scholarly journals Simulcast: a case study in the establishment of a virtual community of simulation practice

2020 ◽  
Vol 5 (1) ◽  
Author(s):  
Benjamin Symon ◽  
Jesse Spurr ◽  
Victoria Brazil
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.


First Monday ◽  
2006 ◽  
Author(s):  
Yasmin Ibrahim

This paper analyses how the online community in Singapore protested against the hanging of a Vietnamese drug trafficker in December 2005. Singapore has upheld capital punishment in the island state despite pressure from local and global civil society organisations and diplomatic channels. This paper traces how the online medium was used by the public to protest against capital punishment in the quasi–authoritarian state. The virtual community protested against the hanging by maintaining a rigorous discursive protest on the Internet. These sustained discourses became enmeshed with those of the offline media in Singapore. This confluence of the online and offline media discourses is important in building a two–tier public sphere in Singapore. The first–tier public sphere is one dominated by the government-controlled media and the ruling party while the second–tier public sphere is a space where civil society organisations and social movements express viewpoints marginalised in the offline society. The confluence of these two tiers has a material significance for the political landscape of Singapore. This paper explores this phenomenon through the case study of online protests against capital punishment in Singapore.


2005 ◽  
Vol 2 (2) ◽  
pp. 123 ◽  
Author(s):  
Eugenia Y. Huang ◽  
Chien-Hsin Huang ◽  
Shu-Chiung Lin

2008 ◽  
Vol 4 (1) ◽  
Author(s):  
Raquel Recuero

Resumo Redes sociais online são grupos de atores que se constituem através da interação mediada pelo computador. Essas interações são capazes de estabelecer novas formas sociais de grupos e comunidades. Através da discussão de diversos conceitos de comunidade e comunidade virtual, propõe-se o estudo das comunidades virtuais como uma forma de rede social. Esse debate teórico é discutido então no campo de estudo constituído pelo Fotolog, durante os anos de 2005 e 2006. O fotolog é um sistema que permite aos usuários a publicação de fotografias, textos e comentários. Dos dados coletados através de formas qualitativas e quantitativas, propomos uma tipologia para as comunidades virtuais baseada em sua estrutura (a rede em si) e sua composição (tipos de laços sociais e capital social). Esses tipos são definidos como comunidades virtuais emergentes, comunidades virtuais de associação e comunidades virtuais híbridas.Palavras-chave redes sociais, comunidades virtuais, fotolog.Abstract Online social networks are groups of actors formed by computer-mediated social interaction. These interactions are capable of establishing new social forms of groups and communities. Based on a discussion over several concepts of community and virtual community we propose the virtual community as a specific form of online social network. This theoretical debate is brought to the field studying the system named Fotolog during 2005 and 2006. Fotolog (www.fotolog.com) is a web service that allows for its users to post photographs or images with an associated text and other users may comment on each other’s posts. From the collected data, we propose a typology for communities found in these networks, based on their structure (network) and composition (social ties and social capital). We define three types of communities as associative virtual communities, emergent virtual communities and hybrid virtual communities.Keywords social networks, virtual communities, fotolog. 


Author(s):  
Inna Rytsareva ◽  
Qize Le ◽  
Emma Conner ◽  
Ananth Kalyanaraman ◽  
Jitesh H. Panchal

In complex product development, coordination is the act of managing dependencies between artifacts. Socio-technical coordination is the achievement of coordination through the alignment of organizational structures and product structures. Socio-technical coordination is achieved in hierarchical product development organizations by aligning the organizational structure with the system architecture. However, within virtual community-based product development such as open source development, the organizational structure is not designed by a central authority. In contrast, the community evolves as a result of participation of individuals and their communication with other individuals working on the project. Hence, understanding and quantifying socio-technical coordination is particularly important in open-source communities. Existing approaches to measuring socio-technical coordination are based on the congruence between ideal communication and the actual communication structures within communities. The primary limitation of existing approaches is that they only account for explicit communication between individuals. Existing measures do not account for the indirect communication between individuals and the shared knowledge that individuals working on a joint project possess. Due to these limitations, the socio-technical coordination values have been observed to be very low in the existing literature. We propose two alternate approaches to measuring socio-technical coordination based on clustering techniques. We illustrate the approaches using a case study from an open source software development community. The proposed approaches present a broader and more encompassing view of coordination within open source communities.


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