How Politics Is Being Changed by the Web

Internet mediated activities in recent years have created a new, diverse and engaged political culture throughout the world. Public awareness of important issues is increasing like never before, due to the increasing participatory social culture, catalyzed at least in part by the Internet as a technological platform of rich social communication. Organization and activism, which used to be primarily isolated to special interest groups, is becoming trivialized with smaller groups being able to utilize the social power of the Internet. This has resulted in social demands for greater levels of government transparency and accountability. This essay focuses on three specific aspects and the effects of the Internet on Politics, the Internet as an Information source, how the Internet has changed political campaigning and the new emerging trends of cultural citizenship.

The virtually ubiquitous adoption of the Internet in most industrialized countries has allowed people to very easily and quickly find and attract large audiences. These audiences are virtual public spheres where geography has little, if any impact. Local stories, which traditionally would stay localized, can become global rapidly, and do so with amazing regularity. Robert Scoble a well-respected American blogger and technical evangelist claimed that the 2008 Chinese Earthquake was being discussed on Twitter up to a full hour before the mainstream press was reporting on it. Traditional media coverage is no longer the only viable way that groups and individuals can be heard effectively. Part of the reason for this is that the Internet is a great equalizer; people have unrestricted access to worldwide audience to share their unique experiences and opinions. Shiky says that the Internet allows people to escape their usual limitations and avail themselves of capabilities previously reserved for professionals. In this way, anyone is able to report or discuss political issues without limitation, difficulty or professional training and as such, everyone becomes a media outlet. Transfers of powers from professional classes to the general public supports a culture of participation. The increased participation allows the public to rapidly coordinate protests and pooled resources. While its probable that most of these synchronized community efforts are usually destructive in nature, focusing on “stop energy” the trend is generally positive because they improve community expectations of the standards and accountability of government.

In 1993 the UK government published a white paper entitled Open Government, in which it stated that an “Open government is part of an effective democracy”. The premise of the paper was to illustrate that while it is often necessary for a government to maintain secrets to ensure public safety, ministers and public servants had an obligation to explain policies and decisions to the public. The Internet provides a perfect platform for the government and the public to communicate transparently. Sites like WikiLeak’s strive to pursue transparency and accountability, and continue to do so despite the wrath of international political forces.

The Internet has also made it easier for groups to self-assemble and for individuals to contribute to communal effort without the need for formal management. Burgess & Green recount the story of how citizen journalism rose to a new never-before-seen level of public outrage after video of the tasering of a young UCLA student by campus police was uploaded to the video sharing site YouTube. This became such a politicized issue that it actually reached national US press coverage. Similarly, the 2008 formal Apology to the Stolen Generations speech was uploaded for posterity, but was soon complemented with people uploading their own remixed versions with each individual’s commentary, reactions and emotions about the speech, published to an global audience. Burgess & Green claim that these events transcended the typical viral-culture of Internet media and became a purposeful sphere of public conversation and self-mediated representation, expression and encounters of highly political issues.

These factors mentioned above have also created a platform ideal for top-down and mass grass-roots political campaigning. The proliferation of political campaigning on the Internet is proof of how serious politicians consider the web as a campaigning platform. However, Burgess & Green argues that “the forms of political engagement … has just as much to do with celebrity culture as they have to do with Capital-P political culture- in the same way that tabloid mainstream media focus on individual candidates as media personalities.” This is evidenced by official candidate stances on issues becoming nothing more than a back-story for the ‘gotcha’ moments and sound bites. Politician’s are clearly aware of the use of the Internet in mainstream everyday life and is used, particularly in the case of minor Republican 2008 presidential runner Ron Paul, for driving up the popularity of an underdog candidate. At times during the primaries, Ron Paul was more popular on YouTube than Hillary Clinton or even Barack Obama, which speaks volumes to the Internet being a successful tool in disseminating political rhetoric.

The Internet supports and promotes the idea that contemporary citizenship is not only an individuals and rights obligations to the state, but also the concerns the way individuals participate in matters of collective shared interests. The worldwide web transcends cultures, persuasions and borders and political thought is virtually impossible to control. Even despite employing over 30,000 people to monitor maintain it’s censorship regime the Chinese central government finds it nearly impossible to control the political voice of it’s civilian’s who choose to speak.

In conclusion, the Internet is a perfect, powerful and versatile platform to facilitate this shift in political thinking and ideology, while ultimately will lead to a more egalitarian society for everyone.

This post is a slightly modified version of a piece I wrote for a University assignment for the Curtin University Subject Internet Studies 102/502: The Internet and Everyday Life, answering the question: Describe and explain how everyday life is now experienced through Internet-mediated activities of information and communication with reference to ONE of the six topics (Sex and/or Dating, Music, Health, Games, Faith and Politics) in the first module?

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Games: At Work, No One Knows I am a Wizard

A treant from World of Warcraft

There is still a strong social stigma attached to people who confess to regularly playing computer games in western culture. The lingering stereotype of gamers being solitary male teenagers with poor social skills persists, despite studies showing that the average gamer is 30 years old, and has over 30% chance of being female. The fledgling industry is now breaking into the mainstream, and the rise of casual and social gaming has turned the games industry into a $39 billion per year powerhouse of entertainment. In the next 12 months, this figure is expected to balloon into $55 billion per annum, which is a figure that will rival the international film industry and predicted that it will soon be the preferred and dominant form of entertainment.

The popularity and rise of recent casual and social gaming owes much thanks to the phenomenal success of the Nintendo Wii games console, who’s success is largely the result of it’s ability to not only break through the traditional image of the games industry but to transcend it entirely. The Wii made gaming accessible; making games a social experience anyone could enjoy (particularly families and the elderly) – opening up games to a new and untapped demographic . While not the sole reason, it was one instrumental in the rise of casual and social gaming, which in the past 12-24 months has become a seeming tidal wave of success.

There is a deep psychology to gaming that’s yet to be fully understood. Researchers have found that games provide “sense of freedom and connection to other” and this lets us explore ourselves, our friends, our families, but also complete strangers in way we could never do during a face-to-face interaction. Playing games, particularly online, gives us remarkable insight into other people free from typical social constraints, for example PlayStation’s Smash Up Derby allows users to drive classic motor cars, like the T-Bird; but also drive them at breakneck speeds into other users.

This combination of reality and fiction is deeply stimulating. It also allows us to validate and test our moral systems, since people can be exposed to morally questionable situations that would never arise organically in the real world. Studies also suggest that games make us smarter. Educational games such as Immune Attack (presented by the Federation of American Scientists) provide mental and social benefits to players. Unfortunately, there is also a cost. Games are highly validating, in that they provide a source of fun, thrill, competitiveness and this makes them very addictive; although there is a lack of formal diagnosis in current medical or psychological literature. Unfortunately, the number and frequency of deaths and illnesses resulting from online game addiction continue to grow.

While social and casual gaming can clearly enrich our lives and relationships, we must be mindful of the possible problems when taken in excess.


This post is a slightly modified version of a piece I wrote for a University assignment for the Curtin University Subject Internet Studies 102/502: The Internet and Everyday Life, answering the question: What are the implications of the rise of casual and social games on the internet for online gaming and everyday life?

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My Thoughts on Dating, Intimacy and Sexuality

Second Life

The Internet can be a powerful tool for everyday people to explore thoughts and emotions without inhibition.  Since the Internet provides us with great anonymity, we can explore and share deep feelings and ideas without fear of judgment and retribution.  This can facilitate very positive outcomes; especially for people with otherwise quite acceptable sexual feelings and desires, but who feel impeded and couldn’t or wouldn’t act them out in real life (such as is often the case with young people exploring sex and homosexuality).

Arguably, cybersex is also perfectly safe.  Cybersex provides people with a physically safe environment, since the nothing physical ever occurs (other than possible self-masturbation, which often accompanies cybersex).  However, sharing and exploring sexual feelings and desires online, is accompanied with strong and intense emotions.  It’s these feelings and emotions that are significant to infidelity and therefore any sexual activity, regardless of whether it is merely flirting, seeking arousal or orgasm, could reasonably be considered betrayal by most romantic partners. Indeed, the Fortino Group reports “one-third of all divorce litigation now involves one partner’s online infidelity”.

We live in a world where the Internet is becoming a pivotal and sometimes pervasive component of our everyday lives.  Our physical bodies are exposed to stimuli that transcend our own thoughts and views of the world and we’re exposed to more than we can imagine.  We can participate, or contribute as much or as little of ourselves as we desire.  Because of this the line between the real world and the virtual-world is becoming increasingly difficult to define.  Since we carry ourselves into the virtual-world, it has become a mere extension of our physical selves.

If we define physical acts of sexuality to be foremost the emotional connection between two people sharing a sexually arousing experience, than Cybersex is just a real as intercourse.  The Internet has also adapted to make Cybersex as real as possible, further blurring the line.   The social game Second Life, grants players great control to ensure that players can highly customize their game avatar; designed to be the player’s representation in the Second Life digital world. Player’s can then control their avatars, much like a puppeteer would control a puppet, and as such can enact any activity the player can imagine.  Second Life is known for player avatars being able to enact and enhance sexual activities, augmented by text chat or voices using a microphone . It’s easy to trivialize Cybersex as harmless fun, but doing so also trivializes illegal sexual activities such as the computer depiction of adults having sex with children .  While people should feel free to explore Cybersex as part of normal and healthy sex life, normal real world social rules and expectations need to still apply.


This post is a slightly modified version of a piece I wrote for a University assignment for the Curtin University Subject Internet Studies 102/502: The Internet and Everyday Life, answering the question: How far would a partner/spouse have to go online before it is considered cheating? Up to what point is flirting online acceptable? How ‘real’ is cybersex?

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Politics: Julia Gillard is My Facebook Friend

GetUp!

Democracy literally originates from ancient Latin as “government by the people” and as a system of government, it allows the citizens of a country to directly or indirectly participate and manipulate the legislative process. Only a few short years ago, for a single individual to be heard, required great effort, coordination and some luck. As a result politics evolved many defenses against individuals attempting to disrupt the status quo. This meant that citizen activism was slow, encumbering and difficult to coordinate en mass.

This is changing as the mainstream continues to adopt new Internet technologies and has created for itself “transformative opportunities related to key public sector issues of transparency, accountability, communication and collaboration, and to promote deeper levels of civic engagement.” This has resulted in an unprecedented and transformational level of citizen participation and organization. Where citizen activism used to take days, weeks or even months to coordinate, it can today be organized and executed, quite literally overnight. Getup.org.au (GetUp!) is a community advocacy group dedicated to getting greater community participation on important issues. They take a very strong and active role in Citizen Democracy; not only making suggestions, but also providing specific and intricate instructions on how people can engage in a number of specific political and social agendas. The site provides many examples on its front page, and these are constantly changing with an ever-changing social landscape.

Conversely, the Queensland Government’s Get Involved initiative is more about how the general public can participate in their local communities . There are suggestions towards influencing Government Policies and decision-making, but the bulk of the suggestions involve passive political activities, such as donation and volunteering and are reasonably ambiguous and nondescript. But its not just the underlying vagueness that is the problem with the Get Involved website.

The main issue is one of obviousness and one of timeliness; it provides dated, obvious suggestions for which most people would be already be aware (e.g., volunteering at a local school). However, the Government cannot be seen to be biasing or influencing the public, which stands to reason why the Get Involved website is quite generic in it’s suggestions. However, even after forgiving Get Involved for its politically sensitive content, I think the main reason why GetUp! is more successful, is because it selects highly specific language, which is clearly designed to invoke an emotive reaction as well as the specific links and activities to do something about it. This reduces social hegemony and action paralysis.

It’s indeed a microcosm for politics today; governments and politicians know they need to get engaged in new media, however, Social Media and the Blogosphere often cycle faster than Governments and Politicians can react. It’s interesting to me to see how the political machine will evolve and adapt to a more open and Internet-aware public.


This post is a slightly modified version of a piece I wrote for a University assignment for the Curtin University Subject Internet Studies 102/502: The Internet and Everyday Life, answering the question: Navigate around and discuss two of the following sites in terms of the kinds of involvement they encourage. (www.pm.gov.au, www.tonyabbott.com.au, www.getinvolved.qld.gov.au or www.getup.org.au)

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