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Social networking and digital gaming media convergence: Classification and its consequences for appropriation
Author(s) -
Marie Griffiths,
Ben Light
Publication year - 2008
Publication title -
information systems frontiers
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 1.086
H-Index - 66
eISSN - 1572-9419
pISSN - 1387-3326
DOI - 10.1007/s10796-008-9105-4
Subject(s) - appropriation , convergence (economics) , computer science , space (punctuation) , social media , field (mathematics) , set (abstract data type) , technological convergence , internet privacy , digital media , core (optical fiber) , value (mathematics) , work (physics) , the internet , public relations , world wide web , telecommunications , political science , epistemology , mechanical engineering , philosophy , mathematics , machine learning , pure mathematics , engineering , economics , programming language , economic growth , operating system
\udWithin the field of Information Systems, a good proportion of research is concerned with the work organisation and this has, to some extent, restricted the kind of application areas given consideration. Yet, it is clear that information and communication technology deployments beyond the work organisation are acquiring increased importance in our lives. With this in mind, we offer a field study of the appropriation of an online play space known as Habbo Hotel. Habbo Hotel, as a site of media convergence, incorporates social networking and digital gaming functionality. Our research highlights the ethical problems such a dual classification of technology may bring. We focus upon a particular set of activities undertaken within and facilitated by the space – scamming. Scammers dupe members with respect to their ‘Furni’, virtual objects that have online and offline economic value. Through our analysis we show that sometimes, online activities are bracketed off from those defined as offline and that this can be related to how the technology is classified by members – as a social networking site and/or a digital game. In turn, this may affect members’ beliefs about rights and wrongs. We conclude that given increasing media convergence, the way forward is to continue the project of educating people regarding the difficulties of determining rights and wrongs, and how rights and wrongs may be acted out with respect to new technologies of play online and offline

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