Supporting Local Connections with Online Communities

Author(s):  
Sanna Malinen ◽  
Tytti Virjo ◽  
Sari Kujala

Online communities have become popular among geographically distributed users of the internet. However, there is growing interest in using online communities to support social interaction in geographically-based communities too. In this chapter, we study the value of online sociability and the role of local networking in two different online social internet sites. We present the results of a survey carried out among members of Finnish Facebook groups, and complement the results with interviews for users of a local online service for people living in the surroundings of the city of Helsinki. The goal of this study was to investigate how online groups and services with local content connect with real-life networks and sociability, or whether they remain separated. The results show that Facebook is used mainly for nourishing existing friendships online and less for meeting or looking for information on new people. However, Facebook groups are often connected to real-life activities and places, thus local connections and networks play an important role in the use of Facebook. For the users of the local online service My City, the strong local identity experienced and attachment to the place of residence were important motivators for active participation and the creation of content.

The article shows a significant role of social networks in the system of forms of social interaction in the vital city space. The task to identify the most popular platforms for promotion SMO and SMM – brands in the tourist area of a hero city Volgograd was chosen as the key tool. The study identified the effectiveness of priority methods of given marketing practices such as the community formation of brand of territory, work with blogosphere, reputation management, personal branding and extraordinary promotion. The conditions for the infinite social interaction are created in these forms in open ICT environment for the residents and the city guests who have common interests in urban space. The research has accomplished the following tasks such as identification of the most popular open platforms for SMO and SMM of tourist area brand promotion of a hero city Volgograd, detection of related communities, identification of a trust level to them, establishment of their purposes and the range of issues of their interest, places and attractions, related to the brand of territory; uncovering of factors and mechanisms which detect mood changing of the target audience and creation of methodological templates which allow to develop, implement and optimize SMO and SMM campaigns


2021 ◽  
Vol 36 ◽  
pp. 71-82
Author(s):  
Emilia Bogacka ◽  
Magdalena Fuhrmann

The aim of this paper is to present the significance of the recreational space in Poznań for the physical activity of the city’s residents. The factors considered in the study were the following: the range of possibilities for engagement in paid-for and free-of-charge physical activities, the perceived availability of green areas, the favourite places for physical activity and the role of the neighbourhood and flows in this aspect. The paper presents the results of a survey conducted among 1,244 inhabitants of Poznań in 2017. The respondents positively assessed the possibilities of undertaking physical activity in the context of the city/ space offer. The access to various sports was rated positive, among it the paid activities offered were rated higher than free-of-charge ones. The availability of green areas near the place of residence was assessed as good. Two locations, Cytadela Park and Lake Malta with the surrounding green areas, were the most popular for pursuing physical activity.


2001 ◽  
Vol 10 (01n02) ◽  
pp. 197-215 ◽  
Author(s):  
SATOSHI OYAMA ◽  
KAORU HIRAMATSU ◽  
TORU ISHIDA

A digital city is a social information infrastructure for urban life (including shopping, business, transportation, education, welfare and so on). We started a project to develop a digital city for Kyoto based on the newest technologies including cooperative information agents. This paper presents an architecture for digital cities and shows the roles of agent interfaces in it. We propose two types of cooperative information agents as follows: (a) the front-end agents determine and refine users' uncertain goals, (b) the back-end agents extract and organize relevant information from the Internet, (c) Both types of agents opportunistically cooperate through a blackboard. We also show the research guidelines towards social agents in digital cities; the agent will foster social interaction among people who are living in/visiting the city.


Author(s):  
Charlie E. Cabotaje ◽  
Erwin A. Alampay

Increased access and the convenience of participation to and through the internet encourage connectivity among citizens. These new and enhanced connections are no longer dependent on real-life, face-to-face interactions, and are less restricted by the boundaries of time and space (Frissen, 2005). In this chapter, two cases from the Philippines are documented and assessed in order to look at online citizen engagement. The first case looks at how people participate in promoting tourism in the Philippines through social media. The second case involves their use of social media for disaster response. Previous studies on ICTs and participation in the Philippines have looked at the role of intermediaries (see Alampay, 2002). Since then, the role of social media, in particular that of Facebook and Twitter, has grown dramatically and at times completely circumvents traditional notions of intermediation. The role of Facebook, in particular, will be highlighted in this chapter, and the authors will analyze its effectiveness, vis-à-vis traditional government channels for communication and delivery of similar services. By looking at these two cases and assessing the abovementioned aspects, it is hoped that the use of social media can be seen as an integral part of e-governance especially in engaging citizens to participate in local and national governance.


Author(s):  
Mark Pearcy

America’s Army is a first-person “shooter” online video game produced by the U.S. Army and freely available on the Internet. Ostensibly a recruitment tool, the game constitutes a “mimetic” experience that encompasses real-life Army codes, regulations, and behaviors, approximating an authentic military experience, including realistic missions that involve violence. This article considers the educational role of such mimetic games, practical impediments to its inclusion in classrooms, and the conceptual demands the use of such games may place on teachers and students. Additionally, this article considers the ideological barriers and arguments against the educational use of games like America’s Army. Finally, this article connects the experience of America’s Army to Douglas’ (2008) concept of “playful hatred,” calling for a reconceptualization of the term towards a more competitive and pedagogically useful approach.


2000 ◽  
Vol 4 (1) ◽  
pp. 57-75 ◽  
Author(s):  
Katelyn Y. A. McKenna ◽  
John A. Bargh

Just as with most other communication breakthroughs before it, the initial media and popular reaction to the Internet has been largely negative, if not apocalyptic. For example, it has been described as “awash in pornography”, and more recently as making people “sad and lonely.” Yet, counter to the initial and widely publi cized claim that Internet use causes depression and social isolation, the body of ev idence (even in the initial study on which the claim was based) is mainly to the con trary. More than this, however, it is argued that like the telephone and television before it, the Internet by itself is not a main effect cause of anything, and that psy chology must move beyond this notion to an informed analysis of how social iden tity, social interaction, and relationship formation may be different on the Internet than in real life. Four major differences and their implications for self and identity, social interaction, and relationships are identified: one's greater anonymity, the greatly reduced importance of physical appearance and physical distance as “gating features” to relationship development, and one's greater control over the time and pace of interactions. Existing research is reviewed along these lines and some promising directions for future research are described.


English Today ◽  
2016 ◽  
Vol 32 (3) ◽  
pp. 18-19 ◽  
Author(s):  
Hielke Vriesendorp

In the previous issue of English Today, Lukač (2016) discusses the increasingly important role of online language authorities for users of the internet who are looking for usage advice. However, prescriptivism also reaches these users when they are not actively looking for it. They encounter advice in newsfeeds in different social media, such as Twitter and Facebook, and some of them join online groups to discuss usage problems. The standard language ideology seems to have established itself firmly on these new platforms, adapting itself in the process. Articles on usage shared on social media are almost without exception in the form of lists with eye-catching ‘clickbaity’ titles (e.g. ‘7 Grammar Mistakes That Make You Look Dumb’), and their most important topics differ strongly from those of traditional prescriptivism.


2021 ◽  
Vol 30 (2) ◽  
pp. 154-162
Author(s):  
Angelina I. Matyashevskaya ◽  

Considering effective communication, linguists traditionally focus on the type of the addressee and the conditions of their interaction with the addresser. The paper analyzes some transformations of oral genres on the Internet, including public discussions on the role of Orthodox faith in modern life, the functions of the religion in the spiritual and moral education of the contemporary society and its relation to the scientific breakthroughs of the 21st century. The analysis of video materials shows that their main addressee is the youth audience. Thus, it determines the methods of argumentation chosen in public Internet communication. The YouTube program “I Don’t Believe in God: Talking to an Atheist” has guests of all ages and professions: clergy, scientists and popularizers of science, politicians, journalists, interpreters, doctors, artists, movie critics and bloggers. The speakers are obviously oriented toward the predicted audience, complicates philosophical issues are discussed using real-life examples and involving both logical and emotional arguments. The article also focuses on the relaxed and friendly atmosphere of the conversation. Notably, a lively exchange of opinion boosts the Internet users’ attention and encourages the multidimensional interpretation of the views. A variety of perspectives sparks the youth interest in the discussed issues, facilitates critical thinking, inspires viewers to search for the truth themselves and to form sound judgments on religious faith and atheism. The results of the research may be used to improve students’ public speaking skills.


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