This week, a player named DarkSide was caught using a cheat program to teleport into buildings, kill powerful characters and make off with all the loot. When other players complained, some of them capturing video of the crime taking place, developer ArenaNet stepped in. Security lead Chris Cleary took control of the character in-game, stripped off all its valuable armour and then forced the avatar to run off a bridge, plunging to its digital demise. The player was then banned.
“[There’s a] frequently misunderstood construction that linguists refer to as the “habitual be.” When speakers of standard American English hear the statement “He be reading,” they generally take it to mean “He is reading.” But that’s not what it means to a speaker of Black English, for whom “He is reading” refers to what the reader is doing at this moment. “He be reading” refers to what he does habitually, whether or not he’s doing it right now.
Another academic way to start talking about unfriending would be to highlight the importance of understanding disconnectivity as an integral part of any attempt to understand connectivity.
When Jen Lacey gets her toes done, she does both feet, even though one of them is made of rubber. “I always paint my toenails,” she says, “because it’s cute, and I want to be as regular as possible.” But for a long time, even with the painted toes, her prosthetic foot looked ridiculous. The rubber foot shell she had was wide, big and ugly. “I called it a sasquatch foot,” she jokes. “It’s an ugly man foot.”
I could build a dossier on you. You would have a unique identifier, linked to demographically interesting facts about you that I could pull up individually or en masse. Even when you changed your ID or your name, I would still have you, based on traces and behaviors that remained the same — the same computer, the same face, the same writing style, something would give it away and I could relink you.
I’m interested in thinking about how certain (largely profit-driven) decisions about interfaces for human-computer-interaction fundamentally affect the human user–determining their access to information along with what and how they’re able to create. This uneven distribution of power between user and digital computer is most obvious when we start to think about why the keyboard/screen/mouse interface has become the only way for us to interact with our machines or when we look at the history of how a particular notion of the Graphical User Interface was used to advance an ideology of the user-friendly.