- Key People:
- Howard Rheingold
virtual community
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What is a virtual community?
A virtual community is a group that may or may not meet face-to-face but shares ideas and conversations through digital networks. These communities allow people to connect with shared interests across different locations.
The term gained popularity in the late 20th century and has evolved to include various online activities such as socializing, gaming, conducting business, and organizing through social media, instant messaging, and virtual worlds.
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How do people interact in a virtual community?
In virtual communities, people interact by exchanging ideas and words through digital networks, whether or not they meet face-to-face. These communities allow people to connect with those of similar interests across different locations.
Online platforms provide spaces for various activities, including socializing, discourse, business, and organizing collective action through instant messages, blogs, social network services, and virtual worlds. Participants can create content, like open-source software and online encyclopedias, and the electronic word-of-mouth can significantly impact products.
However, online interactions can also lead to negative behaviors, such as hostile exchanges and trolling, often attributed to the anonymity that computer-mediated communication offers. Despite these issues, virtual communities foster relationships and provide support, information, and a sense of belonging.
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What are some examples of virtual communities?
Virtual communities are groups that connect through digital networks, regardless of physical location. They enable individuals to engage in various activities, from socializing and conducting business to organizing collective action.
Examples include:
* The WELL (Whole Earth 'Lectronic Link) An early online community with forums on diverse topics such as parenting and Grateful Dead concerts.
* Social networking sites Platforms like Facebook and LinkedIn, where users share content and connect with others.
* Online gaming communities Games like World of Warcraft and Lineage, where players interact within virtual worlds.
* Support groups Online communities that provide support for individuals dealing with medical conditions.3 Britannica SourcesCreated from Britannica articles using AI. AI can make mistakes, so verify using Britannica articles. -
How are virtual communities different from real-life communities?
Virtual communities and real-life communities differ in several aspects. Virtual communities consist of individuals who may or may not meet face-to-face but share ideas via digital networks. These communities aren't limited by geography, allowing people with common interests to connect regardless of location.
Real-life communities are bound by physical proximity, fostering in-person interactions. Social media can promote real-world community engagement, helping people connect for local events, support, and safety. While virtual connections offer support and broader networks, they don't replace the depth of in-person relationships. The rise of virtual communities has led to discussions about identity, social interaction, and what defines a community in the digital age.
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What are some benefits of being part of a virtual community?
Virtual communities offer numerous benefits, including connecting with individuals across geographical boundaries who share similar interests, identities, or goals. These platforms provide vital social support, decreasing psychological distress and increasing feelings of connectedness and acceptance. They can also break down traditional barriers to friendship, especially benefiting those who are shy, introverted, or have limited access to social circles. Moreover, virtual communities promote diversity and inclusion by connecting people with different backgrounds and cultures, fostering understanding and equity.
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What challenges can people face in virtual communities?
In virtual communities, users may encounter echo chambers, where similar individuals share biases, decreasing the likelihood of fact-checking and enabling misinformation to spread. Social media algorithms can exploit this by showing users more of the same information and failing to control misinformation-spreading bots and trolls. This can lead to the quick spread of inflammatory content that confirms existing grievances and beliefs. Concerns also arise regarding the impact of virtual interactions on identity, community, collective action, and attention quality, especially with young people spending considerable time online. Additionally, cybercriminals and terrorists can exploit digital networks, mirroring the platforms used for support, disaster relief, and education.
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virtual community, a group of people, who may or may not meet one another face to face, who exchange words and ideas through the mediation of digital networks.
The first use of the term virtual community appeared in a article by Gene Youngblood written in 1984 but published in 1986 about Electronic Cafe (1984), an art project by artists Kit Galloway and Sherrie Rabinowitz that connected five restaurants around Los Angeles and an art museum through a live video link. The term gained popularity after a 1987 article written by Howard Rheingold for The Whole Earth Review. In The Virtual Community (1993), Rheingold expanded on his article to offer the following definition:
Virtual communities are 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.
Explore the ProCon debate
Rheingoldâs article and book are cited as the foundational works of cyberculture studies. Many subsequent commentators have contested Rheingoldâs use of the word community and the terminology used to describe the technosocial phenomena of persistent computer-mediated relationships; social media and participatory media are also used to describe a very broad variety of human social activity online.
The first predictions of communities of computer-linked individuals and groups were made in 1968 by J.C.R. Licklider and Robert Taylor, who as research administrators for the U.S. Defense Advanced Research Projects Agency (DARPA) set in motion the research that resulted in the creation of the first such community, the ARPANET, which was the precursor of the Internet. Licklider and Taylor wrote,
What will on-line interactive communities be like? In most fields they will consist of geographically separated members, sometimes grouped in small clusters and sometimes working individually. They will be communities not of common location, but of common interest.
Even before the ARPANET, in the early 1960s, the PLATO computer-based education system included online community features. Douglas Engelbart, who ran the ARPANETâs first Network Information Center, had grown a âbootstrapping communityâ at the Stanford Research Institute (SRI), located at Stanford University in California, through use of his pioneering oNLine System (NLS) before the ARPANET was launched.
By the beginning of the 21st century, the four computer nodes (University of California at Los Angeles, SRI, University of California at Santa Barbara, and University of Utah) that constituted the ARPANET community in 1969 had expanded to include some one billion people with access to the Internet. With several billion mobile telephones with Internet connections now in existence, a significant portion of the human population conduct some of their social affairs by means of computer networks. The range of networked activities has greatly expanded since Rheingold described bulletin board systems (BBSs), chat rooms, mailing lists, USENET newsgroups, and MUDs (multiuser dungeons) in 1993. In the 21st century people meet, play, conduct discourse, socialize, do business, and organize collective action through instant messages, blogs (including videoblogs), RSS feeds (a format for subscribing to and receiving regularly updated content from Web sites), wikis, social network services such as MySpace and Facebook, photo and media-sharing communities such as Flickr, massively multiplayer online games such as Lineage and World of Warcraft, and immersive virtual worlds such as Second Life. Virtual communities and social media have coevolved as emerging technologies have afforded new kinds of interaction and as different groups of people have appropriated media for new purposes.
The emergence of globally networked publics has raised a number of psychological, sociological, economic, and political issues, and these issues have in turn stimulated the creation of new courses and research programs in social media, virtual communities, and cyberculture studies. In particular, the widespread use of online communication tools has raised questions of identity and the presentation of self, community or pseudocommunity, collective action, public sphere, social capital, and quality of attention.
A number of different critiques arose as cyberculture studies emerged. A political critique of early online activism questioned whether online relationships offered a kind of comforting simulation of collective action. On close inspection, the question of what actually defines a community has turned out to be complex: American sociologist George A. Hillery, Jr., compiled 92 different definitions. Canadian sociologist Barry Wellman defined community as ânetworks of interpersonal ties that provide sociability, support, information, a sense of belonging, and social identityââand offered empirical evidence that at least some virtual communities fit these criteria. As has happened in the past, what people mean when they speak of community is shifting.
As the early digital enthusiasts, builders, and researchers were joined by a more representative sample of the worldâs population, a broader and not always wholesome representation of human behaviour manifested itself online. Life online in the 21st century enabled terrorists and various cybercriminals to make use of the same many-to-many digital networks that enable support groups for disease victims and caregivers, disaster relief action, distance learning, and community-building efforts. Soldiers in battle taunt their enemies with text messages, disseminate information through instant messaging, and communicate home through online videos. With so many young people spending so much of their time online, many parents and âreal worldâ community leaders expressed concerns about the possible effects of overindulging in such virtual social lives. In addition, in an environment where anyone can publish anything or make any claim online, the need to include an understanding of social media in education has given rise to advocates for âparticipatory pedagogy.â
Students of online social behaviour have noted a shift from âgroup-centricâ characterizations of online socializing to a perspective that takes into account ânetworked individualism.â Again, quoting Wellman:
Although people often view the world in terms of groups, they function in networks. In networked societies: boundaries are permeable, interactions are with diverse others, connections switch between multiple networks, and hierarchies can be flatter and recursive.âŠMost people operate in multiple, thinly-connected, partial communities as they deal with networks of kin, neighbours, friends, workmates and organizational ties. Rather than fitting into the same group as those around them, each person has his/her own âpersonal community.â
It is likely that community-centred forms of online communication will continue to flourishâin the medical community alone, mutual support groups will continue to afford strong and persistent bonds between people whose primary communications take place online. At the same time, it is also likely that the prevalence of individual-centred social network services and the proliferation of personal communication devices will feed the evolution of ânetworked individualism.â Cyberculture studies, necessarily an interdisciplinary pursuit, is likely to continue to grow as more human socialization is mediated by digital networks.