Masterarbeit, 2008
103 Seiten, Note: Cultural Studies
Medien / Kommunikation - Multimedia, Internet, neue Technologien
INTRODUCTION
PART ONE: REVIEW OF THE LITERATURE
Chapter I: Popular Cyberculture
A – Terminology
1. Culture
2. Cybercafé
3. Cyberculture
4. Cyberspace
5. The Internet
Chapter II - Cyberculture Theories
A – Theories related to Cyberspace
1. The Utopian Theory
2. The Virtual Theory
A – Virtual Communities
B – Virtual Identities
C – Virtual Bodies
D – MUDs
E – Features of the Language of Cyberspace
F – Gaming on-line: a Major Cyberspace Activity
PART TWO METHODOLGY OF DATA COLLECTION AND DATA ANALYSIS
Chapter I: Methodology and Data Collection
A – The Questionnaire
B – The Respondents
C – The Observation Scale
1. The Non-participant Observation
2. The Participant Observer Table
Chapter II - Data analysis
A – The Return Rate
B – Data analysis of the questionnaire
C – Data Analysis of the Observation
1. Non-participant Observation
2. Participant Observation
3. LambdaMOO : History and Map
4. LambdaMOO community’s Notice
Chapter III - Implications and Suggestions
CONCLUSION
The primary aim of this thesis is to investigate and analyze the impact of cyberculture on Moroccan society, specifically focusing on the city of Fez as a case study, while exploring how digital technologies reshape communication and social identity.
4. Cyberspace
Cyberspace has material, empirical and symbolic scopes. It is machines, wires, electricity, programs, screens, connections. It is modes of information and communication like: emails, websites, chat rooms and virtual communities or MUDs (multi-user domains). It is also images and ideas existing in films, in fiction, in our imaginations as much as on our desktops or in the space between our TV sets or computers. Cyberspace and culture both emphasize the fact that lived culture is made from people, machines and stories in everyday life. (Mnookin, n.d.: 2).
Cyberspace comes from science fiction, including various kinds of virtual reality expressed by computer users or entities, existing within computer systems. In 1982, William Gibson first used the term “cyberspace” in his short story “Burning Chrome” and in his novel published in 1984 Neuromancer. Gibson (1984:69) gives the following definition:
“Cyberspace, a consensual hallucination experienced daily by billions of legitimate operators, in every nation, by children being taught mathematical concepts… a graphic representation of data abstracted from 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”.
Chapter I: Popular Cyberculture: This chapter defines the foundational terminology of the research, including concepts like culture, the cybercafé, cyberculture, cyberspace, and the Internet.
Chapter II - Cyberculture Theories: This chapter provides a theoretical exploration of cyberspace, covering utopian and virtual theories, as well as specific phenomena like virtual communities, identities, bodies, MUDs, and gaming.
Chapter I: Methodology and Data Collection: This chapter details the research tools employed, including the questionnaire distributed to students and teachers, and the observation techniques used within cybercafés.
Chapter II - Data analysis: This chapter presents the statistical results from the questionnaires and the ethnographic insights gained through participant and non-participant observation.
Chapter III - Implications and Suggestions: This chapter discusses the study's core findings regarding the dual impact of cyberculture on individual personality and social life, while offering suggestions for future research in other regions.
Cyberculture, Morocco, Fez, Internet, Cyberspace, Cybercafé, Virtual Communities, Virtual Identity, MUDs, Sociology, Digital Communication, Social Networks, Technology, Online Gaming, Ethnography
The thesis examines the emergence and influence of cyberculture in Morocco, specifically within the city of Fez, and how it transforms social interaction.
Key areas include the role of cybercafés, the formation of virtual communities, identity construction online, and the influence of gaming and social media on Moroccan youth.
The research aims to determine how Moroccan society adapts to new technologies and whether online participation impacts real-world social behavior and cultural values.
The author employed a mixed-methods approach, utilizing quantitative questionnaires for students and teachers, combined with ethnographic participant and non-participant observation in physical cybercafés and virtual communities.
The main body evaluates literature on cyberculture theories, presents empirical data on Internet usage habits in Fez, and analyzes the behavioral patterns observed in virtual worlds like LambdaMOO.
Key terms include Cyberculture, Morocco, Virtual Communities, Online Identity, Cybercafés, and Digital Communication.
The author notes that virtual identities often allow for "multiplicity and flexibility," though this can lead to complex issues regarding truth and authenticity in interpersonal relationships.
The author observes that cybercafés serve as vital social hubs for Moroccan youth, often filling the gap caused by a lack of home Internet access, and acting as spaces for both education and entertainment.
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