Virtual community
Encyclopedia
A virtual community is a social network of individuals who interact through specific media, potentially crossing geographical and political boundaries in order to pursue mutual interests or goals. One of the most pervasive types of virtual community include social networking services, which consist of various online communities
Online community
An online community is a virtual community that exists online and whose members enable its existence through taking part in membership ritual. An online community can take the form of an information system where anyone can post content, such as a Bulletin board system or one where only a restricted...

.

The term virtual community is attributed to the book of the same title by Howard Rheingold
Howard Rheingold
-See also:* Collective intelligence* Information society* The WELL* Virtual community-External links:***** at TED conference** a 48MB Quicktime movie, hosted by the Internet Archive...

, published in 1993. The book, which could be considered a social enquiry, putting the research in the social sciences, discussed his adventures on The WELL
The Well
- Titled works :* The Well , 1986 novel by Elizabeth JolleyMusical albums:* The Well , by Waking Ashland* The Well, 2001, by Jennifer Warnes* The Well, a song from the "Come to the Well" album by christian group Casting Crowns...

 and onward into a range of computer-mediated communication
Computer-mediated communication
Computer-mediated communication is defined as any communicative transaction that occurs through the use of two or more networked computers...

 and social groups, broadening it to information science. The technologies included Usenet
Usenet
Usenet is a worldwide distributed Internet discussion system. It developed from the general purpose UUCP architecture of the same name.Duke University graduate students Tom Truscott and Jim Ellis conceived the idea in 1979 and it was established in 1980...

, MUD
MUD
A MUD , pronounced , is a multiplayer real-time virtual world, with the term usually referring to text-based instances of these. MUDs combine elements of role-playing games, hack and slash, player versus player, interactive fiction, and online chat...

s (Multi-User Dungeon) and their derivatives MUSH
MUSH
In multiplayer online games, a MUSH is a text-based online social medium to which multiple users are connected at the same time...

es and MOO
MOO
A MOO is a text-based online virtual reality system to which multiple users are connected at the same time.The term MOO is used in two distinct, but related, senses...

s, Internet Relay Chat
Internet Relay Chat
Internet Relay Chat is a protocol for real-time Internet text messaging or synchronous conferencing. It is mainly designed for group communication in discussion forums, called channels, but also allows one-to-one communication via private message as well as chat and data transfer, including file...

 (IRC), chat room
Chat room
The term chat room, or chatroom, is primarily used by mass media to describe any form of synchronous conferencing, occasionally even asynchronous conferencing...

s and electronic mailing list
Electronic mailing list
An electronic mailing list is a special usage of email that allows for widespread distribution of information to many Internet users. It is similar to a traditional mailing list — a list of names and addresses — as might be kept by an organization for sending publications to...

s; the World Wide Web
World Wide Web
The World Wide Web is a system of interlinked hypertext documents accessed via the Internet...

 as we know it today was not yet used by many people. Rheingold pointed out the potential benefits for personal psychological well-being, as well as for society at large, of belonging to such a group.

These virtual communities all encourage interaction, sometimes focusing around a particular interest, or sometimes just to communicate. Quality virtual communities do both. They allow users to interact over a shared passion, whether it be through message boards, chat rooms, social networking sites, or virtual worlds.

Introduction

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. Virtual communities resemble real life communities in the sense that they both provide support, information, friendship and acceptance between strangers.

Early research into the existence of media-based communities was concerned with the nature of reality
Virtual reality
Virtual reality , also known as virtuality, is a term that applies to computer-simulated environments that can simulate physical presence in places in the real world, as well as in imaginary worlds...

, whether communities actually could exist through the media, which could place virtual community research into the social sciences definition of ontology. In the seventeenth century, scholars associated with the Royal Society
Royal Society
The Royal Society of London for Improving Natural Knowledge, known simply as the Royal Society, is a learned society for science, and is possibly the oldest such society in existence. Founded in November 1660, it was granted a Royal Charter by King Charles II as the "Royal Society of London"...

 of London formed a community through the exchange of letters. "Community without propinquity", coined by urban planner Melvin Webber in 1963 and "community liberated," analyzed by Barry Wellman
Barry Wellman
Barry Wellman, FRSC directs NetLab as the S.D. Clark Professor of Sociology at the University of Toronto. His areas of research are community sociology, the Internet, human-computer interaction and social structure, as manifested in social networks in communities and organizations...

 in 1979 began the modern era of thinking about non-local community. As well, Benedict Anderson
Benedict Anderson
Benedict Richard O'Gorman Anderson is Aaron L. Binenkorb Professor Emeritus of International Studies, Government & Asian Studies at Cornell University, and is best known for his celebrated book Imagined Communities, first published in 1983...

's Imagined Communities
Imagined communities
Imagined communities are a concept coined by Benedict Anderson. He believes that a nation is a community socially constructed, imagined by the people who perceive themselves as part of that group...

in 1983, described how different technologies, such as national newspapers, contributed to the development of national and regional consciousness among early nation-states.

Purpose of virtual communities

Virtual communities are used for a variety of social and professional groups. It does not necessarily mean that there is a strong bond among the members, although Howard Rheingold
Howard Rheingold
-See also:* Collective intelligence* Information society* The WELL* Virtual community-External links:***** at TED conference** a 48MB Quicktime movie, hosted by the Internet Archive...

, 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". 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
Community
The term community has two distinct meanings:*a group of interacting people, possibly living in close proximity, and often refers to a group that shares some common values, and is attributed with social cohesion within a shared geographical location, generally in social units larger than a household...

.

Internet-based virtual communities

The explosive diffusion of the Internet since the mid-1990s has also fostered the proliferation of virtual communities taking the form of social networking services and online 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.

Virtual communities may synthesize Web 2.0
Web 2.0
The term Web 2.0 is associated with web applications that facilitate participatory information sharing, interoperability, user-centered design, and collaboration on the World Wide Web...

 technologies with the community, and therefore have been described as Community 2.0, although strong community bonds have been forged online since the early 1970s on timeshare systems like PLATO and later on USENET
Usenet
Usenet is a worldwide distributed Internet discussion system. It developed from the general purpose UUCP architecture of the same name.Duke University graduate students Tom Truscott and Jim Ellis conceived the idea in 1979 and it was established in 1980...

. Online communities depend upon social interaction and exchange between users online. This emphasizes the reciprocity
Reciprocity (social psychology)
Reciprocity in social psychology refers to responding to a positive action with another positive action, rewarding kind actions. People categorize an action as kind by viewing its consequences and also by the person's fundamental intentions. Even if the consequences are the same, underlying...

 element of the unwritten social contract
Social contract
The social contract is an intellectual device intended to explain the appropriate relationship between individuals and their governments. Social contract arguments assert that individuals unite into political societies by a process of mutual consent, agreeing to abide by common rules and accept...

 between community members.

The embedding of virtual community in the experiences of everyday life and its reflection of and influence on the communication practices and patterns of identity formation make online community a colossal research enterprise which requires continuous investigation and theorizing.

On health

The impacts of such communities in causing health issues are extremely under studied for a verdict to be passed on its side effects.
It's argued that online relations are not as valuable as offline ones because there is less socialization. Concerns with this kind of interaction also include verbal aggression and inhibitions, promotion of suicide and issues with privacy
Privacy
Privacy is the ability of an individual or group to seclude themselves or information about themselves and thereby reveal themselves selectively...

. Studies regarding the health effects of these communities did not show any negative effects, but that doesn't mean that there is no harm done. There was a high drop out rate of participants in the study that if continued could have led to a negative net effect. The health related effects are not clear because of the lack of thoroughness and the variation in studies done on the subject.

Rather, recent studies have looked into development of health related communities and their impact on those already suffering health issues. These forms of social networks allow for open conversation between individuals who are going through similar experiences, whether themselves or in their family. Such sites have in fact grown in popularity, so much so that now many health care providers are forming groups for their patients, even providing areas where questions may be directed to doctors. Involvement in social communities of similar health interests has created a means for patients to further develop a better understanding and behavior towards treatment and health practices. This has patients using such outlets on more occurrences, but the extent to which these practices have on health as a result of use are still being studied.

Studies on health networks have mostly been conducted on groups which typically suffer the most from extreme forms of diseases, for example cancer patients, HIV patients, or other life threatening diseases. It is general knowledge that one participates in online communities to interact with society and develop relationships. Individuals who suffer from severe illnesses are unable to do in a public sense, it could be a risk to their health to leave a secure environment, thus they have turned to the internet. In a study conducted by Haven B. Battles and Lori S. Wiener on the effects of networks on children suffering from incurable diseases, did discover a positive correlation in enhancing children’s behaviors and overall moods. Usually individuals suffering withdraw from social interactions, yet online communities have caused individuals to become more involved and want to learn more about their prognosis from others. As for the children who participated in the study, their behavior and mood not only changed, but they were more willing to go to treatment after having these interactions.

In addition to virtual communities which focus strictly on information relating to illness and disease, there are also a number of other virtual health communities which are community based or focused on specific health based conditions such as fertility issues. Some studies have indicated that virtual communities can provide a valuable benefit to its users. Online communities focused in health were shown to offer a unique form of emotional support that differed from event based realities and informational support networks. There is a growing amount of material being presented about how online communities affect the health of its users. It would appear that the creation of communities is having a positive impact on those who are ill or in need of medical information.

On civic participation

Online communities seem to have a direct impact on civic participation. 20.3% of members do something in real life at least once a year to support a cause related to their online community. 65% of members have started involvement in civic causes since they connected to the Internet. 43.7% are more involved with social activism since connecting with their online communities. Over half of virtual community members sign into their respective communities every day and 70% interact with other members daily.

Internet message boards

An online message board
Internet forum
An Internet forum, or message board, is an online discussion site where people can hold conversations in the form of posted messages. They differ from chat rooms in that messages are at least temporarily archived...

 is a forum where people can discuss thoughts or ideas on various topics. Online message centers allow users to choose which thread, or board of discussion, users would like to read or contribute to. A user will start a discussion by making a post on a thread. Other users who choose to respond can follow the discussion by adding their own post to that thread. Message boards are not conversation based because user responses do not have to take place right away. Whenever the user revisits the message board, he/she can make a response. Unlike a conversation, message boards do not have an instantaneous response and require that users actively go to the site to check for responses.

Anyone can register to participate in an online message board. A message board is unique because people can choose to participate and be apart of the virtual community, even if they choose not to contribute their thoughts and ideas. Registered users can simply view the various threads or contribute if they choose to. Message boards can also accommodate an almost infinite number of users, something a chat room is limited to.

Internet users' urges to talk to and reach out to strangers online opposes real-life encounters where people are hesitant and often unwilling to step in to help strangers. Studies have shown that people are more likely to intervene if they are the only one in the situation. With Internet message boards, a user sitting at his or her computer is the only one present in their online experience, which might have to do with why they are more willing to reach out. Another possible reason for this is that people can withdraw from a situation much easier online. They can simply click exit or log off, whereas they would have to find a physical exit and deal with the repercussions of trying to leave a situation in real life. The lack of status that is presented with an online identity also might encourage people because if you choose to keep it private, there is no label of gender, age, ethnicity or lifestyle associated with yourself

Online chat rooms

Shortly after the rise of interest in message boards and forums, people started to want a way of communicating with their "communities" in real time. The downside to message boards was that people would have to wait until another user replied to their posting, which, with people all around the world in different time frames, could take awhile. The development of online chat room
Chat room
The term chat room, or chatroom, is primarily used by mass media to describe any form of synchronous conferencing, occasionally even asynchronous conferencing...

s allowed people to talk to whoever was online at the same time they were. This way, messages were sent and online users could immediately respond back.

The original development by CompuServe CB
CB Simulator
CompuServe CB Simulator was the first online chat service. It was developed by a CompuServe executive, Alexander "Sandy" Trevor, and released by CompuServe in 1980....

 hosted forty channels in which users could talk to one another in real time. The idea of forty different channels led to the idea of chat rooms that were specific to different topics. Users could choose to join an already existent chat room they found interesting, or start a new "room" if they found nothing to their liking. Real time chatting was also brought into virtual games, where people could play against one another and also talk to one another through text. Now, chat rooms can be found on all sorts of topics, so that people can talk with others who share similar interests. Chat rooms are now provided by Internet Relay Chat
Internet Relay Chat
Internet Relay Chat is a protocol for real-time Internet text messaging or synchronous conferencing. It is mainly designed for group communication in discussion forums, called channels, but also allows one-to-one communication via private message as well as chat and data transfer, including file...

 (IRC) and other individual websites such as Yahoo, MSN, and AOL.

Chat room users communicate through text based messaging. Most chat room providers are similar and include an input box, a message window, and a participant list. The input box is where users can type their text based message to be sent to the providing server. The server will then transmit the message to the computers of anyone in the chat room so that it can be displayed in the message window. The message window allows the conversation to be tracked and usually places a time stamp once the message is posted. There is usually a list of the users who are currently in the room, so that people can see who is in their virtual community.

Users can communicate as if they are speaking to one another in real life. This "like reality" attribute makes it easy for users to form a virtual community, because chat rooms allow users to get to know one another as if they were meeting in real life. The individual "room" feature also makes it more likely that the people within a chat room share a similar interest; an interest that allows them to bond with one another and be willing to form a friendship.

Virtual worlds

Virtual worlds are the most interactive of all virtual community forms. In this type of virtual community, people are connected by living as an avatar in a computer-based world. Users create their own avatar character (from choosing the avatar's outfits to designing the avatar's house)and control their character's life and interactions with other characters in the 3-D virtual world. It is similar to a computer game, however there is no objective for the players. A virtual world simply gives users the opportunity to build and operate a fantasy life in the virtual realm. Characters within the world can talk to one another and have almost the same interactions people would have in reality. For example, characters can socialize with one another and hold intimate relationships online.

This type of virtual community allows for people to not only hold conversations with others in real time, but also to engage and interact with others. The avatars that users create are like humans. Users can choose to make avatars like themselves, or take on an entirely different personality than them. When characters interact with other characters, they can get to know one another not only through text based talking, but also by virtual experience(such as having avatars go on a date in the virtual world). A chat room form of a virtual community may give real time conversations, but people can only talk to one another. In a virtual world, characters can do activities together, just like friends could do in reality. Communities in virtual worlds are most similar to real life communities because the characters are physically in the same place, even if the users who are operating the characters are not. It is close to reality, except that the characters are digital. Second Life
Second Life
Second Life is an online virtual world developed by Linden Lab. It was launched on June 23, 2003. A number of free client programs, or Viewers, enable Second Life users, called Residents, to interact with each other through avatars...

 is one of the most popular virtual worlds on the Internet.

Another use for virtual worlds has been in business communications. Benefits from virtual world technology such as photo realistic avatars and positional sound create an atmosphere for participants that provides a less fatiguing sense of presence. Enterprise controls that allow the meeting host to dictate the permissions of the attendees such as who can speak, or who can move about allow the host to control the meeting environment. Several companies are creating business based virtual worlds including Second Life
Second Life
Second Life is an online virtual world developed by Linden Lab. It was launched on June 23, 2003. A number of free client programs, or Viewers, enable Second Life users, called Residents, to interact with each other through avatars...

. These business based worlds have stricter controls and allow functionality such as muting individual participants, desktop sharing, and/or access lists to provide a highly interactive and controlled virtual world to a specific business or group. Business based virtual worlds also may provide various enterprise features such as Single Sign on with third party providers, or Content Encryption.

Social network services

Social networking services are the most prominent type of virtual community. They are either a website or software platform that focuses on creating and maintaining relationships. Facebook, Twitter, and Myspace are all virtual communities. With these sites, one often creates a profile or account, and adds friends or follow friends. This allows people to connect and look for support using the social networking service as a gathering place. These websites often allow for people to keep up to date with their friends and acquaintances’ activities without making much of an effort. On Facebook, for example, one can upload photos and videos, chat, make friends, reconnect with old ones, and join groups or causes. All of these functions encourage people to form a community, large or small, on the Internet.

Howard Rheingold's study

Howard Rheingold
Howard Rheingold
-See also:* Collective intelligence* Information society* The WELL* Virtual community-External links:***** at TED conference** a 48MB Quicktime movie, hosted by the Internet Archive...

's Virtual Community could be compared with Mark Granovetter
Mark Granovetter
Professor Mark Granovetter is an American sociologist at Stanford University who has created theories in modern sociology since the 1970s. He is best known for his work in social network theory and in economic sociology, particularly his theory on the spread of information in social networks known...

’s ground-breaking "strength of weak ties" article published twenty years earlier in the American Journal of Sociology
American Journal of Sociology
The American Journal of Sociology was established in 1895 by Albion Small and is the oldest academic journal of sociology in the United States. The journal is attached to the University of Chicago's sociology department and it is published bimonthly by The University of Chicago Press. Its...

. 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
Barry Wellman
Barry Wellman, FRSC directs NetLab as the S.D. Clark Professor of Sociology at the University of Toronto. His areas of research are community sociology, the Internet, human-computer interaction and social structure, as manifested in social networks in communities and organizations...

's work earlier, he would have called his book "online social network
Social network
A social network is a social structure made up of individuals called "nodes", which are tied by one or more specific types of interdependency, such as friendship, kinship, common interest, financial exchange, dislike, sexual relationships, or relationships of beliefs, knowledge or prestige.Social...

s".

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, e.g. an increase in virtual socialization. Calhoun (1991) presents a dystopia
Dystopia
A dystopia is the idea of a society in a repressive and controlled state, often under the guise of being utopian, as characterized in books like Brave New World and Nineteen Eighty-Four...

 argument, asserting the impersonality of virtual networks. 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. (Wellman & Haythornthwaite, 2002). Recently, Mitch Parsell (2008) has suggested that virtual communities, particularly those that leverage Web 2.0 resources, can be pernicious by leading to attitude polarization, increased prejudices and enabling sick individuals to deliberately indulge in their diseases.

Advantages of Internet communities

Internet communities offer the advantage of instant information exchange that is not possible in a real-life community. This allows people to engage in many activities from their home, such as: shopping, paying bills, and searching for specific information. Users of online communities also have access to thousands of specific discussion groups where they can form specialized relationships and access information in such categories as: politics, technical assistance, social activities, and recreational pleasures. Virtual communities provide an ideal medium for these types of relationships because information can easily be posted and response times can be very fast. Another benefit is that these types of communities can give users a feeling of membership and belonging. Users can give and receive support, and it is simple and cheap to use.

Economically, virtual communities can be commercially successful, making money through membership fees, subscriptions, usage fees, and advertising commission. Consumers generally feel very comfortable making transactions online as long as the seller has a good reputation throughout the community. Virtual communities also provide the advantage of disintermediation
Disintermediation
In economics, disintermediation is the removal of intermediaries in a supply chain: "cutting out the middleman". Instead of going through traditional distribution channels, which had some type of intermediate , companies may now deal with every customer directly, for example via the Internet...

 in commercial transactions, which eliminates vendors and connects buyers directly to suppliers. This eliminates pricey mark-ups and allows for a more direct line of contact between the consumer and the manufacturer.

Disadvantages of Internet communities

While instant communication means fast access, it also mean that information is posted without out being reviewed for correctness. It is difficult to choose reliable sources because there is no editor that reviews each post and makes sure it is up to a certain degree of quality. Everything comes from the writer with no filter in between.

In theory, online identities can be kept anonymous which enables people to use the virtual community for fantasy role playing as in the case of Second Life
Second Life
Second Life is an online virtual world developed by Linden Lab. It was launched on June 23, 2003. A number of free client programs, or Viewers, enable Second Life users, called Residents, to interact with each other through avatars...

's use of Avatar
Avatar
In Hinduism, an avatar is a deliberate descent of a deity to earth, or a descent of the Supreme Being and is mostly translated into English as "incarnation," but more accurately as "appearance" or "manifestation"....

s. Some professionals urge caution with users who use online communities because predators also frequent these communities looking for victims who are vulnerable to online identity theft
Identity theft
Identity theft is a form of stealing another person's identity in which someone pretends to be someone else by assuming that person's identity, typically in order to access resources or obtain credit and other benefits in that person's name...

 or online predator
Online predator
An online predator is an adult Internet user who exploits vulnerable children or teens, usually for sexual or other abusive purposes.Online victimization of minors can include child grooming, requests to engage in sexual activities or discussions by an adult, unwanted exposure to sexual material ,...

s.

See also

  • Clan (computer gaming)
    Clan (computer gaming)
    In computer and video gaming, a clan or guild is an organised group of players that regularly play together in a particular multiplayer games. These games range from groups of a few friends to 1000-person organizations, with a broad range of structures, goals and members. The lifespan of a clan...

  • Commons-based peer production
    Commons-based peer production
    Commons-based peer production is a term coined by Harvard Law School professor Yochai Benkler to describe a new model of socio-economic production in which the creative energy of large numbers of people is coordinated into large, meaningful projects mostly without traditional hierarchical...

  • Community of practice
    Community of practice
    A community of practice is, according to cognitive anthropologists Jean Lave and Etienne Wenger, a group of people who share an interest, a craft, and/or a profession. The group can evolve naturally because of the members' common interest in a particular domain or area, or it can be created...

  • Dating search engine
  • Digital altruism
  • Human-based genetic algorithm
    Human-based genetic algorithm
    In evolutionary computation, a human-based genetic algorithm is a genetic algorithm that allows humans to contribute solution suggestions to the evolutionary process. For this purpose, a HBGA has human interfaces for initialization, mutation, and recombinant crossover. As well, it may have...

  • Immersion (virtual reality)
    Immersion (virtual reality)
    Immersion is the state of consciousness where an immersant's awareness of physical self is diminished or lost by being surrounded in an engrossing total environment; often artificial. This mental state is frequently accompanied with spatial excess, intense focus, a distorted sense of time, and...

  • Internet activism
    Internet activism
    Internet activism is the use of electronic communication technologies such as e-mail, the World Wide Web, and podcasts for various forms of activism to enable faster communications by citizen movements and the delivery of local information to a large audience...

  • Learner generated context
    Learner generated context
    The term learner generated contexts originated in the suggestion that an educational context might be described as a learner-centric ecology of resources and that a learner generated context is one in which a group of users collaboratively marshall available resources to create an ecology that...

  • Comparison of online dating websites
  • List of social networking websites
  • List of virtual communities with more than 100 million users
  • Mass collaboration
    Mass collaboration
    Mass collaboration is a form of collective action that occurs when large numbers of people work independently on a single project, often modular in its nature...

  • Motivations of Wikipedia Contributors
    Motivations of Wikipedia contributors
    Wikipedia is an online encyclopedia that can be edited by anyone. The encyclopedia is maintained by volunteers who willingly edit and create articles with no monetary recompense...

  • Network of practice
    Network of practice
    Network of Practice is a concept originated by John Seely Brown and Paul Duguid . This concept, related to the work on communities of practice by Jean Lave and Etienne Wenger, refers to the overall set of various types of informal, emergent social networks that facilitate information exchange...



  • Online community
    Online community
    An online community is a virtual community that exists online and whose members enable its existence through taking part in membership ritual. An online community can take the form of an information system where anyone can post content, such as a Bulletin board system or one where only a restricted...

  • Online community manager
    Online community manager
    The online community manager role is a growing and developing profession. People in this position are working to build, grow and manage communities around a brand or cause.-History of Online Community Management:...

  • Online deliberation
    Online deliberation
    Online deliberation is a term associated with an emerging body of practice, research, and software dedicated to fostering serious, purposive discussion over the Internet...

  • Online ethnography
  • Online research community
    Online research community
    An Online research community is a part of an emerging and developing area in market research making use of developments in Web 2.0 technologies and online communities...

  • Personal Network
    Personal Network
    A Personal Network is a set of human contacts known to an individual, with whom that individual would expect to interact at intervals to support a given set of activities....

  • Professional network service
    Professional network service
    A professional network service is a type of social network service that is focused solely on interactions and relationships of a business nature rather than including personal, nonbusiness interactions.Notable examples include LinkedIn, Viadeo, XING and Wisestep.com.-See also:* Business...

  • Social media
    Social media
    The term Social Media refers to the use of web-based and mobile technologies to turn communication into an interactive dialogue. Andreas Kaplan and Michael Haenlein define social media as "a group of Internet-based applications that build on the ideological and technological foundations of Web 2.0,...

  • Social web
    Social Web
    The social Web is a set of social relations that link people through the World Wide Web. The Social web encompasses how websites and software are designed and developed in order to support and foster social interaction. These online social interactions form the basis of much online activity...

  • Support group
    Support group
    In a support group, members provide each other with various types of help, usually nonprofessional and nonmaterial, for a particular shared, usually burdensome, characteristic...

    s
  • The Virtual Community
    The Virtual Community
    The Virtual Community is a 1993 book about virtual communities by Howard Rheingold, a member of the early network system The Well. A second edition, with a new concluding chapter was published in 2000 by MIT Press.-External links:...

  • Video game culture
  • Virtual airline
    Virtual airline
    A virtual airline is a dedicated hobby organization that uses flight simulation to model the operations of an airline. Virtual airlines generally have a presence on the Internet, similar to a real airline...

  • Virtual community of practice
    Virtual Community of Practice
    To some a virtual community of practice is a misnomer as the original concept of a community of practice was based around situated learning in a co-located setting. However, with increasing globalization and the continued growth of the Internet many now claim that virtual CoPs do exist...

  • Web of trust
    Web of trust
    In cryptography, a web of trust is a concept used in PGP, GnuPG, and other OpenPGP-compatible systems to establish the authenticity of the binding between a public key and its owner. Its decentralized trust model is an alternative to the centralized trust model of a public key infrastructure ,...



Further reading

  • Barzilai, G. (2003). Communities and Law: Politics and Cultures of Legal Identities. Ann Arbor: The University of Michigan Press.
  • Else, Liz & Turkle, Sherry. "Living online: I'll have to ask my friends", New Scientist
    New Scientist
    New Scientist is a weekly non-peer-reviewed English-language international science magazine, which since 1996 has also run a website, covering recent developments in science and technology for a general audience. Founded in 1956, it is published by Reed Business Information Ltd, a subsidiary of...

    , issue 2569, 20 September 2006. (interview)
  • Farmer, F. R. (1993). "Social Dimensions of Habitat's Citizenry." Virtual Realities: An Anthology of Industry and Culture, C. Loeffler, ed., Gijutsu Hyoron Sha, Tokyo, Japan
  • Hafner, K.
    Katie Hafner
    Katie Hafner is a journalist who writes books and articles about technology and society. She was a technology reporter at The New York Times and was a contributing editor for Newsweek...

     2001. The WELL: A Story of Love, Death and Real Life in the Seminal Online Community Carroll & Graf Publishers (ISBN 0-7867-0846-8)
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    -See also:* Collective intelligence* Information society* The WELL* Virtual community-External links:***** at TED conference** a 48MB Quicktime movie, hosted by the Internet Archive...

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  • Barry Wellman, "An Electronic Group is Virtually a Social Network." Pp. 179–205 in Culture of the Internet, edited by Sara Kiesler. Mahwah, NJ: Lawrence Erlbaum, 1997. Translated into German as "Die elektronische Gruppe als soziales Netzwerk." Pp. 134–67 in Virtuelle Gruppen, edited by Udo Thiedeke. Wiesbaden: Westdeutscher Verlag, 2000.
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