Lurker (Dungeons
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Lurker (Dungeons
In Internet culture, a lurker is typically a member of an online community who observes, but does not participate by posting or commenting. The exact definition depends on context. Lurkers make up a large proportion of all users in online communities. Lurking allows users to learn the conventions of an online community before they participate, improving their socialization when they eventually "de-lurk". However, a lack of social contact while lurking sometimes causes loneliness or apathy among lurkers. Lurkers are referred to using many names, including browsers, read-only participants, non-public participants, legitimate peripheral participants, vicarious learners, or sleepers. History Since the beginning of computer-mediated communication lurking has been a concern for community members. The term "lurk" can be traced back to when it was first used during the 14th century. The word referred to someone who would hide in concealment, often for an evil purpose. In the mid-1980s, ...
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Internet Culture
Internet culture refers to culture developed and maintained among frequent and active users of the Internet (also known as netizens) who primarily communicate with one another as members of online communities; that is, a culture whose influence is "mediated by computer screens" and information communication technology, specifically the Internet. Internet culture arises from the frequent interactions between members within various online communities and the use of these communities for communication, entertainment, business, and recreation. Studied aspects of Internet culture include anonymity/pseudonymity, social media, gaming and specific communities, such as fandoms. History The Internet developed in parallel with rapid and sustained technological advances in computing and data communication. Widespread access to the Internet emerged as the cost of infrastructure dropped by several orders of magnitude with consecutive technological improvements. Though Internet cultur ...
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Legitimate Peripheral Participation
Legitimate peripheral participation (LPP) describes how newcomers become experienced members and eventually old timers of a community of practice or collaborative project. LPP identifies learning as a contextual social phenomenon, achieved through participation in a community practice. According to LPP, newcomers become members of a community initially by participating in simple and low-risk tasks that are nonetheless productive and necessary and further the goals of the community. Through peripheral activities, novices become acquainted with the tasks, vocabulary, and organizing principles of the community's practitioners. Gradually, as newcomers become old timers and gain a recognized level of mastery, their participation takes forms that are more and more central to the functioning of the community. LPP suggests that membership in a community of practice is mediated by the possible forms of participation to which newcomers have access, both physically and socially. In the case o ...
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Social Capital
Social capital is a concept used in sociology and economics to define networks of relationships which are productive towards advancing the goals of individuals and groups. It involves the effective functioning of social groups through interpersonal relationships, a shared sense of identity, a shared understanding, shared norms, shared values, trust, cooperation, and reciprocity. Some have described it as a form of capital that produces public goods for a common purpose, although this does not align with how it has been measured. Social capital has been used to explain the improved performance of diverse groups, the growth of entrepreneurial firms, superior managerial performance, enhanced supply chain relations, the value derived from strategic alliances, and the evolution of communities. History While it has been suggested that the term ''social capital'' was in intermittent use from about 1890, before becoming widely used in the late 1990s, the earliest credited us ...
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Usenet
Usenet (), a portmanteau of User's Network, is a worldwide distributed discussion system available on computers. It was developed from the general-purpose UUCP, Unix-to-Unix Copy (UUCP) dial-up network architecture. Tom Truscott and Jim Ellis (computing), Jim Ellis conceived the idea in 1979, and it was established in 1980.''From Usenet to CoWebs: interacting with social information spaces'', Christopher Lueg, Danyel Fisher, Springer (2003), , Users read and post messages (called ''articles'' or ''posts'', and collectively termed ''news'') to one or more topic categories, known as Usenet newsgroup, newsgroups. Usenet resembles a bulletin board system (BBS) in many respects and is the precursor to the Internet forums that have become widely used. Discussions are Threaded discussion, threaded, as with web forums and BBSes, though posts are stored on the server sequentially.
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Public Good (economics)
In economics, a public good (also referred to as a social good or collective good)Oakland, W. H. (1987). Theory of public goods. In Handbook of public economics (Vol. 2, pp. 485–535). Elsevier. is a commodity, product or service that is both non-excludable and non-rivalrous and which is typically provided by a government and paid for through taxation. Use by one person neither prevents access by other people, nor does it reduce availability to others, so the good can be used simultaneously by more than one person. This is in contrast to a common good, such as wild fish stocks in the ocean, which is non-excludable but rivalrous to a certain degree. If too many fish were harvested, the stocks would deplete, limiting the access of fish for others. A public good must be valuable to more than one user, otherwise, its simultaneous availability to more than one person would be economically irrelevant. Capital goods may be used to produce public goods or services that are "...ty ...
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Social Loafing
In social psychology, social loafing is the phenomenon of a person exerting less effort to achieve a goal when they work in a group than when working alone. It is seen as one of the main reasons groups are sometimes less productive than the combined performance of their members working as individuals. Research on social loafing began with rope pulling experiments by Max Ringelmann, who found that members of a group tended to exert less effort in pulling a rope than did individuals alone. In more recent research, studies involving modern technology, such as online and distributed groups, have also shown clear evidence of social loafing. Many of the causes of social loafing stem from individual members' feeling their individual effort will not matter to the group. This is seen as one of the main reasons groups are sometimes less productive than the combined performance of their members working as individuals, but should be distinguished from the accidental coordination problems th ...
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Facebook
Facebook is a social media and social networking service owned by the American technology conglomerate Meta Platforms, Meta. Created in 2004 by Mark Zuckerberg with four other Harvard College students and roommates, Eduardo Saverin, Andrew McCollum, Dustin Moskovitz, and Chris Hughes, its name derives from the face book directories often given to American university students. Membership was initially limited to Harvard students, gradually expanding to other North American universities. Since 2006, Facebook allows everyone to register from 13 years old, except in the case of a handful of nations, where the age requirement is 14 years. , Facebook claimed almost 3.07 billion monthly active users worldwide. , Facebook ranked as the List of most-visited websites, third-most-visited website in the world, with 23% of its traffic coming from the United States. It was the most downloaded mobile app of the 2010s. Facebook can be accessed from devices with Internet connectivit ...
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Social Networking Websites
A social networking service (SNS), or social networking site, is a type of online social media platform which people use to build social networks or social relationships with other people who share similar personal or career content, interests, activities, backgrounds or real-life connections. Social networking services vary in format and the number of features. They can incorporate a range of new information and communication tools, operating on desktops and on laptops, on mobile devices such as tablet computers and smartphones. This may feature digital photo/video/sharing and diary entries online (blogging). Online community services are sometimes considered social-network services by developers and users, though in a broader sense, a social-network service usually provides an individual-centered service whereas online community services are groups centered. Generally defined as "websites that facilitate the building of a network of contacts in order to exchange various types ...
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Cultural Capital
In the field of sociology, cultural capital comprises the social assets of a person (education, intellect, style of speech, style of dress, social capital, etc.) that promote social mobility in a stratified society. Cultural capital functions as a social relation within an economy of practices (i.e. system of exchange), and includes the accumulated cultural knowledge that confers social status and power; thus cultural capital comprises the material and symbolic goods, without distinction, that society considers rare and worth seeking. There are three types of cultural capital: (i) embodied capital, (ii) objectified capital, and (iii) institutionalised capital. Pierre Bourdieu and Jean-Claude Passeron coined and defined the term ''cultural capital'' in the essay "Cultural Reproduction and Social Reproduction" (1977). Bourdieu then developed the concept in the essay "The Forms of Capital" (1985) and in the book ''The State Nobility: Élite Schools in the Field of Power'' (199 ...
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Policy
Policy is a deliberate system of guidelines to guide decisions and achieve rational outcomes. A policy is a statement of intent and is implemented as a procedure or protocol. Policies are generally adopted by a governance body within an organization. Policies can assist in both ''subjective'' and ''objective'' decision making. Policies used in subjective decision-making usually assist senior management with decisions that must be based on the relative merits of a number of factors, and as a result, are often hard to test objectively, e.g. work–life balance policy. Moreover, governments and other institutions have policies in the form of laws, regulations, procedures, administrative actions, incentives and voluntary practices. Frequently, resource allocations mirror policy decisions. Policies intended to assist in objective decision-making are usually operational in nature and can be objectively tested, e.g. a password policy. The term may apply to government, public se ...
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Social Norms
A social norm is a shared standard of acceptance, acceptable behavior by a group. Social norms can both be informal understandings that govern the behavior of members of a society, as well as be codified into wikt:rule, rules and laws. Social normative influences or social norms, are deemed to be powerful drivers of human behavioural changes and well organized and incorporated by major theories which explain human behaviour. Institutions are composed of multiple norms. Norms are shared social beliefs about behavior; thus, they are distinct from "ideas", "attitudes", and "values", which can be held privately, and which do not necessarily concern behavior. Norms are contingent on context, social group, and historical circumstances. Scholars distinguish between regulative norms (which constrain behavior), constitutive norms (which shape interests), and prescriptive norms (which prescribe what actors ''ought'' to do). The effects of norms can be determined by a logic of appropriateness ...
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E-learning
Educational technology (commonly abbreviated as edutech, or edtech) is the combined use of computer hardware, software, and educational theory and practice to facilitate learning and teaching. When referred to with its abbreviation, "EdTech", it often refers to the industry of companies that create educational technology. In ''EdTech Inc.: Selling, Automating and Globalizing Higher Education in the Digital Age'', Tanner Mirrlees and Shahid Alvi (2019) argue "EdTech is no exception to industry ownership and market rules" and "define the EdTech industries as all the privately owned companies currently involved in the financing, production and distribution of commercial hardware, software, cultural goods, services and platforms for the educational market with the goal of turning a profit. Many of these companies are US-based and rapidly expanding into educational markets across North America, and increasingly growing all over the world." In addition to the practical educational ...
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