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4 Int. J. Web Based Communities, Vol. 5, No. 1, 2009 Enhancing the understanding of genres of web-based communities: the role of the ecological cognition framework Jonathan Bishop Centre for Research into Online Communities and E-Learning Systems Glamorgan Blended Learning Ltd, The GTi Suite Valleys Innovation Centre, Navigation Park Abercynon, Wales, CF45 4SN, UK E-mail: [email protected] Abstract: Web-based communities have been an interest of social science researchers since the dawn of the millennium. To date, much research into them has focused on the methods to enhance community building and understand those who do not participate in community life, known as lurkers. This paper explores web-based communities as a type of media, classifying types of web-based community such as message boards, chat groups and weblogs as genres. A methodology is proposed based on the Ecological Cognition Framework (ECF) for reading these web-based communities in order to determine their genre and subgenre. Utilising both quantitative and qualitative methods to assess the images, text and other artefacts in these web-based communities, two specific subgenres of the weblogs and directories genre emerge as the political blog and the mommy blog and these are compared with the significant differences that are found between them that make them solid subgenres. Keywords: virtual community; genre theory; ecological cognition. Reference to this paper should be made as follows: Bishop, J. (2009) ‘Enhancing the understanding of genres of web-based communities: the role of the ecological cognition framework’, Int. J. Web Based Communities, Vol. 5, No. 1, pp.4–17. Biographical notes: A chartered IT professional, Jonathan Bishop is a Director of Glamorgan Blended Learning Ltd. and the Chair of its Centre for Research into Online Communities and E-Learning Systems. He has developed and researched online communities since the 1990s and is noted for inventing the Circle of Friends social networking technology and the Portable Affect Recognition Learning Environment (PARLE) e-learning system, for which he was a finalist in the Innovation category of the New Statesman New Media Awards in 2004. 1 Introduction The exploitation of new media technology has been the source of wealth creation for some developed countries, the USA in particular and in the age of globalisation even a developing country can be immensely benefited through the proper use of such Copyright © 2009 Inderscience Enterprises Ltd. Enhancing the understanding of genres of web-based communities 5 technology (Karmaker and Isaias, 2004), the implications of which are of relevance and interest to media researchers (Lievrouw and Livingstone, 2006). To date there have be few studies investigating online genres, though some authors have explored personal homepages as a genre (e.g., Dillon and Gushrowski, 2000). One particular type of information system worthy of a genre analysis is the web-based community, which a personal homepage could potentially belong to. Kommers (2006) argues that web-based communities have gone from being islands into interlinked communities, and newer types of community such as weblogs and Wikis have become more dominant, perhaps due to their significant levels of intertextuality. While there have been definitions of web-based communities based on the forms they take from websites that provide facilities to discuss particular subjects or interests to groups of people communicating using instant messaging tools (Bishop, 2003), there exists a possible technical definition, which could be that a website is a web-based community if those that use it have to go through the membership life cycle identified by Kim (2000). Kim’s life cycle proposed that individual members of web-based communities would begin their community life in each community as visitors, or lurkers, then after breaking through a barrier would become a novice, and settle in to community life, become a regular through regularly posting content, and then if they are fortunate enough break through another barrier to become a leader, and then once they have been in the community for a considerable amount of time become an elder. To fully understand the role of the actor in web-based communities the virtual environment must be treated on par with the physical environment. Virtual environments contain other actors, structures and artefacts, such as mediating artefacts (Bishop, 2005). Both virtual and physical environments can provide stimuli that create impetuses in actors, and actors will be driven to participate in both environments as a result of experiencing them. The Ecological Cognition Framework (ECF) developed by Bishop (2007a; 2007c) suggests that there are five binary opposition forces that that impact on an actor that are activated when a change occurs in the actor’s environment, which are social-antisocial, creative-destructive, order-chaos, vengeance-forgiveness, existential-thanatotic. Examples of each segment of these binary opposition forces can be seen in web-based communities. Social forces are very common in driving actors to take part in human-computer systems, which are often social spaces. Rhiengold (2000) describes ‘the social web’ in which people like him participate as a result of being driven by their longings to participate. Actors in these virtual environments often experience creative forces and will solve problems and create content. The existence of order forces is also apparent in web-based communities, where actors will carry out actions such as organising bookmarks, rearranging pages and some actors may take control of a situation, such as when members are flaming each other in a chat session, and others will attempt to create order when a bulletin board goes off-topic and will carry out actions to bring it back to the original topic, despite the fact that allowing a bulletin board to go off-topic can increase sociability in the community (Bishop, 2002). Actions driven by vengeance forces are very apparent in human-computer systems, as actors in virtual environments are known to be very aggressive (Kiesler and Sproull, 1992; Wallace, 2001), carrying out actions such as flaming, and posting negative feedback on other community members. Existential forces, such as eating, whilst not obvious in virtual environments have an impact on the actions of an action that is part of them. Actions resulting from anti-social forces are 6 J. Bishop easily discovered in virtual environments, as actors will often flame others. Destructive forces are also apparent in information systems that can be edited, as some actors will ‘blank’ pages of content. Chaos forces can be seen in some functional systems that form part of virtual environments. The result of forgiveness forces can be seen in some information systems, where actors will apologise to actors that they have had a disagreement with, often what has resulted from order forces. According to Gourlay (2006) analysing the behaviour of actors is important in understanding how their construct knowledge based on the media they consume. Neale (1980; cited in Price, 2003) indicates that media texts can be described in genres, which are systems of orientations, expectations and conventions that circulate between industry, text and subject. Neale argues that genre is as much about those that use the media as those that produce it, as audiences create expectations through previous contact with particular types of media text. 2 Identifying web-based community genres Primary genres of web-based communities based on the above definition using Kim (2000) are easily identified by the technology platforms that underpin them, though there has not to date been a clear methodology for determining these genres analytically, something that will be addressed in this paper. Using the above definition of a web-based community, it is possible to see the personal homepage as a web-based community as in some cases those that use it have to go through the membership life cycle in order to post messages to a ‘guestbook’ or join a ‘Circle of Friends’. The Circle of Friends method of networking, developed as part of the VECC Project (see Bishop, 2002; 2007b) has been embedded into social networking sites. The VECC Project, which stood for Virtual Environments for Communities and Commerce, sought to investigate the application of technology such as databases and server-side programming to developing interactive and innovative web-based communities. The Circle of Friends social networking technology developed during it is now used on many websites, some of which meet the above definition of a web-based community such as MySpace and Facebook, which are services that host a collections of web-based communities based on the personal homepage genre. One of the most popular genres of web-based community is the bulletin board, also known as a message board, which is a platform that the MySpace and Facebook services also use, perhaps making them hybrid sites. According to Kim (2000), a message board is one of the most familiar genres of online gathering place, which is asynchronous, meaning people do not have to be in the same place at the same time to have a conversation. An alternative to the message board is the e-mail list, which is the easiest kind of online gathering place to create, maintain and participate in Kim (2000). Another genre of web-based community that facilitates discussion in the Chat Group, where people can chat synchronously, communicating in the same place at the same time (Figallo, 1998). A genre of web-based community that has existed for a long time, but is also becoming increasingly popular is the virtual world, which may be a Multi-User Dungeon (MUD) or some other type of online fantasy game, where actors create their own world and interact with others. An example of this is the popular online community second life. Two relatively new types of web-based community are the weblog and the Wiki.

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