In an age where technological change is measured in minutes, we are forced to constantly reevaluate the way in which we utilise new technology. As defined by (Dwyer, 2002), in its simplest form communication is any behavior verbal or non-verbal that is perceived by another individual. This definition broadens the scope of communication methodologies which technology and other environmental forces may coincide. In previous iterations, trends in technology have commonly followed the path of communication methodologies (Ess & Sudweeks, 2001). Put simply, technological trends in society arise from changes made to our fundamental communication methods. The preeminent example of which is the internet (originally ARPANET), developed by the
As described by Riva & Davide (2000) a trend in the convergence of various media types into a single computerized standard. As a result several major communications technologies have filtered into the mainstream over the past several years, examples being Short-Message Service (SMS), eMail, Voice over Internet Protocol (VOIP) and Social Networks. Independent to the aforementioned technologies, virtual reality is rapidly emerging as a new communication medium. Initially this medium would have been restricted to large scale online games such as World of Warcraft or Lineage which both service a subscriber base of 5 million+ users. These online gaming environments act as incubators for virtual communities effectively providing a new communication stream for its users. Social interaction outside of an online gaming environment has become the next logical step with largest example being ‘Second Life’ by Lindon Labs.
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