2006
DOI: 10.1111/j.1083-6101.2004.tb00294.x
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Multimedia Performance in a Computer-Mediated Community: Communication as a Virtual Drama

Abstract: In this study, I explored the complex multimedia performances of an interactive computer‐mediated community. Through the frameworks of Erving Goffman's dramaturgical perspective and Dell Hyme's ethnography of communication, I explored the patterns of multimedia performance of a virtual community called the Palace. The findings demonstrate how virtual architecture, visual context, virtual space/proxemics, and avatars can be used in social interaction in communities on the World Wide Web. More importantly, the a… Show more

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Cited by 15 publications
(4 citation statements)
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“…A third factor which might have alleviated the participants' anxiety was that weak and average participants could access the course materials before and after the scheduled lectures, which enhances their comprehension. These results are commensurate with the studies of Soukup, (2004), Alexander and Boud (2001) and Prasad et al (2013) which revealed that Blackboard-based instruction plays a major role in alleviating EFL/ESL learners' anxiety.…”
Section: Resultssupporting
confidence: 90%
“…A third factor which might have alleviated the participants' anxiety was that weak and average participants could access the course materials before and after the scheduled lectures, which enhances their comprehension. These results are commensurate with the studies of Soukup, (2004), Alexander and Boud (2001) and Prasad et al (2013) which revealed that Blackboard-based instruction plays a major role in alleviating EFL/ESL learners' anxiety.…”
Section: Resultssupporting
confidence: 90%
“…Second, a dominant focus on text (removal) risks misrepresenting the (Chinese) Internet as a text‐dominated sphere. In online practices, people frequently engage with a variety of modes of communication that include static or moving images, spoken language, emoticons, videos, and uniform resource locators (URLs) (Herring, 2002; Ledbetter, 2008; Pauwels, 2012; Soukup, 2004). Content analyses of the social media platforms Twitter and Facebook (Arnold, 2018) have highlighted the increased frequency of the use of images and videos over text‐based content.…”
Section: Tracking Internet Censorship In Chinamentioning
confidence: 99%
“…Through development of ill-structured learning situations, students have the ability to work collaboratively in teams or groups to solve problems that mimic real world issues. For example, Soukup (2004) conducted an ethnographic study in a virtual space called Palace, and discovered that participants' sense of social community was enhanced. It is possible that virtual spaces can serve as a springboard for rich social communities, therefore serving as fertile ground for collaborative learning activities.…”
Section: Second Lifementioning
confidence: 99%