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9.2: Computer-Mediated-Communication

  • Page ID
    247267
    • Victoria Newsom and Desiree Ann Montenegro
    • Olympic College and Cerritos College

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    Among the earliest labels applied to the study of communication processes and new and digital media forms is Computer-Mediated Communication (CMC). This label is used to apply to the study of communication message transmission through computer-mediated formats. The focus of these studies is on how people create messages within the structures of computer technology, and how the computers themselves functioned in the transmission process. These studies also focus on encoding and decoding the messages through computer technologies. It is important to understand that the establishment of this field of study predates the prevalence of the Internet, and in many ways predates using computers to exchange information between parties instantaneously. Instead, these studies focus on how humans and computers interact, and what happens to the message while it is inside of a computer system. Consider the image below that illustrates the extent to which we have found the convenience and safety associated with using technology to communicate with loved ones and share. In this image, a couple is getting married and sharing the ceremony via computer-mediated communication video conferencing.

    An image of  a couple getting married and sharing the ceremony via computer-mediated communication video conferencing.
    Figure \(\PageIndex{1}\): "SkLa024" by Symic is licensed under CC BY 2.0.

    Technological Communication

    Computer-Mediated Communication (CMC) is the study of information exchanges and communication processes through text, audio, video, and other digitally mediated communication technologies. CMC theory is focused on "the social and cultural transformations being brought about by computers and, more precisely, the internet. It goes further than this, though, by focusing on social interaction — how identities, relationships, and communities are being changed or influenced by the internet" (Thurlow, Lengel, & Tomic, 2004, p. 2). Internet technology, social media, and technological globalization have had a profound impact on how communication processes are viewed and understood. Many of these early theories were behavioral in nature, focused on attempts to predict and control the role and impact of computer-mediated communication technologies on interpersonal and social behavior.

    The majority of early CMC studies, especially those from the 1970s and 1980s, focused on business and corporate communication processes. Home usage was relatively rare except for gaming and word processing, and multiplayer online games were only beginning to develop. There are a number of issues that are raised in the studies, especially in regard to privacy and surveillance, and power dynamics. Power and gender in organizations, in particular, became a point of discussion as theories developed which argued that computer technologies would both erase difference in the organization, thereby leveling the playing field, and simultaneously increase corporate control of ourselves. Stanley Deetz’s (1992) corporate colonization argument that we discussed in module 7 arose from these claims.

    Scholars focused on CMC compare these new media formats to other media forms, testing for patterns and similarities, as well as what processes are distinct to the new forms of media. Many of these scholars divide their arguments into two categories: synchronous and asynchronous communication (Hiltz, Johnson, & Turoff, 1986; Koenig, 1954). Synchronous communication refers to communication that occurs when those communicating are all online and interacting at once, or those media forms intended for immediate interaction. Examples would be instant messaging, gaming spaces, FaceTime, texting, chat rooms, application sharing, and video conferencing. Asynchronous communication refers to communication practices that do not require all participating parties to connect at once. Asynchronous examples include email, blogs, discussion boards, wikis, online dating sites, streaming audio and video, web books, surveys, calendars, and learning objects.

    Early discussions of CMC often focused on comparing computerized communication processes to face-to-face (f2f) communication (Lievrouw, 2009; Thurlow, Lengel, & Tomic, 2004). Many of these critiqued CMC as slower and less effective at transmitting emotional and other non-text based information. Other studies indicated that CMC, especially in business communication, equalized power differences in communication interaction as it produced a greater variety of ideas and alternatives and encouraged people to take more time reading and sharing the information (Bordia, 1997; Dubrovsky, Kiesler, & Sethna, 1991; Walther, 1996). These studies also often examined the time-saving features of not needing to retype or mimeograph messages within corporate contexts, advocating for computer technologies as effective business tools.

    A dominant early theory was Media Richness Theory (MRT) (Daft & Lengel, 1984; Lengel & Daft, 1989), which proposed that some media had more rich communication qualities than others, and that these qualities have an impact on communication potential requiring careful medium choice. Therefore, message complexity needs to be paired with media richness.

    An image of the Media Richness Theory Diagram including channels of communication, technologies, and saturation and effectiveness level.
    Figure \(\PageIndex{2}\): "File:Media Richness Theory Diagram PNG.png" by Tntdj (talk | contribs) is licensed under CC BY 3.0

    Daft and Lengel proposed four characteristics for determining the richness of media:

    • Clarity of information cues
    • Rapidness of feedback
    • Personal focus establishment for end users
    • Natural language inclusion

    The theory was aimed at organizational media usage, and provided the list of criteria so that organizational managers could choose the most effective media for information processing.

    Early CMC theories also often focused on the lack of social interaction when communication is mediated, discussions grounded in social presence theory (Short, Williams, & Christie, 1976). Social presence theory is centered on the argument that humans are social creatures, and that communication processes require a level of social presence or interactivity. Early CMC theories using this concept were skeptical of mediated communication, because it removes too many attributes associated with social presence. However, more contemporary arguments, particularly those looking at educational and marketing technologies, often look at how newer communication technologies, i.e. social media, can generate interactivity and, therefore, generate some beneficial communication (Anders, Coleman, & Castleberry, 2017; Tseng, Huang, & Teng, 2015; Verhagen, Van Nes, Feldberg, & Van Dolen, 2014).

    An image of "Social Media Landscape for content creators and users to use as tools, for sharing, for networking, and what can be integrated, created by author Fred Cavazza, published on FredCavazza.net,  October 4th, 2009.
    Figure \(\PageIndex{3}\): "Social Media Landscape (redux)" by fredcavazza is licensed under CC BY-NC-SA 2.0.

    Therefore many contemporary approaches take a relational view of CMC and social presence (Fox & McEwan, 2017; Fulk & Yuan, 2017; Ruppel, Gross, Stoll, Peck, Allen, & Kim, 2016), and are centered on a core research question: Are Facebook, Twitter, and other forms of social media replacing or enhancing face-to-face (f2f) communication?

    As instant messaging and online communities developed, computer technologies became more utilized as a tool for communicating over distance, much like the telephone had done for people in prior generations. Social Information Processing Theory (SIP) (Walther, 1992) was developed to examine how the lack of nonverbal communication cues impacts messaging. In this theory Walther argues that CMC users are able to adapt technology to develop relationships.

    An image of the History of Online Community timeline from the 1970s to 2001. This timeline shows the evolution of online communities and how they have evolved with the technology advancing from antiquated party lines over the landline phones to social networking and Facebook groups.
    Figure \(\PageIndex{4}\): "History of Online Community Panel 1" by Choconancy1 is licensed under CC BY-NC-SA 2.0.

    Walther disagreed with many of the earlier studies, especially those focused on social presence, media richness, and a lack of nonverbal cues. Instead, he argued that interpersonal relationships can occur without face-to-face interaction. Because f2f communication styles do not translate directly into a text-based format, symbolic communication styles were created to replace the nonverbal cues missing in text-based communication. Gamers in online gaming communities were among the first to develop textual cues to indicate sarcasm, sighs, shrugs, and other common nonverbal communication signals that were needed to progress their games and interactions as players. As computer-based communication became more and more common, emoticons became a popular way of signifying nonverbal codes in email, texting, and instant messenger programs.

    Walther continued his discussion of CMC focusing on the potential richness digital communication technologies. His Hyperpersonal Model of Communication (1996) discusses how strong participation levels and involvement in community and relationship building online generate exaggerated interpersonal or hyperpersonal communication. Reflecting, in part, impression management theory (Goffman, 1956) that we discussed in the Branding Module, Walther argues that people exaggerate characteristics online as a type of self-promotion, and create positive feedback loops in order to encourage interaction from other online communicators. This type of communication then exceeds face-to-face interaction, as it is not inhibited by stereotypes and communication attributes generated by nonverbal and tonal cues.

    Contemporary digital communication studies tend to view more multiplicities and intersectionalities of identity and communication than the earlier studies. Internet technologies are and comprise convergent media and therefore reflect many of the ideals attributed to Jenkins' (2006) media convergence that we discussed in Module 8 (Pearson & Elliot, 2015; Pettegrew & Day, 2015). Messages are seldom limited to individual technologies: someone posts a video on YouTube and it's reposted via Twitter and Facebook by the originator, or by viewers (Juris, 2012; Van Dijck, 2013).

    An image illustrating social media and game dynamics convergence is very effective, particularly in motivating people to action. There are three types of social gaming: self-focused, community-focused, and reality-focused.
    Figure \(\PageIndex{5}\): "The social media game" by stefanomaggi is licensed under CC BY-ND 2.0.

    In fact, social media encourage reposting on other social media, providing embed tools and sharing options to simplify proliferation. Media distributors, such as news organizations, also use these tools to reinforce their own product distribution.

    Cyborg Culture(s)

    Interpretive and critical approaches to CMC generally focus on how media technology impact individuals' rights and creative freedoms. One of the core approaches from these paradigms comes from Haraway's (1985) A Manifesto For Cyborgs in which she argued that as humans become more technologically bound, we become cyborgs in our identities. Haraway suggested that many human distinctions, such as gender, race, and ethnicity would be, if not completely erased, made less important through technological advances. The resulting cyborg theory (Haraway, 1985) claims as we become more technological in our bodies and identities, we will be able to break through barriers and eliminate historical restrictions associated with these stereotypes and categorizations. Haraway (1985, 1991) further argued that we were becoming dependent on the technologies in constructing our identities, and we would evolve beyond physical limitations. For example, if you are playing a video game, would you choose to be a mundane typical human character, or would you choose to be, when allowed, a dragon or an elf? And are we restricted to our offline genders when we go online in games, or other online social spaces? If nobody knew who you were, would you make your avatar look like you?

    Haraway and other cyborg theorists (Haraway, 1985, 1991; Gonzáles, 2000) further argue that these freedoms would eventually cross over into our offline realities. When you consider medical advances for physical disabilities, plastic surgery for cosmetic values, and our cultural dependence on mobile technology, we can start to see Haraway’s predictions coming to pass. While this theory has since evolved due to evidence of hyperreal or exaggerated stereotypical characterizations in online identities, the concept that communication technology is leveling the playing field is still promoted in technology industries.

    Cyborg theory today is often applied to social media.

    An image of a woman holding a cell phone over her eye reflecting on the cell phone screen is a picture of her eye. This image illustrates how much we use our cell phones so much that they become a part of our body, making us all cyborgs and part of the cyborg culture.
    Figure \(\PageIndex{6}\): "Cyborg" by [nivs] is licensed under CC BY-SA 2.0.

    How is Facebook a factor in our cyborg identities? Do you think we will become more or less of cyborgs as we continue to evolve as humans? Will Facebook stay a major part of our lives or will it fade and be replaced by yet another new media technology?

    Cyborg studies focus on virtual identities. Virtual identities, in turn, are often studied as part of virtual communities. These virtual communities are discussed as aspects of cyberculture.

    An image of a Mediated Reality Infographic detailing the history of Avatar the essential virtual identity.
    Figure \(\PageIndex{7}\): "Mediated Reality Infographic" by GuideApp is licensed under CC BY-SA 2.0.

    Cyberculture studies focus on how online cultures form, how they impact offline culture, and how they obtain unique characteristics due to the media platforms utilized (Matei, 2006; Silver, 2006). Similarly, Jones (1995) describes cybersociety as how communities of people interact and communicate through internet technology.

    Convergence cultures (Jenkins, 2006) have naturally developed with increased usage of and exposure to digital communication technologies, developing from the convergence "between cyberspace and 'real life'" (Thurlow, Lengel, & Tomic, 2004, p. 33).

    By convergence, I mean the flow of content across multiple media platforms, the cooperation between multiple media industries, and the migratory behavior of media audiences who would go almost anywhere in search of the kinds of entertainment experiences they wanted. Convergence is a word that manages to describe technological, industrial, cultural, and social changes, depending on who's speaking and what they think they are talking about. In the world of media convergence, every important story gets told, every brand gets sold, every consumer gets courted across multiple media platforms. (Jenkins, 2006, pp. 2-3).

    As discussed in Module 8, Jenkins' convergence theory focuses on how messages flow between and within multiple media forms. The concept also focuses on the cultural influences and emergent cultures that result from the interactivity of these media platforms.

    Jenkins further identifies what he calls participatory culture online, which he places in opposition to consumer culture (Jenkins, 19 2006) and how consumers are also creators and producers of media. Fans, for example, not only participate in consuming texts, they act as textual poachers by creating fanfiction, fansubs and fandubs, fan videos, mashups, fan shipping (preferences for particular couples or pairing in characters) and even fan-activism. Similarly, online gamers in Massive Multiplayer Online Role-Playing Games (MMORPGs) create their characters and storylines as part of the end-user experience. Jenkins (2006) also discusses online collective intelligence, where knowledge is not located in individuals alone, but instead in a collective or community. Building on Levy's (1994) earlier use of the term, He explains, "None of us can know everything; each of us knows something; and we we can put the pieces together if we pool our resources and combine our skills" (p. 4). Finally, Jenkins discusses transmedia storytelling produced and consumed by transmedia audiences who simultaneously engage with multiple media platforms (Jenkins, 2006).

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