A Typology of Virtual Communities: A Multi-Disciplinary Foundation for Future Research
By Constance Elise Porter. J. Comput. Mediat. Commun., 2006
630 citations recorded by the source corpus.
Subfields: Communication, Information Systems and Management, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/298861c1c169cef6b6ee36472722661214bb9350
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In Communication
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Citations in the corpus
- Understanding sustained participation in transactional virtual communities (2012, background): “A virtual community is defined by Porter [58] as “an aggregation of individuals or business partners who interact around a shared interest, where the interaction is at least supported and/or mediated by technology and guided by some protocols or norms.”
- Second Life in higher education: Assessing the potential for and the barriers to deploying virtual worlds in learning and teaching (2009, background): “Messinger, Stroulia and Lyons (2008) builds their typology on Porter’s (2004) original typology of virtual communities where the five key elements of purpose, place, platform, population and profit models are identified.”
- Customer engagement in a Facebook brand community (2012, background): “Porter (2004) differentiated between member- and organization initiated virtual communities.”
- Introduction: Sociolinguistics and computer-mediated communication (2006, background): “Cf. papers in: S. Jones (1995b, 1997, 1998); Q. Jones (1997); Smith and Kollock (1999); Preece and Maloney-Krichmar (2005); and Porter (2004).”
- Relationships in online communities: the potential for marketers (2010, neutral): “Types of online communities have also been classified by authors such as Porter (2004)”
- Can we get from liking to buying? Behavioral differences in hedonic and utilitarian Facebook usage (2013, background): “Reflecting the member-initiated and organization-sponsored types of virtual community Porter (2004) identified, Jang et al. (2008) categorize online brand communities as consumer-initiated and company-initiated.”
- Overcoming Mass Confusion: Collaborative Customer Co-Design in Online Communities (2005, background): “Accordingly, Dyson (1997: 47) defines a community “ as the unit in which people live, work and play ” (for a discussion of the definition see, e.g. Hagel & Armstrong, 1997; Mathwick, 2002; Porter, 2004; Preece, 2000; Schubert, 1999).”
- Virtual worlds - past, present, and future: New directions in social computing (2009, background): “…world (through their avatars) can engage in rich interactions with each other: they can exchange Chodos, for writing the Second urvey and pay subject fees (see or assistance with descriptions for this work comes from IBM, ncil, the Alberta Ministry of ces and Humanities Research arch Alliance…”
- Network Exchange Patterns in Online Communities (2011, result): “While our results should extend to similar technology-oriented online communities, such as open source and technology support, the large variation in types of online communities (Porter 2004) generates the need to clarify boundary conditions for online community research.”
- The Influence of On-Line Brand Community Characteristics on Community Commitment and Brand Loyalty (2008, background): “Constance similarly proposes that virtual communities fall into two categories based on establishment type and relationship orientation: (1) member-initiated communities (analogous to consumer-initiated) and (2) organization-sponsored communities (almost identical to companyinitiated) [7].”