A community of interest, or interest-based community, is a community of people who share a common interest or passion. These people exchange ideas and thoughts about the given passion, but may know (or care) little about each other outside this area. Participation in a community of interest can be compelling, entertaining and create a community where people return frequently and remain for extended periods. Frequently, they cannot be easily defined by a particular geographical area.
In other words, "a community of interest is a gathering of people assembled around a topic of common interest. Its members take part in the community to exchange information, to obtain answers to personal questions or problems, to improve their understanding of a subject, to share common passions or to play." [1] In contrast to a spatial community, "a community of interest is defined not by space, but by some common bond (e.g. feeling of attachment) or entity (e.g. farming, church group)". [2]
Online communities connect to communities of interest in that often, they develop out of interests in a particular topic. [3] A benefit of online communities over place-based communities is that of non-physical access to group involvement. [3]
A community is a social unit with a shared socially-significant characteristic, such as place, set of norms, culture, religion, values, customs, or identity. Communities may share a sense of place situated in a given geographical area or in virtual space through communication platforms. Durable good relations that extend beyond immediate genealogical ties also define a sense of community, important to people's identity, practice, and roles in social institutions such as family, home, work, government, TV network, society, or humanity at large. Although communities are usually small relative to personal social ties, "community" may also refer to large-group affiliations such as national communities, international communities, and virtual communities.
Social capital is "the networks of relationships among people who live and work in a particular society, enabling that society to function effectively". It involves the effective functioning of social groups through interpersonal relationships, a shared sense of identity, a shared understanding, shared norms, shared values, trust, cooperation, and reciprocity. Some have described it as a form of capital that produces public goods for a common purpose, although this does not align with how it has been measured. Social capital is classified into bridging and bonding. Bridging social capital refers to the weak ties individuals form in heterogeneous limited interactions that is more likely to provide valuable new information. Bonding social capital refers to strong ties where the intimate relations people feel close to and trust.
Advocacy is an activity by an individual or group that aims to influence decisions within political, economic, and social institutions. Advocacy includes activities and publications to influence public policy, laws and budgets by using facts, their relationships, the media, and messaging to educate government officials and the public. Advocacy can include many activities that a person or organization undertakes, including media campaigns, public speaking, commissioning and publishing research. Lobbying is a form of advocacy where a direct approach is made to legislators on a specific issue or specific piece of legislation. Research has started to address how advocacy groups in the United States and Canada are using social media to facilitate civic engagement and collective action.
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.
An online community, also called an internet community or web community, is a community whose members interact with each other 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. Those who wish to be a part of an online community usually have to become a member via a specific site and just to specific content or links.
Computer-supported cooperative work (CSCW) is the study of how people utilize technology collaboratively, often towards a shared goal. CSCW addresses how computer systems can support collaborative activity and coordination. More specifically, the field of CSCW seeks to analyze and draw connections between currently understood human psychological and social behaviors and available collaborative tools, or groupware. Often the goal of CSCW is to help promote and utilize technology in a collaborative way, and help create new tools to succeed in that goal. These parallels allow CSCW research to inform future design patterns or assist in the development of entirely new tools.
In Internet culture, a lurker is typically a member of an online community who observes, but does not participate by posting. The exact definition depends on context. Lurkers make up a large proportion of all users in online communities. Lurking allows users to learn the conventions of an online community before they participate, improving their socialization when they eventually "de-lurk". However, a lack of social contact while lurking sometimes causes loneliness or apathy among lurkers.
Community informatics (CI) is an interdisciplinary field that is concerned with using information and communication technology (ICT) to empower members of communities and support their social, cultural, and economic development. Community informatics may contribute to enhancing democracy, supporting the development of social capital, and building well connected communities; moreover, it is probable that such similar actions may let people experience new positive social change. In community informatics, there are several considerations which are the social context, shared values, distinct processes that are taken by members in a community, and social and technical systems. It is formally located as an academic discipline within a variety of academic faculties including information science, information systems, computer science, planning, development studies, and library science among others and draws on insights on community development from a range of backgrounds and disciplines. It is an interdisciplinary approach interested in using ICTs for different forms of community action, as distinct from pure academic study about ICT effects.
The United Nations defines community development as "a process where community members come together to take collective action and generate solutions to common problems." It is a broad concept, applied to the practices of civic leaders, activists, involved citizens, and professionals to improve various aspects of communities, typically aiming to build stronger and more resilient local communities.
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.
A discourse community is a group of people who share a set of discourses, understood as basic values and assumptions, and ways of communicating about those goals. Linguist John Swales defined discourse communities as "groups that have goals or purposes, and use communication to achieve these goals."
A social networking service (SNS), or social networking site, 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.
Computer-supported collaborative learning (CSCL) is a pedagogical approach wherein learning takes place via social interaction using a computer or through the Internet. This kind of learning is characterized by the sharing and construction of knowledge among participants using technology as their primary means of communication or as a common resource. CSCL can be implemented in online and classroom learning environments and can take place synchronously or asynchronously.
The following outline is provided as an overview of topics relating to community.
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.
An affinity space is a place where learning happens. According to James Paul Gee, affinity spaces are locations where groups of people are drawn together because of a shared, strong interest or engagement in a common activity. Often but not always occurring online, affinity spaces encourage the sharing of knowledge or participation in a specific area, and informal learning is a common outcome. In his coining of the term, Gee takes the notion of participatory cultures, and reframes it to the idea of "space". To Gee, what is happening in these online cultures is not merely a "culture" – and far different from a "community". In Gee's view, the word "community" conjures up images of belongingness and membership (p. 70). Instead, he has defined these worlds as "spaces" – a term that allows for the "robust characterization of the ebbs and flows and differing levels of involvement and participation exhibited by members"
Youth engagement is the sentiment young people feel towards a particular person, activity, place or outcome. It has been a focus of youth development, public policy and social change movements for at least forty years. According to a Cornell University program, "Youth engagement is one of the buzzwords in the youth development field. Similar terms are youth voice, youth involvement, youth participation, and youth in governance."
Netnography is a "form of qualitative research that seeks to understand the cultural experiences that encompass and are reflected within the traces, practices, networks and systems of social media". It is a specific set of research practices related to data collection, analysis, research ethics, and representation, rooted in participant observation that can be conceptualized into three key stages: investigation, interaction, and immersion. In netnography, a significant amount of the data originates in and manifests through the digital traces of naturally occurring public conversations recorded by contemporary communications networks. Netnography uses these conversations as data. It is an interpretive research method that adapts the traditional, in-person participant observation techniques of anthropology to the study of interactions and experiences manifesting through digital communications.
Psychology encompasses a vast domain, and includes many different approaches to the study of mental processes and behavior. Below are the major areas of inquiry that taken together constitute psychology. A comprehensive list of the sub-fields and areas within psychology can be found at the list of psychology topics and list of psychology disciplines.
Social emotional development represents a specific domain of child development. It is a gradual, integrative process through which children acquire the capacity to understand, experience, express, and manage emotions and to develop meaningful relationships with others. As such, social emotional development encompasses a large range of skills and constructs, including, but not limited to: self-awareness, joint attention, play, theory of mind, self-esteem, emotion regulation, friendships, and identity development.