765 lines
44 KiB
Plaintext
765 lines
44 KiB
Plaintext
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Computer underground Digest Sun Apr 11 1993 Volume 5 : Issue 26
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ISSN 1004-042X
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Editors: Jim Thomas and Gordon Meyer (TK0JUT2@NIU.BITNET)
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Archivist: Brendan Kehoe
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Shadow-Archivists: Dan Carosone / Paul Southworth
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Ralph Sims / Jyrki Kuoppala
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Ian Dickinson
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Copp Editor: Etaoin Shrdlu, Senior
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CONTENTS, #5.26 (Apr 11 1993)
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File 1--Re: Debating the Virus contest - clarification
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File 2--"The Logic of the Virtual Commons" (Research Report)
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File 3--CUN News: Online Defamation Alleged / Pentagon Piracy
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Cu-Digest is a weekly electronic journal/newsletter. Subscriptions are
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available at no cost electronically from tk0jut2@mvs.cso.niu.edu. The
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editors may be contacted by voice (815-753-6430), fax (815-753-6302)
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or U.S. mail at: Jim Thomas, Department of Sociology, NIU, DeKalb, IL
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60115.
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Issues of CuD can also be found in the Usenet comp.society.cu-digest
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news group; on CompuServe in DL0 and DL4 of the IBMBBS SIG, DL1 of
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LAWSIG, and DL0 and DL12 of TELECOM; on GEnie in the PF*NPC RT
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libraries and in the VIRUS/SECURITY library; from America Online in
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the PC Telecom forum under "computing newsletters;"
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On Delphi in the General Discussion database of the Internet SIG;
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on the PC-EXEC BBS at (414) 789-4210;
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and on: Rune Stone BBS (IIRG WHQ) 203-832-8441 NUP:Conspiracy
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in Europe from the ComNet in Luxembourg BBS (++352) 466893;
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ANONYMOUS FTP SITES:
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UNITED STATES: ftp.eff.org (192.88.144.4) in /pub/cud
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uglymouse.css.itd.umich.edu (141.211.182.53) in /pub/CuD/cud
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halcyon.com( 202.135.191.2) in /pub/mirror/cud
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AUSTRALIA: ftp.ee.mu.oz.au (128.250.77.2) in /pub/text/CuD.
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EUROPE: nic.funet.fi in pub/doc/cud. (Finland)
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ftp.warwick.ac.uk in pub/cud (United Kingdom)
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Back issues also may be obtained through mailservers at:
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mailserv@batpad.lgb.ca.us or server@blackwlf.mese.com
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COMPUTER UNDERGROUND DIGEST is an open forum dedicated to sharing
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information among computerists and to the presentation and debate of
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diverse views. CuD material may be reprinted for non-profit as long
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as the source is cited. Some authors do copyright their material, and
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they should be contacted for reprint permission. It is assumed that
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non-personal mail to the moderators may be reprinted unless otherwise
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specified. Readers are encouraged to submit reasoned articles
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relating to computer culture and communication. Articles are
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preferred to short responses. Please avoid quoting previous posts
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unless absolutely necessary.
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DISCLAIMER: The views represented herein do not necessarily represent
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the views of the moderators. Digest contributors assume all
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responsibility for ensuring that articles submitted do not
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violate copyright protections.
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----------------------------------------------------------------------
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Date: Sun, 04 Apr 1993 16:35:11 -0500
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From: Charlie.Mingo@P4218.F70.N109.Z1.FIDONET.ORG(Charlie Mingo)
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Subject: File 1--Re: Debating the Virus contest - clarification
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>> Surely, Mr. Ludwig would not hold me responsible for the destruction
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>> of his home caused by someone who decided to implement the plans I
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>> presented purely for "scientific research purposes".
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> To date, no case has been carried against a publisher for
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> this kind of material. %Soldier of Fortune% magazine was struck
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> in a case for libel regarding publishing an ad for Murder for
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> Hire services. I am not sure of the status of the case.
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It wasn't libel (after all, no one was defamed), but negligence. The
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plaintiff argued that the magazine had a duty not to carry
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solicitations for criminal acts. The jury agreed, and found SoF
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liable for a verdict of several million dollars. The award was upheld
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on appeal to the US Court of Appeals. The case was ultimately settled
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for undisclosed terms.
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SoF's defense was that it couldn't be expected to screen every ad to
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detect an illegal purpose behind them. However, this particular
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classified ad was so blatant, that it was obvious that a gun was being
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offered for hire.
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------------------------------
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Date: 09 Apr 93 19:33:41 PST
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From: smithm@nicco.sscnet.ucla.edu
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Subject: File 2--"The Logic of the Virtual Commons" (Research Report)
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((MODERATORS' COMMENT: Marc Smith, a sociology graduate student at
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UCLA, recently completed his M.A. thesis, which examined The Well as
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an example of a "virtual community." In our view, he nicely pulled
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together data and theory to argue that electronic communities, like
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their more corporeal counterparts, are formed from a complex process
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of social interaction that gives character, shape, and structure to a
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given cyber-community. We have extracted a few of the core ideas
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below. The entire thesis is about 155 K and is available on the CuD
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ftp sites.
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Marc also has established a news group for the discussion of of
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"virtual community," and he can be contacted for more information at:
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smithm@NICCO.SSCNET.UCLA.EDU))
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+++++++
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Voices from the WELL:
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The Logic of the Virtual Commons
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Marc A. Smith
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Department of Sociology
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U.C.L.A.
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**********************
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Introduction: Social Dilemmas in Virtual Spaces
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A virtual community is a set of on-going many-sided interactions that
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occur predominantly in and through computers linked via
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telecommunications networks. They are a fairly recent phenomena and
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one that is rapidly developing as more people come to have access to
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computers and data networks. The virtual spaces constructed by these
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technologies are not only new, they have some fundamental differences
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from more familiar terrain of interaction. Virtual spaces change the
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kinds of communication that can be exchanged between individuals and
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alter the economies of communication and organization. As a result
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many familiar and common social process must be adapted to the virtual
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environment and some do not transfer well at all. One aspect of
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interaction remains constant however; virtual communities, like all
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groups to some extent, must face the social dilemma that individually
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rational behavior can often lead to collectively irrational outcomes.
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The purpose of this paper is to begin to examine how community and
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cooperation emerges and is maintained in groups that interact
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predominantly within virtual spaces.
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As yet, virtual communities are somewhat esoteric and have attracted
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only limited attention from the social science community. Many
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questions about virtual communities remain unanswered, and many more
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unasked. No detailed work has yet addressed the questions, for
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example, of how virtual communities form and mature, how relations
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within these communities differ from relations in "real-space", or how
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the dynamics of group organization and operation in virtual
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communities differs from and is similar to communities based upon
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physical copresence. But like their real-space counterparts, virtual
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communities face the challenge of maintaining their member's
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commitment, monitoring and sanctioning their behavior, ensuring the
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continued production of essential resources and organizing their
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distribution. The dynamic and evolving character of these groups
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provides a unique opportunity to study the emergence of endogenous
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order in a group. Simultaneously, the novel aspects of interaction in
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virtual spaces offers an illuminating contrast to interactions that
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occur through other media, including face-to-face interaction.
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Many communities have the potential to organize their members so as to
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produce a collective good, something that no individual member of the
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community could provide for themselves if they had acted alone. Some
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goods are tangible, like common pastures or irrigation systems, others
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are intangible goods like goodwill, trust, and identity. However,
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this potential is not always realized. As Mancur Olson noted, "if the
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members of some group have a common interest or objective, and if they
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would all be better off if that objective were achieved, it [does not
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necessarily follow] that the individuals in that group ... act to
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achieve that objective." (p. 1, 1965) There are many obstacles that
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stand in the way of the production of collective goods and even
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success can be fragile, especially when it is possible to draw from a
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good without contributing to its production. Nonetheless, despite
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arguments to the contrary (Hardin, 1968), many groups do succeed in
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producing goods in common. And, as Elinor Ostrom's work illustrates,
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some communities have succeeded in doing so for centuries (1991). The
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question this raises is: what contributes to the successful provision
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of collective goods? How is cooperation achieved and maintained in
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the face of a temptation to defect?
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Virtual communities produce a variety of collective goods. They allow
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people of like interests to come together with little cost, help them
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exchange ideas and coordinate their activities, and provide the kind
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of identification and feeling of membership found in face-to-face
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interaction. In the process they face familiar problems of defection,
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free-riding and other forms of disruptive behavior although in new and
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sometimes very unexpected ways. The novelty of the medium means that
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the rules and practices that lead to a successful virtual community
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are not yet well known or set fast in a codified formal system.
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Cyberspace and Virtual Worlds
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Virtual interaction is often said to occur in a unique kind of space,
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a cyberspace, constructed in and through computers and networks. This
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term was coined by William Gibson in his visionary novel Neuromancer.
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Gibson described a new technologically constructed social space in
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which much of the commerce, communication and interaction among human
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beings and their constructed agents would take place. In the novel
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Gibson gives his own description of cyberspace,
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"Cyberspace. A consensual hallucination experienced daily by billions
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of legitimate operators, in every nation... a graphic representation
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of data abstracted from the banks of every computer in the human
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system. Unthinkable complexity. Lines of light ranged in the
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nonspace of the mind, clusters and constellations of data. Like city
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lights, receding" Gibson's cyberspace remains in part in the realm of
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science fiction. But much of what he described has already taken on
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very real form. The global interconnection of computers via phone and
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data networks has created the foundation for a seamless system of
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communication between machines designed specifically for the storage
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and manipulation of signs. Cyberspace, then, can be understood as a
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vast territory , a space of representations. While human beings have
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inhabited representational spaces for a very long time, we have never
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been able to create representations with the ease and flexibility
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possible in cyberspace. This is important because with each new
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development in the technologies of representation, from the printing
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press to satellite communication, there has been a reworking of the
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kinds of representations and social relationships that are possible to
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maintain.
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Gibson envisioned cyberspace as two related technologies, the first
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provided the individual connecting to cyberspace with a complete
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sensorium, enclosing the user in a totally computer generated reality.
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Connected directly to a computer, wires connected directly to the
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nervous system, an artificial set of sense data would be constructed
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and delivered to a credulous mind. The fact that no such technology
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yet exists does not invalidate Gibson's vision, mistaking far less
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sophisticated representations for reality is already common and does
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not require such complex technology. Nonetheless, research and
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development of this kind of technology is advancing rapidly,
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compelling visual cyberspaces (often termed "photo realistic") are
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available now and will become widespread after the further refinement
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and decline in the cost of processing power. Direct contact between a
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machine and a human mind may be a bit further off, but is a subject of
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research that has promising and disturbing implications. In contrast,
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the second element of Gibson's cyberspace is very much a reality.
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This is the matrix, the densely intertwined networks of networks,
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lines of communication linking millions of computers around the world.
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While sensual cyberspaces may have profound effects on our perception
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and understanding of reality, even when limited to the comparatively
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pedestrian medium of text, the matrix is already having visible
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effects.
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Computer networking was pioneered by the United State's Defense
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Department's Advanced Research Projects Agency (ARPA) which funded the
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development of the first wide area network (WAN), the ARPANET, in
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1969. The ARPANET has since grown exponentially and inspired many
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additional networks. It has since been integrated into the INTERNET
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(1983), a globe spanning "network of networks" supporting over fifteen
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million users. The ArpaNet/INTERNET was joined by the USENET (1979),
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the BITNET (1981) and the FIDONET (1983). These large scale networks
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are supplemented by the proliferation of independent Bulletin Board
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Systems (BBSs) run from individual microcomputers and medium to
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large-scale information services like Compuserve, GEnie, and the WELL.
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While not all of these networks are unified or managed by a single
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regulating body, many are interconnected: users on one network can
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often utilize many of the resources available on the others through
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gateways. This list does not exhaust the number of networks in
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existence, John Quarterman's 1990 book on the subject, The Matrix,
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lists over 900 networks. That number may already be surpassed.
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Within these vast networks interconnections of another kind have
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formed: social networks of people who have come together virtually,
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that is via computers and networks, to interact with others for a
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myriad number of purposes. A number of methods exist to facilitate
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communication between individuals and groups via these networks. The
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simplest is electronic mail (email). Email allows for one-to-one or
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one-to-many communication between any individuals who have a valid
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email address on the same network or on a network that can be
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gatewayed to. Effectively, this means that some 15 million people are
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accessible to one another instantaneously and without regard for
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distance. Using tools to enhance email, some groups have created
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"lists" than ease the process of collecting email addresses.
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Some lists provide a single address for mail that is to be forwarded
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to every member of the list. The largest of these lists have as many
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as 15,000 subscribers located all around the planet. At last check,
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there were more than 2,400 lists carried on the INTERNET alone on
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subjects ranging from dentistry to religion to quantum physics. New
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lists are created on a daily basis while some old lists fall inactive.
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Conferencing systems, information services and BBSs fill out the range
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of virtual communications. These systems share a great deal in
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common, differing mostly in terms of size, commercial status, and
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focus. These systems tend to be centralized, that is supported by
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computers at a single location although accessed by computers all over
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the world. Conferencing systems focus on providing the tools for the
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facilitation of discussions. BBSs and information services do this as
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well, but additional emphasis may be placed on services like software
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libraries, weather and stock reports, and airline reservations. Often
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information services are operated on a for-profit basis.
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Whichever system people use, they frequently develop relations with
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other users that have some stability and longevity. This should not
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be surprising considering the ease with which network systems allow
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individuals to find others with like interests. Networks are in many
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ways dynamic electronic "Schelling" points (Schelling, 1960). In The
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Strategy of Conflict, Schelling developed the idea of natural and
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constructed points that focus interactions, places that facilitate
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connections with people interested in a participating in a common line
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of action. The clock at Grand Central Station is an example, as are
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singles bars and market places. Each is a space designated as a point
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of congregation for people of like interests. Networks enhance the
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flexibility of Schelling points by radically altering the economies of
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their production and use. Members of these virtual social networks
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frequently identify their groups (and groups of groups) as "virtual
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communities". The use of the term "virtual" may be confusing for
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those who do not know its use within the computer literate community
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where "virtual" is used to mean "in effect", a surrogate. For
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example, virtual memory is not memory in the conventional sense, it is
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not composed of memory chips, but is instead the use of a hard drive
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to simulate chip-based memory. In the context of community, then, the
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term is used to emphasize not the ersatz nature of the community but
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rather that a seemingly non-existent medium is used to facilitate and
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maintain one. Virtual communities are communities "in effect". The
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use of the term "community" to describe these social formations may be
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contested, but it is the argument of this paper that virtual
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communities are indeed communities.
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Virtual communities developed soon after the first computer networks
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were created in the late 1960s. But it was not until the wide
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proliferation of microcomputers in the late 1970s that there were
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enough computer owners to create collective organizations outside of
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the defense and military establishment. Often fairly small, many
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groups used Bulletin Board Systems run as non-profit collective goods
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to facilitate their interactions and exchanges. In addition to local
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non commercial or semi-commercial BBSs, large systems, used by tens of
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thousands of individuals, most notably Compuserve, GEnie, Prodigy,
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America On-line, and the WELL have been created and run for profit.
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Despite the fact that both kinds of systems provide mostly the
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exchange of unadorned text, users of these systems have come to feel
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that they participate in a community that fulfills many of the roles
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more commonly found in traditional face-to-face communities.
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Interaction in virtual spaces share many of the characteristics of
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"real" interaction, people discuss, argue, fight, reconcile, amuse,
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and offend just as much and perhaps more in a virtual community. But
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virtual communities are also starkly different. In a virtual
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interaction nothing but words are normally exchanged. Interaction
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involves the creation of personality, nuance, identity and "self" with
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only the tools of texts . But the differences may not be as sharp as
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they first seem, as Erving Goffman showed, real life too is an act of
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authorship, of constant image management and careful presentation.
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Face-to-face interaction is a rich canvass with which to paint, but it
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is one loaded with the indelible "stigma" of social identities. In a
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virtual world participants are washed clean of the stigmata of their
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real "selves" and are free to invent new ones to their tastes. Escape
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is not total, however, participants are revealed in virtual
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communities, they "give off" as well as give signals as happens in
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face-to-face interaction, but with a far more reliable mask. This is
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just one way in which virtual interaction and virtual communities
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differ from "real" ones.
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These differences do not necessarily exclude virtual communities from
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the category of legitimate communities. While interaction with a
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virtual community is peculiar in many ways, this does not mean that
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very familiar kinds of social interaction do not take place within
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them. Rather, it is the ways that common and familiar forms of
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interaction are transplanted into and transformed by virtual spaces
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that is of particular interest.
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**********************
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The Character of Virtual Space
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A virtual space has some generic qualities that distinguish it from
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the space of face-to-face interactions. In many ways virtual
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communities are modern incarnations of the committees of
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correspondence of the eighteenth and nineteenth century. Like those
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groups formed around the political and scientific interests of the
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day, virtual communities are composed of groups brought together by a
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common interest and separated by potentially great distance. However,
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unlike the committees, virtual communities are not limited by the
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speed of man on horseback or even the steam engine, but are granted
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near instantaneous communication by the speed of computers and data
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networks. The increased speed and the unique qualities and powers of
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computer network based communication makes the dynamics of virtual
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communities distinct from committees of correspondence. The
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differences in the medium of communication have effects on the kinds
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of interactions that can take place and how the interactions that do
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occur can progress and unfold. For example, slow media that introduce
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long delays into turn-taking reduces the interactively of an social
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exchange and can lead to more cautious (and thus, perhaps, more
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detailed and exact) messages. Media can vary in terms of the
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ambiguity they introduce to the messages passed through them. Some
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media provide a certain audience, that is the target of a message can
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be selected without fear of additional surveillance. If you do not
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know who might be in the room it makes sense to watch what you say.
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Further, some media prevent the identity of message creators to be
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known with certainty if at all. With so much variation in different
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kinds of media it is not hard to imagine that their character alters
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the kinds of messages that are sent through it, and, by extension, the
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kinds of social action and interaction that will develop around it.
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This is not technological determinism, but rather a solid materialism:
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technologies change the fabric of the material world which in turn
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changes the social world. The terrain of interaction in virtual
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communities is different in some powerful and subtle ways, some forms
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of interaction translate well into a virtual space, others do not. In
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all cases, people are actively drawing upon their understanding of
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interaction and improvising in the gaps, some of which are cavernous.
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There are six aspects of virtual interaction that have a significant
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impact on the kinds of interaction that can take place within them.
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First, virtual interaction is aspatial, increasing distance does not
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effect the kind of interactions possible. As a result the economies
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of copresence are superseded and assembly becomes possible for groups
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spread widely across the planet. This may have profound implications
|
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on the organization of space; just as the telegraph enabled the
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construction of the modern multi-national corporation by solving the
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problem of control from a distance, virtual spaces may undermine the
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||
economies that lead to the development of cities. Indeed, there is a
|
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growing movement for the relocation of many business activities to
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rural areas. This is made possible by the ease and economy of
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electronic communication that makes any space as good as any other.
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As a result criteria other than proximity can determine the selection
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of sites for various activities. Second, virtual interaction via
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systems like the WELL is asynchronous. While not all virtual
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interaction is this way (notable exceptions include the IRC system and
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the growing proliferation of MUDs ), conferencing systems and email do
|
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allow interaction partners to participate in a staggered fashion. One
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person leaves a message and at some other time another reads and
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responds to it. This has a major impact on the coordination necessary
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for the assembly of a group. Face-to-face interaction requires a high
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||
level of coordination since all participants must be copresent in both
|
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time and space. Conferencing systems, by contrast, allow people
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separated by time zones, work schedules, and other activities to
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interact with minimal coordination. Despite the lack of immediate
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interaction, the interactions created in many conferencing systems do
|
||
exhibit a high level of responsiveness and dynamism usually associated
|
||
with real-time interaction.
|
||
|
||
The current text-only nature of most virtual interaction leads to
|
||
another unique aspect: without copresence, participants are acorporal
|
||
to one another. This may have profound implications since many of the
|
||
process of group formation and control involve either the application
|
||
or potential for application of force to the body. In a virtual
|
||
space, there are no bodies. As noted before, while the communications
|
||
"bandwidth" of most communities is quite rich and capable of nuance
|
||
and fine texture through the use of communications devices like voice,
|
||
gesture, posture, dress, and a host of other symbol equipment, most
|
||
virtual communities allow their participants to signal each other only
|
||
through the use of text.
|
||
|
||
The absence of the body in virtual interactions might lead some to
|
||
dismiss the possibility of virtual community. Indeed, interaction in
|
||
a virtual space has been described as "having your everything
|
||
amputated" Rather than preclude the formation of community, however,
|
||
the effective absence of the body in virtual interaction
|
||
simultaneously highlights the role of the body in real-space while
|
||
liberating the individual from many of the restrictions inherent in
|
||
bodies. And while telephone conversations are also acorporal, virtual
|
||
communities also have the capacity to facilitate the interaction of
|
||
large groups of people, far beyond telephone conferencing could
|
||
reasonably support. Further, as noted above, because participants are
|
||
not limited to real-time interaction, the task of coordinating
|
||
interaction participants is greatly eased. In addition, the qualities
|
||
of being aspatial and potentially asynchronous expands the pool of
|
||
potential participants of virtual communities beyond that of most
|
||
space-bound ones. It is not uncommon to settle into a long and
|
||
satisfying discussion with someone who lives on a different continent
|
||
while in a virtual community. But without the power of presence to
|
||
enforce sanctions and evoke communion, written and virtual communities
|
||
face unique challenges, a point I will take up again in this paper.
|
||
|
||
Closely related to the acorporeality of virtual interaction is its
|
||
limited "bandwidth" . Most users of the WELL and other virtual
|
||
communities use computers equipped with telephone-line interfaces
|
||
(modems) that allow for the exchange of information at speeds of 2400
|
||
baud (bits-per-second) to 14,400 baud. These speeds effectively limit
|
||
the quantity of data that can effectively be transmitted. As a result
|
||
interaction in virtual communities remains firmly entrenched in a
|
||
text-only environment. This has some interesting effects. The first
|
||
is that virtual interaction is relatively astigmatic. As Goffman used
|
||
the term, stigma are markings or behaviors that locate an individual
|
||
in a particular social status. While many stigma can have negative
|
||
connotations, stigma also mark positively valued social status.
|
||
Without the ability to present ones self to others in virtual
|
||
interaction, many of the stigma associated with people are filtered
|
||
out. Race, gender, age, body shape, and appearance, the most common
|
||
information we "give-off" to others in interaction, are absent in a
|
||
virtual space. The result can be both positive and negative: the
|
||
information we give-off helps to coordinate social interaction,
|
||
identifies likely interaction partners, and may serve to minimize
|
||
conflict by identifying likely antagonisms. Without such signals
|
||
additional work must be done to enable interaction and to signal
|
||
status and location to other potential interactants. At the same
|
||
time, this limitation makes discrimination more difficult. The result
|
||
may be that participants judge each other more on the "content of
|
||
their character" than any other status marking.
|
||
|
||
Finally, the preceding five characteristics combine to make virtual
|
||
interaction fairly anonymous. This leads directly to issues of
|
||
identity in a virtual space. In many virtual spaces anonymity is
|
||
complete. Participants may change their names at will and no record
|
||
is kept connecting names with real-world identities. Such anonymity
|
||
has been sought out by some participants in virtual interactions
|
||
because of its potential to liberate one from existing or enforced
|
||
identities. However, many systems, including the WELL, have found
|
||
that complete anonymity leads to a lack of accountability. As a
|
||
result, while all members of the WELL may alter a pseudonym that
|
||
accompanies each contribution the make, their userid remains constant
|
||
and a unambiguous link to their identity. However, even this fairly
|
||
rigorous identification system has limitations. There is no guarantee
|
||
that a person acting under a particular userid is in fact that person
|
||
or is the kind of person they present themselves as. The ambiguity of
|
||
identity has led some people to gender-switching, or to giving vent to
|
||
aspects of their personality they would otherwise keep under wraps.
|
||
Virtual sociopathy seems to strike a small but stable percentage of
|
||
participants in virtual interaction. Nonetheless, identity does
|
||
remain in a virtual space. Since the userid remains a constant in all
|
||
interactions, people often come to invest certain expectations and
|
||
evaluations in the user of that id. It is possible to develop status
|
||
in a virtual community that works to prevent the participant from
|
||
acting in disruptive ways lest their status be revoked.
|
||
|
||
**********************
|
||
|
||
Towards a definition of community
|
||
|
||
Cooperation, communication, duration, stability, interconnectivity,
|
||
structure, boundaries, intersubjectivity, and generalized accounting
|
||
systems, however inexact, are all certainly characteristics of
|
||
community and at worst are useful guides to their identification and
|
||
evaluation. Nonetheless, even the unanimous presence of each of these
|
||
characteristics does not ensure the success of a community. I noted
|
||
earlier that a community could be considered a failure when it is
|
||
incapable of fostering any level of cooperation among its members.
|
||
Such a community is perhaps one in name only. A successful community,
|
||
by contrast, is capable of directing individual action towards the
|
||
construction and maintenance of goods that could not be created by
|
||
individuals acting in isolation. There are many familiar collective
|
||
goods; common pastures, air and watersheds, and fishing groups are
|
||
common examples. But, despite the existence of many notable
|
||
exceptions, collective goods are difficult to maintain and are often
|
||
short lived. The continued production and availability of any
|
||
collective good depends upon the existence of a sufficient level of
|
||
commitment of the community's members and the application of
|
||
appropriate systems of monitoring and sanctioning. But every
|
||
collective good is plagued by some form of a collective action
|
||
dilemma, a situation in which actions that are rational for individual
|
||
members of the collective are irrational, that is either less
|
||
beneficial or even tragic, when repeated across a collectivity. At
|
||
each moment of their participation in the production of a collective
|
||
good individuals face the, sometimes latent, choice to commit to some
|
||
aspect of collective action or to defect from participating. This
|
||
choice is framed by the fact that the reward for defection is often
|
||
greater than that for cooperation. The result is a pervasive
|
||
temptation to escape the demands of collectives while remaining within
|
||
them in order to reap their rewards. As a result, communities can be
|
||
fragile things. Collectives must exercise two forms of power to
|
||
maintain their common goods, first, they must restrain and punish
|
||
individual actions that exploit or undermine collective goods through
|
||
monitoring and sanctioning, and second, maintain the commitment of
|
||
members to continued participation and contribution through rituals
|
||
and other practices that increase the individual's identification with
|
||
the group and acceptance of its demands. Since neither form of power
|
||
is easily achieved or maintained a number of theories have developed
|
||
to identify and explain the reasons some communities are successful
|
||
and others fail.
|
||
|
||
The Elements of Successful Community
|
||
While there is fairly wide-spread agreement that these two forms of
|
||
power are the definitive elements of successful communities, there is
|
||
far less agreement as to how to create and most effectively wield
|
||
these forms of power. Mancur Olson, for example, stresses the
|
||
importance of group size on its likelihood of success. He argues that
|
||
size is inversely related to success, as a group grows the costs of
|
||
communication and coordination rise threatening the existence of the
|
||
collective. This is an idea that has attracted a great deal of
|
||
criticism. Michael Taylor (1987) argues that "Olson's first claim in
|
||
support of the "size" effect... is not necessarily true. It holds
|
||
only where costs unavoidably increases with size or where there is
|
||
imperfect jointness or rivalness or both. Most goods, however,
|
||
exhibit some divisibility, and most public goods interactions exhibit
|
||
some rivalness." (p. 11) As a result, Taylor believes that "The size
|
||
effect that I think should be taken most seriously is the increased
|
||
difficulty of conditional cooperation in larger groups." (p.13) Small
|
||
groups do possess a special quality that enables them to maintain
|
||
themselves with greater ease than larger groups. In particular, small
|
||
groups are usually able to provide high levels of communication
|
||
between each member of the group while maintaining high levels of
|
||
surveillance of each members activities, especially his or her
|
||
contributions and withdrawals to and from the group's resources. This
|
||
"small group effect" is a powerful one, but it does not exclude or
|
||
even explain the possibility of successful large groups. One
|
||
significant aspect of virtual communication may be the way in which it
|
||
alters the economies of communication and coordination, thus making it
|
||
possible for larger groups to "succeed" with less effort and
|
||
difficulty.
|
||
|
||
*************************
|
||
|
||
The Character of Collective Goods
|
||
Michael Taylor's work (1987) expands on Hechter's system by describing
|
||
the kinds of collective organizations that are possible and their
|
||
relations to the goods they seek to control. He examines the type of
|
||
goods groups can produce, categorizing them on the basis of the type
|
||
of boundaries that can be placed around them and the manner in which
|
||
they are produced and consumed. For example goods can be excludable
|
||
or not. An excludable good offers the collective the power of denying
|
||
access to anyone who does not contribute to its production. Goods can
|
||
be rival or not: some goods are diminished by their consumption: two
|
||
people can not eat the same bite of food. Further, some forms of
|
||
consumption reduce the value of the remaining resource (for example
|
||
adding pollution to a stream.) But not all goods are rival and some
|
||
are even strongly anti-rival: information can in some cases be like
|
||
this. [Ex: the more widely accurate knowledge of AIDS is distributed
|
||
the more developed the common good. Further, a newspaper, once read,
|
||
is not necessarily diminished in value.] Similarly, some goods are
|
||
divisible: it is possible to quantize the good, electrical power is an
|
||
example, while others are not, public safety while expressible in
|
||
terms of a crime rate is not easily decomposed into units of safety.
|
||
Some goods are exhaustible and others renewable. Fossil fuels are a
|
||
primary example of the former. But many goods have rates of
|
||
sustainable use, fisheries, pasture land, and pools of credit can
|
||
regenerate themselves. Nonetheless, even a renewable resource can be
|
||
exhausted by overuse. Some goods require active production while
|
||
others require regulated access. Resources are not only collectively
|
||
drawn from but also collectively contributed to. A common pool
|
||
resource can be more than physical resources like fish or
|
||
pasture-land. CPRs can also be social organizations themselves.
|
||
Markets, judicial systems, and communities are all common resources.
|
||
These kinds of resources have the added element that they must be
|
||
actively reconstructed, where fish will remain in the sea whether they
|
||
are fished or not, a judicial system will not persist without the
|
||
continued contribution of all of its participants. Further,
|
||
institutions are just one form of a social common pool resources. The
|
||
far less formal settings that enable particular kinds of interaction
|
||
are also common goods.
|
||
|
||
*************************
|
||
|
||
Obstacles to the provision of collective goods
|
||
For all the positive goods virtual communities like the WELL are able
|
||
to produce there are equally challenging obstacles to their continued
|
||
production. The obstacles to the continued existence and development
|
||
of the WELL involve maintaining membership, expanding that membership,
|
||
socializing new members, maintaining the infrastructure of the
|
||
community (the computer's hardware and communications systems), and
|
||
dealing with the potentially disruptive actions of its members. If
|
||
members find the cost of participation, for whatever reason, is too
|
||
great, and subsequently withdraw, the community and the goods it
|
||
produces will collapse. Alternatively, if members find that they are
|
||
able to enjoy the benefits of the collective good without contributing
|
||
to its production, then, too, the community may collapse for want of
|
||
active participants.
|
||
|
||
Virtual communities are no exception to this dilemma. The continued
|
||
existence of the web of social networks, upon which the other
|
||
collective goods are built, depends upon a number of factors. First,
|
||
members must come to the WELL. The WELL is a quintessential
|
||
intentional community. Unlike communities that form as an accident of
|
||
place or circumstance, individuals must take a series of complex and
|
||
very intentional steps to go to the WELL. It is unlikely that anyone
|
||
would arrive there even accidentally. Therefore, individuals must
|
||
find something of value in the WELL. Given the wide availability of
|
||
other virtual communities, this challenge is even greater: no borders
|
||
constrain nor does any personal influence or sanction compel
|
||
individuals to participate in the WELL. Indeed, at $2/hour, a fairly
|
||
effective fence blocks casual access. And while technical advantages
|
||
may draw some users to some systems, for example America On-line, a
|
||
competing information system, offers an elegant, appealing and
|
||
intuitive graphical interface to its community and its information
|
||
services, the WELL, by comparison, offers no windows, mouse support,
|
||
icons, or graphics, only pure ASCII . The continued success of the
|
||
WELL can be explained only by the one thing that it has exclusively:
|
||
its members. Individuals may not come to the WELL because of the
|
||
people who are already there (although personal referral is a common
|
||
route for newusers and the reputation of the WELL is widely known in
|
||
the on-line community) but they often stay (and leave) because of
|
||
them. Many of the subjects discussed on the WELL (although not all)
|
||
can be found elsewhere, but the discussions often merely act as a
|
||
structure around which lasting relationships are built.
|
||
|
||
**********************
|
||
|
||
The most interesting questions about virtual spaces are not directly
|
||
related to technology. Despite the intimate relationship between the
|
||
tools and the actions built from or with those tools, it is the social
|
||
understanding of a tool that determines its use. The distinction
|
||
between tools and their use is sometimes not apparent, when tools
|
||
become complex, and their name shifts to technology, the role of
|
||
social interaction is often overlooked. The result is technological
|
||
determinism, an unwarranted focus on the tool in place of its user.
|
||
Therefore, it is important to locate a discussion and study of the
|
||
ways in which new tools create new terrain for social interaction in
|
||
the realm of social knowledge and interaction. Despite the unique
|
||
qualities of the social spaces to be found in virtual worlds, people
|
||
do not enter new terrains empty-handed. We carry with us the
|
||
sum-total of our experience and expectations generated in more
|
||
familiar social spaces. No matter how revolutionary the technology,
|
||
our use of virtual spaces is evolutionary. The point of greatest
|
||
interest, then, is that at which an old expectation collides with a
|
||
new material force and new social structures are born through
|
||
improvisation and negotiation. The medium is not the message, but it
|
||
does shape and channel the kinds of messages it carries.
|
||
But when a medium is very flexible and capable of some complexity,
|
||
the ways in which a medium effects its contents can become less fixed.
|
||
New technologies are sites of rapid creation, the event horizon of the
|
||
social. Furthermore, the act of creation is rarely an individual one,
|
||
without a collective effort the task of creation is often an
|
||
overwhelming task.
|
||
|
||
((The full text can be obtained from the CuD ftp sites or from
|
||
Marc Smith at: smithm@nicco.sscnet.ucla.edu))
|
||
|
||
------------------------------
|
||
|
||
Date: 09 Apr 93 23:20:38 EDT
|
||
From: Gordon Meyer <72307.1502@COMPUSERVE.COM>
|
||
Subject: File 3--CUN News: Online Defamation Alleged / Pentagon Piracy
|
||
|
||
Medphone, a health technology firm, has filed a lawsuit for defamation
|
||
against an investor for allegedly making false statements about the
|
||
company on Prodigy. Medphone says the comments, made in the "Money
|
||
Talk" area of the online service, caused its stock price to fall.
|
||
Prodigy is not named as a defendant, but reportedly fears that it might
|
||
be if this action sparks similar suits in the future.
|
||
(Information Week. March 29, 1993 pg 10)
|
||
|
||
Piracy at the Pentagon
|
||
======================
|
||
Information Week cites a story in Government Computer News (3/15/93 p1)
|
||
reporting the results of a Department of Defense software audit. The
|
||
DoD found that over half of the approximately 1000 computers audited
|
||
were using an average of over two pirated software packages.
|
||
(Information Week. March 29, 1993. pg. 56)
|
||
|
||
Idle Minds
|
||
==========
|
||
International computer crime units are trying to nab hackers in the
|
||
former Soviet bloc who are menacing computer systems worldwide. Some
|
||
of the more insidious viruses are reportedly now coming from Russia.
|
||
One of the newest is called LoveChild - a wicked virus designed to
|
||
wipe out all memory when an infected computer is booted for the
|
||
5,000th time. Explained one weary constable from Scotland Yard: "You've
|
||
got a lot of frustrated programmers in the East who have turned their
|
||
attention to creating viruses."
|
||
(Reprinted with permission from Communications of the ACM. 4/93 pg 14)
|
||
|
||
Virus Survey Results
|
||
====================
|
||
In October, 1992 PC Sources magazine conducted an online/mail/fax poll
|
||
of readers and their experiences with computer viruses. Some of the
|
||
notable results were...
|
||
"How often do you check your computer for viruses?"
|
||
55% - Every day
|
||
22% - Once a week
|
||
3% - Never
|
||
"Has your computer ever been hit by a virus?"
|
||
62% - No (all respondents. Answer varied depending on the
|
||
the response method chosen by the respondent.)
|
||
Of the 20% of the users that don't, or won't, use virus
|
||
protection software, PC Sources found that their reasons fell
|
||
into four broad categories: xenophobia, penny-wise/pound-foolish,
|
||
underinformed, and trusting.
|
||
See the February 1993 issue (pg 329) for more information.
|
||
|
||
Email As Evidence
|
||
=================
|
||
Siemens AG will be using email messages in its $50 million dollar
|
||
suit against Arco. Siemens says the messages, which are between
|
||
Arco employees, show that Arco knew their solar energy division
|
||
wasn't commercially viable. Siemens claims they were defrauded when
|
||
they purchased the division from Arco.
|
||
(Information Week. April 5, 1993. pg 8)
|
||
|
||
------------------------------
|
||
|
||
End of Computer Underground Digest #5.26
|
||
************************************
|
||
|
||
|
||
|