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Information and Knowledge Management using ArcGIS ModelBuilder

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Giovanni Camponovo<br />

separate concepts: the satisfaction of a personal need <strong>and</strong> the attainment of an external reward. We<br />

also add the concept of reciprocity as it is one of the defining element of virtual communities.<br />

Table 1: Mapping of motivation theories <strong>and</strong> concepts<br />

Psychological factors Social factors Utilitarian factors<br />

THEORY enjoyment competence values relations<br />

Expectancy<br />

Valence<br />

Theory<br />

Theory of<br />

Reasoned<br />

Action<br />

Theory of<br />

Planned<br />

Behaviour<br />

Technology<br />

Acceptance<br />

Model<br />

UTAUT<br />

Social<br />

Cognitive<br />

Theory<br />

Innovation<br />

Diffusion<br />

Theory<br />

Self<br />

Determinati<br />

on Theory<br />

Prosocial<br />

behaviour<br />

theory<br />

attitude<br />

toward<br />

behaviour<br />

attitude<br />

toward<br />

behaviour<br />

Affect /<br />

Anxiety Self-efficacy<br />

intrinsic<br />

motivation<br />

enhanceme<br />

nt<br />

introjection<br />

(competenc<br />

e)<br />

underst<strong>and</strong>i<br />

ng<br />

identificatio<br />

n (values)<br />

introjection<br />

(relatednes<br />

s)<br />

3.2 Definition <strong>and</strong> types of virtual community<br />

social<br />

influence<br />

subjective<br />

norm<br />

subjective<br />

norm<br />

Social<br />

Influence<br />

observabiilt<br />

y (image)<br />

introjection<br />

(approval)<br />

Utility Cost/effort Facilitating<br />

conditions<br />

instrumentality<br />

expectancy<br />

perceived<br />

usefulness<br />

performanc<br />

e<br />

perceived<br />

ease of<br />

use<br />

effort<br />

expectancy<br />

expectancy<br />

outcome<br />

expectation<br />

s<br />

relative<br />

advantage<br />

external<br />

regulation<br />

(rewards)<br />

values social career<br />

perceived<br />

behavioural<br />

control<br />

facilitating<br />

conditions<br />

complexity compatibility<br />

One of the first definition of virtual communities (also called online communities) is the one from<br />

Rheingold (Rheingold, 2002): “social aggregations that emerge from the Net when enough people<br />

carry on those public discussions long enough, with sufficient human feeling, to form webs of personal<br />

relationships in cyberspace”. While this definition highlights the social character as a defining element<br />

of a virtual community, other authors propose a larger set of elements of what constitutes a<br />

community which includes shared resources, interests, needs or activities that are the primary reason<br />

for belonging to the community, common values, reciprocal behaviour <strong>and</strong> a shared context of social<br />

conventions (Whittaker et al., 1997; Preece, 2000).<br />

Based on such a broader view of what constitutes an online community, several authors identify<br />

various types of virtual communities <strong>and</strong> propose different classifications.<br />

Many classifications are based on the primary goal of the community. One of the first of such<br />

classifications is proposed by Armstrong <strong>and</strong> Hagel (1996) who distinguish four different types of<br />

virtual communities: communities of transaction, interest, fantasy <strong>and</strong> relationship. A comparable<br />

classification is proposed by Hummel <strong>and</strong> Lechner (2002), who classify communities from the more<br />

communication oriented to the more transaction oriented, distinguishing five types of communities:<br />

gaming communities, communities of interest, B2B communities, B2C communities <strong>and</strong> C2C<br />

communities. Finally, Markus (2002) proposes an exp<strong>and</strong>ed taxonomy of virtual communities that<br />

encompasses both classifications which distinguishes based on their social orientation (relationship<br />

building <strong>and</strong> entertainment), professional orientation (expert network <strong>and</strong> learning) <strong>and</strong> commercial<br />

orientation (B2B, B2C <strong>and</strong> C2C). We also feel that it is important to add communities of resourcesharing“<br />

such as peer-to-peer networks <strong>and</strong> wireless communities.<br />

601

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