Virtual Communities: Empowering People with Disabilities to Wear Multiple Digital Hats

Abstract This paper examines how people with disabilities construct their identity in virtual communities. The changing disability discourse resulted in communities of practice that lend themselves to a collective identity, however virtual worlds such as Second Life (www.secondlife.com), allow users to experience multiple identities through the creation of avatars. The purpose of this discussion is to consider the benefits of exploring multiple identities in virtual worlds and argues that creating Read more [...]

Social Networking Dating Apps Such as Tinder Have Changed the Way Millennials Present Their Online Identity

Abstract App culture has erupted in recent times particularly in the landscape of finding love and relationships. Due to the development of Web 2.0, millennials have moved out of their excluded and private space of the bedroom and onto Apps (Hodkinson, 2015, p. 1). This conference paper explores the many research papers written by academics about social media networks and how they assist in finding love for young people in the new millennium which I will use to support my argument. Keywords: Read more [...]

Social Media Bubbles Reinforce Negative Behaviour

PDF Copy – NET204_Final Conference_Lamerichs,Sebastian Abstract This paper explores the use of “filter bubbles” (or just “bubbles”) on the Internet,  referring to the practice of using metadata for each individual user of an online service such as a social media platform or search engine, and constructing personalised results for that user that align with their existing interests, intended to increase engagement on those platforms. While the concept of filter bubbles culturally is not Read more [...]

Minecraft Servers are Providing Safe and Nurturing Communities for Young People

Abstract The global popularity and influence of online video games has been the subject of debate for nearly three decades, often with the claim of video games promoting aggressive and anti-social behaviour. Minecraft is an online multiplayer game played by over 74 million active monthly players across over 10,000 live servers. These servers are often designed, built and operated by volunteer staff called administrators. It is through the rules set by these administrators, combined with their Read more [...]

WARCRAFT COMMUNITIES AND THEIR SOCIAL BENEFITS

  Online Video Game Communities in World of Warcraft and their impact on wellbeing in comparison to real world communities Abstract This paper explores a variety of sources that cover the benefits of online video game communities (online communities) and how they are created within the World of Warcraft environment which will be compared to real-world communities (offline communities). Blizzard Entertainments’ (Blizzard) video game World of Warcraft (WoW) is the digital landscape that allows Read more [...]

Using Manufactured Identities in Online Social Media

Abstract The use of pseudonyms and personas when creating profiles within online social media serves to provide many vulnerable people with a way to safely have an online presence without the fear of harassment or real world threats. The rise in the number of hacking incidents involving identity theft combined with a growing number of reports of fake online identities being used for malicious and criminal intent, has led to companies such as Facebook implementing security measures such as the Read more [...]

Roleplay and Community Gaming; how the use of streaming technologies enhance trust in gaming environments where players roleplay characters through pseudonym and false identity.

Abstract The purpose of this paper is to argue that streaming technologies enhance trust in gaming environments where players roleplay characters through pseudonyms and false identity. Through methods of researching Grand Theft Auto Five (GTAV) (Rockstar North, 2013) game mechanics, the streaming service Twitch (www.twitch.tv), and focusing on the FiveM (CitizenFX, 2014) server The Family RP (FiveM, 2014) to demonstrate how trust is formed within these communities through the rules and communication Read more [...]

Goodreads in the development of personal relationships on discussion boards through shared common interests

Download PDF Abstract This paper will explore the development of relationships through discussion boards on Goodreads by arguing that online discussions give young people who are unable to communicate offline a chance to connect with others through a shared interest. This paper will also argue how through anonymity and pseudonymity young people have a chance to create a personal persona that aids them in the development of self.   Discussion Online discussion boards, chat groups, and Read more [...]

The Effects of Human Behaviour and Personality on Social Networking Usage

ABSTRACT Online social networking is one of the many social developments brought about by the Internet and Web 2.0, and has made its way into the status quo for modern-day socialization. With this development has come many fundamental changes to the way people communicate with each other. Thus, I believe it is important to examine the practical effects that this shift towards online communication has generated. In this paper, I discuss the relationship between social networking usage and certain Read more [...]

“Mum, seriously!”: Sharenting the new social trend with no opt-out.

Abstract Children growing up with the normalised practice of sharenting via social networking sites, such as Instagram, will be influenced by the public interactions with the curated portrayal of their identity. The over-sharing of personal childhood moments creates a mediated digital identity with no agency from the child. While research has indicated a number of negative effects from social networking sites (SNS), including lower self-esteem and depression in teenagers and adults, findings have Read more [...]