The aim of this thesis is to study and analyse cyberculture on the Moroccan society, taking the city of Fez as a case study. Although Morocco is neither a developed nor an industrial country, Moroccan people are updated about new technologies, as this is obvious in the proliferation of cybercafés all over the country. Therefore, the aim of the thesis is to try to answer the following questions: Who are the people who go to cybercafés? Why do they go there? What are they looking for? If they come to talk, or in the Internet jargon “chat” are they aware to whom they are talking? Do they respect their online identities or do they create fake ones? What are the debates which are mostly raised there?
This thesis contains two major parts. The first part consists of a review of literature which relates what scientists, philosophers and other researchers have said about the emergence and issue of cyberculture in the world. The review of literature is approached in a critical way. It includes three chapters: popular cyberculture, cyberculture theories and cyberculture studies. The first chapter, popular cyberculture is concerned with the key words on which this research is based, such as: culture, cybercafé, cyberculture, cyberspace and the Internet. The second chapter deals with cyberculture theories, such as: the utopian theory and the virtual theory. Cyberculture studies dealt with in the third chapter includes: virtual communities, virtual identities, virtual bodies, MUDs (Multi-User Domains), features of the language of the cyberspace and gaming on-line, being the major activity online.
The second major part of the thesis deals with the data collection and data analysis. The tools used for the data collections are: the questionnaire, the participant and non-participant observation. These will be analysed and interpreted deeply in relation to cyberculture in the Moroccan context, and especially in Fez.
Table of Contents
INTRODUCTION
PART ONE: REVIEW OF THE LITERATURE
Chapter I: Popular Cyberculture
A – Terminology
1. Culture
2. Cybercafé
3. Cyberculture
4. Cyberspace
5. The Internet
Chapter II - Cyberculture Theories
A – Theories related to Cyberspace
1. The Utopian Theory
2. The Virtual Theory
A – Virtual Communities
B – Virtual Identities
C – Virtual Bodies
D – MUDs
E – Features of the Language of Cyberspace
F – Gaming on-line: a Major Cyberspace Activity
PART TWO METHODOLGY OF DATA COLLECTION AND DATA ANALYSIS
Chapter I: Methodology and Data Collection
A – The Questionnaire
B – The Respondents
C – The Observation Scale
1. The Non-participant Observation
2. The Participant Observer Table
Chapter II - Data analysis
A – The Return Rate
B – Data analysis of the questionnaire
C – Data Analysis of the Observation
1. Non-participant Observation
2. Participant Observation
3. LambdaMOO : History and Map
4. LambdaMOO community’s Notice
Chapter III - Implications and Suggestions
CONCLUSION
Research Objectives and Themes
The primary aim of this thesis is to investigate and analyze the impact of cyberculture on Moroccan society, specifically focusing on the city of Fez as a case study, while exploring how digital technologies reshape communication and social identity.
- The intersection of traditional cultural values and modern digital technologies in Morocco.
- The sociology of virtual communities and the creation of online identities.
- The usage patterns and motivations behind the proliferation of cybercafés in urban Moroccan centers.
- Methodological triangulation involving questionnaire surveys and ethnographic observation of online spaces.
Extract from the Book
4. Cyberspace
Cyberspace has material, empirical and symbolic scopes. It is machines, wires, electricity, programs, screens, connections. It is modes of information and communication like: emails, websites, chat rooms and virtual communities or MUDs (multi-user domains). It is also images and ideas existing in films, in fiction, in our imaginations as much as on our desktops or in the space between our TV sets or computers. Cyberspace and culture both emphasize the fact that lived culture is made from people, machines and stories in everyday life. (Mnookin, n.d.: 2).
Cyberspace comes from science fiction, including various kinds of virtual reality expressed by computer users or entities, existing within computer systems. In 1982, William Gibson first used the term “cyberspace” in his short story “Burning Chrome” and in his novel published in 1984 Neuromancer. Gibson (1984:69) gives the following definition:
“Cyberspace, a consensual hallucination experienced daily by billions of legitimate operators, in every nation, by children being taught mathematical concepts… a graphic representation of data abstracted from banks of every computer in the human system. Unthinkable complexity. Lines of light ranged in the nonspace of the mind, clusters and constellations of data”.
Chapter Summaries
Chapter I: Popular Cyberculture: This chapter defines the foundational terminology of the research, including concepts like culture, the cybercafé, cyberculture, cyberspace, and the Internet.
Chapter II - Cyberculture Theories: This chapter provides a theoretical exploration of cyberspace, covering utopian and virtual theories, as well as specific phenomena like virtual communities, identities, bodies, MUDs, and gaming.
Chapter I: Methodology and Data Collection: This chapter details the research tools employed, including the questionnaire distributed to students and teachers, and the observation techniques used within cybercafés.
Chapter II - Data analysis: This chapter presents the statistical results from the questionnaires and the ethnographic insights gained through participant and non-participant observation.
Chapter III - Implications and Suggestions: This chapter discusses the study's core findings regarding the dual impact of cyberculture on individual personality and social life, while offering suggestions for future research in other regions.
Keywords
Cyberculture, Morocco, Fez, Internet, Cyberspace, Cybercafé, Virtual Communities, Virtual Identity, MUDs, Sociology, Digital Communication, Social Networks, Technology, Online Gaming, Ethnography
Frequently Asked Questions
What is the core subject of this thesis?
The thesis examines the emergence and influence of cyberculture in Morocco, specifically within the city of Fez, and how it transforms social interaction.
What are the central thematic areas covered?
Key areas include the role of cybercafés, the formation of virtual communities, identity construction online, and the influence of gaming and social media on Moroccan youth.
What is the main research objective?
The research aims to determine how Moroccan society adapts to new technologies and whether online participation impacts real-world social behavior and cultural values.
Which scientific methods were utilized?
The author employed a mixed-methods approach, utilizing quantitative questionnaires for students and teachers, combined with ethnographic participant and non-participant observation in physical cybercafés and virtual communities.
What topics are discussed in the main body?
The main body evaluates literature on cyberculture theories, presents empirical data on Internet usage habits in Fez, and analyzes the behavioral patterns observed in virtual worlds like LambdaMOO.
Which keywords best characterize this research?
Key terms include Cyberculture, Morocco, Virtual Communities, Online Identity, Cybercafés, and Digital Communication.
How does the author define the relationship between the real and virtual self?
The author notes that virtual identities often allow for "multiplicity and flexibility," though this can lead to complex issues regarding truth and authenticity in interpersonal relationships.
What is the author's observation regarding cybercafés in Fez?
The author observes that cybercafés serve as vital social hubs for Moroccan youth, often filling the gap caused by a lack of home Internet access, and acting as spaces for both education and entertainment.
- Arbeit zitieren
- Najwa Bouyarmane (Autor:in), 2008, Cyberculture in Morocco. How the internet impacts culture, München, GRIN Verlag, https://www.grin.com/document/542424