A virtual community, e-community or online community is a group of people that primarily interact via communication media such as letters, telephone, email or Usenet rather than face to face, for social, professional, educational or other purposes. In Sociology, a group can be defined as two or more Humans that interact with one another accept expectations and obligations as members of the group and share a Basic principle A traditional landline telephone system also known as "plain old telephone service" (POTS, commonly handles both signaling and audio information Electronic mail, often abbreviated to e-mail, email, or originally eMail, is a Store-and-forward method of writing sending receiving Usenet, a Portmanteau of "user" and "network" is a world-wide distributed Internet discussion system If the mechanism is a computer network, it is called an online community. A computer network is a group of interconnected Computers. Networks may be classified according to a wide variety of characteristics Virtual and online communities have also become a supplemental form of communication between people who know each other primarily in real life. Many means are used in social software separately or in combination, including text-based chatrooms and forums that use voice, video text or avatars. Social software encompasses a range of software systems that allow users to interact and share data An avatar is a computer user's representation of himself/herself or alter ego whether in the form of a three-dimensional model used in computer games a two-dimensional Icon Significant socio-technical change may have resulted from the proliferation of such Internet-based social networks. A social network is a Social structure made of nodes (which are generally individuals or organizations that are tied by one or more specific types of interdependency such as [1]
The agglomeration of all online communities is sometimes called the metaverse. The Metaverse is a Virtual world, described in Neal Stephenson 's 1992 Science fiction novel Snow Crash, where humans as avatars
Virtual communities, or online communities, are used for a variety of social and professional groups interacting via the Internet. It does not necessarily mean that there is a strong bond among the members, although Howard Rheingold, author of the book of the same name, mentions that virtual communities form "when people carry on public discussions long enough, with sufficient human feeling, to form webs of personal relationships" [1]. An email distribution list may have hundreds of members and the communication which takes place may be merely informational (questions and answers are posted), but members may remain relative strangers and the membership turnover rate could be high. This is in line with the liberal use of the term community. In biological terms a community is a group of interacting Organisms sharing an environment.
Virtual communities may synthesize Web 2.0 technologies with the community, and therefore have been described as Community 2. Web 20 is a term describing changing trends in the use of World Wide Web technology and Web design that aims to enhance Creativity, secure 0, although strong community bonds have been forged online since the early days of USENET. Usenet, a Portmanteau of "user" and "network" is a world-wide distributed Internet discussion system Virtual communities depend upon social interaction and exchange between users online. This emphasizes the reciprocity element of the unwritten social contract between community members. Social contract describes a broad class of republican theories whose subjects are implied agreements by which people form Nations and maintain a Social order Web 2. 0 is essentially characterized by virtual communities such as Flickr, Facebook, and Del.icio.us. Flickr is an image and video hosting Website, Web services suite and Online community platform Facebook is a social networking Website launched on February 4 2004 A similar trend is starting to emerge within businesses where online or virtual communities are taking hold. These communities can be organizational, regional or topical depending on the business. From a technical perspective, software tools abound to create and nurture these communities including Yahoo Groups, Google Groups, LISTSERV, and Microsoft Sharepoint. Yahoo! Groups operate as both electronic mailing lists and Internet forums Group messages can be posted and read by E-mail or on the Group homepage like a web Google Groups is a free service from Google where groups of people have discussions about common interests LISTSERV is the first electronic mailing list software application
The ability to interact with like-minded individuals instantaneously from anywhere on the globe has considerable benefits, but virtual communities have bred some fear and criticism. Virtual communities can serve as dangerous hunting grounds for online criminals, such as identity thieves and stalkers, with children particularly at risk. Identity theft is a term used to refer to Fraud that involves stealing money or getting other benefits by pretending to be someone else Others fear that spending too much time in virtual communities may have negative repercussions on real-world interaction (see Internet addiction disorder).
The explosive diffusion of the Internet since the mid-1990s has also fostered the proliferation of virtual communities. The nature of those communities is diverse, and the benefits that Rheingold envisioned are not necessarily realized, or pursued, by many. At the same time, it is rather commonplace to see anecdotes of someone in need of special help or in search of a community benefiting from the use of the Internet.
Different virtual communities have different levels of interaction and participation among their members. This ranges from adding comments or tags to a blog or message board post to competing against other people in online video games such as MMORPGs. A massively multiplayer online role-playing game ( MMORPG) is a genre of Computer role-playing games (CRPGs in which a large number of players interact with Not unlike traditional social groups or clubs, virtual communities often divide into cliques or even separate to form new communities. Author Amy Jo Kim points out a potential difference between traditional structured online communities (message boards, chat rooms, etc), and more individual-centric, bottom-up social tools (blogs, instant messaging buddy lists), and suggests the latter are gaining in popularity. Amy Jo Kim is an American Author and researcher on the subject of Online communities.
Philosophical frameworks have often been thought of in terms of their epistemology and ontology, but even the definitions of these differ in different fields of science. The debate over whether virtual communities are part of information science or the social sciences is ongoing, and has a significant impact on the standpoint of the researchers and the definitions of these terms. Information science is an interdisciplinary science primarily concerned with the collection classification, manipulation storage retrieval and dissemination The social sciences comprise academic disciplines concerned with the study of the social life of human groups and individuals including Anthropology, Communication studies In the social sciences, ontology is often considered to be a binary opposition between materialism and idealism, which are concerned with the nature of being and whether it is purely based on what exists materially, as in the former, or whether it exists in the mind, as in the case of the latter [2]. The Philosophy of materialism holds that the only thing that can be truly proven to exist is Matter, and is considered a form of Physicalism. In Western civilization, Idealism is the philosophy which maintains that the Ultimate nature of reality is ideal or based upon ideas values essences The so-called In the social sciences epistemology usually refers to a binary opposition battle between nominalism and essentialism, which deal with the nature of knowledge, whereas in information science it refers to the knowing what and knowing how. Nominalism is a metaphysical view in Philosophy according to which general or abstract terms and predicates exist but that either universals In Philosophy, essentialism is the view that for any specific kind of Entity, there is a set of Characteristics or Properties all of which
These differences become apparent in the research into virtual communities, and exemplify the difficulties in establishing an agreed definition. Early research into the existence of media-based communities was concerned with the nature of reality, whether communities actually could exist through the media, which could place virtual community research into the social sciences definition of ontology. In the 17th-century, scholars associated with the Royal Society of London formed a community through the exchange of letters. As a means of recording the passage of Time, the 17th Century was that Century which lasted from 1601 - 1700 in the Gregorian calendar The Royal Society of London for the Improvement of Natural Knowledge, known simply as The Royal Society, is a Learned society for science that was founded in 1660 [3] "Community without propinquity", coined by urban planner Melvin Webber in 1963 and "community liberated," analyzed by Barry Wellman in 1979 began the modern era of thinking about non-local community. Melvin M Webber ( Hartford, May 6 1920 - Berkeley, November 26 2006) was an Urban designer and theorist associated Year 1963 ( MCMLXIII) was a Common year starting on Tuesday (link will display full calendar of the Gregorian calendar. Barry Wellman, FRSC (born 1942 directs NetLab as the SD Clark Professor of Sociology at the University of Toronto. Year 1979 ( MCMLXXIX) was a Common year starting on Monday (link displays the 1979 Gregorian calendar) [4] As well, Benedict Anderson's Imagined Communities in 1983, described how different technologies, such as national newspapers, contributed to the development of national and regional consciousness among early nation-states. Benedict Richard O'Gorman Anderson (born August 26, 1936) is Aaron L The imagined community is a concept coined by Benedict Anderson which states that a Nation is a Community socially constructed which is to say [5]
The possibility of virtual communities being part of information science could be drawn from the focus of some researchers into ontology being concerned with the classification of entities and the construction of definitions, which has meant the term "community", when used to describe virtual communities, has been contentious. In Philosophy, ontology (from the Greek, genitive: of being (part The traditional definition of a community is of a geographically circumscribed entity (neighborhoods, villages, etc). Virtual communities, of course, are usually dispersed geographically, and therefore are not communities under the original definition. Some online communities are linked geographically, and are known as community websites. However, if one considers communities to simply possess boundaries of some sort between their members and non-members, then a virtual community is certainly a community.
The term virtual community is attributed to the book of the same title by Howard Rheingold, published in 1993. Howard Rheingold (born July 7, 1947) is a critic and writer his specialties are on the cultural social and political implications of modern communication media such Year 1993 ( MCMXCIII) was a Common year starting on Friday (link will display full 1993 Gregorian calendar) The book, which could be considered a social enquiry, putting the research in the social sciences, discussed his adventures on The WELL and onward into a range of computer-mediated communication and social groups, broadening it to information science. The Whole Earth 'Lectronic Link, normally shortened to The WELL, is one of the oldest Virtual communities in continuous operation The technologies included Usenet, MUDs (Multi-User Dungeon) and their derivatives MUSHes and MOOs, IRC (Internet Relay Chat), chat rooms and electronic mailing lists; the World Wide Web as we know it today was not yet used by many people. Usenet, a Portmanteau of "user" and "network" is a world-wide distributed Internet discussion system In computer gaming, a MUD ( Multi-User Dungeon, Domain or Dimension) is a multi-player computer game that combines elements of MUSH (sometimes said to be an abbreviation for M ulti- U ser S hared H ack H abitat H olodeck or H allucination MOO programming language The term chat room, or chatroom, is primarily used by Mass media to describe any form of Synchronous conferencing, occasionally even Asynchronous conferencing An electronic mailing list (sometimes written as elist or e-list) is a special usage of e-mail that allows for widespread distribution of information to The World Wide Web (commonly shortened to the Web) is a system of interlinked Hypertext documents accessed via the Internet. Rheingold pointed out the potential benefits for personal psychological well-being, as well as for society at large, of belonging to such a group.
Rheingold’s Virtual Community could be compared with Mark Granovetter’s ground-breaking "strength of weak ties" article published twenty years earlier in the American Journal of Sociology. Established in 1895, the American Journal of Sociology (AJS is the oldest scholarly journal of Sociology in the United States. Rheingold translated, practiced and published Granovetter’s conjectures about strong and weak ties in the online world. His comment on the first page even illustrates the social networks in the virtual society: “My seven year old daughter knows that her father congregates with a family of invisible friends who seem to gather in his computer. Sometimes he talks to them, even if nobody else can see them. And she knows that these invisible friends sometimes show up in the flesh, materializing from the next block or the other side of the world. ” (page 1). Indeed, in his revised version of Virtual Community, Rheingold goes so far to say that had he read Barry Wellman's work earlier, he would have called his book "online social networks". Barry Wellman, FRSC (born 1942 directs NetLab as the SD Clark Professor of Sociology at the University of Toronto. A social network is a Social structure made of nodes (which are generally individuals or organizations that are tied by one or more specific types of interdependency such as
Rheingold’s definition contains the terms “social aggregation and personal relationships” (pp3). Lipnack & Stamps (1997) and Mowshowitz (1997) point out how virtual communities can work across space, time and organizational boundaries; Lipnack & Stamps (1997) mention a common purpose; and Lee, Eom, Jung and Kim (2004) introduce "desocialization" which means that there is less frequent interaction with humans in traditional settings, eg. an increase in virtual socialization. Calhoun (1991) presents a dystopia argument, asserting the impersonality of virtual networks. A dystopia (from the Greek δυσ- and τόπος alternatively cacotopia, kakotopia, cackotopia, or anti-utopia) is the vision of a society He argues that IT has a negative influence on offline interaction between individuals because virtual life takes over our lives. He believes that it also creates different personalities in people which can cause frictions in offline and online communities and groups and in personal contacts. However, more than a decade of research has not supported Calhoun's arguments. (Wellman & Haythornthwaite, 2002).
Synthesizing the definitions might suggest that:
A virtual community is an information system of social networks where the participants share a common interest, idea, task or goal that interact in a virtual society across time, geographical and organizational boundaries and where they are able to develop personal relationships. The term information system (IS sometimes refers to a System of persons Data records and activities that process the data and Information in an organization A social network is a Social structure made of nodes (which are generally individuals or organizations that are tied by one or more specific types of interdependency such as
A membership life cycle for online communities was proposed by Amy Jo Kim (2000). It states that members of virtual communities begin their life in a community as visitors, or lurkers. In Internet culture, a lurker is a person who reads discussions on a Message board, Newsgroup, Chatroom, File sharing or other interactive After breaking through a barrier, people become novices and participate in community life. After contributing for a sustained period of time they become regulars. If they break through another barrier they become leaders, and once they have contributed to the community for some time they become elders. This life cycle can be applied to many virtual communities, most obviously to bulletin boards, but also to blogs and wiki-based communities like Wikipedia. A bulletin board ( pinboard, pin board or notice board in British English is a place where people can leave public Messages for example to advertise A blog (a contraction of the term " Web log " is a Web site, usually maintained by an individual with regular entries of commentary descriptions of A wiki is a page or collection of Web pages designed to enable anyone who accesses it to contribute or modify content using a simplified Markup language. ***************************************************************************************** * *
A similar model can be found in the works of Lave and Wenger, who illustrate a cycle of how users become incorporated into virtual communities using the principles of legitimate peripheral participation. They suggest five types of trajectories amongst a learning community:
The following shows the correlation between the learning trajectories and Web 2. 0 community participation.
Example – YouTube
Peripheral (Lurker) – Observing the community and viewing content. Does not add to the community content or discussion. The user occasionally goes onto YouTube. com to check out a video that someone has directed them to.
Inbound (Novice) – Just beginning to engage the community. Starts to provide content. Tentatively interacts in a few discussions. The user comments on other user’s videos. Potentially posts a video of their own.
Insider (Regular) – Consistently adds to the community discussion and content. Interacts with other users. Regularly posts videos. Either videos they have found or made themselves. Makes a concerted effort to comment and rate other user’s videos.
Boundary (Leader) – Recognized as a veteran participant. Connects with regulars to make higher concepts ideas. Community grants their opinion greater consideration. The user has become recognized as a contributor to watch. Possibly their videos are podcasts commenting on the state of YouTube and its community. The user would not consider watching another user’s videos without commenting on them. Will often correct a user in behavior the community considers inappropriate. Will reference other user’s videos in their comments as a way to cross link content.
Outbound (Elder) – Leaves the community for a variety of reasons. Interests have changed. Community has moved in a direction that doesn’t agree with. Lack of time. User got a new job that takes up too much time to maintain a constant presence in the community. That and the YouTube culture seems to be drifting to a corporate commercial endorsement model rather than a social, grassroots platform that it once was. The Deletionist versus Inclusionist Controversy in another such case within wiki-based communities. Deletionism and inclusionism are opposing philosophies held by editors of the online encyclopedia Wikipedia, regarding the criteria for including or deleting content
Several motivations lead people to contribute to virtual communities. Various online media (i. e. Wikis, Blogs, Chat rooms, Internet forums, Electronic mailing lists) are becoming ever greater knowledge-sharing resources. A wiki is a page or collection of Web pages designed to enable anyone who accesses it to contribute or modify content using a simplified Markup language. A blog (a contraction of the term " Web log " is a Web site, usually maintained by an individual with regular entries of commentary descriptions of The term chat room, or chatroom, is primarily used by Mass media to describe any form of Synchronous conferencing, occasionally even Asynchronous conferencing An, or message board, is a Bulletin board system in the form of a discussion site An electronic mailing list (sometimes written as elist or e-list) is a special usage of e-mail that allows for widespread distribution of information to Many of these communities are highly cooperative and establish their own unique culture. In biological terms a community is a group of interacting Organisms sharing an environment. Culture (from the Latin cultura stemming from colere, meaning "to cultivate" generally refers to patterns of human activity and the symbolic They also involve significant time from contributors with no monetary gain. Some key examples of online knowledge sharing infrastructures include the following:
Several researchers have investigated motivation in virtual communities. Studies show that over the long term users gain a greater insight into the material that is being discussed and a sense of connection to the world at large.
Peter Kollock (1998) researched motivations for contributing to online communities. In "The Economies of Online Cooperation: Gifts and Public Goods in Cyberspace", he outlines three motivations (Kollock:227) that do not rely on altruistic behavior on the part of the contributor:
There is another motivation, implicit in the above, which Mark Smith mentions in his 1992 thesis: Voices from the WELL: The Logic of the Virtual Commons:
A person is motivated to contribute valuable information to the group in the expectation that one will receive useful help and information in return. Indeed, there is evidence that active participants in online communities get more responses faster to questions than unknown participants (Kollock 178).
Recognition is important to online contributors such that, in general, individuals want recognition for their contributions. Recognition (re+ Cognition) is a process that occurs in Thinking when some event, Process, Pattern, or object recurrs Some have called this Egoboo. Egoboo is a colloquial expression for the Pleasure received from public recognition of voluntary work Kollock outlines the importance of reputation online: “Rheingold (1993) in his discussion of the WELL (an early online community) lists the desire for prestige as one of the key motivations of individuals’ contributions to the group. To the extent this is the concern of an individual, contributions will likely be increased to the degree that the contribution is visible to the community as a whole and to the extent there is some recognition of the person’s contributions. … the powerful effects of seemingly trivial markers of recognition (e. g. being designated as an “official helper”) has been commented on in a number of online communities…”
One of the key ingredients of encouraging a reputation is to allow contributors to be known or not to be anonymous. The following example, from Meyers (1989) study of the computer underground illustrates the power of reputation. When involved in illegal activities, computer hackers must protect their personal identities with pseudonyms. If hackers use the same nicknames repeatedly, this can help the authorities to trace them. Nevertheless, hackers are reluctant to change their pseudonyms regularly because the status associated with a particular nickname would be lost.
Profiles and reputation are clearly evident in online communities today. Amazon.com is a case in point, as all contributors are allowed to create profiles about themselves and as their contributions are measured by the community, their reputation increases. Amazoncom Inc ( is an American electronic commerce ( E-commerce) company in Seattle Washington. Myspace.com encourages elaborate profiles for members where they can share all kinds of information about themselves including what music they like, their heroes, etc. MySpace is a popular social networking Website offering an interactive user-submitted network of friends personal profiles blogs groups photos music and In addition to this, many communities give incentives for contributing. For example, many forums award you points for posting. Members can spend these points in a virtual store. eBay is an example of an online community where reputation is very important because it is used to measure the trustworthiness of someone you potentially will do business with. eBay Inc is an American Internet company that manages eBaycom an Online auction and shopping Website in which people and businesses buy and With eBay, you have the opportunity to rate your experience with someone and they, likewise, can rate you. This has an effect on the reputation score.
Individuals may contribute valuable information because the act results in a sense of efficacy, that is, a sense that they have had some effect on this environment. There is well-developed research literature that has shown how important a sense of efficacy is (e. g. Bandura 1995), and making regular and high quality contributions to the group can help individuals believe that they have an impact on the group and support their own self-image as an efficacious person. Albert Bandura (born December 4, 1925 in Mundare, Alberta, Canada) is a Canadian Psychologist specializing
Wikipedia is a good example of an online community that gives contributors a sense of efficacy. Wikipedia is an online encyclopedia which uses online software to enable anyone to create new articles and change any article in the encyclopedia. The changes you make are immediate, obvious, and available to the world.
People, in general, are fairly social beings and it is motivating to many people to receive direct responses to their contributions. Most online communities enable this by allowing people to reply back to contributions (i. e. many Blogs allow comments from readers, one can reply back to forum posts, etc). A blog (a contraction of the term " Web log " is a Web site, usually maintained by an individual with regular entries of commentary descriptions of Again, using Amazon. com as an example, other users can rate whether one's product review was helpful or not. Granted, there is some overlap between increasing reputation and gaining a sense of community. However, it seems safe to say that there are some overlapping areas between all four motivators.
A problem for providers of online communities is some of their members will not participate through posting messages. These members do not participate for a number of reasons, including that they believe they did not need to post and that they believe they are being helpful by not doing so. Other community members that have been participating for a long time, known as elders, regularly participate because they believe that their actions will have positive outcomes. Previous attempts to understand why community members participate or do not participate has suggested that individuals are needs-driven or goal driven. Maslow's Hierarchical needs theory has suggested that the reason lurkers do not participate is that 'lower needs' are not being met, or 'higher needs' are being met elsewhere and that the reason elders do participate is that they are meeting their 'higher needs'. Maslow's hierarchy of needs is a theory in Psychology, proposed by Abraham Maslow in his 1943 paper A Theory of Human Motivation, which
Theories that suggest that individuals are needs-driven and so-called needs are met in the order of a hierarchy are not suitable for online communities. It is quite likely that community members will desire to do two things at the same time, something that needs-based theories do not take into account. Theories that suggest that individuals are goal-driven are more appropriate for online communities as users will develop and change goals based on their interactions in an online community. However, these theories are not entirely appropriate for explaining why some individuals desire to participate in an online community, but do not actually do so.
Virtual community pioneer Jonathan Bishop proposed an alternative framework for understanding such behaviours (see Bishop, 2007), which is based on the principles that individuals are driven to action by desires, these desires lead to plans that need to be consonant with their existing plans as well as their goals, values and beliefs, and how they carry out an action will depend on their interpretation of their environment. Some online community members, such as lurkers, believe that they do not need to post messages to online communities or believe that they are being helpful by not posting. Such beliefs prevent these individuals from carrying out their desires to be social and participate in the community. Bishop argues that online community providers should attempt to change these beliefs, even if it creates a degree of Cognitive dissonance with the individual's cognitions. In Psychology, cognitive dissonance is an uncomfortable feeling or stress caused by holding two contradictory ideas simultaneously The use of persuasive text is the main means by which an individual's beliefs can be challenged, though providing alternative information to the beliefs that the individual holds whilst not being consonant with an actor’s goals. Challenging these beliefs may lead to the individual increasing their participation in online communities through allowing them to act out their desires. how can i edit?
Below are some guidelines that can be of use when trying to design an online community or foster a better knowledge sharing environment in your organization:
| Design Guideline | Contributor Motivation(s) |
|---|---|
| Trust the member’s input. Make it easy to contribute to your knowledge base and make it accessible to others. | Sense of Efficacy |
| Enable your knowledge base to evolve as processes and concepts change. | Sense of Efficacy |
| Allow the member to be known and get credit by measuring their contributions. | Build Reputation, Anticipated Reciprocity, Sense of Community |
| Allow other members in the community to measure and respond to contributions. | Sense of Community, Build Reputations |
Most online communities grow slowly at first, due in part to the fact that the strength of motivation for contributing is usually proportional to the size of the community. Metcalfe's law states that the value of a Telecommunications network is proportional to the square of the number of usersof the system ( n ² The Bass diffusion model was developed by Frank Bass and describes the process how new products get adopted as an interaction between users and potential users As the size of the potential audience increases, so does the attraction of writing and contributing. This, coupled with the fact that organizational culture does not change overnight, means creators can expect slow progress at first with a new virtual community. As more people begin to participate, however, the aforementioned motivations will increase, creating a virtuous cycle in which more participation begets more participation. It can be likened to a network, whereby the network's value is directly proportional to the square of the number of users it has. Many online community members describe their participation as "addictive".
The growth in community adoption is often forecast (that is, estimating the number of users in the community) by use of the Bass diffusion model, a mathematical formula originally conceived by Frank Bass to describe the process by which new products get adopted as an interaction between users and potential users. The Bass diffusion model was developed by Frank Bass and describes the process how new products get adopted as an interaction between users and potential users Prof Dr Frank M Bass (1926-2006 was a leading academic in the field of marketing research and is considered to be among the founders of Marketing science
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