[…]why should a few companies — or a few billionaire owners — have the power to decide everything about online spaces that billions of people use? This unaccountable model of governance has led stakeholders of all stripes to criticize platforms’ decisions as arbitrary, corrupt or irresponsible. In the early, pre-web days of the social internet, decisions about the spaces people gathered in online were often made by members of the community. Our examination of the early history of online governance suggests that social media platforms could return — at least in part — to models of community governance in order to address their crisis of legitimacy.

  • Agreed. I don’t have 90s Internet memories like a lot of here, but I do have some early 2000a Internet memories, which I honestly think was better than the 90s Internet cause we’d worked out a lot of the kinks.

    Forums were a great place to chat with people about whatever and in 99% of cases, people were polite enough. People talked about this and that. I and others shared their discoveries in video games on sites like GameFAQs (rest in peace, I put up so many Mario Kart DD tips).

    People treated interactive sites like they were neighborhoods. Sure, a ton of drama would pop up, same as any neighborhood, and sometimes that drama made modernTwitter drama seem tame, but it stayed within the community the majority of the time and it either got resolved or ended up killing the site. Either way people got over it and moved on.

    Nowadays, just keeping up with memes and drama is a full time job. Just 5 years ago I could stay on top of things, now it feels like what’s funny changes the second I see it, and I’m not even old (I was just on the Internet at way too young). Hell, rage comics and impact memes were a think for over a decade.

    Lemmy has so far felt like a nice middle ground between the old days of things lasting more than five minutes and people not just immediately being dicks (as long as you block everything LG and Hexbear) plus modern comforts in technology.