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Virtual Communities in Cyberspace

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Title: Virtual Communities in Cyberspace


1
ATHENS UNIVERSITY OF ECONOMICS AND
BUSINESS DEPARTMENT OF MANAGEMENT SCIENCE
TECHNOLOGY
Virtual Communities in Cyberspace
Anthony Papargyris (apaparg_at_aueb.gr)
21 03 - 2005
2
Outline of my presentation
  • Virtuality and Cyberspace
  • Virtual Communities
  • Tools Technologies for Virtual Communities
  • Brand Communities

3
About Me
  • PhD candidate
  • Research interests in Virtuality, Games and
    Learning Communities, Communities of Practice,
    Knowledge Management Organizational Learning
  • I work as a researcher at the ELTRUN/OIS
    Organisational Information Systems Center
    http//www.eltrun.gr/content/groups/g_ois-details
    .html

4
What is virtual?
  • A synthetic reality Cyberspace describes the
    symbiotic relationship between man and computer
    networks (Gibson 1984)
  • An interface the 3 Is Interactivity,
    Immersion, Information Intensity (Heim 1993)
  • A place out of here Cyberspace is not a
    representation of the real world but rather a
    reconstruction of it. An ontological shift (Heim
    1993)
  • A mode of being Real, Actual, Virtual,
    Possible (Lévy 1998)

5
Virtual Communities
6
Virtual Communities (II)
7
Virtual Communities can take many different forms
8
Virtual Communities can take many different forms
9
Virtual Communities of Practice
Learning as participation in social interaction
and negotiation of meaning in collective action
(Lave and Wenger 1991, Wenger 1998, Brown and
Duguid 1991).
  • Membership,
  • Participation,
  • Roles and identities,
  • Situateness,
  • Negotiation of meaning,
  • Reification,
  • Learning curriculum,
  • Economies of Meaning and New Identities

10
Current research on Virtual Communities
  • Technologies used (CSCW, Groupware) (Grudin 1994,
    Sproull and Patterson 2004)
  • Motivation to share not share information (free
    riders) (Wellman and Gulia 1999)
  • Cultural and linguistic diversity (Gidrovich and
    Syroezhin 1981)
  • Anonymity and Trust (Abdul-Rahman and Syroezhin
    1981)
  • Member-defined economies (Kollock 1999
    Castranova 1998)
  • Politics and Laws (Hegel and Armstrong 1997
    Castells 2000)
  • Innovation and personalised services (Brown 1998
    von Hippel 2001 Nambisan 2002)
  • Pedagogy and Learning on-line (Stephenson 2001
    Wachter et al. 2000)

11
Why do people offer their time and resources?
  • Some people are altruists
  • Some would help their friends and hope to make
    new friends through helping
  • Some seek glory (high status) and reputation
  • Some seek high marks or money

12
Tools Technologies for Virtual Communities
  • Asynchronous
  • e-mail
  • Threaded Discussion Systems (FORUM, Bulletin
    Boards)
  • Synchronous
  • Video/Voice/Chat Conferencing
  • Shared whiteboard/applications
  • 2D/3D Avatar Virtual Environments
  • Computer Mediated Collaboration Systems
  • Combination of all and more of the above
  • Group Decision Support Systems

13
Tools Technologies for Virtual Communities (II)
Such tools help to build an (virtual) environment
of structured informality.
  • Electronic Forums
  • Facilitate one-to-many asynchronous debate
  • Create a thematized communitys memory
  • Chat rooms
  • Facilitate one-to-many and one-to-one
    synchronous debate (dialogue)
  • Can be used for file sharing
  • An excellent medium for broadcasting information
    and receiving immediate feedback

14
3D Avatar Virtual Environments
  • Active Worlds
  • There.com
  • The Sims Online
  • Massively Multiplayer Online Role-Playing Games
    (MMORPGs)

15
"Is there a there in cyberspace?"(Barlow 1995)
"There's no there there, but I'm
there"(FineekFoo, MOOer, 1996)
16
Massively Multiplayer Online Role-Playing Games
  • Various types of communities in MMORPGs
  • Around the game Communities of gamers
  • For the game Communities of game developers
    (Game Masters)
  • Inside the game Communities of players (guilds)

17
Brand Communities
where conversations are more important than
transactions and consumers are more powerful than
vendors
18
Brand Communities (II)
19
Why create a Brand Communitie?
  • A Brand Lives in Symbols and Artifacts
  • A Brand Community is a specialized,
    non-geographically bound community, based on a
    structured set of social relations among admirers
    of a brand (Muniz and O'Guinn 2001)
  • Brand communities hold more brand-building
    potential than any other communication form
  • Brand Community can support organization by
    providing a customer-centric marketing medium,
    and innovative ideas for new products and
    customizations.

20
Exemplar Blog/Brand Communities
Lego Clubhttp//club.lego.comOracle OpenWorld
http//www.oracle.com/openworld/index.html Nike
Blog - The Art of Speed http//www.gawker.com/a
rtofspeed/ Harley Owner's Group - Harley
Davidson http//www.hog.com Red Hat Blog
http//blogs.redhat.com/ Channel 9 - Microsoft
http//channel9.msdn.com/ General Motors Blogs
http//smallblock.gmblogs.com/ Google Blogs
http//www.google.com/googleblog/
21
Discussion
22
Thank you for your participation
QUESTIONS apaparg_at_aueb.gr
23
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