Posts Tagged ‘online’
A new graphic compiled by Hilary Mason and Anna Smith of Bit.ly and Forbes Magazine’s Jon Bruner shows the popularity of different online news sites across the United States. The graphic uses data from Bit.ly, a link-shortening website. The team looked for unusually popular linked articles and compiled click-through information to create a color-coded map of the United States that shows the online news reporting preference of each state. Users can view an interactive version of the map that offers detailed information about each state. Clicking on any particular news source shows a breakdown of the most popular news stories and where those stories are popular. Web users can then use Bit.ly links to read the most popular articles in each state. The obvious bias of the graphic is that all of the data comes from Bit.ly. Bit.ly only tracks clicks from web users who use the service, of course, so the data is far from a complete representation of the United States’ online news consumption. Nevertheless, the limited data shows interesting geographical trends. For instance, Illinois and Indiana are the only two states that get most of their news from Illinois’ Chicago Tribune. Fox News dominates in Texas, Montana and Mississippi, but otherwise makes no appearances on the map. USA Today is the most popular news source for Bitly users in 12 states including Florida and Nevada, while the New York Times’ reach is essentially confined to the East Coast. Perhaps most surprisingly, the satirical news site The Onion leads the pack in Wisconsin, Minnesota and New Mexico. Bit.ly allows its users to find detailed usage by adding “+” to the end of a Bitly link. Bruner, Smith and Mason compiled an extraordinary amount of this same usage data to create the graphic. The map claims to use “millions of web clicks,” and Forbes says that it will update the map monthly to reflect new media trends.

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Popular U.S. News Sites by State: Who’s Reading What and Where
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The Essentials of the Online Marketing in 2012 – Free Kit
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42 Rules of Marketing Toolkit – Includes a Free $9.99 Value eBook that Expires 4/24/2012
Amy O’Leary, a news editor and multimedia producer for The New York Times, presents the final keynote address of the Narrative Arc conference. Her presentation, Beyond the ‘Like’ Button: Digitally Addictive Storytelling and the Brain, discusses the brain and its relationship to immediate news. As a writer who crafts the online narrative of a story at the time the idea is conceived, she is uniquely skilled to speak to the power of social media in the news. Hosted by College of Communication on March 23-25, 2012.
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Beyond the "Like" Button: Digitally Addictive Storytelling and the Brain
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Do we really need to take away his game? Tell us in the poll below. Some politicians and media personalities have suggested that violent video games have a negative effect on society, especially in the wake of school shootings and other real-life acts of violence. Many groups have called for video game manufacturers to tone down simulated acts of violence in their games, and some governments have banned violent games outright due to the perceived effect that violent games might have on their users. A new study from a Gothenburg-based research group sheds some light on how violent games affect online gamers and suggests that the link between real-life and in-game violence is more nuanced and less straightforward than previously believed. How In-Game Violence Transfers To Real Life The researchers’ hypothesis essentially centered on the concept of transference, which is regularly cited by violent video games’ opponents to describe how gamers become desensitized. Many politicians and media pundits have hypothesized that gamers are rewarded for in-game acts of brutality. The gamers then transfer this reward system to real-life interactions, which may make them more likely to act violently. Jonas Linderoth, Ulrika Bennerstedt and Jonas Ivarsson authored the study. The researchers spent hours monitoring gamers and played online violent video games themselves to determine whether the reward system in popular violent video games was sufficient to transfer into real-life violence. The Benefits Of Teamwork In Online Gaming The group found that online video games actually encourage cooperation and teamwork. Gamers who did not organize with their teams ended up doing worse in online rankings than gamers who were willing to work together. Ivarsson noted that successful gamers also needed a good sense of timing and sophisticated skills to succeed in online play. However, teamwork was practically indispensable, and aggressive gamers were less likely to succeed. The researchers note that gamers may positively benefit from online teamwork, and that these gains might outweigh the perceived negative influence of simulated acts of violence. The group published their findings in the International Journal of Computer-Supported Collaborative Learning under the title “How Gamers Manage Aggression: Situating Skills In Collaborative Computer Games.” The team’s work calls the entire debate on violent video games into question and certainly offers a different perspective on one of the most hotly contested political and social issues in recent memory. Take Our Poll

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Violent Video Games Effects: As Bad As We Say They Are? [Study]

