Lecture+16+-+Virtual+Worlds - Living & Working...

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Unformatted text preview: Living & Working in Virtual Spaces: Virtual Communi9es For Thursday • Virtual Communi4es – Turkle Ch. 12 & 13 2 Virtual Communi4es • What is a virtual community? – A social aggrega4on that emerges from the Internet when enough people carry on those public discussions long enough, with sufficient human feelings, to form webs of personal rela4onships in cyberspace. • Mul4- faceted defini4on: – – – – The environment A social component A public component An emo4onal component 3 Virtual Communi4es • Similari4es to non- virtual communi4es? – The social and emo4onal components • Differences from non- virtual communi4es? – The environment, the public component • The medium enables people to create communi4es, rather than cause them to do so. 4 Rheingold on VCs • CMC predicted to be influential on 3 levels • The individual level – Our percep4ons – The content we may consume – Our language • The interac4on level – – – – – Forming communi4es of common interests, not of common loca4on Collec4ve goods: Social Network Capital Knowledge Capital Communion • The poli4cal level – Decrease of tradi4onal mass media – A poten4al revitaliza4on of a ci4zen- based democracy (a public sphere) 5 Characteris4cs of VCs • Not bound to a specific geographic space • OXen focused on common interests • Different people play different roles – Regular par4cipants – Readers – Passive par4cipants (lurkers) • As rela4onships develop, members may meet face- to- face 6 Posi4ve Aspects of VCs • No 4me constraints – Allow introverted personali4es a space for interac4on – Space for meaningful contribu4on to the virtual community • Anonymity – Lack of true physical appearance (?) • Greater equality – Choose whether or not to reveal any traits or quali4es – Gender, age, physical disability • A way to enhance social circles • Poten4al to support “real world” issues – Provision of medical informa4on – Finance (fund raising) – Social support 7 Nega4ve Aspects of VCs • Addic4ve nature – Results in 4me shiX to socializa4on online • Poten4al for conflict in virtual space 8 Types of VCs • Socializa4on – Second Life – WoW • Cause- oriented – Health • Learning – Habbo Hotel – CyWorld – Club Penguin • Work – IBM Second Life 9 Habbo Hotel 10 Cyworld 11 Ac4ve Worlds 12 Eve Online 13 Second Life • Launched in 2003 • As of 2010, 21.3 million registered “residents” – Unknown how many are ac4ve • Currency - Lindens – Anshe Chung - 2006 (Ailin Graef) – SL Millionare - selling and developing land plots 14 IBM: Innova4on Jam 15 IBM: Virtual Mee4ngs 16 IBM: SL Innova4on Complex 17 IBM: SL Socializa4on 18 VCs: Communi4es of Prac4ce • "Communi4es of prac4ce are an integral part of our daily lives. They are so informal and so pervasive that they rarely come into explicit focus, but for the same reasons, they are also quite familiar.” – Wenger • CoPs allow users to: – – – – – – Facilitate collabora4on Gain access to expert informa4on Filter out incorrect informa4on by peer group Capture ins4tu4onal knowledge and reuse it Prevent re- inven4ng wheels by sharing knowledge Share successful best prac4ces 19 CoPs: Key features • Shared Domain of Prac4ce/Interest • Crosses opera4onal, func4onal and organiza4onal boundaries • Defined by knowledge, not tasks • Managed by making connec4ons • Focus on value, mutual exchange and learning\ 20 Wenger et. al. 2002 21 ...
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This note was uploaded on 11/20/2011 for the course COMMUNICAT 192:354 taught by Professor Weber during the Fall '11 term at Rutgers.

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