What is this? I don't even...A meme is identified as a specific idea or belief that is easily transferred. The term meme actually originates from the term ‘mimeme’, which means ‘something imitated’. The term was then re-coined in 1976 by one Richard Dawkins in a book called The Selfish Gene. The book explains the spreading of cultural ideas and phenomenon. In today’s age of instantaneous, two way feedback, the internet takes this phenomenon to a completely different level! The meme has no particular purpose or meaning inherent of the person generating it. Though there are some commercial benefits for some memes, the majority of these memes don’t normally receives

The meme comes in many forms and has many origins. It can originate from quotes, tv shows, movies, people. What’s more is the variety of forms it can take. It can be a soundtrack, an image, a video, a movie, a parody, almost anything. The unique thing about memes is their ability to be interchangeable. One parody feeds off another in a glorious symbiotic unison of creativity and depravity.  Some memes are general enough to appease a certain niche audience and some are capable of amassing a certain universal appeal.

In my current research, the majority of these memes have origins in pop culture. The scary part comes from the varying corners of pop culture that these memes can originate from. Everything from Jersey Shore’s COME AT ME BRO, to the lesser known Derp. With so many potential pictures, melodies, catchphrases, parodies, memorable scenes, and such, who or what decides the cream of the crop? What are the qualities that make a good meme? Versatility? Notoriety? Humor?

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The interests of identity and online gaming are quite powerful in some regards and quite meek in others. If one were only to look at the ludological argument within gaming, one would look at these games as simulation of actual interactions on an alternate plane. This plain can vary, projecting real life in some instances, to being latent with demons, goblins, orcs, and elves. It’s within this plain of existence that humans have crafted beings that are extensions of their very selves. These identities are the very means by which they will interact with their world and the millions of people within it.

My friend, Peter Lee, was one of the millions of people that forged an identity within this virtual world, World of Warcraft in this case. He based his avatar on the opposite of what he thought would be the standard. He desired to make an avatar that was extremely distinct and at odds with the norms and the conventions of society. My friend became a female necromancer. This female manipulator of the no longer living enjoyed the sense of community and the overarching story that was being acted. The prospects of teamwork and comradeship made the world teem with possibilities! There were communities here, a sense of progress, that you were improving, it was a world unto itself. So my friend left. Read the rest of this entry »

GAMING: WEEKLY READINGS

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yo ho ho and a bottle of ram!~]]]]

Will the Playstation Network become like the Somali seas or is Sony hyperbolized in its grandeur?

The brutal battle between Sony and the hacker community has been a heated contest. If anything, Sony has set massive precedence concerning their stance on hacking. They’ve essentially set an example of Greg Hotz as the ‘consequences’ of crossing them. The systems banned from using Playstation Network have been made an example as well. If I’ve learned anything covering this issue, its how matters of profit and miscommunication can result in resentment and animosity.

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Logo

Words With Friends has gone from an app of little fame to one of the top-grossing apps on iTunes in what seems like no time at all.  According to Zynga, the company responsible for the game, over 10 million people are currently playing, and with the launch to Android, many more are expected to follow. Judging by the fact that 84% of the players I interviewed heard about the game through a friend, it’s no surprise that the social-networking aspect of this game has helped in its rise to glory.

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The Words With Friends Community

Main Screen

Basically I  have started interviewing my friends and random opponents to find out how much of the game’s success has come from the social networking aspect of it. So far my questions have more-or-less been:

  1. How did you hear about the game?
  2. How many friends are you playing?
  3. How many randoms?
  4. If you could only play randoms would you still play?
  5. Do you use the chat function? what for?
  6. What would you change about words with friends? (ex. social networking capability, open to non-iPhone people, usernames vs. real names, etc.)
  7. There is a chess application made by the same people…it actually came out first…but it has not gotten nearly as popular as Words. Thoughts?

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Do you really want to hurt me?

In today’s age, technology is everywhere. And can do almost anything. Then there are those that can take technology and push it further. They can push technology beyond the limits created by its creator, they can coerce code into appeasing their unfulfilled fantasies and flights of fancy. These people are most often referred to as hackers. Read the rest of this entry »