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Файл:The Information Resonance in Social System. Monograph
.pdf
CHAPTER 8. RESONANCE PROCESSES IN INTERNET 131
possibility of designing a specific set of social roles, which are
grouped into social set. M. Castells wrote, "The Internet is
fabric of our lives. If information technology is the present day
equivalent of electricity in the industrial era, in our age the
Internet could be likened to both the electrical grid, and the
electric engine because of its ability to distribute the power of
information throughout the entire realm of human activity" [6].
The rapid growth of the Internet entails a qualitative change
in the composition of the users and their online activity.
Consequently, there were several "network": "generation of
creators", "generation of consumers" and "connected"
generation [7]. Today, the Internet is a space that unites people,
erasing social boundaries, compression of space and time. The
Internet space is a special social space in which there are stable
relations, relationships, special language, norms, values. The
Internet is the technology, features which determine the
specificity of the resulting social space in it. I assume that in the
Internet environment is transformed offline space. Condition of
such transformation becomes habitulization techniques and
technologies.
The phenomenon of habitualization, is described in detail in
phenomenological sociology (A. Schutz, T. Lukman, P. Berger,
H. Garfinkel, E. Goffman, etc.). Phenomenological approach
helps to understand how objects, actions, and ideas are
becoming an integral part of social reality. Habitualization
means, first and foremost, moving the focus from process some
activity at its result [8]. Habitualization is only possible if the
action or phenomenon is repeated regularly, requiring the same
regularly reproduce the relevant practice. It involves the
rutinization action, relationships and practices — giving them a
set of symbolic explanations and meanings, associating with
complexes of situational contexts. Actors begin to perceive
these phenomena as part of the world [9].
Habitulization technologies occurs at two levels: individual
and generational. People who master any technology in
adulthood, after socialization can use it quite successfully and
efficiently. They remember the experience of alternative means

PART II. SOCIAL TRANSFORMATIONS 132
in circumstances where this technology was not a necessary part
of relevant practices. This generation is adapting new
technologies to its tasks and functions to achieve certain goals.
People were acquiring technology in the process of
socialization, perceive them as part of everyday life, and related
technologies and standards activities perceived as only
possible.
According to M.Castells, “The information technology
revolution half-consciously diffused through the material
culture of our societies the libertarian spirit that flourished in
the 1960s’ movements” [10]. However, as soon as information
technology spread and were adopted by different countries,
cultures and organizations with multiple mixed purposes, “they
exploded in all kinds of application and uses that fed back into
technological innovation, accelerating the speed, broadening the
scope of technological change, and diversifying its
sources”[11]. This feedback takes place in the mode of mutual
reinforcement of parties-resonance mode. It is an information
mode resonance and became the cause of a new culture and
new communities.
"Generation of creators" (1970-1980) is the first stage in the
formation of a network of socio-communicative space. It is
associated with the fields of academic, educational and research
communications, however, even in the absence of the Internet.
By the time the first websites in the network already has formed
its own culture, a key point of which was the principle of
freedom of information. The principle of freedom of
information have unlimited free access to informational
resources, dissemination of information, freedom of speech, of
expression. Another feature of the first phase is to focus on
process activities, ethically neutral towards the result [12]. You
can select the following values of Web culture formed already
in the first stage: 1) value of openness and freedom of
information, non-commercial content (excluding payment for
services of Internet service providers); 2) forming the status of
participants, communities on the basis of technical,

CHAPTER 8. RESONANCE PROCESSES IN INTERNET 133
informational or communicative competence; 3) decentralized
nature and the lack of stable multilevel social hierarchy,
forming perceptions about her based on text messages; 4)
culture discussions and consultations with representatives of the
Internet community as "collective intelligence"; 5) creating
impressions and formation of reputation based on information
of the contribution of the participants and the results of their
activities in the network [13].
The next generation is a generation of consumers (1990th),
has already been associated with the emergence and spread of
the Internet. At this stage, you set new conditions for the
development of a network of computer space, such as
massification, promotion, commercialization and visualization.
A variety of social groups and their increase has led to social
differentiation and formation of various types of activity and
exchange relations in the network. At this stage, there are two
main groups: users-creators and users-consumers. Users is a
creator of technology developers (scientists, programmers,
hackers). They have special education and competencies and
are often (but not necessarily) engaged in science or education,
as well as in the profile companies. Users-users is a very broad
population groups using the network as a tool for information
retrieval, leisure time activities, learning, socializing, shopping,
etc. [14]. An important prerequisite for the formation of the
Internet as a public space popular communication and
information retrieval to information visualization. New value
generation "users": "streaming", focus on what is happening
here and now, anonymity, identity games, designing, testing
and change virtual network masks in public space; the freedom
to disseminate information, regardless of its content and
quality [15].
In recent years, mass distribution acquire communicative
technologies related to the phenomenon of "augmented reality"
[16]. The term "augmented reality" was introduced in the 1990ies IT discourse. Under augmented reality "means any case
where real environment complemented by virtual objects" [17].

PART II. SOCIAL TRANSFORMATIONS 134
The communicative environment, creates opportunities for
information and additional action through virtual capabilities.
The emergence of "connected" Generation in 2000th due to
the fact that the network computer technology all seep into
deeper social activities and practices. The network turns to
channel particular perception of reality. The concept of Web 2.0
declares fact new qualitative transformation of the Internet.
Web 2.0 is a new principle of social organization
communications. The Internet singularity is a deeper
penetration of the online and offline worlds, which dramatically
speeds up the development of science, business, society and
self-realization. Social computing has emerged – the growing
trend towards the use of social Web applications that combine
the power of public relations and power of computer
communications [18].
Web 2.0 technologies provide users with options: 1) publish
individual and authentic information (blogs and social media);
2) carry out on-line monitoring update selected resources, both
personal and informational (RSS and Friend tape); 3) receive
free multimedia and text content on the terms of participation in
its further dissemination (peer-to-peer networks); 4) to
participate in the creation of the collective knowledge base
(wiki-technology); 5) optimizing information retrieval based on
previous searches (Google, etc.) [19]. Thus the transition from
the values of individual intelligence to the values of collective
intelligence.
Change in the nature of social practices, motivation,
decision-making and activities, as well as in the overall Outlook
and youth identity was revealed in the process of
implementation of the research project "generation of Net:
strategic research" [20]. The purpose of this study was
identifying key characteristics, attitudes and policies,
distinguishing the two generations. As a result, the following
features were found Internet communication generation Net:
constant calls to the network, moving from information retrieval
to constant scanning, new communication strategy. Particular
importance attaches to the interaction, not the rich information,

CHAPTER 8. RESONANCE PROCESSES IN INTERNET 135
but supporting social communication and the emotional contact,
as well as negation of a rigid hierarchy, change the basic
imperatives of citizenship and democracy [21]. The process of
interaction with the technology of generation Net can be
attributed to the typical occasion technologically deterministic
assimilation. Because a new generation of users not just
consuming information-it is rather a continuous process of
participation, orientation, alignment, ordering, combinations of
the received material.
According to M. Castells, «what characterizes the current
technological revolution is not the centrality of knowledge and
information, but the application of such knowledge and
information to knowledge generation and information
processing/communication devices, in a cumulative feedback
loop between innovation and the uses of innovation» [22]. This
provision explains that the use of new telecommunications
technologies over the past two decades has passed through three
distinct phases: automating tasks, experiments on using
reconfiguration of applications The first two stages of
technological innovation have progressed through learning
through enjoyment. At the third stage users were trained in
technology making it, and check out, rebuilding networks and
finding new areas of application. An inverse relationship
between the introduction of new technology, and exploit its new
areas takes place in a new technological paradigm is much
faster. Technology diffusion is infinitely increase her power as
Tech Digest and overrides its users. New information
technologies are tools that you need to not only use, but also to
develop, so users and developers can unite in one person. So,
users can take control over the technology, as in the case with
the Internet. M. Castells stresses: «the is therefore a close
relationship between the social processes of creating and
manipulating symbols (the culture of society) and the capacity
to produce and distribute goods and services (the productive
forces). For the first time in history, the human mind is a direct
productive force, not just a decisive element of the production

PART II. SOCIAL TRANSFORMATIONS 136
system» [23]. M. Castells makes fundamental conclusion: «new
information technologies, by transforming the processes of
information processing, act upon all domains of human activity,
and make it possible to establish endless connections between
different domains, as well as between elements and agents of
such activities. A networked, deeply interdependent economy
emerges that becomes increasingly able to apply its progress in
technology, knowledge, and management to technology,
knowledge, and management themselves. Such a virtuous circle
should lead to greater productivity and efficiency, given the
right conditions of equality dramatic organizational and
institutional» [24].
So, new technologies and techniques demanded the
execution of the new features. This encourages the emergence
of new human activities to service that equipment-computers
and the global Internet network. Here before us is a typical case
of resonance effect: both sides - and information technology
developers and users - are included in the process of saturation
of information flow and its acceleration, and the improvement
of technical devices and information technology. In this process
resonance rise new functions to maintain the intensity of
information flows in the "mode of aggravation” and functions
prescribe social roles. The place has two periods of
development feasibility study of the technological environment
of the information society. Before the Internet such
environments performed new types of equipment and
technology, and related new functions and roles as social action
complexes raised new techniques for information. Before the
Internet, a new information technologies environment were
rised, they were included in the social space and have not yet
created a new kind of social space. At this time these features
were made native speakers of new professions: engineers,
creators of software programmers. Community, which forms the
social space of the Internet took shape later as special
generation – Web generation.

CHAPTER 8. RESONANCE PROCESSES IN INTERNET 137
Formation of subcultures
and social multitudes of Internet space
The main social space in the table of contents are the
various types of social sets. Social a lot is formed through
affiliation with any subculture. Subculture values and norms
that are different from generally accepted in society, shared by
separate groups [25]. Criterion for classification of sets are
specific subcultures. Sustainable multiple - this community. The
community is the multitude of interacting in a certain way of
individuals with varying degrees of internal control.
Continuing research tradition of M. Castells to explore the
Internet as a particular social world ("Galaxy"), we will try to
identify the specific community in the Internet and give a
systematic description of role models and subcultures. We have
identified the following role models of subcultures and sets in
the Internet space: gamers, hackers, bloggers, anonimus
(imageboard) chaots, bastards.
Gamers are ardent supporters of computer games. Computer
network games for them is the ability to carry out collective
action: along with other, often foreign, peers they perform tasks
and defeat enemies. Socio-demographic characteristics of the
"portrait" gamer "reflect their sex-ages structure, employment
and social status. The sex ratio among gamers: 56 % of males
and 44 % of women, the most active age – 17–22 years [26].
Psychological characteristics of the gamer: excessive
irritability, short temper, emotional instability. Gamers are
experiencing constant need for game, but could not fully satisfy
her. They live in a virtual world, setting their own rules.
This subculture is characterized by the presence of a
specific language. Slang contains parts of other gamers doesn't
include solutions such as: programmers, youth slang, mat, terms
of different Sciences, words from foreign languages,
etc. Symbols subculture of gamers is constantly modified,
absorbing different characters from other subcultures, from
various religious groups and youth musical currents up
symbolism of socio-political movements. The gamers have a

PART II. SOCIAL TRANSFORMATIONS 138
three-tier hierarchy statuses: lamer, gamer, cheater [27]. The
three-tiered system of gaming skills: user, programmer, hacker
[28]; division into clans is a community of gamers on the level
of professionalism, passion to one genre of games, etc.
Blogger is a person who maintains a blog (diary). Blogonline diary entries sorted by time and on a variety of subjects
[29]. Bloggers tend to identify themselves as particular social
group that has its own norms and values, which, however, are
universal [30]. There are several motivations: entertainment
itself by maintaining a blog, maintaining relationships with
people, which could not be contacted in any other way, as well
as the ability to express emotions through blog [31],
documenting the lives of, collecting comments, opinions, a
sense of deep emotion, wording ideas through writing their
blog, creation of public forums to discuss any problems [32].
On the one hand, many bloggers perceived as personal blog
space where they can write what they consider necessary. On
the other hand, in practice, mention blogger in their posts
information about working, personal opinions about employees
or guide can cost him a workplace [33]. The most important
characteristic of blogger is his age group, which depends on the
level of education and the topics of the blog. Most bloggers
were aged 16 to 24 years of age and, accordingly, had education
at the college level and above. Issues and themes that users
discuss in blogs, just differed depending on their age. Bloggers
tend to live mainly in metropolitan cities, because there is a
direct correlation between the number of population and the
number of bloggers. For Russia, this trend just confirmed:
according to the statistics service LiveJournal "of Russianspeaking segment of the users live in major cities such as
Moscow, St. Petersburg, Ekaterinburg, Novosibirsk, Samara,
Ufa, Kazan, Nizhny Novgorod, Perm and Krasnodar» [34].
An important feature of the blog is its popularity, how it
will be comment. Aim is the acquisition of high symbolic status,
which is determined by the popularity of posts and the number
of "people". Blogs by themselves have a number of properties
of the subculture-specific language and slang, channels of

CHAPTER 8. RESONANCE PROCESSES IN INTERNET 139
communication between the parties, the fixation system of
group status. Blogging is a relatively new powerful means of
communication, which effectively cancelled out the
phenomenon of spontaneous Street "hangouts" [35].
Hackers-users of computer programs implementing actions
aimed at unauthorized use of software or data. The purpose of
the activity of hackers lies in achieving maximum productivity
and sophistication of technological innovation. Russian hacker
is the teen or man between the ages of 15–45 years are usually
not played to the criminal responsibility of owning a computer
range from beginner to professional level, diligent worker, but
with high self-esteem, intolerant to ridicule with the loss of
social status. It differs strongly pronounced individuality,
usually secretly loves intimate work insociable [36]. A number
of inherent motivations: longing for recognition - withdrawal
from interaction, active aggression, performing the work, the
original hacker, self-realization through educational actions, the
actions of public acceptance in a group as recognition in
society. The following group of hackers: "Jokers" - carry out
hacking the computer system to achieve fame, is not likely to
cause serious harm to the system to achieve fame and express
themselves making various Visual-sound effects (music, shake
or flip screen, drawing all kinds of pictures, etc.); "phreakers" carry out hacking telecommunication networks, connect to
someone else's voice hardware using phone, computer, cellular
and satellite networks for personal purposes and for enrichment;
network hackers " - carry out Intranet Hacking in cognitive
purposes to obtain information about the network topology used
in them hardware and software tools and information resources,
methods of protection; "the burglars are professionals" - carry
out hacking the computer system to steal information stored
there or tampering; "vandals" - carry out hacking the computer
system for its destruction: damage and deletion of data, creation
of viruses or "Trojan horses" [37].
According to M. Castells and P. Himanen hackers is a
highly skilled computer professionals belonging to the
technomeritocracy culture, characterized by a belief in the

PART II. SOCIAL TRANSFORMATIONS 140
inherent utility of scientific and technological development as a
key component of human progress. Castells argues that hackers
culture plays a major role in building the Internet, since it is a
breeding ground for outstanding technological innovation
thanks to the principles of cooperation and free communication.
Himanen highlights important characteristics of hacker culture:
values the joy of creativity, freedom and independence of the
individual, freedom and full disclosure of information,
creativity and development of cooperation in the community,
credibility among peers [38]. Most hackers has an exceptionally
high level of intelligence. High cognitive abilities simply
necessary because for successful access to remote computers
need a brilliant knowledge of telephone, computer hardware
and systems. Hacker ethics includes two principles. First: the
Declaration of freedom of information. Stresses that any
available information should be distributed freely and be
accessible to all. The second principle concerns the hacking
programs: it is nothing immoral. Hackers themselves drew
attention to the fact that the media create in society a negative
stereotype of a hacker: he breaks the protection on computers
and software creates viruses affecting the information.
Mistakenly equate hacking with software piracy or fraud in ebusiness, because in the vast majority of cases the activities of
hackers is not of a commercial nature and is not used for
material benefit. In the past 6-8 years subculture of hackers
began to change, splicing occurs hackers with various criminal
groups, terrorist organizations has led to such concepts as a
"cyberespionage", "kiberterror", "cyber crime" [39].
Imageboard and Anonymus. Major subculture is a youth,
the age of which is difficult to judge on the specifics of the
communication, which is anonymous. But Internet polls, show
that the approximate age of 15 to 30 years. The Forum has
many thematic sections (the Board, boards). The most popular
is the/b/section (delirium), where you can create senseless or
not suitable for topics in other sections of the threads
(discussion).
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