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Upon looking at the original "Online Community" it appears that I had an instance of misspelled/incorrectly cited source that was caught by a bot looking over the page. This correction was fixed and updated for the original page view. I received no commentary by other editors on the Talk Page, nor did I see any other changes from my revisions that has been deleted or altered. I believe that the edits I had made to the page, including the additional information regarding "gaming communities", added to the extensive source research.

The sources at the base of this page have been added to the "Online Community" page, and also strategically placed. The bolded labeling near/next to the sources are where the citations and links were placed.

Online Community
From Wikipedia, the free encyclopedia Jump to navigationJump to search An online community, also called an internet community or web community, whose members interact with each other primarily via the Internet. 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, but today's society and economy where media life has been fully integrated into the average day; the online community has stemmed to a full-blow culture. An online community can act as an information system where members can post, comment on discussions, give advice or collaborate, and includes medical advice or specific health care research as well. Commonly, people communicate through social networking sites, chat rooms, forums, e-mail lists, and discussion boards, and have advanced into daily social media platforms as well. This includes Facebook, Twitter, Instagram, etc.. People may also join online communities through video games, blogs, and virtual worlds, and could potentially meet new significant others in dating sites or dating virtual worlds. The rise in popularity of Web 2.0 websites has allowed for easier real-time communication and connection to others and facilitated the introduction of new ways for information to be exchanged. Yet, these interactions may also lead to a downfall of social interactions or deposit more negative and derogatory forms of speaking to others, in connection, surfaced forms of racism, bullying, sexist comments, etc. may also be investigated and linked to online communities.

Criteria and Categorization
The idea of a community is not a new concept. On the telephone, in ham radio and in the online world, social interactions no longer have to be based on proximity; instead they can literally be with anyone anywhere. The study of communities has had to adapt along with the new technologies. Many researchers have used ethnography to attempt to understand what people do in online spaces, how they express themselves, what motivates them, how they govern themselves, what attracts them, and why some people prefer to observe rather than participate. Online communities can congregate around a shared interest and can be spread across multiple websites.

Some signs of community are:


 * Content: articles, information, and news about a topic of interest to a group of people. This may also include data over functionality of media and advertisement
 * Forums or newsgroups and email: community members can communicate in various fashions, notify others of new information or continuous information over time, and enable discussions over information
 * Chat and instant messaging: community members can communicate more immediately, meet other individuals across the global sphere, debate over the corporate landscape and interaction, and talk with personal community groups instantly

Video "Gaming" and Online Interactions
New section to be added to the original "Online Community" Page

One of the greatest attractions towards online communities and the role assigned to an online community, is the sense of connection in which users are able to build among other members and associates. Thus, it is typical to reference online communities when regarding the 'gaming' universe. The online video game industry has embraced the concepts of cooperative and diverse gaming in order to provide players with a sense of community or togetherness. Video games have long been seen as a solo endeavor – as a way to escape reality and leave social interaction at the door. Yet, online community networks or talk pages have now allowed forms of connection with other users. These connections offer forms of aid in the games themselves, as well as an overall collaboration and interaction in the network space. The popularity of competitive the online multiplayer games has now even promoted informal social interaction through the use of the recognized communities.

Problems With Online Gaming Communities
As with other online communities, problems do arise when approaching the usages of online communities in the gaming culture, as well as those who are utilizing the spaces for their own agendas. "Gaming Culture" offers individuals personal experiences, development of creativity, as well an assemblance of togetherness that potentially resembles formalized social communication techniques. On the other hand, these communities could also include toxicity, online disinhibition, and cyberbullying.

(USE KISHONNA, L. GRAY, USE SEAY, A. F. AND ETC.)


 * Toxicity: Toxicity in games usually takes the form of abusive or negative language or behavior.
 * Online Disinhibition: The utilization in gaming communities to say things that normally wouldn't have been said in an in-person scenario. Offers the individual the access to less restraint ion culturally appropriated interactions, and is typically through the form of aggressiveness. This action is also typically offered through the form of anonymity. (USE SULER, J.)
 * Dissociative Anonymity (USE JONSON, A.)
 * Invisibility
 * Power of Status and Authority
 * Cyberbullying: Cyberbullying stems from various levels of degree, but inevitably is casted as abuse and harassment in nature.

Source Information
Source Article: Intersecting Oppressions and Online Communities

Source Link: https://www.tandfonline.com/doi/abs/10.1080/1369118X.2011.642401

Kishonna L. Gray (2012) INTERSECTING OPPRESSIONS AND ONLINE COMMUNITIES, Information, Communication & Society, 15:3, 411-428, DOI: 10.1080/1369118X.2011.642401


 * This source offers an examination of ethnographic research via interviews and observations of Black and Latino women in the gaming server, Xbox Live. The arguments surround the modifications of an advancement of online technologies, specifically in video games, and take notes of virtual reality and virtual worlds.

Source Article: Self-disclosure in computer-mediated communication: The role of self-awareness and visual anonymity

Source Link: https://www.dhi.ac.uk/san/waysofbeing/data/communication-zangana-joinson-2001.pdf

Joinson, A. (2001) ‘Self-disclosure in computer mediated communication: The roleof self-awareness and visual anonymity’,European Journal of Social Psychology,

vol. 31, pp. 177–192.


 * This source examines computer-mediated communication (CMC) as it is compared to face-to-face discussions or interactions, as well as usages of anonymity as it is used in online group discussions or the basis of online conversations.

Source Article: Project Massive: A Study of Online Gaming Communities

Source Link: http://social.cs.uiuc.edu/class/cs598kgk-04/papers/p1421-seay.pdf

Seay, A. F., Jerome, W. J., Lee, K. S. & Kraut, R. E. (2004) ‘Project massive: astudy of online gaming communities’, inProceedings of CHI 2004, ACM,

New York, pp. 1421–1424.


 * This source analyzes the 'gaming' community, rather, the marketing associated with consumers interactions and video games alliances. The players’ social experiences both inside and outside of their gaming environments is what is focused in a project, and is described through emotional, physical and mental standpoints.

Source Article: The Online Disinhibition Effect

Source Link: https://www.liebertpub.com/doi/abs/10.1089/1094931041291295

Suler, J. (2004) ‘The online disinhibition effect’,Cyber Psychology and Behavior,vol.7,no. 3, pp. 321–326.


 * This source offers an analysis over the frequency and functionality of anonymity and the process of authority whilst being involved with online platform forums. This source also offers a lens on online disinhibition in connection to those that participate in marketing, advertising, gourd-based interactions, or acting as sole individuals in the online spaces.

Source Article: The Impact of New Social Media on Intercultural Adaptation

Source Link: https://digitalcommons.uri.edu/cgi/viewcontent.cgi?article=1230&context=srhonorsprog

Sawyer, Rebecca, "The Impact of New Social Media on Intercultural Adaptation" (2011). Senior Honors Projects. Paper 242.

http://digitalcommons.uri.edu/srhonorsprog/242http://digitalcommons.uri.edu/srhonorsprog/242

(USE IN "PURPOSE" SECTION)
 * This source involves the processes of interactions that include, promote and involve diverse ranges of cultural artifacts and symbolism as referenced to online networks. The source also reiterates the notions surrounding social media, and social media platforms that cultivate conversations that are integrated into connected networks, organizations, and companies.

Article Source: Emergence of online communities: Empirical evidence and theory

https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0205167

Dover Y, Kelman G (2018) Emergence of online communities: Empirical evidence and theory. PLOS ONE 13(11): e0205167. https://doi.org/10.1371/journal.pone.0205167

(USE IN "DEVELOPMENT" SECTION)
 * This source is acknowledged as being a study and data reference for how emerging online communities, and so called 'group interactions', and significantly impacting upon online platforms and media organizers.