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                    two given interlocutors. For them, connectivity is more important than
                    interactivity, and the degree to which a given interaction transcends simple
                    reaction is decisive here.
                        As Tanjev Schultz (2000) summarizes their view:

                       Eventually, in two-way, or reactive, communication one side responds to the
                       other, but such communication remains reactive unless ‘later messages in
                       any sequence take into account not just messages preceded [sic] them, but
                       also the manner in which previous messages were reactive’ (Rafaeli and
                       Sudweeks, 1997). But Rafaeli also draws a very fine line between two-way
                       and reactive communication: ‘Two-way communication is present as soon
                       as messages flow bilaterally. Reactive settings require, in addition, that
                       later messages refer to (or cohere with) earlier ones’ (Rafaeli, 1988: 119).
                       Rafaeli’s model suggests that a lot of use of the new technologies is far
                       from interactive. (210)

                        As Schultz suggests, two-way communication does not, in itself,
                    guarantee interactivity. And to extend Taylor’s point, if an exchange does
                    not develop into a relationship where one utterance becomes a context for
                    another, the discourse becomes egological. Conversely, reactive commu-
                    nication is not just typical of broadcast communication, but is possible
                    within networks.
                        As we shall see in the next section, it is fanciful to see ‘interactivity’
                    as a precondition of virtual kinds of community. This is related to a final
                    problem that is endemic to dominant definitions of virtual community,
                    which is that it is confined to network forms of community. When instrumen-
                    tal views of virtual community are critiqued, it becomes clear that broad-
                    cast architectures also enable such communities. This further dilutes the
                    historical distinction between first and second media age, although, as we
                    shall see, the two forms of virtual community have their own specific
                    dynamics.



                    Broadcast communities


                       Virtual community is people all over the world gathered around television
                       sets to watch the Super Bowl or a world cup match. (Wilbur, 1997: 14)

                    A primary implication of the contrast between broadcast and network
                    communication discussed in the previous two chapters is the way in
                    which the study of communication architectures allows us to reconsider
                    broadcast as a technical medium of social integration just as computer-
                    constituted communication networks are today viewed as a medium of
                    identity and community. As we saw in Chapter 2, broadcast mediums are
                    not simply conduits for messages, but facilitate institutionalized spectacle
                    as well as constituting enclosed worlds of representation which may
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