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[[Howard Rheingold]] discussed virtual communities in his book, ''[[The Virtual Community (book)|The Virtual Community]]'', published in 1993. The book's discussion ranges from Rheingold's adventures on [[The WELL]], [[computer-mediated communication]], social groups and information science. Technologies cited include [[Usenet]], [[Multi-user dungeon|MUD]]s (Multi-User Dungeon) and their derivatives [[MUSH]]es and [[MOO]]s, [[Internet Relay Chat]] (IRC), [[chat room]]s and [[electronic mailing list]]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.<ref>{{Cite journal |last1=Haas |first1=Aurore |last2=Abonneau |first2=David |last3=Borzillo |first3=Stefano |last4=Guillaume |first4=Louis-Pierre |date=2021-04-03 |title=Afraid of engagement? Towards an understanding of engagement in virtual communities of practice |url=https://www.tandfonline.com/doi/full/10.1080/14778238.2020.1745704 |journal=Knowledge Management Research & Practice |language=en |volume=19 |issue=2 |pages=169–180 |doi=10.1080/14778238.2020.1745704 |s2cid=216178181 |issn=1477-8238 |access-date=13 August 2022 |archive-date=13 August 2022|archive-url=https://web.archive.org/web/20220813205432/https://www.tandfonline.com/doi/full/10.1080/14778238.2020.1745704 |url-status=live }}</ref>
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: [[Internet forum|message boards]], [[chat room]]s, [[social network]]ing World Wide Web sites, or virtual worlds.<ref>{{cite magazine|author=Hof, R. D.|author2= Browder, S.|author3=Elstrom, P.|date=5 May 1997|title=
==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.<ref name="
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 [[virtual reality|reality]], 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]] of London formed a community through the exchange of letters.<ref name="
==Purpose==
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=== 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.<ref
User experience testing is utilized to reveal something about the personal experience of the human being using a product or system.<ref name="
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.<ref name="Preece-2001">{{cite journal |last1=Preece |first1=Jenny |title=Socialility and Usability in Online Communities: Determining and Measuring Success |journal=Behaviour & Information Technology |date=2001 |volume=20 |issue=5 |pages=347–356 |doi=10.1080/01449290110084683 |s2cid=14120302 }}</ref>
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.<ref name="
==Effects==
===On health===
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.<ref>{{cite journal |last=Eysenbach |first=G |year=2008 |title= The Impact of the Internet on Cancer Outcomes |journal=CA: A Cancer Journal for Clinicians |volume=53 |issue=6 |pages=356–371 |doi=10.3322/canjclin.53.6.356 |pmid=15224975 |citeseerx=10.1.1.526.4309 |s2cid=10192148 }}</ref> 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.<ref>{{cite web |url=https://www.npr.org/2011/04/04/135106113/patients-with-rare-diseases-connect-online |title=Web Communities Help Patients With Rare Diseases |website=NPR.org |publisher=NPR |access-date=2012-07-10 |archive-date=18 October 2017 |archive-url=https://web.archive.org/web/20171018152136/http://www.npr.org/2011/04/04/135106113/patients-with-rare-diseases-connect-online |url-status=live }}</ref> 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.<ref>{{cite journal |last1=Neal |first1=L. |last2=Lindgagarrd |first2=G. |last3=Oakley |first3=K. |last4=Hansen |first4=D. |last5=Kogan |first5=S. |last6=Leimeister |first6=J.M. |last7=Selker |first7=T. |year=2006 |title=Online Health Communities|journal=CHI|pages=444–447 |url=http://www.uni-kassel.de/fb7/ibwl/leimeister/pub/JML_109.pdf |access-date=10 July 2012 |archive-date=12 July 2012 |archive-url=https://web.archive.org/web/20120712151749/http://www.uni-kassel.de/fb7/ibwl/leimeister/pub/JML_109.pdf |url-status=live }}</ref><ref>{{cite web |last1=Cocciolo |first1=A. |last2=Mineo |first2=C. |last3=Meier |first3=E. |title=Using Online Social Networks to Build Healthy Communities: A Design-based Research Investigation|page= 1–10 |url=http://www.thinkingprojects.org/bhc_paper.pdf |access-date=10 July 2012 |archive-date=15 October 2012 |archive-url=https://web.archive.org/web/20121015141134/http://www.thinkingprojects.org/bhc_paper.pdf |url-status=live }}</ref> 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.<ref name="Huh
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.<ref>{{cite web |last1=Cocciolo |first1=A. |last2=Mineo |first2=C. |last3=Meier |first3=E. |title=Using Online Social Networks to Build Healthy Communities: A Design-based Research Investigation|pages=1–10|url=http://www.thinkingprojects.org/bhc_paper.pdf |access-date=10 July 2012 |archive-date=15 October 2012 |archive-url=https://web.archive.org/web/20121015141134/http://www.thinkingprojects.org/bhc_paper.pdf |url-status=live }}</ref> 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.
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===On communication===
In his book ''[[The Wealth of Networks]]'' 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".<ref name="Benkler-2006">{{cite book|last=Benkler|first=Yochai|year=2006|title=The Wealth of Networks: How Social Production Transforms Markets and Freedom|url=http://www.benkler.org/Benkler_Wealth_Of_Networks_Chapter_10.pdf|access-date=26 November 2013|archive-date=10 September 2019|archive-url=https://web.archive.org/web/20190910191017/http://www.benkler.org/Benkler_Wealth_Of_Networks_Chapter_10.pdf|url-status=live}}</ref> 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".<ref name="Benkler-2006" /> 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.<ref name="Benkler-2006" /> 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".<ref name="Benkler-2006" />
=== On identity ===
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==== 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. [[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".<ref>{{Cite journal|last=Shaw|first=Adrienne|date=2012|title=Do you identify as a gamer? Gender, race, sexuality, and gamer identity|journal=New Media & Society|volume=14 | issue = 1 |pages=28–44|doi=10.1177/1461444811410394|s2cid=206727217}}</ref> According to Lisa Nakamura, representation in video games has become a problem, as the minority of players from different backgrounds who are not just the stereotyped white teen male gamer are not represented.<ref name="
==Types==
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[[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]]''. 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]]s".
Rheingold's definition contains the terms "social aggregation and personal relationships" (page 3). Lipnack and Stamps (1997)<ref name="
==Advantages of Internet communities==
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There are also issues surrounding bullying on internet communities. With users not having to show their face, people may use threatening and discriminating acts towards other people because they feel that they would not face any consequences.<ref>{{Cite journal |last=Humphreys |first=Lee |date=August 2011 |title=Who's Watching Whom? A Study of Interactive Technology and Surveillance |url=http://dx.doi.org/10.1111/j.1460-2466.2011.01570.x |journal=Journal of Communication |volume=61 |issue=4 |pages=575–595 |doi=10.1111/j.1460-2466.2011.01570.x |issn=0021-9916 |access-date=18 November 2022 |archive-date=17 January 2023 |archive-url=https://web.archive.org/web/20230117173558/https://academic.oup.com/joc/article-abstract/61/4/575/4098465?redirectedFrom=fulltext |url-status=live }}</ref>
There are standing issues with gender and race on the online community as well, where only the majority is represented on the screen, and those of different background and genders are underrepresented.<ref name="
==See also==
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[[Category:Community websites| ]]
[[Category:Social software]]
[[Category:Internet]]
[[Category:Community]]
[[Category:Virtual communities| ]]
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