558,626 research outputs found

    The nature of virtual communities

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    The impressive development of electronic communication techniques has given rise to virtual\ud communities. The nature of these computer-mediated communities has been the subject of much recent\ud debate. Are they ordinary social groups in electronic form, or are they fundamentally different from\ud traditional communities? Understanding virtual communities seems a prerequisite for the design of better\ud communication systems. To clarify this debate, we will resort to the classical sociological distinction\ud between small traditional communities (based on personal relations) and modern social groups (bound by\ud looser, more impersonal links). We will argue that the discussion about virtual communities is often\ud vitiated by a simplistic assimilation to traditional communities, whereas they may be in fact quite different\ud and much more impersonal. Virtual communities are often bound by reference to common objects or\ud goals, and not by personal relations. In this respect, virtual communities are just another example of a\ud long-term evolution of modern society toward more abstract social relationships

    Virtual Geodemographics: Repositioning Area Classification for Online and Offline Spaces

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    Computer mediated communication and the Internet has fundamentally changed how consumers and producers connect and interact across both real space, and has also opened up new opportunities in virtual spaces. This paper describes how technologies capable of locating and sorting networked communities of geographically disparate individuals within virtual communities present a sea change in the conception, representation and analysis of socioeconomic distributions through geodemographic analysis. We argue that through virtual communities, social networks between individuals may subsume the role of neighbourhood areas as the most appropriate units of analysis, and as such, geodemographics needs to be repositioned in order to accommodate social similarities in virtual, as well as geographical, space. We end the paper by proposing a new model for geodemographics which spans both real and virtual geographies

    Virtual Socializing: Its Motives and Spread

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    Virtual communities constitute an important attribute through which social dialogues are mediated. The emergence of online communities is the outcome of the prevalence of web based technologies. In the world of inter and intra connectedness individuals have the prerogative to get connected to the community of their choice. The present study examines the magnitude and motivations of online social networking through field survey method.virtual socializing, online communities, social networking, virtual platforms, virtual communities

    Stickiness of Commercial Virtual Communities

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    The recent merging of the electronic market arena has enabled the creation of new environments in which consumers can interact with each other online – Commercial Virtual Communities (CVC). The strategic question facing internet businesses today is what are the components of the glue that makes consumers stay and return to websites in general and to CVCs in particular, i.e. how can one increase the stickiness of a CVC? This paper provides an insight into the nature of CVCs and the factors that drive their stickiness. The resulting framework is evaluated with the help of a survey among CVC experts. The results of the survey are presented.economics of technology ;

    Towards business model and technical platform for the service oriented context-aware mobile virtual communities

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    The focus of existing virtual communities is centered on a particular product or social interaction and the role of mobile devices is restricted to exchange a limited amount of contents. Herewith we envisage that the upcoming virtual communities will exploit the potential of social interaction and context information to offer personalized services to its members and mobile devices will play a significant role in this process. As a step towards this direction, in this paper we propose a business model for the mobile virtual communities in which the mobile device takes on the role of a content producer and content consumer. Though there are a number of research issues which need to be addressed to realize such virtual communities, in this paper we focus on the service requirements, architecture and open source software implementation of a technical platform for the content producer and consumer mobile devices

    Communities of practice and virtual learning communities : benefits, barriers and success factors

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    A virtual Community of Practice (CoP) is a network of individuals who share a domain of interest about which they communicate online. The practitioners share resources (for example experiences, problems and solutions, tools, methodologies). Such communication results in the improvement of the knowledge of each participant in the community and contributes to the development of the knowledge within the domain. A virtual learning community may involve the conduct of original research but it is more likely that its main purpose is to increase the knowledge of participants, via formal education or professional development. Virtual learning communities could have learning as their main goal or the elearning could be generated as a side effect. Virtual communities of practice (CoPs) and virtual learning communities are becoming widespread within higher education institutions (HEIs) thanks to technological developments which enable increased communication, interactivity among participants and incorporation of collaborative pedagogical models, specifically through information communications technologies (ICTs) They afford the potential for the combination of synchronous and asynchronous communication, access to -and from- geographically isolated communities and international information sharing. Clearly there are benefits to be derived from sharing and learning within and outwith HEIs. There is a sense of connectedness, of shared passion and a deepening of knowledge to be derived from ongoing interaction. Knowledge development can be continuous, cyclical and fluid. However, barriers exist in virtual CoPs and these are defined by the authors and illustrated with quotes from academic staff who have been involved in CoPs. Critical success factors (CSFs) for a virtual CoP are discussed. These include usability of technology; trust in, and acceptance of, ICTs in communication; a sense of belonging among members; paying attention to cross-national and cross-cultural dimensions of the CoP; shared understandings; a common sense of purpose; use of netiquette and user-friendly language and longevity. The authors recognise the enormous potential for the development of CoPs through e-mail discussion lists and discussion boards but have themselves experienced the difficulties inherent in initiating such a community. These are corroborated and illustrated with text from interviews with academic staff. Much of the literature on CoPs emanates from outside Europe, despite the fact that e-learning articles have a large diffusion around Europe. The authors suggest further exploration of this topic by identifying and studying CoPs and virtual learning communities across EU countries

    Virtual Institutes: Between Immersion and Communication

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    In the two expressions "virtual reality" and "virtual community", the term "virtual" has different meanings. A virtual reality is a depiction or, more generally speaking, a sensuous representation of reality that allows - mainly by means of interactivity - to experience various features of reality without actually being in contact with the reality depicted. Therefore, any interactive depiction that is able to imitate reality to such an extent that a high degree of sensory-motor immersion becomes possible is called a virtual reality (Heim 1998, 6f). Since reality is always much more complex than its depiction and full of unpredictable surprises, hardly ever a user has doubts about the difference between the depiction and the thing depicted. Nevertheless, there are good reasons for preferring the imitation to the reality: at least, the imitation is usually not as dangerous as reality sometimes turns out to be. Accordingly, quite different platforms for virtual institutes may be used emphasizing either the immersion aspect or the communication aspect. The decision for a platform depends on the goals pursued with the institute: text-based chat systems allow virtual communities to flourish, single-user VRML scenes convey a highly immersive 3D impression to its users. This is particularly true for virtual institutes realized as a 3D environment, as well as for corresponding virtual communities since 3D environments are adequate for certain tasks only. As an overall framework for the evaluation it is helpful to distinguish three major application areas: research, presentation, and communicative work. The Virtual Institute for Image Science (VIB), which we would like to describe in the following (3) as a case study, is almost exclusively designed for the third task: communicative working. It intends to provide a working space persons can share for joint projects despite being physically separated. Before describing the VIB in more detail we would like to give an overview of virtual institutes between the poles of realistic immersion and of communication in a community (2). The discussion of the case study leads to some more general considerations about the balance virtual institutes must find along that bi-polar dimension (4). In the concluding remarks we focus on the technical tools for virtual communities in 3D presently available

    Self-Imposed Violations of Privacy in Virtual Communities

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    Virtual communities have grown in recent years due to the accessibility and ease of setting up web pages on communal Internet sites. Organizations, including companies that seek to hire new employees, often scan these web sites as part of their background checking process. One of the most prominent sites is MySpace.com. This research investigates issues of privacy and self-violation of privacy in virtual communities. The results indicate that individuals willingly provide personal information that may actually violate their privacy.Virtual communities; privacy; violations of privacy; MySpace; Information Systems; online social networks.

    Virtual Leadership: Required Competencies for Effective Leaders

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    There are countless books, articles, and resources available which attempt to identify the competencies and qualities of effective leaders. Traditionally, leaders have been at the center of a community, be it work, church, or social groups. In these communities, face-to-face meetings and close personal interaction have dominated the way leaders interact with their members. However, with the advent of the internet and the host of communication tools that followed, teams today are becoming increasingly dispersed and diverse. Studies are now being done to understand how leadership has or should evolve in order to meet the changing needs and demands of these new and different communities. Some argue that leadership in the virtual environment is simpler as fewer tools are available to virtual leaders. Others may argue that access to fewer tools makes virtual leadership more complex and challenging than traditional leadership. This paper will explore leadership in virtual settings and how it’s changing as more teams move away from traditional team environments. I’ll review the responsibilities and roles of virtual leaders in an effort to better highlight the core competencies needed in today’s virtual settings. I’ll also look at competencies required of global virtual leaders and I’ll address how these competencies can be cultivated to ensure leaders are more effective in leading teams in these new environments
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