The show must go on

February 3, 2010 at 11:23 pm (1) (, , , )

Gasp, I cannot believe it has been 3 months since I have posted. Finals consumed much of my life toward the end of November, and once I had finished, I went home and relaxed for a solid 3 weeks.

Now, I’m slowly but surely getting back into the swing of things as my collegiate career comes to an end.

The other after, as I was clicking my way around Twitter, I came across this amazing site called daytrotter.com. I found SO many new bands and artists that I had never heard of before and absolutely loved. All I had to do was create my own login and register with my e-mail, and I was able to download 4 songs from each artists’ session. AWESOME! I mean, who doesn’t like free music.

But this brings me to an interesting point: downloading for free. I suppose it’s used to get the artist out there and by giving 4 songs you are able to distinguish whether or not you like them. Before the internet, the only way to get your music out into the public was performing or handing out free EPs. The EP market is slowly dwindling away, I think. Could that be a result of free online downloads?

I just thought this was an awesome site and wanted to share. I hope you find a new artist/band that you enjoy!

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A closer look into Webkinz

November 4, 2009 at 5:03 am (Rhetoric Project) (, , , , , , )

Now let’s take a closer look into how the average user interacts with Webkinz. Watch the following video to see one user’s journey from purchasing a Webkinz to adopting it then playing with it for the first time.

First off, we are introduced to the user’s special edition Webkinz. The fact that they animals are “special edition” suggest that they are one of kind and better than other. The more special editions that the Webkinz designer produces a sensation for the users and encourages them buy more.

The user goes on to make sure that we know that these Webkinz are official, which in my opinions suggests that the user believes owning Webkinz is “cool” and that we would “judge” her if they didn’t have the Webkinz seal of approval (the “W” and name tag).

Then we are taken to the actual computer screen to watch the adoption process. You will notice the design of the website and its colorful, playful interface. The clickable hand affords clicking on certain devices and shading is used to help the user know a device if clickable. The screen looks much like Microsoft’s Bob, but it appears that the user has no trouble deciphering how to use the site.

I find if odd that this video was posted to YouTube. A new media used in collaboration with another new media. We were watching a video, posted to the internet, of the user actually playing the game. It troubles me that the user posted this thinking that others would want to watch this. What makes her think that others would care? Does Webkinz create a voyeuristic nature having the user watch and oversee the everyday lives of his or her virtual pets and thus feels the need that others should watch her interact as well? The video has received only 3,000 hits, but still who would want to watch this? Obviously, I cared enough to watch the entire video (high five if you actually made it through the entire thing), but I still don’t get to obsession.

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So, what’s new about this New Media?

November 4, 2009 at 4:32 am (Rhetoric Project) (, , , , , , , , )

And the biggest question, I believe, is what’s new about Webkinz? With it’s creation in 2005, Webkinz has created a new “play time” for children. It has amputated the way children play with toys and one another. Now, they simply log online, enter their “secret code” (the only real value of the plush animal) and get lost in the Webkinz virtual world.

They interact with other users in the chat room but are only able to ask pre-written questions. How they interact is controlled by the designer. No longer do children create kingdoms for their stuffed animals and build forts to house them in. Instead, there’s the internet and building another life of their own on the computer. Instead of holding the stuffed animals, they control them with the click of a mouse. Not nearly as personal an interaction as I remember. The interaction becomes one with the computer and a connection with the internet, not the animal. God forbid the internet went out, how would the children play!?!

I’m worried that Webkinz has changed the way my sister interacts. I suppose it’s great that they are becoming more familiar with the internet at a younger age, but I worry that this will desensitize them from real life. Do they get so lost in this virtual world that they will forgot how to interact face to face? It will be interesting to analyze their people skills as I watch them grow up. Will they refer to stock questions when they meet people (as in the Webkinz chat room you can only click on pre-written questions when interacting with another user)? Time will only tell how this new media will affect our youth.

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So, what’s rhetorical about Webkinz?

November 4, 2009 at 4:29 am (Rhetoric Project) (, , , , , , , )

Krusty the Clown sure doesn't know!

But really, why do I even care about Webkinz and this virtual world? My sister even said that she was addicted to it; she said she liked it’s addictive nature. However, I’m not quite sure she gets the nature of addiction, but that’s a whole other story.

So, Webkinz. Why was this website created first of all? And why do kids keep coming back?

Well, I’m not really sure why it was created except other than a ploy to make money off of children (easy targets, I know). Wikipedia lent me nothing as to it’s creation, so I can only look at how it has evolved and become the website that it is today. I’m fascinated that my sister knows she is addicted, and yet she does nothing about it (except for keep playing, of course). There are several ways that Webkinz has developed to keep their users coming back. Let’s take a look:

  1. The creation of Lil’Kinz: Just in case the user buys every Webkinz available there is a smaller version of even more characters.
  2. The expiration of Webkinz: Yes, every animal expires after a year of activation, so if the user wants to keep playing, he or she must purchase a new animal, type in the “secret code” and go through another adoption process. Animals can also die if left unattended after two months (according to McKala), and their “secret code” is no longer valid.
  3. The creation of Deluxe Membership: Yes, you, too, can be an elite Webkinz member. For an extra fee, users can become part of a special group and receive extras in the Webkinz world.
  4. The need to belong and succeed: Once children have entered this world, they see that others have become a part of it too and will continue to want to be a part of this virtual world. Allowing them to interact creates a “grass is greener” effect, so they will continue to build their clubhouse to be better than what other users have

Overall, Webkinz has created an alternate lifestyle for children of the digital age. Not only does the website manipulate “play time” but it continues to lure children in with its ever-changing interface (seasonal, holidays, etc.) creating new things to do and new things to buy. Updating the website is probably the smartest thing the Webkinz developer could do next to the endless opportunities for discovery in the virtual world. Children, who often get bored easily, will enjoy seeing new things every week they log in the website. They will enjoy getting to re-decorate their clubhouse, and buy new costumes and outfits for their animals. At least my sister does. She is constantly checking back to the website not only to take care of her pet but to see what all is new in the Webkinz world.

I am interested to see how long Webkinz will keep her interested as it has been three years already and standing strong. I know my obsession with Neopets barely lasted a year, as I was constantly annoyed that I could never turn it off. Maybe the fact that children do have a choice, they can walk away with the click of the mouse, that makes Webkinz so successful. With Neopets, the digital pet could go every where that I went attached to a keychain. With Webkinz, you must be physically seated at a computer to engage with your pet. So, even though my sister is “addicted” to Webkinz, she still has control by being able to log in and log out of the virtual world.

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Interview with a 9-year-old

November 4, 2009 at 12:34 am (Rhetoric Project) (, , , , , )

So, after taking a stab at what I think the world of Webkinz means, I decided that it would be most beneficial to interview my sister, the user herself.

Why do you play Webkinz?

Well, because it’s fun. I get to do all sorts of things with my stuffed animals on the internet. I can’t do this same thing with my Beanie Babies, you know like the ones you had. I can do lots with my Webkinz.

Do you play more with your Webkinz online or with the stuffed animal?

Um, I like to play more on the internet, but I do still play with them. I can just do more on the internet.

How do you keep your Webkinz alive?

I play games. There’s a lot of fun things you can do to earn Kinzcash. That’s how I buy things to give my Webkinz. I like to buy a lot of furniture and decorate my clubhouse. That’s where I keep all my Webkinz.

What happens if you don’t play games all the time to win Kinzcash?

Oh they die. Yeah, if you don’t play for like 6 months they die. And if you don’t play for like 2 months, they starve. It’s bad when they starve then because you can’t use your password anymore. Then you have to get a new Webkinz to play with.

Are there any other ways to get Kinzcash?

No. I really wish I could make a lemonade stand and sell lemonade and make my money. That’d be pretty cool.

Can you give your Kinzcash away?

No. But you can make gift packages for your friends if you want. Like you can buy things for your friends and send it to them. You can also write them letters and be pen pals if you want. It’s pretty cool. Me and Maddy give each other presents all the time. Oh yeah, you can swap things, too. Like if I wanted a new couch but didn’t have any money, I could just trade something with somebody else.

Do you use the chat room? And what do you talk about?

Yeah! I love the chat room. I like to connect with other people. We just talk about what we like and what we do. We just talk about each other, not really our Webkinz.

Do you like the design of the website and the colors it uses?

Yeah. The colors are really cool. I like how colorful it is. I don’t really like the stadium. It’s not really fun when I’m the winner and it won’t let me post my scores. But everything else I like.

So, I’ve concluded that the thoughts I originally had about Webkinz were similar to McKala’s, but she also made some valid points. I was shocked to her answer about wanting to earn/make her own money. Actually, I was impressed that she had thought about that. I’ve got a future entrepreneur on my hands here!


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Spolsky and WebKinz

November 3, 2009 at 9:36 pm (Rhetoric Project) (, , , , , )

Metaphors and affordances heavily decorate the Webkinz homepage and the pages within the Webkinz world. First, I want to take a look at the homepage: anyone can access this page, but cannot enter the Webkinz world without logging in under a specific username and password. The scene depicted on the homepage changes with the seasons, holidays, etc. I do not see any need in changing the display on the homepage, as the user will access it anyway simply to enter the website.

The login button is fairly large and in the center of the page which makes it easy to enter. The shading changes as the user rolls over the button which would encourage the user, children, to click on it. However, there is no metaphor for the login button. I have concluded that some children who use Webkinz have not necessarily perfected their reading skills and would have trouble entering the website for the first time on their own. I feel there needs to be a picture relating the entry into the Webkinz world, maybe a door perhaps?

Below the login button, there are several buttons about Webkinz that are clickable (the shading changes again to afford clicking); however, they do not take you into the interactive Webkinz world. These buttons are mostly for parents who care to learn more about the extension of Webkinz beyond the interactive game. These buttons do have picture metaphors next to the title. For example, there is a camera with pictures next to the “Take a Tour” button. These metaphors are excessive and not necessary in my opinion, for the titles are very self explaining, especially considering that adults are most likely to use these buttons and should need these metaphors to understand the buttons.

Now, once we enter the Webkinz world, the first page that we will see is:

WebKinz

Enter ye who dare: The World of Webkinz

Immediately, I have issues with the layout and design of this page. It it WAY TOO cluttered, and quite frankly I have no idea what to do on this page. An experienced Webkinz user, like my sister, however, would know exactly what to do. After playing around for a bit, I finally figured out to click on the “Things to Do” page. Where I was given several options of literally, things to do. Take a look at what happens when I click:

Webkinz

Things to Do

Here, you will see the endless list of things to do in the Webkinz world which allows the user to stay involved and engaged for hours upon hours. These are all options in addition to simply playing with the animal in his/her room (displayed behind the “Things to Do”). This is the place where everything the user buys is on display. The “Things to Do” is yet another way the designer keeps the user coming back for more.

There are several other places that the user can visit to occupy one’s time in the Webkinz world. Below is a series of pictures of different places that my sister says she frequents when playing Webkinz:

Webkinz

Here the user will find his/her report card on each Webkinz to track their game playing.

I find this report card concept quite interesting. It reminds me of school and how my work was constantly evaluated. To the user, he or she is aware that his/her performance is being monitored, and subconsciously they become aware of this thus encouraging the user to play often.

 

Webkinz

The clubhouse where the user can access several other components of the website.

Notice, that on all of these screens advertising constantly lurks to the right side of the page. The user, children, are already subjected to advertising even in their sacred Webkinz world. I suppose this is just another way for the designer to encourage the user to buy more Webkinz. I much prefer that the advertising is all Webkinz related versus involving outside vendors. I do wonder, though, how successful the Webkinz advertising is.

 

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Kress and WebKinz

November 3, 2009 at 9:33 pm (Rhetoric Project) (, , , , , , , )

The Webkinz website design relies heavily on the use of images. Because the design was created with children (the primary user) in mind, images are the most obvious choice to the site’s development.

Images help to create meaning for the user during the time he or she spends inside the Webkinz world. According to Kress, images entitle the user to assume that things are exactly like the image depicts it. For example, my little sister believes that the only way to play with her stuffed animal is online. She sees the life meter in her Webkinz’ home which constantly reminds her that she must keep it living. This image is especially important because the meaning of the stuffed animal lies within it. She must keep it alive or else what use the animal to her anymore? She “loves” the animal so much (as she tells me) that she gets online every day, after she has completed her homework of course, to replenish her Webkinz life source.

The placement of every image in the Webkinz world also affects the user’s thought process. In my sister’s homepage she sees every aspect of how her Webkinz stays alive. There is a clickable image that leads her to play games which give her points to keep her pet alive. There is another clickable image that leads her to the store, where she can buy furniture, toys, food, etc for her pet. If these images were not placed in a obvious place (i.e. the first page she accesses after logging in) would she remember all these things she needs to do to play this game? I believe the designer had in mind that children need to be reminded to do certain things.

The design of these images – color, size, order, etc – also afford the user to use them. Every image in the Webkinz world is vividly colored and looks exciting. At first, one might think the assortment and blast of color makes the site too busy, but I believe it is necessary to keep children busy. The color entertains them and gets a creative thought process going, in my opinion. The colors also help to keep the children’s interest. I know that if I were playing in a virtually pet world, I would want the colors to excite me.

I believe a combination of the images, color, and layout develop the design to afford the children’s interaction with the site and keeps them coming back to play more. The site becomes meaningful to the user as they want to continue playing with their pet. They are reminded they must keep them alive and all the ways to do it by placement and positioning. They keep coming back because the layout is inviting and fun to be around. Overall, the images are effective by creating a relationship with the user.

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Rhetorical Analysis of Webkinz

October 26, 2009 at 5:50 pm (Rhetoric Project) (, , , , )

I am choosing to analzye the Webkinz web site because first of all, it intrigues me. The concept and design of this web site and how it captures the interest of my attention deficit, nine-year-old sister amazes me. My interest lies in the extension of an ordinary plush animal’s life beyond its mere physical existence. WebKinz takes the stuffed animal, brings it to life, and encourages kids to keep coming back to the site to take of his/her pet.

The site makes personal the extension of the stuffed animal by an adoption process and then constantly reminds the user that this animal must be taken care of via a “health meter.” The user is led to several pages of interactive games, some educational, others pure entertainment, where Kinzcash can be won. The user must continue to get the Kinzcash so he/she can afford to keep the pet alive.

Webkinz constanly puts out new items for the user to purchase to keep them coming back for me. The site also leads the user to pages that incorporate their Lil’ Kinz brand which encourages the purchase of even more Webkinz animals. How convenient that there is always a quick link to the online store.

I feel like this application will tell us a lot about the type of person the user is. My little sister has every single piece of furniture she could get her hands on in her Webkinz world. I think the more accessories the user buys tells a lot about his/her personality. Also looking at how many Webkinz are in the user’s family can give us a glimpe to who the user is. Does the user have several Webkinz or only a few? Does the user spend even amounts of time playing with each character, or invest in only one or two Webkinz?

Webkinz has also created an interactive chat room where users can talk to one another via their animal. The interaction creates a desire for the user to impress one another thus feeding their need to play in the Webkinz world more often.

The designer had to have thought out in so many ways what would keep children coming back for more, and has done so by all the additions made to the Webkinz world (i.e. chatroom, clothing, holiday accessories, games, etc). The fun and colorful design of the site welcomes children, and the obvious affordances make it easy for children to use. Often times, children get easily frustrated when they cannot figure something out, but in the Webkinz world there is no confusion on how to keep the animal alive, and the navigability from page to page is so easy, my four-year-old sister could figure it out.

I’m interested in how this new media has created an entire new way of interacting with stuffed animals. Webkinz has amputated the way childen play. When I was younger, my stuffed animals had their own kingdoms and helped me build forts. I carried them everywhere with me. Nowadays, with the creation of Webkinz, the physicality of stuffed animals has become obsolete. My sister is more concerned with taking care of it online than actual playing with the physical animal.

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Internet killed the radio star?!?

October 21, 2009 at 10:21 pm (Music) (, , , , , )

You know, like “video killed the radio star,” the popular 80′s pop song by The Buggles.

Nowadays, who really listens to the radio anymore. This song is about how radio suffered a loss of appreciation with the creation of TV. It used to be, in the “golden days” that stars were created on the radio. Then television came to be and more and more stars were created.

Well, how about nowadays, where people become famous simply by being on the internet. Anywho, I will leave that’s a whole other story for an entirely different blog post. My concern here is how the internet has created so many avenues to listen to music, so who really needs the radio anyway? Yet another technology has been created to steal radio’s thunder.

I find myself listening to Pandora more than anything, including the radio, C.D.s, and my iPod. I love how Pandora lets me create new stations that only only have music I like on them. I also LOVE that Pandora introduces me to new artists that are similar to the artist it knows I already like. Most of the time, I end up liking what I hear, and I download that artist’s entire album off iTunes. Seldom, do I not like an artist that Pandora plays.

The Beauty of Pandora

The Beauty of Pandora

My only pet peeve with Pandora is that I cannot skip more than 6 songs in one visit. Now, these usually are not songs that I dislike per say. I would just rather not listen to them at that very second. Pandora is like one big, endless iTunes playlist…I’m just limited to the number of songs I can skip. But, for all that Pandora gives me, I can live with this one minor flaw.

Online streaming has become extremely popular today. I mean, why wouldn’t it? There are virtually no commercials. The user has control of the music they listen to, and doesn’t have to bother channel surfing to avoid radio talk shows and exacerbating songs. MySpace, and purevolume are other outlets of free music streaming online. After I hear of a band via Pandora, I usually head over to MySpace to listen to other songs and decide whether I want to invest in an album purchase. That’s about all I use MySpace for now, but that’s also another story for another time and place.

Not only can I enjoy the sweet sounds of Pandora from my computer, but I can listen to it on my Blackberry during my walks to class — FOR FREE. I can’t take the radio anywhere with me (or at least I do not know if any radio stations are connected to cell phones, yet). Granted you can still stream radio online, but who would want to listen to the commercials and suffer through god-awful songs, that yes, every radio station does play!

Pandora has changed the way I experience music, and I feel that I am not alone. Let me know what you think about Pandora. Are there other online stations similar? I’ve got a fever for good music, and the only prescription is, well, more music! (cheesy SNL reference, I know, but since the skit involved music, I’m going to post it anyway: ENJOY)

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It’s Saturday in Athens

October 15, 2009 at 9:37 pm (Music) (, , , , , , )

T-minus 90 minutes until kick-off. The miserable reminder of how early we arrived to the stadium is blown up on the jumbotron in Sanford Stadium. However, it meant little to me because I was too busy rocking out to the jams of a Saturday in Athens.

Every home football game, the same soundtrack is blared over the loud speakers, yet it still gets us pumped up every time. Whether it’s warming up to Phil Collins’ “In the Air Tonight” or jumping up and down like crazy to “Saturday,” the fans in Sanford Stadium are moved by the music. No matter if we love country, rock, or rap, we come together, sing along, and get excited that it is Saturday in Athens.

Last season, as you all may recall, the sounds of Yung Joc’s ”Put On” echoed in the stadium. Two years ago, it was all about “Crank that” by Soulja Boy. Now we swag surf in the student section creating an ocean-like movement symbolic of the bond between students that the music creates. The music not only brings us, the fans, together, but it also gets the players pumped for the game.

And somewhere in the second half, when the going gets tough, a motivational, kick some ass, rock song comes on. We all know the lyrics, and whether or not it’s a song of our taste, we relish in our guilty pleasure of knowing every single word (take for instance Eminem’s “Lose yourself” or [cringe] Kid Rock’s “Bawitaba”).

At the end of the game, hopefully a win, the music again comes blaring over the stadium speakers. The fans remain in the stadium, loyal to the team, while the players jump up on the cheerleaders stand dancing together in unison. What a way to end the game!

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