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nobeerreviews · 1 year
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Blossom by blossom the spring begins.
-- Algernon Charles Swinburne
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shumercury · 8 months
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One of the most morally correct missions in armored core 6 involves assassinating a awful man as he loudly and messily begs for his life this game is so funny.
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amored-core-hotties · 5 months
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Welcome back, independent mercenaries.
Coldcall's late addition means side B of the tournament will begin in six days. However, two polls from side A are now open.
This poll had to be reposted, due to an error in the poll. If you have voted previously, cast the same vote again.
Please vote for the hotter pilot of the two:
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SWINBURNE
whiny bitch
no backbone
begs for his life (hot. to me)
twink death
kind of paranoid
pathetic little meow meow
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ENFORCEMENT SYSTEM
no body (just a tts)
country girls make do
space cop
the terminator if she was a fucking girlboss
FIGHT
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quocanhh55 · 3 months
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WEEK 3: HOW DOES TUMBLR FUNCTION AS A DIGITAL COMMUNITY?
1. Tumblr - a social media platform with surprising statistics
These days, social media users may be very familiar with platforms such as Facebook, Instagram, or TikTok with huge numbers of users and interactions. However, there is another digital community that not every one of those users already knows, which is Tumblr. Tumblr is a microblogging and social networking platform that allows users to post and share multimedia content. Founded by David Karp in 2007, it gained popularity for its unique blend of blogging and social features.
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Compared with the popularity of other competitors such as Facebook, Instagram, or TikTok, many people may think that Tumblr will need more competent growth. However, the statistics of this social media site may surprise: Tumblr is ranked the number 10 social media site in Australia. According to Civic and Social Media News 2023, the platform acquires 3.7 million users, which outrages a few competitors such as TikTok 1.1 million and Reddit 110,000 users, thanks to the platform’s unique affordances.
2. Tumblr’s abilities and affordances:
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Tumblr’s blog-like function allows account-holders to use the platform to create diaries of their daily lives, to post different types of information that inspire them, as well as to live about events as they happen or about TV shows as they are aired (Jo Dixon 2024). The platform also enables users to leverage the site’s anonymity, hashtagging, and relatively public or reduced surveillance. These functions contributed largely to the experience of “Tumblrers” as they can share their diaries and emotions publicly but anonymously without the fear of being spotted.
3. Digital community - a popular term in the digital era nowadays
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According to Indeed, An online community is a group of people with shared interests or a shared purpose who use the internet to connect. Groups on social media, members of online gaming platforms or support communities for software offerings all represent examples of online communities. Digital communities form around specific interests, hobbies, or goals. Members join these communities to connect with like-minded individuals, share information, seek advice, and collaborate on related projects.
4. Tumblr - a model of digital community
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From the functions that Tumblr enables users to perform, it can be seen that the platform works as a digital community that allows users to connect, engage, and join groups based on common interests, identities, or artistic activities in several ways:
Blogging and Content Sharing: Tumblr allows users to build their own blogs and share a variety of content types, including text entries, photos, quotations, audio, and video. Users can share their ideas, creativity, and passions through postings, which are discoverable and interactable by the rest of the community.
Reblogging and Interaction: Reblogging is one of Tumblr's core features, allowing users to share content from other users' blogs on their own. This feature promotes content discovery and a feeling of community by allowing users to interact with and contribute to content published by others. Users may also interact with postings by leaving comments, like them, and sending direct messages, which helps encourage conversations and relationships within the community.
Personalization and Online Identity: Tumblr enables users to personalize the appearance of their blogs, which creates a distinct online identity and personal image. Users can showcase their personality through the style, layout, and content of their blogs, attracting like-minded others and adding to the community's general diversity and depth.
References:
1. Indeed Editorial Team 2022, FAQ: What Is an Online Community and Why Are They Important?, Indeed, viewed 1 February 2024, https://www.indeed.com/career-advice/career-development/online-community.
2. Jo Dixon, S 2024, Tumblr - Statistics & Facts, Statista, viewed 31 January 2024, https://www.statista.com/topics/2463/tumblr/#topicOverview.
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thebeautifulbook · 2 years
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SONGS BEFORE SUNRISE by Algernon Charles Swinburne (London: F.S. Ellis, 1871)
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Week 11: Social Gaming and Live Streaming: An Exploration of Game Culture and Communities
In order to gain comprehensive understanding of the historical development of video games is crucial for developing a thorough grasp of social gaming and live streaming. Video games have experienced a considerable evolution from simple arcade-style gameplay to sophisticated, multi-dimensional worlds since the introduction of Pong and Space Invaders (Juul 2010). The act of playing video games in a social atmosphere, when players engage in cooperative or competitive gameplay and communicate with one another, is referred to as "social gaming" (Juul 2010). Live streaming, on the other hand, involves transmitting gameplay in real-time over the internet so that viewers can see and communicate with the broadcaster (Juul 2010).
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The world of social gaming includes a wide variety of game genres, each with its own unique social dynamics. Due to their fast-paced and simple gameplay, arcade games have long been used as a social hub, luring players to gather and participate in competitive activities in actual physical spaces (Consalvo & Dutton 2006). Local multiplayer games encourage face-to-face interactions, social connection, and friendly competitiveness (Consalvo & Dutton 2006). On the other side, online multiplayer games have drawn a lot of interest since they enable player interaction across borders, regardless of location (Consalvo & Dutton 2006). Given that platforms like Twitch have transformed gaming by making it a competitive spectator sport, the growth of gaming spectatorship is a huge phenomenon that cannot be overlooked (Consalvo & Dutton 2006). Viewers may now experience the thrill of gameplay virtually and engage in live exchanges with the streamer and other viewers, strengthening a sense of community.
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Originally posted by Tom's Guide
Gaming communities are made up of more than simply a few players. Players connect with one another and take part in shared experiences in these social groups. These groups act as forums for gamers to interact based on their love of the same games, exchange tips and strategies, and have conversations about gaming (Kaye et al. 2014). Additionally, gaming communities usually consist of a number of smaller communities where users may easily switch between multiple platforms, game types, and genres. A vibrant and connected gaming environment is fostered by the seamless flow of information, which makes it easier for knowledge, competencies, and proficiency to be transferred (Kaye et al. 2014).
Competency in knowledge and skill is a key element in gaming communities. People gain recognition and admiration from their peers as they put work and time into honing their skills (Seo 2013). As role models and contributors to the growth of the competitive gaming landscape, seasoned players, sometimes known as "professional gamers," have a tremendous influence within the gaming community (Seo 2013). Within gaming communities, where players collaborate to decipher complex game mechanics, uncover buried features, and improve their strategies, the exchange and distribution of knowledge are essential components (Seo 2013). Digital forums, social media pages, and specialised websites serve as knowledge-sharing platforms that encourage the growth of gaming communities.
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Originally posted by Al Jazeera English
The various demands and tastes of players are catered for by various gaming platforms. The flexibility of PC gaming allows players to access a variety of games and customise their hardware (Seo 2013). Console gaming offers a convenient and approachable experience thanks to well-known systems like PlayStation, Xbox, and Nintendo Switch (Juul, 2010). Smartphones are now powerful game platforms thanks to the explosive growth of mobile gaming (Consalvo & Dutton, 2006). Twitch, YouTube Gaming, and Facebook Gaming are notable examples of social gaming and live streaming platforms; these sites are now preferred by both gamers and streamers (Kaye et al. 2017).
Esports, often known as competitive gaming, has seen a sharp rise in popularity, attracting millions of viewers worldwide (Seo 2013). Skilled players and teams compete in organised events across a variety of game genres, including first-person shooters, multiplayer online battle arenas, and fighting games (Seo 2013). Live streaming of competitive gaming competitions has grown to be an important part of the esports ecosystem. This has made it easier for the public to enjoy watching excellent gameplay and participating in the competitive atmosphere (Seo 2013). Streamers that are skilled and charming play a significant part in enthralling and entertaining the audience, creating a unique form of interactive entertainment (Seo 2013).
With the introduction of social gaming and live streaming, the gaming industry has undergone substantial change, resulting in vibrant communities and a transformation in how players engage with games. One may better grasp the substantial impact of social gaming and live streaming on contemporary game culture by analysing the historical context, various gaming genres, the significance of gaming communities, and the emergence of competitive gaming and streaming. With technology advancing at a rapid rate, it is fascinating to speculate about how social gaming and live streaming may be affected in the future, blurring the lines between virtual and real-world interactions.
References
Al Jazeera English 2019, The Gaming Industry | Start Here, 22 December, viewed 16 June 2023, <https://www.youtube.com/watch?v=LEurg3JaP2o>.
Consalvo, M & Dutton, N 2006, ‘Game analysis: Developing a methodological toolkit for the qualitative study of games’, The International Journal of Computer Game Research, vol. 6, no. 1.
Juul, J 2010, A casual revolution : reinventing video games and their players, MIT Press, London.
Kaye, LK, Kowert, R & Quinn, S 2017, ‘The role of social identity and online social capital on psychosocial outcomes in MMO players’, Computers in human behavior, vol. 74, Elsevier Ltd, Elmsford, pp. 215–223.
Seo, Y 2013, ‘Electronic sports: A new marketing landscape of the experience economy’, Journal of marketing management, vol. 29, no. 13-14, Routledge, Helensburg, pp. 1542–1560.
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spilladabalia · 1 year
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Hattie & Goggy - All About The Bunny
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cyclaes · 1 year
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a-stone-in-flight · 2 years
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FINDING SOLACE IN MORTALITY
satia te sanguine, algernon charles swinburne / right hand man, lin manuel miranda / the castle, franz kafka / the garden of proserpine, algernon charles swinburne / catcher in the rye, j. d. salinger / the unabridged journals of sylvia plath
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ivyyychan · 2 years
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Week 10 - Gaming Communities, Social Gaming and Live streaming
Gamers, in the traditional sense, have been labeled as young and predominantly male. In recent years, a variety of games have been launched to promote live streaming, and it is found that the participation of women in games has also been increasing.
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Before the COVID-19 caused pandemic, I was rarely involved in games, much less addicted to them. Interestingly, during the lockdown in 2020, a game called Animal Crossing became extremely popular on Facebook and Instagram. The Animal Crossing series has always been a "life sim" with no exact storyline but rather using "virtual life" as its core competence. Having cute animation style as another selling point, players will become the mayor of a small town, and a large group of cute animals become good neighbors, good friends. At the beginning of the game, the activity scope of the player is small, just in a small town constantly picking fruit, fishing, collecting shells and selling them to make money, and then using the money to expand the town, so that the town becomes more prosperous. One of the features of Animal Crossing is that the game time is completely synchronized with real time, giving the player a sense of immersion, but without the usual tension of a game. Some people may not be used to playing "FPS (first person shooting)" or “ARPG (action role playing game)” games, but this is exactly the selling point of the game. Turning the intense "war" like setting to something much more relaxed like enjoying tranquil times at country home; preventing the physical and mental fatigue players have longed for in a "slow" paced game. Having no characters or other players pushing and urging you to finish a mission or a quest, even if you're asked to do something by an NPC (a non-player character), the game does not have a specific deadline, which ultimately means that players can take a break from the "deadlines" they’ve always faced in action packed games.
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In addition, the success of “Animal Crossing” is closely related to the fact that players had spontaneously and voluntarily built multiple digital communities on social media platforms to share and discuss their experiences in the game. In 2006, Jenkins discovered that “the new knowledge communities will be voluntary, temporary, and tactical affiliations… they are held together through the mutual production and reciprocal exchange of knowledge”. Gamers post strategies on how to make money, catch different kinds of fish or insects in different seasons. They also exchange ideas about clothing and house decor for their characters. You can even add some strangers’ game account and invite them to visit your island. All of a sudden, everyone was obsessed with the game and were frequently engaging in discussions on social media platforms. Despite the fact that I felt isolated during the lockdown period as I did not have a chance to meet my friends, I could still keep in touch with them through this game, share strategies with each other, have fun together and relieve myself from the pressure that the lockdown has brought. Thus, “online games that adapt your friendship ties for play purposes, while accommodating your daily routines.”(Järvinen, 2011).
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Reference:
Järvinen, A 2011, Week 10 Social Gaming Guest Lecture: 2021-HS1-MDA20009-Digital Communities 2021, Instructure.com
Jenkins, H 2006. “Interactive audience? The collective intelligence of media fans”, pp.136
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Livestreaming and Parasocial Relationships
Video gaming in and of itself is a social activity, as people have digital citizenship within video gaming itself, and specific games and aspects of games (Hardwick 2022). Gaming is made even more social through the live streaming of games, particularly on sites such as Twitch.tv. On this site, many people stream games, but these same people “stream” their lives, in cooking, chatting, music and art streams, all on one platform. A sense of community is often fostered through these live streams, with a built-in, synchronous chat function (Leith 2021), as well as through other platforms like Discord (a social platform which hosts “channels” to have discussions on) and social media such as Twitter and Facebook (Kowert & Daniel 2021).
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This fostering of a sense of community can lead to things such as parasocial relationships; a person (viewer) forms what they think of as a relationship through having an emotional connection with another person (performer, in this case streamers) that is not reciprocated (Kowert & Daniel 2021; Leith 2021; McLaughlin & Wohn 2021). These are generally made through parasocial interactions, as while the relationship itself isn’t reciprocated, some interaction is, as streamers read chat messages viewers leave, and thank subscribers and donators (Wulf, Schneider & Queck 2021).
This potential interaction shows a shift away from what was generally thought of as a one-sided relationship to a “one-and-a-half” sided relationship, as there is now chance for community members to be interacted with by the performer that was not once possible, through the aforementioned synchronicity of livestreaming (Kowert & Daniel 2021).
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One popular streamer, who was once the most subscribed-to streamer on Twitch.tv, Ludwig Ahgren (Twitch All-time Streamers With Most Active Subscribers 2022), has been outspoken about how he perceives parasocial interactions. In talking about the phenomenon in his YouTube video I Am Not Your Friend (which you can watch in the embedded video above!), he states “I have 1 million subscribers, but I don’t know 1 million people… I don’t think I even know all my Facebook friends” (Ludwig 2020). He goes on to say viewers “shouldn’t form a relationship with me; at the end of the day, I’m entertainment… I don’t care about you, because I don’t know you – [and] I can’t”. In the same video, he includes footage of fellow streamer, Jschlatt, also talking about his view on parasocial relationships. Jschlatt said “[viewers] are a number for me… I don’t love you. And when I see relationships being formed like this that are just so one-sided in nature, I can’t help but feel kinda concerned,” (Ludwig 2020).
From this you can see that some other streamers have similar views to Ludwig on parasocial relationships; he believes that parasocial relationships can “be a bit dangerous” and that it’s worth “at least being cognisant that they exist in the first place, and maybe revaluating [a viewer’s] interest in things… instead of working on relationships with people that you’re never really gonna hang out with and can’t care about you” (Ludwig 2020).
I regularly watch streamers, namely Ludwig, moistcr1tikal, CYR, and have seen them all interact with the chat while streaming, and have heard of many instances of parasocial relationships with all of them, as well as seen people in chat talking with them as if they know them personally. As Ludwig says, I think that there are dangers to the parasocial relationship, especially when monetary value is given by viewers to support the streamer – but it’s interesting to watch from afar nonetheless.
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Written for Week 10: Gaming Communities, Social Gaming and Live Streaming
References:
Hardwick, T 2022, ‘Week 10 Social Gaming Guest Lecture’, MDA20009 Digital Communities, Modules via Canvas, Swinburne University of Technology, 08 May, viewed 09 May 2022.
Kowert, R & Daniel, E 2021, ‘The one-and-a-half sided parasocial relationship: The curious case of live streaming’, Computers in Human Behavior Reports, vol. 4, p. 100150.
Leith, AP 2021, ‘Parasocial cues: The ubiquity of parasocial relationships on Twitch’, Communication Monographs, vol. 88, no. 1, Routledge, pp. 111–129.
Ludwig 2020, I Am Not Your Friend, viewed 9 May 2022, .
McLaughlin, C & Wohn, DY 2021, ‘Predictors of parasocial interaction and relationships in live streaming’, Convergence, vol. 27, no. 6, SAGE Publications Ltd, pp. 1714–1734.
‘Twitch All-time Streamers With Most Active Subscribers’ 2022, TwitchTracker, viewed 9 May 2022, .
Wulf, T, Schneider, FM & Queck, J 2021, ‘Exploring Viewers’ Experiences of Parasocial Interactions with Videogame Streamers on Twitch’, Cyberpsychology, Behavior, and Social Networking, Mary Ann Liebert, Inc., publishers  140 Huguenot Street, 3rd Floor New Rochelle, NY 10801 USA, viewed 9 May 2022, .
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"I am tired of tears and laughter,          And men that laugh and weep; Of what may come hereafter          For men that sow to reap: I am weary of days and hours, Blown buds of barren flowers, Desires and dreams and powers          And everything but sleep." -Excerpt from Algernon Charles Swinburne's "The Garden of Proserpine"
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sakuraiadam1704 · 1 month
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WEEK 7: SOCIAL MEDIA AND AESTHETIC LABOR
Social media has become a breeding ground for aesthetic labour, where users manage their online personas to be aesthetically pleasing and garner social capital. This goes beyond just posting flattering photos; it involves curating a feed that reflects a certain lifestyle, using specific filters and editing tools, and even crafting captions that contribute to a desired image. This constant effort to maintain an attractive online presence can be emotionally taxing and relies on conforming to often unrealistic beauty standards.
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Humans are not always logical and reasonable, but we usually make decisions based on normative beliefs and the rewards associated with them. Because they believe it will lead to a better life and success.
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Because of their fame and popularity, celebrities and influencers continue to set a lot of trends and have more "modeling potential" among interested viewers. Artistic initiatives began to emerge after that.
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Aesthetic labor is a type of sexualized labor in which one's emotional or creative values are supplanted by accessories, surface-level beauty, or outward appearances. On the other hand, there is a strong association between emotional expression and overtly sexualized behaviors or acting displays.
These pictures, together with the brand's endorsement, have contributed to the legitimization of hegemonic masculinity and heteronormative concepts. In an attempt to disrupt their routine, they have also gotten to know viewers on the internet. This occurs on photo-focused apps such as Instagram, TikTok, and others.
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When presenting TikTok trends or just trends (stunt dancing, movements, transition,....) the negative outcomes appear to be more significant.
This portrayal may result in unrealistic expectations of body ideals and sexist stereotypes of both sexes.
Any visual that deviates from the norm is met with criticism and body-shaming comments. TikTok's current reality worsens psychological and mental health, which eventually leads to self-physical harm and toxic ideologies.
References: 
Aimé Doiron. (2020). Body image : psychological predictors, social influences and gender differences. Nova Science Publishers.
Greenwood, D. (2021, August 16). The BBL Bubble: How Social Media Fuels Body Modification | Psychology Today. Www.psychologytoday.com. https://www.psychologytoday.com/us/blog/mirror-mirror/202108/the-bbl-bubble-how-social-media-fuels-body-modification
SousaM. J., & MarquesC. G. (2022). Innovations and social media analytics in a digital society. CRC Press.
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giangrua · 1 month
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Week 10. Social Media Governance
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thebeautifulbook · 2 years
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ATALANTA IN CALYDON by Algernon Charles Swinburne. (London: Moxon, 1865).
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tthieu2808 · 1 month
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 Week 10: Digital Citizenship and Conflict: Social Media Governance.
Using social networks today is gradually becoming a living habit of many people, especially young people when life on social networks is gradually associated with work, negatively affecting their social life. . This development helps social networking platforms become like a miniature society, but issues related to conflict, bullying, discrimination or toxic behaviors are still frequently mentioned issues. when it comes to the limitations of these platforms. These issues raise questions about a solution related to social media governance with policies aimed at solving or limiting negative issues on social networks. One of the most easily recognized problems is online bullying or online harassment.
According to Jones et al. (2013: 54): Online harassment is defined as threats or other unwanted insults directed at another person through new technological channels (e.g., the Internet, text messaging). copy) or posted online for others to see that has the potential to cause harm to them, either accidentally or unintentionally. Online harassment can take many forms, such as spreading malicious rumors, sending abusive direct messages, and sharing personal content without consent, including photos. pornographic photos. If perpetrators of online harassment target an individual's actual or perceived identity, such as gender, sexuality, race, religion or disability protection” in the UK (Equality Act, 2010), then these acts would constitute a hate crime (Crown Prosecution Service, 2017). These are all acts of attacking honor, dignity or spreading false information to insult or mentally attack an individual, causing negative effects on the individual's health and life. Online harassment can also manifest in different ways, depending on the individual and social group being targeted. This behavior can be seen a lot on social networking platforms, especially involving celebrities or influential people in public or private communities. In Vietnam, recent famous cases such as Miss Y Nhi or influential people such as Ngoc Trinh and MC Tran Thanh have also received a lot of criticism or even communities on Facebook have been recognized. created to oppose and spread information to people in the community that aims to attack individuals or even distort the truth, affecting the lives of individuals.
Developing a community on social networks not only brings positive aspects such as the convenience of connecting with each other or accessing many sources of information, but also brings negative aspects such as uncontrolled toxic behavior. Controlling according to the crowd effect on social networks, being easily provoked without censoring information also solves problems that require solutions. Especially when the number of users of platforms such as Facebook, Instagram or Twitter is increasing and the age group using these platforms is getting younger and younger, there needs to be social media management policies to ensure the user safety, especially children to avoid negative effects. Nowadays, platforms are constantly updating their service policies to meet user needs, and at the same time, countries also have policies to protect people who suffer from cyber violence like in Vietnam. Vietnam, but raising awareness of avf users to propagate these policies and build awareness to comply with these policies still has many shortcomings and needs more time to improve.
References:
Jones LM, Mitchell K and Finkelhor D (2013) Online harassment in context: trends from three youth internet safety surveys (2000, 2005, 2010). Psychology of Violence 3(1): 53–69.
Crown Prosecution Service (2017) Hate crime. Available at: https://www.cps.gov.uk/hate-crime (accessed 19 November 2020).
Equality Act (2010) Available at: https://www.legislation.gov.uk/ukpga/2010/15/contents (accessed 29 October 2020).
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