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6.ExtraPractice OnlineCommunities-Handout
6.ExtraPractice OnlineCommunities-Handout
Need for social interaction Social networks and online communities (3)____________ when
technology widely available.
Topic: (4)____________
5 parts:
- Personal
- Professional
- Commercial
- Investment
- Play
1. Personal Relationship:
Positive aspects: new friends & strengthen relationships with old friends & family.
(5)____________with others
Show pics
Give good/ bad news
Express opinions
E.g. (6)____________ networks: Facebook, Twitter, RenRen, Mixi
Research: most users socially benefit from social networks
50% teens: relationships with friends improve
(7)____________: new friends easily with social networking sites.
50% older users: feel happier, more connected, improved (8)____________
2. Professional Connection:
Exchange information & contacts
E.g.: LinkedIn, Ning, Xing 100s of millions of active users
Strengthen & expand networks
Look for new business opportunities/ jobs
(9)____________ specialized knowledge
Feel more connected with other professionals
E.g.: Catalyst & CareerDiva:
Exchange business information for professional support
Share experiences & frustrations
Gain (10)____________& advice
3. Commercial Purposes:
Companies want online markets sell goods/ services & build social communities through
SMM - (11)____________
SMM tools: social networking websites get users’ (12)____________– a type of business
(13)____________that
Increases (14)____________
Enhances customer base
(15)____________ product information fast
Generates social interaction
4. Investment:
Find resources to operate and expand
Include (16)____________ and social investment
E.g.: nonprofit organizations: Red Cross, WWF, TED raise awareness of ideas and funds
(17)____________: members give donations, share ideas & passion
E.g.: Kickstarter, Meetup, IndieGogo; NGOs + nonprofits
5. Play:
What do for leisure & fun
Gaming = playing online games with others in (18)____________community
Game Studies poll: about 1:4 internet users on gaming sites daily
E.g.: Steam, GameSpot, Kotaku, etc.: gamers interact with games and (19)____________
number of players around the world.
Feel a sense of (20)____________, a sense of belonging – part of a genuine community