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.
Results 1-3 of 39
Depending on where you look and who you listen to, these developments can be
read as either signs of creative growth or as the steps toward a much more tightly
controlled game future. What follows might be thought of as early indicators of ...
These purposes were not limited to group networking: The vast majority of
Fakesters were exercises in creative and usually playful expression. They
structured social activities, not just social groups, such as treasure hunts for the
—"Meat," September 9, 2003 "After a few weeks on Friendster, all of the profiles
began to look alike, except the Fakesters Fakester profiles clearly gave more
scope for creativity and expression, and, were, in fact, more revealing than
What people are saying - Write a review
Notes on Contagious Media 158
Picturing the Public 164
1 other sections not shown