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GimpGirl Community on Second Life - Content and Interests Bringing People with Disability Together - Case Study Example

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The object of analysis for the purpose of this paper under the title "GimpGirl Community on Second Life - Content and Interests Bringing People with Disability Together" is GimpGirl Community (GGC), an online group for women with disabilities…
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GimpGirl Community on Second Life Name: Course: Institution: Date: GimpGirl Community on Second Life Content and Interests that are Bringing People Together GimpGirl Community (GGC) is an online group for women with disability. By engaging its members in constant communication through archives and autobiographic narratives, GGC was development based on the understanding that for effective engagement in community development women with disability there is need for the creation of safe and an open online space using diverse online technologies essential community development and social interaction. In addition, through the online platform GGC has been able to provide its members with a platform of experimenting their notions of self and identity with likeminded individuals (Cole et al, 2011, p. 1163). In 1998, GGC was founded as a forum for women with disability managed by women with disability. The focus was on the life experiences of its members, their role in shaping and nurturing the online community for likeminded individuals and maintaining a highly moderates but open social interaction with the aim of improving on their role as members of their communities (Cole et al, 2011, p. 1163). When it was founded, GGC was perceived as a collaboration of young women with disability who were dissatisfied by the pre-existing services and communities that were largely incapable of their youthful needs while transitioning into adulthood. The main motivation of this grow up was to fight against the abusive situations that young women with disability were experiencing and to develop strategies on how these women could co-exist with other members of the society (Cole et al, 2011, p. 1164). Being an online group GGC was able to connect isolated and disabled women who shared common thoughts on this situation in their communities. Through its online platform, GGC created an informal and safe space that could be used by the women in sharing ideas, experiences. In addition, also a platform could be used in holding discussion among young women on their transitioning into adulthood (Cole et al, 2011, p. 1165). Through the online interaction platform, GGC was also a platform that provided information on peer-to-peer support available in different communities. Prior to engaging in social networks, GGC operated through its website. It was considered as one of the first sites dedicated to addressing the needs of disabled youthful women in the society. Membership to this group was based on self-diagnosed disability, without age restrictions, type of disability of sexuality of the members. Within the website, there were also links to information from different disability communities and other essential reading material and information for young women with disability (Cole et al, 2011, p. 1166). Technological developments in 2008 necessitated the decision by GGC to join Second Life. This social networking platform provides a better interface for women to exercise their freedom of expression by openly sharing and commenting on the opinions of other members. Through this online platform GGC, members have been able to discuss issues they consider important to them under their own terms and while setting their own agenda (Cole et al, 2011, p. 1170). The success of this online platform is that it values and respects women. Furthermore, the community is highly respected because it includes women from different backgrounds and with different forms of disability. The online interactive platform, through its management has been able to help women with disability overcome social-cultural issues by encouraging identifying with the experience of being a disabled woman while at the same time developing strategies that demonstrate their strengths and capabilities as responsible members of the society (Cole et al, 2011, p. 1170). In the process of building a strong community of women with disability, GGC provides eductaion opportunities for its members and public awareness forum for the rest of the society on essential information concerning women with disability. In addition, through the eductaion opportunities, women with disability learn life skills that are essential in building their self-esteem especially while advocating for their rights on different domains (Cole et al, 2011, p. 1172). Participants in the case study GGC is a woman with disability online platform that attracts thousands of these women from different parts of the world. Being a social networking platform, membership for the group requires that an individual must be a woman with any form of disability (Cole et al, 2011, p. 1165). These disabilities can be self-diagnosed or on diagnosis by a qualified medical personnel. In terms of age, GGC attracts youthful women transitioning into adulthood. This is often based on the realization that these women require support and eductaion on essential matters such as reproductive health. In addition, membership for GGC attracts women from the age of 18yers old to provide them with a platform of fostering self-help groups among individual suffering from physical and mental impairment. These women also need a platform for frère expression. GGC provides a virtual platform that does not expose them to any form of prejudice associated with their impairment (Cole et al, 2011, p. 1166). GGC does not discriminate its participants in terms of their ethnic, racial and sexuality or the type of disability. This is based on the realization that women with disability face numerous challenges and the provision of a platform that can be used by these women in expressing their views is essential in the development of the personality and the self-esteem of these women (Cole et al, 2011, p. 1166). An additional objective of providing a discrimination free platform for youthful women with disability transitioning into adulthood is based on the understanding that different social issues that affect the wellbeing of women, especially those with disability, characterize the contemporary society. In many societies, women are often discriminated because of their gender. There are also societies where the disabled are considered as outcast and underprivileged. This means that being a disabled woman is a double tragedy. The online platform provided by GGC provides an opportunity of sharing experiences from diverse cultural backgrounds on the problems that women with disability face (Cole et al, 2011, p. 1167). In addition, through social media communication it is possible for these women to develop a forum for the discussion of these issues while at the same time providing relevant and effective solutions to on how different women have overcome their challenges. Holding virtual discussion with women facing similar problems provides an opportunity for these women to understand the nature of problems existing in different societies. It also facilitates the formation of empowerment groups essential in improving their problem solving skills (Cole et al, 2011, p. 1171). Describe the technology platform of your chosen media project Since its launch and debut in 2003, Second Life has grown to become one of the largest virtual worlds on the global platform. The success of the social networking and interacting platform can be attributed to millions of square meters of virtual lands, and more than 10 million registered users who operate on the virtual platform as residents (Educause Learning Initiative 2008, p.1). In terms of enabling better communication between the residents, Second Life has been able to develop in terms of its interface considering the introduction of VoIP. This application allows residents to speak to each other. Through its developers, Second Life has attempted to create an environment that enhances communication by refining different aspects of the application such as adding functionality aspects that replicates different aspects of the natural environment (Educause Learning Initiative 2008, p.1). These include changing of light in the course of the day, flowing water, movement of trees and blowing winds. The residents of second Life exist in the virtual world through technological creations, known as personal avatars. These creations have the ability of spending time in any location created within the networking platform for the purpose of eductaion, commerce, socialization, and entertainment (Educause Learning Initiative 2008, p.1). Avatars serve an essential role in enhancing communication between users to facilitate the completion of different activities considered crucial for their wellbeing. For instance, in second Life there is a virtual place called the Diplomacy Island. This creation provides governments of different real nations with a platform of opening real embassies. These embassies provide representatives in the form of avatars. These representatives provide essential information about the history, economy or visas and culture of these nations (Educause Learning Initiative 2008, p.1). Second Life economy, which is based on the world economy as defined by the developers of the networking sites, provides entrepreneurs with a platform of exchanging real money for virtual assets. Non-profit organizations with the objective of building a community of women with disability, who are empowered to develop the community, have islands in Second Life where they can share information and organize events for their users (Educause Learning Initiative 2008, p.1). How Second Life works For any interested individual to become a resident in Second Life, the first talk is to install the application to enable it to run locally and connects with serves, which host the virtual world. Upon registration, the resident has the responsbility of creating and customizing their avatars. The customization process involves changing different aspects about the avatars. This can be done using the inbuilt options, by creating new options or by purchasing items that other have created within the virtual platform. In-built option provides for customization of things such as hair or clothing (Educause Learning Initiative 2008, p.1). Second Life provides it users with varieties of accounts. There is the basic account, which is considered free of charge. However, it operates on certain restrictions such as the inability of the resident to own land. Premium account is the second type of account, which provides users with weekly stipends of linden dollars to enable their participation in Second Life economy. Once a user is registered, residents can search for places, events, and people. Furthermore, avatars have the ability of teleporting to any location within second Life. This can be done by either walking or flying to the chosen locations (Educause Learning Initiative 2008, p.1). Second life also provides users with a platform of communicating through text media or chat. In addition, VoIP enabled Second Life Platforms enable users to engage in direct conversations with each other hence an enhancement on effective communication. During the communication process, each avatar is fitted with an inventory of items that he can give to another user (Educause Learning Initiative 2008, p.1). In addition, the site also has varieties of gestures such as waving, sitting down and in some situations dancing. This means that the avatars have the ability of engaging in any form of activity that is built by the developers as a function (Educause Learning Initiative 2008, p. 2). Inasmuch as Second Life offers its users with a compelling synchronous experience for users separated by geographical barriers to meet and interact, the main source of strength and attraction for organizations such as GGC is the extent to which the environment provided by the system plays the role of a legitimate surrogate for the real world. Through such an environment, Second Life enables users to inhabit and adopt situations and personalities that were otherwise unavailable to them. In the process of customizing their avatars, users have the ability of creating an image that is representative of their personality or a perceived perfection (Educause Learning Initiative 2008, p. 2). The decision by a resident to set his or her avatar as the other gender has the potential of exposing the user to the attitudes and behaviour that the person of that gender might experience in the real world. For organizations such as GGC, Second Life is considered as an effective communication platform because it teaches members the process of learning as a member of a group. This is because it allows them to experiment on behaviour and share information that they may be too reluctant or relatively unwilling to share in the real world (Educause Learning Initiative 2008, p. 2). Second Life also provides a platform for organizations such as GGC for reconceiving the number of interaction that might occur within its island. Since the organization provides a learning and interaction platform through Second Life, such preconception provides it with a platform of easily building and modifying learning spaces. This allows for the testing of different strategies on how physical spaces affect learning. The result if such interactions have the ability of shaping the perceptions of users on how to engage in effective interactions in the real world (Educause Learning Initiative 2008, p. 2). Furthermore, it also provides them with a range of possibilities on ways that can be used in enhancing interaction between individuals with divergent personalities with regard to the communication opportunities provided in the virtual world by second Life. Potential of new media to strengthen community, social capital, and cultural democracy According to Pigg and Crank (2004, p. 60), the main objective of any social networking platform is the provision of a podium that allows for sharing of instant information with different individual across the world through internet enabled devices. In terms of relationship between social capital and social media, Pigg and Crank (2004, p. 63) argue that the main role of the latter is to provide communities with access to resource that can be mobilized for action. This contributes to the enhancement of the solidarity levels among social groups and the provision of support mechanisms of enforceable trust and reciprocity in transaction. This is essential in the development of some level of orientation on the best strategies that can be used in enhancing the development of social capital within a community. In any community, the culture of democracy can only be considered a possibility in situations where the population has information concerning the prevailing governance conditions. In addition, such a population must also possess information concerning their rights and obligation as citizens. According to Briggs (2003, p. 3), social networking sites provide citizens with the most current information concerning the activities of the government with regard to enhancing democracy. This facilitates the process of making choices conserving their political leader and voicing their concerns about different aspect related to the nature of governance. An informed public has the ability of criticizing its leadership on factual aspects and this enhances citizen participation in matters of governance (Briggs 2003, p. 4). Despite the argument concerning the role of social networking sites in enhancing the development of social capital and a culture of democracy, it is possible to argue that the availability of information does not necessarily ensure effective development (Graber 2004, p. 555). Instead, it is possible for the users of social networking sites to develop negative perceptions about the personalities in leadership and their roles. Such negative thoughts threaten the ability of the leadership to convince its citizens of the active role it plays in the development of sustainable opportunities essential in the creation of social capital (Smith 2009, p. 14). Large corporations who have little interest in building grassroots community and cultural democracy control web 2.0 technologies According to Chadwick (2009, p. 32) the objective of profit making serves as the main interest of large corporations in charge of managing Web 2.0 technologies. The building of grassroots community and cultural democracy serves as a scapegoat of gathering more traffic into social networking sites. The traffic is considered as an effective marketing platform because it provides these corporations with a potential and actual market for the products and services. Through e-marketing these large corporations integrate their products with the social networking sites and this makes it possible for pop ups to appear on screen when uses are engaged in the mobilization of different individual across the world or within a specific setting (Hood et al 2007, p.14). According to Hannigan (2014, p. 1), large corporations controlling the Web 2.0 have been accused of cooperating with terrorist organization such as Islamic State. This is because these groups begin as those targeting the creation of a culture of democracy in countries perceived as highly affected by dictatorship. However, as these organizations grow into extremist groups they evade security measures and passes radical messages to the target audience. The main challenge for intelligence agencies arises from the confidentiality clauses that bind the corporations managing the social networking sites. These corporations decline the disclosure of security related information hence threatening the cohesive nature of grassroots communities and the ability of the government to trust their involvement in the creation of an effective culture of democracy (Hannigan 2014, p. 1). The concerned corporations often define the upcoming and depressing nature of human behaviour on the internet through Web 2.0 technologies. This calls into question the codes of ethics that define these corporations with regard to privacy, taxation, and child protection. To enhance the comfort of the customers when operating on these social networking sites there is need for the technological companies to work in close relationship with the security and intelligence agencies to eradicate the threat of insecurity posed by criminal gangs and extremist organizations. Opportunities for ordinary people to contribute to the development of social capital and a culture of democracy through Second Life Social capital is an essential premise on how different societies function and how through information sharing different groups and communities can develop sustainable economic structures (Jenkins 2007, p. 18). For ordinary people interested in the development of social capital, Second Life provides a virtual world characterized by some form of informal socialization, which allows for spontaneous communication between individuals. As an environment that fosters accumulation of social capital, Second Life is a major motivation for participation because it provides a platform of socializing. Through this platform, users have the ability of participating in virtual meetings and conferences with the objective of sharing information. The virtual platform, with the aid of avatars provides users with a platform of communicating as anonymous personalities. This enables the development of confidence on the best ways to interact with different personalities in the virtual world and implement their suggestion on the development of social capital in the real world (Jenkins 2007, p. 22). In term of developing a culture of democracy, Second Life acts as a networked society of interested parties. Through this network, it is possible for the users to form knowledge communities, which have the ability of pooling information, and working together in finding solutions to problems that could not be confronted from an individual’s perspective. This collective intelligence defines the culture of democracy among ordinary people. Second Life has developed strong ethical standards, which enable people from diverse backgrounds to work together towards the realization of a common goal. Second Life provide them with a mechanism which allows for the reconciliation of competing truths hence enabling the co-existence of different perspectives which is essential in the development of a culture of democracy in any society. References Briggs, Xavier de Souza. 2003. “Types of Social Capital.” in K. Christensen and D. Levinson (eds.), The Encyclopedia of Community: From the Village to the Virtual World, (pp. 1277-1283). Thousand Oaks, CA: Sage Publications. Chadwick, Andrew. 2009. ‘Web 2.0: New Challenges for the Study of E-Democracy in an Era of Informational Exuberance.’ I/S: A Journal of Law and Policy for the Information Society, Vol. 5, No.1 Cole, Jennifer., Nolan, Jason., Seko, Yukari, Mancuso, Katherine & Ospina, Alejandra. 2011. Gimpgirl Grows Up: Women With Disabilities Rethinking, Redefining, And Reclaiming Community. New Media & Society, Vol 13 (7) Educause Learning Initiative. 2008. 7 Things You Should Know About Second Life. www.educause.edu/eli Graber, Doris. 2004. “Mediated Politics and Citizenship in the Twenty-First Century,” Annual Review of Psychology 55: 545–71 Hannigan, Robert. 2014. The Web Is A Terrorist’s Command-And-Control Network Of Choice. Web. http://www.ft.com/intl/cms/s/2/c89b6c58-6342-11e4-8a63-00144feabdc0.html#axzz454C6lzKR Hood, Christopher and Margetts, Helen, 2007. The Tools of Government in the Digital Age. New York: MacMillan Jenkins, Henry. 2007. From Participatory Culture to Participatory Democracy. Cambridge: Cambridge University Press Reider, Bernhard. 2010. Institutionalizing without Institutions? Web 2.0 and the Conundrum of Democracy. Universiteit van Amsterdam Smith, Mark. K. 2009 ‘Social capital’, the encyclopedia of informal education Read More
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