Friday, November 12, 2010
Cyberculture 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, and email usage.
Manifestations of Cyberculture 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:
Virtual Worlds
A virtual world is a genre of online community that often takes the form of a computer-based simulated environment, through which users can interact with one another and use and create object. Virtual worlds are intended for its users to inhabit and interact, and the term today has become largely synonymous with interactive 3D virtual environments, where the users take the form of avatars visible to others graphically.
Second Life
The most popular of these is Second Life. Here residents can explore, meet other residents, socialize, participate in individual and group activities, and create and trade virtual property and services with one another, or travel throughout the world. Second Life has an internal currency, the Linden dollar (L$). L$ can be used to buy, sell, rent or trade land or goods and services with other users. Virtual goods include buildings, vehicles, devices of all kinds, animations, clothing, skin, hair, jewelry, flora and fauna, and works of art. The Second Life community is diverse, dividing itself by language and subculture. The various groups often have very little contact with each other, separated not just socially, but since the advent of private sims, geographically. Significant social groups within Second Life include Steampunk, Furry, Gorean, and Vampire.
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