A virtual community is a
social network
A social network is a social structure made up of a set of social actors (such as individuals or organizations), sets of dyadic ties, and other social interactions between actors. The social network perspective provides a set of methods for ...
of individuals who connect through specific
social media
Social media are interactive media technologies that facilitate the creation and sharing of information, ideas, interests, and other forms of expression through virtual communities and networks. While challenges to the definition of ''social me ...
, potentially crossing geographical and political boundaries in order to pursue mutual interests or goals. Some of the most pervasive virtual communities are
online communities operating under
social networking service
A social networking service or SNS (sometimes called a social networking site) is an online platform which people use to build social networks or social relationships with other people who share similar personal or career content, interests, ac ...
s.
Howard Rheingold discussed virtual communities in his book, ''
The Virtual Community'', published in 1993. The book's discussion ranges from Rheingold's adventures on
The WELL,
computer-mediated communication
Computer-mediated communication (CMC) is defined as any human communication that occurs through the use of two or more electronic devices. While the term has traditionally referred to those communications that occur via computer-mediated forma ...
, social groups and information science. Technologies cited include
Usenet
Usenet () is a worldwide distributed discussion system available on computers. It was developed from the general-purpose Unix-to-Unix Copy (UUCP) dial-up network architecture. Tom Truscott and Jim Ellis conceived the idea in 1979, and it was ...
,
MUDs (Multi-User Dungeon) and their derivatives
MUSHes and
MOOs,
Internet Relay Chat
Internet Relay Chat (IRC) is a text-based chat system for instant messaging. IRC is designed for group communication in discussion forums, called '' channels'', but also allows one-on-one communication via private messages as well as chat a ...
(IRC),
chat rooms and
electronic mailing list
A mailing list is a collection of names and addresses used by an individual or an organization to send material to multiple recipients. The term is often extended to include the people subscribed to such a list, so the group of subscribers is re ...
s. Rheingold also points out the potential benefits for personal psychological well-being, as well as for society at large, of belonging to a virtual community. At the same time, it showed that job engagement positively influences virtual communities of practice engagement.
Virtual communities all encourage interaction, sometimes focusing around a particular interest or just to communicate. Some virtual communities do both. Community members are allowed to interact over a shared passion through various means:
message boards,
chat rooms,
social network
A social network is a social structure made up of a set of social actors (such as individuals or organizations), sets of dyadic ties, and other social interactions between actors. The social network perspective provides a set of methods for ...
ing World Wide Web sites, or virtual worlds. Members usually become attached to the community world, logging in and out on sites all day every day, which can certainly become an addition.
Introduction
The traditional definition of a community is of geographically circumscribed entity (neighborhoods, villages, etc.). Virtual communities are usually dispersed geographically, and therefore are not communities under the original definition. Some online communities are linked geographically, and are known as community websites. However, if one considers communities to simply possess boundaries of some sort between their members and non-members, then a virtual community is certainly a community.
[Pears, Iain. 1998. An Instance of the Fingerpost. London: Jonathan Cape.
] Virtual communities resemble real life ''
communities'' in the sense that they both provide support, information, friendship and acceptance between strangers. Being in a virtual community space you may be expected to feel a sense of belonging and a mutual attachment among the members that are in your space.
One of the most influential part about virtual communities is the opportunity to communicate through several media platforms or networks. Now that virtual communities exists, this had leveraged out the things we once did prior to virtual communities, such as postal services, fax machines, and even speaking on the telephone. Early research into the existence of media-based communities was concerned with the nature of
reality
Reality is the sum or aggregate of all that is real or existent within a system, as opposed to that which is only imaginary. The term is also used to refer to the ontological status of things, indicating their existence. In physical terms, r ...
, whether communities actually could exist through the media, which could place virtual community research into the social sciences definition of ontology. In the seventeenth century, scholars associated with the
Royal Society
The Royal Society, formally The Royal Society of London for Improving Natural Knowledge, is a learned society and the United Kingdom's national academy of sciences. The society fulfils a number of roles: promoting science and its benefits, r ...
of London formed a community through the exchange of letters.
"Community without propinquity", coined by urban planner
Melvin Webber in 1963 and "community liberated", analyzed by
Barry Wellman in 1979 began the modern era of thinking about non-local community. As well,
Benedict Anderson
Benedict Richard O'Gorman Anderson (August 26, 1936 – December 13, 2015) was an Anglo-Irish political scientist and historian who lived and taught in the United States. Anderson is best known for his 1983 book '' Imagined Communities'', which e ...
's ''
Imagined Communities'' in 1983, described how different technologies, such as national newspapers, contributed to the development of national and regional consciousness among early nation-states. Some authors that built their theories on Anderson's Imagined communities have been critical of the concept, claiming that all communities are based on communication and that virtual/real dichotomy is disintegrating, making use of the word "virtual" problematic or even obsolete.
Purpose
Virtual communities are used for a variety of social and professional groups; interaction between community members vary from personal to purely formal. For example, an email distribution list could serve as a personal means of communicating with family and friends, and also formally to coordinate with coworkers.
User experience testing to determine social codes
User experience is the ultimate goal for the program or software used by an internet community, because user experience will determine the software's success.
The software for social media pages or virtual communities is structured around the users’ experience and designed specifically for online use.
User experience testing is utilized to reveal something about the personal experience of the human being using a product or system.
When it comes to testing user experience in a software interface, three main characteristics are needed: a user who is engaged, a user who is interacting with a product or interface, and defining the users’ experience in ways that are and observable or measurable.
User experience metrics are based on a reliability and repeatability, using a consistent set of measurements to result in comparable outcomes. User experience metrics are based on user retention, using a consistent set of measurements to collect data on user experience.
The widespread use of the Internet and virtual communities by millions of diverse users for socializing is a phenomenon that raises new issues for researchers and developers. The vast number and diversity of individuals participating in virtual communities worldwide makes it a challenge to test usability across platforms to ensure the best overall user experience. Some well-established measures applied to the usability framework for online communities are speed of learning, productivity, user satisfaction, how much people remember using the software, and how many errors they make.
The human computer interactions that are measured during a usability experience test focus on the individuals rather than their social interactions in the online community. The success of online communities depend on the integration of usability and social semiotics. Usability testing metrics can be used to determine social codes by evaluating a user's habits when interacting with a program. Social codes are established and reinforced by the regular repetition of behavioral patterns.
People communicate their social identities or
culture code through the work they do, the way they talk, the clothes they wear, their eating habits, domestic environments and possessions, and use of leisure time. Usability testing metrics can be used to determine social codes by evaluating a user's habits when interacting with a program.The information provided during a usability test can determine demographic factors and help define the semiotic social code. Dialogue and social interactions, support information design, navigation support, and accessibility are integral components specific to online communities. As virtual communities grow, so do the diversity of their users. However, the technologies are not made to be any more or less intuitive. Usability tests can ensure users are communicating effectively using social and semiotic codes while maintaining their social identities.
Efficient communication requires a common set of signs in the minds of those seeking to communicate.
As technologies evolve and mature, they tend to be used by an increasingly diverse set of users. This kind of increasing complexity and evolution of technology doesn't necessarily mean that the technologies are becoming easier to use.
Usability testing in virtual communities can ensure users are communicating effectively through social and semiotic codes and maintenance of social realities and identities.
Effects
On health
Concerns with a virtual community's tendency to promote less socializing include: verbal aggression and inhibitions, promotion of suicide and issues with
privacy
Privacy (, ) is the ability of an individual or group to seclude themselves or information about themselves, and thereby express themselves selectively.
The domain of privacy partially overlaps with security, which can include the concepts of a ...
. However, studies regarding the health effects of these communities did not show any negative effects. There was a high drop-out rate of participants in the study.
Recent studies have looked into development of health related communities and their impact on those already suffering health issues. These forms of social networks allow for open conversation between individuals who are going through similar experiences, whether themselves or in their family. Such sites have so grown in popularity that now many health care providers form groups for their patients by providing web areas where one may direct questions to doctors. These sites prove especially useful when related to rare medical conditions. People with rare or debilitating disorders may not be able to access support groups in their physical community, thus online communities act as primary means for such support. Online health communities can serve as supportive outlets as they facilitate connecting with others who truly understand the disease, as well as offer more practical support, such as receiving help in adjusting to life with the disease. Each patient on online health communities are on there for different reasons, as some may need quick answers to questions they have, or someone to talk to.Involvement in social communities of similar health interests has created a means for patients to develop a better understanding and behavior towards treatment and health practices. Some of these users could have very serious life-threatening issues which these personal contexts could become very helpful to these users, as the issues are very complex.
Patients increasingly use such outlets, as this is providing personalized and emotional support and information, that will help them and have a better experience.
The extent to which these practices have effects on health are still being studied.
Studies on health networks have mostly been conducted on groups which typically suffer the most from extreme forms of diseases, for example cancer patients, HIV patients, or patients with other life-threatening diseases. It is general knowledge that one participates in online communities to interact with society and develop relationships. Individuals who suffer from rare or severe illnesses are unable to meet physically because of distance or because it could be a risk to their health to leave a secure environment. Thus, they have turned to the internet.
Some studies have indicated that virtual communities can provide valuable benefits to their users. Online health-focused communities were shown to offer a unique form of emotional support that differed from event-based realities and informational support networks. Growing amounts of presented material show how online communities affect the health of their users. Apparently the creation of health communities has a positive impact on those who are ill or in need of medical information.
On civic participation
It was found that young individuals are more bored with politics and history topics, and instead are more interested in celebrity dramas and topics. Young individuals claim that ‘voicing what you feel’, doesn’t mean you are ‘being heard’, so they feel the need to not participate in these engagements, as they believe they aren’t being listened to anyway. Over the years, things have changed, as new forms of civic engagement and citizenship have emerged from the rise of social networking sites. Networking sites act as a medium for expression and discourse about issues in specific user communities. Online content-sharing sites have made it easy for youth as well as others to not only express themselves and their ideas through digital media, but also connect with large networked communities. Within these spaces, young people are pushing the boundaries of traditional forms of engagement such as voting and joining political organizations and creating their own ways to discuss, connect, and act in their communities.
Civic engagement through
online volunteering has shown to have positive effects on personal satisfaction and development. Some 84 percent of online volunteers found that their online volunteering experience had contributed to their personal development and learning.
On communication
In his book
The Wealth of Networks
''The Wealth of Networks: How Social Production Transforms Markets and Freedom'' is a book by Harvard Law School professor Yochai Benkler published by Yale University Press on April 3, 2006. The book has been recognized as one of the most influe ...
from 2006, Yochai Benkler suggests that virtual communities would "come to represent a new form of human communal existence, providing new scope for building a shared experience of human interaction".
Although Benkler's prediction has not become entirely true, clearly communications and social relations are extremely complex within a virtual community. The two main effects that can be seen according to Benkler are a "thickening of preexisting relations with friends, family and neighbours" and the beginnings of the "emergence of greater scope for limited-purpose, loose relationships".
Despite being acknowledged as "loose" relationships, Benkler argues that they remain meaningful.
Previous concerns about the effects of Internet use on community and family fell into two categories: 1) sustained, intimate human relations "are critical to well-functioning human beings as a matter of psychological need" and 2) people with "social capital" are better off than those who lack it. It leads to better results in terms of political participation.
However, Benkler argues that unless Internet connections actually displace direct, unmediated, human contact, there is no basis to think that using the Internet will lead to a decline in those nourishing connections we need psychologically, or in the useful connections we make socially. Benkler continues to suggest that the nature of an individual changes over time, based on social practices and expectations. There is a shift from individuals who depend upon locally embedded, unmediated and stable social relationships to networked individuals who are more dependent upon their own combination of strong and weak ties across boundaries and weave their own fluid relationships. Manuel Castells calls this the 'networked society'.
On Identity
In 1997,
MCI Communications released the "Anthem" advertisement, heralding the internet as a utopia without age, race, or gender.
Lisa Nakamura
Lisa Nakamura is an American professor of media and cinema studies, Asian American studies, and gender and women’s studies.University of Illinois at Urbana Champaign. Asian American Studies. She teaches at the University of Michigan, Ann Arbor, ...
argues in chapter 16 of her 2002 book ''After/image of identity: Gender, Technology, and Identity Politics,'' that technology gives us iterations of our age, race and gender in virtual spaces, as opposed to them being fully extinguished. Nakamura uses a metaphor of "after-images" to describe the cultural phenomenon of expressing identity on the internet. The idea is that any performance of identity on the internet is simultaneously present and past-tense, "posthuman and projectionary", due to its immortality.
Doctor
Sherry Turkle, professor of Social Studies of Science and Technology at
MIT, believes the internet is a place where actions of discrimination are less likely to occur. In her 1995 book ''Life on the Screen: Identity in the Age of the Internet,'' she argues that discrimination is easier in reality as it is easier to identify as face value, what is contrary to your norm. The internet allows for a more fluid expression of identity and thus, we become more accepting of inconsistent personae within ourselves and others. For these reasons, Turkle argues users existing in online spaces are less compelled to judge or compare ourselves to our peers, allowing people in virtual settings an opportunity to gain a greater capacity for acknowledging diversity.
Nakamura argues against this view, coining the term
Identity Tourism Identity tourism may refer to the act of assuming a racial, ethnic, socioeconomic, sexual or gender identity for recreational purposes, or the construction of cultural identities and re-examination of one’s ethnic and cultural heritage from what t ...
in her 1999 article ''Race In/For Cyberspace: Identity Tourism and Racial Passing on the Internet.'' Identity tourism, in the context of cyberspace, is a term used to the describe the phenomenon of users donning and doffing other-race and other-gender personae. Nakamura finds that performed behavior from these identity tourists often perpetuate stereotypes.
In the 1998 book ''Communities in Cyberspace'', authors Marc A. Smith and Peter Kollock, perceives the interactions with strangers are based upon with whom we are speaking or interacting with. Everything from clothes, voice, body language, gestures, and power, we rely on these abilities to identify others, which play a role with how we will speak or interact with them. Smith and Kollock believes that online interactions breaks away of all of the face-to-face gestures and signs that us people tend to show in front of one another. Although this is difficult to do online, it also provides space to play with one’s identity.
Gender
The gaming community is extremely vast and accessible to a wide variety of people, However, there are negative effects on the relationships 'gamers' have with the medium when expressing identity of gender. Doctor Adrienne Shaw notes in her 2012 article ''Do you identify as a gamer? Gender, race, sexuality, and gamer identity,'' that gender, perhaps subconsciously, plays a large role in identifying oneself as a 'gamer.' Representation in video games have become a problem as it forget the minority of players who are not just the stereotyped white teen male gamer, as there are so many players from different backgrounds who consume these games but aren't being represented.
Types
Internet-based
The explosive diffusion of the Internet since the mid-1990s fostered the proliferation of virtual communities in the form of social networking services and online communities. Virtual communities may synthesize
Web 2.0 technologies with the community, and therefore have been described as Community 2.0, although strong community bonds have been forged online since the early 1970s on timeshare systems like
PLATO
Plato ( ; grc-gre, Πλάτων ; 428/427 or 424/423 – 348/347 BC) was a Greek philosopher born in Athens during the Classical period in Ancient Greece. He founded the Platonist school of thought and the Academy, the first institutio ...
and later on
Usenet
Usenet () is a worldwide distributed discussion system available on computers. It was developed from the general-purpose Unix-to-Unix Copy (UUCP) dial-up network architecture. Tom Truscott and Jim Ellis conceived the idea in 1979, and it was ...
. Online communities depend upon social interaction and exchange between users online. This interaction emphasizes the
reciprocity
Reciprocity may refer to:
Law and trade
* Reciprocity (Canadian politics), free trade with the United States of America
** Reciprocal trade agreement, entered into in order to reduce (or eliminate) tariffs, quotas and other trade restrictions on ...
element of the unwritten
social contract
In moral and political philosophy, the social contract is a theory or model that originated during the Age of Enlightenment and usually, although not always, concerns the legitimacy of the authority of the state over the individual.
Social ...
between community members.
Internet message boards
An online
message board is a forum where people can discuss thoughts or ideas on various topics or simply express an idea. Users may choose which thread, or board of discussion, they would like to read or contribute to. A user will start a discussion by making a post. Other users who choose to respond can follow the discussion by adding their own posts to that thread at any time. Unlike in spoken
conversations, message boards do not usually have instantaneous responses; users actively go to the website to check for responses.
Anyone can register to participate in an online message board. People can choose to participate in the virtual community, even if or when they choose not to contribute their thoughts and ideas. Unlike chat rooms, at least in practice, message boards can accommodate an almost infinite number of users.
Internet users' urges to talk to and reach out to strangers online is unlike those in real-life encounters where people are hesitant and often unwilling to step in to help strangers. Studies have shown that people are more likely to intervene when they are the only one in a situation. With Internet message boards, users at their computers are alone, which might contribute to their willingness to reach out. Another possible explanation is that people can withdraw from a situation much more easily online than off. They can simply click exit or log off, whereas they would have to find a physical exit and deal with the repercussions of trying to leave a situation in real life. The lack of status that is presented with an online identity also might encourage people, because, if one chooses to keep it private, there is no associated label of gender, age, ethnicity or lifestyle.
Online chat rooms
Shortly after the rise of interest in message boards and forums, people started to want a way of communicating with their "communities" in real time. The downside to message boards was that people would have to wait until another user replied to their posting, which, with people all around the world in different time frames, could take a while. The development of online
chat rooms allowed people to talk to whoever was online at the same time they were. This way, messages were sent and online users could immediately respond.
The original development by
CompuServe CB hosted forty channels in which users could talk to one another in real time. The idea of forty different channels led to the idea of chat rooms that were specific to different topics. Users could choose to join an already existent chat room they found interesting, or start a new "room" if they found nothing to their liking. Real-time chatting was also brought into virtual games, where people could play against one another and also talk to one another through text. Now, chat rooms can be found on all sorts of topics, so that people can talk with others who share similar interests. Chat rooms are now provided by
Internet Relay Chat
Internet Relay Chat (IRC) is a text-based chat system for instant messaging. IRC is designed for group communication in discussion forums, called '' channels'', but also allows one-on-one communication via private messages as well as chat a ...
(IRC) and other individual websites such as Yahoo, MSN, and AOL.
Chat room users communicate through text-based messaging. Most chat room providers are similar and include an input box, a message window, and a participant list. The input box is where users can type their text-based message to be sent to the providing server. The server will then transmit the message to the computers of anyone in the chat room so that it can be displayed in the message window. The message window allows the conversation to be tracked and usually places a time stamp once the message is posted. There is usually a list of the users who are currently in the room, so that people can see who is in their virtual community.
Users can communicate as if they are speaking to one another in real life. This "simulated reality" attribute makes it easy for users to form a virtual community, because chat rooms allow users to get to know one another as if they were meeting in real life. The individual "room" feature also makes it more likely that the people within a chat room share a similar interest; an interest that allows them to bond with one another and be willing to form a friendship.
Virtual worlds
Virtual world
A virtual world (also called a virtual space) is a computer-simulated environment which may be populated by many users who can create a personal avatar, and simultaneously and independently explore the virtual world, participate in its activitie ...
s are the most interactive of all virtual community forms. In this type of virtual community, people are connected by living as an
avatar
Avatar (, ; ), is a concept within Hinduism that in Sanskrit literally means "descent". It signifies the material appearance or incarnation of a powerful deity, goddess or spirit on Earth. The relative verb to "alight, to make one's appeara ...
in a computer-based world. Users create their own avatar character (from choosing the avatar's outfits to designing the avatar's house) and control their character's life and interactions with other characters in the 3D virtual world. It is similar to a computer game, however there is no objective for the players. A virtual world simply gives users the opportunity to build and operate a fantasy life in the virtual realm. Characters within the world can talk to one another and have almost the same interactions people would have in reality. For example, characters can socialize with one another and hold intimate relationships online.
This type of virtual community allows for people to not only hold conversations with others in real time, but also to engage and interact with others. The avatars that users create are like humans. Users can choose to make avatars like themselves, or take on an entirely different personality than them. When characters interact with other characters, they can get to know one another through text-based talking and virtual experience (such as having avatars go on a date in the virtual world). A virtual community chat room may give real-time conversations, but people can only talk to one another. In a virtual world, characters can do activities together, just like friends could do in reality. Communities in virtual worlds are most similar to real-life communities because the characters are physically in the same place, even if the users who are operating the characters are not.
Second Life is one of the most popular virtual worlds on the Internet.
Whyville offers a good alternative for younger audiences where safety and privacy are a concern. In Whyville, you use the virtual world's simulation aspect to experiment and learn about various phenomena.
Another use for virtual worlds has been in business communications. Benefits from virtual world technology such as photo realistic avatars and positional sound create an atmosphere for participants that provides a less fatiguing sense of presence. Enterprise controls that allow the meeting host to dictate the permissions of the attendees such as who can speak, or who can move about allow the host to control the meeting environment.
Zoom, is a popular platform that has grown over the COVID-19 pandemic. Where those who host meetings on this platform, can dictate who can or cannot speak, by muting or unmuting them, along with who is able to join. Several companies are creating business based virtual worlds including
Second Life. These business based worlds have stricter controls and allow functionality such as muting individual participants, desktop sharing, or access lists to provide a highly interactive and controlled virtual world to a specific business or group. Business based virtual worlds also may provide various enterprise features such as Single Sign on with third party providers, or Content Encryption.
Social network services
Social networking service
A social networking service or SNS (sometimes called a social networking site) is an online platform which people use to build social networks or social relationships with other people who share similar personal or career content, interests, ac ...
s are the most prominent type of virtual community. They are either a website or software platform that focuses on creating and maintaining relationships.
Facebook
Facebook is an online social media and social networking service owned by American company Meta Platforms. Founded in 2004 by Mark Zuckerberg with fellow Harvard College students and roommates Eduardo Saverin, Andrew McCollum, Dustin ...
,
Twitter
Twitter is an online social media and social networking service owned and operated by American company Twitter, Inc., on which users post and interact with 280-character-long messages known as "tweets". Registered users can post, like, and ...
, and
Instagram
Instagram is a photo and video sharing social networking service owned by American company Meta Platforms. The app allows users to upload media that can be edited with filters and organized by hashtags and geographical tagging. Posts can ...
are all virtual communities. With these sites, one often creates a profile or account, and adds friends or follow friends. This allows people to connect and look for support using the social networking service as a gathering place. These websites often allow for people to keep up to date with their friends and acquaintances' activities without making much of an effort. On several of these sites you may be able to video chat, with several people at once, making the connections feel more like you are together. On Facebook, for example, one can upload photos and videos, chat, make friends, reconnect with old ones, and join groups or causes.
Specialized information communities
Participatory culture plays a large role in online and virtual communities. In participatory culture, users feel that their contributions are important and that by contributing, they are forming meaningful connections with other users. The differences between being a producer of content on the website and being a consumer on the website become blurred and overlap. According to
Henry Jenkins, "Members believe their contributions matter and feel some degree of social connection with one another "(Jenkins, et al. 2005). The exchange and consumption of information requires a degree of "digital literacy", such that users are able to "archive, annotate, appropriate, transform and recirculate media content" (Jenkins). Specialized information communities centralizes a specific group of users who are all interested in the same topic. For example, TasteofHome.com, the website of the magazine
Taste of Home, is a specialized information community that focuses on baking and cooking. The users contribute consumer information relating to their hobby and additionally participate in further specialized groups and forums. Specialized Information Communities are a place where people with similar interests can discuss and share their experiences and interests.
Howard Rheingold's study
Howard Rheingold's ''Virtual Community'' could be compared with
Mark Granovetter's ground-breaking "strength of weak ties" article published twenty years earlier in the ''
American Journal of Sociology
The ''American Journal of Sociology'' is a Peer review, peer-reviewed bi-monthly academic journal that publishes original research and book reviews in the field of sociology and related social sciences. It was founded in 1895 as the first journal ...
''. Rheingold translated, practiced and published Granovetter's conjectures about strong and weak ties in the online world. His comment on the first page even illustrates the social networks in the virtual society: "My seven year old daughter knows that her father congregates with a family of invisible friends who seem to gather in his computer. Sometimes he talks to them, even if nobody else can see them. And she knows that these invisible friends sometimes show up in the flesh, materializing from the next block or the other side of the world." (page 1). Indeed, in his revised version of ''Virtual Community'', Rheingold goes so far to say that had he read
Barry Wellman's work earlier, he would have called his book "online
social network
A social network is a social structure made up of a set of social actors (such as individuals or organizations), sets of dyadic ties, and other social interactions between actors. The social network perspective provides a set of methods for ...
s".
Rheingold's definition contains the terms "social aggregation and personal relationships" (pp3). Lipnack & Stamps (1997)
and Mowshowitz (1997) point out how virtual communities can work across space, time and organizational boundaries; Lipnack & Stamps (1997)
mention a common purpose; and Lee, Eom, Jung and Kim (2004) introduce "desocialization" which means that there is less frequent interaction with humans in traditional settings, e.g. an increase in virtual socialization. Calhoun (1991) presents a
dystopia
A dystopia (from Ancient Greek δυσ- "bad, hard" and τόπος "place"; alternatively cacotopiaCacotopia (from κακός ''kakos'' "bad") was the term used by Jeremy Bentham in his 1818 Plan of Parliamentary Reform (Works, vol. 3, p. 493). ...
argument, asserting the impersonality of virtual networks. He argues that IT has a negative influence on offline interaction between individuals because virtual life takes over our lives. He believes that it also creates different personalities in people which can cause frictions in offline and online communities and groups and in personal contacts. (Wellman & Haythornthwaite, 2002). Recently, Mitch Parsell (2008) has suggested that virtual communities, particularly those that leverage Web 2.0 resources, can be pernicious by leading to attitude polarization, increased prejudices and enabling sick individuals to deliberately indulge in their diseases.
Advantages of Internet communities
Internet communities offer the advantage of instant information exchange that is not possible in a real-life community. This interaction allows people to engage in many activities from their home, such as: shopping, paying bills, and searching for specific information. Users of online communities also have access to thousands of specific discussion groups where they can form specialized relationships and access information in such categories as: politics, technical assistance, social activities, health (see above) and recreational pleasures. Virtual communities provide an ideal medium for these types of relationships because information can easily be posted and response times can be very fast. Another benefit is that these types of communities can give users a feeling of membership and belonging. Users can give and receive support, and it is simple and cheap to use.
Economically, virtual communities can be commercially successful, making money through membership fees, subscriptions, usage fees, and advertising commission. Consumers generally feel very comfortable making transactions online provided that the seller has a good reputation throughout the community. Virtual communities also provide the advantage of
disintermediation
Disintermediation is the removal of intermediaries in economics from a supply chain, or "cutting out the middlemen" in connection with a transaction or a series of transactions. Instead of going through traditional distribution channels, whic ...
in commercial transactions, which eliminates vendors and connects buyers directly to suppliers. Disintermediation eliminates pricey mark-ups and allows for a more direct line of contact between the consumer and the manufacturer.
Disadvantages of Internet communities
While instant communication means fast access, it also means that information is posted without being reviewed for correctness. It is difficult to choose reliable sources because there is no editor who reviews each post and makes sure it is up to a certain degree of quality.
In theory, online identities can be kept anonymous which enables people to use the virtual community for fantasy role playing as in the case of
Second Life's use of avatars. Some professionals urge caution with users who use online communities because predators also frequent these communities looking for victims who are vulnerable to online
identity theft or
online predators.
There are also issues still surrounding bullying on internet communities. With users not having to show their face and being behind the camera, people will use threatening and discriminating acts towards other people because they feel that they wouldn't face any consequences.
There are still standing issues with gender and race on the online community as well. Where only the 'normal' people are being represented on the screen, and those of different background and genders are being more displayed, when majority are them are the one's consuming these activities.
See also
*
Clan (video games)
*
Commons-based peer production
Commons-based peer production (CBPP) is a term coined by Harvard Law School professor Yochai Benkler. It describes a model of socio-economic production in which large numbers of people work cooperatively; usually over the Internet. Commons-bas ...
*
Community of practice
A community of practice (CoP) is a group of people who "share a concern or a passion for something they do and learn how to do it better as they interact regularly". The concept was first proposed by cognitive anthropologist Jean Lave and educat ...
*
Comparison of online dating services
*
Cybersectarianism
*
Dating search engine
*
Digital Altruism
Altruism is the principle and moral practice of concern for the welfare and/or happiness of other human beings or animals, resulting in a quality of life both material and spiritual. It is a traditional virtue in many cultures and a core as ...
*
Dunbar's number
*
Global village
*
Human-based genetic algorithm
*
Immersion (virtual reality)
*
Internet activism
*
Internet influences on communities
A community is "a body of people or things viewed collectively".Oxford English Dictionary (2001) According to Steven Brintgregates of people who share common activities and/or beliefs and who are bound together principally by relations of affect, l ...
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Internet think tanks
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Learner-generated context
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List of social networking services
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List of virtual communities
This is a list of Wikipedia articles about virtual communities.
Benchmark virtual communities
* Usenet, one of the original decentralized, distributed discussion group architectures.
* BBS: The WELL, GEnie, The Meta Network
* Academic: EIES, U ...
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Mass collaboration
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Motivations of Wikipedia contributors
The Wikipedia community, collectively known colloquially as Wikipedians, is online community, an informal community that volunteers to create and maintain Wikipedia, an online encyclopedia. Since August 2012, the word "Wikipedian" has been an ...
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Music community
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Network of practice
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Online community
An online community, also called an internet community or web community, is a community whose members interact with each other primarily via the Internet. Members of the community usually share common interests. For many, online communities may fe ...
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Online community manager
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Online deliberation
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Online ethnography
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Online research community
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Virtual volunteering
* People's Voice Media
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Personal network
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Professional network service
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Social media
Social media are interactive media technologies that facilitate the creation and sharing of information, ideas, interests, and other forms of expression through virtual communities and networks. While challenges to the definition of ''social me ...
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Social web
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Support group
In a support group, members provide each other with various types of help, usually nonprofessional and nonmaterial, for a particular shared, usually burdensome, characteristic. Members with the same issues can come together for sharing coping str ...
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The Virtual Community''
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Tribe (internet)
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Video game culture
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Virtual airline (hobby)
A virtual airline (VA) is a dedicated hobby organization that uses flight simulation to model the operations of an airline. Virtual airlines generally have a presence on the Internet, similar to a real airline. Many hundreds of virtual airlines ...
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Virtual community of practice
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Web of trust
In cryptography, a web of trust is a concept used in PGP, GnuPG, and other OpenPGP-compatible systems to establish the authenticity of the binding between a public key and its owner. Its decentralized trust model is an alternative to the ...
Notes and references
Bibliography
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* Barzilai, G. (2003). ''Communities and Law: Politics and Cultures of Legal Identities.'' Ann Arbor: The University of Michigan Press.
* Else, Liz & Turkle, Sherry
"Living online: I'll have to ask my friends" New Scientist
''New Scientist'' is a magazine covering all aspects of science and technology. Based in London, it publishes weekly English-language editions in the United Kingdom, the United States and Australia. An editorially separate organisation publish ...
, issue 2569, 20 September 2006. (interview)
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* Farmer, F. R. (1993). "Social Dimensions of Habitat's Citizenry." Virtual Realities: An Anthology of Industry and Culture, C. Loeffler, ed., Gijutsu Hyoron Sha, Tokyo, Japan
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Hafner, K. 2001. ''The WELL: A Story of Love, Death and Real Life in the Seminal Online Community'' Carroll & Graf Publishers ()
* Hagel, J. & Armstrong, A. (1997). ''Net Gain: Expanding Markets through Virtual Communities.'' Boston: Harvard Business School Press ()
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* Kim, A.J. (2000). ''Community Building on the Web: Secret Strategies for Successful Online Communities.'' London: Addison Wesley ()
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* Kollock, Peter. 1999. "The Economies of Online Cooperation: Gifts and Public Goods in Cyberspace," in ''Communities in Cyberspace.'' Marc Smith and Peter Kollock (editors). London: Routledge.
**The author has made available an
* Kosorukoff, A. & Goldberg, D. E. (2002) Genetic algorithm as a form of organization, Proceedings of Genetic and Evolutionary Computation Conference, GECCO-2002, pp 965–972.
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* Naone, Erica, "Who Owns Your Friends?: Social-networking sites are fighting over control of users' personal information.",
MIT Technology Review
''MIT Technology Review'' is a bimonthly magazine wholly owned by the Massachusetts Institute of Technology, and editorially independent of the university. It was founded in 1899 as ''The Technology Review'', and was re-launched without "The" in ...
, July/August 2008
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* Preece, J. (2000). ''Online Communities: Supporting Sociability, Designing Usability.'' Chichester: John Wiley & Sons Ltd. ()
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Rheingold, H. (2000). ''The Virtual Community: Homesteading on the Electronic Frontier.'' London: MIT Press. ()
** The author has made available a
online copy*
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Seabrook, J. 1997. ''Deeper: My Two-Year Odyssey in Cyberspace'' Simon & Schuster ()
*Smith, M
"Voices from the WELL: The Logic of the Virtual Commons"UCLA Department of Sociology.
* Sudweeks, F., McLaughlin, M.L. &
Rafaeli, S. (1998) ''Network and Netplay Virtual Groups on the Internet'', MIT Press.
** Portions available online as
Journal of Computer Mediated Communication, 2*
* Barry Wellman, "An Electronic Group is Virtually a Social Network." Pp. 179–205 in ''Culture of the Internet'', edited by Sara Kiesler. Mahwah, NJ: Lawrence Erlbaum, 1997
Translated into German as "Die elektronische Gruppe als soziales Netzwerk." Pp. 134–67 in ''Virtuelle Gruppen'', edited by Udo Thiedeke. Wiesbaden: Westdeutscher Verlag, 2000.* Trier, M. (2007) ''Virtual Knowledge Communities – IT-supported Visualization and Analysis''. Saarbrücken, Germany:
VDM Verlag Dr. Müller. ().
* Urstadt, Bryant, "Social Networking Is Not a Business: Web 2.0—the dream of the user-built, user-centered, user-run Internet—has delivered on just about every promise except profit. Will its most prominent example, social networking, ever make any money?",
MIT Technology Review
''MIT Technology Review'' is a bimonthly magazine wholly owned by the Massachusetts Institute of Technology, and editorially independent of the university. It was founded in 1899 as ''The Technology Review'', and was re-launched without "The" in ...
, July/August 2008
{{Authority control
Virtual reality
Community building
Social information processing
Social software
Community