Online Culture & Behaviour Unit Guide_2014_final

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UNIT
 GUIDE
 2014/15
 

 


 

 
Dr.
 Anna
 Feigenbaum
 (unit
 leader)
 [email protected]
 
Dr.
 Laura
 Bunt-­‐MacRury
 [email protected]
 
&
 Philip
 Wilkinson
 [email protected]
 

Online Culture and Behaviour

Tutors:
 

Online Culture and Behaviour – Unit Guide

INTRODUCTION
 
This
 guide
 sets
 out
 the
 aims
 and
 structure
 of
 the
 unit,
 outlines
 the
 lecture
 and
 seminar
 programme
 and
 
contains
 suggested
 reading.
 The
 unit
 guide
 is
 designed
 to
 help
 you
 to
 plan
 your
 study
 in
 this
 subject.
 However,
 
the
 topics
 covered
 cannot
 be
 a
 comprehensive
 review
 of
 all
 aspects
 of
 online
 culture
 and
 behaviour,
 so
 try
 to
 
read
 and
 think
 widely
 and
 don’t
 be
 afraid
 to
 bring
 other
 perspecLves
 into
 the
 lectures
 and
 seminars.
 
 
We
 suggest
 that
 you
 read
 through
 this
 guide
 at
 the
 start
 of
 the
 unit.
 In
 parLcular
 you
 should
 consider
 the
 
lecture
 and
 seminar
 programme.
 You
 might
 also
 think
 about
 which
 books
 to
 buy
 (if
 any)
 and
 you
 might
 obtain
 
other
 interesLng
 arLcles
 at
 the
 start
 of
 the
 unit.
 Perhaps
 more
 importantly,
 you
 will
 benefit
 from
 consul;ng
 
this
 guide
 each
 week.
 

Online
 Culture
 and
 Behaviour
 –
 Unit
 Overview
 

9:00-­‐10:00

Monday

Tuesday

SEMINAR
 W403

SEMINAR
 W403

Wednesday

LECTURE
 BARNES

10:00-­‐11:00
11:00-­‐12:00
12:00-­‐13:00
13:00-­‐14:00

2
 

SEMINAR
 W403
SEMINAR
 W403

Thursday

Friday

Online Culture and Behaviour – Unit Guide

Wee
k
 no.

Seminar
 Dates

Seminar
 Task

Tutor

Lecture
 
Dates

Lecture
 Topic

Lecturer

1

29th
 Sep,
 30th
 
Sep,
 1st
 Oct

Intro
 acLvity
 &
 
Team
 formaLon

Anna

2nd
 Oct

Unit
 introducLon
 -­‐
 
 From
 
techno-­‐utopias
 to
 digital
 
dystopias
 

Anna,
 Laura,
 
Phil

2

6th
 Oct,
 7th
 
Oct,
 8th
 Oct

Media
 Futures

Anna

9th
 Oct

Approaches
 to
 Researching
 
Online
 Culture
 and
 
Behaviour
 
 
**Assessment
 Briefs**

Laura
 &
 Anna

3

13th
 Oct,
 14th
 
Oct,
 15th
 Oct

Essay
 WriLng
 
Workshop
 &
 
Online
 Research
 
Methods

Laura

16th
 Oct

User
 experience
 and
 web
 
design

Phil
 

4

20th
 Oct,
 21st
 
Oct,
 22nd
 Oct

RNLI
 Online
 Audit
 

Phil

23rd
 Oct
 

Netnography
 for
 Audience
 
and
 Consumer
 Research

Laura
 

5

27th
 Oct,
 28th
 
Oct,
 29th
 Oct

Netnography
 of
 
 
RNLI

Laura

30th
 Oct
 

Individual
 Essay
 Tutorials
 –
 bring
 essay
 
outlines
 for
 feedback
 
Anna,
 Laura,
 Phil

Reading
 Week
6

10th
 Nov,
 11th
 
Nov,
 12th
 Nov

Film
 Screenings

Anna

13th
 Nov


 Understanding
 
collaboraLon
 online
 
 
**Individual
 Essay
 Due**
 
 
 

Phil
 

7

17th
 Nov,
 18th
 
Nov,
 19th
 Nov

Online
 
CollaboraLon
 

Phil

20th
 Nov

Online
 gaming
 and
 play
 

Phil

8

24th
 Nov,
 25th
  Online
 Gaming
 
Nov,
 26th
 Nov

Phil

27th
 Nov

The
 Ethics
 of
 Algorithms
 
and
 Big
 Data

Anna

9

1st
 Dec,
 
 
2nd
 Dec,
 3rd
 
Dec

The
 Ethics
 of
 
Algorithms

Anna

4th
 Dec

Digital
 InLmacies
 &
 
Sexuality

Laura

10

8th
 Dec,
 9th
 
Dec,
 10th
 Dec

Digital
 InLmacies
 
and
 Sexuality

Laura

11th
 Dec

Group
 Tutorials
 –
 bring
 project
 proposals
 for
 
feedback
 
Anna,
 Laura,
 Phil

11

5th
 Jan,
 6th
 Jan,
 
7th
 Jan

**Group
 
Presenta;ons**
 

Anna,
 Phil

8th
 Jan

**Group
 
Presenta;ons**
 

Anna,
 Phil

12

12th
 Jan,
 13th
 
Jan,
 14th
 Jan

**Group
 
Presenta;ons**
 

Anna,
 
Laura

15th
 Jan

**Group
 
Presenta;ons**
 

Anna,
 Laura

21st
 Jan
 Final
 Project
 Report
 hand
 in

3
 

Online Culture and Behaviour – Unit Guide

UNIT
 AIMS
 
To
 allow
 students
 to
 further
 explore
 online
 culture
 and
 behaviour
 and
 use
 this
 knowledge
 to
 support
 
communicaLon
 and
 markeLng
 acLvity.
 The
 course
 will
 consider
 emerging
 aspects
 of
 online
 behaviour
 and
 
culture
 and
 examine
 ways
 in
 which
 organisaLons
 might
 respond.
 As
 a
 result
 students
 will
 develop
 specialist
 
skills
 in
 researching
 online
 behaviours
 and
 in
 managing
 online
 communicaLons
 strategies
 and
 campaigns.
 
 

UNIT
 INTENDED
 LEARNING
 OUTCOMES
 
Having
 completed
 this
 unit
 the
 student
 is
 expected
 to:
 
 
1. Demonstrate
 a
 good
 understanding
 of
 industry
 and
 academic
 research
 and
 debates
 related
 to
 online
 
media
 culture,
 behaviour
 and
 communicaLon;
 
2. Have
 experience
 of
 using
 contemporary
 interacLve
 media;
 
3. Be
 able
 to
 formulate
 strategies
 for
 applying
 specialist
 techniques
 to
 research
 and
 understand
 online
 
cultures
 and
 behaviours;
 
4. Understand
 ways
 of
 developing
 and
 evaluaLng
 the
 success
 of
 online
 communicaLon
 strategies
 based
 
on
 insights
 into
 cultures
 and
 behaviours.
 
Required
 Texts
 
Each
 week
 there
 will
 be
 required
 readings
 that
 the
 lectures
 and
 seminar
 acLviLes
 will
 refer
 to,
 as
 well
 as
 
suggested
 further
 reading
 to
 help
 with
 your
 assessments.
 While
 there
 is
 no
 single
 textbook,
 The
 Routledge
 
Companion
 to
 Digital
 ConsumpLon
 is
 an
 excellent
 starLng
 place
 on
 the
 issues
 we
 will
 cover
 in
 the
 unit.
 
 


Russell
 W.
 Belk
 and
 Rosa
 Llamas
 (eds.)
 (2013)
 The
 Routledge
 Companion
 to
 Digital
 Consump4on,
 
Routledge
 -­‐
 first
 chapters
 free
 as
 an
 ebook:
 hgp://books.google.co.uk/books?
id=EU8bWkejda0C&lpg=PA1919&pg=PA1919#v=onepage&q&f=false)
 
à
 Available
 in
 full
 as
 an
 ebook
 from
 BU
 

With
 such
 rapid
 developments
 taking
 place
 you
 will
 benefit
 from
 reading
 recent
 publicaLons
 in
 academic
 and
 
professional
 journals,
 and
 following
 online
 sources.
 Throughout
 the
 unit
 you
 will
 be
 asked
 to
 think
 about
 online
 
culture
 in
 general
 and
 then
 consider
 how
 these
 ideas
 might
 apply
 to
 markeLng,
 adverLsing
 and
 PR.
 Whereas
 
your
 level
 I
 unit
 was
 all
 about
 ‘industry
 pracLce’
 in
 digital
 communicaLon,
 with
 this
 unit
 you
 are
 trying
 to
 move
 
away
 from
 what
 industry
 currently
 does
 and
 think
 about
 why
 it
 does
 this
 (criLcal
 approaches)
 and
 more
 
important,
 what
 other
 things
 might
 be
 done.
 
 
 
Using
 Online
 Materials
 
Consider
 semng
 up
 alerts
 for
 interacLve
 media-­‐related
 issues
 from
 the
 abstracLng
 services
 that
 the
 University
 
subscribes
 to
 and
 set
 up
 an
 RSS
 reader
 (like
 feedly)
 for
 news.
 There
 is
 also
 a
 growing
 business
 in
 easy
 reading
 
books
 about
 markeLng
 and
 the
 web.
 Try
 searching
 Amazon
 for
 some.
 They
 have
 Ltles
 like
 ‘ The
 Long
 Tail’,
 
‘Wikinomics’,
 or
 
 ‘Wisdom
 of
 Crowds’,
 ‘Crowdsourcing’,
 ‘Here
 Comes
 Everyone’,
 and
 ‘Small
 is
 the
 new
 big’.
 Give
 
one
 a
 go
 and
 see
 what
 you
 think.
 Are
 they
 helpful,
 or
 just
 fad
 wriLng
 for
 internaLonal
 business
 travelers
 to
 
read
 on
 the
 plane?
 These
 are
 some
 peer-­‐reviewed
 academic
 journals
 that
 focus
 on
 online
 culture
 and
 
behavior:
 
hgp://jcmc.indiana.edu/
 
hgp://www.jiad.org/
 
hgp://nms.sagepub.com/
 
hgp://con.sagepub.com/
 
We
 will
 recommend
 reading
 to
 you,
 but
 it
 is
 beger
 that
 you
 try
 to
 find
 your
 own
 material
 and
 bring
 that
 to
 the
 
debates
 in
 seminars
 and
 in
 your
 essays.
 
 
Here
 are
 some
 more
 sites
 worth
 going
 back
 to
 from
 Lme
 to
 Lme:
 
hgp://www.jiad.org/
 
hgp://www.theregister.co.uk/
 
hgp://slashdot.org/
 
4
 

Online Culture and Behaviour – Unit Guide

hgp://www.stumbleupon.com/
 
hgp://news.bbc.co.uk/1/hi/programmes/click_online/
 
hgp://www.iabuk.net/en/1/home.html
 
hgp://www.theidm.com/
 
hgp://blogs.forrester.com/markeLng/
 
hgp://www.imediaconnecLon.com/
 
hgp://www.nma.co.uk/
 
hgp://www.imaawards.co.uk/Results.aspx?Year=2008
 
hgp://searchenginewatch.com/
 
hgp://www.viralblog.com/about/
 
hgp://mashable.com/
 
hgp://www2000.ogsm.vanderbilt.edu/research_papers.htm
 
hgp://knowyourmeme.com/
 

 


 

Assessment
 
There
 are
 2
 assessments
 for
 this
 unit
 (see
 separate
 assignment
 briefing
 sheets).
 You
 need
 to
 pass
 both
 (see
 
your
 course
 handbook
 for
 the
 full
 assessment
 regulaLons).
 
Individual
 Essay
 
 

2,500
 words,
 50%
 unit
 marks.
 
 
You
 will
 write
 a
 criLcal
 response
 essay
 on
 one
 of
 the
 topics
 provided.
 See
 this
 as
 an
 opportunity
 to
 
research
 a
 topic
 that
 interests
 you
 and
 to
 develop
 an
 informed
 posiLon
 on
 it.
 Your
 essay
 must
 engage
 
with
 academic,
 as
 well
 as
 industry
 publicaLons.
 You
 will
 be
 rewarded
 for
 YOUR
 insights
 and
 
arguments
 even
 if
 they
 are
 very
 different
 from
 what
 we
 will
 present
 in
 lectures
 and
 seminars.
 So
 
make
 sure
 that
 your
 work
 represents
 what
 you
 think
 (based
 on
 sound
 argumentaLon).
 Think
 of
 the
 
first
 two
 learning
 objecLves
 when
 you
 consider
 this
 assignment.
 
Group
 Project
 
 
2,500
 words,
 50%
 unit
 marks.
 
 
You
 will
 pitch
 for
 interacLve
 media
 work
 based
 on
 your
 understandings
 of
 online
 culture
 and
 behavior.
 See
 this
 
as
 a
 chance
 to
 apply
 what
 you
 are
 learning
 about
 online
 culture
 to
 real
 (and
 live)
 business
 problems.
 Again,
 be
 
criLcal
 in
 your
 approach
 and
 try
 to
 be
 innovaLve.
 It’s
 not
 enough
 to
 argue
 that
 ‘everyone
 else
 does
 this’,
 even
 if
 
that
 ‘everyone
 else’
 is
 good
 industry
 pracLce
 gained
 from
 industry
 experience.
 Really
 try
 to
 add
 value
 by
 being
 
creaLve
 and
 insighqul.
 Remember
 that
 in
 your
 analysis
 of
 the
 company
 you
 might
 draw
 from
 many
 other
 units
 
that
 you
 have
 studied.
 Think
 of
 the
 last
 two
 learning
 objecLves
 when
 you
 consider
 this
 assignment.
 
NOTICE
 BOARD
 
N.B.
 You
 have
 a
 fixed
 seminar
 Lme.
 Please
 come
 to
 your
 seminar
 unless
 you
 have
 asked
 to
 come
 to
 a
 different
 
one
 in
 advance
 (for
 example
 because
 of
 a
 doctor’s
 appointment).
 
 
N.B.
 Email
 is
 not
 a
 good
 medium
 for
 discussion
 of
 complex
 issues.
 If
 you
 email,
 do
 so
 with
 queries
 than
 can
 be
 
answered
 simply.
 We
 are
 happy
 to
 set
 up
 face-­‐to-­‐face
 meeLngs
 with
 you
 and
 there
 will
 also
 be
 scheduled
 
tutorial
 Lmes
 for
 each
 assessment.
 
 
 
N.B.
 Try
 to
 get
 into
 the
 habit
 of
 reading
 every
 week,
 but
 also
 make
 notes
 of
 those
 aspects
 of
 the
 course
 that
 
parLcularly
 interest
 you.
 The
 reading
 lists
 we
 provide
 offer
 a
 variety
 of
 perspecLves.
 
 
N.B.
 Make
 sure
 that
 you
 are
 present
 for
 the
 group
 presentaLon.
 If
 you
 are
 absent
 without
 acceptable
 
miLgaLng
 circumstances
 you
 may
 fail
 this
 unit
 (just
 as
 if
 you
 failed
 to
 turn
 up
 for
 an
 exam)
 and
 you
 may
 also
 
significantly
 damage
 your
 team’s
 performance.
 
 

5
 

Online Culture and Behaviour – Unit Guide

N.B.
 Do
 not
 rely
 on
 tutors
 being
 available
 over
 Christmas
 to
 answer
 quesLons
 about
 the
 group
 presentaLon.
 
Remember,
 tutorials
 and
 advice
 by
 email
 or
 phone
 is
 only
 available
 during
 term
 ;me.
 

6
 

Online Culture and Behaviour – Unit Guide

Weekly
 Schedule
 
➔ Check
 your
 emails
 and
 MyBU
 for
 informaLon
 regularly.
 
 
➔ In
 most
 cases,
 seminars
 will
 be
 on
 the
 topic
 of
 the
 previous
 week’s
 lecture.
 

Week
 1
 
 
Workshop
 Task
 –
 Unit
 Introduc;on
 and
 Group
 Forma;on:
 
 
In
 seminar
 you
 will
 parLcipate
 in
 a
 self-­‐survey
 to
 criLcally
 reflect
 on
 your
 own
 online
 culture
 and
 behaviour.
 
This
 will
 be
 accompanied
 by
 a
 group
 task
 asking
 you
 to
 think
 about
 surveys
 and
 self-­‐assessments
 online.
 
 

Lecture
 A
 –
 Unit
 Introduc;on
 
This
 introductory
 lecture
 will
 go
 over
 the
 structure
 of
 the
 unit
 and
 the
 main
 quesLons
 we
 seek
 to
 raise
 and
 
discuss
 together.
 You
 will
 become
 familiar
 with
 the
 terms
 ‘online
 culture’
 and
 ‘online
 behaviour’,
 looking
 at
 
their
 history
 and
 relaLon
 to
 more
 contemporary
 noLon
 of
 social
 media.
 We
 will
 discuss
 how
 the
 unit
 relates
 to
 
AdverLsing,
 MarkeLng
 and
 PR,
 poinLng
 you
 towards
 key
 resources
 specific
 to
 your
 fields
 of
 interest.
 
Leaning
 Outcomes:
 
• To
 understand
 the
 conceptual
 categories
 of
 online
 culture
 and
 online
 behaviour
 
• To
 idenLfy
 key
 online
 sources
 that
 you
 can
 draw
 from
 throughout
 the
 unit
 
Required
 Readings:
 
From
 The
 Routledge
 Companion
 to
 Digital
 Consump4on-­‐
 Read
 online
 
1. Rosa
 Llamas
 and
 Russell
 Belk
 ‘Living
 in
 a
 Digital
 World’
 (chapter
 1)
 
2. Donna
 L.
 Hoffman,
 Thoms
 P.
 Novak
 and
 Randy
 Stein
 ‘ The
 digital
 consumer’
 (chapter
 3)
 
3. Technological
 Determinism
 vs
 Social
 ConstrucLon
 of
 Technology
 (2009
 CommunicaLonista)
 hgp://
communicaLonista.wordpress.com/2009/12/16/technological-­‐determinism-­‐vs-­‐social-­‐construcLon-­‐of-­‐
technology/
 
Further
 Reading:
 
1. Lievrouw
 A
 &
 Livingstone,
 S
 (2006),
 The
 handbook
 of
 new
 media,
 Sage
 
2. Shields,
 R
 (2003),
 The
 Virtual,
 Routledge,
 New
 York
 
3. Scholz,
 T,
 (2013)
 Digital
 Labor,
 Routledge,
 New
 York
 
4. Kozinets,
  R
  (2008),
  Technology/Ideology:
  How
  Ideological
  Fields
  Influence
  Consumers’
  Technology
 
NarraLves,
 Journal
 of
 Consumer
 Research,
 Vol
 34,
 April
 
 
5. Eccleson
 P,
 (1999),
 ‘An
 overview
 of
 the
 Internet’,
 Interac4ve
 Marke4ng,
 Vol
 1,
 No
 1,
 pp68-­‐75
 

Lecture
 B
 –
 From
 Techno-­‐utopias
 to
 Digital
 Dystopias
 
While
 some
 people
 argue
 that
 new
 online
 media
 technologies
 will
 bring
 happiness
 to
 everyone,
 others
 see
 
them
 as
 a
 decline
 of
 civilisaLon.
 In
 this
 lecture
 we
 will
 introduce
 contemporary
 debates
 about
 online
 
technology
 and
 culture,
 pumng
 them
 into
 some
 historical
 context.
 Here
 we
 will
 consider
 technological
 
determinism
 and
 social
 determinism.
 We
 will
 look
 at
 the
 depicLon
 of
 present
 and
 possible
 future
 online
 media
 
in
 cultural
 texts
 (films,
 novels,
 television)
 as
 a
 means
 of
 exploring
 what
 our
 technological
 futures
 might
 hold.
 
Through
 this
 lens
 we
 will
 consider
 the
 implicaLons
 of
 future
 technologies
 for
 changes
 in
 adverLsing,
 markeLng
 
and
 PR
 communicaLon
 pracLces.
 
 
Learning
 Outcomes
 
• Understand
 the
 basic
 differences
 between
 social
 construcLon
 and
 technological
 determinism.
 
• Consider
 how
 pracLces
 may
 change
 in
 the
 future
 as
 digital
 technologies
 develop
 and
 think
 about
 
potenLal
 implicaLons
 for
 communicaLons
 professionals.
 
Further
 Reading:
 

7
 

Online Culture and Behaviour – Unit Guide

1.
2.
3.
4.

Sherry
 Turkle
 ‘IntroducLon’
 to
 Alone
 Together
 (Basic
 Books
 2011)
 available
 online
 
 see
 also:
 hgp://
www.alonetogetherbook.com/
 
Geert
 Lovink
 ‘What
 is
 the
 Social
 in
 Social
 Media?’
 (e-­‐flux
 2012)
 
 
hgp://www.e-­‐flux.com/journal/what-­‐is-­‐the-­‐social-­‐in-­‐social-­‐media/
 
MacKenzie,
 Donald
 and
 Wajcman,
 Judy,
 eds.
 (1999)
 The
 social
 shaping
 of
 technology.
 2nd
 ed.,
 Open
 
University
 Press,
 Buckingham,
 UK.
 ISBN
 9780335199136
 read
 online
 
Winner,
 L.
 (1980).
 Do
 arLfacts
 have
 poliLcs?.
 Daedalus,
 121-­‐136.
 read
 online
 

Week
 2
 
 
Workshop
 Task
 -­‐
 From
 Techno-­‐utopias
 to
 Digital
 Dystopias:
 Predic(ng
 the
 future
 
In
 your
 groups,
 pick
 an
 exisLng
 digital
 media
 technology.
 For
 example
 this
 could
 be
 smartphones,
 tablets,
 
laptops,
 Satnavs,
 videogames
 consoles
 etc.,
 or
 it
 could
 be
 social
 networks,
 online
 shopping,
 text
 messaging,
 
video
 calls,
 etc.
 
Predict
 what
 might
 change
 relaLng
 to
 your
 chosen
 area
 in
 the
 next
 5
 years.
 In
 parLcular
 provide
 an
 account
 of
 
what
 people
 will
 be
 doing
 with
 these
 technologies.
 For
 example,
 will
 use
 grow,
 decline
 or
 remain
 unchanged?
 
 
Be
 prepared
 to
 explain
 and
 jusLfy
 your
 predicLons,
 in
 parLcular
 by
 drawing
 on
 exisLng
 culture
 and
 behavior
 in
 
relaLon
 to
 exisLng
 technologies
 (think
 about
 theory
 too.
 What
 theories
 might
 help
 with
 your
 explanaLons?).
 
Also
 consider
 what
 the
 barriers
 to
 these
 changes
 might
 be.
 
 

Lecture
 -­‐
 Approaches
 to
 Researching
 Online
 Culture
 and
 Behaviour
 
In
 this
 lecture
 we
 will
 first
 idenLfy
 the
 major
 trends
 in
 online
 research
 and
 the
 ethical
 concerns
 involving
 online
 
research
 (i.e.
 What
 is
 the
 difference
 between
 research
 tools
 as
 opposed
 to
 research
 approaches?
 Why/how
 is
 it
 
necessary
 to
 gain
 consent
 or
 undergo
 an
 ethics
 review
 before
 you
 begin
 your
 project?
 ).
 Students
 will
 then
 be
 
introduced
 to
 four
 major
 approaches
 to
 qualitaLve
 online
 research.
 Finally,
 students
 will
 be
 given
 a
 “real-­‐life”
 
markeLng
 problem
 from
 Disney
 and
 discuss
 how
 they
 would
 use
 these
 methods
 in
 drawing
 up
 a
 soluLon.
 
Learning
 Outcomes
 
• Students
 will
 be
 able
 to
 define
 and
 highlight
 the
 four
 major
 approaches
 to
 qualitaLve
 online
 research.
 
• Students
 will
 become
 familiar
 with
 how
 to
 apply
 different
 qualitaLve
 approaches
 to
 online
 research
 to
 
corproate
 case
 studies.
 
 
Required
 Reading:
 
1. Chapter
 1-­‐8
 (pgs.
 1-­‐106)
 -­‐
 Hooley,
 T.,
 Wellens,
 J.,
 &
 Marriog,
 J.
 (2012).
 What
 is
 Online
 Research?:
 Using
 
the
 Internet
 for
 Social
 Science
 Research.
 London:
 Bloomsbury
 Academic.
 (ISBN-­‐13:
 978-­‐1849665247)
 
Further
 Reading:
 
1. Poynter,
 R.
 (2010).
 The
 Handbook
 of
 Online
 and
 Social
 Media
 Research:
 Tools
 and
 Techniques
 for
 
Market
 Researchers.
 London:
 John
 Wiley
 &
 Sons.
 (ISBN-­‐13:
 978-­‐0470710401)
 
 

8
 

2.

Hine,
 C.,
 ed.
 (2005).
 Virtual
 Methods:
 Issues
 in
 Social
 Research
 on
 the
 Internet.
 Oxford:
 Berg
 
Publishers.
 (ISBN-­‐13:
 978-­‐1845200855)
 

3.

Markham,
 A.
 N.,
 &
 Baym,
 N.
 K.
 (Eds.).
 (2008).
 Internet
 Inquiry:
 Conversa4ons
 About
 Method.
 London:
 
Sage.
 (ISBN-­‐13:
 978-­‐1412910019)
 

4.

Wright,
 K.
 B.
 (2005).
 Researching
 Internet-­‐based
 populaLons:
 Advantages
 and
 disadvantages
 of
 online
 
survey
 research,
 online
 quesLonnaire
 authoring
 sowware
 packages,
 and
 web
 survey
 services.
 Journal
 
of
 Computer-­‐Mediated
 CommunicaLon,
 10(3),
 00-­‐00.
 

5.

Berg,
 B.
 L.,
 &
 Lune,
 H.
 (2004).
 QualitaLve
 research
 methods
 for
 the
 social
 sciences
 (Vol.
 5).
 Boston:
 
Pearson.
 

Online Culture and Behaviour – Unit Guide

6.

Daniel,
 B.
 K.
 (Ed.).
 (2011).
 Handbook
 of
 research
 on
 methods
 and
 techniques
 for
 studying
 virtual
 
communiLes:
 Paradigms
 and
 phenomena.
 IGI
 Global.
 

7.

Pagon,
 M.
 Q.
 (2005).
 QualitaLve
 research.
 John
 Wiley
 &
 Sons,
 Ltd.
 

Web
 Resources
 
• Social
 Research
 Methods
 -­‐
 hgp://www.socialresearchmethods.net
 
• The
 Challenge
 of
 the
 Internet/Survey
 Research
 Methods
 -­‐
 hgp://www.asc.org.uk/publicaLons/
proceedings/ASC2001Proceedings.pdf#page=15
 
• SAGE:
 Online
 Research
 Tool
 -­‐
 hgp://srmo.sagepub.com/publicstart?authRejecLon=true
 

Week
 3
 
 
Workshop
 Task:
 Essay
 WriLng
 Workshop
 &
 Based
 on
 the
 readings
 and
 lectures,
 come
 to
 the
 seminar
 prepared
 
to
 discuss
 how
 you
 would
 manage
 Disney’s
 “problem”
 of
 audience.
 
 Also,
 be
 prepared
 to
 discuss
 why
 you
 
would
 rule
 out
 other
 approaches.
 

Lecture
 -­‐
 Understanding
 user
 experience
 and
 web
 design
 
This
 lecture
 will
 begin
 with
 a
 brief
 overview
 of
 how
 the
 internet
 works
 in
 relaLon
 to
 –
 effecLvely
 -­‐
 the
 ‘passing
 
of
 documents’
 around
 a
 network.
 The
 original
 design
 philosophy
 in
 the
 original
 concepLon
 of
 the
 World
 Wide
 
Web
 will
 be
 discussed
 as
 well.
 Following
 this
 a
 historical
 overview
 will
 cover
 the
 development
 of
 the
 Web
 from
 
staLc
 web-­‐pages
 to
 media
 rich,
 web
 2.0
 experiences.
 Awer
 the
 introducLon,
 the
 history
 of
 the
 web
 and
 original
 
design
 principles
 will
 be
 linked
 to
 the
 current
 design
 trends
 in
 user
 experience
 architecture
 and
 web
 design.
 
User
 experience
 /
 user
 interacLon
 design
 principles
 will
 be
 discussed
 in
 relaLon
 to
 designing
 websites
 for
 
different
 purposes
 (online
 journalism,
 blogging,
 retail).
 The
 importance
 of
 designing
 for
 Search
 Engine
 
OpLmizaLon
 (SEO)
 and
 Social
 Media
 integraLon
 will
 be
 highlighted.
 Classic
 design
 traps
 will
 be
 pointed
 out
 
with
 examples,
 especially
 in
 relaLon
 to
 the
 creaLve
 vision
 vs
 technical
 pracLcality.
 How
 user
 experience
 is
 
‘captured’
 will
 also
 be
 discussed.
 Future
 design
 trends
 will
 be
 speculated
 on,
 with
 a
 key
 focus
 on
 the
 ‘social’
 
web.
 
Learning
 Outcomes
 
• Understand
 the
 difference
 between
 the
 internet
 and
 the
 World
 Wide
 Web
 and
 how
 the
 design
 
principles
 behind
 the
 World
 Wide
 Web
 led
 the
 current
 manifestaLon
 of
 the
 ‘internet’
 as
 we
 know
 it.
 
• Understand
 users
 navigaLon
 strategies,
 online
 social
 presence,
 and
 shopping
 experience
 and
 
implicaLons
 of
 this
 for
 making
 online
 purchases.
 
• Understand
 basic
 principles
 of
 –
 and
 differences
 between
 -­‐
 user
 experience
 and
 user
 interacLon
 
design
 including
 an
 awareness
 of
 classic
 design
 principles
 /
 web
 features
 and
 be
 able
 to
 recognize
 
these
 features.
 
• Understand
 how
 user
 experience
 is
 evaluated
 and
 be
 able
 to
 criLcal
 evaluate
 websites
 with
 specific
 
recommendaLons
 for
 improvement.
 
Required
 Reading:
 
1. Chapter
 1-­‐2
 
 -­‐
 Garret,
 J
 (2012).
 The
 Elements
 of
 User
 Experience:
 User-­‐Centered
 Design
 for
 the
 Web
 
and
 Beyond
 -­‐
 Available
 at:
 hgp://mblazquez.es/blog-­‐ccdoc-­‐arquitectura-­‐informacion/documentos/
the-­‐elements-­‐of-­‐user-­‐experience.pdf
 
2. Chapter
 1
 –
 2:
 Krug,
 S.
 (2010)
 Don’t
 Make
 Me
 Think!
 A
 Common
 Sense
 Approach
 to
 Web
 Usability
 -­‐
 2nd
 
EdiLon
  Available
  at:
  hgp://web-­‐profile.com.ua/wp-­‐content/uploads/steve-­‐krug-­‐dont-­‐make-­‐me-­‐think-­‐
second-­‐ediLon.pdf
 
3. Andriole,
 S.
 (2010)
 Business
 Impact
 of
 Web
 2.0
 Technologies.
 Available
 at:
 hgps://organized-­‐change-­‐
consultancy.wikispaces.com/file/view/Technology+web+2.pdf
 

9
 

Online Culture and Behaviour – Unit Guide

Further
 Reading:
 
1. Fogg,
 B.
 J.
 (2009,
 April).
 A
 behavior
 model
 for
 persuasive
 design.
 In
 Proceedings
 of
 the
 4th
 
internaLonal
 Conference
 on
 Persuasive
 Technology
 (p.
 40).
 Available
 at:
 
 hgp://bjfogg.com/|m_files/
page4_1.pdf
 
2. Chapter
 7
 -­‐
 Fogg,
 B.,
 (2002)
 Persuasive
 technology:
 using
 computers
 to
 change
 what
 we
 think
 and
 do
 -­‐
 
Available
 as
 eBook
 through
 Bournemouth
 University
 Library
 Catalogue
 
3. Petrie,
 H.,
 &
 Bevan,
 N.
 (2009).
 The
 evaluaLon
 of
 accessibility,
 usability
 and
 user
 experience.
 The
 
universal
 access
 handbook,
 10-­‐20.
 Available
 at:
 hgp://www.nigelbevan.com/papers/
The_evaluaLon_of_accessibility_usability_and_user_experience.pdf
 
4. Dix,
 A.,
 Hooper,
 C.,
 (2012)
 Web
 Science
 and
 Human
 Computer
 InteracLon:
 When
 Disciplines
 Collide
 –
 
Available
 at:
 hgps://di.ncl.ac.uk/publicaLons/HCIWebSci.pdf
 
5. Georgiadis,
 C.
 K.,
 &
 Chau,
 P.
 Y.
 (2013).
 IntroducLon
 to
 the
 special
 issue
 on
 User
 Experience
 in
 e-­‐
Business
 Environments.
 InformaLon
 Systems
 and
 e-­‐Business
 Management,
 11(2),
 185-­‐188.
 hgp://
link.springer.com/arLcle/10.1007/s10257-­‐013-­‐0217-­‐0#
 
Web
 Resources
 
• Key
 points
 in
 designing
 for
 the
 web
 (Primarily
 for
 retail)
 -­‐>
 hgp://www.forbes.com/sites/
cherylsnappconner/2014/03/27/25-­‐web-­‐design-­‐Lps-­‐to-­‐honor-­‐25-­‐years-­‐of-­‐the-­‐web/
 
• Designing
 for
 persuasion
 7
 principles:
 hgp://www.smashingmagazine.com/2010/11/29/persuasion-­‐
triggers-­‐in-­‐web-­‐design/#more-­‐75443
 
• “Vague,
 but
 exciLng…”
 -­‐
 Original
 proposal
 for
 the
 World
 Wide
 Web
 by
 Tim
 Berners-­‐Lee
 @
 CERN
 -­‐>
 
hgp://info.cern.ch/Proposal.html
 
• Learn
 from
 web
 design
 ‘horror
 stories’
 -­‐
 hgp://clientsfromhell.net/tagged/series-­‐of-­‐tubes
 

Week
 4
 
 
Workshop
 Task:
 In
 this
 workshop
 you
 will
 take
 what
 you
 learnt
 in
 the
 user
 experience
 lecture
 then
 apply
 it
 to
 real
 world
 
examples.
 The
 first
 part
 of
 the
 seminar
 will
 require
 a
 comparison
 of
 two
 retailer
 websites.
 The
 remaining
 1hr
 30mins
 will
 be
 
focused
 on
 evaluaLng
 the
 RNLI
 website
 and
 their
 markeLng
 campaigns.
 Your
 findings
 will
 be
 discussed
 in
 relaLon
 to
 
industry
 insights
 and
 professional
 opinions.
 
 

Lecture:
 Netnography
 for
 Audience
 and
 Consumer
 Research
 
Lecture:
 
 
Students
 will
 be
 introduced
 to
 a
 brief
 history
 of
 ethnographic
 research
 and
 develop
 a
 working
 definiLon
 of
 the
 concept
 of
 
ethnography
 by
 idenLfy
 the
 six
 major
 research
 tools
 used
 by
 anthropologists.
 
 Student
 will
 then
 develop
 an
 understanding
 
of
 how
 to
 employ
 these
 techniques
 to
 online
 and
 consumer
 research
 plaqorms.
 
 These
 techniques
 will
 be
 used
 in
 
developing
 ideas
 to
 study
 the
 RNLI
 live
 client.
 
 

Learning
 Outcomes
 
• Students
 will
 be
 able
 to
 understand
 a
 brief
 history
 of
 ethnographic
 research.
 
 
• Students
 will
 learn
 to
 apply
 ethnographic
 principles
 to
 consumer
 research.
 
Required
 Reading:
 
1. Chapter
 2
 (pgs.
 13-­‐27)
 &
 Chapters
 4-­‐6
 (pgs.
 52-­‐110)
 Boellstorff,
 T.,
 Nardi,
 B.,
 Pearce,
 C.,
 &
 Taylor,
 T.
 L.
 
(2012).
 Ethnography
 and
 Virtual
 Worlds:
 A
 Handbook
 of
 Method.
 PrinceLon:
 Princeton
 University
 
Press.
 
 (ISBN-­‐13:
 978-­‐0691149516)
 
2.

10
 

Chapters
 4-­‐6
 (pgs.
 58-­‐117)
 Kozinets,
 Robert,
 V.
 (2012)
 Netnography:
 Doing
 Ethnographic
 Research
 
Online.
 London:
 Sage.
 (ISBN-­‐13:
 978-­‐1848606456)
 

Online Culture and Behaviour – Unit Guide

Further
 Reading:
 
1.

Miller,
 D.,
 &
 Slater,
 D.
 (2000).
 The
 Internet:
 An
 Ethnographic
 Approach.
 Oxford:
 Berg.
 (ISBN-­‐13:
 
978-­‐1859733899)
 

2.

Horst,
 H.
 A.,
 &
 Miller,
 D.,
 eds
 .
 (2013).
 Digital
 Anthropology.
 London:
 A&C
 Black.
 (ISBN-­‐13:
 
978-­‐0857852908)
 
 

3.

Malinowski,
 B.
 (2014)
 (1924).
 Argonauts
 of
 the
 Western
 Pacific.
 London:
 
 Routeledge.
 
 

4.

Evans-­‐Pritchard,
 E.
 E.
 (1940).
 The
 Nuer
 (Vol.
 940).
 Clarendon:
 Oxford.
 

5.

Geertz,
 C.
 (1973).
 The
 InterpretaLon
 of
 Cultures:
 Selected
 Essays
 (Vol.
 5019).
 New
 YorK:
 Basic
 Books.
 

6.

Stocking,
 G.
 W.
 (1992).
 The
 Ethnographer's
 Magic
 and
 Other
 Essays
 in
 the
 History
 of
 Anthropology.
 
Madison:
 University
 of
 Wisconsin
 Press.
 

7.

Hine,
 C.
 (2008).
 Virtual
 ethnography:
 Modes,
 varieLes,
 affordances.
 The
 SAGE
 handbook
 of
 online
 
research
 methods,
 257-­‐270.
 

8.

Garcia,
 A.
 C.,
 Standlee,
 A.
 I.,
 Bechkoff,
 J.,
 &
 Cui,
 Y.
 (2009).
 Ethnographic
 approaches
 to
 the
 internet
 and
 
computer-­‐mediated
 communicaLon.
 Journal
 of
 Contemporary
 Ethnography,
 38(1),
 52-­‐84.
 

9.

Maclaran,
 P.,
 &
 Cagerall,
 M.
 (2002).
 Researching
 the
 social
 web:
 markeLng
 informaLon
 from
 virtual
 
communiLes.
 MarkeLng
 Intelligence
 &
 Planning,
 20(6),
 319-­‐326.
 

10. Wilson,
 S.
 M.,
 &
 Peterson,
 L.
 C.
 (2002).
 The
 anthropology
 of
 online
 communiLes.
 Annual
 review
 of
 
anthropology,
 449-­‐467.
 
11. Daniel,
 B.
 K.
 (Ed.).
 (2011).
 Handbook
 of
 research
 on
 methods
 and
 techniques
 for
 studying
 virtual
 
communiLes:
 Paradigms
 and
 phenomena.
 IGI
 Global.
 
Web
 Resources
 
• Malinowski
 Documentary
 on
 YouTube:
 hgps://www.youtube.com/watch?
v=f22VsAlOwbc&list=PLCB2AE615C42B3BF0
 
• Digital
 Ethnography
 Research
 Center
 
 hgp://www.digital-­‐ethnography.net
 
• Mediated
 Cultures:
 hgp://mediatedcultures.net
 
• Ethnographic
 Approaches
 to
 Digital
 Media:
 hgp://techstyle.lmc.gatech.edu/wp-­‐content/uploads/
2011/11/0000005936-­‐annurev.anthro.012809.104945.pdf
 

Week
 5
 
 
Workshop
 Task:
 Based
 on
 the
 readings
 and
 lectures,
 come
 to
 the
 seminar
 with
 at
 least
 three
 different
 ways
 in
 which
 you
 
might
 approach
 the
 live
 client
 RNLI
 ethnographically.
 Also,
 brainstorm
 other
 areas
 of
 markeLng,
 PR,
 and
 adverLsing
 that
 
could
 benefit
 from
 an
 ethnographic
 study.
 

**Individual
 Essay
 Tutorials
 –
 bring
 essay
 outlines
 for
 feedback**
 

Week
 6
 
 
Workshop
 Task:
 Film
 Screenings!
 
 

Lecture:
 Understanding
 collabora;on
 online:
 blogs,
 wikis
 and
 crowdsourcing
 
 
11
 

Online Culture and Behaviour – Unit Guide

This
 lecture
 will
 open
 with
 a
 top
 down
 perspecLve
 on
 online
 collaboraLons
 with
 specific
 reference
 to
 noLons
 
of
 the
 ‘Social
 Web’.
 Links
 will
 be
 made
 to
 the
 previous
 web
 lecture,
 discussing
 how
 the
 internet
 was
 designed
 
with
 free
 communicaLon
 in
 mind
 and
 how
 that
 has
 led
 to
 increased
 online
 collaboraLon.
 Online
 communiLes
 
will
 be
 discussed
 in
 relaLon
 to
 the
 internet’s
 facilitaLon
 of
 people
 with
 common
 goals
 coming
 together.
 This
 
will
 then
 lead
 onto
 discussing
 the
 role
 of
 internet
 acLvism
 /
 hackLvism
 /
 slackLvism.
 Moreover,
 a
 power
 shiw
 
will
 be
 presented
 in
 the
 role
 of
 online
 markeLng.
 The
 power
 of
 markeLng
 has
 moved
 away
 from
 tradiLonal
 
media
 companies
 to
 the
 Fashion
 Blogger
 or
 the
 Tech
 Vlogger.
 The
 lecture
 will
 then
 follow
 this
 commercial
 
orientaLon
 towards
 online
 collaboraLon
 tools
 are
 used
 in
 the
 work
 place,
 and
 how
 this
 has
 changed
 corporate
 
pracLce
 -­‐
 having
 access
 to
 online
 emails,
 wikis,
 Skype
 etc.
 on
 our
 phones
 -­‐whilst
 potenLally
 working
 with
 
people
 around
 the
 world
 has
 resulted
 in
 the
 modern
 workplace
 Moving
 away
 from
 large
 corporate
 pracLces
 
the
 lecture
 will
 then
 discuss
 the
 role
 of
 online
 crowdsourcing
 and
 crowdfunding
 plaqorms
 have
 been
 used
 by
 
individuals
 to
 raise
 funds
 for
 creaLve,
 commercial,
 and
 ironic
 projects.
 

Learning
 Outcomes
 





Understand
 the
 role
 of
 the
 social
 web,
 
 how
 this
 links
 with
 the
 development
 of
 the
 internet,
 and
 the
 
common
 technologies
 that
 are
 used
 in
 online
 collaboraLon.
 
Become
 familiar
 with
 common
 legal
 issues
 and
 complaints
 in
 the
 use
 of
 crowdsourcing
 and
 
crowdfunding
 plaqorms.
 
An
 introductory
 understanding
 to
 parLcipatory
 culture
 and
 the
 rise
 of
 the
 ‘prosumer’
 
Understand
 the
 concept
 of
 Computer
 Supported
 CooperaLve
 Work
 (CSCW)
 and
 how
 it
 has
 changed
 
modern
 work
 pracLce
 

Required
 Reading:
 
1.

Grudin,
 Jonathan
 and
 Poltrock,
 Steven
 (2013):
 Computer
 Supported
 CooperaLve
 Work.
 In:
 Soegaard,
 
Mads
 and
 Dam,
 Rikke
 Friis
 (eds.).
 "The
 Encyclopedia
 of
 Human-­‐Computer
 InteracLon,
 2nd
 Ed.".
 
Aarhus,
 Denmark:
 The
 InteracLon
 Design
 FoundaLon.
 Available
 at
 hgps://www.interacLon-­‐
design.org/encyclopedia/cscw_computer_supported_cooperaLve_work.html
 

2.

Chapter
 1:
 Williams,
 D.
 (2006)
 Wikinomics:
 How
 Mass
 CollaboraLon
 Changes
 Everything:
 Available
 
through
 Bournemouth
 University
 

Further
 Reading:
 
1.

Delwiche,
 A.,
 (2012)
 The
 Par4cipatory
 Cultures
 Handbook
 :
 Available
 through
 Bournemouth
 University
 
 

2.

Mollick,
 E.,
 (2013)
 The
 dynamics
 of
 crowdfunding:
 An
 exploratory
 study
 Available
 at:
 hgp://
www.researchgate.net/publicaLon/
259133171_The_dynamics_of_crowdfunding_An_exploratory_study/file/e0b4952d06e5d46287.pdf
 

3.

Kleeman,
 F.
 (2008)
 
 Un(der)paid
 Innovators:
 The
 Commercial
 U4liza4on
 of
 Consumer
 Work
 through
 
Crowdsourcing.
 Available
 at:
 hgp://www.sL-­‐studies.de/ojs/index.php/sL/arLcle/download/81/62
 

4.

Poetz,
 M.
 et
 al.
 (2012)
 The
 Value
 of
 Crowdsourcing:
 Can
 Users
 Really
 Compete
 with
 Professionals
 in
 
Genera4ng
 New
 Product
 Ideas?
 Available
 at:
 hgp://www.wu.ac.at/mm/team/schreier/
94002_20120201_044959_thevalueofcrowdsourcing_jpim.pdf
 

5.

Mills,
 K.
 (2003)
 Computer-­‐Supported
 Coopera4ve
 Work
 –
 Available
 at:
 hgp://w3.antd.nist.gov/~mills/
papers/120008706_ELIS_Batch6_R1.pdf
 

Web
 Resources
 
• hgp://www.wired.co.uk/news/archive/2013-­‐12/28/crowdfunding-­‐success-­‐stories
 
• Successful
 Kickstarter
 =
 $50,000
 for
 Potato
 Salad:
 hgp://www.forbes.com/sites/johngreathouse/
2014/07/08/potato-­‐salad-­‐kickstarter-­‐campaign-­‐raises-­‐over-­‐41000/
 

12
 

Online Culture and Behaviour – Unit Guide




What
 rights
 do
 Kickstarter
 backers
 have?
 hgp://jipel.law.nyu.edu/2014/04/the-­‐oculus-­‐riw-­‐buyout-­‐
outrage-­‐what-­‐are-­‐the-­‐rights-­‐of-­‐kickstarter-­‐backers/
 
Changing
 office
 spaces:
 hgp://www.bbc.co.uk/news/business-­‐17081036
 
 
hgp://online.wsj.com/news/arLcles/SB10001424052702304818404577349783161465976?
mg=reno64-­‐wsj&url=hgp%3A%2F%2Fonline.wsj.com%2FarLcle
%2FSB10001424052702304818404577349783161465976.html
 

Week
 7
 
Workshop
 Task:
 During
 this
 seminar
 you
 will
 parLcipate
 in
 an
 online
 collaboraLve
 project.
 You
 will
 work
 as
 a
 
team
 but
 you
 will
 be
 working
 together
 from
 different
 rooms
 using
 technologies
 typically
 used
 in
 a
 modern
 
workplace.
 Following
 this
 we
 will
 gather
 together
 to
 reflect
 and
 discuss
 the
 experience.
 

Lecture:
 Understanding
 gaming
 and
 online
 play
 
Lecture
 
 
This
 lecture
 will
 provide
 a
 brief
 insight
 into
 the
 merging
 field
 of
 game
 studies.
 The
 rise
 of
 the
 video
 game
 from
 
niche
 hobbyist
 interest
 to
 mainstream
 pop-­‐culture
 staple
 will
 be
 presented.
 Paralleling
 the
 maturing
 of
 games
 
as
 a
 medium,
 the
 changing
 percepLons
 of
 the
 typical
 gamer
 will
 be
 discussed
 as
 will
 the
 splimng
 of
 the
 
hardcore
 and
 casual
 gamer.
 The
 rise
 of
 educaLonal
 games,
 serious
 games,
 and
 games
 for
 social
 change
 will
 be
 
presented
 with
 examples.
 AdopLng
 a
 commercial
 perspecLve,
 the
 use
 of
 games
 as
 a
 means
 of
 adverLsing
 will
 
be
 discussed.
 Moreover,
 modern
 gaming
 business
 models
 will
 be
 presented
 
 As
 it
 has
 recently
 been
 established
 
that
 female
 gamers
 are
 now
 the
 majority,
 there
 will
 be
 a
 brief
 discussion
 of
 sex,
 objecLficaLon,
 and
 misogyny
 
in
 games
 and
 gaming
 culture.
 Following
 this
 there
 will
 be
 some
 speculaLon
 over
 the
 future
 of
 games
 as
 it
 
compares
 with
 augmented
 reality,
 virtual
 reality,
 and
 pervasive
 games.
 
Learning
 Outcomes
 
• Understand,
 idenLfy
 and
 criLcally
 appraise
 the
 efficacy
 purposeful
 games.
 
• Understand
 what
 is
 meant
 by
 ‘casual’
 and
 ‘hardcore’
 gamers.
 
• Engage
 with
 key
 gaming
 debates
 regarding
 gender,
 addicLon,
 and
 violence
 
• Become
 familiar
 with
 the
 different
 business
 models
 that
 are
 now
 used
 and
 how
 the
 gaming
 industry
 
has
 moved
 from
 a
 product
 to
 a
 service
 industry
 
Required
 Reading:
 
1. Chapters
 1
 –
 4:
 Juul,
 J.
 (2009).
 A
 Casual
 Revolu4on
 –
 Available
 at:
 hgp://marzipa.files.wordpress.com/
2011/08/a-­‐casual-­‐revoluLon-­‐reinvenLng-­‐video-­‐games-­‐and-­‐their-­‐players.pdf
 
2. Ochalla,
 B.
 (2007)
 Who
 Says
 Video
 Games
 Have
 to
 be
 Fun?
 The
 Rise
 of
 Serious
 Games
 Available
 at:
 
hgp://www.gamasutra.com/view/feature/129891/who_says_video_games_have_to_be_.php
 
3. Yee,
 N.
 (2006)
 Mo4va4ons
 for
 play
 in
 online
 games
 Available
 at:
 hgp://www.nickyee.com/pubs/Yee
%20-­‐%20MoLvaLons%20(2007).pdf
 
Further
 Reading:
 
1. Thier,
 D.
 (2014)
 The
 Video
 Game
 Industry
 Has
 Only
 Itself
 To
 Blame
 For
 Misogyny
 And
 Harassment
 –
 
Available
 at:
 hgp://www.forbes.com/sites/davidthier/2014/09/04/the-­‐video-­‐game-­‐industry-­‐has-­‐only-­‐
itself-­‐to-­‐blame-­‐for-­‐misogyny-­‐and-­‐harassment/
 
2. Molesworth,
 M
 &
 Denegri-­‐Knog,
 J
 (2008),
 The
 Playfulness
 of
 eBay
 and
 the
 ImplicaLons
 for
 Business
 as
 
a
 Game-­‐Maker,
 Journal
 of
 MacromarkeLng,
 vol
 28,
 no
 4,
 369-­‐380
 [key
 reading]
 
13
 

Online Culture and Behaviour – Unit Guide

3.
4.
5.

Chapter
 3
 and
 11:
 Kline,
 S.,
 Dyer-­‐Witheford,
 N.,
 &
 de
 Peuter,
 G.
 (2003),
 Digital
 play,
 the
 interacLon
 of
 
technology,
 culture,
 and
 markeLng.
 Montreal,
 Canada:
 McGill-­‐Queen's
 University
 Press.
 
Harper,
 N.,
 2012.
 Journey
 and
 the
 art
 of
 emo4onal
 game
 design.
 Guardian.
 Available
 at:
 hgp://
www.guardian.co.uk/technology/gamesblog/2012/nov/21/journey-­‐emoLonal-­‐game-­‐design
 
Sotamaa,
 O.,
 2010.
 Game
 Achievements,
 CollecLng
 and
 Gaming
 Capital.
 In:
 Mitgutsch,
 K..,
 Klimmt,
 C.
 
and
 RosensLngl,
 H.
 (Eds.),
 Exploring
 the
 Edges
 of
 Gaming:
 Proceedings
 of
 The
 Vienna
 Games
 
Conference
 2008-­‐2009.
 Vienna:
 Braumüller.
 

Web
 Resources
 

Examples
 of
 games
 designed
 to
 create
 social
 change:
 hgp://www.gamesforchange.org/
 
• Maximizing
 dopamine
 release
 in
 game
 play:
 hgps://www.youtube.com/watch?v=aKFjoF-­‐YO20
 

Week
 8
 
 

Workshop
 Task:
 
 This
 seminar
 will
 be
 broken
 into
 two
 parts.
 The
 first
 part
 will
 feature
 a
 discussion
 around
 key
 
debates
 in
 game
 playing
 including:
 Is
 the
 online
 gaming
 community
 misogynisLc?
 Does
 violence
 in
 video
 games
 
make
 us
 more
 violent?
 Can
 we
 get
 addicted
 to
 video
 games?
 The
 second
 secLon
 of
 the
 seminar
 will
 be
 a
 
hands-­‐on
 look
 at
 the
 future
 of
 gaming
 technology.
 

Lecture:
 The
 Ethics
 of
 Algorithms
 &
 Digital
 Consump;on
 
This
 lecture
 will
 explore
 ethical
 and
 regulatory
 issues
 for
 online
 media
 and
 assess
 the
 need
 for
 legislaLon
 and
 
control.
 We
 want
 you
 to
 think
 carefully
 about
 which
 behaviours
 are
 ‘right’
 and
 which
 are
 not.
 
 In
 parLcular
 we
 
will
 look
 at
 the
 rise
 of
 algorithms,
 machine
 learning
 and
 data
 mining
 pracLces
 to
 raise
 quesLons
 around
 
consent
 and
 privacy.
 
Learning
 Objec;ves
 
• Gain
 a
 basic
 understanding
 ‘big
 data’
 and
 how
 algorithms
 shape
 our
 daily,
 digital
 lives.
 
• Become
 familiar
 with
 the
 key
 ethical
 issues
 facing
 digital
 plaqorms
 and
 services
 that
 use
 algorithms
 in
 
their
 markeLng
 and
 communicaLon.
 
• Be
 able
 to
 criLcally
 evaluate
 the
 roles
 data
 and
 algorithms
 play
 in
 digital
 consumpLon.
 
Required
 Reading:
 
1. Lev
 Manovich
 ‘ The
 Algorithms
 of
 Our
 Lives’
 The
 Chronicle
 of
 Higher
 Educa4on
 
 Dec
 16,
 2013
 hgp://
chronicle.com/arLcle/The-­‐Algorithms-­‐of-­‐Our-­‐Lives-­‐/143557/
 
2. Alice
 E.
 Marwick
 ‘How
 Your
 Data
 are
 Being
 Deeply
 Mined
 The
 New
 York
 Review
 of
 Books
 Jan
 9,
 2014
 
hgp://www.nybooks.com/arLcles/archives/2014/jan/09/how-­‐your-­‐data-­‐are-­‐being-­‐deeply-­‐mined/
 
3. ChrisLan
 Rudder
 (2014)
 ‘IntroducLon’
 in
 Dataclysm
 London:
 Fourth
 Estate
 and
 ‘We
 Experiment
 on
 
Human
 Beings!’
 OKtrends
 July
 28,
 2014
 hgp://blog.okcupid.com/index.php/we-­‐experiment-­‐on-­‐
human-­‐beings/
 
Further
 Reading:
 
1. Philipp
 Max
 Hartmann,
 Mohamed
 Zaki,
 Niels
 Feldmann
 and
 Andy
 Neely
 (2014)
 “Big
 Data
 for
 Big
 
Business?
 A
 Taxonomy
 of
 Data-­‐driven
 Business
 Models
 used
 by
 Start-­‐up
 Firms”
 Cambridge
 Service
 
Alliance
 hgp://www.cambridgeservicealliance.org/uploads/downloadfiles/2014_March_Data
%20Driven%20Business%20Models.pdf
 
2. Mikkel
 Krenchel
 and
 ChrisLan
 Madsbjerg
 (2014)
 “Your
 Big
 Data
 Is
 Worthless
 if
 You
 Don’t
 Bring
 It
 Into
 
the
 Real
 World”
 Wired
 
 hgp://www.wired.com/2014/04/your-­‐big-­‐data-­‐is-­‐worthless-­‐if-­‐you-­‐dont-­‐bring-­‐
it-­‐into-­‐the-­‐real-­‐world/
 
 
 
3. Crawford,
 K.,
 Gray,
 M.
 L.,
 &
 Miltner,
 K.
 (2014).
 Big
 Data|
 CriLquing
 Big
 Data:
 PoliLcs,
 Ethics,
 
Epistemology|
 Special
 SecLon
 IntroducLon.
 InternaLonal
 Journal
 of
 CommunicaLon,
 8,
 10.
 
 
4. Barocas,
 S.,
 Hood,
 S.,
 &
 Ziewitz,
 M.
 (2013).
 Governing
 algorithms:
 A
 provocaLon
 piece.
 Available
 at
 
SSRN
 2245322
 hgp://papers.ssrn.com/sol3/papers.cfm?abstract_id=2245322
 
14
 

Online Culture and Behaviour – Unit Guide

5.
6.
7.

Hallinan,
 B.,
 &
 Striphas,
 T.
 (2014).
 Recommended
 for
 you:
 The
 Neqlix
 Prize
 and
 the
 producLon
 of
 
algorithmic
 culture.
 New
 Media
 &
 Society,
 1461444814538646.
 
Kushner,
 S.
 (2013).
 The
 freelance
 translaLon
 machine:
 Algorithmic
 culture
 and
 the
 invisible
 industry.
 
New
 Media
 &
 Society,
 15(8),
 1241-­‐1258.
 
Hardt,
 M.
 (2013,
 May).
 Occupy
 Algorithms:
 Will
 Algorithms
 Serve
 the
 99%?.
 In
 Response
 Paper
 for
 the
 
Governing
 Algorithms
 Conference,
 NYU.
 hgp://www.mrtz.org/papers/pasquale.pdf
 

Web
 Resources
 
• Ok
 Cupid
 blog
 hgp://blog.okcupid.com
 
• Kiss
 metrics
 blog
 hgps://blog.kissmetrics.com/
 
• PersonalisaLon
 Stories
 hgp://www.addthis.com/blog/2013/05/23/what-­‐is-­‐personalizaLon/
#.VCVs62ddXHQ
 
• Big
 Data
 Research
 hgp://www.journals.elsevier.com/big-­‐data-­‐research/
 
• Big
 Data
 &
 Society
 hgp://bigdatasoc.blogspot.co.uk/p/big-­‐data-­‐and-­‐society.html
 

Week
 9
 
 
Workshop
 Task:
 In
 the
 first
 part
 of
 the
 seminar
 you
 will
 be
 presented
 with
 an
 ethical
 scenario
 to
 analyse.
 Based
 
on
 this
 analysis,
 in
 the
 second
 half
 of
 seminar
 you
 will
 generate
 a
 response
 to
 the
 scenario
 from
 the
 
perspecLve
 of
 industry,
 a
 rights
 group
 and
 a
 user/consumer
 group.
 
 

Lecture:
 Digital
 In;macies
 &
 Sexuality
 
This
 lecture
 will
 introduce
 debates
 around
 the
 role
 that
 digital
 technologies
 play
 in
 shaping
 our
 inLmate
 lives
 
and
 sexuality.
 We
 will
 look
 at
 how
 race
 and
 gender
 roles
 are
 mediated
 on
 social
 networking
 sites,
 as
 well
 as
 at
 
how
 businesses
 both
 draw
 data
 from
 our
 inLmate
 lives,
 and
 market
 sexuality
 to
 use
 on
 online
 and
 social
 media
 
plaqorms.
 
 
Learning
 Objec;ves
 
• IdenLfy
 at
 least
 three
 arguments
 about
 how
 and
 why
 (and
 if)
 social
 media
 changes
 its
 users’
 
inLmate
 relaLonships.
 
 
 
• IdenLfy
 the
 roles
 of
 race
 and
 gender
 play
 in
 mediaLng
 social
 networks
 
 
• From
 a
 business
 angle,
 idenLfy
 “how
 all
 individuals
 are
 social
 networking
 sites”
 
Required
 Reading:
 
1.

IntroducLon
 &
 Part
 I
 (pgs.
 1-­‐135)
 Miller,
 D.
 (2011).
 Tales
 from
 Facebook.
 London:
 Polity.
 (ISBN-­‐13:
 
978-­‐0745652108)
 

Further
 Reading:
 
1. Boellstorff,
 T.
 (2010).
 Coming
 of
 Age
 in
 Second
 Life:
 An
 Anthropologist
 Explores
 the
 Virtually
 Human.
 
Princeton:
 Princeton
 University
 Press.
 (ISBN-­‐13:
 978-­‐0691146270)
 
2. Turkle,
 S.
 (2013)
 Alone
 Together.
 
 New
 York:
 Basic
 Books.
 (ISBN-­‐13:
 978-­‐0465031467)
 
3. Marwick,
 A.
 E.
 (2011).
 I
 tweet
 honestly,
 I
 tweet
 passionately:
 Twiger
 users,
 context
 collapse,
 and
 the
 
imagined
 audience.
 New
 media
 &
 society,
 13(1),
 114-­‐133.
 
4. Gardner,
 H.,
 &
 Davis,
 K.
 (2013).
 The
 App
 GeneraLon:
 How
 Today's
 Youth
 Navigate
 IdenLty,
 InLmacy,
 
and
 ImaginaLon
 in
 a
 Digital
 World.
 Yale
 University
 Press.
 
5. Ellison,
 N.
 B.,
 Steinfield,
 C.,
 &
 Lampe,
 C.
 (2007).
 The
 benefits
 of
 Facebook
 “friends:”
 Social
 capital
 and
 
college
 students’
 use
 of
 online
 social
 network
 sites.
 Journal
 of
 Computer-­‐Mediated
 CommunicaLon,
 
12(4),
 1143-­‐1168.
 

15
 

Online Culture and Behaviour – Unit Guide

6.

Zhao,
 S.,
 Grasmuck,
 S.,
 &
 MarLn,
 J.
 (2008).
 IdenLty
 construcLon
 on
 Facebook:
 Digital
 empowerment
 
in
 anchored
 relaLonships.
 Computers
 in
 human
 behavior,
 24(5),
 1816-­‐1836.
 

Web
 Resources
 

The
 Pedagogy
 of
 Momus
 Technologies:
 Facebook,
 Privacy,
 and
 Online
 InLmacy
 
hgp://www.maxvanmanen.com/files/2011/04/2010-­‐MomusTechnologies.pdf
 

Is
 Facebook
 Making
 us
 Lonely?
 
hgp://hs.stdoms.org/ourpages/auto/2014/4/2/43816334/Is%20Facebook%20Making%20Us
%20Lonely.pdf
 

Facebook
 Ruined
 my
 Marriage
 
hgp://surface.syr.edu/cgi/viewcontent.cgi?arLcle=1006&context=ms_thesis
 

Week
 10
 
 
Workshop
 Task:
 Based
 on
 the
 readings
 and
 lectures,
 each
 student
 will
 argue
 how
 Facebook
 has
 (or
 has
 not)
 
shaped
 their
 inLmate
 relaLonships.
 Read
 one
 of
 the
 web
 resource
 arLcles
 before
 class
 and
 be
 prepared
 to
 
answer
 the
 quesLon,
 “Is
 Facebook
 Making
 us
 Lonely?”
 

**Group
 Presenta;on
 Tutorials**
 

Week
 11
 &
 Week
 12
 

16
 

**Group
 Presenta;ons**
 

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