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Internet culture is a
culture Culture () is an umbrella term which encompasses the social behavior, institutions, and norms found in human societies, as well as the knowledge, beliefs, arts, laws, customs, capabilities, and habits of the individuals in these groups ...
based on the many way people have used
computer network A computer network is a set of computers sharing resources located on or provided by network nodes. The computers use common communication protocols over digital interconnections to communicate with each other. These interconnections are ...
s and their use for
communication Communication (from la, communicare, meaning "to share" or "to be in relation with") is usually defined as the transmission of information. The term may also refer to the message communicated through such transmissions or the field of inqui ...
,
entertainment Entertainment is a form of activity that holds the attention and interest of an audience or gives pleasure and delight. It can be an idea or a task, but is more likely to be one of the activities or events that have developed over thousa ...
,
business Business is the practice of making one's living or making money by producing or buying and selling products (such as goods and services). It is also "any activity or enterprise entered into for profit." Having a business name does not separ ...
, and
recreation Recreation is an activity of leisure, leisure being discretionary time. The "need to do something for recreation" is an essential element of human biology and psychology. Recreational activities are often done for enjoyment, amusement, or plea ...
. Some features of Internet culture include online communities,
gaming Gaming may refer to: Games and sports The act of playing games, as in: * Legalized gambling, playing games of chance for money, often referred to in law as "gaming" * Playing a role-playing game, in which players assume fictional roles * Playing ...
, and
social media Social media are interactive media technologies that facilitate the creation and sharing of information, ideas, interests, and other forms of expression through virtual communities and networks. While challenges to the definition of ''social me ...
. Due to the massive adoption and widespread use of the Internet, the impact of Internet culture on society and non-digital cultures has been extensive. The encompassing nature of the Internet culture has led to the study of different elements such as social media, gaming and specific communities, and has also raised questions about identity and privacy on the Internet. The cultural history of the Internet is a story of rapid change. The Internet evolved in parallel with rapid and sustained technological advances in
computing Computing is any goal-oriented activity requiring, benefiting from, or creating computing machinery. It includes the study and experimentation of algorithmic processes, and development of both hardware and software. Computing has scientific, ...
and
data communication Data transmission and data reception or, more broadly, data communication or digital communications is the transfer and reception of data in the form of a digital bitstream or a digitized analog signal transmitted over a point-to-point or p ...
, and widespread access as the cost of infrastructure dropped by several orders of magnitude. As technology advances, Internet culture changes; in particular, the introduction of
smartphone A smartphone is a portable computer device that combines mobile telephone and computing functions into one unit. They are distinguished from feature phones by their stronger hardware capabilities and extensive mobile operating systems, whi ...
s has increased users of the Internet. Initially, digital culture tilted toward the
Anglosphere The Anglosphere is a group of English-speaking nations that share historical and cultural ties with England, and which today maintain close political, diplomatic and military co-operation. While the nations included in different sources vary, t ...
. As a consequence of computer technology's early reliance on textual coding systems that were mainly adapted to the English language,
Anglophone Speakers of English are also known as Anglophones, and the countries where English is natively spoken by the majority of the population are termed the ''Anglosphere''. Over two billion people speak English , making English the largest language ...
societies—followed by other societies with languages based on
Latin script The Latin script, also known as Roman script, is an alphabetic writing system based on the letters of the classical Latin alphabet, derived from a form of the Greek alphabet which was in use in the ancient Greek city of Cumae, in southern ...
—enjoyed privileged access to digital culture. However, other languages have gradually increased in prominence. In specific, the proportion of content on the Internet that is in English has dropped from roughly 80% in the 1990s to around 52.9% in 2018. From a psychological perspective, electronic and digital culture is highly engrossing. Excessive neglect of the traditional physical and social world in favor of Internet culture became codified as a medical condition under the diagnosis of
Internet addiction disorder Problematic internet use or pathological internet use is generally defined as problematic, compulsive use of the internet, that results in significant impairment in an individual's function in various life domains over a prolonged period of time ...
.


Overview

Since the boundaries of cyberculture 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 can also extend to a wide range of cultural issues relating to " cyber-topics", e.g.
cybernetics Cybernetics is a wide-ranging field concerned with circular causality, such as feedback, in regulatory and purposive systems. Cybernetics is named after an example of circular causal feedback, that of steering a ship, where the helmsperson ma ...
, and the perceived or predicted
cyborg A cyborg ()—a portmanteau of ''cybernetic'' and ''organism''—is a being with both organic and biomechatronic body parts. The term was coined in 1960 by Manfred Clynes and Nathan S. Kline.
ization of the
human body The human body is the structure of a human being. It is composed of many different types of cells that together create tissues and subsequently organ systems. They ensure homeostasis and the viability of the human body. It comprises a hea ...
and human society itself. It can also embrace associated intellectual and cultural movements, such as
cyborg theory   "A Cyborg Manifesto" is an essay written by Donna Haraway and published in 1985 in the ''Socialist Review (US)''. In it, the concept of the cyborg represents a rejection of rigid boundaries, notably those separating "human" from "animal" and "h ...
and
cyberpunk Cyberpunk is a subgenre of science fiction in a dystopian futuristic setting that tends to focus on a "combination of lowlife and high tech", featuring futuristic technological and scientific achievements, such as artificial intelligence and ...
. The term often incorporates an implicit anticipation of the future. The
Oxford English Dictionary The ''Oxford English Dictionary'' (''OED'') is the first and foundational historical dictionary of the English language, published by Oxford University Press (OUP). It traces the historical development of the English language, providing a c ...
lists the earliest usage of the term "cyberculture" in 1963, when Alice Mary Hilton wrote the following, "In the era of cyberculture, all the plows pull themselves and the fried chickens fly right onto our plates." This example, and all others, up through 1995 are used to support the definition of cyberculture as "the social conditions brought about by automation and computerization." The ''
American Heritage Dictionary American(s) may refer to: * American, something of, from, or related to the United States of America, commonly known as the "United States" or "America" ** Americans, citizens and nationals of the United States of America ** American ancestry, p ...
'' broadens the sense in which "cyberculture" is used by defining it as, "The culture arising from the use of computer networks, as for communication, entertainment, work, and business". However, both ''OED'' and the ''American Heritage Dictionary'' fail to describe cyberculture as a culture within and among users of computer networks. This cyberculture may be purely an online culture or it may span both virtual and physical worlds. This is to say, that cyberculture is a culture endemic to online communities; it is not just the culture that results from computer use, but culture that is directly mediated by the computer. Another way to envision cyberculture is as the electronically enabled linkage of like-minded, but potentially geographically disparate (or physically disabled and hence less mobile) persons. Cyberculture is a wide social and cultural movement closely linked to advanced
information science Information science (also known as information studies) is an academic field which is primarily concerned with analysis, collection, classification, manipulation, storage, retrieval, movement, dissemination, and protection of information. ...
and
information technology Information technology (IT) is the use of computers to create, process, store, retrieve, and exchange all kinds of data . and information. IT forms part of information and communications technology (ICT). An information technology syste ...
, their emergence, development and rise to social and cultural prominence between the 1960s and the 1990s. Cyberculture was influenced 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 cyberculture was based on a small cultural sample, and its ideals, the modern cyberculture is a much more diverse group of users and the ideals that they espouse. Numerous specific concepts of cyberculture have been formulated by such authors as
Lev Manovich Lev Manovich ( ) is an author of books on digital culture and new media, and professor of Computer Science at the Graduate Center, City University of New York. Manovich's current research and teaching focuses on digital humanities, social comput ...
, Arturo Escobar and Fred Forest. However, most of these concepts given by the following authors focus only on certain aspects, and they do not cover these in great detail. Some authors aim to achieve a more comprehensive understanding distinguished between early and contemporary cyberculture (Jakub Macek), or between cyberculture as the cultural context of information technology and cyberculture (more specifically cyberculture studies) as "a particular approach to the study of the 'culture + technology' complex" (David Lister et al.).


Historical evolution

The cultural antecedent of digital culture was
amateur radio Amateur radio, also known as ham radio, is the use of the radio frequency spectrum for purposes of non-commercial exchange of messages, wireless experimentation, self-training, private recreation, radiosport, contesting, and emergency commu ...
(commonly known as ham radio), which at this point in time was electronic, not yet digital. By connecting over great distances, Ham operators were able to form a distinct cultural community with a strong technocratic foundation, as the radio gear involved was finicky and prone to failure. The area that later became
Silicon Valley Silicon Valley is a region in Northern California that serves as a global center for high technology and innovation. Located in the southern part of the San Francisco Bay Area, it corresponds roughly to the geographical areas San Mateo Cou ...
, where much of modern Internet technology originates, had been an early locus of radio engineering. Alongside the original mandate for robustness and resiliency, the renegade spirit of the early ham radio community later infused the cultural value of
decentralization Decentralization or decentralisation is the process by which the activities of an organization, particularly those regarding planning and decision making, are distributed or delegated away from a central, authoritative location or group. Conce ...
and near-total rejection of
regulation Regulation is the management of complex systems according to a set of rules and trends. In systems theory, these types of rules exist in various fields of biology and society, but the term has slightly different meanings according to context. ...
and political control that characterized the Internet's original growth era, with strong undercurrents of the Wild West spirit of the
American frontier The American frontier, also known as the Old West or the Wild West, encompasses the geography, history, folklore, and culture associated with the forward wave of American expansion in mainland North America that began with European colonial ...
. At its inception in the early 1970s as part of
ARPANET The Advanced Research Projects Agency Network (ARPANET) was the first wide-area packet-switched network with distributed control and one of the first networks to implement the TCP/IP protocol suite. Both technologies became the technical fou ...
, digital networks were small, institutional, arcane, and slow, which confined the majority of use to the exchange of textual information, such as interpersonal messages and
source code In computing, source code, or simply code, is any collection of code, with or without comments, written using a human-readable programming language, usually as plain text. The source code of a program is specially designed to facilitate the ...
. Access to these networks was largely limited to a technological elite based at a small number of prestigious universities; the original American network connected one computer in Utah with three in California. Text on these digital networks usually encoded in the
ASCII ASCII ( ), abbreviated from American Standard Code for Information Interchange, is a character encoding standard for electronic communication. ASCII codes represent text in computers, telecommunications equipment, and other devices. Because ...
character set, which was minimalistic even for established English
typography Typography is the art and technique of arranging type to make written language legible, readable and appealing when displayed. The arrangement of type involves selecting typefaces, point sizes, line lengths, line-spacing ( leading), an ...
, barely suited to other European languages sharing a Latin script (but with an additional requirement to support accented characters), and entirely unsuitable to any language not based on a Latin script, such as Mandarin,
Arabic Arabic (, ' ; , ' or ) is a Semitic language spoken primarily across the Arab world.Semitic languages: an international handbook / edited by Stefan Weninger; in collaboration with Geoffrey Khan, Michael P. Streck, Janet C. E.Watson; Walter ...
, or
Hindi Hindi (Devanāgarī: or , ), or more precisely Modern Standard Hindi (Devanagari: ), is an Indo-Aryan language spoken chiefly in the Hindi Belt region encompassing parts of northern, central, eastern, and western India. Hindi has been ...
. Interactive use was discouraged except for high value activities. Hence a store and forward architecture was employed for many message systems, functioning more like a post office than modern instant messaging; however, by the standards of postal mail, the system (when it worked) was stunningly fast and cheap. Among the heaviest users were those actively involved in advancing the technology, most of whom implicitly shared much the same base of arcane knowledge, effectively forming a technological priesthood. The origins of
social media Social media are interactive media technologies that facilitate the creation and sharing of information, ideas, interests, and other forms of expression through virtual communities and networks. While challenges to the definition of ''social me ...
predate the Internet proper. The first
bulletin board system A bulletin board system (BBS), also called computer bulletin board service (CBBS), is a computer server running software that allows users to connect to the system using a terminal program. Once logged in, the user can perform functions such ...
was created in 1978,
GEnie Jinn ( ar, , ') – also romanized as djinn or anglicized as genies (with the broader meaning of spirit or demon, depending on sources) – are invisible creatures in early pre-Islamic Arabian religious systems and later in Islamic myt ...
was created by General Electric in 1985, the mailing list
Listserv The term Listserv (styled by the registered trademark licensee, L-Soft International, Inc., as LISTSERV) has been used to refer to electronic mailing list software applications in general, but is more properly applied to a few early instances o ...
appeared in 1986, and
Internet Relay Chat Internet Relay Chat (IRC) is a text-based chat system for instant messaging. IRC is designed for group communication in discussion forums, called '' channels'', but also allows one-on-one communication via private messages as well as chat an ...
was created in 1988. The first official social media site,
SixDegrees Six degrees may refer to: * Six degrees of separation, the theory that anyone on earth can be connected to any other person on the planet through a chain of acquaintances that has no more than five intermediaries * Six degrees of freedom, motion in ...
launched in 1997. In the 1980s, the network grew to encompass most universities and many corporations, especially those involved with technology, including heavy but segregated participation within the American
military–industrial complex The expression military–industrial complex (MIC) describes the relationship between a country's military and the defense industry that supplies it, seen together as a vested interest which influences public policy. A driving factor behind the ...
. Use of interactivity grew, and the user base became less dominated by programmers,
computer scientist A computer scientist is a person who is trained in the academic study of computer science. Computer scientists typically work on the theoretical side of computation, as opposed to the hardware side on which computer engineers mainly focus (a ...
s and hawkish industrialists, but it remained largely an academic culture centered around institutions of higher learning. It was observed that each September, with an intake of new students, standards of productive discourse would plummet until the established user base brought the influx up to speed on cultural etiquette. Commercial
Internet service providers An Internet service provider (ISP) is an organization that provides services for accessing, using, or participating in the Internet. ISPs can be organized in various forms, such as commercial, community-owned, non-profit, or otherwise privat ...
(ISPs) emerged in 1989 in the United States and Australia, opening the door for public participation. Soon the network was no longer dominated by academic culture, and the term
eternal September Eternal September or the September that never ended is Usenet slang for a period beginning around 1993 when Internet service providers began offering Usenet access to many new users. The flood of new users overwhelmed the existing culture for onl ...
, initially referring to September 1993, was coined as Internet slang for the endless intake of cultural
newbie Newbie, newb, noob, noobie, n00b or nub is a slang term for a novice or newcomer, or somebody inexperienced in a profession or activity. Contemporary use can particularly refer to a beginner or new user of computers, often concerning Internet ...
s. Commercial use became established alongside academic and professional use, beginning with a sharp rise in unsolicited commercial e-mail commonly called
spam Spam may refer to: * Spam (food), a canned pork meat product * Spamming, unsolicited or undesired electronic messages ** Email spam, unsolicited, undesired, or illegal email messages ** Messaging spam, spam targeting users of instant messaging ...
. Around this same time, the network transitioned to support the burgeoning
World Wide Web The World Wide Web (WWW), commonly known as the Web, is an information system enabling documents and other web resources to be accessed over the Internet. Documents and downloadable media are made available to the network through web ...
.
Multimedia Multimedia is a form of communication that uses a combination of different content forms such as text, audio, images, animations, or video into a single interactive presentation, in contrast to tradit ...
formats such as
audio Audio most commonly refers to sound, as it is transmitted in signal form. It may also refer to: Sound *Audio signal, an electrical representation of sound *Audio frequency, a frequency in the audio spectrum * Digital audio, representation of sou ...
,
graphics Graphics () are visual images or designs on some surface, such as a wall, canvas, screen, paper, or stone, to inform, illustrate, or entertain. In contemporary usage, it includes a pictorial representation of data, as in design and manufacture, ...
, and
video Video is an electronic medium for the recording, copying, playback, broadcasting, and display of moving visual media. Video was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) sy ...
become commonplace and began to displace plain text, but multimedia remained painfully slow for
dial-up Dial-up Internet access is a form of Internet access that uses the facilities of the public switched telephone network (PSTN) to establish a connection to an Internet service provider (ISP) by dialing a telephone number on a conventional telepho ...
users. Also around this time the Internet also began to internationalize, supporting most of the world's major languages, but support for many languages remained patchy and incomplete into the 2010s. On the arrival of
broadband In telecommunications, broadband is wide bandwidth data transmission which transports multiple signals at a wide range of frequencies and Internet traffic types, that enables messages to be sent simultaneously, used in fast internet connections. ...
access,
file sharing File sharing is the practice of distributing or providing access to digital media, such as computer programs, multimedia (audio, images and video), documents or electronic books. Common methods of storage, transmission and dispersion include r ...
services grew rapidly, especially of
digital audio Digital audio is a representation of sound recorded in, or converted into, digital form. In digital audio, the sound wave of the audio signal is typically encoded as numerical samples in a continuous sequence. For example, in CD audio, samp ...
(with a prevalence of bootlegged commercial music) with the arrival of
Napster Napster was a peer-to-peer file sharing application. It originally launched on June 1, 1999, with an emphasis on digital audio file distribution. Audio songs shared on the service were typically encoded in the MP3 format. It was founded by Sha ...
in 1999 and similar projects which effectively catered to music enthusiasts, especially teenagers and young adults, soon becoming established as a prototype for rapid evolution into modern
social media Social media are interactive media technologies that facilitate the creation and sharing of information, ideas, interests, and other forms of expression through virtual communities and networks. While challenges to the definition of ''social me ...
. Alongside ongoing challenges to traditional norms of
intellectual property Intellectual property (IP) is a category of property that includes intangible creations of the human intellect. There are many types of intellectual property, and some countries recognize more than others. The best-known types are patents, co ...
, business models of many of the largest Internet corporations evolved into what
Shoshana Zuboff Shoshana Zuboff (born 18 November 1951) is an American author, Harvard professor, social psychologist, philosopher, and scholar. Zuboff is the author of the books ''In the Age of the Smart Machine: The Future of Work and Power'' and ''The Suppo ...
terms
surveillance capitalism Surveillance capitalism is a concept in political economics which denotes the widespread collection and commodification of personal data by corporations. This phenomenon is distinct from government surveillance, though the two can reinforce each o ...
. Not only is social media a novel form of social culture, but also a novel form of economic culture where sharing is frictionless, but personal
privacy Privacy (, ) is the ability of an individual or group to seclude themselves or information about themselves, and thereby express themselves selectively. The domain of privacy partially overlaps with security, which can include the concepts of ...
has become a
scarce In economics, scarcity "refers to the basic fact of life that there exists only a finite amount of human and nonhuman resources which the best technical knowledge is capable of using to produce only limited maximum amounts of each economic good ...
good. In 1998, there was
Hampster Dance The Hampster Dance is one of the earliest Internet memes. Created in 1998 by Canadian art student Deidre LaCarte as a GeoCities page, the dance features rows of animated GIFs of hamsters and other rodents dancing in various ways to a sped-up sa ...
, the first successful
Internet meme An Internet meme, commonly known simply as a meme ( ), is an idea, behavior, style, or image that is spread via the Internet, often through social media platforms. What is considered a meme may vary across different communities on the Internet ...
. In 1999, Aaron Peckham created Urban Dictionary, an online, crowdsourced dictionary of slang. He had kept the server for Urban Dictionary under his bed. In 2000, there was great demand for images of a dress that
Jennifer Lopez Jennifer Lynn Affleck (' Lopez; born July 24, 1969), also known as J.Lo, is an American singer, actress and dancer. In 1991, she began appearing as a Fly Girl dancer on the sketch comedy television series '' In Living Color'', where she re ...
wore. As a result,
Google Google LLC () is an American Multinational corporation, multinational technology company focusing on Search Engine, search engine technology, online advertising, cloud computing, software, computer software, quantum computing, e-commerce, ar ...
's co-founders created
Google Images Google Images (previously Google Image Search) is a search engine owned by Google that allows users to search the World Wide Web for images. It was introduced on July 12, 2001 due to a demand for pictures of the green Versace dress of Jennifer L ...
. In 2001,
Wikipedia Wikipedia is a multilingual free online encyclopedia written and maintained by a community of volunteers, known as Wikipedians, through open collaboration and using a wiki-based editing system. Wikipedia is the largest and most-read refer ...
was created. In 2005,
YouTube YouTube is a global online video sharing and social media platform headquartered in San Bruno, California. It was launched on February 14, 2005, by Steve Chen, Chad Hurley, and Jawed Karim. It is owned by Google, and is the second mo ...
was created because people wanted to find video of Janet Jackson's wardrobe malfunction at the Super Bowl in 2004. YouTube was later acquired by Google in 2006. In 2009,
Bitcoin Bitcoin (abbreviation: BTC; sign: ₿) is a decentralized digital currency that can be transferred on the peer-to-peer bitcoin network. Bitcoin transactions are verified by network nodes through cryptography and recorded in a public distr ...
was created. Since 2020, Internet culture has been affected by the
COVID-19 pandemic The COVID-19 pandemic, also known as the coronavirus pandemic, is an ongoing global pandemic of coronavirus disease 2019 (COVID-19) caused by severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2). The novel virus was first identi ...
. Since 2021, there has been an unprecedented surge of interest in the concept of the
metaverse In science fiction, the "metaverse" is a hypothetical iteration of the Internet as a single, universal, and immersive virtual world that is facilitated by the use of virtual reality (VR) and augmented reality (AR) headsets. In colloquial usa ...
. In particular, Facebook Inc. renamed itself to
Meta Platforms Meta Platforms, Inc., (file no. 3835815) doing business as Meta and formerly named Facebook, Inc., and TheFacebook, Inc., is an American multinational technology conglomerate based in Menlo Park, California. The company owns Facebook, Insta ...
in October 2021, amid the crisis of the
Facebook Papers In 2021, an internal document leak from the company then known as Facebook (now Meta Platforms, or Meta) showed it was aware of harmful societal effects from its platforms. The leak, released by whistleblower Frances Haugen, resulted in report ...
.


Manifestations

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 Internet protocols. Examples include but are not limited to: *
Blog A blog (a Clipping (morphology), truncation of "weblog") is a discussion or informational website published on the World Wide Web consisting of discrete, often informal diary-style text entries (posts). Posts are typically displayed in Reverse ...
* Bulletin Board Systems *
Chat Chat or chats may refer to: Communication * Conversation, particularly casual * Online chat, text message communication over the Internet in real-time * Synchronous conferencing, a formal term for online chat * SMS chat, a form of text messagin ...
*
Cybersex Cybersex, also called computer sex, Internet sex, netsex and, colloquially, cyber or cybering, is a virtual sex encounter in which two or more people have long distance sex via electronic video communication (webcams, VR headsets, etc) and other e ...
*
E-Commerce E-commerce (electronic commerce) is the activity of electronically buying or selling of products on online services or over the Internet. E-commerce draws on technologies such as mobile commerce, electronic funds transfer, supply chain manag ...
*
Games A game is a structured form of play, usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or games) or art (suc ...
*
Internet forums An Internet forum, or message board, is an online discussion site where people can hold conversations in the form of posted messages. They differ from chat rooms in that messages are often longer than one line of text, and are at least temporar ...
*
Internet meme An Internet meme, commonly known simply as a meme ( ), is an idea, behavior, style, or image that is spread via the Internet, often through social media platforms. What is considered a meme may vary across different communities on the Internet ...
s * Microblogs * Online videos *
Peer-to-peer file sharing Peer-to-peer file sharing is the distribution and sharing of digital media using peer-to-peer (P2P) networking technology. P2P file sharing allows users to access media files such as books, music, movies, and games using a P2P software program t ...
*
Social networks A social network is a social structure made up of a set of social actors (such as individuals or organizations), sets of dyadic ties, and other social interactions between actors. The social network perspective provides a set of methods for a ...
*
Usenet Usenet () is a worldwide distributed discussion system available on computers. It was developed from the general-purpose Unix-to-Unix Copy (UUCP) dial-up network architecture. Tom Truscott and Jim Ellis conceived the idea in 1979, and it wa ...
*
Virtual world A virtual world (also called a virtual space) is a computer-simulated environment which may be populated by many users who can create a personal avatar, and simultaneously and independently explore the virtual world, participate in its activities ...
s *
Wiki A wiki ( ) is an online hypertext publication collaboratively edited and managed by its own audience, using a web browser. A typical wiki contains multiple pages for the subjects or scope of the project, and could be either open to the pub ...
s


Social impact

The Internet is one of the most popular forms of communication today with billions of people using it every day. This is because the Internet is full of a wide variety of tools that can allow for information retrieval and communication, which can occur between individuals, groups, or even within mass contexts. It has created a culture that many people are involved in which has led to countless positive and negative impacts. The Internet provides an array of tools for people to use for information retrieval and communication in individual, group, and mass contexts.


Positive

The creation of the Internet has impacted society greatly, providing the ability to communicate with others online, store information such as files and pictures, and help maintain government. As the Internet progressed, digital and audio files could be created and shared on the Internet, and became one of the main sources of information, business, and entertainment, leading to the creation of different social media platforms such as Instagram, Twitter, Facebook and Snapchat. Communicating with others has become easier in the modern day and age, allowing people to connect and interact with each other. The Internet helps people maintain our relationships with others by acting as a supplement to physical interactions with friends and family. People are also able to make forums and talk about different topics with each other which can help form and build relationships. This gives people the ability to express their own views freely. Social groups created on the Internet have also been connected to improving and maintaining health in general. Interacting with social groups online can help prevent and possibly treat depression. In response to the rising prevalence of mental health disorders, including anxiety and depression, a 2019 study by Christo El Morr and others demonstrated that York University students in Toronto were extremely interested in participating in an online mental health support community. The study mentions that many students prefer an anonymous online mental health community to a traditional in person service, due to the social stigmatization of mental health disorders. Overall, online communication with others gives people the sense that they are wanted and are welcomed into social groups.


Negative

With access to the Internet becoming easier for people, it has led to a substantial number of disadvantages. Addiction is a notable issue, as the Internet is becoming increasingly relied on for various everyday tasks. There are a range of different symptoms connected to addiction such as withdrawal, anxiety, and mood swings. Addiction to social media is very prevalent with adolescents, but the interaction they have with one another can be detrimental to their health. Rude comments on posts can lower an individual's self-esteem, making them feel unworthy and may lead to depression. Social interaction online may also substitute face-to-face interactions for some people instead of acting as a supplement. This can negatively impact people's social skills and cause one to have feelings of loneliness. People may also face the chance of being cyberbullied when using online applications.
Cyberbullying Cyberbullying or cyberharassment is a form of bullying or harassment using electronic means. Cyberbullying and cyberharassment are also known as online bullying. It has become increasingly common, especially among teenagers, as the digital ...
may include harassment, video shaming, impersonating, and much more. A concept described as "cyberbullying theory" is now being used to suggest that children who use social networking more frequently are more likely to become victims of cyberbullying. Additionally, some evidence shows that too much Internet use can stunt memory and attention development in children. The ease of access to information which the Internet provides discourages information retention. However, the cognitive consequences are not yet fully known. The staggering amount of available information online can lead to feelings of
information overload Information overload (also known as infobesity, infoxication, information anxiety, and information explosion) is the difficulty in understanding an issue and effectively making decisions when one has too much information (TMI) about that issue, ...
. Some effects of this phenomenon include reduced comprehension, decision making, and behavior control.


Qualities

First and foremost, cyberculture derives from traditional notions of culture, as the roots of the word imply. In non-cyberculture, it would be odd to speak of a single, monolithic culture. In cyberculture, by extension, searching for a single thing that is cyberculture would likely be problematic. The notion that there is a single, definable cyberculture is likely the complete dominance of early cyber territory by affluent North Americans. Writing by early proponents of cyberspace tends to reflect this assumption (see
Howard Rheingold Howard Rheingold (born 1947) is an American critic, writer, and teacher, known for his specialties on the cultural, social and political implications of modern communication media such as the Internet, mobile telephony and virtual communities ( ...
). The ethnography of
cyberspace Cyberspace is a concept describing a widespread interconnected digital technology. "The expression dates back from the first decade of the diffusion of the internet. It refers to the online world as a world 'apart', as distinct from everyday re ...
is an important aspect of cyberculture that does not reflect a single unified culture. It "is not a monolithic or placeless 'cyberspace'; rather, it is numerous new technologies and capabilities, used by diverse people, in diverse real-world locations." It is malleable, perishable, and can be shaped by the vagaries of external forces on its users. For example, the laws of physical world governments, social norms, the architecture of cyberspace, and market forces shape the way cybercultures form and evolve. As with physical world cultures, cybercultures lend themselves to identification and study. There are several qualities that cybercultures share that make them warrant the prefix "cyber-". Some of those qualities are that cyberculture: * 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 ( John C. Dvorak). Thus, cyberculture can be generally defined as the set of technologies (material and intellectual), practices, attitudes, modes of thought, and values that developed with cyberspace. Sharing has been argued to be an important quality for the Internet culture.


Identity – "Architectures of credibility"

Cyberculture, 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. One early study, conducted from 1998-1999, found that the participants view information obtained online as being slightly more credible than information from magazines, radio, and television. However, the same study found that the participants viewed information obtained from newspapers as the most credible, on average. Finally, this study found that an individual's rate of verification of information obtained online was low, and perhaps over reported depending on the type of information. How does cyberculture rely on and establish identity and credibility? This relationship is two-way, with identity and credibility being both used to define the 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 offline world; however, since these are two separate worlds, it is not surprising that there are differences in their mechanisms and interactions of the markers found in each. Following the model put forth by
Lawrence Lessig Lester Lawrence Lessig III (born June 3, 1961) is an American academic, attorney, and political activist. He is the Roy L. Furman Professor of Law at Harvard Law School and the former director of the Edmond J. Safra Center for Ethics at Harvard ...
in '' Code: Version 2.0'', the architecture of a given online community may be the single most important factor regulating the establishment of credibility within online communities. Some factors may be: * Anonymous versus Known * Linked to Physical Identity versus Internet-based Identity Only * Unrated Commentary System versus Rated Commentary System * Positive Feedback-oriented versus Mixed Feedback (positive and negative) oriented * Moderated versus Unmoderated


Anonymous versus known

Many sites allow anonymous commentary, where the user-id attached to the comment is something like "guest" or "anonymous user". In an architecture that allows anonymous posting about other works, the credibility being impacted is only that of the product for sale, the original opinion expressed, the code written, the video, or other entity about which comments are made (e.g., a Slashdot post). Sites that require "known" postings can vary widely from simply requiring some kind of name to be associated with the comment to requiring registration, wherein the identity of the registrant is visible to other readers of the comment. These "known" identities allow and even require commentators to be aware of their own credibility, based on the fact that other users will associate particular content and styles with their identity. By definition, then, all blog postings are "known" in that the blog exists in a consistently defined virtual location, which helps to establish an identity, around which credibility can gather. Conversely, anonymous postings are inherently incredible. Note that a "known" identity need have nothing to do with a given identity in the physical world.


Linked to physical identity versus Internet-based identity only

Architectures can require that physical identity be associated with commentary, as in Lessig's example of Counsel Connect. However, to require linkage to physical identity, many more steps must be taken (collecting and storing sensitive information about a user) and safeguards for that collected information must be established-the users must have more trust of the sites collecting the information (yet another form of credibility). Irrespective of safeguards, as with Counsel Connect, using physical identities links credibility across the frames of the Internet and real space, influencing the behaviors of those who contribute in those spaces. However, even purely Internet-based identities have credibility. Just as Lessig describes linkage to a character or a particular online gaming environment, nothing inherently links a person or group to their Internet-based persona, but credibility (similar to "characters") is "earned rather than bought, and because this takes time and (credibility is) not fungible, it becomes increasingly hard" to create a new persona.


Unrated commentary system versus rated commentary system

In some architectures, those who review or offer comments can, in turn, be rated by other users. This technique offers the ability to regulate the credibility of given authors by subjecting their comments to direct "quantifiable" approval ratings.


Positive feedback-oriented versus mixed feedback (positive and negative) oriented

Architectures can be oriented around positive feedback or a mix of both positive and negative feedback. While a particular user may be able to equate fewer stars with a "negative" rating, the semantic difference is potentially important. The ability to actively rate an entity negatively may violate laws or norms that are important in the jurisdiction in which the Internet property is important. The more public a site, the more important this concern may be, as noted by Goldsmith & Wu regarding eBay.


Moderated versus unmoderated

Architectures can also be oriented to give editorial control to a group or individual. Many email lists are worked in this fashion (e.g., Freecycle). In these situations, the architecture usually allows, but does not require that contributions be moderated. Further, moderation may take two different forms: reactive or proactive. In the reactive mode, an editor removes posts, reviews, or content that is deemed offensive after it has been placed on the site or list. In the proactive mode, an editor must review all contributions before they are made public. In a moderated setting, credibility is often given to the moderator. However, that credibility can be damaged by appearing to edit in a heavy-handed way, whether reactive or proactive (as experienced by digg.com). In an unmoderated setting, credibility lies with the contributors alone. The very existence of an architecture allowing moderation may lend credibility to the forum being used (as in Howard Rheingold's examples from the WELL), or it may take away credibility (as in corporate web sites that post feedback, but edit it highly).


Cyberculture studies

The field of cyberculture studies examines the topics explained above, including the communities emerging within the networked spaces sustained by the use of modern technology. Students of cyberculture engage with political, philosophical, sociological, and psychological issues that arise from the networked interactions of human beings by humans who act in various relations to information science and technology.
Donna Haraway Donna J. Haraway is an American Professor Emerita in the History of Consciousness Department and Feminist Studies Department at the University of California, Santa Cruz, and a prominent scholar in the field of science and technology studies. S ...
, Sadie Plant,
Manuel De Landa Manuel DeLanda (born 1952) is a Mexico, Mexican-United States, American writer, artist and philosopher who has lived in New York, New York, New York since 1975. He is a lecturer in architecture at the Princeton University School of Architecture a ...
,
Bruce Sterling Michael Bruce Sterling (born April 14, 1954) is an American science fiction author known for his novels and short fiction and editorship of the '' Mirrorshades'' anthology. In particular, he is linked to the cyberpunk subgenre. Sterling's first ...
, Kevin Kelly,
Wolfgang Schirmacher Wolfgang Schirmacher (born 1944) is a German philosopher, editor and educator in the field of philosophy, art and critical thought. He was the Founding Dean of the Media and Communications division at the European Graduate School, where he now is ...
, Pierre Levy, David Gunkel, Victor J.Vitanza, Gregory Ulmer, Charles D. Laughlin, and
Jean Baudrillard Jean Baudrillard ( , , ; 27 July 1929 – 6 March 2007) was a French sociologist, philosopher and poet with interest in cultural studies. He is best known for his analyses of media, contemporary culture, and technological communication, as ...
are among the key theorists and critics who have produced relevant work that speaks to, or has influenced studies in, cyberculture. Following the lead of Rob Kitchin, in his work ''Cyberspace: The World in the Wires'', cyberculture might be viewed from different critical perspectives. These perspectives include futurism or
techno-utopianism Technological utopianism (often called techno-utopianism or technoutopianism) is any ideology based on the premise that advances in science and technology could and should bring about a utopia, or at least help to fulfill one or another utopian i ...
,
technological determinism Technological determinism is a reductionist theory that assumes that a society's technology progresses by following its own internal logic of efficiency, while determining the development of the social structure and cultural values. The term is b ...
,
social constructionism Social constructionism is a theory in sociology, social ontology, and communication theory which proposes that certain ideas about physical reality arise from collaborative consensus, instead of pure observation of said reality. The theor ...
,
postmodernism Postmodernism is an intellectual stance or mode of discourseNuyen, A.T., 1992. The Role of Rhetorical Devices in Postmodernist Discourse. Philosophy & Rhetoric, pp.183–194. characterized by skepticism toward the " grand narratives" of modern ...
,
poststructuralism Post-structuralism is a term for philosophical and literary forms of theory that both build upon and reject ideas established by structuralism, the intellectual project that preceded it. Though post-structuralists all present different critique ...
, and
feminist theory Feminist theory is the extension of feminism into theoretical, fictional, or philosophical discourse. It aims to understand the nature of gender inequality. It examines women's and men's social roles, experiences, interests, chores, and femin ...
.


See also

*
Anonymous Anonymous may refer to: * Anonymity, the state of an individual's identity, or personally identifiable information, being publicly unknown ** Anonymous work, a work of art or literature that has an unnamed or unknown creator or author * Anony ...
* Cicada 3301 * Cyber law * Cyberdelic *
Cyberpunk Cyberpunk is a subgenre of science fiction in a dystopian futuristic setting that tends to focus on a "combination of lowlife and high tech", featuring futuristic technological and scientific achievements, such as artificial intelligence and ...
* Digitalism * Information ethics *
Infosphere Infosphere (''information'' + -''sphere''), analogous to a biosphere, is a metaphysical realm of information, data, knowledge, and communication, populated by informational entities called ''inforgs'' (or, ''informational organisms''). Though o ...
* Internet trolls * Netnography *
Postliterate society A post-literate society is a hypothetical society in which multimedia technology has advanced to the point where literacy, the ability to read or write, is no longer necessary or common. The term appears as early as 1962 in Marshall McLuhan's '' ...
*
Technology and society Technology society and life or technology and culture refers to the inter-dependency, co-dependence, co-influence, and co-production of technology and society upon one another. Evidence for this synergy has been found since humanity first star ...
* Techno-progressivism * Technocriticism * Technorealism


References


Further reading

* David Gunkel (2001) ''Hacking Cyberspace'', Westview Press, * Clemens Apprich (2017) ''Technotopia: A Media Genealogy of Net Cultures'', Rowman & Littlefield International, London * Sandrine Baranski (2010) ''La musique en réseau, une musique de la complexité ?'', Éditions universitaires européenne
La musique en réseau
* David J. Bell, Brian D Loader, Nicholas Pleace, Douglas Schuler (2004) ''Cyberculture: The Key Concepts'', Routledge: London. *
Donna Haraway Donna J. Haraway is an American Professor Emerita in the History of Consciousness Department and Feminist Studies Department at the University of California, Santa Cruz, and a prominent scholar in the field of science and technology studies. S ...
(1991) ''Simians, Cyborgs and Women: The Reinvention of Nature'', Routledge, New York, NY *
Donna Haraway Donna J. Haraway is an American Professor Emerita in the History of Consciousness Department and Feminist Studies Department at the University of California, Santa Cruz, and a prominent scholar in the field of science and technology studies. S ...
(1997) ''Modest Witness Second Millennium FemaleMan Meets OncoMouse'', Routledge, New York, NY *
N. Katherine Hayles Nancy Katherine Hayles (born December 16, 1943) is an American postmodern literary critic, most notable for her contribution to the fields of literature and science, electronic literature, and American literature. She is the James B. Duke Distin ...
(1999) ''How We Became Posthuman: Virtual Bodies in Cybernetics, Literature and Informatics'', Chicago University Press, Chicago, IL * Jarzombek, Mark (2016) ''Digital Stockholm Syndrome in the Post-Ontological Age'', University of Minnesota Press, Minneapolis, MN * * Sherry Turkle (1997) ''Life on the Screen: Identity in the Age of the Internet'', Simon & Schuster Inc, New York, NY * * (retrieved February 4, 2009) * (retrieved February 4, 2009) {{Authority control Cyberspace Computer folklore Subcultures