Creative audiences and cyberworlds: What users do when a platform closes?
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Published
09-12-2015
Israel Márquez
Abstract
This paper analyses the consequences of a digital platform closure and the activities of the users after this event. The starting point is the closure of the cyberworld There.com, one of the most popular social cyberworlds along with Second Life and Habbo. The study shows that audiences immersed in a situation of closure or end of a platform are particularly creative, participatory and collaborative in the search of new spaces in which keeping in touch and restoring their community, highlighting the solid, stable and enduring nature of the links and relationships woven on the Internet.
How to Cite
Márquez, I. (2015). Creative audiences and cyberworlds: What users do when a platform closes?. ZER - Journal of Communication Studies, 20(39). https://doi.org/10.1387/zer.15537
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References
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BAUMAN, Zygmunt (2003). Comunidad. En busca de seguridad en un mundo hostil. Madrid: Siglo XXI.
BOELLSTORFF, Tom (2008). Coming of Age in Second Life. New Jersey: Princeton University Press.
BOLTER, Jay David; GRUSIN, Richard (1999). Remediation: Understanding New Media. Cambridge: Cambridge University Press.
BRAH, Avtar (2011). Cartografías de la diáspora. Identidades en cuestión. Madrid: Traficantes de Sueños.
CASTAÑARES, Wenceslao (2011). "Realidad virtual, mímesis y simulación". CIC. Cuadernos de información y comunicación, vol. 16, pp. 59-81.
CASTRONOVA, Edward (2005). Synthetic Worlds: The Business and Culture of Online Games. Chicago: University of Chicago Press.
CLIFFORD, James (2008): Itinerarios transculturales. Barcelona: Gedisa.
CONSALVO, Mia; BEGY, Jason (2012): "What Happens at the End of the World? An MMOG's Closure and Player Responses". The Philosophy of Computer Games Conference. Madrid: 2012.
COSER, Lewis A. (1956). The functions of social conflict. Glencoe: The Free Press.
ECHEVERRÍA, Javier (2000). Un mundo virtual. Barcelona: Plaza & Janés.
HINE, Christine (2004). Etnografía virtual. Barcelona. Editorial UOC.
JONES, Steven G. (ed.) (1995). CyberSociety: Computer-Mediated Communication and Community. Thousand Oaks, CA: Sage Publications.
JONES, Steven G. (ed.) (2003). Cibersociedad 2.0. Barcelona. Editorial UOC.
KLASTRUP, Lisbeth (2003). Towards a Poetics of Virtual Worlds. PhD diss., IT University: Copenhagen.
KLASTRUP, Lisbeth; TOSCA, Susana (2004). "Transmedial Worlds. Rethinking Cyberworld Design". III International Conference on Cyberworlds (CW 2004), IEEE Computer Society, 18-20. Tokyo.
LÉVY, Pierre (1999). ¿Qué es lo virtual? Barcelona: Paidós.
LÉVY, Pierre (2007). Cibercultura. La cultura de la sociedad digital. México: Anthropos.
MALABY, Thomas M. (2009). Making Virtual Worlds. Linden Lab and Second Life. Ithaca, NY: Cornell University Press.
MANOVICH, Lev (2005). El lenguaje de los nuevos medios de comunicación. La imagen en la era digital. Barcelona. Paidós.
MANOVICH, Lev (2013). El software toma el mando. Barcelona: UOCpress.
MARCUS, George E. (1995). "Ethnography in/of the World System: The Emergence of Multi-Sited Ethnography". Annual Review of Anthropology, 24, pp. 95-117.
McLUHAN, Marshall (1996). Comprender los medios de comunicación. Las extensiones del ser humano. Barcelona: Paidós.
MURRAY, Janet H. (1999). Hamlet en la Holocubierta. Barcelona: Paidós.
NARDI, Bonnie A. (2010). My Life as a Night Elf Priest. Ann Harbor. The University of Michigan.
PEARCE, Celia (2009). Communities of Play. Emergent Cultures in Multiplayer Games and Virtual Worlds. Cambridge. The MIT Press.
PEÑAMARÍN, Cristina (2007). "El hogar y el mundo. La imaginación en los discursos informativos y publicitarios". CIC. Cuadernos de información y comunicación, vol. 12, pp. 169- 184.
SIMMEL, Georg (1955). Conflict. Glencoe: The Free Press.
TAYLOR, T. L. (2006). Play Between Worlds. Cambridge: MA. MIT Press.
VENTRELLA, Jeffrey (2011). Virtual Body Language. The History and Future of Avatars: How Nonverbal Expression is Evolving on the Internet. Eyebrain Books.
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