1. Thurlow, Lingle and Tomic lay out the
differences between"Cyberspace, Cybersociety and Cyberculture."
Define each term, and explain how they are similar and/or different. Give an
example of cybersociety, cyberspace and cyberculture.
“Cyberspace is about the people who use
the internet and the different uses they put it to” – page 29. In other words,
cyberspace is internet itself. People or users can use internet differently,
for example to create database to access certain information.
“Cybersociety – a term which perhaps
describes better the way that communication mediated by the internet is all
about social life: people, interactions, relationships, identities and
communities” – page 29. One of the example of the cybersociety is social
networks such as VK.com, which popular among Russian language speakers, and
Facebooks. Those sites user can create their own rules, regulations and
communications style.
“cyberculture is merely another domain or
expression of cultural life more generally.” Cyberculture is culture inside the
cyberspace. For example, in online games users crate guild or groups, which has
certain rules, values or may have certain communication style unique for their
group or game.
Cybersociety may seems similar to Cyberculture,
but they are different. Cybersociety we call a group of people, while
Cyberculture is values and goals of the group.
Similarity off all three is that all
three take place in the internet.
2.Thurlow, Lingle and Tomic describe
"Interpersonal Dynamics" in CMC. What are some issues faced when
attempting interactions on an interpersonal level in CMC? Is CMC inherently
antisocial or ascocial communication? Give an example of when you have
unsuccessfully tried to communicate with someone via CMC/
One of the most important issue faced by
CMC in interpersonal level is emotions. By using the CMC is difficult for
receiver to interpret from the source. For that reason people could get
confused if he or she will get contextual information.
Asocial means, without society, while
Antisocial means against society. CMC could be both asocial and antisocial.
However, antisocial acts do not regularly take place in the cyberspace. In the
other hand People often could act asocial. This could be for the several reason.
One of them is deindividualization. Moreover, people with asocial behavior,
like hikikomori in Japan could function normally by using the CMC.
Last time I was unable to communicate
with my professor from the University. I still do not know the cause of the
problem. May it was internet connection or just ignore.
3. Jones poses the question, "Can
their be community in an purely informational space?" What does Jones say
about the existence of community in online, virtual or CMC-based environments?
Some hold that communities need a "place" to meet. Does CMC
"decenter" place; can online or virtual environments exist as places
where we go, or are they different?
For the certain there can be community of purely
informational space, such as fun pages of famous starts.
According to Jones people in internet community has similar
spirituality and may be connected geographically.
“we may forge our own places from the many exist, not by
creating new places but simply choosing from the menu of those available…”
Online or virtual environment could be the place where we go and they are
different in many ways from the real word. On line games is a place where we go
to play. In addition, by simply surfing in the internet we can choose the place
to go. Virtual place can be different from the real word places, because users
may have different rituals to which they are strongly attached.
EXTRA:
From my personal point of view cyberspace and cyberculture
can be connected to symbolic-interactionist theory from sociology. According to
this theory people create symbols and communicate according to them. From that
pattern we could see that different rules and regulations appears in the
virtual places.
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