Nathaniel D. Poor

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This study focuses on the uses of Twitter during the elections, examining whether the messages posted online are reflective of the climate of public opinion. Using Twitter data obtained during the official campaign period of the 2011 Singapore General Election, we test the predictive power of tweets in forecasting the election results. In line with some(More)
Although online communities as formed by guilds in online games have been an important research topic, to date little work has been done mapping the social networks in such games due to a lack of the right data. Using Sony’s census for PlanetSide 2, the social networks for small outfits (guilds) were studied in a game where cooperation and competition are(More)
Small-scale qualitative studies have shown group cohesion in games can be strong enough to allow groups to transfer to new settings, but this phenomenon has not been studied with a large-scale dataset to see if it is widespread or rare. Using a three-year scrape of an MMO, World of Warcraft, the guild membership and playing time of over 90,000 characters(More)
This paper is a qualitative examination of the participatory potential of social media, focusing on a student-organized protest against censorship in Singapore. While the debate regarding the impact of new media on politics is well-documented, few studies have explicitly detailed the process of online civic mobilization in terms of its contribution to the(More)
Social media plays an important role in the process of political engagement, especially in societies where significant constraints over traditional media and participation still exist. Little is known about how social media use is related to these constraints. This study examines how citizens’ perceptions of government control predict social media use and(More)
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