The Social Construction of Reality and The Role of Online Communities
The Social Construction of Reality and The Role of Online Communities
The Social Construction of Reality and The Role of Online Communities
gr
Message 34
The social construction of reality and the role of
online communities
In Lawrence Lessig’s “Code and Other Laws of Cyberspace” we learn that life in
online communities is bounded by four constrains: 1) laws, 2) social norms, 3)
the market & 4) the architecture of the online community. The four constraints
are distinct, yet they are plainly interdependent. The presentation of reality about
the world, in which we live in, is bounded by those four constraints of life in
online communities.
Laws, norms, the market and the community’s architecture interact to build the
online environment wherein netizens—citizens of the Internet—interact and
communicate their perceptions upon the presentation of reality about the world in
which they live in.
For government, one possible way to regulate citizens’ online life is through Laws.
For example, pursuant to the Directive 95/46/EC of the European Parliament, the
government has enacted Law 2472/9.4.1997 to protect individuals from the
unwanted processing of personal data. But framing online behavior through laws
is not the only way to regulate online communities and affect the presentation of
reality about the world in which we live in. Moreover, when sometime the law
plays a role that is not always a positive one—e.g. the recent regulation
addressing online gaming before the enactment of Law 3037/30.7.2002.
Regulation of online communities through laws is just another tool of state
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History indicates that new technologies reveal their value when they are applied.
In most cases of succesful applications of technology, the idea that “Invention is
the mother of necessity rather than vice versa” has proved to be true. Constrains
that regulate online communities are directly bounded to the principles that
regulate technology’s progress. Regulatory bodies with the power to set up
regimes within which to aggregate citizens online in participative Democracy
should consider first these principles that regulate technology’s progress rather
than consider regulation that constrains innovation.
Almost forty years after Gordon Moore, the co-founder of Intel, observed that the
number of transistors on a chip doubles every eighteen to twenty-four months,
we can think of online communities wherein we can add audio and video features
to products and services directly related to the online communities, add
intelligence and embedded help services to products and services, and
interconnect smart devices.
Bob Metcalfe, the co-founder of 3Com, observed that the value of the network
increases by the square of the number of its users. Today, and because of
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Metcalfe’s law we can think of online communities wherein citizens and services
are interconnected. Connecting people builds value, whether it is social, political,
technological, or economical.
How do these laws and principles that regulate technology’s progress affect
citizens in online communities? They affect directly the four constrains upon
which life in online communities depends, i.e. 1) laws, 2) social norms, 3) the
market & 4) the architecture of the online community. They affect the process of
learning about the world in which online communities members live.
The process of learning about the physical and social realities of the world in
which one lives is a social one, resulting from practicing in communication with
others. This idea was originally addressed by Plato, many centuries ago. In more
modern times, psychologists and other social scientists have added a
considerable body of insights and knowledge to Plato’s original ideas. Plato in his
“Republic” set forth his well-known “Allegory of the Cave” in which he described a
sort of psychological experiment.
The point of Plato’s description in the “Allegory of the Cave” is that people today
come to develop social constructions of reality from the circumstances and
processes of communication in which they participate. It is from those processes
of communication which are available to them that people can construct personal
understandings, beliefs, and evaluations of events, other people, and everything
else encountered in the social and physical environment.
The THEORY OF THE SOCIAL CONSTRUCTION OF REALITY derives directly from Plato, and
provides a beginning point for understanding where people get their ideas about
reality. According to the theory of the social construction of reality as it is seen
through the prism of online communities:
1. People require understandings of the world in which they live and to which
they must adapt in order to survive on a daily basis.
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the trend toward greater transgressions of norms will continue in the mass media
by the pass of time.
The theory of the creeping cycle of desensitization, then, tells us that mass media
leverage on controversial issues to push the cutting edge of transgressions
forward and recreate reality in a manner that perpetuates media’s profits even if
the cost of it is the desensitization of mass media consumers. If this hypothesis is
true, then I understand the reasons why the deployment of mechanisms that
enable online participation in the expression of public opinion through the
Internet, i.e. a medium for the masses that differs significantly from the mass
media, is an urgent need for resistance in the process of desensitization. Media
consumers aware of the desensitization seem to be far less loyal to anything. As
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Harvard professor of public policy Robert Putnam describes it, we’re experiencing
a lack of belonging that stems from the decline in social capital.
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