INTERNET
TECHNOLOGY AND VIRTUAL COMMUNITY
The Internet is a World Wide Web of interconnected resources. During the 1960s,
1970s, and 1980s, the Internet was mainly used for research purposes. During
the 1990s, businesses adopted the Internet as a competitive tool for marketing.
During the dawn of the 21st. Century, the Internet became ubiquitous. Internet
technology has led to the proliferation of online services in every aspect of
human endeavor. The Internet technology facilitates sites that offer services
from adult, advisory, business, clubs, communication, dating, defense,
entertainment, education, financial, games, governments, health, library,
museums, music, politics, religion, research, radio, security, software, social
communities, sports, students, technology, travel, videos, virtual communities
and so on. The Internet technology has become the fabric of business,
educational, and social life (Parkhe, Wasserman, & Ralston, 2006; Schultze,
& Carte, 2007.) This article focused on Internet technology and its effects
on online social communities or virtual communities (VC). An exact phrase match
search of the term "virtual communities" on Yahoo.com produced
776,000 hits while the same search string on Google.com had 1,070,000 hits on
1/27/2007. This exploratory study examined the rapid growth and popularity of
virtual communities on the World Wide Web
1. VIRTUAL
COMMUNITIES BACKGROUND
Social systems have developed to a point where online communities flourish all
over the world. The term virtual community is nebulous despite attempts by a
number of authors to define it. Kim (1999), the author of "Community
Building on the Web" defined an online community as people with some
common purpose, interest, activity or mission who are attracted to each other
through some commonplace or space that enables them to know one another much
better over time. According to the community guru, Rheingold (2000, xvi, xvii)
a virtual community is composed of people in cyberspace who might or might not
meet one another face to face, who exchange words and ideas via the Internet
and computer discussion rooms. According to Rheingold (2000, xvii) "People
in virtual communities utilize words, photos, and symbols on computer monitors
to exchange pleasantries and argue, engage in intellectual discourse, conduct
commerce, exchange knowledge, share emotional support, make plans, brainstorm,
gossip, feud, fall in love, find friends and lose them, play games, flirt,
create a little art, and a lot of idle talk." Rheingold's experience with
the WELL (Whole Earth Lectronic Link) a computer conferencing system that
enabled people around the world to carry on public conversions and to exchange
private electronic mail had exposed the author to many facets of virtual
communities.
Value of Virtual Communities
Value of Virtual Communities
Virtual communities like other social communities could do anything except physical bodies of members could not touch or feel one another. Figallo (1998, p. 28) postulated that members of a community had to feel that they were a part of it. As relationships grew, they led to exchanges and interactions that added value to members. Figallo argued that the value proposition was the glue that held the community together. Nebus (2006, p. 615) presented a theory of network generation that predicted the selection and retention when forming an advice network. People would join a virtual community if they perceived that it would satisfy their needs. Nebus stated that a community that provided something of value to an advice seeker would attract new members. Figallo (1998) emphasized that communities differed in style, size, focus, and technology or online tools used by the web-hosting agent. Figallo's taxonomy of virtual communities was interaction, focus, and cohesion. Virtual communities vary in the way members interact with each other. The interaction continuum starts with the shrine, theaters, and cafe. The shrine community has little interaction among its members. The shrine interaction is minimal except sharing a common cyberspace. The theater type community has a common attraction that attracts members around a common theme of interest or attraction that simulates member participation and interaction. The cafe community is quite active and members have high interaction and are involved in developing and consuming the content. The WELL is a good example of a cafe community
2. VIRTUAL COMMUNITY TECHNOLOGY
The Internet technology facilitates connection and
communication among virtual communities. Afuah, (2003, p. 6) posited that the
Internet is "an easy-to-use, widely available, low-cost, common
standard." The Internet has revolutionalized the way firms interact with
customers, suppliers, and competitors (Parkhe, Wasserman, & Ralston, 2006.)
Many businesses invested in the Internet technology in 1990s. The dotcom
failures were a set back that shock waves among investors according to the Wall
Street analysts (Aguirre, 2001). It was a painful experience for employees,
managers, and investors. Employees lost their jobs overnight, investors lost their
investment, and managers lost their benefits as the dotcom bubble fizzled as a
nimbus cloud. Bressler (2002, p. 14) in the "Communities of Commerce:
Essays" argued that the tragic terrorist attack on New York City in
September 2001, changed forever the way of life for New Yorkers. The changes
range from certainty to uncertainty, dense work groups to decentralized work
groups, and growth as a goal to sustainability. All people who worked in the
same place were scattered in different localities. To connect all displaced the
Internet played an important role. Internet technology connected people in
cyber-space. The report further pointed out that community and communication
sites usage increased by about 14% in 2001. The 9-11 disaster has led to the
efforts by organizations to design, implement, and manage websites that provide
BY FUMBUKA SEIF S
42554 BAPRM 3
BY FUMBUKA SEIF S
42554 BAPRM 3
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