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	<title>Media Shifters &#187; Ethics</title>
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	<link>http://www.mediashifters.com</link>
	<description>Moving Social Media into a Higher Gear</description>
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		<title>DRM hurts publishers as well as users.</title>
		<link>http://www.mediashifters.com/business/drm-hurts-publishers-as-well-as-users/</link>
		<comments>http://www.mediashifters.com/business/drm-hurts-publishers-as-well-as-users/#comments</comments>
		<pubDate>Sun, 01 Mar 2009 00:30:05 +0000</pubDate>
		<dc:creator>Andrew</dc:creator>
				<category><![CDATA[Ethics]]></category>
		<category><![CDATA[Piracy]]></category>
		<category><![CDATA[business]]></category>
		<category><![CDATA[new media]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[DRM]]></category>
		<category><![CDATA[kindle]]></category>

		<guid isPermaLink="false">http://www.mediashifters.com/business/drm-hurts-publishers-as-well-as-users/</guid>
		<description><![CDATA[&#160;
Having won a minor battle with the Kindle, publishers are now free to request that digital reading can be disabled on any individual book that is downloaded.
That may be bad news fhe book industry.
So far the transition to digital media has been filled with different industries practicing radical nose removal, absolutely convinced that the face [...]]]></description>
			<content:encoded><![CDATA[<p>&#160;</p>
<p>Having won a minor battle with the Kindle, publishers are now free to request that digital reading can be disabled on any individual book that is downloaded.</p>
<p>That may be bad news fhe book industry.</p>
<p>So far the transition to digital media has been filled with different industries practicing radical nose removal, absolutely convinced that the face they are removing is not their own.</p>
<p>But if you take a look at the history of iTunes it turns out there is a hidden cost to DRM, and it can hurt the person that loves it most, the publisher: That&#8217;s because it locks your content to a device that you don&#8217;t own. The better that device does the more the distributor rather owns your customer.&#160; Every purchase they make locks the customer deeper into a relationship that they can&#8217;t escape, and that means they get to dictate the rules.</p>
<p>There&#8217;s currently <a href="http://www.slate.com/id/2212320/" target="_blank">a great article about this over on Slate</a>, and it does a good job of showing the possible non-obvious consequences:</p>
<blockquote><p>But the Kindle&#8217;s restrictions are more worrying than those associated with the iPhone, the iPod, and other gizmos. For one thing, if you objected to the iTunes Store&#8217;s policies, there was always another way to legally buy music for your iPod&#8212;you could buy CDs (from Amazon, perhaps) and rip the tracks to MP3. That&#8217;s not an option for books; there&#8217;s no easy way to turn dead trees into electrons. Moreover, books are <em>important</em>. As a culture, we&#8217;ve somehow determined that it&#8217;s OK for a video-game console maker to demand licensing fees and exercise complete control over the titles that get on to their systems. Sure, this restricts creativity and free expression, but if that&#8217;s the business model that keeps the game business alive, so be it.</p>
</blockquote>
<p>These aren&#8217;t easy issues to deal with, especially since to accept them you need to get over the usual impulses of &quot;obvious&quot; and &quot;right and wrong&quot; arguments that people cling to.</p>
<p>But digital media really isn&#8217;t analogous to what&#8217;s come before, because at the end of every chain of logic is the daunting realization that owning something on a computer allows you to be a distributor as well as a customer.</p>
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		<title>Moral Panic hits Social Gaming</title>
		<link>http://www.mediashifters.com/ethics/moral-panic-hits-social-gaming/</link>
		<comments>http://www.mediashifters.com/ethics/moral-panic-hits-social-gaming/#comments</comments>
		<pubDate>Wed, 25 Feb 2009 19:13:45 +0000</pubDate>
		<dc:creator>Andrew</dc:creator>
				<category><![CDATA[Ethics]]></category>
		<category><![CDATA[moral panic]]></category>
		<category><![CDATA[Social Games]]></category>

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		<description><![CDATA[Seems that the inevitable moral panic that comes with every new media is turning it&#8217;s ugly gaze at Social Gaming. 
Here&#8217;s some newly minted &#34;experts&#34; explaining why our children are, once again, doomed.
You&#8217;d think they&#8217;d know better than to suggest unverifiable causality, but:
&#8216;It is hard to see how living this way on a daily basis [...]]]></description>
			<content:encoded><![CDATA[<p>Seems that the inevitable moral panic that comes with every new media is turning it&#8217;s ugly gaze at Social Gaming. </p>
<p>Here&#8217;s some newly minted &quot;experts&quot; <a href="http://www.dailymail.co.uk/news/article-1153583/Social-websites-harm-childrens-brains-Chilling-warning-parents-neuroscientist.html?ITO=1490" target="_blank">explaining why our children are, once again, doomed.</a></p>
<p>You&#8217;d think they&#8217;d know better than to suggest unverifiable causality, but:</p>
<blockquote><p>&#8216;It is hard to see how living this way on a daily basis will not result in brains, or rather minds, different from those of previous generations,&#8217; she said. </p>
<p>She pointed out that autistic people, who usually find it hard to communicate, were particularly comfortable using computers. </p>
<p>&#8216;Of course, we do not know whether the current increase in autism is due more to increased awareness and diagnosis of autism, or whether it can &#8211; if there is a true increase &#8211; be in any way linked to an increased prevalence among people of spending time in screen relationships. Surely it is a point worth considering,&#8217; she added. </p>
</blockquote>
<p>I believe it was the ancient sage, James Tiberius Kirk, that once said &quot;Too much of anything, even love, isn&#8217;t necessarily a good thing.&quot;</p>
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		<title>Video Game Violence Has a Purpose</title>
		<link>http://www.mediashifters.com/definitions/video-game-violence-has-a-purpose/</link>
		<comments>http://www.mediashifters.com/definitions/video-game-violence-has-a-purpose/#comments</comments>
		<pubDate>Sun, 18 Jan 2009 19:54:32 +0000</pubDate>
		<dc:creator>Andrew</dc:creator>
				<category><![CDATA[Ethics]]></category>
		<category><![CDATA[Social Game Design]]></category>
		<category><![CDATA[definitions]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[gore]]></category>
		<category><![CDATA[violence]]></category>

		<guid isPermaLink="false">http://www.mediashifters.com/definitions/video-game-violence-has-a-purpose/</guid>
		<description><![CDATA[There&#8217;s a recent study that that points out that it isn&#8217;t the violence in video games that motivate players to continue playing. That&#8217;s something that casual games have already proven pretty effectively. But there&#8217;s an inherent attitude of disdain and superiority in the tone of the report that seems to dismisses violence without recognizing that [...]]]></description>
			<content:encoded><![CDATA[<p>There&#8217;s <a href="http://www.forbes.com/forbeslife/health/feeds/hscout/2009/01/16/hscout623183.html" target="_blank">a recent study that that points out that it isn&#8217;t the violence in video games that motivate players to continue playing</a>. That&#8217;s something that casual games have already proven pretty effectively. But there&#8217;s an inherent attitude of disdain and superiority in the tone of the report that seems to dismisses violence without recognizing that it really does have a purpose:</p>
<blockquote><p>&quot;For the vast majority of players, even those who regularly play and enjoy violent games, violence was not a plus,&quot; study lead author Andrew Przybylski, a Rochester graduate student, said in a news release issued by the university.</p>
</blockquote>
<p><font face="Georgia" color="#666666">The plus isn&#8217;t for the player, necessarily. But what violence does do is <em>communicate clearly</em>. </font></p>
<p><font face="Georgia" color="#666666">&quot;Kill or be killed&quot; is a primal and simple way to explain to a Player their relationship between themselves and the other objects in the world. And their first goal will be to find out just how the game intends to let them do that. </font></p>
<p><font face="Georgia" color="#666666">It&#8217;s certainly not the only way, nor is it going to be popular with a lot of demographics, but <em>everyone gets it,</em> whether they like it or not. Violence avoids the need to try and create a context for <em>why </em>I might you might want to match three of a similar object together.&#160; Gore shows you that you&#8217;ve done the right thing, because if something is exploding into a shower of blood, then you probably did what you were supposed to do.</font></p>
<blockquote><p>The research, consisting of two online surveys and four experimental studies, found that overcoming hurdles, getting a feeling of accomplishment and having multiple choices for strategy and action appealed the most to seasoned video gamers and novices alike.</p>
</blockquote>
<p><font face="Georgia" color="#666666">There are reasons to not use violence and gore as your basic toolset, but the above quote confuses cause and effect. Games use violence because it communicates accomplishment and helps you overcome hurdles, not because it feels good to be violent.</font></p>
<p> As games become more socialized violence will probably become a tool favored more by cooperative games (us vs. them) than head to head play (you vs. me).&#160; After all, it&#8217;s far more socially acceptable to shoot a computer generated monster than your best friend.</p>
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