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Ghost Shark

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Ghost Shark is a 2013 American supernatural monster film directed for the Syfy television network by Griff Furst . With Furst joined by Paul A. Birkett and Eric Forsberg for screenwriting , the film premiered on Syfy on August 22, 2013.

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100-419: Despite being panned critically, the film attracted attention on social media due to its fantastical premise. Websites such as Vulture commented on moments from the film. An unofficial sequel, Ghost Shark 2: Urban Jaws , was released on 1 July 2015. The two films are unrelated in terms of narrative, other than both being films featuring killer sharks . When a great white shark eats the potential catch of

200-892: A dialogic transmission system (many sources to many receivers) while traditional media operate under a monologic transmission model (one source to many receivers). For instance, a newspaper is delivered to many subscribers, and a radio station broadcasts the same programs to a city. Social media has been criticized for a range of negative impacts on children and teenagers, including exposure to inappropriate content, exploitation by adults, sleep problems, attention problems, feelings of exclusion, and various mental health maladies. Social media has also received criticism as worsening political polarization and undermining democracy . Major news outlets often have strong controls in place to avoid and fix false claims, but social media's unique qualities bring viral content with little to no oversight. "Algorithms that track user engagement to prioritize what

300-406: A sport fisherman , the man and his daughter violently retaliate by sadistically torturing and killing the shark. The shark's corpse then sinks to the bottom of an underwater cave. It is subsequently resurrected as a ghost due to the cave's mysterious paranormal properties. Now hungry for revenge, the ghost shark eats its killers, along with the captain of their boat. It eventually sets its sights on

400-941: A common purpose; and Lee, Eom, Jung and Kim (2004) introduce "desocialization" which means that there is less frequent interaction with humans in traditional settings, e.g. an increase in virtual socialization. Calhoun (1991) presents a dystopia argument, asserting the impersonality of virtual networks. He argues that IT has a negative influence on offline interaction between individuals because virtual life takes over our lives. He believes that it also creates different personalities in people which can cause frictions in offline and online communities and groups and in personal contacts. (Wellman & Haythornthwaite, 2002). Recently, Mitch Parsell (2008) has suggested that virtual communities, particularly those that leverage Web 2.0 resources, can be pernicious by leading to attitude polarization, increased prejudices and enabling sick individuals to deliberately indulge in their diseases. Internet communities offer

500-458: A consistent set of measurements to collect data on user experience. The widespread use of the Internet and virtual communities by millions of diverse users for socializing is a phenomenon that raises new issues for researchers and developers. The vast number and diversity of individuals participating in virtual communities worldwide makes it a challenge to test usability across platforms to ensure

600-436: A date in the virtual world). A virtual community chat room may give real-time conversations, but people can only talk to one another. In a virtual world, characters can do activities together, just like friends could do in reality. Communities in virtual worlds are most similar to real-life communities because the characters are physically in the same place, even if the users who are operating the characters are not. Second Life

700-591: A degree of " digital literacy ", such that users are able to "archive, annotate, appropriate, transform and recirculate media content" (Jenkins). Specialized information communities centralizes a specific group of users who are all interested in the same topic. For example, TasteofHome.com, the website of the magazine Taste of Home , is a specialized information community that focuses on baking and cooking. The users contribute consumer information relating to their hobby and additionally participate in further specialized groups and forums. Specialized Information Communities are

800-644: A fraction of the cost of traditional marketing campaigns. Nonprofit organizations and activists may also attempt to spread content virally. Social media sites provide specific functionality to help users re-share content, such as X 's and Facebook 's "like" option. Bots are automated programs that operate on the internet . They automate many communication tasks. This has led to the creation of an industry of bot providers. Chatbots and social bots are programmed to mimic human interactions such as liking, commenting, and following. Bots have also been developed to facilitate social media marketing . Bots have led

900-408: A gamer? Gender, race, sexuality, and gamer identity", that gender, perhaps subconsciously, plays a large role in identifying oneself as a "gamer". According to Lisa Nakamura, representation in video games has become a problem, as the minority of players from different backgrounds who are not just the stereotyped white teen male gamer are not represented. The explosive diffusion of the Internet since

1000-464: A gathering place. These websites often allow for people to keep up to date with their friends and acquaintances' activities without making much of an effort. On several of these sites you may be able to video chat, with several people at once, making the connections feel more like you are together. On Facebook, for example, one can upload photos and videos, chat, make friends, reconnect with old ones, and join groups or causes. Participatory culture plays

1100-485: A greater capacity for acknowledging diversity. Nakamura argues against this view, coining the term identity tourism in her 1999 article "Race In/For Cyberspace: Identity Tourism and Racial Passing on the Internet". Identity tourism, in the context of cyberspace, is a term used to the describe the phenomenon of users donning and doffing other-race and other-gender personae. Nakamura finds that performed behavior from these identity tourists often perpetuate stereotypes. In

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1200-417: A group of young people trying to find answers end up having their pleas ignored. The local mayor is in the midst of his re-election campaign, and other authorities are unwilling to believe in the ghost. The teenager Ava Conte ( Mackenzie Rosman ) vows to put an end to the ghost shark, after it devours her father and several friends. She teams up with a local lighthouse keeper named Finch ( Richard Moll ). Finch

1300-549: A large role in online and virtual communities. In participatory culture, users feel that their contributions are important and that by contributing, they are forming meaningful connections with other users. The differences between being a producer of content on the website and being a consumer on the website become blurred and overlap. According to Henry Jenkins , "Members believe their contributions matter and feel some degree of social connection with one another "(Jenkins, et al. 2005). The exchange and consumption of information requires

1400-481: A less fatiguing sense of presence. Enterprise controls that allow the meeting host to dictate the permissions of the attendees such as who can speak, or who can move about allow the host to control the meeting environment. Zoom , is a popular platform that has grown over the COVID-19 pandemic . Where those who host meetings on this platform, can dictate who can or cannot speak, by muting or unmuting them, along with who

1500-472: A media studio for business users, after YouTube's Creator Studio. The discussion platform Reddit added an integrated image hoster replacing the external image sharing platform Imgur , and then an internal video hosting service, followed by image galleries (multiple images in a single post), known from Imgur. Imgur implemented video sharing. YouTube rolled out a Community feature, for sharing text-only posts and polls . According to Statista , it

1600-400: A message window, and a participant list. The input box is where users can type their text-based message to be sent to the providing server. The server will then transmit the message to the computers of anyone in the chat room so that it can be displayed in the message window. The message window allows the conversation to be tracked and usually places a time stamp once the message is posted. There

1700-463: A metaphor of "after-images" to describe the cultural phenomenon of expressing identity on the internet. The idea is that any performance of identity on the internet is simultaneously present and past-tense, "posthuman and projectionary", due to its immortality. Sherry Turkle , professor of Social Studies of Science and Technology at MIT , believes the internet is a place where actions of discrimination are less likely to occur. In her 1995 book Life on

1800-559: A new "room" if they found nothing to their liking. Real-time chatting was also brought into virtual games, where people could play against one another and also talk to one another through text. Now, chat rooms can be found on all sorts of topics, so that people can talk with others who share similar interests. Chat rooms are now provided by Internet Relay Chat (IRC) and other individual websites such as Yahoo , MSN , and AOL . Chat room users communicate through text-based messaging. Most chat room providers are similar and include an input box,

1900-413: A new form of human communal existence, providing new scope for building a shared experience of human interaction". Although Benkler's prediction has not become entirely true, clearly communications and social relations are extremely complex within a virtual community. The two main effects that can be seen according to Benkler are a "thickening of preexisting relations with friends, family and neighbours" and

2000-473: A place where people with similar interests can discuss and share their experiences and interests. Howard Rheingold 's Virtual Community could be compared with Mark Granovetter 's ground-breaking "strength of weak ties" article published twenty years earlier in the American Journal of Sociology . Rheingold translated, practiced and published Granovetter's conjectures about strong and weak ties in

2100-551: A positive relationship with social media, while emotional stability has a negative sloping relationship with social media. A 2015 study reported that people with a higher social comparison orientation appear to use social media more heavily than people with low social comparison orientation. Common Sense Media reported that children under age 13 in the United States use social networking services although many social media sites require users to be 13 or older. In 2017,

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2200-435: A rating of 29% on review aggregator website Rotten Tomatoes , based on 7 reviews, with an average score of 5.2/10. On Metacritic , the film has a weighted average score of 32 out of 100, based on 10 critics, indicating "generally unfavorable reviews". For example, critic Jim Vorel, writing for Paste , blasted the film as "a mind-numbing movie", featuring severe problems "[f]rom its performances to its horrendous execution in

2300-495: A shared passion through various means: message boards , chat rooms , social networking World Wide Web sites, or virtual worlds. Members usually become attached to the community world, logging in and out on sites all day every day, which can certainly become an addiction. The traditional definition of a community is of geographically circumscribed entity (neighborhoods, villages, etc.). Virtual communities are usually dispersed geographically, and therefore are not communities under

2400-429: A situation much more easily online than off. They can simply click exit or log off, whereas they would have to find a physical exit and deal with the repercussions of trying to leave a situation in real life. The lack of status that is presented with an online identity also might encourage people, because, if one chooses to keep it private, there is no associated label of gender, age, ethnicity or lifestyle. Shortly after

2500-423: A software interface, three main characteristics are needed: a user who is engaged, a user who is interacting with a product or interface, and defining the users' experience in ways that are and observable or measurable. User experience metrics are based on a reliability and repeatability, using a consistent set of measurements to result in comparable outcomes. User experience metrics are based on user retention, using

2600-440: A specific time. A human writes a post content and the bot posts it a specific time. In other cases, cyborgs spread fake news . Cyborgs may work as sock puppets , where one human pretends to be someone else, or operates multiple accounts, each pretending to be a person. A multitude of United States patents are related to social media, growing rapidly. As of 2020 , over 5000 social media patent applications had been published in

2700-584: A unique form of emotional support that differed from event-based realities and informational support networks. Growing amounts of presented material show how online communities affect the health of their users. Apparently the creation of health communities has a positive impact on those who are ill or in need of medical information. It was found that young individuals are more bored with politics and history topics, and instead are more interested in celebrity dramas and topics. Young individuals claim that "voicing what you feel" does not mean "being heard", so they feel

2800-455: A virtual community space, users may be expected to feel a sense of belonging and a mutual attachment among the members that are in the space. One of the most influential part about virtual communities is the opportunity to communicate through several media platforms or networks. Now that virtual communities exists, this had leveraged out the things we once did prior to virtual communities, such as postal services, fax machines, and even speaking on

2900-448: Is a drunken figure who claims to know the secrets to the shark's new-found form. Reportedly, when the cave was still above water, it was where a dying African-American slave put a voodoo curse on the entire town. After being arrested, harassed, threatened, and otherwise impeded in their struggles, the group finally manages to lay the creature to rest. Critical reception for Ghost Shark has been predominantly negative. The film holds

3000-529: Is able to join. Several companies are creating business based virtual worlds including Second Life . These business based worlds have stricter controls and allow functionality such as muting individual participants, desktop sharing, or access lists to provide a highly interactive and controlled virtual world to a specific business or group. Business based virtual worlds also may provide various enterprise features such as Single Sign on with third party providers, or Content Encryption. Social networking services are

3100-418: Is disintegrating, making use of the word "virtual" problematic or even obsolete. Virtual communities are used for a variety of social and professional groups; interaction between community members vary from personal to purely formal. For example, an email distribution list could serve as a personal means of communicating with family and friends, and also formally to coordinate with coworkers. User experience

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3200-409: Is estimated that, in 2022, around 3.96 billion people were using social media globally. This number is up from 3.6 billion in 2020. The following is a list of the most popular social networking services based on the number of active users as of January 2024 per Statista . A 2009 study suggested that individual differences may help explain who uses social media: extraversion and openness have

3300-493: Is general knowledge that one participates in online communities to interact with society and develop relationships. Individuals who suffer from rare or severe illnesses are unable to meet physically because of distance or because it could be a risk to their health to leave a secure environment. Thus, they have turned to the internet. Some studies have indicated that virtual communities can provide valuable benefits to their users. Online health-focused communities were shown to offer

3400-592: Is no basis to think that using the Internet will lead to a decline in those nourishing connections we need psychologically, or in the useful connections we make socially. Benkler continues to suggest that the nature of an individual changes over time, based on social practices and expectations. There is a shift from individuals who depend upon locally embedded, unmediated and stable social relationships to networked individuals who are more dependent upon their own combination of strong and weak ties across boundaries and weave their own fluid relationships. Manuel Castells calls this

3500-479: Is one of the most popular virtual worlds on the Internet. Whyville offers an alternative for younger audiences where safety and privacy are a concern. In Whyville, players use the virtual world's simulation aspect to experiment and learn about various phenomena. Another use for virtual worlds has been in business communications. Benefits from virtual world technology such as photo realistic avatars and positional sound create an atmosphere for participants that provides

3600-890: Is posted without being reviewed for correctness. It is difficult to choose reliable sources because there is no editor who reviews each post and makes sure it is up to a certain degree of quality. In theory, online identities can be kept anonymous which enables people to use the virtual community for fantasy role playing as in the case of Second Life ' s use of avatars. Some professionals urge caution with users who use online communities because predators also frequent these communities looking for victims who are vulnerable to online identity theft or online predators . There are also issues surrounding bullying on internet communities. With users not having to show their face, people may use threatening and discriminating acts towards other people because they feel that they would not face any consequences. There are standing issues with gender and race on

3700-610: Is shown tend to favor content that spurs negative emotions like anger and outrage. Overall, most online misinformation originates from a small minority of “superspreaders,” but social media amplifies their reach and influence." The PLATO system was launched in 1960 at the University of Illinois and subsequently commercially marketed by Control Data Corporation . It offered early forms of social media features with innovations such as Notes, PLATO's message-forum application; TERM-talk, its instant-messaging feature; Talkomatic , perhaps

3800-404: Is that these types of communities can give users a feeling of membership and belonging. Users can give and receive support, and it is simple and cheap to use. Economically, virtual communities can be commercially successful, making money through membership fees, subscriptions, usage fees, and advertising commission. Consumers generally feel very comfortable making transactions online provided that

3900-464: Is the ultimate goal for the program or software used by an internet community, because user experience will determine the software's success. The software for social media pages or virtual communities is structured around the users' experience and designed specifically for online use. User experience testing is utilized to reveal something about the personal experience of the human being using a product or system. When it comes to testing user experience in

4000-404: Is unlike those in real-life encounters where people are hesitant and often unwilling to step in to help strangers. Studies have shown that people are more likely to intervene when they are the only one in a situation. With Internet message boards, users at their computers are alone, which might contribute to their willingness to reach out. Another possible explanation is that people can withdraw from

4100-956: Is used to document memories, learn, and form friendships. They may be used to promote people, companies, products, and ideas. Social media can be used to consume, publish, or share news . Popular social media platforms with over 100 million registered users include Twitter , Facebook , WeChat , ShareChat , Instagram , Pinterest , QZone , Weibo , VK , Tumblr , Baidu Tieba , Threads and LinkedIn . Depending on interpretation, other popular platforms that are sometimes referred to as social media services include YouTube , Letterboxd , QQ , Quora , Telegram , WhatsApp , Signal , LINE , Snapchat , Viber , Reddit , Discord , and TikTok . Wikis are examples of collaborative content creation. Social media outlets differ from old media (e.g. newspapers , TV , and radio broadcasting ) in many ways, including quality, reach , frequency , usability, relevancy, and permanence. Social media outlets operate in

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4200-441: Is usually a list of the users who are currently in the room, so that people can see who is in their virtual community. Users can communicate as if they are speaking to one another in real life. This "simulated reality" attribute makes it easy for users to form a virtual community, because chat rooms allow users to get to know one another as if they were meeting in real life. The individual "room" feature also makes it more likely that

4300-1066: The Scooby-Doo cartoons . Also, in spite of being panned critically, the film had some success attracting social media attention, with websites such as Vulture.com and the YouTube channel Fact Fiend with Karl Smallwood commenting on moments from the film. Social media Social media are interactive technologies that facilitate the creation , sharing and aggregation of content (such as ideas, interests, and other forms of expression) amongst virtual communities and networks . Common features include: The term social in regard to media suggests platforms enable communal activity. Social media can enhance and extend human networks. Users access social media through web-based apps or custom apps on mobile devices. These interactive platforms allow individuals, communities, and organizations to share, co-create, discuss, participate in, and modify user-generated or self-curated content. Social media

4400-493: The United States Department of Homeland Security use social media data as influencing factors during the visa process, and monitor individuals after they have entered the country. CPB officers have also been documented performing searches of electronics and social media behavior at the border, searching both citizens and non-citizens without first obtaining a warrant. As social media gained momentum among

4500-411: The age of consent ). One of the rare mixed to positive reviews for Ghost Shark came from Horrornews.net, with the film given a five out of ten score. The film was labeled as featuring both "[s]pecial effects that would make a film student cringe", but also a "well experienced cast mixed with fresh faced and eager newcomers." The film was compared, both positively and negatively, to an episode of one of

4600-559: The marketing industry into an analytical crisis, as bots make it difficult to differentiate between human interactions and bot interactions. Some bots violate platforms' terms of use , which can result in bans and campaigns to eliminate bots categorically. Bots may even pose as real people to avoid prohibitions. ' Cyborgs '—either bot-assisted humans or human-assisted bots —are used for both legitimate and illegitimate purposes, from spreading fake news to creating marketing buzz . A common use claimed to be legitimate includes posting at

4700-454: The network etiquette (or " netiquette ") described in a 1982 handbook on computing at MIT 's Artificial Intelligence Laboratory . ARPANET evolved into the Internet in the 1990s. Usenet , conceived by Tom Truscott and Jim Ellis in 1979 at the University of North Carolina at Chapel Hill and Duke University , was the first open social media app, established in 1980. A precursor of

4800-406: The reciprocity element of the unwritten social contract between community members. An online message board is a forum where people can discuss thoughts or ideas on various topics or simply express an idea. Users may choose which thread, or board of discussion, they would like to read or contribute to. A user will start a discussion by making a post. Other users who choose to respond can follow

4900-425: The "networked society". In 1997, MCI Communications released the "Anthem" advertisement, heralding the internet as a utopia without age, race, or gender. Lisa Nakamura argues in chapter 16 of her 2002 book After/image of identity: Gender, Technology, and Identity Politics , that technology gives us iterations of our age, race and gender in virtual spaces, as opposed to them being fully extinguished. Nakamura uses

5000-493: The 1998 book Communities in Cyberspace , authors Marc A. Smith and Peter Kollock , perceives the interactions with strangers are based upon with whom we are speaking or interacting with. People use everything from clothes, voice, body language , gestures , and power to identify others, which plays a role with how they will speak or interact with them. Smith and Kollock believes that online interactions breaks away of all of

5100-635: The Screen: Identity in the Age of the Internet , she argues that discrimination is easier in reality as it is easier to identify as face value, what is contrary to one's norm. The internet allows for a more fluid expression of identity and thus people become more accepting of inconsistent personae within themselves and others. For these reasons, Turkle argues users existing in online spaces are less compelled to judge or compare themselves to their peers, allowing people in virtual settings an opportunity to gain

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5200-478: The United States. Only slightly over 100 patents had been issued. As an instance of technological convergence , various social media platforms adapted functionality beyond their original scope, increasingly overlapping with each other. Examples are the social hub site Facebook launching an integrated video platform in May 2007, and Instagram , whose original scope was low-resolution photo sharing, introducing

5300-435: The ability to share quarter-minute 640×640 pixel videos (later extended to a minute with increased resolution). Instagram later implemented stories (short videos self-destructing after 24 hours), a concept popularized by Snapchat , as well as IGTV , for seekable videos. Stories were then adopted by YouTube . X , whose original scope was text-based microblogging, later adopted photo sharing, then video sharing, then

5400-691: The advantage of instant information exchange that is not possible in a real-life community. This interaction allows people to engage in many activities from their home, such as: shopping, paying bills, and searching for specific information. Users of online communities also have access to thousands of specific discussion groups where they can form specialized relationships and access information in such categories as: politics, technical assistance, social activities, health (see above) and recreational pleasures. Virtual communities provide an ideal medium for these types of relationships because information can easily be posted and response times can be very fast. Another benefit

5500-503: The advent of Web 2.0 . Social media started in the mid-1990s with the invention of platforms like GeoCities , Classmates.com , and SixDegrees.com . While instant messaging and chat clients existed at the time, SixDegrees was unique as it was the first online service designed for people to connect using their actual names instead of anonymously. It boasted features like profiles, friends lists, and school affiliations, making it "the very first social networking site". The platform's name

5600-433: The authorities, or to criticize the city, politics or religion. The content of these foreign influencers is controlled to make sure that nothing portrays Dubai in a negative light. Virtual communities 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

5700-632: The availability of smartphones. As of 2023 as many as 4.76 billion people used social media some 59% of the global population. A 2015 review identified four features unique to social media services: In 2019, Merriam-Webster defined social media as "forms of electronic communication (such as websites for social networking and microblogging) through which users create online communities to share information, ideas, personal messages, and other content (such as videos)." Social media encompasses an expanding suite of services: Some services offer more than one type of service. Mobile social media refers to

5800-991: The avatar's house) and control their character's life and interactions with other characters in the 3D virtual world. It is similar to a computer game; however, there is no objective for the players. A virtual world simply gives users the opportunity to build and operate a fantasy life in the virtual realm. Characters within the world can talk to one another and have almost the same interactions people would have in reality. For example, characters can socialize with one another and hold intimate relationships online. This type of virtual community allows for people to not only hold conversations with others in real time, but also to engage and interact with others. The avatars that users create are like humans. Users can choose to make avatars like themselves, or take on an entirely different personality than them. When characters interact with other characters, they can get to know one another through text-based talking and virtual experience (such as having avatars go on

5900-673: The beginnings of the "emergence of greater scope for limited-purpose, loose relationships". Despite being acknowledged as "loose" relationships, Benkler argues that they remain meaningful. Previous concerns about the effects of Internet use on community and family fell into two categories: 1) sustained, intimate human relations "are critical to well-functioning human beings as a matter of psychological need" and 2) people with " social capital " are better off than those who lack it. It leads to better results in terms of political participation. However, Benkler argues that unless Internet connections actually displace direct, unmediated, human contact, there

6000-407: The best overall user experience. Some well-established measures applied to the usability framework for online communities are speed of learning, productivity, user satisfaction, how much people remember using the software, and how many errors they make. The human computer interactions that are measured during a usability experience test focus on the individuals rather than their social interactions in

6100-580: The boundaries of traditional forms of engagement such as voting and joining political organizations and creating their own ways to discuss, connect, and act in their communities. Civic engagement through online volunteering has shown to have positive effects on personal satisfaction and development. Some 84 percent of online volunteers found that their online volunteering experience had contributed to their personal development and learning. In his book The Wealth of Networks from 2006, Yochai Benkler suggests that virtual communities would "come to represent

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6200-602: The coronavirus disease 2019 pandemic and pediatric critical care." However others in the medical community were concerned about social media addiction, as it became an increasingly important context and therefore "source of social validation and reinforcement" and were unsure whether increased social media use was harmful. Governments may use social media to (for example): Social media has been used extensively in civil and criminal investigations . It has also been used to search for missing persons. Police departments often make use of official social media accounts to engage with

6300-592: The discussion by adding their own posts to that thread at any time. Unlike in spoken conversations , message boards do not usually have instantaneous responses; users actively go to the website to check for responses. Anyone can register to participate in an online message board. People can choose to participate in the virtual community, even if or when they choose not to contribute their thoughts and ideas. Unlike chat rooms, at least in practice, message boards can accommodate an almost infinite number of users. Internet users' urges to talk to and reach out to strangers online

6400-598: The disease, as well as offer more practical support, such as receiving help in adjusting to life with the disease. Each patient on online health communities are on there for different reasons, as some may need quick answers to questions they have, or someone to talk to.Involvement in social communities of similar health interests has created a means for patients to develop a better understanding and behavior towards treatment and health practices. Some of these users could have very serious life-threatening issues which these personal contexts could become very helpful to these users, as

6500-533: The diversity of their users. However, the technologies are not made to be any more or less intuitive. Usability tests can ensure users are communicating effectively using social and semiotic codes while maintaining their social identities. Efficient communication requires a common set of signs in the minds of those seeking to communicate. As technologies evolve and mature, they tend to be used by an increasingly diverse set of users. This kind of increasing complexity and evolution of technology does no necessarily mean that

6600-402: The editing room". He concluded, "the film violates the most crucial rule of trashy filmmaking— you can be stupid, but don't be boring." Vorel particularly criticized the fact that the character of Cicily, played by Sloane Coe , is filmed in a sexually suggestive manner in several scenes despite the fact that she is identified as being too young to have a driver’s license (and is presumably under

6700-559: The electronic bulletin board system (BBS), known as Community Memory , appeared by 1973. Mainstream BBSs arrived with the Computer Bulletin Board System in Chicago, which launched on February 16, 1978. Before long, most major US cities had more than one BBS, running on TRS-80 , Apple II , Atari 8-bit computers , IBM PC , Commodore 64 , Sinclair , and others. CompuServe , Prodigy , and AOL were three of

6800-449: The face-to-face gestures and signs that people tend to show in front of one another. Although this is difficult to do online, it also provides space to play with one's identity. The gaming community is extremely vast and accessible to a wide variety of people, However, there are negative effects on the relationships "gamers" have with the medium when expressing identity of gender. Adrienne Shaw notes in her 2012 article "Do you identify as

6900-425: The firm conducted a survey of parents of children from birth to age 8 and reported that 4% of children at this age used social media sites such as Instagram , Snapchat , or (now-defunct) Musical.ly "often" or "sometimes". Their 2019 survey surveyed Americans ages 8–16 and reported that about 31% of children ages 8–12 use social media. In that survey, teens aged 16–18 were asked when they started using social media.

7000-403: The first online chat room ; News Report, a crowdsourced online newspaper, and blog and Access Lists, enabling the owner of a note file or other application to limit access to a certain set of users, for example, only friends, classmates, or co-workers. ARPANET , which came online in 1969, had by the late 1970s enabled exchange of non-government/business ideas and communication, as evidenced by

7100-479: The general public to collect information regarding corona virus pandemics in various perspectives. During these days, people are forced to stay at home and the social media have connected and supported awareness and pandemic updates." Healthcare workers and systems became more aware of social media as a place people were getting health information: "During the COVID-19 pandemic, social media use has accelerated to

7200-504: The issues are very complex. Patients increasingly use such outlets, as this is providing personalized and emotional support and information, that will help them and have a better experience. The extent to which these practices have effects on health are still being studied. Studies on health networks have mostly been conducted on groups which typically suffer the most from extreme forms of diseases, for example cancer patients, HIV patients, or patients with other life-threatening diseases. It

7300-637: The largest BBS companies and were the first to migrate to the Internet in the 1990s. Between the mid-1980s and the mid-1990s, BBSes numbered in the tens of thousands in North America alone. Message forums were the signature BBS phenomenon throughout the 1980s and early 1990s. In 1991, Tim Berners-Lee integrated HTML hypertext software with the Internet, creating the World Wide Web . This breakthrough led to an explosion of blogs , list servers , and email services. Message forums migrated to

7400-614: The median age was 14, although 28% said they started to use it before reaching 13. Social media played a role in communication during the COVID-19 pandemic . In June 2020, a survey by Cartoon Network and the Cyberbullying Research Center surveyed Americans tweens (ages 9–12) and reported that the most popular application was YouTube (67%). (as age increased, tweens were more likely to have used social media apps and games.) Similarly, Common Sense Media's 2020 survey of Americans ages 13–18 reported that YouTube

7500-507: The mid-1990s fostered the proliferation of virtual communities in the form of social networking services and online communities. Virtual communities may synthesize Web 2.0 technologies with the community, and therefore have been described as Community 2.0, although strong community bonds have been forged online since the early 1970s on timeshare systems like PLATO and later on Usenet . Online communities depend upon social interaction and exchange between users online. This interaction emphasizes

7600-482: The modern era of thinking about non-local community. As well, Benedict Anderson 's Imagined Communities in 1983, described how different technologies, such as national newspapers, contributed to the development of national and regional consciousness among early nation-states. Some authors that built their theories on Anderson's imagined communities have been critical of the concept, claiming that all communities are based on communication and that virtual/real dichotomy

7700-573: The most pervasive virtual communities are online communities operating under social networking services . Howard Rheingold discussed virtual communities in his book, The Virtual Community , published in 1993. The book's discussion ranges from Rheingold's adventures on The WELL , computer-mediated communication , social groups and information science. Technologies cited include Usenet , MUDs (Multi-User Dungeon) and their derivatives MUSHes and MOOs , Internet Relay Chat (IRC), chat rooms and electronic mailing lists . Rheingold also points out

7800-400: The most prominent type of virtual community. They are either a website or software platform that focuses on creating and maintaining relationships. Facebook , Twitter , and Instagram are all virtual communities. With these sites, one often creates a profile or account, and adds friends or follow friends. This allows people to connect and look for support using the social networking service as

7900-593: The need to not participate in these engagements, as they believe they are not being listened to anyway. Over the years, things have changed, as new forms of civic engagement and citizenship have emerged from the rise of social networking sites. Networking sites act as a medium for expression and discourse about issues in specific user communities. Online content-sharing sites have made it easy for youth as well as others to not only express themselves and their ideas through digital media, but also connect with large networked communities. Within these spaces, young people are pushing

8000-407: The online community. The success of online communities depend on the integration of usability and social semiotics. Usability testing metrics can be used to determine social codes by evaluating a user's habits when interacting with a program. Social codes are established and reinforced by the regular repetition of behavioral patterns. People communicate their social identities or culture code through

8100-415: The online world. His comment on the first page even illustrates the social networks in the virtual society: "My seven year old daughter knows that her father congregates with a family of invisible friends who seem to gather in his computer. Sometimes he talks to them, even if nobody else can see them. And she knows that these invisible friends sometimes show up in the flesh, materializing from the next block or

8200-451: The original definition. Some online communities are linked geographically, and are known as community websites. However, if one considers communities to simply possess boundaries of some sort between their members and non-members, then a virtual community is certainly a community. Virtual communities resemble real life communities in the sense that they both provide support, information, friendship and acceptance between strangers. While in

8300-509: The other side of the world" (page 1). Indeed, in his revised version of Virtual Community , Rheingold goes so far to say that had he read Barry Wellman 's work earlier, he would have called his book "online social networks ". Rheingold's definition contains the terms "social aggregation and personal relationships" (page 3). Lipnack and Stamps (1997) and Mowshowitz (1997) point out how virtual communities can work across space, time and organizational boundaries; Lipnack and Stamps (1997) mention

8400-421: The people within a chat room share a similar interest; an interest that allows them to bond with one another and be willing to form a friendship. Virtual worlds are the most interactive of all virtual community forms. In this type of virtual community, people are connected by living as an avatar in a computer-based world. Users create their own avatar character (from choosing the avatar's outfits to designing

8500-564: The point of becoming a ubiquitous part of modern healthcare systems." This also led to the spread of disinformation . On December 11, 2020, the CDC put out a "Call to Action: Managing the Infodemic ". Some healthcare organizations used hashtags as interventions and published articles on their Twitter data: "Promotion of the joint usage of #PedsICU and #COVID19 throughout the international pediatric critical care community in tweets relevant to

8600-448: The potential benefits for personal psychological well-being, as well as for society at large, of belonging to a virtual community. At the same time, it showed that job engagement positively influences virtual communities of practice engagement. Virtual communities all encourage interaction, sometimes focusing around a particular interest or just to communicate. Some virtual communities do both. Community members are allowed to interact over

8700-491: The potential to spread virally , an analogy for the way viral infections spread contagiously from individual to individual. One user spreads a post across their network, which leads those users to follow suit. A post from a relatively unknown user can reach vast numbers of people within hours. Virality is not guaranteed; few posts make the transition. Viral marketing campaigns are particularly attractive to businesses because they can achieve widespread advertising coverage at

8800-464: The public, publicize police activity, and burnish law enforcement's image; conversely, video footage of citizen-documented police brutality and other misconduct has sometimes been posted to social media. In the United States, U.S. Immigration and Customs Enforcement identifies and track individuals via social media, and has apprehended some people via social media-based sting operations. U.S. Customs and Border Protection (also known as CPB) and

8900-415: The rest of the local community in the seaside town of Smallport, Florida . Due to the shark's new spectral form, it can attack and kill anyone as long as there is even the smallest amount of water nearby. This allows it to emerge from a swimming pool, a bathtub, a bucket, a metal pipe and even a drinking cup. It kills many people in several unexpected locations. Though the terror is seemingly out of control,

9000-405: The rise of interest in message boards and forums, people started to want a way of communicating with their "communities" in real time. The downside to message boards was that people would have to wait until another user replied to their posting, which, with people all around the world in different time frames, could take a while. The development of online chat rooms allowed people to talk to whoever

9100-438: The seller has a good reputation throughout the community. Virtual communities also provide the advantage of disintermediation in commercial transactions, which eliminates vendors and connects buyers directly to suppliers. Disintermediation eliminates pricey mark-ups and allows for a more direct line of contact between the consumer and the manufacturer. While instant communication means fast access, it also means that information

9200-1063: The technologies are becoming easier to use. Usability testing in virtual communities can ensure users are communicating effectively through social and semiotic codes and maintenance of social realities and identities. Recent studies have looked into development of health related communities and their impact on those already suffering health issues. These forms of social networks allow for open conversation between individuals who are going through similar experiences, whether themselves or in their family. Such sites have so grown in popularity that now many health care providers form groups for their patients by providing web areas where one may direct questions to doctors. These sites prove especially useful when related to rare medical conditions. People with rare or debilitating disorders may not be able to access support groups in their physical community, thus online communities act as primary means for such support. Online health communities can serve as supportive outlets as they facilitate connecting with others who truly understand

9300-674: The telephone. Early research into the existence of media-based communities was concerned with the nature of reality , whether communities actually could exist through the media, which could place virtual community research into the social sciences definition of ontology. In the seventeenth century, scholars associated with the Royal Society of London formed a community through the exchange of letters. "Community without propinquity", coined by urban planner Melvin Webber in 1963 and "community liberated", analyzed by Barry Wellman in 1979 began

9400-457: The use of social media on mobile devices such as smartphones and tablets . It is distinguished by its ubiquity, since users no longer have to be at a desk in order to participate on a computer . Mobile services can further make use of the user's immediate location to offer information, connections, or services relevant to that location. According to Andreas Kaplan , mobile social media activities fall among four types: Certain content has

9500-448: The web, and evolved into Internet forums , supported by cheaper access as well as the ability to handle far more people simultaneously. These early text-based systems expanded to include images and video in the 21st century, aided by digital cameras and camera phones . The evolution of online services progressed from serving as channels for networked communication to becoming interactive platforms for networked social interaction with

9600-586: The work they do, the way they talk, the clothes they wear, their eating habits, domestic environments and possessions, and use of leisure time. Usability testing metrics can be used to determine social codes by evaluating a user's habits when interacting with a program.The information provided during a usability test can determine demographic factors and help define the semiotic social code. Dialogue and social interactions, support information design, navigation support, and accessibility are integral components specific to online communities. As virtual communities grow, so do

9700-697: The younger generations, governments began using it to improve their image, especially among the youth. In January 2021, Egyptian authorities were reported to be using Instagram influencers as part of its media ambassadors program. The program was designed to revamp Egypt 's image and to counter the bad press Egypt had received because of the country's human rights record. Saudi Arabia and the United Arab Emirates participated in similar programs. Similarly, Dubai has extensively relied on social media and influencers to promote tourism. However, Dubai laws have kept these influencers within limits to not offend

9800-446: Was inspired by the " six degrees of separation " concept, which suggests that every person on the planet is just six connections away from everyone else. In the early 2000s, social media platforms gained widespread popularity with the likes of Friendster and Myspace , followed by Facebook , YouTube , and Twitter . Research from 2015 reported that globally, users spent 22% of their online time on social networks, likely fueled by

9900-431: Was online at the same time they were. This way, messages were sent and online users could immediately respond. The original development by CompuServe CB hosted forty channels in which users could talk to one another in real time. The idea of forty different channels led to the idea of chat rooms that were specific to different topics. Users could choose to join an already existent chat room they found interesting, or start

10000-414: Was the most popular (used by 86% of 13- to 18-year-olds). As children aged, they increasingly utilized social media services and often used YouTube to consume content. While adults were using social media before the COVID-19 pandemic , more started using it to stay socially connected and to get pandemic updates. "Social media have become popularly use to seek for medical information and have fascinated

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