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A validation Study of House of Quality key performance indicators<br />

Communities of interest; members of this type of communities are willing to share<br />

knowledge and experiences. For example recommendation sites like Kieskeurig.nl, w<strong>here</strong><br />

people share their experiences about different product.<br />

Communities of fantasy; within communities of fantasy members interact with each other by<br />

playing virtual games with each other. Within this fantasy world members can play with<br />

fictive persons in different fictive environments.<br />

Communities of transaction; within this communities members exchange goods, services etc.<br />

on a demand and supply manner.<br />

Although this classification by Hagel and Armstrong (1997) is still used, nowadays many other types<br />

of virtual communities can be distinguished. Some examples are; brand communities (Muniz &<br />

O’Guinn, 2001), communities of ethnicity (Mitra, 1999), communities of consumption (Kozinets,<br />

1999) and e-learning communities (Hardaker and Smith, 2002). Although these types of virtual<br />

communities are useful to detail and will limit the focus for research, according to De Valck (2005)<br />

they do not add new categories to the classification of Hagel and Armstrong (1997).<br />

De Valck (2005) stated that in fact most virtual communities are a combination of a community of<br />

relationships and a community of interest which combines social interaction with information<br />

exchange based on for example a similar demographic background, specific brand, consumption<br />

related activity, certain travel destination or a medical problem.<br />

To cover the main purpose served by virtual communities, De Valck (2005) adds another type to the<br />

four types distinguished by Hagel and Armstrong (1997); the community of practice. A community of<br />

practise consists of a group of people who are informally bound (within or between organizations)<br />

and share their knowledge and information to learn from each other regarding shared (work) related<br />

practices.<br />

Segmentation by computer mediated context<br />

Virtual communities are supported by different functional software systems, like for example; email<br />

lists, chat rooms, electronic bulletin boards or online buying functionalities. Different types of virtual<br />

communities will arise due to different characteristics of the software (De Valck, 2005). Kozinets<br />

(1999) classified virtual communities, based on the computer mediated context of the community.<br />

This classification is based on two dimensions; group focus (information exchange vs. social<br />

interaction) and social structure (loose vs. tight).<br />

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