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VIRTUAL COMMUNITIES
BY: JUSTIN FROGNER




                     June 23
PAGE 1

          I‟m sure almost everyone has received or sent an
email, witnessed or been part of an online conversation
through such technologies as AIM messenger, and maybe
even used Skype to video chat with friends or family. All of
these online tools are different ways for people to
communicate with each other via the internet. These
technologies allow people to stay in touch as well as share
information, despite how much distance separates them.
However these new tools are merely products of a much
bigger idea known as virtual communities.

           Virtual communities are much more than just sitting
on the computer and gossiping to a friend down the street.
“Virtual communities are collaborative virtual environments
where individuals and groups can mutually and rapidly share
information, knowledge, wisdom or interests in a surprisingly
realistic manner”( Tsekeris, C., & Koskinas, K , p39). These
online communities are built by the congregation of many
different but alike minds coming together in order to engage in
activities such as sharing information, developing bonds and
expressing cultural ideas. For example, Youtube a very
popular video sharing Web site that lets anyone upload short
videos for private or public viewing was recently involved in a
project called “It Gets Better.” “The It Gets Better initiative is
a YouTube-based initiative that seeks to offer support for
troubled LGBTQ (Lesbian, Gay, Bi, Trans, Queer) youth who
may be contemplating suicide”(Muller, p.269).
PAGE 2

          This web space allows similar people to find one another
despite the distance between them and in this case offer support
for one another, in a time of need. This is a vital characteristic of
online virtual communities, the ability to offer support to others in
different parts of the world without physically being their rapidly
helps expand our ideas of what a community can really be. I
suppose when one thinks of a community they think of family and
friends of local proximity in which they communicate and interact
with daily. However with Virtual communities bonds can be made
and then trusts can be formed to the point where people can
share, work and even learn through these cyber worlds without
distance being a factor.
          One such story exemplifies this idea. An article posted
on StatePress.com explains how one professor is allowing her
students to complete projects using the virtual reality game called
World of Warcraft. “We want them to get the experience of playing
together with different characters that have to take on different
roles to really get an experiential sense of how complex game
play is in that environment,” said English professor Elisabeth
Hayes (Huskinson, Jan. 2011). This sort of idea may seem
bizarre to most professors who are used to learning and teaching
from books, papers, and presentations. However with these new
technologies that are rapidly developing, educators are constantly
figuring out new uses for them. I admit it may seem untraditional
to teach students through ways of video gaming, but as John
McKight, assistant professor to Elisabeth Hayes states, “ I know
teenagers who are running thousand-person organizations [within
these games],” McKnight said.
PAGE 3

“They have to meet time-tables and budgets and schedules and
have spread-sheet management skills, demonstrating
responsibilities and a knowledge base better than most MBAs.”
So it seems as though there are no limits to what these virtual
communities can offer for the people that participate in them.

            One interesting aspect of Virtual communities such as
World of Warcraft and other online games such as The Sims is
it‟s ability to make participants feel comfortable involving
themselves in the activities. “A good game should offer tollgates,
items, and background story, which will help gamers enter the
game more easily and to have more fun. Background story is
not a whole story, but just a beginning. Gamers will finish a whole
game by playing and making their own legends and stories”(
Qiaolei, J, p.27). These aspects of online worlds allow the
gamers to experience responsibility as well as accomplishment,
two characteristics expressed in the real world, now expressed
through cyberspace. In addition, Virtual worlds allow people
participating in the game the option to create an online
expression of themselves. In World of Warcraft players create
characters based on physical and mental attributes, which could
be either interpretation of the people playing or complete
imaginary beings. In the game The Sims players create online
avatars that are supposed to be characters rendered to the
physical appearance of their creators. These concepts are all
part of creating a social profile. Along with some sort of physical
interpretation, participants can also create written profiles
explaining specific interests and personal information they wish
PAGE 4

These profiles lead to alike people finding one another and
networking. A common connection between these virtual
worlds is also Blog sites for people who play the games.

            Blogs are sites where people can post information,
comments, pictures, newsfeeds, and just about anything else
they desire for public viewing. After being posted, comments
and questions are then answered by other bloggers who have
something to say on the topic. These blogs are usually
organized into different categories so that like minded
individuals have a place to communicate with each other on
their chosen topics. Many bloggers as well as virtual world
participants devote much time into these activities which leads
to the question whether or not cyber realities are replacing
actual reality for people. This concept is surrounded by much
criticism due to the fact that some people fear that a person‟s
physical and mental health could be at stake by participating in
these events. One Dr. Charles Sophy states, “As a preteen or
teenager going through life's normal growth stages, blogging
can be very helpful in fostering a social network (even if it is
virtual), or providing an outlet for everyday frustrations. As is
true of any medium, exercised cautions and proper monitoring
are necessary to avoid the infiltration or entertaining of
unwanted negative elements in your teen‟s life, such as the
exposure of personal profile to perpetrators”(Sharecare.com).
In addition to such monitoring there have been many cases
where people get so infatuated within their virtual world they
forget how much money it costs to be part of such a site and or
PAGE 5
. An excerpt from Howard Rheingold‟s book, The Virtual
Community states,
            “Over a period of months, I fell into the habit of spending an
hour or two every day gazing in fascination at this window into a
community that was creating itself right in front of my eyes. Although the
system was only a few months old, the air of camaraderie and pioneer
spirit was evident among the regulars. Those three-dollar hours crept up
on me in ten- to thirty-minute minivisits during the workday and hourlong
chunks in the evening. Still, my daily telecommunicating expenses were
less than the price of a couple of drinks or a double capuccino. The
cumulative economic impact of my new habit came home to me when
my first month's bill was over $100.”(Rheingold, ch. 2).

Both sides of this question have strong arguments. On the
one hand these new technologies are allowing people to
communicate with anyone, anywhere in the world, in a more
personal, efficient way, an issue that newspapers, and even
television could never resolve. However, staying by one‟s
computer and preoccupying oneself with virtual material, it is
possible that people may lose interest in their health,
responsibilities, family and friends. As Dr. Sophy explained
proper monitoring of these activities may be necessary for
younger participants but with practice and self restraint
these technologies can be used for countless reasons and
help us as a human race to not only reach out and share
with each other but learn from each other as well. Whether
we are communicating through the mail, over the phone, or
in a small virtual village while fighting goblins, the fact
remains that communication is vital to our survival and as
the times and technologies change so won‟t the ways of
sharing, learning, and living.
REFERENCE PAGE

Huskinson Harmony, “Professors hold class in „World of
Warcraft‟” StatePress.com , January 17, 2011

Muller, A. (2011). Virtual communities and translation into
physical reality in the 'It Gets Better'
project. Journal Of Media Practice, 12(3), 269-277.
doi:10.1386/jmpr.12.3.269_1

Qiaolei, J. (2008). Gamers' Lifecycle and Narrative
Structure: The Comparison of Online Gamers' Experiences
in the Legend of Mir II and World of Warcraft. China Media
Research, 4(2), 26-31.

Rheingold, H, “The Virtual Community” the electronic
version, http://www.rheingold.com/vc/book/2.html Ch.2 , 2nd
edition, MIT Press/

Dr. Sophy, C, “How can blogging affect my teen ,”
Sharecare.com

Tsekeris, C., & Koskinas, K. (2011). General Reflections on
Virtual Communities     Research. China Media
Research, 7(1), 39-47.
LINKS

List of Popular Virtual Communities



World of Warcraft



post comments on my Facebook




                     June 23 ,2012

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Virtual communities

  • 2. PAGE 1 I‟m sure almost everyone has received or sent an email, witnessed or been part of an online conversation through such technologies as AIM messenger, and maybe even used Skype to video chat with friends or family. All of these online tools are different ways for people to communicate with each other via the internet. These technologies allow people to stay in touch as well as share information, despite how much distance separates them. However these new tools are merely products of a much bigger idea known as virtual communities. Virtual communities are much more than just sitting on the computer and gossiping to a friend down the street. “Virtual communities are collaborative virtual environments where individuals and groups can mutually and rapidly share information, knowledge, wisdom or interests in a surprisingly realistic manner”( Tsekeris, C., & Koskinas, K , p39). These online communities are built by the congregation of many different but alike minds coming together in order to engage in activities such as sharing information, developing bonds and expressing cultural ideas. For example, Youtube a very popular video sharing Web site that lets anyone upload short videos for private or public viewing was recently involved in a project called “It Gets Better.” “The It Gets Better initiative is a YouTube-based initiative that seeks to offer support for troubled LGBTQ (Lesbian, Gay, Bi, Trans, Queer) youth who may be contemplating suicide”(Muller, p.269).
  • 3. PAGE 2 This web space allows similar people to find one another despite the distance between them and in this case offer support for one another, in a time of need. This is a vital characteristic of online virtual communities, the ability to offer support to others in different parts of the world without physically being their rapidly helps expand our ideas of what a community can really be. I suppose when one thinks of a community they think of family and friends of local proximity in which they communicate and interact with daily. However with Virtual communities bonds can be made and then trusts can be formed to the point where people can share, work and even learn through these cyber worlds without distance being a factor. One such story exemplifies this idea. An article posted on StatePress.com explains how one professor is allowing her students to complete projects using the virtual reality game called World of Warcraft. “We want them to get the experience of playing together with different characters that have to take on different roles to really get an experiential sense of how complex game play is in that environment,” said English professor Elisabeth Hayes (Huskinson, Jan. 2011). This sort of idea may seem bizarre to most professors who are used to learning and teaching from books, papers, and presentations. However with these new technologies that are rapidly developing, educators are constantly figuring out new uses for them. I admit it may seem untraditional to teach students through ways of video gaming, but as John McKight, assistant professor to Elisabeth Hayes states, “ I know teenagers who are running thousand-person organizations [within these games],” McKnight said.
  • 4. PAGE 3 “They have to meet time-tables and budgets and schedules and have spread-sheet management skills, demonstrating responsibilities and a knowledge base better than most MBAs.” So it seems as though there are no limits to what these virtual communities can offer for the people that participate in them. One interesting aspect of Virtual communities such as World of Warcraft and other online games such as The Sims is it‟s ability to make participants feel comfortable involving themselves in the activities. “A good game should offer tollgates, items, and background story, which will help gamers enter the game more easily and to have more fun. Background story is not a whole story, but just a beginning. Gamers will finish a whole game by playing and making their own legends and stories”( Qiaolei, J, p.27). These aspects of online worlds allow the gamers to experience responsibility as well as accomplishment, two characteristics expressed in the real world, now expressed through cyberspace. In addition, Virtual worlds allow people participating in the game the option to create an online expression of themselves. In World of Warcraft players create characters based on physical and mental attributes, which could be either interpretation of the people playing or complete imaginary beings. In the game The Sims players create online avatars that are supposed to be characters rendered to the physical appearance of their creators. These concepts are all part of creating a social profile. Along with some sort of physical interpretation, participants can also create written profiles explaining specific interests and personal information they wish
  • 5. PAGE 4 These profiles lead to alike people finding one another and networking. A common connection between these virtual worlds is also Blog sites for people who play the games. Blogs are sites where people can post information, comments, pictures, newsfeeds, and just about anything else they desire for public viewing. After being posted, comments and questions are then answered by other bloggers who have something to say on the topic. These blogs are usually organized into different categories so that like minded individuals have a place to communicate with each other on their chosen topics. Many bloggers as well as virtual world participants devote much time into these activities which leads to the question whether or not cyber realities are replacing actual reality for people. This concept is surrounded by much criticism due to the fact that some people fear that a person‟s physical and mental health could be at stake by participating in these events. One Dr. Charles Sophy states, “As a preteen or teenager going through life's normal growth stages, blogging can be very helpful in fostering a social network (even if it is virtual), or providing an outlet for everyday frustrations. As is true of any medium, exercised cautions and proper monitoring are necessary to avoid the infiltration or entertaining of unwanted negative elements in your teen‟s life, such as the exposure of personal profile to perpetrators”(Sharecare.com). In addition to such monitoring there have been many cases where people get so infatuated within their virtual world they forget how much money it costs to be part of such a site and or
  • 6. PAGE 5 . An excerpt from Howard Rheingold‟s book, The Virtual Community states, “Over a period of months, I fell into the habit of spending an hour or two every day gazing in fascination at this window into a community that was creating itself right in front of my eyes. Although the system was only a few months old, the air of camaraderie and pioneer spirit was evident among the regulars. Those three-dollar hours crept up on me in ten- to thirty-minute minivisits during the workday and hourlong chunks in the evening. Still, my daily telecommunicating expenses were less than the price of a couple of drinks or a double capuccino. The cumulative economic impact of my new habit came home to me when my first month's bill was over $100.”(Rheingold, ch. 2). Both sides of this question have strong arguments. On the one hand these new technologies are allowing people to communicate with anyone, anywhere in the world, in a more personal, efficient way, an issue that newspapers, and even television could never resolve. However, staying by one‟s computer and preoccupying oneself with virtual material, it is possible that people may lose interest in their health, responsibilities, family and friends. As Dr. Sophy explained proper monitoring of these activities may be necessary for younger participants but with practice and self restraint these technologies can be used for countless reasons and help us as a human race to not only reach out and share with each other but learn from each other as well. Whether we are communicating through the mail, over the phone, or in a small virtual village while fighting goblins, the fact remains that communication is vital to our survival and as the times and technologies change so won‟t the ways of sharing, learning, and living.
  • 7. REFERENCE PAGE Huskinson Harmony, “Professors hold class in „World of Warcraft‟” StatePress.com , January 17, 2011 Muller, A. (2011). Virtual communities and translation into physical reality in the 'It Gets Better' project. Journal Of Media Practice, 12(3), 269-277. doi:10.1386/jmpr.12.3.269_1 Qiaolei, J. (2008). Gamers' Lifecycle and Narrative Structure: The Comparison of Online Gamers' Experiences in the Legend of Mir II and World of Warcraft. China Media Research, 4(2), 26-31. Rheingold, H, “The Virtual Community” the electronic version, http://www.rheingold.com/vc/book/2.html Ch.2 , 2nd edition, MIT Press/ Dr. Sophy, C, “How can blogging affect my teen ,” Sharecare.com Tsekeris, C., & Koskinas, K. (2011). General Reflections on Virtual Communities Research. China Media Research, 7(1), 39-47.
  • 8. LINKS List of Popular Virtual Communities World of Warcraft post comments on my Facebook June 23 ,2012