Chapter 2

Social media: New technologies of collaboration

Abstract

Social media systems have become ubiquitous, despite their relatively recent development. Social media refers to a set of computational tools that support social interaction between users. They transform “one-to-many” communication to “many-to-many” communication. Social media systems can be characterized by six main dimensions that make up the social media design framework: Size of producer and consumer population; Pace of interaction; Genre of basic elements; Control of basic elements; Types of connections; Retention of content. Many types of social media systems exist including asynchronous threaded conversation, synchronous conversation, World Wide Web, collaborative authoring, blogs and podcasts, social sharing, social networking services, online markets and production, idea generation, virtual worlds, and mobile services. Contemporary and historical examples of these social media genres are described, along with examples of the types of connections that are embedded within them.

Keywords

Social media; Social media design framework; Social media taxonomy; Social media definition; Many-to-many

2.1 Introduction

Technologies that support social interaction are one of the marvels of our time. The unprecedented development and use of social mediating technologies have engendered radically new ways of working, playing, and creating meaning, leaving an indelible mark on nearly every domain imaginable. Billions of people now weave a complex collection of email, Instagram, Facebook, Twitter, WeChat, WhatsApp, mobile short text messages, shared photos, podcasts, audio and video streams, blogs, wikis, discussion groups, and virtual reality game environments to connect them to the world and the people they care about. Increasingly, people access these tools using mobile devices that can tie content to locations in real time. Behind organizational firewalls, a host of enterprise social media tools echo the social media tools so popularly used in the public Internet. The novel ways that people have adopted and adapted these technologies to their particular needs is a testament to human ingenuity and sociability.

Despite the growing ubiquity of social technologies, their potential has still hardly been tapped. Effectively using and improving social technologies is far from trivial. A complex interplay between social practices and technological infrastructures takes place within each of these platforms. Architects will tell you that the physical design of a building or city can dramatically influence the ways in which people interact with one another. Teaching a course in a room with seats arranged in a circle vs seats arranged in rows facing the front invites a different form of participation from students. Although the physical layout does not wholly determine the forms of interaction, it does make certain interactions easier and others more challenging.

Similarly, the sociotechnical infrastructure, or platform, that underlies online activity influences social interaction. This is not an argument for technological determinism. Rather, it is a solid materialism that recognizes that technologies change the fabric of the material world, which in turn changes the social world. For example, microblogging sites like Twitter enable short exchanges ideal for efficiently pointing out resources or knowing what events other people are attending, while discouraging in-depth discussion and analysis on the platform itself. In contrast, traditional blogs without length limitations and with their support for sharing multimedia content and comments are better suited for more in-depth presentations and conversations. Other media including books, newspapers, wikis, email, social networking sites, and so forth each have a set of properties that create a unique terrain of interaction. Learning to effectively meet your objectives using social media requires an understanding of that terrain and the social practices that have grown up around its use.

One of the most exciting aspects of online social media tools is that they produce an enormous amount of social data that can be used to better understand the people, organizations, and communities that inhabit them. More specifically, they create relational data: information about who knows or is friends with whom, who talks to whom, who hangs out in the same places, and who enjoys the same things. These relational datasets provide a wealth of new opportunities to understand and improve the social worlds we inhabit, as discussed throughout this book.

The purpose of this chapter is to introduce some of the important social media systems and provide a language and framework to talk about their key properties. It is also intended to informally introduce the relationship between social media systems and the networks they implicitly and explicitly create. This chapter begins with a definition of social media, followed by a framework for characterizing types of social media, and then takes you on a whirlwind tour of several important social media technologies that have emerged in the recent past.

2.2 Social media defined

Social media refers to a set of computer-network based tools that support social interaction between users. The term is often used to contrast with more traditional media such as television and books that deliver content to mass populations but do not facilitate the creation or sharing of content by users. Social media is about transforming broadcast (one-to-many) into dialog (many-to-many). In practice, “social media” is a catchall phrase intended to describe the many online sociotechnical systems that have emerged in recent years, including services like email, discussion forums, blogs, microblogs, texting, chat, social networking sites, wikis, photo and video sharing sites, review sites, and multiplayer games. Other terms are also used to describe many of these systems including “Web 2.0,” the “read/write web,” “social computing,” “social software,” “collective action tools,” “sociotechnical systems,” “computer-mediated communication,” “groupware,” “computer supported cooperative work (CSCW) systems,” “virtual” or “online communities,” “user- generated content,” and “consumer-generated media.”

Pioneers of the information age such as Vannevar Bush who envisioned a hypertext-like device called the “memex” [1] and Douglas Engelbart who saw a future of graphical interfaces (i.e., windows), computer mice, and multiple- authored digital content [2] decades before it was realized, were interested in augmenting human intellect. In other words, they wanted to develop systems that “increase the capacity of man to approach a complex problem situation, to gain comprehension to suit his particular needs, and to derive solutions to problems” [2]. These goals have slowly been realized through remarkable developments in hypertext, human-computer interaction, the World Wide Web, and mobile technologies [3].

As the world has become increasingly connected, the focus has shifted from a focus on one person interacting with a computing machine to augmenting social interaction, experience and collective intelligence. Social media tools enable users to collaboratively create, find, share, evaluate, and try to make sense of the mass of information available online. They also allow users to connect, inform, inspire, and track other people and topics. The new blend of social action and technological infrastructure allows entirely new ways of collaborating. Users can receive personalized recommendations based on the prior purchasing habits of thousands of other “similar” people, identify high-interest news stories based on real-time voting by the crowd, collaboratively author the world's largest and most-read encyclopedia, and instantly notify hundreds of followers about an online video presentation they found insightful. Unfortunately, people and governments can also more effectively deceive others, radicalize individuals, and bully victims. Our hope is that as we augment social interaction, we will promote positive interactions, while minimizing negative ones.

2.3 Social media design framework

Social media systems come in a variety of forms and support numerous genres of interaction. Although they all connect individuals, they do so in dramatically different ways depending, in part, on the technical design choices that determine questions like these: Who can see what? Who can reply to whom? How long is content visible? What can link to what? Who can link to whom? As discussed in the introduction, these design choices can influence the social interactions that they enable and mediate. In addition, social practices, personalities, and history heavily influence how social media systems are used. If designers have learned anything from successful social media systems like email and discussion forums, it is that they can be adapted to meet a surprisingly wide array of individual and community needs. Despite the adaptability of many social media systems, it is important to distinguish among systems as different as email, wikis, and massively multiplayer video games while recognizing their similarities.

One way to make sense of the bewildering proliferation of systems and services is to consider a set of key dimensions along which many social media services can be located. This approach provides a language and framework for comparing social media tools. This section considers six key dimensions:

  •  Size of producer and consumer population
  •  Pace of interaction
  •  Genre of basic elements
  •  Control of basic elements
  •  Types of connections
  •  Retention of content

These are not the only dimensions of possible interest, but they capture many of the important differences between social media tools. They also help lay the groundwork for the remainder of the book, which will use more formal methods to analyze the networks that are implicitly or explicitly created by the various social media platforms.

2.3.1 Size of producer and consumer population

In most social media systems, producers and consumers are drawn from the same set of users. Users are producers one moment and consumers the next. However, differentiating between those who produce and consume content can be useful in comparing social media systems, even if the set of producers and consumers are not mutually exclusive.

Social media services vary in terms of their intended number of producers and consumers. An email is usually authored by just one person, whereas a wiki document is likely to be authored by several or even hundreds of people. An individually authored email might be sent to just one other person or be broadcasted to thousands. More generally, social media tools support different scales of production and consumption of digital objects. Table 2.1 provides some examples of social media systems, as well as some traditional media systems, and where various actions related to them fall within the producer and consumer size dimensions. You may notice that some systems show up in different places based on their usage scenario or the features that are being discussed.

Table 2.1

Examples of social media and pre-digital media systems organized by the size of producer and consumer populations
Size of consumer populationSize of producer population
SmallMediumLarge
SmallInstant messaging
Personal messaging (e.g., within Facebook)
Video conferencing
Phone call
Face-to-face office meeting
Committee report to a decision maker
Online survey
Social networking friend feed
Twitter follow feed
Professional services reports for decision makers
Personalized suggestions based on recommender systems
Medium“Social” or family blog
Stack Overflow Q&A
Departmental email list
Tweet sent to followers
Facebook post
Twitch stream
Group blog on niche topic
Internet relay chat room
Internal department wiki
Facebook group
Niche YouTube channels
Local markets (e.g., Craigslist)
Professional report for specialty group
Zooniverse citizen science project
Idea-generation sites (e.g., IdeaConnection)
LargePopular blog or podcast
Message to large forum or email list
Popular Twitter user’s tweet
Popular YouTube video
Company website
Novel or newspaper
News rating site (e.g., Reddit)
Wikipedia page
Television program
Popular discussion forum
User-generated databases (e.g., IMDB) or marketplace (e.g., Threadless)
Large online marketplace (e.g., eBay)
Wikipedia
YouTube
FamilySearch Indexing
Popular massively multiplayer game

Table 2.1

Many social media tools help individuals or small groups interact. Text messaging, video chat, and personal or “direct” messaging within general-purpose social networking sites provide intimate communication channels comparable to phone calls and face-to-face office meetings. Social media can help individuals reach out to medium-sized groups of friends or acquaintances by broadcasting a personal message (e.g., a tweet sent to a user’s followers on Twitter; a post sent to a departmental email list; an instagram photo shared with family and friends) or allowing others to overhear a comment (like a post to someone’s Facebook feed). They can also allow individuals to potentially reach large groups through popular blog posts, podcasts, videos posted on sites like YouTube, or updates on Twitter by companies or celebrities with numerous followers.

Other social media tools help medium-sized groups reach out. Pages on social networking sites like Facebook and Twitter allow a group (i.e., your friends or those you follow) to create a personalized stream of information customized for you. Other tools like online surveys help aggregate information from many people for a small group of people or an individual analyzing the data. Group blogs or collections of related blogs about niche topics within the blogosphere allow a medium-sized number of bloggers and commenters to interact with one another. A number of different tools facilitate interaction between medium-sized groups whether they are part of a Facebook group, YouTube channel, Slack or Internet Relay Chat (IRC) room, or combinations of tools as in an enterprise social networking site. A department or workgroup wiki can allow members or co-workers to co- author materials that are of interest to their group.

Finally, some tools enable medium-sized producer groups to reach large consumer groups in a way similar to TV programs that take considerable effort to produce, but can reach large audiences. Some of these include online databases such as the Internet Movie Database (IMDB), where user-generated movie content is shared with the world; news sites like Reddit, where dozens to hundreds of people recommend a given news article that is consumed by much larger populations of read-only users; discussion forums, where posts by a few dozen active members may be seen by thousands of readers; and Wikipedia pages that are edited by dozens of people and read by thousands.

Some of the most interesting social media tools are those that help harness the power of the masses. For example, some recommender systems (e.g., Netflix, Spotify, Amazon, MovieLens) provide personalized suggestions of books, movies, or songs by comparing your ratings with ratings’ of other users. Other large groups help generate ideas that are used by medium-sized groups such as small businesses, corporate departments, or government agencies. For example, Kaggle is a website that allows anyone to start a sophisticated data analysis project with a reward so that many motivated data analysts can contribute ideas to solve their problems. NASA’s ClickWorkers help identify craters on Mars, Zooniverse contributors categorize the shapes of astronomical observations, and iNaturalist users report animal sightings.

Many of the most well-known social media sites allow large producer groups to interact with large consumer groups. Although there are many more Wikipedia readers than contributors, both groups are large. Online marketplaces like eBay allow the masses to sell and purchase goods. Meanwhile, social sharing sites like YouTube, Instagram and Flickr make it easy for large numbers of producers and even larger numbers of consumers to interact. While these sites often facilitate small group interaction, they also aggregate those interactions so that you can search and navigate through large corpora of user- generated content. Massively multiplayer games rely on having large numbers to produce content and social experiences that make use of the entertaining environment.

2.3.2 Pace of interaction

The pace at which interaction occurs is another important dimension along which researchers organize social media systems. Traditionally, researchers distinguished between asynchronous and synchronous communication. Asynchronous systems like email, discussion forums, and voicemail presume a staccato pattern of interaction spread out over hours or days or weeks. Though less immediate, these systems have the advantage of allowing you to schedule your participation without much coordination with other people who may be in a wide range of time zones. They also potentially encourage more careful contributions. In contrast, synchronous systems, like chat, instant messaging, videoconferencing, multiplayer games and graphical worlds, require that partners interact at the same time, as in face-to-face interactions and telephone calls. Although they require temporal coordination, they can create a richer environment for interaction as participants quickly react and adjust to one another’s signals in near real time. The pace of interaction has implications for the kinds of groups that form using each kind of tool. Global collaborations are often easier using asynchronous tools that don’t require people to change their sleeping habits. But some interactions need more rapid turn-taking to accomplish their goals.

More recently, the distinction has become increasingly blurred. For example, Twitter users often reply within minutes to another’s tweet, but it is completely acceptable to reply a day later as well. Replying to a Facebook post or status update on other social networking sites is similar in this regard. Tools like Google Hangouts are now integrated with the widely used Gmail web email system, again blurring the distinction between synchronous and asynchronous modes of communication by making it easy to move from one mode to the other. Apps like Marco Polo facilitate the sharing of video messages, which can also be viewed live. However, users’ varied expectations about the pace of interaction within these tools remains important for understanding social media environments.

2.3.3 Genre of basic elements

Digital objects, the basic elements of social media systems, vary in size and type. Twitter posts (i.e., tweets) are limited to 280 (initially 140) characters, whereas email messages are typically a few lines to a few paragraphs in length but can be even longer. This difference in size produces dramatically different patterns of interaction. Instant messaging design choices such as the size of the text box and messaging window promote brevity. Short messages are often directed to other people who are assumed to be busy and engaged in other activities. Meanwhile, MediaWiki (the wiki platform used by Wikipedia) supports six levels of headers and automatically generates a table of contents, making it relatively easy for you to create large pages to accommodate complex documents and concepts.

Using the digital objects supported by social media tools is another way for you to learn about the similarities and differences among them. Social media systems have often evolved around a distinct type of digital object: short posts or text messages from people and companies on Facebook and (even shorter) Twitter, videos at YouTube, photos at Instagram and Flickr, bookmarks (i.e., website URLs) at Pinterest, books at Amazon, music or podcasts at iTunes, TV shows at Hulu, messages in discussion forums or email lists, pages at Wikipedia, products at eBay, presentations at SlideShare, 3D objects in Second Life, and career professionals at LinkedIn. Over time, each has expanded into additional modes of interaction and types of digital objects. Instagram and flickr were once just for still images and both accept videos now. Business sites expand into lifestyle and leisure areas. Over time many functions have been rolled into the major platforms, marginalizing standalone platforms that specialize in just one mode of interaction or type of data. Each of these platforms provides you with different levels and mechanisms of engagement and interaction. For example, virtual worlds more closely model embodied physical interactions, where avatars can convey meaning through proximity and orientation [4]. They also introduce many of the burdens of face-to-face interaction, demanding attention to successfully puppet the avatar in interactions with other partners [5]. Although these differences may relate to the type of media (e.g., video, audio, text, 3D model), there are further distinctions within each type. Wikis support structured text elements like tables and bullets, whereas email typically does not. Some virtual worlds intended for children use cartoon characters, while multiplayer games with more mature users like World of Warcraft include realistic-looking creatures. Of course some social media systems like Facebook include many basic elements: profile pages, wall posts, personal messages, applications, instant messages, notes, groups, photos, tags, status updates, and so on. Wikipedia has user pages, talk pages, articles, edits, categories, and so forth. Even in these systems, identifying the basic elements of the system is important because they give you the building blocks for your interactions. They are also the building blocks of networks when they are connected together or exchanged, as you will learn throughout this book.

2.3.4 Control of basic elements

Social media systems provide different levels of control over their basic elements. They can restrict who can create, edit, read, invite, respond to, subscribe to, and share content of various types. Some systems differentiate between anonymous users, registered users, and those with special privileges such as administrators. For example, some discussion forums require that users log in before they post, but they allow anyone to read the messages created by the community. This helps reduce spam by creating a higher barrier to entry, while still allowing anyone access to the content. It also allows you to exclude participants you define as violating your social norms and expectations. In discussion communities that focus on sensitive topics (e.g., patient support groups), you can limit access to content until a person is registered, a process that may also require some type of approval process by current administrators. Other systems like eBay require users to provide validated credit card information before they can sell items. The more open a community, the more potential there is for deviant behavior as evidenced by the frequent spam sent to wikis, email lists and early forms of online discussion spaces like Usenet. However, closing a community off too much may reduce the number of contributors, whereas openness may attract high-quality contributions that combat the effects of spam and abuse. This happens in the many high-value pages in Wikipedia, where poor edits left by non-registered users are quickly reverted by other registered and non-registered users.

Choosing the right types of barriers to entry is an important part of online community building [6]. For example, in studying real-world communities, Ostrom [7] found that successful communities had clearly defined boundaries, largely to overcome problems associated with outsiders taking advantage of internally produced or maintained resources. Boundaries are also important in that they encourage frequent, ongoing interaction among group members. This is critical because repeated interaction is perhaps the single most important factor in encouraging cooperation [8]. If individuals are not likely to interact in the future, there is a huge temptation to behave selfishly and free ride. On the other hand, knowing that you will be interacting with others on a continual basis can lead you to create a reputation, which serves as a powerful deterrent to short-run, selfish behavior. Boundaries can have an impact on the kinds of interactions in which people are willing to engage because of the ways they shape the expected audience. Some media, like telephones and private postal mail, encourage the expectation that only a specific group of selected others will be the audience to your message. Other media, like tweets or Reddit posts, are likely to be seen by any number of unknown people. Further, some media prevent the identity of message creators to be known with certainty, if at all (e.g., pay phones or anonymous letters).

Control structures can heavily influence governance and the distributed or centralized nature of the environment. Although email lists, message boards, and Stack Overflow are all examples of asynchronous threaded conversation (see Section 2.4.1), their control structures are different. In centralized systems like email lists and many discussion forums, all communication flows through a single point, which is controllable by a single person (administrator) or small group who can wield dictatorial control over resources (messages) and access (who can subscribe). As a result, email list owners can remove people for inappropriate conduct or prevent spam or other inappropriate messages from being sent out or stored in the archive. They often serve as “benevolent dictators.” In contrast, distributed systems, like the Usenet network on the early text-only Internet, or the more current Blockchain platforms, are composed of hundreds of thousands of interlinked systems all interacting with a set of neighbors. Participants of sites like Stack Overflow use ratings to help identify high or low quality content. The lack of a central point of control makes it impossible or difficult for a member to exclude others or remove content.

The granularity of control is another important factor. Users of a wiki can edit individual characters of a shared document, whereas other systems limit users to authoring entire messages that cannot then be edited. Twitter users can follow another user and then receive all tweets from that user. In many systems, users can only edit their own content, whereas in other systems, such as wikis and Google Documents, users can edit others’ messages, documents, or objects. The level of granularity may differ for different user groups within the same system. For example, discussion boards on many websites create a preset number of containers (referred variously as “folders,” “topics,” “groups”) for interaction or leave control over the creation of new spaces in the hands of a small number of administrators. In contrast, email lists can be configured to allow anyone to start new threads simply by sending a new message that is not a reply to a previous message. Of course, systems in which users can create spaces with little restraint often contain many more of such spaces. The pace of interaction can be crossed with the granularity of user control to characterize systems (see Table 2.2).

Table 2.2

Examples of social media categorized by the pace of interaction and the granularity of control over content
Pace of interactionGranularity of control
FineMediumCoarse
Users can directly control smallest units of content (characters, pixels, bytes)Users control medium-sized blocks of content (objects, attributes, tracks, players) that they can only indirectly alter or that can be altered by other usersUsers control large block of content (documents, messages, blog posts, photos), rarely edited or modified by others
SynchronousReal-time shared canvasVirtual worlds, multiplayer games, real-time networked musical jammingChat, instant messaging, texting, Twitter
AsynchronousShared documents (e.g., Google Docs), source code, WikipediaContribution to collected works like an album, anthology, report section, discussion group, or photosetsEmail; blog posts and comments; sharing of links, photos, videos, and documents; turn-based games

Table 2.2

2.3.5 Types of connections

There are many ways that the basic elements of social media systems can be connected. It is important to understand these connections or “ties” in order to construct and understand networks from each kind of social media system. The next chapter goes deep into the theory and language of networks. This section describes the many types of connections that exist in social media systems and explores the ways collections of these connections create larger social systems that you can analyze with the math, tools, and insights of social network analysis.

The basic elements of many social media systems can be connected to one another explicitly or implicitly. Users intentionally and knowingly create explicit connections, whereas implicit connections are inferred from the details of many digital traces. Perhaps the most common type of explicit social media connection is friending on social networking sites, where both people must approve the connection before it is realized. Other examples of explicit connections are following another user on Twitter, hyperlinking a wiki page to another page, tagging two photos or videos with the same tag, and adding someone to a text chat group.

Implicit connections can be inferred when a user sends another user an email message, “favorites” content (and by extension its author), replies to a discussion post, or “Likes,” “Loves,” or “Upvotes” another user or their content as some sites allow. Although these actions are intentional, they are not performed with the explicit intention of creating a connection with the person. Other more subtle implicit connections can be identified, such as connecting people who “hang out” in the same discussion forums or Facebook groups, or who edit the same wiki pages, or people can be connected by the books they both purchased from an online bookstore. These individuals may not know one another, but they are connected by their shared interests, locations and activities. Other connections can be inferred from data that are often not public but are available to the hosts or owners of social media systems such as reading patterns of discussion forums, music downloads, patterns of telephone calls, and location information. Smartphones with location sensors allow platforms to create implicit links between people who go to similar types of places, even if they do not go there at the same time. In innumerable ways, users now leave behind traces that form an intricate web connecting every person with the other people, locations, and digital objects around them.

An important distinction among the types of connections people can create using social media platforms is between directed and undirected links. If you and another person become friends on Facebook, the connection is a mutual one. In other words, it is undirected. Likewise, if you both are tagged as an “expert,” then you are connected by an association that is mutual and thus undirected. In contrast, some systems like Twitter allow people to follow other users without first gaining those users’ approval. This creates a different type of tie, where the directionality of the tie is important (i.e., who is following whom). Directed ties are also created when a person invites another person, favorites content, and creates a hyperlink from one page pointing to another page. In all of these cases, connections flow from one person or object to another and may not necessarily be reciprocated.

Finally, connections mean different things and can have different weights and values. For example, two people on Facebook can either be friends or not be friends; it is a binary connection that is either on or off. In contrast, two Facebook friends may send each other personal messages. The strength of their messaging connection could be measured based on the number of messages or the number of different days they each sent one another messages. These are examples of weighted connections that vary in intensity. These weights often contain important information about the strength of a tie. For example, if Marc sent 10 messages to Ben last week and only 1 to Derek and 3 to Itai, it is probably safe to say that last week Marc was more strongly connected to Ben than to Derek and Itai (at least via that messaging medium).

The examples shared so far primarily connect people to each other, objects to each other, or people to objects. Recently, location has become an expanding part of social media services, allowing connections to be created between people, objects, and places. Smartphones are opening a new era of social media that integrates information about location and activity in novel and powerful ways. New kinds of ties are being formed by just being in the same place as someone else, even at different times. Just having a phone or a laptop nearby someone else’s can create implicit connections.

2.3.6 Retention of content

Social media systems also vary in how long content is retained. On one end of the spectrum are systems like wikis that typically create a permanent history of all actions that occurred in the system. Not only is each action recorded and stored, it is made available on article history pages and user contribution pages. At the other end of the spectrum, some instant messaging or voice-over Internet Protocol (IP) systems do not centrally record the interactions at all, allowing for fleeting exchanges more reminiscent of most face-to-face conversations. Users at the end points to these conversations can, of course, record them but extra effort must be taken. Many social media systems fall somewhere in the middle. For example, as of this writing, searches of the Twitter network via the public free API used by many software analysis tools can only receive from the most recent 8 or 9 days. The horizon of the past in these systems is in flux as data volumes grow along with information processing capacity and commercial requirements. The desire to add social media data to our long-term cultural memory has prompted interesting partnerships, as evidenced by the agreement between Twitter and the Library of Congress. However, these arrangements have not made widespread long-term historical social media data accessible, and the original plan of storing every tweet was rescinded so that only selected tweets are now stored. Critics warn that decades of social history are less accessible in the digital age than prior eras with more durable archival copies of physical books, movies, newspapers and audio recordings. Ironically, digital culture may have less durability than pre-digital culture, making the work of future historians a difficult one.

Some types of social media systems vary in their retention policies depending on specific product or user settings. For example, some instant messaging clients do not archive conversations, whereas other clients retain them by default. SnapChat promised users that their video messages will be seen only once (or twice) and will be deleted shortly thereafter. In contrast, some email lists create a searchable archive of prior messages sent to the list (while some others do not by choice). However, it is important to realize that even if there is no centralized archive, individuals at the end points of these services may archive content and make it public at a later date. Such was the case when Usenet content was made easily searchable by Google, upsetting some contributors who never imagined their posts would become easily searchable and available to the masses. People can collect email messages, record Skype calls, log chat sessions, capture screenshots, and collect most digital content fairly easily. We are now living in a world of easy data collection, retention, analysis, and publication suggesting prudence in using social media systems. Choose your words carefully; they may outlive you.

2.4 Social media examples

This section provides a brief description of some popular types of social media as of this writing. Table 2.3 lists the social media systems and categorizes examples of each. It also serves as an index to this section. For a much more comprehensive list of social media tools, see Wikipedia.1 Because of the focus of this book, we highlight the types of networks that these social media tools create by discussing their basic elements and types of connections.

Table 2.3

Types of social media listed with example services
Social media typeExamples
ASYNCHRONOUS THREADED CONVERSATION
EmailGmail, Hotmail, MS Outlook
Email lists, Discussion forums, Q&A sitesListserv, Facebook Groups, Reddit, Quora, StackOverflow
SYNCHRONOUS CONVERSATIONS
Chat, instant messaging, textingIRC, Facebook Messenger, Skype, WeChat, WhatsApp, Slack, GroupMe
Audio and video conferencingSkype, Zoom, Google Hangouts, Adobe Connect
WORLD WIDE WEB
Websites and documentsFaculty member websites, artist portfolio website, Ford.com, umd.edu, SMRFoundation.org, Prevent.org
COLLABORATIVE AUTHORING
WikisWikipedia, WikiHow, Docuwiki, Wikia
Shared documentsGoogle Docs, Zoho, Office 365
BLOGS AND PODCASTS
BlogsWordPress, Tumblr, Medium
Microblogs and activity streamsTwitter, Sina Weibo, Facebook feed
Multimedia blogs, podcasts, and LivestreamsYouTube vlogs, Instagram photo vlogs, iTunes, SoundCloud, Facebook Live, Instagram Live, Twitch
SOCIAL SHARING
Video and TVYouTube, Hulu, Netflix, Vimeo
Photo, images, and artFlickr, Instagram, Pinterest, DeviantArt
MusicSpotify, Pandora, iTunes
Bookmarks, news, and booksMix, Reddit, Twitter, Facebook, Goodreads
SOCIAL NETWORKING SERVICES
Social and datingFacebook, eHarmony, Match
ProfessionalLinkedIn, Zerply
Niche networksAllTrails, Strava, Untappd, Life Cake, Ravelry
ONLINE MARKETS AND PRODUCTION
Financial transactioneBay, Amazon, craigslist, Kiva, Kickstarter, Indiegogo
User-generated products and servicesGitHub, Mechanical Turk, Etsy, fiverr
Review sitesAmazon, Yelp, Angie's List, Google Local Guide Reviews
IDEA GENERATION
Idea generation, selection, and challenge sitesIdeaConnection, Chaordix, IdeaScale, Imaginatik, Kaggle, TopCoder
VIRTUAL WORLDS
Virtual reality worldsSecond Life, Webkinz, Habbo, IMVU
Massively multiplayer gamesWorld of Warcraft, Lord of the Rings Online, Fortnite, The Sims
MOBILE SERVICES
Location and Augmented Reality apps and gamesFacebook Checkins, Swarm, Google Lens, Pokemon Go

2.4.1 Asynchronous threaded conversation

Asynchronous threaded conversations take on many forms such as email, email lists, Usenet newsgroups, discussion forums, and web boards. This form of social media has been the backbone of online communities since before the Internet and it continues to play an essential role in a variety of settings both within organizations and on the public web. Even newer forms of social media such as social networking sites, social sharing sites, and virtual worlds often have asynchronous threaded conversations embedded within them to facilitate discussions (e.g., Facebook groups). Although there are several flavors of threaded conversation, they share some key properties in that they are asynchronous, messages are labeled with an associated address or username, typically, with a single author, and other authors can reply to these messages and reply to others’ replies creating conversation “threads.” Authors do not typically edit one another’s messages or even their own messages after (and some say before) it has been initially contributed. This basic structure has proven to be extremely versatile, supporting a wide range of individual, organizational, and community needs.

Threaded conversations, in all their forms, create implicit ties that connect senders and receivers of content in what is often called a “reply network” or “reply graph.” These reply networks can be analyzed to identify important relationships, distinctive patterns of connections that reflect social roles, subgroups or clusters of people, interdepartmental connections, and many other important relationships. Next are brief descriptions of some of the most important asynchronous threaded conversation systems. See Chapters 9 and 10 for a more complete history and description.

Email

Email messaging was introduced in the late 1960s and the familiar “@” symbol was introduced by Ray Tomlinson in 1971. Email lists quickly emerged in 1972, the same year as PONG and the year of the last Apollo moon landing. Today, email is almost universal with billions of daily users exchanging hundreds of billions of messages a day. Because of the ubiquity of email, the implicit reply network created by its exchange is often an authentic representation of real-world social connections. In Chapters 9 and 10 we discuss how to analyze three types of email collections: personal email collections (e.g., your own email archive), organizational email collections (e.g., your company’s email traffic), and community collections (e.g., email lists).

Email lists, discussion forums, Reddit, Quora, and Q&A sites

Email lists turn email into a community experience by allowing people to send a message to a single email list address, which is then forwarded to everyone who has subscribed to the list. These collective email exchanges are widely used in enterprise discussion lists or Internet Listservs covering a nearly unlimited array of topics. Email lists facilitate discussions on a topic of interest, technical support, neighborhood gatherings and advocacy, workgroup interactions, internal communities of practice, and even the exchange of goods (e.g., FreeCycle). They are particularly good for reaching less tech savvy users such as older adults who are familiar with email but not more advanced social media technologies. They differ from discussion forums, Reddit, and Q&A sites like Stack Overflow in that they are a “push” technology that shows up in your inbox rather than requiring you to visit a site to get the latest information.

Discussion forums emerged before the World Wide Web. In the late 1970s, dial-up bulletin board systems (BBSs) hosted a wide range of message boards that allowed people to post and download information shared on early desktop personal computers. BBS managers selected who could access their services and what content would be retained, exchanged, and copied from other systems. Later, Usenet Newsgroups were created at the University of North Carolina in 1979. Before the World Wide Web, there were tens of thousands of different conversation, each devoted to a variety of topics and containing chains of messages in reply to one another in structures called threads. Usenet newsgroups fostered the collective construction of billions of messages into millions of conversations sorted into tens of thousands of newsgroups. Usenet newsgroups are distinguished from email lists largely in terms of their comparative lack of centralized control and weak boundaries. Anyone could post a message to any newsgroup without regard to membership or the desires of others receiving the messages. Like email and email lists, newsgroups contain a core social network structure called a “reply graph” (see Chapter 10) created when authors are connected with those they reply to in a thread. These early forms of threaded conversations helped inspire innovations that continue to live on in other forms. For example, the Microsoft Research Netscan project demonstrated the value of visualizing social interaction on Usenet, a promise only now being realized to its full potential [9]. Usenet newsgroups also helped inspire one of the first collaborative filtering systems called GroupLens, which made personalized recommendations of content you were likely to enjoy based on the preferences of like-minded people [10].

Since the creation of the World Wide Web, threaded conversations can be found in discussion forums, blog or news comments, Facebook groups, Reddit or Quora discussions, and Question and Answer (Q&A) sites like Stack Overflow. Advanced features provide users with the ability to gain reputations based on the quality of their posts, vote responses up and down (e.g., Stack Overflow responses), review and approve content, report readership levels, recommend related content, and dynamically filter content based on personal preferences to help overcome information overload. The potential cost is the creation of content that is too filtered to admit alternative views. These “filter bubbles” reflect the polarization of political beliefs in many populations.

2.4.2 Synchronous conversation

Synchronous conversations such as text messaging, chat, instant messaging, and audio and video conferencing differ from asynchronous conversations in that they occur in real time. Precursors to these Internet-based conversations occurred via telegraph, phone, two-way radios, and similar technologies. UNIX talk messaging, first used in the early 1970s, was among the first instantiations of text-based synchronous conversations based on computer networks. This simple system is the early precursor to chat and instant messaging, initially allowing two people to share a text stream, both users typing characters that would appear intermingled in the same space. Later innovations and refinements separated the text streams and evolved into the many forms of short messaging and texting services available today. Facebook Messenger, Zoom, Apple Facetime, Skype, WeChat, WhatsApp, and other synchronous conversation tools today have added support for small group conversations, whereas others such as Internet Relay Chat enable large scale conversations where anyone who “tunes” to a specific “channel” is able to join.

Chat, instant messaging, and texting

Chat was one of the most popular forms of interaction on the early Internet and accounted for up to a third of the revenue of the original commercial online providers such as America Online and CompuServe. Inspired by “Citizen’s band” (CB) radio from the 1970s, Chat servers organized discussions into a series of a few dozen “channels” dedicated to a vast array of subjects and interests. The IRC network of “Internet Relay Chat” servers remains a thriving and teeming space filled with chat from many people on numerous topics streaming nearly continuously around the world. More recent forms of chat include platforms like Discord for gamers and Slack for organizations and special interest groups. In commercial chat services, chat channels are frequently policed by the provider’s staff or by appointed volunteers. In the largest noncommercial system, IRC, each channel has an owner who can eject people from the channel, control who enters the channel, and decide how many people can enter. Because of a lack of explicit links tying specific comments to one another, it can be hard for humans and computers to know who is talking to whom. This means that the reply networks created by chat may be error prone or probabilistic in nature. However, networks that connect people together based on who has chatted in the same channels are possible.

Instant message text chat clients offer a private, often one-on-one, potentially small group, chat environment. Sometimes referred to as “buddy lists,” these tools allow people to keep a list of their friends and contacts who also use the same or compatible tool. The messenger software indicates which if any of a person’s “buddies” are available and active at that moment for possible conversation (often referred to as “presence”). Selecting a person on your buddy list opens up a private window for exchanging short lines of text, emojis, images, and videos in real time. Tools like Skype, Facebook Messenger, Google hangouts, WeChat and WhatsApp merge the buddy list and text chat with full voice telephony, blurring the distinctions between these modes of communication further. Tools like Slack, Yammer and Chatter bring these types of chat tools into work groups and organizations with a more enterprise focus. Two primary networks connect users of these kinds of services. One network is a friendship network that connects users to the other users on their buddy list. Another network is a conversation network that connects people based on how often they talk with one another. Organizations that provide instant messaging services can use these networks to capture latent and active internal connections.

Text chat has a mobile form called Mobile Short Messaging Service (SMS), which has taken the world by storm, becoming the most widely used form of electronic communication. Trillions of texts are exchanged each year among billions of mobile phone users. Text messaging previously lacked many of the features of richer forms of message exchange, though more are regularly added. It is particularly prominent in some developing countries where mobile phones make up the core communication platform. SMS generates communication networks connecting phones (and their users) to each other based on the number of messages exchanged. For many users of recent mobile devices SMS is often displaced by propriety alternatives like the Apple iMessage and Samsung Messages applications which provide an alternative to SMS with richer media features and stronger security.

Audio and video conferencing

Audio and video conferencing are highly synchronous forms of social interaction that are often even more interactive and “real time” than text chat alternatives. People interact in near real time, speaking and replying in a nearly continuous loop of verbal exchange similar to face-to-face encounters. Audio conferencing using standard phones has grown steadily to become a widely used service for small teams, as well as for training or marketing sessions for hundreds of users. The simplicity of use, low cost, and emphasis on human voice has turned phone conferences into widely used and productive applications. In an audio conference, neither speakers nor listeners need to worry about their dress, facial expressions, or eye contact, and therefore can engage in other tasks simultaneously without offending others. Audio conferencing now increasingly takes place through Voice over Internet Protocol (VoIP) connections with dramatic reductions in cost and expansion of use around the planet. Tools like Skype and Zoom now make an audio conference among a dozen or more people in as many time zones simple.

Videophones have been the promised “vision of the future” since the 1940s but failed to reach mass market adoption for decades. High costs of early system hardware and connections were multiplied by the social awkwardness that video connections impose. Unlike audio only connections, video requires that people comb their hair, straighten their tie, or put on a dress and organize at least the area the camera can see. Video requires a continuous display of engagement, more like a face-to-face encounter, without the flexibility of a phone call that allows wandering attention and multitasking. Despite these hurdles, as hardware and connection costs have plummeted to easy affordability for many and the vision of widely used videoconferencing is now being realized. Inclusion of built-in video cameras and the iChat program on Apple computers and video services in Skype, Facetime, SnapChat, Facebook Live and other instant messaging clients have triggered a much wider community of users, including grandparents seeing distant grandchildren and distributed musical bands and project work teams. Corporate use of videoconferencing platforms like Zoom, Webex, and Adobe Connect has increased steadily and has been integrated with screen and document sharing services that deliver high-quality sound and images. Video cameras on video game consoles and smartphones have further expanded the scope of videoconference users.

Social networks are created whenever people connect with one another via audio or video conferencing. However, more fine-grained analysis of the conversations themselves (e.g., who replies to whom) is challenging because the data are difficult to capture automatically. Advances in automated speech to text conversion and video facial recognition may soon make it possible to efficiently automate the extraction of these network exchanges from recordings of video conversations.

2.4.3 The World Wide Web

The largest public, machine-readable network is the World Wide Web where web content, such as web pages, and documents, such as images (identified by their Uniform Resource Locator or URL), are connected together by hyperlinks. The World Wide Web, WWW, or just “the web,” was initially conceived by Tim Berners-Lee in the 1980s, but it was not realized until the 1990s. The WWW was the first platform to integrate the concepts of hypertext, developed in the 1960s by Ted Nelson (Xanadu) and Douglas Engelbart (oN-Line System [NLS]), with the Internet [11]. The result was a highly flexible platform that allowed people to view web content hosted on servers throughout the world with the use of a web browser. Today the web is the primary platform upon which most of the social media tools are built. In this section we focus primarily on traditional websites such as corporate, organizational, and government websites, homepages, and documents (e.g., images and pdf files).

Although you may not realize it, network analysis already plays a role in billions of people’s everyday lives when they search the web via Google. As the amount of content on the web increased, search engines became essential for making content on the web discoverable. Early search engines looked only within the text of each web page (and its associated metadata fields) to determine its relevance. The first generation of search engines, like Alta Vista, built an index of all the words on millions of webpages and matched them to search queries. Google made a breakthrough in the quality of its results by developing its PageRank algorithm, which determines how important a page on the web is based on its position in the web’s wider network of connected pages. At its core, the PageRank algorithm views a link to a page as a “vote” for that page’s importance, so that pages with many incoming links score well. In addition, it considers the importance of each of the incoming links: receiving a link from a highly linked-to site counts more than receiving a link from an unknown site. This and related concepts are captured in various measures of the “centrality” of a vertex within a network as discussed in Chapter 6.

2.4.4 Collaborative authoring

Several social media tools facilitate the collaborative authoring of documents and repositories, enabling small groups and even communities of thousands to effectively create, maintain, and organize documents and document repositories.

Wikis

The most widely known example of collective document creation is Wikipedia, which is only one example of thousands of smaller wikis scattered throughout the web. Created by Ward Cunningham in the early 1990s, wikis are tools that allow a group of people, potentially any Internet user, to quickly access and edit a shared collection of documents in the form of web pages. There are many “wiki engines” (i.e., wiki platforms) including the open source MediaWiki engine that is used by Wikipedia. Wikis are used to create encyclopedias (e.g., Wikipedia), fan or game sites, corporate intranet content, and information repositories on topics ranging from educational resources to technical documentation to patient support information. Despite many differences among implementations, all wiki engines track each edit of each wiki page, creating a detailed page history. These edits can be reversed, creating a social version of the “undo” function of a word processor. People can follow updates to content on the RecentChanges page, get notified of changes to specific pages after subscribing to (i.e., “Watching”) them, or view people’s “user contribution pages” that chronicle all of their edits.

Wikis include many implicit networks. Some networks connect pages to other pages through hyperlinks or connect pages that are grouped together into the same category. Other networks connect people to people when, for example, a person posts on another person’s user page or when two people co-edit the same page. These networks can be mined to better understand content relationships and social roles as described in Chapter 14.

Shared documents

The idea of collaboration through shared documents such as word processing and spreadsheet files is well established and differs from the community approach of wikis. Collaborative document creation continues to grow in popularity as corporations, governments, and community organizations discover that they can conveniently share and edit documents through Google Docs, Windows 365, or DropBox. Users who view or edit the same documents form a network that may reveal patterns of cooperation, shared interest, or opportunities for new collaborations.

2.4.5 Blogs and podcasts

Blogging is a special form of web page publication. Deceptively simple, a blog is essentially a low-cost mechanism for publication of rich digital content. Early blogs presented a series of text messages or “posts” in reverse chronological order so the most recent post was always at the top of the page. Today, a blog is a rich platform for content presentation and commentary. Blogs may contain textual content that are now complemented with pictures, video, and audio. Blogs present this content along with search, functionality for readers to comment on each blog post, tags to categorize posts, pointers to related blogs (i.e., blogrolls), and a range of applications and widgets. Popular tools like WordPress, Drupal, and Blogger make blogging essentially free and widely available. They are also commonly embedded within larger sites.

Blogs and by extension bloggers are now often able to build audiences that rival pre-digital media and challenge more established information providers, particularly in the news arena where current information is paramount. Blogs and bloggers are seen as potentially powerful makers and breakers of brands, political candidates, and news stories. They also serve as micropublishing platforms for families sharing stories and photos of their children and niche interest groups exploring an obscure topic. A single blog may be authored by an individual or a handpicked set of authors. Others participate via comments or by linking their own blog to other blogs, creating aggregated collection of interconnected blogs often referred to as the blogosphere. Specialized search engines collect the messages from much of the blogosphere, using the unique properties of blog links (called trackbacks) and number of comments to assign credibility scores to blogs. Because the connections can be automatically captured using web crawlers, researchers have analyzed the blogosphere to better understand issues like the nature of political discourse in the highly divisive politics of the United States [12], as well as other areas such as Iran [13].

Microblogs and activity streams

The Twitter microblogging system gained widespread use in 2007 and has now become a worldwide phenomenon. It is similar to traditional blogs in its focus on recent posts, but differs in that its posts, called “tweets,” are restricted to 280 (formerly 140) characters of text. Twitter takes advantage of the idea of blog feeds by allowing you to subscribe to, or “follow,” any other Twitter user. Each user’s feed is personalized to show the most relevant tweets of all individuals he or she is following, creating a live stream of bite-sized information nuggets. A number of competing services exist, such as China’s version called Sina Weibo that boasts nearly 500 million users. Other platforms, such as Facebook and LinkedIn use status messages that serve as microblogs that are broadcast to friends.

Microblogging sites create several interesting social network structures. The most obvious network is the one created by the “follows” and “is followed by” relationships. Unlike Facebook, these “follow” relationships are directed: you can follow people who don’t follow you and vice versa. Therefore these connections are not always reciprocated; many connections flow in only one direction. This is in contrast to the undirected or mutual ties present in Facebook friendship connections and LinkedIn. Other networks connect users based on the number of times they reply to others’ microblog posts or repost messages they come across (i.e., “retweet” or RT). A detailed analysis of networks found within Twitter is found in Chapter 11.

Multimedia blogs, podcasts, and livestreams

As bandwidth and multimedia support has increased, a variety of services related to blogs have appeared including video blogs (vlogs) common on YouTube, photo blogs available on Instagram, audio blogs called podcasts, and livestreams of a person gaming on Twitch or broadcasting video footage on Facebook Live and Instagram Live. Just as a blog privileges the creator of the blog to have primary control and visibility, these multimedia forms also privilege the creator. Multimedia blogs may focus on a specific topic or everyday experiences of a specific individual as a “lifelogging” or “lifeblogging” form of autobiographical journaling. Typically, people can comment in text to the initial posts, and occasionally systems allow multimedia replies, for example a video that replies to another video. Some multimedia sites encourage submissions of content from readers but are vetted by those in charge of the site before being posted. Other multimedia blogs are authored by an individual or small group, which are read by small to large sized groups. Mobile photo blogs like Instagram or Flickr make innovative use of mobile devices such as smartphones to upload photos, videos, and text that is often automatically tagged with location information. Podcasts may include audio or video content and like traditional blogs can be subscribed to using tools like iTunes so that new content is automatically updated or downloaded. They differ in that the facilities for commenting on podcasts are not as common, although they may be provided as part of a website. Technological improvements will likely make search tools and annotation of multimedia content such as videos, images, and audio more common in the future. Livestreaming services, such as Twitch and Facebook Live, allow people to display a live screencast (e.g., of gameplay) or video feed, to which observers subscribe. They typically provide tools to let observers interact with the broadcaster in real time and may record the experience for later consumption.

The networks created by multimedia blogs, podcasts, and livestreams are similar to those created by blogs and microblogs. They connect content to content and, by extension, content authors to content authors. People also are implicitly connected to one another when they read the same content, comment on the same blog posts, use the same tags, or even post from the same locations.

2.4.6 Social sharing

Social sharing sites are designed to allow individuals to share content, typically of a certain type (e.g., videos, photos, websites). They provide an alternative to purposeful searching for content on search engines by allowing a community of peers to collaboratively identify and share interesting content. They are a modern incarnation of browsing, where the masses decide what is on the shelf. While some services are focused almost solely on social sharing (e.g., Mix, Goodreads), social sharing features often show up as a feature on other social media platforms (e.g., photo sharing on Facebook). Social sharing sites may or may not allow users to create content. For example, YouTube allows anyone to upload videos, while Hulu users can only share what they’ve been watching.

Video and TV

Since the widespread use of digital video cameras, people have been uploading their videos to share with others. Sites like YouTube and Vimeo allow the masses to easily upload and share video content and link to it or embed it within other websites such as blogs. Corporations, universities, and media outlets often post content on their own YouTube “channels.” Amazon Prime, Hulu, and Netflix streaming video services allow users to search for, view and review TV shows, movies, and shorter video clips. These sites are home to a number of social network structures. For example, YouTube allows users to become “friends” or contacts with one another. In addition, relationships can be created between users when they comment on one another’s videos, make a video a “favorite,” or subscribe to a user’s stream of uploaded videos. Networks of videos that relate to one another are also created based on having shared tags or shared viewers. A detailed analysis of networks found within YouTube is found in Chapter 13.

Photo, images, and art

Since the invention of cameras, people have shared photos via albums, scrapbooks, and fridge magnets. Likewise, art is largely created so it can be shared. Social media tools enable the sharing of photos and digital copies of artwork with a select group of other people or the world at large. Pinterest, which allows users to create and share collections of images (i.e., pins), was one of the most successful sites of the past decade, that currently boasts over 250 million monthly active users. Flickr, one of the first image sharing sites, hosts a vast collection of digital photographs that are attached to individuals (e.g., photographers who upload them), groups, and tags that describe them. Like most social sharing sites, Flickr allows users to create networks of contacts (like friends in social networking sites) and limit the distribution of photos to just those individuals or to the world at large. Other similar services exist, such as Google Photos, SmugMug and Amazon Photos, and some sites like SlideShare that allow you to upload slideshow presentations on a wide range of topics. There are also a number of stock photo and vector art sites like iStockphoto that allow individuals to purchase content one image at a time. Sites like DeviantArt allow creators to share and comment on their original pieces of art. Additionally, sites like Facebook include photo sharing and tagging elements.

The richly annotated content enables the construction of many types of networks. Some networks connect people who appear in photos together, whereas other networks connect people who follow others’ art or are in the same group. Implicit networks connect people who use similar tags, comment on others’ photos, favorite others’ photos, take pictures in similar locations, or repin images from others.

Music

A number of social sharing sites revolve around music, including sites like Spotify, Last.fm, and Pandora. These sites share many properties with video and photo sharing sites such as the ability to friend others, post comments, and navigate the site via various metadata fields such as tags and artist. Most sites allow users to create explicit playlists, a modern incarnation of the mix tape, recognizing the value that comes from curating just the right collection of songs. Music sites use collaborative filtering technologies to help recommend music that you are likely to enjoy based on the music you currently enjoy. Collaborative filtering tools, a subset of recommender systems, use data from other users’ behavior to create personalized recommendations. If you like songs that a certain group of users also likes, then you will probably also like songs they like that you have not yet heard. The networks created by music sharing sites are similar to those of other digital object sharing sites.

Bookmarks, news, and books

As users review content on the World Wide Web, it is common to want to save a web page, news story, or pointer to a physical book for later use. These collections of pointers can be valuable for other people as well. Several services have emerged to allow users to save a bookmark pointer to a website and share that link with others. Early services like del.icio.us and Digg allowed users to share and rank bookmarks or news stories. While they no longer exist, at least in their original form, they helped inspire key features of services like reddit and tumblr, which provide a range of tools for users to collect pointers to useful and interesting material on the web, annotate it in various ways, and publish it to select others or the public. Users of these sites can filter, search, and sort the accumulated links from many other users. Many users are eager to recall useful material on the web and are often willing to signal their interest or appreciation for certain websites to others. Sites such as GoodReads support sharing book recommendations by adding a social network mechanism to the process to further sort quality content, based on what your friends and contacts like. These services have developed a strong following of users who want to signal their interest in books and authors, which are then aggregated and ranked for others to see. Such services provide a rapid way to identify novel and interesting information, build a historical trace, and form communities of shared interest. Similar sites exist for journal articles and academic research (Academia.edu, ResearchGate). These systems include similar networks to other content sharing sites, as well as networks based on citation linkages created when two or more people co-author a publication.

2.4.7 Social networking services

In 1971, Les Earnest wrote the “finger” program that allowed users of a system to check on another user’s status. When a user requested it through the finger program, a file named “.plan” would be displayed to other users. This file soon became the business card and office door for many early users of the Internet and the networks that preceded it. Some users even updated the file regularly to note their current location, activity, and state of mind. This simple status and profile system evolved over time and inspired the creation of systems that allow people to present themselves to others. Modern incarnations, called social networking services, allow people to share contact information, text, images, and videos about themselves with their self-identified friends or followers. Early popular examples like Friendster and MySpace established the basic outlines of the social network feature set in which users “friend” other users, enabling them to share content and receive updates about each others’ activity.

Social and dating

Facebook has come to dominate social networking services, even though it is just a decade and a half old. With over 2.3 billion monthly active users by the end of 2018, Facebook contains the largest machine readable “social graph” on earth. There are many ways people connect to one another in Facebook, from the obvious “friending” that starts a Facebook relationship, to the many ways people can subsequently interact by writing on one another’s “wall,” indicating that they “like” other people’s content, sending messages, tagging photos, and joining common fan pages or groups. Facebook and related systems are rich sources of social network data as a result.

Many of these social networking services, such as Facebook, impose restrictive terms of use for their data. In contrast to the mostly open and free model that surrounds Twitter, Facebook constrains what data can be accessed and the duration that the data may be used. As a result, analysis of Facebook social networks can be challenging. In the wake of scandals about the use of Facebook data about hundreds of millions of people for targeted political advertising, Facebook has made access to data about activity on its platform even more restrictive. Individuals may extract some Facebook data related to their own interactions and social network, but even that data may only be used for short periods and for specific purposes. See Chapter 12 for examples of how to analyze Facebook networks.

Professional

Services like LinkedIn provide a social network feature set tuned to the self-presentation of career professionals engaged in business networking. Users can post their resume, receive and send targeted job invitations, recommend co-workers, introduce a colleague to another colleague, exchange private messages, and join groups such as university alumni associations or special interest groups. These networks are becoming a vital part of the job search process in many industries.

Niche networks

A number of niche social networks have emerged to help people with a common interest connect with one another. These social networks have the advantage of customizable tools that allow members to share information specific to the niche topic, as well as the advantage of having a self-selected group of enthusiasts. For example, AllTrails supports hikers and mountain bikers who can create custom trail maps, rate others’ maps, and use them while on the trail. Strava, for runners and bikers, shares information on each run or bike ride with friends who can comment on them. It also includes a leaderboard for different “segments” (i.e., pre-defined segments of popular trails), adding a competitive component. The Untappd community focuses on social drinking with features that help you rate and review drinks, venues, and even ask for a ride home. Life Cake allows families to share private memories, view content in a timeline format, and create photobooks. Social network data is similar to data available from Facebook, but also includes connections to the niche content, such as the network of Strava users who have run the same segments or the network of Untappd members who have visited the same brewery.

2.4.8 Online markets and production

Many social media sites facilitate the creation, evaluation, funding, and exchange of goods and services.

Financial transactions

Networks of exchange have always been at the core of marketplaces where buyers and sellers meet, exchange news, and make trades, purchase goods, or form plans for future activities. There has been enormous demand for online marketplaces in the form of auction sites such as eBay and Amazon or advertising sites like craigslist that facilitate location-specific ads for products, services, apartments, and jobs. These services generate communities of buyers and sellers who share an interest in the same products. Many small businesses and professionals, such as artists, craftspeople, or photographers, routinely advertise their products through personal or collective websites, along with service providers, consultants, and personal trainers. These independent small businesspeople can reach a wide audience and develop credibility through reputation system tools like eBay’s feedback mechanism. These marketplaces create networks that connect sellers and buyers through transactions, creating a trade network.

Related services allow the financial support of projects that might not otherwise be funded. For example, Kiva allows users to donate money to entrepreneurs in developing countries, facilitating microloans, and then follow their progress via blog posts and public repayment statistics. Kickstarter and related crowdfunding sites like Indiegogo allow people to financially support new ideas for products or services. If a critical amount of funds are raised by donors, then producers are obligated to provide their promised products. Finally, a growing number of services called “prediction markets” allow people to buy and sell assets whose cash value is tied to a future event (e.g., who will be the next U.S. president). The market prices are interpreted as the probability of the event occurring. Services like the Iowa Electronic Market provide financial tools for people to bet on uncertain future events, in aggregate generating information about the “wisdom of the crowd.” All forms of online banking and payment transaction services create a wealth of network data based on who pays whom how much when. The resulting purchasing patterns can be used to understand market dynamics, or as the basis for recommender systems like those found at Amazon.

User-generated products

A host of social media sites focus on collaboratively developing, sharing, or selling products. The open source software movement is an excellent example, where users contribute code to develop software tools that are then made freely available. Sites like Sourceforge and GitHub provide tools to support developer communities by tracking changes to the software, monitoring the number of downloads, and providing basic discussion capabilities. Amazon’s Mechanical Turk provides a platform for supporting a host of “human intelligence tasks” such as classifying items and identifying images. This “marketplace for work” allows people from around the world to perform these tasks for micropayments that can add up over time. Other communities focus on a specific type of product. For example, Etsy focuses on hand-made crafts; Threadless, focuses on purchasing T-shirts from user-created designs; and fiverr allows users to request video production services from amateurs. These sites generate trade networks, as well as networks that connect people who work on similar projects or use similar tags to describe their products.

Review sites

Many social media sites allow people to post reviews of products or services. Some sites like Amazon support written reviews as well as ratings of almost every conceivable product. Local versions of review sites, such as Yelp, Google Reviews, and Angie’s List, focus on location- based services such as restaurants, shopping, and nightlife, or service providers such as doctors, contractors, and service professionals. These sites create explicit networks when people friend each other (e.g., on Yelp), as well as implicit networks when users favorite or review the same places or services.

2.4.9 Idea generation

Organizations are increasingly looking for ways to benefit from the collective intelligence of the masses. Several social media sites use “idea generation” tools to help solicit and evaluate new ideas. Companies like IdeaConnection allow organizations to post proprietary challenges to a community of problem solvers. If someone solves the problem, that person is awarded a specified dollar amount. More domain-specific examples include Kaggle and TopCoder where users compete against each other for prizes in data analysis tasks or coding tasks. These sites create networks that connect people based on shared projects and challenges. If nobody solves the problem, no money is exchanged. Other tools by companies like Chaordix and IdeaScale allow users to post ideas and vote on others’ ideas, helping the best ones bubble to the top. These services create networks that connect people based on who voted on whose ideas. They also create networks that connect ideas to other ideas based on the number of people who liked both ideas.

2.4.10 Games and virtual worlds

Virtual worlds, graphical worlds, and massively multiplayer games attempt to model physical places as well as face-to-face interaction. Modern virtual worlds allow users to build new spaces, create objects, and use powerful programming languages to automate their behavior. These sophisticated forms of social media create remarkably rich collections of networks. Even services offering relatively simple game experiences like card games and backgammon offer sophisticated ways of creating friend networks, teams, and rankings. Game systems commonly allow users to create affiliation networks when players join clubs, guilds, tribes, or teams. Within the game play are other processes that create networks as records are created when users shoot or kill one another or trade less lethal materials.

Virtual reality worlds

Although many multiplayer games continue to focus on combat role playing, many “social” virtual worlds have become a means for widely dispersed groups to maintain personal contact. These include systems like Second Life, The Sims, and IMVU designed for adults, and popular systems designed for children and youth such as Webkinz and Habbo. Virtual worlds typically offer a range of traditional communication channels, as well as the ability to manipulate “avatar” bodies that pose near one another. Like text chat, these systems support synchronous communication. Virtual worlds allow a number of people who occupy the same “room” to meet and “talk” by speaking, posing, gesturing, and sending lines of text or shared spatialized audio conferencing with one another. Because this interaction happens in real time, all the participants must be active at the same time. But in return, virtual worlds provide a powerful sense of social and physical presence that is absent in asynchronous media. Virtual worlds often support simulations of the multichannel quality and nuances of face-to-face interaction by integrating lines of text with gesture, pose, and voice. For children and youth, they provide an engaging environment where users can earn virtual cash by playing games or completing virtual jobs and use their virtual cash to decorate their virtual home or feed their virtual pets.

Virtual worlds and the social data created in them are typically owned by the company that provides them. Thus, owners of virtual world servers have had monopoly control over their systems making it hard to access data for analysis purposes. However, when data is available, it is a rich source of network connections, which are created in virtual worlds whenever users exchange text or virtual items, are near one another, or interact with the same objects.

Massively multiplayer games

Massively multiplayer online games (MMOs) are video games that include hundreds or thousands of players who interact simultaneously in a persistent virtual world. They utilize the Internet, although they may be played on a computer or game console such as an Xbox or PlayStation. There are many types of MMOs including role-playing games (e.g., World of Warcraft, Everquest), strategy games (Mankind, War of Legends), first-person shooter and survival games (Fortnite), racing games, etc. They may take place in fantasy worlds or virtual worlds that correspond with specific locations such as World War II battlefields or cities. Many MMOs include complex social arrangements such as guilds, tribes, or teams; sophisticated collaboration tools including live audio-feeds; and virtual currencies that allow players to purchase items needed to complete quests or build their empires.

2.4.11 Mobile services

The next step from virtual reality is into physical reality. Recent waves of social media tools integrate hardware and software tools to enable users to annotate physical locations. Smartphones track their location via Global Positioning System (GPS), cell tower location services, wireless networks, and beacons, supporting experiences tied to users’ location in space. Once the device has an accurate sense of its location, that information can be associated with all the digital objects created with the device. Photos can be easily linked to the place on earth where they were taken. Restaurant reviews can be associated with a map of the location of the restaurant. A comment can be linked to where it was made. In addition, mobile devices lead to the creation of more social media content because it can be created and captured in spare moments and when notable events unfold.

Location is key to social media services that want to provide contextual information about the world immediately around users. Increasingly, this is done via Augmented Reality (AR) features that map virtual objects (e.g., images) and information onto real-world objects and scenes. Pointing a camera at an object can now reveal relevant information. Furthermore, a host of additional sensors provide functionality that can be called upon by new social media services. These include still and video cameras, audio and motion sensors, accelerometers that detect motion, and tools that enable device-to-device connections. This combined functionality and the proliferation of smart devices promises a bright future for mobile social media tools.

Location and augmented reality apps and games

Many services allow users to share their current location with friends, such as Google Maps, Apple’s FindFriends, and Swarm. Apps like Foursquare and the now popular Facebook checkin feature allow users to report their location at certain points of interest. In some cases, they can leave virtual messages or gifts for others, write reviews, and earn points or status symbols for checking into locations the most. Many mobile apps now allow users to find people “around” them based on proximity. Augmented reality apps, such as Google Lens allow users to point their camera at a physical object, such as a bridge or statue, and find out information about it.

Location and AR games have moved from the fringes to mainstream with the huge success of Pokemon Go. Earlier examples, which still persist, include mobile, social games like Geocaching and Letterboxing that encourage people to hide “caches” that often include small awards or stamps that other players can find, often using GPS tools. Games like Ingress and Pokemon Go encourage players to check in at locations, collect items, and battle virtual creatures. They are highly social games, where players congregate to battle together, recognize usernames of players in their proximity, and work together to achieve common goals.

These location sharing and annotation services often contain network structures similar to those found in other social media services, but with geographical location as an additional dimension. Place joins the set of other entities found in many social media services like people, tags, dates, and connections. This allows you to create networks that connect people to each other based on who is within a certain distance or who frequents the same locations.

2.5 Practitioner’s summary

Social media tools have become ubiquitous, despite their relatively recent development. The way people have appropriated these technologies has transformed business practices, family ties, and politics in fundamental ways. The impact of social media is complicated, leading to both positive and negative effects, suggesting the need for more systematic methods for analyzing and understanding social media environments. The past decade has seen a the rise of corporate social media bohemouths including Facebook, YouTube, Reddit, and Twitter, which have added additional features that often appeared originally in novel social networking tools. However, a thriving ecosystem of niche social networking services and tools continues to appropriate novel technologies such as augmented reality, location services, new funding models, and micro-contributions.

There is no agreed-upon taxonomy of social media tools or characteristics. Yet it is essential that practitioners spend time understanding which services and features match their personal and professional needs. Corporate and government decision makers who are seeking to use social media for advertising and promoting their products and services will be more successful if they learn which mechanism best reaches their desired audience, and what constitutes acceptable etiquette in those communities. As a starting point, we discussed the following six key dimensions that help characterize social media systems:

  •  Size of producer and consumer population
  •  Pace of interaction
  •  Genre of basic elements
  •  Control of basic elements
  •  Types of connections
  •  Retention of content

In addition, we briefly introduced some of the more popular social media systems and features, which are outlined in Table 2.3. In doing so, we highlighted the types of networks each of them create, laying the groundwork for the rest of the book, which will discuss how to gain actionable insights from the analysis and visualization of those networks.

2.6 Researcher’s agenda

The widespread adoption of social media tools has begun to usher in a golden age of social science research. Social media systems provide a wealth of data about communication patterns, location information, friendships, and other social arrangements. Mining this data is bound to provide numerous insights into human nature for decades to come. There are also many important questions that need answering to help us effectively utilize social media tools to achieve our goals. For example, we need to understand how to support democratic societies in the midst of increasingly divided clans [14], examine the use of social media supported political protests [15], develop ways to build community [16], understand the power dynamics at play in social media, motivate voluntary participation [17], develop persuasive systems [18], govern social media communities [19], organize activities to meet specific goals, find the limits of scalability, and develop tools to better visualize and understand social activity. Related issues of trust, empathy, responsibility, and privacy have strong research foundations, which can be helpful to a wide range of practitioners. Addressing these issues will help designers and community managers make well-informed decisions rather than simply relying on intuition and anecdotes.

The rapid pace of commercial development offers new challenges to the research community to evaluate the impact of design changes, novel policies, and evolving norms. What forms of recognition or reward are appropriate for different domains? How can communities that involve participants with different expectations, skills, and experience be accommodated? How can malicious behavior be reduced? Can envisioned benefits to health, education, energy, or international development become a reality?

References

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[4] Hall E. The Silent Language. New York: Doubleday Press; 1990.

[5] Smith M., Farnham S., Drucker S. The Social Life of Small Graphical Chat Spaces. In: Proceeding ACM CHI 2000 Conference, the Hague, Netherlands, March 2000; New York: ACM Press; 2000.

[6] Powazek D. Chapter 8: Barriers to Entry: Making Them Work for It, in Design for Community. Indianapolis, IN: New Riders; 2002.

[7] Ostrom E. Governing the Commons: The Evolution of Institutions for Collective Action. New York: Cambridge University Press; 1990.

[8] Axelrod R. The Evolution of Cooperation. New York: Basic Books; 1984.

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[10] Resnick P., Iacovou N., Sushak M., Bergstrom P., Riedl J. GroupLens: An Open Architecture for Collaborative Filtering of Netnews. In: ACM Conference on Computer Supported Collaborative Work Conference, 10/1994, Chapel Hill, NC; 1994:175–186.

[11] Berners-Lee T., Fischetti M. Weaving the Web: The Original Design and Ultimate Destiny of the World Wide Web by its author. New York, NY: Harper Business; 2010.

[12] Adamic L.A., Adar E. Friends and neighbors on the web. Soc. Netw. 2003;25(3):211–230.

[13] Kelly J., Etling B. Mapping Iran’s Online Public: Politics and Culture in the Persian Blogosphere, Berkman Center Research Publication No. 2008–01. Available at: http://cyber.law.harvard.edu/publications/2008/Mapping_Irans_Online_Public. 2008.

[14] Sunstein C.R., R C. Republic: Divided Democracy in the Age of Social Media. Princeton, NJ: Princeton University Press; 2018.

[15] Tufekci Z. Twitter and Tear Gas: The Power and Fragility of Networked Protest. New Haven, CT: Yale University Press; 2017.

[16] Kraut R.E., Resnick P. Building Successful Online Communities: Evidence-Based Social Design. Cambridge, MA: MIT Press; 2012.

[17] Ling K., Beenen G., Ludford P., Wang X., Chang K., Li X., et al. Using social psychology to motivate contributions to online communities. J. Comput. Mediated Commun. 2005;10(4):10.

[18] Fogg B.J. Persuasive Technology: Using Computers to Change What We Think and Do. San Francisco, CA: Morgan Kaufmann; 2002.

[19] Preece J. Online Communities: Designing Usability, Supporting Sociability. Chichester: John Wiley & Sons; 2000.

Additional resources

Boyd D. It's Complicated: The Social Lives of Networked Teens. New Haven, CT: Yale University Press; 2014.

Democracy Stronger, and Citizens more Powerful. Washington: Brookings Institution Press; 2009.

[Easley and Kleinberg, 2010] Easley D., Kleinberg J. Networks, Crowds, and Markets: Reasoning About a Highly Connected World. New York: Cambridge University Press; 2010.

Fuchs C. Social Media: A Critical Introduction. Los Angeles, CA: Sage; 2017.

Rainie L., Wellman B. Networked: The New Social Operating System. Cambridge, MA: MIT Press; 2012.

[Shirky, 2008] Shirky C. Here Comes Everybody: The Power of Organizing Without Organizations. New York: The Penguin Press; 2008.

[Smith and Kollock, 1999] Smith M., Kollock P., eds. Communities in Cyberspace. London: Routeledge; 1999.

[Turkle, 2017] Turkle S. Alone Together: Why We Expect More From Technology and Less From Each Other. UK: Hachette; 2017.

[Wenger et al., 2009] Wenger E., White N., Smith J.D. Digital Habitats: Stewarding Technology for Communities. Portland: CPsquare; 2009.


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