Wspólnoty wirtualne między bezpieczeństwem a zagrożeniem i mitem a rzeczywistością

Virtual communities between security, danger, myth and reality The main subject of this article is to present virtual space and considerations regarding security and threat faced by its users. In virtual space, everyone can exchange information, presenting one’s image. An attempt was made to analyse...

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Bibliographic Details
Main Authors: Mazur, Jadwiga, Kuć, Małgorzata
Format: Article in Journal/Newspaper
Language:Polish
Published: Stowarzyszenie Naukowe Przestrzeń Społeczna i Środowisko 2020
Subjects:
Online Access:https://bibliotekanauki.pl/articles/2077520.pdf
https://bibliotekanauki.pl/articles/2077520
Description
Summary:Virtual communities between security, danger, myth and reality The main subject of this article is to present virtual space and considerations regarding security and threat faced by its users. In virtual space, everyone can exchange information, presenting one’s image. An attempt was made to analyse virtual communities from the perspective of the myths about Thanatos and Narcissus in the context of security and threat. Similarities of and differences between social and virtual spaces are discussed herein. A simple division of internet users into digital immigrants and digital natives was pointed out. Attention was paid to the significance of the fourth industrial revolution in which data and algorithms determine human life and decisions. The Greek myths of Thanatos and Narcissus were presented in the article, and their references to virtual space were made. In this context, events related to the implementation of these myths were presented in relation to selfies (Narcissus) and games in which there is a threat to the safety of players (Thanatos). Then, the issues of threat and building security, as well as counteracting threats in virtual space are discussed. Generally, it has been recognized that virtual communities are generally meeting and contact points that can help to develop individuals and organisations, even though they can, occasionally, be a source of danger. As an example, an analysis of the implementation of tasks associated with the game “blue whale and taking a selfie” was given.