An online community, also called an internet community or web community, is a virtual community
whose members interact with each other primarily via the Internet. For
many, online communities may feel like home, consisting of a "family of
invisible friends".
Those who wish to be a part of an online community usually have to
become a member via a specific site and thereby gain access to specific
content or links. An online community can act as an information system where members can post, comment on discussions, give advice or collaborate. Commonly, people communicate through social networking sites, chat rooms, forums, e-mail lists and discussion boards. People may also join online communities through video games, blogs and virtual worlds. The rise in popularity of Web 2.0
websites has allowed for easier real-time communication and connection
to others, and facilitated the introduction of new ways for information
to be exchanged.
One scholarly definition of an online community is this: "a virtual community is defined as an aggregation of individuals or business partners who interact around a shared interest, where the interaction is at least partially supported or mediated by technology (or both), and guided by some protocols or norms".
One scholarly definition of an online community is this: "a virtual community is defined as an aggregation of individuals or business partners who interact around a shared interest, where the interaction is at least partially supported or mediated by technology (or both), and guided by some protocols or norms".
Categorization
The idea of a community is not a new concept. On the telephone, in ham radio
and in the online world, social interactions no longer have to be based
on proximity; instead they can literally be with anyone anywhere. The study of communities has had to adapt along with the new technologies. Many researchers have used ethnography
to attempt to understand what people do in online spaces, how they
express themselves, what motivates them, how they govern themselves,
what attracts them, and why some people prefer to observe rather than
participate. Online communities can congregate around a shared interest and can be spread across multiple websites.
Some signs of community are:
- Content: articles, information, and news about a topic of interest to a group of people.
- Forums or newsgroups and email: so that community members can communicate in delayed fashion.
- Chat and instant messaging: so that community members can communicate more immediately.
Development
There is a set of values known as netiquette
(or Internet etiquette) to consider as an online community develops.
Some of these values include: opportunity, education, culture,
democracy, human services, equality within the economy, information,
sustainability, and communication. An online community's purpose is to serve as a common ground for people who share the same interest(s).
Online communities may be used as calendars to keep up with
events such as upcoming gatherings or sporting events. They also form
around activities and hobbies. Many online communities relating to
health care help inform, advise and support patients and their families.
Students can take classes online and they may communicate with their
professors and peers online. Businesses have also started using online
communities to communicate with their customers about their products and
services as well as to share information about the business. Other
online communities allow a wide variety of professionals to come
together to share thoughts, ideas and theories.
Fandom
is an example of what online communities can evolve into. Online
communities have grown in influence in "shaping the phenomena around
which they organize" according to Nancy K. Baym's work.
She says that: "More than any other commercial sector, the popular
culture industry relies on online communities to publicize and provide
testimonials for their products." The strength of the online community's
power is displayed through the season 3 premiere of BBC's Sherlock.
Online activity by fans seem to have had a noticeable influence on the
plot and direction of the season opening episode. Mark Lawson of The
Guardian recounts how fans have, to a degree, directed the outcome of
the events of the episode. He says that "Sherlock has always been one of
the most web-aware shows, among the first to find a satisfying way of
representing electronic chatter on-screen."
Discussions where members may post their feedback are essential in the development of an online community.
Online communities may encourage individuals to come together to teach
and learn from one another. They may encourage learners to discuss and
learn about real-world problems/situations as well as focus on such
things as teamwork, collaborative thinking and personal experiences.
Blogs
Blogging
involves a website or webpage that is updated in a reverse
chronological order on either a topic or a person's life. There are
different types of blogs including Microblogging where the amount of information in a single element is smaller as on the popular social network site Twitter and Liveblogging when an ongoing event is blogged upon in real time, this has been used to live update important worldwide stories including a Twitter user inadvertently live blogging the raid which killed Osama bin Laden.
The ease and convenience of blogging has allowed for its growth with platforms such as Twitter and Tumblr combining social media and blogging alongside other solutions such as WordPress
which allow content to be hosted on their own servers or for users to
download and install the software on their own servers where user made
modifications can be added. This has become so popular that as of
October 2014 23.1% of the top 10 million websites are either hosted on
or run WordPress.
Bulletin boards
Bulletin boards or Internet forums are websites which allow users to post topics also known as threads
for discussion with other users able to reply creating a conversation.
Forums follow a categorised structure with many popular forum software
solutions categorising forums depending on their purpose with multiple
forums that can potentially contain sub-forums that within contain
threads. With time more advanced features have been added into forums
with the ability to attach files, embed YouTube videos and private
messaging now common place. Currently the largest forum Gaia Online contains over 2 billion posts.
Members are commonly assigned into user groups which control
their access rights and permissions with two popular levels of staff
access:
- User: A standard account with the ability to create topics and reply
- Moderator: Moderators are typically tasked with the daily administration tasks such as answering user queries, dealing with rule breaking posts and the moving, editing or deletion of topics or posts.
- Administrator: Administrators deal with the forum strategy including the implementation of new features alongside more technical tasks such as server maintenance.
Social networks
Social networks
are platforms allowing users to set up their own profile and build
connections with like minded people who pursue similar interests through
interaction. The first traceable example of such a site is SixDegrees.com
set up in 1997 which included a friends list and the ability to send
messages to members linked to friends and see other users associations.
For over a decade the popularity of such networks has been growing with Friendster the first social network to gain mass media attention however by 2004 it had been overtaken in popularity by Myspace which was later overtaken by Facebook,
by far the most popular social network currently attracting 1.23
billion monthly users in 2013, a rapid increase from 145 million in
2008.
This does appear to show a birth and death cycle with new social
networks rapidly growing and overtaking their predecessors and sending
older networks into decline.
Current trends focus around the increased use of mobile devices when using social networks, statistics from Statista
show in 2013 97.9 million users accessed social networks from a mobile
device in the US with this projected to increase to 160.5 million by
2017.
Purpose
Web
communities provide a platform for a range of services to users. They
allow for social interaction across the world between people of
different cultures who might not otherwise have met with offline
meetings also becoming more common. Another key use of web communities
is access to and the exchange of information. With communities for even
very small niches it is possible to find people also interested in a
topic and to seek and share information on a subject where there are not
such people available in the immediate area offline. This has led to a
range of popular sites based on areas such as health, employment,
finances and education.
Unexpected and innovative uses of web communities have also emerged with Social networks being used in conflicts to alert citizens of impending attacks, the UN sees the web and specifically social networks as an important tool in conflicts and emergencies.
Popularity
Web communities have grown in popularity with 6 of the current top 20 websites by traffic being community based sites.
The amount of traffic to such websites is expected to increase as by
the end of 2015 it is estimated 42% of the worlds population will have
internet access compared to 17.6% in 2006 according to the European
Travel Commission with current chairman of Google Eric Schmidt stating his belief that by 2020 the entire world will have internet access.
Classification
Online
communities are dynamic by nature and there are researchers and
organizations working to classify them. For example, it is important to
know the security, access, and technology requirements of a given type
of community as it may evolve from an open to a private and regulated
forum.
A number of authors have studied online communities to better
understand how they are structured. It has been argued that the
technical aspects of online communities, such as whether pages can be
created and edited by many, as is the case with wikis including Wikipedia, or whether only certain users can post entries and edit them, as is the case with most blogs,
can place online communities into stylistic categories. Another
approach argues that "online community" is a metaphor and that
contributors actively negotiate the meaning of the term, including
values and social norms.
Some research has looked at the users of online communities. Amy Jo Kim has classified the rituals and stages of online community interaction and called it the 'Membership life cycle'. Clay Shirky
talks about community of practice whose members collaborate and help
each other in order to make something better or improve a certain skill.
What makes these communities bond is "love" of something as
demonstrated by members who go out of their way to help without any
financial interest.
Campbell et al. developed a character theory for analyzing online
communities, based on tribal typologies. In the communities they
investigated they identified three character types:
- The Big Man (offer a form of order and stability to the community by absorbing many conflictual situations personally)
- The Sorcerer (will not engage in reciprocity with others in the community)
- The Trickster (generally a comical yet complex figure that is found in most of the world's culture)
A 2001 McKinsey & Company study showed that only 2% of
transaction site customers returned after their first purchase, while
60% of new online communities users began using and visiting the sites
regularly after their first experiences.
Online communities have changed the game for retail firms, forcing them
to change their business strategies. Companies have to network more,
adjust computations, and alter their organizational structures. This
leads to changes in a company's communications with their manufacturers
including the information shared and made accessible for further
productivity and profits. Because consumers and customers in all fields
are becoming accustomed to more interaction and engagement online,
adjustments must be considered made in order to keep audiences
intrigued.
It may be beneficial to introduce a term described by Ray Oldenberg called a third place
to help classify online communities. A "third place is a generic
designation for a great variety of public places that host the regular,
voluntary, informal, and happily anticipated gatherings of individuals
beyond the realm of home and work" (Oldenburg, p. 16). An online
community can take on the role of a third place. Third places have
characteristics that many online communities exhibit, for example: they
provide neutral ground for all parties; they are levelers, easily
accessible and highly accommodating; conversation is the main activity;
they allow people to keep a low profile, and a few others. While these
may be characteristics to help classify online communities, they may not
all apply to a specific online community nor does an online community
need to embody each of these characteristics.
The four requirements of "virtual settlement" include:
interactivity, a variety of communicators, a common public place where
members can meet and interact, and sustained membership over time. Based
on these considerations, it can be said that microblogs such as Twitter
can be classified as online communities.
Building communities
According to Dorine C. Andrews, author of Audience-Specific Online Community Design
there are three parts to building an online community: starting the
online community, encouraging early online interaction, and moving to a
self-sustaining interactive environment.
When starting an online community, it may be effective to create
webpages that appeal to specific interests. Online communities with
clear topics and easy access tend to be most effective. In order to gain
early interaction by members, privacy guarantees and content
discussions are very important. Successful online communities tend to be able to function self-sufficiently.
Participation
There
are two major types of participation in online communities: public
participation and non-public participation, also called lurking. Lurkers
are participants who join a virtual community but do not contribute. In
contrast, public participants, or posters, are those who join virtual
communities and openly express their beliefs and opinions. Both lurkers
and posters frequently enter communities to find answers and to gather
general information. For example, there are several online communities
dedicated to technology. In these communities, posters are generally
experts in the field who can offer technological insight and answer
questions, while lurkers tend to be technological novices who use the
communities to find answers and to learn.
In general, virtual community participation is influenced by how
participants view themselves in society as well as norms, both of
society and of the online community.
Participants also join online communities for friendship and support.
In a sense, virtual communities may fill social voids in participants'
offline lives.
Sociologist Barry Wellman presents the idea of "globalization" –
the Internet's ability to extend participants' social connections to
people around the world while also aiding them in further engagement
with their local communities.
Aspects of successful online communities
An article entitled "The real value of on-line communities," written by A Armstrong and John Hagel of the Harvard Business Review,
addresses a handful of elements that are key to the growth of an online
community and its success in drawing in members. In this example, the
article which was available on mendeley.com focuses specifically on
online communities related to business, but its points can be
transferred and can apply to any online community. The article
addresses four main categories of business-based online communities, but
states that a truly successful one will combine qualities of each of
them: communities of transaction, communities of interest, communities
of fantasy, and communities of relationship. Anubhav Choudhury, from
incrediblogger.net, provides basic descriptions of each of these four
types of online communities.
- Communities of transaction emphasize the importance of buying and selling products in a social online manner where people must interact in order to complete the transaction.
- Communities of interest involve the online interaction of people with specific knowledge on a certain topic.
- Communities of fantasy encourage people to participate in online alternative forms of reality, such as games where they are represented by avatars.
- Communities of relationship often reveal or at least partially protect someone's identity while allowing them to communicate with others, such as in online dating services.
Membership lifecycle
Amy
Jo Kim's membership lifecycle states that members of online communities
begin their life in a community as visitors, or lurkers. After breaking
through a barrier, people become novices and participate in community
life. After contributing for a sustained period of time they become
regulars. If they break through another barrier they become leaders, and
once they have contributed to the community for some time they become
elders. This life cycle can be applied to many virtual communities, most
obviously to bulletin board systems, but also to blogs, mailing lists (list serve) and wiki-based communities like Wikipedia.
A similar model can be found in the works of Lave and Wenger, who
illustrate a cycle of how users become incorporated into virtual
communities using the principles of legitimate peripheral participation.
They suggest five types of trajectories amongst a learning community:
- Peripheral (i.e. Lurker) – An outside, unstructured participation
- Inbound (i.e. Novice) – Newcomer is invested in the community and heading towards full participation
- Insider (i.e. Regular) – Full committed community participant
- Boundary (i.e. Leader) – A leader, sustains membership participation and brokers interactions
- Outbound (i.e. Elder) – Process of leaving the community due to new relationships, new positions, new outlooks
The following shows the correlation between the learning trajectories
and Web 2.0 community participation by using the example of YouTube.
Peripheral (Lurker) – Observing the community and viewing
content. Does not add to the community content or discussion. The user
occasionally goes onto YouTube.com to check out a video that someone has
directed them to.
Inbound (Novice) – Just beginning to engage the community.
Starts to provide content. Tentatively interacts in a few discussions.
The user comments on other user's videos. Potentially posts a video
of his or her own.
Insider (Regular) – Consistently adds to the community
discussion and content. Interacts with other users. Regularly posts
videos. Either videos they have found or made themselves. Makes a
concerted effort to comment and rate other users' videos.
Boundary (Leader) – Recognized as a veteran participant.
Connects with regulars to make higher concepts ideas. Community grants
their opinion greater consideration. The user has become recognized as a
contributor to watch. Possibly their videos are podcasts commenting on
the state of YouTube and its community. The user would not consider
watching another user's videos without commenting on them. Will often
correct a user in behavior the community considers inappropriate. Will
reference other user's videos in their comments as a way to cross link
content.
Outbound (Elders) – Leave the community. Their interests
may have changed, the community may have moved in a direction that they
don't agree with or they may no longer have time to maintain a constant
presence in the community.
Newcomers (Inbound)
Newcomers
are important for online communities. Online communities rely on
volunteers' contribution, and most online communities face high turnover
rate as one of their main challenges. For example, only a minority of
Wikipedia users contribute regularly, and only a minority of those
contributors participate in community discussions. In one study conducted by Carnegie Mellon University, they found that "more than two-thirds (68%) of newcomers to Usenet groups were never seen again after their first post".
Above facts reflect a point that recruiting and remaining new members
have become a very crucial problem for online communities: the
communities will eventually wither away without replacing members who
leave.
Newcomers are new members of the online communities and thus
often face many barriers when contributing to a project, and those
barriers they face might lead them to give up the project or even leave
the community. By conducting a systematic literature review over 20
primary studies regarding to the barriers faced by newcomers when
contributing to the open source software projects, Steinmacher et al. identified 15 different barriers and they classified those barriers into five categories as described below.
- Social Interaction: this category describes the barriers when newcomers interact with existing members of the community. The three barriers that they found have main influence on newcomers are: "lack of social interaction with project members", "not receiving a timely response", and "receiving an improper response".
- Newcomers' Previous Knowledge: this category describes the barriers which is regarding to the newcomers' previous experience related to this project. The three barriers they found classified into this part are: "lack of domain expertise", "lack of technical expertise", and "lack of knowledge of project practices".
- Finding a Way to Start: this category describes the issues when newcomers try to start contributing. The two barriers they found are: "Difficulty to find an appropriate task to start with", and "Difficulty to find a mentor".
- Documentation: documentation of the project also shown to be barriers for newcomers especially in the Open Source Software projects. The three barriers they found are: "Outdated documentation","Too much documentation", and "Unclear code comments".
- Technical Hurdles: technical barriers are also one of the major issue when newcomers start contributing. This category includes barriers: "Issues setting up a local workspace", "Code complexity" and "Software architecture complexity".
Because of the barriers described above, it is very necessary that
online communities engage newcomers and help them to adjust to the new
environment. From online communities' side, newcomers can be both
beneficial and harmful to online communities. On the one side, newcomers
can bring online communities innovative ideas and resources. On the
other side, their misbehavior caused by lack experiences can be also
harmful to communities. Kraut
et al. defined five basic issues faced by online communities when
dealing with newcomers, and proposed several design claims for each
problem in their book Building Successful Online Communities.
- Recruitment. Online communities need to keep recruiting
new members in the face of high turnover rate of their existing members.
Three suggestions are made in the book:
- Interpersonal recruitment: recruit new members by old members' personal relationship
- Word of mouth recruitment: new members will join in the community because of the word-of-mouth influence from existing member
- Impersonal advertisement: although the direct effect is weaker than previous two strategies, impersonal advertising can effectively increase number of people joining among potential members with little prior knowledge of the community.
- Selection. Another challenge for online communities is to
select the members who are a good fit. Unlike the offline organizations,
the problem of selecting right candidates is more problematic for
online communities since the anonymity of the users and the ease of
creating new identities online. Two approaches are suggested in the
book:
- Self-selection: make sure that only good fit members will choose to join.
- Screen: make sure that only good fit members will allow to join.
- Keeping Newcomers Around. Before new members start feel the
commitment and do major contribution, they must be around long enough in
online communities to learn the norms and form the community
attachment. However, majority of them tend to leave the communities at
this period of time. At this period of time, new members are usually
very sensitive to either positive or negative evidence they received
from group, which may largely impact the users' decision on whether they
quit or stay. Authors suggested two approaches:
- Entry Barriers: Higher entry barriers will be more likely to drive away new members, but those members who survived from this severe initiation process should have stronger commitment than those members with lower entry barriers.
- Interactions with existing members: communication with existing member and getting respond from them in friendly environment encourage the new members commitment. The existing members are encouraged to treat the newcomers gently. One research did by Halfaker et al mentioned in the book suggested reverting new members' work in Wikipedia will likely to make them leave the communities. Thus, new members are more likely to stay and develop commitment if the interaction between existing member and new members are friendly and gentle. The book suggested different ways, including "introduction threads" in the communities, "assign the responsibilities of having friendly interactions with newcomers to designed older-timers", and "discouraging hostility towards newcomers who make mistakes".
- Socialization. Different online communities have their own norms and regulations, and new members need to learn to participate in an appropriate way. Thus, socialization is a process through which new members acquire the behaviors and attitude essential to playing their roles in a group or organization. Previous research in organizational socialization demonstrated that newcomers' active information seeking and organizational socialization tactics are associated with better performance, higher job satisfaction, more committed to the organization, more likely to stay and thus lower turnover rate. However, this institutionalized socialization tactics are not popular used in online setting, and most online communities are still using the individualized socialization tactics where newcomers being socialized individually and in a more informal way in their training process. Thus, in order to keep new members, the design suggestions given by this book are: "using formal, sequential and collective socialization tactics" and "old-timers can provide formal mentorship to newcomers."
- Protection. Newcomers are different from the existing members, and thus the influx of newcomers might change the environment or the culture developed by existing members. New members might also behave inappropriately and thus be potential harmful to online communities as a result of their lack of experience. Different communities might also have different level of damage tolerance, some might be more fragile to newcomers' inappropriate behavior (such as open source group collaboration software project) while others are not (such as some discussion forums). So the speed of integrating new members with existing communities really depends on community types and its goals, and groups need to have protection mechanisms that serve to multiple purposes.
Roles in an online community
Although
online societies differ in content from real society, the roles people
assume in their online communities are quite similar. Elliot Volkman points out several categories of people that play a role in the cycle of social networking, these include:
- Community architect – Creates the online community, sets goals and decides the purpose of the site.
- Community manager – Oversees the progress of the society. Enforces rules, encourages social norms, assists new members, and spreads awareness about the community.
- Professional member – This is a member who is paid to contribute to the site. The purpose of this role is to keep the community active.
- Free members – These members visit sites most often and represent the majority of the contributors. Their contributions are crucial to the sites' progress.
- Passive lurker – These people do not contribute to the site but rather absorb the content, discussion, and advice.
- Active lurker – Consumes the content and shares that content with personal networks and other communities.
- Power users – These people push for new discussion, provide positive feedback to community managers, and sometimes even act as community managers themselves. They have a major influence on the site and make up only a small percentage of the users.
Motivations and barriers to participation
Successful online communities motivate online participation. Methods of motivating participation in these communities have been investigated in several studies.
There are many persuasive factors that draw users into online
communities. Peer-to-peer systems and social networking sites rely
heavily on member contribution. Users' underlying motivations to involve
themselves in these communities have been linked to some persuasion
theories of sociology.
- According to the reciprocation theory, a successful online community must provide its users with benefits that compensate for the costs of time, effort and materials members provide. People often join these communities expecting some sort of reward.
- The consistency theory says that once people make a public commitment to a virtual society, they will often feel obligated to stay consistent with their commitment by continuing contributions.
- The social validation theory explains how people are more likely to join and participate in an online community if it is socially acceptable and popular.
One of the greatest attractions towards online communities is the
sense of connection users build among members. Participation and
contribution are influenced when members of an online community are
aware of their global audience.
The majority of people learn by example and often follow others, especially when it comes to participation.
Individuals are reserved about contributing to an online community for
many reasons including but not limited to a fear of criticism or
inaccuracy. Users may withhold information that they don't believe is
particularly interesting, relevant, or truthful. In order to challenge
these contribution barriers, producers of these sites are responsible
for developing knowledge-based and foundation-based trust among the
community.
Users' perception of audience is another reason that makes users
participate in online communities. Results showed that users usually
underestimate their amount of audiences in online communities. Social
media users guess that their audience is 27% of its real size.
Regardless of this underestimation, it is shown that amount of audience
affects users' self-presentation and also content production which means
a higher level of participation.
There are two types of virtual online communities (VOC):
dependent and self-sustained VOCs. The dependent VOCs are those who use
the virtual community as extensions of themselves,
they interact with people they know. Self-sustained VOCs are
communities where relationships between participating members is formed
and maintained through encounters in the online community.
For all VOCs, there is the issue of creating identity and reputation in
the community. People can create whatever identity they would like to
through their interactions with other members. The username is what
members identify each other by but it says very little about the person
behind it. The main features in online communities that attract people
are a shared communication environment, relationships formed and
nurtured, a sense of belonging to a group, the internal structure of the
group, common space shared by people with similar ideas and interests.
The three most critical issues are belonging, identity, and interest.
For an online community to flourish there needs to be consistent
participation, interest, and motivation.
Research conducted by Helen Wang applied the Technology Acceptance Model to online community participation.
Internet self-efficacy positively predicted perceived ease of use.
Research found that participants' beliefs in their abilities to use the
internet and web-based tools determined how much effort was expected.
Community environment positively predicted perceived ease of use and
usefulness. Intrinsic motivation positively predicted perceived ease of
use, usefulness, and actual use. The technology acceptance model
positively predicts how likely it is that an individual will participate
in an online community.
Consumer-vendor interaction
Establishing
a relationship between the consumer and a seller has become a new
science with the emergence of online communities. It is a new market to
be tapped by companies and to do so, requires an understanding of the
relationships built on online communities. Online communities gather
people around common interests and these common interests can include
brands, products, and services.
Companies not only have a chance to reach a new group of consumers in
online communities, but to also tap into information about the
consumers. Companies have a chance to learn about the consumers in an
environment that they feel a certain amount of anonymity and are thus,
more open to allowing a company to see what they really want or are
looking for.
In order to establish a relationship with the consumer a company
must seek a way to identify with how individuals interact with the
community. This is done by understanding the relationships an
individual has with an online community. There are six identifiable
relationship statuses: considered status, committed status, inactive
status, faded status, recognized status, and unrecognized status.
Unrecognized status means the consumer is unaware of the online
community or has not decided the community to be useful. The recognized
status is where a person is aware of the community, but is not entirely
involved. A considered status is when a person begins their involvement
with the site. The usage at this stage is still very sporadic. The
committed status is when a relationship between a person and an online
community is established and the person gets fully involved with the
community. The inactive status is when an online community has not
relevance to a person. The faded status is when a person has begun to
fade away from a site.
It is important to be able to recognize which group or status the
consumer holds, because it might help determine which approach to use.
Companies not only need to understand how a consumer functions
within an online community, but also a company "should understand the
communality of an online community"
This means a company must understand the dynamic and structure of the
online community to be able to establish a relationship with the
consumer. Online communities have cultures of their own, and to be able
to establish a commercial relationship or even engage at all, one must
understand the community values and proprieties. It has even been proved
beneficial to treat online commercial relationships more as friendships
rather than business transactions.
Through online engagement, because of the smoke screen of
anonymity, it allows a person to be able to socially interact with
strangers in a much more personal way.
This personal connection the consumer feels translates to how they want
to establish relationships online. They separate what is commercial or
spam and what is relational. Relational becomes what they associate with
human interaction while commercial is what they associate with digital
or non-human interaction. Thus the online community should not be viewed
as "merely a sales channel". Instead it should be viewed as a network for establishing interpersonal communications with the consumer.
Growth cycle
Most online communities grow slowly at first, due in part to the fact
that the strength of motivation for contributing is usually
proportional to the size of the community. As the size of the potential
audience increases, so does the attraction of writing and contributing.
This, coupled with the fact that organizational culture does not change
overnight, means creators can expect slow progress at first with a new
virtual community. As more people begin to participate, however, the
aforementioned motivations will increase, creating a virtuous cycle in
which more participation begets more participation.
Community adoption can be forecast with the Bass diffusion model, originally conceived by Frank Bass
to describe the process by which new products get adopted as an
interaction between innovative early adopters and those who follow them.
Online learning community
Online
learning is a form of online community. The sites are designed to
educate. Colleges and universities may offer many of their classes
online to their students; this allows each student to take the class at
his or her own pace.
According to an article published in volume 21, issue 5 of the European Management Journal titled "Learning in Online Forums",
researchers conducted a series of studies about online learning. They
found that while good online learning is difficult to plan, it is quite
conducive to educational learning. Online learning can bring together a
diverse group of people, and although it is asynchronous learning, if
the forum is set up using all the best tools and strategies, it can be
very effective.
Another study was published in volume 55, issue 1 of Computers and Education
and found results supporting the findings of the article mentioned
above. The researchers found that motivation, enjoyment, and team
contributions on learning outcomes enhanced students learning and that
the students felt they learned well with it. A study published in the
same journal looks at how social networking can foster individual well-being and develop skills which can improve the learning experience.
These articles look at a variety of different types of online
learning. They suggest that online learning can be quite productive and
educational if created and maintained properly.
One feature of online communities is that they are not
constrained by time thereby giving members the ability to move through
periods of high to low activity over a period of time. This dynamic
nature maintains a freshness and variety that traditional methods of
learning might not have been able to provide.
It appears that online communities such as Wikipedia have become a source of professional learning. They are an active learning environment in which learners converse and inquire.
In a study exclusive to teachers in online communities, results
showed that membership in online communities provided teachers with a
rich source of professional learning that satisfied each member of the
community.
Saurabh Tyagi describes benefits of online community learning which include:
- No physical boundaries: Online communities do not limit their membership nor exclude based on where one lives.
- Supports in-class learning: Due to time constraints, discussion boards are more efficient for question & answer sessions than allowing time after lectures to ask questions.
- Build a social and collaborative learning experience: People are best able to learn when they engage, communicate, and collaborate with each other. Online communities create an environment where users can collaborate through social interaction and shared experiences.
- Self-governance: Anyone who can access the internet is self-empowered. The immediate access to information allows users to educate themselves.
These terms are taken from Edudemic, a site about teaching and
learning. The article "How to Build Effective Online Learning
Communities" provides background information about online communities as well as how to incorporate learning within an online community.
Online health community
Online health communities is one example of online communities which is heavily used by internet users.
A key benefit of online health communities is providing user access to
other users with similar problems or experiences which has a significant
impact on the lives of their members. Through people participation, online health communities will be able to offer patients opportunities for emotional support
and also will provide them access to experience-based information about
particular problem or possible treatment strategies. Even in some
studies, it is shown that users find experienced-based information more
relevant than information which was prescribed by professionals.
Moreover, allowing patients to collaborate anonymously in some of
online health communities suggests users a non-judgmental environment to
share their problems, knowledge, and experiences.
Problems
Online
communities are relatively new and unexplored areas. They promote a
whole new community that prior to the Internet was not available.
Although they can promote a vast array of positive qualities, such as
relationships without regard to race, religion, gender, or geography, they can also lead to multiple problems.
The theory of risk perception, an uncertainty in participating in
an online community, is quite common, particularly when in the
following online circumstances:
- performances,
- financial,
- opportunity/time,
- safety,
- social,
- psychological loss.
Clay Shirky
explains one of these problems like two hoola-hoops. With the emersion
of online communities there is a "real life" hoola-hoop and the other
and "online life". These two hoops used to be completely separate but
now they have swung together and overlap. The problem with this overlap
is that there is no distinction anymore between face-to-face
interactions and virtual ones; they are one and the same. Shirky
illustrates this by explaining a meeting. A group of people will sit in a
meeting but they will all be connected into a virtual world also, using
online communities such as wiki.
A further problem is identity formation with the ambiguous
real-virtual life mix. Identity formation in the real world consisted of
"one body, one identity",
but the online communities allow you to create "as many electronic
personae" as you please. This can lead to identity deception. Claiming
to be someone you're not can be problematic with other online community
users and for yourself. Creating a false identity can cause confusion
and ambivalence about which identity is true.
A lack of trust regarding personal or professional information is
problematic with questions of identity or information reciprocity.
Often, if information is given to another user of an online community,
one expects equal information shared back. However, this may not be the
case or the other user may use the information given in harmful ways.
The construction of an individual's identity within an online community
requires self-presentation. Self-presentation is the act of "writing
the self into being", in which a person's identity is formed by what
that person says, does, or shows. This also poses a potential problem as
such self-representation is open for interpretation as well as
misinterpretation. While an individual's online identity can be entirely
constructed with a few of his/her own sentences, perceptions of this
identity can be entirely misguided and incorrect.
Online communities present the problems of preoccupation,
distraction, detachment, and desensitization to an individual, although
online support groups exist now. Online communities do present potential
risks, and users must remember to be careful and remember that just
because an online community feels safe does not mean it necessarily is.
Trolling and harassment
Cyber bullying, the "use of long-term aggressive, intentional,
repetitive acts by one or more individuals, using electronic means,
against an almost powerless victim" which has increased in frequency alongside the continued growth of web communities with an Open University study finding 38% of young people had experienced or witnessed cyber bullying. It has received significant media attention due to high-profile incidents such as the death of Amanda Todd who before her death detailed her ordeal on YouTube.
A key feature of such bullying is that it allows victims to be
harassed at all times, something not possible typically with physical
bullying. This has forced Governments and other organisations to change
their typical approach to bullying with the UK Department for Education
now issuing advice to schools on how to deal with cyber bullying cases.
The most common problem with online communities tend to be online
harassment, meaning threatening or offensive content aimed at known
friends or strangers through ways of online technology. Where such
posting is done "for the lulz" (that is, for the fun of it), then it is known as trolling.
Sometimes trolling is done in order to harm others for the
gratification of the person posting. The primary motivation for such
posters, known in character theory as "snerts", is the sense of power
and exposure it gives them.
Online harassment tends to affect adolescents the most due to their
risk-taking behavior and decision-making processes. One notable example
is that of Natasha MacBryde who was tormented by Sean Duffy, who was
later prosecuted.
In 2010, Alexis Pilkington, a 17-year-old New Yorker committed suicide.
Trolls pounced on her tribute page posting insensitive and hurtful
images of nooses and other suicidal symbolism. Four years prior to that
an 18-year-old died in a car crash in California. Trolls took images of
her disfigured body they found on the internet and used them to torture
the girl's grieving parents.
Psychological research has shown that anonymity increases unethical behavior through what is called the online disinhibition effect.
Many website and online communities have attempted to combat trolling.
There has not been a single effective method to discourage anonymity,
and arguments exist claiming that removing Internet users' anonymity is
an intrusion of their privacy and violates their right to free speech.
Julie Zhou, writing for the New York Times, comments that
"There's no way to truly rid the Internet of anonymity. After all, names
and e-mail addresses can be faked. And in any case many commenters
write things that are rude or inflammatory under their real names".
Thus, some trolls don't even bother to hide their actions and take pride
in their behavior.
The rate of reported online harassment has been increasing as there has
been a 50% increase in accounts of youth online harassment from the
years 2000–2005.
Another form of harassment prevalent online is called flaming.
According to a study conducted by Peter J. Moor, flaming is defined as
displaying hostility by insulting, swearing or using otherwise offensive
language.
Flaming can be done in either a group style format (the comments
section on YouTube) or in a one-on-one format (private messaging on
Facebook). Several studies have shown that flaming is more apparent in
computer mediated conversation than in face to face interaction.
For example, a study conducted by Kiesler et al. found that people who
met online judged each other more harshly than those who met face to
face.
The study goes on to say that the people who communicated by computer
"felt and acted as though the setting was more impersonal, and their
behavior was more uninhibited. These findings suggest that
computer-mediated communication ... elicits asocial or unregulated
behavior".
Unregulated communities are established when online users
communicate on a site although there are no mutual terms of usage. There
is no regulator. Online interest groups or anonymous blogs are examples
of unregulated communities.
Cyberbullying
is also prominent online. Cyberbullying is defined as willful and
repeated harm inflicted towards another through information technology
mediums.
Cyberbullying victimization has ascended to the forefront of the public
agenda after a number of news stories came out on the topic. For example, Rutgers freshman Tyler Clementi
committed suicide in 2010 after his roommate secretly filmed him in an
intimate encounter and then streamed the video over the Internet.
Numerous states, such as New Jersey, have created and passed laws that
do not allow any sort of harassment on, near, or off school grounds that
disrupts or interferes with the operation of the school or the rights
of other students.
Trolling and cyber bullying in online communities are very difficult to stop for several reasons:
- Community members don't wish to violate libertarian ideologies that state everyone has the right to speak.
- The distributed nature of online communities make it difficult for members to come to an agreement.
- Deciding who should moderate and how create difficulty of community management.
An online community is a group of people with common interests who
use the Internet (web sites, email, instant messaging, etc.) to
communicate, work together and pursue their interests over time.
Hazing
A lesser known problem is hazing
within online communities. Members of an elite online community use
hazing to display their power, produce inequality, and instill loyalty
into newcomers. While online hazing doesn't inflict physical duress,
"the status values of domination and subordination are just as
effectively transmitted".
Elite members of the in-group may haze by employing derogatory terms to
refer to newcomers, using deception or playing mind games, or
participating in intimidation, among other activities.
"[T]hrough hazing, established members tell newcomers that they
must be able to tolerate a certain level of aggressiveness, grossness,
and obnoxiousness in order to fit in and be accepted by the BlueSky
community".
Privacy
Online communities like social networking websites
have a very unclear distinction between private and public information.
For most social networks, users have to give personal information to
add to their profiles. Usually, users can control what type of
information other people in the online community can access based on the
users familiarity with the people or the users level of comfort. These
limitations are known as "privacy settings". Privacy settings bring up
the question of how privacy settings and terms of service affect the expectation of privacy
in social media. After all, the purpose of an online community is to
share a common space with one another. Furthermore, it is hard to take
legal action when a user feels that his or her privacy has been invaded
because he or she technically knew what the online community entailed. Creator of the social networking site Facebook, Mark Zuckerberg,
noticed a change in users' behavior from when he first initiated
Facebook. It seemed that "society's willingness to share has created an
environment where privacy concerns are less important to users of social
networks today than they were when social networking began".
However even though a user might keep his or her personal information
private, his or her activity is open to the whole web to access. When a
user posts information to a site or comments or responds to information
posted by others, social networking sites create a tracking record of
the user's activity.
Internet privacy
relates to the transmission and storage of a persons data and their
right to anonymity whilst online with the UN in 2013 adopting online
privacy as a human right by a unanimous vote.
Many websites allow users to sign up with a username which needn't be
their actual name which allows a level of anonymity, in some cases such
as the infamous imageboard 4chan
users of the site do not need an account to engage with discussions.
However, in these cases depending on the detail of information about a
person posted it can still be possible to work out a users identity.
Even when a person takes measures to protect their anonymity and privacy revelations by Edward Snowden a former contractor at the Central Intelligence Agency
about mass surveillance programs conducted by the US intelligence
services involving the mass collection of data on both domestic and
international users of popular websites including Facebook and YouTube
as well as the collection of information straight from fiber cables
without consent appear to show individuals privacy is not always
respected. Facebook founder Mark Zuckerberg
publicly stated that the company had not been informed of any such
programs and only handed over individual users data when required by law implying that if the allegations are true that the data harvested had been done so without the company's consent.
The growing popularity of social networks where a user using
their real name is the norm also brings a new challenge with one survey
of 2,303 managers finding 37% investigated candidates social media
activity during the hiring process with a study showing 1 in 10 job application rejections for those aged 16 to 34 could be due to social media checks.
Reliability of information
Web
communities can be an easy and useful tool to access information.
However, the information contained as well as the users' credentials
cannot always be trusted, with the internet giving a relatively
anonymous medium for some to fraudulently claim anything from their
qualifications or where they live to, in rare cases, pretending to be a
specific person.
Malicious fake accounts created with the aim of defrauding victims out
of money has become more high-profile with four men sentenced to between
8 years and 46 weeks for defrauding 12 women out of £250,000 using fake
accounts on a dating website. In relation to accuracy one survey based on Wikipedia that evaluated 50 articles found that 24% contained inaccuracies,
while in most cases the consequence might just be the spread of
misinformation in areas such as health the consequences can be far more
damaging leading to the U.S. Food and Drug Administration providing help
on evaluating health information on the web.
Imbalance
The 1% rule states that within an online community as a rule of thumb
only 1% of users actively contribute to creating content. Other
variations also exist such as the 1-9-90 rule when taking editing into
account.
This raises problems for online communities with most users only
interested in the information such a community might contain rather than
having an interest in actively contributing which can lead to staleness
in information and community decline.
This has led such communities which rely on user editing of content to
promote users into becoming active contributors as well as retention of
such existing members through projects such as the Wikimedia Account
Creation Improvement Project.
Legal issues
In the US, two of the most important laws dealing with legal issues
of online communities, especially social networking sites are Section
512c of the Digital Millennium Copyright Act and Section 230 of the Communications Decency Act.
Section 512c removes liability for copyright infringement from
sites that let users post content, so long as there is a way by which
the copyright owner can request the removal of infringing content. The
website may not receive any financial benefit from the infringing
activities.
Section 230 of the Communications Decency Act gives protection
from any liability as a result from the publication provided by another
party. Common issues include defamation, but many courts have expanded
it to include other claims as well.
Online communities of various kinds (social networking sites,
blogs, media sharing sites, etc.) are posing new challenges for all
levels of law enforcement in combating many kinds of crimes including
harassment, identity theft, copyright infringement, etc.
Copyright law is being challenged and debated with the shift in
how individuals now disseminate their intellectual property. Individuals
come together via online communities in collaborative efforts to
create. Many describe current copyright law as being ill-equipped to
manage the interests of individuals or groups involved in these
collaborative efforts. Some say that these laws may even discourage this
kind of production.
Laws governing online behavior pose another challenge to
lawmakers in that they must work to enact laws that protect the public
without infringing upon their rights to free speech.
Perhaps the most talked about issue of this sort is that of
cyberbullying. Some scholars call for collaborative efforts between
parents, schools, lawmakers, and law enforcement to curtail
cyberbullying.
Laws must continually adapt to the ever-changing landscape of
social media in all its forms; some legal scholars contend that
lawmakers need to take an interdisciplinary approach to creating
effective policy whether it is regulatory, for public safety, or
otherwise. Experts in the social sciences can shed light on new trends
that emerge in the usage of social media by different segments of
society (including youths). Armed with this data, lawmakers can write and pass legislation that protect and empower various online community members.