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Ostracism in Virtual Environment: A theoretical Perspective
Almaas Sultana1, Vijay Kumar Chechi2

1Almaas Sultana, Research Scholar, Department of Education, Lovely Professional University, Phagwara (Punjab), India.
2Vijay Kumar Chechi, Associate Professor, Department of Education, Lovely Professional University, Phagwara (Punjab), India.
Manuscript received on 03 May 2019 | Revised Manuscript received on 15 May 2019 | Manuscript Published on 23 May 2019 | PP: 255-259 | Volume-7 Issue-6S5 April 2019 | Retrieval Number: F10410476S519/2019©BEIESP
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© The Authors. Blue Eyes Intelligence Engineering and Sciences Publication (BEIESP). This is an open access article under the CC-BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/)

Abstract: Social-media has been a popular medium and mean to get connected with others. This platform increases the prospects for enclosure. Simultaneously, the process of exclusion is also increased. The phenomenon of exclusion is known as Ostracism. Ostracism can happen in both face-to-face and electronic-based (e.g., internet, cell phones, and virtual reality) interpersonal interactions. The ostracism which occurs through electronic media other than face-to-face interaction is “Cyber-ostracism”. It occurs when recognition and communication are anticipated within an acceptable time frame but do not occur. It is a burgeoning issue among the organizational researchers because of its deleterious effects. It is characterized as an infringement of norms that we are recommended to recognize to maintain a healthy working environment. The phenomenon eventually causes damage to an individual innate need to belong. It is a widespread social phenomenon which impacts the way people treat and is treated by others. Despite of its bi-directional properties and importance in an individual’s life, slight consideration has been given to its effects. Therefore the present paper endeavors to uncover its outcomes of ostracism in virtual environment.
Keywords: Cyber-Ostracism and Outcomes.
Scope of the Article: Virtual Reality