Showing posts with label cyberculture. Show all posts
Showing posts with label cyberculture. Show all posts

Saturday, 14 November 2009

The tribal web

This is the final post in the Digital Tribe series, which is abridged from Chapter 6 of the edited volume Connected Minds, Emerging Cultures (2009).

Anthropologists ascribe a variety of definitions to the word 'tribe' and it can be a contentious term. Most are agreed though, that a tribe is a small society that has its own customs and culture and that these define it. This series has explored the notion of digital tribes and clans, and has applied these concepts to those who consistently inhabit virtual spaces. Such digital territories are ideal environments within which new forms of cultural transmission can propogate and sustain themselves. The tribes and clans I have identified, it could be argued, are emerging as a direct result of their sustained interaction with, and through, social technologies.

Attempting to categorise the behaviour of online users into distinct tribal characteristics can be problematic, because behaviour in virtual worlds (and indeed in the real world) is ultimately diverse and often chaotic or inconsistent. When observed in its entirety however, the trails of evidence emerging on the Web can readily support the notion of the virtual clan. Individuals have an inherent need to belong, so groupings will occur naturally in the real world, in families, kinship groups, clans and other social collectives. The evidence for clannish behaviour online is abundant too, as seen in the creation of specific cultural artefacts that identify distinct web user groupings. The tacit gathering around new 'digital totems' to form transient interest groups is another form of evidence (e.g. Ning, MMORPGS, Crowdvine) as is the marking out of territories through the sharing of social bookmarks, the tagging of digital objects and voting for preferences and usability (e.g. Delicious, Digg). Consistent representation of digital identity within specific tools (recall the Facebooker and Flickrite tribal differences) is yet another form of evidence for the existence of virtual clans.

It should also be acknowledged that clans tend to emerge within tribes as cutural definitions and user generation of digital artefacts become more pronounced. There may be one single digital tribe in the broadest sense of its meaning, but an analysis of the virtual world and it multitude of social networking and communication behaviours indicates that there are indeed many subsets of this large digital tribe - they are the virtual clans, and although we shift our allegiances, we may each belong to several.

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Thursday, 12 November 2009

En masse, online

This post is a continuation of Wednesday's post entitled: Virtual Clans

Still other virtual clans are emerging from the cultures surrounding online leisure activities such as massively multiplayer online role-playing games (MMORPGs), strategy games and transnational special interest groups that meet en masse, online. In massively multiplayer online gaming, the ‘clan’ (sometimes referred to as ‘guild’) is the name used to describe a group of individuals who play competitively against other clan groups. One very popular online role-playing game, World of Warcraft, has millions of adherents who compete seriously on a regular basis in guilds with strangers they become very familiar with but never meet face to face. MMORPG clans who engage with war games sometimes name their virtual clans after real or fictitious military divisions or armies. They may further identify themselves as members of their clan by creating uniformly themed avatars (their digital altar egos) to represent themselves within cyberspace. World of Warcraft even introduced digital tabards which could be adjusted electronically to show unique features that identify a particular guild. Members then purchase their own for their avatar to wear, thereby identifying more closely with their virtual kin group.

Furthermore, virtual clans often develop their own closed newsgroups and e-mail listings to keep their geographically distributed members informed. In MMORPGs, clans can identify themselves further by developing their own virtual territories, building businesses, and earning virtual currency (Childress & Brasswell, 2006). They can be fiercely competitive and often take immense pride in their achievements at the expense of rival clans. As virtual clans become larger and more organised they also tend to become more hierarchical, even electing their own leaders – clan chieftains, and developing their own unique ‘tags’ which can be used to visually identify themselves as clan members in text communication.

In Second Life, a 3-D multi-user virtual environment (MUVE) which at the time of writing has reached in excess of 8 million subscribers, there is a distinct differential between those SLifers who own land and commodities, and those who are simply ‘visiting’ and making use of these commodities. The traders and the consumers are a reflection of real life, so in effect, in-world experience mirrors our observations of real life. The use of avatars is a departure from real life with many SLifers participating in the practice of gender swapping. Even more strangely, some SLifers employ avatars that represent themselves as animals of all kinds, some common, some exotic. Still others choose to present themselves as fantasy figures, such as characters with Anime cartoon features, or aliens, wizards, pixies or fairies. Yet the clear distinction in Second Life is between the traders and those who purchase. The SLife tribe thus has at least two distinct clans, and it is highly likely that others will emerge as Second Life and other MUVEs become better established.

Tomorrow: The Tribal Web

Reference

Childress, M. D. and Brasswell, R. (2006) Using Massively Multiplayer Online Role-Playing Games for Online Learning. Distance Education. 27 (2), 187-196.

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Wednesday, 11 November 2009

Virtual clans

This post is a continuation of yesterday's post entitled: Digital pervasion and loss of identity.

Virtual clannish behaviour can be observed in a number of ways, but probably most overtly in the subtly distinctive ways in which people use their mobile phones. Members of the mobile tribe can be divided into at least two clans. One clan can be observed holding their mobile phones to their ears whilst another group tends to stare at their devices. This is the audio message clan and the text message clan. The former continue to conceive of the mobile phone as having the same functionality of the fixed line telephone – ‘that’s why it’s called a phone’. The latter have made the conceptual leap of seeing the mobile phone as a multi-functional communication tool, and as we have already seen, have developed their own reduced or slang version of common language.

Another example is the social networking tribe which boasts many clans, such as the MySpace clan, the Bebo clan, the YouTube clan and so on. One particularly interesting comparison can be made between the users of Flickr and FaceBook. The Flickrite kin group generally trades in images (photographs) and members rarely identify themselves using their real names. By contrast, FaceBookers identify themselves using real names and photographs, and coalesce around groups with common interests that are wider than photographs. FaceBookers also have a reputation for being frivolous, and engage in virtual food-fights, ‘poking’ each other and sending silly notes, much akin to the naughty school children who sit in the back row of the classroom. Flickrites are more likely to trade in affirmative comments, the ‘favouriting’ of attractive images and the awarding of prizes in mutual celebration of each other’s photographic skills. FaceBookers on the other hand, are more intent on gathering together as many ‘friends’ as possible – some with strong social ties, many with weaker ties, as they are ‘friends of friends’ or simply random acquaintances.


One virtual tribe will behave in a manner that can be distinguished from other tribes. Clans on the other hand tend to be large ‘kin groups’ that generally involve themselves in an identifiably common practice, but are distinct in some way within this practice. They yet remain a part of the larger social mass of the tribe. Whereas clans represent a part of society, tribes may constitute the entire society. Virtual clans are defined more by the technology they subscribe to, and ultimately, the software they use. Although we are bombarded on all sides by advertisements and corporate images prompting us to subscribe, buy into and involve ourselves in commodities of all shapes and sizes, many of us also have infinitely more choice in what we do, the alliances we make and how we spend our money. As a result of this plethora of choice there are many virtual clans – the distinctions are often subtle, but the clans are different, inspired by different motives, identified by different artefacts and activities, and ultimately, distinguished by different aims and destinations.

Virtual youth clans spend much of their time texting each other on their mobile phones. They may identify their clan more subtlety that through the kind of mobile phone they use, its features and capabilities. They may identify as a part of a clan through the use of specific language and other symbolism. Some virtual clanships are emerging through the choice of social networking service – Bebo users are distinctly different in many small ways to their counterpart clans who subscribe to FaceBook, who are again different to those who use MySpace.


On Friday: En masse, online

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Monday, 9 November 2009

Digital pervasion and loss of identity

This is a continuation of yesterday's post entitled: Always connected.

“We are all digital now” claims Paul Longley of University College London, in a research report (BBC News, 2006). In so doing, he identifies a global digital tribe. Taking into account the fact that much of the world’s population is more than a day’s walking distance from a fixed line telephone, and even allowing for the growing trend toward mobile phone usage in developing countries, or the paucity of computers in the third world, Longley’s claim could be considered contentious. However, where applied to western industrialised nations, it musters some credibility. There is none the less a need to acknowledge the digital divides that are perpetuated wherever technology is applied. Interestingly, Longley’s claim may hold some truth when contextualised in a world where cable and satellite television channels proliferate, digital mobile communication becomes ever more pervasive, surveillance of civil movement and activity is automated, and where digital identification of individuals, commodities and services is becoming common place. The location of a global digital tribe within this landscape is a feature of interest for this chapter.

Longley’s research team identified digital tribes by their socio-economic activities and by the manner in which they used information and communication technologies. Yet there are more subtle distinctions that can be made, particularly at the perceptual and motivational levels of analysis.

There is an argument that due to the process of globalisation, national boundaries (and therefore tribal boundaries) have been eroded to the point that we are amalgamating into a homogenous mass of humanity, and where the last vestiges of tribal identity are vanishing. In essence, the forces of globalisation have amalgamated us all into one tribe. We are living in a ‘corporate age’ runs the argument, in which all of our decisions are being dictated by ‘those who have the real power’. Therefore, wherever I travel, I can find the same fast food outlets, and the same familiar chain stores where I can purchase clothing and footwear I will be comfortable wearing. I can blend into the background because I am wearing a similar style of clothing to the hundreds of other people milling around in the high street, and I will not be conspicuous, because I am eating the same food and drinking from an identical soft drink can as the natives. Have I therefore blended in to such an extent into the local culture that I lose my identity? No, my individual identity remains intact, whilst my individualism is subsumed into the social melange within which I am located. Identity and individualism are not synonymous, even though there are obvious commonalities. The identity argument may break down when it is applied to the formation of a single ‘digital tribe’, but clearly there are many personal identities represented within the tribe. It is quite possible then, that there is in fact one ‘digital tribe’ in the broadest sense of its meaning, but there are many sub-sets of this large digital tribe – what we can term ‘virtual clans’.


Tomorrow: Virtual Clans

Sunday, 8 November 2009

Always connected

This is a continuation of yesterday's post entitled: The digital tribe and the network nation.

It was Howard Rheingold (2002) who coined the term ‘smart mobs’ (a play on the word 'mobile' or mobile phone) to describe individuals who work collectively and intelligently toward a mutual goal without necessarily having met. Unlike their more feral counterparts, smart mobs tend to act intelligently and with a purpose. They are distributed beings (Curtis, 2004), carrying devices that have immense computing power and telecommunication capability, enabling them to collaborate in ways which were previously inconceivable. The immediacy of their communicative ability and the ubiquity and persistence of their engagement (they are always connected) within the smart mob enable them to perform collective feats of imagination, co-operation, trading and the exploitation of aggregative mind power, beyond anything humankind has ever achieved up to this point in its history. This may appear to read as a eulogy, but in reality smart mobs are the vanguard of an influential social movement that will gather pace over the next few years and will ultimately radically change the face of education.

Smart mobs can act for the public good, for example where drivers use their mobile phones to inform a local radio station of a road traffic accident. They can also act concertedly for more nefarious purposes, such as tram or bus passengers who text their ticketless friends to warn them of the location of ticket inspectors. Some smart mob activities may be pointless to all but those who participate in the action. In recent years, a new social phenomenon has been observed, particularly in urban areas. Known as ‘flash mobs’, they are large groups of people who suddenly gather in a public place, perform some meaningless activity for a period of time, and then just as quickly disappear. The T-Mobile dance was an example of this phenomenon and there are many more examples. Flash mobs are almost always co-ordinated by one or more individuals through mass SMS texting, e-mails or other electronic message transmission methods. Technology directed flash mobs have occasionally gathered for political purposes at times of civil unrest in Romania and China, but generally their purpose is ill defined. Flash mobs have been explained as a classic example of the innate need for people to belong to a group, be privy to inside knowledge, and be able to participate in what is ‘happening’.

Rheingold also identifies a ‘thumb tribe’ which consists predominantly of those younger members of society who appear to be constantly connected to the rest of their tribe and who use ‘one thumb signalling’ via text to communicate. They belong to the larger tribe of the ‘always connected’ who are identifiable by their apparent dependency on mobile telecommunication technologies. They are clearly identified not only by the means through which they communicate, but also by the manner in which this communication is constructed, i.e their vocabulary. SMS text is constrained by a single message limit of 160 characters. To save money, txters have developed a reduced form of language made up of letters, numbers and symbols. Known as ‘squeeze text’ (Carrington, 2005) this clannish form of language changes the morphology of the language being used, with little or no loss of its semantics for those who are members of the clan. For those outside the clan however, txting can present a bewildering conundrum.


Tomorrow: Digital pervasion and loss of identity

References

Carrington, V. (2005) Txting: The end of civilisation (again?) Cambridge Journal of Education. 35 (2), 161-175.
Curtis, M. (2004) Distraction: Being human in a digital world. London: Futuretext.
Rheingold, H. (2002) Smart Mobs: The Next Social Revolution. Cambridge, MA: Basic Books.

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The digital tribe and the network nation

This is a continuation from yesterday's blogpost entitled: Digital Tribal Identity

I will argue here that within the present information age, where digital communication technologies have fractured the tyranny of distance beyond repair, and where computers have become pervasive and ubiquitous, identification through digital mediation has become the new cultural capital (Bordieu & Passeron, 1990). Cultural capital is the set of ‘invisible bonds that tie a community together’ (Curtis, 2004, p 72) without which societal cohesiveness begins to unravel. It is this ‘social glue’ - such mutual understandings and exchanges that occur on a daily basis – that holds together the basic building blocks of social life in which people simply ‘look out for each other’. In the real life community, people work hard to sustain such mutual exchange, and its value is instilled in them from an early age. This results in the transmission of the culture from generation to generation.

For the digital community, such tribal identification operates at least within the social and individual levels, but may be inherently more complex, transcending age, ethnicity, gender and other social divisions such as disability. Paradoxically, it is largely the individual figures within this equation who act in concert to perpetuate the social cohesion of the tribe. Even stranger in the digital age, such exchanges are conducted regularly through one or more mediating technologies.

The anthropologist Erving Goffman suggested that the performance of the self is a social act designed to regulate the impression one presents to others. Goffman’s notion of impression management in public spaces evokes the construction of the self simultaneously in the mind of the individual and in the collective mind of the audience (Goffman, 1959). We see ourselves reflected in the eyes of the other, and adjust our behaviour to conform and remain accepted by those with whom we choose to identify (Cooley, 1902).


Rheingold (2002) applies this ‘theory of being’ to the use of short message service (SMS) texting by young people – who they send texts to, and receive them from, defines an element of their social identity, as constructed by themselves in relation to the others in their SMS circle of communication. Such small friendship circles may be physical, or virtual, or a combination of both, but for the individual, this may matter little, but remains very much an essence of his or her identity as a tribal member. The content of the text message may also be secondary to the fact that the message has been sent, and the perception that the sender has been ‘thinking about you’. Such management of impression is projected through the technology to show the sender in a ‘best light’ to others.

Tomorrow: Always connected

References

Bordieu, P. and Passeron, J-C. (1990) Reproduction in Education, Society and Culture. London: Sage Publications.
Cooley, C. H. (1902) Human Nature and the Social Order. New York: Scribner.
Curtis, M. (2004) Distraction: Being human in a digital world. London: Futuretext.
Goffman, E. (1959) The Presentation of Self in Everyday Life. New York: Doubleday. Rheingold, H. (2002) Smart Mobs: The Next Social Revolution. Cambridge, MA: Basic Books.

Saturday, 7 November 2009

Digital tribal identity

Earlier this year I published an edited volume entitled 'Connected Minds, Emerging Cultures' which was a compendium of papers written by leading theorists and practitioners in the field of learning technology. Over the next few days I will present an abridged, bite size series of exerpts from one of my chapters which was entitled: 'Digital Tribes, Virtual Clans'. I hope you enjoy it and look forward to reading your comments.

Tribes use common culture to construct group identity and will employ dialects as a shared but often exclusive form of communication. The dialect of the London East End for example, is peppered with rhyming slang, whereas just a few hundred miles away, the Geordie dialect of the North East of England is heavy with accent and vocabulary that have survived from the incursions of the Norsemen several centuries before. Such linguistic devices, although deriving from different roots, both serve to exclude outsiders who attempt to enter into the circle. Thus the shared symbolism of the slang or dialect tacitly protects the tribal culture and secures its social exclusivity for its members. Communication, including speech, clothing and actions all serve to signal our cultural identities and group membership (Pahl & Rowsell, 2006). Cultural transmission is the communication of ideas. According to Dawkins (1976) key actions and thinking patterns of members of a culture are influenced by a contagious patterns of information known as ‘memes’. Memes carry no specific rules, but in effect are adopted and shared around by the tribe as a means of perpetuating that culture.

The smaller elements with the tribe, which we call clans, also employ shared symbolism. Each clan for example, has its totem, a symbol that represents it and distinguishes it from other, possibly rival clans. In primitive clans, the totem was often a representation of an animal or tree. Durkheim suggests it is easier for clan members to project their feelings of awe toward a totem than toward something that is as complex as the clan itself (Haralambos & Holborn, 1995). For digital tribes and virtual clans, the totem – the traditional rallying point for all tribal activity – is patently the world wide web. Not only are these digital spaces objects of intense interest and rallying points for the clans, they also act as transmitters of units of cultural knowledge. Several authors have argued that digital technologies and electronic networks provide perhaps the best environment for the transmission of memes (Blackmore 1999; Adar, Zhang, Adamic & Lukose, 2004). Such new literary practices of communication (Lankshear & Knobel, 2006) rely heavily on shared spaces, shared symbolism and the viral nature of the social web.

Weber originally suggested that culture should be construed as a ‘web of significance’ that was spun by the individuals who comprised the culture (Weber, 1947). Significantly, the increasing role the World Wide Web plays in the shaping of modern tribal culture causes Weber’s notion to resonate. Until recent technological innovation, people with common tribal identity lived in geographically specific locations, and considered areas of land to be their sole territory. Such territories are now being eroded due to the emergence of new digital tribes who occupy spaces located within cyberspace – a virtual space that transgresses all traditional, social and political boundaries.


Tomorrow: The digital tribe and the network nation

Related posts

When two edu-tribes go to war (Peter Ford)
Hoe verbind jij je met andere mensen op internet? (Wilfred Rubens)

References

Adar, E., Zhang, L., Adamic, L. and Lukose, R. (2004) Implicit Structure and Dynamics of Blogspace. Cited in Lankshear, C. and Knobel, M. (2006) New Literacies: Everyday Practices and Classroom Learning. Maidenhead: Open University Press.
Blackmore, S. (1999) The Meme Machine. Cited in Lankshear, C. and Knobel, M. (2006) New Literacies: Everyday Practices and Classroom Learning. Maidenhead: Open University Press.
Dawkins, R. (1976) The Selfish Gene. Oxford: Oxford University Press.
Haralambos, M. and Holborn, M. (1995) Sociology: Themes and Perspectives (4th Edition). London: Harper Collins.
Pahl, K. and Rowsell, J. (2006) Literacy and Education: Understanding the new literacy studies in the classroom. London: Paul Chapman Publishing.
Weber, M. (1947) The Theory of Social and Economic Organisation. New York: The Free Press.