Introduction. The aim of this paper is to form a framework capable of theorizing how virtual communities are entangled with their new media environments, thereby contributing to the understanding of present-day virtual communities and how to preserve them. Method. An extensive bibliography on virtual worlds, virtual world preservation, document- and practice theory, and virtual communities forms the conceptual basis of the paper. Analysis. The proposed framework was formed by the way of qualitative and synthetic conceptual analysis of the collected literature. Results. Virtual world communities can be fruitfully conceptualized as distinct domains with specialized documentary practices. In each domain of practice, the virtual world’s related...
In this paper, I consider whether virtual worlds are history in two senses of the word. The first ex...
This paper traces the range of literacy events that occur in one cybercommunity whose members are pa...
Virtual environments, such as Second Life, have assumed an increasingly important role in popular cu...
Introduction. The aim of this paper is to form a framework capable of theorizing how virtual communi...
Purpose. The purpose of this paper is to explore how virtual world communities employ new media as a...
This chapter asks what is distinctive about researching virtual communities. In so doing it troubles...
Drawing on the disciplines of library and information studies and archival studies, this study seeks...
Περιέχει το πλήρες κείμενοIn addition to the World Wide Web, other platforms have emerged on the In...
In this chapter, we focus on how virtual communities (VCs) leave “traces” or “unintentional informat...
Digital technologies have introduced fundamental changes in the forms, content, and media of communi...
This dissertation focuses attention on the capacity of servers, the mundane building blocks of inter...
By facing the problem to describe the history of a virtual community as the sequence of events gener...
While the anthropology of online communities has emerged as a significant area of research, there ha...
This thesis uses ethnographic research into online media fandom, focusing on self-reflexive analyti...
Over the past decade, advances in the Internet and media technology have literally brought people cl...
In this paper, I consider whether virtual worlds are history in two senses of the word. The first ex...
This paper traces the range of literacy events that occur in one cybercommunity whose members are pa...
Virtual environments, such as Second Life, have assumed an increasingly important role in popular cu...
Introduction. The aim of this paper is to form a framework capable of theorizing how virtual communi...
Purpose. The purpose of this paper is to explore how virtual world communities employ new media as a...
This chapter asks what is distinctive about researching virtual communities. In so doing it troubles...
Drawing on the disciplines of library and information studies and archival studies, this study seeks...
Περιέχει το πλήρες κείμενοIn addition to the World Wide Web, other platforms have emerged on the In...
In this chapter, we focus on how virtual communities (VCs) leave “traces” or “unintentional informat...
Digital technologies have introduced fundamental changes in the forms, content, and media of communi...
This dissertation focuses attention on the capacity of servers, the mundane building blocks of inter...
By facing the problem to describe the history of a virtual community as the sequence of events gener...
While the anthropology of online communities has emerged as a significant area of research, there ha...
This thesis uses ethnographic research into online media fandom, focusing on self-reflexive analyti...
Over the past decade, advances in the Internet and media technology have literally brought people cl...
In this paper, I consider whether virtual worlds are history in two senses of the word. The first ex...
This paper traces the range of literacy events that occur in one cybercommunity whose members are pa...
Virtual environments, such as Second Life, have assumed an increasingly important role in popular cu...