Version 14, changed by maker. 08/03/2006. Show version history
Chapter Captain: Brad Johnson - bgjohnson at kband.com
Parts: [ 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ]
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The chapter lists four different examples of "cyberspaces" or "cyberplaces". Initial thoughts are to keep the .law.cyber (the Usenet group for his class at Yale Law) and LambdaMOO ("a rape in cyberspace") but create new content to replace AOL (an example of when a cyberspace is not directly tied to a real-space community) and Counsel Connect (a cyberspace that interacts with real space). By 2005, both examples have become stale.
But replacing them will not be so simple. This one chapter will become a research project on which cyberspaces exist today, which of those best
represent the ideas Lessig conveys, and which of that group won't soon become stale examples themselves.
So we need new ideas. Wikis and blogs come to mind in today's world. Wikipedia, MeatballWiki, LiveJournal?, ODP, The Sims, Facebook, Friendster are all potentially interesting subjects, but of course there are many more. Is there something new that plays a role similar to what AOL did for Code v.1?
This chapter discusses the relationship between norms and rules. Rules can imposed through code or by democratic processes.
An important definition:
community—"a set of norms that are self-enforcing within the group. Features such as visibility (as opposed to anonymity) and nontransience help create those norms; anonymity, transience, and diversity make it harder to create community."
Lessig describes his goal for the chapter as follows: "The next sections describe different cyber-places. The aim is an intuition about how to think through the differences that we observe. This intuition, in turn, will help us see something about where cyberspace is moving."
The examples given are:
Following the examples, the chapter's conclusion is in two parts:
davidjang said, 12/01/2005:
I agree with the chapter captain that the AOL and Counsel Connect examples could benefit from updating. Friendster, The Sims, Wikipedia etc. are all good candidates for inclusion. The session of Prof. Lessig’s class corresponding to this chapter dwelled mostly on network games—e.g. we read Lastowka & Hunter’s article “The Law of Virtual Worlds”. Lastowka & Hunter apply some fascinating analysis to how law might evolve in virtual (gaming) communities. However, the advantage of examples such as Friendster is that they would connect more readily to the experience of mainstream readers. Even Lastowka & Hunter expend a lot of energy convincing their readers that online game worlds attract enough participants to matter. It’s not such a chore to convince people that social networking apps are relevant—a wider range of people have participated on sites like Friendster, MySpace or Facebook than play Warcraft (I don’t have stats to back this up—perhaps somebody can prove me wrong?).
The strength of using an online game as an example of a virtual community is that it is far more immersive. Among other things, it projects a representation of the user into a three-dimensional virtual space and even offers opportunities for commodification of game elements. These elements are missing from the relatively flat spaces offered by Friendster or MySpace. Well, what if Friendster allowed you to create a three-dimensional, graphical lounge space for your online associates to visit? What if you occupied that space as an avatar, represented by a cartoon figure of your choosing? What if you could deck out your lounge with furniture, art, and even music? What if, in short, Friendster incorporated the immersive elements of the original MUDs and MOOs into a cute, user-friendly environment tailored for a generation of computer users raised on GUIs? Now add to this environment a market for virtual items such as wall hangings or the latest pop tunes for your virtual pad. The items would reside in your online lounge, but you would pay real-world money to acquire them. The motivation for you would be to create the coolest lounge possible, attract the most visitors and make the most friends.
If you happen to read Korean, Japanese or Chinese, you can already visit such a virtual community at Cyworld (www.cyworld.com). Read more about the site at http://en.wikipedia.org/wiki/Cyworld and at http://www.businessweek.com/magazine/content/05_39/b3952405.htm
There is a similar English-language site at www.nettiez.com, though Cyworld seems to be the most established, most popular and most commercially viable example of this type of online community. Apparently, an English-language version of Cyworld is in the works.
Cyworld is a South Korean creation, and it reminds me that if you want to find examples of online communities bleeding into real space and raising all sorts of regulatory issues, South Korea is the place to look. From PC Bans (internet cafes with the emphasis on internet) to professional online gaming tournaments, South Koreans have been as aggressive in embracing cyberspaces as Japanese youth in pioneering all sorts of wireless applications.