Monday, January 25, 2010

EIPT Week 2

RENNINGER & SHUMAR

Introduction

Physical Community verses Virtual Community. Examples of many different definitions and perceptions of the term "community" were described. A "physical community" was defined by the sense of a close knit group of geographically, and centrally located cohorts with common interests, cultures, and needs such as families, churches, or kingships. Images of these "physical communities" were described as frequently inaccurate. The perception depended on the image that the viewer wanted or needed to construe for a psychological sense of well-being. The perception also depended on the historical timeframe of the viewer. (See Chapter 1 below for the author's definition of "community".)

Many different aspects of the term "virtual" were also provided. Rheingold was given the credit for defining the term "virtual community". But, Edblad's (1998) definition was heralded by the authors. A "virtual community" was described as "being transient, recurrently emerging, and distributed of the network of the system". Virtual communities are not typically defined by proximity, but by contents for which communities have a common interest. There is a possibility that communities can be created using the Internet, but the task will not be "easy, automatic, or necessarily enduring." Constant vigilance will be needed to monitor the endeavor. The authors concluded that the most important aspect is not if there is a virtual community, but rather to understand the community concepts as they relate to creating and maintaining a virtual community.

Chapter 1

What Happened to MediaMoo? MediaMoo is defined by Bruckman & Resnick (1995) as a text-based virtual reality environment (multiuser domain or MUD) designed to be a professional community for media researchers. –Designed in 1992 , but was obsolete by 1998.

The authors defined community as "a group of people interacting with each other in some fashion." A successful community meets the needs of its members. MediaMoo's decline was due to splintering off of subgroups, technical obsolescence, historical change in the history of the internet, choice of target audience/population model, and lowered enthusiasm of the leadership.

Members splintered off to form their own companies in order to meet their collective needs. Examples of conflicts in interests for MediaMOO, and the Netoric Project/Connections were provided. MOO technology was out of date and awkward compared to the Web. The population model and the target audience needed to change to accommodate young professionals and graduate students in media. Administrators were moving in different directions and not fully participating. Tapped In and Diversity University (DU) were given as examples of successful communities due to their leader's enthusiasm. A list of changes to be used to reinvent MediaMOO was provided. A list of lessons that were broadly applicable for online communities was also provided.

Chapter 2

Female Voices in Virtual Reality. The authors discussed the reasons girls do not participate in virtual communities as often as boys. Three types of change were discussed: alterations in interest, alterations in attitude, and alterations in competence. These changes were analyzed in order to improve girls' interest and technical skills in computing. The MOO consisted of several rooms, storytellers with furnishings and decorations. Students were required to interact and help each other. Relationships and exchange of personal details was encouraged. The girls responded positively to the new environment. They were initially anxious, but lingered in the classrooms as time progressed. They also responded positively to the "novel" use of the internet. They enjoyed expressing their thoughts and feelings. The opportunity to develop an Internet-based social relationship created a sense of community. The question was raised for future research if boys would respond as positively to the experience.

Chapter 3

Community Building with and for Teachers at The Math Forum. A successful virtual community was described. Participant learning and growth were supported by the Forum. Participants were welcomed and listened to. Tutors were provided. Teachers initially used the forum for planning lessons and recreation in 1996. Interactive services were used more frequently. Discussions were used less frequently. Three case descriptions were reviewed (Sonia Leach, Bob Nelson, and Alecia Smith). Participation in the Math Forum was described through "in-depth phone interviews and follow-up email exchanges". The case descriptions were very close to the descriptions received from forty-two other participants. Participants were regularly consulted about their needs. Information was shared freely and enthusiastically. Teacher mentors were available. Feedback was provided on a regular basis. Being right or wrong was not emphasized. The Math Forum staff was encouraged to connect people, store resources, and make resources available in addition to offering a vision of Internet communication and community. The staff was supportive and user contribution was encouraged. The chapter concluded that the mix of interactive opportunities made the Math Forum a success.

Time Magazine

Person of the Year – You by Lev Grossman. The author believed the Web enabled the many to "wrest" power from the few". Examples were given of Wikipedia (a knowledge base), YouTube (a people's network), and MySpace (a metropolis). The Web is a tool for bringing together many people. The Web is more realistic then television. We see the real living circumstances of Americans. The Web created an explosion of productivity and innovation. We are turning off the television and turning on the computer to make a movie, mash up 50 Cent's vocals with Queen's instrumentals, or to blog. With this said, a disclaimer is given that it is a mistake to romanticize. The WEB is a massive social experiment with great possibilities and possible failures. The WEB gives each citizen/person the opportunity to connect and understand the world we live in.

Your Web, Your Way by Jeff Howe (2006). Provided a description of the following websites:

You Make It, You Name It, You Work on It, You Find It, The Entertainers, BitTorrent, Revver, Second Life, YouTube, Last FM, Netflix, iTunes, Amazon.com, The Toolmakers, Craigslist, Linkedin, eBay, Myspace.com, Google Maps, Google Adsense, Google, iStockphoto, Flickr, Blogger, Bloglines, Technorati, Del.icio.us, Digg.

Enough About You by Brian Williams (2006). We've read encouraging articles about the WEB and virtual communities. This author gave a different viewpoint. His occupation included writing a daily blog about intimate details of one of the "oldest broadcasts on television". He also anchored a broadcast that was viewed by over 10 million people. (He thought his audience was smaller because "many have been lured away by a dazzling array of choices and the chance to make their own news.") He complained about the WEB and its detriment to society. He believed people were using the internet because they were mostly concerned about themselves. More comments included: The web is a treasure trove of video. All of it exists to fill a perceived need. The larger dynamic at work is the celebration of self. The implied message is that if it has to do with you, or your life, it's important enough to tell someone. Intimacies that were once whispered into the phone are now announced unabashedly into cell phones as loud running conversations in public places.

The Beast with a Billion Eyes by James Poniewozik and Karen Tumulty (2006). This article describes the effects of YouTube as a media outlet and a social force. The author describes how "anyone with a digital camera has the power to change history".

In Retrospect

Intro., Ch. 1 and Ch. 3. The descriptions that Renninger and Wesley use to describe physical communities have a lot in common with virtual communities - Groups of people with similar interests coming together to discuss and learn about the interests they share. I haven't been regularly involved with virtual communities. I have sporadically visited Nurses.com, Facebook, Twitter, Merlot,and a few others. I'm looking forward to participating in new and different virtual communities. All communities grow when the leadership takes an active part. I've encountered this in many physical communities that I'm involved in including but not limited to church groups, family groups, and social groups. Virtual communities also need leaders to florish and grow. I've seen the disintegration of physical groups when members find new or different interests that better meet their needs. It makes sense that virtual communities have the same characteristic.

Chapter 2: I wonder if age makes a difference in boys using the internet/virtual communities more than girls. We know many retired couples that are using the internet to keep in contact with family and friends, and as a tool for education. YouTube, bank statements, paying bills, Facebook, email, etc. are popular with this age group. The wives especially seem to enjoy the social aspect. Among our friends, there appears to be a disproportionate number of the husbands that don't know how to use the internet and don't want to learn. Since this generation didn't grow up with computers, maybe the men don't have access to a learning system that is not intimidating or embarrassing. It's also common knowledge that most men hate to ask for directions - not women. Maybe using the internet is similar in nature. Men hate to ask for directions - not women. . . a control issue? hmmmm . . . Another area where women appear to adjust quicker is the electronic medical record. Nurses (who are mostly women) have shown a greater interest in learning the EMR than physicians. . . .Computer illiteracy is quickly becoming the reading illiteracy of the 21st century.

Time Magazine Articles: I enjoyed reading each of these articles - loved the idea that the "many are wresting power from the few". -Still in amazement about the power at our fingertips with Web 2. Disclaimer for Your Web Your Way - I read the article from a public library database and the chart was not visible within the article. The chart makes the article so much more meaningful. Enough About You has a ring of truth to it. Positives and negatives are inherent to most every endeavor. Most activities walk a fine line between appropriate use and compulsion. Individuals are responsible for how they use the Web. The Beast with a Billion Eyes grounded the readers, once again, in the power of the Web. YouTube is a reality check. We are so fortunate to live in a day and time when we have access to real life photography/information through the eyes of any person with a camera. For someone who grew up with "Father Knows Best" , "Andy Griffith", and "Leave it to Beaver", it helps to have reality checks.

6 comments:

  1. Joanne,

    You're not being fair to us men. The reason we don't ask for directions is because it was our wife's fault for not bringing the map along. :)

    The other problem is were visual not aural oriented, so if we stopped and somebody gave us verbal directions, it just wouldn't work, that's why we say, "please draw me a map".

    I wouldn't generalize men as being less computer literate, but I do agree we're less interested in participating in social groups that don't seem to have a real purpose other than simple chit chat, and people talking about themselves. We're just not that interested. However, we have no problem spending hours browsing the Home Depot or Lowes websites. Our approach to the web is generally the same as how we approach life in general; we're on a mission, so how does the web help me accomplish my mission?

    Remember, it wasn't that long ago that computers and the net were the domain of mostly young male geeks. In fact there was a real concern that females were being left out and were not interested in using computers. So there has been a big paradigm shift thanks to the creation of these various virtual social networks that help feed that social need that females generally crave, and improving the man-machine interface, thanks to Apple. Now the iPad will just make it that much easier to leverage computer technology. Now if it will just come in O-P-I colors.

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  2. Thanks, Jerry. You make some very good points. . . albeit somewhat biased. I hope I didn’t indicate “all men” (except for the being lost and not asking for directions part). There are many men that are members of Facebook and there are many task oriented women. I’m not sure about the “mission” statement. Although, I do agree it takes a humanitarian effort to browse through the Lowes and Home Depot websites.:-) It appears the computer games have a greater appeal to the male gender (maybe this is only the younger generation?).

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  3. I just wanted to add that FB made a statement that most of their "gamers" are 33 year old women on Facebook, instead of that 28 year old man on X-box. Sites like Club Pogo and the games on Facebook are attracting more women to the internet. Because of these phenomena companies like Sony are hiring more women to help with development to attract these women to the other gaming systems. They know that women seem to like the social games. Currently the game with Tomb Raider is being revamped with Laura the main character not being such a sex symbol but more of a female role model.

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  4. The idea behind virtual communities whether male or female is to be connected with others. Whether it is to get an answer as Jerry put it "on a mission" or to interact with others as in gaming mentioned by Shelly. Virtual communities are able to accommodate nearly everyone for a variety of purposes. I also wanted to add that some real life photography makes me long for the "Leave it to Beaver" I think over time real life photography will desensitize us to the grousome accounts we now call "reality checks" and we will lose our sense of shock.

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  5. I have to agree with Brian Williams on one point. Nothing seems private any more. I don't want to hear your phone conversation while I am eating in a restaurant. I also don't watch videos on youtube. I think some positive reinforcement (people watching the videos) only encourages the stupid people to go out and do stupider stuff so they can put it on youtube next. It seems to be everyone trying to out do the others. There seems to be a lack of common sense in some people that post on youtube.

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  6. Renninger and Wesley was written in 2002, and it actually struck me as antiquated to fear that females were less involved in technology/virtual communities than males. Tell that to my 16 year-old niece and her friends! I think you touch on an interesting point; the explosion of online community appeals to a stereotypically female way of interacting: connection, sharing, giving and getting support.

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