Web 2.0, Virtual Worlds, and Real Ethical Issues

2011 ◽  
pp. 226-238
Author(s):  
Sue Conger

Social networking sites, enabled by Web 2.0 technologies and embodied in role-playing virtual worlds, are gaining in popularity and use both for recreational and business purposes. Behavioral controls can be regulated through program code restrictions, rules of conduct, and local norms. Most vendor hosts of virtual worlds use code restrictions sparingly, restricting only overtly illegal activities. Otherwise, all worlds publish some form of rules of conduct and rely on the development of in-world local norms to regulate behavior. As a result, many unethical forms of behavior have arisen, including griefing, fragging, and industrial espionage. There is no sure method of solving the unethical forms of behavior unless strong social norms develop; therefore, users must take precautions when acting in virtual worlds to understand how to avoid or deflect virtual attacks of different types.

Author(s):  
Sue Conger

Social networking sites, enabled by Web 2.0 technologies and embodied in role-playing virtual worlds, are gaining in popularity and use both for recreational and business purposes. Behavioral controls can be regulated through program code restrictions, rules of conduct, and local norms. Most vendor hosts of virtual worlds use code restrictions sparingly, restricting only overtly illegal activities. Otherwise, all worlds publish some form of rules of conduct and rely on the development of in-world local norms to regulate behavior. As a result, many unethical forms of behavior have arisen, including griefing, fragging, and industrial espionage. There is no sure method of solving the unethical forms of behavior unless strong social norms develop; therefore, users must take precautions when acting in virtual worlds to understand how to avoid or deflect virtual attacks of different types.


Author(s):  
Erkan Akar ◽  
Mete Karayel

This study aims to evaluate and compare the Web 2.0 applications as marketing tools. In this context, blogs, micro-blogs, collaborative projects (wikis and social bookmarking), content communities, social networking sites, and virtual worlds have been examined. Eventually, it can be expected that blogs will provide more transparent feedback; micro-blogs will provide instant feedback; wikis will make the cooperative efforts of product development easier; social bookmarking will enable search-engine marketing; content communities will enable easy product training; social networking sites will create brand communities; and virtual worlds will provide new places to interact more effectively. All of these tools can come into prominence in the context of marketing.


Author(s):  
Erkan Akar ◽  
Mete Karayel

This study aims to evaluate and compare the Web 2.0 applications as marketing tools. In this context, blogs, micro-blogs, collaborative projects (wikis and social bookmarking), content communities, social networking sites, and virtual worlds have been examined. Eventually, it can be expected that blogs will provide more transparent feedback; micro-blogs will provide instant feedback; wikis will make the cooperative efforts of product development easier; social bookmarking will enable search-engine marketing; content communities will enable easy product training; social networking sites will create brand communities; and virtual worlds will provide new places to interact more effectively. All of these tools can come into prominence in the context of marketing.


This study attempts to the Web 2.0 Social Networking Sites for Collaborative Sharing Research Information by the Social Science Research Scholars at Alagappa University, Karaikudi. A sample size 97 Scholars was selected by random sampling method. The data required for the study were collected through a questionnaire. The findings of the study: 30.9% of the respondents using Facebook/ WhatsApp along with most highly used in the popular web browser used for Google chrome 72.2% Google chrome. 48.5% of respondents’ preference of “Very Strongly Agree” Collaborate with Research projects and Teams. Whereas 46.4% “Research Collaboration “Strongly agree” of the respondents respectively. 30.9% purpose of Web 2.0 for Collaborations of Research Communication while 19.6% Opportunities and Learning for Web 2.0 tools support social interaction in the learning process of the respondents respectively.


Author(s):  
Sudhanshu Joshi

The chapter provides a snapshot on the use of social networking in academic libraries through a systematic review of the available literature and an examination of the libraries’ presence on the most popular social networking sites. The chapter initially reviews 819 articles of empirical research, viewpoints, and case studies, based on keyword(s) search “Web 2.0 + Academic Libraries” since 2006 found in the Library Literature and Information Full Text Database. Out of full text research papers, articles with empirical studies, 328 (40% of 819), are shortlisted; all articles are from journals having impact factors (as per ISI Thomson Reuters rating 2011-12), 0.8 and above. The articles are collected from four major management and library science publishers: Ebscohost, Science Direct, Taylor and Francis, Emerald Insight (including EarlyCite articles, Backfiles content). The potential limitation of the study is that it does not attempt to trace out trends using any regression techniques. The extension of this study could be statistically testing the figures observed in this chapter and laying down a grounded theory approach for future research in Web 2.0 applications in libraries. The important finding is that the popularity of the various social networking sites can change quickly on the basis of e-World of Month (e-WoM).


Author(s):  
Jesse Fox ◽  
Sun Joo Ahn

Avatars are defined as virtual representations that are controlled by a human user. Commonly, we observe avatars in video and online games, social networking sites, and virtual worlds. This chapter explores the use of avatars in the expression, exploration, and evolution of users’ identities, both online and offline. Theoretical explanations for the creation, manipulation, use, and effects of avatars are offered, including identification, transformed social interaction, and the Proteus effect. The adoption of avatars for identity expression, exploration, and change is discussed, including Turkle’s notion of fragmented selves and Nakamura’s concept of identity tourism. Research that has investigated the effects of avatars on self-perceptions and identity in various domains (such as health, marketing, finance, and environmental behaviors) is addressed. Implications and future directions for research in this area are discussed.


2017 ◽  
pp. 110-154
Author(s):  
Tarik Qassem

In this chapter, the author explores the available technologies that can enhance the Quality of Life of individuals with dementia. He investigates the foundations of telemetry, different sensor technologies, Context-Aware Systems, and the use of the Internet of Thing in supporting those to live an independent life. The author reviews the use of Smart Homes in supporting individuals with dementia. He then discusses the role of social networking sites in keeping this group connected. In addition to that, the author examines the use of Global Poisoning System (GPS) technology in management of wandering behaviour and the possible use of the currently available technologies in the detection, diagnosing the cause, assessing the response to treatment, as well as prevention of Behavioural and Psychological Symptoms in Dementia (BPSD). This is followed by a brief discussion of the acceptability and the ethical issues that surround the use of these technologies.


Author(s):  
Ann Dutton Ewbank ◽  
Adam G. Kay ◽  
Teresa S. Foulger ◽  
Heather L. Carter

This chapter reviews the capabilities of social networking tools and links those capabilities to recent legal and ethical controversies involving use of social networking tools such as Facebook and MySpace. A social cognitive moral framework is applied to explore and analyze the ethical issues present in these incidents. Three ethical vulnerabilities are identified in the use of social networking tools: 1) the medium provides a magnified forum for public humiliation or hazing, 2) a blurring of boundaries exists between private and public information on social networking sites, and 3) the medium merges individuals’ professional and non-professional identities. Prevalent legal and social responses to these kinds of incidents are considered and implications are suggested for encouraging responsible use. The chapter includes a description of the authors’ current research with preservice students involving an intervention whereby students read and think about real cases where educators use social networking. The intervention was created to improve students’ critical thinking about the ethical issues involved. Recommendations for applying institutional codes of conduct to ethical dilemmas involving online tools are discussed.


Author(s):  
Guy Merchant

Over the last five years there has been a large scale shift in popular engagement with new media. Virtual worlds and massive multiplayer online games attract increasing numbers, whilst social networking sites have become commonplace. The changing nature of online engagement privileges interaction over information. Web 2.0 applications promote new kinds of interactivity, giving prominence and prestige to new literacies (Lankshear and Knobel, 2006). To date, discussion of the opportunities, and indeed the risks presented by Web 2.0 has been largely confined to social and recreational worlds. The purpose of this chapter is to open up discussion about the relevance of Web 2.0 to educational practice. A central concern in what follows will be to show how the new ways of communicating and collaborating that constitute digital literacy might combine with new insights into learning in ways that transform how we conceive of education (Gee, 2004).


2010 ◽  
pp. 248-266 ◽  
Author(s):  
D. Sandy Staples

This chapter describes one of the Web 2.0 technologies, Social Networking Sites (SNS). A definition of SNS is offered, as is a short history of these sites. The existing research is reviewed and organized to summarize what we know about SNS usage (from the perspectives of student use, general population use and organizational use), and what we know about the antecedents and outcomes of SNS use. The chapter concludes with discussion of new developments, challenges and opportunities. There are many opportunities for future research and organizational applications of SNS as SNS adoption grows at incredible rates.


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