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📄 electropolos - communication and comunity on irc.txt

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communication, and cross-cultural exchange, to form deep friendships, even love-affairs, with people whom they have never met.Net.romances display computer-mediated relationships at their most idyllic. However, disinhibition and increased freedom from social norms have another side. Along with increased broad-mindedness and intimacy among some users goes increased hostility on the part of others. 'Flaming', the expression of anger, insults and hatred, is a common phenomenon in all forms of computer-mediated communication, and IRC is no exception. Anonymity makes the possibility of social punishment for transgression of cultural mores appear to be limited. Attracting the anger of other users of the system is a relatively unthreatening prospect - although it is possible for users to ignore a particular user, all that user need do is change his or her nickname to 'start afresh' with the people whom he or she had alienated. Protected by terminals and separated by distance, the sanction of physical violence is irrelevant, although, as I shall discuss later, social sanctions are present and often in a verbal form that apes physical violence. The safety of anonymous expression of hostilities and obscenities that would otherwise incur social sanctions, encourages some people to use IRC as a forum for airing their resentment of individuals or groups in a blatantly uninhibited manner:     !Venice! Bashers have taken over +gblf... we could use some     help...     !radv*! Comment: -Gay_Bashe:+gblf- FUCK ALL OF BUTT FUCKING, ASS     LICKING, CHICKEN SHIT  BIOLOGICAL DISIASTERS!(44) Not all uninhibited behaviour on IRC is either so negative or so positive. Much of the opportunity for uninhibited behaviour is invested by users of IRC in sexual experimentation. The usually culturally-enforced boundaries between sexual and platonic relationships are challenged in computer-mediated circumstances. Norms of etiquette are obscured by the lack of social context cues, and the safety given by anonymity and distance allow users to ignore otherwise strict codes regarding sexual behaviour. Conversations on IRC can be sexually explicit, in blatant disregard for social norms regarding the propositioning of strangers:     *Han* does this compu-sex stuff really happen?     Lola-> *Han* *smooch*     *Han* mmmmmmm......hehehe you alonee ; )?     Lola-> *Han* certianly am! I'm dialling in from home     *Han* me tooo.....are oyu horny today at all ; )?     Lola-> *Han* today? it's the middle of the night where I am...     as for the adjective, well, do what you can ;-)     *Han* mmmmmm......when did you last get off?(45)Such behaviour is often referred to as 'net.sleazing'. Perhaps because the majority of the users of IRC are in their late teens or early twenties, since the Internet primarily serves educational institutions and thus students, sexual experimentation is a popular Internet game. Adolescents, coming to terms with their sexuality in the 'real world', find that the freedom of 'virtual reality' allows them to safely engage in sexual experimentation. Ranging from the afore-mentioned gender-role switching to flirtation and 'compu-sex', IRC provides a medium for the safe expression of a "steady barrage of typed testosterone."(46) Disinhibition and the lack of sanctions encouraging self-regulation lead to extremes of behaviour on IRC. Users express hate, love, intimacy and anger, employing the freedom of the electronic medium to air views and engage in relationships that would in other circumstances be deemed unacceptable in relating to strangers. This 'freedom' does not imply that IRC is an idyllic environment. Play with social conventions can indeed lead to greater positive affect between people, as it has between 'Daniel' and 'Lori', and to greater personal fulfilment for some users.  It can, however, also create a violent chaos in which people feel 'free' to act upon prejudices, even hatreds, that might otherwise be socially controlled._BEYOND_BOUNDARIES_Users of IRC treat the medium as a frontier world, a virtual reality of virtual freedom, in which participants feel free to act out their fantasies, to challenge social norms, and exercise aspects of their personality that would under normal interactive circumstances be inhibited. The medium itself blocks some of the socially inhibiting institutions that users would, under other circumstances, be operating within. Social indicators - of social position, of age and authority, of personal appearance - are relatively weak in a computer-mediated context. They might be inferred, but they are not evident. Internet Relay Chat leaves it open to users to create virtual replacements for these social cues - as I shall discuss in Part Two, IRC interaction involves the creation of replacements and substitutes for physical cues, and the construction of social hierarchies and positions of authority. That it is possible for users of IRC to do this is due to the ways in which the medium deconstructs conventional boundaries constraining interaction and conventional institutions of interpersonal relationships. It is this freedom from convention that allows IRC users to create their own conventions, and to become a cohesive community. The chance for deconstruction of social boundaries that is offered by IRC is essentially postmodern. On its lighter side, computer-mediated communication lends itself to irony, pastiche, playfulness and a celebration of ephemeral and essentially superficial examples of witty bravado. On its more negative side, the disinhibiting effect of computer-mediated communication encourages the expression of dissent, rebellion, hostility, and anti-social chaos. It involves a stripping away of the social coordinates that let the user know where he or she is in the cultural network, indeed it encourages this by allowing the continual invention of new moves to old language games.(47)  Users challenge the boundaries between their differing social systems, introducing elements of intimacy to meetings with strangers and foreigners, overstepping the thresholds of social nicety. There is a continual search for ways to present the unpresentable, to bring elements technically outside the medium of communication within its realm. Whether this continual play with the limits of expression is positive or negative, it involves users of the system in a game that is essentially postmodern. Engagement with the system involves immersion in the specific context of the IRC program. There is no way to interact with IRC without being a part of it - it is interaction that creates the virtual reality of channels and spaces for communication. Immersed in this specific, although not 'local' in any geographic sense, context, players of the IRC game are involved in turning upside down the taken-for-granted norms of the external culture. Emotions and behaviours are taken out of their usual contexts and transposed into the electronic context of IRC, where they cease to be unproblematic. Faced with the impossibility of replicating conventional social boundaries in the IRC environment, users of the system search out and experiment with new and unconventional ways of relating. It is this "symbolic cultural ethos... that reflects the postmodern elements of the computer underground and separates it from modernism... by offering an ironic response to the primacy of a master technocratic language."(48) The users of IRC have created a culture that challenges "the sanctity of an established... authority."(49) To paraphrase Jim Thomas and Gordon Meyer, speaking on the computer underground of 'hackers', it is this style of playful rebellion, irreverent subversion and juxtaposition of fantasy with high-tech reality that impels me to interpret IRC as a postmodernist culture.(50)                           **PART TWO:**                   **CONSTRUCTING COMMUNITIES**In crude relief, culture can be understood as a set of solutions devised by a group of people to meet specific problems posed by situations they face in  common... This notion of culture as a living, historical product of group problem solving allows an approach to cultural study that is applicable to any group, be it a society, a neighbourhood, a family, a dance band, or an organization and its segments.(51)  This definition of culture owes much to Geertz's understanding of culture as a "system of meanings that give significance to shared behaviours which must be interpreted from the perspective of those engaged in them."(52) 'Culture' includes not only the systems and standards adopted by a group for "perceiving, believing, evaluating and acting", but also includes the "rules and symbols of interpretation and discourse" utilised by the members of the group.(53) Culture, says Geertz, is "a set of control mechanisms - plans, recipes, rules, instructions (what computer engineers call 'programs') - for the governing of behaviour."(54) In this sense the users of IRC constitute a culture, a community. They are commonly faced with the problems posed by the medium's inherent deconstruction of traditional models of social interaction which are based on physical proximity. The measures which users of the IRC system have devised to meet their common problems, posed by the medium's lack of regulating feedback and social context cues, its dramaturgical weakness, and the factor of anonymity, are the markers of their community, their common culture. These measures fall into two distinct categories. Firstly, users of IRC have devised systems of symbolism and textual significance to ensure that they achieve understanding despite the lack of more usual channels of communication. Secondly, a variety of social sanctions have arisen amongst the IRC community in order to punish users who disobey the rules of etiquette - or 'netiquette' - and the integrity of those shared systems of the interpretation.(55)_SHARED_SIGNIFICANCES_In traditional forms of communication, as I have already suggested, nods, smiles, eye contact, distance, tone of voice and other non-verbal behaviours give speakers and listeners information they can use to regulate, modify and control communication. Separated by at least the ethernet cables of local area networks, and quite likely by thousands of kilometres, the users of IRC are unable to base interaction on these phenomena. This "dramaturgical weakness of electronic media" presents a unique problem.(56) Much of our understandings of linguistic meaning and social context are derived from non-verbal cues. With these unavailable, it remains for users of computer-mediated communication to create methods of compensating for the lack. As Hiltz and Turoff have reported, computer conferees have developed ways of sending computerised screams, hugs and kisses.(57) This is apparent on IRC.Textual substitution for traditionally non-verbal information is a highly stylized, even artistic, procedure that is central to the construction of an IRC community. Common practice is to simply verbalise physical cues, for instance literally typing 'hehehe' when traditional methods of communication would call for laughter. IRC behaviour takes this to an extreme. It is a recognised convention to describe physical actions or reactions, denoted as such by presentation between two asterisks:(58)      <Wizard> Come, brave Knight! Let me cast a spell of protection     on you..... Oooops - wrong spell! You don;t mind being green for     a while- do you???     <Prince> Lioness: please don't eat him...     <storm> *shivers from the looks of lioness*     <Knight> Wizard: Not at all.     <Bel_letre> *hahahah*     <Lioness> Very well, your excellency.  *looks frustrated*     <Prince> *falls down laughing*.     <Knight> Wizard: as long as I can protect thou ass, I'd be utter     grateful! :-)     <Bel_letre> *Plays a merry melody*     <storm> *walks over to lioness and pats her paw*     <Wizard> *Dispells the spells cast on Knight!*     <Wizard> Knight: Your back to normal!!!     <Prince> *brings a pallete of meat for Lioness*     <Lioness> *licks Storm*     <storm> *Looking up* Thank You for not eating me!(59)The above extract from a log of an IRC session, involving an online fantasy role-playing game, shows a concentration of verbalised physical actions and reactions. This density of virtually physical cues is somewhat abnormal, but it amply demonstrates the extent to which users of the IRC system feel it important to create a physical context within which their peers can interpret their behaviour. Verbal statements by themselves give little indication of the emotional state of the speaker, and without physical expression to decode the specific context of statements, it is easy to misinterpret their intent:      *Whopper* just kidding...not trying to be offensive     <Fireship-> *Whopper* didn't assume that you were...(60)

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