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VIRTUALITY

               others, virtual communities are problematic substitutes for face-to-face
               communication. Lack of accountability and the facelessness of
               individuals within virtual communities can lead to practices that
               may not be risked within the norms of real face-to-face social
               relationships. In this way, virtual communities have raised the question
               of whether a stable and constant identity is a necessary or desirable
               requirement for community participation (Smith and Kollock, 1999).
                  The Internet may provide newpossibilities for communication but it
               is not separate from other aspects of people’s social life, work and
               community activities. People bring experiences and attitudes gained
               from face-to-face communication to their virtual communities.
               Hierarchies and prejudices are mostly reproduced online rather than
               resolved. As with communities that are constituted through face-to-face
               communication, virtual communities can be closed, insular, funda-
               mentalist and motivated by hate. Virtual communities are not implicitly
               positive.
                  However, as Avital Ronell has pointed out, virtual communities
               have led to a rethinking of the conditions necessary to create
               community: ‘In the absence of the polis, something like VR [virtual
               reality] obligates us to pose ethical questions about contact, memory,
               the prosthetic subject, and it teaches us to dislocate our proper place’
               (1996: 126). Virtual communitarians contribute to the established
               body of community theory by demonstrating that community is not
               tied to geographic locations but can exist through mediated
               communication.

               See also: Cyberdemocracy, Cyborg, Internet

               VIRTUALITY


               Virtuality is a cyborg phenomenon, experienced by the individual
               whose identity is extended or manipulated through her/his interaction
               with technology. Underlying the concept of virtuality is the
               presumption that technology can take us out of ourselves, allowus
               to create a newidentity by manipulating information and allow us to
               wander through landscapes that are divorced from the material reality
               that we usually inhabit.
                  A standard definition of virtual reality is ‘interactive graphic
               simulations’ (McKie, 1994). However, virtuality has been defined by
               Hayles (1999: 69) as ‘the cultural perception that material objects are
               interpenetrated by information patterns’. This complex definition is

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