The Internet, short for "interconnected network" and sometimes referred to as "The Net", is made up of a range of information resources and services, such as the World Wide Web, electronic mail, telephony, and file sharing. As a "network of networks", it interconnects private, public, academic, business, and government networks across the globe. The Internet today evolved in an adhoc manner, developing technologies, protocols and standards as the network grew in size and complexity. Although The Internet has no centralized governance, each participating network sets up its own policies and some of the technical standardization is handled by the Internet Engineering Task Force (IETF), a non-profit organization of loosely affiliated international participants.
This chapter will focus on the social effects of digital networks in combination with cultures that support "free" and "open" information systems as core aspects of the rapid growth and complexity of The Internet.
In 2026, the Internet is both an open technical system and a highly platformed cultural environment. We still rely on shared protocols, packet switching, domain names, and network standards, but much of everyday online life now happens through large platforms, cloud services, recommendation systems, and mobile apps. Understanding the Internet means understanding both the open network underneath and the platforms built on top of it.
A network is defined as “an interconnected or interrelated chain, group, or system.” Although the science of networks is several hundred years old, it is in the age of electric (high speed) communications that the study of the interaction and behavior of complex relational data emerges. Complex networks such as telecommunication networks, computer networks, cognitive networks, and social networks all share distinct characteristics and emergent behavior. Networks are made up of individual nodes and the links that connect these nodes. A node with a greater than average amount of links in the network, is called a hub and often has the role of linking other nodes. Because networks contain multiple and divergent pathways between nodes, they exhibit nonlinearity, decentralization, interconnectedness and interdependence.
In a random network, new nodes attach themselves to a random node in the network, creating an unpredictable branching structure. In a small-world network, a controlled mathemetical graph makes it so that any node can be reached from any other node in a small number of steps. In a scale-free network, new nodes attach to hubs —nodes with the most connection to the other nodes. A scale-free network has the tendency to grow by favoring the already more active nodes. For example, Google and Facebook have grown exponentially to be such dominant hubs on the web, because anyone who goes online will want to use the services that everyone else seems to be using. In a random network, a new node will link itself to just a random node. And in a small-world network, nodes follow strict algorithms for linking.
The network effect in scale-free networks favors the growth of already popular nodes. This can seem to result in "the rich getting richer." However, active hubs can be rejected if they fail as connectors or if a better more active hub emerges. MySpace lost its dominant role as an online social network, because Facebook had more to offer as a hub for social interaction. In this case, the network effect was negative for MySpace and positive for Facebook.
Networks favor decentralization and nonlinearity as opposed to hierarchy and narrative sequence. The internet, in its early days, was thought of as just another form of mass media. But as the internet grew, without a plan or centralized control, it became clear that this was another kind of medium altogether. A medium that grew community networks, networks of knowledge and created a "network culture." To understand the social and cultural impact of the Internet, the video below gives a sense of the "power of networks" in an increasingly complex world.
Although the Internet remains decentralized at the infrastructure level, much of today's online activity occurs through a small number of highly connected platforms. Search engines, social networks, video platforms, online marketplaces, cloud services, and app stores function as powerful hubs within the larger network. They shape how information is discovered, shared, ranked, monetized, and sometimes restricted.
This creates a tension at the heart of the contemporary Internet. The network itself is designed to allow many different computers and communities to connect, but platforms often centralize attention, data, and control. To understand the Internet today, we need to see both its distributed structure and the powerful hubs that organize much of everyday online experience.
The Internet grew out of the efforts to connect the local computer networks of remote research institutions; to build a “network of networks” for the sharing of data and scientific research. The funding for this initial work came from the Advanced Research Projects Agency of the US Department of Defense and the result was ARPANET.
ARPANET: the first instance of what would later become the Internet. On October 29, 1969 the first message was sent from a computer at UCLA to one at Stanford University. ARPANET used packet-swiching to break messages into small units that could be distributed across networks and put back together at the desitination, a specific computer address or IP address.
A Packet Network: unlike the telephone system's circuit network, where each conversation has a dedicated circuit, information on the Internet is sent in standardized individual packets that are routed dynamically through a changing collection of networks. This makes for a robust and efficient system for delivering information across networks.
Internet Protocol: the Internet has a few rules and standards for how users interact in the network. One of these protocols is the Internet Protocol or IP, which defines packet structures that hold the data to be delivered across the Internet. IP also defines addressing methods to label packets with source and destination information. An IP address is a numerical label (such as 216.3.128.12) assigned to each device connected to a computer network. To be on the Internet, there must be a computer device with a specific address so that messages can be sent and recieved. IP addresses are managed globally by the Internet Assigned Numbers Authority (IANA) and IP registries responsible for assigning users in designated territories.
TCP/IP: Transmission Control Protocol or TCP, which works with Internet Protocol, is rule-bound standard for establishing and maintaining a network connection and the exchange of data. TCP with IP defines how computers send packets of data to each other.
Email: Electronic Mail or Email operates across the Internet. In the early 1980s, email systems required the author and the recipient to both be online at the same time. Today's email systems are based on a "store-and-forward model. Email servers accept, forward, deliver, and store messages. Users need to connect to the network for as long as it takes to send or receive messages. Unlike the simultaneity of telecommunications, exchange with email allows for instant, yet asynchronous exchange.
World Wide Web: with the creation of Hypertext Markup Language or HTML in 1989, Internet documents could link to each other. This linking created neworks of knowledge that are independent of the underling networks of hardware. The rapid growth of the Web, based on human language communication, emerges as a new network "on top" of the networks of computers. A user joins an Internet Service Provider or ISP to connect to the Internet, but joins a "kite flying" forum to connect with a like-minded community.
Networked Media: with growth of high-speed interent connections in the 2000s, media besides just data and text — images, sound files, video files, geolocation and VR data — travel the Internet as packets to mutiple destinations. This makes the reproduction and remediation of complex and multimodal ideas across a global network effortless and nearly instantaneous. Media becomes conversational. This socializing with and through media brings new layers of cultural networks on top of the Internet.
Internet of Things: as individual objects are embedded with computing devices with IP addresses, and are connected to the Internet, their data (such as geolocation) can be tracked and monitored and made available to a global network. Someone searching to purchase a type of bolt or a Ming Dynasty vase may get an exact location, pricing and description delivered with out human intervention.
Many people imagine digital information as existing "in the cloud," but the cloud is not weightless or immaterial. Cloud computing refers to data storage, software, and computing power provided through large networks of servers. These servers are housed in physical data centers connected by fiber-optic cables, routers, switches, and electrical systems. Services such as streaming video, online documents, social media feeds, and AI tools often depend on cloud infrastructure.
A Content Delivery Network, or CDN, copies popular content across many servers in different locations so that websites, videos, images, and apps can load quickly for users around the world. When you stream a video or visit a popular website, the content may be delivered from a nearby server rather than from one distant original source. CDNs make the Internet feel fast and immediate, even though information may be moving through many layers of infrastructure.
Personal Area Network (PAN): a personal area network enables communication between computer devices near a person.
Local Area Network (LAN): a local network, for example a home or office network, connect computers via ethernet or WiFi that connects to a router that connects to an Internet Service Provider or ISP.
Wireless Local Area Network (WLAN): a wireless computer network links two or more devices using wireless communication to form a local area network.
Campus Area Network (CAN): a campus area network is made up of an interconnection of local area networks within a limited geographical area.
Metropolitan Area Network (MAN): a metropolitan area network (MAN) interconnects users with computer resources in a geographic area or region larger than that covered by even a large local area network (LAN) but smaller than the area covered by a wide area network.
Wide Area Network (WAN): a computer network in which the computers connected may be far apart, generally having a radius of half a mile or more.
Storage-Area Network (SAN): a storage-area network is a specialized, high-speed network that provides network access to storage.
Protocols are shared rules that allow independent computers, devices, and networks to communicate. The Internet works because different machines can follow common standards for addressing, routing, requesting, sending, and receiving information. Protocols make it possible for many kinds of hardware and software to participate in the same network.
HTTP and HTTPS allow web browsers and servers to exchange web pages and data. DNS, or the Domain Name System, translates human-readable names such as example.com into numerical IP addresses. SMTP helps send email between servers. TCP/IP helps break information into packets, route those packets, and reassemble them at their destination.
Protocols make communication possible, but platforms organize much of that communication. A protocol is a shared rule system. A platform is a managed environment where users create accounts, upload content, communicate, search, buy, sell, watch, play, and share. Google Search, YouTube, Instagram, TikTok, Reddit, Discord, Amazon, and Spotify are all platforms built on top of Internet protocols.
The open protocols of the Internet allow many people and organizations to build new tools and communities. Platforms, however, often centralize attention and decision-making. They determine what appears in a feed, what content is recommended, what speech is moderated, what data is collected, and how creators are paid or made visible.
The early Web was strongly associated with personal websites, blogs, forums, homepages, independent archives, and small communities linked together through URLs. Much of the contemporary Web is experienced through apps and large platforms. This does not mean the open Web has disappeared, but it does mean that many users experience the Internet through systems owned and governed by a small number of companies.
The tension between protocols and platforms is one of the central tensions of Internet culture. The Internet can support openness, experimentation, and decentralized communities. It can also support surveillance, monopolies, misinformation, and centralized control. Both tendencies are built into the history of the network.
"On the one hand information wants to be expensive, because it's so valuable. ... On the other hand, information wants to be free, because the cost of getting it out is getting lower and lower all the time. So you have these two fighting against each other." - Stewart Brand at a hacker's conference in 1984
Valuable information has a cost because there is often labor and expertise in getting and diseminating good information. But some information can only work if it is free and easy to share. Sometimes free information can lead to it being expensive information. A new band needs to get their music heard before they can hope to sell an album. In general, we are all happier with few restrictions on the access to information, and a way to foster and reward the creation of information we want. Free Internet, free libraries, free shared media with friends creates value for expensive media.
The expression "information wants to be free" was adopted by technology activists who criticized laws limiting transparency and general access to information, especially of software and data. The Internet grew because it started as a distributed network for freely sharing information and data. The only barrier to access is a computer. The fact that a website's text, media and source code can easily be copied from a browser is a significant reason for the World Wide Web's growth. People in general do not just want to take information, they also want to share that information. This is how cultural ideas, from language to storytelling to belief systems, work. The challenge with digital technology and media is how to create reasonable intellectual property laws and mechanisms so that creators can benefit either financially and socially from their creations, and also allow for the free flow of ideas through networks.
Public Domain: The public domain is all creative works that do not have exclusive intellectual property rights because they have either been expired, forfeited or waived. These works can be remixed and distributed without liability. Google can search for public domain media, but some sites provide access to collections of public domain works: archive.org, retrofilmvault.com, https://www.gutenberg.org/
Fair Use: Fair Use is a belief that anyone—but especially artists, scholars, critics and journalists—should be allowed to sample portions of copyrighted materials for purposes of commentary and criticism. Without this freedom, copyright owners could take away freedom of speech. Legally, however, a copyright owner may challenge this notion in court.
Creative Commons: Larry Lessig founded Creative Commons to "expand the range of creative works available for others to build upon legally and to share." The site provides free copyright-licenses to the public to use as labels on their creations.
The Free Software Movement, the Open Source Movement and Hacker Movement, though different in the their aims and tactics, all share a general critique of intellectual property law and argue that a system of such strict government-control of information is in conflict with public interests, be they political, economic or cultural. In general, networks thrive with a combination of rules and freedom. The danger of too many rules, means that a network comes under centralized control. The danger of too few rules, means that small communities of common interest weaken as dominant nodes take advantage of weaker nodes.
“Free software” means software that respects users' freedom and community. Roughly, it means that the users have the freedom to run, copy, distribute, study, change and improve the software. Thus, “free software” is a matter of liberty, not price. To understand the concept, you should think of “free” as in “free speech,” not as in “free beer”. We sometimes call it “libre software,” borrowing the French or Spanish word for “free” as in freedom, to show we do not mean the software is gratis. from gnu.org
A program is free software if the program's users have the four essential freedoms:
Open source doesn't just mean access to the source code. The distribution terms of open-source software must comply with the following criteria:
(from opensource.org)
Hacker culture is a subculture of individuals who enjoy the intellectual challenge of creatively overcoming limitations of software systems to achieve novel and clever outcomes. The defining characteristic of a hacker is not the activities performed, but the manner in which they are done — playful, exploratory, and meaningful. This culture originally emerged in academia during the 1960s around MIT's Tech Model Railroad Club and AI Laboratory, with early examples including student pranks that demonstrated technical cleverness. Hackers strongly differentiate themselves from "crackers" — those who exploit security weaknesses for malicious purposes.
Central to hacker culture is the notion of "hack value": the sense that something is worth doing because of its finesse or cleverness. Picking a difficult lock has hack value; smashing it does not. Using things in unexpected ways — a dot matrix printer producing music, an optical mouse reading barcodes — exemplifies this spirit.
Aaron Hillel Swartz (November 8, 1986 – January 11, 2013) was an American programmer, writer, political organizer, and Internet hacktivist who helped develop RSS, Markdown, Creative Commons, and the web framework web.py, and co-founded Reddit. A passionate advocate for open access to information, Swartz was federally prosecuted in 2011 for downloading millions of academic articles from the JSTOR database — charges that carried up to 35 years in prison. He died by suicide at 26, two years into the legal battle. The documentary below tells his story.
Open source culture continues to shape contemporary digital technology, including artificial intelligence. Programming languages such as Python, operating systems such as Linux, open software libraries, shared datasets, public code repositories, and communities of developers all contribute to the development of AI systems. Some AI models and tools are released openly so that researchers, artists, educators, and programmers can study, modify, and build with them.
At the same time, AI complicates the older ideals of free and open information. Open models can support education, creativity, and transparency, but they can also raise questions about copyright, labor, privacy, bias, and misuse. The debates around open source AI show that the Internet's early values of sharing and access remain powerful, but they must be reconsidered in a world of large-scale data and machine learning.
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