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| Demographic | | Economic | | Political | | Cultural | | Natural | | Technological |monobar.gif (1022 bytes)

oranlogo.gif (4389 bytes) The Cultural Environment

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| persistence of cultural values |  | shifts in cultural values |

virtual communities
| how they started |  | issues and problems |  | examples |
| the state-of-the-art for marketers |  | the online community myth |


| TALK Topic |  | Last Update |
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Persistence of Cultural Values

Core beliefs and values are relatively enduring and must be considered by marketers positioning products. For example, product innovations that conflict with core values are unlikely to be adopted. prism.gif (2290 bytes)

Secondary values, however, change over time and may provide positioning opportunities. For example, if the Bills ever left Buffalo, the Sabres would find themselves with a terrific marketing opportunity.

People express cultural values in many ways:

View of Themselves

People vary in their emphasis on how important serving themselves is compared to serving others. Personal ambition and materialism have increased significantly over time in the US.

View of Others

Recently, there has been a trend toward more altruistic behavior, at least among some segments of the population.

View of Organizations

Most people are willing to work for large companies but also believe that the companies are out for themselves.

View of Society

Trends like "Buy American" reflect this view.

View of Nature

Changed over time from dominate and control to coexist and preserve.

View of the Universe

Linked to religious observance, this trend has seen an overall decline among most and a simultaneous passionate activism among a small, but powerful group, usually called the "religious right" (US perspective).

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Shifts in Cultural Values

16th century explorerOn TV ads, I hear words of revolution. "This changes everything." The biggest thing since Gutenberg. Without Gutenberg, they say, we would have no Protestant Church, no Enlightenment, no American Revolution. We wouldn't even have Dilbert. The Web is causing as profound a shift in cultural values. Hmmm.

I hear words of warning and caution and alarm. Words of addiction and Ann Landers on the dangers of cyber romance. Kids lost in Doom's dungeons. Chatrooms full of nattering neurotics pretending to be studs and babes.

Then I look at the Internet's exponential growth curves. They have to start leveling off -- there are only so many people. I wonder what our explorer friend leaning over his globe would want to tell us?

Everyone seems most concerned about the "virtual" aspect. Computer- mediated communication isn't "real". You can't look real people in the eye, even with a streaming video connection. Well, you can't do that over the phone, either. From sales to customer service, tens of thousands of people spend most of their forty work hours on the phone. Truck drivers spend their forty hours alone. Are we as worried about them?

The Internet in infancy was driven by people's desire to communicate. The only medium was text. The only art was images made from keyboard characters, such as smilies. The only sounds were the tap-tap of keyboards.

 

A Plea for Visual Literacy

If the Internet is to become a democratizing force, it will require students to create as well as consume information on the Web. And to become information creators requires an understanding of how to think, create, and communicate
visually.

The Web requires the teaching of writing as a process that involves imparting skills of visual as well as written communication to our students. It involves an invigoration of visual literacy in our students.

by Kevin Hunt
CMC magazine

Most people's first tool was email. However, more and more people surf the Web first. People satisfy other desires -- to express themselves, to display, to entertain -- but the desire to communicate is still what drives the growth not only of people involved but in the amount of time they spend.

The number of people who spend some time online has long since reached critical mass. It is now appropriate to talk of on-line communities or virtual communities in ways we can't when we refer to telephones or television. Sure, we have unions of telephone operators. Sure, at work you have the Friday-morning Seinfeld crowd retelling the jokes. Sure, the Church of the NFL fills autumn Sunday afternoons. But something different is going on in cyberspace.

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Virtual Communities
How They Started

The most basic built-in rules of virtual places control when you can act, what kinds of actions you can take, and who or what you can affect by your actions. Old computer graphics hackers, for example, fondly remember Spacewar, the first computer game; it provided a diagrammatically depicted, deep-space battlefield in which players could take turns moving simulated spaceships, launching missiles, and amiably attempting to blow each other to bits. On time- sharing systems, players did not have to share a single console but could operate individually from their own. And when networks began to develop, so did remote Spacewar between players who might be hundreds of miles apart. But the game stayed the same. The relationships that mattered were not those of the players' bodies in physical space (as, for example, in a pistol duel) but those of their surrogates in cyberspace, and the rules that counted were the coded-in ones of the virtual place in which the surrogates met.
On the early bulletin boards and commercial networks, "forums" or "rooms" that allowed participants to "chat" quickly became a main attraction. Here the rules structured not a shoot-'em-up arena but a space for (mostly) risk-free, multi-participant conversation. The place that you entered was presented as a scrolling text window. It had a descriptive or evocative name (like a bar, coffee shop, or other such hangout), and you could survey the scene by looking at a list of current participants. At any point, you could type in a short text comment; this appeared in the window, preceded by your chosen online handle, so that a stream of comments scrolled by on each participant's screen-a geographically distributed, highly stylized, cocktail party with electronically masked participants and a mouse in your hand instead of a drink.

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So these virtual places performed, in a vivid new way, the traditional urban function of creating opportunities for chance encounters between strangers.

Forum habitués would often bar crawl from room to room until they found one that seemed to have the right buzz. If they struck up an interesting conversation, they could agree to go off into private rooms to continue, and eventually might even contemplate the big step of choosing times and physical locations to go face-to-face with new-found friends. So these virtual places performed, in a vivid new way, the traditional urban function of creating opportunities for chance encounters between strangers. And the associated conventions allowed those encounters to evolve, step by step, toward friendship and intimacy. Not surprisingly, some of these convivial spots became hot hangouts in cyberspace.
In the early days of computer networks it seemed a slightly far-fetched metaphor to describe these sorts of interaction sites as "places," since bandwidth was narrow and communication was mostly restricted to typing and receiving text. But SIMNET changed that. ... SIMNET first came online in 1986 as a network of M-1 tank simulators, and it has since been elaborated to include other types of vehicles. The viewports of the "tanks" are video screens displaying simulated three-dimensional terrain over which a mock tank battle takes place. Since the computer- generated display is updated in real time as controls are manipulated, dozens of widely scattered tank crews have the vivid impression of maneuvering around the same patch of countryside. Perhaps fittingly, this prototypical electronic landscape -- this Garden of Eden of cyberspace -- is a realistically simulated battlefield.

The technology of distributed interactive simulation (DIS) systems grew out of SIMNET, and by the early 1990s it was being hyped as the latest thing for the theme park industry. Pretty soon you could line up to play BattleTech, Virtuality, or Fightertown -- interactive games unfolding in networked simulator pods that immerse you in tacky but fairly convincing virtual worlds.

 

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We will not just look at them; we will feel present in them.

As bandwidth burgeons and computing muscle continues to grow, cyberspace places will present themselves in increasingly multi-sensory and engaging ways. They will look, sound, and feel more realistic, they will enable richer self-representations of their users, they will respond to user actions in real time and in complex ways, and they will be increasingly elaborate and artfully designed. We will not just look at them; we will feel present in them. We can expect them to evolve into the elements of cyberspace construction -- constituents of a new architecture without tectonics and a new urbanism freed from the constraints of physical space.

Face to Face / Interface
excerpted from City of Bits

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Virtual Communities
Issues and Problems

Virtual Community coverSamuel Morse said it best when he first successfully transmitted bits. He called it the telegraph and asked, "What hath God wrought?" Could he foresee the day in cyberspace when my avatar would haggle with your avatar over the price of a car? When you could easily find sites called net.addiction?

A recent book by Howard Rheingold subtitled "Homesteading on the Electronic Frontier" explores the issues and problems in depth. The hypertext version has links you won't find in the printed version.

A chapter from MIT's Judith Donath's Communities in Cyberspace called "Identity and Deception in the Virtual Community" will open your eyes to some of what's happening in the chat rooms. Better yet is first-hand experience.

Another influential thinker is Sherry Turkle. Her most recent book, Life on the Screen: Identity in the Age of the Internet, is available only in a printed version. But you can find many of the ideas on the webs for her courses at MIT. I recommend her article Whom Am We? in Wired. Note especially the next to last paragraph.

Real vs. Virtual

There are many who fret about our increased alienation from the physical reality around us as we retreat into virtual worlds. Many critics of online life feel we are becoming alienated from each other, from our community and from the natural world. Others feel the very notion of "real" is beginning to wither as we increasingly create worlds around us that cater to our fantasies and prejudices. ...

Rene Magritte was a Belgian surrealist painter. One of his most famous works is called "The Treason of Images". Underneath in French it says "This is not a pipe." Why not? Because it is a "picture of a pipe"! It's the map, not the territory. Until now we've always had the brains to distinguish representations from the real thing. ... Today, most of us live in almost totally mediated urban environments where signs and symbols, representations and simulations, constantly bombard us. Are our representations becoming too real?

Another way to understand hyperreality is to separate three concepts: reality, the map of reality, and the map as reality. Maps aren't just paper representations to geography. We can think of them as the store of theories and assumptions we use to guide us through everyday life. ... Our assumptions about what the world is like are the abstract maps which we are constantly adjusting when reality throws us a new curve. To use the appropriate psychological term, we apply schemata to real situations which, through a process of trial and error, are adjusted to come into conformity with reality. Fine and dandy. Now imagine situations where there is no reality to adjust your maps to, like Disneyland.

from Metropolitan Life, a York University course about the net
© 1995, 1996, 1997 by Paul J. Kelly

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I also recommend two other articles:
In Is There a There in Cyberspace? John Perry Barlow looks at the alienation fears mentioned in the box below. The Nerd in the Noosphere, Michael Heim's article from CMC Magazine, compares American and European approaches to virtual reality.

For marketers, these two articles apply many of the above ideas.

"Nine Principles for Making Virtual Communities Work" by Mike Godwin in Wired a few years ago.

"Targeting Virtual Communities in Cyberspace" by Michel Bauwens in Net Business Daily from December 1996.

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Virtual Communities
Examples

In addition to the chat rooms, you can visit some other virtual communities to get an idea of what's going on. Elsewhere, we'll explore virtual reality (VRML). Here are some low-bandwidth up-and-running virtual communities that will run in your browser without plug-ins.

The Well
well.gif (1630 bytes)Here's their basic press release: The Well, a pioneer in virtual community, has been bringing people together since April 1985. Made up of an eclectic mix of writers, defenders of counter- culture and computer experts, The WELL became known as a gathering place for an articulate and expanding group of independent thinkers. Today The WELL has grown to more than 10,000 members, and is one of the most venerable and influential online communities in the world.

Blacksburg Electronic Village
Originally sponsored by Virginia Tech, whose main campus is in Blacksburg, the BEV is the most active and comprehensive geography-based virtual community that I could find. Everyone is welcome, the only online residents of the area can belong. A couple of years ago, USA Today ran a good overview.

rivwbsti.gif (9908 bytes)"The River is an open, self-governing, uncensored, economically sustainable, computer conferencing system. The central missions of the River are to maintain a medium for conversations among a group of diverse people, and to foster virtual communities which control their own destiny. The River Community is owned and governed by the people who create the high-quality conversations which are the source of the River's value. The River is dedicated to experimentation and welcomes newcomers."

from their Mission Statement

While these three examples have a focus, other communities will take all comers. www.fortunecity.com bills itself as "The City that Never Sleeps". Geocities is huge. It's also one of the best ways to build and maintain your first web site.

Want to try your own? Prime-Web's Ted O'Neill recently released version 3.75 of his Ultimate BB. As you can read at Internet News, UBB lets marketers script interactivity to build a sense of community among visitors. UBB has all the customizable features you need as well as a freeware version.

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Virtual Communities
The State-of-the-Art for Marketers

Egghead Computer in January closed all its physical stores and started selling exclusively on the Web. What kind of bet are they making?

tomarket.gif (2095 bytes)For starters, if you go to Egghead's site, you'll need to download software from The Palace to shop. It's a 1.5 MB download that will take at least five minutes with a 28.8 modem, but I recommend it highly.tomarketm.gif (2098 bytes) You can use it to visit not only Egghead but dozens of other stores. It will show you one direction that marketing with new media is taking.

The Palace lists over 300 sites, mostly non-commercial. They average around a hundred rooms each. On a recent Sunday afternoon, only a third had anyone in them. In about half of those, the developers were working alone or in pairs. Of the other fifty or so, South Park (as in the TV show) was most populated with 144 people in their 92 rooms. Most people were using the generic avatar. Many, however, were using personalized avatars -- photos of fetching young women or muscular young men and drawings of wizards or birds.

Basically, The Palace provides a chat space against a series of backdrops ("rooms") that have hot spots that take you to other spaces. By clicking on a blank area, you move your avatar across the surface of the backdrop but not within the space. That would take VRML (Virtual Reality Modeling Language) and more bandwidth than I have at home. Everyone in the space is seeing the same thing at the same time. The words that you type appear in one of several balloons near your avatar and can be accompanied by a long list of sounds. You choose the balloon, the sound, and one of a dozen expressions for your avatar. The most crowded space I visited had so many avatars, over ninety, that I could hardly see the backdrop. There were so many balloons and sounds that I had to leave.

orange pushpin Is Egghead expecting too much?
orange pushpin Will every potential customer download The Palace's software?
orange pushpin How much business will Egghead lose because customers won't download from The Palace or don't know how to install and use the software after they do download it?
orange pushpin How much business will they lose because people find the environment new and unsettling?
orange pushpin How much traffic are they drawing, such as mine, of only the curious, not serious buyers?

It's still easy (easier?) at Egghead to shop the "old-fashioned" on-line way -- basically, by reading the brochureware and filling out an order form. If you want personalized, live, interactive one-on-one customer service, however, you have to download The Palace's viewer to talk to one of the Sales Eggs.

orange pushpin

"PalacePresents will let us further build our community via regularly scheduled special events, product launches, and training sessions. The only other place our customers would be able to do this is offline, in our physical stores."

Steve Gere, Manager of Intranet Merchandizing, Egghead Computer

These quotes on The Palace's site
come from marketers who have literally
bet the store on The Palace

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"PalacePresents has the reach of a stadium with the feel of a coffee house.  This is much more than a broadcast model. It provides the tools for guests to interact like they would if they were actually at a concert."

Nick Wild, Associate Director of Technology, House of Blues New Media

Here's how The folks at The Palace pitch their product.

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Create the look and feel unique to your brand and add live streaming audio and video to enhance the user experience, while building awareness and loyalty in your target market. Sell merchandise in your own branded store. Promote and host events, contests and live interviews. Push html-based slide shows to your audience and provide customers with the richest, most immersive multi-user environment on the net. The Palace is a key element in any successful online marketing program.

As you use their software to shop, do you see the future of marketing? Or do you see an elaborate wizbang gizmo that the average shopper won't be able to handle? I wonder whether the developers of the first strip malls away from the downtown area had a similar decision knowing all the customers would need a car to get there?

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The Online Community Myth

by Gerry McGovern, Nua

'Communities' is one of the most abused words today. I know I have abused it and I have seen it belted all over the place, slapped, punched, kicked and beaten into sentences where it simply just doesn't belong.

Because last night it struck me that the phrase 'online communities' is something of an oxymoron. In other words, it doesn't make much sense.

The last 20-30 years have been bad for communities (certainly in the 'Western World'). Look around you and most of you will see communities slowly dissolving or rapidly falling apart. I know that that is the case in Ireland anyway, and if it's happening in Ireland then that must surely say something, because Ireland historically has had an incredible community focus and spirit.

The Internet by itself is not going to stop that dissolution. If anything, it may speed it up! Because the Internet takes you away from your community.

Oh, we have all these 'online communities.' How many of them are no more than clubs, gangs or associations? Hand on heart,

orange pushpin would you die defending your online community?
orange pushpin would you pay taxes to support its growth?

Because, let's face it, if you're not willing to put your hand in your pocket for something then that says a lot about your bottom-line feeling towards it. I'm not saying here that you can't create online communities. What I am saying is that genuine communities take years to evolve and they require genuine long-term commitment and hard, hard work from their participants.

Many of what are called online communities are fickle things, that demand little or no allegiance or commitment from their members. They are paper communities, ready to fall apart at the first puff from some big bad wolf.

Brands are like communities and brands are facing major challenges on the Internet. Companies may be able to save on distribution and packaging for certain products, but I believe that they will have major cost centers with regard to developing systems that manage the relationship between the company and customer.

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It takes more than a group of web pages, chat forums, and discussion groups to make a community.

Brand loyalty is a complex equation and brand loyalty online will have to meet major challenges. Last week I may have been loyal to my local bookstore and music shop. But with cheaper prices and more convenience being offered by Amazon and CDNow, how long will that loyalty remain? I've always banked with my local bank, but if a Dutch or American bank offers me significantly better service for my online account, won't that stretch my loyalty?

The Internet is really a fickle place where we are on first name terms with everybody and close to very few. Sure, some new friendships are being made as the old neighborhoods creak under the pressure of modern living. But it takes more than a group of web pages, chat forums, and discussion groups to make a community.

It takes time; something very few of us either can, or are prepared to, give much of these days.

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Link to TALK (discussion forum) If you were Egghead Computer's marketing director, what would you do next?

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last update: July 22, 2000
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