E-Communities' Impact the Impact of E-Communities Table Term Paper

Pages: 18 (4918 words)  ·  Style: MLA  ·  Bibliography Sources: 35  ·  Level: College Sophomore  ·  Topic: Education - Computers

E-communities' Impact

The Impact of E-communities

Table of Contents ( 35 ref - 45 p, -- MLA)

E-community Characteristics

"Being a Member" Benefits

Etiquette Examples.

Danger and miscommunication from E-communities.

Summary of evidence supporting the Hypothesis

Explanation of methodological approach of investigation.

i? Conclusion: further thinking or the term, egoboo.

The Impact of E-communities

E-community Characteristics

The "sayings" of a community, its proverbs, are its characteristic comment upon life; they imply its history, suggest its attitude toward the world and its way of accepting life.

(Cather)

Egoboo and Other "Everyday" Terms

Egoboo?

Online Bully"

Virtual Communities?

Cather (1925) obviously never referred to these contemporary "sayings" or terms, related to online communities, when commenting on community characteristics. Today, albeit, terms such as these, along with a barrage of abbreviations, such as ATW; BRB; LOL; CYO, flavor conversations connecting online community members.

Generally, an individual wants recognition for his/her contributions, a common human condition, which some call "Egoboo." Online, however, egobooa and other "common" words many possess a number of meanings. For instance, a Google search for the term, egoboo, "nets" 137,000 results. During the course of this study, which investigates the impact of E-communities, benefits, misconceptions, social etiquettes, dangers, and trends of E-communities will also be explored.

An E-community consists of a group of people, who may or may not initially communicate or cooperate through the Internet. E-communities also comprise an additional forum for communication among individuals, who know each other in "real life." Dawn of the information age found groups who preferred virtual communication rather than real "eye-to-eye" dialogue. A "Computer-Mediated Community" (CMC) uses the social software to adjust actions of the participants. E-community of a type is responsible for common creation of the open initial software sometimes refers to as development by community. Essential socio-technical change followed from fast increase the Internet - based social networks.

A community on the Internet or E-community serves as an online resource to allow members of their designated or chosen alliance, who share a common interest, to communicate, share ideas, pose questions and distribute electronic resources. E-communities provide an ideal tool for a committees' group to share information in a timely and cost-effective manner.

Inside an E-community, each division, section, chapter, interest group, committee and executive has its own community, limited to and defined by to its unique membership.

Each E-community consists of three sections:

1. News

2. Discussion Forums

3. Document Archive.

The "New" section features posts of announcements, notices, and press releases for E-community members. Each E-community may host an "unlimited" number of "Discussion Forums" in which members talk about their interests; concerns; etc.. Members post messages within a discussion forum which other members may respond to or provide feedback regarding post, and/or comment on subject. A "Document Archive" consists of an online repository of documents such as newsletters, reports, position statements, forms, and other types of electronic documents, relevant to the E-community members' interests.

E-communities readily provide research platforms to address issues/activities that challenge a community's efficacy. As computer support for community activity presents the potential to transcend boundaries, which traditionally constrain social interaction, the internet even provides the opportunity for individuals with abstruse interests to find support from like-minded people distributed across the world. Currently, due to some technological limits in some areas, benefits of electronically-based communities may be restricted to individuals with high quality internet servers. As technology improves around the world, however, demand for access to community support and better connections are expected to increase.

As current technology proves to be a limiting factor in some instances, coherent use of this novel medium requires new ways to monitor and support E-community be developed, to consequently ensure individuals extract the maximum available benefits. In addition, the Internet needs to be tuned to the positive, practical purposes accompanying E-communities to better accommodate the vast number of potential participants.

Today, a variety of social groups, cooperating through the Internet, may freely utilize a virtual or an online community. Being a member of an E-community, albeit does not necessarily mean a strong obligation exists among the members, as various virtual communities have various levels of interaction and participation among their members. Some E-communities' members remain relative strangers, particularly when their E-community consist of members of an Email distribution list. The "membership" may include hundreds or more individuals with communications limited to the exchange of information (questions/answers via Email).

Members' participation in virtual E-communities may evolve from addition of comments or attributes to a personal blog or post relating government concerns, to online competition against other individuals participating in online video games such as MMORPGS (need to define this). Though they may initially appear "strange," online communities are not that different from traditional social groups or club. Virtual communities, similar to real-life communities, frequently divide themselves in clans and/or frequently separate to form new E-communities.

Although the ability to cooperate, counter and communicate with like-minded persons instantly from everywhere on the Earth proffers significant benefits, some critics of virtual communities fear engaging in them and challenge their value. The valid (virtual) communities may, in fact, serve as a dangerous hunting field for online criminals, e-community opponents argue. Identify thieves, stalkers and sexual predators present threats to some targeted and unsuspecting individuals, with children being particularly "at risk" for online dangers. Other individuals contend that spending too much time in the virtual communities may not only net negative or dangerous consequences, but also may negatively impact a person's "real- world" interactions.

"Being a Member" Benefits

What Counts

What is shocking and wrong is not [Lord Devlin's] idea that the community's morality counts, but his idea of what counts as the community's morality.

(Dworkiw)

Reasons to Join

A number of virtual and "real world" promptings lead a person to join and/or contribute to the virtual communities, many which establish their own unique cultures. Reasons include:

Too participate in various dialogues which present global resources for personal information;

To share knowledge

To solicit business

To convert

To receive recognition

To promote political ideas

To learn and/or teach

To vent and/or argue

To play games

To meet new people

(several more to be added here)

Emerging E-communities

In the magazine article, "Eight Supertrends Shaping the Future of Business: Success in the Business World of Tomorrow Means Recognizing the Sweeping Changes of Today," Karl Albrecht reports on "the emergence of web communities," and that groups of political proponents and opponents regularly "swarm," and/or "mob" political entities to try to influence politicians. "New psychopathologies, such as 'Internet addiction,' 'digital depression,' and 'connected aloneness,' are underlining unfulfilled needs for social connections, particularly in the 'geek' population and among young people. In fact, South Korea opened a Centre for Internet Addiction Prevention and Counseling after a young man collapsed and died following an 80-hour Internet gaming session."

Dating E-communities

Hiawatha Bray notes that Internet dating, once labeled as a last resort for nerds and losers who could not find a "real live date," now constitutes a forum for members of online communities seeking "love.." According to Jupiter Research, approximately 16% of all U.S. Internet users, or 33 million people, visited a dating site in 2006.

For the privilege of being of member of this certain community composite, Americans spent $650 million in 2006 on internet dates or "digital hookups." Approximately five percent of Americans, who use the Internet for dating, purchase paid subscriptions to these online dating services. As this percentage has stagnated for the past several years, the Internet dating industry leaders are trying new advertising or promotions to lour in more cash flow from existing customers and also attract new members to their "community." (Bray, 2007)

Online dating service subscriptions can cost upwards approximately $20 for a one month subscription or membership, upwards to $50 for three months, or $100 a year or more. Internet dating services may include instant messaging, along with daily e-mail alerts, allowing subscribers to know when a new member joins. (Bray, 2007)

Kamika Dunlap (2002) relates details about online dating communities in the article, "Online dating services getting more personal." She quotes Trish McDermott, vice president of "romance" at Match.com, to state, "Dating is part science, art and emotional negotiation." A majority of the lifestyle questions in online dating questionnaires help internet dating users define their ideal mate. Numerous combined variables include location, age, smoking preference, as well as drinking habits and educational background. Also, Internet dating users can type "freeform" and communicate in a text box defining more insight about themselves and their hobbies and interests.

This particular type community's success stems from a combination of subscriber growth and people wanting more meaningful relationships post September. 11, 2001 tragedy, Tim Sullivan, Match.com president, states. "It had an effect on people's attitude about dating and finding the right match." Online dating is more about control and not so much about ____, according to a professor of anthropology at the University of California-Berkeley. People today look for security, lean toward marriage, and want more enduring qualities. (Dunlap, 2002)

E-community Chat Rooms

Chun Lai and… [END OF PREVIEW]

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