[go: nahoru, domu]

Virtual community: Difference between revisions

Content deleted Content added
adding links
adding links
Line 79:
{{Original research|section|date=January 2016}}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 room]]s 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 [[CB Simulator|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]] (IRC) and other individual websites such as [[Yahoo!|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.
Line 92:
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.<ref>{{cite web |url=http://hevra.haifa.ac.il/~soc/lecturers/talmud/files/547.htm |title=Virtuality and Its Discontents. |author=Turkle, Sherry |date=11 July 2010 |work=The American Prospect |archive-url=https://web.archive.org/web/20100726150252/http://hevra.haifa.ac.il/~soc/lecturers/talmud/files/547.htm |archive-date=26 July 2010 |url-status=dead |df=dmy-all }}</ref> [[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 (software)|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.{{Citation needed|date=February 2023}}
 
===Social network services===
Line 100:
 
===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==