Identity Construction in a Travel-related Virtual Community: A Case Study on a Guangzhou Couch-surfing Community

2016 ◽  
Vol 12 (1) ◽  
pp. 65-84 ◽  
Author(s):  
Qiuju Luo ◽  
Lingwen Huang
Leadership ◽  
2021 ◽  
pp. 174271502110636
Author(s):  
Edward Gosling

Leadership is fundamentally a social phenomenon, and a leader’s legitimacy in personal and social terms is determined partly by how effectively they incorporate the prototypical leader identity. Using the historical British officers’ mess as a case study, this article presents a conceptual examination of the function place can perform in the construction of collective leader identities and the interconnected influence shared history, materiality and social interaction can have in encouraging inclusivity in leadership. Leadership identity is an integral feature of military life which has historically drawn on complex cultural and legal traditions to underwrite the individual’s right to command. This article will argue that social places such as the officers’ mess have been utilised as a means of cultivating cohesion in the past and that they may have an application in furthering inclusive collective leader identities in the future.


Author(s):  
Huiyan Zhang ◽  
Marshall Scott Poole

This chapter reports the results of a multiple case study which investigated how virtual teams appropriated multiple media to facilitate the construction of group identity and manage group boundaries. It focuses on relationships within and between virtual teams. The study found five processes that shaped group identity, including clarification of goals and mission, developing regularized pattern of interaction, group norms for media use, and negotiation of task jurisdiction with interlocking groups. The study discovered that groups managed boundaries in terms of clarity distinctness, and permeability. It indicated that group boundaries were blurred and maintained simultaneously through purposeful use of communication technologies.


2019 ◽  
pp. 289-308
Author(s):  
Olga A. Novoselova ◽  
Freda B. Lynn ◽  
Graham N. S. Miller

Organizations, like individuals, are faced with the task of constructing an identity. To attract investors and consumers, a firm needs to develop a sense of “who we are” and “what we do.” Yet audiences may come to see the firm differently from how it desires to be seen. We address this alignment problem with a case study of the U.S. market for higher education. Identity verification is core to the research on individuals but peripheral in the literature on organizational identity, which instead focuses more on strategic identity construction. We use a network approach to capture both how schools view themselves (e.g., Yale nominates Princeton as a peer) and how the market responds (e.g., many schools view Yale and Princeton as peers). Results show that prestigious schools are more likely to (1) construct tightly controlled identities, (2) experience reciprocated nominations, and (3) define themselves in a manner consistent with the market’s response.


Author(s):  
Linda Stepulevage

This article draws on interviews and case study research on gender-IT relations to examine the relationship between gender identity and IT development activities. It explores the intertwining of gender and technological identity for women in office work contexts, a location where a boundary between the design and use of IT systems has long been recognised. It is important to explore identity construction within this framework of design and use as separate activities since women’s identity is constrained on both sides of this perceived boundary. The article first explores issues for women as IT professionals, then as users of IT-based work systems and lastly, it discusses the feasibility of constructing gender identities that encompass and recognise the technical work that both developers and users do.


2009 ◽  
pp. 1236-1253
Author(s):  
Olli Kuivalainen ◽  
Hanna-Kaisa Ellonen ◽  
Liisa-Maija Sainio

The aim of this article is to provide a holistic exploration of the development of the business model of a magazine Web site, and of the factors behind its success. The discussion is based on an explorative case study of a successful Finnish magazine publisher and its Web site. We use triangulated data (interviews, observation, statistical data, customer feedback, newspaper articles) to describe and analyze the development of the Web site and the subsequent changes in the e-business model of the magazine from the Web site foundation in 1998 to the situation in fall 2004. Our case illustrates that a magazine’s Web site is linked to all of its functions (editorial, circulation, and advertising), and to the business-model elements that are vital to its success. We suggest that the discussion forums in question, one type of virtual community, benefited from the positive feedback that resulted in positive network effects, and led to the adoption of the service. Moreover, community activities have enhanced customer loyalty and added a more lifelike dimension to the magazine concept. As such, the Web site now complements rather than substitutes the print magazine. Interestingly, although it does not independently fulfill the requirements of a successful business model (e.g., Magretta, 2002), it enhances the customer experience and adds new dimensions to the magazine’s business model.


Author(s):  
Shannon Roper ◽  
Sharmila Pixy Ferris

Many researchers have observed that the Internet has changed the concept of virtual communities (Barnes, 2001, 2003; Jones, 1995, 1998; Rheingold, 1993). A unique example of virtual communities is a MOO—a specialized interactive online community that is usually based on a work of fiction such as book series, theater or television (Bartle, 1990). MOOs share many of the features of multi-user dimensions (MUDs) in that both allow participants to create their own virtual worlds, but some researchers consider MOOs to be “more sophisticated” (Barnes, 2001, p. 94). In a MOO community, the participants or “players” create their own virtual communities—fantasy communities complete with world structures, interpersonal norms and social constructs. Individual participants create characters complete with environment, history and personality constructs. The characters interact and influence each other and their environments, just as do the members of real-world communities. The MOO discussed in this case study is based on acclaimed fantasy author Anne McCaffery’s book series set on the fictional world of “Pern.” The players on DragonWings1 MOO create and develop characters over long periods, often many years, leading to the establishment and creation of a strong MOO. In this article we provide a case study of the DragonWings MOO as a unique virtual community. Because the concept of virtual communities is evolving with the Internet, and no definitive understanding of virtual community or virtual culture yet exists, we have chosen to structure our analysis of DragonWings MOO around the classical anthropological definition of culture and community. A seminal definition of culture, first articulated by Tylor (1871), provides the springboard for a number of anthropological definitions widely used today. Building on Tylor, White (1959), a prominent cultural scholar, defined culture as “within human organisms, i.e., concepts, beliefs, emotions, attitudes; within processes of social interaction among human beings; and within natural objects” (p. 237). He also identified symbols as a primary defining characteristic of culture. White’s simple yet comprehensive definition yields clear criteria that lend themselves to our analysis of MOOs. At the broadest level, an application of the criteria provides support for the acceptance of the Internet as a distinct and unique culture. At a more particular level, they provide a convenient tool for the analysis of a MOO as a virtual community. In the remainder of this article, we will utilize the definition outlined above to demonstrate the features that make DragonWings MOO a unique example of a virtual community.


2006 ◽  
Vol 12 ◽  
pp. 1-11 ◽  
Author(s):  
Melanie Smith ◽  
Elizabeth Carnegie

This article will examine some of the complexities inherent in the development of Asian Mela festivals from small-scale community-based events in India, to national celebrations of Diasporic culture in Western countries. Like Caribbean Carnivals, Melas are becoming more popular as a global cultural tourism phenomenon and are increasingly being promoted to white and tourist audiences. This similarly engenders fears of cultural dilution, distortion, and ‘Othering’. The programming of Melas is apparently keeping pace with the exporting, re-packaging and hybridisation of other forms of Asian culture, such as cuisine, music, fashion, and cinema. But does this symbolise a Bollywood dream or just another post-colonial appropriation of indigenous or Disaporic cultures? Cultural protectionism is certainly a contentious issue within Diasporic communities, where inter-generational differences of opinion can lead to conflict and confusion. Identity construction is complex and worthy of further examination in the context of Melas, which traditionally served to celebrate ethnic community and folk cultures and identities, but are increasingly becoming a showcase for global and hybridised cultural forms. The article will examine these issues, as well as providing an analysis of the factors and mechanisms that are driving the development of Melas forward. This will include the role and vision of artistic directors of Melas, the contribution of ethnic communities to cultural continuity, and issues relating to audience and tourism development. A case study of the Edinburgh Mela will be presented, which exemplifies a number of the aforementioned issues, focusing in particular on national and Diasporic identity construction, and the tensions between popular and traditional cultural forms.


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