Sunday, February 18, 2007

Howard Rheingold

THE VIRTUAL COMMUNITY

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Virtual communities are social aggregations that emerge from the Net when enough people carry on those public discussions long enough, with sufficient human feeling, to form webs of personal relationships in cyberspace.
- People in virtual communities use words on screens to exchange pleasantries and argue, engage in intellectual discourse, conduct commerce, exchange knowledge, share emotional support, make plans, brainstorm, gossip, feud, fall in love, find friends and lose them, play games, flirt, create a little high art and a lot if idle talk. People in virtual communities do just about everything people do in real life, but we leave our bodies behind. You can't kiss anybody and nobody can punch you in the nose, but a lot can happen within those boundaries. To the millions who have been drawn into it, the richness and vitality of computer-linked cultures is attractive, even addictive.
- Some people use virtual communities as a form of psychotherapy. Others, such as the most addicted players of Minitel in France or Multi-User Dungeons (MUDs) on the international networks, spend eighty hours a week or more pretending they are someone else, living a life that does not exist outside a computer.
-The technology that makes virtual communities possible has the potential to bring enormous leverage to ordinary citizens at relatively little cost... this latent technical power must be used intelligently and deliberately by an informed population. More people must learn about that leverage and learn to use it, while we still have the freedom to do so, if it is to live up to its potential.
-A continuing theme throughout the history of CMC is the way people adapt technologies designed for one purpose to suit their own, very different, communication needs.
-CMC might become the next great escape medium, in the tradition of radio serials, Saturday matinees, soap operas--which means that the new medium will be in some way a conduit for and reflector of our cultural codes, our social subconscious, our images of who "we" might be, just as previous media have been.
-CMC has the potential to change our lives on three different, but strongly interinfluential, levels. First, as individual human beings, we have perceptions, thoughts, and personalities (already shaped by other communications technologies) that are affected by the ways we use the medium and the ways it uses us. At this fundamental level, CMC appeals to us as mortal organisms with certain intellectual, physical, and emotional needs.
The second level of possible CMC-triggered change is the level of person-to-person interaction where relationships, friendships, and communities happen.
The third level of possible change in our lives, the political, derives from the middle, social level, for politics is always a combination of communications and physical power, and the role of communications media among the citizenry is particularly important in the politics of democratic societies.
-Community is a matter of emotions as well as a thing of reason and data. Some of the most important learning will always have to be done by jumping into one corner or another of cyberspace, living there, and getting up to your elbows in the problems that virtual communities face.

- Many people are alarmed by the very idea of a virtual community, fearing that it is another step in the wrong direction, substituting more technological ersatz for yet another natural resource or human freedom. These critics often voice their sadness at what people have been reduced to doing in a civilization that worships technology, decrying the circumstances that lead some people into such pathetically disconnected lives that they prefer to find their companions on the other side of a computer screen. There is a seed of truth in this fear, for virtual communities require more than words on a screen at some point if they intend to be other than ersatz.
- Some people--many people--don't do well in spontaneous spoken interaction, but turn out to have valuable contributions to make in a conversation in which they have time to think about what to say. These people, who might constitute a significant proportion of the population, can find written communication more authentic than the face-to-face kind. Who is to say that this preference for one mode of communication--informal written text--is somehow less authentically human than audible speech? Those who critique CMC because some people use it obsessively hit an important target, but miss a great deal more when they
don't take into consideration people who use the medium for genuine human interaction.
- Because we cannot see one another in cyberspace, gender, age, national origin, and physical appearance are not apparent unless a person wants to make such characteristics public. People whose physical handicaps make it difficult to form new friendships find that virtual communities treat them as they always wanted to be treated--as thinkers and transmitters of ideas and feeling beings, not carnal vessels with a certain appearance and way of walking and talking (or not walking and not talking).
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in traditional kinds of communities, we are accustomed to meeting people, then getting to know them; in virtual communities, you can get to know people and then choose to meet them. Affiliation also can be far more ephemeral in cyberspace because you can get to know people you might never meet on the physical plane.
-Words on a screen can hurt people. Although online conversation might have the ephemeral and informal feeling of a telephone conversation, it has the reach and permanence of a publication.
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One important social rule was built into the software that the WELL lives inside: Nobody is anonymous. Everybody is required to attach their real userid to their postings. It is possible to use pseudonyms to create alternate identities, or to carry metamessages, but the pseudonyms are always linked in every posting to the real userid.
falmouth university college reference 303.4833RHE
complete text online

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