MINECRAFT.  I would have said that when I was 12.  OK, OK!

The tutorial below assumes you know how to program (I call programming “coding”).   So, to learn to code enough to mod Minecraft, do this tutorial: http://www.khanacademy.org/cs/1-welcome-to-codecanvas/882454257   It’s free, fun and easy – no installs or downloads – just watch the videos and code right in the browser.   There’s another site called codeacademy.com which is also great.

OK, so you know how to code a bit.  Here’s how to mod minecraft.

1. install something called MCP (instructions here).

2. do this tutorial. It’s step 4 of a longer tutorial. I skip steps 1-3 because they mainly teach some advanced coding ideas, which are confusing for beginners. In step 4, you make a new kind of dirt block, and see how Minecraft really works.

3. Keep going. There’s lots more tutorials here.  Or, you can continue with the “lightdirt” tutorial:

Don’t give up.  Search around for other mod tutorials if you don’t like this one.  Try youtube “mod minecraft tutorial”

Take your time.  If you can do this tutorial, even if you don’t understand it all, you are seriously amazing.  This is like a full university!

You can do this, as long as you don’t give up.  I learned how to program on my own when I was 12 because i was SO KEEN to mod my favorite game, I NEVER gave up. Even when it was frustrating, I just WANTED to mod SO BADLY – I just kept struggling till one day, it worked! I was awesome.

If you get frustrated with modding Minecraft, don’t feel bad!  Modding can be quick, simple, and really fun (not modding Minecraft! it’s hard, complex, and really fun 🙂 ).  Try GameStar Mechanic.  Try Construct.  WAY easier.

When I was 12, I started with WAY easier games than Minecraft.  I probably would have been too frustrated with Minecraft to finish.  My first games were more like Pac-man.  I did really dumb mods of games (and I didn’t try hard games like Minecraft! I started with easy ones first).  Then I did cooler games.  From there, no one could stop me – and now I get paid to design games – awesome!

Also.  There’s two kinds of mods:  art mods, and real mods.  Art mods (skins, levels) is fun, because you can just click around or paint in Photoshop, but for a game like Minecraft, art mods can’t change how the game WORKS.  If you want to really control the game, you’ll need to code.

I would be so impressed if you learned to program properly.  Programming is the real thing.  If you can write a game, you can write code that controls everything – robots, cars, airplanes, figher jets. You can earn good money.  If you want to really control the world, learn to program.  And, it’s really fun!

-Josh