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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The image of solitary kids staring at television screens and twiddling their thumbs
has given way to the figure of the activist kid beaming monsters between Game
Boys, trading cards in the park, text messaging friends on the bus ride home, ...
Athough these markets are somewhat distinct, they also speak to each other, as
certain kids gain local expertise and notoriety even among more casual players,
or other kids gain access to the adult gaming communities. The media mix fuels ...
Card vendors also see relations with kids as a difficult border zone. Some see
kids as a legitimate market for their goods. Some admit that there are collectors
who exploit kids by selling counterfeit cards. Others prefer not to sell to kids
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Notes on Contagious Media 158
Picturing the Public 164
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