Course Information
All course-related information will be posted on the course website. Students may contact
me via email or in-person. Please begin your email subject heading with “EMAC6v81”
to ensure my prompt attention. I try to respond to student emails within 36 hours Monday
through Friday.
Course Description
This course is designed for students interested in understanding and creating online
communities using a variety of social media. Students will survey the history, theory,
empirical research of online communities and many of the Web 2.0 applications that are
driving the growth of the social web. During the first half of the semester, students will
read theoretical literature on community and communication from multiple disciplines.
Classes in second half of the semester provide more in-depth examination of topic-
specific online communities including gaming, entertainment, teamwork, and mobile
communities.
Required Texts
Kim, A.J. (2000) Community Building on the Web. This can be purchased as a pdf
at: http://www.peachpit.com/store/product.aspx?isbn=0321488911
Course Requirements
Technology reports are specified in the “assignments” section. The tech report
team will deliver a 15-minute presentation and/or demonstration. In addition,
every student is also required to complete the assignments and be ready to discuss
their findings in class.
5) Design project (team): Students will work in teams of two to three people to
propose, design, implement, and market a new online community throughout the
semester. This project has several deliverables, including a short proposal (2
pages max), a presentation of your proposal (pitch session), the online community
itself (or prototype), and a final presentation.
6) Term paper (individual): A term paper can take two forms. It could be an essay
critically analyzing an existing online community using the concepts and theories
covered in class. It could also take the form of an empirical research paper. The
term paper should be 5 – 7 pages long, double-spaced.
Evaluation of Performance
Class Schedule
Readings
1) Negroponte, N. Being Digital, Chapter 1.
2) Kim, A.J. (2000) Community Building on the Web. Introduction.
Topics
1) Introduction of students and the instructor
2) Overview of syllabus
3) Overview of assignments
4) Lead discussion sign-up
5) Technology report sign-up
Assignment:
Check out at least five different types of online chat and/or messaging services.
Be prepared to discuss your experiences in the next class.
EMAC6v81-Spring 2011 Cuihua Shen 4
Readings
1) Tönnies, F. (1974). On Gemeinschaft and Gesellschaft (available online at
http://media.pfeiffer.edu/lridener/courses/GEMEIN.HTML).
2) Wellman, B., & Gulia, M. (1999). Virtual communities as communities: Net-
surfers don't ride alone. In M. Smith & P. Kollock (Eds.), Communities in
cyberspace (pp. 167-194). London: Routledge.
3) Oldenburg, R. (1997). The great good place: Cafés, coffee shops, community
centers, beauty parlors, general stores, bars, hangouts, and how they get you
through the day. New York: Marlowe & Company. Chapter 2.
4) Optional - Katz, J. E., Rice, R. E., Acord, S., Dasgupta, K., & David, K. (2004).
Personal mediated communication and the concept of community in theory and
practice (chapter 9). In P. Kalbfleisch (Ed.), Communication yearbook (Vol. 28,
pp. 315-371). Mahwah, NJ: Lawrence Erlbaum.
Topics
1) The definition of “community”
2) Place-based vs interest-based
3) Online community vs offline community
Assignment:
Check out the world of online groups, including Usenet (Google Groups),
listservs, message boards, online forums, and groups based on social network sites
(e.g., a facebook group). Observe the language use, conversation flow, and social
dynamics of at least one group from each of these platforms. Be prepared to
discuss their differences and similarities in the next class.
Readings
1) Baym, N. (2010). Personal connections in the digital age. Cambridge, UK: Polity.
Chapter 2.
2) Meyrowitz, J. (1985). No sense of place: The impact of electronic media on social
behavior. New York: Oxford University Press. Chapter 3-4
3) Walther, J. B. (1996). Computer-mediated communication: Impersonal,
interpersonal, and hyperpersonal interaction. Communication Research, 23(1), 3-
43.
EMAC6v81-Spring 2011 Cuihua Shen 5
Topics
1) Making sense of new media
2) Social information processing
3) Nonverbal dynamics
4) Face-to-face versus CMC
5) Code is law
Assignment:
Research at least four personal publishing platforms (e.g., blogger, wordpress,
moveabletype) and at least four online tools to manage RSS feeds. Prepare to
share your findings at the next class.
Week 4 (Feb 2)
Social Networks (I)
Readings
1) Castells, M. (2004). Why networks matter? In H. McCarthy, P. Miller & P.
Skidmore (Eds.), Network logic: Who governs the interconnected world (pp. 221-
224). London: Demos.
2) Watts, D. J. (2003). Six degrees: The science of a connected age (1st ed.). New
York: Norton. Chapter 1.
3) Granovetter, M. (1983). The strength of weak ties: A network theory revisited.
Sociological Theory, 1, 201-233.
Topics
1) The network society
2) Network concepts: density, centrality, depth, breadth
3) Strong vs. weak ties
Assignments:
Go to each of the social network sites mentioned in boyd & Ellison (2007).
Observe their similarities and differences. Imagine that you are hired as a
consultant to provide a strategic plan for a site of your choice. Prepare to share
your plan with the class.
Readings
1) boyd, d. m., & Ellison, N. B. (2007). Social Network Sites: Definition, history,
and scholarship. Journal of Computer-Mediated Communication, 13(1), 210-230.
2) Donath, J. (2007). Signals in social supernets. Journal of Computer-Mediated
Communication, 13(1), 231-251.
3) Ellison, N. B., Steinfield, C., & Lampe, C. (2007). The benefits of facebook
"Friends:" Social capital and college students' use of online Social Network Sites.
Journal of Computer-Mediated Communication, 12(4), 1143-1168.
Topics
1) Social network sites
2) Technology-mediated social networks
3) Networked individualism
Assignments:
Check out at least four online dating sites: match.com, eharmony, lavalife,
chemistry, etc. Observe others‟ profiles and create your own profile.
Check out at least four auction sites and classifieds: ebay, craigslist, etc. Pay
specific attention to their reputation systems.
Readings
1) Turkle, S. (1995). Life on the screen : Identity in the age of the Internet. New
York: Simon & Schuster. Chapter 8.
2) Goffman, E. (1959). The presentation of self in everyday life. Garden City, New
York: Doubleday. Introduction and Chapter 1.
3) Kim, A. J. (2000). Community building on the web: Secret strategies for
successful online communities. Berkeley, California: Peachpit Press. Chapters 3 &
4.
4) Ellison et al (2006) Managing Impressions Online: Self-Presentation Processes in
the Online Dating Environment. http://jcmc.indiana.edu/vol11/issue2/ellison.html
Topics
1) Identity and impression management
2) Online identity construction
3) Deception
EMAC6v81-Spring 2011 Cuihua Shen 7
Assignments:
Go to Wikipedia, find one article of interest and learn about the major points of
discussion on the “talk” page.
Contribute at least 100 words to this article. Follow closely the development of
this article, especially your edits. Report your experience in the next class.
Week 8 (March 2)
Design and Maintenance
Readings
1) Kim, A. J. (2000). Community building on the web: Secret strategies for
successful online communities. Berkeley, California: Peachpit Press. Chapters 1-5.
2) Rheingold, H. (1999), "The Art of Hosting Good Conversations Online,"
available at: http://www.rheingold.com/texts/artonlinehost.html
3) Preece, J., Nonnecke, B., & Andrews, D. (2004). The top five reasons for lurking:
Improving community experiences for everyone. Computers in Human Behavior,
20(2), 201-223.
4) Andrews, D. C. (2002). Audience-specific online community design.
Communications of the ACM, 45(4), 64-68.
5) Herring, S., Job-Sluder, K., Scheckler, R., & Barab, S. (2002). Searching for
safety online: Managing "Trolling" In a feminist forum. The Information Society,
18(37), 371-384.
Topics
1) Community design
2) Identifying the audience
3) Trolling
4) Lurkers
5) Member retention
6) Lifecycle
Assignment:
Find at least three genres of user-generated content (e.g., text, songs, music
videos, etc) and bring an example of each genre to the next class.
Check out EFF and Creative Commons.
EMAC6v81-Spring 2011 Cuihua Shen 8
Week 9 (March 9)
Peer Production and Governance
Readings
1) Benkler, Y. (2006). The wealth of networks: How social production transforms
markets and freedom. New Haven: Yale University Press. Chapters 1 & 4.
2) von Hippel, E., & von Krogh, G. (2003). Open source software and the "Private-
collective" Innovation model: Issues for organization science. Organization
Science, 14(2), 209-223.
3) Ryan, R. M., & Deci, E. L. (1998). Intrinsic and extrinsic motivations: Classic
definitions and new directions. Contemporary Educational Psychology, 25, 54-67.
4) Optional - Petersen, S. M. (2008). Loser-generated content: From participation to
exploitation. First Monday, 13(3).
Topics
1) Motivations
2) The private-collective model
3) Public goods and free labor
Assignments (Team):
Propose an online community. In your proposal, make sure that you describe the
purpose, design principles, technological tools, target audience and how this
online community fills a market niche. Start to implement your online
community using available technology or to develop a prototype.
Prepare a short presentation to market your community in the next class.
Pitch session: Pitch your idea of the online community to the class. Show your prototype.
(team)
Readings
1) Jenkins, H. (2006). Fans, bloggers, gamers: Exploring participatory culture. New
York: New York University Press. Chapters 3, 4 & 6
2) Anderson, C. (2004) The long tail (article version:
http://www.wired.com/wired/archive/12.10/tail.html)
3) Negroponte, N. (1995). Being digital. New York: Vintage Books. Chapter 12-14
4) Optional - The Netflix case:
http://www.longtail.com/the_long_tail/2006/10/why_better_dvd_.html
EMAC6v81-Spring 2011 Cuihua Shen 9
Topics
1) Niche markets
2) Convergence culture
3) User-generated content
4) Customization and cyberbalkanization
Assignment:
Find at least four examples of social support groups online.
Find at least four examples of communities that organize offline gatherings. Try
to participate in one “meetup”. Be prepared to share your experience in the next
calss.
Readings
1) Putnam, R. D. (2000). Bowling alone: The collapse and revival of american
community. New York: Simon & Schuster. Chapter 13.
2) Resnick, P. (2001). Beyond bowling together: Sociotechnical capital. In J. Carroll
(Ed.), HCI in the new millennium (pp. 647-672). New York: Addison-Wesley.
3) Barak, A., Boniel-Nissim, M., & Suler, J. (2008). Fostering empowerment in
online support groups, Computers in Human Behavior, 24, 5, 1867-1883.
4) Sessions, L. F. (2010). How offline gatherings affect online communities -- when
virtual community members "Meetup". Information, Communication & Society(3),
375 - 395.
Topics
1) Social Capital: bridging and bonding
2) SocioTechnical Capital
3) Tie strength, bridging and bonding online vs. offline
4) Online social support groups
Assignments:
Spend at least an hour in SecondLife or any other virtual world.
Check out one Massively Multiplayer Online Game (e.g., World of Warcraft) and
at least one social game (e.g, Farmville on Facebook)
Week 13 (April 6)
Gaming and Entertainment
Readings
1) Steinkuehler, C. A., & Williams, D. (2006). Where everybody knows your (screen)
name: Online games as "Third places". Journal of Computer-Mediated
Communication, 11(4), 885-909.
2) Ducheneaut, N., Yee, N., Nickell, E., & Moore, R. (2006). "Alone together?"
Exploring the social dynamics of massively multiplayer online games. In
Proceedings of the SIGCHI conference on human factor in computing systems (pp.
407-416). New York, USA: ACM Press.
3) Taylor, T. L. (2006). Play between worlds: Exploring online game culture.
Cambridge, Massachusetts: The MIT Press. Chapter 6.
4) Ian Bogost. (2010). Cow Clicker: The making of obsession. Retrieved January 7,
2011, from http://www.bogost.com/blog/cow_clicker_1.shtml
Topics
1) Online games as third places
2) Social dynamics in online games
3) Play versus work
4) The casual revolution
Assignments:
Check out at least four types of social applications on mobile phones. Compare
them to their Internet-based counterparts. Think about their strengths and
weaknesses.
Readings
1) Rheingold, H. (2002). Smart mobs: The next social revolution. Cambridge,
Massachusetts: Basic Books. Chapters 1 & 7.
2) Zuckerman, E. (2007). Mobile Phones and Social Activism, available at
http://www.techsoup.org/learningcenter/hardware/page7216.cfm?rss=1
3) Humphreys, L. (2007). Mobile social networks and social practice: A case study
of Dodgeball. Journal of Computer-Mediated Communication, 13(1), article 17.
4) Optional - Castells, M. (2007). Mobile communication and society: A global
perspective. Cambridge, MA.: MIT Press. Chapter 3.
Topics
1) Local versus global
2) Mobile communities
3) Social movement
EMAC6v81-Spring 2011 Cuihua Shen 11
Assignments:
Keep recruiting members and maintain your online community. Prepare a short
presentation to summarize your progress in the final presentation. (team)
Explore at least three consumer communities.
Explore at least three counterculture/cult communities, such as Pirate Bay and
4chan.
Readings
1) Turkle, S. (2007). Can You Hear Me Now? Forbes. Available at:
http://www.forbes.com/free_forbes/2007/0507/176.html.
2) Kane , G. C., Fichman, R. G., Gallaugher, J., & Glaser, J. (2009). Community
Relations 2.0. Harvard Business Review. Available from
http://hbr.org/2009/11/community-relations-20/ar/1.
3) TBD
Topics
1) Social media and lifestyle changes
2) Marketing and branding through consumer communities
3) Counterculture
Assignment:
Prepare the final presentation of the design project. Talk about the factors that
may have led to the success or failure of your online community. (Team)
Week 17 (May 4)
Term paper due (Individual)