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Netnography is a "form of qualitative research that seeks to understand the cultural experiences that encompass and are reflected within the traces, practices, networks and systems of social media".[1] It is a specific set of research practices related to data collection, analysis, research ethics, and representation, rooted in participant observation that can be conceptualized into three key stages: investigation, interaction, and immersion. In netnography, a significant amount of the data originates in and manifests through the digital traces of naturally occurring public conversations recorded by contemporary communications networks. Netnography uses these conversations as data. It is an interpretive research method that adapts the traditional, in-person participant observation techniques of anthropology to the study of interactions and experiences manifesting through digital communications (Kozinets 1998).
The term netnography is a portmanteau combining "Internet" or "network" with "ethnography". Netnography was originally developed in 1995 by marketing professor Robert Kozinets as a tool to analyze online fan discussions about the Star Trek franchise. The use of the method spread from marketing research and consumer research to a range of other disciplines, including education, library and information sciences, hospitality, tourism, computer science, psychology, sociology, anthropology, geography, urban studies, leisure and game studies, and human sexuality and addiction research.
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