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Файл:The Information Resonance in Social System. Monograph
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CHAPTER 8. RESONANCE PROCESSES IN INTERNET 141
Anonymus. In its early form, the concept was interpreted as
Anonymus decentralized online community, which operates
anonymously and in a coordinated manner, above all, to achieve
their goals, usually for the sake of entertainment associated with
various Internet humour and memes. Anonymus strongly
against Internet censorship, harassment and surveillance. The
structure of the organization is divided into organizers, active
and qualified in the field of information and communication
technologies and mass-less active participants. Organizers
create themed "threads", who shall inform the other parties and
coordinate their joint action. Coordination is not always on the
imageboard, with other technical means to attract people not
belonging to the subculture and as above the masses, as well as
to ensure a surprise effect, so as to follow what is happening on
the imageboard can anyone, including those who seek the
"Anonymus". But nevertheless, the genesis of the concept and
social community Anonymus is directly connected with the
imageboard [40].
B section formally there are no rules (except for posting
information prohibited by law), but to anyone who does not
conform to the rules will be subject to negative sanctions.
Negative sanctions apply psychological pressure, and when
possible, and deanonimization. Deanonimization is understood
as public disclosure of information that makes the user is not
anonymous. Such sanctions suggest that this subculture there
are social factors in the collective consciousness.
The chaots. The origins of this subculture are located at the
intersection of two other youth subcultures-bloggers and gamers
[41]. A key feature of this youth subculture that it formed in the
Internet space, having evolved from the race in the desktop, and
later in a computer game, to complex subculture with elements
of worship. The chaots and haotisty arise in the game calledWarhammer, it stands out the grim and stern atmosphere of
culture is akin to the German Renaissance [42], crossed with
Tolkin Mediterranean. One of the key traits of the genre of the
game is to large-scale military actions using magic, which

PART II. SOCIAL TRANSFORMATIONS 142
became a characteristic feature of subcultures. The game
features four God of chaos: Khornom (God of war and battles),
Nurglom (Lord of the flies, rotting and nurglingov), Tzinčem
(God with a thousand persons, patron of magic and "atsrala")
and Slaanešom (God of pleasure). It is these deities and became
the starting point for the emergence of subcultures. Players
started calling themselves magicians of chaos and sometimes
incarnations of the deities of chaos.
There are at least 10 communities that are directly haosity
belong to their subculture [43]. Most of this is chaots ' students
and pupils, the average age is about 22 years [44]. Usually, they
have no marital relationship that creates favorable conditions
for entrainment of virtual reality. In an environment of active
haosit, as well as in the environment, there is a preponderance
of male gamers. Basically haosist is a male. Is connected with
the fact that military-tactical games such as Warhammer
(strategy based on battles) are not widely popular among
females because psychologically rooted nature of different
motivations. Many sources haosit called the movement, close to
Satanism, even just a form of Satanism [45]. Chaots themselves
call themselves – the movement, religion, cult, a magical order,
set political, magical and religious practices, etc. People call
themselves haosist, are sometimes considered it to "Paganism"
[46], shamanism, often to gnosticizm. This is due to the lack of
clear concepts, knowledge of the subject [47]. A characteristic
feature of haosizm is the recoding of characters. They are based
on the prevailing religious and other concepts, filling them with
its meaning. But there are in haosizm and unique archetypes –
they use existing Internet meme for the formation of the original
structures-image in the cult of Cthulhu is Slepitelâ Elhiča and
Goi Gaia. Some originality has interpretation of the system of
"Goy Gaia, in which Goy this designation of participants, and
Gaia is a planetary mind. This subculture of deviance lies in its
very essence – trying to renunciation of the order and
proclamation, even if only with words, the triumph of chaoschaos. In their manifestos they pronounce curses, proclaim

CHAPTER 8. RESONANCE PROCESSES IN INTERNET 143
hatred, destruction, madness, and death [48]. The origin of this
subculture of movement of players only reinforce the desire for
c6ruelty and haosit antisocial and imaginary anonymity allows
them not to be afraid of condemnation on the part of real
society.
Padonky is a modern subculture that emerged in 2000.
Petersburg Internet user Dmitry Sokolov created a Russian
resource udaff.com, where began to spread their creativity.
Shaped system and new network language settled down and got
the name of "padonky culture", this name is associated with
those who have been devoted to this resource [49]. The
popularity of Udaffa has increased, due to the fact that it got
widespread attention themes not previously touched other
Internet resources. A characteristic feature of this resource is the
use of the new language, in terms of orthography and style,
many errors. Similar slang very quickly went beyond a single
Web site and moved to a bevy of blogs (i.e. individual pages)
"the LiveJournal". Due to building entries, customers are
divided into "autors", i.e. those who write and "comentater", I
mean those who leaves kamenty». Most of the words of this
language-assessment adjectives or circumstances: glamorous,
Gothic, etc. [50] this usage popularity due to a desire not to fall
into mud face and a demonstration of its awareness on the part
of contemporary trends. New words and expressions of this
routine transformation (i.e. misspelled) words. Change how the
words lend themselves to literary jargon and expletives. This
subculture has no specific external manifestations of style, the
only symbol serve t-shirts with inscriptions. The idea of
freedom, is the ideological feature, they differ from intolerance
to national, sexual and other minorities. The subculture of
lowlifes attracts them as a means of emancipation.

PART II. SOCIAL TRANSFORMATIONS 144
Social multitudes in the Internet, their
classification and characteristics. Multitudes,
communities, quasigroups, social groups
Every set in the Internet performs a function defined by
technical means of external communication. Communications
systems offer different opportunities for interaction and for
different forms of control. New information and communication
technologies are becoming prerequisites for the formation of
new sets, the emergence of new forms of interaction between
individuals and methods of social control.
Audience. Under the audience understood the social
community of people, joint communication with the individual
or group - communicator who has information and bring it to
this community.
This category of online space correspond to a subculture of
gamers, and bloggers chaots '. A model for gamers and game
can serve chaots ' commands when there is a leader and a group
of followers. A leader serves as a Communicator that
communicates certain information to the majority. Bloggers
have a model serves as a person who creates a blog. He is a
Communicator. Community advocate bloggers who read or
participate in the discussion of the topics of the blog.
The crowd is a temporary collection of people United in a
closed physical space the commonality of interests.
Random crowd has the most uncertain structure. Crowds of
people unites or insignificant goal altogether purposeless
pastime. For online network under this category falls the
subculture of padonky. They have certain standards, rules and
traditions, people combined special specific language and a
certain style of external communication.
Due to the crowd – gathering of people, planned and
structured in advance. In this case the crowd "due" in the sense
that the behaviour of its members under the influence of certain
advance due social norms. Online gamers and can be caused by
chaots crowd. Model of external communication serves as an

CHAPTER 8. RESONANCE PROCESSES IN INTERNET 145
online game where gamers gather from different countries.
Gamers ' behavior under the influence of certain norms of
behaviour in the game.
Expressive crowd - social quasigroup, which usually takes
place in order to obtain the personal satisfaction of its members.
The activity of people is the goal and result. A model of
expressive crowds in space online is becoming a subculture of
gamers and chaots '. The game takes place in a certain time for
personal satisfaction, so the activity of gamers is the aim and
result.
Acting crowd. The term "valid" means all the actions of the
crowd. This raging gathering or other forms of communities
with extreme types of behaviour. Most often when researching
social processes acting crowd accorded more importance than
all other types of crowds. Acting crowd online space you can
call gamers and bloggers. Gamers participating in the online
game come to life in the role of acting extremely (use of
weapons, fighting, etc.), but only online within the game.
Social circles are social community, created with the aim of
exchanging information among their members. For example,
contact circles is a social community of people, constantly
occurring at sporting events, transport or queues. Online under
this category could include gamers chaots ' and bloggers. In
these subculture there is constant and communicating a shared
interest in the game. There are fleeting acquaintances, exchange
of views on issues of interest. Just as in offline, online
communities, such boundaries is extremely uncertain and
blurred, their composition is largely determined by spatial
contacts. Contact circles are easy to create, but also easily and
break up.
Professional circles or circles of colleagues, social
community, whose members gather to share information
exclusively on professional grounds. Online professional
community include: bloggers, gamers and the chaots. A model
for bloggers are blogging, where bloggers are going to
exchange information exclusively on professional grounds

PART II. SOCIAL TRANSFORMATIONS 146
(blogging doctors blogging writers, etc.) Gamers and the chaots
focus on clans-on the level of professionalism, passion to a
genre of games, etc.
Friendly circles – social collectivity on Exchange of
information arising among individuals, United relations of
friendship. To friendly communities online are bloggers,
gamers and the chaots. This blogs of students one group of
classmates. This company, from time to time coming and
discussing pressing issues or in correspondence. Friendly social
circle could turn into a friendly group if its constituent
individuals would act in concert, use similar patterns of
behavior and have a system of expectations about each other's
actions. May served as the interaction of gamers "friends"
(friends) in the specified server, no access to other gamers.
Status social circles are social community, formed over
the exchange of information among individuals with the same
or similar statuses. To status social circles can be online,
bloggers, gamers and the chaots. Sample-women's or men's
blogs, etc. Circles formed from individuals occupying similar
statuses. Status social circles are formed mainly on the
principle of belonging to a subculture and are relatively
difficult for individuals with different status. For example,
gamers have a hierarchy (laimer, gamer cheat), exhibition
indicates a status.
Ingroup and autgroup. Each person selects a set of groups
to which he belongs, and defines them as "mine." It may be "my
family", "my professional group," "my company", "my
classroom". Such groups shall be deemed ingroups, i.e., those to
whom he feels he belonged and which he identifies himself with
the other members in a way that defines the members of the
ingroup as "their". Other groups that do not belong to individual
families, other friends, other professional groups, other religious
groups-will autgroups for him, for which he chooses symbolic
meaning: "didn't we", "other". To these groups online are all

CHAPTER 8. RESONANCE PROCESSES IN INTERNET 147
subculture, individuals that consider themselves as belonging to
them.
Reference group. This is a real or imputed social
community with which the individual relates itself, as with the
standard, and to the norms, values and opinions which he
focuses in his behavior and self-esteem. Online to this group
can be attributed to any subculture, every individual which can
relate yourself with real or imputed social commonality, as with
the standard, and to the norms, values and opinions which he
focuses in his behavior.
A primary group is a small group, in this integrated on the
basis of the original (primary) appreciation, as familial family
intimacy, sympathy, emotional distress affection, confidence.
To the primary group online space include: gamers, chaots ',
bloggers, padonki. Each of the gamers playing for a certain
character, puts on his image, the name of the hero, his behavior,
he thus identifies himself as a personality or individuality, as
well as other gamers perceive as individuals or personalities.
Leading blogger your blog or participating in the discussion
necessarily signed (indicating a mail login name), thereby
positioning itself as an individual, or an individual. The same
make and other bloggers. Padonki express themselves in the
form of a specific slang (language), each padonki sees himself
and other members of the personalities or individuals.
Secondary group – a number of people regularly
encountered, but whose relations have for the most part,
impersonal nature. Such groups include anonimus, online
hackers. Anonimus have social contacts are impersonal, oneway and utilitarian nature. Hackers belong to the secondary
group, because members of this subculture are operating
secretly, without producing its individuality or personality.
So, on the Internet there are a number of specific social sets
caused solely from the Internet space. We find a number of
similar traits in communities online (online) and sets out its
existing (offline). It can be concluded that in the Internet space,

PART II. SOCIAL TRANSFORMATIONS 148
the same principles apply education groups and sets as in the
offline space. Groups with different degrees of internal control
are formed on the same grounds and in the offline space. The
difference is that online space means they occur serves as the
Internet environment, which contains a number of specific
actions, communications, and other funds not used in the offline
space.
Internet communications norms
What new rules sets and Internet communications
technology as they transform the usual mechanisms of
education standards and their implementation? In the Internet
communication partners are not physically presented to each
other. Therefore loses its value a number of barriers to
communication that are caused by the characteristics of the
communication partners and expressed in their appearance.
Culture of communication on the Internet has its own set of
values, ethical standards, the language, characters. Adapt to
them separate users. Forms of Internet communication have
features: anonymity; the peculiarity of the percolation processes
of interpersonal perception in the absence of nonverbal
information; voluntariness and desirability of contacts;
difficulty of emotional communication component and, at the
same time, strong desire for emotional filling text; the pursuit of
untypical, nonnormative behavior. What is the specificity
of the micro-communications-interpersonal, where interaction
becomes communication based on the diversity of personality
traits?
We can distinguish three main features of network ethics:
1. Anarchy as a complete personal freedom; everyone is free to
do whatever he pleases, if it does not harm other members of
society, without prejudice to their interests. 2. Healthy
conservatism-careful attitude to the already achieved, able to

CHAPTER 8. RESONANCE PROCESSES IN INTERNET 149
use it for their development. 3. Overall population conservation
Instinct [51].
On the Internet document code of conduct was developed
by the network. This is the most streamlined document
Netiquette, but work still in progress [52]. This document can
be divided into two sections: law and ethics. The first section of
"rights" is a right belonging to every adult party on the Internet.
Laws or regulations that violate these rights, threaten the
freedoms of the individual, property, security and ability to
resist oppression for all participants in the Internet. This
includes [53]:
The first right is the right to communication. It includes the
right to take any information from any source, as well as the
right of each person to control and license intellectual property,
to publish any information in any non-editable (nonmoderator)
online forum. The second right is the right to privacy. This right
includes the right of every person to refuse disclosure of any
information created or received by them. Each person can
encrypt, decrypt or translate in any way any information, ignore
the information of any nature. The third law is the right of
jurisdiction. Each person is responsible only for laws and
regulations that apply to it in connection with its physical
location, as well as the right to seek recourse against the
organizers of the action Act and other acts that may cause
damage. The fourth right-the right of access. These rights
provide the ability to access any information in any public
domain, to any communication, recording the Act, regulations
or law that can be applied to it. The fifth law is entitled to
administration, includes the right, being the moderator of an
editable (main) Forum, observe and forcing participants to
abide by the Charter of the Forum; right to deny access to this
system to any person for any reason, within the framework of
existing contractual obligations; the right of a person, as a
parent or legal representative of the minor, to control the
information that is available to a minor.

PART II. SOCIAL TRANSFORMATIONS 150
The second section presents the ethical standards that
enforce the above rights:
Ethics of tolerance. Unethical to suppress other
statements; disturb others or threaten others; appeal to the
impartial (judicial) authorities to resolve the dispute before
applied all the negotiating and mediating funds to prevent harm
and injustice.
Ethics trust. Unethical to publicly disseminate statements,
images or view other without their consent; request or transmit
the information created through coercion or otherwise trample
freedom; neglect adequate warnings accompanying any
information that may be incorrectly evaluated by the naive
person perceives information.
Ethics of hospitality. Unethical to transfer information to
persons and Forum, definitely do not agree with such
information; to express disagreement with the price of using
communication network and disk space to save information.
Ethics regulation. Unethical to ignore or oppose laws or
regulations guarantees the rights set forth in the first part of this
document; submit or approve any warranties laws ethical
principles set out in part II of this document; is it ethical to
observe, discuss, clarify and publicize the law and ethical
standards presented in this document.
Profanity on the Internet is replaced by special characters,
such as #%! $. For decent behavior in the network monitored by
moderators. Combating obscene vocabulary on the Web is well
underway, but nevertheless, many sites Runet are littered
with it.
Human interaction, including speech, monitored by existing
in real space norms and values. In each sphere of activity and in
every sphere of communication there are sometimes not clearly
formulated requirements, rules, recommendations that largely
determine the quality and success of the people [54].
With the advent of the Internet have been formulated basic
rules of communication. They are due to the specificity of the
virtual environment, which is in absolute plaintext com-
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