Structures of Participation in Digital Culture
Social Science Research Council, 2007 - Computers - 284 pages
Digital technologies are engines of cultural innovation, from the virtualization of group networks and social identities to the digital convergence of textural and audio-visual media. User-centered content production, from Wikipedia and YouTube to Open Source, has become the emblem of this transformation, but the changes run deeper and wider than these novel organizational forms.
Digital culture is also about the transformation of what it means to be a creator within a vast and growing reservoir of media, data, computational power, and communicative possibilities. We have few tools and models for understanding the power of databases, network representations, filtering techniques, digital rights management, and other new architectures of agency and control. We have even fewer accounts of how these new capacities have transformed our shared cultures and our understanding of and capacities to act within them. This volume addresses these issues and supplies the demand for a comprehensive critical framework that places these developments in context.
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From the earliest days, participants took advantage of the flexibility of the system
to craft "Fakesters," or nonbiographical profiles. Fakesters were created for
famous people, fictional characters, objects, places and locations, identity
On a public mailing list dedicated to Fakesters, users explained their motivations:
"Bored at work one day, I found some beautiful pictures of steaks and other raw
meat, thus was Meat born. It was sad to see it [deleted]. For once I had created ...
—Roy Batty, September n, 2003 The rhetoric of the most outspoken Fakesters
activated the posture of resistance available in many Friendster subcultures,
while simultaneously alienating the more mainstream users who did not
recognize or ...
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Notes on Contagious Media 158
Picturing the Public 164
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