So, The Internet Of Things? Hacking? Meme Warfare?

Hey, hey!

Previously I have spoken about the Network Society Padigam and something I mentioned within that is the way we as a society developed from the telegraph. A core aspect I mentioned was the way we have now developed in the future to be more demanding of attention, the “need a response right now” type, branching from this constant online connectivity. 

Now, I don’t want to restate myself, however in this next module we looked at other concepts like The Internet of Things, and Meme Warfare. You might be thinking how do any of these things connect or even link back to this connectivity issue? 

Well, some background.


Communication derived from the Telegraph, and thus so did the Internet. The Internet was never as large as it is currently, and it is always growing and changing. With that growing possibilities and challenges. The Internet of Things (IoT), as defined by “where devices (things) are connected to the Internet and each other. These things comprise a multitude of heterogeneous devices ranging from consumer devices, such as mobile phones and wearables, to industrial sensors and actuators.” 

This is very much a current aspect of society, as mentioned with the different waves of the Internet, and that is why this is relevant. 


Information warfare, propaganda, has existed for as long as communication. There has always been a need or reason to enforce a different meaning, one that might not be mostly accurate, when communication has been there. Now, when applying this to how much attention is desired, scares and important in relation to now – the future – and The Internet of Things, the mass of information warfare has certainly grown. 

“Memes are a ubiquitous part of the internet, particularly social media. Internet memes spread virally, being shared and distributed across the internet rapidly and widely…more than just funny internet pictures – they are behaviours, concepts, norms and ideas…They are closely linked to the moral forces, exerting influence on them the same way that other pressures do.”

Memes carry power, and because of this they hold influence over us. Anyone can make a meme, anyone can go viral on the internet, and with any kind of information. This twitter thread here, goes over the way Tumblr misread information all the time and raised a generation of it. 

The Internet of Things has, in a broad idea of it, taken over the world. We have seen the internet, its forms of communication like memes, develop over years to get where we are presently. However, with the speed of which all of these things are growing we can only expect it to do so more. 

So, what is or what will be the future of the internet?

This constant, needy connectivity we have as a society is something out of Dystopia, constantly watched and turned on. Some prime examples of IoT are automated cars, wearable health monitors such as Fitbits, Apple watches, smart home systems like connected lighting, alarms, and even all your connected devices. Most people these days own more than one device, iPads, laptops, smart tvs which are even more connected to everything. All of these share data, are basically one, just extension of the larger system. 

In theory all of this is going to continue expanding. This might not be a bad thing, I’m not opposing it, but there is this question of is The Internet of Things making us as a society more valuable?

Ideas of Hacktivism, Meme Warfare propaganda all link back to this question. With the rise of online connectivity, the rise of Hacking, Cyberwar and botnets. 


“Botnets are the workhorses of the Internet. They’re connected computers performing a number of repetitive tasks to keep websites going.” Botnets are a cluster of networks with malware and hackers are able to gain control through them. This is where we have the term botnet attacks. “Cyber criminals are then able to use these botnets to unleash a string of attacks, Distributed Denial of Service or DDoS attacks are the most common of these…used for credential leaks, data thefts and unauthorized access.” An example of an attack is email spamming and network blockages. 

We as a society are prescribed to view and engage with Memes and Internet culture, which has already aided in being vulnerable online. The advancement of communication has always held information warfare as a variable, and with the immense growth of IoT we can expect to see more of it. This growth has also created a way for one’s home to be included as a device, which makes the question on the future of the Internet, and how much more vulnerable things will get from here in relation to things like Hacktivism, and Cyberwar. I mentioned before how Dystopian this can be perceived, which only makes the question of how will the Internet continue to grow from here? 

The thing is we can’t really say how it will continue to change, aspects like money/investments don’t have to be tangible physicality with the rise of Cryptocurrency which is still largely considered new. We can’t say if it will create more vulnerability, for communication has always allowed for the spread and creation of propaganda to exist, nor can we say that it wont with these very online types of attacks. 

REFERENCES (n.d.). What Is A Botnet? [online] Available at:

Lynn, T. (2020). The Cloud-to-Thing Continuum: Opportunities and Challenges in Cloud, Fog and Edge Computing. [online] Google Books. Springer Nature. Available at: 

‌Milan, S. (2015). Hacktivism as a Radical Media Practice. [online] Available at:  

Nižetić, S, Šolić, P, López-de-Ipiña González-de-Artaza, D & Patrono, L 2020, ‘Internet of Things (IoT): Opportunities, issues and challenges towards a smart and sustainable future’, Journal of Cleaner Production, vol. 274, p. 122877.

‌Rowett, G. (2018). The strategic need to understand online memes and modern information warfare theory. [online] IEEE Xplore. Available at: 

‌Uberoi, A. (n.d.). What is a Botnet Attack? [online] Available at: 

Hey, Hey It’s Peer Review Time Again

Hey, hey! 

Once again I have been given the opportunity to share some feedback to my fellow peers in University. This is an important process because the act of giving and receiving feedback “clarifies expectations, helps people learn from their mistakes and builds confidence.”

Charlie has chosen the niche of design, and it is incredibly displayed throughout their work. The blog post is stunning, pretty and delicate, and the same goes for the video. This explains visually how much depth and understanding of the context they mention. They align it back to lecture content, and other research, all the while having a professional feel. 

Charlie has created a very lovely piece of work not just in facts, detail and experience. This, and the touch of professionalism, is something I want to carry through my own projects and works and can learn from them. 

Andrea is exploring the world of gaming in relation to being a female gamer, and this stuck out to me and was incredibly catching. There is a personal attachment, experience and understanding at play here that helps further persona. Their work is explorative, touches on points from the lectures and class content and drawing connections really well. It flowed nicely and was very clear. 

Something Andrea does well is the way they are still very personal in the process of their project but is able to make that translate with lecture drawbacks. This is something I know I can be better at, and want to be, and will learn from them. 

I remember Hannah’s project DA earlier in the semester, and having the opportunity to peer review the Pitch for it. It was amazing to see how it has progressed, and even how much everything has grown. It was detailed in explaining the process, goals, and feedback to an audience. Everything fit together, including the layout and in depth research and lecture content. Especially framework. 

Framework is something I struggle to bring up in my work, whether that’s from having too much content and not leaving room for much or not connecting it well enough. This is something I can take away and learn from Hannah in the future. 

As always, it is an immense pleasure to be able to review my peers’ work and I take away so much from doing so. I know from myself how helpful peer reviews can be in perspective and growth and I aim to be just as helpful in the comments I share. 


HR Central. (2018, May 4). HR central. Com.Au.

Hey, Hey Let’s Keep Peer Reviewing

Hey, hey! 

Once again I have been given the opportunity to share some feedback to my fellow peers in University. This is an important process because the act of giving and receiving feedback “clarifies expectations, helps people learn from their mistakes and builds confidence.” 

Julia here is focusing on nostalgia in regards to Wii games from childhood. They have been taking the time to review and, as detailed in their blog and video, learn from the process of a Digital Artefact. They mention feedback, their changes, things that did and didn’t work coherently and explored the feelings evoked through games. 

Something Julia does well here is tell a story when speaking over the process of their project in a way that doesn’t just feel like some facts. This is something I can learn from them, along with how clear and clean cut everything was to follow where my own can be quite messy. 

Cait has a very descriptive and analytical execution in their blog and video when recapping the process of their DA. Everything was connected, fit right in place together, and was the exact information needed. There was feedback, a clear line of trial and error, communication, and it all was pulled back to lectures and outsourced research. To me there was not really anything missing. 

This is something Cait does well in executing and reacting to an audience. It’s factual, easy to understand, and has everything you would want to know. I could learn to be more like this, as I tend to waffle on in blog posts too much which leaves little room for being so detailed and precise. 

Lily’s DA shocked me, for it is something I haven’t seen, nor even thought about how important it can be. They’re focusing on fitness in relation and connection to games, and thus fitness games and reviewing them. Something that is always within the conversation of game culture is fitness and health and Lily’s video and blog described an even flow on how these two things work together. Producing feedback, being expressive and clear over what has been happening in this project. 

Lily knows their stuff, everything made sense, was clear and a very pretty execution. Something I will be taking away from reviewing Lily’s DA is the out of the box thinking, the personal feelings and experiences that correlate and add depth to the analytical stuff. 

Reviewing your peers is something that I view is important. I know from personal experiences how helpful others perspectives can be in making quality work and I try my best to be helpful myself. 


HR Central. (2018, May 4). HR central. Com.Au.

Yes More Game Sound Design

Hey, hey!

Here’s the thing, I have spoken a lot about the way the framework of Nostalgia corresponds to Video Game Sound Design but I haven’t really touched on anything else. In this post I will be going deeper in my exploration of frameworks, those being Nostalgia, Aesthetics, and Genre.  


Nostalgia is tightly connected to Pop Culture, in the way that makes it important to extrude that nostalgic tightness within your chest. This is increasingly important to Video Games, and thus Sound Design, in how relevant they are in contemporary Pop Culture. 

“Fenty argues that “video games are places—they are states of being; and because they are stored, unchanging data, they tease with the hope for a possibility of return, if only we can gain access to them.”

A lot of people turn to gaming as escapism from reality, to take a break from their lives and jump into another. Nostalgia is powerful here because over time simple aspects such as Sound Design become ingrained within your mind. You interpret and relate this aspect of game play to those things and when paired with other factors – marketing a new game, merch, other extending parties like perhaps a movie – you pull in an audience. 


Hand in hand with Nostalgia, Aesthetics take such an important play in game sound design. Now, how exactly is music aesthetic? Well, sound is there to enhance the visual experience by adding to it and so by nature the overall aesthetic of the game is needed in context. Imagine playing Animal Crossing without their classic soundtrack but instead one of a horror game. It changes the interpretation, connectivity and experience. 

“Sound design now can use musical software to enhance sound effects in films and music composers to incorporate sound effect recordings. Soundtrack elements now appear to have an “aesthetic” character. Technology has engendered a spatial sonic arena wherein sonic elements have mixed into a sensual and psychological field.” While this is in more relation to films, it applies just as much to Video Games. 


I touched briefly on how changing the soundtrack of a relaxing game to one of horror changes the interpretations, the meaning and the context of the game. This is why genre is important to Sound Design. Much like aesthetics, you can’t just throw some sounds over the top of a visual, it needs to belong. 

Horror soundtracks are so emotive, they create a connection with the audience. Thye make you feel something, much like nostalgic games, but different. Brainstem Reflex (Flight of Fight Response), Lacking ‘ear lids’, and Biological Responses both internal and external are all part of the way horror game Sound Design can make you feel. On edge, sweaty, anxious. 

This is polar opposite to games I have mentioned before, the connection and the effects are different but the relevance and importance of developed Sound is there. Sound Design is much more than three framework principles of Nostalgia, Aesthetics, and Genre. Sound Design is partly what makes these things integral to a game. 


Bridgett, R. (2013). Contextualizing game audio aesthetics (J. Richardson, C. Gorbman, & C. Vernallis, Eds.). Oxford University Press.

Friedman, L. (2016, August 2). Why nostalgia marketing works so well with millennials, and how your brand can benefit. Forbes Magazine.

kotakuinternational. (2019, February 8). Why nostalgia for video games is uniquely powerful. Com.Au.

Leamcharaskul, J. (2017, November 20). What is Horror Game Music and its Effect on the Player? Medium.

(N.d.). 134.178:9000. Retrieved October 14, 2021, from

Game Sound Design, Huh

Hey, hey!

As I have mentioned, this semester at University one of my projects is to research and analyse Video Game Sound Design. In This blog post I plan to further examine aspects of this through framework and more understanding. 

The history around Game Sound Design is interesting, and something I have taken the time to explore through the course of the project here. However, something that really struck out to me was when relating it back to my biggest example of Nintendo, and the shift towards making things emotive. 

In relation to techniques of participation (multimediality, virtuality, interactivity, and connectivity), Sound Design has been developing through the years. Diegetic Connectivity as used in this example, broadcasts the mindset of a more serious sound design, by connecting the aspects that build by definition a good game: Story, Task, and Mechanics. “aesthetics, the visuals and sound of a game, are especially noticeable to players, and we view this presentational layer as especially important for forging diegetic connections.” 

Part of the reason why Sound Design is important is the way it enhances the experience, motivation and engagement. “Even basic sounds like footsteps, reloading a weapon or breathing can add tension, excitement and realism to the gaming experience.” Sound creates a connection to the game, and it is the hope that these sound aspects stick with players beyond a screen. 

Nostalgia plays a big part of Game Sound Design, especially in regards to sequels and later installments. “Video game jingles have even made it into the music charts…The chances are that game players will always remember the music and sounds associated with their favourite games. The music brings back memories and can trigger a nostalgic reaction.” 

In the grand idea, Sound Design is interactive as well. Based on your own game play you will experience different sets of sounds, in relation to different things, which brings in this engagement and connection to the world being built. 

Types of participation (interpretation, reconfiguration, construction) can be different from wanting to achieve connectivity in game production. So I’m sure you’re wondering how it relates. Interpretation is important when creating sound aspects, for you want to convey your point and have it translate – no matter what that may be. 

A lot of people participate in games such as Animal Crossing simply because of the Sound Design and their interpretation of relaxation, enjoyment and peace. This right here is a great example of the importance and how genre fits into Sound Design. “The music isn’t there to stand out, but rather enhance the inconsequential beat of the everyday…a simple piano melody loops graciously, a crisp refrain that – put to the brisk percussion of a single maraca – conjures perfectly the early stillness of the crack of dawn…There’s sprinklings of  cowbell and glockenspiel – inconsequential stuff, but then again, that’s the entire point.”

All of these things come together to make a larger picture, they’re all rolled up in a ball of mechanics, story, ambience in order to provide a captivating game play that you intercept and continue to love long enough to have “Nostalgic Ambience Game Sounds” on youtube with millions of views.   


Dazed. (2020, April 24). Going deep on the blissful brilliance of Animal Crossing’s soundtrack. Dazeddigital.Com.

geargods. (2018, April 30). The importance of sound design in video gaming. Geargods.Net.

Lane, N., & Prestopnik, N. R. (2017). Diegetic connectivity: Blending work and play with storytelling in serious games. Proceedings of the Annual Symposium on Computer-Human Interaction in Play.

“Burning Bridges, Searching For Some Sense Of Distance ” – I’m Still Searching

Hey, hey!

I want to continue on from the last post to do with this project and expand on some things. 

I touched on slightly the issues within my chosen niche surrounding diversity, and how I support and engage with the shift that is very much needed to move away from that. To be fair, I have grown up around this type of music, and I can honestly say after observing after all this time there is still an incredibly lack of anything diverse. It’s why I like to bring attention to the moment it’s there. I have kept reading about it as a way to gain outside perspective. 

“Pop punk has existed in the mainstream for over 40 years, yet there’s no signs of progress in diversification…The article features some groups with one or two female members, but the lack of racial diversity is striking. This article was published in 2019…”

One part of this article here that really struck out to me was “we need to hold the publications reporting on the genre and media promoting it accountable.” As someone who is trying to turn my own writing into something here, this is something to be accountable for. And goes right in hand with my previous epiphany of ethics in writing and working within this world. 

In some way, I believe this idea and execution to fall within the realm of Post-Modernism framework. This push for less misogyny, more diversity, and stands against abuse is a modern take – which is sad to think about but it is. “Postmodernists dismiss this idea as a kind of naive realism.”

Another aspect of Post-Modernism would be the cultural shifts in the wave right now. I have mentioned before about the aspect of blending genres and how the current Pop Punk era is influenced by this and by the Emo Rap era of the 2010’s. 

For example, these two  reads

“The genres aren’t that different, when you break them down. Emo is lyrical, emotional, and rooted in its aesthetics. So is rap and hip-hop.”

“Not in competition, with one fighting to win out over the other…but working in tandem to create something more than what they might offer individually…“I’ve experienced a lot of snobbery with the older generations at shows and online,” the London and LA-based DJ explains, ​“whereas the young fans I’ve met who are coming to their first gigs are so open-minded. They’ve grown up with the internet and are used to genre-hopping. They love the new concoctions of genres, which is so fresh and exciting.” 

This DA, my work, is aiming to make a stance in the world of music, it is important for my authenticity of Persona and it is Postmodern in action.


Boas, S. (2020, June 17). Boas: Pop punk has a diversity problem. Northbynorthwestern.Com; North by Northwestern.

Duignan, B. (2020). Postmodernism. In Encyclopedia Britannica.

From Lil peep to paramore, Emo and rap have been related for years. (n.d.). Kerrang.Com. Retrieved October 13, 2021, from

How Emo rap has redefined rock music. (n.d.). Kerrang.Com. Retrieved October 13, 2021, from

“You’re Still In My Head” – Going Deeper

Hey, hey!

As I have mentioned before, the niche of mine which I’m focusing on this semester is music, particularly that within pop punk or emo type subculture. 

Part of the research for this project is meant to be observing – but I don’t know how to articulate when I am no longer observing. I live with this idea that music is a hobby and a personality trait if you’re into it strong enough. Some evidence of observing is the way so many artists released music around when this project picked up – insanely helpful. This formulated my need to have everything in one place and create a playlist, which wasn’t something I originally intended. 

An important discussion particularly within this genre is the lack of diversity and misogyny for decades. While I have firsthand experiences and knowledge from living through this community, this led to me taking on readings. This was helpful for this project because I know, ultimately, with my work I want to be a part of that shift that is finally starting to happen. I’ve touched on it, I’ve centred Women, Non-Binary and POC in my work and always will. 

“It’s essential to disrupt these narratives and hold White men accountable if we want to fight racism and sexism in our communities…To these men and boys, you are not a whole, unique person — You are A Thing and He Wants You. You are the Manic Pixie Dream Girl to their brooding, sensitive loner…The misogyny in pop punk ranges from idolizing women to wishing actual physical violence on to them…”

Not just from observing, but engaging, I came to the realisation that this to me is a lot more than just a project. I create this content outside of Uni, I enjoy doing so, and creating relationships with people working within the same line and artists became relevant quickly. Not just for this project but my future – which this DA has given me a moment to think about. This contributes to my ideas of ethics. 

Persona is an incredibly important aspect in this project, but so is authenticity. I don’t just say I like some bands music if I don’t – even if I know it can get me engagement. This is somewhat because I am honest about if I even like something and because I care about my persona being authentic to me. I don’t present myself as a part of the aesthetics, the communities, the live shows for anything other than enjoyment and that is the key with this project. I make good content that I’m happy with, I meet new industry people, and it doesn’t get impacted by fake love, a fake persona.  


Berkland, D. (n.d.). Androcentrism and misogyny in late twentieth century rock music. Core.Ac.Uk. Retrieved October 13, 2021, from

de Boise, S. (2020). Music and misogyny: a content analysis of misogynistic, antifeminist forums. Popular Music39(3–4), 459–481.

Fosbraey, G., & Puckey, N. (2021). Misogyny, toxic masculinity, and heteronormativity in post-2000 popular music. Springer Nature.

West, E. (2015, August 27). “where is your boy tonight?”: Misogyny in pop punk. Athena Talks.

“You Live In My Head Again & Again” – Simply Taylorlani Still Progressing

Hey, hey! 

I would like to welcome you back to one of my Digital Artefacts for this semester, and if you’re new here you can read the Pitch for this project here

A little while ago I decided for this semester of University I would choose to focus on a hobby of mine outside of work and span this project over two classes. That hobby being my writing and specifically my music based writing. 

To summarize, I create content here on my blog and my content based Instagram @simplytaylorlani centered around music, my thoughts, opinions and my love. I have shared a few posts where I focus on different things:

1. Where I discuss my thoughts and ranking on some albums.

2. A post where I highlight artist’s I deem need your attention and slightly touch on the unpleasantness of the Pop Punk genre.

3. A small 12 song list that would be best suited toward those 3am sadboi hours.

Besides those things I share weekly a song and an album which I am loving which resulted in the creation of a Spotify playlist for this DA.

I have said it before, but I don’t believe I have really struggled with the project at all, and if I have it is genuinely forgetting to post a song every sunday. However, that doesn’t mean everything has been positive and great. My first piece of writing – the album one – hardly got any engagement at all and I kind of started to feel that that route might not be the correct way about things. I switched it up with that second one and to my surprise I got so much engagement from it outside of Uni. Artists I tagged and wrote about in that liked and one going as far to retweet on the band account, his personal account and follow me back on most of my personal socials. This started an uphill climb in my work as many different artists and bands have started to follow, engage and just notice me whether that has been from tweeting or writing. Beyond this I have started to create personal connections with people in the industry which has been wild. 

Inside Uni circles however, I have even had the pleasure to feature on my friend Tyneesha’s DA, where we recorded a podcast and I got to roughly speak on my history and how I got interested in all of this. Tyneesha also had some really nice things to say about my project in this Twitter thread here which I appreciate a whole lot. 

I don’t think there’s been any major changes in this project outside of maybe my professionalism. I stated this in a class about how the relationships made through this project and managing them have been incredibly different to what I could have thought, in a good, but ultimately more complex way. 

For another breakdown of all of this over the course of this project you can see in this video.  

The Musicality Of Video Games

Hey, hey!

I would like to welcome you back to one of my Digital Artefacts for this semester, you can read the Pitch for this project here. 

I have been creating written content around the idea of Video Game Sound Design, and following feedback given to me have adjusted my work. A comment given to me was my lack of in depth scholarly research which altered the way I wished to go about this project. 

Initially, I aimed to just look into certain games and their soundtracks and write about them. While that is still very much a working construct, I have been working on the history and importance of this in individual posts to be more informative and educated rather than broadly exploring. 

After it being a suggestion I have also started to consider the framework of nostalgia to align this project with, as pointed out holds a mass amount of weight on how we transcribe and associate with sound design. I have found that using the formal elements to critique a game’s perspective around score to be an interesting contributor to really understanding the importance of sound.  

A source relied to me in feedback allowed me to make this project more personal and take a dive into the effect of soundtracks on myself too. I have shared personal favourite ambient game based videos which I listen to outside of the game space and why, my feelings and uses of them. 

For further information please check out the video. 


Extraverts, E. I. N. (n.d.). A thesis presented to. Gatech.Edu. Retrieved October 7, 2021, from

Klimmt, C., Possler, D., May, N., Auge, H., Wanjek, L., & Wolf, A.-L. (2019). Effects of soundtrack music on the video game experience. Media Psychology22(5), 689–713.

Roberts, R. (2014). Fear of the unknown: Music and sound design in psychological horror games. In Music In Video Games (pp. 152–164). Routledge.

Tierney, J. (2013, July 8). What is nostalgia good for? Quite a bit, research shows. The New York Times.

“Now I’m Caught In The Moment” – Simply Taylorlani Is Progressing

Hey, hey!

I would like to welcome you back to one of my Digital Artefacts for this semester, and if you’re new here you can read the Pitch for this project here

In regards to Pitch feedback, it was mainly positive. I received comments on my aesthetic, instagram feed, and my personal tone. This was very helpful in furthering the process of creating content and being sure of my online persona. One of the things stated to be improved on was my academic sources to further my points which I have spent some time to improve. 

weekly song and album examples

I looked at a number of sources on the rise of genre blending and the breaking of genre boxes. This was helpful in regards to my writing as the new wave artists I have featured are very much pro breaking down those walls. 

I have been sharing written pieces here on my blog, along with content on my Instagram @simplytaylorlani centred around weekly songs and albums. Along with this I have created a playlist where I showcase artists mentioned in my work. These things have had positives and negative contributions to this project. Such as narrowing now what type of writing gets engagement and which doesn’t from mistakes and lessons, what times get the most views, techniques on which style of tweets gets my work noticed by musicians I feature.

screenshot from a class

For a further breakdown of this project over the weeks please check out this video. It goes further in depth with everything mentioned above.