From CMC Technologies to Social Participation Technologies

Author(s):  
Chaka Chaka

This chapter characterises the evolution of computer-mediated communication (CMC) technologies into social participation technologies (SPTs). With respect to the latter, it explores blogs, social networking sites (e.g., Facebook and MySpace), media sharing sites (e.g., Flickr and YouTube), virtual worlds (e.g., Second Life), massively multiplayer online games (e.g., Lineage and World of Warcraft), and mashups in varying degrees. It also contends that SPTs serve as instances of inscription and attention technologies in relation to users employing them. In addition, it delineates new genres, changing discourses, emerging literacies, online socialised learning and changing learners associated with SPTs. Against this background, the chapter provides, first, a short overview of the evolution of CMC technologies into SPTs. Second, it presents a case for new genres, changing discourses, emerging literacies, online socialised learning and changing learners in the context of SPTs. Last, it outlines some of the future trends likely to influence SPTs in relation to genres, discourses, literacies and online socialised learning.

Author(s):  
Stephen A. Schrum

As creative people inhabit virtual worlds, they bring their ideas for art and performance with them into these brave new worlds. While at first glance, virtual performance may have the outward trappings of theatre, some believe they don’t adhere to the basic traditional definition of theatre: the interaction between an actor and an audience. Detractors suggest that physical presence is required for such an interaction to take place. However, studies have shown that computer mediated communication (CMC) can be as real as face-to-face communication, where emotional response is concerned. Armed with this information, the author can examine how performance in a virtual world such as Second Life may indeed be like “real” theatre, what the possibilities for future virtual performance are, and may require that we redefine theatre for online performance venues.


Author(s):  
Carmen Maíz-Arévalo

Abstract: emoticons are ordinarily linked to more colloquial computer-mediated exchanges such as informal emails, chats, comments on social networking sites, etc. In these genres, the interactional function of language is also predominant even if there can also be transactional elements. The question rises whether more transactional and formal exchanges make a similar use of emoticons. This paper aims to compare the use of emoticons in two contrastive datasets of computer-mediated communication where either the interactional or transactional function predominates to find out whether emoticons are used as much in transactional as in interactional encounters and whether they perform the same functions.Resumen: en general, los emoticonos se asocian a contextos de carácter informal (mails informales, chats, redes sociales, etc.). En estos géneros, predomina la función interactiva del lenguaje incluso cuando hay cierta transacción. Esto nos lleva a plantearnos si los emoticonos tienen las misma frecuencia de uso y sirven para desempeñar las mismas funciones en aquellos intercambios mediados por ordenador de carácter más formal. El objetivo de este estudio es comparar el uso de los emoticonos en dos bases de datos: una de carácter interactivo frente a otra transaccional y ver si la frecuencia de uso y las funciones desempeñadas son equiparables.


Author(s):  
Sharon Stoerger

Virtual worlds have the potential to foster new forms of educational communication among students and their instructors. These digital exchanges in virtual worlds are facilitated by computer-mediated communication (CMC) tools such as text-based media and Voice over Internet Protocol (VoIP). This chapter will investigate the media that were used to support student-instructor interactions in three continuing education courses situated in Second Life (SL). Based on these observations, text chat was more effective than VoIP at supporting educational discussions during these class sessions.


2014 ◽  
pp. 1427-1440
Author(s):  
Jenna Ryan

Computer mediated communication (CMC), especially via Web 2.0 technologies like social networking and casting software, has become an essential part of the lives of the current generation of college students. This chapter will explore the possibilities for the use of these technologies by universities and colleges to connect with their students and to enhance instruction. Topics covered will include Facebook, Twitter, virtual worlds, casting software, and future trends.


Author(s):  
Varda Konstam

This chapter examines the ways in which technology influences the romantic behavior of emerging adults. From meeting new romantic partners to managing existing relationships to breaking up and recovering from breakups, computer-mediated communication (CMC) is entwined with romance. The ways in which CMC can objectify users and overwhelm them with too many choices are examined here. The chapter also examines dating apps as well as technologically influenced behaviors and challenges, such as “technoference” and sexting. The 29 study participants share their thoughts and experiences related to CMC and social networking sites, and how the inevitable presence of technology has affected their romantic lives.


2018 ◽  
Vol 5 (1) ◽  
pp. 23-48
Author(s):  
Eka Fadilah

This present study aims to investigate direct and indirect factors affecting willingness to communicate (WTC) in L2 by using Facebook. The emergence of Computer Mediated Communication (CMC) and Social Networking Sites (SNSs) such as Facebook (FB) provides the considerable changes in teaching and learning. Learning which is not only carried out in the classroom, but also out of the classroom. A new trend of using Social Networking Sites (SNSs) has been highlighted recently to prompt learners’ L2 WTC. 156 participants of university students of English Department participated by filling out a set of questionnaire with a 5-point Likert-scale encompassing students’ perception, motivation, communicative self-confidence (CSC), and Willingness to Communicate (L2 WTC). The participants are second semester English students from private and state universities in three cities in Indonesia: Surabaya, Bali, and Malang. Data collection and analysis used a software package, AMOS 20, to gauge the magnitude of the factors affecting L2 WTC by using FB platform. The finding shows that there are considerable effects on perception and motivation mediated by communicative self-confidence to WTC. While, communicative self-confidence shows the strongest predictor on L2 WTC.  


Normas ◽  
2018 ◽  
Vol 8 (1) ◽  
pp. 168
Author(s):  
Carolina Figueras Bates

This paper presents the results of a content analysis of 1000 personal profiles posted on a pro-anorexia (pro-ana) group from the social networking site Xanga. Applying methods of computer-mediated communication discourse analysis, the visual and verbal strategies of self-presentation in pro-ana members’ profiles were examined. Competence, ingratiation, exemplification and supplication emerged as the main self-presentation strategies identified in the text-based profiles. In contrast to other online self-presentations (such as personal home pages and weblogs), new contents and meanings related to a pro-ana social identity were assigned to these strategies in the group. The analysis of the profile pictures revealed that pro-ana users of the site tended to remain visually anonymous, resorting to images of models and celebrities, and reproducing the thin ideal. Based on these findings, this study advances some conclusions about how the pro-ana identity is constructed in social networking sites.


Author(s):  
Sergi Roura Planas

Different ways of communication are encouraging the development of a different societal texture where social networking sites, blogs, or other Computer-Mediated Communication (CMC) tools are employed. The “youngcast” project, an international students’ exchange, has been designed to cope with the demands of this technologically globalized context we are immersed in; in this project, an online platform is used and Oral Synchronous Computer-Mediated Communication (OSCMC) exchanges are scheduled in order to join English and Spanish Second Language (SL) learners from different parts of the world. A case study, aimed to discover some of the preliminary factors inhibiting participants from taking part in the OSCMC exchanges, resulted in the design of an updated version of the online platform; this new environment is more focused on facilitating online communication between tandem partners and keeping track of some of their learners’ production for ulterior feedback.


Author(s):  
Jenna Ryan

Computer mediated communication (CMC), especially via Web 2.0 technologies like social networking and casting software, has become an essential part of the lives of the current generation of college students. This chapter will explore the possibilities for the use of these technologies by universities and colleges to connect with their students and to enhance instruction. Topics covered will include Facebook, Twitter, virtual worlds, casting software, and future trends.


2010 ◽  
Vol 2 (5) ◽  
Author(s):  
Ioanna Nikolaou

Virtual worlds, such as Second Life, are rapidly becoming recognized as a technology of substantial future importance for marketers and advertisers due to the great growth of Computer Mediated Communication (CMC). In recent years virtual worlds have become highly interactive, collaborative and commercial; these worlds would have the potential to be new channels for marketing content and products, integrating ‘v-commerce’, or ‘virtual e-commerce’. Virtual Worlds clearly demonstrate how the boundaries between the physical and the virtual are becoming more fluid as individuals are interacting with digitally constructed entities. This paper aims to explore the literature in order to illuminate some of the issues related to consumption in virtual worlds and offer a better understanding of virtual participants’ consumption practices.  


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