Dachshunds and Web 2.0: The successful coexistence of online and offline communities.

Abstract

This paper discusses the relationship between communities and Web 2.0. Characteristics of both online and offline communities are discussed as well as how these characteristics are limiting or enhancing. The academic resources in this conference paper support the discussion of online communities as broadly supportive (Wellman and Gulia, 1997), weak ties that are created through an online community (Thompson, 2008), and social media platforms being ubiquitous (Porter, 2015, p.161). The example used is a Facebook group called Long Dogs WA. This is a specialised group for owners of dachshunds and has both online and offline elements. This example has aided in the discussing and supporting the main argument that online and offline communities strengthen one another when working together.

Keywords:

Online, offline, communities, Web 2.0, weak ties.

Introduction

The rise of Web 2.0 as a participatory and communicative platform has created a space for users to collaborate online and stimulated the formation of online communities. As social media and virtual platforms have become a prominent aspect of everyone’s life (Porter, 2015, p.161), so too have online communities. The traditional sense of community of being village-like and in-person is no longer sufficient to describe the ever-changing world of Web 2.0. Physical communities are often bound to limitations such as geographical location, race, age and gender, while virtual communities encourage the breaking of these limitations and allow people of all demographics to communicate online (Katz, Rice, Acord, Dasgupta and David, 2004, p. 326). Online communities differ from those offline as they are formed as a result of a shared interest, rather than a physical connection and provide members with “companionship, emotional support, services and a sense of belonging,” (Wellman and Gulia, 1997). This paper will discuss how online and offline communities influence each other, if they pose limitations on one another or allow for growth, and ultimately how they successfully coexist. Although this paper will explore a counter-argument, it will present the conclusion that online and offline communities strengthen one another. The example to be used is a Facebook group that I am a member of called Long Dogs WA (2018); this is a specialised group for dachshund owners that possesses both online and offline aspects. This example along with an in-depth discussion of how Web 2.0 has influenced communities will put forward the argument that the combination of both online and offline communities strengthen one another.

Discussion

Relationships are very rarely maintained solely with face-to-face communication, which is where Web 2.0 communities play a major role in our lives. Although it is difficult to define community due to the various forms, for the purposes of this discussion it will be defined as a group of members that share a common interest and interact with each other as they “actively refine the domain of their shared interests,” (Porter, 2015, p. 162). The elements of an online community include members who possess a shared interest, the voluntary and varied extent of participation of members (Aguiton and Carson, 2007), and an online platform where these communications take place. However, offline communities are based around physicality and people being together, and the defining characteristic is face-to-face communication. Offline communities are more structured as they have regular meetings and someone who facilitates these meetings, meaning that their communication is arranged and directed. Due to the voluntary participation in online platforms, the discussion is fluid, unstructured and can consist of people from different geographical regions, leading to the idea from Wellman and Gulia (1997) that online communities are often broadly supportive. Everyone’s personal community is different, and whether that consists of family, friends, colleagues, or acquaintances, it is very unlikely that these people will all know each other, which is why we join online communities (Wellman and Gulia, 1997). I argue that we cannot classify online communities as solely broadly supportive or narrowly specialised, as most communities are one or the other, if not a combination of both. Wellman and Gulia (1997) state,

“If the Net were solely a means of information exchange, then virtual communities played out over the Net would mostly contain only narrowly, specialized relationships,”

however, as information is only part of the reason for online communities, they can also be described as broadly supportive as “emotional therapy itself is explicitly provided through the Net, “ (Wellman and Gulia, 1997). Online communities create an opportunity to connect with others, which may not be possible for a community that was constructed offline. In the case of Long Dogs WA, it was my narrowly specialised interest that lead me to become a member of a broadly supportive group. For example, if I were to post on my personal Facebook profile asking a question about the dachshund breed, it is unlikely I would get a helpful response if any at all. However, if I were to post on the Long Dogs WA Facebook group which has over 3,000 dachshund owners and enthusiasts, I am more than likely to get a response from someone who has experienced first hand what I am asking about or who has helpful information. Online communities are a space for support, advice, comforts, or discussions, which is the exact reason I am a member of Long Dogs WA.

 

The Long Dogs WA community has characteristics of both online and offline communities that work together to strengthen one another. The Long Dogs WA community possesses characteristics of an offline community such as face-to-face interaction, a facilitator and arranged meetings, as they meet for walks once a month, hold fundraising events, and often members will meet in small groups for play-dates with their dachshunds. However, an online community breaks all these barriers that define an offline community. An online community can “create and preserve ties among people who are physically separate,” (Katz et al, 2004, p. 326). Online communities allow one to create an online persona, express themselves in a way they may not usually in person, and communicate with people from all over the world. Members of the Long Dogs WA Facebook group often post photos in the group of their dachshunds, ask questions about behaviour, ask to meet for play-dates to socialize their dogs, advice on medical issues, and sometimes even for support when they are going through a difficult time with their pets. All of these online interactions create a network within the community and strengthen Wellman and Gulia’s (1997) ideas surrounding broadly supportive online communities.

There are geographical limitations to the online group, which I have discussed as a characteristic of an offline community, however, this limitation is set in place due to the offline community meet ups. For example, to be a member you must live in Perth, as that is where all the events and meet-ups are held. Although the online community would thrive with members from all over Australia contributing, it would be difficult to conduct offline interactions with such a large group and geographically diverse members. Although this Facebook group possesses characteristics of both the offline and online communities, it is evident that the combination of virtual and face-to-face interactions strengthen one another by increasing connections. It is likely that an offline Long Dogs community existed before the online element, which contradicts my initial argument, but the prominence of Web 2.0 as a communication tool has lead the group to transition into a very active online community.

I argue that the offline community could not be possible without the online community as this is where all of the offline activities are organised. Most of the online conversation is constructed around the offline community, so although the online community would still be possible without the offline element, I argue that it would be a less-active community. All of the offline activities are organised via the Facebook group, and to be part of the online community, you must first do something offline – be an owner of a dachshund. I would never have known about, and joined, the online community if the offline presence did not exist. I first found out about this online community while talking to someone as I was walking my dachshund, this person encouraged me to join and spoke about the benefits of the group. The Long Dogs WA group has both online and offline communities that both contribute to the successfulness of the group.

 

For some, the willingness of people to communicate online outweighs the willingness of face-to-face communication. Many people prefer to be members of online communities rather than offline communities as they have more options in the way of how they communicate (Gulia and Wellman, 1997). One of the appeals of online communities is that relationships and communications do not have to be instantaneous. The virtual element allows users to take time constructing a response, delay conversations, or choose to not participate in conversation at all. Being a member without contributing anything is described by Nonnecke, Andrews and Preece (2006) as ‘lurking’. Lurking allows one to have an insight into other peoples’ lives without having direct contact. Although one can join a common purpose online community, such as Long Dogs WA, simply being part of a social networking site allows you to be a member of an online community (Thompson, 2008). Many of the people that associate with one another online, whether that is a friendship or mutual follow, are considered to be weak ties. Weak ties are those one would not consider a close friend but an acquaintance, yet are associated on social media. Thompson (2008) estimates that only 20 people on her social media sites are what she considers close friends or family, and the rest are acquaintances that she has acquired over a few years, which she considers to be her weak ties. For example, members of Long Dogs WA whom I do not know in my offline-life but have contact with them through this online community. Having weak ties in your online community can greatly benefit your offline community and life. For example, “If you’re looking for a job and ask your friends, they won’t be much help; they’re too similar to you, and thus probably won’t have any leads that you don’t already have yourself. Remote acquaintances will be much more useful because they’re farther afield, yet still socially intimate enough to want to help you out,” (Thompson, 2008). Having a number of weak ties, who you do not have to be directly in contact with, can also better help one understand their own community surrounding them. As a result of being part of the Long Dogs online community I have met people that are willing to pet-sit my dachshund, Charli, and as dachshunds can have specific needs and issues it is important to me to have someone look after Charli who has previous experience with dachshunds and knows the breed well. Creating weak ties through Long Dogs has allowed me to feel comfortable leaving Charli with another member if I go away, and is an example of the offline relationships that can be built through online communities, strengthening the initial argument.

Conclusion

Online and offline communities coexist together as they have different strengths and properties that attract members. Offline communities are commonly formed due to geographical location, but are often limited by age, race and gender, whereas online communities are free from these limitations and formed on the basis of a mutual interest. Due to this, online communities are not narrowly specialised, as that would rely on solely an exchange of information, they are broadly supportive. In the discussion of Long Dogs WA, a narrowly specialised interest lead me to be a part of a broadly supportive community, which provides me with support, advice, comfort and discussions. The elements of online and offline communities work together to strengthen one another and provide different levels of engagement to suit all members. Some offline communities would not thrive without the online element, for example the Long Dogs WA community. The online community allows for conversation and organisation around the offline society, yet still provides all the aspects of an online community, “companionship, emotional support, services and a sense of belonging,” (Gulia and Wellman, 1997). The flexibility of online communities encourages users to maintain weak ties within their online society. Weak ties are useful to our offline lives as they give us access to people that we may not normally communicate with face-to-face. Offline communities would often not be successful without an online element for communication purposes. The discussion in this paper has provided an argument that examines the ways that offline communities are strengthened by Web 2.0 and online communities. Web 2.0 is such a prominent aspect of almost everyone’s life that voluntary participation in online communities has become a necessity to strengthen offline relationships.

 

References

Aguiton, C., & Cardon, D., 2007. The Strength of Weak Cooperation: An Attempt to Understand the Meaning of Web 2.0. Communication & Strategies. 65(1). 51-65. Retrieved from https://papers.ssrn.com/sol3/papers.cfm?abstract_id=1009070

Katz, J., Rice, R., Acord, S., Dasgupta, K., & David, K. 2004. Personal Mediated Communication and the concept of Community in Theory and Practice. Annals of the International Communication Association, 28(1), 315-371. Retrieved from https://www.tandfonline.com/doi/abs/10.1080/23808985.2004.11679039

Long Dogs WA. [ca. 2018]. Facebook group. Retrieved from https://www.facebook.com/groups/77155173945/

Nonnecke, B., Andrews, D., & Preece, J., 2006. Non-public and public online community participation: Needs, attitudes and behaviour. Electronic Commerce Research, 6(1), 7-20. Retrieved from https://link.springer.com/article/10.1007%2Fs10660-006-5985-x

Porter, E., 2015. Virtual Communities and Social Networks. In L. Cantoni & J. A. Danowski (Eds). Communication and Technology. 161-179. Retrieved from https://books.google.com.au/books?id=AhxpCgAAQBAJ&lpg=PA161&ots=bZIat75i-L&dq=online%20virtual%20communities%202015&lr&pg=PA161#v=onepage&q&f=false

Thompson, C., 2008. Brave New World of Digital Intimacy. Retrieved from https://www.nytimes.com/2008/09/07/magazine/07awareness-t.html?_r=1

Wellman, B., & Gulia, M., 1997. Net Surfers Don’t Ride Alone: Virtual Communities as Communities. Retrieved from http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.28.4435&rep=rep1&type=pdf

Deceptive dating: how the online identities formed in Facebook dating communities benefit the individual user rather than the goals of the community.

Abstract 

Online deception is rife, and despite the illusion of Facebook authentically representing offline users, this platform is susceptible to dishonesty through changeable user identity. Flaws are often hidden, allowing users to display idealised versions of themselves to sustain cultural appeal and/or social interaction. Despite the risks, online users continue to engage in Facebook dating, relying on ineffective group rules to protect against undesirables. This paper explores the stream of identity in communities and networks by focusing on Facebook’s appeal as an online dating community and the ways in which online identities are used to benefit individual users rather than the dating groups they join.

Keywords

Online identity, dating, Facebook, romance, deception, Catfish, SNS, social network, communities, Internet.

Introduction

It is not uncommon for singles to portray the best version of themselves when attracting a potential mate. Perhaps this pressure to impress is even more prevalent online, with users relying on morality and instincts to navigate the Internet dating world. This paper discusses how online identities formed in Facebook dating groups benefit individual users rather than these communities. To best explore this topic, it is essential to establish why Facebook is chosen as a platform for romantic connections, and then determine how online identity is malleable. By establishing these topics prior to critically analysing user and community goals, a foundation for discussion is created, and vital research in Internet dating and online identity are established. Online user benefits will then be discussed, with motivations divided into two categories; users who intend to establish a romantic connection offline, and those who do not intend to pursue relationships beyond the virtual platform. Once these user goals are established these motivations will then be compared to the goals of Facebook dating communities, demonstrating how ambitions can differ.

‘Facebook Official’: Dating Online

Facebook is a pioneer in social networking, offering its users global communication. The website is a convenient way of connecting with friends-of-friends, or an effective method of bonding with a community independent of one’s offline network. It is not surprising then that Facebook groups are dedicated to cultivating sexual and romantic desire, offering communities where users can network with other like-minded individuals. According to Arora (as cited in Toma, 2017, p. 425) there are four main reasons why Facebook is a leading community for online dating, particularly in low socioeconomic areas. These four motivations not only provide insight into Facebook’s online dating appeal, but also suggest how users can utilise the malleability of online identity for their personal gain. These four main reasons are as follows.

Firstly, Facebook is cheap and accessible (Toma, 2017). Facebook’s free personal use is appealing to a mass population, attracting low socioeconomic users globally. Unlike eHarmony, Match.com and RSVP, Facebook dating communities are free to join, enabling more accessibility to groups dedicated to single people.

Facebook can overcome cultural restrictions (Toma, 2017). In countries like India where marriages are often arranged, there can be cultural restrictions that hinder communication between singles. Facebook is used as a means of interacting with the opposite sex outside of religious or cultural boundaries. The website can also be used as a method of exploring areas of sexual interest before committing to lifestyle changes. For instance, LBGTIQ communities can be joined without influencing the user’s offline lifestyle. In this way, Facebook is a tool for socially restricted users when overcoming cultural boundaries, avoiding public scrutiny or maintaining privacy.

Facebook allows all socioeconomic classes, nationalities and cultures to connect as equals, on a global scale (Toma, 2017). The site encourages users from different geographic locations, socioeconomic backgrounds and cultures to communicate. In doing so, Facebook does not restrict the types of people that users may encounter. Unlike Match.com that relies on geographic location and mathematical equations to predict compatibility, Facebook does not limit who a user can contact. This accessibility allows users to meet with people of different (or higher) social classes, or interact with people they may not usually encounter.

Facebook reinforces norms of politeness when interacting with strangers (Toma, 2017). A large appeal of the Facebook platform is the potential to “friend” request strangers, and often being accepted as means of not committing “a social faux pas” (Toma, 2017, p. 425). By taking the chance to friend request an attractive user the likelihood of initiating a romantic relationship increases with more contact, despite the reason for a user initially accepting the friend request.

These four reasons support the thesis statement as they position Facebook as a popular source for online dating. These reasons also introduce Facebook’s vulnerabilities as an online dating platform, particularly regarding changeable user identities.

The Best of Me is the Worst of Me: The Changeable Online Identity

Online user identity is complex due to its changeability. The Internet self is fluid, with age, sex, disposition and appearance now a choice instead of permanent traits. The Internet veils user identity, with anonymity acting as a form of protection. Weaknesses, flaws and otherness can be concealed or suppressed at the user’s discretion (Zhao, Grasmuck & Martin, 2008). Facebook can also be used to create false identities, as shown in Joost and Schulman’s film Catfish (2011). Even though there is controversy surrounding whether the events documented in the film were true, the documentary still demonstrates how an individual could falsify numerous profiles using the Facebook site. Facebook offers the illusion of authenticity because of the website’s reputation for linking one’s offline social circle on an online platform. Facebook thus appears more credible than Internet chat rooms. The website’s appeal is that the authentic offline self can be readily linked to an idealised self, with artificial connectivity often being misinterpreted for social acting. For instance, a user may appear to have a vast network of Facebook friends, but may only interact with a select few. This creates the assumption that users are often more popular offline than they really are (Zhao, Grasmuck & Martin, 2008).

Arguably, online identities can be perceived as an illusion created by users projecting an idealised self through the omission of information, exaggeration of positive traits or through sheer dishonesty. Online dating users can be divided into two categories; these are namely, users who intend to pursue online dating as a genuine means of meeting a potential mate offline, or users who, for a number of reasons, intend on pursuing an online relationship without physically meeting potential suitors. Toma (2017, p. 427) hypothesised that users who had the intention of meeting potential dates offline tended to portray an online identity that was similar to who they were offline, although somewhat idealised. According to Schubert (2014) users demonstrated an online identity of the “hope-for possible selves” (p. 38), delivering to other users narratives and photographs that represented the best, more culturally desirable parts of them. Schubert’s (2014) study found that users tended to misrepresent how they looked, their age and their marital status more commonly than other traits.

This hypothesis is supported by a study conducted by Tooke and Camire (as cited in Guadagno, Okdie & Kruse, 2012), which found that male users were more deceitful online than their female counterparts. Men attempted to appear kinder, more self-assured and more capable than they were offline. Female users, however, were more deceitful about their appearance, sexuality and femininity. They often portrayed themselves as slimmer, prettier and more sexually adventurous than they were offline (Guadagno, et al., 2012). Women often changed their online identity to suit the preferences of the user they desired as a mate. With such deception prevalent in online identities of those users willing to physically meet with others, it is no surprise that users who were unwilling to date in person often relied on the greater use of deception to fulfill their personal needs (Schubert, 2014). Money scams, deceitful intentions and identity theft are rife in the online dating scene. With a staggering 72% of users convinced that online daters are deceitful, it is astounding that Facebook dating communities are still operational, let alone thriving (Schubert, 2014).

‘Sorry, Not Sorry’: The Benefits of Fluid User Identity when Facebook Dating

Thriving Facebook dating communities are rife with idealised online identities. Tooke and Camire (as cited in Guadagno et al., 2012) discovered that users often idealised their personality and attractiveness to appear more desirable, portraying themselves as more socially acceptable, appealing to cultural beauty standards and gender roles. Often these gender roles are ‘performed’, demonstrated through socially determined behaviour rather than being naturally inherited (Blencowe, 2013). Users of Facebook dating communities, however, can manipulate perceptions of cultural performativity by tailoring their online responses to suit the type of identity they wished to portray, with the option of hiding their biological sex, behaviours or sexuality. Facebook communities also allow the possibility for users to plan responses through text, rather than falling victim to awkward silences in conversation or the Freudian slip. Perhaps this method of communication enables online users to appear more charismatic than they are offline. Individuals can mask their flaws and shed their otherness, experiencing Facebook dating communities as someone culturally desired rather than being overlooked as socially undervalued. These users are aware of these deceptions, moulding their online identity with photograph filters, strategic text and even fabricating untrue information.

These fluid online identities allow users to transcend their social status and experience life as the social elite. For example, a female user could create a Facebook profile using the photographs of an attractive male, limiting use of emotive language and reinforcing cultural norms of masculinity through a voiced love of cars and sports. This user could potentially experience online dating from a male perspective, forming connections with other females for their own personal gain. Online bullying, fraud and ‘Catfishing’ are all rife in Facebook communities, with access to user Facebook profiles acting as a means of learning about potential targets. This reinforces Arora’s study that suggested that some users entertain online connections in fear of committing a “social faux pas”, especially if that user is somehow linked to their social network or claims to reside in their area (as cited in Toma, 2017, p. 425).

Perhaps Facebook dating communities are appealing to users because, aside from interacting with potential love interests, it aids in building a user’s self confidence, allowing for their best or imagined selves to be showcased to the world. It appears that there are little consequences for enhancing or falsifying one’s identity when compared to the reward of adoration and affection received from others. Even users who are in committed relationships can portray that they are single to other potential daters, and even though they may be acting immoral, they may not experience the same guilt as physically cheating on their spouse.

If, like Schubert (2014) suggests, Internet daters thought 72% of users were dishonest with their online identity then why not only interact with users who shared a high disclosure of information about themselves and their lives?

Schubert (2014) found that a low self-disclosure in online dating created the deception of a user being unattainable and therefore more desirable. Other online daters were often more drawn to those low-disclosure users despite an increased chance that a profile with limited information could be misleading. Jameson (1991) could explain this experimentation with risk, through his concept of the “waning of affect” (p. 53). Jameson hypothesised that western culture is bombarded by stimuli, and as a result most are desensitised, constantly searching for emotional and physical stimulation. Perhaps online deception is a means of catering to such a need for stimulation, with the fluidity of online identities providing emotional spikes in both the deceiver and those who are deceived. Rosen, Cheever, Cummings and Felt (2008) contribute to this notion, claiming that those who are deceived by fake online profiles add to their own deception through “Hyperpersonal Perspective”, when “users make overattributions about their online partner” (p. 2129), assigning personal traits they admired, rather than qualities the partner actually had. The relationship between the deceiver and the deceived thus suggests the complexity of human nature and the strong influence of the cultures to which one belongs. These strong cultural influences are reflective in the unique sets of rules followed by individual Facebook dating communities.

Following the Rules: How Fluid Online Identities Benefit Individual Users But Rarely Benefit Facebook Dating Communities

Each individual Facebook dating group has their own unique set of rules. These rules will be used to help establish some general goals of Facebook dating communities and how they advise users to behave in order for that community to reach these goals.

For instance, the Facebook dating community ‘Perth Singles’ attempts to maintain the honesty, safety and privacy of its online members and its group rules reflect these goals. The group’s rules clearly state that users must not advertise goods or services, that members must currently be living as a single person in Western Australia and that users cannot bully each other or post offensive content within the group (Perth Singles, 2016). A fluid online identity, however, could be a threat to this community, rebelling against these community goals without administrators being aware of the deception.

An online identity created within the ‘Perth Singles’ Facebook dating community would benefit the individual user because of its fluidity, but jeopardises the authenticity and goals of the Facebook group itself. Deceptive users would gain access to a vulnerable community protected by a series of ineffective rules created by administrators. For instance, scammers could pose as lonely singles in an attempt to covertly act in fraudulent behaviour, essentially using false profiles as an advertisement to make money. Either changing one’s profile settings, or making them private can easily break the rules relating to geographic location and relationship status. Posting offensive content can be done so through private messaging within the group. Perhaps victimised users could be fearful or embarrassed to report a breach to administrators as it could jeopardise their own idealised online identity within the group. And lastly, bullying can occur through constant access to fake accounts, causing psychological harm to those who discover the deception of a fellow dater’s profile.

Even dating communities that appear more specialised like ‘Perth WA Fitness Singles’ share similar goals, adding that positivity and a fitness lifestyle need to be part of the online identity of each member (Perth WA Fitness Singles, n.d.). Rules such as these encourage identity deception and despite a superficial appearance that these goals are being met, it merely encourages potential members to disguise negative and gluttonous behaviours as a means of interacting with singles who seem to be more culturally desirable because of their physique. Despite the appearance of these rules being maintained within a Facebook dating community, the fluidity of online identity seems to benefit the individual user and not the groups to which they belong. Perhaps further research can be conducted to see if more rules in an online community either deter or encourage deceptive users.

Conclusion

Deception is rife online. Facebook’s dating communities are affected by dishonest user identities. The website’s vast accessibility, global scale, free access and appearance of equality make the platform appealing to both genuine and deceptive Internet daters. Weaknesses and flaws can be concealed in many ways; through photo filters, omission of information and strategic editing. Despite knowing the risks of deception, online daters still choose to engage with Facebook communities, relying on ineffective group rules to weed out undesirables. Internet daters seem willing to suspend their belief of an authentic online reality, a reality of waning affect. Deceptions in online dating appear to engage users by appealing to a human need for excitement, lust and passion, rather than prioritising honesty and integrity in their courtships.

 

References

Blencowe, C. (2013). Performativity. In M. Evans & C. J. Williams (eds.) Gender: The Key Concepts (pp. 162-169). Abingdon: Routledge.

Guadagno, R., Okdie, B. & Kruse, S. (2012). Dating deception: Gender, online dating, and exaggerated self-presentation. Computers in human behavior, 28, 642-647.  http://dx.doi.org/10.1016/j.chb.2011.11.010

Jameson, F. (1991). Postmodernism or the Cultural Logic of Late Capitalism. London & New York: Verso.

Joost, H. (Producer), & Schulman, A. (Director). (2011). Catfish [Motion Picture]. United States: Universal.

Perth Singles. (2016). In Facebook [Group page]. Retrieved April 1, 2018, from https://www.facebook.com/groups/perthsingles/

Perth WA Fitness Singles (n.d.). In Facebook [Group page]. Retrieved April 1, 2018, from https://www.facebook.com/groups/197658607383711/?ref=br_rs

Rosen, L., Cheever, N., Cummings, C. & Felt, J. (2008) The impact of emotionality and self-disclosure on online dating versus traditional dating. Computers in human behavior, 24, 2124-2157.  http://dx.doi.org/10.1016/j.chb.2007.10.003

Schubert, K. (2014) Internet dating and “doing gender”: An analysis of women’s experiences dating online. (Doctoral dissertation). Retrieved April 1, 2018, from http://ufdc.ufl.edu/UFE0046620/00001

Toma, C. L. (2017). Developing online deception literacy while looking for love. Media, Culture and Society, 39 (3), 423-428. http://dx.doi.org/10.1177/0163443716681660

Zhao, S., Grasmuck, S. & Martin, J. (2008). Identity construction on Facebook: Digital empowerment in anchored relationships. Computers in human behavior, 24, 1816-1836. http://dx.doi.org/10.1016/j.chb.2008.02.012

 

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Competitive FPS communities; An analysis of the types of communication that occurs in the third place and the emergence of esports in mainstream society

Abstract

Communities play an important role in acknowledging different groups of people who have similar interests. Within these communities, candidates facilitate different methods of communication with applications, evident through the progression in new emergent technologies. This paper first explores the concept of ‘third place’. It then reviews the concept of online games, delving into the specific First-Person Shooter (FPS) community. From here, a precedence for online games is established. The paper then caters towards discussing how online games become competitive through the realm of ‘esports’. Various contemporary examples of ‘esports’ competitions will be looked upon from game titles such as Overwatch and Call of Duty. Each game provides various types of communication, aiding gamers within a competitive environment. Finally, I will transition to the importance of communication in offline events whilst looking at the proliferation of ‘esports’ becoming more evident in contemporary society for viewers as well as players who participate.

Introduction

Over the years, online games have provided an avenue for a variety of people to escape realism and pressures of the ‘real world’. These spaces are often considered as separate to those experienced in real life, donned as a ‘third place’. Soukup (2006) explores the research of sociologist Ray Oldenburg to which identifies the Third Place as “public spaces used for informal social interaction outside of the home and workplace”. Oldenburg specifies the characteristics of these spaces which are a good starting point in identifying and providing a discussion around this community. From Soukup (2006), he argues that third places:

  • Are on neutral ground;
  • Are a leveller;
  • Conversation is the main activity;
  • Are accessible;
  • [Are a] home away from home, they have ‘regulars’; and
  • [Have a playful mood]

‘Third place’ is situated and considered as an extension of ordinary life. In this paper, I’ll be identifying online games within this space, specifically First-Person Shooters (FPS’). The online gaming community is far too big to identify; therefore, the main scope of this paper will primarily cater towards this specific niche in the gaming community. For those that are unaware, the competitive environment is currently on the rise and is referred to nowadays as ‘esports’. Seo and Jung (2014) explore this as “an area of sport activities in which people develop and train mental or physical abilities in the use of information and communication technologies”. Expanding media platforms have promoted this ever-changing phenomenon with it becoming more than just an activity but rather a more inclusive participative activity through spectatorship. With its rapid increase in popularity, “online computer gaming leagues and locally networked events have offered players a place to engage in serious or career competition” (Seo & Jung, 2014, p.636). With ‘esports’ occurring both online and in offline settings, communication between players is vital to achieve success. This paper will investigate the FPS community and how it creates a competitive environment and promotes a larger level of communication within the third place. Examples such as Overwatch and Call of Duty will be discussed regarding online and offline settings to further explore the notion of a competitive environment. Finally, I will look at communication at ‘LAN’ events and its importance in an offline environment whilst pursuing the ideal of ‘esports’ and its relevance in contemporary society through its growth through viewership and participation of ‘esport’ ‘athletes’.

Third Place and its relationship with Online Games

As previously mentioned, scholars such as Oldenburg have defined ‘third place’ as a “public space[s] used for informal social interaction outside of the home and workplace” (Soukup, 2006, p. 421). Contrasting from what’s usually considered as ‘normal life’, video games offers further social interaction and a platform whereby consumers can escape from reality. According to Wadley et al. (2003) companies such as Sony and Microsoft were the first of many to pioneer this. It is said that “Sony and Microsoft appear to have similar visions for online console gaming: a global network connecting millions of users, who not only play videogames with each other, but also socialise online” (Wadley et al., 2003, p.238).

Online games come in many different forms, whether it’s through multiplayer against other individuals, or cooperative play whereby players team up with others to perform a certain set of tasks. ‘Third places’ are often regarded to be on ‘neutral ground’ and are ‘accessible’. However, in some cases this is not always possible. With a gap in technology, not all people have access to platforms whereby third places occur, in this case, online games. Scholar Papacarissi argues that “the fact that online technologies are only accessible to and used by, a small fraction of the population contributes to an electronic public sphere that is exclusive, elitist and far from the ideal” (Soukup, 2006, p.430). The ‘leveler’ and ‘accessibility’ arguments that are initially enforced by Oldenburg are under scrutiny, conflicting with the ideal of being available to all.

While this seems to be the case, ‘social capital’ helps to support Oldenburg’s views. Robert Putnam defines social capital to be the “connections among individuals – social networks and the norms of reciprocity and trustworthiness arise from them” (Soukup, 2006, p.430). Moreover, while “connectedness might foster equality, it is not necessarily ‘distributed’ evenly…not all people are equally connected with other members of their communities” (Soukup, 2006, p.430). In the case of online games, it provides members a platform to communicate and to meet others, but in some cases, not evenly. The significance of the third place and online games offer and “provide greater opportuni[ties] for diverse people to acquire social capital” (Soukup, 2006, pp. 430-431) as an extension from daily life.

How do Online Games become Competitive? The concept of ‘Esports’ and its rise within contemporary society

An aspect of online games that has become profoundly more popular over the years is the concept of ‘esports’ or more commonly referred to as ‘competitive video games’. Seo and Jung (2014) explain its concept with the ideal being based around “the emergence of professional and semi-professional tournaments, where consumers have been able to celebrate organised and competitive gaming practices”. It’s progression has seen the creation of “leagues and locally networked events [which] have offered players a place to engage in serious or career competition” (Seo & Jung, 2014, p.636). Industry body Electronic Sports League (ESL) reported that in 2012 there were “3.6 million registered users in Europe” (Seo & Jung, 2014, p.642). South Korea has been regarded as the hub of ‘esports’ for many years. In its early stages there were “more than 430 professional ‘athletes’ in South Korea who make a living from playing computer games, and the 2013 WCG – an ‘eSports’ tournament comparable to the Olympic Games for traditional sports – saw 400 computer game players attend from 40 different countries” (Seo & Jung, 2014, p.642). The scalability of this phenomenon is quite remarkable. Team-based titles such as Overwatch and Call of Duty are that of which are subject to current competitions produced on global level with the Overwatch League as well as the Call of Duty World League. At the highest level, and even in online matches, communication is an important aspect that can influence the sequence and result of events in-game. Next, it’ll be critical to analyse the types of communication each title makes use of, showing its relevance and how it helps gamers in a competing environment.

Types of Communication experienced within an Online setting

Text Communication vs. Voice Communication – and the addition of non-verbal in-game tools

Fig 1. Overwatch in-game text-based chat channels between team members (blue) and everyone in the match (orange). (Overwatch Chat, 2016).

Overwatch utilises different modes of communication, the first being text oriented. Players can communicate with their teammates using in-game tools such as ‘pinging’ which notifies their team when their abilities will be available. Following this, gamers can also initiate text-based conversations with their team. Figure 1 shows an example of the text chat in action. The players highlighted with the orange text display their disliking towards a players skill within their match. On the other hand, players are also able to communicate via the voice chat system. This is by far the more preferred way of communicating with team members being able to co-ordinate strategies and plays much more efficiently. The ‘competitive’ playlist is a place where the nature and testing of skill is created through Overwatch. Players are presented with a rank based on how they play against one another. A change in rank or ‘skill rating’ (SR) is a result of either winning or losing a match. Levels of communication are therefore required to be very efficient for teams to focus on obtaining specific objectives or eliminating the appropriate targets. Online games that offer something at stake or worth playing for creates value and frames the game as being competitive. To be successful in this environment, communication plays a pivotal role in crafting the way a team plays as well as adjusting to situations as they happen.

Types of Communication experienced through offline events – competing in a ‘LAN’ environment

Communication is not only conducted in an online setting but also through an offline environment at events or more commonly known as ‘LANs’ (Local Area Network). A LAN is a social event whereby “gamers link their PCs…in order to play together” (Jansz & Martens, 2005, p.335). This social setting is very common for those participating in ‘esports’ with major competitions hosted in this environment. The example makes mention to PCs being linked but console games, such as Call of Duty and Halo, have also been subject to LAN events over the years. LAN events commonly offer something tangible for those who win. The offline setting of LAN events creates a different essence of competitiveness. Communication plays a very important role at LAN events with so much more at stake in comparison to an online setting. Previously, I mentioned that communication was used to co-ordinate specific plays by teams to win in certain situations. Communication is much different in this environment with many gamers often subject to performance anxiety or lack of communication under a much stressful setting.

Fig 2. Call of Duty ‘esports’ stars OpTic Gaming take out the 2017 Call of Duty World Championship with a $600,000 USD prize and title of the best team ever. (Fletcher, 2018).

The tangibility of the prize money, trophy, as well as non-tangible aspects such as reputation is something often creates a competitive environment amongst gamers. Tangibility creates a drive “to win or surpass others…to accomplish levels that one’s friends cannot” (Jansz & Martens, 2005, p.337). Winning an event or any competition for that matter enables gamers to hold a reputation over others that haven’t completed the same feat; this is one of the main drivers that promotes competitiveness in an offline setting. Gamers such as those from OpTic Gaming would have been inclined to use a high level of communication between one another for processes in-game to be a lot more effective, and as a result, helped them to successfully win the tournament. Therefore, LAN events are an amalgamation of both online games as well as a social space for competitive gamers. For what was once regarded as a ‘third place’, this is one of the many concepts that are starting to blur the lines of becoming a much more evident part of the ‘real world’.

‘Esports’ viewership rivalling that of traditional sports and the future for ‘esport’ ‘athletes’

The viewership of traditional sports in comparison to that which is generated from ‘esports’ is something quite interesting. With the introduction of streaming platforms, such as Twitch and YouTube, it has lessened the barriers of entry into the realm of esports. According to Lack (2017) “Streaming platforms like Twitch (launched 2011) acted as growth catalysts for eSports”. Moreover, these platforms “provided the stage for tens of millions of viewers to watch their favourite teams and players live without traveling from their bedrooms. In doing so, they have allowed audience numbers to compete, and even outcompete, with traditional sporting competitions” (Lack, 2017).

Fig 3. Shows the finals viewership comparing NBA and MLB finals against the finals for League of Legends on the streaming platform Twitch. (Lack, 2017)

Viewership of ‘esports’ online can also be replicated in an offline setting at live events. One of the prime examples of this was at the League of Legends World Championship Final in Seoul, South Korea. It was said that “40,000 fans crowded…where huge opening and closing ceremonies featured bands like Imagine Dragons” (Lack, 2017). The viewership of ‘esports’ has transcended from preceding years. Twitch has pioneered a movement allowing for everyday consumers to delve into the concept of ‘esports’ online. The growth rate of the industry is remarkable with “Corporate sponsorship, audiences, and prize funds start[ing] to grow at a rapid rate” (Lack, 2017). Not only this, but “tournament regularity; from the year 2000 to the year 2010, the annual frequency of tournaments increased by 2600%” (Lack, 2017). The progression of this phenomenon is something that needs to be taken seriously with games like Dota 2 which has “awarded little short of $90,000,000 in prizes, with $20,000,000 given out in one tournament alone” (Lack, 2017). Following this even “Colleges and universities are cultivating ‘eSports’ teams” (Lack, 2017). For people that show a high interest in this field, one that was considered traditionally to be a hobby, can now look at ‘esports’ in a way that blends into ‘contemporary’ life as possible job prospects.

Limitations

There are a few limitations that need to be considered regards to the contents discussed in this paper. These include:

The scalability of Online Games. The online gaming community is far too broad to explore for the sake of this paper. The research conducted is only limited to that of the First-Person Shooter community and does not make many ties to extended gaming genres.

Examples identified. The examples of Overwatch and Call of Duty only offer a small insight into the realm of ‘esports’ and shouldn’t be reflective of the whole industry.

Accuracy of statistics. The statistics regarding ‘esports’ viewership should be reviewed more closely from various sources and should not be regarded as an accurate representation unless reflected in similar cases.

Conclusion

In summary, Online Games offer a range of benefits towards consumers exposed to its many intricacies. For many, games are a part of a third place which is identified by Soukup (2006) as “public spaces used for informal social interaction outside of the home and workplace”. Games within a third place offer an increased level of social capital as people learn to create relationships and form friends as an extension of everyday life. However, it must be noted that not all consumers have access to such technologies, making it somewhat exclusive. There’s also an aspect whereby games become competitive. I explained the concept of ‘esports’ and how competitiveness is stemmed contrasting to casual play amongst consumers. For those seeking to succeed in such a diverse and competitive environment the use of communication is vital. From here, the methods of communication experienced in First-Person Shooter titles are referred to, ultimately aiding gamers perform their best competitively. The paper transitioned to communication at ‘LAN’ events and how it differs from its online counterpart. Finally, the concept of ‘esports’ events from a viewership perspective are explored and how it’s becoming more evident as a part of contemporary society with an increase in esports tournaments online and at live events; ultimately rivalling those of traditional sports.

 

References

Fletcher, A. (2018). Top 5 Largest Esports Games & Their Prize Pools. Retrieved from
http://www.xygaming.com/content/top-5-largest-esports-games-prize-pools/

Jansz, J., & Martens, L., (2005). Gaming at a LAN event: the social context of playing video games. New Media & Society, 7(3), 333-355. https://doi.org/10.1177/1461444805052280

Lack, A. (2017). A Comprehensive History of Esports. The Good, The Bad, and The Atari 1976 Space Invaders Tournament [Blog post]. Retrieved from https://www.adspreemedia.com/blog/comprehensive-history-esports-good-bad-and-atari-1976-space-invaders-tournament

Overwatch Chat. (2016). Chat Example. Retrieved from https://twitter.com/overwatch_chat/status/773348692640227328

Seo, Y. & Jung, S-U. (2014). Beyond solitary play in computer games: The social practices of eSports. Journal of Consumer Culture, 16(3), 635-655. https://doi.org/10.1177/1469540514553711

Soukup, C. (2006). Computer-mediated communication as a virtual third place: building Oldenburg’s great good places on the world wide web. New Media & Society, 8(3), 421-440. https://doi.org/10.1177/1461444806061953

Wadley, G., Gibbs, M., Hew, K., & Graham, C. (2003). Computer supported cooperative play, “third places” and online videogames. In S. Viller and P. Wyeth (Eds.), Proceedings 2003 Australasian Computer Human Interaction Conference (OzCHI 2003), Ergonomics Society of Australia, Canberra. https://www.researchgate.net/profile/Martin_Gibbs3/publication/251747173_Computer_Supported_Cooperative_Play_Third_Places_and_Online_Videogames/links/5625617c08aed3d3f137129f.pdf

The social media movement: The creation of online and offline communities using social media in the Black Lives Matter Movement.

The social media movement: The creation of online and offline communities using social media in the Black Lives Matter Movement.

Jessica  Petrides

 

THE SOCIAL MEDIA MOVEMENT

Abstract

This paper explores the use of social media platform Twitter and its ability to create strong communities online, which are then taken offline to enact change. I will examine what determines a virtual community and the factors that contribute to creating a strong virtual community. Building on this, I will explore how virtual communities have to capacity to transcends to that of one which also exists offline. This paper will use the Black Lives Matter movement as an example to demonstrate the way in which the online activist movement also created an offline movement by organising protests, rallies and boycotts.

 

Keywords: Black Lives Matter, social media, online communities, Twitter.

 

 

THE SOCIAL MEDIA MOVEMENT

Social networking sites (SNS’s) have the ability to connect a wide range of demographics, from all over the world, to form online communities. These virtual communities can be used to spread awareness, create support systems, facilitate relationships and generate strong-ties between users (Porter, 2015). These virtual communities also have the capacity to transfer to offline communities. An example of this is Black Lives Matter, an originally online community which has become an offline movement. The movement, which utilises the social media platform Twitter, fights to spread awareness against racial disparity in America, and was created following unfortunate events of mistreatment to African Americans. Originally starting as a hashtag (#blacklivesmatter), the movement transformed into on ground protests, boycotts and rallies right around America. By delving deeper into both the online and offline communities that Black Lives Matter has created, I will be exploring how SNS’s have the capability to go further than just virtual interaction, and its ability to spread awareness and form communities that gather face-to-face in the world to achieve a shared goal.

 

Social media communities and the Black Lives Matter movement 

Porter (2015) describes virtual communities as passion-centric, where the focal point of the communication by individuals is a shared interest and the interaction of this is supported by technology. To build a strong virtual community there are a set of factors which create its foundations. These factors include a fulfilment of needs, shared emotional connection between members and a sense of belonging (Hersberger, Murray, & Rioux, 2007). Because of these foundations, the assumption for a well maintained community should include content and support which reaches its member’s expectations, be engaging and act in solidarity. As Forman, Kern, and Gil-Egui (2012) discuss, the fulfilment of needs, shared emotional connection and sense of belonging, are all factors which can be achieved in both virtual and face-to-face communities. This provides a transition from virtual community to face-to-face, and vice versa, to be that of a smooth one.  Virtual communities forming on social media websites can be said to be split into two groups, computer supported social networks (CSSNs) and the other, a network-based virtual community (Porter, 2015). CSSNs cover users who only communicate over computers and have the potential to have strong, moderate or weak ties. The second, network-based virtual communities, covers those individuals who are geographically dispersed where members seek social benefits (Porter, 2015). The creation of these online communities can be performed through gaming, chat rooms and social media. With the ease of access to social media, it can be utilised as a space to gather, communicate and discuss issues. This can be seen on Twitter, which now amasses over 330 million users worldwide (Statista, 2018). The creation of online communities assisted in creating a large and ongoing civil movement in the United States of America. The Black Lives Matter movement began in 2013, as a response to George Zimmerman’s acquittal of the shooting and killing of unarmed, 17 year old, African American, Trayvon Martin. Created by Alicia Garza, Patrisse Cullors and Opal Tometi, three African American women who were united together in their stance to form a revolutionary peace movement, the term Black Lives Matter was created. The purpose of their movement was to, and to this day still is to, affirm African Americans humanity, contributions to society and resilience in the face of deadly oppression, as they wish to live in a world where black lives are no longer targeted for demise (“Herstory,” 2013). The movement is strong and powerful and truly took off in 2014, when protests commenced in Ferguson, Missouri, following the shooting and killing of Michael Brown, who was once again an unarmed, African American, teenager. Brown’s death by a white police officer gained a large amount of traction on Twitter, with the Black Lives Matter hashtag being tweeted about on an average of 58,747 times per day for three weeks after Michael Brown’s death (Anderson & Hitlin, 2016). The large amount of media coverage and response to this incident brought to light topics of national debate including race, rights and gun control. From these unfortunate events, and many others since (“Timeline: The Black Lives Matter movement,” 2018), the Black Lives Matter virtual community was born, and was used as a platform and tool to organise on-ground events for communities to engage in this social activism in person.

 

How Black Lives Matter created an online community

Black Lives Matter, which originally began as a hashtag on Facebook (#Blacklivesmatter), transcended into an extremely popular and widespread Twitter movement. It created a large community of users and from the movement entered a recognisable community, with its own agenda and identity, to end racial disparity and police brutality (Freelon, McIlwain, & Clark, 2016). Twitter emerged as a platform where users shared stories, found common ground in their concern of the events occurring and together were fighting for reform (De Choudhury, Jhaver, Sugar, & Weber, 2016). Millions of users expressed their concerns over brutality, and a recognisable community with its own agenda and identity formed (Freelon et al., 2016). This growing community utilised multiple hashtags, as shown in Table 1 in the appendix. With over 21 million tweets regarding the Ferguson riots, and over 9 million regarding the killing of Michael Brown. Millions of tweets including the names of other victims of police brutality were also posted. Members of this community were fighting give a voice to those who could no longer speak for themselves. Amongst the millions of tweets displayed in appendix one, De Choudhury et al. (2016) discovered that users with high participation in the movement rarely expressed high levels of negativity or anger in their posts. They were determined to fight for change, as a calm collective. They were firm in their stance to organise action and were socially connecting, supporting, coping and engaging with each other as a community (De Choudhury et al., 2016). The online community grew so rapidly in size, that these users had the capacity to spread news of any brutality and issues regarding the movement faster than mainstream media (Miners, 2014). Adding to this, Patterson (2016) found that the community associated with Black Lives Matter was larger than any communities that were associated with mainstream media outlets. This formed a powerful community that had the ability to be well-informed and knowledgeable and was able to control the speed of information dispersed. As Freelon et al. (2016) discusses, supportive communities consistently attract more attention than those that are unaligned or opposed, and the Black Lives Matter movement who involved users rallying together so their voices could be heard and their desire for change further discussed, is a prime example of this. Twitter support from celebrities including Lebron James, Kim Kardashian West and Lady Gaga among many more, expanded the movements reach even further (James, 2016; Kardashian West, 2016; Gaga, 2016). With celebrities having a reach of millions on Twitter, this type of traction on the issue assisted in the movements capacity to those outside of the community of the issues at hand.

 

How Black Lives Matter created an offline community. 

From reaching millions to create a virtual community on Twitter, the Black Lives Matter movement also adapted to on-ground communities right around America. Using Twitter as the main platform, it was able to facilitate the organisation of Black Lives Matter protests, boycotts and rallies. The organisation of these demonstrations were not just completed by the founders of the movement, but were done by many individuals and other organisations who shared the same goals. From July 2014 to March 2018, over 2300 protests or other demonstrations were held in support of this movement . Some protests attracted thousands and lasted for days, the biggest, and most covered by the media being the Ferguson protests which attracted a great amount of worldwide media attention. Community members who were on-ground at the protests, continued to update members of the community who were unable to make the Ferguson protests due to geographical location (Freelon et al., 2016). DeRay McKesson was one of these community members who live-tweeted his experience at the protests. This total amount of retweets and mentions of the brutality that was displayed at the protests amassed to 1 million (Freelon et al., 2016). With people from around the world seeing what this community was capable of arranging, the protests not only become widespread throughout the United States, they also became international and continued to attract thousands, with solidarity marches held in Manchester, London, Birmingham and Bristol (Pidd, 2016). On-ground support of the movement was also demonstrated by celebrities who had originally expressed their support of the campaign via Twitter. Celebrity husband and wife duo John Legend and Chrissy Tiegen hired several food trucks to serve free food to those protesting the movement in New York, Jay Z and Beyonce hosted a charity ball where they raised $1.5 million to donate to social justice groups including Black Lives Matter, four NBA players delivered a speech at the opening of the 2016 ESPY (Excellence in Sports Performance Yearly) Awards where they brought to light their strong support of the Black Lives Matter movement and actor Jesse Williams produced a documentary titled ‘Stay Woke: The Black Lives Matter Movement’ (Price, 2016). This transition to what once began as a hashtag, to millions worth of donations, a documentary and people demanding action on-ground, is a true testament to what a Twitter movement has the capability to do.

 

Conclusion

As shown above in the Black Lives Matter movement, strong virtual communities have the ability to become offline communities. Virtual communities with strong foundations and a clear purpose as discussed by have similar characteristics to traditional communities, and therefore can be both online and offline. Twitter gave the Black Lives Matter movement a global audience and the employment of this social media form gave way for Twitter users to also become a part of on-ground activism rather than just online activism. The sheer magnitude of protests, boycotts, rallies and media attention the movement received is a testament to this. Although it is impossible to measure if the movement would have been as influential without the Twitter movement, I believe it would not have gained the vast amount of traction and support that is has, and still does.

Appendix:

Table 1: Retrieved from “Beyond the Hashtags: #Ferguson, #Blacklivesmatter, and the Online Struggles for Offline Justice,” by D. Freelon, C. D. Mcllwain, and M. D. Clark, 2016.

 

References:

Anderson, M., & Hitlin, P. (2016). The hashtag #BlackLivesMatter emerges social activism on Twitter. Social Media Conversations About Race.  Retrieved from http://www.pewinternet.org/2016/08/15/the-hashtag-blacklivesmatter-emerges-social-activism-on-twitter/#

At least 2,356 Black Lives Matter protests and other demonstrations have been held in the past 1,353 days. (2018).   Retrieved from https://elephrame.com/textbook/BLM

De Choudhury, M., Jhaver, S., Sugar, B., & Weber, I. (2016). Social Media Participation in an Activist Movement for Racial Equality. Proceedings of the … International AAAI Conference on Weblogs and Social Media. International AAAI Conference on Weblogs and Social Media, 2016, 92-101.

Forman, A. E., Kern, R., & Gil-Egui, G. (2012). Death and mourning as sources of community participation in online social networks: R.I.P. pages in Facebook. 2012. doi:10.5210/fm.v0i0.3935

Freelon, D., McIlwain, C. D., & Clark, M. D. (2016). Beyond the Hashtags: #Ferguson, #Blacklivesmatter, and the Online Struggle for Offline Justice.

Gaga, Lady. (2016, August 7). Paul O’neal…[Tweet]. Retrieved from https://twitter.com/ladygaga/status/762381066682273792?lang=en

Hersberger, J. A., Murray, A. L., & Rioux, K. S. (2007). Examining information exchange and virtual communities: an emergent framework. Online Information Review, 31(2), 135-147. doi:10.1108/14684520710747194

Herstory. (2013). Black Lives Matter.  Retrieved from https://blacklivesmatter.com/about/herstory/

James, L. (2016, July 7). This article says it all…[Tweet]. Retrieved from https://twitter.com/kingjames/status/751234227836841989

Kardashian West, K. (2016, July 8). BLACK LIVES MATTER [Tweet]. Retrieved from https://twitter.com/kimkardashian/status/751430737304252416?lang=en

Miners, Z. (2014). Analysis of Ferguson tweets shows Twitter’s quick grip on the news. Retrieved from PCWorld website: https://www.pcworld.com/article/2540140/analysis-of-tweets-around-ferguson-shows-twitters-quick-grip-on-the-news.html

Patterson, B. E. (2016). Black Lives Matter is Killing it on Twitter. Retrieved from Mother Jones website: https://www.motherjones.com/politics/2016/03/study-shows-how-black-lives-matter-controls-police-narrative/

Pidd, H. (2016). Thousands attend Black Lives Matter solidarity march in Manchester. Retrieved from The Guardian website: https://www.theguardian.com/uk-news/2016/jul/11/black-lives-matter-solidarity-march-protest-manchester

Porter, C. E. (2015). Virtual communities and social networks. In L. Cantoni & J. A. Danowski (Eds.), Communication and technology (Vol. 5, pp. 161-179): Walter de Gruyter GmbH & Co KG.

Price, L. (2016). How Celebrities have Supported Black Lives Matter. Retrieved from People Celebrity website: http://people.com/celebrity/how-celebrities-have-supported-black-lives-matter/#the-weeknd

Statista. (2018). Number of monthly active Twitter users worldwide from 1st quarter 2010 to 4th quarter 2017 (in millions). Retrieved from: https://www.statista.com/statistics/282087/number-of-monthly-active-twitter-users/

Timeline: The Black Lives Matter movement. (2018). Retrieved from ABC News website: http://www.abc.net.au/news/2016-07-14/black-lives-matter-timeline/7585856

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Living Longer Online: Seniors, Online Communities and Web 2.0

Living Longer Online. Seniors, Online Communities and Web 2.0 McNally Ciara

Abstract

This paper explores published articles that have researched the effects of senior citizens participating on Web 2.0 and joining online communities. The paper refers to public participation on Web 2.0 platforms, namely the obstacles and the health benefits associated with senior citizens joining online communities. The articles referenced in this paper show evidence of extended mortality rates among those who utilise online platforms for communication later in life, helping to combat loneliness and social ailments (Holt-Lunstad, Smith, & Layton, 2010). Monbiot (2018) discusses a town in the UK, which claims that participation in communities is curing its senior town residence from ailments, subsequently lowering the town’s hospital admissions. Others back the findings in this article with numerous case studies recording positive results from seniors aged 55 and over participating in online communities. Medical case studies show a connection between social behaviour and feelings with inflammation and illnesses, thus linking social communication to physical wellbeing (Eisenberger, Moieni, Inagaki, Muscatell, & Irwin, 2017). This paper investigates the importance of community connection in adult life, highlighting that the usability and diversity associated with Web 2.0 platforms and social network sites ‘SNS’ (boyd & Ellison, 2007) encourage online participation. This paper acknowledges “The Digital divide” (Peacock & Künemund, 2007) and “Technophobia” (Hogan, 2009) as barriers which senior citizens come up against when attempting to utilise the internet and Web 2.0 platforms. This paper argues that senior citizens can overcome Technophobia and actively participate in online communities to encourage greater mental health and wellbeing, therefore influencing positive social connections regardless of physical ability, age or locations.

Living Longer Online: The Benefits of Joining Online Communities.

Traditional communities can be defined as groups of participants, from a similar demographic or geographic location physically meeting to contribute to a common interest or goal, also known as a Common good (Katz James E, Rice Ronald e, Acord Sophia, Dasgupta Kiki, & David, 2004). Online communities have developed with the same principles as traditional communities that relied on a common geographical location and a physical presence for connection (Katz James E et al., 2004). However, thanks to advances in digitization and convergence (Jenkins, 2004), community connection is now accessible via the internet and Web 2.0 platforms, which broaden community reach by diminishing the need for co-location of members.

Web 2.0 is a term used to describe an evolved version of the World Wide Web for companies that had survived the dot com crash, the term originated by Tim O’Reilly in a 2005 conference (Allen, 2009). Web 2.0 is an efficient and collaborative platform made for “human connection” (Fuchs, 2010, p. 764), allowing participants to contribute and participate from multiple geographical locations. The term Web 2.0 relates to the World Wide Web becoming a faster, more efficient, and adaptable version of itself (Allen, 2009). Web 2.0 is a platform that enables us the capability to present one’s self through online connections, participation and collaboration.

Social Network Sites or SNS’s are platforms with multiple technological affordances used for connection and participation on Web 2.0 (boyd & Ellison, 2007). Social network sites attract people to interact through shared interests, common friends or to follow blog posts on particular topics (Blood, 2000). Utilising SNS’s such as Facebook has been seen to strengthen existing family ties and friendships, combat loneliness and complement existing arrangements such as phone calls, particularly valid in the case of senior citizens (Cornejo, Tentori, & Favela, 2013). Lai and Turban (2008) explain that one of the largest differences between the traditional World Wide Web and Web 2.0 is that its content is user generated with a large emphasis on social network sites, encouraging greater collaboration and participation from internet users.

Social media platforms can be utilised for communication as a Web 2.0 tool, and accessed at little cost with almost full user control for sharing posts, pictures, videos and experiences. Social Network Sites may comprise of thousands sometimes millions of members, or in the case of Facebook have over 2 billion active users (Statista, 2018). Within these social network sites online communities and groups can form. These groups are niece to a specific topic, interest or common attribute, and links users such as senior citizens (Facebook, 2018) together in a sub-topic on a large social networking site (Lai & Turban, 2008). The expanding reach available for online communities increases their member numbers and further solidifies their common purpose.

When a traditional community becomes disconnected, contact between individuals and the community is lost due to physical dispersal (Katz James E et al., 2004). Utilizing the advances of the internet and the participatory nature of Web 2.0 (Jenkins, 2004), online community members can reconnect, expand and retain their connections regardless of the members geographical locations or physical abilities. Virtual communities are “communities without the physical limitations” (Katz James E et al., 2004, p. 326), broadening the sense of belonging and connection individuals feel within an online community. Utilising these Web 2.0 elements allows a sense of community to flourish for online participants.

Discussion

Communities and Web 2.0 have evolved in our everyday lives, providing numerous modes of communication and community participation available for all age groups. An article published by The Guardian (Monbiot, 2018), has associated community groups with a cure for illness and isolation. The article states that when senior citizens become active members in communities emergency hospital admissions fall dramatically. The article reports that social contact for senior citizens should be “on prescription” (Monbiot, 2018). The link between body inflammation and social connections has been described in a case study by Eisenberger et al. (2017), which found that the human immune system is in fact a regulator of social behaviour, and that social environments influence the human immune system. When we are sick, we are sensitive to social situations and communication, knowing when social engagement is required from certain individuals to help us feel better. This study explains that for humans as social animals, having online connections and relationships may help influence our recovery in times of sickness and help to improve mortality rates, “Social disconnection severely compromises survival” (Eisenberger et al., 2017, p. 243). This links the importance of participation in online communities with mental and physical wellbeing (Holt-Lunstad et al., 2010).

Online communities along with SNS’s allow participation and communication online, influencing characteristics of community through participation. A “sense of community” (Gruzd, Wellman, & Takheteyev, 2011, p. 1313) can be obtained through participants using Web 2.0 platforms for organizing to meet others, hold discussions in online forums and create events thus, retaining the traditional sense of community while expanding social circles, relationships and sharing a common cause. Creating “Civic communities” online encourages members to address public issues collectively, as opposed to individually which utilises the power in numbers (Borgida et al., 2002).

National seniors Australia Facebook page claims a “Collective voice of over 200,000 members, National Seniors is the largest, independent organisation lobbying government and business at all levels to get a better deal for the over 50s” (Facebook, 2018). Online communities such as this are proving to be valuable community platforms with its members lobbying for a “Common good” (Katz James E et al., 2004), which in this case is for positive change for a demographic of Australians aged 50 and over. Multiple contributions to a shared goal or topic have been recognized to produce a richer quality of work as opposed to the quality of work produced by individual contribution, heightening the need for numerous members and contributors within online communities (Arazay Ofer, Morgan Wayne, & Raymond, 2006). The further the reach gained by online communities increases their quality of work and further advertises their common goal along with increasing the number of community members.

Concerns have been raised in relation to the use of online communication platforms for developing youths, with research showing its growing use is a cause for social issues such as aggression, substance abuse, academic difficulties and disordered eating (Strasburger, Jordan, & Donnerstein, 2010). Effects from the use of online communication are not always positive, with the internet and Web 2.0 affordances often used as platforms for cyber bullying and aggression (Melissa & Park, 2010). This raises concerns for professionals regarding the impact technology is having on the developing brain. However, the impact that the same communication and social engagement is having for those aged 55 and over, or those who have fully developed as adults finds that communicating online has beneficial effects on their health and wellbeing, contributing to “successful ageing” (Nimrod, 2011, p. 227).

People are increasingly using SNS’s to stay in contact and share important aspects of their life with family and friends, older adults will miss opportunities to keep updated with friends and family members who now spend a large amount of time using these platforms (Cornejo et al., 2013). The ability to utilise Web 2.0 tools such a blogs, wikis, messaging, video calling and online forums are moreover, encouraging senior citizens to overcome “technophobia” , a fear of technology (Hogan, 2009) and to retain high levels of social engagement and relationships with family members and friends online. Data from over 308,849 individuals was gathered and measured over seven and a half years, the results found that people who maintain strong social relationships had a 50% greater likelihood of survival compared to those lacking sufficient social relationships (Holt-Lunstad et al., 2010). This indicates that online community ties and relationship creation and retention can influence the health outcomes of adults (Holt-Lunstad et al., 2010, p. 14).

The Digital age gap or “Digital divide” (Nimrod, 2010) is caused by younger generations adopting digital and technological developments quicker than older generations, this can occur for a number of cultural and technological reasons. Studies done on decisions for older people to remain offline found results to be based on private access possibilities, motivational indifference and deficient knowledge (Peacock & Künemund, 2007). Remaining offline at a time when digital technology and online participation is advancing (Jenkins, 2004), and billions of users are choosing to participate through online platforms means that senior citizens who remain offline will be “disadvantaged from a socio-ecological point of view” (Peacock & Künemund, 2007). Nimrod (2010) discusses how online communities for senior citizens offer emotional support, increasing communication, companionship and an opportunity for growth and retaining friendships, these online communities also offer an opportunity to have fun and create new friendships (Nimrod, 2011). It is important that that senior citizens still feel like active members of society, this may be threatened by retirement or ill health, however contributing to online forums and SNS’s leads to companionship and discussions on a broad number of subjects from death to politics, serving a sense of connectedness for those who participate (Nimrod, 2010).

A study on technophobia conducted on senior citizens and undergraduate students in Ireland found significant levels of technophobia and computer anxiety in older citizens namely women, as opposed to younger undergraduate students, the case study was measured on computer anxiety and attitudes towards technology (Hogan, 2009). Computer anxiety results in computer avoidance, and has been linked with the ageing population, as older adults become less mobile, continual aspects of daily life are becoming increasingly reliant on information technology and It is therfore becoming more important for senior citizens to learn how to utilise online technologies (Hogan, 2009). Social isolation and decreased face-to-face interaction are worrying trends among the ageing population (Borgida et al., 2002) using the internet and Web 2.0 platforms may be considered a strategy for combating this. According to studies (Borgida et al., 2002; Cornejo et al., 2013; Hogan, 2009; Nimrod, 2010; Peacock & Künemund, 2007) for senior citizens to advance from technophobia and eliminate a Digital divide new methods of internet communication participation must be introduced to encourage this demographic to participate and communicate online.

Conclusions and Future studies

In conclusion, technological advances and developments in the Internet and Web 2.0 have made for a relatively seamless, useful and efficient World Wide Web, its platforms etched in our everyday lives to enable online communication, productivity and usability of numerous platforms (Allen, 2009). For younger generations growing up using digital technology these platforms have a sense of ease of use, with many people now choosing to retain social connections and share important elements of their lives on SNS’s (boyd & Ellison, 2007). Senior citizens aged 55 plus are a generation who did not grow up proficiently educated in using these technologies (Hogan, 2009). This among other cultural factors has resulted in a Digital divide between younger and older generations (Peacock & Künemund, 2007). The case studies used in this paper strongly suggest that utilizing online communities is increasing mortality rates, combatting ailments and tackling loneliness in senior citizens (Eisenberger et al., 2017; Holt-Lunstad et al., 2010; Monbiot, 2018). The mentioned health benefits for senior citizens joining online communities such as companionship, social engagement, increased mortality and positive mental wellbeing outweigh the difficulties and obstacles initiated by the Digital divide, such as computer anxiety and technophobia. Much of the research findings suggest that highlighting and advertising these benefits while putting sufficient programs in place to promote internet communication and participation will educate the ageing population on how to better utilise the internet and Web 2.0 (Borgida et al., 2002; Hogan, 2009; Peacock & Künemund, 2007). Introducing sufficent technoligical educational programs will ensure that senior citizens do not become socially disadvantaged, thus increasing connectivity and participation rates of this demographic and influencing a better quality of life for senior citizens through community participation and the use of Web 2.0. This will also encourge topics for future study in this area.

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