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At Amazon, customer reviews act like a magnet, pulling people down the page. That's the content people want...They keep scrolling until they hit the reviews, which in some cases are up to 6000 pixels down from the top of the page! Nobody seems to mind...Customer reviews allow people to learn about a product from the experience of others without any potentially biased seller information. No wonder everyone wanted to shop at Amazon. They had information that no other site had: they had the Truth. And that truth, interestingly enough, arose from simply aggregating the conversation of normal people. [2] : 4
These customer reviews contribute valuable information that individuals seek out, and are written by users for free simply out of a desire to share their experiences with a product or service with others; the quality and value of each review is further determined by other users, who rate them based upon whether or not they found the feedback helpful, "weeding out the bad (by pushing them to the bottom [of the page])." [2] : 4
Non-retailer, special interest websites have also implemented social web features to broaden their appeal: one example is Allrecipes.com, a community of 10 million cooks that share ideas and recipes with one another. [23] In addition to exchanging recipes with others through the website, users are able to rate and post reviews of recipes they have tried, and to provide suggestions as to how to improve or alter them; [24] according to the website, "The ratings/reviews...are a valuable resource to our community because they show how the members and their families feel about a recipe. Does the recipe get raves—or does it never get made again? Your opinion counts". [24] This feedback is used to evaluate and classify recipes based upon how successfully they passed through the site's "editorial process" and to what extent they were approved by site members, potentially resulting in receiving "Kitchen approved" status that is comparable to Wikipedia's "good article" nomination process. [24] The site has also augmented its services by including social features such as user blogs and connecting with other social networking/media sites like Facebook [25] to expand its presence on the social Web. The recipes found on this website become part of the social web as other members rank them, comment and provide feedback as to why the recipe was good or bad, or to share ways in which they would change it.
The integration of "social" features has also begun to extend into non-Web media forms including print and broadcast. Increasingly prevalent mobile devices have offered a platform for media companies to create hybridised media forms which draw upon the social web, such as the Fango mobile app offered by Australian partnership Yahoo!7 which combines traditional TV programming with live online discussions and existing social networking channels.
Artists use the social Web to share their art, be it visual art on sites like deviantART, video art on YouTube, musical art on YouTube or iTunes, or physical art, such as posting and selling crafted items on Craigslist. Artists choose to post their art online so that they can gain critiques on their work, as well as just have the satisfaction of knowing others can experience and enjoy their work. With this social web generation, students spend more time using social tools like computers, video games, video cameras and cell phones. [26] These tools allow the art to be shared easily, and aid in the discussion.
Crowdsourcing has become one of the ways in which the social Web can be used collaborative efforts, particularly in the last few years, with the dawn of the semantic web and Web 2.0. Modern web applications have the capabilities for crowdsourcing techniques, and consequently the term is now used exclusively for web-based activity. Examples include sites such as SurveyMonkey.com and SurveyU.com; for example, SurveyMonkey enables users to administer surveys to a list of contacts they manage, then collect and analyze response data using basic tools provided on the website itself and finally export these results once they are finished. [27]
Crowdsourcing is used by researchers in order to emulate a traditional focus group, but in a less expensive and less intimate atmosphere. Due to the nature of the social Web, people feel more open to express what their thoughts are on the topic of discussion without feeling as though they will be as heavy scrutinized by the rest of the group when compared to a traditional setting. The Internet serves as a screen, helping to evoke the purest feedback from the participants in the group, as it removes much of a mob mentality. [28]
Facebook has also been a mode in which crowdsourcing can occur, as users typically ask a question in their status message hoping those that see it on his or her news feed will answer the question, or users may opt to use the poll option now available to obtain information from those within their friends network. [29]
Through the use of the social Web, many software developers opt to participate in community-based open-source software projects, as well as hacking projects for proprietary software, kernel (computing) modifications, and freeware ports of games and software. Linux iterations are perfect examples of how effective and efficient this sort of collaboration can be. Google's Android operating system is another example, as many coders work on modifying existing hardware kernels and ROMs to create customized forms of a released Android version. These collaborative efforts for Android take place typically through xda-developers and androidforums.com.
Most of the modern mobile applications, and indeed even browser applications, come from released software development kits to developers. The developers create their applications and share them with users via "app markets". Users can comment on their experiences with the applications, allowing all users to view the comments of others, and thus have a greater understanding of what is to be expected from the application. Typically there is also a rating a system in addition to comments. [30]
Mobile social Web applications are built using various APIs. These APIs allow for the interaction and interconnection of data on one social database, be it Facebook, Twitter, or Google Account, thus creating a literal web of data connections. These applications then add to the user experience specific to the application itself. Examples include TweetDeck and Blogger. [31]
The way in which individuals share intimate details, and perform tasks such as dating, shopping, and applying for jobs is very different from in previous generations. Now, one's preferences, opinions, and activities are routinely shared with a group of friends with whom they may or may not ever meet were it not for the social web. [32]
Many social websites use online social interaction to create a bridge to real life interaction. Relationships are formed between individuals via the internet and then become more personal through other forms of communication. [32] An example of this type of interaction is found on eBay: with more than 94 million active users globally, eBay is the world's largest online marketplace, where anyone can buy and sell practically anything. [33] This website allows individuals to sell items and other to bid on these items. At the end of the auction, the buyer pays the seller; the buyer then sends the purchased product to the winner of the auction. The relationship begins on the internet, but extends into real life interaction. Ways in eBay facilitates this interaction include Skype, a leading online communications service that enables people to communicate through voice or video online for free. [34] eBay Inc. acquired Skype in 2005 and significantly expanded its customer base to more than 480 million registered users in nearly every country on earth. [35] The result of all eBay transactions is a seller providing the buyer with a product, most commonly via mail: web interaction ending in a real world exchange.
The relationship that is formed with eBay users is similar to the users of Craigslist. Users place items that they want to sell on the website, and other users that are looking to purchase these items contact the seller. Craigslist is used to bring together individuals and organizations and connect them to the resources, tools, technology and ideas they need to effectively engage in community building and see the impact of their actions. [36] This is done via email or over the telephone. The buyer and the seller form a meeting in which goods are exchanged for money. Without this type of website, the buyer would not know that the product was available by the seller. This type of website allows members of a physical community to network with the other members of their community to exchange goods and services. [37]
The transaction from web to real life is seen on a macro scale most recently on dating websites, which are used to search and match other users. [38] These websites allow members with a common interest, to find others with this same interest. Academics who have studied the industry believe that it and other forms of electronic communication such as e-mail and social networks are starting to have a significant effect on the ways in which people find love. [39] Users are able to interact with one another and find if they have common interests. Many sites have been developed that target many different interest groups, and relationships form and develop using the internet. If the users decide that they share a mutual bond, they are able to interact via the telephone, and eventually in person. The relationship begins on the internet, but can lead to real life dating and eventually even marriage.
The Internet is the global system of interconnected computer networks that uses the Internet protocol suite (TCP/IP) to communicate between networks and devices. It is a network of networks that consists of private, public, academic, business, and government networks of local to global scope, linked by a broad array of electronic, wireless, and optical networking technologies. The Internet carries a vast range of information resources and services, such as the interlinked hypertext documents and applications of the World Wide Web (WWW), electronic mail, telephony, and file sharing.
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 thereby gain access to specific content or links.
Social software, also known as social apps or social platform includes communications and interactive tools that are often based on the Internet. Communication tools typically handle capturing, storing and presenting communication, usually written but increasingly including audio and video as well. Interactive tools handle mediated interactions between a pair or group of users. They focus on establishing and maintaining a connection among users, facilitating the mechanics of conversation and talk. Social software generally refers to software that makes collaborative behaviour, the organisation and moulding of communities, self-expression, social interaction and feedback possible for individuals. Another element of the existing definition of social software is that it allows for the structured mediation of opinion between people, in a centralized or self-regulating manner. The most improved area for social software is that Web 2.0 applications can all promote co-operation between people and the creation of online communities more than ever before. The opportunities offered by social software are instant connections and opportunities to learn. An additional defining feature of social software is that apart from interaction and collaboration, it aggregates the collective behaviour of its users, allowing not only crowds to learn from an individual but individuals to learn from the crowds as well. Hence, the interactions enabled by social software can be one-to-one, one-to-many, or many-to-many.
Internet privacy involves the right or mandate of personal privacy concerning the storage, re-purposing, provision to third parties, and display of information pertaining to oneself via the Internet. Internet privacy is a subset of data privacy. Privacy concerns have been articulated from the beginnings of large-scale computer sharing and especially relate to mass surveillance.
Social computing is an area of computer science that is concerned with the intersection of social behavior and computational systems. It is based on creating or recreating social conventions and social contexts through the use of software and technology. Thus, blogs, email, instant messaging, social network services, wikis, social bookmarking and other instances of what is often called social software illustrate ideas from social computing.
Image sharing, or photo sharing, is the publishing or transfer of digital photos online. Image sharing websites offer services such as uploading, hosting, managing and sharing of photos. This function is provided through both websites and applications that facilitate the upload and display of images. The term can also be loosely applied to the use of online photo galleries that are set up and managed by individual users, including photoblogs. Sharing means that other users can view but not necessarily download images, and users can select different copyright options for their images.
Web 2.0 refers to websites that emphasize user-generated content, ease of use, participatory culture and interoperability for end users.
Hyperlocal is information oriented around a well-defined community with its primary focus directed toward the concerns of the population in that community. The term can be used as a noun in isolation or as a modifier of some other term. When used in isolation it refers to the emergent ecology of data, aggregators, publication mechanism and user interactions and behaviors which centre on a resident of a location and the business of being a resident. More recently, the term hyperlocal has become synonymous with the combined use of applications on mobile devices and GPS technology. Use of the term originated in 1991, in reference to local television news content.
A social networking service or 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.
In computing, a news aggregator, also termed a feed aggregator, content aggregator, feed reader, news reader, or simply an aggregator, is client software or a web application that aggregates digital content such as online newspapers, blogs, podcasts, and video blogs (vlogs) in one location for easy viewing. The updates distributed may include journal tables of contents, podcasts, videos, and news items.
Mobile social networking is social networking where individuals with similar interests converse and connect with one another through their mobile phone and/or tablet. Much like web-based social networking, mobile social networking occurs in virtual communities.
Geosocial networking is a type of social networking in which geographic services and capabilities such as geocoding and geotagging are used to enable additional social dynamics. User-submitted location data or geolocation techniques can allow social networks to connect and coordinate users with local people or events that match their interests. Geolocation on web-based social network services can be IP-based or use hotspot trilateration. For mobile social networks, texted location information or mobile phone tracking can enable location-based services to enrich social networking.
Social commerce is a subset of electronic commerce that involves social media and online media that supports social interaction, and user contributions to assist online buying and selling of products and services.
The Facebook Platform is the set of services, tools, and products provided by the social networking service Facebook for third-party developers to create their own applications and services that access data in Facebook.
The Renren Network, formerly known as the Xiaonei Network, is a Chinese social networking service similar to Facebook. It was popular among college students. Renren Inc. has its headquarters in Chaoyang District, Beijing, with additional offices in Shanghai and Guangzhou. Renren had an $740m initial public offering (IPO) on the New York Stock Exchange in April 2011.
Social media marketing is the use of social media platforms and websites to promote a product or service. Although the terms e-marketing and digital marketing are still dominant in academia, social media marketing is becoming more popular for both practitioners and researchers.
Online participation is used to describe the interaction between users and online communities on the web. Online communities often involve members to provide content to the website or contribute in some way. Examples of such include wikis, blogs, online multiplayer games, and other types of social platforms. Online participation is currently a heavily researched field. It provides insight into fields such as web design, online marketing, crowdsourcing, and many areas of psychology. Some subcategories that fall under online participation are: commitment to online communities, coordination and interaction, and member recruitment.
Customer to customer markets provide a way to allow customers to interact with each other. Traditional markets require business to customer relationships, in which a customer goes to the business in order to purchase a product or service. In customer to customer markets, the business facilitates an environment where customers can sell goods or services to each other. Other types of markets include business to business (B2B) and business to customer (B2C).
The social data revolution is the shift in human communication patterns towards increased personal information sharing and its related implications, made possible by the rise of social networks in the early 2000s. This phenomenon has resulted in the accumulation of unprecedented amounts of public data.
Since the arrival of early social networking sites in the early 2000s, online social networking platforms have expanded exponentially, with the biggest names in social media in the mid-2010s being Facebook, Instagram, Twitter and Snapchat. The massive influx of personal information that has become available online and stored in the cloud has put user privacy at the forefront of discussion regarding the database's ability to safely store such personal information. The extent to which users and social media platform administrators can access user profiles has become a new topic of ethical consideration, and the legality, awareness, and boundaries of subsequent privacy violations are critical concerns in advance of the technological age.
social web impact.
craigslist.
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