The Virtual Community: Homesteading on the Electronic Frontier
... Online communities are no longer a new setting of public discussions. Thirty years ago, the communication scholar Howard Rheingold wrote about 'virtual communities', calling them "social aggregations that emerge from the Net when enough people carry on those public discussions long enough, with sufficient human feeling, to form webs of personal relationships in cyberspace" (Rheingold 2000(Rheingold [1993: xx). These communities are not communities in the traditional sense. ...
... Online communities are no longer a new setting of public discussions. Thirty years ago, the communication scholar Howard Rheingold wrote about 'virtual communities', calling them "social aggregations that emerge from the Net when enough people carry on those public discussions long enough, with sufficient human feeling, to form webs of personal relationships in cyberspace" (Rheingold 2000(Rheingold [1993: xx). These communities are not communities in the traditional sense. ...
The author defended her doctoral dissertation Stancetaking in interest-based online communities: A corpus pragmatic comparative analysis at the University of Helsinki, Faculty of Arts, on 11 November 2023. The opponent was Professor Birte Bös (Universität Duisburg-Essen) and the custos was Dr. Turo Hiltunen. The doctoral dissertation was published in the series Dissertationes Universitatis Helsingiensis. The summary of the article-based dissertation is available at http://urn.fi/URN:ISBN:978-951-51-9453-4
... DRM functions to bridge the interaction between researchers and research objects like conventional methods. In a socio-cultural context, digital data helps identify human behavior and interactions through digital ethnography (Rheingold, 2000). Digital data tends to be well-recorded, dynamic and has a wider scope (Rheingold, 2000;Takwin, 2020;Unik & Larenda, 2019). ...
... In a socio-cultural context, digital data helps identify human behavior and interactions through digital ethnography (Rheingold, 2000). Digital data tends to be well-recorded, dynamic and has a wider scope (Rheingold, 2000;Takwin, 2020;Unik & Larenda, 2019). ...
The most recent changes to the criteria in legal process for scientific evidence have emphasized scientific methods of authorship analysis. This study examined the authorship of electronic texts using a quantitative method based on forensic stylistics and computer technologies. This study uses 300 digital texts produced by 100 authors, including 100 questioned texts (Q-text) and 200 known texts (K-text). Personal texts of WhatsApp messages are used in this study as electronic texts. Authorship analysis was conducted by tracing the n-gram and testing all the text sets using the Similarity Comparison Method (SCM). Based on the results of the word 1-gram test, the SCM accuracy was found to be quite high, ranging from 85% to 96%. The findings of employing the tiny set are promising, with the various stylistic traits offering dependable accuracy ranging from 92% to 98.5%. The character-level n-gram tracing indicates a key feature of authorship attribution.
... Oleh karena itu, seringkali, online game dijadikan salah satu bentuk kegiatan bersosial bagi beberapa orang. Rheingold (2000) menjelaskan komunitas virtual sebagai sekumpulan orang yang muncul di internet untuk melakukan diskusi, menggunakan perasaan pribadi, dan membuat hubungan dalam dunia virtual. Komunitas virtual memiliki kata kunci, yaitu komunikasi dan feeling. ...
... Mereka sudah bermain Valorant selama satu tahun lebih. Hal ini sesuai dengan pernyataan Lucas dan Sherry (Shen et al., 2016) Menurut Rheingold (2000), kegiatan pada komunitas virtual dan dunia nyata sebenarnya hampir sama. Perbedaannya hanyalah orang-orang pada komunitas virtual melakukannya dalam dunia virtual dan meninggalkan tubuh fisiknya di belakang layar. ...
Online games are an activity that male players dominate. However, Valorant is a game that is also popular with female players. This often gives rise to stereotypes among men. This research investigates female stereotypes in the online game Valorant. This research uses virtual ethnographic methods. Data collection was carried out using participant observation and in-depth interviews. Gender stereotypes believed by male players in the online game Valorant are assessed from cognitive, affective, and conative aspects. This research found that female gender stereotypes, from a cognitive aspect, are incompetent in playing, do not accept input, and have good teamwork. From the affective aspect, female players are identified as being sensitive, easily irritated, lacking confidence in their playing performance, communicating aggressively, and often saying rude things. From the conative aspect, male players always take action to ensure that female players are protected and led, tend to choose agents with a supporting role, are not competitive, and are passive in communicating.
... In an attempt to demonstrate the need for the formation of foreign language professional information and communication competence, we became interested in the relatively new postmodern concept of a virtual/network economy. The study and analysis of professional works on virtual economic activity (Bondarenko, 2004;Ivanov, 2000;Maniushis et al., 2003;Rheingold, 2000;Baikov, 2011;Bihych, 2018;Matveev et al., 2021) have shown that cyberspace has now become not only an environment in which interpersonal interaction and intercultural communication take place but also a space where multivariate virtual economic activities are actively carried out in all aspects of everyday life (such as the urgent need to borrow money by "putting it on a card"). While virtual economic activities can provide a range of benefits, such as increased efficiency and reduced costs, they also have sustainability implications. ...
... Turkle explored various case studies of men who would even play with their gender in these online spaces, such as the user "Case," who played as multiple different women, which Turkle saw as an "experimentation" with a multiple and fluid "self" [58]. Similarly, in Howard Rheingold's early observations on the online community known as "The WELL," he described users such as "Joan," who identified as a disabled woman online, but "who in real life, IRL, was neither disabled, disfigured, mute, nor female" [46]. Though this sort of identity play might have come at the cost of deception, he noted that this technology "dissolved boundaries of identity," in alignment with Turkle's claim that "a more fluid sense of self allows for a greater capacity for acknowledging diversity." ...
How is identity constructed and performed in the digital via face-based artificial intelligence technologies? While questions of identity on the textual Internet have been thoroughly explored, the Internet has progressed to a multimedia form that not only centers the visual, but specifically the face. At the same time, a wealth of scholarship has and continues to center the topics of surveillance and control through facial recognition technologies (FRTs), which have extended the logics of the racist pseudoscience of physiognomy. Much less work has been devoted to understanding how such face-based artificial intelligence technologies have influenced the formation and performance of identity. This literature review considers how such technologies interact with faciality, which entails the construction of what a face may represent or signify, along axes of identity such as race, gender, and sexuality. In grappling with recent advances in AI such as image generation and deepfakes, I propose that we are now in an era of "post-facial" technologies that build off our existing culture of facility while eschewing the analog face, complicating our relationship with identity vis-a-vis the face. Drawing from previous frameworks of identity play in the digital, as well as trans practices that have historically played with or transgressed the boundaries of identity classification, we can develop concepts adequate for analyzing digital faciality and identity given the current landscape of post-facial artificial intelligence technologies that allow users to interface with the digital in an entirely novel manner. To ground this framework of transgression, I conclude by proposing an interview study with VTubers -- online streamers who perform using motion-captured avatars instead of their real-life faces -- to gain qualitative insight on how these sociotechnical experiences.
... En el a ño 1993 Howa rd R hei n gold escr ibió l a pr i mer a e d ic ión del l i bro " L a comu n id ad virtual"; y definió este concepto como "conjuntos sociales que surgen en la red cuando un número s u f i c i e n t e d e p e r s o n a s d e s a r r o l l a d e b a t e s públicos dura nte suficiente tiempo y con una implicación emociona l suficiente para formar redes de relaciones personales en el ciberespacio" (Rheingold, 2000). ...
En las ciencias sociales el concepto comunidad es un tan amplio como ambiguo. Se utiliza para nombrar cuestiones tan dispares que van desde un amplio conjunto de países (comunidad inter-nacional) hasta una reducida población rural (comunidad local), pasando por unidades administrativas intermedias (comunidades autónomas). El artículo explora distintos acercamientos conceptuales que incluyen la visión tradicional, moderna y postmoderna de la comunidad. La revisión de estas definiciones y la exposición de una sencilla propuesta de clasificación permitirían a estudiantes, profesores/as e investigadores/as en ciencias sociales, facilitar el uso y aplicación del concepto. El artículo, que es una reflexión teórica cuyo objetivo es recopilar y clasificar tres grandes concepciones del concepto, concluye que la comunidad no ha muerto pero si ha sufrido al menos dos metamorfosis con algunas mutaciones. Palabras clave. Comunidad, tradición, modernidad, postmodernidad, comunitarismo
Abstract. In the social sciences, the concept of community is as broad as it is ambiguous. It is used to name issues as dispara-te as a wide range of countries (international community) to a small rural population (local community), passing through intermediate administrative units (Autonomous Communities). The article explores different conceptual approaches that include the traditional, modern, and postmodern view of community. The revision of these definitions and the presentation of a simple classification proposal would allow students, teachers and researchers in the social sciences to facilitate the use and application of the concept. This theoretical reflection, aiming to compile and classify three major conceptions of the concept, concludes that the community has not perished but has undergone at least two metamorphoses with some mutations.
... Historically, communities formed around geographic proximity, but with technological advancements, particularly the internet, virtual communities based on shared interests have flourished [60]. Audiophile communities trace their roots back to the analog era -the golden age of vinyl and high-fidelity sound systems [61]. ...
Audio burn-in, often referred to as the process by which audio equipment undergoes a series of played sounds to achieve optimal performance, remains a topic of significant debate within both audiophile communities and relevant scientific fields. While some attribute perceived changes in sound quality to actual physical changes in the equipment, an emerging perspective points to the interplay of physiological, psychological, and social factors that might influence these perceptions. This narrative review delves into the intricate layers of auditory physiology, cognitive sound interpretation, and the wider societal beliefs around burn-in. We underscore the importance of discerning between actual physical changes in audio gear and the multifaceted human factors that potentially modulate our perception of sound. Through a comprehensive exploration, this article illuminates the complexities of this phenomenon, offering insights for both medical professionals and passionate audio enthusiasts and proposing directions for future research.
... An online community is a virtual space where students, instructors, and peers can connect, share information, and engage in discussions related to their coursework. (Rheingold, H., 2000). Moreover, Coates (2007) presented an online engagement framework for higher education. ...
The coronavirus (COVID-19) was declared a global pandemic on 12 March 2020 and social distancing was adopted in many places to contain the problem. Indeed, numerous countries around the world
decided to close educational institutions nationwide to prevent or contain the spread of the virus, significantly affecting the learning of millions of students in higher education institutions. COVID-19 has
highlighted the problem of the management of classroom teaching and learning processes worldwide.
Online learning, which involves interactions that are mediated through using digital, typically internetbased, technology, is pervasive, multi-faceted, and evolving, creating opportunities and challenges for
educational research in the wake of the COVID-19 pandemic. The present study aims to investigate the
challenges of online learning and suggestions to improve student engagement through the intersection
of educational technology, and online platforms that stimulate the learning sciences in higher education institutions.
Virtual communities have transformed the landscape of social interaction, creating dynamic and multifaceted spaces for individuals to connect, share, and collaborate across geographical boundaries. This chapter delves into the current status of virtual communities, examining their evolution from early internet forums to sophisticated social networks and online platforms. We will explore the diverse forms these communities take, including interest-based groups, professional networks, and support communities, highlighting their role in fostering social capital and collective intelligence.
This chapter presents an auto-ethnographic immersive account of local, glocal, and global virtual guitar communities. It explores the development of these communities, their activities, and their function. The discussion addresses long-term cultural consequences of online communities, including the potential dominance of Western musics, along with the simultaneous paradox of the increased potential global exposure of lesser-known micro-cultures where the electric guitar is increasingly being adopted.
Temsili demokrasinin işleyiş prensipleri açısından temsil sistemine dayanması, halkın önemli bir kesiminin siyasal süreçlerden ve demokratik katılma faaliyetlerinden dışlanmasına yol açan bir takım meşruluk krizlerini de beraberinde getirmiştir. Yaşanan temsil ve katılma krizlerinin aşılabilmesi için yurttaşların kamusal alanda ve karar alma süreçlerinde daha fazla varlık göstermesi bir zorunluluk olarak karşımıza çıkmaktadır. Kamuoyu hakkında daha çok bilgilendirilmiş ve kanaatlerini özgürce dile getirebilen bireylerden oluşan bir toplumda siyasal kararlar da daha demokratik süreçlerden geçerek alınmış olacaktır. Temsili demokrasinin kurumlarının vatandaşların söz konusu karar alma süreçlerine katılımını sağlayacak araçları sunmada eksiklikler yaşaması, bu konuda yeni araç ve ortam arayışlarına neden olmuştur. Bu bağlamda sosyal medyanın bu arayışlara çözüm olabilecek birtakım niteliklere sahip olduğu düşünülmektedir. Bireysel ve toplumsal yaşamın her alanında yaygın bir biçimde kullanılan sosyal medya, siyasal, kültürel ve ekonomik bütün sistemleri de kendi çalışma prensipleri çerçevesinde etkilemektedir. Sosyal medyanın etkileşime dayalı özellikleri nedeniyle kamusal müzakere alanı oluşturma potansiyelinin varlığı, demokratik süreçlere katılma açısından yurttaşlara yeni imkânlar sunmaktadır. Artık kamuoyu ve kamusal alanın sosyal medya platformları ve internet ağları üzerinden de oluşabileceği düşünülmektedir. Bu durum demokratik süreçlerin ve hatta bütünüyle demokrasinin kendisinin de yeniden şekillenmesine, internet ve sosyal medya bağlantılı yeni bir demokrasi anlayışının ortaya çıkmasına neden olmuştur. Çalışmada sosyal medyanın, kamuoyu, kamusal alan ve demokrasi ile ilişkisi üzerine literatür taramasına dayalı bir betimsel analiz yapılmıştır.
As sites where social media corporations profess their commitment to principles like community and free speech, policy documents function as boundary objects that navigate diverse audiences, purposes, and interests. This article compares the discourse of values in the Privacy Policies, Terms of Service, and Community Guidelines of five major platforms (Facebook, Instagram, YouTube, Twitter, and TikTok). Through a mixed-methods analysis, we identified frequently mentioned value terms and five overarching principles consistent across platforms: expression, community, safety, choice, and improvement. However, platforms limit their burden to execute these values by selectively assigning responsibility for their enactment, often unloading such responsibility onto users. Moreover, while each of the core values may potentially serve the public good, they can also promote narrow corporate goals. This dual framing allows platforms to strategically reinterpret values to suit their own interests.
En 30 ans, l’internet grand public est passé du modèle de la communauté, au centre des préoccupations dans les recherches des années 2000, à celui de l’influence. La proposition est ici de revenir sur les grandes lignes et raisons de ces évolutions. L’analyse met en avant la dimension économique de celles-ci, et la façon dont la redéfinition au fil des interactions en ligne est formatée par le marché. Le modèle de l’influence, dans lequel les créateurices de contenu sont certes mieux rémunérés mais aussi comptables vis à vis des entreprises et plateformes permet de contrer l’incertitude qui caractérise la relation à une large communauté d’utilisateurices. Le texte invite les recherches à venir à aller plus avant dans les perspectives diachroniques proposées afin de mieux comprendre et peut-être anticiper les formes d’interactions entre humains et machines qui se mettent aujourd’hui en place.
Le présent article explore le rôle des influenceuses sur les réseaux socionumériques dans la reproduction et la subversion des normes et des stéréotypes de genre. En s’appuyant sur une méthodologie qualitative comprenant des entretiens semi-directifs et une analyse de contenu, nous avons examiné un échantillon diversifié d’influenceuses actives sur Instagram, YouTube et TikTok. Les résultats révèlent une dynamique duale : d’une part, les influenceuses participent souvent à la standardisation des normes de genre dans leur quête de visibilité et de reconnaissance, d’autre part, certaines utilisent leur influence pour contester et déconstruire ces mêmes normes, notamment à travers des mouvements comme le body positivisme. Ces pratiques sont influencées par des contraintes sociotechniques, économiques et culturelles et montrent que les réseaux socionumériques permettent à la fois la reproduction et la contestation des normes hégémoniques.
To what extent does the notion of the public sphere serve to assess Latin America in networked times? The debate over the modern condition of the region and the contradictions of enlightenment values shaping a land conquered by the sword provides the backdrop for evaluating the pertinence of Habermas’s The Structural Transformation of the Public Sphere in the region, specifically regarding the chances the subaltern has to speak. Acknowledging its modern imprint and the varied criticisms it has received, the notion of the public sphere a la Habermas, offers a set of criteria for assessing the processes and outcomes of media and public communication development in Latin America. In this sense, this article connects the colonial imprint of Latin American nations, its struggles over media power, the meaning of communication, and the arrival of the Internet and Web 2.0 in the region through the notion of the public sphere. This overview exposes the features of the Internet in Latin America that perpetuate inequality, injustice, and the lack of voice while raising questions about the actual life of the “public” as a concept in the region.
Introducción: Para la generación Z, el streaming es un nuevo concepto de lo que es ver televisión. La era del streaming está marcada por tendencias cambiantes en los modelos de distribución audiovisual y publicidad. Los servicios sociales de transmisión en vivo SLSS, emergen de las comunidades multimedia en línea. Twitch, ha evolucionado para convertirse en el segundo servicio social de transmisión en vivo SLSS más popular en términos de audiencia. El presente trabajo se enfoca en los streamers que crean contenido en español en la categoría IRL (en la vida real). Metodología: El presente trabajo se fundamenta en una metodología mixta que incluyó una revisión exhaustiva de la literatura y entrevistas a profundidad en Cali, Colombia. Resultados: Los streamers colombianos son más cercanos a su comunidad, las interacciones son más genuinas y la jerga ayuda para esta conexión. Discusión: ¿Podría ser Twitch el surgimiento de un nuevo estándar sin anuncios en la industria de la producción y distribución audiovisual, paralelo al de la televisión y otras plataformas? Conclusiones: Twitch presenta potencial para los streamers colombianos debido a que países como Chile y Perú, con menos habitantes aportan incluso el doble de streamers Top en la categoría IRL.
This article analyzes the community of patrons of the Internet radio station Radio 357, based on 13 in-depth interviews with the station’s listeners and a former station employee. Material from the online forum of the studied community is also analyzed. The text aims to present the members of a radio community who became involved in financing a new Internet radio station through online fundraising. An attempt is made to explain the listeners’ motivations for their unique scale of involvement in this new media initiative. The research questions relate to the characteristics of the Radio 357 audience community and the role that radio plays for them. The foundations built by many years of participation around the former station and the sense of injustice intensified by its symbolic collapse became the driving forces to fight for the continuation of their previously cultivated radio practices and traditions, already incorporated within the new station.
Taking the perspective of innovative knowledge management, this study aimed to investigate the stimulation mechanism of continuous innovative knowledge contribution (CIKC). Through a quantitative study conducted in an open innovation community, we modeled a stimulus–organism–response framework to conduct a path analysis from the external environment to internal cognition, and then to knowledge contribution, and filled in the gaps in the mediating and moderating mechanisms. We focused on the stimuli of knowledge contribution, in view of both quantity and quality. Panel data from six periods in one year was collected for dynamic analysis, and we used the fixed effect model to test our hypotheses of mediation effect, moderation effect, and mediated-moderation effect. There were some interesting findings, showing that user’s self-efficacy plays a partial mediating role in the quantity, rather than the quality, of CIKC; meanwhile, the users’ knowledge level plays a moderating role, and there is a negative moderating mechanism of knowledge level in the process from participation value to the quality of CIKC.
The onset of the pandemic catalyzed a paradigm shift in educational methodologies, bringing various forms, such as hybrid, distance, and fully online models, into focus. The following study explores the affective domain in online learning, focusing on how emotions, facial expressions, and body language influence engagement and support community building in fully online learning environments. This research explores the role of emotional intelligence in Fully Online Learning Communities (FOLC) and examines the impact of positive and negative emotions on interpersonal engagement and participation. Findings indicate positive emotions to be closely linked to increased engagement and active participation. The study also highlights the importance of exploring body language in digital learning environments and addresses challenges posed by technological barriers in fully online learning spaces. Emotional intelligence is pivotal in online learning and community building, emphasizing the need to understand how to create emotionally supportive digital learning environments. Outcomes indicate a need for future research to focus on understanding the role of cultural dimensions in supporting learner agency and community building in the fully online learning context.
This article critically addresses current debates on the digital transformation of the public sphere. It responds to two contrasting responses to this transformation: the school of destruction, which expresses pessimism about the design of social media, and the school of restoration, which advocates for the redesign of social media to align with normative conceptions of the public sphere. However, so far these responses have omitted an explicit philosophical reflection on the relationship between politics, technology and design. After tracing back the current discourse on politics and technology to the Platonic tradition of political thought, I propose to re-arrange the relationship between poiesis, praxis and theoria assumed in this tradition. By connecting Arendt’s phenomenology of the political to postphenomenology and Derrida’s notion of ‘artifactuality’, this article proposes a renewed approach to think the political implications of technological change consistent with the ‘empirical turn’ in philosophy of technology. This approach unfolds in two moves: first, it examines how the design (poiesis) of new technological conditions makes space and time for certain kinds of events to become public; second, it takes the praxis emerging in response to these new conditions as a starting point for re-theorizing the political in specific mediated contexts. The article concludes by advocating for a ‘practical turn’ in political theory of technology, emphasizing the importance of engaging with design practices and artistic practices to refine foundational concepts in political theory.
From the ‘Dancing baby’, ‘All your base are belong to us’ and the ‘Hampster dance’ in the second half of the 1990s to Bernie’s mittens at the US presidential inauguration, through to ‘Disaster girl’ and ‘Distracted boyfriend’, among others, memes have become an important part of our (visual) digital culture over the last 20 years. This article demonstrates why memes should be considered a critical part of our born-digital heritage, by examining their connections to digital histories and trajectories, as well as their role in pop, visual and digital culture. The authors then map the diversity of stakeholders who contribute to this heritagization and the many challenges involved in meme preservation and archiving, including curation, agency, meaning and value.
The purpose of this chapter is to show how the philosophy of John Dewey can contribute to our understanding of background assumptions and framework for the research and evaluation of digital devices for learning. I concentrate mainly on digital learning technologies that make use of Artificial Intelligence (AI), more specifically ChatGPT, as they pose the critical problem of possible future consequences. For Dewey, dramatic rehearsal is one way to tackle the problem of uncertainty and open-endedness of new technologies. The evaluation of digital technologies for learning and educational purposes is no exception here. What I want to show is that Dewey’s critique would not target only the digital devices themselves, but rather its use. In the following, I show how Dewey’s concept of dramatic rehearsal could provide us with criteria for a framework to evaluate digital devices in learning practices. First, I present the concept of dramatic rehearsal in more detail. Then I comment briefly on genres and methods that can be employed. Finally, I apply some elements of dramatic rehearsal to the use of AI in learning and education.
Esta pesquisa explora as diferentes possibilidades de integrar a Internet das Coisas (IoT) no contexto da economia colaborativa, com um foco especial no uso da tecnologia para fomentar relações interpessoais e o compartilhamento de bens. Com uma abordagem interdisciplinar, o estudo apresenta um protótipo de projeto de IoT que incentiva o ato de tomar café acompanhado, criando uma experiência social por meio da tecnologia. A proposta é associar um produto específico e facilitar a troca de bens e serviços, seguindo a lógica da economia compartilhada. Este modelo sugere novos formatos de negócios e proporciona uma plataforma para questionar e analisar como o mercado está se adaptando para atender às novas demandas geradas por essas inovações tecnológicas. Ao explorar essas interações, a pesquisa oferece insights sobre as transformações econômicas e sociais, destacando o impacto da IoT na criação de redes colaborativas e na promoção de um consumo mais sustentável e conectado.
After COVID-19, cultural activities increasingly rely on online formats to engage audiences. Against this backdrop, online film festivals have emerged as a new subject of film festival research. The proliferation of online film festivals in China during this time has sparked intense debate, with both their emergence and future development being contentious issues. Throughout this process, the will of the audience plays a pivotal role in shaping their trajectory. To ensure the smooth operation and future development of online film festivals, a profound understanding of festival audiences needs to be sought. This study focuses on the audience, aiming to explore their gratification with Chinese online film festivals through a literature review, with the hope of providing insights for future prospects in the planning of online film festivals. Through the screening of databases including CNKI, Google Scholar, and Scopus, a total of 1,352 relevant articles were retrieved. After manual screening and exclusion by researchers, 105 articles relevant to the theme of this study were identified. Based on these articles, this paper synthesizes four types of audience gratification: content gratification, process gratification, social gratification, and technology gratification. Future research is recommended to further empirically investigate the conclusions drawn from this review.
cервиса Yandex Forms в 2022 году. В опросе приняли участие 2995 школьников Челябинской области в возрасте от 13 до 17 лет. Методами математической обработки данных выступили: D-критерий Сомерса, V-критерий Крамера, CHAID (Chi Squared Automatic Interaction Detection) анализ. Результаты. Большинство подростков (87 %) вовлечены в виртуальные сообщества разно-го типа (учебные, познавательные, развлекательные). Участие в виртуальных сообществах имеет Том 26, № 1. 2024 Образование и наука. Научный журнал 104 © Харланова Е. М., Сиврикова Н. В., Рослякова С. В., Черникова Е. Г. Воспитание цифрового поколения: роль виртуальных сообществ прямую связь с включенностью в разные виды деятельности и удовлетворенностью самореали-зацией (при вовлеченности в несколько типов виртуальных сообществ, умеренном времени про-ведения в них, участии в учебных виртуальных сообществах). Виртуальные сообщества обладают воспитательным потенциалом, а его реализация, обеспечивающая конструктивное взаимодей-ствие и самореализацию подростков, требует педагогического сопровождения. Научная новизна. Доказано, что виртуальные сообщества взаимосвязаны с самореализацией подростков. Определены условия конструктивного влияния виртуальных сообществ на самореа-лизацию подростков и принципы, обеспечивающие реализацию их воспитательного потенциала (проактивности, полисубъектности, продуктивного онлайн-оффлайн взаимодействия). Спрогно-зировано, что стратегия цифровой трансформации воспитания должна взять ориентир на пере-ход от обеспечения доступности и безопасности подростка в виртуальной среде, к управлению им виртуальными сообществами в целях своего саморазвития, самореализации. Практическая значимость. Результаты полезны для разработки программ воспитания, и реа-лизации воспитательной деятельности в реалиях цифрового мира. Ключевые слова: цифровое поколение, воспитание, виртуальные сообщества, самореализа-ция, удовлетворенность самореализацией, средство воспитания, подростки.
The Internet has revolutionized communication, enabling interactions between individuals from diverse cultures. This is especially true for social media which encourages participation in millions of online communities on a wide range of topics, such as Reddit. Research has largely neglected the intricate relationship between new media and intercultural issues. This study aims to address this gap by exploring the use experience of bicultural and multicultural individuals on Reddit and investigating the impact of identity-level (identity categorization, compartmentalization, integration) and contextual-level (identification with the online network, online intergroup contact frequency and quality) factors on intercultural sensitivity. A sample of 241 bicultural (n = 90) and multicultural (n = 151) Reddit users (females = 100, 41.49%) participated in the study. Hierarchical regression results showed that both identity-level and contextual-level factors significantly contributed to intercultural sensitivity. Specifically, on the identity-level, integration was positively related to intercultural sensitivity, while compartmentalization was negatively associated with it. Additionally, on the contextual-level, identification with the online network and high-quality online intergroup contact were associated with greater intercultural sensitivity. This research highlights the importance of understanding how intercultural dynamics unfold within social media platforms and provides insights for fostering intercultural sensitivity in online communities.
This paper examines associative participation in Spanish society
from a gender perspective, focusing on participation levels,
associative integration and forms of associationism. The following
research questions were formulated: “Do levels of associative
participation differ between men and women?” and “Do men and
women participate in the same type of associations?”. To respond
to these questions, data from the 2019 Survey on Social Capital
in Spain was analyzed. This data is representative at a national
level, and descriptive, correlational and ordered logistic regression
analyses were performed. It was concluded that evidence supports
a burden of gender roles in terms of associationism, especially for
political associationism, creating a ceiling effect for participation and
even social trust.
Since the 1990s, political theorists studied the impact of digital media on the public sphere. These debates extensively employ Arendt’s theory of the public sphere to evaluate whether social media meets the expectations and criteria set forth in her account. This common approach rests on a methodological assumption that is itself not critically examined: it asserts that one should start with a clear understanding of what political action ‘truly’ is and only then attend to its potential relation with technology. However, this article identifies two issues with this approach: it overlooks the complex interplay between technology and political action, and struggles to adapt Arendt’s pre-digital era theory to digital environments. Nonetheless, I argue that Arendt’s phenomenological methodology (i.e., how she develops her political theory) does offer an effective starting point to explore the changing relationship between politics and technology in the contemporary public sphere. This approach begins with an exploration of the technological conditions shaping political action rather than with a pre-established notion of political action. I demonstrate how this methodological blueprint can be expanded with a postphenomenological framework to bring Arendt’s political theory into the digital age, revealing how digital technologies continuously re-stabilize the intentional structure of political action.
This article examines the social media-induced affective notion of fame from the perspective of people living in peripheries, such as the region of Northeast India, whom the mainstream media (and by extension, the popular imagination) have always obscured, or somewhat suppressed. When they come across these visibility-inducing social media platforms, does this lead to the creation of new forms of celebrityhood? This article observes three specific people from the region-a filmmaker, a small-time Bollywood actor, and an Instagram dancing sensation. The case studies outline their usage of the affordances of the social media platforms through which they acquire a kind of cultish fame. It examines how they leverage fame to instil the greater Northeast region in the popular national imagination. This article claims that social media is not merely a platform for these artists to connect with and maintain their audiences, but also a place to create awareness, to define their identity and reveal the socio-historical fractures that they have inherited. This article extends the notion of micro-celebrity (Senft, "Keeping It Real on the Web") to dwell on the relationship between media-managed obscurity and social media-enabled self-promotion to conceptualise the category of in-betweeners.
Political trust is a barometer of the effectiveness of national governance, a link in the relationship between the people and the Government, and plays the role of a political stabilizer. The relevance of this topic conditioned by the fact that in the Internet era, 1 when everyone ‘holds a microphone’ on the network media in the context of the Covid-19 pandemic, communication in the network virtual spaces such as Weibo and forums is capable of dissipating and restoring trust in governments in the form of questions, doubts and criticism, which has an impact on political media ecology as a whole. The paper is based on the media monitoring of the network communities in China. The author analyses the forms of manifestation of the confrontational (conflict-prone) discourse of virtual communities in the context of the pandemic of the New Corona virus and the following ‘infodemic’, and considers the ways of restoring the political trust of network virtual communities within this context, whereas: (1) the government should include the network virtual space in the sphere of national governance in order to open bidirectional channels for good communication with the masses; (2) the quality of discourse in the network space of the virtual community should be improved; (3) the network media should fulfill their social responsibilities, while ensuring the quality of the content.
The article is devoted to the problems of training of media specialists in the context of improving the system of higher education in Russia. Based on the analysis of theoretical and empirical materials, the authors substantiate the need to transform the media education system in Russia in order to train professional communicators of a new formation. Based on the results of their own sociological research and the results obtained by other researchers, the authors confirm the presence of certain difficulties in educational media programs. E.g., students show average level of media literacy, unconscious behavior as consumers of information, and difficulties with information verification. Failure to overcome all that difficulties may lead to the fact that the ranks of future media specialists in the field of social communication will be replenished with personnel who does not correspond to this activity emotionally and professionally. The activities of such non-professionals significantly affects the level of public trust in any information in the media The logic of the research allows the authors to come to conclusions that in Russia there is a clear public demand for media specialists of high professional level, truthfully and responsibly forming the modern public agenda.
The concept of citizenship has traditionally been associated with privilege and the rules defined by nation-states. However, the increasing integration of digital technology calls for a reconsideration of the concept of citizenship as a system of relations rather than a static condition. The assemblage theory offers a way to understand citizenship as a dynamic, temporal, and spatial concept involving continuous transformation and networks of interdependent relationships. This shift from a fixed understanding of belonging to a more fluid and dynamic concept requires a reevaluation of the role of non-human actors and the importance of multiple, shifting narratives of time. Emerging digital technologies are enabling new forms of citizenship that are no longer tied to territorial jurisdictions, but instead are based on participation in distributed virtual communities. The development of decentralised technologies such as blockchain offers the potential for creating new institutions that enable a more agile and rapid recodification of citizenship status. However, the decentralisation of citizenship also raises concerns about the potential for centralised control and the need to protect decentralised activities. A key challenge is to imagine a strategy that can combine centralisation and decentralisation in a way that enables new forms of citizenship based on belonging to extraterritorial, distributed, and decentralised values and affinities.
Language is an essential part of identity, and in many ways it is considered to be the fundamental constituent of identity. Language and culture are inextricably linked. Every social group with distinct linguistic and social characteristics seeks to preserve its cultural identity. Contemporary political theorists have labeled this phenomenon of the coexistence of different cultures in the same geographical space as multiculturalism. Based on the descriptive, analytical, comparative and verbal-culturological methods, this article discusses the presence of various cultural and ethnic groups within a society. Multiculturalism in cyberspace mainly denotes the harmony and interaction of diverse cultures within online communities and platforms. The vanishing of cultures naturally has a negative impact on diversity. It is critical to create an environment where different cultural groups can sustain and flourish, thus making the overall gamma of linguistic colors richer and more colorful.
This paper discusses three case studies of early science museum-related websites in the 1990s and early 2000s, when web technology was still relatively new and evolving. The Virtual Museum of Computing (VMoC) was a completely virtual museum, originally produced in 1995 as part of the Virtual Library museums pages (VLmp), an international online museum directory within the WWW Virtual Library, adopted by the International Council of Museums (ICOM). The Science Museum in London was one of the first museums in the United Kingdom to have its own web server. The museum hosted an early meeting on web service provision by and for museums, concurrently with an exhibition on the Information Superhighway at the museum in 1995. Exhiblets were launched online in 1998. Ingenious was a multi-site digital collections transformation project, launched as a website in 2003. Virtual Leonardo and Leonardo’s Ideal City were two experiments conducted by the digital team of the Science and Technology Museum of Milan, between 1999 and 2001. The experiment consisted of the creation of a shared online 3D world, namely a reconstruction of the real museum in the first case and a completely imaginary world in the second case. This paper describes the above three case studies from the early World Wide Web and then draws some conclusions, from first-hand experience of developments at the time. We cover both the advantages and the challenges encountered by the various projects and illustrate why they did not necessarily become established, despite promising early results.
Keywords: virtual museum; science museum; World Wide Web; case study; internet history
The process of deinstitutionalization is one of the major consequences of digital revolution. Deinstitutionalization refers to the transfer of social functions from established institutions to single, dispersed citizens that is taking place both in the field of communication and in the field of politics. As to the field of communication, blogs, twits, posts replace the work of previous, formal institutions, while in the field of politics, single citizens are able to take an active role in the political life replacing the traditional role of mass parties. In this chapter the author discusses the consequences of this transfer that is dramatically affecting today democracy. In the meanwhile, new institutions, mainly of private nature, develop assuming some of the functions that were played by the old, weaker institutions.
One of the valid definitions of bio-ethics as integrating biological knowledge with ¨the knowledge about human value systems¨(Van Rensselaer Potter) necessarily refers to a great task confronting this recent science. Accordingly, reflections upon a man-Internet relation seen as a new community and net-ethics meaning searching for ¨conscience¨ of virtual world, bring us to a cyber-sphere, the fourth dimension of the space. Acting in this on-line space imposes a redefining the notion of an identity, communication, social group and culture. Key words: net-ethics, bio-ethics, virtual community, cyber-space.
Motivated by the Free-Nets, Santa Monica PEN, Berkeley Community Memory, and the Big Sky Telegraph system in Montana, the Seattle chapter of Computer Professionals for Social Responsibility (CPSR) --- of which I was an active member --- launched the Seattle Community Network (SCN) in 1994 [11]. SCN provided training, computer donations, free web pages and free email ---a full decade before Gmail arrived on the scene. But we did not sell ads or surveil our users. And our volunteer pool of over 100 volunteers couldn't have imagined that they would be competing in the future against gigantic corporations with untold billions at their disposal.
Purpose-Over the past few years, more crowdsourcing sites have emerged and crowdsourcing users have been faced with more temptations, leading to a loss of users on some crowdsourcing sites. In order to retain crowdsourcing users, the aim of this paper is to explore the factors that influence the continued engagement behaviour of crowdsourcing participants. Design/methodology/approach-Based on Maslow's Hierarchy of Needs Theory and Expectation Confirmation Theory, this paper investigates the factors influencing the sustained participation behaviour of respondents, starting from their motivation and experience after initial participation. Based on this, we propose a hypothesis and a model, and use the Yippee Wizards platform as the research object, obtain questionnaire data in the form of task distribution and conduct an empirical test through SPSS. Findings-The results found that economic motivation was the most significant motivator for the recipient to engage in crowdsourcing activities, that belongingness and satisfaction mediated the chain between expectation confirmation and continued engagement behaviour, and that a higher user rating promoted the utility of belongingness on satisfaction. Originality/value-This empirical analysis demonstrates that the level of wizards moderates the relationship between belonging and satisfaction, and that the higher the level of wizards the greater the facilitation effect.
The aim of the paper is to analyze how the qualitative method represents a tool capable of analyzing the youth experience in the digital context. The contribution takes as a starting point the results of a didactic exercise experimented in the course of “Sociology of youth cultures” by the students of the University of Salerno in which the qualitative method of netnography was applied to study some youth practices online. During the work carried out, the qualitative method represented a way to study the universe of young people, entering the “new digital habitats,” where young people create and reproduce relationships, identities and spaces for socializing. The results showed, first of all, how the method of netnography made it possible to analyze the contours and transformations of youth practices in digital spaces, and secondly it allowed to arouse “reflexivity” in young people, it allowed to activate a process in which young people have looked at themselves “in the mirror,” entering the folds of the virtual worlds of youth and are amazed at the way in which they represent themselves, becoming observers and observers of that same reality. The qualitative approach has therefore allowed the students to grasp the youth practices in which they are immersed in their daily life from another point of view and have had the opportunity to analyze them from the inside and develop a high degree of reflexivity that it helped to reach a different awareness of being young today and of being able to read the cultural dynamics of youth with a critical eye.
Since the 1970s, electronic mail (email) has changed from being a rudimentary method of text‐based communication between a very few computer users in military research establishments, universities, and commercial telecommunications labs, to become a highly sophisticated and widespread media form. The growth of email has helped underpin not only the rise of the → Internet as a primary communicative technology of the early twenty‐first century, but has also been an important contributor to the ongoing expansion of the “network society” more generally (Castells 2000). Today, email has become a basic means of communication in the everyday life of hundreds of millions of people in the developed and developing economies of the world, linking and expanding their social, cultural, political, and economic realms in ways that continue to be unforeseen and innovative; bringing new issues, problems, and opportunities to the processes of institutions and to individual lives, which are increasingly shaped by digital technologies.
ResearchGate has not been able to resolve any references for this publication.