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- Computer underground Digest Sun Apr 11 1993 Volume 5 : Issue 26
- ISSN 1004-042X
-
- Editors: Jim Thomas and Gordon Meyer (TK0JUT2@NIU.BITNET)
- Archivist: Brendan Kehoe
- Shadow-Archivists: Dan Carosone / Paul Southworth
- Ralph Sims / Jyrki Kuoppala
- Ian Dickinson
- Copp Editor: Etaoin Shrdlu, Senior
-
- CONTENTS, #5.26 (Apr 11 1993)
- File 1--Re: Debating the Virus contest - clarification
- File 2--"The Logic of the Virtual Commons" (Research Report)
- File 3--CUN News: Online Defamation Alleged / Pentagon Piracy
-
- Cu-Digest is a weekly electronic journal/newsletter. Subscriptions are
- available at no cost electronically from tk0jut2@mvs.cso.niu.edu. The
- editors may be contacted by voice (815-753-6430), fax (815-753-6302)
- or U.S. mail at: Jim Thomas, Department of Sociology, NIU, DeKalb, IL
- 60115.
-
- Issues of CuD can also be found in the Usenet comp.society.cu-digest
- news group; on CompuServe in DL0 and DL4 of the IBMBBS SIG, DL1 of
- LAWSIG, and DL0 and DL12 of TELECOM; on GEnie in the PF*NPC RT
- libraries and in the VIRUS/SECURITY library; from America Online in
- the PC Telecom forum under "computing newsletters;"
- On Delphi in the General Discussion database of the Internet SIG;
- on the PC-EXEC BBS at (414) 789-4210;
- and on: Rune Stone BBS (IIRG WHQ) 203-832-8441 NUP:Conspiracy
- in Europe from the ComNet in Luxembourg BBS (++352) 466893;
-
- ANONYMOUS FTP SITES:
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-
- Back issues also may be obtained through mailservers at:
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-
- COMPUTER UNDERGROUND DIGEST is an open forum dedicated to sharing
- information among computerists and to the presentation and debate of
- diverse views. CuD material may be reprinted for non-profit as long
- as the source is cited. Some authors do copyright their material, and
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- specified. Readers are encouraged to submit reasoned articles
- relating to computer culture and communication. Articles are
- preferred to short responses. Please avoid quoting previous posts
- unless absolutely necessary.
-
- DISCLAIMER: The views represented herein do not necessarily represent
- the views of the moderators. Digest contributors assume all
- responsibility for ensuring that articles submitted do not
- violate copyright protections.
-
- ----------------------------------------------------------------------
-
- Date: Sun, 04 Apr 1993 16:35:11 -0500
- From: Charlie.Mingo@P4218.F70.N109.Z1.FIDONET.ORG(Charlie Mingo)
- Subject: File 1--Re: Debating the Virus contest - clarification
-
- >> Surely, Mr. Ludwig would not hold me responsible for the destruction
- >> of his home caused by someone who decided to implement the plans I
- >> presented purely for "scientific research purposes".
-
- > To date, no case has been carried against a publisher for
- > this kind of material. {Soldier of Fortune} magazine was struck
- > in a case for libel regarding publishing an ad for Murder for
- > Hire services. I am not sure of the status of the case.
-
- It wasn't libel (after all, no one was defamed), but negligence. The
- plaintiff argued that the magazine had a duty not to carry
- solicitations for criminal acts. The jury agreed, and found SoF
- liable for a verdict of several million dollars. The award was upheld
- on appeal to the US Court of Appeals. The case was ultimately settled
- for undisclosed terms.
-
- SoF's defense was that it couldn't be expected to screen every ad to
- detect an illegal purpose behind them. However, this particular
- classified ad was so blatant, that it was obvious that a gun was being
- offered for hire.
-
- ------------------------------
-
- Date: 09 Apr 93 19:33:41 PST
- From: smithm@nicco.sscnet.ucla.edu
- Subject: File 2--"The Logic of the Virtual Commons" (Research Report)
-
- ((MODERATORS' COMMENT: Marc Smith, a sociology graduate student at
- UCLA, recently completed his M.A. thesis, which examined The Well as
- an example of a "virtual community." In our view, he nicely pulled
- together data and theory to argue that electronic communities, like
- their more corporeal counterparts, are formed from a complex process
- of social interaction that gives character, shape, and structure to a
- given cyber-community. We have extracted a few of the core ideas
- below. The entire thesis is about 155 K and is available on the CuD
- ftp sites.
-
- Marc also has established a news group for the discussion of of
- "virtual community," and he can be contacted for more information at:
- smithm@NICCO.SSCNET.UCLA.EDU))
-
- +++++++
-
- Voices from the WELL:
- The Logic of the Virtual Commons
-
- Marc A. Smith
- Department of Sociology
- U.C.L.A.
-
- **********************
-
- Introduction: Social Dilemmas in Virtual Spaces
-
- A virtual community is a set of on-going many-sided interactions that
- occur predominantly in and through computers linked via
- telecommunications networks. They are a fairly recent phenomena and
- one that is rapidly developing as more people come to have access to
- computers and data networks. The virtual spaces constructed by these
- technologies are not only new, they have some fundamental differences
- from more familiar terrain of interaction. Virtual spaces change the
- kinds of communication that can be exchanged between individuals and
- alter the economies of communication and organization. As a result
- many familiar and common social process must be adapted to the virtual
- environment and some do not transfer well at all. One aspect of
- interaction remains constant however; virtual communities, like all
- groups to some extent, must face the social dilemma that individually
- rational behavior can often lead to collectively irrational outcomes.
- The purpose of this paper is to begin to examine how community and
- cooperation emerges and is maintained in groups that interact
- predominantly within virtual spaces.
-
- As yet, virtual communities are somewhat esoteric and have attracted
- only limited attention from the social science community. Many
- questions about virtual communities remain unanswered, and many more
- unasked. No detailed work has yet addressed the questions, for
- example, of how virtual communities form and mature, how relations
- within these communities differ from relations in "real-space", or how
- the dynamics of group organization and operation in virtual
- communities differs from and is similar to communities based upon
- physical copresence. But like their real-space counterparts, virtual
- communities face the challenge of maintaining their member's
- commitment, monitoring and sanctioning their behavior, ensuring the
- continued production of essential resources and organizing their
- distribution. The dynamic and evolving character of these groups
- provides a unique opportunity to study the emergence of endogenous
- order in a group. Simultaneously, the novel aspects of interaction in
- virtual spaces offers an illuminating contrast to interactions that
- occur through other media, including face-to-face interaction.
-
- Many communities have the potential to organize their members so as to
- produce a collective good, something that no individual member of the
- community could provide for themselves if they had acted alone. Some
- goods are tangible, like common pastures or irrigation systems, others
- are intangible goods like goodwill, trust, and identity. However,
- this potential is not always realized. As Mancur Olson noted, "if the
- members of some group have a common interest or objective, and if they
- would all be better off if that objective were achieved, it [does not
- necessarily follow] that the individuals in that group ... act to
- achieve that objective." (p. 1, 1965) There are many obstacles that
- stand in the way of the production of collective goods and even
- success can be fragile, especially when it is possible to draw from a
- good without contributing to its production. Nonetheless, despite
- arguments to the contrary (Hardin, 1968), many groups do succeed in
- producing goods in common. And, as Elinor Ostrom's work illustrates,
- some communities have succeeded in doing so for centuries (1991). The
- question this raises is: what contributes to the successful provision
- of collective goods? How is cooperation achieved and maintained in
- the face of a temptation to defect?
-
- Virtual communities produce a variety of collective goods. They allow
- people of like interests to come together with little cost, help them
- exchange ideas and coordinate their activities, and provide the kind
- of identification and feeling of membership found in face-to-face
- interaction. In the process they face familiar problems of defection,
- free-riding and other forms of disruptive behavior although in new and
- sometimes very unexpected ways. The novelty of the medium means that
- the rules and practices that lead to a successful virtual community
- are not yet well known or set fast in a codified formal system.
-
- Cyberspace and Virtual Worlds
- Virtual interaction is often said to occur in a unique kind of space,
- a cyberspace, constructed in and through computers and networks. This
- term was coined by William Gibson in his visionary novel Neuromancer.
- Gibson described a new technologically constructed social space in
- which much of the commerce, communication and interaction among human
- beings and their constructed agents would take place. In the novel
- Gibson gives his own description of cyberspace,
-
- "Cyberspace. A consensual hallucination experienced daily by billions
- of legitimate operators, in every nation... a graphic representation
- of data abstracted from the banks of every computer in the human
- system. Unthinkable complexity. Lines of light ranged in the
- nonspace of the mind, clusters and constellations of data. Like city
- lights, receding" Gibson's cyberspace remains in part in the realm of
- science fiction. But much of what he described has already taken on
- very real form. The global interconnection of computers via phone and
- data networks has created the foundation for a seamless system of
- communication between machines designed specifically for the storage
- and manipulation of signs. Cyberspace, then, can be understood as a
- vast territory , a space of representations. While human beings have
- inhabited representational spaces for a very long time, we have never
- been able to create representations with the ease and flexibility
- possible in cyberspace. This is important because with each new
- development in the technologies of representation, from the printing
- press to satellite communication, there has been a reworking of the
- kinds of representations and social relationships that are possible to
- maintain.
-
- Gibson envisioned cyberspace as two related technologies, the first
- provided the individual connecting to cyberspace with a complete
- sensorium, enclosing the user in a totally computer generated reality.
- Connected directly to a computer, wires connected directly to the
- nervous system, an artificial set of sense data would be constructed
- and delivered to a credulous mind. The fact that no such technology
- yet exists does not invalidate Gibson's vision, mistaking far less
- sophisticated representations for reality is already common and does
- not require such complex technology. Nonetheless, research and
- development of this kind of technology is advancing rapidly,
- compelling visual cyberspaces (often termed "photo realistic") are
- available now and will become widespread after the further refinement
- and decline in the cost of processing power. Direct contact between a
- machine and a human mind may be a bit further off, but is a subject of
- research that has promising and disturbing implications. In contrast,
- the second element of Gibson's cyberspace is very much a reality.
- This is the matrix, the densely intertwined networks of networks,
- lines of communication linking millions of computers around the world.
- While sensual cyberspaces may have profound effects on our perception
- and understanding of reality, even when limited to the comparatively
- pedestrian medium of text, the matrix is already having visible
- effects.
-
- Computer networking was pioneered by the United State's Defense
- Department's Advanced Research Projects Agency (ARPA) which funded the
- development of the first wide area network (WAN), the ARPANET, in
- 1969. The ARPANET has since grown exponentially and inspired many
- additional networks. It has since been integrated into the INTERNET
- (1983), a globe spanning "network of networks" supporting over fifteen
- million users. The ArpaNet/INTERNET was joined by the USENET (1979),
- the BITNET (1981) and the FIDONET (1983). These large scale networks
- are supplemented by the proliferation of independent Bulletin Board
- Systems (BBSs) run from individual microcomputers and medium to
- large-scale information services like Compuserve, GEnie, and the WELL.
- While not all of these networks are unified or managed by a single
- regulating body, many are interconnected: users on one network can
- often utilize many of the resources available on the others through
- gateways. This list does not exhaust the number of networks in
- existence, John Quarterman's 1990 book on the subject, The Matrix,
- lists over 900 networks. That number may already be surpassed.
- Within these vast networks interconnections of another kind have
- formed: social networks of people who have come together virtually,
- that is via computers and networks, to interact with others for a
- myriad number of purposes. A number of methods exist to facilitate
- communication between individuals and groups via these networks. The
- simplest is electronic mail (email). Email allows for one-to-one or
- one-to-many communication between any individuals who have a valid
- email address on the same network or on a network that can be
- gatewayed to. Effectively, this means that some 15 million people are
- accessible to one another instantaneously and without regard for
- distance. Using tools to enhance email, some groups have created
- "lists" than ease the process of collecting email addresses.
- Some lists provide a single address for mail that is to be forwarded
- to every member of the list. The largest of these lists have as many
- as 15,000 subscribers located all around the planet. At last check,
- there were more than 2,400 lists carried on the INTERNET alone on
- subjects ranging from dentistry to religion to quantum physics. New
- lists are created on a daily basis while some old lists fall inactive.
- Conferencing systems, information services and BBSs fill out the range
- of virtual communications. These systems share a great deal in
- common, differing mostly in terms of size, commercial status, and
- focus. These systems tend to be centralized, that is supported by
- computers at a single location although accessed by computers all over
- the world. Conferencing systems focus on providing the tools for the
- facilitation of discussions. BBSs and information services do this as
- well, but additional emphasis may be placed on services like software
- libraries, weather and stock reports, and airline reservations. Often
- information services are operated on a for-profit basis.
-
- Whichever system people use, they frequently develop relations with
- other users that have some stability and longevity. This should not
- be surprising considering the ease with which network systems allow
- individuals to find others with like interests. Networks are in many
- ways dynamic electronic "Schelling" points (Schelling, 1960). In The
- Strategy of Conflict, Schelling developed the idea of natural and
- constructed points that focus interactions, places that facilitate
- connections with people interested in a participating in a common line
- of action. The clock at Grand Central Station is an example, as are
- singles bars and market places. Each is a space designated as a point
- of congregation for people of like interests. Networks enhance the
- flexibility of Schelling points by radically altering the economies of
- their production and use. Members of these virtual social networks
- frequently identify their groups (and groups of groups) as "virtual
- communities". The use of the term "virtual" may be confusing for
- those who do not know its use within the computer literate community
- where "virtual" is used to mean "in effect", a surrogate. For
- example, virtual memory is not memory in the conventional sense, it is
- not composed of memory chips, but is instead the use of a hard drive
- to simulate chip-based memory. In the context of community, then, the
- term is used to emphasize not the ersatz nature of the community but
- rather that a seemingly non-existent medium is used to facilitate and
- maintain one. Virtual communities are communities "in effect". The
- use of the term "community" to describe these social formations may be
- contested, but it is the argument of this paper that virtual
- communities are indeed communities.
-
- Virtual communities developed soon after the first computer networks
- were created in the late 1960s. But it was not until the wide
- proliferation of microcomputers in the late 1970s that there were
- enough computer owners to create collective organizations outside of
- the defense and military establishment. Often fairly small, many
- groups used Bulletin Board Systems run as non-profit collective goods
- to facilitate their interactions and exchanges. In addition to local
- non commercial or semi-commercial BBSs, large systems, used by tens of
- thousands of individuals, most notably Compuserve, GEnie, Prodigy,
- America On-line, and the WELL have been created and run for profit.
- Despite the fact that both kinds of systems provide mostly the
- exchange of unadorned text, users of these systems have come to feel
- that they participate in a community that fulfills many of the roles
- more commonly found in traditional face-to-face communities.
- Interaction in virtual spaces share many of the characteristics of
- "real" interaction, people discuss, argue, fight, reconcile, amuse,
- and offend just as much and perhaps more in a virtual community. But
- virtual communities are also starkly different. In a virtual
- interaction nothing but words are normally exchanged. Interaction
- involves the creation of personality, nuance, identity and "self" with
- only the tools of texts . But the differences may not be as sharp as
- they first seem, as Erving Goffman showed, real life too is an act of
- authorship, of constant image management and careful presentation.
- Face-to-face interaction is a rich canvass with which to paint, but it
- is one loaded with the indelible "stigma" of social identities. In a
- virtual world participants are washed clean of the stigmata of their
- real "selves" and are free to invent new ones to their tastes. Escape
- is not total, however, participants are revealed in virtual
- communities, they "give off" as well as give signals as happens in
- face-to-face interaction, but with a far more reliable mask. This is
- just one way in which virtual interaction and virtual communities
- differ from "real" ones.
-
- These differences do not necessarily exclude virtual communities from
- the category of legitimate communities. While interaction with a
- virtual community is peculiar in many ways, this does not mean that
- very familiar kinds of social interaction do not take place within
- them. Rather, it is the ways that common and familiar forms of
- interaction are transplanted into and transformed by virtual spaces
- that is of particular interest.
-
- **********************
-
- The Character of Virtual Space
-
- A virtual space has some generic qualities that distinguish it from
- the space of face-to-face interactions. In many ways virtual
- communities are modern incarnations of the committees of
- correspondence of the eighteenth and nineteenth century. Like those
- groups formed around the political and scientific interests of the
- day, virtual communities are composed of groups brought together by a
- common interest and separated by potentially great distance. However,
- unlike the committees, virtual communities are not limited by the
- speed of man on horseback or even the steam engine, but are granted
- near instantaneous communication by the speed of computers and data
- networks. The increased speed and the unique qualities and powers of
- computer network based communication makes the dynamics of virtual
- communities distinct from committees of correspondence. The
- differences in the medium of communication have effects on the kinds
- of interactions that can take place and how the interactions that do
- occur can progress and unfold. For example, slow media that introduce
- long delays into turn-taking reduces the interactively of an social
- exchange and can lead to more cautious (and thus, perhaps, more
- detailed and exact) messages. Media can vary in terms of the
- ambiguity they introduce to the messages passed through them. Some
- media provide a certain audience, that is the target of a message can
- be selected without fear of additional surveillance. If you do not
- know who might be in the room it makes sense to watch what you say.
- Further, some media prevent the identity of message creators to be
- known with certainty if at all. With so much variation in different
- kinds of media it is not hard to imagine that their character alters
- the kinds of messages that are sent through it, and, by extension, the
- kinds of social action and interaction that will develop around it.
- This is not technological determinism, but rather a solid materialism:
- technologies change the fabric of the material world which in turn
- changes the social world. The terrain of interaction in virtual
- communities is different in some powerful and subtle ways, some forms
- of interaction translate well into a virtual space, others do not. In
- all cases, people are actively drawing upon their understanding of
- interaction and improvising in the gaps, some of which are cavernous.
-
- There are six aspects of virtual interaction that have a significant
- impact on the kinds of interaction that can take place within them.
- First, virtual interaction is aspatial, increasing distance does not
- effect the kind of interactions possible. As a result the economies
- of copresence are superseded and assembly becomes possible for groups
- spread widely across the planet. This may have profound implications
- on the organization of space; just as the telegraph enabled the
- construction of the modern multi-national corporation by solving the
- problem of control from a distance, virtual spaces may undermine the
- economies that lead to the development of cities. Indeed, there is a
- growing movement for the relocation of many business activities to
- rural areas. This is made possible by the ease and economy of
- electronic communication that makes any space as good as any other.
- As a result criteria other than proximity can determine the selection
- of sites for various activities. Second, virtual interaction via
- systems like the WELL is asynchronous. While not all virtual
- interaction is this way (notable exceptions include the IRC system and
- the growing proliferation of MUDs ), conferencing systems and email do
- allow interaction partners to participate in a staggered fashion. One
- person leaves a message and at some other time another reads and
- responds to it. This has a major impact on the coordination necessary
- for the assembly of a group. Face-to-face interaction requires a high
- level of coordination since all participants must be copresent in both
- time and space. Conferencing systems, by contrast, allow people
- separated by time zones, work schedules, and other activities to
- interact with minimal coordination. Despite the lack of immediate
- interaction, the interactions created in many conferencing systems do
- exhibit a high level of responsiveness and dynamism usually associated
- with real-time interaction.
-
- The current text-only nature of most virtual interaction leads to
- another unique aspect: without copresence, participants are acorporal
- to one another. This may have profound implications since many of the
- process of group formation and control involve either the application
- or potential for application of force to the body. In a virtual
- space, there are no bodies. As noted before, while the communications
- "bandwidth" of most communities is quite rich and capable of nuance
- and fine texture through the use of communications devices like voice,
- gesture, posture, dress, and a host of other symbol equipment, most
- virtual communities allow their participants to signal each other only
- through the use of text.
-
- The absence of the body in virtual interactions might lead some to
- dismiss the possibility of virtual community. Indeed, interaction in
- a virtual space has been described as "having your everything
- amputated" Rather than preclude the formation of community, however,
- the effective absence of the body in virtual interaction
- simultaneously highlights the role of the body in real-space while
- liberating the individual from many of the restrictions inherent in
- bodies. And while telephone conversations are also acorporal, virtual
- communities also have the capacity to facilitate the interaction of
- large groups of people, far beyond telephone conferencing could
- reasonably support. Further, as noted above, because participants are
- not limited to real-time interaction, the task of coordinating
- interaction participants is greatly eased. In addition, the qualities
- of being aspatial and potentially asynchronous expands the pool of
- potential participants of virtual communities beyond that of most
- space-bound ones. It is not uncommon to settle into a long and
- satisfying discussion with someone who lives on a different continent
- while in a virtual community. But without the power of presence to
- enforce sanctions and evoke communion, written and virtual communities
- face unique challenges, a point I will take up again in this paper.
-
- Closely related to the acorporeality of virtual interaction is its
- limited "bandwidth" . Most users of the WELL and other virtual
- communities use computers equipped with telephone-line interfaces
- (modems) that allow for the exchange of information at speeds of 2400
- baud (bits-per-second) to 14,400 baud. These speeds effectively limit
- the quantity of data that can effectively be transmitted. As a result
- interaction in virtual communities remains firmly entrenched in a
- text-only environment. This has some interesting effects. The first
- is that virtual interaction is relatively astigmatic. As Goffman used
- the term, stigma are markings or behaviors that locate an individual
- in a particular social status. While many stigma can have negative
- connotations, stigma also mark positively valued social status.
- Without the ability to present ones self to others in virtual
- interaction, many of the stigma associated with people are filtered
- out. Race, gender, age, body shape, and appearance, the most common
- information we "give-off" to others in interaction, are absent in a
- virtual space. The result can be both positive and negative: the
- information we give-off helps to coordinate social interaction,
- identifies likely interaction partners, and may serve to minimize
- conflict by identifying likely antagonisms. Without such signals
- additional work must be done to enable interaction and to signal
- status and location to other potential interactants. At the same
- time, this limitation makes discrimination more difficult. The result
- may be that participants judge each other more on the "content of
- their character" than any other status marking.
-
- Finally, the preceding five characteristics combine to make virtual
- interaction fairly anonymous. This leads directly to issues of
- identity in a virtual space. In many virtual spaces anonymity is
- complete. Participants may change their names at will and no record
- is kept connecting names with real-world identities. Such anonymity
- has been sought out by some participants in virtual interactions
- because of its potential to liberate one from existing or enforced
- identities. However, many systems, including the WELL, have found
- that complete anonymity leads to a lack of accountability. As a
- result, while all members of the WELL may alter a pseudonym that
- accompanies each contribution the make, their userid remains constant
- and a unambiguous link to their identity. However, even this fairly
- rigorous identification system has limitations. There is no guarantee
- that a person acting under a particular userid is in fact that person
- or is the kind of person they present themselves as. The ambiguity of
- identity has led some people to gender-switching, or to giving vent to
- aspects of their personality they would otherwise keep under wraps.
- Virtual sociopathy seems to strike a small but stable percentage of
- participants in virtual interaction. Nonetheless, identity does
- remain in a virtual space. Since the userid remains a constant in all
- interactions, people often come to invest certain expectations and
- evaluations in the user of that id. It is possible to develop status
- in a virtual community that works to prevent the participant from
- acting in disruptive ways lest their status be revoked.
-
- **********************
-
- Towards a definition of community
-
- Cooperation, communication, duration, stability, interconnectivity,
- structure, boundaries, intersubjectivity, and generalized accounting
- systems, however inexact, are all certainly characteristics of
- community and at worst are useful guides to their identification and
- evaluation. Nonetheless, even the unanimous presence of each of these
- characteristics does not ensure the success of a community. I noted
- earlier that a community could be considered a failure when it is
- incapable of fostering any level of cooperation among its members.
- Such a community is perhaps one in name only. A successful community,
- by contrast, is capable of directing individual action towards the
- construction and maintenance of goods that could not be created by
- individuals acting in isolation. There are many familiar collective
- goods; common pastures, air and watersheds, and fishing groups are
- common examples. But, despite the existence of many notable
- exceptions, collective goods are difficult to maintain and are often
- short lived. The continued production and availability of any
- collective good depends upon the existence of a sufficient level of
- commitment of the community's members and the application of
- appropriate systems of monitoring and sanctioning. But every
- collective good is plagued by some form of a collective action
- dilemma, a situation in which actions that are rational for individual
- members of the collective are irrational, that is either less
- beneficial or even tragic, when repeated across a collectivity. At
- each moment of their participation in the production of a collective
- good individuals face the, sometimes latent, choice to commit to some
- aspect of collective action or to defect from participating. This
- choice is framed by the fact that the reward for defection is often
- greater than that for cooperation. The result is a pervasive
- temptation to escape the demands of collectives while remaining within
- them in order to reap their rewards. As a result, communities can be
- fragile things. Collectives must exercise two forms of power to
- maintain their common goods, first, they must restrain and punish
- individual actions that exploit or undermine collective goods through
- monitoring and sanctioning, and second, maintain the commitment of
- members to continued participation and contribution through rituals
- and other practices that increase the individual's identification with
- the group and acceptance of its demands. Since neither form of power
- is easily achieved or maintained a number of theories have developed
- to identify and explain the reasons some communities are successful
- and others fail.
-
- The Elements of Successful Community
- While there is fairly wide-spread agreement that these two forms of
- power are the definitive elements of successful communities, there is
- far less agreement as to how to create and most effectively wield
- these forms of power. Mancur Olson, for example, stresses the
- importance of group size on its likelihood of success. He argues that
- size is inversely related to success, as a group grows the costs of
- communication and coordination rise threatening the existence of the
- collective. This is an idea that has attracted a great deal of
- criticism. Michael Taylor (1987) argues that "Olson's first claim in
- support of the "size" effect... is not necessarily true. It holds
- only where costs unavoidably increases with size or where there is
- imperfect jointness or rivalness or both. Most goods, however,
- exhibit some divisibility, and most public goods interactions exhibit
- some rivalness." (p. 11) As a result, Taylor believes that "The size
- effect that I think should be taken most seriously is the increased
- difficulty of conditional cooperation in larger groups." (p.13) Small
- groups do possess a special quality that enables them to maintain
- themselves with greater ease than larger groups. In particular, small
- groups are usually able to provide high levels of communication
- between each member of the group while maintaining high levels of
- surveillance of each members activities, especially his or her
- contributions and withdrawals to and from the group's resources. This
- "small group effect" is a powerful one, but it does not exclude or
- even explain the possibility of successful large groups. One
- significant aspect of virtual communication may be the way in which it
- alters the economies of communication and coordination, thus making it
- possible for larger groups to "succeed" with less effort and
- difficulty.
-
- *************************
-
- The Character of Collective Goods
- Michael Taylor's work (1987) expands on Hechter's system by describing
- the kinds of collective organizations that are possible and their
- relations to the goods they seek to control. He examines the type of
- goods groups can produce, categorizing them on the basis of the type
- of boundaries that can be placed around them and the manner in which
- they are produced and consumed. For example goods can be excludable
- or not. An excludable good offers the collective the power of denying
- access to anyone who does not contribute to its production. Goods can
- be rival or not: some goods are diminished by their consumption: two
- people can not eat the same bite of food. Further, some forms of
- consumption reduce the value of the remaining resource (for example
- adding pollution to a stream.) But not all goods are rival and some
- are even strongly anti-rival: information can in some cases be like
- this. [Ex: the more widely accurate knowledge of AIDS is distributed
- the more developed the common good. Further, a newspaper, once read,
- is not necessarily diminished in value.] Similarly, some goods are
- divisible: it is possible to quantize the good, electrical power is an
- example, while others are not, public safety while expressible in
- terms of a crime rate is not easily decomposed into units of safety.
- Some goods are exhaustible and others renewable. Fossil fuels are a
- primary example of the former. But many goods have rates of
- sustainable use, fisheries, pasture land, and pools of credit can
- regenerate themselves. Nonetheless, even a renewable resource can be
- exhausted by overuse. Some goods require active production while
- others require regulated access. Resources are not only collectively
- drawn from but also collectively contributed to. A common pool
- resource can be more than physical resources like fish or
- pasture-land. CPRs can also be social organizations themselves.
- Markets, judicial systems, and communities are all common resources.
- These kinds of resources have the added element that they must be
- actively reconstructed, where fish will remain in the sea whether they
- are fished or not, a judicial system will not persist without the
- continued contribution of all of its participants. Further,
- institutions are just one form of a social common pool resources. The
- far less formal settings that enable particular kinds of interaction
- are also common goods.
-
- *************************
-
- Obstacles to the provision of collective goods
- For all the positive goods virtual communities like the WELL are able
- to produce there are equally challenging obstacles to their continued
- production. The obstacles to the continued existence and development
- of the WELL involve maintaining membership, expanding that membership,
- socializing new members, maintaining the infrastructure of the
- community (the computer's hardware and communications systems), and
- dealing with the potentially disruptive actions of its members. If
- members find the cost of participation, for whatever reason, is too
- great, and subsequently withdraw, the community and the goods it
- produces will collapse. Alternatively, if members find that they are
- able to enjoy the benefits of the collective good without contributing
- to its production, then, too, the community may collapse for want of
- active participants.
-
- Virtual communities are no exception to this dilemma. The continued
- existence of the web of social networks, upon which the other
- collective goods are built, depends upon a number of factors. First,
- members must come to the WELL. The WELL is a quintessential
- intentional community. Unlike communities that form as an accident of
- place or circumstance, individuals must take a series of complex and
- very intentional steps to go to the WELL. It is unlikely that anyone
- would arrive there even accidentally. Therefore, individuals must
- find something of value in the WELL. Given the wide availability of
- other virtual communities, this challenge is even greater: no borders
- constrain nor does any personal influence or sanction compel
- individuals to participate in the WELL. Indeed, at $2/hour, a fairly
- effective fence blocks casual access. And while technical advantages
- may draw some users to some systems, for example America On-line, a
- competing information system, offers an elegant, appealing and
- intuitive graphical interface to its community and its information
- services, the WELL, by comparison, offers no windows, mouse support,
- icons, or graphics, only pure ASCII . The continued success of the
- WELL can be explained only by the one thing that it has exclusively:
- its members. Individuals may not come to the WELL because of the
- people who are already there (although personal referral is a common
- route for newusers and the reputation of the WELL is widely known in
- the on-line community) but they often stay (and leave) because of
- them. Many of the subjects discussed on the WELL (although not all)
- can be found elsewhere, but the discussions often merely act as a
- structure around which lasting relationships are built.
-
- **********************
-
- The most interesting questions about virtual spaces are not directly
- related to technology. Despite the intimate relationship between the
- tools and the actions built from or with those tools, it is the social
- understanding of a tool that determines its use. The distinction
- between tools and their use is sometimes not apparent, when tools
- become complex, and their name shifts to technology, the role of
- social interaction is often overlooked. The result is technological
- determinism, an unwarranted focus on the tool in place of its user.
- Therefore, it is important to locate a discussion and study of the
- ways in which new tools create new terrain for social interaction in
- the realm of social knowledge and interaction. Despite the unique
- qualities of the social spaces to be found in virtual worlds, people
- do not enter new terrains empty-handed. We carry with us the
- sum-total of our experience and expectations generated in more
- familiar social spaces. No matter how revolutionary the technology,
- our use of virtual spaces is evolutionary. The point of greatest
- interest, then, is that at which an old expectation collides with a
- new material force and new social structures are born through
- improvisation and negotiation. The medium is not the message, but it
- does shape and channel the kinds of messages it carries.
- But when a medium is very flexible and capable of some complexity,
- the ways in which a medium effects its contents can become less fixed.
- New technologies are sites of rapid creation, the event horizon of the
- social. Furthermore, the act of creation is rarely an individual one,
- without a collective effort the task of creation is often an
- overwhelming task.
-
- ((The full text can be obtained from the CuD ftp sites or from
- Marc Smith at: smithm@nicco.sscnet.ucla.edu))
-
- ------------------------------
-
- Date: 09 Apr 93 23:20:38 EDT
- From: Gordon Meyer <72307.1502@COMPUSERVE.COM>
- Subject: File 3--CUN News: Online Defamation Alleged / Pentagon Piracy
-
- Medphone, a health technology firm, has filed a lawsuit for defamation
- against an investor for allegedly making false statements about the
- company on Prodigy. Medphone says the comments, made in the "Money
- Talk" area of the online service, caused its stock price to fall.
- Prodigy is not named as a defendant, but reportedly fears that it might
- be if this action sparks similar suits in the future.
- (Information Week. March 29, 1993 pg 10)
-
- Piracy at the Pentagon
- ======================
- Information Week cites a story in Government Computer News (3/15/93 p1)
- reporting the results of a Department of Defense software audit. The
- DoD found that over half of the approximately 1000 computers audited
- were using an average of over two pirated software packages.
- (Information Week. March 29, 1993. pg. 56)
-
- Idle Minds
- ==========
- International computer crime units are trying to nab hackers in the
- former Soviet bloc who are menacing computer systems worldwide. Some
- of the more insidious viruses are reportedly now coming from Russia.
- One of the newest is called LoveChild - a wicked virus designed to
- wipe out all memory when an infected computer is booted for the
- 5,000th time. Explained one weary constable from Scotland Yard: "You've
- got a lot of frustrated programmers in the East who have turned their
- attention to creating viruses."
- (Reprinted with permission from Communications of the ACM. 4/93 pg 14)
-
- Virus Survey Results
- ====================
- In October, 1992 PC Sources magazine conducted an online/mail/fax poll
- of readers and their experiences with computer viruses. Some of the
- notable results were...
- "How often do you check your computer for viruses?"
- 55% - Every day
- 22% - Once a week
- 3% - Never
- "Has your computer ever been hit by a virus?"
- 62% - No (all respondents. Answer varied depending on the
- the response method chosen by the respondent.)
- Of the 20% of the users that don't, or won't, use virus
- protection software, PC Sources found that their reasons fell
- into four broad categories: xenophobia, penny-wise/pound-foolish,
- underinformed, and trusting.
- See the February 1993 issue (pg 329) for more information.
-
- Email As Evidence
- =================
- Siemens AG will be using email messages in its $50 million dollar
- suit against Arco. Siemens says the messages, which are between
- Arco employees, show that Arco knew their solar energy division
- wasn't commercially viable. Siemens claims they were defrauded when
- they purchased the division from Arco.
- (Information Week. April 5, 1993. pg 8)
-
- ------------------------------
-
- End of Computer Underground Digest #5.26
- ************************************
-
-