INFORMATION CULTURE OF VIRTUAL COMMUNICATION SUBJECTS Cover Image

ІНФОРМАЦІЙНА КУЛЬТУРА СУБ᾽ЄКТІВ ВІРТУАЛЬНИХ КОМУНІКАЦІЙ
INFORMATION CULTURE OF VIRTUAL COMMUNICATION SUBJECTS

Author(s): Olena Prudnikova
Subject(s): Theory of Communication
Published by: Національний юридичний університет імені Ярослава Мудрого
Keywords: information culture; virtual space; communication; communication subjects; values; anti-values; interactivity;

Summary/Abstract: Problem setting. The features of communication in the virtual reality have moral, legal, technical, cultural, psychological, and other nature. In turn, the information culture of virtual communication subjects under the influence of this specific “region of being” has acquired unique features and manifestations that require detailed analysis.Recent research and publications analysis. The problem of informational culture of subjects of virtual communications found its reflection in the scientific works of a number of specialists. In particular, O. Kuz and N. Korablev investigate the essence of subjectivity in the virtual space, Y. Kalinovsky defines the negative and positive aspects of human being in the so-called “virtual crowd”, V. Chernienko and I. Negodayev investigate the formation of the “network identity” of the subjects of virtual space.Paper objective. The purpose of our scientific research is to identify the axiological and ontological peculiarities of the information culture of the subjects of virtual communications.Paper main body. It should be noted that the producers of the so-called “virtual product” (computer games, software, etc.) play a major role in the development of information culture of the virtual space, they lay down the rules for the functioning of a particular segment of the virtual world, program parameters of its existence: the ability to act in one way or another, to observe or not to observe moral norms and values. The subject of the virtual space can act because of their own ideological ideas, and may serve the standards proposed by the creators of virtual worlds. Thus, the informational culture of the virtual subject can become ambivalent: their own guides and values are manifested in the physical world, and in the virtual world, they change, being leveled. Person may not be aware of this duality, because the virtual world is unreal for her. A dangerous process is a reverse process, when a subject loses a sense of reality and transmits not always acceptable standards of virtual space to physical space.Conclusions of the research. Information culture of the subjects of the virtual world should be based on values such as freedom, responsibility, equality, self-realization, etc. At the same time, the deformed information culture of Internet users is “struck” by such anti-values as anarchy, irresponsibility, pseudo-collectivism, aggression, and so on.

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