Research research research. Thats practically all I have been doing lately. That and mind maps of ideas.
Psychology of the Internet- Patricia Wallace
The WWF Brief explained that we had to design a campaign that was aimed at the always on generation- as in the young population of the world that spends most of their life on the internet. So I have to research how people's minds react to web culture. A few days ago I decided to hit the library and found this lovely piece of literature by Patricial Wallace on the Psychology of the Internet. I marked all the chapters that interested me and got cracking.
56. On many mailing lists a few people take center stage and hold the vehement conversations, while others watch (or lurk), making only rare comments.
-WMST-L, Wyatt, Korenman
57.Erica A. Hochman
“We’re collectively creating it”
58. People don’t understand their in a group until something happens. At least until the car jerks to a stop between floors and passengers’’ faces turn pale. “
59. Solomon Asch. Line experiment.
61. Asch for example found the number of subjects who made no errors, that is, the number who refused to conform to the group on any trial, was just 25%. In this study, fully 69% of the subjects made no errors. A tempting conclusion is that there is something about the computer-mediated communication environment hat reduces our tendency o conform to a unanimous group position, physical presence being one of them.
76. The loss of that moderate voice is partially due to the exaggerated group polarization effects that can occur on the internet.
77. The computer mediated groups took more time to reach consensus, used more uninhibited swearing, name calling and insults, and made larger decision shifts from their original, averaged, individual positions. They had more trouble coming into an agreement.
105. Internet users are not co-hesive ingroup, but once in a while something comes up that raises their hackles and causes them to coalesce in some surprisingly large numbers-especially to fight a threatening out-group and achieve a superordinate goal that most of them value.
107. Credibility and its role in persuasion; and two elements stand out: expertise and trustworthiness.
108. The lack of leadership and any unconventional organization in this protest movement, so much like the internet itself, made any coordinate response very difficult to make.
182. The most addictive areas of the internet are MUDs and chat rooms
183. If it’s delayed too long the reward will lose much of its power and we are less likely to associate it with the response we made.
183. A behavior we acquire through operant conditioning can also be extinguished if we don’t receive awards for doing it anymore, but sometimes the behavior can be incredibly persistent even if rewards don’t appear for a very long time. With that variable ratio schedule, for example, the behavior can continue for quite some time because the individual is already to many trials without reward.
183. In social environments that attract to many people, it is more likely to be recognition and attention from unknown and potentially idealized others, all in the context of faceless and anonymous interaction in which your own persona is in control.
184. On the adventure MUDs, the immediate rewards might be the adrenaline rush players feel when they knock off a formidable drgaon after a variable and unpredicatable number of blows. Unlike the single-user computer video games, social interaction with other players is widely used in these environmenets, so social awards aso play a major role…A high level wizard on an adventure MUD will be rewarded with a respect and admiration, and even awe from lower level players who are still solving the puzzles and earning skill points…top scores recognized (less to do with skill and more time invested but still brings great respect)
-WMST-L, Wyatt, Korenman
57.Erica A. Hochman
“We’re collectively creating it”
58. People don’t understand their in a group until something happens. At least until the car jerks to a stop between floors and passengers’’ faces turn pale. “
59. Solomon Asch. Line experiment.
61. Asch for example found the number of subjects who made no errors, that is, the number who refused to conform to the group on any trial, was just 25%. In this study, fully 69% of the subjects made no errors. A tempting conclusion is that there is something about the computer-mediated communication environment hat reduces our tendency o conform to a unanimous group position, physical presence being one of them.
76. The loss of that moderate voice is partially due to the exaggerated group polarization effects that can occur on the internet.
77. The computer mediated groups took more time to reach consensus, used more uninhibited swearing, name calling and insults, and made larger decision shifts from their original, averaged, individual positions. They had more trouble coming into an agreement.
105. Internet users are not co-hesive ingroup, but once in a while something comes up that raises their hackles and causes them to coalesce in some surprisingly large numbers-especially to fight a threatening out-group and achieve a superordinate goal that most of them value.
107. Credibility and its role in persuasion; and two elements stand out: expertise and trustworthiness.
108. The lack of leadership and any unconventional organization in this protest movement, so much like the internet itself, made any coordinate response very difficult to make.
182. The most addictive areas of the internet are MUDs and chat rooms
183. If it’s delayed too long the reward will lose much of its power and we are less likely to associate it with the response we made.
183. A behavior we acquire through operant conditioning can also be extinguished if we don’t receive awards for doing it anymore, but sometimes the behavior can be incredibly persistent even if rewards don’t appear for a very long time. With that variable ratio schedule, for example, the behavior can continue for quite some time because the individual is already to many trials without reward.
183. In social environments that attract to many people, it is more likely to be recognition and attention from unknown and potentially idealized others, all in the context of faceless and anonymous interaction in which your own persona is in control.
184. On the adventure MUDs, the immediate rewards might be the adrenaline rush players feel when they knock off a formidable drgaon after a variable and unpredicatable number of blows. Unlike the single-user computer video games, social interaction with other players is widely used in these environmenets, so social awards aso play a major role…A high level wizard on an adventure MUD will be rewarded with a respect and admiration, and even awe from lower level players who are still solving the puzzles and earning skill points…top scores recognized (less to do with skill and more time invested but still brings great respect)
I don't really know how I'm going to use this information just yet but I figure that it's at least good background knowledge to have whilst I design the campaign