3. The Internet Is the Place
Posted October 11th, 2007 by Rachel Smith3. The Internet Is the Place
The vehicle for these changes is the Internet. Increasingly, it is the “third place” (the first and second places being home and work) where people connect with friends, watch television, listen to music, build a sense of togetherness with people across the world, and provide expressions of ourselves which are themselves forms of communication. As more people turn to the Internet for professional and social purposes, we are seeing new means of communication, new places to communicate, and new avenues of interaction unfold at a rapid pace.
New means of communication. Internet calling services like Skype or Yahoo! Voice turn a computer, a webcam and a headset into a video phone. Blogs, while not new, have grown in usage over the last few years and are now a common way for many people to communicate their ideas to a broad audience and, in most cases, to hear back from that audience. Both Internet calling and blogs are relatively easy to accept, because they are based on understood models (telephones and magazine columns).
It is more difficult to grasp the potential implications of forms that are not modeled on a comfortable, twentieth-century mode of communication. One such example is Twitter: Twitter users post short messages that usually have to do with whatever is happening to them at the time—whether it is intellectual, practical, social, or professional in nature—to create an ongoing log of activity across a community at the minute-by-minute level. Twitter is controversial precisely because it does not have an elder analog; it is a cousin of instant messaging, but its broadcast nature marks it as a different type of communication. Twitter has been described as fun, trivial, innovative, addictive, a waste of time, and potentially a powerful social networking tool; but its implications for teaching, learning and creative expression, if any, are not yet fully understood.
New places to communicate. Increasingly, a computer with an Internet connection is the locus of a range of interactions in a variety of media and a gateway to an array of social spaces for work and play. Social networking sites like Facebook and MySpace and virtual environments like Second Life and World of Warcraft have become online meeting spaces where users—members, residents, or players—can interact and express themselves. These spaces give people a way to represent themselves (a profile or an avatar or both) and various means of communication ranging from text and voice chat to public message boards and/or private messaging. They offer a way to keep in touch with existing communities that users belong to offline, such as social and professional groups. They also make it possible for people who would not normally communicate more than a few times a year to keep in touch—colleagues met at conferences, for instance, or friends met through the online community itself.
Sites like YouTube and Flickr represent another forum for online communication that is centered around sharing, preference, and popular culture. Visitors can browse movies (in the case of YouTube) or photos (in the case of Flickr), express personal preferences, add commentary, and upload their own creative work. YouTube is also a repository of popular culture in the form of newscasts, television shows, movies, or music videos that are of current interest. The kinds of interaction that occur on these sites center around shared interests and include not only verbal commentary, but commentary in the form of original or derivative works based on popular pieces.
These online spaces draw people—and can keep people—in numbers. Facebook claims 45 million active users, nearly half of whom are associated with an educational institution; Second Life lists over a million logins in the past two months, with between forty and fifty thousand people online at any given time; World of Warcraft has over 8 million active subscribers worldwide. YouTube serves over 100 million videos per day. In a recent NMC survey of educators using Second Life, 49% reported that time spent in Second Life has replaced their TV time, indicating that some online activities are compelling enough to displace traditional leisure time activities.
One of the reasons people return to places like these is because of the interactions they can have there, both social and professional. Whether it is as simple as checking back to see what other comments have been added to yours or as involved as attending a workshop or presentation in a virtual world, the nature of the attraction lies in the connections between people that these online spaces afford.
New avenues of interaction. Online communication channels reduce the distance between people and allow interactions to happen more quickly than they might otherwise. Communication with distant colleagues, relatives and friends is shortened from weeks to minutes and can even be instant, allowing us to maintain stronger ties to a wider group of people than ever before. At the same time, tools like Facebook and LinkedIn help to relieve the additional social burden of these ties by making it easy to keep track of contacts and keep a record of when we last “touched” them.
Online forms of communication also incorporate modes of contact missing from more traditional means of interaction at a distance. Communications that would once have been text-only or voice-only are now much richer, weaving together text, voice, body language, and even shared experiences. Many of us are still learning how to process these cues while receiving and transmitting them through the medium of a computer, a challenge that can make effective communication difficult; but for many young people, for whom these technologies have always existed, interpreting and interacting this way is already second nature.
Perhaps one of the most difficult aspects of online communication channels is that they are not exclusive. It’s possible to create a blog post, Twitter about it, send an instant message to a colleague and get on a Skype call with someone else almost at the same time. Moving back and forth between these and other channels is quick and easy. The choice of medium depends on the person (or people) we want to reach, the length and nature of the message, and the amount of time we want to spend in the interaction; but the ability to flow between them is becoming more seamless by the day. The ease of transitioning from one to the other technologically can be at odds with the desire for a deep, sustained interaction.

