4. I'm apparently drawn to people who are willing to commit to a shared hallucination and make it real. Second Life isn't just in our minds -- residents can supplement the family income through in-world businesses, and the in-world currency has value in the offline world. How long before we stop calling 3-D worlds "virtual"?
5.
6. “society” as the outcome of social experiences: Love, sex & death in media life…
14. “When you make a decision to be with a person in cyberspace you are making a commitment to their network of friends and acquaintances,” – From our readings
15. “The thing is you never really get out of the relationship.” “you cannot de-boyfriend yourself.”
16. “There are whole new rules of digital etiquette we are going to have to figure out,” Mr. Rainie said. “Right now, we don’t have the tools. That makes it very confusing for most people.”
32. According to T101 Media Life what’s wrong with this statement from our readings? “It’s enough to get rejected in real life,” said Ms. Hill, 28, who blogs about legal issues and lives in New York. “But does it have to happen so often in my online world too? It makes me want to keep my digital life separate in future relationships, whomever they are with.”
Notas del editor
Facebook and relationships: http://www.youtube.com/watch?v=qTwwuIn9inEhttp://www.youtube.com/watch?v=jCetfaS7GAo, http://www.youtube.com/watch?v=SPA8v06EsIY&feature=relatedVideos: Modern family in kitchen everyone’s on their devices. Interesting: http://www.msnbc.msn.com/id/38663094/ns/technology_and_science-wireless/t/iphone-users-have-had-more-sex-partners-android-blackberry-users/
Our realities are lived through media and the stories we tell about them. Sex and love are basic elements of what it means to be human. These elements are played out today through our digital stories and in cybernetic socio-technical interactions.
detraditionalized=Love, sex, marriage, death become optional.
Our loyalty to products, services and people is “flexible.” We treat people like we do devices. Bauman says relationships can now be deleted (disconnection on demand). How do we learn when it’s ok to defriend someone on facebook? This is not possible in a media life. This argument ignores the idea that our relationships have meaning.
Link to I just made love . com
The online dating industry is now worth $4 billion worldwide.5% of Internet users have paid to use an online dating service. (Pew Internet Cash for Content Study - December 2010)1 in 4 marriages start onlineMarried couples who met online have an average courtship period of 18.5 months. Married couples who met offline courtship period last on average 42 months.Online Dating is the third most popular way for singles to meet, behind school/work and friend/family member. ( Chadwick Martin Bailey and Match.com Study - April 2010)Match.com (largest online dating service) gets about 60,000 new people signing up every day Match.com's revenues in 2003 were $185 million
Match.com has offices in more than 40 countriesWe shop for people. In a media life we program our own reality. We pick and choose what kind of life we want and we create that reality. It even applies to picking a mate. Picking a mate is like picking out a trendy new dress or pair of shoes. Flexible accumulation: economics, family, lovers. Thinking about love life in the same way as finding a pair of jeans online.
Love is a network made up of the people we know online and offline. Disconnection is tough because you’re interconnected.
People probably have let someone they love know they care about them through a text message while I’m talking (today or in a previous class). Is it raunchy and causing problems for society or is it sweet? We can now tell people we care about them and think they’re hot in new ways. The main thing about this though, is that it has become really easy.
UGC WOW version: http://www.youtube.com/watch?v=Gv6QIHiL33k
The pornography industry has larger revenues than Microsoft, Google, Amazon, eBay, Yahoo, Apple and Netflix combined. 2006 Worldwide Pornography Revenues ballooned to $97.06 billion.
Pornography revenues are not necessarily ranked according to population. China topped the list in 2006 with more than $27 billion in pornography revenues. However, South Korea, only the 26th most populous nation on earth according to the U.S. Census Bureau, is next in line with more than $25 billion in pornography revenues.The internet is not the most popular form of pornography in the United States. Video sales and rentals accounted for $3.62 billion in revenue in 2006 while internet pornography raked in $2.84 billion. Magazines were the least popular.
thriXXX, a sex simulation gaming company based in Austria"It became another avenue for us to explore the game," said Brad Abram, vice president of business development for thriXXX. "We didn't know where this was going to go but publicity yesterday [Wednesday] brought our five servers down to their knees."
The Je Joue comes with software that enables you to create custom stimulation patterns -- swirls and twirls, up and down, vibration -- at various speeds and intensities. You download the pattern to the handset, disconnect it from the USB cable, and take yourself off to play [OR SEND TO PARTNER].
You don’t even have to be in the same place to have sex anymore!