What is a internet/cyber culture
What is a internet/cyber culture
Cyber culture is the culture that has emerged, or is emerging, from the use of computer networks for communication, entertainment and business. It is also the study of various social phenomena associated with the Internet and other new forms of network communication, such as online communities, online multi-player gaming, social media and testing
Since the boundaries of cyber culture are difficult to define, the term is used flexibly, and its application to specific circumstances can be controversial. It generally refers at least to the cultures of virtual communities, but extends to a wide range of cultural issues relating to "cyber-topics", e.g. cybernetics, and the perceived or predicted cyborgization of the human body and human society itself. It can also embrace associated intellectual and cultural movements, such as cyborg theory and cyberpunk.
The term often incorporates an implicit anticipation of the future
Cyber culture is a wide social and cultural movement closely linked to advanced information science and information technology, their emergence, development and rise to social and cultural prominence between the 1960s and the 1990s. Cyber culture was influenced at its genesis by those early users of the internet, frequently including the architects of the original project. These individuals were often guided in their actions by the hacker ethic. While early cyber culture was based on a small cultural sample, and its ideals, the modern cyber culture is a much more diverse group of users and the ideals that they espouse.
Manifestations of cyber culture
Manifestations of Cyber culture include various human interactions mediated by computer networks. They can be activities, pursuits, games, places and metaphors, and include a diverse base of applications. Some are supported by specialized software and others work on commonly accepted web protocols. Examples include but are not limited to:
That said, there are several qualities that cyber cultures share that make them warrant the prefix “cyber-“. Some of those qualities are that cyber culture:
Identity in cyber culture
- Is a community mediated by ICTs.
- Is culture “mediated by computer screens.
- Relies heavily on the notion of information and knowledge exchange.
- Depends on the ability to manipulate tools to a degree not present in other forms of culture (even artisan culture, e.g., a glass-blowing culture).
- Allows vastly expanded weak ties and has been criticized for overly emphasizing the same (see Bowling Alone and other works).
- Multiplies the number of eyeballs on a given problem, beyond that which would be possible using traditional means, given physical, geographic, and temporal constraints.
- Is a “cognitive and social culture, not a geographic one.
- Is “the product of like-minded people finding a common ‘place’ to interact
- Is inherently more "fragile" than traditional forms of community and culture
Cyber culture, like culture in general, relies on establishing identity and credibility. However, in the absence of direct physical interaction, it could be argued that the process for such establishment is more difficult.
How does cyber culture rely on and establish identity and credibility? This relationship is two way, with identity and credibility being both used to define community in cyberspace and to be created within and by online communities.
In some senses, online credibility is established in much the same way that it is established in the off line world, however, since there are two separate worlds, it is not surprising that there are both differences in the mechanisms found in each and interactions of the markers found in each