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MARJORIE YAMBOR ABSTRACT: A VIRTUAL FETISH: THEMES OF A VIRTUAL COMMUNITY AS PRESENTED IN TIME AND WIRED Two magazinesDTime and WiredDoffer extensive discourse about the Internet. This research compares and contrasts the social construction of the virtual community technology as illustrated in Time (a popular press publication) and Wired (a niche press publication). The virtual community coverage of Time and Wired captures four predominant themes: business, entertainment, government, and society. Overall, both the popular press and niche press publications construct a positive and utopian view of the virtual community. A VIRTUAL FETISH: THEMES OF A VIRTUAL COMMUNITY AS PRESENTED IN TIME AND WIRED MARJORIE LYNNE YAMBOR 3305 Trappers Cove Trail Apartment 3A Lansing, MI 48910 517.272.7716 [log in to unmask] A VIRTUAL FETISH: THEMES OF A VIRTUAL COMMUNITY AS PRESENTED IN TIME AND WIRED INTRODUCTION A somewhat novel mania is sweeping society: the virtual community. The online virtual world of the Internet represents the current state of virtual reality, providing an immersive environment in which individuals may interact with others; this alternative-playpen-existence has reached fetish status. People everywhere are discovering the lure of chat rooms, e-mail systems, internet games, and usenet news groups. When users enter the Internet world, they are "logging on to a great computer-mediated gabfest, an interactive debate that allows them to leap over barriers of time, place, sex and social status" (Elmer-Dewitt, 1993, p.60). Chat rooms invite visitors to participate in live discussions revolving around an eternal mix of topics, creating an instantaneous coffee-house environment. E-mail systems enable users to transmit messages electronically, providing an alternative to postal (commonly referred to as "snail mail") and telephone correspondence. Internet games immerse players in surreal realms with other on-line gamers, shaping clans of allies and rivals. As Schroeder (1994, p. 526) points out, "science is no longer seen as a tool for mastery over the world, but rather as the handmaiden of magic." Finally, usenet news groups prompt the exchange of discussion on a myriad of subjects, triggering an anarchy of voices. All of these examples prove one fact: the on-line virtual community is booming. Just a few years ago, many viewed the virtual community as a very eccentric entertainment available mostly to those residing in major cities. The youth culture, academic theorists, and developers of technology all influenced the Internet, which offered "a common worldview and a common way of life among the members of a cultural avant-garde in London and on the US West Coast, two global centres of the information and communication industries" (Schroeder, 1994, p. 524). Today, the virtual reality of the Internet enjoys widespread acceptance and attention. The computer has evolved into an increasingly necessary and welcome tool in homes, schools, and businesses across the world. Society has experienced "a way of looking at the world that combines an infatuation with high-tech tools and a disdain for conventional ways of using them" (Elmer-Dewitt, 1993, p. 59). Families shape the Net for leisure. Teachers mold the Net for education. Corporate businesses develop the Net for efficiency. RESEARCH QUESTIONS Obviously, the Internet is becoming increasingly ubiquitous. Because of this, traditional media (magazines, newspapers, and television) are embracing the opportunity to engage in discourse about the Net. This research offers a general thematic and rhetorical analysis of selected media's presentation of this virtual reality technology. Some logical questions regarding the virtual community follow: 1. What primary themes are the media offering? 2. Is the presentation of these themes positive or negative overall? 3. Who, according to the media, are the major players hoping to exercise some level of control over the virtual community? 4. Who is attempting to profit in the new environment? 5. What strata of society are participating in these virtual communities? METHOD Two magazinesDTime and WiredDoffer extensive discourse on the aforementioned topics. The social constructionist perspective serves as the theoretical framework for this study. This research will compare and contrast the social constructionDthe general thematic and rhetorical treatmentDof the virtual community technology as illustrated in Time (a popular press publication) and Wired (a niche press publication). The popular press publication caters to a very general public, while the niche press publication targets a distinct group of computer aficionados. The content for analysis consists of various articles from an 18-month period, ranging from May 1996 through October 1997. A census sample was collected from Time for a total of 17 relevant articles. However, a purposive sample had to be taken from Wired due to the subject nature of the publication. To best match the Time sample, one article per month was selected from the Wired issues. (Note: Two issues were unavailable from the resource poolDJuly 1997 and October 1997Dand the February 1997 issue failed to provide a significant article. So, three random issues of Wired are represented twice in the sample of articles.) The virtual community coverage of Time and Wired captures four predominant themes: business, entertainment, government, and society. The following table illustrates the distribution of articles by publication and theme: TIME WIRED BUSINESS 7 4 ENTERTAINMENT 5 3 GOVERNMENT 2 5 SOCIETY 3 6 Time's coverage proves somewhat disproportionate, favoring the business and entertainment themes. On the other hand, Wired's coverage displays a more proportionate distribution among themes, but leans slightly toward the issues of government and society. RESEARCH FINDINGS A VIRTUAL FETISH: FOCUS ON BUSINESS In its discussion of business in the virtual community, Time reflects on small businesses as well as corporate giantsDMicrosoft and NetscapeDwho are waging war with each other to gain widespread browser acceptance with Internet users. Time indeed links hype with technology. Wired constructs the same overall positive presentation, although the primary focus tends to be on the absence or presence of middlemen in online business transactions, as well as how specific companies are molding the new technology. All of these companies (mentioned in both publications) seek to not only control the evolving landscape of the virtual world technology, but also to profit from it. Only the niche press publication indirectly and directly mentions the specific strata of society that is engaged in online business. Indirectly, it seems safe to assume that users would be middle class or higher who own computers and also possess credit cards with which to engage in online transactions. Directly, Wired notes that one particular corporate guru cooperates with Clinton's vision of getting inner-city and rural residents connected to the virtual community, thus expanding the parameters of the online population. y Time This popular press publication presents a positive perspective of certain business realms of the virtual community. Business ventures in the Net world range from virtual shopping malls to virtual real estate. Even fashion exists in the realm of the virtual. The Style Channel on America Online runs the Virtual Agency, which serves as a counseling and information center for aspiring models. A Time magazine article (Cray et al., 1997) describes the former models as "tech-savvy divas" who are ensuring that the fashion world stays in step with technology. The popular press publication portrays a positive image of those who are learning and using society's newest medium. Also eager to maintain pace with technology is an individual best described as a virtual librarian: Brewster Kahle. As a Time magazine article (Cray et al., 1997) points out, "Today's hit home pages evaporate into electrons as soon as they've outlived their utility." So, it seems that although the virtual community of the Internet remains here to stay, some fear that the thoughts exchanged therein are transitory. Kahle hopes to combat the evanescent quality of virtual content by preserving digital records, which will be available to those seeking Internet-based information through his profit venture: ALEXA Internet. Quite a bit of profit in the virtual community realm lies in the game entertainment business. Time covers one particular gaming company that caused quite a stir: id. President John Carmack and game architect John Romero introduced a phenomenon with the computer games Doom and Quake. The games revolve around interactive virtual worlds that totally titillate "The twitchy teenagers and addicted adults who spend hours at a time blasting away the phosphorous phantoms on their PC screens_" (Quittner, 1996, p. 62). Across the world, ultimate fans bang away on computer keyboards on Friday and Saturday nights instead of pursuing traditional weekend entertainment such as concerts, parties, and theatre. The visionaries could not be more pleased, since "id's 3-D bloodfests have spawned a worldwide gaming revolution and made its founders cult heroes and multimillionaires before age 30" (Krantz, 1997c, p. 56). Unfortunately, though, the dynamic starters no longer exist. John Romero left id with Mike Wilson to form ION Storm, a competitor. Wilson professes faith in ION's ultimate goal, which "is to make computer gaming a mass medium 'in the same league as film, TV and music'" (Krantz, 1997c, p. 57). Considering the current success rate of the Internet gaming industry, the concept seems feasible. Moving on, Time also offers insight about three corporate giants that are shaping the terrain of the virtual community: Cisco, Microsoft, and Netscape. First, Cisco dominates the Internet router business. Routers are simply devices that link computers to networks, enabling individual computers to correspond with one another via the Internet; without routers, the virtual community could not exist. Time (Ramo, 1997, p. 51) presents a rather unflattering picture of the technical side by saying, "Late at night, when corporations sleep, 'geek squads'Dthe human infrastructure of the information ageDstuff routers into closets, under desks or anywhere out of sight. It is not a business that produces headlines. It does, however, produce stock market rockets." Two Stanford academics (a husband and wife team) created the router to solve the inability of the college's mainframe to send messages; they simply wanted to converse via computer dialogue. The rest is making stock market history. Now, "Cisco owns the horses of the fastest-growing Pony Express in history" (Ramo, 1997, p. 51). Next, Time focuses on Microsoft and Netscape, two current behemoths in the computer industry. The popular press publication presents a clear theme: Microsoft and Netscape are at war. The device caught in the middle is the browser, which eased the sting of technology by bringing "order to the chaos of the World Wide Web, a corner of the Net stuffed with text, sounds and pictures" (Ramo, 1996a, p. 58). Browsers allow users to easily navigate the virtual community. Microsoft's version of the browser is Internet Explorer. The mottoD"When I'm awake, I'm working"Ddrives the Microsoft vision, and CEO Bill Gates (cited in Ramo, 1996a) offers obvious hype on behalf of the Internet: The Internet is a revolution in communications that will change the world significantly. The Internet opens a whole new way to communicate with your friends and find and share information of all types. Microsoft is betting that the Internet will continue to grow in popularity until it is as mainstream as the telephone today. So, the grandiose notions that accompanied past innovations also supplement today's technology that makes the virtual community possible. Finally, Time discusses Navigator, Netscape's version of the browser. Netscape represents "one of history's headiest corporate ascents, as the ubiquitous Netscape Navigator browser helped spawn the world's startling online stampede" ("The 25 Most Influential People in America," 1996). CEO James Barksdale presents a vision to his employees of working better, not more, and "he radiates the same cocksure attitude, bred from an ability to project a vast strategic vision and master simultaneously each of its components" as his competitors (Ramo, 1996a, 60). In the midst of intense competition from Microsoft, Netscape enjoys a loyal client base. How these two companies (and others) fight the browser battle will determine how users will occupy the virtual community. Competition in the computer industry thrives, creating newer tools, faster access, and greater technological flexibility for the public. As Time tells the story, in the "information-age corporate warfare_.victory today means little more than the right to come back and fight again tomorrow" (Ramo, 1996a, p. 64). y Wired This niche press publication gives a straightforward mention of several former Atari employees who laid some groundwork for today's virtual community. Scott Fisher founded the Virtual Environment Workstation project in 1985, an early development in virtual reality. Brenda Laurel, whose name appears in a large portion of literature about virtual landscapes, "has written extensively about interface design, suggesting models based on drama to explore the relationship between people and computers" (Montfort, 1996, p. 166). There is no doubt that individuals are becoming increasingly familiar with computers, breaking down the barriers of apprehension toward technology. With regard to general business in the virtual community, Wired discusses the process of "reintermediating." Virtual shopping eliminates such annoying experiences as dealing with a car salesman, thus allowing automobile buyers to take the time to seriously consider their purchases without the hassle of pressure. However, web middlemen are introducing themselves more often, claiming to offer some advantage to the virtual customer. One example is travel planning, where "a great deal of hocus-pocus has been introducedDthe purpose is to make it almost impossible for you or me to understand the jargon of airline reservations or the price changes" (Negroponte, 1997, p. 2). Another example is Virtual Vineyards, which arranges the delivery of wine directly to homes. The company itself, though, does not actually possess any inventory; it simply acts as a link between the vineyards and the consumers. Wired (Negroponte, 1997, p.3) proposes a new intermediary that grants personal advice to individuals according to personal taste so people do not waste time reading bad novels, for instance: "The digital intermediaries may change that forever. I want them to. So do you." On the other hand, not everyone is reintermediating. David Shaw, for one, does not believe in it. Shaw is launching FarSight, a virtual financial mall where individuals can access personal checking accounts, credit card accounts, and automated stock trading (to name a few perks). As far as Shaw is concerned, "once computers have replaced these tassel-loafered leeches [finance experts], a new financial era will dawn. Shaw calls this golden age 'disintermediation,' because it involves 'pulling intermediaries out of the loop and letting customers get closer to each other'" (Bass, 1997, p.210). Shaw is also working with President Clinton to provide as many people as possible with Internet access, through free e-mail to inner-city and rural residents, as well as wired classrooms in schools. Perhaps if the computer industry recognizes the ills of society and sculpts technology accordingly, everyone will benefit. According to Wired (Bass, 1997, p. 211), "With wonderful good humor and efficiency, he [Shaw] is offering to help straighten it out with a wave of his computational wand." Finally, some companies are neither interested in reintermediating nor disintermediating; they simply want to become more efficient by using the virtual community. FedEx (which competes with UPS even in cyberspace) provides an example of this notion. FedEx believes in learning the technology, molding it to fit specific corporate needs, and then establishing a comfort level for customers so they, too, interact in virtual business via web sites. Fred Smith (cited in Lappin, 1996b), founder of FedEx, offers grand plans for the future when he says, "The same type of effect that Wal-Mart had in the retailing sectorDthat's what the Internet is going to do to every business." The following table summarizes the presentations of Time and Wired on the theme of business: SOCIAL CONSTRUCTION OF BUSINESS THEME TIME WIRED THEME PRESENTATION Positive Positive MAJOR PLAYERS Small business ventures (virtual modeling agencies, virtual libraries); id; Cisco; Microsoft; Netscape Former Atari employees (Scott Fisher, Brenda Laurel); Virtual vineyards; David Shaw; Fed Ex PROFIT SEEKERS same as above same as above STRATA OF SOCIETY not mentioned Shaw helps to expand by wiring inner-city and rural residents A VIRTUAL FETISH: FOCUS ON ENTERTAINMENT Everyone loves good entertainment, and the virtual community is no exception. The popular press publicationDTimeDpresents various aspects of entertainment in the virtual community, ranging from virtual concerts and vacations to the introduction of gaming software for girls. Wired also discusses the gender issue in and offers an in-depth look at interaction inside metaworlds. Both publications offer utopian visions of the entertainment theme. Major players include companies that target both the girl and boy gaming population, such as id and Purple Moon. y Time For those individuals who require more excitement than playing Net games at home in front of their personal computer screens, GameWorks serves as a festive alternative. Created by Steven Spielberg, the 30,000-square-foot electronic playground offers guests various virtual-reality diversions, including fighter-plane simulators and an Internet lounge (Baumohl, Cole, and Eisenberg, 1997). Of course, who could be more perfect to mold a virtual arcade than Spielberg, the mogul of the fantasy film industry? Visitors to the virtual community also have the opportunity to catch a concert. As Time (Krantz, 1996, p. 74) points out, the soundscape of the Net is metamorphosing since "the music industry is getting wired with a vengeance, and that's changing everything: how bands get heard, how performers develop followings, even how music gets distributed." By broadcasting their music on the Web, musicians gain immediate access to a global audience; then, all they have to do is strike a chord with potential fans. However, not everyone expects to benefit from the virtual music scene. Retail music outlets fear the most. Logically, fans would enjoy downloading entire pieces of music onto blank compact discs, so if the technology were to catch up with the desire, traditional music stores could experience trouble. Time (Krantz, 1996, p. 76) says, "But that's the way it has always been with rock 'n' roll. One person's dream is another's nightmare." For those who are not craving a nightmare, perhaps a virtual vacation would soothe the soul. Planet 9Da company based in San FranciscoDnow offers various cityscapes of tourist cities via the Web. The graphics remain rough; however, the ability to instantaneously zap the space between geographical locations is quite real. Time (Dworetzky, 1997, p. 92) reports that "This brave new virtual world will let us visit many places that inaccessibility, inconvenience and danger have heretofore made remoteDeven exotic." Finally, Time explores the issue of gender in the entertainment realm of the virtual community. In the past, virtually all of the computer games targeted males. The female market "has been all but ignored in favor of the seemingly bottomless appetite of boys and young men for so-called twitch games, like the bloody, light-speed shoot-'em-ups Quake and Doom" (Krantz, 1997b, 9. 48). However, that scenario is changing. Brenda Laurel (formerly with Atari and mentioned earlier in this research) acts as a pioneer in the girl gaming industry. She receives financial backing from Interval Research to run Purple Moon, a company dedicated to creating CD-ROMS for preteens. Research reveals an interesting irony: "Girls don't think boys' games are too hard; they think they're too stupid" (Krantz, 1997b, p. 49). Instead of engaging girls in the monotony of "bang-bang-you're-dead," Purple Moon invents games with complex emotional dimensions. Some of the games even boast characters that create their own Web pages. So, it seems the virtual community even welcomes fictional beings (although most humans often become fictional by the time they complete their online personas). These games that target females are not only providing the preteens with escapism but also with increased computer skills that will give them an edge in the job market later. y Wired Wired also deals with the issue of gender in computer games. Beato (1997, p. 98) expresses that the goal is "To reach the testosterone-spattered war rooms of the interactive entertainment industry and persuade the pasty knuckle-draggers who reside there to conceive, develop, and deliver games for girls. Call it Woom." The list of corporate players sweeping in on the new target is long: DreamWorks Interactive, Hasbro Interactive, Mattel Media, and Phillips Media, to name a few. Wired also mentions Laurel and explains how the new games for girls incorporate strong narrative and social elements. There is no doubt that the girl game market possesses extreme potential, because "For many girls, the online world has already begun to supersede that sacred tool of female adolescence" (Beato, 1997, p. 104). Of course, the insurrection of girl games is not diminishing the power of boy games. A Wired (Laidlaw, 1996, p. 126) article traces the steps of the gaming giant id as it developed the design for Quake, its latest release, which "represents the next step in utterly immersive gameplay." These computer games (with some assistance from the users' willing suspension of disbelief) swallow players into a realm of nightmarish ambiance, a favored escapism. The next goal is to reach the level of three-dimensional environments in which players interact simultaneously, and "At id, a handful of programmers are channeling this dream into an action game whose easily hackable software will ensure that the cyberspace revolution won't be shaped by a few competing corporate giants. It will be shaped by game players. Kids. Lots of them" (Laidlaw, 1996, p. 126). Finally, Wired presents a discussion of metaworlds. Metaworlds are those places in which people experience the full vitality of the virtual community. Many of the normal elements that exist in reality also occur in metaworlds: advertising, conversations, crimes, gestures, weddings. People create avatars (animated icons) which represent them while they are in the metaworld. There, just as in reality, they meet friends and enemies; they live. Each metaworld boasts unique environments. For instance, WorldsAway "looks coolDthe background graphics are in a hallucinatory art nouveau nouveau style_but the software feels like something that used to run on a Commodore 64" (Rossney, 1996, p. 202). However, this slow technology has not suppressed interest and participation in metaworlds. Randy Farmer (cited in Rossney, 1996) with Electric Communities offers the prophetic notion that metaworlds will become as common as e-mail currently is, resulting in stronger real-world communities as "We_see the reestablishment of geographical communities by moving the front porch into cyberspace." The following table summarizes the presentations of Time and Wired on the theme of entertainment: SOCIAL CONSTRUCTION OF ENTERTAINMENT THEME TIME WIRED THEME PRESENTATION Positive Positive MAJOR PLAYERS Steven Spielberg; Music industry (musicians, record labels); Planet 9; Purple Moon DreamWorks; Hasbro; Mattel Media; Phillips Media; Purple Moon (to name a few); id; Metaworld companies PROFIT SEEKERS same as above same as above STRATA OF SOCIETY families, preteen girls preteen girls, males A VIRTUAL FETISH: FOCUS ON GOVERNMENT Government intervention in the virtual community continues to be an issue of major concern. Time (with a somewhat neutral perspective) mentions taxation and regulation of Internet gambling. Wired offers an intense look at government's relationship with the virtual world, especially access, censorship, and education; the presentation is extremely pro anti-government involvement. Government entities (such as Congress and the FCC), Internet service providers, telephone companies, and the general public represent the major players in this particular theme. y Time The popular press publication passes only a cursory glance at the theme of government in the virtual community. One article poses the government dilemma about how to tax business that occurs on the Net. This reveals a clear battle between commercial interests and government interests, and the winner will shape virtual business. Another Time article deals with an issue involving the judicial branch of government: virtual gambling. Krantz (1997a, p. 61) points out that "In the ongoing quest for an Internet bogeyman, pornography still gets the most ink, but gambling is where the action will be." For now, much confusion exists about how current laws apply to the virtual community; only time and perhaps some trial-and-error will present solutions. In the meantime, Dave Herschman (cited in Krantz, 1997a, p. 62) of Virtual Vegas, Inc. offers a suggestion: "Instead of sporadic antigambling crackdowns, we should be closely monitoring and taxing this industry." Once again, capitalist ventures are attempting to reach agreements with government about how to sculpt the Net. y Wired y The niche press publication delves into the debate over who should control Internet access: the service providers or the telephone companies? Wired (McCullagh, 1997, p. 54) sets the scene as follows: The stage has been set for a showdown between a telephone industry regulated since its birth and a new economy that has prospered with surprisingly little government interference. The tug-of-war pits buttoned-down monopolies against a rough-and-tumble collection of Silicon Valley bigwigs. Faced with potential disaster, the high tech coalition has had no choice but to learn the art of war as it is waged within the confines of the FCC's arcane rulemaking process. So, the somewhat stagnant battle grows more fierce. The original network is designed to handle voice rather than data traffic, and apparently phone lines are getting increasingly bogged down. Ed Young (cited in McCullagh, 1997), a lobbyist for Bell Atlantic, grumbles that "There's no longer a free lunch. Internet welfare has to stop." However, Wired seems to think the telcos are fighting a losing battle. The telcos are ignoring available technology such as ISDN and xDSL that could handle the data traffic well; however, they have not chosen to make the innovations economically feasible enough for the general public to embrace them. In addition, claims made by the telcos that flat-rate pricing is a major culprit of the clogging are unfounded, especially since the phone companies have attempted their own flat-rate Internet fees. Wired calls the telcos "scaremongers" and refers to the entire situation as "wonk warfare." However, one positive outcome is occurring since "In the face of the telcos' onslaught, netizens are joining ranks with business interests to lobby the government and protect the Net" (McCullagh, 1997, p. 183). Next is the issue of government censorship in the virtual community. A Wired article exhibits excerpts from a legal brief challenging the Communications Decency Act, conveying the analogy that "A specter is haunting cyberspaceDthe specter of government censorship" (Lappin, 1996a, p. 84). Arguments against censorship include the unique nature of the Internet, the active capacity of the users, and the ridiculous notion that all Net material should be reduced to an appropriate level for minors. The brief (cited in Lappin, 1996a) suggests the utopian idea that "In the 21st century, the InternetDif allowed to flourish unhindered by government censorshipDcan revive the now little-used public square and convert it into a global medium of communication and discourse." Finally, Wired addresses the seemingly simple idea of education. In this instance, it seems members of government need to gain knowledge about the virtual community before they assume the task of regulating it, and it does not help matters to know that "Most of Congress is in profound datashock already. Hardly any of them has an attention span longer than an elevator ride" (Barlow, 1996, p. 56). According to the Wired article, current members of government matured during the age of television, which vastly differs from the current virtual community. Barlow (1996, p. 56) expresses his lack of optimism when he says, "So I'm not sure it would be a good idea to further inflict the riotous informational fertility of cyberspace upon an organism that evolved in the more temperate zones of the late 18th century_.The political system we've got is too tangled in the parasitic undergrowth of the last two centuries to process or understand what is being created for the century to come." This notion proves especially depressing when one considers the fact that society fast approaches the next millenium. Nevertheless, some members of Congress are enlightened and eager to pass the intelligence to others in government. Representative Rick White (1996, p. 80) reveals that "the mere mention of the Internet elicited blank stares from many of the assembled legislators_.Congress is lost in cyberspace." He hopes to combat the ignorance with the Internet Caucus, which focuses on putting members of Congress online, actually interacting with the technology. Such a step proves necessary to avoid the virtual blind leading the virtual sighted. The following table summarizes the presentations of Time and Wired on the theme of government: SOCIAL CONSTRUCTION OF GOVERNMENT THEME TIME WIRED THEME PRESENTATION Neutral Positive (pro anti-government) MAJOR PLAYERS Government, Commercial interests, Virtual casinos Government, Internet service providers, Telcos, Public/Net users PROFIT SEEKERS Commercial interests, Virtual casinos Internet service providers, Telcos STRATA OF SOCIETY not mentioned not mentioned A VIRTUAL FETISH: FOCUS ON SOCIETY At the core of the online virtual world lies an evolving sense of community that perhaps successfully fills a void in many people's daily lives. Time positively constructs this theme through discussions of Net weddings, funerals, and religion; the popular press publication also covers the privacy issue. Wired reports on different areas of the virtual community, focusing primarily on the current positive nature of the Net and the continued freedom of expression for people on the Web. Major players range from Net chapels to Net cops. y Time It seems the virtual community participates in all sorts of traditional ceremonies, even weddings and funerals. GlamOrama's Internet wedding chapel functions just as the real-life version, offering an off-beat alternative to the conventional (sometimes mundane) ritual. The chapel even sends e-mail invitations. As Time (Cole et al., 1996) mentions, "The idea does have a certain seductive magic." Then there are the on-line funerals. Many Americans devoted to hectic lifestyles are often unable to attend the actual ceremonies. So, Cybermourn offers videoconferencing suites to funeral directors so they can place memorial services on secure Websites. The goal is "to tap the 'guilt market' and provide a virtual outlet for grief, for eulogies and as a way to comfort the bereaved" (Cole et al., 1996). Along the same concept of virtual rituals, the popular press publication devotes an article to religion in the virtual community. Time's (Ramo, 1996b, p.60) impression of religion on the Net appears clear: Almost overnight, the electronic community of the Internet has come to resemble a high-speed spiritual bazaar, where thousands of the faithfulDand equal numbers of the faithlessDmeet and debate and swap ideas about things many of us had long since stopped discussing in public, like our faith and religious beliefs. It's an astonishing act of technological and intellectual mainstreaming that is changing the character of the Internet, and could even change our ideas about God_.For all their fire and testoster one, these chat rooms and bulletin boards draw scores of believers hunting for new ways to understand their old religions. Parishes are establishing cyberchurches in order to maintain close contact with their congregations. Time (Ramo, 1996b, p. 60) also suggests that the implications of virtual religion run deeper, since the Internet itself "is a vast cathedral of the mind, a place where ideas_can resonate, where faith can be shaped and defined by a collective spirit. Such a faith relies not on great external forces_but on what ordinary people_can create on this World Wide Web that binds all of us." Indeed, society possesses some power to determine the course of virtual community technology. One of society's biggest concerns with the evolution of the virtual community is privacy. Unfortunately, immediate availability of particular types of public information also means instant access to certain bits of private information. As U.S. Senator Dianne Feinstein (cited in Quittner, 1997) points out, "People are losing control of their identities. Our private lives are becoming commodities with tremendous value in the marketplace." Legislation such as the Personal Information Privacy Act of 1997 could curtail private information in the virtual world; however, the final saga has yet to unfold. y Wired Tim Berners-Lee invented the World Wide Web, yet he did not earn a cent from its creation. As far as Berners-Lee (cited in Schwartz, 1997) views it, "For something like the Web to exist, it has to be based on public, nonproprietary standards." Only now can a concept like "global village" become reality. Anyone and everyone, with access to a computer, may interact in the virtual community. The only problem arises when one attempts to infuse some order to the chaos of the Web's evolution process, "a task Berners-Lee describes as frantically trying to steer a bobsled that is careering downhill at ever-accelerating speeds" (Schwartz, 1997, p. 140). One particular Wired article focuses on this apparent chaos and its potential evil. As always throughout history, each new medium bears the weight of social diseases. Traditional mass media often attempt to rhetorically demolish a burgeoning mass communication tool, such as the Internet, and "Perhaps when fortified with an ample supply of quotations from get-tough bureaucrats and hand-wringing policy wonks, such worries seem credible" ("What Have They Been Smoking," 1997). However, Wired quickly rescues the virtual world of the Web. The niche press publication ("What Have They Been Smoking," 1997) notes that "in the end, articles that link the Internet to social pathology inevitably say more about the antidemocratic impulses of the people who write them than they do about the Internet itself." The virtual community did not spawn drugs, pornography, or cult suicides. The Net simply provides a new tool that allows a more efficient and widespread communication of social norms and abnorms that already existed. Nevertheless, certain self-proclaimed watchdog groupsDlike the CyberAngelsDhave set out to protect the virtual community from cybertrash, which can take the form of anything from cybersleaze to cybersluts. Despite the seemingly good intentions of the CyberAngels, Wired (van Bakel, 1996, p. 90) is not amused and says, "Predictably, the group has vowed mainly to go after online child pornographers, those semimythical bogeymen of the electronic age." After all, some glaring problems with the group exist. To begin, the commandant of the CyberAngels does not own a computer and has never even entered the virtual community. The members of the loose organization also appear to have no real grasp of First Amendment issues, as far as what is and is not legal in this country. Finally, the CyberAngels hold no connection to official law enforcement agencies, and could therefore intrude upon current investigations. Wired (van Bakel, 1996, p. 91) comments that "the group has caught flak from those who see the CyberAngels as a band of clueless Ninja Turtles whose ideas are grandiose, misguided, and kooky." Lance Rose (cited in van Bakel, 1996) agrees and says, "What the CyberAngels are doing would be just wonderful if they weren't also guilty of a jaw-dropping mixture of hubris and naivete that, in its sum total, makes them at least as great a problem as whatever it is they're out to contain or destroy." It seems the power to control content in the virtual community should remain distributed among the people rather than dictated by ignorant cybercops. The following table summarizes the presentations of Time and Wired on the theme of society: SOCIAL CONSTRUCTION OF SOCIETY THEME TIME WIRED THEME PRESENTATION Positive Positive (as free, democratic culture) MAJOR PLAYERS GlamOrama; Cybermourn; Virtual churches; Government (privacy issue) Tim Berners-Lee, Conservative mainstream media, CyberAngels PROFIT SEEKERS GlamOrama Cybermourn not mentioned STRATA OF SOCIETY not mentioned not mentioned CONCLUSIONS In conclusion, this research reveals the social construction of virtual community technology as illustrated in Time (a popular press publication) and Wired (a niche press publication). Time emphasizes the themes of business and entertainment, whereas Wired focuses more on the government and society themes. However, both the popular press and niche press publications construct a positive and utopian view of the virtual community. Howard Rheingold (cited in Hafner, 1997) captures a fading perspective of the virtual world when he says: It's this territory where you know your behavior is somehow obsessive and taboo in the Protestant sense, that you should be working, that there's something sick and dehumanized about spending time doing this, but you also know that it's sociable, and you're doing it together. That was the unholy attraction of it. Now, it appears this man-machine interaction has evolved into a pleasant alliance that will (according to the press construction, at least) not only build a true global village, but also strengthen the local community. Hence, the strata of society populating the virtual world will likely expand. Time discloses several major players who are shaping the virtual community technology: Cisco, id, Microsoft, Netscape, Purple Moon (to name a few). Wired adds to this network with David Shaw, Fed Ex, telephone companies, and various government agencies. Both press publications weave an extensive web of individuals and corporations that possess the power to profit from and perhaps even control the virtual community. Of all these forces, Time and Wired appear supportive of all but one: government. Despite the positive outlook for the virtual community technology illustrated in Time and Wired, not everyone believes the road ahead will be so smooth. If this virtual fetish consumes too many minds, repercussions could indeed follow. Jaron Lanier (1996, p. 160) notes that "The whole point of the Net is empowerment of the people, not the computers. That happens only if people choose to be empowered. Let's not blow this chance for more human autonomy because we're caught up in the fantasy of machine intelligence." 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