Cybercultures

Sverker Johansson, Ylva Lindberg
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引用次数: 2

Abstract

This chapter aims to describe how cultures have emerged in interactions among users of the multitude of online platforms that have become available over the past few decades. It discusses innovations regarding uses of representations to communicate identity, time, and space in social practices with technology, and how cybercultures are played out in theory and in practice. Cybercultures resemble cultures in the non-virtual world—but display significant differences regarding social rules, identity, and spatiotemporal issues. Case studies of three types of cybercultures in social media: information and knowledge building on Wikipedia, culture, and virtual world building on Second Life, and dating practices on online dating services, such as Tinder, will shed light on how cyberspace allows for developing both symbolic representations and social practices through computer-mediated communication (CMC), and how users are situated in the continuum virtual-real.
本章旨在描述文化是如何在过去几十年中出现的众多在线平台的用户之间的互动中出现的。它讨论了在技术社会实践中使用表征来传达身份、时间和空间的创新,以及网络文化如何在理论和实践中发挥作用。网络文化与非虚拟世界中的文化相似,但在社会规则、身份和时空问题上表现出显著差异。对社交媒体中三种类型的网络文化的案例研究:维基百科上的信息和知识构建,第二人生上的文化和虚拟世界构建,以及Tinder等在线约会服务上的约会实践,将揭示网络空间如何允许通过计算机媒介通信(CMC)发展符号表征和社会实践,以及用户如何处于虚拟-真实连续体中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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