THE POWER RELATION IN ONLINE GAME DOTA 2

Author(s):  
Bangkit Darmawan ◽  
Ratna Permata Sari

The number of online gaming enthusiasts nowadays makes the emergence of competition between each game online, one of which is an online game DotA 2. DotA 2 game that requires strategy and teamwork to achieve victory makes it interesting to study, especially in the online game DotA 2 also has a point barometer of ability or player’s skill, namely, MMR (Matchmaking Ratio). In this study, researchers used ethnographic methods to virtualized data collection by observation participation. The results of this study are the communication process is happening in the virtual community online game DOTA 2 through several stages of a communicator encoding to create a message that will be delivered verbally and non-verbally. After the message is sent then, decoding is done by the communicant which will produce an effects and feedback of the communication process with each other every competent player to be dominant communicator who is ultimately determined and agreed upon by the members of the team. Furthermore, become communicators dominant, a player must have high MMR points that seemed to have a greater ability or skilful. However, it is not entirely a barometer of a communicant. There is a privilege to be a benchmark of trusted players or the communicant to the communicator dominant other than points outside the MMR itself, related to the personal attitude which affect other player, such as have a good communication skills and player’s ability in the match. This lead to a power against the dominant communicator and the power is exactly what is called as the charismatic authority.   REFERENCES Boellstorff, Tom. 2008. Coming of Age in Second Life : An Anthropologist Explores the  Virtual Human. New Jersey. Princenton University Press. Creswell, J. W. (2010). Research Design: Pendekatan Kualitatif, Kuantitatif, dan Mixed.     Yogyakarta: PT Pustaka Pelajar Firat, Mehmet. 2011. Virtual Ethnography Research on Second Life Virtual Communities.Eskisehir Turkey: Anadolu University Departement of Distance Education. Helmut K. Anhier dan Stefan Toepler. 2010.  International Encyclopedia of Civil Society.     USA: George Mason Universty. Hine, C. 2000. Virtual Ethnography. London: SAGE Publications, Ltd Kadir, Abdul. Prinsip – prinsip Dasar Rasionalisasi Birokrasi Max Weber Pada OrganisasiPerangkat Daerah Kota Kendari Provinsi Sulawesi Tenggara. Staf Pengajar            Universitas Haluoleo Kendari. 2015 Ranoh, Ayub. Kepemimpinan Karismatik. Jakarta: BPK Gunung Mulia 1999  Rangkuti Freddy. 2009. Strategi Promosi yang Kreatif dan Analisis Kasus IMC. Jakarta: PT Gramedia Pustaka Utama Warner, Dorothy E. Dan Mike Raiter. 2005. Social Context in Massively-Multiplayer Online Games (MMOGs): Ethical Question in Shared Space. International Review of   Information Ehics Volume 4. Wu Song, Felicia. 2009. Virtual communities: Bowling alone, online together. New york:   Peter Lang Publishing Williams, Dana. Max Weber: Traditional, Legal – Rational, and Charismatic Authority.   Sociological Theory 3850:560. The University of Akron, Ohio. 2003

Author(s):  
Jengchung V. Chen ◽  
Yu-Hsiang Wang

Since the Internet and other IT technologies have become more popular than ever before, the amount of time people spend with computers and IT products, such as Internet and online games, has increased tremendously. The continuing boom of information and communication technology is causing the Internet to become a part of everyone’s life. People use the Internet not only as a tool for their jobs, but also to participate in virtual communities. Even if the rate of Internet uptake slows considerably (Weisenbacher, 2002), the trend still remains growing. There were 275.5 million people using the Internet in February 2000. That number had changed to 605.60 million in September 2002 (Nua Ltd., 2002). According to Horrigan’s study (2001), 84 percent of Internet users in America have participated in a virtual community. Moreover, apart from the number of people using Internet, the average time spent doing any activity online is increasing.


2020 ◽  
Vol 8 (2) ◽  
pp. 52-57
Author(s):  
Rahina Nugrahani ◽  
Triyanto ◽  
Muhammad Ibnan Syarif ◽  
Tjetjep Rohendi Rohidi

Purpose: The article analyzes the illustration artworks produced by Virtual Community Hijabographic as a media to disseminate religious values. Hijabographic as one of the Muslim women's communities in Indonesia is one of the pioneer virtual communities that creates various illustration artworks aimed to perform da’wah on social media Instagram, also as a media to ingrain Islamic values. Methodology: The primary method is virtual ethnography; we use it to uncover social interactions between members of the Hijabographic community that creates a natural response and a stimulus for community members to express it in the form of illustration artworks published through social media. Result: The results showed that the illustration artworks by Hijabographic are medium to achieve educational goals, in this case, is religious education. Illustration artwork is not merely created to fulfill the purpose of art, but also as a tool to find the self-fulfillment of illustrators in performing da’wah (proselytization), transmitting Islamic values and to foster awareness of other Muslim females to become pious individuals. Applications: This research can be used by virtual communities, scholars and visual arts learners. Novelty/Originality: Building on the insight that illustration artworks by virtual community Hijabographic become a new model to perform da’wah on social media. These illustration artworks influence a member's aesthetic experience and personal's understanding of strengthening Islamic values.


2011 ◽  
pp. 1511-1519
Author(s):  
Jengchung V. Chen ◽  
Yu-Hsiang Wang

Since the Internet and other IT technologies have become more popular than ever before, the amount of time people spend with computers and IT products, such as Internet and online games, has increased tremendously. The continuing boom of information and communication technology is causing the Internet to become a part of everyone’s life. People use the Internet not only as a tool for their jobs, but also to participate in virtual communities. Even if the rate of Internet uptake slows considerably (Weisenbacher, 2002), the trend still remains growing. There were 275.5 million people using the Internet in February 2000. That number had changed to 605.60 million in September 2002 (Nua Ltd., 2002). According to Horrigan’s study (2001), 84 percent of Internet users in America have participated in a virtual community. Moreover, apart from the number of people using Internet, the average time spent doing any activity online is increasing.


Libri ◽  
2021 ◽  
Vol 0 (0) ◽  
Author(s):  
Xuguang Li ◽  
Andrew Cox

Abstract Among online communities of customers there are a number of different types of group that need to be distinguished. One interesting type are virtual product user communities, i.e. company sponsored online forums where product users share usage experience and collaboratively construct new knowledge to solve technical problems. The purpose of this paper is to show that these “virtual product user communities” are a distinct type of customer group with knowledge innovation capability. The research adopts a method combining observation and content analysis of discussion threads where technical problems are solved, complemented by thematic analysis of interviews with forum members to explore its character, especially its knowledge related attributes. The paper confirms empirically that the virtual product user community is a distinct type of virtual community and can be differentiated from other virtual communities of consumers. In addition, an enhanced classification framework, extending Porter’s (2004) classic 5Ps model, is proposed to highlight knowledge-related activities in virtual communities. Of particular interest is that the findings suggest that knowledge-related activities should be considered as an important attribute in defining and classifying virtual communities. In terms of practical implications, it is recommended that the virtual product user community should be given appropriate support from top management in order to fully exploit its knowledge innovation value. Moreover, tailored facilitation strategies to promote knowledge construction activities and community development can be developed in accordance with its unique attributes. The paper precisely distinguishes one specific type of innovative virtual community consisting of product users from other online customer communities. Moreover, it outlines a revised virtual community classification framework, which can be widely applied in analysing features of online groups. Its key attribute of knowledge-related activity redirects attention to virtual communities’ knowledge innovation capabilities.


2021 ◽  
pp. 1468795X2110496
Author(s):  
Dominik Zelinsky

This paper explores the contribution of early social phenomenologists working in the 1920s and 1930s in Germany to charisma theory. Specifically, I focus on the works of Gerda Walther, Herman Schmalenbach and Aron Gurwitsch, whose work is now being re-appreciated in the field of social philosophy. Living in the interbellum German-speaking space, these authors were keenly interested in the issue of charismatic authority and leadership introduced into the social sciences by Max Weber, with whom they engaged in an indirect intellectual dialogue. I argue that their phenomenological background equipped them well to understand the intricacies of the experiential and emotional dimension of charisma, and that their insights remain valid even a century after they have been first published.


Collaborative knowledge sharing requires that dialogues successfully cross organizational barriers and information silos. Successful communication in person or in a virtual community involves a willingness to share ideas and consider diverse viewpoints. This research examines a science, technology, engineering, and mathematics (STEM) content management system called NASATalk, which offers public and private blog posts, file sharing, asynchronous discussion, and live chat services. The service is designed to provide a virtual environment where educators can share ideas, suggestions, successes, and innovations in STEM teaching and learning activities. This study features qualitative data from STEM education groups that helped extend the design of the NASATalk Web 2.0 collaborative tools and features. The analysis shows that the context, e-collaborative tools, integration strategies, and outcomes varied, but also contributed additional space, time, tools, integration strategies, and outcomes through the virtual collaborative learning environment. This study is designed to inform the STEM education community as well as those offering virtual community resources and tools of the added value of using virtual communities to help STEM educators work together in collaborative, virtual environments to discuss ways they can improve their instruction and student performance.


Author(s):  
Alberto Quian

Para explicar los procesos de una comunidad virtual de filtraciones de documentos secretos utilizamos el método de observación participante, introduciéndonos en la red de colaboradores de WikiLeaks. De este modo, intentamos describir los procesos de creación de noticias en estos entornos emergentes mediante la observación del espacio virtual en el que se trabaja, los instrumentos y procedimientos con los que se opera y los flujos de comunicación e información que se generan en este. El objetivo es contribuir a ampliar el conocimiento sobre los roles emergentes de investigador en la observación en línea y, particularmente, describir el funcionamiento de comunidades virtuales confidenciales, además de aportar nuevas claves metodológicas para los estudios con un enfoque en el newsmaking. To explain the processes of a virtual community working with secret leaked documents, we use the participant observation method entering into the WikiLeaks’ collaborators network. In this way, we attempt to describe the processes of newsmaking in these emerging environments by observing the virtual space in which it works, the tools and procedures that normally are used, and the communication and information flows generated in it. The aim of this paper is to contribute to broaden knowledge about the emerging roles of researcher using online observation —and particularly in confidential virtual communities—, and to provide new methodological keys for studies focused on newsmaking.


2012 ◽  
Vol 198-199 ◽  
pp. 581-585
Author(s):  
Gui Wang ◽  
Zi Juan Yang ◽  
Xiang Cheng Li ◽  
Xing Tong ◽  
Liang Lu

This Article is based on the waterfall model of software development ,according to the mechanism of information management and knowledge-sharing in the virtual community which has been constructed analyze the platform of information management and knowledge-sharing in the virtual community, from functional and technical to explain the platform; on the count of this analysis the paper make the functional design, and build three-tier architecture about the platform of information management and knowledge-sharing in the virtual community, describe teaching modules, exchange and sharing of modules of education system in two pairs of the ER design, the module function design; finally clarify test content for the platform.Software development of waterfalls model[1] essentially is a software development structure, the process have a series of stage sequence, begin from requirement analysis, design, test, setup, to maintenance, each stage generates circulating feedback, if the some stage appears a problem and then return to guarantee the integrality.


2009 ◽  
Vol 217 (4) ◽  
pp. 214-221 ◽  
Author(s):  
Iain Coyne ◽  
Thomas Chesney ◽  
Brian Logan ◽  
Neil Madden

Building on the research of Chesney, Coyne, Logan, and Madden (2009), this paper examines griefing within the virtual online community of Second Life via an online survey of 86 residents (46% men). Results suggested that griefing was deemed to be an unacceptable, persistent negative behavior which disrupted enjoyment of the environment and which was experienced by 95% of the sample, with 38% classified as frequent victims and 20% classified as perpetrators. No differences emerged in rates between gender (real life and second life), age, and time as a resident in Second Life. A number of self, player- and game-influenced motivations were judged to promote griefing, with respondents overall split on the impact of griefing when compared to traditional bullying. Further, respondents felt that a shared responsibility to control griefing was needed with individuals, residents as a community, and Second Life developers all playing a part. Discussion of the findings in relation to cyber-bullying in general is presented.


2017 ◽  
Vol 95 (3) ◽  
pp. 607-624 ◽  
Author(s):  
Hailey L. Mills

Rooted in the theory of Social Construction of Reality and informed by media portrayal of female beauty and virtual community research, this study examined how beauty is socially constructed by gatekeepers in Second Life. A content analysis of 360 still images of female avatars was conducted to understand the extent to the beauty types that appear in the virtual world. Findings suggest trendy and sex kitten/sensual beauty types were the most-portrayed beauty types. Most female avatars had the ideal body size and light colored skin. In addition, this study found a significant difference in beauty type among different types of products.


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