News for the Week of June 22, 2008
In this week's news, a look at the benefits and potential downsides of online social gaming, and what parents can do to protect their kids...
Here comes social gaming
There's hearts, checkers, chess, Texas hold 'em, Dolphin Olympics, a form of Scrabble, and on and on. Which - if you're a game aficionado - can make the social Web a 24/7 party (it can also give young gamers 24/7 access to communities of players of all ages, but more on that in a moment).
"Online social gaming has been around for years, available on Yahoo and other sites. But its popularity is surging, piggybacking on the success of Facebook, MySpace, Bebo, and other social networks," the San Jose Mercury News reports. There are now business conferences gathering the corporate players and advertisers in the social gaming space. Kongregate.com alone has more then 4,500 games, the Merc adds, and "more than $30 million in venture funding has been invested in Silicon Valley start-ups that specialize in social games." This is distinct from the multibillion-dollar digital gaming industry dominated by Electronic Arts, Sony, Nintendo, and Microsoft, it adds. The difference between social gaming and the "old" kind is that you're interacting with people, not software (multiplayer online games such as World of Warcraft-type worlds and the real-time chat of Xbox Live always did involve real-people contact). Interacting with people adds mostly fun and unpredictability but also an element of risk that gamers need to be alert to, if a game is associated with chat and other means of non-game communication with other players.
Social gaming, kid-style
Virtual worlds are social-gaming environments for kids, and they're multiplying like rabbits. The BBC calls this "boom time for virtual playgrounds." "Worlds" such as Webkinz.com, ZooKazoo.com, and ClubPenguin.com and services such as AddictingGames.com are "places where your children can interact with other children, and they are becoming a central part of the business plans of the people who make TV programs, toys and cereal," the New York Times reports.
Downsides & how to deal with them
There are many positives involved in online gaming, we see in the research: e.g., the collaborative action in World of Warcraft guilds, individual and collective strategic thinking, thinking under pressure, and the informal learning associated with group activity involving multiple ages.
But there are downsides too, usually associated with the real-time chat around online gaming. For example, Doof.com, a brand-new UK-based social-gaming site. Have its creators thought about what parents might think about their kids participating when they read this heading on its About page: "Connect with Friends and Strangers," under which is listed Doof's "Private Messages" feature?
With household rules or in family discussion, parents might consider advising their gamers to make sure that...
- Chat sticks strictly to game-related topics, nothing personal
- No private one-on-one chat with people unless about it's just about the game and they tell a parent about it
- They turn off their headphones or stop chatting if the trash talk gets to be too much
- They come talk to you if anyone starts getting too abusive or tries to get uncomfortably close or overly friendly.
Click here for more.
In other news...
- Felony charges for teen hackers. Two high school seniors in California were charged with "breaking into their school late at night and using stolen log-ins to hack into its computer system and change their grades," eCommerce Times reports. One faces a maximum sentence of more than 38 years for "34 felony counts of altering a public record, 11 felony counts of stealing and secreting a public record, seven felony counts of computer access and fraud, six felony counts of burglary, four felony counts of identity theft, three felony counts of altering a book of records, two felony counts of receiving stolen property, one felony count of conspiracy and one felony count of attempted altering of a public record." The other student faces a maximum of three years for "one felony count each of conspiracy, burglary, computer access and fraud, and attempted altering of a public record."
- US's high court on virtual child porn. The Supreme Court has upheld criminal penalties for promoting, or pandering, child pornography, the Associated Press reports. "The court upheld part of a 2003 law that also prohibits possession of child porn.... The law sets a five-year mandatory prison term for promoting, or pandering, child porn. It does not require that someone actually possess child pornography" and it replaced an earlier law that - according to Fox TV law columnist Lis Wiehl - required prosecutors to prove that the images were of "real" children, not digitally altered or morphed images, when "the 'real' children (aka victims) involved in child porn are almost impossible to find, let alone produce as witnesses at trial." In related news, New York State Attorney General announced that major US Internet service providers would block sources of child porn, the Washington Post reports, but the announcement created confusion as the ISPs later clarified that they weren't blocking anything (when free-speech advocates spoke out) - just "enforcing their own longstanding terms of service by agreeing not to host sites and newsgroups known to contain child porn," reports ConnectSafely.org co-director Larry Magid in his column on this at the San Jose Mercury News. Meanwhile, France "is joining at least five other countries where Internet service providers block access to child pornography," the Associated Press reports.
- Social-networking friends in ads. The industry term is "behavioral ad targeting." What it means is, advertisers are tracking young social networkers' (and everyone else's) online behavior the better to persuade them to "sell" the companies' products to their friends. "Internet start-ups out to crack the problem of advertising on social networks are developing ad technology that can analyze which people are most influential to their friends on social networks so that they can target those people with pass-it-on messages about Apple's latest iPhone or The Incredible Hulk movie," CNET reports. Widgets, those little applications that social networkers install in their profiles, are the key. Startups such as SocialMedia Networks and 33Across use them to figure out, with a mathematical algorithm, which friends are most important to the person with the profile - to decide which friends should be in a banner ad on the profile. Interesting: using math to qualify friendship. Anyway, here's CNET reporter Stefanie Olsen's example: "Instead of a banner advertising The Incredible Hulk movie, a social banner would ask which of your close Facebook friends, among a short list, you'd like to invite to see the movie. Or a social banner might inform you that a friend Jim just ranked Iron Man with three stars, and it might ask to 'click here to buy tickets at Fandango'."
- Using the Net at home: International data. Internet use certainly isn't growing the way it used to! "The UK held steady in active home Internet users in the month of April," Clickz.com reports, citing research from Nielsen Online. But in many other countries active Internet use from home was down, including in Australia, Brazil, France, Germany, Italy, Japan, Spain, Switzerland, and the US. By percent of population, Italy (7.29), France (3.40), and Spain (2.29) saw the greatest losses. Active household use in the US was down 0.78% in April.


