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1 - The Mystery of the Death of MediaMOO: Seven Years of Evolution of an Online Community

Published online by Cambridge University Press:  12 November 2009

Amy Bruckman
Affiliation:
Georgia Institute of Technology College of Computing 801 Atlantic Drive Atlanta, GA 30332-0280 asb@cc.gatech.edu
Carlos Jensen
Affiliation:
Georgia Institute of Technology College of Computing 801 Atlantic Drive Atlanta, GA 30332-0280 carlosj@cc.gatech.edu
K. Ann Renninger
Affiliation:
Swarthmore College, Pennsylvania
Wesley Shumar
Affiliation:
Drexel University, Philadelphia
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Summary

What Happened to MediaMOO?

A typical Tuesday evening, 1993–1996: In the online cafe, writing teachers begin to arrive. Twenty-five teachers will spend an hour discussing how to handle inappropriate student behavior in electronic environments. Afterwards, a few will stay for a game of ScrabbleT and good conversation. Some will also attend the poetry reading on Wednesday. In a virtual hallway, an anthropologist stops to chat with a computer programmer about some recently released software. A communications professor in Seattle, Washington, meets with a graduate student in Queensland, Australia, to discuss a survey of online behavior they are developing together. More than one thousand people from thirty-four countries are active members.

A typical Tuesday evening, 1999: The space is empty. The writing teachers found another place to meet years ago. The communications professor drops by, finds no one else connected, and immediately leaves.

The “place” is MediaMOO, a text-based virtual reality environment (multiuser domain or MUD) designed to be a professional community for media researchers (Bruckman & Resnick, 1995). MediaMOO was founded in 1992 by Amy Bruckman as a place where people doing research on new media could share ideas, collaborate, and network. MediaMOO's environment was designed to recreate the informal atmosphere and social interaction of a conference reception. Members came from a wide variety of disciplines, creating a diverse environment that fostered interdisciplinary research and learning.

MediaMOO reached its peak of activity in the mid-1990s but had fallen into disuse by 1998. What caused MediaMOO's decline?

Type
Chapter
Information
Building Virtual Communities
Learning and Change in Cyberspace
, pp. 21 - 33
Publisher: Cambridge University Press
Print publication year: 2002

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References

Bartle, R. (1990). Interactive multi-user computer games [World Wide Web page]. Available: ftp.lambda.moo.mud.org/pub/MOO/papers/mudreport.txt [1 May 1991]
Bruckman, A. (1997). MOOSE crossing: Construction, community, and learning in a networked virtual world for kids. PhD dissertation, MIT, Cambridge, MA
Bruckman, A. (1998). Community support for constructionist learning. Computer Supported Cooperative Work, 7, 47–86CrossRefGoogle Scholar
Bruckman, A., & Resnick, M. (1995). The MediaMOO project: Constructionism and professional community. Convergence, 1(1), 94–109CrossRefGoogle Scholar
Curtis, P. (1992). Mudding: Social phenomena in text-based virtual realities. Proceedings of the Conference on Directions and Implications in Advanced Computing. Berkeley, CA: Computer Professionals for Social Responsibility
Papert, S. (1991). Situating constructionism. In I. Harel & S. Papert (Eds.), Constructionism (pp. 1–11). Norwood, NJ: Ablex Publishing
Schlager, M., Fusco, J., & Schank, P. (1998). Cornerstones for an On-line Community of Education Professionals. IEEE Technology and Society, 17(4), 15–21, 40CrossRefGoogle Scholar
Vilhjalmsson, H., & Cassell, J. (1998). BodyChat: Autonomous communicative behaviors in avatars. In Autonomous agents (pp. 269–76). Minneapolis: ACMCrossRef

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