A Process-Oriented and Technology-Based Model of Virtual Communities of Practices

Author(s):  
Giustina Secundo ◽  
Gianluca Elia ◽  
Cesare Taurino

This paper hypothesizes that Virtual Community of Practices (VCoPs) are valuable to Business Schools and Universities because they contribute to the emerging paradigms of just-in-time, action based and informal learning. It presents a real case study of a VCoPs called “Virtual eBMS”, that was built by applying the participative observation (Yin, 1994). In particular, the paper provides a process-oriented model of the “Virtual eBMS”, that is composed by four main elements: The People participating in the community, the Processes and the Purpose of the community in terms of value created for the Business School, and the Technology enabling the interactions between the community members. Indeed, from a technological point of view, the community is supported by an integrated Web Learning and Knowledge Management platform, described in terms of the main knowledge processes triggered and the correspondent technologies supporting the actions. Finally, the work presents some preliminary results and the value created through the use of the “Virtual eBMS”.

Author(s):  
Gianluca Elia ◽  
Giustina Secundo ◽  
Cesare Taurino

This chapter hypothesizes that Virtual Community of Practices (VCoPs) are valuable to Business Schools and Universities because they support effectively the emerging paradigms of just-in-time, action based and collaborative learning. It presents a case study of a VCoPs called “Virtual eBMS” in Higher Education setting, described as a process-oriented model, composed by four main components: The People participating in the community, the Processes enabling the knowledge flows within the community, the Purpose of the community in terms of value created for the Business School, and the Technology facilitating the interactions between the community members. Indeed, from the technological point of view, the community is supported by an integrated Web Learning and Knowledge Management platform, whose functionalities support the corresponding knowledge processes and actions. Some preliminary results expressed in terms of Intellectual Capital will end the chapter, along with the value created for the community members.


2021 ◽  
Vol 21 (2) ◽  
pp. 1-24
Author(s):  
Louise Ann Lyon ◽  
Chelsea Clayton

Female-focused, grassroots communities purporting to help women learn to code are popping up in a variety of settings, indicating the motivation on the part of the participants to evade male-dominated settings while learning. However, little is known about how these groups function as an activity system. With current technology enabling the forming of virtual communities and the meteoric rise in use of the Salesforce CRM (customer relationship management) platform, a group of women have formed a coaching and learning community designed to help women move from Salesforce administrators to software developers through learning to code. We used activity systems analysis (ASA) to investigate this real-world instance of the larger phenomenon using an ethnographic approach. We used ASA to organize and make sense of the data by first creating a table listing the points on the activity system triangle (subject, rules, object, etc.) and filling in the points of the triangle based on the design of the coaching and learning group as described by participants; this gave us a high-level view of the activity system. To understand the subjects’ point of view of the system, we then created a new column in the table to fill in themes that emerged from our qualitative data analysis organized by dimension of the activity system. This process enabled us to capture the activity and the voices of participants as well as tensions that had emerged in the system. Findings show a range of outcomes, from participants crediting the group as a kickstart to the journey to successfully landing a job as a developer to members stalling in their progress after involvement. Results also show that purposeful tensions of welcoming novice questions and offering unsolicited verbal encouragement built into the activity system create a welcoming, safe environment for women learning to code.


Author(s):  
Glenn T. Tsunokai ◽  
Allison R. McGrath

Technological innovations in computer-mediated communication have helped hate groups to transform themselves into virtual communities. Likeminded individuals are now able to unite from all parts of the globe to promote hatred against visible minorities and other out-groups. Through their online interactions, a sense of place is often created. In this chapter, we explore the content and function of online hate communities. Since bigotry tends to be the cornerstone of virtual hate communities, we highlight the legal debate surrounding the regulation of Internet hate speech; in particular, we address the question: Does the First Amendment protect virtual community members who use the Internet to advocate hate? Next, using data collected from the largest hate website, Stormfront.org, we also investigate how Stormfront members utilize interactive media features to foster a sense of community. Finally, we direct our attention to the future of online hate communities by outlining the issues that need to be further investigated.


Author(s):  
Martin C. Kindsmüller ◽  
Sandro Leuchter ◽  
Leon Urbas

“Online community” is one of today’s buzzwords. Even though superficially it is not hard to understand, the term has become somewhat vague while being extensively used within the e-commerce business. Within this article, we refer to online community as being a voluntary group of users who partake actively in a certain computer-mediated service. The term “online community” is preferred over the term “virtual community,” as it denotes the character of the community more accurately: community members are interacting online as opposed to face to face. Furthermore, the term “virtual community” seems too unspecific, because it includes other communities that only exist virtually, whereas an online community in our definition is always a real community in the sense that community members know that they are part of the community. Nevertheless, there are other reasonable definitions of online community. An early and most influencing characterization (which unfortunately utilizes the term “virtual community”) was coined by Howard Rheingold (1994), who wrote: “…virtual communities are cultural aggregations that emerge when enough people bump into each other often enough in cyberspace. A virtual community is a group of people […] who exchanges words and ideas through the mediation of computer bulletin boards and networks” (p. 57). A more elaborated and technical definition of online community was given by Jenny Preece (2000), which since then, has been a benchmark for developers. She stated that an online community consists of four basic constituents (Preece, 2000, p. 3): 1. Socially interacting people striving to satisfy their own needs. 2. A shared purpose, such as interest or need that provides a reason to cooperate. 3. Policies in the form of tacit assumptions, rituals, or rules that guide the community members’ behavior. 4. A technical system that works as a carrier that mediates social interaction. Not explicitly mentioned in this characterization but nevertheless crucial for our aforementioned definition (and not in opposition to Preece’s position) is voluntary engagement.


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.


2015 ◽  
Vol 39 (4) ◽  
pp. 466-484 ◽  
Author(s):  
Chiu-Ping Hsu

Purpose – The purpose of this paper is to present a conceptual model of how both the benefits and risks of social capital influence online knowledge sharing among virtual community members towards enhancing members’ relationship continuity and virtual community reputations. In addition, this study addresses the effects of complementary resources on knowledge sharing. Design/methodology/approach – The structural equation modelling approach was applied to estimate the conceptual model by using survey data from virtual community members. A total of 626 valid questionnaires were collected. Findings – The empirical results showed that most of the research hypotheses were supported. The benefits of social capital and complementary resources have a positive effect on knowledge sharing, thereby strengthening relationship continuity and community reputation. Furthermore, the risk of social capital has a negative effect on knowledge sharing, as expected. Originality/value – A review of the literature reveals a lack of studies focusing on both the positive and negative influences of social capital on online knowledge sharing. This study therefore contributes to a comprehensive perspective for understanding online knowledge sharing in virtual communities.


2020 ◽  
Vol 2 (2) ◽  
Author(s):  
Yankel FIJALKOW

This article proposes a theoretical point of view in order to show the importance of the collective memory and the urban narrative in the strategic approach of the urban project. The capacity of a municipality to build a local narrative joining the past, the memory and the project, is examined in the second part of the article, in a case study of a collectivity confronted with the project of the Grand Paris and strong socio-spatial transformation since 1950. The conclusions of thirty deep interviews, conducted on the people involved in the city organization allow to differentiate legitimated and rejected places in the spaces of remembering, and the difficulties of this kind of municipalities to be pro active in the Grand Paris project.


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. 


2020 ◽  
Vol 3 (1) ◽  
Author(s):  
Grégory BUSQUET

This article proposes a theoretical point of view in order to show the importance of the collective memory and the urban narrative in the strategic approach of the urban project. The capacity of a municipality to build a local narrative joining the past, the memory and the project, is examined in the second part of the article, in a case study of a collectivity confronted with the project of the Grand Paris and strong socio-spatial transformation since 1950. The conclusions of thirty deep interviews, conducted on the people involved in the city organization allow to differentiate legitimated and rejected places in the spaces of remembering, and the difficulties of this kind of municipalities to be pro active in the Grand Paris project.


2016 ◽  
Vol 5 (3) ◽  
pp. 149 ◽  
Author(s):  
Bunyamin Atici

<p>The developments which were experienced in the communication and technology area made internet an important part of the daily life. In this respect, the virtual communities are in prominent place which are insulated from the time and place. In the study, Hakkarim.net is researched that formed our subject as one of the most different examples of these virtual communities. A qualitative research which is based on the observation fundamentally and richened with a survey and in-depth interviews is carried out in accordance with the ethnographic research which is used in this study. The behavior-oriented observations are performed and the oral reports are arranged with the requirements that the research is performed in the natural environment. In the research, the participants define being member of Hakkarim.net which they turned into a social sharing network and virtual community as commitment, unrequited love, happiness, belonging and entertainment respectively. The findings show that the persons in Hakkarim.net were expressing the everything they could not find in the real life, women, chats, words and dreams in this geography in which the people struggle with the problems such as terror, unemployment, violence and the feeling of being marginalized for years in Turkey.</p>


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