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7. (CRISIS)PARTICIPATORY CULTURE (Lovink: Internet Disillusionment…
7. (CRISIS)PARTICIPATORY CULTURE
Jenkins, Ford & Green
: Spreadable Media & Meaningful Participation
Resistance vs. Participation
(Social Collectivity & Brand Community)
Audiences vs. Publics
Andrew Keen
: Self-Communication Content Production
(
"Prosumers/Produsers"
, by Bruns)
1. Audiences
: Measurement/Surveillance
2. Publics
: Aggregates Individuals
Hearing vs. Listening
1. Hearing
:
Receiving Message
2. Listening
:
Waiting, Concentrating, Responding
Convergence Culture
:
Global Phenomenon
Expressive Distribution
Local & Global (Global Village)
Patterns of Co-Creation
Production Use Values > Production Values
Unequal Participation
:
Systemic Bias
Undeserved Markets
Lovink
: Internet Disillusionment
Disillusionment
Forms of Disillusionment
:
Self-Promotion
Traditional Money = Fantasy World
No Historical Duty
Simulacrum = Prime Reality
Life = Cinematographic
Hyperreality = Every Situation
Press = Societies of Indifference
Informational Inflation = Consumer to Producer
Cathy O'Neil = Algorithms Non-Neutral Tools (Mathematical Models)
Mainstream Media
:
Evolution of Web 2.0
Surveillance
Censorship
Rules of Meme Design
1. Remixing Memes
= Mutate & Robust Narrative
2. Threat to Democracy
= "alt-right"
Counterculture Movement
Left-Wing (Social Issues) vs. Right Wing ( Conservatives)
Spreadability of "alt-right"
:
Offensive Language
Ambiguity & Irony
Meme & Hashtags
Fringes/Periphery
The
Gamergate
is a participatory culture targeting feminist media critics and game developers. Thus, a
Gamergater
is someone who feel socially oppressed and as an effect overreacts.
Participation
:
1. Front-End
= Metrics for Status & Attention
2. Back-End
: Commercial Logic of Monetization, Conversation & Clickbait