Participation in virtual communities: Online and offline life
نویسندگان
چکیده
منابع مشابه
Organizational Virtual Communities: Exploring Motivations Behind Online Panel Participation
One type of virtual community that has emerged prominently within the commercially-driven marketing research industry is the online panel. Online panels are opt-in, informed consent, privacyprotected subject pools recruited for Web-based research. Unlike virtual communities forged from interpersonal motivations, online panels represent a community of participants who have agreed to provide info...
متن کاملBoosting Participation in Virtual Communities
We have been experiencing an explosion in the market of social websites that aim not only to entertain us, but also to help us enlarge our professional networks, to redefine business models and capture new customers, to modify the way learning and teaching are performed, among others. So far, little research has been done on what drives individuals to contribute to online communities, as there ...
متن کاملWeaving Between Online & Offline Community Participation
Much effort has been expended in creating online spaces for people to meet, network, share and organize. However, there is relatively little work, in comparison, that has addressed creating awareness of online community activities for those gathered together physically. We describe our efforts to advertise the online community spaces of CHIplace and CSCWplace using large screen, interactive bul...
متن کاملOnline communities versus offline communities in the Arab/Muslim world
The Internet was introduced in Saudi Arabia1 in late January 1999 after a long period of discussion and consultation within the Saudi authorities. These resulted in a tailored version being made available to the Saudi public. To enable this, a huge filter system was set up in Riyadh in conjunction with an American company. The reason for having such a filter system was that the Saudi authoritie...
متن کاملVirtual Cultivation: Online Worlds, Offline Perceptions
The first longitudinal, controlled experiment of a video game explored the presence of cultivation effects due to play. Over the course of 1 month, participants in an online game changed their perceptions of real-world dangers. However, these dangers only corresponded to events and situations found in the game world, not other real-world crimes. This targeted finding is at odds with the broader...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
ژورنال
عنوان ژورنال: CM - casopis za upravljanje komuniciranjem
سال: 2015
ISSN: 1452-7405
DOI: 10.5937/comman10-8572