Online communities in the context of "Cyberculture"

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⭐ Core Definition: Online communities

An online community, also called an internet community or web community, is a community whose members engage in computer-mediated communication primarily via the Internet. Members of the community usually share common interests. For many, online communities may feel like home, consisting of a "family of invisible friends". Additionally, these "friends" can be connected through gaming communities and gaming companies.

An online community can act as an information system where members can post, comment on discussions, give advice or collaborate, and includes medical advice or specific health care research as well. Commonly, people communicate through social networking sites, chat rooms, forums, email lists, and discussion boards, and have advanced into daily social media platforms as well. This includes Facebook, Twitter, Instagram, Discord, Reddit, and dedicated professional communities like LinkedIn. People may also join online communities through video games, blogs, and virtual worlds, and could potentially meet new significant others in dating sites or dating virtual worlds.

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👉 Online communities in the context of Cyberculture

Internet culture is the set of practices, norms, aesthetics, and shared references that emerge in networked communication. The term covers the languages, rituals, humor, and genres that circulate across platforms, as well as communities, identities, and forms of collaboration that are native to online environments. Internet culture is shaped by the technical architecture of networks, the governance of platforms, and the political economy of data, which together condition how people find audiences, cooperate, and contest power online.

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Online communities in the context of Phatic

In linguistics, a phatic expression (English: /ˈfætɪk/, FAT-ik) is a communication which primarily serves to establish or maintain social relationships. In other words, phatic expressions have mostly socio-pragmatic rather than semantic functions. They can be observed in everyday conversational exchanges, as in, for instance, exchanges of social pleasantries that do not seek or offer information of intrinsic value but rather signal willingness to observe conventional local expectations for politeness.

Other uses of the term include the category of "small talk" (conversation for its own sake) in speech communication, where it is also called social grooming. In Roman Jakobson's typology of communication functions, the 'phatic' function of language concerns the channel of communication; for instance, when one says "I can't hear you, you're breaking up" in the middle of a cell-phone conversation. This usage appears in research on online communities and micro-blogging.

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Online communities in the context of Speedrunning

Speedrunning is the act of playing a video game, or section of a video game, with the goal of completing it as fast as possible. Speedrunning often involves following planned routes, which may incorporate sequence breaking and exploit glitches that allow sections to be skipped or completed more quickly than intended. Tool-assisted speedrunning (TAS) is a subcategory of speedrunning that uses emulation software or additional tools to create a precisely controlled sequence of inputs.

Many online communities revolve around speedrunning specific games; community leaderboard rankings for individual games form the primary competitive metric for speedrunning. Racing between two or more speedrunners is also a popular form of competition. Videos and livestreams of speedruns are shared via the internet on media sites such as YouTube and Twitch. Speedruns are sometimes showcased at marathon events, which are gaming conventions that feature multiple people performing speedruns in a variety of games.

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