Lateral Surveillance Pros And Cons

Improved Essays
I will be drawing arguments and research results from theorists such as Monahan (2011), Bullingham and Vasconcelos (2013), and DeVries (2003) in order to argue the amount of lateral surveillance practiced in the gaming world (in other words: lack of privacy) that can be associated with the idea of users wanting to not only present their “best self” to those watching, but to also prove their “best self”, and be the best “best self.”
With the advancements of technology throughout the years, lateral surveillance opportunities emerged within the online world, and had especially grown in popularity through online video game platforms. The idea that this peer-to-peer communication has flourished so effectively puts concern on both the sudden invasive powers users have on one another, and on
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My hope is to shed light on the reasons as to why users continue to allow their personal information to be ravaged, explaining the ways in which users use their open-to-the-public personal information to their advantage and to explain the growth in user-to-user competition. Though, this lateral surveillance can be thought of as far more than an advantage for users than it would be a disadvantage, for since users are explicitly aware of their lack of privacy, they still use this as a way to be known, and to put forth the way they wish to be seen by their peers.
In 1958, a physicist at the Brookhaven National Laboratory had invented the first ever video game (which was extremely similar to the game Pong that had been created about ten years later) of which, led the way for single-player, multiplayer, MMORPG’s and the various other types of games that there now are (Tretkoff, 1995-2017). Gaming was first and foremost a single-player experience, and

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