ORKUT AND SOCIABILITY: MEDIATION COMMUNICATION IN VIRTUAL ENVIRONMENTS
A. S. Sartori, P. J. Moreira
Universidade do Estado de Santa Catarina (BRAZIL)
This study of relationship site Orkut seeks to describe some of the tactics of ownership cyberspace by young Brazilians and highlights the importance of the role of mediator in the Orkut virtual environment in the daily life and education of young players in order that the communication based on participation is not only issue but the issue joint production and reception. It is very appropriate in our time thinking interactivity because it envisages the polyphony of interest that is manifested in different cultural, ideological, generational, religious, racial and gender. Orkut created in January 2004 and affiliated to Google, is one of the largest global brands in the present. According appears on the site itself, the item 'About orkut', that space was created with the goal of helping its members to maintain contact with friends through pictures and messages and meet more people, making their social life and that of your friends more active and stimulating. Reflection on the sociability generated in virtual environments as Orkut reason to think the group from individuals belonging to a community clearly identified, with well-defined rules and goals. The way each individual deals with the group is that the building belonging to the same. Young people use Orkut seduced by a world in which communication and friendships are an interactive and dynamic environment, which allows the use of multiple languages of the computer and allows the creation and expression of identification which is the network of relationships in this virtual environment. The changes caused by the growing technological development are changing routines, behaviour, production systems, market structures and movement of capital, consumer, media, including education. New ways of living are set by the identification of groups, communities, tribes so. Also new models and modes of communication have been developed, enabled by a society in interconnection network. For Pierre Lèvy (2005) the Internet and World Wide Web introduced radically new elements: networking general, disintermediation and communication of all to all. Jesus Martin-Barbero (1996) says that we are wrapped in a communicative ecosystem that mixes languages, knowledge and written in an environment of hegemony that audiovisual remodel the forms of acquisition of wisdom and knowledge. In this sense the cyberspace is an interactive device for communication and community, which gives the transit of ideas, information, communication and virtual approximation. These are ways to do that cause the cyberculture. We can say that the cyberculture is constituted from a set of techniques, practices, attitudes, modes of thought and values that develop precisely with the growth of cyberspace. According to Certeau (1999) people appropriate many different areas of movement, inventing ways to make and to be in 'places', taking possession of something that does not belong to them and made up players to produce new ways of life. The multiplicity of possible affinities in cyberspace leads to a reflection on how to understand the multiplicity of interactions in contemporary processes of sociability? Young people invent from appropriations and uses of virtual environments spaces where moving ways of thinking, to be, and how to communicate. These inventions create a game that expresses through the use of instruments possible, new ways to move around in one place breach, in a way, the order imposed by the place.