Internet Culture Computer Science 01i Introduction to the Internet Neal Sample 27 February 2001 1 We will talk about... • • • • • • • Odds and ends: FTP What is a culture? Internet User Demographics Delayed Collaboration Communities Real-time Communities Virtual Societies Gaming Communities 2 Odds and Ends: FTP • File Transfer Protocol (FTP) • Transfers files between two machines Requires an FTP server on the host machine and an FTP client on user’s machine • Much like the webserver/webbrowser relationship (“client-server”) Requests and replies for files instead of HTML documents and components 3 FTP: manual ftp • Login to host machine ftp sole.stanford.edu username: bob password: ****** • To request a file(s) get program1.cc get *.html • To send file(s) put program2.cc put *.html 4 FTP: Getting Graphical • Many, many free graphical FTP programs are available • Two recommendations are: WS_FTP LE CuteFTP • Both are available at: http://www.tucows.com 5 FTP: GUI Login 6 FTP: GUI Use 7 Internet Culture What is a culture? 8 What is a culture? • • • • • • • • • History Habitat Architecture Community Artifacts Property and Commerce Psychology Behavior, Sanctions, Norms, Status Political Structure 9 Demographics Who do you think uses the net most? 10 Age • Average age: 33 11 Sex 1997: 68% male, 32% female 1998: 59% male, 41% female 2000: 60% male, 40% female W3C GA Tech user survey 12 Education 13 Income Average Income: $59,000/yr. 14 Marital Status • Married: 41.1% • Single: 38.7% • Living w/ someone: 9.2% • Divorced or separated: 8.3% 15 Geography • USA: 84.4% • Europe: 5.8% • Canada: 4.9% • All other: 4.9% 16 Internet Experience • Under 6 mo.s: 7.9% • 6-12 mo.s: 10.5% • 1-3 years: 45% • 4-6 years: 27.2% • over 7 years: 9.4% 17 Internet Usage • 78% of respondents use their web browser more than once a day 38% use it more frequently than 4 times a day 40% use the web 1-4 times a day • 19% use it less frequently than once a day 18 Occupation • Educational: 24.9% • Computer related: 21.4% • Professional: 22.5% • Management: 11.4% • Other various fields: 19.8% 19 Operating System (1999) • • • • • • • Windows: 81.3% Macintosh: 13.0% Unix: 2.7% WebTV: 0.8% Dos: 0.6% OS2: 0.2% Other or unknown: 1.4% 20 Shopping Habits • 77.8% have purchased products or services online • 21.6% have never purchased a product or service online • 0.7% don't know Of the females who responded, just over 70% have purchased online and of the males, 80% have purchased online. Not a vast difference in markets. 21 Purpose on the net? • Browsing around (surfing): 79% • Entertainment: 65% • Work / research: 51% 22 Odds and ends • Bookmarks 77% have between 11-50 bookmarks 19% have over 100 bookmarks • Access 64% access the Net from home 31% access from work 5% other access • 81% are registered to vote • 98.3% use English as their primary language 23 Who is John Q. Internet? • • • • • • • • 33 year old married male No children College graduate, likely holds graduate degree Earns about $59,000 Live in the US, speaks English, votes Been on the net 1-3 years Surfs more than once a day Uses Microsoft Windows 24 Internet Communities • Communities as groups of related users • Each internet community has its own “culture” Hackers and gamers and chatters and activists are all vastly different groups 25 Delayed Collaboration Communities • Groups of people that share ideas and thoughts in stable messages • No “face-to-face” time, user interaction • Different types: On the web, “newsgroups” on various topics Bulletin boards Instant Messaging (some flavors) Email lists 26 Delayed Collaboration Examples • www.dejanews.com newsgroups on various topics • gsc@drizzle.stanford.edu mailing list of all Stanford graduate students • www.stepfamily.net email questions with public replies ask the experts like “Dear Abby” or NPR’s Car Talk • http://www.delphi.com/extremecompute/start/ specific topic message boards, hardware 27 Realtime Collaborative Communities • Groups of people that share ideas and thoughts • Actual “face-to-face” time, conversational • Different types: IRC - Internet Relay Chat AIM chat, ICQ chat AOL chatrooms 28 What “chat” looks like 29 Virtually Societies • MUSH - MUltiuser Shared Hallucination “rooms” connected to myriad other rooms “walk-around”, explore, build, interact • Virtual Worlds Ultima Online EverQuest Asheron’s Call “games” • Hitchhiker’s Guide to Earth building knowledge, collaboratively http://www.h2g2.com/ 30 Lang. of Abbr. • afk: Away from keyboard. • otoh: On the other hand. • bbiab: (I'll) be back in a bit. • rl: Real life. • bbl: (I'll) be back later. • rotfl: (I'm) rolling on the floor laughing. • brb: (I'll) be right back. • btw: By the way. • • • • • spam: A lot of unwanted text on your screen, usually fubar: [Messed] up beyond scrolling by so fast that it's all repair (or recognition). difficult to read or text that you imho: In my humble opinion. want to see gets lost in it. irl: In real life (as opposed to • ttyl: (I'll) talk to you later. virtual reality). • vr: Virtual reality. jk: Just kidding. • lol: (I'm) laughing out loud. • wtf: What the [heck]? A vulgar exclamation of unpleasant 31 surprise or confusion. Gaming Communities • All sorts of games Turn-based: Cards, chess, Trivial Pursuit • often use web-browsers, free, high latency ok Realtime Strategy: War games, empire Building • purchased software, high latency not too bad FPS: First person shooters • purchased software, low latency to be competitive 32 Gaming Societies • By game, e.g., the “Quake Community” http://www.planetquake.com/ • In team games, by group/clan/tribe http://www.tribalwar.com/vanguard/ 33 Elements of game culture • The culture is very feudal wars are waged on virtual battelfields win and lose virtual turf http://www.ogl.org/cgi-bin/league.pl?league=ctf_open&mode=display_universe • Status derived from skill • Highly Uncivilized in nature 34 “Professional Gamers?” • Dennis “Thresh” Fong, 25, Cal. dropout • The first “professional gamer” industry consulting endorsements website: www.firingsquad.com • Is it lucrative? 1997 E3 winnings: • $5000 • A new Intergraph PC workstation • oh yes, and a Ferrari 35 Gamer Demographics • Last update Feb 27 2001 11:45am PST www.theclq.com Online Players: 12,873,958 Online Teams: 261,366 Online Servers: 316,940 • Typically Male, 16-24 36 Other groups and cultural traits • Hackers Status through exploits and “hacks” Anarchists • Open Source Developers “Gift culture” Noosphere Linus Torvalds - Linux Socialists with “ego-profits” 37 Sources and further reading • University of Colorado at Denver http://www.cudenver.edu/~mryder/itc_data/culture.html • Gateway Virginia http://www.gateway-va.com/ad/gvaad.htm • Survey.net (users add their own data) www.survey.net • US Hostnet (marketers) http://ushostnet.com/host/ • Protocol Communications (Georgia Tech Survey) http://java.protocom.com/protomall/Protocom/benefit/who.html 38 Project: Spice Girls? • In the immortal words of Ginger Spice: “Tell me what you want, what you really really want.…” • So many topics, so little time 39