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Behavioral Aspects of Social Communities. Faraz Malik Tanveer Mukhtar Salman Arjumand Muhammad Shafqat. November 10 th, 2009. Learning Purposes Only. What is Behavior?. Behavioral Issues Occurrences of ongoing misconduct or inability to acquire appropriate behavioral responses
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Behavioral Aspects of Social Communities Faraz Malik Tanveer Mukhtar Salman Arjumand Muhammad Shafqat November 10th, 2009
What is Behavior? • Behavioral Issues • Occurrences of ongoing misconduct or inability to acquire appropriate behavioral responses • Influenced by • Culture • Attitudes • Emotions • Values • Ethics • Authority • Genetics www.kirkmanlabs.com/roadmap_glossary.html
Lurking & Leeching • A lurker is a person who reads discussions on a message board, newsgroup, chatroom, file sharing or other interactive system, but rarely or never participates actively • leech or leecher refers to the practice of benefiting from others' information or effort but not offering anything in return • Majorly seen on forums
The 1% Rule The number of people who create content on the internet represent 1% (or less) of the people actually viewing that content
Why lurkers lurk? “people who lurk do so because they do not feel competent to post” (Mason, 1999) • Uncomfortable in public • Learning about the group • Building an identity • Communication overload • Not necessary to post • Personal characteristics • Limited time
Chat Rooms • Any form of synchronous conferencing • Real-time online chat over instant messaging and online forums • Common Activities in Chat Rooms • Share Information • File Sharing • Audio and Video Conferencing
Issues with Chat Rooms • Common use of offensive language • Anonymity • Varying Identities and Languages • Online Manipulators • Misleading Information • Loss of Personal Information • Internet Se*ual Predators • Frequently used by minors • Can facilitate illegal se* contacts
Why these Issues? • Sense of insecurity • Lack of confidence • Frustration • Desire to dominate others – Virtually, if not in real • Ease of committing crimes online • Lack of Control / Management
Chat Room Safety • Know what you’r doing • IM sessions are live • Think before you say • Don’t say anything you wouldn’t want the public to know • Don’t get together with someone you meet in a chat room • Never reveal your plans
Cont’d • Do not use se*ually suggestive nick names • If someone says or does something creepy, block them • If the topic turns to se*, just sign out. • Don’t chat commonly with people of higher age brackets than yours
Online Social Communities – Good or Bad? • Missing people with signs of assault • Rules – who bothers? • Tiniest information can reveal personal data • Friend Hopping • Many cases of arrests • Most of them used Myspace and Facebook to find their victims
A Successful Community – Five Rules Your discussions must be threaded or nested, not just "flat."
Rule Two You have readers who know more than you do about any given topic - and plenty of readers who don't know nearly as much as they think they do
Rule Three Let your readers judge each other so you don't have to judge them yourself.
Rule Four Why buy a cow when the software is free?
Rule Five All good things must come to an end
Some cases in focus • The Montgomery case; when online relationships are the cause of deaths • Second life; how it rocked the life of a married couple • Couple decides to marry after meeting in second life Source: http://www.wired.com/culture/lifestyle/commentary/sexdrive/2007/09/sexdrive_0907
How online relationships are different? • Opens new ways of interacting • Most people are more expressive online • Saved messages can be used for accuracy and re-evaluation • Delayed responses to enhance self-control, or to convey the perfect response • Change in pacing of messages reflect changes in relationships • Anger, hatred, love, happiness find different ways of expression Source:http://www-usr.rider.edu/~suler/psycyber/textrel.html
Source:Paese, Allan. Body language; how to read others thoughts by their body language.
Some ways people express their emotions online • :p • Lol • Lmao • :D • :S • :@ • WTH • Btw
Some statistics 19% of married couples in 2007 met online
Compared to 17% who met at work 17% paired through their friends
Online relationships and fantasy personalities • A new way to meet people • People create online selves, resembling bodies that are idealized in the “real” world • Men say “we are buff and young”. Women say “we are thin and beautiful”
Multiple online personalities • Lost Identification • Projection • Deception through • Trolling • Sock Puppets • Impersonations • Gender Deception • Age Deception Source:http://wiki.ucalgary.ca/page/Multiple_Personalities/Identities_Online
Consequences of fantasy personalities • Addiction • Escapism • Masking
Online participation • As online media become popular sources of knowledge sharing, online participation gets more important • Most online communities are highly cooperative and have their own culture
Theories of online participation Primary motivations for online participation • Anticipated reciprocity • Increased recognition • Sense of efficacy
Primary motivations for online participation Increased recognition • individuals want recognition for their contributions (Egoboo) • ‘the desire for prestige is one of the key motivations of individuals’ contributions to the group’ • Allowing contributors to be known is a key ingredient to encourage reputation
Cont’d Examples • Reluctance of hackers to change their pseudonyms • Amazon.com; reputation measured by contributions • Myspace.com; encourages elaborate profiles • eBay.com; participants are encouraged to manage their online identity to make good impressions Source: http://en.wikipedia.org/wiki/Online_participation
Sense of efficacy • Participation results in achieving a sense of efficacy • Contributors feel that they have some effect on the environment • E.g, contributions to wikipedia are considered a service to the world community
Anticipated reciprocity • Participants expect they will receive useful help and information in return for their contributions • Active participants get quick responses than non-active
Examples of Key knowledge sharing infrastructures • Wikipedia: An online, publicly editable encyclopaedia with hundreds of thousands of editors • Slashdot: A popular technology-related forum, with articles and comments from readers. Slashdot subculture has become well-known in Internet circles. Users accumulate a "karma score" and volunteer moderators are selected from those with high scores. • Usenet: Established in 1980, as a "distributed Internet discussion system,"it became the first medium for internt communities. Volunteer moderators and votetakers contribute to the community.
How online participation is shaping our lives In comp.sys.laptops, a discussion group on Usenet Participants respond to questions that other users post with detailed advice and answers to technical questions Personal computer consultants will offer similar advice for about $40 per hour
In comp.lang.perl, a discussion group devoted to the computer language PERL participants routinely help others out with their technical questions and contribute new computer code for others to use An accomplished PERL programmer can charge $75 per hour
Some applications of online participation • Microblogging • Social bookmarking and folksonomy • Virtual worlds • Social networks • Wiki • Blogging • Online dating services
Microblogging • sending brief text updates or micromedia such as photos or audio clips and publish them • Twitter – the primary example Notable uses • Use in campaigning • Use in legal proceedings • Use in education • Use in emergencies • Use in protest and politics • Use in reporting dissent
Social bookmarking • a method for Internet users to share, organize, search, and manage bookmarks of web resources • Descriptions may be added to these bookmarks in the form of metadata • Folksonomy - a system of classification derived from the practice and method of collaboratively creating and managing tags to annotate and categorize content
Virtual world • a computer based simulated environment intended for its users to inhabit and interact via avatars Important concepts in virtual world • Boundaries • Economy • Research Applications of virtual world • Social • Medical • Commercial • E-commerce • Education