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Imagined & Virtual Communities
 ‘The OFFLINE world vs. the ONLINE’
Words associated with ‘Online’ Communities:
“Community” – has long been defined as a
  group of interacting people living in a common
                     location.




However as technology evolves, the way we perceive
our communities change, they are no longer reliant
   of a similar location and can be redefined as:
A network of people who have something in
  common and interact on a regular basis in a
 holistic way, offering a sense of belonging and
togetherness between differing groups of people.
So at what point in history did our communities evolve
      from this classic neighbourhood setting to…
..the ever increasing world of virtual and imagined
                   communities?
At the birth of:

  COMPUTER MEDIATED COMMUNICATIONS
               (CMC)

The communication process that occurs through the use of
two or more networked computers:

Examples:
Instant Messenger
Chat Rooms
Emails
Social Networking Websites
Virtual World Websites
The creation of CMC technology and social networking
websites has lead social researchers and academics to ask
themselves the question:


        Can communities form online?
Social researcher Benedict Anderson
coined the term ‘Imagined Community’ –
 “All communities larger than primordial
    villages of face-to-face contact are
          imagined” (1983, pp. 18)
But are they really imagined?
This question is determined by what people
perceive as the correct definition of community,
do people have to have physical face-to-face
interaction to be deemed part of a community?


Author Howard Rheingold (1994), describes virtual
communities as “cultural aggregations that emerge
when enough people bump into each other often
enough in cyberspaces”.
How is this image of a community really that
different to an image of a online community?
Online community members
 partake in regular social and
  daily tasks that they would
perform in their everyday lives,
whilst visiting their online world.
They perform jobs, shop, clean their
 (virtual) houses, visit friends, go out for
  coffee, and many other daily activities
usually performed during their real lives..
Virtual Community users even go to church ONLINE!
Personal Learning sites such as ‘Delicious’ rank Second Life as the most used
Virtual Community on the Internet as it has the highest number of attributed
tags. Facebook is ranked as the most commonly used Social Networking Site.
SECOND LIFE
•Launched June 30, 2003
•Community of Residents, interact with each other
through the use of AVATARS
•3D World
•Linden dollar (L$) can be used to buy, sell, rent or
trade land or goods and services with other users
AVATARS:

A key factor in Second Life’s popularity is the
use of Avatars

      “The only limit is your imagination”
- Avatars display patrons personalities in the online
world.

- They give users an opportunity to create and
disguise themselves as anyone or thing that they
have ever dreamt of becoming.

- Second Life even lets you recreate your identity in
the body of any animal existing or nonexistent.
Through the use of avatars Second Life users are able to act
  out their daily life online and experience both the good
                 and bad sides of social life.


     “We chat, argue, engage in intellectual
    intercourse, perform acts of commerce,
exchange knowledge, share emotional support,
  make plans, brainstorm, gossip, feud, fall in
love, find friends, lose them, create a little high
  art and a lot of idle talk” (Rheingold, 1994).
Positive factors for virtual second life communities
Events in Cyberspace can have
concrete effects in real life, of both
the pleasant and less pleasant
varieties.
“Participating in a virtual community
has not solved life's problems for me,
but served as an AID, a COMFORT, and
      an INSPIRATION at times.”
I participate in “wide-ranging, intellectually
stimulating, professionally rewarding, sometimes
painful, and often intensely emotional ongoing
interchange with dozens of new friends, hundreds of
colleagues, thousands of acquaintances”

All whilst sitting, physically isolated in my room.
If all these raw feelings and emotions can be produced
whilst sitting alone in an isolated room, and a sense of up
most community is met then who is really able to say that
             virtual communities do not exist?


         - They exist in the eye of the beholder -

If you believe a community can develop outside of physical
 boundaries then you believe that virtual communities are
   really and operating over thousands of websites on the
    internet, involving millions of people from all over the
                              world!
Overall the truth is, that technology is
forever changing and wont slow down for
                 anybody..
The word ‘COMMUNITY’ truly means somewhere
that individuals feel same and a sense of belonging,
  the feeling that they are connecting with those
 around them and can open up to them about the
          triumphs and loses in their lives.
REFERENCES:
Websites:

Aviary:                          MySpace:
http://www.aviary.com/           www.myspace.com

Delicious:                       Personal Brain:
http://www.delicious.com/        http://www.thebrain.com/

Facebook:                        Second Life:
http://www.facebook.com/         http://secondlife.com/

Jing:                            Slideshare:
http://www.techsmith.com/jing/   http://www.slideshare.net/

Mindomo:                         Wordle:
http://www.mindomo.com           http://www.wordle.net/
REFERENCES (Continued):
Abdul- Rahman, A. & Hailes, S. (2000) Supporting Trust in Virtual Communities,
Proceedings of the 33rd Hawaii International Conference on System Sciences, 2000

Feenberg, A. & Bakardjieva, M. (2004) Virtual Community: No ‘Killer Implication’, New
Media & Society, 6, 1, pp. 37-43. Viewed 4 October 2010,
http://educ.ubc.ca/faculty/bryson/565/FeenbergVirComm.pdf

Fox, N. & Roberts, C. (1999) GP’s in Cyberspace: the Sociology of a ‘Virtual Community’,
Blackwell Publishers, Oxford, UK

Fox, S. (2004) The New Imagined Community: Identifying and Exploring a Bidirectional
Continuum Integrating Virtual and Physical Communities through the Community
Embodiment Model (CEM), Journal of Communication Inquiry, 28, 1, pp. 47-62

Norton, B. (2001) Non-Participation, Imagined Communities and the Language Classroom,
Chapter 8 in, Learner Contributions to Language Learning, viewed on 3 October 2010
http://www.lerc.educ.ubc.ca/fac/norton/Breen%20%282001%29%20-
%20Nonparticipation,%20imagined%20communities,%20language%20classroom.pdf

Rheingold, H. (1994) A Slice of Life in My Virtual Community, in H. Rheingold (Ed.), Global
Networks: Computers and International Communication, pp. 57-80, MIT Press, Cambridge,
USA

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Cult3020 Production Project

  • 1. Imagined & Virtual Communities ‘The OFFLINE world vs. the ONLINE’
  • 2. Words associated with ‘Online’ Communities:
  • 3. “Community” – has long been defined as a group of interacting people living in a common location. However as technology evolves, the way we perceive our communities change, they are no longer reliant of a similar location and can be redefined as:
  • 4. A network of people who have something in common and interact on a regular basis in a holistic way, offering a sense of belonging and togetherness between differing groups of people.
  • 5. So at what point in history did our communities evolve from this classic neighbourhood setting to…
  • 6. ..the ever increasing world of virtual and imagined communities?
  • 7. At the birth of: COMPUTER MEDIATED COMMUNICATIONS (CMC) The communication process that occurs through the use of two or more networked computers: Examples: Instant Messenger Chat Rooms Emails Social Networking Websites Virtual World Websites
  • 8.
  • 9. The creation of CMC technology and social networking websites has lead social researchers and academics to ask themselves the question: Can communities form online?
  • 10. Social researcher Benedict Anderson coined the term ‘Imagined Community’ – “All communities larger than primordial villages of face-to-face contact are imagined” (1983, pp. 18)
  • 11. But are they really imagined?
  • 12. This question is determined by what people perceive as the correct definition of community, do people have to have physical face-to-face interaction to be deemed part of a community? Author Howard Rheingold (1994), describes virtual communities as “cultural aggregations that emerge when enough people bump into each other often enough in cyberspaces”.
  • 13. How is this image of a community really that different to an image of a online community?
  • 14. Online community members partake in regular social and daily tasks that they would perform in their everyday lives, whilst visiting their online world.
  • 15. They perform jobs, shop, clean their (virtual) houses, visit friends, go out for coffee, and many other daily activities usually performed during their real lives..
  • 16. Virtual Community users even go to church ONLINE!
  • 17. Personal Learning sites such as ‘Delicious’ rank Second Life as the most used Virtual Community on the Internet as it has the highest number of attributed tags. Facebook is ranked as the most commonly used Social Networking Site.
  • 18. SECOND LIFE •Launched June 30, 2003 •Community of Residents, interact with each other through the use of AVATARS •3D World •Linden dollar (L$) can be used to buy, sell, rent or trade land or goods and services with other users
  • 19.
  • 20. AVATARS: A key factor in Second Life’s popularity is the use of Avatars “The only limit is your imagination”
  • 21. - Avatars display patrons personalities in the online world. - They give users an opportunity to create and disguise themselves as anyone or thing that they have ever dreamt of becoming. - Second Life even lets you recreate your identity in the body of any animal existing or nonexistent.
  • 22. Through the use of avatars Second Life users are able to act out their daily life online and experience both the good and bad sides of social life. “We chat, argue, engage in intellectual intercourse, perform acts of commerce, exchange knowledge, share emotional support, make plans, brainstorm, gossip, feud, fall in love, find friends, lose them, create a little high art and a lot of idle talk” (Rheingold, 1994).
  • 23. Positive factors for virtual second life communities
  • 24. Events in Cyberspace can have concrete effects in real life, of both the pleasant and less pleasant varieties.
  • 25. “Participating in a virtual community has not solved life's problems for me, but served as an AID, a COMFORT, and an INSPIRATION at times.”
  • 26. I participate in “wide-ranging, intellectually stimulating, professionally rewarding, sometimes painful, and often intensely emotional ongoing interchange with dozens of new friends, hundreds of colleagues, thousands of acquaintances” All whilst sitting, physically isolated in my room.
  • 27. If all these raw feelings and emotions can be produced whilst sitting alone in an isolated room, and a sense of up most community is met then who is really able to say that virtual communities do not exist? - They exist in the eye of the beholder - If you believe a community can develop outside of physical boundaries then you believe that virtual communities are really and operating over thousands of websites on the internet, involving millions of people from all over the world!
  • 28.
  • 29. Overall the truth is, that technology is forever changing and wont slow down for anybody..
  • 30. The word ‘COMMUNITY’ truly means somewhere that individuals feel same and a sense of belonging, the feeling that they are connecting with those around them and can open up to them about the triumphs and loses in their lives.
  • 31. REFERENCES: Websites: Aviary: MySpace: http://www.aviary.com/ www.myspace.com Delicious: Personal Brain: http://www.delicious.com/ http://www.thebrain.com/ Facebook: Second Life: http://www.facebook.com/ http://secondlife.com/ Jing: Slideshare: http://www.techsmith.com/jing/ http://www.slideshare.net/ Mindomo: Wordle: http://www.mindomo.com http://www.wordle.net/
  • 32. REFERENCES (Continued): Abdul- Rahman, A. & Hailes, S. (2000) Supporting Trust in Virtual Communities, Proceedings of the 33rd Hawaii International Conference on System Sciences, 2000 Feenberg, A. & Bakardjieva, M. (2004) Virtual Community: No ‘Killer Implication’, New Media & Society, 6, 1, pp. 37-43. Viewed 4 October 2010, http://educ.ubc.ca/faculty/bryson/565/FeenbergVirComm.pdf Fox, N. & Roberts, C. (1999) GP’s in Cyberspace: the Sociology of a ‘Virtual Community’, Blackwell Publishers, Oxford, UK Fox, S. (2004) The New Imagined Community: Identifying and Exploring a Bidirectional Continuum Integrating Virtual and Physical Communities through the Community Embodiment Model (CEM), Journal of Communication Inquiry, 28, 1, pp. 47-62 Norton, B. (2001) Non-Participation, Imagined Communities and the Language Classroom, Chapter 8 in, Learner Contributions to Language Learning, viewed on 3 October 2010 http://www.lerc.educ.ubc.ca/fac/norton/Breen%20%282001%29%20- %20Nonparticipation,%20imagined%20communities,%20language%20classroom.pdf Rheingold, H. (1994) A Slice of Life in My Virtual Community, in H. Rheingold (Ed.), Global Networks: Computers and International Communication, pp. 57-80, MIT Press, Cambridge, USA