May 18, 2010
Yesterday it felt to me like rabbits were at work and their progeny was Facebook privacy apps. Four crossed my screen within a space of hours: Privacy Check, ProfileWatch.org, ReclaimPrivacy.org and SaveFace. The first three are useful in helping identify the types of Facebook information that have made it to the public web, but they aren’t helpful in the shades-of-gray publicness that comes from tweaking “friends of friends” and “friends and networks” settings. The fourth is a giant reset button. Here’s what I found out about each.
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Apr 10, 2010
Social media has made today’s marketing less about controlling the message and more about asking questions. While Twitter and Facebook want to know what’s happening, Foursquare and other location-based social networks wonder, “Where are you?”
For those unfamiliar with Foursquare, the service lets users “check in” to a location via their smartphones or laptops and logs their positions on a map that others can see. The more you check in, the more badges and bragging rights you earn.
“The X-factor appeal of Foursquare is in its social currency,” says David Berkowitz, senior director of emerging media and innovation at digital agency 360i. “Giving Foursquare users these badges for completing explicit tasks adds an element of surprise, like a scavenger hunt.” The badges also help users show off their interests to others, enabling them to connect with like-minded people and keep the “game” going.
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Mar 29, 2010
It’s hard not to notice social games. Every time I log into Facebook, I am flooded with requests to play games with friends. Given that I’ve had an aquarium on and off since I was three, the allure of a virtual Facebook fish tank finally became too much: FishVille was going to be my game of choice. (Apparently, I’m not alone, as the game has more than 23 million monthly players.)
Like other social games, FishVille, developed by Zynga, leverages your social network for gameplay. Your friends help you obtain items and take care of your fish, and you help them in return. In that way, social games are more collaborative than other game genres. Social games are also built around the idea of playing regularly. Just like you feel compelled to check Facebook, you feel compelled to check on your fish tank or your farm. I decided to play FishVille for 17 days to see if it could keep my interest for the duration.
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Feb 12, 2010

Zynga Homepage
According to my Facebook News Feed, we are facing an agricultural crisis: I have more than 20 friends whose FarmVille crops need fertilizer. However, since FarmVille’s debut last June, the popular Facebook application has done more than flood my feed with farm-related requests. It has enabled its creator, Zynga, to reportedly rake in more than $200 million in 2009. But how can such revenues be possible if social gaming is supposed to be free? The answer lies in the sale of virtual goods and the games’ use of compulsion loops.
In social games, users are encouraged to enhance their farms or strengthen their mafias through the purchase of virtual goods. These can include fanciful structures (Ferris wheels), seasonal items (mistletoe-shooters) or tools (tractors) that enrich gameplay. Such goods allow users to customize their profiles, advance more quickly in the game or “keep up” with other players. In short, virtual goods are a graphic extension of common user behaviors such as self-expression or competitiveness.
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Jan 14, 2010
Watch the video of my entire Seattle Town Hall talk on January 13, 2010 (we’ll post the high-res version later). Here is my slide deck with notes (cross-posted from The Storyteller Uprising blog). Special thanks to MCDM’er Jay Al-Hashal who provided the design concept for the deck and advised me on structure. We covered everything last night — Iran, the Haiti Earthquake, Google’s stunning Chinese censorship decision, and as always, the future of journalism and the danger of echo chambers:

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Nov 17, 2009
For years, video games were strangely absent from the social media tidal wave. Aside from casual games built into social networking websites, games didn’t support social media.
The recently released (Oct. 13) “Uncharted 2: Among Thieves” for the PlayStation 3, hopes to change that with a built-in Twitter feature. The game uses Twitter in a fairly simple way, by sending updates on a player’s progress to his or her Twitter account.
Twitter is also at the heart of a social media update to Microsoft’s Xbox 360 that went live today. It allows you to post tweets, read the tweets of those you follow, search and view trending topics. Along with a Twitter app, the Xbox 360 update also has a Facebook app to stay connected to friends through basic Facebook features.
These instances of Twitter in video games—one software and one hardware—still only scratch the surface of the potential to meld social media and gaming. The use of Twitter in “Uncharted 2” seems like a good way to market the game and to find other people who play the game, but beyond that it doesn’t do much. And the Twitter integration on the Xbox 360 isn’t very deep, as you can’t run the app while you are playing a game.
The real issue here isn’t how Twitter is integrated into games or hardware platforms, but how the gameplay can take advantage of social media’s best assets—connecting people and sharing information.
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Nov 9, 2009
The signs of info-exhaustion are abundantly clear. I’ve been flashing them red in my status updates after all.
Hanson Hosein I’m tired of being in a perpetual state of communication (says the digital media journalist guy via Twitter and Facebook). [7 comments, 6 people liked this]
Hanson Hosein How to restore “contemplative balance” in an info-saturated world. Love that notion, wish I were in town to attend: http://is.gd/4NbSK [my wife liked this]

Graphic by Kim Rosen
I also joked on Twitter: I’m thinking of starting a Master of Communication in Analog Media.
Far too many people expressed interest, leading me to believe that all us tech-lovers secretly despair of our passion for all things digital. I had mentioned as much during a Fireside Chat on Seattle’s NPR affiliate KUOW, which led to this article in the upcoming issue of Seattle Magazine, “Sound Off: Examining the Value of Tuning Out” (in fine analog style, the columnist Karen Johnson, interviewed me in September, a fact-checker contacted me about my quotes in October, and the dead-tree December issue has yet to hit news stands).
And now I’m up late on a Sunday night — having finished grading assignments, and attempted the Sisyphean e-mail push uphill — writing this blog post. Overwhelmed, overloaded perhaps, but forever propelled by anxiety.
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