cally increase their worth. One girl
reported that snapping a large number of photos and posting them online
felt like a more honest representation
of an event because participants could
comment and interact afterward.
“There’s a shared sense of what happened,” she notes.
Teenagers also like the fact they can
access content online—photos, music,
comments, and badges—at any time
and from almost any place, thanks to
Facebook and services such as Apple’s
iCloud, says Zimmerman. Finally,
by putting their possessions online,
they have a space that is largely free
of scrutiny from their parents. This
means, among other things, that they
can display a photo of a boyfriend or
girlfriend online—whereas they might
not be allowed to place a picture frame
with the same photo in their bedroom.
“In some cases, a virtual environment
creates a more satisfying and holistic
experience,” Zimmerman says.
A Changing Picture
It is tempting to think about digital
possessions as ephemeral and easily duplicated, Lehdonvirta points out.
What is more, because virtual objects
do not register with our senses in the
way physical objects do, they are not
particularly useful in establishing social distinctions. However, the introduction of ubiquitous and always on
computing networks—and the widespread adoption of social media—has
altered the equation. “This introduces
the economics and sociology of ownership into digital goods,” he observes.
In World of Warcraft, for instance,
the publisher creates artificial scarcity
by periodically adding 10 new levels to
the system to devalue everyone’s status. This virtual form of inflation, or
artificially imposed scarcity, ensures
players will stay engaged and spend
more money. Meanwhile, at sites such
as Facebook and Twitter, value derives
not only from objects and content but
also from amassing “friends” and “
followers.” Lehdonvirta says there have
been attempts to trade social media
votes for actual money and one company recently sued an ex-employee
over the ownership of followers on
Twitter. In January 2012, the concept
of virtual ownership was affirmed by
the Dutch Supreme Court, which up-
“People not only
view a facebook
account as a digital
possession, they
look at it as a digital
storage locker for
their lives,” says
Amber Cushing.
held a conviction of a boy who stole another boy’s possessions in the online
game Runescape.
In fact, virtual money and possessions are not an entirely new concept.
For years, society has used virtual
funds, such as credit and debit cards,
to handle transactions and pay for
goods. These virtual currencies were
not created by government but rather
by private organizations.
A bigger question is how virtual possessions influence our thinking and
change our behavior. In this new virtual
order, a Netflix instant queue becomes
a to-do list rather than a personal collection of DVDs. A Kindle book cannot
be loaned to a pal or passed on to a
child. And so-called friends are people
we may have never met or will never interact with in the physical world.
Amber Cushing, a doctoral candidate at The School of Information and
Library Science at The University of
North Carolina at Chapel Hill, has interviewed dozens of people of varying
ages and backgrounds and found there
is a common thread in the way people
view digital possessions. They define a
person’s identity; inform others about
what is happening in their life; create
value or status in some way; and provide
a sense of bounded control that may
not be possible in the physical world.
The popularity of Facebook, which
now claims 845 million active users
worldwide, is a perfect example of this
thinking. There is a growing desire to
document and archive digital experiences, Cushing explains. “People not
only view a Facebook account as a digital possession, they look at it as a digi-
Career
Women
and
IT Jobs
education advocates have
long highlighted the large
discrepancy between male
and female students studying
technical fields such as
computer science and
mathematics, but a new Anita
Borg Institute for Women
and Technology (ABI) report,
“Solutions to recruit Technical
Women,” highlights the
challenges the small number
of women graduating with
technical degrees encounter
when they enter the job market.
“There’s a pipeline problem,”
says Denise Gammal, coauthor
of the report and director of
corporate partnerships at ABI.
“We have only about 20% women
in the computer science field [as
students], and once women get
into companies, they encounter a
lot of cultural and other barriers.
There’s a lot of implicit biases
that make it difficult for women
to get into companies and also
make it difficult for women to
advance in those companies.”
Based on interviews with
some of the world’s leading
technology companies, Gammal
and her colleagues were able
to identify four key areas where
companies are failing women.
first, companies often
do not reach enough schools
to include many women in
their recruitment process
and are not fully utilizing
social networks to link female
prospects to vacant positions.
Second, many job descriptions
are unwittingly biased toward
male prospects. Third, women
are underrepresented in most
search committees. finally,
companies need to identify ways
to retain and promote female
talent to deter them from
dropping out of the field.
The ABI report focuses
heavily on offering best
practices for companies. for
instance, companies should
diversify their hiring committee
during the recruitment phase to
include different genders and
cultures and institute a blind
résumé screening process. The
report also suggests creating
gender-balanced internships to
build strong and diverse future
work forces.