Are Stereotypes Relative to Gender Usage Applicable to Virtual Worlds?

Author(s):  
Gilok Choi ◽  
Hyewon Chung ◽  
Yoonsook Kima

Recent studies defy many of the common prejudices about game and online-community users. As an extension of the previous research, this paper looks at gender differences in Virtual Worlds and shows that female users are a driving force behind the recent success of online communities.De récentes études ont remis en question des idées reçues sur les joueurs de jeux vidéo et les communautés en ligne. En continuité d’études précédentes, cette communication explore les différences de sexe dans les mondes virtuels et démontre que les femmes sont la force motrice du récent succès des communautés en ligne. 

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.


2014 ◽  
Vol 20 (1/2) ◽  
pp. 65-80 ◽  
Author(s):  
Johan M. Berlin

Purpose – The aim of this paper was to identify and study common incentives for teamwork. Design/methodology/approach – The study was designed as a case study. The case consists of teamwork at a university hospital. At the hospital, ten psychiatric teams were studied for a period of four years (2008-2011). Each team was followed for 12-18 months. Data were collected through interviews (n=48) and observations (n=52) of the teamwork at treatment conferences. Findings – The common incentives identified consist of shared responsibility, appreciation and long-sightedness. The incidence of a silent contract is highlighted as an explanation for the team's cohesion. Research limitations/implications – The study is conducted in a public organisation within one field. The results should therefore be interpreted with some caution. Practical implications – The study is useful for practitioners to understand the importance of common incentives as a collective driving force. By developing well-adapted common incentives, the practical work can be developed, refined and improved. Originality/value – The significance of common incentives and the unspoken contract in the team is identified.


2012 ◽  
Vol 614-615 ◽  
pp. 1716-1719
Author(s):  
Xin Wei Du ◽  
Yuan Li ◽  
Ting Li

With the rapid development of world economy, energy security and environmental issues become increasingly prominent. And smart grid turns into the common choice for the global power industry to respond to future challenges of power grid. Combining with the development experience and research results of smart grid at home and abroad, the paper discusses the driving force, connotation and related technical area of smart grid from the three levels of government, enterprise and users, from a new perspective to try to answer the questions: "Why should we develop smart grid", "What is smart grid", and "how to develop smart grid".


2011 ◽  
Vol 4 (2) ◽  
Author(s):  
Michael P Cummins

Government and military personnel in positions of trust are required to obtain and retain security clearances as part of conducting their duties within those positions. Part of obtaining a clearance requires personnel to report on any foreign contacts or business interests they may have. During the time that they hold such a position, personnel must report any significant contact with citizens of various countries to ensure they have not been targeted as part of a foreign intelligence collection effort. As more cleared personnel begin actively participating in virtual worlds, and as more personnel already active in virtual worlds begin applying for positions of trust, how will vetting agencies reconcile the borderless nature of virtual worlds with the requirements set forth for establishing and maintaining security clearances?Legislation has historically not kept pace with rapidly developing community technologies, and bureaucracies may make a choice between taking online relationships too seriously, and not taking them seriously enough. In the past, foreign relationships were easily defined, with physical travel, face-to-face contact, phone, and postal connections being the norm. Today, the global nature of online gaming and virtual environments make these definitions less clear. In order to ensure personnel continue to be effectively screened, virtual worlds and relationships, however benign, may need to be taken into account as part of the vetting process. If so, they will need to be properly understood by the investigating agencies. This paper proposes to outline some of the relevant issues involved in a rapidly evolving online community. 


Author(s):  
William Jaya Saputra

The world is developing rapidly influencing the culture of society. In this decade, the driving force of civilization was dominated by millennials who were known for their freedom, convenience, innovation and digitalization. Apart from the common old professions, millennials have the freedom to do professions that are in accordance with their passion. Fashion and craft are the most interested one by millennials. Many of them are fresh entrepreneurs that use their hobbies and passions such as becoming influencers and designing, and selling it by themselves or in groups following the trends of outfit of the day and so on through the digital world. The purpose is to bring pride when the results of ideas, works, and innovations that are owned and recognized by others. The desire of millennial entrepreneurs is the convenience and comfort of work, such as designing, creating, and marketing their work in one integrated place. Therefore, a forum for millennials & others is needed to express innovative ideas, produce works, and at the same time be able to showcase and sell their works. AbstrakDunia berkembang pesat memengaruhi kultur budaya masyarakat. Di dekade ini, motor penggerak peradaban didominasi oleh kaum milenial yang terkenal akan kebebasan, kemudahan, inovasi, dan digitalisasinya. Terlepas dari profesi-profesi lawas yang umum, milenial memiliki kebebasan untuk menjalankan profesi yang sesuai dengan passion mereka. Fesyen dan kriya merupakan salah dua bidang yang paling diminati kaum milenial. Banyak dari mereka yang berwirausaha dini dengan memanfaatkan hobi dan passion mereka seperti menjadi influencer dan mendesain dan menjualnya sendiri atau berkelompok mengikuti tren outfit of the day dan sebagainya melalui dunia digital. Tujuannya adalah untuk memunculkan rasa bangga ketika hasil ide, karya, dan inovasi yang dimiliki diakui dan dinikmati orang lain. Keinginan wirausahawan milenial adalah kemudahan dan kenyamanan dalam bekerja, seperti merancang, menciptakan, dan memasarkan hasil karya mereka dalam satu tempat terpadu. Oleh karena itu, dibutuhkan wadah bagi kaum milenial & lainnya untuk menuangkan ide-ide inovatif, menghasilkan karya, dan sekaligus dapat memamerkan dan menjual karya mereka.


Legal Studies ◽  
1994 ◽  
Vol 14 (2) ◽  
pp. 180-205 ◽  
Author(s):  
Jo Bridgeman ◽  
Michael A. Jones

Over the years, the genius of the common law lay in its ability to adapt old laws to new circumstances, to remake itself in a new image which reflected the concerns and needs of the time. In this century much of our thinking about the law of torts has been shaped by the tort of negligence, which has been the paradigm of adaptability. Although it was Lord Atkin’s speech in Donoghue v Stevenson that provided the central unifying principle for the subsequent development of the tort, it was Lord Macmillan’s famous dictum that the categories of negligence are never closed which provided much of the driving force for those developments. Liability in negligence shifts the focus of the courts’ attention away from the nature of the plaintiffs interest that has been infringed to the nature of the defendant’s conduct. Once attention moved from the deed itself to the manner of its commission, it gradually became possible for the tort of negligence to seep into almost any arena. The opportunities for human error are manifold, and as the old immunities were removed new areas of liability were established.


Author(s):  
Jan Kreft

Plato's Demiurge is the quintessence of perfection and power. “Whatever comes from me is indestructible unless I, myself, wish it to be destroyed” - says the creator of the gods, speaking to them in Timaeus. The gods and Demiurge are believed to collaborate on the creation of people in accordance with the standard of excellent ideas; soon the world, as we know, will be created. Plato's Demiurge is also the good, and the platonic gods are righteous. Without Demiurge the world is a chaos, an environment of irrational chances. Nowadays, the myth of Demiurge can be related to the perfection of creativity. Demiurge becomes equal to the anticipated, all-powerful driving force. Omnipotent, yet tamed and friendly. Demiurge is also the leader in the tradition of social research, the “divine” constructor of the economy, the originator of development. In the new media environment, Demiurge is a convenient metaphor for the presentation of the algorithm: mysterious, error-free, resistant to influence, free from human weaknesses. A transcendent being. The aim of this publication is to present new concept, the core myth of new media organizations - the myth of Demiurge associated with the operation of algorithms and critical analysis of myths created around it, which accompany the social, political and business role of algorithms. Considering the aspect connected with the interpretation of digital media operation and their social and business role, algorithms have not been so far analysed in the context of the presence of myths in organisational functioning. The author believes, however, that the common factor in the perception of algorithms in new media is their mythical aureole and mythical thinking associated with them.


First Monday ◽  
2010 ◽  
Author(s):  
Ronald E. Day ◽  
Hamid R. Ekbia

What is digital experience? This question is of interest to different discourse traditions, each of which would answer it differently. The literature in Human-Computer Interaction, Computer-Mediated Communication (CMC), virtual worlds, and Artificial Intelligence, for instance, each present distinctive understandings of the concept of 'experience' and, consequently, of 'digital experience.' However, if we start with the concept of experience as an event, the common historical lineage of these distinct understandings reveals itself. We are interested in this historical lineage, and would like to explain 'digital experience' as a historically developing category. For this, we begin by returning to discussions on two modern concepts of experience (Erlebnis and Erfahrung) in the mid-twentieth century works of Martin Heidegger and Walter Benjamin. Then, we discuss three forms of 'digital experience' -- simulated, embedded, and artificial -- and we suggest that these experiences constitute a modern understanding of experience, namely, as a tension between experience as an embedded or 'situated' event and 'experience' as one that is had. By focusing on this tension, we hope to shed light on some of the shared underlying assumptions among disparate discourse traditions.


At-Tafkir ◽  
2021 ◽  
Vol 14 (1) ◽  
pp. 17-26
Author(s):  
Rinta Dwi Anggraini ◽  
Ahmad Nurcholis

Feminism is suspected of being a women’s rebellious movement to deny the nature of being a woman and as a driving force to obtain women rights. Feminist ideology demands gender injustice. In preaching, men dominate the spread of Islam than women. Although the implementation of da’wah is predominantly male, there are also many da'iyah in Indonesia, one of which is Ainun. Gender differences do not make Ainun despair in achieving her dream as a doctor. So that this becomes unique to examine. This research uses qualitative methods with a feminist approach. The result of this study was the determine Ainun da’wah massage in the movie Habibie & Ainun 3, as well as the problems of Ainun as a da’iyah in Indonesia. Ainun can be used as an aspiration and role model for Indonesian people in education, concern, and desire to realize their dreams.


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