Our Virtual World
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Published By IGI Global

9781878289926, 9781930708921

2001 ◽  
pp. 152-165
Author(s):  
Jennifer Petersen

In this chapter, I suggest that rather than focusing the discussion of the socio-political impact of new communications technologies solely within the realm of electoral politics, the scope of analysis should be broadened to take into consideration how individuals are using the Internet and how those practices relate to social and political life. I argue against the equation of technology with increases in individual political agency and suggest an approach that is based in Internet use patterns. Research that does focus on individual web use suggests patterns and strategies of use that do not fall under the purview of these discussions but are nevertheless germane to U.S. democratic politics and public discussion.


2001 ◽  
pp. 141-150
Author(s):  
Laku Chidambaram ◽  
Ilze Zigurs

when we indulge in virtual leisure, the two ends of the spectrum—unwanted social influences and desirable social outcomes—are evident from the scenarios outlined above. A goal for society would be to promote the latter and reduce the former. However, no clear or easy answers exist for this and related dilemmas, but the issues they raise have been and continue to be examined via public discourse. Our goal in this chapter is to continue this discourse and provide an analysis of how our virtual world has affected and is likely to affect leisure at a societal level.


2001 ◽  
pp. 1-8
Author(s):  
Laku Chidambaram ◽  
Ilze Zigurs

Since the dawn of civilization, new technologies—from the plow to the locomotive to the computer—have transformed human lives. These changes have often been for the better, but occasionally also for the worse. No matter what the consequence, these changes have always been irrevocable and pervasive. Today’s new technologies, from the well-connected computer to the digital communication infrastructure, are no exception. They are dramatically changing the way we work, play and live. This book explores how these real changes have helped create our virtual world. It also examines the impact of these changes on individuals, organizations and society.


2001 ◽  
pp. 219-233 ◽  
Author(s):  
Marios Koufaris

At its core, the Internet is a communication medium. As such, it can enable social interactions between people in different parts of the world and at different times. The last technological innovation that changed the way we communicate so drastically was the telephone. Its social impact has been dramatic and the Internet is already influencing our lives just as significantly. In this chapter I describe the use of a small part of the Internet by a specific social group. I will discuss the issues surrounding the use of an Internet-based newsgroup dedicated to organ transplantation. My observations will primarily deal with organ transplant recipients and their use of this newsgroup to define a new identity for themselves after the disorienting lifesaving procedure of a foreign organ grafted onto their bodies.


2001 ◽  
pp. 124-140 ◽  
Author(s):  
Jo Ann Oravec

This chapter analyzes the emerging forms of online recreation and play in the workplace and addresses how their benefits and drawbacks are being defined. It discusses how online work and play are often becoming seamlessly melded and sometimes confused, as predicted by Orwell in the epigraph. Managers are responding to online recreation in a wide spectrum of ways, from restricting all “personal” uses of computing to openly encouraging them (often as a means of keeping employees at their desks for long hours).


2001 ◽  
pp. 56-73 ◽  
Author(s):  
Fred Niederman ◽  
Bruce Rollier

Can technology make education more attainable for those on the lower economic levels? If so, this might raise the standard of living for everyone, not just the poor, because their increased income would enable them to consume more goods and services and share more of the tax load. Can technology make education more available to those who cannot conveniently take classes at a fixed time and place? Can it meet the needs of busy professionals for frequent upgrading of their skills? Is teaching online and at a distance as effective as classroom teaching? Can all students learn through this medium, and if not what type of student can most benefit? Will it meet the needs of the MTV generation, who have become accustomed to acquiring most of their knowledge from a television set? What are the most promising technologies that will improve the effectiveness of distance learning? We will explore these topics in this chapter, commencing with some thoughts about the impact of technology in the learning process.


2001 ◽  
pp. 191-218 ◽  
Author(s):  
Wanda J. Orlikowski ◽  
JoAnne Yates ◽  
Nils Olaya Fonstad

In this chapter, we provide an account of the emergence of a virtual community following a shift in institutional work practice from a traditional process to one that was primarily electronic. In the 1998/99 MBA Admissions season, the Sloan School of Management moved from a primarily paper-based application process to an entirely Web-based application process. From the Admissions Office point of view, this shift to on-line admissions was intended to be a relatively contained and simple change in medium to reduce costs in one part of the process (in order to allow greater spending on another part) and to simplify work processes in the office, as well as to reinforce Sloan’s image of technological innovativeness.


2001 ◽  
pp. 104-123
Author(s):  
Ramesh Venkataraman

In this chapter, we trace the evolution of the two types of online poker games, characterize the players who play them and examine the reasons for the success of both these online games. The data and observations presented in the chapter are based on: a) personal observations, b) comments from players in response to open-ended questions posed online, and c) a survey that examined the attitudes of players towards online poker. By examining factors such as the characteristics of the medium, the background of the players, and the players’ attitudes towards the game we hope to be able to draw some conclusions regarding how a game that inherently requires face-to-face contact is able to thrive in an online mode.


2001 ◽  
pp. 9-38 ◽  
Author(s):  
Magid Igbaria ◽  
Conrad Shayo ◽  
Lorne Olfman

In this chapter we examine the driving forces behind the growth of virtual societies and discuss existing arrangements and practices at the individual, group, organization, and community levels. We also examine the implications of how people will live and work in societies where these arrangements and practices are widespread and mixed with face-to-face relationships. Our discussion follows the model of virtual society presented in Figure 1. Figure 1 describes an evolutionary model conceptualizing an entire hierarchy for studying the virtual society and summarizes both the driving forces and arrangements that are critical components of this proposed framework. Specifically, this chapter is organized as follows: We first discuss the driving forces which include global economics, policies and politics, enlightened population, and information technology; second we describe existing arrangements and practices at the individual, group, organization, and community levels. Finally, we examine the dilemmas and implications of the virtual society on peoples’ lives and work.


2001 ◽  
pp. 166-190 ◽  
Author(s):  
Urs E. Gattiker ◽  
Stefano Perlusz ◽  
Kristoffer Bohmann ◽  
Christian Morck Sorensen

This chapter advances our understanding about a virtual community sponsored by a not-for-profit association and including members from around the world. In particular, this chapter (1) addresses similarities and differences between social and virtual communities, (2) outlines how an inter-routine domain of virtuality and social capital theory may help explain levels of trust, structure, understanding, and free-riding in a virtual community, (3) describes a specific virtual community, its focus and the efforts undertaken to motivate its members, and (4) provides some preliminary data about how this virtual community works on a daily basis in cyberspace.


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