home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Hackers Underworld 2: Forbidden Knowledge
/
Hackers Underworld 2: Forbidden Knowledge.iso
/
LEGAL
/
EFF211.TXT
< prev
next >
Wrap
Text File
|
1994-07-17
|
32KB
|
569 lines
########## ########## ########## | Shari Steele on |
########## ########## ########## | THE MODEM TAX LEGEND |
#### #### #### | |
######## ######## ######## | Howard Rheingold on |
######## ######## ######## | VIRTUAL COMMUNITIES, 1992 |
#### #### #### | (First of three parts) |
########## #### #### | |
########## #### #### | rita@eff.org to wed raoul@eff.org |
=====================================================================|
EFFector Online June 22, 1992 Issue 2.11|
A Publication of the Electronic Frontier Foundation |
ISSN 1062-9424 |
=====================================================================|
[Note: Because of the length of this essay, this is the first of three
parts, to be published in consecutive editions of EFFector. Our readers
are asked to take careful note of the author's remarks at the end of
each section.]
A SLICE OF LIFE IN MY VIRTUAL COMMUNITY
(Part One)
by Howard Rheingold June 1992
(hlr@well.sf.ca.us)
I'm a writer, so I spend a lot of time alone in a room with my words
and my thoughts. On occasion, I venture outside to interview people or
to find information. After work, I reenter the human community, via my
family, my neighborhood, my circle of acquaintances. But that regime
left me feeling isolated and lonely during the working day, with few
opportunities to expand my circle of friends. For the past seven years,
however, I have participated in a wide-ranging, intellectually
stimulating, professionally rewarding, sometimes painful, and often
intensely emotional ongoing interchange with dozens of new friends,
hundreds of colleagues, thousands of acquaintances. And I still spend
many of my days in a room, physically isolated. My mind, however, is
linked with a worldwide collection of like-minded (and not so
like-minded) souls: My virtual community.
Virtual communities emerged from a surprising intersection of
humanity and technology. When the ubiquity of the world telecomm
network is combined with the information structuring and storing
capabilities of computers, a new communication medium becomes possible.
As we've learned from the history of the telephone, radio, television,
people can adopt new communication media and redesign their way of life
with surprising rapidity. Computers, modems, and communication networks
furnish the technological infrastructure of computer-mediated
communication (CMC); cyberspace is the conceptual space where words and
human relationships, data and wealth and power are manifested by people
using CMC technology; virtual communities are cultural aggregations that
emerge when enough people bump into each other often enough in
cyberspace.
A virtual community as they exist today is a group of people who may
or may not meet one another face to face, and who exchange words and
ideas through the mediation of computer bulletin boards and networks. In
cyberspace, we chat and argue, engage in intellectual intercourse,
perform acts of commerce, exchange knowledge, share emotional support,
make plans, brainstorm, gossip, feud, fall in love, find friends and
lose them, play games and metagames, flirt, create a little high art and
a lot of idle talk. We do everything people do when people get together,
but we do it with words on computer screens, leaving our bodies behind.
Millions of us have already built communities where our identities
commingle and interact electronically, independent of local time or
location. The way a few of us live now might be the way a larger
population will live, decades hence.
The pioneers are still out there exploring the frontier, the borders
of the domain have yet to be determined, or even the shape of it, or the
best way to find one's way in it. But people are using the technology of
computer-mediated communications CMC technology to do things with each
other that weren't possible before. Human behavior in cyberspace, as we
can observe it and participate in it today, is going to be a crucially
important factor. The ways in which people use CMC always will be rooted
in human needs, not hardware or software.
If the use of virtual communities turns out to answer a deep and
compelling need in people, and not just snag onto a human foible like
pinball or pac-man, today's small online enclaves may grow into much
larger networks over the next twenty years. The potential for social
change is a side-effect of the trajectory of telecommunications and
computer industries, as it can be forecast for the next ten years. This
odd social revolution -- communities of people who may never or rarely
meet face to face -- might piggyback on the technologies that the
biggest telecommunication companies already are planning to install over
the next ten years.
It is possible that the hardware and software of a new global
telecommunications infrastructure, orders of magnitude more powerful
than today's state of the art, now moving from the laboratories to the
market, will expand the reach of this spaceless place throughout the
1990s to a much wider population than today's hackers, technologists,
scholars, students, and enthusiasts. The age of the online pioneers will
end soon, and the cyberspace settlers will come en-masse. Telecommuters
who might have thought they were just working from home and avoiding one
day of gridlock on the freeway will find themselves drawn into a whole
new society. Students and scientists are already there, artists have
made significant inroads, librarians and educators have their own
pioneers as well, and political activists of all stripes have just begun
to discover the power of plugging a computer into a telephone. When
today's millions become tens and hundreds of millions, perhaps billions,
what kind of place, and what kind of model for human behavior will they
find?
Today's bedroom electronic bulletin boards, regional computer
conferencing systems, global computer networks offer clues to what might
happen when more powerful enabling technology comes along. The hardware
for amplifying the computing and communication capacity of every home on
the world-grid is in the pipeline, although the ultimate applications
are not yet clear. We'll be able to transfer the Library of Congress
from any point on the globe to any another point in seconds, upload and
download full-motion digital video at will. But is that really what
people are likely to do with all that bandwidth and computing power?
Some of the answers have to come from the behavioral rather than the
technological part of the system. How will people actually use the
desktop supercomputers and multimedia telephones that the engineers tell
us we'll have in the near future.
One possibility is that people are going to do what people always do
with a new communication technology: use it in ways never intended or
foreseen by its inventors, to turn old social codes inside out and make
new kinds of communities possible. CMC will change us, and change our
culture, the way telephones and televisions and cheap video cameras
changed us -- by altering the way we perceive and communicate. Virtual
communities transformed my life profoundly, years ago, and continue to
do so.
A Cybernaut's Eye View
The most important clues to the shape of the future at this point
might not be found in looking more closely at the properties of silicon,
but in paying attention to the ways people need to, fail to, and try to
communicate with one another. Right now, some people are convinced that
spending hours a day in front of a screen, typing on a keyboard,
fulfills in some way our need for a community of peers. Whether we have
discovered something won