Online community in the context of Digital platform (infrastructure)


Online community in the context of Digital platform (infrastructure)

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⭐ Core Definition: Online community

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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πŸ‘‰ Online community in the context of Digital platform (infrastructure)

A digital platform is a software-based online infrastructure that facilitates user interactions and transactions.

Digital platforms can act as data aggregators to help users navigate large amounts of information, as is the case with search engines; as matchmakers to enable transactions between users, as is the case with digital marketplaces; or as collaborative tools to support the development of new content, as is the case with online communities. Digital platforms can also combine several of these features, such as when a social media platform enables both searching for information and matchmaking between users.

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Online community in the context of Social networking service

A social networking service or social networking site, abbreviated as SNS, is a type of online social media platform which people use to build social networks or social relationships with other people who share similar personal or career content, interests, activities, backgrounds or real-life connections.

Social networking services vary in format and the number of features. They can incorporate a range of new information and communication tools, operating on desktops and on laptops, on mobile devices such as tablet computers and smartphones. This may feature digital photo/video/sharing and diary entries online (blogging). Online community services are sometimes considered social-network services by developers and users, though in a broader sense, a social-network service usually provides an individual-centered service whereas online community services are groups centered. Generally defined as "websites that facilitate the building of a network of contacts in order to exchange various types of content online," social networking sites provide a space for interaction to continue beyond in-person interactions. These computer mediated interactions link members of various networks and may help to create, sustain and develop new social and professional relationships.

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Online community in the context of Virtual community

A virtual community is a social network of individuals who connect through specific social media, potentially crossing geographical and political boundaries in order to pursue mutual interests or goals. Some of the most pervasive virtual communities are online communities operating under social networking services.

Howard Rheingold discussed virtual communities in his book, The Virtual Community, published in 1993. The book's discussion ranges from Rheingold's adventures on The WELL, computer-mediated communication, social groups and information science. Technologies cited include Usenet, MUDs (Multi-User Dungeon) and their derivatives MUSHes and MOOs, Internet Relay Chat (IRC), chat rooms and electronic mailing lists. Rheingold also points out the potential benefits for personal psychological well-being, as well as for society at large, of belonging to a virtual community. At the same time, it showed that job engagement positively influences virtual communities of practice engagement.

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Online community in the context of Community of practice

A community of practice (CoP) is a group of people who "share a concern or a passion for something they do and learn how to do it better as they interact regularly". The concept was first proposed by cognitive anthropologist Jean Lave and educational theorist Etienne Wenger in their 1991 book Situated Learning. Wenger significantly expanded on this concept in his 1998 book Communities of Practice.A CoP can form around members' shared interests or goals. Through being part of a CoP, the members learn from each other and develop their identities.

CoP members can engage with one another in physical settings (for example, in a lunchroom at work, an office, a factory floor), but CoP members are not necessarily co-located. They can form a virtual community of practice (VCoP) where the CoP is primarily located in an online community such as a discussion board, newsgroup, or on a social networking service.

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Online community in the context of Social contagion

Social contagion involves behaviour, emotions, or conditions spreading spontaneously through a group or network. The phenomenon has been discussed by social scientists since the late 19th century, although much work on the subject was based on unclear or even contradictory conceptions of what social contagion is, so exact definitions vary. Some scholars include the unplanned spread of ideas through a population as social contagion, though others prefer to class that as memetics. Generally social contagion is understood to be separate from the collective behaviour which results from a direct attempt to exert social influence.

Two broad divisions of social contagion are behavioural contagion and emotional contagion. The study of social contagion has intensified in the 21st century. Much recent work involves academics from social psychology, sociology, and network science investigating online social networks. Studies in the 20th century typically focused on negative effects such as violent mob behaviour, whereas those of the 21st century, while sometimes looking at harmful effects, have often focused on relatively neutral or positive effects like the tendency for people to take action on climate change once a sufficient number of their neighbours do.

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Online community in the context of Wikipedian

The Wikipedia community, collectively and individually known as Wikipedians, is an online community of volunteers who create and maintain Wikipedia, an online encyclopedia. Wikipedians may or may not consider themselves part of the Wikimedia movement, a global network of volunteer contributors to Wikipedia and other related projects hosted by the Wikimedia Foundation.

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Online community in the context of Flickr

Flickr (/ˈflΙͺkΙ™r/ FLIK-Ι™r) is an image and video hosting service, as well as an online community, founded in Canada and headquartered in the United States. It was created by Ludicorp in 2004 and was for a time a common way for amateur and professional photographers to host high-resolution photos. Flickr was owned by Yahoo! from 2005 and has been owned by SmugMug since 2018.

As of JuneΒ 10, 2015, Flickr had a total of 112 million registered members and more than 3.5 million new images uploaded daily. On August 5, 2011, the site reported that it was hosting more than 6 billion images. In 2024, it was reported as having shared 10 billion photos and accepting 25 million per day. Flickr also hosts the largest collection of Creative Commons-licensed photos on the web.

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Online community in the context of The WELL

The Whole Earth 'Lectronic Link, normally shortened to The WELL or The Well, is a virtual community founded in 1985. It is one of the oldest continuously operating virtual communities. By 1993 it had 7,000 members, a staff of 12, and gross annual income of $2Β million. A 1997 feature in Wired magazine called it "The world's most influential online community." In 2012, when it was last publicly offered for sale, it had 2,693 members. It is best known for its Internet forums, but also provides email, shell accounts, and web pages. Discussion topics are organized into conferences that cover broad areas of interest. User anonymity is prohibited.

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Online community in the context of Virtual goods

Virtual goods are non-physical objects and money purchased for use in online communities or online games. Digital goods, on the other hand, may be a broader category including digital books, music, and movies. Virtual goods are a subclass of intangible goods.

Including digital gifts and digital clothing for avatars, virtual goods may be classified as services instead of goods and are usually sold by companies that operate social networking services, community sites, or online games. Sales of virtual goods are sometimes referred to as microtransactions, and the games that use this model are usually referred to as freemium games.

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Online community in the context of Otherkin

Otherkin is a subculture of individuals who identify as partially or entirely nonhuman. Some otherkin believe their identity derives from non-physical spiritual phenomena, such as having a nonhuman soul or reincarnation. Some otherkin give non-spiritual explanations for themselves, such as unusual psychology or neurodivergence, or as part of dissociative identity disorder or being plural. Many otherkin say they are physically human.

The otherkin subculture developed primarily as an online community during the 1990s. It had partly grown out of some small groups of people who described themselves as elves during the 1970s and 1980s. During the late 2000s, the word has come to be treated as an umbrella term for some other nonhuman identity subcultures.

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Online community in the context of Local currency

In economics, a local currency is a currency that can be spent in a particular geographical locality at participating organisations. A regional currency is a form of local currency encompassing a larger geographical area, while a community currency might be local or be used for exchange within an online community. A local currency acts as a complementary currency to a national currency, rather than replacing it, and aims to encourage spending within a local community, especially with locally owned businesses. Such currencies may not be backed by a national government nor be legal tender. About 300 complementary currencies, including local currencies, are listed in the Complementary Currency Resource Center worldwide database.

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Online community in the context of Virtual community of practice

An online community of practice (OCoP), also known as a virtual community of practice (VCoP), is a community of practice (CoP) that is developed and maintained on the Internet. OCoPs include active members who are practitioners, or "experts," in the specific domain of interest. Members participate in a process of collective learning within their domain. Community social structures are created to assist in knowledge creation and sharing, which is negotiated within an appropriate context. Community members learn through both instruction-based learning and group discourse. Finally, multiple dimensions facilitate the long-term management of support and the ability for synchronous interactions.

To some, a VCoP is a misnomer because the original concept of a CoP was based around situated learning in a co-located setting. With increasing globalization and the growth of the Internet, many now claim that virtual CoPs exist. For example, some claim that a wiki (such as Wikipedia) is a virtual CoP, whereas others argue that the essence of a community is place-based – a community of place.

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Online community in the context of DeviantArt

DeviantArt (formerly styled as deviantART and thus abbreviated as dA) is an American online community that features artwork, videography, photography, and literature, launched on August 7, 2000, by Mathew Stephens, Scott Jarkoff and Angelo Sotira, among others.

DeviantArt is headquartered in the Hollywood area of Los Angeles, California. DeviantArt had about 36 million visitors annually by 2008. In 2010, DeviantArt users were submitting about 1.4 million favorites and about 1.5 million comments daily. In 2011, it was the thirteenth largest social network with about 3.8 million weekly visits. Several years later, in 2017, the site had more than 25 million members and more than 250 million submissions. In 2025, it reached a new milestone with 100 million registered users.

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Online community in the context of Talkomatic

Talkomatic is an online chat system that enables real-time text communication among small groups. Each participant occupies a dedicated section of the screen, with messages appearing character-by-character as they are typed. Developed in 1973 by Doug Brown and David R. Woolley on the PLATO system at the University of Illinois, Talkomatic is recognized as one of the first multi-user chat systems, predating Internet Relay Chat (IRC) by 15 years and CompuServe's CB Simulator by seven years.

The system played a significant role in the development of online communities and influenced subsequent collaborative software, including Lotus Notes. After the original PLATO implementation was discontinued in the mid-1980s, Brown and Woolley released a web-based version in 2014. Following a temporary shutdown in 2024, the system was revived as an open-source project.

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