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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.
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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-