کد مقاله کد نشریه سال انتشار مقاله انگلیسی نسخه تمام متن
350409 618443 2014 10 صفحه PDF دانلود رایگان
عنوان انگلیسی مقاله ISI
Mapping virtual communities by their visual productions: The example of the Second Life Steampunk community
ترجمه فارسی عنوان
نقشه برداری جوامع مجازی توسط تولیدات بصری شان: به عنوان مثال زندگی دوم از جامعه بازی Steampunk
کلمات کلیدی
شناسایی جامعه؛ شناسایی خود؛ مصنوع مجازی؛ جوامع مجازی
موضوعات مرتبط
مهندسی و علوم پایه مهندسی کامپیوتر نرم افزارهای علوم کامپیوتر
چکیده انگلیسی


• Virtual communities can be mapped through their visual productions.
• Visual artifacts are consistent with linguistic clues in a given community.
• Different multimodal parameters point to the same arrangement of communities.
• Virtual communities can be mapped alongside a continuum.

In the digital age, the identities and structures of virtual communities develop outside the traditional definitions of geography and physical constraints. Among the best models to study the identification process in virtual communities are the communities of fans of imaginary universes. Steampunk—neo-Victorian fiction with a science fiction twist—has for instance given rise to a large community, which is very active both in real life and in virtual spaces, for instance in the online 3D immersive platform Second Life. By collecting and analysing hundreds of visual artifacts generated by members of the steampunk community of Second Life, we found a repertoire of visual and lexical characteristics with which to identify the community. In addition, examining the characteristics displayed by visual productions from other communities allowed us to map relationships between different communities based on their aesthetics. This data suggests that the quantification of visual clues points out to interlocking relationships between different community aesthetics, forming a network where differences are visible, but fluidity still dominates. Furthermore, our results could serve as a model to study how communities in different media (immersive universes, games, social media based on visual materials such as Pinterest or Instagram) generate their own visual identity.

ناشر
Database: Elsevier - ScienceDirect (ساینس دایرکت)
Journal: Computers in Human Behavior - Volume 41, December 2014, Pages 374–383
نویسندگان
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