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"Democracy" in a virtual world| EVE Online's Council of Stellar Management and the power of influenceIreland, Jessica 10 July 2013 (has links)
<p> Interest in virtual worlds has grown within academia and popular culture. Virtual worlds are persistent, technologically-mediated, social spaces. Academic literature focuses on issues such as identity, sociality, economics, and governance. However studies of governance focus on internal or external modes of control; less attention has been paid to institutions of governance that operate within both the virtual and real worlds. </p><p> In EVE Online, the Council of Stellar Management (CSM) represents a joint venture between developers and users to shape the direction of EVE's virtual society. As a group of elected representatives, the CSM represents societal interests to the game's developer, Crowd Control Productions (CCP). The CSM structures the relationship between CCP and the player base, and shapes how these institutions manage the development process. At the same time, cultural and political conventions of EVE's players at times work against these structures as CCP and the CSM seek to attend to their own interests. </p><p> In this thesis, I examine the intersection of culture, power, and governance, and illustrate the consequences these negotiations of power have for the inhabitants of EVE Online. The historical circumstances that led to the CSM's creation shape its reception among the community. As a model of governance, the CSM was designed as a deliberative democracy to generate community consensus. This feedback is channeled to developers through elected representatives. However, these channels of information hindered discussions necessary for true democracy. I examine how power is generated, leveraged, and mediated by the two cultures in which the CSM is embedded: EVE and Icelandic cultures. I also illustrate the authority and legitimacy of the CSM from the standpoint of its constituents. The CSM is understood within the same cultural frameworks as in-game power structures. </p><p> Primary research was carried out during a one-year period in 2012. During this time, I joined SKULL SQUADRON, a large corporation with a neutral diplomatic mission. Snowball sampling was used to find informants. Three main methods were used to interview participants: face-to-face interviews, text-based interviews through EVE's communication channels, and voice interviews conducted over Skype, an internet-based communications program.</p>
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LiveJournal loyalty and melodrama| Stakeholder relations in Web 2.0Moellenberndt, Christine 17 August 2013 (has links)
<p> As the popularity of Web 2.0 grows, the relationship between the users generating the content of the site and the groups and companies that own these sites is coming into focus. While in previous years, users often were passive users of websites, now they are actively involved in the sites, providing the content that is consumed. This creates a relationship that can be fraught with conflict as all involved have differing ideas of how these sites should function.</p><p> By analyzing three incidents in the history of LiveJournal, an online blogging and social communication site, this thesis explored how these communities of users and the organizations that own these sites interact. The information for this analysis was gathered through online participant observation, survey, and systematic archival mining, covering the time period from the founding of the site in 1999 until early 2012. I analyzed how the term "community" is operationalized by these stakeholders, how these communities formed and functioned, and how ideas of ownership impacted these interactions and relationships. By understanding these issues, companies and communities can find ways to build partnerships to sustain and improve their sites rather than being locked in ongoing conflict.</p>
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Binary Lives| Digital Citizenship and Disability Participation in a User Content Created Virtual WorldVizenor, Katie Virginia 11 April 2014 (has links)
<p> Digital Citizenship is a concept typically used in discussions of how technology impacts our relationships with others and our physical world communities. It is also used to describe ways that we can leverage our technology use and skill to make our communities and nations better and stronger. Educators are now teaching "good digital citizenship" as part of a larger civics curriculum. </p><p> But, there is a second, emerging concept that I refer to as platform specific digital citizenship. I define this platform specific citizenship as the deep and abiding commitment and sense of responsibility that people develop in relation to a particular technology, such as software or technology brand. It may also refer to the ideas that people express in regard to how technology should ideally be used and what rights and responsibilities it requires of its adherents. </p><p> Massively Multiplayer Online Worlds (MMOWs) are one place researchers are finding this deep, platform specific digital citizenship emerging. These are persistent digital universes where people from all over the world develop online personas, leadership structures, discussion forums, and business and non-profit entities. The ability and extent to which this online organization is possible is largely due to the underlying structure, rules and allowances of the world of which people choose to be a part. </p><p> One online world, Second Life, has a large, active and vocal disabled population. They have committed to this environment because of the unique opportunities and freedoms that it provides. As a user content created environment, residents, as Second Life participants are referred to, are given an unprecedented amount of freedom to create the kind of experience they want. This may involve developing relationships and projects with other disabled residents. It can also involve exploring other aspects of themselves and their interests that are often neglected in their real lives due to social exclusion, and/or lack of financial and physical access. </p><p> Most of the research and popular media examinations of disability in Second Life centers on participation in disability specific communities or the benefits of identity exploration through avatar design. But, the reasons disabled people stay here is much broader and varied than what this limited discussion suggests. Commitment to Second Life is strong precisely because disability community commitment and disability expression are not the only options but exist among a wide range of choices. Moreover, the expression of disability and use of such mediated environments is constantly debated in both word and deed. </p><p> This dissertation explores the concept of digital citizenship and why people that identify as disabled in real life are attracted to committed participation in virtual worlds, in particular, Second Life. What opportunities and rights are disabled people afforded here through the technology structure? What are the avenues of entry into the Second Life community, and what does the variety of these entry points and special interest sub-communities tell us about what is important to them? How is commitment debated and deepened through the use of public spaces and forums? And, what can researchers, public health and information professionals learn from these features that can improve their own outreach?</p>
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