Producer vs. Consumer
Jake Jones & Eleanor Forder
Introduction
• Web 2.0
• UGC sites emerge
• ‘Audience empowered Participatory culture
forms
• ‘community and collaboration’
• ‘Many wrestling power from the few’? (43)
Participatory Culture
• Low barriers to artistic expression and civic
engagement
• Strong support for creating and sharing creations
• Informal mentorship – experience passed along to
novices
• Belief that contributions matter
• Feeling of social connection (at the least they care
what other people think about what they have
created)
Who is YOU?
• Who is the YOU in YouTube?
• For every 100 people online, only 1 will create
content, 10 with interact with it, and the other
89 will just view it. (Arthur 2006, P.44)
• 19% of Facebook and MySpace users are
‘joiners’
• 33% are passive spectators
• 52% are inactive (p. 45)
Case Study: YouTube
• 2005: Started by 3 students in a garage as
video sharing site
• Bought by Google the following year for $1.6b
• ‘Vertical integration of search engines with
content, social networking and advertising’
(42)
• Terms of use: ‘Remember this is your
community!’ – but what is ‘community’?
Online communities
• ‘Taste communities’  ‘brand communities’
• Consumer groups & entertainment platforms
• Niche marketing
• Content & data providers are still perspective
consumers
– demographic info is released
• Mediated by the media owners/publishers
– Content providers don’t have control over
distribution
‘Democratizing the entertainment
process’? (52)
• Video sharing sites as mediators between the
aspiring masses and ‘old’ media moguls
• BUT- success is only tangible when picked up
by old media/ traditional mass media e.g.
print & TV
• ‘UGC is firmly locked into the commercial
dynamics of the mediascape.’ (Dijick, P. 53)
Democratic system of free culture
• Who is responsible for the content?
• ‘Wisdom of crowds’ causes demise of
professional system- prosumerism can be seen
both as work and play
• ‘wikinomics’: Content providers contribute
economic value to businesses
Case Study: Star Wars
• Jenkins’ example of Star Wars franchise participatory
culture
• 2000: LucasFilms offer free web space to fans
• Elizabeth Durack, campaign leader: ‘that’s the genius
of Lucasfilm’s offering fans web space- it lets them
both look amazingly generous and be even more
controlling than before’ (Durack)
Conclusion
• ‘gift economy for information
exchange’(Barbrook, 2002)
• ‘In the end, the media producers need fans
just as much as fans need them’ (Jenkins, 173)
References
• Jose van Dijick ‘Users like you? Theorising agency in
user-generated content’ (Media, Culture & Society
2009)
• Henry Jenkins, ‘Convergence Culture’, New York
University Press, 2006.
• Elizabeth Durack, ‘fans.starwars.con,’ Echo
Station, March
12, 2000, www.echostation.com/editorials/confans.ht
m.
• Atom Films, ‘The Official Star Wars Fan Film Awards,’
atomfilms.shockwave.com/af/spotlight/collections/star
wars/submit.html.

Producer vs. consumer pptx

  • 1.
    Producer vs. Consumer JakeJones & Eleanor Forder
  • 2.
    Introduction • Web 2.0 •UGC sites emerge • ‘Audience empowered Participatory culture forms • ‘community and collaboration’ • ‘Many wrestling power from the few’? (43)
  • 3.
    Participatory Culture • Lowbarriers to artistic expression and civic engagement • Strong support for creating and sharing creations • Informal mentorship – experience passed along to novices • Belief that contributions matter • Feeling of social connection (at the least they care what other people think about what they have created)
  • 4.
    Who is YOU? •Who is the YOU in YouTube? • For every 100 people online, only 1 will create content, 10 with interact with it, and the other 89 will just view it. (Arthur 2006, P.44) • 19% of Facebook and MySpace users are ‘joiners’ • 33% are passive spectators • 52% are inactive (p. 45)
  • 5.
    Case Study: YouTube •2005: Started by 3 students in a garage as video sharing site • Bought by Google the following year for $1.6b • ‘Vertical integration of search engines with content, social networking and advertising’ (42) • Terms of use: ‘Remember this is your community!’ – but what is ‘community’?
  • 6.
    Online communities • ‘Tastecommunities’  ‘brand communities’ • Consumer groups & entertainment platforms • Niche marketing • Content & data providers are still perspective consumers – demographic info is released • Mediated by the media owners/publishers – Content providers don’t have control over distribution
  • 7.
    ‘Democratizing the entertainment process’?(52) • Video sharing sites as mediators between the aspiring masses and ‘old’ media moguls • BUT- success is only tangible when picked up by old media/ traditional mass media e.g. print & TV • ‘UGC is firmly locked into the commercial dynamics of the mediascape.’ (Dijick, P. 53)
  • 8.
    Democratic system offree culture • Who is responsible for the content? • ‘Wisdom of crowds’ causes demise of professional system- prosumerism can be seen both as work and play • ‘wikinomics’: Content providers contribute economic value to businesses
  • 9.
    Case Study: StarWars • Jenkins’ example of Star Wars franchise participatory culture • 2000: LucasFilms offer free web space to fans • Elizabeth Durack, campaign leader: ‘that’s the genius of Lucasfilm’s offering fans web space- it lets them both look amazingly generous and be even more controlling than before’ (Durack)
  • 10.
    Conclusion • ‘gift economyfor information exchange’(Barbrook, 2002) • ‘In the end, the media producers need fans just as much as fans need them’ (Jenkins, 173)
  • 11.
    References • Jose vanDijick ‘Users like you? Theorising agency in user-generated content’ (Media, Culture & Society 2009) • Henry Jenkins, ‘Convergence Culture’, New York University Press, 2006. • Elizabeth Durack, ‘fans.starwars.con,’ Echo Station, March 12, 2000, www.echostation.com/editorials/confans.ht m. • Atom Films, ‘The Official Star Wars Fan Film Awards,’ atomfilms.shockwave.com/af/spotlight/collections/star wars/submit.html.