E-Culture

E-Culture

Liudmila Baeva (Astrakhan State University, Russia)
DOI: 10.4018/978-1-4666-5888-2.ch674
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Background

In general, E-culture represents cumulative results of creative activity and communication of people under the conditions of the information technology implementation, characterized with creating of free information space, a virtual form of expression, distant technology, and content liberality.

Advanced high technologies represent a vector of the civilization development, mediating economic and communicative processes of the world formation. Under these conditions, the crisis of socio-cultural and individual identity escalates, “technogenic” values extrapolate on the sphere of the interpersonal interaction. The ideologeme of technocentrism devaluates the traditional axiological models, informative and technogenic directivity of social and anthropological dynamics and determines new types of interaction both on structural and spiritual levels of social being. Under the domination of new technogenic institutes the dysfunction of cultural and spiritual regulators of the social development occurs, in particular, the traditional ethical and epistemological mechanisms of the public conscience shifting to massive, irrational and virtual sphere are broken. The sphere of the social discourse, mediated by electronic mass media, separates from subjects, making human beings feel the quasi reality being, solitude and desolation in the “boundless” information space.

The peculiarity of the present day age became the situation of the uncontrolled technological development, that is unique in its own way and requires detailed study, as its consequences have already caused significant deformation of psychology, world view, values and society. One of the most striking phenomena of the digital age becomes the formation of new digital culture (e-culture). Although, the concept “e-culture” has been still developing, it is evident it cannot be compared as a phenomenon with anything that has ever existed what requires the necessity of its detailed study.

Key Terms in this Chapter

Blog: An interaction of the participants of on-line communication on a web-site by keeping an on-line open diary or journals, including articles, stories, etc. of different topics; the communication participants have a free access to the diary stories to read and comment them.

E-Mail: An interaction of two or more participants of the on-line communication by means of e-mails, sent from one e-mail box to another.

Multiplayer Online Role-Playing Game: An interaction of the on-line communication participants by the exchange of messages within a game where participants identify themselves with fictitious characters and act in the name of these characters.

Flame: Offers interaction of the on-line communication participants by the exchange of provocative messages that as a rule aimed at the starting up disputes and quarrels among communicants, etc.

Chat Forum: An interaction of several participants of on-line communication on a web-site through the exchange of real-time thematic messages.

E-Culture or Digital Culture: A new sphere of the human activity, associated with the creation of the electronic copies of spiritual and material objects as well as the creative work of the virtual objects of science, communication and art.

Forum: An interaction between several participants of the virtual communication through the exchange of messages posted on web-sites, grouped into sections according to the discussion topic.

Ethics of Information Society: Ethical principles, norms, rules of behavior of people in the conditions of a virtual form of communication (the Internet, games, mobile communication, etc.), directed on formation of valid, humane, legal space for communication.

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