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Internet culture is a quasi-underground culture developed and maintained among frequent and active users of the Internet (also known as netizens) who primarily communicate with one another as members of online communities; that is, a culture whose influence is "mediated by computer screens" and information communication technology, [1] : 63 specifically the Internet.
Internet culture arises from the frequent interactions between members within various online communities and the use of these communities for communication, entertainment, business, and recreation.
Studied aspects of Internet culture include anonymity/pseudonymity, social media, gaming and specific communities, such as fandoms, and has also raised questions about online identity and Internet privacy. [2]
Increasingly widespread Internet adoption has influenced Internet culture; frequently provoking enforcing norms via shaming, censuring and censorship while pressuring other cultural expressions underground. [3]
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It has been suggested that this section be split out into another articletitled History of Internet culture . (Discuss) (February 2022) |
The cultural history of the Internet is a story of rapid change. The Internet developed in parallel with rapid and sustained technological advances in computing and data communication. Widespread access to the Internet emerged as the cost of infrastructure dropped by several orders of magnitude with consecutive technological improvements.
Though Internet culture originated during the creation and development of early online communities – such as those found on bulletin board systems before the Internet reached mainstream adoption in developed countries – many cultural elements have roots in other previously existing offline cultures and subcultures which predate the Internet. Specifically, Internet culture includes many elements of telegraphy culture (especially amateur radio culture), gaming culture and hacker culture.
Initially, digital culture tilted toward the Anglosphere. As a consequence of computer technology's early reliance on textual coding systems that were mainly adapted to the English language, Anglophone societies—followed by other societies with languages based on Latin script—enjoyed privileged access to digital culture. However, other languages have gradually increased in prominence. In specific, the proportion of content on the Internet that is in English has dropped from roughly 80% in the 1990s to around 52.9% in 2018. [4] [5]
As technology advances, Internet Culture continues to change. The introduction of smartphones and tablet computers and the growing computer network infrastructure around the world have increased the number of Internet users and have likewise resulted in the proliferation and expansion of online communities. While Internet culture continues to evolve among active and frequent Internet users, it remains distinct from other previously offline cultures and subcultures which now have a presence online, even those cultures and subcultures from which Internet Culture borrows many elements.
One cultural antecedent of Internet culture was amateur radio (commonly known as ham radio). By connecting over great distances, ham operators were able to form a distinct cultural community with a strong technocratic foundation, as the radio gear involved was finicky and prone to failure. The area that later became Silicon Valley, where much of modern Internet technology originates, had been an early locus of radio engineering. [6] Alongside the original mandate for robustness and resiliency, the renegade spirit of the early ham radio community later infused the cultural value of decentralization and near-total rejection of regulation and political control that characterized the Internet's original growth era, with strong undercurrents of the Wild West spirit of the American frontier.
At its inception in the early 1970s as part of ARPANET, digital networks were small, institutional, arcane, and slow, which confined the majority of use to the exchange of textual information, such as interpersonal messages and source code. Access to these networks was largely limited to a technological elite based at a small number of prestigious universities; the original American network connected one computer in Utah with three in California. [7]
Text on these digital networks usually encoded in the ASCII character set, which was minimalistic even for established English typography, barely suited to other European languages sharing a Latin script (but with an additional requirement to support accented characters), and entirely unsuitable to any language not based on a Latin script, such as Mandarin, Arabic, or Hindi.
Interactive use was discouraged except for high value activities. Hence a store and forward architecture was employed for many message systems, functioning more like a post office than modern instant messaging; however, by the standards of postal mail, the system (when it worked) was stunningly fast and cheap. Among the heaviest users were those actively involved in advancing the technology, most of whom implicitly shared much the same base of arcane knowledge, effectively forming a technological priesthood.
The origins of social media predate the Internet proper. The first bulletin board system was created in 1978, [8] GEnie was created by General Electric in 1985 [9] [ unreliable source? ], the mailing list Listserv appeared in 1986 [9] [ unreliable source? ], and Internet Relay Chat was created in 1988. [9] [ unreliable source? ] The first official[ dubious – discuss ] social media site, SixDegrees launched in 1997. [9] [ unreliable source? ]
In the 1980s, the network grew to encompass most universities and many corporations, especially those involved with technology, including heavy but segregated participation within the American military–industrial complex. Use of interactivity grew, and the user base became less dominated by programmers, computer scientists and hawkish industrialists, but it remained largely an academic culture centered around institutions of higher learning. It was observed that each September, with an intake of new students, standards of productive discourse would plummet until the established user base brought the influx up to speed on cultural etiquette.
Commercial Internet service providers (ISPs) emerged in 1989 in the United States and Australia, opening the door for public participation. Soon the network was no longer dominated by academic culture, and the term eternal September, initially referring to September 1993, was coined as Internet slang for the endless intake of cultural newbies.
Commercial use became established alongside academic and professional use, beginning with a sharp rise in unsolicited commercial e-mail commonly called spam. Around this same time, the network transitioned to support the burgeoning World Wide Web. Multimedia formats such as audio, graphics, and video become commonplace and began to displace plain text, but multimedia remained painfully slow for dial-up users. Also around this time the Internet also began to internationalize, supporting most of the world's major languages, but support for many languages remained patchy and incomplete into the 2010s.
On the arrival of broadband access, file sharing services grew rapidly, especially of digital audio (with a prevalence of bootlegged commercial music) with the arrival of Napster in 1999 and similar projects which effectively catered to music enthusiasts, especially teenagers and young adults, soon becoming established as a prototype for rapid evolution into modern social media. Alongside ongoing challenges to traditional norms of intellectual property, business models of many of the largest Internet corporations evolved into what Shoshana Zuboff terms surveillance capitalism. Not only is social media a novel form of social culture, but also a novel form of economic culture where sharing is frictionless, but personal privacy has become a scarce good. In 1998, there was Hampster Dance, the first[ dubious – discuss ] successful Internet meme. [10]
This section needs to be updated.(September 2024) |
One early study, conducted from 1998 to 1999, found that the participants view information obtained online as slightly more credible than information from magazines, radio, and television, information obtained from newspapers was the most credible. [11] Credibility online is established in much the same way that it is established in the offline world. Lawrence Lessig claimed that the architecture of a given online community may be the most important factor in establishing credibility. Factors include: anonymity, connection to physical identity, comment rating system, feedback type (positive vs positive/negative), moderation. [12]
Many sites allow anonymous commentary, where the user-id attached to the comment is something like "guest". In an architecture that allows anonymous commentary, credibility attaches only to the object of the comment. Sites that require some link to an identity may require only a nickname that is sufficient to allow comment readers to rate the commenter, either explicitly, or by informal reputation.
Architectures can require that physical identity be associated with commentary, as in Lessig's example of Counsel Connect. [12] : 94–97 However, to require linkage to a physical identity, sensitive information about a user must be collected and safeguards for that collected information must be established – users must place sufficient trust in the site. Irrespective of safeguards, as with Counsel Connect, [12] : 94–97 use of physical identities links credibility across the frames of the Internet and real space, influencing the behaviors of those who contribute in those spaces. However, even purely online identities can establish credibility. Even though nothing inherently links a person or group to their Internet-based persona, credibility can be earned, because of the time required. [12] : 113
In some architectures, commenters can, in turn, be rated by other users, potentially encouraging more responsible commentary, although the profusion of popular shitposters belies this.
Architectures can be oriented around positive feedback or allow both positive and negative feedback. While a particular user may be able to equate fewer stars with a "negative" rating, the semantic difference is potentially important. The ability to actively downrate an identify may violate laws or norms. [13]
Architectures can give editorial control to a group or individual not employed by the site (e.g., Reddit), termed moderators. Moderation may take be either proactive (previewing contents) or reactive (punishing violators).
The moderator's credibility can be damaged by overly aggressive behavior. [1]
Internet slang is a non-standard or unofficial form of language used by people on the Internet to communicate to one another. An example of Internet slang is "lol" meaning "laugh out loud." Since Internet slang is constantly changing, it is difficult to provide a standardized definition. However, it can be understood to be any type of slang that Internet users have popularized, and in many cases, have coined. Such terms often originate with the purpose of saving keystrokes or to compensate for small character limits. Many people use the same abbreviations in texting, instant messaging, and social networking websites. Acronyms, keyboard symbols, and abbreviations are common types of Internet slang. New dialects of slang, such as leet or Lolspeak, develop as ingroup Internet memes rather than time savers. Many people also use Internet slang in face-to-face, real life communication.
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.
Technological convergence is the tendency for technologies that were originally unrelated to become more closely integrated and even unified as they develop and advance. For example, watches, telephones, television, computers, and social media platforms began as separate and mostly unrelated technologies, but have converged in many ways into an interrelated telecommunication, media, and technology industry.
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.
New media are communication technologies that enable or enhance interaction between users as well as interaction between users and content. In the middle of the 1990s, the phrase "new media" became widely used as part of a sales pitch for the influx of interactive CD-ROMs for entertainment and education. The new media technologies, sometimes known as Web 2.0, include a wide range of web-related communication tools such as blogs, wikis, online social networking, virtual worlds, and other social media platforms.
Alternative media are media sources that differ from established or dominant types of media in terms of their content, production, or distribution. Sometimes the term independent media is used as a synonym, indicating independence from large media corporations, but generally independent media is used to describe a different meaning around freedom of the press and independence from government control. Alternative media does not refer to a specific format and may be inclusive of print, audio, film/video, online/digital and street art, among others. Some examples include the counter-culture zines of the 1960s, ethnic and indigenous media such as the First People's television network in Canada, and more recently online open publishing journalism sites such as Indymedia.
Internet studies is an interdisciplinary field studying the social, psychological, political, technical, cultural and other dimensions of the Internet and associated information and communication technologies. The human aspects of the Internet are a subject of focus in this field. While that may be facilitated by the underlying technology of the Internet, the focus of study is often less on the technology itself than on the social circumstances that technology creates or influences.
Internet identity (IID), also online identity, online personality, online persona or internet persona, is a social identity that an Internet user establishes in online communities and websites. It may also be an actively constructed presentation of oneself. Although some people choose to use their real names online, some Internet users prefer to be anonymous, identifying themselves by means of pseudonyms, which reveal varying amounts of personally identifiable information. An online identity may even be determined by a user's relationship to a certain social group they are a part of online. Some can be deceptive about their identity.
Remix culture, also known as read-write culture, is a term describing a culture that allows and encourages the creation of derivative works by combining or editing existing materials. Remix cultures are permissive of efforts to improve upon, change, integrate, or otherwise remix the work of other creators. While combining elements has always been a common practice of artists of all domains throughout human history, the growth of exclusive copyright restrictions in the last several decades limits this practice more and more by the legal chilling effect. In reaction, Harvard law professor Lawrence Lessig, who considers remixing a desirable concept for human creativity, has worked since the early 2000s on a transfer of the remixing concept into the digital age. Lessig founded the Creative Commons in 2001, which released a variety of licenses as tools to promote remix culture, as remixing is legally hindered by the default exclusive copyright regime applied on intellectual property. The remix culture for cultural works is related to and inspired by the earlier Free and open-source software for software movement, which encourages the reuse and remixing of software works.
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.
Digital anthropology is the anthropological study of the relationship between humans and digital-era technology. The field is new, and thus has a variety of names with a variety of emphases. These include techno-anthropology, digital ethnography, cyberanthropology, and virtual anthropology.
Digital rhetoric is communication that exists in the digital sphere. It can be expressed in many different forms, including text, images, videos, and software. Due to the increasingly mediated nature of contemporary society, distinctions between digital and non-digital environments are less clear. This has expanded the scope of digital rhetoric to account for the increased fluidity with which humans interact with technology.
Online ethnography is an online research method that adapts ethnographic methods to the study of the communities and cultures created through computer-mediated social interaction. As modifications of the term ethnography, cyber-ethnography, online ethnography and virtual ethnography designate particular variations regarding the conduct of online fieldwork that adapts ethnographic methodology. There is no canonical approach to cyber-ethnography that prescribes how ethnography is adapted to the online setting. Instead individual researchers are left to specify their own adaptations. Netnography is another form of online ethnography or cyber-ethnography with more specific sets of guidelines and rules, and a common multidisciplinary base of literature and scholars. This article is not about a particular neologism, but the general application of ethnographic methods to online fieldwork as practiced by anthropologists, sociologists, and other scholars.
Participatory culture, an opposing concept to consumer culture, is a culture in which private individuals do not act as consumers only, but also as contributors or producers (prosumers). The term is most often applied to the production or creation of some type of published media.
The Wealth of Networks: How Social Production Transforms Markets and Freedom is a book by Harvard Law School professor Yochai Benkler published by Yale University Press on April 3, 2006. The book has been recognized as one of the most influential works of its time concerning the rise and impact of the Internet on the society, particularly in the sphere of economics. It also helped popularize the term Benkler coined few years earlier, the commons-based peer production (CBPP).
The sociology of the Internet involves the application of sociological or social psychological theory and method to the Internet as a source of information and communication. The overlapping field of digital sociology focuses on understanding the use of digital media as part of everyday life, and how these various technologies contribute to patterns of human behavior, social relationships, and concepts of the self. Sociologists are concerned with the social implications of the technology; new social networks, virtual communities and ways of interaction that have arisen, as well as issues related to cyber crime.
Information technology law, also known as information, communication and technology law or cyberlaw, concerns the juridical regulation of information technology, its possibilities and the consequences of its use, including computing, software coding, artificial intelligence, the internet and virtual worlds. The ICT field of law comprises elements of various branches of law, originating under various acts or statutes of parliaments, the common and continental law and international law. Some important areas it covers are information and data, communication, and information technology, both software and hardware and technical communications technology, including coding and protocols.
Remix: Making Art and Commerce Thrive in the Hybrid Economy is Lawrence Lessig's fifth book. The book was made available for free download and remixing under the CC BY-NC Creative Commons license via Bloomsbury Academic. It is still available via the Internet Archive. It details a hypothesis about the societal effect of the Internet, and how this will affect production and consumption of popular culture to a "remix culture".
Meedan is a technology not-for-profit that builds software and programmatic initiatives to strengthen journalism, digital literacy, and accessibility of information online and off.
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.
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