Consumers as Producers: Can (or Should) We Draw the Line?

I must start off by saying that I had a moment similar to one that David had last week when he read about the Tamagotchi. I cannot remember the last time I thought about the TV show Action League Now! or about the The Sims videogame (and I will admit, there was a time when I couldn’t get enough of The Sims).

That said, I was continually reminded of the concept of control throughout this week’s readings. As mentioned by Jenkins (2012), companies want consumers to use the physical forms of their logos, but as soon as they use the digital forms, companies get nervous. Perhaps the ease of reproduction that is possible in the digital world threatens their sense of control over their brand. Similarly, Andrejevic (2010) mentions that while consumers own computers and software, they do not own the networks that make social networking possible, so ownership issues could become fuzzy. However, McCracken (1998) stresses that media producers must accommodate consumer demands to participate as well as consume media, otherwise, consumers will lose interest and move on to media that is more tolerant of their participation. In order for consumers to contribute to a media such as a game, they must feel that what they offer makes a difference in their own experience and in the experience of other players (Koster 1999), which makes me consider user-generated content in a broader sense. As we have discussed, consumers do not usually receive compensation to create user-generated content. Not only do they still create such content, but also the content they create is often high quality. Perhaps they are driven by the desire to make a difference in their own media experience and in the experience of others.

Andrejevic (2010) offers an interesting view of social networking sites that we’ve discussed throughout the semester. Although a small percentage of users read and understand the privacy agreements offered by social networking sites, users continue to sign up for and use these sites. Furthermore, users agree to submit to these sites monitoring their actions and manipulating their data and, according to Andrejevic (2010), as long as users enjoy the benefits of social networking, why shouldn’t Facebook too? I have to agree that users willingly submit to these conditions, but I still contend that the presentational mode of the privacy statement could make a difference (thus the topic of my trend analysis). Users, however, could simply be affected by social norms. As mentioned by Andrejevic (2010), it is likely that people who avoid social networking sites will soon seem outdated and overly protective of their privacy. Perhaps it all goes back to Laufer and Wolfe’s (1977) risk calculation: If perceived benefits of sharing one’s personal information (connecting with others) are greater than the perceived risks (exposing personal information), users are more likely to disclose their information.

 

Some links for user-generated content

Some things we discussed on Thursday, and other possible links of interest, showing the wide range of UGC just on YouTube.

I’m Not Here to Make Friends

Beyonce’s Countdown video, Snuggie version, comparision

Kim Jong Style (Gangnam Style parody)  and the original video if you haven’t seen it.

Some classic fan films: Troops (Star Wars/Cops fan film mashup, filmed in 1997!), George Lucas in Love, How the Sith Stole Christmas.

Technology Adoption & New Media Participation

As I started on this week’s readings, I was reminded of a conversation I had with a friend several years ago about using the iPad for work purposes. This person was complaining that he couldn’t get the apps to work exactly the way he wanted them to. He was expecting several features to work like technology he was used to. For instance, he was frustrated that he had to adapt to the way the files were stored and retrieved because it differed from how he was used to storing and retrieving files on a computer. Furthermore, he was frustrated by the limitations of an app’s pen tool because it did not work exactly like a traditional pen works on paper. I explained that in order to use most technologies, you have to adapt to its capabilities. But he told me that he would have to consider the costs required to adopt the technology, including the time and energy it took to learn it, and whether it would be worth the benefits offered by the technology.

At the time, I thought this was a silly response because, as a technology enthusiast, I couldn’t imagine who wouldn’t think such adoption was worth it. But it occurred to me that some people might actually prefer to stick with old technologies because adopting a new technology could stifle their creativity and productivity. After all, as pointed out by Marshall (2004, chapter 2), new media apparatus is highly structured and often asks us to identify with someone else’s mental structure. In this way, new media could be viewed as more of a detriment than a benefit.

Correa and Jeong (2011) put an interesting twist on studies that examine how consumers use online participatory tools. By distinguishing among diverse racial and ethnic groups, they demonstrated that not all college students have the same opinions about such tools. In my opinion, their most interesting finding was white and Asian students’ discouragement with the uncontrolled nature of participatory web applications. I was surprised that members of the generation that everyone says has no limits when it comes to new media actually refrain from creating content and even stop using certain online participatory tools due to negative discourse.

Finally, I was intrigued by Blank and Reisdorf’s (2012) quest to define and examine Web 2.0. I’ve had a difficult time finding a “good” definition of Web 2.0 in the research I’ve reviewed for the trend analysis and for other academic papers I’ve worked on. They identified two components of Web 2.0 that I found useful: 1) that it takes advantage of network effects and 2) that it utilizes platforms, or simple environments where users can do what they want. While I do not necessarily like the authors’ definition of Web 2.0 (“using the Internet to provide platforms through which network effects can emerge”), I think that the Web 2.0 components they identified will be useful as I continue to develop my own definition of and thoughts about Web 2.0.