The Science of Virtual Culture Wars

W. Bainbridge
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Abstract

Much of today’s geopolitical conflict is taking place online, carried out in significant measure by volunteers, even as governments seek to emphasize information technology cooperation. Computational social scientists have discovered multiple online environments in which to collect relevant statistical data, including Wikipedia pageviews, archives of government research grant abstracts, and behavior in massively multiplayer online war games. Three very different examples of the dynamics of collaboration and conflict provide alternative perspectives: (1) the Pirate Parties that seem to have been an overly ambitious attempt to transform democracy in the Information Age, (2) citizen science that had some success attracting volunteers to donate labor to academic research projects, but generally avoided controversial research projects in areas such as human conflict, and (3) a genre of online role-playing games that emphasized spontaneous organization of volunteer armies to develop skills and resources for victory.  Without claiming to offer strict rules for success, this article considers the organizational structures and practical methodologies that might be adapted for achievement of goals by ethical social movements.
虚拟文化战争的科学
当今的许多地缘政治冲突都发生在网上,在很大程度上是由志愿者进行的,尽管各国政府都在寻求强调信息技术合作。计算社会科学家已经发现了多种在线环境,可以收集相关的统计数据,包括维基百科页面浏览量、政府研究拨款摘要档案和大型多人在线战争游戏中的行为。关于合作与冲突的动态,有三个截然不同的例子提供了不同的视角:(1)海盗党(Pirate party)似乎是在信息时代转变民主的一种过于雄心勃勃的尝试;(2)公民科学(citizen science)在吸引志愿者为学术研究项目贡献劳动力方面取得了一些成功,但通常避免在人类冲突等领域进行有争议的研究项目;(3)一种强调自发组织志愿军以发展技能和资源以取得胜利的在线角色扮演游戏类型。本文没有要求提供严格的成功规则,而是考虑了可能适用于实现道德社会运动目标的组织结构和实践方法。
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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